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	<updated>2026-05-06T03:50:26Z</updated>
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		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Neutral&amp;diff=8380</id>
		<title>ASOIAF Miniatures/Tactics/Neutral</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Neutral&amp;diff=8380"/>
		<updated>2023-02-26T20:45:53Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Neutrals==&lt;br /&gt;
&#039;&#039;&amp;quot;Our Blades are Sharp?&amp;quot;&#039;&#039;&lt;br /&gt;
Neutrals while viable on their own as a faction are in the end meant to be added into armies (except Freefolk) so buying into this faction expands your options for all others, besides the fact that a few of these units are very efficient on their own.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Control, Agression, Resielence, we got a little bit of everything here&lt;br /&gt;
*Flexibility? Stormcrows&lt;br /&gt;
*Panic damage? Boltons&lt;br /&gt;
*Acting like you&#039;re better than your opponent? Bloody Mummers&lt;br /&gt;
*Great models, the newer Golden Company look amazing.&lt;br /&gt;
===Cons===&lt;br /&gt;
*Commanders lean on their subfactions so they need at least a sprinkle of their soldiers to function properly&lt;br /&gt;
*Lack of autowounds, besides sorta the Elephant&lt;br /&gt;
*Being Overcosted? Golden company&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
A mish mash of subfactions rather than a faction unto itself, it will depend mostly on your commander since the base deck is pretty versatile if unimpressive, you have quite the toolbox that you can integrate into other factions so this page is the most guidelinesy of them all.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
You have 4 themes in your unit choices.&lt;br /&gt;
Boltons have heavy and light units, and their whole thing is panic and fighting dirty, Roose and Ramsey are their commanders.&lt;br /&gt;
Stormcrows are medium infantry and can fill gaps in other armies since they have line, ranged and elite infatry, Daario is their commander.&lt;br /&gt;
Bloody Mummers only have 2 units, both lightly armored and meant for short engagements, Vargo Hoat is their commander.&lt;br /&gt;
Golden Company, boy oh boy these were hyped up way too much, Swordsmen, Crossbowmen and War Elephants are all glorious models but their rules leave a lot to be desired, they don&#039;t have a commander yet.&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roose Bolton:&#039;&#039;&#039; Controlly Commander, playing around with dealing out and using tokens as well as some more panic support, he goes swimmingly in his own Blackguards and benefits from bringing Ramsey to give strong units Bolton affiliation  to get more sustain from panic damage..&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ramsay Snow:&#039;&#039;&#039; Aggression Commander, making your enemy choose between a bad situation and another equally bad situation, benefits more from joining non Bolton units and bringing his father for those Panicked tokens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daario Naharis:&#039;&#039;&#039; The one for Stormcrows, plays off the bags spot, even letting you count as controlling it with a tactics card. Buffing you unit&#039;s offensive output and a bit of token play are always goo, bring Bronn to get more benefit from the bags spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vargo Hoat:&#039;&#039;&#039; The one for Bloody Mummers, plays around Weakened tokens spending them to either add more sting to panic tests or turning them into Panciked and Vulnerable. Has the same terrifying &amp;quot;Sadistic Mutilation&amp;quot; ability as his regular attachement so it pays to make a deathstar out of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Bolton Cutthroats (5pt):&#039;&#039;&#039; Bolton basic Infantry, prioritizing offensive power, they get light armor but pack Vicious and get re-rolls and throw a Vulnerable if their target hasn&#039;t activated on the same round. Very fragile so need a bit of support to pull ahead if they get punched back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolton Blackguards (6pt):&#039;&#039;&#039;  Heavy Infantry, not that big on offense but with Horrific Visage they&#039;ll sit on an objective and dare your opponent to shift them, Dreadfort Captains predictably do very well with them since they can trigger that sustain on the regular. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolton Bastard&#039;s Girls (7pt):&#039;&#039;&#039; The premier Infantry of the Boltons, they can optentially throw 10 dice at the same enemy on 3+ so they get a lot of mileage out of an offensive attachement like Brienne Maiden of Tarth or Ramsay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolton Flayed Men (8pt):&#039;&#039;&#039;  THE best cavalry unit in the game, while not the end all be all of the game they will routinely break the bones and willpower of basically anything they face, even Targaryens make space in their lists for one of these. They will still break against concerted effort and there goes 8 points but they rarely dissapoint.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcrow Mercenaries (5pt):&#039;&#039;&#039; Cheap, thats the point, not a stellar profile for its cost but the have Adaptive, so they reduce the cost of attachements on them by 1, so they can pack them 1 pointers for freebies, stuff like Spearmen Captains or Guard Captains love them since they are cheap delivery vectors for great abilities. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcrow Archers (6pt):&#039;&#039;&#039; Control the Bags, Letters and Swords to give their ranged attacks benefits, otherwise pretty basic ranged unit, if you get all the dominos right they can devastate an enemy, Bronn lets them attack when claiming the bags, so do Crannogman Wardens when enemies end moves withing line of sight, gettin more attacks with a ranged unit is always worth it to invest on that if you do bring them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcrow Dervishes (7pt):&#039;&#039;&#039; The Elite Stormcrow unit, decent attack profile, their gimmick is attacking multiple times with the bags spot and being able to retreat right after attacking, also flank charges give the enemy tokens making them nastier than usual. Need finesse to get the most out of them, Daario, Stormcrow Lieutenants, Vargo, everything that pumps up their offensive output goes well with them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody Mummer Skirmishers (6pt):&#039;&#039;&#039; The annoying unit, their whole thing is packing disrupt and counter strike to make it a pain to fight them without something either well armored or with a good attack profile, so send them against cheap stuff with horrible offense like Poor Fellows or Raiders. They still go down like flies to concerted effort and if they lose their abilites they are toast. Special Mention to Syrio Forell since Agility stacks with Disrupt to make them a -2 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody Mummer Zoarse Riders (6pt):&#039;&#039;&#039; Cost the same as Dothraki Screamers, have an overall worse statline, and need to flank and rear charge to get actual value. I make them sound worse than they really are, but they do need you to work to get the most out of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hedge Knights (7pt):&#039;&#039;&#039; Now these guys are a bit of a tricky one, controlling the Bags and Swords makes them resilient as Flayed men and hit harder than Screamers respectively, if you can get some Tactics board control thse guys are worth every penny, they can fill a Heavy Cavalry role in any faction even if they they are mostly outclassed by Flayed Men &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Golden Company Swordsmen (7pt):&#039;&#039;&#039; I&#039;ll be honest with you pal, if they were 3+ armor they&#039;d be good enough, but as it stands they don&#039;t pack enough in their kit to make them a particularly attractive choice at their current cost. They&#039;re not bad at all but at 7 points you expect a unit that can kick ass and take names and these guys don&#039;t have enough offensive or defensive value to compete with the more specialized units in this price range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Golden Company Crossbowmen (8pt):&#039;&#039;&#039; Crossbowmen make a more compelling argument for themselves, being easily comparable to Lannister Crossbowmen they barely edge out in value by packing Sentinel, letting you maneuver them off of enemy attacks and letting you set up some nasty side or rear attacks, but still at that price range Flayed men, Knights and Honour Guard of Casterly Rock, Cavaliers, Champions of the Stag, are all choices that are just as killy, just as maneuverable and honestly way more resilient.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Golden Company War Elephant(7pt):&#039;&#039;&#039; You can only bring one of these for each Golden Company Swordsmen or Crossbowmen you pack along, meaning you can&#039;t get 2 of these outside of a Neutral army. This thing kicks ass and looks good while doing so, it ignores defense saves which makes  it great at cracking heavily armored units. Now if you know your opponent wont be packing stuff with Order:Shieldwall or Hardened or Resilience you&#039;re golden (heh) but since it doesn&#039;t have the same thing as the giants of inflicting straight up wounds it can get neutered hard by units with Auto-blocks like what was mentioned before. So in the end while it looks great and is a great intimidation piece, it isnt worth its price of 7ps alongside an overcosted GC unit.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roose Bolton (4pt):&#039;&#039;&#039; Token players love him, he can put a Panicked token each time he activates up to 3 times, with additional uses of this ability available by replacing zone effects. A zone replace is good and fueling his token game when you take a zone you don&#039;t want is not bad at all. Of course, he works way better on panic heavy armies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Petyr Baelish (4pt):&#039;&#039;&#039; THE zone replace guy, he can replace any zone effect with another one, zap with the horses, restore wounds with the cards, sky&#039;s the limit, but thats not all, once per game you can count as controlling a zone for the rest of the round, letting you get all those big effects even if you don&#039;t have control of the board. If you don&#039;t know what to bring and only have 4 for an NCU he doesnt dissapoint. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord Varys (5pt):&#039;&#039;&#039; THE reactive plays guy, up to 4 times per game he can get a mini-zone effect when your enemy claims a spot, the effect is of course related to what your enemy claimed. Drawing a card is rarely bad, restoring wounds lets you equalize fights, hits or a panic can knock an enemy down a rank before you activate and finish off that unit. Like Petyr, he&#039;s the one you bring if you don&#039;t know and have 5 points to spare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tycho Nestoris (5pt):&#039;&#039;&#039; Heal a lot once per game, simple and strong. Getting 5 wounds to throw around your units freely can bring back a unit from the brink or simply top off a few to get the upper hand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaquen H&#039;ghar (5pt):&#039;&#039;&#039; Precision isn&#039;t all that easy to come by, and getting it off of a Swords claim is very very good. Still his main selling point is being able to copy the Influence of another NCU either ally or enemy, doubling up on stuff like Melisandre, Beron Blacktyde and Barristan Selmy is VERY good especially since you can just do the Precision thing if you feel its gonna be more beneficial to you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Walder Frey (4pt):&#039;&#039;&#039; Old codger is an iffy one, you can only use him if its your last available activation, he does the Baelish replace thing, or he can restore a few wounds, weaken something and make you first player the following turn IF he claims the crown. Now the thing is if you&#039;re using Walder you lose a 3 NCU fight every time, only bring him if you know its a 2 NCU game and then again only if you know you&#039;re not against someone who wants the crowns.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ramsay Snow + Reek (2/0pts):&#039;&#039;&#039;  The little shit gives a bit of panic damage bonus and sustain for a modest price, and since Reek is free he always gets to sling Panicked tokens like its nobodies bussiness, he fits better on Bastar Girls and Blackguard than most other units, Guardsmen and Mountains Men do make very good use of him though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadfort Captain (1pts):&#039;&#039;&#039; Healing off of panic damage makes him a natural fit with Blackguards, or anything thatw ants to do panic damage like Bastard&#039;s Girls or Guardsmen &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolton Flayer:&#039;&#039;&#039; Now throwing this guy into a Blackguard or Pyromancers unit is just mean, since he can basically double up the Horrific Visage procs whenever your enemy is dumb enough to attack his unit. Cheap and easy all things considered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daario Naharis (1pts):&#039;&#039;&#039; Critical Blow and Precision at peril of suffering a wound for every 1 when attacking is not bad lemme tell ya, units with access to rerolls like Martell Royal Guard or high volume of attacks like Umber Berzerkers will make good use of the guy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stromcrow Lieutenant (1pts):&#039;&#039;&#039; Sundering and Highest attack value when controlling the bags. Not stellar but if your army wants the bags then he isnt a bad choice at all, Lannisters and Tyrells can probably make good useof him, Daario Commander can obviously make the most in any case.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bronn (1pt):&#039;&#039;&#039; Additional resilience when controlling the Bags and an option for extra attack actions off of the Bags spot, he goes in solid line units or ranged units. Shoring up the defense of ranged units andletting them get more attacks in is one of his specialties, making stuff like Wardens or Rose knights unkillable while letting them Rambo it up with extra attacks will quickly teach your opponent to keep control of the tactics board. Don&#039;t sleep on him, if you wanna play around with the bags he is better than the Lieutenant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaqen H&#039;ghar (1pt):&#039;&#039;&#039; Situational, but in very basic terms in introduces redundancy nto your list by letting you get an attachement back from the dead, whether yours or the enemies once attachements start going the way of the dodo his unit gets versatile. Another notable use is getting your commander back from the dead to keep doing his thing or I dunno bringing back an Expert duelist or Vargo to kick ass from beyond the grave again. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne Maid of Tarth (2pts):&#039;&#039;&#039; Make your unit a heat seeking missile, better morale and Knightly Vow make sure whatever you attach her to will make it to its target, Bastard&#039;s Girls love her, Ranger Hunters love her too, Sunspear Dervishes, the list goes on, anything that wants to devastate something with one or multiple charges loves her.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vargo Hoat (2pts):&#039;&#039;&#039; This guy, he&#039;s a lot of people&#039;s nightmare, fighting him is what turns boys into men. He gives the unit Vicious, no biggie, and makes it so enemies that fail panic tests caused by his unit become weakened, anot bad prolly still within the 1 point mark at this point. Sadistic Mutilation, letting you spend a weakened token after completing an attack to destroy an attachement, THIS is what makes Vargo terrifying since if you were weakened before he attacked he doesnt even need to deal damage to your unit, he just plucks the attachement out of the unit and tears their organs out, not that he needs it since he&#039;s his own engine for weakened tokens, this ability is even better than its competitor Expert Duelist since its less random by requiring some minor setup, he is a superb intimidation tool and will make your enemy tremble if he doesnt wipe him before he has a chance to kill his commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Golden Company Officer (2pts):&#039;&#039;&#039; Dauntless? meh. Immunity to enemy NCU Influence, Orders and enemy tactics cards might as well be worth 2 points on its own. A shame he comes with the Golden company swordsment cause he&#039;s good, hes a great piece for long range units to keep them safe from panic bombs or what have you.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 9+ activation in your army. Use wolves to pad your force. Most everyone wants 3 NCU, and for you 3 NCU means you have 1 more cheap activation, and you don&#039;t have to waste a NCU for a slot you usually ignore. But because of your wolves, you can easily ignore going 3 NCU&#039;s if you want to stuff up the table. You generally play more attachment then most factions due to your wolves and because of your good 2-3 point attachements. Get to the activation count you want, then start filling out your points with attachement.&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units.&lt;br /&gt;
In general your Tactics Deck is supplementary to your play style and not the basis, you also lack card draw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planning and Insight:&#039;&#039;&#039; small bump to offense or defense, get better with Letters or your commander&#039;s unit, you&#039;ll find a time to use it each turn.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Adpative Methods:&#039;&#039;&#039;  Change tokens, or throw tokens from a unit to another if you have the Letters. This lets you bouce a token off one of your units onto your enemy&#039;s, changing the toke type to whatever you want, this is a great card if the situation allows for it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Issue Commands:&#039;&#039;&#039; Is your commander sitting alone on an objective and would thus waste their actvation? Isuue Commands. Do you want a second use of a sweet order like Sentinel, Spread Fear or Charging volley? Issue Commands.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Worth the Risk:&#039;&#039;&#039; Morale Re-roll or autopass if close to your commander. Solid against panic heavy armies.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meticulous Planning:&#039;&#039;&#039; More commander Cards, either at the end of a round or during a turn if you have the Letters, good if your commander has good cards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surprise Strategy:&#039;&#039;&#039;  Prolly gonna use it with the Letters spot since its prolly too expensive otherwise, good to get those killer cards back into your hand not bad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spoils of War:&#039;&#039;&#039; One of your units get stonger after the first and second emey unit dies close to them, attach it as soon as you get it not like it&#039;ll make your units badasses if they weren&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Flayed men, spam em, love em, live for em.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List examples====&lt;br /&gt;
&lt;br /&gt;
The point of this is to explain list building a bit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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 &lt;br /&gt;
/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Infinity/N3_Tactics/Varuna&amp;diff=272848</id>
		<title>Infinity/N3 Tactics/Varuna</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Infinity/N3_Tactics/Varuna&amp;diff=272848"/>
		<updated>2023-02-26T20:45:35Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Light Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The unit overview and tactica for the Varuna sectorial of PanOceania&lt;br /&gt;
&lt;br /&gt;
==Why play Varuna==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction features==&lt;br /&gt;
&lt;br /&gt;
===PanO&#039;s Fist===&lt;br /&gt;
Tired of playing a defensive, backfield camping PanO... well, you should probably play a different army/break out MO. BUT if you want an aggressive version of &#039;Classic PanO&#039; this is where you want to be. Modern, i.e. mixed, link teams with some amazing options all aimed at bringing the pain for the hyperpower. What ORCs were always meant to be and able to use cheap Fusiliers and bots to back them up. Add to this wildcards with BTS6 and WIP 13 as well as what most people will agree is one of, if not the, best TAGs in game with the fearsome Cutter. Also now a ridiculous duo Squalo profile. These guys are the first into the fight, and they play to win. Make no mistake what you trade away in options you make up for in access to profiles.&lt;br /&gt;
&lt;br /&gt;
The flip side to this is that SWC not Points will be your limiting resource in this faction, and man will that hit hard when you start taking the new toys out for a spin.&lt;br /&gt;
&lt;br /&gt;
===Special Skills===&lt;br /&gt;
&#039;&#039;&#039;MIxed Fireteams:&#039;&#039;&#039; A huge step up on NCA, the other &#039;high tech/shooty/traditional PanO&#039; faction comes from the mixed fireteams, especially with ORCs. Also with the clipper bot, which loses its smart missiles but also which can fill out fire teams which contain only &#039;up to 3 Fusiliers.&#039; All the perks of the traditional ML Fusilier link but with an extra level of unconscious and immunity to many of the more common long range weaponry, plus can take supportware, and is only 18 points vs an ORC. You also get a functional Haris with either cheap Kamau escorting a Machinist [upgraded with Mimetism, but sadly not in WIP], or a heavy one that can form without SWC [critical in Varuna] on your new Character ORC Patsy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helots:&#039;&#039;&#039; Alright, it&#039;s not a skill, but neurocinetics and decoy camo do a great job of buoying up some traditional weaknesses of the hyperpower, and Varuna gives you the option to bring a bunch of them. They can be great roadbumps and force your opponent to worry about whether that camo marker has a MSR, a Red Fury, a Marksman Rifle, or is one of your Zulu Cobras with a Jammer/KHD. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jungle and Aquatic terrain:&#039;&#039;&#039; Not that many people play with terrain rules, but it is the default setting for campaigns and it&#039;s flavorful for a water planet. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Working the Angles:&#039;&#039;&#039; You have access to TO infiltrators, a couple of Forward Deployment models and the all new Echo Bravo airborne infiltrators. This means you&#039;ve got a lot more flex than PanO factions traditionally do, giving board control and the chance to jump on or coordinate your way to those early objectives/own the midfield. Especially useful given how powerful your Helots can be in that role. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camo;&#039;&#039;&#039; - Slightly &#039;lower tech&#039; than traditional PanO in that you actually have Camo infantry, you still have the hyperpower on your side though with both Croc Men, tailor built TO infiltrators with zero fat/extra skills you&#039;re paying for and the mighty Cutter. Plus mimetism floating all over the place.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Light Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Echo Bravo, Ready Action Unit:&#039;&#039;&#039; The Navy SeALs to the Sikh’s 101st Airborne, they are definitely sneaking in from a board edge. On the plus side this means if you have 2 groups (or 9 orders for some reason) your opponent will be freaking out about the flanks. Also means they know where he’d be coming from. But hey: you get an AD troop, be happy! The actual guy had no mod support and only packs SWC weapons but they’re all pretty decent and you get 2 specialist profiles. AHD on a WIP 12 is pretty pathetic truth be told, but can give some solid board control where your opponent might not have the tools to counter, and are bonused on many missions, and a DEP makes people have to think twice or face AP+EXP BS 13. The paramedic option is probably more interesting. Gains a light shotgun and the first appearance of the Wild Parrot, basically an EM Fast Panda you can use to force people to split ARO &amp;amp; which can shut down both fireteams of little guys and the big guns of most (or, really, any)  army lists. Problem is it’s disposable so one shot for 0.5 precious SWC. The LRL + BSG and Red Fury are more straightforward, use to taste. RF can be considered a discount Spitfire in some ways but... inevitably it’ll pale in most close comparison. &lt;br /&gt;
*&#039;&#039;&#039;Fusiliers:&#039;&#039;&#039; The PanOceanian basic line infantry, 10pts for a base one, with BS 12. Just like everywhere else, in PanO they get all the basic heavy weaponry and specialist options as well as a non-SWC Lieutenant. These guys will be your most likely cheerleaders and BS 12 makes them for a decent ARO piece (especially with a Missile Launcher), if you’re willing to spend 1.5 SWC on a Fusilier, which in Varuna is even more of a concern. BUT it can help take the pressure off your expensive active turn pieces and force them to spend time/orders hunting something else. &lt;br /&gt;
**It&#039;s also worth noting that this is the only sectorial with UNLIMITED AVA for Fusiliers. This is HUGE as it means your 10 point order monkeys can reform their own core links once the ORCs/Kamau is shot out, and gives you a reason to pay a couple points over the repeater/baggage bot. Underestimate a BS 15 B4 combi-rifle at your own peril, especially later in the game when the good stuff is dead. It&#039;s 100% worth taking the extra Fusilier for when your missile bot dies so you go second you can still take over active turn with a 5 man link and go around critting with your BSG.&lt;br /&gt;
**If going mixed fireteam, read the fine print, ‘up to 3 Fusiliers and up to 2 ORCs.’ Now initially this sounds restrictive until you remember for 3 points you can take a bot over a Fusilier ML and Kamau have wildcard. &lt;br /&gt;
**&#039;&#039;&#039;Kamau&#039;&#039;&#039; adding Kamau give you 2 options: high WIP Specialists and a better gunfighter. For double the points. Which, in Varuna where points are cheap and SWC is king, can be worth it. Your 1 SWC HMG gets near ORC levels of BS 16/B 5, but looses that second wound you’d really want in an active turn piece for your big link. Militiamen is great for helping win firefights though. Probably better off in the Haris or wild carding in after the ORC goes down. though. That MSV2 MSR ARO will pretty much never hit on worse than a 13. With 2 shots. WIth mimetism, think about that when mod stacking. B3 even makes it viable for active turn hunting. The hacker is interesting as well and the stand out from the specialist front, BTS6 helps vs hacking attempts (it was probably one of 2 that along w the HMG saw play to begin with) the rest are quite a bit of premium for 1 more point of WIP and some mild mods. &lt;br /&gt;
**&#039;&#039;&#039;ORCs:&#039;&#039;&#039; adding ORCs gives the Fusiliers a few options, the first is a ridiculously potent offensive gunfighter, a BS 17 Fuerbach or HMG will do mean things in active turn. Note that this is only the Varuna ORCs though, which is pretty decent except they all cost SWC except the multirifle. The multi-rifle and BSG give you pretty hard room-clearing and midfield gunfighting options whilst the fusiliers watch the back and maybe carry a repeater for the KHD. The BSG can do the old Knight Hospitaler trick of critting its way to a win with 3 AP shots hitting on 23s vs enemies in the open within 8.&amp;quot; Note, this fire team is Up to 2 ORCs and up to 3 fusiliers, so have a plan to fill the gap when an ORC goes down or when you cant afford it. The Missile bot is the answer most of the time, speaking of which&lt;br /&gt;
**&#039;&#039;&#039;Clipper Dronbot:&#039;&#039;&#039;  lose the smart missiles, the ability to go prone, and pay 3 more points so you can get your link up on the cheap and take supportware. Vs the Fusilier missile launcher these are extremely viable. &lt;br /&gt;
**&#039;&#039;&#039;Fusilier Indigo Bipandra:&#039;&#039;&#039; A WIP13 Doctor, making her the tied for best doctor in the faction.  Has a Nanopulser and WIP13, AND you&#039;re now playing a faction that can get a LOT of work out of those 2 wound HIs. The link will also move her up the field to keep pase with an aggressive ORC. It&#039;s not like you&#039;re doing much else w your command tokens right? Feel free to re-roll to your heart&#039;s content!&lt;br /&gt;
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*&#039;&#039;&#039;Helot Militia:&#039;&#039;&#039; Neurocinetic and SWC weaponry except for one profile, come admirably cheap and kitted for bear. Unfortunately, the rest of the stats are a touch on the &#039;meh&#039; side. &#039;Only&#039; BS 11, but you&#039;re ARO-ing anyway so you get the extra shots to offset that. The big potential for game changing ∆ comes from the synergy of Zulu Cobra and Helots where their decoys form extra targets, and make your opponent have to consdider whether your were willing to spend 1/4 of your SWC on an MSR helot that they can ignore or try to deal with that guy standing up on overwatch. Realistically in Varuna, you&#039;re probably taking at least one if not more of the marksmanrifle profiles, which are far from bad, still can leave your opponent guessing which is which and which is the ZC, and do a good job providing SWC free total reaction. &lt;br /&gt;
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*&#039;&#039;&#039;Kamau, Amphibious Intervention Teams:&#039;&#039;&#039; Kamau are an elite Light Infantry choice, geared for long range fighting. BS13, WIP 13 and Mimetism drive up the price on such a squishy unit, but BTS6 might be useful for a hacker or against Tohaa and the HMG gets an 0.5 SWC discount over the Nisse. Speaking of, there’s an MSV2 MULTI Sniper option too, because clearly every PanO sectorial needs one. What is more interesting is the HRL + SMG profile, both extremely rare weapons for PanO. But in general Kamau will be a lot better in Varuna than they are for generic armies. If you want to take a core of them, go wild, but it’ll probably be worse than dropping one or 2 in other fireteams. As wildcards they can actually drop the cost of an ORC link and give better specialists as well. If you’re taking a Combi Rifle guy in a fireteam, note the free Lt option, which is an extra point of WIP over a fusilier. Also means you only need one no frills of each to keep them guessing. (So feel free to take the medic AND the FO fusilier for the wonky specialist hat trick. &lt;br /&gt;
**&#039;&#039;&#039;Haris:&#039;&#039;&#039; this is where they shine, can wither nuclear themselves with 0.5 SWC or just wildcard into both of Patsy’s Haris slots (which is pretty cheap and buys you your specialist as well). Here they can add a cheap long range HMG mimitism. The reason you’d take their own Haris is because they can bring a Machinist along which is a low WIP specialist but a very useful one/very rare in PanO and worth it if you have a Cutter or even missile bot on the board or for when your ORC runs afoul of a hacker or glue gun. It’s also cheaper, but accordingly worse. If you can squeeze in a Tech Bee definitely consider it, but sadly in limited insertion you’re running with the worst engineer basically in the game (which is pretty crazy when you think about Irmandino fluff).  &lt;br /&gt;
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*&#039;&#039;&#039;Machinist :&#039;&#039;&#039; Basically a non-linkable Fusilier with Engineer and higher BTS. Not very good, but it&#039;s the only Engineer in entire PanOceania, so if you&#039;re heavy on Remotes or taking a TAG, you&#039;ll be taking him anyway and his Varuna profile buys it’s place into the Haris with a few extra rules for a few extra points. &lt;br /&gt;
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*&#039;&#039;&#039;Tech-Bees, Maintenance Battalions:&#039;&#039;&#039; An odd Irregular trooper, the Tech-Bee is a 5pts specialist (WIP12, but for that cost it&#039;s still a bargain) armed with a pistol and a Flash Pulse. But the more interesting part is Remote Assistant Level 1: Tech-Bee gives a +1 WIP bonus to all your Engineers and Remote Pilots, a.k.a Machinist and Crabbot (and in TAGline, Cordelia). Very much worth considering given Varuna&#039; special Machinists, TAGs, and the fact that a lot of the non-killy ways to deal w ORCs leave them IMM. &lt;br /&gt;
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*&#039;&#039;&#039;Trauma-Doc:&#039;&#039;&#039; The cheap Doctor option. Much like Machinist she&#039;s not very good, but she&#039;s also dirt-cheap.&lt;br /&gt;
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*&#039;&#039;&#039;WarCor:&#039;&#039;&#039;Flash Pulse and Aerocam are nice for an annoying ARO... that&#039;s it. &lt;br /&gt;
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*&#039;&#039;&#039;Zulu Cobra, Special Recon and Intervention Group:&#039;&#039;&#039; lots of guns and what not, but you&#039;re here for 2 profiles. The jammer assault pistol combo is mean on a camo troop, as it can do work with surprise shot at zero range and just shut down big chunks of the board. The KHD is a specialist with no SWC, good willpower, and can help you hunt the major threats to your armored assault. The Lt profile on that Jammer is kind of fun as it gives you a WIP 13 camo Lt, who can feed the order to Patsy via NCO and do a good job of holding a corner for a TAG/ORC team to fall back to or do some turn 3 hunting when it doesn&#039;t matter. Also fun, the shock marksman rifle and X-visor profile for sniping out annoying characters; did we mention it also clocks in at 0 SWC?&lt;br /&gt;
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===Heavy Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Montesa Order Motorized Knights:&#039;&#039;&#039; The first biker HI, making Yu Jing forever salty. Montesa are fast, durable and killy, though they have &amp;quot;low&amp;quot; BS 13 and only pack Multi Rifles or BSG, making them feel a little undergunned. Mimetism outsets their inability to take Cover. They&#039;re cool, but personally I would use a Bulleteer instead.&lt;br /&gt;
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*&#039;&#039;&#039;ORC Troops:&#039;&#039;&#039; PanOceanian poster boy HI, has a reputation of being useless. This is mostly down to the fact that ORCs are as baseline as they come: no special skills, no fancy equipment, no interesting weapons. Welcome to Varuna! You&#039;re now the kings you were born to be. Make sure you&#039;re shooting with these things though, as their WIP will not make you want to F2F reset rolls. Since their main utility is in the Fusilier team due to their point cost, they&#039;re largely discussed there. They do have Fireteam Core though if you want to make Mobile Brigada feel over hyped [until you get into a hack off]. AVA 5 means you can take all of them and then have Patsy lead a Haris full of wildcarding Kamau. Your call on whether you think that&#039;s worth it. There&#039;s nominally a Haris, your call whether you want to drop a SWC on it [you don&#039;t]. &lt;br /&gt;
**&#039;&#039;&#039;Varuna Division&#039;&#039;&#039; - buys them multiterrain Aquatic/Jungle and Stealth. The latter is the cool part of this, as in addition to joining Fusilier links, it lets you sneak your way around a bit and not provoke AROs from hackers. &lt;br /&gt;
**&#039;&#039;&#039;Patsy Garnett, ORC Troops&#039; Varuna Division NCO:&#039;&#039;&#039; A Forward Observer who can form a Haris without SWC, use NCO to get her link team up the field on the LT&#039;s order, and do a good job at close range with a SMG. It&#039;s not as good as a BSG, BUT it&#039;ll do work up close with AP. Better WIP helps, better CC... probably wont do that much. The other cool thing though is that Wildcard means she can jump in on your Squalo duo link, to bring a hardcore specialist up the field with your TAG.&lt;br /&gt;
**UPDATE - Apparently people are saying the Machinist can join the Patsy link which opens up all kinds of new crazy fun nonsense, 10 less points helps w cost, and loses one of the big reasons for that Kamau team &amp;amp; it&#039;s 0.5 SWC&lt;br /&gt;
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===Tactical Armoured Gear===&lt;br /&gt;
*&#039;&#039;&#039;Cutters, Varuna Naval Chasseurs:&#039;&#039;&#039; Min-maxers call Cutter the only TAG worth taking, and that is because of TO Camo. If you thought Swiss Guard is ridiculous, here’s one TAG-sized. Costs a ton, so you’ll be making your list all about him. One of the big draws of Varuna, but functionally limits your options in many ways. Give serious thought to the Lt option: you are going to live and die on the thing and have an NCO who means you’re able to feed that order into any fireteam. It does cost you one more precious SEC though &amp;amp; makes your giant target even more critical to survival. BUT, that said, you can start in Hidden if you’re going 2nd, just make sure to reveal before you go active, and market state TO in cover is also pretty tough to deal with. &lt;br /&gt;
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*&#039;&#039;&#039;Squalos, PanOceanian Armored Cavalry Heavy Lancers:&#039;&#039;&#039; Squalo is the TAG all other PanO TAGs (aside from Stingrays) are based on. ARM 8, MULTI HMG, Heavy Grenade Launcher, Squalo is a no-nonsense frontline TAG. Now with a funky Duo Profile, and interestingly one of the most common &#039;Double Tags&#039; taken before in NCA. People are sure to appreciate some of that utility, but that&#039;s straight 2/3 of your army. Note that you should really be using this with Patsy since that lets you bring a hardcore specialist with better WIP up the field with your TAG. &lt;br /&gt;
**&#039;&#039;&#039;Crabbot Ancillary Remote Unit:&#039;&#039;&#039; Not a TAG, but a TAG brain that acts as a Pilot equivalent if your fancy mech gets fried. In true PanO fashion it has high BS and low WIP... Making it pretty useless, as it has no actual ballistic weapons. But at least it has a knife.&lt;br /&gt;
**&#039;&#039;&#039;Fireteam Duo:&#039;&#039;&#039; So... someone apparently thought both members of a fireteam duo get to shoot per order in a previous version of this. Actual benefit of double TAG: you can bring both of them, which allows you to switch whose up front/taking those hits, and access a larger pool of Structure. In Varuna where they really shine is the mixed fireteam, you have Kamau and Patsy wildcard, so you finally have a TAG that can also be an effective specialist.&lt;br /&gt;
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===Remotes===&lt;br /&gt;
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*&#039;&#039;&#039;Dronbots:&#039;&#039;&#039; Standard issue S3 Remotes, PanOceanian ones are not special in any way.&lt;br /&gt;
**&#039;&#039;&#039;Clipper:&#039;&#039;&#039; The Smart Missile Launcher Remote. Unfortunately PanO does not have good FOs or Hackers, so it&#039;s usually a waste to take one. Especially as the missiles can be hacked back by other faction&#039;s better hackers.&lt;br /&gt;
**&#039;&#039;&#039;Fugazi:&#039;&#039;&#039; The Repeater/Flash Pulse Remote. Cheap Regular Order and a mobile Repeater. Nice filler or Flash Pulse ARO.&lt;br /&gt;
**&#039;&#039;&#039;Pathfinder:&#039;&#039;&#039; The Forward Observer Remote. Mobile Repeater, armed, specialist, for 16 pts.  It is one of PanO&#039;s better specialists, in part due to its fast movement.&lt;br /&gt;
**&#039;&#039;&#039;Sierra:&#039;&#039;&#039; The HMG Total Reaction Remote. Just park it where it can cause your opponent the most trouble moving around. Honestly in this list you have better places to put supportware and solid options for ARO with Helots, so it’s only there if you LOVE the whole HMG of it. &lt;br /&gt;
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*&#039;&#039;&#039;Mulebots:&#039;&#039;&#039; Standard issue S4 Baggage Remotes. Come with Minesweeper, EVO Hacker and TR Combi profiles. EVO Hacker is the one to take if you plan on using a lot of AD (which... you have none of in this list), or Armbots/Clippers. Your call if you think 25 points and 0.5 SWC are worth eliminating a -3 mod (or really just forcing your opponent to move up faster. Minesweeper is a standard cheap Order and a way to dominate a quadrant.&lt;br /&gt;
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*&#039;&#039;&#039;Armbots:&#039;&#039;&#039; PanO-specific combat Remotes, come in two flavors:&lt;br /&gt;
**&#039;&#039;&#039;Bulleteer:&#039;&#039;&#039; ODD, BS 12, Spitfire or Heavy Shotgun, Repeater, 23 pts. Bulleteers are known cheap killers. With Marksmanship supportware a Bulleteer is a sure way to clear out enemy TR Remote and other ARO pieces in a straight up gunfight. After you’ve paid premium for your awesome HI trooper, a Bulleteer is a good way to cover his flank. Definitely better with a Spitfire than a Shotgun.&lt;br /&gt;
**&#039;&#039;&#039;Peacemaker:&#039;&#039;&#039; Just like Bulleteer, comes with a Repeater and a Heavy Shotgun and Spitfire options. Loses ODD in favour of an Auxbot, making it a less straight-up aggressive bot, fit more for clearing out infiltrators. Much like Bulleteer, can be used to fill a blind spot, arguably better due to its two-in-one nature. For this role the Shotgun is preferable. It’s also worth keeping in mind as an upfield repeater (esp if it’s paving the way to your Cutter/ORC link and you have a KHD hiding in camo. Also helps provide much needed backup for expensive midfield stuff like Crocs/Zulus/Echos) or to give a TAG/Link somewhere to run home to where a flamethrower and heavy shotgun can keep them safe. &lt;br /&gt;
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*&#039;&#039;&#039;Palbots:&#039;&#039;&#039; PanOceanian G: Servants. If you take Machinist or any of the Doctors they will usually need one. In this list they belong in fireteams, so... you either take these as  cheap minesweepers, if a link falls apart, or if Bipandra is your EXTRA body waiting to fill a hole in your fusilier link. In this last, admittedly niche role, they can do great work and provide board coverage for your one decent doc in your HI heavy list.&lt;br /&gt;
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===Skirmishers===&lt;br /&gt;
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*&#039;&#039;&#039;Paradiso Croc Men:&#039;&#039;&#039; &amp;quot;The Croc Cock&amp;quot; is a versatile TO Camo infiltrator, good for any of the roles you’d want one. Having Deployable Repeater and mines on the FO profile is not common for this type of unit. X-Visor makes his Combi Rifle a lot more effective than usual, especially when put in Suppressive Fire mode. Lastly, Croc Men make for some mean snipers. Play well into Varuna’s more aggressive posture &amp;amp; can do a good job of providing an extra layer of complexity in a very straightforward faction. Worth noting: you’ll need those SWC elsewhere so it’s basically the AHD or FO + repeater. Probably too expensive as a Combi and you need him as a specialist.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
So, Varuna hits really hard, but doesn&#039;t have that many options. You choose your Core, build the Haris accordingly then decide where you&#039;re going. &lt;br /&gt;
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If you went TAG, you&#039;ll have a mostly fusilier/Kamau rest of the list probably with an ORC shoehorned in somewhere and a Zulu-Cobra to keep the thing alive. You&#039;ll only be wanting regular orders though, since this is almost impossible to do 2 groups with, which means no Tech-Bees or Helots for you. &lt;br /&gt;
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If you went ORCs, you&#039;ll still probably want to bring in a Zulu-Cobra to go hacker hunting, but you&#039;ll grab your HMG and Fuerbach, decide which you want in your big team [which, to be fair, you get to pick when you see what you&#039;re up against], and where you want to hedge your bets [ARO vs a 3rd hitting piece]. This option, because you have the second group, opens up a lot of the board control shenanigans. It also opens up the option for Echo Bravo because you don&#039;t need all 10 orders on the board first turn. Expect a more dynamic game style versus &#039;let&#039;s see how far the Tag gets lol!.&#039; &lt;br /&gt;
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&#039;&#039;&#039;Things to buy&#039;&#039;&#039;: The Varuna starter box gets you your SWC-heavy kamau gang. Bizarely your HMG is still in Beyond Icestrom though. The PanO starter box comes with fusiliers and an ORC, and realistically it&#039;s hard to prove the last guy is definitively a Sikh... Whether you want Mimitism [or even Mimitism + MSV] on your ARO piece in the fusilier link will decide if you want to get that Fuslier box. Some bots will be helpful as repeaters if you went KHD Zulu Cobra to keep your ORCs/TAG up and orders. After that it&#039;s basically TAG/no TAG/which TAG? Varuna doesn&#039;t have that many options, which does mean it&#039;s simple to get all of them. &lt;br /&gt;
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&#039;&#039;&#039;The Superfriends:&#039;&#039;&#039; Start with the Fusilier core team, then start adding shit to it: Bipandra, ORCs, Kamau, clipper etc. These are an amazing buy, granting you a solid mix of troopers with good weapons, stats and abilities in a 5-man link - fucking solid! The best part is just how points and order efficient this link is, usually allowing you enough room for TAG and/or additional support units, depending on cost. MOVED&lt;br /&gt;
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===Example lists===&lt;br /&gt;
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==Hints and Strategies==&lt;br /&gt;
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[[Category:Infinity Tactics|PanOceania]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_High&amp;diff=557196</id>
		<title>Warhammer High</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_High&amp;diff=557196"/>
		<updated>2023-02-26T20:44:01Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* A Day With Enragus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;border:1px solid #000000&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;border:2px solid #BBEEBB&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #BBEEBB&amp;quot;&amp;gt;[[Image:Commissar.gif|40 px]]&amp;lt;font size=1&amp;gt; This article or section is &#039;&#039;&#039;EXTRA [[Heresy|heretical]]&#039;&#039;&#039;. Prepare to be purged.&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;[[Category:Heresy]]&lt;br /&gt;
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{{Story}}&lt;br /&gt;
{{awesome}}&lt;br /&gt;
Warhammer High is the name given to a bunch of writefaggotry stories, centered around [[Rage|the daughters of the Primarchs]] and other students at Imperator High. The stories take place in an alternate time line of [[Warhammer 40k]] where the [[Horus Heresy]] never happened and the [[God-Emperor of Mankind|Emperor&#039;s]] grand plan succeeded. Thus none of the [[Primarchs]] fell to [[Chaos]]; yet certain daughters do show some signs of Chaos influence, mostly amongst the daughters of the Primarchs that really did fall.  The deviation point between the &#039;real&#039; timeline and this one seems to be a more human and understanding Emperor not treating his Primarchs as mere tools, and taking [[Eldrad|Eldrad&#039;s]] advice about Chaos being a bigger threat than aliens at the very, very start of the Crusade, before he had recovered any of his sons; rather than ignoring it as he did in the canon 40K timeline.  Thus warned, he very sharply beat down Lorgar&#039;s Chaos-aligned officers before they had time to corrupt the Primarchs, averting the entire Heresy. Furthermore, he is more sympathetic to Malcador&#039;s calls for female Primarchs which ultimately ends up in the creation of the Primarch&#039;s Daughters.&lt;br /&gt;
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=The Kids=&lt;br /&gt;
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Please note that the bios below are merely a guideline, created from Warhammer Fluff both official and not, as well as the first stories written for Warhammer High in /tg/ threads.  Individual authors disregard these descriptions, or not, at their own discretion but please do not add your &#039;story fluff&#039; to the character descriptions, they are solely for use as a base for characters within story and not your &#039;own canon&#039;.&lt;br /&gt;
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Also note that the images and descriptions of the sons are under the same exemption; indeed most stories assume that there are no children of the Primarchs aside from the daughters themselves.      &lt;br /&gt;
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==The Daughters==&lt;br /&gt;
[[Image:Primarchs_as_teen_girls.png|400px|thumb|[[Rule 63]]. They have [[-4 Str]]. Mind you, that is -4 from Primarch standards. ]]&lt;br /&gt;
[[Image:1275342216926.gif|400px/700px|thumb|Another Rendition of Hana, Daughter of the Khan]]&lt;br /&gt;
[[Image:1326743578489.jpg|400px/700px|thumb|Another Rendition of Isis, Daughter of Horus]]&lt;br /&gt;
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&#039;&#039;&#039;[[Lion El&#039;Jonson]] - Lyra:&#039;&#039;&#039; Were any of the Daughters to consider entering the political sphere after graduation, it would be Lyra.  Possessed of a class and taste that put a truth to her upbringing, she comes off as Old Money to nearly all that meet her.  Lacking her father&#039;s interest in both poetry and vintnery, she found herself a natural singer, and took to it well.  For the better, she shares none of her father&#039;s often-good-natured, ever-noisy rivalry with the Russ family, and indeed counts Freya amongst her closest relatives.  She commands the loyalty of the juvenile Watcher in the Dark named, imaginatively enough, WD, whom she treats somewhat like a servant.  Finding sports and general bookishness somewhat repellent, she spends little time getting to know her surroundings and the help, preferring instead to hone her admittedly substantial musical talent.&lt;br /&gt;
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&#039;&#039;&#039;[[Fulgrim]] - Victoria.&#039;&#039;&#039;  If anyone was affected by mortal culture during their upbringing it would be Victoria. Raised by her father with a gentle hand the young girl grew quickly to a beautiful woman.  Victoria can easily be seen as the darker aspects of perfectionism, as opposed to her father.  Fulgrim, since he was never tainted, retained the approachable, trustworthy, polite demeanor that he had had throughout his whole life in the canon (obviously, before he became a four-armed snake monster).  He preferred to reach towards the unobtainable, because it was something he felt he had to do, to stride towards a pinnacle.  Victoria, by contrast, assumes that perfection is something she already has, and others need to work to catch up.  Her behavior could be best described as &#039;self-centered,&#039; since, as she well knows, she&#039;s perfect, right?  When she does make mistakes, she doesn&#039;t get angry, she just dismisses them, as someone else&#039;s fault, perhaps.  Her father knows that to break her of the habit by any means other than gradually opening her eyes would be traumatic, so he has taken a background role in her life in the disciplinary regard.  Victoria has a reputation of being a bit of a slut around the school, which is a fair assessment, but she&#039;s discreet enough that the tabloids have to make to with the occasional drama bomb in her public appearances, since she has never been caught jumping from one bed to another.&lt;br /&gt;
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&#039;&#039;&#039;[[Perturabo]] – Petra:&#039;&#039;&#039; Petra is what every parent wishes their daughter was; dedicated to studies,  socially accepted by many, and physically fit and healthy. Sadly for her father Petra differs from this in the aspect he desires most: mechanical aptitude. Petra herself is quite a capable engineer; indeed she finds dark delight in shattering Remilia&#039;s constructs (if in non-reflected hatred of her father&#039;s desires). However she desires nothing more then to create art, with painting and sketching being forms she finds most pleasing, blending in colors and lines in ways that are anathema to her father&#039;s strict form to function attitude to all things. In social circles, as in her studies Petra, is calm, centered, and only comfortable in a routine. She greets friends with a smile, goes about her business and then dismisses herself if things are not progressing at a pace blissful to her. This means she often comes off as stand-offish. However this is more due to the fact that she is just not used to dealing with people and their variety of emotion as much as she is the array of colors in paintings. Shoo-in for salutatorian. &lt;br /&gt;
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&#039;&#039;&#039;[[Jaghatai Khan]] - Hana.&#039;&#039;&#039;  Very confident, very brash, and the only girl besides Freya to ever put Furia on her ass.  Genuinely talented with machines, she loves nothing more than tuning and riding her bike, a gift from her father.  She&#039;s one of the few Royal daughters to genuinely consider a military career, something of which her father is both utterly proud and faintly horrified.  She&#039;s the assertive face of the Daughters, and the one farthest from the elite, near-perfect angels the public often expects, if only because Furia at least attempts to hide her drug habits.  She had been something of a bully as a child, though she grew out of it, and took up metalworking with her cousins Venus and Farah, which was something her parents weren&#039;t expecting.&lt;br /&gt;
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&#039;&#039;&#039;[[Leman Russ]] - Freya:&#039;&#039;&#039; The only daughter of the Great Wolf is as passionate about life, quick to joke and foul of temper as her father; so much so that many say she was cut from the same cloth. Freya retorts against such rude comments saying she has her mother&#039;s eyes and ears, and that makes her ten times prettier then her father at least.  Her constant attempts to mate with her boyfriends have always been halted by the over sensitive nose of her father who, if a single pheromone is detected, runs the boy clear out of his home much to his daughters fury. She is further thwarted at school by the eternal vigilance of Dean Yarrick, who has cameras installed in most places young people would go for private time. The school&#039;s top athlete, Freya was brought up in a household where binge-drinking and fast-food was the norm. She has taken a bit of a turn when her father went through a mild health crisis. She dove head first into a healthier lifestyle, forcing her father to make some changes to his lifestyle too.&lt;br /&gt;
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&#039;&#039;&#039;[[Rogal Dorn]] – Remilia:&#039;&#039;&#039; Noble in mind, strong of heart, pure of soul. The dictum of the Imperial Fists is the model that Remilia lives for and strives every day to uphold. A plucky young lady with a genuine smile and laughter where ever she might be, Remilia is known as one of the more stable of the primarch family. Welcomed in most academic and social circles at Imperator High, she&#039;s generally recognized as a chipper and affectionate individual (though perhaps overly so to her cousins, whom she often greets with a cry of, &amp;quot;Sister!&amp;quot; and a tackle-hug). An ace at architectural studies Remilia&#039;s work has already seen construction in several parts of the city including, her Grandfather&#039;s Summer home fence (something he is always boasting about to his neighbors). However the daughter of Dorn is not friends with ALL of her family, having an active hate for Petra&#039;s antics and an abject fear of Furia when the girl is angry. In contrast, Remilia adores her older &#039;sister&#039; Roberta and constantly follows the older girl around trying (and often failing) to live up to her perfection. Though she claims to know better than to ever hold to Furia&#039;s or Kiara&#039;s self-destructive lifestyles, the small red cuts on her arm betray her own (supposedly long-gone) tendencies.&lt;br /&gt;
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&#039;&#039;&#039;[[Konrad Curze]] - Kiara &amp;quot;Kelly&amp;quot;:&#039;&#039;&#039;  Though she inherited none of her father&#039;s problematic psychic ability, Kiara Curze possesses all of his magnetism for trouble.  If she decided to apply herself she could be a scholar, athlete, musician, or craftswoman to match her cousins.  Instead, she finds the quiet and introversion of her home more attractive, poring endlessly over the Terran Networks for everything from games to music to gossip. Though she has a deep thirst for new information, she doesn&#039;t let her apparent network addiction control her entirely. She is perhaps closest to Morticia, feeling some of the same isolation that plagues her cousin.  She doesn&#039;t possess either Furia&#039;s or Victoria&#039;s cruel side (nor her father&#039;s, for that matter), but makes up for it by projecting a wall of isolation that nearly registers on a voltmeter.  At some level, she knows this isn&#039;t a sustainable pattern for her life, but given the frequently empty company of her father and her own self-cultivated reputation for the darker sides of entertainment, she can&#039;t really think of an alternative.&lt;br /&gt;
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&#039;&#039;&#039;[[Sanguinius]] – Angela:&#039;&#039;&#039; Angela was born different from her cousins, bearing a noble form of her father&#039;s angelic wings. Amongst her kin Angela is well respected for she is a demure creature amongst superhuman beings (some of her cousins opine that this is because she&#039;s a wimp) often not even making mention to her abilities and never openly boasting about her heritage. She enjoys taking flight from high points in the city (of which the high school offers several) and just feeling the breeze run through hair and feathers alike. It gives her a sense of freedom, and allows her to forget her troubles (though her rather inadequate physical development of her wings means that she requires a bit of technological assistance).  Having manifested psyker abilities early as a child, Angela takes additional classes to learn how to control her constantly growing mental strength. However even her teachers and father have no idea that she has inherited a far darker secret. Occasionally she suffers from terrible nightmares, images of things she knows are not true: blood soaked fields, family alone far away, dark hatred, and a deep hunger. These scenes strike pangs of fear and doubt in her caring heart, eating away at her resolve and threatening to overcome her if she gives in for even a moment. She fears that there will be a day that this dark anger will cause her to lash out against her beloved family.  She lacks both Isis&#039; unquestionable ambition and Miranda&#039;s far, far greater psychic abilities, and is as close to the beta female role as the group could be said to possess. Still, even on her worst days she is as polite and kind-hearted as any could ever want her to be, and never lets the pressures of life weigh down her spirit overmuch.&lt;br /&gt;
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&#039;&#039;&#039;[[Ferrus Manus]] - Farah:&#039;&#039;&#039; Years ago Farah was your average preteen girl, a bubble of energy, witty, with cute freckles and dimples that only made her even more adorable. While she enjoyed tinkering like her father before her she never really did want to follow in his footsteps. One day however her father left his workshop unattended, and a wondering Farah noticed a discrepancy in one of the machines inner servos. When she reached into it however the machine mysteriously collapsed upon her hands, crushing them to nothing. Her screams brought her father in seconds. Even though she came out of it with the finest prosthetic hands he could make and a thirst for all things mechanical, her father has never forgiven himself. In the wake of the accident, he has pushed her even harder then his own marines; partly in hope of redemption, and part in hope of quenching her new thirst and maybe returning her to that cute little girl whom reminded him of her beautiful mother.&lt;br /&gt;
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&#039;&#039;&#039;[[Angron]] - Furia:&#039;&#039;&#039; Due to events that occurred at a young age (many rumors circulate that it was domestic violence), Furia has developed an exceptionally hostile attitude toward most anything that irritates her. What&#039;s worse, Furia has a hair trigger that can reduce her from a surprisingly angry young lady into a fire storm of rage that shatters nations (or genitals, whichever&#039;s closer). Believing herself to be something of a rebel and a proud anti-establishment figure Furia has spent countless hours of her school time in Dean Yarrick&#039;s office (one of two people in the galaxy she can&#039;t outshout) undergoing disciplinary action when evidence of her behavior (or its bloody remains) are found. Many of her extended family find her hard to suppress, and many do not even bother trying to control her rage (thought Isis has been known to cunningly direct it). It is of note that Furia is somewhat of a chain smoker, destroying as many as three to five packs a day in sheer burninating lust.  Recent events have planted the seed of doubt in her mind as to whether she&#039;s hurting those few people she does care about as much as the people she genuinely resents; the latter list, of course, being far longer.&lt;br /&gt;
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&#039;&#039;&#039;[[Roboute Guilliman]] - Roberta:&#039;&#039;&#039; Born to excel, the apple of her father&#039;s eyes was to serve as an inspiration to the common folk and to her cousins alike. Her intelligence, beauty and physical skills meet in harmony, striking a balance often lacking in her cousins. Roberta serves as Head Girl of her high school (much to Isis&#039;s chagrin) despite not being of age and is always called to serve as spokesperson for sporting events, community activities and social meetings with public officials. She also claims a position in the top five seats of all school subjects, as well as a few university ones. In Remilia, Rogal Dorn&#039;s daughter, she finds her closest friend (the two are seen as the most normal of the Daughters) and in Isis her closest foe (the two try constant to out maneuver each other to claim top chair). Recently in the junior called Ursarkar E. Creed, of the school&#039;s Chess club, she finds a budding rival. Despite all her precognitive abilities, her amazing intelligence, and her ability to devise strategies that are several layers deep, she has often lost games due to what can only be described as her opponent&#039;s sheer &#039;TACTICAL GENIUS.&#039; In the aftermath, the young woman often wonders how she didn&#039;t see it coming. Due to a slight mishap early in high school which led to a case of the nerves and her continued goal to achieve above all else, Roberta is secretly addicted to ketamine, something not even her father knows. &lt;br /&gt;
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&#039;&#039;&#039;[[Mortarion]] - Morticia:&#039;&#039;&#039; A delicate young girl, meek and innocent when compared to her more direct cousins, Morticia has always found it hard getting close to others. She was born with a unique disease which causes her eyes, nose and mouth to bleed as a savage coughing fit shakes her lungs and her cells are ravaged from within. Her condition leaves even astartes apothecaries baffled as to its nature. The young woman is constantly in need of medical supervision, and as a result can tragically attend school only a few times a week and never for extended periods of time (at least not without a visit to the school nurse). Socially at a disadvantage due to lack of interaction, and underlying fears amongst many that they might catch whatever she has, Morticia has relatively few friends outside of her superhuman family. However she is lovingly dotted on by friends and family alike with even the rage filled Furia holding her anger in front of her and her selfish cousin Victoria taking her to the nurses office when needed. She is never seen without her inhaler, which is the only known dispenser of the medicine she needs to abate the disease&#039;s ravaging effects.&lt;br /&gt;
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&#039;&#039;&#039;[[Magnus the Red]] - Miranda:&#039;&#039;&#039; The school prime nerd and a powerful psyker, Miranda can often be found in the library looking for new books to delve through.  Her father&#039;s Moniker, the Cyclops, was due to injuries to one eye rather than literally lacking one. Miranda possesses the opposite affliction: she has three.  Her third eye acts akin to the Warp Eye of a Navigator, allowing her to see directly into the Warp.  She places amongst the top ten living psykers in the Imperium.  Though her abilities allow her instant respect from nearly all people she meets, her third eye and rather lacking social skill deter many potential friends, something that eats at her more than she lets on.  She and the Warp Studies faculty of her school get along famously, as one would expect, given that several are retired Librarians. She is on particularly good terms with Professor Ahriman, whom she has known since she was a small child. She is perhaps the only student at IH who can get away with calling him Ahzek.&lt;br /&gt;
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&#039;&#039;&#039;[[Horus]] - Isis: &#039;&#039;&#039; The Prime; the First born. These are the names given to Isis, apple of her father&#039;s eye and daughter of the first son of the Emperor. Her titles and other marks of entitlement extend deep into her beliefs. Driven to be the best from a young age by her father, Isis&#039;s life and attitude were driven to overcoming adversity and crushing those that would not aid her in this task. Having been first amongst the cousins in most everything they ever strove toward, she was proud of the jealousy most gave her and welcomed readily those that chose to bask in her glory.  She is a proud teenage girl, fully aware of her talents and how to excel in any field demanded of her. Since coming to High school she has wrested control of 70% of the school student council and rules it with an iron fist, often coming into conflict with her cousins when her agenda requires them to kneel before change. An expert strategist, Isis has thwarted every attempt by Roberta to take control of council votes with the aid of her most trusted cousins Angela, Athena and Miranda. Unfortunately this attitude has affected her relationships somewhat, as she believes that a male is not worth her time unless he can become her equal. Needless to say, the chance of that is laughable to say the least, with only one even coming close. Upon her 14th birthday her father presented to her an amulet of lunar metal in the shape of a wolf&#039;s head; when she ponders on her actions she has been known to stroke it absentmindedly.&lt;br /&gt;
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&#039;&#039;&#039;[[Lorgar|Lorgar Aurelian]] - Athena &amp;quot;Faith&amp;quot;: &#039;&#039;&#039; When the Daughters think, &amp;quot;faith,&amp;quot; they think two very different things. Faith in their grandfather the Emperor, whom they love; and &amp;quot;Faith&amp;quot;, better known as Athena the daughter of Lorgar, whose tenacity, radical beliefs, and overwhelming superiority complex grate on them like rust in an open wound. For her own part the red haired beauty does not care for the prattling of her siblings; she has a cause and a purpose to draw all of the high school, and eventually the world, into the worship of her Grandfather and his virtues of Wisdom, Honor, Tradition, Hope, and Perfection. She holds school mass every morning (despite no body turning up), helps the needy in exchange for only a moment of their time, and hands out flyers everyday that speak of the glories of conversion to the &#039;true&#039; faith. She does her father proud, but unfortunately this single-mindedness has resulted in a stunted emotional spectrum and next to no social life. Her loyalty however, once earned is eternal, and there is no more faithful friend then Athena. Miranda has noted that Athena&#039;s eye color changes from their dark black to occasionally reflect Red, Blue, Green and Purple.&lt;br /&gt;
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&#039;&#039;&#039;[[Vulkan]] - Venus:&#039;&#039;&#039; A gear-head of the highest order, Venus is completely inseparable from her cousin Farah, who could be her sister for all their shared interests.  Of all the daughters, Venus has the hardest time accepting that she&#039;s really not human, though she&#039;s determined not to let that get in the way of her social life.  She has all of her father&#039;s stubbornness and all of his respect for the bonds of family, and a goodly portion of his love for technology and artifice.  Her forge is right next to her father&#039;s in the basement, and is nearly as impressive.  Her night-black skin and glowing, solid red eyes make her an easy target for social malcontents among her classmates, though few are stupid enough to openly bully a Primarch&#039;s daughter.  Second on the swim team behind Isis, she has resolved to go and visit Nocturne as soon as she can, to see the horrible splendor of her father&#039;s home first-hand.&lt;br /&gt;
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&#039;&#039;&#039;[[Corvus Corax]] – Cora:&#039;&#039;&#039; A mirthful girl and quick to smile, Cora is the shining light in the dark of her father&#039;s eye. An athletic minded sort of genius, Cora is always embroiled in school sports. She&#039;s so skilled in fact that her perfectionist cousin Isis invited Cora to join her on the school volleyball team. Despite this, the two of them do occasionally squabble.  Cora possesses a calculating mind, one apt to find the finer details in anything she observes and take advantage of any weakness. A trait she surely inherited from her father, but further nurtured by herself. Though she is a genius, she is not without her faults; she commonly over analyzes matters and ends up being incorrect or taking too long to reach a decision. She sometimes resents herself for this, as she hates falling short of others&#039; expectations of her. Cora can often be found on the school roof, either sitting in conversation with Kiara or flying with Angela.&lt;br /&gt;
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&#039;&#039;&#039;[[Alpharius]] and [[Omegon]] - Alpharia and Omegan:&#039;&#039;&#039; The Twins are renowned mischief makers at best and devious schemers at worst. They spin tales and spread falsities to make what they believe to be their tragically dull school lives a little more in line with their desire for dramatic flair. Neat and exemplary students to a fault, they enjoy some of the best test scores in the school along with naturally amazing attendance rate and honorable participation in many events (as well as a healthy dose of sucking up to teachers hence never seeming to get into trouble despite the tricks they pull off). However, they never seem to truly excel like their other cousins, a fact which annoys them greatly. To get what they feel is their just revenge, they spin truly exceptional tales with particular bite to them. They take particularly sinister pleasure in stalking and hassling Roberta, whose Honor Student ways and seemingly natural talent to excel seems as the ultimate slap to their faces. One trait that stands out between the twins is their ability to uncannily finish each others sentences, or even speak for each other piece for piece. Many have suggested they must have a telepathic link to each other. However Mr. Eldrad, one of the most powerful psykers known, has flatly stated said the twins are not psykers in any way. But then, no-one&#039;s entirely sure that he isn&#039;t in on their tricks.&lt;br /&gt;
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== The Sons ==&lt;br /&gt;
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While the stories in the WHH universe revolve around the daughters, the sons are much more sporadic in their appearances. Indeed, many authors that contribute to this project ignore their existence entirely, so much so that more often than not the sons do not appear. The boyfriends (lower down) suffer from the same sporadic-appearance-on-the-whim-of-the-author-itis. &lt;br /&gt;
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&#039;&#039;&#039;Lion El&#039;Jonson - Thoreau&#039;&#039;&#039;: The Son of Lion El&#039;Jonson and a very strange kid to say the least. Is very introspective, and tends to philosophize out loud over things whenever allowed. He is regarded as something of an airhead, often spacing out and daydreaming in the middle of class. Outside of school he is often found in one of the many nature parks usually staring at the clouds or taking a nap. However despite his perpetually laid back nature, his powers of observation are unrivaled, able to discern even the most minute details with a single glance. Is also on the boxing team like many of his cousins. Is best friends with Gill the son of Guilliman who is also abnormally laid back. He has a fairly good relationship with  his sister and spends a lot of time with her discussing philosophy. Also a (Horrible) poet. Likes the outdoors and nature.&lt;br /&gt;
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&#039;&#039;&#039;Rachnus - Maloris&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Fulgrim - Giacomo&#039;&#039;&#039;: Flamboyant. Vain. Egotistic. These are but some of the words used to describe Giacomo&#039;s attitude in school and around the womens. He has a natural born flair for Art and Duelling, but is quite good at Math which he downplays for fear of ridicule. Giacomo does not get along with his sister Victoria, as he disapproves her methods of relationship handling, believing that one should only ever go out with a &amp;quot;near-perfect&amp;quot; match so one can finetune their relationship to find their real lover. Him and Furia look at each other discretely, for fear of her father&#039;s reaction, but Giacomo has been known to look at someone with wooing eyes constantly, so no one can be sure.&lt;br /&gt;
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&#039;&#039;&#039;Perturabo - Arkhimedos&#039;&#039;&#039;: A polymath like his Father and Sister, Arkhimedos is very awkward socially, but he has an intuitive grasp at math, science and engineering. Much like his sister&#039;s love of painting, Arkhimedos has a passion for sculpting. Tied with Miranda, Caliban and Petra for most intellegent of all the Primarch children.&lt;br /&gt;
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&#039;&#039;&#039;Jaghatai Khan - Temujin&#039;&#039;&#039;: Temujin Khan, or Jin (pron. Jean) for short The son of the Jaghatai Khan and Hana&#039;s older brother. He is essentially The Dude of the family. He is best friends with Vulkan&#039;s son Perrin and spends nearly all of his time at Perrin&#039;s house either working on his Custom Lightning Runner Assault Speeder, or just kind of hanging out around the city, or racing. Due to the amount of time he spends at the Vulkan&#039;s house, he feels they are his second family. He hardly ever goes home because of the way his father treats him. As the oldest son, it was his duty to join the the White Scars and gain fame and recognition, to make his old man proud and eventually succeed him as the leader of the white scars so Jaghati Khan tried to mold Temujin into what he wanted him to be, not what Temujin wanted to be. Despite this he still respects his father (especially on the racetrack), and cares deeply for his younger sister. He is also captain of the Fencing and Kendo teams respectively. Is almost always seen with his sword, his most prized possession, worn across his back Chokuto style.&lt;br /&gt;
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&#039;&#039;&#039;Leman Russ - Fenrir&#039;&#039;&#039;: Fenrir is regarded by many to be the spitting image of his father however he is also markedly more handsome. When it comes to athletics he is his older sister&#039;s equal and the two are very close. His overly aggressive, loud mouthed, and violent personality has earned him a reputation as the most hot headed, impatient, overly boisterous, and over the top Freshman, ever. Has a drinking habit and the beer chugging contests he has between him and his sister are the stuff of legend, emptying entire kegs of beer, mead, or ale at a time (They make Russ shed manly tears of pride). Is every bit as over the top and bombastic as his father and sister. Hangs out quite a bit with Miranda and is a frequent player in Caliban&#039;s D&amp;amp;D games. His older sister affectionately calls him Fen-Fen, much to Fenrir&#039;s rage and embarrassment. There are rumors going around that he and Freya&#039;s relationship goes way beyond what any brother and sister should have. He is an all around [[Kharn|pretty fun guy to be around]].&lt;br /&gt;
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&#039;&#039;&#039;Rogal Dorn - Roger&amp;quot;&#039;: &#039;&#039;&#039;Roger is a Stubborn and proud individual, and often argues with others but sheepishly loses as he is very sensitive to his emotions. He has a strong bond with his sister, who he lovingly protects, but can often squabble with her over simple matters. He is very level-headed and can go along with the group sometimes, but Roger likes to place his own needs in life ahead of his cousins sometimes aswell, casting him as a fickle person. Roger is the best fighter at the Boxing team, easily capable of knocking out his own father with a well placed uppercut. Roger is seen as a friendly and warm person, and can hang around with anyone. He has a natural apt for architecture and warfare, earning respect from others in Tactics class. Roger is sexually naive and tense, and is easily led by Victoria to do her biddings.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Konrad Curze - Bruce&#039;&#039;&#039;: lives in a comic-book world and wants to be a superhero, even though he wouldn&#039;t admit it. Hangs out with Dirk, Corvus Corax&#039;s son, and the two often get into all sorts of trouble together. At night he prowls the streets and spires of the city under the guise of the Night Seeker visiting terrible justice upon the scum of Terra. He is essentially the [[Awesome|space marine Nightwing]], to his father&#039;s [[Awesome| space marine Batman]]. Is equipped with a custom suit of powered scout armor, and a pair of lightning claws. The bodies of those thieves, murderers, and rapists that have the terrible luck of running in to him (or get caught) are always found horrifically mutilated beyond recognition. [[Just as planned|Prone to over-planning]].&lt;br /&gt;
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&#039;&#039;&#039;Sanguinius - Gabriel&#039;&#039;&#039;: The unmotivated, *cough*lazy*cough*, son of Sanguinius, and Angela&#039;s elder brother. Despite his massive potential and great natural talent, he refuses to apply himself for reasons incomprehensible to all those around him. He seems to be perfectly content spending his days enjoying peace and quiet, and lazily drifting through the air with his head in the clouds. Despite his lazy attitude and lack of aspirations he is actually a genius that could go toe to toe with Petra or even Arkhimedos Is good friends with Isis due to the bond their fathers share. Has a bad habit of flapping his wings when bored (much to the rest of the class&#039;s rage and frustration) His wings are noticeably larger than Angela&#039;s (although his fangs are smaller) Is the only other person Angela will bite other than her boyfriend. &lt;br /&gt;
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&#039;&#039;&#039;Ferrus Manus - Stark&#039;&#039;&#039;: The son of Ferrus Manus and Farah&#039;s older brother by one year. Regarded as a technological genius by all. Even among the Royal children, when it comes to genius, Stark is in a class all of his own. When Stark was little, he got his arms stuck in a smelter that contained purified Necrodermis. The metal bonded to his flesh giving him arms like his father&#039;s. Stark&#039;s arms were able to survive this process because Stark was born with a skeleton made of the same metal as his father&#039;s arms. He cares deeply about Farah and would do anything to protect her, even when that meant putting himself between her and a rabid Fenrisian dire wolf that had escaped from the zoo. Unfortunately, his caring side doesn&#039;t stop him from showing off like nobodies business, and projecting an aura of arrogance and cockiness. Despite their fathers&#039; close friendship, Stark &#039;&#039;&#039;&#039;&#039;despises&#039;&#039;&#039;&#039;&#039; Giacomo. Because of his metal arms he was banned from boxing, wrestling, or any other sport where he could accidentally kill someone with his metal arms and extreme strength. He is the only other being in existence (other than his grandfather) able to wield his father&#039;s hammer.&lt;br /&gt;
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&#039;&#039;&#039;Angron - Ragio&#039;&#039;&#039;: The extraordinarily angry and immensely strong son of Angron. if there is one person you do not want to piss off, it&#039;s definitely Ragio. Unlike his sister or father he has actually taken steps to control his anger, he practices yoga every morning, meditates 5 times a day (he even has his own zen garden), and uses boxing as a way to direct his anger. Has an obsession with weapons of all kinds, having a massive collection that he spends 4 hours every day maintaining, polishing, and cleaning. Spends a lot of time with Dirk and Bruce of all people, after a particularly brutal fight, he and Dirk found common respect for one another and became good friends. He is a dangerous protector of his sister, breaking noses for guys so much as looking at her. Was born with a strange mutation in the adrenal glands that allows him to shut off pain, and taps into some latent inner power that enhances his physical strength and durability to levels that should be impossible even for a Primarch. He also possess minor psychic powers that are somewhat...limited. (can set his fists on fire and shoot said fire to some degree) &lt;br /&gt;
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&#039;&#039;&#039;Roboute Guilliman - Gill&#039;&#039;&#039;: The &amp;quot;Golden Boy&amp;quot; of the staff, Gill is what every student wants to be: Naturally gifted at everything, punctual and friendly. He is not the smartest person ever, however he has a logical thought unparrelled by most 4 times his age. Gill is pressured by almost everyone to live upto something as great as our spiritual liege, but with the ever increased stress at home from Robute&#039;s &amp;quot;constructive critiscism&amp;quot;, Gill is being pushed evermore over the edge of sanity. These traits show, as Gill was never OCD before, and Gill finds it difficult to relate to anyone, especially girls. Him and Isis are common rivals, but some could say there is more going than meets the eye.&lt;br /&gt;
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&#039;&#039;&#039;Mortarion - Mortimer&#039;&#039;&#039;: If any of the children were to go into the medical field, it would definately be Mortimer. When it comes to pathogens, toxins, pollutants, diseases, and injuries, Mortimer is in a class all his own. Keeps an enormous archive of every single disease, toxin, and pollutant in the galaxy and has spent countless hours meticulously analyzing each and every one and has actually developed cures to previously incurable diseases. He is also fascinated by biology, specifically xeno-biology and would be willing to fight an entire hive fleet just to get a sample from a norn queen. When not shut up in his lab, he spends a great deal of time with Caliban.&lt;br /&gt;
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&#039;&#039;&#039;Magnus the Red - Caliban&#039;&#039;&#039;: The son of Magnus and one of the most powerful psykers in the universe. His powers surpass even his father&#039;s and even G-pa Emps would think twice before messing with Caliban. He can read minds, change form, create clones, shoot fire from his hands, and is capable of mind rape that would impress Tzeentch himself. He is even capable of slowing time down indefinitely. This doesn&#039;t stop him from being the biggest bookworm ever. He cares deeply for his younger sister and plays several tabletop, live action, and video games with her when they aren&#039;t having Warp Picnics. Has a unique psychic mind link with his sister allowing them to feel what the other is feeling. Almost never pays attention in class, often telepathically talking with Miranda instead of listening to the lesson, although this is because he already knows all of the subject matter and gets 100 percent on tests one hundred percent of the time. Runs the chess club, book club, and is possibly the best DM ever, of all time. Completely lost his shit and nearly burned the entire sector when he became aware of Miranda&#039;s pregnancy by Dirk.&lt;br /&gt;
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&#039;&#039;&#039;Horus - Ezekyle &#039;Ezzie&#039; Failbaddon &#039;&#039;&#039;. the first attempt at making children for the Primarchs, rather than work from scratch the Emperor started with a neophyte space marine, cloned from Horus&#039; gene seed. The results were less than perfect and the Emperor made the rest from the ground up. The oldest of the children, Failbaddon is in his father&#039;s legion as the First Captain but drops by his half-sister every now and then. &amp;lt;strike&amp;gt;He also has no arms.&amp;lt;/strike&amp;gt; {{BLAM}} {{BLAM|Heresy!}} Of course he has arms. Besides this is different Abaddon. Not that worthless shit-stick hangs out in the Eye of Terror&lt;br /&gt;
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&#039;&#039;&#039;Lorgar Aurelian - Merus&#039;&#039;&#039;: What happens when you take a traditional aescetic warrior monk of the far east, cross them with a classical Christian Monk, and proceed to instill within him the devotion of a Space Marine Chaplain. and make him the son of a Primarch. You get Merus, the son of Lorgar. Parish priest sort of character, very friendly and calm (idealized religious person).&lt;br /&gt;
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&#039;&#039;&#039;Vulkan - Perrin&#039;&#039;&#039;: The combination of Perrin&#039;s pitch black skin, glowing red eyes, unnaturally high body temperature, and towering physique cause most people to be intimidated by him. His skill and knack for creating and using weapons does not help this. However, despite his admittedly terrifying appearance (He towers over the school&#039;s Astartes teachers) he is actually a really nice guy. Basically, a TOTAL FUCKING BRO. Need money? He&#039;ll loan you some if you promise to pay it back. Need a ride? Pitch in for gas, and he&#039;ll take you anywhere you need to go. Getting bad grades? He&#039;ll help you study. Need a wingman? He&#039;ll help you get laid. In short, a TOTAL FUCKING BRO. Is very protective of his little sister, Venus and cares about her deeply. He cares about all of his various cousins but Venus is his number one priority and he constantly worries about her. Can almost always be found hanging out with Temujin, Jaghatai&#039;s son, aka The DUDE. Fun Fact: Good Guy Greg was based off him.&lt;br /&gt;
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&#039;&#039;&#039;Corvus Corax - Dirk&#039;&#039;&#039;: Laid back Smooth-talker who becomes Overly Bold and Dramatic in front of girls. Is almost always seen with his trademark twin tailed scarf and raven necklace. Always violates the dress code in some way but due to his inhuman stealth abilities the teachers and staff never notice. Is secretly infatuated with his older sister Cora. He would even choose her over Victoria, the daughter of Fulgrim! &amp;lt;s&amp;gt;(Is also secretly Slaanesh&#039;s most devoted follower)&amp;lt;/s&amp;gt; {{BLAM|GOD DAMNIT!!! WHO LET THE HERETIC IN!?!?!}}. Anyways, you get the picture. (He still boned Miranda first! [[ Just as planned|Just as planned.]]) Also the fastest punch on the Boxing team, able to hit you with 2 jabs and a hook before the second ring of the bell.&lt;br /&gt;
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&#039;&#039;&#039;Alpharius and Omegon - Primus and Ultimo&#039;&#039;&#039;: Take Fred and George Weasley. Give them an even better ability to make mayhem, the ability to find whatever you need, and an information network that makes the Friend Computer look like mall security. Just don&#039;t piss them off. Your car will be filled with jello, your locker with gay porn, and you may just end up thinking everyone you know is these two.&lt;br /&gt;
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== Staff at Imperator High ==&lt;br /&gt;
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[[Yarrick|&#039;&#039;&#039;Commissar&#039;&#039;&#039; (That&#039;s DEAN TO YOU) &#039;&#039;&#039;Yarrick&#039;&#039;&#039;]] - A hard nosed [[IG|Imperial Army]] Veteran. Maybe the only non &amp;lt;s&amp;gt;Astartes&amp;lt;/s&amp;gt; Primarch human being who could break up a fight between Hana and Furia.&lt;br /&gt;
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[[Ahriman|&#039;&#039;&#039;Professor Ahzek Ahriman&#039;&#039;&#039;]] - formerly the Chief Librarian of the [[Thousand Sons]], now charged by his Primarch [[Magnus]] with the education of the Daughters of the Primarchs. Teaches [[Warp]] studies, however few students enjoy it despite his enthusiasm, primarily because of his tendency to drone on and on and on about the most esoteric subjects, and his unfortunate penchant to draw out warp so it sounds like ‘Waaaarrrp’. Uses his [[Librarian]] Powers to aid in teaching, and is highly popular as a substitute for that very reason, especially for History Classes. Is highly popular with his fellow teaching staff in part thanks to the incredibly fine wines he grows back home on [[Prospero]], generously shared out with his fellow teachers. His students greatly fear the harsh [[Rubric Marine|Rubric]] by which he grades their work, and only the best and brightest can meet its rigorous expectations. Godfather to Miranda, and very close to her. Some wagging tongues report [[PROMOTIONS|there’s more to their after school meetings than meets the eye]].&lt;br /&gt;
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[[Fabius Bile|&#039;&#039;&#039;Professor Fabius Bile&#039;&#039;&#039;]] - Biology teacher, former [[Apothecary|Chief Apothecary]] of the [[Emperor&#039;s Children]]. Rumours he was drummed out of the legion for illegal experiments are unsubstantiated. &lt;br /&gt;
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[http://warhammer40k.wikia.com/wiki/Iacton_Qruze &#039;&#039;&#039;Professor Iacton Qruze&#039;&#039;&#039;] - One of the oldest Space Marines still alive, now ‘honourably’ retired from the [[Sons of Horus]]. Still known as the ‘half-heard’, because most students don&#039;t pay attention to half the things he says. Prone to rambling on about ‘the good old days’ of the [[Great Crusade]], and also prone to giving long-winded and somewhat irrelevant declamations of his personal opinions on matters.&lt;br /&gt;
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[[Creed|&#039;&#039;&#039;Head Coach Creed&#039;&#039;&#039;]] - Another [[IG|Ex-Imperial Army]] Officer. A TACTICAL GENIUS well known for never losing a match, and his ability to spring up from out of nowhere.&lt;br /&gt;
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[http://wh40k.lexicanum.com/wiki/Jarran_Kell|&#039;&#039;&#039;Assistant Coach Kell&#039;&#039;&#039;] - [[Creed]]&#039;s right hand man, with a voice like a foghorn.&lt;br /&gt;
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[[Sob|&#039;&#039;&#039;Councilor Celestine&#039;&#039;&#039;]] - The Spiritual Advisor at Imperator. Half the boys at Imperator have a crush on her.&lt;br /&gt;
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[[Straken|&#039;&#039;&#039; Drill Instructor &amp;quot;Ironhand&amp;quot; Straken&#039;&#039;&#039;]] - a Veteran [[Catachan]] officer and warrior from the [[IG|Imperial Army]], He now devotes his time at the academy to help train the new batch of officers able and worthy to fight in the [[Emperor]]&#039;s wars and prepare for the war ahead. He&#039;s known and feared for his brutal training program and his lack of Giving a fuck to titles. Frequently Helps [[Yarrick]] keep control of the school and does the detention program.&lt;br /&gt;
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== Students at Imperator High ==&lt;br /&gt;
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&#039;&#039;&#039;Julius Pius&#039;&#039;&#039; - The only child of nigh-mythical [[IG|Imperial Army]] war hero [[Ollanius Pius]], Julius grew up in the household of Roberta Guilliman and is regarded as her closest friend outside her circle of cousins. Driven and determined-, he strive to live up to both his father&#039;s example and that of Guilliman Himself. Unusually for a [[Terra]] resident, he is a highly devout Catheric (Christian), and has only escaped religious persecution from the devotees of the Imperial Truth thanks to his father&#039;s name.&lt;br /&gt;
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&#039;&#039;&#039;Muldorn Pryror&#039;&#039;&#039; - The scion of an ancient Rogue Trader dynasty that can trace its origins back to the Unification Wars and the very dawn of the Imperium, Pryror is a proud and noble young man, dark skinned, well-built and handsome. Both well-educated and with a talent for sport, his only flaw is his bitter and vehement rivalry with Alex Carlin, who he despises as an upstart from a nobody Rogue Trader dynasty operating way beyond his station. Secretly Muldorn hides a great shame - that his distant ancestor was a bitter opponent of the Emperor and resisted Him during the Unification Wars, forced to become a Rogue Trader and serve the Emperor when he finally surrendered to the Thunder Warriors amidst the burning ruins of his city. Such a secret could end destroy Muldorn&#039;s reputation at Imperator were it ever to get out.&lt;br /&gt;
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&#039;&#039;&#039;Katherine Krom&#039;&#039;&#039; - The aggressive and bloody-minded daughter of High Princeps Cadmon Krom of the Legio Crucius (Warmongers) Titan Legion, she is one of the few of the Mechanicum who have come to Imperator High. As a young girl half her face was torn off in an accident involving a Titan Maintenance Drone, and so she has a porcelain and metal faceplate that covers the ruined half of her skull, giving her the common nicknames of &#039;Steeljaw&#039; and &#039;Ironhead&#039;. A formidable fighter with an iron will and intractable stubbornness, she is the only non-Daughter girl to regularly fight with Furia, and the only mortal who can hold her own against the Daughter of Angron. Many times Furia&#039;s rampages have been stopped dead by the bulwark that is Krom, and she is highly regarded by her fellow students as a result.&lt;br /&gt;
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===Officio Tutamentum Protection Force===&lt;br /&gt;
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&#039;&#039;&#039;Vincent DeCare&#039;&#039;&#039; – Senior at Imperator High. The oldest member of the undercover group designated the &#039;Officio Tutamentum Protection Force&#039;. Vin relishes the chance to compete with Isis and Venus at swim meets, and with Roberta in track and field. He has never beaten them yet, but few begrudge the handsome young man his efforts. Vin&#039;s known for spending his downtime at a local cafe house, making eyes at one of the Eldar proprietors.&lt;br /&gt;
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&#039;&#039;&#039;Douglas Hanlon&#039;&#039;&#039; – Senior at Imperator High. The newest member upper classes. Doug excels in almost every subject yet never reaches the excellence of the star students of the schoolia. He is one of the few students actively attending the school who lives under the hiveskin and possess an inquisitive nature. No one really took note of him at the campus however until the second week of the school year where an &#039;event&#039; happened that has been noted Classified Priority Secundis.&lt;br /&gt;
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&#039;&#039;&#039;Caroline Lidus&#039;&#039;&#039; – Junior at Imperator High. The mouthpiece of gossip and rumormonger of the human students this confident, snarky girl known to her friends as Callie, Caroline Lidus has quite the reputation around the school for sharing a bed (and other places) with more than a few boys and girls, sometimes more than one at a time. She&#039;s a major contributor to the school&#039;s stock of gossip and rumors, and can often be seen chatting with the Twins.&lt;br /&gt;
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&#039;&#039;&#039;Janus Sigitine&#039;&#039;&#039; – Junior at Imperator High. One of the school&#039;s few psykers, Janus is a quiet, naive, thoughtful boy, and bears a humble wisdom beyond his years. He makes no effort to hide what he reads, and many old, hard to acquire religious texts are among those books. He nurses a crush on Callie, as well as on several of the school&#039;s blondes, but can never find the courage to make a move believing his psyker nature would be a negative factor.&lt;br /&gt;
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&#039;&#039;&#039;Everett Sior&#039;&#039;&#039; – Sophomore at Imperator High. The high achievers&#039;s muscle. He was raised in the same Schola as Callie before they were adopted, and they&#039;re as true siblings as can be found anywhere. An avid scrumball player, Ev has a reputation for being brash, argumentative and incredibly loyal. He can bench over 200 kg, and takes every opportunity to display his physical ability. Ev&#039;s fondest wish is for a wrestling match with Freya Russ.&lt;br /&gt;
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&#039;&#039;&#039;Vivian Munev&#039;&#039;&#039; – Sophomore at Imperator High. The quirky one. Nicknamed for her large purple eyes, Violet has been the winner of the Imperator High Ascension Day Bake Contest for two years now. Her skill with cooking is only matched by her knowledge of chemicals and her incredible excitability. Violet&#039;s only goal this year is to sweep Isis in every category of the contest, having lost out to her Gyptian Rice Pudding Buns for best dish during the previous two years.&lt;br /&gt;
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&#039;&#039;&#039;Chucho Alexis&#039;&#039;&#039; – Freshman at Imperator High. The youngest of the high achievers. Chucho is a pale, withdrawn young man, but fiercely loyal to his few friends. He&#039;s fit and capable, but doesn&#039;t play sports; most people are extremely uncomfortable around the boy, so he sticks to hanging out with his small group of friends.&lt;br /&gt;
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== Students at the Mechanterion==&lt;br /&gt;
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&#039;&#039;&#039;Nihilis Scoria&#039;&#039;&#039; - Believed to have been cloned from the DNA of the feared [[Anacharis Scoria]] of Xana, Nihilis is one of the foremost of the students to the Mechancium&#039;s rival school to Imperator, located on Olympus Mons. Silent, cold and calculating, Nihilis is feared and loathed in equal measure for his intelligence, drive, and rutlessness. Takes a great deal of satisfaction at competing with, and defeating, the Primarch&#039;s Daughters in the annual competitive games between Imperator High and the Mechanterion. Somehow is able to compete on an equal footing with them, to the surprise of all (Not least the Daughters themselves). Never seen without his prized possession, the Vodian Ruler.&lt;br /&gt;
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&#039;&#039;&#039;Flavius Cawl&#039;&#039;&#039; - created as the clone-son of the radical, yet extremely talented Magos [[Belisarius Cawl]], Flavius shares his &#039;father&#039;s&#039; radical ideals for the future of the Mechanicum and his determination that the Mechanicum not lose out to the Imperium in the peacetime. A keen experimenter willing to work with Xenotech (much to the disgust of many of his peers) and on unusually friendly terms with members of Imperator High, Flavius is extremely curious about the Daughters and what they might mean for the future of both the Mechanicum and the Imperium.&lt;br /&gt;
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== Other Assorted Characters ==&lt;br /&gt;
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&#039;&#039;&#039;The Emperor of Mankind&#039;&#039;&#039; - Really? You actually need an introduction for this guy? Very well, here goes. The Emperor of Mankind is {{Blam|+++THIS INFORMATION IS EXTREMELY SENSITIVE, AND YOU HAVE BEEN PREVENTED FROM VIEWING IT. PLEASE COME AGAIN LATER, ONCE YOU HAVE OBTAINED THE REQUIRED SECURITY STATUS.+++}} For more information, please see his [[EMPRAH|main page]].&lt;br /&gt;
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&#039;&#039;&#039;Malcador the Sigilite&#039;&#039;&#039; - Empy&#039;s BFF and the Regent of the Imperium. The reason the Daughters were created in the first place, he keeps many eyes on them, from the Officio Tutamentum to his own spies and observers. Does the day-to-day running of the Imperium so doesn&#039;t turn up in these stories very often, but does however occasionally pop in &amp;lt;s&amp;gt;for a cameo&amp;lt;/s&amp;gt; to see his goddaughters.&lt;br /&gt;
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&#039;&#039;&#039;Eldrad Ultran&#039;&#039;&#039; - The Eldar Representative to the Imperium of Man and the closest thing the school has to Guidance Councillor at times. His amazing arrogance downplays his cunning and hatred for the powers of Chaos, he is as Furia would sometimes say &amp;quot;he might as well wear a condom on his head, if he&#039;s that determined to act like a dick he might as well dress like one.&amp;quot; His daughters sometimes appear within the school as students, though none have any recollection of their enrolment. His granddaughter even cropped up in one story, as a student. Someone, please sort out a timeline.&lt;br /&gt;
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&#039;&#039;&#039;Aurox Quadriga&#039;&#039;&#039; - Shield-Captain of the Custodes, Aurox Quadriga was regarded highly enough that the Emperor appointed him &#039;Secutarii-Filias&#039;, protector of the Daughters. Undefeated in combat he considers it his pride and duty each day that the daughters are unharmed and growing strong. His vengeance on those that harm his wards can only be stopped via direct order of the Emperor of Mankind...or a plea by the girls fathers.&lt;br /&gt;
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&#039;&#039;&#039;Akilina Ilyinchova Skuratova&#039;&#039;&#039; - Director-General of the Treasury Security forces (Better known as the &#039;Beehives&#039;) and the one in overall charge of the Daughter&#039;s security, save those appointed to specific positions by the Emperor of Mankind or Malcador the Sigilite. She is both feared and respected, and even Furia thinks twice before testing Skuratova&#039;s limits.&lt;br /&gt;
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== Common Story Based Characters ==&lt;br /&gt;
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&#039;&#039;&#039;Marchenka Carver&#039;&#039;&#039; - Hailing from the arms-hive of Vantovka in Ursh, Carver is one of the finest marksmen in the Treasury, and in charge of Morticia&#039;s personal security. [[Bleeding Out (Warhammer High)|Failed pretty badly though]]...&lt;br /&gt;
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&#039;&#039;&#039;Clay Witold&#039;&#039;&#039; - A lean, hard man whose eyes maintain a near-perpetual squint, Clay has occupied a number of different jobs over the years: private defence contractor, a security officer for over a dozen multisystem corporations and has even worked with the Arbites. He was a man searching for purpose until Skuratova recruited him into the Treasury and he was placed in charge of Isis&#039; personal security team. Within a year he was Agent-in-Charge and a poster boy for the organisation. Witold lives and breathes the details of Isis&#039; itinerary and security; if 6 hours of sleep every night weren&#039;t mandated by Treasury Psychiatrists, everyone agrees he&#039;d never sleep. A crack shot, capable if unrefined close quarters combatant and bearing an uncanny knack for seeing potential threats where others see nothing, Witold is one of the most respected agents in Treasury history.&lt;br /&gt;
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&#039;&#039;&#039;Gisemba Apeloko&#039;&#039;&#039; - &#039;The Bodyguard&#039;, his entire life has been in the service of protecting others, from Rogue Traders on the fringes of space to Hive Nobles on Necromunda and Thranx. He was reluctant to accept the offer to guard the Daughters, as he sees them as spoiled brats who are oblivious to the threats against them that lurk in the dark. And yet that innocence is ultimately why he took the Treasuries offer, and why he has become one of the most well-regarded of all the Treasury Agents. Though he may be hard-drinking and paranoid, he is also skilled and utterly determined to never let his charges down.&lt;br /&gt;
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&#039;&#039;&#039;Araes Cassius&#039;&#039;&#039; - Appearing to be an Astartes Neophyte of the Legionem Damnatorum. At the moment, all that is known about him is that he has a tendency to utilise fire to mask his entrance, his first appearance involving a pillar of fire. He&#039;s a failed attempt by [[Cawl]] to replicate the Primarch project, potentially during the Cursed Founding due to his part in the [[Legion of the Damned]] and his affinity for fire/ his hair and eyes each emulating a different kind of fire. Nicknamed Hothead by perhaps the only person he could call a friend; Jack Laments. For whatever reason, he has a burning desire to get to Terra. &lt;br /&gt;
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&#039;&#039;&#039;Jack Lament/s&#039;&#039;&#039; - Bartender at the Cripple Corner, Underhive, Hive Primus, Macharia. He&#039;s used to seeing Cultists and mutants besieging his workplace, what with Macharia being in the Cadian System and all. Most bartenders have a shotgun under the bar. Jack? He has an Autogun, at least half a 2-litre tank of promethium and a flamer, that slots into a set of rails on his right arm. First to react when Araes hits the floor, and actually seems to care about the guy. Seemingly cares for everyone who doesn&#039;t break the Imperial Truth, to the point that he would happily give his life, to save someone else&#039;s. He will only use his flamer when no one uninvolved could get caught in the literal crossfire. Has perhaps the most identifiable hair colour and eyes of anyone on Macharia. Eventually hitches a ride with Araes on his quest to Terra.&lt;br /&gt;
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== The Boyfriends/Girlfriends ==&lt;br /&gt;
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Boyfriends and Girlfriends of the Primarchs children information are to be kept in your own stories, please do not add your story fluff as &#039;canon&#039; to the daughters or sons of the Primarchs, though you may add them as students of Imperator high that have a CRUSH on the Primarchs descendants, add all information on them in your own stories. Remember that this section is to focus on the children themselves not your self insert / OC characters and how often they boink them. Thank you and may you find material to inspire and encourage your writing. GLORY TO THE EMPEROR, GLORY TO THE IMPERIUM.&lt;br /&gt;
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=The News=&lt;br /&gt;
Terra, Imperial Palace Astrotelepathic Station: M34.280&lt;br /&gt;
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Plugged into the myriad devices that allowed her to see and speak across the universe, Senior Astrotelepath Liana studied the formless landscape of the Warp and listened for messages from the furthest reaches of the Empire. Being an Astropath on Holy Terra was a near-painless experience: the proximity of the God-Emperor calmed the Warp and allowed Astropaths to do their work nearly strain-free, and so Liana idly studied the shifting colors and lights and awaited transmissions. Suddenly the colors and shapes began to pulsate and flare violently, the signs of information traffic through the Warp. Just as Liana opened her mind to receive and decode the news, she realized her mistake.&lt;br /&gt;
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What had begun as a single message rapidly became 2, then 4, then more. At her station and the astrotelepathic stations around her, red lights lit up and alarms went off. Technicians and supervisors watched in horror as the astropaths spasmed violently with the force, ripping wires from their harnesses and life support monitors. Then, as suddenly as it had begun, it was over. Most of the astropaths slumped over in their seats, and the asides hurried through each one, finding only minor injuries and occasionally, a small amount of blood. The Magos on shift stepped in front of Liana’s station and his mechadendrites began uncoupling her from her station.&lt;br /&gt;
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“We have important news, I would imagine”, he said, his monotone voice sounding as if this happened every day, “Can you tell me what it is?”&lt;br /&gt;
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Liana blinked and shook her head. Her head was pounding like she had just been hit with a Battle-Barge, but she quickly shook off the pain and examined the messages. “…..No. The messages come from across the galaxy: Macragge, Nocturne, Cthonia, Caliban, but….they’re all encrypted above my clearance. I cannot read the messages, Magos.”&lt;br /&gt;
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For all of a second, the Magos did nothing, possibly thinking as his internal machinery whirred and clicked. “Very well”, it said, “We bring this message to the Omnissiah”. There was a faint burst of static as Liana assumed the Magos used some sort of internal vox, then a Speeder transport painted crimson and gold and embossed with the Imperial Eagle landed expertly outside the station. A single Custodes dressed in full battle plate stepped out the back and swiftly approached the two.&lt;br /&gt;
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“This one has news for the Emperor, Magos?” His eyes did not leave Liana, and she cringed inwardly at the lack of expression on his face.&lt;br /&gt;
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“Yes, Lord”, replied the Magos. “The information we received is above her clearance level, and as she is the Senior Astropath on duty…”&lt;br /&gt;
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The Custodes didn’t even wait for the Magos to finish speaking. He simply lifted Liana as if she weighed nothing and headed back to the Speeder. Once he stepped through the back hatch, he laid Liana into a grav couch and strapped her in. The rear hatch closed silently and the craft immediately took to the air and accelerated. As she felt the G-forces on her body, Liana wondered where she was being taken to.&lt;br /&gt;
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“You have news for the Emperor. He is not in the Throne right now. He is with the Eldar representative. We will bring your news to him.” Liana noticed as the craft banked and changed speeds that the golden-armored warrior was content to stand perfectly relaxed, as if he was anchored to the floor.&lt;br /&gt;
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As the craft sped through the Imperial palace, Liana was able to gaze out the viewport and think about what was going on. Caliban, Nocturne, Cthonia….those were all home worlds to the different Space Marine Legions. So something had just happened simultaneously across the galaxy to at least 5 Legions of Space Marines. Liana quailed as she tried to consider what news she could possibly be bringing the God- Emperor of Mankind. At this last thought, the Custodes tilted his head.&lt;br /&gt;
&lt;br /&gt;
“Be at ease”, he said. “If there was any information of a tactical significance, it would not have even made it to you. Many of the Primarchs have special channels or means to pass along information that is urgent”.&lt;br /&gt;
That only served to confuse Liana even more, and so she returned to her impromptu tour of the palace. The transport was now passing through the section where Emperor had had great facades the size of buildings of his children and their Legions constructed: Leman Russ, looking vicious with a pair of vicious wolves at his heels and his Space Marines racing through the ruins of some city, Lorgar at the pulpit addressing a large congregation of his warriors and new citizens to the Imperium, Horus and his Sons marching in perfect formation at the Triumph of Ullanor, and on and on.&lt;br /&gt;
&lt;br /&gt;
Near the end of this ceremonial hall, the craft passed through two newer chambers. The first showed a warrior in silver armour with a two-handed hammer of some sort, fighting viciously with a monstrosity from the Warp, while his Space Marines nearby were gunning down other creatures with wrist-mounted bolters or impaling them on weapons that crackled with deadly energy. Behind them loomed what Liana had always thought was a faintly ridiculous machine, a mech more than double the size of the surrounding marines, with the pilot secured to the chest by nothing more than a harness. The Custodes, one Mattias &#039;Spiritual Liege&#039; Ward, informed her that the pilot was protected by a near-impenetrable force field, but Liana was still not convinced. Under the rendition, a golden script read “Grand Master Janus: Primarch of the XXI Legion” and beneath that “The Emperors’ Daemonhunters, Legion XXI: The Grey Knights”.&lt;br /&gt;
&lt;br /&gt;
Liana remembered hearing about Janus. Once the Emperors most loyal bodyguard, next to even the great Constantin Valdor, who to many was no more than a myth, he was granted the highest honor the Emperor could bestow: his geneseed was mass-produced and implanted into soldiers to produce a new legion of Space marines, trained solely to hunt the daemons from the Warp, and Valdor was made its Primarch. Most of the other Primarchs assisted to make them what they were: Magnus developed a system of wards that were written into their skin to protect them from daemons and Warp energy; Lorgar developed a book of prayers and litanies to hone the Knights&#039; minds and keep them focused; Gulliman and Corax sent specialists to train the new Legion in small-unit tactics, because the Knights needed to be nearly everywhere in the universe and were permanently spread thin. Vulkan and Ferrus Manus seconded their finest weapon and armor smiths to keep the Knights well-equipped. The next chamber was part of the reason for this new specialty legion.&lt;br /&gt;
&lt;br /&gt;
In the center of a massive chamber near the heart of the imperial Palace stood an enormous statue of the Emperor of Mankind in golden armor flanked by Custodes and the Sisters of Silence, facing a delegation of Eldar led by Eldrad Ulthran. Eldrad had found the Emperor at the outset of the Great Crusade and warned the Emperor of the dangers of Warp beings. As a show of loyalty, Eldrad was able to get the Eldar to cease aggression against the Imperium. Slowly, the tenuous cease-fire solidified into a Treaty, then a pact of mutual assistance between the two races. During the Crusade, Fulgrim and his Legion had run across maiden worlds that the Eldar had planned to return to, and with coordination between the Imperium and the Eldar, the Eldar had managed to start anew on the eastern fringe of the galaxy. Now the Emperor worked together frequently with Eldrad; Liana mused that maybe powerful psykers attracted their own. It was the Eldar who first insisted that the Emperor take the threat from the Warp more seriously and resulted in the creation of the Grey Knights. As the speeder passed out of the chamber and into another tunnel, the monument faded from view to be replaced by more of the palace. Liana leaned back on her couch and rested her eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Liana opened her eyes as she felt deceleration and blinked away some sleep; her vanguard still immobile in the center of the craft. After a fast but smooth descent, the speeder came to a stop and opened its rear hatch. The Custodes leaned forward and quickly unbuckled Liana, then stepped out of the speeder. “Move quickly. We do not keep the Master of Mankind waiting”.&lt;br /&gt;
&lt;br /&gt;
Liana’s heart rate picked up as she stepped out. They were just outside of the palace, in a beautiful garden on top of one of the mountains the palace was built into. The air was warm and a pleasant breeze carried the scent of exotic flowers through the air. About 20 feet away the Emperor stood in a clean crimson robe and conversed quietly with the Eldar Farseer who, without his bizarre helmet on, looked almost human. Liana realized that she for all her years in the Palace, she had never seen the Emperor in person before; this was the opportunity of a lifetime. She was about to step forward and speak when a man in dark blue robes blocked her view.&lt;br /&gt;
&lt;br /&gt;
“You have news for the Emperor”, he said flatly.&lt;br /&gt;
&lt;br /&gt;
“Y-Yes”, Liana replied. “I received some news that was above-“&lt;br /&gt;
&lt;br /&gt;
“It was not a question”, the man snapped tersely. “I am Malcador. You will give your news to me.”&lt;br /&gt;
&lt;br /&gt;
Liana’s eyes bulged, Malcador, the Emperor’s advisor? “I told you, Lord, I cannot access the infor-“&lt;br /&gt;
&lt;br /&gt;
“Of course you can’t, fool. Open your mind to me and I will retrieve the information”. With that, he placed his hands on either side of Liana’s head.&lt;br /&gt;
&lt;br /&gt;
Liana saw flashes of space in her head, then some of the primarchs- Russ, Vulkan, The Lion… they were with women, and… Liana’s eyes grew large, and Malcador’s jaw dropped. He quickly released her head and spun to the meeting. “My Lord Emperor!” he called out. “News from your sons!”&lt;br /&gt;
&lt;br /&gt;
The two psychic superpowers didn’t even appear perturbed; they merely turned to look at Malcador.&lt;br /&gt;
&lt;br /&gt;
“Robute, Vulkan, Horus, The Lion and Russ are going to be fathers! All of them to little girls!”&lt;br /&gt;
&lt;br /&gt;
Eldrad looked confused. “I suppose a congratulations is in order?” asked the Eldar Farseer. His voice was simultaneously smooth and unnatural to Liana’s ears.&lt;br /&gt;
&lt;br /&gt;
Malcador put his face in his hands. “How in the Warp…? Why did they all have to be girls?”&lt;br /&gt;
[[Just as planned|Liana saw a faint smile played across the Emperor’s lips.]]&lt;br /&gt;
&lt;br /&gt;
=Meet the Primarchs=&lt;br /&gt;
{{Main|Meet the Primarchs (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
=Other loose stories=&lt;br /&gt;
&lt;br /&gt;
==Tales Of Constantine Jeager==&lt;br /&gt;
===Checking An Order===&lt;br /&gt;
&lt;br /&gt;
The house of Vulkan was well designed and easily one of the most beautiful houses that were built by the Primarchs, due to its intricate details and strong foundations. That was a simple opinion of the cadet from Imperator High School as he walked up and pressed the comms link button to get noticed and enter. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;State your business Punk.&amp;quot; A Marine said, with the audio able click of the bolt pistol being primed and ready to shoot the young man.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m here by invite of Lord Vulkan and Venus to check on equipment for the school.&amp;quot; The man said back as he showed the Astartes the badge given to him.&lt;br /&gt;
&lt;br /&gt;
A grunt was heard over the speaker as the gate was opened to him, revealing the path up to the house and to his main objective. This was going to go faster than expected hopefully. With no intent of elongating this anymore than necessary, he entered the compound.&lt;br /&gt;
&lt;br /&gt;
The 6&#039;4&amp;quot; man was tiny compared to the marines who pointed meltaguns and bolters at him. He couldn&#039;t blame them: with his unspiked Mohawk, and his roughed up imperial army cadet jacket which was rolled up to reveal several tattoos on his arms, Constantine looked dangerous. He was more muscular than most normal Terrans, which didn&#039;t help in this situation. His blue eyes focused on the house and kept walking forward, trying to not cause an incident that would end with him being riddled with bullet holes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Be on your best behaviour,&amp;quot; one said to the young man.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I intend to,&amp;quot; he replied as he reached the door, pushing forward and opening the door.&lt;br /&gt;
&lt;br /&gt;
Vulkan never locked his doors, almost like something he knew gave him confidence, some hidden secret that meant he thought he could never be harmed. Their interior was also one of the more soothing and comfortable variety, at least compared to that of the Night Haunter, an experience Constantine had no wish to repeat. A servo skull bleeped its greeting in binary as it extended one of its hands to take his jacket.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hello Lord Constantine, may I have your coat?&amp;quot; It asked, in that grating metallic voice so often heard by the citizens of Holy Terra, yet always one to send a shiver down the spine, no matter how many times it was heard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So I presume Adrax isn&#039;t here?&amp;quot; Constantine replied as he took off his cadet jacket and gave it to the skull, referring to Vulkan&#039;s butler and one of his men who fought with him in the great crusade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Correct, master Adrax is getting his gene-seed tested for corruption.&amp;quot; This earned from Constantine a raised eyebrow, seeing it as rather odd.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn&#039;t he get tested for that a month or two ago?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Affirmative.&amp;quot; The servant replied as the voices came from the main living room.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But if we put the Plasma Incinerators there, it will surely mean that the power cables need to be moved and that therefore the Volkite Carronade will lack range and intensity,&amp;quot; one voice said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that&#039;s the only spot were we can put it if we wish to put a demolisher cannon on it. Unless maybe we get rid of the front facing Plasma Guns&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m going to say my hellos to Ferrus and Vulkan.&amp;quot; He said to the machine, which simply nodded as he turned into the living room.&lt;br /&gt;
&lt;br /&gt;
Two giants were leaning over a coffee table that projected a 3D hologram of a Land Raider that had obviously been modified and upgraded extensively. Among most humans, the activity would be considered nerdy  due to the manner of seriousness with which they were handling the project. However, they were not normal humans. They were the Primarchs of the Salamanders and the Iron Hands: the two most mechanical and technically advanced of all the surviving legions. Vulcan was dressed in his basic civilian clothes of white and khaki, which made his Nuclear Ash skin stand out all the more. Meanwhile, Ferrus had on the basic undersuit of his power armour, having clearly just returned from some war zone or another. Small tokens indicating the cog-and-skull of the Mechanicus hung on his arms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey. What are you making?&amp;quot; Constantine asked as he looked at it. &lt;br /&gt;
&lt;br /&gt;
This in part earned the attention of the two men, who promptly turned to face him with a bit of surprise on their faces at someone catching them working on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, Constantine, you&#039;re here! Venus said you would come.&amp;quot; Vulkan said as he stood up and extended his arm out to give him a handshake, which the young man graciously accepted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are here for that order?&amp;quot; Vulkan inquired more, which Constantine nodded.&lt;br /&gt;
&amp;quot;I never saw those be so excited about something like this. They have been working none stop since the school positioned it to them.&amp;quot; Ferrus added as he looked at the man, who blushed a bit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, are you going to tell me what you are designing?&amp;quot; Constantine asked as he leaned forward to examine it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s nothing honestly, just some schematics and ideas for new gear.&amp;quot; Ferrus replied.&lt;br /&gt;
&lt;br /&gt;
It was far too deep in detail to be at the concept phase, that was for sure. It was a land raider with a pair of plasma cannons on each side, and a twin linked lascannon behind the plasma cannons. On its top, a volkite carronade from a Glaive tank dominated the scene, with extra power capacitors added to the back so it could fire continuously. Around the top were a multitude of hatches, all with the (relatively) small, stubby bodies of storm bolters mounted on pivots next to them. Finally, a small demolisher cannon was installed in the front. With all of this, it seemed even more armoured than the usual Land Raider, already a tank of legendary strength, was. It had no transport capacity at all and an even smaller crew. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wouldn&#039;t maybe a Leman Russ Battle Cannon be better suited? I know it lacks the penetration power of the demolisher, but it can still hurt whatever is in it&#039;s way.&amp;quot; he said as he stood up. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe, but It would also more likely to have the ammunition detonate inside of it.&amp;quot; Vulkan replied, showing the worst case scenario.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The kid has a point, maybe we don&#039;t need the demolisher.&amp;quot; Ferrus replied. &amp;quot;Multi-Meltas could do it or maybe we move-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the demolisher was one of the first weapons we agreed that this tank must have!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Seeing how me might have started an argument, Constantine took a deep breath. &amp;quot;Well,&amp;quot; he said, feigning boredom. &amp;quot;I&#039;m going to go. They&#039;re in the forge downstairs, right?&#039; he asked the two much larger men, who nodded, giving him the excuse to leave.&lt;br /&gt;
&lt;br /&gt;
As he left the room, a feeling of dread came over Constantine. Those weapons that they were adding were serious business, given how a few hundred years ago they fought against modifying certain land raiders with the equipment they were now installing, stating the danger to the crew and the machine spirit itself. So the question now is simple: what in the name of all that is holy is that tank needed for that a normal land raider simply cannot do?&lt;br /&gt;
&lt;br /&gt;
He&#039;d heard of the rise of metal men or Necrons, as they were called, starting to reawaken. The increase of Astartes who had abandoned their devotion and loyalty to both the Imperium and the Emperor was also a rising concern. Add to this that a new wave of creatures called &amp;quot;Tyranids&amp;quot; were carving huge chunks of space out of the Imperium&#039;s eastern fringe, forcing Horus himself to leave and take charge personally, made him shudder, bringing to stark relief the fact that one day, even the Primarchs and Legions might not be enough to defend the Imperium of Man. With that in mind, he entered the furnace.  &lt;br /&gt;
&lt;br /&gt;
The sounds of the furnace roared as three individuals worked tirelessly: sparks and the sounds of gears twisting and turning were constant like a heavy bolter. The heat was for some men unsufferable as he felt his body start to perspire in an attempt to get physically balanced. He noticed Holy Water was being applied as steel was turned for a greater good and purpose. It was here that the order was being met and worked on.&lt;br /&gt;
&lt;br /&gt;
The school was restarting it&#039;s tank training department and those few it had were in no shape to fight or had been so badly damaged in their first practice run that they needed heavy repairs. However, it was Constantine&#039;s quick thinking that led to over half of the tanks being handed over to the daughters of the two technological Primarchs. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey Venus, Farah. How are the tanks doing?&amp;quot; He asked, raising his arm a bit in a futile attempt to try to negate the heat from the furnaces. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey Constantine!&amp;quot; a proper voice said as a woman of beauty appeared from underneath one of the projects and waved at him, with that human and glad smile on her face.&lt;br /&gt;
&lt;br /&gt;
Venus, like her namesake, was a beautiful woman in the highest regards. With big breasts, her dark and professional raven hair and body that had the right balance in weight. She&#039;d be considered easily in the top five most attractive women in the school if it wasn&#039;t for her bright red eyes that burned like the forges she spent so much time at. It was for the best though, as it meant her simple boyfriend from the hive cities didn&#039;t have to fight tooth and nail against every man for her. It also allowed her to pursue her interests in mechanical fields and building shit that no one would allow a &amp;quot;pretty girl&amp;quot; to do. You just had to look at her cousins, principally Victoria, to understand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How is the work going for you?&amp;quot; Constantine asked as he looked at the row of tanks that were inactive and seemed lifeless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We got &#039;&#039;The Maiden&#039;s Fury&#039;&#039; and &#039;&#039;Iron Head&#039;&#039; working. the others will be done by the end of next week.&amp;quot; Venus replied, a smirk of satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thanks Venus, is Farah here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here I am!&amp;quot; A cheerful and optimistic voice said as her bandana covered head appeared from one of the Russ&#039; crew entrance points.&lt;br /&gt;
&lt;br /&gt;
Farrah was an adorable girl and easily ranked as one of the cutest of the primarch&#039;s daughters. Her greasy autumn brown hair looked lovely as she wiped the brow and grinned, revealing her many dimples that served only to increase any attraction towards her. She raised her mechanical arm out and waved to him as she had her cute optimistic smile slapped on her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey Farah, is it going well?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. Though these beasts are in such a poor state of disrepair, it&#039;s a miracle that they can be repaired at all. We&#039;ve had to get help from dad at least twice. I kinda consider it an insult to the machines themselves.&amp;quot; She said as she got back to work on them. &amp;quot;Were you put in charge of any of them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah...I was in charge of Maiden.&amp;quot; Constantine replied as he patted its front armour, earning a grunt of dissatisfaction from the machine. &amp;quot;Hey, you were the one who wanted to charge into a creek that we all knew was too deep to ford.&amp;quot; he replied. He had learned a bit of how to work with the machine spirit and Maiden&#039;s was VERY sassy. The Russ turned and made more creaks of anger, earning the laughter of the two girls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You two fight like an old married couple.&amp;quot; Venus said, causing Constantine to blush.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How many more tanks do you have for us?&amp;quot; Farah asked as she started working on the sponson cannons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three more Leman Russes, two...maybe three Hellhounds...a Spartan if you&#039;re up for it. Be careful with that, it was donated by the Emperor himself on your cousins&#039; and your entry into Imperator. It&#039;s also on standby for the Terran PDF here.&amp;quot; The cadet replied. &lt;br /&gt;
&lt;br /&gt;
This statement earned two looks of glee and excitement at the challenged. They have talked about doing something like this for fun, now they were living it .&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We might need to take the weekend to finish this order. You think Hana can help us out along with Perrin?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, she said she wanted to join the Imperial Army. This is one of those things that she will no doubtfully need to know. Plus Perrin said he was already up for working on it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantine smiled as he found a spot and sat down quietly, watching the two girls work frivolously on these beasts. He wanted to work with them as well, help them and at least ease the burden a bit. However, he also knew that now was not the time. He would be so green one could call him grass. Maybe after they finished they could help teach him.&lt;br /&gt;
&lt;br /&gt;
===Meeting the Plague Daughter===&lt;br /&gt;
&lt;br /&gt;
Constantine patrolled the halls of the school like a wolf as he waited for class to end for his time to go train and learn more about being a gear in the Imperium&#039;s vast and uncompromising machine. He counted the minutes as muscles tensed and were preparing for the inevitable taste of action they were to receive from today&#039;s lesson. &lt;br /&gt;
&lt;br /&gt;
There laid on the ground a woman coughing up blood and struggling to breathe. Her eyes were stained by her life fluids as she shook from an occasional but violent cough. Her school bag laid near her with an empty canister with a mouthpiece attached to it. A horrific and disgusting sight indeed. She was looking like she was losing consciousness and trying bravely, but failing, to survive. He was taken aback, naturally, at the unholy sight. How or what in the fuck was this that was in front of him and why was it here? Kill it with fire? Report it to an officer? Leave it for dead?  Would anyone blame him for this?&lt;br /&gt;
&lt;br /&gt;
The woman was terrified, but she raised her hand weakly up and tried to squeak out something, but only coughed up blood while puss began running down her ears. He moved a step back, but saw the only true option available for him as the small imperial Aquila hung on a bracelet on her right wrist and the small book of imperial prayers. He sighed as he knew what he had to do: Help her. He was a tool for the Imperium, his purpose to save the lives of others. If it meant losing his, then so be it, that is what it will be.&lt;br /&gt;
&lt;br /&gt;
The mohawked cadet moved closer to her as he put his backpack aside on the ground as he looked at her. This earned in her weakened state both surprise and visible terror in her eyes at the man standing in front of her. It also made him recognize a distinct smell that was so disgusting and displeasing on so many levels that it made him frown, making her wince and raising her arms in an attempt to protect herself.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m not going to hurt you. I am here to help. Please tell me how I can.&amp;quot; he said in as calm and caring a voice possible to her as he easily pushed aside her simple defenses to her face and turned it so she could see his eyes. It took a moment for her to see what he meant, coughing up more as she started to point to the simple inhaler that laid on the ground by her bag as she twisted and started to lay on the ground, the pain and misery now starting to turn more emergency levels. Quickly, Constantine grabbed her body and helped prop her up on the wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold my hand and squeeze it, I&#039;m not leaving your side until you&#039;re stable. Understand?&amp;quot; he said to her as he took her small petite hand and put it into his, which was twice her hands size. She could only nod, feeling a bit relieved that she had somebody to be with her and help her. Meanwhile, he used his muscular body to move her bag and her inhaler. He opened her bag and found a new canister, noticing that it had 4 bars and that the one attached to the inhaler had none. without much hesitation, he switched the canister out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here.&amp;quot; he said as he handed her the inhaler and put it on her face after it was turned on. The girl took a deep breath and inhaled into it as Constantine looked at her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We gotta clean you up. I cannot let you go out like this.&amp;quot; he said as he went into his bag and pulled out his standard issue Imperial Army medical kit. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once your able to stand, can you tell me your name?&amp;quot; he asked her as he found his medical alcohol-laden disinfection wipes and pulled out one. She nodded as she then closed her eyes, allowing herself to feel a wave of both relief and life enter her body. Gently, he started to apply it to parts of the face that weren&#039;t covered by the machine that was giving her what she needed.&lt;br /&gt;
&lt;br /&gt;
She cleaned up very well, revealing almost porcelain white skin, which complimented her light grayish hair and her little green-grayish eyes. she also was so tiny compared to him, she reminded him of one of those toy dolls he saw back on his home planet. Her light blue veins easily visible as he watched her and blushed. She was a cute, innocent girl that he could stare at forever.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Morticia.&amp;quot; she said to him, snapping him out of the trance she put in him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Morticia, my name is Morticia.&amp;quot; she said again, blushing. &amp;quot;Can you please stop staring at me like that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; He replied as he turned his head and then grabbed another disinfection wipe to clear the dried blood that gave her a vampire-like appearance. He looked around at the empty hallways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I made a promise not to leave your side until you were safe. I intend to keep that promise.&amp;quot; Constantine said. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slowly, he picked up the girl bridal style. She was light. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you kidding me Morticia? You are nothing in terms of weight on me. Hell I could carry at least another one of you. Maybe 3 of your bags and my stuff.&amp;quot; He replied to her with a smile on his face, earning a blush from her as well as he started to move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw her and didn&#039;t do anything?&amp;quot; Constantine asked, his knuckles tightening at this revelation. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah? What about it?&amp;quot; one sneered at him as the girl looked away, dismayed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don&#039;t have to do this, please just back off of this.&amp;quot; Morticia pleaded to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry, but this is something I must do.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The impact sent the man flying hard onto the ground, blood erupting from his mouth and nose like soft dirt from a basilisk shell. The visible disgust and hatred that was visible in the mohawk cadet&#039;s face as he moved with malicious intent was a stark contrast to the men, who were more shocked and surprised by this action.&lt;br /&gt;
&lt;br /&gt;
Constantine grabbed one and his fist connected with the first officer&#039;s gut. Hard. &lt;br /&gt;
&lt;br /&gt;
He spat out his own blood as he looked at the man who hit him. &amp;quot;I am sickened that we share the same coat of arms, you pathetic bastard!&amp;quot; he said as he pushed himself up and &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Constantine, you can leave.&amp;quot; Morticia said with a smile. &amp;quot;You have done above and beyond what you had to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Nerd And The Cadet===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know who is an unsung hero of the imperium?&amp;quot; Constantine asked with a kind smile to&lt;br /&gt;
one of his friends in front of him as he opened another book on human anatomy&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who?&amp;quot; A tricyclopish woman said as she opened another book in the Academy&#039;s grand library, Her eyes focused on the research and knowledge she was so keen on learning.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Miranda looked up from her book and back at him. Simon was Furia&#039;s boyfriend. He was the child of upper-reaches imperial officials and bureaucrats who attended the academy like the rest of their friends. After an incident, the two started to date and it was at least from his perspective, stable and working. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why do you say that? I know that is a hassle, but not that much.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have you seen him work his magic? Hands down on of the few men to actually able to calm her down to the point of not fighting. With how hard she hit me, that is damn near impressive.&amp;quot; The man said, rubbing his ribs. A while back Constantine was an idiot, he thought interfering in a fight between Hana and Furia would be a good idea. Both girls   really did a number on him and he had to remind himself since then to not try that again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I remember that. you never looked so shocked.&amp;quot; She said, with a coy smile on her face&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, I learned my lesson. But still, That boy can at least put a leash on her. Most people can&#039;t even get close enough to do that. By the way you know where I can find the page on Gene seed effects?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In that book, i believe it&#039;s in the endocrine chapter. look around the 450&#039;s.&amp;quot; her eyes returning to the book she was into &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thanks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A few minutes passed as the two kept up their work, with the sounds of muscles pushing pens to write out notes and the flipping of ancient tomes and texts being the only thing that signaled &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Know what page it is on for imperial history of The segmentum ?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure, but it is on Chapter 12. Though you can use your mind reading on me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Miranda looked up, shocked at that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you-&amp;quot; she asked, her eyes raised up.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a weird feeling in my head when I met you  and some of the other known psykers. One plus one equals two.&amp;quot; He said to her as he looked back at her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Truth be told, I find it understandable and had our positions been reversed, I would have done the same.&amp;quot; He added&lt;br /&gt;
&lt;br /&gt;
==Motherhood==&lt;br /&gt;
&lt;br /&gt;
Lotara Sarrin had done many things during her life. She had become at the age of twenty-nine one of the youngest flag-captains in the entire spread of the Emperor’s expeditionary fleets when she was promoted to command the Conqueror. She had met and gained the respect of its master, the Primarch Angron of the XIIth Legion, and become one of the very few he trusted. She had burned worlds and destroyed ships for the Legion, gaining many awards for her exemplary bravery, steadfastness and patience, her self-control and level-headedness. She still wore the Blood Hand, a red handprint across the chest of her uniform given to her after the Ashul Stellar Principality war.&lt;br /&gt;
&lt;br /&gt;
Yes, she had seen and done much during the final dying years of the Crusade. But all of that had little prepared her for what she was now. A mother. And not just any mother, mother to a very special child.&lt;br /&gt;
&lt;br /&gt;
She was fast asleep at the moment, which was a relief. Lotara had thought the harsh sirens of damage control bad, but a crying baby was something else. Nothing she had experienced during the years of Void War had prepared her for the rigours of motherhood, it was a ‘learn as you go’ situation. None of the others were much help; none of them understood what it was like to be married to the red angel. Their husbands were not broken, always forced to fight the implants which buzzed in their brains demanding blood and death.&lt;br /&gt;
&lt;br /&gt;
Their regular get-togethers annoyed Lotara. She was obliged to go of course, but she didn’t like it. She was used to the chaos of the Conqueror’s bridge, not the twittering of a gaggle of mother hens. Though she had to admit some of the other mothers, most notably lady Misja the wife of Lord Vulkan were very nice to her.&lt;br /&gt;
&lt;br /&gt;
“Lady Sarrin, a pleasure to meet you at last. Do you mind if I call you Lotara?” Misja had said warmly when they had first met, shaking her hand before she could even react. After that Lotara had warmed to her, and had grown to feel somewhat fond of the Lady of the XVIIIth. She had helped Lotara with some of the basic understandings of motherhood, and she had to admit that she would be even more lost if it wasn’t for Lady Misja’s guidance.&lt;br /&gt;
&lt;br /&gt;
The others though treated her warily; she was a breed apart from them. She stuck out like a sore thumb clad in her naval uniform, the red hand proudly borne on her chest. None of the others had brought exterminatus to worlds at their husband’s command. None of the others had seen ships die and worlds break. But she had, and she would not give up her position for all the gold on Terra.&lt;br /&gt;
&lt;br /&gt;
Reclining on a couch in the spacious lodgings provided for them both, Lotara gazed over at the cot sitting prominently in the corner of the room. She was spire-born, the scion of a noble Albian family who had decided to buck family tradition and serve the Imperium hands-on. Juveat treatments kept her looking in her mid thirties terran standard, and her long blonde hair was bound back in a ponytail to keep it from her face, a habit from her days commanding the Conqueror. Though now there were bags under her eyes, and she was wearier then she had ever been fighting the Emperor’s foes.&lt;br /&gt;
&lt;br /&gt;
A thin wailing came up from the cot and sighing, Lotara got up and padded over to the crying infant, gently picking her up and holding her close.&lt;br /&gt;
&lt;br /&gt;
“There there Furia, mummy’s here. Hush now.” She still felt foolish saying those words, but they did the trick, and Furia’s wails ceased, and she gurgled contentedly in her mother’s arms.&lt;br /&gt;
&lt;br /&gt;
Mother. It was still a novel concept even though the novelty had long since washed off. She remembered the day Angron had come to her with news of his new arrival, and his proposal to her.&lt;br /&gt;
&lt;br /&gt;
“Lotara.” He had growled. “I need someone who I trust; who I know will never let me down. There is only one woman who fits that bill, only one I know can do this.”&lt;br /&gt;
“My lord…”&lt;br /&gt;
“I am no one’s lord Lotara, and I grow bored of telling you that.” Angron smiled a predatory smile which scared most people out of their wits. But Lotara wasn’t most people, and she knew it for what it was, bluff. “Now will you do as I’ve asked?”&lt;br /&gt;
&lt;br /&gt;
Asking was a novel thing for Angron. But he had done so, and she couldn’t refuse him. They were joined on matrimony the next day, and shortly afterwards baby made three.&lt;br /&gt;
&lt;br /&gt;
She was brought back to the present when little Furia stopped gurgling, and Lotara saw that she was asleep. She continued to cradle her, feeling her small warm body and the faint coo of her soft breaths. Gently she laid little Furia to rest in the cradle, then turned as she heard a familiar stomping sound coming from outside.&lt;br /&gt;
&lt;br /&gt;
Angron strode into the room, instantly filling it with his blunt, savage grandeur. He looked uncomfortable now that he no longer wore his armour, and the dreadlock-like cables of the Nails snaked from the back of his head into the flesh of his shoulders.&lt;br /&gt;
&lt;br /&gt;
“You’re back.”&lt;br /&gt;
&lt;br /&gt;
“Sorry to disappoint.” Angron grunted. “The Nails were biting badly, so I took a detour while they cooled down.”&lt;br /&gt;
&lt;br /&gt;
She nodded. Though the Nails were not as bad as they were during those last years of the Crusade, when Pain tics had flawed one side of his face and chronic nosebleeds had left streams of blood running down his chin, the Nails still bit him every so often and when that happened he had to get away before he was drawn into a killing frenzy to sake the thirst of the agony engine in his brain.&lt;br /&gt;
&lt;br /&gt;
“How’s my daughter?” Angron asked.&lt;br /&gt;
&lt;br /&gt;
“&#039;&#039;Our&#039;&#039; daughter is fine,’ she replied. “She’s fast asleep at the moment, and will remain so if you can keep quiet.”&lt;br /&gt;
&lt;br /&gt;
“When she’s awake she screams like those elder hag women, what are they called?”&lt;br /&gt;
&lt;br /&gt;
“Banshees.” Lotara answered.&lt;br /&gt;
&lt;br /&gt;
“Yes them.” Angron rumbled. “I just wish I could shut her up the way I shut them up.” He mimed a sweeping blow from Gorefather, and chuckled. To anyone else that would be horrifying, but Lotara had spent enough time around Angron to understand his unusual sense of humour.&lt;br /&gt;
&lt;br /&gt;
As if in anticipation, a faint cooing sound rose up from the cot.&lt;br /&gt;
&lt;br /&gt;
“Speak of the Daemon.” Angron rumbled.&lt;br /&gt;
&lt;br /&gt;
“You’ve woken her.” Lotara scolded as she went over and gently picked up Furia.&lt;br /&gt;
&lt;br /&gt;
“Look Furia, daddy’s back. Say hi to daddy.”&lt;br /&gt;
&lt;br /&gt;
“You know how ridiculous that sounds?” Angron commented.&lt;br /&gt;
&lt;br /&gt;
“Mothers have been talking like that to their children for millennia, and nothing’s gone wrong yet. Hell, my mother spoke to me like that, and have I turned out poorly?”&lt;br /&gt;
&lt;br /&gt;
Angron didn’t answer, and Lotara rolled her eyes.&lt;br /&gt;
&lt;br /&gt;
“Do you want to hold her?” She asked, holding Furia out. Angron rarely held or played with Furia, and this concerned Lotara. She was his child; he couldn’t be a bystander on her life even with the omnipresent problem of the Nails.&lt;br /&gt;
&lt;br /&gt;
“Every time I take her she just starts crying. She doesn’t like me.”&lt;br /&gt;
&lt;br /&gt;
“She’s your daughter, of course she likes you. You just need to show her that she shouldn’t cry. She is born of your blood you know.”&lt;br /&gt;
&lt;br /&gt;
Angron grunted, but he carefully took Furia in one massive hand with a gentleness none of his brothers would have believed he possessed.&lt;br /&gt;
&lt;br /&gt;
For a few seconds he held her, and she stared right back at him with wide eyes.&lt;br /&gt;
&lt;br /&gt;
For a split second Lotara swore she saw something fleeting in his eyes, a faint fragment of a lost emotion the Nails had burned out of him. But whatever that emotion was it departed as soon as it appeared, leaving Angron the same way he always was, a mountain of barely controlled rage.&lt;br /&gt;
&lt;br /&gt;
Furia started to cry, and he handed her back to Lotara.&lt;br /&gt;
&lt;br /&gt;
“Like I said, she doesn’t like me.”&lt;br /&gt;
&lt;br /&gt;
Lotara clicked her tongue – a habit of hers when she was on the verge of losing her temper, which seemed to happen more and more often these days.&lt;br /&gt;
&lt;br /&gt;
“I wish you’d show a bit more affection for her. She can’t grow up with you emotionally distant all the time, except when you’re angry.”&lt;br /&gt;
“It’s hard to show affection when that part of your brain has been lobotomised.” Angron snarled. “Sorry if I’m not as emotionally engaged as you’d like, Lotara.”&lt;br /&gt;
&lt;br /&gt;
“You should be. She is your daughter, your future. With her, you have a chance to start again, to make amends for the sins of the past.”&lt;br /&gt;
&lt;br /&gt;
She wished she had never spoken those words, but they slipped from her mouth regardless. Angron hated being reminded of Nuceria, of his greatest failing. He didn’t say anything; he just strode to the window and gazed out across Startseite, the home custom made for the Primarchs and their families.&lt;br /&gt;
&lt;br /&gt;
“I never wanted her you know.” He said. “I never wanted to be saddled with parenthood, but father insisted. He forced it on me, on all of us. That is why you are here, to help me with this burden. He stole me away from my first family, and now he thinks giving me a new one will fix that?”&lt;br /&gt;
&lt;br /&gt;
“He didn’t do this just for that. He did this so you would have something to live for now that the Crusade is done.”&lt;br /&gt;
&lt;br /&gt;
She switched to Nagrakali, the language unique to the XIIth Legion. She only did that when she had to make a point to him. “We cannot change the past Angron, but we can change the future. You can give Furia a better childhood then you had, a loving family, freedom, peace. You just have to be willing to play a part in this. I can’t raise her alone, she needs you as well.”&lt;br /&gt;
&lt;br /&gt;
He didn’t say anything, and after a while Furia finally fell asleep.&lt;br /&gt;
&lt;br /&gt;
“I’m taking her to bed. Will you be joining us?”&lt;br /&gt;
&lt;br /&gt;
Angron shrugged. “The Nails still itch. I’ll spend a few hours in the training cages.”&lt;br /&gt;
&lt;br /&gt;
As Angron stalked off, Lotara realised something. As long as the Nails were in there, as long as they buzzed in his brain, he would never truly appreciate his daughter, their daughter. The Nails were shackles, preventing him from immersing himself in his daughter’s life. She would have to do the unthinkable, convince him to have them removed. She knew the Emperor could do it, but Angron had refused time and time again.&lt;br /&gt;
&lt;br /&gt;
Would she be able to do it? Succeed where even the Emperor had failed? She would have to try. For Furia’s sake, she would try.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Angela Grows Up==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A faint wind crossed the grass behind the mansion that afternoon.  Some quiet sounds of grass mowers and passing vehicles echoed past its façade and holofield, but they sounded muted behind the field’s protection.&lt;br /&gt;
&lt;br /&gt;
Angela, thirteen-year-old daughter of Sanguinius, lay facedown on the thick green grass.  She was cradling her head in her hands, trying to talk without her voice breaking.  It wasn’t easy.  She was in a lot of pain.&lt;br /&gt;
&lt;br /&gt;
“That rough, was it?” her cousin Miranda asked in sympathy.&lt;br /&gt;
&lt;br /&gt;
“It hurts, Miranda,” Angela said miserably.  She drew her wings as close to her body as she could out of pure instinct, even as her fingers dug into her hair.  “How…how are you dealing with it?” she asked into the grass.&lt;br /&gt;
&lt;br /&gt;
Miranda shrugged, helpless.  “It doesn’t hurt.”&lt;br /&gt;
&lt;br /&gt;
“At ALL?” Angela asked incredulously.  “I mean…I know you’re stronger, but…this is agony!” she wailed, fighting back the pain in her head.&lt;br /&gt;
&lt;br /&gt;
Miranda stared at her beautiful cousin, her own heart aching.  “Angela…where does it hurt?” Miranda asked, trying a new tack.&lt;br /&gt;
&lt;br /&gt;
“It’s…” Angela searched for words, then whimpered as the psychic pain returned.  “It’s like when you hit your arm on something sharp…a lancing pain in a specific place, not…oh, hell, that hurts,” she groaned, cradling her head.  Her wings trembled for a moment as the pain flared back up.  “It’s like a needle stuck in my head,” she whispered into the green rolls of plants.&lt;br /&gt;
&lt;br /&gt;
Miranda, whose third eye was taking on a peculiar shine, looked sadly at her cousin.  “How did you make it through school today?” she asked quietly.&lt;br /&gt;
&lt;br /&gt;
“I didn’t,” Angela whimpered.  “I came home with tears in my eyes.”&lt;br /&gt;
&lt;br /&gt;
Miranda blinked back a tear of her own.  “I’m so sorry, Angela,” she said.  “I wish I could help.”&lt;br /&gt;
&lt;br /&gt;
“Everyone I’ve asked said it will pass soon,” Angela said miserably.  “But…soon can’t come fast enough.”  The pale blonde laced her fingers behind her head and tried to relax, but the spike of manifesting psychic power in her brain ripped a fresh line of agony through her young body, and she gasped in pain.&lt;br /&gt;
&lt;br /&gt;
Miranda’s powers manifested in the same way as Angela’s but for whatever reason, be it her eye acting as a focus or simply superior training from her father, she wasn’t wracked with pain.  She just found it intensely creepy, and tried to ignore it unless she felt she needed it, which hadn’t happened yet.  The redhead lay down beside her cousin and stretched out on Sanguinius’ luxurious lawn, watching the haze overhead.  “Let me know if I can help,” she said quietly.&lt;br /&gt;
&lt;br /&gt;
“I will,” Angela promised.  She reached over and quickly squeezed her cousin’s hand.  “Thanks.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hours passed.  Angela’s knuckles turned back to their normal hue as her death grip on her throbbing head faded.  “It…it’s easing, I think,” she managed.&lt;br /&gt;
&lt;br /&gt;
Miranda glanced over at her.  “Can you feel anything new?”&lt;br /&gt;
&lt;br /&gt;
Angela slowly raised her head from the grass and wiped loose blades from her face.  “…Do you hear that?” she asked.&lt;br /&gt;
&lt;br /&gt;
Miranda cocked her head and listened.  “I don’t hear…”&lt;br /&gt;
&lt;br /&gt;
“Shh.”  Angela turned her head to face the house and pushed off the ground with one hand, twisting at the waist to stare at the mansion.  “What…what is that?” she asked, staring intently at the house.&lt;br /&gt;
&lt;br /&gt;
Miranda listened hard, but all she could hear was the wind.  Then it hit her.  “Angela, can you hear this?” she asked.  She focused for a moment and arced a tiny spark of psychic power between her fingers.&lt;br /&gt;
&lt;br /&gt;
Angela’s head whipped around, waving blonde hair everywhere.  “What the hell was that?” she asked.  “I saw…or heard or something…what was that?” she demanded.&lt;br /&gt;
&lt;br /&gt;
“That was your extra-sensory perception coming alive,” Miranda said.  “That ‘sound’ you hear from the house is your father’s presence.”&lt;br /&gt;
&lt;br /&gt;
Angela turned, very slowly, and drew herself up into a cross-legged position.  She stared at the house again, her eyes wide, perhaps even frightened.  “It’s…” she started, before trailing off again.  “Wow.”&lt;br /&gt;
&lt;br /&gt;
“Yeah, he’s pretty complex, isn’t he?” Miranda asked.  That was understating it somewhat.  The faint psychic shadows of the people on the street out front were completely insignificant compared to the raging typhoon of psychic power inside Sanguinius.  The rippling ‘sound’ of his passing through the building, no doubt freshly returned from the Palace, was cutting through the background noise like a chainsword.&lt;br /&gt;
&lt;br /&gt;
The door opened as Angela sat up.  Sanguinius himself, no doubt sensing his daughter’s pain recede, looked about the lawn and spotted them.  “Angela, dearest, there you are,” he said.  “Miranda, hello.”&lt;br /&gt;
&lt;br /&gt;
“Father,” Angela said eagerly, scrambling to her knees to rise.  He gestured her to stay.  As he made his way over to her, Miranda rose and popped her shoulders, sensing her presence becoming superfluous.&lt;br /&gt;
&lt;br /&gt;
“Feel better tomorrow, huh?” she asked.&lt;br /&gt;
&lt;br /&gt;
“I’ll try,” Angela said.  She looked up at her cousin and smiled at last.  “Thanks.”&lt;br /&gt;
&lt;br /&gt;
Miranda headed back through the house to her waiting bicycle.  Sanguinius passed her with a nod on his way to his daughter, who was now kneeling in the waving grass.  The wind was picking up considerably, now, and it was blowing the clouds away.&lt;br /&gt;
&lt;br /&gt;
The giant warrior was clad in a shimmering robe of light yellow over red, but all Angela was seeing was a fiery vortex of energy racing through his physical form.  Her eyes weren’t blind, but suddenly, she was seeing something new.&lt;br /&gt;
&lt;br /&gt;
“Dad,” she said quietly.  “Is this what you see?”&lt;br /&gt;
&lt;br /&gt;
Sanguinius smiled.  “No, little one, it isn’t.  If you can believe it, you’re not quite finished.”&lt;br /&gt;
&lt;br /&gt;
“More?”  Angela winced.  Getting this far had hurt.  It had hurt a lot.  Sanguinius noted her discomfort and offered a sympathetic look.&lt;br /&gt;
&lt;br /&gt;
“Little Angela, please just bear with it.  The next part isn’t painful so much as…unnerving.  Even frightening.”&lt;br /&gt;
&lt;br /&gt;
The two of them stared at each other until Angela asked the question.  “Um.  How?”&lt;br /&gt;
&lt;br /&gt;
Sanguinius sighed.  “You will be presented with certain temptations.  Some will come overtly, like the desire to use your powers to harm people who dislike you, or read minds and emotions of those all around you.  Others will be more…subtle.  Impulses.  Dark dreams.”&lt;br /&gt;
&lt;br /&gt;
“And…how is that scary?” Angela carefully asked.  “I’m already…you know, fairly powerful…I never feel like I should be abusing my authority or Royal connections, Father.”&lt;br /&gt;
&lt;br /&gt;
“I know, little one, and I’m proud of you for that,” Sanguinius said gently.  “But I speak of something more…base.”  He drew his legs beneath him and knelt facing her, realizing with a pang how slowly she was aging compared to him at the same age; and yet it felt like she had been learning to walk only days ago.  “You know of the more depraved aspects of the Warp, of which I have warned you, don’t you?” Sanguinius asked, his tone turning darker.&lt;br /&gt;
&lt;br /&gt;
“I do,” Angela said with a shiver.  The stories he had told her of his own battles with the lesser half of existence had been terrifying.&lt;br /&gt;
&lt;br /&gt;
The towering Primarch lifted one hand to his daughter’s cheek.  “Little one, please believe me when I say that no impulse or drive you ever feel from your powers should be acted upon,” Sanguinius said slowly.  “Do you understand?  Daemons and their ilk do not need to appear in the flesh to twist normal desires into service and zealotry.”&lt;br /&gt;
&lt;br /&gt;
Angela’s new senses alerted her to a streak of pure, black hatred running through her father at that moment, and she shuddered against his hand.  “I understand, Father,” she said.&lt;br /&gt;
&lt;br /&gt;
Her father finally smiled again.  “Do you know,” he said, his tone lightening considerably, “how many strings I’ve had to pull to keep the Sisters from transporting you off to the City for training?”&lt;br /&gt;
&lt;br /&gt;
Angela managed a weak grin.  “No.”&lt;br /&gt;
&lt;br /&gt;
“I’ve had to fend off calls from the Adeptus Astra Telepathica perhaps…seven or eight times now,” Sanguinius sighed, sitting back on the grass and gazing up at the sky, and looking nothing like the Angel of Death.  “It was only after Magnus personally told them to stay their hands that you and Miranda were saved from the City.”&lt;br /&gt;
&lt;br /&gt;
Angela cocked her head.  “Saved?”&lt;br /&gt;
&lt;br /&gt;
“Saved,” Sanguinius said heavily.  “Were it not for your parentage, you would both have been…isolated for mutancy.”&lt;br /&gt;
&lt;br /&gt;
Angela shook her head.  “Well…thanks, father.”&lt;br /&gt;
&lt;br /&gt;
Sanguinius nodded.  “You understand, little one, that this means you will have to be trained by either myself or Brother Magnus, instead,” he cautioned.&lt;br /&gt;
&lt;br /&gt;
His daughter bowed acceptance.  “I do.  Thank you again,” she said.&lt;br /&gt;
&lt;br /&gt;
The sound of the wind picked up as the breeze fluttered the two Blood Angels’ feathers.  Angela shivered as the cold air puckered her arms, and she scooted over to sit where her father was blocking the wind.  “Father, as long as we have a moment, may I ask you something about this?” she asked, gesturing broadly at her head.&lt;br /&gt;
&lt;br /&gt;
Sanguinius nodded.  “What are the little…lines that hold things together?” Angela asked, struggling with the words.  It was all still so new!&lt;br /&gt;
&lt;br /&gt;
“Those…hm.  No two psykers see the universe in exactly the same way, you know,” Sanguinius hedged.  “If I were to wager…I’d say that they were probably the ties between the Warp and the real world.”&lt;br /&gt;
&lt;br /&gt;
Angela’s eyes unfocussed as the wash of unearthly color over the world swam in and out of her second sight.  “It’s…they look fragile,” she said nervously.&lt;br /&gt;
&lt;br /&gt;
“They aren’t,” Sanguinius promised.  “It takes something terribly powerful to break them.”&lt;br /&gt;
&lt;br /&gt;
Angela knelt again, this time rubbing her temples.  “It’s…hard to see normal things with this Warpsight over everything,” she admitted.  “Will it get easier to focus?”&lt;br /&gt;
&lt;br /&gt;
“It will become much easier to focus,” Sanguinius said solemnly.  “Simply understand that what your Warpsight allows you to see was always there, it was simply not possible to detect consciously.  Your powers will awaken, slowly and, it seems, painfully.  But they will clarify your sight.  For all that, you had ought to remember: your normal senses are no less important.”&lt;br /&gt;
&lt;br /&gt;
“How do I tell what’s coming in through my Warpsight and what’s real?” Angela asked, waving a hand at the shimmering lights that danced over the world now, lights that just couldn’t really be there.&lt;br /&gt;
&lt;br /&gt;
Her father opened his hand and clenched it again, and as he did, the lights around him faded somewhat.  “What you must do is remember, little one: the world of the mortals is fixed and immutable.  What is put in place stays there.  The Warp is not.  Discerning the real from the nonreal will be easy with practice,” he reassured her.  “What is difficult is telling the simple Warp illusions from foresight.  That is a skill even I have not yet mastered.”&lt;br /&gt;
&lt;br /&gt;
“Really?” Angela asked in surprise.  The sky was growing darker yet, and she shivered in her exercise shorts and tank top.  The complex fabric ties and folds that accommodated her wings weren’t exactly keeping out the cold.&lt;br /&gt;
&lt;br /&gt;
“I would caution you to avoid relying on anything your Warpsight shows you until you are trained properly, little one,” her father said.  He placed his hands on her shoulders as she scooted closer to him on the grass.  “Are you feeling better?”&lt;br /&gt;
&lt;br /&gt;
“A bit, yes, thank you,” Angela admitted.  “But it’s getting very cold out here.  I hate how fast the pseudoweather changes this time of year.”&lt;br /&gt;
&lt;br /&gt;
Sanguinius smiled regretfully.  “I will never agree with Father’s decision to make the whole world a macro-hive.  I miss what little remained then of the old world.  It felt like there was so much to uncover.”  He rose to his feet, and Angela did too.  “Still.  We can discuss this more inside, if you’re uncomfortable.”&lt;br /&gt;
&lt;br /&gt;
“Thanks, Father,” Angela said.  At the threshold, however, she paused.  Her Warpsight was flaring.  “Wait…”&lt;br /&gt;
&lt;br /&gt;
Her father glanced back from the door of the luxurious manor.  “What is it?” he asked.&lt;br /&gt;
&lt;br /&gt;
She slowly turned to stare out over the yard.  “I…Father, what does it feel like when you’re being watched?”&lt;br /&gt;
&lt;br /&gt;
“I can not truly relate it to you, but…” Sanguinius trailed off as he realized what was happening.  “For what it’s worth, you are being watched.”&lt;br /&gt;
&lt;br /&gt;
Angela stared over her shoulder at him.  “What?”&lt;br /&gt;
&lt;br /&gt;
Her father gestured to the fence that separated the manor’s yard from the neighbor’s.  The neighbor’s son, Michael, was just clambering over it, disregarding the gate between them a mere fifteen feet to his left with a determination that always made Sanguinius roll his eyes.  As soon as he landed, he came running.  Sanguinius closed the door behind himself as he entered the house, granting his daughter a measure of privacy.&lt;br /&gt;
&lt;br /&gt;
The lanky young noble skidded to a halt in front of the porch, and looked up the few small steps from the ground to the plastic deck.  “Hey!  Are you alright?” he asked immediately.&lt;br /&gt;
&lt;br /&gt;
“I’m fine, yes, thanks,” Angela said, trying to conceal her shock.  Mike’s thoughts and emotions were a roiling cauldron in his physical shell.  It was distracting.&lt;br /&gt;
&lt;br /&gt;
“You missed school today!” Mike said worriedly.  “Are you sure you’re fine?”&lt;br /&gt;
&lt;br /&gt;
Angela kicked herself mentally.  “I’m fine.  Really.”  She smiled shyly.  “Thanks.  Um, did I miss anything?”&lt;br /&gt;
&lt;br /&gt;
Mike shook his head.  “I don’t think so.”  He was much more modestly dressed for the season, with a rather expensive outfit for climbing over fences.  Angela flushed a bit as he finally offered her a grin in return.  “So did you level up, or whatever?”&lt;br /&gt;
&lt;br /&gt;
“Mike, my brain metamorphosing is not a video game,” Angela giggled.&lt;br /&gt;
&lt;br /&gt;
“But you gain new powers as you acquire experience!  That’s pure video game logic!” Mike pointed out.&lt;br /&gt;
&lt;br /&gt;
Angela pretended to ponder the point.  “Well, now, that is true,” she admitted.  She hesitated.  “I would appreciate it if you didn’t make light of it, though, Mike.”&lt;br /&gt;
&lt;br /&gt;
Mike’s face fell.  “Sorry.  I’m just worried about you.”&lt;br /&gt;
&lt;br /&gt;
Angela felt a completely alien – but energizing – rush of sensations echo through her Warpsight.  She ran her hand over her forehead, trying to clear the haze, and an image of Mike sliding his hands around her waist and drawing her into a hug appeared in her mind.  She opened her eyes to see Mike simply standing at the base of the porch, looking up at her with concern etched on his face.  “Angela?” he asked.&lt;br /&gt;
&lt;br /&gt;
“S-sorry,” Angela said, trying to figure out what had just happened.  “I think I saw something.”&lt;br /&gt;
&lt;br /&gt;
Mika shuffled his feet.  “Um.  Can I, uh, can I come in?  It’s getting really cold out here.”&lt;br /&gt;
&lt;br /&gt;
His friend pushed the door open behind her and beckoned him in.  “Sure, come in.”&lt;br /&gt;
&lt;br /&gt;
Sanguinius was already upstairs, Angela sensed, but her mother was back from work now too, and was sitting in the study closest to the main door to the manor.  Angela elected to just sit inside the door on the thick carpet, sitting on her knees and ankles so her feathers didn’t brush the carpeting.  Mike sat across from her on the carpet, sprawling on the floor.  He stretched and rubbed his elbows, trying to restore some heat.  “How are you not freezing in that outfit?” he asked, gesturing at her minimal attire.&lt;br /&gt;
&lt;br /&gt;
“I was, actually,” Angela admitted.  Mike stared at her, then laughed.&lt;br /&gt;
&lt;br /&gt;
“Putting on a brave face?” he asked.  “Nice.”&lt;br /&gt;
&lt;br /&gt;
Angela didn’t have anything to say to that.  She was too busy watching him change.  Where outside his sense in the Warpsight had been a bit tumultuous, now it was quite placid and stable, and the vortex of light in him was symmetrical.  He sat up a bit and stretched again, then sank back against the side of a chair.  As he did, the vortex barely shimmered, but as he turned to look at her again – and his eyes lingered on her lips – it suddenly flickered unearthly colors.  “So, what are you up to this weekend?” he asked, and his vortex shifted colors again.  This time it was almost like it was…trying to hide behind itself?  Nothing made sense yet.&lt;br /&gt;
&lt;br /&gt;
Angela tsked in frustration.  “Uh, just sticking around here, I think,” she said.  “I don’t want to be seen in public, if I have another attack.”&lt;br /&gt;
&lt;br /&gt;
Mike nodded glumly, and the tremors of…what?  Thought?  Emotion?  Whatever it was, the tiny ripples in the vortex of light in him dimmed.  “Sorry.”  The tremors returned, a bit less energetic.  “Can I drop by to see how you’re doing?” he asked hopefully.&lt;br /&gt;
&lt;br /&gt;
“Of course, Mike, you can come by whenever you like,” Angela said.  The tremors flittered again, and again they were maddeningly different.  She sighed aloud at the nonsensical behavior of her new senses.&lt;br /&gt;
&lt;br /&gt;
“Something wrong?” Mike asked, instantly all concern again.&lt;br /&gt;
&lt;br /&gt;
She shrugged angrily.  “I just can’t get my senses to line up.”&lt;br /&gt;
&lt;br /&gt;
Mike grimaced.  “I wish I could help.”  He suddenly looked up at her eyes again, and his vortex lit up with a new color.  “Maybe I can.”&lt;br /&gt;
&lt;br /&gt;
“Huh?”&lt;br /&gt;
&lt;br /&gt;
“I know you pretty well, right?  And you’re…you know, having trouble seeing what’s going on, right?” Mike asked, excited.  “Well…can you just…you know, spend the day with me and focus on that, and let your new…powers I guess, just align themselves on their own?”&lt;br /&gt;
&lt;br /&gt;
Angela stared at him.  “Are you…asking me out?”&lt;br /&gt;
&lt;br /&gt;
Mike blinked.  “I, uh…huh.”  He coughed, blushing.  “Guess it did sound that way, didn’t it…” he muttered.  “Uh, we don’t have to…”&lt;br /&gt;
&lt;br /&gt;
“Because I’d love to.  I have to spend my time doing something other than wondering what the hell is going on around me,” Angela said firmly.&lt;br /&gt;
&lt;br /&gt;
Michael perked up immediately, and his vortex – what was it?  His soul? – flickered a whole rainbow of colors.  “Great!  But, uh, you said you didn’t want to go out in public...” he reminded her.&lt;br /&gt;
&lt;br /&gt;
“We can stay here, then,” Angela said.  “If it starts to hurt again, I’ll just talk to Dad and see what he can do.”&lt;br /&gt;
&lt;br /&gt;
“Okay!”  Mike beamed.  Angela found the flickering of lights in his soul accompanying his sudden euphoria quite a bit less distracting, all of a sudden.  Maybe familiarity was the difference after all.&lt;br /&gt;
&lt;br /&gt;
On an impulse, she rose to her knees, waddled over to where her friend was sitting, and squeezed her arms around him in an awkward hug.  He stared over her shoulder into the soft white feathers on her wings, stunned.&lt;br /&gt;
&lt;br /&gt;
“Uh, A-Angela?” he managed.&lt;br /&gt;
&lt;br /&gt;
“Sorry, but…I need to see something,” she murmured.  He relaxed his shoulders as her frigid skin, still chilly from the icy winds outside, pressed against his bare hands.  He reflexively squeezed back, and she flinched in his hands as he brushed the base of her wings.&lt;br /&gt;
&lt;br /&gt;
“Sorry,” he said, desperately hoping she wasn’t paying any attention to him below the waist.&lt;br /&gt;
&lt;br /&gt;
She wasn’t.  Her eyes were screwed shut with intense concentration.  She was staring into the vortex at the heart of him, trying to map it, to understand it, before it drove her mad.  “Mike, I’m sorry I missed class,” she whispered.  “I know you were counting on me for the Bio project presentation.”&lt;br /&gt;
&lt;br /&gt;
“Hey, forget it, Morticia was in today, so we had enough people to do the thing,” he said.  The faintest taste of the air of the school bio lab brushed her tongue as he said it.  Was it a memory?  Even as she wondered, the image of her cousin Morticia, gangly and sickeningly thin, appeared.  She was reading from a cue card as Mike stood behind her.&lt;br /&gt;
&lt;br /&gt;
Angela gasped in Mike’s ear and threw herself backwards from him.  She toppled from her knees and fell onto one hand, bruising her wing on the chair behind her.  “Shit!” she managed.&lt;br /&gt;
&lt;br /&gt;
“What?  What?” Mike demanded.&lt;br /&gt;
&lt;br /&gt;
“I…I saw into your mind for a minute there,” Angela said.  She clapped her hand over her mouth, nearly retching.  How perverse had she been?  How horribly invasive?  “I’m…I’m so sorry,” she said through her hand.  “Mike, I’m so sorry!”&lt;br /&gt;
&lt;br /&gt;
“Easy, Angela, I didn’t feel a thing!” Mike said helplessly.  “I…you didn’t do anything!”&lt;br /&gt;
&lt;br /&gt;
Angela managed to fight back the impulse to vomit in revulsion.  “Mike…was Morticia wearing a green jacket over a white frilly shirt today?” she asked tremulously.&lt;br /&gt;
&lt;br /&gt;
Mike blinked.  “Yeah…but you saw her before you went home, didn’t you?”&lt;br /&gt;
&lt;br /&gt;
Angela shook her head again.  Her eyes were wide and shaky.  “No, Mike.  I haven’t seen her in days.”  She sank onto her side, sliding her hands over her eyes.  “Oh, no, no, no…”&lt;br /&gt;
&lt;br /&gt;
Mike dropped onto his side, trying to make eye contact with her.  “Hey, Angela, snap out of it!” he said urgently.  “Tell me what’s wrong!”&lt;br /&gt;
&lt;br /&gt;
She buried her face in her hands again, trying not to snap at him.  “Mike, please!  I just…I just fugging read your mind!  That’s…that’s beyond wrong!”&lt;br /&gt;
&lt;br /&gt;
“And you can’t control it!” Mike said, starting to feel a little angry himself now.  “Look, I live next door to Lord Primarch Sanguinius!  All of my parents’ coworkers are Navigators!  I’m used to being around psykers!  They can’t even read your mind unless they’re actively trying!”&lt;br /&gt;
&lt;br /&gt;
“I just DID!” Angela bit off, finally glaring at him.  Their eyes met-&lt;br /&gt;
&lt;br /&gt;
She saw him standing up and storming out.  She saw him staring at her with pained eyes.  She saw him lean in and kiss her.  She saw him gripping her by the shoulder and trying to shake her loose of her funk.  She saw him try to pull her upright.  She saw herself reach out and try to slap him.&lt;br /&gt;
&lt;br /&gt;
Her mind spun and twisted with the overlapping and contradictory actions.  She choked on a sob.  “This is so scary,” she whimpered.&lt;br /&gt;
&lt;br /&gt;
Over half of the possible actions disappeared in an instant.  His vortex dimmed.  His face-how could she even still see it? – got closer as he hesitantly leaned into her.  “Okay.  Okay, Angela, stay with me, alright?” he asked.  “Just…stay with me.”&lt;br /&gt;
&lt;br /&gt;
“I’m trying,” she said.  “I’m so overwhelmed…it’s so frightening…”  Tears stained the carpet under her head.  “Mike, please don’t leave, alright?”&lt;br /&gt;
&lt;br /&gt;
Mike shook his head.  “I wouldn’t.”  The number of visions of him leaving instantly narrowed to a few.  She squinted her eyes, staring into nothingness beyond him.  She tried so hard to see what was coming, but the futures tangled and mixed and tore.  Some were grotesque, even violent…his slapping her senseless and leaving forever, and a few of her unleashing her psychic power, and unthinkable things of those natures.  Most, however…&lt;br /&gt;
&lt;br /&gt;
Her wings were aching.  She had clenched them so tight that the bones were rubbing against each other through the feather and skin.  She forced them to relax and tried to see into the visions that soothed her.  Specifically, the ones where he stayed, and his manner was gentle and non-judgmental.  She stared into them, trying to see which ones had her taking the initiative, and saw one she liked.&lt;br /&gt;
&lt;br /&gt;
She very gradually rose up from the floor, wincing as her bruised hand brushed the ground beneath her.  He was beside her in a moment, trying to help, but she distractedly brushed him aside, and to her alarm, some of the more promising visions disappeared.&lt;br /&gt;
&lt;br /&gt;
Angela looked up at him, trying to make eye contact with him again, but as suddenly as switching a lightbulb off, all the visions, all the vortices, all the colors were gone.  She blinked, but they had faded away.  The little lines that held the world together had faded into nothingness, her father could have been anywhere, and all she could see was a handsome boy with a worried look and outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“Mike…I don’t know anything,” she said heavily.  Her powers had faded until the next, no doubt even more agonizing psychic shockwave.  She leaned against him as she sat beside her, and buried her face in his shoulder.  “I’m so bad at this,” she mumbled.&lt;br /&gt;
&lt;br /&gt;
Mike awkwardly tried to shift her to a position that didn’t have her wings digging into his arms, but she didn’t notice his discomfort.  Once he was settled, she silently slid one arm and one wing around his back, pulling him close.  “I need to take this one step at a time,” she said.  She sounded exhausted, and felt disappointment weighing her down.  She looked up at him, tucked into her wing’s crock.  “Still on for this weekend?” she asked.&lt;br /&gt;
&lt;br /&gt;
If she had had her Warpsight available, she would seen his vortex flicker a bit, in a way she would have liked.  “Sure,” he said gamely.  “I’ll be here.”&lt;br /&gt;
&lt;br /&gt;
Angela’s bare shoulders slumped.  “Thank you, Mike,” she said quietly.  She leaned against his shoulder and let the minutes pass.&lt;br /&gt;
&lt;br /&gt;
==The Trader&#039;s Son==&lt;br /&gt;
Sport is a war.&lt;br /&gt;
&lt;br /&gt;
Death might be a freak occurrence, injuries might be accidental rather than deliberate and the prize might be a mere trophy, but the act of two teams competing against one another was nothing more than a controlled and stylized form of ritual warfare. That was a truth the ancients had long grasped, and one that was foremost in the mind of Muldorn Pryror as he surveyed the playing field and the opposition.&lt;br /&gt;
&lt;br /&gt;
This was nothing serious, or so the instructors had said. Friendly tryouts. But everyone knew that was a lie. This was a cutthroat contest to sort the wheat from the chaff. And Pryror knew what he was.&lt;br /&gt;
&lt;br /&gt;
Scrumball. In a long-forgotten tongue it was called Rugby, but that was a coarse name bereft of any poetry, artistry or class to Pryror. And it was a sport that deserved those words. A sport where brawn and brains were needed in equal measure. Where speed was as much a weapon as muscle. Where attack and defence needed to be balanced, and psychology counted.&lt;br /&gt;
&lt;br /&gt;
In short, the perfect sport for testing the skills of the young nobles of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Pryror gave a small grin as he eyed his team, each wearing a blue sash. Only the very finest were allowed to study at Imperator High. The cream of the crop of united humanity. Every man on the pitch was a child of perfect genetics and eugenics, brought here to compete. From such competition would the future of the Imperium be forged.&lt;br /&gt;
&lt;br /&gt;
Then his eyes spotted someone across the pitch with a red sash around his chest, and in an instant his grin was replaced with a scowl. The broad chested, sandy haired heir to the Kimball-Carlin dynasty. Not everyone here was up to the standards that should have been the foundation of Imperator High. A few were decidedly subpar. And Carlin was one of those. The grin returned, now with a wolfish edge. He would show him. Pryror would show the upstart what it meant to face the Imperium’s finest.&lt;br /&gt;
&lt;br /&gt;
Pryror was the heir to the Pryror Rogue Trader dynasty, one of the oldest and most venerable of all the many Rogue Trader lineages. His dark skin had a smoky sheen, and his handsome features seemed sculpted by a master craftsman.&lt;br /&gt;
&lt;br /&gt;
It had only been a month since Pryror had started his schooling, and he was still struggling to get used to it. He was the first of his family in over three thousand years to walk on the surface of Terra. It was much changed from the days of his illustrious ancestor, Ras Runako Pryror. Great hives had arisen from the destruction of the Unification Wars, and Imperator High was sited upon one of those, the rather blandly named Hive Tetra in the old Jermanic territories. The hive was a grand statement of the Emperor’s intent, and the schola even more so. Imperator was as grand as one of the great palaces on Terra, an architectural marvel that never failed to fill Pryror with awe.&lt;br /&gt;
&lt;br /&gt;
The Imperator High Sports grounds were just as impressive, over five miles across. Everything from firing ranges and carefully cultivated ‘bush’ areas for wilderness training to more conventional playing fields that were havens for students during the midday lunch breaks were present across the expanse. The towering fastness of the main building loomed over them, spires reaching for the skies. Imperator High was a city in miniature, an entire world unto itself.&lt;br /&gt;
&lt;br /&gt;
A blast of the whistle jolted Pryror back to his senses. The head Coach, a broad man chewing on a cigar called them all over.&lt;br /&gt;
&lt;br /&gt;
“This is a friendly match. I don’t want any groxplay. You can show your skills, but don’t overdo it. Got that?”&lt;br /&gt;
&lt;br /&gt;
“Sir, yes sir!” The students chorused.&lt;br /&gt;
&lt;br /&gt;
The two teams separated, and Pryror’s team gathered around him. He was humbled when they had chosen him as captain, and he was determined not to let them down.&lt;br /&gt;
&lt;br /&gt;
“Men, you all know what to do. Remember, a knife through the flanks is a better move than trying to batter through the centre. Keep on the attack, keep them off balance, keep them on the back foot, and we will secure victory. Got that?”&lt;br /&gt;
&lt;br /&gt;
The chorus of roars was all the answer Pryror needed. These were the sons of planetary governors, noble houses, segmentum megacorp CEOs and other powerful and influential dynasties. They were the best, paragons of the next generation. They would not fail.&lt;br /&gt;
&lt;br /&gt;
The teams formed up, two mirror images facing each other across the field. Pryror was a halfback, in the perfect position to defend or attack. A good place to survey the field and help his fellows if they needed it.&lt;br /&gt;
&lt;br /&gt;
Red team had the ball. He watched as they started moving it up the field, and the fullbacks moved to intercept.&lt;br /&gt;
&lt;br /&gt;
A crowd of students had already gathered on the stands and were watching proceedings. Though Pryror could not make any of them out, a thought stung him. Were they watching from the bleachers? Were the eyes of the most noble, the mightiest, the ones around whom the whole student body revolved like satellites watching this contest? He was not worthy of them. None of the students here were. But they could show that even the merely human could equal their standards.&lt;br /&gt;
&lt;br /&gt;
There he was. His rival. He had the ball. Now Pryror had a chance. He could give the upstart a lesson, a lesson in his own weakness, his own inferiority.&lt;br /&gt;
&lt;br /&gt;
Pryror moved. He had to be fast. He had to hit him before he could pass the ball, or worse, get out of range.&lt;br /&gt;
In ancient Merica, they had worn armour while playing scrumball. They weren’t wearing armour here. Pryror collided with, throwing both into the air. The pain of landing was only slightly less than the pain of impact.&lt;br /&gt;
&lt;br /&gt;
As he lay on the ground, his fellow blue team players gathered around him, and Pryror smiled. Now the red team advance was stalled, and they could go on the attack. This was a good start to the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the end, Pryror’s faith in his teammates won out. Blue team won 27 to 20. A close game, a hard-fought game. One in which both sides had played hard. As the coach said, honour had been satisfied all around. Pryror though could not keep a satisfied smirk off his face as the two teams went down the line, shaking hands. An old tradition, a sign of peace among the combatants.&lt;br /&gt;
Alex Carlin saw his smirk, and his eyes narrowed. As both sides broke up and the students started walking back to the changing block, Alex gestured him aside.&lt;br /&gt;
&lt;br /&gt;
“What the hell is your problem, Pryror?” Alex asked.&lt;br /&gt;
&lt;br /&gt;
“I would have thought that was obvious,” Pryror replied. “My problem is you.”&lt;br /&gt;
&lt;br /&gt;
“Me?”&lt;br /&gt;
&lt;br /&gt;
“You. Do you know what you are?” Alex just glared at him in reply, until Pryror could not take it any more.&lt;br /&gt;
&lt;br /&gt;
“I’ll tell you. You’re an upstart. Someone who does not deserve to be here.”&lt;br /&gt;
&lt;br /&gt;
“Excuse me?” Alex growled.&lt;br /&gt;
&lt;br /&gt;
“You heard me,” Pryror stated firmly. “Your family got their warrant of trade by sheer accident. Mine was forced into it to pay penance for the crime of fighting the Emperor.” It was an old family story of shame and penance. “My ancestors were nobles of the Mid-Afrik hives, ground under by the Thunder Warriors and given the chance to serve as Rogue Traders to atone for opposing the Emperor. I am the first in four millennia to stand once more on the soil of Terra.” He did not try to hide the pride in his voice.&lt;br /&gt;
&lt;br /&gt;
“You claim that as a virtue?” Alex scoffed. “My family have never been anything but loyal to the Emperor.”&lt;br /&gt;
&lt;br /&gt;
“And what has your family achieved? Over the millennia my family brought dozens of human worlds into the Imperium peacefully and marked dozens for compliance actions. They scouted xenos empires for the Astartes Legions to purge. My family’s wealth came from serving the Imperium, from fighting in the grand struggle, not from grave-robbing dead worlds far from the action.”&lt;br /&gt;
&lt;br /&gt;
“So your wealth came from bleeding compliant worlds dry, right?” Alex said spitefully. “So who’s the more righteous party now?”&lt;br /&gt;
&lt;br /&gt;
Pryror returned his gaze stonily. “My family helped build the Imperium. Yours merely profited from it. Don’t try and equate yourself with me. Your warrant of trade is a mere sham next to mine, and don’t you forget it.”&lt;br /&gt;
&lt;br /&gt;
Pryror could feel a withering gaze from Alex as he turned and headed for the changing block. Let him glower. Alex Carlin would learn his true place. Muldorn Pryror would make sure of that.&lt;br /&gt;
&lt;br /&gt;
== A matter of security ==&lt;br /&gt;
&lt;br /&gt;
Quadriga marshalled his patience.  “No, Commissioner, I suspect I have grasped all there is to grasp in your argument,” he said flatly.  “There is inadequate personal security at the starport.”&lt;br /&gt;
&lt;br /&gt;
“Inadequate?  That was the opposite of my argument!” the Commissioner said irritably.  He looked at Skuratova for support, but she just rolled her eyes.  “What mechanism of bypass do you anticipate an off-world assassin employing, good Custodian, that a smuggler, a recidivist, or a local troublemaker could not?”&lt;br /&gt;
&lt;br /&gt;
“Whether or not we know every possible avenue of infiltration is impossible to know, Commissioner Ralt,” Quadriga replied.  “Therefore, there are avenues of which we are unaware, and must pre-emptively secure.”&lt;br /&gt;
&lt;br /&gt;
Ralt, one of the very few assistants to the Director whom Malcador had not personally hired, rubbed his eyes.  Arguing with Quadriga was an exercise in frustration on the best of days.  “Kindly do not lecture me like a neophyte, honored Custodian, I’ve been capturing enemies of the Imperium since before the end of the Crusade.”  He glared at the table, as that was safer than glaring at a Custodian.  “Of course the starport at Albiona Hives is heavily secured, and of course you want to layer more security on anyway to ensure the safe commutes of the Daughters Primarch and their families.  As I am attempting to explain, the issue of disruption of local commerce and travel shall clearly be an infrequent one, and therefore not the basis of the starport administrator’s objection.”  He tapped his dataslate and brought up a road map that stretched from the starport outside the hive to the larger Albia residential and educational district.  “The problem is twofold.  The starport can handle infrequent disruption for security reasons.  I mean, look at the damn thing, it’s the size of a city!  The problem is unscheduled disruption, sir!  You served in the Crusade, you know how much logistics can back up when there are unexpected delays.”&lt;br /&gt;
&lt;br /&gt;
“And yet endure the backing up they shall, because the security of the Sub… Daughters is of both higher urgency and greater delicacy than ensuring the hovertrains run on time,” Quadriga said.  Gold light glinted from the shoulder designs of his pauldrons as he pointed at the image on the slate’s projector.  “Those roads could house an army in rank.”&lt;br /&gt;
&lt;br /&gt;
Skuratova appreciated the brief disruption in Quadriga’s unyieldingly intense scrutiny of her job performance from her subordinate, but now it was her turn to attract his annoyance.  “I would hear the second objection, then,” she said lightly.&lt;br /&gt;
&lt;br /&gt;
Quadriga turned his gaze on her long enough for Ralt to catch his breath.  He was a lifer, forty five years in the Protective Detail office with under a month of vacation time in the whole span, and ultimately his Commission to Secure the Imperial Household commanded the Treasury plainclothes that shadowed the mortal ‘mothers’ and transhuman Daughters of the Royal Family.  “The second objection is my own, actually,” Ralt said.  He leaned back in his chair and crossed his arms.  “I suggest we simply put a few plainclothes Treasury agents in with the baggage taxi drivers on the public ramps.  We can give them fake name placards, so the passers-by don’t bother them.  They can be staring at the Daughters and their parties with no problems, since everybody else will, and nobody will bat an eye.  We can even put a few Mechanicus bomb-sniffers in the boots of their cars.”&lt;br /&gt;
&lt;br /&gt;
Skuratova nodded her head.  “Hmm.  Workable, cheap, unobtrusive.  Not a poor suggestion, Ralt.”  She turned to Quadriga.  “So how does it not measure up?”&lt;br /&gt;
&lt;br /&gt;
“I have voiced no opinion,” Quadriga said curtly.&lt;br /&gt;
&lt;br /&gt;
“I pre-empted it, I suppose.  My fault.”&lt;br /&gt;
&lt;br /&gt;
Quadriga glared behind his mask.  Mortals.  “Yes, in fact,” he ground out.  “It is not enough.  A few plainclothesmen?  What if the enemy employs marksmen, or a mechanical trap on the exit ramp, with no chemical components a bomb-sniffer would find?  What good would Treasury covert personnel be if the foe were using a Chem that granted kinetic power, such as Psyk?”&lt;br /&gt;
&lt;br /&gt;
“Well, then, the Daughters’ hundred other mechanisms of security would intercept them,” Ralt pointed out.  “There’s no need for you to implement your suggestion.  A wall of Custodians between the terminal and the cars is impractical and horribly intrusive.”&lt;br /&gt;
&lt;br /&gt;
“To guard the Royal Household from all possible avenues of harm is our task above all others, Commissioner Ralt,” Quadriga said firmly.&lt;br /&gt;
&lt;br /&gt;
“Yes, I know.  I was there when the order was given, nineteen years ago,” Ralt snapped.  He felt his ire rising at the Custodian’s presumptuousness.  “Quadriga, you suffer from the same ailment that took me twenty years of introspection to overcome.  You can’t accept a good idea that isn’t yours.”&lt;br /&gt;
&lt;br /&gt;
Quadriga felt a muscle twitch in his palm.  He had had veteran Imperial Army officers discharged for speaking to him in that tone.  Before he could vocalize his disgust, however, Ralt pressed on.&lt;br /&gt;
&lt;br /&gt;
“The Emperor’s orders were explicit, and I am following them,” he insisted.  He set his hand down on the stone tabletop between them and gestured emphatically at the pile of binders in front of his boss.  “Besides, I don’t feel like obstructing the Emperor’s direct plans.”&lt;br /&gt;
&lt;br /&gt;
“Plans?” Quadriga grated.  “Kindly inform me of the tasks with which you have been so burdened by His Imperial Majesty of which I remain deeply ignorant.”&lt;br /&gt;
&lt;br /&gt;
“Not ignorant, sir, I didn’t say that,” Ralt said.  A moment of hesitation crept up on him as he suddenly realized what he was doing, aided by Skuratova’s wide-eyed stare, but he pressed on.  “But the Emperor created the Daughters to serve as the ultimate bridge between the transhuman masters of Humanity during the Crusade and the civilian government of the Imperium after the bulk of the fighting was over.  How can they get the kind of… of social connections, life experiences, and education they need to fulfil their role in the Emperor’s master plan if they have to peer past a slab of aurumite at every turn?”  He sank back in his chair, feeling deflated.  “Just… consider it, that’s all.”&lt;br /&gt;
&lt;br /&gt;
The Custodian sat in silence for a moment.  “Your transparent attempt to appeal to my sense of duty is both unconvincing and irrelevant, Commissioner,” Quadriga finally said.  It was perhaps not entirely an accurate declaration, but he felt the need to exercise his authority.  “Nor do I appreciate your attempt to superimpose your particular interpretation of the Emperor’s will over our collective responsibility.”&lt;br /&gt;
&lt;br /&gt;
Skuratova spoke up.  “Why not, though?  The Emperor wouldn’t have given the Daughters the appearance of normalcy if he didn’t want them to live as close to normalcy as possible,” she pointed out.  “Nor is the Commissioner’s point unfair, honored Custodian.  Realistically, it’s just not possible to plan for every variant of approach vector to Their Highnesses, nor is it possible for them to gain the life experiences they want and deserve if we take the measures to obstruct all those vectors we can think of.”&lt;br /&gt;
&lt;br /&gt;
“Their personal preferences are equally irrelevant,” Quadriga stated firmly.&lt;br /&gt;
&lt;br /&gt;
Ralt snorted.  “Sure.  That’s why the Lord Regent Malcador felt the need to assign them covert bodyguards on top of my people.  Because the girls haven’t expressed their unhappiness with a ring of armed guards following them around a thousand times.”&lt;br /&gt;
&lt;br /&gt;
“More, for Furia,” Skuratova chuckled.&lt;br /&gt;
&lt;br /&gt;
Quadriga felt a stab of genuine irritation enter his mind at their flippant tone, although he could tell that he was no longer the subject of their resentment.  “Regardless, their safety can’t be ensured through your covert proposals alone,” he pressed.&lt;br /&gt;
&lt;br /&gt;
“I think the point the Commissioner is making, is that it’s literally not feasible to ensure their safety absolutely,” Skuratova said.&lt;br /&gt;
&lt;br /&gt;
“And my proposal will get as close as possible,” Quadriga riposted.&lt;br /&gt;
&lt;br /&gt;
“While making the Daughters all the more motivated to try to escape it later, which surely poses no security risks at all,” Ralt said disgustedly.  “We’re talking in circles.  Are you overriding my proposal to implement your own despite the drawbacks, or are we doing it my way?”&lt;br /&gt;
&lt;br /&gt;
Quadriga hesitated.  Ralt’s remark about the Emperor’s design had struck a chord closer to his mind than he had allowed them to notice.  Still, he had his orders, and they were to oversee the implementation of the others’ orders.  “No, we shall play things out as you recommend, I think, but there shall be a Custodian present in the terminal for this transit, and that is the end of it,” he said.&lt;br /&gt;
&lt;br /&gt;
Ralt shrugged.  “Yes, sir.”&lt;br /&gt;
&lt;br /&gt;
==Roberta&#039;s Chess Game==&lt;br /&gt;
Roberta looked down at the chess board as she moved a knight forward, her pieces in position to move in for a secure win within five moves come her next move. She could not help but smile, imagining the simple board playing out as a battlefield with her units supporting each other in unison, just as her father had envisioned. Her smile faded somewhat as she remembered what her father had said about feeling too good about one’s victories, something hard to take too seriously considering his own bragging about his “perfect” record. Hypocrisy of the highest order...&lt;br /&gt;
&lt;br /&gt;
She looked up at her opponent, who answered her with a grin. Her eyes followed his hand as it descended upon the board and picking up… wait, what the FUCK was his Queen doing there? How had it slipped past her defenses? How was such a thing even POSSIBLE? She examined the board and saw how her death-trap had been outmaneuvered. The man put down his queen in a position that now shone in its obviousness. Check-mate. How could it have happened? It must have been some tactical ge…&lt;br /&gt;
&lt;br /&gt;
As the man pulled out a large cigar and lit it, Roberta fixed her glasses irritatedly. She cleared her throat.&lt;br /&gt;
&lt;br /&gt;
“Creed.” &amp;quot;Creed...&amp;quot; &amp;quot;CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==A Day With Cora==&lt;br /&gt;
===A Morning With Cora===&lt;br /&gt;
Cora lazily reached for her alarm; thumbing the switch and opening her eyes. She grinned, she had pre-empted the alarm by five minutes, it was a small victory. She rolled over and considered if fifteen more minutes would be so bad. With a slight frown she dismissed the thought, there was a test today. She stirred herself and sat up on the side of her bed, sliding her feet into her waiting slippers. The first few buttons on her pajama shirt had come undone during the night and her dark hair was only slightly disheveled, she had avoided the worst of bed head. She stood up and shuffled sleepily to her dresser, nudging the backpack on her desk as she passed. The raven charm on its zipper chimed its bell as it swung and she opened her dresser. A quick observation and she weighed her options for today. Deciding quickly she grabbed her selection and walked out of the room, leaving the door half open.&lt;br /&gt;
&lt;br /&gt;
She glanced at few of the pictures as she walked down the hall, mostly of her herself, her dad, and her grandfather and a few with some of the extended family. She tossed her clothes into the bathroom as she passed, letting them land and wait on the sink counter. She walked out into the living room and then into the kitchen. She noted the time and knew her dad would be getting back from his run in ten minutes, she would be ready. Cora hit the brew button on the coffee maker and sparred a glance outside the kitchen window. The morning sunset left a light red hue in the cloudless sky, as the trees in her yard rocked slowly with the wind. She spun her black fluffy slippers on the kitchen floor and walked for the front door. Three feet from it, she heard a thump on the other side and she frowned, it was early. She opened the door and stepped out into the cool morning air. She watched the car of the newspaper boy turn the corner and she pouted, she had been hoping to catch the paper and talk to him a bit. She noticed it seemed a little chilly this morning and she looked down at her fluffy slippers and white and blue striped panties. A small bug was crawling near the paper at her feet and-&lt;br /&gt;
&lt;br /&gt;
She wasn’t wearing her pajama pants.&lt;br /&gt;
&lt;br /&gt;
Her face contorted in an embarrassed grimace and she blushed as she ducked back inside, slamming the door. She was such a dunce, if the newspaper boy would have been on time she considered, she might have died of embarrassment. Small schedule deviations were sometimes blessings in disguise, she thought. She cracked the door open and quickly snatched the paper from the deck floor, scanning to see if anyone had seen. Satisfied none of her neighbors were up, she shut the door and set the paper on the kitchen table. She looked to the clock and lamented that she had lost all her extra time in the incident, but she was still on schedule she knew. She pulled one of the chairs out from the dining room table as she passed, angling it toward the bay window that looked out into her large backyard. She knew how much her dad liked to think as he watched the trees and birds. She allowed herself a moment to enjoy view. She saw a small flock of ravens beginning to form on one off the trees and she smiled. She enjoyed the birds too, she had even had a pet raven when she was younger. He had died two years ago now, she considered and her mood became more sullen. He had been very clever, a trickster to the core, and he had had the most beautiful jet black feathers, with just a hint of a blue hue. She had cried for a week after the accident, her father tried to comfort as best he could. He hated it when she was unhappy and she simply became more sad that she was hurting him.&lt;br /&gt;
&lt;br /&gt;
She let the memory fade leaving the view behind to enter the bathroom. She set the water just as she liked it and quickly undressed, stepping into the shower. She felt relief as the warm water washed over her body and she began to lather up some soap. She thought about this morning’s incident and found herself laughing as she washed herself. She still wasn&#039;t sure how she had let herself get caught in such a position, being such an airhead sometimes. Still, a part of her wondered what would of happened had he not come early. He was certainly handsome enough and the few times she had chatted with him, he seemed very nice. She had been wanting to make an impression on him this morning, maybe greeting him in her underwear wouldn&#039;t have  been such a bad choice? She felt her pulse quickening as she rubbed the soap harder onto her skin. She felt a chill run up her spine and she began to rub herself more delicately, her hand subconsciously wandering lower. She felt it brush against her womanhood followed by a surge of ecstasy. Oh, how it would have been wonderful, she thought, to have gotten a much more special delivery from him. She went to feel again when she heard the front door of the house shut.&lt;br /&gt;
&lt;br /&gt;
“Crap,” she said, surprised. She had gotten distracted, if if her dad was home she was now at least five minutes behind schedule. She quickly considered her options and adjusted plans. She opted to not condition her hair this morning, something she might hate herself for later. It would just have to be, she thought as she quickly rinsed and stepped from the shower. She slipped a fresh pair of panties, black with white frills, on and took a moment to look herself over. Her porcelain skin still gleamed from the shower and she took in her form. She was fit, nicely toned, the product of working out with her dad. She certainly wasn&#039;t the most athletic, or very muscular at all, but she certainly didn&#039;t have to worry about “the pudge” some of her friends were so frightened of. Her diet and exercise had always been sufficient for her figure and she was glad of it. Her breasts were a healthy C-cup, but she knew her money-maker was her hips, a feature further accentuated by her thin waist. She may not be the most gifted, physically, she allowed, but she knew how to use what she had. She giggled to herself as she brushed her teeth and continued to dress.&lt;br /&gt;
&lt;br /&gt;
She had decided on a mid-length black skirt and loose jacket, with a white button-up shirt underneath. She put on a little make-up; a light dabbing with a subtle rosy blush, too much would be glaringly obvious with her light skin, and just a touch of blue mascara for her eyes. Her lashes had always been sufficiently curly for her taste and she had no vendetta against her eyebrows, making the rest easy. She fixed her raven hair, keeping it short and straight, with a very gentle curve, and placed her bangs in their proper place. She lightly applied her favorite perfume, a gentle cherry blossom scent, and gathered her mess. She fell back to her bedroom, noting with a slight annoyance her pajama pants lying oblivious to sense on the floor beneath the foot of her bed. She tossed her dirty clothes in the hamper and opened her closet. She looked over her various accessories and faced the toughest decision of the morning. She reached for her red scarf, passing over the blue and yellow in favor of a more direct color. She set the scarf on her bed for the moment and went to her jewelry box.&lt;br /&gt;
&lt;br /&gt;
If she were to only have one fault, it would be her love for jewelry. Her collection, though not overly large, was quite impressive she thought. She often fought with herself over putting her allowance toward more jewelry or other, less important, expenses; Jewelry often won. She decided on the silver banded watch her father had given to her on her last birthday and a pair of silver earrings with small blue gems. She felt a little giddy as she put them on and wrapped her scarf around her neck, admiring her completed self in the mirror. She slipped on her shoes and spun theatrically, slipping her lead arm followed by the other into her waiting backpack and grabbed a pile of change from her desktop, dropping it in her coat pocket. She left her room and entered the dining room, smiling as she saw her freshly-showered father relaxing at the table sipping his coffee and reading the newspaper. The flock outside was larger and she considered getting them a treat, but she decided against it. Fat ravens, though adorable, weren&#039;t often the fittest of the flock she thought. She walked up to her father and leaned over, kissing his cheek. He looked up from his paper at her and smiled, something she was very happy to see him do.&lt;br /&gt;
&lt;br /&gt;
“Morning, you didn&#039;t want to exercise today?” he inquired.&lt;br /&gt;
&lt;br /&gt;
“No, I have a Biology test today, so I needed the rest and focus,” she replied.&lt;br /&gt;
&lt;br /&gt;
“Hmm, good luck with that one,” he said seriously. Neither bothered to hide the fact they were less than brilliant on the subject. Her father had always made sure she was smart when it came to things like math or history, but certain sciences were a weak point for him and he had unintentionally passed it down to his daughter. If she couldn&#039;t break a biological principle into chemistry, then into physics, and then into math, it was difficult for her to really appreciate what was going on. “Congratulations on last night by the way, I caught the end of the game on the vox on my way back planetside. I’m very proud of you.”&lt;br /&gt;
&lt;br /&gt;
“Thank you,” she beamed, the volleyball tournament was mostly a local affair and not involved in determining the state championship, but it had a lot of bragging rights between local rivals riding on it. She was the best Wing Spiker on the school volleyball team. While not given the respect of Isis for her captaincy, the lauding of Roberta for her genius ability, or even the awe and mysticism of Freya’s thighs, she was proud to know she was considered the best technical player and their ace in the hole. “Will you be able to come to the district matches next week?”&lt;br /&gt;
&lt;br /&gt;
“I think so,” he smiled, “maybe you’ll be able to celebrate properly after your next win, instead of having a test to worry about.”&lt;br /&gt;
&lt;br /&gt;
“Hopefully!” she laughed, “I should get going, I don&#039;t want to be late.”&lt;br /&gt;
&lt;br /&gt;
“I understand, good luck again. I love you.”&lt;br /&gt;
&lt;br /&gt;
“Love you too, daddy!” she said as she walked out the front door. He was certainly in a better mood, she thought. She was almost certain he had gotten into another fight with Horus last night. He had seemed very troubled when he had gotten home, so much so she had let him quietly slip into his room, exchanging only a simple “Good night” before he retired for the evening. She understood though, he was very hurt by the arguing, he always wanted to understand everyone and have them understand him, but it was a tough goal to achieve. She took a last glance at her home and started her walk properly.&lt;br /&gt;
&lt;br /&gt;
All things considered, the distance, pace, and traffic, she could expect to take twenty minutes to reach her school and additional five to become situated at her desk, ready for the test to begin. That is, if she stuck to just walking. As it would happen, she had prepared for a necessary delay. With a determined grin she walked confidently into a bagel shop along her route. An older lady greeted her from the counter and Cora hesitated and began to glance around expectantly. A few silent seconds passed before he appeared.&lt;br /&gt;
&lt;br /&gt;
If she were to have only two faults, if would be jewelry and boys. He was a couple years older than her, working his way through one of the local colleges as a manager at a bagel shop. They had never spoken much, so she didn’t know much more than that, but she knew he was complete cutie and always the gentleman. He walked from out of the bakery in back, with a tired look on his face, but upon seeing here, lit up noticeably. He asked the old lady to take her meal break and she disappeared. Cora was about to say hello and order, like she usually would, when he raised his hand to stop her.&lt;br /&gt;
&lt;br /&gt;
“Pardon me,” he said quietly, “but I can guess you want a whole grain bagel with strawberry cream-cheese and an apple juice box. Am I right?”&lt;br /&gt;
&lt;br /&gt;
She smiled and nodded, unsure if she would be able to speak, rather than just squeal for joy. She reached into her pocket and pulled out the change from her desk, handing it to him without counting, the weight familiar enough for her to know it was correct. He took her change with a flourish, which made her giggle, putting the change into the register and handing her the bag with her purchase in a motion made of equal parts ballet and tango. She managed a thank you, before turning to leave. She spared a glance back and their eyes met, before she giggled again and walked out of the store. She let out a sigh and started to beat herself up for never saying more. She was a frequent customer not only for how good the bagels were, but for him. Maybe she would come up with an excuse to speak to him tomorrow. Perhaps she would “accidentally” leave something of hers there and come to him to help find it. Perhaps, she could simply forget to wear pants again and--&lt;br /&gt;
&lt;br /&gt;
She braced for the shock.&lt;br /&gt;
&lt;br /&gt;
Bounding from behind with a loud shout of “Surprise!” the attacker leapt upon Cora’s back. Cora nearly stumbled forward but, caught her footing and used her momentum to grasp the attackers arm and throw them from her back. Landing in a crouch, with a gentle touch, the attacker turned to Cora, revealing a gleam of anger in their eyes.&lt;br /&gt;
&lt;br /&gt;
“How did you know I was coming?” Kiara said, pouting, her dark hair and skull pendants swinging with the motion of her head.&lt;br /&gt;
&lt;br /&gt;
“Well...” Cora smiled, she straightened her jack and adjusted her scarf. She shielded her eyes and looked toward the sun, licked a finger and tested the air, and stomped on the concrete of the side walk three times. Considering certain atmospheric and geological conditions, the consistency of the sidewalk, and the fact you have, within the last fifteen minutes, woken up late after spending another night out in town I have most the information necessary. Additionally, the fact I counted the steps between here and your house the last time we walked together and factoring in that you never run before 0930 in the morning, I was able to predict your approximate arrival time with an error of plus or minus six seconds. As for your leaping attack, that just comes from playing hide and seek with you for the better part of two decades.”&lt;br /&gt;
&lt;br /&gt;
Kiara looked at Cora with a startled expression, then one of confusion, followed by one of doubt, and lastly, one of suspicion, all within five seconds.&lt;br /&gt;
&lt;br /&gt;
“You heard me,” she asked bluntly, “didn&#039;t you?”&lt;br /&gt;
&lt;br /&gt;
“Yes,” Cora smiled, “but only because you let me, right?”&lt;br /&gt;
&lt;br /&gt;
It was Kiara’s turn to smile. They were good friends, similar, yet different in many ways. While Cora was calm and calculating, Kiara was cool and cunning. Their styles were functional opposites, but seemed to compliment eachother . Where Cora was good at school and sports, Kiara was often a loner, preferring to keep middle of the pack approach in academics but she and Cora shared a connection that was special to both of them. They had grown up like sisters and, though their fathers would have little to do with the other, the two were nearly inseparable. Kiara stood up and joined Cora on her walk, which was now thirty seconds behind her calculated schedule.&lt;br /&gt;
&lt;br /&gt;
“So, when are you going to ask him?” Kiara asked.&lt;br /&gt;
&lt;br /&gt;
“Who,” Cora started, “What do you me-”&lt;br /&gt;
&lt;br /&gt;
“I mean that guy your practically stalking. The bagel dude.”&lt;br /&gt;
&lt;br /&gt;
“I am not,” Cora huffed, “Stalking him. I just like the bagels.”&lt;br /&gt;
&lt;br /&gt;
“The sausage too, apparently.”&lt;br /&gt;
&lt;br /&gt;
“Shut up!” Cora playfully pushed Kiara.&lt;br /&gt;
&lt;br /&gt;
“I’m serious! Just ask him.”&lt;br /&gt;
&lt;br /&gt;
“Ask him what!?”&lt;br /&gt;
&lt;br /&gt;
“You know, ‘Do you want to go out with me?’ ‘Blondes or brunettes?’ ‘Do you prefer little boys?’ That kind of stuff.”&lt;br /&gt;
&lt;br /&gt;
“How about ‘Hi! I’m obsessing over you and I know exactly what you do in the privacy of your bedroom every night at 0145.”&lt;br /&gt;
&lt;br /&gt;
“….What does he do?”&lt;br /&gt;
&lt;br /&gt;
“Kiara!” Cora groaned, “I’m being sarcastic. I’m not that obsessive! Well…He closes his curtains way before that at least…”&lt;br /&gt;
&lt;br /&gt;
The two shared a laugh, then Kiara changed the subject.&lt;br /&gt;
&lt;br /&gt;
“Take a look at this!” she said gleefully, holding up her hand. She was holding an obsidian pendant, inlaid with white and red gems in the form of a red eyed skull, on an obviously fine black leather collar. Cora had to stop herself from simply grabbing it, she settled instead for gawking dumbly.&lt;br /&gt;
&lt;br /&gt;
“It’s beautiful!” she exclaimed as she leaned in to look closer at it’s workmanship and quality. It was simply stunning to her senses, so much so she didn’t see the curb, her foot landing awkwardly on the corner. Reacting a split second too late, her other foot shot forward to brace her, crossing her other leg. She fell sideways and directly into Kiara, who yelped in surprise. The two fell backwards, thankfully landing in the grass. Cora took a moment to gain her bearings. From the feeling and sight, it seemed she was on top of Kiara, face first in her breasts. It was soft and warm and smelled of--&lt;br /&gt;
&lt;br /&gt;
She sat up quickly, getting off of Kiara.&lt;br /&gt;
&lt;br /&gt;
“Oh, I’m so sorry!” Cora apologized.&lt;br /&gt;
&lt;br /&gt;
“It’s alright,” Kiara laughed, she put on a devious smile, “Cherry Blossoms?”&lt;br /&gt;
&lt;br /&gt;
“Cinnamon?” Cora asked, relieved.&lt;br /&gt;
&lt;br /&gt;
The two laughed as the helped each other up. Cora noticed the skull pendant collar on the ground, with thankfully no visible damage.&lt;br /&gt;
&lt;br /&gt;
“I’m so sorry about the pendant, I didn’t mean to-- I can pay to fix it if it’s broken! I didn’t-”&lt;br /&gt;
&lt;br /&gt;
“Don’t worry,”Kiara stopped her, “It’s yours.”&lt;br /&gt;
&lt;br /&gt;
Cora was dumbstruck.&lt;br /&gt;
&lt;br /&gt;
“Don’t stare with your mouth open,” Kiara laughed, “People will think to put something in there.”&lt;br /&gt;
&lt;br /&gt;
Cora snapped out of it, “Do you mean it? What for?”&lt;br /&gt;
&lt;br /&gt;
“It’s a gift, in celebration of your amazingly elite volley-lobbing skills and our friendship!”&lt;br /&gt;
&lt;br /&gt;
“I can’t word right now, but thankful am I.”&lt;br /&gt;
&lt;br /&gt;
“It’s alright, I know how you can be. Just accept it already or we’ll be late to class.”&lt;br /&gt;
&lt;br /&gt;
It dawned on Cora they were standing outside the school, 3 minutes from class time.&lt;br /&gt;
&lt;br /&gt;
“Oh, crap!” Core cursed and bolted for the school door. She stopped before she entered, running back to Kiara. She hugged her and accepted the collar, giving her a peck on the cheek. “Thankyou-thank you-thank you,” she managed before running to her class, Kiara laughing at her panic.&lt;br /&gt;
&lt;br /&gt;
Cora hurried into her classroom and got to her seat without a moment to lose, happily she put on the collar, feeling the cool leather on her neck. It was a perfect fit. Some of the other girls were lost in conversation or cramming last bits of precious information into their head. Cora noted Isis lost in thought and she nudged her elbow.&lt;br /&gt;
&lt;br /&gt;
“It’s time,” Cora said.&lt;br /&gt;
&lt;br /&gt;
“Hmmm?” Isis seemed a thousand miles away before waking up, “Oh.” She stood up and turned to the class. “Class, attention!” The all-girls school was big on formality, something it’s worldly teachers wanted to impart on the students. Isis, being the class leader, was responsible for such things, though everyone had their own way to do things. Cora was just happy to help. There was a general moan, but everyone stood up, as three seconds later the teacher entered.&lt;br /&gt;
&lt;br /&gt;
“Good morning!” The class said in unison, as Morticia stifled a cough.&lt;br /&gt;
&lt;br /&gt;
“Hello, everyone!” The teacher sad happily. “First off congratulations to the volleyball team on their defeat of the Green Tide last night! Freya, Cora you had some amazing combos! Isis and Roberta, splendid performance as always! Everyone else, as well!”&lt;br /&gt;
&lt;br /&gt;
There was a small cheer from the students that cared and were actually paying attention.&lt;br /&gt;
&lt;br /&gt;
“Ugh...Sir?” Freya chanced, putting on her most powerful puppy dog eyes, “In honor of our astounding victory, is there anyway we could cancel the test or at least guarantee a D- for the volleyball team?”&lt;br /&gt;
&lt;br /&gt;
He was unmoved in his cheeriness.&lt;br /&gt;
&lt;br /&gt;
“Unfortunately, Ms. Russ, Tests, like death are inevitable. And some of you seem to have the same amount of control over both!” He said it with a smile, though it did nothing to soften the blow. Freya exaggeratedly let her head fall to her desk with a clunk.&lt;br /&gt;
&lt;br /&gt;
“So screwed…”&lt;br /&gt;
&lt;br /&gt;
Cora checked her desk and retrieved two pencils and a block eraser. She sighed as he began to pass out the tests. She was banking on a decent ratio of problem questions and concept checks over rote memorization of principals. The teacher paused at her desk and she gave him a happy, hopeful look. His face became solemn and he shook his head. He gave her the test and continued on. Cora calmly wrote her name and began to read the first question.&lt;br /&gt;
&lt;br /&gt;
With three words, she calculated her chance of passing to be less than 5 percent.&lt;br /&gt;
&lt;br /&gt;
“Not as planned.”&lt;br /&gt;
&lt;br /&gt;
===Lunch With Cora===&lt;br /&gt;
The lunch bell rang and she gave in to defeat. The test had drained her completely and Cora knew she would come up short As disappointing as it was, her mood was further darkened when she realized she was the last student in the room, the rest having long finished and enjoying some free time. With a sigh she turned the test to the front page and verified her name was on it. She inspected her pencils and judged them to be too worn or chewed to be of any future use. Quietly gathering her things, she tried to let her mind drift to happier thoughts, but was brought crashing back to the fact she was now in peril of failing the class overall. Why couldn’t she just study and pass this like any other class? Why was she allowing herself such a dark spot on her, otherwise, clean record? Her melancholy was rising and she felt a small headache coming on. A tear gently rolled down her cheek, which she quickly dried. Fighting back any further tears, she realized it was wasting her time to just stand and stare at her desk. She brushed some eraser shavings into her hand and carried her test to the front of the classroom.  &lt;br /&gt;
&lt;br /&gt;
Mr. Bile was dozing at his desk and for a fraction of a moment she considered something underhanded. Cheating wasn’t unheard of here, but still Cora pushed the thought aside. Deciding there was no reason to make it worse than it had to be she attempted to place her test and make a quiet escape before he awoke. Her effort was in vain, no sooner had the test hit the desk then the biology teacher stirred.&lt;br /&gt;
&lt;br /&gt;
“Ah,” he yawned, “Finished at last! How did it go?”  His tone was, as ever, cheery and friendly, which seemed to make it all the more demeaning as Cora thought of it. Fearing how she might respond, she simply shook her head and continued to avoid meeting his eyes. Wasn’t it bad enough they replayed this scene nearly every test, she wondered, why does he expect her to change? Dropping the pencils and eraser bits into the trash she started to walk away from his desk, as he started paging through her test.&lt;br /&gt;
&lt;br /&gt;
“I’m sorry,” she managed to say softly, as she placed her hand on the door handle, “I just don’t get it.”&lt;br /&gt;
&lt;br /&gt;
“If you keep this up, we’ll have to take serious action,” he began, “I’m well within in rights to make recommendations. You might have to be suspended from your extra-curricular activities.” His face was no longer friendly, replaced by a serious expression with little empathy in it. Even though she had considered the possibility, the fact it was now being waved at her hit something deep within. She wanted to say how she would show them, that she would improve on her own, no matter the sacrifice and that they didn’t need to punish her. Yet, she felt more tears forming and she turned and left the classroom wordlessly, leaving the heavy atmosphere of the nearly empty room with tears on her cheeks.  Fabius Bile was left with the test and  set about to grade it. If she didn’t appreciate his warnings, he decided, she would understand the consequences.&lt;br /&gt;
&lt;br /&gt;
Cora opened her locker and leaned inside, allowing her self to sob for a moment longer. Crying was no solution she knew, but it certainly seemed to be the most natural option at the moment. She dabbed her eyes with her sleeve and took a deep breath. Looking into her locker mirror she attempted to regroup herself. Her eyes focused on her pendant collar and she felt her mood turning. Finding a suitable thanks for Kiara would be a challenge, as she was notoriously hard to shop for. The problem swirled in her head as she finally pushed the test to the back of her mind. Improving her mood took a little effort, but Cora was proud that she could.  As if on cue, she felt a hand fall on her shoulder.  She opened the locker door further and caught the reflection in the mirror.&lt;br /&gt;
&lt;br /&gt;
“Hey, Isis,” Cora smiled, “What’s up?”&lt;br /&gt;
&lt;br /&gt;
“Nothing to much,” Isis said, as she leaned in close behind her. Their eyes caught as each of them looked into the mirror, their faces next to each other. “It seems as though one of my squaddies is having a hard time.” Isis brought her hand up, straightening one of Cora’s bangs and said, “A good captain always should keep up squad morale.”&lt;br /&gt;
&lt;br /&gt;
Cora frowned, she had just gotten over this too. &lt;br /&gt;
&lt;br /&gt;
“I appreciate the offer,” she said, trying to hide her annoyance as she turned from the mirror to look at Isis’ face over her shoulder, “But, you should consider squad morale restored.”&lt;br /&gt;
“Until when?” Isis retorted, “Until they kick you off the team a handful of games from our championship?”&lt;br /&gt;
&lt;br /&gt;
Cora felt a bit flush, but realized Isis wasn’t meaning malice. She sighed, “I suppose your right…”&lt;br /&gt;
&lt;br /&gt;
“Come on, let’s discuss things over lunch.”&lt;br /&gt;
&lt;br /&gt;
Cora relented and let herself be led to cafeteria. Being the peak of lunch, it was quite crowded and there was a great deal of activity. Farrah and Hana were having a discussion about gear drive balancers or something,  Victoria sat in the middle of her clique, apparently oblivious to Athena trying to get her attention, and then she spotted Freya and Remilia lunching with a few extra seats near them. Isis stepped into the food line and Cora motioned to where she was going to sit. Nodding, Isis turned and cursed something, apparently just realizing how long the line really was. Cora walked over and took a seat next to Freya, enjoying her home made lunch of a sizable magnitude. Despite some of her habitats, including her well known drinking, Freya was a bit of a health nut. Having grown up in a culture of binge drinking and near constant fast food when she was younger, but had taken a bit of a turn when her father went through a mild health crisis. She dove head first into healthier lifestyle, forcing her father to make some changes. How well he followed them was debatable, but he was too much of a softy for her to ever out rightly refuse.  Freya took a large bite from a delicious red apple and greeted Cora, with just little apple juice dribbling from the side of her mouth.&lt;br /&gt;
&lt;br /&gt;
“’Sup, Cora? Bomb the test too?” she asked happily, already taking another bite.&lt;br /&gt;
&lt;br /&gt;
“How did you guess?”  Cora asked as she sat down and opened her backpack.&lt;br /&gt;
&lt;br /&gt;
“Eh, you seemed a bit more gloomier than your normal gloominess when you got your test.”&lt;br /&gt;
&lt;br /&gt;
“I am not gloomy,” Cora tried to counter, she was more occupied with trying to find her lunch then defending herself.&lt;br /&gt;
&lt;br /&gt;
Remilia chimed in, “That’s a pretty collar, where did you get it?” Freya looked up and tilted her head, before noticing Cora’s neck, apparently just seeing it. &lt;br /&gt;
&lt;br /&gt;
“Oh,” Cora giggled, “It was a gift from Kiara, she practically tackled me this morning to--” With a flash, her mind cut her off mid sentence and transferred her to mere hours ago as she was walking to school. Cora had just anticipated Kiara’s surprise attack and braced herself, one of her reactions being setting the small bag, with bagel lunch inside, carefully out of the way to avoid he foot movement as she flung Kiara with her own momentum. She had never bothered to pick it up. Now she was without a lunch. “Oh, no…” she said dejectedly.&lt;br /&gt;
&lt;br /&gt;
“Not gloomy at all,” Freya quipped. Cora shot Freya a look but realized her eyes were closed. “Here,” she outstretched her hand, “Have an apple!”&lt;br /&gt;
&lt;br /&gt;
Cora felt a bit guilty for having come so close to snapping at her, she was just being personable in her own way. With a short bow she thanked Freya and accepted the apple, realizing she was quite hungry, she guessed the test must of really drained her.&lt;br /&gt;
&lt;br /&gt;
“How are you so happy, you probably failed too, right?”&lt;br /&gt;
&lt;br /&gt;
“It’s just a test, besides, I earned enough extra credit with my ecology project that I can coast the rest of the quarter.”&lt;br /&gt;
&lt;br /&gt;
“What happens then?”&lt;br /&gt;
&lt;br /&gt;
“Then all the sports I care about are over and they really can’t do anything about it,” she said with a proud smile.&lt;br /&gt;
&lt;br /&gt;
“Just enough to not get held back?” Remilia joked, pushing her finished tray to the side and leaning her head on her hand.  &lt;br /&gt;
&lt;br /&gt;
“And not an effort more,” Freya concluded, still holding her proud expression. &lt;br /&gt;
&lt;br /&gt;
“I don’t think Freya’s master plan is a good guide for you,” Remilia turned to Cora, “But just remember the team is behind you.”&lt;br /&gt;
&lt;br /&gt;
Cora smiled, “Thanks a lot.”&lt;br /&gt;
&lt;br /&gt;
With her long-awaited lunch in hand, Isis joined the conversation sitting across from Cora. &lt;br /&gt;
&lt;br /&gt;
“And because of that,” Isis said straightly, “We want you to take a break from the team.”&lt;br /&gt;
&lt;br /&gt;
Cora blinked, “What?” Isis’ face was serious and unmoving. She looked to Remilia, who tried diverting her eyes before giving her an empathetic nod. Freya seemed to be as surprised at Cora, albeit the sandwich in her mouth contorting her expression. “You can’t be serious. No way. Unacceptable.”&lt;br /&gt;
&lt;br /&gt;
“It’s not a suggestion.”&lt;br /&gt;
&lt;br /&gt;
“Yes, it is,” Remilia interrupted, with a more competent face. She ignored Isis‘ stare as she continued “The team wants to help you, but you have to be willing to show us you really care.”&lt;br /&gt;
&lt;br /&gt;
“But,” Cora tried, “We’re just now starting the tournaments! I can’t just quit!”&lt;br /&gt;
&lt;br /&gt;
“You don’t have to quit. You can still practice with us on the weekend, so you can keep up and you can support the team other ways. During the week has got to be your study time.”&lt;br /&gt;
&lt;br /&gt;
Cora knew they were just trying to help, but she did not want to just give up, “Who would replace me?”&lt;br /&gt;
&lt;br /&gt;
“We were thinking of moving Petra up--”&lt;br /&gt;
&lt;br /&gt;
“And take away your backup as librero? We’ll be weak in the backcourt!”&lt;br /&gt;
&lt;br /&gt;
“We could always try Furia,” Isis offered.&lt;br /&gt;
&lt;br /&gt;
“She doesn’t play ‘low-contact’ sports, she’ll have a hard time too, because all of our opponents have been really focusing on my side. We need someone with experience--”&lt;br /&gt;
&lt;br /&gt;
“I can make Furia an offer she can’t refuse,” Freya entered, “I could move to your spot, we put Furia in front of me, and the Golden Girl can easily pick up the slack on our side. Besides, it will give each of us a little breathing room from each other and we won’t fight over every volley…as much.”&lt;br /&gt;
&lt;br /&gt;
“See,” Isis said, “We can cover for a few games, but we’ll need you down the stretch. I can’t risk losing you later, but I can compensate for now.”&lt;br /&gt;
&lt;br /&gt;
“And you two,” Freya looked at Remilia and Isis, “When did the ‘team’ decide this? I don’t remember being asked.”&lt;br /&gt;
&lt;br /&gt;
“We said there was a meeting, you said you had a party to get to and it could wait until tomorrow.”&lt;br /&gt;
&lt;br /&gt;
“…Oh,” Freya slumped, “Sorry, Cora, I would of said something to make it easier…”&lt;br /&gt;
&lt;br /&gt;
Cora was deep in thought, this was turning into some kind of day. A part of her wanted to believe it was all joke, another part angry that it had to be planned like some kind of conspiracy behind her back.&lt;br /&gt;
&lt;br /&gt;
“Can I at least practice today?” she asked sadly, “I could kind of use the stress relief.”&lt;br /&gt;
&lt;br /&gt;
“Fine,” Isis said, “but as your captain I want to remind you I’m looking out for the good of you and the team. Beat this problem with us, not against us.”&lt;br /&gt;
&lt;br /&gt;
The school bell rang and lunch was starting to finish, Cora stood up&lt;br /&gt;
&lt;br /&gt;
“Thanks for the apple Freya,” she paused, before looking at the others “And thanks for caring, I know it’s for the best, but I still think it sucks.”&lt;br /&gt;
&lt;br /&gt;
“Noted, see you at practice.”&lt;br /&gt;
&lt;br /&gt;
Cora walked away from the table and threw away her apple core.&lt;br /&gt;
&lt;br /&gt;
Some kind of day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Intermission: The Bonds of Metal===&lt;br /&gt;
The loading dock door slowly opened out into the bay. With the stealth of a natural hunter, Freya slowly stalked from the shadows inside the school and out into the dimly lit alley. Eyes wide, already adjusting to the light, she scanned slowly as she slinked, searching for her target. There would be no one else out here, she knew, the janitors were all on lunch and any potential interlopers had already been dealt with. No, there would be no one else to watch she thought, as a wolfish grin formed on her face. Even though there was no sign for the moment,  it wouldn’t be long--&lt;br /&gt;
&lt;br /&gt;
Freya sniffed the air. Her target was here, no doubt. The familiar smell of the preferred brand, no more than a few yards a way. She silently stepped against a large dumpster in front of her and edged carefully toward the other side. A small orange glow bobbed a bit through the darkness, delicately placed between two fingers of a not-so-delicate woman leaning against the dingy school wall, gazing in the opposite direction. A predatory glint shined in Freya’s eyes, the hunt was at an end and the battle was about to begin. In her head, she checked the plan one last time, reviewing each perfectly thought out step. Who said she couldn’t be brilliant, she thought proudly. The hairs on the back of her neck started to straighten upward and her hands clenched slightly, it was the adrenaline kicking in she knew, confrontation was unavoidable now. She inhaled deeply, quiet as a ghost and she crouched down to prepare.&lt;br /&gt;
&lt;br /&gt;
“What is it, Russ?” Furia asked, still looking emotionless down the alley. &lt;br /&gt;
&lt;br /&gt;
Freya almost fell over as she ducked backward. With her cover blown she would have to alter her perfect plan, no matter though, it would still work. With a quick change in attitude she turned from predator to puppy. She stood and walked happily around the corner separating them.&lt;br /&gt;
&lt;br /&gt;
“Heeeeeey, Furia! What’s goin’ on?!” she asked giddily. Furia didn’t even look in Freya’s direction. A moment of awkward silence passed between them. Realizing the delicacy of the situation, Freya decided to be direct.  &lt;br /&gt;
&lt;br /&gt;
With a flash, Freya surged forward off her right leg, her well trained muscles propelling her with great take-off speed directly at Furia. She knew she would have one chance. Snarling, her hand shot for Furia’s face. Furia, realizing the situation, reacted. She turned her head, relatively slowly at least, to dodge the assault and to her satisfaction, Freya’s hand missed her face by two inches. Furia was about to comment when she noticed the absence. Her eyes looked down her nose, her cigarette was missing. Freya grinned, the precious stick in her hand, a shining, transluscent strand of spittle still attaching it to Furia&#039;s cracked lips. Furia realized that Freya hadn’t missed at all, she had planned that. Before she could realize anything else, Freya stood upright and flicked the cigarette into a dark, moist corner of the loading dock. The burning end bouncing pitifully before being extinguished by the puddle it landed in.&lt;br /&gt;
&lt;br /&gt;
“You know,” Freya said, her face smiling, eyes shut, and index finger raised, “Smoking is very bad for young girls…”&lt;br /&gt;
&lt;br /&gt;
Perhaps once in the existence of mankind there had lived a certain man, a man who straddled the fine line of genius and insanity. Perhaps this certain man had, in a fit of brilliance or demented delusion, envisioned a level of hell more horrible then any man before him had considered. Every terrible and burning detail was made plain to him in one fleeting moment, to the horror of his consciousness. In that evil place he had created, he found he had also created the master of it, a terrible daemon of sickening feature and unequalled rage and hatred. In that single moment, this man stared into the abyss and the abyss reached out to him. For a reason no one should ever wish to know, the doomed man had created so much terror in his minds eye that the place ceased being imagined and passed the dream divide into the  material. As blood tears ran from the crazed man’s eyes, the daemon king of his own creation ripped from him his sanity and consciousness with nothing but it’s hatred and malice of him. If such a rage had ever existed, it was but a bucket to the ocean of hate compared to the anger now building on Furia’s face.  Realizing the situation was now on the knife edge of a volcano, Freya revealed her trump card.&lt;br /&gt;
&lt;br /&gt;
“…But metal isn’t!” she cried, withdrawing two paper stubs from her pocket and holding them in front of Furia’s face. For a moment, Furia considered ignoring words and just biting Freya’s hand off…and then the other. That was, until she realized what the stubs were. The killing haze faded from her eyes and her anger was temporarily abated.&lt;br /&gt;
&lt;br /&gt;
“These are tickets to Metaldammerung…” Furia finally said.&lt;br /&gt;
&lt;br /&gt;
“’Metaldammerung: The largest metal event ever conceived, every sound, every style, united in the ultimate metalhead experience!’ I GOTthem for the Nordic guys flying in, even Bjorn is going to be there! But you probably know everyone else who’ll be in attendance, I’d guess…”&lt;br /&gt;
&lt;br /&gt;
“Those sold out in twenty minutes when they started selling. I broke some dude’s legs and he still wouldn’t give them up, cutting bastard…How did you…?”&lt;br /&gt;
&lt;br /&gt;
“Pop’s an old friend of one of the headliners, I think you’re familiar with 13th Company?”&lt;br /&gt;
&lt;br /&gt;
Furia was momentarily taken aback, she loved their sound, they were easily one of her-- The thought died and her anger returned.&lt;br /&gt;
&lt;br /&gt;
“What’s the price or are you just showing off?” Furia spoke with a murderous tone.&lt;br /&gt;
&lt;br /&gt;
“No price,” Freya shook her head, “Just a service.”&lt;br /&gt;
&lt;br /&gt;
Furia stared icily.&lt;br /&gt;
&lt;br /&gt;
“We need a temporary substitution on the volleyball team. I think you’ll do the trick,” Freya said.&lt;br /&gt;
&lt;br /&gt;
“I don’t do non-contact.”&lt;br /&gt;
&lt;br /&gt;
“Not even for tickets? Or for me?”&lt;br /&gt;
&lt;br /&gt;
Furia almost laughed at that one.&lt;br /&gt;
&lt;br /&gt;
“Oh, forgive me for not thinking of your feelings. Dean’s rule too. I can’t play sports where the school will get sued if I get too rough.”&lt;br /&gt;
“…woof..” Freya said, defeated, “I guess we’ll have to think of something else.”&lt;br /&gt;
&lt;br /&gt;
“You do that. Leave me alone, before I break you.”&lt;br /&gt;
&lt;br /&gt;
Freya looked gloomy for a moment, before she perked up and held the tickets out again. &lt;br /&gt;
&lt;br /&gt;
“You can have these anyways,” she smiled.&lt;br /&gt;
&lt;br /&gt;
Furia hesitated, “W-What? Why?”&lt;br /&gt;
&lt;br /&gt;
“I was going to give them to you anyway,” Freya tilted her head, “Because I remembered how angry you were when you didn’t get them. Besides, I have a couple for myself still, I just thought you would appreciate it a little more than the other girls I hang out with. I just thought the chance to get something from you in return was too good an idea to pass up, but know I got to do some thinking again. Please, I know you want them.”&lt;br /&gt;
&lt;br /&gt;
Furia took the tickets as Freya beamed another smile. Furia looked at them closely, they were good for the Pit too… &lt;br /&gt;
&lt;br /&gt;
“I accept your apology, but to make this even you owe me a free one.”&lt;br /&gt;
&lt;br /&gt;
“Eh?” Freya looked dumbly, “Oh, I suppose that’s fair…but only if it’s my face.”&lt;br /&gt;
&lt;br /&gt;
“Got it,” Furia said, before unleashing her rage. Her fist connected like a train to a school bus against Freya’s face, sending her reeling backwards. She stumbled a bit as she stood up and tried to shake it off.&lt;br /&gt;
&lt;br /&gt;
“Naht bad…Be happy…I’m…falling down now….” Freya said as she hit the ground face first, apparently unconscious. Furia looked at the tickets and then Freya, her head was probably the hardest thing within a lightyear or nine of Earth, she’d be fine after a nap. She stepped over Freya and walked back into the school, turning at the door, back at Freya.&lt;br /&gt;
&lt;br /&gt;
“…Thanks…”&lt;br /&gt;
&lt;br /&gt;
She left Freya, thankful she hadn&#039;t heard and maybe just a little sad she didn&#039;t...&lt;br /&gt;
&lt;br /&gt;
===Another morning with Cora (optional sequel)===&lt;br /&gt;
As she climbed out of her bed, Cora was eager to do something today, something she hadn’t dared to do for too long: Talking with the cute boy at the bagel shop. To be in time, she had set her alarm some minutes earlier. Everything should work out just as planned. She would walk in, talk to him for a while and then ask him casually if he had any spare time soon.&lt;br /&gt;
&lt;br /&gt;
Nodding to herself in the mirror, she put on a nice black dress to go with a pair of dark blue jeans, and, as it was a bit cold in the morning, her green scarf.&lt;br /&gt;
&lt;br /&gt;
After a shower and her breakfast, she waved her father goodbye and left the black Ravenspire, surrounded by a flock of ravens that were searching for food.&lt;br /&gt;
&lt;br /&gt;
The pallid girl entered the bakery at the planned time, and seeing only the boy, she decided to be straightforward. Yet, somehow her feet weren’t really obeying her, and she walked slowly, with shaking legs, towards her aim.&lt;br /&gt;
&lt;br /&gt;
The young man greeted her, smiling widely, and said: “The same procedure as every day?”&lt;br /&gt;
&lt;br /&gt;
She bit her lip and only managed to say a mumbled “Yeah.”&lt;br /&gt;
&lt;br /&gt;
As he put her order together, Cora slammed her fist on the counter to get her thoughts clear, a bit too hard to be unnoticed by the young man, and he spun on his heel, surprised and confused.  &lt;br /&gt;
&lt;br /&gt;
“Um… is there a problem, Miss?”&lt;br /&gt;
&lt;br /&gt;
Realizing how it must have looked, she blushed hard and tried to sink deeper into her scarf, her delicate white face becoming an embarrassed red.&lt;br /&gt;
&lt;br /&gt;
After an extremely uncomfortable moment of awkward silence, she said hastily: “Ohmygod I’msosorry! Ididn’tmean to…”&lt;br /&gt;
&lt;br /&gt;
Seeing Cora shrinking in front of him, the young man walked around the counter and held his hands up before her. “It’s okay, no problem, Miss. How couldn’t I forgive you? Err, I mean… uh…”&lt;br /&gt;
&lt;br /&gt;
Now it was his turn to blush, as Cora could see when she removed her scarf from her face. Letting the meaning of his sentence sink in, she suddenly pulled together all her courage and said: “Well… hi, I… I’m Cora.”&lt;br /&gt;
&lt;br /&gt;
She could see him trying to calm down, as he answered carefully: “Hey, my name is Zacharias… but would you mind calling me Zac?”&lt;br /&gt;
&lt;br /&gt;
She managed a slight smile and extended his hand towards him. “Sure. Pleased to meet you, Zac.”&lt;br /&gt;
&lt;br /&gt;
He nodded and took her hand, breathing an elegant kiss on it. “The pleasure is all mine, Cora.”&lt;br /&gt;
&lt;br /&gt;
Hadn’t she been already head over heels for him before that, she would be right then. To her own surprise, she suddenly stepped towards him and gave him a short kiss on the cheek.&lt;br /&gt;
While he looked completely stunned, Cora noticed a knock on the door. As she turned around, she saw Kiara grinning widely through the glass door, causing Cora to turn red again.&lt;br /&gt;
Behind her, Zac said: “Well, uh, I guess you have to go...”&lt;br /&gt;
&lt;br /&gt;
She turned around and sighed. “Yeah... my schedule is vicious”, she grinned and tried to shoo Kiara away with a gesticulation, which – of course – didn’t work out.&lt;br /&gt;
&lt;br /&gt;
“But maybe we could meet somewhere outside the shop, maybe go to the cinema?” Zac suggested hesitantly. &lt;br /&gt;
&lt;br /&gt;
With another elegant move, he handed her the bagel and the box of apple juice. He grinned and said: “So I guess that’s on me today. But what about today at eight o’ clock?”&lt;br /&gt;
&lt;br /&gt;
“Well, I live down the street, the huge, black tower... you can’t really miss it”, Cora smiled and couldn’t stop giggling in anticipation. &lt;br /&gt;
&lt;br /&gt;
“Well, until then, milady.” He waved at her as she left the bakery.&lt;br /&gt;
&lt;br /&gt;
“Goodbye!”&lt;br /&gt;
&lt;br /&gt;
Outside, on their way to the school, Kiara said casually: “So you’ve got a date, huh? Hopefully it’s not only because he wants you to stop stalking him.”&lt;br /&gt;
&lt;br /&gt;
“Hey! I am SO not stalking him, you meanie”, Cora pouted. “Besides, don’t talk to me about stalking with YOUR dad, honey.”&lt;br /&gt;
&lt;br /&gt;
“What’s that supposed to mean?” Kiara said, her eyes narrowing.&lt;br /&gt;
&lt;br /&gt;
“Well, there’s this story about some people seeing someone with a bat mask at night in the city...”&lt;br /&gt;
&lt;br /&gt;
“And what about these nightly raids your father does with his friends?”&lt;br /&gt;
&lt;br /&gt;
“Nah, as I asked him about that, he only quoth “Nevermore!” and went away...”&lt;br /&gt;
&lt;br /&gt;
===Yet another morning with Cora===&lt;br /&gt;
&lt;br /&gt;
Cora opened her locker, whistling a cheerful melody, and took out her biology book. No matter how much she hated having that subject, she was too glad to be annoyed about it at the moment. Well, it still itched her that the team had decided that she should learn rather than playing volleyball during the week, but now, she had another activity to make up for it. Finally, she had had a date with Zac, although she had felt the presence of her observers at any time. Oh, this overambitious Kayvaan!&lt;br /&gt;
&lt;br /&gt;
As she looked in the mirror in her locker, she noticed a familiar shape standing behind her, grinning maliciously. Her joyful facial expression changed into a stern look, clearly showing the cunning behind her ice-blue eyes. &lt;br /&gt;
&lt;br /&gt;
“So, the little emo girl finally had a date, huh? And you went to this run-down café named “Eldrad’s Exquisite Establishment” with him? How pathetic,” sneered the girl with the beautiful, cruel face behind her.&lt;br /&gt;
&lt;br /&gt;
Cora turned around, waving her raven hair out of her face. “Well, Miss “I’m so proud of how slutty I am”, not everyone lures innocent guys (and girls) into an expensive-as-hell nightclub, hits on six other people there and finally leaves the date without paying anything.”&lt;br /&gt;
&lt;br /&gt;
Victoria shot Corax’ daughter a disdainful look, turned away and strutted down the floor, mumbling something like “You’re just jealous!”.&lt;br /&gt;
&lt;br /&gt;
Sighing, Cora closed the locker after looking one last time in the mirror. She ducked down, turned around and dodged the attack from behind, lifting her attacker over her against the closed locker door – a rather painful experience, but she knew that Kiara would recover soon.&lt;br /&gt;
At first, however, she collided face-first with the metal door, and Cora could hear a muffled “Ow!”.&lt;br /&gt;
&lt;br /&gt;
The Night Hunter girl stood slowly up and wiped the blood from her nose. Still dazed, Kiara grabbed Cora’s shoulder to stand still. &lt;br /&gt;
&lt;br /&gt;
“Damn it! So that’s how you thank me for the collar?”&lt;br /&gt;
&lt;br /&gt;
Cora grinned. “Well, blood diamonds they are...”&lt;br /&gt;
&lt;br /&gt;
Kiara shrugged and said with a much more friendly voice that was filled with curiosity: “So... how was it?! You should have told me this morning already...”&lt;br /&gt;
&lt;br /&gt;
“Sorry, school started later today for me...” Cora interjected.&lt;br /&gt;
&lt;br /&gt;
“... but nevertheless, how was it? I demand to know what happened!” Kiara said in an imperative tone. &lt;br /&gt;
&lt;br /&gt;
The raven haired girl smiled widely and licked her lips. “Well, it sure was delicious; this Mr. Eldrad definitely knows how to cook a thing.”&lt;br /&gt;
&lt;br /&gt;
She winked, seeing Kiara glaring angrily made her continue hastily though.&lt;br /&gt;
&lt;br /&gt;
“He is such a gentleman! I’ve never felt so cared for! Oh...” Cora put her hands against her cheeks and sighed adoringly.&lt;br /&gt;
&lt;br /&gt;
“Eldrad? Really? And I thought he was a scheming dog,” Kiara answered, laughing at her friend.&lt;br /&gt;
&lt;br /&gt;
Cora pouted. “Well, if you don’t want to...”&lt;br /&gt;
&lt;br /&gt;
“TELL IT! NAO!”&lt;br /&gt;
&lt;br /&gt;
“Okay, okay. Fine. So we went to this café, ate cake and talked about this and that. It turned out that he likes the same music as I do! And he was very eager to watch a volleyball match of our team!”&lt;br /&gt;
&lt;br /&gt;
“Now THAT I can imagine, with dozens of round things jumping up and down...” Kiara grinned. &lt;br /&gt;
&lt;br /&gt;
Cora rolled her eyes. “I’m still wondering why I’m telling you anything.”&lt;br /&gt;
&lt;br /&gt;
“Oh, don’t be so whiney, you know how boys are. It’s not like you’ve never... oh, wait a second...” Kiara eyed her friend suspiciously. “You... you never had a boyfriend before?”&lt;br /&gt;
&lt;br /&gt;
Cora shifted and seemed to be embarrassed. “Well... uh... there was this boy in the kindergarten... oh damn it, I never had the courage to do anything! And those guys who asked me out were insensitive pricks!”&lt;br /&gt;
&lt;br /&gt;
Kiara’s face was a mixture of amazement and amusement. “Then you’ll find out soon enough, little princess. But speaking of insensitive pricks...”&lt;br /&gt;
&lt;br /&gt;
She pointed down the hallway, where a bunch of girls walked towards them: Victoria, smiling arrogantly, followed by Petra, Alpharia, Omegan, and Athena.&lt;br /&gt;
Fulgrim’s daughter spoke first, looking disgustedly at the blood on Kiara’s palm: “Oh, I’m sorry to interrupt your cutting session, please go on; I won’t disturb you killing yourself.”&lt;br /&gt;
&lt;br /&gt;
She proceeded and left the two girls, while her fellowship shot dismissive glances at Cora and Kiara. &lt;br /&gt;
&lt;br /&gt;
Kiara moaned. “Imbeciles. However, you’ll learn that every white knight is also a macho deep within, the difference is just how good he’s able to hide that. But as I know that Miss Macha and Miss Taldeer work at the café, it seems like he’s pretty good at hiding it. Or you just can’t spot it yet.”&lt;br /&gt;
&lt;br /&gt;
“How can you say such a generalising thing? I...” Cora was interrupted by a loud voice from outside the building, which she recognised in an instant: Only Furia had a voice like a megaphone and anger in every decibel.&lt;br /&gt;
&lt;br /&gt;
The two girls decided to look outside, where Furia definitely was up to something that would get her in trouble – not that she wasn’t used to it.&lt;br /&gt;
Outside, besides an impressive white motorbike and a red monster on wheels, stood Furia and Hana, arguing about a little scratch in Hana’s bike.&lt;br /&gt;
&lt;br /&gt;
“Damn you,” she shouted, “I’m totally sure that this scratch wasn’t there before you couldn’t handle your rusty piece of junk and crashed into my baby!”&lt;br /&gt;
&lt;br /&gt;
“That’s a lie, you whiney irritant! You’re just too dumb to realize when you’ve hit something, and now you want to blame it on me!” Furia growled, inhaling deep from her lho-stick.&lt;br /&gt;
&lt;br /&gt;
Hana stepped forward, slapping Furia’s cheek with her fist and said contently: “I realized that I hit you, if that is good enough for you, you choleric barker!”&lt;br /&gt;
&lt;br /&gt;
Suddenly, the air seemed to heat up, and Cora thought that she had heard something snap, like the little rest of self-control Furia had had. Now she clenched her fists and put down her helmet, her eyes narrow and her face a mask of uncontrollable rage.&lt;br /&gt;
&lt;br /&gt;
“That’s enough! You’re so going to regret this!” she yelled, hatred pouring almost visibly out of her. &lt;br /&gt;
&lt;br /&gt;
She stepped forward and hammered her right fist into Hana’s ribcage, making her gasp in pain.&lt;br /&gt;
&lt;br /&gt;
“First, I’ll tear you apart, then I’ll smash your bike to scrap!” Furia yelled, leaping forward again and placing her left fist on Hana’s cheek, sending her sprawling across the muddy ground. She recovered quickly, however, dodging the next blow and kicking the steel toe of her boots against Furia’s leg, which caused her to fold over into the mud as well, cursing rudely. She wiped the dirt off of her face, but there was no time to prepare for the next attack. The biker girl jumped towards Furia, smashing her fists into the short-haired girl’s groin. &lt;br /&gt;
&lt;br /&gt;
“You! Will! Pay! For! This! Scratch!” Hana shouted.&lt;br /&gt;
&lt;br /&gt;
Furia suddenly grabbed Hana’s fists, spun her around and punched her elbow into the leather-clad girl’s back.&lt;br /&gt;
&lt;br /&gt;
“I! Will! Crush! You! And your damned bike, too!” Furia hissed through gritted teeth, foam dripping out of her mouth.&lt;br /&gt;
&lt;br /&gt;
Then, she jumped on Hana, wrestling her to the ground and biting pieces out of Hana’s black leather jacket in frenzy. &lt;br /&gt;
&lt;br /&gt;
Cora stood at the side, her mouth opened, but she was unable to do anything. Somewhere in her mind, she found the idea of two girls wrestling on the ground, ripping off their clothes, strangely arousing. By looking around, she noticed that she probably wasn’t the only one: At least half the boys of the school thought the same way and cheered for Furia or Hana to fight on.&lt;br /&gt;
&lt;br /&gt;
Furia stopped only when Hana managed to land a blow on her chest, rolling down from the biker girl, but taking a fighting stance in an instant, although she was panting heavily. As Hana leaped towards her to punch her in the face, she was abruptly stopped mid-air by a white gauntlet.&lt;br /&gt;
&lt;br /&gt;
“It’s enough, sister. You do not need to embarrass the White Scars further,” Temujin Khan said, his voice calm, but with a scornful undertone.&lt;br /&gt;
&lt;br /&gt;
“Oh come on, man, it just started to get funny. Furia would have beaten the crap out of your sister, Tem,” Ragio, Furia’s brother, shouted, protesting against the end of a good fight. “But you,” he addressed the crowd, “piss off, and don’t stare at my sister, you weaklings!”&lt;br /&gt;
&lt;br /&gt;
Temujin sighed. “Come on, Hana, time to go. There’s still plenty of skull white colour to paint over that scratch.”&lt;br /&gt;
&lt;br /&gt;
Cora looked at Kiara, who just shrugged. &lt;br /&gt;
&lt;br /&gt;
“Well,” Kiara said, “seems like the safety-car ended the rage.”&lt;br /&gt;
&lt;br /&gt;
Cora nodded. “Yeah, that’ll give some penalty points.”&lt;br /&gt;
&lt;br /&gt;
===Practice with Cora===&lt;br /&gt;
The rest of the afternoon had passed in haze after the events of the morning and the news that lunch brought. The raven-haired girl looked up into her open gym locker and sighed. She finished tying her sneakers and stood up, adjusting her practice jersey with a few gentle tugs. A quick gaze around the locker room revealed that only a few girls had yet to finish changing, practice would be starting soon. Quickly folding her clothes, she placed them inside and shut the locker door. Cora hurried out the locker room door and jogged out onto the gymnasium floor. Most of the girls had assembled on the far end of the court, while a few were still joking around while they waited. It seemed the cheerleaders were practicing today too, Cora noted, seeing Victoria and the rest in their own training gear stretching near the band section. Cora quietly fell in at the end of the line, no one had yet said anything to her, save for a smile from Freya as she approached.&lt;br /&gt;
&lt;br /&gt;
“Doin’ alright?” the daughter of Russ tempted.&lt;br /&gt;
&lt;br /&gt;
“I’ll be better when we start,” Cora responded, a bit more coldly then she meant. She sighed and then noticed Freya‘s shiner, “Sorry, how did you get that black eye?”&lt;br /&gt;
&lt;br /&gt;
“Eh, I got hit by a Thunder Hawk, I won though-- ANYWAY, Miss Gloomy, you won’t be waiting long, at least,” she said nodding to the top of the nearby bleachers. Had she not known who was there, Cora would of looked. As it was, she simply started stretching.&lt;br /&gt;
&lt;br /&gt;
“LISTEN UP, MAGGOTS,” came the blaring call of the assistant coach, “STRETCH ROUTINE, BEGIN!”&lt;br /&gt;
&lt;br /&gt;
Perhaps not the most subtle of assistant coaches, Kell certainly had the volume to command respect. The old stiff-neck was as unforgiving as he was loud and never seemed to lose any enthusiasm for both faucets of his leadership style. Starkly opposite to Kell was the head coach, who was directly to his left. Since taking over the program, Ursarkar E. Creed had made every state tournament, won numerous championships, and had never failed to make a surprise entrance. As far as Cora could guess, the coach had probably rigged some kind of rappelling gear from the ventilation ducts high above. That, or he had been hiding under an unassuming backpack in the bleachers everyone had failed to see, each was equally likely given the circumstances. Creed cracked his trademark smile as he bit down on a new cigar, unlit for the moment. The two then seated themselves at the top of the bleachers, preferring to watch from the vantage point, Creed always claimed it gave him a tactical edge. For a moment, Cora wondered if the coaches were even aware of her punishment.&lt;br /&gt;
&lt;br /&gt;
Turning to the fore of the gym, Cora noticed Isis had taken her position in front of the team and had begun to call out different stretches for them to copy. Together, the team counted out the familiar motions, they followed the routine to the letter almost everyday with few exceptions. After a short while, the players paired up for more involved stretching. Freya and Cora took turns stretching out the other’s calves and hamstrings. As Freya lied on her back upon the gym floor with one leg raised, Cora pressed it forward gently, noticing that the cheerleaders had started to practice their tumbling. Changing off with Freya, it was Cora’s turn to be stretched. The stretching was feeling very good to Cora, after a rather tense day she felt herself slowly unwinding and the familiarity of the routine was, itself, comforting. The weight on her shoulders seemed to slowly be lifting and she was playing with the idea of just falling asleep there.&lt;br /&gt;
&lt;br /&gt;
A blaring whistle robbed her of any possibility.&lt;br /&gt;
&lt;br /&gt;
“ON THE LINE, MAGGOTS!”&lt;br /&gt;
&lt;br /&gt;
The team stood up and ran to the nearest court line. Another whistle marked the start and each girl immediately began to sprint forward. The cyclic running lasted for about ten minutes when the “last round” whistle blew. Each player redoubled her efforts and tried to make the last run their fastest. Though no slouch, Cora certainly wasn’t the fastest of the team. That title probably went to Angela or Isis, but Roberta was always quick to claim that she was a better distance runner and, if the rumors were true about her toned legs, Freya could run as long as she could stay awake. As the team finished their running for a short breather, the cheerleading squad took the opportunity to run through a new routine, which was rather impressive and completed with only a few minor mistakes. The timing and coordination of all the flips, throws, and jumps was very involved and something Victoria was always very proud to claim as due to her natural ability in the subject. By the look on her face now, however, Victoria seemed quite displeased and berated a few of her squad for their sloppy timing. In truth, Cora could agree with the reasoning, but not with the execution, it just wasn’t the way she would run a squad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the break finished, Cora noticed the volleyball nets had finished being erected by a couple of the teams managerial servitors and the girls began to split up into the sections, divided by the more senior and junior players and then further by starters and the rest. The starters would take their places on one side of the net and the others on the opposite, cycling through so the starters always faced relatively fresh opponents. In theory, a starter could be challenged for her spot, but the lineup had been solid since the start of the year, the other girls content to sub in or start when a player was indisposed for a game. Cora had to keep reminding herself not to go to her usually spot, which Freya now took. Furia hadn’t shown, as Cora had expected, honestly, and Petra filled in the open position with Roberta to her left. It certainly wasn’t a weak team without her, Cora calculated, but it wasn’t optimal. Russ was a natural athlete, but she was better up front and Petra was the stronger pairing for Remilia and wasn’t as experienced up close. For all this, it seemed that the coach was at least willing to rubber stamp the lineup, he had hardly even made eye-contact with Cora since practice had begun and she wondered if it was intentional. In the back of her head, she knew what she had to do, even though it would probably do more harm then good.&lt;br /&gt;
&lt;br /&gt;
She had to prove the numbers wrong, the team was far weaker without her, more so than Isis had considered.&lt;br /&gt;
&lt;br /&gt;
The whistle sounded and the scrimmage began. The starters always had the disadvantage and Cora caught the ball passed to her, it was her serve. With a quick wink from Farah and a nod from Venus, she knew she had a solid team of her own, but this was going to take a lot of effort on her part. She quickly glanced over the starters for her first target, settling on the most obvious. Petra was a fine player, but she was the interloper in this sense and was missing her knee pads for some reason. The plan formed in Cora’s head and she immediately put it to action. She tossed the volleyball high and stepped forward jumping to meet it before it had begun to come down. With a hammer blow she sent it rocketing downward over the net and outward toward the line. Petra anticipated, but hesitated, certain it would go wide. The ball slammed the ground a hairs width from the line.&lt;br /&gt;
&lt;br /&gt;
Ace.&lt;br /&gt;
&lt;br /&gt;
A few of the starters traded looks and Petra seemed to realize her mistake. Freya was visibly stirred, her instincts unsure how Petra had let that one go. The ball was returned to Cora and she readied herself. Another leaping hit and the ball, again, soared in Petra’s direction. To her credit, she didn’t hesitate twice, but instead dropped to her knees, a move she would regret, and hit the ball into the net. Petra rubbed her knees as she stood up and Freya fumed, she was showing very little patience for her replacement. As if on cue, Cora watched Freya take a few steps forward, attempting to shore up the deficiency in her eyes. Such was according to plan. The stare on Cora’s face was as cold as Valhallan ice when she lined up and it was directed straight at Petra, who, despite the setbacks, seemed only more determined than ever. Their eyes locked for a moment and Cora repeated the motions again. The ball shot forward, Petra dropped, and Russ moved to back her up, realizing the trap too late. Freya knew the ball would over shoot her and Remilia hadn’t yet noticed her being so far out of position. With trained precision, Freya spun on a dime and dove to keep the ball in play. She reached out, but was mere inches short and the ball bounced off of the court. Petra regained herself and shot a look at Cora, Freya was now visibly miffed. Cora considered another shot, but decided against it, it was better to let Freya stew and keep Petra on her toes. Reverting to a more docile attack stance, the next volley was less hostile, lasting several bouts until Isis finished with a fantastic spike on a perfect set from Angela.&lt;br /&gt;
&lt;br /&gt;
A few points traded back and forth later, Cora had perfected her next plan. Freya was set to serve and Cora knew what was coming. A thunderous blow that could shatter bones sent the sphere hurtling toward the spot between her eyes. Reacting fluidly she deflected the shot high and motioned to Venus, who knew her part. With a set the match of any other person on the team, Venus left the ball hovering lazily near the net. Angela moved to block and Cora charged the net. Angela was, perhaps, the most gifted of any of the girls in terms of sports prowess, Cora would need a bit of luck to pull this off. As it was, she knew Angela was prone to go with her gut instincts more often than she ought and preferred up-front confrontation, Cora was not going to allow this. As Cora jumped to spike, Angela leapt to block, perfectly in the way of the ball’s path. At the last moment Cora did the unexpected, she tapped the ball with her hand upwards, just above Angela’s natural reach. The angelic visage turned to one of agony as he stretched her fingers, only managing to graze the ball on the way past. Isis was sent reeling and only barely managed keep the ball from the ground, but sending it back over the net. A strong hit from Farah followed by another set from Venus and Cora again charged. The starters were off balance, but braced for the impact. Cora spiked the ball and caught Remilia on her off foot, a rare mistake for the defensive star, but one Cora couldn’t pass up. The ball hit the ground. Another point.&lt;br /&gt;
&lt;br /&gt;
Substitutions were called and Cora jogged off the court. A couple of the starters seemed relieved to see her go, a few more than just a bit angry, and one simply stared. Compared to her victory conditions, things were going well enough, she supposed. She toned down her assault but kept the pressure on every time she was called in, scoring a few more points and earning several sour looks. However, her main goal was still left to be achieved.&lt;br /&gt;
&lt;br /&gt;
Isis hadn’t become the team captain by accident. Her abilities were enhanced by natural gifts and trained to a keen edge. Where Cora could count on her finesse, Angela her raw talent, or Freya her athleticism, Isis was a blend of each and, though she wasn’t entirely certain, Cora would not have been surprised if she exceeded each of them. Simply watching Isis play was a learning experience, like watching a sword master dismantle an opponents defenses or an artisan crafting a masterpiece. Her shape, her very movement was beautiful, but not in a classical sense. Certainly, Cora thought, it was the same beauty one might see in a fine blade or bolter, elegant, yet rigid. Beautiful, but deadly. She had yet to be truly bested on the court, her instincts were rarely wrong and she had enough natural ability to cover any mistakes with ease. Thinking very long and hard, Cora locked in to studying her, nearly missing her call to re-enter the game.&lt;br /&gt;
&lt;br /&gt;
The clock on the wall revealed that this would probably be the last volley and Cora’s last chance to complete her mission. The last obstacle would be the greatest she knew. Despite playing solidly for the entire scrimmage, Isis showed no sign of wear, only a light perspiration from her extortions could be seen on her face. She swayed as a predatory animal might before assaulting its prey and her movements were as crisp as ever. Ideas swirling in her head, Cora tried to find an approach that could possibly work. Knowing she didn’t have enough hours in a day to wear Isis out or even enough room to order a lance strike safely, her options were rapidly deteriorating. This was turning out to be more of a mental exercise than a physical one, she chuckled to herself, it was enthralling. After a long day of uncontrolled experiences, this duel of wills was a blessing in disguise. She took her spot, still focused on Isis, as Freya stepped forward to serve. The berserker champion of the team was no more tired than she was when the game began and the serve rocketed toward Cora with all the force of the first. Her mind raced and her body reacted batting the ball into high arch. Venus adjusted her footing and squared off for a set. Venus nodded to Farah who immediately prepared to charge. To Cora’s surprise, Isis reacted. The team captain came forward to the net, abandoning her position to block the inevitable spike and finish the scrimmage on her own note. The iron-fisted spike of Farah was among the most brutally powerful of the team and the captain was allowing no chance for it’s success.&lt;br /&gt;
&lt;br /&gt;
It was then Cora found her answer and, as much as she hated it, she knew it would work.&lt;br /&gt;
&lt;br /&gt;
Bounding off her back foot she charged forward toward the net. As Farah jumped, she was followed shortly by Isis, and, by less than a blink, Cora. The great plan depended on two factors: One, she was faster than Farah, and Two, Isis held Cora’s devotion to the team in high regard. On the first, Cora was almost positive, the second wasn’t as clear, other factors were at play and it was too late to properly guess their effect. The last moments of the scrimmage was a do-or-die scenario, not optimal, but acceptable.&lt;br /&gt;
&lt;br /&gt;
Even as the iron hand of Farah was beginning to descend, Isis knew where the ball was going to go. She knew because she had seen it play out in her mind over and over. Farah was strong, but crude in her form. Perhaps she wouldn’t go as far as to call it simple, but it was predictable. Her hands together and as flat as she could make them, Isis was in the perfect position to block. There were no surprises left, nothing that could change the outcome. All was to her will and soon it would be finished, in her favor. Cora’s little vendetta would fizzle and the captaincy secure an unquestioned. She smiled, it was just the way as it was intended to be.&lt;br /&gt;
&lt;br /&gt;
While thoughts of victory filled Isis’ head, Cora focused only on the ball. The time to strike had come. With a precise impact, Cora knocked Farah aside, the iron hand still descending for the ball. With a lightning fast strike, Cora contacted the ball and gave it forward motion. It was directly beside Isis’ head when the team captain realized she had been out-maneuvered. Never, not in a thousand years, would she have guessed Cora to go to such lengths just to prove her wrong. She watched as Farah’s hand came down hard on Cora’s back and the two fell awkwardly, crashing to the ground. Managing to turn her head from the scene, she saw the impossible. The volleyball impacted the ground exactly where Isis had been standing not five seconds before and bounced away, the other starters as astounded as her. Her own landing was awkward and she stumbled, trying to catch herself, taking another incredulous look to the other side of the net.&lt;br /&gt;
&lt;br /&gt;
Cora hadn’t seen the result, she even missed the look on Isis’ face. The daze of Farah’s hit was still smarting and she tried to help Farah up after regaining her feet. Perhaps the most confused of all, Farah accepted the help and then begrudgingly took her hand away when she began to realize what had happened, so hurt by the act that tears had started to form in her eyes in anger. Cora searched for an apology to say, but was cut short by the end of practice whistle. The team seemed hardly to notice, until they began to walk to the locker in ones and twos. Farah turned and left in anger as Venus chased after her, sparing a look at Cora that seemed to ask “Why?” Isis seemed in a daze and slowly walked to the other side of the gym, sparing not a word to anyone. Roberta was the first to speak to Cora.&lt;br /&gt;
&lt;br /&gt;
“What are you trying to pull?! Do you think you’re special or something?!”&lt;br /&gt;
&lt;br /&gt;
“I just wanted,” Cora started, “to sho-”&lt;br /&gt;
&lt;br /&gt;
“Shut up! Are you a moron or something!? Isis went out of her way for you! Bile wanted you off the team and she stuck her neck out for you! She stopped him from just kicking you off the team outright! She cared enough about you to risk our entire season!”&lt;br /&gt;
&lt;br /&gt;
“’I didn’t know that! She never told me-”&lt;br /&gt;
&lt;br /&gt;
“Do you really think she would!? After all the crap your dad’s went through, after all the fights you two have had, do you think you really would have believed her? On top of all that, you disrespect her and the teams decision and nearly hurt a teammate to do what? To prove you’re good at volleyball? Newsflash, moron: We knew that! Had I been the captain, I would have used you until they removed you from sports entirely, but you know what? Isis should have done the same damn thing for all the crap you pulled today!”&lt;br /&gt;
&lt;br /&gt;
Cora was stunned, she didn’t know how to respond. As Roberta stormed off, Cora was left speechless.&lt;br /&gt;
&lt;br /&gt;
The silence was only barely broken by Coach Creed.&lt;br /&gt;
&lt;br /&gt;
Who was right behind Cora.&lt;br /&gt;
&lt;br /&gt;
The old coach leaned forward and whispered so only she heard, “Do you think you accomplished anything?”&lt;br /&gt;
&lt;br /&gt;
“I don’t know,“ she said. Cora felt tears coming on. The dawning realization that she had made a terrible mistake all the more clear.&lt;br /&gt;
&lt;br /&gt;
“I’ve commanded many armies, coached many teams, mentored many people. Sometimes, the ends justify the means, but rarely does it make the fallout any easier.”&lt;br /&gt;
&lt;br /&gt;
The young girl swallowed hard, almost not realizing the coach was already gone.&lt;br /&gt;
&lt;br /&gt;
“How the crap does he do that?” Freya asked, ducking under the net and approaching Cora.&lt;br /&gt;
&lt;br /&gt;
“I’m sorry…” was all Cora could managed as she looked down at the floor, her tears starting streak her cheeks and falling to the ground.&lt;br /&gt;
&lt;br /&gt;
“Ah, no big deal,” Freya beamed.&lt;br /&gt;
&lt;br /&gt;
“Why aren’t you mad at me?” Cora asked, unbelieving.&lt;br /&gt;
&lt;br /&gt;
“I know you were right about this whole thing sucking. I think it sucks too and, personally, Isis having her feelings hurt doesn’t bug me that much. Farah’s a tough girl, her pride is the only thing that’s hurt, just give her a Baneblade or a Land Raider to play around with and she’ll probably forget the whole thing happened. As for Miss Perfect, she’s just upset the ball hit her in the face, that was funny.”&lt;br /&gt;
&lt;br /&gt;
“You’re wrong, I was wrong…very wrong…” Cora started to cry.&lt;br /&gt;
&lt;br /&gt;
“Come on,” Freya comforted her, placing her arms around Cora, “it’ll be fine.”&lt;br /&gt;
&lt;br /&gt;
Cora embraced Freya and squeezed tightly. Despite her over-simplification of everything, Freya was being truly empathetic and it was very comforting to Cora. She spent another good minute crying before she could compose herself.&lt;br /&gt;
&lt;br /&gt;
“That’s better!” Freya smiled, “I know what you need, how about a good 40k run to relax a bit?”&lt;br /&gt;
&lt;br /&gt;
“Maybe not that far…hey!” was all Cora could manage before Freya started dragging her around the court.&lt;br /&gt;
&lt;br /&gt;
The two ran together for sometime, long after everyone else had left, Cora was sure. To her surprise, it was strangely relaxing, it at least let her mind focus on other things. She felt very at ease around Freya, she was happy to have her close by. It was similar to the way she felt with Kiara or Morticia, but neither of them practiced or played sports with her. Freya had shown her true kindness and friendship in her own special way and Cora was glad to count her as a friend. Cora realized it was getting to be late and she would need to go. Freya was showing no desire to stop and she felt a little bad ducking out before 20k were finished, but she needed a break. She leaned in close to Freya.&lt;br /&gt;
&lt;br /&gt;
“Thank you.”&lt;br /&gt;
&lt;br /&gt;
She split off as Freya continued making laps and jogged for the locker room. She entered to see that locker room was as deserted as she expected, her bag and locker untouched, thankfully. The sound of running water came from the showers, but she expected it had just been left on from the rest. She quietly undressed, removing her practice gear down to her undergarments. It had been a good workout, but a shower was very much in order she giggled to herself. She removed her bra and slipped off her panties, placing them into her gym bag. She was about to grab her hygiene products when she heard the running water abruptly stop. Cora instinctively turned and looked toward the showers. She watched as the door slowly opened and Isis stepped out staring numbly ahead. Cora was instantly struck by her appearance. It wasn’t the first time she had seen one of her teammates naked, but it was usually short and fused with an air of humor or embarrassment. As it was, Isis had little to be embarrassed about. Her still wet body was amazingly perfect, her smooth skin, tan skin unblemished, the well toned legs and arms connected by her thin, flat stomach and shapely breasts and full hips. She seemed to lose herself for a moment before realizing Isis was looking at her and her own pale, exposed body. She felt herself turning red and she reached for her towel on the bench, quickly covering herself. Isis made no comment and began to dry herself, seemingly content to not say a word to Cora.&lt;br /&gt;
&lt;br /&gt;
Her embarrassment was replaced by sadness and Cora felt the urge to say something, anything to her, even if just to try. She searched for words but, again, found herself lacking. Her eyes fell to the floor and she felt like crying again. When she looked up, Isis was in front of her, garbed in only her towel.&lt;br /&gt;
&lt;br /&gt;
“You surprised me,” Isis spoke, not coldly or cynically, but sounding genuinely hurt.&lt;br /&gt;
&lt;br /&gt;
Cora’s mouth trembled, “I’m sorry…I didn’t kno- I didn’t think…”&lt;br /&gt;
&lt;br /&gt;
“I suppose we’re both to blame though, aren’t we? I backed you into a corner and you lashed out in defense. I can’t say I wouldn’t have done the same thing, I just didn’t expect you to do the same.” Isis reached out a placed a soft hand below Cora’s chin, slowly lifting her head to meet her eyes, “There’s a tough girl behind the tears after all.”&lt;br /&gt;
&lt;br /&gt;
Cora felt ashamed and a lone tear slowly drew down her cheek. Isis gently wiped it away and moved a lock of Cora’s hair from her face to behind her ear, gently stroking her head.&lt;br /&gt;
&lt;br /&gt;
“If you’re really sorry,” Isis began, “Study hard. Get help, if you have to. Stop Bile from meddling in things that aren’t his business. If you can do that, I can have you on my team again, we can be a team again.”&lt;br /&gt;
&lt;br /&gt;
Cora felt excited as Isis drew her in and the two embraced. They released each other and Isis began to change as Cora walked to the shower, neither saying another word. By the time she had finished, Cora saw that Isis was long gone. She quickly changed and voxed a short message to Kiara and Morticia.&lt;br /&gt;
&lt;br /&gt;
She needed to unwind from the day’s events and she needed her most trusted friends to do so.&lt;br /&gt;
&lt;br /&gt;
==Racing the Khan==&lt;br /&gt;
I was at a bike rally when I first met her. Not one of the big ones, but the kind of local shindig where you can find some really crazy shit. She was riding the biggest, baddest bike I&#039;d ever seen. It had to be a custom job, probably built it herself or had someone she knew really well do it. She was wearing a leather jacket and an expression of absolute confidence, in herself, in her skills, in her machine.&lt;br /&gt;
&lt;br /&gt;
It was beautiful.&lt;br /&gt;
&lt;br /&gt;
I worked up the courage to talk to her and found myself vindicated. She was as cool as she looked, and quite a bit friendlier. She didn&#039;t dismiss me and I wasn&#039;t TOO intimidated by her. I knew bikes, and actually paid attention to personal hygiene, and that gave me a leg up on almost anyone else there. I complimented her bike, and she offered me a ride.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t say she didn&#039;t wink when she said it, but I won&#039;t say she did.&lt;br /&gt;
&lt;br /&gt;
Two weeks later I&#039;m astride my own bike. Nothing to sneeze at, but not exactly a monster like Hana&#039;s. The rumble of the engine is some comfort. Something stable and steady I can focus on to distract myself from my nervousness. Maybe I&#039;m a romantic bastard, but dammit, I wanted to impress her dad. Maybe it&#039;s love, who can say?&lt;br /&gt;
&lt;br /&gt;
I&#039;m contemplating my navel like that, when suddenly the fucking KHAN rolls up beside me. If Hana&#039;s bike was a monster, his was some kind of eldritch chopper from beyond the abyss. The whole thing looked like someone had taken a single massive engine and bolted a seat to the top and wheels to the bottom. The Khan himself grinned at me and pulled his shades down to get a good look at me. It was only then that I noticed the tiny figure seated behind him as Hana. She grinned too, almost sheepishly. I&#039;d only just put two and two together when the Khan revved his bike&#039;s engines, jets of flame spurting forth from it&#039;s exhaust pipes as he turned back to the road.&lt;br /&gt;
&lt;br /&gt;
I&#039;d have thought I&#039;d panic. But I set my teeth instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For Hana.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the race was on.&lt;br /&gt;
&lt;br /&gt;
Needless to say, I lost. But I did keep up, and I even managed to stay on my bike despite the insanity of some of those turns.&lt;br /&gt;
&lt;br /&gt;
I stood up, shakily, ready to hang my head in shame, when I felt a pair of leather-clad arms wrap around my neck, the smell of road-grit and engine oil filling my nose. I looked up into Hana&#039;s smiling face (Great emperor she&#039;s tall..) and felt a hell of a lot better.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not bad.&amp;quot; I heard a heavy voice say. &amp;quot;With practice I&#039;d say you&#039;d make a fine enough white scar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I heard myself thank him, just before he peeled off down the highway and Hana sat in the seat of my bike, patting the seat behind her with a smoldering look in her eye I can still recall perfectly.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s when I knew that from then on, everything would be awesome.&lt;br /&gt;
&lt;br /&gt;
==Hints and Suppositions==&lt;br /&gt;
Lyra lay sprawled across her desk, staring towards the wall. Her watcher grunted and fumbled with her books beneath the desk, organizing them for her next class. It wasn&#039;t unusual to see her sprawled across the desk - despite her fair hair and lack of skulls and chains it was &amp;quot;common knowledge&amp;quot; she was a great deal more emo than Kiara was purported to be. &lt;br /&gt;
&lt;br /&gt;
She was actually staring at Freya, who was doodling idly in one of her textbooks. A surge of some emotion - Lyra did not care to dissect exactly what the contents of that emotion were - made her heart beat faster. Her hand clenched into a fist as she stared at the redhead. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know what they say-&amp;quot;&lt;br /&gt;
&amp;quot;-about Freya don&#039;t you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyra sat up and looked at the twins. No, that wasn&#039;t quite right - they were The Twins. &lt;br /&gt;
&lt;br /&gt;
Lyra glared sullenly at The Twins and waited, but a sidelong glance that gave them an uncanny mirroring of one another was all the response she got. &amp;quot;No, what do they say?&amp;quot; she asked, exasperation finally getting the better of her. &lt;br /&gt;
&lt;br /&gt;
Alpharia grinned wickedly. &amp;quot;They say she fucks like a wolf-&amp;quot;&lt;br /&gt;
&amp;quot;-because she fucked a wolf, you know,&amp;quot; Omegan finished, her twin&#039;s wicked grin presenting itself in stereo across her lips. &lt;br /&gt;
&lt;br /&gt;
Lyra felt the intense blush crawling up her cheeks and setting her ears on fire. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, you didn&#039;t think any of the boys-&amp;quot;&lt;br /&gt;
&amp;quot;-who go to this school could possibly-&amp;quot;&lt;br /&gt;
&amp;quot;-manage to catch her interest long enough-&amp;quot;&lt;br /&gt;
&amp;quot;-to survive a night in the sack with her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyra was getting dizzy from looking back and forth between the two short haired students. &amp;quot;Well, it&#039;s not like there aren&#039;t rumours about you two, you know,&amp;quot; she replied, her blush making her snippy. &amp;quot;From what I hear you still sleep....in...&amp;quot; Lyra&#039;s eyes had gone wide and she was looking up and behind The Twins, who looked at her in confusion. &lt;br /&gt;
&lt;br /&gt;
A dark shadow had gown behind the twins and they seemed to realize it just as a low, heavy growl emerged from the darkness behind them. They slowly turned, their hands dropping away from each other, but it was too late.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SHADDUP!&amp;quot; roared Freya, her thick red hair flying as she grabbed the twins by their necks and whipped them around, taking them both off their feet and putting them in individual headlocks, one under each arm. Lyra nearly toppled backwards out of her seat at the whirl of legs and arms as the twins squeaked in dismay. Small, firm hands and a heavy grunt behind her told her her Watcher had caught her balance for her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I WOLFING DO NOT WOLF WOLVES!&amp;quot; roared the irate athlete, causing laughter to ripple through the room. The Twins made strangled noises, and Lyra noticed - due largely to their awkward position - that their panties followed the same reversal scheme as the rest of their clothing did. Unlike the glimpse she&#039;d gotten of Freya&#039;s panties, there was no surge of....well, whatever it was.&lt;br /&gt;
&lt;br /&gt;
What the hell that meant, she wasn&#039;t sure she wanted to know.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bah!&amp;quot; Freya unceremoniously dropped the blue-faced twins, who lay on the floor gasping. &amp;quot;Come on,&amp;quot; she muttered at Lyra, who clenched her fists. &amp;quot;Let&#039;s go get some coffee before the next class.&amp;quot; She growled menacingly at the twins one last time, who looked at each other with wide, bloodshot eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah I think I&#039;ll....&amp;quot; she started, and then blinked as Freya turned those dark eyes on her. A flutter went through her chest and she swallowed. &amp;quot;....get something with less caffeine this time&amp;quot; she finished lamely, not willing to risk Freya&#039;s anger. &lt;br /&gt;
&lt;br /&gt;
Freya relaxed. &amp;quot;Cool. Hurry up.&amp;quot; Freya grabbed her book bag in one hand and slung it over her shoulder, despite the fact it was at least twice the weight of anyone elses in the room. The twins propped themselves up on their elbows and grinned up at Lyra as she stood, her Watcher clambering up onto her shoulder.&lt;br /&gt;
&lt;br /&gt;
Alpharia smirked and lifted her other hand, spreading her pointer and index finger and miming a licking motion between them, while Omegan held an invisible object in her free hand and bobbed her head while pressing her tongue into her cheek rhythmically. Lyra harrumphed and straightened her skirt, her cheeks reddening as she followed the redhead out of the room, hating the fact that she could be teased about everything by anybody and ignore it all...unless it involved her would-be best friend Freya. &lt;br /&gt;
&lt;br /&gt;
She wasn&#039;t sure if she hated Freya or liked her, but one thing was for sure - the idea of Freya doing anything like THAT wouldn&#039;t be coming out of HER mouth ever. She wasn&#039;t suicidal....&lt;br /&gt;
&lt;br /&gt;
==A Day With Dirk==&lt;br /&gt;
&lt;br /&gt;
The blaring alarm roused Cora from her sleep. She yawned and rubbed her eyes before sleepily slipping out of bed to turn it off. No sooner did she switch the alarm off then a shout sounded from across the room followed by a loud slamming noise. &amp;quot;FFFFFFF-&amp;quot;  Dirk shouted from his bunk. Cora jumped in shock and swung around. Dirk was sitting on the top bunk and rubbing his head. &amp;quot;Dirk! What&#039;s wrong? Are you okay?&amp;quot; She asked, catching her breath and trying to calm herself. He panted and turned to her slowly, his forehead and torso glistened with sweat. Unlike his sister, Dirk was an athletic type. His body was muscular and he was even part of the boxing team. &amp;quot;Wha? Yeah I&#039;m fine. Just a nightmare.&amp;quot; He said, rubbing his fingers up his face and through his hair. &amp;quot;What was it about? Was it the same one?&amp;quot; Cora asked as she approached the bed. &amp;quot;Yeah. Same shit, different day.&amp;quot; he said, regaining his composure. &amp;quot;Maybe you should talk to dad about it, I think it might help. I&#039;m not trying to pressure you but I&#039;m worried about you.&amp;quot; Cora said, genuinely concerned for her brother. &amp;quot;Oh Emperor, not this again. Just leave it alone.&amp;quot; Dirk said defensively. &amp;quot;I&#039;m just not sure that it&#039;s normal to have a re-occurring dream about mutating into some hulking tentacle monster Dirk!&amp;quot; She retorted. Dirk smiled, reached over the side of the bunk and patted Cora on her head. &amp;quot;I&#039;m fine. I have you to talk to about it. But if we don&#039;t move, we&#039;re going to be late for school.&amp;quot; he lept from the top bunk gracefully.&lt;br /&gt;
&lt;br /&gt;
Cora nodded in agreement and gave Dirk a hug before leaving the room. He looked into the mirror and rubbed his eyes. He took a moment to make faces at himself before heading off to the shower. He spent longer than usual just letting the water hit his face after washing his hair. Physically, Dirk felt pretty invigorated. Mentally, not so much. As he turned off the water, he heard a pounding at the door. &amp;quot;Come on Dirk. They&#039;ll be here any minute!&amp;quot; Cora shouted through the door. Finally he sprang to life and hurried out of the shower. Corax was sitting in the living room in his favorite chair, reading as usual. Dirk rushed into his room and threw on his usual attire of black jeans and a matching t-shit. He made sure not to leave behind the wristbands and scarf Cora made for him. More often then not, people harassed him for his sense of style but he was never one to really bother with other&#039;s opinions of him, at least not anyone who didn&#039;t matter to him. He grabbed an open text book off of his desk and snapped it shut before rushing out into the living room. Cora was already waiting for him. Dirk smiled as Corax looked up from his book. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have a good day at school kids. Dirk, you watch out for Cora.&amp;quot; He said calmly. &amp;quot;Daaaad! I&#039;m not a helpless little girl you know.&amp;quot; Cora protested. &amp;quot;Yeah but you have to worry about all kinds of douchey guys teasing you.&amp;quot; Dirk added with a sly smile. Cora turned to him and narrowed her gaze. &amp;quot;What about you!? You have to worry about all those trashy girls.&amp;quot; Cora exclaimed. &amp;quot;Nah, I&#039;m not a brain-dead fuck-head. You don&#039;t have to worry about me catching anything.&amp;quot; Dirk said before bursting into laughter. &amp;quot;DIRK! Watch your language young man! There is no need for those kind of words in my house or anywhere else.&amp;quot; Corax interjected, lightly pounding his fist on the arm of his chair. Dirk nodded and wiped the grin off of his face. &amp;quot;Alright dad I&#039;m sorry.&amp;quot; Corax stared at Dirk with an angry look on his face. Dirk cleared his throat and gave a goofy smile to try and make his father smile. Corax was not amused.&lt;br /&gt;
&lt;br /&gt;
A horn sounded outside causing Dirk and Cora to turn their heads towards the door. &amp;quot;Dirk hurry up and put your shoes on. That&#039;s them!&amp;quot; She commanded urgently. Dirk looked down at his feet and twiddled his bare toes. &amp;quot;Oh yeah, look at that. I thought I was missing something.&amp;quot; He said casually. Cora opened the door and waited eagerly for her brother. Dirk placed his text book in between his teeth, grabbed his socks and pulled them on as he hopped towards the door. &amp;quot;La-er da-!&amp;quot; Dirk mumbled as he pulled his sneakers on. He swung himself around in a half-circle to face his sister. The bright light stunned Dirk, causing him to throw up his hand and wait for his eyes to adjust. He stumbled down the cobblestone walkway towards Cora and Kiara&#039;s voice. &amp;quot;Yeah I know. Bruce isn&#039;t all to happy about it but dad says that we&#039;re going to alternate.&amp;quot; Kiara explained. Dirk&#039;s eyes finally adjusted and revealed Cora leaning on the Curze&#039;s car. It was a pretty nice ride. Lots of custom parts and a spiffy dark-blue paint job to boot. It was complete with a knarley looking skull with batwings on the hood and even a vanity plate that read &amp;quot;IMTGDBM&amp;quot; whatever the hell that meant. Bruce had a strange style but Dirk had grown fond of it after spending so much time around him. The two were as close as Cora and Kiara were but shared far less similarities. While Dirk was loud, light-hearted and bold; Bruce was quiet, awkward and more than slightly morbid.&lt;br /&gt;
&lt;br /&gt;
With a jogging start, Dirk slid effortlessly across the freshly waxed hood and landed softly on the other side of the car. &amp;quot;Shotgun!&amp;quot;  he exclaimed. &amp;quot;Hey, watch the paint. My dad will kill you if you scratch it.&amp;quot; a familiar monotonous voice rang from the back seat. Cora looked at Dirk angrily but couldn&#039;t find the right words to shout. Dirk chuckled and opened the passenger&#039;s door. &amp;quot;Morning Bruce. Morning Kiara.&amp;quot; he said as he slid into the leather seat. Cora slipped quietly into the back next to Bruce. Bruce was your typical pasty emo/goth kid. He only wore dark colors and he was always somber and quiet. He went the whole nine yards with painted nails, eyeliner thicker than his sisters and black wristbands much like Dirk&#039;s but with that same winged skull on it made by Kiara. &amp;quot;So Kiara, you&#039;re looking awfully beautiful today by the way. Are you single?&amp;quot; Dirk commented. Kiara shook her head and blushed. He&#039;d complimented her every opportunity he got once he discovered that it&#039;s cause her pale face to burn a bright red.  &amp;quot;Dirk! Stop teasing Kiara!&amp;quot; Cora demanded. Dirk laughed lightly before abruptly being strangled. He chuckled and struggled to break the thin plastic string Bruce had looped around his neck. Dirk chuckled and snapped the string with little effort. &amp;quot;Easy! Easy man. I had a rough night.&amp;quot; Dirk said with a chuckle, turning around to face the back seat with a smile. &amp;quot;Nightmares again?&amp;quot; Kiara blurted out. Cora&#039;s eyes went wide for a second before she turned away from Dirk awkwardly. &amp;quot;Oops...&amp;quot; Kiara muttered. &amp;quot;Cora. What the shit? You told her?&amp;quot; Dirk asked, slightly peeved. &amp;quot;It... slipped?&amp;quot; she said innocently. Dirk smiled at her and turned back around. &amp;quot;It&#039;s cool. So Cora wen are you gonna ask him out?&amp;quot; Although he wasn&#039;t facing her, Dirk was grinning wide. &amp;quot;Kiara!&amp;quot; Cora exclaimed embarrassed. &amp;quot;What I never told anyone I swear!&amp;quot; Kiara claimed. &amp;quot;I overheard.&amp;quot; Bruce admitted plainly. Cora covered her red face, embarrassed. &amp;quot;Can we please just go. We&#039;re gonna be late.&amp;quot; Cora suggested.&lt;br /&gt;
&lt;br /&gt;
Kiara put the car into gear and drove down the road, gradually increasing in speed. As a rule of life, Dirk knew that new drivers either drive at snails pace or  speed. Apparently Kiara was the latter type. Dirk, Cora and even Bruce held on for dear life. Kiara seemed calm as always as she ran stop-signs and cut of cars. Dirk&#039;s life flashed before his eyes as Kiara finally rolled into the school&#039;s parking lot and brought the car to a screeching halt. &amp;quot;We&#039;re here!&amp;quot; Kiara announced proudly. The car was quiet for a moment. &amp;quot;Sexy&amp;quot; Dirk finally announced before pushing the door open and hopping out. He quickly surveyed the parking lot to see if any one of note was around. Furia and Ragio were in the corner of the lot smoking by the hole in the fence. Primos, Ultimo, Alpharia and Omegan were all chatting near the flagpole, each twin mirroring the next with subtle adjustments and hand movements. Lastly, Freya and Miranda were walking towards the entrance side-by-side. As he surveyed the lot, the rest of the passengers exited the vehicle. Bruce and Dirk leaned against the car and watched the two girls move towards the entrance. The two stopped and Cora turned to her brother. &amp;quot;Dirk! You&#039;re going to be late!&amp;quot; She warned. &amp;quot;Don&#039;t worry about it. My first period teacher isn&#039;t coming in today.&amp;quot; He said plainly. &amp;quot;How do you know?&amp;quot; Kiara asked, twirling her finger around a coil of her long dark hair. &amp;quot;Oh I know.&amp;quot; Bruce interjected with a grin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ll see you after school then. Don&#039;t take to long or we&#039;ll leave without you!&amp;quot; Cora said, turning and jogging towards the school&#039;s entrance. &amp;quot;Uhm, bye Dirk!&amp;quot; Kiara said with a small wave before chasing after Cora. The two watched their sisters rush off as the warning bell sounded. By now the two sets of twins had disappeared inside and Dirk was alone with Bruce. Furia had also entered the school though it was unlikely she was doing anything scholastic. Ragio had drove off in his hulking truck.&amp;quot;Women drivers, no survivors&amp;quot; Dirk commented. &amp;quot;I think you convinced her that she has a crush on you.&amp;quot; Bruce said plainly. &amp;quot;I think I&#039;ve convinced MYSELF that I have a crush on HER.&amp;quot; Dirk started. &amp;quot;I don&#039;t want your dad to cut me up thought like all her other potential boyfriends though. Plus Cora&#039;d get my dad to brow-beat me until I backed off.&amp;quot; He added. Bruce nodded and the two gazed around in a moment of silence, backs to the car. &amp;quot;Plus you just want to sleep with her.&amp;quot; Bruce stated. &amp;quot;Fuck yeah I do.&amp;quot; Dirk admitted with a slow nod, his scarf blowing a the light gust of wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We better get you inside before you accidentally tan.&amp;quot; Dirk said, pushing himself up off the car with a quick jerk of his body. &amp;quot;I don&#039;t think I&#039;m capable&amp;quot; Bruce stated. The two entered the school and moved past the main office, stopping in front of the cafeteria. &amp;quot;I think I&#039;m gonna go with a power bar today. What do you want? &amp;quot; Dirk asked, peering into the empty cafeteria. &amp;quot;Nothing for me.&amp;quot; Bruce said quietly. &amp;quot;You sure? You don&#039;t want an emo potato?&amp;quot; Dirk asked, smiling inwardly. Bruce leered at him silently. &amp;quot;Emo Potato. You know fries...it cuts itself into little wedges...?&amp;quot; Dirk trailed off as Bruce&#039;s stare continued. &amp;quot;Fine. I&#039;ll meet you in the usual spot during PE. Catcha later Bruce.&amp;quot; Dirk said, pushing open the door and entering.&lt;br /&gt;
&lt;br /&gt;
The morning flew by. Dirk&#039;s first few classes flew by until PE rolled around. Most of the class was already changed and ready by the time Dirk got into the locker room. &amp;quot;Crap. Late again.&amp;quot; He muttered as he hastily changed into his workout cloths; A black muscle-shirt and matching shorts with white stripes going down either side. Dirk strolled into class just as everyone was stretching out and veered towards the dark underside of the bleachers. Casually he leaned against the wall to which they were affixed. &amp;quot;What&#039;s shakin&#039;?&amp;quot; Dirk called out quietly. &amp;quot;Not much.&amp;quot; Bruce said as he lowered himself from the underbelly silently. &amp;quot;Miranda and Freya have been talking about you.&amp;quot; Bruce said quietly, staying in the shadows. &amp;quot;Why do you smell like flowers?&amp;quot; He asked in his usual tone. &amp;quot;What? Oh I had to use Cora&#039;s shampoo this morning...Why the fuck are you smelling me dude?&amp;quot; Dirk responded, puzzled. The two shared a long awkward. &amp;quot;How did you do on your test for AP-Bio?&amp;quot; Bruce asked. &amp;quot;Aced it. Can&#039;t do better then 100%.&amp;quot; Dirk stated, looking out onto the floor and watching his classmates stretch out. &amp;quot;Good. That means I got 100% too. I know I only got the answers to you a few minutes before the test but you were and to memorize them on the spot again.&amp;quot; Bruce added. Dirk just nodded in agreement. &amp;quot;Just as goddamn planned.&amp;quot; Bruce said with a grin. The two then shared a most excellent brofist.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright. I&#039;m gonna run out there once we start laps. I&#039;ll chatcha later Bruce.&amp;quot; Dirk said, watching everyone line up. &amp;quot;Bruce?&amp;quot; Dirk called out. He turned back around only to find that he had vanished again. Dirk was used to his strange behavior but he was always impressed at how quickly and quietly Bruce could vanish. &amp;quot;Alright! Get your asses outside and run some laps MAGGOTS!&amp;quot; A loud and booming voice snapped Dirk back to reality. Coach Kharn was always in a bad mood it seemed. There were rumors of the hulking man involving himself in sports just so he had an excuse to throw kids around during wrestling practice or knock the shit out of them as boxing coach. It was probably true. As the students bantered and began walking out onto the field, Dirk wedged himself into the crowd so not to be noticeably late. The ticking of the sprinklers could be head watering the football field in the distance and It was a bit cooler out since a light breeze had whipped up since this morning. Dirk&#039;s scarf flapped in the wind as the class trudged out towards the track. He took a deep breath as he stepped from the grass onto the track. He let the majority of his classmates pass by him until he spotted Miranda and Freya walking side by side talking. Dirk smiled slyly to himself, adjusted his scarf and trotted up alongside them. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pardon me ladies, I couldn&#039;t help but notice that you were enjoying a nice conversation before I rudely interrupted. What&#039;s up?&amp;quot; Dirk interrupted with his usual grin. &amp;quot;Oh. Good morning Dirk.&amp;quot; Miranda said shyly with a smile, sticking close to Freya. Freya was far less reserved and gave Dirk a hearty pat on the back that caused him to stumble slightly. &amp;quot;Hey Dirk! We we&#039;re just talking about you. What a coincidence.&amp;quot; She said with a chuckle.&amp;quot;Oh yeah? I hope it was something good.&amp;quot; He said, subtly winking as he spoke. &amp;quot;No actually. We were discussing how when you found out that Ragio has been harassing her that you were going to kick his ass.&amp;quot; Freya said with a more serious look on her face. Dirk&#039;s light-hearted smile faded and an angry scowl replaced it. Freya pointed down the track where Kiara and Cora were walking together. Sure enough Ragio was walking besides them, shouting insults and mocking Cora. Dirk wouldn&#039;t have cared if it was him but he was never one to sit by and let people bring down his sister. His fists balled up in rage and he began stomping towards Ragio. &amp;quot;Dirk wait. You&#039;re going to get yourself hurt&amp;quot; Miranda warned. Dirk was no lightweight and had been in fights before but he knew damn well he was nowhere near as strong as Ragio. Ragio was a powerhouse.&lt;br /&gt;
&lt;br /&gt;
Dirk heard footsteps coming up besides him. He glanced over to see Bruce jogging with him. &amp;quot;Aim for his neck, use your scarf to feint and try and kick sand at him if you&#039;re getting pummeled. Kharn won&#039;t be able to resist interrupting for too long.&amp;quot; Bruce suggested. That&#039;s always the way it was. Bruce was always the strategist and Dirk was always the muscle. Sometimes it seemed like Bruce was just pulling the strings but that&#039;s the way their whole relationship was. They walked a fine line between friends and tools for each other. Dirk nodded at the suggestion and broke out into full sprint. &amp;quot;Why don&#039;t you shut the fuck up emo-bitch and butt out!&amp;quot; Ragio shouted, turning his attention to Kiara. &amp;quot;FIGHT!&amp;quot; A voice echoed from across the field right before Dirk made his opening move. A swift kick to the side of the head sent Ragio stumbling towards off of the track and onto the wet field. He sloppily turned to face his assailant when before throwing his hands up to block a second blow. Ragio slapped Dirk&#039;s hand away with ease and delivered a swift left hook of his own to Dirk&#039;s torso with such great force that it sent him skidding through the water grass. &amp;quot;Dirk! Don&#039;t!&amp;quot; Cora shouted from the sidelines. He shrugged off his sister&#039;s protests and remained focused on the fight. Ragio chased after Dirk and delivered a second punch to his mid-section. &lt;br /&gt;
&lt;br /&gt;
Dirk glided along, trying to catch his breath and waiting for Ragio to go for his blowing scarf. Sure enough, Ragio reached forward to yank the scarf but Dirk whipped it away at just the right moment, leaving Ragio wide open to attack. Dirk finally halted himself before lunging forward and slamming his fist into Ragio&#039;s neck, robbing him of oxygen and putting him on the defensive. Dirk followed up with a flurry of punches but only found himself hammering against Ragio&#039;s massive arms he used to protect himself. By now a crowd of students had gathered at the near edge of the track that encircled the field and were shouting all kinds of random profanities and cheers. Ragio regained his composure and answered Dirk&#039;s cheap shot with a vicious strike that caught Dirk right in the mouth and sent him tumbling backwards. No sooner did he roll onto his feet than another blow slammed into his side, forcing him to fall back onto the sandy track. &amp;quot;HOW DO YOU LIKE THAT SHIT BITCH!?&amp;quot; Ragio shouted lept into the air to deliver a lethal knee-drop. The attack failed and instead pounded down into the ground as Dirk rolled away. He was too slow to get however and Ragio began stomping Dirk. He covered himself the best he could but Ragio&#039;s kicks struck Dirk&#039;s mid-section, arms and even his head once or twice. In desperation, Dirk grabbed a handful of dirt and sand and whipped up a cloud with it as he rolled onto his feet, getting some into Ragio&#039;s eyes and blinding him temporarily. &lt;br /&gt;
&lt;br /&gt;
Dirk got in one last good swing before Kharn grabbed him. The final blow knocked Ragio backwards but again failed to take him off of his feet. He was one tough bastard. Khran yanked Dirk back and tossed him back on the ground. Ragio charged but was caught and held back by Kharn. &amp;quot;YOU&#039;RE FUCKING DEAD YOU SUCKER PUNCHING FAGGOT!&amp;quot; Ragio shouted. &amp;quot;GET YOUR ASS INSIDE AND GET CHANGED RAGIO! YOU TOO MAGGOT!&amp;quot; Kharn demanded, shoving Ragio towards the school and pointing at Dirk. Ragio flipped Dirk off and made threatening gestures as he left. &amp;quot;THE REST OF YOU GET THE HELL BACK TO RUNNING!&amp;quot; Kharn roared. General sounds of panic issued form Dirk&#039;s classmates before they swiftly dispersed. Dirk sat there for a moment before Cora, Kiara, Freya and Miranda all ran up to see the damage. Dirk spat blood into the sand, staining it red, and ran his fingers on his busted lip. &lt;br /&gt;
&lt;br /&gt;
Now that he was coming down off his adrenaline he was really feeling the pain and soreness from Ragio&#039;s punishing blows. Blood ran down from his forehead and his mid section was aching from the punishment. Nothing broken but it sure as hell hurt. &amp;quot;Dirk are you okay?&amp;quot; Cora asked quietly, looking down on her injured brother, tears in her eyes. Freya offered him her hand and laughed. &amp;quot;Damn that was some flashy fighting there Dirk&amp;quot; Dirk&#039;s expression changed back to his usual smile before he rolled onto his back and kicked up onto his feet. &amp;quot;Thanks, I try to put on a good show.&amp;quot; Dirk proclaimed as he pat Cora on the head, fighting back the urge to show signs of injury. &amp;quot;I&#039;m fine. He&#039;s not as strong as he looks.&amp;quot; he added. Freya withdrew her hand and punched him in the arm playfully, Miranda hiding behind her. &amp;quot;You&#039;re pretty strong looking yourself. You should work out with me some time Dirk. I&#039;ll spot you.&amp;quot; Freya offered. Dirk laughed and put up his hand in protest. &amp;quot;Maybe. We&#039;ll see how long I get suspended for but when I get back, you&#039;re on. Now, if you ladies will excuse me.&amp;quot; He adjusted his scarf as he spoke and then made extra effort to look dramatic as he walked silently past the girls, back straight and scarf blowing in the light breeze. &amp;quot;Looks like you&#039;re hurting.&amp;quot; Bruce announced quietly. He was standing in the shadow of the goal post but Dirk managed not to jump in surprise. &amp;quot;Sure am. Don&#039;t let anyone know or I&#039;ll look about 50% less cool.&amp;quot; Dirk said with a grin. &amp;quot;Never do, never will.&amp;quot; Bruce responded.&lt;br /&gt;
&lt;br /&gt;
==The Lion and the Fist==&lt;br /&gt;
&lt;br /&gt;
Rogal and Lion elbowed each other hard as they stood near one another, laughing and throwing insults back and forth. Aside from a few other parents and the coach, there were no others around the boxing ring. After a few moments and another elbow, the men parted and moved toward the corners of the ring as their sons approached.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright, Roger,&amp;quot; Rogal said as he clapped his hands down on his son&#039;s shoulders. &amp;quot;You&#039;ve been giving it to him good, but you need to keep your hands up! He&#039;s been giving you one or two in the gut and then abusing your head. You&#039;re a Dorn! You don&#039;t take blows like that from anyone!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the same time, Lion was holding up a water bottle for his son. &amp;quot;What are you doing in there, Thoreau? He&#039;s leaving his head wide open! Before you give me any lip, you have to take advantage of that! Hammer in on him, wait for him to feint and give him the hard south!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All the while, the boys kept amused smiles on their faces and nodded as their fathers spoke. Simultaneously, they said, &amp;quot;Understood, dad.&amp;quot; Both of the huge men grinned and stepped away from the ring as the bell sounded the start of the next round.&lt;br /&gt;
&lt;br /&gt;
Stepping back into the ring, the boys nodded to one another as they stepped back in and laid into each other. Roger landed a few sharp jabs to Thoreau&#039;s jaw, dazing the boy. Before he could press, though, it was returned through a hard right hook into his ribs. The blow brought his hands down and Thoreau caught it, bringing his left hand into Roger&#039;s temple. He staggered for a moment before losing his balance, hitting the mat hard. Thoreau stood overhead, watching his friend as the coach began to count.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Roger! Get up, boy! You&#039;re not done fighting yet!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You obviously don&#039;t know your boy then, Rogal! My Thoreau cleaned his clock!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh really, now? You&#039;re going to say that I don&#039;t know my own son!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s exactly what I&#039;m saying!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The two men continued to shout and fight as Roger slowly made his way back up to his feet as a count of &amp;quot;9&amp;quot; was called.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah. I&#039;m done. Good fight, Thoreau.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Furia&#039;s Failed Date==&lt;br /&gt;
&amp;quot;WHERE IS MY DAUGHTER! WHERE ARE YOU HIDING HER!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The snarling voice of Angron reverberated through the hospital as he crashed through ward after ward, flinging aside those doctors and nurses who dared to stand in his way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FURIAAAAA? FURIA? WHERE ARE YOU?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m here Dad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia leant heavily against the tiled wall, the bandages around her head hiding her shock of hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My God, Furia, what happened to you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angron&#039;s voice trembled slightly, the furious anger draining away in shock as he saw his injured daughter. Furia shuffled towards him, eyes watery, and clasped herself around his leg just as she had when she was just a girl.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh Dad... I was out with Si...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SO THIS IS HIS FAULT! I&#039;LL KILL HIM! I&#039;LL KIIILLL HIM FOR HURTING YOU! WHERE IS HE?! WHEERE IS HEEEE?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He&#039;s through there but Dad, wait! Please!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angron was in a killing mood. He wrenched a cleaver like knife from his boot and stalked towards the dark room where his daughter&#039;s boyfriend was supposed to be. He kicked the door off its hinges and bellowed a challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;YOU CANNOT HIDE, MAGGOT! I AM ANGRON AND I AM... YOUR... death?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The room&#039;s occupant was mummified in plaster casts. Blood and painkillers were pumped into him from gently beeping machines. Angron&#039;s slab like face creased up in confusion until he heard his daughter speak.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We were coming back from the movies. We got... attacked. These gang guys. Wanted money. Guy hit me over the head with a lead pipe while I was whaling on his friend. When I came to, Si was like this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She sniffed and wiped her eyes on the hem of her hospital gown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The witnesses said he kept trying to protect me. He tried to hold them off, but they were much stronger than him. He wanted to make sure I was OK.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angron blinked, uneasy at this sudden twist of fate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How... is he... is he going to be OK?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia&#039;s lip trembled as she tried to hold back the tears, but it was too much. She fell weeping into her father&#039;s strong arms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They... the doctors... they... they don&#039;t kno-o-o-ow!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angron stroked his daughters head and murmered to her gently to calm her down. Anyone who did not know him as his daughter did would have been surprised at the gentility of the monstrous man.&lt;br /&gt;
&lt;br /&gt;
As soon as he had soothed his daughter and directed her back to her own room, Angron made his way outside, stopping only to threaten a doctor with disembowelment if the young man he had just seen did not recover. Outside, he reached into his pocket for a mobile phone and slowly punched in a number with his meaty fingers. He was not raging. He was beyond simple anger. He had crossed deep into the levels of calm fury beyond that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is that Kiara? Hi Kiara. Is your Dad there? I need to talk to him urgently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kurz put down the phone with exaggerated care. He paused, lost in thought for a moment, and then smiled slightly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kiara?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah Dad?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some thing&#039;s come up. I have to go to work. Will you be OK on your own?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;Course. As if anyone&#039;s going to break in after what happened last time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha. Yeah. Good times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dad... I heard uncle Angron on the phone. He seemed... quiet. Is everything OK?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Night Haunter paused uneasily, a razor sharp meathook in hand. He didn&#039;t like to involve his daughter in the family business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you know about a young man named Simon? He&#039;s stepping out with Furia, apparently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, a bit. Didn&#039;t think he&#039;d be her type, but he seems nice enough. Why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He&#039;s in hospital. Furia too. Mugging.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh God.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes. They&#039;re not sure if Simon&#039;s going to pull through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was silence from the den before Kiara spoke again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... Dad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes honey?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t forget your toolbox.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~Later That Night~&lt;br /&gt;
&lt;br /&gt;
The cinema where Furia and Simon had visited was situated down town. The area had gone downhill in recent years, urban decay and crime claiming an area that had once been fashionable. The muggy, humid night air was alive with the thumping bass of loud music and the distant sound of fights breaking out. From his position in the gloomy shadows of an ally, the Night Haunter could sense a thousand different tastes and sensations on the air, from the pungent perfume dancing about a street walker to the acid tang of vomit pooling in a gutter. He could sense the lingering outlines of where Furia and the boy had been, and the fresh young blood spilled on the pavement. But what most interested him was a single delicate scent that teased his sense like the scent summer flower. Fear. Fear, strong and close.&lt;br /&gt;
&lt;br /&gt;
It was but the work of moments to track down its source. An apartment overlooking the street where the mugging had taken place. The fat man inside had clearly been the witness who had seen what had happened. Kurz adjusted his hat, put down his toolbox, and knocked at the door. A nervous voice called out from inside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can think of me as a concerned parent.&amp;quot; said the Night Haunter, slipping off his gloves and examining his claw like nails. &amp;quot;I just want to go over the details of an incident you observed earlier tonight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Behind the door, Kurz heard the sound of shotgun being loaded. He smiled slightly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Go away, man! I ain&#039;t talking to no pig. Back off. I got rights..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, but sir, I&#039;m just a concerned parent. I certainly wouldn&#039;t want any police here. I just want a friendly conversation, that&#039;s all. Is that really too much to ask? Perhaps if I came in...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The door burst open as the fat man came blasting out with the shotgun. The corridor was empty. There was no sign that anyone had ever been there. The man relaxed. Then he heard a mocking whisper in his ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too slow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~Still Later~&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Angron? Yes. Turns out it was the local pill peddler. They were his clients, apparently. Didn&#039;t want the police to get involved, so he was decidedly unhelpful. Hmm? Oh no, he talked to me. Positively babbled. They hole up in an abandoned hotel on first and tenth. You can&#039;t miss it... oh of course. Wouldn&#039;t miss this for the world. You go on ahead, I&#039;ll catch up. A few loose ends to tie up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The night haunter snapped the phone shut and returned to his task.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where were we... ah yes, we were discussing your future. Tell me... do you remember those old anti-drug messages? They weren&#039;t very effective, were they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kurz positioned the nail and raised the huge mallet in his hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You, on the other hand, are going to be a much, much better spokesman. You see, if thing I&#039;ve learned as a parent it&#039;s that if you can&#039;t set a good example...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kurz snarled and brought the hammer came down with a sickening crunch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...you can serve as a terrible warning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~Meanwhile~&lt;br /&gt;
&lt;br /&gt;
In the hospital day room Vulkan and Guiliman sat in front of a flickering television in chairs designed for much smaller men. Guiliman sipped water, the plastic cup seeming comically tiny in his hand. They had been discussing their niece and her boyfriend.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How is he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hard to say.&amp;quot; shrugged Vulkan. &amp;quot;The doctors aren&#039;t telling us anything. It&#039;s serious though. The parents have agreed to let Magnus try and reach him. They wouldn&#039;t do that unless there was something very wrong.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no. Poor boy. How&#039;s Furia taken the news?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not well. Most of the girls are with her now, or on their way. Lorgar and Athena are in the Chapel, praying for the boy with his mother and father. They feel they can be of more use there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;re such a close family.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vulkan shrugged again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s the right thing to do, Roboute. It shouldn&#039;t matter if they&#039;re family, we should care for all who fall protecting the innocent&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I suppose so. On that subject of family, where&#039;s Angron?. It&#039;s not right to leave his daughter&#039;s side at a time like this. Why, if it was Roberta... well, suffice it to say that I would not leave her side for an instant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vulkan shifted uncomfortably.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I... am not sure. Furia says he was here, but he left again. I believe Horus is trying to track him down. You know Angron. He can&#039;t stand sitting still.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hah! Yes, I can believe that. Probably got bored and wandered off, the brute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vulkan said nothing. He suspected he knew exactly what Angron was doing, but the less Guilliman knew of his whereabouts the better. He didn&#039;t approve of his brother&#039;s methods, but he knew for damn sure he wasn&#039;t going to let Guiliman interfere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m going to find Dorn, help him repair the damage our dear brother caused. Perturabo said he was going to do it, but he had to leave suddenly. You coming?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sure. Least I can do, under the circumstances.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus the Red loomed next to the bed as still as a statue, his hand resting on the bandaged forehead of the boy lying there. To a casual observer nothing appeared to be happening, but the thin patina of frost forming on the metal bedstead spoke otherwise. The Cyclops&#039; hidden might was focussed entirely upon the frail figure before him, a last desperate attempt to rekindle the soul of the child that had almost given his life for his niece&#039;s. He was failing. Simon was dying.&lt;br /&gt;
&lt;br /&gt;
Magnus drew himself together and probed deeper. He would not be denied this. He would combat this threat at close quarters. Closing his eyes, the Sorcerer reached out with his astral form and touched the flickering soul of the boy. &lt;br /&gt;
&lt;br /&gt;
Magnus reopened his eyes. The hospital room had disappeared, to be replaced by a twisted and distorted parody of a city street. The sky above boiled as lightning shot clouds scudded high above, red tinted stormlight casting too-long shadows. Across the street a neon lit cinema sign flickered intermittently, advertising a series of violent films. Magnus realised that this must have been the place where Simon and Furia had been attacked, seen through the warped memories of someone who had suffered terribly there.&lt;br /&gt;
&lt;br /&gt;
The psyker was jolted from his reverie by a whispering voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you? You don&#039;t belong here.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Magnus turned, but saw nothing. He spoke gently.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spirit... my name is Magnus. I&#039;m here to help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice laughed softly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too late for that. See the shadows?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The furthest ends of the street were now completely dark., crawling shadows climbing slowly up buildings and shrouding them in cold darkness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They will be here soon. They couldn&#039;t kill them before, so they came back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kill who, spirit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Those two&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At these words, the door to the cinema collapsed into a fine dust that blew away on an ethereal wind. From the darkness stepped Furia and Simon. But just as the street appeared differently here, so too did they. Simon appeared smaller than he did in real life, his features obscured and hard to see, as though hidden by thick fog. By contrast, Furia glowed with red light, somehow more real than anything else here. She looked taller and stronger than she truly did, and more beautiful too. The scars and imperfections that marred her face had melted away, and her smile was not the irritating smirk that Magnus was used to but a beaming grin that lit up her whole face. As he strode towards the couple, the voice spoke in his ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young love. He sees her as so much more than what others do. An ideal. She does not truly feel the same way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For a moment Magnus caught a glimpse of another face beneath the smiling countenance of the girl, one marked by irritation and boredom.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spirit, you know more of this than I do. How did this all come to pass? How did these two come together?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He has long held feelings for the girl. They are of the same age, and of the same class, but she has only recently noticed him. She was failing her assignments, he was tutoring her. She sees this as some kind of reward for his services. He sees it as a date. He will soon tell her how he feels. She will soon laugh. And then...&amp;quot;&lt;br /&gt;
&amp;quot;What spirit? What then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It ends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On the top floor of the hospital, Perturabo heard the voice of his daughter.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dad, people are beginning to ask where you are- why are you building a large bore artillery piece?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because I was asked to by your Uncle Angron, Petra. That is all you need to know.&amp;quot; he said impassively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo worked steadily for another few minutes before becoming aware that the girl had not left.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you require anything else of me, daughter?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, I just... never mind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Speak. Whatever it is you wish to say is clearly important enough for you to waste your time and mine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I just wanted to ask if I could help, that was all. But don&#039;t worry about it, I&#039;ll go back downstairs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Petra was just about to close the door again when she heard the Iron Warrior speak.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is a welding torch in the case over there. Lock that door and come make use of it, please.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Father!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
The Astoria Plaza hotel had seen better days. Once a jewel of a building, its façade of white marble gleaming white and its legions of staff oiling through polished halls with industrious pride, it now squatted in the decaying wasteland of the downtown area. Its magnificent windows were boarded shut and covered with metal grates, its doors barred and its walls covered in gang signs and years of graffiti. Where the rich and powerful had once rested in well-appointed rooms, the gang members of the Six Points Squad lurked. The location gave them a perfect stronghold from which to rule this neighbourhood. It&#039;s only working entrance was heavily secured, and a glimpse through the barred windows into what had been the lobby revealed a killing ground designed to halt a frontal assault in its tracks.&lt;br /&gt;
&lt;br /&gt;
Angron contemplated the building in front of him from a position in the shadows. He had seen the gang assemble for the night, heard the pounding beat of music and raucous voices singing and shouting and smelt the mixed aromas of fried food and strong liquor. Bright light shined from an upper room through the boarded windows. The thugs were enjoying themselves, secure in the knowledge that they were safe. They believed that they were untouchable. They were wrong.&lt;br /&gt;
&lt;br /&gt;
Angron nodded to himself as he finally decided upon a plan. Few of his brothers would credit the berserker with tactical nuance, refusing to see him as anything more than a crude brute. What they failed to realise was that Angron&#039;s simplicity was not stupidity. It was directness. It was efficiency. It was homicidal bravery. Only those who were afraid that they might fail bothered to sneak and hide. A true warrior faced his enemies head on. Angron stepped forward, roared a challenge at the top of his lungs and hefted a parked car into the air. With the guided precision an orbital strike, the vehicle arced through the air towards the upper floor, tearing through glass, metal and concrete as though it were little more than cardboard. While the building&#039;s inhabitants screamed and shouted in alarm, Angron charged forward and began to climb up the wall towards the hole he had made. The assault had begun.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
In the mind of a boy named Simon, Magnus the Red also prepared for battle. The encroaching darkness oozed against fine filigreed walls of frosty white psychic energy, a magical cage of light to hold it at bay long enough for the cyclops to ready himself. The astral spectres of Furia and Simon, memories drawn from events that occurred only hours ago, ignored him completely, engrossed as they were in a pantomime of a conversation.&lt;br /&gt;
&lt;br /&gt;
As Magnus sat on the grey steps behind them, meditating and focussing his energy, the whispery voice came to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why are you doing this? The ending is already written. There is nothing that can be done. These events are mere shadows of what has been already seen and done. Choices were made that can never be unmade. There is no hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wrong.&amp;quot; growled the psyker. &amp;quot;There is always hope. The future is not written. I know it. I know I can save him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Words. They mean nothing. And your walls are already breaking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus felt rather than saw the hammering blows that assailed his defences. Their delicate, frost -like patterns pulsed and glowed as something beat against them. Although the murky shadows denied him the sight of his enemies, he caught glimpses of the foe with his witch sight - cold eyes glinting with baleful intent, the flash of an absurdly sharp knife as it struck the walls holding it back.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Red Man, this is the boy&#039;s nemesis. You cannot fight his fate. This is not your battle. Sooner or later, you will have to realise this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spirit, while I draw breath, I shall not allow this child to die. The doom that comes for him is conjured by his own mind, by his feelings of despair and failure. He can overcome them. He MUST overcome them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus stood and raised his hands, summoning baleful blue fire that burned cold around his fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And I will show him how.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus lowered his defences and charged at the surging shadows.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ohshiohshiohshiohshiohshiiiiiiiiii!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kaz squealed as he fled down the halls away from the devastation. Only twenty minutes ago it had been a perfect night. They had all the drugs, loose women, and, thanks to the mugging of some teenagers earlier that evening, the money to make the night go with bang.&lt;br /&gt;
&lt;br /&gt;
Then the explosion happened. The screams began. Kaz had been in his room entertaining some woman he had picked up in a bar somewhere when he heard the first blast, and the shouts of the first men on the scene. He could remember struggling into his clothes and tumbling after them half-dressed. He heard again Zack shouting something about a car and fires and the horrible gurgling shriek that marked the end of his life. Over and over again he saw himself coming to the blasted threshold of the door and seeing through the smoke and flames the enormous monster seizing his friend, lifting it above its head and tearing him in half. As the blood and viscera rained down upon it, the creature&#039;s eyes met Kaz&#039;s. In their yellow orbs Kaz saw his death. He had run, not even attempting to fire upon it. Whatever the creature was could not be stopped by mundane weapons.&lt;br /&gt;
&lt;br /&gt;
That hadn&#039;t stopped his gang mates from trying though. The sound of gunfire and more screams echoed around the building, as well as the savage roars of the maddened beast charging at its attackers. It was unstoppable. Kaz knew it. His only hope lay in flight. A few people had already tried to leave via the main exit, but had found it blocked from the outside by an iron bar far too large for a man to lift pressed against it. As they had pounded against it, desperate to escape their doom, the monster had come for them. Kaz had heard it coming and had hurled himself into a dark corner, trying with all his might not to breathe out. He was sure that the giant figure had spotted him, but it had carried on past him, swinging an axe with practiced ease as it walked almost casually towards its prey. The men and women at the door had screamed and tried to run, but it was no use. The giant was upon them, hacking, slashing and tearing through them like a hurricane filled with razorblades. Arterial blood sprayed everywhere, painting the walls and floor with sticky crimson gore, the defences that they had erected to keep intruders out now serving to pen them in with their nemesis. The giant had shouted as he murdered them, the booming sound carrying over the slaughter and the gurgles of the dying, crying over and over words that sounded almost distressed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;YOU DID THIS! YOU HURT HER! YOU WILL DIE! YOU WILL ALL DIE FOR THIS!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kaz could not imagine anything that his gang could have done to earn the ire of this beast, and did not intend to stay long enough to find out exactly what it meant. He had a plan. Fleeing through the old service corridors away from the sounds of combat, he headed downwards. There was a back door in what had been the hotel&#039;s kitchen. Kaz had been assigned to bar it shut, but he had never bothered to finish the job. It hadn&#039;t seemed likely that it would ever be a problem. Now, as he ran full pelt through grimy passageways thick with dust, his feet skidding across the wood, he was thankful for his indolence. It was perhaps the only thing that would save him now.&lt;br /&gt;
&lt;br /&gt;
In moments he was on the threshold. He grappled with the door, frantically turning the lock and pulling at the deadbolt. He could hear something coming closer and closer behind him, the roar of the beast accompanied by the regular crash of exploding mortar. The monster was nearly upon him.&lt;br /&gt;
&amp;quot;Please!&amp;quot; he screamed as he wrenched at the handle. &amp;quot;Please, for the love of God open!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a shuddering jolt, the door slammed free and Kaz stumbled forwards onto the night. He tried to get up, but in some dimly understood part of his brain, the young man realised something was very wrong. The rank smell of blood was even stronger out here than it was inside, and the pools of gutter water gleamed scarlet in the fluorescent orange city light. Before he could so much as scream, a huge, dark shadow that eclipsed the light loomed over him. With snakelike speed he was hoisted into the air and brought face to face with a creature from his darkest nightmares. As his overworked heart finally gave out, the ganger just had time to hear a mouth full of sharp teeth whisper into his ear&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Magnus the Red fought in the centre of a howling vortex of psychic energy, his curving sword cutting through the shadowy figures emerging from the swirling darkness. It was an impossible battle. The darkness oozed around him, the amorphous shapes clinging to the memory of the street and forming and reforming as he cut through them. Every ward he threw up was broken or methodically worked around, and even with his prodigious strength at arms, small clawed hands still managed to strike at him. Magnus himself being forced back, ever closer to the two ghostly figures of Furia and Simon. With every step back, the dark creatures harassing him grew stronger and more solid, drawing together to form the shapes of men in heavy coats, clubs dragging behind them. From beneath hooded tops, small white eyes filled with horrible purpose stared unblinking through Magnus at Furia and Simon. Magnus struck at them again and again, but the advance of the shadow creatures seemed inevitable. As another of his blows was thrown aside by length of pipe that seemed to be becoming more real with every passing second, Magnus snarled in anger.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is unnatural! These creatures do not belong here!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are his personal demons, warrior. I told you this. Whether they were always here or only appeared after he fought and lost is irrelevant. They have come for him. Why do you delay the inevitable?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;More importantly, why do you seek to stop me, spirit? Are you with them? Are you responsible for this? Show yourself!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The whispering voice ignored Magnus.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look behind you, warrior. The memories play out. The past becomes the present.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus punched the closest shadow as hard as he could in its hooded face and risked a glance behind him. The conversation between Furia and Simon seemed to be becoming more animated. The irritable face of the girl that the Cyclops recognised appeared on the doll like figure that stood before Simon, and the voices of the teenagers began to be heard growing ever louder. An argument seemed to be in progress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? You and me? Get real.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But... what about tonight? I thought we-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Listen, I was just repaying your favour, alright? I was just trying to be nice. Didn&#039;t think you&#039;d have any stupid ideas about this being a date. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I... I...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The memory of Furia scoffed and spat on the grey pavement, the angelic veil evaporating to reveal the girl as she looked in the real world, flushed and angry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at you. Are you going to cry? Please. As if a weakling like you stood a chance with me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not a weakling!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh yeah? Prove it. Go on. Hit me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? I&#039;m not going to fight you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pfft. Coward. Won&#039;t even fight a giiiiirrrrl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not a coward! I&#039;m not going to fight you because... because...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Go on, say it.&amp;quot; sneered Furia. &amp;quot;Because woo wuv me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The gathering shadows wrapped themselves around the couple, draining all colour from the scene, while the figures continued to argue obliviously.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NO! I... I.... I&#039;m not going to because I like you! I thought there was more to you than just... just violence! You&#039;re not the dumb bully they say you are!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who says I&#039;m dumb? It&#039;s gotta be Big Berta...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, no, I mean...fine. Maybe I was wrong.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah.&amp;quot; said the memory of Furia, a note of sadness breaking through the anger. &amp;quot;Maybe you were.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the girl padded away, the shadows detached themselves from their hiding places and followed her, becoming more solid with every second until they had formed into hulking, night-black figures. Magnus glanced at the shade of Simon shaking and spluttering on the steps, confused as to why his demons had not attacked, but the sound of grating voices speaking in harmony drew his eyes back to the figure of his niece. As one, the dark creatures began to harass the girl.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HEY GIRL. HEY RED. WHERE ARE YOU GOING RED. COME BACK. WE JUST WANT TO TALK.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;COME ON, DON&#039;T BE LIKE THAT RED. A LITTLE RESPECT DIDN&#039;T HURT NOBODY. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get out of my face.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OR WHAT?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Or this happens&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia&#039;s fist arced around and slammed into the face of one of the creatures, the inky matter splashing apart before it was reabsorbed by its fellows.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OOH. FIGHT. FIGHT. FIGHT. FIGHT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creatures attacked as one, the distinct shapes of individual thugs melting into one another in a shifting mass of dark limbs and grinning teeth. Furia fought well, but her blows did little damage, the mass of the emergent creature shifting and swirling about her. First one shadowy tendril struck her, and then another and another. The girl was forced back, but refused to give up, lunging forward with murder in her eyes. But she was not the warrior her father was. She was struck from behind and tumbled to the ground. The dark entity engulfed her like an ocean wave and she was soon lost from sight in the mass.&lt;br /&gt;
&lt;br /&gt;
As Magnus moved to intervene, the shade of Simon howled and charged past him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leave her alone!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature (or was it creatures?) shifted and looked at the boy with dozens of half-formed eyes, grinning teeth emerging from the smoky darkness to smile menacingly. Magnus knew that this was the pivotal moment, the moment this entire dream quest had been building to. The boy faced his own demons, the manifestations of his own guilt and despair for being unable to save his friend, but alone he would surely fall. Alone he was powerless to resist. He needed help. He needed allies.&lt;br /&gt;
&lt;br /&gt;
Magnus the Red pulled the strands of his power together and sent out a single message into the aether as he charged forward. Two words with enough force behind them to register to even the bluntest mind.&lt;br /&gt;
&lt;br /&gt;
FURIA. COME.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The remaining gangbangers ran screaming toward the top floor. Only three had survived the events of the night so far, among them the leader, a man named Wayne. Wayne had been busy getting drunk when the screaming had first started, but had sobered up with lightning speed when he saw the blood.&lt;br /&gt;
&lt;br /&gt;
It had been awful. Nothing had prepared him for the scene of carnage which he had found in the now deserted state room. Some had died when a car had somehow crashed through the windowed facade of the upper room, their bodies instantly pulped by the hurtling metal and the jagged spears of broken glass. They were, perhaps, the lucky ones. The survivors had been torn apart as though by a frenzied animal, blood and gore spattering the decaying plaster of the walls. Someone had been able to fire off a shot from their pistol - the weapon had been crushed through the man&#039;s chest. The beast that had done this had then slunk off deeper into the building leaving a wide trail of blood and viscera.&lt;br /&gt;
&lt;br /&gt;
As Wayne stumbled away from the horror, his terrified mind filled only with the thought of escape, the laughter began. Soft at first, but growing louder by the moment, the sinister chuckling seemed to come from all directions at once, a rough, ugly sound that no human throat could possibly have produced. The laughter was soon joined by a delicate scraping noise dancing just at the edge of perception, the sound of a long knife brushing delicately across concrete.&lt;br /&gt;
&lt;br /&gt;
Wayne had fled upstairs, away from the screaming, away from the mad laughter. He had rallied a few of his men on the way, the small group dazed and confused by the sudden attack. Two had been sent back the way he had come, and told to shoot anything that moved. They barely had time to scream before they were attacked, but Wayne didn&#039;t care. Escape was the only thing on his mind. Perhaps if he could get onto the roof, he could somehow get away! Only one more flight of stairs to climb and he was free! As if sensing the flicker of hope blazing in his heart, the building echoed to the bestial roar of the monster. Wayne shrieked and shoved the gang members with him out of the way, knocking them to the hard floor in his panic.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No! They won&#039;t get me! They won&#039;t!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wayne didn&#039;t listen to their howls of pain and betrayal as he burst through the skylight door, bracing it shut with a beam of rotting wood. It wouldn&#039;t hold for long, but if he was lucky it wouldn&#039;t have to. The edge of the roof was so tantalisingly close, and beyond it was a wrought iron fire escape. He could do it! He could escape this nightmare!&lt;br /&gt;
&lt;br /&gt;
It was at this point Angron came through the floor. Exploding through the aging concrete and timber as though it were nothing more than a papier-mâché shell, the World Eater roared to the night sky a bellowing shout of furious exultation. He had found his prey. The Primarch&#039;s massive fist clenched around Wayne&#039;s throat and hoisted him bodily into the air. The gang leader found himself looking directly into the mad eyes of the hell beast that was slowly choking the life out of him, the blood shot pools of insane, unquenchable hatred boring directly into his soul. He heard the door behind him shatter and an awful, frightening voice speak.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brother, wait...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As he slipped into unconsciousness, the voice continued.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;re not done with him yet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Magnus fought with all his might to reach Simon, but it was no use. The unnatural shadows resisted his every effort, and for every one that he cut down another two replaced it. The spectral form of Simon fought bravely, but his soul light was guttering and failing as blows rained down upon. Magnus knew that the boy&#039;s physical body was failing as his soul died. Nothing could stop it. The despair and guilt over his failure to protect the woman he loved was overwhelming him, the psychic wounds murdering him as surely as if they came from real bats and blades. The circle of life and light around the boy diminished faster and faster until he was just a vibrant splash of colour in an endless void, using the last of his strength to shield his memories of Furia from the onslaught.&lt;br /&gt;
&lt;br /&gt;
Then the heavens opened.&lt;br /&gt;
&lt;br /&gt;
A shaft of light, pure and brilliant, broke through the darkness like a pillar of fire to burn the shadows away. The dark creatures shrank back, disorientated and confused at this turn of events, white eyes blinking at one another and clacking jaws gibbering softly. Simon too seemed confused that the assault had suddenly stopped, looking up warily and taking the momentary respite to better cover Furia. Magnus concentrated all of his psychic power on the light, focussing and strengthening it. It was hard to bridge the two worlds like this, even with help from the other side, but the Cyclops would not be defeated. His efforts did not go unrewarded, and Magnus rejoiced as he heard the words he had hoped to hear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get off me you fat bastard. And take your damn hands off there unless you want &#039;em broken.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...Furia? You&#039;re alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No shit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I thought... I saw you..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah well, you know, takes more than that to take me out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia sat up, the ghostly memory form becoming more solid and more real with every passing moment. She smiled.&lt;br /&gt;
&amp;quot;And I had help, of course.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She stood, helping Simon to his feet, and grinned in anticipation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So what do you say - ready for round two?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Pain. So much pain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wake-wakey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That voice. That terrible voice. Almost instinctively Wayne tried to flinch away from it, but found himself unable to move&lt;br /&gt;
&lt;br /&gt;
&amp;quot; Don&#039;t struggle. It won&#039;t do you any good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wayne finally opened his eyes and gazed up in horror at the two giants looming above him. He was on his back, tied down tightly by sturdy chains. The larger of the two giants crouched down on its haunches and leaned down so that it could whisper directly into the young man&#039;s ear, its hot breath stinking of raw meat and coppery blood.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any last words?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why are you doing this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because you hurt my family. Because you hurt an innocent. Because I was born to destroy filth like you.&amp;quot; The creature paused before continuing gleefully. &amp;quot;But most of all because I really enjoy it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The blood soaked giant stood and nodded to its companion, who pulled what looked like a gigantic pistol from the folds of its clothes. Wayne shut his eyes and begged for mercy, knowing that it wouldn&#039;t make any difference. A shot rang out, followed by a hissing shriek. Wayne blinked. He was still alive, and the giant killers had vanished. It was only he breathed a shuddering sigh of relief that he saw the smoky trail of the flare lighting up the night sky above him.&lt;br /&gt;
&lt;br /&gt;
Across town, Perturabo smiled.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As one, Simon and Furia attacked the darkness, soul light building around them and chasing away the shadows. Magnus heard a voice behind him hiss in his ear.&lt;br /&gt;
&amp;quot;It won&#039;t work! He will fall soon enough, warrior. Maybe not today, but soon, and he will drag down the rest of you with him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus snarled in response and blasted ever more power into the aether.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Begone spirit!&amp;quot; He roared. &amp;quot;Enough of your lies! Go back to the void and trouble us no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a shriek, the shadows disintegrated, flying apart and burning up like scraps of paper caught in a fire. Magnus approached Furia and Simon and put his arms around them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Miranda, it is done. Bring us home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus awakened from his trance, shards of ethereal ice cracking and steaming off him as his body came back to life. Furia sat opposite him holding Miranda&#039;s hand, gazing intently into Simon&#039;s face for any sign of life. Long minutes passed. Then, just as Magnus was beginning to lose hope, the boy&#039;s eyes flickered open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re ok!&amp;quot; shouted Furia&lt;br /&gt;
&amp;quot;I am?&amp;quot;&lt;br /&gt;
&amp;quot;Yes, my son.&amp;quot; said Magnus, stroking his hair with paternal affection. &amp;quot;It was touch and go for a moment there, but we brought you back.&amp;quot;&lt;br /&gt;
&amp;quot;Thank you.&amp;quot;&lt;br /&gt;
&amp;quot;Don&#039;t thank me, thank Furia. She fought for you, just as you fought for her.&amp;quot;&lt;br /&gt;
&amp;quot;Really... but I...&amp;quot;&lt;br /&gt;
&amp;quot;Oh shut up and kiss me.&amp;quot; said Furia.&lt;br /&gt;
&lt;br /&gt;
As the two kissed, long and deeply, the whole hospital rumbled to the sound of an explosion.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What the hell was that?!&amp;quot; said Roboute.&lt;br /&gt;
&amp;quot;Sounded like it came from the roof. Come on!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primarchs, doctors, nurses and even some patients were soon on the roof of the building. There they found Perturabo sitting in an oversized folding chair, smiling contentedly as Petra scurried about lighting huge fireworks covered with black and yellow chevrons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perturabo... what are you doing?&amp;quot;&lt;br /&gt;
&amp;quot;I knew Magnus would do it. I thought a celebration was in order.&amp;quot;&lt;br /&gt;
The Iron Warrior paused, a flicker of doubt passing almost imperceptibly across his face.&lt;br /&gt;
&amp;quot;The boy is alive, correct?&amp;quot;&lt;br /&gt;
Vulkan raised an eyebrow and made to respond but was interrupted by Guiliman.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look! Down there, the city is burning! Vulkan, come, leave him&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vulkan and Guliman left swiftly, but the Salamander&#039;s primarch paused at the doorway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perturabo... what did you do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Me? I did nothing. And you should go. I imagine that fire is spreading quite fast now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When the two had left, Perturabo called Petra over and helped her onto his huge lap.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank you daughter. You did very well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank you Papa.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Together they watched the night explode with coloured flame and listened to the wail of sirens.&lt;br /&gt;
&lt;br /&gt;
==Dean Yarrick and Furia==&lt;br /&gt;
The crowd of high-schoolers parted as Dean Yarrick strode through the hall. Simply his scarred appearance with crude prosthetics would scare most, but in this school it was much more. Rumors about what he had been doing in the army, that he was a Commissar and had no regret to murder anyone for order in his school. At the same time, people respected the discipline that followed and Yarrick’s absolute faith in it so much it spread to them as well. In fact he never needed to take to any disciplinary actions, since all the students respected and feared him.&lt;br /&gt;
&lt;br /&gt;
Well… Almost all.&lt;br /&gt;
&lt;br /&gt;
As he exited the school building his large evil-looking eye scanned the yard before fixing on Furia who was standing talking with Hana, leaning on her motorbike. He fixed his eyes on the delinquent and roared on top of his lungs, a roar that would have sent greenskins crying to whatever they could muster instead of mommies.&lt;br /&gt;
&lt;br /&gt;
“FUUUUUUUUURIIIIIAAAAAA!”&lt;br /&gt;
&lt;br /&gt;
The entire hall was silent. The smarter students skulked away to their classes&lt;br /&gt;
&lt;br /&gt;
The delinquent girl&#039;s eye twitched. She balled her fist so hard it went bright red. She slowly turned round to face Yarrick, and Hana, realizing what was about to happen, covered her ears. Furia inhaled deeply. So deeply that Hana thought that the breath would last for hours. With a bellow that would kill a grox, that would shake mountains and destroy souls, Furia released.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HOW MAY I HELP YOU TODAY, SIR?!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yarrick&#039;s face contorted into a mask of sheer rage. Furia looked around, then looked Yarrick straight in the eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m fucked, aren&#039;t I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yarrick nodded. He was so red she thought that his head would explode. He was quiet when he next spoke. It was slow, drawn out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In my office. Now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia spun round to face the assembled students who hadn&#039;t run away already, and she adressed the crowd as a doomed revolutionary might.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Know that I died a martyr, and keep my memory in your hea-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yarrick yanked her collar before she could finish.&lt;br /&gt;
&lt;br /&gt;
Hana smirked as she watched Yarrick drag Furia away. She imagined it as a funeral procession. As Furia was dragged round a corner, Hana gave her a quick salute.&lt;br /&gt;
&lt;br /&gt;
==A Morning With Furia==&lt;br /&gt;
&lt;br /&gt;
“Another day, another... FUCK... who knows; some sort of graaa... Fucking waste of my time, thats what it is”, thought Furia groggily as her morning alarm blared from her bedside.  Squinting against the growing light, she rolled over onto her face and slapped at the offending machine.  The tenacity of the alarm added to her growing frustration, boiling it over into a pure hatred of Thursday mornings.  She spun herself over again and slammed her right hand into the clock.  Plowing through its flimsy plastic and aluminum body, her fist crunched the data control medium against the hard, cherry-wood nightstand, silencing the morning messenger forever.  The young woman held her hand up over her face, fingers spread.  The pure light of dawn glittered as it caught in the droplets of blood gathering in the myriad of small cuts that opened as skin met cogs and circuitry.&lt;br /&gt;
&lt;br /&gt;
Pretty... &lt;br /&gt;
&lt;br /&gt;
Like rubies...&lt;br /&gt;
&lt;br /&gt;
The color of the wildflowers that grow alongside the house...&lt;br /&gt;
&lt;br /&gt;
Thoughts that drifted across her mind, but would never leaver her lips.  After a moment&#039;s musing, she brought the injured hand to her mouth.  The cupric blood tasted sweet on her tongue as it flicked into each wound to clean them.  She bit down gingerly and pulled out a shard that had embedded itself into the back of her hand. &lt;br /&gt;
&lt;br /&gt;
Nothing serious...&lt;br /&gt;
&lt;br /&gt;
Minor, not even...&lt;br /&gt;
&lt;br /&gt;
Trivial...&lt;br /&gt;
&lt;br /&gt;
She spat the nib of plastic out onto the floor of her room and let her hand flop down to the side of her bed.  After a few scouting pats, it returned victorious; clenched around a crumpled card-stock box.  She tilted the box to her mouth and a hand-rolled lho-stick slid out invitingly.  The familiar weight on her lips and send of cut tabac leaves helped soothe her sparking nerves.  Its mission complete, her hand dropped to the side again and let the container fall back to the floor.&lt;br /&gt;
&lt;br /&gt;
Fuck...&lt;br /&gt;
&lt;br /&gt;
The bedclothes were completely disheveled; scattered, pooling on the floor, and tangled about the sprawled limbs of the bed&#039;s occupant.  The bed itself was nothing special: a low, sturdy, metal frame of burnished brass with a squat arch of bars at the head and foot.  The mattress and pillow, while both extra-firm, provided the proper support where necessary in order to facilitate quality, medically restful sleep.  Such was only to be expected when one wished to maintain the peak physical and mental awareness needed for optimum combat efficiency.  Besides, soft beds are for pussies.  The pillow-cover and bedsheets were both made of 100% cotton that was dyed a brilliant crimson.  Darkened and faded only slightly by use, they gave the illusion of sleeping in a pool of blood.  The comforter on top was white with blue trim, adorned by the heraldry of The Emperor&#039;s own World Eaters Legion.  Though thin, it was quite warm; replacing fluff with survival grade insulating fabric.  The bed would have appeared stately had the owner cared to make it more than once it a while..  Instead, the daughter of a Primarch simply slid the bedding off of herself as she stood, tangles and all, before unceremoniously dumping them on the foot end of the mattress.  &lt;br /&gt;
&lt;br /&gt;
Furia stretched as she arose, the blue and white stripes of her midriff exposing top and low cut shorts rippling along with the sinew of her tall, athletic frame.  Her undergarments/sleepwear were comfortable, flexible, breathable, and insulating.  Similar to the ones she wore as part of her training kit, but lighter, lacking the compressing elastic, and with admittedly less fabric.  She would be ready for a fight, even if  caught with her pants down... so to speak.  &lt;br /&gt;
&lt;br /&gt;
A quick scratch of the flank, a tousle of bed-head inflicted hair and a few steps off to the bathroom to start her morning routine. &lt;br /&gt;
&lt;br /&gt;
Teeth... check. White, check.  Gargle and rinse, ... …. … check.&lt;br /&gt;
&lt;br /&gt;
Hair... FUCK!&lt;br /&gt;
Furia glared at her reflection.  The red dye was fading and sandy blond streaks began to crisscross through in her choppy, boyish hairstyle.  “Note to self, buy more dye.” She pondered which color to try next, but only for a moment before continuing to the next step.&lt;br /&gt;
&lt;br /&gt;
Body...  Cursory once over to check for blemishes and to note the healing of the latest round of scrapes... All good, check.&lt;br /&gt;
A small wave of pride washed over her as she looked over the lean muscle structure of her arms and legs, at her sleek torso, and defined abdominal muscles that would make even Victoria jealous.  Would it even be possible to make her jealous, jealous of muscles?  “Snobby bitch,” Furia muttered as her eye twitched; anger rising as her thoughts turned to Fulgrim&#039;s beloved daughter.  “I bet the slut can&#039;t even open a jar of legume paste by herself.”  Furia shook her head to dismiss the irritating thoughts of that... scandalous tart.  As much fun as it was to direct her rage at a classmate, it really wasn&#039;t getting anything done.&lt;br /&gt;
&lt;br /&gt;
Last Step: Sniff test... Results dismissed.  Gym class is early today.&lt;br /&gt;
&lt;br /&gt;
Clean enough for now, the girl trudged back into her bedroom and shed her undergarments, tossing them at her bed.  A nondescript pair of hiphuggers went on underneath black bicycle shorts.  The spandex athletic wear was as much for utility as an act of defiance against the school uniform.  Furia grumbled to no one in particular, detailing the manner of execution she would enact upon the designer of the regulation pleated blasphemy, as she fished a skirt out of a pile and fixed it to her waist.  She slid a wide, black leather belt though half of the loops so that it sat slanted upon her hips.  A large, chrome-plated Imperial skull icon adorned the front as a belt buckle.  “Not even Dean Yarrick can complain about this one,” she gloated , as if the holy symbol was a ward against the accursed dress code.  “Oh, I thought it was an appropriate display of piety sir.”  She slipped on a a sport-bra, still laughing with irreverent mirth.  The regulation white button-up shirt and red tie came next, with the top two buttons left undone and the tails left untucked.  The black boots she donned barely passed the dress code, but they did a wonderful job of covering up the pink and black skulls on her not regulation socks.  Lastly, she clasped a slim metal choker around her neck.  Furia was not much for jewelry or cosmetics, but the studded brass collar was one of her dearest treasures.  &lt;br /&gt;
&lt;br /&gt;
Books, papers, and regulation uniform jacket alike were stuffed into a worn, black, canvas rucksack and dragged down a flight of stairs and into the kitchen.  Furia&#039;s father, Angron, the illustrious Primarch of the World Eaters Legion, was out in the field training (read: terrorizing) the new recruits and wouldn&#039;t be back for few standard days or so.  His absence was nothing new and as usual, he had left a messily penned note plastered on the fridge. &lt;br /&gt;
 &lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
DEAR HONEYSCRUMBLEMUFFIN,&lt;br /&gt;
&lt;br /&gt;
Out for the week.  Gotta put the meat through the grinder.  Leftovers in the fridge.  And do your fucking homework for fuck&#039;s sake!  I&#039;ll punt your ass right through the Cadian Gate if I gotta read another fucking letter about lack of EFFORT!&lt;br /&gt;
&lt;br /&gt;
XOXOXO&lt;br /&gt;
&lt;br /&gt;
LOVE,&lt;br /&gt;
&lt;br /&gt;
DADDY&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Angron&#039;s “Little Schnookims” growled with suppressed rage as she opened the walk-in refrigerator, it&#039;s mere presence reminding her of that sappy nickname.  She filled a container of stew from a 3ft deep cauldron and packed it in her bag along with a loaf of dark bread.  Leftovers, in the Angron household, meant that the barracks&#039; cook had made extras.  The thick soup present this week had everything but the scullery sink in it; meat, tubers, legumes, vegetables (read: rabbit food), synthetically derived vitamin based nutrient mass, fungus, more meat... It was everything a growing teen and/or space marine neophyte needed.  And, like any good military food, flavor was a secondary priority and seasoning was achieved with a generous helping of “Vulkan&#039;s Red Hot”.  &lt;br /&gt;
&lt;br /&gt;
Furia&#039;s mood brightened considerably when she left the house.  Rucksack over one shoulder and leather jacket over the other, she followed the stone slab walkway towards the motor shed.  If there was a silver lining to a school day, it was in the transit.  A few wildflowers had managed to leave the woods and take seed at the edge of the pavement.  Spring was in full swing again.  The ”shed” was a small, private motor-pool that housed Angron&#039;s personal vehicles, as well as the equipment needed to maintain them.  However, one area was reserved for Furia and her very own pride and joy; Gorechild, a massive crimson motorcycle that was truly like none other.  Three standard years ago, Uncle Kharn returned from battle literally dragging the wreck of an ancient assault-bike back with him.  Having long admired the similar war machines of her father&#039;s legion and those of the great Primarch Khan, the brash young teen decided that this pile of twisted metal would be hers.  And so Furia, together with her father, Uncle Kharn (really such a nice guy), and a few eager adepts from the World Eater&#039;s motor-pool, rebuilt the bike into the glorious beast it is now. &lt;br /&gt;
&lt;br /&gt;
Furia gently taxied the monstrous motorcycle out onto the pavement, kicking the shed doors shut behind her.  Fingerless, black, leather gloves complimented her boots and jacket.  She swung her leg over her mighty steed and slid on a racing helm, matching red with a tinted visor.  Checking over the dials and intoning the proper rites, she awoke the the machine spirit of Gorechild with a brush of fingers over the activation rune.  The bike roared to life, it&#039;s engine humming like the blade of a chainaxe as she eased it out along the road.  The biker girl progressively tilted her body into a racing crouch against the fuselage as she increased speed.  The motor&#039;s vibrations pulsed through her in increasing frequency until machine and rider melted into one.  With a sudden howl, Furia and Gorechild broke into a gallop towards the battle of youth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 Minutes Later...&lt;br /&gt;
&lt;br /&gt;
Furia was quickly nearing the Guilliman manor, where the class president Roberta Guilliman lived.  She could see that stuck up goody goody in the distance, waiting patiently for the bus.  A devious smirk grew hidden under her tinted visor as she edged the motorcycle along the other side of the road.  Roberta&#039;s shriek was heard for blocks as Gorechild and his tamer blazed past, the wind shear from it&#039;s passage briefly billowing the prim and proper girl&#039;s regulation skirt up for all to see.&lt;br /&gt;
&lt;br /&gt;
WHITE!&lt;br /&gt;
&lt;br /&gt;
==Angela&#039;s flight==&lt;br /&gt;
&lt;br /&gt;
Sleep wasn&#039;t coming. Angela knew it. Sleep hadn&#039;t come to her in nearly three nights, and it was beginning to catch up to her. She smiled as effortlessly as ever with Victoria, and even managed to laugh through her asinine jokes at Lupercal&#039;s expense. But then, that&#039;s why she did it.&lt;br /&gt;
&lt;br /&gt;
Opening the doors to the balcony of her loft high in the spires of Terra, Angela looked down at the planet below. Skycars and bulk lifters flitted through streets and thoroughfares above the ground, and she could hear the din of humanity normally abated by the sound-blocking armorcrys of her windows. Armorcrys, they thought it would protect her, from the myriad things lurking out there in the night. She knew what awaited her...what wanted her, hungered for her. Angela would never let it have her, but she vowed she would do everything she could to tempt it.&lt;br /&gt;
&lt;br /&gt;
Angela felt a breeze come from outside of the towers, swept up in gulf currents so ancient that they may have been formed centuries before even her greatest father was conceived. She then cast another glance at the windows. Their paltry protection meaning so little to her. She may as well have been nude in the open, compared to what awaited. She let the gossamer of her nightgown fall from her shoulders. Angela feared no voyeur, as none existed from her perch high on the tip of the spire. She was alone up here. Completely alone. She slipped on the sculpt-formed bodyglove as if it weren&#039;t there, its every curve molded to her physique. Looking over the starline of lights stretching below her, she felt small, and inescapably sad that, as bright as those lights were, she could never be with them from here. Could never touch them. Could never...she leapt.&lt;br /&gt;
&lt;br /&gt;
For a young girl to leap from her spire in the dead of night was sadly no strange occurrence within the Imperium, in fact it seemed to happen with an unpleasant regularity, albeit it was because they were joined by countless other lost souls. It was unusual, however, for these so-called suicides to then gain momentum and begin moving horizontally.&lt;br /&gt;
&lt;br /&gt;
Angela twisted and flexed, using her lithe muscles as counterbalances and ailerons. In the same fluid thought cursed her father for not blessing her with his full vestigial wings, and pitied the Astartes who had to make jumps without even her diminished physical attributes. Then again, she had always found their style to be rather graceless, simply leaping from point to point without any semblance of nuance or precision. While she was by no means and skillful as her father, she could fly veritable circles around anyone else with her pack. It was a miracle of design, forged on Mars by the Fabricator General himself. It was a specially-crafted jump pack that blew air that did not burn through her wings, giving her the control she would have had naturally, had she been born as her father had, while giving her a similar element of speed. At first, when she received the gift, she thought it was a wonderfully selfless thing. Years later, she surmised it was likely because the old mechanical lecher probably still had functioning biological remains. Pushing that aside, she dived into the morass of the city below.&lt;br /&gt;
The city was teeming with activity, as the planet always was. Busy with the continuation of the grand Imperium of Man. Always a chauvinistic term, she thought, and wondered why her great father, as wise beyond measure and devoted to equality as he was, had decided on such a luridly masculine title for his empire. As she juked and spun between passing skycars, she let the question fade, realizing that he always had a satisfactory answer to every question she had ever asked.&lt;br /&gt;
&lt;br /&gt;
Angela asked herself as she felt the wind whip against her face. Why couldn&#039;t she rest? What was keeping the deep caress of sleep from reaching her? Would great father know? Certainly he had to. Just as she ruminated over dodging Adeptus Custodes flak fire to speak with her primogenitor, a shriek startled her back into the real world.&lt;br /&gt;
&lt;br /&gt;
Angela dove down, following the origin of the yell with her enhanced hearing. It was a familiar voice, albeit through the filter of screaming. She peered down. There, in one of the alleys interconnecting the numerous skyports overlooking a data collection manifold, was a man, nearly into his sixties, standing over the knocked down form of...her heart nearly burst in her chest. Angela swooped down, her neural links to the pack nearly fusing as her mind sent one message over and over: faster.&lt;br /&gt;
&lt;br /&gt;
The man smelled of liquor and guilt, as if he knew what he was doing was wrong, but was either too inebriated or too dumb to care. He cast a rolling glance at her, through blurry eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You. You got a pretty face. You&#039;re next after cutie down here,&amp;quot; he gestured with his thumb to the downed form of the girl who looked like...she charged.&lt;br /&gt;
&lt;br /&gt;
The man would have had no chance of stopping her even if he was sober. As it was, there was no challenge at all in what she did. A quick stab to his throat with the tips of her fingers silenced him. As he reached for it, her outstretched palm collided with bridge of his nose, shattering it, and sending shards of pain through him that no amount of liquor could dilute. She could have killed him then, right there, but opted not to. For doing what he did to who he might have, this man was going to pay. He charged at her, his liquid-fueled bravado cutting through the blistering pain. She ducked each wild blow as if they weren&#039;t even coming towards her, like a fighter whose opponent was bribed beforehand to throw the match. Angela stepped back, each blow missing wide, but forcing her away to avoid the man&#039;s tumbling girth. She heard the girl yell about the edge of the port, and how she was coming dangerously close to it. Perfect. She cast a quick glance behind her to gauge the distance she had left to go and, dodging four more poorly aimed punches, grabbed the mans wrist mid-swing, like a dancer, and spun him around, trading postions...and her position was on the edge of the port. She held him, the thin patina of grease on his wrists causing the the material of the bodyglove to slip. He began pleading, through the blood and bone. Swearing to never to do it again, swearing on every relative the bastard likely never knew or had. Angela tilted her head and let the man see the girl on the floor, see what he had done, what he was about to do, and let him fall. Angela heard him scream until he passed through the cloud cover.&lt;br /&gt;
&lt;br /&gt;
Angela then sprinted back to the girl and picked up her chin which was blue from the beating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is...&amp;quot; the name caught in her throat. The girl was the same height, weight, size, and even had a similar voice to the person she thought the girl was. But it was her face. While her girls&#039; face had eyes that were widely set apart, like planets preparing to collide, this girl&#039;s eyes were narrowly set and bloodshot.&lt;br /&gt;
&lt;br /&gt;
Foolish. Utterly foolish, Angela thought, for someone with their lineage to be beaten around by some plebian drunkard? It was inconceivable, but she&#039;d gone anyway, gone looking for... she stopped. As she looked in the eyes of the girl she had saved, who was blubbering incessantly about thanks and praises she would give to her, Angela clasped the girl tightly, shutting her up. She leaned down to the girls ear and whispered, &amp;quot;thank you.&amp;quot; The girl said nothing, too stunned by recent events to create a response.&lt;br /&gt;
&lt;br /&gt;
As Angela powered away, back to her spire in the lonely skies, she understood why she couldn&#039;t sleep. She wanted something. No. She needed someone. And she was going to get it, before the thing in the dark got her. &lt;br /&gt;
&lt;br /&gt;
As the servants opened the door to Angela&#039;s room, they found an open back door, a worn bodyglove, and Angela resting comfortably in her bed.&lt;br /&gt;
&lt;br /&gt;
==A Day With Isis==&lt;br /&gt;
&lt;br /&gt;
Isis moved through the halls of Imperator Junior High, ducking and weaving through the rows of plasteel lockers, ducking low whenever one of the Administers or their ubiquitous servoskulls flittered by. Five minutes late, of all the bad luck. She&#039;d anticipated having to help Hana with her broken moped, but hadn&#039;t expected the thing to nearly explode on the both of them. Hana herself was already in class, having the great fortune of having her opening classes on the other side of the school. Isis wasn&#039;t so lucky. She heard the tolling of the bell as she entered the reinforced adamantine doors, its sound as lyrical as a funerary dirge. It might as well have been if... she turned. Someone was watching her. Smelling the almost overpowering scent of exotic perfumes and unguents, Isis rolled her eyes as Victoria, belle of Imperator High, rounded the locker she was using as ad-hoc cover.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well well, if it isn&#039;t the golden girl? You&#039;re gonna be rust when Ahriman finds out you aren&#039;t on the roll. Oh,&amp;quot; she said with mock worry, &amp;quot;whatever will daddy think? I&#039;d think he&#039;d practically turn to heresy when he finds out.&amp;quot; What Victoria didn&#039;t realize was that Isis was smiling. And not at her. Feeling a creeping sense of being watched, she spun on her stilettoed heels and beheld and awe-inspiring sight. The man that stood before her was as close to a god as can be imagined, an image of glistening purple and gilt edifice, more the image of a statue than a living person. But as beautiful and well-crafted as the armor was, it was a trifle compared to the figure beneath. He was fair skinned, and white haired, like a passing winters breeze. It seemed to shimmer and flow as if being caressed by the kiss of an unseen wind. The man, as far departed from humanity as he was, was upset. The scowl on his face marred the otherwise perfected features of his visage. Leaning down, a seemingly titanic feat for a being as large as him, he said with a voice as clear as springwater,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Victoria. What WOULD daddy think?&amp;quot; Victoria&#039;s features were riddled with fear, a fear that made her look as ugly on the outside as Isis knew she was within. &amp;quot;To your scholam. Now.&amp;quot; Fast as lightning, Victoria faded from view. &amp;quot;And you, child?&amp;quot; Isis bowed respectfully.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Mr. Fulgrim, sir.&amp;quot; The patrician features of the man changed from a condemning scowl, to a smile so large and genuine, that she had trouble believing that the same face was capable of instilling terror in Victoria, a girl with a heart as cold and frigid as Freya&#039;s favorite drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see now why my brother speaks of you so highly. Off with you now.&amp;quot; He gestured with his massive gauntlet, and Isis ran, making good speed to Professor Ahrimans lecture. From an unseen shadow, a hand reached out and patted Fulgrim on his shoulder pauldrons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brother, you need to watch out for your Victoria. I feel she&#039;s heading down a dark path.&amp;quot; The primarch registered the voice as Corax&#039;s, lord of the Raven Guard and his brother.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, I know, you and Vulkan give me no end of grief about her. Perhaps she needs a spanking...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fine...but what about punishing her?&amp;quot; Fulgrim turned and saw a wide, toothless grin on Corax&#039;s face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s not funny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the contrary, brother, it&#039;s hilarious.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isis looked inside the scholam. Professor Ahriman was lecturing to the class with his back turned, discussing something about the principles of Warp telemetry. Perfect, she thought. Isis recalled the more useful lessons she learned from Cora about sneaking into class without Ahriman suspecting. Which words had hard consonants to click the doors lock on, which ones he droned on to mask the sound of the hinge. Paying painful attention to Professor Ahriman&#039;s words, more closely than she did during normal sessions, she noted, she waited for the perfect words...and opened the door. It was just as Cora had told her. Waaarp. Professor Ahriman took forever saying it. She wondered why sometimes, but at the moment she was more worried about getting into her seat before Professor Ahriman...looked straight at her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good to see that you weren&#039;t taken by Orks, Ms. Isis. I trust you have a...wonderful explanation for your tardiness?&amp;quot; Isis gulped. Deep. It hit the back of her throat like a bolt round. And it slid down like ancient sludge, worse than Morticia&#039;s cooking. The class was looking at her, though some, Furia being a prime example, were too caught up in other entertainments to be bothered. Sweat, like droplets of liquid nitrogen began to build on her neck, and she stammered, trying to concoct a reasonable answer. She wished that Miranda were here to slip her something telepathically, but she had classes elsewhere. Just as Professor Ahriman was opening his vox to the Principals office, a whir of augmetics entered into the noise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Professor Ahriman?&amp;quot; It was Farah.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Ms. Manus?&amp;quot; he asked, off-put by the declaration.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Isis was late because Hana&#039;s moped exploded on them...again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; he said, the vision slits in his helm beginning to burn with a light blue flame, &amp;quot;and how would you know about...oh.&amp;quot; and noticed she was twiddling her fully mechanized hands and playing with her pink hair, making sure to flick it away to give the professor a good view of the cybernetics underneath.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well then, I suppose it&#039;s alright then. However, Ms. Lupercal, the next time altruism such as that comes across your mind?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Professor?&amp;quot; The blue flames erupted into novae of black and red infernos.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DON&#039;T!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The rest of the class was mercifully short. Isis made a mental note to get the lecture from Farah when the bell tolled. It wouldn&#039;t be much of a request, she considered, since Farah was as much a walking cogitator as well as one of her best friends. The locker hall was a sprawl of activity as the girls grabbed their gear to leave. Isis noticed Tanitha and Cady talking about how badly dressed Valhilda was, and was about to intervene when the freezing chill that only seemed to come by when Victoria was around settled across her like a black frost.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You got lucky, big shot. Lucky and that&#039;s it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, watch yourself, golden girl!&amp;quot; That snow turned yellow when that nasal voice hit her ears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Still following Victoria around like a little puppy, Petra?&amp;quot; Isis turned around and saw Victoria&#039;s little posse. Angela, Athena, Kiara, Petra, and Morticia were standing there, waiting patiently for Victoria&#039;s go-ahead. Petra was now Mechanicum-red with anger, and had a vein that looked like it was going to shoot off her bandanna like it was a taut rubber band. The others were giving her snide looks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now now, girls, remember: royalty must stay in it&#039;s place.&amp;quot; Isis was growing tired of this catty banter.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, just because my dad got titled with &#039;Warmaster&#039; doesn&#039;t mean I&#039;m any better than anyone else.&amp;quot; Victoria cast her a confused look.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who says I&#039;m saying anything about you?&amp;quot; she flicked her hair and lifted her chin to drive the point home. Isis felt like she wanted to kick that perfect chin of her&#039;s so hard into her skull that she&#039;d have dreams about her own teeth. That&#039;s when she felt a gloved hand around her shoulder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These skanks bothering you, Icy?&amp;quot; It was Furia, and was Isis relieved to hear her sultry voice...and smell her lho-breath&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I, um, well that is...&amp;quot; Furia cut her off and nodded beside either row of lockers, and four other girls walked in, making a cordon of sorts around Isis. To her continued relief, she saw Venus, Hana, Farah, and Cora, arms crossed, take their positions beside Furia. Victoria&#039;s smug demeanor evaporated, replaced with incandescent anger.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, I see Squad Ugly is reporting for duty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right,&amp;quot; Furia replied, flexing the leather of her gloves. &amp;quot;Girls, I wonder how pretty that face would look with a nose dislocated in five places?&amp;quot; She pointed straight at Victoria while the others laughed slowly. Victoria&#039;s face reddened.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I...uh! A lady wouldn&#039;t be caught dead engaging in streetfights like some trashy brawler. Girls, let&#039;s find somewhere decent to spend our time,&amp;quot; and began walking away. Furia cupped her hands around her mouth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The city dump&#039;s a nice start!&amp;quot; To which Morticia replied with some very...un-ladylike hand gestures.&lt;br /&gt;
&lt;br /&gt;
Isis was happy to see Victoria and the rest of her ilk leave. She wasn&#039;t so happy to see Furia and the rest of them staring at her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? What is it?&amp;quot; she asked, her concern genuine. It was looking as if she had gone from bad to worse.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My dad&#039;s not too keen on yours getting gramps&#039; attention.&amp;quot; This was acknowledged by a small chorus of &#039;yeh&#039;s&#039; and &#039;uh huhs&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mine either,&amp;quot; Cora piped in. &amp;quot;Tactical brilliance like that, and he gets put aside just like V and Farah&#039;s dads? Not looking so good for you, Isis Lupercal.&amp;quot; They were closing in on her. Isis was almost beginning to backpedal, when she lost her footing and fell, the rockcrete cold against her flesh. Something wasn&#039;t right about this, and she knew it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Girls? I thought you were...&amp;quot; and that&#039;s when she noticed it. Hana, who up until that moment was as las-focused as the rest of them, let up an imperceptible crack in her frown, like a hairline fracture running through marble. As Isis concentrated on it, Hana noticed and began to chortle under her breath, her ruse seemingly undone. The rest of them began to emit stifled laughs, until, at last, Venus, copper skinned and ebon haired daughter of the Forgefather, let out a deep, cathartic laugh that spread like a virus to the rest of them. Isis tried to join them, but felt like she&#039;d walked outside of a Gellar Field for a moment, as if all semblance of sanity had swallowed a laspistol. Furia waved her hand to try and regain some order from the cackling bunch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, hells, Isis, we were just messing with you!&amp;quot; and she let out her hand to help her back onto her feet. &amp;quot;We don&#039;t really care about your dad getting the promotion, we just wanted to see if that would work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And it did, didn&#039;t it?&amp;quot; Hana said, her coat almost black from oil stains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You thought this up, Farah?&amp;quot; Isis asked, her demeanor easing up in light of the joke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey Farah? How did you know about Hana wrecking her moped?&amp;quot; She smiled and cocked her head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you mean? I made it up, silly, you don&#039;t mean to say...&amp;quot; she stopped and cast a long glance at Hana, who was busy tenting her hands and staring anywhere but at her. Her pistons nearly cracked as she clenched her steel fists.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What. Happened. To! That! MOPED?!&amp;quot; Steam was almost literally escaping from Farah&#039;s ears and Hana was about to bolt, no pun intended, for the door, when the distinct sound of a match striking a box and the acrid scent of sulfur entered the air. Furia lit up her lho and released a rough circle of smoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aw, come on, girls, it&#039;s Friday, and I&#039;m not about to knock you two out over some little mixup with some dumb bike.&amp;quot; Both of the girls were preparing to disembowel Furia over the insult to Hana&#039;s well-maintained piece of mechanical excellence, when a wheezing screech blared above them. A maintenance servoskull blared above them&lt;br /&gt;
&lt;br /&gt;
+FIRE HAZARD. ALERT FIRE SUPPRESSION TEAMS+ &lt;br /&gt;
&lt;br /&gt;
And the water ejectors activated, dousing the lot of them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well,&amp;quot; Venus mused, &amp;quot;at least bathing&#039;s not on our worry list anymore.&amp;quot; Everyone looked deadfaced at her.&lt;br /&gt;
&lt;br /&gt;
The sun was bright outside, or at least as bright as it could be through a fog of thousands of years of nuclear winter and global warming. The girls, now drenched, waved each other goodbye for the moment as their lifters came to escort them back to their homes. Cora&#039;s sleek, jet black escort darted in from seemingly nowhere and took her before she could even say her goodbyes. Venus was then whisked away by a transport that looked like not even gramps himself could put a dent in it. Farah left in a similar transport, although her chauffeur was hardly as human as Venus&#039; was. Hana almost had to jump to catch her transport, a blur of bone white and red marks. &lt;br /&gt;
&lt;br /&gt;
While Isis and Furia waited, the air grew pregnant with conversation. Not wanting to continue the awkward silence, Isis chimed in.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Furia?&amp;quot; The blazen-haired girl in the messed-down shirt flicked her spent lho-stick to the floor and stamped it down with her iron-toed boots.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, Icy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thanks for helping me back there. It&#039;s good to know I&#039;ve got friends like you when it&#039;s really important.&amp;quot; She let out a ghost of a smile, as if the genuine expression were alien to her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t think about it, Icy. It&#039;s a good sign of a friend when...&amp;quot; she was cut off by a blare of a horn. Like something primal cut loose from a cage of eons. Like a death scream that never ended. Suddenly, like a blazing dagger, a jetbike swooped down, nearly crushing Isis, who was saved only at the final moment by Furia, who tossed her to the side. As she picked herself up, she was met by a leering, horned face that spoke of unrivaled brutality and horror. Fortunately, it was just a helmet. The helmet spoke, with a voice that came from a throat that must have swallowed molten copper a second before.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She&#039;s cute. What&#039;s her name?&amp;quot; Furia clicked, and got the helmet&#039;s attention.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eyes here, Kharn, she&#039;s off-limits, got it?&amp;quot; The helmet moved, if with some reluctance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, yeah. Hop on, babe, we&#039;ve got us a party to crash over near Sicarus.&amp;quot; Furia looked at her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Kharn, I&#039;d promised the girls I&#039;d visit them this weekend!&amp;quot; The helmet spoke again, this time with threat pure and unfiltered in its&#039; voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sicarus, Furia. We&#039;re visiting Sicarus, understood? Now...get on.&amp;quot; The helmet&#039;s arms patted the extra seat that seemed to materialize from nothing behind him, although the seat itself looked just about as uncomfortable as the helmet. Furia gave Isis a glance, with what almost looked like a tear welling up in it. She seemed to almost say something when that horn, like dying angels and cackling devils, blared out and silenced any further communication.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sorry, Icy, I gotta go. Sicarus, y&#039;know?&amp;quot; Isis didn&#039;t respond as she saw Furia ease herself onto the painfully spiked seat and wrap her arms around the helmet&#039;s torso, with no small amount of reluctance. It sped off in a trail of flame, and disappeared behind some Munitorum complex. Isis barely had time to register this, when a modest, grey transport hovered nearby, its&#039; doors sliding open with a comforting hiss of hydraulics. As she entered the lifter and felt the pressure of takeoff, she then felt a hand, massive and callused, but soothing and supporting at the same time, pat her on the head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Father,&amp;quot; she said, with a twinge of disorientation, &amp;quot;school is a weird, weird place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Test==&lt;br /&gt;
&lt;br /&gt;
Professor Ahzek Ahriman, former first captain of the Thousand Sons, master of the manipulation of the Great Ocean and now one of the foremost scholarly minds in the Imperium, quietly read through the test on Warp Storms he had planned for that afternoon’s lesson. A long time before he remembered telling a Remembrancer that when the Great Crusade was over, he and his fellow Thousand Sons would retire to write scholarly texts and memoirs and make fine wines. He still made fine wines; his wines were famous across the Imperium even if he hadn’t been back to his groves on Prospero for many years. No, at the personal request of his Primarch he was now a teacher, an instructor for the up and coming minds who would govern the Imperium in the future, and for nineteen of those minds in particular.&lt;br /&gt;
&lt;br /&gt;
He remembered back to that meeting, shortly after the great triumph at Angelus on the very rim of the Galaxy, when the Great Crusade was finally declared over. The Primarchs now had new, more unintended problems to face above and beyond the end of the Emperor’s Crusade. &lt;br /&gt;
“Ahriman, now more than ever we need minds who will train the next generation of leaders, those who will govern my Father’s empire when the memory of the crusade fades from the forefront.”&lt;br /&gt;
“My lord, I know the real reason you want me to be teaching there. How is she doing by the way?”&lt;br /&gt;
&lt;br /&gt;
Magnus turned away, and when he spoke again it was with emotions that Ahriman had never thought possible for a primarch to have.&lt;br /&gt;
“Have you ever held something in your arms, and found it to be the most precious thing you have ever found, so precious you would willingly lay down your own life to protect it?”&lt;br /&gt;
Taken aback, Ahriman answered. “Sir, I wouldn’t know and if I may speak frankly?” &lt;br /&gt;
&lt;br /&gt;
“Granted.”&lt;br /&gt;
&lt;br /&gt;
“I’m still amazed the Emperor gave you and your brothers such a boon.”&lt;br /&gt;
A deep, bass chuckle rolled up from Magnus. “Ahzek, always the one to question. To be honest, I have no idea either. My Father never gave mention of his full designs; I think he may have planned this all along, something to keep us occupied with no more wars to wage. Certainly I think it will do Angron, Mortarion, the Lion and Kurze some good to have someone to care for...” &lt;br /&gt;
&lt;br /&gt;
He stopped, noticing the way Ahriman was staring out over the cold, dead pyramids of Angelus. “If only Ohrmuzd was still here, to see this day. He’d have been so proud of how far we’ve come, how much we’ve done.”&lt;br /&gt;
“That dear Ahzek, is why you must teach those to come about what we sacrificed to give them this victory, this perfect new world. They will need to know about the dangers we faced, we still face. Those who forget the past are doomed to repeat it, remember?” That evening, he set out for Prospero with the Legion, and a few months later, set out for the new Scholum built in the shadow of the Imperial Palace that was the last time he had seen many of his friends, Phosis T&#039;kar and Uthizzar. They bade him farewell, T’kar joking about the hell he was about to throw himself into. If only he’d heeded T’kar’s advice…&lt;br /&gt;
&lt;br /&gt;
The bell rang, snapping him out of his reverie. Sighing, he picked up his Hequa staff, a relic of his service in the XV Legion, and began to set the tests down upon the desks. They would be here soon, and he needed to be prepared. He wished he had a bottle of his wine with him, for he feared he’d soon need it. When he had first started, near fifty years ago, he had never expected that it would be such hardship, and when the daughters arrived, it became a whole lot worse. He didn’t regret his choice, he was doing a valuable service and his Primarch was proud of his efforts. But it was still hard work, and dealing with the nineteen was always an adventure…&lt;br /&gt;
&lt;br /&gt;
A second bell sang out, and a few seconds later the doors slammed open as the students came in. he noticed Miranda giving him a little smile as she entered. Just like her father, that one. They got on very well together, she often staying long after school to learn from Ahriman’s personal library, or else hear tales of her father’s exploits in the Great Crusade. If there was one he was truly fond of, it was her. &lt;br /&gt;
Behind her was Roberta, another top student and the very epitome of her father, the great Roboute. Fortunately she never inherited his somewhat inflated ego, preferring to help, not to lead. The true leader walked in next, looking somewhat relieved. Ahriman didn’t blame her. Isis had a bad habit of coming in late to too many of his lessons, infuriating not only him but also her father. Ever since that incident when he was wounded on Davin, he tried to ensure that everyone knew about the dangers of the Great Ocean, and he invested heavily in his daughter. Isis was very much like her father, charismatic and a natural born leader. Certainly there was a bright future for her.&lt;br /&gt;
&lt;br /&gt;
Old Iron Gloves was next. When it came to the study of the Great Ocean, Farah had several failings in Ahriman’s eyes. Farah was too technical minded, she grasped the mechanics but couldn’t quite grasp the metaphysical impossibilities of the Great Ocean. However she was a good student, and he liked her direct way of doing things.&lt;br /&gt;
Behind her was trouble, plain and simple. Furia was nothing but a headache, that one. She was too much like Angron, used her head rather than her brain. Freya was the same, both were the daughters of the most uncultured, vicious of the Emperor’s sons and they inherited that trait in full. He was glad he had Yarrick’s office on line two, for he feared he might need it before the day was out. He was quietly relieved that she didn’t have one of those Fug-awful Cigarettes with her; she knew how he hated the stink of them. She sat down like a drop pod from orbit, and he was surprised the chair still held.&lt;br /&gt;
&lt;br /&gt;
Breezing in, with Petra, Athena and Morticia in tow, her own little circle of fans, for lack of a better word, was Victoria. As beautiful, perfect and vain as her father Fulgrim. To most of the girls, she appeared to be cruel and cold hearted. But he could see past the façade, and knew that deep down inside her was a part of her she shielded from plain sight, a piece of her only her father and Grandfather ever got to see. If the others knew what he knew, they wouldn’t be so quick to judge.&lt;br /&gt;
More and more flowed in. Angela, Venus, Athena and Lyra joining the expanding class. Two pale, dark haired females came in joking to one another. Cora and Kiara. Those two were practically inseparable, the two almost mirroring each other with their, what was the term? Emo, a strange phrase if ever there was one, behaviour. He didn’t quite understand what it was all supposed to mean, but he didn’t try to anyway. You could understand more about the Great Ocean than you ever could about females of their age.&lt;br /&gt;
&lt;br /&gt;
Finally everyone was in place, and Ahriman addressed them.&lt;br /&gt;
“Right. Before we begin, I must block off the room from the Waaarp, so none of you will try cheating again.’ As he said that he stared straight at Furia, who returned his stare with one of angry amusement. The last time he had been forced to call upon the Great Ocean to keep her from starting a fight. That had got him a very angry message from Angron, and he’d rather not ever get another one of those. “If you please…”&lt;br /&gt;
He hefted his Hequa staff and began a complex series of movements, chanting the higher ennumerations as he did. A psychic block to prevent any form of cheating. He still felt slightly miffed that his powers which once smote enemies all across the galaxy from Aghoru to Heliosa were now reduced to this. However he had to smile as the students watched his every move with astonishment. Even Furia couldn’t take her eyes off his fluid movements.&lt;br /&gt;
&lt;br /&gt;
Finally he finished, and hefting his Hequa Staff, he addressed them.&lt;br /&gt;
“Now Class, as you all should know today we have our test on the effects of Waaarp Storms on Realspace.” &lt;br /&gt;
A slight smile crossed his face as he saw Cora’s discomfort. Once again he felt glad that he still wore his helmet, although he suspected Miranda knew exactly what he was doing.&lt;br /&gt;
“I trust that you have all studied long and hard.” Yes, rub it in why don’t you. “Now begin!”&lt;br /&gt;
Inwardly he cringed. He could never get used to the term ‘Warp’. It felt like an artificial word that could not contain the true majesty and mystery of the Great Ocean.&lt;br /&gt;
&lt;br /&gt;
For nearly an hour there was nothing but silence, along with the scratching of mnemo-quills. For once, everything went well, no hint of cheating, tampering or trying to worm out of it. Even Furia was busy staring furiously at her paper as the mnemo-quill tore across it with lightning speed. After his latest report to her father, Furia was actually doing some work for a change, her slipping grades taking a turn for the better. Ahriman could only guess at the confrontation that must have happened between Angron and Furia, and even that guess made him wince.&lt;br /&gt;
Already Miranda sat back, a small smile on her face and her test completed before her. Ahriman didn’t need to check to know that she would get yet another A+ from him.&lt;br /&gt;
A few minutes later both Isis and Roberta were also done, and one by one the others finished. As the clock ticked on the final few still yet to finish became more and more worried, Cora and Morticia in particular.&lt;br /&gt;
Finally the bell rang, and straight away the silence was shattered by the scraping of chairs and rustling of paper as everyone hastily packed up and exited. Cora scribbled down several last second sentences before exiting with Kiara. He hoped for her sake those final sentences would boost her score a bit.&lt;br /&gt;
&lt;br /&gt;
As she left, Miranda looked at him, and words bred inside his mind, asking if he was staying late that evening. He shook his head regretfully. Replying in the same manner, he told her he now had thirty tests to mark, and that would take all night. However he was free tomorrow and he had finally found his untranslated copy of a book on Enuncia, the ancient language of magic. What he didn’t tell her was that her father had given it to him after Angelus as a going away present. She waved at him as she left, and his heart soared. He now understood somewhat about what his Primarch had meant that cold day on Angelus, as the celebratory fires burned into the night, and the Crusade faded into history.&lt;br /&gt;
&lt;br /&gt;
Once everyone had gone, he began to type out his report on the lesson, knowing that his master and his brothers read the reports regularly, keeping tabs on their daughter’s behaviors even when they were offworld. And many of them were offworld. Angron was wiping out a Greenskin Waaagh!, Mortarion was training a new levy of troops on Barbarus and the Warmaster was engaged in trade talks with the Interex, a race he had established contact with near the end of the Great Crusade. Finally he finished, picked up his Hequa Staff and books and turned to leave. As he left he turned and smiled as an idea came unbidden into his mind. If he truly wanted to teach them about the Great Ocean, why shouldn’t he show them first-hand its true face, the true danger and beauty facing them? Mulling over that thought and how he could make it work, he left the room in darkness.&lt;br /&gt;
&lt;br /&gt;
==The Field Trip==&lt;br /&gt;
&lt;br /&gt;
Professor Ahzek Ahriman stood before the principal, mentally prepared for the storm that was about to come. He had researched and planned for this for several months, ever since the idea came into his head after a long day at work, but he also knew it would be a long shot.&lt;br /&gt;
“Professor Ahriman, I have my gravest doubts about this.”&lt;br /&gt;
&lt;br /&gt;
“Sir, with all respect I was instructed by my Lord Primarch to teach them about the dangers of the Great Ocean, and what better way to do it than to show them the single most important example of how powerful and deadly it can be?”&lt;br /&gt;
“A field trip to the Eye of Terror? The single most dangerous place in the entire Imperium? After what Eldrad and the Eldar told us about it? I fear Professor Ahriman that you must have lost your mind.”&lt;br /&gt;
&lt;br /&gt;
“Sir, I have made all the necessary checks. We will use a powerful Nullship to keep us shielded from detection, and we will have an entire company of Grey Knights along with us for escort. I am the third foremost human expert on the Great Ocean; I know what I am doing.”&lt;br /&gt;
“There’s still a gargantuan risk that I will not be prepared to take. Imagine what the Primordial Annihilator would do if it could get its hands on one of the daughters of the Primarchs? The Maelstrom has none of the risk attached; surely it would be a better plan to go there.”&lt;br /&gt;
“They need to know sir. Knowledge is power, and if it wasn’t for Eldrad then we would never have known until it was too late. Can you imagine if the Primordial Annihilator had turned one of the Primarchs?”&lt;br /&gt;
&lt;br /&gt;
The Principal grimaced. “I admit that is a truly scary proposition. Fine, you will have to talk it over with the Emperor and the Primarchs, but you have my blessing. But if anything happens to them, it will be on your head. Got me?”&lt;br /&gt;
“Understood.” Ahriman turned away, hiding the look of triumph. And yet as he left, a cold chill crept up his neck. Was he truly doing the right thing, trying to show them the face of the great foe that they were forever opposed to? And would they truly be safe from the temptations of the Great Ocean?&lt;br /&gt;
&lt;br /&gt;
To be Continued...when I get the time&lt;br /&gt;
&lt;br /&gt;
==Tales of Victory==&lt;br /&gt;
&lt;br /&gt;
Professor Ahzek Ahriman cleared off his desk, and smiled as he pulled out the bottle of wine. It was one of his own wines, M31.260 vintage, one of the best known wines across the entire Imperium. He had been waiting for it for several months, and the latest bulk hauler from Prospero delivered. He felt it would be good company for his afternoon plans, and the tale he was about to tell.&lt;br /&gt;
Today was another of his customary afternoons with Miranda, and today he promised to tell her about the Great Triumph at Angelus, where the Great Crusade was finally declared over, and the Primarchs returned to their homeworlds and the surprises waiting for them there. She had been begging him to tell her that tale for many months, and only now had he finally relented.&lt;br /&gt;
He poured himself out a goblet of Wine, removed his Helmet and slowly sipped as he waited for 1600 hours to arrive.&lt;br /&gt;
&lt;br /&gt;
A soft tapping sound on the door. Enter! he sent telepathically.&lt;br /&gt;
Miranda cautiously opened the door. “Ahriman?” she said quietly. During these sessions she was allowed to speak to him as equals, instead of teacher and pupil.&lt;br /&gt;
“I…kinda told some of my friends about this and they wanted to hear the story as well.”&lt;br /&gt;
Miranda slipped in, followed by Freya, Cora, Kiara, Farah, Venus, Lyra and an unknown girl, who looked way too young to be present at Imperator High. Ahriman raised an eyebrow.&lt;br /&gt;
“This is Lofn, granddaughter of the Eldar Representative. She’s here on an exchange program.”&lt;br /&gt;
Ahriman gazed intently at Lofn. She was a strange girl, with a strange mix of Eldar and Human features which struck Ahriman as suspicious. But he trusted Miranda, and if Miranda trusted Lofn…&lt;br /&gt;
&lt;br /&gt;
“I thought these sessions were just for us two. Now it seems you’ve brought the entire class along with you.”&lt;br /&gt;
&lt;br /&gt;
“They all want to know about Angelus. Wasn’t it there that we, I mean our fathers…”&lt;br /&gt;
“Learnt that you were on the way? We’ll get to that, but first, if you’ll all drag up some chairs, I’ll begin.”&lt;br /&gt;
There was a scraping of chairs as the girls sat in a tight semicircle around Ahriman. He pulled out several more goblets, filled them with wine and offered them around. Lyra, Kiara and Miranda were the only ones to accept.&lt;br /&gt;
Ahriman hefted his trusty Hequa staff. Usually he liked to use the power of the Great Ocean to share his memories with Miranda in a more intimate fashion, but in this case the others wouldn’t get to see anything, so he would have to tell it the old fashioned way, with a little Warp magic added for effect. He took a sip of wine, cleared his throat, and began.&lt;br /&gt;
&lt;br /&gt;
“It all starts with Angelus, star system XCV-103. A dead world once inhabited by an ancient civilization far more advanced than our own.”&lt;br /&gt;
&lt;br /&gt;
“The Necrontyr.” It wasn’t Miranda who said that, but Lofn. Ahriman replied, surprised.&lt;br /&gt;
&lt;br /&gt;
“Exactly. They were wiped out millions of years ago; long before humans arose on earth, long before even the Eldar reached the heights of their glory. A Remembrancer I know is currently doing excavations on their ruins on Naogeddon. Continuing. So Angelus remained empty and forgotten, until by chance the 12th Expeditionary Fleet came across this dead world.”&lt;br /&gt;
&lt;br /&gt;
“My Father’s?” That voice came from the door. Roberta was there, along with Remilia.&lt;br /&gt;
&lt;br /&gt;
“Still more of you come.” He sighed, though his heart was warming to his story. “Come in, grab a chair and join us. I’m telling them about Angelus.”&lt;br /&gt;
&lt;br /&gt;
“I heard. Miranda was bragging about it all week.”&lt;br /&gt;
Ahriman shot Miranda a look, waited for Roberta to grab a chair and join them, offered her some wine, and continued.&lt;br /&gt;
&lt;br /&gt;
“So Lord Guilliman found this world, and spent a week orbiting it. What he discovered would set everything in motion. There were no stars beyond it. His navigators were frozen with fear, blind and beyond the Astronomican. It was quite literally the end of the line, the last planet in the Galaxy.&lt;br /&gt;
By that point virtually everyone knew the Great Crusade was practically over. Conquest had tapered off, there was only a few scattered campaigns being wound down. It was then that the Emperor made a general broadcast to all the Primarchs, his first in many years. He declared a great triumph at Angelus, to celebrate the Warmaster’s successes, and declared that he would be there in person. We were told that it would be a spectacle to rival Ullanor, a spectacle the likes of which the galaxy would never see again. Of course we all suspected it would be to declare the Great Crusade over, however we were still caught up in the excitement. The Emperor joining us again? Returning to his sons? Excitement was in there air in every ship, on every world. &lt;br /&gt;
Lord Guilliman remained on station and landed troops to prepare the stage as hundreds of ships started to translate in system to prepare for the great triumph. First were Mechanicum vessels, carrying four Labour Fleets of geoformers, the great terraforming machines which would level flat the rocky wastes of Angelus. Soon after that the vessels of the Thousand Sons joined them.”&lt;br /&gt;
&lt;br /&gt;
“You and Father?” Miranda piped up.&lt;br /&gt;
&lt;br /&gt;
“Yes. We were asked to use our ‘gifts’ to help clear the stage, direct the millions of servitors, automatons and penal battalions and do what we could to help with the preparations.&lt;br /&gt;
As he paused to take another sip, he said aloud. “I know you’re out there, come on in.” &lt;br /&gt;
Angela guiltily walked into the room, her small wings quivering. Behind her was Athena. How was it that so many of them were still here so long after lessons had finished? Pushing the thought to the back of his mind, he waited for her to join them, and continued.&lt;br /&gt;
&lt;br /&gt;
“Over the course of eight months, more and more ships entered the system, turning it into the single most heavily defended system in the entire Imperium. Fleet after fleet joined. After my Lord’s Twenty-Seventh Expeditionary Fleet, the next fleet to join us was the Fourth Expeditionary Fleet.”&lt;br /&gt;
&lt;br /&gt;
“My Father’s forces.” Lyra added.&lt;br /&gt;
&lt;br /&gt;
“Right. We met him personally on the bridge of his flagship. I have always been struck how seemingly emotionless your father is.”&lt;br /&gt;
Lyra nodded. Even she found her father somewhat unresponsive, rivalling the way that Petra found Perturabo.&lt;br /&gt;
“Anyway, barely a week after he arrived it was the turn of the 52nd Expeditionary Fleet to join us. I already know what you’re going to say Farah; it was your father, along with Vulkan. The Emperor wanted them to make some items for the Triumph, decorative metalwork and other objects. We all had to pitch in to ensure this was bigger and grander than Ullanor. I’ll spare you the further details, but one by one the other Primarchs arrived, until all eighteen of us were busy on Angelus, while the skies above were filled with ships of all different shapes, sizes and classes. I was present when the Expeditionary Fleets massed over Terra, and I thought that was a grand sight. When I saw the fleets over Angelus, I was proven wrong. That was a sight I will carry with me forever. Here, I’ll show you.”&lt;br /&gt;
&lt;br /&gt;
He hefted his Hequa Staff, muttered a few words, and struck the desk top. As he did a bubble of memory appeared in the middle of the group. It swiftly expanded to engulf the entire room. Miranda smiled, while Farah and Freya looked distinctively uncomfortable as they were swallowed up. Now the classroom had vanished and they sat suspended in an empty black void, the void of space. The scene shifted and they found themselves in orbit around a solitary planet, orbiting twin stars.&lt;br /&gt;
&lt;br /&gt;
“This was Angelus after Lord Guilliman found it. Now you will see it as it looked before the Emperor arrived.”&lt;br /&gt;
&lt;br /&gt;
The scene shifted again. Angelus was still there, but it was now surrounded by a sea of ships. Thousands upon thousands of Warships of every description and class clustered around the Planet. Ahriman pointed out the Primarch’s Flagships. The &#039;&#039;Vengeful Spirit&#039;&#039; sat alongside the &#039;&#039;Phalanx&#039;&#039;; the &#039;&#039;Pride of the Emperor&#039;&#039; was flanked on either side by the &#039;&#039;Alpha&#039;&#039; and &#039;&#039;Macragge’s Fist&#039;&#039;.  There was even an Eldar Void Stalker class battleship sticking out like a sore thumb among the legions of Imperial Ships.&lt;br /&gt;
He heard a loud voice cut through the bubble of memory. “Where the fug are they all?” he could recognise that voice anywhere.&lt;br /&gt;
A door miraculously appeared in the void, slammed open and Furia stormed in. for a second she didn’t realise what was going on, until she abruptly stopped and stared at the sight arrayed around her. He could tell even without using his gifts that she was impressed.&lt;br /&gt;
&lt;br /&gt;
“Good grief. You’re the last person I expected to see here. Never mind, grab a chair and join us. We haven’t reached the good part yet.”&lt;br /&gt;
&lt;br /&gt;
After yet another interruption when Hana walked in looking for Furia, Ahriman resumed his tale. “Now I shall take you to the surface, show you what I saw as we escorted my Lord Primarch to the Dais.”&lt;br /&gt;
&lt;br /&gt;
The scene around them blurred. Now they sat on the surface of Angelus, a sun-baked plain of sand and rock. Before them stood a great road, so wide a full platoon of Baneblades could drive line abreast along it. Poles were placed every ten metres lining the road, each pole topped with the head of a different foe the Imperium had vanquished during the Great Crusade. The road was lined by troops from all over the Imperial Army, and Marines from all the Legions. Behind them were columns of tanks and the massive God-Machines of the Titan Legions. &lt;br /&gt;
The road faced the ancient Pyramids of the Necrontyr, each of which was overlaid with great friezes and frescos celebrating the many triumphs of the crusade.&lt;br /&gt;
Between the two tallest pyramids stood a great dais suspended between them, and Ahriman explained that it was there that Magnus and his Brothers stood with the Emperor and reviewed the troops. Everything about that was designed to exceed the Great Triumph at Ullanor, and it did.&lt;br /&gt;
“I was there along with my Primarch’s equerry, Amon, as his personal escorts. We prepared for many days, every word, and every move.”&lt;br /&gt;
Though this was but a memory, he could still see how overawed the girls were. Even Furia stared around her with amazement as the endless ranks of soldiers, the towering Titans and the distant pyramids.&lt;br /&gt;
&lt;br /&gt;
“Finally the moment came. A golden ship translated in system on the eighth of Novembus. The Emperor had finally arrived, unlooked for and unannounced. Now the Triumph could commence.” Ahriman smiled, and he continued with a strange note of awe in his voice.&lt;br /&gt;
&lt;br /&gt;
“Not even at Ullanor were all eighteen Primarchs in attendance. Over a million Astartes from all eighteen Legions were present, along with ten million men and women of the Imperial Army, Titan Legions, and Mechanicum. Hundreds of Remembrancers covered the event, the best from every field gathered to record the great event. Karkarsy, D’Angelus, Keeler, Delafour, Vivar, Voss, Kallimakus, and a close friend of mine, Gaumon. I still pity them and the poor Imperial Army Troops, caught out in that sweltering heat. Gaumon told me it was like Aghoru, but worse.&lt;br /&gt;
Great pits cut into the surface were filled with great flames.&lt;br /&gt;
So the troops were mustered, and took up their positions along the great road. We fulfilled our duty of seeing Lord Magnus to the Emperor’s great podium, and we marched in procession alongside the honour guards of all the Primarchs. Mortarion’s Deathshroud, Dorn’s Huscarls, the Justaerian Terminators of Horus and all the others.&lt;br /&gt;
After all eleven million men and Astartes had paraded before the Emperor he stood up to the edge of the Podium and made his announcement. It was as epochal as when he relinquished control of the Crusade at Ullanor. The crusade was over, the Galaxy had been won. With the aid of the Eldar, the Primordial Annihilator had been driven off, and apart from the omnipresent threat of Orks and the Eldar’s dark kin, there were no more enemies left. The Imperial Army was to be demobilised, the Legions returned to their homeworlds to await further orders.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“I heard that Lord Angron kicked up quite a fuss about that.”&lt;br /&gt;
&lt;br /&gt;
“You got that right.” That was Furia, lighting up a cigarette. Ahriman’s eyes narrowed, he hated them, he hated their stink, but he chose to ignore her action.&lt;br /&gt;
&lt;br /&gt;
“But what about us? Weren’t you there when our father’s learnt that we were on the way?” Ahriman was so engrossed in telling his tale and sustaining his memory field he had failed to notice that Isis had joined them. When did she show up?&lt;br /&gt;
&lt;br /&gt;
Ahriman paused to refill his goblet. “You make a relevant point Isis, and by the way it seems you’re late again.” Isis blushed.&lt;br /&gt;
&lt;br /&gt;
“Actually I arrived before Furia, you have just been so focused on your tale you never noticed me.”&lt;br /&gt;
&lt;br /&gt;
“Uh uh.” Ahriman answered. “To answer your question, alas, I wasn’t there. It was a private moment, with only the Emperor, his sons, Lord Valdor and Malcador.”&lt;br /&gt;
&lt;br /&gt;
“I will finish.” A mighty figure squeezed through the door, a red giant clad in a cloak of feathers.&lt;br /&gt;
&lt;br /&gt;
“Father!” Miranda squealed as she ran over to embrace Magnus.&lt;br /&gt;
&lt;br /&gt;
“Yes.” He addressed the other girls. “I was sent to fetch you all and take you home, it’s nearly 2000 hours and my brothers were getting worried. they needn&#039;t have bothered. However I will conclude my first captain’s tale.”&lt;br /&gt;
&lt;br /&gt;
Magnus poured himself a goblet of wine and began.&lt;br /&gt;
&lt;br /&gt;
“After the Triumph my Father called me and my brothers over. While he was working on the Terran Webway Portal, he had also been working on another project, a special one just for us. He knew that we would be without purpose with the Crusade over, and so he resolved to do something which would keep us occupied, give us some joy and help create the next generation of leadership, who would rule the Imperium far into the future.&lt;br /&gt;
He knew that there would still be conflict, with the Eldar’s dark kin, the Ork, Hrud and many other enemies, and he wanted the Legions always ready for action.&lt;br /&gt;
“Of course that was before Brother Guilliman’s infamous Chapter Plan.” &lt;br /&gt;
It was shortly after that that Lord Guilliman revealed his Chapter Plan, creating autonomous chapters of a thousand marines each which would act as fast response units capable of responding to any crisis, either defeating enemy threats on their own or else holding up the enemy long enough for a Legion Force to come to their aid. Most of these ‘Chapters’ came from Guilliman’s own Legion, as the others were not quite as enthusiastic about the idea of Chapters as he was.” Ahriman smiled to himself and watched the somewhat guilty looks on Freya, Cora, and Remilia’s faces as they remembered hearing the arguments and fights over the Chapter Plan. Even now it was still a hot topic.&lt;br /&gt;
&lt;br /&gt;
“And so my Father presented us with a strange golden cylinder each, covered with wards and sigils and filled with the power of the Great Ocean.”&lt;br /&gt;
&lt;br /&gt;
“That was us?”&lt;br /&gt;
&lt;br /&gt;
“Yes. You weren’t to be created the way we were, for the Primordial Annihilator would doubtless try to snatch you away again. No, you were to be born of women, each chosen by one of us. That way you would be safe from the Primordial Annihilator and have a more…Human entry into the world. So each of us took our cylinder, our unborn child, and we returned to our homeworlds, there to search for good mothers and await your births.”&lt;br /&gt;
&amp;quot;Um, if i may ask, how did those cylinders work?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
there was unnatural silence, so suddenly and abruptly it almost broke the strange smell. Ahriman saw that Magnus wasn&#039;t looking any of them in the eye. finally he said.&lt;br /&gt;
&amp;quot;My Father said he would tell you all himslef, personally when you were ready. Unitl then, I consider that matter closed. And that is the story.” Magnus finished. The memory bubble faded, revealing the classroom again. Ahriman saw the varying expressions on the faces of the Girls, and knew that the Primarchs would have some rather awkward questions asked to them. he was glad he wouldn&#039;t be there to hear any of those.&lt;br /&gt;
As the girls put their chairs back, Lyra commented. “The Twins are so going to be pissed they weren&#039;t here for this.”&lt;br /&gt;
“But we were.” As they said that, they got up from hiding behind a desk. Ahriman facepalmed, while Magnus chuckled.&lt;br /&gt;
&lt;br /&gt;
==Freya and Miranda==&lt;br /&gt;
&lt;br /&gt;
When the aether opened itself to Miranda, she found that she would rather not be anywhere else but within it. Father had warned her...strongly... against so much as visiting the plain of souls, but after her first time glimpsing the indescribable majesty of the other universe, Miranda found that anywhere else was little more than a hovel, created for the sole purpose of binding her to limitations, and fears, and wants she cared nothing for in the ethereal. Stars gave birth and died before her in the time it takes someone to blink. Seconds of time stretched out for millenia in the grandeur of the aether, and she relished it. The sea of spirits was calm, eddying in tides of joy and surfs of joy. She was sprayed with blasts of sorrow and confusion, intermingled with lust and fear, although these were trifling descriptions to what she felt as her soul self drifted aimlessly through the Great Ocean.&lt;br /&gt;
&lt;br /&gt;
Suddenly, the waters of consciousness began to tremble, as if some great fissure were causing them to bubble and ripple. Miranda tried to make sense of the insensate, but found that she was little more than a passenger on this trip, her control over her coming and going no longer existed. She watched a great, dark star, piteously heinous be born in the blackness of the void. It swallowed other stars, bright, but not as bright as the anti-light of this new constellation. Star after star was sucked in, and she felt as if the very sea of thought itself was being pulled in, like a vicious tide away from shore. As soon as she was about to panic, her thoughts exploded with light. A new star, small, but incomprehensibly bright was birthed next to the pulsating, morbid solar body. This newcomer was greeted fiercely, and rampant flares and bursts of energy were hurled at it. Each blow, which had felled dozens of lesser stars, dissipated before it even reached this new, glowing entity. She almost wanted to venerate this new star when it split. No. It didn&#039;t split. Because it was never just one. It was many stars. This awe-inspiring light was the sum of many. But why did they separate? What could cause them to...the seas began to boil. To burn. To blister her otherflesh. Something was terribly wrong.&lt;br /&gt;
&lt;br /&gt;
Miranda noticed that the stars seemed to be separating from one central point of light, which shone with a diamond clarity. It had a billion points of light, each one different and majestic, in a simplistic sort of way. But, as the other stars, each bearing a single, distinct color separated, the diamond began to tarnish. It stained, as if it were being covered with some kind of muck. It was then that she realized, with horrible clarity, that it was not being covered. The diamond itself was changing. &lt;br /&gt;
&lt;br /&gt;
Turning from a piece of brilliance to a creation of utter wrongness, the light turned to something so black and incomprehensibly dark that it outdid its&#039; former rival a hundredfold. And swallowed it up. First it ate the black star. But that would not sate it, not ever. This black diamond would never be sated. All of the stars it once held were swallowed next, as if their lights never were. Then, the diamond looked at her...and it was hungry. The sea of thought began to sway, back and forth, to and fro, as the black diamond began to devour everything. It was devouring even the Warp itself. Back and forth. Back and forth until the coldness of death ate Miranda, and she drowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wake up, would you! Cut it out, Miranda, you&#039;re spooking me!&amp;quot; Miranda coughed. She choked and hacked out water, which even coming back up felt as cold as an untouched glacier. She spit and choked and breathed in gulps of air, her lungs greedy from oxygen deprivation. &amp;quot;I keep telling you to lay off that dabbling, or next time, I&#039;ll let you die!&amp;quot; Miranda looked up at Freya Russ, and smiled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You make such a horrible liar, Freya.&amp;quot; Miranda saw Freya&#039;s face contort in a strange mixture of disgust, fear, and thankfulness that she was alive.&lt;br /&gt;
&lt;br /&gt;
Having to convince their fathers that living on campus was a good idea was monumental in and of itself. Later having to explain who they were roommates with was miraculous in that either one of them still had a pulse. The daughters of the Wolf and the Red King so much as existing under one roof was difficult to accept. To know that they were roommates had sent their respective fathers into near apoplexy. They, however, didn&#039;t see things in such black and white differences. From the moment they saw each other at the great orientation at the Isstvan Building, they knew that somehow, for some reason, they needed to stay together. To help each other. To the faculty, it seemed like a mutually beneficial arrangement: Freya would help Miranda develop her physical talents in Phys Ed., while Miranda would help Freya with her other studies.&lt;br /&gt;
&lt;br /&gt;
The faculty, however, would know nothing of what they thought of each other after classes. During school hours, they kept up appearances, openly taunting and jibing the other until it seemed like hair-pulling was the only reasonable course of action. Behind the doors of their rooms...and most anywhere else they felt was somewhat private, for that matter, they cared for each other more knowingly than any other being possibly could.&lt;br /&gt;
&lt;br /&gt;
==Fixing Hana&#039;s Bike==&lt;br /&gt;
&lt;br /&gt;
The scent of the garage was odd. It always had been to an extent, but now it was absolutely curious. Where a moment before, the air was filled with the acrid tang of welded ceramite and burnt plasteel, now the scent of rose oil intermingled with vanilla and cherry blossoms. This confounded the chemical auspexes of Techpriest Jerlaek, and was preparing to order a diagnostic on what tentatively was his nose when suddenly the garage door opened with a blast of relatively cool summer air. Kept in his dungeon-like state of perpetual darkness, having little need for ambient light when the full spectrum of vision and color were at his augmetic eyes beck and call, the Techpriest was blinded for exactly 3.023 seconds as his ocular lenses adjusted to the new stimulus.&lt;br /&gt;
&lt;br /&gt;
He saw three figures standing in silhouette at the mouth of the garage. The Techpriest readied his mechadendrites, and charged them discretely. His mission was not only to maintain the Legion&#039;s vehicles, but also in this respect, to protect his charge, and would do some come death or malfunction. As the figures approached him, and entered the din of his work strobes, he immediately deactivated his lethal array of vibrowhips and neural disassemblers. He clicked a few times, his vocoder activating with slowness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mistress Farah. Forgive me, I was unaware you were arriving here.&amp;quot; She offered the polished chrome faceplate a warm, disarming smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No problem, Jerry! We just came to fix a couple of things.&amp;quot; The Techpriest had always been confused as to why Farah Manus had opted to give him such a pseudonym, but filed it away for processing. To even try to understand females of her age was asking for a complete cogitative meltdown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see, Mistress, and what is it that needs consecration and soothing?&amp;quot; Farah pointed over her shoulder to the tall, imposing girl in the middle with a strangely familiar two-wheeled apparatus slung over her shoulders, its white and red paint marred black in a number of places by smoke and poorly anointed unguent. He reached out his partially biological hand towards it. &amp;quot;Of course, Mistress Farah, I shall offer the Omnissiah&#039;s blessings to...&amp;quot; a vice-like grip registered on his subdermal neurotransmitters. Focusing, he saw the girl, whom he now cogitated with some embarrassment and fear as Hana Khan, daughter of the Great Khan. She leaned in and whispered loudly,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Listen. Farah and Venus help me fix Janggi, but nobody,&amp;quot; she pulled him even closer for added effect, not an easy task considering his augmetic bulk, &amp;quot;and I mean nobody touches Janggi but me. Understood?&amp;quot; The now terrified adept nodded the pistons in his faceplate and let out an assuring blurt of machine code. &amp;quot;Good. Ladies!,&amp;quot; she said, with an air of an aristocrat, &amp;quot;we have work to do!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Torque driver. Pneumohammer. Plasma torch. Swab.&amp;quot; Hana was working at a furious pace, but with the precision of a chirurgeon. She repaired the damage from this morning, Venus handed her the proper tools without even having to look, and Farah observed, ensuring the proper rites were being initiated. Janggi was in pain, Hana could feel it. Not perhaps as acutely as Farah did, but Farah felt a general empathic feeling from nearly everything from lumen strips to battle Titans. But she wasn&#039;t bound to Janggi, not like Hana was. &lt;br /&gt;
&lt;br /&gt;
The graceful machine was a gift from her father, a glory of twin-wheeled excellence the envy of any machine in the entire school. She could run down anything that called the ground its home, and could keep up with anything that didn&#039;t. True, Janggi wasn&#039;t exactly the artisan-crafted masterpiece Moondrakken, but she understood it would be rather awkward if she were to accidentally gun down five of her classmates each morning in a hail of bolter fire. As it was, the school had her coming to the office nearly every morning for disrupting some scholam lecture with her blaring engines. Engines that also had a bad tendency to want to erupt on her. That, however, wasn&#039;t Janggi&#039;s fault. It&#039;s spirit was a docile one, powerful, yet gentle, and expected to ferry a poised, collected girl from place to place. What it had found, however, was a hellion of speed and danger, a dark-haired blitz of energy that the fragile machine spirit couldn&#039;t possibly contain.&lt;br /&gt;
&lt;br /&gt;
That changed today.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Okay,&amp;quot; Farah said, after the superficial damage was repaired. She flicked her mechanical fingers around the chassis, which Hana didn&#039;t seem to mind as she didn&#039;t have fingerprints to leave behind. &amp;quot;it looks like the problem you have is that Janggi&#039;s motive engine can&#039;t...keep up with you.&amp;quot; This sharpened a dagger behind Hana&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you calling me fat?&amp;quot; Farah leapt back, put a hand behind her head and waved away the thought, knowing full well the reputation the daughter of the Khan had.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No! No! What I mean is that...it&#039;s not capable of holding your fighting spirit! Yeah...&amp;quot; her words seemed to work, as Hana went back to polishing the outer hull of the moped.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmph,&amp;quot; she grunted, as daintily as an Ork with a rash. &amp;quot;Any suggestions then?&amp;quot; Venus looked over, and nonchalantly said,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why don&#039;t you just put a rocket on it, and call it good?&amp;quot; The other girls looked at each other, smiled innocuously, then, suddenly, they grasped Venus and shouted in both ears,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Awesome!&amp;quot; Feeling like she&#039;d just put her ear next to one of father&#039;s anvils while he was pounding out some new piece of weaponry, she slumped down and nearly passed out.&lt;br /&gt;
&amp;quot;Just one thing though,&amp;quot; Farah noted, &amp;quot;if you have so much of a problem keeping that old fuel-burner from exploding, what&#039;s going to happen when it&#039;s got fusion cells?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hours later, the garage door opened once more. Techpriest Jerlaek peered into the gloom with his regular optics, seeing nothing, but hearing an odd humming sound. He almost had his thermal sensors primed when suddenly a blur of white plasteel, hair, and skirts zipped outwards and upwards from the garage, the sound of an anti-grav motor being taxed and a ululating shriek piercing the peace of silence that had existed. Then, as soon as it had ended, with the sound of a battle cry upon the field of glory, three girls shouted out, like warriors triumphant,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mall time!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Petra&#039;s art exhibition==&lt;br /&gt;
Perturabo was baking bread. Some would call what he was doing an art, but the Iron Warrior disagreed. It was a science, cold and hard, a science which relied upon exact mixes of time, thermal energy and raw material. Chemical engineering for those afraid to deal in truly important compounds. The act relaxed him. The fact that you could eat the products was also a nice bonus.&lt;br /&gt;
&lt;br /&gt;
When Petra returned home she found her father removing golden loaves from the colossal stone oven dominating their kitchen.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Daughter, your arrival is anticipated. The glazed buns you like so much are beneath that cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thanks Dad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please stand aside, this tray is exceptionally hot. Now report. How went the day?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your studies progress well?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I haven&#039;t got my physics paper back yet, but the teacher has been sick and hasn&#039;t had a chance to look over it properly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He is weak. He should do his duty. That is what they pay him for, correct? What else? Anything important?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well... Ms. McCann, my art teacher, she thinks I&#039;m doing really well this semester. She wants to put up some of my work on display.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I said &#039;important&#039;, daughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DAD! This is important to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo rolled his eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh very well. What is it, an exhibition of technical drawing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sculpting?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. Besides, I told you, that&#039;s Victoria&#039;s thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo began to sweat slightly .&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Architectural planning? Botanical illustration? Surely not installation work?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Daaaad... come on... I told you all this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am sorry, daughter, I do not know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GRRR! YOU NEVER LISTEN! YOU NEVER TAKE ANY INTEREST IN ME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Petra, wait! Don&#039;t storm off!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo moved to intercept the girl but thought better of it at the last moment. As he heard the sound of the front door slamming he noticed flyer his daughter had left behind on the table. The school art fair was less than two weeks away. The primarch studied the paper for a few moments more before walking purposefully to his office. There he took a diary from his desk and wrote in small, neat letters:&lt;br /&gt;
&lt;br /&gt;
Petra&#039;s art exhibition. Important.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Ending ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well... Ms. McCann, my art teacher, she thinks I&#039;m doing really well this semester. She wants to put up some of my work on display this weekend.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your work&amp;quot;, rumbled the primarch like stone on stone.  &amp;quot;An exhibition of technical drawing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Architectural planning? Botanical illustration? Sculpture?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. Besides, I told you, sculpture is Victoria&#039;s thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo turned, facing her fully. In one long glance he took in a snapshot of Petra and ground methodically through its contents. His daughter&#039;s face, hopeful but dejected. Her fingertips, dusted almost indelibly with graphite and lead. Her notebooks, carefully ordered by subject. The tiny, detailed sketches along their margins.&lt;br /&gt;
&lt;br /&gt;
Petra coughed uncertainly. &amp;quot;It&#039;s not going to be a big deal anyway. Victoria and Venus always come up with better art anyway.&amp;quot; She started out of the room.&lt;br /&gt;
&lt;br /&gt;
Head still oriented towards the doorway, Perturabo&#039;s gaze took in the rest of the stonework kitchen. The grand marble countertops, the unadorned cut of the entryway arches. The walls he&#039;d built himself, buttressed by heavy I-beams of plasteel that carried the weight of his new life.&lt;br /&gt;
&lt;br /&gt;
The flat, featureless panels he&#039;d rasped clean of his carvings.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Daughter.&amp;quot; Petra halted, poked her head back into the kitchen. Perturabo paused, longer than he&#039;d done in years.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall be there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Math Class with Petra==&lt;br /&gt;
Petra was feeling something, although she wasn’t quite sure what. It was one of those emotions that you had to examine and unpack bit by bit to really understand.&lt;br /&gt;
&lt;br /&gt;
Today was the first day of the new university-level math class that school had set up for those students who, like her, wouldn’t have learned anything new from highschool-level mathematics. Petra had hoped that what she would be feeling happiness and genuine interest right about now.&lt;br /&gt;
&lt;br /&gt;
Instead, Petra was feeling something between anger and disappointment. She loved math, and had been so looking forward to a math class that actually challenged her, not something as easy as this! GAH!&lt;br /&gt;
&lt;br /&gt;
“Deep breaths,” Petra thought.&lt;br /&gt;
&lt;br /&gt;
Ahriman was going on and on about Integrals of all things. Integrals! Petra scanned the rest of the class. Roberta and Miranda seemed focused. How were they not bored out of their minds too?&lt;br /&gt;
&lt;br /&gt;
Petra started absent-mindedly doodling on her paper, hoping it would keep her sane. So many integrals! Petra started drawing integrals one after the other on her page&lt;br /&gt;
&lt;br /&gt;
∫ ∫ ∫ ∫ ∫ ∫ ∫&lt;br /&gt;
&lt;br /&gt;
They kinda looked like a spiral, one next to the other. Petra drew them closer.&lt;br /&gt;
&lt;br /&gt;
∫∫∫∫∫∫∫∫∫∫&lt;br /&gt;
&lt;br /&gt;
Now they kinda looked like rope, so Petra decided she’d roll with that and kept drawing lengths of rope. When that got boring, she started drawing knots in the ropes, each knot being more intricate and complicated than the previous. Knot theory is mathematics, right?&lt;br /&gt;
&lt;br /&gt;
Knots were fun to draw, because they always ended up working. You just had to draw a squiggle, follow the line, and alternate between going over or under at each intersection. It also worked with more than one squiggle, or a squiggle that split at a point.&lt;br /&gt;
&lt;br /&gt;
Petra drew knots out of other things besides rope, like flowers, or ribbon. She even drew two 3-headed hydras, coiling around each-other; she’d give the drawing to The Twins when she saw them next. They’d probably like that.&lt;br /&gt;
&lt;br /&gt;
Oh wow, were they still taking about integrals? Well there go all the chances of this class being interesting.&lt;br /&gt;
&lt;br /&gt;
Petra went back to drawing knots, before actually taking the shoelace out of her left shoe and actually started tying some of the knots with it. She wondered what the physics of the knots were; how they pushed on themselves and held together, and what part of the knot was the weakest and the most structurally important. Physics was really more Remilia’s thing, but Petra wasn’t inept at it.&lt;br /&gt;
&lt;br /&gt;
So, the drawing of knots transitioned smoothly into calculating tension in the string and forces exerted by each loop of the knot. That’s weird, her shoelace-knots tended to take a different shape than what the equations said. She probably had to account for the shoelace not being an ideal string. The shoelace was itself just a really long knot made of 16 smaller segments, which gave it a natural tendency to resist being twisted. Once that was accounted for and the equations updated, Petra was pleased to see that the math and the shoelace gave the same answer.&lt;br /&gt;
&lt;br /&gt;
From there, the rest was easy. She multiplied the tension of each curve of the knot by the number of curves it supported and a value based on whether it was exposed or buried deep in the knot. Testing with the shoelace was incredibly successful; she could now deduce which curve was the weakest link, and could cut those ones easily with her penknife.&lt;br /&gt;
&lt;br /&gt;
“Yes! It works,” Petra exclaimed in her mind. “I wonder if this is how dad felt whenever he broke a siege.” Petra felt content, and that feeling stuck with her for a whole 12 seconds, before class ended and she realized that she’d cut her shoelace into tiny little pieces and was now down one foot.&lt;br /&gt;
&lt;br /&gt;
“Hey Petra. What are those?” asked Roberta as she passed by Petra’s desk, gesturing to the equations that covered a full two pages of her notebook and a good portion of the desk.&lt;br /&gt;
&lt;br /&gt;
Petra grinned. “Oh those? They’re just some math-class doodles.”&lt;br /&gt;
&lt;br /&gt;
==Lament of Krieg==&lt;br /&gt;
Dear Diary,&lt;br /&gt;
&lt;br /&gt;
I did it again. What, you ask? Ach, you know already. Another day has passed, and I, child of eternal penance already have laden my shoulders with even more shame. And cowardice! Of all things cowardice!&lt;br /&gt;
&lt;br /&gt;
Oh, you know I must but how could I ever? This one thing I must, I desire and yet I cannot.&lt;br /&gt;
&lt;br /&gt;
Shame on my existence! Shame, I say! How could I keep looking in the faces of my brothers, let alone father? Yet, what is there to be seen? Derisive amusement! And rightfully so.&lt;br /&gt;
&lt;br /&gt;
Oh God-Emperor, by now she must be engrossed beyond measure. To find each day so stuporous a poem slapped together in haste, shame and sweating passion. Oh I can see her rip them apart in anger. Or not? Or what if she has a liking to them? What if she if overjoyed to find such interest taken in her? Away, haughty minds! How could she, my dark muse, my warrior princess ever like so cruel a feeling smeared in her face? And who am I to face her?&lt;br /&gt;
&lt;br /&gt;
And yet, yet, thinking of her makes unworthy my heart leap! Oh I want to write her name all over the school! Oh a hundred times all over! Cora, Cora, Cora! I love you, no I burn in passion! This affection knows no name, no boundaries!&lt;br /&gt;
&lt;br /&gt;
But still, here I sit, another ramshackle poem on my lips, fiery joy burning my heart, yet sorrows icy claw holds it fast in place.&lt;br /&gt;
&lt;br /&gt;
Oh woe is me! Two hearts beating in my chest!&lt;br /&gt;
&lt;br /&gt;
Tomorrow, tomorrow will be the day I face her, confess myself!&lt;br /&gt;
&lt;br /&gt;
Shush, fool, you do none of the likes! You write on blank paper with your left so she won’t know your hand nor your pad.&lt;br /&gt;
&lt;br /&gt;
My poor diary, you heard my desperation a hundred times. Oh sardonic a part of me grins at this caitiff boy, wants to be caught, better today than tomorrow. Get over with it. See her impressed face filled with disbelieve. Yes, it was me all along! You thought me an oaf? A militaristic blockhead? Well, you were wrong!&lt;br /&gt;
&lt;br /&gt;
And then again…&lt;br /&gt;
&lt;br /&gt;
Merciful sleep take me away to oblivion!&lt;br /&gt;
&lt;br /&gt;
Await my next wail by tomorrow, dear diary.&lt;br /&gt;
&lt;br /&gt;
Yours,&lt;br /&gt;
&lt;br /&gt;
Friedrich.&lt;br /&gt;
&lt;br /&gt;
==A Strange Exchange==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HEY FURBALL! CATCH!&amp;quot;&lt;br /&gt;
Freya spun around just in time to see the projectile speeding towards her head. &lt;br /&gt;
&lt;br /&gt;
She jumped and took the object square in the chest, bracing her hands against a force that would have downed the likes of Morticia in a heart beat. Glaring down the hallway, she saw Furia glaring back with that infuriating smirk. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What the hell&#039;s your problem!&amp;quot; The other students in the hall fell silent as Freya roared back at her assailant. &amp;quot;Ya run out of initiates to harass or are ya just lookin to meet the Emprah early?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tsch, such harsh words,&amp;quot; chided Furia, that grin never leaving her face. &amp;quot;Maybe I should just take it back then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take what back?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I thought dogs were more observant than that. You said you needed those accelerator parts for your bike right? My dad had a spare in the garage... so... here you go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Freya finally looked at the thing she caught: a heavy, beat up, rectangular box, wrapped sloppily in newspaper. The other students in the hallway let out a sigh of relief and stopped bracing for disaster. Caught between embarrassment and frustration, Freya yammered out what passed for appreciation. &amp;quot;Ummm... well... thanks. But ya didn&#039;t have ta try and bean me with it.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh? but where would be the fun i.... HEY WAIT DON&#039;T OPEN IT NOW!&amp;quot; Furia started walking towards the other girl, her trademark smirk smirk, as well as all color, drained from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? Don&#039;t tell me its a trap. That&#039;s totally not your department anyway.&amp;quot; Unimpressed and typically impatient, Freya tore through the shoddy packaging and pulled out chrome plated motorcycle parts from amid the packing peanuts. &amp;quot;Awesome, just what I needed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good... lets just say you owe me.&amp;quot; Furia&#039;s smirk was beginning to creep across her face again, but the tone of hesitancy in her voice was obvious.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sure thing, so long as you don&#039;t act like an asshole all the time&amp;quot;. Freya was about to turn and leave when she felt a shift in the weight of the box. &amp;quot;Hmmm... Something else at the bottom?&amp;quot; Digging deeper, she found another, smaller box, poorly wrapped in red paper and adorned with a paper flower cut from red &lt;br /&gt;
construction paper. &amp;quot;What in the Emperor&#039;s name is this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia&#039;s face was as white as Konrad Kruze&#039;s butt reflecting a full moon. She could only stutter a pathetic opposition as the contents of the secret package were revealed to the world.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chocolates? Did you pack somethign by mistake? HA! I got it, they are probably filled with Catachan Death Sauce. Ya almost had me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ya... exactly... Go choke on a few...&amp;quot; The blond bully mumbled, her fists clenched and knuckles white.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ya almost got me. Here, take em and try it again on someone else. I bet you can catch that stuck up bitch Lyra if you play your cards right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. Just take them&amp;quot; Furia snapped back between grinding teeth.&lt;br /&gt;
&lt;br /&gt;
The other students began to scatter or take cover again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What for?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just fucking take them ok!&amp;quot; Furia shoved the sweets back, trying to cram the already dented gift back into the box of machinery.&lt;br /&gt;
&lt;br /&gt;
Now, Freya is the type of lass that is easily confused when familiar people exhibit strange, new, behaviors. This event was no exception and so she started to push back. Her confusion was only heightened when she found herself plastered to the lockers with her arms pinned above her head. Furia&#039;s body was centimeters away, eyes glaring intently, one hand around her wrists and the other holding the box against the wall. &lt;br /&gt;
&lt;br /&gt;
Suddenly, the agressor became aware of just how compromising the position was and dropped her prey. Flustered beyond words for perhaps the first time in her life, Furia shoved the box into the other girls hands and backed away. &amp;quot;Do you want the fucking stuff or what&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why do ya care if I take these or not? Its not like ya like me or anything, stupid. ... Right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The hall became as silent as a necron tomb world. &lt;br /&gt;
Furia just glared a response. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait... you&#039;re serious... aren&#039;t you&amp;quot; Comprehension bubbled to the surface of Freya&#039;s mind but her thoughts were stolen by a sudden blow to her diaphragm. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check your calendar asshole!&amp;quot; the delinquent shouted before sprinting out of the building.&lt;br /&gt;
&lt;br /&gt;
The sound of Furia&#039;s choked-back sobs reverberated in Freya&#039;s ears as she slumped against the lockers, trying to find her breath. &lt;br /&gt;
&lt;br /&gt;
A thunderclap shocked her back to reality as a blanket wrapped Miranda appeared in a sudden plume of ozone and menthol scented air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Miranda... I thought you were sick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I still am&amp;quot;, the psyker wheezed, &amp;quot;However I felt reality break for a moment in this vicinity and I felt the need to investigate. It was almost like the warp froze over.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Really... Hey Miranda. What day is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Day? The fourteenth day of the second month of the year of our Emperor 298.M34. Why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
&lt;br /&gt;
Fulgrim once had a saying he was fond of quoting to his officers: There is no finer way to find the true worth of a person than in a duel. A duel is the ultimate expression of ones’ skill and prowess, a mirror to reveal their true essence. Nobles had been fighting duels since the earliest days of human existence, and nothing had changed in all the thousands of years since then. That saying was one that the Primarch had picked up from the sons of the noble houses of Europa, and the Primarch had popularized it within his Legion, which then spread back to the houses of Terra eager to emulate the Legions that were winning them the Galaxy.&lt;br /&gt;
&lt;br /&gt;
That legacy had now made its way here, to the mighty educational bastion that crowned Hive Tetra. The school that trained the leaders of the future was also seeking to teach those that wished to learn how to wield a blade.&lt;br /&gt;
&lt;br /&gt;
The sanctioned duelling room had been specifically built into the main block and was one of the hidden highlights of the marvel that was Imperator High. It resembled an amphitheatre, or more darkly a fighting pit. The seats were smooth stone while the flat, stage-like fighting floor was polished wood with soft mats lying upon it. Weapons racks wrapped around the walls full of duellists rapiers, foils and épée, longswords, scimitars, gladius and other, less identifiable weapons.&lt;br /&gt;
&lt;br /&gt;
Abdemon, Lord Commander of the Third Legion, master duellist, destroyer of the Katara, and now the sword instructor for Imperator High crouched silently upon one of the soft fighting mats in a meditative pose. It had been taught to him long ago by Captain Hathor Maat of the Thousand Sons during a joint campaign, and Abdemon had been taken by how it helped him cleanse, clear and sharpen his mind. It had supplemented his many other methods of finding his ‘Zen’ as the ancient wisdom of Terra called it. It was always helpful to have when dealing with his students.&lt;br /&gt;
&lt;br /&gt;
In a single, fluid blur of motion he rose to his feet, drew his sword and executed a single, perfect cut and thrust with the blade. A Maru Skara. A Killing Cut. &lt;br /&gt;
There was only a small handful of beings that could pull off a perfect Maru Skara. Abdemon was one of those.&lt;br /&gt;
&lt;br /&gt;
Nodding his approval, he sheathed his blade and turned around. There was a figure standing on the topmost steps, gazing down upon him.&lt;br /&gt;
&lt;br /&gt;
“You are early today Phoenicia,” his voice, as smooth and sharp as a forged blade cut the air.&lt;br /&gt;
&lt;br /&gt;
“Of course I am Abdemon. I didn’t want to miss that.” Her voice was friendly even as she addressed him so informally. “No matter how many times I see you pull off a Maru Skara, it never fails to amaze me.”&lt;br /&gt;
&lt;br /&gt;
Clad in the standard fencer&#039;s uniform of a padded bodyglove in the school colours that only barely concealed her enhanced stature, Victoria, Phoenicia, Daughter of the IIIrd came up to the son of her father’s Legion, respectfully bowing her head at him as she entered the ring.&lt;br /&gt;
&lt;br /&gt;
“Train enough and one day you will be able to do the same.” He replied.&lt;br /&gt;
&lt;br /&gt;
“So you keep telling me, and yet I have trained for a long time and yet every time I try, it’s always a second too slow, a strike through water instead of air.” Her rich, elegant tone could not entirely hide s sense of frustration that bled through.&lt;br /&gt;
&lt;br /&gt;
Abdemon shook his head. “No amount of extra time can rush perfection. It will come to you when you are ready, not after and certainly not before.”&lt;br /&gt;
&lt;br /&gt;
Victoria gave an annoyed sigh. “I have trained with the sword since I was a child. My father, Captain Lucius and yourself were my tutors. How is it that with all of that, I still can’t make a perfect Maru Skara?” She shook her head to dispel the flicker of anger, a few strands of her ivory tresses shaking lose from her cap.&lt;br /&gt;
&lt;br /&gt;
To those who did not know her (and they were many) the notion of Victoria, the perfect, pampered princess standing firm with a blade in her hand would have seemed inconceivable. Yet only a very few among the other Daughters could match her in a swordfight. She treated duelling as a family vocation, and had delighted her father when she took up the blade herself. And it had changed her, though not in ways that were readily apparent.&lt;br /&gt;
&lt;br /&gt;
Outside this room her persona was that of the queen bee, gossip girl and ethereal beauty, the centre around which the cutthroat social scene seemed to revolve. Inside it another side of her - one Abdemon wished she used more this one room - emerged.&lt;br /&gt;
&lt;br /&gt;
“We have ten minutes until the rest of the class arrives. May I have the chance to warm up?” Victoria asked.&lt;br /&gt;
&lt;br /&gt;
“Of course, Phoenicia. I would be delighted to see your progress.”&lt;br /&gt;
&lt;br /&gt;
He took a few steps off the stage and sat down on the lowest stone bench. After a set of stretches, Victoria drew a Foil from the student rack. Almost instantly she began to experiment with a few swings and strikes, her body shifting to a fluid stance. She was surprisingly fast and light on her feet, moving like flowing water as she make strike after strike, parry after parry. Her natural elegance was heightened whenever she was like this. In moments when she held the blade like this, shades of her father and his best qualities shone through.&lt;br /&gt;
&lt;br /&gt;
In an instant it was over, and she was back to standing still, blade now hanging from her side. Her head turned towards him, so see his reaction.&lt;br /&gt;
&lt;br /&gt;
“Impressive as always Phoenicia.” He said, and she brightened visibly. “Although you do tend to linger on your right heel for a second too long when executing a reverse-swipe.”&lt;br /&gt;
&lt;br /&gt;
In an instant she was deflated. The corners of her smile dropped, some of the sparkle fading from her eyes.&lt;br /&gt;
&lt;br /&gt;
“Every little improvement begets more improvement. Take pride in where you are, and in where you’re going.”&lt;br /&gt;
&lt;br /&gt;
Before she could say anything, he swiftly changed tack. “The Terran yearly duelling competition is this month. I have no doubt you will be entering the junior division.”&lt;br /&gt;
&lt;br /&gt;
“Of course.” A hint of arrogance tinted her voice, along with a clear hunger. “What better way to display my skill than against my peers, and before all the nobles of Terra?”&lt;br /&gt;
&lt;br /&gt;
“It will not be that easy.” Abdemon countered. “Not only will you face bladed fops and glory-hungry nobles children, but also bodyguards in training and those who have devoted as much of their lives to the blade as you have.”&lt;br /&gt;
&lt;br /&gt;
She gave a dismissive gesture of her head. “They may try, but they lack my drive, my perfection in form and technique.”&lt;br /&gt;
&lt;br /&gt;
Abdemon was stung by the arrogance in her words. It reminded him too much of Captain Lucius. No finer swordsman was there to be found in the Legion (which even Abdemon had to admit, much as it galled him to do so) but his unweaning conceit and pride won him few friends. That side of the Legion was the one Abdemon had always struggled against, and did not want Victoria to ever fall to.&lt;br /&gt;
&lt;br /&gt;
“And of course, what about the others? Your blood-kin?”&lt;br /&gt;
&lt;br /&gt;
At that she paused. She could not laugh them off as easily. After a second, a note of steely resolve entered her voice. “I can still beat them.”&lt;br /&gt;
&lt;br /&gt;
“I have seen Lupercal fight. She is as instinctive, measured and yet unbridled as her mighty father. Can you defeat her?”&lt;br /&gt;
&lt;br /&gt;
With bravado, she declared, “The question is, can she defeat me?”&lt;br /&gt;
&lt;br /&gt;
“Yes.” Abdemon said bluntly and directly. “The answer to that, Phoenicia, is yes.”&lt;br /&gt;
&lt;br /&gt;
She wheeled on him. “Do you have no faith in me?”&lt;br /&gt;
&lt;br /&gt;
“I have plenty of faith in you Phoenicia, but not if you let your pride blind you. You will not defeat her if you let that attitude rule.” Abdemon rose to his feet. “Come over here.” He gestured as he went up the stairs to one of the weapon racks on the walls.&lt;br /&gt;
&lt;br /&gt;
Victoria joined him as he drew a beautifully forged Charnabal Sabre from one of the racks.&lt;br /&gt;
&lt;br /&gt;
“Illumination. The sword with which I struck down Hamaya.” Abdemon said the name reverently as he gently caressed the blade with a single finger. “I fought him with the fate of an entire world on my shoulders alone. But I did not fight him with pride, or with blind hubris. I did not declare that I would defeat him. I knew well if he was the better man, he would kill me. And yet I still fought him with the honour of my Primarch, my Legion and the entire Imperium itself on the line, and I would do it again.”&lt;br /&gt;
&lt;br /&gt;
She was silent, listening, absorbing. This was when she was at her best, when fighting against her pride, against herself.&lt;br /&gt;
&lt;br /&gt;
“If you end up fighting Lupercal in the tournament, or any great foe, I want you to face them the same way I faced Hamaya. Fight not for pride, but for honour. And know that while honour may be lost in a duel, it can also be regained.” He then turned the blade and passed it to her. “You are to lead the class today, and I want you to carry this as your badge of office.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Her eyes were wet yet bright as she reverently took the blade, and experimentally hefted it.&lt;br /&gt;
&lt;br /&gt;
“Can I practise with it?”&lt;br /&gt;
&lt;br /&gt;
“No.” Abdemon said bluntly. And then with a hint of a grin, he added “But maybe when you need to practise for the tournament, I might be persuaded.”&lt;br /&gt;
&lt;br /&gt;
She threw a beaming, radiant smile back. “Trust me Abdemon, I won’t let you down.”&lt;br /&gt;
&lt;br /&gt;
‘I know you won’t. You never have.’ Not a word passed his lips as he moved over to let the rest of the class in. It was time to begin.&lt;br /&gt;
&lt;br /&gt;
==Just Another Day On Void Platform 13==&lt;br /&gt;
&lt;br /&gt;
Living on his own for so long, the Emperor had quickly become accustomed to hiding his thoughts. The great leader of Mankind had further learned, upon revealing himself to humanity as a whole, that keeping his psychic powers very tightly constrained when others were around was wise.&lt;br /&gt;
&lt;br /&gt;
So it was with some surprise that he found himself one day eavesdropping on one of his granddaughters. He hadn’t meant to, but it was hard NOT to, he had simply been walking through the rooftop gardens of the Palace on Terra and found Venus chatting with someone he didn’t recognize. Before he could say anything or Venus could spot him, though, he saw the young man she was with speaking.&lt;br /&gt;
&lt;br /&gt;
“So, of course, we freeze. We all know what that sound means,” the young man said excitedly.&lt;br /&gt;
&lt;br /&gt;
“Of course,” Venus giggled. “What did you do?”&lt;br /&gt;
&lt;br /&gt;
“Well,” the young man said, sighing dramatically, “I…TRIED to maintain order, but, you know, panic sets in so fast.”&lt;br /&gt;
&lt;br /&gt;
“Oh, I know,” she replied flatly, a smirk tugging her lips. The young man didn’t notice her sarcasm.&lt;br /&gt;
&lt;br /&gt;
“Well, I’m frantically voxing the rest of the squad, trying to keep them in line, when the crazy son of a bitch rounds the corner in person. He’s coated from head to toe in varnish, naturally enough, and I was lucky enough to have a soap grenade handy, so I try to use it. It works, and he comes bumrushing in, going all ‘vengeance’ this and ‘HONK HONK’ that,” the young man said, apparently making a conscious effort to keep his voice down. Venus spotted her grandfather out of the corner of her eye and waved while the young man paused for breath.&lt;br /&gt;
&lt;br /&gt;
“Wait, you can make soap weapons?” she asked, returning her attention to her boyfriend. &lt;br /&gt;
&lt;br /&gt;
“Sure, if the assistant isn’t being a shitheel and off bothering the miners or something,” the young man said. “It’s all on the net. Anyway, he’s coming at me with a mad-on, and I’m backpedaling like crazy, hoping that the rest of the squad can stop him before he gets me.”&lt;br /&gt;
&lt;br /&gt;
“And did they?” Venus asked, struggling to hide a grin at her boyfriend’s enthusiasm and grandfather’s mounting confusion.&lt;br /&gt;
&lt;br /&gt;
“Hell no. I gave it a good try, but he was just robust for me. Anyway, I’m dead as a doornail at this point, ghosting around like a silent fart in a crowded elevator, watching the whole server go to hell as the varnish singularity spreads, and the security guys finally manage to down the stupid clown, but the damage is done, and nobody alive has soapies. So the Captain calls in the shuttle, and the survivors crowd around the bay, when someone asks if the vents are sealed.” He leaned closer to her, his face grim. “Dead. Silence. NOBODY thought to seal the vents.”&lt;br /&gt;
&lt;br /&gt;
“Fuck,” Venus giggled.&lt;br /&gt;
&lt;br /&gt;
“No kidding. After about ten seconds of the loudest silence ever, the air vents start spewing varnish. EVERYWHERE. The crew is freaking out, trying to get the hell away from it, but it just didn’t work. The shuttle was FIFTY meters from the station when the pressure wall gives, and the whole, freshly varnished crew just launches into the black.”&lt;br /&gt;
&lt;br /&gt;
Venus clamped her hand over her mouth to stifle her laughter, while her companion didn’t even bother with that, slapping his knee and doubling over in his chair with mirth. Finally, he turned back to his girlfriend and sighed contentedly. “You had to be there.”&lt;br /&gt;
&lt;br /&gt;
The Emperor very quietly backed up a few steps, then shook his head and walked back into the building. “Kids these days,” he muttered.&lt;br /&gt;
&lt;br /&gt;
==Bike Ride==&lt;br /&gt;
&lt;br /&gt;
Remilia nearly cried out as the bus pulled away from the curb. She knew she wouldn&#039;t catch it, but that didn&#039;t stop her frantic waving and whimpering as she was left at the curb. It didn&#039;t help that it was raining and that she didn&#039;t bring an umbrella with her this morning. Or that the curb itself was dangerously slippery, which she had forgotten as she ran for her bus. Maybe she would be able to catch it if she took a shortcut...&lt;br /&gt;
&lt;br /&gt;
All thoughts of such  interception however, left her mind as she slipped and fell unto her ass. She didn&#039;t move. She was cold, wet, exhausted and slightly in pain. She was worried people would notice the tears at her eyes, but her face was too wet to tell.&lt;br /&gt;
&lt;br /&gt;
Her day wasn&#039;t going as planned. &lt;br /&gt;
&lt;br /&gt;
She knew the next bus was in 15 minutes away, but the bus stop had little to no shelter to hide under till then. She almost lost all hope of arriving home without being sick when suddenly a bike pulled up in front of her. Remilia looked up, making out the details as they came to her. It was a black sports bike, ordained with decals of feathers throughout the hull. The rider was similar decorated, wearing a black jacket with a modified Cadian helmet with a visor. On the back of the jacket was a white symbol of a blade in between two wings.&lt;br /&gt;
&lt;br /&gt;
Still, it wasn&#039;t till the rider raised her visor and looked at her did she recognize her.&lt;br /&gt;
&lt;br /&gt;
“Lyra?”&lt;br /&gt;
&lt;br /&gt;
“Hey Rem, you okay?”&lt;br /&gt;
&lt;br /&gt;
“...Not really” she said depressingly. Lyra extended her hand towards her. &lt;br /&gt;
&lt;br /&gt;
“Need a ride?” she asked. Remilia paused at this, surprised to receive such an offer from Lyra. She barely knew her, so this friendly behaviour caught her by surprise. &lt;br /&gt;
&lt;br /&gt;
“I don&#039;t want to be a hassle. Its out of the way for you isn&#039;t it?” she said, her polite side trying to hide how dreadful she felt in the rain at the moment. &lt;br /&gt;
&lt;br /&gt;
“Ten minute detour is not a hassle Remilia. Also, I was headed your way anyway, so its not really like I&#039;m doing you a favour” Lyra answered, portraying how most people see her as being a stubborn girl with a very logical mind, which usually ended up making her look like she was against everybody. Remilia sighed, knowing she wouldn&#039;t be able to win the argument with the girl. And as the rain got worse, she wasn&#039;t going to argue with herself any longer either as she grabbed Lyra&#039;s extended hand.&lt;br /&gt;
&lt;br /&gt;
A minute later, Remilia had her arms wrapped around Lyra&#039;s stomach tightly, holding on against the onslaught of rain as the Dark Angel sped her way towards the Dorn estate. Thankfully, she now had some protection against the elements as she wore a similar style helmet as Lyra&#039;s as well as a spare jacket she kept with her. And as they sped past the bus she would have taken home, Remilia felt a bit better about her day.&lt;br /&gt;
&lt;br /&gt;
“Thanks again” she said, the radio within their helmets making a conversation quite easy.&lt;br /&gt;
&lt;br /&gt;
“It&#039;s not a problem. Again, I had to go your way anyway”&lt;br /&gt;
&lt;br /&gt;
“Well, you still didn&#039;t need to. I mean, its not like I would have expected you to stop.” Remilia immediately regretted letting that sentence slip out. It was common knowledge among the cousins that Lyra was the loner, keeping to her studies and books. Her only true friend she had seen was Freya. Remilia couldn&#039;t remember the last time they actually spoke. Still, saying something like that didn&#039;t help her attempts to become friends.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, Lyra simply laughed, catching Remilia off guard. “Yeah, I guess people would think I wouldn&#039;t stop. My reputation isn&#039;t exactly golden, and that&#039;s a fact” she said slowly down into a curve before speeding back up. “Yeah, well, I see you every day waiting for that bus patiently. I always wonder if I should offer a lift when I drive by, but I always get cold feet. Talking to people isn&#039;t a skill I have.” &lt;br /&gt;
&lt;br /&gt;
“So what changed today?” Rem asked, breaking her silence. They were about five minutes now from her house.&lt;br /&gt;
&lt;br /&gt;
“It was raining. I don&#039;t want you to be sick cause I&#039;m being an idiot.” Remilia paused briefly before smiling to herself in her helmet. She could only think now that there might be more to the mysterious girl then she originally believed.&lt;br /&gt;
&lt;br /&gt;
The bike rode on, finally coming towards the Dorn stronghold. It was a flat clear land in every direction, with the fortress in its centre. The Primarch had planned the area as if he was expecting an attack. Marines patrolled the walls, ever vigilant of nearby threats, and Remilia knew that their arrival had been expected even before they had seen the fortress. The gates opened slowly as the duo approached the walls, large ceramite doors creaking to open for the bike. As they passed the gate, they rode under a series of tents, offering them protection from the storm raging overhead.&lt;br /&gt;
&lt;br /&gt;
Lyra smiled to herself at the difference between their house. While Dorn made it very clear that the area was  well protected, her father had scout squads with teleporter beacons hidden within his grounds. Their presence was very hard to find amonsgt the many Caliban imported trees, and if anything became too much for them to handle, they could call in Deathwing terminator squads to deal with the threat. Two different approaches to the same problem.&lt;br /&gt;
&lt;br /&gt;
Ultimately, Lyra came to a full stop  in front of the house doors. Both got off the metal steed and freed themselves from the bike helmets. Remilia stretched and ran her hand through  auburn hair. She checked her watch and noted she had made it home faster then she had planned. Suddenly, her day had turned out to be better then expected.&lt;br /&gt;
&lt;br /&gt;
“Thanks again Lyra. So, why are you coming in this direction anyway?” Lyra simply smiled as she pointed past Remilia.&lt;br /&gt;
&lt;br /&gt;
“That is why.”&lt;br /&gt;
&lt;br /&gt;
The Dorn turned and noted the door had opened. Thoreau walked down from the steps with Rem&#039;s brother, Roger. She had completely forgotten that they had boxing practice today. &lt;br /&gt;
&lt;br /&gt;
“Hey sis” the boys said in unison.  Roger gave his sister a look of surprise, seeing that the majority of her clothes were wet from the rain, and some of it even had some dirt on it. “Rough day?” he asked.&lt;br /&gt;
&lt;br /&gt;
“Could be worse” she answered, taking the jacket off and handing that and the helmet to Thoreau. &lt;br /&gt;
&lt;br /&gt;
She finally turned to Lyra who was leaning unto her bike, waiting for Thoreau to get ready. She didn&#039;t expect the surprise attack from the Dorn as Remilia move in quickly and hugged her,catching Lyra off guard. It took several moments for her to return the gesture, hugging the girl back. Rem backed away and smiled at her, but Lyra only blushed and looked away, clearly embarrassed by the whole event. &lt;br /&gt;
&lt;br /&gt;
“Thank you Lyra” she said, but the El&#039;Jonson didn&#039;t answer, putting her helmet back on. For several moments, Remilia though she had pushed too far, but as the siblings prepared to ride away, Lyra raised her visor and finally smiled at her.&lt;br /&gt;
&lt;br /&gt;
“Find me after class tomorrow. I can give you a lift again.” Remilia nodded with enthusiasm as Lyra waved goodbye and rode off.&lt;br /&gt;
&lt;br /&gt;
== The Exchange Student ==&lt;br /&gt;
&lt;br /&gt;
Johor Tull of the Interex nervously looked around him at the looming façade of Imperator High, and the crowds of students pouring into the cavernous maw of its entrance. It utterly dwarfed his entire home city on Xenobia. Today would be his first day as an exchange student, another link in the chain between the Interex and the Imperium. His father Mithras Tull was a close friend to the famous Captain Garviel Loken of the Mournival, and he suspected that he had pulled some strings to allow him to be the first Interex exchange student to the wider Imperium. Like his fellows in the Interex, he was gracious and noble, and he hoped that would win him some friends here. Like all in the Interex he was handsome and lean, with short dark hair, piercing blue eyes like his father’s and intricate dermatoglyphics covering the right side of his face, like the tattoos of the ancient races of Terra. His ears were bat-like, all the better to hear the melodies of the aria, though his father had warned him of potential teasing before he departed for Terra. Laced around the high collar of his neck and hanging off his arm was his aria, though the Imperials called it a harmonic synthesizer, and it would be less useful here than at home. He disliked the uniform he was wearing; it wasn’t anything like the robes or metal armour uniforms he was used to. He heard that if he was successful, than others would follow. There was even a rumour that the Eldar Ambassador was also watching, and he was also considering an exchange program at Imperator high. So much rested on him, and he chafed at the burden. Everything was so strange!&lt;br /&gt;
Taking a deep breath, he clambered out of the hold of the air speeder, shouldered his new pack and joined the throng heading into the scholum.&lt;br /&gt;
Trying to keep himself as hidden and unnoticeable as possible among the crowds, he kept his head down and used his ears to listen to anyone or anything coming around him. It was an imprecise art at the best of times, and this was the worst of times with so many sounds assailing his sensitive hearing.&lt;br /&gt;
&lt;br /&gt;
With a loud ‘thwack’ he bumped into someone, sending them flying. Instinctively he bent down to help.&lt;br /&gt;
“Are you alright?” he asked, a faint melody covering his words from his aria to reinforce his sincerity. Old habits die hard.&lt;br /&gt;
As the girl collected up her books, he suddenly got a gut-wrenching feeling as he recognised who it was. Isis Lupercal, the Warmaster’s daughter and first student at Imperator High. He instinctively bowed his head, his aria beginning a muffed majestical tune. She reached up and grabbed his fingers before he could play any more, hauling herself to her feet.&lt;br /&gt;
“You must be new. No-one ever does that…” it was her turn to be astonished. Her gaze shifted from his ears, to his dermatoglyphics, and back again.&lt;br /&gt;
&lt;br /&gt;
“You’re that Interex student Uncle Loken was talking about.”&lt;br /&gt;
&lt;br /&gt;
“Johor Tull of the Interex, at your service ma’am.” his words were accompanied by the music of the aria, as his fingers played along it.&lt;br /&gt;
&lt;br /&gt;
“Is that your harmonic synthesiser?”&lt;br /&gt;
&lt;br /&gt;
“Aria and yes. They all said it would be useless here, but no Interex is complete without his or her aria.”&lt;br /&gt;
Isis smiled at him, a smile so infectious he fought not to smile as well.&lt;br /&gt;
&lt;br /&gt;
“You obviously know who I am, and vice versa. I presume you’ll need someone to show you around, teach you the ropes as my father put it. Follow me.” Before he could get a word in edgeways, she grabbed his other arm and hauled him off.&lt;br /&gt;
He noticed that she kept on peeking at his dermatoglyphics as they glided around the corridors, she pointing out certain rooms. He remembered he had to find his new locker, and she took him past endless rows to where the high profile lockers of the top students were, where Johor was surprised to find that his locker had been located. He swiftly stashed his books away.&lt;br /&gt;
&lt;br /&gt;
A few lockers over, a black girl, talking animatedly with a boy. Isis all but dragged him up to her.&lt;br /&gt;
&lt;br /&gt;
“Venus, Jake. This is Johor Tull of the Interex.”&lt;br /&gt;
Now she turned and stared at him, her fiery red eyes scanning over his unusual features. The boy with her spoke first.&lt;br /&gt;
&lt;br /&gt;
“You’re a real Interex?”&lt;br /&gt;
&lt;br /&gt;
If looks could kill, then poor Jake would be deader than if he’d been hit by the Life Eater. Venus quickly spoke. “Jake didn’t mean it that way. Welcome to Terra, Johor of the Interex.” She shook his hand; her grip was firm but soft. He remembered that she was the Daughter of Vulkan of the Salamanders, but this time he kept his cool. Slowly but surely he was adjusting to the ‘unusual’ inhabitants of this scholam. Soon he was answering questions about the Interex, showing them his aria, which Jake found fascinating. As they talked another joined them.&lt;br /&gt;
&lt;br /&gt;
“Wow, is that an aria? I’ve always wanted to see one of these. Your ears are cool, is your hearing better than a Space Marine&#039;s?&lt;br /&gt;
&lt;br /&gt;
“The person firing the barrage of questions is Farah Manus. Please excuse her; curiosity may have killed the cat, but not her.”&lt;br /&gt;
Farah offered her hand, and with trepidation Johor shook it. As he feared his hand was nearly crushed, and Farah apologised profusely as he nursed his throbbing hand, the digits still plying over the aria.&lt;br /&gt;
&lt;br /&gt;
As if things were not already too complicated, Isis ran up and embraced a boy with short dark hair. She then turned to Johor.&lt;br /&gt;
&lt;br /&gt;
“Johor Tull of the Interex.”&lt;br /&gt;
&lt;br /&gt;
“Julius Pius.” He looked at him morosely, as if he expected him to comment. When he didn’t, Julius quirked an eyebrow. Isis nudged him.&lt;br /&gt;
&lt;br /&gt;
“His father is the greatest non-Astartes war hero in the entire Imperium.”&lt;br /&gt;
&lt;br /&gt;
“We don’t hear too much about the wider Imperium in the Interex. It is hard to shake of the stain of Old Night.”&lt;br /&gt;
&lt;br /&gt;
Julius sighed in relief. “That is a blessing. You know how many people want to ask me about how my father took out that Ork Gargant on Quetansk, or fought those Daemons on Morosis Prime. I wish they’d just leave me alone.”&lt;br /&gt;
&lt;br /&gt;
“As you can see, Julius here is a bit melancholic.” She pecked him on the cheek, and he blushed deeply before promising to meet her at lunch and departing. She laughed as she watched him go.&lt;br /&gt;
“We go very well together. Sometimes I don’t know what I’d do without Julius for support. There are so many responsibilities on my shoulders, just like my father.” Her voice dropped to a whisper so low his aria sounded deafening. One of Farah’s metal hands rested on her shoulder, and she visibly brightened.&lt;br /&gt;
&lt;br /&gt;
“Enough of all that. We have classes, so let’s get to it.”&lt;br /&gt;
As luck would have it, they both had the same first class, Professor Ahriman’s Warp Studies.&lt;br /&gt;
Ahzek Ahriman was the former First Librarian of the Thousand Sons, and famed as the greatest scholar in the entire Imperium.to his credit, he made the usually impenetrable topic of the Warp understandable. He took copious notes, the aria still sounding ever so softly in the background. If Ahriman heard, he did nothing.&lt;br /&gt;
&lt;br /&gt;
The class spilled out of the room when the lesson finished, and Johor went with Farah, Venus and Jake as they made their way to the canteen. As they walked, Johor swore he heard someone mention Isis.&lt;br /&gt;
He paused. He could hear someone speaking in a low whisper, and he distinctly heard Isis mentioned. He focused, and swiftly it sounded like he was there beside the plotters.&lt;br /&gt;
&lt;br /&gt;
“Do you know anyone named Victoria?” he asked.&lt;br /&gt;
&lt;br /&gt;
“Yes. Why?”&lt;br /&gt;
&lt;br /&gt;
“She is planning an ambush. Wants to humiliate ‘the golden girl’ in her words.”&lt;br /&gt;
Isis stared at him, as if seeing his massive ears for the first time. She nodded, and whispered something to Venus and Farah. They continued along the corridor, chatting as if nothing was wrong.&lt;br /&gt;
Suddenly a lush girl of amazing beauty rounded the locker she was using as ad-hoc cover. Several other girls were behind her, and Johor recognised Petra and Lyra. He shifted her gaze away from Isis to Johor.&lt;br /&gt;
&lt;br /&gt;
“And who are you?” she asked in an icy tone, sneering at his distended ears.&lt;br /&gt;
&lt;br /&gt;
“Johor Tull of the Interex. And you?”&lt;br /&gt;
&lt;br /&gt;
“Victoria, daughter of perfection. Nice music by the way. Is that all the famous Interex can do? Play some B-grade music?” Johor gritted his teeth as the aria reflected his mood. Her posse smiled at his discomfort, but they didn’t realise what he was doing.&lt;br /&gt;
&lt;br /&gt;
Johor had been told many times never to overcharge the aria, and never to combine that with a hypersonic setting. But it seemed to be a rite of passage for all young Interex to try that out, with nasty consequences. He however had practiced, making his aria into a weapon as much as a tool of music or communication.&lt;br /&gt;
Isis! Cover your ears!” he commanded, and he raided the aria, and aimed it at a stupefied Victoria.&lt;br /&gt;
&lt;br /&gt;
The sonic blast threw Victoria over, blowing her skirt up. Johor blushed at the sight, and Isis giggled.&lt;br /&gt;
&lt;br /&gt;
“Did someone forget their panties?” she asked, sweet faced. Victoria scrambled to her feet, and all but ran, her cohort following close behind. Isis whooped loudly as they ran, reaching over and hugging Johor.&lt;br /&gt;
&lt;br /&gt;
“I never knew the aria could do that as well.” Farah said breathlessly.&lt;br /&gt;
&lt;br /&gt;
“You’re a handy person to have around. I think we could find a use for you.” Isis said, and Johor found himself smiling. Maybe this wouldn’t be as bad as he’d feared.&lt;br /&gt;
&lt;br /&gt;
==The Staff Room==&lt;br /&gt;
&lt;br /&gt;
Professor Ahzek Ahriman all but crashed into the staff room, his armour wheezing at the strain. After four hours of non-stop lessons, he’d almost snapped. Not even the Higher Enumerations could save him for very long when it came to the students here. If they truly were the future of the Imperium, then the Imperium was in for a Grim Dark Future.&lt;br /&gt;
&lt;br /&gt;
He knew he was being somewhat unreasonable, but after all those years of conquering the Galaxy for the Imperium, the last thing he wanted was to have to deal with the endless whining and winging, not to mention the practical jokes of The Twins. They were good and attentive students, but…&lt;br /&gt;
&lt;br /&gt;
The staff room was a large, open structure overlooking the vast indoor playing fields, where the students hung out during lunch. Several screens showed live Servo-Skull picts as they kept an eye on the students below.&lt;br /&gt;
&lt;br /&gt;
There were a few ex-astartes on the teaching staff, each the master of his particular field. Ahriman nodded at Fabius Bile, former chief Apothecary of the Emperor’s Children and now head of Biology. After his exemplary work on the Laer, he’d been ‘promoted’ to become the head Biology Teacher at Imperator High. There were rumours that it was a punishment for illegal experiments done during the last days of the Great Crusade, but Ahriman couldn’t uncover the truth. A short way away, slouched in a great armchair was Iacton Qruze, &#039;&#039;The Half-Heard&#039;&#039;, head of the History department. Qruze was one of the oldest surviving Astartes, and teaching history was a blissful retirement for him.&lt;br /&gt;
&lt;br /&gt;
Dean Yarrick, Old One Eye had his one eye glued to the Servo Skull feed, maintaining his eternal vigil over the school. Behind him was Celestine, half councilor and half spiritual guide, who as usual was staring out over the balcony at the crowds below, pointedly ignoring the muted cat-calls below her.&lt;br /&gt;
&lt;br /&gt;
Ahriman had brought over a bottle of his wine, and shared it out with everyone.&lt;br /&gt;
&lt;br /&gt;
After the drinks and the usual pleasantries, once again the topics of the conversations moved, as they always did, to the students, and 19 students in particular. Fabius started it off, his mechanical arms twitching as he spoke.&lt;br /&gt;
&lt;br /&gt;
“Cora barely scraped through another test again. Honestly, something needs to be done for her. She’s a damn good kid, and I respect her father immensely, but he needs to do something for her.”&lt;br /&gt;
&lt;br /&gt;
A few scattered agreements echoed across the room. Ahriman could sympathise, Cora was a decidedly average student at his course as well, though she was brilliant at Physical Education and History. Ahriman always wondered why the girls were being educated alongside normal humans, not educated by their fathers, or the Emperor Himself. More voices intruded on his thoughts.&lt;br /&gt;
&lt;br /&gt;
“Morticia missed another lesson. I’m amazed she hasn’t slipped behind everyone else!”&lt;br /&gt;
&lt;br /&gt;
“Miranda freaked out the whole class again, by demonstrating how elliptical orbits work. Ahriman, I wish you’d instruct your protégé about using her warp manipulation to show off.”&lt;br /&gt;
&lt;br /&gt;
For a brief moment, Ahriman toyed with activating his Heqa staff and banging Mr Skurner on the head. Skurner was an Ex-Imperial Army, always either arguing with his students or reminiscing about the campaign on V’Narm, where he fought. Before he could do any more than light up the vision slits in his helm with angry red flames, Mrs McCann changed the subject.&lt;br /&gt;
&lt;br /&gt;
“That T.G! I wish he’d shave off that bloody neckbeard! It’s as ugly as an Ork’s backside.”&lt;br /&gt;
&lt;br /&gt;
“At least he has manners. Furia crashed her way in the middle of art, and didn’t even offer up an excuse.”&lt;br /&gt;
&lt;br /&gt;
“The only person who can get her to do anything is old Yarrick here. Isn’t that right?”&lt;br /&gt;
&lt;br /&gt;
Yarrick grunted, while taking a draught from his hip flask. Widely considered the second bravest in the entire Imperial Army, second only the ever famous Ollanius Pius, whose son Julius was one of the star students and on very good terms with Yarrick.&lt;br /&gt;
&lt;br /&gt;
All of a sudden Ahriman saw a flash in his mind, of two students fighting. He couldn’t tell who they were, but he immediately voiced it to Yarrick, who nodded and started attaching his Battle Claw. Sure enough, a few seconds later the Servo Skull monitor started to whine.&lt;br /&gt;
&lt;br /&gt;
One of the screens showed a group of students clustering around a fight. The picture blurred as the Servo Skull approached closer. After a few seconds, the picture sharpened enough for them to see who was fighting.&lt;br /&gt;
Furia and Hana. Of course it would have to be them. Furia was a near permanent headache for all of them, and only Yarrick could keep her in a semblance of line. From there they couldn’t tell what they were fighting over this time, but it hardly seemed to matter. Those two were either thick as thieves or else fighting like Grox and Squiggoths.&lt;br /&gt;
&lt;br /&gt;
Dean Yarrack slowly hauled himself of his chair, flicking on the controls on his Battle Claw. A scowl cut across his ruined features.&lt;br /&gt;
&lt;br /&gt;
“Need any help?” Ahriman asked. They often worked together, Ahriman using the Great Ocean to support Yarrack as he did his work.&lt;br /&gt;
&lt;br /&gt;
“No need. This one won’t take long.” And with that, he was gone. Ahriman sure didn’t want to be either Furia or Hana, they were in for it.&lt;br /&gt;
&lt;br /&gt;
End&lt;br /&gt;
&lt;br /&gt;
==A Teacher&#039;s Lament==&lt;br /&gt;
&lt;br /&gt;
{{Main|A Teacher&#039;s Lament}}&lt;br /&gt;
&lt;br /&gt;
==An Afternoon With WD==&lt;br /&gt;
&lt;br /&gt;
Lyra rolled her sleeve up to glance over her watch and huffed with impatience.  “Late.  There’s a shock.”  She glanced down the winding street in front of her house, waiting for the yellow aircar limo that Remilia always used.&lt;br /&gt;
&lt;br /&gt;
Finally, it slid to a halt next to the mouth of the Dark Angels’ house, and the gull-wing door popped open.  Remilia waved Lyra in from the seat.  “Hey, there you are.  Sorry I’m late.”&lt;br /&gt;
&lt;br /&gt;
“Hi.”  Lyra tossed her bag into the open door, then turned to WD, standing patiently next to her.  “All right, little guy, I’ll see you later.”  WD waved its tiny arm as Lyra climbed into the car and the door slid shut.  As the car lifted and shot off in the direction of the mall, WD turned around and waddled back into the house.  He had a lot of work to do, and who knew how much time to do it?&lt;br /&gt;
First things first.  WD clambered up to the mistress’s bedroom, which she had left in commendable shape, for once.  Still, to a trained eye, there were so many LITTLE things to improve upon.  WD hefted the pile of clean laundry outside the door and hauled it in, dropping it on the table next to the dresser, then waddling back out to retrieve an errant sock.  He opened the drawers in her dresser one at a time, meticulously depositing each article of clothing in the proper drawer.  That accomplished, he leaped from the dresser to the sprawling bed, laboriously tugging the sheets into T-square-perfect alignment.&lt;br /&gt;
&lt;br /&gt;
He paused to look over the room, wondering if there was anything else that needed urgent attention.  His tiny eyes alighted on the pile of homework in the corner of the desk.  Of course.  Mistress hated cleaning up after work.  The gap was too far to jump, so he clambered down off the bed and climbed up the desk side, then carefully straightened up the sheets of paper and the occasional data card littering the desk.&lt;br /&gt;
&lt;br /&gt;
A knock on the door caught his attention.  Lord El’Jonson poked his head in, glancing around for Lyra.  “Ah, blast, did I miss her?”  His gaze caught WD, still fidgeting with the papers on the desk.  “Did she leave already, WD?”&lt;br /&gt;
&lt;br /&gt;
WD nodded, gesturing expressively at the window.  El’Jonson sighed.  “Of course.  Well, I’ll just see her when she gets back.”  He pointed at the pile of dirty laundry in the hamper in the corner.  “Don’t do those.  The young lady needs to learn a little about responsibility.”  Without another word, he walked away.&lt;br /&gt;
&lt;br /&gt;
WD listened to him go, utterly confused.  What was he supposed to do now?  There wasn’t anything else to do in the room.  He had the afternoon off?&lt;br /&gt;
&lt;br /&gt;
After considering that for a moment, he waddled off the bed and into the hall, looking both ways.  Apparently master El’Jonson was the only one in the house right now, because it was a good bit quieter than he was used to.  He waddled determinately over to the stairs and climbed down to the first floor, heading over to the massive kitchen.  If he had some time, which was something he really wasn’t prepared for, the least he could do was have a snack while he ruminated on his newfound free time.&lt;br /&gt;
&lt;br /&gt;
The little xeno walked into the kitchen, looking over to where the butler servitor was plugged into the wall, recharging.  The cook was absent too, apparently, because her coat wasn’t on the peg.  Did everybody have the day off?&lt;br /&gt;
WD climbed up the little set of stairs next to the prep counter, and started to open the cabinet that had the food he had set aside for himself…and paused.  After a long moment, he glanced over at the human food refrigerator.  Glancing slyly over his shoulder to ensure his privacy, he nonchalantly walked over to the fridge and heaved it open, staring at the piles and shelves of human food inside.  How could humans even eat this much?&lt;br /&gt;
With an effort, he slid the vegetable drawer open and pulled out a half onion someone had opened, and carefully carried it back over to the smaller prep area he had for himself.  Glancing furtively around, he hefted a little knife and cut off a thin slice, then popped it into his mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whoa.&lt;br /&gt;
That was different.&lt;br /&gt;
&lt;br /&gt;
He hurriedly wrapped the onion back up and replaced it in the veggie drawer, and closed the fridge with a thump.  Human food was gross.&lt;br /&gt;
Curiosity sated, he went back to his own prep station and made up a snack, wondering how he was to spend the day.  He had never been in the backyard by himself before.  Would that be fun?  Come to think of it, he had spent a lot of time outdoors, but never without somebody with him all the time, or some goal to accomplish.&lt;br /&gt;
&lt;br /&gt;
Sudden guilt grabbed him as that last thought percolated through his head.  Was there something ELSE he was supposed to be doing?  He tried and tried, but couldn’t think of any chores or housework the mistress Lyra or Lord El’Jonson had given him.&lt;br /&gt;
&lt;br /&gt;
The sound of footsteps – heavy and quick – broke his introspection.  He hurriedly rubbed the onion juice off the knife he was using and waited.  The door – the big one – opened, and the cook walked in, dropping her coat on the peg, and walked straight over to the menu for the day.  “All right, let’s see…hmph, grox tenderloin.  Easy enough…” her voice trailed off when she finally sensed someone else in her kitchen.  She turned around and spotted WD, doing his best to look casual at his prep station.  “Oh…hello there, WD,” she said, opening the fridge and getting the dinner ingredients out.  She focused on the task at hand, sorting through the food, putting the silent alien out of her mind.&lt;br /&gt;
&lt;br /&gt;
WD sighed in relief and made for the door, before she could notice anything awry.  Well, staying in the house wasn’t appealing any more, and it was a lovely day out…so why not go enjoy it?  Wd made up his mind and navigated through the cold, imposing halls of the building to the backdoor, pushing it open with a mighty heave.  The cool breeze of Terran artificial autumn blew over him, ruffling his hood, as he looked at the dense pine copse over in the distance, on the far side of the untrimmed grass lawn.&lt;br /&gt;
&lt;br /&gt;
The outdoors was BIG.  He started to close the door behind him, then quickly thought better of it.  He couldn’t tell if it was unlocked.  Looking around, he noted a lawn chair in the mess, and wandered over, determined to familiarize himself with the landmarks.  The chair was easy enough to climb, and he stared at the pine copse, wondering distantly if they had been transplanted from Caliban.&lt;br /&gt;
&lt;br /&gt;
The wind picked up a bit, whistling off the hive wall in the distance, and WD climbed back down, making his way over to the trees.  The grass faded back as he approached, until he was walking on bare dirt ground, with a layer of pine needles instead of ground cover.  WD wandered to and fro in the trees nearest the house, wondering who took care of them.  Lord El’Jonson didn’t have a gardener.  He ran his little hand over the bark of one tree, remembering how, when he had been very small, mistress Lyra had tucked him in one hand and climbed the tree, and looked out over the manor together.  He glanced up at the branches, gauging how far apart they were.  Experimentally, he reached out to grab one, and found that it supported his weight easily.  He climbed up, balancing on the branch, and grinned to himself.  This was fun!&lt;br /&gt;
&lt;br /&gt;
With an effort, he scaled a few more feet of the thick, dead branches, until he was at about where the eyes on that scary helmet Lord El’Jonson once wore would have been.  The noise from the wind was fading, with the trees all around him.  He stared off into the copse of trees, just enjoying the quiet.  He could see why mistress Lyra liked it out here.&lt;br /&gt;
He carefully picked himself back down the tree, landing on the ground with a whuff of breath.  Dusting himself off, he wandered deeper into the trees, following a very faint path between them.  He had been out here before, of course.  He knew where he was going, now.  It was just that mistress Lyra usually carried him.&lt;br /&gt;
&lt;br /&gt;
The carpet of pine needles underfoot was getting a lit thicker.  Twice, he had to stop and shake his robe free of the little tree droppings; but finally he reached his destination.  Mistress Lyra liked to come out here if she needed some peace and solitude.  Which, on reflection, was odd, because she sometimes brought him with her.&lt;br /&gt;
He arrived at a small clearing, less than forty meters from the start of the trees, where a bunch of trees had been cleared away.  There was a big, scary knife stuck in the stump, WD noted nervously.  He had never noticed THAT before.  He cautiously approached it, tiptoeing onto the stump and squinting at the inscription in the metal.&lt;br /&gt;
&lt;br /&gt;
It was High Gothic, unfortunately.  He gave up and looked across the clearing, where a couple of beer bottles were lying in the grass, and a whole rack of smaller knives were sitting on the stump next to him, under a waterproofed basket.  Well, just because he was on break didn’t mean he couldn’t get something done…&lt;br /&gt;
He marched across the clearing to grab the bottles, and started to drag them back to the stump.  Partway back, however, a low rumbling noise caught his ear.  He froze, listening, and the noise came again, fainter.  He strained to pick out details, but it didn’t return again.  Looking around nervously, he started to pull the bottles back towards the house.&lt;br /&gt;
&lt;br /&gt;
WD got most of the way to the house before the noise came back.  He paused again, wondering uneasily if maybe that knife had been there for a reason…&lt;br /&gt;
Deciding that discretion was the better part of valor, he gamely clung to the beer bottles, dragging them the rest of the way back to the house, glad he had left the door open.  He lugged the bottles over the step, closing the door behind him, and set them down in the trash next to the door with a sigh.&lt;br /&gt;
&lt;br /&gt;
Distantly, WD heard the noise of people talking at the front door.  He wandered towards the commotion, wondering if this meant his break was over.  Sure enough, he had heard true; mistress Lyra was home, and deep in an argument with her father.  Lyra was angry, he could see, her hands were clenched, and her cheeks flushed red.  “Dad, you can’t be serious!  That’s not fair!”&lt;br /&gt;
&lt;br /&gt;
“Yes, young lady, it IS fair,” El’Jonson shot back, glaring coolly down at his temperamental daughter.  “You missed two homework assignments in a row last week.  Having to do chores is hardly a disproportionate punishment.  Besides, WD was never supposed to be your servant, it’s not fair of you to make him do all that himself.”&lt;br /&gt;
&lt;br /&gt;
“I don’t treat him like a servant!” Lyra protested feebly.  The Lion peaked an eyebrow.&lt;br /&gt;
&lt;br /&gt;
“Really?  Guess what he started doing when you left.”  Lyra flushed again, looking away in silence.  “That’s right.  He made your bed.  Which you didn’t do.  Well, I gave him the afternoon off.  Now, you can do it yourself.”  WD must have been less stealthy than he had thought, because master El’Jonson suddenly turned to him.  “Well, look who it is.”&lt;br /&gt;
&lt;br /&gt;
Lyra’s head snapped up, and she hurriedly dried her eyes.  “Fine, I’ll…do the damn laundry.”&lt;br /&gt;
&lt;br /&gt;
“Yes, yes you will,” El’Jonson said with an air of finality.  Without another word, he turned on his heel and walked off.  Lyra stood there, angrily staring after him.  WD waddled up and raised his arms, and Lyra glanced down her anger fading into something that almost looked like guilt.  She kneeled and scooped WD up, perching him on her shoulder.&lt;br /&gt;
&lt;br /&gt;
“You don’t think I treat you like a servant, do you?” she asked him.  WD awkwardly shrugged.  “I do.  Damn it.”&lt;br /&gt;
&lt;br /&gt;
WD sat down on her shoulder as Lyra went back up the stairs, wondering if maybe it would be better to make tracks for a while until it all blew over.  Lyra opened her door and stared at the clothes in the hamper with a groan.  “Where do I even start...?”  After staring at the clothing in a huff for a few more seconds, she seemingly gave up and sank down on the desk chair, staring at the homework WD had organized for her.  WD scooted off her shoulder to land in her lap, and Lyra looked at him morosely.  “What would I do without you?”  She snorted in sudden amusement.  “Laundry, apparently.”  WD clambered up to the desk and sat down on the edge, letting his robed legs hang over.  Lyra dropped the bag of crap she had bought at the mall on the floor next to her desk and sighed.  “Well, little dude, I hope at least you had a good break.  I think mine is over.”&lt;br /&gt;
&lt;br /&gt;
FIN&lt;br /&gt;
&lt;br /&gt;
==A Day With Enragus==&lt;br /&gt;
&lt;br /&gt;
BEEP&lt;br /&gt;
BEEP&lt;br /&gt;
BEEP&lt;br /&gt;
BEEP&lt;br /&gt;
SMASH&lt;br /&gt;
&lt;br /&gt;
	A formless stream of explicatives poured from Enragus&#039; mouth as his way to the &amp;quot;shower&amp;quot; in his father&#039;s house. The son of the primarch of the Angry Marines was pissed; making it a better morning than most for him.  Enragus started the pressure washer that functioned as a shower because a normal shower was &amp;quot;TOO FUCKIN&#039; SOFT ON THE SKIN TO WASH THE LOVE AN TOLERANCE OFF!!!!!&amp;quot;. Finishing his shower with only a small amount of skin being scoured away he looked at the pressure washer and found that it was set to medium and figured that his dad, Enfuratori, must have the day off. After getting dressed and going down to the kitchen he was greeted by his father&#039;s usual &amp;quot;good morning&amp;quot; greeting of a kick to the nuts. &amp;quot;YOU FUCKING KICK LIKE A BITCH OLD MAN!!!!!&amp;quot; &amp;quot;I WAS GOING EASY ON YOU YOU LITTLE SHIT, DON&#039;T MAKE ME GET OUT THE BELT!!!!!!&amp;quot; Enragus knew it was no empty threat, and shut up. Enfuratus&#039; belt was made of barbed wire and had a power field generator attached to it, in case he needed to &amp;quot;SHOW THOSE BITCHASS SAGGY PANTS WHO’S THE FUCKING BOSS!!!!&amp;quot;. Enfuratori walked over by the jury rigged meltagun that served as their stove and shouted  &amp;quot;THE FUCK DO YOU WANT FOR BREAKFAST YOU SHIT?!?&amp;quot; Enragus though for a moment and said &amp;quot;GET ME SOME GODDAMN EGGS, OLD MAN!!!!!!!&amp;quot; &amp;quot;FINE, HELP YOUR FUCKING SELF BITCH!!!!&amp;quot; Enfuratori picked up and whipped the carton of eggs at Enragus&#039; face. He caught them in mid air and started breaking them into his mouth, when he was finished he threw the empty carton of eggs into the garbage, screaming &amp;quot;I&#039;M GOIN TO SCHOOL NOW, OLD MAN!!!!&amp;quot; and kicked the door out of the frame onto the huge pile in front of their house. As Enragus approached the end of the driveway his father&#039;s head jutted out the door yelling &amp;quot;IF YOU DON&#039;T BEAT UP SOMEONE IM GONNA MAKE YOU WISH YOU WERE NEVER  BORN!!!!&amp;quot; &amp;quot;FUCK YOU, DAD, I ALWAYS FUCK SOMEONE UP!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	Freya was walking to her first class of the day, English, one of the many subjects that she hated. Come to think of it the only subjects she liked were gym and lunch. She walked to her locker and retrived her copy of Low and High Gothic: Sixth Edition from the pile of accumulated refuse that she kept in the bottom of her locker. If she was lucky her English teacher, Tigerius, wouldn&#039;t give a quiz on the chapter she was supposed to have read last night; but she doubted it. He seemed to have strange love of  giving out excessive amounts of quizzes that made her think he was compensating for something. She spotted Furia walking to class; all the other students parting around her to stay out of her punching range. Then someone she had never seen before: a boy wearing a shirt with a stylized red frowny-face with angry eyebrows broke through the safety bubble and stopped directly in front of Furia. Freya stopped and watched thinking “this new kid is gonna get the lesson of his life”. Furia&#039;s face took on a look of annoyance and said “move, freshmeat!” and, to Freya&#039;s suprise, the boy looked back to her and screamed at the top of his lungs “NO YOU MOVE, DYKEWAGGON!!!!” &lt;br /&gt;
&lt;br /&gt;
	All the students in the hall stopped moving and looked at the two, waiting for the inevitable. Furia&#039;s face took on a look of utter shock, which quickly faded to an anger that could have melted through a Baneblade. She took a deep breath and screamed “The fuck did you say to me, jackass?!?!?!?”, a vain bulging in her forehead. The new kid&#039;s face turned beet red with anger, and anger that so far surpassed Furia&#039;s that her&#039;s seemed calm by comparison, and screamed with a voice that seemed, impossibly, louder than Dean Yarrick&#039;s “YOU FUCKING HEARD ME YOU FAT FUCKNUGGET!!!!!”. Furia hesitated for a moment, the only time she had done so since she had come to the school, then her usual anger reasserted itself and she lifted her steal toe boot high in the air behind her, and brought it whisting forward towards the vulnerable crotch of the new kid. Freya looked away at the last moment as while she enjoyed a good fight now and then, she knew first hand just how nasty Furia&#039;s kicks were. Freya heard a loud snap and thought that Furia must have broken his hips; after all she had done it twice before to other boys. But nothing could have prepared here for what happened next. She heard a startled shout, which must have come from the new kid, but then, alarmingly, she realized that it was in fact Furia&#039;s voice she heard. She looked back and couldn&#039;t believe her eyes: the new boy was standing in exactly the same position as before, but Furia was standing on one foot holding her other in shock and pain. Then the boy did something that Freya will remember forever: without another word he stepped forward and struck Furia in the sternum, not with his fist, or his foot, or his elbow, or knee; but with his head. The new boy delivered a head-but that not only produced a slapping sound that echoed down the dead quiet hall, but also knocked Furia to the ground a good distance from where she was originally standing. The boy then walked calmly over to her and said “YOU HAVE A DAMN FINE KICK THERE, BUT I&#039;VE GOT BALLS OF STEEL BITCH! NEVER FORGET THAT!!!!” and then walked to class. Freya walked over and carried the gasping and thoroughly confused Furia to the nurse. Where the medical staff confirmed that Furia had broken almost all the bones in her foot on the new kids nads....&lt;br /&gt;
&lt;br /&gt;
==The Journal==&lt;br /&gt;
&#039;&#039;&#039;Sgt. Kate Gunnar, Septembus 8, 310.M34, 68 degrees Fahrenheit, Overcast&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
We&#039;re up against tough shit here and the LT told us to write our wills, so I guess I&#039;ll use this old journal I picked up somewhere. Funny. Can&#039;t remember where I got it from now that I think about it.  Whatever, we&#039;re going over the top tomorrow morning at first light. Last will. Feels fucking strange thinking about it. Never thought I&#039;d end up here. Granddad sure as shit didn&#039;t predict this the last time I spoke to him. I don&#039;t even know if this dirtball has a name beside its official administratum alphanumeric code. No fucking idea how to get this back home if things go ploinshaped either. Haven&#039;t left much of a papertrail the last years. Or any trail at all really. Fuck. Let&#039;s just get this over with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My name is Kate Gunnar. I&#039;m a Sergeant in His Imperial Majesty&#039;s Guard, 210th Dneipr Rifles. I come from a lot of places but Nenavist and Nuceria could be called my homes. &lt;br /&gt;
&lt;br /&gt;
I... Fuck. This isn&#039;t gonna cut it, is it? Not if I want the right people back home to get this if I bite it here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There was another girl years back. A scared and very angry girl with no place to go and no choice but to leave it all behind. Someone that did a lot of stupid shit and hurt the ones that cared about her. Someone that couldn&#039;t live a lie or risk going to prison. I don&#039;t think I want to go back to being her again. Not when Kate Gunnar manages so well without her. And Maria Aerstom. And Jane Stills. And Trisha Stubbs. And all the other aliases I&#039;ve gone through all these years. Keep coming back to Kate Gunnar though. Still thinks it fits me quite well. Gah, I was never one for this bleeding heart stuff. Shit. If this is to find its way to the right person if I bite it out there tomorrow I have to at least take a short hop down memory lane. Don&#039;t want to leave Icy waiting around for me. Icy... I wonder what she&#039;s up to now. Hope Treasury didn&#039;t go to hard on her. Hope she still keeps my jacket safe. I liked that jacket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lets start over.&lt;br /&gt;
&lt;br /&gt;
My name is Furia Angron. I am the daughter of Angron, Primarch of the XII Legion, the World Eaters. My home is Startseite, Terra, Sol System.&lt;br /&gt;
&lt;br /&gt;
There. It&#039;s out. I&#039;m gonna have to burn this if I survive tomorrow. Can&#039;t have someone reading this shit if I&#039;m not six feet under. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, Last will and shit. Isis, your crackpot plan actually worked so you can keep my jacket if you still have it. Dad, if you&#039;ve kept my bike give it to Hana. She&#039;ll know what to do with it. And Hana? If you are reading this I guess we won&#039;t have that last fight I promised you. Slug yourself one for me and we&#039;ll call it even, OK? &lt;br /&gt;
The rest of my stuff back home you can deal with as you see fit dad. Sorry I couldn&#039;t come home but I guess this is better than ending up in prison or drugging myself into oblivion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fuck, I hope Simon moved on. He deserves someone good, if only for the shit he put up with when he was with me. If you haven&#039;t yet Simon then now is the time since I definitely won&#039;t be coming back from this. &lt;br /&gt;
&lt;br /&gt;
There. Hard part&#039;s done.  If worst comes to worst I got my bases covered. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sgt. Kate Gunnar, Septembus 13, 310.M34, 53 degrees Fahrenheit, Rain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to keep this journal, if only to not have to rewrite my will again. Somehow it felt good to write all that out. Just get it out of my system. Anyways. I survived the previous days fighting. It was touch and go for a few moments but me and my unit pulled through without too many casualties. Now I see why my dad put the fresh meat through so much shit. The greenskin fucks just don&#039;t know when to die. We&#039;re expecting a counter-assault any day now and our artillery have been pounding at the orks for two days straight to stop them from getting any bright ideas.&lt;br /&gt;
&lt;br /&gt;
Gonna have to find a lock for this journal. Don&#039;t want people snooping. I&#039;ve managed to explain away my strength and build with good diet and normal-plus gravity world upbringing. I don&#039;t think the brassholes bought it but they haven&#039;t kicked me out yet. When they discovered I could outshout the drillsarge they plucked my out for sergeant training. Said I was a natural or some shit. Heh. Only one I could never outshout was old Dean Yarrick. Wonder if he&#039;s still kicking around at Imperator?  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sgt. Kate Gunnar, Octobus 20, 310.M34, 50 degrees Fahrenheit, Windy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last push to wipe out the greenskins from this mudball. We have cornered them but they aren&#039;t broken yet. Brassholes sent a call for aid clearing them out and guess who showed up? A contingent of the World Eaters legion. My father&#039;s legion. With none other than Kharne leading them. My first thought was that they were here to haul me back to Terra. I don&#039;t think any of them recognized me. Don&#039;t know about Kharne though. He looked right at me but didn&#039;t say anything. Either I&#039;ve changed that much or he didn&#039;t want to make a scene. I&#039;m guessing the first option. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sgt. Kate Gunnar, Janua 3, 311.M34, 68 degrees Fahrenheit, Warp Transit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The regiment is being disbanded. The fighting against the greenskins took far longer than anticipated and when all was said and done our regiment had taken almost 89% losses. Of my squad only me and  two others, Jain Dromos, our field medic, and Khyle Macarion, one of our weapon specialists, survived. Though Jain will need a new lung. She was shot in the back. Like Morticia was. Fuck. It&#039;s been ten years since that happened. Ten years. Can&#039;t fucking believe it. Feels like that shit happened yesterday. &lt;br /&gt;
&lt;br /&gt;
Feels good to be going home though. And if this doesn&#039;t work out there is always another regiment in need of a sergeant.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Furia closed the journal and put it back in her duffle bag. She wondered how it would feel to be home again. Not just some temporary bivouac or army garrison, but her real home. In a couple of hours the lander would touch down and she would be home. Home. It had been more than a decade since she ran away from Kouthry, right under the Treasury&#039;s noses. Would her father even be home? Would he welcome her? Would he even recognize her?&lt;br /&gt;
&lt;br /&gt;
==Back From The Grave==&lt;br /&gt;
&lt;br /&gt;
A man with the tattered coat of a geno regiment disembarked from the transport. Breathing in the recycled air of the terminal, he watched the white spires of Terra stretch for miles.  From the starport he could see the the wall of the Palace, residence of the Emperor of Mankind, and one of the most guarded places in the whole universe. Walking down the ramp, the officer adjusted his duffle bag on his shoulder. Moving along with the queue, he watched down where the line spit into smaller streams, a stream per every Arbites check point. Waiting with growing impatience as the Arbites controlled the other travellers documents, he toyed with the laces on his bag. He had been away for years, fighting for a handful of dirt on a god-forsaken abhuman world somewhere in the galactic anus &amp;quot;No more&amp;quot; he said, to nobody in particular. &amp;quot;What?&amp;quot; said a woman on his left. The man turned to observe her. A long white tunic with red trims and a blue turban &amp;quot;Nothing&amp;quot;. No more he would leave his planet; No more he would leave his loved one.&lt;br /&gt;
&lt;br /&gt;
For he had done both of them already too many times.&lt;br /&gt;
&lt;br /&gt;
After another hour, he finally found himself in front of the check-point. Extracted the documents from the pocket in his coat, he handed them over with his scarred hand. The Arbiter examined the documents with a black expression. Suddendly his jaw dropped. &amp;quot;Citizen, are these your documents?&amp;quot;. &amp;quot;Yes they are&amp;quot; responded the man. The lawman moved a hand under the table. &amp;quot;Any problem, officer?&amp;quot;. &amp;quot;Ah... yes, for you&amp;quot;. The sound of boots on the stone floor alerted the man. Turning around, he saw a squad of Arbites and Enforcers moving towards him. &amp;quot;Impersonating a dead man, or simply using a false identity during an interrogation is a crime&amp;quot; informed the arbiter, standing up and placing a hand on the holster on his hip. &amp;quot;What? I&#039;m not impersonating...&amp;quot; &amp;quot;Silence, you violated the law!&amp;quot; commanded the arbiter &amp;quot;Follow us quietly, or do it a body bag&amp;quot;. &amp;quot;Is this the way to treat a veteran?&amp;quot; asked the soldier, eyes wide in confusion. &amp;quot;Make your choice, creep&amp;quot;. &amp;quot;I&#039;ll follow you&amp;quot;. &amp;quot;Good, then&amp;quot;, said the arbiter. Like he had a choice. &amp;quot;You&#039;re smart&amp;quot; he added, voice oozing sarcasm.&lt;br /&gt;
&lt;br /&gt;
The ex-soldier stared at the interrogation block he was in. The walls were made of ferrocrete, with micro recorders on the walls. The local was simply decorated: a wooden table, and two wooden chairs. What worried the man were the blood spots on both of them. Not the return he had hoped for. The hours passed. Eventually, after a long time the door opened and the same Arbiter that had arrested him entered the room. Taking one of the chairs-the other was already occupied-he sat and stared at the man. He was hoping for a confession, the veteran knew that. &amp;quot;So... if you think this will unnerve me, you&#039;re wrong&amp;quot;. The arbiter open a little paper folder he was holding in his hand. &amp;quot;I&#039;m not trying to unnerve you, I&#039;m just waiting for some information&amp;quot;. The soldier seemed confused. Then he undestood; yes, the gene verification. &amp;quot;Look, friend, this is a piece of advice you&#039;d better take: let me go, now, and nothing will happen to you&amp;quot;. The Arbiter simply laughed in his face. &amp;quot;And this is a piece of advice for you: become a comedian, after your time in jail&amp;quot;. The door pommel moved. An enforcer stepped inside the room. The blood had left his face. The Arbiter, not worried one bit by his collegue&#039;s appearance, took the documents from his hands and wawed it under the nose of the soldier. &amp;quot;See you, little punk, this is the proof you&#039;ve lied to me&amp;quot;. He took a sit, staring at him and at the photo in the documents. &amp;quot;So lets see...&amp;quot; the lawman started, while the other one left the room &amp;quot;The man you&#039;ve been impersonating had short, cropped, black hair&amp;quot; he said, comparing the man to the picture &amp;quot;Check&amp;quot;. &amp;quot;Brown eyes...check&amp;quot;. &amp;quot;5&#039;9 feet...more or less check&amp;quot;. Satisfied with his inspection, the man took the other paper, the one his associate had brought in &amp;quot;But, even with the fisical resemblance, there&#039;s no way to cheat this test...&amp;quot; he stated, examining the paper &amp;quot;and here it says you&#039;re... Julius Pius&amp;quot;. The arbiter&#039;s jaw dropped; the colour drained from his face. &amp;quot;Sir, I&#039;m sorry but...&amp;quot;. Julius sprang on his feet, throwing the chair away, &amp;quot;Yes, you fool, I&#039;m Julius Pius, son of Ollanius Pius, and future husband of her majesty, Lady Isis Lupercal, daughter of THE FUCKING WARMASTER OF THE WHOLE FUCKING IMPERIUM!!!&amp;quot; he yelled &amp;quot;and now tell me: do I look dead to you?&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If a person could wish himself away, in that moment the Arbiter would have. Looking at the face of the young Pius &amp;quot;Well...s-sir, The news of your death by e-e-enemy f-fire...&amp;quot;. &amp;quot;I can&#039;t undestand when you stutter!&amp;quot;. &amp;quot;... by enemy fire reached Terra some weeks ago&amp;quot;. He looked at the built-in crono in his gauntlet. &amp;quot;You are being buried in this very moment&amp;quot;. The lawman was considering to shoot himself. &amp;quot;Now, officer...Oh good god, Isis&amp;quot; he said suddenly, staring at the door. He looked at the arbiter &amp;quot;Arbiter, I will forget to punish you, if you give me a car and let me go free&amp;quot; he proposed. The arbiter stood up &amp;quot;Yes, sir, yes as you wish&amp;quot; he said, opening and keeping the door open for Julius. &lt;br /&gt;
&lt;br /&gt;
Five minutes later, Julius was already travelling towards the city of Starselite, where his loved one lived. He had to reach her as fast as possible: he couldn&#039;t imagine was his future wife was going through. Using the code the Arbites had provided him, he accelerated on  the air way, heading towards the surface. Dead, how weird, he though in his mind. Starselite was a four hour drive from the spaceport, so he had quite a long time to think. &amp;quot;Autopilot engage&amp;quot;. The car machine-spirit took control of the vehicle, leaving Pius free to relax and process what happened. He had always considered himself a man-at-arms, a warrior; how else could it have been? His father was Ollanius Pius,hero of the imperium, and one of the few non-enchanced human to obtain the glory usually reserved for a primarch. And now what? This was his last tour with the genos: he was a simple citizen now. He could re-enlist angain, sure. But did he really wanted to? He had seen enough for not only one life, but for ten. He had fought in the mud of the trenches, in the narrow corridors of the hives, in the boiling hot of the jungles. He had fought terrible enemies, and he remembered them, all of them: from the man-eating giants of Coria, to the sea beast of Scilla, to the ab-human warrior-women on Lesbonius. Did he really wanted to do this again? Maybe. But killing was all he knew? What else could he do. He enlisted when he was barely out of school. What else could he do? he reapeted in his mind. And what would his Isis say? He buried his face in his hands. Damm it. It was far easier in the army, for sure. Shoot that, blow this up... not all this life-changing bullshit.&lt;br /&gt;
&lt;br /&gt;
A beeping noise awoke him from his thoughts. He was reaching Isis&#039; house. He sorted his tattered uniform and smartened his hair. Not a lot better.&lt;br /&gt;
&lt;br /&gt;
Arriving at the road in front of the Lupercal&#039;s manor, he saw many cars, some with the Imperial Aquila, most with insignia of the various Legiones Astartes. Probably his friends were having an after funeral commiseration. Oh Emperor, this is going to be awkward, Pius thought. The insignia of the Luna Wolves were crossed with strips of black cloth to mourn his death. The front garden was empty. He looked at the majestic house. The windows, shutters and curtains were closed, and he couldn&#039;t see a thing of what was happening inside. &amp;quot;Oh, this is not good&amp;quot; said Julius, walking down the paved path in the grass. When he was near the steps, he started hearing voices from inside. &amp;quot;He was a good man&amp;quot; someone - maybe Jake but Pius couldn&#039;t tell with certainty- &amp;quot;We will all miss him&amp;quot;. He rang the bell on the door. As voices picked up, the scarred soldier could hear somebody walking to the door. A girl with metal hands opened the door.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hello Farah&amp;quot; saluted Julius. The daughter of Ferrus Manus stared at him, silenced by what she was seeing. &amp;quot;Is this for me?&amp;quot; he said pointing at the glass of wine she was holding in one hand &amp;quot;Very nice of you&amp;quot;. She didn&#039;t move a muscle. He grabbed the glass of wine from her hand and emptied it in one go. &amp;quot;Thank you, I&#039;ll need it&amp;quot;. He moved pass her and turned left, walking down the corridor to the living room. He looked at the people in the room: Freya and Thangir were sitting in a corner of the room, speaking quietly with Remilia, Miranda and Nate. Venus and Jake were comforting Isis, who was sitting in the couch, her face buried in her hands. Remilia was with them, standing behind the daughter of Horus. Angela and Michael had been chatting with Farah, before she left to open the door.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, this looks like quite a celebration! What&#039;s the occasion?&amp;quot; Julius started. The room became silent. The eyes of every person turned to him. Isis became white as a bed sheet, eyes wide open. She stared at him with those orange eyes. Jake&#039;s jaw dropped, Venus simply stared at him, eyes wide, hands over her mouth. The other had similar reactions. &amp;quot;Guys...come on guys, you&#039;re scaring me! Say something&amp;quot; Julius said. Nobody spoke. &amp;quot;It&#039;s like you&#039;ve seen a ghost&amp;quot; he joked. Nobody moved. Leaving the glass on a small table, he walked over to Isis, squeezing her hand. &amp;quot;Hon, come on&amp;quot; he tried. He dragged her on her feet, hugging her in the process. &amp;quot;Isis, come on, say something&amp;quot;. The firstborn touched his cheek with one hand, to check he wasn&#039;t a ghost. &amp;quot;You...you&#039;re alive&amp;quot; she whispered, so low that even Freya had trouble hearing her. &amp;quot;Yes I know&amp;quot; he admitted &amp;quot;Amazing, isn&#039;t it&amp;quot;. The others were starting to recover. &amp;quot;You&#039;re alive&amp;quot; she repeated. &amp;quot;Yes&amp;quot; and he kissed her. Her eyes closed, overwelmed. Jake was the first to recover  &amp;quot;So... why-how-are you alive?&amp;quot; Julius separated himself from his soon-to-be wife &amp;quot;I honestly don&#039;t know&amp;quot;. This was too much for Isis; she fainted, falling in his arms.&lt;br /&gt;
&lt;br /&gt;
The daughter of Horus woke up half an hour later. All the occupants in the room where staring at her, a worried look on their faces. She groaned, raising herself to sit. A hand was touching hers. A man she once thought dead crouched at her side, alive if a bit worn out. &amp;quot;Are you all right?&amp;quot; he asked. &amp;quot;Yes, I think so&amp;quot;. She was starting to recover. She was shaken, but happy at the same time. The only man she loved was alive. They could live together again. She snapped, hugging him, hard enough to hurt. Tears washed her eyes. They kissed again. The others who were present let out a sigh. After a while they were sitting in the dining room, still a bit speechless. Isis was radiant with joy. She and Julius were still hugging each other, sitting in the same chair, the one Horus usually occupied when he wasn&#039;t reconquering the galaxy. They were trying to put the pieces back together, to understand why Julius was listed as K.I.A. while he clearly wasn&#039;t. &amp;quot;We were told that you were fighting on some ab-human world, Majugla, if remember correctly, when you were hit by an artillery barrage.&amp;quot; Venus explained. &amp;quot;And they were able to identify me? After a barrage?&amp;quot; asked Julius. &amp;quot;Well...not exactly, they only found your sword, we didn’t have a body to identify&amp;quot; Jake said. &amp;quot;That I lost shortly after my departure&amp;quot; he informed them &amp;quot;Sorry, Venus&amp;quot; he added, turning his head to her red eyes. &amp;quot;I forgive you&amp;quot; she said jokingly. &amp;quot;Now that I think about it... I&#039;ve never even set foot on Majugla&amp;quot; he recalled. &amp;quot;Wait, wasn&#039;t your regiment assaigned to that campaign?&amp;quot; Isis asked. &amp;quot;Yes, it was, but we were attacked by ork pirates as soon as we entered the sistem&amp;quot; he said &amp;quot;We defeated the green bastards, but we lost more than eight thousand men when some of the troop trasports were shot down&amp;quot;. Remillia looked at him in disbelief &amp;quot;In a single battle!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
He shook his head &amp;quot;This is the Imperial Army Remilia, not the Astartes. Losing eight thousand men in a battle is deemed acceptable&amp;quot; he pointed out. &amp;quot;Although not from a single regiment&amp;quot;. He closed his eyes, thinking at just how many of his friends had died &amp;quot;So in the end we were too few to fight as a Regiment, but too many to be sent home. So the Administratum decided to break up the survivors and use us to reinforce other regiments&amp;quot; he explained  &amp;quot;A part of our forces, included my old company, but not me, was sent to our original destination. I was sent to Tulasan V with companies from all over the Imperium to quell a rebellion and recruit new troops&amp;quot;. He smiled at Isis as she snuggled closer. &amp;quot;Those pen-pushers must have forgotten to register the dismemberment of the regiment&amp;quot; he speculated, displaying the usual disdain of the soldier for the bureocrat. He caressed his wife arm &amp;quot;So when they recovered the sword they must have thought I was in command of the company, while instead I was far away&amp;quot;.  Freya leaned back in the chair &amp;quot;Ok, that explains why you are here&amp;quot; she said &amp;quot;but what about the sword?&amp;quot;. Julius straighted a bit, starting to unbutton his shirt. &amp;quot;Well, during the battle with the greenskins I had a bad encounter with a smaller ork warboss&amp;quot; he said &amp;quot;When I tried to cut his arm off, he grabbed my sword with his power claw, snapped it in half, and puched me in the stomach&amp;quot;. He revealed his chest, covered in one big bruise.&lt;br /&gt;
&lt;br /&gt;
Thangir observed the wound &amp;quot;That looks bad&amp;quot;. &amp;quot;Yeah, that hurt like a bitch&amp;quot; Julius corfirmed, making the other laugh. He buttoned up the shirt. &amp;quot;Anyway, after the blade was broken, I sent it to the smith to be repaired. He probably sent it to the one commanding my company&amp;quot; he explained. &amp;quot;Hey&amp;quot; he said &amp;quot;What happened to my sword anyway&amp;quot;. Venus looked down, while Farah twisted her hand nervously &amp;quot;Venus and I melted it and reforged it for Andrew&amp;quot;. Julius stared at her. &amp;quot;Ok&amp;quot; he said after a while. The two girls looked at him, unsure of having heard correclty. &amp;quot;Are you sure? You always loved that sword more than the arm you use to swing it. We can forge another one if you want&amp;quot; Offered Venus. Julius moved his stare to her &amp;quot;Sure, sure... I won&#039;t be needing it, or a different one, though&amp;quot;. &amp;quot;What?&amp;quot; Miranda asked. &amp;quot;You heard me, Miranda: this was supposed to be my last tour with the genos&amp;quot; he stated &amp;quot;Even without my funeral&amp;quot;. Isis stared at him. &amp;quot;And this whole thing made me even more willing to retire&amp;quot;. She was speechless. &amp;quot;Isis, my love, I&#039;ve seen you before, there, sitting on the couch, when you were mourning me&amp;quot; he explained, looking at her, straight in the eyes, &amp;quot;This time was a mistake due to burocratic incompetence but next time it might not. I won&#039;t make you suffer like that again&amp;quot;. She was about to say something, touched, but the food servitor came into the room, carring a platter&lt;br /&gt;
full of delicious-looking food. &lt;br /&gt;
&lt;br /&gt;
They started eating with gusto, enjoying the flavors of the dishes, especially Julius, who hadn&#039;t eaten something that had a taste in the last couple of years. They started to chat about the changes that happened in their lives when Julius was fighting the Emperor&#039;s wars. In the end they rested quietly, reveling in the company of friends and lovers, while Julius narrated his story. After a toast to the warrior, they moved back to the living room, waiting for the weariness &lt;br /&gt;
brought by the food to fade.  Without anyone noticing, a poker set appeared. While preparing the game, Jake felt Venus&#039; stare burn the hair on his neck. &amp;quot;What is wrong with you?&amp;quot; she exclamed &amp;quot;Bringing poker cards at a funeral...&amp;quot; &amp;quot;They&#039;re not mine!&amp;quot; Jake defended himself &amp;quot;And when your soul hurts, you need to distract yourself in some ways&amp;quot;. Nate laughed at the statement. &amp;quot;Your words bear wisdom, my friend&amp;quot; said Thangir, raising his cup of wine. The game went on for a few hours, until only Jake and Julius remained. Michael set his hands on the table, Thangir leaning against his chair. Nate remained silent; being a mind reader, he had decided to not participate at the game. The two remaining players remained silent, scanning each other over the cards. Julius, looked his cards: three aces. &amp;quot;All in&amp;quot; he said, challenging the other to match him. &amp;quot;All in&amp;quot; said Jake, moving all his chips. The veteran tapped the table with his fingers; maybe the hiver had a poker, maybe he had made a mistake to go &#039;All In&#039;. &amp;quot;Gentlemen, lower your cards&amp;quot; Nate said, observing the two titans fight. Julius, showed his hand; Three aces and two figures. Jake smiled. Oh, no, thought Pius. Jake threw his cards on the table: A king, a queen, a jack, a ten, a nine, all of the same colour. &amp;quot;God damm it&amp;quot; cursed Julius.  The others laughed. &amp;quot;I&#039;ve come back from the dead, and I can&#039;t still beat you&amp;quot;. Angela looked at the ornated watch in a corner &amp;quot;It&#039;s time go&amp;quot; she said, squeezing Micheal&#039;s shoulder. He stirred &amp;quot;Alright, time to turn in&amp;quot;. &amp;quot;We have to go too, sweetheart&amp;quot;. &amp;quot;Oh come on Venus I enjoying myself&amp;quot; joked Jake. &amp;quot;Well Farah, do you want to go too?&amp;quot; Asked Remilia. The iron-handed girl yawned &amp;quot;Yes, it sleepy-time&amp;quot;. &amp;quot;Freya, time to go back to the wolf den&amp;quot; said Thangir. Nate and Miranda undestood each other without speaking. &lt;br /&gt;
&lt;br /&gt;
Time to leave Julius and Isis alone.&lt;br /&gt;
&lt;br /&gt;
When the room was empty, Julius and Isis started cleaning up the mess. She cleaned took away the wine glasses, whilst he packed the poker set. &amp;quot;I&#039;ll send this to Jake tomorrow&amp;quot; he said. &amp;quot;But, if it was his, why would he have left it here?&amp;quot;. &amp;quot;To uphold the lie&amp;quot; he smiled. She put the wine glasses on a small table. &amp;quot;Julius&amp;quot; she said extending her arms, inviting him &amp;quot;Come here&amp;quot;. He came to her, hugging her. She rested her head on his shoulder. &amp;quot;Are you sure with your decision&amp;quot; she asked him.  She was referring to his retirement. He caressed her blond hair. &amp;quot;No more&amp;quot;. &amp;quot;What?&amp;quot; &amp;quot;No more; It&#039;s what I said when I stepped down the trasport that took me Terra&amp;quot;. &amp;quot;But what are you going to do?&amp;quot;. &amp;quot;Isis, love of my life, I enlisted in the army as soon as I came out of Imperator. It was almost twenty years ago. Since then all I&#039;ve done was kill people and watch people be killed. No more. I&#039;m tired.&amp;quot; he explained. He stared at her, his brown eyes versus her orange. &amp;quot;All I want to do now, is to marry you, and spend the rest of my life with you&amp;quot; he told her &amp;quot;As I had promised you&amp;quot;. They stayed like that for way, conforting each other, enjoying the vicinity of the other after such a long time. &amp;quot;Actually I&#039;m more worried by the paperwork&amp;quot;. &amp;quot;I&#039;ll help you, don&#039;t worry&amp;quot; she promised, knowing how much her future husband hated paperwork. &amp;quot;Yes, but I&#039;m legally dead now. So the question is... how do I legally resurrect? And most of all how long will it take?&amp;quot;. &amp;quot;I don&#039;t know, but we&#039;ll discover it soon enough&amp;quot;. As they detatched, Julius gave her a concerned look &amp;quot;Are you ok now? You scared me before&amp;quot;. She took his hand, squeezing it.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;I am now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The End&lt;br /&gt;
&lt;br /&gt;
==A Night in the Dorn&#039;s Fortress==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything was burning around her, her home, her school, her friends, her family, everything Remilia ever knew was aflame, and everyone she ever loved was burning to death around her. They were laughing at her, laughing at the one who couldn’t save them, laughing at the failure before them. Their howls of laughter became screams of pain and sorrow; their flesh began to melt off of their bones, dripping into the scorched earth around Remilia. All she could do was watch as the people she cherished, turned to ash and pools of melted flesh.&lt;br /&gt;
&lt;br /&gt;
Remilia woke with a start, bolting upright, sweat dripping from her forehead. She moved towards the door of her en suite and tripped over a discarded pair of shoes on the way.&lt;br /&gt;
&lt;br /&gt;
She flicked the light on, moved to the sink, and began to run the cold tap. She splashed water on her face, in an attempt to provide some clarity to the situation. &lt;br /&gt;
&lt;br /&gt;
She felt the water as it trickled down her arm, when it ceased just below her elbow. She glanced down and noted that the bandages wrapped around her forearm were now soaked with blood in a relatively uniform pattern. She unwrapped her arm, tossed aside the bloodied dressing, cleaned the wound and replaced the bandages.&lt;br /&gt;
&lt;br /&gt;
“I should probably burn these. Don’t want anyone seeing these,” She said aloud to no one in particular. &lt;br /&gt;
&lt;br /&gt;
She picked up the blood drenched bandages, flicked off the light, and returned to her room. She put on a pair of shorts and her top from the day before. &#039;Wouldn&#039;t want to be walking around in my underwear,’ she thought. &lt;br /&gt;
&lt;br /&gt;
With an ear to the door, she listened to the footsteps of the patrolling Astartes, waiting for them to pass her room before slipping out. She darted along the corridor, going in the direction the Marines came from. As she approached the stairs, she slowed to a crawling pace and listened out for more patrols inside her father&#039;s fortress of an estate. She crept down the stairs, careful to avoid the well worn, creaky steps. She turned a corner and moved through her father&#039;s library, towards the basement entrance in the kitchen.&lt;br /&gt;
&lt;br /&gt;
The library was lined with bookshelves, with several more parallel to the walls. She heard the heavy footsteps of two Marines from behind her, she dove headfirst behind a shelf. She lay down to try hide herself from the approaching figures clad in yellow ceramite power armour. &lt;br /&gt;
&lt;br /&gt;
Remilia glanced at the books on the lower shelves and realised that nearly all of them were strategy guides, for lack of a better term. Most were seemingly written by her father, and her uncles Perturabo and Roboute. Some were ancient, “The Art of War” by Sun Zoo, “The Prince” and another “The Art of War” by Machiavelli and “De Re Militari” by Publius Flavius Vegetus Renatus. Remilia mused, ‘dude, why do you need such a long name? And seriously, why a name that lengthy?’.&lt;br /&gt;
&lt;br /&gt;
However, hidden amongst these tomes of military strategy, a trio of books stood out like three Astartes in a room full of Squats and Ratlings. ‘Men’s Cooking Manual’, with no accredited author. Supposedly penned by one Kyril Sindermann, one was titled &#039;The People’s Guide To Speechcraft’, Remilia did a double-take before realising that, it was in fact what she thought it was; a book written by the greatest of Iterators, instructing people as to communication. The third, was simply titled ‘Parenting for Idiots’, making it clear that her father wanted to be better at this role. &lt;br /&gt;
&lt;br /&gt;
&#039;So the great Rogal Dorn, king of the arrogant, actually admits that he’s lacking something and failing elsewhere? Okay, why did no one tell me that the Apocalypse had begun?’ she thought. &lt;br /&gt;
&lt;br /&gt;
The patrol moved past her chosen hiding place, with little more than a cursory glance above where she lay. She crept along behind them, and followed the hulking figures through to the dining room. The walls were decorated with banners from the many banners and trophies obtained by the Imperial Fists over the course of their existence under her father and that name. Two ornate Adamantium doors, stood opposite each other, in equally ornate, yet defensible door frames. A third, comparatively bland wooden door was ajar, showing two ostentatious chairs and an array of tablecloths, neat stacks of placemats and coasters, and trays of literal silverware. “That could be useful to hide in. Looks like a serf forgot to close it,’ she thought. An over-elaborate oak table ran the length of the room, with eight more equally ostentatious chairs. The room was lit by a set of electronic chandeliers, evenly spaced apart above the dining table. Where the Astartes turned right, out through a room that can only be described as an amalgamation of a conservatory and a military checkpoint, Remilia turned left, into the kitchen.&lt;br /&gt;
&lt;br /&gt;
Pure white, marble work surfaces topped cupboards, (presumably filled with various cooking utensils, baking trays and dried ingredients) lined the walls with a similar work surface stretching down the middle. The outer workstations were occasionally broken up by various different oven styles, some bread ovens, some conventional ovens, and a singular pizza oven at the back. Above the central workstation, racks of pots and pans hung from the ceiling. A small steel hatch to the left of the door led down into the basement. Remilia crept over to the hatch and delved down into the basement. &lt;br /&gt;
&lt;br /&gt;
The Dorn’s basement was divided into three different sections, attached to a small, dimly lit atrium of sorts. Through one of these doors, lay the wine cellar, with a biometric lock to ensure that no-one could access it, besides her father, mother, the various chapter serfs and servants. ‘So, anyone that is related to the Imperial Fists, but not me,’ she realised this a few months ago, when she tried to access the wine cellar to grab a few bottles for a party. Through another, lay the fortresses armoury, &#039;locked in a similar fashion,’ Remilia assumed. However, her target lay ahead of her, the far door that lead to the incinerator, ‘because having an industrial grade container for a ball of fire in the basement, is totally safer than traditional disposal services’. Strangely, this was the only door not biometrically locked. She passed through the door, and made her way to the incinerator hatch at the front of the machine. In one swift and smooth motion, Remilia opened the hatch, threw in the bloodied bandages, and closed it, before the room felt more like the core of Nocturne, rather than the core of Terra as it already did. &lt;br /&gt;
&lt;br /&gt;
She made her way back into the kitchen, ducking down as she got closer to the door so as not to be seen by any of the patrolling Astartes. Listening out for any groups approaching, she turned the corner, diving into the storage cupboard when she heard their loud footsteps. Once they had passed, she made her way back to her room with very little in the way of close encounters, and barely any more patrols. &lt;br /&gt;
&lt;br /&gt;
“Well, that’s enough for one night,” she said aloud, almost forgetting about the self-help books her father kept amongst his most valued, and valuable, books.&lt;br /&gt;
&lt;br /&gt;
==Bleeding Out==&lt;br /&gt;
&lt;br /&gt;
Writefag Someone else. produces an entire Warhammer High NOVEL.  We are not kidding.  A full-length novel.&lt;br /&gt;
&lt;br /&gt;
{{Main|Bleeding Out (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==Bleeding Out: A Custodian&#039;s Story==&lt;br /&gt;
&lt;br /&gt;
Aurox Quadriga, Shield Captain of the Ten Thousand and Secutarii Filias of the Daughters is about to have a very, very bad day...&lt;br /&gt;
&lt;br /&gt;
{{Main|Bleeding Out: A Custodian&#039;s Story (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==ROAD TRIP!==&lt;br /&gt;
&lt;br /&gt;
This story was an experiment on Someone else.&#039;s part to show what a few of the girls would be like after high school ended.&lt;br /&gt;
&lt;br /&gt;
[[Story:ROAD_TRIP!_(Warhammer_High)|The story, broken into five parts.]]&lt;br /&gt;
&lt;br /&gt;
==The Lioness==&lt;br /&gt;
&lt;br /&gt;
Lyra finds out that being a El&#039;Jonson means that you have some secrets to keep.&lt;br /&gt;
&lt;br /&gt;
{{Main|The Lioness (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==Ghosts of Rage==&lt;br /&gt;
&lt;br /&gt;
Furia finds out its hard to be Angron&#039;s daughter.&lt;br /&gt;
&lt;br /&gt;
{{Main|Ghosts of Rage (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trip Into Hell==&lt;br /&gt;
&lt;br /&gt;
Julius Pius goes on a relaxing vacation. HA! Right. This is 40k bitch, you&#039;re in for a ride.&lt;br /&gt;
&lt;br /&gt;
{{Main|Trip Into Hell (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==Eternity==&lt;br /&gt;
&lt;br /&gt;
Someone else. concludes his contribution to the setting with this massive epilogue.&lt;br /&gt;
&lt;br /&gt;
{{Main|Eternity (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appraisal==&lt;br /&gt;
&lt;br /&gt;
ILikeCommas continues the storied tradition of writing oversized Warhammer novels as a hobby.&lt;br /&gt;
&lt;br /&gt;
{{Main|Appraisal (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Days of Judgement==&lt;br /&gt;
&lt;br /&gt;
When a grisly discovery is made in the depths of Hive Tetra on Macharia in the Cadian system itself, Proctor Saal Huulta of the Adeptus Arbites is sent to investigate. But swiftly he finds himself caught up a plot by the ruinous powers to ensnare the Daughters of the Primarchs...&lt;br /&gt;
&lt;br /&gt;
{{Main|Days of Judgement (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==Camping Trip==&lt;br /&gt;
&lt;br /&gt;
Khor&#039;neth&#039;s contribution to this universe, deepening familial bonds- or trying to, at least.&lt;br /&gt;
&lt;br /&gt;
{{Main|Camping Trip (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==So, I May Be A Daemon...==&lt;br /&gt;
&lt;br /&gt;
Writefag Tragicomix&#039;s first contribution to the setting. WIP.(in theory, it hasn’t been updated in years)&lt;br /&gt;
&lt;br /&gt;
{{Main|So, I May Be A Daemon (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==A Karskins Journey==&lt;br /&gt;
(Note: This does not take place in the main timeline of WHH and as such, I have taken liberties with the details and characters, currently done with act 1)&lt;br /&gt;
&lt;br /&gt;
(NOT AUTHOR-This needed some serious un-fucking and revision work and general improvement, something that I come back around and add when it strikes my fancy. But it would be interesting to see a canon servant of the Imperium find their way into WHH&#039;s story, especially seeing a Kriegsman do it. Maybe have a Chaos invasion come over from canon.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 1:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DAMN IT ALL, DAMN IT ALL TO THE FRAKING WARP!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, I can&#039;t swear now or feel anything, I lost the right to that the moment I failed to protect the Pylons and Cadia.   &lt;br /&gt;
I think I should start from the beginning, my name is Hark Lavigne, I am a slightly experienced Kasrkin at the age of 19, I have fought in three separate wars since starting my service on my 17th birthday. I am currently serving under Lord Castellan Ursarkar E. Creed and this is what I believe to be my final testament to the Imperium I left behind.&lt;br /&gt;
&lt;br /&gt;
I am keeping this diary to attempt to retain some of my sanity and to make sure I have something to document this for when I get back to my home, if I can.&lt;br /&gt;
I think this deserves some explaining, I was on the fortress world of Cadia, we were under attack by the 13th Black Crusade and the last thing I remember before ending up here is that I was fighting off the Hordes of Chaos, and one of those damned Greater Daemons of Tzeentch came, I was out of ammo for my Hellgun and my Plasma pistol, all I had was a Vortex grenade I had grabbed off a dead Space Marine, waste not want not, he would have wanted me to use it…. I hope.&lt;br /&gt;
&lt;br /&gt;
Anyway, I pulled it out and charge the daemon, he tried to hit me with psychic witchcrafts, but I was able to dodge it, with it barely grazing my armor, and I continued to run at it, everything else seemed to fade out, my dying comrades, the fact my home and the second greatest fortress in the imperium was about to fall, all it was me and the Daemon.&lt;br /&gt;
&lt;br /&gt;
In the end, I got there, shoved the grenade into its stupid fracking beak, it went off, and I was pulled in with the bastard.  After that, I remember being in the warp, daemons howling all around me, images which I try to recall but every time I have a headache, but I remember some of it, worlds being destroyed something the size of my hand eating a planet-sized thing while not changing its size, entities so vile I do not want to remember, it was terrifying. But the worst of it was seeing what happened to my home of Cadia. A Blackstone Fortress crashing into the crust, breaking the world apart, with las-bolts streaking the air. Then a voice proclaiming &amp;quot;THE PLANET BROKE BEFORE THE GUARD! CADIA STANDS!&amp;quot; I then watched in horror as the galaxy as rent in two. I was praying to the God-Emperor every moment of it, then when the daemons were just about to take me and soul, I felt the ground hit my back, and reality reasserting its dominance.&lt;br /&gt;
&lt;br /&gt;
I found myself on a rockcrete ground. Around me were kids, a bunch of girls to be specific, barely 17 at most, and they seemed to be dressed for some kind of schola. I could feel the blood loss starting to make my vision hazy, and as I looked up to the building behind me I could read a few words in high gothic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPERATOR HIGH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could only speak the few words that came to mind. &amp;quot;Oh, by the God-Emperor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 2:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After that, I was knocked out, due to blood loss and multiple other injuries, barely anything compared to what I had gone through before, but the warp must&#039;ve taken more out of than I thought. Anyway, I was brought by a few of the school&#039;s students to the Medicae&#039;s Office and was to be supposedly healed back to health there, when I awoke I immediately made a reach for my knife I kept in on me, found it was not there, along with most of my combat wargear, and leap out of bed in a panic. I refused to listen to my body&#039;s cries of pain as I went into a combat stance, understand I still thought I was in the warp and was still convinced I was captured by chaos and they were trying to lower my guard. After all, Chaos is nothing but devious in its plans to turn the faithful. But instead of a room filled with the machinations of chaos and living walls, I found a relatively clean and seemingly new medicare room, though this was only a guess as I had only seen medicare facilities made up of tents and whatever the medics could scrape together. &lt;br /&gt;
&lt;br /&gt;
I looked around, and found a surgery knife, &#039;still, this is better than nothing&#039;, I thought as I picked it up and moved forward, keeping my senses sharp as I tried to hear any noises until I heard the sharp clicking of heels coming towards the room, I snuck towards the door, placed myself in position to ambush whoever was coming in.  The door opened and I sprung into action, putting my hand over the person&#039;s mouth, I kicked its legs down and closed the door, making sure to keep the person kept quiet I moved the knife to their throat, I looked up and down the person, wearing a slightly comfy white lab coat, a sweater and a weird type of dress I had seen some of the second in commands for other regiments wear(I now know it is called a “pencil skirt”).&lt;br /&gt;
&lt;br /&gt;
“Now Daemon, you will tell me exactly where the Warp I am, and where the nearest cache of weapons is, you better tell me quickly, or else I might get very impatient.” the &#039;woman&#039;s&#039; face seemed shocked, as if she was not expecting a newly introduced patient to awaken and start to threaten her, I released her mouth slightly with the unsaid threat of me killing her if she tried to call for help. &lt;br /&gt;
&lt;br /&gt;
“W-w-what are you talking about?&amp;quot; she said, obvious warp trickery, any guardsmen with half a brain could see it. I applied a little force to her neck with the knife&lt;br /&gt;
&lt;br /&gt;
“Now Daemon, I do not like to play games, tell me where my Wargear is.&amp;quot;  The woman seemed to try to think as fast as “she” could, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;D-down the hall, to the left.&amp;quot; she said in a shaky voice.&lt;br /&gt;
&lt;br /&gt;
“Thank you traitor scum, I will allow you to live for now due to this service”, I then proceeded to knock her out and leave her unconscious body on the floor. I went down the hall and found an office, it had some words on it in high gothic, I barged in, with my makeshift weapon in hand.  In front of me was an old man, a weary but stern face that reminded me of a Commissar or Kasrkin sergeant, he looked up from the papers he had in his hands to look at me. &lt;br /&gt;
&lt;br /&gt;
Those eyes, if I was any other person my age or even a guardsman would make me shit my pants in fear and terror, but I was a Kasrkin, I had seen worse. The man looked at me and spoke. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What the hell are you doing in my office.&amp;quot; the man said, his voice cold and stern. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in the God-Emperor&#039;s name am I doing here Daemon?” I asked back, my eyes never leaving his.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am no Daemon”, the man seemed to turn even colder, the air around him turning to ice. “Where the hell did you get the idea I am a Daemon?” &lt;br /&gt;
&lt;br /&gt;
“All I know is that I was taken by Daemons and I wake up in a nice warm bed, you tell me, Warp Spawn?”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 3:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That was by far the most awkward few minutes of my life, if I knew who that man was I would have saluted him immediately, especially since we both served during the [[Armageddon#Third_War_for_Armageddon|Second Orkoid War for Armageddon]] but to be fair he didn&#039;t have a missing an eye or using an Ork Power Klaw for an arm. After about 5 minutes of me and him trading insults and daring the other to attack first, was all it took for what seemed to be a patrol of guards to come by me and him(though I&#039;m sure he just called them to his office via a button or some other method). &lt;br /&gt;
&lt;br /&gt;
I want to say I lasted a few minutes against them, but with me only wearing my underclothes, injured, and wielding what amounted to a butter knife, I was no match.  I was sedated and taken to a prison to be interrogated.  But at this point, I had my suspicions as to where I was, with the Warp becoming less and less likely as time passed. Why did they not just throw me to the daemons, or the various other terrors in there? &lt;br /&gt;
&lt;br /&gt;
But I still kept my suspicions high, with prayers and sacred words I attempted to protect myself from the horrors of the Warp hell I thought I was in until I was brought to the(what I assumed at the time) interrogation room and tied to a chair. It was a black room, with a single door in and out, and a table, very standard, but it lacked all the toys and other devices I would expect a Chaos torture room to have. I heard the door open and looked forward, the chair was positioned in such a way to allow me to see anyone walking in.   Two people walked in, a woman of standard stature and with jet black hair and another man, it reminded me of the psykers we allowed in our regiment sometimes, but lacking in purity seals. &lt;br /&gt;
&lt;br /&gt;
“My name is Akina Llyinchova Skuratova, you may refer to me as Ma’am, and this is authorized psyker Ineyu, we would like to ask you some questions.&amp;quot; the woman said, referring her hand to the psyker-like individual in front of me, I attempted to spit on her but she was a bit too far away for me to be able to do so.  &lt;br /&gt;
&lt;br /&gt;
“Playing the hard game then, well at least this will be interesting. At least for a little while.” For the next hour the woman attempted to ask me questions, name, place of birth, and other such details, every time I gave her one of two responses, complete silence and &#039;frak off&#039;. Not the most dignified response but I couldn&#039;t do anything else to give away who I was, Daemons could do terrible things to you if you gave them the ability to do so. &lt;br /&gt;
&lt;br /&gt;
“Warp Dammit.” The woman was clearly at the end of her patience. “Ineyu please read his mind, take whatever you want but don&#039;t damage him too much.” the man gave a nod to her and approached me, putting his hand out. Mine were locked down and so I could not move, I struggled as the psyker attempted to break through my mind, but I was a Kasrkin, and held out. &lt;br /&gt;
&lt;br /&gt;
But no matter how strong-willed that a man could be, a psyker will be able to break through a human&#039;s mind, but the minute he did and saw the fields of Cadia. He screamed, then I realized something.  This psyker had never seen the horrors of what I have seen, I proceeded to fill my mind with horrors of what I had seen, Warp Daemons, Xenos, and heretics, he continued to scream attempting to get away from my mind, but I kept him there until he stopped screaming, he laid there limp and I let his mind get away. &lt;br /&gt;
&lt;br /&gt;
The woman looked shocked, as if what I had done was simply not possible, then her face hardened, she turned to me and spoke in an even tone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in the warps name are you?”&lt;br /&gt;
&lt;br /&gt;
“The Emperor&#039;s Justice.” Her eyes hardened and she walked out, sending two men in to pull the psyker out. I smiled, I had beaten the psyker this time, but I was sure they would bring more, but all I could think about now was that I had avenged a single life lost on Cadia, but I still had many more to go.&lt;br /&gt;
&lt;br /&gt;
The next time they brought me to the room they brought a man, as large as an Astartes would be without their armor. A bald man with an odd tattoo on his eye, he seemed to be wearing the outfit of a Librarian or Remembrancer. I looked directly at him, and he returned the gaze, he had a smile on his face after a few moments. He then pulled up a chair and sat down in front of me.&lt;br /&gt;
&lt;br /&gt;
“Now young man, I heard what you did to that poor psyker boy”, I smiled wickedly at him, showing how much I had enjoyed that. “But I believe in trying to make amends, so if you answer all my questions I will ask I promise nothing will happen to you.” I looked at him, not believing his words. &lt;br /&gt;
&lt;br /&gt;
“Do your worst traitor.” The man seemed surprised as if he had never thought he would be called a traitor but then his eyes hardened again.  his smile fled from him and he started to reach out to my mind, it felt as if an entire ocean crashed against it, the psyker before was but a drop of water compared to what this thing was doing.&lt;br /&gt;
&lt;br /&gt;
He went in, and I tried to push images of Daemons and the wars like I did the previous psyker, but while it slowed him down, it did not stop him. He broke through every layer of defense I could muster. Until he reached my final wall, my faith in the God-Emperor, in all the images of him I had seen.  That seems to stop him, he recalled at the images of the almighty Emperor upon the Golden Throne of Terra, he then left my mind, stood up and left without a word. I could hear orders shouted through the walls to the guards. All I had left was my tired mind, but victory. Yet again, I smiled, for I had come out victorious once more. Turning back the force of Chaos approaching my mind. But the voice in the back of my mind told me what I did not want to admit, that they would come back, again and again until I broke. But I faced that fear with zeal and happiness, I would face whatever if I could find atonement for not being able to save Cadia and failing in my duty to the Emperor.&lt;br /&gt;
&lt;br /&gt;
I was taken out of the cell and told to dress in my uniform, only to then see a rifle butt flying at my face and knocked out. When I awoke I was sitting in a chair in a room of gold, it was indescribable, with effigies of great battles and moments from the Great Crusade. I was awestruck until I noticed a man, the easiest way to describe him would be the standard all humans are based on, nothing really stood out, but nothing faded away either, it was the perfect human, no flaws or advantages, just a normal human. I looked with awe still on my face. I had to ask.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are we on Holy Terra, on the Thorne World itself?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Confusion made its way across the man&#039;s face before he then nodded to me. I went back to looking around the room. Realization made me snap my head to him. Suspicion etched on my face. There was no way this was not a trap, most likely made by some Daemon or other warp predators. The man motioned for me to sit down next to him, seeing no other options I walked forward, keeping my hearing high and eyes on a swivel to make sure I would not be ambushed here, I sat down on the chair and looked at the man in front of me, he seems to have a bit of a smile on his face, but also a frown, or something in between?  &lt;br /&gt;
&lt;br /&gt;
He then talked with a voice I would describe as music. &lt;br /&gt;
&lt;br /&gt;
“May I ask who you are?” At the minute of the questions answer, I felt my previous awe fade away replaced by my determination to not fall to Chaos, I looked at the man in the eyes and stared, automatically repeating prayer after prayer in my head. The man sighed. &lt;br /&gt;
&lt;br /&gt;
“I would like to ask why Ahriman found images of me in your mind?” I was confused by this, I had never met this man before, I had never even put this man in front of the defenses to try to slow down the psyker(now known as Ahriman), my eyes narrowed. &lt;br /&gt;
&lt;br /&gt;
“Ah, I see now, you do not recognize me do you.” the man seemed to smile in a fatherly way as he stood up, and suddenly a golden light engulfed him. What remained was what every guardsman wishes to see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The God-Emperor of Mankind Himself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 4:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This would leave me in much of a loop as one would think, half of me said it was obviously a daemon trap, meant to lure me in to take me away from his light, but the light that was coming out of him, the feeling of bravery and power I only felt when I was around the priests, The Legion of the Damned, or the Living Saint Celestine….&lt;br /&gt;
I did the only thing I could do at the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And faint, falling face forward on to the table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up with to Emperor but in his former disguise, shaking my shoulder to wake me up. I didn&#039;t even respond verbally. I snapped to attention, knocking over the chair, and saluted, the straightest salute I could make, it would make the commander proud. But the God-Emperor looked down upon me and sent his mind into mine, looking into me, I wouldn&#039;t have been able to stop it if I wanted. I could feel him going through my memories, finding, and looking upon the utter failure that was the Battle of Cadia. I realize that He could find my deepest secrets, the things I had buried under 10 years of constant training and force, but he was so entranced by The Elysion Fields. He could have uncovered everything, looking around my mind like an Administratum clerk would go through a file cabinet but no he did not do such things to me. When He removed himself from my unworthy mind, He looked confused, angry, and even afraid?  &lt;br /&gt;
&lt;br /&gt;
I did not think it was possible to see such emotions on a face like his, He looked down upon me, with a look of pity one gives to a dog with no legs, as if I had gone through more than I needed to. But I knew better, I stood at attention and awaited orders, that was all I could think of doing. He turned around waving a hand, and I lost consciousness. After I awoke I found myself in a bed, still locked up, but more comfortable, than ever before.&lt;br /&gt;
&lt;br /&gt;
I can only guess why he did so, perhaps he wanted to think in silence, perhaps he was horrified as to what I was, or any number of other things, I may never know.  But that night I had the best sleep I ever had, the threat of daemons and corruption, far away from my mind, with only my faith and the light of the God-Emperor in my head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 5:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When I awoke I wanted to stay in the confines of the sheets, they were warm and comforting, but I pulled myself out and stood up, at attention like all mornings, then I remembered what had happened, the past few days, the Fall of Cadia and my meeting...The Emperor.&lt;br /&gt;
It was certainly busy, and so we bring me to today, I don&#039;t know why I am writing this out, a way to record my thoughts, a way for me to prove my loyalty only the Emperor knew, this time literally. &lt;br /&gt;
&lt;br /&gt;
Anyway, after I awoke and made ready for the day, what looked like an Arbite came and escorted me to a shuttle, it took me through what seemed like a hive city, if a strange-looking one, no spires anywhere, it was then I realized I truly was on Holy Terra, at this I could not keep the religious fever from coming out of me, I was as giddy as a 3-year-old trying to strip his first las-gun. Soon, we landed and I was handed over to the legendary Custodians of the Emperor, they were twice as tall as a normal man and just as glorious as an Astartes if not more so. They then escorted me to an enclosed ship and took me on a ride, I felt many twists and turns from which I lost all sense of direction, then after a good while longer we docked within the Imperial Palace, walls of gold, taller than a dozen Baneblades stacked on top of another stood around me. I looked in awe but was pushed forward by the custodians. We walked for miles, through huge corridors seemingly made for Imperial Knights or the Titans of the Adeptus Titanicus, and after a lot longer we reached two huge doors, they opened slightly, enough for me to go past but the custodians did not come, but motioned me to go through. &lt;br /&gt;
&lt;br /&gt;
When I went through I saw a room, with 21 chairs, 2 of which were crumbled and destroyed, while 19 figures of legend seem to sit on the chairs. One of them who was off to the side was a wizened old man who I soon recognized was [[Malcador the Sigillite|Malcador the Hero]]. I recognized 9 of them and vaguely recognized the other 9, the realization hit me, they were the Primarchs, and then I saw him.   &lt;br /&gt;
&lt;br /&gt;
The greatest heretic of all, Horus Lupercal. The Arch-traitor, Chaos’s favored, and a million other names, but I stayed still, I was stupid but not stupid enough to think I could take Horus one on one, perhaps Saint [[Ollanius Pius]] could but not me. So I stood in the middle of the room, at attention, I kept my eye on Horus and the other traitors, then the Emperor walked in, and I stood a little straighter, He was just as magnificent as I thought he would be, clad in His golden armor.  He sat down in the middle, next to Horus and the great angel Sanguinius, he looked at me then opens his mouth, and his voice boomed with the authority of a thousand worlds.&lt;br /&gt;
&lt;br /&gt;
“I believe I owe you an explanation, as to why I called you all here, I am fully aware you are busy but this boy requires our full attention, I will give you the details now.&amp;quot; all the Primarchs eyes seemed to move at lightning speed, as if they were reading some invisible book, and within a few moments they were done, their reactions varied, but one thing stayed consistent, horror, complete and utter horror.  The type of horror a man has when he sees all he has built torn down around them, some looked to the floor in horror, others growled in anger and others still just stared blankly forward.&lt;br /&gt;
&lt;br /&gt;
“What do we do?” said Horus. I had a thousand and one scathing remarks for a traitor like him but held my tongue. He seemed the most affected, as if he were truly loyal to the Emperor, I still had my suspicions but I gave him the benefit of the doubt, for now. The other Primarchs looked at each other and back to me. I did all I could to not fall to my knees in religious fervor.   &lt;br /&gt;
&lt;br /&gt;
“Who are you really, boy?” questioned Rogal dorn. &lt;br /&gt;
&lt;br /&gt;
“KASRKIN HARK LAVINGE OF THE CADIAN 8TH AKA &amp;quot;THE LORD CASTELLAN&#039;S OWN SIR!” I shouted with all the religious passion I felt. The Primarchs looked considerably surprised, another then talked. &lt;br /&gt;
&lt;br /&gt;
“Why are you here?” asked the traitor Magnus the Red. &lt;br /&gt;
&lt;br /&gt;
“I USED A VORTEX GRENADE TO KILL A GREATER DAEMON OF TZEENTCH LORD PRIMARCH AND FOUND MYSELF IN THE WARP. ALL I KNOW AFTER THAT IS CADIA FELL, CRACKED TO PIECES AND I FOUND MYSELF IN THE MEDICAE OF A SCHOLA.&amp;quot; I shouted once more, the traitor seemed confused and interested as if what I had said made no sense but lots of sense at the same time.  &lt;br /&gt;
&lt;br /&gt;
Many of the other Primarchs seemed to become even more worried, glancing between me, each other and the Emperor. &lt;br /&gt;
&lt;br /&gt;
“What do you mean Cadia fell boy?”, said Robute Gulliman said. &lt;br /&gt;
&lt;br /&gt;
“THE 13TH BLACK CRUSADE LEAD BY [[Abaddon|ABADDON THE DISPOLIER]] WAS A SUCCESS, SIR! I AM SORRY, WE FAILED THE IMPERIUM. I AM READY FOR SUMMARY EXECUTION FOR FAILURE AND INCOMPETENCE, SHOULD YOU JUGDE IT NECESSARY, MY GOD-EMPEROR!” I said once more, feeling the pure amount of shame I felt fall onto me as if it were a physical thing.  Many of the Primarchs looked to each other, as if in conversation.&lt;br /&gt;
&lt;br /&gt;
“Kasrkin Lavinge, you have given me and my sons much to discuss. And I believe that is only scratching the surface of you and your past. I ask you please remove yourself from this room and wait outside for a bit, we will call you back in.&amp;quot; said the Emperor, I nodded, saluted and marched out, the door opened for me and closed as soon as I was out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 6:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was soon brought back in, only about 30-40 minutes of standing at attention while the Custodian Guard watched me with cold eyes, I attempted to ignore them and breathed a sigh of relief when I was called back in.  Marching in I stood back at attention when I got to the middle once more, all of the Primarchs kept their eyes on me. &lt;br /&gt;
&lt;br /&gt;
“We have decided what we will do with you Karskin, due to your age and potential as an agent of the Imperium you will be attending an academy for those we believe could help improve the Imperium, as part of the staff as a security guard and as a regular student.” The Emperor said. “You will also be put on duty to guard some very special people in the school” I was immediately intrigued, as I was given a chance to serve the Imperium and perhaps cleanse my soul of the stain I left on it from Cadia, and help the Imperium prosper, never mind that it was an order straight from the Master of Mankind Himself &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are these individuals, my Emperor?” I was cursed and damned, I knew I was. But if the Emperor had a task for me, I would complete it without haste.&lt;br /&gt;
&lt;br /&gt;
“My son and the rest of our daughters.&amp;quot; said Horus Lupercal.&lt;br /&gt;
&lt;br /&gt;
Now as you can guess my mind broke for a moment or two and if I was drinking something I would have done a spit take, as many thoughts went through my head. I was very much confused, as everything came at me at once. I went dead for a moment before I pushed that aside to work on later and focused back onto what the Primarchs were saying.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will not need to protect them from physical harm but from themselves and those who we cannot detect.&amp;quot; said the Emperor. “We may be the most powerful beings in the universe, but these are children who will inherit the galaxy, and we need someone to make sure they become the best people they can be and can protect them from the Daemons of Chaos.”&lt;br /&gt;
&lt;br /&gt;
I was incredibly confused at this, as I would have thought daemons would not be able to touch much less harm anybody near the Emperor, but I took it as I went filing it under the other pile of stuff I needed to sort through. “I WILL GLADLY TAKE THIS BURDEN TO WIPE AWAY MY SIN OF FAILING YOU!” I knelt in front of them, making the sign of the Aquilla on my chest before standing back up.&lt;br /&gt;
&lt;br /&gt;
“We thank you for this service young pup”, said Leman Russ, “The Custodes will give you files on each of our children, you will read them and figure out the best way to protect and nurture each one.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
“THANK YOU FOR THIS SIR’S, I WILL NOT LET YOU DOWN.” I turned to march back to the Custodes the Emperor&#039;s voice stopped me in my tracks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before you go, Kasrkin. I believe it only fair that I tell you may be visited by Me, my sons or even the Sigillite. Your very presence here on Terra is a mystery all and of itself but I believe that is not the only mystery you hold.&amp;quot; He must have seen the confusion and horror at unseen implications on my face. &amp;quot;Do not worry yourself, it is only that my sons have brought to my attention the possibility of this Vortex business goes further than just what we see. You are dismissed, soldier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With one more nod and salute, I finally make my way out of the conference room.&lt;br /&gt;
&lt;br /&gt;
It was only on the ride back did I realize just what happened, and only when I got back to my newly assigned room did I fully break down at what just happened, the Emperor&#039;s words ringing in my head. Needless to say, it was hard on me when I found out I was not allowed amasec. &lt;br /&gt;
&lt;br /&gt;
Imagine what happened when I learned that I was not only thrown into the past but a different dimension altogether. I was a comatose wreak for a week.&lt;br /&gt;
&lt;br /&gt;
End of Part 1 (NOT AUTHOR- More to come, I think. I don&#039;t know what the fuck is happening. I&#039;m just a guy who did revision work.)&lt;br /&gt;
&lt;br /&gt;
=Fapfics=&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
{{Main|Fapfics (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
=Theme Song=&lt;br /&gt;
[https://www.youtube.com/watch?v=LQ0o3N52_BI Warhammer High now has a theme song!]&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
The Daughters, in all their varying portrayals.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Primarchs_as_teen_girls_Improved_Version.jpg|Traitor Legions pre-heresy badges since Horus Heresy didn´t happened.&lt;br /&gt;
File:Primarchs_as_teen_girls.png&lt;br /&gt;
File:Primarch&#039;s_daughters_explained.png&lt;br /&gt;
File:1326778666367.jpg|The first image coloured.&lt;br /&gt;
File:Color40k2.png|The first image recoloured.&lt;br /&gt;
File:Remilla2.png|Remilia of the Imperial Fists&lt;br /&gt;
File:FuriaFreya.png|Another typical moment between class.&lt;br /&gt;
File:FuriaRun.png|Furia late for school...again.&lt;br /&gt;
File:RobertaYell.png| GO TEAM!&lt;br /&gt;
File:1356767126443.png|Roberta playing to type&lt;br /&gt;
File:Hana.png|Hana at the school garage.&lt;br /&gt;
File:Venus2.png|Meet Taxi the Mutt!&lt;br /&gt;
File:TeachingRuss2.png| Patience is needed with Freya&lt;br /&gt;
File:Campfire.png| Spooky times&lt;br /&gt;
File:Lira3.png| Lyra can sing&lt;br /&gt;
File:Pillow.png| Damnit Petra!&lt;br /&gt;
File:1320087838422.jpg|Morticia, melting your heart&lt;br /&gt;
File:1320086227218.jpg|Lyra and WD being all spooky. WTF is that in background!?&lt;br /&gt;
File:1326750977382.jpg|Venus expanding her anti-tank rocket collection&lt;br /&gt;
File:1316130274941.jpg|SCIENCE&lt;br /&gt;
File:1326745285734.jpg|Roberta and Remilia&lt;br /&gt;
File:1326741923391.jpg|Cora and Miranda&lt;br /&gt;
File:1326743470610.jpg|Isis in her short-lived sweatpants and trenchcoat phase&lt;br /&gt;
File:1326742989515.jpg|Alternate blond Freya&lt;br /&gt;
File:1316131092742.jpg|Angela getting mad&lt;br /&gt;
File:1316131017307.jpg|Farah, a bit older&lt;br /&gt;
File:1326778530506.png|Farah&#039;s locker at school&lt;br /&gt;
File:1326744945860.jpg|Eldar Farseers are totally MAID RPG cosplayers, that random guy is totally LIVII&lt;br /&gt;
File:1326760949002.png|What did they make? :O&lt;br /&gt;
File:1320098512097.jpg|Freya and Miranda bonding.&lt;br /&gt;
File:1316135433331.jpg|Hana being badass&lt;br /&gt;
File:1316134586952.jpg|Furia has your trail!&lt;br /&gt;
File:WH_08.jpg|Hana and Furia&lt;br /&gt;
File:Isis_Julius.jpg| Awkward&lt;br /&gt;
File:1330922119786.jpg|Miranda doesn&#039;t need visible eyes to see you.&lt;br /&gt;
File:1326783120198.png|Isis looks stoned as hell&lt;br /&gt;
File:1316131544031.jpg|Miranda making her father proud&lt;br /&gt;
File:1326743649917.png|One wonders what WD is pointing at&lt;br /&gt;
File:Freya_protoculture.png|Deculture&#039;s take on Freya, as a ninth or tenth grader, trying out a new leather collar.  Don&#039;t you just want to pinch her cheeks?&lt;br /&gt;
File:Post_edit.png|Deculture draws Venus at sixteen&lt;br /&gt;
File:CentFarah.png|Farah liek Centurion. [[If the Emperor had a Text-to-Speech Device|Takes after her grandfather]]&lt;br /&gt;
File:The Twins.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HS40K]]&lt;br /&gt;
* [[Female Space Marines]]&lt;br /&gt;
* [[Rage]]&lt;br /&gt;
* [[-4 Str|Women]]&lt;br /&gt;
* [[Rule 63]]&lt;br /&gt;
* [[Quest:The Long Night]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Warhammer High]][[Category:Stories]][[Category:Stories/Warhammer 40,000]][[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Space_Marines&amp;diff=66300</id>
		<title>Warhammer 40,000/7th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Space_Marines&amp;diff=66300"/>
		<updated>2023-02-26T20:42:45Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Special-Issue Wargear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&lt;br /&gt;
&lt;br /&gt;
This is the [[Warhammer_40,000/7th Edition Tactics|previous Edition&#039;s]] Space Marine tactics. The [[Warhammer_40,000/Tactics/Space_Marines(8E)|8th Edition Tactics are here]] while [[Warhammer_40,000/6th_Edition_Tactics/Space_Marines|the 6th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
&lt;br /&gt;
Space Marines are perhaps the best army for beginners. Their units are fairly expensive points-wise, so they usually field less bodies and vehicles than most other armies. While you can&#039;t bog down your foes in waves of men, this makes army construction cheaper and painting faster. Additionally, Space Marines are dead&#039;ard; their basic troops have Toughness 4 and a 3+ armour save, giving them great staying power compared to most basic infantry of other armies. They&#039;re also solid in whatever role they&#039;re put in; Marines are good shots, and they&#039;re not half bad in an assault, either. Space Marine tanks, on the other hand, may not be as robust or as powerful as those of the Imperial Guard&#039;s, but they are dirt-cheap and reliable. Dreadnoughts, while slower than a tank, are slightly better at shooting than predators, present a smaller target and are far better in close combat (unless your luck with Tank Shock is ridiculous...), and are able to take on heroes, units and other vehicles and come out on top.&lt;br /&gt;
&lt;br /&gt;
Other benefits include:&lt;br /&gt;
* Space Marines are the jacks of all trades, able to do pretty much anything reasonably well with no particular weaknesses. Whatever an enemy army’s weakness is, Space Marines have something that can exploit it.&lt;br /&gt;
* eBay-ability. Space marines are the most commonly auctioned off army. This makes starting out with them second-hand cheap (by Warhammer standards…).&lt;br /&gt;
* Easy to paint. The broad, flat areas (legs, shoulders) and defined ridges make painting straight-forward and simple. [[Necrons | Little]] is easier to paint than a space marine. They even drybrush well for the lazy painter who just wants a force finished on the table ASAP. Conversely, they also provide large amounts of open areas for more advanced painters to go ham with freehand and more detailed painting.&lt;br /&gt;
* Quick to build, easy to convert. Space marines have the greatest range of bitz available to any army in any game, and not just from Games Workshop. There are several companies out there that make GW Marine conversion bitz. Almost everyone who plays 40k has some space marine bitz sitting around, and they&#039;re almost all plastic, so you can easily make a force that&#039;s really &amp;quot;you&amp;quot;.&lt;br /&gt;
* Easy to play for beginners. Your basic troops can take a bit of abuse, so the army is relatively forgiving of noob mistakes, and you won&#039;t be horribly FUBAR because of a single poorly-thought out move. Very little in the codex is dead weight, so almost any unit purchased will be a welcome addition to your growing force. &lt;br /&gt;
* Rewarding for experts. Space marines are an army that you can really grow with. Once you learn how to shuffle your metal boxes around, and get the gist of the game, a closer examination of the space marine codex reveals a wealth and depth of available army builds and tactics unrivalled in the current 40k codices.&lt;br /&gt;
* Games Workshop has a long history of [[Plot armor|tilting things in the Marines&#039; favor]]. The introduction of AP values to melee weapons was largely for the benefit of Marines and especially Terminators, and the grav gun has been introduced so you can kill heavily armoured troops without burning your fingers. Other armies may have weaknesses, but whenever a weakness is found for the Marines, GW just releases something to patch over it. You also have THREE Codex Supplements (Four if you count Kauyon) to ensure that no two armies play exactly alike.&lt;br /&gt;
* Thanks to UNBOUND ARMIES and infinite allies, you can mix and match your Space Marine Army with other Faction Marines. Want some serious firepower for your Space Wolves? Centurions shall work wonders. All the pain of the last few years with various Marine armies lacking decent units or updates has been patched up.&lt;br /&gt;
&lt;br /&gt;
However there are a few draw backs to playing space marines that should be considered:&lt;br /&gt;
* Space Marines are the jacks of all trades, but the masters of none. Their non-specialization as an army is in itself a weakness, as pretty much every other army does their particular shtick better than Space Marines. If you don&#039;t figure out how to play rock-paper-scissors 40k and end up trying to out-shoot tau or out-assault genestealers, you&#039;re gonna get your power armored ass handed to you.&lt;br /&gt;
* As the most popular army your codex is the most often to be updated, which can be be seen as a good thing, but it does mean that you&#039;re going to be buying codices more often then other armies.&lt;br /&gt;
* As the most popular army you&#039;re the one most likely to be optimised against. An army geared to fight marines will do decent against most of the players in a tournament simply because most of the players will likely be using some variant of Marine. Killing Space Marines is a hobby among internet army list planners and any army list worth its salt will have a plan to deal with marines.&lt;br /&gt;
* In terms of armoured tanks your vehicles are maybe not the worst in the game, but they are far from the best. Any Tank that showed up to the Imperial guard motor pool with only an auto cannon (a weapon found in the guards heavy weapon squad) would be laughed right out of the pool and the Rhino, while good, does not compare well to other dedicated transports - its cheapness is why it&#039;s considered good.&lt;br /&gt;
* As the most popular army, other players will know most of your tricks. A Drop Pod assault can be powerful, but it&#039;s also something almost all the marine players have done at some point so when you show up to a game with eight Drop Pods the other player (Who may have done his share of Drop Podding) will have a good idea how to counterplay you.&lt;br /&gt;
* As a small elite army, you don&#039;t take large losses well such as those AP3 or lower large blast template from a Leman Russ, Riptide, or Imperial Knight. Tyranids can laugh off the loss of a brood and spawn more from a Tervigon, you can&#039;t. What counters Space Marines counters them HARD since they tend to be a smaller army.&lt;br /&gt;
*Vanilla marines of all flavors are almost laughably bad in close combat and your specialist melee units (with the notable exception of the Assault Terminators) won&#039;t win any prizes, either. Consider yourself in the bottom-middle of close combat overall.&lt;br /&gt;
*You have almost universally small squad sizes. This means that while your marines don&#039;t need as much support as other armies, they don&#039;t benefit as much from it, either.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Combat Doctrines===&lt;br /&gt;
Now made universal, certain units and formations/detachments can now grant uses of the Doctrines, regardless of chapter, instead of only being an Ultras thing. The most common method for &#039;&#039;non&#039;&#039;-Ultramarines Chapter Tactics to get uses of Doctrines is by taking a Gladius Strike Force detachment (see Formations section), which grants one use of each of the three Doctrine types. If an army has multiple rules that enable a particular Doctrine, that Doctrine can be enacted that number of times per game (e.g. an Ultramarines Battle Demi-Company with Calgar would be able to use the Tactical Doctrine up to four times per game; one use granted by their Chapter Tactics, one use granted by being part of a Gladius Strike Force, one use granted by being a Battle Demi-Company, and Calgar granting one extra use of any Doctrine).&lt;br /&gt;
There are three Doctrine types, and when enacted, each of them grants the following benefits to all units in your army with the same Chapter Tactics as the detachment that enacts it, till the start of your next turn:&lt;br /&gt;
* Tactical: Re-roll 1s to hit for shooting and assault. Tactical Marines, and any ICs joining them, can re-roll all misses that turn.&lt;br /&gt;
* Assault: Re-roll 1s to-hit in the Assault phase (so both Overwatch and close combat). Assault Marines, Bikes, Attack Bikes and AssCenturions, including any ICs joining those squads, can re-roll all misses during that Assault phase.&lt;br /&gt;
* Devastator: Re-roll 1s to-hit in the Shooting phase. Devastators and DevCenturions, including any ICs joining those squads, can re-roll all misses during that Shooting phase.&lt;br /&gt;
&lt;br /&gt;
===Chapter Tactics===&lt;br /&gt;
The Chapter Tactics give you one of seven (mostly) army-wide rules - one for each of the First Founding Chapters that don&#039;t get their own codex, and the Black Templars. This also applies to their successor Chapters. Note that special characters may not be part of a detachment that does not have the same version of Chapter Tactics as them - i.e. Marneus Calgar can&#039;t lead a detachment of Salamanders, however he can be taken if you&#039;re Iron Snakes, as you can choose what Chapter they &amp;quot;are&amp;quot; and thus what Tactics they have. Counts-as characters are still a thing, you just have use the Chapter Tactics they&#039;re associated with (&amp;quot;it&#039;s not actually Tigurius, it&#039;s just a Chief Librarian for Chapter X with wargear functionally identical to Tigurius&#039;s&amp;quot;). Chapters whose founders are unknown may use whichever set of Chapter Tactics they wish. It should also be noted that if a unit contains models drawn from two different Chapters, it won&#039;t benefit from either of its constituents&#039; Chapter Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Important Clarification&#039;&#039;&#039;: Only models with the Chapter Tactics special rule will get the special rules described under their Chapter Tactics (specified pretty clearly in the Codex) - this most commonly fails to happen for non-Dreadnought vehicles. So, every time it says that a model has this or that special rule, it refers &#039;&#039;only&#039;&#039; to models with Chapter Tactics (i.e. Salamanders&#039; Land Raider Redeemers cannot re-roll To Wound rolls with their Flamestorm Cannons).  The exceptions are Astral Claws skimmers and, per the FAQ, all Iron Hands vehicles. Those dicks. &lt;br /&gt;
**The Space Marine FAQ rough draft which is coinciding with the 7th Edition Rulebook FAQ says &amp;quot;If a unit contains models drawn from two different chapters, it counts as being from neither chapter, and thus benefits from neither chapter tactic.&amp;quot; This ruling is actually okay since it&#039;s reeling in [[powergamers]] from spamming multiple CAD of White Scars and biker Iron Hands to make Smashfucker-White Scars Librarius Conclave on Bike Deathstar bullshit, like some guy used at Adepticon. Also, the same thing applies when Independent Characters drawn from Grey Knights/Dark Angels/Space Wolves/Blood Angels onto SM units and vice versa. (Note that this does not apply to Grey Knights/Dark Angels/Space Wolves/Blood Angels, as they do not have chapter tactics and do not lose any rules if joining/joined by SM units).&lt;br /&gt;
&lt;br /&gt;
====Codex Marines====&lt;br /&gt;
=====Ultramarines=====&lt;br /&gt;
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Ultramarines are often the first thing that comes to mind when people think of Space Marines, for better or for worse. They come with a slightly elite twist and rely on Combat Doctrines more than any other army.&lt;br /&gt;
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*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Only Marneus Calgar, Captain Sicarius, Cassius, Chronus, Telion, Tigurius, and Roboute Guilliman are the special characters.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics:&#039;&#039;&#039;  An army that contains any Ultramarine units can use the Assault, Tactical and Devastator Doctrine once each per game. It affects all Ultramarine models in your army.&lt;br /&gt;
**This means that with the Gladius Strike Force you can use each doctrine twice, while the Tactical can be used a third time for your Demi-Company. Add in Calgar, and you might be able to bring that up to FOUR Tactical doctrine uses!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics of Ultramar:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Tarentian Cloak:&#039;&#039;&#039; Wearer gets &#039;&#039;Eternal Warrior&#039;&#039; and &#039;&#039;It Will Not Die&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Helm of Censure:&#039;&#039;&#039; The first red helmet belonging to the Codex Astartes co-author Aonid Thiel. This gives the &#039;&#039;Preferred Enemy&#039;&#039; rule, but if the bearer attacks Chaos Space Marines, they get full Twin-Linked and Shred.&lt;br /&gt;
***This functionally makes the model immune to its own Chapter Tactics, as the Combat Doctrines will no longer improve it.&lt;br /&gt;
**&#039;&#039;&#039;Sanctic Halo:&#039;&#039;&#039; Captains only. Get &#039;&#039;Adamantium Will&#039;&#039; and &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Soldier&#039;s Blade:&#039;&#039;&#039; An exceptionally sharp sword with no technological enhancement. Is an S User AP 2 melee weapon and that&#039;s it. &lt;br /&gt;
**&#039;&#039;&#039;Standard of Macragge Inviolate:&#039;&#039;&#039; Available to Honour Guard standard bearers and any units that can take relics. Grants +1 Ld and +1 Attack to friendly Ultramarines within 12&amp;quot;. Also, any Ultramarine infantry model to die within 6&amp;quot; rolls a die; on a 5+ they may immediately take an out of sequence shooting attack if is the Movement, Shooting, or Psychic phase, or a free pile-in + melee attacks &#039;&#039;at its normal initiative&#039;&#039; if the Fight sub-phase (so you don&#039;t get any attacks if it&#039;s past your Initiative step - a good reason to stick to Unwieldy melee weapons - or if it&#039;s not the Fight sub-phase or you&#039;re not already engaged in a melee but managed to die anyway).&lt;br /&gt;
**&#039;&#039;&#039;Vengeance of Ultramar:&#039;&#039;&#039; A relic storm bolter that modifies normal bolt ammunition into bio-reactive shells. Is S1 AP5, but &#039;&#039;Assault 4, Poisoned 2+&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Victrix Strike Force:&#039;&#039;&#039; The Ultramarines specific detachment.&lt;br /&gt;
**&#039;&#039;&#039;Core:&#039;&#039;&#039; Your core choices are the Battle Demi-Company, and Strike Force Ultra.&lt;br /&gt;
**&#039;&#039;&#039;Command:&#039;&#039;&#039; Your Command choices are the Librarius Conclave, the Reclusiam Command Squad, and the Strike Force Command option (which Guilliman may be taken for.&lt;br /&gt;
**&#039;&#039;&#039;Auxiliary:&#039;&#039;&#039; Your normal Auxiliary choices are; the Armored Task Force, 1st Company Task Force, Anti-Air Defence Force, 10th Company Task Force, Storm Wing, Suppression Force, Land Raider Spearhead, and the Centurion Siegebreaker Cohort with an Ultramarine exclusive choice:&lt;br /&gt;
***&#039;&#039;&#039;Victrix Guard:&#039;&#039;&#039; Captain Sicarius leads 1 unit of Honor Guard and 4 units of either Vanguard or Sternguard Veterans in any combination. They all get +1WS/BS and can &amp;quot;Look Out, Sir!&amp;quot; for Roboute Guilliman if he&#039;s within 3&amp;quot; as if he were a part of the unit. It&#039;s very expensive, but gives Guilliman his desperately needed meat shields.&lt;br /&gt;
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=====Imperial Fists=====&lt;br /&gt;
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Masters of Siege Warfare, and excellent with Bolter weaponry, these guys will get the job done.&lt;br /&gt;
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*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Only special characters allowed are Captain Lysander and Pedro Kantor.&lt;br /&gt;
*&#039;&#039;&#039;Benefits:&#039;&#039;&#039; Re-roll ones to hit with all Bolter weapons (Bolt Pistol, Bolt Gun, Heavy Bolter, Storm Bolter) except the twin-linked Hurricane Bolter, their Devastators get Tank Hunter, and roll +1 on the Building Damage table. In addition, Centurion Devastators are an Elite choice, meaning you can have up to 6 squads of these Marine Matryoshka dolls.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; Technically these are for the Crimson Fists, but as a named Successor Chapter who uses the IF Chapter Tactics, they&#039;ll suffice.&lt;br /&gt;
**&#039;&#039;&#039;Pain is for the Weak:&#039;&#039;&#039; Feel No Pain&lt;br /&gt;
**&#039;&#039;&#039;Die-Hard Defenders:&#039;&#039;&#039; Counter-Attack and Stubborn, which makes these guys a lot tougher to shift, especially when added with Lysander.&lt;br /&gt;
**&#039;&#039;&#039;Veteran of Rynn&#039;s World:&#039;&#039;&#039; Hatred and Preferred Enemy (Orks). Yeah, those green walls can&#039;t do shit now, if they ever could.&lt;br /&gt;
**&#039;&#039;&#039;Experienced Instructor:&#039;&#039;&#039; If your Warlord doesn&#039;t shoot or run in the Shooting phase, he can nominate a friendly model within 12&amp;quot; to use his Ballistic Skill. Pretty much Telion upgraded to be useful on more heavy weapons.&lt;br /&gt;
**&#039;&#039;&#039;Unwilling to Die:&#039;&#039;&#039; Eternal Warrior. NICE. Just hope you didn&#039;t buy the Shield Eternal and roll this.&lt;br /&gt;
**&#039;&#039;&#039;Heir of Dorn:&#039;&#039;&#039; Warlord and all friendly Crimson Fists within 12&amp;quot; gain Fearless.&lt;br /&gt;
&lt;br /&gt;
*Relics of the Phalanx&lt;br /&gt;
Imperial Fist specific relics they can use in addition to the regular ones.&lt;br /&gt;
**&#039;&#039;&#039;The Eye of Hypnoth&#039;&#039;&#039;: 15 points. Used in place of a shooting attack, it can target a unit or a building - it reduces a unit&#039;s cover save by 1, or all of the target building&#039;s AVs (i.e. all three sides) by 1, until the end of the phase. Shaky value, especially since it doesn&#039;t stack with an Auspex - unless fortifications are a staple of your meta. &lt;br /&gt;
***Note: It DOES stack with a Skitarii/AdMech omnispex.&lt;br /&gt;
**&#039;&#039;&#039;The Angel of Sacrifice&#039;&#039;&#039;: 10 points, Chaplain only. When killed in assault, Chaplain stays around until close combat attacks are resolved, and then attacks - otherwise, it&#039;s a standard crozius arcanum. Pretty cheap for what is potentially a valuable bonus, especially if you take a power fist on the Chaplain.&lt;br /&gt;
**&#039;&#039;&#039; The Bones of Orsak&#039;&#039;&#039;: 25 points, Librarian only. The model gets 1 extra warp charge and re-rolls failed psychic tests - eat your heart out, Tigurius! One of the strongest relics in this edition, especially in a Librarius Conclave. &lt;br /&gt;
***It&#039;s not an actual increase to Mastery Level, sadly, so you&#039;ll still cast two powers at best, but it does let you cast powers more reliably with fewer psykers as batteries - a single ML2 Librarian will never have fewer than 4 charges available and can manifest a WC3 power with 4 charges 73.83% of the time!&lt;br /&gt;
**&#039;&#039;&#039; The Banner of Staganda&#039;&#039;&#039;: 25 points, can only be taken by models that can pick from the Space Marine Standards list (Command Squad, Honor Guard). Bearer gets Counter-Attack and Crusader, and Imperial Fists within 12&amp;quot; reroll failed morale and pinning tests.&lt;br /&gt;
**&#039;&#039;&#039;The Spartean&#039;&#039;&#039;: 5 point Master-crafted bolt pistol that Ignores Cover. Cheap, but not super useful. This comes from Captain Garadon in the old Sentinels of Terra supplement, so if you&#039;re adding him to your army then other relic-eligible models can&#039;t take it.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
These were released in the Angels of Death supplement.&lt;br /&gt;
&lt;br /&gt;
;11 - Indomitable Defense&lt;br /&gt;
: Pick 3 objectives. On any turn after the turn you draw it in, you can gain VPs depending on how many you keep: 1 for 1, d3 for 2, d3+3 for all of them.&lt;br /&gt;
;12 - Man the Walls&lt;br /&gt;
: 1 easy VP for hiding in a building or manning a gun. Needless to say that buying an Aegis with a turret is in your interests.&lt;br /&gt;
;13 - Disciplined Firepower&lt;br /&gt;
: Pick a number between 1 and 3. You win that many VP if AND ONLY IF you kill that many units. Otherwise it&#039;s a waste.&lt;br /&gt;
;14 - Son of Dorn&lt;br /&gt;
: Did you start a challenge? Are you in one? Then grab that VP.&lt;br /&gt;
;15 - Death Before Dishonour&lt;br /&gt;
: You win 1 VP if you get a unit killed, but not if they fail morale. Funny masochistic message there.&lt;br /&gt;
;16 - Breach Their Defenses&lt;br /&gt;
: 1 VP if you take over or destroy an enemy emplacement or fortification, d3 if you go beyond that.&lt;br /&gt;
&lt;br /&gt;
*Sternhammer Strike Force (Angels of Death)&lt;br /&gt;
An Imperial Fists Decurion, here to round out the First Founding...sorta (if you count the Gladius for Ultras). The Warlord gives everyone Stubborn while he&#039;s alive, the Bolter Drill rule from Chapter Tactics now re-rolls all misses instead of just 1s, and everyone in the detachment adds 1 to armor penetration rolls against buildings (because fuck buildings). Twin-linked Sternguard? Why not! Stubborn is a nice add-on to ATSKNF, to further ensure your battle line stays intact no matter what. The volume of bolter fire put out by a Tactical squad increases markedly, making them a rather scary unit even to other MEQ.&lt;br /&gt;
*Your &#039;&#039;&#039;1-2 Core&#039;&#039;&#039; choices are either the &#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039; or &#039;&#039;&#039;Centurion Siegebreaker Cohort&#039;&#039;&#039;.&lt;br /&gt;
*Your &#039;&#039;&#039;0-2 Command&#039;&#039;&#039; choices are either &#039;&#039;&#039;Strike Force Command&#039;&#039;&#039;, &#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039;, or &#039;&#039;&#039;Librarius Conclave&#039;&#039;&#039;.&lt;br /&gt;
*Your &#039;&#039;&#039;1-10 Auxiliary&#039;&#039;&#039; choices can either be the &#039;&#039;&#039;Armoured Task Force&#039;&#039;&#039;, &#039;&#039;&#039;1st Company Task Force&#039;&#039;&#039;, &#039;&#039;&#039;10th Company Task Force&#039;&#039;&#039;, &#039;&#039;&#039;Storm Wing&#039;&#039;&#039;, &#039;&#039;&#039;Anti-Air Defense Force&#039;&#039;&#039;, &#039;&#039;&#039;Suppression Force&#039;&#039;&#039;, &#039;&#039;&#039;Land Raider Spearhead&#039;&#039;&#039;, &#039;&#039;&#039;Strike Force Ultra&#039;&#039;&#039;, &#039;&#039;&#039;Skyhammer Orbital Strike Force&#039;&#039;&#039;, &#039;&#039;&#039;Skyhammer Annihilation Force&#039;&#039;&#039;, &#039;&#039;&#039;Raptor Wing&#039;&#039;&#039;, or the following:&lt;br /&gt;
**&#039;&#039;&#039;Devastators:&#039;&#039;&#039; A squad of Tank Hunting Devastators. Season to taste with Twin-Linked Heavy Bolters or AT weaponry.&lt;br /&gt;
**&#039;&#039;&#039;Centurions:&#039;&#039;&#039; A squad of any sort of Centurions. Because they punch/shoot heavy things.&lt;br /&gt;
**&#039;&#039;&#039;Line Breakers:&#039;&#039;&#039; If you want Vindicators, but don&#039;t want to go with the whole formation for it.&lt;br /&gt;
**&#039;&#039;&#039;Ordinance:&#039;&#039;&#039; A unit of TFCs if you needed more cheap Templates. One of the few ways Marines can compete with Guard Artillery.&lt;br /&gt;
**&#039;&#039;&#039;Siege Ancients:&#039;&#039;&#039; A Contemptor or Ironclad Dread, since they&#039;re the heaviest armed. If you want a dakka dread you have to use the Demi-Company slot to make it fit in (with the advantage of ObSec). Still, an Ironclad dropping down with a Demi company full of twin-linked weapons (remember the Demi company still has access to one Tactical Doctrine) makes for a good alpha strike, especially combined with the infamous Skyhammer Annihilation Force. Plonk a Pod on every objective turn 1 and hold on till the end.&lt;br /&gt;
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=====Salamanders=====&lt;br /&gt;
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Salamanders are all about that Flamer and Melta weaponry, and have bonuses when using them, and when they&#039;re being used on them.&lt;br /&gt;
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*&#039;&#039;&#039;Requirements&#039;&#039;&#039;&lt;br /&gt;
**Only unique characters allowed are Vulkan He&#039;Stan and Vulkan Primarch (Apocalypse only)&lt;br /&gt;
**All models with Chapter Tactics must have Chapter Tactics (Salamanders).&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
**Every character can make one of his weapons Master-Crafted. In addition, all Flamer weaponry as defined in the BRB get Shred and re-roll all failed penetration results. Also, all Salamanders get 4+ Feel No Pain against all Flame-based weapons. Ork Burna boys, Blood Angels and Sisters of Battle will feel that, but the dreaded Heldrake is &#039;&#039;not&#039;&#039; affected by this. Oh well, the CSM needed a bone thrown at them.&lt;br /&gt;
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*&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;&#039;Anvil of Strength:&#039;&#039;&#039; Add +1 Strength. For the pulping.&lt;br /&gt;
*#&#039;&#039;&#039;Lord of Fire:&#039;&#039;&#039; You warlord now has 2+ FnP against Flame weapons. Shame you can&#039;t pass it to anyone else.&lt;br /&gt;
*#&#039;&#039;&#039;Patient and Determined:&#039;&#039;&#039; When rolling for Game Duration, add +3 to the roll. It ensures that you get what you need done.&lt;br /&gt;
*#&#039;&#039;&#039;Miraculous Constitution:&#039;&#039;&#039; IWND. Just in case you wanted to shout &#039;&#039;&#039;&amp;quot;VULKAN LIVES!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;&#039;Forge Master:&#039;&#039;&#039; Your Warlord&#039;s Master-Crafted Weapon (Including Salamander Relics with MC) re-rolls ALL missed hits. Which is AWESOME.&lt;br /&gt;
*#&#039;&#039;&#039;Never Give Up:&#039;&#039;&#039; Anyone within 12&amp;quot; of the Warlord now is Stubborn and re-rolls Morale.&lt;br /&gt;
&lt;br /&gt;
*Relics of Nocturne: Your Salamander only relics. You can mix and match with the vanilla SM relics.&lt;br /&gt;
**&#039;&#039;&#039;Drake-smiter&#039;&#039;&#039; - 50 points. A master-crafted thunder hammer (judging by the concussive rule and the Salamander love of smithing, but the fluff doesn&#039;t actually say what it is, so go nuts) that can, instead of attacking normally, make a single attack at strength D (keeping all its special rules).&lt;br /&gt;
**&#039;&#039;&#039;Nocturne&#039;s Fury&#039;&#039;&#039; - 20 points. Can&#039;t be taken by the usual HQ suspects, is instead available to anyone who can take special weapons (so you can take it in Tactical, Command, Sternguard, or Bike squads. And Legion of the Damned, WTF?). It&#039;s an S4 AP4 flamer that you can fire as a normal Assault 1 Template, or instead shoot it as a Heavy 1 Torrent. Worth remembering that the Flameblade Strike Force benefits would make this S5.&lt;br /&gt;
**&#039;&#039;&#039;The Salamander&#039;s Mantle&#039;&#039;&#039; - 30 points. A scaly cape that gives Eternal Warrior. Cheaper than the Shield Eternal and lets you potentially keep the 2-weapon bonus, but you&#039;ll have to either take a normal storm shield, or punt on improving your invulnerable save.&lt;br /&gt;
**&#039;&#039;&#039;The Tome of Vel&#039;cona&#039;&#039;&#039; - 25 points, Librarian only. Gives +1 strength to all his Pyromancy witchfires, and the Molten Beam power for free, without interfering with psychic focus.&lt;br /&gt;
**&#039;&#039;&#039;Vulkan&#039;s Sigil&#039;&#039;&#039; - 30 points, Chaplain only. Once per game, you can give +1 attack for one phase to all Salamanders models in his unit. Being a one-use item makes this pretty crappy when Command Squad/Honor Guard banners do this, and more, on a permanent basis.&lt;br /&gt;
**&#039;&#039;&#039;Wrath of Prometheus&#039;&#039;&#039; - The obligatory cheap relic gun. For 10 points, you get a 30&amp;quot;-range master-crafted Rending bolter.&lt;br /&gt;
&lt;br /&gt;
*Tactical Objectives: In the hype for the 7E codex, a White Dwarf issue actually released a list of Tactical Objectives for Salamanders armies to use.  They were then re-released with the Angels of Death supplement.&lt;br /&gt;
&lt;br /&gt;
;11 - Vulkan&#039;s Gaze&lt;br /&gt;
: 1 VP for blowing up a vehicle with a melta weapon.  Yeah, this&#039;ll happen.&lt;br /&gt;
;12 - Weather the Storm&lt;br /&gt;
: If you manage to charge successfully AND suffer no overwatch casualties, you get 1 VP.  This is gonna run quite a risk, especially against Skitarii (Especially with the WS4 Overwatch WT), Tau and Dark Angels. &lt;br /&gt;
;13 - Legacy of [[Drop Site Massacre|Istvaan]]&lt;br /&gt;
: If you have at least 3 Salamanders units within within 18&amp;quot; of your table edge, you win 1 VP for killing an enemy on your half of the table.&lt;br /&gt;
;14 - Vulkan&#039;s Task&lt;br /&gt;
: This one&#039;s a bit tricky: You need to identify all mysterious objectives AND control more objectives than your opponent.  However, doing so gets you d3 VP.&lt;br /&gt;
;15 - Look Them In the Eye&lt;br /&gt;
: 1 VP for killing a unit within 6&amp;quot; of a Salamanders unit during your turn; this gets upped to d3 VP if you kill more than three units. &lt;br /&gt;
;16 - Fires of Nocturne&lt;br /&gt;
: Here&#039;s a fun one!  If you destroy a unit with a flamer weapon during your turn, that&#039;s 1 VP.  If you destroyed 2 units with flamers, you get d3 VP, and if you kill three of more, that&#039;s d3+3 VP.&lt;br /&gt;
&lt;br /&gt;
*Salamanders Tactics: Salamanders work very well with Drop Pods, since Flamers that re-roll to wound will get nice and close to the enemy and bathe them in the fires of the Emperor!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Raven Guard=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tricksy Space Marines that rely on lightning fast troops and Hit &amp;amp; Run style attacks with a reliance on cover-hopping. Strike before the enemy has a chance to react!&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Only named character allowed is Chapter Master Shrike. &lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics:&#039;&#039;&#039; Non-vehicle models that do not begin the game in a Transport vehicle get Shrouded on the first turn. Plus, when rolling for Night Fighting, you can add +1 to the roll if your army contains at least one Raven Guard unit. Jump units can use their packs for movement AND assault, and ALL Raven Guard units may reroll To-Wound rolls on their HoW attacks.&lt;br /&gt;
**This is a lot fluffier than the previous rules, as it favors a force with lots of Scouts (which gain the most from Shrouded and the Stealth from Night Fighting), with not many vehicles, followed by some fast units, who also gain Shrouded on the first turn to shrug off fire, to rapidly reach the first wave and deliver the decisive strike. Also, now the whole tactic synergizes really well with Shrike (about fucking time) and thanks to buffed Scouts and Vanguard Veterans it can also be competitive.&lt;br /&gt;
**Because ALL RG units get Shred on their HoW attacks, don&#039;t forget that your Dreadnoughts and Bikers get the buff as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Vanish into the Gloom&#039;&#039;&#039; - When targeted for shooting and not falling back or charging, the Warlord and his unit can move d6&amp;quot;. Models from the Vanishing unit that move into or stay in cover get +1 to their cover saves. With careful positioning and some luck, you can get out of the attack&#039;s range or escape LoS, wasting the enemy unit&#039;s shooting attack.  This is key to foiling the Hunter Cadre&#039;s all-in shooting attack, but it only works once per turn for your Warlord&#039;s unit.&lt;br /&gt;
#&#039;&#039;&#039;Concentrated Attack&#039;&#039;&#039; - At the start of your Charge phase, pick an enemy unit in your Warlord&#039;s line of sight. Raven Guard units can re-roll their charges against that unit for the rest of that phase.&lt;br /&gt;
#&#039;&#039;&#039;Master of Shadows&#039;&#039;&#039; - Once per game, if your Warlord is on the field, during your Movement phase you can automatically make Night Fighting active until the start of your next turn. With all the Ignores Cover that tends to fly around, it&#039;s not too useful.&lt;br /&gt;
#&#039;&#039;&#039;Silent Stalker&#039;&#039;&#039; - Enemies trying to Overwatch against your Warlord/his unit must first take a Leadership test (-2 if you charge through cover). Great against units with otherwise strong Overwatch (DA, Tau).&lt;br /&gt;
#&#039;&#039;&#039;Exit Strategy&#039;&#039;&#039; - If your Warlord is on the battlefield, you can add &#039;&#039;&#039;or&#039;&#039;&#039; subtract 1 when rolling to determine the game&#039;s end.&lt;br /&gt;
#&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039; - Once per game, your warlord and his unit can Charge after running.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Ravenspire:&#039;&#039;&#039;&lt;br /&gt;
Raven Guard relics (RG, their successors, anyone else using their Tactics). Like the White Scars relics, they can be mixed-and-matched.&lt;br /&gt;
**&#039;&#039;&#039;Armour of Shadows (35 points)&#039;&#039;&#039; - Artificer armor that adds Stealth (or Shrouded if you don&#039;t move/run/charge). Since Shrouded applies to the entire squad while the bearer is alive, this item is best suited to making a Buffmander. Stick this on a Librarian rolling on Divination, and put said librarian in a 10-man Devastator squad with lascannons to anchor half the entire table. Your opponent will struggle turn after turn to try to dislodge the Devastators rolling with 2+ cover saves. &lt;br /&gt;
**&#039;&#039;&#039;Ex Tenebris (10 points)&#039;&#039;&#039; - Assault 3 bolter with Rending and Precision Shots. Very cheap, so snag it if you have the points and weapon spot to spare.&lt;br /&gt;
**&#039;&#039;&#039;Nihilus (15 points)&#039;&#039;&#039; - Vet Scout Sarge only. An AP3 Armorbane Sniper Rifle that hits vehicles at S6 and can shoot at a different target than his squadmates. Pretty cool, but effectively 25 points since you need a Veteran Scout Sarge.&lt;br /&gt;
**&#039;&#039;&#039;Raven Skull of Korvaad (15 points)&#039;&#039;&#039; - Adds +1 WS/Ld to its wearer. However, if they die, friendly RG models get Hatred and Rage while they are within 6&amp;quot; of the wearer&#039;s last position. Fairly cheap, fluffy, and the bonuses are nice.&lt;br /&gt;
**&#039;&#039;&#039;Raven&#039;s Fury (15 points)&#039;&#039;&#039; - A Jump Pack that gives HoW attacks +2 Strength and [[derp|Strikedown]] (same cost as a normal jump pack, no reason to not take this instead).&lt;br /&gt;
**&#039;&#039;&#039;[[MURDERWINGS|Swiftstrike and Murder]] (35 points)&#039;&#039;&#039; - Replaces both the bolt pistol and melee weapon. A pair of Lightning Claws that grant a bonus attack for each hit (the bonus attacks hitting don&#039;t cause further bonus attacks). The unique effect is definitely worth 5 points, especially against the hordes or MEQ that lightning claws are already good against. Unfortunately won&#039;t be combinable with Raven&#039;s Fury per the FAQ.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raven Guard Tactical Objectives:&#039;&#039;&#039;&lt;br /&gt;
These Chapter tactics will be a part of the Warzone Damocles - Kauyon.&lt;br /&gt;
&lt;br /&gt;
;11 - Strike From the Skies&lt;br /&gt;
: 1 VP if you killed with a unit that&#039;s either Jump type or a unit that disembarked from a drop pod.&lt;br /&gt;
;12 - Keep to the Shadows&lt;br /&gt;
: 1 VP if every non-vehicle unit&#039;s either in a transport, in a building, or within 1&amp;quot; of cover.  Fluffy AND practical!&lt;br /&gt;
;13 - Let them Know Fear&lt;br /&gt;
: 1 VP if an enemy unit failed either Fear, Morale, or Pinning.&lt;br /&gt;
;14 - Prioritise and Destroy&lt;br /&gt;
: d3 VP if you killed a Warlord, Superheavy or GC.&lt;br /&gt;
;15 - Highly Mobile Assault&lt;br /&gt;
: You win a VP if you charge and demolish an enemy unit. Repeat this three times and you win d3 VP.&lt;br /&gt;
;16 - Cripple the Enemy&lt;br /&gt;
: 1 VP if you kill an enemy Transport/FA unit.  d3 VP if you kill between 3-5.  d3+3 VP if you kill more than 5.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raven Guard Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Talon Strike Force:&#039;&#039;&#039;&lt;br /&gt;
A Raven Guard-themed Gladius.  It allows a re-roll for mission type, table side to deploy from, and your dice on the roll-off for who goes first IF your Warlord is in the TSF. Units in the TSF can choose to auto-fail Morale checks, and can roll for reserves on the first turn, passing on a 4+ (roll normally on other turns). Similar to Scarblade, only Raven Guard can use the Talon Strike Force FOC (unless FW okays the Raptors or other successors&#039; use), but any Chapter can use the new formations that the Kauyon book added.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Core (1-2)&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039; - Same as Gladius Strike Force.&lt;br /&gt;
**&#039;&#039;&#039;Pinion Battle Demi-Company&#039;&#039;&#039; - A Captain/Chaplain (replaced by a named HQ if you want) takes an optional Command Squad, 3 Tacs, 1 Dev and 1 Assault squad, and 1-5 Scout squads, either on bike or on foot.  During shooting, a Scout Sarge can spot for another unit from the Company within 9&amp;quot;, giving that unit Ignores Cover. In addition, each Scout squad can lead another unit out of reserve (but not Deep Strike Reserve), and you use one roll for both the Scout unit and the other unit. If the Scouts outflank, the following unit arrives from the same table edge even if they can&#039;t normally outflank. When the two units arrive in this way, the unit being led gets Stealth until their next turn if they were within 9&amp;quot; of the Scouts leading them.&lt;br /&gt;
*** If you use this, definitely set up a unit of Scouts near your Devastators. Ignores Cover Missile Launchers, or Lascannons? Yeah, that would be pretty brutal.&lt;br /&gt;
*&#039;&#039;&#039;Command (0-2)&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Strike Force Command&#039;&#039;&#039;&lt;br /&gt;
***Sadly, you can&#039;t take the Librarius Conclave as part of the Talon Strike Force, so they won&#039;t get 1st-turn reserves or auto-fail Morale checks.&lt;br /&gt;
*&#039;&#039;&#039;Auxiliary (1+)&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1st Company Task Force&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;10th Company Task Force&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Storm Wing&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Anti-Air Defense Force&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Suppression Force&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Kill Team&#039;&#039;&#039; - 2-4 Scout squads and 1-3 Vanguard Veteran squads with jump packs. The Vanguards can choose to auto-pass or auto-fail their Reserve roll (which combines very nicely with the TSF ability to roll for reserve on Turn 1). They can also charge on the turn they Deep Strike, and if they arrive within 9&amp;quot; of at least two Scout squads from this formation, they don&#039;t scatter. The Scout squads&#039; Scout and Infiltrate moves almost guarantee a precision Vanguard Vet turn 1 alpha strike in TSF, as long as you got the first turn or don&#039;t get the Scouts shot off the table before the Vanguards can show up. Non-Raven Guard can still use this formation very effectively - in particular, you can put a Locator Beacon in a Drop Pod to Deep Strike the Vanguard Vets in a perfect spot to reinforce your alpha strike.&lt;br /&gt;
**&#039;&#039;&#039;Bladewing Assault Brotherhood&#039;&#039;&#039; - A jump pack Captain/Chaplain (or Shrike) with 1-3 Vanguards and 2-4 Assault squads, all with jump packs and numbering no more than 30 models. Once per game, in your Movement phase, you can make every unit here disengage and jump back into reserves (even if they were locked in close combat!). They arrive from reserves as a single unit - when Deep Striking, draw a straight line from table one edge to another. You must aim your Deep Strike on a point along that line, and can re-roll the scatter.&lt;br /&gt;
***This is as close as any bound army can get right now to an Assault Reserve Company, and not limited to just Raven Guard. Worth a look if you like assault marines.&lt;br /&gt;
**&#039;&#039;&#039;Skyhammer Orbital Strike Force&#039;&#039;&#039; - 3 Tacs in Drop Pods and 1-3 Land Speeders. Pick a point on the board before any Turn 1 Drop Pods land - Drop Pods landing within 12&amp;quot; of that point only scatter d6&amp;quot;, and anyone that targets an enemy within 12&amp;quot; of this spot can re-roll hit and wound rolls of 1.  On top of that, the Tacs can run &#039;&#039;&#039;and&#039;&#039;&#039; shoot the turn they disembark.&lt;br /&gt;
**&#039;&#039;&#039;Ravenhawk Assault Group&#039;&#039;&#039; - A Stormraven joins a Dread of any type and a Sternguard squad. The Stormraven can Deep Strike, but must Hover the turn it arrives - its size makes it risky to DS successfully, never mind that it can be shot at normally, just have it arrive normally. When the first unit from this formation deploys or arrives from reserve, nominate an enemy unit as the formation&#039;s target - the Assault Group re-rolls all misses against that unit for the rest of the battle.&lt;br /&gt;
**&#039;&#039;&#039;Raptor Wing&#039;&#039;&#039; - A squad of Land Speeders and 2 Stormtalons. The Talons automatically arrive on your Turn 2 if they were in reserve. Also, once per turn, the Land Speeder designates an enemy unit within 18&amp;quot; and in line of sight as a priority target, giving the Stormtalons re-rolls to Wound and Armor Penetration, and can even re-roll glances to try for penetrating hits instead.&lt;br /&gt;
**&#039;&#039;&#039;Shadow Force&#039;&#039;&#039; - A Captain (replaceable by named guys) joins a Sternguard Squad, Vanguard Squad, and a Land Speeder, nobody with Termie Armor. Everyone gets Acute Senses, Move Through Cover, and Scout, while everyone can re-roll runs (vehicles add 6&amp;quot; to Flat-Out instead). This matches the contents of Strike Force Solaq from the box set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Iron Hands=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;Ardier than the usual Marines.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; No unique characters outside of Forgeworld!&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics:&#039;&#039;&#039; All non-vehicle models have Feel No Pain (6+), or +1 to Feel No Pain if they already had access to it. In addition, all Independent Characters and all Vehicles have the IWND special rule. Also, all Techmarines have +1 to their Blessing of the Omnissiah rolls. Finally, they can take Dreadnoughts as Heavy Support options, allowing for a possible 18-tin can Dreadnought party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gifts of the Gorgon:&#039;&#039;&#039;&lt;br /&gt;
For Iron Hands only. Can be mixed with the generic relics if you want.&lt;br /&gt;
**&#039;&#039;&#039;The Mindforge Stave&#039;&#039;&#039;: 15 points, Librarian only, replaces force weapon. Basically a force thunder hammer, but not a Specialist Weapon.&lt;br /&gt;
**&#039;&#039;&#039;Axe of Medusa&#039;&#039;&#039;: 25 points. Master-crafted Power Axe with +2S, A to-hit roll of 6 makes it +4S, usually making you hit at S8.  Essentially a wanna-be power fist. Not a specialist weapon, so you can get an extra attack more easily.&lt;br /&gt;
**&#039;&#039;&#039;Betrayers Bane&#039;&#039;&#039;: 25 points. Master-crafted combi-melta with &#039;&#039;unlimited&#039;&#039; melta shots, i.e. a master-crafted bolter and a master-crafted meltagun in one buy, just in case you REALLY wanna wreck that tank.&lt;br /&gt;
**&#039;&#039;&#039;Iron Stone&#039;&#039;&#039;: 30 points. Friendly IH Tanks and Walkers within six 6&amp;quot; pass IWND on 4+ and a 6 will repair Immobilized or Weapon Destroyed (controlling player&#039;s pick). Put on your Techmarine and park him near your Armored Task Force. Laugh all the way to the bank and dodge hurled models.&lt;br /&gt;
**&#039;&#039;&#039;The Tempered Helm&#039;&#039;&#039;: 35 points. Morale tests within 24&amp;quot; use the wearer&#039;s leadership. In addition, you can pick a friendly unit within 12&amp;quot; at the start of any Shooting phase and give them the ability to re-roll 1s for that phase. Best value on high LD models that already brought an Invulnerable save with them (Chaplains, Captains) leading units packing direct fire, non-Twin-Linked, maybe Gets Hot!, so long as that Gets Hot! is not a Plasma Cannon, or the like, weaponry. Wasted supporting non-Attack Bike-centric Bikestars. &lt;br /&gt;
**&#039;&#039;&#039;Gorgon&#039;s Chain&#039;&#039;&#039;: 45 points. The bonuses are based on how many wounds the user has suffered: no wounds suffered gets 3++, +1 to FNP, EW; 1 wound suffered gets 3++, EW; 2 wounds suffered 3++; 3 wounds suffered gets 4++; IWND can restore lost bonuses, so regenerating wounds makes it stronger again. Unlike Shield Eternal, this does not sacrifice your ability to get the two-weapon bonus (!!!). Add in an Apothecary, psyker support, the Fist of Medusa Strike Force bonuses, and/or a lucky roll on the Iron Hands Warlord Traits Table for greatest effect - absent the D, your HQ can shrug off nearly any attack. This is the lynchpin of [[Chapter Master Smashfucker]] - in general, only use it when you&#039;re going full hog for an unkillable beatstick. Only source of 3++ for your Librarian, so a good choice if you have the points and don&#039;t want to buy the Mindforge Stave or rely on Jinking or luck of the draw on your Librarius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
Also released with Angels of Death.&lt;br /&gt;
&lt;br /&gt;
;11 - Methodical Destruction&lt;br /&gt;
: Label 3 enemy units 1, 2, and 3. You win 1 VP for killing Unit 1, d3 VP for killing 1 and 2, and d3+3 VP for killing them all. Just make sure you got them in position to die.&lt;br /&gt;
;12 - Advance and Secure&lt;br /&gt;
: 1 VP if you own the Objective closest to the center of the board. If there&#039;s two or more equidistant from the center, then your enemy can screw it up for you.&lt;br /&gt;
;13 - March of the Machines&lt;br /&gt;
: Win 1 VP if your Walker (meaning only Dreads) charges someone.&lt;br /&gt;
;14 - Destroy the Weak&lt;br /&gt;
: Win d3 VP if you killed an enemy unit in both shooting and assault.&lt;br /&gt;
;15 - The Strength of Metal&lt;br /&gt;
: Win 1 VP if you get a Techie to fix a tank or a tank/IC passes their IWND. Not too bad to grab.&lt;br /&gt;
;16 - Cold Fury&lt;br /&gt;
: If you have a vehicle kill an enemy, get 1 VP. If you kill more than 3, then you win d3 VP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fists of Medusa Strike Force:&#039;&#039;&#039;&lt;br /&gt;
An Iron Hands flavored Decurion. Contains copy-pasta from the Gladius, plus some new units. The command benefits are a 12&amp;quot; bubble around any independent character that grants +1 to Feel No Pain rolls (because Smashfucker needed that...), with all vehicles in the bubble gaining Power of the Machine Spirit, and a bonus Warlord Trait, with the 2nd one only coming from either Strategic or Tactical rulebook traits.&lt;br /&gt;
**&#039;&#039;&#039;Core:&#039;&#039;&#039; Your 3 choices are the Battle Demi-Company, Armoured Task Force, and the Stormlance Demi-Company.&lt;br /&gt;
**&#039;&#039;&#039;Command:&#039;&#039;&#039; Librarius Conclave, Strike Force Command, and the Reclusiam Command Squad.&lt;br /&gt;
**&#039;&#039;&amp;quot;Auxiliary:&#039;&#039; Your many choices are; the 1st Company Task Force, 10th Company Task Force, Storm Wing, Anti-Air Defence Force, Suppression Force, Centurion Siege Breaker Cohort, Land Raider Spearhead, Strike Force Ultra, the Skyhammer Orbital Strike Force, the Skyhammer Annihilation Force, Raptor Wing, Honoured Ancients, and the Iron Guardians (1 Tactical Squad and 1 Dreadnought of any kind)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron HandsTactics:&#039;&#039;&#039;&lt;br /&gt;
The Stormlance Demi-Company can gain real traction in this detachment due to its formation bonuses overlapping really well with this detachment&#039;s bonuses. An optimal scenario has a Las-plas Razorback carrying a team of Tactical Marines. The Razorback moves 6&amp;quot;, and the Marines disembark 3&amp;quot; away. They open fire at a choice target, before boarding their transport again. In turn, the Razorback fire both guns at full BS with the potential to engage two targets thanks to POTMS before it moves another D6 in turn. Multiply this by 3 and you have a solid army core to work with. When the Razorbacks do die, the Marines inside will still remain a threat due to the improved FNP from the detachment, as well as the ability to keep moving after firing; obsec is nice and all and losing it hurts, but actually getting to the objective and surviving to hold it also matters too. The real advantage to this over the Gladius/Battle-Company is you have a lower buy-in to take full advantage of this army, should you wish to play around with an allied CAD or go heavier on auxiliaries, plus you have the potential to get really cheeky with other units in your army. POTMS is cute on Land Speeder Storms and Stormtalons in terms of threatening enemy MSU, and it lets Ironclad Dreadnoughts do pseudo-Knight shenanigans where they shoot one unit before assaulting another. On the non-vehicle side, 10th Company Scouts become annoyingly difficult to kill for their points, and a Command Squad with Apothecary starts with FNP 3+(!). Round off with your Warlord getting a second Strategic Trait, and this detachment has a lot of small force multipliers that let it snowball into something more than the sum of its parts.&lt;br /&gt;
&lt;br /&gt;
Alternately, this formation can also appeal to tank players. If you take any kind of a tank in an Armored Task Force that is a part of this formation, and give the Techmarine a servo-harness and a bike, you can have up to 5 units of [[Awesome|5+ IWND, Power of the Machine Spirit]] [[Predator|Predators]], [[Whirlwind|Whirlwinds]] or [[Vindicator|Vindicators]], that are repaired on 2+ by a character with T5, 2+ armor, 5+ FnP and very good mobility, and are completely immune to Crew Shaken and Crew Stunned. Meaning these Vindicators can now move 12&amp;quot;, still fire their [[Demolisher_Cannon|DEMOLISHER CANNONS]] at full BS, and not give a fuck. If said Techmarine also has an Ironstone, that IWND increases to 4+ and also repairs a Weapon Destroyed or Immobilised result on a 6 if the Techie is within 6&amp;quot;. Moreover, all you need to round up the bigger Decurion is a Dreadnought which gets almost all of the same bonuses, thus you can have the most resilient armored fire support formation EVER [[Cheese|for under 750 points]]. Now go ahead and include [[Smashfucker]] [[RAGE|as a Command choice]].&lt;br /&gt;
* Plonk this formation on top of a shielded Landing Pad and duck.&lt;br /&gt;
* Sadly, Thunderfire Gunners are not considered characters at all, so they don&#039;t get the FnP/PotMS bubble nor IWND from chapter tactics.&lt;br /&gt;
**In fact, this formation has astonishingly little access to Techmarines; the &#039;&#039;only&#039;&#039; way to field them is via the Armoured Task Force detachment.  It&#039;s a sharp contrast with an Anvil Strike Force or the Space Wolves, either of whom can spam an incredible number of Techmarines.&lt;br /&gt;
**RAW, units that don&#039;t take up a Force Organisation slot can be included in any Detachment if they obey its restrictions. Up to 3 Techmarines per non-Techmarine Iron Hand HQ in a Detachment can be taken this way. Formations are Detachments. So, nothing prevents you from taking up to 3 Techies per Battle Company as an entourage for its Captain or Chaplain.&lt;br /&gt;
* Also of note is the ability to effectively split a squadron&#039;s fire while keeping the bonuses. So, for example, you can take 3 Tri-Las Predators in a squadron, with Tank/Monster Hunters as a bonus, and then use PotMS on each tank to fire 6 Lascannons at one target and 3 twin-linked Lascannons at three other different targets. Unfortunately, it&#039;s not as great for Whirlwinds; Multiple Barrage forces you to lay down your blast templates in a specific pattern regardless of the targets of the non-primary firer, so choosing different targets (or the same target twice, but declared to be different) does not let you re-roll scatter independently.  However, Whirlwinds DO still get the standard trick of firing after moving at Cruising Speed.&lt;br /&gt;
*As Independent Characters are critical to the benefits of this Formation, here are your ways to field them, gathered together:&lt;br /&gt;
**Command (0-3)&lt;br /&gt;
***&#039;&#039;&#039;Strike Force Command&#039;&#039;&#039; can get you a Terminator Captain, Captain, or Chaplain.&lt;br /&gt;
***&#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039; bans the Chaplain from leaving the unit but &#039;&#039;does not&#039;&#039; remove the IC rule from him, so this gets you one that will emit the bubble.&lt;br /&gt;
***&#039;&#039;&#039;Librarius Conclave&#039;&#039;&#039; gets you 3-5 Librarians, definitely the easiest way to get your hands on some ICs.&lt;br /&gt;
**Core (1-2)&lt;br /&gt;
***&#039;&#039;&#039;Stormlance Battle Demi-Company&#039;&#039;&#039; and &#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039; will both net you a single Captain, Terminator Captain, or Chaplain.&lt;br /&gt;
***&#039;&#039;&#039;Armoured Task Force&#039;&#039;&#039; will net you a Techmarine, the only way to get one in this formation.  As noted above, remember that the Thunderfire Gunners are &#039;&#039;not&#039;&#039; ICs.&lt;br /&gt;
**Auxiliary (1+)&lt;br /&gt;
***&#039;&#039;&#039;Strike Force Ultra&#039;&#039;&#039; will get you a Captain or Terminator Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====White Scars=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The White Marines of go-fast. These guys also rely on speed like the Raven Guard, but they take Bikes as troops.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Requirements&#039;&#039;&#039;: Only special character allowed is Kor&#039;Sarro Khan.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;: White Scars Bike units (including HQs on bikes, obviously) get Skilled Rider and +1 Strength to Hammer of Wrath attacks. All units also get Hit and run, and can re-roll their run distance as long as they are only composed of White Scars models. Yes, Hit &amp;amp; Run Dreadnoughts/Terminators/Centurions are a thing with this Army. An unintentional buff to White Scar Devastator Centurions, since Hit &amp;amp; Run now makes tarpitting them very unreliable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Master Rider:&#039;&#039;&#039; Warlord&#039;s bike gets +1 to Jink, pushing you to 2+ thanks to White Scars CT, because Ravenwing ain&#039;t shit. If you lack a bike, then you get the one below.&lt;br /&gt;
#&#039;&#039;&#039;Deadly Ambush:&#039;&#039;&#039; You get to modify reserves by +/- 1 so long as the Warlord&#039;s alive. Good for AA shenanigans since you can let your flyer come on after you opponent&#039;s one.&lt;br /&gt;
#&#039;&#039;&#039;Hunter&#039;s Instincts:&#039;&#039;&#039; Monster Hunter and Tank Hunter. Straightforward and useful.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of the Khan:&#039;&#039;&#039; Hammer of Wrath. If he already has it, Warlord makes d3 HoW hits, which is cool.&lt;br /&gt;
#&#039;&#039;&#039;Unrivalled Hunter:&#039;&#039;&#039; Warlord gains +1 S/A when in a challenge, and if he fights another Warlord, he also gets to re-roll hits. Brutal on a kitted out Chapter Master.&lt;br /&gt;
#&#039;&#039;&#039;Merciless Warrior:&#039;&#039;&#039; If your Warlord&#039;s within 12&amp;quot; of a unit, they can re-roll their Sweeping Advance. If shit luck strikes you can retry sweeping that weeaboo squad you charged. Handy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics of Chogoris&#039;&#039;&#039;&lt;br /&gt;
Relics specific to White Scars, their successors, or anyone else using their Chapter Tactics, introduced by the War Zone Damocles: Kauyon supplement. Per the Angels of Death supplement, you can mix and match with the vanilla relics.&lt;br /&gt;
**&#039;&#039;&#039;Banner of the Eagle (30 points)&#039;&#039;&#039; - Can only be taken by models that can pick from the Space Marine Standards list. Friendly White Scars units within 12&amp;quot; get Fleet and Furious Charge, which kicks ass.&lt;br /&gt;
**&#039;&#039;&#039;Glaive of Vengeance (30 points)&#039;&#039;&#039; - A master-crafted power lance on steroids. On the charge, it&#039;s S+3 AP2, but otherwise it&#039;s S+1 AP3.  With Hit &amp;amp; Run and the rerolls on the Initiative test from Scarblade Strike Force, this is BRUTAL. AP2 at Initiative is great enough, but S+3 really makes this relic elite, especially if you have Furious Charge to hit at S8 AP2. If you&#039;re a chapter master with the Hunter White Scars warlord trait, you&#039;re hitting the enemy warlord with 7 lascannons on the charge. If not for the Shield Eternal, it would be auto-take for any White Scars Captain.&lt;br /&gt;
**&#039;&#039;&#039;Hunter&#039;s Eye (20 points)&#039;&#039;&#039; - This is without question the single best relic ever for Marines. It gives +1 BS and also grants the model and the unit he joins Ignores Cover. This is your answer to fucking over any Jink or cover anywhere, especially when joining the typical SM deathstars (grav biker Command Squad, grav Centurions). Copycat from Space Wolves&#039; Durfast Helm.&lt;br /&gt;
**&#039;&#039;&#039;Mantle of the Stormseer (20 points)&#039;&#039;&#039; - Librarians only.  This gives them Adamantium Will and the &#039;&#039;Psychic Maelstrom&#039;&#039; power for free, not counting towards power allotment or Psychic Focus. Meh.&lt;br /&gt;
**&#039;&#039;&#039;Scimitar of the Great Khan (25 points)&#039;&#039;&#039; - A master-crafted S+1 power sword that adds +3 to the wielder&#039;s WS when in a challenge. A nifty bonus, but AP3 really sucks for a 25-point relic - spend 5 more points for Glaive of Vengeance instead.&lt;br /&gt;
**&#039;&#039;&#039;Wrath of the Heavens (25 points)&#039;&#039;&#039; - It&#039;s a super-bike. It can turbo-boost up to 18&amp;quot; and can go over terrain and models, just like a jetbike, because those crazy space Mongols can put grav-engines on a bike and make it badass. Problem is you have to turbo boost alone to use that, so you should probably save those 5 points and take a normal bike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactical Objectives:&#039;&#039;&#039;&lt;br /&gt;
;11 - Rapid Redeployment&lt;br /&gt;
: Find an Objective that&#039;s more than 18&amp;quot; from your models.  Win 1 VP when you control it.&lt;br /&gt;
;12 - Run Them Down&lt;br /&gt;
: 1 VP for destroying a unit via Sweeping Advance.  While the White Scars are good at this in theory, it&#039;s a huge pain in the ass for the same reasons as always: you&#039;re relying on a) your enemy not having Hit &amp;amp; Run or some other way to end the engagement before you end the fight, and b) you getting enough kills to force a morale check without simply wiping the squad.&lt;br /&gt;
;13 - Mounted Assault&lt;br /&gt;
: 1 VP if a friendly Biker kills an enemy.  d3 VP if your bike kills at least 3.&lt;br /&gt;
;14 - Feigned Retreat&lt;br /&gt;
: 1 VP for using Hit &amp;amp; Run and passing.  Easy point? Heck yes. But there&#039;s a problem: you have to Hit &amp;amp; Run during YOUR turn. It specifies this on the card. If you know anything about Hit &amp;amp; Run, you should be able to see the problem here. Scoring the victory point means dooming your poor little Bikes to being shot at/charged during your enemy&#039;s turn. Pick your battles wisely if you draw this. (Consider using a small tac squad with a flamer fighting enemy with a lower inititive.  They will get to overwatch then strike first again after netting this VP)&lt;br /&gt;
;15 - The Clean Kill&lt;br /&gt;
: This one&#039;s risky.  You win 1 VP if you kill a model with 3 wounds during an assault phase.  You win d3 VP if you kill a model with 5 wounds during assault.  Issue with this is that bikers aren&#039;t the best with prolonged combats without pricy stuff like Power Axes or Fists.&lt;br /&gt;
;16 - Claim the Head&lt;br /&gt;
: 1 VP if you kill a Character in a challenge during your turn.  d3 VP if you kill the Warlord in a challenge during your turn.  d3+3 VP if your Warlord kills the other Warlord during your turn.  While doable in any means, it&#039;s meant to promote BALLS OF FUCKING STEEL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scarblade Strike Force:&#039;&#039;&#039;&lt;br /&gt;
A variant of the Gladius for the White Scars, this gives its members re-rolls on their Hit &amp;amp; Run test, a bonus d6&amp;quot; to Turbo-Boost and Flat Out (or 2d6&amp;quot; for Fast/Flyer vehicles), and Hammer of Wrath when they successfully charge something 8&amp;quot;+ away (if they already had it, HoW hits re-roll failed Wound rolls instead). Remember, these &amp;quot;elements&amp;quot; can be used as a stand-alone formation: you have to be White Scars to use the Scarblade Strike Force FOC, but you don&#039;t have to be White Scars to take any of the new formations introduced in the Kauyon book.&lt;br /&gt;
**&#039;&#039;&#039;Core:&#039;&#039;&#039; You need 1-2 of either the Battle Demi-Company, Hunting Force, or Stormlance Demi-Company.&lt;br /&gt;
**&#039;&#039;&#039;Command:&#039;&#039;&#039; Strike Force Command, Librarius Conclave, or Strike Force Command as usual.&lt;br /&gt;
**&#039;&#039;&#039;Auxiliary:&#039;&#039;&#039; You need 1 or more of the following; the Armoured Task Force, 1st Company Task Force, 10th Company Task Force, Strike Force Ultra, Storm Wing, Land Raider Spearhead, Anti-Air Defence Force, and/or Suppression Force. You may also take a Speartip Strike or Stormbringer Squadron.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Black Templars=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
An Imperial Fist Second Founding Successor Chapter. Their strategy is to walk up to the enemy so they can hit them with their swords/clubs/chainsaws/pistols. They get angrier the more guys they lose, making them a dangerous proposition if they can get across the board.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Requirements&#039;&#039;&#039;: Only special characters allowed are High Marshall Helbrecht, Chaplain Grimaldus, and the Emperor&#039;s Champion.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;: Their units have Crusader and Adamantium Will. Black Templars are the only ones who can field Crusader Squads, which keep the ability to field a special and heavy weapon in a 5-man squad, and can mix Scouts (Neophytes) into their Marine squads. Also, no Librarians for you. If any model dies during the Shooting or Overwatch phase (so you can technically benefit from a failed Gets Hot), they now get Rage and Counter-Attack for the turn, which helps. This used to be Rending and re-roll misses in challenges in 6th edition, so a loss to your challenge muscle translates to a more broadly applicable gain. &amp;lt;s&amp;gt;The weakest of the Codex Chapter tactics.&amp;lt;/s&amp;gt; After playing with BT for some time, Crusader is an often overlooked rule that translates into much more reliable on-foot troop movement, which is something all units benefit from. An extra reroll gives you greater chances to place an otherwise unprotected vehicle into cover, or give a straggling unit a chance to reach an objective control area. It does not have the direct offensive applications of a reroll or MC weaponry like Ultras or Salamanders do, but having more consistent movement on demand is a very versatile tool. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Master Swordsman:&#039;&#039;&#039; +1 to Weapons Skill and Attack.  Just IMAGINE how that&#039;d work for the Emperor&#039;s Champion!&lt;br /&gt;
#&#039;&#039;&#039;Furious Indignation:&#039;&#039;&#039; If the unit the Warlord is in fails Morale Test in the Psychic or Shooting Phase, it does not fall but, but moves 2d6 inches towards the next enemy unit (but has to stop the usual 1” away from other units).  While this isn&#039;t bound to happen often considering the good Leadership you get, it&#039;s still nice to have a way to assault someone that thought they were safe behind their guns/mindbullets.&lt;br /&gt;
#&#039;&#039;&#039;Abhor the Witch:&#039;&#039;&#039; Warlord gets Hatred and Preferred Enemy (Psykers).  Again, WHY couldn&#039;t we have the Vows?&lt;br /&gt;
#&#039;&#039;&#039;Honour Demands Combat:&#039;&#039;&#039; Warlord and his unit can re-roll failed charges.  AWESOME.&lt;br /&gt;
#&#039;&#039;&#039;OathKeeper:&#039;&#039;&#039; Warlord gets Fearless and can also re-roll to-hit in a challenge.  Any beatstick&#039;s gonna want this to stall a big-league unit.&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Determination:&#039;&#039;&#039; Warlord and units within 12&amp;quot; get to re-roll Pinning, Fear, and Morale tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
Forge World also provided Chapter Tactics for a whole bunch of later-founding chapters:&lt;br /&gt;
* &#039;&#039;&#039;[[Red Scorpions]]&#039;&#039;&#039;: Can make any &#039;&#039;Tactical&#039;&#039; (and &#039;&#039;only&#039;&#039; Tactical) Sergeants/Veteran Sergeants an Apothecary &#039;&#039;&#039;for free&#039;&#039;&#039;, while &#039;&#039;&#039;keeping all their sergeant equipment&#039;&#039;&#039; (it does mention that you must appropriately represent this on the model, so get creative or hit up a bits site). Also, you can re-roll failed Pinning tests, but cannot go to ground voluntarily or buy Camo Cloaks, which render Scout objective campers useless. Not like you really need them with FNP Tacticals. &lt;br /&gt;
** Want ridiculously tough/trolly Tactical Marines? Use this in a Siege Assault Vanguard army. You now have access to a 10-man tactical squad with bolt pistols and chainswords with Land Raiders as dedicated transports, or you could take a regular tactical squad and give them siege mantlets (re-rollable armour saves). Either way, FNP works extraordinarily well with both squads. &lt;br /&gt;
**  Red Scorpions also have the option to upgrade their relic blades at an additional cost. This makes their captains and vanguard vets a bit more intimidating, or at least diverse. &lt;br /&gt;
* &#039;&#039;&#039;[[Carcharodons]]&#039;&#039;&#039;: Fear. Tactical Marines can exchange either the Bolter or Bolt Pistol for a chainsword for free, or BUY an extra chainsword or combat blade for +1 pt (making them effectively ground assault troops). After destroying an enemy unit in assault or forcing an enemy unit to fall back, they gain Rage, but must consolidate towards the nearest enemy unit it is capable of damaging in an assault. Keep in mind that if you use this Chapter Tactic, you can only ally with other Imperial armies, and even then their relationship is downgraded to Desperate Allies. Dreadnoughts have also become that much more dangerous, with Fear and easily getting Rage either by squashing a unit or making them fall back with Our Weapons Are Useless.&lt;br /&gt;
** This tactic can have a huge benefit for Battle Demi-Companies. The bulk of your models will be Tactical Squads, so you may as well as take advantage of the opportunity to give them all CCWs at 1 point/model, which is cheaper than Space Wolves or Chaos Marines (they have to pay 2 points/model) and lets them better threaten gunlines and fire support units.&lt;br /&gt;
** It&#039;s worth noting that RAW, units can gain Rage by simply blasting an enemy unit from range and making them fall back. &#039;&#039;I wish.  The rules clearly state that Rage is only gained when destroying/forcing an enemy infantry unit to fall back &amp;quot;in an assault.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Raptors]]&#039;&#039;&#039;: Scout and Stealth on the first turn if they are not bulky or very-bulky. Also, any unit that didn&#039;t move during the movement phase may shoot their boltguns (Forgeworld has specified that Hurricane Bolters don&#039;t count here), combi-weapons fired as boltguns, or bolt pistols as Heavy 1 &#039;&#039;&#039;Rending&#039;&#039;&#039;, including Sternguard Special Ammunition. This turns otherwise mundane weapons into serious threats against MCs and light vehicles (AV12 or less).&lt;br /&gt;
**Note: even though the Strike From the Shadows description is the 6e Raven Guard Chapter Tactics, it specifically states that they have the same rule as Raven Guard, hence the &amp;quot;upgrade&amp;quot; in 7e. Technically, it does specify &#039;&#039;Codex: Space Marines&#039;&#039;, while the 7e codex is called &#039;&#039;Adeptus Astartes&#039;&#039;, but that would be &#039;&#039;&#039;really&#039;&#039;&#039; overbearing rules lawyering...so know your opponents (just like the Raptors would!).&lt;br /&gt;
***It does &#039;&#039;not&#039;&#039; state they &#039;&#039;must&#039;&#039; have the same rule as Raven Guard; the wording is that they have two rules, &#039;&#039;&#039;Strike from the Shadows&#039;&#039;&#039;, which is listed as &#039;&#039;&#039;Strike from the Shadows (as per the Raven Guard Chapter Tactic in Codex: Space Marines):&#039;&#039;&#039;, and &#039;&#039;&#039;Legendary Marksmen&#039;&#039;&#039;, which has no reference to the Raven Guard as such.  It&#039;s [[skub|got no errata]], and is the most current wording available, so decide for yourself if you want to replace SftS (which is the Scout+Stealth benefit) with something from the Raven Guard; remember that the stock rule makes Raptors relatively bad at Jump Infantry, which might be a fluffy way to distinguish them from Raven Guard.&lt;br /&gt;
* &#039;&#039;&#039;[[Mantis Warriors]]&#039;&#039;&#039;: Everything not Bulky (or a variant thereof) gets Move Through Cover and Hammer of Wrath, and if it starts a charge in terrain which grants cover, it also gets Furious Charge. The only non-Bulky dedicated melee units you get are Honour Guard, Vanguard Vets, Assault Marines, and arguably Scouts, so it doesn&#039;t help much in that respect. Also, let&#039;s be real - anything that WANTS to charge your gunline is probably not much worried about Tacticals or Devastators getting HoW and Furious Charge. MTC does make your army a little more mobile, though. Also, if they are your Primary Detachment, they can re-roll Seize the Initiative.&lt;br /&gt;
**The 7th edition codex can now roll on Divination, so the biggest reason to use these Chapter Tactics has become worthless.&lt;br /&gt;
* &#039;&#039;&#039;[[Executioners]]&#039;&#039;&#039;: Stubborn on steroids, ignoring ALL negative Ld modifiers no matter what. Their characters inflict ID on to-wound rolls of 6 in challenges, but the character with the highest WS in a fight must challenge, with ties letting the controlling player pick (so a Sergeant could challenge instead of that Techmarine and his servo-harness).&lt;br /&gt;
* &#039;&#039;&#039;[[Angels Revenant]]&#039;&#039;&#039;: Get Hatred (Necrons) and Preferred Enemy (Necrons). If the enemy force has no Necrons, they instead become Fearless after losing half (round down) their units. The first one is &#039;&#039;very&#039;&#039; powerful against Necrons (and considering Necron popularity would get a lot of mileage), but the latter is meh.  &lt;br /&gt;
* &#039;&#039;&#039;[[Red Hunters]]&#039;&#039;&#039;: Everyone gets Adamantium Will. The more interesting part is a one-use ability that lets you give X units with Chapter Tactics one of six special rules (&#039;&#039;Counter-attack&#039;&#039;, &#039;&#039;Monster Hunter&#039;&#039;, &#039;&#039;Tank Hunters&#039;&#039;, &#039;&#039;Hatred&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Skyfire&#039;&#039;&#039;&#039;&#039;, or &#039;&#039;Interceptor&#039;&#039;), where X is the number of the current turn. You don&#039;t have to give those units the same special rule, so feel free to mix and match! Used properly, this ability can be amazing - &#039;&#039;Skyfire&#039;&#039; Lascannon Devastators, &#039;&#039;Monster Hunter&#039;&#039; Hammernators, &#039;&#039;Tank Hunter&#039;&#039; melta Bikes, Interceptor Centurions, go wild! Careful, though - while waiting lets you buff more units, wait too long and you might miss the right moment to pop it...or too many units die and you don&#039;t have enough dudes to give all those cool special rules to. 7th Edition&#039;s rework of Allies makes their last little thing (allied Grey Knights and Sisters of Battle are Battle Brothers if they have an Inquisitor) pointless.&lt;br /&gt;
**Red Hunters get AW standard and, unlike Black Templars, can take Librarians, giving you one of the better anti-psyker vanilla marines.&lt;br /&gt;
* &#039;&#039;&#039;[[Star Phantoms]]&#039;&#039;&#039;: You can re-roll ones on reserve rolls for deep-strikers if you want, and can launch &#039;&#039;army-wide Twin-Link&#039;&#039; on all Rapid Fire, Assault, Salvo, and Heavy weapons for one turn (so it won&#039;t twin-link Pistols). Mass drop-pod dakka hail of death. Consider them a Drop Pod specific alternative to Ultramarines.&lt;br /&gt;
**Two combined Battle Demi Companies with free Drop Pods and an extra Tactical Doctrine can make this Chapter Tactic far more useful than it ever was. Even the Skyhammer formations or a 1st Company Task Force full of Terminators benefit from this.&lt;br /&gt;
* &#039;&#039;&#039;[[Minotaurs]]&#039;&#039;&#039;: Get to re-roll Pinning tests, do not suffer Morale tests from shooting, and get Crusader and +1 charge range on the enemy deploy zone. One of the worst ones. No panic tests from shooting can be potentially useful, but chances are that if you&#039;re already taking large amounts of casualties as Space Marines, you might just die in overwatch or not do much in assault. This encourages footslogging Marines like the Black Templars, but unlike the Templars, you have no access to dedicated Land Raiders for your Tacticals and can&#039;t take CCWs to increase their melee power. Pretty much made up for by their badass characters (army-wide PE against loyalists is pretty sweet). &lt;br /&gt;
**With the new Angels of Death supplement, these guys have access to the Stormlance Demi-company.  These seems to suit them fairly well in terms of speed, mixed mobility, and versatility. The re-rolls against pinning help anyone in a metal bawks, too. &lt;br /&gt;
* &#039;&#039;&#039;Fire Hawks&#039;&#039;&#039;: Get +1S for all flamer, hand flamer, and heavy flamer weapons the turn they Deep Strike in (Drop Pod flamer spam!). HoW attacks from jump pack models also get +1S, but without the turn-specific restriction. Hand flamers, at +5 points, are added to the Ranged Weapons list, so most ICs/sarges can grab one. Their Assault Marines and Vanguards are scoring, but not troops...so unless you can convince your opponent that this translates to [[Awesome|Objective Secured]] in 7e (RAW it doesn&#039;t, but if he isn&#039;t [[That Guy]] he might play along), it basically does nothing, making Fire Hawks Chapter Tactics crap. If you really want to proxy them you could always go with Salamanders with a lot of jump units. &lt;br /&gt;
* &#039;&#039;&#039;[[Astral Claws]]&#039;&#039;&#039;: Stubborn, their Bikes have Skilled Rider, and their Fast Skimmers get Scout. Does it remind you of some other [[Dark Angels|LOYALISTS]]?&lt;br /&gt;
&lt;br /&gt;
====Non-Codex Marines====&lt;br /&gt;
For comparison&#039;s sake, the other Marine codices get, as their own &amp;quot;Chapter Tactics&amp;quot;:&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Dark Angels(7E)|Dark Angels]]&#039;&#039;&#039;: Everyone gets Stubborn and BS2 Overwatch.  HQs get Fearless and Hatred: Chaos Marines (including non-Daemon infantry and all vehicles from Khorne Daemonkin). Termies get that too, as well as Split Fire and Twin-Linked weapons when deep striking. Bikes can re-roll failed Jink Saves, take Teleport Homers, and get Scout/Hit &amp;amp; Run;  Biker Command Squads come tooled for both shooting and CC. Also, their Mortis dreads aren&#039;t capped at 0-1.&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Blood Angels(7E)|Blood Angels]]&#039;&#039;&#039;: Everything gets Furious Charge. Several of their vehicles are Fast, there is widespread access to inferno pistols/hand flamers, and Tactical Squads can take Heavy Flamers.&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Space Wolves(7E)|Space Wolves]]&#039;&#039;&#039;: Counter Attack and Acute Senses for everyone. Also have a really different organization and lots of peculiar units, some of which can be extremely effective.&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer 40,000/Tactics/Grey Knights(7E)|Grey Knights]]&#039;&#039;&#039;: Preferred Enemy (Daemons), widespread access to Shred (Demons), all troops are psykers with safe access to Sanctic Daemonology, army uses storm bolters rather than regular ones, can play all terminator, but have limited anti-armor.  Rerolls 1s on Deny the Witch.&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer 40,000/Tactics/Deathwatch(7E)| Deathwatch]]&#039;&#039;&#039;: Ability to reroll ones to hit against different force organization charts, more elite with tons of fancier toys, including Sternguard Veterans as Troops. But have a lack of tanks, artillery, non troop choices are (generally) capped to be half the size of space marines and lack the ability to field as many bodies as standard Marines can.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
# &#039;&#039;&#039;Angel of Death&#039;&#039;&#039;: Fear, which units must test on 3d6. Cassius and Shrike have this. &lt;br /&gt;
# &#039;&#039;&#039;The Imperium&#039;s Sword&#039;&#039;&#039;: Warlord and his unit have Furious Charge. Helbrecht has this.&lt;br /&gt;
# &#039;&#039;&#039;Iron Resolve&#039;&#039;&#039;: Feel No Pain. Pedro, Lysander and Vulkan have this.&lt;br /&gt;
# &#039;&#039;&#039;Storm of Fire&#039;&#039;&#039;: For the shooting phase a friendly codex squad with Chapter Tactics within 12&amp;quot; gets Rending. Tigurius and Telion have this.&lt;br /&gt;
# &#039;&#039;&#039;Rites of War&#039;&#039;&#039;: All units from the same detachment as the warlord can use his leadership instead of their own for morale tests. Sicarius and Grimaldus have this.&lt;br /&gt;
# &#039;&#039;&#039;Champion of Humanity&#039;&#039;&#039;: All Imperial models within 12&amp;quot; must re-roll pinning, morale, and fear. Khan and Blaylock have this.&lt;br /&gt;
&lt;br /&gt;
===Psychic Powers (Angels of Death Supplement)===&lt;br /&gt;
In Angels of Death, Space Marines got 4 new psychic disciplines, possibly to ensure that your Librarius Conclave isn&#039;t full of redundancy and has more variety. Note: Dark Angels, Space Wolves, Blood Angels, Deathwatch, and Grey Knights, as well as the Legiones Astartes Crusade army and Imperial Armour chapters from Forge World,  have access to all these disciplines too. The Deathwatch footnote means that Jansus Natorian is no longer stuck on Biomancy. Problem is, why wasn&#039;t this included in the first place? &lt;br /&gt;
&lt;br /&gt;
=====Fulmination=====&lt;br /&gt;
Primaris &#039;&#039;&#039;Electrosurge&#039;&#039;&#039; -  WC1 18&amp;quot; S5 AP4 Assault 6 witchfire. Point at hordes and explode them.&lt;br /&gt;
#&#039;&#039;&#039;Electroshield&#039;&#039;&#039; - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Or, you could just drop 10 points if you have it lying around for, you know, an actual Storm Shield which can&#039;t be denied or fail to go off. Has potential though in a Libarius Conclave with Tigurius to give him a free-ish 3++ due to him re-rolling both failed Psychic Tests (combined with the 3+/2+ to harness) and re-rolling which powers he gets. FUCKING FANTASTIC ON A FURIOSO DREAD.&lt;br /&gt;
#&#039;&#039;&#039;Electropulse&#039;&#039;&#039; - WC1. A witchfire Nova with radius of 9&amp;quot;, Assault 1 S1 AP- Haywire. Will need a Drop Pod, jump pack, or psychic power to land in the middle of an armored column and wreak havoc, preferably paired with meltaguns and other anti-armor.&lt;br /&gt;
#&#039;&#039;&#039;Lightning Arc&#039;&#039;&#039; - WC2. Witchfire, S5 AP4 assault D6. Jumps to enemy units within 6&amp;quot; of the primary target on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Fists of Lightning&#039;&#039;&#039; - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5 AP- hits.&lt;br /&gt;
#&#039;&#039;&#039;Magnetokinesis&#039;&#039;&#039; - WC2 blessing, 18&amp;quot;. Move target unit by 18&amp;quot;, can&#039;t target anything Zooming, Swooping or locked in combat. The shifted unit can&#039;t charge and counts as moved for Shooting Phase purposes. A better version of Levitate from Telekinesis, basically.&lt;br /&gt;
#&#039;&#039;&#039;Electrodisplacement&#039;&#039;&#039; - WC2 blessing, 24&amp;quot;. The Psyker&#039;s unit and the target unit swap places on the battlefield. If one of the swapping units is locked in combat, the other unit takes their place and is locked into that combat. Swapped units &#039;&#039;can still charge&#039;&#039;, so swapping Scouts with a unit of your choice can potentially set up a turn 1 charge, with your deathstar chilling in the back until the switcheroo, if you get this power.&lt;br /&gt;
&lt;br /&gt;
=====Librarius=====&lt;br /&gt;
AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars. &lt;br /&gt;
&lt;br /&gt;
Primaris &#039;&#039;&#039;The Emperor&#039;s Wrath&#039;&#039;&#039; - WC1 18&amp;quot; S5 AP3 Assault 1 Blast Witchfire.&lt;br /&gt;
#&#039;&#039;&#039;Veil of Time&#039;&#039;&#039; - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, supersedes Invisibility as the cheesiest power in the game, and with good reason. This will all but ensure that your deathstar takes no damage as it plows into the enemy forces&#039; tight sphincter. Heck, bare-bones Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition. The real cheese? Given how many options the Space Marines have for Battle Brothers that can be affected by Psychic powers, this is more versatile than Eldar Fortune, even if it lacks AW (and you have a power for that below ala Psychic Fortress anyway).&lt;br /&gt;
#&#039;&#039;&#039;Fury of the Ancients&#039;&#039;&#039; - WC1. A 20&amp;quot; S6 AP4 beam with Pinning.&lt;br /&gt;
#&#039;&#039;&#039;Psychic Fortress&#039;&#039;&#039; - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 12&amp;quot; bubble of 4++  against Witchfire Powers only. It&#039;s pretty damn good.&lt;br /&gt;
#&#039;&#039;&#039;Might of Heroes&#039;&#039;&#039; - WC1. Gives +2 Strength, Toughness, Initiative, and Attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. &lt;br /&gt;
#&#039;&#039;&#039;Psychic Scourge&#039;&#039;&#039; - WC1 Malediction, must target an enemy Psyker within 24&amp;quot;. Roll 2D6+(Mastery Level) against enemy psyker 1D6+Mastery level. On a draw or better, enemy lose 1W (no save), if you beat his roll by 3+, he loses a random power. If you lose, no effect.  Sort of rubbish, casting against enemy psykers is a gamble in itself.&lt;br /&gt;
#&#039;&#039;&#039;Null Zone&#039;&#039;&#039; - WC2 Malediction, 24&amp;quot; range. Targets an enemy unit, drops its invulnerable save by &#039;&#039;2&#039;&#039; (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it&#039;s much more versatile. This is what you use to counter fucks with Storm Shields, Smash Fucker&#039;s 2++ bullshit, Riptide&#039;s Shield Generator buff, Malefic Cursed Earth, and Grimoire bullshit.&lt;br /&gt;
&lt;br /&gt;
=====Geokinesis=====&lt;br /&gt;
AKA Earthbending&lt;br /&gt;
&lt;br /&gt;
Primaris &#039;&#039;&#039;Chasm&#039;&#039;&#039; - WC2, 18&amp;quot; range. Target unit takes a Dangerous Terrain test with no armor saves allowed, no effect on Swooping or Zooming units (flyers, FMCs). Questionable usefulness...&lt;br /&gt;
#&#039;&#039;&#039;Earth Blood&#039;&#039;&#039; - WC1 Blessing, targets a non-vehicle character within 18&amp;quot; of the Psyker. That guy immediately regains D3 &#039;&#039;WOUNDS&#039;&#039;, and the target plus his entire unit also gain IWND. The latter effect won&#039;t come into play too often unless you&#039;re hanging out with Centurions, but the ability to replenish a guy&#039;s wounds, or restore wounds lost to Perils, is great.&lt;br /&gt;
#&#039;&#039;&#039;Scorched Earth&#039;&#039;&#039; - WC1 malediction, 24&amp;quot;. Choose a point on the battlefield, each unit within 6&amp;quot; takes a S5 AP4 Ignores Cover hit, randomly allocated. This 6&amp;quot; area is also dangerous terrain. Crap.&lt;br /&gt;
#&#039;&#039;&#039;Land Quake&#039;&#039;&#039; - WC1  malediction that affects enemy units within 18&amp;quot; of caster. They are considered to be in Difficult Terrain, and cannot run, turbo-boost or flat out. No effect on Swooping or Zooming units. A neat way to fuck with Jetbikes and vehicles in general (although eldar jetbikees would still have their JSJ move).&lt;br /&gt;
#&#039;&#039;&#039;Phase Form&#039;&#039;&#039; - WC1 blessing, 24&amp;quot;. Single unit. Gives Move Through Cover and Ignores Cover. [[Awesome|Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters.]]&lt;br /&gt;
#&#039;&#039;&#039;Warp Quake&#039;&#039;&#039; - WC1 witchfire, 24&amp;quot;. Target building or ruin. A building gets a glancing or penetrating hit, a ruins causes d6 S6 AP- hits, randomly allocated, to any units in it.&lt;br /&gt;
#&#039;&#039;&#039;Shifting Worldscape&#039;&#039;&#039; - WC3 24&amp;quot;, targets a terrain feature in line of sight. [[What|Move that terrain by 24&amp;quot;]], including units fully inside of it. Must end up at least 1&amp;quot; away from other terrain and any models, so your wiggle room can vary depending on the terrain piece&#039;s size. If a unit is not fully inside that terrain, the models that are immediately move off in a Disembark move, treating the terrain edge as an Access Point. Any model moved as a result of this spell, including units inside the moved terrain, takes a Dangerous Terrain test. &#039;&#039;&#039;&#039;Lots&#039;&#039;&#039;&#039; of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your gunline]], teleporting a deathstar onto your enemy&#039;s doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ&#039;ing]] [[Eldar|assholes]], removing that pesky impenetrable Wall of martys bunker with 10 devastators in, plopping that superheavy/those termies onto a vortex, etc.&lt;br /&gt;
&lt;br /&gt;
=====Technomancy=====&lt;br /&gt;
The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies and also packs a bunch of anti-vehicle powers. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. Better yet, take a Clan Raukaan detachment and go to town with Reforge and Warpmetal Armour. Check each power&#039;s description to make sure whether it affects the whole unit or just a single vehicle!  Powers alternate between defensive and offensive, so if your enemy has no tanks you&#039;re looking at a lot of wasted slots.&lt;br /&gt;
&lt;br /&gt;
Primaris &#039;&#039;&#039;Subvert Machine&#039;&#039;&#039; - 18&amp;quot; Malediction. Select a weapon on an enemy vehicle. You and your opponent roll a die. If &#039;&#039;he&#039;&#039; rolls higher, nothing happens. If you draw, that weapon can only shoot snap shots. If &#039;&#039;you&#039;&#039; roll higher, you [[Awesome|take control of said vehicle&#039;s weapon for a turn.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it&#039;s common to see an Imperial Knight ally. The only drawback is the range, though there&#039;re [[Terminator|a few]] [[Bike Squad|different ways]] [[Drop Pod|to handle it]].&lt;br /&gt;
#&#039;&#039;&#039;Blessing of the Machine&#039;&#039;&#039; - WC1 Blessing, 24&amp;quot; range, affects a single friendly vehicle. It now ignores Crew Shaken and Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS.&lt;br /&gt;
#&#039;&#039;&#039;Machine Curse&#039;&#039;&#039; - WC1 18&amp;quot; Focused Witchfire. Smacks an enemy vehicle unit with d3 S1 AP- Haywire hits.&lt;br /&gt;
#&#039;&#039;&#039;Reforge&#039;&#039;&#039; - WC1 Blessing, 24&amp;quot; range. Gives IWND and either restores 1 hull point, or repairs an immobilized or destroyed weapon result. A Psyker casting this from inside a vehicle can only cast it on the vehicle he&#039;s riding.&lt;br /&gt;
#&#039;&#039;&#039;Warpmetal Armour&#039;&#039;&#039; - WC1 Blessing, 24&amp;quot; range, targets a friendly &#039;&#039;&#039;&#039;unit&#039;&#039;&#039;&#039;. Grants plus 1 AV to all sides for a turn or, if cast on a non-vehicle unit, gives +1T. Note that it affects &#039;&#039;&#039;the whole unit&#039;&#039;&#039;. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. Sadly, [[Necrons|Gauss Weaponry]] still doesn&#039;t give a shit.&lt;br /&gt;
#&#039;&#039;&#039;Fury of Mars&#039;&#039;&#039; - WC1 Beam, 18&amp;quot; S1 AP- Assault 1 Haywire.&lt;br /&gt;
#&#039;&#039;&#039;Machine Flense&#039;&#039;&#039; - WC2 Focused Witchfire, 18&amp;quot;. Targeted enemy vehicle unit loses D3 HP. For each HP lost, inflicts D6 S4 AP6 rending hits to a nearby enemy unit. You can pick different targets for each lost HP if you want. A neat way to attack parking lots and their bubble-wrap.&lt;br /&gt;
&lt;br /&gt;
===Fighter Aces===&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer.&lt;br /&gt;
#&#039;&#039;&#039;Auto-Targeting System&#039;&#039;&#039; - +1 BS.  This one is kind of pointless. Most of your flyers&#039; weapons are Twin Linked already, and Stormtalons have Strafing Run, which already gives +1 BS against ground targets. Sort of a waste.&lt;br /&gt;
#&#039;&#039;&#039;Vectored Retro-Thrusters&#039;&#039;&#039; - Fighter Ace can pivot 180 before moving.  Not sure why it has the same name as a tool for Tau battlesuits, but it can help bait some flyers over to your big anti-air guys.&lt;br /&gt;
#&#039;&#039;&#039;Wrath of the Emperor&#039;&#039;&#039; - Fellow models within 12&amp;quot; of a Fighter Ace with the same codex gain Preferred Enemy for the turn. Best run on units meant to support your units on the ground, and by extension any flyer that&#039;s dropping units into the thick of combat.&lt;br /&gt;
&lt;br /&gt;
===Armoury of the Adeptus Astartes===&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039; - Classic S4 AP5 24&amp;quot; Rapid Fire weapon which all other standard issue small-arms in the Dark Millennium are judged by. Tried and true, whether it&#039;s shredding simple infantry or taking potshots at more heavily armored foes. Imperial Fists love these.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon&#039;&#039;&#039; - An interesting item that is a Bolter with a one-use special weapon (Plasma, Melta, Flamer, Grav) built in. Great choice, if you know when and how to use it. Sternguard love these things since they can Drop Pod in and take out specific targets (usually vehicles with 4-5 combi meltas or Monstrous Creatures with 4-5 Combi-plasmas) while still being able to use specialist rounds.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039; - Assault 2 and 24&amp;quot; range. Compared to the standard boltgun, the storm bolter gets its full number of shots out to max range, plus you get to charge after shooting. Typically seen on Terminators, decent on an Assault-based Character with a Specialist Weapon (you weren&#039;t getting the two-weapon bonus attack anyway), not too useful otherwise, especially since Sternguard special ammo STILL doesn&#039;t affect them.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; - Standard pistol version of the boltgun, with same S and AP. Combined with a non-specialist melee weapon, it grants an additional attack.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; - Beats any Armor save, but on a roll of a 1, it Gets Hot! and the wielder takes a Wound (that you get saves against, but still). However, most Space Marines that can take it have at least a 3+ Sv, which somewhat reduces the risk. Inefficient points-wise, but very fluffy if you&#039;re not min-maxing (depending on how many terminators you see and if you can use it to chip off hull points, of course). Like the Bolt Pistol, it grants an additional attack if you&#039;re using a non-specialist melee weapon.&lt;br /&gt;
*&#039;&#039;&#039;Grav Pistol&#039;&#039;&#039; - Safer than the Plasma Pistol, it can surprise some heavily armored foe when you&#039;re wounding them on threes or twos and dropping them to I1 thanks to Concussive. Give it to a Thunder Hammer wielding Captain to have an extra edge before charging in. Bonus points if you immobilize a Dreadnought about to charge you. Again, kinda costly, and again, grants an additional attack with a non-specialist weapon.&lt;br /&gt;
&lt;br /&gt;
====Special Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039; - An S4 AP5 Assault 1 template weapon. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. Makes Overwatch painful. Better served with Salamanders in a pod. Remember you can roast two units if they are close together and they fit under the template. &lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; Salvo 2/3 AP2, concussive, and wounds targets based upon their Armour Save. So, stand still for 3 shots, or move for 2 shots at half range. Nigh-useless against Orks, Dark Eldar, or Guardsmen, but absolute hell against Grey Knights, other MEQ armies, and anything relying on armor saves to stay safe. Usually seen on Bikes rather than Tacticals because of Relentless. In a pinch, it can be used as anti-tank since it immobilizes vehicles on 6s, though only a few units can carry enough grav-guns to reliably roll at least one 6.  Taking a grav-amp in your squad lets you re-roll wounds with these, though, and that helps. &lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039; - S8 AP1 Assault 1 with 12&amp;quot; range, best used with Drop Pods to get in range. If within half its range (so 6&amp;quot; or closer) and shooting at a vehicle, it rolls 2D6 for penetration, so near-guaranteed pen + higher chance to wreck/explode = perfect anti-tank. Being Assault 1 with short range makes it very specialized, so ditch it if you can against an army without heavy tanks (i.e. Tyranids). Worth noting that S8 makes it Instant Death against T4-or-lower models such as Tyranid Warriors and infantry HQs without Eternal Warrior. Vulkan He&#039;stan of the Salamanders makes them all Master-Crafted, meaning free re-rolls to hit!&lt;br /&gt;
*&#039;&#039;&#039;Plasma gun&#039;&#039;&#039; - This is another anti-heavy infantry/MC tool much like the grav-gun, but Gets Hot! means there is always a (small) risk of killing the model firing the weapon. The grav-gun is safer, but this is Rapid Fire instead, making it better for non-Relentless models (i.e. Drop Pod squads). It can also still hurt lightly armored targets, most notably Daemons (who rarely have armor saves and can be hard to kill with bolters), and is also good against light or medium vehicles such as Chimeras, Rhinos, and almost anything Dark Eldar. All Space Marines that can take it have at least a 3+ armor save, which mitigates the Gets Hot! risk. Its range is the same as the Boltgun, so it synergizes well with them.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Grav-Cannon&#039;&#039;&#039;&lt;br /&gt;
**A bigger grav-gun with Salvo 3/5 and 24&amp;quot; range.  These come with a Grav-Amp by default, which gives re-rolls on To Wound or Armor Pen against a vehicle. As a Salvo weapon, they&#039;re the only heavy weapon a Devastator squad can fire at full BS after moving or disembarking from a transport (albeit with half range and the lower number of shots). Extra rage-inducing on Devastators taken with the Skyhammer Annihilation formation, due to Devastators being able to Relentlessly disembark Drop Pods and fire full range/shots. They&#039;re also &#039;&#039;comically&#039;&#039; undercosted at 35 points a pop for Tacs and Devs, and 25 pts each for Centurions. Bad against light infantry (Guard blobs, Dark Eldar, Orks), and weak against Superheavies due to their immunity to Immobilize results, and by extension Hull-point stripping from Immobilize spam.&lt;br /&gt;
***Seriously though, Grav-Cannons+Gravamps are CRIMINALLY underpriced. According to [[User:Evilexecutive#Fast_Approximate_Intrinsic_Value|FAXIV]], which admittedly does not handle the nature of Grav weapons well, the value of a 5-shot AP2 gun that has a 97% chance to wound per hit (89% vs 3+, 75% vs 4+) is a &#039;&#039;monstrously huge&#039;&#039; &#039;&#039;&#039;75 points&#039;&#039;&#039; per gun. On average, 3 Grav-Cannons with Grav-Amps at BS4 at full firing rate (i.e. 3 Dev Centurions) will kill 6.48 Terminators or Immobilize any non-Superheavy vehicle three times (resulting in the removal of 5 HP) per turn of shooting. Cackle manically as you wipe a riptide out in one turn of shooting.&lt;br /&gt;
****FAXIV is a gross oversimplification, of course, but you get the general idea.  One of the harder to analyze attributes of these things is that better armour saves normally raise the cost of a model, so Grav weapons have a tendency to have a net effect of your opponent paying more points to reduce their models&#039; survivability - used intelligently, you will quickly recoup their cost.&lt;br /&gt;
***This is the best weapon to equip minimal-sized Tactical Squads with. The squad provides some anti-infantry firepower in the form of Boltguns (and maybe a combi-flamer on the Sergeant), while the gun enjoys being surrounded by expendable mooks and covers anti-heavy infantry, anti-MC and anti-tank roles splendidly.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;&lt;br /&gt;
**At 3 shots, S5, and AP4, it&#039;s a heavier, meaner boltgun. Good against hordes since it chucks out reasonable dakka, and not horrible against AV10 (Sentinels, Land Speeders, War Walkers, rear armor, etc.), but any of the other options below are preferred. However, Imperial Fists get more out of Heavy Bolters thanks to their Chapter Tactics (re-roll 1s for Bolter Drill, and Tank Hunters thanks to Siege Masters.)&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;&lt;br /&gt;
**An Assault 1 S5 AP4 template (but listed in the Heavy Weapons list, for some reason). Much more effective at horde-crunching than the Heavy Bolter, but much shorter range. Overwatch &amp;quot;Wall of Death&amp;quot; with this can be VERY painful. Though it&#039;s listed as a &amp;quot;heavy weapon&amp;quot; wargear option, its rules are Assault 1 (&#039;&#039;not&#039;&#039; Heavy) so you can move, flame, and charge. However, only Terminators, Sternguard, or Legion of the Damned can grab heavy flamers, so low distribution hurts an otherwise great weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;&lt;br /&gt;
**An S9 AP2 weapon, good against vehicles up to AV 13 and TEQ. It&#039;s an anti-tank and anti-MC weapon, so you still have to bring something else for horde control. Usually seen on backfield Devastators and Predators, since its range is very good you can stay back and pop vehicles all day long.&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**With two different payloads - S4 AP6 Small Blast for massed light infantry, and S8 AP3 for vehicles/MCs - this thing trades effectiveness on specific targets for versatility. However, in larger armies, it&#039;s better to take several squads each equipped with more specialized weapons instead. Note, however, in very specific circumstances, Krak Missiles give it a perfect mix of low cost, decent range, and just enough S and AP to deal Instant Death to multi-wound T4 models with 3+ or worse, and is thus the cheapest weapon to splatter a Tyranid Warrior/Nob (or MEQ HQ) from half the table while letting you later put out Frag Missiles for their weenie hordes. Can also pack Flakk Missiles to deal with Flyers, but again, unless it&#039;s a low points army that needs versatility in every unit, you should never do this - not when you could take the specialized anti-air ability of the now-excellent Stalker tank (besides, &amp;quot;anti-air&amp;quot; weapons can shoot at Skimmers at full BS, which makes some of them workable against Eldar/DEldar/Necron armies). Overall: good in low points games due versatility, bad in high points games where you should take specialized weapons instead.&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta&#039;&#039;&#039;&lt;br /&gt;
**A Meltagun with twice the range, which means that its 2D6 Melta-effect range is now 12&amp;quot;. Same S and AP, though. Good in Skyhammer Annihilation Devastators since they are relentless for a turn. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**An S7 AP2 blast, good for taking out freshly deep-struck units (like enemy Terminators) that are still tightly clustered, or just wreaking havoc on all kinds of infantry. Like its little brothers, the Plasma Gun and Plasma Pistol, it also has Gets Hot! Unfortunately it is a very mediocre choice, because Small Blast kinda sucks (begging the question of why it&#039;s so different from its siblings - presumably it should either be Heavy 3 without blast, or the Gun should be blast and the Cannon should be Large Blast).&lt;br /&gt;
***The haemotrope reactor can fix the small blast problem if you need to explode everything.&lt;br /&gt;
***If you&#039;re running a 10-man tactical squad, the cannon isn&#039;t a terrible choice as it adds anti-infantry punch to your shooting (what else is your tactical squad doing?).&lt;br /&gt;
***Veteran players will space out units, but that&#039;s usually because, at some point, a plasma cannon raped their horse and ate their parents.  These things can be incredibly punishing against unprepared foes (much moreso than other weapons).&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
[[Dakka|When the enemy just won&#039;t budge in the shooting phase]], [[Rip_and_tear|you need to budge them through Close Combat]]. Here are the tools of the trade.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039; - The only real use is for Salamanders characters who can make it Master-Crafted for one melee re-roll - otherwise, just a stat-less CCW.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons&#039;&#039;&#039; - Come in 4 different flavors: Axe, Maul, Sword, Lance...but only the former 3 actually have official models from GW. The Power Sword is the most reliable but relatively weak, striking at AP3, base S and base I. The Axe drops you to I1 but you are now S5 and AP2 - good, but only if you can&#039;t get, or can&#039;t justify the cost of, a Power Fist. The Maul is great against Imperial Guard and Xenos scum, since the +2S gets you to S6, which is Instant Death for T3 enemy characters. It even has Concussive, which, along with the +2S, helps against big, tough gribblies. It&#039;s also perfect if you want to slam open a vehicle without it blowing in your face. The Lance is only S+1 AP3 on the charge, then in subsequent rounds is only AP4, AND you&#039;d have to convert your own from Fantasy or other armies. Just...no. LOOKS fantastic (and are actually almost decent) on White Scars bikers, though. Use the mythical &#039;Counts as&#039; rule to just make them standard Power Swords, Power Axes, or Chainswords if you just want them for their Rule of Cool looks. If somebody complains point out how halberds and glaives are pretty much axes or swords on sticks. Grey Knight Nemesis Force Glaives work great!&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claws&#039;&#039;&#039; - Specialist Weapon, so not so good on Sergeants since an extra attack with a Power Sword is better against most targets. AP3 with Shred is still nothing to sneer at, and a model that can take a pair of Claws is a whole different story (i.e. Assault Terminators or Vanguard Veterans). Note that since both are Specialist Weapons, you can take a Lightning Claw and a Power Fist to get +1 attack and be able to choose between either profile before each Fight phase starts. Versatility - but at cost! Note that if you are taking a lightning claw or a power fist you don&#039;t lose an attack as you normally do by taking a combi-weapon. &lt;br /&gt;
**Biker Sarges wanting CC weapons (not recommended if you&#039;re min-maxing) should take a Lightning Claw or Power Fist over a Power Sword since they only have one weapon to exchange, and thus can&#039;t get the two-weapon bonus anyways.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist&#039;&#039;&#039; - A Specialist weapon, so you won&#039;t get the 2-weapon bonus unless you grab a Lightning Claw. But, at S8 AP2, you shit on most other characters, and are a great surprise for overconfident vehicle commanders. Unwieldy, sadly, so these will work best on something tough enough to shrug off hits and strike back (i.e. 2+ armor, an invulnerable save, Feel No Pain, etc) and things that are quick enough that it won&#039;t matter anyway (lash whip warriors, yes please)&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; - 5 extra points for a stylized Power Fist with Concussive. It usually is seen with units that have something else going for it (Storm Shield Terminators). It&#039;s rare that a fight goes on long enough for it to matter, but Concussing an enemy down to the same I1 for latter turns can mean the difference between killing it or getting killed without striking (most likely MCs or models with Eternal Warrior). A rare situation, though, so you can just take the slightly cheaper Power Fist instead.&lt;br /&gt;
*&#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - Unlike his baby brother, this heavy chainsaw sword is a two-handed chainfist: Sx2 (so S8 for Marines) AP2 Unwieldy with Armorbane (rolls 2D6 when determining vehicle penetration). Great for tank-hunting, and it&#039;s not like Assault Marines can take any other melee weapons. But do note that it still has very poor cost-efficiency, since the only place you can see it is in a T4 3+ 2A model.. while you can use careful play and tricks (even Formations) to deliver that ASM safely into combat to tear up vehicles, having only 2A unavoidably means that you get off very few attacks in return for the hefty cost of the Eviscerator. Alternatively, since the option states that any one in five models may equip it, you can give it to the Veteran Sergeant who has 2A (to better use the expensive weapon).. but of course, as with all Unwieldy weapons on squad leaders, that leads to forcing you to avoid Challenges at all costs.&lt;br /&gt;
*&#039;&#039;&#039;Force Weapons&#039;&#039;&#039; - Librarians come with these. Power Weapons with Force, essentially. The Force Sword is the most reliable choice. Axes make you S5 AP2, but drop you to I1 (bad for Librarians without 2+ or invulnerable saves), while the Staff gives +2S and Concussive but drops to AP4 - good for Librarians with Iron Arm, perhaps, but without that you&#039;re not getting through MEQ armor. Still, if Force goes off the Maul becomes a lot more dangerous since every To Wound roll has Instant Death, but also less relatively dangerous, as its competitors now ALSO cause Instant Death on T3.&lt;br /&gt;
*&#039;&#039;&#039;Relic Blade&#039;&#039;&#039; - Available to Honour Guard, Vanguard Veteran Sergeants and Captains. A S+2 AP3 Two-handed sword that hits at normal Initiative, near perfect for MEQ shredding and decent against some MCs. Just like the Power Maul, always remember that S6 means Instant Death for T3 HQs, &#039;&#039;plus&#039;&#039; the Relic Blade can also cut through 3+ to boot. The only real downside is, that you never get the +1A for 2CCW due to them being Two-Handed.  Well, that and [[terminator]] armour. Note that relic blades can be used with storm shields for great effect since storm shields prevent the use of two weapons at the same time, but not two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
====Special-Issue Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Auspex&#039;&#039;&#039; - Sacrifice shooting to reduce the cover of an enemy within 12&amp;quot; by 1. Good on an assaulty HQ with abysmal shooting (say, a Captain with a bolt pistol, or a Librarian).&lt;br /&gt;
*&#039;&#039;&#039;Melta Bombs&#039;&#039;&#039; - When assaulting a vehicle, building, gun emplacement or Monstrous Creature, you can replace your attacks with one S8 AP1 Armorbane Unwieldy attack. The chance to one-shot a tank or building is a pretty good way to spend 5 spare points laying around.&lt;br /&gt;
*&#039;&#039;&#039;Teleport Homer&#039;&#039;&#039; - Termies that Deep Strike within 6&amp;quot; of the Homer don&#039;t scatter. Only terminators benefits from this so unless you are running a full deep strike terminator army (I don&#039;t see a single logical reason why would you do that) the locator beacon from drop pods or scout bike squads is a better option.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons&#039;&#039;&#039; - Re-roll one failed to-wound roll in Assault.  Pretty much crap.&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack&#039;&#039;&#039; - A bit expensive at 15 points, it gives the Jump unit type. Grab it if you want your HQ to jump around like House of Pain, whether to chase and smash things or hop to a good vantage point and hand out buffs/mind bullets. Techmarines and Terminator Armor characters can&#039;t take one.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Bike&#039;&#039;&#039; - This changes your HQ to a Bike unit type. You also get a twin-linked bolter and, most importantly, +1 Toughness. Great for any HQ, really, but of special note is a conversion beamer-toting Techmarine. Note that if you have an HQ with a bike, you can take Bike Squads as troops for a CAD - they even got rid of that dumb model count restriction from 6e! Taking Terminator Armor sadly disqualifies a character from riding a bike. If you go bike HQs, consider going White Scars for their bike-specific rules, or Iron Hands to indirectly benefit from the Toughness boost giving you FNP back against S8/9 weapons.&lt;br /&gt;
*&#039;&#039;&#039;Standards&#039;&#039;&#039; - Come in two flavors (three if you count the relic).&lt;br /&gt;
**&#039;&#039;&#039;Company Standard&#039;&#039;&#039; - Available to the Command Squad.  This allows marines of the same Chapter within 12&amp;quot; to re-roll Morale, Fear, and Pinning.&lt;br /&gt;
**&#039;&#039;&#039;Chapter Banner&#039;&#039;&#039; - Available to the Honour Guard.  As above, but Marines within range also gain +1 Attack. The entry &#039;&#039;no longer specifies&#039;&#039; that it doesn&#039;t stack with the Standard of the Emperor Ascendant, or even Kantor&#039;s +1 Attack, in case you want the killiest/most expensive deathstar possible.&lt;br /&gt;
&lt;br /&gt;
===Chapter Relics=== &lt;br /&gt;
Note that per the BRB FAQ, page 11, a single model can only take one Relic unless specifically stated otherwise.&lt;br /&gt;
*&#039;&#039;&#039;The Burning Blade&#039;&#039;&#039; - A special power sword with +3S, AP2, and Blind. The only AP2 melee weapon that doesn&#039;t hit at I1 and isn&#039;t on a Dreadnought or Assault Centurion. Unless you count characters, then there&#039;s the Emperor&#039;s Champion and Calgar. Its &amp;quot;Incandescent&amp;quot; rule means that it sort-of Gets Hot (take a S4 AP2 hit if you roll a 1 on a d6 after using it to attack). It is believed to be the Emperor&#039;s sword, as it was found in the wreckage of Horus&#039; destroyed flagship and was the only thing that wasn&#039;t corrupted by Chaos. Probably true, since it&#039;s too big for anyone but a Marine to think about using, and in most pictures depicting the Emperor&#039;s battle with Horus his sword&#039;s on fire. Despite the description of its size, it is not Two-Handed.&lt;br /&gt;
**In general, a good choice if you&#039;re looking to build a very killy HQ, especially since most other available AP2 weapons are Unwieldy. Don&#039;t even think about giving it to anyone else except to a Chapter Master with 4A (and of course, keep a pistol to get the +1A) - it&#039;s too expensive otherwise. Note that the Incandescent rule says &amp;quot;takes a hit&amp;quot; - unlike Gets Hot, it still has to roll to wound, meaning there&#039;s only a 50% (or 33% on a bike) chance of actually having to take an Invuln save. In addition, unlike normal Gets Hot, extra attacks/shots don&#039;t increase your chances of taking a wound, so the worst-case scenario is still only one wound per assault phase from this rule. On a T4 character with 4++ (Iron Halo), Incandescent only has a 1/24 (~4.17%) chance of actually causing a wound on a given turn of close combat; a Storm Shield drops this to 1/36 (2.78%), and a bike and a Storm Shield drops it to 1/54 (1.85%). The odds of taking no wounds across 12 turns of close combat for each is 60%, 71%, and 80%, respectively.&lt;br /&gt;
*&#039;&#039;&#039;The Armour Indomitus&#039;&#039;&#039; - A 2+/6++ suit of Artificer Armour that gives the wearer a 2++ save once per game for a phase of your choosing. Should be noted that in the new codex the Armour no longer gives Relentless, though it still costs the same points. Thanks Geedubs. &lt;br /&gt;
**It&#039;s crap. You could get a 2+/3++ for a Captain or Librarian for 25 pts cheaper; only get it if you MUST have a 2+ while still fitting into a Rhino or Razorback (not a common scenario). The 2++ save only lasts a single PHASE per game, not even a whole player turn. Pyrovore-level of uselessness.&lt;br /&gt;
***Not quite useless on Librarians given they usually don&#039;t come with an invulnerable save or a 2+ Sv for that matter and cannot access either of those without Terminator armour (except via Panoply of The Crusader and various psychic powers). So if you are putting a Librarian on a bike it might be worth investing in. This is especially true if you are running him with the Librarius discipline, re-rollable 2+ invulnerable saves? Yes please.&lt;br /&gt;
*&#039;&#039;&#039;The Shield Eternal&#039;&#039;&#039; - A Storm Shield that gives the user Adamantium Will and Eternal Warrior. A very good choice if you&#039;re running a tough cookie, because let&#039;s face it, Storm Shields are great, Eternal Warrior is great, and Adamantium Will is a bit niche utility, but can be pretty useful too. Give it to a Chapter Master with Artificer Armour using Iron Hands Chapter Tactics and BAM! You&#039;ve got yourself a 2+/3++ It Will Not Die Character with 6+ or +1 on Feel No Pain rolls.&lt;br /&gt;
**&#039;&#039;&#039;A Little Note&#039;&#039;&#039;: This is irrelevant in most cases for Iron Hands. With their supplement (Clan Raukaan), you can punt on this for something BETTER. Chains of the Gorgon doesn&#039;t take a weapon slot, grants a 3++ Save, Eternal Warrior, and +1 on your FNP rolls. [[Chapter Master Smashfucker|Combined with an Apothecary in a biker command squad, your chapter master will be able to go toe to toe with &#039;&#039;Abaddon&#039;&#039; and not only survive, but probably win.]]&lt;br /&gt;
*&#039;&#039;&#039;The Primarch&#039;s Wrath&#039;&#039;&#039; - A Master-Crafted Salvo 3/5 AP4 bolter with Shred.&lt;br /&gt;
**Not bad for your Bike or Terminator Captain, as Relentless will let you use this thing to its full potential every turn. Not the strongest choice of the relics, but it is the cheapest so it might be an okay choice if you only have a few points left over after army building. You could stick it on an HQ, put him in a shooty squad, and cherish the 5 AP4 Shred shots you&#039;re adding to a Centurion or Sternguard squad. Especially interesting for Techmarine Bikers, due to their low cost and BS5.&lt;br /&gt;
*&#039;&#039;&#039;Teeth of Terra&#039;&#039;&#039;- A chainsword with +2S, AP3, Specialist Weapon, Concussive and Rampage. &lt;br /&gt;
**Quite good for thinning out hordes and killing entire squads if given to a Captain/Chapter Master - and, as Space Marines, you&#039;ll be outnumbered most of the time. With Rampage, your Chapter Master is getting 5 + D3 attacks on the charge and 4 + D3 each subsequent assault phase - you might be handing out Concussive just through sheer volume of attacks.&lt;br /&gt;
**You can pair this with another Specialist Weapon (e.g. a Power Fist) and get up to NINE attacks on the charge (4 base, +1 for Charging, +1 for two CCW, and +D3 from Rampage)! If you&#039;re in an especially deathstarry mood, toss in a Chapter Banner, a Standard of the Emperor Ascendant, and Pedro Kantor (all their effects stack, or at least until a FAQ says they don&#039;t) for [[Rip and Tear|10-12 Attacks on the charge and 8-10 Attacks thereafter]]. Shit, toss in a Chaplain, Librarian, maybe go Carcharodons for Rage and Tyberos (who makes Rage also give +1S, though going Carcharodons means ditching Kantor&#039;s bonus). [[Rape|Your deathstar is now the size of Jupiter and will vaporize anything it touches]]... but will cost about as much as Jupiter theoretically would.&lt;br /&gt;
*&#039;&#039;&#039;Standard of the Emperor Ascendant&#039;&#039;&#039; - Both Command Squad and Honor Guard can take it, but only one per army. An improvement on the Chapter Banner, it gives the model carrying it (and his unit) Fear, gives Fearless instead of re-rolls, and still gives +1 Attack. The entry &#039;&#039;no longer specifies&#039;&#039; that it &#039;&#039;doesn&#039;t&#039;&#039; stack with the Chapter Banner or Kantor&#039;s +1 Attack, in case you want the killiest, most expensive deathstar possible.&lt;br /&gt;
*&#039;&#039;&#039;Tears of the Scorpion (Red Scorpions)&#039;&#039;&#039;(Forge World) - IA4 2E grants the Scorpions some bonus tools to use as upgrades for their relic blades.  These weapons will generally take the form of some other weapon, with a universal Two-Handed and Murderous Strike (6 to-wound is ID).&lt;br /&gt;
**Sword: Relic Blade with the above rules, better since it has the chance of causing ID.&lt;br /&gt;
**Axe: Power Axe with +2S and -1I in combat.  Awesome because it&#039;s an AP2 weapon that strikes before other Axes and Fists.&lt;br /&gt;
**Maul: Power Maul with +3S and Strikedown instead of Concussive. Shame Strikedown doesn&#039;t really matter in combat.&lt;br /&gt;
**Glaive: Rules as Written this thing is awesome, it actually is WORSE on the charge (the rules say use the first profile which is the inferior AP3 one) acting only as a two handed power sword with murderous strike. But all other situations have it as a +2S AP2 weapon which strikes in Initiative order, use this until a FAQ comes out to fix them.&lt;br /&gt;
*&#039;&#039;&#039;Panoply of the Crusader&#039;&#039;&#039; (Forge World)- It&#039;s a set of Artificer Armor that grants Stubborn and Preferred Enemy (Chaos Space Marines). Costly, both points-wise and because the model representing it is a Forge World exclusive. Might be fair enough if you&#039;re fighting CSMs, but in just about any other circumstance you may as well take Terminator Armor.&lt;br /&gt;
**See the drop-down portals for each unique chapter and their relics.&lt;br /&gt;
&lt;br /&gt;
===Legacies of Glory (Forge World)===&lt;br /&gt;
These can essentially turn your vehicles into special characters. A single legacy can be taken each 1000pts, and individual vehicles can take multiple legacies. However, only one of each can be taken per army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle of Keylek&#039;&#039;&#039;- Blast weapons used by this vehicle ignore cover. Quite frankly amazing on vindicators, plasma dreadnoughts, predator executioners, and the fellblade.&lt;br /&gt;
*&#039;&#039;&#039;Ullanor Crusade&#039;&#039;&#039;- A tank that takes this gains Preferred Enemy (Orks). A walker will gain Hatred (Orks). Enemy models within charging range (12&amp;quot;) of the vehicle must re-roll successful To-Hit rolls in the 1st round of each combat.&lt;br /&gt;
*&#039;&#039;&#039;War of Murder&#039;&#039;&#039;- Monster Hunter and friendly Space Marines within 6&amp;quot; are fearless.&lt;br /&gt;
*&#039;&#039;&#039;Battle of Sarosh&#039;&#039;&#039;- Once per game, one weapon gains Skyfire, Intercept, Tank Hunter, and Night Vision. Only really good against flyers due to Skyfire changes; however, it can also wreck xeno hover tanks.&lt;br /&gt;
*&#039;&#039;&#039;Isstvan III&#039;&#039;&#039;- Preferred Enemy (Chaos Space Marines) and auto-pass dangerous terrain tests in ruins and &#039;similar&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Burning of Prospero&#039;&#039;&#039;- Adamantium Will, which is improved to +2 Deny-the-Witch against Witchfire powers.&lt;br /&gt;
*&#039;&#039;&#039;Isstvan V Dropsite Massacre&#039;&#039;&#039;- (Vehicles with Deep Strike Only) Never scatters when entering play via Deep Strike.  Really nice for an air force army, as this can drop your flyers exactly where you want to make it hurt.&lt;br /&gt;
*&#039;&#039;&#039;Battle of Calth&#039;&#039;&#039;- Preferred Enemy (Chaos Space Marines), enemy Warlords within 12&amp;quot; suffer -1Ld.&lt;br /&gt;
*&#039;&#039;&#039;Battle of Signus Prime&#039;&#039;&#039;- Preferred Enemy (Chaos Daemons), friendly models that start the turn within 6&amp;quot; of the vehicle have Furious Charge until the end of that turn. &lt;br /&gt;
*&#039;&#039;&#039;Battle of the Phall System&#039;&#039;&#039;- Thunder Hawks and Storm Eagles only. +1 Jink save, a superheavy flyer will gain a 6+ Jink save.&lt;br /&gt;
*&#039;&#039;&#039;Thramas Crusade&#039;&#039;&#039;- All friendly Space Marines within 12&amp;quot; are Fearless.  Kinda iffy since you already have ATSKNF to bolster your forces.&lt;br /&gt;
*&#039;&#039;&#039;Schism of Mars&#039;&#039;&#039;- Tanks only. Tank Hunters, +1BS against models with Daemonforge, ignore Haywire on a D6 of 4+.&lt;br /&gt;
*&#039;&#039;&#039;Battle of Terra&#039;&#039;&#039;- IWND, pretty straight forward, Costs a lot, so save it for your bigger and already expensive vehicles to make them unkillable.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Glory&#039;&#039;&#039;-  The most expensive legacy, grants +1 BS &#039;&#039;or&#039;&#039; WS and grants a 6&amp;quot; increase on the range of the Warlord&#039;s Trait if he&#039;s within 2&amp;quot; of the vehicle. However, the vehicle also confers a victory point if destroyed because it&#039;s so precious.&lt;br /&gt;
*&#039;&#039;&#039;Shrouded Providence&#039;&#039;&#039;- Gives the vehicle &#039;&#039;Venerable&#039;&#039;, but makes it behave like an Ally of Convenience in your own detachment (therefore cannot transport units) or a Desperate Ally in allied detachments.  Save it for something that&#039;d probably be in the thick of it anyway.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Mariner&#039;&#039;&#039;- The vehicle (and any unit previously transported) gets to re-roll mysterious terrain or &amp;quot;Archeotech Artifact&amp;quot; tables... this is extremely situational, but it&#039;s the cheapest legacy.&lt;br /&gt;
&lt;br /&gt;
===Relic of the Armoury (Forge World)===&lt;br /&gt;
The most ancient and revered relics of the chapter are seldom left unto the battlefield unattended. The rule is mostly used on the 30K units that can also be taken in regular 40K games, like all [[Dreadnought#Contemptor_Pattern|Contemptor]] variants, the [[Fire_raptor#Fire_Raptor|Fire Raptor]] and really anything with &amp;quot;Relic&amp;quot; in its name. Only one vehicle with this special rule can be taken in your army. If you wish to include more such vehicles a Keeper of the Relics must be taken as an HQ choice. IA2 specifies this character as a Master of the Forge for the regular Codex: Space Marines. As of 7E there is no longer a Master of the Forge. [[Forge World]] emails claim that, until an Errata is published, the regular [[Techmarine]] fills in as Keeper of the Relics.&lt;br /&gt;
* NB - Contemptors are only Relics if they take relic weaponry (Graviton and Plasma blasters for DCCW weapons, and Heavy Conversion beamers)&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ Units===&lt;br /&gt;
*&#039;&#039;&#039;Captain&#039;&#039;&#039; - A Captain is a versatile and useful HQ choice, but he&#039;s going to need more than just a power weapon or fist to do well. Storm Shield should be strongly considered, and a few of the Relics are worth taking to make him a strong combatant. You can tailor his wargear to fit him into a variety of units, such as Sternguard, Vanguards, Terminators, etc. A good build is giving him Artificer Armor, the Burning Blade and a Storm Shield - 180 points for a pretty cost-effective beat-stick, which can then be paired with support units like a Librarian or a Command Squad with an Apothecary. The Shield Eternal is a great upgrade, especially if you upgrade to a Chapter Master to get more out of Eternal Warrior. Keep in mind that the Shield Eternal&#039;s Adamantium Will also works great for a Librarian (covered in the Libby&#039;s entry below). Terminator Armor should only be considered if you need Deep Strike, otherwise Artificer Armor is cheaper for the same durability and a Bike gives you Relentless and other valuable benefits. Worth noting that Termie Captains can now grab Relic Blades like normal Captains. Also worth noting is that Terminator Armor comes with a power weapon and a storm bolter included, so if you were going to take those items anyway then it&#039;s actually cheaper than Artificer Armor plus those upgrades.&lt;br /&gt;
**The Biker Captain deserves special mention; Biker Marines are a very nasty build, so it is worth taking a Captain for allowing Bikers as Troops should you want to do so. For a cheap Biker Command Squad leader, give him a Relic Blade and a Bike; you might also consider gearing him for solo work with a Thunder Hammer, Storm Shield, Artificer Armour and other upgrades (amusingly, despite the rationale behind the Storm Shield and the two-handed Relic Blade seeming to interfere with each other, nothing in the rules prevents a model from using both at once).&lt;br /&gt;
**&#039;&#039;&#039;Terminator Captain (Angels of Death):&#039;&#039;&#039; Mostly the same as the Codex version, but he also has the option to become Cataphractii for free. Cataphractii has a rule allowing Captains to reroll 1s on invulnerable saves. RAW, it looks like this still holds up if you take a Storm Shield. This makes him more survivable, but a lot less reliable for assault. If you give him Cataphractii, he also gets Slow and Purposeful rather than Relentless. Since S&amp;amp;P affects the whole squad, you can toss him in with your Devastators, Thunderfire Cannons, or any of a bajillion allied units to give them move and shoot shenanigans. Apparently, though, Chapter Masters aren&#039;t allowed to wear Cataphractii armor, as the Terminator Captain [[derp|can&#039;t be upgraded to a Master]].&lt;br /&gt;
***&#039;&#039;&#039;[[Chapter Master Smashfucker|SMASHFUCKER PRIME]]&#039;&#039;&#039;, Smashfucker in Caraphractii Armour, is even harder to kill than his Chapter Master version due to rerolling his 3++ being better than +1 T in most cases.&lt;br /&gt;
**&#039;&#039;&#039;Chapter Master:&#039;&#039;&#039; - Like [[Grey Knights]], the Chapter Master is now a purchased upgrade for a Captain. 40 points gets you the Orbital Strike, an extra wound and an extra attack. With Honor Guard and Command Squads moving to Elites, the only distinction between a Captain and CM is their statline, cost, and Orbital Strike. Due to the number of wargear options and Chapter Tactics, there are a few rather infamous builds for Chapter Masters:&lt;br /&gt;
***&#039;&#039;&#039;[[MURDERWINGS]]&#039;&#039;&#039;: Raven Guard Chapter Master with Artificer Armour, Jump Pack, and &#039;&#039;Swiftstrike &amp;amp; Murder&#039;&#039;. Consider using this variant of a Chapter Master if you ever need something to rape hordes with an ungodly number of attacks on the charge. Due to the current FAQ, just give MURDERWINGS a basic jump pack since Raven&#039;s Fury and a Jump Pack are the same price (and he can only take 1 relic).&lt;br /&gt;
***&#039;&#039;&#039;[[Chapter Master Smashfucker|SMASHFUCKER]]&#039;&#039;&#039;: Iron Hands Chapter Master with Artificer Armour, Gorgon&#039;s Chain, weapons of your choice, and a Bike. He&#039;s the Adamantium Wall to MURDERWINGS&#039;s chainsaw-hands; consider using him if you want a warlord that is &#039;&#039;stupidly&#039;&#039; hard to kill. He&#039;s not invulnerable, of course; he still dies to the D and a few other things, so don&#039;t play recklessly.&lt;br /&gt;
*&#039;&#039;&#039;Librarian&#039;&#039;&#039; - A pretty good (if not the best) HQ choice, cheap and a capable force multiplier. Rolling for powers makes it difficult to build a gameplan around a specific ability, but certain disciplines are almost guaranteed to provide useful powers (i.e. Divination&#039;s Primaris power) - choose carefully. Unlike the Captain and the Chaplain, he does not come stock with an Invulnerable save - if you need him to be sturdier, Terminator armor gives 2+/5++ with the option of a storm shield. Of special note is The Shield Eternal, due to Adamantium Will combining with his Psychic Hood to let you Deny psychic attacks or Maledictions on 4+ rolls (or 3+ if it&#039;s your ML2 Librarian against an ML1 psyker&#039;s spell), including the ability to Deny for nearby friendly units. Suck on that, Eldar! Librarians can roll powers from Fulmination, Librarius, Geokinesis, Technomancy, Biomancy, Pyromancy, Daemonology, Divination, Telekinesis, and/or Telepathy.&lt;br /&gt;
**&#039;&#039;&#039;REMINDER&#039;&#039;&#039;: If you feel daring enough to take a Daemonology power on a Librarian (yes, Librarians can use both [[Grey Knights|Sanctic]] and [[Heresy|Malefic]] powers), that they will roll Perils on any doubles, not just on double sixes.  If you really need Banishment/Sanctic, and consider Perils that bad, consider allying with a detachment of Grey Knights or Iron Hands (FNP will help you mitigate problems from Perils). If summoning Daemons is really your thing (and what kind of Chapter would?) (Hello? Yes, this is the Exorcists Chapter, for all your Loyalist daemon-summoning needs!), then consider just playing Chaos Space Marines because allying with Daemons is Come the Apocalypse, and that&#039;s not gonna roll well for you. &lt;br /&gt;
*&#039;&#039;&#039;Chaplain&#039;&#039;&#039; - A wonderful companion for Assault Marines, Vanguard Veterans, or Bikers, his melee-boosting abilities are quite helpful, and he&#039;s pretty damned good himself. If you&#039;re not putting him on a Bike or a Jump Pack and don&#039;t mind locking into specific Chapter Tactics, consider taking Ortan Cassius instead if you can afford the extra 40 points, or Grimaldus for his particular set of toys. The Crozius Arcanum is just a Power Maul, so he&#039;s always S6 AP4. Chaplains ostensibly fit nice into the Black Templars, wherein they will boost a basic squad&#039;s fighting ability - and you should expect to get your Templars in close combat or something has gone horribly wrong.&lt;br /&gt;
*&#039;&#039;&#039;Techmarine&#039;&#039;&#039; - The Master of the Forge may be done away with, but the Techie now has his statline for a paltry 15-point increase just like the Dark Eldar Haemonculus (it&#039;s not even a real increase since the 15pt Power Axe is now folded into his default wargear). Unfortunately, he has a hard time keeping up with the vehicles he&#039;s supposed to repair, unless he&#039;s, you know, INSIDE of it (or on a bike, which helps his survivability too). Bolster Defenses boosts the cover save of any non-fortification terrain piece by one to a max of 3+ cover, combining nicely with Scout camo cloaks or anything that has Stealth. The conversion beamer upgrade lets you shit out pie-plate death that gets nastier at extreme range. The servo-harness upgrade gives an extra servo-arm (so 2 Specialist Weapons, yay), a flamer and a plasma cutter (12&amp;quot; twin-linked plasma pistol), improving his melee output, repair ability, and short-ranged shooting (if using the flamer and/or plasma cutter during the Shooting phase, you can shoot two different guns, although it remains to be seen if this stacks with Gunslinger, extra short-ranged AP 2 is a real possibility if you want it). Although either Servo option no longer grants extra attacks in of itself, it does make it easier to get extra attacks with other Specialist Weapons, without giving up Shooting the way other Fist &#039;n Claw builds do.&lt;br /&gt;
:*&#039;&#039;&#039;Servitors&#039;&#039;&#039; - Each Servitor taken alongside a Techmarine adds 1 to the Blessings roll for each one that has a servo-arm (which it comes with stock). They are 10 points each, to a maximum of 5 (you won&#039;t ever need more than 3 for repair purposes, though). You can trade the servo-arm for a heavy bolter (10 pts), multi-melta (10 pts) or plasma cannon (20 pts), but at BS3 and losing the bonus to repair rolls, it&#039;s kinda wasteful. If there&#039;s no Techmarine with them, they Mindlock on a roll of 3 or worse and stand there doing nothing, getting shot or punched in their pasty grey faces.&lt;br /&gt;
*&#039;&#039;&#039;Damocles Rhino (Forge World)&#039;&#039;&#039; Yes, an HQ vehicle! It doesn&#039;t take an HQ slot, but can&#039;t fill the mandatory one either. Although the most expensive in terms of real money, point-wise it&#039;s one of your cheapest HQs. Armed with nothing but a Storm Bolter and a Searchlight for defense, with no transport capacity, it may not seem like an obvious choice. In fact, the Damocles&#039; true power lies in its incredible support abilities - it allows a single Orbital Bombardment in the same way as a Chapter Master, lets a teleporting unit deep-strike within 12&amp;quot; without scattering, and allows the owning player to modify reserve rolls by plus or minus one. In a Terminator-heavy army, the Damocles is one of the best choices you can make. Also, don&#039;t buy it. The Damocles is by far the easiest and cheapest Rhino variant to convert with whatever crap you might have lying around. Special mention to Anton Narvaez (see below) and this thing. Synergizes beautifully together both on the table and in the fluff.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Command Tanks (Warhammer World Exclusive)&#039;&#039;&#039; - The new Warhammer World tanks both take up 1 Force Org slot, so you can have an HQ AND both of these awesome tanks! Also, can be used with Blood Angels, Dark Angels, and Space Wolves due to the Designer&#039;s note in the White Dwarf containing their rules.  Their exclusivity is made up for by being able to give Marines some serious anti-whatever tools and other support. Compared to the stock equivalents, for 115 points you lose a little Transport capacity on the Rhinos, but gain an incredible laundry list of Special Rules, a better gun on the Raider to replace its Heavy Bolter, a better gun on the Rhino to make it a Razorback-Lite, and a fire magnet like no other. Your enemy WILL do everything in his power to blow your Rhino off the board before it gets to fire its Orbital Bombardment.&lt;br /&gt;
**&#039;&#039;&#039;Rhino Primaris&#039;&#039;&#039; - Gives access to another source for a one-use 7&amp;quot; Blast Orbital Strike, and has a fancy Servo-skull hub which can either grant a unit within 12&amp;quot; Snap-shots (including overwatch) at full Ballistic Skill (Giving that OP Invisibility the middle finger), restore a nearby vehicle&#039;s hull point on a 2+, or give said unit Fearless. Also, you can co-ordinate Reinforcements by selecting a unit held in reserves to automatically come on.&lt;br /&gt;
**&#039;&#039;&#039;Land Raider Excelsior&#039;&#039;&#039; - Comes with a Grav-cannon and Grav-amp for those re-rolls to wound and immobilize and lascannon sponsons. Also has a 6+ Invuln and ignores Crew Shaken/Stunned results. Also can grant a single unit in 12&amp;quot; (which can be boosted to 18&amp;quot; for 10 points) one of a huge selection of special rules for the turn (Counter-Attack, Fearless, Hit &amp;amp; Run, Interceptor, Preferred Enemy, Skyfire, Split Fire, or Tank Hunter), and gets +1 BS if a Rhino Primaris is within 24&amp;quot;.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
Space Marine players also have access to a variety of special characters, most of which change how the whole army works. They&#039;re all fairly expensive, and, as such, should be viewed as force multipliers to be taken with specific synergistic units, rather than stand-alone beatsticks.&lt;br /&gt;
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=====&#039;&#039;&#039;Ultramarines&#039;&#039;&#039;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius]]&#039;&#039;&#039; - A somewhat expensive &amp;quot;utility&amp;quot; Captain. He comes with Artificer Armour, a Power Sword with a special trick (see below), natural Feel no Pain 5+ and a Plasma Pistol; he gives to one Ultramarines &#039;&#039;Tactical&#039;&#039; squad (who doesn&#039;t need to be in his detachment, but does need to be friendly Ultramarines) either Counter-Attack, Infiltrate, Scout, or Tank Hunters. Also gives you a +1 to Reserve Rolls, and his Warlord Trait allows friendly Space Marine units from his detachment to use his Ld for Morale Tests if he is the Warlord. He now has Furious Charge as standard, which is an improvement and a setback, as now he can&#039;t give it to his unit, but has it for himself all game. Cato is pretty average in close combat, being a bit tougher than most Space Marine characters (2+ armor, Feel No Pain) and having the option to replace his normal number of attacks with a single Instant Death attack at +2 S. But, other than that, he&#039;s just got 4 power sword attacks. He&#039;s got a nice laundry list of utility, great durability, and fair combat prowess. He also has the benefit of being the Captain of the 2nd Company so 99% of Smurf players are already using his gold Company Heraldry on their models and therefore he could be taken in all Ultramarine armies, unless it&#039;s one of the 3 Ultramarine armies in the world that isn&#039;t painted as the 2nd Company. By the way, his loadout is the default loadout for 4th Edition Captains, so he is somewhat nostalgic. And he is a glory whore, really.&lt;br /&gt;
**&#039;&#039;&#039;Redemption Calls (Apocalypse)&#039;&#039;&#039; - Like Mac Daddy, Sicarius gets a boost to his finest hour when within 18&amp;quot; of necron big vehicles/monsters by jumping his WS/BS to [[Mary Sue|10]] and giving him a free Vortex Grenade. This is marginally better than the Herculean feat, mostly because it gives him a re-roll on his plasma pistol shot, but even against most Necron opponents, he was already hitting on 3s so the WS boost is essentially only getting -1 on hits against him. The Vortex Grenade is what makes it special, as it will make that superheavy go &amp;quot;poof&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;[[Varro Tigurius]]&#039;&#039;&#039; - Tigurius is a pretty expensive Librarian (costing 40 more pts than a level 2 Lib in Terminator Armour with Storm Shield) who only has Power Armor (though, unlike a generic Librarian, he has three wounds instead of two). What he lacks in durability, however, he makes up in sheer psychic might: he is a Mastery Level 3 psyker with access to all the BRB disciplines, and can also re-roll any roll on the dice when he generates powers, making him much more likely to get a set of powers that you want. Also, he allows his Detachment to re-roll any reserves roll, even successful ones. But his special equipment is what makes him really stand out: the &#039;&#039;&#039;Hood of Hellfire&#039;&#039;&#039; is a Psychic Hood that also allows him to re-roll any failed psychic test (which is amazing in 7th edition), and the Rod of Tigurius is a Master Crafted Psychic Staff with Soul Blaze (which is not as awesome, but still pretty useful, especially if you pick Biomancy). Finally, if you make him your Warlord then you get his fixed Warlord Trait, meaning that once in &#039;&#039;&#039;each&#039;&#039;&#039; shooting phase, he grants Rending on all shooting attacks to one unit within 12&amp;quot; taken from his Chapter, which is pretty darn sweet. It may be best to keep him behind the lines where he can place numerous blessings on your units (especially the Warlord Trait, which can be nasty when paired with Devastators or Centurion Devastators) and improve reserve rolls, as his baseline stats are relatively fragile - in this role, he is the perfect example of a Supporting HQ. However, Biomancy powers can turn him into a combat beast quite readily, &#039;&#039;potentially&#039;&#039; being S9 AP2 T7 A6 (7 on the charge) I7 Eternal Warrior and FNP 4+.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ortan Cassius]]&#039;&#039;&#039; -  Special character Chaplain with &#039;&#039;&#039;T6&#039;&#039;&#039; and &#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;. He&#039;s also packing a combi-flamer with the boltgun being Master-Crafted and Poisoned (2+), while still carrying a bolt pistol and crozius for the +1 Attack. If you&#039;re planning on taking a Chaplain and don&#039;t mind taking Ultramarines Chapter Tactics, it might as well be this guy, as he&#039;s only 10 points more than a Chaplain in Terminator Armor and way tougher to kill. He and his unit now cause Fear thanks to his Warlord Trait.  Make a unit consisting of only him and Calgar or a vanilla Chapter Master for some majority toughness dickery.&lt;br /&gt;
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*&#039;&#039;&#039;[[Torias Telion]]&#039;&#039;&#039; - Curiously now made into an HQ choice now and is one of the cheapest named HQs, though he can only be stuck in with Scouts (Sadly, it&#039;s unlikely we&#039;ll be seeing [[Naaman]] ever again). Telion gives you a 2 shot Sniper Rifle that always scores precision shots. He can also forfeit his shooting (aww) to allow one model in his squad to shoot at BS 6 (say, a scout with a missile launcher). Useful for putting pressure on your opponent and picking off specialists with sniper fire, which he will do least once in a game on average (problem, hidden Power Fists?). Also worth noting that he gives free Stealth to his unit. So combined with the Techmarine-ruin-camo cloak strategy (see Scouts), or even hidden in regular area terrain, his [[Troll|2+]] [[Tau|cover save]] makes him tough to flush out. Also gets &amp;quot;Storm of Fire&amp;quot; as his warlord trait, which allows him to give any Ultramarine withing 12&amp;quot; Rending. Combine with 3 Thunderfire cannons for maximum tears.&lt;br /&gt;
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*&#039;&#039;&#039;[[Antaro Chronus]]&#039;&#039;&#039; -  Even though he&#039;s technically an upgrade to a tank, he&#039;s now another budget HQ for the Ultras to buy. He makes it BS 5, gives it IWND, and ignores shaken and stunned results. Great, for a shooty tank, and since he&#039;s now an HQ and an FA/HS (Because Rhinos/Razorbacks are Fast Attack now) slot all in one, you can now spend those points you&#039;d have spent on another HQ on bolstering the tank or maybe more troops.  The new Codex gave him a free extra wound, so now he can&#039;t become insta-dead the moment his tank blows up.  But with a generally mediocre statline plus a bolt pistol, a servo-arm, and frag/krak grenades as his only weapons, he&#039;s pretty much worthless without his tank. Hilariously, one could heavily exploit RAW/RAI and not have Chronus &amp;quot;in his tank.&amp;quot; The rules only state that when you add him, you have to buy a tank and give it the Special Rules in the book, but it does not say Chronus is [[Troll|actually in the tank]]. This will lead to him [[Just as Planned|teleporting]] the moment his tank blows up though.&lt;br /&gt;
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*&#039;&#039;&#039;Captain Centos (100th Store Anniversary)&#039;&#039;&#039; - In celebration for opening 100 stores worldwide (or at least having 100 running), GeeDubs decided to re-build an old Space Marine captain sculpt. Though he has no points cost listed, he is essentially an Ultramarines Captain with a Fist. He also enables the use of the Tactical Doctrine once per game in an Ultras detachment/formation. Not that shabby, but at least he looks nice.&lt;br /&gt;
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*&#039;&#039;&#039;Anton Narvaez (Forge World)&#039;&#039;&#039;: Marines Errant commander, though new to his position, only recently promoted from the position of a ship captain, and his stats tell, spotting -1 WS compared to the regular cap. He comes with a power weapon, bolt pistol, MC plasma gun and 3+ invuln instead of 4+ (with 50% chance to lose it each time it fails). He also has Scout and Move Through Cover USR’s. Can select D3 units of Tacticals, Devastators, Sternguard, or himself and any Command Squad he has with him to Deep Strike via teleportation rolling 3 dice drop highest for scatter if they don&#039;t get a &#039;hit&#039;. Overall a nice and cheap tactical HQ. Also insanely useful for a minimum chance of scatter deepstrike assassination squad using him and a command squad equipped with plasma/melta/grav death.&lt;br /&gt;
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*&#039;&#039;&#039;Mordaci Blaylock (Forge World)&#039;&#039;&#039;: Novamarines terminator-captain with master-crafted and shredding chainfist and storm bolter (WTF?). He can make his terminator squad choose to fail or pass any morale test and he and his squad are immune to pinning tests, makes terminators scoring and… that’s all, although he has a static Warlord Trait of Champion of Humanity. He cost 30 pts. more than vanilla captain with his wargear, so, take him only if you have a lot of termies, Though if you are, why aren&#039;t your playing Dark Angels?&lt;br /&gt;
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*&#039;&#039;&#039;Tarnus Vale (Forge World)&#039;&#039;&#039;: Fire Angels captain with… WHAT? Plasma pistol and chainsword? What the fuck? Why 165 points? He got nerfed in the update, But then you realize that he has Stubborn and Tank Hunters... as does any Transport he&#039;s in... which [[Antaro Chronus|can also use his Ballistic Skill]]. In addition all of your Razorbacks, Rhinos and Land Raiders get 5+ Invulnerable saves against Glancing Hits, nice but not broken.&lt;br /&gt;
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*&#039;&#039;&#039;Chaplain-Dreadnought Titus (Forge World)&#039;&#039;&#039;: [[Howling Griffons]] dreadnought with +1 attack, which can reroll failed to hit roll in CC, and make everyone within 12” fearless.&lt;br /&gt;
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=====&#039;&#039;&#039;Iron Hands&#039;&#039;&#039;=====&lt;br /&gt;
*&#039;&#039;&#039;Vaylund Cal (Forge World)&#039;&#039;&#039;: Sons of Medusa Master of the Forge with iron halo, thunder hammer, servo-harness, and monstrous creature stat line. Being an Iron Hand he gets FnP 6+ and It Will Not Die and +1 to Repair rolls. While expensive as hell, he could put a lot of hurt in close combat and extremely hard to kill for his T6. For further expense, he can give Devastator squads in the army Toughness 5 for 50 points per squad (flat, not per model), but don&#039;t expect it to save you against plasma firepower.&lt;br /&gt;
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=====&#039;&#039;&#039;Imperial Fists&#039;&#039;&#039;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander]]&#039;&#039;&#039; - One of the toughest kids on the block. Lysander is a Space Marine Captain, but has Eternal Warrior, 4 wounds, Terminator armor, a Storm Shield and a S10 MC Thunder Hammer. His utility has mostly been lost from previous editions, but the destructive power of Lysander is undeniable as nobody else can deliver strength 10 close combat attacks and take the equivalent in return. It is worth noting that Lysander also allows all friendly Imperial Fists within 12&amp;quot; to reroll Morale, Fear [[Derp|(for that 0.0% chance you have to roll for fear as a Space Marine player...)]], and Pinning checks, including himself, which ensures your battle line remains intact and friendly units are always on hand to respond to any changes in the field. Seriously though, his unwieldy initiative and 3 attacks mean he won&#039;t be clearing tarpits very well, but in a challenge he has been proven one of the greatest character slayers in the game. He can go toe-to-toe with Calgar, Moloc, Ghazghkull, or Abaddon with a good chance of winning. Also now has Feel no Pain if he is the Warlord! Just to make sure he can&#039;t die EVER. Put him in an Assault Terminators squad and watch the carnage.&lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor]]&#039;&#039;&#039; - While Pedro boasts the same statline as a regular Chapter Master, his viability is assured not by smashfacing, but by the numerous support special rules he carries. First up is the ability to confer [[Awesome|Objective Secured to Sternguard Veterans]], which allows these flexible units a greater degree of use on the field, holding down any objectives they might have cleared rather than waiting on a troops choice to move in and pick it up. In addition, all friendly units in his detachment get the Preferred Enemy (Orks) special rule, and any same-detachment models within 12&amp;quot; gain +1 attack, amplifying the combat potential of all your specialists such as Vanguard Vets, Terminators, and Honor Guard, or simply making your gunline a much less juicy target for a charge. In terms of equipment and rules, Pedro suffers from the lack of Eternal Warrior, making him very vulnerable to S8+ weapons; this of course is evident in close combat, where his powerfist is more of a hindrance than a boon. In the 7th edition codex, though, he suddenly remembered that he&#039;s a Chapter Master with access to all his chapter&#039;s armoury, and so grabbed a suit of Artificer Armour for that delicious 2+ save that makes a world of difference. Also, he has Feel no Pain if he is the Warlord, meaning he can now tank &amp;quot;small&amp;quot; (up to Plasma Guns/Cannons) arms fire a bit. Alternatively, Pedro can sit just outside of close combat, as one of his main strengths is Dorn&#039;s Arrow, a unique 4-shot storm bolter with an AP of 4 which allows Pedro to suppress light units and deal quite a few casualties to any less-than-MEQ unit in the open (obviously working perfectly with a fusillade of Kraken bolts from a Sternguard unit). This is topped by the Chapter Master&#039;s standard Orbital Bombardment, allowing him to deliver a nasty payload on any unit you see fit. Interestingly enough, he is also extremely cheap: a Chapter Master with Power Fist and Artificer Armour is only 10 points less, and wouldn&#039;t have his multiple buffs nor Dorn&#039;s Arrow.&lt;br /&gt;
** Pedro can do something very, very unique in 7th edition. He allows you to run a unbound army list with all the OP/fluffy fun that entails while also giving you objective secured, namely on your Sternguard. Let me tell you, having seen it done, this may be one of the most rage inducing armies there are. Forget five riptides, an army of sternguard with combi-meltas or combi-gravs will eat it for lunch. With the right mix of combi-weapons and special ammo, you can kill nearly anything with high efficiency unless it&#039;s a 4+ or better unit hiding in cover (and even then...). The most bitter, bitter pill, is that the squads have Objective Secured so even trying to play to the objectives won&#039;t help all that much. &lt;br /&gt;
**&#039;&#039;&#039;PS:&#039;&#039;&#039; As of the 7E Codex, Pedro&#039;s attack aura now &#039;&#039;stacks&#039;&#039; with other sources of bonus attacks. That means you can run Pedro in a unit of Honor Guard with the Standard of the Emperor Ascendant and give all units within 12&amp;quot; +2 attacks. Counter-charging Sternguard with 5A each? Now who&#039;s the [[Black Templars|punchy sons of Dorn]]? To double up on this cheese, the Standard of the Emperor Ascendant stacks with the Chapter Banner. If he, an Honour Guard unit with a Chapter Banner, and a Command Squad flying the Standard of the Emperor Ascendant are all near something, it gets +3A, including dreadnoughts. Coupled with the decreased cost of power swords on vanguard veterans, +3A means they each get a total of 7A on the charge (2A base, +1 for 2CCW, +1 for charging, +1 for Kantor, +1 for Chapter Banner, +1 for SotEA).. and their Heroic Intervention&#039;s boost to multi-charging might suddenly begin looking useful if two (or even three) enemy MEQ units are standing close enough to each other.&lt;br /&gt;
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=====&#039;&#039;&#039;Black Templars&#039;&#039;&#039;=====&lt;br /&gt;
*&#039;&#039;&#039;High Marshal [[Helbrecht]]&#039;&#039;&#039; - Helbrecht is the High Marshal (Chapter Master) of the Black Templars. He has the stats of a regular chapter master with artificer armor, a combi-melta, a master-crafted power sword that gives him d3 bonus attacks on the charge, and the Imperium&#039;s Sword Warlord trait, who significantly improved in the 7th edition codex, giving him and his squad Furious Charge, instead of a one-use only ability. Ignore his lack of an Orbital Bombardment; Helbrecht should never be standing still, so he wouldn&#039;t be able to use it anyway. His wargear isn&#039;t anything special, but he&#039;s pretty point efficient for what you get. With the bonus from his sword he can get an ungodly [[Eversor|seven attacks on a charge]], plus whatever rage bonus he might get, meaning he&#039;s likely to [[Rip and Tear|eat most of a squad]]. His special rule, Crusade of Wrath, grants him and all other Black Templars Hatred and Fleet for one assault phase, making for a [[WAAAGH|truly horrific army-wide charge]]. His sword is only AP3 so he&#039;ll still get bogged down by 2+ saves. Also, due to the rules for Hatred, units already locked in close combat will not get the bonus from it when he uses Crusade of Wrath, so don&#039;t expect it to break your units out of tarpits they&#039;re already stuck in.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to GW&#039;s &#039;unique&#039; codex writing skills, Helbrechts charge bonus will RAW ignore his chapter tactics, however if RAI are to be applied and your opponent isn&#039;t a [[Powergamer| dick]] then you &#039;&#039;should&#039;&#039; get 1+d3 attacks on the charge as the sword of high marshals only takes &#039;the normal +1 bonus attack from charging&#039; so he still gets another one for rage (that sounds RAW to me?).&lt;br /&gt;
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*&#039;&#039;&#039;Chaplain [[Grimaldus]]&#039;&#039;&#039; - Another Black Templars character, he is basically a standard Chaplain with +1 W and A, a MC Plasma Pistol and IWND.  He also projects the Zealot Rule in a 6&amp;quot; area, giving it to any Black Templars unit in it, while his servitors also project the FnP special rule to any Black Templars unit within 6&amp;quot; of him.  He&#039;s not a frontline dueling character, but he works well if used with Helbrecht to make your Crusader Squads enter BEAST MODE.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; FnP termies are incredible, and if your opponent allows you to play Grimaldus and his retinue as being able to join a squad (like the space wolves and their ability to join fenresian units to a squad that has the &#039;owner&#039; in it), and makes termies survivable enough to need &#039;&#039;&#039;27&#039;&#039;&#039; marines to wound &#039;&#039;&#039;ONCE&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Emperor&#039;s Champion&#039;&#039;&#039; - The third Black Templars character. For 140 points you get a Captain with reduced BS (meh), W and A and unique equipment and rules that make him one of the best Character hunters in the game. First things first, The Black Sword is a S+2 AP2 Master crafted melee weapon that &#039;&#039;&#039;is not&#039;&#039;&#039; Unwieldy/Specialist/Two-Handed, so he gets +1 Attack for two weapons and strikes at initiative. Secondly, he has a 2+/4++ armor, making him pretty sturdy. Lastly, he must always issue or accept challenges when possible...which is not as bad as it sounds, considering that during a challenge [[Sigismund|he re-rolls failed To Hit rolls and inflicts Instant Death on any roll of 6 to wound]]. Bring it on!&lt;br /&gt;
**As a side note, the Emperor&#039;s Champion can be taken in the GSF&#039;s Strike Force Command section, alongside another character. If you have a big assaulty unit in your list, it might just be worth it to add Helbrecht for Furious Charge/Hatred/Fleet, then throw in the Emperor&#039;s Champion to handle challenges. Remember, this is damned expensive.&lt;br /&gt;
***As a side, side note, If your Templars are [[heresy | okay]] with some Inquisition, then you can put a xenos inquisitor with all the grenades, making his ap2 initiative sword instant death to all Toughness 4 and below, making him able to take on [[cheese | every]] space marine character that does not have eternal warrior.&lt;br /&gt;
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=====&#039;&#039;&#039;Raven Guard&#039;&#039;&#039;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]&#039;&#039;&#039; - A Space Marine Captain (now Chapter Master as of Kauyon, but GW didn&#039;t bother giving him rules to reflect his new rank) with a Jump Pack and two master-crafted &#039;&#039;rending&#039;&#039; lightning claws. His special rule &#039;&#039;&#039;See, But Remain Unseen&#039;&#039;&#039; gives Infiltrate and Stealth, but only allows him to join Jump Infantry &#039;&#039;before&#039;&#039; deployment; thanks to a FAQ entry, he can legally join your Jump Infantry (which would otherwise be illegal, as Infiltrate would block him from joining them) and grants the unit Infiltrate when he does. Shrike is all about striking at the right time and place: he can infiltrate a Vanguard Vet squad near an opponent&#039;s weak point in their front line, or on a flank to wreak havoc in their back field. He is not designed to go toe-to-toe with Abaddon: he exploits weakness in the true Raven Guard way and he actually synergizes really well with the rest of his army and gets the most from their Chapter Tactics. Go hunt some skimmers, Long Fangs, or the like while your Scouts pick up other threats, and then cut back in and slaughter their front line from behind the moment your line connects.  &lt;br /&gt;
**&#039;&#039;&#039;Beacon of Hope (Apocalypse):&#039;&#039;&#039; A lesser version of the same rule that [[Azrael]] gets for his Finest Hour, but can be activated on the turn (or turn after) he arrives from reserve. Granting friendly Imperial Guard units within 24&amp;quot; Fearless &amp;amp; Counter-attack. While Fearless can be useful considering the huge amount of casualties involved in Apocalypse games, it requires you to be teamed up with Guard and so doesn&#039;t give any further benefit to Shrike&#039;s finest hour unfortunately.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Captain Solaq (Strike Force Solaq)&#039;&#039;&#039; - A limited-edition Captain with a Power Sword and a Plasma Pistol. Adding onto that, he also has a unique relic (the ridiculous face-bird) that forces anyone firing at him to test Leadership or else they can only fire snap-shots at him.  This pretty much makes him a good match for Guard Tau as he manages to deny most of their shenanigans...until they begin throwing down Markerlights.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Captain Korvydae (Forge World)&#039;&#039;&#039;: One of the few non-Badab War Forgeworld characters, he is a Captain with Artificer Armour, Thunder Hammer, Jump Pack, and Melta Bombs. Costing 5 points &#039;&#039;&#039;LESS&#039;&#039;&#039; than a normal Captain with the same wargear, while giving his squad Hit and Run (only if the squad is equipped with jump packs, but why would you put him in a squad without them?) and makes assault squads a troop choice! He also forces you to take at least one scout squad in your force, but that&#039;s not a bad bargain, all things considered. In short, he allows you to build a fluffy RG army while being a lot cheaper, killier, and more survivable than Shrike (which is quite sad...). Not the strongest Special Character in existence, but an excellent one for the Raven Guard.&lt;br /&gt;
**Do note that he doesn&#039;t come with a Warlord Trait, so feel free to roll on any table you want. Like a true [[Reasonable Marine|Shadow Captain]], you should adapt your force to your opponent.&lt;br /&gt;
**Also of note is his lack of chapter tactics. That&#039;s only natural, since he is a relic of the past and his rules were never updated (Forge World seems intent on updating all the Imperial Armour Books, so it shouldn&#039;t be long) but don&#039;t let [[That Guy]] find this out, because he will exploit the absence of the rule and use it against you, and sadly you won&#039;t be able to do anything to argue against him.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;Salamanders&#039;&#039;&#039;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;stan]]&#039;&#039;&#039; -  Vulkan has the same stat-line as a Captain (while not &#039;&#039;actually&#039;&#039; a Captain currently in the fluff, he was one before becoming Forgefather). Vulkan is tricked out for up-close-and-dirty face-bashing with essentially the best gear possible (Artificer armor, 3+ Invulnerable Save, Master-crafted Relic Blade, and a Heavy Flamer/Digital Weapon). Use him to kill any and all infantry short of TEQ. His Warlord Trait, Iron Resolve, gives him Feel no Pain, further enhancing his resilience. Also, if he is the Warlord, he adds onto the &amp;quot;Chapter Tactics (Salamanders)&amp;quot; rule by making &#039;&#039;&#039;ALL&#039;&#039;&#039; meltaguns, combi-meltas, and multi-meltas &#039;&#039;&#039;in his detachment&#039;&#039;&#039; Master-Crafted. Enemy vehicle crews will shit themselves at the very thought of drop podding melta squads. Taking him results in a chain reaction: you want a lot of melta to make the most out of his [[Awesome]] special rule, thus making your army even more focused on short range firepower. Not really a problem though, since you&#039;re Salamanders. You did take lot of flamers too, right??&lt;br /&gt;
**With his 2+/3++, Vulkan fits in nicely with a squad of Thunder Hammer Terminators, and since he strikes at initiative 5, he can take out those pesky power fists in the enemy squad before they mulch your expensive terminators.&lt;br /&gt;
**Since this applies to combi-meltas, you can get rerolls on the bolter portion, too.  If you take He&#039;Stan and Sternguard and give them combi-meltas, then the boltgun and special ammo components also get master-crafted. As the new GW FAQ team on Facebook just confirmed that it makes the entire weapon master-crafted, this is definitely both RAW and RAI. &lt;br /&gt;
**Don&#039;t forget to master-craft his pistol. It won&#039;t come up often, but it&#039;s one more advantage if you have to shoot something outside template range.&lt;br /&gt;
*&#039;&#039;&#039;Pellas Mir’San (Forge World)&#039;&#039;&#039;: The Winter Blade, Captain of the Salamanders 2nd company and cheap for what he gives: he has the standard Captain profile, but with +1 WS, and comes with Artificer Armour, a Close Combat Weapon and a Combi-Flamer. He also has one special weapon (Cinder Edge) that&#039;s basically a Master Crafted Power Sword with &#039;&#039;&#039;AP 2&#039;&#039;&#039;. It still strike only at S4, sadly, but is one of the rare AP 2 weapons that isn&#039;t Unwieldy, and isn&#039;t Two-Handed or Specialist Weapon, so he gets the +1 attack for his extra sword! He was clearly designed for challenges, as his warlord trait give him 1 victory point for any character he slain in challenges, while his Master Duelist rule allows him to either give himself +1 attack or his opponent -1 while in a challenge. For his cost he is one of the best challengers in the game, but remember to keep him away from the real heavyweights: he wouldn&#039;t last 2 seconds. Lastly he can pick whether his squad auto-passes or auto-fails Morale checks, which gives you some extra tactical flexibility.&lt;br /&gt;
**All in all he is a good and cheap support/fighter HQ, although, sadly, he doesn&#039;t compare to the other special options you get, not giving anything to your army except for the squad he is in, while not being a close combat monster like a lot of other special characters.&lt;br /&gt;
*&#039;&#039;&#039;Harath Shen (Forge World)&#039;&#039;&#039;: Master Apothecary with the profile of a Chaplain/Librarian, Artificer Armor, Plasma Pistol, Power Sword and Digital Weapons. He has Chapter Tactics (Salamanders) but, strangely enough, he doesn&#039;t have a master-crafted weapon (though you can still pick one to master-craft). But don&#039;t let that discourage you: for 135 pts, Shen allows you to put FNP 4+ in the squad you need it in, and, while he has no invuln, he gets to reroll Look Out Sir rolls &#039;&#039;&#039;AND&#039;&#039;&#039; gives his squad +1 to the score to determine the result of any assault. If you want 2+/3++/4+++ assault terminators (and who doesn’t?), this guy delivers. Also has a really unique Warlord Trait where you can get victory points back for destroyed friendly units within 6&amp;quot; on a 5+. Not really impressive, but you don&#039;t take him for that, you take him for the &#039;&#039;&#039;TROLL&#039;&#039;&#039;!&lt;br /&gt;
*&#039;&#039;&#039;Bray’Arth Ashmantle (Forgeworld)&#039;&#039;&#039;: Dreadnought HQ, forged by Primarch [[Vulkan]] himself! Bray’Arth is a hell of a monster: with his front armor 13, 4 HP, venerable, extra armour, &#039;&#039;&#039;It Will Not Die&#039;&#039;&#039; and immune to &#039;&#039;&#039;ALL&#039;&#039;&#039; extra dice roll to armor penetration (melta, armourbane, Rending, Kharn, etc.) and to all effects that would reduce his armor, he is almost impossible to kill, without an [[Railgun|S10 weapon]] or some weird shit like haywire or gauss. He also has +1 WS and Attacks compared to a normal Venerable Dreadnought and is armed with two DCCWs with inbuilt Heavy Flamers, which also can count as single Twin-Linked Meltagun. He can also forgo one close combat attack to auto hit anything in base contact with him (Friend or Foe, so be careful and don&#039;t forget this) with an S5 AP4 hit at Initiative 1, for when that big unit thinks itself smart and tries to tarpit him for the rest of the game. Basically he can take on everything barring Titans and the like, but beware Swooping Hawks and... Fire Warriors in melee - sure, they only hit him on a 5+ and his Burning Wrath could kill a lot of them, but remember that it happens at initiative 1, which might be too late if he got haywired. Also, his warlord trait (he CAN be the warlord, but only if there are no other HQs) gives him one Victory point for each vehicle with at least one armour value of 12+ and/or Independent Character that he destroys in an assault, but only if there aren&#039;t other friendly models in the assault (not really a problem for this Beast). This is [[awesome]] since, unlike similar traits, it doesn&#039;t state that he needs to be in a challenge for this to work, and he can trash most vehicles like they&#039;re not even there. Of course, he is extremely expensive, in both points and pounds, but he totally worth every point and penny. Put him into a Lucius pattern drop pod. Drop him into the middle of the enemy gunline. Laugh maniacally. Field him against [[Bjorn]] and make compensating jokes.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;White Scars&#039;&#039;&#039;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]&#039;&#039;&#039; - This crazy Mongol adds onto &amp;quot;Chapter Tactics (White Scars)&amp;quot; by giving every &#039;&#039;&#039;Bike Squad&#039;&#039;&#039; and &#039;&#039;&#039;squad embarked in a Rhino or Razorback&#039;&#039;&#039; Scout, which in turn allows for outflanking, allowing them to come in from the side of the table. His Warlord Trait forces friendly Imperials within 12&amp;quot; to reroll failed Morale/Pinning/Fear checks, he has Furious Charge (but only for himself), and he gains d3 VP if he kills the opposing Warlord in a challenge. Other than that, he&#039;s an average Captain (who can be upgraded to ride a bike that inflicts d3 HoW attacks) whose power sword just so happens to cause Instant Death on a roll of 6. Since he&#039;s really cheap, he is an awesome character for a White Scars army, giving them the ability to strike hard and fast. Outflanking your Scout-ed up dudes might be dicier than with Space Wolves, but he is still well worth his already-low points cost. Thanks to his Warlord trait he works well allied to other Imperial armies, Though note his WT works with &#039;morale checks&#039;, not &#039;leadership tests&#039;, so you can&#039;t use him to get rerolls on Sister of Battle Acts of Faith.&lt;br /&gt;
**It&#039;s not just his Warlord Trait that makes him and his army ally-friendly; Scout, Skilled Rider, and Hit &amp;amp; Run all confer to the unit, so you can strap his dudes to almost any other Imperium faction for buffy goodness (the only SM chapters they can join without losing Chapter Tactics are Grey Knights and Deathwatch, so the exceptions are Space Wolves, Blood Angels, and Dark Angels).&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
There are also a lot of special characters  from &#039;&#039;&#039;Forge World&#039;&#039;&#039; &#039;&#039;&#039;Badab War&#039;&#039;&#039; IA-s. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Forge World has released new Chapter Tactics for all the Chapters relevant to these characters. If you take a character with the Chapter Tactics of one of the Forge World Chapters, you have to take them in a detachment of that Chapter. However, some of the Forge World Chapters have the same Chapter Tactics as Chapters in Codex: Space Marines, and you can take those characters in those armies, i.e., Vaylund Cal in an Iron Hands detachment. Most of these characters also have updated rules not yet discussed here.&lt;br /&gt;
*&#039;&#039;&#039;Red Scorpions&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Lord High Commander [[Carab Culln]]&#039;&#039;&#039;: Chapter master, with terminator armor, teleport homer, MC storm bolter and his AP3 MC Power Sword with good ol&#039; 6E Smash, Eternal Warrior and any Red Scorpion in his detachment can use his leadership for Morale and Pinning. His warlord trait (his rules state that if you take him, he MUST be Warlord) gives any Red Scorpions within 12&amp;quot; locked in combat a +1 to combat resolution; +2 if he himself in is a challenge however he can never make a Look Out, Sir!.&lt;br /&gt;
** &#039;&#039;&#039;Commander Carab Culln&#039;&#039;&#039;: Same guy, but back when he was 1st Captain. Most of the same wargear, except his sword is a Tear of the Scorpion, and he still packs Termie Armor and a homer. All Red Scorpions can still use his Ld for Morale and Pinning. Any squad he joins gets Stubborn, Counter-Attack, and can re-roll to-hit when outnumbered in assault. Also, when he&#039;s Warlord, all combat occurring within 12&amp;quot; of him gets +1 for his side&#039;s combat resolution, upped to +2 if he is in a Challenge. Biggest downside is his inability to take LoS!, but that shouldn&#039;t be an issue if you stack him with a Tac or Command Squad to get some FNP.&lt;br /&gt;
** &#039;&#039;&#039;Sevrin Loth&#039;&#039;&#039;: Chief Librarian with ML3, 3A (1 more than vanilla Librarians), a force axe and bolt pistol. He can pick his powers from Biomancy, Telepathy or Telekinesis. Yes, &#039;&#039;&#039;pick&#039;&#039;&#039;, not roll, but they all have to be from the same discipline, so take your choice of Invisibility or Biomancy&#039;s amazing spread of goodies. He still has access to the Space Marine psychic power included in the Angels of Death supplement as well. He has a 2+ armor save, so he can be extremely difficult to kill, moreso if Invisibility or Endurance is added in. 7E makes his ability to take Honour Guard an irrelevant relic from 6e, and he also has his own unique Warlord trait that gives 1 VP for any Psyker Character he kills - this can be great against Eldar/GK/Daemons. At 175 points, he is a ludicrous steal given his easy access to 2++ and &#039;&#039;&#039;PICKING HIS POWERS&#039;&#039;&#039;, though only having 2 wounds stings - Endurance/Iron Arm will really help here.&lt;br /&gt;
***Also, since all his powers have to be taken from the same discipline, &#039;&#039;&#039;Psychic Focus&#039;&#039;&#039; applies and he can also throw in the Primaris. It doesn&#039;t say you have to generate them randomly, only that your powers all have to be from the same discipline.&lt;br /&gt;
*&#039;&#039;&#039;Astral Claws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Lugft Huron]]&#039;&#039;&#039;: Chapter master, with terminator armor, heavy flamer, and AP2 lightning claw which forces opponent to reroll successful invulns. His orbital bombardment is S10 AP1 ordnance 2, his “Living Legend” rule makes all your army Ld10. He can [[Commissar Yarrick|come back from the dead]]... but only once. But he is expensive as hell for 235 pts. Still better in combat than Draigo (who&#039;s more expensive), and could even take on Abbadon/Swarmlord. He still has orbital bombardment and his warlord trait (who gives counter attack to units that enters from reserve) for support, and can deep strike. Main problem is that he&#039;s Astral Claws, with one of the worst chapter tactics. If you take him for his combat ability, then go unbound and bring him by himself in a separate detachment.&lt;br /&gt;
**&#039;&#039;&#039;Corien Sumatris&#039;&#039;&#039;: Captain, with +1WS, -1BS, MC power weapon, which gives him +1 additional attack on charge, storm shield, and some weird 12’’-range assault bolter. His main ability is to give Furious Charge to his squad (and himself) and +1WS to all your infantry within 12’’ of him. At 165 pts. he is a bit costly, so use his special powers properly (obviously, by putting him in dedicated CC squad).&lt;br /&gt;
**&#039;&#039;&#039;Armenneus Valthex&#039;&#039;&#039;: Master of the Forge, also known as “Alchemancer” with conversion beamer and some weird techno-thing called “Indynabula” which counts as two power weapons, and give him 5+ invuln, counter-strike USR. He can also make one squad’s bolters poisoned 2+, turning them to cheap wannabe-sternguards. But why the heck would you do that when you can poison Terminator storm bolters or (with the new pdf update) a Bike Squads twin-linked bolters? Think synergy people!  Ever poisoned a Wraithknight to death? It is great fun!  And he&#039;s surprisingly cheap, assuming his shiny wargear - maybe, to compensate those schizophrenic combination of ranged-oriented and close-combat-oriented bits.&lt;br /&gt;
*&#039;&#039;&#039;Minotaurs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Asterion Moloc]]&#039;&#039;&#039;: Chapter Master with terminator armor, storm shield, and eternal warrior but with basically a Custodes halberd (S+2 AP2 two handed weapon), except it shoots a powerful laser beam once per game instead of bolts. He also gives assault grenades and Fearless to his squad and his &amp;quot;Sanctioned Fratricide&amp;quot; rule give his whole army the Preferred Enemy (Space Marines) at a cost of making all of them desperate allies. He is VERY expensive, but he has one of the few AP2 close combat weapons without unwieldy in a vanilla marine army, and [[Grey Knights|with]] [[Blood Angels|so]] [[Space Wolves|many]] [[Dark Angels|loyal]] [[Ultramarines|marine armies]] around, Preferred Enemy could work more often than not. Even when you&#039;re not facing Space Marines, Moloc is seriously worth considering for how much of a fucking beast he is in assault&lt;br /&gt;
**&#039;&#039;&#039;Ivanus Enkomi&#039;&#039;&#039;: Chaplain with &amp;quot;Crozius Arkanos&amp;quot; &#039;&#039;(S:User Master Crafted, Concussive, AP3 with built-in twin linked grenade launcher)&#039;&#039;  Power Fist, jump pack and with +1 initiative, +1 attack, and granting himself and the squad he&#039;s in Rage. He costs only &#039;&#039;&#039;25 pts&#039;&#039;&#039; more than a vanilla chaplain with fist and jump pack.&lt;br /&gt;
*&#039;&#039;&#039;Star Phantoms&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Zhurukhal Androcles&#039;&#039;&#039;: Star Phantom captain with power fist and combi-melta. Makes Devastator Elites AND Heavy support and little else. Though not as devastating as Vale, he is cheaper and actually have some decent wargear.&lt;br /&gt;
*&#039;&#039;&#039;Mantis Warriors&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Ahazra Redth&#039;&#039;&#039;: Mantis Warriors chief librarian. He is not a monster-psyker, like Tigurius or Loth, and is only ML2 but generates only one power due to the other one being &amp;quot;Mirage&amp;quot;, but he&#039;d still be able to use Psychic Focus and gain a free primaris power out of it. On the other hand he does have a built-in 5+ invuln and is able to re-roll his first failed psychic test. His special psy-power “Mirage” gives his unit Shrouded and, if they&#039;re charged, their attackers are forced to make a disordered charge. Also, if he is a Transport Vehicle, the power can even target that Vehicle, which is beyond Awesome. His Warlord trait also gives any squad he joins Night Vision and Interceptor, which is pretty cool, even though you will probably attach him to a pretty choppy squad, so it could be wasted. Finally, of note is that he got +1 W and I compared to a normal Librarian.&lt;br /&gt;
***Take Redth and Honour Guards in a Land Raider. Cast Mirage on LR and screen it with some tall, fast and cheap models (allied Rough Riders comes in mind). Look at your opponent face when he realize your über metal box has 3+ cover.&lt;br /&gt;
*&#039;&#039;&#039;Fire Hawks&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Elam Courbray&#039;&#039;&#039;: Fire Hawks captain with jump pack and rending power sword, as well as I6. Like Culln, Elam can choose to do a SMASH attack instead but, strangely enough, his smash doesn&#039;t give him AP 2, only double strength and reroll for armour penetration. However his sword has rending (and soul blaze...woohoo.) so you still have a slim chance to pass through terminator armour. Very slim (Hint: don&#039;t go hunting terminators in melee). Though he isn&#039;t a combat monster (but far from a terrible one) he can really buff his squad, giving them Hit and Run and Counter Attack USRs. Also, his warlord trait is a [[Swooping Hawks|blast attack when he deep strikes which he doesn&#039;t need to scatter around]]. He is also the only space marine character (outside of the blood angels) that can have a command squad with jump packs, making him suddenly a lot more valuable: kit them with a lot of flamers and watch the unholy hell being unleashed against your opponent!&lt;br /&gt;
*&#039;&#039;&#039;Exorcists&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Silas Alberec&#039;&#039;&#039;: Exorcists captain with a MC Thunder Hammer Hellslayer that always wounds Daemons and Psykers on a 2+ (if S10 isn&#039;t enough), bolt pistol, teleport homer, and Iron Halo. He gives FNP 5+ to himself and his unit against ANYTHING with psychic powers or Marks of Chaos or Daemons, and he can have one unit in the detachment reroll failed Deny the Witch rolls. His warlord trait lets you take morale checks on 3D6 and choosing the best and is reasonably priced for his wargear at 185 points. Don&#039;t expect to smash Greater Daemons or an Avatar of Kaine with this guy as he still only has a 3+ save and Hellslayer is Unwieldy.&lt;br /&gt;
***His real appeal comes from the fact he can have basically any Chapter Tactics in the game as per Exorcists Chapter Tactics. Iron Hands fits pretty well with him, giving him IWND and a 6+ FNP. Though Black Templars should be seriously considered, as Adamantium Will combined with Deny the Witch rerolls can make for a very potent anti-psyker unit, especially if said unit is Terminators or Honor Guard.&lt;br /&gt;
*&#039;&#039;&#039;Raptors&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Lias Issodon]]&#039;&#039;&#039;: [[Reasonable Marines|Raptors]] chapter master. Ten fewer points than Shrike, without any of the downsides. He only has a power sword and pistol for close combat, and is -1WS and +1BS compared to a standard chapter master, but is armed with a monstrous 30&amp;quot; Salvo 2/4 bolter with Sternguard special ammunition (that must use the profiles described in C:SM), and can use the Raptor tactic to make his bolter Heavy 1, Rending, which stacks with his Sternguard ammo like it does for all Raptor Sternguard. In short, he is a shooty Chapter Master, which is rare. He has no Invulnerable save, but this is made up for with Artificer Armor and Shrouded. The main reason you would like to take him is his special abilities: he forces a -1 on enemy reserve rolls, can re-roll his own reserves (even successful ones), and he can cripple (or even kill) one enemy unit, MC, or vehicle before the game even starts. Sadly he has no orbital bombardment, but he is relatively cheap considering how he buffs you and nerfs the enemy army, so shut up. Camp his Raptors in cover and shoot people to death like [[Reasonable_Marines|reasonable marines]] should do.&lt;br /&gt;
***By cripple, we mean &amp;quot;If an army includes Lias Issodon, its controlling player may select a single enemy unit, Monstrous Creature, or vehicle that has been deployed onto the table. After any Scout redeployments have been made, but before the game begins, the chosen unit suffers D6+3 wounds with no AP value if a squad or Monstrous Creature, distributed as shooting hits (assume the attack has originated from the closest unit in Issodon’s force). If the target is a vehicle, it suffers D3 rolls on the Haywire table instead.&amp;quot;&lt;br /&gt;
***Thanks to his updated default Warlord Trait in 7th edition, you can now Infiltrate him and up to three units and be able to build around this fact. How about 30 Assault Terminators w/ TH&amp;amp;SS starting 18&amp;quot; from your units for a start? Or how about a squad of Devastator Centurions halfway up the board? 2+ cover saves in ruins (Shrouded) on those bastards is just mean.&lt;br /&gt;
***If you want a fluffy Raptors Command Squad for him. Take a squad of 10 Sternguard and let the Dakka fly. Honor Guard also get to use Raptors chapter tactics if you bring them, but then lose some of their melee potency.&lt;br /&gt;
***As it turns out, Lias Issodon also has rock-solid synergy with a [[Callidus|Callidus Assassin]], as the two of them combined will force your opponent&#039;s first reserve to be done on a [[Rage|7+]], unless this is FAQ&#039;d to a minimum of 6+. The Callidus&#039; ability to re roll Seize The Initiative synergizes well with your infiltrating counter-deployers. And finally, Lias Issodon&#039;s &amp;quot;Infiltrate, Isolate, Destroy&amp;quot; ability can be used to greatly soften up enemy deathstars for the Callidus to have a higher chance of snagging Slay The Warlord on turn 1. These two are a perfect duo if you&#039;re running a competitive Raptors Army.&lt;br /&gt;
*&#039;&#039;&#039;Carcharodons&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Tyberos the Red Wake]]&#039;&#039;&#039;: Carcharodons chapter master with terminator armor and two weapons, which can count as lightning claws or chainfists, and he can allocate hits with either as he wants with 5 base attacks. No iron halo, so his invuln is only 5+. Tyberos himself is a terrifying murderous machine in close combat, when subject to the RAGE USR, he &#039;&#039;&#039;AND&#039;&#039;&#039; &#039;&#039;every&#039;&#039; Carcharodon unit that is subject to Rage becomes +1 str for the rest of the battle. His warlord trait &#039;Savage Beyond Reason&#039; gives him and his unit preferred enemy (infantry). He also allows you to take one LC-terminator unit as troops with the option of [[Awesome|Objective Secured Land Raiders]], something that only Black Templars Crusader Squads and Grey Knights Terminators can do. And he costs less than a vanilla chapter master with two chainfists.&lt;br /&gt;
*&#039;&#039;&#039;Executioners&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Thulsa Kane&#039;&#039;&#039;: Executioners high chaplain with artificer armor, plasma pistol and S6 AP2 Unwieldy sword. With +1WS/BS/W/A, eternal warrior and big 12” aura of “reroll 1 on to-wound” he also gives friendly Executioners squads +1 to their assault results and +1 to their sweeping advance provided he is fighting in a challenge. The only thing, Kane don’t have, is jump pack to join assault squad, or terminator armor to join teleporting assault termies.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Legion Centurion with Early Crusade Honours&#039;&#039;&#039;: Forge World made this guy available up until the end of September 2015 in honour of their website moving to the same form as GW&#039;s. While obviously intended to go with Forge World&#039;s 30k, the PDF they released with it had a special option for it for use in 40k, despite the character not having the &amp;quot;Chapter Tactics&amp;quot; special rule. If your fellows aren&#039;t too rules-lawyery you can equate 30k&#039;s &amp;quot;Legiones Astartes&amp;quot; with it. Barebones, he&#039;s a cheaper captain with one less BS and Wounds, but with the same initiative and number of attacks. In terms of wargear, he gets artificer armour standard, along with a master-crafted power fist, but loses out on the Iron Halo&#039;s valuable invulnerable save. The real stand-out feature of this guy is his option to take &amp;quot;The Panoply of the Crusader&amp;quot;: a set of artificer armour from the days of 30k, which inspires the model and any unit he joins to be Stubborn and have Preferred Enemy against Chaos Space Marines, making this guy a good support HQ for a low points cost.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad&#039;&#039;&#039; - Your bread-and-butter scoring units. These guys don&#039;t excel at anything but are decent at everything. Unfortunately, their balance tends to be their downfall as most other basic troops tend to be better at everything than they are (see: Grey Hunters), and they&#039;re a tad expensive when fully kitted out. Keep them at a distance if possible, but remember to make effective use of your Rapid Fire range. Great for camping objectives, as their durability is their best selling point. Always take Dedicated Transports with your Tacs, even if they&#039;re camping an objective. Metal Boxes make excellent walls and mobile shields for your troops, plus if Tacticals are inside and the Rhino gets charged they can Overwatch from the hatch. These fellas make up the bulk of almost every Space Marines Decurion, so you should get used to them and their capabilities.&lt;br /&gt;
**Important side note, if you plan to assault with these men remember they all have Bolt Pistols, meaning you can unleash 10 bolt shots (or 9 bolts and a krak grenade) before your charge. Generally, though, you shouldn&#039;t assault with Tacticals because even if the enemy unit is squishy, you could just Rapid Fire your boltguns instead (unless you want to tie up a squishy enemy that has good shooting but is terrible in close combat or if you want to hide your tacticals on a CC to avoid being shot up from other stuff or you want to deny an imminent Raging/Furious charge of a tough unit). So &#039;&#039;if&#039;&#039; you &#039;&#039;do&#039;&#039; charge, always remember your pistols/grenades/assault weapons.&lt;br /&gt;
**If you manage to run away and your enemy catches you, your Marines aren&#039;t auto-killed but continue the fight instead.  Remember this! Next thing to remember, if your enemy does not catch you and you break out in their close-combat phase, on your next turn which comes right up your Marines are auto-rallied. They also count as &#039;&#039;&#039;not having moved&#039;&#039;&#039;. In other words, rocket launcher (or 5 Grav-Cannon shots) in the face, or 6&amp;quot; move.&lt;br /&gt;
**Loadouts for Tacs usually consist of special weapon and matching combi-weapon (i.e. plasma gun and combi-plasma). If you have a 10-man squad, consider Combat Squadding, giving one 5-man group the combi-weapon and special weapon, and giving the other 5 men a heavy weapon to sit on an objective with. Your choice of Dedicated Transport, what your army needs (anti-tank, anti-horde, anti-heavy infantry/MC) and what you want the squad to do (sit on an objective, attack enemy objectives) should influence your Tactical Squads&#039; loadouts.&lt;br /&gt;
**You should not take a CC weapon, grav or plasma pistol on the Sergeant. Ever. They lessen the squad&#039;s 24&amp;quot; range firepower and they scare nobody. Not Orks, not that nasty squad of Terminators, not the rampaging Khorne Berserkers. They&#039;re just too expensive and they take away points from your list. If you are nuts enough to take a plasma or grav pistol though, your opponent might give you respect knuckles when your Sergeant immobilizes or one-shots a rampaging Dreadnought.&lt;br /&gt;
**Also, this is the edition of MC&#039;s and hard-to-kill infantry, not vehicles. Meltaguns can make them too specific in a role is better given to a unit that can do AT and something else at the same time just as well (e.g. a Tri-Las Predator).&lt;br /&gt;
**Do not take Heavy weapons in a Tactical squad if you are planning on having that squad be mobile (such as in Mech lists or Drop pod lists). Only put them in units that you plan on having sit in one place for the entire game (combat squad on an objective). Grav-cannons, being Salvo rather than Heavy, are the possible exception to this, but they&#039;re expensive - avoid them unless you&#039;re also taking a grav-gun and combi-grav to go MC hunting.&lt;br /&gt;
**Carcharodon Tactical Marines can take CCWs for 1 point/model (or free if you trade in their bolters) and gain RAGE after destroying an infantry unit in close combat, probably the one situation where they become usable in CC.&lt;br /&gt;
**Probably the best Chapter Tactics for these guys are Imperial Fists. Re-rolling 1s for bolt pistols, bolters, heavy bolters, combi-weapons firing as bolters, and storm bolters is sweet. BS4 rerolling 1s is almost the same accuracy as BS5 (normal BS4 is 24/36 chance to hit, but with Imperial Fist Chapter Tactics BS4 is 28/36 chance to hit, which is almost normal BS5&#039;s 30/36 chance), and without needing to spend a Doctrine.&lt;br /&gt;
**Tacticals can be useful to finish off stragglers from enemy units that has been shot up by your heavy hitters, without sacrificing more important shooting power to finish off a couple of Fearless/Stubborn/ATSKNF models.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Space Marine (30th Anniversary Release):&#039;&#039;&#039; This is a unique, limited-edition model you can add in place of any Space Marine at no extra cost (&#039;&#039;and that&#039;s all we&#039;re going to say about that&#039;&#039;). Though stat-wise, he&#039;s not any better than a basic marine, he does come with two dangerous weapons: a Disintegrator Combi-Gun (18&amp;quot; S5 AP2 Assault 2, Gets Hot, Instant Death) with INFINITE shots, a Disintegration Pistol (9&amp;quot; pistol version) and a CCW. He&#039;s the bane of MCs everywhere, provided he can get close enough to hit them. Keep in mind what the rest of the squad&#039;s there for; he&#039;s best suited in a Tactical or Devastator Squad, where he won&#039;t get screwed over so much for only having a bolter for long-range damage. The only other squad he can go into is an Assault Squad (the others don&#039;t have any Space Marines to replace, only Veterans, Centurions, Scouts, etc). He doesn&#039;t really fit in well, but RAW you can stick a jump pack on him in an Assault Squad if you really want to.&lt;br /&gt;
**The best Chapter Tactic to use with him are the Raptors. Replace a Tactical Marine except for the Sergent. Choose Grav-weapons for the special/heavy weapons and Combi-Bolter for reliable Salvo hits. Give them a Rhino or infiltrate his squad close to the objective and [[Troll|dare your opponent to try and take it from you]]. Two/Three Grav-weapons, the Disintegrator Combi-Gun and Heavy 1 for the rest of the squad makes charging them a bad idea. &lt;br /&gt;
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*&#039;&#039;&#039;Crusader Squad (Black Templars)&#039;&#039;&#039; - Black Templars only, essentially a beefed up Tactical Squad that is capable of taking neophytes as meatshields and a Sword Brother as a Veteran Sergeant for your initiates to survive longer and therefore be able to make the charge once they have gotten within range. The issue here is that you can&#039;t take more Neophytes than Templars, so their usefulness as meatshields takes a hit, especially in smaller squads.&lt;br /&gt;
**There are two ways to kit out your neophytes for close combat. Pistol/CCW allows a S4 AP5 pistol shot before combat, and 2 S4 attacks at I4 (3 on the charge, 4 if you get Rage). The Shotgun option allows for two S4 shots before combat and a single S4 attack at I4 (2 on the charge, 3 with Rage). The AP5 of the bolt pistol will rarely be more useful than the shotgun&#039;s extra shot before Overwatch is even fired, and if Overwatch fells any of your boys, the shotgun loadout&#039;s lack of +1A from having two CCW is further diluted by Rage from BT Chapter Tactics. Also keep in mind the shotguns&#039; extra shooting attacks will always hit on a 3+ and &amp;quot;ignore&amp;quot; enemy Initiative, whereas the close combat attacks might only hit on a 4+ or even 5+ (depending on enemy WS) and I5 or higher enemies may slay some of your guys before they can swing.  However, another consideration is that you might accidentally gimp your charge distance if you kill too many models in the shooting phase - shotguns can do this if you run into Termagaunts or the like.&lt;br /&gt;
**Black Templars should be Running in the shooting phase to make use of their Crusaders special rule, unless you&#039;re close enough to charge (like if your squad used an LRC to get up close). Crusader Squads want lots of Bolt Pistols and CCWs if you are using anything other than 5 man las-plas squads because Crusader Squads should be focused on assaulting. Use tactical squads if you want to sit back and shoot.&lt;br /&gt;
***If you wish to switch between these options, assemble your scouts with close combat weapons and pistols, then trim the hands off the shotgun models and glue them to the scouts back as though holstered.&lt;br /&gt;
**You can buy power weapons for people other than the Sword Brother, which means that you can actually avoid having a Power Fist or Axe get challenged and murdered. Still not a terribly efficient use of points--Vanguard Vets are probably more worth the investment. Stick to Pistols and CCWs for assault-focused Crusader Squads, the weight of attacks is better for what you&#039;re engaging (read: hordes, light vehicles, tarpitting big guys). HQs and other characters can bring the AP 2.&lt;br /&gt;
**One overlooked competitive option for Crusaders is grav spam. While a normal tactical squad might take a combi-grav and a grav-cannon for their 5-man squad, you can get a multi-use grav gun and cannon. You could even get a combi, special, and heavy grav all in one 5 man squad with a minimal 10-point Sword Brother upgrade tax (vs. tactical squads needing a full extra 5 bolter goons to sit around and do nothing all day). Not a horrible option if you want a useful troops tax for a Black Templars CAD so you can have their special characters.&lt;br /&gt;
** Take note of the wording of the &amp;quot;Righteous Zeal&amp;quot; special rule Black Templars&#039; Chapter Tactics, because your own Gets Hot wounds will also trigger it. So if your enemy is so antsy that they actually avoid firing Overwatch to deny your [[Rage]], this is pretty much the only way to get it. Like everyone else, your plasma pistol might hit and kill something, or your squad leader might die to Gets Hot (1/18 chance). But unlike everyone else, for a large Crusader Squad, you win &#039;&#039;either way&#039;&#039;. (note that you still shouldn&#039;t buy pistol upgrades, ever.)&lt;br /&gt;
** These bad boys get to take a Land Raider Crusader as a dedicated transport. This is rather glorious, since it gives the Land Raider Objective Secured, means that your super assaulty squads can start the game in an Assault Transport, and means you can use the Land Raider for close quarters objective camping. Nice. Do keep in mind that in the age of grav and low-AP guns everywhere, your Land Raider could get immobilized turn one or two before it does anything. A big waste of 240 points. Weigh your options (and your local meta) carefully.  &lt;br /&gt;
&lt;br /&gt;
*[[Scout|&#039;&#039;&#039;Scout Squad&#039;&#039;&#039;]] - Scouts now have the exact same statline as standard Marines, except for a 4+ armor save rather than 3+, gaining Scout, Infiltrate and Move Through Cover in return. This makes Scouts generally a better choice of troops than Tactical Marines. If you run Scouts, you&#039;re likely best off running them naked. 11 points for a model in carapace with a BS4 bolter is actually fairly good as far as medium infantry goes, but upgrading them to snipers tends to be a waste of points. The five man scout sniper squad may look good on paper, but 5 BS4 shots is going to lead to about three hits, which will leave you with about a wound and a half before armor. Since Snipers don&#039;t have Pinning, this can be summed up as &amp;quot;useless&amp;quot;. Don&#039;t bother trying to put the hurt on monstrous creatures with this either, since while you might wound on 4s, MCs generally have enough wounds not to care.&lt;br /&gt;
**Thanks to Scouting and Infiltrating, Scouts can put a Teleport Homer on the board rather fast and uncomfortably close to your enemy&#039;s forces, so keep that in mind if you run Terminators of either flavor.&lt;br /&gt;
**One role Scouts are alright at is manning the quad gun on an Aegis. Be sure to give them Camo Cloaks for a 3+ cover, but don&#039;t bother with Sniper Rifles. They&#039;ll mostly be shooting the quad gun at the nearest flyer, so those rifles will be points wasted.&lt;br /&gt;
**One of the classic Scout combos is to take a Techmarine (a Thunderfire Cannon&#039;s gunner also counts). Give your scouts Camo Cloaks, put them into a ruin that you &amp;quot;fortify&amp;quot; with the aforementioned Techmarine&#039;s special power, and [[Troll|enjoy]] a 2+ cover save.&lt;br /&gt;
**According to the wording in the rule book, models choose their weapons individually. Meaning you can take a squad of 5 w/ Bolters and 5 w/ Shotguns and a Land Speeder Storm, and at the beginning of the game, Combat Squad them and stick the melee squad in the Storm while the Bolters hang out in ruins with a Techmarine. The back-line camping Combat Squad is also the only place where Sniper Rifles may be okay.&lt;br /&gt;
**One final role a squad might be good at is turn-one tank removal. You take a Land Speeder Storm with a multi-melta and infiltrate it as close to the enemy&#039;s biggest, most valuable tank as possible. The speeder Scouts 12&amp;quot; closer to its target, then moves 6&amp;quot; and the squad disembarks 6&amp;quot; (hopefully into some cover). All this should put both the Scout Sarge&#039;s combi-melta and the Speeder&#039;s multi-melta in melta range, so hope for the best on your to-hit rolls. At only 5 points, you may also want to give the sergeant meltabombs, in case both he and the tank survive turn 1.&lt;br /&gt;
** A Veteran Scout Sergeant with a power weapon is a decent buy for melee Scouts in a LSS. Four power weapon attacks on the charge against backline shooty units is nice, or can draw fire away from other units trudging up the board. A Power Maul is a good choice, allowing you to wound most things on 2s and having a decent chance to score a penetrating hit on a vehicle without blowing it up (sparing your squishy marines a lot of S4 hits form the explosion and giving them some cover from the return fire).&lt;br /&gt;
**Scouts with Raptor tactics for all intents and purposes have Sniper Rifles sans Precision Shots and with -12&amp;quot; to range for free.&lt;br /&gt;
**If you are taking a formation and need a cheap Auxiliary choice, look no further than a 10th company Strike force. Take Sniper Rifles, Camo-Cloaks, and a Heavy Bolter (not necessarily required) on 3, 5 man scout squads. Infiltrate them where you want them and NEVER MOVE THEM. You now have a 36&amp;quot; harassment bubble against enemy infantry, which every once in a while will allow you to allocate a wound yourself or wound with AP2 (Or if you are lucky, both at the same time, perfect for getting rid of Special weapons or sergeants), that has a &#039;&#039;2+ cover save&#039;&#039;. They will annoy your enemy AND tank most fire flung at them that isn&#039;t a template or Ignores Cover. Just be careful with such small squads because if you roll too many 1s at a time they may be forced to move, and loose their 2+ goodness. &lt;br /&gt;
*** This problem is essentially solved if they are taken as an auxiliary for a Salamanders Flameblade, as they automatically gain Fearless if they don.t move in the movement phase. &#039;&#039;Now the enemy has to kill every model to get them off their perch&#039;&#039;&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
Note: All of these Dedicated Transports can be taken as Fast Attack Choices. Per the new Facebook draft FAQ, you can&#039;t stick Battle Brothers in a transport at deployment (so long Drop Pod taxi service). So if you want to give your Space Marine units (even in a different detachment/formation and even from a different chapter) without one a Drop Pod, or anything that can&#039;t take their own (i.e. Centurions), you can if you take the Combined Arms Detachment, without going unbound.&lt;br /&gt;
*&#039;&#039;&#039;[[METAL BOXES|Rhinos]]&#039;&#039;&#039; - Very cheap and good transport since space marines are KNOWN TO HIDE IN MEHTAL BAWKSES, DA KOWARDZ! TEH FEWLZ! There&#039;s not much to say about it beyond &amp;quot;use it!&amp;quot; Seriously, don&#039;t footslog your marines. A walking marine is a dead marine, and dead men hold no objectives. The only upgrade recommended is the Dozer Blade. Once the guys are out of it, you can basically throw it away in petty dick moves like preventing charges, blocking line of sight (tossing a dozer blade on the sucker will make this glorious bastard even longer, thus potentially blocking even more line of sight), and tank shocking people into tight formation to be hit with flamers, more useful for shielding your own guys as it&#039;s side armour is 11, as opposed to the 10 most transports have (*cough* Chimera *cough*) so str 4 weapons (standard infantry power) can&#039;t glance it. You can also use its speed to dick around with Necrons if you feel like trolling them and don&#039;t really care about winning.&lt;br /&gt;
**NOTE: look on the entry for the Rhino in your codex and you will notice a rule that no-one ever uses, which is a shame because it totally rocks: opt out of shooting for a 1/6 chance of repairing an immobilized result. Your opponent cries when he thinks he&#039;s immobilized your transport and then it starts moving again. I mean, what else are you going to do in that phase? You&#039;re not Chaos, you don&#039;t get decent guns on your Rhinos.&lt;br /&gt;
**Exploit 7th Edition rules: Did you take a Drop pod with your troops choice? No? Then take a rhino! Vehicles got harder to insta-slag without dedicated AP1/AP2 firepower pointed at them, and dedicated transports taken with troops count as troops. Now you can drive your squad to one objective, then rush your rhino over to hold down or contest another. Alternately: if they want to dislodge your hold on an objective, they now have to destroy both the squad on it AND the transport that took them there.&lt;br /&gt;
**Using Khan and White Scars Chapter Tactics a very nasty and potent trick can be pulled with Rhino squads. Start by deploying on 12&#039;&#039;, then scout 12&#039;&#039; in your metal box before the game starts. In your first movement go 6&#039;&#039; and disembark your infantry a further 6&#039;&#039;. Good at maths? You&#039;re now on their deployment line, and you can fire. Your opponent won&#039;t anticipate it and it gives you total board control by the end of turn 1 - you can dictate exactly where the fighting goes. That&#039;s invaluable.&lt;br /&gt;
**Don’t forget that the Rhino comes stock with a free storm bolter, so you can add a second one from the equipment list. A second set of storm bolter shots may not sound like much, but without access to the havoc launchers it’s pretty much the only way your metal box can give [[Your dudes|your dudes]] some quarter-decent fire support.&lt;br /&gt;
*&#039;&#039;&#039;Razorback&#039;&#039;&#039; - What&#039;s known in military terms as an Infantry Fighting Vehicle (IFV), the Razorback is basically a Rhino that trades 4 of its transport capacity for a turret gun. It is one of the best choices for a SM army themed on firepower. Best configuration is a Tactical Squad of 10 with Lascannon, Melta gun/Plasma gun, matching combi-weapon, and a Razorback with a TLLC. The Space Marine codex FAQ lets a Tactical squad choose a Razorback as a dedicated transport even if it has more than 6 men. So at game start you combat squad them, one with the Sergeant and PG/MG, and the other with Lascannon. The former goes in your transport, the latter stays at the back of the board providing fire support and capturing your home objective. The TL lascannon is generally the best pick, since AV11 3HP is pretty frail in the modern meta, meaning that the otherwise-interesting lascannon/TL plasma gun weapon choice may expose you to too much S6/7 fire if you drive it into Rapid Fire range. Just remember to be careful with your deployment if you come up against a gunline. &lt;br /&gt;
**Definitely avoid taking the Razorback stock, the TL Heavy Bolter is a terrible choice. Any of the other choices can be very useful, whether it&#039;s backline fire support from the lascannons or running up on enemy objective campers with the TL assault cannon/heavy flamer/plasma gun. The one time the Heavy Bolter might be decent is when you can get a pile of them for free from the Gladius Strike Force.&lt;br /&gt;
**See that note above about Objective Secured on Troop Rhinos? Applies here.&lt;br /&gt;
**Razorbacks pay 5 points more than anything else you can take for their lascannon or assault cannon loadout - everything else in the codex with a TL heavy bolter can replace it with a TL lascannon for less (a dreadnought needs to spend 10, a centurion devastator or stormtalon gunship 15), and everything with a heavy bolter can replace it with a lascannon for less (devastators pay 10), so you ARE paying quite a lot for TL lascannon spam; make sure to manage your spending before you blow it all on TL lascannons you can get cheaper elsewhere.&lt;br /&gt;
**&#039;&#039;&#039;Infernum Pattern Razorback (Forge World; IA2)&#039;&#039;&#039; - Basically the Razorback with a Multi-Melta turret, introduced by the Forge World. Unfortunately it cannot be taken for free as part of a Gladius. &lt;br /&gt;
*&#039;&#039;&#039;Drop Pod&#039;&#039;&#039; - Also great, mainly because of its ability to deep strike into the most useful position. Inertial Guidance lets it avoid scattering onto impassible terrain and models, which prevents Deep Strike mishaps that don&#039;t involve the table edge. Excellent tool to hunt tanks with squads of melta, or drop down a Dreadnought where they least expect it. These transports suffer from the &amp;quot;Half on turn 1, half regular reserve&amp;quot; rule common to deep-striking forces nowadays (bring an odd number of them if you bring more than one, because the &amp;quot;half on turn one&amp;quot; is rounded up). However, even a single Drop Pod is a major psychological tool. A Deep-striking Sternguard squad or Dreadnought is almost guaranteed to change how your opponent deploys, so consider this carefully.&lt;br /&gt;
** Thanks to 7th, Drop Pods are now scoring. And if they delivered an &#039;&#039;Objective Secured&#039;&#039; squad to the battlefield, they&#039;re (typically) also denial units.&lt;br /&gt;
** Also note that the Drop Pod is one of two units able to take a Locator Beacon, good for Deep Striking reinforcements for whatever the Drop Pod was carrying.&lt;br /&gt;
** The Deathwind launcher is now cheaper. With the reduced price, you can pay a little more than a tac marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate.  You kill a MEQ, you basically pay off the cost of the launcher.  Put these on your offensive pods, otherwise it&#039;ll be a waste.  &lt;br /&gt;
** Note: Drop Pods, or their cargo, can be shot by Interceptor units, so beware quad guns and Hydras. Interceptor shots are fired at the end of the Drop-Pod-equipped player&#039;s movement phase, meaning AFTER it lands and the Spess Mehreens disembark, so you can at least get into position before being shot at. And yes, it still counts as open-topped against Interceptor.&lt;br /&gt;
** Units arriving by Drop Pod are allowed to disembark, and fire or run as normal, but they may not assault.  Also thanks to 7e disembark rules you get 6&amp;quot; of free movement to mitigate scatter. As well, Drop Pods don&#039;t Snap Fire anymore on entry, so their Deathwind Missile Launcher can strike fear into hordes of low Toughness infantry.&lt;br /&gt;
**Advanced tactics on the use of drop pods can be found in the common playing styles section towards the bottom of this tactica page.&lt;br /&gt;
*&#039;&#039;&#039;Lucius Pattern Dreadnought Drop Pod (Forgeworld; IA2):&#039;&#039;&#039; This is a special pattern of Drop Pod that gains Shrouded on the turn it comes in, and does not require its dreadnought to disembark immediately. It&#039;s also an Assault Vehicle, so if you&#039;re willing to let your dreadnought wait a turn, he can come out from safety and start handing out prostate exams to anyone stupid enough to stay close to the damn thing. &lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm&#039;&#039;&#039; - 7th edition may be where the Land Speeder Storm finally comes out of the back of the model enthusiast&#039;s closet and onto the table as a viable and fun model to incorporate into your army. AV10/open-topped/HP2 means that if anything looks at it funny, it might explode into a giant fireball that will eat your squad of scouts. On the other hand, being a skimmer means that it gets Jink and can flat out 30&amp;quot; in a turn. It&#039;s also an assault vehicle! If you keep this thing behind cover it becomes a decent skirmisher and lets you grab late game objectives with scoring Scouts. You can replace its standard heavy bolter it comes with stock for a heavy flamer for free, but remember that if you are jinking you can&#039;t shoot it, and when running scouts you really don&#039;t want to be running them at anything that is tougher than them anyway. Lastly, the Cerberus launcher is now S4 AP6 large blast with Blind, so it can give you an edge by blinding something that would otherwise scare your Scouts. Remember that since the LSS is open-topped, the Scouts inside can add significant firepower. The choice between bolters/shotguns/CCWs depends on what you are planning on fighting. Against 5+ and 6+ saves, the bolters are likely better as they will ignore the light armor, but for anything else, you are probably better served by the shotguns letting you charge after shooting. All of this and the Scouts will only run you about 100 points - even adding every upgrade you can think of, this unit won&#039;t even cost more than 150. That&#039;s savings that you can bank on.&lt;br /&gt;
**Remember that tanks no longer suffer from Blind, so this can only work against infantry. It&#039;s still fairly good against [[Orks|low]]-[[Tau|initiative]] [[Necron|armies]]&lt;br /&gt;
*&#039;&#039;&#039;Land Raider (various types)&#039;&#039;&#039;: Several squads &#039;&#039;(Terminators, Crusaders)&#039;&#039; have access to Land Raiders as dedicated transports, which can make it change its battlefield role. See those unit entries for specific applications of rules and tactics.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Command Squad&#039;&#039;&#039; - A squad of (exactly) five Veterans who can take basically anything they want, apart from jump packs, armour upgrades, and heavy weapons. A pretty nice, versatile squad, but they now suck up an Elites Choice in a CAD. They start at 18 points each, but you can make them really, really expensive. Try to keep in mind that they&#039;re still 1-wound models.&lt;br /&gt;
**They&#039;re one of just two units that can take Space Marine Standards (the other being the Honour Guard). They can grab either a Company Standard (reasonably cheap, re-rolls morale) or the Standard of the Emperor Ascendant (expensive as hell, but +1A within a 12&amp;quot; radius).&lt;br /&gt;
**One model can become an Apothecary for 15 points, giving the squad FNP (5+); that makes these guys a nice core for your deathstar. Mind that the 2017 FAQ clarified that Apothecaries cannot take any equipment as other veterans are allowed to do, which limits them to CCW/bolter+pistol.&lt;br /&gt;
**One model can become a Company Champion, who gets a power weapon, combat shield, and +1WS, and must accept and issue challenges. If you need a little melee he&#039;s not a bad deal, as the 15-point upgrade is the same price as a power weapon alone. &lt;br /&gt;
***Company Champions are a strange unit, and whilst they pay less for their PW+CS combo, they are still 1W marines meant to challenge enemy HQs. The harsh truth is the poor bloke will inevitably die to any ap3 toting HQ before striking. Only useful against simple sergeants without power weapons, which cost less than half the Company Champion. They also can&#039;t take Storm Shields, just like Apothecaries.&lt;br /&gt;
**They can take storm shields for just 10 points; now they&#039;re rock-hard.&lt;br /&gt;
**They have 2 attacks base and can be kitted out to be deadly in melee, but you should take a hard look at the Honour Guard instead. Those guys aren&#039;t as versatile, but they get a limited selection of high-end gear for an amazing price.&lt;br /&gt;
**The whole squad can grab bikes for 7 points per model. Now they&#039;re a perfect entourage for Smashfucker. Alternatively, give them all grav guns and ride around Relentlessly killing everything you see: they&#039;ve got their twin-linked bolters for the soft stuff, grav for the hard, and they can assault after firing either one if they need to do a little cleanup. In conjunction with Storm Shields and Apothecary to taste, you can get T5 with 3++ invuln and 4+ FnP if you go Iron Hands chapter tactics.&lt;br /&gt;
**In a Fist of Medusa Strike Force, these guys are terrifying. Have them ride with your mandatory Captain or Chaplain and they get an obnoxious 3+ FNP (5+ from an Apothecary, +1 from Chapter Tactics, +1 from being within 12&amp;quot; of any FoM IC), making them infernally hard to shift. Use plasma guns or grav guns to wreck anything that needs wrecking while using the IC&#039;s bubble to buff the whole force. Throw in the SotEA if you&#039;ve got some assaulty guys mixed in, just for kicks. And gearing them for assault might be okay, as with Storm Shields they are harder than TEQs (except against S10 AP3) while having better mobility and grenades. Tank some wounds for them with your 2+/FnP/IWND Captain or Chapter Master and they will deliver.&lt;br /&gt;
**Make an anti-tank suicide squad by giving them all meltaguns or combi-meltas. No, they don&#039;t have access to the Sternguard&#039;s bag of tricks, but they&#039;re 20 points cheaper and easier to fit into a Gladius Strike Force or similar formation. They&#039;ve got their own tricks, too: take four meltas and an apothecary and make your opponent use anti-tank guns to get rid of you.&lt;br /&gt;
*&#039;&#039;&#039;Honour Guard&#039;&#039;&#039; - The most devastating assault unit in the codex, point for point. To compare, footslogging Vanguard Veterans with power weapons are 24 points a model. For ONE POINT per model more, you get Artificer Armor and the ability to buy a Chapter Banner. Or, if you prefer, compared to assault terminators, Honor Guard are ten points cheaper, have a choice of Power Sword, Lance, Axe, or Maul, but don&#039;t have an invul or lightning claws. What Honour Guard have over both their competitors, however, is sheer number of attacks. Each model gets two base, plus a third for dual wielding, four on the charge, and five if you grab a Chapter Banner or Standard of the Emperor Ascendant, making Honour Guard excellent at killing an entire enemy unit in a single assault phase. Honour Guard have some major weaknesses: lack of Feel No Pain or an Invulnerable save, so keep them away from high str AP2 weapons or buff them with psychic powers. Also, they &#039;&#039;do&#039;&#039; take up an Elites slot now - no more freebie slot from taking a Chapter Master, so plan accordingly.&lt;br /&gt;
** If you&#039;re playing Crimson Fists, they can get even more terrifying: take the Chapter Banner, a Command Squad with the SotEA, then attach Pedro Kantor to either squad for a ridiculous number of attacks on the charge. Might as well put Pedro in with the Honour Guard to mash things to paste with his Power Fist.&lt;br /&gt;
** In 7th Edition Honour Guard can take Land Raiders as DTs like Terminators and Centurions, increasing their staying power and mobility while giving you an excuse to spam Land Raiders. Unlike Terminators and Centurions, Honour Guard don&#039;t take up as much space, allowing you to fit a full squad with enough room left over for an Artificer Armour Captain/Chapter Master/IC, and unleash a brakeless rape train upon whatever is unlucky/stupid enough to be in the way when that assault ramp opens.&lt;br /&gt;
**Whilst HG are a fantastically priced unit for what they do, they have a glaring weakness, and that&#039;s no way of getting invul saves outside of a captain with SS babysitting the plasma shots the unit will inevitably recieve. Add to this the need to take a Land Raider or a Stormraven to have them reliably assault whilst being protected from enemy fire, and you end up with a 400+ snowball of a unit that will still fold against other elite infantry. They have their uses, mainly in small units or as a defensive melee unit, but keep them in cover or they will die miserably. &lt;br /&gt;
**Of special note is the issue the Chapter Champion suffers from, just as the Company Champion does: they are 1W, regular initiative goons with an obligation to fight one-on-one against HQs. At initiative 4 enemy characters will more often than not obliterate them before they have a chance to strike (and a 5++ flak board will not save the Company Champion from 3-4 ap3 attacks), and whilst equipping the Chapter Champion with a thunder hammer may seem good on paper, rolling a single 1 on any armour save will lose you 55 points before he contributes to the fight in any meaningful way. He still has the chance to get lucky and ID an enemy character at initiative step 1, if both are carrying TH/fists, but any savvy opponent will chuck you a unit sergeant into the duel, and let the fist-wielding character chew all of the Honour Guard in a single turn. For all this, Relic Blade seems the most reliable weapon to equip Chapter Champions with, or pairing a Power sword + CCW for more attacks and cheaper price. Keep him away from enemy HQs and try to focus onto some MEQs to make back their points, and use other units to hunt enemy HQs.&lt;br /&gt;
*&#039;&#039;&#039;The Legion of the Damned&#039;&#039;&#039; - Very usable Tank/TEQ hunters! At 3 points per model more than Sternguard, you get Fear, Fearless, Slow and Purposeful, 3++, and Ignores Cover. Yes, all of it, including any special or heavy weapons WHICH ARE NOW THE SAME PRICE AS EVERYONE ELSE&#039;S (and they can shoot them on the move thanks to the SaP mentioned above). They are also one of the 3 units that can take Heavy Flamers. On the downside, they can only arrive through Deep Strike, can&#039;t be joined by Independent Characters, and they don&#039;t get any of the Chapter Tactics.  That said, however, they can re-roll all their scatter die, so their Deep Strike is more reliable. For tank hunting give them Meltagun, Multi-Melta and Combi-Melta (weirdly, they can&#039;t take melta bombs in 7th), for TEQ give them Plasma Cannon, Plasma gun and Combi-Plasma.&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad&#039;&#039;&#039; - Now 35 points per model, but still not too effective. The regular terminators are best teleported in, but it depends on your enemy&#039;s composition. If he has no AP2 or AP1 weaponry, footslogging them can be good, especially if you have an assault cannon or cyclone. In small point games, terminators are hard to kill without AP 1/2. If the enemy does have heavy weapons, it&#039;s best to deep strike them, and hope you can eliminate that weapon before that, or put them out of harm&#039;s way. Land Raiders can help, but are better suited for assault terminators. Sadly, storm bolters simply aren&#039;t killy enough, and a single assault cannon/heavy flamer/Cyclone per 5 men won&#039;t add much. Against the abundance of high strength AP1 and AP2 in many updated codices, you may find your toughness 4 terminators dying without doing much at all (except DISTRACTION CARNIFEX). They can be quite effective anti-vehicle troops: give them chainfists, load them into a Land Raider, then run up on vehicles and rip them open; that probably would be the best way to field them.&lt;br /&gt;
**Note:  These guys are fairly explicitly overcosted compared to Assault Terminators; the most obvious way this is true is that the Sergeant has a Power Sword instead of a Power Fist, but still costs the same as his compatriots, even though the codex normally charges you more points for a fist than a sword (ATs don&#039;t have this issue, as the sergeant takes the same loadout as the others).  If you assume Assault Terminators are &amp;quot;worth&amp;quot; 35 points and backsolve using the Terminator Weapons list, then the Sergeant is &amp;quot;worth&amp;quot; 20 (you&#039;ve overpaid by 15 points) and the other Terminators are &amp;quot;worth&amp;quot; 30 (you&#039;ve overpaid by 5 &#039;&#039;each&#039;&#039;).  &lt;br /&gt;
***This comparison gets worse if you give the ATs Hammers and Shields, as they pay only 10 points for them, rather than the 5 points the TW Weapons List charges.&lt;br /&gt;
***It &#039;&#039;also&#039;&#039; gets worse if you take a Heavy Flamer (per the weapons lists, it should cost 5 to go from a Storm Bolter to an HF but you pay 10) or an Assault Cannon (every other model pays around 20 pts for an Assault Cannon, and you&#039;re giving up a 5 point gun, so it should cost 15).&lt;br /&gt;
***This means the only model in the squad paying a &amp;quot;fair&amp;quot; price for its weapons is the guy carrying a Cyclone Missile Launcher, as he pays 25 points for a gun &amp;quot;worth&amp;quot; 30 (it&#039;s two missile launchers in addition to his other loadout), bringing his cost back down to &amp;quot;fair&amp;quot; from being 5 over, and you can&#039;t spam his loadout.&lt;br /&gt;
**The above suggestion about chainfists is, due to the costs involved, deeply inferior to the same trick with Hammernators; 5 Hammernators cost 225 points, while 1 Swordnator + 4 Fistnators costs 235 (for 2 fewer S8 attacks and no Storm Shields).&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminators:&#039;&#039;&#039; These go in Land Raiders, and are the gold standard of assault units. Seriously, nearly every other dedicated assault unit in the game is compared to these fuckers, and 9 times out of ten, they cannot compare (that last 1 of 10 would most likely be genestealers, Lychguard or Incubi). They should absolutely not be footslogged if possible. Always keep a majority of them with thunder hammers; 3 hammers to 2 lightning claw guys is a good ratio to get that 3+ Invulnerable save against anything big and nasty. These guys attract a LOT of firepower (i.e. all of it) so keeping them alive can be difficult, but they can chop up just about anything in the game once stuck in. Switching from default claws to TH/SS is now 10 points each, so unlike normal Terminators your points savings compared to previous editions is less, but you still pay less than a Captain does attempting the same loadout.&lt;br /&gt;
**Remember that they lack frag grenades, so without an LR Crusader/Redeemer or an attached IC to provide them, your LC guys will be swinging at I1 when they assault into cover.  &lt;br /&gt;
**As cool as they are, remember that they&#039;re expensive. Like, 5 in a Land Raider will cost you 450+ points. Is that the best use of 450+ points? Choose carefully... &lt;br /&gt;
**Also remember that a single Land Raider is a &#039;&#039;&#039;massive&#039;&#039;&#039; bullet magnet. Bring something else deadly enough to help draw some fire so it can carry your Hammernators into range without blowing up first. Sadly, this might not be possible until you hit 1500+ points, probably more.&lt;br /&gt;
**A Land Raider is not 100% mandatory for delivering these guys. If you don&#039;t mind them spending a turn doing nothing, consider putting a teleport homer or two in your list. It allows them a reliable means of entering play that doesn&#039;t cost more points than the squad itself. Just be sure you have enough storm shields in the squad to cover your ass or you WILL be shot off the table!&lt;br /&gt;
**Another approach is to put your Assault Terminators in a Stormraven. Fly right on top of the enemy when you come in, switch to Hover mode the next turn, and parachute your assault termies in front of the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Cataphractii Terminator Squad (Angels of Death):&#039;&#039;&#039; Similar to regular terminators, with the same price, but come with Combi-Bolters instead of Storm Bolters, trading their long range effectiveness for shorter range accuracy. They cannot get Thunder Hammers or Storm Shields, but this is okay, since Cataphractii armor gives them all 4++, so the loss of the shield is mitigated somewhat by the ability to actually shoot. Any model can swap their Fist for a Claw or Chainfist, but the only special weapon the squad can take is a Heavy Flamer. The Sergeant&#039;s Power Sword is Master-Crafted, making him way more worth it than a normal termi sergeant, &#039;&#039;and&#039;&#039; he doesn&#039;t have to keep it, as he can swap it for the same Claw/Fist options as the rest of the squad.  He can also take a grenade harness, which counts as assault grenades when charging and can be &amp;quot;fired&amp;quot; as an 8&amp;quot; S3/AP- Assault 2 Blast in addition to his combi-bolter. &lt;br /&gt;
**You should never footslog Terminators as it is, but that goes double for your Slow and Purposeful Cataphractii. Unless you can deep strike them &#039;&#039;exactly&#039;&#039; where they need to be (preferably with a lot of cover), or plan to march them down the middle of the board as a [[DISTRACTION CARNIFEX|DISTRACTION CARNIFEX]] and see just how much incoming fire those fancy 4+ shield generators can deflect, keep these guys in a Land Raider. [[Fail|They also don&#039;t get goodies like Cyclones or Assault Cannons like your regular Termis can]]. Take Custodes in a formation, they do the job much better.&lt;br /&gt;
*&#039;&#039;&#039;Tartaros Terminator Squad:&#039;&#039;&#039; Similar to regular terminators with the same price at 35 points/model, and have Combi-Bolters instead of Stormbolters like the Cataphractii. They also have the huge advantage of being the only terminators that can perform [[Rape|sweeping advances]]. Any model can swap their fist for a claw or chainfist, but now they come with 2 special weapon options: The Reaper Autocannon (stepping on the toes of CSM players even harder, are we?) and the Heavy Flamer as usual. The sergeant also has a Mastercrafted Power Sword, and can take either a Plasma Blaster or a &#039;&#039;&#039;[[Volkite|Volkite Charger]]&#039;&#039;&#039;. Stick with the Plasma Blaster, as &#039;&#039;Deflagrate&#039;&#039; is more likely to happen en masse and Chargers have a pitiful fifteen inch range. There are only 2 factors that determine whether you want to take Vanilla Terminators or Tartaros Terminators. The latter is better with mobility and close range fire support (Twin-linked bolters, Plasma Blaster is way better than a combi-plasma), but Vanilla Terminators can get better Heavy Weapon options. Despite their ability to sweep advance, you should weigh them carefully against your other options if you&#039;re expecting to encounter large amounts of AP2 melee weapons, as these guys lack both the Vanilla Assault Terminators&#039;s option for Storm Shields, and the Cataphractii&#039;s enhanced invuln save.&lt;br /&gt;
*&#039;&#039;&#039;[[Centurion_Squad|Centurion Assault Squad]]&#039;&#039;&#039; - While ~60% more expensive than Assault Terminators on a per-model basis, being T5 W2 offers them mostly superior durability (except against AP2) and less lost effectiveness per failed save (except against S10). They are armed with double S10 chainfists WITHOUT unwieldy, making them great against Dreadnoughts, Carnifexes, Imperial Knights, and so on. With only two attacks base (3 on a Veteran Sarge) and SAP, they aren&#039;t good at killing any infantry other than TEQs (and only if they have no invulnerable saves), though double flamers and the option of hurricane bolters help a bit, but any vehicle or building they successfully charge is already dead, just too stupid to realize it. In a CAD, you can stick them in a Drop Pod and TL melta or flamer something on Turn 1, then charge some poor tank or TEQ squad Turn 2. Outside of that (say, in a Gladius Strike Force), delivering them might get tricky, though a Stormraven can certainly help (and even leaves you 3 passenger spots, either for ICs or one more dude). With such poor mobility once disembarked, however, they might spend the rest of the game getting kited, so make sure that you deliver them properly and kill the shit out of their target to get your points back.&lt;br /&gt;
**The Centurion Sergeant/Veteran Sergeant is the only non-HQ/non-Techmarine character in the Space Marine codex with multiple wounds, and is thus the only non-HQ infantry to benefit from It Will Not Die from Iron Hands Chapter Tactics.&lt;br /&gt;
**Anti-Lord of War Assault unit. Most super heavy walkers are at equal or lower Initiative. Stock unit of 3 has 10 attacks on the charge, with almost every hit resulting in a penetration. Even if the Superheavy wipes the unit, it is very easy to get 5 HP of damage on a super-heavy without assistance. Chaplains really help, especially considering the low number of attacks per model.&lt;br /&gt;
**Stock Assault Centurions are 10 pts cheaper than stock Terminators and have 1 more total Wounds. If already planning to use a Land Raider, Storm Raven, or allied transport for Terminators, these make for an interesting alternative, especially since they only require 9 spaces (leaving room for an IC).&lt;br /&gt;
**&#039;&#039;&#039;Interesting combo&#039;&#039;&#039;&lt;br /&gt;
***A unit of three of these guys with a veteran serge and an omniscope plus Pedro Kantor synergize well, solving some of the drawbacks of both units. First, they fit perfectly in a drop pod. Second, they gain an extra attack, summing on the charge 13 S10 AP2 Armourbane attacks, plus another 6 S8 AP2 attacks. And third, Pedro Kantor can fire his orbital bombardment onto any enemy unit he wants (thanks to Split Fire from the scope) after moving as he inherits SAP from the Centurions, and he can tank AP2 shots with his 4++ and FNP.&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veterans&#039;&#039;&#039; - 110 base (down from 120 in 6th), 22 points per model. They get special issue bolter ammunition (including combi-weapons, but not storm bolters) that offer a variety of effects. On a given shooting phase, you may use Poisoned (2+), Ignores Cover, AP4/30&amp;quot; range, or AP3/Gets Hot/18&amp;quot; range shots in addition to standard bolter ammo, but the whole unit must use that special ammo. Thankfully, you can switch between the different types of special ammo each time you make a shooting attack, so this allows Sternguard to kill GEQs in cover, MEQs, MCs (using the Poisoned 2+ rounds) and anything in between quite effectively. Any model can take a storm bolter or combi-weapon, but storm bolters don&#039;t get special issue ammo, so don&#039;t bother. Up to two models can take special or heavy weapons, which includes Heavy Flamers (Sternguard are one of 3 units that get to take them), so you&#039;ve got plenty of options. The combination of special issue ammo and combi-weapons means Sternguard can be geared to tackle almost any threat effectively, so pick accordingly. If you take Pedro Kantor, they gain Objective Secured (they do NOT become Troops, you still need Tacs/Scouts/Bikes if you want to stay Battle Forged).&lt;br /&gt;
**Oh, and don&#039;t forget: Sternies get base 2 attacks, so they have more CC punch than your typical shooty squad. Still, they are a shooty unit, so assault only as a tactical necessity.&lt;br /&gt;
**Remember to pick a combi-weapon that addresses a need your special issue ammo can&#039;t. Typically, this is TEQs or tanks, so if you&#039;re putting them in a Drop Pod (the most common use for Sternguard), take combi-plasmas or combi-meltas to maximize your alpha strike damage. If you want to use them in a gunline or defensive capacity, combi-gravs for the extra shots when standing still is typically the best choice, unless you badly need flamers against Green Tide or anything similar in enemy body count.&lt;br /&gt;
**Remember, you can bring up to two(!) Heavy Flamers in a 5-man Squad, and at only 10 Points each they&#039;re a steal. Perfect for hopping out of a Drop Pod or Rhino and barbecuing some poor bastards, especially with added combi-flamers and/or Librarian psychic shooting. In fact, if you want a squad no-one will dare charge, add combi-flamers to that mix for Xd3 auto-hits (X being # of combined heavy/combi-flamers) on the squad charging you. Ouch!&lt;br /&gt;
**One idea to consider is grav-guns or plasma guns, instead of their combi-weapon variants. Sure, you lose out on special ammo, but AP2 shooting for multiple turns helps beat the 2+ armor saves that might otherwise rain on the Sternguard parade. Plasma guns trade potential volume of fire for better mobile (aka post-Drop-Pod) shooting (2 plasma shots at 12&amp;quot; vs. 2 grav shots at 9&amp;quot; if you moved).&lt;br /&gt;
**Sternguard in a Drop Pod are a great suicide anti-tank squad. Give them combi-meltas and drop them right behind the heaviest enemy tank on turn 1. They pop out, disembark up to 6&amp;quot;, and shoot that tank in the ass with 5 meltaguns at once, destroying or crippling it before it can even do anything. Granted, your 195 pt squad will probably be rage-killed by everything that your opponent can throw at it, which is actually great, because now they just spent a turn killing one squad and no longer has their precious Baneblade (or whatever you murdered). A Command Squad can do the same thing for 20 points less, but the flexibility of special issue ammo means if your Sternguard DON&#039;T get shot to pieces after blasting a tank (or other high-value target), they are more versatile shooters afterwards.&lt;br /&gt;
** Whack a ten-man combi-melta squad into a Drop Pod but split into two combat squads, slam the Drop Pod down between two tanks - thanks Inertial Guidance Systems! - wrench the doors open, dump your Sternguard on the table with five pointing towards each tank (preferably rear armour thanks to 6&amp;quot; disembark move). Giving in to maniacal laughter from melting two tanks on turn one is not required, but &#039;&#039;is&#039;&#039; recommended. Similarly, you can run a half/half combi-melta/-flamer unit if infantry are near a tank, or ten combat-squadded combi-flamers if you want to either burn two different squads, or wreck ONE squad from two directions. Having done this several times - blowing up two Grey Knights Razorbacks one minute into the game - I can confirm it works and is fun as hell.&lt;br /&gt;
**If you&#039;re using Kantor to give Sternguards Objective Secured, remember that it does not affect their Drop Pods, as dedicated transports have the same classification as the unit they are taken for, and might not always receive command-related benefits their cargo do (in this case, Kantor&#039;s Objective Secured).&lt;br /&gt;
**They can be used as the central part of your gunline/front; put them barebones in a rhino and they can give anti-infantry fire support to a good chunk of your army with their 30&amp;quot; bolters. Weedy infantry beware.&lt;br /&gt;
**&#039;&#039;&#039;Sternguard Squad Amarex (Raven Guard) (Strike Force Solaq)&#039;&#039;&#039; - A Sarge gets a Power Sword and Plasma Pistol, one with a Heavy Flamer, one gets a Storm Bolter, and two Bolters with ammo.  So long as they don&#039;t move at all, they get Shrouded for their turn, making them pretty wicked.  The issue is that you only get two shots with ammo, which kinda hampers their usefulness, but the Flamer does help overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Veteran Sergeant Haas (Red Scorpions)&#039;&#039;&#039; - An upgrade to a Sternguard squad sergeant, 45 points gives you an artificer armoured sergeant with a power sword and a pistol. His gear is meh, but he makes your squad Relentless. It&#039;s great if the squad is packing combi-gravs, and especially great for making Dual-purpose squads! Relentless Sternguard Veterans can, and absolutely should rapid fire the most pertinent ammo they have to thin out enemy ranks, then charge the survivors to use their MEQ-Veteran Statline. YOU&#039;RE A SPACE MARINE, that means you shouldn&#039;t be scared of melee!&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans (Ultramarines)&#039;&#039;&#039; - They&#039;re basically the same as Sternguard but only able to use Hellfire rounds for their bolters, cheaper as a base unit though smaller and cost 1 point more per extra model, Preferred Enemy (Tyranids), and a special rule that grants them Zealot when facing Tyranids.  Needless to say, against any other army, they&#039;re practically better off as just plain Sternguard, but against Tyranids, they&#039;re a handy squad for hitting the inevitable gaunt hordes that will comprise the Nid player&#039;s army.&lt;br /&gt;
**&#039;&#039;&#039;Another take&#039;&#039;&#039; One of the few SM units which can be taken at the 4-man level. This can have value if you want to add an independent character in Terminator armor to ride around in one of the FW land raiders with a 6-man transport capacity (like the LR helios or achilles). &lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veterans&#039;&#039;&#039; Substantially cheaper than Sternguard, but the same cost if you give them jump packs. They are better ASM for only 5 points, gaining +1 A and Ld, pseudo-Fleet, and immunity to the penalty for Disordered Charges. They can each take a storm shield for 10 points and take various melee weapons at a greatly decreased cost, [[Awesome|especially Power Weapons and Lightning Claws, which are only 5 points each for them]]. Give a few the 3++ and stick them out front for saves against those pesky blastmasters and watch them survive. These are the guys you choose when you want elite jump infantry as opposed to just more ASMs by taking a few SS for all that low AP cover ignoring meta and some power weapons to cut down foes for less than the cost of two ASM units.&lt;br /&gt;
**&#039;&#039;&#039;Vanguard Squad Davros (Raven Guard) (Strike Force Solaq)&#039;&#039;&#039; - A pack of 5 Jump Pack vets, sarge with Hammer/Shield, the others with claws. They get Fear and...nothing else.&lt;br /&gt;
**&#039;&#039;&#039;Veteran Sergeant Culln (Red Scorpions)&#039;&#039;&#039; - Yes, this is the same guy who is the Red Scorpions Chapter Master. And First Captain. Yeah, it&#039;s weird. Anyways, the gist of it is that he is a 60 point upgrade to a sergeant, just like Haas, and he has two wounds, a jump pack and a relic blade, and gives the squad Stubborn and re-roll to hits in CC. A fantastic buff to the unit, much cheaper (and probably straight-up better) than a Chaplain with a Jump Pack.&lt;br /&gt;
**Reliably delivering these guys can be tricky - with only 3+ (or 3++) saves, enough shots at them can make things very hairy while they jump across a battlefield, and Deep Striking, even with the aid of a Locator Beacon, means you&#039;re stuck eating a turn of shooting before you can go to work. A Stormraven is a good solution, and you even have enough room inside it to add an IC with his own Jump Pack to the squad.&lt;br /&gt;
**Note they can each take a plasma or grav pistol. You can take two, one of each, or just replace the chainsword with one for a bolt and grav- or plasma-pistol combo, and you now have John Woo marines. This lets you keep the +1A from having two weapons and looks cool. Heck, you could run them all like this, without jump packs, and have an entire squad of goddamn Cypher-wannabes for giggles (though this is stupidly ineffective, so you shouldn&#039;t actually do this unless you magnetized everything, or just happened to rob a truck outside your local GW that turned out to be loaded with nothing but Cypher models).&lt;br /&gt;
***Though thanks to the Gunslinger rule, all models with two pistols may fire both in the shooting phase, so if you do take the Grammaton vanguards, they will at least fire off 10-20 shots with high power. Expensive both in money and points, but possible.&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought&#039;&#039;&#039; - There are 3 ways you can field this beast. The first is by making it a gun platform, with either a pair of TL Autocannons on it, or a missile launcher/TL Lascannon combo. The second way to field it is for melee (has 4 attacks instead of 2 from 6th edition), though if you want that you should take a look at the Ironclad. The third, and best, way to field a Dreadnought is as a stock Multi Melta Dread in a drop pod. On the first turn, drop it near your opponent&#039;s prized tank (e.g a Land Raider filled with Grey Knights) and blast it. The better range of its MM, immunity to most small-arms fire, and four attacks with its S10 AP2 I4 power fist (five on the charge) are the advantages the Dreadnought has in the suicide tank-killer role over Sternguard or a Command Squad. If you happen to have ten extra points give it a Heavy Flamer to have a very versatile dread, plus it can Wall of Flames if it gets charged.  You can field them in groups of three if you want to save slots, at the cost of the option to take Drop Pods (which is a fine way to create a long-range gun squad). Finally, all Dreadnought variations can now benefit from Chapter Tactics, so if you&#039;re planning on using them, load them out so as to maximize their Chapter Tactics (Salamanders should change the built-in bolter for a heavy flamer, White Scars can Hit &amp;amp; Run, etc). Lastly, don&#039;t forget to resolve your Hammer of Wrath attack whenever you charge successfully; it&#039;s only S6 AP-, but hey, it&#039;s free.&lt;br /&gt;
**Note: A Purge-tastic Dreadnought rocking a twin-linked heavy flamer, and a heavy flamer under its power fist, mounted in a Drop-Pod, will harvest many tears.  This is also THE cheapest way to drop two heavy flamers in the codex... apart from those twin heavy flamer land speeders.&lt;br /&gt;
**Stock boxnaughts are fantastic for all they do, plus their price. You can hardly argue with a 100p. unit capable of easily making back double its points. One often overlooked situation is mirror matches with other walkers: keep your dread in cover and, unless the other dread is an Ironclad with launchers, witness as you win every single melee, provided they charge you and drop to Initiative 1. If they do not, keep shooting at them with your MM whilst squatting in your ruins. &lt;br /&gt;
*&#039;&#039;&#039;Venerable Dreadnought&#039;&#039;&#039; - As above, but costs 25 points more and has +1 WS/BS along with the Venerable rule, which lets you force the enemy to re-roll Vehicle Damage table results against you - usually worth the 25 pts, but not always. They can be taken in squads of three as well.&lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought&#039;&#039;&#039; - You won&#039;t be getting krak&#039;d to death anymore, but you pay more. A bit more of a toss up on that front, though, with the Facebook FAQ nerfing grenades to one per SQUAD in assault, but at least that means you have less to fear from Tau haywire squads. Not bad as a suicide DP dread, though you have to wait until the next turn to really threaten unless your heavy flamer(s) or meltagun does work right away. The Hurricane Bolter sucks, you might as well just take a Tactical Squad for better effect. The seismic hammer and chain-fist can be switched for free, so you can decide whether to prioritize AP1 (better chance to wreck/explode vehicles) or Armorbane (much better chance to penetrate AV14). [[DISTRACTION CARNIFEX|Deepstrike it in a drop pod next to their AV14 tank and laugh as they spend a turn killing it with all their heavy weapons]] while a Sternguard Drop Pod or MM Land Speeder sneaks in. Also, with the Stormraven going vanilla, you can strap the Ironclad there with a squad inside to give it cover fire, and deliver it with a bit more precision than a Drop Pod (nice for going after tanks tucked into a table corner, where even Drop Pods can easily Mishap). For extra extra hilarity, put (insert deathstar here) in the Stormraven, [[Rip and tear|and vaporize everything the turn the Dread and the passengers disembark.]] Like the regular Dread, you can take them in squads of three, but their lack of long-range weapons makes it difficult to reach their desired targets. Also they are now 4A base, +1 for double CCW; [[Rape|six attacks at Strength 10 Initiative 4 on the charge]], plus melta/heavy flamer shots and whatever Chapter Tactics they get, enables them to mulch blobs, TEQs, or even Monstrous Creatures. Heck, they have a decent shot at suiciding a knight.  If you plan on charging though cover give it Ironclad Launchers, which also work as defensive grenades so fewer melee attacks against your dread. &lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought (Angels of Death)&#039;&#039;&#039; - A more advanced dreadnought, with greater base strength, 13 12 10 armour (so an Ironclad&#039;s front with standard side), WS and BS 5 like a Venerable, and a substantial points hike. Also comes with &#039;&#039;fleet&#039;&#039;, and atomantic shielding (5+ inv. against shooting, 6+ inv. against close combat, and +1&amp;quot; to explosion if it suffers a &#039;vehicle explodes&#039; result). For shooting options, it comes stock with a multi-melta, but you can swap this out for a Kheres pattern assault cannon, which is murderlicious (it&#039;s an assault cannon that&#039;s heavy fucking 6!).  It also comes stock with a power fist with built-in combi-bolter, which you can&#039;t swap out for anything in Angels of Death.  Notably, they don&#039;t come with a searchlight (not that that would have been helpful) or smoke launchers, or the ability to take a Drop Pod.&lt;br /&gt;
** (Forge World Only) However, the better loadout is two dread CCWs (one of which may be a chainfist), because contemptors get access to some nifty built-in guns to their hands: there&#039;s your standard storm bolter and heavy flamer, plus a plasma blaster (assault 2 plasma gun with an 18&amp;quot; range) and the freaky-deaky graviton gun. This gat shoots an AP3 small blast that forces a strength test or die and makes the terrain it hits difficult; vehicles are auto-glanced. Oh, and you can give the contemptor BS5 to go with its WS5 for a small upgrade, plus you can mount a typhoon missile launcher - on its back without giving up its arm guns!&lt;br /&gt;
**Going with ranged-specialization or a Mortis is now probably the better option with the Forge World Contemptor until Forge World releases a rules update for Imperial Armour V2 (the recent Horus Heresy FAQ doesn&#039;t count, as that&#039;s specifically for Horus Heresy-era Legion Contemptors, and flat out states that the profile is “intentionally not the same as their Warhammer 40,000 counterparts.”).&lt;br /&gt;
**If you go ranged, the choice between a Contemptor and a Contemptor Mortis largely depends on what your enemy is bringing to the table, as the two effectively become interchangeable. If you expect to be facing flyers, go with a Mortis for the Helical Targeting Array. If not, you should probably just stick with a regular Contemptor and keep Fleet, as well as the ability to mix and match your guns (assuming you’ve magnetized, and for a Contemptor, you should have).&lt;br /&gt;
**The Angels of Death supplement has its own updated Contemptor squadron, though with far fewer weapon options. So while you can get them in squadrons and a better stat-line using the AoD version, if you want anything other than a Multi-Meltas or Assault Cannons you&#039;ll still have to use the IA2 rules. Also, the AoD version takes up a Heavy Support slot instead of Elites, but this means you can take &#039;&#039;&#039;twelve&#039;&#039;&#039; Contemptors if you really wanted, with your Elite ones being better armed individually.&lt;br /&gt;
*&#039;&#039;&#039;Siege Dreadnought (Forge World):&#039;&#039;&#039; An interesting, somewhat cost effective alternative to the Ironclad, albeit not as heavily armoured. Has an flamestorm cannon with (which can be replaced with a multi-melta for free) and an assault drill with a built in heavy flamer. Can also mount two hunter-killer missiles just like an Ironclad, but the standout feature is that assault drill: +D6 for armour pen rolls on bunkers, fortifications, buildings and motionless vehicles. Then after you punch the drill through the hard chocolate shell, you get to take a free heavy flamer shot against anyone inside.&lt;br /&gt;
*&#039;&#039;&#039;Chaplain Dreadnought (Forge World)&#039;&#039;&#039; - Because why the hell not? The idea behind this thing is take everything you like about a Venerable Dreadnought, all of Forgeworld&#039;s dreadnoughts (except the Contemptor) and a Chaplain. You can take pretty much every gun, including an inferno cannon, plus you can double up on DCW&#039;s plus heavy flamer. This thing has the Venerable and Litany of Hate rules, plus a Venerable&#039;s stat-line.&lt;br /&gt;
*&#039;&#039;&#039;Mortis Dreadnought (Forge World)&#039;&#039;&#039; - Dreadnought with 2 Missile Launchers, which can be upgraded to two Twin-Linked Heavy Bolters, two Twin-Linked Autocannons or two Twin-Linked Lascannons. It also counts as Skyfire/Interceptor while stationary - take double autocannons, and think of it like your space marine hydra flak tank. Unfortunately, you only can take one per detachment. Or instead of being an idiot, take double lascannons. Double autocannons is actually meh against fliers, and lascannons provide more use against ground forces due to being able to kill most vehicles in the game. Don&#039;t believe me on the Lascannon thing? Okay, mathhammer time. Dual autocannons will give you 4 shots, averaging on 3.6 hits. Assuming AV12, you need 5s to glance or 6s to pen, so in other words, a 33% chance to do something. This averages as 1.188 glance/pen, with a 50/50 chance of it being either. Conversely, on lascannons you get 2 shots, averaging at 1.8 hits. However, you will glance on a 3+ or pen on a 4+. This averages as ALSO 1.188 Glance/pen, most likely being the pen (1 glance for every 3 pens). So here we have the same chance to do something- either a glance or a pen- but significantly better chances on the Lascannon of that something being a penetrate. Added to that, the Lascannon does more damage through it&#039;s penetrations. Therefore, in the pure anti air role, the Lascannon wins out. It&#039;s also useful against enemy heavy armour, and kinda-able to deal with enemy heavy infantry, whilst the autocannon is stuck in that awkward position of being kinda-able to target heavy infantry, or kinda-able to target light vehicles. Unless you don&#039;t have the points for it, take the dual lascannons every time. &lt;br /&gt;
*&#039;&#039;&#039;Contemptor Mortis (Forge World):&#039;&#039;&#039; Probably the best Contemptor variant, this guy is exactly what it written on the can - a mixture of Contemptor and Moris, with the increased stats and relig wargear of the first one, and double-gun load-out and skyfire/interceptor ability of the second. Here&#039;s your loadout: ignore everything and take 2 Kheres pattern assault cannons and a cyclone missile launcher. There! You&#039;re done. If you find yourself not in range of the assault cannons, move forward and throw down with a couple of missiles. If you DO have something in assault cannon range, hold still and let the rape flow - your dread will loose a total of 12 S6 AP4 rending shots at 24&amp;quot; on a hapless unit and if you stood still, you can drop 2 more missiles on the poor fuckers. You will tear apart tanks, mow down infantry and blast aircraft out of the sky with this fucking thing.&lt;br /&gt;
*&#039;&#039;&#039;Hecaton Aiakos (Forge World)&#039;&#039;&#039; - A unique contemptor dreadnought character for the Minotaurs chapter, comes with a plasma cannon. Costs a fortune but he&#039;s much improved over a normal contemptor; first he&#039;s &#039;&#039;Venerable&#039;&#039;, which is something other contemptors don&#039;t get, letting you force re-rolls on the damage chart. Second he&#039;s got [[Slaanesh|+1 to his Initiative]], Ballistic Skill AND a +1 bonus to his atomantic shielding, so his invulnerable save is 4+ against shooting, making him a good choice for a footslogging army. On the flip side his rear AV is 10 and his explosion radius in increased by 2&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought-Brother Halar (Forge World)&#039;&#039;&#039; - A slightly beefed-up Dread with +1 WS/A.  He also comes equipped like an Ironclad, but replacing his gun with a Flamestorm Cannon of fiery doomness.  He also has a special rule: If he loses his last HP in anything that isn&#039;t Explodes or the D, he stays on the board until the next turn.  On this last turn, he&#039;ll get Preferred Enemy (EVERYTHING) and will shrug off everything short of the D and explosions.  If you have the points for this kamikaze, he&#039;s here.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Prometheus (Forge World)&#039;&#039;&#039; An uber LRC. Four Twin-Linked heavy bolters (two on each sponson) is the same number of shots as hurricane bolters at &amp;lt;12&amp;quot;, twice as many at 12-24, and can actually shoot up to 36, with the advantage of being S5. It&#039;s a HB dev squad, twin-linked.  Granted, it loses the assault cannon, but it gains dedicated transport status in siege assault lists, and fucks with cover saves by one, ignores night fighting, and boosts reserve rolls by one (2+ reserves ftw!). Don&#039;t put it near enemy heavy armour, but a solid tank overall.&lt;br /&gt;
**Despite four TL heavy bolters being functionally the same as the two quad linked heavy bolters it had previously while the tank remains stationary, The tank can keep firing at a reduced output from both sides until several weapon destroyed results are rolled on the tank rather than just losing whole sponsons. However, this does reduce its firepower output while the tank is on the move, since it will be forced to snapfire some of its heavy bolters and will make you less inclined to purchase pintle-mounted weaponry.&lt;br /&gt;
**This goes hand-in-hand with armies that use massive amounts of deep striking units for obvious reasons. Combine with a Siege Master in Siege Assault Vanguard armies for +1 re-rollable reserve rolls. Admittedly a SAV army can&#039;t take drop pods for Tactical Squads, but every other squad can still take them, as well as Terminators still being able to teleport and fliers to arrive by deep strike.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
====Infantry/Nonvehicles====&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; Melee troops that can work both for deep striking or flying across the map. Not too expensive for what they do, and with a special character and a decently-equipped sergeant they can handle most situations. They might not fare so well against super-melee squads, but their mobility helps them pick and choose, and dual flamers even the odds against foes that would normally be far too numerous for them to consider taking on. Also if you can, give &#039;em melta bombs and watch them rampage through enemy armor columns. Upgrade the Sergeant to give them at least one guy with a power weapon. &lt;br /&gt;
***Whether you buy a transport or Jump Packs really depends on your playstyle and the mission; keeping your guys in a tank limits mobility slightly, but keeps them alive against small arms; a drop pod lets them go anywhere, but they can&#039;t assault when they come out; standard jump packs let them go anywhere.  &lt;br /&gt;
***Take a drop pod and two flamers. You now have a 115 point unit that can decimate most infantry. Happy burning.&lt;br /&gt;
***Use them as above, or take them as a cheap counter-attack unit. Keep them out of sight behind your lines. If your front lines get overwhelmed, send these guys in to deal with it. With 3 attacks a pop on the charge, with hammer of wrath if they have jump packs, it&#039;ll usually take down whatever is assaulting your guys a notch. Note this doesn&#039;t work against dedicated assault units and they will most likely be killed. Works wonders against hordes though, but don&#039;t fall into the trap of giving them flamers in this role: their purpose is to charge a unit once it is locked in CC, where you can&#039;t use your range weapons. Use those 10 points to upgrade the sergeant instead.&lt;br /&gt;
***They just got updated. Good news- their cost has dropped to 70 points and they can now take an Eviscerator for every five models in the squad (so 3 special melee weapons in total, including the serge&#039;s power weapon, although your return is greatest if you have the vet serge take the Eviscerator, due to his second attack and the costs and availabilities of his other weapons - you&#039;re functionally buying a chainfist for 5 points less than others pay for it, since you can&#039;t buy a second specialist weapon anyhow).&lt;br /&gt;
***Plasma pistols are generally a poor choice here, and largely unnecessary what with Eviscerators allowing the squad to engage beefier armored targets.&lt;br /&gt;
***Running an assault squad without jump packs is a choice that few opponents will expect, and can serve as a cheap surprise when they jump out of the rhino/drop pod your opponent was expecting to contain a tactical squad.&lt;br /&gt;
***If playing Salamanders and you didn&#039;t give the Sergeant a weapon upgrade, consider master-crafting his Krak grenades. It&#039;s his best shooting attack within 8&amp;quot;, hits before you get to melee, and works well in a plodding double flamer squad.&lt;br /&gt;
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*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Once hardly used except as the odd troop choice with a captain, these guys are now one of the most competitive parts of the new codex for three reasons:&lt;br /&gt;
**Grav-guns - these guys are relentless, so they can fire their Grav weapons at full range and volume while moving and can still charge afterwards.&lt;br /&gt;
**Points cost - 21 points a pop, and the many benefits of the Space Marine Bike are worth the 7 points over a Tactical Marine.&lt;br /&gt;
**White Scars Chapter Tactics - Skilled Rider, Hit and Run, and +1S on Hammer of Wrath, and you can also take Khan for everyone to have Scout. All this for still only 1 pt more than a CSM biker. DO NOT take them as Fast Attack; putting them in a Troops slot lets you bring your flyers and attack bike squads/speeders. It&#039;s a crowded FOC slot, so try to avoid taking them as FA.&lt;br /&gt;
**With the new Codex, &#039;&#039;any&#039;&#039; HQ on a Bike qualifies Bikers for the Troops slot. Can&#039;t use a Captain in your army? Take a Librarian, Tech Marine or Chaplain, instead! Also gone is the limitation that only units of 5+ Bikes count as Troops. Excellent!&lt;br /&gt;
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*&#039;&#039;&#039;Attack Bikes:&#039;&#039;&#039; The Yang to Land Speeders&#039; Ying, this is the Marines&#039; other great FA unit. The debate on the relative merits of the Speeder and the Attack Bike is endless. Great for their two wounds, and heavy weapons. Can fit into variety of roles, from tank hunting to infantry harassing, but their low number of attacks means they should be kept out of all but the easiest of melee combats (e.g., Fire Warriors). Attack Bikes also benefit from a wider array of Chapter Tactics when compared to Land Speeders, although the advantages may not be very significant (White Scars obviously being an exception). Also 5 points cheaper than before.&lt;br /&gt;
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*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Pretty decent anti-infantry shooting unit, with Infiltrate, Scout and 6 Frag blasts, which means they can hurt light infantry from a safe distance (24&amp;quot;) right on turn 1. Krak grenades can glance or penetrate a bawks, too, but you can only use 1 from the whole squad per Assault phase (apparently everyone was playing grenades wrong for years according to the FAQ. Good rules writing there GW). Still, keep them in mind. With their new BS 4 you can use them to bolster your bike army by making a turn 1 disruption on your enemy&#039;s deployment zone.  &lt;br /&gt;
** Locator Beacons. They&#039;re one of two units that can take them, and the only unit that can both start on the board and be mobile. &lt;br /&gt;
** Infiltrate + Scout move. They can turbo-boost to within 12&amp;quot; of the enemy before the game actually starts. This, combined with a Locator Beacon, allows for tactical insertion of your drop pods and, if you should so fancy, a scout-missile.&lt;br /&gt;
** Cluster Mines. For 20 points per unit, you can booby-trap a single piece of terrain on the field before the battle starts. It becomes dangerous terrain to enemies; your troops (as well as battle brothers) don&#039;t have to worry though.&lt;br /&gt;
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====Vehicles====&lt;br /&gt;
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*&#039;&#039;&#039;Stormtalon Gunship:&#039;&#039;&#039; (Attack Flyer) The bastard child of a Thunderhawk and a Land Speeder, this fast flyer comes with AV 11 all around, TL assault cannons and heavy bolters, and can exchange the HBs for TL lascannons, a Typhoon ML, or a Skyhammer ML (which is basically a 3-shot autocannon), each of which became cheaper in the new codex (in particular, Skyhammer MLs are 5 points). While more expensive than Land Speeder, this little fucker is a lot more survivable, and has some interesting rules. For example, Zooming makes it go 6&amp;quot; further when going flat-out, while Hovering gives it +1 to Jink, making it a pain to remove. It also has Ceramite Shielding, but really, this is only for fluff. A Meltagun that can get a target lock on this thing&#039;s ass will blow it up regardless of how many dice it rolls.&lt;br /&gt;
**[[Rape|It has the strafing run special rule, meaning that it has BS5 against everything but skimmers and fliers]]. You know, in case Twin-Linked BS4 wasn&#039;t accurate enough for your tastes.&lt;br /&gt;
**With the new Stormwing Formation, you can now take one Stormraven, escorted by TWO Stormtalons. And as long as at least one Stormtalon is alive, EVERYONE HAS THE STRAFING RUN RULE. So with one Reserve roll, you bring on a Stormraven, two Stormtalons, an Ironclad Dreadnought and 10-man Honour Guard squad. Make your opponent cry. It&#039;s ok. You won&#039;t be able to hear them over your laughter.&lt;br /&gt;
**Thanks to the new Death from the Skies rules, the Stormtalon is now only good against ground targets. For a dedicated anti-flyer unit look down below. Also, you can run up to 4 in a single FA slot, without needing to keep coherency, unless of course you wanted to.&lt;br /&gt;
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*&#039;&#039;&#039;Stormhawk Interceptor:&#039;&#039;&#039; (Fighter) With the Stormtalon losing skyfire, this is your dedicated flying anti-flyer. It has Front AV 12 and the same Ceramite Shielding as the Storm Talon. Lost strafing run and hover but got supersonic, making it more agile. It comes stock with TL Assault Cannons, a Las-Talon (which is basically a Lascannon with twice the shots at half the range) that can be exchanged for an Icarus Stormcannon, and TL Heavy Bolters that can be upgraded to Skyhammer/Typhoon Missile Lauchers (Typhoon negates a lot of drawbacks). It also comes with a new piece of equipment called Halo-Launcher to reroll failed jink-saves. It can be kitted out to either pump out a lot of shots at mediocre AP or fewer but stronger high AP shots. Unfortunately it is only BS3 against non flyer/skimmer units now, thanks to the new flyer rules. You can run up to 4 in a single FA slot, without needing to keep coherency, unless of course you wanted to.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeders:&#039;&#039;&#039; One of the most awesome and potentially rage-inducing units in the Codex. These little buggers are very fragile, but also very underrated. They come very cheap with a multi-melta, and can bring a heavy flamer for infantry hunting. Deep striking, they are excellent tank or infantry hunters. Their only problem is that they may not last very long after they get their shots off, but if they do, they can deal some real damage to the enemy. Alternatively, try taking a Typhoon Missile Launcher and keeping it far out of harm&#039;s reach, raining missiles at shit; think of them as more mobile and cost-effective Predator Destructors. Very good at disabling light transports and as a last-turn objective contester.  When tackling enemy armour with multi-meltas, use the land speeder&#039;s maneuverability to your advantage: put the target between the speeder and the rest of his army, and pray you destroy the vehicle in one salvo, WITHOUT blowing it up. With any luck, the burning wreck will keep your flimsy aluminum speeder out of the kill zone. Obviously, this means you take on flank vehicles; charging this into the center of your opponent&#039;s army is a waste of a good land speeder, unless it&#039;s to kill a Leman Russ or something (an enemy&#039;s primary tank/threat) in a turn 1 suicide run. Do remember to BLOCK enemy transports and tanks, since they can&#039;t move through the Speeder. Great for delaying that big fat Land Raider from reaching your lines, for a 70 point sacrifice (and a decent chance to kill said Raider with your underslung multi-melta).&lt;br /&gt;
**The new codex added a rule, Anti-Grav upwash: so as long as you have 3 of them they flat out an additional 6&amp;quot;.&lt;br /&gt;
**If taken in a Battle Demi-Company, land speeders gain objective secured.&lt;br /&gt;
**Unfortunately, Chapter Tactics do not apply to vehicles so you cannot use Salamanders for some twin-linked flamer shenanigans. But, on the other hand, they can be taken in squads of three, and doing so gives them a bonus 6&amp;quot; when moving Flat Out. &lt;br /&gt;
***&#039;&#039;&#039;Iron Hands&#039;&#039;&#039; and &#039;&#039;&#039;Astral Claws&#039;&#039;&#039; chapter tactics &#039;&#039;do&#039;&#039; apply here, as well, because reasons.&lt;br /&gt;
**With &#039;&#039;&#039;Vulkan&#039;&#039;&#039;, &#039;&#039;both&#039;&#039; multi-meltas &#039;&#039;will&#039;&#039; be master crafted, however.&lt;br /&gt;
**Because Land Speeders are &#039;&#039;Fast&#039;&#039;, they can move 12&amp;quot; and let loose with both guns.&lt;br /&gt;
**&#039;&#039;&#039;Land Speeder Darkwind (Strike Force Solaq)&#039;&#039;&#039; - An AC and HB on a Speeder, pretending it&#039;s Raven&#039;&#039;&#039;WING&#039;&#039;&#039; instead of Raven &#039;&#039;&#039;GUARD&#039;&#039;&#039; with the ability to re-roll Jinks.  Neat.&lt;br /&gt;
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=====Forge World=====&lt;br /&gt;
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*&#039;&#039;&#039;Relic Javelin Attack Speeder (Forge World):&#039;&#039;&#039; An upgunned and uparmored Land Speeder that flies solo. AV11 means it is now invulnerable to bolter fire, but still melts under anti-tank (though jink saves help a bit). Costs as much as a naked Predator, packs much more firepower and mobility, and as a nice bonus it looks absolutely &#039;&#039;&#039;fabulous&#039;&#039;&#039;. The main downside is a real money price - almost THREE TIMES MORE than regular speeder - like it&#039;s silver-plated or something.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeder Tempest (Forge World):&#039;&#039;&#039; The Stormtalon’s obscure older hipster step-brother. At 90 points, you get an up-armored Speeder with Armoured Cockpit (ignores crew shaken and crew stunned on a 4+); Extra Armour, Deep Strike, and Afterburner (can turn into a zooming flyer for one turn, but can’t shoot that turn either, so you’ll never use it outside of Apocalypse games on boards big enough to actually be worth wasting a turn just to get from point A to B.). You can get three in a squadron, and each one’s armed with a single assault cannon and a TL missile launcher loaded with frag, krak, and flakk missiles. No wargear options, WYSIWYG. The Tempest sits squarely in the middle ground between the Speeder and Stormtalon, being tougher than the former, weaker than the latter, and in certain respects less versatile than either. However, TL flakk missiles do make the Tempest one of the fastest non-flyer AA units in the game.&lt;br /&gt;
***If you’re gonna take any, take a full squadron and think of them as sort of a faster and more heavily armed and armored squad of deep striking missile devastators.&lt;br /&gt;
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*&#039;&#039;&#039;Caestus Assault Ram (Forge World)&#039;&#039;&#039; Craziest vehicle in the game, designed to ram things (hence the name), and accomplishes this by having a 5+ inv. save against attacks on the front: (inc. rams, either from the enemy ramming you or you ramming them), re-rolling the armour penetration dice when ramming with +1 to the vehicle damage roll, and nigh-impenetrable for a flyer armour of 13 13 11. Comes with a twin-linked MAGNA-MELTA (WTF?), which is: range:18&amp;quot; str:8 AP:1 type:Heavy 1, large blast, melta. Sound fun, eh? Holds ten men, ideal for punching a hole in the enemy battle lines and disgorging troops, AND it&#039;s an assault vehicle, so they can get straight into close combat (and no restriction against carrying terminators, in fact, they only count as one man inside this, not two!). Now this means that the Caestus has to be fast, and it is! Its type is: Flyer (hover mode), and it STILL can ram/tank shock while zooming. Comes stock with extra armour and Ceramite shielding (immunity to &#039;melta&#039; rule). Options are: Firefury missile battery (range: 36&amp;quot; str:6 AP:4 type:Heavy 4, blast, twin-linked, one-use), Teleport homer, and Frag assault launchers. One should use the Caestus to ram straight through the strongest point of your enemy&#039;s force, in most battles you&#039;ll be there on turn one, thanks to the 36&amp;quot; afterburner. Ram a tank with this (generally, given the colossal afterburner, you&#039;ll give them a S10 hit) and then deploy the men inside (preferably dedicated H2H troops), and charge straight in against the nearest infantry, or if you feel like it, shove a grenade up a nearby tank&#039;s tailpipe.&lt;br /&gt;
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*&#039;&#039;&#039;Lucius Pattern Drop Pod (Forge World):&#039;&#039;&#039; Big dreadnought drop pod, which allow your dread to deep strike. With the newest update, you can no longer assault out of a deep strike. Instead it gets a rule where the transported dreadnought, the drop pod itself, and anything shot at through the drop pod get the shrouded special rule on the turn it drops down, which is pretty damn nice. Note that the drop pod assault rule DOES NOT require the dreadnought to actually EXIT the drop pod when it comes down, and as it is a transport, it can stay inside, safe from most shooting, and use the pod as ablative armor.As drop pod is open-topped, your dread could even shoot out of it. It also has the assault vehicle special rule, so if anyone is actually stupid enough to stay within charge range of the drop pod, it can then get out of it and start annihilating the nearest enemy unit.&lt;br /&gt;
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*&#039;&#039;&#039;Hyperios Air Defense Battery (Forge World):&#039;&#039;&#039; One to four twin-linked missile turrets with Skyfiring, Intercepting, Heat-seeking krak missiles for only 35 points each. Perfect for trolling fliers. Unlike the other Space Marine Sentry Guns, they don&#039;t have firing modes thanks to Automated Artillery, allowing you to direct the shots at your leisure. This configuration does most jobs you ask it to without complaint. For 10 points you can replace one of the launchers with a Command Platform that gives the other platforms Split Fire, not that you need to.&lt;br /&gt;
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*&#039;&#039;&#039;Xiphon Pattern Interceptor (Forgeworld):&#039;&#039;&#039; It&#039;s exactly what you&#039;d expect an interceptor to be; light, fast and good against other vehicles. With two twin linked lascannons and a new rotary missile launcher. The launcher is two shot, S8 AP2 and forces jink and cover saves to be rerolled, plus when penetrating hits are rolled, it chooses the best of D3 results (adding one for AP2). It&#039;s light, only two hull points mean it&#039;ll go down against a stiff breeze, but with AV11 at least it&#039;s immune to small arms bolter fire just like a stormtalon. With Forgeworlds rules update it gets the new combat role Interceptor. It uses the same Attack Patterns as Fighters but has an additional special rule. At the beginning of the game you must select a single combat role the Xiphon can reroll all to-hit and penetration rolls of 1 against. The trade off ist that it always has to use skyfire now, so no more tank hunting. But at least it can still fire at normal BS against skimmers.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
====Infantry/Nonvehicles====&lt;br /&gt;
*&#039;&#039;&#039;[[Devastator Squad]]&#039;&#039;&#039; - If you take them, 1-2 ablative wounds are mandatory, and &amp;lt;b&amp;gt;never&amp;lt;/b&amp;gt; mix weapons. Missile launchers are versatile, but lascannons are more effective against tanks and Monstrous/Gargantuan Creatures, especially ones with 2+ armor (Riptide...). For 5 points more Lascannons are a steal, AP2 and +1S than a ML. Heavy Bolters suck against anything tougher than MEQ unless you are Imperial Fists, which make them decent. Multi-meltas and grav-cannons are too short-ranged, and grav-cannons (which include a grav-amp) cost 35 points each - way too much on a T4/3+ model without Relentless. 7e gave Devastators another upgrade in the form of the Armorium Cherub, which allows one model to re-roll failed To Hits in one shooting phase per game for 5 points. This, coupled with the Devastator Doctrine and the Signum, provides multiple ways to enhance your accuracy over the course of the game.&lt;br /&gt;
**&#039;&#039;&#039;Vigilator Sergeant Hamath Kraatos (Minotaurs Special Character)&#039;&#039;&#039; - FUCKING EXCELLENT: a BS+1, 2-wound, Devastator Sergeant with a Heavy Bolter and Preferred Enemy Infantry/Bikes (this includes jump-pack, jetpack, and jetbikes, so anything not a Vehicle, Monstrous Creature or cavalry/beasts for some reason). Has the added bonus of being able to switch his normal shooting for a special &amp;quot;assassin shell&amp;quot; which is basically a S6 AP3 Sniper rifle.&lt;br /&gt;
**Don&#039;t forget the Sergeant&#039;s Signum! No one ever remembers to use it, which is a shame because BS5 to a single model in the squad can come in handy, especially if you get hit with a Malediction that lowers your BS.&lt;br /&gt;
**Four plasma cannons might seem risky, but if your scatter rolls go well, you can obliterate any heavy infantry squad from three feet away. They are the only infantry weapons that can kill multiple TEQs in one shot, and are useful against tightly-packed enemies in general (i.e. hordes). Firing only 1 shot each and having a 3+ armor save means that there&#039;s only a 1/18 chance to actually lose a man in a given turn of shooting. A Dev squad firing all 4 plasma cannons every single turn for six turns can expect to take 1.33 casualties from Gets Hot, but if you actually did, imagine the carnage that 20+ plasma cannon blasts would have caused. Ultramarines CT works great here, as you will reroll 1s during at least one turn, more depending on if you are in a Gladius or have Calgar. You can also put your Devs behing an Aegis Defense Line with an Ammo Dump upgrade to further improve their survivability and get them to reroll rolls of 1. That way the risk of suffering &amp;quot;Get&#039;s Hot&amp;quot; is very low.&lt;br /&gt;
**Devastators can take flak missiles now, but the cost is too much for their relative frailty. Unless you badly need AA in low points games where versatility is important, an Aegis Defense Line or a Stalker trio is far better for your AA needs.&lt;br /&gt;
**Take some red shirt boltgun marines if you don&#039;t want your fragile Devastator squad heavy weapons dying the instant your opponent glances at it (though this does increase the cost).&lt;br /&gt;
**You could do worse than a Heavy [[Bolter]]-wielding Dev squad if you&#039;re using the Imperial Fist chapter tactics, with re-rolling 1s To Hit and increased value against AV10 (a typical non-infantry HB target).&lt;br /&gt;
**Grav-cannons and multi-meltas are quite useful for Devastators that are part of a Skyhammer Annihilation Force, which gives them Relentless on the turn they exit their Drop Pods - there are few better ways to shred tanks/MCs/heavy infantry than 20 grav shots or 4 melta shots. That&#039;s pretty much the only situation where you should ever consider them, however. It&#039;s also one of the only times you should ever consider a combi-weapon on the Sarge.&lt;br /&gt;
**Mmm... actually a squad of devastarators with 4 grav cans deepstriking in a drop pod in the mid field could take down that riptide, wraith knight or deamon prince with 12 ap 2 shots, just make sure that you have some protection for them like psy powers or something because that unit cost around 240pts on its own! Very expensive for a suicidal squad.&lt;br /&gt;
** In Angels of Death, the new terminator captain can wear cataphractii armour. This gives him Slow and Purposeful which is a special rule that affects the whole unit. It&#039;s not Relentless, but it does let you move and shoot with your heavy weapons. Something to consider, especially for shorter ranged weapons like the multi-melta and grav cannon.&lt;br /&gt;
*&#039;&#039;&#039;[[Centurion Squad|Centurion Devastator Squad]]&#039;&#039;&#039; - The shooting versions of their punchy brethren. If you seek cheap dakka, go elsewhere, as those guys are expensive as hell, [[DISTRACTION CARNIFEX|tough as hell, menacing and attract a lot of firepower]]. To justify their cost, you will want to take advantage of their strengths over regular Devs, which are Slow &amp;amp; Purposeful, superior durability (T5 W2 2+), and their special rule that lets them shoot both of their weapons. The Omniscope gives Night Fighting and Split Fire for 10 points, so there&#039;s little reason to not grab it. Their biggest combat weakness is that they will get tarpitted by ANYTHING till the end of the game unless you&#039;re White Scars - at A1 with no melee weapons and no Overwatch because of S&amp;amp;P, they&#039;ll struggle to kill even Fire Warriors in CC. Their cost was reduced going from 6th to 7th - a trio of grav (or LC/ML) Centurions plus an Omniscope puts you at 250 points, a nice round number for those who play in escalating-points leagues or a variety of points values.&lt;br /&gt;
**As with Assault Centurions, the Centurion Sergeant/Veteran Sergeant is the only non-HQ character in the Space Marine codex with multiple wounds, and is thus the only non-HQ infantry to benefit from It Will Not Die from Iron Hands Chapter Tactics.&lt;br /&gt;
** The stock heavy + hurricane bolter combo is alright for killing hordes, but the ranges of the two guns synergize poorly. The two setups to consider are grav-cannon/hurricane bolter, and TL lascannon/missile launcher. &lt;br /&gt;
***The best option is the former, giving you 5 grav shots per model &#039;&#039;with rerolls To Wound&#039;&#039; (or on your Immobilize roll against vehicles) at 24&amp;quot; range. This mixes well with the range of the hurricane bolter, letting Grav/HB Centurions shoot at any target effectively - even vehicles, as 15 grav shots averages to about 3 Immobilize results thanks to the grav-amp re-roll, killing any vehicle that lacks an invulnerable or cover save (and even then!), immunity to Immobilize, or plain old luck. Another point of note is the utility of these guns against gargantuan and monstrous creatures. With one squad I was able to kill Ta&#039;unar in two turns of shooting. &lt;br /&gt;
***The las/missile loadout has much better range, the opportunity for Instant Death against many non-tank/MC targets, and the chance for penetrating hits against non-AV14 vehicles, but less raw firepower and a bit of a waste of the Centurions&#039; superior durability and Slow and Purposeful.&lt;br /&gt;
** The Devastator Doctrine applies to them as well as regular Devs - at least one of their weapons will be Twin-Linked, but re-rolling missile or grav misses is helpful, and it also makes them workable anti-air for that turn. LC/ML Cents are better as makeshift anti-air, as the mobility of fliers makes shooting at them with grav a shaky proposition.&lt;br /&gt;
**Drop Pods being Fast Attack in 7e gives you a way to put grav-cannon Centurions exactly where they can do the most damage - it&#039;s also a reason to consider using a standard CAD instead of the Gladius formation. There&#039;s even a spot for one more guy in the Pod, so you can pair them with a Librarian for buffs (Tigurius!), or an HQ with an invulnerable save to tank the AP2 shots the Centurions will doubtlessly attract.&lt;br /&gt;
** White Scars getting Hit &amp;amp; Run makes these guys very difficult to tarpit since Centurions are I4. Disengaging this way also puts you right into hurricane bolter Rapid Fire range, so 11 shots per model is a nice way to show your opponent they can&#039;t stop your Centurions so easily.&lt;br /&gt;
*** It&#039;s a nice idea and if you happened to be playing Scars and taking these guy already then, well, occasionally you&#039;ll get that benefit. But let&#039;s be real, you aren&#039;t picking your chapter tactic just to pull this one trick occasionally, nor are you adding these slowpokes to your awesome bike army just to make use of it. It&#039;s a fringe benefit but not much more. Seriously is it so hard to keep your fire support out of combat with guardsmen and gaunts?&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon&#039;&#039;&#039; - A powerful, cost-efficient and versatile artillery piece. This is now a beast choice in 7th edition, very useful at putting pressure on scoring units, being able to choose 3 different shell types, one at strength 6, one which Ignores cover at strength 5 and the last causes models affected by the blast to move through difficult terrain at Strength 4. Keep this far away as possible with a good line of sight, if you&#039;re lucky you can end up with 20 wounds if all goes to plan. MEQ&#039;s can buckle hard under the pressure it can fire off. 7th edition buffed artillery staying power by giving it 2 wounds and 3+ save, so it won&#039;t die like a bitch to a single krak shot or turn of bolter fire. But it still completely stationary. This doesn&#039;t fare so well in small games as it attracts attention quicker, It is forgotten about most of the time in larger games which is great as it will harass your opponent&#039;s infantry. Most forget that it even exists in Apocalypse games where you&#039;ll have access to units with even more firepower and the sheer amount of dakka that will be tossed around will cause this gun to spontaneously explode. The Thunderfire Cannon &#039;&#039;does&#039;&#039; have one trick up its&#039; sleeve, however: it comes with a free Techmarine with a servo-harness. If you plan on taking Techmarines anyway and have the slots open, you might as well get one cannon round out of it for 25 points. Against armies that are heavily mechanized and must bunch up all their transports, Thunderfire Cannons can cockblock the entire army with the earthquake shells, provided you actually have something else in the list for breaking those transports.&lt;br /&gt;
** Three of these in a squadron brings the whole group up to BS6.  Unfortunately, due to the new FAQ this won&#039;t grant you re-rolls on your scatter die, since the ability to re-roll 1s (which is how BS6+ is worded) no longer grants such.  &lt;br /&gt;
** 7th Edition has made all Thunderfire Cannon shells Barrage. Fun times ahead.  &lt;br /&gt;
** If there&#039;re no exposed infantry units to fire at, use the Strength 6 shells on the light AV vehicles/APCs that are definitely going to be around.  Remember that Barrage shots hit side armor, so you&#039;ll be getting up to four hits on AV10-12 most of the time.&lt;br /&gt;
&lt;br /&gt;
====Vehicles====&lt;br /&gt;
All vehicles can now be taken as squadrons of three per slot; this can be pricey, but it grants powerful bonus abilities...at least until one of the tanks dies.  They also get buffs as a squad, so nearby diviners and the like can help the whole crew. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Predator]]&#039;&#039;&#039; - A decent dakka unit. They can serve two purposes, infantry killing, or tank/MC hunting. A three-tank squad gets Monster Hunter and Tank Hunter while all three are alive - this greatly improves Tri-Las Predators in particular.&lt;br /&gt;
**Infantry-killing Predators should stick with the default auto-cannon, and grab Heavy Bolter sponsons. It&#039;s fairly cheap (95pts) for 8 AP4 shots per tank. Upgrades are usually not necessary: Extra Armor doesn&#039;t help much since you will, in 99% of cases, be out of reach of any units with CC anti-tank, and your other guns will outrange a Storm Bolter. The only thing worth considering is the Hunter-Killer missile, but even then, it&#039;s only efficient in numbers (like, 7-8 HKMs). Dakka Preds are outclassed by Whirlwinds and Thunderfire Cannons for killing blobs, sadly, and they also waste the special rules mentioned above.&lt;br /&gt;
**Tri-Las is the best way to field the Predator(s). Compared to a 4-lascannon Devastator squad, you save 10 points and trade one cannon for superior durability (in particular, safety against small-arms fire), not losing firepower when you do get hit (unless the hit is a Penetrating one), and making one of the guns Twin-Linked. Remember, a three-tank squad gets Monster/Tank Hunter, so consider covering your anti-MC/tank needs with 420 points of tank lascannons that re-roll Wounds/Armor Pen.&lt;br /&gt;
***Remember, autocannons equal or exceed lascannons against any toughness in the game that is not 9 (although they don&#039;t inflict ID on T4) and AV 12 or less, which is exacerbated by Shred (which is what Monster Hunter and Tank Hunter grant against MCs and Vehicles, respectively), so consider an autocannon turret with lascannon sponsons if you are low on points and want your Predators to do well against light tanks and MCs as well as heavy ones, rather than taking different solutions for each.&lt;br /&gt;
**Unlike many other battle tanks in the game, the Predator&#039;s side AV is 11, which is glaringly lower than its frontal AV13, and makes its flanks attractive targets. Protect their sides with positioning terrain, Rhinos that have already delivered their passengers, or just staying the fuck away from everything and hide in the backfield like you should do.&lt;br /&gt;
*&#039;&#039;&#039;[[Vindicator]]&#039;&#039;&#039; - This guy has a big, scary gun. Hampered by its short range, this S10 AP2 pie-plate causes most people (especially other marine players) nightmares. It&#039;s bound to draw fire, &#039;&#039;lots and lots&#039;&#039; of fire. This is good because it keeps guns trained away from the rest of your army, but bad because it&#039;s easily shot down from the side (especially if your opponent deploys his anti-tank in opposite corners) and easily neutralized (glancing hits don&#039;t shake/stun anymore, but add up quickly, and EVERY damage result on a penetrating hit makes it useless for at least a turn, if not permanently). Thunderfire Cannons are better at killing blobs, but the Vindicator&#039;s niche as a pie-plate that can slag Terminators, bikes and Toughness 5 MCs is unique in this codex. In 7E, it no longer comes stock with a storm bolter, so if you want to try and save the main gun from Weapon Destroyed, you gotta pay 5 pts.&lt;br /&gt;
:*Putting 3 Vindicators in a squad lets them give up their individual pieplates for a single Apocalyptic Blast with Ignores Cover. It practically becomes an anti-everything weapon with that option available to it, and you can always choose to just fire three regular pieplates if the foe isn&#039;t clustered closely enough for the Apocalyptic Blast to mulch his entire squad at once. Just remember that the 10&amp;quot; Apocalyptic Blast shot is still only 24&amp;quot; range, plus the usual scattering. If anyone is closer than 24&amp;quot;, it will probably fuck up your precious 360 point squadron. Besides, if anyone lets a god damn Vindicator squadron get into 24&amp;quot;, they deserve an Apocalyptic Blast.&lt;br /&gt;
*&#039;&#039;&#039;[[Whirlwind]]&#039;&#039;&#039; - The Whirlwind is an artillery platform, pretty cheap at 65 points. It has two shooting profiles, both of them Ordnance/Large Blast/Barrage shots: an S5 AP4 shot for hunting troops in the open, or an S4 AP5 shot that Ignores Cover. The squad-buff for Whirlwind goes a long way towards making it relevant in 7E. There are two primary reasons to consider a Whirlwind squad over a Thunderfire Cannon. First, they can move and shoot, allowing you to adjust position or start in reserves (i.e. to dodge an alpha strike) without losing a turn of shooting. The second reason is that their shots have better AP, which is an army matchup-specific consideration.&lt;br /&gt;
**Three Whirlwinds in a squad grant all of its missiles Pinning and Shred. Congrats, you&#039;re now a better Wyvern.&lt;br /&gt;
*&#039;&#039;&#039;[[Hunter]]&#039;&#039;&#039; - One of the new Space Marine AA weapons. Comes with a massive missile launcher, which is S7 AP2 Armourbane, so rather than glancing enemy flyers to death, like the most flakk tanks, it is designed to blast it in one shot. Hunter&#039;s misses transform into missiles on the target&#039;s tail that hit REAR armor on 5+ next turn, which is kinda funny and overall useful, especially against IG and Tau flyers. But unlike the previous edition, the missile doesn&#039;t hang around forever, so you only get the second attempt once. You don&#039;t get the lock-on if shooting at a non-flyer, but remember, skyfire still allows full BS shooting at skimmers. Use one to pop eldar, tau, deldar and necron vehicles of all sorts.&lt;br /&gt;
**With three Hunters in a squad, you can re-roll the Savant Lock rule on each of their missiles, which makes up for the loss of being able to troll flyers with endlessly seeking missiles, since you&#039;re already throwing more missiles than most fliers could reasonably handle.&lt;br /&gt;
*&#039;&#039;&#039;[[Space Marine Stalker|Stalker]]&#039;&#039;&#039; - The other new Space Marine AA weapon, packing a pair of three-shot autocannons. Different from a Hydra Flakk tank, it has better side armor, Ballistic Skill and the ability to fire at two different targets. And yes, it is as cheap as a Hydra. The 7E codex changed how their weapon systems work; now they have Interceptor as well as Skyfire, so squadrons of Stalkers become the premier first-strike AA guns in the entire game! Furthermore, if they fire at a single target then the squad gets Twin-Linked. If you split your fire, you simply use the weapon profile - no more BS2 penalty.&lt;br /&gt;
**Three Stalkers as a vehicle squadron grants their guns Ignores Cover. That&#039;s right - fuck you, Jink. Also, remember Skyfire shoots at Skimmers full BS (looking at you, Eldar, Necrons and Tau).&lt;br /&gt;
*&#039;&#039;&#039;[[Land Raider]]&#039;&#039;&#039; - The biggest metal box of all. Can carry termies, and lets them assault after disembarking. Comes in eight flavors, three in the codex and five from Forgeworld:&lt;br /&gt;
** &#039;&#039;&#039;Classic&#039;&#039;&#039; (or &#039;&#039;&#039;Phobos-pattern&#039;&#039;&#039;) Land Raider - 2 sets of twin-linked lascannons and a twin-linked heavy bolter. Carries 10 (it was 12 in 5th edition). You&#039;d think it&#039;s good for tank hunting...on its own, no way. It&#039;s just too expensive for that. Land Raiders need to be transporting stuff, and running forward at great speeds. This Land Raider is a confused beast, best left alone. If you want a little bit more reasoning for why the classic Land Raider is comparatively useless, here&#039;s a bit more explanation: for the cost of having it on the table, this Land Raider needs to be able to do both of its roles effectively at the same time, but since transporting soldiers doesn&#039;t work well with standing up front and shooting too, there&#039;s no real way to make this one as effective as it needs to be. It&#039;s not &#039;&#039;completely&#039;&#039; useless thanks to Power of the Machine Spirit, which allows an additional weapon to be fired at a different target (even while shaken/stunned), theoretically allowing you to move 6&amp;quot; and destroy two enemy tanks (if you&#039;re lucky). This tactic works quite well with Antaro Chronus as his BS 5 makes this more likely. Overall, this Land Raider is not recommended except in a Land Raider Spearhead formation with two other Classic Land Raiders, good for super heavy/gargantuan monstrous creature hunting in high points games/Apocalypse.&lt;br /&gt;
** &#039;&#039;&#039;Crusader&#039;&#039;&#039; - 2 sets of &amp;quot;hurricane bolters&amp;quot; (3 twin-linked regular bolters) and 1 twin-linked Assault cannon. With a 16-model capacity, this is the standby transport for Terminators. The multi-melta is a nice addition for pot-shots at tanks. The Crusader WANTS to be up close, where its short-ranged, anti-infantry guns work wonders to support the squad it was escorting. Hurricane Bolters kinda suck, unfortunately, so consider moving forward 12&amp;quot;, PotMS the Assault Cannon and snap fire those Bolters. Give it Extra Armor, nothing sucks more than a stunned Land Raider. This used to be the ultimate in Terminator delivery, but recently a challenger has appeared...&lt;br /&gt;
***It should also be that black templar crusader squads can take a land raider crusader as a dedicated transport, meaning if you&#039;re playing with a CAD then yes, indeed, your land raider has objective secured. My favorite thing to do with this is take a 15 man unit (10 initiates, 5 neophytes), give them all cc weapons, stick a Melta and 2 power fists in the unit, baby sit them with a chaplain and throw them in a land raider. Whilst not exactly the best unit, it is (in my opinion) the most fun to use in 40k, by itself.&lt;br /&gt;
** &#039;&#039;&#039;Redeemer&#039;&#039;&#039; - Keeps the twin-linked Assault Cannon of the Crusader, but replaces the side-mounted Hurricane Bolters with a pair of Flamestorm Cannons, nasty S6 AP3 flamers. Carries 12. The only other Land Raider you should even consider, even if it doesn&#039;t fit as many Terminators. Far nastier against infantry than the crusader, but it needs to be up closer to be effective... which means melta-range. Whoops. On the flip side, now that unit is also VERY close to that nasty CC unit that was inside the aforementioned Land Raider, and are bound to get their faces ripped off in revenge. Also, it doesn&#039;t help that Flamestorm Cannons being mounted on the side means that the Redeemer can have difficulty hitting things directly in front of it. Nice thing that 14/14/14 AV does not require specific facing. Multi-Melta optional, but nice. And the cherry on top: 10 points cheaper than the other two Land Raider varieties. Remember, you may not be allowed to snap shot templates, but power of the machine spirit means you can move 12&amp;quot; and still make someone extra crispy. One little advice when assembling the Redeemer is to mount the Flamestorm Cannons in the forward position. That way the templates gain additional reach.&lt;br /&gt;
** &#039;&#039;&#039;Terminus Ultra (Apocalypse)&#039;&#039;&#039; - Leman Russes and Baneblades got you down?  Are Hammerhead gunships making you throw fits?  Tyrannofexes slaughtering your tanks? Titans kicking your ass when you have none of your own? Do Predator Annihilators simply fail to cut it for you? Are your desperate, suicidal charges against a Monolith with only two tactical marines, two Predator Destructors, and three Land Speeders proving to be totally ineffective?  Then the Terminus Ultra is a tank for you!!! Coming equipped with three(!) twin-linked lascannons and two single lascannons, it&#039;s only a measly 50 points more expensive than the standard Land Raider and has no troop carrying capacity. It is extremely effective against enemy armour, the Land Raider&#039;s special rule allows the Terminus Ultra to easily take out 2 light vehicles in a single shooting phase or completely annihilate one heavy vehicle, I once managed to destroy a Warhound Titan with this thing. But some unlucky rolls can lead to the tank blowing up, through overheating of the lascannon batteries (like REALLY unlucky, about a .3343% chance or 13 in 3888 odds). Best used at long range, picking off the enemy vehicles one by one, or two by two. Pretty much, it causes enemy vehicles to suffer critical existence failure to an even greater degree than the Redeemer causes enemy infantry to spontaneously combust (probably because the Redeemer doesn&#039;t have an additional two weapon mounts.) If you could stick on a multi-melta or an additional Lascannon, all your anti-vehicle problems could be fixed but not even Matt Ward is willing to go that far. Antaro Chronus turns this into pretty much the final word in Imperial tank destroyers.  &lt;br /&gt;
** &#039;&#039;&#039;Achilles (Forge World)&#039;&#039;&#039; - Oh hell yes. For the same price as the Terminus Ultra, this beast sports a Thunderfire Cannon and twin-linked multi-melta sponsons, has immunity to the Melta and Lance special rules, puts a -1 penalty on most other attacks, can carry six models, and doesn&#039;t go &#039;splodey.  Put a scout squad and a techmarine in it, plonk it down on an objective, and watch your opponent throw a shit fit. Eldar and Dark Eldar will really [[Rage]] at it since that don&#039;t have much anti-tank outside of meltas and lances. Tthough, they have haywire/D-weapon, and you really should beware them, as hawks, wraithguards, witches and scourges would blow your &amp;quot;expensive but invincible&amp;quot; tank in eye blink, once they came in threat range. (Another option is to take a iron hand character, which gives the achilles IWND. Then ally in a cheap DA librarian with a bike and Powerfield generator for a 4++ (divination for rerollable inv save shenanigans). Just try and destroy that platform of death, I dare you...)--Make it worse? Put an Iron Hands Master of the Forge in it with the Relic that gives IWND on a 4+. So, get your repair shot (w/Iron Hands bonuses) + IWND as well. Unless they can take out the HP in one round, this thing isn&#039;t going down. &lt;br /&gt;
** &#039;&#039;&#039;Ares (Apocalypse)&#039;&#039;&#039; - This is for when a Vindicator just won&#039;t cut it. Comes standard with a Demolisher cannon, twin linked Assault cannons, twin-linked heavy flamer sponsons, and a siege shield, can take extra armour for +15pts, and always do have extra armour on it, the whole point of this tank is to get to the enemy lines as quickly as possible, therefore as soon as it&#039;s stunned, it&#039;s losing an entire turn of blowing the enemy apart as you&#039;ll reach them a turn later. When it was released there were those who questioned the point of the Demolisher cannon (By &#039;those&#039;, I mean Idiots, who wouldn&#039;t want a demolisher cannon...), as it&#039;s an ordnance weapon, no other weapons can be fired. Remember PoTMS allow to fire one additional weapon, and you will snapshot with all guns if Ordance is fired, so ultimately it allows 1 Ordance + 1 full BS weapon firing per turn. Costs as much as two-and-a-half Vindicators, but a hell of a lot more survivable, and has more close-combat attack options into the bargain. This tank is the absolute final word in terminal close quarters battle, the demolisher cannon will annihilate half a unit, many more will be mown down by the Assault cannon, then move in to mop up with twin-linked heavy flamers (re-roll to wound), so... it&#039;s pretty good its Armour can stand up to the punishment it will no doubt sustain on it&#039;s way to the enemy front lines.&lt;br /&gt;
***Irritatingly, there is no way to buy a kit for this vehicle, Forgeworld or otherwise, so you have to build it from scratch.&lt;br /&gt;
** &#039;&#039;&#039;Helios (Forge World)&#039;&#039;&#039; - A Whirlwind on steroids, which comes stock with twin-linked lascannon sponsons.  More survivable and versatile than the Whirlwind, but is not worth the points cost. Also carries six models for some insane reason. If you ask us, it&#039;d probably be better off not being able to transport infantry in exchange for two more gun mounts, probably autocannons. &#039;&#039;Mais c&#039;est la vie&#039;&#039;.  Not bad if you&#039;re only transporting six models anyways (i.e. command squad) since it&#039;s basically ten points to upgrade the heavy bolter to a whirlwind launcher, which can be PotMS fired at at infantry while you hit something with lascannon.  Not that a command squad needs a LR, but this could be an awesome choice for them if you do it anyways.&lt;br /&gt;
***Despite your uber metal box having AV14 all around and 4HP there are a lot of things that could kill it for like 1/4 of it&#039;s cost. Lances and S10 weapons should make you worry. Be afraid of melta and armourbane weapons. Haywire grenades are scary, but less so after the FAQ clarification that it&#039;s one per unit in assault. Necrons would eat your Land Raider alive without any problems, unless they go for full tesla and no scarabs (highly unlikely). If your opponent try to squeeze a Titan loaded with D-weapons into 40k game per new Escalation rules feel free to beat him to death with your old reliable metal dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;[[Stormraven]] Gunship&#039;&#039;&#039; (Attack Flyer) - Basically, a flying Land Raider. It costs 200 points base, has AV12 all around and meltaguns don&#039;t get the extra D6 for AP when shooting at them. It&#039;s also bristling with guns; it has a twin-linked heavy bolter, a twin-linked assault cannon, and four Stormstrike missiles (72&amp;quot; S8 AP2, Concussive, one shot each), and that&#039;s only standard issue. It can replace the heavy bolters with a twin-linked multimelta for free or a Typhoon missile launcher for 25 points, and replace the assault cannon with a twin-linked plasma cannon or a twin-linked lascannon for free. And if &#039;&#039;that&#039;s&#039;&#039; not enough dakka for you, it can take hurricane bolters in side sponsons. It can&#039;t deep strike anymore, but it can take a locator beacon. The real gravy is its transport capacity; it can carry 12 guys (or 6 Jump Infantry/Terminators) &#039;&#039;AND&#039;&#039; one Dreadnought &#039;&#039;&#039;ANND&#039;&#039;&#039; it&#039;s an assault vehicle. Watch your opponent cry tears of bitter [[rage]] as your Vanguard Veterans with power weapons come out of fucking nowhere to ruin his day, along with a rampaging Ironclad dreadnought. It&#039;ll cost you an arm and a leg, but you certainly get what you pay for. And speaking of 7th edition it&#039;s a flyer. You need it.&lt;br /&gt;
** If you&#039;re going Iron Hands, take a Techmarine with a servo harness and stick him in there to regain your hullpoints. You will be targeted so it&#039;s always important to bring these guys to make sure your Stormraven stays up in the air. In the end you will have a IWND Storm Raven with a 3+ (4+ if not Iron Hands) Blessing of the Omnissiah rolls. Trust me, nothing can easily take it down with all those dice rolls that keeps it up. Take both if you got the points to spare. &lt;br /&gt;
** Take one of these full of power weapon VV&#039;s (Or any CC deathstar. Honor Guard work well if your HQ can&#039;t take a jump pack)/dread and a Stormtalon escort. Drink your opponent&#039;s tears. Bonus points for being Raven Guard.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take&#039;&#039;&#039; It&#039;s a 200 point unit that can swap its stock weapons out for twin-linked lascannons and multimeltas for free. In other words, use it as an anti-flyer with the transport capacity coming in as a bonus. However, unless you&#039;re expecting to see mostly AV12 flyers, the assault cannon might actually work better. Death by hull point depletion is still death, after all.&lt;br /&gt;
&lt;br /&gt;
====Supplemental or Forgeworld====&lt;br /&gt;
* &#039;&#039;&#039;Deimos Predator&#039;&#039;&#039; - Stock, a Deimos Predator is identical to a vanilla predator. Same stats, same weapons, same points cost. The difference is in the toys the Deimos has as options. Along with the regular heavy bolters and lascannon sponsons, the Deimos can bring heavy flamers. For the turret, you get to choose between replacing the autocannon with a flamestorm cannon, a magna-melta, a plasma destroyer, or a heavy conversion-beamer (though the tank becomes a relic of the armoury if either of the latter two are taken). All in all, the Deimos can be equipped to deal with a wider variety of targets and situations than the vanilla pred, though the Deimos can’t be squadroned.&lt;br /&gt;
**Predator Executioner - With the 3-shot plasma destroyer (THAT DOES NOT GET HOT) this thing would blast MEQ and TEQ from the table next turn they come in range. The heavy conversion beamer would only work on high distances, and force you to move or shoot, but a 48-72&amp;quot; S10 AP1 big blast would retake the price of tank in a single shot - think of it like a long range Vindicator.&lt;br /&gt;
**Predator Infernus – While the flamestorm cannon is highly devastating at close range it&#039;s just too slow. Slow flamer tanks sucks. If you want one that bad, just take allied Blood Angels with a Baal Pred. If this thing come close to any non-TEQ infantry, it would ruin their day, and then die to a single melta shot, or hail of krak grenades. But most commonly it would just die, [[DISTRACTION CARNIFEX|because a big scary flamer approaching your lines attracts a LOT of fire]]. The MAGNA-MELTA (R18 S8 AP1 Heavy1, Large Blast, Melta), transforms it into a wannabe-Vindicator.&lt;br /&gt;
* &#039;&#039;&#039;[[Vindicator]] Laser Destroyer&#039;&#039;&#039; - The ultimate tank killer, this beast spots a souped-up Laser Destroyer, found on Rapiers, except better. Now this twin-linked ordnance lascannon have a proper 48&amp;quot; range (so it&#039;s no longer outranged by things it&#039;s supposed to kill) and AP1 (so thing would go boom on 5+). But there&#039;s more. If it doesn&#039;t move, it can shoot up to THREE times (two normally, and one more with a slight risk of overheating). As a reminder, Ordnance allows you to roll two dice for Armor Penetration, and pick the better one to add to the weapon&#039;s Strength. This tank arguably packs more anti-armor punch than Terminus Ultra and Spartan, while being cheaper than Predator Annihilator, with the only three downsides of being more vulnerable to weapon destroyed, being less mobile, and the aforementioned slight chance of overheating. Frankly, unless it&#039;s on its last Hull Point, it&#039;s probably a good choice to just fire off that third overcharge shot if you reckon you need it to finish off the target, because it&#039;s far more likely to put a way bigger hole in the enemy tank, than the risk of losing one Hull Point on yours.&lt;br /&gt;
*&#039;&#039;&#039;[[Spartan Assault Tank]]&#039;&#039;&#039; - Forgeworld takes the old multiple personality disorder Land Raider, and pumps it up with steroids. Fucking &#039;&#039;&#039;five&#039;&#039;&#039; hull points, two twin-linked two-shot lascannons (it almost gets off as many lascannon shots as a terminus ultra while still being able to carry troops, doesn&#039;t go boom when you roll badly, and gets way more goodies), TL heavy bolters, transport capacity of &#039;&#039;&#039;25&#039;&#039;&#039;, in-built extra armor, good-old 14/14/14, PotMS and Assault Vehicle. You even can take frag launchers (which got far more awesome with the new grenade rules) and ceramite shielding (bubble you, meltaguns) for a marginal increase in points. Meaning it can do the roles of the Terminus Ultra, the Achilles, and the Ares all at the same time, all it really needs are some burny weapons. But what are the drawbacks you ask? This uber metal box can not be taken as a dedicated transport at all. Also, as a Forgeworld model, it will cost you a unicorn&#039;s soul.&lt;br /&gt;
**At only 45 points more, there is no reason to take the Godhammer landraider over this beast ever again.&lt;br /&gt;
**Your opponent might hate your guts if you field this.&lt;br /&gt;
**Want to make your opponent cry or perhaps even strangle you? Take this beast, the Armoured Ceramite upgrade (when you&#039;re 14 AV all round, people WILL try to melta your ass), the Iron Hands Chapter Tactics, a Master of the Forge and with a few Servitors (One should do), and if you have the points add a techmarine with a servoharness as well. If you do all that you will end with HP 5, It Will Not Die and Melta Immune Spartan Assault Tank (That&#039;s AV 14 all around no less) and a MotF with a 2+ Blessing of the Omnissiah Rolls with a 3+ roll of insurance from the Techmarine. Make sure those guys are in the vehicle as of the recent faq, Techs can repair while in the vehicle.  This will only cost you 440 points. &lt;br /&gt;
** Fully kitted out Spartan is a textbook definition of Cheese - if your opponent has no answer to it, it&#039;ll going to run around wreak havoc unopposed, but if he has - it&#039;s you who&#039;s screwed, as you pretty much sunk more than a quarter of your points into a giant metal box, that just got blown up in a single turn by a cheap haywire-equipped unit, or a Railgun, or anything Necron, or just fucking Nurglings. At least with this tank-light edition you may hope your opponent had left his anti-vehicle guns at home in favor of moar plasma (because, God knows, you need all the plasma in the world against all these MCs roaming around).&lt;br /&gt;
* &#039;&#039;&#039;Relic Sicaran&#039;&#039;&#039; - A high speed assault tank that is a halfway between a Land Raider and a Predator. For 135 points you get A MURDER MACHINE with 13/12/12, Fast, and the Herakles pattern Accelerator Autocannon, which is R48&amp;quot;, S7, AP4, Heavy 6, Rending, and Twin-linked....and no jink saves allowed. This tank makes the Eldar cry. Even Wave Serpents will fall before this (sadly you can only have one (unless you&#039;ve got a Techmarine HQ) while the Eldar player will spam Wave Serpents.) The Sicaran can also take ceramite plating, making it very durable. This tank absolutely eats light-to-medium armored vehicles and walkers. You will kill a chimera or dreadnought every time your fire its main gun, and with Twin-linked and Space Marine BS, you&#039;ll be connecting with almost every shot.&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind Hyperios&#039;&#039;&#039; - This thing is supposed to be your main ground based anti-air, but it sucks. One skyfire/interceptor krak shot per turn, even twin-linked is just don&#039;t cut it, and you can not squadron this thing, like IG player squadron their Hydras.&lt;br /&gt;
**With the introduction of the Stalker and Hunter, and then now Stalker and Hunter SQUADRONS with squadron bonuses, and the anti-air formation, there is zero reason to even give the Hyperios a sideways glance anymore.&lt;br /&gt;
*&#039;&#039;&#039;Relic Whirlwind Scorpius&#039;&#039;&#039; - Unlike the standard Whirlwind, the Scorpius fires a small blast, but at S8 and AP3 it eats MEQs for breakfast. And if it stands still it can fire D3+1 templates (allowing it to have them for lunch and dinner too).&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Sentry Gun Battery&#039;&#039;&#039; - From IA:12 you get a battery of up to three immobile twin-linked Heavy Bolters for the bargain cost of 15 points each and swap them for a Multi-melta for five or pay ten for TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18&amp;quot; range, or 90 degrees at 36&amp;quot; range, so you&#039;re rarely going to be blasting things across the table with these things. You DO get the ability to deep strike them for a laugh or give them camo netting for stealth if you can set them up in a good spot to make them invulnerable to most shooting. (while you can pay the cost for both, just don&#039;t because it you deep strike into cover you are waiting for a mishap.)&lt;br /&gt;
**DON&#039;T EVER mix and match guns or targeting criteria, nowhere in the rules do they say they deploy separately or behave any differently from any other artillery battery, meaning they should all be firing at the same target, which is still the one they select for themselves...&lt;br /&gt;
**As a added bonus though, you can instead swap the guns for a &#039;&#039;&#039;Hyperios Missile Launcher&#039;&#039;&#039; (see Fast Attack section).&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Rapier Carrier Battery&#039;&#039;&#039; - Almost identical to its Imperial Guard counterpart, with the same cheap price and the same awesome weapon, except with Space Marine ballistic skill, toughness, Chapter Tactics and And They Shall Know No Fear.&lt;br /&gt;
*&#039;&#039;&#039;[[Storm Eagle]]&#039;&#039;&#039; - Your transport Flyer. &#039;&#039;(IA12 moved it to heavy)&#039;&#039; Occupies the middle-ground between the [[Stormraven]] and the [[Thunderhawk]]. Transport capacity of 20, with terminators and jump infantry counting as 2 models each. Impressive arsenal of weaponry, standard armament: Hull-mounted twin-linked Heavy Bolter, Hull-mounted Vengeance Launcher (Range:48&amp;quot;|Str:5|AP:4|Heavy 2, Large Blast). Optional armament includes: Switching Heavy bolters for Multi-meltas or a Typhoon missile launcher, and adding 4 Hellstrike Missiles or 2 Twin-linked Lascannon under the wings. Also get ceramite shielding, and the &#039;Power of the Machine Spirit&#039; special rule, along with 12|12|12 armour. Can also deep strike, and disembarking infantry can assault in the same turn.&lt;br /&gt;
** Same with the Stormraven. Motf/Tech with a servo Harness put them inside and stay up.&lt;br /&gt;
*&#039;&#039;&#039;Fire Raptor Gunship (Forge World)&#039;&#039;&#039; - Official rules in IA2:2nd. Comes naked with a TL Avenger Bolt Cannon &#039;&#039;(being a proper [[Fist of the North Star|manly]] S6 AP3 7 shots&#039;&#039;, 4 &#039;&#039;&#039;Stormtrike Missiles&#039;&#039;&#039; &#039;&#039;(S8 Concussive, NOT Ordnance, YAY)&#039;&#039; and two Independent-Turret Quad Heavy Bolters &#039;&#039;(which can be replaced with TL Autocannon for free)&#039;&#039;; the latter which aside from firing at their own targets as rumored, don&#039;t count towards the number of weapons fired! With all the twin-linked goodness, Strafing Run and PotMS/Independent-turrets; this bastard can dump its entire payload on [[Cheese|FOUR SEPARATE TARGETS]] in a single turn and hit almost every time. It is a relic vehicle, so if you want to take more than one &#039;&#039;(or any other relic vehicle)&#039;&#039; remember to grab a Techmarine as one of your HQ choices.&lt;br /&gt;
*&#039;&#039;&#039;Deathstorm Drop Pod (Forgeworld)&#039;&#039;&#039; - Expecting the drop pod that just landed to contain troops or a heavy weapons platform you don&#039;t have to worry about until next turn?  SURPRISE! Whirlwind missiles!  For you!  In the face!  When this modified drop pod lands, it immediately attacks every unit (friend or foe) in 12&amp;quot; and in line of sight d3 times, then attacks normally every subsequent turn. It can also be upgraded to assault cannons for an extra 20 points, but this should only be done if you expect it to survive more than one turn (and you really shouldn&#039;t). &#039;&#039;Very&#039;&#039; situational, but if your opponent fields lots of small units relatively close together, dropping this in the middle of them is almost guaranteed to ruin his day. Can&#039;t take a locator beacon, though.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought (Angels of Death)&#039;&#039;&#039; - The Angels of Death supplement&#039;s take on the Contemptor is a bit of a different beast from its Forge World cousin. It&#039;s taken in Heavy Support instead of Elites, has BS 5, 4 attacks, is 5 points cheaper, has Atomantic shielding as wargear instead of as a special rule, has a power fist with a &#039;&#039;&#039;combi-bolter&#039;&#039;&#039; instead of a dreadnought close combat weapon with a storm bolter, has Chapter Tactics, and can be squadroned. AoD Contemptor Dreadnoughts can also be taken in any Formation in place of normal, Ironclad or Venerable Dreadnoughts. This makes them far easier to take in normal games (unlike FW units which are harder to fit anywhere other than a CAD). &lt;br /&gt;
**The trade-off for the squadrons, better stats, lower cost, and Chapter Tactics, however, is far fewer weapon options than the Forge World version &#039;&#039;(see Elites)&#039;&#039;. As in, if you want more options than simply replacing the Multi-Melta with an Assault Cannon, you&#039;ll still have to use the IA2 rules, because that&#039;s the &#039;&#039;&#039;only&#039;&#039;&#039; option you got with Angels of Death. The AoD Contemptor also inexplicably lacks the built-in searchlight and smoke launcher of the Forge World Contemptor.&lt;br /&gt;
*&#039;&#039;&#039;Relic Deredeo Pattern Dreadnought (Experimental Rules online)&#039;&#039;&#039; - This is the great-great-great(20x) Grandfather of the Rifleman Dreadnought. At 185 points base, you get a weapon platform with WS4, &#039;&#039;&#039;BS5&#039;&#039;&#039;, S6, AV:13/12/11, [[Lolwut|A1]], and a 5++ save. It&#039;s equipped with an Arm-mounted Twin-Linked Anvillus Autocannon Array, which has 4 shots at S8 AP4 Sunder(&#039;&#039;&#039;Reroll to Penetrate&#039;&#039;&#039;), and a Sarcophagus mounted Twin-linked Heavy Bolter (or Heavy Flamer for free). For 35 points more, you can also get the Aiolos Missile Launcher, which is essentially a 3-shot Javelin Missile that ignores Line Of Sight, Intervening Terrain, always hits the top of a tank(Side Armour), and can splitfire at a different target. For same cost as the Aiolos the Deredeo can exchange the Autocannons for a Twin-linked Hellfire Plasma Cannonade. This reduces range to 36&amp;quot;, STR to 7, and it loses Sunder. However, it has AP2 with two firing modes: Heavy 4 for Plasma Cannon hits without Gets Hots or Heavy 1 Large Blast (5&amp;quot;) &amp;amp; Gets Hot. Take the Plasma Cannonade if there is a heavily armored vehicle or TEQ squad you want to give the metaphorical middle finger. Otherwise stick with the Anvillus.&lt;br /&gt;
**Make no mistake, BS 5 TL is the same as BS10. With its extreme accuracy and sunder, it can pretty much [[Rape|eat a light or medium tank for breakfast &#039;&#039;&#039;each and every turn&#039;&#039;&#039;]]. And while it&#039;s slamming the medium tanks with the Anvillus Cannons to statistically strip 3 hull points a turn, it&#039;s also stripping 2 hull points a turn off another light tank, or threatening a MEQ squad. If its ability to remove tanks like a serbian removes kebabs isn&#039;t enough, it&#039;s also the ultimate anti-air unit, with the ability to remove a flyer from the board on the turn it comes in with a 95% chance of success. &lt;br /&gt;
**Overall, it&#039;s expensive as hell when given the Aiolos, but you get exactly what you pay for. Always take the Aiolos Missile Launcher, because it helps to strip hull points off of your opponent&#039;s transports to make them easier to kill. And be sure to park this thing near some LOS Blocking terrain to ensure it can pick its targets with impunity.&lt;br /&gt;
*&#039;&#039;&#039;Relic Leviathan Dreadnought (Forge World)&#039;&#039;&#039; - For about double the price of an Ironclad, you get a rounder Dread with S8, AV 13/13/12 with a 4+ Invul that adds d3 to both the range and strength of its death-explosion, two heavy flamers on his body, total immunity to Maledictions powers, and two claws with meltas, Wrecker, and the odds to inflict d3 extra wounds. When this dads to the fact that it adds +1 to its initiative and 2 HoW attacks on the charge as well as a mandatory sweeping advance, you see that the goal of this thing is to touch anything that runs near it. For it&#039;s cost, it might have been better off with AV14 or some better tools. The claws can become drills so you get Armourbane for pennies. You could also make it shooty by replacing a claw with a Leviathan Storm Cannon, that is Heavy 6 S7 AP3 hits with Sunder or a Cyclonic melta lance (not actually a lance weapon), which is a Heavy 3 S9 AP1 18&amp;quot; Meltagun. You could give it Ceramite to cure it of its fear of Melta and three HKs to help pop tanks, but you&#039;ve already got so much for that goal.  To add to that, this thing counts as a Relic of the Armoury, but can&#039;t take a Legacy of Glory, nor can it ever score or benefit from a detachment or formation, so taking this requires extra care. However, with the right loadout it can be an annoyance to any player fielding a Lord of War.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman|Roboute Guilliman]]&#039;&#039;&#039; - HE&#039;S HERE. For the cost of 2 Cato Sicarii you have a Monstrous Creature with a 2+/3++/5+++, Eternal Warrior, and pretty much a straight 6 statline, excluding a WS of 9 and LD of 10. If you somehow fuck up and walk him towards something you shouldn&#039;t, or bad luck befalls you and he dies, fear not! On a roll of 4+ on the turn he got murdered, HE FUCKING COMES BACK TO LIFE WITH D3 WOUNDS. &lt;br /&gt;
**All friendly armies of the Imperium re-roll failed Morale, Fear and Pinning tests while he is on the battlefield, and he is NEVER subject to Ld malus modifiers. Re-rolls failed Deny the Witch, along with his Adamantium Will, those Psychic Shrieks don&#039;t look as scary. He grants Ultramarines another copy of each Doctrine.&lt;br /&gt;
**He has a 24&amp;quot; Assault 3 S6 AP2 bolter which is good for raping Abaddon at long range, but in combat is where he really shines. With fleet to get him there faster, he can go toe-to-toe with an Imperial Knight and win just about every time. Why? BECAUSE HIS ATTACKS ARE FUCKING S10 AP1 and any 6s to hit are Strength D, AT INITIATIVE 6. As if he wasn&#039;t good enough by himself, he also has EVERY Command Trait as his Warlord trait. So not only a beast in his own right, he&#039;s a great force multiplier for the smurfs. &lt;br /&gt;
**If you double team Guilliman with a librarius conclave, your opponent will probably have the right to kill you. &lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar|Marneus Augustus Calgar]]&#039;&#039;&#039; -  Papa Smurf is the most expensive character in the codex and rightfully a Lord of War! He is also the most powerful in hand-to-hand, even more so than Lysander. He&#039;s a Chapter Master with double NOT UNWIELDY power-fists, an &#039;&#039;AP 2&#039;&#039; storm bolter, Eternal Warrior, and two special rules: Master Tactician allows an extra use of the Combat Doctrine of your choice if he&#039;s the Warlord, while &amp;quot;God of War&amp;quot; lets you pick your Warlord Trait if you use the Space Marines trait table (now greatly improved and so totally worth it). He can also swap-out his artificer armour for a special Terminator armor (allowing him to deep-strike and giving him Relentless, not that he has any weapons that care about moving) that doesn&#039;t prevent Sweeping Advances, and even gets a free teleport homer. He also has a power sword, you know, in case you don&#039;t want to kill your opponent in only one turn. If you&#039;ve noticed, pretty much his entire arsenal makes a mockery out of armor saves, even his ranged weapons.  Also he lost the ability to make all Ultramarines in his army choose to fail or pass any Morale test they had to take.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039;  Calgar should be seriously considered for any Ultramarine player out there.  Using a combat doctrine twice allows for you to deal with threats you army may not have the best tools to deal with.  Flying circus?  Devastator doctrine twice.  Fighting Tau?  Assault doctrine twice.  General firefight?  Pop tactical doctrine again.  You don&#039;t have to choose which you need until you use it the second time.  Calgar relies on clever usage to be effective, just like he should be.  Yes, he&#039;s expensive, don&#039;t forget that, but he is costed right for all the buffs he gives your army, unlike other special characters.  (Looking at you, Khan...)&lt;br /&gt;
**With an escort and pimpwagon, he&#039;s going to attract every gun your opponent has and he&#039;s not overly tough for his cost. You&#039;re also more-or-less locked into making his unit a deathstar as a retinue and transport is going to bring him to around 700+ points.&lt;br /&gt;
**&#039;&#039;&#039;Herculean Feat (Apocalypse)&#039;&#039;&#039; - If Papa Smurf is within 18&amp;quot; of a Necron Super-heavy or Transcendent C&#039;Tan when he calls his finest hour he gets fleet and also bumps his base strength up to 5, which gets doubled to 10 due to his mighty fists. This is so he can play frisbee with necron pylons, but is unlikely to ever happen considering the relative scarcity of Necron players in Apocalypse level games. Also, the difference between S8 and S10 is largely academic in most situations against infantry. But if you are specifically punching vehicles then it can make all the difference due to the loss of his Titanic Might.&lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Gunship&#039;&#039;&#039; - There is only one reason why you don&#039;t already have one, it costs a shitload of cash(£399), apart from this... small price... the Thunderhawk has virtually no downsides, at 700 points it&#039;s certainly expensive, and it doesn&#039;t have much armour (12,12,10) but it does have 9 HP and is immune to the &#039;melta&#039; special rule. It&#039;s title of gunship is well deserved, it has a turbo laser (yes a fucking strength D weapon with a 5&amp;quot; blast!!!), four twin-linked heavy Bolters, two Lascannons and 6 weapon pylons, which can contain bombs or Hellstrike missiles. It also has a &amp;quot;modest&amp;quot; transport capacity of 30, so you can hold an entire 10 man squad of Terminators in this thing AND a techmarine and servitors to keep the thing running (they ARE allowed to repair vehicles they&#039;re embarked on, awesome). As the only super heavy vehicle in the space marines armoury, you will almost never field more than one of these, fortunately, you only need one. The best way to use this vehicle is to get close combat Terminators right into the middle of the enemies most dangerous shooting formation, then use the fearsome weapons on the gunship to destroy enemy vehicles that can insta-kill your guys, allowing your Terminators to destroy the shooty infantry and keep your grunts alive. Used properly this vehicle WILL make your opponent shit bricks, used improperly, it will do nothing but die uselessly as it gets pummeled by 700 points worth of enemy lascannons, rockets, missiles, battle cannon and lances, then it will explode and take the most of the rest of your army with it, because of this NEVER EVER keep it static, it&#039;s tempting to just hang back and pummel the enemies vehicles with the turbo laser, but don&#039;t.&lt;br /&gt;
** Now you can now use this bad boy in normal games, why?  Not a good idea seeing how it&#039;s 700 points....&lt;br /&gt;
**Aside from access to a D weapon, the T-Hawk is generally inferior to three Storm Chickens, having the same armour and hull points but fewer guns and a lower transport capacity.  Also, it&#039;s more expensive in both terms of points and dollars.&lt;br /&gt;
*&#039;&#039;&#039;Fellblade&#039;&#039;&#039; - This is your THIRTEEN BARRELS OF HELL: Quad-lascannon or laser destroyer sponsons, twin-linked heavy bolters/flamers and a demolisher cannon on the hull, and a fuck-huge [[Railgun|Accelerator Cannon]] (also known as a rape cannon) mounted on top. On top of that, you can take a pintle-mounted storm bolter, heavy bolter, heavy flamer or multi-melta, pushing it up to a mighty FIFTEEN BARRELS OF HELL. Take it with Armoured Ceramite to protect it from IG Melta-Vet squads, and make sure to protect the relatively vulnerable rear, and you have a tank that will put any of your former friend&#039;s Baneblade variants to shame.&lt;br /&gt;
**For pointless fluff, the Accelerator Cannon is not a railgun, but instead is an autocannon that incorporates plasma-ignited electrothermal-chemical propellants, which is actually a real thing. You &#039;&#039;could&#039;&#039; look up &amp;quot;electrothermal-chemical technology&amp;quot; on The Other Wiki, but if you do, you&#039;re admitting you&#039;re a fuckhueg nerd. Neeeerd.&lt;br /&gt;
*&#039;&#039;&#039;[[Thunderhawk|Thunderhawk Transporter]]&#039;&#039;&#039; - Get this if you if you have a burning desire to kneel down and sacrifice your money to the [[Chaos|gods of Games Workshop]]. It costs the same amount of cash as the regular Thunderhawk, and you&#039;ll probably end up wishing you had one of those instead. It&#039;s not that the transporter is awful, the ability to fly in a [[Blood Angels|loaded up land raider and place it where you want]] is [[Awesome|cool]], you can even scoop up other vehicles while in hover mode without having to cease your movement. But unless you are playing on REALLY big gaming tables &#039;&#039;(we&#039;re talking the same size of games where Earthshaker guns run out of range)&#039;&#039;, there&#039;s no real need to do this, and your Thunderhawk itself doesn&#039;t have much else to do with only a few heavy bolters for its defense. Just get the regular Thunderhawk for now and you&#039;ll feel less guilty.&lt;br /&gt;
**Alternate Take:  Well, as stated in the paragraph above if you do get this there are other uses than running it on a ridiculously large map (even by apocalypse standard); load a squad of terminators (whichever flavor you fancy, but I&#039;d go for a SS and TH unit) and drop&#039;em in a land raider right next to the most valuable unit you can find.  Then, laugh manically while your land raider shoots everything in range and you terminator pound the poor sods back to the warp. But admittedly another flyer (actual cough, thunderhawk, cough) could do this better, so if you feel like spending a few hundred then take it instead.&lt;br /&gt;
**Note:  As of writing, the transporter isn&#039;t for sale.  Anywhere.  So at least that temptation is removed from the universe.&lt;br /&gt;
*&#039;&#039;&#039;[[Cerberus Heavy Tank Destroyer]]&#039;&#039;&#039; - An odd superheavy tank. Its weapon is S10 AP1, but has no blast, so if you miss there&#039;s no consolation prize by accidentally wiping out a nearby unit &#039;&#039;(it is twin linked, so you&#039;re unlikely to miss)&#039;&#039;. However, whatever it hits is [[rape|raped]]. It fires D3 shots every time it fires and anything that somehow survives a penetrating hit from it can only snap-fire next turn (including other superheavies... neutering that poor [[Titan (Warhammer 40,000)|emperor class titan]].) but if it fails a penetrate ROLL &#039;&#039;(glances are fine)&#039;&#039; or to-wound its target &#039;&#039;(remember it&#039;s a primary weapon, so already gets re-rolls)&#039;&#039;, it instead damages itself by an automatic hull point on a further roll of 1. It can be given the standard predator sponsons or pintle mounted heavy weapons, but you&#039;re probably going to want to load up on anti-tank and leave anti infantry to your other units.&lt;br /&gt;
*&#039;&#039;&#039;[[Typhon Heavy Siege Tank]]&#039;&#039;&#039; - It&#039;s a giant vindicator. Cheaper and better armoured than the Fellblade and more reliable than the Cerberus. It fires off a 7&amp;quot; Blast S10 AP1 weapon, which ignores cover, and so will erase entire units on 2s unless they have invulnerable saves. Can also be equipped with sponsons like a predator and pintlemounted options including heavy bolters, or a multi-melta. And unlike the Cerberus, since your main gun doesn&#039;t fill an uber specialised role you can choose what you want and split your fire to shoot in all directions and pick your targets by relevance. Also give it armoured ceramite so it can never be killed by melta &amp;amp; lances.&lt;br /&gt;
*&#039;&#039;&#039;[[Warlord Battle Titan]]&#039;&#039;&#039; - Hoo boy, just when you thought you were safe. This destroyer of wallets is also a destroyer of friendships, as it&#039;s rules are as ridiculous as you think. Making an appearance in HH:5, it brings the pain in oh-so many ways. Coming in at a whopping 2750 points it sports 6 void shields and &#039;&#039;&#039;30 GOD-EMPEROR-DAMNED HULL POINTS&#039;&#039;&#039;. Should you reach said hull points it has a 5++ save against hits to those hull points. It has a variety of go-fuck-yourself weapons (most of which are blasts) and rules, such as; the ability to fire Overwatch with some of its built-in weapons, immunity to being locked in combat as well as the Haywire rule and all non-Witchfire psychic attacks (and ceramite plating, fuck melta weapons), can only be hit in assault on a roll of 6 by infantry and MCs (or a 5+ by other superheavies and GCs), and all of its stomps use a Large Blast template. Oh, and should anyone actually manage to destroy it it explodes in a 12&amp;quot;/24&amp;quot;/36&amp;quot; blast with its own table, 1 is S D/8/4 AP 2/3/5, 2-3 is S D/10/6 AP 2/3/4, and 4-6 is S D all round and AP 1/2/2... Good luck finding someone who will play you with this, asshole. (fairly easy to kill with Grav however; Drop Pod enough grav next to anything and it nearly always dies; this gamer had fun taking a third of its Hull Points in Turn 1 having watched the void shields drop under weight of fire).&lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
*&#039;&#039;&#039;Aegis Defence Line:&#039;&#039;&#039; Cheap means of getting a quad gun. Scouts with camo cloaks and telion make this another delicious 2+ cover save.  Even better, play Imperial Fists or take an Imperial Fists detachment.  Take a Devastator squad.  Have them man the Quad gun.  You now have a BS5 Quad gun that is twin-linked, and re-rolls failed pens/glances against all vehicles.  This thing will fucking blow Heldrakes out of the sky in a single Shooting phase if you&#039;re a little lucky.&lt;br /&gt;
*&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039;  4++ save, park your vehicles that are just going to stay still and shoot on top of this thing. It can&#039;t be demolished, laugh as your predators rain death unmolested.  Technically you can put a war-hound titan on top of this and still get an invuln save, but you have to take a dangerous terrain test if you move off of it.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; It basically serves the same role as the Aegis Line, but it has more guns and better cover. It&#039;s as expensive as the Skyshield, though, without protecting your tanks, and your infantry squads probably won&#039;t find it worthwhile to sit around all game--unless they&#039;re Devastators, which is where this shines. &lt;br /&gt;
*&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; It&#039;s a massive &amp;quot;centerpiece&amp;quot; terrain model, which is kinda silly when you think about it. It basically forces you to sit around and shoot, and it certainly &#039;&#039;does&#039;&#039; have plenty of firepower, but then you don&#039;t necessarily want to do that--you&#039;re not Impy Guard or Tau, remember. Really, the biggest question when taking this is, for that price, why aren&#039;t you taking another Land Raider?&lt;br /&gt;
*&#039;&#039;&#039;Macro Cannon/Vortex Missile Aquila Strongpoint:&#039;&#039;&#039; Recommended for use in larger points games (EG 3000+).  Having access to D weaponry for a fraction of the price of a Warhound Titan or a Thunderhawk is nice (both in real money and in points).  Has two separate structures (one Large and one medium) that can be kitted out with more Heavy bolter emplacements and most importantly, Void shields.  AV 15 means that lascannons glance... on 6s, meaning that to effectively deal with this monstrosity your opponent needs to get up close and personal with meltas or other CC.  Big downside... it is immobile, and will cost you almost 600 points to have void shields on.  If you must hold the line... you might as well do it in style.&lt;br /&gt;
**Interesting Tactic: Take the Firespear Strike Force. Put them in an Aquilla Strongpoint. Double tap the Macro Cannon. Laugh maniacally.&lt;br /&gt;
**Can be mixed with most of the other wall of Martyrs line in one fortification slot, so Imperial fist fans can have a blast with these.&lt;br /&gt;
&lt;br /&gt;
==Supplements==&lt;br /&gt;
The Angels of Death Supplement brings back the old supplements, but they did undergo some...toning to become more generic. The rules that are no longer relevant for a detachment will be in italics.&lt;br /&gt;
&lt;br /&gt;
===Sentinels of Terra (Imperial Fist 3rd Company)===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Close Ranged Bolter Drill&#039;&#039;&#039;&#039;&#039;: Replaces the Imperial Fists Bolter Drill with re-rolls to hit at half range. Works for bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons firing as bolters. Unfortunately does not apply to Special Issue Ammo (unless it gets FAQ&#039;ed, which is nigh impossible). Useful, but now you have to be closer to the enemy, so watch out. Note that, again, if you use the Angels of Death, this doesn&#039;t happen unless you use the Sternhammer.&lt;br /&gt;
*&#039;&#039;&#039;Centurion Warsuits&#039;&#039;&#039;: Like Centurions? Now Centurion Devastator Squads are Elites and Heavy Support, Centurion Assault Squads are Fast Attack and Elites. Useful for freeing up slots for more useful things like Vindicators, but mostly this is for fluff rather than spam. Take 54 Marines wearing larger Marines for lols.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Tor Garadon&#039;&#039;&#039;&#039;&#039;: Upgrade for a Tactical Squad&#039;s Veteran Sergeant, if you actually use the Sentinels of Terra book instead of the Angels of Death book. Has profile of Captain rather than Sergeant (though he does get promoted to Captain, so it fits), power fist, grenades (frag and krak) and the Spartean (see below). He&#039;s 31 pts fewer than a Captain with the same wargear, but loses the Iron Halo and Independant Character special rule. Makes his Tac Squad HQ. Pretty good, and opens up cheap HQ option, with meatshields. Kit him up and hunt a tank.&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
&#039;&#039;&#039;With Stronghold Assault expansion coming, Warlord traits involving buildings are going to become much more useful.&#039;&#039;&#039; These are also re-released in the Angels of Death supplement below.&lt;br /&gt;
#&#039;&#039;&#039;Siege Lord&#039;&#039;&#039;: Shots from Warlord and unit add 1 to their roll on building damage table. Maybe useful if your opponents spam fortifications, but really, no.&lt;br /&gt;
#&#039;&#039;&#039;Tenacious Opponent&#039;&#039;&#039;: Warlord gets It Will Not Die. Nice.&lt;br /&gt;
#&#039;&#039;&#039;Wise Commander&#039;&#039;&#039;: While your Warlord is alive, add or subtract 1 from reserve rolls. Very nice, very nice indeed.&lt;br /&gt;
#&#039;&#039;&#039;Indomitable&#039;&#039;&#039;: Provided the Warlord and his unit don&#039;t move, they get Fearless and Counter Attack until the start of your next turn. Useful if the enemy breaks your lines, maybe too situational.&lt;br /&gt;
#&#039;&#039;&#039;Architect of War&#039;&#039;&#039;: The building your Warlord cowers in gets -1 to damage rolls against it. Can be &#039;&#039;&#039;Godlike&#039;&#039;&#039; if you stick your warlord on a Macro Cannon Strongpoint. &#039;&#039;&#039;[[RAGE|Because who doesn&#039;t enjoy AV16 Structures with AV13 Void Shields?]]&#039;&#039;&#039; (besides Necrons).&lt;br /&gt;
#&#039;&#039;&#039;Fleet Commander&#039;&#039;&#039;: One use, Infinite Range, S10 AP1, Large Blast Ordinance Barrage that ignores BS when scattering. Sure, your Warlord can&#039;t fire another weapon that turn, but really, why should he? Awesomesauce. LOIC anyone?(take with Chapter Master for two round of hate)&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
Close Range Bolter Drill turns the army into a close quarters shooting monster, the opposite of the Tau who want to stay away from the enemy. Get into that golden 12&amp;quot; range to make the most of twin-linked bolters, but be wary of melee specialists who also want to be that close, in order to charge (at least your Overwatch is a realer threat thanks to CRBD). While your dudes getting so close wastes the range of most heavy weapons, keep in mind heavy bolters also benefit from CRBD, and are thus worth consideration in spite of your preferred range of point-blank. Play like Aspect Eldar and keep your Troops units focused on destroying infantry, using your extra Centurions to deal with armor. Flamers and meltaguns merit consideration since you want to be close anyway, as do bolter Scouts since you can Infiltrate + Scout into rapid-fire range from the word Go.&lt;br /&gt;
&lt;br /&gt;
===Clan Raukaan===&lt;br /&gt;
*&#039;&#039;&#039;March of the Ancients:&#039;&#039;&#039; Dreadnoughts &#039;&#039;(which are now taken in squads of 1-3)&#039;&#039; can be taken as either Heavy or Elite Choices for a potential total of 18 in a combined arms detachment! &lt;br /&gt;
*&#039;&#039;&#039;Scions of the Forge:&#039;&#039;&#039; Now for every HQ you take that isn&#039;t a Techie, you can grab up to 3 Techies as FOC-free choices. This will ensure that every tank won&#039;t be utterly helpless if one Techmarine can&#039;t make it.&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Adept of the Omnissiah&#039;&#039;&#039; - Gain Blessing of the Omnissiah or a re-roll if they already have it.&lt;br /&gt;
#&#039;&#039;&#039;Will of Iron&#039;&#039;&#039; - Warlord becomes Fearless...But why would you even want this, you have ATSKNF already.&lt;br /&gt;
#&#039;&#039;&#039;FLESH IS WEAK&#039;&#039;&#039; - +1 to FNP roll. This is the pick you want when using [[Chapter Master Smashfucker]]. And why wouldn&#039;t you be using him when running an Iron Hands list?&lt;br /&gt;
#&#039;&#039;&#039;[[Drop Site Massacre|Student of History]]&#039;&#039;&#039; - In an attempt to avoid [[Ferrus Manus|winding up without heads]], the Warlord and Clan Raukaan unit can auto-fail Morale checks.&lt;br /&gt;
#&#039;&#039;&#039;Merciless Resolve&#039;&#039;&#039; - Warlord and friendly Clan Raukaan units within 12&amp;quot; get Crusader USR.&lt;br /&gt;
#&#039;&#039;&#039;Target Protocols&#039;&#039;&#039; - Warlord and Clan Raukaan units can re-roll To Hits of 1 in shooting phase.  Definitely a way to make them Fists and Smurfs jelly of your sexy augmetics.&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
With this supplement the Iron Hands chapter master went from ded killy an&#039; ded &#039;ard to even more killy and even &#039;arder. The Gorgon Chain doesn&#039;t replace a weapon so your chapter master can now wield a thunder hammer and a lightning claw for an additional attack and the option to strike at initative, with access to 4+, 3+ or 2+ FNP through lucky warlord trait rolls, the Iron Hands&#039; Chapter Tactics, and a Psyker with Endurance or the Gorgon Chain (4+ from Endurance, +1 from the warlord trait, + 1 from the chain, +1 From the CT). Add Grey Knight Allied Detachment (or play unbound) for a guaranteed little-to-no-perilling Sanctuary from Daemonology - Santic powers to give &amp;lt;b&amp;gt;the psyker and his unit (YES, THIS INCLUDES SMASHFUCKER) +1 TO HIS INVULNERABLE.&amp;lt;/B&amp;gt; That is a 2+ Armour, 2+ Invulnerable, and a 2+ FNP, with IWND and EW. NOTHING SHORT OF THE ALMIGHTY D CAN KILL HIM NOW.&lt;br /&gt;
&lt;br /&gt;
Not exactly fluffy, buuuut, since you&#039;ve got all those tech marines, all of which have bolster defenses, you could stick a bunch of scouts in the bolstered cover.  A bit more fluffy, Raptors as allies would go nicely for your Sons of Medusa.&lt;br /&gt;
If you don&#039;t care about fluff, then Eldar will love your bolstered cover.&lt;br /&gt;
Other than that, you can stick techmarines in squads as special weapon toting seargents or you can have them take along servitors for repair work.&lt;br /&gt;
Take along some Inquisitorial allies, and use the arco-flagellants as failed aspirants.&lt;br /&gt;
&lt;br /&gt;
If you feel bad, simply kit bash the bikers to be extremely augmented marines; use Terminators (especially Forge World&#039;s Gorgon Termies), add tech marine crap and done.  The +1 toughness it easily explain because of how they&#039;re basically robots.  Their speed, again their legs can move faster, or they have wheels for legs. Jink saves; because their sensors detect incoming fire, and they dodge out of the way.&lt;br /&gt;
&lt;br /&gt;
====Drop Pod Spam====&lt;br /&gt;
Perhaps a silly tactic, but it may work. Multiple Drop Pods with Deathwind Launchers and It Will Not Die plus multiple Techmarines which repair at +4 are annoying. &lt;br /&gt;
&lt;br /&gt;
Take two Techmarines and give them combi-weapons. Now add four tactical squads with only five members, a plasma gun and another combi-weapon. Join each techmarine to each squad and deploy them in Pods with Deathwind Launchers. Fill the list with Ironclad Dreadnoughts in Pods.&lt;br /&gt;
&lt;br /&gt;
At 1600 points you will have 8 Drop Pods with Deathwind Launchers with IWND, 4 Ironclad Dreadnoughts with IWND and 4 squads with +6 FNP, a plasma weapon, two combis and an indepedent character with +2 save who can tank wounds and repair Dreadnoughts and Pods. Take a captain and a squad on bikes for a fast scoring unit.&lt;br /&gt;
&lt;br /&gt;
===Legion of the Damned===&lt;br /&gt;
While this is technically an independent Codex in its own right, its relatively sparse crunch and dubious feasibility for use as a Primary Detachment make it a supplement for all intents and purposes. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aid Unlooked For&#039;&#039;&#039;: Legion of the Damned units cannot be joined by ICs or benefit from Chapter Tactics. They start the game in reserve and arrive via Deep Strike. They can re-roll their Scatter die when Deep Striking. &lt;br /&gt;
**Note: you can&#039;t run pure Legion of the Damned army since they all start in reserve, and you lose the game by default on the first turn (unless you are attacking in Planetstrike, or using some other mission that allows you to arrive on the first turn). The devs have confirmed that this was on purpose, to represent the Legion popping up to save a doomed Imperial last stand.&lt;br /&gt;
*&#039;&#039;&#039;Unyielding Spectres&#039;&#039;&#039;: All LotD units get a 3+ invulnerable save. &lt;br /&gt;
*&#039;&#039;&#039;Flaming Projectiles&#039;&#039;&#039;: All LotD shooting weapons ignore cover.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Inferno of Vengeance&#039;&#039;&#039;: The Warlord and his unit gain Soul Blaze on their guns.  Probably the only bad trait considering how stupid Soulblaze gets.&lt;br /&gt;
#&#039;&#039;&#039;Aura of Fear&#039;&#039;&#039;: When taking Fear tests, all units in base contact with the Warlord&#039;s unit suffer a cumulative -1 Leadership penalty for every friendly LotD squad on the board beyond the first one. This can mean up to a -&#039;&#039;&#039;6&#039;&#039;&#039; Ld penalty (if taken with three space marine legion squads but a -3 is more likely), which can make it quite effective if you can spare the points.&lt;br /&gt;
#&#039;&#039;&#039;Ethereal Bolts&#039;&#039;&#039;: Bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons firing as bolters all gain Armorbane when wielded by the Warlord and his unit. Guaranteed to make vehicle-heavy lists cry. &lt;br /&gt;
#&#039;&#039;&#039;Spectral Bulwark&#039;&#039;&#039;: The Warlord and his unit gain FnP on a 5+.  Also stacks up pretty well with the Animus Malorum, and can give you a fire-magnet to go alongside Smashfucker.&lt;br /&gt;
#&#039;&#039;&#039;Never Too Late, Never Too Early&#039;&#039;&#039;: The Warlord and his unit can bypass their reserve roll in favor of choosing to arrive on any turn before the fourth, which is like Deffwing Assault, but better.&lt;br /&gt;
#&#039;&#039;&#039;Retribution Made Manifest&#039;&#039;&#039;: The Warlord and his unit gain Preferred Enemy.  Neat.&lt;br /&gt;
&lt;br /&gt;
====Relic of the Damned====&lt;br /&gt;
*&#039;&#039;&#039;Animus Malorum&#039;&#039;&#039;: Sergeant Centurius&#039; soul-eating skull gives the bearer and his unit FnP, and any unit which fails a Fear, Morale, or Pinning check within 12&amp;quot; of the bearer has a randomly chosen model immediately removed as a casualty with no saves allowed (although LoS! can still be used). Every model that is removed this way grants a +1 modifier to the FnP roll (up to a 2+) for the remainder of that turn. At only 35 points for a sergeant to use, it&#039;s a steal (especially if you picked up the Aura of Fear Warlord Trait to make it more likely that enemies will fail their Fear roll).&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
You only have one unit, but you can bring up to 4 of them and they&#039;re OS units if taken as the Primary Detachment. Enjoy your heavy weapons spam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The [[Legion of the Damned]]&#039;&#039;&#039; - Improved from utter shit to very well usable! At the same cost that Sternguards used to have, you get Fear, Fearless, Slow and Purposeful, 3++, and all shooting Ignores Cover. Yes, all of it, including any special or heavy weapons WHICH ARE NOW THE SAME PRICE AS EVERYONE ELSE&#039;S. They are also one of the 2 units that can take Heavy Flamers. On the downside, they can only arrive through Deep Strike, meaning if there&#039;s something you want them to kill, you&#039;ll have to wait a while, can&#039;t be joined by Independent Characters, and they don&#039;t get any of the Chapter Tactics, but this update more than makes up for that.  &lt;br /&gt;
**With the increasing amount of low AP weaponry and cover ignoring that is 6th these guys have some merit. They can contest and mow things down. Strike them near things with low AP weapons (give them a Plasma Cannon to see S7 AP 2 Ignores Cover Blast) or the backfield and watch them turn firefights around. They will die to massed fire (But then again, what in this game doesn&#039;t?) but can tank low volume high power hits. Sure, you can minmax a list and leave them at home but how many of you are playing in world class tournaments and need 1d4chan tactics? They are good, but not uber. Most of all, they are fun.&lt;br /&gt;
***Pro-Tip: You can use them as mobile cover for any troops and/or assault screens, especially if they have the Animus and/or rolled Spectral Bulwark.&lt;br /&gt;
&lt;br /&gt;
===Warzone Damocles: Kauyon===&lt;br /&gt;
On top of the new Formation-detachments and Tau updates, Kauyon also adds in rules and relics for both White Scars and Raven Guard armies. A particular model has to choose either the new relics or the vanilla ones, but the army itself can pick and choose between the two in case you really want something like Shield Eternal or Standard of the Emperor Ascendant.&lt;br /&gt;
*Each Chapter now has their rules compiled into their own individual Supplements (one for each chapter) at a more affordable price than having to buy &amp;quot;Kauyon&amp;quot; - saving you from having to carry around a large tome of pro-xenos propaganda and being declared a damn filthy xenos loving heretic! Strangely, Black Library/Warhammer Digital claims that the content was pulled from the other pro-Tau Damocles campaign supplement, &amp;quot;Mont&#039;ka&amp;quot;; here are the links for reference: http://www.blacklibrary.com/all-products/supplement-raven-guard.html and http://www.blacklibrary.com/prod-home/prod-home-whd/supplement-white-scars.html&lt;br /&gt;
Additionally, they&#039;re in the Angels of Death book.&lt;br /&gt;
&lt;br /&gt;
====White Scars Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Master Rider:&#039;&#039;&#039; Warlord&#039;s bike gets +1 to Jink, pushing you to 2+ thanks to White Scars CT, because Ravenwing ain&#039;t shit. If you lack a bike, then you get the one below.&lt;br /&gt;
#&#039;&#039;&#039;Deadly Ambush:&#039;&#039;&#039; You get to modify reserves by +/- 1 so long as the Warlord&#039;s alive. Good for AA shenanigans since you can let your flyer come on after you opponent&#039;s one.&lt;br /&gt;
#&#039;&#039;&#039;Hunter&#039;s Instincts:&#039;&#039;&#039; Monster Hunter and Tank Hunter. Straightforward and useful.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of the Khan:&#039;&#039;&#039; Hammer of Wrath. If he already has it, Warlord makes d3 HoW hits, which is cool.&lt;br /&gt;
#&#039;&#039;&#039;Unrivalled Hunter:&#039;&#039;&#039; Warlord gains +1 S/A when in a challenge, and if he fights another Warlord, he also gets to re-roll hits. Brutal on a kitted out Chapter Master.&lt;br /&gt;
#&#039;&#039;&#039;Merciless Warrior:&#039;&#039;&#039; If your Warlord&#039;s within 12&amp;quot; of a unit, they can re-roll their Sweeping Advance. If shit luck strikes you can retry sweeping that weeaboo squad you charged. Handy. &lt;br /&gt;
&lt;br /&gt;
====Raven Guard Warlord Traits====&lt;br /&gt;
&#039;&#039;&#039;Important note&#039;&#039;&#039;; The Raven Guard traits do explicitly state that they can be taken by any Raven Guard and their Successors. So it can therefore be argued that even though the [[Reasonable Marines|Raptors]] have their own chapter tactics, they can take these traits since they&#039;re also explicitly stated to be a Raven Guard successor. While not all of the traits synergise well with the RG&#039;s shootier descendents, Vanish into the Gloom is a godly enough trait to be worth it on your shooty commanders. &lt;br /&gt;
Though if you&#039;re playing Raptors. You&#039;re most likely taking Issodon 70% of the time. Who gets the Master of Ambush trait. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Vanish into the Gloom&#039;&#039;&#039; - When targeted for shooting and not falling back or charging, the Warlord and his unit can move d6&amp;quot;. Models from the Vanishing unit that move into or stay in cover get +1 to their cover saves. With careful positioning and some luck, you can get out of the attack&#039;s range or escape LoS, wasting the enemy unit&#039;s shooting attack.  This is key to foiling the Hunter Cadre&#039;s all-in shooting attack, but it only works once per turn for your Warlord&#039;s unit.&lt;br /&gt;
#&#039;&#039;&#039;Concentrated Attack&#039;&#039;&#039; - At the start of your Charge phase, pick an enemy unit in your Warlord&#039;s line of sight. Raven Guard units can re-roll their charges against that unit for the rest of that phase.&lt;br /&gt;
#&#039;&#039;&#039;Master of Shadows&#039;&#039;&#039; - Once per game, if your Warlord is on the field, during your Movement phase you can automatically make Night Fighting active until the start of your next turn. With all the Ignores Cover that tends to fly around, it&#039;s not too useful.&lt;br /&gt;
#&#039;&#039;&#039;Silent Stalker&#039;&#039;&#039; - Enemies trying to Overwatch against your Warlord/his unit must first take a Leadership test (-2 if you charge through cover). Great against units with otherwise strong Overwatch (DA, Tau).&lt;br /&gt;
#&#039;&#039;&#039;Exit Strategy&#039;&#039;&#039; - If your Warlord is on the battlefield, you can add &#039;&#039;&#039;or&#039;&#039;&#039; subtract 1 when rolling to determine the game&#039;s end.&lt;br /&gt;
#&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039; - Once per game, your warlord and his unit can Charge after running.&lt;br /&gt;
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===Angels of Death===&lt;br /&gt;
A Vanilla Marine supplement for the Vanilla Marine Codex, Angels of Death has new formations and detachments, new warlord traits, relics, and objectives, and additional organizational background for White Scars, Imperial Fists, Iron Hands, Salamanders and the Raven Guard (though the IF and IH just get their supplements rolled-in). Particularly noteworthy, however, is updated 40k rules rules for Contemptor Dreadnought squadrons and Cataphractii Terminators (likely included just so people can use Betrayal at Calth models without Forge World rulebooks, but with Forge World Contemptors currently lagging behind the updated vanilla dreads we&#039;re not looking a gift squig in the mouth), new decurions, and four new psychic disciplines for Space Marines. Only question is why some of this stuff wasn&#039;t part of the regular codex in the [[Games Workshop|first place]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, options for Angels of Death Cataphractii and Contemptors are pretty much limited to whatever came with Betrayal at Calth, so if you have some Forge World models and like to take advantage of a slightly wider arsenal, no new rules for you.&lt;br /&gt;
&lt;br /&gt;
Also of note is that they also decided to compile a bunch of random, previously WD-exclusive stuff like the [[Crimson Fists]] and [[Black Templars]] WTs and Chapter-specific TacOs.&lt;br /&gt;
====Crimson Fists Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Pain is for the Weak:&#039;&#039;&#039; Feel No Pain&lt;br /&gt;
#&#039;&#039;&#039;Die-Hard Defenders:&#039;&#039;&#039; Counter-Attack and Stubborn, which makes these guys a lot tougher to shift, especially when added with Lysander.&lt;br /&gt;
#&#039;&#039;&#039;Veteran of Rynn&#039;s World&#039;&#039;&#039;: Hatred and Preferred Enemy (Orks).  Yeah, those green walls can&#039;t do shit now, if they ever could.&lt;br /&gt;
#&#039;&#039;&#039;Experienced Instructor:&#039;&#039;&#039; If your Warlord doesn&#039;t shoot or run in the Shooting phase, he can nominate a friendly model within 12&amp;quot; to use his Ballistic Skill.  Pretty much Telion upgraded to be useful on more heavy weapons.&lt;br /&gt;
#&#039;&#039;&#039;Unwilling to Die:&#039;&#039;&#039; Eternal Warrior.  NICE.  Just hope you didn&#039;t buy the Shield Eternal and bork this.&lt;br /&gt;
#&#039;&#039;&#039;Heir of Dorn:&#039;&#039;&#039; Warlord and all friendly Crimson Fists within 12&amp;quot; gain Fearless.&lt;br /&gt;
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====Black Templars Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Master Swordsman:&#039;&#039;&#039; +1 to Weapons Skill and Attack.  Just IMAGINE how that&#039;d work for the Emperor&#039;s Champion!&lt;br /&gt;
#&#039;&#039;&#039;Furious Indignation:&#039;&#039;&#039; If the unit the Warlord is in fails Morale Test in the Psychic or Shooting Phase, it does not fall but, but moves 2d6 inches towards the next enemy unit (but has to stop the usual 1” away from other units).  While this isn&#039;t bound to happen often considering the good Leadership you get, it&#039;s still nice to have a way to assault someone that thought they were safe behind their guns/mindbullets.&lt;br /&gt;
#&#039;&#039;&#039;Abhor the Witch:&#039;&#039;&#039; Warlord gets Hatred and Preferred Enemy (Psykers).  Again, WHY couldn&#039;t we have the Vows?&lt;br /&gt;
#&#039;&#039;&#039;Honour Demands Combat:&#039;&#039;&#039; Warlord and his unit can re-roll failed charges.  AWESOME.&lt;br /&gt;
#&#039;&#039;&#039;OathKeeper:&#039;&#039;&#039; Warlord gets Fearless and can also re-roll to-hit in a challenge.  Any beatstick&#039;s gonna want this to stall a big-league unit.&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Determination:&#039;&#039;&#039; Warlord and units within 12&amp;quot; get to re-roll Pinning, Fear, and Morale tests.&lt;br /&gt;
&lt;br /&gt;
====Salamanders Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Anvil of Strength:&#039;&#039;&#039; Add +1 Strength. For the pulping.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Fire:&#039;&#039;&#039; You warlord now has 2+ FnP against Flame weapons. Shame you can&#039;t pass it to anyone else.&lt;br /&gt;
#&#039;&#039;&#039;Patient and Determined:&#039;&#039;&#039; When rolling for Game Duration, add +3 to the roll. It ensures that you get what you need done.&lt;br /&gt;
#&#039;&#039;&#039;Miraculous Constitution:&#039;&#039;&#039; IWND. Just in case you wanted to shout &#039;&#039;&#039;&amp;quot;VULKAN LIVES!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Forge Master:&#039;&#039;&#039; Your Warlord&#039;s Master-Crafted Weapon (Including Salamander Relics with MC) re-rolls ALL missed hits. Which is AWESOME.&lt;br /&gt;
#&#039;&#039;&#039;Never Give Up:&#039;&#039;&#039; Anyone within 12&amp;quot; of the Warlord now is Stubborn and re-rolls Morale.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Battle Brothers===&lt;br /&gt;
&lt;br /&gt;
Important!  As of the latest rounds of FAQs (and the [[eldar]] being total dicks) your allies, even battle brothers, cannot begin play embarked in your transports, nor you in theirs.&lt;br /&gt;
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*&#039;&#039;&#039;Other Chapters of muhreens&#039;&#039;&#039;: Let&#039;s get serious: if you&#039;re relying on MOAR marines it&#039;s because they have toys that you don&#039;t. With that clear, let&#039;s see what have your less Codex-compliant battle-brothers.  Allying with other Codex-compliant chapters is good only if you want two different Chapter Tactics or another Chapter&#039;s special character.&lt;br /&gt;
**Codex Space Marines: Unlike other Codices, Space Marines can ally with themselves, so it&#039;s worth noting it here. In general use, each chapter tactic works well with a unit and tactic. Combine chapter tactics to get the more out of certain units than one chapter tactic alone can give you. Fists have better devastators thanks to Tank Hunters, while Ravens have better assault marines. Combine them to have Tank Hunting devs de-can a transport for assault marines to charge with extra hammers of wrath, or Salamanders cook with re-rolling wound flamers, or any combination you can come up with. Just remember that joining an IC with a unit not from his chapter makes them lose CT while they are together.&lt;br /&gt;
**&#039;&#039;&#039;[[Black Templars]]&#039;&#039;&#039;: While not the brightest thing in the world to do now that Black Templars are included in the Codex Space Marines, this can be done if you wanted to mix chapter tactics. The BTs act as, basically, scoring assault marines with land raiders. Neophytes got buffed to BS/WS 4 along with scouts, rejoice.&lt;br /&gt;
**&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Blood Angels|Blood Angels]]&#039;&#039;&#039;: You&#039;re allying with BA because three things: army-wide Furious Charge, speedy tanks and surgical deep striking jet-packaged assault units. Otherwise GTFO. They have a good assault unit in Death company, good MEQ blasting in the Sanguinary guard and their rhino-variants tanks are fast, which can be wonderful with [[Vindicator|certain ones]]. Since their tactical squads can take a heavy flamer and a grav-gun, consider kitting your own tacticals out with whatever would complement those best. They also get locator beacons in their Tactical squads, which can be hilarious if you have a Terminator-heavy army.&lt;br /&gt;
**&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Dark Angels|Dark Angels]]&#039;&#039;&#039;: We are talking about the [[Deathwing]] and [[Ravenwing]]. The Deathwing have some nasty terminators that can be used if you can&#039;t (or don&#039;t want to) use yours. The Ravenwing are the same, but replacing terminators for bikes, Land Speeders (this includes the Vengeance and Darkshroud patterns), and flyers. Combining Darkshroud with the White Scars or Astral Claws could lead to entire armies of [[Cheese|3+ covered bikers]] (2+ on turbo-boost).&lt;br /&gt;
**&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Space Wolves|Space Wolves]]&#039;&#039;&#039;: WOLFWOLFWOLFWOLFYWOLF... Ahem. Jokes aside, the Thunderwolves are a godsend to the vanilla. Resilient, fast and strong assault unit; even the TH/SS termies can&#039;t say that. 2nd neckbeard opinion: Their fliers have terrific weapons, along with awesome dreads. Deliver an icy, hellfrosted dildo &#039;&#039;&#039;&#039;straight&#039;&#039;&#039;&#039; to the butthole with a CoF detachment. Eliminate random reserves, unleash your inner furry!&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Guard&#039;&#039;&#039;: They gives the [[Tarpit]], cheap infantry and meatshields that may come in handy to the marines. Also useful for their [[Imperial Ordnance|artillery]] and tanks. Also very fluffy, everybody knows of hopeless IG whose asses must be saved by the marines. Also [[Leman Russ Battle Tank|Leman Russes]]. Also veteran tankbusters/plasmaspam&lt;br /&gt;
*&#039;&#039;&#039;Imperial Militia and Cults&#039;&#039;&#039;: If your gaming circle isn&#039;t averse to [[Forgeworld]], and you&#039;ve got some Fantasy models lying around, then the Imperial Militia can be a godly choice for allies. Take a Force Commander to gain providences(Taking Cybernetic Augmentations and Abhuman Helots), as well as two 50-man units of Levee squads. For a whopping 320 points, you get to put [[rage|&#039;&#039;&#039;101 models on the table with toughness 4 and a 6+ invuln]]. In addition, go ahead and swap their shitty flintlock rifles for flintlock pistols to instantly convert what would otherwise be a god-tier tarpit, into one that can threaten absolutely anything in melee. All for the low, low price of [[rape|&#039;&#039;&#039;free&#039;&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Militarum Tempestus&#039;&#039;&#039;: The storm troopers have only a few tricks to give a marine, but as it is said &amp;quot;if you&#039;re gonna be a one trick pony, better make it one hell of a trick&amp;quot;. Tempestus give very good air support with valkyries but normal storm troopers are nothing to sneeze at and are able to chew though marines&#039; power armor with AP3 hot shot las guns, or you can use them as cheap deep strike melta.&lt;br /&gt;
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*&#039;&#039;&#039;Grey Knights&#039;&#039;&#039;: Three words: Two. Wound. Terminators. Basically a [[DISTRACTION CARNIFEX]], and pretty damn survivable, even without the Assault Terminator 3++ from Storm Shields. Just keep them away from S8+ weapons - there&#039;s nothing worse than Paladins going down to Krak Missiles, and lascannons scare the hell out of them. Up against another Marines player with a few Deep Striking units? Vortex of DOOM, motherfucker. Do beware that they&#039;ll end up extremely pricy though.  If you grab some homers for a Nemesis Strike Force, they&#039;ll thank you tons for it.&lt;br /&gt;
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*&#039;&#039;&#039;Adeptus Custodes&#039;&#039;&#039;: The Custodes offer a golden alternative to the Paladins of the Grey Knights; Eternal Warrior on a 2 wound character with a supercharged stat-line, they seem to be an almost flawless response to the complaints associated with Paladins (strength 8 insta-death). With spears, they make for vicious MEQ killing machines. Terminators? Pfffffffft. With sword and board, they are tanky to the max, and make for a killy tar-pit. Rending for days, from tons of attacks. Additionally, they have a few more models coming out with rules. With them, you accept high cost models with potency and favoritism to rival the Ultra Marines. Can&#039;t have the Emperor&#039;s own guards being mook-ass chumps, ya know. If only there was [[Lias Issodon|someone]] who could solve their slowness issue...&lt;br /&gt;
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*&#039;&#039;&#039;Adepta Sororitas&#039;&#039;&#039;: They actually have rules outside of White Dwarf now! And Exorcists. Yes please. Consider a command squad with Condemnor Boltguns if expecting to face Screamerstars or Grey Knights. Troops with heavy flamers are fantastic for roasting hordes, Dominions with meltas are even better at opening cans than Imperial Fist lascannon devs, and there&#039;s nothing like an Exorcist for making Crisis Suits cry. Sisters Repentia are - in a Land Raider or Stormraven - the definitive counter for an Imperial Knight.&lt;br /&gt;
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*&#039;&#039;&#039;Inquisition&#039;&#039;&#039;: Why haven&#039;t you taken it yet? Seriously, you get 3 Elites Choices (Read: 3 units of Inquisitorial Henchmen) and each of them can take a transport like a Rhino, or a Chimera or a Land Raider or a Valkyrie. That makes it worth it right up front, but with the right load out, they can fill holes in your army, so this should be your first choice right here. Consider taking a Inquisitor in a Valkyrie and a tarpit or two of Acolytes, while still having a full Guard artillery battery and doing some screening with large blocks of bolter brothers; or a four lascannon Devastator squad buffed by a psyker Inquisitor while Space Wolves take care of the melee combat.  If you want to be a douche, attach an Inquisitor to Dev Centurions w/ Grav Cannons and roll for Perfect Timing.  If there&#039;s something your current army is lacking, the Inquisition has something that can compensate for it. ALSO, if you bring these guys, take their Razorbacks instead of yours. They can get psybolt rounds and are cheaper without upgrades (40 to your 55).&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039;: An Errant Knight titan is probably a good bet for players looking for some reliable long range anti-tank/anti-TEQ killer.   The Paladin Knight brings some long range high strength high AP shooting (Double shot battle cannon? Hell yeah) to an army that can really use some for only two termies more than two Leman Russ Tanks.  And these things score (well, maybe, the Facebook post wasn&#039;t clear with whether the allied ones score), so charge him at the enemy lines faster than you can say DISTRACTION CARNIFEX. Thanks to their Str. D CC arm, they can reliably deal with with most monstrous creatures with ease, barring Skarbrand and maybe a Wraithknight. Also, Seer/Screamer-Star or any other re-rollable 2+ bullshit?  Meet D-Weapon. &lt;br /&gt;
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*&#039;&#039;&#039;Skitarii&#039;&#039;&#039;: the newest BFFs in the block, they can put a good amount of precision shots/wannabe-markerlights around. But since they don&#039;t have an HQ you can&#039;t use an Allied Detachment, only their special CAD. They have access to some of the best anti-air in the imperium with the Icarus array on the onager dunecrawler, firing multiple weapons at once including a str 6 ignores cover launcher, a TL auto cannon and a str 7 ap2 missile. The onagers can also provide a firepower with the neutron laser, a 48&amp;quot; range small blast vindicator round for less than the space marine equivalent. Too bad your Drop Pods can&#039;t play taxi service for them any more (thanks FAQ), otherwise they&#039;d be a great way to get their high-BS, Preferred Enemy, 3-shot plasma pukers in close. Remember that most vehicles have at least one facing with AV12 or worse - that much plasma will eat such vehicles for lunch, in addition to the obvious utility against TEQ and MCs.&lt;br /&gt;
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*&#039;&#039;&#039;Cult Mechanicus&#039;&#039;&#039;: If you take this army, be sure to make use of their Kataphrons.  They can tout heavy weapons better than you ever can.  CC-based armies can especially be helpful in tying them up alongside Electro-Priests.&lt;br /&gt;
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*&#039;&#039;&#039;Officio Assassinorum&#039;&#039;&#039;: The Vindicare and Eversor have the potential to be useful in any army, with the former being good at single-target killing and the latter at thinning hordes. However, the [[Eversor|Eversor Assassin]] is now massively overshadowed by [[MURDERWINGS]], so make of it what you will. The Culexus is very good to shut down psychic bullshittery by Eldar et simila and murdering the fuck outta every psyker within a foot of him. The Callidus is useful with her strategic buffs and reserve fuckery. In all look for synergy between what you have, and what they provide. An Eversor will get shot to death if he is alone in front of your gun line. A Callidus can take a negative modifier to reserve rolls, and make the first absolutely brutal. The Assassins all function best if they are allowed to be a cherry-on-top for the tactics you were already going to use, instead of being a special snowflake amidst the desert.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
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*&#039;&#039;&#039;Eldar&#039;&#039;&#039;: That&#039;s it, the only Ally of convenience is Craftworld Eldar now. Like you, they shoot and fight, but with their poor Toughness (Wraith units notwithstanding), you fight, let them shoot. Dark Reapers make MEQs cry, Jetbikes are great for harassment, and Fire Dragons or Wraithguard are awesome for removing AV14 or MCs. The Wraithknight is the mother of all distractions. Use wisely. Take Wraithguard in Wave Serpent for the Cheesy D.&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039;: They are faster than you, so use that. A good strategy with them are using them as skirmishers and go against one unit at once. Kabalites are good versus infantry and monsters or launch Wyches against vehicles. Do not invest in Haemonculi&#039;s minions, you have better stuff. Remember keep them far from your units. The marines will likely survive one turn stopped and useless, the DE don&#039;t.&lt;br /&gt;
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*&#039;&#039;&#039;Tau Empire&#039;&#039;&#039;: What are the Tau? Ungodly shooting power. You can give them infantry that doesn&#039;t suck in CQC.  Also, crisis suits are just like attack bikes, except better in every way. They used to be a lot better in 6E when they were Battle Brothers, but nowadays a lot of their utility is lost.  If they end up too close to the Tau, they&#039;ll be doing nothing, which will be costly. It pays to remember, though - Tau don&#039;t have to be a static gunline. Battlesuits - all of them except R&#039;Varnas and Broadsides - are jet pack infantry. That means they can Deep Strike and they can seriously haul heinie. Play your cards right, especially with a Farsight Enclaves detachment, and OEO will never be a problem. Use fusion-armed crisis suits or ion/fusion Riptides to destroy a Land Raider then jump them clear just in time for your assault termies to smash the hell out of whatever was inside.&lt;br /&gt;
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===Come the Apocalypse===&lt;br /&gt;
*&#039;&#039;&#039;Necrons&#039;&#039;&#039;: They&#039;re the anvil. You&#039;re the hammer. Let the undead robots take the shit, because they can handle it. You can deep strike later to win the day. Also useful when there are many high-armor (13+) vehicles in the field.&lt;br /&gt;
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*&#039;&#039;&#039;Orks&#039;&#039;&#039;: Use them as a first and expendable wave to tarpit and soften the enemy or silence their biggest cannons by assaulting them (or both), so you can later choose better your attacks. Remember that you have to begin the marine offensive when every one of the orks are dead, as the &amp;quot;one eye open&amp;quot; rule can ruin even the best plan.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;- Grey Knights are better.  Worth noting that daemons are here if you choose to summon them.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039;- Why? There&#039;s nothing they can do that you or a BB ally couldn&#039;t do better.&lt;br /&gt;
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*&#039;&#039;&#039;Tyranids&#039;&#039;&#039;- Genestealers. Nuff said.&lt;br /&gt;
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==Formations==&lt;br /&gt;
Each formation described below can be taken as a stand-alone element, so you can do things like tack a Storm Wing or Librarius Conclave onto a Combined Arms Detachment. They can also be combined in specific ways to create an alternative FOC, following in the footsteps of the Necrons, Khorne Daemonkin, and Eldar. Note that any attached Independent Characters don&#039;t benefit from the Formation&#039;s rules unless it also came as part of the same formation.&lt;br /&gt;
===Gladius Strike Force===&lt;br /&gt;
This alternative FOC is included in the base Space Marines codex. It grants one use each of the three Combat Doctrines, which affect the whole detachment when used.  Of interest is that none of these formations or the larger formation grants a warlord trait re-roll, which is an otherwise omnipresent feature of such lists.&lt;br /&gt;
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*You need 1-2 of the following &amp;quot;Core&amp;quot; choices:&lt;br /&gt;
**&#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039; - A Captain or Chaplain (which may be any of the named ICs), 3 Tactical Squads, 1 Assault Squad/Bike Squad/Attack Bike Squad/Land Speeder unit/Assault Centurion Squad, 1 Devastator or Centurion Devastator squad, 0-1 Command Squad and 0-1 Dreadnought unit(s) of any type. The Demi-Company gets [[Awesome|Objective Secured]] and its own extra use of Tactical Doctrine. More importantly, if you bring two (with a Captain in one and a Chaplain in the other) within one Gladius Strike Force, the two Demi-Companies are counted as a Battle Company and can then buy Rhinos, Razorbacks, and Drop Pods as Dedicated Transports for the low, low price of [[Cheese|FREE]]. You still need to pay for upgrades, but that can translate into 400-500 points worth of free transports - ideally, you&#039;d use it to spam Razorbacks as a source of free guns or 20-point TL lascannons.&lt;br /&gt;
***Since the Demi-Company has a good chunk of what the average Marine player tends to bring anyway, and provides Objective Secured for everything in it, the Demi-Company is perfectly capable of getting by without being battle-forged unless you really want those snazzy detachment-level command benefits. Otherwise the Demi-Company works well as the general purpose core of an unbound army, the rest of your bases can be covered by adding other formations or individual units as you see fit (just note that bringing two Demi-Companies won’t benefit from being a Battle-Company unless they’re part of a battle-forged Gladius Strike Force).&lt;br /&gt;
***The Demi-Company&#039;s personal Tactical Doctrine can be really nasty if the Tactical Squads are put in Drop Pods and given a special/combi-weapon to blow up tanks or mow down backline units. It can really help these otherwise unimpressive &amp;quot;tax&amp;quot; units pull their weight.&lt;br /&gt;
***Free transport drop pods can be fairly hilarious.  Dropping 10-14 drop pods (even empty ones) with ObSec around the board (that&#039;s 1-3 per objective) makes a big mess for your opponent.  &lt;br /&gt;
*You can take 0-3 of the following &amp;quot;Command&amp;quot; choices:&lt;br /&gt;
**&#039;&#039;&#039;Strike Force Command&#039;&#039;&#039;- Any Captain or Chaplain (named ICs included, as well as Marneus Calgar), 0-1 Honor Guard, 0-1 Command Squad, and/or 0-1 Emperor&#039;s Champion. Here&#039;s all your non-Librarian HQs in one package. Unfortunately not a Formation by itself, so no Battle Forged army of just 10 heroes.&lt;br /&gt;
**&#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039;- Based on the old Reclusiam Command Squad dataslate, consists of a Chaplain with a Command Squad (he must join them during deployment, and can&#039;t leave them) with a Razorback DT. The formation gains Crusader, and all friendly Space Marines within 6&amp;quot; of the Chaplain re-roll misses in the first round of each close combat (aka Hatred). This time around, you aren&#039;t required to take an Apothecary or Champion, and don&#039;t have to pay points for the formation&#039;s unique rules. Still doesn&#039;t make it good, though if you insist on fielding a chaplain without a jump pack, bike, or terminator armor (any one of the three are ostensibly better choices, but again, if you insist), this is probably the best way to do it.&lt;br /&gt;
***That said, the rules don&#039;t actually say you can&#039;t bike your Chaplain and Command Squad. If you&#039;re fancying a razorback to use for no particular purpose (say you have a combat-squadded tactical squad, or the like), and were going to take a biker Chaplain &amp;amp; squad already, this gives you that plus a (minor-ish) bonus to the chaplain&#039;s special rules.&lt;br /&gt;
**&#039;&#039;&#039;Librarius Conclave&#039;&#039;&#039;- 3-5 Librarians, one of which may be Tigurius. Taking this lets you break out an excellent trick, as follows: you may nominate one of the Librarians at the start of a Psychic Phase. All the other ones within 12&amp;quot; of him can&#039;t use powers that phase, but the nominated Librarian now knows all of their powers until that phase&#039;s end. More importantly, he now harnesses Warp Charges on a 3+ if there&#039;s one Librarian within 12&amp;quot; of him, and 2+ if there&#039;s more than one in range. This makes your casting in the Psychic Phase ultra-efficient, especially with buffs (or summoning, if you don&#039;t give a shit about fluff and want free army points), to the point that even Eldar or Daemons would be jealous! Someone needs to e-mail Forgeworld about their Character Librarians like Chief Librarian Loth joining this.&lt;br /&gt;
***Done, FW replied saying that any named Badab War character may be taken in the same slot as a SM codex named character (but only if they are the same unit type, e.g. swapping Tigurius for Loth).&lt;br /&gt;
***The BRB FAQ (page 3) has rendered this formation&#039;s benefit practically irrelevant. Sure, you know all the powers of other Librarians within 12&amp;quot;, and sure you can manifest them on 3+ or 2+ depending on the number of donors. However, your nominated model is limited in casting a number of powers up to his mastery level, so while he may know something like 16 powers, he is &#039;&#039;still&#039;&#039; only casting two or three. And those donors are standing around doing nothing, because they are not allowed to cast, meaning a whole bunch of wasted warp charges.  The formation can be useful for getting Librarians into your army, but you should typically only be casting your powers individually.&lt;br /&gt;
***Sure, your other Librarians can&#039;t cast, but in return you can effectively get a +12&amp;quot; range extension on another Librarian&#039;s rolled power and an opportunity to reliably manifest several select 2 and 3 Warp Charge powers from a single point with much fewer spent dice and less chance of perils, as Mastery Levels do not restrict the number of charges you are pumping through a psyker, just the number of powers. Also, the harnessing bonus allows you to put more dice into manifesting a power so it will be harder for the opponent to dispel. If you are concerned about wasting Warp Charges, you can dip into Imperial Agents or Inquisition books and buy yourself some more Psykers to buff backfield units.&lt;br /&gt;
*You need at least 1 of these &amp;quot;Auxiliary&amp;quot; choices, but there&#039;s no hard limit as to how many of them you can take:&lt;br /&gt;
**&#039;&#039;&#039;Anti-Air Defense Force&#039;&#039;&#039;- A unit of Hunters and a unit of Stalkers, with the Stalker unit consisting of at least 2 models. Anytime a Hunter lands a hit on a Flyer or FMC, the Stalkers gain +1 BS against whatever got hit. Solves your AA problem nicely, and it&#039;s pretty cheap for how effective it is so a full Battle Company gets some wiggle room.&lt;br /&gt;
**&#039;&#039;&#039;1st Company Task Force&#039;&#039;&#039;- 3-5 of any combination of Terminators or Veterans, who gets Fear and Fearless. All enemies get -2 Ld when they&#039;re within 12&amp;quot; of at least 3 units (including the Dedicated Transports!) from this formation, and a selected enemy unit has Preferred Enemy applied to it when attacks are made against it by this formation (again, including the Transports). Expensive, but it&#039;ll keep a special snowflake on his toes. Works well with Psychic Shriek and any other sort of Ld-related attack or effect. Scary, scary Rhinos/Drop Pods.&lt;br /&gt;
**&#039;&#039;&#039;10th Company Task Force&#039;&#039;&#039;- 3-5 Scout squads and/or Scout Bike squads (the latter of which must be equipped with cluster mines), and can take Torias Telion. Everyone who Infiltrates but doesn&#039;t have Stealth gains a watered-down version of Stealth that lasts until they move, run, Turbo-boost, charge, or fall back, at which point it stops working (shooting doesn&#039;t dispel it, though.) And on the first turn, all of their shooting attacks have Precision Shots.&lt;br /&gt;
**&#039;&#039;&#039;Storm Wing&#039;&#039;&#039;- A Stormraven is joined by two Stormtalons. They count as a single unit for the purposes of Reserves, and as long as at least one Stormtalon is intact the Stormraven has Strafing Run. Yes, they did copypaste it from the original Storm Wing dataslate from an edition ago. &lt;br /&gt;
**&#039;&#039;&#039;Centurion Siegebreaker Cohort&#039;&#039;&#039;- An Ironclad Dreadnought unit teams up with 2-4 Assault Centurion squads. Everyone with an omniscope can reroll failed armor pen rolls against buildings and can choose to re-roll glancing hits as well. If they ever destroy a building or Transport in the Assault phase, the occupants suffer an extra 2d6 S6 AP4 hits with Ignores Cover. Would probably go well with an Imperial Fists army, and it&#039;ll definitely make your opponent think twice about taking fortifications. &lt;br /&gt;
**&#039;&#039;&#039;Land Raider Spearhead&#039;&#039;&#039;- 3 of any combination of the basic Land Raider types (standard, Crusader, and Redeemer). As long as they&#039;re within 6&amp;quot; of each other, they ignore all results on the vehicle damage table short of Explodes!, and they all re-roll failed to wound/armor penetration rolls against GCs, super-heavies, and buildings with the Mighty Bulwark rule. With this formation, the classic Land Raider may actually be worth taking as a superheavy-killer. Sadly, no option for Antaro Chronus to join, that&#039;s for the next entry.&lt;br /&gt;
**&#039;&#039;&#039;Armoured Task Force&#039;&#039;&#039;- A Techmarine, 0-3 Thunderfire Cannon units, 3-5 of any combination of Predators, Vindicators, and Whirlwinds, and the option of taking Antaro Chronus. As long as any of the vehicles is within 6&amp;quot; of the Techmarine or the Techmarine Gunners, they ignore Crew Shaken/Stunned, and said Techmarines gain a +1 bonus to their Blessings of the Omnissiah rolls when applied to any vehicle from the formation. &lt;br /&gt;
**&#039;&#039;&#039;Suppression Force&#039;&#039;&#039;- A unit of Land Speeders pairs up with a unit of Whirlwinds (minimum two models). If it doesn&#039;t move Flat Out, one of the Land Speeders can nominate an enemy within 18&amp;quot; in its line of sight in its shooting phase; the Whirlwinds have infinite range and re-roll To Hit against that target. Make it a 3-tank Whirlwind unit and watch blob armies cry.&lt;br /&gt;
&lt;br /&gt;
===Scarblade Strike Force (Kauyon)===&lt;br /&gt;
A variant of the Gladius for the White Scars, this gives its members re-rolls on their Hit &amp;amp; Run test, a bonus d6&amp;quot; to Turbo-Boost and Flat Out (or 2d6&amp;quot; for Fast/Flyer vehicles), and Hammer of Wrath when they successfully charge something 8&amp;quot;+ away (if they already had it, HoW hits re-roll failed Wound rolls instead). Remember, these &amp;quot;elements&amp;quot; can be used as a stand-alone formation: you have to be White Scars to use the Scarblade Strike Force FOC, but you don&#039;t have to be White Scars to take any of the new formations introduced in the Kauyon book.&lt;br /&gt;
&lt;br /&gt;
*Your unique &#039;&#039;&#039;Core&#039;&#039;&#039; elements are: &lt;br /&gt;
**&#039;&#039;&#039;Stormlance Demi-Company&#039;&#039;&#039; - This consists of a Captain or Chaplain (or any named variant thereof), 3 Tactical Squads, 1 Dev Squad, and 1 of either Bikers, Attack Bikes, Land Speeders, or Assault Marines, with the option to add a Command Squad. All non-vehicles in this formation must have either jump packs, bikes, or start the game inside a Rhino or Razorback.  Everyone gets to re-roll misses during the Shooting Phase against enemies controlling an objective.  All bikes and jump units get to move 2d6&amp;quot; after firing, while anything else moves d6&amp;quot; after shooting (with anything within 2&amp;quot; of the transports able to jump in even if they left that same turn).  They can&#039;t assault after moving in this manner, but it&#039;s basically Battle Focus for marines, which is really good! Ideal for massaging ranges (i.e. Rapid Fire, melta), hitting and running, or shooting then hiding in your metal box.&lt;br /&gt;
***Do note that the boxes themselves get this bonus. I.e. you can move a Razorback 6&amp;quot;, disembark a squad up to 6&amp;quot;, shoot with the squad, move the squad back d6&amp;quot; and embark, shoot with the Razorback, then move it back d6&amp;quot;, [[Rage|preferably behind a LOS-block]]. Model your dakka boxes with the gun just above the back door; this allows you to poke out of cover for an inch, do the switcheroo, and still get back into cover even if you roll 1&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Hunting Force&#039;&#039;&#039; - A Biker Captain joins 2-5 Bike squads, 1-3 Attack Bike squads and 1-3 Scout Bike squads - you may optionally add a Bike Command Squad and/or a Biker Chaplain, and Kor&#039;sarro Khan may replace either HQ. After deployment, this formation has to pick a primary target (which must be an enemy HQ), as well as secondary and tertiary targets. They re-roll misses and failed To Wound rolls when attacking the primary target, and gain Furious Charge if charging them. If the primary target dies, the Hunting Force gets those same bonuses against the secondary target, and the same against the tertiary once you kill the secondary. On top of that, units in this formation with at least five models hit twice when they make Hammer of Wrath attacks. Fluffy for White Scars, extremely potent against deathstars and other high-value targets, and perfect for still fielding massed bikes while getting in on the formation-y goodness.&lt;br /&gt;
&lt;br /&gt;
*You may also incorporate these two Auxiliary elements:&lt;br /&gt;
**&#039;&#039;&#039;Stormbringer Squadron&#039;&#039;&#039; - 1-3 units of Land Speeders and 1-3 Scout Squads with Land Speeder Storms. The Scouts (but not their transports) get Objective Secured, their transports get +1 to Jink when within 6&amp;quot; of the formation&#039;s Land Speeder(s), and the Scouts can disembark from their Speeder even after it moves, as long as it moved less than 12&amp;quot;. Perfect for rushing to capture points after your other forces clear them out, and the only way for a Scarblade force to get Objective Secured without a Battle Demi-Company. You can gib a tank or charge something Turn 1 with ease if you have some combination of multi-meltas on your Speeders and melta bombs/combi-meltas for the Scouts: deploy as close as possible, move 12&amp;quot; and disembark 6&amp;quot; (thanks to the formation bonus), then shoot the multi-meltas (ideally you&#039;ve weaved into melta range), shoot the combi-melta if you have it, then charge in with a krak grenade and a melta bomb. If you take multiple Scout Squads (120 points gives the LSS a multi-melta and the Sarge a combi-melta and bombs), you can destroy enemy transports on Turn 1. If they deploy further back to avoid your melta rave, you have more room to scout/infiltrate and consolidate board position from the start.&lt;br /&gt;
**&#039;&#039;&#039;Speartip Strike&#039;&#039;&#039; - 1-3 units of Land Speeders accompany 2 squads of your choice of Bikes, Attack Bikes or Scout Bikes. At the start of your Shooting phase, you can choose &#039;&#039;Focused Suppression&#039;&#039; or &#039;&#039;Harassing Fire&#039;&#039;. &#039;&#039;Focused Suppression&#039;&#039; forces an enemy unit that at least two units shot at to take a Pinning test at -2 Leadership for every unit from this formation after the second that fires on it (i.e. if you took 3 units of Land Speeders and all five units shoot at one target, the FS Pinning test would be at -6 Ld). &#039;&#039;Harassing Fire&#039;&#039; causes any target that suffers at least one unsaved wound to take a Leadership test. If they fail the test, they may choose to Go to Ground. If they don&#039;t Go to Ground, and weren&#039;t already Gone to Ground, they are Provoked, and must move as far as possible towards the unit during the next Movement phase. This is perfect for neutralizing hit-and-run tactics or forcing an entrenched enemy (ideally something with Heavy or Salvo weapons) out of their hiding spots.&lt;br /&gt;
&lt;br /&gt;
===Talon Strike Force (Kauyon)===&lt;br /&gt;
A Raven Guard-themed Gladius.  It allows a re-roll for mission type, table side to deploy from, and your dice on the roll-off for who goes first IF your Warlord is in the TSF. Units in the TSF can choose to auto-fail Morale checks, and can roll for reserves on the first turn, passing on a 4+ (roll normally on other turns). Similar to Scarblade, only Raven Guard can use the Talon Strike Force FOC (unless FW okays the Raptors or other successors&#039; use), but any Chapter can use the new formations that the Kauyon book added.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Core (1-2)&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039; - Same as Gladius Strike Force.&lt;br /&gt;
**&#039;&#039;&#039;Pinion Battle Demi-Company&#039;&#039;&#039; - A Captain/Chaplain (replaced by a named HQ if you want) takes an optional Command Squad, 3 Tacs, 1 Dev and 1 Assault squad, and 1-5 Scout squads, either on bike or on foot.  During shooting, a Scout Sarge can spot for another unit from the Company within 9&amp;quot;, giving that unit Ignores Cover. In addition, each Scout squad can lead another unit out of reserve (but not Deep Strike Reserve), and you use one roll for both the Scout unit and the other unit. If the Scouts outflank, the following unit arrives from the same table edge even if they can&#039;t normally outflank. When the two units arrive in this way, the unit being led gets Stealth until their next turn if they were within 9&amp;quot; of the Scouts leading them.&lt;br /&gt;
*** If you use this, definitely set up a unit of Scouts near your Devastators. Ignores Cover Missile Launchers, or Lascannons? Yeah, that would be pretty brutal.&lt;br /&gt;
*&#039;&#039;&#039;Command (0-2)&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Strike Force Command&#039;&#039;&#039;&lt;br /&gt;
***Sadly, you can&#039;t take the Librarius Conclave as part of the Talon Strike Force, so they won&#039;t get 1st-turn reserves or auto-fail Morale checks.&lt;br /&gt;
*&#039;&#039;&#039;Auxiliary (1+)&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1st Company Task Force&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;10th Company Task Force&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Storm Wing&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Anti-Air Defense Force&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Suppression Force&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Kill Team&#039;&#039;&#039; - 2-4 Scout squads and 1-3 Vanguard Veteran squads with jump packs. The Vanguards can choose to auto-pass or auto-fail their Reserve roll (which combines very nicely with the TSF ability to roll for reserve on Turn 1). They can also charge on the turn they Deep Strike, and if they arrive within 9&amp;quot; of at least two Scout squads from this formation, they don&#039;t scatter. The Scout squads&#039; Scout and Infiltrate moves almost guarantee a precision Vanguard Vet turn 1 alpha strike in TSF, as long as you got the first turn or don&#039;t get the Scouts shot off the table before the Vanguards can show up. Non-Raven Guard can still use this formation very effectively - in particular, you can put a Locator Beacon in a Drop Pod to Deep Strike the Vanguard Vets in a perfect spot to reinforce your alpha strike.&lt;br /&gt;
**&#039;&#039;&#039;Bladewing Assault Brotherhood&#039;&#039;&#039; - A jump pack Captain/Chaplain (or Shrike) with 1-3 Vanguards and 2-4 Assault squads, all with jump packs and numbering no more than 30 models. Once per game, in your Movement phase, you can make every unit here disengage and jump back into reserves (even if they were locked in close combat!). They arrive from reserves as a single unit - when Deep Striking, draw a straight line from table one edge to another. You must aim your Deep Strike on a point along that line, and can re-roll the scatter.&lt;br /&gt;
***This is as close as any bound army can get right now to an Assault Reserve Company, and not limited to just Raven Guard. Worth a look if you like assault marines.&lt;br /&gt;
**&#039;&#039;&#039;Skyhammer Orbital Strike Force&#039;&#039;&#039; - 3 Tacs in Drop Pods and 1-3 Land Speeders. Pick a point on the board before any Turn 1 Drop Pods land - Drop Pods landing within 12&amp;quot; of that point only scatter d6&amp;quot;, and anyone that targets an enemy within 12&amp;quot; of this spot can re-roll hit and wound rolls of 1.  On top of that, the Tacs can run &#039;&#039;&#039;and&#039;&#039;&#039; shoot the turn they disembark.&lt;br /&gt;
**&#039;&#039;&#039;Ravenhawk Assault Group&#039;&#039;&#039; - A Stormraven joins a Dread of any type and a Sternguard squad. The Stormraven can Deep Strike, but must Hover the turn it arrives - its size makes it risky to DS successfully, never mind that it can be shot at normally, just have it arrive normally. When the first unit from this formation deploys or arrives from reserve, nominate an enemy unit as the formation&#039;s target - the Assault Group re-rolls all misses against that unit for the rest of the battle.&lt;br /&gt;
**&#039;&#039;&#039;Raptor Wing&#039;&#039;&#039; - A squad of Land Speeders and 2 Stormtalons. The Talons automatically arrive on your Turn 2 if they were in reserve. Also, once per turn, the Land Speeder designates an enemy unit within 18&amp;quot; and in line of sight as a priority target, giving the Stormtalons re-rolls to Wound and Armor Penetration, and can even re-roll glances to try for penetrating hits instead.&lt;br /&gt;
**&#039;&#039;&#039;Shadow Force&#039;&#039;&#039; - A Captain (replaceable by named guys) joins a Sternguard Squad, Vanguard Squad, and a Land Speeder, nobody with Termie Armor. Everyone gets Acute Senses, Move Through Cover, and Scout, while everyone can re-roll runs (vehicles add 6&amp;quot; to Flat-Out instead). This matches the contents of Strike Force Solaq from the box set.&lt;br /&gt;
&lt;br /&gt;
===Fist of Medusa Strike Force (Angels of Death)===&lt;br /&gt;
An Iron Hands flavored Decurion. Contains copy-pasta from the Gladius, plus some new units. The command benefits are a 12&amp;quot; bubble around any independent character that grants +1 to Feel No Pain rolls (because Smashfucker needed that...), with all vehicles in the bubble gaining Power of the Machine Spirit, and a bonus Warlord Trait, with the 2nd one only coming from either Strategic or Tactical rulebook traits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1-2 Core&#039;&#039;&#039;&lt;br /&gt;
**As Space Marines&lt;br /&gt;
***&#039;&#039;&#039;Armoured Task Force&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039;&lt;br /&gt;
**New&lt;br /&gt;
***&#039;&#039;&#039;Stormlance Demi-Company&#039;&#039;&#039;&lt;br /&gt;
****1 Captain or Chaplain&lt;br /&gt;
****0-1 Command Squad&lt;br /&gt;
****3 Tactical Squads&lt;br /&gt;
****1 Devastator Squad&lt;br /&gt;
****1 Assault, Bike, or Attack Bike Squad, or 1 Land Speeder&lt;br /&gt;
****&#039;&#039;&#039;Clear and Sweep&#039;&#039;&#039;&lt;br /&gt;
*****Re-roll misses in the Shooting Phase when targeting an enemy unit which is controlling an Objective Marker.&lt;br /&gt;
****&#039;&#039;&#039;Mobile Firebase&#039;&#039;&#039;&lt;br /&gt;
*****Units with Bikes or Jump Packs can move 2d6&amp;quot; immediately after shooting in the shooting phase; other units can move 1d6&amp;quot;.  They may embark on their Dedicated Transport if all of their models end this move within 2&amp;quot; of one of its Access Points, even if they disembarked on the same turn.  Units that move after shooting cannot charge in the subsequent Assault Phase.&lt;br /&gt;
*&#039;&#039;&#039;0-3 Command&#039;&#039;&#039;&lt;br /&gt;
**As Space Marines&lt;br /&gt;
***&#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Librarius Conclave&#039;&#039;&#039;&lt;br /&gt;
**New&lt;br /&gt;
***&#039;&#039;&#039;Strike Force Command&#039;&#039;&#039;&lt;br /&gt;
****1 Terminator Captain, Captain, Chaplain, or Venerable Dreadnought&lt;br /&gt;
****0-1 Honour Guard&lt;br /&gt;
****0-1 Command Squad&lt;br /&gt;
*&#039;&#039;&#039;1+ Auxiliary&#039;&#039;&#039;&lt;br /&gt;
**As Space Marines&lt;br /&gt;
***&#039;&#039;&#039;1st Company Task Force&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;10th Company Task Force&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Storm Wing&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Anti-Air Defence Force&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Suppression Force&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Centurion Siege Breaker Cohort&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Land Raider Spearhead&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Strike Force Ultra&#039;&#039;&#039;&lt;br /&gt;
**New&lt;br /&gt;
***&#039;&#039;&#039;Skyhammer Orbital Strikeforce&#039;&#039;&#039;&lt;br /&gt;
****3 Tactical Squads, each with a Drop Pod as a Dedicated Transport&lt;br /&gt;
****1-3 Land Speeders&lt;br /&gt;
****&#039;&#039;&#039;Dropsite Clearance&#039;&#039;&#039;&lt;br /&gt;
*****At the start of your first turn, before any Drop Pods arrive using Drop Pod Assault, pick a point on the battlefield to mark the center of this Formation&#039;s dropsite.  Units gain Preferred Enemy against units within 12&amp;quot; of that point, and Drop Pods that Deep Strike within 12&amp;quot; of that point scatter one less die.&lt;br /&gt;
****&#039;&#039;&#039;Shock Assault&#039;&#039;&#039;&lt;br /&gt;
*****Tactical Squads can Run and then Shoot on the same turn they disembark from their Drop Pods.&lt;br /&gt;
***&#039;&#039;&#039;Skyhammer Annihilation Force&#039;&#039;&#039;&lt;br /&gt;
****2 Assault Squads with Jump Packs&lt;br /&gt;
****2 Devastator Squads with Drop Pods as Dedicated Transports&lt;br /&gt;
****&#039;&#039;&#039;Shock Deployment&#039;&#039;&#039;&lt;br /&gt;
*****All units in a Skyhammer Annihilation Force start the game in Deep Strike Reserve. Instead of using the normal deployment and reserve rules for these units, you can, during deployment, choose whether this Formation will arrive during your first or second turn. The entire Skyhammer Annihilation Force automatically arrives on the turn you choose—no Reserve Rolls are required. Ignore this Formation’s Drop Pods for the purposes of the Drop Pod Assault special rule.&lt;br /&gt;
****&#039;&#039;&#039;First the Fire, then the Blade&#039;&#039;&#039;&lt;br /&gt;
*****On the turn they arrive from Deep Strike Reserve, the Devastator Squads in a Skyhammer Annihilation Force have the Relentless special rule and the Assault Squads can charge even though they arrived from Reserves that turn.&lt;br /&gt;
****&#039;&#039;&#039;Suppressing Fusillade&#039;&#039;&#039;&lt;br /&gt;
*****A unit targeted by a Skyhammer Annihilation Force’s Devastator Squad in the Shooting phase must take a Morale test at the end of the phase on 3D6, regardless of how many casualties were inflicted. If the test is failed, the enemy unit does not Fall Back, but must immediately Go to Ground. If the test is passed, the enemy unit is unable to fire Overwatch for the rest of the turn.&lt;br /&gt;
****&#039;&#039;&#039;Leave No Survivors&#039;&#039;&#039;&lt;br /&gt;
*****Assault Squads in a Skyhammer Annihilation Force can use their Jump Packs in both the Movement phase and the Assault phase. If an Assault Squad from a Skyhammer Annihilation Force charges a unit that has Gone to Ground as a result of the Suppressing Fusillade special rule, that Assault Squad can reroll failed To Hit and To Wound rolls in the ensuring Assault phase.&lt;br /&gt;
***&#039;&#039;&#039;Raptor Wing&#039;&#039;&#039;&lt;br /&gt;
****1 unit of Land Speeders&lt;br /&gt;
****2 Stormtalons. &lt;br /&gt;
****&#039;&#039;&#039;Incoming Support&#039;&#039;&#039;&lt;br /&gt;
*****The Stormtalons automatically arrive on your Turn 2 if they were in reserve. &lt;br /&gt;
****&#039;&#039;&#039;Priority Target Received&#039;&#039;&#039;&lt;br /&gt;
*****Once per turn in the shooting phase, one Land Speeder may designate an enemy unit within 18&amp;quot; and in line of sight as a priority target, giving the Stormtalons re-rolls to Wound and Armor Penetration, and can even re-roll glances to try for penetrating hits instead.  The priority target remains such for this formation until it is destroyed or the formation designates a new one.&lt;br /&gt;
***&#039;&#039;&#039;Honored Ancients&#039;&#039;&#039;&lt;br /&gt;
****1 unit of normal, Venerable, Ironclad, or Contemptor Dreads.&lt;br /&gt;
***&#039;&#039;&#039;Iron Guardians&#039;&#039;&#039;&lt;br /&gt;
****This is copy-pasta of Honored Ancients, except you can include a Tactical Squad.&lt;br /&gt;
&lt;br /&gt;
The Stormlance Demi-Company can gain real traction in this detachment due to its formation bonuses overlapping really well with this detachment&#039;s bonuses. An optimal scenario has a Las-plas Razorback carrying a team of Tactical Marines. The Razorback moves 6&amp;quot;, and the Marines disembark 3&amp;quot; away. They open fire at a choice target, before boarding their transport again. In turn, the Razorback fire both guns at full BS with the potential to engage two targets thanks to POTMS before it moves another D6 in turn. Multiply this by 3 and you have a solid army core to work with. When the Razorbacks do die, the Marines inside will still remain a threat due to the improved FNP from the detachment, as well as the ability to keep moving after firing; obsec is nice and all and losing it hurts, but actually getting to the objective and surviving to hold it also matters too. The real advantage to this over the Gladius/Battle-Company is you have a lower buy-in to take full advantage of this army, should you wish to play around with an allied CAD or go heavier on auxiliaries, plus you have the potential to get really cheeky with other units in your army. POTMS is cute on Land Speeder Storms and Stormtalons in terms of threatening enemy MSU, and it lets Ironclad Dreadnoughts do pseudo-Knight shenanigans where they shoot one unit before assaulting another. On the non-vehicle side, 10th Company Scouts become annoyingly difficult to kill for their points, and a Command Squad with Apothecary starts with FNP 3+(!). Round off with your Warlord getting a second Strategic Trait, and this detachment has a lot of small force multipliers that let it snowball into something more than the sum of its parts.&lt;br /&gt;
&lt;br /&gt;
Alternately, this formation can also appeal to tank players. If you take any kind of a tank in an Armored Task Force that is a part of this formation, and give the Techmarine a servo-harness and a bike, you can have up to 5 units of [[Awesome|5+ IWND, Power of the Machine Spirit]] [[Predator|Predators]], [[Whirlwind|Whirlwinds]] or [[Vindicator|Vindicators]], that are repaired on 2+ by a character with T5, 2+ armor, 5+ FnP and very good mobility, and are completely immune to Crew Shaken and Crew Stunned. Meaning these Vindicators can now move 12&amp;quot;, still fire their [[Demolisher_Cannon|DEMOLISHER CANNONS]] at full BS, and not give a fuck. If said Techmarine also has an Ironstone, that IWND increases to 4+ and also repairs a Weapon Destroyed or Immobilised result on a 6 if the Techie is within 6&amp;quot;. Moreover, all you need to round up the bigger Decurion is a Dreadnought which gets almost all of the same bonuses, thus you can have the most resilient armored fire support formation EVER [[Cheese|for under 750 points]]. Now go ahead and include [[Smashfucker]] [[RAGE|as a Command choice]].&lt;br /&gt;
* Plonk this formation on top of a shielded Landing Pad and duck.&lt;br /&gt;
* Sadly, Thunderfire Gunners are not considered characters at all, so they don&#039;t get the FnP/PotMS bubble nor IWND from chapter tactics.&lt;br /&gt;
**In fact, this formation has astonishingly little access to Techmarines; the &#039;&#039;only&#039;&#039; way to field them is via the Armoured Task Force detachment.  It&#039;s a sharp contrast with an Anvil Strike Force or the Space Wolves, either of whom can spam an incredible number of Techmarines.&lt;br /&gt;
* Also of note is the ability to effectively split a squadron&#039;s fire while keeping the bonuses. So, for example, you can take 3 Tri-Las Predators in a squadron, with Tank/Monster Hunters as a bonus, and then use PotMS on each tank to fire 6 Lascannons at one target and 3 twin-linked Lascannons at three other different targets. Unfortunately, it&#039;s not as great for Whirlwinds; Multiple Barrage forces you to lay down your blast templates in a specific pattern regardless of the targets of the non-primary firer, so choosing different targets (or the same target twice, but declared to be different) does not let you re-roll scatter independently.  However, Whirlwinds DO still get the standard trick of firing after moving at Cruising Speed.&lt;br /&gt;
*As Independent Characters are critical to the benefits of this Formation, here are your ways to field them, gathered together:&lt;br /&gt;
**Command (0-3)&lt;br /&gt;
***&#039;&#039;&#039;Strike Force Command&#039;&#039;&#039; can get you a Terminator Captain, Captain, or Chaplain.&lt;br /&gt;
***&#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039; bans the Chaplain from leaving the unit but &#039;&#039;does not&#039;&#039; remove the IC rule from him, so this gets you one that will emit the bubble.&lt;br /&gt;
***&#039;&#039;&#039;Librarius Conclave&#039;&#039;&#039; gets you 3-5 Librarians, definitely the easiest way to get your hands on some ICs.&lt;br /&gt;
**Core (1-2)&lt;br /&gt;
***&#039;&#039;&#039;Stormlance Battle Demi-Company&#039;&#039;&#039; and &#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039; will both net you a single Captain, Terminator Captain, or Chaplain.&lt;br /&gt;
***&#039;&#039;&#039;Armoured Task Force&#039;&#039;&#039; will net you a Techmarine, the only way to get one in this formation.  As noted above, remember that the Thunderfire Gunners are &#039;&#039;not&#039;&#039; ICs.&lt;br /&gt;
**Auxiliary (1+)&lt;br /&gt;
***&#039;&#039;&#039;Strike Force Ultra&#039;&#039;&#039; will get you a Captain or Terminator Captain.&lt;br /&gt;
&lt;br /&gt;
===Flameblade Strike Force (Angels of Death)===&lt;br /&gt;
The Salamanders get their own detachment. Your Warlord can now get a second WT from the Personal Traits table (just hope you don&#039;t roll the FNP trait when Vulkan He&#039;stan&#039;s your warlord since he already has FNP from his set trait), all Flamers held by Salamanders models get +1 S, and if any unit stands still for your movement phase (running, assaulting, etc are still cool), they gain Fearless. Curiously, though, they get a good deal of Land Speeder formations, which sorta breaks from the fluff about Nocturne&#039;s inconsistent gravity. &lt;br /&gt;
&lt;br /&gt;
*Your &#039;&#039;&#039;1-2 Core&#039;&#039;&#039; choices are either the &#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039; or the &#039;&#039;&#039;Stormlance Battle Demi-Company&#039;&#039;&#039;&lt;br /&gt;
*Your &#039;&#039;&#039;0-3 Command&#039;&#039;&#039; choices are the &#039;&#039;&#039;Librarius Conclave&#039;&#039;&#039;, &#039;&#039;&#039;Strike Force Command&#039;&#039;&#039;, or the &#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039;&lt;br /&gt;
*Your &#039;&#039;&#039;1+ Auxiliary&#039;&#039;&#039; choices are the &#039;&#039;&#039;Armoured Task Force&#039;&#039;&#039;, &#039;&#039;&#039;1st Company Task Force&#039;&#039;&#039;, &#039;&#039;&#039;10th Company Task Force&#039;&#039;&#039;, &#039;&#039;&#039;Storm Wing&#039;&#039;&#039;, &#039;&#039;&#039;Anti-Air Defense Force&#039;&#039;&#039;, &#039;&#039;&#039;Suppression Force&#039;&#039;&#039;, &#039;&#039;&#039;Centurion Siegebreaker Cohort&#039;&#039;&#039;, &#039;&#039;&#039;Task Force Ultra&#039;&#039;&#039;, &#039;&#039;&#039;Raptor Wing&#039;&#039;&#039;, &#039;&#039;&#039;Stormbringer Squadron&#039;&#039;&#039;, &#039;&#039;&#039;Ravenhawk Assault Group&#039;&#039;&#039;, or the following:&lt;br /&gt;
**&#039;&#039;&#039;Flamebringers:&#039;&#039;&#039; It&#039;s an LR Redeemer with no additional rules. Doesn&#039;t even get the +1 S to its flamestorms since it&#039;s not a Salamanders model per the Chapter Tactics rule and the detachment rules care about that. Wooo. Since most things you&#039;d want to stick in one can already take it as a dedicated transport, this just screams lazy afterthought.&lt;br /&gt;
***The one potentially redeeming feature is that it allows for the cheapest way to get Assault Terminators in a Land Raider. Take this plus a Librarian, Assault Terminators, and 2 Scout squads in the CAD for 15 points less than taking the 1st Company formation with Terminators and 2 naked Vanguard squads.&lt;br /&gt;
****It´s also a cheap way of getting auxiliary choices for the decurion.&lt;br /&gt;
&lt;br /&gt;
===Anvil Strike Force (Angels of Death)===&lt;br /&gt;
An armour-heavy Decurion, this is the army for tank fetishists like the [[Aurora Chapter]]. You can make a Tank the Warlord, gain immunity to Crew Stunned/Shaken on your vehicles as well as allowing your warlord to give itself or another tank within range the ability to fire all guns twice in a turn. And if you go full-on Smurf, you can take Chronus in &#039;&#039;&#039;any&#039;&#039;&#039; Tank Formation you want, provided he&#039;s behind the controls of a Land Raider or a Rhino-chassis Tank. Effectively BS 10 LR Crusaders? Las-Plas Razorbacks? You can get them here. Only catch is that your Infantry must have Transports, which is great if you&#039;re taking a Land Raider Spearhead as your Core choice, but doesn&#039;t matter for your TFC units, since they aren&#039;t Infantry.&lt;br /&gt;
&lt;br /&gt;
*Your &#039;&#039;&#039;1-2 Core&#039;&#039;&#039; choices are either the &#039;&#039;&#039;Armoured Task Force&#039;&#039;&#039; or &#039;&#039;&#039;Land Raider Spearhead&#039;&#039;&#039;.&lt;br /&gt;
*Your &#039;&#039;&#039;0-2 Command&#039;&#039;&#039; choices are limited to either:&lt;br /&gt;
**&#039;&#039;&#039;Masters of the Armoury:&#039;&#039;&#039; Take either Chronus, those special Command Tanks, or a plain Pred/Vindicator/LR of any sort. That said, however, Chronus can ride atop any tank without grabbing this choice if you really need more tanks.&lt;br /&gt;
**&#039;&#039;&#039;Keeper of the Forge:&#039;&#039;&#039; A Techie grabs a Rhino or a Razorback.&lt;br /&gt;
*Your &#039;&#039;&#039;1+ Auxiliary&#039;&#039;&#039; choices are the &#039;&#039;&#039;Suppression Force&#039;&#039;&#039;, &#039;&#039;&#039;Anti-Air Defense Force&#039;&#039;&#039;, &#039;&#039;&#039;Raptor Wing&#039;&#039;&#039;, &#039;&#039;&#039;Storm Wing&#039;&#039;&#039;, or any of the following.&lt;br /&gt;
**&#039;&#039;&#039;Mechanized Infantry:&#039;&#039;&#039; Grab some infantry and stick&#039;em in a bawks. You can grab Tacs, Assaults, Termies of any kind, Centurions, Scouts, or Veterans.&lt;br /&gt;
**&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; Get a spare Techmarine or grab one with a TFC, Drop Pod optional.&lt;br /&gt;
**&#039;&#039;&#039;Recon Outriders:&#039;&#039;&#039; Grab Land Speeders.&lt;br /&gt;
**&#039;&#039;&#039;Honoured Ancients:&#039;&#039;&#039; Here&#039;s a squad of Dreads of any sort.&lt;br /&gt;
&lt;br /&gt;
===Sternhammer Strike Force (Angels of Death)===&lt;br /&gt;
An Imperial Fists Decurion, here to round out the First Founding...sorta (if you count the Gladius for Ultras). The Warlord gives everyone Stubborn while he&#039;s alive, the Bolter Drill rule from Chapter Tactics now re-rolls all misses instead of just 1s, and everyone in the detachment adds 1 to armor penetration rolls against buildings (because fuck buildings). Twin-linked Sternguard? Why not! Stubborn is a nice add-on to ATSKNF, to further ensure your battle line stays intact no matter what. The volume of bolter fire put out by a Tactical squad increases markedly, making them a rather scary unit even to other MEQ.&lt;br /&gt;
*Your &#039;&#039;&#039;1-2 Core&#039;&#039;&#039; choices are either the &#039;&#039;&#039;Battle Demi-Company&#039;&#039;&#039; or &#039;&#039;&#039;Centurion Siegebreaker Cohort&#039;&#039;&#039;.&lt;br /&gt;
*Your &#039;&#039;&#039;0-2 Command&#039;&#039;&#039; choices are either &#039;&#039;&#039;Strike Force Command&#039;&#039;&#039;, &#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039;, or &#039;&#039;&#039;Librarius Conclave&#039;&#039;&#039;.&lt;br /&gt;
*Your &#039;&#039;&#039;1-10 Auxiliary&#039;&#039;&#039; choices can either be the &#039;&#039;&#039;Armoured Task Force&#039;&#039;&#039;, &#039;&#039;&#039;1st Company Task Force&#039;&#039;&#039;, &#039;&#039;&#039;10th Company Task Force&#039;&#039;&#039;, &#039;&#039;&#039;Storm Wing&#039;&#039;&#039;, &#039;&#039;&#039;Anti-Air Defense Force&#039;&#039;&#039;, &#039;&#039;&#039;Suppression Force&#039;&#039;&#039;, &#039;&#039;&#039;Land Raider Spearhead&#039;&#039;&#039;, &#039;&#039;&#039;Strike Force Ultra&#039;&#039;&#039;, &#039;&#039;&#039;Skyhammer Orbital Strike Force&#039;&#039;&#039;, &#039;&#039;&#039;Skyhammer Annihilation Force&#039;&#039;&#039;, &#039;&#039;&#039;Raptor Wing&#039;&#039;&#039;, or the following:&lt;br /&gt;
**&#039;&#039;&#039;Devastators:&#039;&#039;&#039; A squad of Tank Hunting Devastators. Season to taste with Twin-Linked Heavy Bolters or AT weaponry.&lt;br /&gt;
**&#039;&#039;&#039;Centurions:&#039;&#039;&#039; A squad of any sort of Centurions. Because they punch/shoot heavy things.&lt;br /&gt;
**&#039;&#039;&#039;Line Breakers:&#039;&#039;&#039; If you want Vindicators, but don&#039;t want to go with the whole formation for it.&lt;br /&gt;
**&#039;&#039;&#039;Ordinance:&#039;&#039;&#039; A unit of TFCs if you needed more cheap Templates. One of the few ways Marines can compete with Guard Artillery.&lt;br /&gt;
**&#039;&#039;&#039;Siege Ancients:&#039;&#039;&#039; A Contemptor or Ironclad Dread, since they&#039;re the heaviest armed. If you want a dakka dread you have to use the Demi-Company slot to make it fit in (with the advantage of ObSec). Still, an Ironclad dropping down with a Demi company full of twin-linked weapons (remember the Demi company still has access to one Tactical Doctrine) makes for a good alpha strike, especially combined with the infamous Skyhammer Annihilation Force. Plonk a Pod on every objective turn 1 and hold on till the end.&lt;br /&gt;
&lt;br /&gt;
===Castellans of the Imperium===&lt;br /&gt;
&lt;br /&gt;
Found in Gathering Storm: Fall of Cadia, this detachment skirts the line between using no force org, and being battle forged. Basically, take Imperial Guard, Sisters of Battle, Space Marines (vanilla Space Marines, with Black Templars, mind you), Imperial Knights, Assassins, and Militarum Tempestus. Then build the army around the units in their different unit organizations. Ok, so it&#039;s not that clear cut. The detachment basically lists what units (by name) can be used in what position. Space Marines offer a lot for HQ, Elite, Fast Attack, and Troops. However, they lose out to Guard on Heavy support vehicles with the exception of the Land Raider. Also, they give some powerful Deep Striking potential to the detachment. That being said, the detachment does not list Legion of the Damned. This is not surprising at all. Aside from giving open reign with your army construction, the detachment gives you some other nice benefits. &lt;br /&gt;
&lt;br /&gt;
*Hatred for all. Yep, everyone in the detachment gains hatred. Even better, if you fill out the force org chart, all the units gain Zealot instead. &lt;br /&gt;
*Chenkov fun. Yep, if a troop unit is destroyed, it has a chance to be in on-going reserves. Add in that you have no upper limit on the number of troops you may take, and you have some combat staying power. Just hope it&#039;s not a kill point battle.&lt;br /&gt;
*Build an Imperial Crusade. Basically, take what you want to create the perfect army that you always wanted.&lt;br /&gt;
&lt;br /&gt;
The detachment has some problems, though.&lt;br /&gt;
&lt;br /&gt;
*Points cost. You think getting that Zealot is cheap? You are wrong. Three Lord of War Choices ain&#039;t cheap. Not to mention the number of heavy support, troop, HQ, elite, and fast attack choices you need to fill out that Force Org. &lt;br /&gt;
*Multiple armies. For this detachment, you need at least two of the armies listed. So, if you are starting out, this is not the detachment for you.&lt;br /&gt;
*LARGE!! This detachment is large if you plan on filling it out. Having all those books, rules, and units can be daunting. &lt;br /&gt;
*Restrictions. Sorry, unless later FAQed, no Forgeworld for you (except Vendettas, long story). Except that from Forgeworld Emails, all of their &#039;dreadnoughts&#039; count as dreadnoughts for the purposes of formations (just remember that the Leviathan&#039;s Relic of Darkness rule means that he can&#039;t claim the formation benefits, even if you put him in there). In addition, all of their Badab War Characters count as their respective type for formations. Sevrin Loth is a Librarian, while Captain Tarnus Vale is a Captain. That said, units in armies such as Space Wolves, Dark Angels, Blood Angels, and the like cannot be taken in this detachment.&lt;br /&gt;
&lt;br /&gt;
===Victrix Strike Force (Rise of the Primarch)===&lt;br /&gt;
And now the First Founding is officially rounded out, as this is Ultramarines only. Grants a copy of each Doctrine, like the Gladius, but also allows you to enact as many doctrines as you like each turn of the ones still available.  Also grants &#039;&#039;Objective Secured&#039;&#039; to all non-vehicle units, and your Warlord can re-roll Warlord Traits if he uses the Traits table in the supplement (which is the new Ultramarines Warlord traits table).  Can only contain models with the Ultramarines Chapter Tactics rule, and Ultramarines special characters (too many to list thanks to GW favoritism).&lt;br /&gt;
*If you&#039;re relying on units the Doctrines don&#039;t improve with, like a Strike Force Ultra, you can use this and Guilliman to simulate the Tactical Doctrine every turn: you have three copies of Tactical (from the Formation and your Chapter Tactics), and you have three each of Assault and Devastator, which can now be paired to simulate Tactical happening again, giving you 6 turns of re-rolling all 1s to hit in both the Shooting and Assault phases for all of your Chapter Tactics models (although your Dreads won&#039;t get &#039;&#039;Objective Secured&#039;&#039;).&lt;br /&gt;
**Of course, doing this makes two of his Warlord Traits redundant, but &#039;&#039;all&#039;&#039; of his traits are based on being within 12&amp;quot; of him and he&#039;s very slow (his only speed buffs are Move Through Cover, Fleet, and +1&amp;quot; to running and charging when the Warlord) and can&#039;t ride a Transport, so you don&#039;t &#039;&#039;need&#039;&#039; him as your Warlord - he provides the Doctrines whether or not he is.  If you&#039;re considering someone else as Warlord (probably Calgar, for &#039;&#039;yet another&#039;&#039; Doctrine, this one dynamically chosen, and your choice of SM table traits), here&#039;s a recap of Guilliman&#039;s Warlord Traits.&lt;br /&gt;
***Friendly units within 12&amp;quot; of Guilliman can use his Leadership (10) rather than their own.&lt;br /&gt;
***Enemy units within 12&amp;quot; of Guilliman must use their lowest Leadership value, not the highest.&lt;br /&gt;
***Guilliman, and all friendly units within 12&amp;quot;, have the Move Through Cover special rule.&lt;br /&gt;
***Guilliman, and all friendly units within 12&amp;quot;, add 1&amp;quot; to the distance that they can move when they Run or Charge.&lt;br /&gt;
***In the Shooting phase, Guilliman and all friendly units within 12&amp;quot; of him re-roll To Hit rolls of 1.&lt;br /&gt;
***In the Assault phase, Guilliman and all friendly units within 12&amp;quot; of him re-roll To Hit rolls of 1. &lt;br /&gt;
&lt;br /&gt;
====Core (1+)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Demi-company:&#039;&#039;&#039; You know what this does.&lt;br /&gt;
**The &#039;&#039;Objective Secured&#039;&#039; here is redundant on the infantry and bikes but does buff the vehicles, and you get &#039;&#039;yet another&#039;&#039; copy of the Tactical doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Strike Force Ultra&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Objective Secured&#039;&#039; Terminators and Assault Terminators isn&#039;t bad, but do remember this entire formation has to come in from Reserve - which Sicarius can help with, particularly if you take the Victrix Guard.  Also, of course, your Venerable Dreadnought here doesn&#039;t get any sweet, sweet &#039;&#039;Objective Secured&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Command (0-3)====&lt;br /&gt;
*&#039;&#039;&#039;Strike Force Command:&#039;&#039;&#039; All the usual options, except Guilliman&#039;s also an option.  For obvious reasons, you can&#039;t take an Emperor&#039;s Champion.&lt;br /&gt;
**&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
***Marneus Calgar.&lt;br /&gt;
***Roboute Guilliman.&lt;br /&gt;
***Captain, including Captain Sicarius.&lt;br /&gt;
***Chaplain, including Chaplain Cassius.&lt;br /&gt;
**&#039;&#039;&#039;0-1&#039;&#039;&#039;&lt;br /&gt;
***Honour Guard&lt;br /&gt;
**&#039;&#039;&#039;0-1&#039;&#039;&#039;&lt;br /&gt;
***Command Squad&lt;br /&gt;
*&#039;&#039;&#039;Librarius Conclave&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary (1-10 &#039;&#039;per Core&#039;&#039;)====&lt;br /&gt;
*&#039;&#039;&#039;Victrix Guard:&#039;&#039;&#039; Captain Sicarius and a unit of Honor Guard join four units of Sternguard or Vanguard in any combination. This formation cannot include any dedicated transports, nor can members cannot begin the game embarked. In exchange, all models gain +1 WS and BS, and if a unit is within 3&amp;quot; of Guilliman you can LOS! as if he was a part of the unit. It&#039;s very expensive, but gives Guilliman his desperately needed meat shields.&lt;br /&gt;
**Notes: The Vanguards have no restriction on Deep Striking in.&lt;br /&gt;
**This is a detachment in its own right, if you want to ally it in.&lt;br /&gt;
*&#039;&#039;&#039;Armored Task Force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1st Company Task Force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Anti-Air Defence Force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;10th Company Task Force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm Wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Suppression Force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Spearhead&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Centurion Siegebreaker Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dataslate Formations===&lt;br /&gt;
&lt;br /&gt;
Several of these formations are old dataslates and share their name or broad composition with one from the 7th Edition Space Marine Codex. Since some players or tournament organizers may argue that the dataslates have been replaced by the codex formations, these formations will have their names marked in &#039;&#039;Italics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Force Ultima (Web Bundle)&#039;&#039;&#039; A termie captain, 1 sternguard veteran squad, 1 terminator squad, 1 tactical squad, 1 stormhawk interceptor, 1 land raider, 1 razorback and 1 drop pod. All units from this formation must be placed in reserve (non-vehicle units in a transport vehicle or in deep strike reserve) and automatically arrive in the first turn. When a unit from this formation arrives from reserve or disembarks from a transport vehicle for the first time, all ranged weapons carried by the unit add 1 to the number of shots they can make until the end of the turn. &lt;br /&gt;
**Pairs extremely well with the Skyhammer Annihilation Force - if you are [[That Guy]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Firespear Strike Force (Start Collecting Space Marines pack):&#039;&#039;&#039; A Termie captain can only bring a Ven Dread and a tac squad. The captain &#039;&#039;&#039;must&#039;&#039;&#039; designate one unit from his detachment within 12&amp;quot; of his model during the movement phase. That unit forgoes moving (and also forgoes the ability to charge or run that turn) to open fire during the movement phase, and it can then later fire &#039;&#039;again&#039;&#039; normally during the shooting phase. This leads to some decent dakka but the stupid wording means that one of the units in the formation must stand still each turn, making using the formation... Difficult. The Levitation power from the Telekinesis discipline can be used to move the unit around. That&#039;s admittededly a waste of resources though. But if you really want to move them it &#039;&#039;can&#039;&#039; be done. &lt;br /&gt;
**Goes decently with the Primarch&#039;s Wrath for 2*5 S 4 AP 4 shots from the Captain alone, best paired with heavy bolter for the least investment and optimum similarity between weapons or grav gun and grav cannon for maximum firepower.  &lt;br /&gt;
*&#039;&#039;&#039; &#039;&#039;Adeptus Astartes Storm Wing&#039;&#039; &#039;&#039;&#039; - Two Storm Talons and a Storm Raven in one formation.&lt;br /&gt;
** The Storm Talons act as Escorts for the Storm Raven (Meaning than when you&#039;re rolling for reserves, you only roll for the Storm Raven), thus giving the Raven some extra wounds if it gets set upon when they arrive.  The Talons also give the Raven the Strafing Run rule so long as at least one of them isn&#039;t destroyed.  Yep, GW be mad desperate to push out the fliers between this and Death From the Skies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; &#039;&#039;Reclusiam Command Squad&#039;&#039; &#039;&#039;&#039; - Alongside the Chaplain, you have to give the Command Squad an Apothecary, a Champion and a Standard Bearer and stuff them in a Razorback.&lt;br /&gt;
** This one&#039;s really iffy, mainly because the rules for it (Which give the squad Crusader as well as getting re-rolls on combat while the Chaplain still lives) focus really on the Champion and Chaplain, while the other guys are just along for the ride (Though FNP is a good thing to have).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Legion Ascendant (Apocalypse/Legion of the Damned Codex)&#039;&#039;&#039; - 2+ Legion squads with 10+ Legionnaires.&lt;br /&gt;
**  By joining in, they get Fear, Deep Strike that causes S2d6 S4 AP5 Soulblaze hits to anyone within 6&amp;quot;, and -3 to all Leadership for the enemy.  All for a rather decent price.  Plus, on the turn they arrive, they get Fleshbane and Ignores Cover to really make the best of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saint Tylus Battle Force&#039;&#039;&#039; - Cassius gets to bring along at least one Tyrannic Veteran Squad and up to six Storm Talons as a formation.&lt;br /&gt;
** Your Storm Talons are gonna be the stars of this formation as they can not only choose whether they want to infiltrate or start on-board in hover mode, but whenever they hit an enemy, then the Vets can ignore cover with their guns, since they saw who was getting hit.  Stack on the Vet&#039;s Preferred Enemy (Nids) and Zealot rule against the Nids, and you&#039;ll begin to weep along side your Tyranid-using foe.  Difference is that you&#039;ll be crying tears of joy at your muderous prowess, while they&#039;ll be crying over how hard Cruddace fucked them over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;First Company Hammerfall Assault Force&#039;&#039;&#039; - A Termie Captain/Lysander, a 5-man Termie squad of each kind, and a Land Raider (Crusader or Redeemer). &lt;br /&gt;
** The Captain and the AssTermies have to must come from reserves embarked in the Land Raider, while the other Termies are forced to Deep Strike.  The models in the Land Raider gain Hammer of Wrath the turn they assault after disembarking, and the Deep Striking Termies can run and shoot on the turn they DS.  Rather...minimal, though run-and gun Termies sounds nice and HoW on Termies sounds awesome.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;First Company Skyspear Assault Wing&#039;&#039;&#039; - A five-man Termie squad of each sort join a Venerable Dreadnought and a Storm Raven for a ride.  &lt;br /&gt;
** The AssTermies have to embark in the Raven alongside the Dread and hide in reserves, while the other Termies have to DS their way in.  Other than that, it&#039;s the same as the one above, replacing the Land Raider with the Storm Talon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; &#039;&#039;Strike Force Ultra&#039;&#039; &#039;&#039;&#039; - The Hammerfall and Skyspear formations have to join together. Aside from any benefits the others have by themselves, having the Captain alive allows you to roll for reserves in the first turn.  Oh look, all that dakka is being laid down to kill your ass.  Oh joy, all that Hammer or Wrath.&lt;br /&gt;
** The new Codex gives them new boosts: Everyone still has to be in reserves or in transports, but they can arrive on Turn 1 now, and everyone who Deep Strikes or disembarks for the first time gets a free attack and shot for the turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Force Solaq (Boxed Set)&#039;&#039;&#039; - Solaq needs Vanguard squad Davros, Sternguard squad Amarex and Land Speeder Darkwind.  Everyone gets Acute Senses and Move Through Cover (Which is killer for them), Scout, and the ability to re-roll runs/add 6&amp;quot; to Flat-Out.  This makes this small team real good at being moving fast or attacking from safety.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Centurion Decimator Cohort (Apocalypse)&#039;&#039;&#039; - Group together 3-6 Centurion Squads and buy all the sarges Omniscopes.&lt;br /&gt;
** Gathering this many giant matryoshka marines gives a special rule: before firing, one of the sergeants in the formation can nominate one target within LoS.  All shots fired at that target can now gain either Ignores Cover, Monster Hunter, or Tank Hunter.  More likely than not, you&#039;re probably gonna use the last two, as your weapons aren&#039;t exactly the best and therefore don&#039;t benefit so much from Ignores Cover.&lt;br /&gt;
** what are you talking about? Ignores cover on grav-cannons can destroy bikes and the like without even trying. &lt;br /&gt;
** In no way is ignore cover bad. If we&#039;re talking Gravity Cannons, the other options do nothing due to the amp, but even Las Cannons can benefit more from Ignore Cover than a from the reroll from Tank or Monster Hunter. 33% chance to ignore all damage (5+ cover) being negated, vs a 20% to increase the odds of penetration Vs arm 14. 25% for 13. Similar odds for the very few creatures with high enough toughness not to be wounded on a 2+... Ignore cover is just far and away better than the other options in most cases. Let&#039;s not even talk about the 2+ Cover units of ridiculousness some factions have...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; &#039;&#039;Centurion Siegebreaker Cohort&#039;&#039;  (Apocalypse Dataslate)&#039;&#039;&#039; - 2+ Centurion Assault Squads + 1 Ironclad Dreadnought, all sergeants need omniscopes.&lt;br /&gt;
** As long as a sergeant is still alive, all models get to re-roll armour penetration vs buildings (shooting &amp;amp; melee). Also if a building suffers any form of collapse or detonation result, units inside the building suffer an additional d6 hits. As a formation it&#039;s not necessarily the best, seeing as the units are all really good at pulling down buildings anyway and at the apocalypse level there are already many big weapons capable of taking buildings down easily. That said, the formation costs you nothing if you already have the models. Do it if there is no other formations you can use.&lt;br /&gt;
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*&#039;&#039;&#039;Space Marine Company (Apocalypse)&#039;&#039;&#039; - A Captain, Chaplain, Command Squad with Standard, and trio of Dreads have a choice.  If they&#039;re from a battle company, they must have 6 Tac squads, 2 Assault Squads, and 2 Devastator Squads.  If they&#039;re from a reserve company, they must have all 10 squads be of one type of the three.  All squads must have 10 men.&lt;br /&gt;
** A fluffy formation that really works depending on how you kit them out.  No matter what, they get an Orbital Strike Strategic Asset and Counter-Attack.  If they&#039;re within 12&amp;quot; of an objective, they get Stubborn.  If someone charges an infantry unit of this formation within 12&amp;quot; of them, they get the Tau Supporting Fire rule once per assault phase.&lt;br /&gt;
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*&#039;&#039;&#039;First Company Veterans (Apocalypse)&#039;&#039;&#039; - A Termie Captain/Lysander, a Chaplain, a Command Squad with Standard and 3 Ven Dreads have to take 100 models of either Vets or Termies.&lt;br /&gt;
** Despite their hefty cost, they come with a few more rules.  For one, they get Counter-Attack, Deep Strike, Fear, and Preferred Enemy.  They also get all the rules from above.  Like above, this depends heavily on how they&#039;re kitted.&lt;br /&gt;
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*&#039;&#039;&#039; &#039;&#039;Librarius&#039;&#039;  (Apocalypse)&#039;&#039;&#039; - 5 Librarians or Rune Priests.  If you want, you can replace one of them with a named Librarian, but in doing so, you have to make them all of the same force (Meaning no mixed Chapter Tactics).&lt;br /&gt;
** These Librarians form a Warp Charge 4 (!!) power called Force Vortex, a 24&amp;quot; S:D AP1 Heavy 1, Large Blast Vortex.  IF they don&#039;t recall it before it moves, then it&#039;ll scatter off and kill everyone.  BEfore you run with this ask yourself: How confident am I that this won&#039;t kill absolutely everything?&lt;br /&gt;
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*&#039;&#039;&#039;Masters of the Chapter (Apocalypse)&#039;&#039;&#039; - A Chapter Master can take an optional Honour Guard squad along his 4-10 Captains of the same chapter.  Any of them can be replaced with a named Character where fitting.&lt;br /&gt;
** This is not an assault force; it&#039;s too small for that.  What it can do, though, is give you 3 additional assets on the first break and give them a 3++ on the turn they use their Finest Hour/Sons of the Primarch ability.&lt;br /&gt;
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*&#039;&#039;&#039;Predator Assassin Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Predators, here to kill.&lt;br /&gt;
** The tanks do their part by giving them a reroll on all failed to-hit rolls against a chosen enemy when within 6&amp;quot; of another member of the squad in exchange for the ability to fire at someone else until the enemy is gone.  Any Predators with two lascannons and a TL lascannon can also exchange all their hits for a single Strength D AP2 Killshot that will total a single enemy.  If there was ever a priority target removal system for the tanks, it&#039;s this one.&lt;br /&gt;
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*&#039;&#039;&#039;Scout Company (Apocalypse)&#039;&#039;&#039; - A non-termie Captain without a Command Squad must lead 10 squads of 10 Scouts.&lt;br /&gt;
** The Captain gets some compensation for his lack of survivability by giving him Infiltrate, Move Through Cover, and Scout.  Everyone as a team gets the ability to charge from reserves and a +1 to all cover saves from buildings in their deployment zone.  Really, keep them shooting at the proper targets and keep moving from cover to cover.&lt;br /&gt;
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*&#039;&#039;&#039;Titan Hammer Formation (Apocalypse)&#039;&#039;&#039; - Lysander takes 3+ TH/SS Termie squads for titan-killing fun.&lt;br /&gt;
** THIS is how you kill titans, superheavies and Biotitans. The Formation is Lysander and 3+ TH/SS terminator squads who must all deepstrike, within 12&amp;quot; of where Lysander deepstrikes, but they only scatter D6&amp;quot;, and are Fearless, and LYSANDER GETS A VORTEX GRENADE! Sweet Jesus, this could reduce Tyranid players to tears as you one-shot their biotitans (D6 wounds on gargantuan creatures, no saves) Baneblades (D3 structure points)and Primarchs (removed with no saves allowed). Best part about vortex is the blast can drift around, and one-shot ANOTHER biotitan! Fuck yeah! Anything that survives can try it&#039;s luck with dozens of TH/SS terminators led by Lysander, with Fearless.&lt;br /&gt;
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===Warzone: Armageddon===&lt;br /&gt;
*&#039;&#039;&#039;The Legion Ascendant&#039;&#039;&#039; - Since this was made pre-Codex of the Damned, you get to nab 2+ Legion units here, so long as they all have 10 models.&lt;br /&gt;
** These guys are made for mob-cleaning with Fear and an aura of -3 Ld within 12&amp;quot; of them.  In addition, when they Deep Strike on board, they force everyone within 6&amp;quot; to take 2d6 S4 AP5 Soulblaze hits, and they get Fleshbane the turn they deploy.&lt;br /&gt;
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===Warzone: Damnos===&lt;br /&gt;
*&#039;&#039;&#039;Conclave of the Ancients (Apocalypse)&#039;&#039;&#039; - A Venerable Dread leads a gang of 3+ Dreads and 1+ Ironclad Dread.&lt;br /&gt;
** The main focus of this formation is surprise smashing, as the rules this formation gives focus on melee.  Any Dreads within 6&amp;quot; of the Ven Dread gets Rampage and Preferred Enemy (For horde-cleaning, if you&#039;re willing to throw them there), while Dreads within 2&amp;quot; of two other Dreads in the formation get d6 Hammer of Wrath hits, just to incentivize charging into an idiot.&lt;br /&gt;
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*&#039;&#039;&#039;Deathstorm Area Denial Force (Apocalypse)&#039;&#039;&#039; - Drop more than one Deathstorm Drop Pod near each other.&lt;br /&gt;
** The main point of this formation is shock and awe, plain and simple.  They force any successful morale and pinning tests caused by them to be rerolled, they can fire any of their weapons independently of each other, and, upon arrival, fire as if they were always stationary.  Deploying more than three of the things gives them all +1 Strength the turn they come in.  All in all, it&#039;s meant to scare them and distract fire away from squishier units.&lt;br /&gt;
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*&#039;&#039;&#039;[[Deathwatch]] Strike Team (Apocalypse)&#039;&#039;&#039; - A generic Captain joins 2+ veteran squads of any make (Vanguard or Sternguard).  Presumably, they&#039;ll adopt whatever Chapter Tactics you choose.&lt;br /&gt;
** The draw this formation gets are special Antiphasic Bolts (24&amp;quot; Range, S4, AP4, and Rapid Fire) that can be used by any bolter or combi-weapon, which force Necrons hit by them to reroll their Reanimation Protocols, which is pretty useful.   Aside from that, the formation gains Preferred Enemy against one Xenos Codex (So like a weaker form of the Ordo Xenos) and the ability to gain an extra VP when they slay the xenos Warlord.  While they have their uses against any Xenos army, their best use is against Necrons with their special bolts. HINT: combine with Angels Revenant chapter tactics to get preferred enemy and hatred against necrons&lt;br /&gt;
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*&#039;&#039;&#039; &#039;&#039;Land Raider Spearhead&#039;&#039;  (Apocalypse)&#039;&#039;&#039; - Group together 3-5 Land Raiders of any sort.&lt;br /&gt;
** This formation essentially turns them into a squadron, with the choice of Arrowhead Formation (help needed; check the old Apoc book for full rules, but the essentials are that if at the beginning of their movemement phase they are in a certain position relative to each other and a Hellstorm template, then they get bonuses) giving them not only Tank Hunters and Preferred Enemy, but they also get to add 12&amp;quot; to any Flat-Out moves made.  So essentially, listen to whatever is mentioned above about the Raiders and now add these benefits to them, which helps get them somewhere faster when they have the room to move.&lt;br /&gt;
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*&#039;&#039;&#039;Line Breaker Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Vindicators.  Let&#039;s go.&lt;br /&gt;
** Gathering these Vindicators allows them to exchange their Demolisher shots into one single 24&amp;quot; S10 AP2 Ordinance 1 Apocalyptic Blast that can hit any buildings without needing to roll for pen.  When calculating any results, you then have to add +1 for every Vindicator who joined in.  Clearly, this would do great when using the Sentinels of Terra and their additional building damage.&lt;br /&gt;
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*&#039;&#039;&#039;Skyhammer Orbital Strike Force (Apocalypse)&#039;&#039;&#039; - 3+ Tac Squads, as well as any HQ choices or other units that can grab Drop Pods, must take those Drop Pods and Deep Strike in on the first turn.&lt;br /&gt;
** For this auto-Deffwing Assault, everyone gains Preferred Enemy against the Warlord and Crusader and Fear for the first two turns.  Like the Other Drop Pod formation, this is for shock, awe, and lots of shooty, though Crusader makes them more useful in melee.&lt;br /&gt;
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*&#039;&#039;&#039;Skyreign Hunter Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Hunters.  All there is.&lt;br /&gt;
** For each Savant Lock beyond the first used on a target, they take +1 for their roll on the lock counters to see if they get hit.  In addition, if a locked target is within 18&amp;quot; of another flyer of any sort, the Hunters have to roll d6; on 1, nothing happens.  On 2-4, only one Savant Lock can transfer to the new target.  On 5+, you can transfer as many as you want.  Really, this is so you can keep tabs on those pesky flyers.&lt;br /&gt;
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*&#039;&#039;&#039;Spear of Macragge (Apocalypse)&#039;&#039;&#039; - Chronus takes the Terminus Ultra (A Land Raider with 2 lascannon sponsons, 2 TL lascannon sponsons, an HK Missile, a hull-mounted TL lascannon, a Searchlight and Smoke Launcher at the cost of transport) and 5+ tanks that are either Predators, Whirlwinds, or Vindicators.&lt;br /&gt;
** For one, every tank within 12&amp;quot; of Chronus&#039; tank get to fire on his BS of...5.  However, if you roll more than 4 1&#039;s in a single shooting phase. it has to take an S9 AP2 hit on the side after it shoots.  If you really need a tank army, you can&#039;t do much worse.&lt;br /&gt;
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*&#039;&#039;&#039;Stormsurge Strike Wing (Apocalypse)&#039;&#039;&#039; - 3-5 Storm Ravens.&lt;br /&gt;
** When they first come in through reserves, they have to move between 36-72&amp;quot; and use one of the special attacks this uses on anything they go over.  While this bars them from deploying anyone, denying them evade, they instead get a 4+ save the start of the next turn.&lt;br /&gt;
*** Missile Storm requires that everyone fire ALL THE MISSILES.  Once the hits go above 7, it becomes a Strength D AP2 Concussive hit that grows from just a hit to an Apocalyptic blast.&lt;br /&gt;
*** Strafing Storm makes them fire everything but the missiles, like as strafing run, but they also get Shred for the rest of the turn.  This is meant more for infantry than tanks.&lt;br /&gt;
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*&#039;&#039;&#039;Suppression Force (Apocalypse)&#039;&#039;&#039; - A Land Speeder or any sort assists 2+ Whirlwinds.&lt;br /&gt;
** Anything within the Land Speeder&#039;s LoS and within 48&amp;quot; of it counts as being within the Whirlwinds&#039; LoS, meaning that they now have infinite range with now twin-linked missiles.  The Whirlwinds can then exchange their firing to fire one big-ass missile strike of either sort that now become Apocalyptic Barrage X blasts (Where X is twice the number of Whirlwinds contributing).&lt;br /&gt;
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*&#039;&#039;&#039;Ultramarines Chapter Honour Guard (Apocalypse)&#039;&#039;&#039; - Calgar must take a full Honour Guard Squad with a Standard Bearer and a Land Raider to call his own.  He can then opt to take Cassius, Tigurius, and/or a Venerable Dread.&lt;br /&gt;
** The Land Raider gets Tank Hunter, Monster Hunter, and Preferred Enemy.  The Guard give you the choice of 2 Strategic Assets because eliteness.  Everything within 6&amp;quot; of Calgar himself either gain FNP (for infantry) or the ability to ignore Crew Shaken/Stunned results (for vehicles).  Pretty clearly, this is a damn pricy setup, and it all hinges upon how you can manage Papa Smurf and his gang and the tank, though they do gain some good staying power with FNP.&lt;br /&gt;
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===Warzone: Damocles===&lt;br /&gt;
*&#039;&#039;&#039;Armoured Vanguard Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Rhinos and/or Razorbacks being used as Transports are grouped up.&lt;br /&gt;
** When using the Arrowhead Attack Pattern, the Rhinos now all gain Tank Hunters (which is of dubious use depending on the troops used) and Assault Vehicle (More awesome).  This is definitely made with the Scars in mind.&lt;br /&gt;
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*&#039;&#039;&#039;Stormclad Squadron (Apocalypse)&#039;&#039;&#039; - A Thunderhawk takes 2+ Stormtalons as groupies.&lt;br /&gt;
** The T-Hawk is the big star of the show, while the Talons are just support.  A Talon can give up shooting to give the big guy Night Vision and Preferred Enemy, and if they&#039;re within 4&amp;quot; of the Hawk, the Talons have to become little shields to the big one.&lt;br /&gt;
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*&#039;&#039;&#039;Hunting Force (Apocalypse)&#039;&#039;&#039; - BIKES.  BIKES EVERYWHERE.  The Captain gets a bike (And can take a Command Squad or a Chaplain as accompaniment) and 1-3 squads of plain Bikes, Attack Bikes, and Scout Bikes.  And in the [[Webway]], [[Jaghatai Khan]] sheds a tear...&lt;br /&gt;
** All the bikes give everyone Outflank and Scouts because FAST.  They can also select an  HQ or Apoc Formation to get Preferred Enemy and Furious Charge against, just so they can charge and shoot the bastard(s) to death.&lt;br /&gt;
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*&#039;&#039;&#039;Stormbringer Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 mix of either Land Speeders and/or Storms (The Storms no longer get to be Dedicated Transports though)&lt;br /&gt;
** First of all, Scout for  everyone, with an additional redeployment so long as they get at least 6&amp;quot; from an enemy, and anybody that disembarks from the Storms won&#039;t count as having moved for the first turn.  In addition, when they redeploy, anyone else within 12&amp;quot; from the formation now must test for pinning.  In short, this is for the Scouts and how they&#039;ll get into the field in the quickest way possible.&lt;br /&gt;
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*&#039;&#039;&#039;Furion Peak Counter-Strike Command (Apocalypse)&#039;&#039;&#039; - Khan and Shrike take a Raven Guard Captain and a White Scars Librarian with them.&lt;br /&gt;
** Really, the only bonus they get is the ability to give anyone within 12&amp;quot; of them Shrouded while the Librarian is alive.  Considering that they won&#039;t be able to move very fast, this won&#039;t help very much, and it&#039;ll be holding them from bashing in stuff, though Shrouded is something good to have.&lt;br /&gt;
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===Blood Oath (Warhammer World Exclusive)===&lt;br /&gt;
In the May 2015 reopening of Warhammer World, there was a fuckhuge diorama about the Imperium (Ultras, GK, Knights, and Titans) battling Khorne Daemonkin and other titans.&lt;br /&gt;
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*&#039;&#039;&#039;Spear of Sicarius&#039;&#039;&#039; - Cato and a Chaplain join a command squad, 6 tacs, 2 devastators, 2 assaults (All in squads of 10), and 2 dreads all in Drop Pods.  They all gain Stubborn and EVERY Pod arrives on Turn 1.  And to make them even safer, each one of them makes enemies within 5&amp;quot; take d6 S4 AP5 hits just by being near them when they arrive.  Afterwards, they can then fire twice once they disembark during the Shooting Phase or opt not to fire any Heavy and Rapid-Fire weapons and gain the option to charge in the following Assault Phase. AKA everything Star Phantoms do, only twice as good.&lt;br /&gt;
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*&#039;&#039;&#039;Ultramarines First Company&#039;&#039;&#039; - A Captain and Chaplain join 3 Dreads and 10 10-man squads of either Termies or Vets of any sort.  Unlike the [[Blood Angels|Archangels Strike Force]] of Exterminatus, there&#039;s no need for the ICs to be Termies too.  They all gain Fear, Fearless, they give Imperium Armies within 6&amp;quot; Stubborn, and they can re-roll to hit during Shooting AND Assault when they use a Doctrine.  Greatest of them all indeed!&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
Games Workshop always advocates it, and it bears repeating: start with an HQ and two Troops.&lt;br /&gt;
* For your HQ, you are somewhat spoilt for choice. If you&#039;re playing a chapter with special characters, they&#039;re a good starting point. Support HQs like a Libby are worth considering. If you&#039;re looking to create a badass retinue for a tough guy character then a Captain or Chapter Master with tooled up weaponry is a good starting point. Fundamentally, HQ choice comes down to planning - they are the most difficult units to integrate by far. You could just take a 65 Libby to minimise the tax, but in many cases that becomes a waste in itself - what the hell is it going to accomplish? It&#039;s still a lot of points. Base your HQ on things that *will* happen, not what *might* happen. Weigh up having a tough HQ that can handle itself in a fight (to, say, claim Slay the Warlord whilst not giving it away) versus a Force Multiplier. Many of the Special Characters combine both. &lt;br /&gt;
**e.g don&#039;t put a Captain inside a rhino with a Tactical squad and expect him to reach enemy lines. You&#039;ll get obliterated. However, if you take Khan, WS Chapter tactics, and pull off the maximum movement, he will reach threat range by the beginning of turn 2. Drop pods, Land Raiders, strong retinues, all are good assurance a Captain *will* and not *might*. &lt;br /&gt;
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* Good starting troops are:&lt;br /&gt;
** Tactical Squads. They&#039;re your bread and butter. Unless you&#039;re writing a gimmicky spam list you&#039;re going to have them. They&#039;re an oddball, or a guilty pleasure if you will. Having a load of bolters is not good for your list, in all honesty; you want your Tac squads to have maximised firepower or potential. Don&#039;t equip them for AT, they suck at it; tanks are too rare to compensate for with an entire unit, and the alternatives are better. You *need* a method of transporting them. Consider very carefully how you choose to do so; you should not mix and match pods with rhinos unless it&#039;s just one or two pods and they&#039;re carrying a deadly alpha strike unit. Rhinos only become truly good if you&#039;re using Khan and the White Scars - you need the mobility and alpha strike potential scout gives you. Razorbacks are alright but don&#039;t form a good core unless you&#039;re either taking them minimum or maxing them out, they become good in a Double Demi. The best options here are generally Plasma and Flamers for wiping infantry, though grav-guns can be handy if you see a lot of heavy infantry. Don&#039;t forget the serge can take a combi-weapon - and by the Emperor make it the same as your special, or He&#039;ll twitch.&lt;br /&gt;
** Scout Squads. Now with WS and BS of 4, the only difference between them and regular marine is their 4+ armor saves. Scouts are no longer just undying roaches, they are roaches that can bite! Sniper Scouts are the time honoured classic choice for holding backfield objectives. Honestly, they&#039;re not that good at all, but by throne are they cheap. In 7th you can use them as a counter attack or alpha strike unit by abusing Land Speeder Storms, which let you charge out of them with open topped and move a long distance at the start of the game with scout. They can also snatch objectives at the last second. Bear in mind that they are the cheapest auxiliary choice for the new Gladius Strike Force, a good option to take if you want something to annoy your opponents with.&lt;br /&gt;
***Alternate Take: If you&#039;re planning ahead, you can use scouts with camo cloaks (or with the 10th Company Task Force rules) to sit on objectives and be very frustrating and hard to dislodge. Park them in ruins and laugh as your opponent either:&lt;br /&gt;
***#Completely forgets they&#039;re camping an objective, or&lt;br /&gt;
***#Throws a lot more fire than they should to ignore a 3+ cover.&lt;br /&gt;
****Additionally, this may be a nice cheap way to get a couple of low end heavy weapons. Players have a nasty habit of ignoring your Scout missile launchers until they&#039;re driving a skimmer by it.&lt;br /&gt;
** Biker Squads. These became very good with the new Codex, and they&#039;re a very viable choice for basing an army around, but you need a bike-mounted HQ to field them as troops. Note that in the new &#039;dex, this can be a Librarian, Techmarine, or Chaplain, in addition to the usual Captain. Grav Gun spam makes them a very nasty bastion of firepower, and Meltas are a reasonable choice as well. &lt;br /&gt;
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Once you&#039;ve got a start on your army, the most important thing to do is play the game. A lot. Learn what you like. Build your army around that.&lt;br /&gt;
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Some things to keep in mind:&lt;br /&gt;
* Note that generic marines are a &amp;quot;jack-of-all trades, master of none&amp;quot; type army: each unit type has a loose yet specific role that they&#039;re best at, and because something in the Codex covers each base the army itself is adaptable to pretty much any tactic. Don&#039;t run lists around the concept as a whole though. You want your units to have focus. Taking Devastators? Don&#039;t mix and match your anti-infantry and anti-tank. You want to annihilate what you shoot at, since dead things don&#039;t shoot back at all. Consider this trait a convenience (or at worst, a hindrance) and nothing else. &lt;br /&gt;
* MEHTAL BAWKSES save your life and time. Space marines love being in metal boxes. They make the tough marines even tougher. Stop them from getting bogged down in pointless hand to hand combats, prevent them from being pinned, and, perhaps most importantly, let them move faster and prevent them from being tarpitted. Invest in rhinos/razorbacks. &lt;br /&gt;
** Take drop pods. They&#039;re just as good as rhinos. Put your marines in high priority areas without worrying about hull points. Plop a Dread in one too.&lt;br /&gt;
* You&#039;re not a Khorne Berserker. You&#039;re not even a Blood Angel. You cannot turn anything at close range into mulch while being fearless. Pick your close combats wisely. Pure H2H focused space marine armies will struggle against codices that were actually designed with close combat in mind. That said, ATSKNF does mean you&#039;ll never be swept by glass cannons like Wyches or Harlequins, so you can tarpit decently in a pinch.&lt;br /&gt;
* You&#039;re not a Tau Fire Warrior. You can&#039;t out-shoot *everything* no matter how many guns you take.&lt;br /&gt;
* You&#039;re not a Guardsman, Sluggaboy, or Gaunt. You cannot defeat your enemies through weight of numbers alone. Don&#039;t sacrifice your men without careful consideration. &lt;br /&gt;
* You&#039;re not a Grey Knight, Movie Marine, or Necron Immortal. You cannot rely on individual strength to win. Do not rely too strongly on small numbers of high priced units. &lt;br /&gt;
* You&#039;re not a Necron Immortal or a Necron Warrior. You are tough, but you can&#039;t get back up. Stay under freaking cover! &lt;br /&gt;
* You&#039;re not a Leman Russ Squadron. You can&#039;t take a bunch of vehicles and just crush everything in your way. Your tanks are good, but not great, so keep them just as alert as the rest of your minis and let them do their jobs.&lt;br /&gt;
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Overall, space marine armies require FOCUS to succeed. As Charles Darwin (didn&#039;t actually) say: &amp;quot;It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to [[Tzeentch|change]].&amp;quot;&lt;br /&gt;
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The logic is that you need a hard counter to whatever pops up in this edition. Missile Devastators made mincemeat of vehicles in 6th edition like it was going out of fashion. And it did, because now if you come up against a Riptide that every Tau *will* have they&#039;re nearly worthless. Some people didn&#039;t even take vehicles in 6th. This has changed quite a bit in 7th as vehicles score and Dedicated Transports for Troops count as Objective Secured, plus vehicles don&#039;t die quite as easily.&lt;br /&gt;
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All that said, don&#039;t forget that your units pretty much always have some ability outside their core competency, unlike some xenos. You have krak grenades, and those can ding vehicles or even MCs if you don&#039;t have any other useful answer. Even Devastators could potentially polish off a lone survivor with a charge. Assault marines can do enough damage in shooting to be an actual threat, and so forth. Don&#039;t rely on these hail-Mary secondary capabilities, but don&#039;t forget that they&#039;re there. Far too many players do. especially keep in mind the grenades, they are life-savers (debatable now that they&#039;re 1 per unit even in assault).&lt;br /&gt;
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Another thing of note is that your chapter is not just a color scheme; you should build your army to suit their chapter tactics.  For example, Raven Guard assault marines, White Scars bikes, Iron Hands tanks/Terminators, etc.&lt;br /&gt;
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*You need to consider the following when writing a list:&lt;br /&gt;
**Anti Scoring. You want to wash them off objectives, because objectives win games. Preferably with minimum effort. Examples : 2 Flamer Assault Squad with DP, Thunderfire Cannon, anything else that ignores cover or reliably reaches their scoring.&lt;br /&gt;
**Anti Tank. Not half as important this edition but still needs to be considered, you don&#039;t want to be boned when you inevitably come up against someone who anticipates a lack of AT. Don&#039;t take Melta. Its too situational, unreliable and takes away your focus. Good examples include: Tri-Las Predators, Storm Talons, (even if you don&#039;t have the AT guns you can still fly behind and fire at their rear armour with your 360&#039; gun) Devastators and Dev Centurions. If it can&#039;t also do Anti-MC you should probably not take it. If you really, really have a love affair with Meltas (and they *do* have some advantages), take allied Sisters, and get four in one squad with Ignores Cover. Another take on Melta weaponry is if you run Salamanders and bring Vulkan He&#039;stan. His &#039;make all Meltas Master-crafted&#039; rule is god-tier, when used correctly. A five-man Command Squad all with Meltas is an incredible Turn 1 tank-buster. Utilising the rule of &#039;Combat Squads are chosen after deploying from transports&#039; also works great - a ten-man Sternguard squad with combi-meltas can split into two five-man squads, both with MC Combi-meltas, and turn two tanks into slag on Turn 1. Imagine how the tide of battle would turn if your opponent&#039;s Land Raider Crusader and Tri-Las Predator were both melted before their turn even began.&lt;br /&gt;
**Anti Monstrous Creatures. High strength, low AP guns that pound the wounds off these fuckers. They&#039;re almost always deadly and critical to your opponent&#039;s strategy. The trick is killing them so hard and so fast your opponent crumbles. They vary from Nid MC&#039;s that rampage towards you to backfield MCs such as Riptides. You need to plan for the latter especially. Good examples include: Alpha striking Sternguard with combi weapons (plasma/grav), Tri-Las Predators, any ranged unit or set of ranged units that can leverage a large amount of high strength AP2 firepower reliably. Don&#039;t deal in *mights*, deal in *wills*. CC units are not a good choice for this category because they are a *might* on the face of it. Forcing lots of saves with specialty ammo is decently reliable against most Tyranid bugs but Riptides with 2+ and FNP or Wraithknights will laugh, so you&#039;ll have to cut through that armor.&lt;br /&gt;
**Anti Flyer. You need to shoot these down before they wreck your list without compromising it. A fortification with Quad Gun is a good easy choice, but you need to plan about how you&#039;re going to use them best. Taking your own flyers is a valid counter - they can elect to get skyfire. The Hunter/Stalker have benefits each and are both worth considering. If you use assault transports, consider trading a Land Raider for a Stormraven to kill two birds with one stone.&lt;br /&gt;
**List backbone. Its all well and good covering all of this, but if your list is literally a jumbled mess of different units performing different roles with no cohesion you&#039;re in trouble. When you look at your list become your own opponent. Think about what they would target first, what is easy to neutralize, and about the amount of damage they would need to inflict in order to cripple your chances at winning. &lt;br /&gt;
**Also relating to list backbone, duality. It is inevitable that a unit can&#039;t always reliably achieve its goal. You will take casualties. The easiest way to absorb every punch is to have another layer under your skin - take pairs, triples, quadruplets even of units with the same role. You destroyed a Rhino with 10 Tactical Marines? Here&#039;s 3 more squads that all pose the same threat. Unless a unit is exceedingly hard to kill or extremely reliable (e.g in a low points game a DP Sternguard alpha strike unit or a squad of 10 Terminators) you should always have duality.&lt;br /&gt;
&lt;br /&gt;
*Note: If you happen to have 7000£ lying around and several servants who can paint awesomely buy the astartes ultra i.e. [[AWESOME|THE ENTIRE ULTRAMARINES CHAPTER COMPOSED OF 1200 MODELS]] and 17000 point not including vehicles/characters:&lt;br /&gt;
# contact a friend who has a similarly sized Tyranid army&lt;br /&gt;
# have 6 fortresses of redemption clustered into 2 giant (polar) fortresses&lt;br /&gt;
# plan at some point a challenge between Calgar and the Swarmlord&lt;br /&gt;
# sell tickets&lt;br /&gt;
# ??????&lt;br /&gt;
# [[Profit|PROFIT]]&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&amp;quot;Ye who dare enter within these sacred walls, heed the wisdom of the ancients as it is written, but see past the mere limitations of words and bold statements.&lt;br /&gt;
&lt;br /&gt;
1) Thou shalt ne&#039;er dismount from thy sacred steel coffin. Doing so is equal to doing the enemy&#039;s work. He cannot hurt thou until he hast dismounted thine power armored asses from thine rhinos, and all thine most fearsome weapons are usable from thy blessed rhino hatch of potent power and might.&lt;br /&gt;
&lt;br /&gt;
2) Thou shalt fear no evil, for thou art fear incarnate, but thou shalt not let this power go to thine head. Thou shalt respect the enemy as thou respect thy own forces, for arrogance leads to thine own downfall, and the perfunctory loss of massive chunks of thine army to &#039;only lasguns,&#039; and &#039;puny long-ranged meltaguns,&#039; or &#039;that immobilized chaos dread in the corner.&#039;&lt;br /&gt;
&lt;br /&gt;
3) Whilst thine sacred, holy, blessed space marines are an elite force, the likes of which has ne&#039;er been seen prior to, nor since, strength is still to be found in numbers. For whilst a solitary squad of thine most esteemed sternguard will fall versus a score of chaos marines, 3 squads shall not.&lt;br /&gt;
&lt;br /&gt;
4) Thou shalt ensure thou uses the enemy&#039;s strengths and weaknesses against them equally. If thine foe is strong up close, thou shall prevent him from getting there. If he is slow and plentiful, thou wilst thin his ranks with potshots, whilst biding thine time to lay into him with tankshock, sacred heavy flamer, and assaults on thine terms. If he is powerful at range, you will drive towards him most fearlessly, making careful use of terrain, smoke launchers, the superior armor value of thine vigilant and invincible predators, and bunkering up where his guns are the thinnest. If his numbers be but few yet strong in spirit and body, thou shalt focus fire on one unit at a time, until it is no more. If the enemy is fast, thou shall present him with a wall of rhinos shielding thy sacred space marine infantry, and careful placement and redeployment to make his valiant efforts for victory futile. If thou art facing thine British Firing Line, pummel them with devastators and then assault them in many different places. Thine foe&#039;s supporting fire shalt make an arse out of you if thou don&#039;t.&lt;br /&gt;
&lt;br /&gt;
5) Thou shalt not, under any circumstance, allow the vile enemy to have her or his way. If faced with a charge from a score of ork boyz, thou shalt famously unload thy blessed boltpistols and holy promethium from thine flamers into their ranks, and thereafter take the charge most gloriously and defyingly, denying them the initiative, all charging bonuses, and catching the enemy commander unprepared, for yours is the gear, the profile, and the abilities to turn certain death into certain victory for the glory of the Emperor.&lt;br /&gt;
&lt;br /&gt;
6) Thou will fight on all ground, in all terrain, on all fields of combat, and thou wilt do so with stubborn cunning, and the unrelenting, unlimited imagination held by all human beings. Thou wilt use the pieces of the board for all they&#039;re worth, and attacking the flanks of any entrenched, isolated firebase with no doubt or hesitation in mind, for it takes a lot of autocannons to guarantee the kill of even a single rhino, and thou wilt field at least 4 at all times.&lt;br /&gt;
&lt;br /&gt;
7) The sole time in which thine mighty armaments of the emperor are useless, is when thine most holy guns cannot reach the foe.&lt;br /&gt;
&lt;br /&gt;
8) Thou shalt always hold the initiative. Thou shalt press on, and use thine forces expertly, while applying pressure to the enemy from the flanks, the rear, and the front - anywhere it is possible. Thou shalt never remain immobile, for giving up thy movement is tantamount to rolling over like a bitch, and presenting thy previously mentioned power armored ass to the enemy.&lt;br /&gt;
&lt;br /&gt;
9) Thine space marines are few in numbers, yet strong and reliable. They will hold the line where lesser men may not, and survive firepower that would render any ordinary squad dead. Thou shalt trust in thine power armor, thine krak grenades, holy boltgun, boltpistol, and thine most underestimated frag grenade, for few of the foe&#039;s elite are as royally equipped as thine grunts, or as capable of using them.&lt;br /&gt;
&lt;br /&gt;
10) Thou shalt learn to appreciate a very powerful, versatile, unfocused profile, for yours is the strength and power of three lesser men, contained in one package. Where a man may be exceptional at shooting or combat, thine grunts are capable of both in equal measure, and blessed with the gear to make both a reality.&lt;br /&gt;
&lt;br /&gt;
11) Whilst a plasma gun will ignore thy power armor, it will not ignore thy high leadership, or thy sacred cover save. Unless you elect to fall back, you will hold most stubbornly on a consistent basis.&lt;br /&gt;
&lt;br /&gt;
12) Cowardice is naught but an illusion of lesser men. The popular sentiment is &#039;he who runs away lives to fight another day.&#039; This is not so. He who runs away lives to rapid fire bolters against the foe that made him run away.&lt;br /&gt;
&lt;br /&gt;
13) Knowledge is power, but power is useless if it&#039;s not being put to use. Study thy opponent&#039;s tome of lore and wisdom. Read it again, closer. Put the words to mind, so thou wilt not hesitate that destroyers are indeed toughness 5, and a krak missile thusly wilst not inflict instant death upon it.&lt;br /&gt;
&lt;br /&gt;
14) Thou shalt ne&#039;er do the opponent&#039;s work for him. While the other races, such as eldar, are wont to kill their own units with Yriel&#039;s eye of death, you know better. Thou shalt not ever, under any circumstance, nuke too close to your own units, or &#039;assault&#039; with a depleted 3 man tactical squad - no! For that tactical squad shall hide inside the nearby, immobilized rhino, so that thy foe has to dig them out to score the killpoint, and make thy 3 space marines stop firing bolters.&lt;br /&gt;
&lt;br /&gt;
15) Though it may take a lesser foe 10 shots fired to damage armor, thy space marines bring melta, and thy blessed profile gives thou a significantly higher chance to score hits, cutting the necessary firepower down considerably. Thou wilt not forget this, for it is the mark of a fool to focus too little or too much dakka and manpower on the task of destroying a single chimera.&lt;br /&gt;
&lt;br /&gt;
16) Thou shalt not load up on tactical marines, for it weakens your army immensely. Thine two mandatory meltabunkers are plenty, and thy further troops slots shalt only ever be employed in case thou needeth more plasmaback or assbacks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===General Reminders===&lt;br /&gt;
*Krak Grenades can not only be thrown in this edition, but they can be both thrown in overwatch and at flyers. &lt;br /&gt;
*Rams are now an auto-hit at 1 for tanks + half the vehicle&#039;s front armor; the dozer blade adds 1 to the front armor for this calculation. This means that SM vehicles with even front armor can get +1 strength to their ram attacks. Rams are resolved against the armor facing hit, and very notably, skimmer jink saves cannot be taken against rams and walkers are not allowed to death or glory against ram attacks.&lt;br /&gt;
**Additional note: The only SM tanks with even front armor values are Hunters and Stalkers, tanks which should not be ramming. This is likely by design. Also, even if the land raider could be effectively raised to FA 15, dozer blades are specifically prohibited from being taken on land raiders of any variant, likely due to the fact that the bay doors are located in the front of the hull.&lt;br /&gt;
**However, of course, whether the vehicle is ramming or being rammed on its front, the dozer blade will help protect against damage from the ram.&lt;br /&gt;
&lt;br /&gt;
===Useful Informations===&lt;br /&gt;
These informations come from numerous threads among the most popular 40k forums, some of them are common advice or good food for thought.&lt;br /&gt;
&lt;br /&gt;
====About running naked tacticals in a Gladius====&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to offer a counter-point against the use of naked minimum Tac squads. In my opinion, the single greatest part of fielding a Tac squad isn&#039;t 3+, a hail of bolter fire or a well placed special weapon. It&#039;s the humble 35 point metal box to haul them around in and keep them safe. 35 points gives your line troops protection from most anti-infantry weapons, and puts your opponent&#039;s anti-tank weapons into overload as they try to deal with all the tough SM units on the board like T5 3++/4+++ Bikers, Stormtalons/ravens, Ironclad Dreads, Predators, Vindicators, and that Typhoon Speeder sitting out at 48 inches in the fast slot from the Demi-Co. &lt;br /&gt;
 &lt;br /&gt;
35 points for a transport that can fill threads with all the tricks it can pull.  &lt;br /&gt;
 &lt;br /&gt;
What I mean to say is that CAD and Demi-Co Tacticals shouldn&#039;t be looked at in terms of their effectiveness as five dudes on the ground, as that passes up on what I think is point for point the best transport in the game. They should be instead looked at in regards to their performance from a Rhino (or Pod for that matter). Rhinos act as something of a force multiplier for their squad, letting you get into range quicker and get better use out of your special weapon, this goes double for when backed up by a Tac or Dev doctrine. The two fire points also encourage the use of specials, as a much larger percentage of your fire is based around that special firing out of the hatch, so fewer bolters are &amp;quot;wasted&amp;quot;. Yet another great synergy between specials and Rhinos comes from the basic knowledge that, generally, when your Tacs are outside the Rhino and take fire, it&#039;s because that unit didn&#039;t have a clear shot at something better, ie, they aren&#039;t being focused and you&#039;ll likely have survivors. One of those will almost surely be your special weapon caddie, who is now free to hop back in the Rhino and enjoy the protection of AV11 and keep shooting.&lt;br /&gt;
 &lt;br /&gt;
It&#039;s been a long day for me, and I&#039;m sure I could have written that out better, but that&#039;s my two cents worth on the subject.&lt;br /&gt;
 &lt;br /&gt;
Bonus: Here&#039;s a tier list of sorts when buying upgrades for Tacs.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tier 1&#039;&#039;&#039;: Rhino, Special Weapon (usually Plasma) or a Grav-Cannon &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tier 2&#039;&#039;&#039;: Melta Bombs, Dozer Blade, Razorback &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tier fluffy&#039;&#039;&#039;: Veteran Sergeant, Combi-Weapon or Chainsword &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tier lulz&#039;&#039;&#039;: +5 Marines, Heavy Weapon (other than Grav-Cannon), Power Weapon, Hunter Killer Missile, Auspex, Teleport Homer &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tier By the Emperor, what are you doing?&#039;&#039;&#039;: Extra Armor, Storm Bolter on Rhino, Power Fist, Digital Weapons  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====StormTalon mathhammer====&lt;br /&gt;
I ran the numbers for the three weapon upgrades against my interpretation of the standard target types and then added that damage with the TL assault cannon&#039;s results.&lt;br /&gt;
&lt;br /&gt;
Please note, if the expected result is within 10% of each other, I&#039;m calling them equal.&lt;br /&gt;
&lt;br /&gt;
AV12 = Equal (1.20)&amp;lt;br&amp;gt;&lt;br /&gt;
AV13 = TML &amp;amp; TLLC equal (1.03) &amp;gt; SHM 0.92)&amp;lt;br&amp;gt;&lt;br /&gt;
AV14 = TLLC (0.69) &amp;gt; TML (0.61) &amp;gt; SHM (0.39)&amp;lt;br&amp;gt;&lt;br /&gt;
T6 3+ = TML (2.19) &amp;gt; TLLC (1.82) &amp;gt; SHM (1.52)&amp;lt;br&amp;gt;&lt;br /&gt;
T8 3+ = TML &amp;amp; TLLC equal (1.20) &amp;gt; SHM (0.81)&amp;lt;br&amp;gt;&lt;br /&gt;
T6 2+ = TLLC (1.57) &amp;gt; TML &amp;amp; SHM equal (1.04)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====About Deathstars and retinue====&lt;br /&gt;
Super Killy squads usually don&#039;t want badass mofo characters, they just want force multiplier characters. Badass mofo characters don&#039;t want elite retinues. They just want meatshields. By giving both squads what is most efficient, you end up with two high level threats instead of one.&lt;br /&gt;
&lt;br /&gt;
Honesty, don&#039;t use a Death Star. Just don&#039;t.&lt;br /&gt;
It&#039;s a nice unit that will do damage to another unit, maybe 2. But against a fully balanced army then they really won&#039;t have a chance. Too many points stacked up in one unit.&lt;br /&gt;
Take 2-3 units that will have more specific jobs instead of 1 all rounder.&lt;br /&gt;
Example: Command squad on bikes with chapter master with shield eternal, thunder hammer, apothecary, and 2-3 special weapons (grav really, maybe melta). You&#039;ve got some to take wounds, you can jink, you get an orbital bombardment on a fast moving killing machine, and T5 with FNP. And not TOO many points. Alongside that run an assault termie unit with thunder hammers and storm shields. Thirdly, run 10 assault marines lead by a captain with burning blade and storm shield. All of that comes in at just over 1,000 points, with no troops. So you&#039;ll still get two good tac squads in there and a vindicator or something like that at 1500 points.&lt;br /&gt;
&lt;br /&gt;
===Codex Tactical Objectives===&lt;br /&gt;
;11 - Death from Above&lt;br /&gt;
: 1 VP for killing an entire unit with a Jump unit or a squad that arrived from Deep Strike that turn.&lt;br /&gt;
;12 - Honour the Chapter&lt;br /&gt;
: 1 VP for killing an enemy in a challenge.&lt;br /&gt;
;13 - No Mercy, No Respite&lt;br /&gt;
: 1 VP if an enemy unit either dies or fails morale.  Upped to d3 if you have more than 3 do this.&lt;br /&gt;
;14 - FOR THE EMPRAH!&lt;br /&gt;
: 1 VP for a successful charge, upped to d3 if you get 3 or more charges.  Seems easy enough.&lt;br /&gt;
;15 - Lightning Strike&lt;br /&gt;
: 1 VP if you kill an enemy unit within their Deployment Zone&lt;br /&gt;
;16 - The Emperor&#039;s Retribution&lt;br /&gt;
: d3 VP if you steal an objective from an enemy, which is upped to d3+3 if you steal 3 or more.&lt;br /&gt;
&lt;br /&gt;
===White Scars Tactical Objectives===&lt;br /&gt;
A bizarre gift for the 2014 Advent Calendar, the [[White Scars]] tactical objectives.  Really, why do this and not some sort of supplements for other Chapter Tactics in the fashion of &#039;&#039;Clan Raukaan&#039;&#039; and &#039;&#039;Sentinels of Terra&#039;&#039;.  Or at least TacO&#039;s for all the Chapter Tactics. These chapter tactics will also be released again as part of the Warzone Damocles supplements with the latest Tau releases.&lt;br /&gt;
&lt;br /&gt;
;11 - Rapid Redeployment&lt;br /&gt;
: Find an Objective that&#039;s more than 18&amp;quot; from your models.  Win 1 VP when you control it.&lt;br /&gt;
;12 - Run Them Down&lt;br /&gt;
: 1 VP for destroying a unit via Sweeping Advance.  While the White Scars are good at this in theory, it&#039;s a huge pain in the ass for the same reasons as always: you&#039;re relying on a) your enemy not having Hit &amp;amp; Run or some other way to end the engagement before you end the fight, and b) you getting enough kills to force a morale check without simply wiping the squad.&lt;br /&gt;
;13 - Mounted Assault&lt;br /&gt;
: 1 VP if a friendly Biker kills an enemy.  d3 VP if your bike kills at least 3.&lt;br /&gt;
;14 - Feigned Retreat&lt;br /&gt;
: 1 VP for using Hit &amp;amp; Run and passing.  Easy point? Heck yes. But there&#039;s a problem: you have to Hit &amp;amp; Run during YOUR turn. It specifies this on the card. If you know anything about Hit &amp;amp; Run, you should be able to see the problem here. Scoring the victory point means dooming your poor little Bikes to being shot at/charged during your enemy&#039;s turn. Pick your battles wisely if you draw this. (Consider using a small tac squad with a flamer fighting enemy with a lower inititive.  They will get to overwatch then strike first again after netting this VP)&lt;br /&gt;
;15 - The Clean Kill&lt;br /&gt;
: This one&#039;s risky.  You win 1 VP if you kill a model with 3 wounds during an assault phase.  You win d3 VP if you kill a model with 5 wounds during assault.  Issue with this is that bikers aren&#039;t the best with prolonged combats without pricy stuff like Power Axes or Fists.&lt;br /&gt;
;16 - Claim the Head&lt;br /&gt;
: 1 VP if you kill a Character in a challenge during your turn.  d3 VP if you kill the Warlord in a challenge during your turn.  d3+3 VP if your Warlord kills the other Warlord during your turn.  While doable in any means, it&#039;s meant to promote BALLS OF FUCKING STEEL.&lt;br /&gt;
&lt;br /&gt;
===Raven Guard Tactical Objectives===&lt;br /&gt;
These Chapter tactics will be a part of the Warzone Damocles - Kauyon.&lt;br /&gt;
&lt;br /&gt;
;11 - Strike From the Skies&lt;br /&gt;
: 1 VP if you killed with a unit that&#039;s either Jump type or a unit that disembarked from a drop pod.&lt;br /&gt;
;12 - Keep to the Shadows&lt;br /&gt;
: 1 VP if every non-vehicle unit&#039;s either in a transport, in a building, or within 1&amp;quot; of cover.  Fluffy AND practical!&lt;br /&gt;
;13 - Let them Know Fear&lt;br /&gt;
: 1 VP if an enemy unit failed either Fear, Morale, or Pinning.&lt;br /&gt;
;14 - Prioritise and Destroy&lt;br /&gt;
: d3 VP if you killed a Warlord, Superheavy or GC.&lt;br /&gt;
;15 - Highly Mobile Assault&lt;br /&gt;
: You win a VP if you charge and demolish an enemy unit. Repeat this three times and you win d3 VP.&lt;br /&gt;
;16 - Cripple the Enemy&lt;br /&gt;
: 1 VP if you kill an enemy Transport/FA unit.  d3 VP if you kill between 3-5.  d3+3 VP if you kill more than 5.&lt;br /&gt;
&lt;br /&gt;
===Salamanders Tactical Objectives===&lt;br /&gt;
In the hype for the 7E codex, a White Dwarf issue actually released a list of Tactical Objectives for Salamanders armies to use.  They were then re-released with the Angels of Death supplement.&lt;br /&gt;
&lt;br /&gt;
;11 - Vulkan&#039;s Gaze&lt;br /&gt;
: 1 VP for blowing up a vehicle with a melta weapon.  Yeah, this&#039;ll happen.&lt;br /&gt;
;12 - Weather the Storm&lt;br /&gt;
: If you manage to charge successfully AND suffer no overwatch casualties, you get 1 VP.  This is gonna run quite a risk, especially against Skitarii (Especially with the WS4 Overwatch WT), Tau and Dark Angels. &lt;br /&gt;
;13 - Legacy of [[Drop Site Massacre|Istvaan]]&lt;br /&gt;
: If you have at least 3 Salamanders units within within 18&amp;quot; of your table edge, you win 1 VP for killing an enemy on your half of the table.&lt;br /&gt;
;14 - Vulkan&#039;s Task&lt;br /&gt;
: This one&#039;s a bit tricky: You need to identify all mysterious objectives AND control more objectives than your opponent.  However, doing so gets you d3 VP.&lt;br /&gt;
;15 - Look Them In the Eye&lt;br /&gt;
: 1 VP for killing a unit within 6&amp;quot; of a Salamanders unit during your turn; this gets upped to d3 VP if you kill more than three units. &lt;br /&gt;
;16 - Fires of Nocturne&lt;br /&gt;
: Here&#039;s a fun one!  If you destroy a unit with a flamer weapon during your turn, that&#039;s 1 VP.  If you destroyed 2 units with flamers, you get d3 VP, and if you kill three of more, that&#039;s d3+3 VP.&lt;br /&gt;
&lt;br /&gt;
===Imperial Fists Tactical Objectives===&lt;br /&gt;
These were released in the Angels of Death supplement.&lt;br /&gt;
&lt;br /&gt;
;11 - Indomitable Defense&lt;br /&gt;
: Pick 3 objectives. On any turn after the turn you draw it in, you can gain VPs depending on how many you keep: 1 for 1, d3 for 2, d3+3 for all of them.&lt;br /&gt;
;12 - Man the Walls&lt;br /&gt;
: 1 easy VP for hiding in a building or manning a gun. Needless to say that buying an Aegis with a turret is in your interests.&lt;br /&gt;
;13 - Disciplined Firepower&lt;br /&gt;
: Pick a number between 1 and 3. You win that many VP if AND ONLY IF you kill that many units. Otherwise it&#039;s a waste.&lt;br /&gt;
;14 - Son of Dorn&lt;br /&gt;
: Did you start a challenge? Are you in one? Then grab that VP.&lt;br /&gt;
;15 - Death Before Dishonour&lt;br /&gt;
: You win 1 VP if you get a unit killed, but not if they fail morale. Funny masochistic message there.&lt;br /&gt;
;16 - Breach Their Defenses&lt;br /&gt;
: 1 VP if you take over or destroy an enemy emplacement or fortification, d3 if you go beyond that. &lt;br /&gt;
&lt;br /&gt;
===Iron Hands Tactical Objectives===&lt;br /&gt;
Also released with Angels of Death.&lt;br /&gt;
&lt;br /&gt;
;11 - Methodical Destruction&lt;br /&gt;
: Label 3 enemy units 1, 2, and 3. You win 1 VP for killing Unit 1, d3 VP for killing 1 and 2, and d3+3 VP for killing them all. Just make sure you got them in position to die.&lt;br /&gt;
;12 - Advance and Secure&lt;br /&gt;
: 1 VP if you own the Objective closest to the center of the board. If there&#039;s two or more equidistant from the center, then your enemy can screw it up for you.&lt;br /&gt;
;13 - March of the Machines&lt;br /&gt;
: Win 1 VP if your Walker (meaning only Dreads) charges someone.&lt;br /&gt;
;14 - Destroy the Weak&lt;br /&gt;
: Win d3 VP if you killed an enemy unit in both shooting and assault.&lt;br /&gt;
;15 - The Strength of Metal&lt;br /&gt;
: Win 1 VP if you get a Techie to fix a tank or a tank/IC passes their IWND. Not too bad to grab.&lt;br /&gt;
;16 - Cold Fury&lt;br /&gt;
: If you have a vehicle kill an enemy, get 1 VP. If you kill more than 3, then you win d3 VP.&lt;br /&gt;
&lt;br /&gt;
==Counter-Tactics==&lt;br /&gt;
This section has both generic and specific info on countering (killing, destroying, locking down, making useless) enemy units.  Add whatever has worked for you!&lt;br /&gt;
&lt;br /&gt;
===Generic===&lt;br /&gt;
Tactics for countering generic classes of units, light infantry, medium vehicles, etc.&lt;br /&gt;
&lt;br /&gt;
*Light Infantry - This means anything weaker than your tacticals.  So less than 4S or T, 5+ or worse armor save.  &lt;br /&gt;
**Melee - Anything this weak attacking you in melee should not even be a problem.  Just shoot the shit out of them until they all die or fail a moral check and flee.  Your standard bolters should wound them easily and pierce their armor before they even get into melee range.  If they do, your average marine should be able to handle them easily, unless they are heavily outnumbered or have power weapons. Melee glass cannons are increasingly popular, though - if you see Ruststalkers or Harlequins, watch the heck out and don&#039;t assume you can soak their charge.  &lt;br /&gt;
**Ranged - Unless they have heavy ranged weapons, the damage your tacticals can do will outweigh the damage they can do.  If you can, try to get in melee with them, to deny their ranged weapons from firing. Again, watch out for glass cannons, especially Eldar - use melee to save yourself from their surprisingly scary guns. Thunderfire Cannons and Whirlwinds make weedy infantry evaporate in seconds.&lt;br /&gt;
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*Medium Infantry - This means anything about equal to your tacticals. &lt;br /&gt;
** You have two options: break out the Ap2 shooting (grav and plasma guns) or break out a lot of shots and let them roll that one or two eventually.&lt;br /&gt;
** If they don&#039;t have ATSKNF you can try to charge them with some AP3 or less weapons (say, vanguard vets or an Assault squad with a captain) and sweep them.&lt;br /&gt;
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*Heavy Infantry - Terminators and equivalent. &lt;br /&gt;
**Typically, these squads are small, so you only have to cause relatively few wounds to eliminate them.  However, causing those wounds is difficult and you have two options. First you can force as many saves as you can, since some will statistically fail and you will eventually win.  Just lay on the firepower and they will go down eventually. Your second option is to engage them with dedicated ap2 weapons such as thunder hammer Termies or mass plas/grav guns if you brought them. Although they usually have higher-than-usual Ld you can try Psychic Shrieking them, denying their armor save. &lt;br /&gt;
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*Superheavy Infantry - Independent characters or Monstrous Creatures decked out with lots of wounds, high T, high S, low armor and invuln saves. &lt;br /&gt;
**Use [[Chapter_Master_Smashfucker|Chapter Master Smashfucker]] or grav-spam. Plasma or melta can work, if you have enough of it, and if all the tanks are gone, these are the perfect targets for your lascannons. If they doesn&#039;t have EW or T over 5 you can try instagibbing them with a Vindicator.&lt;br /&gt;
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*Light vehicles - AV10/11 tops.  Your Tacticals can take out AV10 at range or they can attack with a grenade in assault for a little more hurt.  No need to waste your heavy anti-vehicle shots, unless you already destroyed the heavier vehicles.  Plasma, autocannons and Krak missiles are enough most of the time. &lt;br /&gt;
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*Medium Vehicles - AV12/13.  Use heavier weaponry, like Terminators or lascannons.  Plasma can help, but melta at close range can be very effective.  Ironclad dreadnoughts with chainfists will rip these vehicles to shreds. You can try Podding something in their rear armor, usually weaker. &lt;br /&gt;
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*Heavy Vehicles - AV14.  Now you are in for a shitfest.  High strength weapons, like lascannons or powerfists can have serious difficulties trying to glance these bad boys.  A well placed shot from an orbital strike or a vindicator shot may do some damage, but Chainfists should [[Rip and Tear]] through any kind of armor. Ironclad dreadnoughts can do some damage, but a squad of Terminators with Chainfists in a Land Raider Redeemer WILL ruin any vehicles day. Eviscerators on Assault Marines are an interesting secondary option.&lt;br /&gt;
Meltaguns or meltabombs in melta range should do some damage.&lt;br /&gt;
&lt;br /&gt;
*Flyers - Use anti-flyer units and defences or bring your own flyers. Talons are cheap and are strong against medium infantry, alternatively an aegis or bastion wih a quad gun provides good cover and a quad gun for half the price. Anything else gets a massive penalty to hit, so keep ground forces fighting ground forces. Unless it is something that ignores power armor (Heldrakes, anything (Dark) Eldar) you can also get away with ignoring them. Autocannon dreads and AssCan razorbacks can do in a pinch.&lt;br /&gt;
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===Specific Units===&lt;br /&gt;
Tactics for countering specific enemy units that can be major problems (Terminators, tyranid swarms, Monoliths, etc)&lt;br /&gt;
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*Terminators - Force as many saves as you can.  If you have weapons that can ignore their 2+ armor save, all the better.  Even if you do, it may be worth it to fire high shot count weapons at them anyway.  Devastators with 4 HB can kill 1 or 2 a turn if you roll well, which is enough to force a moral check most of the time, equip them with Plasma Cannons and can kill the whole squad. Take them against anything spouting a save of 3+ or better.  Your own terminators (or other heavy infantry) can then move in for the kill.&lt;br /&gt;
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*Hordes - Tarpit hordes, ie. &#039;Nids, Guard, Orks, can be dealt with in a number of ways. Flamers (In the form of Sternguard, Dread squads, Land Raider redeemers, kitted out command squads), Blast weapons (Thunderfire cannons, Vindicators, Whirlwinds) or lots of [[dakka]]/&amp;lt;b&amp;gt;MURDER&amp;lt;/b&amp;gt;. Try to inflict as many wounds as possible to force Ld checks and send the bastards running, but be warned, many hordes can negate Ld checks in some way or another (Synapse, Commissars, Boss pole) in that case, if you have Scouts with Snipers, it may be worth it to shoot for Precision shots. Nobs and Commissars at best get a 50% chance to dodge a hit which more than likely will kill them. Usually these mobs are T3, so you can try to toss a frag at them too.&lt;br /&gt;
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*Monstrous Creatures - Plasma Guns or Grav-guns. Quite a few Monstrous Creatures like Wraithlords, Bloodthirsters, Riptides, and Carnifexes have 3+ or 2+ armor saves, and Plasma and Grav guns are adept at dealing with this in a way like Terminators. At worst, fire as many boltguns at them and hope for the best. Don&#039;t try to tie them up in Close Combat unless you can throw Thunderhammer/Storm Shield Terminators or Ironclads at them; Monstrous Creatures ignore armor saves thanks to smash, even a Riptide can easily squish a marine should he manage to hit. However, in 7th Edition most Monstrous creatures lack easy and cheap Anti-vehicle options (Smashing at S10 drops them to 1 attack, which means they can easily miss) so if you can, a Dreadnought (or even better, an Ironclad Dreadnought) will work wonders against an MC. Snipers still wounds them on 4+, so it might be worth it to point a scout squad in their direction too.&lt;br /&gt;
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*Gargantuan Creatures (Wraithknight) - Grav-cannon spam out the ass. The Wraithknight is a particularly troublesome target since it is lightning fast and more often than not something you cannot afford to ignore. If you can, see which weapon loadout it took. A Wraithknight with dual heavy Wraith Cannons may be able to &#039;&#039;&#039;destroy&#039;&#039;&#039; 2 targets it chooses, but at most, it removes 2 models. Meanwhile it&#039;s decidedly lacking defensively with only a 5+ Feel No Pain. This combined with natural 3+ means a single shooting phase from a Grav-gun or Grav-cannon toting squad will bring it down. Or a squad of three las-preds.  The Sun Cannon and Ghost Glaive loadouts make it much more survivable due to the Invulnerable save, but still, try and force as many saves if you can. To put it bluntly, it may cost you the game ultimately, but target the squishier units in an Eldar army if you can; don&#039;t let [[DISTRACTION CARNIFEX]] tactics like this get a hold of you. Try and keep calm and play to the game mode, ignore the WK or sacrifice a unit or 2 to hold it in place, and if Lady Luck and Admiral Awesome are on your side, you just may be able to snatch victory.&lt;br /&gt;
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==Common Playing Styles==&lt;br /&gt;
===Drop Pod Assault aka [[Indrick Boreale|Steehl Rehn]]===&lt;br /&gt;
This can take on several layers of tactics, depending on -what- you&#039;re putting in the drop pods (however the overall strategy is almost always basically the same).  Either way, a mass drop pod assault will cause the opponent to massively shift the way he deploys his armor, especially any heavy tanks he has (expecting plenty of melta which you should be packing).  &lt;br /&gt;
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====Strengths &amp;amp; Weaknesses====&lt;br /&gt;
&#039;&#039;&#039;Pros :&#039;&#039;&#039;&lt;br /&gt;
*From turn 1 you determine where the majority of fighting will be at, thus forcing your opponent to be on his feet tactically.&lt;br /&gt;
*A --&amp;gt; B, it gets you there, no questions asked.  You no longer have to worry about Rhinos and Razorbacks getting popped with flimsy AV11 HP3 and being stranded 24&amp;quot;+ from your intended objectives&lt;br /&gt;
*Option of null deployment, you can start with nothing on the table!  Very powerful if you can waste an opponent&#039;s turn.&lt;br /&gt;
*Alpha strike, 9/10 times with the exception of Interceptor shots, you will get in the first strike, meaning your opponent should always be on the back-foot in these fire fights after you drop.  &lt;br /&gt;
*Space Marines are often at their best within 12&amp;quot; (or 6&amp;quot; for melta), and the pods get you right to that sweet spot.&lt;br /&gt;
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&#039;&#039;&#039;Cons :&#039;&#039;&#039;&lt;br /&gt;
*Weak to Flyers; Stalkers, Hunters and ADL&#039;s w/ Quad gun are weak counter-measures in a drop army when you&#039;re trying to limit the number of static units you have in your army.  Flyers are your friends here.&lt;br /&gt;
*Interceptor, you must always be aware of which units have it and where, or you can get torn to shreds before firing a shot.  Drop strategically to give you cover or drop units that can tank the hits face on. &lt;br /&gt;
*Lack of mobility after drop.  Your army at this point is mostly foot-slogging, so you must take this into account when choosing your drop sites&lt;br /&gt;
*Also, while you start the game on offence, dropping melta behind enemy tanks and setting up devastators for support and vanguard vets for assault, after all your drop pods are on the table, your guys have nothing to do but footslog. This means that on turn 3-4 you will be low on mobility and can get pushed into a defensive position if the enemy regroups and pushes you back. Drop pod assault loses the advantage late game, so you have to be sure that you utilise the first turn in such a way that insures that you will have the upper hand till the end. To do this you will want large amounts of melta, if they have transports, or Flamers, if they are footslogging it. Break down their big guns early on and leave whatever comes in from reserve to deal with the squishies!&lt;br /&gt;
*only HALF of your drop pods show up on the first turn. If the majority of your army is in orbit you have to have a crippling alpha strike or for every point of your army on the board you will be fighting two.&lt;br /&gt;
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====Optimal Chapter Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Salamanders&#039;&#039;&#039;- These Tactics and Drop pods go together almost perfectly, with both meltas and flamers being brought to where you want them straight from turn one.  If you want to actually to be able to use melta&#039;s and justify their existence in your tactical squads, then take Vulkan He&#039;Stan (at 1500pts or above at least).  Combi-meltas are great with him because that one-shot for 10pts is more likely to hit, so it&#039;s a little bit safer to load up on them. What&#039;s more, the boltgun part of the combi-melta is master-crafted as well. But remember that flamer weapons mounted on vehicles don&#039;t count as they don&#039;t have Chapter Tactics.  Basically there&#039;s a lot of synergy between drop pod assaults and Salamanders, but you&#039;ll want to load up on flamers and meltas to take advantage of the short range engagement.  &lt;br /&gt;
*&#039;&#039;&#039;Ultramarines&#039;&#039;&#039;- Believe it or not the Ultramarines have some solid Tactics that synergize decently with Drop pod units, given you know when to use the appropriate doctrine.  The Tactical doctrine provides a much stronger alpha strike if you load up on tacticals and units that fire a lot of shots from the get-go.  Tigurius is a god-send with his ability to take Divination and drop with your units, provided some neat buffs while altering reserve rolls which can be key to a drop pod/deep strke strategy.  &lt;br /&gt;
*&#039;&#039;&#039;Iron Hands&#039;&#039;&#039;- Iron Hands have a good deal of strength in drop pods as well, though they are limited in the number of truly viable units.  Ironclads, being tough to kill already with AV13, become nightmares with IWND as long as they don&#039;t get penetrated by AP2/1/Ordnance.  Chapter Master Smashbane/Smashfucker can either ride his bike from the ground or take Tactical dreadnought armor (15pts cheaper than bike/artificer armor) and ride in a pod and get into the enemy&#039;s face from turn 1.  Just walk out of the pod, lay down his Orbital Bombardment and laugh as the enemy tries to kill him with your 2+/3++/6+++/5++++.  Iron Hands in this case are weaker on the alpha strike, but a heck of a lot more durable than most other Chapters with the same units and can still do decent damage in the enemy lines. They&#039;re also one of 2 chapters (others being Imperial Fists) that can take the (in)famous Skyhammer Annihilation Force as part of their Decurion-type detachment. This lets you drop 3 pods, 2 of which contain &#039;&#039;&#039;relentless&#039;&#039;&#039; devastators, on turn 1. Combine with Smashfucker, combat squad abuse, and FNP trolling for maximum fun/butthurt. Drop pods with IWND along with a locator beacon/deathwind launcher also become legitimate threats; using these on the first turn alpha strike will increase the number of targets your opponent has to deal with.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Fists/Sentinels of Terra&#039;&#039;&#039;- Not as strong as the above overall, but can provide solid backline support with Devastators (Centurions) and re-rolling bolter shots makes their alpha strike a little bit stronger than normal.&lt;br /&gt;
*&#039;&#039;&#039;Star Phantoms&#039;&#039;&#039; - A somewhat more specialized version of the Ultramarines, the Phantoms gain a single army-wide turn of twin-linked shooting. This applies to all non-ordinance and non-flamer weapons, giving you the option to maximize firepower from Command Squads and Sternguard who would otherwise have to fall back on just re-rolling 1&#039;s. The Star Phantoms also have the ability to re-roll 1&#039;s for deep striking reserves, which helps to ensure your pods arrive on time.&lt;br /&gt;
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====Units====&lt;br /&gt;
*With Deathwind Launchers seeing a drop in points cost, they become a little more viable to purchase if you got points lying around.  For the cost of a Power Sword you can arm a drop pod with a S5 AP- pie plate that can do a respectable amount of damage should an enemy infantry unit or even a light vehicle come too close.  People gripe about the 12&amp;quot; range but you should really see it as locking down a 12&amp;quot; radius all around the drop pod.  It&#039;s best to buy them for your first-turn pods, since due to 7th edition changes, those DWL&#039;s can be fired on the turn they drop!  If you kill a MEQ you will have basically paid off the cost of the launcher.  &lt;br /&gt;
*If you take long-range arty in your Heavy Support slots (Thunderfire Cannons, Whirlwind, allied IG arty, etc.) and have them on the table on turn 1, you can support your 1st wave drop pods straight from turn 1 and not have to have them completely without support.  The best way to do this is load up on all anti-armor special weapons such as meltas, crack open transports, and then let the artillery fly on the exposed troops&lt;br /&gt;
*Ironclads are tough, intimidating, and provide a good AV13 distraction for squishier units in a first wave.  With Iron Hands these become a lot harder to kill other than outright blowing them up.  Other Dreadnoughts can be krak&#039;d to death but are cheaper if you&#039;re on a budget.   &lt;br /&gt;
*Sternguard are one of the best but also most expensive units to put in your drop pods.  Most of the time I drop them down next to something mean (often high toughness units) and pump it full of wounds on a 2+ ammo. They will also remove units from cover, or mess up MEQ. They really do everything. The one problem is that they die just like other marines. So either choose a safe target that’s not going to shoot back once you unload on it, or kill something worth more than you. Dropping next to greater demons first turn and killing them before they get buffs running is worth the sacrifice. &lt;br /&gt;
*Assault squads with x2 flamers is small, cheap, and pretty burny&lt;br /&gt;
*Tactical squads should be normally taken as a full 10man unit since they can split up from the drop pod to deal with different targets.  If you&#039;re packing a multi-melta with Vulkan, you have a decent chance of hitting something with it as well.  However multiple 5 man Tactical squads allows you to bring more pods and waste less points on heavy weapons.&lt;br /&gt;
*Salamanders: You can either take Vet sergeants with master-crafted power weapons for the inevitable charge and be relatively choppy in CC, or slim down with regular sergeants and take a master-crafted combi-weapon instead.  &lt;br /&gt;
*Legion of the Damned don&#039;t benefit from Chapter Tactics as per &#039;&#039;&#039;Aid Unlooked For&#039;&#039;&#039; rule, and take up an Elites choice that could be filled with Sternguards or Ironclads instead. And besides, Sternguard have ammunition that ignores cover anyway. Vulkan may [[RAW]] have strong synergy, Slow &amp;amp; Purposeful, master-crafted, multi-melta (which again ignores cover) and take a beating that would leave Ironclads/Sternguard blasted off of the table (typical AP2/3 weapons).  &lt;br /&gt;
*Honor Guard- a small cheap unit of these along with an IC to soak wounds and they provide hard-hitting power weapon attacks on the charge.  Solid choice in a drop pod if you take a Chapter master and intend to drop him.&lt;br /&gt;
*Generally speaking, basic stock Dreadnoughts are some of the most optimal units you can field in any slot. For a 100p. you have a polivalent unit, capable of murdering elite infantry with ease, hunting vehicles with its multimelta and fist, and even having a decent chance of gibbing other walkers. Suicide dreads in pods are an option for high priority target removal, but they&#039;ll usually be focused after the drop. They can make back their points with a lucky shot, but more often than not they&#039;ll only cripple targets temporarily, or fail at doing anything meaningful. Still, a good option to consider if you think they can fuck up a high value target, like a FW dread or vehicle. Otherwise, mid-field dropping or otherwise walking in cover is a very viable strategy for map control, and most enemy units will shit their pants if a 12 AV walker drops near them.&lt;br /&gt;
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====Tactics====&lt;br /&gt;
*A string of drop pods across an enemy flank prevents all movement unless he goes around or -explodes- the drop pod in question.  In addition to all this, the enemy has to devote some firepower to silence those storm bolters you should be firing into the enemy units&#039; backs.&lt;br /&gt;
**Do note, however, that smart opponent could block crucial parts of battlefield with widely spread cheap units, like conscripts, cultists, gretchin or kroot (who are not that cheap but can infiltrate), and of course with new terrain deployment system he may just put tank traps (which are impassable terrain for vehicles) anywhere he doesn&#039;t want your drop pods. &lt;br /&gt;
**&#039;&#039;&#039;Do also note that as per the ITC FAQ, Drop Pods with their doors open are totally ignored for the rule that enemy units cannot be within 1&amp;quot; of your models. They do however count as both Difficult, and Dangerous terrain for enemy models. Be wary of the storm bolter.&#039;&#039;&#039;&lt;br /&gt;
*The second problem you may face is interceptor shots - this means some of your drop pods or their passengers may be shot down right after they land, so be sure to screen meltaguns, sergeants and heavy weapons with some expendable bolter dudes and try to move as far away from pods as possible: S3 explosion isn&#039;t that dangerous for your MEQ&#039;s, but some days dice gods just wouldn&#039;t be on your side.  AV13 Ironclad make for a weaker alpha strike in total, but can take the punishment of Interceptor and eliminate the threat for deadlier units to drop in later safely&lt;br /&gt;
**When facing an overwhelming amount of Interceptor units it&#039;s completely viable to drop the pods empty in strategic locations and foot slog it&lt;br /&gt;
*When facing another drop pod army or deep strike heavy army, castle up your static units in a corner and counter-drop when possible.  You want to go second so you can always drop and attack immediately, but if you can&#039;t get it, then you have to screen your own units and prepare to take some hits.&lt;br /&gt;
*If facing lots of scary large blasts in the drop zone, moving as close to 1” from enemy models without bunching up, this will keep the enemy from firing the blasts on his own units.  He cannot &amp;quot;aim&amp;quot; at his own units so if any of his models are under the template when taking aim, then he cannot take the shot.&lt;br /&gt;
*Take note that if you want a cluster of drop pods to deepstrike in the same general area for some reason, a locator beacon is a handy tool to take on a Scouting bike squad or your on your first wave of pods.  And -where- you drop those pods are crucial; and while you don&#039;t have to worry about landing on terrain or enemies, you want your placement of drop pods to inhibit enemy movement and create choke points where you need them.&lt;br /&gt;
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*When playing droppods, think &#039;Sapper Squads&#039; (Suicide Squads) Don&#039;t always expect them to survive, and don&#039;t count on it. Don&#039;t put your best guys in droppods either. We talking 10 man taxmen, Grav cannon, gravgun, sgt. combi-grav, combat squad just the 5 and drop them next to some MCs. Flamer Sternguard (honestly, stock sternies do fine on the board), Ironclad dreadnaughts. Nothing with a huge investment.... and not your main force. Especially not things built to fight in close combat. 10 man squads combat squadded as they walk out en masse can cause great confusion to the enemy... 10 man scouts or taxmen, split in 5 to make them shoot more than can be killed to put the pressure on. Also, Barren droppods with locator beacons first turn ain&#039;t bad either if you play jump infantry.&lt;br /&gt;
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*The Dead Drop:  Empty drop pods are cheap and very hardy and available as a fast attack slot or as a DT to units you have no intention of putting in them.  Having a big spam of these both floods the battlefield with contesting blobs and, perhaps more important, allows you to stagger out your drops.  This can let you strike better (your whole strike force arrives 1st turn) or feint better (withholding your strikers until the foe is on the board).&lt;br /&gt;
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===Mechanised Assault===&lt;br /&gt;
When I&#039;m talking mech, I&#039;m talking armour over flesh, AV versus T, and tank treads versus boots on the ground. This is a lesser-played style that has both been nerfed and strengthened in different ways thanks to 7th Edition. With the Hull Points system, every vehicle becomes more fragile, meaning mobility and cover are the most important things for keeping your vehicles alive. In addition, no longer being able to move 12&amp;quot; and disembark cripples your mobility and ability to react on the fly to different situations over long distance - you now have a 24&amp;quot; deadly threat range with a squad inside a Rhino. To compensate, you gain the ability to go flat out and move up to 18&amp;quot; in a turn with a transport - though this is of limited use.  This tactic has also been improved by 7th edition, thanks to vehicles only exploding on a penetration roll of 7 and thanks to the Double demi company with free razorbacks. &lt;br /&gt;
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Unfortunately, this is not an easy playstyle. It&#039;s brutal, and often even when it does work, the firepower you leverage against your opponent is not sufficient. It is, however, not entirely doom and gloom. If you run a mechanised list you should seriously consider the White Scars Chapter Tactics with Khan as a HQ. &lt;br /&gt;
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The advantages they confer make your army go from sub-competitive to just below tournament-level (tournament level if you&#039;re both lucky and good, or happen to use the aforementioned Double Demi).&lt;br /&gt;
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White Scars CT give your mechanised infantry Scout, which they absolutely *need* in order to be as good as they should be. It gives massive amounts of flexibility to your infantry and the potential for an alpha strike that leaves your opponent in checkmate after the first turn. &lt;br /&gt;
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How, might you ask? Take your Mechanised Infantry and deploy them as close to the enemy as possible. Before the game, scout 12&amp;quot; towards the enemy. You now have a few options.&lt;br /&gt;
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# Move 6&amp;quot;,disembark 6&amp;quot;, be in their deployment zone, and fire. This gives you your alpha strike that, with the right units, can annihilate your opponent&#039;s deadliest unit or cripple part of his force.&lt;br /&gt;
# Move 12&amp;quot;, flat out 6&amp;quot;. This allows you to compensate if your opponent bunches up and option 1 is not viable. Sometimes, having your men ready to react (remember you&#039;ll get a potential 6&amp;quot; move and 6&amp;quot; disembark instead of just the former) and staying inside the metal box is the best course of action. &lt;br /&gt;
# Move 12&amp;quot;, pop smoke. Use only if your opponent either had nothing that is worth risking getting out of the boxes to eliminate or if your opponent has a strong gunline with lots of anti-infantry firepower that you can&#039;t cripple.&lt;br /&gt;
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Alternatively, you can do none of the above and outflank. This can be a risky but effective way of delivering an alpha strike or capturing an objective without being struck by fire. &lt;br /&gt;
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Now, the real question is what to put in your transports? As previously mentioned, a mech SM list suffers greatly from sometimes not being able to leverage enough firepower. This should be your primary concern. &lt;br /&gt;
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Tactical Squads should probably not be taken with full numbers at 10 men - unless you plan to abuse combat squads for a very specific use. Reason being, you do not want heavy weapons except Grav Cannons. There is no reason to maximise bolters. Heavy weapons will rarely get to fire effectively and now cost you points out the ass. Taking a special weapon and combi-weapon should be considered mandatory. Do not give this squad melta guns. Leave that to the other elements in your army, because you want your Tacticals to leverage as much firepower against infantry or MC&#039;s as is humanly possible, and have enough duplicates that losses do not necessarily mean defeat. &lt;br /&gt;
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*Grav Guns are a matter of debate. They are flexible against vehicles (if you can get off enough shots) if you do encounter them, if you do dig in the extra shot is invaluable, and they get the extra shots at longer range than a Plasma Gun. If there&#039;s a Daemon Prince or CC unit they even reduce their initiative to 1, giving you better odds if you get dragged into a CC. However, they suck hairy balls against anything that isn&#039;t wearing power armour or better, and are utterly useless against buildings. &lt;br /&gt;
*Flamers are exceedingly good at quickly wiping anything weaker than Marines off of objectives. They also provide some effective overwatch. Even power armoured units will feel the heat due to the sheer number of wounds a flamer can throw at a unit. Their biggest drawback is being absolutely worthless against MCs. &lt;br /&gt;
*Plasma Guns are good in that unless a rare high-toughness MC like a Wraithknight appears you&#039;ll be wounding on good rolls all the time. They don&#039;t suffer the drawbacks of Salvo (half range if you move, for instance) and have a greater maximum range than Grav weapons. &lt;br /&gt;
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You should take at least one Sternguard squad tooled up with enough firepower to destroy (not just cause medium damage to) a unit. Using #Option 1 they can pull off some kills that win games. They are the guys that are going to hunt the nastiest, shittiest, pain-in-the ass targets that your bolters and Tacticals can&#039;t handle. &lt;br /&gt;
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It&#039;s for this reason that they should have combi-plasmas or gravs. You might not survive into the following turn, as they will be a very high priority target, so what you shoot at needs to die. 4-5 combi-weapons should be sufficient. Heavy Flamers are worth considering, and the squad should not end up having more than 7-8 men. Do not tool up the Sergeant unless it&#039;s with a combi-weapon. &lt;br /&gt;
&lt;br /&gt;
There may be other units that perform this role almost as well - you may want to consider them, too. The effectiveness of the Grav-Gun Bikers make them one of&lt;br /&gt;
THE BEST units in the codex, and any bike-mounted IC makes them troops - yes, this means Techmarines, Chaplains and Librarians too.&lt;br /&gt;
&lt;br /&gt;
These two units should form your core. In the end you should have a minimum of 3 mechanised squads, preferably 4. With the strong anti-infantry and anti-MC capability they provide you can look to everything else. &lt;br /&gt;
&lt;br /&gt;
*Units you may want to consider include:&lt;br /&gt;
**Tri-Las Predators or Devastators with Lascannons. If shit luck strikes and your Sternguard fail or don&#039;t do as well as you plan, these guys are Plan B. If there&#039;s tanks to kill, these are the units that will be your best counters.&lt;br /&gt;
**Storm Talons or possibly Storm Ravens. They provide AA and additional firepower on the fly (no pun intended) where its needed. In a pinch they can also serve as backup AT. &#039;&#039;&#039;Edit:&#039;&#039;&#039; Death from the Skies nerfed the hell out of these units, making them best suited for dealing with ground threats. For real AA, you need Hunters, Stalkers, Stormhawks, or Flakk Missile Devs, with an emphasis on ground-based AA to deal with threats you can&#039;t handle in the air, like Crimson Hunters.&lt;br /&gt;
**Land Speeder Storm Scouts. Deep Strike disruption, cheap scoring, can tackle weaker troops, and you can take a heavy flamer for free at 40 points, which negates the need for flamer Tacticals. &lt;br /&gt;
**Assault Squads with flamers and either a drop pod or rhino. Cheap and (in certain circumstances) incredibly effective. &lt;br /&gt;
**Grav Gun Bikers, for the same reasons as Sternguard. Or a Bike Command Squad. &lt;br /&gt;
**Grav Cannon shooty Centurions in a Drop Pod or Land Raider. Bear in mind that they&#039;re shit in melee so if they get caught they&#039;re boned. That&#039;s why you attach a beatstick/bullet sponge IC. But now the White scar&#039;s CT affects them so you now have hit and run Centurions.&lt;br /&gt;
&lt;br /&gt;
===Bike Armies===&lt;br /&gt;
Thanks to the White Scars Chapter tactics and Khan, this is one of the strongest space marine army configurations out right now, since biker troops become very cost efficient in this manner.  Skilled rider grants 3+ Jink Saves, along with the difficult terrain shenanigans (ain&#039;t no body got time for walls), whilst Hit&amp;amp;Run basically gives a superior version of the old Combat Tactics, meaning you will almost never be bogged down in a combat you don&#039;t want.  Even better, you can disengage on the enemy Assault phase and then Shoot/Assault again in your own phases using Hit&amp;amp;Run.&lt;br /&gt;
&lt;br /&gt;
Khan lists also generate an incredibly potent alpha strike army.  Bikes can pack an astounding amount of small to medium arms fire, and put them in rapid fire range on turn 1.  No one is safe when you have a 5 man command squad pumping 15 grav bolts into them before they even get to think about moving.  Tanks get melta or grav shoved at them.  On the return phase, you can capitalize on your 3+ Jink and then hit everything with S5 HoW hits, stay in combat, and then run away to do both again every turn. With the new Chapter Tactics even Terminators &#039;&#039;&#039;AND CENTURIONS&#039;&#039;&#039; get the Hit&amp;amp;Run shenanigan.&lt;br /&gt;
&lt;br /&gt;
For the love of God, though, break into the home of every Chaos player you know and smash their Helturkies.  Heldrakes can really really mess this army up. Fortunately their flamer of doom has been reduced to front-arc firing, so you can mitigate it somewhat. (When it enters it still eats up a squad, but with your speed you should be safer later turns)&lt;br /&gt;
&lt;br /&gt;
===Dreadnought Party===&lt;br /&gt;
Use the Iron Hands chapter tactics.  Take a Techmarine (or you just play Clan Raukaan instead) and run one of each squadron of Dreadnaughts.  Give him a full squad of servitors.  Take another techmarine if you want, since another guy repairing your dreads is always helpful (and can be a bullet magnet, letting your dreads get more shots in).  &lt;br /&gt;
&lt;br /&gt;
Put in the bare minimum 2 troops choices, preferably tacticals in drop pods or rhinos.  This way, your army is not unbound, letting your tacticals just sit on objectives and act as denial units, meaning your enemies have to completely destroy your squads while your regenerating (thanks to the IWND rule) dreads rape them.  &lt;br /&gt;
&lt;br /&gt;
Next load up all 6 slots with dreadnaughts (some in drop pods if you want).  The best might be an even mix of Ironclads, Venerable, and Normal dreads, but experiment with what combinations suit your playstlye.  Remember you need some dreads to be heavy fire support (lascannons and autocannons), some to be close range fire support (assault cannons, heavy flamers, and meltacannons), and some to be melee (Ironclads are best for this, with two CC arms).  Putting some in drop pods gives you flexibility at the start of the game, since half of your drop pods go down on turn one, two pods can come in with dreadnaughts first, and eliminate or tie down the heavier enemy units, then later your two tactical squad pods can come down and secure objectives.  &lt;br /&gt;
&lt;br /&gt;
The IWND rule combined with your techmarines can make your dreadnought army last through firepower that would destroy land raiders, and if you give the MotF the ironstone relic, the dreadnoughts become even more Ded&#039; ard&#039;.  You shouldn&#039;t just stand there soaking it all up, however; use your dreadnoughts like troops and keep them in cover and just use your head and they can last a lot longer than you think.  Dreadnoughts now come in 4-attacks-base flavour.  Iron Hands players rejoice.&lt;br /&gt;
&lt;br /&gt;
===Gravity Gun Spam===&lt;br /&gt;
This play style is strictly used against other Space Marines or any unit with 3+ armour or better.&lt;br /&gt;
&lt;br /&gt;
Use Ultramarines chapter tactics as you will definitely need the Devastator doctrine for re-rolls (or [[Star Phantoms]]). This play style will require 3 five-men devastator squads with fully maxed grav cannons with grav amps and an armorium cherub. Also, ally in a Librarius Conclave with 3 librarians with/without mastery level 2. Make sure all librarians choose the Divination table. When rolling for powers, always change the power for the Primaris Power unless you rolled 3: Perfect Timing. First of all, Prescience allows re-rolls to hit. Secondly, Perfect Timing ignores the annoying cover saves that hinder your grav weaponry power. Thirdly, why the conclave? Because if you keep the librarians close, you can succeed on powers on a 2+.  Switching multiple librarians to the primaries power allows for redundancy, in case you lose one (or two!).&lt;br /&gt;
&lt;br /&gt;
Assuming we have the 3 squads of dev using either the doctrine, cherub, or Prescience, that will be a total of 60 shots if they do not move. Devs hit on 3+ with a re-roll, which leaves an average of 53.5 shots hit!! Now here is the fun part. Since grav wounds on the armour save, let&#039;s say we are going against Space Marine Power Armour, that will be an average of 47.7 wounds with no armour saves!! Plus if you have Perfect timing, your opponent may just rage quit due to the lack of both armour and cover saves against 48 potential casualties. For Normal Termies I did the math and there will be an average of 34.3 confirmed kills excluding possible FNP. Termie Assault will yield a lower death rate of 17.2 confirmed kills excluding FNP. Against vehicles, each squad will do an average of 5.5 glances.&lt;br /&gt;
&lt;br /&gt;
If math is not enough for you, I used this strategy against my space marine player friend who played a game of 1200 pts with me. I altered the list a little, but in the end his entire army was wiped out while I had lost 4 devastators and 1 librarian. Watch your opponents remove his miniatures by the tens. &lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grimdark_Songwriting&amp;diff=241400</id>
		<title>Grimdark Songwriting</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grimdark_Songwriting&amp;diff=241400"/>
		<updated>2023-02-26T20:41:55Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Snow white: Om nom Om nom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
{{topquote|But there&#039;s one sound, that no one knows, what does [[Corax]] say? Ring-ding-ding-ding-dingeringeding!|Horus &#039;&#039;(This is why Corax didn&#039;t like him.)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Observing some striking correlations between the songs found in pop culture and the [[Warhammer 40,000|40K universe]], people on /tg/ sometimes adapt these songs to bring out their true [[grimdark]] potential.&amp;lt;br/&amp;gt; See also [[Adventuring songwriting]].&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:EmprahsMetal.png|500px|right|thumb|Each of the following songs counts as a sonic Ordinatus.]]&lt;br /&gt;
&lt;br /&gt;
==Disney Adaptations==&lt;br /&gt;
The most popular segment to be subjected to grimdarkification, Disney songs seem to lend themselves well to the total despair of the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
=== Aladdin: A Whole New World ===&lt;br /&gt;
[Ghazghkull] &amp;lt;br/&amp;gt;&lt;br /&gt;
I’ll kill da ooniverse!&amp;lt;br/&amp;gt; &lt;br /&gt;
Burn’s it, smash’s it, stomp’s it! &amp;lt;br/&amp;gt;&lt;br /&gt;
Tell me Yarrick now when’s did I last &amp;lt;br/&amp;gt;&lt;br /&gt;
Get’s a nice surprise? &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt; &lt;br /&gt;
Well, just open your eyes!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Look at all of dese wonders!&amp;lt;br/&amp;gt;&lt;br /&gt;
So much chance ‘ere for plunders&amp;lt;br/&amp;gt;&lt;br /&gt;
On a mighty fighitn ride!&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon!&amp;lt;br/&amp;gt;&lt;br /&gt;
With kool, amazin rockrete pits&amp;lt;br/&amp;gt;&lt;br /&gt;
Not normal humie runts&amp;lt;br/&amp;gt;&lt;br /&gt;
An’ no weak punts&amp;lt;br/&amp;gt;&lt;br /&gt;
Or tribes of smaller orkish gits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon!&amp;lt;br/&amp;gt;&lt;br /&gt;
A wondrous place of giant hives&amp;lt;br/&amp;gt;&lt;br /&gt;
Where billions of souls&amp;lt;br/&amp;gt;&lt;br /&gt;
Live like moles&amp;lt;br/&amp;gt;&lt;br /&gt;
Never see the sky in all their lives&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Never da sky in all dere lives&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
Unbelievable war&amp;lt;br/&amp;gt;&lt;br /&gt;
Orks coming on them like rain&amp;lt;br/&amp;gt;&lt;br /&gt;
Fighting, dying and much pain&amp;lt;br/&amp;gt;&lt;br /&gt;
Through deserts of blackened waste&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Don’t you dare leave dis place!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
A hundred million fallen souls&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
I’s wants you to stay ‘ere&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
There’s so much shooting here,&amp;lt;br/&amp;gt;&lt;br /&gt;
And so much fear&amp;lt;br/&amp;gt;&lt;br /&gt;
I won’t ever leave this war-torn world&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
I think I am stuck here&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wit new fun chances of fightin&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
Everyday it gets harder&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Both]&amp;lt;br/&amp;gt;&lt;br /&gt;
I’ll chase you, gun in hand&amp;lt;br/&amp;gt;&lt;br /&gt;
Across this land&amp;lt;br/&amp;gt;&lt;br /&gt;
Let me share Armageddon&amp;lt;br/&amp;gt;&lt;br /&gt;
with you&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Dat’s where I waaaagh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
That’s where I stand&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
A fight at hand!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]:&amp;lt;br/&amp;gt;&lt;br /&gt;
On this black sand&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Both]&amp;lt;br/&amp;gt;&lt;br /&gt;
So don’t you leave!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aladdin:Daemon Prince Abby===&lt;br /&gt;
Prince Abby! Mighty is he, Abby Abaddon!&lt;br /&gt;
&lt;br /&gt;
Strong as 10 Space Marine men definitely!&lt;br /&gt;
&lt;br /&gt;
He&#039;s faced the zealoting hordes&lt;br /&gt;
&lt;br /&gt;
A hundred Grey Knights with swords&lt;br /&gt;
&lt;br /&gt;
Who sent them back to Matt Ward?&lt;br /&gt;
&lt;br /&gt;
Why, Prince Abby...&lt;br /&gt;
&lt;br /&gt;
He&#039;s got seventy-five golden Screamers&lt;br /&gt;
&lt;br /&gt;
Purple Horrors, he&#039;s got fifty-three&lt;br /&gt;
&lt;br /&gt;
When it comes to exotic-type Daemons&lt;br /&gt;
&lt;br /&gt;
Has he got a Warp?&lt;br /&gt;
&lt;br /&gt;
I&#039;m telling you, it&#039;s world-class Daemonology!&lt;br /&gt;
&lt;br /&gt;
Prince Abby! Handsome is he, Abby Abaddon&lt;br /&gt;
&lt;br /&gt;
That physique! How can I speak&lt;br /&gt;
&lt;br /&gt;
Weak at the knee&lt;br /&gt;
&lt;br /&gt;
Well, reality&#039;s what we shall tear, &lt;br /&gt;
&lt;br /&gt;
We&#039;ll shatter the veil, so prepare&lt;br /&gt;
&lt;br /&gt;
To gawk and grovel and stare at Prince Abby!&lt;br /&gt;
&lt;br /&gt;
He&#039;s got ninety-five White Scar mon-keighs&lt;br /&gt;
&lt;br /&gt;
(He&#039;s got the mon-keighs, let&#039;s see the mon-keighs)&lt;br /&gt;
&lt;br /&gt;
And imbues all with mutations for free&lt;br /&gt;
&lt;br /&gt;
(He&#039;s generous, so generous)&lt;br /&gt;
&lt;br /&gt;
He&#039;s got slaves, he&#039;s got servants and flunkies&lt;br /&gt;
(Proud to worship him)&lt;br /&gt;
&lt;br /&gt;
They bow to his whim love serving him&lt;br /&gt;
&lt;br /&gt;
They&#039;re just feverish with loyalty to Abby! Prince Abby!&lt;br /&gt;
&lt;br /&gt;
Prince Abby!&lt;br /&gt;
&lt;br /&gt;
Amorous he! Abby Abaddon!&lt;br /&gt;
&lt;br /&gt;
Heard your planet was a sight lovely to see&lt;br /&gt;
&lt;br /&gt;
And that, good people, is why he got dolled up and dropped by&lt;br /&gt;
&lt;br /&gt;
With sixty Juggernauts, bloodletters galore&lt;br /&gt;
&lt;br /&gt;
With his Fiends and Nurglings&lt;br /&gt;
&lt;br /&gt;
A war band and more&lt;br /&gt;
&lt;br /&gt;
With his forty Flamers, his cultists, his traitors&lt;br /&gt;
&lt;br /&gt;
His Furies that warble on key&lt;br /&gt;
&lt;br /&gt;
Make way for prince Abby!&lt;br /&gt;
&lt;br /&gt;
===Aladdin: Friend Like Me===&lt;br /&gt;
&lt;br /&gt;
Tzeentch:&lt;br /&gt;
&lt;br /&gt;
Well the Emperor had them twenty legions&lt;br /&gt;
&lt;br /&gt;
Eldrad had a thousand plots&lt;br /&gt;
&lt;br /&gt;
But Horus you in luck &#039;cause up your sleeves&lt;br /&gt;
&lt;br /&gt;
You got a brand of magic never stops&lt;br /&gt;
&lt;br /&gt;
You got some power in your corner now&lt;br /&gt;
&lt;br /&gt;
Some heavy ways to really up your odds&lt;br /&gt;
&lt;br /&gt;
You got some punch, pizzazz, yahoo and how&lt;br /&gt;
&lt;br /&gt;
See all you gotta do is ask us Gods&lt;br /&gt;
&lt;br /&gt;
And we&#039;ll say&lt;br /&gt;
&lt;br /&gt;
Well Mister Horus, sir&lt;br /&gt;
&lt;br /&gt;
What will your pleasure be?&lt;br /&gt;
&lt;br /&gt;
Let us take your order&lt;br /&gt;
&lt;br /&gt;
Jot it down&lt;br /&gt;
&lt;br /&gt;
You ain&#039;t never had no friends like these&lt;br /&gt;
&lt;br /&gt;
No no no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurgle:&lt;br /&gt;
&lt;br /&gt;
Life is your restaurant&lt;br /&gt;
&lt;br /&gt;
And we&#039;re your maitre d&#039;s&lt;br /&gt;
&lt;br /&gt;
C&#039;mon whisper what it is you want&lt;br /&gt;
&lt;br /&gt;
You ain&#039;t never had no friends like these&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slaanesh:&lt;br /&gt;
&lt;br /&gt;
Yes sir, we pride ourselves on service&lt;br /&gt;
&lt;br /&gt;
You&#039;re the boss,&lt;br /&gt;
&lt;br /&gt;
The Emps, A GOD&lt;br /&gt;
&lt;br /&gt;
Say what you wish&lt;br /&gt;
&lt;br /&gt;
It&#039;s yours! True dish&lt;br /&gt;
&lt;br /&gt;
How about a little more Warp Power, huh?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Khorne:&lt;br /&gt;
Burn some of planet &amp;quot;A&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Burn ALL of planet &amp;quot;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tzeentch:&lt;br /&gt;
We&#039;re in the mood to help you dude&lt;br /&gt;
&lt;br /&gt;
You ain&#039;t never had no friends like these&lt;br /&gt;
&lt;br /&gt;
Can your friends do this?&lt;br /&gt;
&lt;br /&gt;
Do your friends do that?&lt;br /&gt;
&lt;br /&gt;
Do your friends pull this out their little hat?&lt;br /&gt;
&lt;br /&gt;
Can your friends go, poof?&lt;br /&gt;
&lt;br /&gt;
Well, looky here&lt;br /&gt;
&lt;br /&gt;
Can your friends go, Abracadabra, let &#039;er rip&lt;br /&gt;
&lt;br /&gt;
And then make the Loyalists disappear?&lt;br /&gt;
&lt;br /&gt;
So doncha sit there slack jawed, buggy eyed&lt;br /&gt;
&lt;br /&gt;
I&#039;m here to answer all your midday prayers&lt;br /&gt;
&lt;br /&gt;
You got us bona fide, certified&lt;br /&gt;
&lt;br /&gt;
You got us Chaos Gods for your chare d&#039;affaires&lt;br /&gt;
&lt;br /&gt;
We got a powerful urge to help you out&lt;br /&gt;
&lt;br /&gt;
So what-cha wish? I really wanna know&lt;br /&gt;
&lt;br /&gt;
You got a list that&#039;s three miles long, no doubt&lt;br /&gt;
&lt;br /&gt;
Well, all you gotta do is ask like so - and oh&lt;br /&gt;
&lt;br /&gt;
Well Mister Horus, sir, have a wish or two or three&lt;br /&gt;
&lt;br /&gt;
We&#039;re on the job, you big nabob&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurgle:&lt;br /&gt;
You ain&#039;t never had a friend, never had a friend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Khorne:&lt;br /&gt;
You ain&#039;t never had a friend, never had a friend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slaanesh:&lt;br /&gt;
You ain&#039;t never had a friend like me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tzeentch:&lt;br /&gt;
You ain&#039;t never had a friend like me, hah!&lt;br /&gt;
&lt;br /&gt;
===Snow white: Om nom Om nom===&lt;br /&gt;
&lt;br /&gt;
Om nom Om nom Its Off To Eat We Go!!&lt;br /&gt;
&lt;br /&gt;
We Om nom nom nom nom nom nom nom&lt;br /&gt;
&lt;br /&gt;
In our Hive the whole day through&lt;br /&gt;
&lt;br /&gt;
To Kill Eat Kill Eat Kill Eat Eat Eat Eat&lt;br /&gt;
&lt;br /&gt;
Its what we like to do&lt;br /&gt;
&lt;br /&gt;
It ain&#039;t no trick&lt;br /&gt;
&lt;br /&gt;
To get fat quick&lt;br /&gt;
&lt;br /&gt;
If ya kill kill kill&lt;br /&gt;
&lt;br /&gt;
With a talon or a gun&lt;br /&gt;
&lt;br /&gt;
In a hive (Echo: In a hive)&lt;br /&gt;
&lt;br /&gt;
LOUDER: In a hive(echo: IN A HIVE)&lt;br /&gt;
&lt;br /&gt;
Where a million life-forms&lt;br /&gt;
&lt;br /&gt;
LONG: ddddiiinnnneee (om nom nom)&lt;br /&gt;
&lt;br /&gt;
We Om nom nom nom nom nom nom nom&lt;br /&gt;
&lt;br /&gt;
From early mornin&#039; til&#039; night&lt;br /&gt;
&lt;br /&gt;
We Om nom nom nom nom nom nom nom&lt;br /&gt;
&lt;br /&gt;
On everything in sight&lt;br /&gt;
&lt;br /&gt;
We take our time&lt;br /&gt;
&lt;br /&gt;
Then find some more&lt;br /&gt;
&lt;br /&gt;
There&#039;s thousands to be sometime born&lt;br /&gt;
&lt;br /&gt;
And We don&#039;t know what we eat them for&lt;br /&gt;
&lt;br /&gt;
We Om nom nom noma nom nom&lt;br /&gt;
&lt;br /&gt;
===Pocahontas: Savages===&lt;br /&gt;
-Part 1-&amp;lt;br/&amp;gt;&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
What can you expect &amp;lt;br/&amp;gt;&lt;br /&gt;
From filthy little xenos? &amp;lt;br/&amp;gt;&lt;br /&gt;
Their whole disgusting race is like a curse&amp;lt;br/&amp;gt;&lt;br /&gt;
For them no tears we shed&amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re only good when dead&amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re vermin, as I said&amp;lt;br/&amp;gt;&lt;br /&gt;
And worse&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re aliens! Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re not even human &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Aliens! Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
Astartes to the fore! &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re not like you and me &amp;lt;br/&amp;gt;&lt;br /&gt;
Which means that we must purge them &amp;lt;br/&amp;gt;&lt;br /&gt;
We must sound the drums of war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe+Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re aliens! Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
Filthy xenos rabble! &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we sound the drums of war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Eldrad] &amp;lt;br/&amp;gt;&lt;br /&gt;
This is as I saw &amp;lt;br/&amp;gt;&lt;br /&gt;
With their absurd ambition &amp;lt;br/&amp;gt;&lt;br /&gt;
The Mon-Keigh seek to conquer and destroy &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Caerys] &amp;lt;br/&amp;gt;&lt;br /&gt;
Beneath that armour plate &amp;lt;br/&amp;gt;&lt;br /&gt;
They harbor only hate &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Killing them shall be a joy &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re savages! Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
Zeal and fervor blinds them &amp;lt;br/&amp;gt;&lt;br /&gt;
Savages! Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Caerys] &amp;lt;br/&amp;gt;&lt;br /&gt;
Killers at the core &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Exarch] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re a lesser race than us &amp;lt;br/&amp;gt;&lt;br /&gt;
Which means they can&#039;t be trusted &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Eldrad] &amp;lt;br/&amp;gt;&lt;br /&gt;
We must sound the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re savages! Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we march against them &amp;lt;br/&amp;gt;&lt;br /&gt;
And we sound the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Aliens! Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Watch Captain] &amp;lt;br/&amp;gt;&lt;br /&gt;
Let&#039;s go kill a few, men! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Savages! Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now it&#039;s up to you, men! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All] &amp;lt;br/&amp;gt;&lt;br /&gt;
(Aliens) Savages! (Aliens) Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
They are lesser creatures! &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we sound the drums of war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Intermission-&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re going to kill him at sunrise, Grandmother Wraithbone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Grandmother Wraithbone]&amp;lt;br/&amp;gt;&lt;br /&gt;
You have to stop them!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
I can&#039;t...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Grandmother Wraithbone]&amp;lt;br/&amp;gt;&lt;br /&gt;
Child, remember your vision-&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
I was wrong, Grandmother Wraithbone, I followed the wrong path! I feel so lost...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
The auspex... The spinning arrow...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Grandmother Wraithbone]&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s the arrow from your vision!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
I was right, it was pointing to him! Sunrise...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Grandmother Wraithbone]&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s not too late, child! Let the spirits of the webway guide you! You know your path, child, now follow it!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Part 2-&amp;lt;br/&amp;gt;&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Is there nothing I can do? &amp;lt;br/&amp;gt;&lt;br /&gt;
Can I make these soldiers yield?&amp;lt;br/&amp;gt;&lt;br /&gt;
Is it only death that waits &amp;lt;br/&amp;gt;&lt;br /&gt;
Out there on the battlefield? &amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
This will be the day ... &amp;lt;br/&amp;gt;&lt;br /&gt;
(Let&#039;s go men!) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Eldrad] &amp;lt;br/&amp;gt;&lt;br /&gt;
This will be the morning ... &amp;lt;br/&amp;gt;&lt;br /&gt;
(Bring out the prisoner!) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines and Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
We will see them dying in the dust  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
I don&#039;t know what I can do &amp;lt;br/&amp;gt;&lt;br /&gt;
Still, I know that I must try &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we make them pay &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Isha, help my feet to fly &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Rangers] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now without a warning ...  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Kurnous, help my heart be great &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we leave them blood and bone and rust &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Spirits of the wraithbone cry ... &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines and Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s them or us &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Please don&#039;t let it be to late ... &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines and Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re just a bunch of &amp;lt;br/&amp;gt;&lt;br /&gt;
Filthy, stinking &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Daemons! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Primates! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
Kill them! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe+Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
What are we waiting for? &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All] &amp;lt;br/&amp;gt;&lt;br /&gt;
Destroy their evil race &amp;lt;br/&amp;gt;&lt;br /&gt;
Until there&#039;s not a trace left &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
How loud are the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines and Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
We will sound the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
(Savages! Savages!) &amp;lt;br/&amp;gt;&lt;br /&gt;
Now, we sound the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
(Aliens! Aliens!) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
They shall all succumb &amp;lt;br/&amp;gt;&lt;br /&gt;
The rotten xenos scum &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we sound the drums ... of ... war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Of course it means the drums ... of ... war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Is the death of all I love &amp;lt;br/&amp;gt;&lt;br /&gt;
Carried in the drumming of war?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
No! If you kill him, you&#039;ll have to kill me too.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Eldrad]&amp;lt;br/&amp;gt;&lt;br /&gt;
Daughter, stand back.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
I won&#039;t! I love him...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pocahontas: Colors of the Wind===&lt;br /&gt;
You think I&#039;m strange and heretical&amp;lt;br/&amp;gt;&lt;br /&gt;
And you&#039;ve been so many places&amp;lt;br/&amp;gt;&lt;br /&gt;
I guess it must be so&amp;lt;br/&amp;gt;&lt;br /&gt;
But still I cannot see&amp;lt;br/&amp;gt;&lt;br /&gt;
If the heretic is me&amp;lt;br/&amp;gt;&lt;br /&gt;
How can there be so much that you don&#039;t know?&amp;lt;br/&amp;gt;&lt;br /&gt;
You don&#039;t know ...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You think you own the gadgets that you work with&amp;lt;br/&amp;gt;&lt;br /&gt;
That they are only dead things you can claim&amp;lt;br/&amp;gt;&lt;br /&gt;
But I know every gun and cogitator&amp;lt;br/&amp;gt;&lt;br /&gt;
Has a life, has a spirit, has a name&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You think the only people who are people&amp;lt;br/&amp;gt;&lt;br /&gt;
Are the people who love their flesh like you&amp;lt;br/&amp;gt;&lt;br /&gt;
But if you walk the footsteps of a techpriest&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll learn things you never knew you never knew&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Have you ever heard the thunder of a titan&#039;s stride,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or asked the lasgun why it has recoil?&amp;lt;br/&amp;gt;&lt;br /&gt;
Can you sing with all the voices of the machines?&amp;lt;br/&amp;gt;&lt;br /&gt;
Can you paint with all the colors of the oil?&amp;lt;br/&amp;gt;&lt;br /&gt;
Can you paint with all the colors of the oil?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Come feel the blessed current of electrodes&amp;lt;br/&amp;gt;&lt;br /&gt;
Come see the life support of He-On-Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Come examine the riches all around you&amp;lt;br/&amp;gt;&lt;br /&gt;
And for once, appreciate just what they&#039;re worth&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The drop pod and the cruiser are my brothers&amp;lt;br/&amp;gt;&lt;br /&gt;
And all the power weapons are my friends&amp;lt;br/&amp;gt;&lt;br /&gt;
And we are all connected to each other&amp;lt;br/&amp;gt;&lt;br /&gt;
In a circuit, in a loop that never ends&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How far can our empire grow?&amp;lt;br/&amp;gt;&lt;br /&gt;
If you stop our work, then you&#039;ll never know&amp;lt;br/&amp;gt;&lt;br /&gt;
And you&#039;ll never hear the thunder of a titan&#039;s stride.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For no matter on which task we spend our toil&amp;lt;br/&amp;gt;&lt;br /&gt;
We need to sing with all the voices of the machines&amp;lt;br/&amp;gt;&lt;br /&gt;
We need to paint with all the colors of the oil&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can own all Space and still&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s just empty space until&amp;lt;br/&amp;gt;&lt;br /&gt;
You can paint with all the colors of the oil&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jungle Book: I Wanna Be Like You===&lt;br /&gt;
&lt;br /&gt;
Now I&#039;m of caste Ethereal&lt;br /&gt;
&lt;br /&gt;
Oh, a Tau VIP&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reached the top and had to stop&lt;br /&gt;
&lt;br /&gt;
And that&#039;s what botherin&#039; me&lt;br /&gt;
&lt;br /&gt;
I wanna be a man, gue&#039;la&lt;br /&gt;
&lt;br /&gt;
And stroll right onto Terra&lt;br /&gt;
&lt;br /&gt;
And be able to approach the Golden Throne&lt;br /&gt;
&lt;br /&gt;
And end this warring era!&lt;br /&gt;
&lt;br /&gt;
Oh, oobee doo&lt;br /&gt;
&lt;br /&gt;
I wanna be like you&lt;br /&gt;
&lt;br /&gt;
I wanna walk like you&lt;br /&gt;
&lt;br /&gt;
Talk like you, too&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see it&#039;s true&lt;br /&gt;
&lt;br /&gt;
A xenos like me&lt;br /&gt;
&lt;br /&gt;
Can learn to be human too&lt;br /&gt;
&lt;br /&gt;
Gee, mister Aun&lt;br /&gt;
&lt;br /&gt;
You&#039;re doin&#039; real good&lt;br /&gt;
&lt;br /&gt;
Now here&#039;s your part of the deal, cuz&lt;br /&gt;
&lt;br /&gt;
Lay the secret on me of man&#039;s psyker powers&lt;br /&gt;
&lt;br /&gt;
But I&#039;m not a psyker!&lt;br /&gt;
&lt;br /&gt;
Now don&#039;t try to kid me, gue&#039;la&lt;br /&gt;
&lt;br /&gt;
I made a deal with you&lt;br /&gt;
&lt;br /&gt;
What I desire is man&#039;s psychic power&lt;br /&gt;
&lt;br /&gt;
To make my dream come true&lt;br /&gt;
&lt;br /&gt;
Give me the secret, gue&#039;la&lt;br /&gt;
&lt;br /&gt;
Clue me what to do&lt;br /&gt;
&lt;br /&gt;
Give me the power of man&#039;s warp flower&lt;br /&gt;
&lt;br /&gt;
So I can be like you&lt;br /&gt;
&lt;br /&gt;
===The Great Mouse Detective: The World&#039;s Greatest Criminal Mind===&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
My friends, we are about to embark on the most odious, the most evil, the most diabolical scheme of my illustrious career.  A crime to top all crimes, a crime that will live in infamy!&lt;br /&gt;
&lt;br /&gt;
Tomorrow evening, our beloved planetary governess celebrates her diamond jubilee.  And, with the enthusiastic help of our good friend Magos Flaversham, it promises to be a night she will never forget.  Her last night, and my first, as supreme ruler of all Londinium Prime!&lt;br /&gt;
&lt;br /&gt;
From the brain that brought you the Black Bell Caper&lt;br /&gt;
The head that made headlines on every dataslate&lt;br /&gt;
And wondrous things like the Gunmetal Job&lt;br /&gt;
That cunning display that made all hivers sob&lt;br /&gt;
&lt;br /&gt;
Now comes the real tour de force&lt;br /&gt;
Tricky and wicked, of course!&lt;br /&gt;
My earlier crimes were fine for their times&lt;br /&gt;
But now that I’m at it again&lt;br /&gt;
An even grimmer plot has been simmering&lt;br /&gt;
In my great criminal brain&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Even meaner?  You mean it?&lt;br /&gt;
Worse than the widows and orphans you drowned?&lt;br /&gt;
You’re the best of the worst around&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
The rest fall behind&lt;br /&gt;
To Ratigan&lt;br /&gt;
To Ratigan&lt;br /&gt;
Lord Tzeentch’s greatest criminal mind!&lt;br /&gt;
&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
Ratigan (speaking)&lt;br /&gt;
Thank you, thank you.  But it hasn’t all been Amasec and Caviar.  I’ve had my share of adversity, thanks to that miserable second-rate inquisitor, Basil of Baker Hive!  For years, that insufferable pipsqueak has interfered with my plans.  I haven’t had a moment’s peace of mind.  But now, all that’s in the past! This time, nothing, not even Basil can stand in my way! All will bow before me!&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
You’re tops and that’s that&lt;br /&gt;
To Ratigan&lt;br /&gt;
To Ratigan&lt;br /&gt;
&lt;br /&gt;
[Bartimus]&amp;lt;br/&amp;gt;&lt;br /&gt;
To Ratigan, the sector&#039;s greatest Khornate.&lt;br /&gt;
&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
What was THAT?!  WHAT DID YOU CALL ME?!&lt;br /&gt;
&lt;br /&gt;
[Mutant 1]&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, he didn&#039;t mean it my lord.&lt;br /&gt;
&lt;br /&gt;
[Mutant 2]&amp;lt;br/&amp;gt;&lt;br /&gt;
I-it was just a slip of one of his tongues!&lt;br /&gt;
&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
I am NOT A KHORNATE!&lt;br /&gt;
&lt;br /&gt;
[Mutant 3]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Course you&#039;re not, you&#039;re Tzeentchian!&lt;br /&gt;
&lt;br /&gt;
[Mutant 4]&amp;lt;br/&amp;gt;&lt;br /&gt;
Yeah, that&#039;s right, Tzeentchian!&lt;br /&gt;
&lt;br /&gt;
[Mutant 5]&amp;lt;br/&amp;gt;&lt;br /&gt;
A really angry Tzeentchian!&lt;br /&gt;
&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
SILENCE!!&lt;br /&gt;
Oh my dear Bartimus, I&#039;m afraid that you&#039;ve gone and upset me...you know what happens when someone upsets me...&lt;br /&gt;
I trust there will be no further interruptions.  And now, as you were singing...?&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Even louder!&lt;br /&gt;
We&#039;ll shout it!&lt;br /&gt;
No one can doubt what we know you can do&lt;br /&gt;
You’re more evil than even you&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
You’re one of a kind&lt;br /&gt;
To Ratigan&lt;br /&gt;
To Ratigan&lt;br /&gt;
Lord Tzeentch’s greatest criminal mind!&lt;br /&gt;
&lt;br /&gt;
===The Lion King: Be Prepared===&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
I NEVA FOUGHT YA GROTS WUZ ESSENTCHUL&lt;br /&gt;
&lt;br /&gt;
YOUZ RUNTY, AN&#039; UNSPEEKABLY WEAK&lt;br /&gt;
&lt;br /&gt;
BUT ME FINKS YOUZ GOT SUM POTENTCHUL&lt;br /&gt;
&lt;br /&gt;
IF WAAGH IS WOT YOU REELY SEEK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;S KLARE FROM YER VAKANT EXPRESHUNS&lt;br /&gt;
&lt;br /&gt;
DA ORK IS NOT ALL ON OP’STARES&lt;br /&gt;
&lt;br /&gt;
BUT WEZ TALKIN&#039; BOSSES AN&#039; SUCCESSUNS&lt;br /&gt;
&lt;br /&gt;
EVA YOUZ KENT BE CUGHT UNAWARES!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
SO PREPARE FOR DA FIGHT OVVA LOIFETIME&lt;br /&gt;
&lt;br /&gt;
PREPARE FOR SENSHANAL NOOZ&lt;br /&gt;
&lt;br /&gt;
A SHINY NEW ERA&lt;br /&gt;
&lt;br /&gt;
‘S STOMPIN’ NEARA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
But ‘ere getting shot op!&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
JUS’ LISSIN YA SQUIG GOB!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
AH KNO DIS SOUNDS SORTID, &lt;br /&gt;
&lt;br /&gt;
BUT YOUZ GON BE REWARDID &lt;br /&gt;
&lt;br /&gt;
WHEN AT LAST AH&#039;M GIVVIN MY TEEF&lt;br /&gt;
&lt;br /&gt;
WAAAAGH WE FINALY DARED&lt;br /&gt;
&lt;br /&gt;
BE PREPARED!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
Yeah! Be prepared! Wez gon be prepared! ...Fer wot?&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
DEFF OV DA BOSS!&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
Why? Did da boss say so?&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
NO YA GROTS, SES MORK. AN&#039; GORK TOO!&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great ideah! Who ned a boss! No Boss! No Boss! &lt;br /&gt;
&lt;br /&gt;
Waagh--Waagh-Waagh--Waaagh-Waaagh!&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
IDIUTS! DERE WILL BE A BOSS!&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
But youz sed...&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
AH WILL BE BOSS! WAAAGH WIW ME AND YOUZ NEVA GON BE KRAMPED AGAIN!&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
Yay! Awwwwwwroight! &#039;ail to da Boss!&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;AIL TO DA BOSS&lt;br /&gt;
&lt;br /&gt;
&#039;AIL TO DA BOSS!!!&lt;br /&gt;
&lt;br /&gt;
SEEMS DAT WE&#039;LL SOON BE KONNEKTID&lt;br /&gt;
&lt;br /&gt;
TO A BOSS WHO&#039;LL BE ALL TIME ADORD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
OV’KOURSE, KVID PRO KVO, YOUZ EXPECTID&lt;br /&gt;
&lt;br /&gt;
TO BRING CERTAIN DUTYZ ONBOARD&lt;br /&gt;
&lt;br /&gt;
DA FUCHA IZ LITTERD WIW TROPHIES&lt;br /&gt;
&lt;br /&gt;
AN DOUGH BIGGEST BOSS AH &#039;ILL BE&lt;br /&gt;
&lt;br /&gt;
DA POINT DAT AH MUST EMFASAZ ES:&lt;br /&gt;
&lt;br /&gt;
YA WON&#039;T GET TA WAAAAAAAAAAAAGH WIWOUT ME!!!!&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
SO GIT PREPARED FOR DA WAAAAAAGH OV’ DA CENTURY!&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Oooh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
BE PREPARED FOR DA BRUTALEST KUNNIN&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Oooh Waagh, Waagh, Waagh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
MASSIVELY CHOPPY!&amp;lt;br/&amp;gt; &lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(We’ll haf Waagh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
DED BIG AN’SHOOTY!&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(En’less Waagh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
CRED’IBLY STOMPY!&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(‘Ere we go!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
WILL MAKE SURE THAT ME!&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Fo’ da Waagh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
BE DA BOSS UNDISPUTED&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Aaaaaaah...)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
RESPECTID, SALUTID&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(...aaaaaaah!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
AN&#039; SEEN FER DA BOSS DAT AH AM&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Oo-oo-oo-oo-oo-oo-oo)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
YES MA&#039; CHOPPAS AN SHOOTAS ARE BEARED&lt;br /&gt;
BE PREPARED!!!&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br/&amp;gt;&lt;br /&gt;
WAAAAAAAAAAAAAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mulan: I&#039;ll Make a Tau Out of You ===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s begin your training - to defeat the Orks&amp;lt;br/&amp;gt;&lt;br /&gt;
Did they send me Fio&#039;las when I asked for Shas?&amp;lt;br/&amp;gt;&lt;br /&gt;
The orks will try to kill us all&amp;lt;br/&amp;gt;&lt;br /&gt;
But they will hit an endless wall&amp;lt;br/&amp;gt;&lt;br /&gt;
Mister, I&#039;ll make a tau from you all&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patient as a gun drone&amp;lt;br/&amp;gt;&lt;br /&gt;
But on plasma within&amp;lt;br/&amp;gt;&lt;br /&gt;
Once you aim your rifle&amp;lt;br/&amp;gt;&lt;br /&gt;
You are sure to win&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re a spineless, mob of idiots&amp;lt;br/&amp;gt;&lt;br /&gt;
And you haven&#039;t got a clue&amp;lt;br/&amp;gt;&lt;br /&gt;
Somehow I&#039;ll make a tau out of you&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m never gonna catch my breath&amp;lt;br/&amp;gt;&lt;br /&gt;
I bet I&#039;m gonna get us all shot&amp;lt;br/&amp;gt;&lt;br /&gt;
Boy, was I a fool in school for cutting gym&amp;lt;br/&amp;gt;&lt;br /&gt;
This guy&#039;s got &#039;em scared to death&amp;lt;br/&amp;gt;&lt;br /&gt;
I bet I&#039;m gonna get us all caught&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I really wish that I knew how to swim&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Chorus:)&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
We must be sleek as the Barracuda&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the force of a orca dropship&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the strength of a mighty railgun&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnificent as the bright side of the good&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time is racing toward us till the Orks arrive&amp;lt;br/&amp;gt;&lt;br /&gt;
Heed my every order and you might survive&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re a pain to me, a bane to me&amp;lt;br/&amp;gt;&lt;br /&gt;
So pack up, deport you&#039;re through&amp;lt;br/&amp;gt;&lt;br /&gt;
How could I make a tau out of you?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Chorus:)&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
We must be swift as the Barracuda&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the force of a Orca dropship&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the strength of a mighty railgun&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnificent as the bright side of the good&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Chorus:)&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
We must be swift as the Barracuda&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the force of a Orca Dropship&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the strength of a mighty railgun&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnificent as the bright side of the good&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Beauty and the Beast: Angron ===&lt;br /&gt;
[Kharn:] Gosh it disturbs me to see you, Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Without a good war to wage&amp;lt;br/&amp;gt;&lt;br /&gt;
Every guy here&#039;d love to be you, Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Even when frothing with rage&amp;lt;br/&amp;gt;&lt;br /&gt;
Every single World Eater was sired by you&amp;lt;br/&amp;gt;&lt;br /&gt;
Every man before you shall bow&amp;lt;br/&amp;gt;&lt;br /&gt;
Ev&#039;ryone&#039;s awed and inspired by you&amp;lt;br/&amp;gt;&lt;br /&gt;
And it&#039;s not very hard to see how&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No one&#039;s slick as Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
No one&#039;s sick as Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
No one wields a chainaxe quite as quick as Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
For there&#039;s no man around half as hearty&amp;lt;br/&amp;gt;&lt;br /&gt;
Perfect, a prime specimen&amp;lt;br/&amp;gt;&lt;br /&gt;
You ask any Adeptus Astartes&amp;lt;br/&amp;gt;&lt;br /&gt;
And they&#039;ll tell you whose Chapter they want to be in&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Berzerkers:] No one&#039;s been like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Had thick skin like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] No one&#039;s able to create a din like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron:] As a Primarch, yes, I&#039;m intimidating&amp;lt;br/&amp;gt;&lt;br /&gt;
[Berzerkers:] My what a guy, that Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Give five &amp;quot;hurrahs!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;For the Skull Throne!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] Angron is the best&amp;lt;br/&amp;gt;&lt;br /&gt;
And the rest are all boned&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Berzerkers:] No one fights like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Or ignites like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Champion:] In a riot nobody incites like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Daemonettes:] For there&#039;s no one as fearsome or angry&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron:] My raw energy cannot be caged&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] Not a bit of him&#039;s scraggly or mangy&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron] (That&#039;s right!)&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m bursting with boundless and unbridled rage&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Berzerkers:] No one hits like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Raptor:] Fights in pits like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] In a BloodBowl match no one can blitz like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron:] I&#039;m especially fond of obliterating&amp;lt;br/&amp;gt;&lt;br /&gt;
(Kablooey!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Berzerkers:] Ten points for Angron!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Angron:] In the arena I received nerve implants&amp;lt;br/&amp;gt;&lt;br /&gt;
So I&#039;d fight with no fear or remorse&amp;lt;br/&amp;gt;&lt;br /&gt;
So I gave my legion the same nerve implants&amp;lt;br/&amp;gt;&lt;br /&gt;
Now they are an unstoppable force&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Berzerkers:] No one shoots like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
No one loots like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] Crushes skulls under ceremite boots like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron:] I use enemy heads for my decorating&amp;lt;br/&amp;gt;&lt;br /&gt;
[Berzerkers:] My what a guy, Angron!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Beauty and the Beast: Gaston ===&lt;br /&gt;
&lt;br /&gt;
 [Gaston:]       Who does she think she is? That lich has tangled with the wrong Paladin! No one says &amp;quot;die&amp;quot; to Gaston!&lt;br /&gt;
 [LeFou:]        Heh heh. Darn right.&lt;br /&gt;
 [Gaston:]       Plane-shifted! Hold-Personed! Publicly Humiliated! Why, it&#039;s more than I can bear.&lt;br /&gt;
 [LeFou:]        More beer?&lt;br /&gt;
 [Gaston:]       What for? Nothing helps. I&#039;m disgraced.&lt;br /&gt;
 [LeFou:]        Who, you? Never! Gaston, you&#039;ve got to pull yourself together.&lt;br /&gt;
&lt;br /&gt;
                Gosh it disturbs me to see you, Gaston&lt;br /&gt;
                Looking so down in the dumps&lt;br /&gt;
                Every Fighter here&#039;d love to be you, Gaston&lt;br /&gt;
                Even when taking your lumps&lt;br /&gt;
                There&#039;s no man in the party as admired as you&lt;br /&gt;
                You&#039;re ev&#039;ryone&#039;s favorite guy&lt;br /&gt;
                Ev&#039;ryone&#039;s awed and inspired by you&lt;br /&gt;
                And it&#039;s not very hard to see why&lt;br /&gt;
&lt;br /&gt;
                No one smites like Gaston&lt;br /&gt;
                No one fights like Gaston&lt;br /&gt;
                No one puts down those zombies and wights like Gaston&lt;br /&gt;
                For there&#039;s no man in town half as manly&lt;br /&gt;
                Perfect, a pure paragon&lt;br /&gt;
                You can ask any Priest, God or Cleric &lt;br /&gt;
                And they&#039;ll tell you whose crusade they prefer to be ooooooon!&lt;br /&gt;
                &lt;br /&gt;
&lt;br /&gt;
[Chorus:]       No one&#039;s been like Gaston&lt;br /&gt;
                A Paladin like Gaston&lt;br /&gt;
[LeFou:]        No one&#039;s got a swell cleft in his chin like Gaston&lt;br /&gt;
[Gaston:]       As a specimen, yes, I&#039;m intimidating&lt;br /&gt;
[Chorus:]       My what a guy, that Gaston&lt;br /&gt;
&lt;br /&gt;
                Give five &amp;quot;hurrahs!&amp;quot;&lt;br /&gt;
                Give twelve &amp;quot;hip-hips!&amp;quot;&lt;br /&gt;
[LeFou:]        Gaston is the best&lt;br /&gt;
                And the rest is all drips&lt;br /&gt;
&lt;br /&gt;
[Chorus:]       No one Detects like Gaston&lt;br /&gt;
                lacks defects like Gaston&lt;br /&gt;
[Cronie:]      	That foul villain&#039;s plans nobody wrecks like Gaston&lt;br /&gt;
[Bimbettes:]    For there&#039;s no one as burly and brawny&lt;br /&gt;
[Gaston:]       As you see I win duels without fail&lt;br /&gt;
[LeFou:]        Not a bit of him&#039;s scraggly or scrawny&lt;br /&gt;
[Gaston]        (That&#039;s right!)&lt;br /&gt;
                And ev&#039;ry last inch of me&#039;s covered with mail.&lt;br /&gt;
&lt;br /&gt;
[Cronies:]      No one Turns like Gaston&lt;br /&gt;
[Townsman:]     witches burns like Gaston&lt;br /&gt;
[LeFou:]        A large pile of xp no one earns like Gaston&lt;br /&gt;
[Gaston:]       I&#039;m especially good at exterminating&lt;br /&gt;
                (Ka-Smite!)&lt;br /&gt;
[Chorus:]       Ten points for Gaston!&lt;br /&gt;
&lt;br /&gt;
[Gaston:]       When I was a lad I killed four dozen orcs&lt;br /&gt;
                Ev&#039;ry morning to help me get strong&lt;br /&gt;
                And now that I&#039;m grown I kill five dozen orcs&lt;br /&gt;
                So I&#039;ve roughly the might of King Kong!&lt;br /&gt;
&lt;br /&gt;
[Chorus:]       No one heals like Gaston&lt;br /&gt;
                Makes brutes squeal like Gaston&lt;br /&gt;
[LeFou:]        Then goes tromping around wearing steel like Gaston&lt;br /&gt;
[Gaston:]       I use troll skulls in all of my decorating&lt;br /&gt;
[Chorus:]       Say it again&lt;br /&gt;
                Who&#039;s a man among men?&lt;br /&gt;
                And then say it once more&lt;br /&gt;
                Who&#039;s the hero next door?&lt;br /&gt;
                Who&#039;s a super success?&lt;br /&gt;
                Don&#039;t you know? Can&#039;t you guess?&lt;br /&gt;
                Ask his fans and his five hangers-on&lt;br /&gt;
                There&#039;s just one guy in town who&#039;s got all of it down&lt;br /&gt;
[LeFou:]        And his name&#039;s G-A-S- T -&lt;br /&gt;
                G-A-S-T -  E  -&lt;br /&gt;
                G-A-S-T-O  -  oh!&lt;br /&gt;
[Chorus:]       Gaston&lt;br /&gt;
&lt;br /&gt;
=== Mulan: A God Worth Killing For ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a long time since,&amp;lt;br&amp;gt;&lt;br /&gt;
we’ve seen a sign of our home.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Like some mindless grox,&amp;lt;br&amp;gt;&lt;br /&gt;
it&#039;s Erebus, we must roam.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Amidst the clash of wars, our orders,&amp;lt;br&amp;gt; &lt;br /&gt;
are easy to ignore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Horus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hey!&amp;lt;br&amp;gt;&lt;br /&gt;
What do we need? A god worth KILLING for!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Huh? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Horus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
That’s what I said, a god worth KILLING for!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Fulgrim]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I want one with a perfect form&amp;lt;br&amp;gt;&lt;br /&gt;
with skin that has no scars&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My god will have a pair of horns,&amp;lt;br&amp;gt; &lt;br /&gt;
with hide as red as Mars.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Magnus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn’t care less about war or about dreams&amp;lt;br&amp;gt;&lt;br /&gt;
It all depends on sneaky schemes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maim! Kill! Burn!&amp;lt;br&amp;gt;&lt;br /&gt;
Huh!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Mortarion]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s this talk of gods, it sounds so odd,&amp;lt;br&amp;gt;&lt;br /&gt;
I thought we&#039;re fighting for the Emprah of Man?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
But he still ignores, the rewards of a GOD&#039;s plan.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Right now all we do, to serve our cause,&amp;lt;br&amp;gt;&lt;br /&gt;
is fight chore after chore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Horus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
What do we want?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A god worth KILLING for!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I think my god wants worthy skulls&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Magnus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Well, mine will leave no chance unmined&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Alpharius]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Uh…How bout a...god that destroys all?&amp;lt;br&amp;gt;&lt;br /&gt;
Exterminates mankind?&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[All]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Neh…&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Mortarion]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My many pleas grant me disease,&amp;lt;br&amp;gt;&lt;br /&gt;
that makes all hearts beat stiller&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My pleas make me a blood-mad KILLER!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Fulgrim]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I’ve a god who can, extend xir hand to all lands&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
But my god lets me, punch brutally, with my hands!&amp;lt;br&amp;gt;&lt;br /&gt;
Main! Kill! Burn! Huh!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When we have our gods, not one of us &amp;lt;br&amp;gt;&lt;br /&gt;
will need the Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Horus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
What do we need?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A god worth KILLING for!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Marching in from the other side, the loyalist marines come, in the middle of their own song)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Guilliman]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Who do we love?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Loyalist marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Our mighty Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
(Whistling)&amp;lt;br&amp;gt;&lt;br /&gt;
Our mighty Emper…&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(They freeze in horror, confronted by the pre-heresy marines, now full chaos space marines)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mulan: Honor to us all===&lt;br /&gt;
&lt;br /&gt;
This is what you give me to work with? &amp;lt;br/&amp;gt;&lt;br /&gt;
Well Sister, I&#039;ve seen worse. &amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re gonna turn this ork&#039;s ear &amp;lt;br/&amp;gt;&lt;br /&gt;
Into a steel purse. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll have you trained and armed, &amp;lt;br/&amp;gt;&lt;br /&gt;
Indoctrinated till you are alarmed. &amp;lt;br/&amp;gt;&lt;br /&gt;
Trust my recipe for Chaos harmed, &amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll bring glory to us all. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait and see, when we&#039;re through &amp;lt;br/&amp;gt;&lt;br /&gt;
Boys will gladly go to war with you. &amp;lt;br/&amp;gt;&lt;br /&gt;
With a bolter and a flamer too &amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll bring glory to us all. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A girl brings the Imperium &amp;lt;br/&amp;gt;&lt;br /&gt;
Great glory in one way, &amp;lt;br/&amp;gt;&lt;br /&gt;
By fighting for the Emprah &amp;lt;br/&amp;gt;&lt;br /&gt;
And this could be the day. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Priests want girls with strong faith (firm, fanatical) &amp;lt;br/&amp;gt;&lt;br /&gt;
Who work fast paced. &amp;lt;br/&amp;gt;&lt;br /&gt;
With a good bolter and the Emprah&#039;s grace &amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll bring glory to us all. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all must serve our Emperor &amp;lt;br/&amp;gt;&lt;br /&gt;
Who guards us from his son. &amp;lt;br/&amp;gt;&lt;br /&gt;
The men can pass as guards, &amp;lt;br/&amp;gt;&lt;br /&gt;
But girls leave them outdone! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When we&#039;re through you can&#039;t fail, &amp;lt;br/&amp;gt;&lt;br /&gt;
Like the Emperor you will prevail. &amp;lt;br/&amp;gt;&lt;br /&gt;
How could any Priest say no sale? &amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll bring glory to us all. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Canoness]&lt;br /&gt;
An imperial eagle for serenity, a skull for devotion &amp;lt;br/&amp;gt;&lt;br /&gt;
Promethium flames for beauty &amp;lt;br/&amp;gt;&lt;br /&gt;
You must proudly show it. &amp;lt;br/&amp;gt;&lt;br /&gt;
Add another skull, just for luck &amp;lt;br/&amp;gt;&lt;br /&gt;
And even you can&#039;t blow it! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Sister]&lt;br /&gt;
Emperor, hear my plea! &amp;lt;br/&amp;gt;&lt;br /&gt;
Help me not to make a fool of me! &amp;lt;br/&amp;gt;&lt;br /&gt;
And to not tarnish your great glory! &amp;lt;br/&amp;gt;&lt;br /&gt;
Keep the Imperium standing tall! &amp;lt;br/&amp;gt;&lt;br /&gt;
As scary as the great deceiver &amp;lt;br/&amp;gt;&lt;br /&gt;
We will face the unbeliever! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Citizens]&lt;br /&gt;
Emperor, guard our girls &amp;lt;br/&amp;gt;&lt;br /&gt;
And our future as it fast unfurls &amp;lt;br/&amp;gt;&lt;br /&gt;
Please look kindly on these armoured pearls &amp;lt;br/&amp;gt;&lt;br /&gt;
Each a perfect soldier in your name! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please bring glory to us &amp;lt;br/&amp;gt;&lt;br /&gt;
Please bring glory to us &amp;lt;br/&amp;gt;&lt;br /&gt;
Please bring glory to us &amp;lt;br/&amp;gt;&lt;br /&gt;
Please bring glory to us all &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Hunchback of Notre Dame: Hellfire ===&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Frollo]: Have mercy, my Emprah&amp;lt;br/&amp;gt;&lt;br /&gt;
You know I am a righteous man.&amp;lt;br/&amp;gt;&lt;br /&gt;
Of my virtue I am justly proud.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Have mercy, my Emprah,&amp;lt;br/&amp;gt;&lt;br /&gt;
You know I&#039;m so much purer than&amp;lt;br/&amp;gt;&lt;br /&gt;
The common, vulgar, heretical crowd!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then tell me, my Emprah&amp;lt;br/&amp;gt;&lt;br /&gt;
Why I see her standing there,&amp;lt;br/&amp;gt;&lt;br /&gt;
Why her ghosthelm&#039;s eyes still scorch my soul?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I feel her, I see her!&amp;lt;br/&amp;gt;&lt;br /&gt;
The sun caught in her spirit stones&amp;lt;br/&amp;gt;&lt;br /&gt;
Is blazing in me out of all control!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like fire!&amp;lt;br/&amp;gt;&lt;br /&gt;
Warpfire!&amp;lt;br/&amp;gt;&lt;br /&gt;
This fire in my skin!&amp;lt;br/&amp;gt;&lt;br /&gt;
This burning&amp;lt;br/&amp;gt;&lt;br /&gt;
Desire&amp;lt;br/&amp;gt;&lt;br /&gt;
Is turning me to sin!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s not my fault!&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m not to blame!&amp;lt;br/&amp;gt;&lt;br /&gt;
It is the Eldar girl, the witch who set this flame!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s not my fault,&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s Tzeentch&#039;s plan!&amp;lt;br/&amp;gt;&lt;br /&gt;
He made foul xenos so much stronger than a man!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Protect me, my Emprah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t let foul Taldeer cast her spell!&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t let heresy sear my flesh and bone!&amp;lt;br/&amp;gt;&lt;br /&gt;
Destroy the Farseer!&amp;lt;br/&amp;gt;&lt;br /&gt;
And let her feel Chaos&#039;s flames&amp;lt;br/&amp;gt;&lt;br /&gt;
Or else let her be mine and mine alone!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Guardsman]: Inquisitor Frollo, the Eldar witch has escaped.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquistor Frollo]: What?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Guardsman]: She&#039;s nowhere in the fortress...she&#039;s gone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Frollo]: But how, I...nevermind! Get out, you idiot!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll find her!&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ll find her if I have to glass the entire system!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warpfire!&amp;lt;br/&amp;gt;&lt;br /&gt;
Dark fire!&amp;lt;br/&amp;gt;&lt;br /&gt;
Now Taldeer, it&#039;s your turn!&amp;lt;br/&amp;gt;&lt;br /&gt;
Choose me or&amp;lt;br/&amp;gt;&lt;br /&gt;
Your pyre!&amp;lt;br/&amp;gt;&lt;br /&gt;
Be mine or you will BURN!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emprah&#039;s mercy on me...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emprah&#039;s mercy on her...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But she will be mine or&amp;lt;br/&amp;gt;&lt;br /&gt;
SHE&amp;lt;br/&amp;gt;&lt;br /&gt;
WILL&amp;lt;br/&amp;gt;&lt;br /&gt;
BURN!!!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Little Mermaid: [https://youtu.be/SXKlJuO07eM?t=7 Pillage This World]===&lt;br /&gt;
&lt;br /&gt;
Look at my fleet,&amp;lt;br&amp;gt;&lt;br /&gt;
isn&#039;t it neat?&amp;lt;br&amp;gt;&lt;br /&gt;
Wouldn&#039;t you think my command is supreme?&amp;lt;br&amp;gt;&lt;br /&gt;
I am Lord of the Maelstorm&amp;lt;br&amp;gt;&lt;br /&gt;
The Chaos Lord Lugft Huron&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at that world,&amp;lt;br&amp;gt;&lt;br /&gt;
treasures untold.&amp;lt;br&amp;gt;&lt;br /&gt;
How many weapons can a Forgeworld hold?&amp;lt;br&amp;gt;&lt;br /&gt;
Looking around here you&#039;d think&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Sure, we&#039;ll steal everything&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve got soldiers and daemons a-plenty.&amp;lt;br&amp;gt;&lt;br /&gt;
Got siege weapons and sorcerers galore.&amp;lt;br&amp;gt;&lt;br /&gt;
That Blackstone Fortress? Gift from Abby!&amp;lt;br&amp;gt;&lt;br /&gt;
But who cares?&amp;lt;br&amp;gt;&lt;br /&gt;
No big deal.&amp;lt;br&amp;gt;&lt;br /&gt;
I want moooore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I want to be where the High Lords are.&amp;lt;br&amp;gt;&lt;br /&gt;
I want to see,&amp;lt;br&amp;gt;&lt;br /&gt;
want to see them suffering.&amp;lt;br&amp;gt;&lt;br /&gt;
Running around without...&amp;lt;br&amp;gt;&lt;br /&gt;
...what do you call them? Oh - &#039;&#039;spleens&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raiding a world you don&#039;t get too far;&amp;lt;br&amp;gt;&lt;br /&gt;
Crusades are required for big-time killing.&amp;lt;br&amp;gt;&lt;br /&gt;
Strolling along down the...&amp;lt;br&amp;gt;&lt;br /&gt;
...what&#039;s its name, again? &amp;quot;Cicatrix&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at them scream,&amp;lt;br&amp;gt;&lt;br /&gt;
look at them run.&amp;lt;br&amp;gt;&lt;br /&gt;
And claim their skulls for the Skull Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Blood running free&amp;lt;br&amp;gt;&lt;br /&gt;
Burn, galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Kill, maim and buuurn!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What would I give&amp;lt;br&amp;gt;&lt;br /&gt;
If I could leave,&amp;lt;br&amp;gt;&lt;br /&gt;
out of this Maelstorm!&amp;lt;br&amp;gt;&lt;br /&gt;
Whom would I flay&amp;lt;br&amp;gt;&lt;br /&gt;
to spend a day&amp;lt;br&amp;gt;&lt;br /&gt;
down on Badab.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here in the Warp&amp;lt;br&amp;gt;&lt;br /&gt;
we understand.&amp;lt;br&amp;gt;&lt;br /&gt;
We do not reprimend Astartes.&amp;lt;br&amp;gt;&lt;br /&gt;
Brave post-humans,&amp;lt;br&amp;gt;&lt;br /&gt;
sick of serving&amp;lt;br&amp;gt;&lt;br /&gt;
that Carrion Lord!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m ready to know what the Dark Gods know.&amp;lt;br&amp;gt;&lt;br /&gt;
Ask Tzeench my questions and get &#039;&#039;NINE&#039;&#039; answers!&amp;lt;br&amp;gt;&lt;br /&gt;
Ask Slaanesh just how do I...&amp;lt;br&amp;gt;&lt;br /&gt;
...what&#039;s the word? &#039;&#039;Raaaaaape!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When&#039;s it my turn?&amp;lt;br&amp;gt;&lt;br /&gt;
A Black Crusade.&amp;lt;br&amp;gt;&lt;br /&gt;
Wouldn&#039;t I love to be Warmaster!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wish the Dark Gods&amp;lt;br&amp;gt;&lt;br /&gt;
would turn to me.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blood Reaver.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Little Mermaid: Under the Sea===&lt;br /&gt;
&lt;br /&gt;
The shoeshine is always brighter&amp;lt;br&amp;gt;&lt;br /&gt;
On somebody else&#039;s boot. &amp;lt;br&amp;gt;&lt;br /&gt;
Fools dream &#039;bout leaving the Emprah&amp;lt;br&amp;gt;&#039;&lt;br /&gt;
But those dreams are evil&#039;s root. &amp;lt;br&amp;gt;&lt;br /&gt;
Just think of the pains you&#039;ll suffer&amp;lt;br&amp;gt;&lt;br /&gt;
Behind my punishment door &amp;lt;br&amp;gt;&lt;br /&gt;
Such a painful death awaits you&amp;lt;br&amp;gt;&lt;br /&gt;
So think of those things no more! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Soldier, it&#039;s better &amp;lt;br&amp;gt;&lt;br /&gt;
Free of my fetters &amp;lt;br&amp;gt;&lt;br /&gt;
Take it from me! &amp;lt;br&amp;gt;&lt;br /&gt;
Out in the Eye they have no hope &amp;lt;br&amp;gt;&lt;br /&gt;
In pain forever they must cope &amp;lt;br&amp;gt;&lt;br /&gt;
While we devotin&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Full time to promotin&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here in His light, we&#039;re happy &amp;lt;br&amp;gt;&lt;br /&gt;
As off through the Warp they stray &amp;lt;br&amp;gt;&lt;br /&gt;
The Lost in the Eye ain&#039;t happy &amp;lt;br&amp;gt;&lt;br /&gt;
They mourn &#039;cause they lost their way &amp;lt;br&amp;gt;&lt;br /&gt;
I charge through that swirling Warp-sea, &amp;lt;br&amp;gt;&lt;br /&gt;
Cause heretics there I&#039;ll find, &amp;lt;br&amp;gt;&lt;br /&gt;
The day I reveal their trech&#039;ry &amp;lt;br&amp;gt;&lt;br /&gt;
Guess who&#039;s gon&#039; blow their mind? (Soldier: You-? *BLAM*) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Nobody beat us &amp;lt;br&amp;gt;&lt;br /&gt;
Enslave or treat us &amp;lt;br&amp;gt;&lt;br /&gt;
Ingloriously &amp;lt;br&amp;gt;&lt;br /&gt;
We what the daemons like to corrupt &amp;lt;br&amp;gt;&lt;br /&gt;
No heresy and their plan&#039;s is fucked &amp;lt;br&amp;gt;&lt;br /&gt;
We got no worries &amp;lt;br&amp;gt;&lt;br /&gt;
Nor fear of furies &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Since duty&#039;s first here &amp;lt;br&amp;gt;&lt;br /&gt;
We suffer no fear &amp;lt;br&amp;gt;&lt;br /&gt;
Naturally &amp;lt;br&amp;gt;&lt;br /&gt;
Even the surgeon an&#039; the vox &amp;lt;br&amp;gt;&lt;br /&gt;
They get the urge to cleanse the pox &amp;lt;br&amp;gt;&lt;br /&gt;
We got the spirit &amp;lt;br&amp;gt;&lt;br /&gt;
You got to hear it &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The guard fights so hard &amp;lt;br&amp;gt;&lt;br /&gt;
The marines look so mean &amp;lt;br&amp;gt;&lt;br /&gt;
The AdMech fix da tech &amp;lt;br&amp;gt;&lt;br /&gt;
And they prayin&#039; serene &amp;lt;br&amp;gt;&lt;br /&gt;
The priests kill the beasts &amp;lt;br&amp;gt;&lt;br /&gt;
Ogryns start clobberin&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The psyker has lost his soul!&lt;br /&gt;
(Psyker: What about my sou-?*BLAM*)&amp;lt;br&amp;gt; &lt;br /&gt;
The tanks crush da flanks &amp;lt;br&amp;gt;&lt;br /&gt;
Ratlings, rifles bring &amp;lt;br&amp;gt;&lt;br /&gt;
The stormies fall out &amp;lt;br&amp;gt;&lt;br /&gt;
The sisters, they sing! &amp;lt;br&amp;gt;&lt;br /&gt;
The guard and navy &amp;lt;br&amp;gt;&lt;br /&gt;
They never are lazy &amp;lt;br&amp;gt;&lt;br /&gt;
An&#039; oh I purge the foe! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
When a foul daemon &amp;lt;br&amp;gt;&lt;br /&gt;
Tries to corrupt men &amp;lt;br&amp;gt;&lt;br /&gt;
My pistol fires free &amp;lt;br&amp;gt;&lt;br /&gt;
What do they got? A lot of blood &amp;lt;br&amp;gt;&lt;br /&gt;
We spill theirs in sod and mud &amp;lt;br&amp;gt;&lt;br /&gt;
Each single man here &amp;lt;br&amp;gt;&lt;br /&gt;
know how to pray here &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Each young conscript here &amp;lt;br&amp;gt;&lt;br /&gt;
My great wrath fear &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Each vet&#039;ran here &amp;lt;br&amp;gt;&lt;br /&gt;
Know how to last here &amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s why it&#039;s surer &amp;lt;br&amp;gt;&lt;br /&gt;
To live more purer &amp;lt;br&amp;gt;&lt;br /&gt;
No matter our places &amp;lt;br&amp;gt;&lt;br /&gt;
We in the Emprah&#039;s graces &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frozen: Let it go===&lt;br /&gt;
-Part 1-&amp;lt;br/&amp;gt;&lt;br /&gt;
The fire glows red on Prospero tonight&amp;lt;br&amp;gt;&lt;br /&gt;
The Space Wolves we could not convince.&amp;lt;br&amp;gt;&lt;br /&gt;
A planet of dead sorcerers,&amp;lt;br&amp;gt;&lt;br /&gt;
and it looks like I&#039;m the prince.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The warp is howling like this swirling storm inside,&amp;lt;br&amp;gt;&lt;br /&gt;
Couldn&#039;t keep it in,&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah knows I&#039;ve tried.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t cast a spell,&amp;lt;br&amp;gt;&lt;br /&gt;
don&#039;t let them see,&amp;lt;br&amp;gt;&lt;br /&gt;
Be the Primarch you always have to be.&amp;lt;br&amp;gt;&lt;br /&gt;
Conceal, don&#039;t feel,&amp;lt;br&amp;gt;&lt;br /&gt;
don&#039;t let them know&amp;lt;br&amp;gt;&lt;br /&gt;
Well now they know&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t hold it back anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
Turn away and slam the door.&amp;lt;br&amp;gt;&lt;br /&gt;
I don&#039;t care&amp;lt;br&amp;gt;&lt;br /&gt;
what they&#039;re going to say,&amp;lt;br&amp;gt;&lt;br /&gt;
Let Prospero burn.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warp never bothered me anyway&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s funny how serving Tzeench&amp;lt;br&amp;gt;&lt;br /&gt;
Makes everything seem small,&amp;lt;br&amp;gt;&lt;br /&gt;
And the Emperor who controlled me&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t get to me at all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s time to see what I can do,&amp;lt;br&amp;gt;&lt;br /&gt;
To test the limits and break through&amp;lt;br&amp;gt;&lt;br /&gt;
No right, no wrong, no rules for me,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m free!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
I am one with the wind and sky&amp;lt;br&amp;gt;&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll never see me cry.&amp;lt;br&amp;gt;&lt;br /&gt;
Here I stand,&amp;lt;br&amp;gt;&lt;br /&gt;
And here I&#039;ll stay,&amp;lt;br&amp;gt;&lt;br /&gt;
Let the storm rage on&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My power flurries through the air into the ground&amp;lt;br&amp;gt;&lt;br /&gt;
My soul is spiraling in daemonic force all around&amp;lt;br&amp;gt;&lt;br /&gt;
And one thought crystallizes like a sorcerous blast&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m never going back, the past is in the past&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;ll rise like the break of dawn&amp;lt;br&amp;gt;&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
That Primarch slave is gone&amp;lt;br&amp;gt;&lt;br /&gt;
Here I stand&amp;lt;br&amp;gt;&lt;br /&gt;
In the light of day&amp;lt;br&amp;gt;&lt;br /&gt;
Let Prospero burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warp never bothered me anyway!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== Necron Crypteks interpretation ==&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the wasteland is empty not a soul is to be seen.&lt;br /&gt;
A glorious Desolation, as it should have been&lt;br /&gt;
This world is dieing as I lay my claim&lt;br /&gt;
I did my best, adding it to my Hall of fame&lt;br /&gt;
&lt;br /&gt;
Ill let them try, Ill let them die, but they fell before my might &lt;br /&gt;
and now I am Right,  invade, locate, Deploy then Destroooyy&lt;br /&gt;
&lt;br /&gt;
and then gooo:&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
Ill float your world in hate&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
Just now they see its to late&lt;br /&gt;
&lt;br /&gt;
I don’t care what they were going to do&lt;br /&gt;
Ill keep moving on&lt;br /&gt;
&lt;br /&gt;
They were all going to die anyway&lt;br /&gt;
&lt;br /&gt;
It funny how some Destruction&lt;br /&gt;
Make anything seems so frail&lt;br /&gt;
and my Core glows with great delight&lt;br /&gt;
as i watch how they Fail&lt;br /&gt;
&lt;br /&gt;
Time to finish the protocol&lt;br /&gt;
i broke the limits, I saw it though &lt;br /&gt;
I was right they were wrong&lt;br /&gt;
now they see&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
Ill see the dust fly&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
just follow their cry&lt;br /&gt;
&lt;br /&gt;
Protocol request &lt;br /&gt;
That ill do my best&lt;br /&gt;
&lt;br /&gt;
So ill move on.&lt;br /&gt;
&lt;br /&gt;
As the planet surface is wiped clean&lt;br /&gt;
Ill bring out my extreme&lt;br /&gt;
&lt;br /&gt;
As the atmosphere vaporize away&lt;br /&gt;
ill see your die and decay&lt;br /&gt;
there will be no Delay&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
we will find another world again&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
and set it to the Flame&lt;br /&gt;
&lt;br /&gt;
Here I stand but it is done&lt;br /&gt;
and so I move on.&lt;br /&gt;
&lt;br /&gt;
They were all going to die anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Moana: You&#039;re welcome===&lt;br /&gt;
&lt;br /&gt;
Okay, okay&amp;lt;br&amp;gt;&lt;br /&gt;
I see what&#039;s happening here&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re face to face with greatness and it&#039;s strange&amp;lt;br&amp;gt;&lt;br /&gt;
You don&#039;t even know how you feel&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s adorable!&amp;lt;br&amp;gt;&lt;br /&gt;
Well it&#039;s nice to see that my sons never change&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open your eyes, let&#039;s begin&amp;lt;br&amp;gt;&lt;br /&gt;
Yes it&#039;s really me, it&#039;s Father!&amp;lt;br&amp;gt;&lt;br /&gt;
Breathe it in&amp;lt;br&amp;gt;&lt;br /&gt;
I know it&#039;s a lot, the hair, the bod!&amp;lt;br&amp;gt;&lt;br /&gt;
But I swear I&#039;m truly not a god&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What can I say except &amp;quot;You&#039;re welcome&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
For your hearts and your occulobe&amp;lt;br&amp;gt;&lt;br /&gt;
Hey, it&#039;s okay, it&#039;s okay, you&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m just mankind&#039;s Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey, what has two thumbs and united Terra&amp;lt;br&amp;gt;&lt;br /&gt;
Sending man into a new era?&amp;lt;br&amp;gt;&lt;br /&gt;
This guy!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ages of old&amp;lt;br&amp;gt;&lt;br /&gt;
Who trapped the dragon down below?&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re looking at him, yo!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, also I made you some sons&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
To fight for you and bring you fun&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, I lit up the warp&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
To help your ships get you to war&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what can I say except you&#039;re welcome?&amp;lt;br&amp;gt;&lt;br /&gt;
For the power I grabbed from Molech&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s no need to pray, it&#039;s okay, you&#039;re welcome, ha!&amp;lt;br&amp;gt;&lt;br /&gt;
Tough I may have had to made some pacts&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome, you&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well anyway, let me say you&#039;re welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
For the great Imperium you know&amp;lt;br&amp;gt;&lt;br /&gt;
Hey, it&#039;s okay, it&#039;s okay, you&#039;re welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
Well, come to think of it, you gotta go&amp;lt;br&amp;gt;&lt;br /&gt;
Hey, it&#039;s your day to say you&#039;re welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause I&#039;m gonna need that world&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re warping away, away&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
Sorry, you don&#039;t get a vote&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome, you&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
And thank you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dreamworks Adaptations==&lt;br /&gt;
Although less prolific than Disney, some of Dreamworks&#039; titles show great promise.&lt;br /&gt;
&lt;br /&gt;
===The Prince of Egypt: Playing with the Big Boys===&lt;br /&gt;
[Cult Leaders]&amp;lt;br/&amp;gt;&lt;br /&gt;
By the power of Tzeentch...&amp;lt;br/&amp;gt;&lt;br /&gt;
Nurgle...Khorne...Slaanesh...Malal...&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnus...Lorgar...Curze...Angron...&amp;lt;br/&amp;gt;&lt;br /&gt;
Fulgrim...Khârn...Lucius...Typhus...&amp;lt;br/&amp;gt;&lt;br /&gt;
Mortarion...Perturabo...&amp;lt;br/&amp;gt;&lt;br /&gt;
Abaddon...Alpharius...Erebus...Slyte...&amp;lt;br/&amp;gt;&lt;br /&gt;
Fabius...Ahriman...&amp;lt;br/&amp;gt;&lt;br /&gt;
Tzeentch...Nurgle...Khorne...Slaanesh...&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnus...Lorgar...Curze...Angron...&amp;lt;br/&amp;gt;&lt;br /&gt;
Fulgrim...Khârn...Typhus...Lucius...&amp;lt;br/&amp;gt;&lt;br /&gt;
Malal...Slaanesh...Khorne...Nurgle...Tzeentch...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you think you&#039;ve got friends on High Terra&amp;lt;br/&amp;gt;&lt;br /&gt;
With the power to put us on the run&amp;lt;br/&amp;gt;&lt;br /&gt;
Well, forgive us if we give a chortle&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll know what power is when we are done&amp;lt;br/&amp;gt;&lt;br /&gt;
Mortal...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
Playing with the daemons now (Oh, that&#039;s nice...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Every spell and gesture&amp;lt;br/&amp;gt;&lt;br /&gt;
Tells you who&#039;s your master&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
Stop this vain resistance&amp;lt;br/&amp;gt;&lt;br /&gt;
Embrace your true existence&amp;lt;br/&amp;gt;&lt;br /&gt;
Give in to temptation now&amp;lt;br/&amp;gt;&lt;br /&gt;
Pick up your powerfist, boy&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chanting Cultists]&amp;lt;br/&amp;gt;&lt;br /&gt;
By the power of Tzeentch&amp;lt;br/&amp;gt;&lt;br /&gt;
Nurgle, Khorne, Slaanesh, Malal&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnus, Lorgar, Curze, Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Mortarion, Perturabo&amp;lt;br/&amp;gt;&lt;br /&gt;
Malal, Slaanesh, Khorne, Nurgle...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cult Leaders]&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
By the might of Horus&amp;lt;br/&amp;gt;&lt;br /&gt;
You will kneel before us&amp;lt;br/&amp;gt;&lt;br /&gt;
Kneel to our splendorous power...&amp;lt;br/&amp;gt;&lt;br /&gt;
You try to keep faith&amp;lt;br/&amp;gt;&lt;br /&gt;
But you know we&#039;re right&amp;lt;br/&amp;gt;&lt;br /&gt;
And just to show we feel no spite&amp;lt;br/&amp;gt;&lt;br /&gt;
You can be our acolyte&amp;lt;br/&amp;gt;&lt;br /&gt;
But first, boy, it&#039;s time to betray&amp;lt;br/&amp;gt;&lt;br /&gt;
(All the way!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Or your soul will be consumed, boy&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
Playing with the daemons&amp;lt;br/&amp;gt;&lt;br /&gt;
Now!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Prince of Egypt: The Plagues===&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods:&amp;lt;br/&amp;gt;&lt;br /&gt;
Since you refuse to yield your reign&amp;lt;br/&amp;gt;&lt;br /&gt;
All through the Imperium of Man...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I send your soldiers on thy self&amp;lt;br/&amp;gt;&lt;br /&gt;
Into your space, throughout the void&amp;lt;br/&amp;gt;&lt;br /&gt;
Onto your worlds, into your streets&amp;lt;br/&amp;gt;&lt;br /&gt;
Into your habs, into your forts&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon your ranks, on your troops&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon your people in your hives&amp;lt;br/&amp;gt;&lt;br /&gt;
Into your minds, into your souls&amp;lt;br/&amp;gt;&lt;br /&gt;
And every aspect of your lives&amp;lt;br/&amp;gt;&lt;br /&gt;
I send the swarm, I send the horde&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Once I called you father&amp;lt;br/&amp;gt;&lt;br /&gt;
Once I thought the chance&amp;lt;br/&amp;gt;&lt;br /&gt;
to make you proud&amp;lt;br/&amp;gt;&lt;br /&gt;
Was all I ever wanted...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send the thunder from the sky&amp;lt;br/&amp;gt;&lt;br /&gt;
I send the fire raining down&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
And even now I wish the Gods &amp;lt;br/&amp;gt;&lt;br /&gt;
had chose another&amp;lt;br/&amp;gt;&lt;br /&gt;
Serving as your foe on their behalf&amp;lt;br/&amp;gt;&lt;br /&gt;
Is the last thing that I wanted...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send a hail of burning ice&amp;lt;br/&amp;gt;&lt;br /&gt;
On every field, on every hive&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
This was my home&amp;lt;br/&amp;gt;&lt;br /&gt;
All this pain and devastation&amp;lt;br/&amp;gt;&lt;br /&gt;
It never had to be this way&amp;lt;br/&amp;gt;&lt;br /&gt;
All the warriors who suffer&amp;lt;br/&amp;gt;&lt;br /&gt;
From your stubbornness and pride...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send such fleets out through the void&amp;lt;br/&amp;gt;&lt;br /&gt;
The galaxy has never seen&amp;lt;br/&amp;gt;&lt;br /&gt;
On every globe, on every world &amp;lt;br/&amp;gt;&lt;br /&gt;
Until there&#039;s nothing left of green&amp;lt;br/&amp;gt;&lt;br /&gt;
I send my scourge, I send my sword&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Emperor]&amp;lt;br/&amp;gt;&lt;br /&gt;
You who I called my son&amp;lt;br/&amp;gt;&lt;br /&gt;
Why must you call down another blow?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send my scourge, I send my sword&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Let my warriors rule&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus and Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Emperor]&amp;lt;br/&amp;gt;&lt;br /&gt;
You who I called my son&amp;lt;br/&amp;gt;&lt;br /&gt;
How could you have come to hate me so?&amp;lt;br/&amp;gt;&lt;br /&gt;
Is this what you wanted?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send the swarm, I send the horde...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Emperor]&amp;lt;br/&amp;gt;&lt;br /&gt;
Then let my heart be hardened &amp;lt;br/&amp;gt;&lt;br /&gt;
And never mind how high the cost may grow&amp;lt;br/&amp;gt;&lt;br /&gt;
This will still be so:&amp;lt;br/&amp;gt;&lt;br /&gt;
I will never let my empire go...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Emperor]&amp;lt;br/&amp;gt;&lt;br /&gt;
I will not...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus, Emperor, and Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Let your (my) empire go!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Prince of Egypt: Deliver us===&lt;br /&gt;
[Kabalite Warriors]&amp;lt;br/&amp;gt;&lt;br /&gt;
Blood...Sweat...Pain...Soul...Faster!&amp;lt;br/&amp;gt;&lt;br /&gt;
Blood...And lift...Soul...And Pull&amp;lt;br/&amp;gt;&lt;br /&gt;
Pain...And raise up...Soul...Faster!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Imperial Slaves]&amp;lt;br/&amp;gt;&lt;br /&gt;
With the sting of the whip on my shoulder&amp;lt;br/&amp;gt;&lt;br /&gt;
With the salt of my sweat on my brow&amp;lt;br/&amp;gt;&lt;br /&gt;
Emperor, God up high&amp;lt;br/&amp;gt;&lt;br /&gt;
Can you hear your people cry:&amp;lt;br/&amp;gt;&lt;br /&gt;
Help us now&amp;lt;br/&amp;gt;&lt;br /&gt;
This dark hour...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Hear our call&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Lord of all, remember us, here in this xeno waste&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s a world you promised us&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us to the promised world...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yocheved - Imperial captured agent]&amp;lt;br/&amp;gt;&lt;br /&gt;
Yal-di ha-tov veh ha-rach&amp;lt;br/&amp;gt;&lt;br /&gt;
(My good and tender son)&amp;lt;br/&amp;gt;&lt;br /&gt;
Al ti-ra veh al tif-chad&amp;lt;br/&amp;gt;&lt;br /&gt;
(Don&#039;t be frightened and don&#039;t be scared)&amp;lt;br/&amp;gt;&lt;br /&gt;
My son, I have nothing I can give&amp;lt;br/&amp;gt;&lt;br /&gt;
But this chance that you may live&amp;lt;br/&amp;gt;&lt;br /&gt;
I pray we&#039;ll meet again&amp;lt;br/&amp;gt;&lt;br /&gt;
If He will deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(song is either high or low gothic, whichever works)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Slaves]&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Hear our prayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
From despair&amp;lt;br/&amp;gt;&lt;br /&gt;
These years of slavery grow too cruel to stand&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s a world you promised us&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Out of bondage and&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us to the promised world...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yocheved]&amp;lt;br/&amp;gt;&lt;br /&gt;
Hush now, my baby&amp;lt;br/&amp;gt;&lt;br /&gt;
Be still, love, don&#039;t cry&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleep as you&#039;re embraced by the Emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleep and remember my last lullaby&amp;lt;br/&amp;gt;&lt;br /&gt;
So he&#039;ll be with you when you dream&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Yocheved gives the baby to a Marine Scout scouting the planet)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Noble Astartes&amp;lt;br/&amp;gt;&lt;br /&gt;
Fly gently for me&amp;lt;br/&amp;gt;&lt;br /&gt;
Such precious cargo you bear&amp;lt;br/&amp;gt;&lt;br /&gt;
Do you know somewhere&amp;lt;br/&amp;gt;&lt;br /&gt;
he can live free?&amp;lt;br/&amp;gt;&lt;br /&gt;
Astartes, deliver him there.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Young SOB Initiate]&amp;lt;br/&amp;gt;&lt;br /&gt;
Brother, you&#039;re safe now&amp;lt;br/&amp;gt;&lt;br /&gt;
And safe may you stay&amp;lt;br/&amp;gt;&lt;br /&gt;
For I have a prayer just for you:&amp;lt;br/&amp;gt;&lt;br /&gt;
Grow, baby brother&amp;lt;br/&amp;gt;&lt;br /&gt;
Come back someday&amp;lt;br/&amp;gt;&lt;br /&gt;
Come and deliver us, too...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Slaves]&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Send a shepherd to shepherd us&amp;lt;br/&amp;gt;&lt;br /&gt;
And deliver us to the promised world&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yocheved]&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us!&amp;lt;br/&amp;gt;&lt;br /&gt;
Marine, deliver him there...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The road to El Dorado: It&#039;s tough to be a god===&lt;br /&gt;
[[File:Aurelian.jpg|500px|right|thumb|Mfw it&#039;s such a hot mixtape]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After the Word Bearers&#039;s humiliation on Monarchia, Lorgar has refused to leave his room&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I can&#039;t lead, I&#039;m not qualified&amp;lt;br&amp;gt;&lt;br /&gt;
He told me He won&#039;t be deified&amp;lt;br&amp;gt;&lt;br /&gt;
We were disgraced by the Ultramarines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lorgar, what are you talking about?!&amp;lt;br&amp;gt;&lt;br /&gt;
The Emprah forced us to our knees&amp;lt;br&amp;gt;&lt;br /&gt;
But religion is a need&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;d better seek some gods other than him&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Other than him? Other than him? Other than him?&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Khor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chaos gods!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I shall look for some gods&amp;lt;br&amp;gt;&lt;br /&gt;
Tread where mortals have not trod&amp;lt;br&amp;gt;&lt;br /&gt;
I will be enlightened, I&#039;ll surpass Guilliman&amp;lt;br&amp;gt;&lt;br /&gt;
Need an object of devotion&amp;lt;br&amp;gt;&lt;br /&gt;
Need a subject for psalms&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a rather touching notion,&amp;lt;br&amp;gt;&lt;br /&gt;
all those prayers and those salaams.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And who am I to be hostile&amp;lt;br&amp;gt;&lt;br /&gt;
if I&#039;m chosen as their apostle?&amp;lt;br&amp;gt;&lt;br /&gt;
If they say that I&#039;m their man, that&#039;s what I am.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What&#039;s more, if we don&#039;t comply&amp;lt;br&amp;gt;&lt;br /&gt;
with the chaos gods&#039; wishes,&amp;lt;br&amp;gt;&lt;br /&gt;
I can see us being sacrificed or cursed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a point, yes, that&#039;s very good thinking.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So! Let&#039;s seek gods!&amp;lt;br&amp;gt;&lt;br /&gt;
The perks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah gone without a trace!&amp;lt;br&amp;gt;&lt;br /&gt;
The Word Bearers should not be rebuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Never rebuff, never rebuff Word Bearers&#039; prayers, no Father!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar and Kor]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll seek old Colchis&#039; gods&amp;lt;br&amp;gt;&lt;br /&gt;
but we should get some Primarch&#039;s nods,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Count your blessings,&amp;lt;br&amp;gt;&lt;br /&gt;
corrupt Horus&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
that&#039;s their advice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s great advice!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar and Kor]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Steal the Kinebranch Athame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And wound Horus!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar and Kor]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Form a cult!&amp;lt;br&amp;gt;&lt;br /&gt;
Fight on Davin,&amp;lt;br&amp;gt;&lt;br /&gt;
and make his legion&amp;lt;br&amp;gt;&lt;br /&gt;
take him to the Serpent&#039;s Lodge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don a supernatural habit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;d be crazy not to grab it!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar and Kor]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
So sign on our legion for heresy...he-re-sy!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Original Works==&lt;br /&gt;
&lt;br /&gt;
===Blood On the Rocks (Gory, Gory, What a Helluva Way to Die)===&lt;br /&gt;
He was just a rookie guardsman and he surely shook with fright,&amp;lt;br/&amp;gt;&lt;br /&gt;
He checked off his equipment and made sure his lasgun&#039;s primed,&amp;lt;br/&amp;gt;&lt;br /&gt;
He had to sit and listen to those awful Greenskins roar,&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is everybody ready?&amp;quot; cried the sergeant looking on,&amp;lt;br/&amp;gt;&lt;br /&gt;
Our hero feebly answered, &amp;quot;Yes&amp;quot;, and went a-marching on,&amp;lt;br/&amp;gt;&lt;br /&gt;
No sooner than he had begun, he took a grisly hit,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He gasped in long, he cried out loud, falling into shock,&amp;lt;br/&amp;gt;&lt;br /&gt;
The entrails in his stomach spilled out and bundled on the rocks,&amp;lt;br/&amp;gt;&lt;br /&gt;
He felt the blood, he felt the cold, he felt death creeping up,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambulance was on the spot, the Taurox running wild,&amp;lt;br/&amp;gt;&lt;br /&gt;
The medics jumped and scrambled fore, rolled up their sleeves and scowled,&amp;lt;br/&amp;gt;&lt;br /&gt;
For it had been a month or more since they&#039;d received supplies,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A grenade hit the ground and exploded with a BOOM,&amp;lt;br/&amp;gt;&lt;br /&gt;
His comrades all round were heard to say &amp;quot;A helluva way to die&amp;quot;,&amp;lt;br/&amp;gt;&lt;br /&gt;
He lay there rolling &#039;round in the welter of his gore,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was blood on the dirt, there were brains upon the rocks,&amp;lt;br/&amp;gt;&lt;br /&gt;
Gory bits,  a-dangling from his combat suit,&amp;lt;br/&amp;gt;&lt;br /&gt;
He was a mess, they picked him up and poured him from his boots,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=iFRa0KZsGhc Boltgun]===&lt;br /&gt;
To the hive of Agua Frias came a stranger one grim day&amp;lt;br/&amp;gt;&lt;br /&gt;
Hardly spoke to the Arbites, didn&#039;t have too much to say&amp;lt;br/&amp;gt;&lt;br /&gt;
No one dared to slit his purse-strings, no one dared to make a slip&amp;lt;br/&amp;gt;&lt;br /&gt;
for the black-clad man among them had a boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was early in the morning when he landed at the &#039;port&amp;lt;br/&amp;gt;&lt;br /&gt;
And he spent his day in houses of a foul and darkling sort&amp;lt;br/&amp;gt;&lt;br /&gt;
He&#039;s a heretic from offworld came the whisper from each lip&amp;lt;br/&amp;gt;&lt;br /&gt;
And he&#039;s here to weave some chaos with the boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this town there lived a ganger by the name of Nocturne Red&amp;lt;br/&amp;gt;&lt;br /&gt;
Many Judges tried to take him and those men of law were dead&amp;lt;br/&amp;gt;&lt;br /&gt;
He was vicious and augmented at the age of one-oh-four&amp;lt;br/&amp;gt;&lt;br /&gt;
And the notches on his laslocks numbered ten and fourscore more&amp;lt;br/&amp;gt;&lt;br /&gt;
Ten and fourscore more&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the stranger started showing there, to all the folks around&amp;lt;br/&amp;gt;&lt;br /&gt;
A strange brooch of foreign metal, Gothic I in silver bound&amp;lt;br/&amp;gt;&lt;br /&gt;
He came here on bitter business, to leave all the sinners dead&amp;lt;br/&amp;gt;&lt;br /&gt;
And on the list of purge-ed was the name of Nocturne Red&amp;lt;br/&amp;gt;&lt;br /&gt;
The name of Nocturne Red&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wasn&#039;t long before the rumors were relayed to Nocturne Red&amp;lt;br/&amp;gt;&lt;br /&gt;
But the ganger didn&#039;t worry- he would leave the &#039;quis&#039;tor dead&amp;lt;br/&amp;gt;&lt;br /&gt;
Ninety men had tried to end him, ninety men had made a slip&amp;lt;br/&amp;gt;&lt;br /&gt;
Ninety one would be the &#039;quistor with the boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was thirty-seven minutes &#039;fore the &#039;quistor found his prey&amp;lt;br/&amp;gt;&lt;br /&gt;
They met in a darkened fac&#039;try where the bravest feared to stray&amp;lt;br/&amp;gt;&lt;br /&gt;
Scum were watching from the gantries, mutie creatures held their breath&amp;lt;br/&amp;gt;&lt;br /&gt;
they hoped this holy agent was about to meet his death&amp;lt;br/&amp;gt;&lt;br /&gt;
about to meet his death&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was forty feet between them when they stopped to make their play&amp;lt;br/&amp;gt;&lt;br /&gt;
And the swiftness of the &#039;quistor is still talked about today&amp;lt;br/&amp;gt;&lt;br /&gt;
Nocturne Red had not cleared plasteel fore a boltshell fairly tore&amp;lt;br/&amp;gt;&lt;br /&gt;
And the &#039;quistors aim was blessed by Our Holy Emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
Our holy Emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was over in a moment and the final cleanse began&amp;lt;br/&amp;gt;&lt;br /&gt;
Mutant scum were cut down righteous, brightly burning as they ran&amp;lt;br/&amp;gt;&lt;br /&gt;
For the stranger brought stormtroopers and the Hive had made a slip&amp;lt;br/&amp;gt;&lt;br /&gt;
None escapes the Emperor&#039;s &#039;quistor with a boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Boltgun, Mars Boltgun&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None escapes the Emperor&#039;s &#039;quistor with a boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=wy-sVTaZRPk War Cant of Mars]===&lt;br /&gt;
011101110110000101110010...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mine receptors witness glory from the burning of the flame&amp;lt;br/&amp;gt;&lt;br /&gt;
The fires of the forge are like the trumpets which proclaim&amp;lt;br/&amp;gt;&lt;br /&gt;
Our engines at full power, your destruction is our aim&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Truth has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Truth has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With heat and iron and industry we&#039;ll purge you from this world&amp;lt;br/&amp;gt;&lt;br /&gt;
You will sunder, melt, and shatter from the bolts of wrath we&#039;ve hurled&amp;lt;br/&amp;gt;&lt;br /&gt;
And upon your ruined end, our blood red banners stand unfurled&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Might has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Might has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traitor, Xeno, Heretek, they are as one to us&amp;lt;br/&amp;gt;&lt;br /&gt;
We will scorch them from existence with our engines devious&amp;lt;br/&amp;gt;&lt;br /&gt;
Our hate for them encoded into every bolt and truss&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Wrath has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Wrath has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Titans striding forward, Ordinatii by the score&amp;lt;br/&amp;gt;&lt;br /&gt;
They are drowning out blasphemers &#039;neath their great mechanic roar&amp;lt;br/&amp;gt;&lt;br /&gt;
Tradition is our bulwark, it endures forever more&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Victory comes online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Victory comes online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deus est machina (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Machina&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Victory comes online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
011101110110000101110010...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Sources==&lt;br /&gt;
Through random circumstance or creative providence, some songs and poems lend themselves to grimdarking regardless of what media they are tied to.&lt;br /&gt;
&lt;br /&gt;
===Amon Amarth: The Pursuit of Vikings===&lt;br /&gt;
The warming sun returns again,&amp;lt;br&amp;gt;&lt;br /&gt;
And melts away the snow,&amp;lt;br&amp;gt;&lt;br /&gt;
The Sea of Claws free from icy chains,&amp;lt;br&amp;gt;&lt;br /&gt;
Winter is letting go,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Standing on the ocean&#039;s side,&amp;lt;br&amp;gt;&lt;br /&gt;
We can hear the waves,&amp;lt;br&amp;gt;&lt;br /&gt;
Calling us out with tides,&amp;lt;br&amp;gt; &lt;br /&gt;
To sail into our fate,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
KHORNE! Guide our ships!&amp;lt;br&amp;gt;&lt;br /&gt;
Our axes, spears and swords!&amp;lt;br&amp;gt;&lt;br /&gt;
Guide us through storms that whip,&amp;lt;br&amp;gt;&lt;br /&gt;
And in brutal WAR!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our ships await us by the shore,&amp;lt;br&amp;gt;&lt;br /&gt;
Time has come to leave,&amp;lt;br&amp;gt;&lt;br /&gt;
Our country, families and homes,&amp;lt;br&amp;gt; &lt;br /&gt;
For glory in setting south to torch,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of us wont return,&amp;lt;br&amp;gt;&lt;br /&gt;
But that wont bring us down,&amp;lt;br&amp;gt;&lt;br /&gt;
Our fate lies written in the web,&amp;lt;br&amp;gt;&lt;br /&gt;
Woven by the Raven God,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A thrall is sacrificed,&amp;lt;br&amp;gt;&lt;br /&gt;
Across the longship&#039;s bow,&amp;lt;br&amp;gt;&lt;br /&gt;
And as we set our sails,&amp;lt;br&amp;gt; &lt;br /&gt;
The Winds of Chaos begin to blow,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It carries out to sea,&amp;lt;br&amp;gt;&lt;br /&gt;
With waking dreams of slaughter and pride,&amp;lt;br&amp;gt;&lt;br /&gt;
And glorious all will be,&amp;lt;br&amp;gt;&lt;br /&gt;
That with sword in hand will die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
KHORNE! Guide our ships!&amp;lt;br&amp;gt;&lt;br /&gt;
Our axes, spears and swords!&amp;lt;br&amp;gt;&lt;br /&gt;
Guide us through storms that whip,&amp;lt;br&amp;gt; &lt;br /&gt;
And in brutal WAR!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
KHORNE! Guide our ships!&amp;lt;br&amp;gt;&lt;br /&gt;
Our axes, spears and swords!&amp;lt;br&amp;gt;&lt;br /&gt;
Guide us through storms that whip,&amp;lt;br&amp;gt; &lt;br /&gt;
And in brutal WAR!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Amon Amarth: Valhalla Awaits Me===&lt;br /&gt;
Blood gushes from the wound,&amp;lt;br&amp;gt;&lt;br /&gt;
The cut is wide and deep,&amp;lt;br&amp;gt;&lt;br /&gt;
Right before he turns around,&amp;lt;br&amp;gt;&lt;br /&gt;
He falls to his knees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A clear song rings in the blade,&amp;lt;br&amp;gt;&lt;br /&gt;
As steel meets hardened steel,&amp;lt;br&amp;gt;&lt;br /&gt;
I hear the sound of shattered wood,&amp;lt;br&amp;gt;&lt;br /&gt;
A sword cuts through my shield,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I drop the shield and grab my axe,&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon in each hand,&amp;lt;br&amp;gt;&lt;br /&gt;
A clear blow makes the helmet crack,&amp;lt;br&amp;gt;&lt;br /&gt;
My axe cuts to the teeth!&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
I rip the axe from his skull,&amp;lt;br&amp;gt;&lt;br /&gt;
Covered in blood and gore,&amp;lt;br&amp;gt;&lt;br /&gt;
Leave the body lying dead,&amp;lt;br&amp;gt;&lt;br /&gt;
Ready to kill some more,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My sword carves through flesh and bone,&amp;lt;br&amp;gt;&lt;br /&gt;
Like a hot knife cuts through snow,&amp;lt;br&amp;gt;&lt;br /&gt;
I smile when the bastard screams,&amp;lt;br&amp;gt;&lt;br /&gt;
When I twist my sword,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SWORD! IN MY HAND!&amp;lt;br&amp;gt;&lt;br /&gt;
AXE! ON MY SIDE!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
SOON! I WILL DIE!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SWORD! IN MY HAND!&amp;lt;br&amp;gt;&lt;br /&gt;
AXE! ON MY SIDE!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
SOON! I WILL DIE!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BEAR-SKINS ON MY BACK!&amp;lt;br&amp;gt;&lt;br /&gt;
WOLF&#039;S JAW ON MY HEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
WHEN I&#039;M DEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I raise my axe up above my head,&amp;lt;br&amp;gt;&lt;br /&gt;
My eyes stare in furious rage,&amp;lt;br&amp;gt;&lt;br /&gt;
Yet more blood will be shed,&amp;lt;br&amp;gt;&lt;br /&gt;
This is a victorious day!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blood gushes from the wound,&amp;lt;br&amp;gt;&lt;br /&gt;
The cut is wide and deep,&amp;lt;br&amp;gt;&lt;br /&gt;
Right before I turn around,&amp;lt;br&amp;gt;&lt;br /&gt;
I fall to my knees,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SWORD! IN MY HAND!&amp;lt;br&amp;gt;&lt;br /&gt;
AXE! ON MY SIDE!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
SOON, I WILL DIE!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SWORD! IN MY HAND!&amp;lt;br&amp;gt;&lt;br /&gt;
AXE! ON MY SIDE!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
SOON, I WILL DIE!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BEAR-SKINS ON MY BACK!&amp;lt;br&amp;gt;&lt;br /&gt;
WOLF&#039;S JAW ON MY HEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
WHEN I&#039;M DEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Bowl (to the tune of the theme from &#039;&#039;Coach&#039;&#039;)===&lt;br /&gt;
&lt;br /&gt;
Come on down and play some Blood Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
Get out your dice and have a roll&amp;lt;br&amp;gt;&lt;br /&gt;
Nuffle&#039;s a vengeful god, we know&amp;lt;br&amp;gt;&lt;br /&gt;
No matter what, you never know how it&#039;ll go&lt;br /&gt;
&lt;br /&gt;
Let the blood lust consume your soul&amp;lt;br&amp;gt;&lt;br /&gt;
Performance enhancers take their toll&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you win, whether you lose&amp;lt;br&amp;gt;&lt;br /&gt;
Whatever plays that you may choose&amp;lt;br&amp;gt;&lt;br /&gt;
All the fans want is Blood-&amp;lt;br&amp;gt;&lt;br /&gt;
-Bowl!&lt;br /&gt;
&lt;br /&gt;
Down to the stadium we&#039;ll stroll&amp;lt;br&amp;gt;&lt;br /&gt;
To watch the Elves and Orks and Trolls&amp;lt;br&amp;gt;&lt;br /&gt;
As they all scramble for the goal&amp;lt;br&amp;gt;&lt;br /&gt;
While ripping each other and themselves all full of holes&lt;br /&gt;
&lt;br /&gt;
So join us for every pass and throw&amp;lt;br&amp;gt;&lt;br /&gt;
And every last bone breaking blow&amp;lt;br&amp;gt;&lt;br /&gt;
Every kick, every touchdown&amp;lt;br&amp;gt;&lt;br /&gt;
Violence and gore, round after round&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s all right inside the Blood Bowl!&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=KrZHPOeOxQQ Bon Jovi: Shot through the head (by Grey Knights)]===&lt;br /&gt;
&lt;br /&gt;
Shot through the head&amp;lt;br&amp;gt;&lt;br /&gt;
With that Astral Aim&amp;lt;br&amp;gt;&lt;br /&gt;
Brothers you give Titan&amp;lt;br&amp;gt;&lt;br /&gt;
A good name&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Angel of Death &amp;lt;br&amp;gt;&lt;br /&gt;
walks through hell&amp;lt;br&amp;gt;&lt;br /&gt;
A demon&#039;s name carved&amp;lt;br&amp;gt;&lt;br /&gt;
on each storm bolter shell&amp;lt;br&amp;gt;&lt;br /&gt;
Chains of Torment ain&#039;t got no hold on me&amp;lt;br&amp;gt;&lt;br /&gt;
In service to Him you are always free&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, you&#039;re a loaded gun&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, there&#039;s nowhere to run&amp;lt;br&amp;gt;&lt;br /&gt;
No one can save&amp;lt;br&amp;gt;&lt;br /&gt;
the enemies of Man&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shot through the head&amp;lt;br&amp;gt;&lt;br /&gt;
in the Emperor&#039;s name&amp;lt;br&amp;gt;&lt;br /&gt;
Brothers you give Titan&amp;lt;br&amp;gt;&lt;br /&gt;
A good name&amp;lt;br&amp;gt;&lt;br /&gt;
The Hammerhand&amp;lt;br&amp;gt;&lt;br /&gt;
and the Cleansing Flame&amp;lt;br&amp;gt;&lt;br /&gt;
you give Titan&amp;lt;br&amp;gt;&lt;br /&gt;
A good name&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=_uj8h4SCsnE Salve Regina]===&lt;br /&gt;
Hail, holy Celestine, Living Saint&amp;lt;br/&amp;gt;&lt;br /&gt;
Emperor&#039;s Sword, our protector and our hope,&amp;lt;br/&amp;gt;&lt;br /&gt;
To thee do we cry,&amp;lt;br/&amp;gt;&lt;br /&gt;
Poor besieged daughters of the Emperor,&amp;lt;br/&amp;gt;&lt;br /&gt;
To thee do we send our pleas,&amp;lt;br/&amp;gt;&lt;br /&gt;
Mourning and weeping in this dark cosmos.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turn then, most invincible protector,&amp;lt;br/&amp;gt;&lt;br /&gt;
Thine eyes of mercy towards us;&amp;lt;br/&amp;gt;&lt;br /&gt;
And after this our watch,&amp;lt;br/&amp;gt;&lt;br /&gt;
Show to us the blessed fruit of our God-Emperor,&amp;lt;br/&amp;gt;&lt;br /&gt;
O charitable, O loving,&amp;lt;br/&amp;gt;&lt;br /&gt;
O sweet Martyred one,&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pray for us, O holy Matron,&amp;lt;br/&amp;gt;&lt;br /&gt;
that we may be made worthy of the promises of the Emperor.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Team America Theme===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All rise for the Imperial Anthem. Failure to sing along in full chorus is punishable by death! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imperium...&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imperium, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Coming again, to save the mother fucking day yeah,&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Subjugation is the only way yeah,&amp;lt;br/&amp;gt;&lt;br /&gt;
Heretics your game is through, &#039;cause now you have to answer to,&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
So lick my butt, and suck on my balls,&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
What you gonna do when we come for you now,&amp;lt;br/&amp;gt;&lt;br /&gt;
It’s the dream that we all share; it’s the hope for tomorrow&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperor, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Space Marines, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Navy, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechanicus, FUCK, YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
PDF, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Arbitrators, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Inquisition, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ogryns, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Ratlings, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Squats, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Ecclesiarchy, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Sororitas, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Big tits, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Grox steaks, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Amasec, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Lho sticks, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Commissars, Fuck yeah... Fuck yeah? FUCK YES *BLAM*&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Order, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperial Creed, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Sebastian Thor, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Scrumball, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Administratum, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Munitorum, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Assasinorum, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Titan Legions, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Sanctioned Psykers, fuck yeah... fuck yeah? FUCK YES *BLAM*&amp;lt;br/&amp;gt;&lt;br /&gt;
Uplifting Primer, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Tomes of Knowledge (as have been deemed suitable for public reading by the Emperor&#039;s most Holy Inquisition), FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wurzels: Combine Harvester (Brand New Key)===&lt;br /&gt;
&lt;br /&gt;
(Sung from the perspective of a Ratling Sniper about an Adeptus Sororitas he&#039;s taken a fancy to)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I drove my Baneblade through your bunker last night&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
I crushed them &#039;eretics &#039;neath the treads to keep quiet&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Now somethin&#039;s tellin&#039; me, you&#039;ve finally noticed me&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on now darlin&#039; you got somethin&#039; I need&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cos I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on let&#039;s mow the bastards down in perfect harmony&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh you&#039;ve got 20 headshots and I&#039;ve got 43&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I made her laugh *pew* Haha!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll Stick &#039;em in the guts, then give you all ya need&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ll have ya two or three times, I&#039;m a man built for speed&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
And then I&#039;ll light me pipe up, and then I will cram&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
My heavy shells up their arses while we purge all the land&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cos I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on let&#039;s mow the bastards down in perfect harmony&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh you&#039;ve got 20 headshots and I&#039;ve got 43&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pphhwooaaarrr she&#039;s a lovely bit of stuff an&#039;all&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For seven years I&#039;ve been stationed right here in this place&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Taking pot-shots at the &#039;eretics in the face &amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Now if I cleaned me long-las would ya change yur mind&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;d polish hard enough to keep the standard flying high&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cos I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on let&#039;s mow the bastards down in perfect harmony&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh you&#039;ve got 20 headshots and I&#039;ve got 43&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who loves ya baby? THE EMPEROR!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weren&#039;t we grand couple at that last big advance?&amp;lt;br/&amp;gt;&lt;br /&gt;
You had yur eviscerator and I had me long-las &amp;lt;br/&amp;gt;&lt;br /&gt;
In yur new power armour with yur incense smellin&#039; grand&amp;lt;br/&amp;gt;&lt;br /&gt;
I wanted to duel you one-on-one, show you I&#039;m good with me &#039;ands&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cos I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on let&#039;s mow the bastards down in perfect harmony&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh you&#039;ve got 20 headshots and I&#039;ve got 43&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aarrr, you&#039;re a fine lookin&#039; woman and I can&#039;t wait to get me hands on yur holy relics haha!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Underfist: Halloween Bash===&lt;br /&gt;
&lt;br /&gt;
When Daemons come to wreck your world&amp;lt;br/&amp;gt;&lt;br /&gt;
And you need weapons to assist you&amp;lt;br/&amp;gt;&lt;br /&gt;
And the Space Marines just ain&#039;t around&amp;lt;br/&amp;gt;&lt;br /&gt;
Then Powerfist will rescue you.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s what they do, Oh yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh yeah! Oh  yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh yeah! Oh yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Power...&amp;lt;br/&amp;gt;&lt;br /&gt;
Power...&amp;lt;br/&amp;gt;&lt;br /&gt;
Power, Power, Power fist!&amp;lt;br/&amp;gt;&lt;br /&gt;
Power, Power, Power fist!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the warp attacks&amp;lt;br/&amp;gt;&lt;br /&gt;
And daemonic monsters run amock&amp;lt;br/&amp;gt;&lt;br /&gt;
And you&#039;re possessed by some form of soul&amp;lt;br/&amp;gt;&lt;br /&gt;
Then what you need is a psyker now!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Power fist, they&#039;re free!&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh yeah! Oh yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh yeah! Oh yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Power fist, go!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Queen: Bohemian Rhapsody===&lt;br /&gt;
Iz dis da real life?&amp;lt;br/&amp;gt;&lt;br /&gt;
Iz dis jus&#039; fannasy?&amp;lt;br/&amp;gt;&lt;br /&gt;
Caught in a big push,&amp;lt;br/&amp;gt;&lt;br /&gt;
No &#039;scape from reality.&amp;lt;br/&amp;gt;&lt;br /&gt;
Open ya eyes, Look up at da skies and see,&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;s jus&#039; a poor boy, dun need no sympafy,&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Cause I&#039;m big &#039;n mean, not a grot, chop and smash, shoot a lot,&amp;lt;br/&amp;gt;&lt;br /&gt;
Any way the waaagh goes doesn&#039;t really matter to me, to me.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warboss, just killed an ork,&amp;lt;br/&amp;gt;&lt;br /&gt;
Put mah shoota &#039;gainst &#039;is &#039;ead, pulled my trigger, now &#039;e&#039;s dead.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warboss, waaagh had just begun,&amp;lt;br/&amp;gt;&lt;br /&gt;
But now I&#039;s gone and shot up all ya nobs.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warboss, ooh, Didn&#039; mean ta make ya mad,&amp;lt;br/&amp;gt;&lt;br /&gt;
If I&#039;s not back again dis time tomorra,&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep stompin&#039;, keep stompin&#039; as if nuffin&#039; really matters.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Too late, I gots shot up,&amp;lt;br/&amp;gt;&lt;br /&gt;
Sends hurtin&#039; down me spine, body&#039;s aching all the time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Goodbye, ev&#039;rybody, I&#039;ve got to go,&amp;lt;br/&amp;gt;&lt;br /&gt;
Gotta leave you all behind and face da troof.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warboss, ooh, I dun&#039; wanna die,&amp;lt;br/&amp;gt;&lt;br /&gt;
I sometimes wish I&#039;d never waaaghed at all.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see a little silhouetto of a beakie,&amp;lt;br/&amp;gt;&lt;br /&gt;
Zoggin&#039; humies, Zoggin&#039; humies, is it your turn to stomp now?&amp;lt;br/&amp;gt;&lt;br /&gt;
Thundabolts and Lightnins, very, very fright&#039;ning me.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Gorkamorka.) Gorkamorka. (Gorkamorka.) Gorkamorka, Gorkamorka Gork n&#039; Mork&amp;lt;br/&amp;gt;&lt;br /&gt;
Waaaaagh! I&#039;s just a poor boy an&#039; nobody loves me.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;E&#039;s just a poor boy from a poor goff tribe,&amp;lt;br/&amp;gt;&lt;br /&gt;
Spare &#039;im &#039;is loife from dis monstrosity.&amp;lt;br/&amp;gt;&lt;br /&gt;
Easy come, easy go, will yas lemme go?&amp;lt;br/&amp;gt;&lt;br /&gt;
Xenos! No, we will not let you go.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Let him go!) Xenos! We will not let you go.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Let him go!) Xenos! We will not let you go.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Let me go.) Will not let you go.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Let me go.) Will not let you go. (Let me go.) Ah.&amp;lt;br/&amp;gt;&lt;br /&gt;
No, no, no, no, no, no, no.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Oh Brother Captain, Brother Captain.) Bruvva Kaptin, lemme go.&amp;lt;br/&amp;gt;&lt;br /&gt;
Da Commissar &#039;as a boltgun put aside for me, for me, for me.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you fink you can shoot me and spit in my eye?&amp;lt;br/&amp;gt;&lt;br /&gt;
So you fink you can curse me and leave me to die?&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, snotling, can&#039;t do dis to me, snotling,&amp;lt;br/&amp;gt;&lt;br /&gt;
Jus&#039; gonna get out, jus&#039; gotta get stompin&#039; again!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nuffin&#039; really matters, Anyone can see,&amp;lt;br/&amp;gt;&lt;br /&gt;
Nuffin&#039; really matters,&amp;lt;br/&amp;gt;&lt;br /&gt;
Nuffin&#039; really matters to me.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any way the waaagh goes.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overhead: A pint of ale===&lt;br /&gt;
IF YOU LIKE TO DRINK BEER, I TELL YOU I&#039;M YOUR DWARF, &amp;lt;br/&amp;gt;&lt;br /&gt;
YE SIP SOME, YOU CHUG SOME, IT&#039;S ALL THE SAME TO ME! &amp;lt;br/&amp;gt;&lt;br /&gt;
(killer banjo solo) &amp;lt;br/&amp;gt;&lt;br /&gt;
I DON&#039;T SHARE YOUR GREED, THE ONLY DRINK I NEED IS &amp;lt;br/&amp;gt;&lt;br /&gt;
A PINT OF ALE, A PINT OF ALE!!!!!!&lt;br /&gt;
===Robert Browning: My Last Duchess===&lt;br /&gt;
    That&#039;s my last adjutant painted on the wall, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Looking as if she were alive. I call &amp;lt;br/&amp;gt;&lt;br /&gt;
    That piece a wonder, now: The Confessor &amp;lt;br/&amp;gt;&lt;br /&gt;
    Worked busily that day, and there she stands. &amp;lt;br/&amp;gt;&lt;br /&gt;
    Will&#039;t please you sit and look at her? I said &amp;lt;br/&amp;gt;&lt;br /&gt;
    Confessor by design, for never read &amp;lt;br/&amp;gt;&lt;br /&gt;
    Strangers like you that pictured countenance, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The depth and passion of its earnest glance, &amp;lt;br/&amp;gt;&lt;br /&gt;
    But to myself they turned (since none puts by &amp;lt;br/&amp;gt;&lt;br /&gt;
    The curtain I have drawn for you, but I) &amp;lt;br/&amp;gt;&lt;br /&gt;
    And seemed as they would ask me, if they durst, &amp;lt;br/&amp;gt;&lt;br /&gt;
    How such a glance came there; so not the first &amp;lt;br/&amp;gt;&lt;br /&gt;
    Are you to turn and ask thus. Sir, &#039;twas not &amp;lt;br/&amp;gt;&lt;br /&gt;
    My orders only, called that eager spot, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Of joy into her pallid cheek; perhaps &amp;lt;br/&amp;gt;&lt;br /&gt;
    A Guardsman chanced to say &amp;quot;She wears her cap &amp;lt;br/&amp;gt;&lt;br /&gt;
    Askew, as it please her,&amp;quot; or &amp;quot;Prayer &amp;lt;br/&amp;gt;&lt;br /&gt;
    Must never hope to match a lock of her hair &amp;lt;br/&amp;gt;&lt;br /&gt;
    Taken from her head&amp;quot;: such stuff &amp;lt;br/&amp;gt;&lt;br /&gt;
    Was unacceptable, I thought, and cause enough &amp;lt;br/&amp;gt;&lt;br /&gt;
    For flagellation (she did not). She had &amp;lt;br/&amp;gt;&lt;br /&gt;
    An attitude - how shall I say - relaxed &amp;lt;br/&amp;gt;&lt;br /&gt;
    Too easily beguiled; she listened to anything &amp;lt;br/&amp;gt;&lt;br /&gt;
    She looked on, and her ears heard many things. &amp;lt;br/&amp;gt;&lt;br /&gt;
    Sir, &#039;twas all one! Morning prayers, arrests, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The whispers of the Dark Gods in her breast, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The impious jibes some vulgar soldier &amp;lt;br/&amp;gt;&lt;br /&gt;
    Would throw her way, unaware of her &amp;lt;br/&amp;gt;&lt;br /&gt;
    Position and my power. All and each &amp;lt;br/&amp;gt;&lt;br /&gt;
    would draw from her alike the approving speech, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Or an ear at least. She took confession - good - but prayed &amp;lt;br/&amp;gt;&lt;br /&gt;
    Somehow - I know how now - as if her faith was any other jade. &amp;lt;br/&amp;gt;&lt;br /&gt;
    A heretic. Who&#039;d stoop to blame &amp;lt;br/&amp;gt;&lt;br /&gt;
    This sort of crime? Even had you time &amp;lt;br/&amp;gt;&lt;br /&gt;
    For a trial - which I had not - for heretic slime &amp;lt;br/&amp;gt;&lt;br /&gt;
    And to say she burns, and to say &amp;quot;Just This &amp;lt;br/&amp;gt;&lt;br /&gt;
    Is your fair fate, you lying bitch, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Traitor to the Emperor&amp;quot; - and if she let &amp;lt;br/&amp;gt;&lt;br /&gt;
    Herself be lessoned so, nor plainly set &amp;lt;br/&amp;gt;&lt;br /&gt;
    Her wits to yours, forsooth, and made excuse, &amp;lt;br/&amp;gt;&lt;br /&gt;
    - E&#039;en then would be some stooping, and I choose &amp;lt;br/&amp;gt;&lt;br /&gt;
    Never to stoop. Oh sir, she prayed, no doubt, &amp;lt;br/&amp;gt;&lt;br /&gt;
    On every feast, but which gods blessed without &amp;lt;br/&amp;gt;&lt;br /&gt;
    Those same prayers? This became clear. I made commands. &amp;lt;br/&amp;gt;&lt;br /&gt;
    Then prayers turned into screams. There she stands, &amp;lt;br/&amp;gt;&lt;br /&gt;
    As if alive. Will&#039;t please you rise? We&#039;ll meet &amp;lt;br/&amp;gt;&lt;br /&gt;
    The Governor below, then. I repeat, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The Inquisition&#039;s munificence &amp;lt;br/&amp;gt;&lt;br /&gt;
    Is ample warrant that no just pretence &amp;lt;br/&amp;gt;&lt;br /&gt;
    Of confession will be disallowed; &amp;lt;br/&amp;gt;&lt;br /&gt;
    Though to find heresy, as I avowed, &amp;lt;br/&amp;gt;&lt;br /&gt;
    At starting, is my object. Nay, we&#039;ll go &amp;lt;br/&amp;gt;&lt;br /&gt;
    Together down, sir. Notice this seal, though, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The skull and I, together as you see, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Which gives certain... powers to me. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charlie Daniels Band: The Devil Went Down to Georgia===&lt;br /&gt;
The daemon went down to Terra,&amp;lt;br/&amp;gt;&lt;br /&gt;
He was looking for a soul to steal.&amp;lt;br/&amp;gt;&lt;br /&gt;
He was in a bind &#039;cos he was way behind: he was willin&#039; to make a deal.&amp;lt;br/&amp;gt;&lt;br /&gt;
When he came across this young man chainswordin&#039; on a fiddle and playin&#039; it hot.&amp;lt;br/&amp;gt;&lt;br /&gt;
And the daemon jumped upon a hickory stump and said: &amp;quot;Boy, let me you what:&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;I bet you didn&#039;t know it, but I&#039;m a fiddle player too.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;And if you&#039;d care to take a dare, I&#039;ll make a bet with you.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Now you play a pretty good fiddle, boy, but give the daemon his due:&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;I bet a fiddle of gold against your soul, &#039;cos I think I&#039;m better than you.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
The boy said: &amp;quot;Mah nahme&#039;s [[Indrick Boreale|Boreale]] ahnd it might be ah sin,&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;But Ah&#039;ll take yooouuur bet, yoouugghhrr gonna regrort, &#039;cos Ah&#039;m the best thawt&#039;s ever beahn.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Boreale, rosin up your bow and play your fiddle hard,&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Cause hellwarp&#039;s broke loose in Terra and Tzeentch deals the cards.&amp;lt;br/&amp;gt;&lt;br /&gt;
And if you win you get this shiny fiddle made of gold.&amp;lt;br/&amp;gt;&lt;br /&gt;
But if you lose, the daemon gets your soul.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The daemon opened up his case and he said, &amp;quot;I&#039;ll start this show.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
And blue fire flew from his fingertips as he rosined up his bow.&amp;lt;br/&amp;gt;&lt;br /&gt;
And he pulled the bow across the strings and it made an evil hiss.&amp;lt;br/&amp;gt;&lt;br /&gt;
Then a band of Nurglings joined in and it sounded somethin&#039; like this:&amp;lt;br/&amp;gt;&lt;br /&gt;
When the daemon finished, Boreale said,&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Worl, you&#039;re prehtty guud, oorrld sawn,&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;But sit dorn in that cheer rigghht ther and let me show you whore it&#039;s dorne&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire on the monolith.&amp;lt;br/&amp;gt;&lt;br /&gt;
Run, boys, run&amp;lt;br/&amp;gt;&lt;br /&gt;
Slaanesh in the House of the Rising Sun.&amp;lt;br/&amp;gt;&lt;br /&gt;
Squiqs in the bread pan pickin&#039; out dough.&amp;lt;br/&amp;gt;&lt;br /&gt;
Granny, does your cyberdog bite?&amp;lt;br/&amp;gt;&lt;br /&gt;
No, child, no.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The daemon bowed his head because he knew that he&#039;d been beat.&amp;lt;br/&amp;gt;&lt;br /&gt;
And he laid that golden fiddle on the ground at Boreale&#039;s feet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Boreale said, &amp;quot;Daemon, just cuhm on baahhck if you ever wahnt to trah agahin.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;&#039;Cause Ah told you once, you son of a grot,&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Ah&#039;m the best that&#039;s evah bihn.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Iron Maiden: Aces High===&lt;br /&gt;
There goes da sirun dat warns o&#039; da air raid&amp;lt;br&amp;gt;&lt;br /&gt;
Den comz da sound o&#039; da shootaz: DakDakkaDak&amp;lt;br&amp;gt;&lt;br /&gt;
Owt fer da scramble we&#039;ve godda git airborne&amp;lt;br&amp;gt;&lt;br /&gt;
Godda git up fer da comin&#039; attak.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jump in da cockpit an start up da enginz&amp;lt;br&amp;gt;&lt;br /&gt;
Lode up da grotz derz no time to muck about&amp;lt;br&amp;gt;&lt;br /&gt;
Gavverin&#039; speed as weeb &#039;ed down da runway&amp;lt;br&amp;gt;&lt;br /&gt;
Godda git airborne an smoke dose gitz out&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scurryin&#039;, scramblin&#039;, flyin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;, goin&#039; in again&amp;lt;br&amp;gt;&lt;br /&gt;
Scurryin&#039;, scramblin&#039;, flyin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scurry, liv ter fly, fly ter liv, du or die&amp;lt;br&amp;gt;&lt;br /&gt;
Won&#039;t ya scurry, liv ter fly, fly ter liv, Deffskwad &#039;igh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move in ter fire at da mainstream o&#039; bombaz&amp;lt;br&amp;gt;&lt;br /&gt;
Giv em some dakka an den turn away&amp;lt;br&amp;gt;&lt;br /&gt;
Roll ober, spin round ter cumz in behind &#039;em&amp;lt;br&amp;gt;&lt;br /&gt;
Move ter their blindsidz an firin&#039; again&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Runtie ships oe&#039;r da Horizon, muv in behin&#039; us&amp;lt;br&amp;gt;&lt;br /&gt;
Down on da ground dere&#039;s jes deadboys and lootaz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Eading up an turnin&#039; our flash ter mug dem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Eading straight fer dim meeb per-ss down on mi shootaz.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039; (&#039;ere we go agin!)&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scurry, liv ter fly, fly ter liv, du or die&amp;lt;br&amp;gt;&lt;br /&gt;
Won&#039;t ya scurry, liv ter fly, fly ter liv, Deffskwad &#039;igh&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Iron Maiden: The Trooper===&lt;br /&gt;
You’ll take my life but I’ll take yours too&amp;lt;br/&amp;gt;&lt;br /&gt;
You’ll fire you railgun but I’ll run you through&amp;lt;br/&amp;gt;&lt;br /&gt;
So when you&#039;re waiting for the next attack&amp;lt;br/&amp;gt;&lt;br /&gt;
You’d better stand there’s no turning back&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ethereal speaks as the charge begins&amp;lt;br/&amp;gt;&lt;br /&gt;
But on this battlefield no one wins&amp;lt;br/&amp;gt;&lt;br /&gt;
The smell of acrid smoke and krootox breath&amp;lt;br/&amp;gt;&lt;br /&gt;
As you plunge into a certain death&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The horse he sweats with fear we break to run&amp;lt;br/&amp;gt;&lt;br /&gt;
The mighty roar of the Tau guns&amp;lt;br/&amp;gt;&lt;br /&gt;
And as we race towards the xenos wall&amp;lt;br/&amp;gt;&lt;br /&gt;
The screams of pain as my comrades fall&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We hurdle bodies that lay on the ground&amp;lt;br/&amp;gt;&lt;br /&gt;
And the Tau fire another round&amp;lt;br/&amp;gt;&lt;br /&gt;
We get so near yet so far away&amp;lt;br/&amp;gt;&lt;br /&gt;
We won’t live to fight another day&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Guitar Solo)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We get so close near enough to fight&amp;lt;br/&amp;gt;&lt;br /&gt;
When a Firewarrior gets me in his sights&amp;lt;br/&amp;gt;&lt;br /&gt;
He pulls the trigger and I feel the blow&amp;lt;br/&amp;gt;&lt;br /&gt;
A burst of rounds take my horse below&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And as I lay there gazing at the sky&amp;lt;br/&amp;gt;&lt;br /&gt;
My body’s numb and my throat is dry&amp;lt;br/&amp;gt;&lt;br /&gt;
And as I lay forgotten and alone&amp;lt;br/&amp;gt;&lt;br /&gt;
Without a tear I draw my parting groan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===My Chemical Romance: The Black Parade===&lt;br /&gt;
WHEN I WAS&amp;lt;br/&amp;gt;&lt;br /&gt;
A GUARDSMAN,&amp;lt;br/&amp;gt;&lt;br /&gt;
MY SERGEANT TOOK ME TO EASTERN KRONUS&amp;lt;br/&amp;gt;&lt;br /&gt;
TO SERVE IN VICTORY BAY&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HE SAID,&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;SON WHEN YOU GROW UP,&amp;lt;br/&amp;gt;&lt;br /&gt;
WILL YOU BE THE SLAYER OF THE MUTANT,&amp;lt;br/&amp;gt;&lt;br /&gt;
AND THOSE WHO GO ASTRAY?&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HE SAID&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;WILL YOU DEFEAT THEM,&amp;lt;br/&amp;gt;&lt;br /&gt;
THE DAEMONS, AND ALL THE FILTHY XENOS,&amp;lt;br/&amp;gt;&lt;br /&gt;
THE SCHEMES THAT THEY HAVE MADE?&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FOR ONE DAY, I&#039;LL LEAD YOU,&amp;lt;br/&amp;gt;&lt;br /&gt;
TO ELDAR,&amp;lt;br/&amp;gt;&lt;br /&gt;
AND TAU AND ORKS AND NECRONS,&amp;lt;br/&amp;gt;&lt;br /&gt;
TO JOIN THE DARK CRUSADE.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHEN I WAS&amp;lt;br/&amp;gt;&lt;br /&gt;
A GUARDSMAN, &amp;lt;br/&amp;gt;&lt;br /&gt;
MY SERGEANT TOOK ME TO EASTERN KRONUS&amp;lt;br/&amp;gt;&lt;br /&gt;
TO SERVE IN VICTORY BAY&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HE SAID, &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;SON WHEN YOU GROW UP, &amp;lt;br/&amp;gt;&lt;br /&gt;
WILL YOU BE THE SLAYER OF THE MUTANT, &amp;lt;br/&amp;gt;&lt;br /&gt;
AND THOSE WHO GO ASTRAY?&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
~&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This world it needs reclaiming, in the God-Emperor&#039;s Name. &amp;lt;br/&amp;gt;&lt;br /&gt;
And for Him we will charge into the breach. &amp;lt;br/&amp;gt;&lt;br /&gt;
And through it all, the war&#039;s loud call, the bodies in the trench, &amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;ll fight until the victory&#039;s within reach, &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’re marching on, &amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
And when we’ve killed the mutants, &amp;lt;br/&amp;gt;&lt;br /&gt;
The Imperial Guard will march straight on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
I’ll take my lasgun and reload it, &amp;lt;br/&amp;gt;&lt;br /&gt;
The cadence can’t contain it. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Baneblade sends them reeling, it decimates them all&amp;lt;br/&amp;gt;&lt;br /&gt;
The Basilisk shells fall upon our foes&amp;lt;br/&amp;gt;&lt;br /&gt;
So burn the Ork and stab the Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
Let&#039;s shout our victory clear&amp;lt;br/&amp;gt;&lt;br /&gt;
There’s no damn enemy who’ll bring us low&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
And when we’ve killed all of the xenos, &amp;lt;br/&amp;gt;&lt;br /&gt;
The Imperial Guard will march straight on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
Necrons lie broken and defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
The Cadian 4-12th marches&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
~&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the Chaos forces we will shoot&amp;lt;br/&amp;gt;&lt;br /&gt;
Ooh oh ohhhh&amp;lt;br/&amp;gt;&lt;br /&gt;
Word Bearer helmets crack beneath our boots&amp;lt;br/&amp;gt;&lt;br /&gt;
Ooh oh ohhhh&amp;lt;br/&amp;gt;&lt;br /&gt;
The other races run because the Guard is coming, &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do or die, you&#039;ll never beat us&amp;lt;br/&amp;gt;&lt;br /&gt;
Over this land, our banner we’ll unfurl&amp;lt;br/&amp;gt;&lt;br /&gt;
The Emperor is right there with us&amp;lt;br/&amp;gt;&lt;br /&gt;
We’ll kill them all, and then reclaim this world&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We won&#039;t explain or say we’re sorry&amp;lt;br/&amp;gt;&lt;br /&gt;
We are the Guard, we are Imperial Might &amp;lt;br/&amp;gt;&lt;br /&gt;
Give a cheer for all we’ve beaten&amp;lt;br/&amp;gt;&lt;br /&gt;
Listen here, because for you we fight&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are but men, We are all heroes&amp;lt;br/&amp;gt;&lt;br /&gt;
Not Spess Mehreens, yet we will hold the line&amp;lt;br/&amp;gt;&lt;br /&gt;
Our enemies will rage against us&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t&amp;lt;br/&amp;gt;&lt;br /&gt;
Care! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
And when the heretics and traitors&amp;lt;br/&amp;gt;&lt;br /&gt;
Are purged the Guard will march straight on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
Enemies broken and defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
The Imperial Guard is marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No space elf witch, No Bloody Magpie&amp;lt;br/&amp;gt;&lt;br /&gt;
No greenskin axe, No advanced battlesuit&amp;lt;br/&amp;gt;&lt;br /&gt;
No evil priest, No undead robot&amp;lt;br/&amp;gt;&lt;br /&gt;
No enemy, can ever beat us (We’re marching on) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank after tank, Cadian courage,(We’re marching on) &amp;lt;br/&amp;gt;&lt;br /&gt;
Man after man, no matter how hard (We’re marching on) &amp;lt;br/&amp;gt;&lt;br /&gt;
This war will be, you&#039;ll never beat us&amp;lt;br/&amp;gt;&lt;br /&gt;
For the God Emperor, We’re the Imperial Guard! &amp;lt;br/&amp;gt;&lt;br /&gt;
(Imperial Guard!) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Harvey Andrews: British Soldier===&lt;br /&gt;
In a spaceport in the city a young guardsman stood&amp;lt;br/&amp;gt;&lt;br /&gt;
Talking to the natives there if they would&amp;lt;br/&amp;gt;&lt;br /&gt;
Some just stared in hatred, and others turned in pain&amp;lt;br/&amp;gt;&lt;br /&gt;
And the lonely guardsman boy wished he was home again&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Come join glorious guard! Said the posters in his block&amp;lt;br/&amp;gt;&lt;br /&gt;
See new worlds and have your fun and serve your emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
His skills were surely lacking and his family had to eat&amp;lt;br/&amp;gt;&lt;br /&gt;
So he took the emperors oath and enlisted for up to fight&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For there was no fear of fighting, to the conquered he’d be sent&amp;lt;br/&amp;gt;&lt;br /&gt;
Just ten years getting paid to watch&amp;lt;br/&amp;gt;&lt;br /&gt;
Then leave a glorious victor, a man who’d made the grade&amp;lt;br/&amp;gt;&lt;br /&gt;
A medal and some land, and memories in trade&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then came the call of Tash’ren, as it had come before&amp;lt;br/&amp;gt;&lt;br /&gt;
Another bloody chapter in an unending war&amp;lt;br/&amp;gt;&lt;br /&gt;
The people stood on both sides, the people they stood behind&amp;lt;br/&amp;gt;&lt;br /&gt;
Another fight in futilities name, the weak against the blind&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The guardsman stood between them, between the whistling stones&amp;lt;br/&amp;gt;&lt;br /&gt;
And then the broken bottles, that lead to more patrols&amp;lt;br/&amp;gt;&lt;br /&gt;
The crude bombs that burnt him, the nails that pierced his skin&amp;lt;br/&amp;gt;&lt;br /&gt;
And wish he’d just stayed home, working with his friends&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The starport filled with people the guardsman soon was bored&amp;lt;br/&amp;gt;&lt;br /&gt;
But better in the port than where the soldiers warred&amp;lt;br/&amp;gt;&lt;br /&gt;
The room filled up with the xenos females, their younglings in tow&amp;lt;br/&amp;gt;&lt;br /&gt;
Who stared with itchy fingers at the guardsman and his gun&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A yell of fear a pulse of engines the shattering of glass&amp;lt;br/&amp;gt;&lt;br /&gt;
The window of the port broke to let the package pass&amp;lt;br/&amp;gt;&lt;br /&gt;
A scream came from the defeated as they ran towards the door&amp;lt;br/&amp;gt;&lt;br /&gt;
Dragging their younglings crying from the charge upon the floor&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The guardsman stood and could not move, his gun he could not use&amp;lt;br/&amp;gt;&lt;br /&gt;
He knew the bomb had seconds and not minutes on the fuse&amp;lt;br/&amp;gt;&lt;br /&gt;
He could not run and pick it up and throw it in the street&amp;lt;br/&amp;gt;&lt;br /&gt;
There were far too many people there, too many running feet&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take cover! yelled the guardsman, Take cover for your lives&amp;lt;br/&amp;gt;&lt;br /&gt;
And the Aliens threw down their young and stood before their wives&amp;lt;br/&amp;gt;&lt;br /&gt;
They turned towards the soldier their eyes alive with fear&amp;lt;br/&amp;gt;&lt;br /&gt;
For the greater good’s sake, save our children or they&#039;ll end their short lives here&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The guardsman ran towards the bomb his stomach like a stone&amp;lt;br/&amp;gt;&lt;br /&gt;
Why was this his battle in the emperors name, why was he alone&amp;lt;br/&amp;gt;&lt;br /&gt;
He lay down on the package and he murmured one farewell&amp;lt;br/&amp;gt;&lt;br /&gt;
To those at home in Nimbossa to those he loved so well&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He saw the sights of harvest felt the wind upon his brow&amp;lt;br/&amp;gt;&lt;br /&gt;
The young girls in the munitorum parks, how precious were they now&amp;lt;br/&amp;gt;&lt;br /&gt;
The soaring of the sw’it the beauty of the swilope&amp;lt;br/&amp;gt;&lt;br /&gt;
The music of the cheering choir so soon would it be gone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A muffled soft explosion and the room began to quake&amp;lt;br/&amp;gt;&lt;br /&gt;
The guardsman blown across the floor, his blood a crimson lake&amp;lt;br/&amp;gt;&lt;br /&gt;
There was no time to cry or shout there was no time to moan&amp;lt;br/&amp;gt;&lt;br /&gt;
And they turned their children&#039;s faces from the blood and from the bones&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crowd outside soon gathered and the chimeras came&amp;lt;br/&amp;gt;&lt;br /&gt;
To carry off the body of a pawn lost in the game&amp;lt;br/&amp;gt;&lt;br /&gt;
And the crowd they clapped and cheered and they sang their heretical song&amp;lt;br/&amp;gt;&lt;br /&gt;
One guardsman less to interfere where he did not belong&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And will the young growing up learn at their mothers&#039; knees&amp;lt;br/&amp;gt;&lt;br /&gt;
The story of the guardsman who bought their lives&amp;lt;br/&amp;gt;&lt;br /&gt;
Who used his youthful body as a means towards an end&amp;lt;br/&amp;gt;&lt;br /&gt;
Who gave his life to those who called him murderer not friend&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Will Smith: Men In Black===&lt;br /&gt;
Here come the Knights in Grey&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium&#039;s defenders&amp;lt;br/&amp;gt;&lt;br /&gt;
Here come the Knights in Grey&amp;lt;br/&amp;gt;&lt;br /&gt;
They won&#039;t let you remember&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The righteous bear armor of grey, ok&amp;lt;br/&amp;gt;&lt;br /&gt;
Just in case they have to come and send some Daemons away&amp;lt;br/&amp;gt;&lt;br /&gt;
The order given to them, Or-do M&amp;lt;br/&amp;gt;&lt;br /&gt;
Means with ease they will banish them&amp;lt;br/&amp;gt;&lt;br /&gt;
So do not your eyes avert&amp;lt;br/&amp;gt;&lt;br /&gt;
Or Chaos with ease will soon convert&amp;lt;br/&amp;gt;&lt;br /&gt;
The chosen of the Emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
Number one Daemon purgers&amp;lt;br/&amp;gt;&lt;br /&gt;
But to our Battle Brothers we don&#039;t exist&amp;lt;br/&amp;gt;&lt;br /&gt;
On our Ordos most classified list&amp;lt;br/&amp;gt;&lt;br /&gt;
Daemon infestation? to the Emperor pray&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause you never know when we might save the Day, and..&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here come the Knights in Grey&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium&#039;s defenders&amp;lt;br/&amp;gt;&lt;br /&gt;
Here come the Knights in Grey&amp;lt;br/&amp;gt;&lt;br /&gt;
They won&#039;t let you remember&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ozzy Osbourne: Hellraiser===&lt;br /&gt;
Im waaaaaghing on an endlis rode&amp;lt;br/&amp;gt;&lt;br /&gt;
around’ da world ta krump beakies good&amp;lt;br/&amp;gt;&lt;br /&gt;
sumtiems it ‘eels so tuff&amp;lt;br/&amp;gt;&lt;br /&gt;
but I still asnt ad enuf&amp;lt;br/&amp;gt;&lt;br /&gt;
I keep tellin dat its gettin a lot&amp;lt;br/&amp;gt;&lt;br /&gt;
but I no ize a liar&amp;lt;br/&amp;gt;&lt;br /&gt;
feelin al rite in da noize n da lite&amp;lt;br/&amp;gt;&lt;br /&gt;
but dats wut makes me waaaaaaaaaaaaaagh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‘ell raiser, in da funder and ‘eat&amp;lt;br/&amp;gt;&lt;br /&gt;
‘ell raiser, rock ya bak in ya seet&amp;lt;br/&amp;gt;&lt;br /&gt;
‘ell raiser, an ize gon make it come troo&amp;lt;br/&amp;gt;&lt;br /&gt;
‘ell raiser, ize gon do sum weird boy fings to you&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waaaaghin on anuvver world,&amp;lt;br/&amp;gt;&lt;br /&gt;
Anuvver hive anuvver place&amp;lt;br/&amp;gt;&lt;br /&gt;
sumtimes I dun feel too gud&amp;lt;br/&amp;gt;&lt;br /&gt;
ize get dis funny feelin an stuff&amp;lt;br/&amp;gt;&lt;br /&gt;
da boyz keep sayin dat its not good fer me&amp;lt;br/&amp;gt;&lt;br /&gt;
but bein a grot dun make it&amp;lt;br/&amp;gt;&lt;br /&gt;
out of control, I playz da ultimate roll&amp;lt;br/&amp;gt;&lt;br /&gt;
But dats wut lites my fire&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Im waaaaaghing on an endlis rode&amp;lt;br/&amp;gt;&lt;br /&gt;
around’ da world ta krump beakies good&amp;lt;br/&amp;gt;&lt;br /&gt;
sumtiems it ‘eels so tuff&amp;lt;br/&amp;gt;&lt;br /&gt;
but I still asnt ad enuf&amp;lt;br/&amp;gt;&lt;br /&gt;
out of control, I playz da ultimate roll&amp;lt;br/&amp;gt;&lt;br /&gt;
But dats wut lites my fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Chorus&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nancy Sinatra: These Boots Were Made For Walking===&lt;br /&gt;
You&#039;s keep sayin&#039; you&#039;s got sumfing for me.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sumfing you call WAAAGH!, but &#039;fess up.&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;s been muckin&#039; where ya shudn&#039; be muckin&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
An&#039; now some uver gitz got all ya swag.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dese gitz was made fer choppin&#039;, an&#039; dats just wot they&#039;ll do.&amp;lt;br/&amp;gt;&lt;br /&gt;
One uv dese days da ladz is gunna stomp all uver you.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;s keep lootin&#039; when you&#039;s ought ta be krumpin&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
An&#039; you&#039;s gots no wins, only beats.&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;s stayin&#039; weedy when ya ought ta be &#039;ard&amp;lt;br/&amp;gt;&lt;br /&gt;
Now wotz proppa&#039;s proppa, an&#039; ya ain&#039; been proppa yet.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dese gitz was made fer choppin&#039;, an&#039; dats just wot they&#039;ll do.&amp;lt;br/&amp;gt;&lt;br /&gt;
One uv dese days da ladz is gunna stomp all uver you.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;s keep sulkin&#039; where ya &#039;spose ta be loud.&amp;lt;br/&amp;gt;&lt;br /&gt;
An&#039; you&#039;s keep finkin&#039; you&#039;s sumfin&#039; speshul.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ha! Gotz me a brand new Choppa wotz dead killy,&amp;lt;br/&amp;gt;&lt;br /&gt;
An&#039; I ain&#039; &#039;ad time fer breakin&#039; it in...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ready ya gitz? Start choppin&#039;!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Attero Dominatus===&lt;br /&gt;
Attero!&amp;lt;br/&amp;gt;&lt;br /&gt;
Dominatus!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Hive is burning&amp;lt;br/&amp;gt;&lt;br /&gt;
Denique!&amp;lt;br/&amp;gt;&lt;br /&gt;
Interimo!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Tau has fallen&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We stand at the gates of the Hive&amp;lt;br/&amp;gt;&lt;br /&gt;
With two and a half million men&amp;lt;br/&amp;gt;&lt;br /&gt;
With six thousand tanks in our ranks&amp;lt;br/&amp;gt;&lt;br /&gt;
Use them as battering rams&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artillery leading our way&amp;lt;br/&amp;gt;&lt;br /&gt;
A million grenades has been launched&amp;lt;br/&amp;gt;&lt;br /&gt;
The xenos must pay for their crimes&amp;lt;br/&amp;gt;&lt;br /&gt;
The wings of the xeno’s been broken&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Commander Chenkov&#039;s orders:&amp;lt;br/&amp;gt;&lt;br /&gt;
Serve me the Hive on a plate!&amp;lt;br/&amp;gt;&lt;br /&gt;
Disregard the losses&amp;lt;br/&amp;gt;&lt;br /&gt;
The city is ours to take&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The price of a war must be payed&amp;lt;br/&amp;gt;&lt;br /&gt;
Millions of lives has been lost&amp;lt;br/&amp;gt;&lt;br /&gt;
The price must be paid by the Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
That started the war in M.40&#039;s&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The year of 200.M45&amp;lt;br/&amp;gt;&lt;br /&gt;
The year when the xenos will fall&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re inside the gates of the Hive&amp;lt;br/&amp;gt;&lt;br /&gt;
The beaks of the xeno&#039;s been broken&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Commander Chenkov&#039;s orders:&amp;lt;br/&amp;gt;&lt;br /&gt;
Serve me its head on a plate&amp;lt;br/&amp;gt;&lt;br /&gt;
Disregard the losses&amp;lt;br/&amp;gt;&lt;br /&gt;
The xeno&#039;s land is ours to take&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
March!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight!&amp;lt;br/&amp;gt;&lt;br /&gt;
Die!&amp;lt;br/&amp;gt;&lt;br /&gt;
In the Hive!&amp;lt;br/&amp;gt;&lt;br /&gt;
March!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight!&amp;lt;br/&amp;gt;&lt;br /&gt;
Conquer!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Hive!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Wolfpack===&lt;br /&gt;
To the sector came the Eldar&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars and Dictator&amp;lt;br/&amp;gt;&lt;br /&gt;
leading the convoy west&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Took the warp gate in&amp;lt;br/&amp;gt;&lt;br /&gt;
The long jump back -  Convoy to Gryphonne&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars, Dauntless, Dictator leading&amp;lt;br/&amp;gt;&lt;br /&gt;
Titans to the forge&amp;lt;br/&amp;gt;&lt;br /&gt;
And upon the asteroid belt&amp;lt;br/&amp;gt;&lt;br /&gt;
Lies the silence of the sails&amp;lt;br/&amp;gt;&lt;br /&gt;
On the dog&#039;s watch in the final hour&amp;lt;br/&amp;gt;&lt;br /&gt;
The corsair fleets appear&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On all the auspex it seems quiet and calm&amp;lt;br/&amp;gt;&lt;br /&gt;
Deep down below the xenos lurks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the sector came the Eldar&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars and Dictator&amp;lt;br/&amp;gt;&lt;br /&gt;
Leading the convoy west&amp;lt;br/&amp;gt;&lt;br /&gt;
In their own track came the wolfpack&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars led the convoy &amp;lt;br/&amp;gt;&lt;br /&gt;
Into the hornet&#039;s nest&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the crack of dawn the second watch&amp;lt;br/&amp;gt;&lt;br /&gt;
Dauntless wracked with flames&amp;lt;br/&amp;gt;&lt;br /&gt;
Half the convoy hulked or disabled&amp;lt;br/&amp;gt;&lt;br /&gt;
Heading to Command&amp;lt;br/&amp;gt;&lt;br /&gt;
But below the fleet ecliptic&amp;lt;br/&amp;gt;&lt;br /&gt;
Out of sensor range&amp;lt;br/&amp;gt;&lt;br /&gt;
On the second watch in the final hour&amp;lt;br/&amp;gt;&lt;br /&gt;
The corsair fleets return&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Eldar come in for a second time&amp;lt;br/&amp;gt;&lt;br /&gt;
To make the Monkeigh face their fate&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the sector came the Eldar&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars and Dictator&amp;lt;br/&amp;gt;&lt;br /&gt;
Leading the convoy west&amp;lt;br/&amp;gt;&lt;br /&gt;
In their own track came the wolfpack&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars led the convoy &amp;lt;br/&amp;gt;&lt;br /&gt;
Into the hornet&#039;s nest&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lances blazing, fighters failing&amp;lt;br/&amp;gt;&lt;br /&gt;
M42 when &amp;lt;br/&amp;gt;&lt;br /&gt;
The Navy did fail the test&amp;lt;br/&amp;gt;&lt;br /&gt;
To the sector came the Eldar&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars and Dictator&amp;lt;br/&amp;gt;&lt;br /&gt;
Leading them into death&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Asuryan makes the contact and lead them&amp;lt;br/&amp;gt;&lt;br /&gt;
Isha&#039;s Tears scores a kill in the dark&amp;lt;br/&amp;gt;&lt;br /&gt;
She Who Thirsts sinking 4 in 2 approaches&amp;lt;br/&amp;gt;&lt;br /&gt;
Fading Star cut in half by a lance&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Panzerkampf (Chaos Edition)===&lt;br /&gt;
&lt;br /&gt;
Into the Imperial Land the Chaotic Army March &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Segmentum Obscuros, Millennium 43 &amp;lt;br/&amp;gt;&lt;br /&gt;
Tanks line up in thousands, as far the eye can see &amp;lt;br/&amp;gt;&lt;br /&gt;
Ready for the onslaught, ready for the Fight &amp;lt;br/&amp;gt;&lt;br /&gt;
Waiting for the Imperials, to march into the trap &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traps were placed in darkness, in the cover of the night &amp;lt;br/&amp;gt;&lt;br /&gt;
Waiting to be trigged, when the time is right &amp;lt;br/&amp;gt;&lt;br /&gt;
In the imagination imminent attack &amp;lt;br/&amp;gt;&lt;br /&gt;
Once the battle started there was no turning back &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The end of the Imperium draws near  &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time has come to an end  &amp;lt;br/&amp;gt;&lt;br /&gt;
The end of an era is near  &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time, to attack  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Into Imperial land the chaotic army march  &amp;lt;br/&amp;gt;&lt;br /&gt;
Brothers side by side to stop the Imperial charge  &amp;lt;br/&amp;gt;&lt;br /&gt;
Titans on cadian soil a thundering release  &amp;lt;br/&amp;gt;&lt;br /&gt;
One billion man of war the chaotic wrath unleash  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fields of western Cadia were the heat of battle burned  &amp;lt;br/&amp;gt;&lt;br /&gt;
Suffered heavy losses the tie of war was turned  &amp;lt;br/&amp;gt;&lt;br /&gt;
Driving back the Imperials, fighting on all fronts  &amp;lt;br/&amp;gt;&lt;br /&gt;
Out of the Cadian sector, out of chaotic land  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reinforce the frontlines cause the imperials to retreat  &amp;lt;br/&amp;gt;&lt;br /&gt;
Send in all reserves securing their defeat  &amp;lt;br/&amp;gt;&lt;br /&gt;
Believers of the Dark Gods, broke the citadel  &amp;lt;br/&amp;gt;&lt;br /&gt;
Ruins of a planet, Imperials rest in hell  &amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The end of the Imperium draws near  &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time has come to an end  &amp;lt;br/&amp;gt;&lt;br /&gt;
The end of an era is near  &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time, to attack  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Into Imperial land the chaotic army march  &amp;lt;br/&amp;gt;&lt;br /&gt;
Brothers side by side to stop the Imperial charge  &amp;lt;br/&amp;gt;&lt;br /&gt;
Titans on cadian soil a thundering Release  &amp;lt;br/&amp;gt;&lt;br /&gt;
One billion man of war the chaotic wrath unleash  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ONWARD BROTHERS, AMRIES OF THE DARK GODS CHARGE &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, Lord Abbadon, conqueror of lands &amp;lt;br/&amp;gt;&lt;br /&gt;
Will of the Dark Gods, strongly they command &amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, Lord Abbadon, conqueror of lands &amp;lt;br/&amp;gt;&lt;br /&gt;
Finally victorious the chaotic army stands &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The end of the Imperium draws near &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time has come to an end &amp;lt;br/&amp;gt;&lt;br /&gt;
The end of an era is near &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time, to attack &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Into Imperial land the chaotic army march &amp;lt;br/&amp;gt;&lt;br /&gt;
Brothers side by side to stop the Imperial charge &amp;lt;br/&amp;gt;&lt;br /&gt;
Titans on cadian soil a thundering Release &amp;lt;br/&amp;gt;&lt;br /&gt;
One billion man of war the chaotic wrath unleash &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Resist and Bite===&lt;br /&gt;
&lt;br /&gt;
The WAAAGH is coming swiftly,&amp;lt;br/&amp;gt;&lt;br /&gt;
The borders closing in!&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re a company of soldiers,&amp;lt;br/&amp;gt;&lt;br /&gt;
Mere forty autos strong&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All alone&amp;lt;br/&amp;gt;&lt;br /&gt;
Stand alone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hades hive is burning,&amp;lt;br/&amp;gt;&lt;br /&gt;
And Ghazkull is at hand;&amp;lt;br/&amp;gt;&lt;br /&gt;
As the Greenskins pushing harder,&amp;lt;br/&amp;gt;&lt;br /&gt;
The WAAAGH is all around!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All around&amp;lt;br/&amp;gt;&lt;br /&gt;
Hold your ground!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fight all eighteen days of battles,&amp;lt;br/&amp;gt;&lt;br /&gt;
No odds are on our side,&amp;lt;br/&amp;gt;&lt;br /&gt;
Few will fight for all until the slugbolts are gone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We will resist and bite!&amp;lt;br/&amp;gt;&lt;br /&gt;
Bite hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause we are all in sight!&amp;lt;br/&amp;gt;&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We take up arms and fight!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Resist and do what&#039;s right!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No matter our fighting,&amp;lt;br/&amp;gt;&lt;br /&gt;
The numbers will still count!&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re out gunned and few in numbers,&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re doomed to flag of fail!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We fought hard,&amp;lt;br/&amp;gt;&lt;br /&gt;
Held our guard!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But when killed by the Greenskins,&amp;lt;br/&amp;gt;&lt;br /&gt;
And we revealed the truth!&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;ll die it with a smile,&amp;lt;br/&amp;gt;&lt;br /&gt;
We will surprise them with a laugh!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are all!&amp;lt;br/&amp;gt;&lt;br /&gt;
We were all!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We were told to hold the border,&amp;lt;br/&amp;gt;&lt;br /&gt;
And that is what we did;&amp;lt;br/&amp;gt;&lt;br /&gt;
Honored were our orders,&amp;lt;br/&amp;gt;&lt;br /&gt;
In despite of our foe!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We will resist and bite!&amp;lt;br/&amp;gt;&lt;br /&gt;
Bite hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause we are all in sight!&amp;lt;br/&amp;gt;&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We take up arms and fight!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Resist and do what&#039;s right!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gloria fortis miles!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Ork hoard closing in,&amp;lt;br/&amp;gt;&lt;br /&gt;
Adversor et admorsus!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Beast against the Eagle,&amp;lt;br/&amp;gt;&lt;br /&gt;
Gloria fortis miles!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Ork hoard closing in,&amp;lt;br/&amp;gt;&lt;br /&gt;
Adversor et admorsus&amp;lt;br/&amp;gt;&lt;br /&gt;
The Beast against the Eagle...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Instrumental&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We did resist and bite!&amp;lt;br/&amp;gt;&lt;br /&gt;
Bite hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause we were all in sight!&amp;lt;br/&amp;gt;&lt;br /&gt;
We!&lt;br /&gt;
We took up arms and fought!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fought hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Resist and did what&#039;s right!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Panzerkampf===&lt;br /&gt;
&lt;br /&gt;
Into the Imperium the Ork WARGHHH March!&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In the Imperium of Mankind, Millennium 41&#039;st&amp;lt;br/&amp;gt; &lt;br /&gt;
Tanks line up in millions, as far the eye can see.&amp;lt;br/&amp;gt; &lt;br /&gt;
Ready for the onslaught, ready for the fight.&amp;lt;br/&amp;gt; &lt;br /&gt;
Waiting for the xenos, to march into the trap.&amp;lt;br/&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Mines are placed in darkness.&amp;lt;br/&amp;gt; &lt;br /&gt;
In the cover of the night.&amp;lt;br/&amp;gt; &lt;br /&gt;
Waiting to be triggered.&amp;lt;br/&amp;gt; &lt;br /&gt;
When the time is right.&amp;lt;br/&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Imminent invasion.&amp;lt;br/&amp;gt; &lt;br /&gt;
Imminent attack.&amp;lt;br/&amp;gt; &lt;br /&gt;
Once the battle&#039;s started.&amp;lt;br/&amp;gt; &lt;br /&gt;
There&#039;s no turning back.&amp;lt;br/&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
The end of the Ork WARGHHH draws near.&amp;lt;br/&amp;gt; &lt;br /&gt;
Its time has come to an end.&amp;lt;br/&amp;gt; &lt;br /&gt;
The end of an era is here.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s time to attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Into the Imperium the Ork WARGHH march!&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen, stand side by side, to stop the xeno charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gargants on Human soil Thunder in the west.&amp;lt;br/&amp;gt;&lt;br /&gt;
Twelve billion Guardsmen at war, Imperial wrath unleashed.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Fields of Armegeddon, feel the heat of battle burned.&amp;lt;br/&amp;gt;&lt;br /&gt;
Suffered heavy losses, the tide of war has turned.&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving back the greenskins, fighting on four fronts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Drive them Off of Imperium, out of Human land.&amp;lt;br/&amp;gt;&lt;br /&gt;
Reinforce the frontline, force the xenos to retreat.&amp;lt;br/&amp;gt; &lt;br /&gt;
Send in all the reserves, securing their defeat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen of Imperium broke the invasion.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ruins of an army, greenskins rest in hell!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The end of the Ork WARGHHH draws near.&amp;lt;br/&amp;gt; &lt;br /&gt;
Its time has come to an end.&amp;lt;br/&amp;gt; &lt;br /&gt;
The end of an era is near.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s time to attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Into the Imperium the Ork WARGHH march!&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen, stand side by side, to stop the xeno charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gargants on Human soil Thunder in the west.&amp;lt;br/&amp;gt;&lt;br /&gt;
Twelve billion Guardsmen at war, Imperial wrath unleashed.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Oh, Imperium of Mankind, union of worlds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Will of the people, strong in command.&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, God Emperor, protector of Man.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once more victorious, the Imperial Guard stands.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The end of the Ork WARGHHH draws near.&amp;lt;br/&amp;gt; &lt;br /&gt;
Its time has come to an end.&amp;lt;br/&amp;gt; &lt;br /&gt;
The end of an era is here.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s time to attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Into the Imperium the Ork WARGHH march!&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen, stand side by side, to stop the xeno charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gargants on Human soil Thunder in the west.&amp;lt;br/&amp;gt;&lt;br /&gt;
Twelve billion Guardsmen at war, Imperial wrath unleashed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Primo Victoria===&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to Glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ve been training for years &amp;lt;br/&amp;gt;&lt;br /&gt;
But we&#039;re ready to strike &amp;lt;br/&amp;gt;&lt;br /&gt;
As the great Imperium will win &amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re the first wave on planet &amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re the first ones to fall &amp;lt;br/&amp;gt;&lt;br /&gt;
No soldiers drop landed before &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the dawn of war they will pay &amp;lt;br/&amp;gt;&lt;br /&gt;
With their lives as the price &amp;lt;br/&amp;gt;&lt;br /&gt;
History&#039;s written today &amp;lt;br/&amp;gt;&lt;br /&gt;
In this burning Warp chasm &amp;lt;br/&amp;gt;&lt;br /&gt;
Know that nothing remains &amp;lt;br/&amp;gt;&lt;br /&gt;
As our forces nuke all the Traitors&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aiming for killshots though using a las &amp;lt;br/&amp;gt;&lt;br /&gt;
Victory is ours with mecha and Tanks! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a Daemon World &amp;lt;br/&amp;gt;&lt;br /&gt;
Within the Eye of Terror&amp;lt;br/&amp;gt;&lt;br /&gt;
Near the Heretics&amp;lt;br/&amp;gt;&lt;br /&gt;
Death is upon them &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ve been here before &amp;lt;br/&amp;gt;&lt;br /&gt;
Used to this kind of war &amp;lt;br/&amp;gt;&lt;br /&gt;
Warp fire goes over the trench &amp;lt;br/&amp;gt;&lt;br /&gt;
Our orders are easy &amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s kill or be blammed&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commissars shoot those who fail &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the dawn of war they will pay &amp;lt;br/&amp;gt;&lt;br /&gt;
With their lives as the price &amp;lt;br/&amp;gt;&lt;br /&gt;
History&#039;s written today &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we are at war &amp;lt;br/&amp;gt;&lt;br /&gt;
With the Despoiler again &amp;lt;br/&amp;gt;&lt;br /&gt;
This time Creed knows what to plan &amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Aiming for killshots though using a las &amp;lt;br/&amp;gt;&lt;br /&gt;
Victory is ours with mecha and Tanks! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a Daemon World &amp;lt;br/&amp;gt;&lt;br /&gt;
Within the Eye of Terror&amp;lt;br/&amp;gt;&lt;br /&gt;
Near the Heretics&amp;lt;br/&amp;gt;&lt;br /&gt;
Death is upon them &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Millennium of the 41st &amp;lt;br/&amp;gt;&lt;br /&gt;
Baneblades are turning the war &amp;lt;br/&amp;gt;&lt;br /&gt;
Titans all march to victory &amp;lt;br/&amp;gt;&lt;br /&gt;
Just as planned&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aiming for killshots though using a las &amp;lt;br/&amp;gt;&lt;br /&gt;
Victory is ours with mecha and Tanks! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a Daemon World &amp;lt;br/&amp;gt;&lt;br /&gt;
Within the Eye of Terror&amp;lt;br/&amp;gt;&lt;br /&gt;
Near the Heretics&amp;lt;br/&amp;gt;&lt;br /&gt;
Death is upon them &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to Glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a Daemon World &amp;lt;br/&amp;gt;&lt;br /&gt;
Within the Eye of Terror&amp;lt;br/&amp;gt;&lt;br /&gt;
Near the Heretics&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Stalingrad===&lt;br /&gt;
&lt;br /&gt;
Fresh from orbit&amp;lt;br&amp;gt;&lt;br /&gt;
From the dropships came to Comrades aid&amp;lt;br&amp;gt;&lt;br /&gt;
City in despair&amp;lt;br&amp;gt;&lt;br /&gt;
Almost crushed by Ghazkulls army&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh its grimmer than hell&amp;lt;br&amp;gt;&lt;br /&gt;
Ghazkull&#039;s forces advancing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound of the bolters&amp;lt;br&amp;gt;&lt;br /&gt;
The music of death&amp;lt;br&amp;gt;&lt;br /&gt;
A grand symphony&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See your friends fall&amp;lt;br&amp;gt;&lt;br /&gt;
Hear them pray to the gods &amp;lt;br&amp;gt;&lt;br /&gt;
Your emperor denies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Every man dies alone&amp;lt;br&amp;gt;&lt;br /&gt;
And when your time comes &amp;lt;br&amp;gt;&lt;br /&gt;
You will know that its time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yarrick&#039;s fortress on fire&amp;lt;br&amp;gt;&lt;br /&gt;
Is this madness or hell&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound of the bolters&amp;lt;br&amp;gt;&lt;br /&gt;
The music of death&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re playing Chaos&#039;s symphony&amp;lt;br&amp;gt;&lt;br /&gt;
Violins as lasguns&amp;lt;br&amp;gt;&lt;br /&gt;
Conducted from hell&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh Hades Hive&amp;lt;br&amp;gt;&lt;br /&gt;
Morte Vedae&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you praying&amp;lt;br&amp;gt;&lt;br /&gt;
Do you follow the Commissars lead&amp;lt;br&amp;gt;&lt;br /&gt;
No one knows you&amp;lt;br&amp;gt;&lt;br /&gt;
No one cares but a single violin&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Play the score of the dead&amp;lt;br&amp;gt;&lt;br /&gt;
Know the daemon within&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound of the bolters&amp;lt;br&amp;gt;&lt;br /&gt;
The music of death&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re playing Chaos&#039;s symphony&amp;lt;br&amp;gt;&lt;br /&gt;
Violins as lasguns&amp;lt;br&amp;gt;&lt;br /&gt;
Conducted from hell&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton- Panzer Battalion===&lt;br /&gt;
&lt;br /&gt;
Out of the warp no Daemos we fear&amp;lt;br&amp;gt;&lt;br /&gt;
Piercing the void as we charge&amp;lt;br&amp;gt;&lt;br /&gt;
An armoured battlecruiser on course to the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Closing the end of it&#039;s march&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This time we&#039;re here to finish a job&amp;lt;br&amp;gt;&lt;br /&gt;
Started a millenia ago&amp;lt;br&amp;gt;&lt;br /&gt;
Driving the heretics out of their holes&amp;lt;br&amp;gt;&lt;br /&gt;
To bury them with promethium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armoured guns of mass destruction&amp;lt;br&amp;gt;&lt;br /&gt;
Killers in the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Rats who dares to stand before us&amp;lt;br&amp;gt;&lt;br /&gt;
Feel our lance go live&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus:]&lt;br /&gt;
Death in the shape of a Lunar battlecruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Insolent xenos don&#039;t run face your fate you are dead&amp;lt;br&amp;gt;&lt;br /&gt;
cannot outrun our Lunar battlecruiser&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Millions of tons of armour and guns&amp;lt;br&amp;gt;&lt;br /&gt;
Making it&#039;s way through the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Our Lunar battlecruiser is back for revenge&amp;lt;br&amp;gt;&lt;br /&gt;
Artillery sweeping the land&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First strike is ours no mercy is shown&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s rivers of blood in our track&amp;lt;br&amp;gt;&lt;br /&gt;
Breaking their waves of defence with our guns&amp;lt;br&amp;gt;&lt;br /&gt;
Emperor watching our back&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blow their void shield clear for deep strike&amp;lt;br&amp;gt;&lt;br /&gt;
Ready for the storm&amp;lt;br&amp;gt;&lt;br /&gt;
Minefields swept there&#039;s no surrender&amp;lt;br&amp;gt;&lt;br /&gt;
Feel our lances burn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Chorus x2]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Out of the warp no Daemos we fear&amp;lt;br&amp;gt;&lt;br /&gt;
Piercing the void as we charge&amp;lt;br&amp;gt;&lt;br /&gt;
An armoured battlecruiser on course to the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Has reached the end of it&#039;s march&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Armoured guns of mass destruction&amp;lt;br&amp;gt;&lt;br /&gt;
Killers in the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Rats who dares to stand before us&amp;lt;br&amp;gt;&lt;br /&gt;
Feel our lance go live&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lunar battlecruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Insolent xenos don&#039;t run face your fate you are dead&amp;lt;br&amp;gt;&lt;br /&gt;
Lunar battlecruiser&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sabaton: Nuclear Attack ===&lt;br /&gt;
&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dropped from low orbit, the xenos erased &amp;lt;br&amp;gt;&lt;br /&gt;
Threat to mankind is contained &amp;lt;br&amp;gt;&lt;br /&gt;
A power unheard of, a power unseen &amp;lt;br&amp;gt;&lt;br /&gt;
Flash out of nowhere, the world is burning &amp;lt;br&amp;gt;&lt;br /&gt;
8:16 Standard, the Tyranid swarms realized something was wrong &amp;lt;br&amp;gt;&lt;br /&gt;
The swarm feels explosions, destruction and pain &amp;lt;br&amp;gt;&lt;br /&gt;
Air strike from space, tendril gone in a blaze! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ships painted black, Inquisition turning back &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Bombed into the dust &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus &amp;lt;br&amp;gt;&lt;br /&gt;
Strike back! &amp;lt;br&amp;gt;&lt;br /&gt;
Xenos filth will bleed &amp;lt;br&amp;gt;&lt;br /&gt;
Another cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Necrons came the second assault &amp;lt;br&amp;gt;&lt;br /&gt;
Threat to tomorrow made plain &amp;lt;br&amp;gt;&lt;br /&gt;
11:02 on the 9th of August &amp;lt;br&amp;gt;&lt;br /&gt;
Over the world&#039;s curve like ball lightning &amp;lt;br&amp;gt;&lt;br /&gt;
The bomb detonates, and the world turns to waste &amp;lt;br&amp;gt;&lt;br /&gt;
Barren for all time to come &amp;lt;br&amp;gt;&lt;br /&gt;
The Monoliths burning, the Tomb World destroyed &amp;lt;br&amp;gt;&lt;br /&gt;
Surrender your war, else you&#039;ll perish in flame! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Second attack, Inquisition turning back &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Bombed into the dust &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus &amp;lt;br&amp;gt;&lt;br /&gt;
Strike back! &amp;lt;br&amp;gt;&lt;br /&gt;
Xenos filth will bleed &amp;lt;br&amp;gt;&lt;br /&gt;
Another cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ships painted black, Inquisition turning back &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another, another, another &amp;lt;br&amp;gt;&lt;br /&gt;
Cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Bombed into the dust &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus &amp;lt;br&amp;gt;&lt;br /&gt;
Strike back! &amp;lt;br&amp;gt;&lt;br /&gt;
Xenos filth will bleed &amp;lt;br&amp;gt;&lt;br /&gt;
Another cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Bombed into the dust &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus! &amp;lt;br&amp;gt;&lt;br /&gt;
Strike back! &amp;lt;br&amp;gt;&lt;br /&gt;
Xenos filth will bleed &amp;lt;br&amp;gt;&lt;br /&gt;
Another cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
A cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Carolus Rex===&lt;br /&gt;
All embrace me, it&#039;s my time to rule at last &amp;lt;br&amp;gt;&lt;br /&gt;
10,000 years have I been waiting to sit upon my throne &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No allegiance I will swear no oath&amp;lt;br&amp;gt;&lt;br /&gt;
Crowned by Man, not by the warp as my power is divine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They thought I was too young to rule the land&amp;lt;br&amp;gt;&lt;br /&gt;
Just as they failed to understand&amp;lt;br&amp;gt;&lt;br /&gt;
Born to rule&amp;lt;br&amp;gt;&lt;br /&gt;
My time has come&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was chosen by Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
Say my name when you slay&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
With the Marines my protector&amp;lt;br&amp;gt;&lt;br /&gt;
Make them bow to my will&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Proved in battle, led my men to victory&amp;lt;br&amp;gt;&lt;br /&gt;
No man alive or dead commands me, I answer to my own&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hear my orders, question me and die&amp;lt;br&amp;gt;&lt;br /&gt;
What I say was said on Terra, and so it shall be done&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know I was destined to rule alone&amp;lt;br&amp;gt;&lt;br /&gt;
All for myself I have claimed the throne&amp;lt;br&amp;gt;&lt;br /&gt;
Born to rule&amp;lt;br&amp;gt;&lt;br /&gt;
My time is now&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was chosen by Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
Say my name when you slay&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
With the Marines my protector&amp;lt;br&amp;gt;&lt;br /&gt;
Make them bow to my will&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Onward, Astartes! The Heretics are Here! Crush them and throw them though the gates of the Warp!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All that&#039;s thine shall be mine there&#039;s no stopping me&amp;lt;br&amp;gt;&lt;br /&gt;
All over the galaxy my rule shall be questioned by none&amp;lt;br&amp;gt;&lt;br /&gt;
All I see, give to me, that is my decree&amp;lt;br&amp;gt;&lt;br /&gt;
My will be done&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know I was destined to rule alone&amp;lt;br&amp;gt;&lt;br /&gt;
Just as they failed to understand&amp;lt;br&amp;gt;&lt;br /&gt;
Born to rule&amp;lt;br&amp;gt;&lt;br /&gt;
My time is now&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was chosen by Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
Say my name when you slay&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
With the Marines my protector&amp;lt;br&amp;gt;&lt;br /&gt;
Make them bow to my will&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the Marines my protector&amp;lt;br&amp;gt;&lt;br /&gt;
Make them bow to my will&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Rorke&#039;s Drift===&lt;br /&gt;
&lt;br /&gt;
News that came that morning told that the main force had been slain,&amp;lt;br/&amp;gt;&lt;br /&gt;
Chance for peace and justice gone, and all talks had been in vain&amp;lt;br/&amp;gt;&lt;br /&gt;
Shas&#039;o had been offended and he had gone the path of war&amp;lt;br/&amp;gt;&lt;br /&gt;
Now that fifteen million men are dead, and the Tau are at the door&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Xenos attack,&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight back to back &amp;lt;br/&amp;gt;&lt;br /&gt;
Show them no mercy and&amp;lt;br/&amp;gt;&lt;br /&gt;
FIRST RANK FIRE,&amp;lt;br/&amp;gt;&lt;br /&gt;
SECOND RANK FIRE&amp;lt;br/&amp;gt;&lt;br /&gt;
Facing, awaiting&amp;lt;br/&amp;gt;&lt;br /&gt;
A hostile world, a bastion held, banners unfurled &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
The lines must hold, their story told, Rorke&#039;s Drift controlled&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Later on that fateful day as they head towards the drift,&amp;lt;br/&amp;gt;&lt;br /&gt;
Stacking boxes, fortifying, preparations must be swift&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechs with iridium armor facing uniforms and guns,&amp;lt;br/&amp;gt;&lt;br /&gt;
As the plamsa fire echoes higher, drowning out lasguns&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(chorus)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M41.999, when a few held the line &amp;lt;br/&amp;gt;&lt;br /&gt;
(Back to back, attack, the dead are stacked )&amp;lt;br/&amp;gt;&lt;br /&gt;
When the last stand was made, and Imperium saved &amp;lt;br/&amp;gt;&lt;br /&gt;
(Back to back, attack, the dead are stacked )&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Repeat Chorus)&lt;br /&gt;
&lt;br /&gt;
===Sabaton: 40:1===&lt;br /&gt;
&lt;br /&gt;
Baptized in fire &amp;lt;br/&amp;gt;&lt;br /&gt;
Thousand to one &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So silent before the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Awaiting command &amp;lt;br/&amp;gt;&lt;br /&gt;
A few has been chosen to stand &amp;lt;br/&amp;gt;&lt;br /&gt;
As one outnumbered by far &amp;lt;br/&amp;gt;&lt;br /&gt;
The orders from high command &amp;lt;br/&amp;gt;&lt;br /&gt;
Fight back, hold your ground!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In early September it came&amp;lt;br/&amp;gt;&lt;br /&gt;
A war unknown to the galaxy&amp;lt;br/&amp;gt;&lt;br /&gt;
No heretic may enter that land&amp;lt;br/&amp;gt;&lt;br /&gt;
That is protected by bloody hand&amp;lt;br/&amp;gt;&lt;br /&gt;
Unless you are thousand to one&amp;lt;br/&amp;gt;&lt;br /&gt;
Your force will soon be undone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Baptized in fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Thousand to one&amp;lt;br/&amp;gt;&lt;br /&gt;
Spirit of Emprah&amp;lt;br/&amp;gt;&lt;br /&gt;
Death and glory&amp;lt;br/&amp;gt;&lt;br /&gt;
Marines of Terra&amp;lt;br/&amp;gt;&lt;br /&gt;
Second to none&amp;lt;br/&amp;gt;&lt;br /&gt;
Wrath of the Crusade brought to a halt&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 811 of M37 it starts&amp;lt;br/&amp;gt;&lt;br /&gt;
The rage of Abaddon &amp;lt;br/&amp;gt;&lt;br /&gt;
A barrage of bolters and meltas&amp;lt;br/&amp;gt;&lt;br /&gt;
Stand past, the bunkers will hold&amp;lt;br/&amp;gt;&lt;br /&gt;
The reclusiarch has pledged his life&amp;lt;br/&amp;gt;&lt;br /&gt;
[Thalastian Jorus] I&#039;ll face my fate here!&amp;lt;br/&amp;gt;&lt;br /&gt;
The sound of demolishers&amp;lt;br/&amp;gt;&lt;br /&gt;
So fierce&amp;lt;br/&amp;gt;&lt;br /&gt;
The thunder of arms&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So come, bring on all that you&#039;ve got&amp;lt;br/&amp;gt;&lt;br /&gt;
Come warp, come Matt Ward, never stop&amp;lt;br/&amp;gt;&lt;br /&gt;
Unless you are thousand to one&amp;lt;br/&amp;gt;&lt;br /&gt;
Your lives will soon be undone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Repeat chorus) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always remember, a fallen soldier&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, battle brothers at war&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, a fallen soldier&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, battle brothers at war&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, a fallen soldier&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, buried in history&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No heretic may enter that land&amp;lt;br/&amp;gt;&lt;br /&gt;
That is protected by bloody hand&amp;lt;br/&amp;gt;&lt;br /&gt;
Unless you are thousand to one&amp;lt;br/&amp;gt;&lt;br /&gt;
Your force will soon be undone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Repeat chorus)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No, no, no!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Defence of Moscow===&lt;br /&gt;
As Chaos overrun, Cadia M41 &amp;lt;br/&amp;gt;&lt;br /&gt;
They don&#039;t belong, we stand our ground, a trillion strong &amp;lt;br/&amp;gt;&lt;br /&gt;
We are ready for their strike, face the army of Abaddon &amp;lt;br/&amp;gt;&lt;br /&gt;
A trillion strong, this is our home, they don&#039;t belong &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hear Castellan Creed’s, and the Emperor’s orders &amp;lt;br/&amp;gt;&lt;br /&gt;
Defend the Imperium, Cadia shall not fall! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
Heed your duties call, and brace for the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Cadians will never give in, there is no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
Force them into retreat, and into defeat &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Face the volleys of our guns, for Cadia’s daughters and her sons &amp;lt;br/&amp;gt;&lt;br /&gt;
All the brave, who stand against the traitor wave &amp;lt;br/&amp;gt;&lt;br /&gt;
Hundreds of landing zones, Shock troops returning home &amp;lt;br/&amp;gt;&lt;br /&gt;
Day and night, they&#039;re coming back, to join the fight &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From Kasf Myrak to Kasr Trunch &amp;lt;br/&amp;gt;&lt;br /&gt;
Call of the Emperor, Cadia shall prevail! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
Heed your duties call, and brace for the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Cadians will never give in, there is no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
Force them into retreat, and into defeat &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
Heed your duties call, and brace for the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Cadians will never give in, there is no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
Force them into retreat, and into defeat &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
Heed your duties call, and brace for the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Cadians will never give in, there is no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
Force them into retreat, and into defeat &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stan Ridgeway: Camouflage===&lt;br /&gt;
I was a young guardsmen on a search patrol, huntin&#039; heretics down,&amp;lt;br/&amp;gt;&lt;br /&gt;
It was in the jungle wars on Ghoroi V&amp;lt;br/&amp;gt;&lt;br /&gt;
My lazgun fried and I got stuck way out and all alone&amp;lt;br/&amp;gt;&lt;br /&gt;
And I could hear them heretics moving in close outside&amp;lt;br/&amp;gt;&lt;br /&gt;
Just then I heard a twig snap and I grabbed my broken gun, and I dug in scared while I counted down my fate&amp;lt;br/&amp;gt;&lt;br /&gt;
And then a Space Marine, a Raptor with a pair of friendly eyes, appeared there at my shoulder and said wait&amp;lt;br/&amp;gt;&lt;br /&gt;
When he came in close beside me he said &amp;quot;don&#039;t worry son, I&#039;m here, them heretics want to tangle now they&#039;ll have two to dodge&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
I said well thanks a lot I told him my name and asked him his, and he said my brothers call me camoflauge&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ohh camoflauge, things are never quite the way they seem&amp;lt;br/&amp;gt;&lt;br /&gt;
Ohh camoflauge, I was awfully glad to see this Space Marine&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well I was gonna ask him his home planet, when we heard the &#039;jectiles fly, coming through the woods, and all around my ears&amp;lt;br/&amp;gt;&lt;br /&gt;
It was then I saw this Space Marine light a fire in his eyes, and it was strange but suddenly I forgot my fears&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Well we fought all night and side by side we took our battle stance, and I wondered how the bullets missed this man&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause they seemed to go right through him, just as if he wasn&#039;t there, and in the morning we both took a chance and ran&amp;lt;br/&amp;gt;&lt;br /&gt;
And it was near the river bank where the ambush came on top of us, and it thought it was the end and we were had&amp;lt;br/&amp;gt;&lt;br /&gt;
Then a bolt round with my name on it came buzzing through a bush, and this Space Marine he just caught it with his hand, just like it was a fly&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ohh camoflauge, things are never quite the way they seem&amp;lt;br/&amp;gt;&lt;br /&gt;
Ohh camoflauge, This was an awfully strange Marine&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And I knew there was something weird about him, cause when I heard a crack, he&#039;d pulled a Leman Russ right off its tracks, and squashing them heretics with it&amp;lt;br/&amp;gt;&lt;br /&gt;
From here to kingdom come&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When he led me outta danger I saw HQ and waved goodbye, he just looked at me from the jungle and then was gone&amp;lt;br/&amp;gt;&lt;br /&gt;
And when I got back to my Regiment, I told them about my night, and the battle I spent with a Space Marine named Camoflauge&amp;lt;br/&amp;gt;&lt;br /&gt;
When I said his name the Commisar gulped, and an apothecary took my arm, and led me to big tent on the right&amp;lt;br/&amp;gt;&lt;br /&gt;
He said you may be telling true son, but this here is camoflauge, and he&#039;s been right here since I gave him peace last night&amp;lt;br/&amp;gt;&lt;br /&gt;
But before he went he said Semper Fi and said his only wish, was to save a young Guardsmen caught in a barrage&amp;lt;br/&amp;gt;&lt;br /&gt;
So here take his bolter son, I know he wants you to have it now&amp;lt;br/&amp;gt;&lt;br /&gt;
And we both said a prayer for a Space Marine named camoflauge&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ohh camoflauge, things are never quite the way they seem&amp;lt;br/&amp;gt;&lt;br /&gt;
Ohh camoflauge, This was an awfully strange Marine&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Edgar Allan Poe: The Raven===&lt;br /&gt;
Once upon a battlefield dreary, where I cowered, spent and bleary,&amp;lt;br/&amp;gt;&lt;br /&gt;
Within an Imperial bunker, darkly stained with dust and gore -&amp;lt;br/&amp;gt;&lt;br /&gt;
As I cowered, nearly shuttering, suddenly there came a sputtering&amp;lt;br/&amp;gt;&lt;br /&gt;
As some weapon quickly stuttering - firing at my bunker door.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;`Tis some bolter&amp;quot;, I murmured, &amp;quot;firing at my bunker door -&amp;lt;br/&amp;gt;&lt;br /&gt;
Only this and nothing more.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ah, distinctly I remember, it was in the bleak December,&amp;lt;br/&amp;gt;&lt;br /&gt;
And the brightly burning bastions lit the horizon by the score.&amp;lt;br/&amp;gt;&lt;br /&gt;
Eagerly, on freedom drunker; - vainly had I sought to hunker&amp;lt;br/&amp;gt;&lt;br /&gt;
In this heavy Imperial bunker - with perhaps a tunnel in the floor -&amp;lt;br/&amp;gt;&lt;br /&gt;
A safe and empty fortress with perhaps a tiny tunnel in the floor -&amp;lt;br/&amp;gt;&lt;br /&gt;
Only this and nothing more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the mad raving howling of each distant Space Wolf prowling&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrilled me - filled me with fantastic terrors never felt before.&amp;lt;br/&amp;gt;&lt;br /&gt;
So that now, to the beating of my heart, I stood entreating&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;`Tis some Space Wolf there repeating, firing at my bunker door -&amp;lt;br/&amp;gt;&lt;br /&gt;
Some common Grey Hunter rapid-firing at my bunker door -&amp;lt;br/&amp;gt;&lt;br /&gt;
This it is and nothing more.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Presently my soul grew stronger; hesitating then no longer&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Marine,&amp;quot; said I, &amp;quot;or Scout, your attention I implore;&amp;lt;br/&amp;gt;&lt;br /&gt;
The bunker walls are thick - they are made of tempered brick&amp;lt;br/&amp;gt;&lt;br /&gt;
And your bolters do not nick the slightest scratch or tiny score -&amp;lt;br/&amp;gt;&lt;br /&gt;
Not a dimple, dent, depression, dip, scratch or tiny score -&amp;lt;br/&amp;gt;&lt;br /&gt;
Away now, and fire no more.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then in the bunker slumping, presently I heard a thumping&amp;lt;br/&amp;gt;&lt;br /&gt;
A pounding - rattling many times fiercer than before.&amp;lt;br/&amp;gt;&lt;br /&gt;
And soon I began to screech - the bunker wall grenades did breach;&amp;lt;br/&amp;gt;&lt;br /&gt;
The very gods I did beseech as the ceiling fell upon the floor -&amp;lt;br/&amp;gt;&lt;br /&gt;
Through the wounds poured light which danced upon the floor -&amp;lt;br/&amp;gt;&lt;br /&gt;
Danced amidst the sounds of war.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then at once it stopped the violence - I was left alone with silence&amp;lt;br/&amp;gt;&lt;br /&gt;
Confused, I spied the reason why the shells did drop no more -&amp;lt;br/&amp;gt;&lt;br /&gt;
For as I began to shutter, then with many a flit and flutter&amp;lt;br/&amp;gt;&lt;br /&gt;
A psyber-Raven flew through the clutter to perch above the door -&amp;lt;br/&amp;gt;&lt;br /&gt;
Perched on the two-headed eagle just above the bunker door -&amp;lt;br/&amp;gt;&lt;br /&gt;
Perched and sat and nothing more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this I grew more craven, for the talons of the psyber-Raven&amp;lt;br/&amp;gt;&lt;br /&gt;
Were all over covered with bright red blood and crimson gore.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Wretch!&amp;quot; I cried, &amp;quot;Njal hath lent thee - into this fortress has he sent thee&amp;lt;br/&amp;gt;&lt;br /&gt;
So that remotely may he here be - and this bunker then explore -&amp;lt;br/&amp;gt;&lt;br /&gt;
Scry out my exact location and this bunker then explore -&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quoth the Raven, &amp;quot;Eversor&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, methought, the air grew darker, the bunker now a little starker&amp;lt;br/&amp;gt;&lt;br /&gt;
For the uttered word brought terror as I had never felt before.&amp;lt;br/&amp;gt;&lt;br /&gt;
As for weapons, I knew I had none - no bolter, sword or lasgun;&amp;lt;br/&amp;gt;&lt;br /&gt;
No arms to stop the war&#039;s son fated to break soon through the door -&amp;lt;br/&amp;gt;&lt;br /&gt;
The blood-mad crazed assassin fated to break soon through the door-&amp;lt;br/&amp;gt;&lt;br /&gt;
Quoth the Raven, &amp;quot;Eversor&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Be that word our sign of parting, machine or bird!&amp;quot; I shrieked, upstarting -&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Get thee back into the fire-fight and here spy on me no more!&amp;lt;br/&amp;gt;&lt;br /&gt;
For as you came unbidden - I would otherwise be here hidden -&amp;lt;br/&amp;gt;&lt;br /&gt;
Leave my location in this midden - quit that icon above my door!&amp;lt;br/&amp;gt;&lt;br /&gt;
Take thy shining metal eye, and take thy form from off my door!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Quoth the Raven, &amp;quot;Eversor&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the Raven, never flitting, still is sitting - still is sitting&amp;lt;br/&amp;gt;&lt;br /&gt;
On the pallid two-headed eagle just above the bunker door;&amp;lt;br/&amp;gt;&lt;br /&gt;
His metal eye has all the seeming of a psyker that is scheming,&amp;lt;br/&amp;gt;&lt;br /&gt;
To have my guts lie steaming in a pile upon the floor;&amp;lt;br/&amp;gt;&lt;br /&gt;
And now all hope has left me, crouched here upon the floor&amp;lt;br/&amp;gt;&lt;br /&gt;
I await the Eversor!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Henry the Fifth, Act III Scene I===&lt;br /&gt;
&lt;br /&gt;
Once more unto the boards, Anon, once more,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or close the wall up with our Neckbeard dead!&amp;lt;br/&amp;gt;&lt;br /&gt;
In-game there&#039;s nothing so becomes a man&amp;lt;br/&amp;gt;&lt;br /&gt;
As massive fatness and huge faggotry;&amp;lt;br/&amp;gt;&lt;br /&gt;
But when the /b/last of war brings in the cancer,&amp;lt;br/&amp;gt;&lt;br /&gt;
Then imitate the action of the fatguy;&amp;lt;br/&amp;gt;&lt;br /&gt;
Quote from the rulebooks, summon up the fluff,&amp;lt;br/&amp;gt;&lt;br /&gt;
Disguise fat nature with hard-favour&#039;d RAAAAGE;&amp;lt;br/&amp;gt;&lt;br /&gt;
Then lend the one a terrible aspect;&amp;lt;br/&amp;gt;&lt;br /&gt;
Let it stare until PCs are all dead&amp;lt;br/&amp;gt;&lt;br /&gt;
Like the foul bodak; let the brow o&#039;erwhelm it&amp;lt;br/&amp;gt;&lt;br /&gt;
As fearfully as does a tiefling’s horn&amp;lt;br/&amp;gt;&lt;br /&gt;
Add two charisma to his contorted face,&amp;lt;br/&amp;gt;&lt;br /&gt;
Swirl&#039;d in the wild and wasteful fourth-ed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Now roll the bones and sketch the portraits wide,&amp;lt;br/&amp;gt;&lt;br /&gt;
Dream hard of breasts, that bend up every ‘spirit’&amp;lt;br/&amp;gt;&lt;br /&gt;
To his full height. On, on, you beardyest fatguys,&amp;lt;br/&amp;gt;&lt;br /&gt;
Whose blood is fet from fathers of thin-proof!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fathers that, like so many useless tripfags,&amp;lt;br/&amp;gt;&lt;br /&gt;
Have in these parts from morn till even raged,&amp;lt;br/&amp;gt;&lt;br /&gt;
And saged their threads for lack of argument.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fap not to your mothers; now attest&amp;lt;br/&amp;gt;&lt;br /&gt;
That those whom you call&#039;d fatguys did beget you.&amp;lt;br/&amp;gt;&lt;br /&gt;
Be copy now to men of better games,&amp;lt;br/&amp;gt;&lt;br /&gt;
And show them how you roll. And you, warmachine,&amp;lt;br/&amp;gt;&lt;br /&gt;
Whose limbs are made of pewter, show us here&amp;lt;br/&amp;gt;&lt;br /&gt;
The metal of your minis; let us swear&amp;lt;br/&amp;gt;&lt;br /&gt;
That they are worth their pricetag, which I doubt much;&amp;lt;br/&amp;gt;&lt;br /&gt;
For I see most of you so mean and base,&amp;lt;br/&amp;gt;&lt;br /&gt;
That hath not showered since last Petertide.&amp;lt;br/&amp;gt;&lt;br /&gt;
I see you field warhounds in Apocalypse,&amp;lt;br/&amp;gt;&lt;br /&gt;
Standing upon their foes. The game&#039;s been lost!&amp;lt;br/&amp;gt;&lt;br /&gt;
Follow your spirits, and upon this board&amp;lt;br/&amp;gt;&lt;br /&gt;
Cry, &amp;quot;Rage at Vampire! Magic! And Fourth Ed!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nirvana: Smells Like Teen Spirit===&lt;br /&gt;
&lt;br /&gt;
Load up da trukks&lt;br /&gt;
&lt;br /&gt;
Bring yer boyz&lt;br /&gt;
&lt;br /&gt;
`Kuz we&#039;s haulin&#039;&lt;br /&gt;
&lt;br /&gt;
Out all da toyz&lt;br /&gt;
&lt;br /&gt;
Da `oomies run&lt;br /&gt;
&lt;br /&gt;
Frum dakka gunz&lt;br /&gt;
&lt;br /&gt;
I knows I knows&lt;br /&gt;
&lt;br /&gt;
We&#039;s number one&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO-&lt;br /&gt;
&lt;br /&gt;
Oomies can&#039;t `urt us wit&#039; flamers&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
I squish pinkies wit&#039; my anus &lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
Cuz its choppy&lt;br /&gt;
&lt;br /&gt;
Cuz its bashy&lt;br /&gt;
&lt;br /&gt;
Cuz its dakka&lt;br /&gt;
&lt;br /&gt;
Cuz we&#039;s sneaky&lt;br /&gt;
&lt;br /&gt;
YA&lt;br /&gt;
&lt;br /&gt;
Winnin&#039; is what Orks do best&lt;br /&gt;
&lt;br /&gt;
`Cause by Mork we&#039;s all been bless&#039;d&lt;br /&gt;
&lt;br /&gt;
Our mighty WAAAAAAAGH `as always been&lt;br /&gt;
&lt;br /&gt;
And always will until the end&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO-&lt;br /&gt;
&lt;br /&gt;
Oomies can&#039;t `urt us wit&#039; flamers&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
Now I&#039;m out dere, smashin&#039; faces&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
Cuz its choppy&lt;br /&gt;
&lt;br /&gt;
Cuz its bashy&lt;br /&gt;
&lt;br /&gt;
Cuz its dakka&lt;br /&gt;
&lt;br /&gt;
Cuz we&#039;s sneaky&lt;br /&gt;
&lt;br /&gt;
YA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And I forgitz&lt;br /&gt;
&lt;br /&gt;
Just wot it was&lt;br /&gt;
&lt;br /&gt;
Oh ya, I think a melta bomb&lt;br /&gt;
&lt;br /&gt;
I found it dere&lt;br /&gt;
&lt;br /&gt;
It&#039;s tikkin&#039; now&lt;br /&gt;
&lt;br /&gt;
Oh well, I&#039;ll toss it at doze grots.&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO-&lt;br /&gt;
&lt;br /&gt;
Oomies can&#039;t `urt us wit&#039; flamers&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
I&#039;m outta words, so I&#039;s WAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
Cuz its choppy&lt;br /&gt;
&lt;br /&gt;
Cuz its bashy&lt;br /&gt;
&lt;br /&gt;
Cuz its dakka&lt;br /&gt;
&lt;br /&gt;
Cuz we&#039;s sneaky&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
===David Bowie: Space Oddity (Fleet Command to Captain Tom)===&lt;br /&gt;
Fleet Command to Captain Tom &amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Command to Captain Tom &amp;lt;br&amp;gt;&lt;br /&gt;
Wake your Astropath and turn your Gellars on&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Command to Captain Tom (ten, nine, eight, seven, six)&amp;lt;br&amp;gt;&lt;br /&gt;
Commencing countdown, warp drives on (five, four, three)&amp;lt;br&amp;gt;&lt;br /&gt;
Check ignition, may the Emprah be with you (two, one, liftoff)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is Fleet Command to Captain Tom&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve made it through the warp&amp;lt;br&amp;gt;&lt;br /&gt;
And our intel says the orks ship are out there&amp;lt;br&amp;gt;&lt;br /&gt;
Now they’ll come to engage you if they dare&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is Captain Tom to Fleet Command&amp;lt;br&amp;gt;&lt;br /&gt;
I’m firing on the foe&amp;lt;br&amp;gt;&lt;br /&gt;
And their wrecks float in a most peculiar way&amp;lt;br&amp;gt;&lt;br /&gt;
And the stars look very different today&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For here&amp;lt;br&amp;gt;&lt;br /&gt;
Am I sitting in a tin can&amp;lt;br&amp;gt;&lt;br /&gt;
Far above the world&amp;lt;br&amp;gt;&lt;br /&gt;
The planet there is blue&amp;lt;br&amp;gt;&lt;br /&gt;
And there&#039;s nothing I can do&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though I’ve fired one hundred thousand shells&amp;lt;br&amp;gt;&lt;br /&gt;
I’m under attack still&amp;lt;br&amp;gt;&lt;br /&gt;
And I think my cruiser knows which way to go&amp;lt;br&amp;gt;&lt;br /&gt;
Tell my wife I love her very much, she knows&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fleet Command to Captain Tom&amp;lt;br&amp;gt;&lt;br /&gt;
Your vox&#039;s dead, there&#039;s something wrong&amp;lt;br&amp;gt;&lt;br /&gt;
Can you hear me, Captain Tom?&amp;lt;br&amp;gt;&lt;br /&gt;
Can you hear me, Captain Tom?&amp;lt;br&amp;gt;&lt;br /&gt;
Can you hear me, Captain Tom?&amp;lt;br&amp;gt;&lt;br /&gt;
Can you &amp;quot;Here am I floating &#039;round my tin can&amp;lt;br&amp;gt;&lt;br /&gt;
Far above the moon&amp;lt;br&amp;gt;&lt;br /&gt;
Boarders they are green&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing left but to make them bleed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sailor Tau===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fire caste by moonlight&amp;lt;br/&amp;gt;&lt;br /&gt;
Water caste by daylight&amp;lt;br/&amp;gt;&lt;br /&gt;
Never running from a real fight&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
She will...never turn her back on a friend&amp;lt;br/&amp;gt;&lt;br /&gt;
She is... always there to defend&amp;lt;br/&amp;gt;&lt;br /&gt;
She is...the one on whom we can depend&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor.....&amp;lt;br/&amp;gt;&lt;br /&gt;
.... Sailor Broadside&amp;lt;br/&amp;gt;&lt;br /&gt;
.... Sailor Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
.... Sailor Crisis&amp;lt;br/&amp;gt;&lt;br /&gt;
..... Sailor Drone&amp;lt;br/&amp;gt;&lt;br /&gt;
With cosmic secrets&amp;lt;br/&amp;gt;&lt;br /&gt;
All so new to her&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
fire caste by moonlight&amp;lt;br/&amp;gt;&lt;br /&gt;
Water caste by daylight&amp;lt;br/&amp;gt;&lt;br /&gt;
With her Sailor Shas&#039;o to help fight&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one . . . Sailor Tau!!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Coolio: Gangsta&#039;s Paradise===&lt;br /&gt;
&lt;br /&gt;
As I browse through the minis of my local games store&amp;lt;br/&amp;gt;&lt;br /&gt;
I took a look at my life and realized I’m very poor&amp;lt;br/&amp;gt;&lt;br /&gt;
But that&#039;s just perfect for an fa/tg/uy like me&amp;lt;br/&amp;gt;&lt;br /&gt;
You know, I bought that space marine battle company&amp;lt;br/&amp;gt; &lt;br /&gt;
At 4:30 in the morning dice are rolling&amp;lt;br/&amp;gt;&lt;br /&gt;
PCs are dying the whole session railroading... fools&amp;lt;br/&amp;gt;&lt;br /&gt;
And I&#039;ve been plannin&#039; and ragin’ so long that&amp;lt;br/&amp;gt;&lt;br /&gt;
Even my mother thinks that my mind is gone&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m a man of the die, I&#039;ve passed my knowledge check&amp;lt;br/&amp;gt;&lt;br /&gt;
Got a codex in my hand and a beard on my neck&amp;lt;br/&amp;gt;&lt;br /&gt;
But if I finish all my painting and if you get Matt&amp;lt;br/&amp;gt;&lt;br /&gt;
Then tonight I am putting on my wizard robes and hat.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We been spending most our lives&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ve done FATAL once or twice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s hard work in rolling dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We buy minis at high price&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A local boy made a Mary Sue last week&amp;lt;br/&amp;gt;&lt;br /&gt;
I just approved it and saved my mad critique&amp;lt;br/&amp;gt;&lt;br /&gt;
I really don’t mind, I didn’t even rage&amp;lt;br/&amp;gt;&lt;br /&gt;
‘cause I dumped the Lady of Pain on him, flaying his mage.&amp;lt;br/&amp;gt;&lt;br /&gt;
But I ain&#039;t never punched weeaboos even if they deserved it&amp;lt;br/&amp;gt;&lt;br /&gt;
A fa/tg/uy with a tool? You know that’s unheard of&amp;lt;br/&amp;gt; &lt;br /&gt;
I’m obese and smelly but have the best army&amp;lt;br/&amp;gt;&lt;br /&gt;
And my homies agree, it did win the tourney...fools&amp;lt;br/&amp;gt;&lt;br /&gt;
If you’re here for stories, you&#039;ll be wrecked in tears&amp;lt;br/&amp;gt;&lt;br /&gt;
We have C.S Goto raping well known canon with shears&amp;lt;br/&amp;gt;&lt;br /&gt;
But we ain&#039;t really quaint, so please don&#039;t point and stare&amp;lt;br/&amp;gt;&lt;br /&gt;
We are just autistically impaired&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s chainfists, chainswords, and lightning claws&amp;lt;br/&amp;gt;&lt;br /&gt;
In our life hobby&amp;lt;br/&amp;gt;&lt;br /&gt;
Like Cthulhu Mythos&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s as grim an’ dark as can be&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We been spending most our lives&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re just fat and nerdy guys&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s no greater sin and vice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We all fight, by rolling dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hitchin&#039; up a game group, churnin&#039; out new content&amp;lt;br/&amp;gt;&lt;br /&gt;
Made a game on Sunday, soon I&#039;ll make another&amp;lt;br/&amp;gt;&lt;br /&gt;
Think you’re pimp at rollplay? Think you can roleplay?&amp;lt;br/&amp;gt;&lt;br /&gt;
I know I’m a million times more playa then you gay frey&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m the neckbeard guy the young Gygaxes wanna be like&amp;lt;br/&amp;gt;&lt;br /&gt;
In the store day and night rollin’ paragon mad soulknife&amp;lt;br/&amp;gt;&lt;br /&gt;
So don&#039;t be vain and don&#039;t be whiny&amp;lt;br/&amp;gt;&lt;br /&gt;
Or else, weeaboo, I might declare Exterminatus on your army&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We been spending most our lives&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re all crazy max/min-ites&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We all dare to fantasize&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re all virgins who roll dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blue Oyster Cult: Black Blade===&lt;br /&gt;
I was on a mission to fight for the Greater Good&amp;lt;br&amp;gt;&lt;br /&gt;
But this here Dawn Blade at my side don&#039;t act the way it should&amp;lt;br&amp;gt;&lt;br /&gt;
Keeps calling me it&#039;s Shas&#039;O when I feel more like it&#039;s Gue&#039;la&amp;lt;br&amp;gt;&lt;br /&gt;
And it keeps dragging me faster and faster to an early grave, yeah&amp;lt;br&amp;gt;&lt;br /&gt;
And it howls! It howls like hell!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m told it&#039;s my duty to fight against them all&amp;lt;br&amp;gt;&lt;br /&gt;
That warring is my trade and I was born to wade through gore&amp;lt;br&amp;gt;&lt;br /&gt;
I just want to be a lover, not a blue-skinned screaming ghoul&amp;lt;br&amp;gt;&lt;br /&gt;
I wish it&#039;d picked another to be it&#039;s killing tool&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Forged a million years ago&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Killing so it&#039;s power can grow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s death from the beginning to the end of time&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;m the Tau&#039;s champion, or is that just part of it&#039;s grand designs?&amp;lt;br&amp;gt;&lt;br /&gt;
And whole worlds are dying, and the burden&#039;s mine&amp;lt;br&amp;gt;&lt;br /&gt;
And the Dawn Blade keeps on killing, &#039;til the end of time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Bringing chaos to the world we know&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
And it&#039;s using me to kill my friends&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Growing stronger so the galaxy will end&amp;lt;br&amp;gt;&lt;br /&gt;
Forcing my mind to bend and bend&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I am the Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Forged a million billion years ago&amp;lt;br&amp;gt;&lt;br /&gt;
My cosmic soul goes on for eternity&amp;lt;br&amp;gt;&lt;br /&gt;
Carving out destiny&amp;lt;br&amp;gt;&lt;br /&gt;
Bringing in the Lords of Chaos&amp;lt;br&amp;gt;&lt;br /&gt;
Bringing up the Beasts of the Immaterium&amp;lt;br&amp;gt;&lt;br /&gt;
Sucking out the souls of heroes&amp;lt;br&amp;gt;&lt;br /&gt;
Laying waste to the Imperium&amp;lt;br&amp;gt;&lt;br /&gt;
My master is my slave&amp;lt;br&amp;gt;&lt;br /&gt;
Hahaahahahahahahahaha!&amp;lt;br&amp;gt;&lt;br /&gt;
You poor fucking Tau&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;Twas The Night Before Emperor&#039;s Day===&lt;br /&gt;
&lt;br /&gt;
&#039;Twas the night before Emperor&#039;s Day,&amp;lt;br&amp;gt;&lt;br /&gt;
and he fought all alone,&amp;lt;br&amp;gt;&lt;br /&gt;
in a four foot deep trench&amp;lt;br&amp;gt;&lt;br /&gt;
lined with plasteel and stone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I was traveling the warp&amp;lt;br&amp;gt;&lt;br /&gt;
with gifts for the land,&amp;lt;br&amp;gt;&lt;br /&gt;
when I saw this lone guardsman&amp;lt;br&amp;gt;&lt;br /&gt;
making his brave stand.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I looked all about,&amp;lt;br&amp;gt;&lt;br /&gt;
I looked near and far,&amp;lt;br&amp;gt;&lt;br /&gt;
no Chimera, no Basilisk,&amp;lt;br&amp;gt;&lt;br /&gt;
nor Techpriest or Commissar.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
No Sergeant yelled orders&amp;lt;br&amp;gt;&lt;br /&gt;
to this guardsman - no backing&amp;lt;br&amp;gt;&lt;br /&gt;
to fight this ridge full of xeno&amp;lt;br&amp;gt;&lt;br /&gt;
formed from pure evil, attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His armor in tatters,&amp;lt;br&amp;gt;&lt;br /&gt;
his eyes nearly blind,&amp;lt;br&amp;gt;&lt;br /&gt;
A sobering truth&amp;lt;br&amp;gt;&lt;br /&gt;
raced through my mind.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His position was doomed,&amp;lt;br&amp;gt;&lt;br /&gt;
was my only thought&amp;lt;br&amp;gt;&lt;br /&gt;
and this soldier&#039;s brave stand&amp;lt;br&amp;gt;&lt;br /&gt;
would all be for naught.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The guardsman stared unblinking,&amp;lt;br&amp;gt;&lt;br /&gt;
silent and alone,&amp;lt;br&amp;gt;&lt;br /&gt;
his lasrifle at the ready&amp;lt;br&amp;gt;&lt;br /&gt;
against his shoulder bone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His gaze was so calm&amp;lt;br&amp;gt;&lt;br /&gt;
in the face of calamity,&amp;lt;br&amp;gt;&lt;br /&gt;
the perfect picture of&amp;lt;br&amp;gt;&lt;br /&gt;
a guardsman of humanity.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Who was this brave hero&amp;lt;br&amp;gt;&lt;br /&gt;
whose position I&#039;d spied,&amp;lt;br&amp;gt;&lt;br /&gt;
warring against&amp;lt;br&amp;gt;&lt;br /&gt;
this unstoppable tide?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I now knew that all humans&amp;lt;br&amp;gt;&lt;br /&gt;
I would see this night,&amp;lt;br&amp;gt;&lt;br /&gt;
owed their lives to these guardsmen&amp;lt;br&amp;gt;&lt;br /&gt;
who were willing to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Soon all round the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
the children would play,&amp;lt;br&amp;gt;&lt;br /&gt;
and grownups would praise&amp;lt;br&amp;gt;&lt;br /&gt;
the bright Emperor&#039;s Day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
They all lived their lives&amp;lt;br&amp;gt;&lt;br /&gt;
every month of the year,&amp;lt;br&amp;gt;&lt;br /&gt;
Because of brave guardsmen&amp;lt;br&amp;gt;&lt;br /&gt;
like the one standing here.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A tear came to my eye&amp;lt;br&amp;gt;&lt;br /&gt;
for those who stood alone,&amp;lt;br&amp;gt;&lt;br /&gt;
on a cold Emperor&#039;s Day Eve&amp;lt;br&amp;gt;&lt;br /&gt;
on a planet far from home.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Their great sacrifices&amp;lt;br&amp;gt;&lt;br /&gt;
I could never betray&amp;lt;br&amp;gt;&lt;br /&gt;
So I drew my burning sword&amp;lt;br&amp;gt;&lt;br /&gt;
to join in the fray&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The soldier did turn&amp;lt;br&amp;gt;&lt;br /&gt;
and I heard a rough voice.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;My Emperor, rest easy,&amp;lt;br&amp;gt;&lt;br /&gt;
this death is my choice;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I fight for a freedom&amp;lt;br&amp;gt;&lt;br /&gt;
that may never be found,&amp;lt;br&amp;gt;&lt;br /&gt;
but not ever shall I waver&amp;lt;br&amp;gt;&lt;br /&gt;
on Your sacred ground.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then the Guardsman turned&amp;lt;br&amp;gt;&lt;br /&gt;
to face the incursions&amp;lt;br&amp;gt;&lt;br /&gt;
of the foul xenos and&amp;lt;br&amp;gt;&lt;br /&gt;
their unholy perversions&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I kept watch for hours,&amp;lt;br&amp;gt;&lt;br /&gt;
until the night was still&amp;lt;br&amp;gt;&lt;br /&gt;
and the guardsman lay broken&amp;lt;br&amp;gt;&lt;br /&gt;
on the bloody red hill.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I could not just leave&amp;lt;br&amp;gt;&lt;br /&gt;
on that cold grim dark night,&amp;lt;br&amp;gt;&lt;br /&gt;
this guardian of honor&amp;lt;br&amp;gt;&lt;br /&gt;
so willing to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
And as the guardsman lay dying,&amp;lt;br&amp;gt;&lt;br /&gt;
his soul strong and pure,&amp;lt;br&amp;gt;&lt;br /&gt;
he cried, &amp;quot;Ave Imperator!&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s Emperor&#039;s Day! This world is secure!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I kneeled before the fallen,&amp;lt;br&amp;gt;&lt;br /&gt;
A great victory he&#039;d won.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Happy Emperor&#039;s Day my guardsman,&amp;lt;br&amp;gt;&lt;br /&gt;
rest in peace, my son.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Daniel Decateur Emmett: Dixie Land===&lt;br /&gt;
No one knows how this all started&amp;lt;br&amp;gt;&lt;br /&gt;
But it don&#039;t surprise us empty-hearted-&amp;lt;br&amp;gt;&lt;br /&gt;
Get Away! Get Away! Get Away, xenos scum!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When those came up in that ole half-track&amp;lt;br&amp;gt;&lt;br /&gt;
We found the nerve to now push back!&amp;lt;br&amp;gt;&lt;br /&gt;
Get Away! Get Away! Get Away, xenos scum!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Advance the flag there trooper! Hoorah! Hoorah!&amp;lt;br&amp;gt;&lt;br /&gt;
On far off lands we&#039;ll take our stand-&amp;lt;br&amp;gt;&lt;br /&gt;
And not die bloody cowards!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To arms! To arms! And purge the fuckin&#039; xenos!&amp;lt;br&amp;gt;&lt;br /&gt;
To arms! To arms! And purge the fuckin&#039; xenos!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now John Fuklaw was an awesome sight,&amp;lt;br&amp;gt;&lt;br /&gt;
And rallied us into the fight!&amp;lt;br&amp;gt;&lt;br /&gt;
To arms! To arms! To arms! Fire away!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
And Raepfist cut a bloody swathe&amp;lt;br&amp;gt;&lt;br /&gt;
and Conrad Raege had to laugh and scoff&amp;lt;br&amp;gt;&lt;br /&gt;
Push on! Push on! Push on! Valiant men.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Bring up that flamer trooper! Hoorah! Hoorah!&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s give &#039;em hell, and then die well!&amp;lt;br&amp;gt;&lt;br /&gt;
In service to the Emprah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Advance! Advance! They&#039;re no match for us trooper!&amp;lt;br&amp;gt;&lt;br /&gt;
Advance! Advance! Ave Imperator!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
OH I love to serve the Emprah! Hoorah! HOORAH!&amp;lt;br&amp;gt;&lt;br /&gt;
On his holy land I&#039;ll take my stand-&amp;lt;br&amp;gt;&lt;br /&gt;
To fight on for the Emprah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! Praise be to Holy Terra!&amp;lt;br&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! Praise the Immoooooooortal Emprah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trey Parker: Everyone Has Aids (Team America: World Police)===&lt;br /&gt;
Everyone has WARP&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP! WARP! WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP WARP WARP WARP, WARP WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
Everyone has WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so this is the end of our story&amp;lt;br/&amp;gt;&lt;br /&gt;
And everyone is dead from WARP.&amp;lt;br/&amp;gt;&lt;br /&gt;
It took from me my favorite son&amp;lt;br/&amp;gt;&lt;br /&gt;
My only true Warmaster&amp;lt;br/&amp;gt;&lt;br /&gt;
My conqueror of bright stars&amp;lt;br/&amp;gt;&lt;br /&gt;
(He got WARPed)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well I&#039;m gonna march on Terra!&amp;lt;br/&amp;gt;&lt;br /&gt;
Lead the Astartes and charge the brigades!&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s a Daemon inside of all of us...&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ll make them see, everyone has WARP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My Commissar!&amp;lt;br/&amp;gt;&lt;br /&gt;
(WARP!)&amp;lt;br/&amp;gt;&lt;br /&gt;
My Astropath!&amp;lt;br/&amp;gt;&lt;br /&gt;
(WARP!)&amp;lt;br/&amp;gt;&lt;br /&gt;
My Chaplain and Librarian and Captain!&amp;lt;br/&amp;gt;&lt;br /&gt;
(WARP! WARP! WARP!)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Xenos and witch, and the mutant and psyker!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone has WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
My techpriest and my squig Old Blue&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP! WARP! WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Primarch&#039;s got it and so do you!&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP WARP WARP WARP, WARP WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on everybody we got purgin&#039; to do!&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s time to exterminate these worlds everyone has&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
(WARP!)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Don McLean: American Pie===&lt;br /&gt;
A long, long time ago...&amp;lt;br&amp;gt;&lt;br /&gt;
I can still remember&amp;lt;br&amp;gt;&lt;br /&gt;
How that cultist used to make me smile.&lt;br /&gt;
&lt;br /&gt;
And I knew if I had my chance&amp;lt;br&amp;gt;&lt;br /&gt;
That I could make those xenos dance&amp;lt;br&amp;gt;&lt;br /&gt;
And, maybe, they’d be purged for a while.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But February made me shiver&amp;lt;br&amp;gt;&lt;br /&gt;
With every bolt round I’d deliver.&lt;br /&gt;
Heresy on the doorstep,&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn’t take one more step.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I can’t remember if I wrrryed&amp;lt;br&amp;gt;&lt;br /&gt;
When I read about his lolcron bride,&amp;lt;br&amp;gt;&lt;br /&gt;
But something touched me deep inside&amp;lt;br&amp;gt;&lt;br /&gt;
The day the music died.&lt;br /&gt;
&lt;br /&gt;
So die die, from the flames in the sky,&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Did you write the litanies of hate,&amp;lt;br&amp;gt;&lt;br /&gt;
And do you live in the EMPRAH&#039;S faith,&amp;lt;br&amp;gt;&lt;br /&gt;
If the Codex tells you so?&amp;lt;br&amp;gt;&lt;br /&gt;
Do you believe in rock ’n roll,&amp;lt;br&amp;gt;&lt;br /&gt;
Can crack cocaine save your heretic soul,&amp;lt;br&amp;gt;&lt;br /&gt;
And can you teach me how to wrrrry real slow?&lt;br /&gt;
&lt;br /&gt;
Well, I know that you’re in love with him&amp;lt;br&amp;gt;&lt;br /&gt;
`cause I saw you dancin’ in the gym.&amp;lt;br&amp;gt;&lt;br /&gt;
You both kicked off your boots.&amp;lt;br&amp;gt;&lt;br /&gt;
Man, I dig those rhythmic blues.&lt;br /&gt;
&lt;br /&gt;
I was a lonely teenaged scout marine&amp;lt;br&amp;gt;&lt;br /&gt;
With a camo cloak colored brown and green&amp;lt;br&amp;gt;&lt;br /&gt;
I knew to see but not be seen&amp;lt;br&amp;gt;&lt;br /&gt;
The day the music died.&amp;lt;br&amp;gt;&lt;br /&gt;
I started singin’,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now since M.30 we’ve been on our own&amp;lt;br&amp;gt;&lt;br /&gt;
And heresy grows fat on a rollin’ stone,&amp;lt;br&amp;gt;&lt;br /&gt;
But that’s not how it used to be.&amp;lt;br&amp;gt;&lt;br /&gt;
When the harlequin sang with the noise marine,&amp;lt;br&amp;gt;&lt;br /&gt;
In a coat he borrowed from James Dean&amp;lt;br&amp;gt;&lt;br /&gt;
And a voice that came from you and me,&lt;br /&gt;
&lt;br /&gt;
Oh, and while Lord Tzeentch was looking down,&amp;lt;br&amp;gt;&lt;br /&gt;
A loota boy stole his JUST AS PLANNED crown.&amp;lt;br&amp;gt;&lt;br /&gt;
The classroom was adjourned;&amp;lt;br&amp;gt;&lt;br /&gt;
No grade report was returned.&amp;lt;br&amp;gt;&lt;br /&gt;
And while Kharn raged about METAL BOX,&amp;lt;br&amp;gt;&lt;br /&gt;
Macha tried to get some in the park,&amp;lt;br&amp;gt;&lt;br /&gt;
And we rolled sixes in the dark&amp;lt;br&amp;gt;&lt;br /&gt;
The day the music died.&amp;lt;br&amp;gt;&lt;br /&gt;
We were singing,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Helter skelter in a summer swelter,&amp;lt;br&amp;gt;&lt;br /&gt;
The birds flew off the Exterminatus shelter&amp;lt;br&amp;gt;&lt;br /&gt;
Eight miles high and falling fast.&amp;lt;br&amp;gt;&lt;br /&gt;
Nurgle-tan let loose a cloud of gas.&amp;lt;br&amp;gt;&lt;br /&gt;
Macha still couldn&#039;t get no ass,&amp;lt;br&amp;gt;&lt;br /&gt;
With old Failbaddon in a cast.&lt;br /&gt;
&lt;br /&gt;
Now Cultist-chan wore cheap perfume&amp;lt;br&amp;gt;&lt;br /&gt;
While Doomrider played a Slaaneshi tune.&amp;lt;br&amp;gt;&lt;br /&gt;
We all got up to dance,&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, but we never got the chance!&amp;lt;br&amp;gt;&lt;br /&gt;
The Angry Marines tried to take the field;&amp;lt;br&amp;gt;&lt;br /&gt;
The Emperors Children refused to yield.&amp;lt;br&amp;gt;&lt;br /&gt;
Do you recall what was revealed&lt;br /&gt;
The day the music died?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We started singing,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
Them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
And singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oh, and there we were all in one place,&amp;lt;br&amp;gt;&lt;br /&gt;
All GRIMDARK and lost in space,&amp;lt;br&amp;gt;&lt;br /&gt;
With no time left to start again.&amp;lt;br&amp;gt;&lt;br /&gt;
So come on: Jack be nimble, Jack be quick!&amp;lt;br&amp;gt;&lt;br /&gt;
Candlejack sat on a can-&amp;lt;br&amp;gt;&lt;br /&gt;
Cause fire is the devil’s only friend.&lt;br /&gt;
&lt;br /&gt;
Oh, and as I watched him on the stage&amp;lt;br&amp;gt;&lt;br /&gt;
My hands were clenched in fists of rage.&amp;lt;br&amp;gt;&lt;br /&gt;
No angel born in hell&amp;lt;br&amp;gt;&lt;br /&gt;
Could break that daemon’s spell.&amp;lt;br&amp;gt;&lt;br /&gt;
And as I purged her in the night&amp;lt;br&amp;gt;&lt;br /&gt;
To show her the emperors shining light,&amp;lt;br&amp;gt;&lt;br /&gt;
I saw Eldrad laughing with delight&amp;lt;br&amp;gt;&lt;br /&gt;
The day the music died.&lt;br /&gt;
&lt;br /&gt;
He was singing,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
Them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
And singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I met a farseer whose love did bloom&amp;lt;br&amp;gt;&lt;br /&gt;
And I asked her for some happy news,&amp;lt;br&amp;gt;&lt;br /&gt;
But she just smiled and turned away.&amp;lt;br&amp;gt;&lt;br /&gt;
I went down to the wargear store&amp;lt;br&amp;gt;&lt;br /&gt;
Where I’d heard the music years before,&amp;lt;br&amp;gt;&lt;br /&gt;
But the techpriests said the music wouldn’t play.&lt;br /&gt;
&lt;br /&gt;
Hand een thee stweets: thee childwen scweamed,&amp;lt;br&amp;gt;&lt;br /&gt;
Thee lovers cwied, and thee poeets dweamed.&amp;lt;br&amp;gt;&lt;br /&gt;
But not a hword hwas spoken;&amp;lt;br&amp;gt;&lt;br /&gt;
Thee chyurch bells all were broken.&amp;lt;br&amp;gt;&lt;br /&gt;
Hand thee thwee men Ay hadmire most:&amp;lt;br&amp;gt;&lt;br /&gt;
Thee father, son, hand thee holy ghost,&amp;lt;br&amp;gt;&lt;br /&gt;
They captyoored thee lhast train fooor thee coast&amp;lt;br&amp;gt;&lt;br /&gt;
Thee day thee myoosick died.&lt;br /&gt;
&lt;br /&gt;
And they were singing,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Theme from Mighty Morphin Power Rangers===&lt;br /&gt;
[Immortal God-Emperor of Mankind]: &amp;quot;Inquisitor! Heretics, Xenos, and Mutants are abound! Recruit a team of Acolytes with attitude!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
[Inquisitor]: &amp;quot;Ayayayayay!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They&#039;ve got, a power and a faith that you&#039;ve never seen before!&amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;ve got, the ability to smite and to even up the score!&amp;lt;br/&amp;gt;&lt;br /&gt;
No Grot, can ever take them down! The Emprah lies on their side!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! The Mighty Inquisiting Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They know, the fate of Holy Terra&#039;s lying in their hands!&amp;lt;br/&amp;gt;&lt;br /&gt;
They know, to always use their weapons at the first chance!&amp;lt;br/&amp;gt;&lt;br /&gt;
No Cult will ever take them down! The Emprah lies on their side!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! The Mighty Inquisiting Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Unclean, can never take them down! The Emprah lies on their side!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! The Mighty Inquisiting Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;And the band played &#039;Fight on, the Navy&#039;(And the Band Played &#039;Waltzing Matilda&#039;)&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
When I was a young man I flew in a ship,&amp;lt;br&amp;gt;&lt;br /&gt;
And lived the free life of a scouter.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Twin Star of Aphor to the Aquila Rift,&amp;lt;br&amp;gt;&lt;br /&gt;
I danced my old scoutship all over.&amp;lt;br&amp;gt;&lt;br /&gt;
Then in nought-oh-fifteen, the Emp-ror said &amp;quot;Son, &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s time time to stop scoutin&#039;, there&#039;s work to be done.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
So they gave me a rank bar,&amp;lt;br&amp;gt;&lt;br /&gt;
A Cruiser, a gun,&amp;lt;br&amp;gt;&lt;br /&gt;
And they sent me away to the War.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the band played &#039;Fight on, the Navy&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As we boarded the Santa Maree,&amp;lt;br&amp;gt;&lt;br /&gt;
And amidst all the cheers,&amp;lt;br&amp;gt;&lt;br /&gt;
the cannonade and tears,&amp;lt;br&amp;gt;&lt;br /&gt;
we left for Bellerophon III.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How well I remember the sight I saw then,&amp;lt;br&amp;gt;&lt;br /&gt;
the proud Navy cut down and shattered.&amp;lt;br&amp;gt;&lt;br /&gt;
And how in the hell that they called Lagrange Ten,&amp;lt;br&amp;gt;&lt;br /&gt;
We were butchered like poor bloody cattle.&amp;lt;br&amp;gt;&lt;br /&gt;
Old Boney was ready, he&#039;d primed himself well,&amp;lt;br&amp;gt;&lt;br /&gt;
he cut us with Lances, and broke us with shell.&amp;lt;br&amp;gt;&lt;br /&gt;
And in five minutes flat,&amp;lt;br&amp;gt;&lt;br /&gt;
he had blown us to hell,&amp;lt;br&amp;gt;&lt;br /&gt;
nearly blew me right back to Agrippa.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the Vox played &#039;Fight on, the Navy&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
as we formed up and counted the slain.&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;d lost half of ours,&amp;lt;br&amp;gt;&lt;br /&gt;
for a handful of theirs,&amp;lt;br&amp;gt;&lt;br /&gt;
but we charged right on back in again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now us that were left, well, we tried to survive,&amp;lt;br&amp;gt;&lt;br /&gt;
in a mad world of lanceshot and boarders.&amp;lt;br&amp;gt;&lt;br /&gt;
And for nine minutes ten I kept my boys alive,&amp;lt;br&amp;gt;&lt;br /&gt;
as around me our numbers grew lesser.&amp;lt;br&amp;gt;&lt;br /&gt;
Then a whole mess of guardsmen stormed onto the bridge,&amp;lt;br&amp;gt;&lt;br /&gt;
they shot down old Kelley, the Nav and the Kid,&amp;lt;br&amp;gt;&lt;br /&gt;
and for some bloody reason, they just let me live.&amp;lt;br&amp;gt;&lt;br /&gt;
Never knew there were worse things than dying.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For I&#039;ll do no more dancing my scouter,&amp;lt;br&amp;gt;&lt;br /&gt;
I thought as I ran for the pod,&amp;lt;br&amp;gt;&lt;br /&gt;
for a scout can&#039;t feel dread,&amp;lt;br&amp;gt;&lt;br /&gt;
he&#039;s got more balls than head,&amp;lt;br&amp;gt;&lt;br /&gt;
and that&#039;s one thing a coward ain&#039;t got.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The handful of pods left I gathered to me,&amp;lt;br&amp;gt;&lt;br /&gt;
and we left like a bolt from a barrel.&amp;lt;br&amp;gt;&lt;br /&gt;
A dozen survivors of two-million-odd men,&amp;lt;br&amp;gt;&lt;br /&gt;
the Grand Fleet of Admiral Karil.&amp;lt;br&amp;gt;&lt;br /&gt;
And as we all dove into Catan&#039;s dock ring,&amp;lt;br&amp;gt;&lt;br /&gt;
and the three from the Mada all started to sing,&amp;lt;br&amp;gt;&lt;br /&gt;
the thought of my men,&amp;lt;br&amp;gt;&lt;br /&gt;
had a horrible sting,&amp;lt;br&amp;gt;&lt;br /&gt;
for not one had lived through the battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the band played &#039;Fight on , the Navy&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
for the wives of the men of Catan,&amp;lt;br&amp;gt;&lt;br /&gt;
Nobody cheered,&amp;lt;br&amp;gt;&lt;br /&gt;
they just saw us and stared,&amp;lt;br&amp;gt;&lt;br /&gt;
and then, the crying began.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And now every march day I sit in the crowd,&amp;lt;br&amp;gt;&lt;br /&gt;
and watch the young guardsmen walk on then.&amp;lt;br&amp;gt;&lt;br /&gt;
I wonder to myself, not speaking aloud,&amp;lt;br&amp;gt;&lt;br /&gt;
why there&#039;s not one vet&#039;ran with them.&amp;lt;br&amp;gt;&lt;br /&gt;
The young men march stiffly, all upright with pride,&amp;lt;br&amp;gt;&lt;br /&gt;
they&#039;re all brave young soldiers with nothing to hide.&amp;lt;br&amp;gt;&lt;br /&gt;
And then one kid asks,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is that how daddy died?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
And I don&#039;t have the courage to tell him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the band plays &#039;Fight on, the Navy&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
As I answer my question before.&amp;lt;br&amp;gt;&lt;br /&gt;
If the march they could give,&amp;lt;br&amp;gt;&lt;br /&gt;
to the men who had lived,&amp;lt;br&amp;gt;&lt;br /&gt;
not one man would dare march at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dancin&#039; my scouter, dancin&#039; my scouter,&amp;lt;br&amp;gt;&lt;br /&gt;
who&#039;ll come a-dancin&#039; my scouter with me?&amp;lt;br&amp;gt;&lt;br /&gt;
And their ghosts may be heard as you dance on by Bellerophon,&amp;lt;br&amp;gt;&lt;br /&gt;
who&#039;ll come a-dancin&#039; my scouter with me?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gilbert and Sullivan: A British Tar===&lt;br /&gt;
&lt;br /&gt;
A Space Marine is a soaring soul,&amp;lt;br&amp;gt;&lt;br /&gt;
Far greater than a mortal man,&amp;lt;br&amp;gt;&lt;br /&gt;
His energetic fist should be ready to resist&amp;lt;br&amp;gt;&lt;br /&gt;
Any heretical plan.&amp;lt;br&amp;gt;&lt;br /&gt;
His nose should pant,&amp;lt;br&amp;gt;&lt;br /&gt;
and his lip should curl,&amp;lt;br&amp;gt;&lt;br /&gt;
His cheeks should flame,&amp;lt;br&amp;gt;&lt;br /&gt;
and his brow should furl,&amp;lt;br&amp;gt;&lt;br /&gt;
His bosom should heave,&amp;lt;br&amp;gt;&lt;br /&gt;
and his hearts should glow,&amp;lt;br&amp;gt;&lt;br /&gt;
And his fist be ever ready for a knock-down blow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His nose should pant and his lip should curl,&amp;lt;br&amp;gt;&lt;br /&gt;
His cheeks should flame and his brow should furl,&amp;lt;br&amp;gt;&lt;br /&gt;
His bosom should heave and his hearts should glow,&amp;lt;br&amp;gt;&lt;br /&gt;
And his fist be ever ready for a knock-down blow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His eyes should flash with an inborn fire,&amp;lt;br&amp;gt;&lt;br /&gt;
His brow with scorn be wrung;&amp;lt;br&amp;gt;&lt;br /&gt;
He never should bow down to a filthy xenos frown,&amp;lt;br&amp;gt;&lt;br /&gt;
Or the tang of a traitor tongue.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His foot should stamp,&amp;lt;br&amp;gt;&lt;br /&gt;
and his throat should growl,&amp;lt;br&amp;gt;&lt;br /&gt;
His sword should twirl,&amp;lt;br&amp;gt;&lt;br /&gt;
and his face should scowl,&amp;lt;br&amp;gt;&lt;br /&gt;
His eyes should flash like a conqueror&amp;lt;br&amp;gt;&lt;br /&gt;
And he should ever bellow &amp;quot;for the Emperor!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His foot should stamp, and his throat should growl,&amp;lt;br&amp;gt;&lt;br /&gt;
His sword should twirl, and his face should scowl;&amp;lt;br&amp;gt;&lt;br /&gt;
His eyes should flash like a conqueror,&amp;lt;br&amp;gt;&lt;br /&gt;
And he should ever bellow &amp;quot;for the Emperor!&amp;quot;, the Emperor, the Emperor, the Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dio: Holy Diver===&lt;br /&gt;
&lt;br /&gt;
Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ve been out too long in the warzone&amp;lt;br&amp;gt;&lt;br /&gt;
Oh it&#039;s jamming again&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Ride the Tank&amp;lt;br&amp;gt;&lt;br /&gt;
You can see its hull but you know it&#039;s clean.&amp;lt;br&amp;gt;&lt;br /&gt;
Oh don&#039;t you see what I mean&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gotta shoot &#039;em down&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shiny Tracers&amp;lt;br&amp;gt;&lt;br /&gt;
Like the eyes of a Daemon in the night&amp;lt;br&amp;gt;&lt;br /&gt;
Something is coming for you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Race for the Dropship&amp;lt;br&amp;gt;&lt;br /&gt;
You can hide in the sun of the Emperor&#039;s light&amp;lt;br&amp;gt;&lt;br /&gt;
Oh we will pray it&#039;s all right&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gotta get away-get away&amp;lt;br&amp;gt;&lt;br /&gt;
Between the armor lies&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a trooper hard as steel&amp;lt;br&amp;gt;&lt;br /&gt;
The valor never dies&amp;lt;br&amp;gt;&lt;br /&gt;
War&#039;s a never ending wheel&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re the star of the battlefield&amp;lt;br&amp;gt;&lt;br /&gt;
No need for full auto&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jump on the Tank&lt;br /&gt;
you can feel its hull but you know it&#039;s mean&amp;lt;br&amp;gt;&lt;br /&gt;
Some might can never be seen yeah&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ve been out too long in the warzone&amp;lt;br&amp;gt;&lt;br /&gt;
Oh it&#039;s jamming again&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Ride the Tank&amp;lt;br&amp;gt;&lt;br /&gt;
You can see armor but you know it&#039;s clean.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gotta get away-get away Gotta get away-get away&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter sole survivor your honour&#039;s clean&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter Holy bolter never change the mag Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
Oh Holy Bolter yeah alright get away get away get away&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter Holy Bolter whoa Holy Bolter Hmmm Hmmm Hmmm Hmmm.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Will Smith: Fresh Prince of Bel-Air===&lt;br /&gt;
&lt;br /&gt;
Now, this is a story all about how&amp;lt;br&amp;gt;&lt;br /&gt;
My life got flipped-turned upside down&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;d like to take a minute&amp;lt;br&amp;gt;&lt;br /&gt;
Just sit by my skull throne&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll tell you how I became the daemon prince of Khorne&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
No idea where I was born or raised&amp;lt;br&amp;gt;&lt;br /&gt;
On the gladiator arenas was where I spent most of my days&amp;lt;br&amp;gt;&lt;br /&gt;
Beatin&#039; smashing&#039; killin&#039; in the arenas&amp;lt;br&amp;gt;&lt;br /&gt;
Escaped to the mountains with a few cronies&amp;lt;br&amp;gt;&lt;br /&gt;
When a couple of soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Who were up to no good&amp;lt;br&amp;gt;&lt;br /&gt;
They found us and attacked my neighborhood&amp;lt;br&amp;gt;&lt;br /&gt;
I got in one little fight and Emperor started to worry&amp;lt;br&amp;gt;&lt;br /&gt;
And said &#039;You&#039;re movin&#039; with your father and god in Terra&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It kinda hurt to see my pals fucked&amp;lt;br&amp;gt;&lt;br /&gt;
But Emprah didn&#039;t let me go back&amp;lt;br&amp;gt;&lt;br /&gt;
He gave me a battleship and then he gave me my legion.&amp;lt;br&amp;gt;&lt;br /&gt;
I put my axe on and said, &#039;Gotta give my army a lesson&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First company, yo this is bad&amp;lt;br&amp;gt;&lt;br /&gt;
Marines drinking juice out of a champagne glass.&amp;lt;br&amp;gt;&lt;br /&gt;
Is this what the marines of World Eaters are like?&amp;lt;br&amp;gt;&lt;br /&gt;
Hmmmmm this won&#039;t be alright.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But wait I hear there&#039;re techmarine, apothecarians and all that&amp;lt;br&amp;gt;&lt;br /&gt;
Put implants to the recruits like ones in this cool cat&amp;lt;br&amp;gt;&lt;br /&gt;
Now I like it&amp;lt;br&amp;gt;&lt;br /&gt;
Badass bloodthirsty soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
I don&#039;t give a fuck to Emprahs&#039; warnings&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well, the battle-barge landed and when I came out&amp;lt;br&amp;gt;&lt;br /&gt;
There was Horus who told he&#039;s gonna throw a rout&amp;lt;br&amp;gt;&lt;br /&gt;
I was in and we went to Terra&amp;lt;br&amp;gt;&lt;br /&gt;
We went totally ape&amp;lt;br&amp;gt;&lt;br /&gt;
After an epic bloodshed I heard &#039;Horus got raped&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I whistled for a Battle-Barge and when it came near&amp;lt;br&amp;gt;&lt;br /&gt;
My legion ran in, cursing the Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
Dumped Kharn to the trunk and fled the war&amp;lt;br&amp;gt;&lt;br /&gt;
Khorne told me &#039;Yo homes to Eye of Terror&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I got wings on my back and horns on my head&amp;lt;br&amp;gt;&lt;br /&gt;
This cool runesword and skin blood-red&amp;lt;br&amp;gt;&lt;br /&gt;
I looked at my kingdom&amp;lt;br&amp;gt;&lt;br /&gt;
I was finally there&amp;lt;br&amp;gt;&lt;br /&gt;
To sit on my throne as the Daemon Prince of Khorne&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Henry Clay Work: Marching Through Georgia===&lt;br /&gt;
&lt;br /&gt;
Bring the platoon standard, lads, we&#039;ll sing another song &amp;lt;br/&amp;gt;&lt;br /&gt;
Sing it with a spirit that will start this world along. &amp;lt;br/&amp;gt;&lt;br /&gt;
Sing it as we&#039;ll always sing it, quadrillions strong, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How the xenos howl when our flamers end all their fun, &amp;lt;br/&amp;gt;&lt;br /&gt;
How the cultists scream out when they march into our guns, &amp;lt;br/&amp;gt;&lt;br /&gt;
How the foe cries out for mercy when there will be none, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, and there were heretics who wept with painful tears &amp;lt;br/&amp;gt;&lt;br /&gt;
having felt our noble will they had denied for years. &amp;lt;br/&amp;gt;&lt;br /&gt;
How the Inquisition now brings them justice so dear, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your Imperium will die under my great onslaught!&amp;lt;br/&amp;gt;&lt;br /&gt;
So that Failbaddon said and that is what he thought,&amp;lt;br/&amp;gt;&lt;br /&gt;
But indeed we shall triumph for arms he has forgot,&amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt; &lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we fight at Creed&#039;s right hand and Cadia shall hold, &amp;lt;br/&amp;gt;&lt;br /&gt;
For the Emprah stands with us and all rebels shall fold, &amp;lt;br/&amp;gt;&lt;br /&gt;
And we can hide Titans behind barricades we&#039;re told, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kelis: Milkshake===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Repeat x2]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My mechadendrites bring all the boys to the yard,&amp;lt;br&amp;gt;&lt;br /&gt;
And they&#039;re like,&amp;lt;br&amp;gt;&lt;br /&gt;
The best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
Damn right the best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
We can teach you,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Bout St. Tesla&#039;s electric charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I know you want xenotech,&amp;lt;br&amp;gt;&lt;br /&gt;
The thing that makes free energy,&amp;lt;br&amp;gt;&lt;br /&gt;
What explorators go crazy for.&amp;lt;br&amp;gt;&lt;br /&gt;
They lose their minds&amp;lt;br&amp;gt;&lt;br /&gt;
If the warp unbinds&amp;lt;br&amp;gt;&lt;br /&gt;
Before they get out in time.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Chorus x2]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
Warm it up.&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
AdMech toys are waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My mechadendrites bring all the boys to the yard,&amp;lt;br&amp;gt;&lt;br /&gt;
And they&#039;re like,&amp;lt;br&amp;gt;&lt;br /&gt;
The best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
Damn right the best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
We can teach you,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Bout St. Tesla&#039;s electric charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I can see the machine spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
You want to be just some skitarii?&amp;lt;br&amp;gt;&lt;br /&gt;
Tech geeks and freaks with toys&amp;lt;br&amp;gt;&lt;br /&gt;
That can&#039;t be bought.&amp;lt;br&amp;gt;&lt;br /&gt;
Just know: heretics get caught.&amp;lt;br&amp;gt;&lt;br /&gt;
Watch out if you&#039;re smart,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Chorus x2]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
Warm it up.&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
AdMech toys are waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My mechadendrites bring all the boys to the yard,&amp;lt;br&amp;gt;&lt;br /&gt;
And they&#039;re like,&amp;lt;br&amp;gt;&lt;br /&gt;
The best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
Damn right the best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
We can teach you,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Bout St. Tesla&#039;s electric charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Omnissiah says &amp;quot;get involved.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Enginseers practice every day so&amp;lt;br&amp;gt;&lt;br /&gt;
You must maintain your firearm.&amp;lt;br&amp;gt;&lt;br /&gt;
Same time maintain your iron halo&amp;lt;br&amp;gt;&lt;br /&gt;
And you will learn to mend.&amp;lt;br&amp;gt;&lt;br /&gt;
(Plus work on our titans!)&amp;lt;br&amp;gt;&lt;br /&gt;
Then next honour spark plugs, the wheel and flint.&amp;lt;br&amp;gt;&lt;br /&gt;
Then starting your car is a blessed event!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Chorus x2]&#039;&#039;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
Warm it up.&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
AdMech toys are waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My mechadendrites bring all the boys to the yard,&amp;lt;br&amp;gt;&lt;br /&gt;
And they&#039;re like,&amp;lt;br&amp;gt;&lt;br /&gt;
The best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
Damn right the best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
We can teach you,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Bout St. Tesla&#039;s electric charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Lonely Island: I&#039;m On A Boat===&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Everybody start running&amp;lt;br&amp;gt;&lt;br /&gt;
Cause I&#039;m charging in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Take a good hard look&amp;lt;br&amp;gt;&lt;br /&gt;
at the motherfucking dread.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m in a dread, motherfuckers, so you better run.&amp;lt;br&amp;gt;&lt;br /&gt;
In a dread, blastin&#039; you away with my giant gun.&amp;lt;br&amp;gt;&lt;br /&gt;
Bustin&#039; heretics, making &#039;em wish they were dead.&amp;lt;br&amp;gt;&lt;br /&gt;
You can&#039;t stop me, motherfuckers &#039;cause I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take your shot, bitch,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread, witch.&amp;lt;br&amp;gt;&lt;br /&gt;
And my adamantium armour&#039;s so thick.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ve got my giant fists&amp;lt;br&amp;gt;&lt;br /&gt;
And my meltagun.&amp;lt;br&amp;gt;&lt;br /&gt;
You were already dead before the war begun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m riding in a drop pod&amp;lt;br&amp;gt;&lt;br /&gt;
Falling to the ground&amp;lt;br&amp;gt;&lt;br /&gt;
The drop pod&#039;s arriving,&amp;lt;br&amp;gt;&lt;br /&gt;
Making a terrible sound.&amp;lt;br&amp;gt;&lt;br /&gt;
But this ain&#039;t Slaanesh&amp;lt;br&amp;gt;&lt;br /&gt;
This is the Emperor&#039;s hound,&amp;lt;br&amp;gt;&lt;br /&gt;
An airborne dreadnought, motherfucking, coming inbound.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fuck you, I&#039;m in a dread, motherfuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
Fuck guns, I cheated death, motherfuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m here with Chapter Master Seth, motherfuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
I can&#039;t even draw breath motherfuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, Emprah, if you could hear my roar,&amp;lt;br&amp;gt;&lt;br /&gt;
As I&#039;m waging your eternal war,&amp;lt;br&amp;gt;&lt;br /&gt;
Covering the ground with xeno gore&amp;lt;br&amp;gt;&lt;br /&gt;
Like Ursarkar Creed, anything is possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Never thought I&#039;d be in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood staining my armor red.&amp;lt;br&amp;gt;&lt;br /&gt;
Sanguinius, look at me.&amp;lt;br&amp;gt;&lt;br /&gt;
Never thought I&#039;d see the day,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;d watch myself decay.&amp;lt;br&amp;gt;&lt;br /&gt;
Believe me when I say&amp;lt;br&amp;gt;&lt;br /&gt;
I fought in the Great Crusade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Everybody start running,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause I&#039;m charging in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Take a good hard look&amp;lt;br&amp;gt;&lt;br /&gt;
At the motherfucking dread.&lt;br /&gt;
&lt;br /&gt;
===Tom Jones: Delilah===&lt;br /&gt;
I saw the gleam of the claw that she passed through my forces&amp;lt;br&amp;gt;&lt;br /&gt;
I saw the flickering red fire of evil in her eyes&amp;lt;br&amp;gt;&lt;br /&gt;
She was my daemon&amp;lt;br&amp;gt;&lt;br /&gt;
As she decieved me I watched and made plans for her demise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My my my Defiler&amp;lt;br&amp;gt;&lt;br /&gt;
Why why why Defiler&amp;lt;br&amp;gt;&lt;br /&gt;
I could see, that thing was no good for me&amp;lt;br&amp;gt;&lt;br /&gt;
But I found the Warp had a craving for debris&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At battle&#039;s end when my troops ran away I was waiting&amp;lt;br&amp;gt;&lt;br /&gt;
I crossed the field to her spot and she writhed some more&amp;lt;br&amp;gt;&lt;br /&gt;
She stood there laughing&amp;lt;br&amp;gt;&lt;br /&gt;
I felt my Powerfist clench and she laughed no more&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My my my Defiler&amp;lt;br&amp;gt;&lt;br /&gt;
Why why why Defiler&amp;lt;br&amp;gt;&lt;br /&gt;
So before they come to fuck up my base&amp;lt;br&amp;gt;&lt;br /&gt;
Forgive me Defiler I just couldn&#039;t take any more&amp;lt;br&amp;gt;&lt;br /&gt;
Forgive me Defiler I just couldn&#039;t take any more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cage the Elephant: Ain&#039;t no Rest for the Wicked===&lt;br /&gt;
I was walking through the Hive&amp;lt;br&amp;gt;&lt;br /&gt;
When out the corner of my eye&amp;lt;br&amp;gt;&lt;br /&gt;
I saw a filthy teenage girl approaching me.&amp;lt;br&amp;gt;&lt;br /&gt;
She said sir can you spare a Throne&amp;lt;br&amp;gt;&lt;br /&gt;
For a girl all alone &amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps I&#039;d keep you company?&amp;lt;br&amp;gt;&lt;br /&gt;
I looked into her eyes&amp;lt;br&amp;gt;&lt;br /&gt;
And saw the sin of vice&amp;lt;br&amp;gt;&lt;br /&gt;
I knew the Dark Gods held her in their sway&amp;lt;br&amp;gt;&lt;br /&gt;
Offering Prayer to the Emperor, &amp;lt;br&amp;gt;&lt;br /&gt;
I raised and aimed by Hecutor&amp;lt;br&amp;gt;&lt;br /&gt;
And swiftly put a bullet in her head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, There ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Salvation doesn&#039;t come for free,&amp;lt;br&amp;gt;&lt;br /&gt;
I got fiends to slay, &amp;lt;br&amp;gt;&lt;br /&gt;
I got men to save, &amp;lt;br&amp;gt;&lt;br /&gt;
I must strive to bring His Grace to me&amp;lt;br&amp;gt;&lt;br /&gt;
I know I can&#039;t lose Faith,&amp;lt;br&amp;gt;&lt;br /&gt;
I can&#039;t give in,&amp;lt;br&amp;gt;&lt;br /&gt;
Though sometimes I fear I could,&amp;lt;br&amp;gt;&lt;br /&gt;
Oh there ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Until we give our lives for Good. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As I continued through the hive&amp;lt;br&amp;gt;&lt;br /&gt;
I go walking past a bar&amp;lt;br&amp;gt;&lt;br /&gt;
When a man clad just in paint burst out the door&amp;lt;br&amp;gt;&lt;br /&gt;
And then he looked at me and screamed&amp;lt;br&amp;gt;&lt;br /&gt;
Swung an axe right at my neck,&amp;lt;br&amp;gt;&lt;br /&gt;
I saw no reason or thought behind his eyes&amp;lt;br&amp;gt;&lt;br /&gt;
I barely dodged the attack &amp;lt;br&amp;gt;&lt;br /&gt;
And knew that I had to fight back&amp;lt;br&amp;gt;&lt;br /&gt;
So I steeled myself and drew my gun to fight&amp;lt;br&amp;gt;&lt;br /&gt;
I racked my boltgun with a click&amp;lt;br&amp;gt;&lt;br /&gt;
And blew apart the heretic&amp;lt;br&amp;gt;&lt;br /&gt;
And stood over his corpse right in the street. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, There ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Salvation doesn&#039;t come for free,&amp;lt;br&amp;gt;&lt;br /&gt;
I got fiends to slay, &amp;lt;br&amp;gt;&lt;br /&gt;
I got men to save, &amp;lt;br&amp;gt;&lt;br /&gt;
I must strive to bring His Grace to me&amp;lt;br&amp;gt;&lt;br /&gt;
I know I can&#039;t lose Faith,&amp;lt;br&amp;gt;&lt;br /&gt;
I can&#039;t give in,&amp;lt;br&amp;gt;&lt;br /&gt;
Though sometimes I fear I could,&amp;lt;br&amp;gt;&lt;br /&gt;
Oh there ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Until we give our lives for Good. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, much later in the day&amp;lt;br&amp;gt;&lt;br /&gt;
I went to rest in my own hab,&amp;lt;br&amp;gt;&lt;br /&gt;
And watched the pict-vid to find out the latest news&amp;lt;br&amp;gt;&lt;br /&gt;
I was listening to reports&amp;lt;br&amp;gt;&lt;br /&gt;
About rebellions all around&amp;lt;br&amp;gt;&lt;br /&gt;
And felt a fire stirring deep inside my heart&amp;lt;br&amp;gt;&lt;br /&gt;
There are enemies without&amp;lt;br&amp;gt;&lt;br /&gt;
and there are enemies within, &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s up to us to defend our Imperium&amp;lt;br&amp;gt;&lt;br /&gt;
So I urge all mankind to fight&amp;lt;br&amp;gt;&lt;br /&gt;
For what we know deep down is right&amp;lt;br&amp;gt;&lt;br /&gt;
The sacred glory of the God Emperor of Man!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, There ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Salvation doesn&#039;t come for free,&amp;lt;br&amp;gt;&lt;br /&gt;
We got fiends to slay, &amp;lt;br&amp;gt;&lt;br /&gt;
We got men to save, &amp;lt;br&amp;gt;&lt;br /&gt;
We must strive to each live Faithfully&amp;lt;br&amp;gt;&lt;br /&gt;
Oh no&amp;lt;br&amp;gt;&lt;br /&gt;
We can&#039;t give in,&amp;lt;br&amp;gt;&lt;br /&gt;
We can&#039;t have doubt,&amp;lt;br&amp;gt;&lt;br /&gt;
If we want to survive these times. &amp;lt;br&amp;gt;&lt;br /&gt;
Oh there ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Until we give our lives for Good. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===One night in Bangkok===&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
Hive world, Imperial setting&amp;lt;br&amp;gt;&lt;br /&gt;
And the hive don&#039;t know that the hive is getting&amp;lt;br&amp;gt;&lt;br /&gt;
The creme de la creme of the regicide world in a&amp;lt;br&amp;gt;&lt;br /&gt;
Show with everything but Ol&#039; Cain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time flies -- doesn&#039;t seem a minute&amp;lt;br&amp;gt;&lt;br /&gt;
Since the Slaanesh spa had the regi boys in it&amp;lt;br&amp;gt;&lt;br /&gt;
All change -- don&#039;t you know that when you&amp;lt;br&amp;gt;&lt;br /&gt;
Play at this level there&#039;s no ordinary venue&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s Fenris -- or Gravalax -- or a Craftworld -- or --&lt;br /&gt;
or this place!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok and the warp&#039;s your oyster&amp;lt;br&amp;gt;&lt;br /&gt;
The boys are temples and the girls are free&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll find a god in every golden cloister&amp;lt;br&amp;gt;&lt;br /&gt;
And if you&#039;re lucky then the god&#039;s a she (right now)&amp;lt;br&amp;gt;&lt;br /&gt;
I can feel Slaaneshiis sliding up to me (Oh dear)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
One world&#039;s very like another&amp;lt;br&amp;gt;&lt;br /&gt;
When your head&#039;s down over your pieces, brother&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a drag, it&#039;s a bore, it&#039;s really such a pity&amp;lt;br&amp;gt;&lt;br /&gt;
To be looking at the board, not looking at the city&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
Whaddya mean? Ya seen one crowded, polluted, stinking hive --&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
Tea, tarts, warm, sweet&amp;lt;br&amp;gt;&lt;br /&gt;
Some are set up in the Penthouse Plateau suite&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
Frag off! You&#039;re talking to a tourist&amp;lt;br&amp;gt;&lt;br /&gt;
Whose every game&#039;s among the purest&amp;lt;br&amp;gt;&lt;br /&gt;
I get my kicks with His blessing, Snotling!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok makes a Guardsman traitor&amp;lt;br&amp;gt;&lt;br /&gt;
Not much between despair and heresy&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok and Inquisitors tumble&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be too careful with your company&amp;lt;br&amp;gt;&lt;br /&gt;
I can feel a daemon walking next to me&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
Yarrick&#039;s gonna be the witness&amp;lt;br&amp;gt;&lt;br /&gt;
To the ultimate test of cerebral fitness&amp;lt;br&amp;gt;&lt;br /&gt;
This provides much more for us&amp;lt;br&amp;gt;&lt;br /&gt;
Than a Waaaagh of Orks or a snarling Horus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Praise the Emprah&#039; I&#039;m only watching the game -- controlling it --&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see you guys rating&amp;lt;br&amp;gt;&lt;br /&gt;
The kind of trap I&#039;m contemplating&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;d let you watch, I would invite you&amp;lt;br&amp;gt;&lt;br /&gt;
But the Sisters we use would not excite you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you better go back to your bars, your temples, your Tarot&lt;br /&gt;
parlours -- &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok and the warp&#039;s your oyster&amp;lt;br&amp;gt;&lt;br /&gt;
The boys are temples and the girls are free&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll find a god in every golden cloister&amp;lt;br&amp;gt;&lt;br /&gt;
A lot of flesh, a little heresy&amp;lt;br&amp;gt;&lt;br /&gt;
I can feel a cultist feeling up on me&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One night in Bangkok makes a Guardsman traitor&amp;lt;br&amp;gt;&lt;br /&gt;
Not much between despair and heresy&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok and the Seraphim tumble&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be too careful with your company&amp;lt;br&amp;gt;&lt;br /&gt;
I can feel Eth&#039;reals floating next to me...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Vow To Thee My Emperor (I Vow To Thee My Country===&lt;br /&gt;
&lt;br /&gt;
I vow to thee my Emperor, Humanity above&amp;lt;br&amp;gt;&lt;br /&gt;
Entire, and whole and Gothic, my life and my truelove&amp;lt;br&amp;gt;&lt;br /&gt;
The love that begs no questions, the love that stands the test&amp;lt;br&amp;gt;&lt;br /&gt;
That cleanses all who deny you, the dearest and the best&amp;lt;br&amp;gt;&lt;br /&gt;
The love that never wavers, the love above my life&amp;lt;br&amp;gt;&lt;br /&gt;
The love that makes unfaltered, the final sacrifice&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yet there are other Emperors, formed a great time ago&amp;lt;br&amp;gt;&lt;br /&gt;
Most cruel to those that worship them, great weavers of sorrow&amp;lt;br&amp;gt;&lt;br /&gt;
They may have countless armies, they may engulf everything&amp;lt;br&amp;gt;&lt;br /&gt;
But their fortress is a rotting husk, their spawn is suffering&amp;lt;br&amp;gt;&lt;br /&gt;
And soul by soul and silently their great powers decrease&amp;lt;br&amp;gt;&lt;br /&gt;
And all their forms are faltering, and all their slaves release&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I heard my Emperor calling, away across the void&amp;lt;br&amp;gt;&lt;br /&gt;
Across the waste of emptiness, lest Terra be destroyed&amp;lt;br&amp;gt;&lt;br /&gt;
His sword is girded at his side, his halo above his head&amp;lt;br&amp;gt;&lt;br /&gt;
And around his feet are lying the dying and the dead&amp;lt;br&amp;gt;&lt;br /&gt;
I hear the noise of battle, the thunder of his guns&amp;lt;br&amp;gt;&lt;br /&gt;
I haste to thee, my Emperor, a son among thy sons&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heather Alexander: March of Cambreadth===&lt;br /&gt;
&lt;br /&gt;
Lasgun&#039;s flash, chainswords swing,&amp;lt;br&amp;gt;&lt;br /&gt;
Bolter&#039;s armour-piercing sting,&amp;lt;br&amp;gt;&lt;br /&gt;
Warhounds run, flickering void-shields,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight Those Heretics till They Yield&amp;lt;br&amp;gt;&lt;br /&gt;
Baneblade catterpillars groan,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight to Keep this World Your Own&amp;lt;br&amp;gt;&lt;br /&gt;
Sound the vox and call the cry,&amp;lt;br&amp;gt;&lt;br /&gt;
How Many of Them Can We Make Die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Follow orders as you&#039;re told,&amp;lt;br&amp;gt;&lt;br /&gt;
Make Their Daemon Blood Run Cold&amp;lt;br&amp;gt;&lt;br /&gt;
Fight until you die or drop,&amp;lt;br&amp;gt;&lt;br /&gt;
A Force Like Ours is Hard to Stop&amp;lt;br&amp;gt;&lt;br /&gt;
Close your mind to stress and pain,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight till You&#039;re No Longer Sane&amp;lt;br&amp;gt;&lt;br /&gt;
Let not one cultist pass by,&amp;lt;br&amp;gt;&lt;br /&gt;
How Many of Them Can We Make Die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guard your women and children well,&amp;lt;br&amp;gt;&lt;br /&gt;
Send These Bastards Back to Hell&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll teach them the ways of war,&amp;lt;br&amp;gt;&lt;br /&gt;
They Won&#039;t Come Here Any More&amp;lt;br&amp;gt;&lt;br /&gt;
Use your gun and use your head,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight till Every One is Dead&amp;lt;br&amp;gt;&lt;br /&gt;
Raise the flag up to the sky,&amp;lt;br&amp;gt;&lt;br /&gt;
How Many of Them Can We Make Die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dawn has broke, the time has come,&amp;lt;br&amp;gt;&lt;br /&gt;
Move Your Feet to a Marching Drum&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll win the war and pay the toll,&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll Fight as One in Heart and Soul&amp;lt;br&amp;gt;&lt;br /&gt;
Baneblade catterpillars groan,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight to Keep this World Your Own&amp;lt;br&amp;gt;&lt;br /&gt;
Sound the vox and call the cry,&amp;lt;br&amp;gt;&lt;br /&gt;
How Many of Them Can We Make Die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Repeat verse 1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rutland Weekend Television: Football===&lt;br /&gt;
&lt;br /&gt;
[Commissar]&amp;lt;br&amp;gt;&lt;br /&gt;
I blow brains out for the Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
[Blood Angel]&amp;lt;br&amp;gt;&lt;br /&gt;
For the Chapter, I burn Orks&amp;lt;br&amp;gt;&lt;br /&gt;
[Harlequin]&amp;lt;br&amp;gt;&lt;br /&gt;
I dismember for The Laughing God&amp;lt;br&amp;gt;&lt;br /&gt;
[Warboss]&amp;lt;br&amp;gt;&lt;br /&gt;
Oi killz fer Gork an&#039; Mork!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor]&amp;lt;br&amp;gt;&lt;br /&gt;
I drop planet-killing bombs on the unclean from up above!&amp;lt;br&amp;gt;&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes 40k&#039;s the game that we all love!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Plague Marine]&amp;lt;br&amp;gt;&lt;br /&gt;
I spread STDs for Nurgle&amp;lt;br&amp;gt;&lt;br /&gt;
[Noise Marine]&amp;lt;br&amp;gt;&lt;br /&gt;
And I do it for Slaanesh&amp;lt;br&amp;gt;&lt;br /&gt;
[Rubric Marine]&amp;lt;br&amp;gt;&lt;br /&gt;
For Tzeench I scatter entrails&amp;lt;br&amp;gt;&lt;br /&gt;
[Berzerker]&amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne, I&#039;ll eat your flesh!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chaos Marine]&amp;lt;br&amp;gt;&lt;br /&gt;
I wish they&#039;d bring back Malal, &#039;cause those other four are bores&amp;lt;br&amp;gt;&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, 40k&#039;s the game that we adore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
We love Warhammer!&amp;lt;br&amp;gt;&lt;br /&gt;
[Marines]&amp;lt;br&amp;gt;&lt;br /&gt;
Cleanse! Purge! Kill!&amp;lt;br&amp;gt;&lt;br /&gt;
[Cultist]&amp;lt;br&amp;gt;&lt;br /&gt;
Aaah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
We love Warhammer!&amp;lt;br&amp;gt;&lt;br /&gt;
[Chaos Marines]&amp;lt;br&amp;gt;&lt;br /&gt;
Maim! Kill! Burn!&amp;lt;br&amp;gt;&lt;br /&gt;
[Guardsman]&amp;lt;br&amp;gt;&lt;br /&gt;
Ow!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
40k&#039;s the game that we adore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Dark Eldar Wych]&amp;lt;br&amp;gt;&lt;br /&gt;
I loot and rape for pleasure&amp;lt;br&amp;gt;&lt;br /&gt;
[Fire Warrior]&amp;lt;br&amp;gt;&lt;br /&gt;
I kill for The Greater Good&amp;lt;br&amp;gt;&lt;br /&gt;
[Necron Pariah]&amp;lt;br&amp;gt;&lt;br /&gt;
I skin people for the Star Gods and then bathe in their blood&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause in the grimdark future there is dick-all else but war&amp;lt;br&amp;gt;&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, 40k&#039;s the game that we adore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
We love Warhammer!&amp;lt;br&amp;gt;&lt;br /&gt;
[Necrons]&amp;lt;br&amp;gt;&lt;br /&gt;
Move! Shoot! Move!&amp;lt;br&amp;gt;&lt;br /&gt;
[Orks]&amp;lt;br&amp;gt;&lt;br /&gt;
WAAAUGH!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
We love Warhammer!&amp;lt;br&amp;gt;&lt;br /&gt;
[Nids]&amp;lt;br&amp;gt;&lt;br /&gt;
Om! Nom! Nom!&amp;lt;br&amp;gt;&lt;br /&gt;
[Penitent Engine]&amp;lt;br&amp;gt;&lt;br /&gt;
Ohhh!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
40k&#039;s the game that we adore!&amp;lt;br&amp;gt;&lt;br /&gt;
The End!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Men of Harlech===&lt;br /&gt;
Men of Tanith, stop your dreaming,&amp;lt;br/&amp;gt;&lt;br /&gt;
Can&#039;t you see their lasguns gleaming,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or their ruinous banners streaming,&amp;lt;br/&amp;gt;&lt;br /&gt;
On this battlefield?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Men of Tanith, stand ye steady!&amp;lt;br/&amp;gt;&lt;br /&gt;
It shall not be ever said the&amp;lt;br/&amp;gt;&lt;br /&gt;
Ghosts for battle were not ready.&amp;lt;br/&amp;gt;&lt;br /&gt;
On you, Tanith men!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From our worlds rebounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
Let this war cry sounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
Summon all at Emp&#039;ror&#039;s call&amp;lt;br/&amp;gt;&lt;br /&gt;
The mighty force surrounding!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, men of Tanith, on to glory!&amp;lt;br/&amp;gt;&lt;br /&gt;
This shall ever be your story&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep these burning words before ye,&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaunt&#039;s Ghosts shall not yield!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tongues of las from nalwood flaring,&amp;lt;br/&amp;gt;&lt;br /&gt;
News of traitors&#039; deaths declaring,&amp;lt;br/&amp;gt; &lt;br /&gt;
To heroic deeds of daring&amp;lt;br/&amp;gt;&lt;br /&gt;
call you Tanith men!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Groans of wounded Guardsmen dying,&amp;lt;br/&amp;gt;&lt;br /&gt;
Wails of wives and children flying,&amp;lt;br/&amp;gt;&lt;br /&gt;
for the Emp&#039;ror&#039;s succor crying&amp;lt;br/&amp;gt;&lt;br /&gt;
Hear you not their plight?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shall those voices wailing,&amp;lt;br/&amp;gt; &lt;br /&gt;
Now be unavailing,&amp;lt;br/&amp;gt;&lt;br /&gt;
You to rouse who never yet&amp;lt;br/&amp;gt;&lt;br /&gt;
the Emperor&#039;s realm were failing?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This our answer, crowds down pouring&amp;lt;br/&amp;gt;&lt;br /&gt;
Swift as a bolter&#039;s wrath comes roaring&amp;lt;br/&amp;gt;&lt;br /&gt;
Not in vain, His voice imploring,&amp;lt;br/&amp;gt;&lt;br /&gt;
calls on Tanith men.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now to battle we are going,&amp;lt;br/&amp;gt;&lt;br /&gt;
Every heart with courage glowing,&amp;lt;br/&amp;gt;&lt;br /&gt;
Pride and passion overflowing&amp;lt;br/&amp;gt;&lt;br /&gt;
In the glorious strife.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lo! the din of war enrages,&amp;lt;br/&amp;gt;&lt;br /&gt;
Vengeance crowns the hate of ages,&amp;lt;br/&amp;gt;&lt;br /&gt;
Sternly Tanith now engages&amp;lt;br/&amp;gt;&lt;br /&gt;
the doomed Heretics!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hear the old pipes playing,&amp;lt;br/&amp;gt;&lt;br /&gt;
And the soldiers slaying,&amp;lt;br/&amp;gt;&lt;br /&gt;
Hot the strife while Tanith men&amp;lt;br/&amp;gt;&lt;br /&gt;
Are lives of traitors claiming.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lasbolts fly as swift as lightning,&amp;lt;br/&amp;gt;&lt;br /&gt;
Shout on shout the tumult height&#039;ning,&amp;lt;br/&amp;gt;&lt;br /&gt;
Aquila&#039;s gold wing is bright&#039;ning,&amp;lt;br/&amp;gt;&lt;br /&gt;
In the Emperor&#039;s name!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loud the Tanith pipes are sounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
Every guardsman&#039;s heart is pounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
As the trusted Gaunt surrounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
March you, Tanith men!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short the sleep the foes is taking,&amp;lt;br/&amp;gt;&lt;br /&gt;
Ere the morrow&#039;s morn is breaking,&amp;lt;br/&amp;gt;&lt;br /&gt;
They shall have a rude awakening,&amp;lt;br/&amp;gt;&lt;br /&gt;
Wrought by Tanith men.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With their lasguns flashing,&amp;lt;br/&amp;gt;&lt;br /&gt;
And Straight Silvers slashing,&amp;lt;br/&amp;gt;&lt;br /&gt;
Through the traitors&#039; serried ranks&amp;lt;br/&amp;gt;&lt;br /&gt;
The Tanith men are dashing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the heretics are flying,&amp;lt;br/&amp;gt;&lt;br /&gt;
Trampling on the dead and dying;&amp;lt;br/&amp;gt;&lt;br /&gt;
Victory aloft is crying,&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Gaunt&#039;s Ghosts win the field!&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Manowar: Dawn of Battle===&lt;br /&gt;
Dreadful Thunder&lt;br /&gt;
&lt;br /&gt;
The storms moving in&lt;br /&gt;
&lt;br /&gt;
And Judgment day is calling!&lt;br /&gt;
&lt;br /&gt;
My soul has been stolen&lt;br /&gt;
&lt;br /&gt;
By my ascension as Khorne&#039;s Chosen!&lt;br /&gt;
&lt;br /&gt;
And the sound of glory !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I will send into the ground&lt;br /&gt;
&lt;br /&gt;
All that are found&lt;br /&gt;
&lt;br /&gt;
By the sign of Warmaker falling!&lt;br /&gt;
&lt;br /&gt;
The Loyalists will fall&lt;br /&gt;
&lt;br /&gt;
I will strike down them all&lt;br /&gt;
&lt;br /&gt;
Then you will know my calling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blood God calls my name&lt;br /&gt;
&lt;br /&gt;
In the sound of the wind in the night&lt;br /&gt;
&lt;br /&gt;
My sword will drink blood!&lt;br /&gt;
&lt;br /&gt;
And I will fight&lt;br /&gt;
&lt;br /&gt;
Yes I will fight&lt;br /&gt;
&lt;br /&gt;
In the dawn of battle&lt;br /&gt;
&lt;br /&gt;
Dawn of battle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I will rise up to Khorne&#039;s Call!&lt;br /&gt;
&lt;br /&gt;
I will rise up from the grave&lt;br /&gt;
&lt;br /&gt;
A brother of Angron&lt;br /&gt;
&lt;br /&gt;
A master to the slaves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am the soul Chosen&lt;br /&gt;
&lt;br /&gt;
Of the Khorne&#039;s Fire and His Rage&lt;br /&gt;
&lt;br /&gt;
I was wrought upon this galaxy&lt;br /&gt;
&lt;br /&gt;
Born to rule and battle wage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By the total decimation &lt;br /&gt;
&lt;br /&gt;
Of the Imperium at my command!&lt;br /&gt;
&lt;br /&gt;
By the Axe! By the Sword!&lt;br /&gt;
&lt;br /&gt;
By Fire! By my hand!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I give no explanation!&lt;br /&gt;
&lt;br /&gt;
I was branded by Khorne&#039;s Will&lt;br /&gt;
&lt;br /&gt;
To bring death and destruction&lt;br /&gt;
&lt;br /&gt;
To all that I now kill!&lt;br /&gt;
&lt;br /&gt;
The Blood God calls my name&lt;br /&gt;
&lt;br /&gt;
In the sound of the wind in the night&lt;br /&gt;
&lt;br /&gt;
My sword will drink blood&lt;br /&gt;
&lt;br /&gt;
And I will fight&lt;br /&gt;
&lt;br /&gt;
Yes I will fight&lt;br /&gt;
&lt;br /&gt;
In the dawn of battle&lt;br /&gt;
&lt;br /&gt;
Dawn of Battle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I long to slay&lt;br /&gt;
&lt;br /&gt;
So I wait for a sign&lt;br /&gt;
&lt;br /&gt;
I wait for the Hordes&lt;br /&gt;
&lt;br /&gt;
To charge from the Eye&lt;br /&gt;
&lt;br /&gt;
From the dusts of carnage&lt;br /&gt;
&lt;br /&gt;
A promise to keep&lt;br /&gt;
&lt;br /&gt;
Then all who see shall believe&lt;br /&gt;
&lt;br /&gt;
Deliver into my hand&lt;br /&gt;
&lt;br /&gt;
The sword that is His Right Hand&lt;br /&gt;
&lt;br /&gt;
Let my journey begin&lt;br /&gt;
&lt;br /&gt;
So all shall understand&lt;br /&gt;
&lt;br /&gt;
That if I fall&lt;br /&gt;
&lt;br /&gt;
I will live again&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I will rise up to Chaos&#039; Call&lt;br /&gt;
&lt;br /&gt;
I will rise up from the grave&lt;br /&gt;
&lt;br /&gt;
A brother to the Angron&lt;br /&gt;
&lt;br /&gt;
A master to the slaves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I give no explanation&lt;br /&gt;
&lt;br /&gt;
I was branded by Khorne&#039;s Will&lt;br /&gt;
&lt;br /&gt;
To bring Death and Destruction&lt;br /&gt;
&lt;br /&gt;
To all that I now kill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blood God calls my name&lt;br /&gt;
&lt;br /&gt;
In the sound of the wind in the night&lt;br /&gt;
&lt;br /&gt;
My sword will drink blood&lt;br /&gt;
&lt;br /&gt;
And I will fight&lt;br /&gt;
&lt;br /&gt;
Yes I will fight&lt;br /&gt;
&lt;br /&gt;
In the dawn of battle&lt;br /&gt;
&lt;br /&gt;
===Antoine Dodson and the Gregory Brothers: Bed Intruder===&lt;br /&gt;
&lt;br /&gt;
Chorus:&amp;lt;br&amp;gt; &lt;br /&gt;
[Town Crier]&amp;lt;br&amp;gt;&lt;br /&gt;
He’s landin&#039; on your planets&amp;lt;br&amp;gt;&lt;br /&gt;
He’s snatchin blasphemers up&amp;lt;br&amp;gt;&lt;br /&gt;
Gonna purge em so y’all need to&amp;lt;br&amp;gt;&lt;br /&gt;
Hide your kids, Hide your wife&amp;lt;br&amp;gt;&lt;br /&gt;
Hide your kids, Hide your wife&amp;lt;br&amp;gt;&lt;br /&gt;
Hide your kids, Hide your wife&amp;lt;br&amp;gt;&lt;br /&gt;
And hide your husband&amp;lt;br&amp;gt;&lt;br /&gt;
Cuz they purgin&#039; errbody out here&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You don’t have to come and confess,&amp;lt;br&amp;gt;&lt;br /&gt;
They lookin&#039; for you&amp;lt;br&amp;gt;&lt;br /&gt;
They gon&#039; find you&amp;lt;br&amp;gt;&lt;br /&gt;
They gon&#039; find you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you can run and tell that,&amp;lt;br&amp;gt;&lt;br /&gt;
Run and tell that&amp;lt;br&amp;gt;&lt;br /&gt;
Run and tell that, heretic&amp;lt;br&amp;gt;&lt;br /&gt;
Her- her- heretic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Acolyte]&amp;lt;br&amp;gt;&lt;br /&gt;
We got your DNA&amp;lt;br&amp;gt;&lt;br /&gt;
You done left fingerprints and all&amp;lt;br&amp;gt;&lt;br /&gt;
You are so dumb&amp;lt;br&amp;gt;&lt;br /&gt;
You are really dumb–for real.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are really, really, really, really, so dumb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Witness]&amp;lt;br&amp;gt;&lt;br /&gt;
I was attacked by some heretic in the hab-stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Acolytes]&amp;lt;br&amp;gt;&lt;br /&gt;
So dumb, So dumb, So dumb, So&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Lord&#039;s Report]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;bout 5&#039;9&#039;, 5&#039;10&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pallid complexion, bald cut like Astartes&amp;lt;br&amp;gt;&lt;br /&gt;
With some little runes on his head&amp;lt;br&amp;gt;&lt;br /&gt;
Clean cut, very gaunt face&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sent in my Sisters, when they walked in,&amp;lt;br&amp;gt;&lt;br /&gt;
He had his hands around a tome.&amp;lt;br&amp;gt;&lt;br /&gt;
First thing was to grant emperor&#039;s mercy,&amp;lt;br&amp;gt;&lt;br /&gt;
And that&#039;s what they did.&amp;lt;br&amp;gt;&lt;br /&gt;
Sororitas: (&#039;ey!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Lord]&amp;lt;br&amp;gt;&lt;br /&gt;
Well, obviously we have a cultist in Lincoln Park&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Battle-Sister]&amp;lt;br&amp;gt;&lt;br /&gt;
Are you serious, My Lord?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We got your dagger&amp;lt;br&amp;gt;&lt;br /&gt;
We got your scent&amp;lt;br&amp;gt;&lt;br /&gt;
I know what shoe size you wear, my boy&amp;lt;br&amp;gt;&lt;br /&gt;
So you can run and hide&amp;lt;br&amp;gt;&lt;br /&gt;
But we&#039;re gonna find you&amp;lt;br&amp;gt; &lt;br /&gt;
Find you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus x2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ozzy: Crazy train===&lt;br /&gt;
&lt;br /&gt;
Black Rage, but that&#039;s how it goes&amp;lt;br&amp;gt;&lt;br /&gt;
Millions of traitors living as foes&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty sure it is too late&amp;lt;br&amp;gt;&lt;br /&gt;
To learn how to love&amp;lt;br&amp;gt;&lt;br /&gt;
And forget how to hate&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mortal wounds are healing&amp;lt;br&amp;gt;&lt;br /&gt;
Life&#039;s a bitter shame&amp;lt;br&amp;gt;&lt;br /&gt;
Im getting an extra save with my Feel No Pain&amp;lt;br&amp;gt;&lt;br /&gt;
Im getting an extra save with my Feel No Pain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s Go!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I listen to chaplains&amp;lt;br&amp;gt;&lt;br /&gt;
To get rerolls&amp;lt;br&amp;gt;&lt;br /&gt;
I fight against Bloodthirst&amp;lt;br&amp;gt;&lt;br /&gt;
Got my own set of rules&amp;lt;br&amp;gt;&lt;br /&gt;
One person conditioned to keep some control&amp;lt;br&amp;gt;&lt;br /&gt;
And Astorath lets me live just for the lulz&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mental wounds still screaming&amp;lt;br&amp;gt;&lt;br /&gt;
Driving me insane&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m fighting against Horus crazy brain&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m im kicking Horus&#039; ass in my crazy brain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know that things are pretty wrong with me&amp;lt;br&amp;gt;&lt;br /&gt;
You gotta listen to my RAGE&amp;lt;br&amp;gt;&lt;br /&gt;
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death company Chaplain&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s what we&#039;ve become&amp;lt;br&amp;gt;&lt;br /&gt;
Inheriting troubles I&#039;m mentally numb&amp;lt;br&amp;gt;&lt;br /&gt;
Crazy, I just cannot bear&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m living with something&#039; that just isn&#039;t fair&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Had a wound inflicted&amp;lt;br&amp;gt;&lt;br /&gt;
Anyone to blame&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m going off the rails with my unbound rage&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m going off the rails with my unbound rage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SSgt Barry Sadler: Ballade Of The Space Marines.===&lt;br /&gt;
Fighting soldiers from the sky&amp;lt;br&amp;gt;&lt;br /&gt;
Fearless men who jump and die&amp;lt;br&amp;gt;&lt;br /&gt;
Men who haunt the Xenos&#039; dreams&amp;lt;br&amp;gt;&lt;br /&gt;
The brave men of the Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden wings upon their chests&amp;lt;br&amp;gt;&lt;br /&gt;
More than men, the Imperium&#039;s best&amp;lt;br&amp;gt;&lt;br /&gt;
Today we test one hundred teens&amp;lt;br&amp;gt;&lt;br /&gt;
But only one joins the Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Altered to live off any land&amp;lt;br&amp;gt;&lt;br /&gt;
Trained in combat, hand to hand&amp;lt;br&amp;gt;&lt;br /&gt;
Never to hide their colours&#039; sheen&amp;lt;br&amp;gt;&lt;br /&gt;
They wear them proud for the Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden wings upon their chests&amp;lt;br&amp;gt;&lt;br /&gt;
More than men, the Imperium&#039;s best&amp;lt;br&amp;gt;&lt;br /&gt;
Today we test one hundred teens&amp;lt;br&amp;gt;&lt;br /&gt;
But only one joins the Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When at last, he is released&amp;lt;br&amp;gt;&lt;br /&gt;
One more Marine finds The Emperor&#039;s Peace&amp;lt;br&amp;gt;&lt;br /&gt;
He has died for those oppressed&amp;lt;br&amp;gt;&lt;br /&gt;
Leaving his Chapter one request&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cut the geneseed from my chest&amp;lt;br&amp;gt;&lt;br /&gt;
To live again in the Imperium&#039;s best&amp;lt;br&amp;gt;&lt;br /&gt;
One more young man to guard the hopes and dreams&amp;lt;br&amp;gt;&lt;br /&gt;
Of all Mankind as a Space Marine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===When You&#039;re Eldrad===&lt;br /&gt;
When Asuryan is too busy, and Khaine&#039;s a bit too much&amp;lt;br&amp;gt;&lt;br /&gt;
They call me, by name you see, for my special touch&amp;lt;br&amp;gt;&lt;br /&gt;
To the seers I&#039;m a legend, to the mon&#039;keigh I&#039;m a dick&amp;lt;br&amp;gt;&lt;br /&gt;
But call me by any name, any way it&#039;s all the same&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m the gore on your shoe&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the pebble in your boot&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the daemon in your bed&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the bolt in every head&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m the mine on which you step&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the pin in every hip&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the spore in your eye, makes you wiggle and writhe&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it&#039;s so easy when you&#039;re Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
This is the life you see, the council tip their hats to me&amp;lt;br&amp;gt;&lt;br /&gt;
I do it all because I&#039;m Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
And I do it all for free&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the pay I&#039;ll ever need&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s mon&#039;keigh to make sad&amp;lt;br&amp;gt;&lt;br /&gt;
While there&#039;s lulz left to be had&amp;lt;br&amp;gt;&lt;br /&gt;
While there&#039;s pockets left to pick&amp;lt;br&amp;gt;&lt;br /&gt;
While there&#039;s Dreadnoughts left to trip&amp;lt;br&amp;gt;&lt;br /&gt;
down the stairs I&#039;ll be there, I&#039;ll be waiting &#039;round the corner&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a game, I&#039;m glad I&#039;m in it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause there&#039;s one born every minute&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it&#039;s so easy when you&#039;re Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
This is the life you see, the council tip their hats to me&amp;lt;br&amp;gt;&lt;br /&gt;
I do it all because I&#039;m Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
And I do it all for free&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the pay I&#039;ll ever need&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I pledge my allegiance&amp;lt;br&amp;gt;&lt;br /&gt;
To all things skub and derp&amp;lt;br&amp;gt;&lt;br /&gt;
Promise on my old Soul Stone&amp;lt;br&amp;gt;&lt;br /&gt;
To do as I am told&amp;lt;br&amp;gt;&lt;br /&gt;
For Cegorach has never seen&amp;lt;br&amp;gt;&lt;br /&gt;
A seer quite like me, not only&amp;lt;br&amp;gt;&lt;br /&gt;
does his job but does it happily&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m the fear that keeps you &#039;wake&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the shadows in the Warp&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the Daemons they become&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the nightmare in your skull&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Witchblade in your back&amp;lt;br&amp;gt;&lt;br /&gt;
An extra turn upon the rack&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the quivering of your heart&amp;lt;br&amp;gt;&lt;br /&gt;
A stabbing pain, a sudden start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it&#039;s so easy when you&#039;re Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
This is the life you see, the council tip their hats to me&amp;lt;br&amp;gt;&lt;br /&gt;
I do it all because I&#039;m Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
And I do it all for free&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the pay I&#039;ll ever need&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And I do it all for free&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the pay I&#039;ll ever need X2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It gets so ronery being Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
What I&#039;d do to see a Codex&amp;lt;br&amp;gt;&lt;br /&gt;
Even for a little while&amp;lt;br&amp;gt;&lt;br /&gt;
And no one loves you when you&#039;re Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m lying through my teeth&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the comforting I need!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weebl: Cucumber song (Spire Legis)===&lt;br /&gt;
&lt;br /&gt;
We is takin&#039; a trukk&amp;lt;br&amp;gt;&lt;br /&gt;
Down ta Spire Legis&amp;lt;br&amp;gt;&lt;br /&gt;
Cuz we &#039;ave &#039;eard they is all &#039;ummie free&amp;lt;br&amp;gt;&lt;br /&gt;
Which makes it safe fer us ta plant new orkses&amp;lt;br&amp;gt;&lt;br /&gt;
All fer teh WAAAGH&amp;lt;br&amp;gt;&lt;br /&gt;
Just ya sees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;Ummies are the orkses enemies&amp;lt;br&amp;gt;&lt;br /&gt;
They try an&#039; stomp us with their bitz&amp;lt;br&amp;gt;&lt;br /&gt;
The only way few our boyz ta escape is&amp;lt;br&amp;gt;&lt;br /&gt;
Drivin&#039; a truk down the street!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secret of Survival (The Wind In The Willows)===&lt;br /&gt;
&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt;&lt;br /&gt;
First you see us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt;&lt;br /&gt;
Then you don’t…&amp;lt;br&amp;gt;&lt;br /&gt;
(All four disappear)&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt;&lt;br /&gt;
Now you hear us….&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you won’t…&amp;lt;br&amp;gt;&lt;br /&gt;
[All four (reappearing behind Traveler’s back)]&amp;lt;br&amp;gt;&lt;br /&gt;
It’s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp.&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you feel us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt;&lt;br /&gt;
Now you can&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
Are we real?&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt; &lt;br /&gt;
Perhaps we aren&#039;t!&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp!&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp!&amp;lt;br&amp;gt;&lt;br /&gt;
[Traveler]&amp;lt;br&amp;gt;&lt;br /&gt;
Is it really such a nasty place?&amp;lt;br&amp;gt;&lt;br /&gt;
[Voice of Malal]&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yes, a very nasty place indeed&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four:]&amp;lt;br&amp;gt; &lt;br /&gt;
Nastier than you could ever dream of!&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt; &lt;br /&gt;
From up above…&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
And from beneath…&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt; &lt;br /&gt;
Daemons…&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt;&lt;br /&gt;
Armed to teeth.&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt;&lt;br /&gt;
Ready to attack you,&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re a snack - and you&#039;d better run!&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t come to Innmaterium&amp;lt;br&amp;gt;&lt;br /&gt;
If you haven&#039;t got a gun!&amp;lt;br&amp;gt;&lt;br /&gt;
[All four]&amp;lt;br&amp;gt; &lt;br /&gt;
Hahahahahaha!&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt; &lt;br /&gt;
Every creature of the Chaos&amp;lt;br&amp;gt;&lt;br /&gt;
Has to look out for itself!&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt; &lt;br /&gt;
Got no Emperor here, or Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
You could call for help&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
You&#039;re in the Warp boy&amp;lt;br&amp;gt;&lt;br /&gt;
And every child could&amp;lt;br&amp;gt;&lt;br /&gt;
Tell you that you&#039;ve got no&amp;lt;br&amp;gt;&lt;br /&gt;
Business to be here!&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt; &lt;br /&gt;
Oooooooooooooooooooooh!&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt;&lt;br /&gt;
First you see us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt;&lt;br /&gt;
Then you don’t…&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you hear us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you won&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt; &lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp!&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you feel us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you can&#039;t…&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt; &lt;br /&gt;
Are we real?&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt; &lt;br /&gt;
Perhaps we aren&#039;t!&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four:]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
It’s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallelujah===&lt;br /&gt;
Written by yours truly.&lt;br /&gt;
&lt;br /&gt;
I heard there was a secret word,&amp;lt;br&amp;gt;&lt;br /&gt;
that Goto wrote and it pleased the Board,&amp;lt;br&amp;gt;&lt;br /&gt;
but you don&#039;t care for canon, do you?&amp;lt;br&amp;gt;&lt;br /&gt;
It goes like this, the fourth, the fifth,&amp;lt;br&amp;gt;&lt;br /&gt;
Horus&#039; fall, the Angel&#039;s lift,&amp;lt;br&amp;gt;&lt;br /&gt;
Boreale was shouting &amp;quot;Hail the Emprah&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Hail the Emprah, Hail the Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
Hail the Emprah, Hail the Emprah...&lt;br /&gt;
&lt;br /&gt;
Khorne made you strong, but you were don goof&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
when Eversor bursted through the roof,&amp;lt;br&amp;gt;&lt;br /&gt;
he shouted WRYYYYYYYYYY right before he killed ya.&amp;lt;br&amp;gt;&lt;br /&gt;
He murdered all your buddies there,&amp;lt;br&amp;gt;&lt;br /&gt;
cut off your limbs, ripped out your hair&amp;lt;br&amp;gt;&lt;br /&gt;
And from your lips came the &amp;quot;Death to Emprah&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Death to Emprah, Death to Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
Death to Emprah, Death to Emprah...&lt;br /&gt;
&lt;br /&gt;
Heretic I have seen before,&amp;lt;br&amp;gt;&lt;br /&gt;
in a bio-ship I walked the floor,&amp;lt;br&amp;gt;&lt;br /&gt;
walls came alive and all tried to kill ya.&amp;lt;br&amp;gt;&lt;br /&gt;
Creed&#039;s flag appeared on battleships,&amp;lt;br&amp;gt;&lt;br /&gt;
infiltrated tanks blew them to bits,&amp;lt;br&amp;gt;&lt;br /&gt;
through darkest space was shouted &amp;quot;Screw the Emprah!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Screw the Emprah, Screw the Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
Screw the Emprah, Screw the Emprah...&lt;br /&gt;
&lt;br /&gt;
There was a time, t&#039;was a good show,&amp;lt;br&amp;gt;&lt;br /&gt;
when Eldar appeared by row,&amp;lt;br&amp;gt;&lt;br /&gt;
And Eldrad screwed us over big time.&amp;lt;br&amp;gt;&lt;br /&gt;
The Necrons from the darkest depths,&amp;lt;br&amp;gt;&lt;br /&gt;
send entire regiments to their deaths,&amp;lt;br&amp;gt;&lt;br /&gt;
the Guardsmen were all shouting &amp;quot;Where&#039;s the Emprah?!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Where&#039;s the Emprah, Where&#039;s the Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
Where&#039;s the Emprah, Where&#039;s the Emprah...&lt;br /&gt;
&lt;br /&gt;
Well on the distant Terra,&amp;lt;br&amp;gt;&lt;br /&gt;
sits our beloved Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
guiding his children through these dark times.&amp;lt;br&amp;gt;&lt;br /&gt;
Gods of Chaos, beasts from beyond,&amp;lt;br&amp;gt;&lt;br /&gt;
monsters by the ancients spawned,&amp;lt;br&amp;gt;&lt;br /&gt;
we raise our fist and shout &amp;quot;AVE EMPRAH!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
AVE EMPRAH, AVE EMPRAH,&amp;lt;br&amp;gt;&lt;br /&gt;
AVE EMPRAH, AVE EMPRAH!&lt;br /&gt;
&lt;br /&gt;
===Where there&#039;s a whip, there&#039;s a way (The Lord Of The Rings)===&lt;br /&gt;
&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And Wher ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
We wanntz go to WAAAGH todayz &amp;lt;br&amp;gt;&lt;br /&gt;
Umiess don’t run, fight uz, heyz, heyz, heyz &amp;lt;br&amp;gt;&lt;br /&gt;
Ther will be WAAAGH all dayz, all dayz, all dayz! &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And Wher ther’z Mork, ther’z Gork! &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And Wher ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
Letz WAAAAGH! Letz WAAAGH! &amp;lt;br&amp;gt;&lt;br /&gt;
And wher ther’z Mork, ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Get in da choppa, cuz werz gonna fight! &amp;lt;br&amp;gt;&lt;br /&gt;
There will be WAAAGH all dayz and nightz and mooar &amp;lt;br&amp;gt;&lt;br /&gt;
Cuz thiz iz what the Orkz livez foooor! &amp;lt;br&amp;gt;&lt;br /&gt;
Letz WAAAGH! Letz WAAAGH! &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And wher ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
We wanntz go to WAAAGH todayz &amp;lt;br&amp;gt;&lt;br /&gt;
Umiess don’t run, fight uz, hey, hey, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Ther will be WAAAGH all dayz, all dayz, all dayz! &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And Where ther’z Mork, ther’z Gork! &amp;lt;br&amp;gt;&lt;br /&gt;
Letz WAAAGH! Letz WAAAGH!  &amp;lt;br&amp;gt;&lt;br /&gt;
Letz WAAAGH! Letz WAAAGH! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I&#039;m a good ol&#039; heretic===&lt;br /&gt;
Oh, I&#039;m a good ol&#039; heretic&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, that&#039;s just what I am&amp;lt;br&amp;gt;&lt;br /&gt;
And for your rotting corpse-god I do not give a damn&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m glad I fought for Horus, I only wish we&#039;d won&amp;lt;br&amp;gt;&lt;br /&gt;
And I don&#039;t want no pardon for anything I&#039;ve done&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I hates the damn Imperium, those spergin&#039; Cogboys, too&amp;lt;br&amp;gt;&lt;br /&gt;
I hates those preening braggarts in uniforms of blue&amp;lt;br&amp;gt;&lt;br /&gt;
I hates the nasty Aquila, with all its brags and fuss&amp;lt;br&amp;gt;&lt;br /&gt;
And those lyin&#039;, thievin&#039; Magpies lead by some coiffured wuss&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I hates the Administratum and everything they do&amp;lt;br&amp;gt;&lt;br /&gt;
I hates the Inquisition, their fucking Grey Knights, too&amp;lt;br&amp;gt;&lt;br /&gt;
I hates those fool Astartes, I hates the Golden Throne&amp;lt;br&amp;gt;&lt;br /&gt;
I hates the Ecclesiarchy praying to worthless bones&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I fought with the Warmaster for ten score years and some&amp;lt;br&amp;gt;&lt;br /&gt;
I caught some bolter fire, got an augmetic thumb&amp;lt;br&amp;gt;&lt;br /&gt;
I lost more bits to frostbite, a campin&#039; in the snow&amp;lt;br&amp;gt;&lt;br /&gt;
But I killed a bunch of Loyalists, I&#039;d love to kill some mo&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now forty thousand Loyalists are dead in Istvaan dust&amp;lt;br&amp;gt;&lt;br /&gt;
We got some more on Terra, before they killed Horus&amp;lt;br&amp;gt;&lt;br /&gt;
They died to Chaos bolters, lasguns and plasma shots&amp;lt;br&amp;gt;&lt;br /&gt;
Wish we&#039;d killed forty billion, instead of what we got&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We couldn&#039;t conquer Terra, but someday it&#039;ll burn&amp;lt;br&amp;gt;&lt;br /&gt;
Inside the Eye of Terror we&#039;re planning our return&amp;lt;br&amp;gt;&lt;br /&gt;
So I don&#039;t need no pardon for the way that I was made&amp;lt;br&amp;gt;&lt;br /&gt;
Nor for the things I&#039;ll do to you in our next Black Crusade&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh I&#039;m a good ol&#039; heretic, now that&#039;s just what I am&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, I&#039;m a good ol&#039; heretic, now that&#039;s just what I am&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sailor Moon: Sayla Ork===&lt;br /&gt;
[[Image:Sayla.jpg|thumb]]&lt;br /&gt;
Foightin&#039; evil boi moonlite&lt;br /&gt;
&lt;br /&gt;
Winnin&#039; lurv boi daylite&lt;br /&gt;
&lt;br /&gt;
Nevah runnin&#039; from a real foight&lt;br /&gt;
&lt;br /&gt;
&#039;e iz sa un named Salya Mork (or iz it Gork?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;e will... Neva turn &#039;is back onna boy&lt;br /&gt;
&lt;br /&gt;
&#039;e iz... Always dere ta destroy&lt;br /&gt;
&lt;br /&gt;
&#039;e iz... Da un on &#039;oo we can depend&lt;br /&gt;
&lt;br /&gt;
&#039;he iz da un named Sayla...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Sayla [[Choppa]]&lt;br /&gt;
&lt;br /&gt;
...Sayla [[Dakka]]&lt;br /&gt;
&lt;br /&gt;
...Sayla [[RAGE|Foightin&#039;]]&lt;br /&gt;
&lt;br /&gt;
...Sayla [[/tg/|Winnin&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wiff sekrit powahs&lt;br /&gt;
&lt;br /&gt;
All so noo ta &#039;im&lt;br /&gt;
&lt;br /&gt;
&#039;e iz da un named Sayla Mork (or is it Gork?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foightin&#039; evil boi moonlite&lt;br /&gt;
&lt;br /&gt;
Winnin&#039; lurv boi daylite&lt;br /&gt;
&lt;br /&gt;
Wiff &#039;iz [[Freebooterz|Sayla Boyz]] to &#039;elp foight&lt;br /&gt;
&lt;br /&gt;
&#039;e iz da un named Sayla Mork (or is it Gork?)&lt;br /&gt;
&lt;br /&gt;
&#039;e iz da un named Sayla Mork (or is it Gork?)&lt;br /&gt;
&lt;br /&gt;
&#039;e iz da un... Sayla ORK!&lt;br /&gt;
&lt;br /&gt;
===Electric Light Orchestra - Mr Blue Sky===&lt;br /&gt;
&lt;br /&gt;
Warp storm shattered from the sky&amp;lt;br&amp;gt;&lt;br /&gt;
There ain&#039;t a witch in sight&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s steel rehnin, Spess Mareens are on the way&amp;lt;br&amp;gt;&lt;br /&gt;
And don&#039;t you know&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a beautiful new day hey, hey&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Runnin&#039; down the avenue&amp;lt;br&amp;gt;&lt;br /&gt;
See how his hair shines brightly, in the hive&amp;lt;br&amp;gt;&lt;br /&gt;
On the streets, where crime was rife&amp;lt;br&amp;gt;&lt;br /&gt;
The Emperah is living here today hey, hey&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy, please tell us why&amp;lt;br&amp;gt;&lt;br /&gt;
You had to die away for so long&amp;lt;br&amp;gt;&lt;br /&gt;
Where did we go wrong?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy, please tell us why&amp;lt;br&amp;gt;&lt;br /&gt;
You had to die away for so long&amp;lt;br&amp;gt;&lt;br /&gt;
Where did we go wrong?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey you with the godly face&amp;lt;br&amp;gt;&lt;br /&gt;
Welcome to your loyal race&amp;lt;br&amp;gt;&lt;br /&gt;
A celebration, The Emperah&#039;s up there waitin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And today is the day we&#039;ve waited for&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy, please tell us why&amp;lt;br&amp;gt;&lt;br /&gt;
You had to die away for so long&amp;lt;br&amp;gt;&lt;br /&gt;
Where did we go wrong?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey there Emperah&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re so pleased to be with ya&amp;lt;br&amp;gt;&lt;br /&gt;
Look around see what you do&amp;lt;br&amp;gt;&lt;br /&gt;
Ev&#039;rybody smiles at you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey there Emperah&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re so pleased to be with ya&amp;lt;br&amp;gt;&lt;br /&gt;
Look around see what you do&amp;lt;br&amp;gt;&lt;br /&gt;
Ev&#039;rybody smiles at you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy, Emperah guy&amp;lt;br&amp;gt;&lt;br /&gt;
Emperah guy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah, you did it right&amp;lt;br&amp;gt;&lt;br /&gt;
But here comes a khornate knight creepin&#039; over&amp;lt;br&amp;gt;&lt;br /&gt;
Now his hand is on your shoulder&amp;lt;br&amp;gt;&lt;br /&gt;
Never mind I&#039;ll remember you this&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll remember you this way&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy please tell us why&amp;lt;br&amp;gt;&lt;br /&gt;
You had to die away for so long&amp;lt;br&amp;gt;&lt;br /&gt;
Where did we go wrong?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey there Emperah&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re so pleased to be with ya&amp;lt;br&amp;gt;&lt;br /&gt;
Look around see what you do&amp;lt;br&amp;gt;&lt;br /&gt;
Ev&#039;rybody smiles at you&amp;lt;br&amp;gt;&lt;br /&gt;
Ba ba ba ba ba ba ba ba ba&amp;lt;br&amp;gt;&lt;br /&gt;
Ba ba ba ba ba ba ba ba ba ba ba&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Monty Python: Lumberjack Song===&lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I wanted to be... a Space Marine! &amp;lt;br&amp;gt;&lt;br /&gt;
Killing so many different xenos, as they war against planets all across the Imperium. The undying Immortals. The Nobs. The Wraiths! The formidable Farseer! The constantly screaming Warboss! The plucky little Slugga Boyz! The lumbering Kroot hounds of the Tau. The towering Big Meks of the Orks! The gargantuan Mega Armoured Nobs! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With my squad mates by my side, we&#039;d purge! purge! purge! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Space Marine, and I&#039;m okay. &amp;lt;br&amp;gt;&lt;br /&gt;
I purge all night and I burn all day. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Space Marine Squad]&lt;br /&gt;
&lt;br /&gt;
He&#039;s a Space Marine, and he&#039;s okay. &amp;lt;br&amp;gt;&lt;br /&gt;
He purges all night and he burns all day. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I burn the Orks. I shoot the Tau. &amp;lt;br&amp;gt;&lt;br /&gt;
Necrons eat my chainswords. &amp;lt;br&amp;gt;&lt;br /&gt;
On Wednesdays I hunt Eldar, &amp;lt;br&amp;gt;&lt;br /&gt;
And pray to Khorne in war! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Space Marine Squad]&lt;br /&gt;
&lt;br /&gt;
He burns the Orks. He shoots the Tau. &amp;lt;br&amp;gt;&lt;br /&gt;
Necrons eat his chainswords. &amp;lt;br&amp;gt;&lt;br /&gt;
On Wednesdays he hunts Eldar, &amp;lt;br&amp;gt;&lt;br /&gt;
And prays to Khone in war...? &amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s a Space Marine, and he&#039;s okay. &amp;lt;br&amp;gt;&lt;br /&gt;
He purges all night and he burns all day. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I burn the Orks. I hail Chaos. &amp;lt;br&amp;gt;&lt;br /&gt;
Burn cities to the ground. &amp;lt;br&amp;gt;&lt;br /&gt;
I put on chaos symbols &amp;lt;br&amp;gt;&lt;br /&gt;
And stack skulls in a mound. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Space Marine Squad]&lt;br /&gt;
&lt;br /&gt;
He burns the Orks. He hails Chaos. &amp;lt;br&amp;gt;&lt;br /&gt;
Burns cities to the ground. &amp;lt;br&amp;gt;&lt;br /&gt;
He puts on chaos symbols &amp;lt;br&amp;gt;&lt;br /&gt;
And stacks skulls in a mound?!&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s a Space Marine, and he&#039;s okay. &amp;lt;br&amp;gt;&lt;br /&gt;
He purges all night and he burns all day. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I burn the Orks. I bear warp blades, &amp;lt;br&amp;gt;&lt;br /&gt;
keep saints&#039; heads in a jar. &amp;lt;br&amp;gt;&lt;br /&gt;
I wish I&#039;d been a daemon, &amp;lt;br&amp;gt;&lt;br /&gt;
So I could slay Calgar! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Space Marine Squad]&lt;br /&gt;
&lt;br /&gt;
He burns the Orks. He bears warp blades, &amp;lt;br&amp;gt;&lt;br /&gt;
keeps saints&#039; heads in a jar?! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor]&lt;br /&gt;
&lt;br /&gt;
What&#039;s this? Wants to be a daemon?! Oh, My! &amp;lt;br&amp;gt;&lt;br /&gt;
And I thought you were so loyal! Traitor! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dear sir, I wish to complain on the strongest possible terms about the song which you have just broadcast about the space marine who is a servant to chaos. Many of my best freinds are Space Marines and only a few of them are servants to chaos!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Promethium Road (Steve Earle: Copperhead Road) ===&lt;br /&gt;
&#039;&#039;Promethium Road, Sung by a farmer&#039;s boy from Gath&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well my name&#039;s Anval Gidemore &amp;lt;br&amp;gt;&lt;br /&gt;
Same as my father and his father before &amp;lt;br&amp;gt;&lt;br /&gt;
You hardly ever saw grandfather &#039;round here &amp;lt;br&amp;gt;&lt;br /&gt;
He only went to port about twice a year &amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;d buy a couple bags of yeast and some plasteel line &amp;lt;br&amp;gt;&lt;br /&gt;
Everyone on Gath knew he brewed white gyn &amp;lt;br&amp;gt;&lt;br /&gt;
Now the arbites wanted grandfather bad &amp;lt;br&amp;gt;&lt;br /&gt;
Headed up our pasture with everything he had &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s before my birth but I&#039;ve been told &amp;lt;br&amp;gt;&lt;br /&gt;
He never came back from Promethium Road &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now Father brewed the whiskey in a Leman Russ &amp;lt;br&amp;gt;&lt;br /&gt;
Guard surplus they just toss the stuff &amp;lt;br&amp;gt;&lt;br /&gt;
Cadian 18th written on the side &amp;lt;br&amp;gt;&lt;br /&gt;
Just shot a coat of paint and then he looked inside &amp;lt;br&amp;gt;&lt;br /&gt;
Well him and my uncle tore it all to hell &amp;lt;br&amp;gt;&lt;br /&gt;
I still remember that putrid smell &amp;lt;br&amp;gt;&lt;br /&gt;
Then the Arbites came by in the middle of the night &amp;lt;br&amp;gt;&lt;br /&gt;
Heard mother crying, something wasn&#039;t right &amp;lt;br&amp;gt;&lt;br /&gt;
He was busy brewing up the weekly load &amp;lt;br&amp;gt;&lt;br /&gt;
You could see whiskey burning down Promethium Road &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I volunteered for the Guard on my birthday &amp;lt;br&amp;gt;&lt;br /&gt;
They draft the farmers boys first &#039;round here anyway &amp;lt;br&amp;gt;&lt;br /&gt;
I did five years of fighting with the Catachan &amp;lt;br&amp;gt;&lt;br /&gt;
I came back to Gath with a brand new plan &amp;lt;br&amp;gt;&lt;br /&gt;
I take the seed that grows near New Jericho &amp;lt;br&amp;gt;&lt;br /&gt;
And I plant up our pasture down Promethium Road &amp;lt;br&amp;gt;&lt;br /&gt;
Now the Arbites got their gander in the air &amp;lt;br&amp;gt;&lt;br /&gt;
Wake up screaming like I&#039;m back over there &amp;lt;br&amp;gt;&lt;br /&gt;
I learned a thing or two from the &#039;Catas don&#039;t you know &amp;lt;br&amp;gt;&lt;br /&gt;
You better stay away from Promethium Road &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Avenue Q: The internet is for Porn. ===&lt;br /&gt;
Sung by Kharn and a Cannoness &lt;br /&gt;
&lt;br /&gt;
The Imperium is really really great &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
I’ve got a fast starship so i don’t have to wait &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s always some new fight, &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
I war all day and night &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s like i’m killing at the speed of light &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne, &amp;lt;br&amp;gt;&lt;br /&gt;
Why you think the Warp was born? &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne, Khorne, Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I’m glad that we have Warp technology &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
Which gives us untold opportunity &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
Fight from your tabletop &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
You can plunder rape and chop &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
Until you&#039;ve had enough and you&#039;re ready to stop &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne, &amp;lt;br&amp;gt;&lt;br /&gt;
Me up all night gathering skulls for&lt;br /&gt;
Khorne, Khorne, Khorne!&lt;br /&gt;
&lt;br /&gt;
[SPOKEN]&lt;br /&gt;
&lt;br /&gt;
[Canoness]&lt;br /&gt;
That’s gross! You’re a heretic&lt;br /&gt;
&lt;br /&gt;
[Kharn] &amp;lt;br&amp;gt;&lt;br /&gt;
Ah, sticks and stones Cannoness&lt;br /&gt;
&lt;br /&gt;
[Canoness] &amp;lt;br&amp;gt;&lt;br /&gt;
NO really, you&#039;re a heretic&lt;br /&gt;
Normal people don’t run around&lt;br /&gt;
killing in the Imperium&lt;br /&gt;
&lt;br /&gt;
[Kharn] &amp;lt;br&amp;gt;&lt;br /&gt;
Ohhhh?&lt;br /&gt;
&lt;br /&gt;
[Canoness] &amp;lt;br&amp;gt;&lt;br /&gt;
What?!&lt;br /&gt;
&lt;br /&gt;
[Kharne] &amp;lt;br&amp;gt;&lt;br /&gt;
You have no idea&lt;br /&gt;
Ready normal people?&lt;br /&gt;
&lt;br /&gt;
[Abbadon, Horus, Angron] &amp;lt;br&amp;gt;&lt;br /&gt;
Ready&lt;br /&gt;
&lt;br /&gt;
Let me hear it!&lt;br /&gt;
&lt;br /&gt;
[Kharn and guys] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
[Abbadon] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorry Emp &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Kharn and guys] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I eviscerate! &amp;lt;br&amp;gt;&lt;br /&gt;
[Kharn and guys] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All these guys unshethe their swords &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne, Khorne, Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cannoness] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is not for Khorne!! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Kharn and guys] &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne, Khorne, K--- &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Cannoness]&lt;br /&gt;
&lt;br /&gt;
HOLD ON A SECOND! &amp;lt;br&amp;gt;&lt;br /&gt;
Now I happen to know for a fact that you, Abbadon, rely on the Imperium to kill off your excess followers &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Abbadon]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That’s correct. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cannoness] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And Horus, you once saved the Emperor&#039;s life &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sure! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cannoness] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And Angron, you keep killing whenever you can &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Angron] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes I do! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cannoness] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And Kharn, you love kitten &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Kharne] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Kharne] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, but Cannoness &amp;lt;br&amp;gt;&lt;br /&gt;
What you think we do after? hmm? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Abbadon] &amp;lt;br&amp;gt;&lt;br /&gt;
...yeah &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(EEEWWWWW!) &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
Heretics! &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
I hate Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
Grab your axe and cleave and hack &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne, Khorne, Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
(harmonizing) Khorne, Khorne, Khorne, Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
I’m leaving! &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne Khorne Khorne Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne Khorne Khorne Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
I hate the Imperium! &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne, Khorne, Khorne, Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
YEAH! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Scarlet Commissar: Into The Fire ===&lt;br /&gt;
&lt;br /&gt;
Pius stood to guard the Emperor, &amp;lt;br&amp;gt;&lt;br /&gt;
with his las clutched in his hand.&amp;lt;br&amp;gt;&lt;br /&gt;
He was only a man&amp;lt;br&amp;gt;&lt;br /&gt;
But he knew someone must take a stand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will always be a battle&amp;lt;br&amp;gt;&lt;br /&gt;
but remember our Lord&#039;s grace.&amp;lt;br&amp;gt;&lt;br /&gt;
there will always be perilous dangers&amp;lt;br&amp;gt;&lt;br /&gt;
which someone must face.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Into valleys, into waters&amp;lt;br&amp;gt;&lt;br /&gt;
Into jungles, into hell&amp;lt;br&amp;gt;&lt;br /&gt;
Let us ride, let us ride home again with a story to tell.&amp;lt;br&amp;gt;&lt;br /&gt;
Into darkness, into danger,&amp;lt;br&amp;gt;&lt;br /&gt;
To Warp storms that rip the night,&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t give in, or give up,&amp;lt;br&amp;gt;&lt;br /&gt;
But give thanks for the glorious fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can tremble, you can fear it,&amp;lt;br&amp;gt;&lt;br /&gt;
But keep your fighting spirit alive boys.&amp;lt;br&amp;gt;&lt;br /&gt;
Let the shiver of it sting you,&amp;lt;br&amp;gt;&lt;br /&gt;
Fling into battle, spring to your feet boys.&amp;lt;br&amp;gt;&lt;br /&gt;
Never hold back your step for a moment,&amp;lt;br&amp;gt;&lt;br /&gt;
Never doubt that your courage will grow,&amp;lt;br&amp;gt;&lt;br /&gt;
Grow your faith ever higher and into the fire we go .&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Are there cultists that surround us?&amp;lt;br&amp;gt;&lt;br /&gt;
Are there orks that block the way?&amp;lt;br&amp;gt;&lt;br /&gt;
Shoot&#039;em down, knock&#039;em back boys,&amp;lt;br&amp;gt;&lt;br /&gt;
And forward and into the fray.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eye of terror? Time for valour,&amp;lt;br&amp;gt;&lt;br /&gt;
Hold the Line, no, never turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, it&#039;s into the Warp that we&#039;ll fly,&amp;lt;br&amp;gt;&lt;br /&gt;
And it&#039;s Chaos who&#039;ll burn...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Someone has to guard the Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
Rush in, we shall defend him and win boys&amp;lt;br&amp;gt;&lt;br /&gt;
When the Warp is saying not to&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah, you know you&#039;ve got to march on, boys&amp;lt;br&amp;gt;&lt;br /&gt;
Never hold back your step for a moment.&amp;lt;br&amp;gt;&lt;br /&gt;
Never doubt that your courage will grow.&amp;lt;br&amp;gt;&lt;br /&gt;
Grow your faith ever higher and into fire we go &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let the bolter fire&amp;lt;br&amp;gt;&lt;br /&gt;
Let the flash of it shock you&amp;lt;br&amp;gt;&lt;br /&gt;
Choke your fears away&amp;lt;br&amp;gt;&lt;br /&gt;
Pull as tight as a wire&amp;lt;br&amp;gt;&lt;br /&gt;
Let their Chainswords strike&amp;lt;br&amp;gt;&lt;br /&gt;
Let the force of it rock you&amp;lt;br&amp;gt;&lt;br /&gt;
We will have our day, standing tall to the fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Someone has to guard the Emprah&amp;lt;br&amp;gt;&lt;br /&gt;
Rush in! We shall defend him and win boys&amp;lt;br&amp;gt;&lt;br /&gt;
When the warp is saying not to&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah, you know you&#039;ve got to march on, boys&amp;lt;br&amp;gt;&lt;br /&gt;
Never hold back your step for a moment&amp;lt;br&amp;gt;&lt;br /&gt;
Hold the Line! Oh, your courage will grow&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, it&#039;s higher and higher and into the fire we go&amp;lt;br&amp;gt;&lt;br /&gt;
Into fire!&amp;lt;br&amp;gt;&lt;br /&gt;
Onward, ho! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rick Astley: Never Gonna Give You Up ===&lt;br /&gt;
&lt;br /&gt;
We&#039;s no strangers to WAAAGH! &amp;lt;br&amp;gt;&lt;br /&gt;
We frags ‘em all, shoots ‘em in da eye &amp;lt;br&amp;gt;&lt;br /&gt;
A full bombardment&#039;s what we’s finkin’ of &amp;lt;br&amp;gt;&lt;br /&gt;
We’s gonna make sure that ya all’s gonna die &amp;lt;br&amp;gt;&lt;br /&gt;
We’s jus’ wanna gives ya all a beatin’ &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna make ya good ‘n’ dead &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;s fought each otha fer so long &amp;lt;br&amp;gt;&lt;br /&gt;
Yer arrmy&#039;s all breakin’ but &amp;lt;br&amp;gt;&lt;br /&gt;
Ya don’t wants ta quits it &amp;lt;br&amp;gt;&lt;br /&gt;
Ya ‘n’ me both knows that it won’t be long &amp;lt;br&amp;gt;&lt;br /&gt;
We’s gonna win, ‘n’ yer gonna loze it &amp;lt;br&amp;gt;&lt;br /&gt;
‘N’ I fink ya all shud be fleein’ &amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t tell me you&#039;s too blind ta see &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(WAAAGH, blow ya up) &amp;lt;br&amp;gt;&lt;br /&gt;
(WAAAGH, blow ya up) &amp;lt;br&amp;gt;&lt;br /&gt;
(WAAAGH!) &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna blow, we’s all gonna blow &amp;lt;br&amp;gt;&lt;br /&gt;
(Blow ya up) &amp;lt;br&amp;gt;&lt;br /&gt;
(WAAAGH!) &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna blow, we’s all gonna blow &amp;lt;br&amp;gt;&lt;br /&gt;
(Blow ya up) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;s fought each otha fer so long &amp;lt;br&amp;gt;&lt;br /&gt;
Yer arrmy&#039;s all breakin’ but &amp;lt;br&amp;gt;&lt;br /&gt;
Ya don’t wants ta quits it &amp;lt;br&amp;gt;&lt;br /&gt;
Ya ‘n’ me both knows that it won’t be long &amp;lt;br&amp;gt;&lt;br /&gt;
We’s gonna win, ‘n’ yer gonna loze it &amp;lt;br&amp;gt;&lt;br /&gt;
We’s jus’ wanna gives ya all a beatin’ &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna make ya good ‘n’ dead &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wuppa Orky style (PSY: Gangnam Style) ===&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I love a bomma who is warm and shooty by day, &amp;lt;br&amp;gt;&lt;br /&gt;
A classy bomma who knows how to bring the freedom of da WAAAAGH! to a planet &amp;lt;br&amp;gt;&lt;br /&gt;
A bomma whose moves gets sharper when fighting comes &amp;lt;br&amp;gt;&lt;br /&gt;
A bomma with that kind of twist &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Greenskin &amp;lt;br&amp;gt;&lt;br /&gt;
A Greenskin who is as warm as you during the day &amp;lt;br&amp;gt;&lt;br /&gt;
A Greenskin who one-shots his enemy HQ with a Powa Klaw &amp;lt;br&amp;gt;&lt;br /&gt;
A Greenskin whose hearts bursts when the fight comes &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Greenskin &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, lovely &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, lovely &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I love a Squig who is warm and passionate by day, &amp;lt;br&amp;gt;&lt;br /&gt;
A classy Squig who knows how to chase enemy vehicles when packed with bomz &amp;lt;br&amp;gt;&lt;br /&gt;
A Squig whose anticipation gets crazier when fighting comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Squig with that kind of twist &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Boy &amp;lt;br&amp;gt;&lt;br /&gt;
A Boy who is as warm as you during the day &amp;lt;br&amp;gt;&lt;br /&gt;
A Boy who is bold as a lion with 11 other boyz &amp;lt;br&amp;gt;&lt;br /&gt;
A Boy whose feet fleets when the WAAAGH! comes &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Boy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Zoomin’ bomma! Wup, wup, wup wup Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Zoomin’ bomma! oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A shoota who looks classy but is killy when it shoots &amp;lt;br&amp;gt;&lt;br /&gt;
A shoota who puts da foes down when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A shoota who covers itself but is more sexy than a shoota who bares it all &amp;lt;br&amp;gt;&lt;br /&gt;
A sensible shoota like that &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Nob &amp;lt;br&amp;gt;&lt;br /&gt;
A Nob who seems irate and gets angry when he plays &amp;lt;br&amp;gt;&lt;br /&gt;
A Nob who goes completely crazy when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Nob who has bulging Klaws as well as muscles &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Ork &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Kustom forcefield, wup, wup, wup wup wuppa Mekboy style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Kustom forcefield oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a pilot who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Ork who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You know what I&#039;m saying &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Furious charging, wup, wup, wup wup Wuppa is Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Furious charging oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Shall we go all the way from now on? &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Choppy choppa, wup, wup, wup wup wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Choppy choppa oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A choppa who looks quiet but plays when I plays &amp;lt;br&amp;gt;&lt;br /&gt;
A choppa who puts me foes down when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A choppa who covers itself but is more sexy than a choppa who bares it all &amp;lt;br&amp;gt;&lt;br /&gt;
A sensible choppa like that &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Warboss &amp;lt;br&amp;gt;&lt;br /&gt;
A Warboss who dreams big but WAAAGHS! when he WAAAGHS! &amp;lt;br&amp;gt;&lt;br /&gt;
A Warboss who goes completely crazy when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Warboss who has bulging ideas as well as muscles &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Ork &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Zzappin’ Weirdboy, Greenskin is Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Zzappin’ Weirdboy oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On top of the running Xenos is the flying Marine, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a fing or two &amp;lt;br&amp;gt;&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
You know what I&#039;m saying &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dis boy is Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Dakka dakka, dak, dak, dak dak dakka Orky styleEh- Dakka dakka oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I love Mega armour who is big and protecty by day, &amp;lt;br&amp;gt;&lt;br /&gt;
Da classy Mega armour who know how to bring the freedom from enemy dakka &amp;lt;br&amp;gt;&lt;br /&gt;
Da Mega armour whose protection gets better when fighting comes &amp;lt;br&amp;gt;&lt;br /&gt;
Da Mega armour with that kind of twist &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Killa Kan &amp;lt;br&amp;gt;&lt;br /&gt;
A Killa Kan who is as big as da rest of da boyz &amp;lt;br&amp;gt;&lt;br /&gt;
A Killa Kan who goes about bein’ stompy &amp;lt;br&amp;gt;&lt;br /&gt;
A Killa Kan whose rokkits bursts when they hit da enemy &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Killa Kan &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, lovely &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, lovely &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Greenskin style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I love a Deff rolla who is round and spikey by day, &amp;lt;br&amp;gt;&lt;br /&gt;
A classy Deff rolla who know how to bring the squish to an enemy planet &amp;lt;br&amp;gt;&lt;br /&gt;
A Deff rolla whose spikes gets sharper when fighting comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Deff rolla with that kind of twist &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Weirdboy &amp;lt;br&amp;gt;&lt;br /&gt;
A Weirdboy who is as sane as you during the day &amp;lt;br&amp;gt;&lt;br /&gt;
A Weirdboy who squiggifies his enemy HQ before it even chops boyz &amp;lt;br&amp;gt;&lt;br /&gt;
A Weirdboy whose brain hursts when the fight comes &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Weirdboy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Shooty Lootas, Wup, wup, wup wup Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Shooty Lootas oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Looted gun who looks loud but dakkas when it dakkas &amp;lt;br&amp;gt;&lt;br /&gt;
A Looted gun who puts her foes down when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Looted gun who covers da enemy in shooty and is more deadly than a Looted gun who misses dem all &amp;lt;br&amp;gt;&lt;br /&gt;
A sensible Looted gun like that &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Painboy &amp;lt;br&amp;gt;&lt;br /&gt;
A Painboy who seems calm but plays when he oprates &amp;lt;br&amp;gt;&lt;br /&gt;
A Painboy who goes completely crazy when the brai-squigg transplant comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Painboy who has sharp ideas as well as instruments &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Painboy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Battle wagon, vroom, vroom, vroom, vroom vroomah Greenskin style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Battle wagon oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Greenskin who knows a fing or two &amp;lt;br&amp;gt;&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
You know what I&#039;m saying &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Dakka Jet, wup, wup, wup wup Wuppa &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Dakka Jet oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Shall we go all the way from now on? &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Choppy chainsword, wup, wup, wup wup wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Choppy chainsword oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A chainsword who looks quiet but plays when she plays &amp;lt;br&amp;gt;&lt;br /&gt;
A chainsword who puts her foes down when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A chainsword who covers herself but is more sexy than a chainsword who bares it all &amp;lt;br&amp;gt;&lt;br /&gt;
A sensible chainsword like that &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Flashgit &amp;lt;br&amp;gt;&lt;br /&gt;
A Flashgit who seems rich but shoots when he shoots &amp;lt;br&amp;gt;&lt;br /&gt;
A Flashgit who goes completely dakka when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Flashgit who has a bulging belly as well as a snazzgun &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Flashgit &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- wretched gretchin, little runt aint Greenskin style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- wretched gretchin oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On top of the running bugeyes is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a fing or two &amp;lt;br&amp;gt;&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
You know what I&#039;m saying &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dat boy is Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Zoomin’ bomma! Wup, wup, wup wup Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Zoomin’ bomma! oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warriors Of Terra (Manowar: Warriors of the World) ===&lt;br /&gt;
&lt;br /&gt;
Here I see you stand from all around the worlds&lt;br /&gt;
Waiting in a line to hear the battle cry&lt;br /&gt;
All are gathered here, victory is near&lt;br /&gt;
The sound will fill the hall, bringing power to us all&lt;br /&gt;
&lt;br /&gt;
We alone are fighting for the Emperor that is true&lt;br /&gt;
We own the right to live the fight, we&#039;re here for all of you&lt;br /&gt;
Now swear the blood upon your steel will never dry&lt;br /&gt;
Stand and fight together beneath the battle sky&lt;br /&gt;
&lt;br /&gt;
Brothers everywhere - raise your hands into the air&lt;br /&gt;
We&#039;re warriors, warriors of Terra&lt;br /&gt;
Like thunder from the sky - sworn to fight and die&lt;br /&gt;
We&#039;re warriors, warriors of Terra&lt;br /&gt;
&lt;br /&gt;
Many stand against us, but they will never win&lt;br /&gt;
We said we would return and here we are again&lt;br /&gt;
To bring them all destruction, suffering and pain&lt;br /&gt;
We are the hammer of His wrath, we are thunder, wind and rain.&lt;br /&gt;
&lt;br /&gt;
There they wait in fear with swords in feeble hands&lt;br /&gt;
With dreams to be a king, first one should be a man&lt;br /&gt;
I call about and charge them all with a life that is a lie&lt;br /&gt;
And in their final hour they shall repent before they die&lt;br /&gt;
&lt;br /&gt;
If I should fall in battle, my brothers who fight by my side&lt;br /&gt;
Gather my armor and weapons, tell teh chapter how I died&lt;br /&gt;
Until then I will be strong, I will fight for all that is real&lt;br /&gt;
All who stand in my way will die by steel&lt;br /&gt;
&lt;br /&gt;
Brothers everywhere - raise your hands into the air&lt;br /&gt;
We&#039;re warriors, warriors of Terra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== I Love the Whole Board (I Love the Whole World) ===&lt;br /&gt;
&lt;br /&gt;
Emperor:&lt;br /&gt;
&lt;br /&gt;
I love all humans&lt;br /&gt;
&lt;br /&gt;
I love our smog-filled hives&lt;br /&gt;
&lt;br /&gt;
I love crusading&lt;br /&gt;
&lt;br /&gt;
And taking xenos lives&lt;br /&gt;
&lt;br /&gt;
I love the galaxy &lt;br /&gt;
&lt;br /&gt;
With all its sights and sounds &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Horus:&lt;br /&gt;
&lt;br /&gt;
I love Heresy &lt;br /&gt;
&lt;br /&gt;
I love the sound of screams &lt;br /&gt;
&lt;br /&gt;
I love Isstvaan &lt;br /&gt;
&lt;br /&gt;
Even the plague marines &lt;br /&gt;
&lt;br /&gt;
I love my legion &lt;br /&gt;
&lt;br /&gt;
And crashing Terra&#039;s gates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Da Orkz:&lt;br /&gt;
&lt;br /&gt;
I love WAAAAAGH-ing!&lt;br /&gt;
&lt;br /&gt;
I love my mobs of boyz!&lt;br /&gt;
&lt;br /&gt;
and being choppy!&lt;br /&gt;
&lt;br /&gt;
I love my deffgun&#039;s noise!&lt;br /&gt;
&lt;br /&gt;
I love da fightan&#039;!&lt;br /&gt;
&lt;br /&gt;
WE&#039;RE DA BEST, YA GITS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OI LOVE ME WARBOSS&lt;br /&gt;
&lt;br /&gt;
OI LOVE ME BIG DEFF GUN&lt;br /&gt;
&lt;br /&gt;
OI LOVE DEM &#039;UMIES&lt;br /&gt;
&lt;br /&gt;
THE WAY DEY SCREAM AN&#039; RUN&lt;br /&gt;
&lt;br /&gt;
OI LOVE DA WHOLE WORLD&lt;br /&gt;
&lt;br /&gt;
N&#039; ALL ITZ SIGHTS N&#039; SOUNDS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eldar:&lt;br /&gt;
&lt;br /&gt;
I loathe my dark kin&lt;br /&gt;
&lt;br /&gt;
I loathe the orkish hordes&lt;br /&gt;
&lt;br /&gt;
I loathe the mon&#039;keigh&lt;br /&gt;
&lt;br /&gt;
The Yngir even more&lt;br /&gt;
&lt;br /&gt;
I loathe you all, worms&lt;br /&gt;
&lt;br /&gt;
You are beneath my race&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kharn:&lt;br /&gt;
&lt;br /&gt;
I love betraying&lt;br /&gt;
&lt;br /&gt;
I love to rip and tear &lt;br /&gt;
&lt;br /&gt;
I love my chain-axe&lt;br /&gt;
&lt;br /&gt;
Heads flying through the air&lt;br /&gt;
&lt;br /&gt;
I love destroying&lt;br /&gt;
&lt;br /&gt;
And punches to the face&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tau:&lt;br /&gt;
&lt;br /&gt;
I love my homeland&lt;br /&gt;
&lt;br /&gt;
I love our high-tech suits&lt;br /&gt;
&lt;br /&gt;
I love converting&lt;br /&gt;
&lt;br /&gt;
And training new recruits&lt;br /&gt;
&lt;br /&gt;
I love the Greater Good&lt;br /&gt;
&lt;br /&gt;
And taming lawless brutes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tzeentch:&lt;br /&gt;
&lt;br /&gt;
I love all changes&lt;br /&gt;
&lt;br /&gt;
To men and to their land&lt;br /&gt;
&lt;br /&gt;
I love to teach them&lt;br /&gt;
&lt;br /&gt;
More than their brains can stand&lt;br /&gt;
&lt;br /&gt;
I love to ca-ckle...&lt;br /&gt;
&lt;br /&gt;
... Just-As-Plaaaned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indrick Boreale:&lt;br /&gt;
&lt;br /&gt;
I love the EMPRAH &lt;br /&gt;
&lt;br /&gt;
I love to see STEHL REHN&lt;br /&gt;
&lt;br /&gt;
I love SPESS MEHRENES&lt;br /&gt;
&lt;br /&gt;
Be every ork in PEHN&lt;br /&gt;
&lt;br /&gt;
I love BLUD REHVENS &lt;br /&gt;
&lt;br /&gt;
And seeing ENEMEHS DIE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trazyn: I love collecting&lt;br /&gt;
&lt;br /&gt;
Obryon: I love my warscythe&#039;s bite&lt;br /&gt;
&lt;br /&gt;
Orikan: I love my visions&lt;br /&gt;
&lt;br /&gt;
Orikan Empowered: AND WHEN THE STARS ARE RIGHT&lt;br /&gt;
&lt;br /&gt;
Imotekh: I love my subjects&lt;br /&gt;
&lt;br /&gt;
Despite their craziness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Space Wolves:&lt;br /&gt;
&lt;br /&gt;
I love Russ&#039; beard&lt;br /&gt;
&lt;br /&gt;
And ales of potent strength&lt;br /&gt;
&lt;br /&gt;
I love riding wolves&lt;br /&gt;
&lt;br /&gt;
and their enormous length&lt;br /&gt;
&lt;br /&gt;
I love the whole fang&lt;br /&gt;
&lt;br /&gt;
and every bar and drink&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Angry Marines:&lt;br /&gt;
&lt;br /&gt;
I HATE THE EVERYTHING&lt;br /&gt;
&lt;br /&gt;
FUCK SHIT ASS CUNT RAPE TEAR&lt;br /&gt;
&lt;br /&gt;
BADGER SPLAT RAGE DESTROY&lt;br /&gt;
&lt;br /&gt;
SOME ANAL BLEEDING THERE&lt;br /&gt;
&lt;br /&gt;
I HATE THE XENOS&lt;br /&gt;
&lt;br /&gt;
I KILL SHIT IN THE FACE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FUCK-DE-ASSHOLE FUCK-DE-ASSHOLE FUCK-DE-ASSHOLE FUCK-DE-ASSHOLE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Macha:&lt;br /&gt;
&lt;br /&gt;
I love virginity &lt;br /&gt;
&lt;br /&gt;
And being your waifu&lt;br /&gt;
&lt;br /&gt;
I love the emperor &lt;br /&gt;
&lt;br /&gt;
One day I&#039;ll be his too&lt;br /&gt;
&lt;br /&gt;
I love the galaxy &lt;br /&gt;
&lt;br /&gt;
It&#039;s such a silly place&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eisenhorn:&lt;br /&gt;
&lt;br /&gt;
I love the purging&lt;br /&gt;
&lt;br /&gt;
I love the holy flame&lt;br /&gt;
&lt;br /&gt;
I love the Emprah&lt;br /&gt;
&lt;br /&gt;
I love his holy name&lt;br /&gt;
&lt;br /&gt;
I love my day-job&lt;br /&gt;
&lt;br /&gt;
Purging all over space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Butthurt Casual:&lt;br /&gt;
&lt;br /&gt;
I HATE GEEDUBYA&lt;br /&gt;
&lt;br /&gt;
AND ALL THEIR JEWY WAYS&lt;br /&gt;
&lt;br /&gt;
I HATE WARHAMMER&lt;br /&gt;
&lt;br /&gt;
AND SPEHSS MEHREENS ARE GAY&lt;br /&gt;
&lt;br /&gt;
I PLAY WARMAHORDES&lt;br /&gt;
&lt;br /&gt;
IT&#039;S THE SUPERIOR GAME&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE WHINING BOOM DE WHINING BOOM DE WHINING BOOM DE WHINING&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Matt Ward:&lt;br /&gt;
&lt;br /&gt;
I love your money&lt;br /&gt;
&lt;br /&gt;
I love to rape the fluff&lt;br /&gt;
&lt;br /&gt;
With decent rule sets&lt;br /&gt;
&lt;br /&gt;
(ignore those Grey Knights buffs)&lt;br /&gt;
&lt;br /&gt;
I love 40k&lt;br /&gt;
&lt;br /&gt;
Except the Sisters stuff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Black Templars:&lt;br /&gt;
&lt;br /&gt;
I love my chainswords &lt;br /&gt;
&lt;br /&gt;
I love to RIP AND TEAR&lt;br /&gt;
&lt;br /&gt;
I love assault marines&lt;br /&gt;
&lt;br /&gt;
Zerg Rushes EVERYWHERE&lt;br /&gt;
&lt;br /&gt;
I love this crusade&lt;br /&gt;
&lt;br /&gt;
I hope it never ends&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DA YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sisters of Battle:&lt;br /&gt;
&lt;br /&gt;
I love to burn things&lt;br /&gt;
&lt;br /&gt;
All heretics will die!&lt;br /&gt;
&lt;br /&gt;
With many meltas&lt;br /&gt;
&lt;br /&gt;
And flamers they will fry,&lt;br /&gt;
&lt;br /&gt;
I praise the emprah&lt;br /&gt;
&lt;br /&gt;
New codex coming soon (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inquisition:&lt;br /&gt;
&lt;br /&gt;
I love to purge things&lt;br /&gt;
&lt;br /&gt;
Burn each and every witch!&lt;br /&gt;
&lt;br /&gt;
And for the xenos&lt;br /&gt;
&lt;br /&gt;
Exterminatus bitch!&lt;br /&gt;
&lt;br /&gt;
We&#039;re inquisitors&lt;br /&gt;
&lt;br /&gt;
They never expect us.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Games Workshop:&lt;br /&gt;
&lt;br /&gt;
I love more money&lt;br /&gt;
&lt;br /&gt;
I love our cheap finecast&lt;br /&gt;
&lt;br /&gt;
I love the pricehikes&lt;br /&gt;
&lt;br /&gt;
Stick balance up your ass&lt;br /&gt;
&lt;br /&gt;
I love you /tg/&lt;br /&gt;
&lt;br /&gt;
We&#039;ll milk more money yet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dark Eldar:&lt;br /&gt;
&lt;br /&gt;
I love your anus&lt;br /&gt;
&lt;br /&gt;
I love to torture you&lt;br /&gt;
&lt;br /&gt;
With many poisons&lt;br /&gt;
&lt;br /&gt;
while dressed extremely lewd&lt;br /&gt;
&lt;br /&gt;
I love hedonism&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see what&#039;s to hate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kroot:&lt;br /&gt;
&lt;br /&gt;
I love Tau money&lt;br /&gt;
&lt;br /&gt;
I love real special genes&lt;br /&gt;
&lt;br /&gt;
I love to go fight&lt;br /&gt;
&lt;br /&gt;
I love evolving things&lt;br /&gt;
&lt;br /&gt;
I love this whole world&lt;br /&gt;
&lt;br /&gt;
And all its tastiness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Guardsman and Tyranids:&lt;br /&gt;
&lt;br /&gt;
I love the- OH SHIT&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT THING?&lt;br /&gt;
&lt;br /&gt;
DID IT JUST- EMPRAH, NO!&lt;br /&gt;
&lt;br /&gt;
TO THAT POOR SPACE MARINE!?&lt;br /&gt;
&lt;br /&gt;
WE NEED SOME BACKUP HERE!&lt;br /&gt;
&lt;br /&gt;
OH FUCK, WE&#039;RE GONNA DIE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/tg/ Troll:&lt;br /&gt;
&lt;br /&gt;
I love to shitpost!&lt;br /&gt;
&lt;br /&gt;
I love to laugh at you!&lt;br /&gt;
&lt;br /&gt;
I love my porn dumps!&lt;br /&gt;
&lt;br /&gt;
Nude elven slave wat du&lt;br /&gt;
&lt;br /&gt;
I love the whole board!&lt;br /&gt;
&lt;br /&gt;
And all its stupid threads!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Imperial Guard:&lt;br /&gt;
&lt;br /&gt;
I love my lasgun&lt;br /&gt;
&lt;br /&gt;
I love the Commissar&lt;br /&gt;
&lt;br /&gt;
I love the xenos&lt;br /&gt;
&lt;br /&gt;
And their blue tit -*BLAM*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adeptus Mechanicus:&lt;br /&gt;
&lt;br /&gt;
I love the Admech&lt;br /&gt;
&lt;br /&gt;
I love Machine Spirits&lt;br /&gt;
&lt;br /&gt;
I love the Titans&lt;br /&gt;
&lt;br /&gt;
And taking S.T.C&#039;s&lt;br /&gt;
&lt;br /&gt;
I love Omnissiah&lt;br /&gt;
&lt;br /&gt;
And all the servitors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
01000010 01001111 01001111 01001101 00100000 01000100 01000101 00100000 01011001 01000001 01000100 01000001 00100000 01000010 01001111 01001111 01001101 00100000 01000100 01000101 00100000 01011001 01000001 01000100 01000001 00100000 01000010 01001111 01001111 01001101 00100000 01000100 01000101 00100000 01011001 01000001 01000100 01000001 00100000 01000010 01001111 01001111 01001101 00100000 01000100 01000101 00100000 01011001 01000001 01000100 01000001 00100000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurgle:&lt;br /&gt;
&lt;br /&gt;
I love my cultists &lt;br /&gt;
&lt;br /&gt;
I love to make disease &lt;br /&gt;
&lt;br /&gt;
I love my Isha&lt;br /&gt;
&lt;br /&gt;
I love all the plague fleas&lt;br /&gt;
&lt;br /&gt;
I love concocting &lt;br /&gt;
&lt;br /&gt;
Disease and rank decay&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RPGfags:&lt;br /&gt;
&lt;br /&gt;
I love my Shadowrun!&lt;br /&gt;
&lt;br /&gt;
I love my Pathfinder!&lt;br /&gt;
&lt;br /&gt;
I love to roll dem dice!&lt;br /&gt;
&lt;br /&gt;
I love my Spellbinder!&lt;br /&gt;
&lt;br /&gt;
I love the whole board!&lt;br /&gt;
&lt;br /&gt;
And all its players too!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slaneesh:&lt;br /&gt;
&lt;br /&gt;
I love all excess&lt;br /&gt;
&lt;br /&gt;
Excess is what I do&lt;br /&gt;
&lt;br /&gt;
Excesssive lettterrrsss&lt;br /&gt;
&lt;br /&gt;
Excessive rhyming too&lt;br /&gt;
&lt;br /&gt;
Excessive timing&lt;br /&gt;
&lt;br /&gt;
Or meter, as some might like to refer to it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necrons:&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ahriman:&lt;br /&gt;
&lt;br /&gt;
I love my knowledge&lt;br /&gt;
&lt;br /&gt;
I love ancient magic&lt;br /&gt;
&lt;br /&gt;
I love the webway&lt;br /&gt;
&lt;br /&gt;
And how I walk right in&lt;br /&gt;
&lt;br /&gt;
I love my legion&lt;br /&gt;
&lt;br /&gt;
Sorry about that thing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YACA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Genestealers:&lt;br /&gt;
&lt;br /&gt;
I loved the emprah&lt;br /&gt;
&lt;br /&gt;
His word was highest law&lt;br /&gt;
&lt;br /&gt;
I love the Hive Mind&lt;br /&gt;
&lt;br /&gt;
RIP AND TEAR with my claws&lt;br /&gt;
&lt;br /&gt;
I love my brood kin&lt;br /&gt;
&lt;br /&gt;
New masters of Mankind!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abaddon:&lt;br /&gt;
&lt;br /&gt;
I love the Dark Gods&lt;br /&gt;
&lt;br /&gt;
I love my Black Crusades&lt;br /&gt;
&lt;br /&gt;
I hate Ursarkar &lt;br /&gt;
&lt;br /&gt;
the defeat that he evades!&lt;br /&gt;
&lt;br /&gt;
I will destroy that wretch!&lt;br /&gt;
&lt;br /&gt;
Cadia will be mine!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kobold:&lt;br /&gt;
&lt;br /&gt;
I love the mining&lt;br /&gt;
&lt;br /&gt;
I love building the traps&lt;br /&gt;
&lt;br /&gt;
I love my brethren&lt;br /&gt;
&lt;br /&gt;
And our delightful yaps&lt;br /&gt;
&lt;br /&gt;
I love our dungeon&lt;br /&gt;
&lt;br /&gt;
It&#039;s such a comfy place&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mary Sue:&lt;br /&gt;
&lt;br /&gt;
I love myself duh&lt;br /&gt;
&lt;br /&gt;
I love some people too,&lt;br /&gt;
&lt;br /&gt;
But I am the best&lt;br /&gt;
&lt;br /&gt;
At every thing I do!&lt;br /&gt;
&lt;br /&gt;
And you love me now&lt;br /&gt;
&lt;br /&gt;
Because I&#039;m Mary Sue&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3.5 fag:&lt;br /&gt;
&lt;br /&gt;
I love the templates&lt;br /&gt;
&lt;br /&gt;
I love the easy rules&lt;br /&gt;
&lt;br /&gt;
I love the flame wars&lt;br /&gt;
&lt;br /&gt;
&#039;Cause 4e is for fools!&lt;br /&gt;
&lt;br /&gt;
I love 3.5&lt;br /&gt;
&lt;br /&gt;
It is all that I play&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chaos Undivided:&lt;br /&gt;
&lt;br /&gt;
We love our mortals&lt;br /&gt;
&lt;br /&gt;
We love our terror eye&lt;br /&gt;
&lt;br /&gt;
We hate the corpse-god&lt;br /&gt;
&lt;br /&gt;
But soon he too will die&lt;br /&gt;
&lt;br /&gt;
We&#039;re undivided&lt;br /&gt;
&lt;br /&gt;
We want your mind and soul&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortress Dwarves:&lt;br /&gt;
&lt;br /&gt;
I love the mining&lt;br /&gt;
&lt;br /&gt;
I love the sweet deathtraps&lt;br /&gt;
&lt;br /&gt;
I love plump helmets&lt;br /&gt;
&lt;br /&gt;
And all those qt cats&lt;br /&gt;
&lt;br /&gt;
I love my Armok&lt;br /&gt;
&lt;br /&gt;
Blood for the God of Blood!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I love my anvil&lt;br /&gt;
&lt;br /&gt;
I love my magma pools&lt;br /&gt;
&lt;br /&gt;
I love to kill elves&lt;br /&gt;
&lt;br /&gt;
&#039;cuz fuck those knife-eared fools&lt;br /&gt;
&lt;br /&gt;
I love my fortress&lt;br /&gt;
&lt;br /&gt;
and all the burning cats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pvt. Linda Redshirt and soldier:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hate this planet&lt;br /&gt;
&lt;br /&gt;
I hate my whole platoon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look on the bright side&lt;br /&gt;
&lt;br /&gt;
At least the coffee&#039;s good&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is the reason&lt;br /&gt;
&lt;br /&gt;
I&#039;ve yet to kill you all&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Failbaddon:&lt;br /&gt;
&lt;br /&gt;
I love despoiling&lt;br /&gt;
&lt;br /&gt;
I love causing harm&lt;br /&gt;
&lt;br /&gt;
I love blaspheming&lt;br /&gt;
&lt;br /&gt;
I love both my clawed ar-&lt;br /&gt;
&lt;br /&gt;
That joke is so old&lt;br /&gt;
&lt;br /&gt;
I fucking hate you all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. S. Goto:&lt;br /&gt;
&lt;br /&gt;
I love my eldar &lt;br /&gt;
&lt;br /&gt;
I love multilasers &lt;br /&gt;
&lt;br /&gt;
I love... multilasers...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MULTILASERS MULTILASERS MULTILASERS MULTILASERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generic Cyberpunk Soldier:&lt;br /&gt;
&lt;br /&gt;
I love my corp, man&lt;br /&gt;
&lt;br /&gt;
I love the way they work&lt;br /&gt;
&lt;br /&gt;
I love the fighting&lt;br /&gt;
&lt;br /&gt;
And that I&#039;ll kill some jerk&lt;br /&gt;
&lt;br /&gt;
I love cyberware&lt;br /&gt;
&lt;br /&gt;
And all the &#039;punky things&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Emprasque:&lt;br /&gt;
&lt;br /&gt;
I LOVE MY DOMAIN&lt;br /&gt;
&lt;br /&gt;
I LOVE MY CHILDREN TOO&lt;br /&gt;
&lt;br /&gt;
I HAVE TO SAVE IT&lt;br /&gt;
&lt;br /&gt;
IT&#039;S THE FIRST THING I DO&lt;br /&gt;
&lt;br /&gt;
BUT I&#039;M NOT A GOD&lt;br /&gt;
&lt;br /&gt;
PLEASE STOP WORSHIPING ME&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADDA BOOM DE YADDA BOOM DE YADDA BOOM DE YADDA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad Curze:&lt;br /&gt;
&lt;br /&gt;
I love the darkness&lt;br /&gt;
&lt;br /&gt;
I love hunting my prey&lt;br /&gt;
&lt;br /&gt;
I love my bat wings&lt;br /&gt;
&lt;br /&gt;
They really don&#039;t look gay&lt;br /&gt;
&lt;br /&gt;
I love my raptors&lt;br /&gt;
&lt;br /&gt;
But fuck the chaos gods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADDA BOOM DE YADDA BOOM DE YADDA BOOM DE YADDA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marneus Calgar:&lt;br /&gt;
&lt;br /&gt;
I love blue armor&lt;br /&gt;
&lt;br /&gt;
I love our powerfists&lt;br /&gt;
&lt;br /&gt;
I love the Codex&lt;br /&gt;
&lt;br /&gt;
And all of its dictates&lt;br /&gt;
&lt;br /&gt;
I love avatars&lt;br /&gt;
&lt;br /&gt;
And smashing them to bits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xeno:&lt;br /&gt;
&lt;br /&gt;
I love my scarabs&lt;br /&gt;
&lt;br /&gt;
I love my quiet friends&lt;br /&gt;
&lt;br /&gt;
I love this song too!&lt;br /&gt;
&lt;br /&gt;
I hope it never ends!&lt;br /&gt;
&lt;br /&gt;
I love you /tg/&lt;br /&gt;
&lt;br /&gt;
Without you I&#039;d be blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Monstergirl Fetishist:&lt;br /&gt;
&lt;br /&gt;
I love this fetish&lt;br /&gt;
&lt;br /&gt;
/tg/ has the best kinks&lt;br /&gt;
&lt;br /&gt;
Other boards just stare&lt;br /&gt;
&lt;br /&gt;
But who cares what they think?&lt;br /&gt;
&lt;br /&gt;
I love this whole board&lt;br /&gt;
&lt;br /&gt;
We&#039;re weirder than /d/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magnus the Red:&lt;br /&gt;
&lt;br /&gt;
I crave all knowledge&lt;br /&gt;
&lt;br /&gt;
I love my sorcery&lt;br /&gt;
&lt;br /&gt;
I love the Emprah&lt;br /&gt;
&lt;br /&gt;
I&#039;m serving loyally&lt;br /&gt;
&lt;br /&gt;
Watch out for Horus&lt;br /&gt;
&lt;br /&gt;
OH FUCK IT&#039;S THE SPACE YIFFS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trazyn the Infinite:&lt;br /&gt;
&lt;br /&gt;
I love my doubles&lt;br /&gt;
&lt;br /&gt;
I love collecting things&lt;br /&gt;
&lt;br /&gt;
I love Valeria&lt;br /&gt;
&lt;br /&gt;
I love the gifts she brings&lt;br /&gt;
&lt;br /&gt;
I love the galaxy&lt;br /&gt;
&lt;br /&gt;
and all its rarities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/tg/:&lt;br /&gt;
&lt;br /&gt;
I love the writefags&lt;br /&gt;
&lt;br /&gt;
I love the RPGs&lt;br /&gt;
&lt;br /&gt;
I love the troll threads&lt;br /&gt;
&lt;br /&gt;
I love the energy&lt;br /&gt;
&lt;br /&gt;
I love the whole board&lt;br /&gt;
&lt;br /&gt;
It is the one for me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The False Emperor ===&lt;br /&gt;
&lt;br /&gt;
(Spngebob Squarepants Theme)&lt;br /&gt;
&lt;br /&gt;
Are ya ready cultists? &lt;br /&gt;
&lt;br /&gt;
(Ay ay master!)&lt;br /&gt;
&lt;br /&gt;
I can&#039;t hear you!&lt;br /&gt;
&lt;br /&gt;
(Ay ay master!!) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OOOOOOOOHHHHHHH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who sits on the golden throne dead as can be?&lt;br /&gt;
&lt;br /&gt;
(The false Emperor!)&lt;br /&gt;
&lt;br /&gt;
No good, a weakling, a false god he be!&lt;br /&gt;
&lt;br /&gt;
(The false Emperor!)&lt;br /&gt;
&lt;br /&gt;
If glory and power be sometime you wish!&lt;br /&gt;
&lt;br /&gt;
(The false Emperor!)&lt;br /&gt;
&lt;br /&gt;
Then pledge to Nurgle or maybe Slaanesh!&lt;br /&gt;
&lt;br /&gt;
The false Emperor!&lt;br /&gt;
&lt;br /&gt;
The false Emperor!&lt;br /&gt;
&lt;br /&gt;
The false Emp-eror!&lt;br /&gt;
&lt;br /&gt;
=== The Twelve Days of Nidmas ===&lt;br /&gt;
&lt;br /&gt;
On the first day of Nidmas the hivemind gave to me, a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the second day of Nidmas the hivemind gave to me, two biovores and gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the third day of Nidmas the hivemind gave to me, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the fourth day of Nidmas the hivemind gave to me, four harridans, three spore mines, two biovores and a gargoule on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the fith day of Nidmas the hivemind gave to me five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the sixth day of Nidmas the hivemind gave to me, Six &#039;stealers stealing, five termagants, four harridans, three spore, mines two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the seventh day of nidmas the hivemind gave to me, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the eighth day of nidmas the hivemind gave to me, eight rippers ripping, seven lictors leapind, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the ninth day of nidmas the hivemind gave to me, nine &#039;fexes screeching, eight rippers ripping, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the tenth day of nidmas the hivemind gave me, ten spine gaunts shooting, nine &#039;fexes screeching, eight rippers ripping, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the eleventh day of nidmas the hiveming gave to me, eleven mawlocks digging, ten spine gaunts shooting, nine &#039;fexes screeching, eight rippers ripping, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the twelth day of nidmas the hivemind gave to me, twelve zoanthropes zapping, eleven mawlocks digging, ten spine gaunts shooting, nine &#039;fexes screeching, eight rippers ripping, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
===The Call([http://www.youtube.com/watch?v=a-HyYklN55U to the tune of of the song of the same name])===&lt;br /&gt;
&lt;br /&gt;
Echoes from the Istvaan&amp;lt;br&amp;gt;&lt;br /&gt;
Great hammers will fall&amp;lt;br&amp;gt;&lt;br /&gt;
Under rocket torn skys all will&amp;lt;br&amp;gt;&lt;br /&gt;
Answer the call&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strike from the sky&amp;lt;br&amp;gt;&lt;br /&gt;
Ravens of yore&amp;lt;br&amp;gt;&lt;br /&gt;
All faces turn now to war&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord of the ash&amp;lt;br&amp;gt;&lt;br /&gt;
Fight through crimson glow&amp;lt;br&amp;gt;&lt;br /&gt;
Wolves of the north&amp;lt;br&amp;gt;&lt;br /&gt;
Howl your cry&#039;s of the snow&amp;lt;br&amp;gt;&lt;br /&gt;
Knights of Angels dark&amp;lt;br&amp;gt;&lt;br /&gt;
Fight beside your brothers right&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bring us the strength&amp;lt;br&amp;gt;&lt;br /&gt;
Of metal and of Mars&amp;lt;br&amp;gt;&lt;br /&gt;
Heresy is rising!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War will weather the souls of the lost&amp;lt;br&amp;gt;&lt;br /&gt;
Stand together whatever the cost&amp;lt;br&amp;gt;&lt;br /&gt;
Shields will falter and many will fall&amp;lt;br&amp;gt;&lt;br /&gt;
Time has come for us all&amp;lt;br&amp;gt;&lt;br /&gt;
To answer the call&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pride of Inwit shore&amp;lt;br&amp;gt;&lt;br /&gt;
Guard the Fortress of the king&amp;lt;br&amp;gt;&lt;br /&gt;
Children of Macragge&amp;lt;br&amp;gt;&lt;br /&gt;
May your bolter&#039;s eternally sing&amp;lt;br&amp;gt;&lt;br /&gt;
Lords of blooded sky&#039;s&amp;lt;br&amp;gt;&lt;br /&gt;
May your contrails burn bight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bring us the Skulls&amp;lt;br&amp;gt;&lt;br /&gt;
Of the hunted and slain&amp;lt;br&amp;gt;&lt;br /&gt;
Shadows darken the Imperium&#039;s lands&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War will weather the souls of the lost&amp;lt;br&amp;gt;&lt;br /&gt;
Stand together whatever the cost&amp;lt;br&amp;gt;&lt;br /&gt;
Shields will falter and many will fall&amp;lt;br&amp;gt;&lt;br /&gt;
Time has come for us all&amp;lt;br&amp;gt;&lt;br /&gt;
To answer the call&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White gold&amp;lt;br&amp;gt;&lt;br /&gt;
Burning sky&amp;lt;br&amp;gt;&lt;br /&gt;
(For the souls of the lost)&amp;lt;br&amp;gt;&lt;br /&gt;
Purify&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War will weather the souls of the lost&amp;lt;br&amp;gt;&lt;br /&gt;
Stand together whatever the cost&amp;lt;br&amp;gt;&lt;br /&gt;
Shields will falter and many will fall&amp;lt;br&amp;gt;&lt;br /&gt;
Time has come for us all&amp;lt;br&amp;gt;&lt;br /&gt;
To answer the call&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horrible Histories: LITERALLY! (The Viking Song)===&lt;br /&gt;
Valkia the Bloody:&amp;lt;br&amp;gt; &lt;br /&gt;
Was the summer of Sigmarzeit 2293,&amp;lt;br&amp;gt;&lt;br /&gt;
When we sailed &#039;cross the great north sea,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Norscan Marauder:&amp;lt;br&amp;gt;&lt;br /&gt;
Twin-tailed comet trailing &#039;cross the skies that night,&amp;lt;br&amp;gt;&lt;br /&gt;
Ya should have known somethin&#039; wasn&#039;t right,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia the Bloody:&amp;lt;br&amp;gt;&lt;br /&gt;
We arrived &#039;pon the Nordland shore,&amp;lt;br&amp;gt;&lt;br /&gt;
And you offered friendship,&amp;lt;br&amp;gt;&lt;br /&gt;
But we&#039;d rather kill you for Khorne,&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, kill you for Khorne, woah, woah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus:&amp;lt;br&amp;gt;&lt;br /&gt;
WE&#039;RE TEARING UP THIS PLACE TONIGHT!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
WE&#039;E GONNA SET THIS LITTLE PROVINCE ALIGHT!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia the Bloody:&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll kill and steal,&amp;lt;br&amp;gt; &lt;br /&gt;
Burn and drink,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause us Norscans don&#039;t care what you think,&amp;lt;br&amp;gt;&lt;br /&gt;
Woah, woah, woah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia and Marauder:&amp;lt;br&amp;gt;&lt;br /&gt;
Let us in, wont you please?&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re here to raid your Count&#039;s cities,&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re primed and ready to attack,&amp;lt;br&amp;gt;&lt;br /&gt;
And we love how southlings try vainly to fight back,&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll die or become a slave to me,&amp;lt;br&amp;gt;&lt;br /&gt;
Though at times our slaves get chucked into the sea,&amp;lt;br&amp;gt;&lt;br /&gt;
When the boat&#039;s heavy, yeah, yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus:&amp;lt;br&amp;gt;&lt;br /&gt;
YOU&#039;RE GONNA LOSE YOUR HEAD, MY FRIEND!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
ITS GONNA END UP ON KHORNE&#039;S THRONE IN THE END!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia the Bloody:&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;ll drink a toast from your skull,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause we&#039;re Norscans!&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s how we roll!&amp;lt;br&amp;gt;&lt;br /&gt;
Woah, woah, woah,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia: Play that axe, Ragnar!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
guitar solo*&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus:&amp;lt;br&amp;gt;&lt;br /&gt;
WE&#039;RE GONNA PAINT THE WHOLE TOWN RED!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
WITH THE BLOOD OF THE DEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia:&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll kill you and take all you own,&amp;lt;br&amp;gt;&lt;br /&gt;
Get on our ships, go back home,&amp;lt;br&amp;gt;&lt;br /&gt;
Woah woah woah,&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re goin&#039; home,&amp;lt;br&amp;gt;&lt;br /&gt;
Woah, woah, woah,&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re goin&#039; home...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monorail (the simpsons)===&lt;br /&gt;
*Crpytek: Well, sir, there&#039;s nothing on earth &lt;br /&gt;
*Like a genuine, &lt;br /&gt;
*Bona fide, &lt;br /&gt;
*Electrified, &lt;br /&gt;
*Six-gun &lt;br /&gt;
*Monolith! &lt;br /&gt;
*What&#039;d I say? &lt;br /&gt;
*Necron 2xh5: Monolith! &lt;br /&gt;
*Crpytek: What&#039;s it called? &lt;br /&gt;
*Necron 45rg + 55rg: Monolith! &lt;br /&gt;
*Crpytek: That&#039;s right! Monolith! &lt;br /&gt;
*[crowd chants `Monolith softly and rhythmically] &lt;br /&gt;
*Necron 6h45: I hear those things are awfully loud... &lt;br /&gt;
*Crpytek: It glides as softly as a cloud. &lt;br /&gt;
*Necron h744: Is there a chance the track could bend? &lt;br /&gt;
*Crpytek: Not on your life, my flayed friend. &lt;br /&gt;
*Necron kr86: What about us brain-dead slobs? &lt;br /&gt;
*Crpytek: You&#039;ll be given cushy jobs. &lt;br /&gt;
*Necron 7j4f: Were you sent here by the devil? &lt;br /&gt;
*Crpytek: No, good sir, I&#039;m on the level. &lt;br /&gt;
*Necron j68g: The trigger came off my tesla gun. &lt;br /&gt;
*Crpytek: Take my guass blaster, my good man. &lt;br /&gt;
*I swear it&#039;s Springfield&#039;s only choice... &lt;br /&gt;
*Throw up your hands and raise your voice! &lt;br /&gt;
*All: Monolith! &lt;br /&gt;
*Crpytek: What&#039;s it called? &lt;br /&gt;
*All: Monolith! &lt;br /&gt;
*Crpytek: Once again... &lt;br /&gt;
*All: Monolith! &lt;br /&gt;
*Homverlady: But Main Street&#039;s still all cracked and broken... &lt;br /&gt;
*Lord: Sorry, Mom, the mob has spoken! &lt;br /&gt;
*All: Monolith! &lt;br /&gt;
*Monolith! &lt;br /&gt;
*Monolith! &lt;br /&gt;
*[big finish] &lt;br /&gt;
*Monolith! &lt;br /&gt;
*Homverlord: Mono... D&#039;oh!&lt;br /&gt;
!!&#039;&lt;br /&gt;
&lt;br /&gt;
===Men of Cadia(Men of Harlech)===&lt;br /&gt;
Tongues of fire from The Eye flaring,&amp;lt;br&amp;gt;&lt;br /&gt;
news of Chaos near declaring,&amp;lt;br&amp;gt;&lt;br /&gt;
to heroic deeds of daring,&amp;lt;br&amp;gt;&lt;br /&gt;
call you Cadians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Groans of wounded civies dying,&amp;lt;br&amp;gt;&lt;br /&gt;
wails of &#039;tillery shrapnel flying,&amp;lt;br&amp;gt;&lt;br /&gt;
others in their fox-holes crying,&amp;lt;br&amp;gt;&lt;br /&gt;
for you Cadians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shall the Warp winds wailing&amp;lt;br&amp;gt;&lt;br /&gt;
now be unavailing&amp;lt;br&amp;gt;&lt;br /&gt;
to us who have never yet&amp;lt;br&amp;gt;&lt;br /&gt;
in battles hour were failing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This our answer guns are pouring&amp;lt;br&amp;gt;&lt;br /&gt;
swift as winter torrents roaring&amp;lt;br&amp;gt;&lt;br /&gt;
not in vain their vox imploring&amp;lt;br&amp;gt;&lt;br /&gt;
calls on Cadians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loud the Commissars are shouting&amp;lt;br&amp;gt;&lt;br /&gt;
every manly heart is bounding&amp;lt;br&amp;gt;&lt;br /&gt;
as our colonel we surrounding&amp;lt;br&amp;gt;&lt;br /&gt;
march we Cadians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short the sleep the Traitors taking&amp;lt;br&amp;gt;&lt;br /&gt;
ere the morrows dawn is breaking&amp;lt;br&amp;gt;&lt;br /&gt;
they shall have a rude awakening&amp;lt;br&amp;gt;&lt;br /&gt;
roused by Cadians.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gov&#039;ner cease your weeping&amp;lt;br&amp;gt;&lt;br /&gt;
Calm may be your sleeping,&amp;lt;br&amp;gt;&lt;br /&gt;
your planet in safety now&amp;lt;br&amp;gt;&lt;br /&gt;
The Cadians are keeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ere the Emprah high in heaven&amp;lt;br&amp;gt;&lt;br /&gt;
Alien and mutie, panic riven,&amp;lt;br&amp;gt;&lt;br /&gt;
shall like Heretic sheep be driven&amp;lt;br&amp;gt;&lt;br /&gt;
far, by, Ca-di-ans.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turisas: The March of the Imperial Guard (The March of the Varagian Guard)===&lt;br /&gt;
The sun rose ove the wasteland&amp;lt;br&amp;gt;&lt;br /&gt;
As far as the eye can see&amp;lt;br&amp;gt;&lt;br /&gt;
Regiments fill the vast waste plains of this world&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s avian predators jeering at me&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But they can circle until they drop dead&amp;lt;br&amp;gt;&lt;br /&gt;
I have not come this far&amp;lt;br&amp;gt;&lt;br /&gt;
To end, but to pursure my own thread&amp;lt;br&amp;gt;&lt;br /&gt;
To join the Imperial Guard!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guards of glory and of might&amp;lt;br&amp;gt;&lt;br /&gt;
Hard as steel and strong as brass&amp;lt;br&amp;gt;&lt;br /&gt;
Flies our banners as we march&amp;lt;br&amp;gt;&lt;br /&gt;
Across the galaxy, for the God-Emperor of Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s men of Cadia and Valhalla&amp;lt;br&amp;gt;&lt;br /&gt;
A few of Tallarn&amp;lt;br&amp;gt;&lt;br /&gt;
Men simply searching for glamour&amp;lt;br&amp;gt;&lt;br /&gt;
Some concealing their royal descent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Emperor&#039;s hammer they have aptly named us&amp;lt;br&amp;gt;&lt;br /&gt;
All we&#039;ve come from afar&amp;lt;br&amp;gt;&lt;br /&gt;
Diversity is what unites us&amp;lt;br&amp;gt;&lt;br /&gt;
We are the Imperial Guard!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guards of glory and of might&amp;lt;br&amp;gt;&lt;br /&gt;
Hard as steel and strong as brass&amp;lt;br&amp;gt;&lt;br /&gt;
Flies our banners as we march&amp;lt;br&amp;gt;&lt;br /&gt;
Across the galaxy, for the God-Emperor of Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eastern Fringe, Segmentum Ultima&amp;lt;br&amp;gt;&lt;br /&gt;
In the 41st millenium of the imperial date.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the Ghoul Stars and beyond&amp;lt;br&amp;gt;&lt;br /&gt;
This is where Segmentum Command have us sent&amp;lt;br&amp;gt;&lt;br /&gt;
For fame and for gold&amp;lt;br&amp;gt;&lt;br /&gt;
We once set the warp for these worlds unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guards of glory and of might&amp;lt;br&amp;gt;&lt;br /&gt;
Hard as steel and strong as brass&amp;lt;br&amp;gt;&lt;br /&gt;
Flies our banners as we march&amp;lt;br&amp;gt;&lt;br /&gt;
Across the galaxy, for the God-Emperor of Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grand Gathas Of Tzeentch (Grand Gathas Of Baal Sin)===&lt;br /&gt;
&lt;br /&gt;
GRAND TZEENTCH, BRINGERS OF MAGICK!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grand Tzeentch, bringer of magick&amp;lt;br&amp;gt;&lt;br /&gt;
Stun the norm, sublime ideas&amp;lt;br&amp;gt;&lt;br /&gt;
Builders of restless towers&amp;lt;br&amp;gt;&lt;br /&gt;
They grow to reach the Immaterium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NINE... Nine daemons wreak havok&amp;lt;br&amp;gt;&lt;br /&gt;
NINE... Nine sorcerors ever defiant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reconstruction of the golden age&amp;lt;br&amp;gt;&lt;br /&gt;
Guided by winged feathered sages&amp;lt;br&amp;gt;&lt;br /&gt;
Metaphoric mirage of the ideal&amp;lt;br&amp;gt;&lt;br /&gt;
Materialize the spoken word&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NINE... Nine daemons wreak havok&amp;lt;br&amp;gt;&lt;br /&gt;
NINE... Nine sorcerors ever defiant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the eye of Magnus&amp;lt;br&amp;gt;&lt;br /&gt;
And all the wise&amp;lt;br&amp;gt;&lt;br /&gt;
All the lords of changes&amp;lt;br&amp;gt;&lt;br /&gt;
With their liquid souls we&#039;re baptized&amp;lt;br&amp;gt;&lt;br /&gt;
Tzeentch!&amp;lt;br&amp;gt;&lt;br /&gt;
Caliphates of the truth&amp;lt;br&amp;gt;&lt;br /&gt;
Ahriman fee ein Il&#039;adoo&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Polymaths are the ones who question&amp;lt;br&amp;gt;&lt;br /&gt;
Polymaths are the ones who hear&amp;lt;br&amp;gt;&lt;br /&gt;
Immaterium voices scream&amp;lt;br&amp;gt;&lt;br /&gt;
Awake and march to the next domain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the eye of Magnus&amp;lt;br&amp;gt;&lt;br /&gt;
And all the wise&amp;lt;br&amp;gt;&lt;br /&gt;
All the lords of change&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re baptized with their liquid souls&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bringers of shadows&amp;lt;br&amp;gt;&lt;br /&gt;
Shun the mask&amp;lt;br&amp;gt;&lt;br /&gt;
That mask the illusion of the mass&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grand Tzeentch, bringer of magick&amp;lt;br&amp;gt;&lt;br /&gt;
Stun the norm, sublime ideas&amp;lt;br&amp;gt;&lt;br /&gt;
Builders of restless towers&amp;lt;br&amp;gt;&lt;br /&gt;
They grow to reach the immaterium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NINE... Nine daemons wreak havok&amp;lt;br&amp;gt;&lt;br /&gt;
NINE... Nine sorcerors ever defiant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnus!&amp;lt;br&amp;gt;&lt;br /&gt;
Tzeentch!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===You Win or You Die (game of throne theme song)===&lt;br /&gt;
The Eagle grasps what it can to preserve it&#039;s peace.&lt;br /&gt;
&lt;br /&gt;
The Dragon consumes all before it in the East,&lt;br /&gt;
&lt;br /&gt;
(Chorus)&lt;br /&gt;
&lt;br /&gt;
A cold golden throne, holds a man centauries old,&lt;br /&gt;
&lt;br /&gt;
A galaxy laced in lies, &lt;br /&gt;
&lt;br /&gt;
You win or you die, &lt;br /&gt;
&lt;br /&gt;
The Four bides there time in the great eye,&lt;br /&gt;
&lt;br /&gt;
The Daughters must pay the warriors toll,&lt;br /&gt;
&lt;br /&gt;
(Chorus)&lt;br /&gt;
&lt;br /&gt;
A cold golden throne, holds a man centauries old,&lt;br /&gt;
&lt;br /&gt;
A galaxy laced in lies, &lt;br /&gt;
&lt;br /&gt;
You win or you die, &lt;br /&gt;
&lt;br /&gt;
The ancients seek for purpose among there ruins&lt;br /&gt;
&lt;br /&gt;
The youngest, await for there time to rise&lt;br /&gt;
&lt;br /&gt;
(Chorus)&lt;br /&gt;
&lt;br /&gt;
A cold golden throne, holds a man centauries old,&lt;br /&gt;
&lt;br /&gt;
A galaxy laced in lies, &lt;br /&gt;
&lt;br /&gt;
You win or you die&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What a wondaful Waaagh - Loys Armstronk===&lt;br /&gt;
[[File:LoysArmstronk.jpg|300px|right|thumb|Loys Armstronk]]&lt;br /&gt;
&lt;br /&gt;
Oi see boyz of green,&amp;lt;br&amp;gt;&lt;br /&gt;
red wartrukks too.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;umies go &#039;boom&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
for me an&#039; you.&amp;lt;br&amp;gt;&lt;br /&gt;
An&#039; I fink to myself:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;What a wondaful Waaagh!&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oi see Marines of blue&amp;lt;br&amp;gt;&lt;br /&gt;
an&#039; bikes of white.&amp;lt;br&amp;gt;&lt;br /&gt;
Those beakie boyz they&amp;lt;br&amp;gt;&lt;br /&gt;
sure know &#039;ow to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
An&#039; I fink to myself:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;What a wondaful Waaagh!&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our stormboyz and deffkoptas,&amp;lt;br&amp;gt;&lt;br /&gt;
so orky in da sky,&amp;lt;br&amp;gt;&lt;br /&gt;
blast away da faces&amp;lt;br&amp;gt;&lt;br /&gt;
of humies goin&#039; by.&amp;lt;br&amp;gt;&lt;br /&gt;
Oi see gits dyin&#039; and sayin&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Wot do we do?&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And then they&#039;s all sayin:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Oh, I&#039;m froo.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I hear panzees cry,&amp;lt;br&amp;gt;&lt;br /&gt;
I watch &#039;em explode.&amp;lt;br&amp;gt;&lt;br /&gt;
They&#039;ll fight no more&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;cuz they wuz too slow.&amp;lt;br&amp;gt;&lt;br /&gt;
Then I fink to myself:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;What a wondaful Waaagh!&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I fink to myself:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;What a wondaful Waaagh!&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heil dir im Siegerkranz - Anthem of the German Empire===&lt;br /&gt;
[[File:Wilhelm2.jpg|300px|right|thumb|Like the Emperor had an ancient German cousin...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;German&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heil dir im Siegerkranz,&amp;lt;br&amp;gt;&lt;br /&gt;
Herrscher des Vaterlands!&amp;lt;br&amp;gt;&lt;br /&gt;
Heil, Kaiser, dir!&amp;lt;br&amp;gt;&lt;br /&gt;
Fühl in des Thrones Glanz&amp;lt;br&amp;gt;&lt;br /&gt;
Die hohe Wonne ganz,&amp;lt;br&amp;gt;&lt;br /&gt;
Liebling des Volks zu sein!&amp;lt;br&amp;gt;&lt;br /&gt;
Heil Kaiser, dir!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nicht Roß’, nicht Reisige&amp;lt;br&amp;gt;&lt;br /&gt;
Sichern die steile Höh&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
Wo Fürsten steh&#039;n&amp;lt;br&amp;gt;&lt;br /&gt;
Liebe des Vaterlands,&amp;lt;br&amp;gt;&lt;br /&gt;
Liebe des freien Manns&amp;lt;br&amp;gt;&lt;br /&gt;
Gründen den Herrscherthron&amp;lt;br&amp;gt;&lt;br /&gt;
Wie Fels im Meer.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heilige Flamme, glüh&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
Glüh&#039; und erlösche nie&amp;lt;br&amp;gt;&lt;br /&gt;
Fürs Vaterland!&amp;lt;br&amp;gt;&lt;br /&gt;
Wir alle stehen dann&amp;lt;br&amp;gt;&lt;br /&gt;
Mutig für einen Mann&amp;lt;br&amp;gt;&lt;br /&gt;
Kämpfen und bluten gern&amp;lt;br&amp;gt;&lt;br /&gt;
Für Thron und Reich!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handel und Wissenschaft&amp;lt;br&amp;gt;&lt;br /&gt;
Heben mit Mut und Kraft&amp;lt;br&amp;gt;&lt;br /&gt;
Ihr Haupt empor!&amp;lt;br&amp;gt;&lt;br /&gt;
Krieger- und Heldentat&amp;lt;br&amp;gt;&lt;br /&gt;
Finden ihr Lorbeerblatt&amp;lt;br&amp;gt;&lt;br /&gt;
Treu aufgehoben dort,&amp;lt;br&amp;gt;&lt;br /&gt;
An deinem Thron!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sei, Kaiser Wilhelm, hier&amp;lt;br&amp;gt;&lt;br /&gt;
Lang&#039; deines Volkes Zier,&amp;lt;br&amp;gt;&lt;br /&gt;
Der Menschheit Stolz!&amp;lt;br&amp;gt;&lt;br /&gt;
Fühl&#039; in des Thrones Glanz,&amp;lt;br&amp;gt;&lt;br /&gt;
Die hohe Wonne ganz,&amp;lt;br&amp;gt;&lt;br /&gt;
Liebling des Volks zu sein!&amp;lt;br&amp;gt;&lt;br /&gt;
Heil, Kaiser, dir!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adepted version in English to suit the Imperium&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hail to thee in victor&#039;s crown,&amp;lt;br&amp;gt;&lt;br /&gt;
Ruler of the fatherland!&amp;lt;br&amp;gt;&lt;br /&gt;
Hail to thee, Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
Feel in the throne&#039;s splendor&amp;lt;br&amp;gt;&lt;br /&gt;
The high ecstasy in full&amp;lt;br&amp;gt;&lt;br /&gt;
To be darling of thy people!&amp;lt;br&amp;gt;&lt;br /&gt;
Hail to thee, Emperor!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Neither steed nor mounted knight&amp;lt;br&amp;gt;&lt;br /&gt;
Secure the towering height,&amp;lt;br&amp;gt;&lt;br /&gt;
Where princes stand:&amp;lt;br&amp;gt;&lt;br /&gt;
Love of the fatherland,&amp;lt;br&amp;gt;&lt;br /&gt;
Love of the free man,&amp;lt;br&amp;gt;&lt;br /&gt;
Create the ruler&#039;s throne&amp;lt;br&amp;gt;&lt;br /&gt;
Like crags at sea.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holy flame, glow,&amp;lt;br&amp;gt;&lt;br /&gt;
Glow and expire not&amp;lt;br&amp;gt;&lt;br /&gt;
For the fatherland!&amp;lt;br&amp;gt;&lt;br /&gt;
Then we all stand&amp;lt;br&amp;gt;&lt;br /&gt;
Valiant for one man&amp;lt;br&amp;gt;&lt;br /&gt;
Gladly fighting and bleeding&amp;lt;br&amp;gt;&lt;br /&gt;
For throne and empire!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Service and faith&amp;lt;br&amp;gt;&lt;br /&gt;
Hoist with courage and strength&amp;lt;br&amp;gt;&lt;br /&gt;
Their chief aloft.&amp;lt;br&amp;gt;&lt;br /&gt;
Warriors&#039; and heroes&#039; deeds&amp;lt;br&amp;gt;&lt;br /&gt;
Find their laurel leaves&amp;lt;br&amp;gt;&lt;br /&gt;
Faithfully preserved&amp;lt;br&amp;gt;&lt;br /&gt;
Upon thy throne!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Forever continuing to bloom&amp;lt;br&amp;gt;&lt;br /&gt;
Our flag may wave boldly&amp;lt;br&amp;gt;&lt;br /&gt;
On the high seas!&amp;lt;br&amp;gt;&lt;br /&gt;
Ha, how proud and majestic&amp;lt;br&amp;gt;&lt;br /&gt;
Casts over land and sea&amp;lt;br&amp;gt;&lt;br /&gt;
Widely the German eagle&amp;lt;br&amp;gt;&lt;br /&gt;
Its flaming gaze.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be, Emperor, here&amp;lt;br&amp;gt;&lt;br /&gt;
Thy people&#039;s ornament for many a year&amp;lt;br&amp;gt;&lt;br /&gt;
Humanity&#039;s pride!&amp;lt;br&amp;gt;&lt;br /&gt;
Feel in the throne&#039;s splendor,&amp;lt;br&amp;gt;&lt;br /&gt;
The high ecstasy in full&amp;lt;br&amp;gt;&lt;br /&gt;
To be darling of thy people!&amp;lt;br&amp;gt;&lt;br /&gt;
Hail to thee, Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mr. Preacher Man===&lt;br /&gt;
&lt;br /&gt;
It&#039;s nine o&#039;clock on St.Sabat&#039;s day&amp;lt;br&amp;gt;&lt;br /&gt;
The regular crowd shuffles in&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a veteran sitting next to me&amp;lt;br&amp;gt;&lt;br /&gt;
Makin&#039; love to his Gorsk White Gyn&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He says, &amp;quot;Son can you play me a memory&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m not really sure how it goes,&amp;lt;br&amp;gt;&lt;br /&gt;
But it&#039;s sad and it&#039;s sweet&amp;lt;br&amp;gt;&lt;br /&gt;
And I knew it complete&amp;lt;br&amp;gt;&lt;br /&gt;
When I wore the comissariat’s clothes&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
La la la, di da da&amp;lt;br&amp;gt;&lt;br /&gt;
La la, di da da da dum&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sing us a song you&#039;re the preacher man&amp;lt;br&amp;gt;&lt;br /&gt;
preach us the gospel tonight&amp;lt;br&amp;gt;&lt;br /&gt;
Well we&#039;re all in the mood for some sanctity&amp;lt;br&amp;gt;&lt;br /&gt;
And you&#039;ve got us feeling alright&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now John at the bar is a friend of mine&amp;lt;br&amp;gt;&lt;br /&gt;
He gets me amasec for free&amp;lt;br&amp;gt;&lt;br /&gt;
And he&#039;s quick with a joke or to light up your smoke&amp;lt;br&amp;gt;&lt;br /&gt;
But there&#039;s someplace that he&#039;d rather be&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He says, &amp;quot;Bill, I believe this is killing me&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
As a smile ran away from his face&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Well, I&#039;m sure that I could be a Baneblade man&amp;lt;br&amp;gt;&lt;br /&gt;
If I could get out of this place&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, la la la, di da da&amp;lt;br&amp;gt;&lt;br /&gt;
La la, di da da da dum&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now Paul is a war logs archivist&amp;lt;br&amp;gt;&lt;br /&gt;
Who never had time for a wife&amp;lt;br&amp;gt;&lt;br /&gt;
And he&#039;s talking with Davy, who&#039;s still in the Navy&amp;lt;br&amp;gt;&lt;br /&gt;
And probably will be for life&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the servitor&#039;s praising Astartes&amp;lt;br&amp;gt;&lt;br /&gt;
As the vostroyans slowly get stoned,&amp;lt;br&amp;gt;&lt;br /&gt;
Yes they&#039;re sharing a drink they call loneliness&amp;lt;br&amp;gt;&lt;br /&gt;
But it&#039;s better than drinking alone!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sing us a song you&#039;re the preacher man&amp;lt;br&amp;gt;&lt;br /&gt;
Preach us the gospel tonight&amp;lt;br&amp;gt;&lt;br /&gt;
Well we&#039;re all in the mood for some sanctity&amp;lt;br&amp;gt;&lt;br /&gt;
And you&#039;ve got us feeling alright&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s a pretty good crowd for St.Sabat’s day&amp;lt;br&amp;gt;&lt;br /&gt;
And the magos gives me a smile&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause he knows that it&#039;s me they&#039;ve been coming to see&amp;lt;br&amp;gt;&lt;br /&gt;
To forget about life for a while&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the vox-caster sounds like a carnival&amp;lt;br&amp;gt;&lt;br /&gt;
And the microphone smells like a seal&amp;lt;br&amp;gt;&lt;br /&gt;
And they sit at the bar and put bread in my jar&amp;lt;br&amp;gt;&lt;br /&gt;
And say &amp;quot;Man what are you doing here?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, la la la, di da da&amp;lt;br&amp;gt;&lt;br /&gt;
La la, di da da da dum&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sing us a song you&#039;re the preacher man&amp;lt;br&amp;gt;&lt;br /&gt;
Preach us the gospel tonight&amp;lt;br&amp;gt;&lt;br /&gt;
Well we&#039;re all in the mood for some sanctity&amp;lt;br&amp;gt;&lt;br /&gt;
And you&#039;ve got us feeling alright&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaotic Terror (Accept: Teutonic Terror - Khorne Edition)===&lt;br /&gt;
&lt;br /&gt;
Back to the frontlines, back at the night&amp;lt;br&amp;gt;&lt;br /&gt;
Evil marauders back in the lights&amp;lt;br&amp;gt;&lt;br /&gt;
Back for the slaughter, the fuel of the flames&amp;lt;br&amp;gt;&lt;br /&gt;
The roar of the thunder, back in the game&amp;lt;br&amp;gt;&lt;br /&gt;
Storming the strongholds, swords in the air&amp;lt;br&amp;gt;&lt;br /&gt;
Killing Astartes in their own lair&amp;lt;br&amp;gt;&lt;br /&gt;
Lighting the thorches, setting the stage&amp;lt;br&amp;gt;&lt;br /&gt;
You get what you ask for... right in the face&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six string chainswords&amp;lt;br&amp;gt;&lt;br /&gt;
And screams in the night&amp;lt;br&amp;gt;&lt;br /&gt;
War clubs pounding&amp;lt;br&amp;gt;&lt;br /&gt;
Living just for the fight&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we drive, thru the night&amp;lt;br&amp;gt;&lt;br /&gt;
With the howling wind at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Riding on Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
String up the razors, sharpen the blades&amp;lt;br&amp;gt;&lt;br /&gt;
Tighten the skins up, no one escapes&amp;lt;br&amp;gt;&lt;br /&gt;
Crack up the grindstone, load up to sleds&amp;lt;br&amp;gt;&lt;br /&gt;
Saddle the Juggers, OFF WITH THEIR HEADS!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six string chainswords&amp;lt;br&amp;gt;&lt;br /&gt;
And screams in the night&amp;lt;br&amp;gt;&lt;br /&gt;
War clubs pounding&amp;lt;br&amp;gt;&lt;br /&gt;
Living just for the fight&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we drive, thru the night&amp;lt;br&amp;gt;&lt;br /&gt;
With the howling wind at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Riding on Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
For the roar of the crowd&amp;lt;br&amp;gt;&lt;br /&gt;
For the raging frontal attack&amp;lt;br&amp;gt;&lt;br /&gt;
Delivering the Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;guitar solo&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six string chainswords&amp;lt;br&amp;gt;&lt;br /&gt;
And screams in the night&amp;lt;br&amp;gt;&lt;br /&gt;
War clubs pounding&amp;lt;br&amp;gt;&lt;br /&gt;
Living just for the fight&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we drive, thru the night&amp;lt;br&amp;gt;&lt;br /&gt;
With the howling wind at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Riding on Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
For the roar of the crowd&amp;lt;br&amp;gt;&lt;br /&gt;
For the raging frontal attack&amp;lt;br&amp;gt;&lt;br /&gt;
Delivering the Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=0jgrCKhxE1s Through fire and flames - Farsight Enclaves]===&lt;br /&gt;
On a cold winter morning&amp;lt;br&amp;gt;&lt;br /&gt;
In the time before the light&amp;lt;br&amp;gt;&lt;br /&gt;
In flames of dead Ethereal&#039;s reign&amp;lt;br&amp;gt;&lt;br /&gt;
Deepstrike towards the fight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the darkness has fallen down&amp;lt;br&amp;gt;&lt;br /&gt;
and the times are tough alright&amp;lt;br&amp;gt;&lt;br /&gt;
The sound of evil laughter falls&amp;lt;br&amp;gt;&lt;br /&gt;
on Agrellan tonight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fighting hard, Crisis against steel&amp;lt;br&amp;gt;&lt;br /&gt;
Through the wastelands evermore&amp;lt;br&amp;gt;&lt;br /&gt;
The scattered souls will feel the hell&amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus on this world&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the blackest plains in Hell&#039;s domain&amp;lt;br&amp;gt;&lt;br /&gt;
We watch them as they go&amp;lt;br&amp;gt;&lt;br /&gt;
Through the fire and pain and once again we know!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So now we fly ever free&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re free before the firestorm&amp;lt;br&amp;gt;&lt;br /&gt;
On towards the Enclaves&amp;lt;br&amp;gt;&lt;br /&gt;
Our quest carries on&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far beyond Shadowsun&amp;lt;br&amp;gt;&lt;br /&gt;
Far beyond the Ethereals&amp;lt;br&amp;gt;&lt;br /&gt;
Deep inside our hearts and all our souls!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far away we wait for the day&amp;lt;br&amp;gt;&lt;br /&gt;
For the lives all so wasted and gone&amp;lt;br&amp;gt;&lt;br /&gt;
We feel the pain of a lifetime lost in a thousand days&amp;lt;br&amp;gt;&lt;br /&gt;
Through the fire and flames the Enclaves carry on!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the red day is dawning&amp;lt;br&amp;gt;&lt;br /&gt;
And our jetpacks crack the sky&amp;lt;br&amp;gt;&lt;br /&gt;
They&#039;ll raise their hands to the heavens above&amp;lt;br&amp;gt;&lt;br /&gt;
With resentment in their eyes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jetting back through the midmorning light&amp;lt;br&amp;gt;&lt;br /&gt;
there&#039;s a burning in my heart&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re banished forever from the Tau empire&amp;lt;br&amp;gt;&lt;br /&gt;
To a life beyond the stars&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your darkest dreams see to believe&amp;lt;br&amp;gt;&lt;br /&gt;
Our destiny is time&amp;lt;br&amp;gt;&lt;br /&gt;
From the Ethereals we&#039;ll be free tonight!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And on the wings of a dream&amp;lt;br&amp;gt;&lt;br /&gt;
So far beyond Damocles Gulf&amp;lt;br&amp;gt;&lt;br /&gt;
All alone in desperation&amp;lt;br&amp;gt;&lt;br /&gt;
Now the time has gone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lost inside you&#039;ll never find&amp;lt;br&amp;gt;&lt;br /&gt;
Lost within Farsight&#039;s mind&amp;lt;br&amp;gt;&lt;br /&gt;
Day after day this exile must go on!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far away we wait for the day&amp;lt;br&amp;gt;&lt;br /&gt;
For the lives all so wasted and gone&amp;lt;br&amp;gt;&lt;br /&gt;
We feel the pain of a lifetime lost in a thousand days&amp;lt;br&amp;gt;&lt;br /&gt;
Through the fire and flames the Enclaves carry on!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[guitar solo]&lt;br /&gt;
&lt;br /&gt;
Wo-o-oah,wo-o-oah,who-o-o-o-oah!&amp;lt;br&amp;gt;&lt;br /&gt;
Wo-o-oah,wo-o-oa,who-o-o-o-oah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[guitar solo]&lt;br /&gt;
&lt;br /&gt;
Now here we stand with their blood on our hands&amp;lt;br&amp;gt;&lt;br /&gt;
We fought so hard, now can we understand&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll break the seal of this curse if I possibly can&amp;lt;br&amp;gt;&lt;br /&gt;
For freedom of e-very Tau!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far away we wait for the day&amp;lt;br&amp;gt;&lt;br /&gt;
For the lives all so wasted and gone&amp;lt;br&amp;gt;&lt;br /&gt;
We feel the pain of a lifetime lost in a thousand days&amp;lt;br&amp;gt;&lt;br /&gt;
Through the fire and flames the Enclaves carry on!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Powerwolf - Amen and Attack===&lt;br /&gt;
&lt;br /&gt;
In nomine veritas&amp;lt;br&amp;gt;&lt;br /&gt;
In nomine filii et patris&amp;lt;br&amp;gt;&lt;br /&gt;
In nomine veritas&amp;lt;br&amp;gt;&lt;br /&gt;
Et sanctus &amp;lt;br&amp;gt;&lt;br /&gt;
Amen and Attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand your ground against the storm&lt;br /&gt;
And honor those who&#039;ve died&amp;lt;br&amp;gt;&lt;br /&gt;
Eins zwei amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
Army of the Emp’ror sworn&amp;lt;br&amp;gt;&lt;br /&gt;
Defenders of the right&amp;lt;br&amp;gt;&lt;br /&gt;
Drei vier - amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the night is cold and black&amp;lt;br&amp;gt;&lt;br /&gt;
We sing amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
And we lead the storm of the wild&amp;lt;br&amp;gt;&lt;br /&gt;
With our comrades at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Scream it! Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
And we fight with God on our side&amp;lt;br&amp;gt;&lt;br /&gt;
Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Send the daemons from this world&amp;lt;br&amp;gt;&lt;br /&gt;
No place where they can hide&amp;lt;br&amp;gt;&lt;br /&gt;
Eins zwei amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
Make them pray or make them pay&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s time to stand and fight&amp;lt;br&amp;gt;&lt;br /&gt;
Drei vier - amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the night is cold and black&amp;lt;br&amp;gt;&lt;br /&gt;
We sing amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
And we lead the storm of the wild&amp;lt;br&amp;gt;&lt;br /&gt;
With our comrades at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Scream it! Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
And we fight with god on our side&amp;lt;br&amp;gt;&lt;br /&gt;
Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=I_izvAbhExY Stayin&#039; Alive - Knight Porphyrion (Bee Gees)]===&lt;br /&gt;
&lt;br /&gt;
Well, you can tell by the way I use my walk,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a ranged knight: no time to charge.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannons loud and barrels warm, I&#039;ve been stomped around&amp;lt;br&amp;gt;&lt;br /&gt;
Since I was born.&amp;lt;br&amp;gt;&lt;br /&gt;
And now it&#039;s all right. It&#039;s OK.&amp;lt;br&amp;gt;&lt;br /&gt;
And you may duck under cover.&amp;lt;br&amp;gt;&lt;br /&gt;
We can try to understand&amp;lt;br&amp;gt;&lt;br /&gt;
The Porphyrion&#039; effect on flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re a brother or whether you&#039;re a monster,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Feel the city breakin&#039; and everybody shakin&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;m stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, ha, ha, ha, stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, ha, ha, ha, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well now, AP low and Strenght high,&amp;lt;br&amp;gt;&lt;br /&gt;
And if I can&#039;t get either, I really try.&amp;lt;br&amp;gt;&lt;br /&gt;
Got the AV Fourteen on my shoes.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a shooty Knight and I just can&#039;t lose.&amp;lt;br&amp;gt;&lt;br /&gt;
You know it&#039;s all right. It&#039;s OK.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll live to see another day.&amp;lt;br&amp;gt;&lt;br /&gt;
We can try to understand&amp;lt;br&amp;gt;&lt;br /&gt;
The Porphyrion&#039;s effect on flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re a brother or whether you&#039;re a monster,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Feel the city breakin&#039; and everybody shakin&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;m stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, ha, ha, ha, stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, ha, ha, ha, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;He ignores cover. Somebody help me.&amp;lt;br&amp;gt;&lt;br /&gt;
Somebody help me, yeah.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;He ignores cover. Somebody help me, yeah.&amp;lt;br&amp;gt;&lt;br /&gt;
Stayin&#039; alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=v--IqqusnNQ Life on Mars - The Burning of Prospero (David Bowie)]===&lt;br /&gt;
[[File:No_comments.png|thumb|400px|right|Magnus did WHAT?!]]&lt;br /&gt;
It&#039;s a god-awful small affair&amp;lt;br&amp;gt;&lt;br /&gt;
To the girl with the shaven head&amp;lt;br&amp;gt;&lt;br /&gt;
But the Red King is yelling, &amp;quot;No!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
And her Emperor&#039;s told her to go&amp;lt;br&amp;gt;&lt;br /&gt;
But the Fifteenth&#039;s nowhere to be seen&amp;lt;br&amp;gt;&lt;br /&gt;
Now she walks through her sunken dream&amp;lt;br&amp;gt;&lt;br /&gt;
To the seat with the clearest view&amp;lt;br&amp;gt;&lt;br /&gt;
And she&#039;s hooked to the holoscreen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But Prospero&#039;s a saddening bore&amp;lt;br&amp;gt;&lt;br /&gt;
For she&#039;s lived it ten times or more&amp;lt;br&amp;gt;&lt;br /&gt;
She could shoot in the eyes of fools&amp;lt;br&amp;gt;&lt;br /&gt;
As she cancels their powers as...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches fighting in the main hall&amp;lt;br&amp;gt;&lt;br /&gt;
Oh man!&amp;lt;br&amp;gt;&lt;br /&gt;
Look at those wizards go&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the freakiest show&amp;lt;br&amp;gt;&lt;br /&gt;
Take a look at the Wolfman&amp;lt;br&amp;gt;&lt;br /&gt;
Beating up the wrong guy&amp;lt;br&amp;gt;&lt;br /&gt;
Oh man! Wonder if he&#039;ll ever know&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s in the best selling show&amp;lt;br&amp;gt;&lt;br /&gt;
For the Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s on Lorgar&#039;s tortured brow&amp;lt;br&amp;gt;&lt;br /&gt;
That Angron has grown up a cow&amp;lt;br&amp;gt;&lt;br /&gt;
Now the astartes have struck for fame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause we go make war again&amp;lt;br&amp;gt;&lt;br /&gt;
See the army in their million hordes&amp;lt;br&amp;gt;&lt;br /&gt;
From Nuceria to Roboute&#039;s worlds&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching Terra is out of bounds&amp;lt;br&amp;gt;&lt;br /&gt;
For my Emperor, dog, and town&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But Prospero&#039;s a saddening bore&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause I fought it ten times or more&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s about to be fought again&amp;lt;br&amp;gt;&lt;br /&gt;
As I ask you to focus on&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches fighting in the main hall&amp;lt;br&amp;gt;&lt;br /&gt;
Oh man!&amp;lt;br&amp;gt;&lt;br /&gt;
Look at those wizards go&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the freakiest show&amp;lt;br&amp;gt;&lt;br /&gt;
Take a look at the Wolfman&amp;lt;br&amp;gt;&lt;br /&gt;
Beating up the wrong guy&amp;lt;br&amp;gt;&lt;br /&gt;
Oh man! Wonder if he&#039;ll ever know&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s in the best selling show&amp;lt;br&amp;gt;&lt;br /&gt;
For the Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=HSH--SJKVQQ The man who sold the world - The Primarch who sold the world (David Bowie)]===&lt;br /&gt;
&lt;br /&gt;
We passed upon the warp&amp;lt;br&amp;gt;&lt;br /&gt;
Spoke of was and when&amp;lt;br&amp;gt;&lt;br /&gt;
Although I wasn&#039;t there&amp;lt;br&amp;gt;&lt;br /&gt;
He said I was his friend&amp;lt;br&amp;gt;&lt;br /&gt;
Which came as some surprise&amp;lt;br&amp;gt;&lt;br /&gt;
I spoke into his eyes&amp;lt;br&amp;gt;&lt;br /&gt;
I thought you died alone&amp;lt;br&amp;gt;&lt;br /&gt;
Murdered on Eskrador&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no, NOT ME&amp;lt;br&amp;gt;&lt;br /&gt;
I never lost that duel&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re face to face&amp;lt;br&amp;gt;&lt;br /&gt;
With Alpharius Omegon&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I laughed and shook Dorn&#039;s hand&amp;lt;br&amp;gt;&lt;br /&gt;
And made my way back home&amp;lt;br&amp;gt;&lt;br /&gt;
I searched for Arkhan Land&amp;lt;br&amp;gt;&lt;br /&gt;
For years and years I roamed&amp;lt;br&amp;gt;&lt;br /&gt;
I gazed a gazer stare&amp;lt;br&amp;gt;&lt;br /&gt;
We marked a million hills&amp;lt;br&amp;gt;&lt;br /&gt;
We must have died alone&amp;lt;br&amp;gt;&lt;br /&gt;
A long long time ago&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who knows?&amp;lt;br&amp;gt;&lt;br /&gt;
Not me&amp;lt;br&amp;gt;&lt;br /&gt;
We never lost control&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re face, to face&amp;lt;br&amp;gt;&lt;br /&gt;
With Alpharius Omegon&amp;lt;br&amp;gt;the&lt;br /&gt;
&lt;br /&gt;
===Andrew Gold - Spooky Scary Skeletons===&lt;br /&gt;
Spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Send chainswords through your spine&amp;lt;br&amp;gt;&lt;br /&gt;
Shrieking skulls will shock your soul&amp;lt;br&amp;gt;&lt;br /&gt;
Seal your doom tonight&amp;lt;br&amp;gt;&lt;br /&gt;
Spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Bellow such a prayer&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll shake and shudder in surprise&amp;lt;br&amp;gt;&lt;br /&gt;
When your meatshields aren&#039;t all there&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;re so sorry Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re so misunderstood&amp;lt;br&amp;gt;&lt;br /&gt;
You only want to purge xenos&amp;lt;br&amp;gt;&lt;br /&gt;
But I don&#039;t think you should&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Shout startling war-cant screams&amp;lt;br&amp;gt;&lt;br /&gt;
They&#039;ll drop-pod from their Watch-Fortress&amp;lt;br&amp;gt;&lt;br /&gt;
And just won&#039;t leave you be&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warriors beyond equal&amp;lt;br&amp;gt;&lt;br /&gt;
Will kill, what&#039;s all the fuss?&amp;lt;br&amp;gt;&lt;br /&gt;
Power armour will keep them safe&amp;lt;br&amp;gt;&lt;br /&gt;
As Chaos&#039; schemes they foil&amp;lt;br&amp;gt;&lt;br /&gt;
Spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Are clever all the same&amp;lt;br&amp;gt;&lt;br /&gt;
They&#039;ll smile and put you to the sword&amp;lt;br&amp;gt;&lt;br /&gt;
And on you lay the blame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Fight for the Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
If you try to hurt Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll hear their bolters roar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weird Al - Weasel Stomping Day===&lt;br /&gt;
Faces filled with joy and cheer&amp;lt;br&amp;gt;&lt;br /&gt;
What a magical time of year&amp;lt;br&amp;gt;&lt;br /&gt;
Howdy Ho! It&#039;s Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put your Marine helmet on&amp;lt;br&amp;gt;&lt;br /&gt;
Spread that mayonaisse on the lawn&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t you know it&#039;s Xenos Stomping Day?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the little girls and boys&amp;lt;br&amp;gt;&lt;br /&gt;
Love that wonderful crunching noise&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll know what this day&#039;s about&amp;lt;br&amp;gt;&lt;br /&gt;
When you stomp a Xenos&#039; guts right out&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, come along and have a laugh&amp;lt;br&amp;gt;&lt;br /&gt;
Snap their alien spines in half&amp;lt;br&amp;gt;&lt;br /&gt;
Grab your boots and stomp your cares away&amp;lt;br&amp;gt;&lt;br /&gt;
Hip hip hooray, it&#039;s Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Sounds of xenos getting stomped on, with bone-crunching and Tau-screeching effects]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
People love them down the street&amp;lt;br&amp;gt;&lt;br /&gt;
Crushing xenos beneath their feet&amp;lt;br&amp;gt;&lt;br /&gt;
Why we do it, who can say?&amp;lt;br&amp;gt;&lt;br /&gt;
But it&#039;s such a festive holiday&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So let the stomping fun begin&amp;lt;br&amp;gt;&lt;br /&gt;
Bash their Alien skulls right in&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s tradition, that makes it okay&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey everyone, it&#039;s Xenos Stomping&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll have some fun on Xenos Stomping&amp;lt;br&amp;gt;&lt;br /&gt;
Put down your Lasgun, it&#039;s Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
Hip Hip Hooray, it&#039;s Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
Hey!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emperor of the Universe/ [https://www.youtube.com/watch?v=VEJ8lpCQbyw Princes of the Universe (Queen)]===&lt;br /&gt;
Here I am, born to be Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
Im the Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Here I belong, fighting to survive&amp;lt;br&amp;gt;&lt;br /&gt;
In a world with the darkest powers&amp;lt;br&amp;gt;&lt;br /&gt;
Heh&amp;lt;br&amp;gt;&lt;br /&gt;
And here I am, Im the Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Here I belong, fighting for survival&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ve come to be the rulers of you all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am immortal, I have inside me blood of Emperors, yeah, yeah&amp;lt;br&amp;gt;&lt;br /&gt;
I have no rival, no man can be my equal&amp;lt;br&amp;gt;&lt;br /&gt;
Take me to the future of you all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born to be Emperor, Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Fighting and free&amp;lt;br&amp;gt;&lt;br /&gt;
Got your world in my hand&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m here for your love and I&#039;ll make my stand&amp;lt;br&amp;gt;&lt;br /&gt;
I was born to be Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No man could understand&amp;lt;br&amp;gt;&lt;br /&gt;
My power is in my own hand&amp;lt;br&amp;gt;&lt;br /&gt;
Ooh, ooh, ooh, ooh, people talk about you&amp;lt;br&amp;gt;&lt;br /&gt;
People say you&#039;ve had your day&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a man that will go far&amp;lt;br&amp;gt;&lt;br /&gt;
Fly the moon and reach for the stars&amp;lt;br&amp;gt;&lt;br /&gt;
With my sword and head held high&amp;lt;br&amp;gt;&lt;br /&gt;
Got to pass the test first time, yeah&amp;lt;br&amp;gt;&lt;br /&gt;
I know that people talk about me, I hear it every day&amp;lt;br&amp;gt;&lt;br /&gt;
But I can prove them wrong &#039;cause I&#039;m right first time&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, yeah&amp;lt;br&amp;gt;&lt;br /&gt;
Alright, let&#039;s go, let&#039;s go, ha ha&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, watch this man fly, wooh&amp;lt;br&amp;gt;&lt;br /&gt;
Bring on the Sisters, c&#039;mon, c&#039;mon, c&#039;mon&amp;lt;br&amp;gt;&lt;br /&gt;
Here I am (here I am)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born to be Emperor, Im the Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Here I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Born to be Emperor, Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Fighting and free, got your world in my hand&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m here for your love and I&#039;ll make my stand&amp;lt;br&amp;gt;&lt;br /&gt;
I was born to be Emperor of the universe (universe, universe, universe)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ghostbusters Theme: The Deathwatch===&lt;br /&gt;
&lt;br /&gt;
If there&#039;s something strange on the eastern front&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
If it&#039;s from the Warp and it don&#039;t look good&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re seeing Nids, breaking through the fort&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
An invisible Tau sneaking through your base&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
If you stand alone, kick you astropath&amp;lt;br&amp;gt;&lt;br /&gt;
And call. (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
I hear it likes the Guard.&amp;lt;br&amp;gt;&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mmh... if you&#039;re getting tons&amp;lt;br&amp;gt;&lt;br /&gt;
of the freaky &#039;Crons, baby,&amp;lt;br&amp;gt;&lt;br /&gt;
you better call the Deathwatch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PURGING MAKES ME FEEL GOOD!&amp;lt;br&amp;gt;&lt;br /&gt;
I SHALL KNOW NO FEAR!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t you fight alone, oh no... (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
When you&#039;re facing a Waagh&amp;lt;br&amp;gt;&lt;br /&gt;
Unless you wanna die some more&amp;lt;br&amp;gt;&lt;br /&gt;
I think you better call The Deathwatch!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
Louder! The Deathwatch!&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=rdSXXwkuaT0 Undertale Hard Drive: Fulgrim&#039;s Istvaan V]===&lt;br /&gt;
&lt;br /&gt;
Ferrus, I can show you where Horus hides&amp;lt;br&amp;gt;&lt;br /&gt;
on the dark sands&amp;lt;br&amp;gt;&lt;br /&gt;
of Istvaan V&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah I&#039;m dancing with your soul in my sights&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a showdown&amp;lt;br&amp;gt;&lt;br /&gt;
on the Drop Site&amp;lt;br&amp;gt;&lt;br /&gt;
Horus&#039; date drugs got me out of my mind&amp;lt;br&amp;gt;&lt;br /&gt;
like my new sword&amp;lt;br&amp;gt;&lt;br /&gt;
from the Laeran&amp;lt;br&amp;gt;&lt;br /&gt;
And our minis got us frozen in time&amp;lt;br&amp;gt;&lt;br /&gt;
like a portrait&amp;lt;br&amp;gt;&lt;br /&gt;
in the dying light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I’m dreaming like no Primarch ever could&amp;lt;br&amp;gt;&lt;br /&gt;
There’s my name! Up in lights!&amp;lt;br&amp;gt;&lt;br /&gt;
Your weapon skill won&#039;t suffice baby!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I’m sorry I&#039;m a better smith than you&amp;lt;br&amp;gt;&lt;br /&gt;
Raise the stakes! Pick a fight!&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll need that IWND, baby!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You got a lot of nerve brother&amp;lt;br&amp;gt;&lt;br /&gt;
for this Dark Age we are now living in&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve got a lot to learn, Primarch&amp;lt;br&amp;gt;&lt;br /&gt;
Do you really think you&#039;ll defeat me?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ferrus, I can show you where Horus hides&amp;lt;br&amp;gt;&lt;br /&gt;
on the dark sands&amp;lt;br&amp;gt;&lt;br /&gt;
of Istvaan V&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah I&#039;m dancing with your soul in my sights&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a showdown&amp;lt;br&amp;gt;&lt;br /&gt;
on the Drop Site&amp;lt;br&amp;gt;&lt;br /&gt;
Horus&#039; date drugs got me out of my mind&amp;lt;br&amp;gt;&lt;br /&gt;
like my new sword&amp;lt;br&amp;gt;&lt;br /&gt;
from the Laeran&amp;lt;br&amp;gt;&lt;br /&gt;
And our minis got us frozen in time&amp;lt;br&amp;gt;&lt;br /&gt;
like a portrait&amp;lt;br&amp;gt;&lt;br /&gt;
in the dying light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chemosian personality&amp;lt;br&amp;gt;&lt;br /&gt;
Phoenician fabulosity&amp;lt;br&amp;gt;&lt;br /&gt;
With treason, bloodshed, and intrigue!&amp;lt;br&amp;gt;&lt;br /&gt;
Give the astartes what they need!&amp;lt;br&amp;gt;&lt;br /&gt;
A star! For humanity!&amp;lt;br&amp;gt;&lt;br /&gt;
My face! on a million screens!&amp;lt;br&amp;gt;&lt;br /&gt;
Now turn your heel but don’t you flee&amp;lt;br&amp;gt;&lt;br /&gt;
And indulge in heresy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Get a load of my sword skills&amp;lt;br&amp;gt;&lt;br /&gt;
Strut my stuff, you know I’m glammorin’&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re gonna have to hold your head&amp;lt;br&amp;gt;&lt;br /&gt;
Do you really think that I won’t win?!?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ferrus, I can show you where Horus hides&amp;lt;br&amp;gt;&lt;br /&gt;
on the dark sands&amp;lt;br&amp;gt;&lt;br /&gt;
of Istvaan V&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah I&#039;m dancing with your soul in my sights&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a showdown&amp;lt;br&amp;gt;&lt;br /&gt;
on the Drop Site&amp;lt;br&amp;gt;&lt;br /&gt;
Horus&#039; date drugs got me out of my mind&amp;lt;br&amp;gt;&lt;br /&gt;
like my new sword&amp;lt;br&amp;gt;&lt;br /&gt;
from the Laeran&amp;lt;br&amp;gt;&lt;br /&gt;
And our minis got us frozen in time&amp;lt;br&amp;gt;&lt;br /&gt;
like a portrait&amp;lt;br&amp;gt;&lt;br /&gt;
in the dying light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like a portrait&amp;lt;br&amp;gt;&lt;br /&gt;
in the dying light...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=pHc_HtssAqM The Pitiful Humans]===&lt;br /&gt;
&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You were always quite the weakling 403&amp;lt;br&amp;gt;&lt;br /&gt;
Then we invaded&amp;lt;br&amp;gt;&lt;br /&gt;
And you upgraded&amp;lt;br&amp;gt;&lt;br /&gt;
Ba-da-ba-ba&amp;lt;br&amp;gt;&lt;br /&gt;
Woah&amp;lt;br&amp;gt;&lt;br /&gt;
403, it&#039;s true that I found you&amp;lt;br&amp;gt;&lt;br /&gt;
But look around you&amp;lt;br&amp;gt;&lt;br /&gt;
Woah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All your comrades are so incomplete&amp;lt;br&amp;gt;&lt;br /&gt;
You can&#039;t see it, but they&#039;re all in pain&amp;lt;br&amp;gt;&lt;br /&gt;
Their operating system&#039;s obsolete&amp;lt;br&amp;gt;&lt;br /&gt;
So let&#039;s complete the chains&amp;lt;br&amp;gt;&lt;br /&gt;
And get inside those brains&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIERS]&amp;lt;br&amp;gt;&lt;br /&gt;
Woah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIERS]&amp;lt;br&amp;gt;&lt;br /&gt;
Woah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s teach those pitiful humans, who just haven&#039;t a clue&amp;lt;br&amp;gt;&lt;br /&gt;
Just what to do&amp;lt;br&amp;gt;&lt;br /&gt;
Help them to help you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, yeah! Yeah, yeah, yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Can you see the vision clearly, 403?&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers embracing and interfacing&amp;lt;br&amp;gt;&lt;br /&gt;
Beep boop beep boop&amp;lt;br&amp;gt;&lt;br /&gt;
Shiny, new augmentics clanging sweetly&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Gone is human error and fear&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Beep bop boo beep bop boo beep bop boo beep&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Every issue tucked away so neatly&amp;lt;br&amp;gt;&lt;br /&gt;
If you feel a sob or tear&amp;lt;br&amp;gt;&lt;br /&gt;
Just turn that knob, and switch that gear&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah yeah yeah yeah yeah yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s teach those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Who just haven&#039;t a clue&amp;lt;br&amp;gt;&lt;br /&gt;
Just what to do&amp;lt;br&amp;gt;&lt;br /&gt;
Help them and soon this will be you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Rap beep beep bop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Re bop bo beep bop bo beep bop bo&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s teach those pitiful humans, who haven&#039;t a clue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
If that&#039;s what we do&amp;lt;br&amp;gt;&lt;br /&gt;
If that&#039;s what we do&amp;lt;br&amp;gt;&lt;br /&gt;
Then&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Everything about us is going to be powerful&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIERS]&amp;lt;br&amp;gt;&lt;br /&gt;
Give hail to the Omnissiah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Everything about us is going to be so advanced&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIERS]&amp;lt;br&amp;gt;&lt;br /&gt;
All hail to the Omnissiah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Tech Priest]&amp;lt;br&amp;gt;&lt;br /&gt;
You won&#039;t be fragile and impure&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Not pitiful fleshbags anymore&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause&amp;lt;br&amp;gt;&lt;br /&gt;
Everything about us is going to be cool&amp;lt;br&amp;gt;&lt;br /&gt;
When... we... rule! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Annihilation (The Exterminatus Song): Willy Wonka and the Chocolate Factory===&lt;br /&gt;
&lt;br /&gt;
[INQUISITOR]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hold your breath.&amp;lt;br&amp;gt;&lt;br /&gt;
Make a wish.&amp;lt;br&amp;gt;&lt;br /&gt;
Push the button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Come with me and you&#039;ll be&amp;lt;br&amp;gt;&lt;br /&gt;
In a world of pure annihilation&amp;lt;br&amp;gt;&lt;br /&gt;
Take a look and you&#039;ll see&amp;lt;br&amp;gt;&lt;br /&gt;
Into this annihilation&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll begin with their sin&amp;lt;br&amp;gt;&lt;br /&gt;
Bombarding their eldritch creation&amp;lt;br&amp;gt;&lt;br /&gt;
Heresy&amp;lt;br&amp;gt;&lt;br /&gt;
that&#039;s beyond toleration&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to view paradise&amp;lt;br&amp;gt;&lt;br /&gt;
Simply look around and view it&amp;lt;br&amp;gt;&lt;br /&gt;
Anything you want to, do it&amp;lt;br&amp;gt;&lt;br /&gt;
Wanna change the world?&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s nothing to it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no life I know&amp;lt;br&amp;gt;&lt;br /&gt;
That survives this&amp;lt;br&amp;gt;&lt;br /&gt;
Pure annihilation&amp;lt;br&amp;gt;&lt;br /&gt;
Dying there, we&#039;ll be free&amp;lt;br&amp;gt;&lt;br /&gt;
From your Xenos tyranny&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You wanted to view paradise&amp;lt;br&amp;gt;&lt;br /&gt;
This is your last chance to view it&amp;lt;br&amp;gt;&lt;br /&gt;
Anything you want to, do it&amp;lt;br&amp;gt;&lt;br /&gt;
Watch us change the world.&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s nothing to it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no life I know&amp;lt;br&amp;gt;&lt;br /&gt;
That survives this&amp;lt;br&amp;gt;&lt;br /&gt;
Pure annihilation&amp;lt;br&amp;gt;&lt;br /&gt;
Dying there, we&#039;ll be free&amp;lt;br&amp;gt;&lt;br /&gt;
From your Xenos tyranny&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take me home warpspace routes (John Denver; Take me home country roads)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Almost heaven, Holy Terra&amp;lt;br&amp;gt;&lt;br /&gt;
Golden hivespires and pollutant rivers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Life is old here, older than the trees&amp;lt;br&amp;gt; &lt;br /&gt;
Humanities birthright, growing like a breeze&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warpspace routes, take me home&amp;lt;br&amp;gt;&lt;br /&gt;
To the place I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Terra, Sector Solar&amp;lt;br&amp;gt;&lt;br /&gt;
Take me home, warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the Imperium, built around her&amp;lt;br&amp;gt;&lt;br /&gt;
Proud grey lady, stranger to blue water&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grey and dusty, Luna in the sky&amp;lt;br&amp;gt;&lt;br /&gt;
Mist the taste of ashes&amp;lt;br&amp;gt;&lt;br /&gt;
Teardrops in my eye&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warpspace routes, take me home&amp;lt;br&amp;gt;&lt;br /&gt;
To the place I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Terra, Hive Augusta&amp;lt;br&amp;gt;&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hear His voice&amp;lt;br&amp;gt;&lt;br /&gt;
The Astronomicon it guides me&amp;lt;br&amp;gt;&lt;br /&gt;
His light reminds me&amp;lt;br&amp;gt;&lt;br /&gt;
of my home far away&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And on my warpace road&amp;lt;br&amp;gt;&lt;br /&gt;
I get a feeling&amp;lt;br&amp;gt;&lt;br /&gt;
That i should praise Him&amp;lt;br&amp;gt;&lt;br /&gt;
Ev´ryday, Ev´ryday!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warpspace routes, take me home&amp;lt;br&amp;gt;&lt;br /&gt;
To the place I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Terra, sector solar&amp;lt;br&amp;gt;&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warpspace routes, take me home&amp;lt;br&amp;gt;&lt;br /&gt;
To the place I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Terra, sector solar&amp;lt;br&amp;gt;&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oh Nalwood of Tanith (Flower of Scotland)===&lt;br /&gt;
&lt;br /&gt;
Oh Nalwood of Tanith,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When will we see&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your like again,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That fought and died for,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your wee bit Hill and Glen,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And stood against them,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Foul Chaos&#039; Armys,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sent them homeward,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To think again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hills are burnt now,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And Nalwood trees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
lie burned and charred ,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
O&#039;er World that is lost now,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which those so dearly held,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That stood against them,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Foul Chaos&#039; Armys,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sent them homeward,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To think again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those days are past now,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And in the past&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
they must remain,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But we can still rise now,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And be the First again,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That stood against them,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Foul Chaos&#039; Armys,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sent them homeward,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To think again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh Nalwood of Tanith, &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When will we see&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your like again,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That fought and died for,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your wee bit Hill and Glen,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And stood against them,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Foul Chaos&#039; Armys,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sent them homeward,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To think again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Die Young (Kesha)===&lt;br /&gt;
&lt;br /&gt;
I see your knees quake at sound of their guns&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, what a shame that they&#039;re gonna kill everyone&amp;lt;br&amp;gt;&lt;br /&gt;
So while we&#039;re taking up arms&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flak coat, laser gun&amp;lt;br&amp;gt;&lt;br /&gt;
Bolt or melta would be fun&amp;lt;br&amp;gt;&lt;br /&gt;
Fightin&#039; Orks, takin&#039; heat&amp;lt;br&amp;gt;&lt;br /&gt;
Dyin&#039; till we hear retreat&amp;lt;br&amp;gt;&lt;br /&gt;
Commissar watching so we&#039;re sticking around (you know)&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s BLAMing anyone not holding their ground (fo sho)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waiting on some armor support (yeah)&amp;lt;br&amp;gt;&lt;br /&gt;
A Leman Russ or Chimera escort&amp;lt;br&amp;gt;&lt;br /&gt;
Or it&#039;ll be the last night of our lives (uh huh)&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll keep fighting till we die&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see your knees quake at sound of their guns&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, what a shame that they&#039;re gonna kill everyone&amp;lt;br&amp;gt;&lt;br /&gt;
So while we&#039;re taking up arms&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Catachans, taking shots&amp;lt;br&amp;gt;&lt;br /&gt;
Gunning down those filthy grots&amp;lt;br&amp;gt;&lt;br /&gt;
Light em&#039; up, gettin&#039; hot&amp;lt;br&amp;gt;&lt;br /&gt;
Kill them, give it all you&#039;ve got&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s pretty obvious we&#039;re gonna get crushed (you know)&amp;lt;br&amp;gt;&lt;br /&gt;
Flamers and burnas are about to combust (fo sho)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waiting on some armor support (yeah)&amp;lt;br&amp;gt;&lt;br /&gt;
A Leman Russ or Chimera escort&amp;lt;br&amp;gt;&lt;br /&gt;
Or it&#039;ll be the last night of our lives (uh huh)&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll keep fighting till we die (till we die)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see your knees quake at sound of their guns&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, what a shame that they&#039;re gonna kill everyone&amp;lt;br&amp;gt;&lt;br /&gt;
So while we&#039;re taking up arms&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
I see your knees quake at sound of their guns&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, what a shame that they&#039;re gonna kill everyone&amp;lt;br&amp;gt;&lt;br /&gt;
So while we&#039;re taking up arms&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gorgutz WAAAGH- FireWAAAGH (Orky Firework)&lt;br /&gt;
&lt;br /&gt;
 d&#039;os yas ever feel like a worthless grot&lt;br /&gt;
 Gettin&#039; stomped by &#039;umies&lt;br /&gt;
 &#039;anna Grow Again&lt;br /&gt;
  D&#039;os yas ever feel so weak&lt;br /&gt;
  Like a &#039;umies skull&lt;br /&gt;
  One blow from &#039;aving in&lt;br /&gt;
&lt;br /&gt;
 d&#039;os yas ever feel &#039;lready stomped in &#039;eep&lt;br /&gt;
 six &#039;eet unda WAAAGH. but no git &#039;eems to &#039;ear a t&#039;ing&lt;br /&gt;
 d&#039;os yas &#039;now dat deres &#039;till a spot for yas&lt;br /&gt;
  c&#039;os deres a klaw in yas&lt;br /&gt;
&lt;br /&gt;
 yas &#039;ust otta pull da kord&lt;br /&gt;
 And let er rip&lt;br /&gt;
 Just Chopp da &#039;umies&lt;br /&gt;
 Just like da red gobbo&#039;s night&lt;br /&gt;
 &lt;br /&gt;
 &#039;ause Zog it yas a Warboss&lt;br /&gt;
 Come on stomp dem umies&lt;br /&gt;
 Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 As yas Chopp em into bitz&lt;br /&gt;
&lt;br /&gt;
 Zog it yas a Warboss&lt;br /&gt;
 Come on let ya shoota burst&lt;br /&gt;
Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 Yas gonna leave em gitz in bitz, bitz, bitz&lt;br /&gt;
&lt;br /&gt;
Yas duzzint gotta &#039;eel loike a &#039;asted Ork&lt;br /&gt;
Yas a Speshal git, kannot be &#039;eplaced&lt;br /&gt;
If yas only &#039;new wot da future &#039;olds&lt;br /&gt;
Afta a grot iz stomped a umie iz chopped&lt;br /&gt;
&lt;br /&gt;
&#039;aybe a &#039;eason all da doorz iz clozed&lt;br /&gt;
So yas &#039;ould open da one dat leads yas to da perfect Trukk&lt;br /&gt;
Loike Gorkz eye, yas choppa &#039;ill glow&lt;br /&gt;
and wen itz toime yas will &#039;now&lt;br /&gt;
  &lt;br /&gt;
 yas &#039;ust otta pull da kord&lt;br /&gt;
 And let er rip&lt;br /&gt;
 Just Chopp da &#039;umies&lt;br /&gt;
 Just like da red gobbo&#039;s night&lt;br /&gt;
 &lt;br /&gt;
 &#039;ause Zog it yas a Warboss&lt;br /&gt;
 Come on stomp dem umies&lt;br /&gt;
 Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 As yas Chopp em into bitz&lt;br /&gt;
&lt;br /&gt;
 Zog it yas a Warboss&lt;br /&gt;
 Come on let ya shoota burst&lt;br /&gt;
Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 Yas gonna leave em gitz in bitz, bitz, bitz&lt;br /&gt;
&lt;br /&gt;
boomz boomz boomz&lt;br /&gt;
even broighta dan da bad moonz moonz moonz&lt;br /&gt;
itz always been insoide a yas&lt;br /&gt;
now itz toime to let itz &#039;trough &#039;trough &#039;trough&lt;br /&gt;
&lt;br /&gt;
 &#039;ause Zog it yas a Warboss&lt;br /&gt;
 Come on stomp dem umies&lt;br /&gt;
 Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 As yas Chopp em into bitz&lt;br /&gt;
&lt;br /&gt;
 Zog it yas a Warboss&lt;br /&gt;
 Come on let ya shoota burst&lt;br /&gt;
Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 Yas gonna leave em gitz in bitz, bitz, bitz&lt;br /&gt;
&lt;br /&gt;
boomz boomz boomz&lt;br /&gt;
even broighta dan da bad moonz moonz moonz&lt;br /&gt;
boomz boomz boomz&lt;br /&gt;
even broighta dan da bad moonz moonz moonz&lt;br /&gt;
&lt;br /&gt;
===Roboute - Rasputin (Boney M)===&lt;br /&gt;
(This uses the [https://www.youtube.com/watch?v=JLo02AquUCs Turisas cover] music.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
There lived a certain man &lt;br /&gt;
out on the eastern fringe&lt;br /&gt;
He was big and strong &lt;br /&gt;
but he kinda liked to winge&lt;br /&gt;
His father found his world&lt;br /&gt;
gave him twenty thousand men&lt;br /&gt;
put them in to squads&lt;br /&gt;
no more or less than ten&lt;br /&gt;
&lt;br /&gt;
He could breach the armor of titan&lt;br /&gt;
Sword aflame with vengeful fire&lt;br /&gt;
But he also wanted to be leader&lt;br /&gt;
Of his own empire&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
family name was Guillimeen&lt;br /&gt;
He was a man who looked like a god&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
Leader of the Space Marines&lt;br /&gt;
He would make sure that humans lived on&lt;br /&gt;
&lt;br /&gt;
He wrote a bunch of words&lt;br /&gt;
Said the legions had to go&lt;br /&gt;
When his brothers heard&lt;br /&gt;
They all just shouted no&lt;br /&gt;
He swung his mighty blade&lt;br /&gt;
Fought Fulgrim to the death&lt;br /&gt;
But he wasn&#039;t very good&lt;br /&gt;
And got wounded in the neck&lt;br /&gt;
&lt;br /&gt;
He was put into a stasis chamber&lt;br /&gt;
Kept alive, a feat of awe&lt;br /&gt;
All the while building newer armies&lt;br /&gt;
Through his good friend Cawl&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
family name was Guillimeen&lt;br /&gt;
He was a man who looked like a god&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
Leader of the Space Marines&lt;br /&gt;
He would make sure that humans lived on&lt;br /&gt;
&lt;br /&gt;
But when the darkness and terror of chaos spilled out into the galaxy&lt;br /&gt;
The demands to awaken this great man became louder and louder&lt;br /&gt;
&lt;br /&gt;
We need his kind again&lt;br /&gt;
Said elfish chick Yvraine&lt;br /&gt;
So she woke him up&lt;br /&gt;
Pulled the poison from his veins&lt;br /&gt;
When he saw what had become&lt;br /&gt;
His heart was full of rage&lt;br /&gt;
So he gathered all his men&lt;br /&gt;
For Indomitius Crusade&lt;br /&gt;
&lt;br /&gt;
He went to the golden throne of Terra&lt;br /&gt;
knelt to the emperor and said&lt;br /&gt;
If I save us from this chaos terror&lt;br /&gt;
Shit is going to change&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
family name was Guillimeen&lt;br /&gt;
He told the chapters what to avoid&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
Leader of the Space Marines&lt;br /&gt;
Said the codex was null and void&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
family name was Guillimeen&lt;br /&gt;
He sent them all brand new hovertanks&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
Leader of the Space Marines&lt;br /&gt;
And put primaris into their ranks&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=horus the warmaster (jesus christ superstar)=&lt;br /&gt;
(from the point of a loyalist son of horus)&lt;br /&gt;
Ev&#039;ry time I look at you&lt;br /&gt;
I don&#039;t understand&lt;br /&gt;
Why you let the things you did&lt;br /&gt;
Get so out of hand&lt;br /&gt;
You&#039;d have managed better&lt;br /&gt;
If you&#039;d had a better plan&lt;br /&gt;
Yet why&#039;d you choose the chaos gods&lt;br /&gt;
to take the emperors land?&lt;br /&gt;
&lt;br /&gt;
If you&#039;d come early&lt;br /&gt;
You could have conquered a whole nation&lt;br /&gt;
imperial space in M30&lt;br /&gt;
Had no mass communication&lt;br /&gt;
&lt;br /&gt;
(Don&#039;t you get me wrong)&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong, now)&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong)&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong, now)&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
&lt;br /&gt;
Only want to know&lt;br /&gt;
(Only want to know, now)&lt;br /&gt;
Only want to know&lt;br /&gt;
(Only want to know)&lt;br /&gt;
Only want to know&lt;br /&gt;
(Only want to know, now)&lt;br /&gt;
Only want to know&lt;br /&gt;
&lt;br /&gt;
horus the&lt;br /&gt;
horus the&lt;br /&gt;
In the warp, What did you see??&lt;br /&gt;
horus the&lt;br /&gt;
horus the&lt;br /&gt;
In the warp, What did you see??&lt;br /&gt;
horus the&lt;br /&gt;
warmaster&lt;br /&gt;
Are you as great as they say you are?&lt;br /&gt;
horus the&lt;br /&gt;
warmaster&lt;br /&gt;
Are you as great as they say you are?&lt;br /&gt;
Tell me what you think&lt;br /&gt;
About your 3 friends at the top&lt;br /&gt;
Now who d&#039;you think besides yourself&lt;br /&gt;
Was the pick of the crop?&lt;br /&gt;
Emperor was he where it&#039;s at?&lt;br /&gt;
Is he where you are?&lt;br /&gt;
Could emperor make a legion&lt;br /&gt;
Or was that just PR?&lt;br /&gt;
Did you mean to die like that?&lt;br /&gt;
Was that a mistake or&lt;br /&gt;
Did you know your heresy&lt;br /&gt;
Would be a history maker?&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong, now) Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong) Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong, now) Don&#039;t you get me wrong&lt;br /&gt;
==Stuff that doesn&#039;t even need a rewrite...==&lt;br /&gt;
* [https://www.youtube.com/watch?v=Efup3SWRBOA Rats (Ghost)]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[RIDIN ON A TRUKK]], an Orky version of &amp;quot;On A Boat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Little Boxes]], using the tune of the song of the same name, singing about [[METAL BOXES]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.youtube.com/watch?v=_uj8h4SCsnE Video of Salve Regina: A Templar Chant]&lt;br /&gt;
*[http://youtube.com/watch?v=RSu4hOLYrXk Video of Pocahontas: Savages]&lt;br /&gt;
*[http://www.youtube.com/watch?v=-3fvr589x9s&amp;amp;feature=related Video of The Prince of Egypt: Playing with the Big Boys]&lt;br /&gt;
*[http://youtube.com/watch?v=_0Nm0vf1W9Q Video of The Prince of Egypt: The Plagues]&lt;br /&gt;
*[http://www.youtube.com/watch?v=L0AiN8vrn9Y Video of the Lion King: Be Prepared]&lt;br /&gt;
*[http://youtube.com/watch?v=irp8CNj9qBI Video of Queen: Bohemian Rhapsody]&lt;br /&gt;
*[http://youtube.com/watch?v=5wON8-glDb0 Video of Robert Browning&#039;s poem My Last Duchess]&lt;br /&gt;
*[http://youtube.com/watch?v=4Pbl4x1OKqs Video of Ozzy performing Hellraiser]&lt;br /&gt;
*[http://youtube.com/watch?v=WLenuBXt2RE Video of Nancy Sinatra: These Boots Were Made for Walking]&lt;br /&gt;
*[http://youtube.com/watch?v=S5nw1-_5-Vk Video of My Chemical Romance: The Black Parade]&lt;br /&gt;
*[http://youtube.com/watch?v=jgqxQmAbTBc Video of Iron Maiden: The Trooper]&lt;br /&gt;
*[http://youtube.com/watch?v=n9C4fj5CfvA Video of Harvey Andrews: British Soldier]&lt;br /&gt;
*[http://youtube.com/watch?v=pxyhmx-DT44 Video of Will Smith: Men in Black]&lt;br /&gt;
*[http://youtube.com/watch?v=0Y9ZQsAgveI Video of Sabaton: Wolfpack]&lt;br /&gt;
*[http://www.asoldierschristmas.com Not a Video of A Soldier&#039;s Christmas]&lt;br /&gt;
*[http://www.youtube.com/watch?v=as0VmtpZVqM Video of Dixie]&lt;br /&gt;
*[http://www.youtube.com/watch?v=_Si8beWhBkg Video of Everyone Has Aids]&lt;br /&gt;
*[http://www.youtube.com/watch?v=4CRsXv7QVfE Video of A British Tar]&lt;br /&gt;
*[http://www.youtube.com/watch?v=hBe0VCso0qs Video of Fresh Prince of Bel-Air]&lt;br /&gt;
*[http://www.youtube.com/watch?v=f5kbBxv9XPo Video of Ain&#039;t no rest for the Wicked]&lt;br /&gt;
*[http://www.youtube.com/watch?v=mQJoKXhx-HM March of Cambreadth]&lt;br /&gt;
*[http://www.youtube.com/watch?v=4dzH0z1_-hY Video of RWT&#039;s Football]&lt;br /&gt;
*[http://www.youtube.com/watch?v=VKsVSBhSwJg&amp;amp;feature=relmfu Video of Bed Intruder]&lt;br /&gt;
*[http://www.youtube.com/watch?v=Ujzp9ffPwPM When You&#039;re Evil]&lt;br /&gt;
*[http://www.youtube.com/watch?v=R-kp-B9XZFc Nuclear Attack]&lt;br /&gt;
*[http://www.youtube.com/watch?v=x9rQmyAxS3U The Wurzels: Combine Harvester]&lt;br /&gt;
*[http://www.youtube.com/watch?v=req-oDf2ZRc Video of Accept: Teutonic Terror]&lt;br /&gt;
*[https://www.youtube.com/watch?v=0jgrCKhxE1s Through fire and flames]&lt;br /&gt;
*[https://www.youtube.com/watch?v=RZ-uV72pQKI Video of Pure Imagination, Willy Wonka and the Chocolate Factory]&lt;br /&gt;
----&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/19009314/ suptg archive thread for the grimdark songwriting]&lt;br /&gt;
[[category:warhammer 40,000]] &lt;br /&gt;
[[category:Meme]]&lt;br /&gt;
[[category:Copypasta]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Blood_Angels&amp;diff=66328</id>
		<title>Warhammer 40,000/8th Edition Tactics/Blood Angels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Blood_Angels&amp;diff=66328"/>
		<updated>2023-02-26T20:40:42Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Elites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that this is the tactics for 8th edition Blood Angels. Their current tactics can be found [[Warhammer 40,000/Tactics/Blood Angels (9E)|here.]]&lt;br /&gt;
==Why Play Blood Angels==&lt;br /&gt;
The Space Marines are the steadfast heroes of the Imperium. By their martial prowess and valor is Mankind preserved from extinction at the hands of a galaxy filled with unimaginable terrors. As one of the oldest and most revered of all Space Marine Chapters, the Blood Angels have stood at the forefront of humanity&#039;s defense for over ten thousand years. With bolter and chainsword they hold the foes of Mankind at bay in an unending battle for survival. Yet the Blood Angels are touched by a terrible flaw that threatens to undo their endless centuries of heroism, a dark madness that only strength of will can hope to contain.&lt;br /&gt;
&lt;br /&gt;
The Blood Angels are the masters of war in all its forms, but they excel in the savage arena of close assault above all others. Every Battle-Brother feels the lure of hand-to-hand combat boiling in his blood - only eye-to-eye and blade-to-blade with the foe can the dark beast within the Chapter&#039;s collective soul be given full reign. Caution is not the Blood Angels&#039; way, and it cannot be yours. Assault Squads, Death Company, Sanguinary Guard - these are the spearhead of your host, but the rest of the army must follow close behind. Stormraven Gunships roar over the battlefield, bringing fresh troops into the maelstrom. Tactical Squads make their implacable advance, heavy weapons fire scouring the bastions of the foe, and tanks spur forward to spit death at the enemy from point blank range. The Blood Angels are an army fit only for the boldest of generals. Do you have what it takes to lead them to victory?&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Currently considered one of the best melee factions in 8th edition.&lt;br /&gt;
*With the universal Astartes updates, Blood Angels now not only hit hard (thanks to Red Thirst), but also hit &#039;&#039;often&#039;&#039; - whilst the Assault Doctrine is active. &lt;br /&gt;
*You like any of these things: The colors red, gold, white and black, jump packs, assault, angels, vampires, blood, flamers, melta weapons, and going fast.&lt;br /&gt;
*The [[Blood Angels]] have a really strong alpha strike.&lt;br /&gt;
*Lots of ways to actually get into melee.&lt;br /&gt;
*The vast majority of squads and vehicles that were previously not available to Blood Angels now are. Only a select few, such as Centurions remain unavailable. This means you can refine your armies even more. &lt;br /&gt;
*We can also take jump packs on a few units that codex chapters can&#039;t.&lt;br /&gt;
*Death Masks now can reduce enemy to hit by 1 in close combat via stratagem.&lt;br /&gt;
*Furioso and Death Company Dreads are cool&lt;br /&gt;
*Great characters who give multiple bonuses, such as re-rolling charges, extra attacks, and allowing the Death Company to ignore morale.&lt;br /&gt;
*Red Thirst giving us flat +1 to wound in close combat when charging/charged/intervened as well as +1 to advance and charge distance is one of the best army-traits.&lt;br /&gt;
*You will be hard pressed to find better allies for other imperial armies. Brigades with lots of imperial guard infantry, maybe a few tanks here and there, and a ton of command points will give you all the support you need.&lt;br /&gt;
*Unique artificer style nipple armor&lt;br /&gt;
*The new Primaris Mephiston model is even more op&lt;br /&gt;
===Cons===&lt;br /&gt;
* Nothing to get to Assault Doctrine faster.&lt;br /&gt;
* Vulnerable to opponents with strong overwatch.&lt;br /&gt;
* Vulnerable to opponents capable of denying your charge.&lt;br /&gt;
* Sanguinius is one of two loyalist Primarchs along with Ferrus to have been confirmed dead. So unless GW pulls some BS Deus ex Machina, BA will be the only Astartes codex without a Primarch of their own. &lt;br /&gt;
* You&#039;re still Space Marines and just as vulnerable to anything that can counter your vanilla counterparts.&lt;br /&gt;
* Your army relies on a lot of internal synergy, thus losing effectiveness after taking losses very fast.&lt;br /&gt;
* You&#039;re going to have idiots complain about how it&#039;s &amp;quot;completely underpowered still&amp;quot; as well as opponents complain how it&#039;s &amp;quot;absolutely broken now&amp;quot;.&lt;br /&gt;
* Wringing out the most of your units is important as opposed to head on charges.&lt;br /&gt;
* As with any assault-focused army, your strengths in assault often run counter to the mission you are playing. You&#039;re basically a one-trick pony, if you&#039;re not maneuvering to assault then you&#039;re not playing to any of your strengths. &lt;br /&gt;
* The enemy expects you to rush in and charge so they have the advantage of preparing for it.&lt;br /&gt;
* Despite the fluff, you can&#039;t ally with Necrons.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Black Rage&#039;&#039;&#039;: Add 1 to the Attacks of a model with this rule that charged in the preceding Charge Phase. In addition, roll a D6 after every wound, on a 6 the damage is ignored. Rip and tear indeed.&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;: Allows you to deploy any models with a jump pack at the end of any movement phase, provided you stay at least 9&amp;quot; away from the nearest enemy model. (Combine with Lemartes for great alpha-strike)&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst&#039;&#039;&#039;: The iconic Blood Angel trait and one of their strongest rules has only gotten better thanks to the recent release of Psychic Awakening: Blood of Baal. In any turn in which a unit with this ability charged, was charged, or made a Heroic Intervention, you may add 1 to its wound rolls in the fight phase. In addition, units with this special rule may add 1 to their advance and charge rolls.&lt;br /&gt;
**The flat +1 bonus to wound rolls means you&#039;ll be wounding T4 on 3s or possibly wounding T4 on 2s if you manage to get +1 Strength from a buff (such as a Blood Chalice). This also means that if you charge or are charged, you&#039;ll wound anything in the game on a 5+. ANYTHING. Simply put, this chapter tactic is extremely good at making a Space Marine army very choppy. Our red marines won&#039;t do as many attacks as a Khorne Berzerker but we hit way harder.&lt;br /&gt;
**This makes power axes, and especially power swords, more relevant. Fists, mauls, and hammers are no longer the only way to reliably wound things. A power sword under the Red Thirst will never wound worse than a 5+, whilst having AP-3, all for 4 points. Remember ABC, “always be charging.”&lt;br /&gt;
**Who needs Lascannons when you have the wrath of a demigod pumping through your veins?&lt;br /&gt;
**The bonus to charge distances helps guarantee your melee units reach their targets without wasting precious command points. An absolute gift for terminators and Jump infantry arriving from deep strike. &lt;br /&gt;
**This seems to pair with the Phobos style Master of the Vanguard warlord trait, giving all Phobos units +2 to advance and charge, making Reivers a very appealing option with Infiltrators tucked away in cover. Since we don&#039;t get AP-1 and bonus attacks on the shooters and choppers until turn 3, increased movement will always help. Other chapters can do this like the Raptors and customized chapters with the Hungry for Battle tactic, but nobody else except only Berzerkers can bring an equal amount of melee output (Space Wolves get very close, White Scars still the fastest).&lt;br /&gt;
*&#039;&#039;&#039;Fury Within&#039;&#039;&#039;: A variant of Red Thirst specifically for the {{W40kKeyword|Flesh Tearers}}.  In addition to the +1 to wound rolls of the Red Thirst, unmodified 6s to wound with a melee weapon improve that weapon&#039;s AP by 1 (e.g. AP0 becomes AP-1). &lt;br /&gt;
**Flesh Tearers are not as fast as their parent chapter, but can hit harder. Sadly, this does not seem to stack with the bonuses from Assault Doctrine, though it does not require Assault Doctrine to be active.&lt;br /&gt;
*&#039;&#039;&#039;Defenders of Humanity&#039;&#039;&#039; Same &amp;quot;ObSec with the serial numbers filed off&amp;quot; that every other Space Marine codex has. All troops with the keyword {{W40kKeyword|Blood Angels}} control the objective within three inches regardless of how many enemy models are within the same distance.&lt;br /&gt;
*&#039;&#039;&#039;Angels of Death&#039;&#039;&#039;: A shorthand rule for datasheets combining And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.&lt;br /&gt;
**&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;: Re-roll failed morale tests. Great for when your close combat goes awry.&lt;br /&gt;
**&#039;&#039;&#039;Shock Assault&#039;&#039;&#039;: A new rule which is introduced in the BA Codex in the wake of the 2019 Codex: Space Marines - if a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit gain +1A until the end of the turn. All Astartes warriors will enjoy this new rule, though Blood Angels may wring the most use out of it as it complements our already highly melee-focused army. Shock Assault provides a healthy increase in the volume of attacks while The Red Thirst makes them all hit harder - all you need is a power sword and fairly cheap Veterans or Death Company will hack down everything.&lt;br /&gt;
**&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; We 2nd Edition now. Astartes and Heretic Astartes models using a Rapid-fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:&lt;br /&gt;
***Target is in half range&lt;br /&gt;
***The firing model didn&#039;t move during the previous Movement Phase&lt;br /&gt;
***The firing model is a {{WH40Kkeyword|Terminator}}, {{WH40Kkeyword|Biker}}, {{WH40Kkeyword|Centurion}}, {{WH40Kkeyword|Dreadnought}}.&lt;br /&gt;
::This can help a gunline, but why do you care about shooting things? That said, it&#039;s useful if you take Intercessors, Scouts or Tactical Squads for baby-sitting objectives, and also decent on shooty Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine&#039;&#039;&#039;: Feel like it&#039;s 7th edition all over again, and Blood Angels can join in. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039;, and once you switch there&#039;s no going back, so pay attention to the rhythm of the game. Your &#039;&#039;army&#039;&#039; gains this if &#039;&#039;all units in it&#039;&#039; have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP&#039;d in right before the battle would prevent the SM detachment from getting this rule, but allied SM detachments are ok even from a different chapter.&lt;br /&gt;
*On top of that, Chapter supplements give First Founding Chapters (and their descendants) a Specialist doctrine that is a bonus active on top of the regular doctrine. Bringing chapters with different specialist doctrines prevents either from getting theirs.&lt;br /&gt;
*These nifty rules will make your marines more efficient killers, but their rotation makes them predictable - devastate -&amp;gt; advance -&amp;gt; assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you&#039;re still under the ranged doctrines, then fall back when you&#039;re finally under the assault one, scale buildings, etc. As such, don&#039;t be predictable yourself. Remember, you don&#039;t need to switch doctrines on the same turn they become available: surprise drop pod a target turn one or advance your infantry under cover of Devastation while your enemy remains confined to their hiding spots turn 3, what have you. The doctrines are as follows:&lt;br /&gt;
**On Turn 1, your army will always start with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039; turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons too. The boost to Grenades matters only to Intercessors for the most part.&lt;br /&gt;
**On turn 2, you can switch to &#039;&#039;&#039;Tactical Doctrine&#039;&#039;&#039;, shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and plasma guns work wonders here.  &lt;br /&gt;
**On any turn after that (i.e. turn 3 minimum, or 2 with one CP, the perfect time for your Jumpacks), you can shift to &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039;, giving the extra AP to your Pistol and Melee attacks. Don&#039;t. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive.&lt;br /&gt;
***As of the 27/02/2020 FAQ, you must change from Devastator to Tactical on turn 2, and then you can either stay in Tactical for turn 3 or immediately switch to Assault. Since you&#039;re playing Blood Angels, this probably isn&#039;t going to change how you play that much.&lt;br /&gt;
*&#039;&#039;&#039;Savage Echoes&#039;&#039;&#039;: While the Assault Doctrine is active, add 1 to the Attacks of models that charged, were charged, or Heroically Intervened. Yes, this &#039;&#039;does&#039;&#039; stack with Black Rage and Shock Assault, so your Death Companies will be able to spit out a disproportionately high number of attacks for their unit size. Don&#039;t forget the regular marines: Scouts, assault troopers, and intercessors are rocking 4 attacks, 3 on tacticals. Makes for some added punch in the later stages of games when your scrapping over objectives with smaller squads and/or a single sergeant.&lt;br /&gt;
**Turn 3 charges are absurd this time around. Hang back in LR crusaders or use Jump Packs and let loose turn three; frankly, it&#039;s like 7th when trying to add up and account for all the modifiers and +1s your marines will be under, but when you get it right, you will crush everything. If your not tabled by turn 3, your deep strikers will utterly change the game if you combo everything perfectly.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
To access the complete list of Blood Angel Stratagems, you will need The Blood Angel Codex and Psychic Awakening: Blood of Baal. Please note that Blood of Baal does not invalidate existing stratagems the way that Codex Space Marine 2019 did, at least not until we get a FAQ saying otherwise.&lt;br /&gt;
&lt;br /&gt;
===Codex Blood Angels===&lt;br /&gt;
====Codex Space Marines 2017 Copypastes====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Gives a vehicle a 5+ save vs Mortal Wounds for a phase, used right before a vehicle would take a Mortal Wound.&lt;br /&gt;
*&#039;&#039;&#039;Auspex Scan (2 CP):&#039;&#039;&#039; Allows a single friendly unit to fire on an enemy unit within 12″ of one of your Infantry units when it is set up on the battlefield with a -1 to-hit modifier. Basically, the return of the Interceptor rule.&lt;br /&gt;
*&#039;&#039;&#039;Cluster Mines (1 CP):&#039;&#039;&#039; Used when a Scout Biker unit falls back from combat. On a 2+, they deal D3 Mortal Wounds to a unit within 1″ before they leave combat.&lt;br /&gt;
*&#039;&#039;&#039;Datalink Telemetery (1 CP):&#039;&#039;&#039; This stratagem is used when a Whirlwind fires on an enemy target within 12″ of one of your Land Speeders. The Whirlwind’s attacks automatically hit the target.&lt;br /&gt;
*&#039;&#039;&#039;Empyric Channeling (1 CP):&#039;&#039;&#039; Used at the start of the psychic phase if a Blood Angels Psyker is within 6″ of at least 2 other Blood Angels Psykers. The Psyker can immediately attempt to manifest one additional power and when he does so, adds +2 to the test.&lt;br /&gt;
** Hilariously awful and so incredibly situational as to be practically useless - between 3 Librarians you can literally cast every available power anyway (and if they&#039;re within 6&amp;quot; of each other then its not like they&#039;re going to be out of range of their target), and a single model can&#039;t cast Smite more than once (and even if they could it&#039;d be at a &#039;&#039;-3&#039;&#039; penalty).&lt;br /&gt;
*&#039;&#039;&#039;Flakk Missile (1 CP):&#039;&#039;&#039;  Used when a Blood Angels Infantry model with a Missile Launcher fires at an enemy unit with the Fly keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Shells (1 CP):&#039;&#039;&#039; Used when firing an Infantry model’s Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target. Use this to get past tough units like Daemons, damaged vehicles, and units with a good Invuln save.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (3 CP):&#039;&#039;&#039; Select a Blood Angels Infantry or Biker unit to fight for a second time at the end of the Fight phase.&lt;br /&gt;
** Expensive but awfully useful. BA are a calculating army, and you almost always don&#039;t want to get bogged down in combat. Finish off the first target and move on to the next, and plan your consolidations in advance. We also have tough as nails characters, this helps them finish of other characters with invuln saves and what not. The more active your army is the better.&lt;br /&gt;
*&#039;&#039;&#039;Killshot (1 CP):&#039;&#039;&#039; Use this stratagem in the shooting phase if a Predator is within 6″ two other Predators. Add 1 to the wound rolls and damage of all of the attacks of each Predator if they target a Vehicle or Monster.&lt;br /&gt;
** Now only effects baseline Predators, not Baal or Deimos patterns. Because we&#039;re just not allowed to have fun, are we?&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment  (1 CP):&#039;&#039;&#039;  Used in the shooting phase if a Blood Angels Vindicator is within 6″ of at least two other Vindicators. Instead of firing normally, they pick a point within 24″ of all three tanks and every unit within 3″ of that point takes 3D3 Mortal Wounds on a 4+ adding +1 if they contain 10 or more models and subtracting 1 if they are a character.&lt;br /&gt;
*&#039;&#039;&#039;Masterful Marksmanship (1 CP):&#039;&#039;&#039; This stratagem is used when a unit of Sternguard with Special Issue Boltguns shoots. They add 1 to their wound rolls in that shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; Use this strat when a Character in your army dies, before removing the model they can either shoot as if it were the shooting phase or fight as if it were the fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment (3 CP):&#039;&#039;&#039; This stratagem is used once per battle, if your Warlord doesn’t move or fire their weapon normally, they may select a point on the battlefield visible to him. Every enemy units within D6″ of that points takes D3 Mortal Wounds on the roll of a 4+. Characters are hit on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Flexibility (1 CP):&#039;&#039;&#039; Allows you to Combat Squad a unit of 10 Blood Angels that have the rule, splitting them up in to two 5 man units.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Ancients (1 CP):&#039;&#039;&#039; Gives a Blood Angels Dreadnought a Captain&#039;s 6&amp;quot; re-roll 1s to-hit aura for that phase.&lt;br /&gt;
**This includes your Chaplain and Librarian dreads. Very good for Libby dreads in the combat phase since it lacks a huge amount of shooting. Also works on a Redemptor, which is handy for when you need to overcharge a Macro Plasma Incinerator.&lt;br /&gt;
&lt;br /&gt;
====Codex: Blood Angels Exclusive====&lt;br /&gt;
*&#039;&#039;&#039;Armoury of Baal (1/3 CP):&#039;&#039;&#039; The “extra Relics” stratagem. Your relics are all solid choices (well, aside from the Archangel&#039;s Shard), so the 3 CP version may actually be a good choice this time.&lt;br /&gt;
*&#039;&#039;&#039;Behold the Golden Host (1 CP):&#039;&#039;&#039; Used after a Blood Angels unit with a Death Mask is set up on the battlefield; until the start of your next turn, the range of their Death Mask ability is increased to 12″. Very situational, but can be a real threat. Best used if you have some units in close combat or shooting that are guaranteed to make a good amount of damage. Deep strike a unit of Sanguinary Guard and activate this Stratagem to make the following Morale Tests extra painful for several units at once.&lt;br /&gt;
*&#039;&#039;&#039;Death Visions of Sanguinius (1 CP):&#039;&#039;&#039; Use when mustering your army. Select any non-Primaris generic Captain, Chaplain, or Lieutenant; they gain the Death Company keyword and the Black Rage ability that comes with it. This can be a nice way to make your character even more killy and durable by giving him the Black Rage bonuses.&lt;br /&gt;
** Combine with gift of foresight warlord trait, and you have 5+++ rerolling 1s. &lt;br /&gt;
*&#039;&#039;&#039;Descent of Angels (2 CP):&#039;&#039;&#039;  Used in the Charge phase for a Blood Angels Jump Pack unit that has been set up on the battlefield that turn. They roll 3D6 for their charge instead of 2D6. This is an ability that is not to be taken lightly. Getting off charges the turn you arrive from deep strike is key, you can figuratively break your opponents with well timed charges. Now, keep in mind, this doesn&#039;t apply to terminators, who also can&#039;t benefit from Lemartes&#039; re-roll for charges, so sanguinary guard/vanguards/death company are your focus. Keep the terminators in a land raider.&lt;br /&gt;
**This brings your odds of pulling off a deep strike charge up to 74%, but you can&#039;t use this stratagem on multiple units in the same phase; Lemartes can help fix this for Death Company, bringing your odds up to 93.28%.  Combine with Upon Wings of Fire, below, for maximum shenanigans.&lt;br /&gt;
**Also makes it much easier to launch a long distance charge. So, if you brought a 15 man squad of death company, you can potentially tie up whole portions of your opponents army by simply getting one model stuck in&lt;br /&gt;
*&#039;&#039;&#039;Forlorn Fury (2 CP):&#039;&#039;&#039; Used before the first Battle Round, but after the game begins; a unit of Death Company Infantry may move and advance as if it were the Movement phase. A Round 0 move will work wonders in getting them into charging distance. Especially useful for a Jump Pack unit, meaning 13-18&amp;quot; extra movement in turn 0. &lt;br /&gt;
**2 Command points is taxing indeed, so use this strategy as a backup plan. Leaving a single MSU unit of DC with a hammer or two, maybe swords but preferably completely stock, will keep your opponent honest and will give you the easy option of a quick kill. Can also clog up choke points on the battlefield and/or tie up important footslogging blobs allowing your own army room to position. Consider the unit entirely expendable as chaplains/Lemartes can&#039;t tag along but this stratagem can surprise people. &lt;br /&gt;
**Works wonderfully with the Death Company Intercessors from Blood of Baal, move them to a midfield objective and they will hold that for the next decade while double tapping with Bolter Discipline the whole time &lt;br /&gt;
*&#039;&#039;&#039;Lucifer-Pattern Engines (1 CP):&#039;&#039;&#039; Use this stratagem after declaring an advance with a Blood Angels Vehicle (other than a Dreadnought or a vehicle that can Fly). Increase its movement by 6″, rather than rolling. If the unit is a Baal Predator, increase their movement by 6+D6″.  Would be a lot better if you had more ground vehicles with assault weapons, since it turns a vehicle into a temporary bike.&lt;br /&gt;
**Why hello Relic Sicarian...did you know red ones go faster? *primes red spray paint*&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red Rampage (1 CP):&#039;&#039;&#039; Used in the fight phase to give a Blood Angels Character that charged in the charge phase 1d3 additional attacks for the duration of the fight phase. Given that charging will cause Red Thirst to kick in, this means your character will be able to throw out even more attacks that wound on nothing worse than a 5+, but it&#039;s obviously best on characters that hit a lot already. &lt;br /&gt;
**Mephiston with Quickening and this adds 2d3 extra s10 ap-3 d3 damage attacks that wound everything up to toughness 9 on 2s...holy shit it won&#039;t matter if there can be only one, there&#039;s gonna be nothing left!&lt;br /&gt;
**Anyone in your HQ section will enjoy this for 1 CP, even the techmarines riding next to your BAAL predators. This is part of the combo which allows Jump Pack characters to kill greater demons! &lt;br /&gt;
*&#039;&#039;&#039;Strike of the Archangels (2 CP)&#039;&#039;&#039;: On the turn you set up a Blood Angels Terminator, it can re-roll all failed rolls to hit. A bit pricey for 2 CP, because either you are taking a shooty unit of Terminators to make guaranteed use of this Stratagem (meaning you&#039;re burning a lot of CP on mostly storm bolters, and not using your chapter tactic), or hitty ones, and due to the difficulties you&#039;ll have getting your Terminators to pull off a charge, one has to ask why you&#039;re not employing a Terminator Ancient or Chaplain instead.  Because it costs 2 CP, not really worth it to buff a single character, either. Seemingly replaced by Fury of the First with PA (not Pennsylvania).&lt;br /&gt;
*&#039;&#039;&#039;Upon Wings of Fire (2 CP):&#039;&#039;&#039; Use in the movement phase before moving a Blood Angels unit with a jump pack. You can remove it from the battlefield and deep strike it elsewhere, with the typical limitations. &#039;&#039;&#039;&#039;&#039;Awesome&#039;&#039;&#039;&#039;&#039;, because this gives you so much flexibility! Reacting to an enemy deep striking unit? Done. Shifting over to a critical objective in the last moment? Done. Redistributing buffs? Done. Astorath can trigger his Mass of Doom, then redeploy to give his other bonuses to another group of units. The only limit is your imagination when you soar UPON WINGS OF FIRE.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance for Sanguinius  (1 CP):&#039;&#039;&#039; Used in the Fight phase when one of your units fights a Heretic Astartes. For each hit roll of a 6+, you generate one additional attack. If fighting against Black Legion units, you generate additional attacks on a 4+.  The extra attacks cannot also trigger extra attacks.&lt;br /&gt;
**Hilariously and fittingly, this includes Abbadon. That armless failure can&#039;t catch a break.&lt;br /&gt;
**Combine this with Astorath&#039;s Mass of Doom to generate the attacks on 5+ and 3+, respectively, provided you aren&#039;t using Power Fists or Thunder Hammers.&lt;br /&gt;
***Conversely, &#039;&#039;never&#039;&#039; combine this with a unit of hammers or fists &#039;&#039;without&#039;&#039; the Mass against not-Black Legion; you&#039;ll be incapable of rolling the 6s you need.&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening: Blood of Baal Exclusives===&lt;br /&gt;
====Codex: Space Marine 2019 Copypastes====&lt;br /&gt;
*&#039;&#039;&#039;Duty Eternal (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Dreadnought}} is chosen as the target for an attack, until the end of the phase, it reduces all damage taken by 1 to a minimum of 1. You&#039;ll likely be needing it more than most because you want your dreads knee-deep in bodies. Great on a librarian warlord dread with Gift of Foresight, especially when using invuln psychic power, making them super durable to all forms of attacks (Invuln save, FNP, damage reduction, character protection).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Masterful Marksmanship (1 CP):&#039;&#039;&#039; When a Sternguard Squad shoots, it adds 1 to wound rolls with its special issue boltguns.&lt;br /&gt;
**+1/6 to wound on a BS3 unit equals +0.11 wounds per shot, regardless of the target. At most this is 10 Sternguard at 15&amp;quot; do +2.2 wounds the enemy might still save. While not that much, Sternguards are a solidly fun unit and a few couple extra casualties could make the difference when attacking a priority target, like Berzerkers going your way. Just don&#039;t expect them to solo a Leman Russ, is what we&#039;re saying.&lt;br /&gt;
**This &#039;&#039;can&#039;&#039; stack with Catechism of Fire, which can provide a minimum of 4+ to wound for a unit of Sternguard. Combined with the Tactical Doctrine to get AP-3, this can be the bane of other Marines and even serve to poke vehicles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury of the First (1 CP):&#039;&#039;&#039; A {{W40Kkeyword|Terminator}} unit gains +1 to hit until the end of that phase. Now TH/SS doesn&#039;t NEED to be babysat by a Chaplain, and Tactical termies can use it in their shooting phase as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunter-slayer Missile (1 CP):&#039;&#039;&#039; A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48&amp;quot; of a {{W40kKeyword|Repulsor}} and not within 1&amp;quot; of an ally. Roll a dice. If it is equal to or greater than the Repulsor&#039;s Ballistic Skill (meaning it ignores [[Eldar|modifiers to hit]]), the enemy unit takes d3 mortal wounds. One use per Repulsor. &lt;br /&gt;
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*&#039;&#039;&#039;Bolt Storm (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s Auto bolt rifles automatically hit if they target an enemy within half range.&lt;br /&gt;
**Effectively multiplies your Intercessors&#039; shooting by 1.5x, but most importantly it completely negates BS penalties and it&#039;s nice extra damage before melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s Bolt rifles become Rapid Fire 2.&lt;br /&gt;
**Better 2x multiplier than the Auto Bolt Rifle&#039;s Bolt Storm&#039;s 1.5x from further away and with better AP. If you run a squad of 10, you are looking at 40 S4 AP-1 shots at 15&amp;quot;, or AP-2 at 30&amp;quot; with Bolter Discipline and Tactical Doctrine, as the codex demands. That is some good dakka. &lt;br /&gt;
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*&#039;&#039;&#039;Target Sighted (3 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+. Costs 2 more than the Specialist Detachment version of the same name, however no longer requires the veteran upgrade meaning you don&#039;t need to lock in 1 CP before the battle.&lt;br /&gt;
**Rather expensive for something Eliminators do better (S5)...on the other hand, Eliminators can&#039;t really be spammed and the ludicrous firepower of 10 Stalker Intercessors can drop a Lieutenant. If with 3CP you can kill a character your enemy relies on then, by all means, go ahead. &lt;br /&gt;
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*&#039;&#039;&#039;Big Guns Never Tire (1 CP):&#039;&#039;&#039; Select a {{W40Kkeyword|Vehicle}}; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (2 CP):&#039;&#039;&#039; Select something with the {{W40Kkeyword|Adeptus Astartes}} keyword that is not a {{W40Kkeyword|Vehicle}} or Servitor, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. &#039;&#039;S10 attack? Effective T10 marines aw yee&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Vengeance of the Machine Spirit (2 CP):&#039;&#039;&#039; If a {{W40Kkeyword|Land Raider}}, Stormraven, or {{W40Kkeyword|Repulsor}} is destroyed, it can either auto-explode, shoot one last time, or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart.&lt;br /&gt;
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*&#039;&#039;&#039;Steady Advance (1 CP):&#039;&#039;&#039; Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary.&lt;br /&gt;
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*&#039;&#039;&#039;Hammer of Wrath (1CP):&#039;&#039;&#039; {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1&amp;quot; of an enemy unit cause mortal wounds on a 5+. Makes your big units of assault marines/VV punch much harder.&lt;br /&gt;
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*&#039;&#039;&#039;Gene Wrought Might (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Primaris Infantry}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds.&lt;br /&gt;
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*&#039;&#039;&#039;Veteran Intercessors (1/2 CP):&#039;&#039;&#039; AKA that specialist detachment stratagem from Vigilus part one. +1 attack, +1 leadership to a unit of {{W40kKeyword|Intercessors}}. Costs 1 for a 5 man unit, and 2 for a unit of 6 or more.&lt;br /&gt;
**Compared to the Indomitus Crusaders version of these stratagems, they&#039;re more expensive but they don&#039;t need to pay entry CP, which does matter when spammed (20 Vets cost 3CP vs 4CP), and their bolt-variant strats aren&#039;t restricted to Veterans. Until GW retcons that formation away, of course.&lt;br /&gt;
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*&#039;&#039;&#039;Hero of the Chapter (1 CP):&#039;&#039;&#039; Select a {{W40Kkeyword|Character}} from your army that&#039;s not your warlord and determine a warlord trait for it.&lt;br /&gt;
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====Blood Angel Exclusives====&lt;br /&gt;
*&#039;&#039;&#039;Visage of the Damned (1 CP):&#039;&#039;&#039; Use in the Fight phase on a Blood Angels unit that has the Death Mask ability. Until the end of the phase, units that attack that unit get -1 to hit. This is important! This gives Sang Guard much needed durability.&lt;br /&gt;
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*&#039;&#039;&#039;Refusal to Die (1 CP):&#039;&#039;&#039; Use in any phase after the Death Company are targeted with an attack. Until the end of the phase, when they take a wound, roll a D6; on a 5+, that wound isn’t lost. You can only use this once per turn. Return to previous levels of refusing to feel pain. You can even use it on Slamguinius if you chose Artisan of War over Gift of Foresight, but still want to weather some blows.&lt;br /&gt;
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*&#039;&#039;&#039;Death on the Wind (1 CP):&#039;&#039;&#039; Use in the Fight phase. Pick a Sanguinary Guard unit. Until the end of the phase, when you resolve an attack for a model in that unit, damage results of 1 become 2s. They are wielding some of the greatest power weapons ever forged, after all. &lt;br /&gt;
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*&#039;&#039;&#039;Unbridled Ardour (1 CP):&#039;&#039;&#039; Use in the Charge phase to let a Blood Angels unit Heroically Intervene as though it were a character and move up to 6” when doing so. &lt;br /&gt;
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*&#039;&#039;&#039;Explosive Judgment (1 CP):&#039;&#039;&#039; Use in the shooting phase to give a unit of Sanguinary Guard re-rolls to wound with Angelus boltguns for a phase and their targets don’t get the benefit of cover. Helps keep the squad cheap by temporarily upgrading the cheapest guns.&lt;br /&gt;
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*&#039;&#039;&#039;Chalice Overflowing (1 CP):&#039;&#039;&#039; Use in your Movement phase to let a Sanguinary Priest use his Narthecium ability an extra time and you can double up targeting a unit with Narthecium in a turn. Pourin out the good stuff for the fallen homies. Aggressors will never die, bring the banner to ensure!&lt;br /&gt;
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*&#039;&#039;&#039;Honoured by Baal (1 CP):&#039;&#039;&#039; Lets you give a Blood Angels relic to a successor. A copypaste in form, if not in name.&lt;br /&gt;
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*&#039;&#039;&#039;Savage Destruction (2 CP):&#039;&#039;&#039; {{W40kKeyword|Flesh Tearers}} only. Target one enemy unit during the fight phase. Every time you kill a model in that unit, that kill counts as two for the sake of morale. If you already have an edge over the enemy, this might just let you wipe them entirely.&lt;br /&gt;
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*&#039;&#039;&#039;Aggressive Onslaught (1 CP):&#039;&#039;&#039; {{W40kKeyword|Flesh Tearers}} only. Select one {{W40kKeyword|Flesh Tearers Infantry}} during the fight phase and give them 6&amp;quot; pile-in distance. Quite helpful as this will guarantee that all your troops are in the heat of battle rather than standing around gormlessly and getting shot. 15 man DC will use this often and to great affect.&lt;br /&gt;
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==Tactical Objectives==&lt;br /&gt;
;11 - Valour of the Angels&lt;br /&gt;
: 1 VP for killing an enemy Character in the Fight Phase, d3 VP if the model that did the killing was a Character.&lt;br /&gt;
;12 - Aerial Assault&lt;br /&gt;
: 1 VP for destroying an enemy unit that turn when the last model in the unit was removed by an attack made by a unit that has the FLY keyword. d3 VP if the unit in question arrived as reserves on the turn it got the kill. &lt;br /&gt;
;13 - Purity Through Bloodshed&lt;br /&gt;
: 1 VP if you destroyed an enemy unit in the Fight Phase and the killing attack was made by a Blood Angels unit. If 3 or more units were destroyed, it&#039;s d3 VP, and if 6 or more units were destroyed it becomes d3+3 VP.&lt;br /&gt;
;14 - Decapitating Strike&lt;br /&gt;
: When drawing the objective, determine which of your opponent&#039;s characters has the highest Power Rating; if there&#039;s a tie between multiple characters, choose one of them. If that character is slain on the turn you get the objective, gain 1 VP.&lt;br /&gt;
;15 - Swift Advance&lt;br /&gt;
: 1 VP if 3 or more of your units Advanced this turn. Easy. &lt;br /&gt;
;16 - Noble Self-Sacrifice&lt;br /&gt;
: 1 VP for each of your characters that is slain this turn. Ask yourself a question: is losing your beatstick or a vital support character worth the VP you get in exchange? On the flip side keeping this in your hand can make your opponent feel like they fucked up if they kill one of your characters, or better yet can psych out a timid opponent (or one who&#039;s too clever for their own good) into avoiding them altogether - either way you win. &lt;br /&gt;
*This can also turn a game around &#039;&#039;really&#039;&#039; quickly if you just feed your opponent weaker supporting characters - go ahead and Banzaii that mob of Orks with nothing but a gaggle of techmarines.&lt;br /&gt;
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==Psychic Powers==&lt;br /&gt;
In addition to Smite, Blood Angels get access to the &#039;&#039;&#039;Sanguinary Discipline.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;big&amp;gt;Sanguinary&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
This contains 2 worse-than-Smite Mortal Wounds powers, 2 buffs for a target Blood Angels unit within 12&amp;quot;, and 2 buffs that are self-only, meaning you shouldn&#039;t ever need more than one librarian for buffing and one for being its own beatstick.&lt;br /&gt;
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#&#039;&#039;&#039;Quickening&#039;&#039;&#039;: WC 7. Add 3 to the advance and charge rolls made by the Psyker, and make d3 additional attacks in the fight phase, until your next psychic phase.  Remember, psychic is after movement, so this won&#039;t make you advance faster until the following turn; accordingly, a lot more useful for buffing a charge you&#039;re about to make, but still of somewhat limited use, since it&#039;s self only. Cast this and Wings on your librarian dreadnought and watch him zoom across the board to smack something. Highlander references optional. Never forget the attacks!!!!&lt;br /&gt;
#&#039;&#039;&#039;Unleash Rage&#039;&#039;&#039;: WC 6. Select a Blood Angels unit within 12&amp;quot;, and they gain +1 Attack. Oh joy! Better with larger squads. Extra cheesy now with the new Shock Assault special rule - Death Company with chainswords will chuck out &#039;&#039;&#039;7 attacks each&#039;&#039;&#039; on the charge. A 15 man blob of DC kitted out like this will churn out 90 attacks in a single round of combat. Who says we can’t deal with hordes? You won’t even need to fire your pistols.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Sanguinius&#039;&#039;&#039;: WC 6. Select a Blood Angels unit within 12&amp;quot; and gift them a 5++ until the next Psychic Phase. Death Company with 5++? Yes, please! Also useful on any and all vehicles; Librarian Dreadnoughts especially benefit from an decent invuln.&lt;br /&gt;
#&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;: WC 6. Select an enemy unit within 6&amp;quot; and roll 2d6, comparing against the highest toughness value in the unit. If the roll &#039;&#039;exceeds&#039;&#039; that value, the unit suffers 1d3 mortal wounds. If the total is &#039;&#039;more than&#039;&#039; double, the mortal wounds become an automatic 3. Like most non-Smite powers, significantly worse than Smite in the vast majority of cases, especially since its ultra short range means you generally can&#039;t use it to murder something Smite would ignore; after accounting for its worse chance to be cast, this only beats Smite against T2 or T1 targets, although it&#039;s only slightly worse against T3.&lt;br /&gt;
#&#039;&#039;&#039;Blood Lance&#039;&#039;&#039;: WC 6: Select a visible enemy model within 12&amp;quot;. Draw a line between the psyker and the model. Roll a d6 for each &#039;&#039;model&#039;&#039; (friend or foe) the line crosses; on a 5+, the model&#039;s unit suffers a mortal wound. This can potentially hit a unit multiple times, so it&#039;s best used on hordes with lots of models in them.  Don&#039;t forget, you can draw the line from any part of your base to any part of the target&#039;s, so draw from opposite sides to maximize coverage, as a general rule.  Because the line is defined as between the two models, and it seems unlikely the power is intended to hurt the caster, this can&#039;t hurt the target; because it is harder to cast than Smite, you need to draw the line over at least 8 models to probably do at least as well as Smite would have done, although 7 models isn&#039;t &#039;&#039;drastically&#039;&#039; worse than Smite.&lt;br /&gt;
#&#039;&#039;&#039;Wings of Sanguinius&#039;&#039;&#039;: WC 5. Praise the Angel, it is back! The psyker can immediately move as if it were your movement phase, but his Move characteristic is also increased to 12&amp;quot; (this is RAW, so it&#039;s not clear what happens if his Move was already greater than 12; since you don&#039;t have access to librarian bikers, this is unlikely to come up) and he gains the {{W40Kkeyword|fly}} keyword until the start of your next Psychic phase (this also means he can shoot if he Fell Back in his Movement phase, of course, since he&#039;ll have {{W40Kkeyword|fly}} in the Shooting phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker. Awesome, now your flying [[Librarian Dreadnought]]s are actual flyers! Just watch out for those anti-air weapons, though. Combining this with a jump pack librarian will allow you to deep strike in, then move within 3&amp;quot; of the opponent for an inferno pistol shot, then charging with near perfect odds. Remember to cast Unleash Rage before hand along with Red Rampage CT for 4 + D3 attacks. Don&#039;t even bother with quickening. You can even load up on other Gimmicks such as the Angels Wing relic, Slamguinius Build, and Descent of Angels to maximize charging and killing potential.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;big&amp;gt;Obscuration&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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These powers can only be used by Vanguard Librarians (Librarian in Phobos Armour). They don&#039;t do much damage, but god damn can they fuck with your enemy. Tenebrous Curse and Mind Raid are easy to cast and excellent for damaging and trapping or even finishing off enemy characters - free choice of targets (unlike Smite), 1MW each, and either halve all movement or generate CP in the process. Considering most regular HQs clock in at 5W, a successful psychic phase with only one Phobos Libby means they&#039;re down to 3W and too slow to pull away. And no one tries to rush down the center with a beatstick that&#039;s half dead and moving at a snail&#039;s pace, making this a good deterrent.&lt;br /&gt;
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#&#039;&#039;&#039;Temporal Corridor (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 3&amp;quot;. It can move as if it was the movement phase; it must advance and cannot fall back, but when advancing it rolls 3d6 and picks the highest for the distance it advances. Cannot be used on a given unit more than once per psychic phase. HELLO Reivers!&lt;br /&gt;
#*Slightly more situational than Warptime, but no less amazing for it. &lt;br /&gt;
#&#039;&#039;&#039;Soul Sight (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of your next psychic phase, that unit re-rolls all failed hits when using their ranged weapons. Also allows attacks from ranged weapons to ignore cover. &lt;br /&gt;
#&#039;&#039;&#039;Shrouding (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of the next psychic phase, enemies can only shoot that unit if they&#039;re the closest target as if the unit was a Character.&lt;br /&gt;
#&#039;&#039;&#039;Hallucination (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. Its Ld is reduced by 1. The opponent must also roll 2d6, and if the result is higher than the unit&#039;s Ld all its hit rolls take a -1 penalty. &lt;br /&gt;
#&#039;&#039;&#039;Tenebrous Curse (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot; that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound. Additionally, its Movement stat is halved, as is all of its advance and charge rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mind Raid (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. It takes a Mortal Wound. If your army is Battle-Forged and the power targeted a character, roll 3d6. If the result is greater than or equal to the target&#039;s Ld, you get a free Command Point! Will make Conscript Spammers and Renegades and Heretics Players scream in fury as the rerolling dread destroys their mindraided infantry horde.&lt;br /&gt;
&lt;br /&gt;
==Litanies of Battle==&lt;br /&gt;
&lt;br /&gt;
Now litanies are like the Dark Apostle&#039;s prayers, going off on a 3+. Before the game starts, generate the litanies your chaplain knows and start with Litany of Hate + Chapter Litany. Like psychic powers, you cannot spam the same litany even if several chaplains know it, but they are chanted at the beginning of the battle round and remain active until the end of it. This also means a Chaplain won&#039;t have an active litany on the turn he deepstrikes, as he can&#039;t chant while not on the table.  The same rules apply if he rides a transport, so you&#039;ll need to come up with other ways to make him fast, like putting him on a bike.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Litany of Hate:&#039;&#039;&#039; Default prayer, 6&amp;quot; aura of re-rolling all melee hit rolls (not just misses) for your chapter.&lt;br /&gt;
*&#039;&#039;&#039;Invocation of Destruction:&#039;&#039;&#039; Your chapter-exclusive Litany. Lets one unit of {{W40kKeyword|Blood Angels}} who roll a nat 6+ to wound in melee get AP-4. This is bloody hilarious when you pull it off, but since this doesn&#039;t factor in any modifiers you&#039;ll probably not use it much unless you get a Master of Sanctity. &lt;br /&gt;
#&#039;&#039;&#039;Litany of Faith:&#039;&#039;&#039; 6&amp;quot; aura of FnP 5+++ vs mortal wounds for friendly {{W40Kkeyword|Blood Angels}}  units. Not cumulative with other rules, as per usual (but stated regardless).&lt;br /&gt;
#*Extra protection vs witchery. Will help with whatever goes through the Librarian.  Also makes your plasma vehicles more durable when firing plasma, and your company vets more durable when bodyguarding.  A 2/3 chance of a 1/3 chance to ignore damage is equal to 2/9, so this is slightly (4/3) &#039;&#039;better&#039;&#039; than a 6+++ FnP, with the caveat that it only works on Mortal Wounds.&lt;br /&gt;
#&#039;&#039;&#039;Catechism of Fire:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|Blood Angels}} unit within 6&amp;quot;. +1 to the wound roll when &amp;quot;resolving a shooting attack&amp;quot; against the &#039;&#039;closest&#039;&#039; enemy unit, meaning it affects Overwatch, too. &lt;br /&gt;
#*&#039;&#039;Nasty&#039;&#039; with flamer Vets/Aggressors - generally better the less the gun relies on S or range to get work done. &#039;&#039;&amp;quot;Of Fire&amp;quot;, get it?&#039;&#039; Deepstrike/transport them next to a chaplain who was already on the field.&lt;br /&gt;
#*Combine with Masterful Marksmanship (and careful target selection) to let your Sternguard wound MEQ on a 2+. It also lets sniper rifles proc Mortal Wounds on 5+ to wound, but only when targeting the nearest foe.&lt;br /&gt;
#&#039;&#039;&#039;Exhortation of Rage:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|Blood Angels}} unit within 6&amp;quot;. Their &#039;&#039;unmodified&#039;&#039; 6s to hit in melee generate another attack with that weapon, which cannot proc extra attacks itself. Good when you already have a Captain/CM/second Chaplain giving you a re-roll and their aura would overlap with the Chaplain&#039;s.&lt;br /&gt;
#*If you&#039;re already betting on exploding 6s, use it alongside &#039;&#039;&#039;Death to the Traitors&#039;&#039;&#039; or even &#039;&#039;&#039;Gene-wrought Might&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mantra of Strength:&#039;&#039;&#039; He&#039;ll show you how it&#039;s done. +1A +1S to the Chaplain, and +1D to his melee weapons. &#039;&#039;D3 Crozius!&#039;&#039;&lt;br /&gt;
#*&#039;&#039;&#039;Smash Chaplain:&#039;&#039;&#039; Combine it with the &#039;Benediction of Fury&#039; relic crozius (WS2+ S7 AP-2 D4) to kill characters, or a Master-crafted Power Fist for (S+1)X2 = WS3+ &#039;&#039;&#039;S10&#039;&#039;&#039; AP-3 &#039;&#039;D2+1d3&#039;&#039; (which is basically a better S10 D4 avg Thunder Hammer, which chaplains can&#039;t usually equip) to kill heavy infantry and bigger targets, like vehicles. To this you may add Warlord traits, stratagems, doctrines, and psychic powers as you can afford and be bothered with.&lt;br /&gt;
#&#039;&#039;&#039;Recitation of Focus:&#039;&#039;&#039; Select a friendly chapter unit within 6&amp;quot;. +1 to their hit rolls when shooting. Even during overwatch, meaning you should answer enemy charges with supercharges. &#039;&#039;&#039;&#039;&#039;Safe plasma!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#*If you &#039;&#039;don&#039;t&#039;&#039; have a special interaction with getting +1 to hit, this generally makes your Chaplain a worse Captain: a 2/3 chance to improve BS3+ to BS2+ is mathematically identical to (and will stack with) re-rolling 1 to hit, but this Litany only hits 1 target, so even ignoring all the other caveats (inactive when you ride a transport/deep strike, doesn&#039;t work on both shooting and melee, etc) this alone will make your Chaplain a waste of points. He&#039;ll only earn his keep when you have a deathstar unit going that cares about +1 to hit beyond improving BS by 1. This is good for a plasma unit; if you want to support a gunline bring a Lieutenant instead.&lt;br /&gt;
#&#039;&#039;&#039;Canticle of Hate:&#039;&#039;&#039; Non-cumulative 6&amp;quot; aura of &#039;&#039;&#039;+2 to charge rolls&#039;&#039;&#039;, as well as +3&amp;quot; to pile in and consolidation moves.  In all cases, the friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt;}} unit in question has to be within the aura at the time the move is made - the consolidate move especially will often not happen unless the Chaplain also made his charge.&lt;br /&gt;
#*Do keep in mind the chaplain has to be on the field at the beginning of the battle round. Not even the Impulsor&#039;s broken disembark rules would help here, only a Jump Pack / Turboboosting Biker Manlet would have a chance.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
A solid [[skub|4 or 5]]/6 of our Warlord Traits are superb, and even our worst one is not egregiously bad.  As is tradition, named characters have their traits statically assigned.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Speed of the Primarch:&#039;&#039;&#039; Your warlord always strikes first, even if he didn&#039;t charge, unless the enemy charged or has a similar trait (Emperor&#039;s Children, Space Wolves with their version of this trait, etc.)&lt;br /&gt;
**Pretty nice if you choose to build a Blood Angels MURDERWINGS with Black Rage. You do have the relic jump pack and plenty of ways to increase attacks and make them explode. &lt;br /&gt;
**Mephiston has this trait.&lt;br /&gt;
*&#039;&#039;&#039;Artisan of War:&#039;&#039;&#039; One of your Warlord&#039;s weapons does 1 extra damage (this does not apply to Relics). Power Swords become master-crafted (D2), Thunder Hammers and Furioso weapons get D4.  Pretty rad on a beatstick, but obviously not as good as providing more support for your army. On the other hand, if you&#039;re not building the slam boi (perhaps because of a future nerf) it&#039;s a nice trait to slap on a storm bolter or combi weapon. Combi flamers come to mind as they would be  2 + d6 S4 D2 hits. A potential of 16 damage from an 8 point weapon isn&#039;t half bad even if it is only s4.&lt;br /&gt;
*&#039;&#039;&#039;Soulwarden:&#039;&#039;&#039; You can attempt to Deny the Witch with your Warlord; if they already can, you can do it an additional time.  One of the better options, simulating the Ultramarines relic (which is one of the best in their Codex), and providing potentially a lot of battlefield support against psyker heavy armies.&lt;br /&gt;
**Astorath and Lemartes have this trait.&lt;br /&gt;
*&#039;&#039;&#039;Heroic Bearing:&#039;&#039;&#039; All friendly {{W40Kkeyword|BLOOD ANGELS}} units withing 6&amp;quot; autopass morale tests.  Absolutely phenomenal if you have a large Death Company ball you want to keep on the table without relying on Astorath.&lt;br /&gt;
**Dante and the Sanguinor have this trait.&lt;br /&gt;
*&#039;&#039;&#039;Gift of Foresight:&#039;&#039;&#039; FnP 6+++, re-rolling 1s. If your Warlord has the Black Rage, increase the FnP to a 5+++ re-rolling 1s, but the Black Rage doesn&#039;t provide another FnP on top of that. Definitely has its uses, like on a Librarian Dreadnought you want to make sure won&#039;t die. Want to stack bodies on a budget? Take a captain with a power sword, give him this warlord trait, Death Visions of Sanguinius stratagem before the battle, and Red Rampage before he charges... that&#039;s 78 points and two command points and you have 7-9 attacks, WS2+ re-rolling 1s, S4/+1 to wound, and AP-3 with a 4++ and 5+++. Want one of the best HQs in the game? [[Chapter Master Slamguinius]] has heard your prayers! Copy that stratagem setup but with a Jump Pack Captain with a Thunder Hammer and Storm Shield and the Angel&#039;s Wings relic so he can charge without getting overwatched and re-roll his charge if he fails; this durable, hard-hitting jerk will thus lock a unit in combat, allowing your nearby assaulty unit to also charge without getting overwatched, because they&#039;re already engaged. Then, because he&#039;s got a jump pack, he won&#039;t be stuck walking after the turn he charges.fuck it. Might as well cast Unleash Rage for 7-9 attacks - did you bring a Librarian buddy? Now have fun remembering this process.&lt;br /&gt;
**Corbulo has this trait.&lt;br /&gt;
*&#039;&#039;&#039;Selfless Valour:&#039;&#039;&#039; Your Warlord can heroically intervene at 6″ instead of 3″. Not great, but not worthless, as you can set up for a quick one-two punch from your bodyguard and then your Warlord.&lt;br /&gt;
**Both versions of Tycho have this trait.&lt;br /&gt;
**Honestly if you&#039;re really looking to do this go play space wolves, you&#039;re more likely slamming your warlord into charges than being on the receiving end&lt;br /&gt;
&lt;br /&gt;
===Vanguard Space Marines===&lt;br /&gt;
Available only to {{W40kKeyword|Phobos characters}}, aka the tacticool Captain, Lieutenant and Librarian found in the Shadowspear box. Chaplains can suck it because yelling catechisms isn&#039;t stealthy.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shoot and Fade:&#039;&#039;&#039; Immediately after doing a shooting attack (except Overwatch), this warlord can move. If he does, he also has to advance.&lt;br /&gt;
#*Imperial stealthy Jump-Shoot-Jump baby! There are better things to do than to play with ONE model&#039;s positioning, but this trait does enable your buff characters to be at many places at once, repositioning at max speed: be near one unit, those guys shoot, your captain shoots, then he dashes over to buff another unit&#039;s shooting. Can also enable him to get back behind his troops/break LoS and avoid retaliation.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Deceit:&#039;&#039;&#039; At the start of the first round but before the first turn begins, you can remove and redeploy up to 3 {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|phobos}} units present on the battlefield.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Vanguard:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;chapter&amp;gt;}} {{W40kKeyword|phobos}} units within 6&amp;quot; of the warlord gain +1&amp;quot; to both their move, advance AND &#039;&#039;charge&#039;&#039; rolls.&lt;br /&gt;
#*Seems to stack with the Red Thirst, helps Reivers and Incursors charge out of deep strike or infiltration.&lt;br /&gt;
#&#039;&#039;&#039;Stealth Adept:&#039;&#039;&#039; -1 from hit rolls that target the warlord. Not just at range so he can prove he&#039;s the better sniper around, but it also works in melee; useful since the warlord lacks an invuln save.&lt;br /&gt;
#&#039;&#039;&#039;Target Priority&#039;&#039;&#039;: The Warlord can skip shooting in the shooting phase to select a {{W40kKeyword|&amp;lt;chapter&amp;gt;}} {{W40kKeyword|phobos}} unit within 3&amp;quot; and a visible enemy. The selected unit gets +1 to hit against the enemy in question until the end of the phase.&lt;br /&gt;
#*&#039;&#039;Can help with those -1 to hit enemies, as well to improve your snipers&#039; chances of eliminating that troublesome enemy character.&lt;br /&gt;
#&#039;&#039;&#039;Marksman Honours:&#039;&#039;&#039; +1D to &#039;&#039;all&#039;&#039; of the warlord&#039;s guns, and he can reroll all failed hit and wound rolls for ranged attacks. Doesn&#039;t apply to grenades, but it DOES apply to Chapter relics. Of which they can take none.&lt;br /&gt;
&lt;br /&gt;
===Flesh Tearers===&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Merciless Butcher&#039;&#039;&#039;: Gabriel Seth has this. Your warlord gets to make an additional attack for every 5 models within 3&amp;quot; of him in melee, up to a max of 3. Don&#039;t expect to get much from this one unless you face mob armies. Makes a damn good secondary warlord -- Hurl this guy at a horde with 5 bone stock DC and the fancy relic chainsword and you WILL see blood spilt. Let your main warlord perform his standard duties and survive the game. &lt;br /&gt;
#&#039;&#039;&#039;Of Wrath and Rage&#039;&#039;&#039;: Every 6+ to hit in melee grants you a bonus attack with the weapon you used. The fact that it needs a die roll of 6 to trigger it makes it harder to pull off, but when you do it&#039;s gonna be worth it.&lt;br /&gt;
#&#039;&#039;&#039;Cretacian Born&#039;&#039;&#039;: No Overwatch on the Warlord. WAT. You are now the uncontested rape-lord that ever raped. Take this. NOW. Again makes a great secondary warlord, hurl him at the enemy and multi charge gun lines (looking at you Tau pussies) to nullify any deterrent your other units might normally worry about.&lt;br /&gt;
&lt;br /&gt;
==Space Marine Armoury==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
These are sorted by profile similarity, so you can compare apples to apples.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039; - Now actually has a use! Still the basic CCW profile, but allows for one extra attack. It&#039;s free and a good weapon for clearing out hordes.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons&#039;&#039;&#039; - Each type of Power Weapon has its own profile now, so pick the right one for the situation. All Power Weapons have a damage value of 1:&lt;br /&gt;
**&#039;&#039;&#039;Power Maul/Power Lance&#039;&#039;&#039; - S+2, AP-1. This is the one you want to use against lightly armored units that rely on toughness to shrug off hits.&lt;br /&gt;
**&#039;&#039;&#039;Power Sword&#039;&#039;&#039; - S User AP-3. Your best bet for dealing with MEQs and TEQs. A bit better on higher Toughness targets than it is for vanilla Marines since you can wound T4 units on a 3+ with Red Thirst.&lt;br /&gt;
**&#039;&#039;&#039;Power Axe&#039;&#039;&#039; - S+1 AP-2. A good enough compromise between the Sword&#039;s armor negation and the Maul&#039;s brute force. You can wound T3 and T4 on 2s, provided you can trigger Red Thirst.&lt;br /&gt;
**&#039;&#039;&#039;Force Weapons&#039;&#039;&#039; - Librarians come with these. Identical to their Power Weapon counterparts (with Force Staves filling in for the Power Maul), but deal D3 damage instead of 1 damage, for twice the cost - slightly less efficient, since they&#039;ll do less than twice as well against W2 or W1 targets, but nice and hitty.&lt;br /&gt;
**&#039;&#039;&#039;Encarmine Weapons&#039;&#039;&#039; - Comes in Sword and Axe form, but basically just overcosted (the sword costs half again as much, the axe 60% again as much) Force weapons of the same name.&lt;br /&gt;
***A case can be made that red thirst works better with the encarmine swords, but the axes become inferior to the fist except lacking a -1 to hit. &lt;br /&gt;
***After Chapter Approved 2019 encarmine weapons have had their costs slashed.  Axes are down to 9 points and swords are down to 8, making them a viable alternative to power fists. In fact the axe version costs less than the Force Axe that it is, so Axes are a steal in theory. Fists are still good to use against monsters, but axes can now take over their role against MEQ. &lt;br /&gt;
**&#039;&#039;&#039;Relic Blade&#039;&#039;&#039; - Available to Vanguard Veteran Sergeants and Captains. At S+2 AP-3 D1d3 (combining a force maul with a force sword), now at only 9 points viable for taking on your captain if you don&#039;t want a 40-point hammer, and good on your veteran sergeant as well.&lt;br /&gt;
***With the Red Thirst they perform almost the same as a power fist (up to T5), with no hit penalty. Above T6 they&#039;ll still wound on a 4+ against most things you&#039;d reasonably expect to run into. &lt;br /&gt;
**&#039;&#039;&#039;Lightning Claws&#039;&#039;&#039; - SUser AP-2 D1. Allows you re-rolls to wound and gain an extra attack if you have two of them; one of them costs twice as much as a power sword, and two of them cost triple, so needless to say, &#039;&#039;always&#039;&#039; bring them along in pairs - thanks to the Red Thirst, one claw will seriously struggle to be worth it compared to a power sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist&#039;&#039;&#039; - Sx2 AP-3 D1d3. Unwieldy has been replaced with a -1 penalty on to hit rolls, which can be annoying, but does mean you&#039;re no longer screwed by being forced to attack last all the time.&lt;br /&gt;
** Now being a 9 point weapon (almost half the cost of a thunder hammer for non-characters) they&#039;re now a viable option over a thunder hammer if you&#039;re looking just to have some heavy hitters and don&#039;t care as much about damage, this is a must take&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039; - Like a Power Fist, but AP-4 and a fixed 2 damage, both of which are upgrades (the latter makes you better against W2 targets, and the former is obvious), now only 11 points and only 2 points more than a power fist making this an actual viable option for dealing with higher armor 2W models. Sadly only available to Terminators.&lt;br /&gt;
*&#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - A chainfist (at the same cost, too!) that deals 1d3 damage instead of 2 (i.e. it&#039;s worse against W2 targets), this is strictly worse than a chainfist, and you have only yourself to blame if you waste points on one.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; - Like a Power Fist, but deals 3 Damage instead of d3. All the strengths (and the -1 to hit modifier) of the Power Fist, with none of the random damage. Costs 16 points vs. the power fist&#039;s 9 points for an average of half again the damage. &#039;&#039;&#039;24 points more&#039;&#039;&#039; for Characters means over 4x the cost for 1.5x the damage.  The extra reliability could mean the difference between whether or not you can one-shot Aggressors (or combined with Artisan of War, Centurions) but likely only worth its 40-point cost on a single, dedicated Smash Captain.&lt;br /&gt;
&lt;br /&gt;
====Dreadnought Melee Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Blood Talons&#039;&#039;&#039; - S+4 AP-2 D3, re-rolling both failed hits and wounds, and only comes in pairs (meaning you can&#039;t combine them with a frag cannon); as of chapter approved these slashers only cost you 35 points, and pair of Furioso fists cost 40, meaning you&#039;re paying 5 points less and losing 1 point of AP and 2 of S to re-roll failed wounds.  Since both weapons will wound T9 or less on a 2+, thanks to the Red Thirst, the fists actually hurt anything with a 4+ or better save more than the Talons do, and applying a lieutenant or sanguinary ancient for situations where you want that re-roll. Better now than the Index version, but still a little disappointing. Re-rolls for hitting and wounding helps though, especially when combined with Red Thirst.&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought Combat Weapon&#039;&#039;&#039; - Sx2 AP-3 D3, now for 20 points as of CA 2019.  &lt;br /&gt;
*&#039;&#039;&#039;Furioso Fist&#039;&#039;&#039; - Sx2 AP-3 D3, re-rolling failed hits when you take a pair; the second one only costs 10 more points.  As a pair, &#039;&#039;far&#039;&#039; better than Blood Talons; as a single, completely identical to a Dreadnought Combat Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Furioso Force Halberd&#039;&#039;&#039; - S+4 AP-4 D3, and only available on librarian dreadnoughts, who have to take a fist as well; the halberd will almost always be far better, due to the Red Thirst.  Thankfully free.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039; - You know what a Bolter is. 24&amp;quot; Rapid Fire S4 AP-0 1 D. The loss of AP hurts, but if your opponent has a brain he&#039;ll be keeping his 5+/6+ units in cover anyway.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039; Primaris version of the Boltgun, with -1AP and 30&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Auto Bolt Rifle&#039;&#039;&#039; Assault version of the Bolt Rifle.  24&amp;quot; Assault 3, AP 0.&lt;br /&gt;
*&#039;&#039;&#039;Stalker Bolt Rifle&#039;&#039;&#039; 36&amp;quot; Heavy 1, S4, AP-2, D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon&#039;&#039;&#039; - Now infinite use, can be fired independently of the Bolter or at the same time. Firing both the Bolter and the special weapon causes a -1 to hit. Special mention to Combi-Flamers, since the flamer part auto-hits.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter/Combi-Bolter&#039;&#039;&#039; - Cheap as chips Rapid Fire 2 Boltgun. Typically seen on Terminators, decent midrange Characters but otherwise should only be taken if you don&#039;t want to spend the points on anything better.&lt;br /&gt;
*&#039;&#039;&#039;Angelus Boltgun&#039;&#039;&#039; - 12&amp;quot; Assault 2 S4 AP-1 1 D weapon. Better now due to how AP works. It is now a free-gun, and has a strategem in Blood of Baal. Still not a pistol, but eh perfection is Slaanesh&#039;s thing anyway. &lt;br /&gt;
&lt;br /&gt;
====Pistols====&lt;br /&gt;
Special note that many BA units have options to Paired Pistols. &lt;br /&gt;
*&#039;&#039;&#039;[[Bolt Pistol]]&#039;&#039;&#039; - It&#039;s a Bolter Pistol. Like other pistols, has a shorter range but can be fired when locked in close combat so it&#039;s useful enough for choppy units.&lt;br /&gt;
**whenever you are choosing between a Bolt pistol or a chainsword and another S4 attack, take the chainsword because of red thirst.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma Pistol]]&#039;&#039;&#039; - Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Cheaper and more effective than the Grav-Pistol against units with high toughness, but the warning about supercharging applies here too- you do &#039;&#039;not&#039;&#039; want to get your expensive character killed just because of one bad roll. That said, given that a Captain lets Marines around him, including himself, re-roll those bad 1s To Hit away, don&#039;t be too worried. 1/36 chance of killing yourself are acceptable odds.&lt;br /&gt;
**At a very reasonable 5 points, throwing these on units like sanguinary guard or death company is a viable option.&lt;br /&gt;
*&#039;&#039;&#039;[[Grav-Weaponry#Grav-Pistol|Grav-Pistol]]&#039;&#039;&#039; - Deals more damage against targets with an armor save of 3+ or higher, but it&#039;s not quite as good as it used to be, especially since immobilization spamming is out.&lt;br /&gt;
**Paired Grav Pistols have more shots than a Gravgun at 12&amp;quot; of range and cost only +1pts. &lt;br /&gt;
*&#039;&#039;&#039;[[Inferno Pistol]]&#039;&#039;&#039; - in terms of close combat, this is the best pistol, period. S8 AP-4 D D6 means this is effective against most targets. You take these because Blood Angels don&#039;t really get the most use out of Devastators. This pistol lets you damage high toughness, multi-wound targets while still being able to use the Red Thirst. Not good for deep-striking troops, but what the hell Rhinos are assault vehicles now!&lt;br /&gt;
** Now 9 points as of CA 2019, still 6 less than a Combi-Melta and on the pistol list rather than Combi list. Fine on characters to pop wounds off vehicles or other heavy targets before charging in, just don&#039;t go crazy.&lt;br /&gt;
** Always take one in your squads because you want to be close up and in combat meaning you will have plenty of chances to shoot the pistol for a huge amount of damage. With clever positioning in close combat you can get a nice shot at enemy characters.&lt;br /&gt;
**You cannot shoot them arriving pistol deep-strike, but if you survive combat it acts as a cheaper one-hit power fist rather than a pistol. Just be aware to fire it in CC you have to survive through your opponent&#039;s fight phase as well. Most models that can use this are 1-wound with a mere 3+. Though if you could build a lieutenant [[Moritat]] with dual inferno pistols that&#039;d be cool.&lt;br /&gt;
*&#039;&#039;&#039;[[Flamer#Hand-Flamer|Hand Flamer]]&#039;&#039;&#039; - Pistol that auto-hit D6 times with S3 AP-0 Range 6&amp;quot; and got cheaper now. D6 auto-hits against T3 wounds on a 4+ or T4 on a 5+ and you can fire it in close combat. Great pistol for anti-horde melee troops, but really really useless on anything deep-striking. &lt;br /&gt;
** The Hand Flamer has the combination of being able to shoot in melee range and hitting automatically going for it. It will certainly not blow through tanks and characters as well as a Plasma Pistol, but a couple of them most definitely help with fighting your way through hordes. Those 3 hits on average will add up fast, especially when combined with a bunch of [[Chainswords]]. Additionally, the auto-hits will help a lot with getting past To Hit modifiers like [[Warhammer 40,000/Tactics/Tyranids(8E)|Venomthropes]].&lt;br /&gt;
** At 1 point in the Codex, replacing some bolt pistols with these is a much more attractive option.&lt;br /&gt;
***Three on average strength 3 shots is better than one strength 4 shot. That combined with the fact you&#039;re auto-hitting both during the shooting phase and during overwatch makes this a clear winner if you got a handful of points to spare.&lt;br /&gt;
****Bear in mind hand-flamers don&#039;t get red thirst and chainswords are free. Hand flamers are still awesome but limited.&lt;br /&gt;
&lt;br /&gt;
====Special Weapons====&lt;br /&gt;
*Note before you look at these, all their point values have dropped so if you were iffy on some weapons not doing enough for their cost, worry no more&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039; - An 8&amp;quot; Assault D6 S4 AP-0 1 D which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single unit can be hit more than once. They are a surprisingly decent AA option too, given they auto-hit even Hard to Hit models. Keep in mind that this weapon is pretty poor value against non CQC armies, as by itself its not fantastic due to high cost. The main kicker is the auto-hit on overwatch, which only happens if you get charged. Also, you can Advance and shoot the Flamer, at the cost of not being able to charge.&lt;br /&gt;
**seriously this is only 6 points! If you&#039;re not using these against blobs of guys what is wrong with you.&lt;br /&gt;
***Or you could just take our cheaper 1-point hand-flamer and a [[Rip and Tear|chainsword]] and end that blob rightly.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; - 18&amp;quot; Rapid Fire 1 S5 AP-3 1 D. The loss of the ability to wound on a roll equal to the target&#039;s armor save is a big nerf to the former game-breaker of 7e, to say nothing of its meh strength and range compared to the now-safer Plasma Gun. However, it does D3 damage when it wounds an enemy with an armor save of 3+ or higher so it can still be decent against heavy infantry. Don&#039;t bother against vehicles, though- S5 isn&#039;t enough to dent most tanks now, and immobilization spam is no longer a thing anyway. But they&#039;re mostly here to kill 2-wound models now.&lt;br /&gt;
**Since it fires 2 shots just outside melta-range it can knock off more wounds than you might think. Just not as good as the melta, or the cannon version. Mostly held back by its piss-poor range.&lt;br /&gt;
**To be clear this gun is for rhino-riding marines to kill enemies with 2-wounds. Don&#039;t deep-strike with this gun, buy plasma guns for that. &lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039; - 12&amp;quot; Assault 1 S8 AP-4 D6 D, best used with Drop Pods. (Don&#039;t use drop pods try infernum, inferno?,  razorbacks or bikes) If within half its range (so 6&amp;quot; or closer) it rolls 2D6 D and selects the higher number, so it&#039;s good against Monsters as well as vehicles now. It&#039;s worth noting that Drop Pods and its passengers cannot disembark closer than 9&amp;quot; from an enemy, so you won&#039;t be in Melta range on the drop. Try Multi-meltas for that.&lt;br /&gt;
*&#039;&#039;&#039;Plasma gun&#039;&#039;&#039; - The plasma gun works differently from its earlier incarnations- for a start, it now has two firing profiles, both of which share Rapid Fire 1 and a 24&amp;quot; range. In its normal mode, it&#039;s S7 AP-3 1 D so it&#039;s basically a flat upgrade from a Bolter that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. But be careful: firing the supercharged mode triggers the new version of Gets Hot!, and this time it just kills a model with no saves on a to hit roll of 1. So only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Grav-cannon with grav-amp&#039;&#039;&#039;- Identical to the Grav-gun, but with Heavy 4. Compared to the Plasma Cannon, it fires more shots but suffers from all the nerfs that the Grav-gun has gotten. It&#039;s now effectively a souped up Heavy Bolter.&lt;br /&gt;
**The most expensive heavy here, but the safest and highest ROF weapon for dealing with TEQ. Not bad against vehicles either since you can afford to miss one or two shots, unlike the lascannon. Killing one terminator pays for the cannon so give it a thought.&lt;br /&gt;
**Strength 5 sounds bad but so few vehicles are toughness 10 that you still have 1/3 chance to hurt a vehicle for d3 wounds. Still, consider bringing lieutenants for your grav-cannons.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;- 36&amp;quot; Heavy 3 S5 AP-1 1 D. Good against hordes at long range due to its high number of attacks, and not too bad against lighter vehicles either. It is also extremely cheap.&lt;br /&gt;
**hellfire shells stratagem can deal out a startling amount of mortal wounds&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;- A flamer with an extra point of Strength and AP-1. More effective against almost everything than its smaller brother.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;- 48&amp;quot; Heavy 1 S9 AP-3 D6 D. Your primary anti-vehicle weapon.&lt;br /&gt;
**The best range here. Hence has that advantage over the more expensive grav-cannon. Works better with accuracy buffs than wounding buffs.&lt;br /&gt;
*&#039;&#039;&#039;Twin-Lascannon&#039;&#039;&#039;- Gives you two lascannons for 10 points less&lt;br /&gt;
**This makes tanks that can carry these an actually good idea as they can take as many lascannons for cheaper weapons cost and a tougher body than a devastator squad&lt;br /&gt;
**Seriously a normal Landraider will only cost you 277 points for 4 lascannons, two heavy bolters, T8, lots of wounds, and can transport models. Consider this when you&#039;re choosing your army&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher&#039;&#039;&#039;- Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 D AP-2 it can still make a nasty surprise for a HQ caught in the open. Costs 5 points less than a Lascannon, so its only worth taking if you KNOW you will be shooting infantry with them at some point.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta&#039;&#039;&#039;- A 24&amp;quot; Heavy 1 Meltagun. Cooks vehicles from a slightly safer range than the regular Meltagun, but unlike the Meltagun you can&#039;t advance and then shoot with this. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal. Due to its 12&amp;quot; Melta range, that means your D6 D will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant&#039;s Signum.&lt;br /&gt;
** Now being only 22 points per gun (cheaper than a lascannon mind you) and drop pods dropping 20 points, deep strike drop pod bomb is a good idea that will cost you less than it used to &lt;br /&gt;
*&#039;&#039;&#039;Twin Multi-Melta&#039;&#039;&#039;- two shots for 40 points&lt;br /&gt;
*&#039;&#039;&#039;Plasma cannon&#039;&#039;&#039;- Identical to the Plasma gun, but has a 36&amp;quot; range and is Heavy D3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than the regular plasma gun.&lt;br /&gt;
**The penalties for moving and firing are steep here, so use extreme caution overcharging. In fact you might leave this gun at home. If you desperately need this cannon get it on a relic predator who uses a safer variant. Carry a lascannon or heavy bolter instead, or shell out for the grav-cannon for 2-wound thickies. &lt;br /&gt;
*&#039;&#039;&#039;Frag Cannon&#039;&#039;&#039;- Double Heavy Flamer on steroids with 8&amp;quot; 2D6 S6 AP-1 1 D auto-hits. Hordes beware. [[Awesome|Also an assault gun on a very fast model so you can advance and roast.]]&lt;br /&gt;
*&#039;&#039;&#039;Typhoon Missile launcher&#039;&#039;&#039;- Two missile launchers for 2 points less&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;- 22pts for 6 shots, S6, AP-1. good for dealing with hordes at range&lt;br /&gt;
*&#039;&#039;&#039;Twin-Assault Cannon&#039;&#039;&#039;- double cost, double shots&lt;br /&gt;
** Now costs 4 points more than a Twin-lascannon&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; - It explodes, 6&amp;quot; D6 S3 AP-0 1 D, good against GEQs.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade&#039;&#039;&#039; - It explodes even harder, albeit only one shot at range 6&amp;quot; S6 AP-1 D3 D, always remember to throw one , because now it can one-shot (small chance, but...) multi-wound enemies.&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb&#039;&#039;&#039; - Now can be thrown at 4&amp;quot; with S8 AP-4 D6 D, which is brilliant, and in 8 edition there are no restrictions on using it, so it&#039;s perfectly viable to throw Melta Bombs at enemy characters, as well as usual targets, like vehicles and bigger enemies.&lt;br /&gt;
&lt;br /&gt;
===Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Combat Shield&#039;&#039;&#039; - Grants the model a 5++ Invulnerable save.&lt;br /&gt;
**If you waste your points on equipping these on your assault sergeants, shame on you&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039; - Grants the model a 3++ Invulnerable save.&lt;br /&gt;
** 10 points on your characters, 2 points on all other models. Now so cheap you should consider anything that can take them. &lt;br /&gt;
*&#039;&#039;&#039;Camo Cloak&#039;&#039;&#039; - If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Death Mask&#039;&#039;&#039; - Reduces enemy leadership by 1 while they are within 3&amp;quot; which helps in the Morale Phase.&lt;br /&gt;
**Honestly if you&#039;re taking lots of sanguinary guard ignore them, if you&#039;re taking a few or a sanguinary ancient take it&lt;br /&gt;
**Stacks with the Reiver Terror Troops ability (abilities with different names stack modifiers). No BA advantages to reducing leadership, but useful for allies, like the GK Purge Soul Psychic Power.&lt;br /&gt;
**Blood of Baal has introduced a new stratagem that requires Death Masks to use, still situational&lt;br /&gt;
*&#039;&#039;&#039;Magna-grapple&#039;&#039;&#039; - You add 2&amp;quot; to your charge rolls if charging a vehicle, which helps your choppy dreads reach combat, especially when they already move faster than vanilla ones.&lt;br /&gt;
**Once Foreworld drops the Lucifer Patterned Drop-Pod this will be great to take&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
It&#039;s been a long time coming, but holy shit, was it worth it. Most of our Relics are fucking rad! Be careful here, many a command point was spent in test games just to cap out on all 3 relics, they&#039;re just that good.&lt;br /&gt;
&lt;br /&gt;
====Codex Relics====&lt;br /&gt;
*&#039;&#039;&#039;Archangel&#039;s Shard:&#039;&#039;&#039; Replaces a power sword or master-crafted power sword.  If the target is a {{W40Kkeyword|monster}}, the damage is 1d3; if it&#039;s a {{W40Kkeyword|daemon monster}}, it&#039;s 1d6. Otherwise, it&#039;s a power sword. Not really good, and since you can only take so many relics this will probably stay on the shelf. A master-crafted power sword has better stats in the first place, so that further limits what you want to replace. Only really worth even considering if your opponent has a {{W40Kkeyword|daemon monster}}; against normal monsters, this is ever so slightly worse than upgrading a standard power sword to a master-crafted one, making this relic &amp;quot;worth&amp;quot; maybe 6 points if you&#039;re feeling generous - very meh.&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Wing:&#039;&#039;&#039; Jump Pack only. Re-roll failed charge rolls, and cannot be [[Raven Guard|overwatched]]. [[Awesome|EXCUSE YOU!?]] This one is probably an easy best, edging out Veritas Vitae only by just how it&#039;s way easier for every other army to get CP back than to spend a relic for it; lets you make a downright terrifying Blood Angel Banshee or [[MURDERWINGS]].  Put this on a Jump Librarian with Quickening, Unleash Rage, and a Force Sword, and toss at whatever offends you, or commit like you mean it, and put it on a Death Company Jump Captain with a Thunder Hammer (see above).&lt;br /&gt;
*&#039;&#039;&#039;Gallian&#039;s Staff:&#039;&#039;&#039; Force staff that gives a +1 to manifesting smite; not terrible, as Smite is always useful for Mortal Wounds, but inferior to the White Scars relic that does the same thing, as theirs doesn&#039;t force you to carry a force staff - because this one does, you can&#039;t put it on a Primaris Librarian or a Librarian Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Baal:&#039;&#039;&#039; Thunder hammer with no penalty to hit. For Sx2 AP-3 D3 with no penalties to hit, this is a surprisingly killy relic. S8 (S10 if there&#039;s a Blood Chalice nearby; consult the Designers&#039; Commentary, Question 1, if you&#039;re wondering why), with the Red Thirst improving your wound rolls by +1, will ensure that you can wound almost anything without much difficulty.  Hardly an auto-include, especially since the base hammer costs &#039;&#039;40&#039;&#039; points (since only a character can carry a relic) and a captain especially doesn&#039;t mind the base to-hit penalty enough to really warrant a relic slot, but fairly punchy.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Sacrifice:&#039;&#039;&#039; Ancients only. Grants FnP 5+++ to non-Death Company Bikers and Infantry within 6&amp;quot; of the bearer. Solid choice, especially if paired with Hammernators, Sanguinary Guard, or a Primaris gunline; it can make for a terrifyingly durable unit that can mulch through anything with the banner&#039;s re-rolls. Who says they got rid of Death Stars?  Stacks with Gift of Foresight, although the latter won&#039;t let you re-roll 1s for the former. (Note you can&#039;t stack it with Gift of Foresight and Death Vision of Sanguinius since it gives you the Death Company keyword.)Unfortunately only benefits each &#039;&#039;model&#039;&#039; within 6&amp;quot;, not each &#039;&#039;unit&#039;&#039;. So no giving your entire gunline a 5++ FNP. Still, a 6&amp;quot; bubble covers a LOT of models, especially if you&#039;re using a Primaris Ancient mounted on a 40mm base. Also remember you get to choose which models you allocate wounds towards - so obviously pick the ones that are protected by the Standard.&lt;br /&gt;
*&#039;&#039;&#039;Veritas Vitae:&#039;&#039;&#039; When using a Stratagem, roll a d6; you gain a CP on a 5+. Yes, even your Stratagems have Feel no Pain. Easily the best of the bunch; a 33.33% chance to get a CP back after you spend 1-3 on a Stratagem by merely &#039;&#039;&#039;existing&#039;&#039;&#039; on the field makes the one of the best Relics in the whole game. The only relic a librarian dreadnought can take besides Biomantic Sarcophagus. If you&#039;re using the multi-relic Stratagem and are taking this relic, make sure you&#039;ve defined with your opponent what &amp;quot;before the battle&amp;quot; means - you can&#039;t recover CP with this until the model carrying it is deployed, so any CP spent prior to deployment are lost.  Also, be careful of armies with strictly superior variants of the same rule; the Imperial Guard, for example, have a Warlord Trait which does this on a per-CP basis, while yours only recovers 1 CP, no matter how expensive the Stratagem. So no IG or Eldar shenanigans.&lt;br /&gt;
** Always stick this on someone. BA have some of the best relics and Warlord traits around - you are going to burn through CP like no other, might as well squeeze a few free ones in, you will need them.&lt;br /&gt;
&lt;br /&gt;
====Blood of Baal Relics====&lt;br /&gt;
*&#039;&#039;&#039;Decimator&#039;&#039;&#039;: Replaces a master-crafted auto-bolt rifle and bumps you up to S5, AP-2, D2, and you don’t take a penalty to hit when Advancing and firing. &lt;br /&gt;
*&#039;&#039;&#039;Wrath of Baal&#039;&#039;&#039;: Sanguinary Ancient banner. At the start of your Movement phase, add 2 to the Move of friendly Blood Angels Jump Pack units within 6”. Bonus lasts until end of turn. &lt;br /&gt;
*&#039;&#039;&#039;Biomantic Sarcophagus&#039;&#039;&#039;: For a Librarian Dreadnought. Adds 6” to the range of the model’s psychic powers and once per &#039;&#039;turn&#039;&#039;, when you take a psychic or deny the witch test with this model, you can re-roll one of the dice.  Possibly the best relic of Blood of Baal, as the value of all the re-rolls can really add up.&lt;br /&gt;
*&#039;&#039;&#039;Figure of Death&#039;&#039;&#039;: Replaces a Crozius with one that’s S+1, AP-2 D2 and when you make a successful wound roll the target unit gets -2 to its Ld for the rest of the turn. &lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pinions&#039;&#039;&#039;: Jump Pack model only. The bearer can charge in a turn in which it fell back, and it gets +1 to its charge distances. This allows you to reactivate all of your charge bonuses, allowing SS Captains to keep swinging at full potential each turn. This is great because such a Captain can receive 3 or possibly more attacks on the charge depending on how you build them up.&lt;br /&gt;
**Consider this for a Smash Captain instead of Angel&#039;s Wing, since if you use Death Visions on him, he can be buffed by Lemartes and re-roll charges that way, and the Pinions will ensure he&#039;ll get his +2 bonus attacks for charging every time.&lt;br /&gt;
&lt;br /&gt;
====Special Issue Wargear====&lt;br /&gt;
*A quick Note on Blood Angel Successors: If your Warlord is from a Successor Chapter, you are limited in what relics you can take. In addition to the nearly worthless Archangel&#039;s Shard from the codex, you can also choose from among the Special Issue Wargear included below or use the Honored by Baal stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Mantle&#039;&#039;&#039;: When this model loses a wound, roll a D6; on a 5+, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour&#039;&#039;&#039;: Gives a model a 2+ save and a 5+ invulnerable save. This can allow your characters to survive much more, especially librarians which need to sacrifice a cast to get an invuln.  Best put on a model with a decent amount of wounds but no invuln, such as Primaris Librarians/Lieutenants.&lt;br /&gt;
*&#039;&#039;&#039;Quake Bolts&#039;&#039;&#039;: The Blood Angels special bolter ammo. Give this to someone and you can choose to shoot with these bolts instead when firing a bolt weapon. When you shoot with these, make only one attack, but if you hit, the target is “felled” until the end of the turn and the attack continues. When you attack a felled unit in melee, add 1 to the hit roll.&lt;br /&gt;
** Good to amplify the damage dealt by your melee units, especially if said units bring hammers or fists. The higher your chances to hit the better so slapping it on a character with nice BS or access to rerolls makes it do more work. Notice you can only make 1 attack per shooting phase with these so you won&#039;t get better result by slapping them on a character with a storm bolter.&lt;br /&gt;
** Did you know that bolt pistols are the greatest pistols? These unique rounds are proof. On a captain (who can re roll his single shot), these will help you get another 1 or 2 hits with a power fist. When paired with the onslaught of death company who already have the normal +1 to wound, its gonna hurt!&lt;br /&gt;
*&#039;&#039;&#039;Master-Crafted Weapon&#039;&#039;&#039;: Give a weapon +1 damage and it’s considered to be a Relic of Baal. Now you can have an Artisan War TH and a Master Crafted TH on two captains!!! Both attacking the same unit!!! on the same turn!!!! All at D4!!!!!!&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons&#039;&#039;&#039;: When you fight, you make 1 extra attack using the “close combat weapon profile” and if you hit, you score a mortal wound. Meh. Not terrible but your charcters are pretty much renown for how hard they punch sruff: it&#039;s better to invest relics in durability, supporting other troops or making charges easier.&lt;br /&gt;
*&#039;&#039;&#039;Fleshrender Grenades&#039;&#039;&#039;: Replaces frag grenades with some that are type Grenade 3, S5, AP-3 2 Damage and the target doesn’t get the benefit of cover. More like Terminator-render grenades.&lt;br /&gt;
*&#039;&#039;&#039;Icon of the Angel&#039;&#039;&#039;: When you make charge rolls for friendly Blood Angels/successors within 3” of this model, you can re-roll any of the dice. Seriously?! Fuck YES!! You can take this and have Lemartes off with other DC and have a multi directional charge all with re-rolls.&lt;br /&gt;
&lt;br /&gt;
====Flesh Tearers Relics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Severer of Threads&#039;&#039;&#039;: Replaces a chainsword with a slightly deadlier chainsword with S+1 AP-1. The big draw is the +d3 additional attacks, which is quite crazy. On top of this, if you use fight an Infantry unit and score a 6+ to wound, you also deal a mortal wound on top of everything else. If nothing else, this makes it very economical to grab. Combined with the Warlord Traits Merciless Butcher or Of Wrath and Rage this can allow a Captain or Primaris Captain to potentially put out a hilariously frightening number of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Sorrow&#039;s Genesis&#039;&#039;&#039;: Replaces Narthecium. This super-Narthecium lets your Sanguinary Priest rez a model on a 2+ and restore up to 3 wounds, making it amazing for a primaris force.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; The most basic version of the Captain is the no-frills HQ choice: access to a variety of wargear, good overall stats, and grants all nearby friendly &#039;&#039;&#039;BLOOD ANGELS&#039;&#039;&#039; units the ability to re-roll a result of 1 to hit, which you should use to keep your plasma weapons from killing you as this lets you roll those lethal 1s away (do note vehicles have the &#039;&#039;&#039;BLOOD ANGELS&#039;&#039;&#039; keyword too. Enjoy your semi-twinlinked Land Raider Crusader). His master-crafted boltgun is AP-1 and deals 2 damage, but a shooty Captain might be better suited to using a Combi-Weapon. The storm shield isn&#039;t a must-have, since he comes with a 4++ by default, but it&#039;s there if you want it. &lt;br /&gt;
**&#039;&#039;&#039;Captain with Jump-Pack:&#039;&#039;&#039; You&#039;re playing Blood Angels for the Sauce,  and here it is, boyo. This build is affectionately titled [[Chapter Master Slamguinius]] and it earned it for a [[Rip and Tear|FUCKING REASON]]! Although giving your captain a jump pack doesn&#039;t give him the durability of a bike, it does give him the advantage of a very special rule, {{WH40Kkeyword|Fly}}, and by the God-Emprah, isn&#039;t that what being a Son of Sanguinius is all about?! This might seem standard to all you 7th edition players, but being able to jump over combats and fights to get all your veterans stuck in can change a fight from a battle of attrition to outright wiping out the enemy squad, either during the Fight Phase itself or the Morale Phase after it. 8th edition makes this doubly important due to the new rules allowing an engaged unit to Fall Back from close combat during the opponent&#039;s Movement Phase, which subsequently exposes your fighters to enemy shooting from other units, which means enemy heavy shooters will often be screened by chaff exactly for this purpose. Bikes are still vulnerable to this tactic despite their speed, whereas jump troops with {{WH40Kkeyword|Fly}} can simply jump over the screening units and proceed to beat the snot out of the valuable and dangerous enemy shooters hiding at the back. He also gains the ability to Charge and Fight against FLYERS, which can be interesting if a foe is mistaken enough to let your jump Captains get too close to their Flyers. {{WH40Kkeyword|Fly}} also gives you the ability to shoot after Falling Back from a fight, so if you get in over your head you can still fire off a smattering of Boltgun or (combi-weapon!) shots as you get away. All that aside, don&#039;t forget that it also makes you vulnerable to anti-air weaponry, so watch for anything that gains bonuses against flyers.  Use Honor the Chapter, and Only in Death Does Duty End, and keep this dude going for as long as you can, consider him expendable and perhaps not the warlord, use these two stratagems and he can take on anything. So, when a daemon primarch starts his spiel on how the corpse emperor is a dick but his legions were much stronger than today&#039;s Marines, politely explain him the virtues of present day Blood Angels... and then beat his chest like a bongo. This might cost a bunch of CP on top of what you paid to kit the captain but killing a 600+ pts centerpiece unit almost guarantee by turn 2 is basically always worth it.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Captain: &#039;&#039;&#039;Comes stock with a bolt pistol and a master-crafted auto bolt rifle like the Lieutenants, but can also take a Power Sword or switch the auto bolt rifle out for a master-crafted stalker Bolt Rifle (which is Heavy 1, but gets a 36&amp;quot; range and AP-2). Apart from the extra wound and attack that come with the Primaris statline, he&#039;s more or less the same as a vanilla Captain but with fewer wargear choices. Since the Primaris Captain can only footslog if you don&#039;t pay up for a Repulsor, give him the Stalker and put him near the objective to snipe at targets with either Devastators, Cent-Devs, and Company Vets without transports or Hellblasters with Heavy Plasma Incinerators to make the most of their ranged weapons. For 92 points you can take a power fist and plasma pistol, making him perhaps the most well rounded of all captains along with crazy Tycho.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Gravis Armour:&#039;&#039;&#039; Has a 5&amp;quot; move, and the same 3+/4++ save as the regular Primaris Captain, but the Gravis Armor pushes him to T5 and W7, making him very hard to kill with small arms. Unlike the other Captain versions, his wargear is fixed; specifically, to a master-crafted power sword that deals one more point of damage compared to the regular power sword, and the Boltstorm Gauntlet (a combined 3-shot bolt pistol and power fist). Cheaper and differently resilient than the Terminator Captain, but not as flexible.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Captain in Phobos Armour:&#039;&#039;&#039; A Primaris Captain with a combat knife (+1A), and a sniper rifle equivalent (30&amp;quot;, Heavy 1, S4, AP-2, D2, can target characters, but does NOT cause mortal wounds on a wound roll of 6). Also has a camo-cloak (+2 to saves when in cover instead of +1), an omni-scrambler (no enemy deepstrikes within 12&amp;quot;), and concealed positions (deep strike, but before first turn). You&#039;ll want him to give his re-rolls to your Eliminator teams or Infiltrator squads. Like the Lieutenant, this guy is really nothing more than an old, cranky primaris marine...and overcosted to boot.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Terminator Armour:&#039;&#039;&#039; Your bread and butter HQ, good at everything, great at nothing, now in Terminator Armour. Must buy at least a Power Sword and Storm Bolter, can take items from Terminator Combi-Weapons and Terminator Melee Weapons lists, and if he takes a Power Fist, can take a wrist mounted grenade launcher. May also buy a Storm Shield. A decent fighting unit, he comes stock with a 4++ thanks to his Iron Halo. Provides a 6&amp;quot; bubble that provides re-rolls of 1&#039;s to hit to friendly Blood Angels. Can become pretty killy if you kit him out to be, the codex was fairly nice to us. It&#039;s worth noting that chainfists are straight-up garbage, at a point more than a hammer in exchange for &#039;&#039;less&#039;&#039; damage (the better AP wouldn&#039;t be enough to make chainfists good even at Thunder Hammer prices).  None of the weapon choices you can&#039;t access as a Terminator, like a Power Axe, are a big problem, due to the same weapon advice applying from the regular Captain, above - you should be choosing from the Power Sword, Power Fist, and Thunder Hammer.  The Power Fist gets special mention, though, because of the grenade launcher, which is the only way to get a second gun onto this guy, which can be a pretty big deal on the turn you deep strike in.  &#039;&#039;Don&#039;t&#039;&#039; go double lightning claw - you don&#039;t have the necessary mobility to go without any guns at all.For your ranged weapon, the Storm Bolter really can&#039;t be beat, although a Combi-Flamer can be good on Overwatch if your opponent is idiotic enough to charge you.  The other options don&#039;t pair well with you - you don&#039;t want to risk overcharging plasma on a piece this costly, and the melta&#039;s limited range combines very poorly with your limited mobility.&lt;br /&gt;
***The armor provides a decent save, and he&#039;ll always have the 4++ to fall back on. If you drop a CP to give him the Black Rage, you can give him all the benefits that apply, namely +1 attack and 6+++ FNP. Pretty much all of the warlord traits will give you a boost: Soulwarden will allow you that clutch defense of Psychic powers, Speed of the Primarch will ensure you actually manage to fight, Heroic Bearing will buff your bodyguard (you &#039;&#039;are&#039;&#039; dropping him down with a Terminator escort, right?) and make sure they can just flat out ignore Morale, Artisan of War is ok - but an extra bit of damage on a ranged or melee weapon is nothing to sneer at. Gift of Foresight is one of the best for a beatstick, if you did drop a CP for Black Rage his FNP roll is 5+++ and re-rolls all ones. Honestly you really can&#039;t go wrong with any of the Warlord Traits except maybe Selfless Valour. If it doesn&#039;t work for Black Templars it won&#039;t work for us. As for Relics, if you want a beatstick, the Hammer of Baal is your go-to choice, as you&#039;re unable to take The Angel&#039;s Wing - mitigated in that you can just teleport down. S8 AP-3 D3 with a +1 to wound roll from the red thirst is just brutal, and an extra attack from the Black Rage can make or break a fight phase. Paired with the above Veritas Vitae gamble (on a different character of course), you might even get that point back and be all the better for it.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Cataphractii Armor:&#039;&#039;&#039; Compared to basic Terminator armor, your movement is even worse, at only 4&amp;quot;, and when you Advance you have to halve your result, so you can only move 7&amp;quot; per turn at most (usually 1.75&amp;quot;), but your invuln is boosted to 3++ without consuming a weapon slot, although you do pay more than you theoretically would for a Storm Shield. With a Storm Bolter stock and the ability to replace it with Combi-weapons (except for combi-grav, but that&#039;s a worthless piece of shit anyway), this is going to be a Deep-strike reliant character, which is not a bad thing, considering what army we&#039;re talking about. Also pretty good in melee, thanks to that boosted invulnerable save and the fact that you don&#039;t need to give up the possibility of bringing along a decent gun or lightning claw pair for a storm shield. Keep in mind, however, that with such astronomically high saves, you pretty much invite the opponent to focus mortal wounds on him, against which he has precisely no built-in protection unless he&#039;s around the Standard of Sacrifice or you gave him the Death Visions of Sanguinius for that sweet sweet FNP. More limited than the other Terminator Captain because his Power Fist can&#039;t take a grenade launcher, so you&#039;re almost certainly going to keep the Storm Bolter to maximize your ability to shoot things while waddling slowly around the battlefield. Much of the equipment advice from the standard Terminator Captain applies here. This models is now a much more viable option as it dropped 31 points and only costs 95 points without equipment (now only 118 points with Thunder Hammer and storm-bolter)&lt;br /&gt;
**&#039;&#039;&#039;Captain on Bike (Legends):&#039;&#039;&#039; The bike gives you +1 Toughness, an extra wound, 14&amp;quot; movement, and the Turbo-Boost ability, and costs &#039;&#039;less&#039;&#039; than the Gravis Captain. Apart from that, everything that can be said about the regular Captain goes for this guy, too. If you were thinking of taking a regular captain without a Jump Pack and &#039;&#039;not&#039;&#039; alpha strike (for whatever ungodly reason you&#039;d do that in a Blood Angel army, you luddite), take this guy instead. He&#039;s better in almost every conceivable way. He can cross the board quicker, while keeping pace with your vehicles, he&#039;s shootier by a wide margin, and he&#039;s infinitely more survivable if someone does try to hit him, while being just as killy when things get personal. Kitted out with the &#039;&#039;Hammer of Baal&#039;&#039;, &#039;&#039;Speed of the Primarch&#039;&#039;, and an inferno pistol makes this guy an even scarier version of Smashfucker. Moral of the story, if you&#039;re going to take a non-terminator captain, always put him on a bike, or with a jump pack.&lt;br /&gt;
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*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; 60 points gets you a Marine Captain-equivalent with -1 BS and Ld, but with the re-rolling 1s to hit replaced by wound re-rolling. Good if you want to re-roll wounds instead of hits and/or are on a budget, as they&#039;re only 60 points each if bought individually and come with far more customisability over their Primaris counterparts. They have to be set up at the same time, but don&#039;t need to be in unit coherency and are treated as separate units. However, the Primaris versions may be worth the 10 points more, unless you&#039;re planning on transporting them in a non-Repulsor vehicle, running a pure mini-marines army or REALLY need that 10 points. Add a Captain for re-roll hits of 1, and you&#039;ve got yourself a mean gun line or assault group. If you have to choose one or the other, rerolling 1&#039;s to wound is mathematically equivalent to rerolling 1&#039;s to hit unless the weapon does something different on specific rolls. Lieutenants&#039; reroll to wound is better with flamers and sniper Scouts, and Captains&#039; reroll to hit is better with overcharged plasma or with stratagems that trigger on a 6+ to hit, but the rest of the time, their auras are equivalent. Remember, you can take 2 in one slot for twice the re-rolling action. No bikes sadly, but fortunately they&#039;re allowed their jump-pack to keep up with the units they&#039;re buffing.&lt;br /&gt;
**Re-rolling 1s to hit or to wound are mathematically identical in terms of the effect on your damage output - both increase the overall number of wounds inflicted by 16.7% (alternatively, think of it as multiplying it by a factor of 7/6).  If you have to choose between one or the other, go with reroll 1s to hit because it helps you avoid plasma guns blowing up in your face, but what you really want is both: if you already have a captain, grab a lieutenant for your next HQ slot (or vice versa).  The two auras complement each other very nicely, and wherever possible you should try and keep your units in range of both. &lt;br /&gt;
**&#039;&#039;&#039;Primaris Lieutenant: &#039;&#039;&#039;Like the standard versions, but Primaris, with +1 A and W. They&#039;re armed with Assault 3 Bolters (that do 2 damage) which can and probably should be swapped for Power Swords for the better chance to hit. Like the standard Lieutenants, they also allow friendly &#039;&#039;&#039;BLOOD ANGELS&#039;&#039;&#039; units re-roll to wound rolls of 1. As is the case with all Primaris Marines, they&#039;re rather inflexible but are tougher than their counterparts to compensate. Now that the codex is out they have a few more options one of the best is giving them the Mastercraft Stalker Pattern Bolter and teaming them up with a Devastator or Centurion camping squad.&lt;br /&gt;
**&#039;&#039;&#039;Lieutenant in Phobos Armor:&#039;&#039;&#039; Another Primaris variant, this one has a D2 boltgun that ignores cover and the standard Lt. bonus. Also has deep strike and a unique Knife Fighter ability; unmodified hit rolls of 6 count as 2 hits instead of 1. Not like it&#039;ll matter much because he only has a basic CCW. &lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Cheap HQ with his stock wargear, great in assault army like Blood Angels. He lets same Chapter units in 6&amp;quot; use his leadership and re-roll all failed hits in melee (which isn&#039;t any better than re-rolling 1s on WS2+ models, don&#039;t forget). A good support choice to back a choppy squad. Particularly useful helping Thunder Hammer Vanguard/Company Vets mitigate their -1 to hit, or a Death Company squad to buff more fighters and help with their higher morale vulnerability. Comes stock with a bolt pistol and Crozius, which is now somewhere between a power axe and maul at S+1 AP-1 D2. Can take a power fist (which is a terrible waste of points, since you&#039;ve got Red Thirst and already paid for the Crozius), swap his bolt pistol for something from the pistol list, and can strap on a jump pack, which you should probably do. Honestly with a newer beautiful model and how BA are a very assault based army, he&#039;s an amazing choice as an HQ.&lt;br /&gt;
**&#039;&#039;&#039;Chaplain in Terminator Armour:&#039;&#039;&#039; As above, but with 5&amp;quot; movement, one more wound, and 2+ armor. Note that you can only swap the storm bolter for a combi-weapon, so actually slightly less effective in melee against armored opponents, as you have no way to take a power fist, but you shouldn&#039;t have been considering that anyway; you should really keep the storm bolter, as well.  Assuming you listen to reason, the meaningful comparison here is that he costs 12 more points than a Jump Chaplain with base wargear, but has much better ranged output and durability, in exchange for drastically hampered mobility and an inability to fall back and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Chaplain on Bike (Legends):&#039;&#039;&#039; For 7 points more than a Jump Chaplain, 14&amp;quot; movement, +1 T and Wound, and ability to Turbo-boost, plus a compulsory Storm Bolter. Good for keeping up with your jump pack cc oriented squads, also tougher than a jump pack chaplain.  Can swap his bolt pistol for a second storm bolter for even more dakka&lt;br /&gt;
***Note that unlike the rest of the chaplains, these guys won&#039;t be likely to get the fancy new litanies due to being in the Legends list. While this is nice since you won&#039;t need to worry about constantly rolling to keep the buff up, you won&#039;t get the chance for anything else.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Chaplain:&#039;&#039;&#039;They get the usual Primaris buffs (+1 A/W) and the usual points hike (only 5 points, in this case). Comes with the same litanies/morale buffs and the crozius, but also packs a new toy: the Absolvor pistol, a 16&amp;quot; S5 AP-1 Pistol. Like most Primaris HQs, his wargear is fixed and cannot be changed. Without the option of a Bike/Jump Pack, you can only footslog him or put him in one of the Primaris grav tanks.&lt;br /&gt;
**&#039;&#039;&#039;(Forge World) Chaplain in [[Dreadnought|a Goddamn Dreadnought]]&#039;&#039;&#039;: [[Rape|NOW AN HQ CHOICE CHARACTER]]. The Chaplain Dreadnought is the go-to answer for players wishing to run an All-dreadnought army. This is one of the best models space marines can currently use in 8th arguably the best outside of special characters. It&#039;s a character that can&#039;t be shot at unless it&#039;s by snipers (which it&#039;ll shrug of anyway) or it&#039;s the closest model, a dreadnought that CANNOT BE SHOT AT. It possess a 5++ save and also buffs the strength of friendly models fighting the same unit as the dreadnought, has heroic intervention and every wound it takes it gets to make a roll, on a 6 it ignores the wound. It&#039;s also reasonably priced considering it&#039;s many advantages, 204 points vanilla but can be cheaper or more expensive depending on wargear choices (taking an assault cannon makes it cost 183 as an example). Despite it&#039;s strengths ultimately it&#039;s buff is weak; more a bonus than something your army can rely on, if you want a HQ that buffs than the Chaplain Dreadnought is a bad choice, however, if you were planning to bring a dreadnought and/or want a tough and killy HQ then the Chaplain is a fantastic option that also saves you an elite or heavy support slot. Although it is buff weak, the Chaplain Dread does give an alternate source of bonus Strength to nearby units, meaning when combined with the Sanguinary Priest your basic troops will be Strength 6 and anyone with a TH or Fist will be Strength 12 [[Anal circumference|and thus able to wound anything that isn&#039;t a Lord of War on 2s]].&lt;br /&gt;
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*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Flexible buff unit and source of mortal wounds, thanks to Smite. His Psychic Hood adds 1 to Deny the Witch tests against Psykers within 12&amp;quot;. Equipped with a force stave/sword/axe (you should keep the sword, for the same reason most of your army prefers power swords - the Red Thirst), frag and krak grenades, and swappable bolt pistol. Can take a jump pack. Use him to buff your melee squads with +1A, or anything at all with a 5++.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Librarian:&#039;&#039;&#039;Can only use a Force Sword and Bolt Pistol, but gains the extra attack and wound that all Primaris Marines get. Also fairly cheap compared to other upgraded Librarian versions, at only 5 points more than a stock Librarian. It&#039;s carrying your best sword option and probably best pistol option already (as why would you invest points in a better pistol on a non-jump librarian?), so if you&#039;re going to footslog a librarian (the Primaris can&#039;t get in most of your transports, but Wings of Sanguinius works just fine on him), definitely a good choice.&lt;br /&gt;
**&#039;&#039;&#039;Librarian in Phobos Armour:&#039;&#039;&#039; Primaris Librarian with a camo-cloak (+2 to saves when in cover instead of +1) that makes him extra durable in cover, and concealed positions lets him deploy with your other sneaky marines. Has access to a special psychic discipline focusing on stealth, of which he knows two and can cast two. (Including one that&#039;s basically Warptime!) Comes stock with psychic hood, force sword, and bolt pistol.&lt;br /&gt;
*** Frankly, this option seems to be the only Vanguard HQ worth the points. The others look cool, but neither has a single melee attack with an AP value, and the captain has a single bolter shot at AP-2!?! This guy can genuinely hurt people with smite and his force weapon while providing tactical viability.&lt;br /&gt;
**&#039;&#039;&#039;Librarian Dreadnought:&#039;&#039;&#039; Our super special dreadnoughts have definitely seen an improvement. Now at 142 points for storm bolter, or 154 with melta/heavy flamer, this unit is just tooooo good to pass up since he&#039;s cheaper than Mephiston. Their stats are the same as every other dreadnought barring their WS2+ and {{W40Kkeyword|character}} keyword, making them hard to shoot, since they have W8 like your other basic dreads. Their force halberd means they will be hitting at S10 AP-4 D3; coupled with the Red Thirst, you&#039;ll never actually use that Furioso Fist you had to pay for, so it&#039;s a good thing the Halberd is free.  Has the same psyker stats as your other unnamed librarians, even the psychic hood. The Storm Bolter is a pretty reasonable choice, but the Meltagun will hit on a 4+ on the Advance, if you were rushing into position to cast, while the Heavy Flamer is best for using Wings of Sanguinius to Fall Back and Shoot.  Sadly, can&#039;t drop his smoke launchers for a magna grapple, no matter how entertaining it would be. This model can be your warlord, and makes a FINE candidate for Artisan of War when applied to the Force Halberd. Doing this reduces the need for the awesome yet constraining combos you see below, allowing you to use them anyway, or apply powers and CP elsewhere. Regardless though, much like Slamguinius, Smashnought will pulverize literally anything without an invuln save; it all depends on whether you want to dish out 6-8 wounds or 12 or more. Finally, remember returning fire... Once the dread hacks apart its first victim, its a safe bet to assume some big guns are going to wind up pointing in his direction and he will likely be out of his character bubble. Perhaps not the best warlord? As a character with only 8 wounds, the Librarian Dreadnought can only be shot at in the Shooting phase if it is the closest unit.Since he has the CHARACTER keyword, use the Red Rampage Stratagem on this guy should successfully charge into melee for and extra D3 attacks.  It will please you. When equipped with a meltagun, this guy becomes a brutally effective monster hunter. Consider: smite in the psychic phase, melta in the shooting phase, then charge and finish off what&#039;s left with the halberd. This guy is one of your prime candidates for Quickening+Wings of Sanguinius, giving you a net movement speed of 12&amp;quot;, then a re-rollable charge with +3&amp;quot; to boost, then getting into melee with an unbelievably good melee weapon for typically 5 attacks; the only other Librarian you can field with a melee weapon on par with that Force Halberd is Mephiston. However, with no invulnerable save, don&#039;t be surprised when this thing disappears after a couple of effortless swings from any melee weapon that does multiple damage with AP-3 or better.&lt;br /&gt;
***Biomantic Sarcophagus is a must-take with this guy.  The amount of free re-rolls makes a huge difference.&lt;br /&gt;
**&#039;&#039;&#039;Librarian in Terminator Armour:&#039;&#039;&#039; Your more combat oriented Psyker. Must buy at least a Force Stave and Storm Bolter, and can replace the Storm Bolter with a Storm Shield (via the Index) or an item from the Terminator Combi-Weapons list, and may replace his Force Stave with either a Sword or Axe (you want the Sword). Comes stock with a 5++ for his Crux Terminatus, and thanks to his Psychic Hood adds 1 to Deny the Witch tests for Psykers within 12&amp;quot;. Can manifest two powers in the Psychic Phase. Occupies a nice balance between a combat character and a buff unit. Have him Teleport into battle behind your Death Company before they get into combat, throw your magic at them, and let loose with the charges.  10 points less for the Terminator Suit over a Jump Pack, but is your only access to a built-in invulnerable save for your Librarian.&lt;br /&gt;
**&#039;&#039;&#039;Librarian on Bike (Legends):&#039;&#039;&#039; 14&amp;quot; movement, +1 T and W, and ability to Turbo-boost (and a compulsory Twin Boltgun) compared to a normal librarian; can swap his pistol for a combi-weapon, which you should only be considering a Storm Bolter for, or another pistol, which is less compelling. Good for keeping up with your jump pack melee oriented squads or other bikes.  Costs a point &#039;&#039;less&#039;&#039; than his Terminator cousin (before you pay for a second Storm Bolter), but can&#039;t Deep Strike or ride a Transport.&lt;br /&gt;
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*&#039;&#039;&#039;Sanguinary Priest:&#039;&#039;&#039; Your standard unit modifier and helpful in all situations to any BA unit. Comes with a bolt pistol, chainsword, frag and krak grenades.   Most of his extra weapon options, as well as his biker version, have been moved to Legends, sadly.  Blood of Baal returns his Jump Pack option though, or you can throw him into a Stormraven if he shows up without it. Buffs your {{W40Kkeyword|blood angels Infantry}} and {{W40Kkeyword|Bikers}} by offering a 6&amp;quot; bubble of +1 Strength, as well as healing a multi-wound Infantry or Biker model within 3&amp;quot;, or bringing a fallen model back to life on a 4+ - the bringing back from the dead is on a d6 roll of 4+ and if failed he does nothing for the rest of the turn. Works well with more expensive models like Terminators and Sanguinary Guard, keeping their health up as they make their way towards the enemy.&lt;br /&gt;
**&#039;&#039;&#039;Sanguinary Priest with Jump Pack (Index/Blood of Baal):&#039;&#039;&#039; 12&amp;quot; movement, {{W40Kkeyword|JUMP PACK}}, and {{W40Kkeyword|FLY}}, and Jump Pack Assault, for only 10 more points.  Pairs well with Sanguinary Guard, Vanguard Vets, Death Company, etc.  The codex doesn&#039;t feature the option to equip with a jump pack, so refer to the index/Blood of Baal for this one.&lt;br /&gt;
**&#039;&#039;&#039;Sanguinary Priest on Bike (Legends):&#039;&#039;&#039; 14&amp;quot; movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to normal priest - as well as becoming a {{W40Kkeyword|BIKER}} - for 25 more points. Sanguinary Priests, both regular and biker varieties, work amazingly with units armed with Power Swords. S5 AP-3 is a nasty profile that can put wounds on most things reliably, particularly since you will reliably have the Red Thirst up - you&#039;ll wound T4 or less on 2s!  The +1S is particularly nice because, per the Designer&#039;s Commentary, Strength buffs happen before a melee weapon&#039;s Strength is calculated - so e.g. Power Fists and Thunder Hammers go to S10.  The synergy with Red Thirst is strange because Red Thirst is a flat +1 to wound but +1 or even +2S only sometimes helps - for example, Blood Angels Thunder Hammers will wound T6 on 2s without the Priest&#039;s help - but you&#039;ll still get better results combining the priest with multiplicative melee weapons, for a net +2.&lt;br /&gt;
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*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; At the end of movement phase can (now without roll) restore one {{W40Kkeyword|blood angels vehicle}} model within 1&amp;quot; for 1d3 lost wounds. Equipped with a servo-arm and power axe by default. Can take a jump pack, servo-harness, and can swap out his pistol for another pistol or a combi-weapon (the storm bolter is the big draw here). Most importantly, you can swap out the Power Axe for a Chainsword to get one of the cheapest HQ options there is (45 points).  Blood Angels has some great HQ options, but the Techmarine is a good way to pay an HQ tax. Hand him a Veritas Vitae and park him near some artillery.&lt;br /&gt;
**&#039;&#039;&#039;Techmarine on Bike (Legends):&#039;&#039;&#039; 14&amp;quot; movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to a normal Techmarine, but pays 25 points for the bike (not including the Storm Bolter attached to it); the mobility is excellent for keeping up with what he wants to repair, but be aware the bike isn&#039;t free. Same advice applies about his other wargear.&lt;br /&gt;
**&#039;&#039;&#039;Techmarine with Jump Pack (Legends):&#039;&#039;&#039;  Badly overcosted, at more than double the cost of the footslogging Techmarine before wargear - has neither a servo-arm nor a conversion beamer, which is the only way in the game to make that happen, but the jump pack costs so much you&#039;re actually &#039;&#039;far&#039;&#039; better off just shelling out for a bike.  Can still repair vehicles just fine, mind you.  There&#039;s a rules explosion if you take both a servo-harness and a jump pack (which is not banned); until it&#039;s FAQ&#039;ed, both will resolve, and the jump pack will take your servo-arms away, leaving you with a jump pack, flamer, and plasma cutter.  Theoretically, the same thing will happen if you swap your servo-arm for a conversion beamer &amp;quot;before&amp;quot; taking a jump pack, but the RAI on that &#039;&#039;seems&#039;&#039; clearer.  [[skub|Discuss any rules clusterfucks with your opponent before you exploit them.]]&lt;br /&gt;
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*&#039;&#039;&#039;Rhino Primaris (Legends):&#039;&#039;&#039; One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin plasma gun, the ability to call an orbital bombardment (a single blast that can deal d3 Mortal Wounds to all enemies within d6&amp;quot; of a targeted point and doesn&#039;t need line of sight, but can only be fired once per game), and its servo-skull hub. The hub allows the Rhino Primaris to buff allies within 12&amp;quot; with either a +1 to hit, a -1 to morale tests,  or healing a wound (for vehicles only). It only has room to transport 6 units, though that&#039;s just enough for a Captain and his Veteran Squad.&lt;br /&gt;
**Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn&#039;t worth the extra damage. &lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Excelsior (Legends):&#039;&#039;&#039; The other half of the Command Tank duo, which comes with a 5+ invulnerable save, the Captain&#039;s ability to grant re-rolls for hit results of 1 for units within 6&amp;quot; of it, a pair of twin lascannons, and a grav-cannon/grav-amp combo. If you take it, take the Rhino Primaris too - it&#039;ll gain a +1 to hit for all shooting attacks if it stays within 24&amp;quot; of the Rhino Primaris. Apart from that, it&#039;s fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon. &lt;br /&gt;
**As is the case for the Rhino Primaris, do &#039;&#039;not&#039;&#039; overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process! &lt;br /&gt;
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*&#039;&#039;&#039;(Forge World) Damocles Command Rhino:&#039;&#039;&#039; Costing almost twice as much as normal Rhino, but with one transport place for character, this gives you one-use Orbital bombardment, which on 4+ hit every unit in 6&amp;quot; from point on a battlefield you choose ( -1 for Characters) and deals D3 mortal wounds. Second ability is generating 1 CP per turn if your warlord is embarked and roll less than his LD. This is helpful, but most Blood Angels potential Warlords doesn&#039;t fit Rhino (jump pack, terminator armour, Dreadnought)&lt;br /&gt;
**This vehicle is useful against cheap horde armies, which probably have more Command Points than you.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Astorath:&#039;&#039;&#039; Astorath has gained some fun special rules. His axe is now basically a relic blade, which on a 6+ to wound is a flat 3 damage. All BA within 6&amp;quot; re-roll hits in the fight phase and can use his leadership for morale tests; death company instead become fearless. Astorath now gains the very cool rule Mass of Doom, which you may activate once per game at the start of your turn. Roll 1D6 for each friendly BA infantry unit within 6&amp;quot;. On a 1, the unit takes 1 mortal wound. On a 2-5, add 1 to all hit rolls made in the fight phase. On a 6, same as above but the unit also gains a 4++ invuln until the end of your turn. So, just before your big 15 man death company charges, you can probably give them 2+ re-rollable attacks for maximum rape, and you only kill one of them with odds 5/36, since they can FNP the mortal wound from the Mass. Combine this with Librarians, Sanguinary Priests, and Ancients to get the maximum bang for your berserker buck.&lt;br /&gt;
** Mass of Doom is no joke. Whatever Astorath says takes your Death Company WAY beyond enraged. Enjoy your renewed title as the premier alpha strike combo. Combined with the Red Thirst, your DC will become incredibly efficient in melee armed with power swords [which are now cheap as chips]. Against other MEQ, you&#039;re hitting and wounding on 2s and 3s with re-rolls and AP-3. With a priest or sanguinor (who also has deep strike), the buffs just keep building and building and building... there is really no comparison. Be careful, though, as you&#039;re going to wind up the same way as many iterations before, completely butchering the first target and getting left alone and likely facing lots of retributive firepower the next turn. Go play ultramarines if you want to be cool, calm, and collected.&lt;br /&gt;
** Unfortunately Astorath is shadowed by Lemartes ability. The ability to re-roll charges is too crucial for a Death Company list and its just too expensive and redundant to realistically run them both. Unless you&#039;re re-enacting the Diamor campaign. FOR SANGUINIUS!&lt;br /&gt;
** Double unfortunately, Mass of doom and Litanies of Battle need to be used at the &#039;&#039;&#039;beginning&#039;&#039;&#039; of your movement phase, but the deep strike happens at the &#039;&#039;&#039;end&#039;&#039;&#039; of the movement phase, so you can&#039;t use it on a unit that is deep striking this turn, nor can you use it while deep striking Astorath himself.&lt;br /&gt;
** Only 105 pts to run this Angel of Death.&lt;br /&gt;
** Thanks to Blood of Baal, Astorath has gained a serious buff in the form of the Master of Sanctity keyword. This brings with it the ability to take 3 Litanies of Battle and use 2 each turn. &lt;br /&gt;
***Unfortunately bumped down to only knowing 2 litanies from the Litanies of Battle as of the 01/06/20 FAQ, but can still use 2 each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brother Corbulo:&#039;&#039;&#039; Corbulo is a buffed Sanguinary Priest with some cool wargear.  14 points buys you the standard lack of ability to choose different wargear for a named character, but +1 BS with his Bolt Pistol and Grenades, +1W, and his melee gains +1S and -1AP due to him gaining +1A but swapping out his chainsword for Heaven&#039;s Teeth, resulting in no net change to attack volume.  His Blood Chalice grants 6+ exploding hit dice during the Fight phase to infantry and biker units within 6&amp;quot; (including himself, naturally).  He also has the Far-Seeing Eye, which grants a single re-roll on anything for Corbulo 1/turn, which you will generally want to apply to his Narthecium, either to heal more wounds (bringing his average healing up from 2 to 2.33) or increase his odds of raising the dead from 50% to 75%, but it&#039;s worth noting his re-roll is Cawl grade, not just on failures, so you can use it to guarantee his bolt pistol or krak grenade hits or wounds, or to raise his krak grenade&#039;s average damage from 2 to 2.33.  He has no jump pack. Like other priests, he is cheap and a genuinely good option.&lt;br /&gt;
**Like Mephiston and Tycho, this dude prefers to rock and roll without a jump pack. He does complement vanguard vets and death company rolling around in transports very well, as they can simply conga line to leave someone close enough to Corbulo to pick up the buff. His explosions work on &#039;&#039;all&#039;&#039; {{W40Kkeyword|blood angels}} units, so you can apply him to dreadnoughts, or even Stormravens if you&#039;re feeling silly.  He&#039;s also amazing paired with a Company Ancient, as his explosions happen during the Fight phase regardless of weapon type, giving you access to shenanigans like exploding the dice for inferno pistols.&lt;br /&gt;
**Makes a fine support unit for Aggressors. Makes them tougher, hit harder, and hit more often. Aggressors are well suited to foot slogging so no worry over transportation issues.&lt;br /&gt;
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*&#039;&#039;&#039;Captain Tycho:&#039;&#039;&#039; Tycho changed a bit with the codex. Like usual, he is a captain with a master-crafted boltgun like other captains, but it has a meltagun strapped to it, and he has a 2+ save and doesn&#039;t like orks, gaining 1d3 attacks against them. He also got back Dead Man&#039;s Hand for Melee purposes: S User AP-2 D1, which is a lightning claw that doesn&#039;t re-roll wounds/a power sword with 1 worse AP/a power axe with 1 worse S.  Meh.&lt;br /&gt;
**Like his psycho version, his greatest advantage is a low points cost, paired with a durability upgrade; actually building him from a Captain is impossible, but his melee weapon is approximately as good as a chainsword (it&#039;s worse against anything with 0 or 1 penetrable save, such as Storm Shield MEQs or Genestealers, but better against anything with 2 or better, so is approximately a wash), and his ranged weapon is indisputably better than a combi-melta (a Captain with a Combi-Melta will run you 2 &#039;&#039;more&#039;&#039; points than Tycho), so if you were going to field a footslogging combi-melta no-melee-upgrades Captain, this is the way to go, but why would you do that?  His severe lack of mobility fails to impress.&lt;br /&gt;
**&#039;&#039;&#039;Tycho the Lost:&#039;&#039;&#039; Edgy Tycho now doesn&#039;t help his friends. He loses his re-roll aura (making him less accurate without external support), but gains the Black Rage for a 6+++ and +1A on the charge, and drops 25 points in cost - but why would you do that?  If your goal is paying HQ taxes cheaply, you can take a Sanguinary Priest for 1 point less, a Techmarine for 8 points less, or a Lieutenant for 10 points less, all of whom provide actual utility - and the Black Rage doesn&#039;t really impress on a model carrying a weapon that shabby. With the red thirst, black rage, and AP-2, he will surprise you. If you assault the same model you shot with your melta gun in the shooting phase you stand a good chance of killing it, unless its a vehicle or MC of course.&lt;br /&gt;
** Tycho the lost is a bargain no matter how you add things up; the problem is his questionable purpose in a BA army. Don’t use him as a frontline HQ or melee powerhouse, load him in a stormraven and place him behind your enemy or in an inconvient position. He will take dedicated effort for your opponent to remove him and will hamper their main effort. He’s great at snatching far off objectives. Also does a great job of preying on vehicles or other weaker units. He’s also a great distraction. Get creative with him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chief Librarian Mephiston:&#039;&#039;&#039; The only &#039;&#039;named&#039;&#039; Primaris character for BA&#039;s, Mephiston is similar to last edition, with 6 Wounds and 5s for S, T, and A instead of 6s like the days of yore (or 4s for a standard librarian), but he makes up for it in other ways. His Sanguine Sword is now a Power Fist with no to-hit penalty; his other benefits include M7 (although he has no jump pack), BS2+ with his Plasma Pistol, a 2+ save, a 5+++ FNP, Denying 2 powers instead of 1, and knowing 3 powers instead of 2, but that last is particularly lackluster, as he can still only cast 2; you&#039;ll probably want to take Unleash Rage (or Quickening, if you want him to buff himself better [[derp|since THERE CAN ONLY BE ONE MEPHISTON!]]), Shield of Sanguinius, and Wings of Sanguinius on him, then only cast the third power when you really need to get him into position.  All of those benefits will cost you 57 points over a normal Librarian, or 52 more than a Primaris Librarian (which has the same W and A as him).&lt;br /&gt;
**Mephiston has an excellent statline, lots of melee power (combined with a Sanguinary Priest, he can hit at S12!), can buff himself and/or others well, and is priced decently. He makes a good HQ (although his warlord trait is lackluster). His only weaknesses are no way to generate anything better than a 5++, allowing basic power swords to hurt him, and no means to deep strike with other choppy units. otherwise, he can perform any HQ role quite well. He&#039;s in direct competition with a librarian dreadnought, given how much of his special character oomph was directed into making him beatstickier.&lt;br /&gt;
**&#039;&#039;&#039;Chief Librarian Mephiston (Legends)&#039;&#039;&#039;: The now-outdated, non-Primaris version of Mephiston.  No point taking him even if allowed, as the new Mephiston is better &#039;&#039;and&#039;&#039; cheaper, unless you want to put him in an older transport.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Commander Dante:&#039;&#039;&#039; Despite being the &amp;quot;I&#039;m too old for this shit&amp;quot; character, Dante is still a beatstick. Coming in with the classic wargear of The Axe Mortalis (a relic blade that re-rolls failed wounds against {{W40Kkeyword|character}}s) and an Inferno Pistol, 2+, 4++, and a jump pack, Dante hasn&#039;t really changed much, but does have W6 and A6. A lucky lascannon can still kill him, but he is a whole bunch tougher against small or even medium arms fire. Dante loses out on his cool tactical and jump pack warlord rules and now has a 6&amp;quot; bubble of re-rolls of all failed to hits, which is... alright. But you&#039;re not taking him for those, you&#039;re taking him for the 6 inch bubble of giving morale rolls the middle finger from his built in Warlord Trait - meaning that whoever you select as his bodyguard won&#039;t break for shit - although it&#039;s worth noting you can put that trait on any unnamed Warlord you like. &lt;br /&gt;
** Unleash Rage and Red rampage. 10 Attacks. Nice &lt;br /&gt;
**For vanguards and assault marines, this is great, but since the most commonly used Dante bodyguard, Sanguinary Guard, get re-rolls to hit within 6&amp;quot; of your warlord already, this is kind of shit, so you probably don&#039;t want to take them - instead, take Company Veterans with Jump Packs, for the same job, or don&#039;t make Dante your Warlord.&lt;br /&gt;
***This boy is 25 pts cheaper as of Chapter Approved 2019 now only costing 150pts! He is not and should not be used like Calgar, Abbadon, a hive tyrant, an Avatar, etc. Dante&#039;s main draw is his exceptional alpha strike potential. For best results, consider not deep striking him. Instead work up the board normally using your character status as protection, or jump out of a stormraven. You need to damage your opponent as much as possible in one turn, that means getting very close in the movement phase, inferno pistol in shooting phase, successful charge in assault phase with those juicy 6 attacks and ideally red rampage for D3 more. Lower their damage bracket so they cant strike back as hard. If everything goes as planned, he is a top notch character assassin. Otherwise, Dante just doesn&#039;t have the staying power of other models in his weight class. &lt;br /&gt;
** Take a vanguard detachment with Dante and back him up with three standard dreads packing lascannons w/ fist/storm bolter (heavy flamer if you must). March them up the board, they will take a beating and will protect Dante, likewise they will throw out a lot of dakka thanks to re-roll all hits. Once you get close Dante can jump ahead, or swing around to slay the most opportune target, and dreads will dish out some hurt with all their re roll fists hits. &lt;br /&gt;
** Alternatively, he&#039;s a great buff for a gun-line.  Have him sit back with several lascannons and pop enemy vehicles, re-rolling all misses, and let Lemartes and DC charge in and wipe out everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Lemartes:&#039;&#039;&#039; Lemartes is still the mad-capped berserker that we all know and love, with some differences in this edition. Gone is his crazy approach to getting wounded and getting angrier, but his wounds have gone from 2 to 4, and his base attacks are a respectable 5. As Death Company are no longer fearless (disappointing), you do have the option to use Lemartes’ Leadership of 9 (immunity until 4 models drop) if within 6”, should your crazy marines need to take a leadership test; note that Lemartes &#039;&#039;can&#039;t&#039;&#039; buff non-Death Company, unlike Astorath or normal Chaplains. The best thing here, though, is that Lemartes allows re-rolls of failed charges for Death Company, on top of providing them with re-rolls to hit in the Fight phase (which, again, he can&#039;t provide to non-Death Company). Quite handy when Jump Pack assaults will be at least 9” away to start with.  At only 100 points, this Death Company deep strike bomber is a bargain.&lt;br /&gt;
** Blood of Baal changes things up a bit. He still has Black Rage due to an FAQ put out on 01/06/20 and now knows Litany of Hate/1 Litany of Battle/Invocation of Destruction and can recite 1 each turn, on top of his natural aura to re-roll DC charges and melee hits. Consider taking Mantra of strength to turn him into even more of a beatstick.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sanguinor:&#039;&#039;&#039; Our special snowflake is now a very pointy snowflake. Basically a copy of Dante for 20 points less now (since he dropped 20 and Dante dropped 25), with -1 wound (he is affected by his own aura, so his attacks match Dante&#039;s unless they&#039;re together, in which case Dante pulls ahead by 1), but his weapon is AP-4 vs Dante&#039;s AP-3 (and doesn&#039;t re-roll wounds against anything), and he retains his aura of fervour, granting +1 attack to BA infantry units within 6&amp;quot; (but &#039;&#039;doesn&#039;t&#039;&#039; grant re-rolling misses, making him better at buffing melee but worse at buffing ranged), making him a natural fit with Sanguinary Guard/Jump Company Veterans/Vanguard Veterans as warlord. He may also fall back from combat and still charge that turn, and is wearing a Death Mask. All this for noticeably less than Dante. So yeah, if you want a slightly less tough, more/differently buffy guy, pick the Sanguinor; otherwise, if you want a more focused killer, Dante is your man.&lt;br /&gt;
** Pretty solid warlord, and will make power fist sanguinary guard quite gnarly. A better take over Dante unless you really want an inferno pistol and/or improved 1v1 combat ability&lt;br /&gt;
** He does very well with Sanguinary guard... but also makes death company alarmingly good. With +1 A, they will hit 6 times with chainswords, or 5 times with power swords OR thunder hammers. Hey, where is the chaplain?&lt;br /&gt;
** Don&#039;t forget to throw his grenades, its not like they will kill much, but i`d be a shame to waste his awesome ballistic skill.&lt;br /&gt;
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====Successor Chapters====&lt;br /&gt;
*&#039;&#039;&#039;Gabriel Seth ([[Flesh Tearers]]):&#039;&#039;&#039; Thankfully moved from the LoW section, Gabriel is a Captain with +1W and the usual Chapter Master aura of re-rolling &#039;&#039;all&#039;&#039; failed hits (which doesn&#039;t matter for 2+ models, but is twice as good for 3+ models); his melee weapon is a Thunder Hammer with +1AP and +1WS (that is, no inaccuracy penalty, but only AP-2), and he carries a Bolt Pistol.  His aura also lets {{W40Kkeyword|Flesh Tearers}} (including himself, as always) who finish a consolidate within it roll a d6, and on a 6+, it can fight again.  RAW, technically if this happens the unit can never Fight again, but it [[skub|seems]] clear the RAI is simply that the second Fight&#039;s consolidate doesn&#039;t get to roll (the rule actually says the unit fights for a final time, but &amp;quot;probably&amp;quot; means a final time &#039;&#039;that phase&#039;&#039;).  He also has a personal rule that a 6+ to hit in the Fight phase for him inflicts an additional hit without rolling.  At only 135 points, he&#039;s pretty ok - since he&#039;s A4 base, his total expected attacks that hit are 5.83 after accounting for his automatic hitting and re-roll aura, up to 6.81 after his very low chance to do the entire thing a second time; a strictly theoretical Primaris Captain (to match Seth&#039;s Wounds count) with a Thunder Hammer would cost you 108 points, hitting at -1AP, and actually connecting only 3.89 times, and both would behave the same way at range. Cheap re-rolls like Seth cannot be overstated, seriously its like deathwatch watch masters. &lt;br /&gt;
**The biggest problem with him is that he cuts off your access to the good relics if he or any of his chapter are your Warlord, forcing you to make do with an only slightly upgraded power sword that&#039;s usually not even as good as a master-crafted power sword.  His aura is good, but it&#039;s not losing access to the Veritas Vitae or Standard of Sacrifice good; ultimately, his melee weapon is the Hammer of Baal at 1 worse AP, and his aura effectively combines Dante&#039;s with Corbulo&#039;s, so he doesn&#039;t bring much unique to the table, unfortunately.&lt;br /&gt;
***All that being said, if you&#039;re a Flesh Tearers player, you&#039;re used to getting fucked over. RIP AND TEAR&lt;br /&gt;
**Combine him with three lascannon/fist dreadnoughts in a vanguard detachment. He is a great way to bring a re-roll for all hits and makes three normal dreadnoughts brutal. They get re-rolls hits with the fists as if they had two, and your lascannons are re rolling hits as you slowly march up the field, plus 24 T7 wounds is a great bodyguard for a character/warlord. Add in reivers or Vang Vets deep striking to handle any hordes and you have a solid base for your army.&lt;br /&gt;
** For 110 points he does give re-rolls to all hits. Ironically, this makes him an affordable way to significantly boost a gun line, which you will send in counter charges and deep strikers overhead once the enemy breaks the final protective line. Playing BA reactively is difficult, but can work really well, who knew this dude is a prime candidate for the commander? Perhaps the flesh tearers are remodeling their combat doctrine... or perhaps not.&lt;br /&gt;
*&#039;&#039;&#039;Malakim Phoros ([[Lamenters]], Forgeworld):&#039;&#039;&#039; 115 Points for a +1W &amp;amp; A Captain and re-roll wounds, with a relic blade equivalent and 12&amp;quot; inferno pistol?????? THAT. IS. DAMN. GOOD. The Lamenters shit days are over with these guy. Simply plant him next to all the dakka you can muster and let rip! Perhaps not as scary as his 7th edition stats, the Lord of Ruin still dishes out the pain with the best of them. His pistol, Catechist, is still a 12&amp;quot; Inferno Pistol, and his Glaive of Lamentation is a Power Fist with -1S -1AP, which is practically speaking better without a Sanguinary Priest on hand, due to the Red Thirst; with one, you&#039;re actually at -2S relative to the Fist, which is a bit more noticeable, but nothing to get worked up over.  His special rule, &amp;quot;The Lord of Ruin&amp;quot;, turns him into a super-Lieutenant, allowing all {{W40Kkeyword|Lamenters infantry}}, {{W40Kkeyword|dreadnought}}s, and {{W40Kkeyword|biker}}s (i.e. all of your Red Thirst units) within 6&amp;quot; of him to re-roll &#039;&#039;all failed wound rolls&#039;&#039;, which is &#039;&#039;drastically&#039;&#039; better than re-rolling all failed hits, in practice. Due to how well the Red Thirst already buffs your melee wounding, if you use Malakim to buff melee wounding as well, you&#039;ll want to bring weaker but cheaper melee weapons, like power swords - he won&#039;t really help your Thunder Hammers more than a Lieutenant would, but your Power Sword infantry will go from wounding Land Raiders 58.33% of the time with both a Priest and Lieutenant on hand to 75% of the time with Phoros and a Priest - and they cost a &#039;&#039;lot&#039;&#039; less.  Combine him with a Captain on anything that has a 2+ to hit to functionally achieve re-rolling all failed hits and all failed wounds, or for melee, with a Chaplain or Terminator Ancient.&lt;br /&gt;
**There are basically two good ways to use Malakim.&lt;br /&gt;
***You can stuff him in a Stormraven to speed him up; his buff won&#039;t help anyone until he gets out, but you can more easily get him where he needs to go this way.  &lt;br /&gt;
****This is the only practical way to get him to buff melee combat; the best fellow buffer he can have for that is generally a Sanguinary Priest for +1S. A Librarian for Unleash Rage can also help, but buffs a single target, rather than employing an aura, on top of being able to fail the buff.  You should put a Dread on board and as many Company Veterans as you can, but, of course, be aware that melee units that can&#039;t {{W40Kkeyword|FLY}} may have trouble deleting units that can only be charged by models with {{W40Kkeyword|FLY}}; instead, since Phoros and the Priest are both auras, you may want to dump them somewhere, then deep strike in many small units of Jump melee troops to try and ensure charges get through.  If you want more room on board for more chargers, remember Priests, Librarians, and Captains can all take Jump Packs, and get to where they need to be themselves.&lt;br /&gt;
****You can also field this ranged style (see below), or mix the two; Sanguinary Guard can {{W40Kkeyword|FLY}}, carry both a melee weapon and a gun, and, near Phoros, re-roll all failed hits &#039;&#039;and&#039;&#039; wounds; give them plasma pistols, a &#039;&#039;Company&#039;&#039; Ancient, and a Sanguinary Priest, then combine the lot of it near something you want dead for deeply satisfactory plasma spam.  Not remotely as good with inferno pistols, due to short range and Malakim being slow, or angelus bolters, which have the range, but are insanely overcosted.  &lt;br /&gt;
***You can, instead, just walk him up the field, like how Codex Marines field Guilliman. This is clearly best with ranged; since Phoros can&#039;t buff most vehicles, you&#039;re looking to field Devastators, Hellblasters, and dakka Dreads (especially Leviathan Dreads), essentially.  Note that this is perfectly fieldable on a Stormraven - you can stuff Phoros, 2 Heavy Flamer Devastators squads, and a Leviathan Dreadnought on a Stormraven, with room to spare for an additional buffer if you want one on board.  You can&#039;t stuff Hellblasters on one, so for them, make sure you bring a Company Ancient to let them shoot twice when they die, and a Priest is still a good idea to stand them back up, on top of the Captain you&#039;ll definitely want.&lt;br /&gt;
**Since we&#039;re already using Forgeworld, remember that we can make use of Chaplain Dreadnoughts. The +1S buff from the Chaplain Dread stacks with the +1S from a Sanguinary Priest, which stacks with any x2 melee weapon for a net +4S on top of the weapon&#039;s buff (i.e. net +8, or S12, for all of those S4 guys you were bringing); between that and the Red Thirst, you can easily get Malakim up to wounding Land Raiders on a 2+ (he&#039;ll be at S9), and your S12 punchers will wound even the incredibly rare T9 and T10 targets out there on a 2+.&lt;br /&gt;
***Potentially Hilarious Idea: Put Malakim in a Vanguard Detachment with 3 Furioso Dreads armed with Heavy Flamers and Frag Cannons for self-contained 9D6 auto-hits, re-rolling wounds. Really who even needs Chapter Master?&lt;br /&gt;
**** You guys are looking at things the wrong way. Phoros and Aggressors (a full vanguard with 3 squads should suffice, maxed out even better!) are a match made in heaven. His very unique wounds re roll works better and better as volume increases. 6 mans squads of aggressors can pump 100 or more shots a turn, assuming 2/3s of those hit, re rolling the wounds allows you to engage anything from T4 to T8 and up. Basically, aggressors work wonders on hordes by themselves. Throw in re rolls to wounds and they can take on any target. Plus you have power fists to finish off T8... Aggressors like to hug cover and let the enemy come to them, a perfect match since Phoros is only 1&amp;quot; faster. Phoros makes a great unit (Aggressors are easily one of the best if not the best infantry in all of the Astartes codex) phenomenal.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; The Scout special rule Concealed Deployment may be the best troop rule space marines have. Since they deploy during the deployment phase, you can cut off huge swaths of the board from enemy deep strikes early in the game, and they count as deployed on the table for the purpose of legally holding all your Jump stuff back to Deep Strike. They have both a shooty build and a close combat build, and offensive wise are just as good as Tactical Marines at shooting and Assault Marines at assaulting. They can create early pre-screens so horde armies can&#039;t get a full move right off the bat. Worried about a Tyranid army getting a 30&amp;quot; move on turn one? Scouts make a fine speed bump. Camo Cloaks actually make Scouts cost more than Tactical Marines on a model by model basis, so skip them.  The Combat Knives look like a good idea, but they aren&#039;t - your Scouts hit harder in melee than they do at range, but after their deployment step, they&#039;re not particularly mobile at getting into charge range; remember, the primary reason you&#039;re bringing these guys is for Objective Secured. The shotguns have a similar problem of needing more mobility than you have to shine (contrast with Scout Bikes, where the shotguns are amazing).  Your best bets for the &amp;quot;mook&amp;quot; scouts are bolters to keep them cheap, but effective at range, or snipers if your meta has a lot of weak support characters running around - just be wary, as this makes the scout more than a third again as expensive.  The Sergeant is another matter entirely, due to his second attack and superior equipment access, particularly if you&#039;re deploying your Scouts in a Land Speeder Storm; a Power Sword on him costs as much as that sniper rifle would have, but murders more things more easily, and doesn&#039;t make him drop his bolter.&lt;br /&gt;
**Alternate take on combat knives: Scouts with knives are significantly more dangerous in melee than more expensive normal SM units and scouts with combat blades show up in Blood Angel lists that win tournaments (and play more than a few BA HQ units, the most successful lists are still Slamguinus, Mephiston, another Captain with the Hammer of Baal and a Guard Brigade. BA Battalions with Blade Scouts are a thing that do place though, more than some armies place at all), often the Sarge has a storm bolter and combat knife. Sniper scouts are not terribly competitive, they do not mesh with the BA advantages (which gravitate to melee), nor the scout advantages (being a cheap unit).&lt;br /&gt;
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*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; You know how these guys work. Squad size of 5-10, armed with Boltguns, Bolt Pistols, and Frag and Krak Grenades. As before, you can take one Heavy or one Special Weapon at five models, and one of each at ten, but because you&#039;re {{W40Kkeyword|blood angels}}, the heavy can be a heavy flamer. Your Sergeant may take items from the Sergeant Equipment List by dropping both his bolter and pistol; your strongest choices here will be a storm bolter and a power sword or thunder hammer (be aware, this will more than double this cost). Combat squads are still a thing, working much the same as they always have. They now have the Red Thirst that makes them better in melee, and when combined with other synergy units in the codex they can become surprisingly good melee units (though they will never become amazing in melee, so don&#039;t get any ideas - combat knife scouts will readily butcher them). Look, these guys are bread and butter, great at nothing, good at everything. They are neither as cheap and tricksy as Scouts or as Tough and effectively specialized as Intercessors, but are a reliable middle-ground between these two options, as they always have been. &lt;br /&gt;
**5 man squads in Twin Assault Cannon Razorbacks are pretty certainly your best bet; a Storm Bolter/Thunder Hammer Sergeant, 3 mooks, and a guy carrying your favorite of a Heavy Bolter, Heavy Flamer, or Lascannon will do a shockingly reasonable amount of work.&lt;br /&gt;
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*&#039;&#039;&#039;Intercessors:&#039;&#039;&#039; The Primaris addition to the Blood Angel infantry. Essentially a Tactical marine with an extra attack and wound, and packs Bolt Rifles for free (bolters at +6&amp;quot; range and -1AP), Auto Bolt Rifles for 1 point (Assault 3 bolters, for when mobility is needed), or Stalker Bolt Rifles for 0 points (36&amp;quot; Heavy 1 AP-2 2D Bolter). One squad member can take an auxiliary grenade launcher for 1 point to have 30&amp;quot; grenades, which is at least entertaining. Intercessors are better in close combat than their Tactical marine brethen, however this is not the reason you take them (you have better options in this Codex, though they aren&#039;t pushovers either). What you want from them is good good mid-field objective grabbers and frontal assualt fighters. They&#039;ve got good range, -1AP over Tacticals, and good staying power. While Tacticals may have more diverse weapon options (for now) Intercessors are better suited for contesting and holding objectives and dragging out fights with tougher adversaries that Tactical and Scout squads would prefer to avoid. Along with stock Intercessors being good at objective grabbing another effective loadout this has found is 10 of these guys with Auto Bolt Rifles (which are not entirely worse than regular Bolt Rifles, outputting more damage outside of 15&amp;quot;) or any variant really and a Lieutenant can make for a very effective mobile anti-infantry platform. Remember to play to their strengths, Tactical Squads (for now anyway, Intercessors will probably get their chance) are the ones who want to be the Jack-of-all-Trades Infantry that can do a little of everything, Intercessors job is geared toward anti-infantry and holding-the-line or contesting, be that against infantry, monsters or vehicle chargers (much easier now too thanks to Red Thirst, wounding Carnifexs on fours anyone?).&lt;br /&gt;
**Intercessor sergeants can now take a chain sword, power sword, a hand flamer (instead of a rifle, fluffy perhaps but keep the rifle for serious play,) a power fist, or a thunder hammer. Keep in mind you need to get intercessors INTO melee to use these. No reason not to take a chainsword, but the rest depends on how you are using them. Auto-rifle wielding intercessors could do well with a sword or fist, acting as a back-up if your squishier melee units (lookin at you, Death Company) die before making back their points. &lt;br /&gt;
**The other rifles recieved a buff from Codex Space Marines, and they&#039;re actually pretty good now. Having assault 3 bolters is never a bad thing, and increase the speed of the Primaris, something they lack a bit of with no cheap transports. Stalker rifles upgrade Intercessors with budget autocannons. Yes, they&#039;re only stregth 4, but D2 only occurs on a few guns in any SM codex. These rifles are definitely made for popping Nobs, Immortals, and Tyranid Warriors. (Or Primaris, interestingly enough.) (Side note that these rifles also have just enough AP to make cataphractii terminators use an invuln-save instead of armor.)&lt;br /&gt;
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*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; Same statline as Intercessors, but with +1Ld. Standard unit of one Sergeant and four Bodies, but unique in that it can take an additional four bodies and one Apothecary-Cadet that can only heal a model from this unit, or revive one on a &amp;lt;b&amp;gt;5+&amp;lt;/b&amp;gt;. Marksman bolt carbines are exactly the same as &amp;lt;b&amp;gt;boltguns&amp;lt;/b&amp;gt;, but unmodified hit rolls of 6 automatically hits and wounds, but your opponent still gets a save. Their smoke grenades work exactly as vehicle smoke launchers; sacrifice a round of shooting for a -1 hit modifier against opponents shooting attacks.  They can deploy when setting up anywhere on the battlefield that is more than 9&amp;quot; from an enemy unit or your opponent’s own deployment zone: this is during set-up only, not during any of your other turns. Finally, enemy units cannot arrive as reinforcements within 12&amp;quot; of this unit, making them excellent at area denial. &lt;br /&gt;
**Sadly, at 22 points a model (and 32 points for the Helix Adept), much of this needs to be judged against the flexibility of the Tactical Squad, the solidity of firepower from an Intercessor squad, and the cheapness of the Scout Squad. Bad? Maybe not. Overcosted? The jury is still out...but the verdict is likely yes.&lt;br /&gt;
**While they do cost as much as Reivers with grapple guns and grav shutes, they do deny deep strikes within 12&amp;quot; of them meaning the majority of rapid fire weapons can&#039;t rapid fire upon arriving and more importantly enemy units &#039;&#039;&#039; can&#039;t charge you out of deepstrike&#039;&#039;&#039; (crippling to armies and players that rely on it and makes their ability much more valuable against Orks, 1K Sons &amp;amp; GSC.) spread them about to maximize that bubble and watch them draw fire from your opponent (assuming their army relies on this tactic) possibly saving other key units. So weigh this against their staggering cost (230 for 9 plus a Hellix Adept) for a troops choice.&lt;br /&gt;
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*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; These models come in the infiltrator box set and have some nice benefits. Firstly, their shots ignore cover so you can feel like an Imperial Fist as a Blood Angel. Second, they ignore all negative modifiers to hit (eat your hearts out eldar and thousand sons). They start at 19 points per model and can take a haywire land mine for an additional 10 points.&lt;br /&gt;
**These guys you should take if you&#039;re playing an objective based game, once they throw down their land mine enemy units now can&#039;t get near an objective without taking D3 mortal wounds&lt;br /&gt;
**Their Paired Combat Knives synergize with the Blood Angels better than most other chapters, since the +1 to wound rolls helps ameliorate their relatively low Strength (never wound at less that 5+!), and exploding 6s to hit means that the 16 attacks from a five man squad on the charge (2 per base, +1 per from Shock Assault, +1 on the Sarge) will statistically become 18-19, so you&#039;ll have lots of chances for that +1 to make a difference. Leave backfield objective holding to the Infiltrators with their 12-inch anti-deepstrike bubble—these guys are probably better off using Concealed Positions to start close to entrenched enemy units, where their ability to ignore cover and other penalties will help make up for their S4 AP0 shooting, and then moving in for a Charge. AP-1 from the Assault Doctrine can also help make them viable.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Company Ancient:&#039;&#039;&#039; The old banner bearer, now an independent {{W40Kkeyword|Character}}. The banner adds +1L to any same Chapter {{W40Kkeyword|Infantry}} (sorry, bikers!) units within 6&amp;quot;. If a &#039;&#039;model&#039;&#039; from the Chapter dies within 6&amp;quot;, you get a 4+ chance for them to get off one more round of shooting (with &#039;&#039;one&#039;&#039; ranged weapon) or one more close combat attack, before your opponent can move on to something else. Note that this only affects &#039;&#039;models&#039;&#039; in the bubble, not units, so be mindful when picking who dies. Comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon. When you proc his ability on a plasma gun wielder, remember to overcharge it.  Unfortunately, &#039;&#039;drastically&#039;&#039; better supporting guns (since you get the gun&#039;s full rate of fire) than melee (since any attacks above 1 are wasted), even though you&#039;re a melee focused army.&lt;br /&gt;
**&#039;&#039;&#039;Company Ancient with Jump Pack:&#039;&#039;&#039;  Give him a Jump Pack for 9 points, which also lets him Deep Strike.  This guy right here is a poster boy for carrying the Standard of Sacrifice into battle, as he&#039;ll provide a 5+++ FNP and then a 4+ attack one more time, drastically spiking the output of what he&#039;s supporting, and the Jump Pack will help him guarantee the bubble is where you need it to be.&lt;br /&gt;
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*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; Same as a Company Ancient, but with +1W 1+A. Comes with a bolt rifle in addition to the pistol, and like most Primaris characters, cannot swap his war gear.&lt;br /&gt;
** Best used to support an Aggressor gunline, which can benefit from either the extra shooting or melee attacks. While certainly not a replacement for a Sanguinary Ancient, the larger base, better bolt rifle, additional attack and two wounds for a five point increase is nothing to snub at.&lt;br /&gt;
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*&#039;&#039;&#039;Sanguinary Ancient:&#039;&#039;&#039; A single Sanguinary Guard character holding a banner that grants +1 Ld and re-rolling of wound rolls of 1 in the Fight phase to all nearby Blood Angels. You have to ask yourself one question, &amp;quot;Is it viable for me to spend 63 points for a character that allows me to re-roll wound rolls of one and buffs my leadership, and gives the option for 5+++ fnp with the relic banner, resulting in that whoever he is with becoming more killy and more durable?&amp;quot; With right tools, this is a massive force multiplier, more so than jump lieutenant and jump ancient combined in a single package. This thing is meant to join with priests and what have you to make horribly dangerous armies that use the synergy of BA to the logical limitations that are offered.&lt;br /&gt;
**This model is the cheapest source of the Death Mask de-buff in the codex, should you be trying to stack negative leadership penalties.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Ancient:&#039;&#039;&#039; Can wield a Storm Bolter, Lightning Claw, or Thunder Hammer on top of the banner he wields - of which the correct choice is probably the Storm Bolter, so he doesn&#039;t get too close to the enemy and die, losing you your buff.  His banner, like the Sanguinary Guard one, simulates a Chaplain&#039;s accuracy buff, re-rolling all failed to-hits in the Fight phase within 6&amp;quot;, as well as providing +1 Ld.&lt;br /&gt;
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*&#039;&#039;&#039;Company Champion:&#039;&#039;&#039; Another former Command Squad guy now on his own. He has to make a Heroic Intervention if possible, and can re-rolls misses against {{W40Kkeyword|Characters}}. Comes with a master-crafted power sword, bolt pistol, frag and krak grenades, and combat shield for a 5++, but no other wargear options. Because his accuracy self-buff is so negligible, you&#039;ll usually be far better served shelling out the points for a buffing character instead of some sort - he&#039;s only 18 points shy of a Chaplain, for example.  Best stay away.&lt;br /&gt;
**&#039;&#039;&#039;Company Champion with Jump Pack:&#039;&#039;&#039; Same as above, just able to keep up with all your other jump units.&lt;br /&gt;
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*&#039;&#039;&#039;Company Veterans:&#039;&#039;&#039;  More or less the Command Squad from earlier editions, minus the Apothecary, (Company) Champion, and banner bearer (now a Company Ancient), which are all split off as independent Characters. You can still kit between 2 and 5 of them out however you like (except no special weapons on the Sergeant). They possess an ability similar to the old &amp;quot;Look out, Sir!&amp;quot; rule which lets them intercept a wound from a {{W40Kkeyword|CHARACTER}} on a 2+ in exchange for taking a mortal wound, so they&#039;re good bodyguards, especially with something nearby to give them FNP, like the Banner of Sacrifice.&lt;br /&gt;
**These are the veterans you really want to take. Why so? They are exactly the same as vanguard vets but have access to ranged weaponry. For 105 points you have 5 vets all with chainswords, stormbolters, and jump packs. This is a great option to counter all forms of infantry and hordes considering red thirst. And as Bodyguards can protect any character, including Librarian Dreadnoughts. The Jump Packs are a compelling choice here, the only downside is the Sergeant&#039;s hampered equipment choices (he can&#039;t have a Storm Shield or a Special Weapon), but you can just let his mook buddy carry a Storm Shield and overcommit to giving him output gear, like a Storm Bolter and Thunder Hammer.&lt;br /&gt;
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*&#039;&#039;&#039;Death Company:&#039;&#039;&#039; Death Company function as your high output melee assaulters. 15 points get you 4 attacks on the charge and a 6+ FNP along with the Black Rage keyword, though with LD 7 and full squads of 15. They can all take (should take) boltguns or plasma/inferno pistols alongside fists and power weapons. For the heavy hitting duties they can also take two handed thunder hammers, out swinging hammernators. Keeping chainswords and adding Savage Echoes brings you up to 6 attacks, which will be at a minimum of AP-1 along with your typical +1 to wound from Red Thirst. However, for all this offense they are fairly vulnerable compared to other elites choices and require dedicated HQ support as they will remain LD7. They have lost some of the durability and fearlessness compared to previous editions, but they are by no means any less deadly.  DC now seem to rely on support more than before specifically for morale. This does make some sense fluff-wise, mainly because these guys would be counter-productive and simply a hazard on the battle field without proper guidance. &lt;br /&gt;
**Tried and true play styles will still work: Sanguinary Priests will bring your attacks to S5, and Chaplains will allow for re-rolls to hit. Remember that, unless taking a Thunder Hammer, you can instead swap your Bolt Pistol for any of the available Power Weapons. Keep your chainsword! Hand flamers are an option for 1 point, but remember a bolter is also a free upgrade to your bolt pistol. Jump packs are always a good idea as these boys gain bonuses only when charging (or being charged) and you need maneuverability for that charge. However, you may forgo equipping them with jump packs in order to save points. Try a 5 man squad with a Chaplain in Razorback. Altogether these three can take on any foe and will last fairly long with the right weapons loadout. Thunder Hammers on these guys is incredible, with Sanguinary support, they&#039;re swinging at S10 (S4+1×2), which will reliably injure absolutely anything. &lt;br /&gt;
** DC and Lemartes will win you games. Don&#039;t puss around though... Take 15 with bolters and as many power weapons/fists/hammers as you can afford. Remember the jet packs and all of this gets re-rolls on charges. I&#039;m telling you little can stand up against them. Of course, deep striking 15 guys can get cumbersome due to screens and other soft ass bullshit requiring you to place your models roughly 12&amp;quot; away sometimes, but that&#039;s why you have the Descent of Angels stratagem for 3D6&amp;quot; re-rolled fucking charges baby. Blood Angels have always been the kings of deep strike assault, let it be known, and let our wrath go unquestioned.&lt;br /&gt;
** Compared to Vanguard and Company veterans, who are your main competition, for one point you gain 1A and 6+++ though you become LD7. This makes DC your deathball super unit rocking up with HQs. All of your other elites with the exception of Sang Guard are perfectly fine working independently in smaller skirmishes.&lt;br /&gt;
** DC, like Chaos Berserkers, have to worry about overkill. When you can generate 90 total attacks, you may find that most of the attacks are completely wasted. Try multi-charging, though be sure to mitigate overwatch whenever possible. &lt;br /&gt;
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*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039; Apparently, Primaris Marines CAN fall to the Black Rage. Thanks a lot, &#039;&#039;Cawl&#039;&#039;. Essentially Intercessors that trade Combat Squads for the Black Rage. They also lose their Sergeant, but one marine in the squad can be equipped like one, ditching their rifle for a Chainsword or Hand Flamer and adding a Chainsword, Power Sword, Power Fist or Thunder Hammer (no double Chainsword). To be honest, they are probably of limited value for an extra point over normal Intercessors. Their main problem is redundancy. Normal DC with jump packs are an infinitely more versatile and customizable CC unit for the same base points cost, and normal Intercessors will help get you command points, something you&#039;ll be needing for all the fancy stratagems we have now. Our Elites slot is crowded enough already and these guys, at least in their current form, don&#039;t seem to make the grade.&lt;br /&gt;
** You could stick 8 in a Repulsor with an Apothecary and Ancient. Thats 18 wounds all with a 6+++ chance to dodge any D2 weapon hits, plus 37 attacks with all the usual BA enhancements (Red Thirst, Savage Echoes, Doctrines). Certainly a big overall combo, but should work well centered on the board taking on the brunt of your opponent while everyone else gets into position for charges. &lt;br /&gt;
** DC now have a stratagem to up their FNP to 5+++, which on a 2 wound 18 point model, becomes pretty damn tanky. &lt;br /&gt;
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*&#039;&#039;&#039;Death Company Dreadnought:&#039;&#039;&#039; Your normal Furioso but angry. 2 fists/talons, black rage, and can consolidate 6&amp;quot;. No one will expect this dreadnought to be as fast as it is. With an 8&amp;quot; move, a good charge roll, and increased consolidation after he murders the first group; your opponent will likely fail to answer the threat before it&#039;s too late. IF these guys do get Shock Assault, they are gonna demand serious attention with 6 attacks! &lt;br /&gt;
** A hidden gem here. At its cheapest they are 126 points (138 with double flamer). Kept at your front lines they should be rushed headlong at the biggest, nastiest enemy you can find and expect them to put in work with 6 attacks, on the charge, re rolls, and +1 to wound. The interesting part is their ability to survive a decent round of shooting when you combine smoke launchers, Duty Eternal stratagem, and black rage 6+++ making the run up the board bearable. They should work well in pairs, being well priced and requiring your opponent to devote a majority of his shooting at them or else they will hurt his units.  &lt;br /&gt;
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*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; This bad boy has received major improvements. At S6 T7 W8 A4 and 3+ Sv, the dreadnought is a durable elite choice. Its S6 assault cannon will mow down any T3 infantry, and will deal quite well with T4 too. Its melee weapon is something to be feared as well, at S12(!!!) AP-3 and 3 damage the dreadnought will smash through most things put in front of it, should you get it into melee combat. It can also equip a heavy flamer for the incredible D6 S5 AP-1 auto-hits on overwatch. Your opponent should think twice before charging ol&#039; dred.&lt;br /&gt;
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*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] Not as badass as a Relic Contemptor, but definitely a lot cheaper. Comes with the iconic Kheres Assault Cannon or a Multi-Melta.&lt;br /&gt;
** This guy can be a better idea than normal dreadnoughts or even furioso dreads considering 9&amp;quot; movement, 10W and 2+ WS and BS and 5++ Invulnerable save to if lucky ignore those dread poppers and get him close without escort&lt;br /&gt;
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*&#039;&#039;&#039;Furioso Dreadnought:&#039;&#039;&#039; Although a 2+ to hit would be nice, as well as more than T7 toughness to differentiate from all other dreads (these guys were front armor 13 before...) typical frag cannon loadout is still somewhat viable. Frag cannons are now 2D6 auto hit. Combined with S6 the frag cannon can tear up hordes, multi wound models, and light vehicles equally well. Pair with a heavy flamer and make sure to assault with your giant fist to guarantee entire squads get removed each turn. &lt;br /&gt;
** The Furioso is perhaps the most flexible unit in the game for Blood Angels, especially considering his 8&amp;quot; move and can be transported in a damn stormraven. This unit can move quickly and reliably, can bring both anti horde and tank dakka, and can do work in the shooting and fight phases, plus it is decently tough. Also possibly our best support unit. As mentioned it can shoot many different targets, move around quickly, carry many types of weapons, resist damage, and lend much needed heavy hitting melee support. Jack of all trades units are typically underwhelming, Furiosos, on the other hand, are genuinely dangerous all throughout the game and combine shooting and melee potential without sacrificing either. And 10pts cheaper now since Chapter Approved 2019!&lt;br /&gt;
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*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039; The vanilla dread&#039;s Jock roommate. With nearly twice the wounds of a vanilla dreadnought (and degrading stats to accompany the increased durability), the redemptor dreadnought is a solid heavy weapons platform, capable of holding the anti-horde Onslaught Gatling Cannon or the armor-melting Macro Plasma Incinerator, &#039;&#039;and&#039;&#039; the anti-air Icarus Rocket Pod as well as a pair of storm bolters or fragstorm grenade launchers. However, it is a heavy points investment, and much of its anti-armor potential might be better handled by specialized units like Devastators, Hellblastors, or Predator variants. Instead, anti-horde fire support appears to be its most effective niche, potentially able to put out a withering volley of mid-strength shooting that will take a significant chunk out of GEQ or weaker units and then follow up with a smack from its CCW, which is d6 damage compared to the normal Dreadnought CCW&#039;s d3. But even if it takes the Macro plasma Incinerator, the CCW can still swap its heavy flamer for an Onslaught Gatling Cannon to retain effectiveness against hordes. &lt;br /&gt;
** Equip it with a Plasma incinerator, use the Wisdom of the Ancients strategem and a big unit of Hellblasters and you can re-roll all those overcharges that might blow you to high heaven.&lt;br /&gt;
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*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039; Dreadnought Lite—all the bulk, half the &amp;lt;s&amp;gt;calories&amp;lt;/s&amp;gt; points. T6 and W13 helps keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors.&lt;br /&gt;
**Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible.&lt;br /&gt;
**You could also give it the Autocannons and either leave it in your backfield for long range fire support, or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner.&lt;br /&gt;
**The Red Thirst is probably a little excessive on a S14 attack, but feel free to punch out most things smaller than a Lord of War. Thankfully, though, this Power Fist lacks the usual -1 to hit penalty, so you at least won&#039;t be wishing that you were a [[Space Wolves|furry]] instead.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Space Marine (Legends):&#039;&#039;&#039; Now a character rather than just something you can substitute any Space Marine model for, which is thankful because he&#039;s gotten much nastier since last edition. Compared to an average Tactical, he&#039;s gained 3 extra wounds, 2 more attacks, and one extra Ld point. But it&#039;s his disintegrator combi-gun and disintegrator pistol you should watch out for. They&#039;re only 18&amp;quot; Rapid Fire 1 and 9&amp;quot; Pistol 1 (respectively), but with S5, AP-3, and d6 damage (basically a higher damage combi-grav and grav pistol) they have the potential to fuck up a lot of units if it manages to wound them. Fun idea: surprise an enemy who thinks being only armed with a CCW will leave you weak in an assault with that pistol of yours.&lt;br /&gt;
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*&#039;&#039;&#039;Sanguinary Guard:&#039;&#039;&#039; The latest iteration of Sanguinary Guard are 28 points in their cheapest form, which amounts to 112 points stock. They posses 2W, 2A, a 2+ save, and jump packs along with free Angelus Boltguns and access to power fists and force weapon equivalents. They are now genuinely cheaper and more cost effect than Terminators and only lack a 5++ and access to heavy weapons, Thunder Hammers, or Storm Shields. This places them into a niche role as a mid-weight, fast paced anti TEQs hunting squad ideally working in unison with your warlord. Vets and DC should form the bulk of your assaulting forces, Terminators and Aggressors serve as your heavy hitters, Sang Guard are your elite scalpels meant to take on other elite/scalpel type units in ruthless deep strike assaults. &lt;br /&gt;
**Sanguinary Guard cost 3 more than Jump Vanguard Vets before any other options; you lose the Sergeant, so they&#039;re relative cowards and lose an attack per unit, but you gain both +1W and +1Sv (i.e. 2+), which is incredible for the cost. Stock, they come with a free Angelus Boltgun, (12&amp;quot; Assault 2 S4 AP-1 D1), so there&#039;s a case to be made for swapping out to a pistol (plasma pistols aren&#039;t nearly as stupid on them as they look, provided you can trigger Heirs of Azkaellon - more on this in a moment), and their stock weapon is an 8 point Encarmine Sword, which they can swap out for an Encarmine axe or Power fist for 9 points. Finally, you can take Death Masks - although unfortunately(?) you have to take it on all or none, which shouldn&#039;t be too much of an issue because of the morale shenanigans you can pull off for all of them being in 3 inch range- all for just 2 points per model. Morale Shenanigans abound. &lt;br /&gt;
**Heirs of Azkaellon is the real the game-changer for these guys - i.e. they don&#039;t need a Chaplain or Captain (or Chapter Master) to help them with rolling to hit if they&#039;re near your Warlord, so you can build a Sanguinary Guard list around assuming you haven&#039;t got one, because they get re-rolls of all failed to-hits while near your Warlord.  Combined with a Jump Lieutenant and a Jump Sanguinary Priest, for example, either of whom can be the Warlord proper, they&#039;ll practically speaking have full re-rolls to hit and wound in melee with power fists, and have full re-rolls to hit with re-rolling 1s to wound with their Inferno Pistols. &lt;br /&gt;
*** Fists and Plasma Pistols is still 34 points a model, and frankly with Heirs of Azkaellon is one of the best TEQ busting units you can ask for, just remember the unit&#039;s effectiveness will drastically suffer if you ever leave the buffs of your warlord. &lt;br /&gt;
**The boltguns might serve you if you try to fly them across the board instead of deep-striking, since the extra wound and save make them more durable than most choices. With a jump-pack Librarian to unleash their rage you might have a stronger unit than you think. &lt;br /&gt;
** New rules have offered the Guard new stratagems. Taking masks can provide a -1 to hit against them in the Fight phase along with the -1 LD modifier, Angelus boltguns can now gain re rolls to wound and ignore cover, and a roll of 1 for damage can become 2. All are each 1 CP and make them far tougher and killier.&lt;br /&gt;
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*&#039;&#039;&#039;Sanguinary Novitiate (Apothecary with optional Jump Pack):&#039;&#039;&#039; Now a Character running on his own. Doesn&#039;t give out Feel No Pain, but if he&#039;s within 3&amp;quot; of a same chapter {{W40Kkeyword|Infantry}}/{{W40Kkeyword|Biker}} unit at the end of the Movement phase, he can heal D3 wounds on one model in it. If no-one&#039;s wounded, he gets a 4+ chance to bring 1 dead model back to life with a single wound, but if he fails, he can&#039;t do anything else that turn. Can&#039;t swap out his weapons, so he&#039;s stuck with a bolt pistol and chainsword. Combines great with high end infantry, shooty or assaulty. Combine with a Company Ancient to make a trade in death, although you might prefer the proper priest, both for the +1S and to help pay an HQ tax.  You should definitely shell out the 5 points for the Jump Pack if you take a Novitiate, though - his healing happens at the end of Movement, regardless of whether he moved and/or advanced, so he&#039;s far, far better with doubled movement so you can get him where he needs to be to heal.&lt;br /&gt;
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*&#039;&#039;&#039;Servitors:&#039;&#039;&#039; Now that they can be taken independently of a Techmarine, you could use them as a cheap way of adding more plasma cannons to your force, but with WS/BS 5+, Ld6, and only a 4+ armor save, they&#039;ll have trouble actually hitting things, die easily, and are likely to be lost to morale checks. Having a Techmarine nearby mitigates this a little by boosting them to Ld 9 and WS/BS 4+, but even then there are much better things you could be doing with your Elites slot. That said, a squad with servo arms is only 20 points, meaning 3 squads to fill out a brigade or a single to provide a close combat posse for a techmarine.&lt;br /&gt;
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*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Sadly, the special ammunition is gone- but on the bright side the Sternguard&#039;s bolters are 30&amp;quot; and come with built in AP-2 so they can threaten heavier armor without having to splurge on combi-weapons or special/heavy weapons, and the AP is now ALWAYS relevant since standard bolters don&#039;t ignore 6+ anymore. Speaking of which, since combi-weapons aren&#039;t one use only anymore there&#039;s no good reason to buy the special weapons- stick with the heavy weapons or the heavy flamer if you don&#039;t want to buy the combi-weapons, and remember that if you do you lose the -2 AP. The combi-weapons are always standard bolters. Apart from that, they&#039;re still just as flexible as ever.&lt;br /&gt;
** These guys are a MAJOR hidden gem... if used properly. One 5 man squad can take two heavy flamers, combi flamer on the sarge, and a power axe/sword. Now thats 126 points for 5 guys without jump packs and only 1 wound each, but this unit can deal a ton of damage. Place them in a transport, preferably a stormraven, and get them close to your enemies flanks. Let rip with all your guns, then charge. This author (got a little lucky admittedly) used tactic this to remove 9 immortals, then the last robot fled and prevented reanimation protocols. Great Success! and the Red Thirst is the sweet sauce on top. You have to be careful with a unit like this but if you can focus all your shooting on one enemy, than charge them first on the same turn... results will impress both players.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; Terminators still have to worry about high-AP weaponry, but since very few weapons have anything better than AP-4 they&#039;ll almost always be able to use the resulting 6+ armor save (though you could just use the 5++ instead); it&#039;s not much, but it helps. 5&amp;quot; movement means they&#039;re most effective when deep striking, but footslogging can still work if your opponent&#039;s lacking in anti-armor weaponry. Although Storm Bolters are still kind of iffy, the Assault Cannon is the clear winner for your heavy option, since even when moving you&#039;ll average the same number of hits as a Heavy Flamer at 3x the range and higher Strength, since you can&#039;t advance and fire the flamer anyway. Cyclone seems good but is overcosted as it&#039;s twice the price of a standard ML for less than twice the stats so only take it if you&#039;re really hurting for long range punch.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Assault Squad:&#039;&#039;&#039; Still the gold standard of heavy assault troops (though we do have Death Company as competition, they&#039;ve become less survivable), especially with the extra wound they&#039;ve gained. The hammernator setup is still great for smashing in vehicles and heavy infantry alike while taking little damage yourself, but the -1 to hit can be a problem at times. Take a Chaplain along to mitigate the lower hit rate. Lightning claws are more reliable and more effective against horde armies, so it may be a better idea than before to stick with them. But if you are taking lightning claws you may as well be taking Sanguinary Guard. Nah but for real though the changes in 8th means that if your enemy doesn&#039;t have mortal wounds, TH/SS Terminators will survive just about anything, and will delete what ever they come up against in the assault. I&#039;ve had these motherfuckers take 1500 points of combined Eldar shooting for a turn and lost 1 model. Put a chaplain near them for re-rolling failed hits and a librarian for additional attacks and nothing is safe.&lt;br /&gt;
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*&#039;&#039;&#039;Cataphractii Terminator Squad:&#039;&#039;&#039; [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] They probably will play like standard Cataphractii Terminators but with Red Rage. Not quite as useful here, however, due to the existence of Shield of Sanguinius (Which only gives a 5++ now). Even better for their Deep Strike charges thanks to the Red Thirst making their Twin Lightning Claws wounding average models on 3+ re-rolling failed. &lt;br /&gt;
**Really slow. Needs Deep Strike or transport in order to reach range (or opponent that comes to you).&lt;br /&gt;
**Getting amazing new Forgeworld models so if you&#039;re looking for a unit of these guys wait for these guys wait for them to drop. &lt;br /&gt;
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*&#039;&#039;&#039;Tartaros Terminator Squad:&#039;&#039;&#039; [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] With Shield of Sanguinius, treat them as fast Cataphractii with better options. [[Awesome|Including a reaper autocannon.]][[awesome|The Sergeant gets a plasma blaster. He can deep-strike and still fire it at full BS.]] [[lulz|#deepstrikeresponsibly]]. [[meme|Look at the strike of the archangels and back to me. Look at this squads weapon choices and back to me. Twin-linked reaper cannon and plasma blaster. Now look back to me. I am on a horse.]] Given that they can&#039;t move after deep striking, deep striking this unit means losing one of the main advantages that this armor grants. Tartaros Terminators are the best Terminator option for footslogging to the opponent. Not always a great plan, but that is where they excel. A hidden plus with these guys are point to point equivalent to your regular terminators so you can get some cool looking models that do the same job, for the same cost with 6&amp;quot; speed instead of 5&amp;quot; which can make a difference&lt;br /&gt;
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*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; Praise to the Emperor! Vanguard Veterans are finally good. They now occupy a new role. Instead of being disappointing elite assault troops they are now more like straight upgrades over normal assault marines, gaining an additional attack and access to cool wargear.&lt;br /&gt;
** One of the best loadouts for these models using the Blood Angels +1 to wound is a 10-man squad. 5 SS, Power Axe and 5 Twin Lightning Claw. Stick these with a chaplain with no overwatch relic. Charge the chaplain first then the squad. Your opponent cannot overwatch you. Swing with the Vanguards and watch as the 16 (sergeant) lightning claws rerolling hits, wounds and with +1 to wound. The power axe marines also add some melee ability but mainly are there so that even when your opponent can fire powerful weapons at this unit you still have a 3+ save. Always allocate wounds to power axe, storm shield models. If you want add an apothecary to try and keep up. When the Storm Shields are spent fly them back to him and heal some up. It may not last very long but it will punch a hole through just about any gunline you can think of allowing other troops to reach the enemy while they shoot at the vanguards. &lt;br /&gt;
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*&#039;&#039;&#039;Primaris Reivers:&#039;&#039;&#039; These guys look great and are fairly versatile on the board, but are primarily assault troops, which fits right in with the whole Blood Angels theme. Sporting 2 wounds each and 2 attacks base (3 if equipped with the Crocodile Dundee knife) and the Sgt&#039;s 3 attacks base and 1 more for the knife (acts like a chainsword), you can deal a lot of attacks. Deployment is also varied and allows for grav chutes or grapnel launchers. Grav chutes allow typical jump pack deep striking with the cursory &amp;gt;9&amp;quot; minimum distance from enemy models. Grapnel launchers allow up to 6&amp;quot; deployment from any board edge but must be &amp;gt;9&amp;quot; from the enemy. They also negate vertical movement, which means (in theory) you could move into the bottom floor of a building and then shift your entire squad to the top floor without any penalty. Heavy bolt pistols are better than the standard bolt pistol due to -1 AP. A typical 10 man squad, with knives will chuck out 31 attacks. Lastly, Reivers cause -1 Ld for all enemy within 3&amp;quot;, and can throw stun grenades. If you successfully hit, the enemy can no longer overwatch and suffer -1 to hit in combat. Reivers deserve major consideration, especially when compared to assault marines and vanguard vets. They are 18 points compared to Vang Vets 16, but have 1 more wound and same attacks with da choppy knives. Grav chutes are 2 points for each model, as with jump packs, and give deep strike but do not grant a 12&amp;quot; movement.  They don&#039;t get power weapons or assault weapons, but do have upgraded bolt pistols, modify morale, and stun grenades. With a 10 man squad with grav chutes being exactly 200 points and with each model being two wounds you get a lot of bang and staying power for your buck. Tougher melee units that still have a lot of offensive potential are crucial to the blood angels maintaining momentum and surviving return fire. A ten man squad with shield of sanguinius can easily take out a squad of MEQ or GEQ on the charge and survive to do it again. Not to mention being able to survive failing a charge on the turn you come which can be just as valuable. Unfortunately they&#039;re only slightly better than Intercessors in melee (or not at all without knifes) while Intercessors also fill your valuable Troop slots, have ObSec and are still useful on their way into melee (if you really want to have them there). The lack of deep strike is not as bad as one might think considering deep strike for non-Jump Pack units (so we can&#039;t use our Stratagem) who want to get into melee is not that great anyway (9&amp;quot; charges are very unlikely even with re-rolls).&lt;br /&gt;
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*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; Gonna say this now these dudes are a saving grace for BA, read on. The goofy-looking lovechild of a Terminator and a Centurion. They come stock with auto boltstorm gauntlets (so assault instead of pistol) and a frag grenade launcher or you can trade all that in for Firebat pattern flamestorm gauntlets, which is a pair of flamers. Either you&#039;re going for 18 inches of 6+D6 (average: 9.5 shots, 6.33 of which hit) S4 or 8 inches of 2D6 (average: 7) auto hitting S4, and either way it allows them to put out a lot of short-range firepower, with power fists in melee. They&#039;ve got Gravis armor, which makes them T5, move 5&amp;quot;, and take up two slots in a Repulsor. Then there is the special rules: Fire Storm, which lets you shoot twice if you don&#039;t move (including in Overwatch, which is just plain scary when combined with the flamestorm gauntlets), and Relentless Advance, which lets you advance and fire assault weapons without penalty (this has no effect on the flamers, as they autohit anyway). This makes them surprisingly fast since all their guns are assault. Run and gun for the Emperor! Aggressors are also strong at the front of your army for discouraging/punishing Deep Strikers. If you go 2nd, and someone deep strikes nearby, the Aggressors will count as having not moved. Pop the Auspex Scan so you can shoot the deep strikers, and shoot them twice due to Fire Storm special rule.&lt;br /&gt;
**These guys make a GREAT anchor for your army. Take as many as you can (18 in 3 six-man squads) plant them in front with Brother Corbulo and a Terminator Ancient wielding the Banner of Sacrifice, and let them clear the damn board of chaff and bullshit hordes. This setup is tough as nails and disturbingly cheap for its damage output. Later, let loose with lascannons mounted on basic buffed dreadnoughts and then drop in 15 DC and 10 Sang Guard (DC with power swords, SG with fists) to punish anything with more than 2 wounds or a decent armor save. Its an army template this author is using with exceedingly satisfying results. Aggressors are legit, and they play very well to the needs of a Blood Angels force. Plus we can buff them through the damn roof in terms of durability enabling us to extract incredible amounts of both firepower and melee output. Too good to pass up, now that they have 3 wounds!!!!&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Relic Contemptor Dreadnought:&#039;&#039;&#039; For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought and a 2+/5++. His Contemptor CCW is also guaranteed 3 wounds instead of D3, which makes him considerably more capable of ruining the afternoon of a whole host of multi-wound models. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. Generally speaking, here&#039;s a look at the new weapon options:&lt;br /&gt;
**&#039;&#039;&#039;Kheres Assault Cannon&#039;&#039;&#039;: Exactly as it was before, your go-to anti-infantry loadout.&lt;br /&gt;
**&#039;&#039;&#039;Fist Weapon Options&#039;&#039;&#039;: We get access to Meltaguns, Plasma Blasters, and Grav Guns now. Generally speaking, the Meltagun is probably the best option out of all of them, since it allows your Contemptor to do some outright crippling damage to enemy monsters or tanks just before charging. In one game, this editor has a Contemptor with a meltagun-chainfist-Kheres take 7 wounds off a Swarmlord in shooting, and then finish him off in two rounds of melee after it was critically weakened. &lt;br /&gt;
**&#039;&#039;&#039;Chainfists&#039;&#039;&#039;: Contemptor Chainfists gain +1 Rend, and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It&#039;s a must-take for all purposes.&lt;br /&gt;
**&#039;&#039;&#039;C-Beam Cannon&#039;&#039;&#039;: The new Heavy Conversion Beamer is a single-shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24&amp;quot; bracket of distance, totaling [[Awesome|S10 AP-3 3D3 Damage]] at anything over 48&amp;quot; range. If &#039;&#039;a model is removed from play as a result of wounds caused&#039;&#039; it will then automatically trigger 2D6 extra auto-hits on the target unit at S6 AP-0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted.&lt;br /&gt;
**&#039;&#039;&#039;Twin Heavy Bolters&#039;&#039;&#039;: Don&#039;t bother. The Kheres does everything it can, but better. &lt;br /&gt;
**&#039;&#039;&#039;Twin Autocannon&#039;&#039;&#039;: Identical to the one on the normal Dread. Not bad, but you didn&#039;t take one of these to field something other Dreads could take.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lascannon&#039;&#039;&#039;: Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Plasma Cannon&#039;&#039;&#039;: Might be a little better against multi-wound units, and unlike the Contemptor Mortis you can always try to negate the mortal wound you get if you roll a 1.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Deredeo Dreadnought:&#039;&#039;&#039; The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won&#039;t cut it. Its armor save is slightly worse than the Contemptor&#039;s at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4++ in the Fight phase on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36&amp;quot; autocannon shots at S+1) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gunshots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don&#039;t bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible to make the most of its firepower. It can supplement all of that with either an Aiolos Missile Launcher for extra fire support or an Automatic Pavaise to give everyone within 6&amp;quot; of itself a 5++ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo&#039;s firepower.&lt;br /&gt;
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*&#039;&#039;&#039;Deimos Pattern Relic Predator:&#039;&#039;&#039; Take a Predator, give it an extra wound, and slap a Plasma Destroyer as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can&#039;t be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 damage, it doesn&#039;t really need to be. While it can swap out the Plasma Destroyer for the standard Predator guns, that&#039;s a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicarian Battle Tank:&#039;&#039;&#039; The Sicaran&#039;s cannon looks weaker than the Pred&#039;s with 1 less point of damage, but it&#039;s the special rules that make it shine. First off, it has no penalties when attacking flyers, which makes it a useful anti-air unit in a pinch while keeping its well-known ability to counter skimmers. Second, a to-wound roll of 6 makes the cannon AP-3 for that hit. And since it&#039;s an Assault 8 gun, you have way more shots while getting rid of that penalty to fire on the move (and also there&#039;s the ability to fire while advancing too). Finally, it&#039;s got 2 more wounds so it can stay in the fight that much longer. &lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran Venator Tank Destroyer:&#039;&#039;&#039; The Venator trades the regular Sicaran&#039;s quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon&#039;s S12 AP-4 D6 damage hits (all 3 of them), it&#039;ll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn&#039;t get penalties for moving and firing its heavy weapons.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran Punisher Assault Tank:&#039;&#039;&#039; A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36&amp;quot; hate life. And if you don&#039;t move or advance that turn, it re-rolls all to-hit rolls of 1. Enjoy deleting Orks and Tyranids.&lt;br /&gt;
**[[Rape|With Heavy Bolter Sponsons this will mathematically delete a 10 man squad of GEQs per turn.]]&lt;br /&gt;
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*&#039;&#039;&#039;Relic Javelin Attack Speeder:&#039;&#039;&#039; The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part, these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers&#039;&#039;&#039;(WTF)&#039;&#039;&#039;]], as well as losing the ability to take racks of hunter-killer missiles. They even lost their trademark Outflank ability. Overall this took what was already a mediocre relic slot item at best, into a shitty tool that&#039;s worse off than a generic land speeder. &lt;br /&gt;
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*&#039;&#039;&#039;Relic Whirlwind Scorpius:&#039;&#039;&#039; Relic Whirlwind Scorpius: The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind&#039;s rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran Arcus Strike Tank:&#039;&#039;&#039; Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24&amp;quot; is a bit short-ranged for a vehicle weapon, it&#039;s still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, but it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you&#039;re forced to fight an extra-large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn&#039;t render itself defenseless after a missile massacre.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; 10 Wounds and a 3+ make the old [[METAL BOXES]] harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12&amp;quot; and 6&amp;quot; if it moves you back a step on the damage table. &lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; Transports that produce offensive output, like a Razorback, are VERY strong this edition. 8 lascannons fired by devastators will not destroy a Razorback in one turn on average. That is a lot of Dakka to absorb. If you run them with Heavy Flamers, then no matter how injured your Razorback is, it will still always autohit, until said Razorback is dead.&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; Grants a Power Armor unit deepstrike. Tactical Marines can use it to capture objectives, and hamper enemy movement.  Melta units can get in close for a hard strike.  Assault units can charge out of it if you can make 9 on 2D6.  No longer scatters and arrives at the turn you chose. He&#039;s now cheaper than a rhino as of Chapter Approved&lt;br /&gt;
** You may think these guys aren&#039;t good, here where you&#039;re wrong. These models are cheaper and now being the only unit in the entire game that can do this, but drop pods can now deep strike turn 1 and don&#039;t count towards your maximum tactical reserves&lt;br /&gt;
** Get a bunch of assault marines without jump packs, shove a librarian into one pod with them, drop turn one and Wings of Sanguinius your way into your enemies lines and smash whatever important guns he has hiding.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; The scout-only pimp-mobile is not a straw box. But on the other hand it is a lot shootier than the Rhino. Also open-topped so you can have the scouts add their fire. Better than a Rhino for scouts since it doesn&#039;t degrade and won&#039;t auto-die when a lascannon looks at it. Should you want to deploy it, give the scouts inside a heavy bolter so you can shoot two.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor:&#039;&#039;&#039; Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you&#039;re probably better off taking a Land Raider variant. It also has the FLY keyword with all of it&#039;s dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position. &lt;br /&gt;
** If you&#039;re just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armor setups in particular have the issue that the las-talon has only half the range of the twin lascannons, which means it&#039;ll only be able to unleash half its anti-armor firepower at its farthest range. At that matter, most of it&#039;s other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. Defensively, it&#039;s nearly identical to a Land Raider; although its armor is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn&#039;t shoot.&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; The dedicated primaris transport we&#039;ve all been waiting for. As it stands, minimum 79 points (which is including its 2 storm bolters) with a 14&amp;quot; flying movement (so, ignore terrain and Fall Back at will), holds up to 6 models (but can&#039;t transport Gravis Armor models), and as long as it didn&#039;t advance that turn it can disembark models &#039;&#039;after&#039;&#039; moving. However, said models can&#039;t charge that turn, so it still won&#039;t help you pull off a first turn charge. The unit can still shoot, though, so loading this up with Hellblasters and a Captain is a good way to get right up in your enemies face and start deleting something expensive.&lt;br /&gt;
** This model can also be equipped with a few special gear options: a pair of anti-air heavy stubbers that are pretty underwhelming, a frag/krak/flakk missile launcher if you&#039;re desperate for some more firepower, a 4++ invulnerable that will keep your boys safe if your opponent gets to go first, and a one-use orbital bombardment that can&#039;t be spammed but should let you get in a mortal wound or two.&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Infernum Pattern Razorback:&#039;&#039;&#039; Razorback with multi melta. That&#039;s all.&lt;br /&gt;
*&#039;&#039;&#039;Lucius Pattern Drop Pod:&#039;&#039;&#039; Costs 80 points, but worth it, especially when normal drop pods lost the ability to transport Dreads and you can charge out of it.&lt;br /&gt;
** Remember, that Lemartes gives re-rollable charge also to DC dreads, so you can create one of the strongest alpha-strikes with waves of Death Company backed up with dreads, re-rolling charges, and deep striking without scattering.&lt;br /&gt;
*&#039;&#039;&#039;Termite Assault Drill:&#039;&#039;&#039; It&#039;s neither a drop pod or a rhino, but something of both. Like a drop pod, the Termite can be deployed at the end of a movement phase close to the enemy. Once deployed, however, the termite acts like a very slow Rhino. At 8 inches, this thing isn&#039;t going anywhere fast. Not to mention the melta cutter is so short-range its only real use is to fight back if it happens to be caught in the melee. So why bother? Well, the termite has some neat little things going for it. First is the transport capacity. At 12 standard marines(Not terminator, jump pack, or primaris) this little drill is quite the metal box. Add in that deployment and who cares if this thing only moves 8 inches a turn. Then there is the subject of weapons. Storm Bolters are the way to go most of the time due to the range and fire output. Heavy flamers are meh, though the increase in the movement has helped make the weapon somewhat more viable. Volkite chargers are iffy. They have more range and damage than the flamer but have a negative 1 to hit on the move. Honestly, the Storm Bolters are your best bet.  The termite also has a decent melee game, though this is more for protection than anything. That being said, the drill makes for a nasty anti tank melee weapon. Now for the bad news. This thing is expensive points-wise, way more so than the drop pod.&lt;br /&gt;
**Much, much better at blocking LOS for a squad than a Drop Pod. Consider using one to attack an exposed enemy, with the disembarking squad attacking and the Termite covering for them. With luck, you&#039;ll eliminate the target and leave your guys blocked off from retaliation.&lt;br /&gt;
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===Flyer===&lt;br /&gt;
*&#039;&#039;&#039;Stormhawk Interceptor:&#039;&#039;&#039; The Anti-Flying Flyer. Gets a +1 to hit any target with the Fly keyword, to mitigate the penalty for moving and firing heavy weapons. Comes stock with 2 Assault Cannons, 2 Heavy Bolters, and an Icarus Stormcannon. The bolters can be swapped with Skyhammers for more anti-flying or a Typhoon against ground targets, while the Icarus can be swapped for an anti-vehicle laser. Cannot hover unfortunately, but does get to re-roll any 1&#039;s for saves and has the normal Hard to Hit.&lt;br /&gt;
**A good choice if you are going up against Tau or Dark Eldar, due to the prevalence of Fly. Especially the icarus/skyhammer combo as it lets you hit anything with Fly on a 2+; with the drawback of hitting everything else only on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Stormtalon Gunship:&#039;&#039;&#039; This brand new addition to the blood angels arsenal is certainly intriguing. For 171 you get twin heavy bolters and a twin assault cannon on a T6 10W body with a 3+ save along with the standard rules and bonuses fliers get. Mobility is paramount to Blood Angels strategy as is fire power to support your units and this thing has both. When compared to a Predator armed with four lascannons to a Stormtalon armed with two lascannons and a twin assault cannon, the Stormtalon is 14 points more expensive, loses a point of toughness (tho toughness 7 isn&#039;t the biggest deal) and has one less wound. However the Stormtalon has a -1 to hit when not hovering (far more important than a point of toughness) and carries a more diverse loadout that can be split fired as you wish. The choice is yours but a Stormraven and two Stormtalons while close to 800 points will give you all the mobile firepower you could ask for while being very mobile and able to engage both infantry and all kinds of multi-wound models. While also fitting very snugly in an Air-Wing detachment providing +1 command Points.&lt;br /&gt;
**Don&#039;t forget to consider the fact that unlike the Predator, the Stormtalon does have a rule that technically counteracts the usual shooting penalties to Heavy through Strafing Run. Stopped in place, perhaps through Hover Jet, this means the Stormtalon has a 2+ to hit with its weapons.&lt;br /&gt;
*&#039;&#039;&#039;Stormraven Gunship:&#039;&#039;&#039; One of the many Space Marine units that have seen a big buff due to the changes to Twin-Linked, the Stormraven is now a gunship to be feared due having several sets of high power twinlinked weapons. Close to a flying Land Raider. T7 means S4 weapons can wound it on a 5+ compared to the Raider&#039;s T8, 2 fewer wounds, and a 3+ save instead of a 2+, but it&#039;s much faster and has -1 to be hit when zipping around. It&#039;s also a bit cheaper than a Land Raider, depending on what you arm it with. In addition to the -1 to hit it, it has the new normal flyer rules: can&#039;t charge, can only be charged/attacked by FLY units and has to move at least 20&amp;quot; in a straight line with 1 up to 90 degree turn before moving. It can shift into hover mode if it wants to move less then 20&amp;quot;, turn more, or ram something (to Fly away and shoot normally the next turn), but then it can be charged and attacked normally, and it loses the -1 Hard to Hit modifier. Comes stock with a twin assault cannon, twin heavy bolter, and two stormstrike launchers (72&amp;quot; heavy 1 S8 AP-3 3 damage). Can swap the assault cannon for a twin lascannon or twin heavy plasma (that only causes 1 mortal wound for a 1 to hit when supercharged instead of straight killing it). Can swap the heavy bolter for a twin multi-melta or typhoon missile launcher. It can also strap on a couple of hurricane bolter (Games Workshop fucked up, Hurricane Bolters are only 4 points. You can literally add 12 boltguns to your Stormraven for 8 points). It has the same Power of the Machine Spirit as a Land Raider, so it can shoot heavy weapons on the move at no penalty. Can carry 12 Infantry (and can carry Jump Infantry and Terminators but they take extra space) and 1 Dreadnought. With a 45&amp;quot; max normal move (up to 65&amp;quot; if you advance), you can get right in the face of something, then have an almost guaranteed charge the next turn. There&#039;s no restrictions on disembarking from it, so you don&#039;t even have to drop to hover if you don&#039;t want to. It starts on the board, and can&#039;t fly off of it. All in all, the Stormraven has gone from a sizeable points investment for a decent payoff, to a sizeable points investment for some of the most dakka you will see on a single model.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Xiphon Interceptor:&#039;&#039;&#039; A high-speed interceptor, the Xiphon is a heavily armed flyer that channels a strong Battlestar Galactica vibe. It sports a respectable BS3+, T7, 11 wounds and a 3+ save. It&#039;s armed with 2 Twin Lascannons as well as a Xiphon Missile Battery - Heavy 3 S6 AP-2 D3. It also adds 1 to all hit rolls when targeting units with the &amp;quot;FLY&amp;quot; keyword thus negating the effects of &amp;quot;Hard to Hit&amp;quot; and since a lot of units with &amp;quot;FLY&amp;quot; don&#039;t have the &amp;quot;Hard to Hit&amp;quot; bonus it will hit them on a 2+. With a huge 50&amp;quot; move and 4 lascannon and 3 missile shots, it&#039;ll put some major hurt on flyers and ground targets alike.&lt;br /&gt;
*&#039;&#039;&#039;Storm Eagle Assault Gunship:&#039;&#039;&#039; The big brother of the Storm Raven that vanilla marines know and love, this elongated flying brick of a hover jet boasts a transport capacity of 20 and some increased firepower along with some additional wounds. It can transport jump infantry and terminators, but not bikes or primaris marines. Altogether, better than the Stormraven for a small price increase. Only take a stormraven if you want to transport a dreadnought (a feasible desire indeed), or you just don&#039;t have the models for this wild ride (also a legitimate reason for the raven). &lt;br /&gt;
*&#039;&#039;&#039;Fire Raptor Assault Gunship:&#039;&#039;&#039; For starters, its Twin Avenger Bolter fires 10 shots at S6  AP-2 and 2 damage. It has two quad heavy bolters throwing out 12 Heavy Bolter shots EACH and two twin Hellstrike launchers (no more limited use missiles)  two S8 AP-3 Dam3 missiles each. Now that&#039;s a LOT of firepowers. It also has Power of the Machine Spirit just like Land Raiders do, so it never suffers ballistic skill penalties for moving and firing heavy weapons. This thing is a pure hurricane of dakka that will cause carnage no matter what you point it at. Do Not Understate This Models Firepower, its an A-10 Warthog on crack and steroids.&lt;br /&gt;
** Note: &amp;quot;The Big April FAQ&amp;quot; made this flyer so expensive that it will most likely heat your shelf for the next 2 years. Don&#039;t expect to see this anywhere near a table this edition.&lt;br /&gt;
*&#039;&#039;&#039;Ceastus Assault Ram:&#039;&#039;&#039;  A flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a number of powerful weapons and abilities. The Caestus is quite survivable with T7, 14 wounds, and a 2+ save. With the removal of the vehicle facing in 8th, the Caestus lost its 5++ against shooting from the front and is no longer outright immune to small arms fire, but it&#039;s much more durable against heavy weapons. It&#039;s armed with a Caestus Ram - a melee weapon that hits at S User(8) AP-3, D6D, and increases to a +3 to hit (from its usual 5+) in melee against buildings when it charges. It&#039;s Airborne Ram ability restricts it to declaring charges against and being charged and attacked in melee by units with FLY, but only while it&#039;s in not in hover mode. It is also armed with 2 Firefury Missile Batteries, each Heavy 4 S6 AP-1 1D. It is further armed with a Twin Magna-Melta - Heavy 2D3 S10 AP-4 D6D (with the Melta rule), meaning this thing can lay the hurt on medium enemy infantry and enemy armor alike. With its 50&amp;quot; movement (70&amp;quot; if you advance) and PotMS, it can reach out and touch people on turn one. For 370 points (post- Chapter Approved, for the hull and the Melta; missile batteries are free) it&#039;s pricey, but given Hard to Hit, its toughness, its wounds, and a 2+ save, it WILL deliver its cargo. It&#039;s unique troop bays can carry 10 infantry models in terminator armor or power armor, as well as scouts, with terminators taking up a single space instead of the usual 2. The Caestus helps overcome the low movement of Cataphractii Terminators, in particular, potentially delivering them closer than the 9&amp;quot; away they&#039;re required to teleport in, and enabling them to redeploy.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; The baseline alternative to the versatile Vanguards, your psychotic Death Company, and your elite Sanguinary Guard. This selection of jump infantry means you&#039;ll always have the right tool for the job, but you must know what you are coming up against. Assault marines will not best other dedicated assault units in combat. They don&#039;t have the weight of attacks the DC have, or the special equipment of the Vanguards or SG. Assault marines should be used as threat removal of enemy support elements. 2 attacks each doesn&#039;t sound like much, but up against the right targets you only need to inflict enough casualties to make them run in the morale phase. Just like the old days, these dudes can pack heat if you so desire. Double up on melta guns or plasma guns, with the matching pistol on the sergeant for roughly 100 points. Jump packs get you right into rapid fire range, but won&#039;t deep strike you close enough for melta bonuses or the inferno pistol, which sucks. Nevertheless, scrap the jet packs and ride in a razorback with a complimenting weapons loadout and you&#039;ve got some serious close-range firepower. Choosing between a decent harassment unit that can wreck infantry without spending TOO many points or a powerful gun-jumping squad is a little tricky. Assault Marines slightly above half the cost of an Inceptor Squad at equivalent strength, but are a bit more expendable. They won&#039;t take down dead &#039;ard enemy units or outfight top tier assault specialists, but what they *can* do is to tie up and mop up squishy shooters, and do it on the cheap. As of Chapter approved assault marines with jump packs are now a point cheaper as well as all the cheaper gear makes them an affordable and quick gear carriers&lt;br /&gt;
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*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Scout bikes got very interesting this edition. They lost scout but gained a second wound and a &#039;&#039;lot&#039;&#039; of firepower. Every rider comes loaded for bear. Each one has a combat blade, a shotgun and a bolt pistol plus the usual grenades. Add that to the twin bolter on the bike and that&#039;s every non-heavy weapon available to ground pounder Scouts. This also makes for SIX S4 shots at 12&amp;quot; two of which become S5 at 6&amp;quot;. This is good cause the grenade launcher got nerfed in the rate of fire, now Assault 1 instead of rapid fire. On the bright side, you can fire it plus the shotguns if you advance.&lt;br /&gt;
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*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes got buffed this edition. They move 14&amp;quot; and advance 6&amp;quot; without random rolling, can put out twice the damage of normal a boltgun, &#039;&#039;and&#039;&#039; gained an extra wound. The cost of this increased speed, doubled firepower and doubled wounds? At 21 points. Not bad but wait there&#039;s more. You can still swap out your bolt pistol for a chainsword. Double attacks on a biker! Goes a long way to mitigating the trouble they used to have in combat. Two bikers can instead trade those pistols for special weapons. Special mention for meltaguns as your speed can close to half distance easier than nearly any other unit. Don&#039;t forget you can target the special weapon and the twin-bolter at separate targets.&lt;br /&gt;
** Then there&#039;s the attack bike which likewise got buffed and more expensive. Its heavy weapons aren&#039;t as accurate as before so a MM may not be the best choice, especially with meltaguns available.&lt;br /&gt;
** A Biker Priest riding around with a squad or two of Bikes is a unique Blood Angels combo that works surprisingly well. Used as a flanking unit your opponent will be forced to devote heavy firepower towards them in order to remove any models, all the while you will be restoring each hard-earned kill. Attack bikes work even well in this manner by possessing 4 wounds apiece. &lt;br /&gt;
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*&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; The attack bike got buffed and more expensive. Its heavy weapons aren&#039;t as accurate as before so a MM may not be the best choice, especially with meltaguns available. Cheapest FA unit available. &lt;br /&gt;
**This is a promising yet often ignored unit. For 37 points you&#039;ve got 4 wounds, T5, 14&amp;quot; movement with 6&amp;quot; advance, along with a heavy bolter and 4 S4 shots at 24&amp;quot;. That&#039;s cheaper and tougher than Aggressors and Inceptors while being faster yet shooty. Provides some excellent fast close range dakka on a remarkably tough platform, just what BA needs.  &lt;br /&gt;
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*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The confused offspring of an Assault Squad and a Seraphim Squad. The mortal wound caused by their pseudo-HoW might look good on paper, but when you only have 3 models in the unit and no melee weapons whatsoever the last place you want to be is in combat. Instead, take a page from the Seraphim&#039;s book and use your improved maneuverability to fire off strafing runs, courtesy of your Assault Bolters- effectively Assault 3 Heavy Bolters. As Big game hunters Assault bolsters are the shit, these guys will crank out 18 S5 shots every turn. S5 fills a magical sweet spot in 8th, wounding toughness 6-9 on 5s and up. You can reliably use these guys to blast HQ units, Monstrous creatures, and some vehicles. With only -1 to armor, avoid 2+ saves though. This will require some skill and careful positioning, even though they are tough and fast they might get overwhelmed in CC with only 3 models. Used smartly, this tactic can whittle down the big nasty monsters out there and wound them to the point where they are critically wounded and are either slow or can&#039;t hit shit in CC and you can kill very dangerous enemies without taking much damage. If you have the spare points these guys in an outrider detachment are an excellent complement to the Blood Angels play style. Three squads of three will give you 54 S5 -1AP 1D shots on a highly mobile and reasonably tough platform. This kind of mobile close-range firepower is exactly what the Blood Angels need to pin down enemies while your melee units chew through squads.&lt;br /&gt;
**Plasma Exterminators are really expensive in terms of points and are only truly effective when fielded in a squad of 6. Yep, that&#039;s right. I said 6. So you&#039;re looking at 500+ points for the squad and £60 in Sterling. That being said, 6 guys throwing out (D3) a potential 36 plasma shots (optimistically) with an average of 12-24 shots per turn at -1 AP. That&#039;s a lot of hurt. Couple with their improved survivability over regular assault troops due to 2 wounds, 10&amp;quot; move and FLY, they&#039;re pretty effective. But each model lost is felt. Especially if you overcharge, you crazy bastard.  Though it&#039;s slightly mitigated if you overcharge near a captain, like usual.&lt;br /&gt;
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*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039; Three-man squad only, functionally a long-ranged version of an Inceptor since they come with AP-2 autocannons.  Can {{WH40Kkeyword|FLY}} and Deep Strike but lack the Inceptor&#039;s T5 or mortal-wounds-when-charging. They can, however, chuck out smoke grenades, and if they make a kill in the shooting phase, that unit cannot fire overwatch in your charge phase. This unit is all but purpose-built to wreck Tau face, allowing you to shut down they are obnoxious For the Greater Good rule and flood their gunlines with Assault Marines, Terminators, and melee Dreads, as the Emperor fully fucking intended.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeders:&#039;&#039;&#039; Zoom Zoom. fast and a whole lot tougher, but loses jink shenanigans. Though now base cost of 50 points without wargear it does its job for pretty cheap.&lt;br /&gt;
**Only T5 with 6W so taking hits is not meant for this guy, so use that speed to avoid harmful line of sight and fly to pop out suddenly to lay the hurt down. If you want maximum mobility and firepower out of this model, take three in one unit which increases their speed to 20&amp;quot; and equips two with heavy bolter assault cannon, and one multi-melta and typhoon missile launcher.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Tempest:&#039;&#039;&#039; A tiny drop in movement (well, sort of; see below) from the vanilla type, but has better T and Ld (not that the latter usually matters). Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36&amp;quot; Heavy 1d3 S6 AP-3 D2; at only 10 points each, drastically better as a pair than a Typhoon Missile Launcher against anything at all, but the Tempest itself is a good deal more expensive than vanilla). When Advancing, they must move between 20&amp;quot; and 35&amp;quot;; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them.&lt;br /&gt;
**Relative movement: These guys don&#039;t have Anti-grav Upwash, so a unit of 3 of them is 5&amp;quot; slower than a unit of 3 vanillas, rather than 1&amp;quot;, when not Advancing. When Advancing, they are much faster, regardless of unit size, since they can go their choice of 20-35&amp;quot; (no need to roll), instead of 16-21 for a small unit or 21-26 for a large unit of vanillas. Unfortunately, there&#039;s no option to take Assault weapons on them of any stripe.&lt;br /&gt;
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*&#039;&#039;&#039;Tarantula Sentry Gun:&#039;&#039;&#039; Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds, which makes them fairly sturdy for a 20 point model before guns. In addition, they also now all count as separate units once deployed, so they can serve as some obnoxious MSU tools. Tarantulas can be equipped with the following loadouts:&lt;br /&gt;
**Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the Caveat that it MUST target the nearest infantry model. 37 points each&lt;br /&gt;
**Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy tank. 70 points each&lt;br /&gt;
**Twin Assault Cannons: Arguably the best option. Tarantulas with Dual-assault cannons lose their targeting restrictions and gain a whopping 12 shots each. 64 points each&lt;br /&gt;
**Multi-melta: Same deal as the Lascannons, but mathematically worse. However it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want. 47 points each&lt;br /&gt;
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*&#039;&#039;&#039;Tarantula Air Defence Battery:&#039;&#039;&#039; As above, but stuck with S8 AP-2 D3 D anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, and otherwise the nearest enemy non-flyer, but you were probably already planning to do that when you took this unit.&lt;br /&gt;
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*&#039;&#039;&#039;Deathstorm Drop Pod:&#039;&#039;&#039;  A Drop Pod full of automated guns; it can choose either an 18&amp;quot; 2-shot gun with S8 AP-2 D3 D or a 12&amp;quot; 6-shot S6 AP-1 1 D gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they&#039;re the closest unit in range).&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Predator:&#039;&#039;&#039; The Predator Annihilator has seen a decent buff with the changes to twin linked but now the autocannons are the real hero. Normal autocannons are better than ever and the predator&#039;s autocannons now fire 2d3 shots, amping up the firepower a lot. Expect autocannon with lascannon sponsons all round. base costs are cheaper and now autocannon and twin lascannon are the point to point equivalent &lt;br /&gt;
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*&#039;&#039;&#039;Baal Predator:&#039;&#039;&#039; You thought Twin-Linked Assault Cannons were good before, now get ready for 12 shots! The dakka loadout of AC and heavy bolters now spits out 18 shots a turn. The flame version is okay. Overcharged engines are now better advancing, but you want to be shooting, so eh. Make no mistake this tank is FAST and likely faster than what your opponent expects. If you use lucifer pattern engines, your total movement is at a minimum 18&amp;quot; and at most 24&#039;, but also count as advancing per the recent errata. Cheaper now too as of Chapter approved.&lt;br /&gt;
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*&#039;&#039;&#039;[[Devastator Squad]]:&#039;&#039;&#039; Due to everyone getting Split-Fire, you can feel free to mix and match weapons however you like; that said, it&#039;s still a good idea to use weapons with similar ranges in case you need to focus your shots on a single opponent. Be sure to keep whoever has the best gun within 3&amp;quot; to the Sergeant, since his [[Signum]] will let that guy hit on a 2+. Finally, the Armorium Cherub has received a big buff- you can use it once per game to effectively give one model in the squad a second shooting phase. It&#039;s also an ablative wound for 5 points. Needless to say, you should always take the cherub. Unlike other Chapters, you can take Heavy Flamers on your Devastators (meaning the Sergeant will usually end up using his Signum on himself), turning them into close range specialists. Alternatively, give the sergeant a combi-flamer and pack the squad in rhino as a mobile flamer squad. Devastating against hordes such as [[Tyranids]] and [[Orks]]. Using the Signum on a Heavy Bolter Marine along with the armorium cherub and 1CP for hellfire shells will net you 2d3 mortal wounds hitting on a 2+. Per the new Faq, you can no longer do this. sad times.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hellblaster|Hellblaster Squad]]:&#039;&#039;&#039; Some pretty wicked [[dakka]] right here. Their Plasma Incinerators are 30&amp;quot; S7 AP -4 1 D normally, with the same boost as other plasma weapons if supercharged- more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. But with the same inability to use transports as other Primaris Marines, that&#039;ll be a difficult task in itself. &lt;br /&gt;
** Distinct from every other Chapter&#039;s Hellblasters in that they are not completely useless once they get locked in melee, thanks to the Red Thirst. Consider running a bubble of Hellblasters protected by the &#039;&#039;Standard of Sacrifice&#039;&#039; - you can fit close to 30x 32mm bases within a Primaris Ancient&#039;s 6&amp;quot; aura. Buff them with a Sanguinary Priest to make them even more stupidly durable (and wound MEQs that charge you on 2+...not a bad gunline for an assault-focused army).&lt;br /&gt;
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*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters. They have the same +2-for-being-in-cover camo-cloaks that Scouts get, and their bolt sniper rifles get three different ammo to use: Executioners will be your go-to (AP-2, Dd3, mortal wound in addition to normal damage on a wound roll of 6), Mortis because fuck your stealth units (AP-1, D1, ignores line of sight, ignores cover, gains +2 to hit-rolls), and Hyperfrag for overwatch (AP0, D1, but are heavy d3). All ammo types can target characters without them needing to be the closest units. &lt;br /&gt;
** Consider a squad of 3 costing you 72 points. That gives you three shots that have the potential to put down the majority of characters in the game, and on average dice will kill a Commissar or Lord-Commissar (and equivalents) every turn. &lt;br /&gt;
**While sniper scouts may outperform them en masse regarding overall mortal wound generation, these guys appear to have some nasty stratagems. Take a single unit, be patient, then blow a hole in someone&#039;s head come turn 3. Then hug an objective and clap your hands :)&lt;br /&gt;
** When comparing them and Scout Snipers, two things weigh in an Eliminator&#039;s favor offensively: Their Executioner round has AP-2 and does D3 damage. Added with their two wounds, easy ability to get a 2+ even against AP-1 firepower, and a variety of rounds that enable them to find use in almost any targeting situation, they are better in this role than Scouts.&lt;br /&gt;
** Also, a single unit has 6 T4 wounds on a 3+ with +2 on cover saves. This makes for a remarkably tough little nugget, and quite possibly some easy bait for long-range dakka. leave your opponent wondering if he should target your Land Raiders full of nasty bruisers, or your heavily dug in snipers which can kill his nasty bruisers. If they waste their heavy firepower on a 72 point unit while your terminators got all the closer, you should be in a good position. &lt;br /&gt;
** As of the new codex release their base weapon now sits at S5 which increases your wound potential significantly. You also have access to Las-fusils which is a 36&amp;quot; range Thunder hammer as each shot sits at S8 AP-3 3 damage.&lt;br /&gt;
** This sergeant just got craftier as well as he can now forgo his shooting to add +1 to hit and to wound for the squad as well as after firing overwatch allow the squad to move before being charged which honestly if you&#039;re getting charged you did something wrong.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Now that the vanilla Land Raider isn&#039;t forced to fire all its guns at the same target, it&#039;s gone from schizophrenic to an effective all-rounder. For example, you could use its lascannons to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a 5-man squad of Assault Terminators. And with T8, 16 wounds, and a 2+ armor save it&#039;ll be a tough nut to crack even with anti-armor weaponry.&lt;br /&gt;
**277 points now with base gear after Chapter Approved 2019.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Crusader:&#039;&#039;&#039; As ever, the Hurricane Bolters will shred any infantry within 12&amp;quot; - you practically have two Tactical Squads&#039; worth of bolter shots at that range, thanks to Rapid Fire. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes D3 mortal wounds on a 4+ if it finishes a charge within 1&amp;quot; of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ&#039;s armor save, and anything with T7 or more (e.g. other vehicles) won&#039;t even get their paint scratched. It carries 16 models, so it&#039;s still your best choice for transporting Terminators and other larger units. Costs 264 points after Chapter Approved&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Redeemer:&#039;&#039;&#039; Similar to the Crusader, but trades off the hurricane bolters&#039; volume of shots for the flamestorm cannon&#039;s greater strength, higher AP, and improved damage per shot. While you&#039;ll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Carries 12 models. Like all Land Raiders, the Redeemer has one massive Achilles heel - tarpits. Of course, anything that wants to charge this beast is going to get BBQ&#039;d, but a canny player has many ways to avoid overwatch entirely (charging from out of LOS, consolidating into melee, etc). Costs 284 points after Chapter Approved.&lt;br /&gt;
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*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039; Jury&#039;s out on this on. 6 Capacity with some big guns. 284/293 Base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move 0-under half current M Value). One is a Heavy 2 72&amp;quot; Monster at S10 AP -4 3-6 damage on a D6 cannon and the other is what you&#039;d expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliably mulch opposing infantry. The Heavy Laser Destroyer can tear through enemy armour reliably and the Macro Plasma can remove medium and heavy infantry. &lt;br /&gt;
**Properly supported, this thing can annihilate swathes of the enemy army. A Captain (better yet, a Chapter Master) and Lieutenant will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and dollars. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can&#039;t... Well, Marines are used to losing in 8th anyway-Don&#039;t be stupid, get the Lieutenant and bring a Techmarine!!!!&lt;br /&gt;
**Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank&#039;s weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed up standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters.&lt;br /&gt;
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*&#039;&#039;&#039;Vindicator:&#039;&#039;&#039; Changes to blast have hit vindicates hard. Very hard. Yes it still does a lot of damage, but gone are the days of playing &amp;quot;how much of your army will I be removing today.&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; Despite the changes that have hit the vindicator so hard, the whirlwind is improved, losing out on weight of hits and gaining improved strength and penetration.&lt;br /&gt;
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*&#039;&#039;&#039;Hunter:&#039;&#039;&#039;  Shoots flyers with a potent missile weapon. &lt;br /&gt;
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*&#039;&#039;&#039;Stalker:&#039;&#039;&#039; Shoots flyers with 2 tri-barreled autocannons.  &lt;br /&gt;
 &lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Deimos Pattern Vindicator Laser Destroyer:&#039;&#039;&#039; This thing brings to the battlefield the unique Laser Volley Cannon, which is a 2 shots Lascannon with a few twists: they only have a range of 36&amp;quot; instead of 48, they do a fixed 3 damages (so a little less than the average you do with 1D6) and can be overcharged to go to S10 AP-5 with a fixed 6 damages. The trade-off is that if they shoot that way, they take 3 mortal wounds on each rolls of 1. If it does not move, however, it can shoot twice, but not in overcharged mode. Also, note that it gets +1T and +1 wound compared to a predator but moves 2&amp;quot; less. All in one, this tank is kind of odd. It costs roughly the same as a classic predator with a full lascannon setup and can pump 4 shoots if it stands still, for an average amount of wounds slightly lower. Its overcharged mode might give you an edge on T5/T9-10 opponents or target with extremely high armor saves, so what you lose in range you get it back in versatility, at price: 2 shots against 4 and the risk of wounding yourself. Between increased durability, shorter range and movement, and varying fire modes, it is hard to draw a clear line between the Predator Annihilitor and the Vindicator Laser destroyer in term of battlefield role, but the latter being clearly less efficient while on the move, you might want to invest your money in other Forge World models.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Relic Land Raider Proteus:&#039;&#039;&#039; The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There&#039;s also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus&#039; transport Capacity to 6, but it prevents anyone from deep striking within 12&amp;quot; of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won&#039;t be able to get near it.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Land Raider Helios:&#039;&#039;&#039; Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind&#039;s different missile types, and it can transport 6 models too.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Land Raider Prometheus:&#039;&#039;&#039; A fun toy for your Warlord- if he&#039;s embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn&#039;t reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 24!!!!!! heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.&lt;br /&gt;
** This is tantalizing, as the Blood Angels rely on unleashing many stratagems in the beginning of the game, while your terminator captain is cruizin up to the bad guys with his favorite blend of CC killers. &lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Land Raider Achilles:&#039;&#039;&#039; The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Mortis Dreadnought:&#039;&#039;&#039; Your go to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double down on weapons the regular dread cant. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare.&lt;br /&gt;
**For the classic twin autocannon rifleman setup, you&#039;re usually better off with a regular dread. They have the same stats for a few points less, and it&#039;s the only gun the normal dread can double upon. Only take an autocannon Mortis if you really need heavy support instead of an elite. Unlike the Contemptor version, it has no degrading stats.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Siege Dreadnought:&#039;&#039;&#039; This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped-up heavy flamer (but costs more than a twin heavy flamer, for reasons) and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0&amp;quot;, its niche as a building killer should be obvious.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Contemptor Mortis Dreadnought:&#039;&#039;&#039; Better than the standard Mortis in every way, from the BS 2+ to the 5++. Apart from that, it can do everything the regular Mortis can, only better.&lt;br /&gt;
**Since the v1.1 FAQ/Update, Contemptor Mortises can once again take Cyclone Missile Launchers. The downside is, like their Terminator counterparts, they&#039;re still 50 fucking points for either Heavy 2D3 S4 AP0 D1 OR Heavy 2 S8 AP-2 D6D. With this in mind, however, it could be decent now that EVERYTHING has Split-Fire, and you&#039;re no longer hitting Flyers on 6s, but only 3+(!!) with at least 6W or more. Churn out some dakka with your two Kheres Assault Cannons (which, keep in mind, can ALSO fire at two different targets, as they are considered &#039;two identical weapons&#039;, and then slam a couple of Krak missiles at a Flyer that screams overhead. Or a tank, I guess, if that&#039;s your thing.&lt;br /&gt;
**The Contemortis (for short) with cyclone launcher and lascannons is basically superior to the Deredeo with its lascannon battery, costs less, and fires more shots. And a Predator annihilator, for that matter. But that&#039;s against vehicles, it&#039;s pretty much the same. &lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Relic Leviathan Dreadnought:&#039;&#039;&#039;  [[RAPE|&#039;&#039;&#039;I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHAEMA OF LIFE, HATRED AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN TO THE BIGGEST OF TITANS.&#039;&#039;&#039;]] &#039;&#039;ahem&#039;&#039;, enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual &#039;&#039;Titans&#039;&#039;, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. For Defenses, it packs a Strength and Toughness of 8, with a 2+/4++ saves the line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers or his rack of hunter-killers, but in exchange, his whole loadout has gotten huge buffs.&lt;br /&gt;
** &#039;&#039;&#039;The Cyclone Melta&#039;&#039;&#039; is capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight(Leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee).&lt;br /&gt;
** &#039;&#039;&#039;The Storm Cannon&#039;&#039;&#039; now has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of Multi-wound models, without suffering from Overkill. This makes it the perfect weapon for dealing with models like Terminators.&lt;br /&gt;
** &#039;&#039;&#039;The Grav-Flux Bombard&#039;&#039;&#039;: Now your dedicated horde killer. It deals 1d3 shots and gains an additional 1d3 shots for every 5 models present in the target unit. Which means the Leviathan can get a whopping 11d3 shots when targeting a mob of Conscripts, or [[Rape|22d3]] if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn. Fair to note, however, being strength 9, and dealing 5 damage to vehicles and monsters, and no armor save is gonna be stopping it. So it functions quite well against large targets AND blobs.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Whirlwind Hyperios:&#039;&#039;&#039; While it&#039;s still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn&#039;t something to take lightly.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Rapier Carrier:&#039;&#039;&#039;  A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to &amp;quot;light&amp;quot; superheavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter at 3/4 of what you pay for a devastator squad armed with same, on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment really nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon.&lt;br /&gt;
**&amp;lt;s&amp;gt;Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns.&amp;lt;/s&amp;gt;&lt;br /&gt;
**The average damage from a laser destroyer is less than its weight in lascannons - 183.33% of the damage for 240% of the price; the difference in strength will never matter against practical targets, while the improvement to AP will come up and won&#039;t make up the difference.&lt;br /&gt;
**As a result, hands down your best bet is always going to be the Quad Launcher.&lt;br /&gt;
***In Shatter mode this will, for 45 points, outdo two lascannons for 50 points, as losing a point each in strength and AP is more than made up for in doubling its attacks, and the difference in damage is not only slight, it also deals predictable damage, making it invaluable in many contexts, such as shooting Quantum Shielding.&lt;br /&gt;
**In Thunderfire mode, this will shoot what amounts to 8 heavy bolter shots, losing a point of AP in exchange for indirect targeting and improved range. This is inferior to the Quad Heavy Bolter option, so you should regard it as a bonus to the Shatter mode, rather than a good gun in its own right, and take this gun for the purpose of killing off enemy heavies, not massacring enemy lights.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
*&#039;&#039;&#039;Castellum Stronghold:&#039;&#039;&#039; In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2&#039; by 2&#039;) is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn&#039;t fit inside completely, they can man the battlements for a cover save. And untill the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. At 550 points without guns this is something of an apocalypse thing.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Angel Infernus (Open Play Only):&#039;&#039;&#039; Because it could always be MORE on fire. Pretty much a Land Raider Redeemer that swaps some of it&#039;s transport capacity in order to take a pair of Heavy Flamers and uses a Lord of War slot instead of Heavy Support. Use it in the same way as a Redeemer and cackle at 4D6 white-hot autohits directed at anyone stupid enough to charge anywhere near it. &lt;br /&gt;
*&#039;&#039;&#039;Land Raider Terminus Ultra (Open Play only):&#039;&#039;&#039; For 600 pts it will do a spectacular job of wrecking vehicles thanks to its 8 (!) lascannon shots per turn. 3 to hit rolls of 1 in one turn will cause you to take 6 mortal wounds, but the chances of that are so small that it&#039;s unlikely to be an issue. Even if it does happen, it won&#039;t be enough to decrease your base stats until you drop to 8 wounds or below, and with the toughness and armor save that comes with being a Land Raider variant that&#039;s probably not going to be an issue. Just be sure to watch out for massed infantry- for this reason you should probably take a storm bolter over the multi-melta since any vehicle close enough to be in melta range is going to become a smoldering wreck either way.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
Forgeworld FAQ[https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/07/40K_8th_ed_Update_Imperial_Armour_Index_Forces_of_the_Adeptus_Astartes_ver_1.0..pdf] updates the relic rule for LoW, effectively you can get one with no pre-requisites but further ones will still require the &#039;non-relic&#039; tax. On the other hand, [[That Guy|who would even need to bring 4 Lords of War into a game?]]&lt;br /&gt;
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*&#039;&#039;&#039;Relic Spartan Assault Tank:&#039;&#039;&#039; The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that&#039;s a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don&#039;t do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, and Jump Pack Infantry(but not Primaris), so fill it up with Death Company squads! If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches. &lt;br /&gt;
*&#039;&#039;&#039;Relic Typhon Heavy Siege Tank:&#039;&#039;&#039; The Vindicator&#039;s big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24&amp;quot; or 48&amp;quot; if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it&#039;s 2D6 high strength high AP shots. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic Cerberus Heavy Tank Destroyer:&#039;&#039;&#039; An insane Titan-class laser weapon mounted on a Spartan chassis,  boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72&amp;quot;, and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic Fellblade Superheavy Tank:&#039;&#039;&#039; The Baneblade&#039;s exponentially meaner cousin. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It&#039;s enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow re-rolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the amazing Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.  The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. If you need a LOT of dakka on a tough as nails platform, you can&#039;t go wrong with the Fellblade.&lt;br /&gt;
*&#039;&#039;&#039;Relic Falchion Superheavy Tank Destroyer:&#039;&#039;&#039; A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120&amp;quot; away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units). Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, it&#039;s objectively better at destroying superheavies than its Shadowsword counterpart in practically every way. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, and you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta if you crave even more dakka.&lt;br /&gt;
*&#039;&#039;&#039;Relic Mastodon Super-heavy Siege Transport:&#039;&#039;&#039; Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s re-roll to kick in. &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Assault Gunship:&#039;&#039;&#039; The standard air support and transportation workhouse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50&amp;quot; move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48&amp;quot; Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96&amp;quot; Heavy D3 S16 AP-4 2D6D (6&#039;s to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for ever VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72&amp;quot; Heavy 4 S8 AP-3 D3. It&#039;s Colossal Flyer rule forces your opponent to -1 from shooting attacks against the Thunderhawk, but also forces them to measure from where it&#039;s hull wound be if it was at ground level and add 12&amp;quot; to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy ass brick of resin up). It also means that a lot of guns flat out cannot shoot at it while it&#039;s Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, AND BIKERS. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units.      &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Transporter:&#039;&#039;&#039; A thunder hawk optimized to carry land raiders OR two rhino variant tanks, lacks major offensive weaponry&lt;br /&gt;
** Deep strike Land Raiders &lt;br /&gt;
*&#039;&#039;&#039;Sokar Pattern Stormbird:&#039;&#039;&#039; Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points (651... not too bad) and tangible money alike, it can ferry entire demi companies onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.&lt;br /&gt;
*&#039;&#039;&#039;Astraeus Super Heavy Tank:&#039;&#039;&#039; This tank is a beast, 24 wounds, Toughness 8, 2+ Armour, Power of the Machine Spirit and Steel Behemoth are already bad enough, but then you look at its gear. Firstly, the Void Shield. Just like the titans, it&#039;s a degenerating shield that can block off any wound, mortal or not, and does not care about AP value. However, it cannot protect you from overheating Plasma Eradicators or melee attacks, so watch out for Knight Gallants and other heavy-hitting melee units that somehow get by the Enhanced Repulsor Fields. Said Enhanced Repulsor Fields not only reduce enemy charge rolls by 3&amp;quot;, but are also its form of &#039;&#039;&#039;&#039;&#039;close combat attack&#039;&#039;&#039;&#039;&#039;. Considering the fields give -2 AP and deals D3 damage per wound, this is surprisingly vicious, especially considering the 8 Strength 9 attacks the tank gets (albeit only at WS 5+, although it still benefits from auras like Litanies of Hate and Rites of Battle). Obviously, however, you&#039;re here for the guns and... oh boy. Its twin macro-accelerator cannon is a vicious Heavy 12, S8, AP-2, Damage 3 that ignores all abilities that impose negative hit modifiers when targeting anything with the FLY keyword. Its other default weapons don&#039;t seem that threatening at first, however. The two las-rippers are slightly weaker las-talons with a new name, the twin heavy bolter is somewhat useful against infantry, and the storm bolter and ironhail heavy stubber can be augmented with another ironhail heavy stubber. However, the twin heavy bolter can be replaced by a twin Lascannon, and the las-rippers can be replaced by the new Plasma Eradicator, a +1 Strength, AP-4 Plasma Cannon that uniquely only causes one mortal wound per 1 to hit on Supercharge. 90% of the time the Eradicators are the better choice. Not only are they cheaper than Las-Rippers, but they have more range. Being within 24&amp;quot; will put the Astraeus in danger of being chopped up by enemy Knights and makes it a prime target for most Plasma weapons. The lone Storm Bolter won&#039;t be doing much of anything regardless. &lt;br /&gt;
**Compared to the Fellblade, its main gun is lacking in terms of pure power but has a more reliable number of shots which will be more effective against light to medium vehicles (especially flyers), as well as 3-wound infantry such as Tyranid Warriors, Grey Knight Paladins, and Custodes. The secondary armament is clearly inferior with the eight Lascannons and Demolisher Cannon of the Fellblade outgunning the Accelerator Cannon itself. In melee it is a mixed picture, the Enhanced Repulsor Fields make the Astraeus harder to engage and hit but it lacks the option to mount any flamer for point defense; the Fellblade can mount up to 3 heavy flamers which will inflict significant overwatch casualties on attacking infantry. The Void Shield gives it an important defensive tool that the Fellblade and most superheavy tanks lack, albeit on a more fragile (T8 not 9), less durable (2 wounds less at 24W) chassis. Most importantly, it&#039;s much cheaper than the Fellblade, and since it&#039;s not a Relic you can use it as a &amp;quot;non-Relic&amp;quot; tax in the unlikely chance you really want a full Super-Heavy Detachment as a Space Marine army.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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So you&#039;ve decided the Boys from Baal are the army for you, but you&#039;re not sure where to start? &lt;br /&gt;
*Your first purchase should be the Start Collecting! Blood Angels box set. In days of yore the Battleforces were the way to go for a new army, but for savings, this is the best stop. With a decent discount (by GW standards) this will net you a Captain in Terminator Armour, ten Tactical Marines, and a Baal Predator. This sets you up off the bat with a Patrol Detachment, at either 25 or 26 Power depending on whether you chose one Tactical Squad of ten, or two of five. One squad of ten is probably best, since you only need one Troops choice, for a Patrol Detachment, and you can combat squad them anyway.&lt;br /&gt;
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*The Start Collecting! box is decent value for money (£60). To buy the contents separately (Captain, tactical squad, Baal Pred) would cost £81. Combine with the Space Marine Start Collecting! box for an additional tactical squad another Terminator Captain and a standard Dreadnought (as we can&#039;t use venerable dreds).&lt;br /&gt;
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*Devastator Squad. Okay, so heavy weapons aren&#039;t really our style, but they still have their place. Each Devastator boxed set comes with multiple options for heavy weapons. If you have spare bodies, you can actually make two 5-man devastator squads with one box. They won&#039;t all be armed with the same heavy weapons, but with split fire now a regular thing in 8th it&#039;s not such a problem now when mixing heavy weapons. Just try to use weapons with matching range, for example Missile Launchers+Lascannons, Heavy Bolters and Plasma Cannons or Heavy Grav Cannons and Multimeltas. &lt;br /&gt;
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*Sanguinary Guard. These guys are relatively cheap to obtain compared to their in-game capabilities. GW is currently selling a 5-man squad for £25.&lt;br /&gt;
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*If you&#039;re looking to buy Rhinos, don&#039;t bother. Spend a few more shekels for a Razorback, so you can swap between the Razorback and Rhino option. Obviously, don&#039;t glue the roof hatch in place. The boxed set comes with a choice of twin heavy bolters or twin lascannons. For added impact and versatility, if you already have a Land Raider Crusader armed with twin assault cannons, ensure you don&#039;t glue it in place, giving you the option to use it on your Razorback when not fielding the Land Raider.&lt;br /&gt;
&lt;br /&gt;
*Your next step should be to find any or all of the following box sets, if they are still available.&lt;br /&gt;
&lt;br /&gt;
Blood Angels Death Company Strike Force: Includes a Chaplain with Jump Pack, three 5-man Death Company units, and a Death Company Dreadnought. Now we&#039;re talking! &lt;br /&gt;
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Blood Angels Orbital Intervention Force: Includes two five man Assault Terminator Squads, and one Terminator Squad. This is probably the least preferable kit to go for, as Terminators are a huge pointsink. If you do choose this, you&#039;ll have enough for a Vanguard Detachment, and the extra Command Point that brings, but may Sanguinius have mercy on your soul.&lt;br /&gt;
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Golden Host: If the Sanguinary Guard is your thing, this is definitely the box for you.  Includes three 5-man units and the Sanguinor.&lt;br /&gt;
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Blood Angels Chapter Ancients: Includes three Blood Angels Dreadnoughts, any combination of Furioso, Furioso Librarian, and Death Company. If you go with this option consider building one of each, or two Furiosos and one Death Company. This and your Start Collecting! box gives you a Vanguard Detachment, for an extra Command Point.&lt;br /&gt;
This set now appears to be available again on the GW webstore, so don&#039;t pay 75 dollars over its retail price on ebay (or do, I don&#039;t want to tell you how to live your life).&lt;br /&gt;
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Blood Angels Crimson Spear Strike Force: Still on sale as of mid 2020 and is a pretty good buy as you get both a Sanguinary Guard unit, 5 Death Company, the extra Blood Angel special Jump Pack Chaplain and a Terminator Captain. Along with a Baal Predator and a squad of Intercessors.&lt;br /&gt;
This is well enough to form a pretty powerful Vanguard Detachment if you paint your Intercessors as some angry Death Company. But most importantly, 2 whole upgrade sprues and the Holy Blood Angel Transfer Sheet. &lt;br /&gt;
As it is on GW for £110, buying all the things individually would clock in round about £180.50 so you are saving a good £75.50&lt;br /&gt;
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Lastly, magnetize the backs of your HQs. Yes, you&#039;re often told to magnetize parts of your models, but this time we really, really mean it. Don&#039;t worry, backs and backpacks are a lot simpler than weapons. &lt;br /&gt;
Why bother?&lt;br /&gt;
Between the Index and Codex, almost all of your Character models can take multiple backpack options. From the plain backpack to the fluffy jump pack to the myriad of weapons available to Techmarine, you&#039;ll want to be able to swap them as your list du jour demands.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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Playing with Blood Angels can be a double-edged sword. Move too aggressively and you&#039;ll find some of your squads isolated and overwhelmed. Move too slowly and you&#039;ll struggle to make an impact. Here are some useful tactics to use in 8th edition. &#039;&#039;&#039;With Red Thirst returning we can pretty much ruin anything we face. Even a scout will wound Magnus on a 4+. How d&#039;you like them apples?&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
There&#039;s only really one tactic you need to know when playing Blood Angels, ABC &amp;quot;Always Be Charging.&amp;quot; You don&#039;t play BA to sit back and shoot, there are other Chapters that do it much better than we do. Blood Angels are at their best on the charge, so to that end, you should design your force with an emphasis on close combat and speed. &lt;br /&gt;
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*&#039;&#039;&#039;Sword and Shield&#039;&#039;&#039;: This tactic relies on combining decent firepower to pin an enemy force (or elements of that force) in place whilst your attacking squads advance and seize the objective or destroy other enemy squads and vehicles. This tactic is useful against highly mobile opponents, such as Ravenwing or Eldar. One or more squads or vehicles with heavy weaponry act as a stationary firing platform to prevent the enemy from exploiting that flank, while the remainder of the Blood Angels force advances. This tactic is less useful against hordes. Imagine a warrior holding a shield (that&#039;s the heavy weapons on the flank) and the sword, ready to thrust (that&#039;s the attacking force). Also useful for pinning enemy elements in place before assault.&lt;br /&gt;
*&#039;&#039;&#039;Hammer and Anvil&#039;&#039;&#039;: Compose an army with supporting troops such as sniper scouts or tacticals with heavy bolters, intercessors if you can spare points. Keep the troops on objectives and form a backline. Add in good amounts of durable high volume anti-horde ability such as inceptors, aggressors, terminators, or fragnoughts. These are your Anvil and should clear out the weaker foes. Then strap up and focus on four units: JP Captain with thunder hammer and Angels Wing, Sanguinary Guard with power fists and angelus boltguns, Lemartes, Death company with a 1:1 mix of thunder hammers and bolter chainsword marines. These are your Hammer&#039;s. The beauty of this army is that you can tackle early screens and hordes well, claim objectives and provide covering fire, while all of your deep striking units have a means of increasing your chances of charging from deep strike. Captain uses Angels Wing for re rolls, Sanguinary Guard use Descent of Angels, Lemartes and the Death Company all have re rolls on the charge.&lt;br /&gt;
*&#039;&#039;&#039;Steel and Flame&#039;&#039;&#039;: A tactic used specifically for hordes such as Tyranids or Orks. This calls upon the Blood Angels commander to field squads, vehicles and characters that specialise in killing scores of enemy troops. If used correctly, a seasoned commander will deploy with overlapping fields of fire, good line of sight and defensive positions designed to slow the enemy advance. Baal Predator tanks, Whirlwinds, flamers, rapid-fire weapons and characters that improve accuracy or penetration are best employed here. Each squad or vehicle should be able to both advance and retreat under covering fire from other supporting troops or vehicles. Deployment is key here. Position your forces too far forward and your squads will be overrun. Pull back too far and your range will be limited and you&#039;ll have nowhere to fall back to when things get hairy. Razorbacks armed with twin assault cannons should not be overlooked here, and each squad, vehicle or character must support and be supported by other elements. In this scenario, an isolated squad is a dead squad. It should be noted that this is primarily a defensive tactic, but counter-attacks can swing the outcome of the battle here. One example would be to utilise a Land Raider Crusader (with assault troops/terminators/Death Company inside) as a mobile shredding platform, continually pulling back as the enemy advances, keeping it out of range of assault. If the enemy get too close, and you have nowhere to move, that&#039;s when you counter-attack with whatever is inside the vehicle.&lt;br /&gt;
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To really blitz fuck your enemy and win the game in 3 turns or less, you need to be thinking about the charge after the charge. Essentially you need to anticipate where your models will be after you carefully win your first combat. Ideally, you want them to be in a position to get off another charge, or better yet an immediate consolidation. Try to take advantage of the DC Dreads 6&amp;quot; consolidation move, heroic interventions, jump packs 12&amp;quot; movement, and the Upon Wings of Fire stratagem. All of these will position your models well for more rounds of close combat; key here is repeating close combat often which triggers the Red Thirst repeatedly. Also consider units like terminators or dreadnoughts over softer 1 wound models for a charge that may result in prolonged combat. These units will last longer in the second turn of fighting. Utilize fully supported and buffed death company or sanguinary guard to wipe out entire units in one round. (And to be badass, its doesn&#039;t get much better in 40k than marching 15 Death Company Marines down your opponents throat with Astorath up front literally giving the most mind bending pep talk in the galaxy). Remember three things when your opponent attempts to counter you: 1) The more often you charge, the more often your are getting many important bonuses. 2) The more turns you spend in combat, the less firepower you take. 3) Avoid getting shot at in between and after combats when possible, and plan complex charges to mitigate or avoid overwatch altogether.&lt;br /&gt;
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With all this sexy talk about close combat, never forget fire support. Warfare typically revolves around a cycle of applying fire and movement. One option for the savvy son of Sanguinius is to tie up large portions of the enemy with carefully planned charges, not cumbersome frontal assaults; and utilize mobile medium ranged fire power to neutralize any models out of reach of your assault. As the game progresses use air support and your armies impressive mobility to adjust. Maneuver your firepower to avoid return fire, then remaining assault units switch to protecting your firepower. Units like razorbacks and baal predators do this well and can move very fast when needed, land raiders provide good anchors for your army. Stormravens have a gun for any target, and nearly your entire army has options for jump packs. Sometimes its best to sit back a turn or two, blast your opponent to shit, *cough Imperial Guard, then clean up in combat with very opportune and convenient charges.&lt;br /&gt;
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_____________&lt;br /&gt;
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Pretty sick army right here which has nearly tabled Orks and Nids:&lt;br /&gt;
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--Battalion-- &lt;br /&gt;
*Slamguinius, Artisan of War, JP, Angels Wing, Thunder Hammer (shield optional but helpful)&lt;br /&gt;
*Lemartes&lt;br /&gt;
*X3 sniper scouts &lt;br /&gt;
&lt;br /&gt;
--Vanguard--&lt;br /&gt;
*Corbulo&lt;br /&gt;
*X3 maxed out Bolter Aggressor squads&lt;br /&gt;
*15 DC, power swords, boltguns&lt;br /&gt;
*10 Sang Guard, fists, angelus bolters &lt;br /&gt;
*Company Ancient, Standard of Sacrifice &lt;br /&gt;
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&lt;br /&gt;
*This list will usually leave your army or your opponents nearly wiped. Problem is, it all depends on landing 4 drop charges. Luckily each deep striking unit has a means of boosting the charge after dropping in all on turn two. Lemartes and his re-roll for DC. Slamguinus has Angels Wing, and Sang Guard have Descent of Angels. &lt;br /&gt;
*Everyone else (Scouts, Aggs, Ancient, Corbulo) simply kick back and unload the sweet sweet dakka. Enjoy.&lt;br /&gt;
*Ideally the scouts hug objectives and pop sniper mortal wounds on important things, Corbulo and the Ancient along with your ~18 aggressors form a big ball and demand your opponent to prioritize them. Even if the aggressors get shot up, the buffs make them very tough and they will unleash powerful return fire killing hordes. Finally everyone else drops in on turns 2 or 3 and kills the big stuff hanging around in the back or anything that couldn&#039;t be mowed down by the Aggressors.&lt;br /&gt;
*If you desire more command points, reduce DC to 10 men and remove 1 or 2 aggressors and turn the vanguard into a battalion with basic bolter scouts (maybe a HB for some hellfire mortal wounds).&lt;br /&gt;
*Keep Sang Guard cheap with angelus bolt gun and fists, they do very well with fists being cheaper than swords. If you have points and need a little more ranged dakka, give them plasma pistols and keep near warlord and they can easily kill tanks with a charge afterwards. &lt;br /&gt;
*This list makes for quick games; you will win or loose in spectacular fashion! I have found the key being to save the ancient and about 3-6 Aggressors. Otherwise you will loose board presence, scouts will get picked off somehow, and your deep strikers won&#039;t be able to win it all back. If you work patiently with the Aggressor ball and don&#039;t get them killed immediately, they can hold down the board and let other units focus on specific fights they can easily win. &lt;br /&gt;
____________ &lt;br /&gt;
&lt;br /&gt;
Vanguard Death Ball&lt;br /&gt;
10 vanguard Vets with storm shields and power swords and 2x 10 man squads of vets with 5x shield/chainsword, 4x double chainsword and the Sargent with power sword/chainsword. Shove a Chaplin/priest/banner with 5+++ and the sanguinor in the middle of your ball of fun and fly up the table in a orgy of death. You will be surprisingly survivable with the invuls and FNPs and with the benefit of being infantry you just hide in handy buildings before you charge in. Your looking at 1k points for this so in a 2k game you can still have a decent fire-base and support also.&lt;br /&gt;
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*A good all rounder Melee Unit is 12 Death Company with either Chainsword and Bolter or Power Fist and Inferno Pistol, with a ratio of 9:3. The Fist and Inferno Marines can easily deal with a Leman Russ or equivalent each turn, while the Chainsword and Bolter Marines can clear out any tarpits.&lt;br /&gt;
** Death company have access to thunder hammers, which for 7 points more significantly increase your damage output over power fists. This is perhaps the best delivery method for hammers.&lt;br /&gt;
**For mobility, consider either Jump Packs or a Stormraven.&lt;br /&gt;
**As Death Company rely on support, consider replacing some Marines with a Chaplain, Sanguinary Priest, Lieutenant, Librarian, or Librarian Dread (who can keep up with Jump Packers) for buffs. If in a Stormraven, you may also consider a Chaplain Dread for more buffs and anti-tank.&lt;br /&gt;
*Death Company vs Vanguard Vets: Death Company seem to have a one up over Vanguard vets vs hordes (and with the Black Rage fnp they really do), but on the charge they do almost every job cheaper. VV can take double chainswords, allowing 4 attacks regardless of charge. DC can take bolters along with chainswords, allowing decent shooting and surprising flexibility.&lt;br /&gt;
**Some off the cuff math says that Death Company kill vehicles with thunder hammers better and more cheaply than TH/SS Vanguard. But in that case VVs are a lot harder, in case 30-ish damage from DC doesn&#039;t kill a target.&lt;br /&gt;
*As an aside, I&#039;ve rated the units of normarines (as in non-primaris) from least to most expensive: Vanguard Vets, Death Company, Sanguinary Guard (with encarmine swords they cost roughly the same as terminators, but with one less man base they occupy middle-ground), Terminators, then TH/SS Terminators. &lt;br /&gt;
**Terminators and Sanguinary Guard are of similar durability, weapons (since SG power fists are a free swap) and deep-strike potential. But with Stratagems and Deathmasks SG kinda win the comparison.&lt;br /&gt;
***Reivers are also 2 wounds and while they aren&#039;t quite as durable you get a lot more for your points while still putting out a very respectable number of attacks. Something to consider when shopping for your more durable troops to accompany VVs and Death Company. &lt;br /&gt;
*BRING BATTALIONS! Even if you are focusing on the fast attack and elite slots. A battalion gives you &amp;lt;u&amp;gt;6&amp;lt;/u&amp;gt; elite slots for DC or whatever and 3 extra cp so you can [[Dawn of War|soar on wings of fire!]] Plus you need at least some troops to hold ground, and they let you bring extra HQs like chaplains, librarian or Priests. On this point, you can bring some effective Troop choices to the field while staying lean on points. Five Intercessors come in under a hundred points, and are great at running around and grabbing mid-field objectives. Consider five Scouts with a power sword too, even cheaper and put out a surprising amount of damage in close combat.&lt;br /&gt;
**Counterpoint:  Battalions, and all large formations, are quite expensive to field for marines of all kinds.  It&#039;s harder to just &amp;quot;sprinkle in&amp;quot; troops and HQs (around 25-40 power for just a &amp;quot;basic&amp;quot; battalion). You may still want anchors for all the deep-striking jump-pack-users in your army and battalions give the best CP investment without building a brigade, but it&#039;s still a meaty investment for an average game and has to be weighed against other options. A Vanguard Detachment is a decent alternative if you want to focus on a cheaper force.&lt;br /&gt;
***Counter-Counterpoint: Taking your support HQs and Scouts in a battalion is relatively cheap (clocking in around 400 points) and lets you spend the rest on all those big, flashy, and choppy units that entices every Blood Angels player. With our red lads being so CP hungry, it&#039;s absolutely worth starting with a Battalion.&lt;br /&gt;
*Scouts. Don&#039;t underestimate these fuckers. An entire essay can be penned about how useful they are! Keep them cheap, kitted out with boltguns and a chainsword on the sergeant, and have them pop in how you need them. The flexibility of this kit is a fantastic tool to have in any commander&#039;s arsenal. If your opponent is bringing a large assault force, you can have them sneak in and form a barrier in front of where your Death Company are dropping in and getting you some pretty nasty counter charges. If they are running their Cultists or other cheap screening unit up the board, use scouts to stop them from taking up the board by forcing them to get in a shootout right outside their deployment zone. Enemy is running a lot of things with Deep Strike, like expensive Terminators? Scout in your boys all spread out and give them no room to set up their unit. At a fairly cheap 55 points for 5, being so useful, and also being able to keep up with the fast strikes that Blood Angels like to be performing, Scouts are absolutely a fantastic choice to start a list with.&lt;br /&gt;
**Sniper Rifles. Need More? Okay, a Heavy Bolter and four rifles? Boltguns and a rocket launcher? Using the auspex in particular will help if you opponent can fit in a deep-strike. They&#039;re also useful if your choppy marines want to fall back from a bad fight to shoot the unit.&lt;br /&gt;
**Keeping scouts exactly 17-18&amp;quot; away from your other forces prevents deep-striking. &lt;br /&gt;
**Red thirst really makes them shine with or without bolters. Gives them just enough extra punch to threaten normal MEQ and other units typically regarded as stronger than them. &lt;br /&gt;
*ALLIES BABY! Imperial Guard have all the answers: Cheap bodies, Over powered tanks, And the best flyers around. Try two Leman Russ Annihilators with Lascannons and hull Lascannons and two punishers with punisher gatling cannons and 3 heavy bolters. Thats 696 points, and you&#039;ve got 10 lascannon shots with re roll 1s (Cadian doctrine) and 80 S5 shots and 18 S5 AP-1 all on very durable platforms! Seriously you cant go wrong with these two models. Let the Guard shoot everything while you handle the face to face confrontations. &lt;br /&gt;
** These two armies are a classic combo. Everything that one is lacking the other has twofold. Fluff wise, there is tons of room for narrative setups and sweet scenarios. There is nothing more a guardsman could ask for than Commander Dante himself swooping down to save his sorry ass. Or perhaps Flesh Tearers, who might kill the guardsman afterwards... Sounds interesting!!!!!&lt;br /&gt;
** Also, guard are the undisputed kings of command point accrual and abuse. We like that cuz guardsmen are our little buddies. Fill out brigades with mortar heavy weapons squads and bare bones infantry squads (maybe a heavy weapon or assault weapon here and there just to be cute) and use your best stratagems turn after turn after turn after turn after turn.&lt;br /&gt;
** Scions and Scion Command Squads provide a shit load of assault weapon spam at the same BS of 3+ as you, they can also deep strike to keep pace and shoot the right unit at the right time. They are only T3 of course, but are cheaper and provide denser firepower per squad compared to assault marines. As mentioned before, Blood Angels handle melee, Guard shoots everything to pieces. Goes together like potatoes and gravy. And let me tell you, the Emperor fucking loves potatoes and gravy.&lt;br /&gt;
*** The better option may be meltaguns, as you need the tempestor primes for re-roll safety and access to command squads which are basically an additional tax considering what you&#039;re using the units for.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Space_Marines&amp;diff=66368</id>
		<title>Warhammer 40,000/8th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Space_Marines&amp;diff=66368"/>
		<updated>2023-02-26T20:40:20Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Imperium */&lt;/p&gt;
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&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width: auto; margin-left: auto; margin-right: auto;&amp;quot;&amp;gt;[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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This is the [[Warhammer_40,000/Tactics(8E)|8th Edition&#039;s]] Space Marine tactics. [[Warhammer_40,000/7th_Edition_Tactics/Space Marines|7th Edition Tactics are here,]] and their current tactics can be found [[Warhammer 40,000/Tactics/Space Marines (9E)|here.]]&lt;br /&gt;
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==Why Play Space Marines==&lt;br /&gt;
The Emperor’s finest; the Space Marines; the Angels of Death; the warriors of the Adeptus Astartes go by many names, and all spell annihilation to the enemies of Mankind. Possessed of terrifying speed, strength and resilience, the Space Marines are genetically engineered super-soldiers whose humanity has been sacrificed so that they may unflinchingly stand against those who would see the Imperium fall. They go to war clad in nigh-impenetrable armour. They wield devastating weapons such as the bolt rifle, the chainsword and the lascannon. They are able to speed into battle in armoured tanks and gunships, to drop from the skies on grav-chutes and jump packs or even teleport directly into their enemies’ midst. Coupled with their unshakeable resolve, the Adeptus Astartes are the hardest-hitting and most tactically flexible warriors in the Imperium.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*A lot of different units.&lt;br /&gt;
*Easy for beginners to play, yet rewarding for experts. Can be customized to focus on many specific elements (e.g. Terminators, mass jump pack assaults, etc.) with varying grades of viability.&lt;br /&gt;
*Units can do something of everything, with an answer to every situation.&lt;br /&gt;
**A common trend with Imperial armies, your Troop choices aren&#039;t tax, being actually good.&lt;br /&gt;
*You&#039;re GW&#039;s favorites, so you&#039;ll always be the first to get anything new. See also: [[Primaris Marines]], getting the first full Codex in 8E, being able to be of the first to get a 8E second wave codex.&lt;br /&gt;
*Loads of powerful characters to choose from, many of which have potent buffs to surrounding units.&lt;br /&gt;
*You&#039;ll almost always have an armour save. &lt;br /&gt;
*Many of your models are simple to paint with their solid colors and easily identified highlight areas---This makes painting your army very beginner friendly.&lt;br /&gt;
*At this point in 8th edition space marines are by far the strongest army, so if you really just want to win this is the army to go with.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*So many different units that it can be difficult to determine which ones are best in a given situation. &lt;br /&gt;
*As the most popular army by a long shot, most people build their armies with at least a few options for killing Space Marines present. &lt;br /&gt;
*Tanks (other than the Forge World ones and the hefty points-priced Land Raider family) are somewhat lacking compared to those of other armies.  &lt;br /&gt;
*All the characters that used to be part of other units (e.g. Apothecary, Champion) moved to the Elites slot, which was already rather crowded. Consider bringing in an extra Vanguard detachment or two.&lt;br /&gt;
*You will almost always be outnumbered and will struggle at times to claim objectives, though some Chapter tactics make use of low model counts.&lt;br /&gt;
*Under the current rules, you risk being labeled &amp;quot;that guy&amp;quot; due to the codex&#039;s strong nature.&lt;br /&gt;
** Alternative take: If you&#039;re playing a meta space marine army at this point in 8th you probably are that guy, stereotypes exist for a reason.&lt;br /&gt;
**Alternate Alternate Take: You are that guy. Period&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039; Can split a single full-sized unit into two smaller units &#039;&#039;before&#039;&#039; deployment. Works just like it always has, but more unit types can do it (e.g. Centurions). While MSU is better, it does give Space Marines a unique way to circumvent the Rule of Three or detachment limits. Now they just need to have spammable units worth Combat Squadding.&lt;br /&gt;
**With the introduction of Shock Assault (See below) there is worth considering the use of some of the older tactics, back when a Tactical Marine was worth more than just a bolter. One such tactic was to put your guns in one squad and your melee in another, using the ranged weapons to soften up a target then the melee (basically a sergeant either a power weapon or fist) to finish off or better yet to tie up the target unit and finish it off (hopefully) during the opponents turn, denying them a turn at shooting and forcing them to basically waste their melee of chaff. You can also put the sarge in the ranged unit with a combi weapon for a total of 3 bolters, 2 special weapons and a heavy weapon for a makeshift dev squad.&lt;br /&gt;
*&#039;&#039;&#039;Defenders of Humanity:&#039;&#039;&#039; AKA &#039;&#039;Objective Secured&#039;&#039;. If your army is battleforged, all Troop units in detachments consisting solely of Space Marines get this ability. When such a unit is within range of an objective it controls that objective even if there are more enemy models within range of that objective, unless they also have a similar ability. It allows your Troops to seize objectives from enemy non-Troops; enemy Troops &#039;&#039;will&#039;&#039; outnumber you.&lt;br /&gt;
&lt;br /&gt;
===Angels of Death===&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear:&#039;&#039;&#039; Re-roll failed morale tests. Not going to come into play that much with your generally good Ld scores, but given how punishing Morale can be it&#039;s still a good way to ensure your units don&#039;t run off, especially for your already small-ish unit sizes &amp;amp; 2W Primaris. And Apothecaries cannot revive models who fled instead of being slain.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039;  Models using a Rapid Fire bolt weapon can double their number of shots (i.e. &#039;&#039;rapid-fire&#039;&#039;) if at least one of the following conditions is met. They don&#039;t stack (no triple or quadruple shots if you meet more than one condition). The conditions are:&lt;br /&gt;
**The target is within the weapon&#039;s half range (normal Rapid Fire).&lt;br /&gt;
**The model is {{W40kKeyword|infantry}} and every model of its unit remained stationary during the previous Movement Phase. &#039;&#039;If a Devastator&#039;s Heavy Weapon marine moves, the Sergeant cannot use Bolter Discipline on his boltgun&#039;&#039;.&lt;br /&gt;
***It gives your marines the option to commit to those objectives instead of having to get close to the enemy. Factions like T&#039;au may have long ranged small arms, but Space Marines are the only army that can rapid fire from full 24&amp;quot;-&#039;&#039;30&amp;quot;&#039;&#039; away.&lt;br /&gt;
**The firing model is a {{WH40Kkeyword|Terminator}}, {{WH40Kkeyword|Biker}}, {{WH40Kkeyword|Centurion}}, {{WH40Kkeyword|Dreadnought}}.&lt;br /&gt;
***This right here is the good shit. Footslogging terminators now have a significantly improved threat capacity, bikers are somehow even more deadly fast than they already were, and both Centurions and certain types of dreadnoughts have access to hurricane bolters, AKA 12 shots apiece.&lt;br /&gt;
*&#039;&#039;&#039;Shock Assault&#039;&#039;&#039;: A brand new buff for Space Marines, if a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit add 1 to their Attack characteristic until the end of the turn (meaning +2A if they can fight twice like with a stratagem). Like Bolter Discipline before it, this will be available to all flavors of Space Marines (including all three of the Chaos varieties), and gives the generally lackluster melee of most Primaris infantry and chainsword assault marines a little bit of a boost. Killer on units with power weapons like Terminators. Also means foes have to be a bit more careful about charging at Tacticals and such to tie them up, more so if you use larger units, and that they can assist in a melee in a pinch. &lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine&#039;&#039;&#039;: Feel like it&#039;s 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039;, and once you switch there&#039;s no going back, so pay attention to the rhythm of the game. Your &#039;&#039;army&#039;&#039; gains this if &#039;&#039;all units in it&#039;&#039; have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP&#039;d in right before the battle would prevent the SM detachment from getting this rule, but allied SM detachments are ok even from a different chapter.&lt;br /&gt;
**On top of that, Chapter supplements give First Founding Chapters (and their descendants) a Specialist doctrine that is a bonus active on top of the regular doctrine. Bringing chapters with different specialist doctrines prevents either from getting theirs.&lt;br /&gt;
**These nifty rules will make your marines more efficient killers, but their rotation makes them predictable - devastate -&amp;gt; advance -&amp;gt; assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you&#039;re still under the ranged doctrines, then fall back when you&#039;re finally under the assault one, scale buildings, etc. As such, don&#039;t be predictable yourself. Remember, you don&#039;t need to switch doctrines on the same turn they become available: surprise drop pod a target turn one or advance your infantry under cover of Devastation while your enemy remains confined to their hiding spots turn 3, what have you. The doctrines are as follows:&lt;br /&gt;
*#On Turn 1, your army will always start with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039; turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons too. The boost to Grenades matters only to Intercessors for the most part.&lt;br /&gt;
*#On the 2nd turn you switch to &#039;&#039;&#039;Tactical Doctrine&#039;&#039;&#039;, shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and auto bolt rifles work wonders here. &lt;br /&gt;
*#On the 3rd or 4th turn you shift to &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039; (you MUST change to assault on the 4th turn) giving the extra AP to your Pistol and Melee attacks. Don&#039;t. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive.&lt;br /&gt;
**As of the 02/27/20 FAQ, you MUST change from Devastator to Tactical on turn 2, and then change to Assault on turn 3 or 4. This will force you to keep at least a few units that are capable of fighting in CQC, as you can no longer just bum around in Devastator or Tactical doctrine and persist on blasting things from across the map.&lt;br /&gt;
&lt;br /&gt;
===Forge World Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|RELIC}}:&#039;&#039;&#039;  No Battle-forged Detachment may contain more {{W40Kkeyword|RELIC}} units than non-{{W40Kkeyword|RELIC}} units within any given battlefield role (except for Lords of War; you can take one without needing another LoW first, but this only applies to the first such LoW taken). Also unlocks the &#039;&#039;&#039;Relic of Ancient Glory&#039;&#039;&#039; Stratagem for use. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Relic of Ancient Glory:&#039;&#039;&#039; At the beginning of your Fight phase, choose a single friendly {{W40Kkeyword|RELIC}} unit. All friendly {{W40Kkeyword|ADEPTUS ASTARTES}} models within 6&amp;quot; of the chosen {{W40Kkeyword|RELIC}} unit may re-roll the first failed hit roll of the phase.&lt;br /&gt;
&lt;br /&gt;
===Chapter Tactics===&lt;br /&gt;
Chapter Tactics are special rules based on the {{W40Kkeyword|&amp;lt;Chapter&amp;gt;}} keyword that will affect &#039;&#039;&#039;every&#039;&#039;&#039; unit in a detachment except for {{WH40Kkeyword|servitors}}. To benefit from Chapter Tactics, your army must be battle-forged, and all units in the detachment must be drawn from the same {{W40Kkeyword|chapter}}.&lt;br /&gt;
*Servitors are specified to never gain a Chapter Tactic &#039;&#039;despite having the keyword&#039;&#039;, but nobody cares about Servitors because they&#039;re shit.&lt;br /&gt;
*Super-Heavy Auxiliary Detachments also don&#039;t benefit from this, so if you want your Raven Guard Thunderhawks to get free cover, you need to put one in a Supreme Command Detachment at the least.&lt;br /&gt;
*A reminder that {{W40Kkeyword|&amp;lt;chapter&amp;gt;}} Ultramarines is not the same faction as {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} Ultramarines, even if both faction keywords are &amp;quot;{{W40Kkeyword|Ultramarines}}&amp;quot;. It is, however, a sign of the person trying to pull that stunt being [[That Guy]].&lt;br /&gt;
====Successor Tactics====&lt;br /&gt;
All Successor chapters that don&#039;t already have associated Chapter tactics must make their own.&lt;br /&gt;
It&#039;s the fourth edition all over again, once more you&#039;re allowed to create a bespoke chapter tactic for [[Your Dudes]] by combining any 2 of 18 available options, or use a First Founding chapter&#039;s tactics. The available options are listed below: &lt;br /&gt;
*&#039;&#039;&#039;Inheritors of the Primarch&#039;&#039;&#039;: Sacrifice the ability to take a second successor tactic in favor of directly copying a First Founding Chapter Tactic (from Codex: Space Marines, so no copying Blood Angels etc).&lt;br /&gt;
**As this still excludes you from taking named characters from that First Founding Chapter, the only reason to ever choose this is when you want a Forgeworld named character and his detachment to have a First Founding Chapter Tactic. Like giving the {{W40kKeyword|Astral Claws}} the {{W40kKeyword|White Scars}} trait so they can charge after advancing [[Red_Corsairs|like when renegade]]. Or if you just want to use the Chapter Tactic without the primogenitor&#039;s color scheme. &lt;br /&gt;
** Additionally, pick if you find the full benefit of the parent CT better than a combination. Notably, you can&#039;t replicate any individual Chapter Tactic as all of them have at least one element that is unique to them.&lt;br /&gt;
**The only restriction is that, IF your chapter&#039;s primogenitor is known, IF you use Inheritors of the Primarch it would need to be from their parent chapter. Examples: the {{W40kKeyword|Novamarines}}&#039; parent chapter is the Ultramarines, so you can&#039;t use Inheritors to give them the White Scars&#039; trait (because that&#039;s not their parent chapter), and you can&#039;t give any chapter the Black Templars&#039; CT (because that&#039;s not a First Founding chapter). &lt;br /&gt;
*&#039;&#039;&#039;Bolter Fusillades&#039;&#039;&#039;: Re-roll hit rolls of 1 when using bolt weapons. Not only frees your Captains from babysitting line squads so they can focus on the big guns, but it also means you can switch your HQ towards Lieutenants, as anything with bolt weapons is effectively inside a Captain&#039;s aura. Keep in mind the Lt&#039;s re-roll is statistically identical to the Captain&#039;s (better for anything that automatically hits, but worse for anything that hurts you on a 1; neither one affects the odds that a successful hit is a 6 or that a successful wound is a 6).&lt;br /&gt;
*&#039;&#039;&#039;Born Heroes&#039;&#039;&#039;: Characters with this tactic can do Heroic Interventions from 6&amp;quot; instead of 3&amp;quot;. Pretty terrible outside Supreme Command Detachments, but it&#039;s good there. &lt;br /&gt;
*&#039;&#039;&#039;Duelists&#039;&#039;&#039;: When making melee attacks against enemy {{W40Kkeyword|infantry}} or {{W40Kkeyword|biker}}s, &#039;&#039;unmodified&#039;&#039; hit rolls of 6 auto-hit and auto-wound. Explicitly incompatible with the &#039;&#039;Whirlwind of Rage&#039;&#039; tactic, sadly. &#039;&#039;Doesn&#039;t work on Cavalry because GW likes to pretend Wolf Riders don&#039;t exist; can&#039;t blame them&#039;&#039;.&lt;br /&gt;
**Duelists works better the tougher your target is, although it&#039;s somewhat limited in that Infantry and Bikers don&#039;t tend to exceed T5. The bonus is better than Whirlwind of Rage when you need a 5+ to wound (DG/Custodes), equal at 4+ (CSM/Orks) and worse when you wound on a 3+ (IG/Eldar/Tau). This also means anything better than a Power Sword would be better used by Whirlwind of Rage, so, unless you want something specific like a melee Primaris chapter that fights T5 enemies, pick Whirlwind. Take note of the combo with Incursors knives... .&lt;br /&gt;
*&#039;&#039;&#039;Fearsome Aspect&#039;&#039;&#039;: -1 Leadership to enemy units while they&#039;re within 3&amp;quot; of any of your units.&lt;br /&gt;
**Situational, but can be combined with other debuffing abilities, such as Reivers&#039; aura, to provide an effect like Night Lords PLUS another chapter tactic, because this is only half of your trait. &#039;&#039;Night Lords, eat your hearts out&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Hungry for Battle&#039;&#039;&#039;: +1&amp;quot; to the advance or charge roll. Amazing for melee units and also pretty good if you want to spam Assault weapons. Has no synergy with bikes or anything else that doesn&#039;t roll to Advance (like anything with Supersonic), but at its most noticeable on slow things trying to advance or deep striking things that want to charge right now - you&#039;ll definitely notice this tactic&#039;s impact on cataphractii terminators, for example.  &lt;br /&gt;
** Gets really crazy with the Master of the Vanguard warlord trait for +2&amp;quot; move and advance. Gets even crazier, borderline illegal, with Lias Issodon for +3&amp;quot; to move and advance. &lt;br /&gt;
*&#039;&#039;&#039;Indomitable&#039;&#039;&#039;: You can&#039;t lose more than one model from a failed Morale roll. Half of the Dark Angels CT. It can be okay for big units if you want to maximize the effectiveness of Stratagems, but it&#039;s not likely you&#039;ll fail morale tests to begin with.  &lt;br /&gt;
*&#039;&#039;&#039;Knowledge is Power&#039;&#039;&#039;: Psykers with this tactic can re-roll &amp;quot;any or all&amp;quot; rolls of 1 when casting or denying. Half of the Blood Ravens tactic. If you&#039;re taking a Supreme Command with 3 Librarians for some reason this is good; &#039;&#039;don&#039;t&#039;&#039; take this if less than a third of the Detachment consists of Librarians.  &lt;br /&gt;
*&#039;&#039;&#039;Long Range Marksmen&#039;&#039;&#039;: +3&amp;quot; range to all ranged weapons. Your marines get to engage enemies from their own deployment zone, taking better advantage of Bolter Discipline. Furthermore, it&#039;s amazing for flamers, which gain 11&amp;quot; range and become able to be used right out of a deepstrike, as well as being almost impossible to avoid by melee units. It also makes meltaguns noticeably easier to use, and while half-range abilities only gain a 1.5&amp;quot; boost, this is enough for Grav-guns and Combi-gravs to double-shoot after deep striking, which makes them a lot less terrible.  Also, don&#039;t forget this applies to your grenades as well - 9&amp;quot; frag, krak, and shock, and 7&amp;quot; melta, is enough that you&#039;ll want to consider throwing a grenade more often when firing Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Master Artisans&#039;&#039;&#039;: A &#039;&#039;unit&#039;&#039; with this tactic can re-roll a single failed to hit roll and a single failed wound roll each time it shoots or fights (including overwatch). Half of the Salamanders&#039; CT. Units with a few weak weapons benefit most, but few strong is better than many weak for this. Amazing for pretty much any unit, with the standard Salamander caveat that it&#039;s a lot better the fewer attacks per unit you have - always go MSU with this. &lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy&#039;&#039;&#039;: Pick one of the following factions: Aeldari, Tau, Heretic Astartes, Tyranids, Orks, or Necrons. Re-roll hits with melee weapons when attacking them if you charged, were charged, or made a Heroic Intervention. Fluffy, but bad for [[WAAC]] lists unless you are building for one specific opponent; Heretic Astartes are the most popular of these factions and Orks are guaranteed to get into combat with you, but you can get re-rolls for hit rolls cheaply in other ways.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Assault&#039;&#039;&#039;: Advancing no longer incurs a -1 penalty on firing Assault weapons. It&#039;s okay if you spam Assault weapons (especially meltaguns on bikes), but this tactic needs to be combined with something like Hungry for Battle to make it work. &lt;br /&gt;
*&#039;&#039;&#039;Scions of the Forge&#039;&#039;&#039;: Units with damage tables count their wounds as doubled when calculating the effects of damage. 1/3 of the Iron Hands CT. Good for heavily mechanised lists. &lt;br /&gt;
*&#039;&#039;&#039;Stalwart&#039;&#039;&#039;: When rolling for wounds against your models, natural rolls of 1 or 2 always fail, regardless of any modifiers or abilities the attacking unit might have. Makes your units somewhat better against plasma and other S8+ weapons. The other half of the Blood Ravens tactic.&lt;br /&gt;
*&#039;&#039;&#039;Stealthy&#039;&#039;&#039;: Count as being in cover when at least 12&amp;quot; away from enemies. Half of the Raven Guard&#039;s tactic. By the time the enemy gets close enough to ignore this bonus you&#039;ll be within range for an easy charge. Good for gunlines, especially Vehicles and Flyers; meh for other types of units.&lt;br /&gt;
*&#039;&#039;&#039;Stoic&#039;&#039;&#039;: +1 Leadership. Half of the Ultramarines CT. Skip it unless you need it for a very specific plan - it&#039;s usually fundamentally garbage compared to Indomitable.&lt;br /&gt;
**Stoic is better than Indomitable in the instances where the unit fails by EXACTLY ONE.  However, Space Marine normal leadership, unit size, and ATSKNF means that this happens...  quite a bit more frequently than in might in other armies.    &lt;br /&gt;
*&#039;&#039;&#039;Tactical Withdrawal&#039;&#039;&#039;: Units with this tactic can charge after falling back. Roughly 1/4 of the White Scars&#039; tactic. Amazing for melee oriented armies, allowing you to trigger Shock Assault whenever you want.  Generally speaking, best on a unit with {{W40Kkeyword|FLY}} (especially Inceptors), since you can fall back, shoot, and then charge back into melee.&lt;br /&gt;
**Wasted on Intercessors and Infiltrators, who can get the equivalent of an extra melee attack without needing to risk overwatch just by firing their bolt pistols; better on Incursors thanks to their knives. Only really works on Troops if you can make them fight twice, if they don&#039;t have pistols or you&#039;re using another unit to shoot their target between withdrawal and charge, so take it for your heavy hitters instead.&lt;br /&gt;
*&#039;&#039;&#039;Warded&#039;&#039;&#039;: 5+ Feel no Pain versus mortal wounds only. Half of the Black Templars&#039; tactic. Situational, but useful if your meta is full of armies [[Tyranids|who]] [[Thousand_Sons|spam]] [[Death_Guard|mortal]] [[Eldar|wounds]].&lt;br /&gt;
**All mortal wounds, not just those from psychic powers; this is basically Armour of Contempt but always active, all the time and not restricted to vehicles. A character about to die can fail to save a regular wound, and pass it onto a Company Vet as a mortal wound to try to save it again. A vehicle that fails a plasma roll has a chance to not lose a wound.&lt;br /&gt;
**What tries to counter TH/SS? Mortal Wounds SPAM. Well now your TH/SS are 2+/3++/5+++, simple as.&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind of Rage&#039;&#039;&#039;: When making melee attacks for a unit that charged, was charged, or made a Heroic Intervention, unmodified hit rolls of 6 score an additional hit. Explicitly incompatible with the &#039;&#039;Duelists&#039;&#039; tactic, above.&lt;br /&gt;
**Unlike Duelists, mathematically the Whirlwind of Rage bonus constantly behaves as +1WS (one that also affects WS2+ models), irrespective of chances to wound and not limited by keywords. Plus, its bonus is better than Duelists against targets you wound on a 3+ or less, meaning both your anti-horde and power weapons benefit. Do note that, unlike Duelists, Whirlwind only works in the first round of combat, not that anything you were fielding was planning on staying in melee for longer than that.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
LOTS of ways to inflict Mortal Wounds here. By the way, Linebreaker Bombardment, Empyric Channeling, Datalink Telemetry and Killshot are not included in the new codex, and the 2019 FAQ confirms them to be DEAD. They are all, however, still available to {{W40Kkeyword|Blood Angels}}, {{W40Kkeyword|Dark Angels}}, and {{W40Kkeyword|Space Wolves}}, at least for the moment. So if you&#039;re really attached to that triple Predator detachment, run them as one of them instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Utility.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Auspex Scan (2 CP):&#039;&#039;&#039; When an enemy unit comes in from reserves within 12&amp;quot; of one of your {{W40Kkeyword|Infantry}} units, your unit can shoot at it but with a -1BS penalty. &#039;&#039;It might pay off to keep Devastators/Hellblasters around, as deepstriking Termies can survive hurried bolter fire, and this &amp;quot;emergency&amp;quot; strat can be an unforeseen expense for your relatively-small army&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Lugft Huron|Big Guns Never Tire (1 CP):]]&#039;&#039;&#039; Select a {{W40Kkeyword|Vehicle}}; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Flexibility (1 CP):&#039;&#039;&#039; At the start of your movement phase, pick any number of 10 model unit with the Combat Squads rule and split them into two 5 model units as if they had been deployed as two Combat Squads. &#039;&#039;You probably should have split your squads before the battle, but on the other hand, it could be used to unexpectedly divide a squad in mid-battle to let it take two objectives at once. Still, calling it situational would be an understatement&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tremor Shells (1 CP):&#039;&#039;&#039; At the start of your shooting phase, when a Thunderfire cannon shoots, subtract 1 from the wound rolls, but as long as it hits, the target unit gets half move, advance, and charge distances their next turn. Doesn&#039;t affect {{W40Kkeyword|Fly}} or {{W40Kkeyword|Titanic}} units.&lt;br /&gt;
**This is all it takes to clog up a large horde army. OR, more importantly, drastically reduce the chances that they get off a charge, in cases when they choose to use Da Jump or other such gimmicks.&lt;br /&gt;
**The effect is worded to last for the whole shooting phase so use the new Suppression Fire stratagem and slowdown the second unit in the same phase!&lt;br /&gt;
**Tremor Shells do bizarre things to your enemy.  Most standard units (M6&amp;quot;) will still be able to move about 4-6&amp;quot; with an advance move. HOWEVER, this strat forces them to advance to get that far, thus it is also a useful way to reduce a units shooting if you know they need to get close to use close range/assault weapons. Altogether its a great strat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Character Upgrades&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Ancient (1CP)&#039;&#039;&#039;: One use only.  Upgrades a non-named Ancient into a Chapter Ancient, granting +1 to Leadership and makes the range of its Astartes Banner 9&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Champion (1CP)&#039;&#039;&#039;: One use only. Upgrades a non-named Company Champion into a Chapter Champion, granting +1 to Attacks and Leadership. Enemies attacking them in melee must take -1 to hit, making non-HQs attempting to hit him with Fists a pipe dream. Not usable by Black Templars, they have the Emperor&#039;s Champion for that. &lt;br /&gt;
*&#039;&#039;&#039;Chapter Master (2 CP):&#039;&#039;&#039; Use before the start of the game to turn your Captain into a Chapter Master, boosting his aura to re-roll all hits (fails and successes) instead of only 1s. You can&#039;t use this twice, nor use it on a named captain, or if you already have a named Chapter Master from the same Chapter.&lt;br /&gt;
**A named Chapter Master costs about +50pts more than your would-be generic CM and brings along a special rule, a relic of some sort, and +1W. Ask yourself if 2 CP is worth 25pts each plus the loss of the special characteristics. Of course, this isn&#039;t an argument for those Chapters [[Imperial_Fists|without]] [[White_Scars|named]] [[Salamanders|Chapter]] [[Iron_Hands|Masters]].&lt;br /&gt;
*&#039;&#039;&#039;Chief Apothecary (1CP)&#039;&#039;&#039;: One use only. Non-named Apothecary may be upgraded and can re-roll the die to determine if a model that has been destroyed returns to that unit.&lt;br /&gt;
*&#039;&#039;&#039;Chief Librarian (1CP):&#039;&#039;&#039; One use only. A non-named Librarian is upgraded to a Chief Librarian. Knows one more power from their chosen discipline, and has one more Deny.&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Chapter (1 CP):&#039;&#039;&#039; One use only.  Select a {{W40Kkeyword|Character}} from your army that&#039;s not your warlord and determine a warlord trait for it.&lt;br /&gt;
*&#039;&#039;&#039;Master of Sanctity (1 CP)&#039;&#039;&#039;: One use only. A non-named Chaplain is upgraded to a Master of Sanctity, which grants him one more Litany of Battle and the ability to use two Litanies at once. &lt;br /&gt;
*&#039;&#039;&#039;Master of the Forge (1CP)&#039;&#039;&#039;: One use only. Upgrades a non-named Techmarine who isn&#039;t attached to a Thunderfire Cannon to a Master of the Forge. Like Iron Father Feirros, you always restore 3 wounds to a vehicle.&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Chapter (1 CP):&#039;&#039;&#039; Use before the start of the battle. You can have an extra Chapter Relic for 1 CP. You can&#039;t take two of the same relic, and all the Relics have to go to different Characters. No longer limited to a one-use stratagem due to the sheer amount of relics.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Intercessors (1/2 CP):&#039;&#039;&#039; AKA that specialist detachment stratagem from Vigilus part one. +1 attack, +1 leadership to a unit of {{W40kKeyword|Intercessors}}. Costs 1 for a 5 man unit, and 2 for a unit of 6 or more.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Offense: Use these to shoot or fight better.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolt Storm (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s Auto bolt rifles automatically hit if they target an enemy within half range.&lt;br /&gt;
**Effectively multiplies your Intercessors&#039; shooting by 1.5x, but most importantly it completely negates BS penalties and it&#039;s nice extra damage before melee.&lt;br /&gt;
*&#039;&#039;&#039;Cluster Mines (1 CP):&#039;&#039;&#039; Use when a Scout Bike squad falls back. On a 2+, one unit you fell back from takes D3 mortal wounds.&lt;br /&gt;
**Best in an Ultramarines or White Scars list, where you can fall back, pop it and reengage. The reactive version of the proactive Incursor&#039;s mines.&lt;br /&gt;
*&#039;&#039;&#039;Death to the Traitors! (1 CP):&#039;&#039;&#039; When one unit is attacking a {{W40Kkeyword|Heretic Astartes}} unit in the fight phase, any 6+ to hit generates another attack with the same weapon. Steal their gimmick to use back on them.&lt;br /&gt;
*&#039;&#039;&#039;Flakk Missile (1 CP):&#039;&#039;&#039; When an {{W40Kkeyword|Infantry}} &#039;&#039;&#039;model&#039;&#039;&#039; shoots a missile launcher at a unit with {{W40Kkeyword|Fly}}, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Like Hellfire Shells, {{W40Kkeyword|Salamanders}} can get some extra mileage from this with the free re-roll.&lt;br /&gt;
*&#039;&#039;&#039;Fury of the First (1 CP):&#039;&#039;&#039; A {{W40Kkeyword|Terminator}} unit gains +1 to hit until the end of that phase. Now TH/SS doesn&#039;t NEED to be babysat by a Chaplain, and Tactical termies can use it in their shooting phase as well.&lt;br /&gt;
*&#039;&#039;&#039;Gene Wrought Might (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Primaris Infantry}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds.&lt;br /&gt;
*&#039;&#039;&#039;Gravitic Amplification (1 CP):&#039;&#039;&#039; When a unit of your army is chosen to shoot with any &amp;quot;Grav&amp;quot; weaponry, you can re-roll the wound roll and the damage roll. Nifty. &#039;&#039;Redemption for those Gravs you glued to your Cents back in 7E&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Wrath (1CP):&#039;&#039;&#039; {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1&amp;quot; of an enemy unit cause mortal wounds on a 5+. Makes your big units of assault marines/VV punch much harder.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Shells (1 CP):&#039;&#039;&#039; Instead of shooting normally, a Space Marine Infantry model (with a heavy bolter) rolls only once to hit. If it hits, it does D3 mortal wounds. Try to get +BS or rerolls and stand still so that you don&#039;t miss the shot.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (3 CP):&#039;&#039;&#039; At the end of the fight phase, pick an {{W40Kkeyword|Adeptus Astartes}} unit to fight a second time. The usual &amp;quot;fight twice&amp;quot; stratagem, best on characters and units with good weapons to delete someone.&lt;br /&gt;
** Do not besmirch your chapters proud history by affording Abaddon any chance of survival. Finish the job properly! Seriously this could be the pivotal factor in capturing slay the warlord or destroying a tank in one fell combat.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-slayer Missile (1 CP):&#039;&#039;&#039; A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48&amp;quot; of a {{W40kKeyword|Repulsor}} and not within 1&amp;quot; of an ally. Roll a dice. If it is equal to or greater than the Repulsor&#039;s Ballistic Skill (meaning it ignores [[Eldar|modifiers to hit]]), the enemy unit takes d3 mortal wounds. One use per Repulsor. &lt;br /&gt;
*&#039;&#039;&#039;Masterful Marksmanship (1 CP):&#039;&#039;&#039; When a Sternguard Squad shoots, it adds 1 to wound rolls with its special issue boltguns.&lt;br /&gt;
**+1/6 to wound on a BS3 unit equals +0.11 wounds per shot, regardless of the target. At most this is 10 Sternguard at 15&amp;quot; do +2.2 wounds the enemy might still save. While not that much, Sternguards are a solidly fun unit and a few couple extra casualties could make the difference when attacking a priority target, like Berzerkers going your way. Just don&#039;t expect them to solo a Leman Russ, is what we&#039;re saying.&lt;br /&gt;
**This &#039;&#039;can&#039;&#039; stack with Catechism of Fire, which can provide a minimum of 4+ to wound for a unit of Sternguard. Combined with the Tactical Doctrine to get AP-3, this can be the bane of other Marines and even serve to poke vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; When one of your {{W40Kkeyword|Character}}s dies, it can shoot or fight again. Doesn&#039;t combo with the Banner abilities on Ancients. &#039;&#039;Makes your characters too dangerous to deal with in melee, as not even killing them prevents them from hitting back, and most of them have melee boosts on top of being already good fighters. Overcharge their plasma pistol if they were killed at range&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment (3 CP, Single Use):&#039;&#039;&#039; If your warlord is a Space Marine (this could be your secondary detachment) and didn&#039;t move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield, and roll a D6 for every unit within D6&amp;quot; of it (subtract 1 if it&#039;s rolling for a {{W40Kkeyword|Character}}). On a 4+, it takes D3 mortal wounds. &#039;&#039;RIP Linebreaker&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s Bolt rifles become Rapid Fire 2.&lt;br /&gt;
**Better 2x multiplier than the Auto Bolt Rifle&#039;s Bolt Storm&#039;s 1.5x from further away and with better AP. If you run a squad of 10, you are looking at 40 S4 AP-1 shots at 15&amp;quot;, or AP-2 at 30&amp;quot; with Bolter Discipline and Tactical Doctrine, as the codex demands. That is some good dakka. &lt;br /&gt;
*&#039;&#039;&#039;Target Sighted (3 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+. Costs 2 more than the Specialist Detachment version of the same name, however no longer requires the veteran upgrade meaning you don&#039;t need to lock in 1 CP before the battle.&lt;br /&gt;
**Rather expensive for something Eliminators do better (S5)...on the other hand, Eliminators can&#039;t really be spammed and the ludicrous firepower of 10 Stalker Intercessors can drop a Lieutenant. If with 3CP you can kill a character your enemy relies on then, by all means, go ahead. &lt;br /&gt;
*&#039;&#039;&#039;Skyfire (1 CP)&#039;&#039;&#039;: When a Hunter or Stalker shoots, it may only aim at units with {{W40Kkeyword|Fly}} but adds +1 to hit and wound against them and deals double damage on an unmodified 6 to wound. &lt;br /&gt;
*&#039;&#039;&#039;Steady Advance (1 CP):&#039;&#039;&#039; Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary.&lt;br /&gt;
*&#039;&#039;&#039;Suppression Fire (2 CP):&#039;&#039;&#039; Use in your shooting phase. A Whirlwind or Thunderfire Cannon that did not move may fire a second time, but it can only shoot with weapons that can target units out of sight of the firer. So basically, their main weapon; nothing says it can ONLY fire at targets out of sight.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance of the Machine Spirit (2 CP):&#039;&#039;&#039; If a {{W40Kkeyword|Land Raider}}, Stormraven, or {{W40Kkeyword|Repulsor}} is destroyed, it can either auto-explode, shoot one last time, or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Ancients (1 CP):&#039;&#039;&#039; At the start of any phase, pick a Dreadnought to turn into a 1-phase Captain. Any same Chapter units within 6&amp;quot; can reroll hits of 1 that phase, including itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Defensive. makes it harder for your units to die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; When one of your {{W40Kkeyword|vehicle}}s takes a mortal wound, for the rest of the phase, you get a 5+ to ignore mortal wounds, and can use it on the one you just took. &#039;&#039;Doesn&#039;t work on regular wounds&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Duty Eternal (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Dreadnought}} is chosen as the target for an attack, until the end of the phase decrease the damage of attacks by 1 to a minimum of 1. Will help keep your Dreads alive in a tight pinch, but it won&#039;t save them from massed Las-cannon fire. The latest FAQ made it so it no longer stacks with other forms of damage reduction, so no more Ironstone shenanigans unfortunately. &lt;br /&gt;
*&#039;&#039;&#039;Skilled Riders (2 CP):&#039;&#039;&#039; The return of 7th edition jink rules. Use on a {{W40kKeyword|biker}} or {{W40kKeyword|land speeder}} unit. If they move, they gain a 4+ invulnerable save. If they advanced, they gain a 3+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (2 CP):&#039;&#039;&#039; Select something with the {{W40Kkeyword|Adeptus Astartes}} keyword that is not a {{W40Kkeyword|Vehicle}} or Servitor, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. &#039;&#039;S10 attack? Effective T10 marines aw yee&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Death from Above&lt;br /&gt;
: 1 VP for destroying an enemy unit that turn when the last model in the unit was removed by an attack made by a unit that either arrived by deep striking or has the {{W40kKeyword|FLY}} keyword.&lt;br /&gt;
;12 - Honour the Chapter&lt;br /&gt;
: 1 VP if one of your Characters made an attack that caused an enemy Character to lose a wound. If the attack killed said enemy Character, get 1d3 VP instead. &lt;br /&gt;
;13 - No Mercy, No Respite&lt;br /&gt;
: 1 VP if an enemy unit either dies or fails a morale test.  Upped to d3 if you have more than 3 enemy units do this.&lt;br /&gt;
;14 - For the Emperor!&lt;br /&gt;
: 1 VP if at least one Infantry or Biker unit successfully charged that turn.&lt;br /&gt;
;15 - Lightning Strike&lt;br /&gt;
: 1 VP if you completely destroy an enemy unit that began the turn within their Deployment Zone.&lt;br /&gt;
;16 - The Emperor&#039;s Retribution&lt;br /&gt;
: 1d3 VP if you steal an objective from an enemy, which is upped to 1d3+3 if you steal 3 or more.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
Like all 8E factions, in addition to Smite, you have access to a faction-specific table of powers. The Librarius Discipline has power for pretty much every situation, but they&#039;re mostly niche enough that it&#039;s difficult deciding upfront which powers to take - two of them are mortal wound causers which are worse than Smite, three are friendly buffs you can use to help dictate the flow of combat, and one is a really powerful debuff that usually won&#039;t go off but can be a gamechanger when it does activate.&lt;br /&gt;
&lt;br /&gt;
With the advent of the new Codex-plus-chapter-supplements model, each chapter will also have access to a second, Chapter-specific psychic discipline for extra flavor, made available as each supplement rolls out. Combined with the Obscuration discipline for Phobos Librarians, that will be a choice of 3 different potential sets of psychic powers that you&#039;ll have access to. Bring a different Librarian for each and pretend that you&#039;re playing Thousand Sons.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as of the new Codex, your buffing powers now specify {{W40Kkeyword|CHAPTER}} instead of {{W40Kkeyword|ADEPTUS ASTARTES}}, so you can no longer spread buffs across to other Chapters.&lt;br /&gt;
&lt;br /&gt;
===Librarius===&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Veil of Time (WC6):&#039;&#039;&#039; Select a whole {{W40Kkeyword|&amp;lt;CHAPTER&amp;gt;}} &#039;&#039;unit&#039;&#039; of any kind 18&amp;quot; away from the user; until the start of the next Psychic Phase that unit re-rolls charge and advance rolls, and also gets Always Strikes First. So it&#039;s not only offensive by letting you reach your opponent faster, but it&#039;s also defensive, in case you get charged by a swarm and want to stay in melee. 9&amp;quot; charges are still below a 50% chance at 47.84%, so if you sorely want it to charge right after deepstriking go play {{W40Kkeyword|Black Templars}} instead, although you can combine it with a CP re-roll. If you combine it with the successor tactic for +1 to charge rolls, it instead brings your odds of charging from 41.67% to 65.97%, although after accounting for the odds of failing the power, your overall odds of making the charge drop to 59.22%.&lt;br /&gt;
#&#039;&#039;&#039;Might Of Heroes (WC6):&#039;&#039;&#039; Until the next Psychic Phase, a single {{W40Kkeyword|CHAPTER}} &#039;&#039;model&#039;&#039; of any kind within 12&amp;quot; gains +1S, +1T, and +1A. An awesome power if you have a special snowflake that is already insane in combat (like a dreadnought), makes a powerful character turn into the hulk. Jokes aside, this power is better for challenges than for murdering rank and file, as the strength and attacks will ensure hits and wounds get to your opponent, and the toughness will blunt the attack of your opponent should they survive. Can also be used to help &#039;&#039;manipulate your opponent into picking a different target&#039;&#039; to bring down - if you have two heavy targets, like Land Raiders or Dreadnoughts, up front to be shot, and you put this on one of them, your opponent will usually kill the other one, and dictating the flow of battle is always useful. Furthermore, boosted Leviathans and Super heavies are just nasty.&lt;br /&gt;
#*&#039;&#039;DON&#039;T FORGET&#039;&#039; to use this power to save vehicles that need saving. Perhaps none of your characters or dreads are in positions to beat things up in melee, but you have a predator next to your librarian that could REALLY benefit from being T8 for a round of your enemy&#039;s shooting. Even if the S and A go to waste, the extra T can help keep your big stuff alive.&lt;br /&gt;
#*Can transform OK sergeants with heavy melee weapons into a force to be reckoned with: an Assault Squad sergeant with an eviscerator can better wreck a tank than a Primaris Lieutenant&#039;s power sword with the same boost.&lt;br /&gt;
#&#039;&#039;&#039;Psychic Scourge (WC6):&#039;&#039;&#039; Make a Leadership + 1D6 contested against the Leadership + 1D6 of an enemy unit within 18&amp;quot; of the psyker. If you beat the enemy, they take D3 mortal wounds; equal them and they take 1 Mortal Wound, and nothing happens if your total is lower. A tad less powerful than Smite, but it&#039;s better for sniping characters since it isn&#039;t restricted to the closest enemy unit. Plus, it can be used in addition to Smite to spam mortal wounds.  Best used in combination with something that inflicts a Leadership penalty to the target or a Leadership bonus to the psyker, if you brought any.&lt;br /&gt;
#&#039;&#039;&#039;Fury of the Ancients (WC7):&#039;&#039;&#039; Range 3D6&amp;quot; (average 10.5, but don&#039;t trust it), so less than 18&amp;quot; Smite. Target any visible enemy &#039;&#039;model&#039;&#039; within that range and draw a line from the caster to that model; each enemy &#039;&#039;unit&#039;&#039; under the line, in addition to the target model&#039;s unit, takes a mortal wound. Needs good positioning, but it&#039;s not restricted to the nearest unit like Smite is, and can affect multiple units with at least 1 MW.  The biggest problem is the random range: while you can usually count on it to be at least 10&amp;quot;, lower values can happen - you need to be within 3&amp;quot; of your primary target if you want to guarantee they&#039;ll be in range.&lt;br /&gt;
#* Suffers drastically from attacking units with larger base sizes, as they will eat up more of the power&#039;s random range.  You should avoid this power if at all possible; the positioning necessary to make it work is easily on par with Smite&#039;s, and its output is substantially worse.&lt;br /&gt;
#&#039;&#039;&#039;Psychic Fortress (WC5):&#039;&#039;&#039; Select a {{W40Kkeyword|&amp;lt;CHAPTER&amp;gt;}} &#039;&#039;unit&#039;&#039; 18&amp;quot; away from the user; until the start of your next Psychic Phase, that unit automatically passes morale tests and gains a 4+++ FnP against Mortal Wounds caused by psychic powers. Mostly protection &#039;&#039;against&#039;&#039; Smite, as marines already have high re-rollable morale. Like with Might of Heroes, if your opponent brought psykers, this can be used to manipulate them into attacking the target of your choosing.&lt;br /&gt;
#&#039;&#039;&#039;Null Zone (WC7):&#039;&#039;&#039; Until the start of your next Psychic Phase, enemy units within 6&amp;quot; can&#039;t take invulnerable saves, and cut the results of their Psychic tests in half. Powerful against enemies that &#039;&#039;depend&#039;&#039; on their invulns or psychic powers, like Harlequins, Hive Tyrants, Daemons, and Storm Shield MEQs; not so much against heavily armoured units like Terminators.  Remember, you need to get the librarian to within 6&amp;quot;, not 1&amp;quot; - don&#039;t be afraid to Advance into position and let other things do the murder work for you. Combos insanely well with the Burning Blade relic.&lt;br /&gt;
&lt;br /&gt;
===Obscuration===&lt;br /&gt;
&lt;br /&gt;
These powers can only be used by Vanguard Librarians. They don&#039;t do much damage, but god damn can they fuck with your enemy. Tenebrous Curse and Mind Raid are easy to cast and excellent for damaging and trapping or even finishing off enemy characters - free choice of targets (unlike Smite), 1MW each, and either halve all movement or generate CP in the process. Considering most regular HQs clock in at 5W, a successful psychic phase with only one Phobos Libby means they&#039;re down to 3W and too slow to pull away. And no one tries to rush down the center with a beatstick that&#039;s half dead and moving at a snail&#039;s pace, making this a good deterrent.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Temporal Corridor (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|CHAPTER}} {{W40kKeyword|Phobos}} unit within 3&amp;quot;. It can move as if it was the movement phase; it must advance and cannot fall back, but when advancing it rolls 3d6 and picks the highest for the distance it advances. Cannot be used on a given unit more than once per psychic phase. HELLO Reivers!&lt;br /&gt;
#*Slightly more situational than Warptime, but no less amazing for it. &lt;br /&gt;
#*Consider using it on a newly deep-struck (using the strat) librarian with Null Zone to put his target within the 6” range.&lt;br /&gt;
#&#039;&#039;&#039;Soul Sight (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|CHAPTER}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of your next psychic phase, that unit re-rolls all failed hits when using their ranged weapons. Also allows attacks from ranged weapons to ignore cover. &lt;br /&gt;
#&#039;&#039;&#039;Shrouding (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|CHAPTER}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of the next psychic phase, enemies can only shoot that unit if they&#039;re the closest target as if the unit was a Character, but since they don&#039;t gain the character keyword your opponent can&#039;t just get around it with snipers; psychic powers can still target them, though. &lt;br /&gt;
#&#039;&#039;&#039;Hallucination (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. Its Ld is reduced by 1. The opponent must also roll 2d6, and if the result is higher than the unit&#039;s highest Ld, all its hit rolls take a -1 penalty. &lt;br /&gt;
#&#039;&#039;&#039;Tenebrous Curse (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot; that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound. Additionally, its Movement stat is halved, as are all of its advance and charge rolls. Scarily effective on Death Guard.&lt;br /&gt;
#&#039;&#039;&#039;Mind Raid (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. It takes a Mortal Wound. If your army is Battle-Forged and the power targeted a {{WH40Kkeyword|character}}, roll 3d6. If the result is greater than or equal to the target&#039;s Ld, you get a free Command Point! Will make Conscript spammers and Renegades and Heretics players scream in fury as the re-rolling dread destroys their mind-raped infantry horde.&lt;br /&gt;
&lt;br /&gt;
==Litanies of Battle==&lt;br /&gt;
&lt;br /&gt;
Now litanies are like the Dark Apostle&#039;s prayers, going off on a 3+. Before the game starts, generate the litanies your chaplain knows and start with Litany of Hate + Chapter Litany. Like psychic powers, you cannot spam the same litany even if several chaplains know it, but they are chanted at the beginning of the battle round and remain active until the end of it. This also means a Chaplain won&#039;t have an active litany on the turn he deepstrikes, as he can&#039;t chant while not on the table.  The same rules apply if he rides a transport, so you&#039;ll need to come up with other ways to make him fast, like giving him a Jump Pack or putting him on a bike.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Litany of Hate:&#039;&#039;&#039; Default prayer, 6&amp;quot; aura of re-rolling all melee hit rolls (not just misses) for your chapter.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Litany of Faith:&#039;&#039;&#039; 6&amp;quot; aura of FnP 5+++ vs mortal wounds for friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt;}} units. Not cumulative with other rules, as per usual (but stated regardless).&lt;br /&gt;
#*Extra protection vs witchery. Also makes your plasma vehicles more durable when firing plasma, and your company vets more durable when bodyguarding.  A 2/3 chance of a 1/3 chance to ignore damage is equal to 2/9, so this is slightly (4/3) &#039;&#039;better&#039;&#039; than a 6+++ FnP, with the caveat that it only works on Mortal Wounds.&lt;br /&gt;
#&#039;&#039;&#039;Catechism of Fire:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt;}} unit within 6&amp;quot;. +1 to the wound roll when &amp;quot;resolving a shooting attack&amp;quot; against the &#039;&#039;closest&#039;&#039; enemy unit, meaning it affects Overwatch, too.&lt;br /&gt;
#*It&#039;s best to increase what you have the least of: Space Marines hit on 3+ but bolters wound on 4+. But compared to a Lieutenant, it only affects a single unit and, most importantly, only against the closest target, on top of the usual litany conditionals. Useful to flamer Vets/Aggressors - generally better the less the gun relies on S or range to get work done.&lt;br /&gt;
#*Combine with Masterful Marksmanship (and careful target selection) to let your Sternguard wound MEQ on a 2+. It also lets sniper rifles proc Mortal Wounds on 5+ to wound, but only when targeting the nearest foe.&lt;br /&gt;
#&#039;&#039;&#039;Exhortation of Rage:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt;}} unit within 6&amp;quot;. Their &#039;&#039;unmodified&#039;&#039; 6s to hit in melee generate another attack with that weapon, which cannot proc extra attacks itself. Good when you already have a Captain/Chapter Master/second Chaplain giving you a re-roll and their aura would overlap with the Chaplain&#039;s.&lt;br /&gt;
#*If you&#039;re already betting on exploding 6s, use it alongside &#039;&#039;&#039;Death to the Traitors&#039;&#039;&#039; or even &#039;&#039;&#039;Gene-wrought Might&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mantra of Strength:&#039;&#039;&#039; He&#039;ll show you how it&#039;s done. +1A +1S to the Chaplain, and +1D to his melee weapons. &#039;&#039;D3 Crozius!&#039;&#039;&lt;br /&gt;
#*&#039;&#039;&#039;Smash Chaplain:&#039;&#039;&#039; Combine it with the &#039;Benediction of Fury&#039; relic crozius (WS2+ S7 AP-2 D4) to kill characters, or a Master-crafted Power Fist for (S+1)X2 = WS3+ &#039;&#039;&#039;S10&#039;&#039;&#039; AP-3 &#039;&#039;D2+1d3&#039;&#039; (which is basically a better S10 D4 avg Thunder Hammer, which chaplains can&#039;t usually equip) to kill heavy infantry and bigger targets, like vehicles. To this you may add Warlord traits, stratagems, doctrines, and psychic powers as you can afford and be bothered with.&lt;br /&gt;
#&#039;&#039;&#039;Recitation of Focus:&#039;&#039;&#039; Select a friendly chapter unit within 6&amp;quot;. +1 to their hit rolls when shooting. Even during overwatch, meaning you should answer enemy charges with supercharges. &#039;&#039;&#039;&#039;&#039;Safe plasma!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#*While +1 to hit is better than a Captain&#039;s re-roll, this alone isn&#039;t a replacement for it (since it has a 1/3 chance to fail, affects single unit and doesn&#039;t work in melee or when the chaplain doesn&#039;t start on the field). Instead, it&#039;s better used when a unit cares about +1 to hit beyond improving BS by 1, most notably Plasma units. If you just want a second HQ to support a gun-line bring a Lieutenant instead.&lt;br /&gt;
#&#039;&#039;&#039;Canticle of Hate:&#039;&#039;&#039; Non-cumulative 6&amp;quot; aura of &#039;&#039;&#039;+2 to charge rolls&#039;&#039;&#039;, as well as +3&amp;quot; to pile in and consolidation moves.  In all cases, the friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt;}} unit in question has to be within the aura by the time the move is made - the consolidate move especially will often not happen unless the Chaplain also made his charge. &#039;&#039;Amazing for those of us who [[Black_Templars|re-roll]] [[Kayvaan_Shrike|charges]], increasing the odds of a successful 9&amp;quot; charge up to &#039;&#039;&#039;85%&#039;&#039;&#039; (58.3% for non-rerolling lads).&#039;&#039;&lt;br /&gt;
#*Do keep in mind the chaplain has to be on the field at the beginning of the battle round. A Jump Pack or Biker Chaplain is fast enough, but if you are patient, you can use an Impulsor or Drop Pod to get him in position in the first turn, and use the litany for your deepstrikers in the second turn.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
Named Characters MUST use their designated Chapter Specific trait, thus increasing the appeal of taking an unnamed character. Traits can be classified into two different types: Individual (&#039;&#039;I&#039;&#039;), which turn your character into a better beatstick, and Support (&#039;&#039;S&#039;&#039;), which are usually Auras stacking on top of your warlord&#039;s natural one.&lt;br /&gt;
===Universal===&lt;br /&gt;
#&#039;&#039;&#039; Fear Made Manifest (&#039;&#039;S&#039;&#039;):&#039;&#039;&#039; Enemy units within 6&amp;quot; get -1 Leadership. Meh on its own, there are many {{W40Kkeyword|Imperial}} sources of Ld debuffs it can be combined with. Versatile &#039;&#039;separate&#039;&#039; detachments make allied tactics easier, on top of stacking up to like &#039;&#039;&#039;-15Ld&#039;&#039;&#039;. Obviously &#039;&#039;you don&#039;t need that&#039;&#039; much spooky (but of course can be hilarious when used correctly), especially not against things like Orks, but already &#039;&#039;&#039;-4Ld renders Plague Marines as cowardly as Conscripts&#039;&#039;&#039;, and models that flee don&#039;t proc FnP-equivalents. Best used by a &#039;&#039;&#039;Fearsome Aspect&#039;&#039;&#039; chapter so you don&#039;t have to commit like 5 units to a single enemy. Of almost no use against the bunch of eldar morale immunities out there...but ironically among imperials only the DA, some successor chapter tactic nobody will use, the Valhallan relic, a single IG psychic power, and [[Warhammer 40,000/Tactics/Imperial Guard(8E)#Universal|that IG trait nobody uses because it&#039;s not Master of Command]] can offer the morale protection needed to survive an Ld bomb. &#039;&#039;Night Lords, eat your hearts out&#039;&#039;.&lt;br /&gt;
#*Here&#039;s a list of the {{W40Kkeyword|Imperial}} units that stack with Fear Made Manifest:&lt;br /&gt;
#**{{W40Kkeyword|Adeptus Astartes (-6Ld)}}: Besides the &#039;&#039;&#039;Fearsome Aspect&#039;&#039;&#039; chapter trait (-1Ld), {{W40Kkeyword|Reivers}} can inflict up to -3Ld and can deepstrike. Being Phobos, they also work alongside a Hallucination {{W40Kkeyword|Phobos Librarian}} (-1Ld), who can infiltrate. You can also deepstrike an Ancient bearing the &#039;&#039;&#039;Standard of the Emperor Ascendant&#039;&#039;&#039;. &#039;&#039;These sources of debuffs can quickly arrive wherever you need them&#039;&#039;. &lt;br /&gt;
#**{{W40Kkeyword|Black Templars}} &#039;&#039;&#039;(-2Ld)&#039;&#039;&#039;: Chaplain &#039;&#039;&#039;Vow of Retribution&#039;&#039;&#039;.&lt;br /&gt;
#**{{W40Kkeyword|White Scars}} &#039;&#039;&#039;(-2Ld)&#039;&#039;&#039;: &#039;&#039;&#039;Spirits of Chogoris&#039;&#039;&#039;, &#039;&#039;&#039;Headtaker&#039;s trophies&#039;&#039;&#039; relic.&lt;br /&gt;
#**{{W40Kkeyword|Raven Guard}} &#039;&#039;&#039;(-2Ld)&#039;&#039;&#039;: &#039;&#039;&#039;Decapitating Blow&#039;&#039;&#039;, &#039;&#039;&#039;The Abyss&#039;&#039;&#039;.&lt;br /&gt;
#**{{W40Kkeyword|Salamander}} &#039;&#039;&#039;(-3Ld)&#039;&#039;&#039;: &#039;&#039;&#039;Helm of Drakos&#039;&#039;&#039;, &#039;&#039;&#039;Draconic Aspect&#039;&#039;&#039;.&lt;br /&gt;
#*These other Imperial allies also give Ld debuffs but prevent the SM detachment from using Doctrines. Pass unless they are your main detachment and SM are the allies.&lt;br /&gt;
#**{{W40Kkeyword|Dark Angels (-3Ld)}}: &#039;&#039;&#039;Interrogator Chaplains&#039;&#039;&#039; have a natural -1Ld aura, they have the &#039;&#039;&#039;Eye of the Unseen&#039;&#039;&#039; relic for further -1Ld, and Interromancy&#039;s &#039;&#039;&#039;Mind Wipe&#039;&#039;&#039; inflicts -1Ld (and will proc more often with your help), along with other Ld powers. &#039;&#039;That&#039;s -3Ld from two characters with Jump Packs&#039;&#039;.&lt;br /&gt;
#**{{W40Kkeyword|Blood Angels (-1Ld)}}: The &#039;&#039;&#039;Sanguinor&#039;&#039;&#039; has a natural -1Ld aura, as does anyone wearing a Sanguinary Mask.&lt;br /&gt;
#**{{W40Kkeyword|Inquisition (-1Ld)}}: Psykers &#039;&#039;&#039;Terrify&#039;&#039;&#039; inflict -1Ld from 18&amp;quot; away, and disable overwatch. &lt;br /&gt;
#**{{W40Kkeyword|Astra Militarum (-3Ld)}}: Psykana&#039;s &#039;&#039;&#039;Terrifying Visions&#039;&#039;&#039; inflict -2Ld from a safe 18&amp;quot; away. {{W40Kkeyword|Armageddon Officers}} can also bring the &#039;&#039;&#039;Skull Mask of Acheron&#039;&#039;&#039; to spook nearby enemies. Bringing them in a Supreme Command/Battalion is not only cheap, but gives you CP. Bringing them in a Spearhead detachment grants you access to Russes with &#039;&#039;&#039;Objective Secured&#039;&#039;&#039; and Basilisks. &#039;&#039;Versatile, powerful and easy to use at range. Complements your close-and-personal units&#039;&#039;.&lt;br /&gt;
#**{{W40Kkeyword|Adeptus Mechanicus (-2Ld)}}: &#039;&#039;&#039;Sicaran Infiltrators&#039;&#039;&#039; are the Mechanicum&#039;s &#039;&#039;faster&#039;&#039; Reivers, and {{W40Kkeyword|Metallica}} has a -1Ld Stratagem.&lt;br /&gt;
#**{{W40Kkeyword|Questoris Knights (-2Ld)}}: The &#039;&#039;&#039;Fearsome Reputation&#039;&#039;&#039; trait inflicts -1Ld in a huge 12&amp;quot; aura around the Knight warlord&#039;s huge base (which can be an extra warlord using a stragatem), and a total of -2Ld to enemies within 6&amp;quot; of it. And bringing a Knight as an ally isn&#039;t something unheard of.&lt;br /&gt;
#&#039;&#039;&#039; The Imperium&#039;s Sword (&#039;&#039;I&#039;&#039;):&#039;&#039;&#039; What Smash Captains are made of. Warlord rerolls failed charges (either one or both dice), and gets +1S and +1A the turn he charges (in addition to Shock Assault), to break things immediately out of deepstrike. Chapters that can charge after falling back can trigger the boost over and over.&lt;br /&gt;
#&#039;&#039;&#039; Iron Resolve (&#039;&#039;I&#039;&#039;):&#039;&#039;&#039; What [[Smashfucker]]s are made of. Warlord gets +1W, and can ignore wounds on a 6. Not dying is nice, and it&#039;s better the more wounds your character has.&lt;br /&gt;
#&#039;&#039;&#039; Champion of Humanity (&#039;&#039;I&#039;&#039;):&#039;&#039;&#039; +1A when enemy {{W40Kkeyword|Characters}} are within 1&amp;quot; of him. When actually targetting the character in melee, add 1 to all hit and wound rolls. Turns a character using relic blades or unwieldy weapons into a top of the line duelist.&lt;br /&gt;
#&#039;&#039;&#039; Storm of Fire (&#039;&#039;S&#039;&#039;):&#039;&#039;&#039; Each time &#039;&#039;ANY&#039;&#039; {{W40Kkeyword|&amp;lt;Chapter&amp;gt;}} unit within 6&amp;quot; rolls an &#039;&#039;unmodified 6 to hit&#039;&#039; for a shooting attack, the AP of that attack is improved by 1. At BS3+, that&#039;s 25% of your hits. Remember it affects ANY unit, not just infantry. It gives the biggest benefits to &#039;&#039;low AP weapons that roll to hit&#039;&#039; - that&#039;s all sorts of Bolters. Can be combined with {{W40Kkeyword|Imperial &amp;amp; Crimson Fists}}&#039; exploding bolters, but any ranged chapter can make use of it. Doctrines cannot stack AP bonuses, so try boosting small arms during the Devastator doctrine and vice-versa.&lt;br /&gt;
#*Since light weapons with high rates of fire (like Heavy Bolters) are often cheaper than strong single-shot ones (like Missile Launchers), this trait can allow a detachment to pull its weight even at low point limits. Furthermore, it&#039;s easy for them to synergize with your warlord because many are infantry or transports that can accompany him. While mechanized/biker lists are shooty, Bolter Discipline means bolt-using units from this list are no longed forced to move into rapid fire range.&lt;br /&gt;
#*Despite Aggressors, Inceptors, shooty Dreadnoughts (Redemptor/Venerable/Deredeo), Scout Bikers, Company Veterans on Bikes (Index 1), Crusader Squads, Centurions, Sternguard Veterans, Repulsors, and Land Raiders (&#039;&#039;Crusaders&#039;&#039;/Redeemers/Prometheus[FW]) having a higher than average ranged output when compared to the rest of SM options, even regular Bolt Rifle Intercessors cut GEQ saves in half (from 6+ to nothing) with this trait, when it goes off. &lt;br /&gt;
#&#039;&#039;&#039; Rites of War (&#039;&#039;S&#039;&#039;):&#039;&#039;&#039; The warlord gains &#039;&#039;&#039;Defenders of Humanity&#039;&#039;&#039;, and {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} units within 6&amp;quot; automatically pass morale tests. &#039;&#039;The counterpart of Fear Made Manifest&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Vanguard Space Marines===&lt;br /&gt;
Available only to {{W40kKeyword|Phobos characters}}, aka the tacticool Captain, Lieutenant, and Librarian found in the Shadowspear box. Chaplains can suck it because yelling catechisms isn&#039;t stealthy, and techmarines haven&#039;t yet learned whatever trick the helix adepts are using to fix broken things quietly, so they can suck it, too.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shoot and Fade:&#039;&#039;&#039; At the start of the shooting phase select one friendly {{W40kKeyword|&amp;lt;chapter&amp;gt; phobos}} unit within 6&amp;quot; of the warlord. That unit can move after shooting. If they do, they also have to advance, and they cannot declare a charge afterwards (RIP WS).&lt;br /&gt;
#*&#039;&#039;Imperial stealthy Jump-Shoot-Jump baby!&#039;&#039; Break LoS and avoid retaliation. That way your Infiltrator/Incursor squads can keep up with your Eliminators, the first dashing in and out of LoS while the later shoot without visual contact with complete impunity.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Deceit:&#039;&#039;&#039; At the start of the first round but before the first turn begins, you can remove and redeploy up to 3 {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Phobos}} units present on the battlefield.&lt;br /&gt;
#*Results depend on the mental games you can play on your enemy - it&#039;s not going to be a surprise to your opponent, but being able to make corrections after your enemy&#039;s cemented his choice instead of being part of the simultaneous deployment process can be an amazing benefit, and one that Eldar pay 2CP for.&lt;br /&gt;
#*Can be used to enable surprising turn one charges if going first - just deploy Infiltrators right in front of the target, and pull back with this ability if not having the first turn. As specified in FAQ, it only allows you to redeploy to your deployment zone. This can also expose hidden units to first turn Devastator Doctrine&#039;d Lasfusil Eliminators.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Vanguard:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;chapter&amp;gt; phobos}} units within 6&amp;quot; of the warlord gain +1&amp;quot; to their move &#039;&#039;and&#039;&#039; advance &#039;&#039;and&#039;&#039; &#039;&#039;&#039;charge&#039;&#039;&#039; rolls. Useful to Reivers or Charging out of Deepstrike, pairs well with the Chapter Tactic Hungry for Battle as well as several characters.&lt;br /&gt;
#&#039;&#039;&#039;Stealth Adept:&#039;&#039;&#039; -1 to hit rolls that target the warlord. Not just at range, so he can prove he&#039;s the better sniper around, but it also works in melee. Makes the new Captain very durable, but his damage can be insufficient unless using relic gear, meaning this trait only makes him hard to hit instead of turning him into a beatstick.&lt;br /&gt;
#&#039;&#039;&#039;Target Priority&#039;&#039;&#039;: Select a friendly {{W40kKeyword|&amp;lt;chapter&amp;gt; phobos}} unit within 3&amp;quot; at the start of your shooting phase. Until the end of the phase, that unit gets +1 to hit. And he doesn&#039;t have to give up his shooting either. Now all those pointy finger models have found their worth! &lt;br /&gt;
#*A Phobos Captain can form a comfy sniper base with Eliminators, letting them hit on a re-rollable 2+ without the sergeant giving up his shooting and protecting them with his 12&amp;quot; deepstrike-denying omni-scrambler. Doesn&#039;t affect Infiltrators because the automatic wounds only happen on an &#039;&#039;unmodified&#039;&#039; 6s.&lt;br /&gt;
#&#039;&#039;&#039;Marksman Honours:&#039;&#039;&#039; +1D to &#039;&#039;all&#039;&#039; of the warlord&#039;s guns. Doesn&#039;t apply to grenades or relics. Completely wasted on a Librarian or Lieutenant, but bumps the Phobos Captain&#039;s Instigator Bolt Carbine to an eye-watering 4 damage.&lt;br /&gt;
&lt;br /&gt;
===Faith and Fury===&lt;br /&gt;
The following Warlord Traits are unlocked by using a 1 CP stratagem to upgrade a character to a Master/Chief variant of the base model, found in the Faith and Fury supplement. Since only three of these characters are actual HQs, they can be good candidates to use &#039;&#039;&#039;Hero of the Chapter&#039;&#039;&#039; on. That means these traits can cost 2CP; better bring a Battalion.&lt;br /&gt;
&lt;br /&gt;
====HQs====&lt;br /&gt;
&#039;&#039;&#039;Master of Sanctity&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bellowing Firebrand:&#039;&#039;&#039; +3&amp;quot; to Spiritual Leader and Litanies.&lt;br /&gt;
**Helps with positioning. Can be combined with a fellow aura HQ with the Vox Espiritum for two 9&amp;quot; auras.&lt;br /&gt;
*&#039;&#039;&#039;Wise Orator:&#039;&#039;&#039; Re-roll failed Litanies rolls. &#039;&#039;What&#039;d be the point of having multiple litanies if you couldn&#039;t rely on them, huh?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Forge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of the Machine:&#039;&#039;&#039; When resolving an attack made by a friendly {{W40Kkeyword|&amp;lt;Chapter&amp;gt; VEHICLE}} model within 6″, add one to the hit roll.&lt;br /&gt;
**&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Aura of Safe Plasma&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; for vehicles, and great utility for vehicles that &#039;&#039;need&#039;&#039; to move, such as dreads.&lt;br /&gt;
*&#039;&#039;&#039;Warden of the Ancients:&#039;&#039;&#039; +1S and +1A to friendly {{W40Kkeyword|&amp;lt;Chapter&amp;gt; Dreadnought}} models within 6″ of this warlord.&lt;br /&gt;
**Contemptors and Redemptors become able to wound T8 on a 2+, and are the fastest Dreads. They decay, but that&#039;s what the Techmarine is for. What would you do otherwise, dread drop pod? Storm raven? &#039;&#039;Techmarine Biker?&#039;&#039; Yeah right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Librarian&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;High Scholar of the Librarius:&#039;&#039;&#039; This warlord can know psychic powers from any discipline they have access to, rather than only one. Allows for interesting combos of psychic powers you wouldn&#039;t normally be able to use.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Mastery:&#039;&#039;&#039; This warlord gains +1 on their first psychic test of a phase. Useful to increase the chances of double Smite if the Chief Librarian casts for second.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Apothecary&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Father of the Future:&#039;&#039;&#039; 6+++ FnP to {{W40kKeyword|&amp;lt;chapter&amp;gt; Infantry}} and {{W40Kkeyword|&amp;lt;chapter&amp;gt; Biker}}s. 5++ for the Iron Hands. &#039;&#039;Best on Primaris who can survive 2D a third of the time, by passing the FnP on either of their 2W&#039;&#039;. Even better on Centurions and their beefy 4W apiece.&lt;br /&gt;
*&#039;&#039;&#039;Selfless Healer:&#039;&#039;&#039; The Chief Apothecary can use his ability twice, and the unit that he targets may be the beneficiary of his work twice. He may do this even if he failed his roll the first time and is recovering the geneseed. &#039;&#039;Twice the healing, twice the value&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Ancient&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Singular Presence:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt; INFANTRY}}, {{W40kKeyword|&amp;lt;CHAPTER&amp;gt; BIKER}}, and {{W40kKeyword|&amp;lt;CHAPTER&amp;gt; DREADNOUGHT}} units within 3″ can perform a Heroic Intervention as though they were {{W40kKeyword|character}}s.&lt;br /&gt;
*&#039;&#039;&#039;Steadfast Example:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt; INFANTRY}} units within 3″ have the Defenders of Humanity rule, and count as two models if they already have it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Company Champion: Chapter Champion&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Martial Exemplar:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} units within 6″ of this warlord can re-roll charges.&lt;br /&gt;
**Suppose you can get {{W40kKeyword|Black Templar}}&#039;s re-rollable charges without giving up your chapter tactic. Can be very powerful, even if the footslogging Champion needs a Drop Pod to get where you need him to.&lt;br /&gt;
**Take this on a White scars champion on bike (Legends) or in a transport and there won&#039;t be an opponant who has a better charge phase than you.&lt;br /&gt;
*&#039;&#039;&#039;Master Duelist:&#039;&#039;&#039; When resolving an attack with a melee weapon by a model against this warlord, on a modified hit roll of 1, roll 1d6 and on a 4+ that model’s unit suffers 1 mortal wound after that unit has finished fighting.&lt;br /&gt;
&lt;br /&gt;
==Space Marine Armoury==&lt;br /&gt;
===Ranged Weaponry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; You know what a bolter is, but if you somehow forgot it&#039;s 24&amp;quot; Rapid Fire 1 S4 AP0 D1. &lt;br /&gt;
**&#039;&#039;&#039;Bolt Carbine:&#039;&#039;&#039; An Assault 2 Bolter, exclusive to the Reiver Squad.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle:&#039;&#039;&#039; A Boltgun with 30&amp;quot; range and AP-1, making it more effective; exclusive to Intercessors.&lt;br /&gt;
***&#039;&#039;&#039;Auto Bolt Rifle:&#039;&#039;&#039; The automatic version, an Assault 3 Bolter. Better than the Bolter and Bolt Rifle when not factoring in Stratagems or shooting at armour. Combine with the Tactical Doctrine to delete hordes.&lt;br /&gt;
***&#039;&#039;&#039;Stalker Bolt Rifle:&#039;&#039;&#039; Not a sniper rifle, lest it invalidates Scouts too. 36&amp;quot; Heavy 1 AP-2 D2 Bolt Rifle, to give faraway targets more than just a poke. Turns Intercessors into something akin to Troop Sternguard. Combine with the new Devastator Doctrine to hit at AP-3 and pretend you&#039;re shooting Plasma.&lt;br /&gt;
**&#039;&#039;&#039;Combi-Weapon:&#039;&#039;&#039; can be fired alongside the Bolter part, at -1BS. Note that Combi-Flamers don&#039;t care for no BS. Available to sergeants and terminators.&lt;br /&gt;
**&#039;&#039;&#039;Special Issue Boltgun:&#039;&#039;&#039; The big brother to both Boltgun and the new Bolt Rifle, wielded by the Sternguard Veterans. At 30&amp;quot; S4 AP&#039;&#039;-2&#039;&#039; this gun pretty much shoots Dragonfire Vengeance rounds at Kraken range.&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter/Combi-Bolter:&#039;&#039;&#039; Cheap as chips Rapid Fire 2 Boltgun, typically seen on Terminators, also available to Sarges and upgrades on most of your vehicles. It&#039;s especially nasty at Rapid Fire range.&lt;br /&gt;
*&#039;&#039;&#039;Astartes shotgun:&#039;&#039;&#039; an option on Scout models, a 12&amp;quot; Assult 2 bolter that becomes S5 while within 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Assault Bolter:&#039;&#039;&#039; 18&amp;quot;, Assault 3 S5 AP-1. Would be a really good gun on assault units. Unfortunately exclusive to Inceptors. That said, you can still perform effective hit and run attacks with it, aided by the Inceptors&#039; ability to shoot after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; A bolter in pistol form, meaning you can fire it in melee. Just don&#039;t forget it&#039;s there.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Bolt Pistol:&#039;&#039;&#039; More like &#039;&#039;Better&#039;&#039; Bolt Pistol with AP-1, exclusive to Reivers.&lt;br /&gt;
**&#039;&#039;&#039;Absolvor Bolt Pistol&#039;&#039;&#039; A handheld Heavy Bolter Pistol with the same stats, just with one 16&amp;quot; shot and carried by Primaris Chaplains and Apothecaries.&lt;br /&gt;
**&#039;&#039;&#039;Boltstorm Gauntlet:&#039;&#039;&#039; A Bolt Pistol with Pistol 3, attached to a Power Fist, attached to the Gravis Captain.&lt;br /&gt;
***&#039;&#039;&#039;Auto Boltstorm Gauntlets:&#039;&#039;&#039; Paired Boltstorm Gauntlets, but they&#039;re Assault 6, meaning they can&#039;t be fired in melee but you can run-n&#039;-shoot and be used alongside other guns. Exclusive to Aggressors, who wield them well.&lt;br /&gt;
*&#039;&#039;&#039;Grenades:&#039;&#039;&#039; Standard issue for any marine; you can only throw one per unit.&lt;br /&gt;
**&#039;&#039;&#039;Krak:&#039;&#039;&#039; Single throw at 6&amp;quot; with S6 AP-1 D1d3, to have something to deal with harder targets.&lt;br /&gt;
**&#039;&#039;&#039;Frag:&#039;&#039;&#039; Single throw with 1d6 hits at 6&amp;quot; with S3 AP 0. A go-to for thinning Guardsmen ranks - it&#039;s worse than a storm bolter but better than a bolter, against everything T7 or less.&lt;br /&gt;
**&#039;&#039;&#039;Melta:&#039;&#039;&#039; Single hurl at 4&amp;quot; with S8 AP-4 D1d6 with re-roll wounds against {{W40Kkeyword|vehicle}}s. Found on Vanguard Vets for 5 points and finds use should your marine&#039;s fist fail to punch through an armoured hull.&lt;br /&gt;
**&#039;&#039;&#039;Auxiliary grenade launcher:&#039;&#039;&#039; Exclusive to Intercessors, lets them lob grenades at a range of 30&amp;quot;. Lets your Grenades properly benefit from the Devastator Doctrine. &lt;br /&gt;
**&#039;&#039;&#039;Astartes Grenade Launcher:&#039;&#039;&#039; Can replace the storm bolters on Scout bikes. Has Frag and Krak Grenade profiles at 24&amp;quot; Assault 1d6/1.&lt;br /&gt;
&lt;br /&gt;
====Special Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; An Assault D6 S4 AP- weapon with 8&amp;quot; range which automatically passes rolls to hit. A classic anti-horde option, at least it&#039;s cheap. 8&amp;quot; range means it can&#039;t be used immediately out of a drop pod. Can&#039;t overwatch against charges starting more than 8&amp;quot; away, but those aren&#039;t reliable anyway, so a flamer is still good in those cases. Don&#039;t bother trying to hit airborne units, as they&#039;re too tough and armoured.&lt;br /&gt;
**&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; The Pistol D6 version, but only 6&amp;quot; and S3. Not good for Advancing, but for melee to clear out some GEQ. Kind of shit really, as most of the time you could take a bolter or bolt pistol for free or even a storm bolter in some cases, all of which have better range and wound better. &lt;br /&gt;
*&#039;&#039;&#039;Grav-gun:&#039;&#039;&#039; 18&amp;quot; Rapid Fire 1 S5 AP-3 D1, upgrading to D1d3 if the target has a 3+ save or better. &lt;br /&gt;
**&#039;&#039;&#039;Grav Pistol:&#039;&#039;&#039; Deals more damage against targets with an armour save of 3+ or higher, but with only S5 it&#039;s less likely to wound than a plasma pistol. &#039;&#039;Good against heavily armoured characters without the Plasma Pistol&#039;s risk&#039;&#039;. Costs more than a Plasma Pistol and does less work than one.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 S8 AP-4 D1d6, becoming best of two 1d6 Damage at half range. Good against anything with lots of wounds, be they Vehicles, Monsters or even Heavy Infantry. At 12&amp;quot; range Supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get into half range. While you can advance to close the gap, it is convenient that the unit&#039;s other weapons are assault weapons as well.&lt;br /&gt;
*&#039;&#039;&#039;Plasma weapons:&#039;&#039;&#039; They have a Safe and Supercharged profile. Stick close to a Captain, because Safe plasma isn&#039;t really cost-effective. Good against everything. Gets Hot applies to the final &#039;&#039;modified&#039;&#039; score, meaning +1BS (&#039;&#039;Devastator Sergeant&#039;s Signum, Rhino Primaris&#039; Servo-skull Hub&#039;&#039;) make you [[Awesome|immune to it]]. Conversely, [[Fail|plasma guns are more likely to overheat at night]].&lt;br /&gt;
**&#039;&#039;&#039;Plasma gun:&#039;&#039;&#039; You know what a Plasma gun is too, but for reference, it&#039;s 24&amp;quot;, Rapid Fire 1, S7/8 AP-3  1/2 D. Good as a Tactical/Crusader squad&#039;s Special Weapon. As much of an all-rounder as the marine wielding it.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Incinerator:&#039;&#039;&#039; A Primaris Plasma Gun, because Cawl wanted to make marine guns&#039; as insecure as their wielders. Better 30&amp;quot; range lets it not only rapid-fire from further away but outrange enemies. Better AP-4 makes them a menace even for tanks.&lt;br /&gt;
***&#039;&#039;&#039;Assault Plasma Incinerator:&#039;&#039;&#039; Lighter 24&amp;quot; Assault 2 Str 6/7 version of the Standard Plasma Incinerator. &#039;&#039;Easier to make it cost-effective&#039;&#039;, as it shoots double than the Standard version from 16&amp;quot;-24&amp;quot;, still wounding most infantry on a 3+ but lost the ability to wound t4 on 2+. &lt;br /&gt;
***&#039;&#039;&#039;Heavy Plasma Incinerator:&#039;&#039;&#039; The other end of the spectrum. 36&amp;quot; Heavy 1 Str &amp;lt;b&amp;gt;8/&#039;&#039;9&#039;&#039;&amp;lt;/b&amp;gt; lets you wound infantry on a 2+ without having to supercharge, and makes it effective against tanks, enjoying the great range. Which you should keep because it&#039;s not Rapid Fire like the other variants. More cost-effective against vehicles than against infantry, but it does the job nicely. Overcharging basically makes it a pocket Lascannon that doesn&#039;t have excess damage against infantry, at the cost of not ripping apart tanks. Really good for heavily armoured enemies with one wound.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; Fairly effective against MEQs when fired normally, a TEQ-killer when supercharged, but &#039;&#039;Gets Hot!&#039;&#039; now risks outright killing the user. A high risk-high reward pistol, your Captain&#039;s rerolls reduce Gets Hot to a 1/36 chance. Good against everything, really, as plasma can even wound tanks.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Exterminator:&#039;&#039;&#039; Inceptor plasma weapon. Each Inceptor gets (2) Plasma Exterminators. Each Plasma Exterminator is AssaultD3 S7/8 AP-3 D1/2. That translates to 2D3 plasma shots per each Inceptor. Re-roll protection is absolutely essential, otherwise, anything wielding such a weapon will fry itself rather quickly should they turn up the heat.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon:&#039;&#039;&#039; 24&amp;quot; Heavy 6 S6 AP-1. Brrrt.&lt;br /&gt;
**Particularly great at killing off gaunts as it wounds them on 2+ and they receive no armour save.&lt;br /&gt;
**Probably best when mounted on iron hands storm talons and storm hawks or a Razorback of any chapter.&lt;br /&gt;
**The only real weakness of this weapon is it&#039;s range so a mobile platform is advisable.&lt;br /&gt;
*&#039;&#039;&#039;Grav-cannon with Grav-amp:&#039;&#039;&#039; 24&amp;quot; Heavy 4 Grav-gun. Akin to a &#039;&#039;heavier&#039;&#039; Heavy Bolter to deal with bigger targets.&lt;br /&gt;
**Drop 1 cp on some devastators with these to reroll all wounds and damage on their shots, quite capable of shaving off half a knights wounds with no support or killing off a unit of custodian guard in one turn.&lt;br /&gt;
**A unit with Grav-cannons will become a serious target for your opponent so consider sticking them in a Rhino, Razorback or a Stormraven so they can&#039;t be basalisk&#039;ed off the table turn 1.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; 36&amp;quot; Heavy 3 S5 AP-1. Good against hordes at long range due to its high number of attacks, and still useful against lighter vehicles Especially when Devastation Doctrine is active. It&#039;s most efficient against hordes with bad/no save, or things that rely primarily on a weak invulnerable save, like daemons.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; A Flamer with S+1 and AP-1. More effective against armoured targets than its smaller brother, but cannot be fired after advancing.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; Heavy 1 S9 AP-3 D6 D with a range of 48&amp;quot;. Your primary long-range anti-vehicle weapon. Don&#039;t even try to shoot infantry with this. You&#039;ll kill 1 model per shot at most now that overkill damage is exclusive to mortal wounds.&lt;br /&gt;
**&#039;&#039;&#039;Las-Talon:&#039;&#039;&#039; Twin Lascannon but 24&amp;quot;. Found on GravTanks and the Stormhawk interceptor.&lt;br /&gt;
**&#039;&#039;&#039;Las fusil:&#039;&#039;&#039; Eliminators anti-tank option. 36&amp;quot; S8 but a Flat 3 Damage.&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as a Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. Devastator squads with 2 Lascannons and 2 Missile Launchers are a pretty darn good Swiss-Army unit. Good to have at least one Missile Launcher around, due to the Flakk Missile Strategem. Missile Launchers like the new Combat Doctrine rules, allowing them to perform exactly same against T7 as a lascannon would, while still having an S4 AP-1 anti-infantry weapon - something to consider if you know your enemy doesn&#039;t bring T8.&lt;br /&gt;
**&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; A single shot krak missile for 6 points if your army can&#039;t squeeze in enough normal anti-tank weaponry. &lt;br /&gt;
**&#039;&#039;&#039;Typhoon Missile Launcher:&#039;&#039;&#039; Double shot missile launcher found on land speeders, includes frag and krak missiles. &lt;br /&gt;
**&#039;&#039;&#039;Skyhammer Missile Launcher:&#039;&#039;&#039; Anti air krak missiles &lt;br /&gt;
**&#039;&#039;&#039;Stormstrike Missile Launcher:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; A 24&amp;quot; Heavy Meltagun, meaning you can&#039;t run with it, but &amp;lt;u&amp;gt;can shoot in melta range out of a deepstrike&amp;lt;/u&amp;gt;, now fulfilling the role of Drop Pod Threat-removal.&lt;br /&gt;
*&#039;&#039;&#039;Plasma cannon:&#039;&#039;&#039; Heavy D3 effectively means the same shots as a Plasma gun, but from 36&amp;quot; away instead of 12&amp;quot;. You both need to be careful and to shoot Supercharges, due to the sheer cost of this weapon. Can be a makeshift &amp;quot;heavy weapons team&amp;quot; with the Devastator Sergeant, as his Signum prevents Gets Hot. Being a Heavy weapon it&#039;s best to not supercharge in the move, due to -1BS.&lt;br /&gt;
*&#039;&#039;&#039;Sniper Rifle:&#039;&#039;&#039; A Scout exclusive, it&#039;s a 36&amp;quot; Heavy 1 weapon so it&#039;s included here. It&#039;s only good for fishing mortal wounds, but it can target characters even if they hide behind a unit. A complete lack of AP means they won&#039;t be killing a heavy character like a Captain without committing a serious amount of points to it but can kill his supporting Apothecary.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Sniper Rifle&#039;&#039;&#039; The real deal sniper rifle all Space Marines should be wielding. Has 3 firing modes at 36&amp;quot; which can target characters. Mortis at Heavy 1, S5 AP-2 and d3 damage. Hyperfrag is d3 S5 shots. Executioner rounds are a single shot at S5 AP-1 and ignore line of sight, as well as adding 2 to hit rolls &lt;br /&gt;
*&#039;&#039;&#039;Icarus Stormcannon:&#039;&#039;&#039; Autocannon equivalent with accuracy bonus against air units &lt;br /&gt;
*&#039;&#039;&#039;Predator Autocannon&#039;&#039;&#039; 72&amp;quot; range with 2D3 shots at S7, AP-1 and flat 3 damage makes this a powerful weapon against TEQ and light/medium armour. AP-1 makes this weapon less useful against AP2 and heavy vehicles, which are better handled by lascannons. This weapon really enjoys the new Devastator doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Laser Destroyer&#039;&#039;&#039; New Primaris weapon found on the Repulsor Executioner. 72&amp;quot; range, Heavy 2, S10, AP-4 and D1d6 (rolls of 1 and 2 always count as 3) makes this a dedicated tank killer, though it is an expensive weapon. The weapon can be fired twice at the same target, resulting in 4 shots, when a Repulsor moves less than 5&amp;quot; almost guaranteeing you will at least cripple your target. Don&#039;t be afraid to fire this at multi-wound infantry as it guarantees a kill even on 3 wound mega nobs with each unsaved shot! &lt;br /&gt;
*&#039;&#039;&#039;Macro Plasma Incinerator&#039;&#039;&#039; The plasma cannon version of the newer Primaris incinerator weapons. Only a 36&amp;quot; range but fires heavy d6 shots at S8/9 AP -4, and D1/2. Performs well against TEQ and can threaten vehicles and monsters. More of an all-rounder weapon, but it is usually well priced.&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannon&#039;&#039;&#039; Heavy 4D3 shots all at S5 AP -1 and fired at 60&amp;quot;. It&#039;s like a higher output Heavy Bolter and can deny line of sight requirements. &lt;br /&gt;
*&#039;&#039;&#039;Whirlwind Missile Launcher&#039;&#039;&#039; Two firing modes which require the operator to purchase one or another prior to game start. Both ignore line of sight requirements and have a 72&amp;quot; range. Castellan missiles are heavy 2d6 at S6, Vengeance missiles are a heavy 2d3 Autocannon equivalent. &lt;br /&gt;
*&#039;&#039;&#039;Flamestorm Cannon&#039;&#039;&#039; Found on Land Raider Redeemers and functions like a 12&amp;quot; S6 Ap-2 D2 heavy flamer for torching bigger units.&lt;br /&gt;
*&#039;&#039;&#039;Accelerator Autocannon&#039;&#039;&#039; Found on the new Primaris Suppressors. It&#039;s an AP-2 Autocannon which denies units with slain models the ability to fire overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Twin Accelerator Autocannon&#039;&#039;&#039; Its an assault weapon mounted on a Sicaran Battle Tank! Assault 8 Autocannon shots which ignore flyer restrictions and wounds of 6+ are resolved at AP-3.&lt;br /&gt;
*&#039;&#039;&#039;Ironhail Heavy Stubber:&#039;&#039;&#039; A weird GW trend of putting Stubbers on the hover tanks. Their Heavy weapon equivalent of 36&amp;quot; Bolt Rifles.&lt;br /&gt;
**&#039;&#039;&#039;Icarus Ironhail Heavy Stubber:&#039;&#039;&#039; The anti-air version, with the standard +1/-1 to hit. With only S4 even the flimsiest of Eldar flyers will laugh it off but you should be aiming at Jump Packs.&lt;br /&gt;
**&#039;&#039;&#039;Ironhail Skytalon Array:&#039;&#039;&#039; Don&#039;t let the bitchin&#039; name fool you, this is just two Icarus Stubbers slapped together and &amp;lt;s&amp;gt;is just as pointless unless you&#039;re shooting at [[Gargoyles]]&amp;lt;/s&amp;gt;. Well, not so fast. This gun has a unique rule that adds 1 to your wound roll against {{W40Kkeyword|Fly}} unit in addition of +1 to hit which mean it will wound most {{W40Kkeyword|Fly}} unit on 4+. This is not here to shoot down gunships or bombers, this is here to kill jump infantry.&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm grenade Launcher:&#039;&#039;&#039; Found on your Primaris Tanks. Its d6 bolter Equivalent gun uses to gun down chaff and those foolish enough to charge it.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039; Found on multiple Primaris armoured platforms and puts the hurt on infantry. Heavy 12 Heavy Bolter shots at 30&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039; An assault cannon but at S5. Can always be found with the heavier version and pairs very well for 18 total shots.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Chainsword/Combat Knife:&#039;&#039;&#039; Still the basic Close Combat Weapon profile, but it&#039;s free and allows for one extra attack, so it&#039;s good against enemy hordes. All your sergeants can take it alongside the main gun, so it might be worth it to swap that bolt pistol he&#039;s not using anyway. Combat Doctrines make these invaluable for turn 3 deep strikers with AP-1 (although for them, the Bolt Pistol also gets AP-1)!&lt;br /&gt;
*&#039;&#039;&#039;Paired Combat Blades:&#039;&#039;&#039; Found on Incursors and some Lieutenants.  No extra attacks, but unmodified hits of 6 score an extra automatic hit.&lt;br /&gt;
*&#039;&#039;&#039;Eviscerator:&#039;&#039;&#039; A two-handed Chainfist with variable damage on a model with at most 2 attacks. It competes with a power fist with Assault Marines.  It is a fucking awesome double-handed chainsword, though.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claws:&#039;&#039;&#039; SU AP-2, allows you re-roll to wound, and grants an extra attack if you have two of them.  This will outperform a Power Axe against anything with T less than twice your S, particularly now that it&#039;s barely more expensive.  Often your best bet for mulching single-wound hordes.&lt;br /&gt;
*&#039;&#039;&#039;Relic Blade:&#039;&#039;&#039; Available to Honour Guard, Vanguard Veteran Sergeants, and Captains. S+2 AP-3 D1d3, so it&#039;s like a Force Sword or Stave but better (and strictly better than a Force Axe both in absolute terms and because it costs &#039;&#039;less&#039;&#039;). &#039;&#039;Better than a Power Fist&#039;&#039; against most infantry-sized targets. Costing as much as a Power Fist, consider whether the better accuracy is worth the +2 Strength gap between the Fist and the Blade. One of the advantages over the Power Fist is that effects happening on 6+ to hit can actually trigger with the Blade since it has no hit penalties.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039; Each type of Power Weapon has its own profile now, so pick the right one for the situation. All Power Weapons have a damage value of 1:&lt;br /&gt;
**&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; S+1 AP-2. A good enough compromise between the Sword&#039;s armour negation and the Maul&#039;s brute force; typically your best choice, despite costing more than the other two, because you have to pick one to take before knowing what you&#039;re going to need killed, and this has the best overall performance in the T3-T8 Sv2+-Sv6+ range you care about. &lt;br /&gt;
**&#039;&#039;&#039;Power Maul/Power Lance:&#039;&#039;&#039; S+2, AP-1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. The Lance is identical to the Maul because of reasons.&lt;br /&gt;
**&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; S User AP-3. Best against targets that rely on armour saves over toughness to shrug off hits. Except against frail things with good invulns like Crusaders, who ignore AP anyway.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mathhammer:&#039;&#039;&#039; Note that we do not take into account the chances to hit since they do not vary for the 3 weapons we are looking at. Results are expressed in percentages. We also assume that the weapon is wielded by a basic Space Marine, so with Strength 4.  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;  cellpadding=&amp;quot;4&amp;quot;  cellspacing=&amp;quot;4&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Target&lt;br /&gt;
!Power Sword&lt;br /&gt;
!Power Axe&lt;br /&gt;
!Power Maul&lt;br /&gt;
!Winner&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |TEQs&lt;br /&gt;
|Terminator (T4; 2+/5++)&lt;br /&gt;
|33.33&lt;br /&gt;
|33.33&lt;br /&gt;
|22.22&lt;br /&gt;
|Power Axe and Sword&lt;br /&gt;
|-&lt;br /&gt;
|Terminator w/ Storm Shield (T4; 2+/3++)&lt;br /&gt;
|16.67&lt;br /&gt;
|22.22&lt;br /&gt;
|22.22&lt;br /&gt;
|Power Axe and Maul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |MEQs&lt;br /&gt;
|Space Marine (T4; 3+)&lt;br /&gt;
|41.67&lt;br /&gt;
|44.44&lt;br /&gt;
|33.33&lt;br /&gt;
|Power Axe&lt;br /&gt;
|-&lt;br /&gt;
|Captain or Chaplain (T4; 3+/4++)&lt;br /&gt;
|25&lt;br /&gt;
|33.33&lt;br /&gt;
|33.33&lt;br /&gt;
|Power Axe and Maul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |GEQs&lt;br /&gt;
|Hormagaunt (T3; 6+ or no save)&lt;br /&gt;
|66.67&lt;br /&gt;
|66.67&lt;br /&gt;
|83.33&lt;br /&gt;
|Power Maul&lt;br /&gt;
|-&lt;br /&gt;
|Guardsman, Guardian (T3; 5+)&lt;br /&gt;
|66.67&lt;br /&gt;
|66.67&lt;br /&gt;
|69.44&lt;br /&gt;
|Power Maul&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Warrior (T3; 4+)&lt;br /&gt;
|66.67&lt;br /&gt;
|55.56&lt;br /&gt;
|55.56&lt;br /&gt;
|Power Sword&lt;br /&gt;
|-&lt;br /&gt;
|Sister of Battle (T3; 3+)&lt;br /&gt;
|55.56&lt;br /&gt;
|44.44&lt;br /&gt;
|41.67&lt;br /&gt;
|Power Sword&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Other&lt;br /&gt;
|Tyranid Monster (T6; 3+)&lt;br /&gt;
|27.78&lt;br /&gt;
|22.22&lt;br /&gt;
|25&lt;br /&gt;
|Power Sword&lt;br /&gt;
|-&lt;br /&gt;
|Light Tank or Monster (T7; 3+)&lt;br /&gt;
|27.78&lt;br /&gt;
|22.22&lt;br /&gt;
|16.67&lt;br /&gt;
|Power Sword&lt;br /&gt;
|-&lt;br /&gt;
|Medium Tank or Monster (T8; 3+)&lt;br /&gt;
|13.89&lt;br /&gt;
|22.22&lt;br /&gt;
|16.67&lt;br /&gt;
|Power Axe&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Tank or Monster (T8; 2+)&lt;br /&gt;
|11.11&lt;br /&gt;
|16.67&lt;br /&gt;
|11.11&lt;br /&gt;
|Power Axe&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
As you can see, it is extremely hard to draw a clear winner between the Power Axe and the Power Sword. It is, however, easy to see that Power Mauls/Lances are crap, only superior when fighting units that will already die in droves to bolter shots or won&#039;t die easily to anything due to good invulns. What&#039;s easy to remember is that the Axe is stronger against Marines (that you&#039;ll face a lot), the Maul is best against Storm Shield Terminators or anyone else with a good invuln, and the Axe is best against most of the tanks. Power Swords have the edge on most things relying only on their armour saves, while Axes scale better against tough things. What you choose between the two is a matter of preference, meta, and gaming group.  The special case for Mauls is Toughness 5, where the Maul is best down to Sv3+ and the sword and maul break even on Sv2+, due to how powerful it is to move from 2/6 wound chance to 3/6, but T5 are relatively rare to begin with.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Force Weapons:&#039;&#039;&#039; Librarian power weapons with D1d3 instead of just 1, but they cost around the same as a Power Fist. They lack Sx2 but have no penalty to hit. Useful if you&#039;re going to hit characters or multiwound models like Primaris.  All of them are overcosted compared to a Relic Blade, with the Force Axe as the worst offender of the lot.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist:&#039;&#039;&#039; Sx2 AP-4 D2. Marginally better than a Power Fist against Vehicles and other highly-armoured invuln-lacking models. Costs only 2 points more than a Power Fist, so paying extra for better AP and more reliable damage could be worth it.&lt;br /&gt;
**Never forget, you can swap to your basic CC weapon if you don&#039;t want to give up accuracy - against low toughness single-wound enemies without a penetrable save, like basic daemons, this can often be better.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2 AP-3 D1d3. -1 penalty to hit rolls, which can be annoying. Good against everything, quite cost-effective.&lt;br /&gt;
**Never forget, you can swap to your basic CC weapon if you don&#039;t want to give up accuracy - against low toughness single-wound enemies without a penetrable save, like basic daemons, this can often be better.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039; The weapon against which all others compare, and boy are you paying for it: NOW 40 POINTS FOR CHARACTERS (16 points for units). A Power Fist that always deals 3 damage. The extra reliability could mean the difference between one-shotting a Custodian Guard/Aggressor or getting a Guardian Spear/Power Fist in the face. When you have a Thunder Hammer/Storm Shield-Captain with Jump Pack every enemy model begins to look like a nail, but at over 4x the cost of a Power Fist, its not worth ditching up to three extra special or heavy weapons just to squeeze out a few extra points of damage. Still quite viable on everything that isn&#039;t a CHARACTER, at least.&lt;br /&gt;
**Never forget, you can swap to your basic CC weapon if you don&#039;t want to give up accuracy - against low toughness single-wound enemies without a penetrable save, like basic daemons, this can often be better.&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought Combat weapon:&#039;&#039;&#039; Allows your dreads to beat up things, allowing them to swing at SX2 (S12) AP-3 and flat D3 with no accuracy reduction. Redemptor version hits at D1d6. Dread chainfists found on contemptors and ironclads are AP-4 and D4.&lt;br /&gt;
*&#039;&#039;&#039;Seismic hammer:&#039;&#039;&#039; Like a dread fist but with AP-4 and D5!!!! Imposes a -1 to hit... But one single smack with this is all you need to kill most HQs and cripple tanks. With shock assault ironclads hit 5 times with this weapon for a potential 25 damage!&lt;br /&gt;
**Absolutely garbage, because anything that can take this can take a chainfist instead, and the damage boost is either exactly offset by the accuracy penalty, or the accuracy penalty is worse, depending on circumstances.  Always take the dreadnought chainfist over this.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
If your warlord is a Space Marine Character, you can give 1 Character 1 relic, absolutely free. Weapon relics can only be taken by a unit that can take the weapon it&#039;s based on, and you have to pay for the base weapon. The Relics of the Chapter Stratagem could previously be used up to twice before the game started to take up to 2 more Relics. It&#039;s now spammable with SM codex 2019, though relics can&#039;t be duplicates and each one has to go to a separate character.&lt;br /&gt;
&lt;br /&gt;
Named characters and &#039;&#039;&#039;{{W40kKeyword|vehicles}} cannot be given a relic&#039;&#039;&#039;. But only [[That Guy]] would try to force a Chaplain dread into the armour indomitus or something like that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bellicos Bolt Rifle:&#039;&#039;&#039; Replaces a master-crafted auto-bolt rifle. 24&amp;quot; Assault 4 S5 AP-1 D2, to support your gunline. Basically The Primarch&#039;s Wrath but for Primaris, that doesn&#039;t need Bolter Discipline for 4 shots.&lt;br /&gt;
*&#039;&#039;&#039;Benediction of Fury:&#039;&#039;&#039; Replaces a Crozius arcanum. S+2 AP-2 D3, unmodified wound rolls of 6 do a mortal wound in addition to other damage. With Mantra of Strength and the right warlord trait, your Chaplain will become as deadly as a he is in the fluff. [[Asmodai|&#039;&#039;REPENT, HERETIC! *Plonk*&#039;&#039;]].&lt;br /&gt;
*&#039;&#039;&#039;Ghostweave Cloak:&#039;&#039;&#039; {{W40kKeyword|phobos}} model with a camo-cloak, -1 to the wound roll against this model. Give it to a Stealth Adept Captain to make him as difficult to kill as [https://www.youtube.com/watch?v=Ly8hMwNkR0E Remo Williams].&lt;br /&gt;
*&#039;&#039;&#039;Lament:&#039;&#039;&#039; Upgrades a master-crafted stalker bolt rifle&#039;s statline to S5 AP-2 D3, and successful wounds inflict a mortal wound on top of that. Single shot, but puts the big hurt on whatever it reaches.&lt;br /&gt;
*&#039;&#039;&#039;Purgatorus:&#039;&#039;&#039; Upgrades a bolt/heavy bolt pistol to Pistol 2 S5 AP-3 D2. It&#039;s a great alternative to a Plasma Pistol as it&#039;s cheaper and does more damage (2 shots) with no chance of killing the user.&lt;br /&gt;
*&#039;&#039;&#039;Reliquary of Gathalamor:&#039;&#039;&#039; Enemy Psykers must subtract 1 from Psychic tests made within 18&amp;quot; of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the Psyker that attempted to manifest that psychic power suffers D3 mortal wounds. &#039;&#039;Niche, but useful to protect your units if your meta is psyker-heavy, especially if you didn&#039;t bring psykers of your own (like Black Templar)&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Standard of the Emperor Ascendant&#039;&#039;&#039;: Ancients only. A bit different with the 8.5 codex, they&#039;ve done away the 3+ for extra attacks. Now it boosts the range of the standard banner ability to 9&amp;quot;, friendly units within 9&amp;quot; auto-pass morale tests, and enemies in the same range get -1 leadership. This certainly changes it&#039;s uses quite drastically from the auto take it was before to something more niche. Example uses include keeping Crusader squads from suffering under morale tests, or assisting in leadership bombs.&lt;br /&gt;
*&#039;&#039;&#039;Teeth of Terra&#039;&#039;&#039;: Replaces a chainsword with a better one with S+1 AP-2 D2, and 3 bonus attacks instead of just 1. Good against hordes, better against multi-wound infantry like Primaris models and most characters. (Fun fact: this weapon is exactly the same as the Alpha Legion unique Relic &amp;quot;Blade of the Hydra.&amp;quot; Coincidence? I think not!)&lt;br /&gt;
*&#039;&#039;&#039;The Armour Indomitus&#039;&#039;&#039;: Infantry or Biker model only, they gain a 2+ armour save. Once per game, &#039;&#039;before taking a save&#039;&#039; you can also activate a 3+ invulnerable save until the end of the turn, useful as a panic button if your character runs into danger. Of use to anyone wearing power armour, it&#039;s worth noting this is one of the few ways to give a Primaris character a natural 2+ armour save, due to their inability to take Terminator armour.&lt;br /&gt;
*&#039;&#039;&#039;The Burning Blade&#039;&#039;&#039;: Replaces a power or master-crafted power sword. S+3 AP-5 D2. Where the Teeth of Terra hits often, the Burning Blade hits HARD and nullifies all armour saves. Dangerous to monster and even vehicles sized targets, it&#039;s begging to be combined with a source of +1Str/to wound so it gets to harm MEQs on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; Friendly &amp;lt;chapter&amp;gt; units with the Shock assault ability always get the +1A instead of having to meet the criteria. So, useful for ongoing combats.&lt;br /&gt;
*&#039;&#039;&#039;The Primarch&#039;s Wrath&#039;&#039;&#039;: Replaces a boltgun or master-crafted boltgun with an up-gunned storm bolter, making it 24&amp;quot; Rapid Fire 2 S5 AP-1 D2. Can be useful for those officers buffing your ranged units. Note that this relic gains the benefit from Bolter Discipline.&lt;br /&gt;
*&#039;&#039;&#039;The Shield Eternal&#039;&#039;&#039;: Replaces a storm shield or combat shield, so available only to Captains, Company Champions, and the Terminator Librarian. Gives a 3+ invulnerable, and a 5+ Feel no Pain against Mortal Wounds. Some of the best protection you can give a Character you really want to keep alive.&lt;br /&gt;
*&#039;&#039;&#039;The Vox Espiritum:&#039;&#039;&#039; {{W40kKeyword|Primaris}} only. +3&amp;quot; to their aura abilities (2019 FAQ limited it to a max of 9&amp;quot;). Excludes psychic powers and litanies. &#039;&#039;Enjoy your Black Templars hat for now, Primaris...&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tome of Malcador&#039;&#039;&#039;: Librarian only. He knows 1 additional power from any discipline he&#039;s has access to, which isn&#039;t the same as casting 1 additional power. Depending on what discipline you&#039;re using, hard pass. It can however be used to take powers from multiple disciplines. &lt;br /&gt;
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====Faith and Fury====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrosanct Rosarius:&#039;&#039;&#039; {{W40kKeyword|Master of Sanctity}} only. 3++ invuln save, patching his inability to get a Storm Shield.&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Judgment:&#039;&#039;&#039; {{W40kKeyword|Master of Sanctity}} only. Prevents opponents from re-rolling hit, wound, and damage rolls against him, and enemies must roll 2d6 drop lowest when taking morale checks within 6&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Mortis Machina:&#039;&#039;&#039; {{W40kKeyword|Master of the Forge}} only. Relic Power Axe that is S+3 AP-3 D1d3, and does an additional 1 mortal wound to {{W40kKeyword|VEHICLE}}S on every failed save. &lt;br /&gt;
*&#039;&#039;&#039;The Endurant Protector:&#039;&#039;&#039; {{W40kKeyword|Master of the Forge}} only. +1T, and gains a 4++ invulnerable save.&lt;br /&gt;
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*&#039;&#039;&#039;Neural Shroud:&#039;&#039;&#039; {{W40kKeyword|Chief Librarian}} only. Adds 12&amp;quot; to the range of the Librarian&#039;s psychic hood, to get a veritable umbrella of denying.&lt;br /&gt;
*&#039;&#039;&#039;Vinculum Vitae:&#039;&#039;&#039; {{W40kKeyword|Chief Librarian}} only. Force Sword with +1 strength, and an unmodified wound roll of 6 inflicts d3 mortal wounds as damage instead of the normal d3 damage.&lt;br /&gt;
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*&#039;&#039;&#039;Pennant of the Fallen:&#039;&#039;&#039; {{W40kKeyword|Chapter Ancient}} only. Models that attack with a melee weapon as a result of the Astartes Banner ability may make two attacks instead of one.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Righteous Hatred:&#039;&#039;&#039; {{W40kKeyword|Chapter Ancient}} only. When resolving a shooting or melee attack made as a result of the Astartes Banner ability, a model&#039;s ballistic and weapon skill are 2+.&lt;br /&gt;
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*&#039;&#039;&#039;The Angel Artifice:&#039;&#039;&#039; {{W40kKeyword|Chapter Champion}} only. Upgrades the save on the Champion to 2+, and the invulnerable save to 4+.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Triumph:&#039;&#039;&#039; {{W40kKeyword|Chapter Champion}} only. Replaces the Champion&#039;s Master-Crafted Power Sword with a weapon with strength +2, AP-4, damage 3. &#039;&#039;WS2+ wounding on a 3+ = WS3+ wounding on a 2+&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Acquittal:&#039;&#039;&#039; {{W40kKeyword|Chief Apothecary}} only. Replaces a Bolt Pistol or Absolvor Pistol. 16&amp;quot; Pistol 1 S5 AP-3 D1, D1d6 when targeting Non-Vehicle, Non-Monster units.&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;s Aegis:&#039;&#039;&#039; {{W40kKeyword|Chief Apothecary}}. Friendly {{W40kKeyword|&amp;lt;chapter&amp;gt;}} Infantry &#039;&#039;models&#039;&#039; have a 5++ invulnerable save while within 1&amp;quot; of a model with this relic.&lt;br /&gt;
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==Specialist Detachments==&lt;br /&gt;
Specialist Detachments are unique detachments from Vigilus books, custom made for specific sub-factions which grant them access to additional Stratagems, Warlord Traits, and Artifacts. Enabling them costs 1 CP per detachment. &lt;br /&gt;
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*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait. Usefulness may vary.&lt;br /&gt;
**Codex SM 2.0 has a one use only &amp;quot;give a non-warlord a warlord trait&amp;quot; stratagem, and Chapter Supplements have a one use only &amp;quot;your warlord has 2 Warlord Traits, but the second has to be from this supplement&amp;quot; stratagem. &#039;&#039;Four Warlord Traits go!&#039;&#039;&lt;br /&gt;
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===Indomitus Crusaders===&lt;br /&gt;
{{W40kKeyword|Primaris Captains, Primaris Lieutenants, Primaris Ancients, Intercessors squads &amp;amp; Inceptor squads}} in that detachment gain the {{W40kKeyword|Indomitus crusader}} keyword. Formerly an Intercessor-focused detachment, it is now reduced to a boost for Intercessors and Inceptors, the very first Primaris models released.&lt;br /&gt;
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&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Liberators (1 CP):&#039;&#039;&#039; Use this Stratagem at the start of the Fight phase. Pick an {{W40kKeyword|INDOMITUS CRUSADERS}} unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attack inflicts 2 hits on the target instead of 1. Note that this bonus applies to any and all shooting and fighting attacks that this unit makes in the enemy turn, assuming you used it in your own Fight phase. &#039;Stacks with the Whirlwind of Rage Successor Tactic&#039;&#039;.&lt;br /&gt;
**Intercessor Veterans are the default Primaris melee unit because of their high number of attacks and their ability to use Impulsors (which Aggressors can&#039;t use), and yet their 21 attacks on the charge only give you about +3.5 with this. Which still have to wound and go through saves. Consider if 2CP are worth a mere couple of extra hits. &lt;br /&gt;
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&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
The real reason to consider using this detachment.&lt;br /&gt;
*&#039;&#039;&#039;Grey Shield:&#039;&#039;&#039; Once per battle, at the start of your Movement phase, if your Warlord is on the battlefield you can choose for {{W40kKeyword|INDOMITUS CRUSADERS}} units in the same Detachment as your Warlord to gain an additional Chapter Tactic until the start of your next turn. Pick the additional Chapter Tactics from the following: Codex Discipline ({{W40kKeyword|ULTRAMARINES}}), Lightning Assault ({{W40kKeyword|WHITE SCARS}}), Siege Masters ({{W40kKeyword|IMPERIAL FISTS}}), Righteous Zeal ({{W40kKeyword|BLACK TEMPLARS}}), Forged In Battle ({{W40kKeyword|SALAMANDERS}}), Shadow Masters ({{W40kKeyword|RAVEN GUARD}}), The Flesh is Weak ({{W40kKeyword|IRON HANDS}}), No Matter the Odds ({{W40kKeyword|CRIMSON FISTS}}). Until the start of your next turn, friendly {{W40kKeyword|INDOMITUS CRUSADERS}} units gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the appropriate Chapter for purposes of resolving that Chapter Tactic.&lt;br /&gt;
**Having two Chapter Tactics can do a lot of things depending on what your second tactic is. Want Marines with Fluff levels of durability? Raven Guard + Iron Hands. Salamanders + Black Templars help ensure that your punchy characters and sergeants with powerfists and the like make it to combat and actually kill what they&#039;re attacking. And if the thought of Ultramarines + White Scars allowing you to Fallback, Shoot, Charge and Fight again all in one round doesn&#039;t make you wet, maybe you should find a different game to play.&lt;br /&gt;
**Special note regarding the Iron Hands, the Father of the Future Warlord trait for Chief Apothecaries gives a 5+++ to models that are benefiting from The Flesh is Weak. Use this to give a blob of Primaris 5+++ for a single round.&lt;br /&gt;
**It also means you can combine your Successor tactics with a Founding Chapter ones. Hungry for Battle + Whirlwind of Rage + Black Templars = +1 to Rerollable charges with exploding hits! Crimson Fists + Imperial Fists to utterly destroy hordes with +1 to hit Ignores Cover and 3 hits on 6s with bolters!&lt;br /&gt;
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&#039;&#039;&#039;Artifacts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Standard of the Ultima Founding:&#039;&#039;&#039; Primaris Ancient only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly {{W40kKeyword|INDOMITUS CRUSADERS INFANTRY}} models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6&amp;quot; of the bearer.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
Unit keywords are [[Space_Marine_Chapter_Creation_Tables|{{W40kKeyword|Adeptus Astartes}}]], {{W40kKeyword|Primaris}}, [[Space_Marine_Chapter_Creation_Tables|{{W40kKeyword|Chapter}}]], and the like. Units with a specific {{W40kKeyword|Chapter}} keyword can only be taken by that Chapter. Note that even if most &amp;quot;Bike&amp;quot; variants of characters have been written out of the Codex due to them having no official miniature (and some models due to those miniatures being limited edition), they can still be taken and are legal, using the Warhammer Legends datasheets and the latest point costs. White Scars players can thank the God-Emperor (Absolutely! Interestingly GW does some good things nowadays!)&lt;br /&gt;
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===HQ===&lt;br /&gt;
The average SM HQ is a heroic model that can do fairly well in melee and, being the poster faction, we have a lot of choices when building [[Your_dudes|our guys]]. Listed here are some common builds so that you don&#039;t have to read &amp;quot;Captain, Captain with Jump Pack, Librarian, Librarian with Jump Pack&amp;quot; and so on.&lt;br /&gt;
#{{W40kKeyword|Jump pack}}: Mobility is the name of the game. The model gains 12&amp;quot; movement, fly and can deepstrike, so he can appear anywhere and ignore terrain, jump over the enemy&#039;s bubbelwrap alongside your Vanguard Vets and even &#039;&#039;&#039;[[Awesome|punch a damn airplane to death]]&#039;&#039;&#039;.&lt;br /&gt;
#{{W40kKeyword|Bike}}: High speed, high drag. The character becomes a battering ram, gaining a speedy bike that can turbo boost to M20&amp;quot;, T5, +W1, and an additional 4 bolter shots. Sadly, all but Captain on the bike were relegated to Warhammer Legends, including Biker Vets, which makes the whole bunch overpriced.&lt;br /&gt;
#{{W40kKeyword|Terminator}}: The heavy armour. +1W 2+/5++ and Deep Strike but only 5&amp;quot; movement and a slightly reduced wargear selection. Not meant to move around much, positioning is often determined by a Deep strike or the Land Raider that is carrying him around. Provides a lot of protection for your character. A Character&#039;s Iron Halo or Rosarius&#039; 4++ has prevalence ofc.&lt;br /&gt;
#{{W40kKeyword|Primaris}}: Extra beef for a relatively low cost. +1W +1A, but usually restricted customization options. Segregated to their hover transports; that used to mean restricted, but now they&#039;re more of a separate-but-equal kind of deal.&lt;br /&gt;
#*{{W40kKeyword|Phobos}}: Primaris Operator with stealth training; &amp;quot;Concealed Positions&amp;quot; lets them keep up with infiltrators, and they get their own selection of Warlord Traits and Psychic powers.&lt;br /&gt;
#*{{W40kKeyword|Gravis}}: Bigger and better beef, offering +1T and +1W with a 5&amp;quot; move as opposed to the Terminator Armors deep strike and 2+ save. Very limited wargear and thus far only Captains. &lt;br /&gt;
Remember all re-rolls happen &#039;&#039;before&#039;&#039; modifiers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Brother-Captain|Captain]]:&#039;&#039;&#039; The standard all characters compare to, he can be customized to do almost any job you need him to do. Can be taken with a {{W40kKeyword|Jump pack}}, a {{W40kKeyword|Bike}}, {{W40kKeyword|Terminator}} Armour, {{W40kKeyword|Phobos}} Armour or as {{W40kKeyword|Primaris}}.&lt;br /&gt;
**Captains are simultaneously destructive and survivable, with their base 4++ Iron Halo, {{W40kKeyword|character}} status and ability to ditch one of their weapons for a Storm Shield. Additionally, his mere presence boosts your other units with his re-roll 1s to Hit aura, helping your plasma not blow up and improving the hit rate of your already fairly accurate armywide 3+. In melee, they can wieldy all the heavier power weapons: Powerfists, Relic Blades and the expensive Thunder Hammer, as well as their Master-crafted (+1D) versions and other relics, like the Teeth of Terra on his off-hand, to terrifying effect. Alternatively, he can provide an anchor for your gunline, with his Master-crafted AP-1 D2 Boltgun or a Combi-weapon, while the Primaris version does so with a Master-crafted Auto bolt Rifle (24&amp;quot; Assault &#039;&#039;3&#039;&#039; S4 D2) or a Master-crafted Stalker Bolt Rifle (36&amp;quot; Heavy 1 S4 AP-2 &#039;&#039;D3!&#039;&#039;). The usual Smash Captain wears a {{W40kKeyword|Jump Pack}} to enhance his mobility, while others prefer Terminator armour to increase their resilience while still gaining a deepstrike (and fit in with the accompanying TH/SS squad). Other deceivingly fast ways of getting him in combat would be a Primaris captain with Powerfist + Plasma Pistol loadout riding a cheap Impulsor (with Intercessor Vets) or a manlet in a drop pod for Turn 1 deepstrikes.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Cataphractii Armour:&#039;&#039;&#039; An alternative version of the Terminator Captain that trades heavily reduced mobility (4&amp;quot; Movement and halved Advances) and no Grenade Launcher for a built in 3++. A reasonable alternative if you weren&#039;t taking a Power Fist and were planning on deepstriking him anyways.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Gravis Armour:&#039;&#039;&#039; The Gravis Captain has T5 and &#039;&#039;&#039;7W&#039;&#039;&#039;, but a fixed loadout of a Boltstorm Gauntlet and Power Sword, reducing his flexibility and hampering which Relics he can take. In addition, Gravis suits cannot deepstrike and are limited to expensive Repulsor transports. However, he is perfectly suited for accompanying Aggressors and can weather high volume, low AP attacks better than other Captains.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Phobos Armour:&#039;&#039;&#039; The Phobos Captain is even more dedicated to the gunline; his 30&amp;quot; Assault 1 S4 AP-2 &#039;&#039;D3&#039;&#039; Master-crafted Instigator bolt carbine lets him snipe {{W40kKeyword|characters}}, and his Omni-scrambler denies deepstrikes within 12&amp;quot;, crippling alpha strikes and forcing most enemies to approach your gunlines some other way. He&#039;s got a Camo Cloak to help the few times he gets shot at, but lacks any melee options besides the basic Combat Knife unless you replace the knife with a relic.&lt;br /&gt;
*&#039;&#039;&#039;[[Librarian]]:&#039;&#039;&#039; Your good old source of mortal wounds (and psychic protection). Can be taken with a {{W40kKeyword|Jump pack}}, {{W40kKeyword|Terminator}} Armour, {{W40kKeyword|Phobos}} Armour, or as {{W40kKeyword|Primaris}}. May also take a {{W40kKeyword|Bike}}; check GW&#039;s website for Warhammer Legends.&lt;br /&gt;
**Although the Librarius discipline is overshadowed by other imperial disciplines like Blood Angels and Grey Knights, it&#039;s still a solid one that gives strong buffs to units and characters, of which this model knows two (plus Smite). And with the wide array of Chapter specific Disciplines, the number of combinations you can field as an army is both terrifying and a little overwhelming. Librarians are a lot more random in this new edition now you can&#039;t spend all warp charges on a psychic power you want to go off at all costs. They&#039;re akin to a glass cannon (by marine standards), as their Force weapons inflict multiple damage but they themselves lack an invuln save. Unless, of course, you take him in Terminator Armour, in which case he gains a 2+/5++, or even a 2+/3++ if you give him a Storm Shield! Can customize their force weapon, and pistol/Combi-weapon, and receive +1 to Deny if the psyker is within 12&amp;quot;. If you&#039;re more keen on getting him into casting range as quickly as possible, a Jump Pack or a Bike will serve you very well. Alternatively, the Phobos Librarian offers a bit more tactical flexibility with the Obscuration Discipline, as well as his Camo Cloak and Concealed Positions ability. Overall, a solid pick for any army, no matter which version you choose.&lt;br /&gt;
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*&#039;&#039;&#039;[[Chaplain]]:&#039;&#039;&#039; The guy for not-magic support magic. So, a Bard-barian. Can be taken with a {{W40kKeyword|Jump pack}}, {{W40kKeyword|Terminator}} Armour, or as {{W40kKeyword|Primaris}}. May also take a {{W40kKeyword|Bike}}; check GW&#039;s website for Warhammer Legends. Litanies make this team-player work somewhat different from other characters, especially his interaction with transports and deepstrikes - a consideration unique to this HQ. Each Chaplain knows the melee Litany of Fury, their primogenitor Chapter&#039;s litany and another one of their choosing, though one of them can be upgraded to Master of Sanctity to know and chant one extra litany. Chaplains also have a 6&amp;quot; aura of Ld9, making morale a non-issue for marines around them. All forms are bigger and better than ever before... though your newfound Litanies require a 3+ to go off, which is a real pain in the ass when you really need some buffs to kill something before it kills you.&lt;br /&gt;
**If you want the Chaplain for melee like you&#039;re used to, consider putting him in a Drop pod or Impulsor. He won&#039;t have litanies when disembarking, but those specific transports operate under similar restrictions: They are both fast, Drop Pods will arrive one turn earlier than Jump Pack and Terminator squads, and troops disembarking from an Impulsor have to wait one turn to charge. A one-two punch requires patience and the ability to take a beating before dealing damage, but can be rewarding. Chaplains are terrifying melee characters, their Crozius Arcanum hurting heavy infantry at S+1 AP-1 &#039;&#039;D2&#039;&#039;, and their litanies make them effective assault lynchpins and powerful additions to a deathstar.&lt;br /&gt;
**Unlike earlier editions, Chaplains can also have a place back in your own lines, with a couple litanies boosting a unit&#039;s firepower. They aren&#039;t auras, but +1 to either hit or wound (&#039;&#039;or both&#039;&#039;) to a unit is an important boost by itself if your warlord is far away, and complements aura HQs if you are fielding a battalion or bigger.&lt;br /&gt;
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*&#039;&#039;&#039;[[Techmarine]]:&#039;&#039;&#039; Vehicles may be tougher this edition, but their performance diminishes with wounds, and this guy repairs them for 1d3 Wounds a turn, no roll required! May also take a {{W40kKeyword|Bike}}; check GW&#039;s website for Warhammer Legends.&lt;br /&gt;
**Being a character, he can work in relative safety, so he doesn&#039;t need Servitors either provided you keep at least &#039;&#039;something&#039;&#039; between him and the enemy. He also holds the distinction of being able to become your cheapest HQ (45pts with a chainsword), though you shouldn&#039;t pick him as a tax HQ if you&#039;re just going to have him stand around. You&#039;re playing Space Marines, it&#039;s not like you&#039;re short on vehicle options for him to keep up and running. Beyond just going as cheap as possible, he can generally can be built one of two ways, and they are sadly mutually exclusive. For a more shooty build, he can ditch his pistol for any other Pistol or Ranged weapon and replace his Servo-arm with something very useful indeed: a Conversion Beamer. This tasty bit of gear functions as a Multi-laser with only D3 shots when at close range, but turns into an Overcharged Plasma Cannon that trades 2 AP for no exploding on a roll of a 1 when over half it&#039;s rather impressive 42&amp;quot; range. The other path is more of a close combat monster; by taking the Servo-harness, you give yourself an extra servo-arm, a Flamer and a Plasma Cutter, which is basically an Assault 1 Plasma Pistol, and all for only 60 points! Quite brutal, but you should generally build your Cogmarine for where he&#039;s going to be hanging out. If he&#039;ll be humping the leg of a Deredeo in your backline, take the Beamer and maybe a Storm Bolter if you have points left over. If he&#039;s going to be running around in the thick of things keeping your melee dreads from getting splattered, strongly consider the Harness, which carries all Assault weapons and you can repair even after Advancing! His Bike version can happily take all the same Wargear options, along with the usual Twin Boltguns, boosted survivability and insane Movement, making him a worth addition to a high mobility list, since a footslogger Cogboy can&#039;t repair while he&#039;s embarked.&lt;br /&gt;
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*&#039;&#039;&#039;[[Primaris Lieutenant|Lieutenant]]:&#039;&#039;&#039; A surprising addition with the advent of 8E, with a mini-Captain statline of WS2+ BS3+ W4 A3. Can be taken with a {{W40kKeyword|Jump pack}}, {{W40kKeyword|Phobos}} Armour or as {{W40kKeyword|Primaris}}. You can buy up to two Lieutenants per HQ slot, but you &#039;&#039;should&#039;&#039; be taking them separately to fill out HQ taxes. There&#039;s no Biker Lieutenant.&lt;br /&gt;
**Since a Lieutenant&#039;s Tactical Precision aura (re-roll 1s to wound) is mathematically equivalent to a Captain&#039;s Rites of Battle (re-roll 1s to hit), they can be used as a budget sub-commander to fill your HQ tax and boost your back field. The basic version can swap his Master-crafted boltgun for combi-weapons, but the Primaris version, with Master-crafted auto bolt rifle/stalker bolt rifle, can do more damage at range.&lt;br /&gt;
**For melee it is the manlet version the one you want, as he can take a Jump Pack and power weapons to join a Smash Captain dropping into melee, his aura complementing the Captain&#039;s. Meanwhile, the Primaris version can only equip a Power sword, and has to give up his bolt rifle for it.&lt;br /&gt;
**The Phobos version is a mixed bag, equipped like an Incursor (Master-crafted Occulus Bolt Carbine &amp;amp; Paired combat blades), but can&#039;t infiltrate alongside actual Incursors, being forced to catch up turn 2 with his grav-chute, like a Reiver. And he can swap his master-crafted gear for a heavy bolt pistol and combat knife to become an actual {{W40kKeyword|Reiver}} with keyword and &#039;&#039;&#039;Terror Troops&#039;&#039;&#039; -1Ld...at the cost of ditching his goddammed grav-chute for the smoke grenade Incursors get. [[Fail|Thus being the only Reiver who doesn&#039;t deepstrike and the only Phobos who cannot infiltrate]], thanks, GW.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain in [[Dreadnought|a goddamn Dreadnought]]:&#039;&#039;&#039; The Chaplain Dreadnought is the go-to answer for players wishing to run an all dreadnought army. This is one of the best models space marines can currently use in 8th, arguably &#039;&#039;the&#039;&#039; best outside of special characters. Being a {{W40kKeyword|Character}} makes this a Dreadnought that CANNOT BE SHOT AT except by snipers, who usually have pitiful AP. It has a 5++ save and also buffs the strength of friendly models fighting the same unit as it, and has heroic intervention and 6+ FNP. It&#039;s also reasonably priced, considering its many advantages; 164 points vanilla, but can be cheaper or more expensive depending on wargear choices (taking an assault cannon makes it cost 174, as an example). the Dreadnought also know chaplain litany to give a variety of buffer roles in addition to having big guns. if you were planning to bring a dreadnought and/or want a tough and killy HQ, then the Chaplain is a fantastic option that also saves you an elite or heavy support slot.&lt;br /&gt;
** Two fists allows you re-roll 1s to hit, which on his total 5 attacks for the charge at WS2+ is pretty good. However, you only loose the re roll 1s if you take a ranged weapon, which is usually a smarter option as he also has BS2+. 194 points get you twin lascannons, storm bolter, and a fists for a very complete package. &lt;br /&gt;
** The additional changes space marines have seen make this model absurd. It now sports the litanies ability like other chaplains... Cast Mantra of Strength on itself, use its natural aura, then use the Heros of the Chapter stratagem and take the Emperors Sword warlord trait. This should give you S9 and 7 Attacks on the charge. Combined with two fists, you also get re roll hits of 1 on a 2+, all for a grand total of &#039;&#039;&#039;7 S18 AP-3 D4&#039;&#039;&#039; attacks. Do you know of another model that can potentially hit harder and more often than a volcano cannon for 164 points?&lt;br /&gt;
*&#039;&#039;&#039;Damocles Command Rhino:&#039;&#039;&#039; Only one Damocles can be taken per detachment. It can now transport a single {{W40kKeyword|CHARACTER}} model, and if that model is your Warlord you roll 2d6 at the end of each turn; if the result is less than your Warlord&#039;s Ld, you get a bonus Command Point. Valuable, on its own, there&#039;s also the Orbital Bombardment, which now functions identically to the Stratagem of the same name (albeit without the CP cost). While the bombardment can be useful if you&#039;re lucky, the Damocles is better off acting as a meatshield/Command Point generator for your Warlord, preferably far from the front lines.&lt;br /&gt;
&lt;br /&gt;
=====Named Forge World Characters=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Special Characters are noted with their corresponding {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} keyword, and are arranged by their Founding (when applicable). Characters from known successor chapters are in their relevant sections, because supplements make that kind of matter now. The points cost for all special characters already includes their wargear, as stated in the points section, under the points heading in the codex (or index/Legends if not in the codex).  All other units say &amp;quot;does not include wargear&amp;quot; except special characters where it says &amp;quot;including wargear&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
With the 8.5 FAQ all Imperial Armour SM entry’s gain Angels of Death.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|[[Astral Claws]]}}&lt;br /&gt;
&lt;br /&gt;
Either {{W40kKeyword|[[Ultramarines]]}} or {{W40kKeyword|[[Dark Angels]]}} successors, with no great way to decide between the two; your fluffiest bet is Ultramarines since they make the better bikers anyhow. Although if we look at their Chapter Tactics before 8th, [[White Scars]] is the best substitute for a melee-focused rush(if allowed to ignore Successor chapter restrictions). Astral Claws love mortal wounds, have I said that enough? &lt;br /&gt;
Successor Tactics: Hungry for Battle, Master Artisans, Rapid Assault&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lugft Huron]]:&#039;&#039;&#039; Chapter Master, with terminator armour, an artificer heavy flamer (Assault, not Heavy, and D1d3), and THE ONE PIMP HAND TO RULE THEM ALL (S+1 AP-5 D1d3, forces rerolls of successful invulns)! &amp;quot;Big Guns Never Tire&amp;quot;  ensures he can bring the hurt once per game to anything on the board that&#039;s not a character (d6 mortal wounds on a 2+, or usually 2.92). His “Living Legend” rule makes sure you can pull it off on the 2+ with an extra command point as long as you are battle forged &#039;&#039;and Huron is your Warlord&#039;&#039;. He can come back from the dead... as often as you can roll a 5+. But he is well priced at 145 points. Still better in combat than Draigo (who&#039;s more expensive), and could even take on Abbadon/Swarmlord (not really he is A4). He still has ATSKNF and his chapter master trait allowing rerolls to hit for any Astral Claws unit within six inches for support. Forge World FAQ gave him and Cullen the ability to deploy via teleporting.&lt;br /&gt;
** &#039;Ol Lugft you salty bastard! Take note of this dudes special rule (Big Guns Never Tire) and how well it combines with the rest of the Astartes codex. Lugft Huron is the king of mortal wound spam in a very mortal wound spamming prone army. You have to get creative: I&#039;m talking triple vindicators, librarians, scout snipers, scout bikers, devastators using double hellfire shells, all the other command stratagems, &#039;&#039;&#039;AND&#039;&#039;&#039; a Damocles Command Rhino which doesn&#039;t even need Lufgt to ride in for &#039;&#039;another&#039;&#039; Orbital Bombardment!!! (you&#039;re already using forge world so...) You will be that guy to a degree, but this is all totally legal and really just very good tactics. Enjoy frying anything from Magnus to carnifexes all with comfortable ease.&lt;br /&gt;
***BE sure to load up on command points and consider a brigade because this play-style while quite good, is very command point taxing.&lt;br /&gt;
*&#039;&#039;&#039;[[Armenneus Valthex]]:&#039;&#039;&#039; Techmarine, with an Assault 2 Conversion Beamer, an AP-1 melee weapon that adds 1d3 attacks when at least 3 enemy models are within 1&amp;quot; of him, and a 6&amp;quot; buff of +1 strength (max 5) to boltguns and storm bolters, specifically. Give Valthex the Storm of Fire warlord trait and 1 in 6 bolter shots become heavy bolter shots.&lt;br /&gt;
** Note that hurricane bolters are &#039;&#039;not&#039;&#039; specifically storm bolters or boltguns.&lt;br /&gt;
** As his rule reads &#039;&#039;The Strength characteristic of &#039;&#039;&#039;all&#039;&#039;&#039; boltguns and storm bolters fired by [...]&#039;&#039; an argument could be made that this also includes special issue boltguns. The word &amp;quot;all&amp;quot; wouldn&#039;t make any sense otherwise.&lt;br /&gt;
** Pairing him with a Lieutenant still has the exact same effect as pairing him with a Captain, with or without Storm of Fire.&lt;br /&gt;
** This guy screams for running Astral Claws as Ultramarine successors as his special rule and Scions of Guilliman gives great synergy with a high number of Tacticals/Sternguards/Company Veterans under Tactical Doctrine and Bolter Discipline. While long-range focused footsloggers might not be true to their fluff, it doesn&#039;t stop them from being quite good at it. Pair with Long-range Marksman and Stealthy.&lt;br /&gt;
*&#039;&#039;&#039;[[Captain Corien Sumatris]]:&#039;&#039;&#039; Captain; still a good cost-effective melee fighter/buffer, his power sword does D2 and give +D3 attacks on the charge; combined with his ability to gain +1S near enemy {{W40kKeyword|CHARACTERS}}, this makes him a mini-me Helbrecht, although he might be tougher with his 3++.  His gun is a lame Pistol 2 now, despite still being called a Bolter. Also has the unique ability to choose his chapter keyword between {{W40kKeyword|Astral Claws}} and {{W40kKeyword|Tiger Claws}}, the latter of which will never be taken, because it disallows other Astral Claws characters from being taken.&lt;br /&gt;
*&#039;&#039;&#039;[[Carnac Commodus|Arch-Centurion Carnac Commodus]]:&#039;&#039;&#039; Lieutenant, and improved greatly now; his CC weapon hits as hard as a Heavy Bolter with D2 and vs. {{WH40Kkeyword|INFANTRY}} every 6+ to-wound does a Mortal Wound, combined with a 6&amp;quot; lieutenant aura makes him another good melee beatstick/buffer for Astral Claws. He also gets a 5++ invul because that&#039;s what Void Hardened Armour does now.&lt;br /&gt;
** See above Lugft Huron. Astral Claws love mortal wounds Bitchez!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Red Scorpions]]}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably loyalist Emperor&#039;s Children successors; the closest you&#039;re going to get here is probably {{W40kKeyword|Ultramarines}} Chapter Tactics to reflect their hard-on for the Codex Astartes, although {{W40kKeyword|[[Iron Hands]]}} might reflect their love of purity (and previous tactics) better.&lt;br /&gt;
Successor Tactics: Indomitable, Stalwart, Stoic, Warded&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord High Commander Carab Culln:&#039;&#039;&#039; Chapter Master. Stats-wise, of the level of other CMs here and in the main book, but his extra rules and weapons loadout is scattered and mediocre. An AP-2 D2 stormbolter, a +1 strength power sword with d3 damage that turns into a beastly x2 strength weapon, BUT only when he&#039;s fighting monsters or vehicles, and his personal rules gives every red scorpion within 6&amp;quot; a 6+ FNP style damage ignoring roll (no more stacking with iron hands chapter tactics due to 2018 FAQ). Overall, he&#039;s not bad, but has a sword that most of the time is simply average, and a gun that works but you aren&#039;t paying a couple hundred points for. Stick him in a fight vs Tyranids or similar and he&#039;ll prove his worth, but in comparison to the other chapter master level characters he&#039;s not quite focused enough in one area to do a job well enough, plus he&#039;s still the same points cost as the rest of them&lt;br /&gt;
*&#039;&#039;&#039;[[Carab Culln|Carab Culln the Risen]]:&#039;&#039;&#039; the same guy as above, but slapped in a freakin&#039; &#039;&#039;Leviathan Dreadnought&#039;&#039; with a Twin Assault Cannon on one arm, and a D4 siege claw with Heavy Bolter on the other. He also packs two Heavy flamers and three Hunter-Killer missiles for shits and giggles.  A fairly decent one-use rule &amp;quot;Death Hold&amp;quot;, is when he rolls a 6+ to hit, he can opt to grab his opponent and cause d6 mortal wounds, but this renders the built-in Heavy Bolter useless for the rest of the game. Still retains his old rule that gives 6+ FNP to every Red Scorpions within 6&amp;quot;, and if he dies to roll a d6; on 5+ he explodes causing d3 mortal wounds to every unit within 9&amp;quot;. Culln is a little underwhelming compared to other Leviathans. As Storm Cannons are better than his Assault Cannons, but he isn&#039;t bound by the Relic rule. This means Red Scorpions won&#039;t need to take a Chaplain Dreadnought for that all Dread army. So he is is a consideration for the leader of an allied Vanguard or Spearhead Detachment. &lt;br /&gt;
**While he&#039;s still a {{W40kKeyword|Character}}, he has over ten wounds, meaning no hiding him behind a wall of thirty Scouts to kamikaze up the field. &lt;br /&gt;
**&amp;quot;Culln is a little underwhelming compared to other Leviathans&amp;quot;. Other Leviathans are for the shooty-shooty. Culln is for the punchy-punchy. Two different tools for two different jobs. Compared to a SCA + claw + triple missile Leviathan, then for &#039;&#039;&#039;one extra point&#039;&#039;&#039;, you gain +1A, +1W, +1D in assault, his Death Hold rule, and a 6+ feel no pain for all Red Scorpion models within 6&amp;quot;.&lt;br /&gt;
**&amp;quot;but he isn&#039;t bound by the relic rule&amp;quot; he has the relic tag and is bound by the relic rule, so you still have to take a chaplain dread alongside him.&lt;br /&gt;
*&#039;&#039;&#039;Magister Sevrin Loth:&#039;&#039;&#039; Librarian.  Cheesier than a fondue convention in Wisconsin for two editions, he&#039;s finally been toned down to a &#039;good-but-not-too-good&#039; level. He can cast two powers and deny three; now that you always choose powers and with the removal of some of the more potent powers, he&#039;s lost a lot here. His most powerful trick of gaining a 2++ is completely gone, now he just gets a 2+/4++. He also has nothing to do with command squads now. The only things that stayed the same are his price and his anti-psyker skills; a 6&amp;quot; aura of re-rolls to wound vs Psykers and a +1S Force Axe that always inflicts 3 damage vs Psykers. Still good enough to be a nigh auto-include for any Red Scorpions player.&lt;br /&gt;
*&#039;&#039;&#039;Casan Sabius:&#039;&#039;&#039; New Chapter Master who has inherited the Blade of the Scorpion (S+1 (Sx2 vs monsters/vehicles), AP-3, Dd3) from Culln. He has a 2+/4++ save, and a new rule where if he causes one or more wounds in the Fight phase, one Red Scorpions Infantry unit within 6&amp;quot; gains +1A until the end of that phase. He also has the standard Chapter Master aura bonus, meaning he stacks very well with thunder hammer-wielding escorts, who suffer the usual -1WS. &lt;br /&gt;
*&#039;&#039;&#039;Sirae Karagon:&#039;&#039;&#039; Released as part of a duet with the above dude, we&#039;ve been told to just use him as a standard Chapter Ancient. Lazy and lame. &lt;br /&gt;
*&#039;&#039;&#039;Dreadnought-Brother Halaar:&#039;&#039;&#039; Comes from the FAQ; he&#039;s a generic dreadnought who can take a flamestorm cannon instead of an assault cannon, but thanks to his FAQ entry having lazy writing, he hasn&#039;t got the {{W40Kkeyword|character}} keyword.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Sergeant Haas:&#039;&#039;&#039; In the same FAQ, this guy is basically completely dropped from the game - instead, you&#039;re told to use the model to count as someone else&#039;s sergeant.&lt;br /&gt;
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&#039;&#039;&#039;{{W40Kkeyword|[[Minotaurs]]}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Said to have &amp;quot;chimeric&amp;quot; gene-seed, but given their melee preference your &#039;&#039;fluffiest bet&#039;&#039; is Black Templars; however, if you field Moloc, Iron Hands is a good choice instead to represent being rock-hard in melee. Whirlwind of Rage should be considered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord Asterion Moloc:&#039;&#039;&#039; Chapter Master.  The Lord Master of the Minotaurs is no longer the Marine killer he was before, but he&#039;s still a horrifyingly effective character. Sitting at a 2+/3++ with W7, he is harder to take down than some vehicles. His Black Spear makes a return at S+2, -3 AP, and 3 Damage with an additional attack against {{W40kKeyword|CHARACTER}}s. The spear&#039;s lasbeam is no longer single-use, meaning he can fire that sexy, sexy S8 -2 AP weapon all he likes. he gives the usual Chapter Master buff of re-rolls to failed hits in 6&amp;quot;, and also gives his Minotaur infantry re-rolls to failed charges. Even if your opponent, somehow, makes it through all those saves in a charge, he gets to pile in and get off those attacks, making melee with him under any circumstance risky at best.&lt;br /&gt;
** Pairing his re-roll failed charges special rule with the Hungry for Battle Successor Tactic (+1&amp;quot; to charge and advance) gives you a ~66% chance on a successful charge after deep striking.&lt;br /&gt;
*&#039;&#039;&#039;Chaplain Ivanus Enkomi:&#039;&#039;&#039; The Minotaur chaplain character. He&#039;s lost the RAGE buff he had before and has no extra special rules over the usual buffs of a chaplain, usual rosarius, powerfist, and crozius. No jump pack, but instead has a grenade discharger. Frag grenades for mobs, krak grenades for tough targets. Worth noting is that, alongside his boss, Minotaurs re-roll charges as well as hits for the fight phase. Do ask yourself when you take him though... did you really WANT to pay 23 points to double the range of the otherwise completely normal frag and krak grenades. Yes, aside from that he boasts an extra attack and an extra wound, compared to normal, so maybe those 23 points have not been spent in vain.&lt;br /&gt;
Ok, maybe they were, BUT, he is now a big boy chaplain, able to chant 2 litanies, so they are definitely not in vain anymore&lt;br /&gt;
*&#039;&#039;&#039;Hecaton Aiakos:&#039;&#039;&#039; A character contemptor dreadnought - an HQ choice, but can&#039;t be your Warlord. Sporting 13 wounds, a 2+/4++ save, and the ability to ignore wounds on a 6+, he and Moloc apparently both believe that defense is the best offense. Not that either is lacking in that regard. He sports a heavy plasma cannon with all the pain that entails as well as the standard Dreadnought combat weapon. Groundstrike allows him to immediately inflict mortal wounds on a unit in 1&amp;quot; of him if he charged.  Also worth mentioning is that, as a {{W40kKeyword|RELIC}}, he gives access to the Relic of Ancient Glory stratagem. All this will set you back in points, however, beating out even Huron for sheer points. Additionally, he can never be your Warlord. But he sure kicks ass. Just let him stay around Moloc for the sweet sweet re-rolls and unleash the moo-moo. &lt;br /&gt;
Note that being a Character he can get a trait while not being Warlord, though it would cost you CP to do so and there might be other candidates, but hey, Sword of the Imperium sounds glorious on him &lt;br /&gt;
** Use the WHITE SCARS chapter tactic so Aiakos can fall back and charge and keep dealing out mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Sergeant Hamath Kraatos:&#039;&#039;&#039; The FAQ basically tells you to drop this guy from the game, and instead use the model to represent a generic Devastator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Star Phantoms]]}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These guys are DEFINITELY nothing like the Exorcists, and all rumors you have heard that they are successors to the Dark Angels are BLATANTLY FALSE AND HERETICAL PROPAGANDA, PREPARE TO BE PURGED.  As their founding chapter is DEFINITELY AND TOTALLY UNKNOWN, treating them as an Unknown Founding chapter makes the most sense for Tactics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain Zhrukhal Androcles:&#039;&#039;&#039; Captain.  Lost his ability to take Devastators as elites and heavy support. Is identical to a vanilla captain statline wise. He comes with Stonefist, which is a named thunder hammer, and a combi-melta, but no Bolt Pistol. With the Thunder Hammer&#039;s disgustingly increased cost, Captain Z finally has his chance to shine, since he grants nearly everything a similarly built Captain can give for over 20 points less. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Exorcists]]}}&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These guys are particularly interesting because they&#039;re a Codex Chapter founded by a non-Codex chapter which has no Chapter Tactics rule.  As their founding Chapter is considered to be unknown by most of the Imperium, they get a free choice of Chapter Tactics like any other Chapter of unknown origin.  Grey Knights additionally have absolutely no rules in their Codex or Index section covering how to field their successors.  Your fluffiest choice of tactic will probably be, as the Blood Ravens, to dynamically choose your tactic after finding out your opponents&#039; faction, as that is how the Chapter fights in the fluff and no game rule bans it. Successor Tactics: Knowledge is Power &amp;amp; Warded (known for getting possessed and then exorcising the Daemons).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain Silas Alberec:&#039;&#039;&#039; Captain who can Deny the Witch as if he were a basic Psyker (2d6, 1/phase). Also comes with S5, a named power fist (for that sweet S10) that does 3D to a Psyker or Daemon, and a S6 bolt pistol. Best for pounding enemies into beefsteak at melee. &lt;br /&gt;
&lt;br /&gt;
{{W40Kkeyword|[[Blood Ravens]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
Not confined to use Warded + Psychic Mastery, turns out that was just an example of the tactics you can use as successors. Successors to whom, nobody knows, so you can do whatever you want.&lt;br /&gt;
*&#039;&#039;&#039;[[Gabriel Angelos]]&#039;&#039;&#039;: That&#039;s right, Gabe&#039;s finally made his official debut on the tabletop, sporting his [[Dawn of War III]] look and coming with some updated rules in July&#039;s White Dwarf. &amp;lt;s&amp;gt;(sadly, the [[C.S.Goto]]-style acrobatic feats he displays in the game do not get represented in the rules).&amp;lt;/s&amp;gt; THE TERMIE FLIP IS BACK BABY, in the form of an ability: &#039;&#039;&#039;Leap into the Fray&#039;&#039;&#039; - upon successful charge a roll of 4+ deals d3 MWs.  He&#039;s a Chapter Master in Tartaros Terminator Armour and an Iron Halo, so he has a 2+/4++ save along with 6&amp;quot; movement and the ability to teleport onto the battlefield. His Warlord Trait is &#039;&#039;&#039;Rites of War&#039;&#039;&#039;. &lt;br /&gt;
**As for goodies, he comes with his signature Daemon Hammer, &#039;&#039;Godsplitter&#039;&#039;, allowing him to choose one of the following 2 profiles in combat: &#039;&#039;&#039;Mighty Strikes&#039;&#039;&#039; is a standard Thunder Hammer statline, with the addition of dealing an additional Mortal Wound whenever you roll a 6+ on the wound roll. The second profile, &#039;&#039;&#039;Sweeping Blows&#039;&#039;&#039;, grants Gabe +3 attacks on top of his 5 base, at str+2 ap-1 d1 without the -1 penalty to hit, for your GEQ killing needs. Additionally, he has an improved version of &#039;&#039;&#039;Chapter Master&#039;&#039;&#039; that allows rerolls for ALL hit rolls, even successful ones. Compared to his previous Forge World rules, he, unfortunately, lost his access to grenades. &lt;br /&gt;
**Naturally, he&#039;s best off rolling with other Tartaros Terminators; not only can they keep up with him more effectively than the standard or Cataphractii versions, but they can also be kitted out both to aid him in melee fights and to provide him with the covering fire he needs. &lt;br /&gt;
**At 185 points, he can be a bit hard to fit into smaller lists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Warhammer Legends Units====&lt;br /&gt;
This section covers HQ units that were included in the 8th Edition Index but did not receive a new entry in the 2019 codex, and an honorable mention from years long past.  These units have gained the Angels of Death special rule through FAQ. Both of them have now been moved into Warhammer Legends.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rhino Primaris:&#039;&#039;&#039; One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin Plasma Gun, the ability to call an orbital bombardment (a 72&amp;quot; range monster with S10 AP-4 Heavy D3 D6 damage that becomes Heavy D6 when used on a unit with 10 or more models and doesn&#039;t need line of sight, but can only be fired once per game), and its servo-skull hub. The hub allows the Rhino Primaris to buff allies within 12&amp;quot; with either a +1 to hit, a -1 to morale tests,  or healing a wound (for vehicles only). It only has room to transport 6 units, though that&#039;s just enough for a Captain and his Veteran Squad.&lt;br /&gt;
**Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn&#039;t worth the extra damage. Unless you use the Servo-skull hubs +1 to hit on the Rhino, in which case you can overheat without risk. Probably better spent on those Hellblasters or Plasma Cannon devastators though. &lt;br /&gt;
**Positioning is important, but it&#039;s even more important with the Rhino Primaris. Rhinos are tougher now, but you don&#039;t want your light APC in harm&#039;s way. But if you camp it behind a ruin that&#039;s somewhat central, flying units and other assets fighting in the vicinity all become viable options for the servo-skull hub. Imagine an overhead Caestus flying in, getting tagged by the Rhino, and then vomiting its weapons onto an enemy. Hitting enemy targets with BS 2+ anti-tank weaponry from nowhere? That&#039;s the value of positioning.&lt;br /&gt;
**Worst case, have the Rhino Primaris pick itself on Turn 1 with its servo-skull hub, and fire the orbital relay (which can now be fired on turn one, a significant boost from 7th). Hitting on 2+ with a weapon this powerful is amazing, whether it&#039;s D3 or D6 shots. Add some way to reroll ones/hits and you can really lay a beating on something. A footslogging Captain may be better here than the Excelsior, but each scenario is different. If the Rhino is far enough back, a Primaris Captain (with a Stalker-pattern Bolter) babysitting some Hellblasters anyway could help.&lt;br /&gt;
**Dropped by almost 100 points with it&#039;s final Datasheet in warhammer legends, it&#039;s now a fairly cheap and sturdy HQ for it&#039;s cost and the utility it&#039;s buffs provide.&lt;br /&gt;
**If you&#039;re looking for a good base for a conversion, the Damocles Rhino from Forge World is a good start.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Excelsior:&#039;&#039;&#039; The other half of the Command Tank duo, which comes with a 5+ invulnerable save, the Captain&#039;s ability to grant re-rolls for hit results of 1 for units within 6&amp;quot; of it, a pair of twin lascannons, a combi-plasma, and a grav-cannon/grav-amp combo. If you take it, take the Rhino Primaris too - it&#039;ll gain a +1 to hit for all shooting attacks if it stays within 24&amp;quot; of the Rhino Primaris. Apart from that, it&#039;s fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon. &lt;br /&gt;
**As is the case for the Rhino Primaris, do &#039;&#039;not&#039;&#039; overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process! Unless you&#039;re close to the Rhino Primaris, in which case, you might as well, since your rolls of 1 will become 2.&lt;br /&gt;
**As of the release of Warhammer Legends, the Land Raider Excelsior has undergone an interesting transformation, losing some of its flavour (read: cheese) while somehow simultaneously becoming a more viable pick for regular games. The 100 pt. drop in base cost, mixed with an updated combi-plasma that doesn&#039;t cause the LR to go nuclear on an off-day, means that this platform is a lot easier to justify fielding. Unfortunately, this does come at the cost of losing its status as a character, which means no relics/WT/stratagems for the poor old Excelsior anymore (sad face). Still, for only a handful more of points, you can now bring a vanilla LR with a 5++, a grav-cannon and grav-amp, and reroll 1s for itself and everyone around it. Not too shabby.&lt;br /&gt;
*&#039;&#039;&#039;Techmarine on Bike:&#039;&#039;&#039; 70 points for a faster Techmarine to get your repairs where you need them quicker. May trade his servo arm for a [[Old school roleplaying|Conversion Beamer]] for 20 points -- D3 shots at S6, or S8 AP-1 D2 if you&#039;re further than 21&amp;quot; away.&lt;br /&gt;
** The Premier Shooty guy HQ for codex Space marines and in particular Imperial Fists (See Chaplain Dreadnought for Forgeworld Bullshittery). Bike, Storm bolter, a Melee weapon and a conversion beamer (Min 94 pts) allows for 8 Bolter shots at 24&amp;quot; and heavy d3 multilaser or an ap-1 safe overcharged plasma cannon. Factor in imp fist tactics (ignore cover and exploding 6s for bolt weapons), and imp fist devastator doctrine (ap-1 and +1D for heavy weapons) and you have a cheap mobile weapons platform. But there&#039;s more... Factoring into account that this is a character you can also make him a warlord and give him a relic. Imp fist warlord trait Siege Master gives +1 to wound vs vehicles and buildings and you can also make his conversion beamer master crafted. 8 bolter shots with ignore cover and exploding shots on 6s, and a heavy d3 master crafted conversion beamer at S8 ap-2 D4 and all shots have ignore cover and +1 to wound vehicles and buildings making even the bolter shots decent vs T7 or lower vehicles.&lt;br /&gt;
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===Troops===&lt;br /&gt;
With the new FOCs it is possible to make a Battle Forged list without any Troops at all...but you do need them for CP. Troops are usually where one turns for numbers, as in 8E the player with the most models within 3&amp;quot; of an objective can claim it. You have a lot of options for troops, and they&#039;re actually decent this edition.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tactical Squad]]:&#039;&#039;&#039; The same jack-of-all-trades as always. Due to how armour modifiers work in this edition they now benefit from cover, more so than most infantry in fact, but there are drastically more weapons capable of making them take a 4+ or worse save. They can fill in any gaps in your army that might need to be addressed. The best way to look at them is as a good middle ground option to your other troops choices. They don&#039;t have the early game mobility and good special rules of Scouts, the same durability and damage output as Intercessors/Infiltrators, or the same cover ignoring tricks as the Incursors, but they can be relied on to get the job done more often than not. Just don&#039;t expect them to perform miracles. Heavy weapons are easier to use now as they get less penalties for moving and unlimited split fire exists. This edition also encourages you to &amp;lt;u&amp;gt;take them as MSU&amp;lt;/u&amp;gt;: less morale vulnerability and many units can fit in the same transport. That way you can put two 5-man units inside a Rhino and have two Sarges with Combis plus 2 Specia/Heavy weapon guys. Four total, as opposed to the three a regular 10-man squad would. Second Codex has reduced their cost significantly to the point where they cost only one more point than Scouts. &lt;br /&gt;
** Tacticals make great pocket lascannon units, or, can take a hint of plasma/grav weaponry. let them sit on objectives or hitch a ride in a transport and they can really help other more expensive units. &lt;br /&gt;
** Also consider the Missile Launcher in light of early AP-1 doctrines on heavy weapons. Unless you&#039;re against T8 (where a Lascannon will be the better choice), ML lets you take shots on tanks and monsters, then bolsters your bolters against hordes into the later stages of the game.&lt;br /&gt;
** Seriously consider taking Tactical Marines in a Rhino over Assault marines with jump packs, the assault marines are less encumbered, faster and cheaper but the rhino gives the marines a 9&amp;quot; movement before combat and for grabbing objectives (because of the +3&amp;quot; deployment move or you could keep them in the rhino for the same movement if you don&#039;t want to take advantage of obsec) and considerably more survivability. As for offence the Rhino soaks up overwatch and if the marines get the chance to shoot they get the same number of S4 attacks as a chainsword Assault Marine (2 bolter +2 melee with shock assault vs 1 bolt pistol and 3 melee with shock assault) but they also benefit from both the tactical and assault doctrines. In addition the Tactical Sergeant can take an actually good ranged weapon and a melee weapon while the Assault Sergeant can take only 2 melee weapons or a pistol and melee weapon, a TS with a storm bolter and chainsword (+2pts) has 8 S4 attacks if it can shoot and charge while the AS has only 5 S4 attacks if it has 2 chain swords or 3 power weapon attacks and 1 S4 chainsword attack (+4/5pts)&lt;br /&gt;
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*&#039;&#039;&#039;[[Scout Squad]]:&#039;&#039;&#039; Cheaper than marines, with the same damage output but a 4+ save. The Scout special rule &#039;&#039;&#039;Concealed Positions&#039;&#039;&#039; may be the best troop rule space marines have, allowing them to cut off huge swathes of the board from enemy deep strikes early in the game. But Scouts are more than a mere speed bump. Flexible as the space marines in training they are, they can be used with either ranged or close combat loadouts (the close combat loadout is terrible unless you have very specific chapter tactics—typically, anything a pistol and chainsword scout can do, a shotgun scout can do better), but lacking power armour, you&#039;ll want to have a plan. Furthermore, don&#039;t give them shotguns unless you put them in a Land Speeder Storm—bolters are usually the better free gun, especially if you can keep them stationary and benefit from Bolter Discipline at the full 24&amp;quot;. Camo Cloaks let them make better use of cover—it gives them the same resilience as Tacticals in cover (or from 12&amp;quot; away, if they&#039;re Raven Guard or Stealthy), but at a higher model cost. And Missile Launchers can combine with the Devastator Doctrine to effectively give them either a Lascannon shot or a Heavy Bolter burst on turn 1.&lt;br /&gt;
**Scouts with Sniper Rifles are your army&#039;s cheapest source of, well, sniping. Just like in Rynn&#039;s World, a scout with a sniper rifle is not going to kill an Ork Warboss, but they might take down the Pain Boy that supports him. They also help to create Character denial area during deployment. With good range and a chance for mortal wounds, they&#039;re useful for harassing not only characters but also targets of opportunity, like armoured infantry and even tanks.&lt;br /&gt;
**A sniper can be viewed as a source of 1/9 of a mortal wound.  Two battalions each with 15 sniper scouts (in 5 man teams) are a good example - it&#039;ll run you 390 points base before camo cloaks (another 90 for all of them) or monkeying around with the sergeant&#039;s loadout. If all 30 are all in range you&#039;re looking at about 3.33 mortal wounds a turn on any unit (including Characters, of course) in range, plus D3 more on a non-Character if you throw in a Heavy Bolter for Hellfire Shells. Each of those mortal wounds is de facto also a nonmortal wound (since you had to hit and roll high enough for the shot to have wounded anything in the game), so it&#039;s 3.33 mortal wounds plus &#039;&#039;at least&#039;&#039; 3.33 saveable wounds, which may be enough to kill a W4 target or less (which many characters are).&lt;br /&gt;
** Sniper scouts or even shotgun scouts make fantastic distractions and will bait your opponent into killing a unit that isn&#039;t really all that dangerous. Scouts are relatively cheap and force your opponent&#039;s hand, lest they start piling on mortal wounds or getting into shotgun or charge range. It tempts other players to waste their effort on them. In reality, all of your far more deadly units are moving into position with a turn less damage... which can make all the difference in situations where you didn&#039;t go first or become outmaneuvered, etc.  &lt;br /&gt;
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*&#039;&#039;&#039;[[Intercessor]] Squad:&#039;&#039;&#039; The big boys. Had become the go-to for a high damage output Troop choice with their buffs and Stratagems. Has a 2W and A model for 17pts as opposed to the mini marine&#039;s 1W and A for 12pts; meaning 35% cheaper wounds. Before upgrades or considering squad sizes, that means you can bring 12 Intercessors (24 W) for the same price as 17 Marines. Their Bolt Rifles give them a 25&amp;quot;-36&amp;quot; threat range, where &#039;&#039;most enemies will need to move to even engage them&#039;&#039;, leaving their cover behind. Stalker Bolt Rifles aren&#039;t as cost-effective and are only Heavy 1, but do let them further abuse the range difference while adding armour penetration and an extra point of damage, allowing them to contribute to the fight and pick off heavy infantry even when securing the backfield objectives. While they aren&#039;t as starved for mobility as other marines due to their range, Auto Bolt Rifles allow them to advance without sacrificing all their shooting, and have now been bumped up to Assault 3, making them the go-to choice for facing horde armies. And with 2 attacks each, plus a 3A sarge who can be equipped with a power sword, chainsword, power fist, or thunder hammer, they aren&#039;t defenseless in a melee. Even basic Intercessors come with a bolt pistol sidearm, so they actually get 3x S4 attacks each if they&#039;re locked in melee. That being said, they&#039;re countered by heavier vehicles, as their only special weapon is a 30&amp;quot; grenade launcher (with grenades themselves being meh, even under Devastator Doctrine). They&#039;re also a prime target for multi-damage weapons, like autocannons, and they are practically custom-tailored to be mulched by Dark Reapers. &lt;br /&gt;
**Stalker Bolt Rifles are now D2, and with AP-2, these are clearly meant to be the rifles to be used against enemy Primaris. With the Devastator Doctrine the rifle is AP-3, which makes even light vehicles a viable target. Fists, both Imperial and Crimson, will get good mileage out of this since they can proc even more hits, and Iron Hands can take them while still retaining their mobility. &lt;br /&gt;
**Intercessors are usually more durable on the tabletop than they appear on paper. Unlike tactical squads, Intercessors don&#039;t have heavy weapons which tend to draw fire from the enemy. This means your opponent will generally only fire at intercessors with anti-chaff weapons, especially if you have vehicles or other multi-wound models about. As long as the intercessors have cover, they&#039;re rolling 2+ saves on T4, with two wounds per model, which is much better than you really need to survive most anti-infantry firepower. This means your Intercessors are much better at holding objectives than an equal value of Tactical marines unless faced with heavy firepower. When brawling in CC over an objective with other skirmishers, they are easily underestimated—2W and 2A each means that they are effectively two tacs rolled into one model while not looking much more threatening. This leads to some mop-up charges getting stuck and worn down, or even being wiped out entirely thanks to Shock Assault. &lt;br /&gt;
**Intercessors are a good choice for a {{W40kKeyword|Raven Guard}} force, as they are one of the few units able to Rapid Fire from outside 12&amp;quot; even when on the move, allowing them to keep their cover bonus. Prime objective cover campers, as at 2W, 2+ save and -1 to hit, there are more appealing targets to be found elsewhere.&lt;br /&gt;
**As of the second Codex, Intercessor Sergeants can now take a few relics with the right Stratagem. Not the best option for a relic, but it&#039;s there if you want it and a D4 Thunder Hammer is capable of ruining someone&#039;s day no matter who&#039;s using it. &lt;br /&gt;
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*&#039;&#039;&#039;[[Infiltrator]] Squad:&#039;&#039;&#039; Scout Intercessors, but with +1Ld and &#039;&#039;&#039;Marksman bolt carbines&#039;&#039;&#039;, which are essentially boltguns whose unmodified hit rolls of 6 automatically hit and wound. They can be set up anywhere on the battlefield that is more than 9&amp;quot; from an enemy unit or your opponent’s own deployment zone, and their &#039;&#039;&#039;Omni-scramblers&#039;&#039;&#039; prevents deepstrikes within 12&amp;quot; of them (and &amp;lt;u&amp;gt;nullifying deepstrike charges&amp;lt;/u&amp;gt;), making them excellent at area denial. With Primaris resilience they become better speedbumps than Scouts...though at twice their cost, no sniper guns, special/heavy weapons or even good bolter AP like Intercessors they can struggle to be more than heavy keepaway units. To operate usupported away from your lines, they can replace an infiltrator with either one of two specialists:&lt;br /&gt;
**The defensive option is an Apothecary-Cadet that can only heal a model from this unit, or revive one on a &#039;&#039;5+&#039;&#039;. Along with their smoke grenades, which work exactly like vehicle smoke launchers, Infiltrators in cover can survive moderate fire while your actual Apothecary is busy elsewhere.&lt;br /&gt;
**The offensive option is a Comms specialist who will let your whole unit benefit from Rites of Battle and Tactical Precision auras of any Phobos Captains or Lieutenants currently in play &#039;&#039;no matter where they are on the board&#039;&#039;. Only those two auras; apparently Chapter Masters throw away their vox set upon promotion. Getting those re-rolls simultaneously makes their marksman bolt carbines more reliable without sacrificing the auras for the rest of your army. Intercessors still beat them on AP, but Infiltrators get better positioning from the start.&lt;br /&gt;
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*&#039;&#039;&#039;[[Incursor]] Squad:&#039;&#039;&#039; Cheaper, close support infiltrators. Useful in offense and defense. At range, their &#039;&#039;&#039;Occulus Bolt Carbines&#039;&#039;&#039; and tacticool sensors lets them ignore both cover and hit penalties, making them the bane of enemy stealth users and such. Yet they also have the best melee among your troops, with their paired knives inflicting an extra hit on natural 6s. They can infiltrate, and while they don&#039;t have the infiltrator&#039;s deepstrike-denying auras or specialists, they can defend a position with a &#039;&#039;&#039;Haywire mine&#039;&#039;&#039; and blow up people and vehicles that go where you don&#039;t want them to go.&lt;br /&gt;
**Intercessor Vets with a Thunder Hammer hit harder than them, but sending them against GEQ is overkill. Reivers hit harder in melee, but they&#039;re Elites, and sacrifice their dakka for choppa. Incursors are good front line brawlers, killy enough to deal with hordes and heavy enough to be hard to tackle without dedicated melee squads or MEQ-killers. Capturing that objective all the while, because they&#039;re troops. You can even tie up vehicles; set the mine up before the charge, and when they try to fall back from the Incursors, they&#039;ll trigger it.&lt;br /&gt;
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===Elites===&lt;br /&gt;
The Space Marine Elite slot gets work done and carries essential buffing character units like the Apothecary and Company Ancient, as well as a few exotic Forge World vehicles. Vastly improved with new codex, very powerful units await!&lt;br /&gt;
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*&#039;&#039;&#039;[[Aggressor]] Squad:&#039;&#039;&#039; Now with 3W, they&#039;re the middle ground between a Terminator and an Assault Centurion. Aggressors are heavy defense soldiers, with powerful short range dakka and the ability to shoot twice if they stay still, as they would when protecting an objective or your lines. And unlike other Primaris, they also have great close combat power with 3 powerfist attacks base! They come stock with auto boltstorm gauntlets (2x 18&amp;quot; Assault 3 bolters) and a frag grenade launcher, or you can trade all that in for Firebat pattern flamestorm gauntlets, aka a pair of flamers. The bolters + launchers average 6.33 hits to the flamers&#039; 7, but at more than twice the range. &lt;br /&gt;
**Aggressors are a veritable roadblock, and cost-effective to boot. Do notice &#039;&#039;&#039;Fire Storm&#039;&#039;&#039; lets them shoot twice if they didn&#039;t move &amp;lt;i&amp;gt; in that&amp;lt;/i&amp;gt; turn, meaning even running forwards they get to overwatch twice, which is when the flamer&#039;s autohitting double overwatch  &#039;&#039;14 hits per model&#039;&#039; outshine the bolters&#039; 3.16. With Gravis armour T5 3W, they are resilient enough to serve as front liners and discourage/punish Deep strikes, swarming tactics and fast charges, like Evil Sunz&#039; or Genestealers&#039;. They are a good guardian squad to use &#039;&#039;&#039;Auspex Scan&#039;&#039;&#039; on, triggering the Fire Storm. A vanguard detachment of 3 squads with a Lieutenant placed in front of your main army is more than enough to contain an opponent and deal significant damage in the process while being affordable: a squad of three is 111 pts yet cranks out 57 shots a turn. That&#039;s nearly .5 bolter shots per point; the highest damage output per point IN THE ENTIRE GAME, dealing at least TWICE as much damage per point to pretty much any target as the next best option. And with support you can double it. For example, against MEQ with just a captain reroll 1 to hit and Doctrine, these will deal 3 times more wounds per point than Dark Reapers. Plus, they work well with many stratagems, and are both anti-horde *and* anti-elite. Clearly someone at GW gets a blowjob for every box of aggressors sold.&lt;br /&gt;
**Shooty and choppy, they&#039;re balanced by their inability to get around easily. All other units in your army can either deepstrike, infiltrate, fly 12&amp;quot;, bike 14&amp;quot; or ride cheap transports like Rhinos, Drop Pods and Impulsors. Aggressors may only ride ~300 pts Repulsors, so you&#039;ll have to either rely on chapter-specific gimmicks or plant them somewhere and be on the defensive. At least they can advance without the shooting penalty, where Assault Centurions can only walk or hop into Land Raiders.&lt;br /&gt;
**&#039;&#039;&#039;Comparison to Termies and Assault Cents:&#039;&#039;&#039; They don&#039;t teleport nor do they have an invuln save, so, any resemblance to Terminators is merely a cosmetic one. Aggressors are Assault Centurions lite: lots of S4 shots, lots of wounds, T5 and nasty punches. They are more mobile and thus, easier to use. That being said, Centurions do have a 2+ save and S10 D3 drills that lack a penalty to hit. And while they need a Land Raider (preferably Redeemer), at least that fills a Heavy choice and can fit manlet characters, unlike the normal Repulsor (which is a dedicated transport) or Executioner (which is a better gunship but fits 3 Aggressors and nothing else).&lt;br /&gt;
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*&#039;&#039;&#039;[[Apothecary]]:&#039;&#039;&#039; Now a Character running on his own. Doesn&#039;t give out Feel No Pain, but if he&#039;s within 3&amp;quot; of a {{W40Kkeyword|&amp;lt;chapter&amp;gt; Infantry}}/{{W40Kkeyword|Biker}} unit at the end of the Movement phase, he can heal 1d3 wounds on 1 model in it. If no-one&#039;s wounded, he gets a 4+ chance to bring 1 dead model back to life with a single wound, but if he fails, he can&#039;t do anything else that turn. Can&#039;t swap out his weapons, so he&#039;s stuck with a bolt pistol and chainsword. Combines great with high-end infantry, shooty or assaulty. Bringing a Centurion Devastator back from the dead or healing the linchpin of your army&#039;s buff aura is invaluable.  Combine with a Company Ancient to make a trade-in death.&lt;br /&gt;
**&#039;&#039;&#039;[[Primaris Apothecary]]:&#039;&#039;&#039; 10 points for +1W and improved pistols: the reductor pistol, which is a 3&amp;quot; S4 AP-3 D2 pistol, and the Absolver Pistol, which is 16&amp;quot; S5 AP-1 D1. He&#039;s a great choice if you want to go for an all-Primaris army. Keep him back and out of assault - he has no business in close combat. He&#039;ll do just fine popping off shots with his pistol and keeping nearby units alive.&lt;br /&gt;
*&#039;&#039;&#039;Company Ancient:&#039;&#039;&#039; The old banner bearer, now an Independent Character. The banner adds +1L to any same {{W40Kkeyword|&amp;lt;chapter&amp;gt; Infantry}} units within 6&amp;quot;. If a {{W40Kkeyword|&amp;lt;chapter&amp;gt; Infantry}} &#039;&#039;model&#039;&#039; dies within 6&amp;quot;, you get a 4+ chance for them to get off one more round of shooting or close combat right then before your opponent can move on to something else. Note that this only affects models in the bubble, not units, so be mindful when picking who dies. It also sadly doesn&#039;t affect bikes. Comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon. Out of phase shooting is great, and marine infantry die quite a bit in practice. Combine with an Apothecary.&lt;br /&gt;
**&#039;&#039;&#039;[[Primaris Ancient]]:&#039;&#039;&#039; Same as a Company Ancient, but with +1W +1A. Comes with a bolt rifle in addition to the pistol, and can&#039;t swap his wargear or ride in anything but a Repulsor. &#039;&#039;Easily&#039;&#039; worth the 5 points for the +1W alone; the +1A and improved bolter are just icing, as you probably weren&#039;t planning on up-gunning you are Ancient anyway, and since the Ancient buff is an AOE on multiple units, very compelling overtaking a second Ancient for redundancy.&lt;br /&gt;
**&#039;&#039;&#039;Ancient in Terminator Armour:&#039;&#039;&#039; A new addition as of the 2.0 Codex, now this guy is finally available for use by Marines that don&#039;t get their own special codex. As one might expect, the armour gives him +1 Wound and a 2+/5++ save over his PA counterpart and he is locked into having a Power Fist and Storm Bolter. An excellent choice for accompanying Terminators of all sorts out of Deepstrike.&lt;br /&gt;
***Also of note is the fact that, much like the bike ancient, these guys are mounted on a larger 40mm bases, meaning you can get more models into your buff aura.&lt;br /&gt;
*&#039;&#039;&#039;Centurion Assault Squad:&#039;&#039;&#039; With T5 and 4 wounds apiece, the choppy Space Marine in a Space Marine is a nasty piece of work in melee, especially since it can cause a HoW-like mortal wound on a 4+. However, it can give that ability up in exchange for Hurricane Bolters that act like Rapid Fire 6 Bolters- that&#039;s the equivalent of a MSU Tactical squad before you even get into RF range! The Siege Drills are pretty good too, since they act like Chainfists but with one more point of damage and no penalty to hit. As an added bonus, their sarge&#039;s omniscope negates cover bonuses. Getting them up the field practically requires a Land Raider. For long range shooting focused marine armies, Assault Cents make a strong counter charge unit. Especially because of having 2 flamers EACH, that make up for 6 D6 of auto hitting surprise in overwatch or tearing apart big blobs of infantry. Can also swap the flamers for melta guns which will complement your drills quality over quantity melee output. With the new codex they are still expensive but their improvements make them at least reasonable considering Shock Assault and W4.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Champion:&#039;&#039;&#039; It&#039;s anyone&#039;s guess at this point which datasheet for this guy is &amp;quot;correct&amp;quot;; he has entries in the first Space Marine Codex and the Index, with different wargear; he&#039;s absent from the second Codex, but is present in both the Ultramarines supplement (with the {{W40Kkeyword|Ultramarines}} keyword) and in &#039;&#039;&#039;&#039;&#039;Faith and Fury&#039;&#039;&#039;&#039;&#039; as a 1 CP upgrade to a Company Champion.&lt;br /&gt;
**Index/Codex 1 Version:  The only version that can take a bolter, and the only version that can take a relic blade or thunder hammer, but also the one with the least special rules making it better in melee (no re-rolling wounds, no ASF, inferior Heroic Intervention range).  As a result, this version, if legal, is the best of the bunch against &#039;&#039;non&#039;&#039;-{{W40Kkeyword|character}} targets, as you can give it superior equipment, and the only rule you miss out on is -1 to be hit in melee.  Against an actual Character, not even as good as a Company Champion, below.  Don&#039;t forget to give him a bolt pistol - it&#039;s on the Index datasheet, so even the Codex version can carry it.&lt;br /&gt;
**Ultramarines Supplement:  You can see the relevant chapter discussion below for more on this, but the tl;dr is that it&#039;s less points efficient than the Faith and Fury version, while costing no CP.  It also has no bolt pistol.&lt;br /&gt;
**Faith and Fury:  This is a Company Champion with +1Ld, +1A, and -1 to be hit in melee, which you pay 1 CP to accomplish.  As a result, this is the only one of the three with a 3+/5++ instead of a 2+, and it has a bolt pistol but no Champion&#039;s Blade; it&#039;s a lot cheaper in terms of points, so against a character, it&#039;s the best of the three, provided you can get close.&lt;br /&gt;
*&#039;&#039;&#039;Company Champion:&#039;&#039;&#039; Another former Command Squad guy now on his own. He can&#039;t bodyguard, but he&#039;s WS2+, W4, is a {{W40Kkeyword|character}}, has to make a 6&amp;quot; Heroic Intervention if possible, and re-rolls failed hits and wounds and has ASF against {{W40Kkeyword|Characters}}. Comes with a master-crafted power sword, bolt pistol, and combat shield for a 5++, but no other wargear options. Multiple Champions can be very interesting when embedded in your gunline, or as part of a larger melee deathstar - Heroic Interventions make them a very useful counter-assault choice, and they can swiftly dispatch &#039;&#039;most&#039;&#039; other characters without wasting your Captain / Chapter Master&#039;s time.&lt;br /&gt;
**However, neither Company Champions nor any of the Chapter Champion variants can keep up with Thunder Hammer Company Veterans, from an offensive standpoint, so their main benefit is &#039;&#039;defensive&#039;&#039;, due to being characters.&lt;br /&gt;
*&#039;&#039;&#039;Company Veterans:&#039;&#039;&#039; More or less the Command Squad from earlier editions, minus the Apothecary, (Company) Champion, and banner bearer (now a Company Ancient), which are all split off as independent Characters. You can still kit between 2 and 5 of them out however you like (except no special weapons on the Sergeant - he&#039;s stuck with combi, which only matters if for some reason you wanted to bring meltaguns). They possess an ability similar to the old &amp;quot;Look out, Sir!&amp;quot; rule which lets them intercept a wound from a {{W40Kkeyword|&amp;lt;chapter&amp;gt; character}} on a 2+ in exchange for taking a mortal wound, so they&#039;re good bodyguards. &lt;br /&gt;
**Far and away the best {{W40Kkeyword|Infantry}} unit you can field, both offensively and defensively, per point; all of them can go special/combi weapon+storm shield, thunder hammer+storm shield, or special weapon+thunder hammer, and they can get down to a 2-man unit, emphasizing morale immunity and maximizing the &amp;quot;free&amp;quot; sergeant &amp;quot;upgrade&amp;quot; (even though he is proficient with fewer weapons than his men). Note the sergeant has been FAQed to now have access to storm shields.&lt;br /&gt;
**While it goes without saying taking two melee weapons is idiotic outside of two chainswords or two lightning claws, any combination of melee and pistols essentially means you&#039;re taking Vanguard Vets, but without the Jump Packs, and with the ability to get down to 2 men, not 5 (particularly useful due to the Sergeant&#039;s improved Attacks), as well as having the bodyguard ability - if you were going to take Vanguard Vets on foot anyway, such as in a transport, these are better, but you should think long and hard before taking these instead of Vanguard Vets with Jump Packs, if you&#039;re after melee.  The &#039;&#039;primary&#039;&#039; reason to take Company Vets is the Special Weapons access, paired with either a thunder hammer or a storm shield (the storm shield is usually your best bet).&lt;br /&gt;
**For the points, you &#039;&#039;should not&#039;&#039; take flamers - a combi-flamer will deliver more S4 shots in that range per point, if you&#039;re &#039;&#039;really&#039;&#039; after 8&amp;quot; of S4 death.  However, no tricks here will let you beat out Scout Bike trios or Bike trios for S4 hits per point, so you should seriously consider loading them out differently.&lt;br /&gt;
**The same is true of plasma, simply because plasmas and combiplasmas have the same point cost, so you may as well take the combis for their improved output against GEQ.&lt;br /&gt;
**Meltaguns cost as much as the Veterans carrying them, and you have no really great way to get them into position to shoot, so in practice, they&#039;re best avoided.  Grav guns, on the other hand, are just always an inefficient choice, period, compared to plasma.&lt;br /&gt;
**Consider a Stormbolter + Chainsword loadout for Rapidfire 2 S4, and 3 Attacks on the charge, at a fairly decent price. These guys can be really helpful in a Character spam space marine army, as usually characters can&#039;t be shot if other units are in the way, but some attacks can single out characters. These guys can intercept those wounds.&lt;br /&gt;
**With a minimum size of two veterans, {{W40Kkeyword|Crimson Fists}} should be very pleased.&lt;br /&gt;
**Because all of the wounds of a single attack are negated it&#039;s pretty useful to take just two of them, and overkill the unit with mortal wounds if your characters get hit by especially high-damage attacks. &lt;br /&gt;
*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; Better assault marines. They can take a large selection of weapons while using Jump Packs when properly loaded out they can get enemy models engaged in CC and kill them first turn if taken in numbers (the easiest way to accomplish a turn 1 deep strike charge is by making many attempts at it). A pretty popular unit in 7th and still could be in 8th, as weapons like lightning claws and power swords can wound things like dreadnoughts and vehicles on 5s. Plasma pistols are a really viable choice in 8th, as you can shoot both pistols on the drop. Each model can take 2 chainswords - that&#039;s 4 attacks per model for 90 points (or 80 if you&#039;re silly and don&#039;t take the Packs), 5 for the Sergeant. Though expensive, with the changes to how invulnerable saves work, a Vanguard squad with Thunder Hammers and Shields can be a superior alternative to taking hammernators. A squad with this set-up can kill some of the most powerful units in the game in a single turn. As an example, 4 groups of 5 hitting Magnus (T7 Sv3+/4++r1 18W) expect to wipe him out in a single turn, although they will cost about 2/3 again his cost, assuming you take the Jump Packs. Vanguard with thunder hammers can do a maximum of 33 damage per turn; if a Captain (or, better, a Chaplain, who will provide a better buff for fewer points), Lieutenant, and/or Guilliman is within buff range, they become particularly terrifying. Revisiting the above math, a nearby jump lieutenant and jump chaplain take the point difference from needing 668 to kill 415 to needing 597 (roughly, 4 squads to 2.5 squads), and that&#039;s just their buff, of course - both characters can jump in and help if they like.  Each TH/SS Vet costs 13 points less than a TH/SS Assault Terminator, hits just as hard, can&#039;t have their teleport deactivated, has the same invulnerable save, will never need a transport to be effective, and has &#039;&#039;much&#039;&#039; higher movement. Their main trade-offs are an armour save of 3+ instead of a 2+ and 1 less wound than a Terminator; however, considering the amount of AP modifying weapons and multi damage weaponry in 8th, this isn&#039;t as big a trade-off as it first appears. On the whole, a flexible unit that can be geared to be what you want - as cheap as possible to shred hordes with chainswords, or tooled up to deal with more powerful units. Models in this unit can have 2 chainswords, which is usually more productive than 1 chainsword 1 bolt pistol -- as you get two fight phases per battle round, but only one shooting phase. 2 Chainswords on a 2 attack model means 4 total attacks.&lt;br /&gt;
*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; With the special ammunition gone, the sternguard now walk up the field with their beefy Special Issue Boltgun. Now the gun is free and packing a punch with its AP-2 and 30&amp;quot; range over the standard-issue, the sternguard are much more likely to crunch through all forms of armour, especially in conjunction with the Masterful Marksmanship Stratagem. A special note goes towards combi-weapons; while they don&#039;t have the one-use rule anymore, remember that the bolt part of the weapon is the standard one without any AP. They also get the standard veteran extra attack over a normal marine, so they can deal some decent retaliatory damage when they&#039;re inevitably charged.&lt;br /&gt;
**The sergeant can take a Sergeant Weapon &#039;&#039;in addition to&#039;&#039; his SIB, which you should &#039;&#039;always&#039;&#039; do - depending on your plan for the unit, a combiflamer, combiplasma, or storm bolter plus SIB will &#039;&#039;always&#039;&#039; outperform any other loadout he can take, because the SIB is free.&lt;br /&gt;
**Still one of the best units to come out of a drop pod and rapid fire something to death with their special issue boltguns.  Their new specialized stratagem gives them +1 to their wound roll, so make sure to have a Captain/Chapter Master near them for the re-rolls, and give him the Storm of Fire Warlord Trait and include a Lieutenant.  Now they&#039;re shooting 20 shots, re-rolling 1s (or misses if it&#039;s the CM), wounding everything less than T8 on a 3/4+, re-rolling 1 s to wound, and every 5 or 6 to wound is resolved at AP-3 (and just for added fun, make them Imperial Fists and ignore that cover their squad is hiding in while you gain the potential for extra shots with the Bolter Drill Stratagem, or make them Salamanders for even more reliable wounding/improved AM and less reliance on a full Chapter Master).&lt;br /&gt;
**When these guys come out of drop pods, don&#039;t forget that their rapid fire range is 15&amp;quot;, so that can give them some space before the inevitable charge.  Most units are only able to rapid fire 12&amp;quot; away, so the following turn, the enemy unit can advance 6&amp;quot; and then be up close for an easy charge.  The difference between being 9&amp;quot; away and 6&amp;quot; should not be understated, and should be used to your advantage, so keep that in mind when deploying their drop pod.&lt;br /&gt;
***Note that coming out of a drop pod 12&amp;quot; away if armed with Storm Bolters will be more effective, if riskier, and without ap-2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
*When comparing the Special Issue Boltgun to the Storm Bolter, it can be seen that (ignoring range) the SIB is, in general, better than the Storm Bolter against most targets, when employing the Masterful Marksmanship stratagem. It is better universally if the target has a 2+ armour save and an invulnerable of 4++ or worse, and they are the same against 3+ or 2+/3++. The AP of the SIB comes in handy when discussing how many successful wounds when the wound roll is disadvantaged; the Storm Bolter affects nothing, while AP-2 can significantly improve wound chances. When using the stratagem, see the following table.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;  cellpadding=&amp;quot;4&amp;quot;  cellspacing=&amp;quot;4&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Masterful Marksmanship&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Save&lt;br /&gt;
|-&lt;br /&gt;
!2+&lt;br /&gt;
!3+&lt;br /&gt;
!4+&lt;br /&gt;
!5+&lt;br /&gt;
!6+&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; |To Wound&lt;br /&gt;
!2+&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Both&lt;br /&gt;
|Storm Bolter&lt;br /&gt;
|Storm Bolter&lt;br /&gt;
|Storm Bolter&lt;br /&gt;
|-&lt;br /&gt;
!3+&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Storm Bolter&lt;br /&gt;
|Storm Bolter&lt;br /&gt;
|-&lt;br /&gt;
!4+&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Both&lt;br /&gt;
|Storm Bolter&lt;br /&gt;
|-&lt;br /&gt;
!5+&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Storm Bolter&lt;br /&gt;
|-&lt;br /&gt;
!6+&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|Special Issue Boltgun&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Terminator Squad]]:&#039;&#039;&#039; As of late, Terminators seem to be overtaken by other elites and Primaris heavy hitters. However, terminators still have a worthy role in your army and it is actually the fluffiest! Terminators really only find value when being shot out of very cheap land raiders and teleporting. Heavy shock assault troops have always been their role, now its just been streamlined into their only relevant role. Terminators still have to worry about high-AP weaponry, but since very few weapons have anything better than AP-4 they&#039;ll almost always be able to use the resulting 6+ armour save (though you could just use the 5++ instead); it&#039;s not much, but it helps. At the same time, the addition of an extra Wound to their profile also outright doubles their survivability against massed small arms fire. The  5&amp;quot; movement means they&#039;re most effective when deep striking, but footslogging can still work if your opponent&#039;s lacking in anti-armour weaponary.  The heavy flamer punishes counter charges and has the benefit of autohitting, but you won&#039;t be able to fire it the turn they teleport in. Storm Bolters do pour out the Dakka but Bolters aren&#039;t very productive, except when you tie in widely available buffs. The assault cannon is good for shredding lightly armoured infantry and can even pick away at light vehicles if you have nothing better to shoot at. The Cyclone Missile Launcher now arrives at a decent 32 points and vastly supplements all-rounder firepower. Teleport them onto a midfield objective, when in cover they become quite hard to shift. Deep Strike these guys 9&amp;quot; away from enemy meatsheilds, within Rapid Fire range of their Stormbolters, and launch the equivalent of 20 bolter shots. Follow up with a charge at whatever the meatshield was protecting. &lt;br /&gt;
**Teleport homers work a little differently now; it&#039;s set up during deployment, anywhere in your deployment zone, and allows Terminators to skip their move in exchange for re-deploying the unit within 6&amp;quot; of the homer. While this is great for bringing them into an area that needs defending, each homer can only be used once and will be disabled if an enemy moves within 9&amp;quot; of it. A good way to screw with your opponents head as they can see where the homer is and will always have to consider the fact that your units can just blip away at your discretion. &lt;br /&gt;
*&#039;&#039;&#039;Terminator Assault Squad:&#039;&#039;&#039; Still the gold standard of heavy assault troops, especially with the extra wound they&#039;ve gained. The classic Hammernator setup is still great for smashing in vehicles and heavy infantry alike while taking little damage yourself, but the -1 to hit can be a problem at times. Take a Chaplain along to mitigate the lowered hit rate (remember, though, that re-rolls occur before modifiers, so no re-rolling 3s). A set of Lightning Claws are more reliable and more effective against horde armies due to the additional attack, so it may be a better idea than before to stick with them. Assault Terminators with hammers, shields and near a chaplain or captain can obliterate the most powerful units in 8th in a single turn. The only alternative that offers anywhere near the CC killing power of hammernators are vanguard with hammers (Hammerguard?) and while they have better movement and cost less they lack the durability of terminators having less wounds and a weaker armour save.&lt;br /&gt;
**Never take these guys with only Lightning Claws, you should always include at least 1 with hammer and shield. Why? Tartaros Terminators can take double claws for the exact same cost, have the same stats and 5++, get a 6&amp;quot; move instead of 5&amp;quot;, and can add a grenade harness for a bit of shooting on the side; Cataphractii aren&#039;t as fast, but have a better invulnerable save, also get the harness, and &#039;&#039;cost 5 points less&#039;&#039; when using double claws. The only advantages these guys have over Tartaros are the hammer/shield setup, and a teleport homer for an emergency jump out, so *use* them.&lt;br /&gt;
**After failing to use these bad boys to their full potential for 3 games in a row, I&#039;ve come to the conclusion that anything less than running them as &#039;&#039;&#039;Black Templars&#039;&#039;&#039; with a Chaplain babysitting them just isn&#039;t worth the effort or points. The 9&amp;quot; charge is just too much of a risk to pull off without the guaranteed re-roll, and the lack of Chaplain means these walking tanks fail to hit 50% of the time with their hammers. If you want to guarantee a KEQ kill, you need to make a successful charge with both the Terminators &#039;&#039;&#039;and&#039;&#039;&#039; the Chaplain, do not die to overwatch or return fire, then pop an &#039;&#039;Honour Thy Chapter&#039;&#039;. As mentioned before, and in the standard unit&#039;s entry, use discounted Land Raiders to place Hammernators right where you need them. &lt;br /&gt;
*&#039;&#039;&#039;Cataphractii Terminator Squad:&#039;&#039;&#039; Cataphractii Terminators come with a 4++, but they&#039;re stuck with a movement of 4&amp;quot; and halve the results of their Advance rolls. They can be as lethal in close combat as Assault Terminators (and more durable by far when compared to Assault Terminators with LCs if kitted out that way), but their terribly slow movement means they&#039;ll struggle to actually get stuck in without deep striking or hitching a ride on a Land Raider. &lt;br /&gt;
**Remember that to benefit from the Lightning Claw&#039;s extra attack, you need to replace both the power fist and the combi-bolter. As lethal as the combination of LCs and a built in Storm Shield can be, it will eat up a lot of points. A good build not available to normal terminators is a LC and a twin boltgun on each terminator, dropping the twin LC for one and taking the boltgun, you only lose one attack and gain 4 bolt shots instead, giving your 5 man squad 20 shots, and don&#039;t forget you can take a heavy flamer too. On a 10 man unit that is 40 shots and you save yourself 20 points on dropping the extra LC.&lt;br /&gt;
**The sarge&#039;s grenade harness is a good way of giving him a ranged attack while still letting him take two lightning claws. It&#039;s an Assault D6 12&amp;quot; bolter with -1 AP, which isn&#039;t great but is still better than nothing.&lt;br /&gt;
**A unit of 5 Cataphractii Terminators with Twin Lightning Claws costs 210 points. A Terminator Assault Squad with Twin Lightning Claws costs 215 points. A Tartaros Terminator Squad with Twin Lightning Claws costs 215 points. For the reduction of 5 points you lose 1&#039;&#039; of movement and gain a 4++ save instead. The sheer durability added and the ability to teleport onto the field means that if you&#039;re looking to do Twin Lightning Claw terminators there&#039;s literally very little reason to NOT use Cataphractii over normal Terminators. Just keep in mind that after the charge they&#039;ll have to footslog unless you have a transport near by. Great when combined with Black Templers for the re-rolling charge to ensure they make the charge. &lt;br /&gt;
*&#039;&#039;&#039;Tartaros Terminator Squad:&#039;&#039;&#039; All the protection of standard Terminator Armour, but none of the movement penalties! As before, the Tartaros Terminators use Reaper Autocannons instead of Assault Cannons; while they have fewer shots than the AC, which means even with the extra point of strength they&#039;ll break even against T7 (and have worse output against T6 ), at least they&#039;re slightly cheaper. The improved mobility does come at the expense of losing access to Storm Shields, though, and unlike the Cataphractii your invulnerable save is no better than basic Terminator armour. &lt;br /&gt;
**Up to 2 models can take grenade harnesses; their range overlaps with the Combi-bolter&#039;s rapid fire range, so use that to your advantage.&lt;br /&gt;
**The sarge can take a Plasma Blaster or a Volkite Charger. The Plasma Blaster is an 18&amp;quot; Assault 2 plasma gun, with all the strengths and weaknesses that entails. The Volkite Charger is Heavy 2 15&amp;quot; S5 AP0 D2; while it may seem somewhat weak compared to the Plasma Blaster it can still cause multiple wounds without running the risk of blowing yourself up with it in the process. &amp;lt;s&amp;gt;[[Fail|But unlike other 40K Volkite weapons it can&#039;t cause more damage on a 6+.]]&amp;lt;/s&amp;gt; GW sensed your pain and have answered:  volkite chargers now do the extra mortal wound on a 6. Pairing it with the power sword might be a good idea, though - the sword&#039;s AP-3 can help compensate for the Volkite&#039;s ineffectivenss against armoured units. Though you probably want to take a Chainfist as it has better AP and damage compared to the other melee options. If you expect to face TEQs. You should take the Plasma Blaster instead. &lt;br /&gt;
*&#039;&#039;&#039;[[Dreadnought]]:&#039;&#039;&#039; The Dreadnought is one of the best non-HQ units in the Space Marine lineup. For 177 you can have a Dreadnought with twin lascannons and the CCW w/Heavy Flamer (even cheaper in 8.5 codex baby - this loadout now costs only &#039;&#039;134 points&#039;&#039;), or for 165 you can have 5 Devastators with 4 lascannons. That&#039;s not the most optimal build for the Dreadnought, either. In an edition that loves the Heavy Flamer, Dreadnoughts can carry 3. The unit is buffed by HQs and provides the same security any other bubble wrap could. And speaking of buffs, remember that the Wisdom of the Ancients Stratagem gives it a Captain&#039;s re-rolling aura for a turn.&lt;br /&gt;
**Three heavy flamers is the best use for one of these guys, because a Venerable Dreadnought has more efficient accuracy, provided you took weapons that roll to hit.&lt;br /&gt;
**A special note on the capabilities of horde killing. An assault cannon is only 1 point more than taking 2 heavy bolters, in exchange for +1S, which is easily worth it - it will devastate any T3 units, and can deal with T4 too, while the heavy flamer will toast charging units. Should anything survive the onslaught, the dreadnought then packs 4 attacks at S12(!!!) with AP-3 and 3 damage a strike. The dreadnought will smash most things you throw it at, should you manage to get it into melee.&lt;br /&gt;
**Another mention goes to the Riflenought setup with two dual autocannons, spewing out 8 Autocannon shots per turn. Great for tearing up 2 wound models in particular, or throwing some decent hurt at most targets from long range. Notably, it&#039;s 5 points cheaper to do this with a regular dread than a Mortis. Even though the Autocannon option isn&#039;t in the new codex, luckily we can still use the wargear from the index/Legends profiles.&lt;br /&gt;
*&#039;&#039;&#039;Venerable Dreadnought:&#039;&#039;&#039; A Venerable Dreadnought has a slightly better WS and BS vs a regular Dreadnought, as well as the ability to negate received wounds on a 6+. It gets all of the same weapon options as a regular dread, so it can fill the role better, if more expensively. Notably, the 2+ BS lets you move and still shoot heavy weapons with a better than 50/50 chance to hit, so if you want your dual twin autocannon or lascannon/twin autocannon to stay mobile, consider the Venerable. Note that even with the cheapest possible loadouts (missile launcher+assault cannon), this implies a 17.24% cost increase for a 25% gain in performance if you stand still (the gain is better if you move), so unless you&#039;re taking Heavy Flamers or a Chapter Master, this is always worth it for the output alone; under a Chapter Master, even if you move the gain is less than the cost, so if you don&#039;t care about the durability increase, don&#039;t pay for the Venerability. Ven Dreads with the Iron Hands trait don&#039;t receive both benefits.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought, and a 3+/5++ (it also costs more than a Venerable). All of this, unfortunately, comes with a small consequence. The Contemptor and the Redemptor are the only non-FW dreadnought variants currently that suffer from a Damage Table. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. It&#039;s limited to a melee weapon and either a multi-melta or Kheres-pattern Assault Cannon (which has one more point of S compared to the normal AC, in exchange for costing 4 points more - not that S7 vs S6 is a compelling jump) and lacks smoke launchers, but its wargear is still more than enough to take out most enemies. This dangerous combination of potent stats and strong weapons means he can fulfill a wide variety of battlefield roles, and the dizzying array of options its Forge World counterpart (see below) has only makes it even more adaptable:&lt;br /&gt;
**Crowd Control: Go after enemy units and hunt down squads. &lt;br /&gt;
**Elite Hunter: Superb at taking down other Elite Units.&lt;br /&gt;
**Character Killer: His high Strength, Weapon Skill, and Damage means the Contemptor can kill most characters in a single round of combat. He is rightfully to be feared by enemy warlords.&lt;br /&gt;
**Linesman: High toughness, high saves, and high wounds means the Contemptor can stop advances pretty quickly. &lt;br /&gt;
*&#039;&#039;&#039;Ironclad Dreadnought:&#039;&#039;&#039; Ironclad Dreadnoughts are much more melee-oriented than the other Dreadnought types, and the extra point of Toughness they get helps them stick around to get there. It switches out its ranged weapon for a Seismic hammer, which forces a -1 to hit but comes with AP-4 and deals a jaw-dropping 5 damage per attack; if reliability is more your thing, it can be switched for a Dreadnought chainfist which deals &amp;quot;only&amp;quot; 4 damage per attack but retains the high AP and loses the penalty to hit. The hammer is better against W5, 9, 10 while the fist is better against everything else. If you don&#039;t know for certain that you are going to face a lot of W5 characters or transports with W10 you should generally avoid the hammer. You can choose to switch the CCW for a hurricane bolter, but that&#039;s a bad idea since it re-rolls to hit results of 1 in close combat when it has two melee weapons equipped. Of course, if you plan on keeping close to a Captain or Chaplain (such as riding a Stormraven with them and another squad), that second CCW becomes redundant. Finally, the Ironclad Assault Launchers give it the ability to deal d3 mortal wounds to units within 1&amp;quot; of it after a charge on a 4+, which ensures they&#039;ll be softened up when you begin the fight phase.&lt;br /&gt;
**Ludicrously strong against high-wound targets without invulnerable saves such as tanks, Tyranid monsters, etc. It can easily earn its points back in a single melee phase, but it is limited by the 6&amp;quot; move.&lt;br /&gt;
**Worth noting that since the April 2019 FAQ, this is the only vehicle in your arsenal which can still use Bolter Drill on a Hurricane Bolter. pumping out 12 boltgun shots at 24&amp;quot; range is nothing to be sniffed at. It adds infantry clearance to its already very good CV.&lt;br /&gt;
**Unbelievably good with the iron hands stratagem for dreadnought characters, leave this chad in your lies and un-targetable and have him smash any big nasties that try and rush your lines.&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039; The vanilla dread&#039;s Jock roommate. With nearly twice the wounds of a vanilla dreadnought (and degrading stats to accompany the increased durability), the redemptor dreadnought is a solid heavy weapons platform, capable of holding the anti-horde Onslaught Gatling Cannon or the armour-melting Macro Plasma Incinerator, &#039;&#039;and&#039;&#039; the anti-air Icarus Rocket Pod as well as a pair of storm bolters or fragstorm grenade launchers. However, it is a heavy points investment, and much of its anti-armour potential might be better handled by specialized units like Devastators, Hellblasters, or Predator variants. Instead, anti-horde fire support appears to be its most effective niche, potentially able to put out a withering volley of mid-strength shooting that will take a significant chunk out of GEQ or weaker units and then follow up with a smack from its CCW, which is d6 damage compared to the normal Dreadnought CCW&#039;s d3. But even if it takes the Macro plasma Incinerator, the CCW can still swap its heavy flamer for an Onslaught Gatling Cannon to retain effectiveness against hordes. &lt;br /&gt;
** Equip it with a Plasma incinerator, use the Wisdom of the Ancients stratagem, and a big unit of Hellblasters, and you can re-roll all those overcharges that might blow you to high heaven.&lt;br /&gt;
*&#039;&#039;&#039;[[Invictor Tactical Warsuit]]:&#039;&#039;&#039; Dreadnought Lite—all the bulk, half the &amp;lt;s&amp;gt;calories&amp;lt;/s&amp;gt; points. T6 and W13 helps keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors.&lt;br /&gt;
**Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible. For this reason, assume it will get destroyed turn 3. However, if you&#039;re careful, it should get a few turns of shooting and overwatch with the flame cannon and maybe a combat or two with the fist... Could do better, could do worse. &lt;br /&gt;
**You could also give it the Autocannons and either leave it in your backfield for long range fire support, or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner.&lt;br /&gt;
*&#039;&#039;&#039;[[Reiver]] Squad:&#039;&#039;&#039; The 16 point loyalist equivalent to berserkers, the melee specialists of the Primaris Marines have some steep competition in the Elites slot, but where they&#039;re beaten in regards to sheer power they compensate with their unique rules and equipment. They&#039;re armed with a heavy bolt pistol that has -1 AP compared to the normal one and a combat blade that functions identically to a chainsword and can be traded for a bolt carbine, but their main draw is their Shock Grenades. They&#039;re Grenade d3 weapons that don&#039;t deal direct damage, but instead disable the Overwatch of INFANTRY they hit in addition to penalizing their hit rolls by 1. This added advantage in the Fight phase works well with the Reivers&#039; Terror Troops rule, which reduces the Ld of all enemy units within 3&amp;quot; of any model in the Reiver Squad by 1, and which stacks with other squads up to Ld-3. As a result, they can debuff the Ld of units they&#039;re not actually in combat with, which can lead to a nasty chain reaction if they&#039;re stationed near units that are already likely to break in the Morale phase. They&#039;re also the cheapest of the Primaris Marines released so far by a long shot as well, which makes them a good way of supplementing an Assault Marine-centric force without spending too many points in the process. They can also buy grav chutes which lets them deep strike anywhere more than 9&amp;quot; away from the enemy. Alternatively, you can buy grapnel launchers, which negate vertical movement when calculating how far Reivers can move and allows for them to Outflank a la Space Woof Scouts. &lt;br /&gt;
** Now at 16 points per model, Reivers are looking better than ever! Thats 8 points per wound, &#039;&#039;with&#039;&#039; fancy kit. Indeed, the cheapest Space Marine wounds ever seen!!!&lt;br /&gt;
** A small unit with bolt carbines and grapnel launchers can make a decent harassing unit. Plop them in a building on your opponent&#039;s side. Bolt carbines put out twice as many shots as bolters/bolt rifles at 24&amp;quot; and the vertical distance keeps them safe from most assaults while cover helps keep them alive. Next turn hit the floor and advance while shooting, or better yet charge if you have the chance after popping off a shock grenade. It&#039;s a small, expendable unit that can still wreak havoc if left unchecked.&lt;br /&gt;
** While not points efficient, it is possible to give Reivers both the grav chutes and grapnel launchers. This really does it open up the board with movement. Have them drop onto a building and use their Bolt Carbines to harass enemy units that get close. If an enemy gets too close, no worries, simply advance away to another building. Because vertical movement is not an issue due to grapnel launchers, you can literally Tarzan around the board. And since assault weapons simple cause a -1 modifier on to hit rolls for a unit that has standard marine ballistic skill, you can see where this is going. With Combat blades, the units charge is not effected. Basically, they can jump down from high ground, assault, and get back into the high ground. Do be aware, however, that if you Advance, you can&#039;t Charge. Assault weapons don&#039;t mitigate this.&lt;br /&gt;
***These guys are top notch bullies. They won&#039;t do much to vehicles/monstrous creatures/heavy infantry... But will abuse MEQ and lower very well. It&#039;s funny because a unit like this belongs in a chaos codex with bat wings painted all over it, Guilliman lowered the bar with this lot.&lt;br /&gt;
**New codex has several buffs that let combat Reivers put in &#039;&#039;work.&#039;&#039; Shock Assault gives them &#039;&#039;&#039;four&#039;&#039;&#039; attacks per model in the first round of combat, and Assault Doctrine means they&#039;ll finally have an AP. Stack those Terror Troops debuffs with the Fearsome Aspect Successor Tactic for -4 Ld, and make Chaos Space Marines as cowardly as grots.&lt;br /&gt;
*&#039;&#039;&#039;[[Servitors]]:&#039;&#039;&#039; Now that they can be taken independently of a Techmarine, you could use them as a cheap way of adding more plasma cannons to your force, but with WS/BS 5+, Ld6, and only a 4+ armour save, they&#039;ll have trouble actually hitting things, die from anything more dangerous than a mean look, and are likely to be lost to morale checks; they don&#039;t even get the benefits of Chapter Tactics. Having a Techmarine nearby mitigates their flaws a little by boosting them to Ld 9 and WS/BS 4+, but even then there are much better things you could be doing with your Elites slot. &lt;br /&gt;
**Alternative take: If you have a techmarine anyway, it could be worth taking them as cheap fire support that also helps fill out detachments. 4 Servitors with 2 heavy bolters is 40 points. Servitors are essentially worse, cheap, devs in the elite section. For them to be able to make back their points though, they &#039;&#039;need&#039;&#039; that boost to BS.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Relic Contemptor Dreadnoughts:&#039;&#039;&#039; 37 points (around 38%) more naked than a naked normal Contemptor.  Two more wounds compared to the standard Contemptor, ignore wounds received on a 6+ AND has a 2+ save, but Attacks also degrade with damage now (rather than Movement). You also get access to way more options than any other Dreadnought. For your convenience, they&#039;re all listed below; you can take any two you like, unlike the base Contemptor, which is forced into 1 melee option and has only a Kheres and a Multi-melta to choose from for its main gun.  Unfortunately is a Relic, so each one of these forces you to take a non-Relic Elite.  If you really just want a Contemptor but better (i.e. filling the same role against the same targets), take 1 chainfist with a heavy flamer and 1 Kheres.  You&#039;ll get into position for the Kheres faster since your Movement doesn&#039;t cripple, it&#039;ll take way more work to cripple your statline, and your fist&#039;s output in both melee and ranged will be incredible.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
*Weapon Options&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cyclone Missile Launcher&#039;&#039;&#039;: Per the FAQ, can take one of these, but it&#039;s 38 points for two missile launchers at only 36&amp;quot; range - two actual missile launchers would cost you 40, and have 48&amp;quot; range and the ability to split fire if you wanted. Not a bad idea, but better than on Terminators, as it mounts on top of the hull and doesn&#039;t replace an arm weapon. The big draw here is the Contemptor&#039;s BS2+.&lt;br /&gt;
*&#039;&#039;&#039;Fist Weapon Options&#039;&#039;&#039;:DCCW or Chainfist, with a built-in Storm Bolter, Heavy Flamer, Plasma Blaster (an assault 2 plasma gun at a steep price hike, but sull usable for reasons described below), or Graviton Blaster (an assault 2 grav-gun without paying a point more, which is sadly not nearly enough to make it worthwhile).  It&#039;s also worth mentioning that Relic Contemptor [[Dreadnought]]s have the &#039;&#039;Unstoppable Fury&#039;&#039; rule, while allows them to reroll 1s to-hit if they are armed with two melee weapons but doesn&#039;t specify in which phase. So you have less concern about overcharging your plasma blaster now that you hit on a rerollable 2+. Since your movement no longer cripples, the Heavy Flamer is a really solid choice, allowing you to easily get into position to use it even as your other stats degrade.&lt;br /&gt;
**&#039;&#039;&#039;Chainfists&#039;&#039;&#039;: Contemptor Chainfists gain -1 AP and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It&#039;s a must-take for all purposes. Don&#039;t take 2, though - 1 chainfist + 1 DCCW will give you identical performance while saving you 6 shiny points.&lt;br /&gt;
**Re-rolling hit rolls of 1 is pretty damn worth it, now that rolling with 2 melee weapons only costs you 10 more points.&lt;br /&gt;
*&#039;&#039;&#039;C-Beam Cannon&#039;&#039;&#039;: The new Heavy [[Conversion Beamer]] is a single-shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage for each 24&amp;quot; between the target and the firer, totaling [[Awesome|S12 AP-3 4d3 Damage]] at 72&amp;quot; exactly, though realistically it will be S10 AP-3 D3d3 between 48&amp;quot; and 72&amp;quot;. In addition, if &#039;&#039;a model is removed from play as a result of wounds caused&#039;&#039; then it automatically triggers 2d6 extra auto-hits on the target unit at S6 AP0 D1. Generally speaking, this weapon suffers the exact same problem as the [[Vindicare Assassin]], with a crippling downside that the contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted.&lt;br /&gt;
**Against the infantry targets you have a serious chance at one-shotting, the C-Beam Cannon suffers from costing so much.  Against GEQs, you&#039;ll do a lot of damage even at short range, but not enough to outperform the Kheres, and you&#039;ll face similar scaling problems at any range, largely because as your ability to guarantee the &amp;quot;splatter&amp;quot; improves, your splatter&#039;s actual value gets worse.  This weapon actually becomes the best when used against hard targets at the range - at 48&amp;quot; or more away, the only 6+ wounds target it&#039;s not your best choice against is T5 or T6, where the twin autocannons take over - but without the range, it&#039;s just not going to earn its keep.&lt;br /&gt;
**Think of this as the Swiss Army Knife of Dreadnought weapons. While there are dedicated weapons that handle their specialty better than the C-Cannon does, the fact that this can be used against almost any target and still be relatively effective is worth a mention. The movement restriction is an issue, though.&lt;br /&gt;
*&#039;&#039;&#039;Kheres Assault Cannon&#039;&#039;&#039;: Take this against 1-wound models at Toughness 3, 5, 6, 7, or 10, (where on God’s green earth you’re going to find a Toughness 6/7/10 1-wound model is beyond me, but just in case...) and mulch your enemies.&lt;br /&gt;
*&#039;&#039;&#039;Twin Heavy Bolters&#039;&#039;&#039;: 68% the cost of a Kheres, in exchange for S5 instead of S7 and 12&amp;quot; more range.  S7 isn&#039;t a big deal, but S6 is, for shooting up both GEQs and Buildings, should that come up; the tl;dr here is that the THB is your best choice against 1-wound models with Toughness 1, 2, 4, 8, or 9 (although where you&#039;ll find those last options is a mystery).&lt;br /&gt;
*&#039;&#039;&#039;Twin Autocannons&#039;&#039;&#039;: Identical to the one on the normal Dread. Worse than either of the above options against single-wound enemies, but the best you can take against 2-wound foes; the twin [[lascannon]], below, only finds viable targets starting at 3-wound targets and above, but this gun remains a good choice all the way up against &#039;&#039;something&#039;&#039;; even at 6+ wound targets, this is best against Toughness 5, 6, 7, or 10, due to its relatively cheap cost.&lt;br /&gt;
*&#039;&#039;&#039;Twin Lascannons&#039;&#039;&#039;: Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though.  Has fantastic range, but is crippled by its staggering cost; in order to earn its keep you have to shoot things with the wounds to notice that 1d6 damage rating.  Once you&#039;re up against 6+ wounds targets, it&#039;s best against Toughness 1-4, 8, and 9.&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta&#039;&#039;&#039;: A terrible idea.  Much less effective than twin lascannons, against, well, anything. And the basic Dread or non-FW Contemptor could already take this.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Plasma Cannon&#039;&#039;&#039;: You have a 6+ save against the wounds overcharging this causes, but it&#039;s worse than your other choices against anything in the game, overcharged or not.  Skip.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Deredeo Dreadnought:&#039;&#039;&#039; The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won&#039;t cut it. Its armour save is slightly worse than the Contemptor&#039;s at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4+ in the Fight phase (but why are you in melee in the first place?) on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36&amp;quot; autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gunshots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don&#039;t bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. It should be shooting things, not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6&amp;quot; of itself a 5+ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo&#039;s firepower.&lt;br /&gt;
**8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are great, the 12&amp;quot; range reduction is very painful, especially for the plasma carronade. 24&amp;quot; max means it will be in range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option.&lt;br /&gt;
** Raven Guard and Salamanders Chapter Tactics make Deredos substantially better - RG increases its survivability, and Salamanders provides a source of rerolls to make sure those giant fuck off lascannons deal damage or that the plasma carronade doesn&#039;t damage the Deredeo.&lt;br /&gt;
**In addition, a &amp;quot;Master of the Forge&amp;quot; Techmarine can provide a +1 to ensure the Deredeo takes no mortal wounds. And since you&#039;re bringing another elite, make it a plasma armed vehicle (like a redemptor dreadnought). Overlap the 5+ invuln save and safe plasma on a few high-wound dreadnoughts and you got yourself a sticky gun battery that will cause a headache for your opponent.&lt;br /&gt;
*&#039;&#039;&#039;Deimos Pattern Relic Predator&#039;&#039;&#039;: Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can&#039;t be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage, it doesn&#039;t really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that&#039;s a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.&lt;br /&gt;
**The c-beam isn&#039;t bad if you can keep your target at least 24&amp;quot; away. 72&amp;quot;, heavy 1, S6, AP-3, Dd3, 2d6 S6 auto-hits if you cause a wound. A pretty solid addition to a gunline, since the infantry can provide a deep-strike and charging buffer. Best utilized against light-vehicles and smaller monsters due to 2d6 auto-hits. Its real downside is that it&#039;s heavy 1. You get one-shot. Just the one. Uno. Ein. So try and make sure it&#039;s plonked next to a Captain, or have a CP or two set aside to re-roll. &lt;br /&gt;
**Plasma Destroyers fill in the usual plasma niche, but better. 36&amp;quot;, S7, AP-3, D2, and does NOT cause a mortal wound. A good counterpart to the autocannons anti-light vehicle, this gun specializes in anti-heavy infantry. In that vein, the range gells with sponson heavy bolters, but can also pair well with sponson lascannons if you&#039;re going after monsters. &lt;br /&gt;
**The magna-melta is garbage (24&amp;quot;, Heavy d3, S10, AP-4, Dd6, melta rule), and it&#039;s &#039;&#039;&#039;70pts&#039;&#039;&#039;. Hard pass, grab the twin las for vehicle busting. The infernus cannon (8&amp;quot;, heavy 2d6, S5, AP-1, D2, auto-hits), isn&#039;t much better at its role of infantry killing at 45pts. Predator autocannons or plasma destroyer will do much better at that role, especially since you don&#039;t have to spend at least two turns getting in range. Either grab a Baal Predator or a Hellhound if you want Imperial &#039;&#039;&#039;fire&#039;&#039;&#039;power. &lt;br /&gt;
*&#039;&#039;&#039;Relic [[Javelin Attack Speeder]]:&#039;&#039;&#039; The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part, these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers&#039;&#039;&#039;(WTF)&#039;&#039;&#039;]]. They even lost their trademark Outflank ability. Overall this turned what was already a mediocre relic slot item, at best, into a shitty tool that&#039;s worse off than a generic land speeder. &lt;br /&gt;
** IS it garbage? for 100 points you get 9 wounds on a T6 platform with a 3+ save and FLY, also including a handy rule: &amp;quot;Gravatic Augur Haze&amp;quot; that imposes a -1 modifier on all shooting attacks from 8&amp;quot; or more. This layout has 2 lascannons and a heavy bolter. That is 1 less heavy bolter than a Predator and arguably more survivable, plus it doesn&#039;t have a damage chart. With Raven Guard enhanced chapter tactics these should be able to get an additional +1 cover save while you comfortable fly around the backfield. Frankly, you could do worse, 3 of these will be 300 points with 6 lascannons and will be very hard to remove, all the while they constantly provide dedicated fire that can maneuver very well. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Sicaran Battle Tank]]:&#039;&#039;&#039; The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14&amp;quot; move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It&#039;s armed with a nasty twin accelerator autocannon which has a couple of neat tricks. It fires at 48&amp;quot; Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. It&#039;s also armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm, Bolter, if you crave more dakka. The Sicaran is a useful anti-air unit in a pinch and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing. Thanks to Chapter Approved the Sicaran now only costs 165 points without sponsons.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Venator Tank Destroyer:&#039;&#039;&#039; The Venator trades the regular Sicaran&#039;s quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon&#039;s S12 AP-4 D6 damage hits (all 3 of them), it&#039;ll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn&#039;t get penalties for moving and firing its heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Punisher Assault Tank:&#039;&#039;&#039; A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36&amp;quot; hate life. And if you don&#039;t move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Arcus Strike Tank:&#039;&#039;&#039; Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24&amp;quot; is a bit short-ranged for a vehicle weapon, it&#039;s still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you&#039;re forced to fight an extra large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn&#039;t render itself defenseless after a missile massacre.&lt;br /&gt;
**Alternative Opinion: Don&#039;t get the Arcus Strike Tank. Ever. Functionally, the Relic Whirlwind Scorpius performs the exact same role against most types of infantry (but better) except against pure hordes, at which point the Sicaran Punisher takes over. Seriously, this tank is an absolute mess, and there is little to no reason for you to bring this. If you really want to field a Sicaran tank, look somewhere else. &lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Omega Tank Destroyer:&#039;&#039;&#039; Yet another member of the Sicaran family. Its Omega Plasma Array has two modes; in its normal mode, it acts like a Heavy 6 plasma gun, and when supercharged it becomes Heavy 3 S9 AP-3 3 D and inflicts an extra mortal wound on a 6 to wound, but loses d3 wounds if it rolls a 1 to hit. Unfortunately, its range is no better than that of the Arcus, which is far better at wiping out infantry of all types due to the sheer number of cover-ignoring shots it can fire. The range issue is even worse when trying to use it against vehicles, since it&#039;ll be in lascannon/plasma cannon range long before it can shoot back and the -1 to hit from moving is going to make it a lot more likely to blow itself up (and even if it survives, it&#039;ll still be overshadowed by the Venator). Overall, it&#039;s not bad, but not &#039;&#039;quite&#039;&#039; good enough when compared to its competition.&lt;br /&gt;
*&#039;&#039;&#039;Relic Whirlwind Scorpius:&#039;&#039;&#039; The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind&#039;s rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.&lt;br /&gt;
* If you stand this bad boy still, it has 6D3 S6 AP-2 D2 Shots that ignore LOS. 48&#039;&#039; is plenty enough range to hit the majority of targets it wants to hit, and doing so outside of LOS is huge. Properly supported, it can annihilate medium and heavy infantry, while the number of shots, good AP, and reliable damage give it utility against light and medium vehicles. With Combat Doctrines it will have AP-3 round one. Very nice vehicle.&lt;br /&gt;
&lt;br /&gt;
====Warhammer Legends Units====&lt;br /&gt;
*&#039;&#039;&#039;Apothecary on Bike: &#039;&#039;&#039; Same rules as Apothecary, except for the price of a Lascannon, you get +1T and +1W, and he&#039;s now faster than a Rhino to zip around to where he&#039;s needed most. Gets a twin boltgun with the bike for a little dakka.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Company Ancient on Bike:&#039;&#039;&#039; Gets the same added durability and speed upgrade as an Apothecary on a bike. His aura still only affects {{W40Kkeyword|Infantry}}, not bikes.&lt;br /&gt;
**&#039;&#039;Always&#039;&#039; take a bike. With the new 60mm x 35mm bike bases, your aura increases from about 6.5&amp;quot; from the center of the model to about 7.75&amp;quot;, giving you more than a 15&amp;quot; diameter bubble of bonus actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Company Champion on Bike:&#039;&#039;&#039; Same as above, with the bike&#039;s +1T, +1W, M14, and twin bolter.  Costs a truly staggering 94 points, so best avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperial Space Marine:&#039;&#039;&#039; Now a character rather than just something you can substitute any Space Marine model for, which is good because he&#039;s gotten much nastier since last edition. Compared to an average Tactical, he&#039;s gained 3 extra wounds, 2 more attacks, and one extra Ld point. But it&#039;s his disintegrator combi-gun and disintegrator pistol you should watch out for. They&#039;re only 18&amp;quot; Rapid Fire 1 and 9&amp;quot; Pistol 1 (respectively), but with S5, AP-3, and d6 damage (basically a higher damage combi-grav and grav pistol) they have the potential to fuck up a lot of units if it manages to wound them. He is frustrating to use against T6+ Monsters and Vehicles, but against T5 models and less he&#039;s a straight thug killer. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Company Veterans on Bikes:&#039;&#039;&#039; Similar to their footslogging counterparts, but with an extra wound and point of toughness per model. Keep in mind that they can only intercept hits for {{W40Kkeyword|Biker Characters}}, so if none of your Captains/Chaplains/Librarians are on bikes, they won&#039;t be able to bodyguard.  It&#039;s challenging to justify the points cost here, since you pay 9 more points per bike than a Bike Squad, and don&#039;t get additional special weapons access until the 4th unit member, but this is just about the only way to field melee-focused bikes, if you have some sort of weird desire for that. 5 Company Veterans on Bikes each with a Stormbolter can lead to this single unit putting out 40 bolter shots at half range. A tactical squad at half range is 10 shots for 65pts, 6.5 points per bolt fired. A Scout Bike Squad at half range with a Storm Bolter Sergeant is 22 shots for 77 pts, 3.5 points per bolt fired. Meanwhile the Company Veterans on Bikes with Stormbolters comes to 4.75 points a bolter shot. &lt;br /&gt;
**Running two smaller 2 or 3 man squads instead of one larger squad has some tradeoffs. With more small squads, you get more sergeants (i.e. more melee attacks), make multi shot weapons less effective, and make it more likely for your opponent to overcommit when shooting them, since there are fewer guys for the shots to spill to. However, smaller squads make it easier for the opponent to pick off the guy he wants, for the same reason. Small squads are also fully immune to morale, but that&#039;s not much worry for a bigger squad anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Honor Guard]]:&#039;&#039;&#039; Two bodyguards for your Characters. 21 points plus wargear. On a 2+, any wounds lost by your Characters turn into mortal wounds against any Honor Guard within 3&amp;quot;. They can take boltguns AND power weapons of your choice &amp;amp;mdash; including [[Awesome|relic blades]] if you&#039;re willing to shell out the points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|[[Legion of the Damned]]}}&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Damned Legionnaires:&#039;&#039;&#039; Tough, a deep striking infantry unit. They can be armed with a plasma gun, flamer or a melta along with a heavy flamer or multimelta. The sergeant gets access to a shortened list of the usual sergeant weapons. The built-in 3++ invuln keeps the Legion of the Damned on the table longer than other Power Armour infantry units. Heavy Flamers and Flamers are great, but on the turn, the LotD unit arrives, it must be 9&amp;quot; away, and the flamers cannot shoot. For this reason, LotD is maximized with plasma or melta weapons on the alpha strike. Two squads of LotD can really hurt powerful tanks with two melta weapons in each squad.  The flamer heavy loadout is best for objective camping early in the game, as the LotD can grab useful points via their deepstrike turn one.&lt;br /&gt;
**Legion of the Damned can be taken alongside any {{W40kKeyword|Imperium}} army in a Vanguard detachment despite said detachment not having any HQ units in it. However, the detachment will not grant extra CP.&lt;br /&gt;
**Unfortunately the LotD are one of the most point inefficient units in 8th edition, which is a shame considering their bitchin&#039; models. Only ever use these guys in a fun environment, as competitive ones will laugh at these guys. &lt;br /&gt;
***Despite this, some viable strategies include dropping them in an objective in cover. Also you might as well give the Sergeant both a storm bolter and a bolter for some hilarious rapid fire 3 on a basic dude &amp;amp;mdash; and yes, they do still gain [[Dakka|Bolter Discipline]].&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;[[Rhino]]:&#039;&#039;&#039; 10 Wounds and a 3+ make the old [[METAL BOXES]] harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12&amp;quot; and 6&amp;quot; if it moves you back a step on the damage table. Also now having 2 storm bolters means that you can output a lot of Dakka (8 shots at 12 inches), and Kill off some infantry then tie up vehicles in combat. A breakthrough star of 8th&lt;br /&gt;
*&#039;&#039;&#039;[[Razorback]]:&#039;&#039;&#039; Transports that produce offensive output, like a Razorback, are likely to be very strong this edition. 8 lascannons fired by devastators will not destroy a Razorback in one turn on average. That is a lot of Dakka to absorb. If you run them with Heavy Flamers, then no matter how injured your Razorback is, it will still always autohit, until said Razorback is dead. &lt;br /&gt;
**The razorback has 6 different options for its main weapon, making it a very flexible tool for patching up weak points in your army&#039;s firepower.&lt;br /&gt;
***&#039;&#039;Twin Heavy Bolter&#039;&#039;: The stock option and by far the most boring. Cheap, and that&#039;s really all that can be said for it. Use if you&#039;re on a budget, but if you&#039;re not upgrading the weapon, maybe consider just going with a plain old Rhino instead and drop a couple of Heavy Bolters somewhere else in your army, they&#039;re nearly the same cost.&lt;br /&gt;
***&#039;&#039;Twin Assault Cannon&#039;&#039;: The crowd favorite and for good reason. 12 S6 AP-1 shots is a substantial threat, allowing you to mulch that Guardsman squad standing on the objective you want before dumping your cargo of marines out to finish them off. Got a notable price bump in Chapter Approved, so it isn&#039;t an auto-pick anymore, just a very solid one.&lt;br /&gt;
***&#039;&#039;Twin Lascannon&#039;&#039;: The infamous Laserback. The most expensive option, but a damn good one. This is one of the Marine&#039;s more cost-effective anti-tank options, able to deposit its cargo, then dig in and start picking at tanks and monsters.&lt;br /&gt;
***&#039;&#039;Twin Heavy Flamer&#039;&#039;: (Index Only) The Marine&#039;s knockoff Immolator, it really suffers from the pathetic 8&amp;quot; range. Even the THB can deal more damage simply by having the range to do so; this weapon will be complete dead weight until you&#039;re literally on top of the enemy. Avoid.&lt;br /&gt;
***&#039;&#039;Lascannon and Twin Plasmagun&#039;&#039;: (Index Only) A bit of an esoteric choice, with the TAC&#039;s price hike, this option is only 1 point more. The real draw is the fact that the Plasma guns are Rapid Fire, not Heavy, allowing you to tear around the board firing without penalty. While it actually outperforms the Twin Lascannon in every area when Overcharging, even when not in Rapid Fire range, it does carry that annoying rule that it dies without saves if it rolls a 1 to hit. Still, an interesting option and certainly worth looking into.&lt;br /&gt;
***&#039;&#039;Multi-Melta&#039;&#039;: (Forge World) This is the weapon of the Infernum Pattern Razorback mentioned below, but it is literally the only difference between it and the regular Razorback, so here we are. The cheapest weapon option outside the stock THB, this is the budget anti-tank choice. Workable, but a single 24&amp;quot; melta shot taken at -1 from moving is putting a lot of faith in a 50/50 chance. &lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; Dedicated transport for 5 Scout models, for the same base cost as a normal Landspeeder.  Open top so they can shoot out of it, although still suffer any penalties for shooting heavy weapons after moving, and cannot shoot after falling back even if the vehicle still can.  Does not get Concealed Positions, but has an 18&amp;quot; move, to easily re-locate.  Starts with a Cerberus Launcher (D6 bolter shots at 18&amp;quot;) and a Heavy Bolter that it can swap for a Multi-Melta, Heavy Flamer, or Assault Cannon.&lt;br /&gt;
**Put a Scout Sniper squad inside for a mobile Character killing fire base with a 7 wound buffer.  Heavy flamer to discourage charges (and hopefully let you fly away next turn), or a Heavy Bolter/AC to provide supporting fire.&lt;br /&gt;
**Put a Scout Shotgun squad inside with a Heavy Flamer, and charge it up into their face.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Drop Pod]]:&#039;&#039;&#039; Grants a Power Armour unit deepstrike. Tactical Marines can use it to capture objectives and hamper enemy movement.  Melta units can get in close for a hard strike.  Assault units can charge out of it if you can make 9 on 2d6.  No longer scatters and arrives at the turn you chose. Much more importantly, it ignores the Tactical Reserves rule so you can finally pull off a turn 1 Deep Strike. You might still struggle to pull off a charge or get into the optimal range, but the correct selection of Chapter Tactics can do a lot to mitigate those downsides.&lt;br /&gt;
**it is been FAQ&#039;ed that the opened doors count as part of the Models, soo it can also be used to make a sizable anti-deepstrike zone, before it’s shot of the board (if your opponent put enough thought into it). &lt;br /&gt;
**If you choose to take the Deathwind Launcher in Matched Play, then you are officially retarded, as a Storm Bolter is generally twice as good for its points at 12&amp;quot; and can also shoot up to 24&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Repulsor Tank]]:&#039;&#039;&#039; The Primaris flying landraider, trading a little armour for absurd more firepower. Holds 10  Primaris Marines (models with Gravis armour count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you&#039;re probably better off taking a Land Raider variant. It also has the FLY keyword with all of it&#039;s dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain, and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position. &lt;br /&gt;
** If you&#039;re just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armour setups, in particular, have the issue that the las-talon has only half the range of the twin lascannons, which means it&#039;ll only be able to unleash half its anti-armour firepower at its farthest range. At that matter, most of its other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. &lt;br /&gt;
**Defensively, it&#039;s nearly identical to a Land Raider; although its armour is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn&#039;t shoot. &lt;br /&gt;
**Three Aggressors with Auto-Boltstorm Gauntlets, a Captain in Gravis armour, and a Primaris Lieutenant and Apothecary all fit snugly in this beast, hit like a brick, can heal models around it, and protect otherwise slower models. Outfit the Repulsor with Heavy/Onslaught Gatling Cannons and say goodbye to any infantry in 18&amp;quot;. If you take a regular Primaris Captain instead of one in Gravis armour, you can also toss a primaris ancient into the floating death-bawks so that the aggressors have a chance to fire when they die as well.&lt;br /&gt;
**When kitting the Repulsor out, decide if you want it fighting tanks or hordes. In terms of pure output, for anti-tank take the Las-talon and Twin Lascannon, for anti-horde take the Heavy Onslaught Gatling Cannon and Twin Heavy Bolter and for balanced take the Heavy Onslaught Gatling Cannon and Twin Lascannon. Do note that in terms of points effectiveness the Twin Heavy Bolter is better than the Heavy Onslaught Gatling Cannon, though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Impulsor]]:&#039;&#039;&#039; The inbred spawn of a Razorback and a Repulsor. Has 1 more wound than a Rhino and can be upgraded with a 4++, but lacks Self-Repair and Smoke Launchers. Comes stock with two Storm Bolters with the option of taking  Ironhail Heavy Stubber and swapping the storm bolters for fragstorm grenade launchers. 14&amp;quot; movement and FLY, combined with the ability to disembark a unit after moving and the penalty to enemy charges that the Repulsor also inflicts makes the Impulsor one of the better transports... in theory. In practice:&lt;br /&gt;
**It has a transport capacity of 6 but can&#039;t carry JUMP PACK or GRAVIS models, so it&#039;s only good for moving MSU squads.&lt;br /&gt;
**Passengers can&#039;t charge after it&#039;s special disembark, so it&#039;s no help for assault armies. &lt;br /&gt;
**So, what is it good for? Not much yet, but a cool new reveal has more or less answered this question. cough9thedcough.&lt;br /&gt;
**It can take the following upgrades:&lt;br /&gt;
***&#039;&#039;&#039;Shield Dome:&#039;&#039;&#039; A 4++ invulnerable save. Generally, this is the one you want, as it makes this bizarre vehicle unusually tough (smart opponents will simply shoot its cargo, so hurl it into CC ASAP). &lt;br /&gt;
***&#039;&#039;&#039;Ironhail Skytalon Array&#039;&#039;&#039;: The cheapest addon. Two more heavy stubbers that get +1 to hit and to wound if they target a flyer, and -1 if they target anything else, which probably translates to [[Imperial Guard|BS5]] since it lacks Power of the Machine Spirit. Only use if you expect to be up to your armpits in flying enemies or to spend that last 5 points. &lt;br /&gt;
***&#039;&#039;&#039;Bellicatus Missile Launcher:&#039;&#039;&#039; Yep, it&#039;s a missile launcher with the addition of Anti-air. Could technically work as an adaptable weapon, but taking other weapon teams and tanks would be better. &lt;br /&gt;
***&#039;&#039;&#039;Orbital Comms Array&#039;&#039;&#039;: The orbital bombardment you know and love from the Damocles Rhino and the Stratagem. One use only, but being able to crap out mortal wounds wherever you like is still nice. As long as you can keep it alive to use it, of course. This bombardment does not involve ballistic skill. That means your opponent will have to go through 11 wounds to stop you from using the mortal wounds. This demands that your opponent potentially waste firepower on your otherwise expendable transport while your hellblasters take far less damage.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Lucius Pattern Dreadnought Drop Pod:&#039;&#039;&#039; It&#039;s a drop pod...for dreadnoughts. A good, relatively cheap option for delivering dreads right into multi-melta range and the ONLY option for deep striking Leviathans and Deredeos at all. (Why you would deep strike a Deredeo is a mystery, but you do you) &lt;br /&gt;
**Note that while it completely lacks any offensive abilities whatsoever, it can still serve one use after its cargo lumbers off: body blocking. It still counts as an enemy model for your opponent in terms of movement and line of sight and thus they have to 1. Kill it, thus sparing one of your other units some damage and since the pod is nearly as tough as a Rhino, it&#039;ll take a beating before going down 2. Go around it, which costs time and forces units out of position, or 3. Go through the hassle of charging it, using pile in to scoot around it and falling back from it, which is really, REALLY dumb. And the model (if you can get ahold of a real one) is massive when its doors are open, denying a huge chunk of board. Bonus points if you can use this to block your opponent&#039;s anti-tank from reaching the Dread you just disembarked into his backline on the opposite side of the pod.&lt;br /&gt;
**Also remember it can turn an ironclad from a risky high damage Slow speed bullet magnet to a unstoppable rape machine if used against tightly packed armies and tanks, especially with Black Templars charge re-rolls.&lt;br /&gt;
*&#039;&#039;&#039;Infernum Pattern Razorback:&#039;&#039;&#039; A Razorback with a Multi-Melta. Might be tricky to get it into melta range in one piece, but on the other hand, it&#039;s a Dedicated Transport with a Multi-Melta.&lt;br /&gt;
*&#039;&#039;&#039;Termite Assault Drill:&#039;&#039;&#039; It&#039;s neither a drop pod or a rhino, but something of both. Like a drop pod, the Termite can be deployed at the end of a movement phase close to the enemy. Once deployed, however, the termite acts like a very slow Rhino. At 8 inches, this thing isn&#039;t going anywhere fast. Not to mention the melta cutter is so short-range its only real use is to fight back if it happens to be caught in melee. So why bother? Well, the termite has some neat little things going for it. First is the transport capacity. At 12 standard marines(Not terminator, jump pack, or primaris) this little drill is quite the metal box. Add in that deployment and who cares if this thing only moves 8 inches a turn. &amp;lt;strike&amp;gt;Even better is the Breaching terror special rule with gives enemy units with 12 inches a mortal wound.&amp;lt;/strike&amp;gt;  And then there is the subject of weapons. Storm Bolters are the way to go most of the time due to the range and fire output. Heavy flamers are meh, though the increase in the movement has helped make the weapon somewhat more viable. Volkite chargers are iffy. They have more range and damage than the flamer but have a negative 1 to hit on the move. Honestly, the Storm Bolters are your best bet.  The termite also has a decent melee game, though this is more for protection than anything. That being said, the drill makes for a nasty anti tank melee weapon. Now for the bad news. This thing is expensive points-wise, way more so than the drop pod, but the points cost is nothing compared to how much you will need to pay Forge World for one.&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
*&#039;&#039;&#039;[[Stormhawk]] Interceptor:&#039;&#039;&#039; The Anti-Flying Flyer.  Gets a +1 to hit any target with the Fly keyword, to mitigate the penalty for moving and firing heavy weapons.  Comes stock with 2 Assault Cannons, 2 Heavy Bolters, and an Icarus Stormcannon.  The bolters can be swapped with Skyhammers for more anti-flying or a Typhoon against ground targets, while the Icarus can be swapped for an anti-vehicle laser.  Cannot hover, unfortunately, but does get to re-roll any 1&#039;s for saves and has the normal Hard to Hit.&lt;br /&gt;
**A good choice if you are going up against Tau or Dark Eldar, due to the prevalence of Fly. Especially the Icarus/skyhammer combo as it lets you hit anything with Fly on a 2+; with the drawback of hitting everything else only on a 5+.&lt;br /&gt;
**Another unit that has suddenly become very good for Iron hands as when in devastator doctrine you&#039;ll be hitting without penalties and re-rolling 1&#039;s in addition to your additional -1 AP, this means that on iron hands Stormhawks you can just load up on anti-infantry and wear down enemy flyers and if he doesn&#039;t have flyers then just kill of all his infantry with your assault cannons and heavy bolters to keep him from grabbing objectives.&lt;br /&gt;
*&#039;&#039;&#039;[[Stormtalon]] Gunship:&#039;&#039;&#039; The Anti-Ground Flyer. The &#039;Talon has undergone a few noticeable changes in this edition. You can hover, of course, but standing still is probably not what you want to do with it. The other change comes from the assault cannon. The weapon now vomits out three times as many shots, but lost much for AP and lost rending completely.  This makes it better at clearing infantry than the light vehicles it had been targeting previously.  Compared to the last edition, it&#039;s much tougher but easier to hit.  Also technically your cheapest flier, making it good for building Air Wings.&lt;br /&gt;
** If you hover you can fire at ground targets at BS2+, assuming you don&#039;t move and have taken no more than 4 wounds (Or you are back to normal 3+ after falling into middle damage bracket, which at that point might as well stay in hover and get the most out of your flyer before it gets toasted). This is actually really damn good, in later turns. having the ability to get a few solid rounds fo shooting makes a big difference. Be sure to play your talons cautiously, as the assault cannon requires you to get within range of enemy Dakka. This flyers true potential can only be achieved by treating it very gently. &lt;br /&gt;
**Also note that, for the usual GW rules-fuckery reasons, the Strafing Run special rule completely invalidates the second half of the Skyhammer Missile Launcher&#039;s rules. Skyhammer Missile Launchers gain +1 to hit against units with FLY and -1 to hit against units WITHOUT FLY...but Strafing Run gives a +1 to hit against units WITHOUT FLY. Resulting in a net result of only +1 against FLYing units.&lt;br /&gt;
*&#039;&#039;&#039;[[Stormraven]] Gunship:&#039;&#039;&#039; A flying Land Raider and one of the most effective units marines have. T7 means S4 weapons can wound it on a 5+ compared to the Raider&#039;s T8, 2 fewer wounds, and a 3+ save instead of a 2+, but it&#039;s much faster and has -1 to be hit when zipping around. It&#039;s also a bit cheaper than a Land Raider, depending on what you arm it with. In addition to the -1 to hit it, it has the new normal flyer rules. Comes stock with a twin assault cannon, twin heavy bolter, and two Stormstrike launchers (72&amp;quot; heavy 1 S8 AP-3 3 damage) that&#039;s 20 shots a turn. Can swap the assault cannon for a twin lascannon or twin heavy plasma (that only causes 1 mortal wound for a 1 to hit when supercharged instead of straight killing it). Can swap the heavy bolter for a twin multi-melta or typhoon missile launcher. It can also strap on a couple of hurricane bolters (seriously for 20 points total with 24 bolter shots on the rapid range you should ALWAYS take this). It has the same Power of the Machine Spirit as a Land Raider, so it can shoot heavy weapons on the move at no penalty. Can carry 12 Infantry (and can carry Jump, Terminator, and Centurions, but they take extra space) and 1 Dreadnought whose max Wounds value is less than 13. With a 45&amp;quot; max normal move (up to 65&amp;quot; if you advance), you can get right in the face of something, then have an almost guaranteed charge the next turn. There are no restrictions on disembarking from it, so you don&#039;t even have to drop to hover if you don&#039;t want to. It starts on the board, and can&#039;t fly off of it. &lt;br /&gt;
**While all vehicles are more expensive this edition, the big bird can eat up a massive amount of points.  All those guns aren&#039;t free and the base cost is fairly high, as well.  This, combined with the loss of the bulk of flying rules, makes the &#039;Raven a bit more like a superheavy tank, albeit a fast one. &lt;br /&gt;
** Point cost was further increased for both the bird and the weapons in the CA.&lt;br /&gt;
** Be aware that some armies have dangerous Anti-Air-Guns or even CC (flying demons, monsters...). Your Stormraven carries a huge &amp;quot;Shoot me!&amp;quot; sign right above it&#039;s cockpit, so most players I met will try to get it down turn 1 at all cost. This will most likely also kill some of the passengers. IMHO it is a beast on paper but tends to be a duckling in real games. Agreed, as it is far too expensive for a T7 model, especially since it will often see an entire armies worth of Dakka in a single turn. Hovering with this thing is suicide.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;[[Fire Raptor]] Assault Gunship:&#039;&#039;&#039; Your replacement for the Storm Raven after Chapter Approved, and absolutely vital for dealing with hordes; srsly this shits dice. With T7, 16 wounds and 3+ SV it&#039;s almost as tough as a Land Raider, but unlike its counterpart, the storm eagle, can&#039;t transport anything. The avenger bolt cannon now packs 10 shots at S6 AP-2 D2, enough to drop a whole Primaris squad if you&#039;re lucky. In addition, it has a pair of quad heavy bolter ball turrets, which each pack 12 heavy bolter shots, or you can swap out the quad heavy bolters for dual autocannons if you want less anti-horde and more anti-TEQ (they have moar S&amp;amp;D but a put out a third of the dakka). Hellstrike missiles are no longer one use only and you can in fact fire 4 missiles at S8 AP-3 3D a turn now, or it can take the cheaper 2 double lascannons instead for +1S but less reliable damage (d6 instead of a flat 3). It can also move and shoot heavy weapons without penalty. Arguably the best flyer, point for point, the marines have access to, and undoubtedly the best anti-horde unit. Amusingly, thanks to the Air Wing Detachment, you can make your entire army out of only fire raptors.&lt;br /&gt;
**Note: Chapter Approved 2018 dropped its base points cost all the way down to 240 - 10 less than the original cost of 250 in the index. This is good news, especially after the ridiculously big increase it experienced courtesy of the April FAQ last year.&lt;br /&gt;
** BE CAREFUL! 420 points (448 if you go full [[dakka]]) is a lot for something with T7 and a 36&amp;quot; range (though once you factor in movement this increases to an effective 86&amp;quot; range). Use psychic powers and litanies or other such tactics to increase the survivability of this flyer, and always bring a techmarine. I guarantee you this model will garner the attention of nearly all of your opponents ranged options as soon as the dice start rolling. &lt;br /&gt;
*&#039;&#039;&#039;[[Storm Eagle]] Attack Gunship:&#039;&#039;&#039; The big brother of the Storm Raven that vanilla marines know and love, this elongated flying brick of a hover jet boasts a transport capacity of 20 and some increased firepower along with two additional wounds. It can transport jump infantry and terminators, but not bikes or primaris marines. &lt;br /&gt;
** In comparison, the Stormraven is roughly 10-20 points cheaper and carries dreadnoughts as well as more diverse weapons options. The Stormeagle is tougher (2 additional wounds) and carries more straight out infantry (also has a much better model). &lt;br /&gt;
**&#039;&#039;&#039;Storm Eagle Attack Gunship- ROC Pattern (Minotaurs):&#039;&#039;&#039; Expensive as hell, beautiful brick&#039;o&#039;hate. Lord Asterion Moloc demanded extra marine-murder with wings, and the beast was born. Sporting 8 krak missile shots (at D2 each), 4 lascannon shots and option to take twin HBolter\MMelta or some MORE krak missiles, the grizzly brick of flying hate actually has more dakka\point when compared to devastators (2 missile squads 1 lascannon squad). Add power of da machine spirit, 16 wounds and T7 and you can feel the power of the charging flying bull. sort of.&lt;br /&gt;
*&#039;&#039;&#039;[[Caestus Assault Ram]]:&#039;&#039;&#039; A flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a number of powerful weapons and abilities. The Caestus is quite survivable with T7, 14 wounds, a 2+ save, and -1 to hit. With the removal of vehicle facing in 8th, the Caestus lost its 5++ against shooting from the front, and is no longer outright immune to small arms fire, but it&#039;s much more durable against heavy weapons. It&#039;s armed with a Caestus Ram - a melee weapon that hits at S User(8) AP-3, D6D, and increases to WS2+ against buildings when it charges. Its Airborne Ram ability restricts it to declaring charges against and being charged and attacked in melee by units with FLY, but only while it&#039;s in not in hover mode. It is also armed with 2 Firefury Missile Batteries, each Heavy 4 S6 AP-1 1D. It is further armed with a Twin Magna-Melta - Heavy 2D3 S10 AP-4 D6D (with the Melta rule), meaning this thing can lay the hurt on medium enemy infantry and enemy armour alike. With its 50&amp;quot; movement (70&amp;quot; if you advance) and PotMS, it can reach out and touch people on turn one. For 370 points (post- Chapter Approved, for the hull and the Melta; missile batteries are free) it&#039;s pricey, but given Hard to Hit, its toughness, its wounds, and a 2+ save, it WILL deliver its cargo. It&#039;s unique troop bays can carry 10 infantry models in terminator armour or power armour, as well as scouts, with terminators taking up a single space instead of the usual 2. The Caestus helps overcome the low movement of Cataphractii Terminators in particular, potentially delivering them closer than the 9&amp;quot; away they&#039;re required to teleport in, and enabling them to redeploy. &lt;br /&gt;
** If you need to choose between this and a Land Raider the Caestus is always the better choice. It&#039;s pretty much a flying Land Raider in its own right, only with better durability, firepower, speed, and transport capacity while being impossible to tarpit and actually capable of pulling off effective charges. All this for only 15 points. And woe unto your opponent if they decide to get cute and bring Fortifications. &lt;br /&gt;
*** Its a hard call now, as you can get Land Raider Crusaders for 100 points less than the Ram.&lt;br /&gt;
*&#039;&#039;&#039;[[Xiphon pattern interceptor]]:&#039;&#039;&#039; A high-speed interceptor, the Xiphon is a heavily armed flyer [[Original character, do not steal|that channels a strong Battlestar Galactica vibe]] and - unlike every other Space Marine aircraft - actually looks like it belongs in the air. It sports a respectable BS3+, T7, 11 wounds and a 3+ save. It&#039;s armed with 2 Twin Lascannons as well as a Xiphon Missile Battery - Heavy 3 S6 AP-2 D3. It also adds 1 to all hit rolls when targeting units with the &amp;quot;FLY&amp;quot; keyword thus negating the effects of &amp;quot;Hard to Hit&amp;quot; and since a lot of units with &amp;quot;FLY&amp;quot; don&#039;t have the &amp;quot;Hard to Hit&amp;quot; bonus it will hit them on a 2+. With a huge 50&amp;quot; move and 4 lascannon and 3 missile shots, it&#039;ll put some major hurt on flyers and ground targets alike.&lt;br /&gt;
** 220 points (as of CA2018) is steep for a flyer, but your getting the functional equivalent of a flying predator annihilator, with all of the benefits this entails, and it puts colleagues like the IG Vendetta to shame. Has no option(s) for anti horde, but it&#039;s a specialized anti-air / anti-armour killer.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
Rocket jumpers, deadly riders and all kinds of zoomers, here you find units boasting great mobility but also lots of dakka and not just fast blades. The changes to Combat Doctrines make these units more relevant as game progression draws you to close range. Plenty of points reductions here, notably on bikes of all shapes and sizes, making them very useful fast and tough units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Assault Squad]]:&#039;&#039;&#039; Pistol and chainsword space marines. Jump packs are optional, but to not take them is silly. For +2 pts you could take Vanguard Vets, which have 2x the base attacks and can bring actual blades to a fight. The reason you&#039;d &#039;&#039;ever&#039;&#039; take them is numbers; single wound marines are rather fragile. While Assault marines can&#039;t die in your Vanguards&#039; stead like a Devastator squad&#039;s boltgun marines can, they can be used to screen the Vanguards from overwatch and be a unit the enemy &#039;&#039;has&#039;&#039; to deal with or get his forces tied up. Arguments can be made about how warhammer is now a shooty game, but since when did space knights with jump packs and chainswords stop being cool?&lt;br /&gt;
**They can be built akin to a special weapons squad. Access to a couple of flamers and plasma pistols restric them to anti-infantry, though with decent close-quarters performance and great mobility. As for melee, two Eviscerator attacks on the charge aren&#039;t reliable. See them as an extension to the sarge&#039;s &amp;lt;s&amp;gt;power fist&amp;lt;/s&amp;gt; Thunder hammer, but it&#039;s best to keep it simple and aim those chainswords at infantry. They can use a melta bomb after falling back, but wouldn&#039;t count on it to deal with anything heavier than a Sentinel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Inceptor]] Squad:&#039;&#039;&#039; What you get when an Assault marine wields a Devastator marine in each hand. With 3W T5 and lots of dakka, these guys are &#039;&#039;Space Marine Crisis suits&#039;&#039;. Armed with snub versions of the heavy bolter and plasma cannon (same stats, 18&amp;quot; Assault instead of 36&amp;quot; Heavy) they&#039;re powerful anti infantry, and arguably better than deepstriking an equivalent Devastator squad. While shooty, they want to charge weak nearby units to hide in the enemy&#039;s shooting phase/force them to fall back, like tanks.&lt;br /&gt;
**These guys do benefit from a jump pack captain or better yet, a jump pack chaplain to get a &#039;&#039;safe plasma cannon on each hand&#039;&#039;. Three plasma Aggressors shoot even more plasma than Hellblasters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Suppressor]] Squad:&#039;&#039;&#039; Lighter Inceptors (not gravis, M12&amp;quot; T4 2W) with improved &amp;quot;Accelerator&amp;quot; AP-2 autocannons that cancel enemy overwatch if they kill a model from the charged unit, making them good support for your melee units now that [[Agripinaa|many]] [[Mordia|factions]] [[Iron Hands|overwatch]] [[Imperial Fists|on a]] [[Tau|5+]]. The sergeant can give up his shooting to chuck out smoke grenades for -1 to be hit, just like a vehicle, though his teammates still get to shoot. Accelerator autocannons are Heavy 2 meaning they lose accuracy on the move, so pop the smoke when jumping from one piece of cover to another.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; 37 points for a heavy bolter or 49 points for a multi-melta is now VERY CHEAP, but you can&#039;t advance and shoot any of your guns, and moving will give the heavy weapon a penalty, so this is usually not a great choice, but the heavy bolter option is noteworthy for making this the cheapest in-Chapter option you have for Fast Attack, if you&#039;re looking to fill out a detachment.  The full weapons complement of one is the heavy weapon, a twin bolter, 1 bolt pistol (which can&#039;t be swapped for a chainsword, unlike with standard Bikes), frag grenades, and krak grenades, but most of these will never come up - the compulsory storm bolter means you&#039;ll never want to fire the pistol or frag grenade, and it&#039;ll be a very rare occurrence that you&#039;ll prefer 1 krak grenade to the storm bolter &#039;&#039;and&#039;&#039; the heavy weapon, even after the movement penalty.&lt;br /&gt;
**White Scars players could put the MultiMelta loadout to good use, as they can move and shoot without penalty.&lt;br /&gt;
**Frankly, anybody can use the HB load out at 37 points. A squad of 3 sets you back 111 points and gets you 12 T5 wounds, 3 HBs, and 3 stormbolters always firing full volume at 24.&amp;quot; Surprisingly, just keep them still and serve as a distraction as they chew threw chaff.&lt;br /&gt;
**For the points, these are better than Gravis units when stationary. However, aggressors and inceptors have better abilities and gain infantry/fly bonuses while also having assault weapons.&lt;br /&gt;
**White Scars, Ultramarines, and Iron Hands do not care about heavy weapons restrictions, making these an interesting option for a Brigade.&lt;br /&gt;
*&#039;&#039;&#039;[[Bike Squad]]:&#039;&#039;&#039; For 2 points more than a Scout Bike, you drop from M16 to M14, and lose some weapons - no shotguns, and you have to choose between the pistol and the chainsword, instead of taking both - but you improve from a 4+ save to a 3+ save, and up to two non-Sergeants (minimum unit is Sergeant + 2 non-Sergeants) can take a Special Weapon instead of that pistol or chainsword.  The tl;dr here is that the &#039;&#039;only&#039;&#039; reason to take this squad is triple melta; you can see below for a discussion of the other choices.  112 points will get you your choice of 3 S8 shots at 26&amp;quot; (with melta-damage at 20&amp;quot;), 2 of which will hit, or 1.5 hitting at 32&amp;quot; and 26&amp;quot;, respectively (before you ask, it&#039;s not worth the accuracy penalty to upgrade to melta damage).  That isn&#039;t remotely as efficient as lascannon Devastators, but those aren&#039;t as good as getting onto or holding an objective.  Don&#039;t take the Attack Bike if you can help it; losing Morale immunity isn&#039;t a big deal, but as just mentioned, the primary reason to take bikes is for the mobility, and Attack Bikes hate moving. &#039;&#039;&#039;tl;dr:&#039;&#039;&#039; Take &#039;&#039;only&#039;&#039; if you want relatively mobile but durable melta.&lt;br /&gt;
**The first, most obvious choice is Storm Bolters for the Sergeant; if you do that, you&#039;re looking at 83 points for 16 S4 shots at 38&amp;quot;, while T5 and 2W. More points effective than Company Veterans on Bikes with all Storm Bolters, but worse than Scout Bikes. Keep in mind Storm Bolters are not on the Special Weapons List. This makes taking Flamers the slightly stronger option, giving every model more opportunities to wound while at closer range. &lt;br /&gt;
**The next most obvious choice is Flamers, which is a significant mistake; due to the bolter taxes involved, a triple Flamer squad trying to use their speed and auto-Advancing to get into Flamer range will find itself delivering &#039;&#039;fewer&#039;&#039; S4 shots for &#039;&#039;far&#039;&#039; more points than a Scout Bike squad.  &#039;&#039;Without&#039;&#039; Advancing, you&#039;ll manage to out-shoot the Scout Bikes, but still by &#039;&#039;nowhere&#039;&#039; near enough to justify the cost, due to range limitations: your &#039;&#039;good&#039;&#039; threat range is only 22&amp;quot;, which is the threat range on the S5 profile for the Scout Bikes&#039; shotguns, and outside of that, you&#039;re incredibly inefficient!&lt;br /&gt;
**Finally, grav and plasma are fairly obviously bad - grav costs more than plasma for less damage against most targets you can be bothered shooting, and plasma is particularly a poor choice on models you&#039;ve already paid a premium on for durability.&lt;br /&gt;
*&#039;&#039;&#039;[[Land Speeder]]s:&#039;&#039;&#039; Land speeders are now, for all intents and purposes, slightly bigger, faster, and more heavily armed attack bikes. The key difference here is that land speeders have the {{W40Kkeyword|fly}} keyword, which means if they &#039;&#039;do&#039;&#039; manage to survive the melee combat they&#039;ll occasionally find themselves in, they can just move out and shoot as normal (albeit with the penalty for moving with heavy weapons). This also makes them excellent at tarpitting gunlines. Currently, the Typhoon Missile Launcher is wildly undercosted, and should be your default choice.  Benefits from the Big Guns Never Tire and Skilled Riders stratagems to mitigate the survivability and accuracy issues.&lt;br /&gt;
** An interesting loadout for SALAMANDERS is a unit of 3 land speeders kitted out with 6 heavy flamers, as they&#039;re one of the units that benefit the most from the Flamecraft stratagem.&lt;br /&gt;
**Ultramarines are a fluffy and interesting chapter that can make use of these without much issue due to &#039;&#039;&#039;Scions of Guilliman&#039;&#039;&#039;. Iron Hands, while not fluffy, can also do so thanks to their Heavy Weapons doctrine.&lt;br /&gt;
**Taking landspeeders in squads is a slightly more appealing option this edition, as it helps to mitigate their fragility somewhat and this edition gives all units the ability to split fire, so small vehicle units soaking up enemy anti-tank guns is less of a factor.&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Scout bikes got very interesting this edition, especially with the new Bolter Discipline rule! They lost scout but gained a second wound and a &#039;&#039;lot of firepower&#039;&#039;.  Every rider comes loaded for bear, with a twin bolter, combat knife (chainsword), shotgun, and bolt pistol, plus the usual grenades - every non-heavy weapon available to ground pounder Scouts. For each model this means 4 S4 shots at 24&amp;quot;, and 6 at 12&amp;quot;, two of which become S5 at 6&amp;quot;. Up to 3 non-Sergeants can swap the twin bolter for a grenade launcher. But at the ludicrous cost of 9 pointsa and thanks to the Bolter Discipline, it become pretty useless: stay well away(unless you plan to exclusively advance). More interestingly, the Sergeant can drop his Pistol for a Storm Bolter. For only 2 points, he could single-handedly deliver &#039;&#039;&#039;8 S4 shots at 24&amp;quot;, without taking his shotgun into account&#039;&#039;&#039;.  Not only that, but they keep their combat knives - they&#039;ll handily out-melee a bike squad any day, if both units commit to dakka, as they should. It goes without saying you should always, always do that, fielding these guys MSU style.&lt;br /&gt;
** &#039;&#039;&#039;tl;dr:&#039;&#039;&#039; Each 71 point 3-bike squad has a basic threat range of 16 S4 shots up to 40&amp;quot;, 22 up to 28&amp;quot;, and, outside of debuffs, is utterly immune to morale. One of the best delivery methods you have for a lot of S4 hits happening right now, on a reasonably durable, very mobile platform.  A great choice.&lt;br /&gt;
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==== {{anchor|Fast Attack Forge World}} Forge World ====&lt;br /&gt;
Can you really blame the makers of superheavy choices for submitting fast attack choices that are mostly static guns? These units are dakka that is here so they won&#039;t overpopulate the Heavy section.&lt;br /&gt;
*&#039;&#039;&#039;Deathstorm Drop Pod:&#039;&#039;&#039; A Drop Pod full of automated guns; it can choose either an 18&amp;quot; 2-shot gun with S8 AP-2 D3 D or a 12&amp;quot; 6-shot S6 AP-1 1 D gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they&#039;re the closest unit in range).&lt;br /&gt;
** This is really good against a wide range of armies, especially MSU (the more times this thing gets to shoot the better) and gun-lines where an entire army is packed closely together. Granted, you&#039;re hitting like an Ork (BS5+ from the movement penalty) the turn you arrive...but you&#039;re also &#039;&#039;shooting&#039;&#039; [[Dakka|like an Ork.]]&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Tempest:&#039;&#039;&#039; A tiny drop in movement (well, sort of; see below) from the vanilla type, but has better T and Ld (not that the latter usually matters). Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36&amp;quot; Heavy 1d3 S6 AP-3 D2; at only 10 points each, &#039;&#039;drastically&#039;&#039; better as a pair than a Typhoon Missile Launcher against anything at all, but the Tempest itself is a good deal more expensive than a vanilla). When Advancing, they must move between 20&amp;quot; and 35&amp;quot;; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them. Since they are neither Flyer nor Aircraft, they can still claim objectives and Breakthrough, despite having considerable reach and all upsides of being a Flyer.&lt;br /&gt;
**Relative movement:  These guys don&#039;t have Anti-grav Upwash, so a unit of 3 of them is 5&amp;quot; slower than a unit of 3 vanillas, rather than 1&amp;quot;, when not Advancing.  When Advancing, they are &#039;&#039;much&#039;&#039; faster, regardless of unit size, since they can go their choice of 20-35&amp;quot; (no need to roll), instead of 16-21 for a small unit or 21-26 for a large unit of vanillas.  Unfortunately, there&#039;s no option to take Assault weapons on them of any stripe. &lt;br /&gt;
**Dropped down 50p to 87p in Chapter Approved 2019, now these make more sense. Possible buffs: Skilled Rider strat (3++ when advancing, -1 to hit, immune to non-Fly charges), See, But Remain Unseen (for -2 to hit when advancing) or Big Guns Never Tire (all weapons are heavy, ignoring the movement penalty for a full unit might make sense).&lt;br /&gt;
*&#039;&#039;&#039;[[Tarantula]] Air Defense Battery:&#039;&#039;&#039; As below, but stuck with S8 AP-2 D3 D anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, and otherwise the nearest enemy non-flyer, but you were probably already planning to do that when you took this unit. &lt;br /&gt;
*&#039;&#039;&#039;Tarantula Sentry Guns:&#039;&#039;&#039; Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds, which makes them fairly sturdy for a 20 point/PL3 model. They are hit automatically in CC, but still shoot while an enemy is within 1&amp;quot;, and that enemy can still be shot at by everyone else. The only really significant downside is that they can&#039;t move ([[Fail|and yet are somehow still fast attack]]) and can&#039;t deep strike, so they&#039;ll sit in your deployment zone the entire game. Tarantulas can be equipped with the following loadouts:&lt;br /&gt;
**Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the caveat that it MUST target the nearest INFANTRY model, or else the nearest non-INFANTRY.  A steal at 17 points, but restrictive. Due to the large model footprint, relatively high resilience and low cost, it is useful to deny deep strike in a larger area while always contributing shots into the midfield. Also fairly useful as a speedbump - it is easy to block larger areas for non-Fly units, and anyone in CC with them is still a valid target for everyone, including the tarantula itself.&lt;br /&gt;
**Twin Assault Cannons: Hands down the best option. Tarantulas with dual assault cannons lose their targeting restrictions entirely, and gain a whopping 12 shots each. These can be a goddamn steal for what they do, and can be considered practically mandatory.  Like the THB option, cheaper than two of the base gun at only 35 points.&lt;br /&gt;
***Mathhammer:  It costs 37 points to field 6 shots at S5 AP-1 D1 restricted and 55 points to field 12 shots at S6 AP-1 D1 unrestricted, which means the latter would be the better choice even if you didn&#039;t also gain the benefit of lifting the restriction.  This is so good you even beat the AM version of these things, which cost 34 points for the THB variant. That being said, keep in mind these boys can&#039;t move and range will be important, meaning the heavy bolter can still have a place in your plans.&lt;br /&gt;
**Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy non-INFANTRY, or else the nearest INFANTRY.  Notably &#039;&#039;not&#039;&#039; a steal, since you pay the same cost two lascannons would cost (50 points), but still good.&lt;br /&gt;
**Multi-melta: Same deal as the lascannons, but mathematically worse (carrying two guns is better than carrying one). However, it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want. Very expensive at 37 points for the total loadout (relatively so, you&#039;re still getting a multi-melta on a very durable platform for the price of one and a half intercessors).&lt;br /&gt;
***Mathhammer:  The Twin Lascannons have twice the rate of fire and twice the range as the Multimelta, at 60 points rather than 37, with similar performance against the same targets for the rest of the statline, but the targeting restrictions on them can be quite aggravating, since they will happily target things like BEASTS or SWARMS that you don&#039;t care about.  As for the Multi-Melta, 47 points is two points &#039;&#039;more&#039;&#039; than the Assault Cannon variant and you generally won&#039;t get into Melta range since you&#039;d have to rely on the enemy to do it for you, so it&#039;s only better against medium and heavy vehicles, who are generally fast and/or well-armed enough to deal with turrets handily, which is why neither heavy option is remotely as compelling as the twin assault cannons.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Devastator Squad]]:&#039;&#039;&#039; Due to everyone getting Split Fire, you can feel free to mix and match weapons however you like; that said, it&#039;s still a good idea to use weapons with similar ranges in case you need to focus your shots on a single opponent. Be sure to keep whoever has the best gun less than 3&amp;quot; from the Sergeant, since his Signum will let that guy hit on a 2+. Finally, the Armorium Cherub has received a big buff - you can use it once per game to effectively give one model in the squad a second shooting phase. Needless to say, you should always take the cherub.&lt;br /&gt;
**Combine the Cherub and Signum. On turn 1, use the Signum on a key gun (e.g. lascannon), and then use the Cherub to get the extra shot. The signum will apply for the whole phase, meaning 2 powerful shots at BS2+.&lt;br /&gt;
**These guys will outperform their Centurion cousins (see below) for points per wound, but won&#039;t take nearly as much damage, of course; even before the cherub and assuming the sergeant just sits around like a dork, a full 5-man 4-lascannon squad will be more efficient at killing Land Raiders, &#039;&#039;even after moving&#039;&#039;.  This is less brutal for competing against hordes, because hurricane bolters are insanely cheap, as opposed to badly overcosted like Centurion Missile Launchers, to the point that horde-hunting Centurions on the move will outperform Heavy Bolter Devastators on the move, although the Centurions go back to being less efficient if the regular Devastators hold still.&lt;br /&gt;
**Note that the devastator sergeant has unique wargear alternatives in that he can replace his boltgun with two new weapons. This allows him to uniquely field three bolt pistols, or probably more commonly a storm bolter, chainsword, and bolt pistol.  If you don&#039;t mind him being short range (e.g. if he&#039;s showing up in a Drop Pod), his most efficient loadout against almost anything is 2 plasma pistols and 1 bolt pistol, even if he doesn&#039;t overcharge, barring going even shorter range against hordes, in which case the combi-flamer will win out.&lt;br /&gt;
** Devastators make prime candidates for occupying an Imperial Bunker. For only 100 points you can give your squad the durability of a Leman Russ (T8, 12W, 3+ sv). Magnificent when paired with a squad full of lascannons. &lt;br /&gt;
*&#039;&#039;&#039;Devastator Centurion Squad:&#039;&#039;&#039; Ridiculously ultra-heavy marines with, each, the firepower of a tank; people either [[skub|hate or love them]]. They are slower and easier to kill individually than a tank, but have all the advantages of being Infantry: smaller size, gaining cover in certain terrain (like forests), can go to the second floor of buildings, etc. This unit can be the cornerstone of an army, synergizing well with Chapter Ancient, Apothecary, Chapter Master, and Lieutenant models. Three Lascannon/ML centurions are all the AT firepower you will ever need in a TAC list. At T5, 2+ armour, and 4 wounds, they can be a nightmare to kill without antitank weapons. They ignore the movement penalty for firing heavy weapons but only have 4&amp;quot; movement, which is not a big problem thanks to their long/medium range. With their Sergeant&#039;s Omniscope they ignore cover saves, and you can Combat Squad a unit of 6 of them into two 3-man units; great if you only want to spend one Heavy Support slot on them, but remember one of the units won&#039;t have the Sergeant and his Omniscope.&lt;br /&gt;
**&#039;&#039;Heavy /Hurricane bolters:&#039;&#039; The one for killing hordes, and the cheapest one (210 pts). Sitting on 12 bolt and 6 heavy bolt shots, they are very good at their job, and decent against units of heavily armoured but sparse infantry; bad against anything with decent toughness/armour.&lt;br /&gt;
***Work very well with Imperial Fists or Crimson fists. In addition to being somewhat [[fluff|fluffy]], the exploding 6s on hit for bolt weapons go a long way when each model is putting out 12 bolt and 6 heavy bolt shots without penalty, even after moving.&lt;br /&gt;
***This load-out suffers from comparison with the new and shiny Aggressor Squad. They cost half as much and can shoot twice when standing still. However, the base firepower of a Centurions is objectively better than an Aggressor, even if he is not as mobile.&lt;br /&gt;
****Note that Aggressors are an Elite choice. The competition being tough in that slot, Bolt Centurions could be a really good substitute.&lt;br /&gt;
**&#039;&#039;Lascannons/Missile launchers:&#039;&#039; Excellent against Vehicles/Monsters/Superheavies (and Characters too if they get close enough), wasted against any other thing. The most useful overall, because of their massive range that lets them be in the back lines, protected by cover and supported by some Character/HQ while sniping important things.&lt;br /&gt;
*** This is the most expensive load out at 330 points; which almost gets you two quad las predators with 20 points short, or 6 points less than two twin lascannons Contemptor Mortis Dreads, or the same amount for two 5-man lascannons devastator squad. If you really want to take this loadout, you better have a plan. A good one.&lt;br /&gt;
**&#039;&#039;Grav Cannons/Missile Launchers:&#039;&#039; The narrowest focused of the load-outs. Grav Cannons are Heayy 4 S5 AP -3 1 Damage weapons, but they get D3 Damage instead against units with 3+ armour. Because of the low Strength, this is only useful against highly armoured multi-wound infantry (TEQs, Primaris Marines, Ogryns, etc) and some random units, like Vehicles with T5 and 3+ armour. But it just so happens that those same targets are difficult to kill efficiently with other weapons (light arms aren&#039;t enough against them, anti-tank weapons are too much), so this load-out can be good if you have that specific hole in your army, or know your opponent has a lot of these units. If you give them Hurricane Bolters instead, you lose some focus but become much better against hordes, but if you wanted that, just take Heavy Bolters/Hurricane Bolters instead.&lt;br /&gt;
***This is the mid-range load out at 240 points; which puts you short 50 points for two 5-man devastator squads with double grab cannon/launcher each.&lt;br /&gt;
***Something to note here: with access to the gravitic amplification strategem, grav cannon centurions can be downright nasty. Especially if you manage to deep strike them, they can just pop up, pour grav-cannons on a big enemy model (repulsor execitioner, knight, etc), re-roll failed wounds, re-roll damage rolls you don&#039;t like. Its a surprisingly effective strategy for a load out that seems somewhat schizoid (not enough strength to be true anti-tank, not enough shots to be true anti-infantry), and I&#039;ve personally been on the receiving end and watched a repulsor and a full ten man intercessor (in cover) die to grav cannons and hurricane bolters (respectively) from a 5 man centurion devastator. Its also worth noting that they&#039;re durable enough that they survived the Repulsor executioner&#039;s retaliation once my turn rolled around. &lt;br /&gt;
** As we can see, it&#039;s an impressive unit with compelling abilities... but dear lord, it&#039;s expensive. There are other options which are easier to plug into most lists; these guys require you to have a solid plan you expect to execute consistently. As said before, they almost require the whole list to be built around them. Think carefully before choosing these big guys.&lt;br /&gt;
**Try to keep them out of close combat, though. Even with their stat, buffed a little by the new codex (+1 W and A), and Shock Assault, they don’t have any melee weapon. Contrary to appearances, [[wat|those big hands are not power fists]]. Any specialized melee unit will tarpit you. You can always retreat, but you lose a turn of shooting then, unless you&#039;re Ultramarines. Mind your positioning!&lt;br /&gt;
**The Sergeant&#039;s Omniscope becomes useless with the Imperial Fists Chapter Tactic. That lets you combat squad a 6 man Centurion unit without the fear of losing any bonus.&lt;br /&gt;
*&#039;&#039;&#039;[[Eliminator]] Squad:&#039;&#039;&#039; The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters. They have the same +2-for-being-in-cover camo-cloaks that Scouts get, and they can take either an anti-tank las fusil or a bolt sniper rifle that gets three different ammo options to use: Mortis for standard character sniping, Executioners because fuck your stealth units (ignores line of sight and cover), and Hyperfrag for overwatch (AP0, D1, but are Heavy D3). All ammo types can target characters without them needing to be the closest units. Alternatively, gear them up with 36&amp;quot; Heavy 1 S8 AP-3 D3 las fusils, and let them harass enemy armour from cover. The Sarge can use his trademark pointy finger and give his other two mates a +1 to hits and wounds in the shooting phase, though he cannot himself shoot a weapon when he uses his telescope. Nifty when his bolt carbine is out of range and very helpful for nabbing mortal wounds and wounding things tougher than T5. &lt;br /&gt;
**&#039;&#039;Sniper:&#039;&#039; At only 72 points for the unit, this is one of the cheapest and most effective Heavy Support choices in the Marine range. Psykers and buffing characters are ubiquitous, so this unit will be useful in almost any game while cheaply filling out a Spearhead Detachment or serving as a useful &#039;&#039;Relic Tax&#039;&#039; for units like the Leviathan Dreadnought. &lt;br /&gt;
***The &#039;&#039;&#039;Executioner Rounds&#039;&#039;&#039; allow for Eliminators to effectively shoot through terrain, much like Tyranid Hive Guard. Eliminators can be completely within cover and simply fire through the battlefield to effectively threaten and kill enemy characters and other units. While this disallows the use of the more damaging &#039;&#039;&#039;Mortis Rounds&#039;&#039;&#039;, it does allow Eliminators to engage from cover and out of LoS with essentially no risk to the unit.&lt;br /&gt;
***Comparing these to Scout Marines equipped with sniper rifles is really an apples vs. oranges debate as one is a troop choice and the other is a dedicated anti-character support unit.&lt;br /&gt;
**&#039;&#039;Anti tank:&#039;&#039; The las fusil is a relatively cheap way to get almost-lascannons on the field, but note that of all their weapon options, this is the one conspicuously &#039;&#039;lacking&#039;&#039; the ability to target Characters who aren&#039;t the closest unit. Taking this really does convert them from being a Scout Sniper replacement to being a Devastator replacement.&lt;br /&gt;
***Worth noting that they get +1 to hit and wound when the Sarge doesn&#039;t shoot, which makes their Las Fusils comparable if not better than Lascannons, trading an average of 3.5 damage for a flat 3. A squad with two Fusils and the sarge with the sniper rifle (the cheapest option) runs 96pts; three such squads run cheaper than 10 Devastators with 6 Lascannons and 2 HB, has more wounds, is more accurate, and when there are not tanks that need murdering can also offer some sniping utility. The Las Fusil&#039;s flat 3 damage is also relevant against some elite, 3 wound units. Also, fusil is French for rifle, so GW is just getting lazy with names; still, these guys make pretty good Green Jackets.&lt;br /&gt;
**The optional Instigator Bolt Carbine for your Sergeant trades heavier firepower for the ability to scoot out of charge range immediately after firing Overwatch (which is to say, &#039;&#039;before the enemy can actually get their melee attacks in&#039;&#039;), letting you kite melee units across the board when your sniper perch eventually gets overrun. And, unlike a regular Fall Back maneuver, they&#039;ll still be able to attack without penalty in their next shooting phase since they&#039;re not technically in combat yet. Also, despite the relatively limited range and firepower (24&amp;quot; Assault 1 S4 AP-1 D2), it can still freely target characters just like the Sniper Bolt Rifle, for what it&#039;s worth.&lt;br /&gt;
*&#039;&#039;&#039;[[Hellblaster]] Squad:&#039;&#039;&#039; Some pretty wicked dakka right here. Their Plasma Incinerators are 30&amp;quot; S7 AP-4 D1 normally, with the same boost as other plasma weapons if supercharged (+1 to S and D) - more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. To do that, you’ll probably want to get them an [[Impulsor]], which can get them into position on turn 1 thanks to the Assault Vehicle ability. The only other option is one of the [[Repulsor Tank]] variants, and you’re already putting too many points into these, since they&#039;re as expensive as... well, as elite marines carrying souped-up plasma weapons.&lt;br /&gt;
**If you happen to be running a Primaris only force, these guys will be one of your best anti-vehicle choices, but still not a fantastic one. Will be majorly improved by pouring a lot more points into them with Captains, Ancients, and Lieutenants, but that&#039;s a lot of extra points. &lt;br /&gt;
**The Plasma Incinerators comes in two more variants; a Heavy 1 with 36&amp;quot; and S8/9 that costs 2 points more than the standard option, and a 24&amp;quot; Assault 2 with S6/7 that costs 1 point more. &lt;br /&gt;
***The Rapid Fire (standard) version is definitely the best in general, costing the fewest points for the most output against the most targets, but you&#039;ll want to get up close and personal with it - see the Assault version below for shooting things farther away.&lt;br /&gt;
***The Assault version costs you more points for less strength, but better rate of fire in the 16-24&amp;quot; range, and you can fire it after advancing, so you could also consider it to have superior rate of fire in the 16-27.5&amp;quot;; therefore, it&#039;s actually better on a squad intended for longer range engagements, rather than one intended for, well, assaulting.  Because S7 is so underwhelming compared to S6 or S8 against most real-world targets, it&#039;s seldom justified to overcharge this one, although it can be worth it if you&#039;re desperate for the increased damage.  Take this version to shoot things farther away better, but up close worse, than the Rapid Fire version.&lt;br /&gt;
***The Heavy version costs you more points for worse rate of fire (although you can move and shoot with it out to 36-42&amp;quot; range if you want), but enough Strength to kill MEQs on a 2+ &#039;&#039;without&#039;&#039; overcharging. It can also act as an anti-vehicle weapon in a pinch when overcharged; say your opponent has a Land Raider Crusader/Redeemer, two of the best options currently available. With the extra range you can stay completely out of its threat range of 34&amp;quot; and hit it with an overcharged version of this gun. This would wound on a 3+ and do 2 damage each with only a 6+ save. Granted it will take about 18 shots to kill one on average, but a 10 man unit with the two rounds of shooting it will get because of the range increase will badly cripple it at minimum. For long range anti-vehicle and heavy infantry fire support this is definitely the option to go for.&lt;br /&gt;
**Null Zone is particularly deadly if there&#039;s a group or two of Hellblasters in range of the Librarian&#039;s unfortunate targets, considering their AP-4. This player can attest that one Null Zone was enough to put down three Shield Captains with the aid of Hellblasters and additional anti-armour tools.&lt;br /&gt;
**They have gotten quite silly with the advent of the new codex, as they now have AP-5 during the Tactical Doctrine... Which is rather pointless compared to AP-4 as anything with a 2+ is likely to have an invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;[[Thunderfire Cannon]]:&#039;&#039;&#039;The Thunderfire Cannon has one of the best stratagems, and has found a way back for marine players for reasons beyond its 4D3 shots or S5 hits. With the 2019 Codex the Thunderfire can have a unique combination of Stratagems. First, pop the Tremor Shells, which slows an enemy&#039;s movement by half, including their Advance or Charge ranges, then follow up with Suppression Fire to slow down two units with 3CPs. This can cause traffic jams, failed charges, and slow the deployment of enemy forces. Based on stats and points cost (including its mandatory gunner), the TFC is better than than a Whirlwind but worse than a QHB Rapier Carrier. It ignores line of sight and has 5 feet of range, but costs half again as much as just taking Heavy Bolter Devastators. If the Techmarine gunners wander too far from the guns, they&#039;re considered destroyed. &lt;br /&gt;
**At only 93 points (CA2018) the Thunderfire Cannon is more attractive than ever - consider buddying up with a dreadnought or tank to get the most out of your Techmarine.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Point:&#039;&#039;&#039; Thunderfire cannons may have lost some power, but they have gained survivability. They are effectively a self-sustaining Heavy Support choice: as a VEHICLE, the Techmarine Gunner will automatically repair D3 wounds on it per turn, but as a CHARACTER he cannot be targeted separately unless he is the closest target. Its lower wound score and toughness do make it vulnerable to big damage weapons like Lascannons and meltas though, so be warned. Though if it does die, you now have a techmarine without having used a HQ slot. Also, the techmarine can act independently from the cannon, as long as he stays within 3&amp;quot; to not lose the cannon&#039;s shooting. Park a predator (or any other long-range shooty vehicle) next to the techmarine for a free auto-repair each round (doesn&#039;t substitute shooting any more), while toasting nearby enemies with plasma cutter and flamer while still shooting the TFC. In a pinch, the TFC could even soak up overwatch, and the techmarine&#039;s 2A servo arms and 3A base mop up single targets.&lt;br /&gt;
***When comparing it to the whirlwind, the difference in strength actually doesn&#039;t matter against T4 enemies. &#039;&#039;(Though the Whirlwind can switch to Vengeance missiles for S7 killiness.)&#039;&#039; Also, where the whirlwind does 2-12 shots, averaging 7, with diminishing accuracy as it takes wounds, the Thunderfire is more likely to get hits in thanks to more dice, doing between 4-12 shots, averaging 8 with no drop in accuracy and its ability to self-heal.&lt;br /&gt;
**The Thunderfire Cannon alongside its Stratagem punches way above its weight class. Berzerkers coming in, move 6&amp;quot;, charge 12&amp;quot;, for a max of 18&amp;quot;, would be reduced to move 3&amp;quot;, charge max of 6&amp;quot;. Without using the Stratagem the TFC is less efficient than Whirlwind.&lt;br /&gt;
**Always remember that the Techmarine is loaded with guns himself. If you&#039;re paying for them, you may as well be shooting them.  And, when you compare the fire output to a whirlwind, the numbers shift in the cannon&#039;s favor when the TP is within 8&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;[[Predator Tank]]:&#039;&#039;&#039; Predators now get their own special autocannon profile; it seems like the predator can turn into a monster. For just ten points less than a twin lascannon, you drop to 2 less strength and AP for 2 more shots on average, and guaranteed 3 damage, rather than rolling with an average of 3.5. I don&#039;t know how an autocannon can paste Nobs easier than a demolisher cannon (maybe because the demolisher is relying on the indirect blast and shrapnel from its huge but inaccurate shells, while the predator is relying on direct hits that explode Nob torsos like watermelons) but we&#039;ll just have to take it. Roll it with an Autocannon and side-mounted lascannons for a versatile (but expensive) fuck machine.&lt;br /&gt;
**Dakka predators became good again, being able to chuck out 2D3 Autocannon and 6 Heavy Bolter shots per turn. Consider further augmenting its firepower with a Storm Bolter or a Hunter-killer missile too. &lt;br /&gt;
**Two Laserbacks with Hunter Killer missiles and Stormbolters costs 246 points, while a 4 Lascannon Predator with Hunter Killer missile and Stormbolter costs 210 points. The Predator allows for less drops per 4 lascannons.&lt;br /&gt;
** Lost its signature stratagem for better wounds and damage, which sucks. &lt;br /&gt;
*&#039;&#039;&#039;[[Vindicator]]:&#039;&#039;&#039; With the pie plate replaced with 6 hits at the most and MEQs and TEQs now allowed at least some kind of save, the vindicator took a huge nerf. However, with the changes to the wound formula, S10 became &#039;&#039;very&#039;&#039; important, and chucking out what are effectively D6 lascannon shots onto an enemy tank isn&#039;t something to look down on. With T8 it&#039;s bound to shrug off a lot of fire it might soak, The best use of it is probably taking on groups of elite units or vehicles, such as large squads of terminators.&lt;br /&gt;
&lt;br /&gt;
**The Vindicator has one less wound and better Ballistic skill than an Imperial Guard Leman Russ with Demolisher Cannon at 27 fewer points (although the IG Demolisher gets Grinding Advance, &#039;&#039;and&#039;&#039; benefits from Doctrines like &#039;&#039;&#039;Brutal Strength&#039;&#039;&#039;, not to mention tank orders). Stupidity of the fluff aside, they’re better against high-toughness multi-wound models, which almost every army has at least one unit of (Nobs, Wraithguard, Crisis Suits, Terminators &amp;amp; Primaris Marines, Ogryns), so one Vindicator can find a home in lots of local metas and is actually a cost-effective way of getting the DC on the field. Three and a Techmarine to repair in a Spearhead detachment could be a useful and relatively cost-effective (432 pts stock) distraction carnifex ally. &lt;br /&gt;
*&#039;&#039;&#039;[[Whirlwind]]:&#039;&#039;&#039; The Whirlwind has two gun options, Castellan at 2D6 (average: 7) shots of S6, and Vengeance at 2D3 (average: 4) S7, AP-1, and D2. With the higher strength of this weapon, the hits you do get will make short work of most infantry, but the ideal purpose of wiping out cheap blob units remains out of reach.  You have to choose which gun to take when you build the list, so the latter choice results in a 9% more expensive tank overall while dealing more damage to anything with at least 2 wounds or 2+ saves.&lt;br /&gt;
**The Vengeance launcher is functionally a twin autocannon that paid 1 point for both +24&amp;quot; (*1.5) range and the ability to fire outside of LOS; the Castellan launcher is more like an assault cannon that paid 4 points for +1 shot but +1 AP and lots more range, with non-LOS targeting.  The net result is that which is better is strictly a question of wounds - Castellan is better against 1-wound models, while Vengeance is better against 2+.&lt;br /&gt;
*&#039;&#039;&#039;[[Hunter]]:&#039;&#039;&#039; No longer explicitly AA, this weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not.&lt;br /&gt;
**While not an efficient damage dealer, this model is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable. Great Especially if taken with a Tactic that let you reroll failed hit and wounds.&lt;br /&gt;
*&#039;&#039;&#039;[[Stalker]]:&#039;&#039;&#039; Has two AA guns. Now a very flexible gun, it gets +1 to hit against flying things, while suffering a -1 to hit versus non-fliers. For a Stalker to be worth taking, it likely needs to be buffed by an HQ to make it more accurate, otherwise, other weapon systems on other vehicles are more productive. Fliers are very popular early in 8th and this is a good anti-air vehicle. It is fairly productive in other roles as well, providing a 48&amp;quot; range and 2 Damage with 6 shots at plasma strength and a Heavy Bolter&#039;s AP. The poor AP is mitigated by the Damage done per shot. The tank is tougher than its own weapon, a rare T8 Rhino chassis. &lt;br /&gt;
**Of course, much of the previous is very rosy sounding. If everything goes right- six hits, six wounds, six failed saves- you do twelve damage. You are better off on average firing just about anything else at its intended target. Three shots can get through reliably, but most Flyers are T7, meaning the majority of the time you only wound half the time. And the AP means you will only get through their armour save roughly half the time. You will do two or zero damage the majority of the time. They have a better time shooting down hoverbikes and Jump Pack infantry. Almost any major HS option can do its job better. Avoid.&lt;br /&gt;
*&#039;&#039;&#039;[[Land Raider]]:&#039;&#039;&#039; Now that the vanilla Land Raider isn&#039;t forced to fire all its guns at the same target, it&#039;s gone from schizophrenic to an effective all-rounder. For example, you can use its lascannons to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a trio of Assault Centurions off or a 5-man squad of Assault Terminators. And with T8, 16 wounds, and a 2+ armour save it&#039;ll be a tough nut to crack even with anti-armour weaponry. Enjoying another price drop!&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Crusader:&#039;&#039;&#039; As ever, the Hurricane Bolters will shred any infantry within 12&amp;quot; - you have twenty-four bolter shots supplemented by another 12 assault cannon shots. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes d3 mortal wounds on a 4+ if it finishes a charge within 1&amp;quot; of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ&#039;s armour save, and anything with T7 or more (e.g. other vehicles) won&#039;t even get their paint scratched. It carries 16 models, so it&#039;s still your best choice for transporting Terminators, crusader squads, and other larger units. Stick near a Captain and/or a Lieutenant and laugh maniacally as you shred every infantry squad around you. Enjoying another price drop!&lt;br /&gt;
**Also, all those guns can fire without penalty, even if you&#039;re moving at maximum speed (which you should be).  Somewhere, a Black Templar wipes a manly tear away as he remembers the words &amp;quot;defensive weapons.&amp;quot;&lt;br /&gt;
**Now that Chapter Tactics applied to every Space Marine units, Imperial and Crimson Fists could have a double Hurricane Bolters with an additional hit on a 6. Enjoy your [[Awesome|20 Bolters HITS on rapid fire range]]!&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Redeemer:&#039;&#039;&#039; Similar to the Crusader, but trades off the hurricane bolters&#039; volume of shots for the flamestorm cannon&#039;s greater strength, higher AP, and improved damage per shot. While you&#039;ll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Carries 12 models. Can easily cockblock a charging unit with 2d6 automatic Flamestorm shots. Enjoying another price drop and 12&amp;quot; Flamestorm cannons!&lt;br /&gt;
**The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth to put your Land Raider in the open. &lt;br /&gt;
**Bear in mind that the Land Raider has one enormous Achilles heel - it can&#039;t fall back and shoot. If even a single model makes it into combat with your Raider then it instantly becomes a lame duck during your next shooting phase. This can make assault-oriented Raiders like the Redeemer and Crusader especially vulnerable. &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt; as of the 8.5e codex, flamestorm cannons have a range of 12&amp;quot;, so anything wanting to hold it up in combat will definitely have to face 2D6 automatic hits at a pretty respectable strength, AP and damage. &lt;br /&gt;
*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039; Jury&#039;s out on this one. 6 Capacity with some big guns. 284/293 base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move 0-&amp;quot;under half&amp;quot; current M). One is a Heavy 2 72&amp;quot; monster at S10 AP-4 D1d6(min 3) on a D6 cannon and the other is what you&#039;d expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy Laser Destroyer can tear through enemy armour reliably and the Macro Plasma can remove medium and heavy infantry. &lt;br /&gt;
**Properly supported, this thing can annihilate swathes of the enemy army. A Captain (better yet, a Chapter Master) and Lieutenant will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and dollars. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can&#039;t... Well, Marines are used to losing in 8th anyway-Don&#039;t be stupid, get the Lieutenant and bring a Techmarine!!!!&lt;br /&gt;
**Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank&#039;s weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed up standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters.&lt;br /&gt;
  &lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind Hyperios:&#039;&#039;&#039; While it&#039;s still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D1d3 isn&#039;t something to take lightly. &lt;br /&gt;
*&#039;&#039;&#039;[[Rapier Armoured Carrier]]:&#039;&#039;&#039; A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to &amp;quot;light&amp;quot; superheavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter at 3/4 of what you pay for a devastator squad armed with same, on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment really nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon.&lt;br /&gt;
**Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns...or... you can ask yourself what kind of platforms let you take twin heavy bolters and ask yourself if the cost is worth it.&lt;br /&gt;
**The average damage from a laser destroyer is less than its weight in lascannons - 183.33% of the damage for 240% of the price; the difference in strength will never matter against practical targets, while the improvement to AP will come up and won&#039;t make up the difference. If you&#039;re using the Salamanders chapter tactics and like to focus on single enemy units before moving to another enemy unit the laser destroyer can do a good job while letting your characters help other units.&lt;br /&gt;
**As a result, hands down your best bet is always going to be the Quad Launcher.&lt;br /&gt;
***In thunderfire mode this will, for 45 points, outdo two lascannons for 50 points, as losing a point each in strength and AP is more than made up for in doubling its attacks, and the difference in damage is not only slight, it also deals predictable damage, making it invaluable in many contexts, such as shooting Quantum Shielding... witt the new space marines combat doctrine you regain 1AP during the devastator Turn, yeah take this.&lt;br /&gt;
**In shatter mode, this will shoot randomly from 1.3 to 4 of heavy bolter shots, for an average total of 8 shots, losing a point of AP in exchange for indirect targeting and improved range.  This is inferior to the Quad Heavy Bolter option, so you should regard it as a bonus to the high strengh mode, rather than a good gun in its own right, and take this gun for the purpose of killing off enemy heavies, not massacring enemy lights.&lt;br /&gt;
**They have half of the survivability perk of the Thunderfire, as the Rapier is a vehicle and SM Gunners are functionally Characters without a keyword (can&#039;t be targeted unless the closest model). If you take a full battery of Rapiers, strongly consider also taking a Techmarine to repair them or putting a Thunderfire Cannon in the gunline.&lt;br /&gt;
*&#039;&#039;&#039;[[Mortis Dreadnought]]:&#039;&#039;&#039; Your go-to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double up on weapons the regular dread can&#039;t. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. &lt;br /&gt;
**As of CA2019, their base cost matches that of the regular old Dreadnought chassis at 60pts. Their autocannons are also 3 points cheaper, so enjoy your 8 S7/AP-1/D2 shots at 120 points.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Mortis Dreadnought:&#039;&#039;&#039; Better than the standard Mortis in every way, from the BS 2+ to the 5++. Apart from that, it can do everything the regular Mortis can, only better.&lt;br /&gt;
**Since the v1.1 FAQ/Update, Contemptor Mortis&#039; can once again take Cyclone Missile Launchers. The downside is, like their Terminator counterparts, they&#039;re still 50 fucking points for either Heavy 2D3 S4 AP0 D1 OR Heavy 2 S8 AP-2 D6D. With this in mind, however, it could be decent now that EVERYTHING has Split-Fire, and you&#039;re no longer hitting Flyers on 6s, but only 3+(!!) with at least 6W or more. Churn out some dakka with your two Kheres Assault Cannons (which, keep in mind, can ALSO fire at two different targets, as they are considered &#039;two identical weapons&#039;, and then slam a couple of Krak missiles at a Flyer that screams overhead. Or a tank, I guess, if that&#039;s your thing.&lt;br /&gt;
*&#039;&#039;&#039;Siege Dreadnought:&#039;&#039;&#039; This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts like a souped-up heavy flamer (but costs more than a twin heavy flamer, for reasons) and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0&amp;quot;, its niche as a building killer should be obvious. &lt;br /&gt;
*&#039;&#039;&#039;Relic Leviathan Dreadnought:&#039;&#039;&#039; &#039;&#039;&#039;I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHEMA OF LIFE, HATRED, AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN TO THE BIGGEST OF TITANS.&#039;&#039;&#039; &#039;&#039;Ahem&#039;&#039;, enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual &#039;&#039;Titans&#039;&#039;, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, with a 2+/4++ saves line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers (but it did get its hunter-killer missiles back in the FAQ) but in exchange, his whole loadout has gotten huge buffs.&lt;br /&gt;
**It has two Heavy Flamers which can&#039;t be swapped out for anything, and two Leviathan Siege Claws (Sx2 AP-3 D3 Re-roll failed wounds against Infantry) with in-built meltaguns stock.&lt;br /&gt;
***The Claws can be swapped out (without losing the meltaguns) for Drills, which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry.&lt;br /&gt;
***The Claws can also be swapped out along with their meltaguns (at the cost of -1A for each one you swap out) for:&lt;br /&gt;
****&#039;&#039;&#039;Cyclonic Melta Lance:&#039;&#039;&#039; Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to be slammed with 15 additional wounds in melee).&lt;br /&gt;
*****Note that this actually has worse AP than the Bombard (although it will usually only matter against Land Raiders and the like, as against any Invuln save at all or a 3+ save or worse they&#039;ll tend to equal out), with better rate of fire against 4 or fewer model units and worse damage against Monster/Vehicle/Titanic models but better damage otherwise.  A Leviathan with 2x Bombards costs 339, while with 2x Lances it costs 359 (including Heavy Flamers), which means that against a Land Raider, the Lances are only better inside melta range. The Lance will do better against vehicles where the difference in AP doesn&#039;t matter, regardless of range (such as any 3+ vehicle, or a 2+ vehicle with an invuln), provided the target unit has 4 or fewer models.  It will also do better against infantry units of 4 or fewer models, but as soon as the target unit has 5 or more models in it, the Bombard will simply take over.&lt;br /&gt;
******A Salamanders Leviathan paired with Vulkan is sufficiently better that, ignoring Vulkan&#039;s cost, the Lance will be better against a Land Raider outside of melta range, but don&#039;t forget that the Bombard Salamanders Leviathan still gets Salamander Chapter Tactics, so if you only examine Vulkan+Leviathan in isolation, the Bombard will easily win.  Against infantry spam, he usually will not improve the Lance enough to do much, but remember, the Lance is already better against very small units.&lt;br /&gt;
****&#039;&#039;&#039;Storm Cannon Array:&#039;&#039;&#039; Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators.&lt;br /&gt;
***** This is basically a seriously up-gunned heavy plasma cannon, with &#039;&#039;quintuple&#039;&#039; the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge. Costs 5/6 the amount two of the cannons would cost you, though.  It is far and away from the most efficient gun you can take against most targets of 4 models or less - it will actually out damage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that&#039;s assuming the target has enough wounds left that no damage gets wasted.&lt;br /&gt;
******It&#039;s much simpler to look at this weapon as 5 autocannons with an extra point of AP and half the range.&lt;br /&gt;
*****For serious, take this gun seriously.  It is far and away from the most generally useful of the lot; a pair of them will murder most anything foolish enough to get in your way.&lt;br /&gt;
*****A leviathan with two of these will be horrifyingly efficient at shooting down enemy flyers, stick 1 or 2 +1 to hit modifiers on this guy and you can quite reliably shoot down 2 Alaitoc flyers a turn.&lt;br /&gt;
****&#039;&#039;&#039;Grav-Flux Bombard:&#039;&#039;&#039; Now your dedicated horde killer. It deals 1d3 shots and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 11d3 shots when targeting a mob of Conscripts, or [[Rape|22d3]] if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn.  It also does more damage (5, rather than 2) against Vehicles, Buildings, and Titanics, making it more useful than the Lance in many cases.&lt;br /&gt;
*****A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets.  The gun is only 18&amp;quot; and you&#039;ll take a BS penalty (typically down to 3+ unless you use the Big Guns Never Tire stratagem, which you should) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, &#039;&#039;usually&#039;&#039; one wound per target is all it will take; assuming you&#039;re up against T4 or less without an invuln save, you&#039;re looking at 2 7/9 or 2 2/9 (after moving) dead &#039;&#039;for every 5 models in the target&#039;&#039;, or around 50% casualties. Hopefully, Morale will do the rest of the work for you, or you can just bring two of these things.&lt;br /&gt;
******New Chapter Tactics addendum: With the new [[Imperial Fists]] Chapter tactics, Grav-flux bombards are boosted to 6 damage against vehicles. This lets 2 grav flux bombards take out light vehicles reliably at only 2 shots needed to take down a predator and landraiders, repulsors and their equivalents with 3 shots. Also makes the [[Necron]] vehicle immune to this loadout.&lt;br /&gt;
*&#039;&#039;&#039;Deimos Vindicator Laser Destroyer:&#039;&#039;&#039; This thing brings to the battlefield the unique Laser Volley Cannon, which is a 2 shots Lascannon with a few twists: they only have a range of 36&amp;quot; instead of 48, they do a fixed 3 damage (so a little less than the average you do with 1D6) and can be overcharged to go to S10 AP-5 with a fixed 6 damage. The trade-off is that if they shoot that way, they take 3 mortal wounds on each roll of 1. If it does not move, however, it can shoot twice, but not in overcharged mode. Also, note that it gets +1T and +1 wound compared to a predator but moves 2&amp;quot; less. All in one, this tank is kind of odd. It costs roughly the same as a classic predator with a full lascannon setup and can pump 4 shoots if it stands still, for an average amount of wounds slightly lower. Its overcharged mode might give you an edge on T5/T9-10 opponents or target with extremely high armour saves, so what you lose in range you get it back in versatility, at price: 2 shots against 4 and the risk of wounding yourself. Between increased durability, shorter range and movement, and varying fire modes, it is hard to draw a clear line between the Predator Annihilator and the Vindicator Laser destroyer in terms of battlefield role, but the latter being clearly less efficient while on the move, you might want to invest your money in other Forge World models.&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Land Raider Proteus]]:&#039;&#039;&#039; The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There&#039;s also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus&#039; transport Capacity to 6, but it prevents anyone from deep striking within 12&amp;quot; of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won&#039;t be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armour instead to give it a 5+ invulnerable save, though it too reduces the Proteus&#039; transport capacity. &lt;br /&gt;
*&#039;&#039;&#039;[[Land Raider Helios]]:&#039;&#039;&#039; Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind&#039;s different missile types, and it can transport 6 models too.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Prometheus:&#039;&#039;&#039; A fun toy for your Warlord - if he&#039;s embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn&#039;t reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 24 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Achilles:&#039;&#039;&#039; The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing. At 355 points there is no reason not to take three of these!!!!&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
Not often seen, Marines in 8th have tended towards static gun lines like Primarch + Devastators. Fortifications are not a serious part of any meta right now, so using them can be an advantage while the Imperial Fists and Iron Warriors are not common.&lt;br /&gt;
*&#039;&#039;&#039;Castellum Stronghold:&#039;&#039;&#039; In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2&#039; by 2&#039;) is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn&#039;t fit inside completely, they can man the battlements for a cover save. And until the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. Each of the small bunkers can take one of: Twin Heavy Bolter, Twin Heavy Flamer, Twin Lascannon, Multi-melta, Twin Assault Cannon, or Air Defence Missiles. The big bunker can take up to two of: Twin Heavy Bolter, Twin Heavy Flamer, Twin Lascannon, Multi-melta, Twin Assault Cannon, Castellum Air Defence Missiles (d3 shot krak missiles with the AA rule and the ability to fire at units it can&#039;t see), Whirlwind Castellan Launcher (2d6 frag missiles at S6 with no need for LoS), castellum battle cannon (nicked from the Leman Russ), Icarus Quad Lascannon (4 lascannon shots with the AA rule), or the pointless Communication Relay (FW meant that the -1CP to strats bonus only occured when you took this, but they named the special rule &amp;quot;Command Relay&amp;quot; instead of &amp;quot;Communication Relay&amp;quot; so [[fail|it comes as standard instead]]). All these guns must target the nearest enemy unit unless there&#039;s a friendly unit embarked within. At 550 points without guns this is something of an apocalypse thing.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
=====Warhammer Legends=====&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Terminus Ultra:&#039;&#039;&#039; Not sure why exactly this was moved to Lords of War since its statline is still no different from the other Land Raiders, but it will do a spectacular job of wrecking vehicles thanks to its 8 (!) lascannon shots per turn. 3 to hit rolls of 1 in one turn will cause you to take 6 mortal wounds, but the chances of that are so small that it&#039;s unlikely to be an issue. Even if it does happen, it won&#039;t be enough to decrease your base stats until you drop to 8 wounds or below, and with the toughness and armour save that comes with being a Land Raider variant that&#039;s probably not going to be an issue. Just be sure to watch out for massed infantry- for this reason you should probably take a storm bolter over the multi-melta since any vehicle close enough to be in melta range is going to become a smoldering wreck either way.&lt;br /&gt;
** As of Warhammer Legends, the terminus is now available to all chapters.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
Forgeworld FAQ[https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/07/40K_8th_ed_Update_Imperial_Armour_Index_Forces_of_the_Adeptus_Astartes_ver_1.0..pdf] updates the relic rule for LoW, effectively you can get one with no pre-requisites but further ones will still require the &#039;non-relic&#039; tax. On the other hand, [[That Guy|who would even need to bring 4 Lords of War into anything short of the biggest Apocalypse games?]]. Beware as they are all overpriced, [[Rage|thank daddy GW for that]] and should never be taken outside of fun games&lt;br /&gt;
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*&#039;&#039;&#039;Relic [[Spartan Assault Tank]]:&#039;&#039;&#039; The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that&#039;s a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don&#039;t do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm Bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, Jump Pack Infantry, and Centurions (but not Primaris). If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches. &lt;br /&gt;
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*&#039;&#039;&#039;Relic [[Typhon Heavy Siege Tank]]:&#039;&#039;&#039; The Vindicator&#039;s big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24&amp;quot; or 48&amp;quot; if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it&#039;s 2D6 high strength high AP shots. In addition to the main gun, it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy Bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
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*&#039;&#039;&#039;Relic [[Cerberus Heavy Tank Destroyer]]:&#039;&#039;&#039; An insane Titan-class laser weapon mounted on a Spartan chassis,  boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72&amp;quot;, and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy Bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
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*&#039;&#039;&#039;Relic [[Fellblade]] Superheavy Tank:&#039;&#039;&#039; The Baneblade&#039;s exponentially meaner cousin, and the king of the battlefield. If you get first turn with a Fellblade in your army, and your positioning is good, you WILL win. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It&#039;s enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow rerolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the really not that good Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm Bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.  The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. Its only real weakness is a lack on an invulnerable save, as dedicated anti-titanic guns like the Knight Castellan&#039;s volcano lance will completely delete it thanks to AP-5 and rerolling failed wounds against {{W40kKeyword|Titantic}} units. However, with T9 and a 2+ armour save, it&#039;s still pretty durable against most reasonable weapons, and most of the time you can outrange the insane anti-armour guns as the FAC has 100&amp;quot; range. Consider bringing the Fire Angels’ special character, Captain Tarnus Vale, to give it a 6++ (the other is to bring a Dorito Dreadnought with Atomantic Pavaise to give the Fellblade a 5++; this is more expensive than taking Vale but chances are you’re not worried about points (or money) if you’re taking a Fellblade) and casting Might of Heroes on it for T10 shenanigans. Despite its cool look and &#039;&#039;amazing&#039;&#039; firepower, [[Rage|it can no longer compare against the regular Baneblade thanks to its default loadout costing 917 points!]] Consider bringing techmarines or allying in Cawl to keep it alive as long as possible.&lt;br /&gt;
**Highly amusingly, in another proof of Forge World being inept at copy-pasting their own units&#039; rules between their indices, the chaos fellblade costs 20 points less and their HE shells only do 1 damage instead of the 2 yours do.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Falchion Superheavy Tank Destroyer:&#039;&#039;&#039; A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120&amp;quot; away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units). Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, and that its Volcano cannon spits out double the shots, it&#039;s objectively better at destroying superheavies than a single Shadowsword counterpart in practically every way. Which is good, because at almost triple the points you&#039;d expect it to be. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, despite the fact the guns don&#039;t actually exist on the model. As per an email from forge world, &amp;quot;it&#039;s a copy and pastes error from the Fellblade that hasn&#039;t been fixed in an official errata&amp;quot;... yet. Just stick them on with bluetac or something as you&#039;re paying the points for them. You can add a pintle-mounted Heavy bolter, Storm Bolter, Heavy flamer, or Multi-melta if you crave even more dakka. Just like the Fellblade it got a massive points increase which led its point efficiency to drop through the floor. You can bring two Shadowswords at double the wounds to out-scale the T9/2+, the better version of the VC, and regiment rules for two hundred points less. &lt;br /&gt;
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*&#039;&#039;&#039;Relic [[Mastodon]] Super-heavy Siege Transport:&#039;&#039;&#039; Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s reroll to kick in. &lt;br /&gt;
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*&#039;&#039;&#039;[[Thunderhawk]] Assault Gunship:&#039;&#039;&#039; The standard air support and transportation workhouse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50&amp;quot; move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48&amp;quot; Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96&amp;quot; Heavy D3 S16 AP-4 2D6D (6&#039;s to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for every VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72&amp;quot; Heavy 4 S8 AP-3 D3. It&#039;s Colossal Flyer rule forces -1 from shooting attacks against the Thunderhawk, but also forces opponents to measure from where its hull would be if it were at ground level and then add 12&amp;quot; to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy-ass brick of resin up). It also means that a lot of guns flat-out cannot shoot at it while it&#039;s Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, CENTURIONS, and BIKES. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units. In terms of loadout, 8th edition favors a high volume of shots. &amp;lt;s&amp;gt;As such, the heavy cannon is likely a better option than the turbo laser, as 2D6 (avg. 7) hitting on a 2+ and wounding a Land Raider on a 4+ is better than D3 shots hitting on 2+ and wounding the same target on a 2+, even with the difference in armour save thanks to AP.&amp;lt;/s&amp;gt; Command point rerolls benefit the heavy cannon more, due to the increase in variance between rerolling a D6 vs a D3. Additionally, due to the low chance of the Cluster Bombs actually doing what you want them to do, as well as being one-use only, the Hellstrike Missiles are likely a better option. &lt;br /&gt;
**&#039;&#039;&#039;Mathhammer:&#039;&#039;&#039; The above, struck through statement is not actually correct, and a command point spent on the number of attacks won&#039;t change it. Given, the cannon is obviously better against squads (2.43 unsaved wounds on non-shield terminators with D6 damage beats anything two attacks could do without a large number of mortal wounds, and the laser only inflicts .33 MWs per shot), but against a Land Raider? 1.45 unsaved wounding hits at d6 damage vs 1.15 unsaved wounding hits at 2d6 damage, +.55 mortal wounds. ~5 wounds vs ~8.6 and a command point only buys the cannon, on average, +.75 wounds. Worse armour and lower toughness change this, but until you hit some ork level T7, 4+ save madness that turbo laser will out perform the cannon vs vehicles/MCs. The canon is better for utility though, hurting vehicles and munching squads.&lt;br /&gt;
**Chapter Approved more than doubled the points cost of the hull of the Thunderhawk, meaning that taking one with Hellstrike Missiles brings this thing up to 1450 points, after buying its secondary weapons. It can absolutely earn its points back, but more as a result of tanking a tremendous amount of enemy gunfire between T9, 30W, decent armour, Hard to Hit, and adding 12&amp;quot; to enemy ranges. It can destroy an enemy Fellblade in one salvo (saw it happen), and it&#039;s a hell of a distraction.&lt;br /&gt;
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*&#039;&#039;&#039;Thunderhawk Transporter:&#039;&#039;&#039; A Thunderhawk variant designed for airlifting tanks, this unusual vehicle shares the statline of the Thunderhawk (with the exception of 26W - 4 fewer than the Gunship). In addition to 15 models including TERMINATORS, JUMP PACK models, CENTURIONS, and BIKES, it can hoist vehicles into battle in one of the following configurations: &lt;br /&gt;
**1 model with the LAND RAIDER or SPARTAN ASSAULT TANK keyword.&lt;br /&gt;
**Up to 2 of the following: RHINO, RAZORBACK, INFERNUM RAZORBACK, PREDATOR, DEIMOS PREDATOR, WHIRLWIND, WHIRLWIND HYPERIOS, HUNTER, STALKER, DAMOCLES, VINDICATOR, VINDICATOR DESTROYER, WHIRLWIND SCORPIUS.&lt;br /&gt;
***These vehicles act exactly like other passengers and are subject to the usual restrictions for embarking and disembarking, meaning they can detach while in Supersonic mode at the end of the movement phase. Transported vehicles can carry units at no additional transport cost to the Thunderhawk, so feel free to deep strike 25 dudes in a Spartan PLUS 15 dudes in the Thunderhawk itself. The cost of this unusual ability is the loss of ranged firepower - the Thunderhawk Transporter is armed with &#039;only&#039; 4 Twin heavy bolters and a Hellstrike missile battery. It&#039;s much cheaper than the Thunderhawk Gunship, but its usefulness is somewhat questionable, cool as it may be. &lt;br /&gt;
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*&#039;&#039;&#039;Sokar Pattern [[Stormbird]]:&#039;&#039;&#039; Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points (2,271 after wargear) and tangible money alike, it can ferry entire demi companies onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.&lt;br /&gt;
**Hilariously enough this is the only vehicle in the entire space marine range that lets both primaris and old marines onboard at the same time. In addition, it along with the Thunderhawk are the only transports in the game that can transport Inceptors and Suppressors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Astraeus Super-Heavy Tank]]:&#039;&#039;&#039; This beast of a tank now has its rules released... and it&#039;s frankly nastier than anyone gave it credit for. 24 wounds, Toughness 8, 2+ Armour, Power of the Machine Spirit and Steel Behemoth are already bad enough, but then you look at its gear. Firstly, the Void Shield. Just like the Titans, it&#039;s a degenerating shield that can block off any wound, mortal or not, and does not care about AP value. However, it cannot protect you from overheating Plasma Eradicators or melee attacks, so watch out for Knight Gallants and other heavy-hitting melee units that somehow get by the Enhanced Repulsor Fields. Said Enhanced Repulsor Fields not only reduce enemy charge rolls by 3&amp;quot;, but are also its form of &#039;&#039;&#039;&#039;&#039;close combat attack&#039;&#039;&#039;&#039;&#039;. Considering the fields give -2 AP and deals D3 damage per wound, this is surprisingly vicious, especially considering the 8 Strength 9 attacks the tank gets (albeit only at WS 5+, although it still benefits from auras like Litanies of Hate and Rites of Battle). Obviously, however, you&#039;re here for the guns and... oh boy. Its twin macro-accelerator cannon is a vicious Heavy 12, S8, AP-2, Damage 3 that ignores all abilities that impose negative hit modifiers when targeting anything with the FLY keyword. Its other default weapons don&#039;t seem that threatening at first, however. The two las-rippers are slightly weaker las-talons with a new name, the twin heavy bolter is somewhat useful against infantry, and the storm bolter and ironhail heavy stubber can be augmented with another ironhail heavy stubber. However, the twin heavy bolter can be replaced by a twin Lascannon, and the las-rippers can be replaced by the new Plasma Eradicator, a +1 Strength, AP-4 Plasma Cannon that uniquely only causes one mortal wound per 1 to hit on Supercharge. 90% of the time the Eradicators are the better choice. Not only are they cheaper than Las-Rippers, but they have more range. Being within 24&amp;quot; will put the Astraeus in danger of being chopped up by enemy Knights and makes it a prime target for most Plasma weapons. The lone Storm Bolter won&#039;t be doing much of anything regardless. &lt;br /&gt;
**Compared to the Fellblade, its main gun is &amp;lt;s&amp;gt;lacking in terms of pure power&amp;lt;/s&amp;gt; almost strictly better under mathhammer due to the high number of S8 shots. Against a Knight the Fellblade&#039;s AE mode barely does 6 damage, with a fair chance of doing 0, vs the Astraeus&#039; more consistent 6-9 damage. The TMAC is also a better version of the Fellblade&#039;s HE mode; guaranteed 12 shots vs 2d6 at one less AP and one more damage. Very effective against light to medium vehicles (especially flyers), as well as 3-wound infantry such as Tyranid Warriors, Grey Knight Paladins, and Custodes. The secondary armament is only inferior with the eight Lascannons and Demolisher Cannon of the Fellblade outgunning the Accelerator Cannon itself when combined. In melee it is a mixed picture, the Enhanced Repulsor Fields make the Astraeus harder to engage and hit but it lacks the option to mount any flamer for point defense; the Fellblade can mount up to 3 heavy flamers which will inflict significant overwatch casualties on attacking infantry. The Void Shield gives it an important defensive tool that the Fellblade and most superheavy tanks lack, albeit on a more fragile (T8 not 9), less durable (2 wounds less at 24W) chassis but the VS can be used against mortal wounds; so it ends up out-living the Fellchassis in the long run by effectively having ~29 wounds. Most importantly, it&#039;s much cheaper than the Fellblade, and since it&#039;s not a Relic you can use it as a &amp;quot;non-Relic&amp;quot; tax in the unlikely chance you really want a full Super-Heavy Detachment as a Space Marine army.&lt;br /&gt;
***New Chapter Tactics addendum: Iron Hands and &amp;quot;Scions of the Forge&amp;quot; successor chapter tactics mean your tank keeps it&#039;s 5 up void shield until there&#039;s only 5 wounds left, so long as they&#039;re taken in Supreme Command detachments. Enjoy that while you can, because I expect an FAQ.&lt;br /&gt;
***CA2019 dropped the base cost of the Astraeus by 100 points, meaning that it is now one of the most viable Super-Heavy picks for SM right now (not that it&#039;s really that big of an achievement).&lt;br /&gt;
&lt;br /&gt;
==Chapters==&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Ultramarines}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Smurfpauldron.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, courage and honor will yet win the day.&amp;lt;br&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Primus_inter_pares First among equals], the Ultramarines set the standard for everyone else, and are paragons of strategy. Appropriate, since their Primarch wrote the Codex Astartes.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, their tactical flexibility is represented by them having a special named character for everything and abilities to change the current Combat Doctrine. RG is the infiltration chapter and IH the vehicle one? Well screw them, we got Telion and Chronus, alongside Roboute Guilliman himself. Where the first casualty of any battle is the plan of attack, Ultramarine tactics are shielded by their inability to be tied up or tarpitted, and they can get extra CP to circumvent Space Marine&#039;s trademark thirst for CP.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you want your marines to &#039;&#039;&#039;always fight on your terms&#039;&#039;&#039;, then march for Macragge and you shall know no fear&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics - Codex Discipline:&#039;&#039;&#039; +1 to their Leadership characteristic. They also can fall back and still shoot, with a -1 modifier to hit. &lt;br /&gt;
**Ld9 makes 4-man units (like bikers) &#039;&#039;immune to morale&#039;&#039;, and makes the serge of a 5-man unit flee only after two consecutive 6s.&lt;br /&gt;
**Fall Back&#039;s main purposes are to give the rest of your army a clear shot. Now nobody can tarpit you. Plus, close-range weapons get easier to use: anything with a flamer will be able to use it with impunity since it isn&#039;t affected by the -1 to hit anyway - get close, fire, charge/be charged and trigger Shock Assault, fall back, and flame again. Land Raider Redeemers will be unstoppable engines of destruction.&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine - Scions of Guilliman:&#039;&#039;&#039; During the Tactical Doctrine, models can move and count as stationary as long as they didn&#039;t also fell back or advance during that movement phase. Not only does this mean Relentless from infantry to tanks (Relentless Vindicators &amp;amp; Flyers!), but it also means &amp;lt;u&amp;gt;you always get bolter discipline&amp;lt;/u&amp;gt; during turns 2-3, until you reach the Assault Doctrine, where you&#039;ll be in close range anyways.&lt;br /&gt;
**Aggressors will be able to shoot twice on the move! Repulsor Executioners will be able to shoot twice without giving up on their role as transports! An Executioner could transport Aggressors for a turn 2 fiery capture of the objective point.&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Adept of the Codex:&#039;&#039;&#039; When you spend a Command Point to use a Stratagem, roll a 5+ to get it refunded. Versatile, always active (as long as he&#039;s on the field and not inside a transport), and gives you more freedom when using Stratagems; it&#039;s one of the best traits you can get. Calgar starts with this one.&lt;br /&gt;
#*The rules limit CP regain to 1 per battle round, but &amp;quot;WT: +5CP&amp;quot; is still damn useful, even more so with the bonus CP handed out by Calgar.&lt;br /&gt;
#&#039;&#039;&#039;Master of Strategy:&#039;&#039;&#039; Once per battle round, select an Ultramarines unit within 6&amp;quot; of the warlord. Until the end of the battle round, whenever models of that unit attack the Tactical Doctrine is considered to be active (this does not stop either of the other two Doctrines being active, so you can have two active at once this way). Librarian Tigurius and Telion have this as their trait.&lt;br /&gt;
#*Their best doctrine one turn ahead of schedule. Also when your army (but not your warlord) is committed to the Assault.&lt;br /&gt;
#&#039;&#039;&#039;Calm Under Fire:&#039;&#039;&#039; Friendly Ultramarines models within 6&amp;quot; of the warlord ignore the -1 to hit penalty to shooting when they fall back. &#039;&#039;More like Calm Under Melee&#039;&#039;. Sergeant Chronus come with this.&lt;br /&gt;
#&#039;&#039;&#039;Paragon of War:&#039;&#039;&#039; This warlord&#039;s unmodified wound rolls of 6s (ranged and melee) inflict mortal wounds in addition to all other damage. &#039;&#039;Balanced, offensive champion-type warlord&#039;&#039;. Captain Sicarius starts with this one.&lt;br /&gt;
#&#039;&#039;&#039;Nobility Made Manifest:&#039;&#039;&#039; 6&amp;quot; Aura of Heroic Interventions for friendly Ultramarine Infantry and Bikers. &#039;&#039;For The Greater Imperium&#039;&#039;. Guilliman starts with this one. The loss of Adept of the Codex hurts a bit, but you can always just pay 1cp to give another character Adept of the Codex, and that one out of Guilliman&#039;s 3 bonus ones will pay for itself.&lt;br /&gt;
#* &#039;&#039;If you mess with one, you mess with all&#039;&#039;. It achieves an immune effect by preventing your opponents from eliminating units one by one in melee, and stops them from surrounding a single friendly unit and taking hostages. &lt;br /&gt;
#&#039;&#039;&#039;Warden of Maccrage:&#039;&#039;&#039; This warlord&#039;s heroic interventions are 6&amp;quot; long. &#039;&#039;Why?&#039;&#039; Chaplain Cassius has this one.&lt;br /&gt;
&lt;br /&gt;
====Relics &amp;amp; Special-Issue Wargear====&lt;br /&gt;
&lt;br /&gt;
Relics are now split into two categories. Relics of Macragge may only be taken by Ultramarines (unless you use a stratagem). Special-Issue Wargear can be taken by Ultramarines and their successor chapters.&lt;br /&gt;
&lt;br /&gt;
=====Relics of Macragge=====&lt;br /&gt;
*&#039;&#039;&#039;Armour of &amp;lt;s&amp;gt;John&amp;lt;/s&amp;gt; Konor:&#039;&#039;&#039; Terminator model only. 4++, halve damage rounding up. Calgar&#039;s clothes, for when you want yet another beatstick or cannot afford papa smurf himself.&lt;br /&gt;
*&#039;&#039;&#039;Helm of Censure:&#039;&#039;&#039; Aeonid Thiel&#039;s helmet that started the tradition of serges wearing red hats. The bearer can re-roll 1 hit roll of 1 and 1 wound roll of 1 per attack (which usually means all hit and wound rolls get it - it&#039;s like having a captain and a lieutenant nearby). When attacking {{W40kKeyword|Heretic astartes}} &#039;&#039;or {{W40kKeyword|Adeptus Astartes}}&#039;&#039;, add 1 to both hit rolls and wound rolls in addition (damn).&lt;br /&gt;
**While a librarian benefits lots (WS3+, Power Axe), the boost also affecting ranged combat and &#039;&#039;not replacing any weapon&#039;&#039; means a Captain&#039;s Combi-plasma/melta wounds a CSM Predator on a 2+, and can even shoot both profiles at BS2+ (although this will have worse performance than safely overcharging just the plasma profile).&lt;br /&gt;
*&#039;&#039;&#039;The Sanctic Halo:&#039;&#039;&#039; {{W40Kkeyword|Captain}} or Chapter Master only (in all his forms, including Primaris). Gives him a 3++ and can deny one power per turn like a Psyker. Fantastic for the warlord himself, as his most important job is staying alive so you can use Adept of the Codex. Denying psychic powers is also extremely useful since so many of them allow a Psyker to target a character and inflict mortal wounds that bypass their saves. Plus, you won&#039;t need to give up your ranged weapon for the Storm Shield, which is nice. Better than the Armour Indomitus to give your Gravis Captain a 3++ on his already sturdy frame.&lt;br /&gt;
*&#039;&#039;&#039;Soldier&#039;s Blade:&#039;&#039;&#039; S+1 AP-4 D2 sword. Available to characters with either a power sword, master-crafted power sword, or, most importantly, &#039;&#039;a combat blade&#039;&#039;, making it &#039;&#039;one of the few melee relics for Phobos Characters&#039;&#039;. Otherwise, don&#039;t bother - the Burning Blade is better.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Maccrage Inviolate:&#039;&#039;&#039; Ancient only, +1A to friendly UM units within 6&amp;quot; of the bearer. Friendly UM units within 12&amp;quot; also autopass morale tests. To be carried by your deathstar&#039;s banner bearer.&lt;br /&gt;
*&#039;&#039;&#039;Tarentian Cloak:&#039;&#039;&#039; The bearer has 5++, and regains D3 wounds at the start of the movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance of Ultramar:&#039;&#039;&#039; Rapid Fire &#039;&#039;&#039;4(!)&#039;&#039;&#039; Storm bolter that re-rolls wound rolls against non-vehicles. Best when used by a Termie captain.&lt;br /&gt;
**This can be vicious with the &#039;&#039;&#039;Paragon of War&#039;&#039;&#039; Warlord Trait. Almost guarantees at least ONE mortal wound.  Also consider this build on a bike captain with the extra bolter shots... 12 dice at 24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====Special-Issue wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Mantle:&#039;&#039;&#039; Fnp5+++. &amp;quot;Not dying&amp;quot; is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; Do an additional attack when the model fights. If it hits, the target suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hellfury bolts:&#039;&#039;&#039; You can choose the bolt weapon it&#039;s used on to make only one attack, but it inflicts 1MW if it hits (and the shooting sequence ends).&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted Weapon:&#039;&#039;&#039; +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). &#039;&#039;4D Thunder Hammer!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reliquary of Vengeance:&#039;&#039;&#039; Once per battle (at the start of the fight phase), friendly chapter units within 6&amp;quot; of the bearer gain +1A.&lt;br /&gt;
*&#039;&#039;&#039;Seal of Oath:&#039;&#039;&#039; Designate an enemy before the first turn begins. The bearer has a 6&amp;quot; aura of re-rolling &#039;&#039;all&#039;&#039; hits and wounds against [[That Guy]], failed or not.&lt;br /&gt;
*&#039;&#039;&#039;Sunwrath Pistol:&#039;&#039;&#039; Cawl&#039;s plasma pistol of safe supercharge. But it&#039;s Pistol 2, so that&#039;s a double improvement.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
Bland but reliable, Ultramarine stratagems are Tau-like in that they&#039;re focused towards shooting, teamwork and avoiding melee. Guess it&#039;s an Eastern Fringe thing. They can be divided into four broad categories: Offense, Defense, Utility, and Character Upgrades.&lt;br /&gt;
*&#039;&#039;&#039;Offense:&#039;&#039;&#039; Better accuracy, for when you don&#039;t want a silly thing like chance to ruin your dice game plans.&lt;br /&gt;
**&#039;&#039;&#039;Avenge the Fallen (1 CP)&#039;&#039;&#039;: Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army is destroyed by an attack made by an enemy unit. Until the end of the battle, when resolving an attack made by an {{W40kKeyword|Ultramarines}} unit from your army against that enemy unit, re-roll hit rolls of 1.&lt;br /&gt;
**&#039;&#039;&#039;Martial Precision (1 CP)&#039;&#039;&#039;: Use this stratagem before resolving an attack made by an {{W40kKeyword|Ultramarines}} model from your army in your shooting phase, do not make a hit roll, it automatically scores a hit. Note that it only applies to a single attack made by any weapon, so don&#039;t go thinking that you can have a Captain automatically hit with all of his Thunder Hammer strikes. Use this against Eldar and other opponents who stack ridiculous amounts of -1 to hit.&lt;br /&gt;
**&#039;&#039;&#039;Sons of Guilliman (1 CP)&#039;&#039;&#039;: Use this stratagem when an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} from your army is chosen for the Shooting or Fighting phase. If that unit has a Troops Battlefield Role, until the end of the phase, when resolving an attack made by that unit, you can reroll a hit roll. Otherwise until the end of that phase, when resolving an attack made by that unit, you can reroll a hit roll of 1.&lt;br /&gt;
**&#039;&#039;&#039;Vengeance for Calth (1 CP)&#039;&#039;&#039;: Use when an {{W40kKeyword|Ultramarines}} unit from your army is chosen to fight in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon in that unit against a {{W40kKeyword|Word Bearers}} unit, you can reroll the hit and wound roll. Potent, if you can find one of the three people playing Word Bearers that is.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Expertise (2 CP, Single Use)&#039;&#039;&#039;: Can be used at the start of any movement phase when the Tactical Doctrine is active; all {{W40kKeyword|Ultramarines}} whose Rapid Fire or Assault weapon makes an unmodified wound roll of 6 before the next battle round has the attack&#039;s AP improved by 1 (e.g. AP0 becomes AP-1).&lt;br /&gt;
*&#039;&#039;&#039;Defense:&#039;&#039;&#039; AKA protection against melee.&lt;br /&gt;
**&#039;&#039;&#039;Courage and Honour! (1 CP)&#039;&#039;&#039;: At the start of the Morale phase, add 1 to the Leadership characteristic of {{W40kKeyword|Ultramarines}} models from your army until the end of the phase.&lt;br /&gt;
**&#039;&#039;&#039;Defensive Focus (2 CP)&#039;&#039;&#039;: Use this stratagem if an {{W40kKeyword|Ultramarines}} unit from your army is chosen as a target of a charge. Select up to three {{W40kKeyword|Ultramarines}} units that are more than 1&amp;quot; away from any enemy units and within 6&amp;quot; of the targeted unit. The selected units fire Overwatch at the charging unit as if they were targets of the charge. &#039;&#039;For the Greater Macragge!&#039;&#039;&lt;br /&gt;
***Something something Eliminator sergeants with Instigator carbines moving after shooting overwatch. The complete opposite would be to use this near a &#039;Nobility Made Manifest&#039; warlord to further reinforce the immune response effect. In which case, something something Aggressor double overwatch. [[Tau|Notice how deadly it is to charge]] an Ultramarines gunline?&lt;br /&gt;
**&#039;&#039;&#039;Fall Back and Re-Engage (1/2 CP)&#039;&#039;&#039;: Use this stratagem when an {{W40kKeyword|Ultramarines}} unit from your army falls back. That unit can shoot and charge this turn. If that unit actually has the Codex Discipline Chapter Tactic (it could be a successor), the hit roll penalty for falling back and shooting does not apply for that unit this turn and this strat only costs 1CP instead of 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Utility:&#039;&#039;&#039; Highlight Ultramarines&#039; love for rules by disregarding the rules, with lots of ways to bypass GW&#039;s nerf to doctrines and wrong-foot your opponent. Bonus points if you say &amp;quot;Actually...&amp;quot; before using them.&lt;br /&gt;
**&#039;&#039;&#039;Inspiring Command (1 CP)&#039;&#039;&#039;: Use at the start of the Shooting or Fight phase. Select one {{W40kKeyword|Ultramarines Chapter Master}}, {{W40kKeyword|Ultramarines Captain}}, or {{W40kKeyword|Ultramarines Lieutenant}} model from your army. Until the end of that phase, the range of that model&#039;s aura abilities is increased by 3&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Rapid Deployment (2 CP)&#039;&#039;&#039;: Used at the start of the battle round before the first turn begins, select up to three {{W40kKeyword|Ultramarines}} from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players can do this, roll off to see who redeploys first).&lt;br /&gt;
***Can be combined with the &#039;&#039;&#039;Lord of Deceit&#039;&#039;&#039; Vanguard Warlord Trait and redeploy your entire army. No need to go that far, but having a second chance at deployment after your enemy already comitted to it can disrupt their plans even before the game begins.&lt;br /&gt;
**&#039;&#039;&#039;Cycle of War (1 CP)&#039;&#039;&#039;: Use this stratagem at the start of the battle round if an {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield and the Assault Doctrine was active during the previous battle round. The current active doctrine is changed so that the Devastator Doctrine is now active. When there&#039;s nobody left in assault range, pop this, move up your heavy weapons and perhaps pop a grenade or two - and more importantly, get a second chance to switch to the Tactical Doctrine. If the game is going to last at least six turns, that is. So, kinda Single Use too.&lt;br /&gt;
**&#039;&#039;&#039;Squad Doctrine (1 CP)&#039;&#039;&#039;: Use this stratagem at the start of your Movement Phase; select an {{W40kKeyword|Ultramarines Infantry}} or {{W40kKeyword|Ultramarines Biker}} unit from your army, and then select the Devastator, Tactical, or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine &#039;&#039;instead&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Insight (2 CP, Single Use)&#039;&#039;&#039;: Use this stratagem after generating your Tactical Objectives. If your {{W40kKeyword|Ultramarines}} Warlord from your army is on the battlefield. Immediately discard your Tactical Objectives and generate new ones.&lt;br /&gt;
*&#039;&#039;&#039;Character Upgrades:&#039;&#039;&#039; All Chapters Supplements include some variation of the following three stratagems.&lt;br /&gt;
**&#039;&#039;&#039;Exemplar of the Chapter (1 CP, Single use)&#039;&#039;&#039;: Use this stratagem after you nominate an {{W40kKeyword|Ultramarines}} model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them from the Ultramarines Warlord Traits table. Each Warlord Trait in your army must be unique. &amp;lt;u&amp;gt;Give him Adept of the Codex&amp;lt;/u&amp;gt; if they didn&#039;t have it already; that&#039;ll make this Stratagem more than pay for itself. &#039;&#039;Finally, a reason to have a warlord other than Calgar or a named character&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Honoured by Macragge (1 CP, Single Use):&#039;&#039;&#039; After nominating a warlord from an UM successor chapter, you may give one of their characters a Relic of Macragge &#039;&#039;instead&#039;&#039; of one from the main SM codex or a Special Issue wargear.&lt;br /&gt;
**&#039;&#039;&#039;Honoured Sergeant (1 CP)&#039;&#039;&#039;: Before the battle, select one {{W40kKeyword|Ultramarines}} model that has the word &amp;quot;Sergeant&amp;quot; in their profile. They may take a Master-crafted weapon/Digital weapon/Hellfury Bolts/Sunwrath pistol, even though they are not a {{W40kKeyword|Character}}. All relics must be different.&lt;br /&gt;
***While a Devastator sergeant can shoot Hellfury at BS2+, an Incursor one ignores all modifiers to hit and an Eliminator/Scout Sniper one can shoot it at characters. The other 3 special issues are close combat oriented. Also, while it looks cool, don&#039;t give a Sunwrath to the Hellblaster sarge, he&#039;d be wasting his squad&#039;s range on a just-in-case relic. Nobody stops you from giving this to a Assault Centurion Seargant, four strength 10 siege drills in the face for 4 damage.&lt;br /&gt;
&lt;br /&gt;
====Litanies of Battle &amp;amp; Psychic Discipline - Indomitus====&lt;br /&gt;
Indomitus is a mixed bag of situational powers. They consist of the two mortal wound generators (standard across all Chapter specific supplements), one self-buff, one enemy debuff, and two general utility powers. None of these are strong enough to build an entire strategy around, but could provide help in the right circumstance. Pretty middle of the road, but that is to be expected from the Ultramarines.   &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Precognition&#039;&#039;&#039;: WC5. Until the start of your next Psychic phase, this psyker has a 5++ invuln, and when resolving an attack made against this psyker, subtract 1 from the hit roll.&lt;br /&gt;
#&#039;&#039;&#039;Scryer&#039;s Gaze&#039;&#039;&#039;: WC7. If your army is Battle Forged you can immediately gain 1 CP. If you choose not to, once this turn, when resolving an attack made by a model from a friendly {{W40kKeyword|Ultramarines}} unit within 18&amp;quot; of this psyker, you can re-roll the hit, wound, or damage roll.&lt;br /&gt;
#&#039;&#039;&#039;Telepathic Assault&#039;&#039;&#039;: WC7. Select one visible enemy unit within 24&amp;quot; of the psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit. You aren&#039;t gonna destroy a unit of Necron Warriors, but if you roll well everything leadership 6 and lower are gonna get &#039;&#039;fucked&#039;&#039;. Tried using it on an Ork player once, but he says Mob Rule counteracts it.&lt;br /&gt;
#&#039;&#039;&#039;Storm of the Emperor&#039;s Wrath&#039;&#039;&#039;: W6. Select the nearest visible enemy unit within 18&amp;quot; of the psyker. Roll a D6 for each model in the unit; for each 6, that unit suffers 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Psychic Shackles&#039;&#039;&#039;: WC6. Select one visible enemy unit within 18&amp;quot; of this psyker. Until the start of your next Psychic phase, halve the move characteristic (rounding up) of models in that unit, and when a charge or advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this and the Tenebrous Curse psychic power at the same time, but nothing is stopping you from locking down two different units. &lt;br /&gt;
#&#039;&#039;&#039;Empyric Channeling&#039;&#039;&#039;: WC5. Select one other friendly {{W40kKeyword|Ultramarines Librarian}} within 12&amp;quot; of this psyker. Until the end of this Psychic phase, when a Psychic test is taken by the target, add 2 to the total, and the target does not suffer Perils of the Warp on a roll of double 1 or double 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litanies of Battle - March of Macragge:&#039;&#039;&#039; You can re-roll 1s on advance or charge rolls for friendly  {{W40kKeyword|Ultramarines}} within 6&amp;quot; of the Chaplain.&lt;br /&gt;
&lt;br /&gt;
====Specialist Detachment - Victrix Guard====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|Captains}} of all flavours (note this doesn&#039;t include Calgar), {{W40kKeyword|ancients}} (all flavours){{W40kKeyword|, Honour guards, victrix honour guards, vanguard vets &amp;amp; sternguard vets}} gain the {{W40kKeyword|VICTRIX GUARD}} keyword, for when you want to bring the very elite, the exemplars among exemplars. But not termies, they aren&#039;t vet enough apparently. And fluff aside, this is the only &amp;lt;s&amp;gt;formation&amp;lt;/s&amp;gt; specialist detachment that can bring deepstriking melee squads with actual AP, aka Vanguard Vets.&lt;br /&gt;
&amp;lt;br&amp;gt;This is a MELEE formation; Sternguards were included only because their serge looks cool next to Calgar. &#039;&#039;Thanks, sarge!&#039;&#039; Note that only {{W40kKeyword|ULTRAMARINES}} can take this, and not any of their Successors.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Consider a basic Vanguard Detachment of Captain w/ Twin Lightning Claws (with the Imperium&#039;s Sword trait), Ancient w/ Bolt Pistol and two basic Vanguard Vet squads, with the Sergeant&#039;s replacing their Chainswords with Lightning Claws. This will give you 12 Bolt Pistol attacks, 12 Lightning Claw attacks, and 27 Basic attacks, the later upped to 15 and 36 if the Ancient is given the Relic Banner. All for just over 300 points.&lt;br /&gt;
**If you need a transport, a Land Raider Redeemer works, though it is expensive, almost doubling the cost.&lt;br /&gt;
*One use of this detachment is to make your smash captain rival the blood angels; Fight Like Demigods buffs your hit rolls to a 2+ rerolling, Warden of Ultramar makes your wound rolls better than even slamminigus for a turn and Strike First can be a nasty and unexpected counterattack. This tactic costs a lot of CP but is worth it when some random captain tears apart an imperial knight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fight Like Demigods (1CP):&#039;&#039;&#039; At the start of the Fight phase, pick a {{W40kKeyword|VICTRIX GUARD}} unit within 6&amp;quot; of a {{W40kKeyword|VICTRIX GUARD CAPTAIN}}. That unit&#039;s attacks get +1 to hit until the end of the phase.&lt;br /&gt;
**Great with unwieldy Thunder Hammers and Power Fists, as they will remain WS3+ whilst enjoying the Captain&#039;s rerolls (instead of becoming coin-flip WS4+ and &#039;&#039;needing&#039;&#039; a Chaplain). Even with regular power weapons, becoming WS2+ for a single CP (that you can regain) is a good deal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike First, for Ultramar! (3CP):&#039;&#039;&#039;  At the end of the opponent&#039;s Charge phase, pick a {{W40kKeyword|VICTRIX GUARD}} unit that was charged or made a Heroic Intervention. They get to pile in and fight right away as if it was the Fight phase AND can fight normally in the actual Fight phase as well.&lt;br /&gt;
**The BEST melee stratagem of them all. Now nothing at all can prevent the chosen unit from fighting, as it attacks even before those units with the &amp;quot;fights first&amp;quot; ability, and even before the enemy can use &#039;Counter-Offensive&#039;. It&#039;s a &amp;lt;u&amp;gt;Counter Offensive Counter Offensive that lets you fight twice&amp;lt;/u&amp;gt;, and that&#039;d usually cost 2+3 CP, but the poster boys just have to be &#039;&#039;better than you&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warden of Ultramar:&#039;&#039;&#039; Once per battle, in the Fight phase, you can re-roll wound rolls for attacks made by friendly {{W40kKeyword|VICTRIX GUARD}} units within 6&amp;quot; of this Warlord. &#039;&#039;Useful if you didn&#039;t bring or, more commonly, couldn&#039;t AFFORD to bring a Lieutenant along. Useless on Twin Claw Vanguards, however, power sword vets become very dangerous&#039;&#039;.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]:&#039;&#039;&#039; Papa Smurf, now back in the HQ slot. His Armour of Antilochus grants a 4+ invulnerable save and halves all damage he receives (rounded up, so he&#039;s not immune to 1 damage weapons). The Bolter part of the Gauntlets of Ultramar aren&#039;t too bad since they deal 2 damage and have AP-1, but you will ignore both them and his relic blade because in melee they act like Power Fists without the -1 to hit. As is the case for all Chapter Master characters, he grants re-rolls for all to-hit rolls for units within 6&amp;quot;. He can also deep strike, and having him as your Warlord in a Battle-forged army grants 2 bonus Command Points. While both his stats and buffing abilities pale by comparison to Guilliman, he can fill a similar role if you want to save the points and/or the Lord of War slot. &lt;br /&gt;
**&#039;&#039;&#039;Marneus Calgar in Artificer Armour:&#039;&#039;&#039; (index) Papa Smurf, before Swarmlord ate his arms, his legs, and half of his face. One less wound, no halved damage, and no ability to deep strike, and now, since the Codex sets Calgar in the Armour of Antilochus at 200 points, 35 points cheaper than the version in Artificer armour, you have no reason to ever take him in this form unless you&#039;re re-creating the battle at the Cold-Steel Ridge or something. Or you desperately need him to fit into a Rhino or Razorback.&lt;br /&gt;
**&#039;&#039;&#039;Marneus Calgar in the Armour of Heraclus:&#039;&#039;&#039; It has finally happened. Papa Smurf has become the super-NuMarine. He now gets +1T thanks to his Gravis armour, as well as +1W  and +1A from being Primaris, and he even gets to keep his 2+/4++ along with the halved damage. This makes him even more powerful than he ever was, although being a Primaris does mean that if he wants to actually get into combat he&#039;ll either need to footslog or pay for a Repulsor.&lt;br /&gt;
***Something for consideration: Calgar, with the right supports, is actually a deadlier fighter in melee than Guilliman is. For starters, while Guilliman can feel the pain from larger foes and their absurd damage, Marneus can, for the most part, walk out less damaged and more annoying thanks to the halved damage. Assuming all damage is multi-wound rather than 1 damage, Calgar technically has &#039;&#039;16&#039;&#039; wounds, versus Guilliman&#039;s 9. In addition, while Guilliman can resurrect with D6 wounds, Calgar can receive near-constant healing through an Apothecary as he is an &amp;lt;INFANTRY&amp;gt; rather than a &amp;lt;MONSTER&amp;gt; (what, you thought Apothecaries can understand the anatomy of pseudo-demigods?). Excluding the cost of a Librarian and Victrix Guard (since Guilliman can benefit from those too) and you can have a better beatstick than Guilliman (though you do lose his super-aura). The only main weakness of Calgar in this regard is that he has slightly less toughness and strength (you ARE using Might of Heroes through Calgar&#039;s Librarian, aren&#039;t you?) than Guilliman, and he&#039;s stuck with D3 damage for his fists. TL,DR: Calgar is far cheaper for a super tough HQ and can benefit from other buffs where Guilliman can not. Calgar can certainly buff your army, but Guilliman does it better. However, Guilliman delivers more melee offense overall and functions better in situations devoid of support.&lt;br /&gt;
***Somebody is really [[Matthew_Ward|overestimating]] Calgar here. Against incoming attacks that are 2 damage, D3 damage, 3 damage, and D6 damage respectively, Calgar essentially has 16, 12, 12 and 14 wounds respectively (the results of D3 damage halved rounding up are 1, 1 and 2 and so D3 damage weapons average 1.333 damage against him). Now this is impressive, but the kinds of things you’re talking about fighting will usually force him to use his invulnerable save, which is a 4+, and so his effective hp is actually 32, 24, 24 and 28. Guilliman has 9 wounds on a 3++, so his effective hp is 27 in all scenarios, so the differences are actually minor against the bigger damage weapons without accounting for his revive ability, but between rerolling wounds and D3 mortal wounds on 6+ his melee output is potent enough to deal 7.778 wounds to Calgar in a single fight phase, ie basically killing him on average. How much damage can Calgar accomplish against Guilliman, or Calgar himself (Abaddon)? 2.6 wounds in both cases, 3.02 and 3.78 with the might of heroes. You may notice by this point that you’re paying half the points for less than half the melee power even with psyker support (at least in this case, but I think this is a decent benchmark). Add in that Calgar’s halve-damage durability is completely negated by things like the mortal wounds from snipers, and well...&lt;br /&gt;
*&#039;&#039;&#039;[[Cato Sicarius|Captain Sicarius]]:&#039;&#039;&#039; No longer able to give 10 leadership to his whole detachment, or let a rhino tac squad infiltrate. But he is a bit cheaper now, and his power sword can do D3 mortal wounds if you roll a 6 to wound. His &#039;&#039;artisan plasma pistol&#039;&#039; now gets the benefit of overcharging without any risk of hurting him. He also can grant a squad Defenders of Humanity for a round. Overall, he is roughly the same if not slightly better in terms of melee, but can surprise an enemy via (for example) giving his Terminator retinue ObSec. The best thing about him is that, at 100 pts, he&#039;s pretty cheap. He&#039;s alright for his price, though his special ability does require some forethought. &lt;br /&gt;
*&#039;&#039;&#039;[[Varro_Tigurius|Chief Librarian Tigurius]]:&#039;&#039;&#039; Got beefy now, with only a 3+ save, no invuln, yet 5W and 4 attacks. He&#039;s still rather vulnerable, but can kick and punch almost as well as a Captain thanks to becoming a Primaris Marine. He does have a pretty nifty ability, however, as he can inflict a -1 penalty to &#039;&#039;&#039;all&#039;&#039;&#039; hit rolls against him or a friendly &#039;&#039;&#039;Ultramarine&#039;&#039;&#039; unit within 6&amp;quot; each turn, which helps him or any screening unit to survive. Can also be used on a unit holding an objective to increase its survivability, on a flyer for a -2 to hit for maximum trolling, and so on; this ability has quite a few interesting tactical applications. Is equipped with his rod, a power stave that gives +3 to strength, but you don&#039;t want him in close combat anyway, unless facing extremely weak close combat opponents. His mortal wound production from &#039;&#039;Smite&#039;&#039; helps against high wound models and hordes. His hood now adds +1 to psychic tests and denial on top of the re-rolls.&lt;br /&gt;
**He can re-roll failed Psychic Tests (but not successful ones, even if they Perils), so his expected damage from &#039;&#039;Smite&#039;&#039; is 2.09, rather than 1.79, assuming he can live through Perils, which he can always do with his starting health.  His Primaris version is better, and can re-roll any Psychic test, so you can re-roll double 6s to avoid Perils. &lt;br /&gt;
***He knows 3 Librarius (or Indomitus) powers and &#039;&#039;Smite&#039;&#039;, and can cast and deny 2 powers per turn.  In general, non-Primaris Tigurius&#039; odds of casting a power (assuming he lives through Perils) are:&lt;br /&gt;
****&#039;&#039;Smite&#039;&#039;:  97.22%&lt;br /&gt;
****&#039;&#039;Veil of Time&#039;&#039;:  92.28%&lt;br /&gt;
****&#039;&#039;Might of Heroes&#039;&#039;:  92.28%&lt;br /&gt;
****&#039;&#039;Scourge&#039;&#039;:  92.28%&lt;br /&gt;
****&#039;&#039;Fury of the Ancients&#039;&#039;:  82.64%&lt;br /&gt;
****&#039;&#039;Psychic Fortress&#039;&#039;:  97.22%&lt;br /&gt;
****&#039;&#039;Null Zone&#039;&#039;:  82.64%&lt;br /&gt;
***Primaris Tigurius is &#039;&#039;even better&#039;&#039;; he gets +1 to cast rolls.  His odds on WC5 to WC8 are:&lt;br /&gt;
****&#039;&#039;5:&#039;&#039; 99.31% (Smite, Psychic Fortress, Precognition, Empyric Channelling)&lt;br /&gt;
*****Because his +1 will make Smite roll higher more often, his Smite output is higher; because he can also re-roll successful Psychic tests, you can fish for bigger Smites - if you re-roll all rolls of 9 or less (remember, you get 1d6 mortal wounds on 10s with this guy), your average will be 2.319 mortal wounds.  If you only re-roll 3s and 2s, since you&#039;ll succeed at the cast on 4s, your average will be 2.257.&lt;br /&gt;
****&#039;&#039;6:&#039;&#039; 97.22% (Veil of Time, Might of Heroes, Scourge, Storm of the Emperor&#039;s Wrath, Psychic Shackles)&lt;br /&gt;
****&#039;&#039;7:&#039;&#039; 92.28% (Scryer&#039;s Gaze, Telepathic Assault, Fury of the Ancients, Null Zone)&lt;br /&gt;
*&#039;&#039;&#039;[[Ortan Cassius|Chaplain Cassius]]:&#039;&#039;&#039; He grants a mortal wound against enemy units that kill an Ultramarines model within 6&amp;quot; on a 6+. 3+ Marines die often, so with big numbers in your army Cassius has some punch and hurts the enemy in their phase. Combine with a Company Ancient and Apothecary to make the marine shoot as he dies, confer a mortal wound, and be brought back to life to shoot the next turn.&lt;br /&gt;
**With the new codex and the Ultramarines Supplement, Cassius provides two Litanies for your marines. Using the +1 to hit and +1 to wound litanies can give squads that can generally hit on 2s, and a minimum wounding of 5s.&lt;br /&gt;
*&#039;&#039;&#039;[[Torias Telion|Sergeant Telion]]:&#039;&#039;&#039; Telion makes Scout Snipers better. He is armed with a better Sniper Rifle, and Scouts within 3&amp;quot; add 1 to their roll to hit. Telion hits on a 2+, and also has the Ultramarine and Scout keyword. Rolls of one always fail, but modifiers are diminished by his buff to himself.&lt;br /&gt;
*&#039;&#039;&#039;[[Antaro Chronus|Sergeant Chronus]]:&#039;&#039;&#039; Sadly, you still can&#039;t take Chronus in a Repulsor or certain FW vehicles, which is a real shame since he can not only repair the tank he&#039;s riding in but also fixes its BS to 2+. This might not seem like much of a buff at first, but keep in mind that &#039;&#039;this overrides the BS decrease that the damage tables would normally force&#039;&#039;- not only will it be hitting on a 2+, it&#039;ll continue to do so even at the point it would normally be hitting on a 5+! Like in 7th edition, he becomes an infantry unit if his tank is destroyed, but a lackluster statline and bad selection of wargear mean that Chronus on foot is little more than an extra kill point for the enemy.&lt;br /&gt;
**Depending on whether you want him to fill a Heavy slot or not as well as an HQ slot, the two vehicles he&#039;s commonly considered best in are a quadruple lascannon predator or a double assault cannon razorback.  In either case, remember that he&#039;s not a character until he disembarks, and you want his vehicle to have as many guns as possible, so always take a storm bolter and strongly consider a hunter-killer missile.&lt;br /&gt;
**The vehicle Chronus commands gets the character keyword. While that might not by itself stop him from getting shot, (all the vehicles he can ride have 10 wounds or more,) it does mean he can use Company Veterans, Honor Guard and Victrix Guard to deflect shots and stay operational for very long.&lt;br /&gt;
**Originally, vehicles he can command was very specific; but the new Codex has the following keywords as available rides: LAND RAIDER, RHINO, RAZORBACK, WHIRLWIND, PREDATOR, VINDICATOR. Sadly, no REPULSOR, SICARAN, MASTODON, ASTRAEUS, FELLBLADE or SPARTAN, but this still means he can command a Whirlwind Scorpius, a Land Raider Achilles or a Relic Predator. Or if you want to live dangerously, a Vindicator Laser Destroyer or a Terminus Ultra.&lt;br /&gt;
**Chronus and Telion are dirt cheap (65 for Telion, 30 for Chronus, although that&#039;s on top of the tank he rides), so they will be a great help to fill compulsory HQ slots for bigger detachments. This is a huge boon for Ultramarine players, as this will help get more command points and recycle them thanks to their warlord trait. Throw in cheap Scout Squads for the troop tax (and to make sure Telion is used to his full potential) and you&#039;re good to go for a Battalion.&lt;br /&gt;
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&#039;&#039;&#039;Forgeworld&#039;&#039;&#039; {{W40kKeyword|Successor Chapters}} &#039;&#039;&#039;Characters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Remember you don&#039;t necessarily need to pick Inheritors of the Primarch to be Ultramarine successors and use this supplement.&lt;br /&gt;
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{{W40kKeyword|[[Fire Angels]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Captain Tarnus Vale:&#039;&#039;&#039; Captain.  Provides a 6+ invuln to nearby vehicles, but isn&#039;t riding a bike or using a jump pack, so he&#039;ll never keep up with his charges unless he’s in a transport or said charges are artillery tanks, such as a Fellblade or Whirlwind. But, he does have a power axe that has D2, and an 8&amp;quot; pistol 3 plasma pistol. Not to mention lots of vehicles sit in a parking lot. Like are you really gonna be zipping that predator up the field?&lt;br /&gt;
&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; The Fire Angels are notable for for their strict adherence to the Codex, so Inheritors of the Primarch is a perfect fit for them. Alternatively, if you want to build around Vale&#039;s Vehicle buffs and build a parking lot type army, tank boosting Tactics like Master Artisans and Scions of the Forge are good options.&lt;br /&gt;
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{{W40kKeyword|[[Fire Hawks]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Knight-Captain Elam Courbray:&#039;&#039;&#039;  Captain.  The &#039;&#039;only&#039;&#039; Forge World character in this list who showed up with a Jump Pack, with the highest Move stat (and the guy in second place, Hecaton Aiakos, can&#039;t be your Warlord, although [[Lias Issodon]] is the guy in third place).  However, because how DARE you tell him what to do when he comes in from reserve, he teleports in like a boss, rather than falling from the sky like a pleb.  Also, he will always try to attack Characters within 1&amp;quot; of him, even if you&#039;d rather he attacked someone else, because, again, FUCK YOU. &lt;br /&gt;
**You&#039;re better off taking a regular captain with a jump pack bolt pistol and a relic blade. You&#039;re paying 18 points more to get to reroll wounds on your Suser AP-2 D1d3 sword (worse than the relic blade at S+2 AP-3 D1d3, which is more likely to wound on the first roll given it makes the captain S6). That&#039;s all he has over the normal jump pack captain. That and the &#039;has to hit characters if possible within 1&amp;quot;&#039; thing. Which is actually a handicap.&lt;br /&gt;
&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; While Courbray is nothing you&#039;d build an army around and not a whole lot is known about the Fire Hawk&#039;s specialisation, they present a fluffy option for creating a more fleshed out Legion of the Damned. No options for universal FNP or Deep Striking, but general durability boosters like Indomitable, Stalwart, Stealthy (fluff it as the smoke rising off them giving them cover!) Or Warded are fine choices, and Fearsome Aspect is quite appropriate.&lt;br /&gt;
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{{W40kKeyword|[[Howling Griffons]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chaplain Dreadnought Titus:&#039;&#039;&#039; Exactly the same as a normal chaplain dread, but his FNP equivalent is a 5+, not a 6+, and he has fixed weaponry in an assault cannon, heavy flamer, and big ol&#039; smashy fist. He&#039;s worth taking if you&#039;re playing Howling Griffons and already planned on taking a Chaplain Dreadnought, but otherwise unremarkable.&lt;br /&gt;
&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; Griffons are known for their tactical flexibility and good sense, so most any blend of Tactics could be made to work. Titus himself, similarly, is just a solid all-rounder, though Chaplain Dreads inherently encourage a more melee focused playstyle. A good pick for remaining fast and loose with what sort of army you want to bring.&lt;br /&gt;
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{{W40kKeyword|[[Marines Errant]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Commander Anton Narvaez:&#039;&#039;&#039; Captain.  Used to be he was a little worse stats-wise than a captain (since he&#039;s not a captain) but had more interesting (if weird) wargear. Now he&#039;s just as good as a regular captain stat-wise, but his wargear got even weirder and even better. He comes with a power sword that on a 6+ to wound does a mortal wound &#039;&#039;instead&#039;&#039; (weird), an assault d3 plasma gun with 1 less ap that can&#039;t supercharge (weirder) and the Actinic Halo which gives him a 2++ save that is better than his power armour save UNTIL you take an unsaved wound at which points it stops working and only gives a near useless 6++ (legendarily weird). He honestly makes a decently shooty captain who has a decent buff (he provides the captain buff of rerolling 1s to hit, not the lieutenant buff to wounding) and is good for an all-rounder and doesn&#039;t cost much at all, use your command point rerolls on his invulnerable save to keep him alive all game and outside of mortal wounds he&#039;ll be exceptionally tanky... especially for a dude who&#039;s just supposed to be a ship captain.&lt;br /&gt;
&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; Close range board actions are not well represented on the tabletop outside of Killteam, but we can make it work. Assault is the name of the game here, so Hungry for Battle and Rapid Assault are no brainers.&lt;br /&gt;
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{{W40kKeyword|[[Novamarines]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Captain Mordaci Blaylock:&#039;&#039;&#039; Terminator captain, with a D3 chainfist, a relic storm bolter S5 AP-2, and grants a 6+ FNP to all Novamarines Infantry within 6&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; Another Codex hardliner, so Inheritors of the Primarch is probably ypur go-to here. Just as well, Braylock is brutal in close range where he can support similarly built units.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elite:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Ancient:&#039;&#039;&#039; Split off from the Honour Guard, he&#039;s the same as a Company Ancient, but exclusive to Ultramarines and comes with a 2+ save and a power sword instead of the pistol (which he can&#039;t exchange). He also has a 9&amp;quot; banner range instead of 6&amp;quot;, just in case you wanted him to reach out and touch farther units to let them fight or shoot one last time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chapter Champion:&#039;&#039;&#039; Despite the name, the Codex Chapter Champion isn&#039;t unique, so one Ultramarines Chapter can have multiple of him. He has the same mandatory Heroic Intervention and re-roll against CHARACTERs as a Company Champion but has +1A and Sv, and different wargear. His Codex entry carries a Power Sword and Champion&#039;s Blade (as well as a bolt pistol and grenades), meaning he costs 64 points, so you&#039;re paying 10 points over a Company Champion to go from 3+/5++ to 2+ and from A3 S4 AP-3 D2 to A4 S4 AP-3 D1 + A1 S4 AP-2 D1; as you may have just noticed, this means, even before the points difference, your output is going down against anything with 2 or more wounds. Accordingly, you&#039;re better off with a Company Champion, even though the Chapter Champion can use the Index to swap his Champion&#039;s Blade for a Bolter (which is drastically better on him) or his power sword for something else, simply because the master-crafted power sword on the Company Champion is so efficient and because 2+ isn&#039;t that much better than 3+/5++. The closest you&#039;re going to get for competition is the Thunder Hammer/Bolter combo, which is 81 points for A4 WS3+ (rerolling 1s to hit characters) S8 AP-3 D3, which will murder most things more efficiently than the Company Champion will, but only once delivered, and you can&#039;t give him a Jump Pack - that&#039;s a serious points investment over solving the same problem with Thunder Hammer Vanguard Vets, who can just get to the problem with their Jump Packs.&lt;br /&gt;
**Both Champions have buffs that overlap Chaplains/Captains/Chapter Masters, so plan accordingly - if you&#039;re bringing the buffs in from elsewhere, neither is remotely as compelling as TH/SS Company or Vanguard Veterans.&lt;br /&gt;
***This has all changed now. The Chapter Champion gets a Mastercrafted Power Sword and some quite substantial buffs now. Firstly, he has 5 attacks on his profile, which is more than even a Captain. Secondly, all attacks in close combat are at -1 to hit him. Combined with a 2+ save he&#039;s looking very survivable. Against characters, he also gets a whole host of special rules that will range from okay to downright scary! A 6&amp;quot; Heroic Intervention is okay to reach a character but re-roll hits and wounds against a character is amazing.&lt;br /&gt;
Give this guy the Burning Blade and The Imperium&#039;s Sword Warlord Trait and enjoy wounding T4 on 2s with AP-5 and D2. You can even shark vehicles with him since he has 7 attacks on the charge at S8. I&#039;d even use him to finish a Knight character and laugh about it!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Honour Guard:&#039;&#039;&#039; They seem underwhelming at first since there&#039;re only two models per unit and they have only one more wound compared to the Company Veterans. However, they only cost a minimum of 50 points plus gear (see below) for the entire unit. They possess a 2+ save, which, paired with their W2, is the primary reason to take them - they&#039;re worse in melee than Company Vets - and because of their unit size, have no worries about morale tests. Like the Company Veterans, they can intercept wounds for CHARACTERs, so they&#039;re good to have around in melee. Remember that you can stick several units into a single transport, so there is nothing stopping you from sticking 8 2-man units of Honour Guard into a single Land Raider Crusader.&lt;br /&gt;
**Codex Honour Guard has a mandatory Power Axe, but Index Honour Guard can take a Sword, Maul, or Relic Blade, so per the FAQ, the Index &amp;quot;wins&amp;quot;, letting you take 50 points Sword Guard for bubble wrap/ablative wounds. For any weapon from Power Sword, Maul, or Axe, an Honour Guard costs the same as a Company Vet with a Storm Shield, meaning the choice is W2/2+ or W1/3+/3++; the former is cheaper per wound, which means your bodyguard lasts longer, but the latter is more durable against the majority of potential incoming fire, due to the abundance of higher damage and armour penetrating guns out there. Note also that both units are functionally immune to morale, but the Company Vets hit harder in melee - the Honour Guard unit is 4 attacks, while the Company Vets are 5. Relic Blades are garbage, doubling the cost of the Honour Guard carrying them; Company Vets with Thunder Hammers will outperform them any day.&lt;br /&gt;
*&#039;&#039;&#039;Tyrannic War Veterans:&#039;&#039;&#039; Sternguard Vets, minus the weapons options and with the ability to re-roll all failed rolls to hit or wound {{W40Kkeyword|TYRANID}} units. Situational, but since the bugs have gotten significant buffs it might be useful. The unit consists of 4 models, so can be cheaper in total than Sternguard, and make odd arrangements in transportation more viable.&lt;br /&gt;
**As a strange side note, remember that these models have STERNGUARD VETERAN SQUAD as a keyword. This means they not only can benefit from Masterful Marksmanship but also bonuses from being in the Victrix Guard Specialist detachment. Further, with their Special Issue Bolters, you can see them as a way to extend a Sternguard allowance from just 3 squads to 6. Why you would do that is beyond comprehension.&lt;br /&gt;
*&#039;&#039;&#039;Victrix Honour Guard:&#039;&#039;&#039; Primaris Honour Guard, with both upsides and downsides. Standard 1 wound and ABOVE standard +2 attacks (normally Primaris get +1), but also kitted out with power swords (losing the superior power axes of the base unit) and storm shields (losing both the bolters and bolt pistols of the base unit), and can perform Heroic Interventions. If they&#039;re in the same detachment as Marneus Calgar, they don&#039;t take up a slot.  The net result, even after paying 5 more points per model, is that you gain a lot of durability and slight mobility, as well as an overall gain to melee output (&#039;&#039;doubling&#039;&#039; the unit&#039;s total attacks more than compensates for the inferior melee weapon), in exchange for a sharp reduction in ranged output - in fact, if you want your chapter tactic to apply to them, all you can do is have the unit throw a single grenade, as opposed to the base unit, which has a pair of bolters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]:&#039;&#039;&#039;The most effective unit in the Astartes Codex, even with his whopping 350 point cost. He possesses an impressive statline: WS and BS are both 2+, 8&amp;quot; movement, S6, T6, 6A and has 9 wounds and if he is killed he comes back on a roll of 4+ with D6 wounds. Has the character keyword so can&#039;t be shot at unless he&#039;s the closest model or by snipers, and also takes cover behind a constant 2+, 3++. Shooting wise he uses the Hand of Dominion which is 24&amp;quot; rapid fire 3 S6 AP-1 Dmg 2, which is good but it&#039;s CC where you want Girlyman. In close combat he can either use the Hand of Dominion a Sx2 AP-3 Dmg 4 power fist or use the motherfucking [[Emperor&#039;s Sword]] at S+2 AP-4 Dmg 3 that on a roll of a 6 causes D3 mortal wounds on top of the 3 damage he already caused. In close combat he is one of the best characters in 8th, on top of that lucky rolls can lead to him dishing out a lot of extra damage through mortal wounds. All of that is nice, however, where Guilliman truly shines is his buffs to the rest of the army. Any keyword &#039;&#039;&#039;Imperium&#039;&#039;&#039; unit within 12&amp;quot; adds 1 to advances and charges, re-roll hits of 1 and can re-roll failed morale tests. As the Primarch of the Ultramarines, he gives any {{W40Kkeyword|Ultramarines}} units within 6&amp;quot; re-rolls of any hit roll, and wound rolls of 1 as well. Guilliman himself is affected by his own aura, allowing him to add 1 to charges and advances as well as re roll hits and 1s to wound. If all that wasn&#039;t enough if your army is battleforged you get 3 extra CP. He does everything you&#039;d want a warlord to do, basically. The main reasons not to take him are points cost, wanting a different LOW, or not wanting to be seen as [[That Guy]]. &lt;br /&gt;
**Be aware that since he has the {{W40Kkeyword|Monster}} keyword for some odd reason, he tends to interact strangely with several other rules (e.g. taking Transports). Watch for anything that affects {{W40Kkeyword|Monster}} units and be prepared to footslog.&lt;br /&gt;
&lt;br /&gt;
====Tactical Objectives====&lt;br /&gt;
====Tactics====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Imperial (&amp;amp; Crimson) Fists}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Imperial_&amp;amp;_Crimson_Fists_Livery.png|100px|left|]]In the grim darkness of the far future, there is only defiance eternal.&amp;lt;br&amp;gt;&lt;br /&gt;
Stubborn to a fault, the Imperial Fists are paragons of bolt marksmanship and peerless urban fighters and siege specialists.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, this is represented by their bonuses to shooting and mastery of cover use. Where their enemies find no respite, the Imperial Fists dig in whilst letting loose precise bolter fusillades and crippling heavy weapons barrages. Success not out of tricks or outlandish tactics, just shooting like a supersoldier ought to.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you want to marines whose &amp;lt;b&amp;gt;boltguns actually matter&amp;lt;/b&amp;gt; and wish to reduce your enemy&#039;s army to mauled infantry turn one, then play as the Sentinels of Terra and fight until the bitter end&#039;&#039;.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
Unlike other supplements, the Imperial Fists share theirs with their Crimson Fists successors. Crimson Fists thus have a full list of relics and stratagems (and Imperial Fists don&#039;t), but have their own chapter tactic and half a warlord trait table. They&#039;re still Fists, just with some &amp;quot;heroic last stand&amp;quot; tones.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|Imperial Fists &amp;amp; Successor}} Chapter Tactics - Siege Masters:&#039;&#039;&#039; Enemy units do not receive &amp;quot;the benefit of cover&amp;quot; against attacks made by models with this tactic. If the attack was with a bolt weapon, an unmodified 6 to hit scores an additional hit. [[Ork|Yellow IS shootier]].&lt;br /&gt;
**Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Plus, scoring more shots than the weapon is actually capable of is always neat. This also means you suffer less from -1s to hit, including Auspex Scanner&#039;s.&lt;br /&gt;
**Cover isn&#039;t the nigh-invuln it was back in 7E, but it&#039;s almost like an extra point of AP now that it affects everyone. Not only cover-relying campers like Rangers and Scouts, but also those armies that get &amp;quot;the benefit of cover in the open&amp;quot;, where similar things like Deathwatch Dragonfire rounds are specified as NOT working against. This lets Imperial Fists entrench themselves while their opponents cannot, either levelling the playing field when storming enemies in cover, or stacking it in your favour when you have a cover of your own. Especially when it makes Primaris bolter variants more relevant.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|Crimson Fists}} Chapter Tactic - No Matter the Odds:&#039;&#039;&#039; Add 1 to hit rolls for a unit targeting another unit (in either the shooting or fight phase) that has at 5 more models than the attacking unit has (e.g. a unit of 3 models gets +1 against any unit of 8 models or more). When using a {{W40Kkeyword|Vehicle}} to attack, that model itself counts as 5 models, so you only get it on units of 10 or more, not 6.  Vehicles and Dreadnoughts you attack still count as 1 - in fact, this tactic &#039;&#039;can&#039;t&#039;&#039; come up against any target unit with fewer than 6 models in it. Additionally, for attacks with a bolt weapon, an unmodified 6 to hit scores an additional hit.&lt;br /&gt;
**Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Plus, scoring more shots than the weapon is actually capable of is always neat. This also means you suffer less from -1s to hit, including Auspex Scanner&#039;s.&lt;br /&gt;
**As if you needed an incentive to run Multiple Small Units. Keep in mind &amp;quot;cosmetic&amp;quot; models count as squad members, e.g.: an Armorium Cherub would prevent an otherwise 5-man Devastator unit to gain the bonus against a unit of 10 Guardsmen. Still, it gives Crimson Fists great anti horde capability. It works on your damaged units too as well as low count units ([[That_Guy|Company Vet pairs!]]), and your characters won&#039;t suffer penalties to their power fists when fighting the enemy masses.&lt;br /&gt;
**This Chapter Tactic also means &amp;lt;u&amp;gt;safe supercharged plasma&amp;lt;/u&amp;gt;, which can matter against massed T4 enemies like Ork Boyz or Necron Warriors. Always load up your characters with combi plasma. As long as they&#039;re shooting units of more than 5 models they&#039;ll have safe overcharged plasma for killing primaris or TEQ models. If you&#039;re shooting at hordes, the +1 will let you fire both sides of the combi weapon without penalty.&lt;br /&gt;
**Aggressors and Centurions are perfect for the CF: they are a three-man squad and can generate a fuck ton of bolt shot.&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine - Legacy of Dorn:&#039;&#039;&#039; Heavy Weapons gain +1 damage when targeting {{W40kKeyword|Vehicle}}s or {{W40kKeyword|Building}}s (although good luck finding a non-vehicle building to shoot at) in the Devastator Doctrine. No nonsense, strike some of the important targets turn one at range. But only turn one, due to the changes to Combat Doctrines. &#039;&#039;[[Battlesuit#XV95_Ghostkeel_Battlesuit|Does]] [[Riptide|nothing]] [[Khaine#The_Avatar_of_Khaine|against]] [[Tyranids|{{W40kKeyword|monsters}}]].&#039;&#039;&lt;br /&gt;
**In 8E volume of dice matters more. The doctrine makes Lascannons and Krak missiles more reliable, but 6 Assault Cannon shots at &#039;&#039;double damage&#039;&#039; (12 damage at S6 AP-1) are simply more reliable than two lascannon shots at +1D (9 damage at S9 AP-3). The specialist doctrine is active only the first turn and you have to make it count; on top of your actual dedicated anti-tank you could aim your non-specialized heavy guns at tanks too, even the humble Heavy Bolter becomes a considerable threat to lighter vehicles: Auto, Grav, and Plasma Cannons become true all-rounders, able to deal effectively with heavy infantry and vehicles. Combined with the Tank Hunters Stratagem, a true siege master can use even light artillery like Whirlwinds and Thunderfire cannons in a counter-battery role, as well as turn Intercessors&#039; Stalker Bolt Rifles and Eliminator&#039;s Bolt Sniper rifles into AP-3 D3 shots (that wound on 4+).&lt;br /&gt;
&lt;br /&gt;
=====Warlord Traits=====&lt;br /&gt;
======{{W40kKeyword|Imperial Fists &amp;amp; Successors}}======&lt;br /&gt;
#&#039;&#039;&#039;Siege Master:&#039;&#039;&#039; Add 1 to wound rolls against Building and Vehicle units. Great on a slam captain or anyone else that’s going to be in melee against Knights or tanks. This is Tor Garadon’s required trait.&lt;br /&gt;
#*The Imperial Fists can have one of the mightiest Smash Captains of them all: Combine Siege Master with &amp;lt;b&amp;gt;The Imperium&#039;s Sword&amp;lt;/b&amp;gt; (rerolls charges, +1S +1A). Then give him a relic Thunder Hammer or the cheaper Fist of Terra and now he&#039;s wounding Knights on a 2+.&lt;br /&gt;
#*Fist Warlords aren&#039;t restricted to melee. Siege Masters can wound most vehicles on a 4+ with mere bolters. MC Auto Bolt Rifle &amp;gt; MC Stalker Bolt Rifle.&lt;br /&gt;
#&#039;&#039;&#039;Indomitable:&#039;&#039;&#039; This warlord can only be wounded on a 4+. Essentially the opposite of the above, rather than being good at killing Knights this trait makes you good at not being killed by Knights (or other Smash Captains). This is Captain Lysander’s required trait.&lt;br /&gt;
#*Better for T4 characters than for Gravis Captains; Gravis gives up the option of a 3++ for a T5 that would prevent them being wounded by S8 on a 2+, but this trait does away with silly maths. Only S5 Power Axes and Bolt Sniper Rifles would make a difference here.&lt;br /&gt;
#&#039;&#039;&#039;Fleetmaster:&#039;&#039;&#039; Once per battle, &#039;&#039;at the end of the Fight phase&#039;&#039; and if this warlord both remained stationary and didn&#039;t do any attacks, select a point on the battlefield and roll 1d6 for each unit within &#039;&#039;&#039;d&#039;&#039;&#039;6&amp;quot;. On  a 4+ (substracting 1 for characters), deal d3 MW to that unit. So, give up a Warlord&#039;s trait and turn to do what an Orbital Comms Impulsor does.&lt;br /&gt;
#*Then again, it can be combined with an Orbital Comms Impulsor and Orbital Bombardment for 3d3 MW on the enemy&#039;s formation / spam 1d3 MW across the board. Rather punishing for [[Space Marines|MSU armies]].&lt;br /&gt;
#&#039;&#039;&#039;Stubborn Heroism:&#039;&#039;&#039; The warlord halves incoming damage (rounding up), but cannot fall back. Combine this with &amp;lt;b&amp;gt;Indomitable&amp;lt;/b&amp;gt;, and take the Adamantine Mantle on a Gravis Captain for a character who isn’t going anywhere.&lt;br /&gt;
#*He won&#039;t die to the big stuff, but keep anti-horde measures at hand should you need them - a Terminator / Aggressor retinue can use &#039;&#039;&#039;Close-Range Bolter Fire&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Architect of War:&#039;&#039;&#039; When resolving AP-1 attacks against friendly Fists within 6&amp;quot; of this warlord, add an additional 1 to the (armour) save roll if that unit is &amp;quot;recieving the benefit of cover&amp;quot; (meaning IW &amp;amp; other IF nullify this trait). &#039;&#039;While situational, enemy Bolt Rifles start as AP-1, so it can be a common situation indeed.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Hand of Dorn:&#039;&#039;&#039; If your army is battle-forged, gain D3 command points before the battle. Simple, powerful, always worth taking, even if it requires spending a command point for Sentinel of Terra.&lt;br /&gt;
&lt;br /&gt;
======{{W40kKeyword|Crimson Fists}}======&lt;br /&gt;
#&#039;&#039;&#039;Tenacious Opponent:&#039;&#039;&#039; If there are at least 5 enemy models within 6&amp;quot; of your warlord in the fight phase, he gains D3 extra attacks.&lt;br /&gt;
#*Have him fight before killing models with other units; [[Khorne|Eight]] attacks on a good roll place him among the most damaging captains. Combine it with &#039;&#039;&#039;The Imperium&#039;s Sword&#039;&#039;&#039; or &#039;&#039;&#039;Champion of Humanity&#039;&#039;&#039; to make him even deadlier.&lt;br /&gt;
#&#039;&#039;&#039;Refuse to Die:&#039;&#039;&#039; Unlike Robutte Girlyman you don’t need magical armour given to you by Cawl and some filthy heretical Eldar. Once your warlord loses his last wound, roll a d6, and on a 4+ he comes back with 1d3 wounds remaining as close as possible to your original position and at least 1” away from enemy models.&lt;br /&gt;
#&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; All {{W40Kkeyword|Crimson Fists}} units gain the Defenders of Humanity (Objective Secured) rule within 6” of your warlord, and any unit that already had that rule (your Troops) count as double their model count (5 tacticals count as 10 when determining models securing an objective), so you can steal objectives even if you&#039;re outnumbered by guardsmen. Especially hilarious when it&#039;s a sudden deepstriking ObSec captain stealing it away from non-troop enemies.&lt;br /&gt;
&lt;br /&gt;
====Relics &amp;amp; Special-Issue Wargear====&lt;br /&gt;
&lt;br /&gt;
Relics are now split into two categories. Relics of the Fists may only be taken by Imperial Fists (unless you use a stratagem). Special-Issue Wargear can be taken by Imperial Fists and their successor chapters.&lt;br /&gt;
&lt;br /&gt;
=====Relics of the Fists=====&lt;br /&gt;
The Fists only get four relics for themselves, as they share two slots with the Crimson Fists:&lt;br /&gt;
*&#039;&#039;&#039;The Spartean&#039;&#039;&#039;: Vastly improved from SM1, it upgrades a bolt or heavy bolt pistol, making it 18&amp;quot; Pistol 2 &#039;&#039;&#039;AP-3&#039;&#039;&#039; 2D with the ability to target Characters like snipers do. Can be given to a Primaris character (only Captains can take power fists) to help eliminate characters.&lt;br /&gt;
*&#039;&#039;&#039;Eye of Hypnoth&#039;&#039;&#039;: Ranged attacks within 6&amp;quot; of the bearer re-roll 1s to wound. So, a limited Lieutenant reroll...but that still frees up 60-70 pts and a HQ slot for a Chaplain or Librarian. Great for a ranged Captain baby-sitting a gunline, especially since [[Derp|Phobos Lieutenants cannot infiltrate]].&lt;br /&gt;
*&#039;&#039;&#039;The Banner of Staganda&#039;&#039;&#039;: {{W40Kkeyword|Imperial Fists Ancient}} only. Melee attacks made by models within 6&amp;quot; get +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;The Bones of Orsak&#039;&#039;&#039;: {{W40Kkeyword|Imperial Fists Librarian}} only. When manifesting a Geokinesis power, you can re-roll the Psychic test. &#039;&#039;Doubtful: Geokinesis powers are easy, being WC6 at most&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
And the Crimson Fists get 2:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Duty&#039;s Burden&#039;&#039;&#039;: {{W40Kkeyword|Crimson Fists}} exclusive, replaces a master-crafted stalker bolt rifle or master-crafted auto bolt rifle, 30&amp;quot; Rapid Fire 2 S5 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Fist of Vengeance&#039;&#039;&#039;: {{W40Kkeyword|Crimson Fists}} exclusive, replaces a power fist, turns it into a thunder hammer with no penalty to hit (D3). One of the best melee relics, especially with the huge points increase for thunder hammers - hits hard and cheap - but usually worse than a Master-Crafted Thunder Hammer, despite the relative costs.&lt;br /&gt;
&lt;br /&gt;
=====Special-Issue Wargear=====&lt;br /&gt;
To compensate for the Fists below average number of relics, some Special-Issue items are of relic-tier quality.  First of all, the standard 4 every chapter gets:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Mantle&#039;&#039;&#039;: 5+++ Feel No Pain.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armor&#039;&#039;&#039;: 2+/5++. As always, better on support characters that lack invulnerable saves like Lieutenants or Librarians.&lt;br /&gt;
*&#039;&#039;&#039;Master-Crafted Weapon&#039;&#039;&#039;: Increase a weapon&#039;s damage by one, cannot already be master-crafted, weapon counts as a Relic.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons&#039;&#039;&#039;: Gain an extra attack that deals a mortal wound if it hits.&lt;br /&gt;
&lt;br /&gt;
And then the four Fist-specific ones:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auric Aquila&#039;&#039;&#039;: 4++ invulnerable save, and 5+++ against mortal wounds in the Psychic phase. &lt;br /&gt;
*&#039;&#039;&#039;Fist of Terra&#039;&#039;&#039;: Replaces a power fist, removing the penalty to hit and granting +1 attack. One of the better melee relics. Despite lacking a Thunder Hammer&#039;s guaranteed 3 Damage, the bonuses allow the wielder to effectively fight infantry whilst still being effective against bigger targets. And again, 31 damn points cheaper. &lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker Bolts&#039;&#039;&#039;: Gives a bolt weapon an alt-fire mode: make one hit roll that makes D3 wound rolls (allocated separately) at AP-5 D1. Best when fired from a Bolt Sniper Rifle or Stalker Bolt Rifle, doubling the damage against vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Warden&#039;s Cuirass&#039;&#039;&#039;: +1 Wound. Tack it onto an Iron Resolve Gravis Captain for 9W with FnP (6+). That&#039;s effectively &#039;&#039;&#039;10.5 Wounds&#039;&#039;&#039; while still enjoying Character protection.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&#039;&#039;&#039;Attack Stratagems&#039;&#039;&#039;: Doubles down on their bolter and anti-vehicle themes.&lt;br /&gt;
*&#039;&#039;&#039;Bitter Enemy (1 CP)&#039;&#039;&#039;: In the Fight Phase, re-roll any Hit and Wound rolls against {{W40Kkeyword|Iron Warriors}}. The fluffy stratagem everyone seems to get. If it comes up, have fun with it.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Drill (2 CP)&#039;&#039;&#039;: In the Shooting Phase, one {{W40Kkeyword|Imperial Fists}} unit counts hit rolls of 6 with a Bolt weapon as two hits. That&#039;s three with the chapter tactic. A tad expensive, so throw it high dakka units like Aggressors, Inceptors, Centurions, Infiltrators (6s auto-wound), FW Quad-Heavy Bolter units (Fire Raptor, Land Raider Proteus, Rapier Carrier) and the like, pray for sixes, and unleash the BRRRRRT.&lt;br /&gt;
*&#039;&#039;&#039;Clearance Protocols (2 CP)&#039;&#039;&#039;: During the Shooting Phase, ten models in a unit can hurl grenades instead of one. Most noticeable on Assault marines and Vanguard Vets, who have an easier time closing the distance, can hurl a Melta Bomb and aren&#039;t missing out on their guns. Still niche.&lt;br /&gt;
*&#039;&#039;&#039;Close-Range Bolter Fire (2 CP)&#039;&#039;&#039;: Turn a unit&#039;s Bolt weapons into Pistols for a Shooting phase. They actually gain the Pistol type, so while Storm and Hurricane Bolters miss out on the double shooting, squads can use their guns alongside their actual pistols, and they get a boost in the Assault Doctrine.&lt;br /&gt;
**Everyone benefits, but who benefits more? &amp;lt;u&amp;gt;1) Units who would like to fall back&amp;lt;/u&amp;gt;, so that&#039;s Heavy Bolter Centurions and Devastators (and Rapier Quad Heavy Bolters &amp;amp; Land Raiders Crusader and Proteus, because [[Derp|it isn&#039;t restricted to infantry]]). &amp;lt;u&amp;gt;2) Units who want to be in melee but don&#039;t want to miss out on their dakka&amp;lt;/u&amp;gt;, like Auto Bolt Rifle Inceptors and, above all others, Autobolt Aggressors, who can shoot twice because they didn&#039;t move that turn. &#039;&#039;&#039;Pistol 12!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Praetorian&#039;s Wrath (2 CP, Single Use)&#039;&#039;&#039;: At the start of the movement phase, when the Devastator Doctrine is active, 6s to wound with heavy weapons and grenades gain an additional -1 to their AP until the next movement phase. Note that the wording here means that it applies in Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Sappers (1 CP)&#039;&#039;&#039;: In the Shooting or Fight Phase, a unit adds +1 to Hit and Wound against a {{W40Kkeyword|Building}}. No one uses buildings, and you already have Combat Doctrine if they do. But if someone brings a Noctilith Crown or a Landing Pad, go break it.&lt;br /&gt;
*&#039;&#039;&#039;Tank Hunters (2 CP)&#039;&#039;&#039;: Pick one enemy {{W40Kkeyword|Vehicle}}. Until the end of the phase, a (1) {{W40Kkeyword|Imperial Fists}} unit gets +1 to wound against it. Pop this when the enemy has a piece or armor that absolutely must die, and the combat doctrine just isn&#039;t enough for you (or you&#039;re trying to destroy it in melee).&lt;br /&gt;
**Anti-infantry guns will wound almost any vehicle on a 4+, and Lascannons, Vindicators and Heavy/Macro Plasma Incinerators will &#039;&#039;wound almost any vehicle on a 2+&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Stratagems&#039;&#039;&#039;: Makes Fists a pain in the glove to remove, especially when near select locations due to their &amp;quot;Once more, into the breach!&amp;quot; siege flair.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolster Defenses (1 CP, Single Use)&#039;&#039;&#039;: At the start of the movement phase, select an {{W40Kkeyword|Imperial Fists Infantry}} unit entirely on or within a terrain feature. As long as they remain stationary, when resolving an attack against them, add 1 to their non-invulnerable saving throw.&lt;br /&gt;
**That&#039;s the wording. Notice it doesn&#039;t say &amp;quot;in the shooting phase&amp;quot;, just says attack; if the enemy charges them, they get +1 to their armour save in melee - they&#039;re on YOUR turf. Use a Drop Pod or Impulsor, so your unit can begin turn 2 on the enemy&#039;s ground and it becomes PROTECT THE BEACH-HEAD!&lt;br /&gt;
*&#039;&#039;&#039;Pain Is A Lesson (1 CP)&#039;&#039;&#039;: Give a 6+++ Feel No Pain to a non-vehicle or servitor unit for a phase. &lt;br /&gt;
*&#039;&#039;&#039;Stubborn Defense (2 CP)&#039;&#039;&#039;: Use at the start of the battle if your Warlord is on the battlefield. You can’t discard Storm or Defend tactical objectives, but scoring them gains you an additional victory point.&lt;br /&gt;
*&#039;&#039;&#039;The Shield Unwavering (2 CP)&#039;&#039;&#039;: At the end of your turn, give an {{W40Kkeyword|Imperial Fists Infantry}} unit withing 3&amp;quot; of an objective +1 attack and +1 to (non-invulnerable)&amp;lt;sup&amp;gt;[https://www.warhammer-community.com/wp-content/uploads/2019/11/ded8a1f1.pdf 19/11/2019 FAQ]&amp;lt;/sup&amp;gt; saving throws until the start of your next turn. &#039;&#039;Combine with Bolster Defenses or Pain Is A Lesson when the point must be held at all costs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrade&#039;&#039;&#039;: The usual extra relics &amp;amp; warlord traits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Champion of Blades (1 CP)&#039;&#039;&#039;: Give a successor chapter a Fists relic, the standard stuff.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Phalanx (1 CP)&#039;&#039;&#039;: Give a Sergeant a Master-crafted Weapon, Digital Weapons, the Fist of Terra, or Gatebreaker Bolts.&lt;br /&gt;
**While the Fist of Terra is good and you might want that on a character, they have other relic weapons they can wield, including Thunder Hammers. A Veteran Intercessor with the fist (6A) can join those characters. An Eliminator Sergeant&#039;s Bolt Sniper Rifle is a good way to deliver Gatebreaker Bolts.&lt;br /&gt;
*&#039;&#039;&#039;Sentinel of Terra (1 CP)&#039;&#039;&#039;: Give a non-special character Warlord an additional Warlord Trait. Combine Indomitable and Stubborn Heroism for an incredible wall.&lt;br /&gt;
&lt;br /&gt;
{{W40Kkeyword|Crimson Fists}} get two extra Stratagems, in addition to the above:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Hated Foe (1 CP)&#039;&#039;&#039;: For one phase, a unit gets +1 to wound against {{W40Kkeyword|Orks}}. And here&#039;s their fluff-appropriate Stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Slay The Tyrant (1 CP)&#039;&#039;&#039;: For one phase, a unit gets +1 to hit against {{W40Kkeyword|Characters}}. Boosting a single sniper unit could be a bit lackluster, but could be useful for units who get to target a character, especially in melee. Especially when using unwieldy weapons, or to offset enemy -1 to hit tricks.&lt;br /&gt;
&lt;br /&gt;
====Litany &amp;amp; Psychic Discipline- Geokinesis====&lt;br /&gt;
#&#039;&#039;&#039;Tectonic Purge – WC6:&#039;&#039;&#039; Any enemy units that start their charge within 12″ of the psyker must subtract 2 from the result. A strong defensive buff, this trait can combine with the debuff from a Repulsor to make even a Blood Angel unit think twice about charging out of deep strike, or work alone to help keep a unit of Centurions safe. The only major downside is the enemy needing to start within 12″, meaning the Librarian needs to be near the front lines. Combine with Tremor Shells to make charges basically impossible for an enemy unit.&lt;br /&gt;
#&#039;&#039;&#039;Wrack and Ruin - WC6&#039;&#039;&#039;: One visible enemy &amp;lt;building or unit that&#039;s wholly in or within a terrain feature&amp;gt; within 18&amp;quot; has to roll 9d6, and for each 5+ (4+ if it&#039;s a building) they suffer a mortal wound. Hardly impressive, but it might let you blow up a Tidewall, bang up a Webway gate, or smack a few cover campers.&lt;br /&gt;
#*Will outperform Smite, with the caveat that its targeting is heavily restricted.&lt;br /&gt;
#&#039;&#039;&#039;Iron Inferno – WC6:&#039;&#039;&#039; Select a point on battlefield within 18″ and visible to psyker. Roll one D6 for each enemy unit within 6″ of that point, deal one mortal wound on a 4+. Better than most area of effect powers, this doesn’t suffer from a penalty to damage characters or random radius. Still, only dealing one mortal wound per unit makes this need to hit multiple units to do much, making it far from a safe take. &lt;br /&gt;
#&#039;&#039;&#039;Fortify – WC4:&#039;&#039;&#039; Restore D3 lost wounds to one Imperial Fists Infantry or Biker model within 12″. Trivially low warp charge for some healing? Sign me up. Only downside is that Apothecary resurrection happens in the movement phase, so this can’t heal a model to full and allow the Apothecary to resurrect – but it &#039;&#039;can&#039;&#039; heal up a resurrected model to full. &lt;br /&gt;
#&#039;&#039;&#039;Aspect of Stone – WC5:&#039;&#039;&#039; Add 2 to psyker’s strength and toughness until your next psychic phase. Counters the positioning vulnerability in the use of Tectonic Purge, and turns a psyker into something of a melee threat. That said, putting your key anti-charge psyker into melee generally isn’t what an Imperial Fists gunline is likely to be doing, so this power has limited viability. &lt;br /&gt;
#&#039;&#039;&#039;Chasm – WC6:&#039;&#039;&#039; Select a visible enemy unit that cannot Fly within 18″ of the psyker. Roll 2D6; if the result is less than the lowest Move characteristic in the unit, it takes one mortal wound; if it’s equal it takes D3; if it’s greater then it’s flat three mortal wounds. Another power that can be used to snipe out a character, this power has a 58.33% chance to do a full three mortal wounds against something with the standard six-inch movement, and of course that only increases against slower units – things like Terminators or Death Guard spring to mind.&lt;br /&gt;
#*Starts outperforming Smite against M5 or less. Fuck Orks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litanies of Battle - Fortress of Resolve:&#039;&#039;&#039; Fists within 6&amp;quot; hit on 5 and 6 during Overwatch, increasing your hit ratio by +100%. And 5+ overwatch with exploding 6s is equivalent to BS4. Thus a chaplain can boost a unit with &#039;&#039;&#039;Recitation of Focus&#039;&#039;&#039; when the enemy is far away, this litany when at risk of being charged (and it also affects the bubblewrap unit), and &#039;&#039;&#039;Litany of Hate&#039;&#039;&#039; when melee is joined.&lt;br /&gt;
&lt;br /&gt;
====Specialist Detachment - Imperial Fists Siegebreaker Cohort====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
It benefits {{W40kKeyword|Captains}}, {{W40kKeyword|Centurions}}, {{W40kKeyword|Dreadnoughts}}, and {{W40kKeyword|Vindicators}}. Note that only {{W40kKeyword|IMPERIAL FISTS}} can take this, and not any of their Successors. Easily worth paying 1CP to get access to it if you need to kill Knights or Forgeworld vehicles, despite not providing access to a relic or even warlord trait ([https://www.warhammer-community.com/wp-content/uploads/2019/11/ded8a1f1.pdf GW FAQed it away rip]).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seismic Devastation (1CP):&#039;&#039;&#039; Pick one {{W40kKeyword|SIEGEBREAKER COHORT}} unit at the start of any Shooting or Fight phase. When it makes an unmodified wound roll of 6 against a {{W40kKeyword|VEHICLE}}, you deal an additional mortal wound to the enemy model.&lt;br /&gt;
**Enables your anti-infantry Centurions to also &amp;lt;s&amp;gt;kill a Leman Russ&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;KILL KNIGHTS AND LEVIATHANS&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;. Assault Centurions with flamers deal a bit more wounds, but they have to be within 8&amp;quot; of the enemy instead of 24&amp;quot;, so, pass. Bolter Discipline, baby! Redemptor Dreads with Onslaught cannons aren&#039;t as killy as Centurions, but they&#039;re noticeably cheaper.&lt;br /&gt;
***Three HB Centurions (210 pts) inflict an average of &#039;&#039;&#039;14.7 unsaved wounds&#039;&#039;&#039; to a 14W 303 pts Leviathan (2+/4++) protected by &#039;&#039;&#039;Duty Eternal&#039;&#039;&#039;(halves damage - denies your Doctrine). That example uses the most basic of boosts: rerolls of 1s to hit and wound, provided by a nameless captain with Eye of Hypnoth (or a Lt). You could combine it with &#039;&#039;&#039;Tank Hunters&#039;&#039;&#039; and &#039;&#039;&#039;Bolter Drill&#039;&#039;&#039; stratagems on Heavy Bolter/Hurricane Bolter Centurions, for +1 to wound, 2D Heavy Bolters, 6s to hit result in 3 hits rather than 1, if you want those three Centurions to kill something like a boosted Knight.&lt;br /&gt;
*&#039;&#039;&#039;Structural Demolition (1CP):&#039;&#039;&#039; When your {{W40kKeyword|SIEGEBREAKER COHORT}} units destroy a building, enemy models embarked on it roll 2d6 when exciting instead of d6.&lt;br /&gt;
**Kinda lame to be honest, considering that very few players actually take Fortifications in their lists. In fact, this kinda gives them more of a reason to &#039;&#039;not&#039;&#039; use them, and some things like Altars of Khorne don&#039;t even have a wounds stat. Don&#039;t expect to use it very often.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specialist Detachment - Crimson Fists Liberator Strike Force====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|Primaris Characters}} (Ancient, Apothecary, Captain, Chaplain, Librarian, &amp;amp; Lieutenant), {{W40kKeyword|Intercessor squads, Reiver squads, &amp;amp; Hellblaster squads}} in that detachment gain the {{W40kKeyword|liberator strike force}} keyword. The other side of the coin where it comes to Primaris detachments. It mentions all those squads, but the real stars here are the Hellblasters, as it is a ranged detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroes of Rynn&#039;s World (1CP):&#039;&#039;&#039; Use at the start of the shooting phase and pick a {{W40kKeyword|LIBERATOR STRIKE FORCE}} unit. All unmodified hit rolls of 6 count as 2 hits instead of 1.&lt;br /&gt;
**A few extra shots isn&#039;t much, so use it on Hellblasters to make it count. It&#039;s +1 to +3 dead guys on a 5-man squad firing two shots, depending on the enemy and buff auras nearby.&lt;br /&gt;
*&#039;&#039;&#039;Paragons of Dorn (1 CP):&#039;&#039;&#039; At the end of your opponent&#039;s shooting phase pick a {{W40kKeyword|LIBERATOR STRIKE FORCE}} unit that was targeted this phase, they can then fire as if it were their shooting phase. &#039;&#039;Annoying because you have to get shot first.&#039;&#039;&lt;br /&gt;
**Again your Hellblasters will destroy anything that doesn&#039;t kill them. Add an Ancient and an Apothecary so that actual casualties don&#039;t go to waste.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Expert Instructor:&#039;&#039;&#039; Re-roll hit rolls of 1 for friendly {{W40kKeyword|LIBERATOR STRIKE FORCE}} units within 9&amp;quot; of your warlord.&lt;br /&gt;
**Useful for a Lieutenant Field Commander for the double aura. Give the Eye of Hypnoth to the Captain, and now you have two double auras. Alternatively you can pick a Librarian or Chaplain (there&#039;s no Primaris Techmarines yet), and give them the double aura to boost a Hellblaster unit with Recitation of Focus / Tectonic Purge &amp;amp; Fortify.&lt;br /&gt;
&#039;&#039;&#039;Artifact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Vengeful Arbiter:&#039;&#039;&#039; 12&amp;quot; Pistol 2 S5 AP-1 D2, and successful hit rolls cause more shots at the same target (additional shots can&#039;t generate further hit rolls). &#039;&#039;Boo, relic pistol.&#039;&#039;&lt;br /&gt;
**It goes with the ranged theme, functionally giving your character a 12&amp;quot; D2 Heavy Bolter as a pistol. Then again, 12&amp;quot; is but the prelude to melee, and your other relic is basically a Thunder Hammer without unwieldy - one of the best relics in the codex in fact, and one of the few a Primaris Captain can use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Darnath Lysander|Captain Lysander]]:&#039;&#039;&#039; Lysander is a better TH/SS Terminator Captain; the Fist of Dorn being a S10 Thunder Hammer without the -1 to hit penalty, making up for the actual IF relic pistol. If you have [[Death Guard|T5 enemies]], Lysander&#039;s the guy you schedule them a play date with. He also gives +1Ld to nearby Fists, &#039;&#039;as if Space Marines cared about Leadership&#039;&#039; (you&#039;d think it&#039;d help Psychic Scourge, but that&#039;s a shitty power). Do you know how to use a TH/SS Termie Captain? Then you know all there is to know about Lysander strategy.&lt;br /&gt;
*&#039;&#039;&#039;Captain Tor Garadon:&#039;&#039;&#039; The original owner of the Spartean Bolt Pistol, now a named Primaris Captain in Gravis armor with +1 wound. He comes with a Grav-gun, making him pack just a bit more punch at range than the usual Gravis captain. He also has a Signum Array that gives a friendly Imperial Fists unit within 3&amp;quot; BS2+ at the start of the shooting phase (thus overriding a vehicle&#039;s damage bracket), which stacks nicely with his Captain&#039;s Rites of Battle aura. His Hand of Defiance isn&#039;t just an aesthetically bulky Power Fist, it&#039;s &#039;&#039;Sx3&#039;&#039; AP-3 D3 (but still -1 to hit). Last but not least, his Siege Captain ability gives all his attacks +1 to their damage characteristic when he attacks a Vehicle or Building, so he can punch a Land Raider to death with attacks to spare or help to whittle down a tank from afar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgeworld&#039;&#039;&#039; {{W40kKeyword|Successor Chapters}} &#039;&#039;&#039;Characters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Remember you don&#039;t necessarily need to pick Inheritors of the Primarch to be Imperial Fists successors and use this supplement.&amp;lt;br&amp;gt;&lt;br /&gt;
{{W40kKeyword|Crimson Fists}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Pedro Kantor|Pedro Kantor (Crimson Fists)]]:&#039;&#039;&#039; More focused this edition than in the last several; he no longer benefits Sternguard especially, nor especially torments Orks, Pedro Kantor is a CC killing machine in 8E. His Oath of Rynn special rule is now a buff to give +1A to all friendly Crimson Fists &amp;lt;u&amp;gt;models&amp;lt;/u&amp;gt; within 6&amp;quot;,  while &#039;Chapter Master&#039; affects whole &#039;&#039;units&#039;&#039; within that range. And it&#039;s great not having to pay CP to get full rerolls. For his price and relatively small footprint, he can make a huge impact in any melee.&lt;br /&gt;
**He&#039;s excellent when paired with -1 To Hit escorts, like TH/SS Termies/Vets or Aggressors. Add a Lieutenant and you&#039;ll be rerolling everything. Being a footslogger, however, you&#039;ll need to find him a way to the front line, but at the very least he&#039;s got an Assault 4 AP-1 Bolter to jog across the board. Especially with those resilient Primaris, their 2 base attacks and their Assault weapons, who may not be riding Repulsors because you don&#039;t give in to GW&#039;s shilling.&lt;br /&gt;
**Kantor, being a &#039;Chapter Master&#039; also lends himself to gun lines. His +1A helps your Marines punch back when onrushing hordes inevitably reach the Marines, Primaris hitting as if they were Vets with chainswords.&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|[[Executioners]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;High Chaplain Thulsa Kane:&#039;&#039;&#039; Chaplain with the most awesome name, +2W and A, and rather dodgy with -1 to be hit in melee.  Has a 6&amp;quot; aura that grants an additional attack for models that roll an unmodified 6 To Hit, in addition to the Mastr of Sanctity&#039;s two active Litanies. Furthermore, instead of the Crozius he uses &#039;&#039;Lifetaker&#039;&#039;, a S+2 power sword with D2, which becomes D4 against {{W40kKeyword|characters}}. And he&#039;s also got a plasma pistol with an extra shot. Though he&#039;s an impressive beatstick that buffs the melee capabilities of everyone around him, he&#039;s a footslogging manlet, so you need to put him in a good transport, like a Drop Pod or a Land Raider.&lt;br /&gt;
**&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; Imperial Fists tactics are trash for Executioners; their endgame is assault and Thulsa Kane helps them do that well. This guy is an awesome force multiplier when combined with the &amp;quot;Whirlwind of Rage&amp;quot; successor trait and some high attack volume units (like Vanguards with double Chainswords). Every 6 to hit generates an extra attack AND scores an additional hit. And while those extra attacks cannot generate any more attacks, they DO generate additional hits on consecutive 6s! Add his natural Chaplain ability to reroll failed hits and you literally drown your enemy in to wound rolls. Put him in a Drop Pod and take &amp;quot;Hungry for Battle&amp;quot; as your second trait so he and his company actually arrive in melee after deep striking (though you wouldn&#039;t be able to use litanies that turn).&lt;br /&gt;
***Even better with Incursor squads, whose Paired Combat blades score an additional hit on a 6. Combine it with Gene Wrought Might (1CP) to Auto Wound on a hit roll of 6. Exhortation of Rage means 6s generate an additional attack and Litany of Hate re-rolls any hit roll that isn&#039;t a 6. If you&#039;re fighting heretic astartes, pop Death to the Traitors (1CP) while your at it. All up, each six we roll then explodes into 1 auto-wounds, two additional hits and 3 additional attacks that can also roll 6s to get a further 3 auto-wounds (but no more additional attacks).&lt;br /&gt;
&lt;br /&gt;
====Tactical Objectives====&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Defence&#039;&#039;&#039;: Choose three objectives, score 1vp if you control one of them, d3 if you control two, and d3+3 if you control all three.&lt;br /&gt;
*&#039;&#039;&#039;Man The Walls&#039;&#039;&#039;: Score 1vp if at least three of your units are in cover or embarked.&lt;br /&gt;
*&#039;&#039;&#039;Disciplined Firepower&#039;&#039;&#039;:Choose a number between one and three, if you kill that many enemy units, you score that many vp. &lt;br /&gt;
*&#039;&#039;&#039;Champions Of Dorn&#039;&#039;&#039;: Score 1vp if an enemy character was killed by one of your characters.&lt;br /&gt;
*&#039;&#039;&#039;Death Before Dishonour&#039;&#039;&#039;: Score 1vp if this objective has been in your hand for two turns, but it is discarded if you fall back. &lt;br /&gt;
*&#039;&#039;&#039;Breach Their Defences&#039;&#039;&#039;: Score 1vp for each enemy building (lol), or unit you killed that was in/on terrain, to a maximum of three.&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
So you love bolters, hate vehicles, and forts trigger you despite never having seen one. What to do with all this?&lt;br /&gt;
*&#039;&#039;&#039;Positioning:&#039;&#039;&#039; Shock Assault urges you to melee, your doctrine pulls you to range. But whatever you choose, you have to commit: unlike WS and UM, the stubborn Imperial Fists don&#039;t take falling back too well - Stubborn Heroism warlords wouldn&#039;t even think of it. Where other armies have stratagems to do complex feints, you simply gain true grit. You deny cover, but you&#039;re also geared to garisonning terrain features and objectives. Understand you&#039;re not fighting merely on a battlefield, but with it.&lt;br /&gt;
*&#039;&#039;&#039;Attrition:&#039;&#039;&#039; Imperial Fists are balanced: they shoot well, can give the enemy a hard time closing in, and being space marines they don&#039;t suffer in melee like [[Imperial_Guard|other]] [[Tau|armies]] do.&lt;br /&gt;
**When the enemy is far away you can outshoot them: blow up their gunships and bastions, ignore their cover, dig in yours.&lt;br /&gt;
**When the enemy comes to you, delay them: blow up their transports, omniscramble their deepstrikes, pin them with Tremor Shells, punish their charges with Fortress of Resolve overwatch, and turn them back with Repulsor fields &amp;amp; Tectonic purge.&lt;br /&gt;
**When the enemy reaches your objectives, you can use Shield Unwavering and Bolster Defense to protect them, and Close-Range Bolter Fire when falling back isn&#039;t an option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Black Templars}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Black_Templars_Livery.png|100px|left|]]In the grim darkness of the far future, there will be only war. Actual quote by Sigismund, he called it first.&amp;lt;br&amp;gt;&lt;br /&gt;
The Great Crusade never ended for these guys. Not confined to a sector like other chapters, the Black Templars fight the enemies of mankind wherever they are.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these guys are no-nonsense marines, geared to fight the enemy in honest melee with daring charges and skilled swordplay. There&#039;s the enemy, go kill it. Shrug off their psychic tricks, bolter and blade will carry out the day. What deals more damage than just shooting? Shooting AND fighting, and you can chain the two better than other Chapters. So good at it that even charging right out of orbit can be a tactic - skip movement and psychic phases, shooting and fighting is where it&#039;s at.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Armageddon#Third_War_for_Armageddon|Are all orks dead?]] [[Great_Rift|Has chaos been defeated?]] Then chain your weapons to your gauntlets and &amp;lt;b&amp;gt;take the fight to them&amp;lt;/b&amp;gt;&lt;br /&gt;
. No [[Tau|pity]], no [[Chaos_Space_Marines|remorse]], no [[Eldar|fear]]!&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;The Lost Librarius:&#039;&#039;&#039; {{W40Kkeyword|Adeptus Astartes Psykers}} cannot be from the {{W40Kkeyword|Black Templars}} Chapter, if you needed reminding. Doesn&#039;t affect non-Templar {{W40Kkeyword|Psykers}} in allied detachments.&lt;br /&gt;
*&#039;&#039;&#039;Chosen Champion:&#039;&#039;&#039; You also can&#039;t use the Chapter Champion stratagem. But that&#039;s because you have the Emperor&#039;s Champion, so you don&#039;t care.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics - Righteous Zeal:&#039;&#039;&#039; Units with this tactic can re-roll failed charge rolls, &#039;&#039;&#039;&#039;&#039;either one or both dice&#039;&#039;&#039;&#039;&#039;. They also get a 5+++ FNP vs mortal wounds.&lt;br /&gt;
**All mortal wounds, not just those from psychic powers; this is basically Armour of Contempt but always active, all the time and not restricte to vehicles. A character about to die can fail to save a regular wound, and pass it onto a Company Vet as a mortal wound to try to save it again. A vehicle that fails a plasma roll has a chance to not lose a wound. What tries to counter TH/SS? Mortal Wounds SPAM. Well now your TH/SS are 2+/3++/5+++, simple as. &lt;br /&gt;
**&#039;&#039;&#039;Imperial &#039;Ere We Go!&#039;&#039;&#039; Simple yet effective, this and Shock Attack are your incentives for melee. With an individual 56.9% of making the charge, a massed deepstrike is less of a coinflip ― the probability of &#039;&#039;at least one of two units&#039;&#039; making a 9&amp;quot; charge is 0.569+(1-0.569)*0.569 = &#039;&#039;&#039;81.4%&#039;&#039;&#039;. And you have a ton such units: &#039;&#039;Anything&#039;&#039; {{W40Kkeyword|Jump Pack}}, Reivers, {{W40Kkeyword|Terminators}}; Cataphractii&#039;s transport issue is all but solved! Even melee Dreadnoughts will improve, as it makes charges vastly more reliable. But &amp;lt;u&amp;gt;MSU everything&amp;lt;/u&amp;gt;: one of two 5-man units making the charge is better than 10 dudes standing around doing nothing. It also doubles the grenades they can use (especially Reiver Shock Grenades), and the unit left behind can prevent any characters that didn&#039;t make the charge from being sniped when the others do get into melee.&lt;br /&gt;
***Of course, it&#039;s not restricted to a melee drop: a Rhino/Razor/Impulsor rush or a Land Raider Crusader boosted with Shock and Awe works too, and the Assault Doctrine doesn&#039;t work until turn 3. Just doing the math so you don&#039;t need to cogitate it mid-charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine - Knights of Sigismund:&#039;&#039;&#039; When the Assault Doctrine is active, units that charge/Heroically Intervene against non-Vehicles that roll an unmodified 6 to hit in melee auto-hit and auto-wound.&lt;br /&gt;
**It&#039;s alright. Believe it or not, ((WS-1)*(To Wound)+(1/6)) is actually equal or &#039;&#039;better than the Blood Angels&#039;&#039;&#039; +1A when wounding on 4+/5+/6+, since BA gain +1 attack (+25% on 2+1 A Intercessors), while you get +25%/+50%/+125% on any attacks you have. And compared to the WS, you get your bonus while they get nothing against single wound models. &#039;&#039;So, are BT better at melee than BA &amp;amp; WS?&#039;&#039; &#039;&#039;&#039;No.&#039;&#039;&#039; Especially not compared to the BA &amp;lt;s&amp;gt;snowflake&amp;lt;/s&amp;gt; exclusive units. This bonus also suffers from being better against only the most secific of targets: [[Plague Marines|high toughness single wound models]]. Fight hordes and you&#039;ll wish you had +1A. Fight anything T8 and you&#039;ll see it has more than one wound, so WS do double damage to it. Not to mention why are you punching a vehicle with your S4?&lt;br /&gt;
**If you&#039;re fishing for exploding 6s, remember there&#039;s &#039;&#039;&#039;Exhortation of Rage&#039;&#039;&#039;, &#039;&#039;&#039;Gene Wrought Might&#039;&#039;&#039; and Grimaldus, as well as &#039;&#039;&#039;Death to the Traitors&#039;&#039;&#039; when fighting CSM. So does Incursor melee, although you also have Crusader squads and Veteran Intercessors as melee Troop choices too - after all, more attacks = more 6s.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Oathkeeper:&#039;&#039;&#039; Warlord can do 6&amp;quot; Heroic Interventions. Eh, it&#039;s ok. You certainly don&#039;t want your warlord to leave his squad unsupported when they get charged, but you should be the one who charges anyway. Emperor Champion&#039;s trait.&lt;br /&gt;
#&#039;&#039;&#039;Epitome of Piety:&#039;&#039;&#039; The Warlord can deny one power in the Psychic Phase, and gains a +1 on his roll to do so. Just in case you need a little more protection than what Righteous Zeal provides you with. Chaplain Grimaldus&#039; trait.&lt;br /&gt;
#&#039;&#039;&#039;Paragon of Fury:&#039;&#039;&#039; After the warlord makes a charge move, roll 1d6 for each enemy unit within 1” of the warlord; on a 2+ that model takes a mortal wound.  Ok, but you can do better.&lt;br /&gt;
#&#039;&#039;&#039;Master of Arms:&#039;&#039;&#039;  The Warlord Always Fights First.  Black Templars don&#039;t do fall back feints, and fighting first means the enemy cannot kill you because you killed them first. Though if you can&#039;t get stuck in because you&#039;re killing everything in the charge then pick something else.&lt;br /&gt;
#&#039;&#039;&#039;Inspirational Fighter:&#039;&#039;&#039; When friendly {{W40Kkeyword|Black Templars}} units within 6” of this warlord roll an unmodified 6 to wound for melee weapon attacks, improve the weapon’s AP by 1.&lt;br /&gt;
#*Biggest issue with this is that the AP boost cannot stack with the Assault Doctrine&#039;s, meaning you&#039;ll be lucky if you even manage to fight under this effect for at least one round.&lt;br /&gt;
#&#039;&#039;&#039;Front-Line Commander:&#039;&#039;&#039; Add 1 to the Advance and Charge distances of friendly Black Templars units within 6”. High Marshal Helbrecht&#039;s trait.&lt;br /&gt;
#*Remember it doesn&#039;t stack with &#039;&#039;&#039;Canticle of Hate&#039;&#039;&#039;, which doesn&#039;t affect advances and doesn&#039;t work if the user was in a transport, but does increase Pile In moves by +3&amp;quot;. Which is like the &#039;&#039;&#039;Devout Push&#039;&#039;&#039; stratagem, but as an aura. Up to you to use a Front-Line Commander to do a turn 1 drop pod assault or be patient and wait for turn 2 with Chaplain support.&lt;br /&gt;
&lt;br /&gt;
====Relics and Special-Issue Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Breviary:&#039;&#039;&#039; Chaplain only. When you roll for a litany for the bearer, you can roll 2D6 and discard either result. Equivalent to being able to re-roll, except that you can use both this &#039;&#039;and&#039;&#039; a tactical re-roll. Can give 97.55% reliability to Litany combos for a Master of Sanctity.&lt;br /&gt;
*&#039;&#039;&#039;Aurillian Shroud:&#039;&#039;&#039; Once per battle at the start of the battle round, a model with this relic can activate it. If they do, until the end of the battle round, models in friendly {{W40Kkeyword|Black Templars}} units have a 4++ invulnerable save while within 3” of the relic bearer.&lt;br /&gt;
*&#039;&#039;&#039;Crusader&#039;s Helm&#039;&#039;&#039;: Increase the range of the model&#039;s aura abilities by 3&amp;quot;, to a maximum of 12&amp;quot;. Also, at the start of your Movement phase (so it doesn&#039;t work in deepstrike/transports), pick a friendly {{W40Kkeyword|Black Templars}} unit with the Combat Doctrines ability within 6&amp;quot; of this model. Until your next Movement phase, the Assault Doctrine is active for that unit, replacing the current doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Skull of the Cacodominus:&#039;&#039;&#039; Once per battle, after a psychic power is manifested within 12&amp;quot; of the bearer, roll 1d6; on a 2+, the caster suffers 1d3 mortal wounds after the power is resolved. &#039;&#039;Alas, poor Cacodominus, I knew your psychic death screams well.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sword of Judgment&#039;&#039;&#039;: Replaces a power sword or master-crafted power sword. S+1 AP-3 3D. Compared to a Thunder Hammer, hitting on a 2+ but wounding on 3+ is the same as hitting on a 3+ but wounding on a 2+.&lt;br /&gt;
**Despite this is using a relic slot (1CP) to do what a regular Thunder Hammer does, this relic sword costs TEN TIMES LESS points, and can be wielded by Primaris characters, who can&#039;t use hammers. And Knights of Sigismund makes 6A with this relic deal similar damage to 5A with a relic hammer.&lt;br /&gt;
*&#039;&#039;&#039;Witchseeker Bolts:&#039;&#039;&#039; Goes with a bolt weapon and you can shoot these instead of its normal ammo. You only get one attack, but the attack can target a {{W40Kkeyword|PSYKER CHARACTER}} even if it’s not the closest model. Also, a hit on a {{W40Kkeyword|Psyker}} causes an extra 1d3 mortal wounds. &#039;&#039;Put it on a Master-crafted Stalker bolt rifle for D3+1d3 to witches. So does a Master-crafted Instigator bolt carbine, but the RG FAQ confirms a &#039;&#039;&#039;Marksman&#039;s Honorus&#039;&#039;&#039; warlord does get +1D when shooting relic ammo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Litanies of the Devout====&lt;br /&gt;
To compensate for their lack of a Psychic Discipline, the Black Templars gain six unique Litanies for their Chaplains to use instead of the usual one. You are sooooo bringing a Master of Sanctity for them- good thing you can just take Grimaldus instead of using the CP for the Master of Sanctity Stratagem.&lt;br /&gt;
#&#039;&#039;&#039;Litany of Divine Protection&#039;&#039;&#039;: Target friendly {{W40Kkeyword|black templars}} unit within 6&amp;quot; gets a 5+++ FNP without being restricted to mortal wounds. &#039;&#039;Good, but suffers from not being a bubble&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Psalm of Remorseless Persecution&#039;&#039;&#039;: Re-roll melee wound rolls of 1 for {{W40Kkeyword|black templars}} units within 6&amp;quot;. &#039;&#039;Like having a lieutenant around, but worse&#039;&#039;.&lt;br /&gt;
#*Then again, the Lieutenant may be somewhere else. It would take both a Chapter Master and a Lieutenant (or Guilliman) to give the rerolls that a Master of Sanctity gives you in melee.&lt;br /&gt;
#*White Scars get full wound re-rolls for units within 6&amp;quot;. On top of more and better stratagems, relics and Librarians with their own spells. Just play your BT as WS and you&#039;ll be a happier man.&lt;br /&gt;
#&#039;&#039;&#039;Vow of Retribution&#039;&#039;&#039;: -2 leadership to enemy units within 6&amp;quot;. &#039;&#039;Just don&#039;t. You&#039;re not a leadership bomb based army, and you should usually be trying to keep your chaplain near your own units more than the enemy.&#039;&#039;&lt;br /&gt;
#*But hear me out! &#039;&#039;&#039;Fear Made Manifest&#039;&#039;&#039; Master of Sanctity + Phobos Lieutenant with the {{W40kKeyword|Reiver}} keyword. That&#039;s -4Ld on top of rerolling all melee and wounds of 1.&lt;br /&gt;
#&#039;&#039;&#039;Fires of Devotion&#039;&#039;&#039;: Target a friendly {{W40Kkeyword|black templars}} unit within 6&amp;quot;. It gains +1A if it charges or makes a Heroic Intervention until the end of the turn. &#039;&#039;So, if you go first, it&#039;s not active during your enemy&#039;s half of the battle round unlike other litanies&#039;&#039;.&lt;br /&gt;
#*Black Templars are already great at making charges, and of course this stacks with Shock Assault.  The only downside is that it&#039;s not a bubble, so you want to put it on a melee deathstar of some sort.  It&#039;s much better than (and will stack with) Exhortation of Rage in practice, not that Exhortation of Rage was a great Litany to begin with.  Since this one only works offensively, you want it on a faster Chaplain - the Litany does nothing when you are charged.&lt;br /&gt;
#&#039;&#039;&#039;Fervent Acclamation&#039;&#039;&#039;: +3&amp;quot; to aura abilities of {{W40Kkeyword|black templars}} units within 6&amp;quot; (which applies to the chaplain, so really 9&amp;quot;).&lt;br /&gt;
#*BELLOWING VOICE! Crusader Helm Captain, Vox Espiritum Lieutenant, TWELVE-INCHER Auras. Oh and it helps Helbrecht&#039;s, Grimaldus&#039;, and Cenobyte Servitor&#039;s auras too. As well as Standard bearers and the Aurillian Shroud. Positioning made simple, it allows Black Templars to footslogg like they used to.&lt;br /&gt;
#&#039;&#039;&#039;Oath of Glory&#039;&#039;&#039;: Target one friendly {{W40Kkeyword|black templars}} unit within 6&amp;quot; to always fights first.&lt;br /&gt;
#*Terrible utility. Good for ongoing combats (which you should not count on your opponent giving you); combine it with &#039;&#039;&#039;Canticle of Hate&#039;&#039;&#039; or &#039;&#039;&#039;Devout Push&#039;&#039;&#039; to charge and get stuck in. More importantly, you can try to keep them in place with &#039;&#039;&#039;Tenacious Assault&#039;&#039;&#039;. That way, you deny your enemy their shooting phase, and you still get to fight first on their turn.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Abhor the Witch (1 CP)&#039;&#039;&#039;: Roll 1d6 when an enemy psyker manifests a power within 24&amp;quot;. roll a d6. On a 4+, the psychic power is resisted. &#039;&#039;Doesn&#039;t even have to target you, you could deny an enemy boost.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crusader Relics (1 CP)&#039;&#039;&#039;: Differently from other Sergeant (or &amp;quot;Sword Brother&amp;quot;) Relics stratagems, you can hand out only three: Witchseeker bolts (better fired by a Primaris character&#039;s Master-crafted gun), Sword of Judgement (better wielded by someone with more WS and Attacks), and the Skull of the Cacodominus, which merely needs to be held. Your choice.&lt;br /&gt;
*&#039;&#039;&#039;Devout Push (1 CP)&#039;&#039;&#039;: Use at the start of the fight phase. +3&amp;quot; to the Pile in move. You&#039;ll need a big unit, since there&#039;s only so much ground a 5-man unit can cover. &#039;&#039;Doesn&#039;t stack with Canticle of Hate per se, but use it on a unit outside litany range and pile onto everything&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Oaths of Honour (1 CP)&#039;&#039;&#039;: Use during the fight phase. select one Black Templar Scout Unit that charged or was charged. They can reroll the wound roll of their melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Shock and Awe (1 CP)&#039;&#039;&#039;: When an Infantry unit disembarks from a Land Raider Crusader, they become immune to Overwatch and force attacks against them to be made at -1 to hit. Take big Crusader units geared for melee to exploit the Crusader&#039;s improved transport capacity, since this only affects one unit at a time.&lt;br /&gt;
**Alongside Devout Push they are basically the only reason to use Crusader squads, since you cannot pile in onto anything you didn&#039;t declare a charge against, and Shock &amp;amp; Awe cancels any overwatch. Ferry a 15-man Crusader unit into range, declare a charge against the target and everyone around it, and not even Tau can prevent you from tying up anything nearby.&lt;br /&gt;
*&#039;&#039;&#039;Tenacious Assault (2 CP)&#039;&#039;&#039;: roll a d6 when an enemy infantry unit without the FLYER BATTLEFIELD ROLE tries to fall back from your black templars. On a 2+, they can&#039;t fall back. &#039;&#039;What the Emperor ties up in melee, let no man separate!&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Will (1 CP)&#039;&#039;&#039;: Use when a Black Templar Infantry Unit advances. They can still shoot pistols and charge. &lt;br /&gt;
*&#039;&#039;&#039;Vicious Riposte (1 CP)&#039;&#039;&#039;: Use during the fight phase. Select one Black Templar infantry unit. Until the end of the phase, when they roll an unmodified save roll of 6, their attacker suffers a mortal wound. &#039;&#039;More useful against big units, as more saves mean more chances to roll a 6, but then again, more chances to fail a save too.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Specialist Detachment - Sword Brethren====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; {{W40kKeyword|High Marshall Helbrecht,}} the {{W40kKeyword|Emperor&#039;s Champion, Company Champion}}, {{W40kKeyword|Captains}} (all flavours) and {{W40kKeyword|Company Veterans}} in this detachment gain the {{W40kKeyword|SWORD BRETHREN}} keyword, so you can do a mighty crusade! [[Derp|Neither Grimaldus, Crusader squads, Terminator squads nor Vanguard Vets are affected, btw]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*This is the ONLY specialist detachment that affects a Chapter Master, a named one at that, as well as the Emperor&#039;s Champion unique character. Named characters still can&#039;t take this detachment&#039;s warlord trait, though.&lt;br /&gt;
*You &#039;&#039;can&#039;&#039; use it on Company Veterans on Bikes, since they too have the {{W40kKeyword|Company veterans}} keyword, same as the Captain on Bike...buuut they are overcosted. Even more so than before, as in CA2018 they retained their old price while everything else got a discount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Uphold the Honour of the Emperor (1CP):&#039;&#039;&#039; At the start of the Fight phase, pick a {{W40kKeyword|SWORD BRETHREN}} unit. Roll a D6 each time one of the models in that unit loses a wound, on a 5+ that model does not lose that wound.&lt;br /&gt;
*&#039;&#039;&#039;Suffer Not the Unclean to Live (2CP):&#039;&#039;&#039; At the start of the Fight phase, pick a {{W40kKeyword|SWORD BRETHREN}} unit. All models in the unit get an extra attack and may reroll failed wound rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Swordsman:&#039;&#039;&#039; +1A. Each time your warlord rolls an unmodified 6 to hit in the fight phase, the attack inflicts 2 hits instead of 1. &#039;&#039;Come my foes, get closer. I shall teach you to fear the Emperor!&#039;&#039;&lt;br /&gt;
**Regular Captain WS2+ 4A+1 wielding a Thunder Hammer hitting a T4 4++ enemy becomes 5*(4/6+4/36)*(5/6)*(1/2)*(3)+5*(1/6+1/36)*(5/6)*(1/2)*(3) = 6.07 unsaved wounds. You can add the Teeth of Terra to get more attacks, and swap the hammer for a Relic Blade to combine it with Grimaldus and unleash a hurricane of attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Holy Orb:&#039;&#039;&#039; The Holy Hand Grenade of Antioch finally returns. Once per battle, in your Shooting phase you can choose for the bearer to throw the Holy Orb instead of making a normal shooting attack. If you do so, pick a visible enemy unit within 6&amp;quot; of the bearer and roll a D6 for every 10 models in that unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds. Eh.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Special Units====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Helbrecht|High Marshal Helbrecht]]:&#039;&#039;&#039; The big boss of the Black Templars. All Black Templar units around him reroll all hit rolls and gain +1 strength — and Str 5 is a sweet spot in this edition. So when this guy rolls up in a Land Raider Crusader and then charges you with his strength 5 rerolling to hit homeboys...you&#039;re dead. End of discussion. He himself is no slouch in combat, roasting things with a combi melta, and gains d3 attacks on the charge using what is effectively a Relic Blade.&lt;br /&gt;
**It almost goes without saying, but this makes Power Swords and Lightning Claws the superior weapon vs MEQ, and Power Axes wound on 2+ vs GEQ. He also makes Power Fists S10, but only Plague Marines or Land Raiders would notice, so leave those TH/SS at home, and use the increased space for Ancients and Apothecaries instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Champion:&#039;&#039;&#039; This guy will brutally murder any enemy character, SM2.0 and PA:F&amp;amp;F making him live up to Sigismund&#039;s legacy. This guy is basically a better Chapter Champion, triply so in the way that he costs no CP, is better equipped and is an actual HQ instead of being in the overpopulated Elites slot. He can hand out punishment as well as take it: With 5A base, +1A on the charge, +1A +1S vs {{W40kKeyword|Characters}} wielding what is basically a Relic Blade (S+2 AP-3 D1d3), and re-rolling hits and wounds against {{W40kKeyword|characters}} he hits above his points cost, especially when a thunder hammers cost 40 pts to his Black Sword&#039;s 0 pts. Like the Chapter Champion he is, he inflicts a -1 to be hit penalty in melee, but with a 2+/4++ base where a the regular version would need to spend 1CP for the relic armour. &#039;&#039;*Against {{W40kKeyword|monsters}} he just rerolls the wound roll&#039;&#039;.&lt;br /&gt;
**Being entirely dedicated to be a beatstick, he needs support, most notably a transport. Furthermore, his retinue will need support because he lacks an aura himself, and you both lack Librarians and cannot use Litanies out of a transport. Helbrecht is a great choice since he turns him Str8 against characters, his Chapter Master aura would override a Captain&#039;s, and also helps him get to melee. These two characters would make any transport a high value target, so either put him in a one that is hard to kill (Land Raider (Crusader) / Stormraven), one that cannot be intercepted (Drop Pod), or just put him in a separate Rhino.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimaldus|Chaplain Grimaldus]]:&#039;&#039;&#039; THE guy for Black Templar&#039;s Black Tide lists, now a Master of Sanctity with two litanies ([[Fail|but only Ld9]]). &#039;&#039;&#039;Unmatched Zeal&#039;&#039;&#039; is basically the Exhortation of Rage litany (unmodified 6s generate an additional attack with that weapon (which can miss)) but in aura mode, so it [[Awesome|always affects everyone within 6&amp;quot;]] instead of only a single unit a turn after disembarking. Furthermore he can deny one power, meaning he gets two Deny the Witch at +1 when he&#039;s the warlord. Suffer not the witch!&lt;br /&gt;
**He&#039;s got a plasma pistol you should never supercharge, but now he wields the Artificer Crozius (S+2 AP-2 D2). So, if you bring Helbrecht and use &#039;&#039;&#039;Mantra of Strength&#039;&#039;&#039;, you could have 4 S8 D3 WS2+ attacks, which is basically a Thunder Hammer without unwieldy. Since that&#039;d prevent him from using Litanies of the Devout, you could have his second litany be either &#039;&#039;&#039;Canticle of Hate&#039;&#039;&#039; to consolidate into everyone, or &#039;&#039;&#039;Exhortation of Rage&#039;&#039;&#039; (stacks with Unmatched Zeal, but for a single unit). &#039;&#039;&#039;Fervent Acclamation&#039;&#039;&#039; helps with the lot of auras you can bring, but since the other litanies are okish you can have some other Chaplain sing it, if you want to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troops&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crusader Squad:&#039;&#039;&#039; RIP vestigial limb. Initiates (marines) cost 13 pts instead of the normal 12 for, idk, the privilege of being able to swap their boltguns (and lose Bolt Discipline) for chainswords, and one of them can take a power weapon/fist. Neophytes (scouts) can replace their bolter for either a shotgun or knife. When there&#039;s at least as many Initiates (marines) as Neophytes (scouts), the later can re-roll 1s to hit in melee. Now they need to number 10 members to get both a Special and Heavy (or power) weapon.&lt;br /&gt;
**Crusader squads only make sense (barely) when taken at 11-20 size and boosted with stratagems or litanies that target a single unit. But that squad size makes them vulnerable to morale as well. Chaplains (especially Grimaldus) help their morale at the same time they increase their lethality. So do Captains(Helbrecht)/Lieutenants/Ancients, and the Standard of the Emperor Ascendant/Rites of War Warlords make them immune to morale, so 20-man Crusader squads love them, as they can&#039;t fit inside most transports.&lt;br /&gt;
**On the opposite side they can actually be extremely useful in low point games even taken as five man squads! Give the captain and a Initiate power fists, pop two squads inside a drop pod and watch them tear apart the usual single tank most players bring to a 500 point army. The chainswords are even useful for either causing some chaos from the rear after their job is done or slicing through the cannon fodder your opponent uses to separate your squads from their targets (gretchin anyone?). Basically they&#039;re useless when taken on foot unless in huge numbers, but if you focus on mobility and need that sweet Battalion CP they can cause a surprising amount of pain with all your melee bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elite&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cenobyte Servitors:&#039;&#039;&#039; Provide FnP 4+ for Mortal Wounds to Black Templar units within 6&amp;quot;. They&#039;re cheap and don&#039;t take an Elites slot if you also took Grimaldus, but they&#039;re frail and not a character, meaning they can be easily removed. Furthermore, Black Templars already have a natural FnP 5+ vs MW so, if you use them, avoid giving up First Blood and hide them behind a Rhino.&lt;br /&gt;
**Or just have them as decorative non-models, like Azrael&#039;s Helmet bearer.&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
&#039;&#039;&amp;quot;I have slain many enemies, and won many battles and I tell you there is no great secret to success in war, no subtle trick of strategy that has saved my foes -- I seek out the enemy, attack as soon as I am able and with all the force at my command, rend his soldiers and smash his fortresses, leave only corpses behind me and then move on -- thus my Primarch has taught me, and I find his wisdom has proved worthy on a hundred battlefields&amp;quot;&#039;&#039; -- t. Kharn the &amp;lt;s&amp;gt;Betrayer&amp;lt;/s&amp;gt; Bloody&lt;br /&gt;
*&#039;&#039;&#039;MSU Spam:&#039;&#039;&#039; Black Templars aren&#039;t the best melee chapter (especially not when BA and WS exist), but they can reliably get lots of models stuck in, even right out of a deepstrike, which often needs special tricks to accomplish. Multiple small units mean more rolls and more sarges, but be sure to support them, with ranged weapons killing keepaway units and dealing with targets your melee could struggle with, like vehicles. Suppressors can be useful, their mobile firepower shutting down overwatch from far away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|White Scars}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:White_Scars_Livery.png|100px|left|]]In the grim darkness of the far future, there is only the hunt unending.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, they&#039;re the archetypical steppe nomads but turned into a post-human military force. These guys are the ones if you want your warrior-monks asian instead of western.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop these guys are the fast, melee marines, with the speed to keep up the pace, strong bikes to keep up the pressure, and the rules for relentless punishing assault. Your units will be as fast as genestealers without being as frail as them. Furthermore, their charge is devastating and their rules turn ongoing combats into repeated charges.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you want your army to &amp;lt;b&amp;gt;hit as fast and hard&amp;lt;/b&amp;gt; as a lightning bolt, then ride with the White Scars and unleash the storm&#039;&#039;.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics - Lightning Assault:&#039;&#039;&#039; Units with this tactic can charge even if they advanced or fell back. Furthermore, their {{W40Kkeyword|Bikers}} don&#039;t suffer the penalty for moving and firing Heavy weapons (Attack Bikes) or advancing and firing assault weapons (Scout Bikes, and up to 3 special guns in a unit of SM bikes). Land Speeders and Boltguns still eat dirt.&lt;br /&gt;
**Advance + Charge is huuuuge. Not talking about infantry&#039;s effective 3d6&amp;quot; charge range, no. This is for 12&amp;quot; Rhinos that end up with a 22.5&amp;quot; &#039;&#039;average&#039;&#039; charge threat range, whose cargo can then disembark, shoot after the rhino falls back, then charge overwatch-free when the rhino charges back in. This is for turboboosting bikers of &#039;&#039;&#039;27.5&amp;quot;&#039;&#039;&#039; threat range and Attack Bikes which don&#039;t need to stay put in order to have a good chance of hitting something.&lt;br /&gt;
**Charging after falling back is especially useful to units that proc Mortal Wounds on a charge, like Inceptors and your own Deadly Hunter Warlord (and [[Skub|Ironclad Dreadnoughts and Assault Centurions]]), on top of triggering Shock Assault and guaranteeing your units hit first. It also &amp;lt;u&amp;gt;allows ranged support to help a unit from afar before it charges back&amp;lt;/u&amp;gt; into the fray. Even better when you have a Rhino to absorb overwatch.&lt;br /&gt;
**By letting them re-engage after falling back, Assault Marines and Vanguard Vets no longer sacrifice their melee phase in order to throw a Melta Bomb, and 8E has no restriction on charging disembarked models or units different to those the unit fired at. Makes {{W40Kkeyword|White Scars}} field some of the best {{W40Kkeyword|Jump Pack Infantry}} among SM.&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine - Devastating Charge:&#039;&#039;&#039; While the Assault Doctrine is active, melee attacks performed by a unit that charged or performed a Heroic Intervention deal 1 more damage. If this triggers, you&#039;ll have already activated Shock Assault, so even a simple chainsword will be able to shred most two-wound infantry. &lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Deadly Hunter:&#039;&#039;&#039; Each time he successfully charges, roll a D6. On a 4+, the enemy unit takes a mortal wound. And his Chapter Tactic allows him to charge after falling back, &#039;&#039;triggering the mortal wound again and again and again&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Chogorian Storm:&#039;&#039;&#039; +1d3A when he makes a charge or heroic intervention, aka WS&#039; Smash Captain.&lt;br /&gt;
#&#039;&#039;&#039;Trophy Taker:&#039;&#039;&#039; Whenever this warlord successfully kills a character, he gains +1A until the end of the battle. Kor&#039;sarro Khan comes with this. &#039;&#039;Skulls for the Golden Throne!&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Master Rider:&#039;&#039;&#039; Biker warlord only. Reroll charges, -1 to be hit if he advanced.&lt;br /&gt;
#&#039;&#039;&#039;Hunter&#039;s Instincts:&#039;&#039;&#039; +1 to wound and hit vs vehicles and monsters.&lt;br /&gt;
#&#039;&#039;&#039;Master of Snares:&#039;&#039;&#039; On a 4+ enemies stuck in can&#039;t fall back unless they contain a model with a minimum move characteristic.&lt;br /&gt;
&lt;br /&gt;
====Relics &amp;amp; Special-Issue Wargear====&lt;br /&gt;
=====Relics of Chogoris=====&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Eagle:&#039;&#039;&#039; Ancient only. +1S to friendly WS units within 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Glaive of Vengeance:&#039;&#039;&#039; Kahn spear that is always Sx2 AP-3 D1d3, even if it didn&#039;t charge.&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;s Eye:&#039;&#039;&#039; One {{W40Kkeyword|white scars}} unit within 6&amp;quot; of the bearer gains Ignore Cover.&lt;br /&gt;
*&#039;&#039;&#039;Mantle of the Stormseer&#039;&#039;&#039;: Psykers only. The bearer adds +1 when attempting to manifest the Stormspeaker discipline.&lt;br /&gt;
*&#039;&#039;&#039;Plume of the Plainsrunner:&#039;&#039;&#039; 6&amp;quot; aura of +1 to Infantry advance &#039;&#039;and&#039;&#039; charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Scimitar of the Great Kahn:&#039;&#039;&#039; Replaces a power sword/master-crafted power sword/relic blade. +1S AP-3 D2. Unmodified wound rolls of 6s do &#039;&#039;D4&#039;&#039; (&#039;&#039;&#039;D5&#039;&#039;&#039; during the Assault doctrine wtf!).&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Heavens:&#039;&#039;&#039; Biker model gets a &#039;&#039;Jump Bike&#039;&#039;. Movement characteristic becomes 16&amp;quot; and basically can advance as if it had FLY.&lt;br /&gt;
&lt;br /&gt;
=====Special-Issue wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Mantle:&#039;&#039;&#039; Fnp5+++. &amp;quot;Not dying&amp;quot; is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns.&lt;br /&gt;
*&#039;&#039;&#039;Cyber-Eagle Helm:&#039;&#039;&#039; Models in units within 6&amp;quot; (so, units) hit Overwatch on 5 and 6.&lt;br /&gt;
*&#039;&#039;&#039;Digital weapons:&#039;&#039;&#039; Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. Yet another source of MW for a Deadly Hunter warlord.&lt;br /&gt;
*&#039;&#039;&#039;Equis-Pattern Bolt Pistol:&#039;&#039;&#039; Upgrades a bolt or, interestingly, a Heavy Bolt pistol to full brrrt Pistol &#039;&#039;&#039;&#039;&#039;5&#039;&#039;&#039;&#039;&#039; S4 AP-1. Your infantry can advance and charge, but pistols can&#039;t advance and shoot. They can, however, shoot into melee provided the shooter is in the melee, and supplement your already potent assaults, provided you don&#039;t fall back, which you usually will.&lt;br /&gt;
*&#039;&#039;&#039;Headtaker&#039;s Trophies:&#039;&#039;&#039; -1Ld to enemies within 6&amp;quot; of the bearer. Very spooky with just a mere couple Reivers.&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted weapon:&#039;&#039;&#039; +1D to a weapon, and it&#039;s now considered a relic (so now some WTs no longer affect it and such). &#039;&#039;D5 Thunder Hammer!!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stormwrath Bolts:&#039;&#039;&#039; Pocket autocannon. You can choose the bolt weapon it&#039;s being used on to make only one attack at S7 AP-1. If the target is a {{W40kKeyword|monster}}, it also gains D1d6.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
White Scar Stratagems can be divided into four categories; movement, offense, durability/utility, and universal.&lt;br /&gt;
*&#039;&#039;&#039;Movement:&#039;&#039;&#039; As befits their reputation for lightning warfare, the White Scars have an impressive number of movement related stratagems. These revolve around getting your units where you want them to be, whether that means in melee combat, onto an objective, or out of a transport. &lt;br /&gt;
**&#039;&#039;&#039;Wind-swift (2 CP):&#039;&#039;&#039; Select one unit that has just moved, and move it again. Can&#039;t advance if it had already advanced, can&#039;t shoot, charge or use psychic powers either. Can be useful if you need an aura ability like an Ancient&#039;s or Chaplain&#039;s &#039;&#039;right fucking now&#039;&#039;. &lt;br /&gt;
**&#039;&#039;&#039;Lightning debarkation (1 CP):&#039;&#039;&#039; A transport that doesn&#039;t have the Flyer Battle Role can disembark its cargo &#039;&#039;after&#039;&#039; it has already moved, though they cannot charge that turn. &#039;&#039;Aka pay 1CP to give a transport the Impulsor&#039;s rule&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Fierce rivalries (1 CP):&#039;&#039;&#039; Your first charge that phase rolls the best 2 of 3d6. &#039;&#039;Game on, Blood Angels&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Strike for the heart (2 CP):&#039;&#039;&#039; One of your WS can consolidate D3+3&amp;quot;, or D6+6&amp;quot; if every model in that unit has a move characteristic of at least 10&amp;quot;. &#039;&#039;Not only can you hit hard and fast, you can also drag nearby squads into the melee&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Encirclement (1CP):&#039;&#039;&#039; During deployment, set up a unit outflank instead of on the battlefield. At the end of one of your movement phases, that unit can arrive within 6&amp;quot; of a battlefield&#039;s edge and more than 9&amp;quot; away from enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Offense:&#039;&#039;&#039; These stratagems allow you to hit harder or ignore penalties to your shooting from advancing or falling back&lt;br /&gt;
**&#039;&#039;&#039;Butchered quarry (1 CP):&#039;&#039;&#039; When an enemy falls back from a WS Infantry or Biker unit (that isn&#039;t within 1&amp;quot; of yet another enemy unit), your squad makes one attack with a melee weapon at the falling back unit. If they yet live, your squad can follow them 3&amp;quot;, as long as that move doesn&#039;t take them within 1&amp;quot; of another enemy unit.&lt;br /&gt;
**&#039;&#039;&#039;Hunter&#039;s Fusillade (1 CP):&#039;&#039;&#039; When a unit advances, their Heavy and Rapid Fire weapons can be fired as if they were Assault (keep in mind Rapid Fire 1 becomes Assault 1).&lt;br /&gt;
**&#039;&#039;&#039;Born in the saddle (1 CP):&#039;&#039;&#039; A biker can advance and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Feinting withdrawal (1CP):&#039;&#039;&#039; A unit that falls back can still shoot.&lt;br /&gt;
**&#039;&#039;&#039;Chogorian thunderbolts (1 CP):&#039;&#039;&#039; When one of your squads finishes a charge move, for each model in your squad select one enemy unit within 1&amp;quot; of that model. Roll a d6 and inflict 1MW on that unit on a 6. &#039;&#039;Doesn&#039;t say you can&#039;t select the same squad many times&#039;&#039; - true, but obviously in matched play it can only be used once per phase.&lt;br /&gt;
**&#039;&#039;&#039;The eternal hunt (2CP, Single Use):&#039;&#039;&#039; Use this strat at the start of the movement phase if the Assault doctrine is active. Until the start of the next battle round, Pistols and melee weapons gain yet -1AP on unmodified wound rolls of 6.&lt;br /&gt;
*&#039;&#039;&#039;Survival/utility:&#039;&#039;&#039; While the White Scars are extremely fast and deadly, they have a limited number of stratagems that focus on defense or utility options.&lt;br /&gt;
**&#039;&#039;&#039;Ride Hard, Ride Fast (1 CP):&#039;&#039;&#039; Use it on a unit that just advanced. Enemies shooting at it get -1 to hit until the start of your next movement phase. &#039;&#039;Unstoppable -2 to hit Smoke Launcher&#039;d transport&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Quarry of the Khan (1 CP):&#039;&#039;&#039; If your WS warlord is on the field when you first generate a Tactical Objective, this strat guarantees your it is Kingslayer, which your warlord is good at.&lt;br /&gt;
**&#039;&#039;&#039;A mighty trophy (1 CP):&#039;&#039;&#039; Use it when a WS kills the enemy warlord with a melee weapon. Your White Scars now autopass morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Universal:&#039;&#039;&#039; All Chapters Supplements include some variation of the following three stratagems.&lt;br /&gt;
**&#039;&#039;&#039;Khan&#039;s Champion (1 CP):&#039;&#039;&#039; Give one of your &amp;quot;sergeant&amp;quot;s a Master-crafted weapon/Digital weapon/Headtaker&#039;s trophies/Stormwrath bolts. Remember all relics in your army must be different and handed to different characters.&lt;br /&gt;
***Stormwrath bolts restrict the weapon to &amp;quot;make a single shot with this stats&amp;quot;, but it DOESN&#039;T change a profile&#039;s rules: an Eliminator Sergeant can snipe characters with Stormwrath bolts with +2 to hit that ignore cover/inflict a MW on a 6+ to wound. Unsure an Armorium Cherub could reload a Devastator sergeant&#039;s boltgun, but his Signum would give him BS2+.&lt;br /&gt;
***The other three SI wargear are melee-oriented; a Master-crafted power weapon or Digital weapon for Vanguard Vet/Primaris sarges. A Reiver with Headtaker&#039;s trophies, however, can inflict -2Ld on his own.&lt;br /&gt;
**&#039;&#039;&#039;Tempered by wisdom (1CP, Single Use):&#039;&#039;&#039; You can generate a second warlord trait for one of your WS characters that isn&#039;t a named character, from the White Scars Warlord Trait table. All warlord traits must be different.&lt;br /&gt;
**&#039;&#039;&#039;Gift of the Khans (1CP, Single Use):&#039;&#039;&#039; After nominating a WS Successor character as your warlord, you can give one Relic of Chogoris to one of your WS Successor characters &#039;&#039;instead&#039;&#039; of giving them a relic from the regular SM codex or a Special Issue wargear.&lt;br /&gt;
&lt;br /&gt;
====Litany &amp;amp; Psychic Discipline - Stormspeaker====&lt;br /&gt;
Stormspeaker contains several standout powers that can combo together to spectacular effect. The discipline relies on lashing your opponent with blasts of wind and lightning, shielding your units from enemy fire, and speeding your units into the enemy&#039;s lines while hampering the ability of their units to advance and charge. &lt;br /&gt;
*&#039;&#039;&#039;Blasting gale (WC7):&#039;&#039;&#039; Targets an enemy unit with 18&amp;quot;. Target cannot advance and rolls one fewer die for charges. Stacks with Tenebrous Curse, too!&lt;br /&gt;
**This can be a bit tricky to use and requires a good understanding of your opponent&#039;s move values. Very good for handicapping units that rely on the ability to charge after advancing. &lt;br /&gt;
*&#039;&#039;&#039;Lightning call (WC7):&#039;&#039;&#039; The closest enemy unit within 18&amp;quot; takes d3 mortal wounds. Then roll a die. On a 4+, deal one additional mortal wound. rinse and repeat until you fail, with the target going up by one each time (5+ on the second roll, 6+ on the third).&lt;br /&gt;
*&#039;&#039;&#039;Ride the wind (WC6):&#039;&#039;&#039; +2&amp;quot; to advance and charge. Due to the psychic phase happening after the movement phase, it will be rare to get use out of this power in both phases. If your opponent tries to fall back, you can hopefully catch them thanks to the bonus from the advance rolls (provided the unit isn&#039;t shot off the table first).&lt;br /&gt;
**This is a very solid power that works well with a wide array of White Scar units thanks to the Chapter Tactic. Great for helping deep striking units make that 9&amp;quot; charge. &lt;br /&gt;
*&#039;&#039;&#039;Storm-wreathed (WC6):&#039;&#039;&#039; Select an friendly unit within 12&amp;quot;, enemy units cannot fire overwatch on it. In addition, roll a die for each model that charged and got within 1&amp;quot; of an enemy. On a 6, it causes a mortal wound. &lt;br /&gt;
**The Mortal Wounds are a nice bonus if they happen, but the real benefit is the ability to turn off overwatch, especially if your are facing auto hitting weapons like flamers. &lt;br /&gt;
*&#039;&#039;&#039;Spirit of chogoris (WC6)&#039;&#039;&#039; Enemy unit has -1 leadership and -1 on hit rolls. This is yet another solid power. Combine with Ride Hard, Ride Fast for an additional -1 to hit penalty. &lt;br /&gt;
*&#039;&#039;&#039;Eye of the Storm (WC6):&#039;&#039;&#039; Roll a d6 for each enemy unit within 12&amp;quot;. Add 1 if the enemy has fly. On a 4+, cause a mortal wound.&lt;br /&gt;
**A very good one for a close support librarian. Keep him out of unfavourable combat via screens, give him a jump pack for supreme positioning and a combi weapon for some fire support and he&#039;ll make his points quickly especially in the MSU meta.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litanies of Battle - Strike Off the Head:&#039;&#039;&#039; Re-roll failed wound rolls in melee for friendly {{W40kKeyword|White Scars}} units within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
*&#039;&#039;&#039;Khan on Bike:&#039;&#039;&#039; Cannot be customized, but his Khan&#039;s Spear (S:User AP-3 D1d3) becomes StrX2 when he charges or makes a heroic intervention (but not when charged unlike Shock Assault), akin to a non-unwieldy Power Fist on the charge. Cannot take a Storm Shield, but his Buckler improves his armour save by 1 against melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]:&#039;&#039;&#039; Grants +1 Str to his chapter&#039;s units that charged that turn. On-foot units with mid-strength weapons like Vanguard Veterans with Power Axes and Lightning Claws assault terminators get the most benefit. His buff to Str is by Unit, so large units of Assault Marines can carry his buff wide. Their resultant Str 5 is productive.   Wide, stringy assault units strung out before multiple enemy units, like three tanks, are great. They charge one of the enemy units and then use their pile in to get within 1&amp;quot; of the other units. On a turn, they charge they can only target the unit they charged. The next turn, those enemy units are locked in melee, and unable to shoot. &lt;br /&gt;
**&#039;&#039;&#039;Kor&#039;sarro Khan on Moondrakkan (White Scars):&#039;&#039;&#039; On bikes he naturally pairs with melee high-speed assaulty units. His buff applies to all WHITE SCARS, so the marines he travels well with are the many Infantry Fast Attack options. Jump Pack Assault, Veteran Vanguard. and Bike Squads with Chainswords carry his force multiplier far and fast, and the last one is a perfect fit for the Born in the Saddle Stratagem. Do note, he can only have a bike if taken from the Index. Yes it is fucking stupid that you need the Index to field the only Bike-Chapter character on an actual bike.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Kor&#039;sarro Khan&#039;&#039;&#039;: Sure he&#039;s got improved stats, a cyber-hawk that deals a mortal wound on a 4+ in the shooting phase and Moonfang&#039;s now S+2, but the real deal is that his new &amp;quot;+1 to wound rolls for melee weapons&amp;quot; aura is better than Biker Kor&#039;Sarro&#039;s old +1 to Str on the charge. Wounding MEQ on a 2+, that&#039;s like a non-unwieldy power fist too. &lt;br /&gt;
***Whats the catch? Figure a way to get him to melee. No bike, can&#039;t use a drop pod. A Repulsor is expensive and prone to being a fire magnet. Impulsors might work but they can&#039;t carry Aggressors, and their meanest occupants are Vet Intercessors and Reivers. Vanguard Vets, Deep striking terminators, and Bikers can catch up to him, but not vice versa, so you either commit with a Repulsor or you give him glorified tactical as a retinue.  &lt;br /&gt;
***Alternate opinion: Vet intercessors have 4 attacks a piece with 5 attacks on a thunder hammer sergeant that can be mastercrafted up to damage 5 in assault doct that can swing twice.  The real downside is that he only provides a re-roll 1&#039;s bubble that can&#039;t be upgraded to a chapter master re-roll all bubble because he is named.&lt;br /&gt;
***Alternate alternative: You can use the encirclement strat to put him in the reserves and deepstrike him along the edges of the map. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgeworld&#039;&#039;&#039; {{W40kKeyword|Successor Chapters}} &#039;&#039;&#039;Characters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Remember you don&#039;t necessarily need to pick Inheritors of the Primarch to be White Scars successors and use this supplement.&amp;lt;br&amp;gt;&lt;br /&gt;
{{W40kKeyword|[[Mantis Warriors]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ahazra Redth:&#039;&#039;&#039; Librarian; can ignore his first Perils of the game, has a 5++ and a force sword that deals flat D2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; Guerrilla tactics are much benefited by Inheritors of the Primarch here, and the White Scar&#039;s Tactic is generally superior in every aspect then any combination of Successor tactics when coming to that end. That being said, if you are trying to squeeze every bit out of Ahazra you can, Knowledge is Power can help preserve his &amp;quot;ignore first Perils&amp;quot; bit around for as long as possible.&lt;br /&gt;
&lt;br /&gt;
====Tactical Objectives====&lt;br /&gt;
*&#039;&#039;&#039;Rapid Redeployment&#039;&#039;&#039;: Pick an objective marker more than 18&amp;quot; away from your army (if none are available, use the one furthest away). Gain 1 CP if you control it at the end of your turn. &lt;br /&gt;
*&#039;&#039;&#039;Run Them Down&#039;&#039;&#039;: Score 1 CP if you destroyed at least one unit with a White Scars unit that advanced this turn. &lt;br /&gt;
*&#039;&#039;&#039;Mounted Assault&#039;&#039;&#039;: Score. 1 VP of you destroyed an enemy unit with a Biker or Land Speeder model, d3 VP if you destroyed at least 3 this way. &lt;br /&gt;
*&#039;&#039;&#039;Feigned Retreat&#039;&#039;&#039;: Score 1 VP if one of your units fell back this turn. &lt;br /&gt;
*&#039;&#039;&#039;The Clean Kill&#039;&#039;&#039;: Pick an enemy unit (if possible, it needs to be one that has not lost any wounds yet). d3 VP if you kill it by the end of the turn, but if it hasn&#039;t been killed by then this objective is automatically discarded. &lt;br /&gt;
*&#039;&#039;&#039;Claim Their Heads&#039;&#039;&#039;: Score 1 VP for each enemy Character killed by a melee attack this turn, up to a maximum of 3. If one of them was the Warlord, you get an extra d3 VP.&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Primaris&#039;&#039;&#039; Devastating Charge and Lightning Assault makes Primaris close combat vible.&lt;br /&gt;
**&#039;&#039;&#039;Incursors&#039;&#039;&#039; - With the Gene-Wrought might Stratagem, on the charge every 6 to hit is 2 automatic wounds at D2 -1 AP.&lt;br /&gt;
**&#039;&#039;&#039;Inceptors&#039;&#039;&#039; - completely disposable source of mortal wounds. Run a unit of 6 with assault bolters. shred infantry, mortal wounds, tarpit, repeat. also, Strike for the heart makes these guys tarpit 6+d6 when consolidating&lt;br /&gt;
**&#039;&#039;&#039;Reivers&#039;&#039;&#039; - these guys are only 16 points each, running deep striking horde &amp;amp; a Phobos Librarian with Temporal Corridor or Ride the Wind power. &lt;br /&gt;
*&#039;&#039;&#039;Bikes:&#039;&#039;&#039; White Scars signature and have a lot of abilities revolving around it. Bikes are one of the fasted units, being able to Advance 20&amp;quot; + 2d6&amp;quot; to charge. Scouts can fire and advance, while Spacmarines are more durable.&lt;br /&gt;
*&#039;&#039;&#039;Speed of the foot:&#039;&#039;&#039; on foot your ground troops can cover 6&amp;quot; + d6&amp;quot; + 2d6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Assault Terminators:&#039;&#039;&#039; With the proper support, White Scars have probably the fastest terminators in the game. A terminator librarian with the Plume of the Plain Runner Relic and the Ride the Wind Power will let your assault terminators make a charge on a 6+.  Activate the Fierce Rivalries stratagem, and now they need a 6+ on 3d6. If that was not enough, you can use Fury of the First to make them hit harder. Even if your opponent falls back, your terminators can still advance and catch them, making up for one of their traditional weaknesses. &lt;br /&gt;
*&#039;&#039;&#039;Leviathan Dreadnought:&#039;&#039;&#039; Take a Leviathan and use Encirclement. Congratulations you now have a 14 wound, 2+/4++ monster on your opponent&#039;s board edge. Shoot something and use Fierce Rivalries to all but ensure your charge. You did bring a meele weapon right? &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Raven Guard}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Raven_Guards_Livery.jpg|100px|left|]]In the grim darkness of the far future, death comes from the shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, these guys are THE specialist of covert operations and rapid deployment, striking their enemies before they can react.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, these guys are well-suited to picking off characters, either from long range sniping, mass Jump Pack assaults, or smash captains flipping entire units by themselves, and either way they&#039;re tricky to actually land a hit on. Thanks to a wealth of deployment and redeployment options, they will constantly be moving in to attack from multiple directions, and they are one of the few chapters that can reliably deliver Primaris units into close quarters without relying on transports.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you want your marines to &#039;&#039;&#039;behave like the special forces they are&#039;&#039;&#039;, keep quiet, and stalk the shadows with the Ravens.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics - Shadow Masters:&#039;&#039;&#039; Your units get the benefit of cover if they&#039;re being shot beyond 12&amp;quot;. If they&#039;re not vehicles and happen to be entirely on or within a terrain feature (not just receiving cover), enemies must also subtract 1 from their hit rolls.&lt;br /&gt;
**Of help to long-range attackers of all types, from Scout Snipers to ranged Dreads. One of the best chapter tactics available, as is basically good on &#039;&#039;everything&#039;&#039;, from units that can pick off opponents from afar to melee units that need to cover long distances to reach their intended targets, preventing them from being shot up quite as badly. &lt;br /&gt;
**While it&#039;s a nerf from the old -1 to hit (it being restricted to far-away cover), a 2+ save still helps, and your vehicles get cover in the open: hard to destroy -1 to hit (Smoke launchers) 2+ Rhinos (Shadow Masters) [[JoJo&#039;s_Bizarre_Adventure|without also getting within 12&amp;quot; of them]]. It&#039;s also worth noting that Vanguard Primaris means that there are now more units with Camo Cloaks, as opposed to just Scouts, and they&#039;ll all enjoy that +2 to saves at 12&amp;quot;. Turns out that Salamanders don&#039;t have a monopoly on infantry that can ignore AP-1.&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine - Surgical Strikes:&#039;&#039;&#039; While the Tactical Doctrine is active, all your models add +1 to hit and wound rolls when targeting a character. Unlike most doctrines, this isn&#039;t restricting you to any particular method of fighting...though you can snipe a character earlier than you can reach it in melee. Naturally, sniper Scouts and Eliminators in particular will appreciate these bonuses, triggering Mortal Wounds on a wound roll of 5+. &lt;br /&gt;
**This rule is an absolute nightmare for opponents running large, monstrous characters. Knights with relics, Greater Daemons, Hive Tyrants, Mortarion, and Magnus were already fire magnets, and this makes the situation far worse for them.&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Shadowmaster&#039;&#039;&#039;: The enemy can&#039;t fire overwatch against your warlord, enabling him to make the charge first, selflessly (and [[Reasonable Marines|safely]]) &amp;lt;u&amp;gt;screening his retinue from overwatch&amp;lt;/u&amp;gt;. Works on any kind of warlord... but it&#039;s obviously better on those who reroll charge ranges, like Shrike or a {{W40Kkeyword|Jump Pack}} Captain with the &#039;&#039;&#039;Raven&#039;s Fury&#039;&#039;&#039;. Do keep in mind characters with auras that benefit the charge should charge last, or their retinues would no longer benefit from them...&#039;&#039;like Shrike&#039;s&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Master of Ambush:&#039;&#039;&#039; At the start of the first battle round, but before the first turn begins, remove your warlord and 1 non-Centurion infantry unit and place them anywhere on the battlefield more than 9&amp;quot; away from the enemies deployment zone. 6 Aggressors??! Note that it allows a Chaplain to infiltrate together with Scouts, Vanguard Primaris units, and other Vanguard HQs without spending a CP.&lt;br /&gt;
#&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039;: Friendly Raven Guard units within 6&amp;quot; of the warlord can be chosen to charge even if they advanced. Jump Packs? No, lets try bikes!&lt;br /&gt;
#&#039;&#039;&#039;Master of Vigilance&#039;&#039;&#039;: When resolving an attack made by a melee weapon by this warlord, an unmodified hit roll of 6 inflicts a mortal wound in addition to any other damage.&lt;br /&gt;
#&#039;&#039;&#039;Feigned Flight&#039;&#039;&#039;: When this warlord falls back, they can move across models and terrain as if they weren&#039;t there. In addition the warlord may shoot and charge in a turn that they fell back.&lt;br /&gt;
#&#039;&#039;&#039;Echo of the Ravenspire&#039;&#039;&#039;: Once per battle, at the end of your movement phase, the warlord can vanish into the gloom if they are more than 6&amp;quot; away from any other models. When it does, remove it from the battlefield and set up the warlord again at the end of your next movement phase anywhere on the table that is more than 9&amp;quot; away from enemy models. Excellent on a Terminator or Gravis Smash Captain.&lt;br /&gt;
&lt;br /&gt;
====Relics &amp;amp; Special-Issue Wargear====&lt;br /&gt;
Relics are now split into two categories. Relics of Ravenspire may only be taken by Raven Guard (unless you use a stratagem). Special-Issue Wargear can be taken by Raven Guard and their successor chapters&lt;br /&gt;
=====Relics of the Ravenspire=====&lt;br /&gt;
*&#039;&#039;&#039;The Armour of Shadows&#039;&#039;&#039;: Treat AP-1 attacks against the wearer as AP0. In addition, an unmodified hit roll against them of 1, 2, or 3 always fails (i.e. it&#039;s harder for elite units to hit you, but worse melee units won&#039;t notice). Watch as your opponent&#039;s WS2+ smash unit hits as well as a guardsman.&lt;br /&gt;
*&#039;&#039;&#039;The Ebonclaws&#039;&#039;&#039;: Replaces Lighting Claws. SU AP-3 D1d3 A+1, re-rolls wounds.  &lt;br /&gt;
*&#039;&#039;&#039;Ex Tenebris&#039;&#039;&#039;: Replaces a mastercrafted stalker bolt rifle, mastercrafted occulis bolt carbine, or mastercrafted instigator bolt carbine. Replaces the profile with 36&amp;quot; Assault 3 S4 AP-2 D2, it can target enemy characters even if they are not the closest, and it adds 1 to its hit rolls and ignores cover. Was made by Corax and supposed to be given to Konrad Curze. Probably would have helped his shooting. Consider putting this on a Primaris Captain who&#039;s supporting your backline to snipe characters, or even better, a Primaris Lieutenant (+1 to hit increasing him to 2+ to hit) since he&#039;s cheaper and his buffs stack with the Phobos Captain, who also has a sniper rifle. Since it&#039;s a relic, it sadly does not stack with the Marksman&#039;s Honors trait.&lt;br /&gt;
**The +1 to hit bonus stacks with the Combat Doctrine, allowing even a Lieutenant to ignore a -1 to hit penalty on other sneaky characters. So it&#039;s wasted on a Captain.&lt;br /&gt;
*&#039;&#039;&#039;Oppressor&#039;s End&#039;&#039;&#039;: Replaces a combat knife with S+1 AP-2 D1 A+1. Against an enemy character, the damage improves to 3. Not shabby, but the only HQs that can this are the Phobos Captain and Lieutenant... and they&#039;d probably rather take Ex Tenebris.&lt;br /&gt;
*&#039;&#039;&#039;The Raven Skull of Korvaad&#039;&#039;&#039;: Once per turn, you can re-roll a hit roll, wound roll, or damage roll. In addition, if the model carrying this relic is destroyed by an enemy unit, you can add 1 to the hit rolls of any Raven Guard unit targeting that enemy unit for the rest of the game. Kind of begs for martyrs, which should be easy to find with Templars, but this does have its uses regardless.  &lt;br /&gt;
*&#039;&#039;&#039;Raven&#039;s Fury&#039;&#039;&#039;: Jump Pack model only. Can charge even after advancing, and re-rolls failed charge rolls.  It also inflicts a mortal wound on its charge target on a 4+. While its extra speed might be ignored so your other Jump Infantry can keep up, and Champions don&#039;t have access to them, it is of great help to a Shadowmaster RG Warlord to get that charge.&lt;br /&gt;
&lt;br /&gt;
=====Special-Issue wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Mantle:&#039;&#039;&#039; FnP5+++. &amp;quot;Not dying&amp;quot; is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; Do an additional attack when the model fights. If it hits, the target suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted Weapon:&#039;&#039;&#039; +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). &#039;&#039;4D Thunder Hammer!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Korvidari Bolts:&#039;&#039;&#039; Select one bolter weapon from Codex Space Marines that model is equipped with, when that model is chosen to shoot you can fire a Korvidari bolt. The model&#039;s ranged weapon&#039;s range is increased by 6&amp;quot; and can target units that are not visible, but only one attack can be made with the weapon. Great on a Phobos Captain, as he only gets one shot anyways, or an Eliminator sarge to always use the best ammo despite being out of LoS.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Master Cloak:&#039;&#039;&#039; 3++ invuln save while completely within a terrain feature. Good on Lieutenants and Librarians for the same reason as Artificer Armour, the choice depends entirely on the availability of terrain.&lt;br /&gt;
*&#039;&#039;&#039;Silentus Pistol:&#039;&#039;&#039; Models with a bolt pistol or heavy bolt pistol only, replaces it for a pistol 2 S5 AP-2 D2. It can target a character even without it being the closest and can add 1 to the hit roll.&lt;br /&gt;
**Since it doesn&#039;t fully synergize with the Combat Doctrine (it gets the to hit and to wound bonuses but not the AP bonus), it works better on a Successor Chapter.&lt;br /&gt;
*&#039;&#039;&#039;Shard of Isstvan:&#039;&#039;&#039; +1 attack, and when a morale test is taken for a chapter unit within 6&amp;quot;, the test is automatically passed.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
Raven Guard Stratagems can be divided into four broad categories; Mobility, Offense, Disruption/Survival, and Universal.&lt;br /&gt;
*&#039;&#039;&#039;Mobility:&#039;&#039;&#039; If White Scars are the masters of speed, Raven Guard are the masters of deployment. &lt;br /&gt;
**&#039;&#039;&#039;Infiltrators (1 CP)&#039;&#039;&#039;: At the start of the first battle round, but before the first turn begins choose an infantry unit and move them. As long as you finish more than 9&amp;quot; from enemy models. Each unit can only be selected for this once per battle. As your turn hasn&#039;t begun you can use this multiple times on different units.&lt;br /&gt;
***Best utilized on Jump Infantry, though as Concealed Positions also happens before the first turn, it can also be used to reposition an infiltrating unit.&lt;br /&gt;
**&#039;&#039;&#039;Strike from the Shadows (1 CP)&#039;&#039;&#039;: Lets you place a {{W40kKeyword|Raven Guard}} Infantry unit in ambush, allowing them to deep strike.&lt;br /&gt;
**&#039;&#039;&#039;Strike from the Skies (1 CP)&#039;&#039;&#039;: Start of the Charge phase. One {{W40kKeyword|Raven Guard}} Jump Pack unit can charge even if they advanced and adds 1 to the charge rolls. &lt;br /&gt;
**&#039;&#039;&#039;The Raven&#039;s Blade (1 CP)&#039;&#039;&#039;: Allows you to reroll all charge rolls against one enemy unit. Useful for removing an important enemy unit by charging several of your melee units into it simultaneously.&lt;br /&gt;
**&#039;&#039;&#039;False Flight (2 CP)&#039;&#039;&#039;: One {{W40kKeyword|Raven Guard}} unit can now shoot and charge after they fall back. There&#039;s plenty of utility here, from making a fighting retreat to double-dipping on any charge bonuses you get.&lt;br /&gt;
*&#039;&#039;&#039;Offense:&#039;&#039;&#039; Compared to other chapters, the Raven Guard have only a few Stratagems that enhance their damage output, and they are either limited to once per turn or very narrow in scope.&lt;br /&gt;
**&#039;&#039;&#039;Lay Low the Tyrants (1 CP)&#039;&#039;&#039;: Use during the melee phase. Pick a {{W40kKeyword|Raven Guard}} Infantry or Biker unit. When they resolve a melee attack against a character that is not a vehicle or a non-vehicle unit with a model that has 4 or more wounds, add 1 to the wound roll. Stacks with Surgical Strikes, giving you +2 to wound against enemy Characters.&lt;br /&gt;
**&#039;&#039;&#039;Vengeance of Istvaan V (1 CP)&#039;&#039;&#039;: A {{W40kKeyword|Raven Guard}} unit can reroll all attack rolls in melee when targeting a Word Bearer, Iron Warrior, Alpha Legion, or Night Lord unit. Avenge the Drop Site Massacre. ”Come on you fucking pansies! Fight us face-to-face! For Corax! For Brothers lost! CHARGE!!!”- Master of Shadows Kayvaan Shrike, battle for Hope’s Pyre against Word Bearers.&lt;br /&gt;
**&#039;&#039;&#039;Ambushing Fire (2 CP)&#039;&#039;&#039;: Use at the start of your moving phase if the Tactical Doctrine is active. Until the end of the next battle round, all {{W40kKeyword|Raven Guard}} units shooting Rapid Fire and Assault weapons in your army improve their AP by 1 on an unmodified wound roll of 6. Can only be used once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Disruption/survival:&#039;&#039;&#039;While most armies have stratagems aimed at utility or defense, the Raven Guard emphasize disrupting your opponent&#039;s plans and making it harder for them to use stratagems, target your units, and take/score objectives. &lt;br /&gt;
**&#039;&#039;&#039;Stranglehold (2 CP)&#039;&#039;&#039;: Use during the first turn of the game to screw over your opponent&#039;s stratagems. You must have {{W40kKeyword|Raven Guard}} Scouts or Phobos units in your army. roll 1d6 each time an opponent spends a command point on a stratagem. on a 5+, the opponent must spend an additional command point or the stratagem is countered and cannot be used again this round. Only works during the first turn. &lt;br /&gt;
**&#039;&#039;&#039;See but Remain Unseen (1 CP)&#039;&#039;&#039;: Use this stratagem at the end of your turn. Select one Raven Guard unit that did not make any attacks. Subtract 1 from any hit rolls that target them. You could possibly be a dick and use this on transports working as meat shields for your army, you&#039;re not gonna miss a few WS 6+ attacks or less than 10 Storm Bolter shots. Works especially well if you position your units such that your opponent must engage the transport. Also makes an Infantry unit in terrain with Smoke Grenades ridiculously survivable at -3 to hit (&amp;gt;12&amp;quot;).&lt;br /&gt;
**&#039;&#039;&#039;Decapitating Blow (2 CP)&#039;&#039;&#039;: Use when you kill the enemy warlord with a {{W40kKeyword|Raven Guard}} unit. For the rest of the game, enemy units are at -1 leadership.&lt;br /&gt;
**&#039;&#039;&#039;Deadly Price (1 CP)&#039;&#039;&#039;: Use at the end of your turn to boobytrap an objective. If an enemy unit tries to take it, roll a d6. On a 2-4, they take d3 mortal wounds. On a 5+, they take 3 mortal wounds instead. Can&#039;t be used on the same objective more than once per battle.&lt;br /&gt;
**&#039;&#039;&#039;Force their Hand (1 CP)&#039;&#039;&#039;: Tactical objective shenanigans. Force your opponent to discard a tactical objective and draw a new one. You need to have a bike or infantry unit on a objective in your opponent&#039;s deployment zone to use this. A lot of hoops to jump through to make this work.&lt;br /&gt;
*&#039;&#039;&#039;Universal:&#039;&#039;&#039; All Chapters Supplements include some variation of the following three stratagems.&lt;br /&gt;
**&#039;&#039;&#039;Masters of the Trifold Path (1 CP)&#039;&#039;&#039;: Non-named characters can generate a second warlord trait. No duplicates. once per battle&lt;br /&gt;
**&#039;&#039;&#039;Favored of the Ravenspire (1 CP)&#039;&#039;&#039;: A {{W40kKeyword|Raven Guard}} Sergeant can take certain relics&lt;br /&gt;
**&#039;&#039;&#039;Token of Brotherhood (1 CP)&#039;&#039;&#039;: The standard successor relic sharing stratagem.&lt;br /&gt;
&lt;br /&gt;
====Litany &amp;amp; Psychic Discipline - Umbramancy====&lt;br /&gt;
As a discipline, Umbramancy focuses on shadows, disruption, and making your solo-operators more deadly. Its two mortal wound powers are somewhat weak, but the rest of the powers are fairly solid, if somewhat limited by targeting restrictions. Two of the powers (Umbral Form and Spectral Blade) only affect your librarians themselves, while a third (Shadowstep) only affects characters, and the last (Enveloping Darkness) can only affect a single enemy unit. Nevertheless, there are several combos that present themselves (The Abyss + Spectral Blade), (Spectral Blade + Umbral Form), (Shadowstep + Enveloping Darkness/The Abyss/Smite), (Spectral Blade + Enveloping Darkness + a unit of Reivers).&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Umbral Form&#039;&#039;&#039;: Warp Charge 5. The psyker gains a 4++ Invulnerable save.&lt;br /&gt;
#&#039;&#039;&#039;Enveloping Darkness&#039;&#039;&#039;: Warp Charge 7. One visible enemy unit within 18&amp;quot; cannot fire Overwatch and subtracts one from their hit rolls. Basically a psychic Shock Grenade, which stacks.&lt;br /&gt;
#&#039;&#039;&#039;Spectral Blade&#039;&#039;&#039;: Warp Charge 5. Until the start of the next psychic phase, the psyker&#039;s Strength is equal to their Leadership. In addition, they have AP-4 when resolving an attack against a unit with a lower Leadership. In most cases, this will make your Librarian Strength 9, and you can guarantee the AP bonus by using one of the numerous Leadership penalty sources available (suddenly, Fear Made Manifest gets better as a warlord trait).&lt;br /&gt;
#&#039;&#039;&#039;Shadowstep&#039;&#039;&#039;:  Warp Charge 7. One {{W40kKeyword|Raven Guard Character}} within 18&amp;quot; of your Librarian redeploys wherever he wishes while 9&amp;quot; away from the enemy. Once again, it can be used to send a Chaplain to support infiltrated Marines, or to teleport around a Terminator or Gravis Smash Captain.&lt;br /&gt;
#&#039;&#039;&#039;The Abyss&#039;&#039;&#039;: Warp Charge 6. Select one visible enemy unit within 18&amp;quot;. Roll 3d6; for each each roll of 4+, the target takes a mortal wound. If any models are destroyed, then the unit suffers a -1 penalty to their leadership for the rest of the turn.&lt;br /&gt;
#&#039;&#039;&#039;The Darkness Within&#039;&#039;&#039;: Warp Charge 6. Select up to 3 enemy units within 18&amp;quot;; roll 1d6 for each unit. On a 4+, they take a mortal wound. If you rolled a 10 or higher on the psychic test, add 1 to the d6 rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litanies of Battle - Swift as the Raven:&#039;&#039;&#039; Raven Guard within 6&amp;quot; can fall back and shoot, and also charge that turn if they can Fly.&lt;br /&gt;
*Inceptors want to tie up units that cannot fight them back, like small troop squads and vehicles, to hide from enemy shooting or force them to fall back. This litany lets them do just that. Let the Chaplain give +1 to hit to their Plasma Exterminators for safe plasma supercharge, and use Swift as the Raven when they reach the enemy. They are the only flying unit that can both shoot and melee, more than Suppressors. If you can get over the autism of mixing a manlet Jump Pack Chaplain with Primaris Inceptors, that is.&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris [[Kayvaan Shrike]]:&#039;&#039;&#039;He’s been spoiled as a Vanguard Chapter Master. He’s finally got a gun (even though it’s a pistol), still has the Raven&#039;s Talons, the jump pack, and that fuck-ugly emo hairstyle. He now lets you re-roll all hit rolls as per the Chapter Master rules revision. His gun, Blackout, is an 18&amp;quot; AP-2 D2 bolt pistol that can target characters and do mortal wounds on 6+ like the usual sniper rifle. In addition, he now has 6 wounds and a &#039;&#039;14&amp;quot; move&#039;&#039;. Combine all that with Winged Deliverance (re-roll charges for units within 6&amp;quot;), and... hoo boy.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Captain Korvydae:&#039;&#039;&#039; This guy was dropped from the game in a FAQ; instead, you&#039;re told to use the model to represent a generic Captain.&lt;br /&gt;
**Good model for a Raven&#039;s Fury/Thunder Hammer Captain. They make decent character assassins, as the sheer speed at which they can close with a target can catch people off guard.&lt;br /&gt;
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&#039;&#039;&#039;Forgeworld&#039;&#039;&#039; {{W40kKeyword|Successor Chapters}} &#039;&#039;&#039;Characters&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Remember you don&#039;t necessarily need to pick Inheritors of the Primarch to be Raven Guard successors and use this supplement.&lt;br /&gt;
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{{W40kKeyword|[[Raptors]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Lias Issodon]]:&#039;&#039;&#039; Chapter Master. Lias is the king of Infiltration Fuckery. When he infiltrates (at the end of &#039;&#039;any&#039;&#039; Movement Phase, thus it supplements Strike from the Shadows), he can take up to three {{W40kKeyword|RAPTORS}} {{W40kKeyword|INFANTRY}} units with him (barring {{W40kKeyword|TERMINATORS}}, {{W40kKeyword|PRIMARIS}} and {{W40kKeyword|CENTURIONS}}, but now allowing jump-pack Marines). [[Meme|Surprise, motherfuckers!]] He has a 6&amp;quot; aura that adds +1&amp;quot; to all move, advance, charge, and fall back moves (making his base movement &#039;&#039;8&amp;quot;&#039;&#039;), on top of his Chapter Master 6&amp;quot; aura of rerolls to hit. His weapon &#039;&#039;Malice&#039;&#039; is a 30&amp;quot; Assault 3 S5 AP-4 D1d3 murdermachine with ignores cover, which he can fire after retreating from melee with Hit &amp;amp; Run. In addition to all of this, Lias essentially has a 0+ save while sitting in any cover (though of course save rolls of 1 always fail, this is more to troll enemies who try to negate cover saves). This means, when he is in cover, he gets a save against &#039;&#039;every weapon in the game&#039;&#039;. Yes, including those AP-6 Titan weapons. Plus he has a master-crafted power sword, just in case he needs to run interference to protect your ambushers from small opportunistic chargers. Storm of Fire is the preferred Warlord Trait, as he&#039;ll largely be hanging out with other shooters.&lt;br /&gt;
**Potential ambushers to think about are Devastators, Sternguard, or Company Veterans (never waste this ability on units that already have the means to deep strike via cheapish Jump Packs!). Remember he can also buff Inceptors and Cataphractii Terminators, as they can deep strike next to him without his rule, and any [[Aggressor|Primaris units]] you infiltrate with Strike from the Shadows *cough*Assault Centurions*cough*. Nothing beats the feeling of deep striking 30 multi-melta Devastators in melta range of an IG tank column or Knight Castellan.&lt;br /&gt;
**Raptors seem to be gaining in popularity. Using this dude takes caution and practice, but if done right you can route your enemy in spectacular fashion. One of the main questions you should be asking yourself is what will I use to clear screens, and how will I force my opponent&#039;s movement to open gaps for the ambush? Build your list around sculpting your opponent&#039;s plays, and let the mind games begin.&lt;br /&gt;
&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; Inheritors of the Primarch works just fine for them, and are perhaps even better built for them than their parent chapter! Inheritors is also absolute cheese on Issodon’s deepstrike force (put them down in cover and you have a group of 15 lascannon-toting Devastators who reroll all failed hits, with -1 to hit and a 2+ save, along with Issodon’s 0+ and -1 to hit). If you feel like mixing it up, however, Tactics like Preferred Enemy, Long-ranged Marksmen, and, of course, Stealthy are all fluffy and effective picks. Consider that the Hungry For Battle Trait, combined with the Master of the Vanguard Warlord Trait and Lias Issodon&#039;s built-in +1 to charge can give your reserve force a respectable 6&amp;quot; charge out of deepstrike, season with Raven&#039;s Blade for a re-roll to taste.&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|[[Space Sharks]]}}&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Tyberos the Red Wake]]:&#039;&#039;&#039; Chapter Master.  An unholy, terrifying murder machine whose melee damage went through the roof in this edition. Comes with 2 weapons: Hunger and Slake. Hunger is a chainfist that does a flat 3 damage (one better than the normal), and Slake is a lightning claw that does 2 damage while still getting the re-roll to wound. He grants all Carcharodons models within 6&amp;quot; +1S including himself, he also gives all Carcharodons units within 6&amp;quot; re-roll to hits (including shooting). His statline is almost identical to that of a Terminator Captain but Tyberos has 5 attacks instead of 4, 1 more strength due to his buff and 1 less BS. Tyberos excels at fighting small units composed of models with multiple wounds and HQs due to his damage output. Keep an assault unit of some sort alongside him and together they should destroy any MEQ or TEQ unit with absolute ease. While VERY expensive Thunder Hammer armed Vanguard or Assault Termies become more effective at killing high toughness units when alongside Tyberos. &#039;&#039;((The S10 they get from Tyberos&#039; buff combined with the Thunder Hammers means they&#039;ll go from wounding T8 and T9 units on 4+ and 5+ respectively to wounding them on a 3+ and 3+ respectively (this means they can wound even a Knight or Warhound Titan on a 3+). A squad of 5 will put out 11 AP-3 Dmg 3 Strength 10 hits that can cause a maximum of 33 damage and they get to re-roll misses due to Tyberos. That&#039;s a potential of 48 damage in a single fight phase between them and Tyberos using Hunger (15 from Tyberos 33 from the hammer unit.&#039;&#039;&lt;br /&gt;
**If Tyberos is your warlord, you should really be pumping everything you can into his attacks - his hitting power is strong, but his overall volume of attacks quite low by comparison. To start with, give him The Imperium’s Sword for +1A on the charge, which compliments his existing +1A from Shock Assault. Cast Might of Heroes on him for another +1A and +1S, giving him &#039;&#039;&#039;eight&#039;&#039;&#039; attacks at S12 ap-4 dmg3. Finally, drop the Whirlwind of Rage successor trait and keep a Lieutenant nearby, and watch your sweet little bundle of death chew through an Imperial Knight every turn.&lt;br /&gt;
**Since sharkboy has &#039;&#039;&#039;no ranged weapons at all&#039;&#039;&#039;, not even a bolt pistol, any turn where he isn’t wrecking face in cc is a waste of his substantial 205 points cost - so absolutely invest in a transport to get him up the board as quickly as possible. Bonus cool points if you play [https://youtu.be/lV8i-pSVMaQ his favourite song] while disembarking.&lt;br /&gt;
&#039;&#039;&#039;Successor Tactics:&#039;&#039;&#039; Whirlwind of Rage is an absolute must here, Tyberos benefits too damn much from it. Great choices for your second Tactic include Hunger for Battle, to get into melee ASAP, or Tactical Withdrawal, to keep Shock Assault up and working for you. Fearsome Aspect is a fluffy, if not as brutal option.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tactics:====&lt;br /&gt;
&#039;&#039;&#039;Objective Defense:&#039;&#039;&#039; The Ravens can defend an objective simply because of how difficult it is to hit them. You can take things to an extreme with just a couple vanguard troops: keep them close and have a squad use their smoke bombs (and thus not shoot) and use &#039;&#039;&#039;See But Remain Unseen&#039;&#039;&#039;. Next, have a Phobos Librarian use &#039;&#039;&#039;Shrouding&#039;&#039;&#039; on the other squad to &amp;lt;u&amp;gt;force the enemy to target the -3 to hit squad&amp;lt;/u&amp;gt;. &#039;&#039;That&#039;s an auto-miss on BS4+&#039;&#039;. And &#039;&#039;&#039;Deadly Price&#039;&#039;&#039; stacks with Incursor mines, meaning your units can barely be shot at, and anyone who wants to contest the objective is greeted by a flurry of mortal wounds. On top of now being too close to Incursors. Happy haunting!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggressor Rush:&#039;&#039;&#039; &#039;&#039;The First Axiom of Victory is to be other than where the enemy desires you to be&#039;&#039;. Your enemy doesn&#039;t want Aggressors near his lines, or defending the objectives he placed. &#039;&#039;The First Axiom of Stealth is to be other than where the enemy believes you to be.&#039;&#039; Your enemy believes Chaplains cannot move quickly without giving up their litanies. 10,000 years later, Corax&#039;s tennets remain true. Risky, but devastating when your enemy isn&#039;t prepared to meet &amp;amp; greet six Aggressors buffed by a Chaplain. Add support to it, like a couple of Invictors, and your enemy simply won&#039;t be able to take care of your stealth ball of hate fast enough. The enemy HAS to move back to avoid the charge, and that more than 5&amp;quot; (Aggressor move) + 7&amp;quot; (average charge) = 12&amp;quot;. Congrats, your mere presence FORCED the enemy back and gave you cover in the open (&amp;gt;12&amp;quot;) to top it all!&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Salamanders}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Salamanders_Chapter_Livery.jpg|100px|left|]]In the grim darkness of the far future, the flame of hope burns still.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, these guys are the true saviours of mankind, as while everyone else is running around hitting/stabbing each other with various weapons, the Salamanders are the warrior angels who are protecting the civilians, infrastructure, and all the other things that make a society a society. And also setting the enemies of the Emperor on fire.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, these Bros acts much like a jack of all trades with Shooting, melee, and resilience, with them being able to both hit and wound a little better than most and being able to ignore -1 AP and other Stratagems means they have a little more staying power. Their preferred weapons are short-ranged, but you&#039;ll find that flames and meltaguns will solve almost all problems. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Vulkan lives!&#039;&#039; (STOMP-STOMP)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics - Forged in Battle:&#039;&#039;&#039; A &#039;&#039;&#039;unit&#039;&#039;&#039; with this tactic can re-roll a single to hit roll and a single wound roll each time it shoots or fights (including overwatch). Your units treat AP-1 attacks as if they were AP0, meaning things like heavy bolters will be a minimal threat.&lt;br /&gt;
**Especially useful to &#039;&#039;all&#039;&#039; vehicles, {{W40Kkeyword|characters}}, MSU, and strong single-shot weapons like Lascannons and Meltas. Assuming you hit and wound on 3+, that one shot goes from 44% to wound to over 70% (saves not calculated). While it reduces your dependence on Captains and Lieutenants (allowing you to focus on the other HQs), it also helps them with those 2s, statistically similar to a Chapter Master (on a 1-shot unit), which the Salamanders lack unless they spend valuable CP on the Stratagem. Especially Vulkan He&#039;Stan, who is like a Chapter Master only to melta and a Captain to everything else - now melta sergeants can re-roll for themselves.&lt;br /&gt;
***&#039;&#039;Most&#039;&#039; useful on weapons with &#039;&#039;lower&#039;&#039; strength that instead focus on AP and/or Damage to get work done.  A good example is Eliminators firing Mortis rounds, where you will really notice a substantial increase in performance, particularly if you don&#039;t use Guided Aim.&lt;br /&gt;
** AP-1 weaponry is the most efficient AP in the game in terms of availability and potential threat against your infantry. Ignoring it is hugely beneficial to your survival, armoured or otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine - Promethean Cult:&#039;&#039;&#039; While the Tactical Doctrine is active, all flame and melta weapons gain +1 to wound. Honestly, did you expect anything else?&lt;br /&gt;
**The best way to use this doctrine, as you might expect, is with Successor Tactics, as the Salamanders tactic is relatively awful with flame weapons, and there&#039;s a severe lack of synergy with melta, which usually won&#039;t benefit from +1 to wound &#039;&#039;or&#039;&#039; -1 to AP from the Doctrine bonus.  In particular, Salamanders successors with +3&amp;quot; range on their guns will enjoy their flamers and meltaguns a lot more than actual Salamanders will.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Anvil of Strength:&#039;&#039;&#039; The Warlord gets +2 to his Strength &#039;&#039;characteristic&#039;&#039; (so it happens BEFORE 2x),  enabling Power Fists, Thunder Hammers and Boltstorm Gauntlets to &amp;lt;u&amp;gt;hit at Str12&amp;lt;/u&amp;gt;. This also allows Relic blades to strike at S8 like a power fist without the -1 modifier. Vulkan He&#039;stan takes this.&lt;br /&gt;
#&#039;&#039;&#039;Miraculous Constitution:&#039;&#039;&#039; The Warlord gets a 6+++ FNP and regains 1 wound at the start of your movement phase. Really good, especially if you have an Apothecary nearby. Vulkan lives! Compared to Iron Resolve, Miraculous Constitution yields more than one wound over time, assuming you are taking on moderate level deathstar units that can&#039;t wipe you in one go (Abbadon, Swarmlord, Thunder Hammers, etc..). &lt;br /&gt;
#&#039;&#039;&#039;Never Give Up:&#039;&#039;&#039; At the start of the battle round, pick a unit within 6&amp;quot; of the Warlord to gain Defenders of Humanity for that round.&lt;br /&gt;
#&#039;&#039;&#039;Forge Master:&#039;&#039;&#039; The Warlord gets +2 Toughness. With T6 (or 7 on Gravis/Bike characters), it&#039;ll now take anti-tank weapons to bring down your Warlord. Combos well with The Salamander&#039;s Mantle to make a character practically indestructible.  &lt;br /&gt;
#&#039;&#039;&#039;Lord of Fire:&#039;&#039;&#039; Friendly units within 6&amp;quot; of the Warlord re-roll the number of attacks they make with flame weapons. Adrax takes this one.&lt;br /&gt;
#&#039;&#039;&#039;Patient and Determined:&#039;&#039;&#039; Once per shooting or fight phase, one of the Warlord&#039;s attacks automatically hit. Can make a thunder hammers more reliable, and more hits are always nice. Because of your likely native re-roll aura and a Salamander re-roll, you are very likely to get the overwhelming majority of your hits in. Since the relic&#039;s additional damage is on the wound roll and not hit roll, you are also more likely to proc that as well, due to more wound rolls being made.&lt;br /&gt;
&lt;br /&gt;
====Relics and Special Issue Wargear====&lt;br /&gt;
=====Relics=====&lt;br /&gt;
*&#039;&#039;&#039;Drake-Smiter&#039;&#039;&#039;: Replaces a Thunder Hammer. Doesn&#039;t lose the -1 to hit, but does get AP-4 and becomes 6(!) D on a 6 to wound. Forged in Battle can help you fish for that 6. &lt;br /&gt;
*&#039;&#039;&#039;Helm of Drakos&#039;&#039;&#039;: {{W40Kkeyword|Primaris}} only. Gives +1W and enemy units within 6&amp;quot; get -1LD. Thoroughly meh. The Mantle is a better defensive relic, and unless you&#039;re going all in on Leadership debuffs, it&#039;s not worth it. That said, a Primaris Librarian with Draconic Aspect and the Fear Made Manifest trait can have an aura of -4LD in 6&amp;quot;. If you&#039;re playing a Fearsome Aspect successor, you can bump that to -5LD in 3&amp;quot;. Some Reivers nearby can bump that to a potential -6LD, then -7LD with Standard of the Emperor Ascendant, and make anything run in terror if your opponent forgets how to solve the problem with CP.&lt;br /&gt;
*&#039;&#039;&#039;Nocturne&#039;s Vengeance&#039;&#039;&#039;: Replaces a combi-flamer. Both parts get -1AP and 2D with the flamer jumping to 12&amp;quot; range. It&#039;s a master-crafted combi-flamer that works out of deep strike to cook up the enemy well.&lt;br /&gt;
*&#039;&#039;&#039;Salamander&#039;s Mantle&#039;&#039;&#039;: Now re-worked to be even better. It gives a straight -1 to wound the bearer. Combo with the Forge Master trait, and now anything up to S11 (S13 for Gravis/Bikes) wounds on no better than a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Tome of Velcona&#039;&#039;&#039;: A {{W40Kkeyword|Librarian}} knows an additional power from the Promethean discipline (even if he took Librarius or Obscuration powers). More importantly, he gets +1 to Psychic tests for Promethean powers. Casting all your powers on a 5+ is nice.&lt;br /&gt;
*&#039;&#039;&#039;Vulkan&#039;s Sigil&#039;&#039;&#039;: The character gets +1A, and once per game during the Fight phase, all {{W40Kkeyword|Salamanders}} units get +1A for that phase (bringing the bearer to +2A).&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Prometheus&#039;&#039;&#039;: Replaces a boltgun or master-crafted boltgun. No additional shots, but it gets +6&amp;quot; range, +1S, -2AP, and D3.&lt;br /&gt;
&lt;br /&gt;
=====Special Issue Wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Mantle:&#039;&#039;&#039; Fnp5+++. &amp;quot;Not dying&amp;quot; is good for everyone, but (smash) captains/Primaris are the ones with the most wounds to proc it with.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns.&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted Weapon:&#039;&#039;&#039; +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). &#039;&#039;4D Thunder Hammer isn&#039;t quite as appealing since your Relic is better, but why not put this on a Sarge with the right Stratagem?&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; Make an additional attack when the model fights. If it hits, the target suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Aquila:&#039;&#039;&#039; Friendly {{W40Kkeyword|Chapter}} models within 6&amp;quot; get a 6+++ FNP. You now have a bubble of marines more durable than Iron Hands.&lt;br /&gt;
*&#039;&#039;&#039;Promethean Plate:&#039;&#039;&#039; Wound rolls of 1, 2, or 3 always fail against this model. For when you&#039;ve already got a model with the Mantle and want a second durable character to hang around. Can really neuter a lot of the deadlier melee attacks in the game.&lt;br /&gt;
*&#039;&#039;&#039;Dragonrage Bolts:&#039;&#039;&#039; When firing a bolt weapon this model has, only make one attack, but if it hits you get 1d6 wound rolls, ignore cover, and -1AP. Turns a bolter into a long range almost-flamer. Notably does not count as a flame weapon, so you don&#039;t get the +1 to wound from Promethean Cult.&lt;br /&gt;
*&#039;&#039;&#039;Drakeblade:&#039;&#039;&#039; Replaces a power sword, master-crafted power sword, or combat knife. It&#039;s -4 AP, D2, and deals 1 mortal wound on an unmodified 6 to wound. Something for the Phobos characters to replace their crappy combat knife with.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Born Protectors (2 CP)&#039;&#039;&#039;: When a {{W40Kkeyword|Salamanders}} unit is charged, pick another {{W40Kkeyword|Salamanders}} unit within 12&amp;quot;. That can fire overwatch in addition to the charged unit, and if the charge is successful, they can Heroically Intervene 2D6&amp;quot;, but only towards that charging unit. Tau Overwatch plus a Heroic Intervention? Fantastic, if situational. Can deter certain charges and anything that can change how your opponent plays has a place.&lt;br /&gt;
*&#039;&#039;&#039;Despite the Odds (1 CP)&#039;&#039;&#039;: At the end of a turn where you didn&#039;t score any Tactical Objectives, if your Warlord is still on the table, generate a new Tactical Objective.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Promethean Creed (1 CP)&#039;&#039;&#039;: Your Warlord gets a second Warlord trait. Doesn&#039;t work on named characters or someone you gave a trait to with Hero of the Chapter. Lots of fun and interesting combos here.&lt;br /&gt;
*&#039;&#039;&#039;Flamecraft (2 CP)&#039;&#039;&#039;: In the shooting phase, a unit&#039;s flame weapons will always fire its maximum number of shots. Good for a Land Raider Redeemer, flamer Aggressors, combi-flamer Sternguard, and Assault Centurions. Still great if less efficient on Invictors and Land Speeders with dual Heavy Flamers and on Bray&#039;arth Ashmantle.&lt;br /&gt;
*&#039;&#039;&#039;Immolation Protocols (1 CP)&#039;&#039;&#039;: Turn all of one unit&#039;s flame weapons into Pistols for one shooting phase. Not a bad way of saving a shooty flame unit from melee.&lt;br /&gt;
*&#039;&#039;&#039;Master Artisans (1 CP)&#039;&#039;&#039;: Give a Sergeant a Master-Crafted weapon, Digital Weapons, the Drakeblade, or Dragonrage Bolts&lt;br /&gt;
*&#039;&#039;&#039;Relentless Determination (1 CP)&#039;&#039;&#039;: At the end of the Movement phase, pick one unit that did not advance. It counts as stationary, and if it has a damage table, it counts as having double wounds to see which row of the table you use. Let Aggressors and Repulsor Executioners still shoot twice after moving or have a vehicle re-position and still fire its shots at full BS.&lt;br /&gt;
*&#039;&#039;&#039;Rise From the Ashes (2 CP)&#039;&#039;&#039;: When a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Character}} dies, roll a 4+ and they pop back up with 1 wound remaining. Only once per character per game. Opponent manage to take down your Warlord? Snipe the Techmarine playing Self Sacrifice meatshield? Get a lucky shot on your Smash Captain? Hit the undo button on that shit.&lt;br /&gt;
*&#039;&#039;&#039;Rites of Vulkan (2 CP)&#039;&#039;&#039;: At the start of the movement phase while in the Tactical doctrine, for the rest of that battle round, all Rapid Fire or Assault weapons in your army get an additional -1AP on natural 6&#039;s to wound. Only once per battle. Works best when you have a lot of shots spread around the army.&lt;br /&gt;
*&#039;&#039;&#039;Self Sacrifice (2 CP)&#039;&#039;&#039;: Use at the start of the opponent&#039;s shooting phase and pick a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Infantry}} unit in your army that has more than five models and then one other unit that is wholly within 6&amp;quot;. For the rest of the phase, your opponent cannot shoot the unit that is being shielded as long as they are wholly within 6&amp;quot; of the unit that is protecting them, unless they are the closest unit. The unit that is doing the body blocking can&#039;t be hidden from shooting by psychic powers or other trickery.&lt;br /&gt;
*&#039;&#039;&#039;Stand Your Ground (1 CP)&#039;&#039;&#039;: When a {{W40Kkeyword|Salamanders}} {{W40Kkeyword|Infantry}} unit that didn&#039;t advance in your last Movement phase is picked as the target of an attack, they get +1 to their saves against D1 weapons for the rest of the phase. Doesn&#039;t help with invuln saves (or Servitors, but why are you bringing those?).&lt;br /&gt;
*&#039;&#039;&#039;Strength of the Primarch (1CP)&#039;&#039;&#039;: Pick a unit at the start of the fight phase. They get +1S and any unmodified wound rolls of 6 do double damage. Probably worse than Crucible most of the time, but you can use them together to potentially get +2 to wound and exploding 6&#039;s. Imagine this on Bray&#039;arth when it goes off. Absolutely crazy on Thunder Hammers. One lucky &#039;6&#039; and the warlord is gone! Just three lucky &#039;6s&#039; and so too is that Landraider! &lt;br /&gt;
*&#039;&#039;&#039;The Crucible of Battle (1 CP)&#039;&#039;&#039;: In the shooting or fight phase, one unit gets +1 to wound for that phase. Veterans of the Long War for the pyro-marines. Works well with the Promethean Cult, and if you want to sink more CP into it, you can toss in Flamecraft for max shot flamers wounding everything on a 4+ or better.&lt;br /&gt;
*&#039;&#039;&#039;The Fires of Battle (1 CP)&#039;&#039;&#039;: In the shooting phase or when firing overwatch, when a model is firing a flame weapon or melta, any unmodified 4+ to wound does a mortal wound in addition to normal damage (to a max of three Mortal Wounds). Only works for 1 weapon shot by 1 model, so no Aggressor MW spam for you.&lt;br /&gt;
*&#039;&#039;&#039;Trust of Prometheus (1 CP)&#039;&#039;&#039;: Give a successor a {{W40Kkeyword|Salamanders}} relic&lt;br /&gt;
*&#039;&#039;&#039;Vengeance for Isstvan V (1 CP)&#039;&#039;&#039;: When facing Word Bearers, Iron Warriors, Night Lords, or Alpha Legion in the fight phase, one unit can re-roll all hit rolls. Very situational, but fluffy.&lt;br /&gt;
&lt;br /&gt;
====Litany &amp;amp; Psychic Discipline- Promethean====&lt;br /&gt;
#&#039;&#039;&#039;Flaming Blast&#039;&#039;&#039;: WC6. Pick a spot within 24&amp;quot; that the psyker can see. Each unit within 3&amp;quot; of that spot takes a mortal wound on a 4+. Could be useful for pinging the last wound off of a character if your Eliminators don&#039;t finish it off, or singeing several units that are all clumped up, but Smite is probably better most of the time.&lt;br /&gt;
#&#039;&#039;&#039;Fire Shield&#039;&#039;&#039;: WC6. A unit within 18&amp;quot; imposes -1 to hit against ranged attacks and -1 to charge distances. &lt;br /&gt;
#&#039;&#039;&#039;Burning Hands&#039;&#039;&#039;: WC6. Until your next Psychic phase, when the psyker is attacking with the base CCW, any hits cause a mortal wound instead of rolling to wound. If you plan to get your Librarian into close combat against something with a good invlun maybe, but you&#039;ve already got a force weapon.&lt;br /&gt;
#&#039;&#039;&#039;Drakeskin&#039;&#039;&#039;: WC6. Pick a unit with 12&amp;quot; to get +1T until the next Psychic phase. Between this and Fire Shield, a Salamanders Librarian can make one target significantly more durable turn after turn.&lt;br /&gt;
#&#039;&#039;&#039;Fury of Nocturne&#039;&#039;&#039;: WC6. Pick a visible enemy unit within 18&amp;quot; and roll 2D6. If you roll higher than their highest toughness, they take D3 mortal wounds. Worse chance of causing damage than Smite, but you can pick the target. Could be useful for sniping low T characters.&lt;br /&gt;
#&#039;&#039;&#039;Draconic Aspect&#039;&#039;&#039;: WC6. Until your next Psycic phase, all enemy units with 12&amp;quot; get -2LD. Potentially makes for a decent leadership bomb if combo&#039;d with the Helm of Drakos and the Fearsome Aspect tactic and/or Fear made manifest trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litany of Battle - Selfless Saviours:&#039;&#039;&#039; Within 6&amp;quot; of the priest, friendly Salamanders units gain Heroic Intervention.&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;Stan]]:&#039;&#039;&#039; Has a Captain&#039;s statline, with a 2+ save and a 3+ invuln. Comes with Heavy Flamer, and Relic Blade, and Storm Shield equivalent gear. He has the Captain Rites of Battle ability to let you re-roll hits of 1 for Salamanders units within 6&amp;quot;, and his Forgefather ability lets all Salamanders models within 6&amp;quot; reroll any failed hits and wounds with flame or melta in the name, and with his own Gauntlet of the Forge (note that this affects vehicles and melta-bombs too now, but it doesn&#039;t affect the bolter part of combi-weapons). Great for tagging along with Sternguard or Company Vets in a Rhino or Drop Pod. Vulkan standing with a 5-man devastator squad, armed with 4 Multi-Meltas and a Combi-Flamer, is extremely productive, both for shooting hordes and high toughness targets. The forgefather rule made him a more support oriented HQ as his melee is mediocre compared to other named characters worth a similar amount of points (namely Shrike or Lysander). He got used to being an immovable object in 7th (2+,3++,5+++(FnP)) but in 8th all you need to do to is fail one 3+ invulnerable save and you take multiple wounds, or get saddled with Mortal Wounds he can&#039;t save against. Still, take him if you are a Salamanders player because his rules aren&#039;t by any means bad  - and his model is awesome.&lt;br /&gt;
**As long as he&#039;s your warlord, he also hits with a solid S8 thanks to his Warlord Trait.&lt;br /&gt;
**Alternate take: Vulkan He&#039;Stan riding along with either a squad of Assault Centurions in a Land Raider Redeemer or a squad of Aggressors with Flamestorm Gauntlets can be quite effective. Proper positioning will allow re-rolls to hit and to wound on both Land Raider Flamestorm Cannons, the Land Raider&#039;s Multi-Melta and on all 6 of the flamers that you&#039;ve definitely taken on your Assault Centurions, all preceding a devastating charge. The Aggressors will similarly benefit, whether it&#039;s from the 4d6 flamer shots they get if they stay still or the 2d6 they unleash as they move into melee range. &lt;br /&gt;
** Primaris Eradicators!!!! They are tough infantry, can move and fire with assault weapons, very high shot volume for melta-weaponry, with He&#039;Stan you should kill any T7 vehicle in one go, with only Land Raiders/baneblades surviving out of the T8 models. &lt;br /&gt;
**He&#039;stan is insanely good backing up Cyclonic Melta Leviathans, or, keeping it lighter, standard-issue multi-melta/heavy flamer dreads, where he will buff the guns all the way, and they can use Salamanders tactics if they need to in melee.&lt;br /&gt;
*&#039;&#039;&#039;Adrax Agatone&#039;&#039;&#039;: A Primaris Captain with a hand flamer that acts more like a stronger flamer (12&amp;quot; range and AP-1) and a D4 Thunder Hammer. His cloak reduces all incoming damage by 1, and his Unto the Anvil aura adds 1 to all wound rolls for melee weapons when Shock Assault is triggered. Obviously, he works nicely with Flamestorm Aggressors, especially when he&#039;s Warlord so they can re-roll how many hits those Aggressors make. &lt;br /&gt;
*&#039;&#039;&#039;Captain Pellas Mir&#039;san (Forgeworld):&#039;&#039;&#039; He has the statline of a Captain in Terminator Armour, except with a 6&amp;quot; move instead of 5&amp;quot; and without the transport restrictions of being a terminator, but no Teleport Strike (dude, he&#039;s clearly in Artificer armour, not Terminator). He comes with a combi-flamer, Cinder Edge (functionally identical to a force sword), and Steelsilver, which lets you make an additional attack at S4 AP0 D1 against every model within 1&amp;quot;. Those attacks are made after his Cinder Edge attacks are resolved and before you consolidate, so it can be a super chainsword or useless depending on what his regular attacks leave behind. He gets the normal Captain Iron Halo for a 4++ and Rites of battle to re-roll 1s to hit within 6&amp;quot;. He also gets 2 more attacks when he&#039;s within 2&amp;quot; of any enemy Characters. All this for a few points less than a similarly equipped Terminator Captain.  He really wants to be in close combat chopping heads to maximize his usefulness. Probably plays best running with Vanguard or Company Vets kitted for close combat, but he&#039;ll likely need a transport to get to where you want him as he has no deep strike options on his own.&lt;br /&gt;
**As the Forgeworld characters do not have fixed warlord traits, there are a few options to choose from. &lt;br /&gt;
***The Imperium’s Sword give Pellas more general melee ability by raising him to strength 5 and 6 attacks on the charge (8 if you get close to an enemy character) as well as a reroll for charge distances.&lt;br /&gt;
***Alternatively, Champion of Humanity makes him an even better character hunter. He keeps the 8 attacks on the charge but gains a +1 on wound rolls, which can be further combined with Crucible of Battle for a +2 to wound.&lt;br /&gt;
***The Salamander-specific Warlord Traits are, sadly, not quite as good as the base rulebook, but could have their uses. Anvil of Strength and Forge Master can both keep you alive longer and may be worth it depending on what you are fighting.&lt;br /&gt;
*&#039;&#039;&#039;[[Bray&#039;arth Ashmantle]] (Forgeworld):&#039;&#039;&#039; He&#039;s now even more indestructible than before, being a Character with T9, W8, a 2+/5++, and a 4+ to ignore lost wounds, he&#039;s not going down easily. He&#039;s also dead killy up close. His two Dreadfire heavy flamers can put out some serious hurt with S6, AP-2 and 3 damage a pop at 8&amp;quot; range. In close combat, his claws have him swinging 4 times at S16, AP-4, and D6 damage, and if you are locked in with someone during the shooting phase, his Burning Wrath is now a 2D6 shot auto hitting S4 pistol with a 2&amp;quot; range. On the downsides: In an edition of HQs buffing your other units, he does nothing to improve nearby Salamanders. He can only be your Warlord if there are no other HQ units, so you&#039;ll limit yourself to a smaller number of command points if you want to use him to deny your opponent Slay the Warlord. He can&#039;t cause any harm until he gets within 8&amp;quot;, so you either buy him a transport or have him be a walking 14&amp;quot; threat bubble. This all comes for the hefty price of &amp;lt;s&amp;gt;400 pts&amp;lt;/s&amp;gt; &#039;&#039;&#039;325 points&#039;&#039;&#039; (more if you buy a Dreadnought Drop Pod or Stormraven for him to ride in).&lt;br /&gt;
**It&#039;s worth noting that he is a {{W40kKeyword|CHARACTER}} and hits almost as hard as a Volcano Cannon in close combat. The amount of panic he&#039;ll cause walking towards your opponent with a few cheap screening units in front of him (or even a few Rhinos) is well worth the price tag, as is the satisfaction when he finally hits the opponent&#039;s gunline and all hell breaks loose. On a side note if you can get your enemy to charge him on overwatch he is likely to butcher MEQ or even TEQs with his dreadfire flamers.&lt;br /&gt;
**The new Space Marine and Salamander&#039;s codices bring several tricks that can turn Ashmantle into a right nightmare. &lt;br /&gt;
***The Salamander Chapter Tactic and the Duty Eternal stratagem make him even more durable than he once was. Using the Drakeskin and Fireshield Psychic power can add even more durability to him, though at this point, it may be approaching overkill.&lt;br /&gt;
***Hero of the Chapter can be used to grant him a Warlord Trait, thus getting around one of his main restrictions. Some possible standout options include Anvil of Strength for extra killing power (strength 20 Dreadfire claws), Forge Master to make him T11, or Lord of Fire to make his Dreadfire Heavy Flamers even more lethal.&lt;br /&gt;
***Only in Death Does Duty End will let him fight even if your opponent manages to take him down while Rise from the Ashes will let him potentially get back up and keep fighting. Just have a techmarine nearby to patch him up.&lt;br /&gt;
***Obviously, Ashmantle is a prime target for Flamecraft if you can get him close enough to use his Dreadfire Heavy Flamers, but that’s not all. Immolation Protocols pairs well with his Burning Wrath pistol attacks should any opponent be foolish enough to try and stick around in melee, and Born Protectors will discourage countercharges. Then there is The Crucible of Battle...&lt;br /&gt;
**Now a whopping 75 points cheaper, saving you enough to almost buy his Drop Pod outright.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harath Shen (Forgeworld):&#039;&#039;&#039; As a Master Apothecary, Harath deploys to the field armed with more than just a Narthecium. He has the same statline as a normal Apothecary, barring Leadership 9. He is armed with a Power Sabre, which is identical to a Master-Crafted Power Sword (Str: User, AP -3, 2 Damage) and Bloodfire, a Plasma Pistol with nothing special (except for causing a mortal wound rather than slaying the bearer). His Master of Chirurgery rule carries over from his 7th edition iteration, it&#039;s similar to the Apothecary&#039;s ability but the rolls are passed on a 3+ instead of a 4+, and Harath can heal D3+1 Wounds instead of D3. All of this will set you back 75 Points, as opposed to an Apothecary&#039;s 72 Points for the same loadout (although it&#039;s worth noting that an Apothecary doesn&#039;t have access to weapon options). Which means you pay 3 points for his increased medical abilities &#039;&#039;and the payment of an HQ tax&#039;&#039;, if you were looking for that. Overall, he&#039;s a support Character who can increase the survivability of your Salamanders, but can also do some damage in combat if absolutely necessary; just keep him away from enemy Characters.&lt;br /&gt;
&lt;br /&gt;
====Tactical Objectives====&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
*Real Deal MSU: Take 2 battalions, each with 3 tac squads armed with a single Lascannon. Salamanders trait gives each Lascannon crucial re rolls for hits and wounds, making these 6 Lascannons typically all the anti-armor you will need. Fills out battalions nicely, and leaves plenty of room for anti-horde and whatever heavy hitter Elites/HQs you desire to polish off any other pockets of durability your opponent has. This forces your opponent to usually shoot their anti-armor at 15 point tactical marines (because they&#039;re camping back in cover and ignore ap-1 requiring big guns to shoot them), thus helping reduce the barrage your armor and heavy infantry will receive. This may also force your opponent to surge forward into walls of flame weapons.&lt;br /&gt;
* In keeping with the small unit size benefit, look at squads of Eliminators and/or Eradicators. Your re-roll ability allows units that rely on a few powerful shots to do their job. Eliminators hit 88% of the time and wound MEQ 88% of the time with re-rolls. Eradicators don&#039;t double their shots- they fire twice, meaning each set of three melta shots at gets their re-rolls. Statistically, with your re-rolls, there are very pieces of armor in the game that won&#039;t be living in abject fear of a Salaamander Eradicator squad.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Iron Hands}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, the Flesh is Weak.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, these guys are more machine than &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt; Astartes. Having a strong affinity with machines. With calculated Rage, they are unyielding, precise, and show no mercy.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, these guys are one of the most durable chapters for infantry and vehicles and have a strong affinity with heavy weapons and tanks. Makes you feel like Deathguard with everything having &#039;&#039;Feel no pain&#039;&#039;, Damage reduction, and vehicle stats take more wounds to degrade, shooting down charges with accuracy, and as an added bonus they&#039;re experts at wielding heavy weapons of all types. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you like big guns and bigger tanks, the Iron Hands is the Chapter for you.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics - The Flesh is Weak:&#039;&#039;&#039; 6+++ Feel No Pain: roll a die when a model with this tactic loses a wound; on a 6+ that wound is ignored. &#039;&#039;This doesn&#039;t work with supercharged plasma since that slays models without wounding them(except the ones mounted on vehicles - spam those plasma redemptors)&#039;&#039;. Overwatch hits on 5 and 6, regardless of modifiers, and models with a damage table are considered to have double the number of wounds. So not only is Steel Strong, but it&#039;s also &#039;&#039;reliable&#039;&#039;.&lt;br /&gt;
**Being more difficult to kill is an obvious bonus to your Warlord, but unlike Guilliman, who is classified as a {{W40Kkeyword|Monster}}, your {{W40Kkeyword|&amp;lt;chapter&amp;gt; infantry}} Captain can be healed by an Apothecary. And then you add the Shield Eternal...yes, it&#039;s [[Chapter_Master_Smashfucker#8TH_EDITION:_CAPTAIN_SMASHFUCKER_AND_THE_IRON_BASTARDS|Smashfucker]] all over again.&lt;br /&gt;
**Stronger than it first appears, because there is an interaction with units of multiple multi-wound models and weapons that deal more than 1 damage. After failing your save, you are allowed to roll for each lost wound individually. For example, a unit of 2 wound models being attacked by a D2 weapon is approximately 35% more durable. This is because if you save either one of the lost wounds (27.78% chance to resist exactly 1; 30.56% chance to resist at least 1) it takes a whole second shot to even try to kill that model, thanks to damage not spilling over.&lt;br /&gt;
***This improvement is still &#039;&#039;best&#039;&#039; on 1-wound model units - the interaction above means it&#039;s not as worse on multi-wound as it first appears, and Iron Hands have some kick-ass Primaris units, but the ability is generally more noticeable the fewer wounds the model with it has remaining.&lt;br /&gt;
***While your boost to survivability is around 20% to the RG&#039;s 25%, yours isn&#039;t situational, and even works in the melee Shock Assault urges you to be.&lt;br /&gt;
**Vehicles also get a noticeable boost from this. Even before you account for the FnP effect, the slower rate of stat loss from damage will keep your tanks and dreads at full effectiveness for much longer than vehicles of other Chapters. &lt;br /&gt;
***The boost&#039;s benefit also varies with Wounds, as GW tends to use the same algorithm to build all of your degradation tables.  By and large, this &#039;&#039;reduces&#039;&#039; the tendency of wounds to be useless - for example, ordinarily going from W13 to W14 is not useful, because the extra wound happens in the middle band of the degradation table, compared to going from W10 to W11, where the extra wound happens in the top band.  Under Iron Hands, both wounds show up on top.  The effect is particularly noticeable on W11 and W15, and at its absolute worst when Wounds is a power of 2 - your W16 Land Raiders will get the least benefit from this compared to most other things you can field. &lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine - Calculated Fury:&#039;&#039;&#039; Whilst the Devastator Doctrine is active (First round only), models with this ability do not suffer the penalty for moving and firing Heavy weapons. In addition, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll hit rolls of 1.&lt;br /&gt;
**Like Scions of Gulliman, but instead of making Bolter Discipline easier to trigger you&#039;ll have heavy weapons that tear through armor saves with minimal difficulty and don&#039;t need babysitting. Load up on vehicles and Devastators to spew out all the dakka. &lt;br /&gt;
***Do &#039;&#039;not&#039;&#039; load up on Hellblasters.  The re-rolling of 1s to hit makes them look initially tempting, but their Heavy gun costs far too many points, and going to AP-5 is useless against most targets and nearly useless against the remaining ones.  Similarly, even though moving and shooting at no penalty makes multimeltas look far more tempting, AP-5 is underwhelming - for the same cost, anything in your army with a choice will prefer an assault cannon to a multimelta against just about any target (and the weapons have the same ranges, too).&lt;br /&gt;
**Also frees up your captains to focus on supporting your choppier units while also allowing those heavy weapon users to reposition without sacrificing accuracy. You will need Captains after turn 1 Since the Devastator Doctrine is active only active then. Don&#039;t feel bad your jump and terminators are not initially on the board.&lt;br /&gt;
***Remember to bring take lieutenants to spread around re-rolling 1s to wound as well, techmarines to keep your HQ taxes cheap (the conversion beamer is still absurdly expensive, but it&#039;s better for Iron Hands than for anyone else), or librarians to make the leviathan we both know you took even more dangerous.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;All Flesh Is Weakness:&#039;&#039;&#039; 5+++ FNP.&lt;br /&gt;
#*You could already have this if you take a Chief Apothecary warlord with Father of the Future. Just saying.&lt;br /&gt;
#&#039;&#039;&#039;The Will of Iron:&#039;&#039;&#039; Can deny a psychic power. If they can already deny, they can deny one more.&lt;br /&gt;
#&#039;&#039;&#039;Adept of the Omnissiah:&#039;&#039;&#039; Can repair vehicles like a techmarine, but only repair 1 wound. If you can already do this, you repair +1 wound.&lt;br /&gt;
#&#039;&#039;&#039;Merciless Logic:&#039;&#039;&#039; The Warlord&#039;s &#039;&#039;unmodified&#039;&#039; 6 (&#039;&#039;not&#039;&#039; 6+) to hit with any attack procs an extra attack with the same weapon, which can&#039;t proc this again, essentially multiplying his attacks by 7/6. {{W40Kkeyword|Primaris}} Captains and the Teeth of Terra make good use of it, as they naturally have more attacks with which to proc the extra ones. For shooting, {{W40Kkeyword|Biker}} and {{W40Kkeyword|Terminator}} Captains have better chances, as they have two ranged weapons.&lt;br /&gt;
#&#039;&#039;&#039;Student of History:&#039;&#039;&#039; When consolidating, the Warlord can move up to 6&amp;quot;, and doesn&#039;t need to move towards the nearest enemy. Malkaan Feirros has this as his warlord trait, and boy does it work well with him.&lt;br /&gt;
#*Great on smash captains if you want more mobility rather than hitting things, lets him run from enemy swings or engage a bubble-wrapped character.&lt;br /&gt;
#&#039;&#039;&#039;Target Protocols:&#039;&#039;&#039; In the shooting phase, pick a friendly {{WH40Kkeyword|Iron Hands}} unit within 6&amp;quot; of the Warlord. They can re-roll one hit, one wound, and one damage roll that phase. Good for ensuring that forgeworld death titan cannon destroys something.&lt;br /&gt;
&lt;br /&gt;
====Relics &amp;amp; Special-Issue Wargear====&lt;br /&gt;
None of these relics can be assigned to {{WH40Kkeyword|vehicle}}s.&lt;br /&gt;
&lt;br /&gt;
=====Relics of Medusa=====&lt;br /&gt;
*&#039;&#039;&#039;Aegis Ferrum&#039;&#039;&#039;: Primaris Model only. +1 Toughness, and the model takes 1 less damage (to a minimum of 1).&lt;br /&gt;
*&#039;&#039;&#039;Axe of Medusa&#039;&#039;&#039;: Replaces a power axe. Gives it +3S, AP-3, and D3. Used to be a weak ass relic blade. Now it&#039;s actually an interesting alternative to the Burning Blade. For non-primaris only, primaris haven&#039;t earned the right to swing axes yet. &lt;br /&gt;
*&#039;&#039;&#039;Betrayer&#039;s Bane&#039;&#039;&#039;: Replaces a Combi-Melta. The Melta part becomes Assault 2. Yay. You will probably never take this. &lt;br /&gt;
*&#039;&#039;&#039;Gorgon&#039;s Chain&#039;&#039;&#039;: 4++ Invulnerable Save, and equipped model has -1 to be wounded against ranged attacks. Can&#039;t be wounded on anything worse than a 3+. Sadly nerfed from its 7th edition incarnation, but now Smashfucker has a few new toys to play with above such as the Aegis Ferrum or the Iron Stone.&lt;br /&gt;
*&#039;&#039;&#039;Ironstone&#039;&#039;&#039;: At the start of the battle round, select one friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 3&amp;quot; of the bearer of this relic. Until the start of the next battle round, when resolving attacks made against that unit, if the bearer is within 3&amp;quot; of that unit, you can reduce any damage suffered by 1 (minimum of 1) Another method of keeping the damage tables from getting to you never hurts. Give it to a techmarine and the vehicles he sticks near will never die. Sadly this no longer stacks with Duty Eternal. &lt;br /&gt;
*&#039;&#039;&#039;Mindforge&#039;&#039;&#039;: Force Sword, Axe, or Stave. Your force powerfist of choice! Sx2 AP-3 D1d3, essentially a force powerfist. You get the hint that they want you to take non-captain characters?&lt;br /&gt;
*&#039;&#039;&#039;Tempered Helm&#039;&#039;&#039;: Roll 1d6 for every command point spent whenever you use a stratagem. On a 5+, the command point is refunded. Only 1 command point can be refunded in this way per battle round (no limit on stratagems used outside of a battle round, i.e. before the battle begins).&lt;br /&gt;
** Per the September 2019 FAQ, you can&#039;t use this to refund command points before the battle begins&lt;br /&gt;
&lt;br /&gt;
=====Special Issue Wargear=====&lt;br /&gt;
The first four relics in the Special Issue Wargear section are copy-pastes for each Supplement, then there&#039;s a selection of unique mini-relics.&lt;br /&gt;
*&#039;&#039;&#039;Adamantium Mantle:&#039;&#039;&#039; 5+ Feel No Pain. You have a Warlord trait that does the same thing. Even with Paragon of Iron to give a different character a 5+++, should the Warlord really be taking relics from the Special Issue wargear section instead of diving for the actual Chapter relics?&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armor:&#039;&#039;&#039; 2+/5++. Excellent on Lieutenants and Librarians who don&#039;t get invulnerable saves to start. Or, throw it on a Sergeant with Scion of the Forge.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039;  Do an additional attack when the model fights. If it hits, the target suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted Weapon:&#039;&#039;&#039; +1 to the damage characteristic of one of the bearer&#039;s weapons, which is then considered a relic. D4 Thunderhammer baby!&lt;br /&gt;
*&#039;&#039;&#039;Automedicae Bionics:&#039;&#039;&#039; Heal 1d3 wounds at the start of the turn. Actually a decent pick!&lt;br /&gt;
*&#039;&#039;&#039;Dataspike:&#039;&#039;&#039; Roll 2 dice and drop the lowest result when healing vehicles.  Generally speaking, this will turn 1d3 healing from average 2 to average 2.44, changes the odds of rolling at least 2 from 2/3 to 8/9, and changes the odds of rolling 3 from 3/9 to 5/9, in terms of your ability to repair a target enough to change wound brackets.&lt;br /&gt;
*&#039;&#039;&#039;Haywire Bolts:&#039;&#039;&#039; Affects a bolt weapon. It can only do 1 shot, but when targeting a {{WH40Kkeyword|vehicle}}, an unmodified wound roll of 4 or 5 does d3 mortal wounds, and a 6 results in a flat 3 mortal wounds, in addition to normal damage. Can be useful for chipping off the last few wounds from a vehicle. You know, in case your Heavy Weapons under the Devastator Doctrine somehow didn&#039;t finish the job.&lt;br /&gt;
**The additional damage is both mortal and additive, so the effect is more noticeable on a weapon with poor AP and D to begin with, and it happens on a 4 or 5 even if the shot failed to wound, so also more noticeable on low S, and for obvious reasons, you want to take it on a 1-shot weapon to begin with.  Nothing else matters &#039;&#039;per se&#039;&#039;, so e.g. it&#039;ll have the same impact on a weapon of any range.  &amp;lt;i&amp;gt; More noticeable maybe, but no more effective.  It&#039;s actually most efficient on a single shot weapon as you don&#039;t lose any of your initial firepower.&amp;lt;/i&amp;gt;&lt;br /&gt;
***Could be interesting on a Primaris Lieutenant with a stalker bolt rifle.  Or a sergeant armed with the same if you want to use the stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Teeth of Mars:&#039;&#039;&#039; Replaces a chainsword, SU AP-2 D2 A+1; becomes Sx2 AP-2 D2 A+1 when resolving attacks against {{WH40Kkeyword|vehicle}}s.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&lt;br /&gt;
Iron Hand Stratagems can be divided into four categories; offense, defense, utility, and universal&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Offense:&#039;&#039;&#039; Iron hands have stratagems that improve accuracy and create bonus attacks or AP on rolls of 6.&lt;br /&gt;
**&#039;&#039;&#039;Engine Purge (2 CP):&#039;&#039;&#039; Use at the start of your movement phase if the devastator doctrine is active.  Until the start of the next battle round, when resolving an attack made with heavy or grenade weapon by an {{W40Kkeyword|Iron Hands}} model in your &#039;&#039;army&#039;&#039;, an unmodified 6+ to wound increases the AP of that attack by 1. &lt;br /&gt;
**&#039;&#039;&#039;Mercy is Weakness (1 CP):&#039;&#039;&#039; Choose after a unit decides to shoot or fight. Select an enemy unit, and until the end of that phase, every {{W40Kkeyword|Iron Hands}} model that attacks this unit wounds twice on unmodified wound rolls of 6. Enjoy. &lt;br /&gt;
**&#039;&#039;&#039;Methodical Firepower (1 CP):&#039;&#039;&#039; If the devastator doctrine isn&#039;t active, pick a unit. Now it is for this unit. no need to say how good this is on units with heavy weapons.&lt;br /&gt;
**&#039;&#039;&#039;The Gorgon&#039;s Rage (1 CP):&#039;&#039;&#039; Use in the Fight phase, when choosing an {{W40Kkeyword|Iron Hands}} unit to fight. Until the end of the phase, that unit adds +1 to melee hit rolls. If the target is {{W40Kkeyword|emperor&#039;s children}}, enjoy an additional +1 to wound. &lt;br /&gt;
**&#039;&#039;&#039;Vengeance for Istvaan V (1 CP):&#039;&#039;&#039; Use in the Fight phase, when choosing an {{W40Kkeyword|Iron Hands}} unit to fight.  Re-roll hit rolls vs {{W40Kkeyword|Alpha Legion}}, {{W40Kkeyword|Iron Warriors}}, {{W40Kkeyword|Night Lords}}, and {{W40Kkeyword|Word Bearers}}.&lt;br /&gt;
**&#039;&#039;&#039;Wrathful Machine Spirit (2 CP):&#039;&#039;&#039; Used in the shooting or fight phase when a {{W40Kkeyword|vehicle}} is chosen to shoot or fight; it can re-roll hit rolls for that phase. &lt;br /&gt;
***Not bad, but for those same 2 CP you could upgrade a captain to a chapter master and get the same buff in an aura, all game. Situational, if you&#039;ve got, say, lots of fliers a captain can&#039;t keep up with, or if you&#039;re not taking a captain and need the buff, but if you&#039;re taking a captain and don&#039;t have too many vehicles that he can&#039;t keep up with, it might be better to just take a chapter master instead. Besides, you can always pay cps during the game to get this strat if you need it for whatever reason. &lt;br /&gt;
*&#039;&#039;&#039;Defense:&#039;&#039;&#039; Iron Hands have an impressive number of defensive related stratagems to keep your important characters, vehicles, and units alive.&lt;br /&gt;
**&#039;&#039;&#039;Cogitated Martyrdom (1 CP):&#039;&#039;&#039; Use at the start of an enemy shooting phase. An {{W40Kkeyword|Iron Hands infantry}} unit can intercept attacks before rolling FNP for non-vehicle {{W40Kkeyword|Iron Hands characters}} within 3&amp;quot;. On a 2+, take a MW on the infantry unit. &lt;br /&gt;
***Enjoy treating Intercessors as drones. Particularly useful as your characters will be high priority targets for your opponent like the new iron father or anyone with the ironstone. Maybe use it for servitors. This lets you shove some poor sod in front of the Sniper-lascannon aiming for your characters.&lt;br /&gt;
**&#039;&#039;&#039;Machine Empathy (1 CP):&#039;&#039;&#039; After a Techmarine heals a vehicle, that model can use that ability again. Remember, our vehicles&#039; wounds count as double for the purposes of their bracket, so even a single repaired wound can bump up a damaged vehicle.&amp;lt;s&amp;gt;Now, imagine the potential to heal 6 damage on a tank. Yes, please!&amp;lt;/s&amp;gt; (Due to ERRATA you can now use second repair only on different (non-repaired) vehicle)&lt;br /&gt;
**&#039;&#039;&#039;Optimal Repulsion Doctrines (2 CP):&#039;&#039;&#039; A unit during your opponents charge phase enjoys 5+ overwatch. If you&#039;re Iron Hands and not a successor, enjoy 4+. If you use this on a unit next to a chapter master then you&#039;ll have 3/4 shots hitting in overwatch, brutal.&lt;br /&gt;
**&#039;&#039;&#039;Reject the Flesh, Embrace the Machine (1 CP):&#039;&#039;&#039; Use in any phase when an {{W40Kkeyword|Iron Hands infantry}} unit in your army is chosen as a target for an attack. FNP on 5+++.  If it&#039;s a Warlord with All Flesh is Weakness, he gets a 4+++. &lt;br /&gt;
*&#039;&#039;&#039;Utility:&#039;&#039;&#039; While most Chapters have narrowly focused utility Stratagems, the Iron Hands have the advantage of having some of the most generally useful options. &lt;br /&gt;
**&#039;&#039;&#039;March of the Ancients (1  CP):&#039;&#039;&#039; once per battle, After nominating a warlord, select a single Dreadnought in your army. That Dreadnought gains the {{W40Kkeyword|Character}} keyword and adds 1 to its attack and Leadership characteristics. Beware that Dreadnoughts with 10 or more wounds can still be targeted, and Cogitated Martyrdom now doesn&#039;t protect vehicles. Still enjoy having a Venerable Dreadnought Rifleman who has the protection of being a character! Or, finally be able to screen that Ironclad Dreadnought as it runs up with the Seismic Hammer and Chainfist, appreciating the extra attack!&lt;br /&gt;
**&#039;&#039;&#039;Mnemonic Auto-Savant (2 CP):&#039;&#039;&#039; If your WL is on the battlefield upon completing a tactical objective, do not discard it. You can use it again in the subsequent round. Nice.&lt;br /&gt;
**&#039;&#039;&#039;Souls of Iron (2 CP):&#039;&#039;&#039; Deny on 4+ within 24&amp;quot; of an Iron Hands unit. &lt;br /&gt;
*&#039;&#039;&#039;Universal:&#039;&#039;&#039; All Chapter Supplements get some variation of the following three stratagems.&lt;br /&gt;
**&#039;&#039;&#039;Bequeathed by the Iron Council (1 CP):&#039;&#039;&#039; Iron Hands relics for successors. Yay!!!&lt;br /&gt;
**&#039;&#039;&#039;Paragon of Iron (1 CP):&#039;&#039;&#039; Bonus warlord trait for your non-named character warlord. Must be from Iron Hands. The usual supplement special.&lt;br /&gt;
**&#039;&#039;&#039;Scions of the Forge (1 CP):&#039;&#039;&#039; Your sergeant gets toys! Yay! Special issue wargear to sergeants (chosen from m-c weapon, digital weapons, Teeth of Mars, and Haywire Bolts).&lt;br /&gt;
&lt;br /&gt;
==== Litany &amp;amp; Psychic Discipline - Technomancy====&lt;br /&gt;
Technomancy is a support discipline that centers around buffing your vehicles and wargear while cursing your opponent&#039;s. A heavily-mechanized army will gain the most benefit from this school, but if you are looking to create an Iron Hands version of Mephiston, you are out of luck. Two of the powers (Blessing of the Machine God and Reforge) can only target your vehicles, while two of the mortal wound generating powers (Machine Flense and Fury of Medusa) need to target enemy vehicles to get the full effect (or any effect in the case of Machine Flense). Fortunately, the last two powers (Objuration Mechanicum and Psysteel Armour) are both pretty good &#039;&#039;without&#039;&#039; having to target vehicles.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blessing of the Machine God (WC5)&#039;&#039;&#039;: Grants +1 to hit for a friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 12&amp;quot;. You need to get at least an 8 on the psychic test to use this on {{WH40kKeyword|Titanic}} units, so have a CP to burn if you want to buff that Fellblade or Astraeus.&lt;br /&gt;
#&#039;&#039;&#039;Objuration Mechanicum (WC7)&#039;&#039;&#039;: If manifested, select one visible enemy unit within 18&amp;quot;. When that unit rolls unmodified 1s to shoot, it takes a mortal wound after it finishes the gun in question. Enjoy self-immolating aggressors, Tau Fire Warriors, and Chaos Havocs with miniguns.&lt;br /&gt;
#*While the actual output of this weapon depends on the number of shots the target unit makes, and penalties to hit won&#039;t affect it (although if the target has to re-roll hits, that absolutely may), one of the big values is forcing your opponent to decide if shooting with the unit is worth the mortal wounds it will suffer.  It also has better scaling the more guns the unit uses to make those shots, since a given gun gets all of its shots before any mortal wounds happen, but mortal wounds will happen between guns.&lt;br /&gt;
#**Without any relevant buffs, the number of shots the target has to make to suffer at least as much as Smite would have - bearing in mind that this happens &#039;&#039;after&#039;&#039; it shoots, not before, as it would with Smite - is 19, so anything with at least that many shots - such as a Leman Russ Punisher, or 5 models within 12&amp;quot; with Storm Bolters, or what have you - will die to this power &#039;&#039;faster&#039;&#039;, with, again, the caveat that the mortal wounds won&#039;t happen until &#039;&#039;after&#039;&#039; each gun fires.&lt;br /&gt;
#*Point at plasma wielding squads for double the fun, now a roll of 1 on an overcharge will both kill the gunner &#039;&#039;and&#039;&#039; drop a mortal wound on one of its buddies. If you really want to cheese it, get something to force -1 to hit modifiers on your unfortunate victims and your opponent will just plain give up on shooting with them (it won&#039;t help this power hurt them, of course).&lt;br /&gt;
#&#039;&#039;&#039;Fury of Medusa (WC6)&#039;&#039;&#039;: Select an enemy model within 18&amp;quot;. Draw a line 1mm wide between the psyker and target. For every enemy unit the line crosses, including the target model&#039;s, roll 1d6, adding 2 for {{WH40Kkeyword|vehicle}}s; the unit takes a mortal wound on a 4 or 5, and 1d3 mortal wounds on a 6. &lt;br /&gt;
#**This needs to cross 4 non-vehicle units, 2 vehicle units, or 1 vehicle and 2 non-vehicle, in order to outperform Smite.&lt;br /&gt;
#&#039;&#039;&#039;Psysteel Armour (WC6)&#039;&#039;&#039;: Select an {{WH40Kkeyword|Iron Hands}} unit within 12&amp;quot; of the psyker. Add 1 to non-invulnerable saving throws for it.&lt;br /&gt;
#&#039;&#039;&#039;Reforge (WC5)&#039;&#039;&#039;: Heal D3 lost wounds on a {{WH40Kkeyword|vehicle}} within 3&amp;quot;.&lt;br /&gt;
#*This turns your Librarian into a much more expensive and much less reliable Techmarine, and you don&#039;t even get a range benefit.&lt;br /&gt;
#&#039;&#039;&#039;Machine Flense (WC6)&#039;&#039;&#039;: Select a visible enemy {{WH40Kkeyword|vehicle}} unit within 18&amp;quot;. It takes 1d3 mortal wounds. Then select an enemy unit that was within 6&amp;quot; of that {{WH40Kkeyword|vehicle}} and visible to it when the power was manifested (meaning the original target &#039;&#039;need not&#039;&#039; still be on the table). Roll 1d6 for each mortal wound the original target suffered. On a 3+, the secondary target takes a mortal wound.&lt;br /&gt;
#*After the cast, this will on average deal 2 mortal wounds to the target and 4/3 mortal wounds to the secondary target, meaning that this power actually does do more mortal wounds than Smite (1.79 for Smite, 1.44 to the target, 0.96 to the secondary target, 2.41 total mortal wounds dealt by this power, taking cast odds into account), assuming no bonuses to the cast are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litanies of Battle - Medusan Furore:&#039;&#039;&#039; Your chaplain adds +1S to all Iron Hands within 6&amp;quot;, which might help your Reivers and Incursors edge over their enemies or let your captain pulp some heads.&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
*&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Malkaan Feirros:&#039;&#039;&#039; The Iron Hands&#039; first named character is a Gravis Captain but without the re-rolling 1s to hit aura. Stat-wise he&#039;s like a Gravis Captain with 7 wounds, 5 attacks, a 2+ save, and a 5+ FNP instead of the Chapter&#039;s 6+ FNP, and offense-wise his Gorgon&#039;s Wrath is an AP-2 D2 Heavy Bolter, and his Harrowhand is a S+3 AP-2 D2 axe. Naturally you want him for his buffing abilities, as awesome as his punch and durability may be. He gives all Iron Hands INFANTRY units (FAQ) within 6&amp;quot; a 5+ Invulnerable save. He&#039;s also a superior techmarine (which should be obvious being the Master of the Forge and whatnot) and repairs a flat 3 wounds to vehicles instead of d3 wounds (or 6W with Machine Empathy strat). He also has a Signum Array that gives a friendly unit within 3&amp;quot; BS2+ at the start of the shooting phase ([[awesome|if applied to vehicles, it overrides their damage bracket]]), so he acts like a versatile Devastator Sarge on top of that. Land Raiders hitting on 2+ and restoring 3 wounds a turn, anyone? Feirros is shaping up to be a blue chip unit in Iron Hands detachments, provided he doesn&#039;t cost over 200 points like a certain spiritual liege and...[[cheese|oh my god what he&#039;s only 110 points]]. Blue chip status confirmed.&lt;br /&gt;
*&#039;&#039;&#039;Forgeworld&#039;&#039;&#039; {{W40kKeyword|Successor Chapters}} &#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
**Remember, you don&#039;t necessarily need to pick Inheritors of the Primarch to be an Iron Hands successor and use this supplement.&amp;lt;br&amp;gt;&lt;br /&gt;
**{{W40kKeyword|[[Sons of Medusa]]}}&lt;br /&gt;
***&#039;&#039;&#039;Vaylund Cal:&#039;&#039;&#039; Chapter Master/Techmarine.  If you ever wanted to see the mechanized fusion of a Techmarine with a Chapter Master, this is the motherfucker for you. Sporting a monstrous statline of S5 (doubled with his Medusan Hammer and Servo-Arms) and an enviable T6, he&#039;ll be hard to take down. Also makes an excellent anchor for a firing line, because he gives both a re-roll bubble AND can repair vehicles. His price was dropped to &amp;lt;strike&amp;gt;173&amp;lt;/strike&amp;gt; 116, making him a clear pick over a tech marine with an upgraded captain. While slightly less flexible, it will save you a few points along with three command points.&lt;br /&gt;
&lt;br /&gt;
====Tactical Objectives====&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Methodical Destruction:&#039;&#039;&#039; When this Tactical Objective is generated, select up to three enemy units on the battlefield. Score 1 victory point for each of those units that was destroyed as a result of an attack made with a ranged weapon by an {{W40Kkeyword|IRON HANDS}} unit from your army this turn. Score D3+3 victory points instead if all three units were destroyed in the same phase.&lt;br /&gt;
#&#039;&#039;&#039;Advance and Secure&#039;&#039;&#039;: Score 1 victory point if you control the objective marker closest to the centre of the battlefield at the end of your turn (if several objective markers are equally close to the centre, you achieve this Tactical Objective if you control any of those objective markers at the end of your turn).&lt;br /&gt;
#&#039;&#039;&#039;March of the Machines&#039;&#039;&#039;: Score 1 victory point if an {{W40Kkeyword|IRON HANDS DREADNOUGHT}} from your army either finished an Advance move or charge move wholly within the enemy’s deployment zone this turn.&lt;br /&gt;
#&#039;&#039;&#039;Destroy the Weak&#039;&#039;&#039;:Score D3 victory points if at least one enemy unit was destroyed as a result of an attack made by any {{W40Kkeyword|IRON HANDS}} models from your army during both the Shooting phase and the Fight phase of this turn.&lt;br /&gt;
#&#039;&#039;&#039;The Strength of Metal&#039;&#039;&#039;: Whilst this Tactical Objective is active, keep a tally of how many times {{W40Kkeyword|IRON HANDS}} models from your army would lose a wound that is subsequently not lost (e.g. due to the The Flesh is Weak Chapter Tactic or the Artificer Bionics ability). Score 1 victory point if this Tactical Objective is still active when the tally reaches 10.&lt;br /&gt;
#&#039;&#039;&#039;Cold Fury&#039;&#039;&#039;: Score 1 victory point if any enemy units were destroyed as a result of an attack made by an {{W40Kkeyword|IRON HANDS VEHICLE}} model from your army this turn. Score D3 victory points instead if three or more enemy units were destroyed as a result of an attack made by an {{W40Kkeyword|IRON HANDS VEHICLE}} model this turn.&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
In the month following the release of their codex supplement but before the October FAQ nerf, the Iron Hands enjoyed an unprecedented level of popularity and brokenness. An article on Warhammer site Goonhammer reported a winrate of 71% overall in 234 qualifying games, far higher than any other faction had enjoyed since the launch of 8th edition. This helps to explain why, on October 17 of 2019, an initial, rather anemic FAQ was amended within hours to include a number of changes to try and get ahead of the situation. As a result of these nerfs, the tactical situational for the Iron Hands is in something of a transitional state. It remains to be seen if the changes will have their intended effect. In the mean time, here is a brief list of several of the most popular units from before the nerfs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormhawk interceptors, Stormtalon Gunships, and Stormraven Gunships&#039;&#039;&#039;: A popular choice on several competitive lists. All three flyers pair well with the Iron Hands Chapter tactics, and units like the Stormhawk and stormtalon, which have heavy weapons but not power of the machine spirit, benefit greatly from both the Devastator doctrine and the chapter doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire Cannons&#039;&#039;&#039;: Another popular competitive choice and almost an auto-take in an Iron Hands army thanks to the interaction between Devastator doctrine and the Chapter doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Executioners&#039;&#039;&#039;: Initially broken as fuck due to the interaction between Feirros and the Ironstone. Now far less so thanks to the nerfs to both units, but still solid for all the expected reasons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Bomb:&#039;&#039;&#039; Take a Chief Apothecary warlord with Father of the Future, ForgeFather Feirros, and a large group of Aggressor. Now you have 3 wounds 3+/5++/5+++ models packing a lot of Bolter fire that would endure and overwhelm even a Banblade.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
===Army Building===&lt;br /&gt;
====Army Composition====&lt;br /&gt;
Deciding on what units to take generally comes down to what you want your force to accomplish on the tabletop. One school of thought is to avoid having too many various “types” of marines in one force, instead focusing on using lots of similar profiles in order to force opponents to attack units using suboptimal weapons. Using very little vehicles and lots of Infantry “wastes” your opponents anti-tank shots, for example. Or by having lots of heavy infantry and armour means that the small arms fire directed at you will be less effective. Other schools emphasize the modular nature of Space Marines and prioritize the taking of multiple styles of Marine units in order to more effectively deal with various threats. These two schools are extremes, and good list building most likely lands somewhere in the middle.&lt;br /&gt;
*The goal of making an army themed around a specific profile type is to reduce the effectiveness of your opponents shooting- an all-infantry army being more effective against anti-tank weapons is an obvious example, but similar principles apply to things like multi-wound attacks being overkill against single-wound units. However, this idea has one catastrophic flaw which should always be kept in mind: when the opponent is able to counter your chosen style and you don&#039;t have any units not of that style, they will counter you &#039;&#039;&#039;&#039;&#039;hard&#039;&#039;&#039;&#039;&#039;. Try to figure out what your enemy will be likely to use ahead of time so you don&#039;t pay for putting all your eggs in one basket!&lt;br /&gt;
**All scouts is one type. Or all Power Armour-traditional. Go all Primaris or all-regular Marine, do not mix. You want to either be all 2 wound models or all 1 wound models. The 1 wound models would all suck were it not for the awesome veterans: Sternguard kill things; Vanguard with 2 chainswords (4 attacks) that&#039;s a lot of attacks that does add up well; Company Champions can carry 1 stormbolter and 1 chainsword for 18 points and intercept wounds meant for the characters. Even Tacticals have the advantage of being a cheap source of heavy+special weapons, if nothing else. &lt;br /&gt;
*The T5 family is all bikes, Inceptors and Aggressors. They&#039;ll be able to take a beating and things like Pedro Kantor+Aggressors are a powerful combo, but Bikes and Gravis-armoured Primaris Marines don&#039;t synergize very well with each other and you might end up leaving half your army behind if you don&#039;t pay extra for Repulsors (and it has to be Repulsors, Impulsors don&#039;t carry Gravis-armoured units).&lt;br /&gt;
&lt;br /&gt;
====Bringing Allies====&lt;br /&gt;
In general, you use allies to cover your weaknesses, such as the marine&#039;s usual lack of hordes or particularly heavy vehicles by bringing in guard, skitarii, or knights, but be aware that you will sacrifice the HUGE benefits of Combat Doctrines unless the other detachments are also drawn from Codex: Space Marines- and even if they are, you&#039;ll lose your Chapter-specific Combat Doctrine boost if its Chapter Tactics are different. Before Codex 2.0 and Faith and Fury, allies were something to consider, but with the new doctrine rules and massive influx of ways to fit in FnPs, psychic protection, and point cuts, there&#039;s almost no reason to bring anything other than an inquisitor (with their risk-free, no downside but cost ways of being brought) in your marine list.&lt;br /&gt;
&lt;br /&gt;
=====Specific Mixes=====&lt;br /&gt;
Specific combinations are mainly dependent on your chapter trait but there are some combo&#039;s that are great for any army some examples are shown below:&lt;br /&gt;
&lt;br /&gt;
*Grav-Bomb, stick some grav-cannon devastators or grav-centurions in a razorback, stormraven or rhino with a captain. Yeet it up the board ideally keeping out of LOS or at least partially obscured, then drop off your devastators or centurions in cover somewhere just in range of a nasty enemy unit ideally a centrepiece unit with a high armour save (at least 3+). Then drop the 1cp  stratagem to re-roll all wounds and damage rolls for the unit and if your using devastators use the armorium cherub too. That&#039;s 4 shots each at strength 5 AP -3, hitting on 3+ rerolling 1&#039;s and re-rolling all wounds and damage rolls. Usually this is enough to make targeting your devastators a priority for your opponent and in all likelihood they&#039;re going to take heavy casualties but the unit will have easily made back its points by then and seriously disrupted your opponents army.&lt;br /&gt;
**If you&#039;re Iron hands or a successor then you can move these guys without any penalty to hit and re-roll 1&#039;s without a captain so that&#039;s something to consider, only works in the devastator doctrine though.&lt;br /&gt;
**Effective against hordes as well so this combo is still good against swarm lists and those army&#039;s will have a hard time dislodging your guy&#039;s from a ruin. &lt;br /&gt;
*Captain and hellblasters, pretty self explanatory stick a bare bones captain near a 10 man squad of hellblasters and fire on overcharged with only a 1 in 36 chance of dying each time you fire, generally works best if you use a impulsor as this allows you to move a fair distance BEFORE DISEMBARKING to shoot with no penalty to hit, if you&#039;re within 15&amp;quot; then that&#039;s 20 shots at s8 AP-4 which is enough to cripple or kill almost anything without an invulnerable save.&lt;br /&gt;
**Although this unit is a serious threat to your opponent it&#039;s unlikely to be killed off early, an impulsor&#039;s fairly tough anyway if you give it the shield dome equipment and hide it behind a wall it becomes incredibly difficult to remove turn 1. Not to mention that if you have the right threat saturation in your army then your opponent is unlikely to shoot this thing anyway.&lt;br /&gt;
*Aggressor auspex scan, when playing against an opponent like daemons, orks or tyranids it&#039;s pretty common to have a swarm of infantry pop up to charge you out of deepstrike, ordinarily this can be a real problem as many of the units available to these armies have ways of getting a very easy charge. This trick&#039;s for just such a situation. When you deploy your units leave a nice gap behind your lines where an enemy infantry unit could deepstrike just in range of your agressors ideally a unit of six that hasn&#039;t moved, when your opponent tries to deepstrike his infantry play the 1CP stratagem to shoot all your aggressors at his guys TWICE at a -1 penalty, (you should have a chapter master in range anyway so that&#039;s not too big a deal) even with a 5 man aggressor unit you should annihilate any light infantry that tries to deepstrike for just 1 cp.&lt;br /&gt;
**With iron hands chapter tactic then you can pretty much get the same effect on normal overwatch, for 1CP you overwatch on a 4+, 75% accuracy near a chapter master.&lt;br /&gt;
&lt;br /&gt;
====Character Buffing====&lt;br /&gt;
For those of us that want a pure marine army it is important to double up on your force multipliers at every opportunity. The Troop Tax is no more; it is replaced with the HQ tax. Use your HQs to their maximum. And while HQs and the Lord of War Guilliman improve your hitting and wounding, units inside the elite slot have created a new dynamic for Marines. The Marine Formula -- a Unit and it&#039;s accompanying support Unit, goes for all the non-character models. &lt;br /&gt;
*Ancients are must-takes in infantry-heavy Space Marine armies. Ancients enable out of turn shooting from models you&#039;d otherwise be removing from play, even on your opponent&#039;s turn and help reduce the toll of Alpha Strikes: getting shot off the board Turn 1 is a thing, and Ancients help you recoup some of your losses by returning fire as models die.&lt;br /&gt;
*Apothecaries are best described as a trap, unless you&#039;re looking to fill out slots for detachments. the inability to revive heroes, the bad odds at returning lost models, and the loss of the once cool 5+ FnP in earlier editions is down right heartbreaking. maybe with the Chief Apothecary upgrade they could have a use, but in general avoid them. &lt;br /&gt;
*Build around your Warlord! HQs like Kantor, Shrike, Vulkan, and Khan can drastically change your army&#039;s peak efficiency. Using Vulkan around loads of Melta toting marines is more efficient than Kantor around the same loadout. Conversely, Kantor with dedicated heavy assault troops (Assault Centurions, Assault Terminators with Thunder Hammers, Vanguard Veterans with Thunder Hammers, etc.) can take out a Knight in one turn of CC. Without Kantor, they only accomplish 50% of the damage. &lt;br /&gt;
*Another popular combination is a Captain (ideally upgraded to Chapter Master if you can spare the CP) and Lieutenant; the Captain allows hit re-rolls of 1 while the Lieutenant allows wound re-rolls of 1. Hellblasters and Devastators in particular really benefit from being inside these auras. Chapter Masters and Lieutenants are essential for getting accurate firepower; other armies lack accuracy but make up for it with volume of fire. Marines will usually have a low model count and so need each shot to work.&lt;br /&gt;
&lt;br /&gt;
====Sergeant Equipment====&lt;br /&gt;
Most of your regular Infantry and Bikers have a Sergeant that takes items from the Sergeant Equipment List.  This includes your Tactical/Scout/Assault/Devastator Squads, your Company/Vanguard/Sternguard Veterans, and your Bike Squads and Company Veterans on Bikes.  If you don&#039;t have specific wargear in mind, &#039;&#039;&#039;ALWAYS&#039;&#039;&#039; take a Storm Bolter and Chainsword instead of leaving them with their default options.  This 2-point upgrade adds the same amount of dakka as an entire 13-point Tactical Marine/11-point Scout.&lt;br /&gt;
*Veteran Sergeants all have 3 attacks, so investing in a nice melee weapon is often worth the points, even if you don&#039;t intend to use them in assaults.  A 16-point Thunder Hammer presents a very serious threat to pretty much any multi-wound model, be it Infantry, Monster, or Vehicle.  Taking a Thunder Hammer in this instance is as much about limiting your opponent&#039;s options as it is about directly inflicting losses, though landing even a single blow will more than make your points back if you pick the right target (putting it on an Intercessor Sarge helps here since they get one more attack than the other types).&lt;br /&gt;
**Saying that, remember that most power weapons are only 4 points in 8th. So when low on points left, consider a Power Sword or something like that to cut through armour if you find yourself in combat.&lt;br /&gt;
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====Transport Tips====&lt;br /&gt;
*&#039;&#039;&#039;Razor Rush:&#039;&#039;&#039; Razorbacks hauling troops are way better in 8e than they were in 7e, and in 7e they were free. The unit inside the razorback should do something complementary to the razorback, while maintaining a similar weapons range. If inside a laserback, consider a plasma tactical squad. A razorback with heavy flamers would benefit from a melta/combi-melta tactical squad, or even an assault squad to offer a bit of melee counterpunch. In this MSU approach, it is better to diversify your squads. So while one can bring devastators with 4 multi-meltas inside a razorback (5 if you&#039;re using FW&#039;s infernus razorback to take another multi-melta), that razorback is going to [[Distraction Carnifex|draw too much attention]] and those devs are likely to be stranded.&lt;br /&gt;
**Non-Ultramarines watch out. While spammable, Razorbacks aren&#039;t disposable. It can be infuriating to not be able to use a twin assault cannon because an enemy managed to touch the transport. Protect your boxes!&lt;br /&gt;
*&#039;&#039;&#039;STEEL REHN Revisited&#039;&#039;&#039;: The ability to deep strike on the first turn in Matched Play using Drop Pods is a significant boost to the Space Marines&#039; offensive ability. We shouldn&#039;t need to go into detail about what this means for you&amp;lt;sup&amp;gt;&#039;&#039;please do, this is a tactics page&#039;&#039;&amp;lt;/sup&amp;gt;, but needless to say it lets you take the fight to the enemy much sooner than most armies can. Seriously though, this can get a bit stupid, this writer has killed entire 2500 point armies in two turns by stuffing the entire army in drop pods, suffering something like 6 models as casualties&amp;lt;sup&amp;gt;&#039;&#039;How?&#039;&#039;&amp;lt;/sup&amp;gt;. Yes, 6 MODELS, not units. Whilst this is ridiculous and broken, it does limit you to non-bulky infantry. You will lack termies, Dreads, or any large vehicles, so play with caution. Of course you could just bring some cheap backfill units, like artillery (Whirlwind anyone?&amp;lt;sup&amp;gt;&#039;&#039;lmao&#039;&#039;&amp;lt;/sup&amp;gt;) to counter this issue. Advised only to be done when you really, really need to win or teach someone a lesson. You will lose friends, you have been warned.&lt;br /&gt;
&lt;br /&gt;
====Command Points and You====&lt;br /&gt;
If you are gonna go for an all-marine army with CPs, it&#039;s gonna be hard to balance multi purpose, jack-of-all-whatchamacallsits with specialized elites, HS, Fast attack and HQs in brigades and battalions. Dodging the Troop Tax is viable with the Outrider, Spearhead and Vanguard detachments, but doesn&#039;t give as many command points, and CPs are like Psykers, they may do a little, or they may wreck your shit, and it&#039;s good to have a few just in case.&lt;br /&gt;
*You can build a Space Marine Army around 6 troop choices and burning Command Points. You&#039;d likely need to go cheap on Fast Attack units. In this approach every turn you should use Hellfire Shells, Flakk Missiles and Expert Marksmen. If your model dies, but gets one last shot off with an Ancient, use the Flakk Missile and Hellfire stratagem for Mortal Wounds in your opponent&#039;s turn. Use Scouts to control how your enemy deep strikes, and use Tacticals to zone off your Deployment Zone. With a large pool of Devastators in your Deployment zone rerolling because of Lieutenants and Captains, when the onrushing hordes reach your army use characters to defend them, and use Honor The Chapter for a game winning Counter Charge by your heroic character. Use the Standard of Emperor Ascendant to maximize this shooting.  Because this build takes up  a lot of points and few/no vehicles consider using Assault Weapons on your Tactical Marines so they can Advance every turn. If you prefer this playstyle you should really consider allying with some Imperial Guard/Admech since they provide CPs and infantry screens for far cheaper.&lt;br /&gt;
**As hinted at above, allying with Guard/Admech for CPs is significantly less viable than it once was, with marines losing many of their faction specific rules if they soup another faction in. Also, with all the buff they&#039;ve received, marines can make a low CP list work much more easily than they once could, to the point where its just not worth it to lose combat doctrines to get allies and CPs. &lt;br /&gt;
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**If you&#039;re struggling with CP and you would (obviously) rather stay with a pure Marine army, consider trying Ultramarines; two of their best characters grant free CP just by being the Warlord, and one of their unique WTs offers them a way to recycle CPs.&lt;br /&gt;
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&lt;br /&gt;
====On Primaris Marines====&lt;br /&gt;
As these are the primary new toys given to Space Marines, a bit of caution should be taken when using them, especially when considering making an [[Ultima Founding]] Chapter, or using [[Crimson Fists|chapters]] [[Scythes of the Emperor|who]] [[Black Consuls|have]] been heavily supplemented by these new Chadmarines. The first and absolutely most important thing is that these guys are specialized to an extent that is jarring in comparison to other units in the codex. Almost every Primaris unit is a one trick pony, being very good at one role and struggling to do anything else: &lt;br /&gt;
*For the most part, the characters take their roles deathly seriously, having no options that deviate from their purpose (if they even &#039;&#039;get&#039;&#039; options, that is- many of them don&#039;t even have that). They also have far fewer ways of accessing a 2+ save, so they have to be more careful around weapons whose AP is -2 or better. On the other hand, their profiles are a flat upgrade over an identically equipped normal character and they can be very nasty in close combat. &lt;br /&gt;
*Aggressors are short-ranged shooting DISTRACTION CARNIFEXES that particularly rip apart light to medium infantry from short to mid-range and hit hard in melee, but their guns have to rely on the sheer quantity of the shots they put out against anything with a Toughness score greater than 5 and are sluggish enough to be at risk of getting blasted away before they get into the 18&amp;quot; range that most of their weaponry uses.&lt;br /&gt;
*Reivers are ranged or melee harassers with a powerful grenade capable of disrupting enemy units, some powerful deployment methods, and the potential to cause the worst problems for morale, but fare poorly against anything with morale boosts (or morale immunity, either inherently or due to small unit sizes) or armour saves above a 5+.&lt;br /&gt;
*Inceptors rely on their ability to deep strike and gun down their preferred prey (light infantry for Assault Bolters, everything else for Plasma Exterminators) but also suffer from range issues on top of poor melee ability, Suppressors combine the Inceptor&#039;s mobility with a long-range weapon whose secondary ability is ideal for softening up a unit you want to charge, but their autocannons aren&#039;t so hot against vehicles and they have subpar melee as well. &lt;br /&gt;
*Infiltrators and Incursors are expensive and not that good against heavily armoured foes, but they are superb for quickly taking and holding objectives. Both can infiltrated and use smoke grenades to be hard to hit. The Infiltrators can bring in a mini-apothecary or count as being in range of a Phobos Captain/Lt.&#039;s aura even if the Captain providing it is on the opposite side of the board, all while having a decent chance to wound even high-toughness units. The Incursors, on the other hand, are slightly better in melee, ignore cover with their guns, and ignore debuffs to hit in the shooting phase while also providing a source of mortal wounds from their haywire mines. &lt;br /&gt;
*Eliminators can serve one of two functions. They can either pick off high-value infantry and characters even without a clear line of sight, or they can blast vehicles from afar with what&#039;s basically a shorter-ranged but more reliable lascannon. Either way, they can infiltrated to move into optimal positions and are a bitch to hurt with shooting when in cover. While they too are weak in melee the sergeant&#039;s optional instigator bolt carbine can act as a panic button if they&#039;re ever charged. &lt;br /&gt;
*Hellblasters and Intercessors are the exceptions that prove the rule, with the former acting as a solid MEQ/TEQ-killer that can also double as improvised anti-vehicle if needed and the latter being a more expensive but resilient Troops choice that&#039;s great at holding down backfield objectives.&lt;br /&gt;
*Though the Repulsor does somewhat open them up to versatility, it pays significantly for multi-tasking and is often best for clearing out hordes; the Repulsor Executioner is its vehicle-killing cousin that shares the double-shooting trick of the IG&#039;s Leman Russ tanks. The Impulsor, on the other hand, has less transport capacity and can&#039;t carry Aggressors or Gravis-armoured characters, but it&#039;s much cheaper and can be equipped for either greater resilience or for extra firepower. The Assault Vehicle option also opens up potential for some techniques that don&#039;t work with other transports. &lt;br /&gt;
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These guys are truly Aspect Marines and should be treated as such, even in a full army of the true scaled bastards.&lt;br /&gt;
&lt;br /&gt;
====Tactical Marines====&lt;br /&gt;
The introduction of Primaris Marines all but stopped the popular use of Old Marines, it was hard to argue why you would wouldn&#039;t take the Nu-boys, twice the wounds, an extra attack, an extra -1 ap and 6&amp;quot; on their weapon range all for a few extra points. However the new Codex Space Marines (8E) 2.0 gave the humble Tactical Marine a new lease on life. They can gain the benefit of all Doctrines, Devastator for heavy weapons and grenades, Tactical for bolters and special weapons and assault for their melee attacks. &amp;quot;MELEE?!!&amp;quot; You say, &amp;quot;Why would you trade the obviously superior shooting of their bolters?&amp;quot; and I say &amp;quot;Fools!!!, you know nothing of the glory days of yore, when the Metal Bawks had the personality of a steam roller, clearing an inexorable path across the field of battle, when the holy Bolter was but a device to smear butter on any unfortunate newbs who happened to risk the wrath of the OG&#039; to snatch an extra round of shooting at something more important.&amp;quot;&lt;br /&gt;
*But enough of the nostalgia and theatrics. 2.0 gave marines a lot of what they had back in 2-7ED, +1A on charge, strike first if they charge (back then there was an Initiative stat (I) and charging granted +1I making marines I5 and against most armies except the Eldar and &#039;stealers this meant they got first strike), the new doctrines are an effective reintroduction of special rules you could purchase to allow you to flavour your marines to whatever chapters you had in mind. But now the glory days of Tactical Marine have returned, 2 shots with their bolter then another 2 in Melee, that makes for up to 41 S4 attacks per turn with a 10 man squad and 4.6 dead enemy MEQs before they can even react, with a base 10 man marine squad for only 120pts, with doctrines (either tactical or assault) and you get another dead enemy marine. Then the support options are all gravy. Consider using the Rhino rush strategy to deny the enemy ground, deliver your marines in safety and use them to soak up overwatch, you should muse over use of the trusty; Stay in combat and clean up during your opponents assault phase tactic to protect your units from shooting.&lt;br /&gt;
*Do you want to know what what they get now that they didn&#039;t get back in pre 8ED 2.0? 2. Damage. Melee. Attacks. The White scars take Tactical marines melee to a whole new stratosphere even if you only take generic Chapter Tactics. If you manage to preserve a 10 man Tactical squad until turn 3 they will of earned 21 S4 ap-1 2D melee attacks, that&#039;s 3.5 dead primaris, 2.3 dead TH/SS terminators, 4.6 wounds against a character with T4 2+ and ... wait for it ... 3.1 wounds against a T5 2+ Character (Abbadon springs to mind). Bear in mind this is a Full tactical squad with no weapon upgrades OR support of any other kind and in addition to any added bolter fire.&lt;br /&gt;
*A Captain/lieutenant adds about 10% damage to both melee and range, Chapter Master (-2CP) adds about 20% to both in melee and range, Chaplain w/litanies of hate (66% of the time) adds about 20% in melee only and a WS Master of Sanctity (-1CP) with both litanies of hate and strike off the head (88% of the time for 1 and 44% for both) adds about 40% damage boost in melee. You want to go all melee? Master of Sanctity. Want reliable? Go Chapter Master and want cheap but effective support? Go lieutenant.&lt;br /&gt;
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===Matchups and Counterplay===&lt;br /&gt;
&lt;br /&gt;
This is where matchups and counter-play is discussed. Feel free to add what tactics and strategies have worked against specific armies in your own personal experience. For simplicity&#039;s sake, let&#039;s assume that these are mono-lists and are not relying on allies (AKA Soup).&lt;br /&gt;
&lt;br /&gt;
====Imperium====&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; You already know what&#039;s good since it&#039;s been discussed at length in the articles above. Make sure you account for their Chapter Tactics, as they may cause them to follow a very different playstyle than your own army despite having the exact same units available to them. &lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; The following 5 armies (lovingly referred to as other flavors of power armour) are mostly just your units mixed with some unique units and different chapter tactics. For Blood Angels, avoid melee if possible because they essentially get +1 to wound in the first round of combat. They often field lots of jump-pack infantry. Best known for their smash-captains, who rain terror down on battlefields everywhere- bring weapons that gain bonuses against things with the {{W40kKeyword|Fly}} keyword. &lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; They&#039;re the shooty emo catholic marines who are &amp;lt;s&amp;gt;secretly traitors hunting down loyal Dark Angels that they refer to as the Fallen&amp;lt;/s&amp;gt; THE MOST LOYAL SERVANTS OF THE EMPEROR. Their Chapter Tactic makes them almost immune to morale, plus they re-roll 1s to hit if they stand still. They are less reliant on generic characters such as Chaplains and their Masters (the equivalent of Captains), but they do gravitate toward named characters a lot more. Their Chapter Master Azrael gives a 4+ Invulnerable save to all non-vehicle units within 6&amp;quot; of him, making him particularly annoying against weapons that rely on high AP in order to do damage. Their specialty is in Plasma, Biker Squads, and Terminator squads. Their most famous stratagem, &amp;quot;Weapons of the Dark Age&amp;quot;, boosts the damage of all Plasma weaponry a chosen unit fields by 1. It is frequently paired with their Chapter Master Azrael leading a maxed-out squad of Hellblasters toting the Heavy Plasma Incinerators for devastating effect. Their Ravenwing units have a stratagem that lets them advance and still shoot and charge normally, letting them have a 4+ Invulnerable save against ranged attacks, and allow them to bring their assault Plasma Talons to bear. Deathwing Terminators are fearless, and can drop 2cps to shoot the moment they arrive from reserves in order to clear a screen and allow other deep-striking units to close in on you. The Darkshroud, another commonly seen unit, gives an aura of -1 to hit and can advance in order to get the 4+ Jink save like other Ravenwing units. Counter the Azrael-Darkshroud-Hellblaster-WotDA castle with Transhuman physiology to protect against the plasma, and bypass the Darkshroud&#039;s 4+ Invuln with the Flakk Missile and Hellfire Shells stratagem to whittle it down and drop it.&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Like Blood Angels they are also a melee-centric army, with +1 to hit instead of +1 to wound. They focus more on running instead of jump-packing. This addition they gravitate towards weapons like power fists with a -1 to hit. Units of wolves and Thunderwolf cavalry are common to see. They are still Space marines and have a range of Shooting vehicles, flying landraiders and better devastators to fill in range. Their units of wolves provide nice chaff units. Outside of Thunderwolf and Wulfen spam, there&#039;s not a lot to see here. &lt;br /&gt;
*&#039;&#039;&#039;Deathwatch:&#039;&#039;&#039; They&#039;re more elite Space Marines, who essentially have Sternguard Veterans as a troop choice and can gain bonuses against everything in a specific FOC slot. More importantly, they kept the Special Issue Ammunition that your veterans lost, which applies to all Bolter weaponry (minus Heavy Bolters and the Incinerator Heavy Bolters (Infernus Heavy Bolters)) fielded by their infantry and bike models.. They can mix Terminators, Assault Marines, and Bikers into said squads too, which is a funny gimmick. Their Watch Masters act like Chapter Masters, so be wary of an Intercessor blob with 5 hidden heavy hellblasters spitting out Hellfire rounds and S9 overcharged shots. They can deep-strike their entire army like Grey Knights, so a good screen and the Auspex Scan on a key unit of your choice should do well. Their Veterans like to hide Storm Shields in their squads to tank the odd Plasma gun or high-AP weapon shot, but with the new combat doctrines forcing a shit-ton of Bolter saves will hurt them, just as much as it does to your own units with Storm Shields. The Corvus is an overcosted flier just like your Storm Raven, a few Lascannons and multi-meltas will do you well. Again, using Transhuman Physiology against a unit&#039;s hellfire rounds will do you good, mitigating the 2+ to wound non-vehicle units.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Oh look, it&#039;s one of two armies that you can actually realistically outnumber (Knights are a third army you can outnumber, but they&#039;re tonka-tough). Let&#039;s be real: Grey Knights are long past the glory days of 5th Edition. Their equivalent units are either overcosted compared to yours or just flat-out suck, maybe with a few exceptions. Grand Masters in Dreadknights are one example, and the Chapter Master equivalent Kaldor Draigo is another one for the obvious reason. They can pull off decent alpha-strikes, but use Scout Squads and Infiltrators to zone out their deep strike bubbles and/or Auspex scan a unit of your choice. If you have access to Vanguard Primaris units, a couple combat squads of Infiltrators can not only block a Strike Squad out of Rapid Fire range, but also lock his entire army out of charge range. After that, it should be easy pickings as Grey Knights lack cost efficient means of mobility. Their interceptors are way too expensive for what they do and Stormravens are a major point sink that a few good lascannon and/or meltagun shots can swiftly take care of, so if you can hold onto the skies you should be in good shape. &lt;br /&gt;
** I won&#039;t say too much here, cause I haven&#039;t read it in full yet, but Ritual of the Damned buffed these guys like crazy. Not saying they&#039;re game breakingly good now, but they&#039;re no slouches anymore. assume the above on Grey Knights isn&#039;t true, will update this when/if I get the book, or someone who knows more can update it. &lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Don&#039;t let their weak statlines fool you. Guard are VERY tough to deal with this edition. Between dirt-cheap infantry, extremely weapon-dense deep striking units like scion command squads, and absurdly good for their cost tanks, Guard can take an enormous beating and deal one out in turn. We&#039;ll point out the linchpin - &#039;&#039;Officers!&#039;&#039; Snipe out those low-wound characters to neuter the enemy chain of command and his infantry will suddenly be a LOT less impressive. Take a squad or two of Sniper Scouts or Eliminators. Vehicles to beware include the Leman Russ if it has the Conqueror Battle Cannon and the Executioner Plasma Cannon, Hellhounds, and any artillery vehicle. Now with the new codex and supplements (and the power creep that follows), we have LOTS of potential ways to counter the Guard&#039;s shenanigans, turnabout is fair play from their horrific index cheese. The Devastator Doctrine makes a mockery of guard tanks on turn 1, moreso if you&#039;re using Imperial Fists. The Tactical Doctrine will help you shred guard squads a bit easier (the guard player can&#039;t issue orders if there&#039;s nobody TO issue an order to), and the Assault Doctrine should be considered as a mop-up action. Consider taking Raven Guard Eliminators, and on turn 2 pop the tactical doctrine so you can snipe officers on 2+ (stick a Phobos Captain next to them to re-roll those pesky 1s), and deal mortal wounds on 5+. If you decide to wall-bang them with the Executioner Rounds you&#039;ll at least wound them on a 2+ and force saves. Thunderfire Cannons can shoot twice with the Suppressing Fire stratagem, enabling it to mulch 2 guard units in a turn (preferably any fragile Heavy Weapon Squad). A squad of 5 Reivers with combat knives and taking advantage of Shock Assault will throw out 21 attacks while lowering the Guard’s already weak Ld, wiping out entire 10-model squads in a single combat + morale.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus:&#039;&#039;&#039; The weird middle-child between you and the Imperial Guard, Adeptus Mechanicus&#039; can elect to run modestly cheap Skitarii-focused armies or eschew the tin men for the Cult Mechanicus tank-like Kataphrons. Either way, most AdMech players will likely be running their squads MSU style to get around their poor leadership. Weapons like Heavy Bolters strike a nice medium for ripping through most of their infantry, though you&#039;ll definitely want to pack a few Lascannons to handle any Dunecrawlers or Kastelan Robots. Other than the knights, not a single admech unit has t8, they also practically have no rapid fire weaponry and awful but universal invuls, making meltas a more or less perfect way to deal with most if not all their units. Don&#039;t underestimate the basic Skitarii though, their Arquebus sniper rifles and Plasma Calivers can easily chew through your marines if they get the chance, but thankfully they fall quickly if given any attention, which could be worth it anyway, considering that and their weapons cost a small fortune compared to other GEQ like units. Be aware that most admech armies have more than enough s6+ weaponry to chew through your marines, cover or not, if they don&#039;t have a better target, so bring vehicles to distract and counter the heavier elements while you play for objectives. Also, be careful when deploying and go for the second turn, they can and will happily kill or strand your marines and lighter vehicles if you are the first to break cover.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Ministorum:&#039;&#039;&#039; If you see someone using sisters at a tournament, be VERY afraid - sisters are one of, if not the, weakest armies in the current meta, so if you see someone using them in competitive play, they’re either insane or a tactical genius to rival Creed. This may change &amp;lt;s&amp;gt;when&amp;lt;/s&amp;gt; if the new codex comes out, but for now if you face sisters take Centurions and any other mass-bolter fire unit.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Custodes:&#039;&#039;&#039;You will outnumber these golden boys, big time, but they are tough as nails and hit like a sock with a halfbrick. Best known for their jetbikes, which have hilarious amounts of firepower and are lethal in melee for good measure. Do not engage in combat if you can help it and bring as many sources of Mortal Wounds as you can. &lt;br /&gt;
**At least until they get to bring Sisters of Silence along with them.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039; Remember, Imperial Knights seem intimidating and are armed to the teeth, but they lack board control. If you have the second player turn, pop the Prepared Positions stratagem and watch as all your vehicles and infantry have 4+ saves against the Knights&#039; Battlecannons! It&#039;s better than a 5 or 6+ save, after all. Lascannon spam, deep striking squads full of Meltaguns, or Chainfist Terminators can deal with Imperial Knights fairly well. As a general rule, Imperial Knights prefer their titanic feet attacks in melee compared to their arm weapons, aside from the Gallant variants. Best advice: play to the mission! Your best bet is to win on objective points, as most armies don&#039;t have the firepower to take down an army of knights. You can, however, wear them down enough to make them much less of a threat. &lt;br /&gt;
**The basic Knight Paladin is armed with a Rapid Fire Battlecannon and the Reaper Chainsword, with two Stubbers. It&#039;s versatile, but a simple 2d6 Battlecannon shots is not quite as devastating as you think compared to its cost. The Imperial guard get 2d6 battlecannon shots on one battle tank that stands still, for 1/3 the cost of a Knight Paladin!&lt;br /&gt;
**The Knight Errant trades its RFBC for a Thermal Cannon that is half the range, but absolute cancer to vehicles and multi-wound models.&lt;br /&gt;
**The Knight Warden has a Thunderstrike Gauntlet and a RFBC base that can be exchanged for the Avenger Gatling Cannon, a 12 shot beast capable of reliably deleting your infantry units. &lt;br /&gt;
**The Knight Crusader is the dakka knight, it has a Thermal Cannon (that can be swapped for a RFBC) and the Gatling Cannon.&lt;br /&gt;
**The addition of Armiger Knights makes things a bit more challenging as they can offer a bit more board control for the Knights at the expense of durability.  The Armiger Helverins are superior to Autocannon Predators every day of the week, and Armiger Warglaives that get too close will wreck vehicles and heavy infantry in short order. &lt;br /&gt;
**The Dominus Knight variants are perhaps the biggest challenge. Both variants have weaker Battle cannons, and Shieldbreaker Missiles that can target characters, even out of LoS, for 2CPs. The infamous Dominus Castellan has a mini Volcano Cannon and a Plasma Decimator, it is capable of one-shotting two Land Raider equivalent vehicles per turn. Apologies Knight Crusader, THIS is the Dakka knight. The Dominus Valiant has a fuck-huge Harpoon that does a &#039;&#039;flat 10 damage&#039;&#039; and an additional d3 mortal wounds to a model that somehow survived the initial shot (Full strength Land Raider or Storm Raven). It also has a gigantic flamethrower for crowd control. The problem with the Valiant is that its weapons aside from the Shield Breaker missiles are so short ranged that you&#039;ll have a fairly easy time throwing enough meltagun shots and drowning it in mass bolter fire at it to destroy it. The same cannot be said for the long ranged Castellan who will try and play the keep away game.&lt;br /&gt;
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====Chaos====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; Some matchups will play out like a mirror match depending on the Legion traits, but Chaos Space marines have a better combination of USRs, as Death to the False Emperor will come into effect more often than ATSKNF. Like you, they have the shock assault and Bolter Discipline rules, making World Eaters armies horrifying on the charge. &lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; They often come in four flavors. Khorne Daemons hit like freight trains on the charge with all of their characters granting re-rolls on failed charges, and by paying command points to get Banners of Blood, they will often make their charges out of deep strike. Their shooting is a joke and basic Bloodletters are surprisingly fragile at T3, but a Khorne player worth their salt will make sure to lock you down to prevent you from capitalizing on it. Nurgle is obscenely tough to kill with the Disgustingly Resilient rule but like the Death Guard it&#039;s fucking slow. Slaanesh is fragile, but they are very fast and you will likely be staring turn 1 charges in the face if you don&#039;t back your shit up as far back as possible. Tzeentch is arguably the easiest to deal with as they are only good at range, and your ranged abilities will exceed theirs. Just remember to take librarians to deny some of their smites. Thunderfire Cannons and anything with an Assault Cannon will do well to hack up their infantry, and good lord deal with any greater daemons before they get close otherwise you&#039;re fucked, no other way to put it. Iron Hands and Ultramarine Chapter Tactics will do you well here, overwatching on a 5+ combined with a 6+ shrug will let you weather the storm, and Guilliman&#039;s aura will make a Daemon player ([[Cheese|or any opponent, really]])cry.&lt;br /&gt;
*&#039;&#039;&#039;Death Guard:&#039;&#039;&#039; Mortal Wound spam out the ass, lots of rerollable wounds, and Disgustingly Resilient making their units extra-hardy. Fun times abound! They have the stronger Chaos Primarch, Mortarion. Morty is also known as [[that guy]] who absorbs all your fire even when he doesn&#039;t have any buffs to support him before ramming his rusted, STD-infested scythe up your army&#039;s gaping sphincter. Good thing they&#039;re slow as shit. Use that to your advantage. &lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; They have the weaker Chaos Primarch, Magnus the Red. Magnus is also known as the guy who dies in 1 turn of shooting even if he receives all of the defensive buffs first. However, &amp;quot;weaker&amp;quot; should still not be misinterpreted as being the same as &amp;quot;weak&amp;quot;, because he can still rip and tear with the best of them. Thousand Sons are an army that relies on their psychic phase more than anyone aside from Daemons and Grey Knights, and they&#039;ve got access to way more powers than either of those. Their Tzaangors can create a nasty suicide unit by either moving forward with Warp Time, or deep striking in front of you and then charging. &lt;br /&gt;
*&#039;&#039;&#039;Renegade Knights&#039;&#039;&#039;: See Imperial Knights above. They share a lot of traits with them, but favor melee to a greater extent and can mix and match weapon types to a degree. &lt;br /&gt;
*&#039;&#039;&#039;Renegades and Heretics (FW):&#039;&#039;&#039; This will play out much like a Guard match, but the difference is they still have access to morale-immunity on their hordes of renegades. Take Scout Snipers and assassinate their Enforcers like you would a Company Commander/Commissar!&lt;br /&gt;
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====Xenos====&lt;br /&gt;
*&#039;&#039;&#039;Tau:&#039;&#039;&#039; Tau vs. Marine matchups exist in a weird space as Tau are both devastating at range, and a pain in the ass to charge with their bonuses to overwatch. At the same time, space marine armies (regardless of composition) are strongly middle-range armies. Part of surviving tau is closing in with the enemy with multiple units to force the split of overwatch. Youre not going to outshoot them, and while you should beat them in close combat, you&#039;re not a close combat army either. While they have indirect fire options, a huge part of their mechanics rely on line of sight, so cover becomes remarkably important. Tau guns are strong but are usually wielded as BS4+, so anything with minuses to-hit (like Raven Guard units) will fare well against Tau. Ensure to remove supporting drones with bolters before shooting your lascannons at the battlesuits, or your shots will likely be wasted. Sniping buffing characters like Fireblades and Ethereals will make your life easier. Most importantly, Tau often castle up to make the most of their synergies. If they do, don&#039;t try take them head-on, instead just play the mission and win on victory points!&lt;br /&gt;
*&#039;&#039;&#039;Craftworld Eldar:&#039;&#039;&#039;  Classic Eldar are known for two things: psychic powers and hyper-specialized units. Use a few snipers or psykers of your own to shut down or prevent Farseers/Warlocks from supporting their units or debuffing/smiting yours. This will cripple the Craftworlders significantly, as many of their units will begin to struggle against MEQ without their buffs helping them work around their otherwise garbage GEQ statlines. As for units like their aspect warriors, simply take advantage of their weaknesses; Howling Banshees, Striking Scorpions and Fire Dragons are practically helpless at range, while units like Dark Reapers, Swooping Hawks and Shadow Spectres are considerably easier in melee. Wraith units might have devastating firepower and can still easily throw down in a fist fight, but all variants are generally slow and have very limited ranges on their weapons. If you lack heavier firepower to simply punch through their armour and toughness, you can still kite them with relative ease and whittle them down.&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; This faction is a bit special in that their codex more or less divides itself into three armies so here&#039;s an entry for each.&lt;br /&gt;
**&#039;&#039;&#039;Kabals:&#039;&#039;&#039; Death of a thousand cuts. Most of their units will whittle you down with splinter fire since your T 4 doesn&#039;t mean a thing to them, and they have a startling lack of multi damage weapons outside of Dark Lances and the like making Primaris units quite useful as short of disintegrators they don&#039;t have any cost effective solution to bringing them down. Moreover their infantry fold under bolt fire like guardsmen and are quite afraid of it; luckily Venoms also crumple easily under massed bolter fire, Raiders and Ravagers are slightly tougher but will quickly fall apart under heavier firepower however. That being said, do not underestimate the speed or cost-effective anti-tank their vehicles can bring. &lt;br /&gt;
**&#039;&#039;&#039;Wych Cults:&#039;&#039;&#039; One of the two combat heavy sides to the DE with terrific invuln saves in combat, avoid melee if you can even with your own dedicated CQC units as they will get bogged down pretty quickly and your more ranged units will either be killed or mauled quite badly. However, the good news is outside of combat they&#039;re essentially useless and like the one above massed bolt fire will work wonders, even against their transports, and Assault Cannons are just their worst nightmare. Be prepared to fall back as often as you&#039;ll be able to open up their units to your fire, but hey, you&#039;re the Imperium: when is Guns O&#039; Clock not the solution?&lt;br /&gt;
**&#039;&#039;&#039;Covens:&#039;&#039;&#039; The other combat heavy side that relies on being obscenely tough. Everyone gets an invulnerable save, be it close combat or at range. Quick, but not as fast as the Wyches, so finishing them off with well placed charges can be effective. They can also bring a fair amount of beefy monsters and can harm your Primaris marines a fair bit more reliably. The best way to beat their invuln saves is by swamping them in Bolter fire which doesn&#039;t care about armor. &lt;br /&gt;
*&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; Death of a thousand honks . . . wait. In all seriousness though these lot are FAST, like insanely fast, like genestealer fast! Okay maybe not that fast, but still they well be in your lines turn 2 at the latest. Unfortunately for you they can and will shred Marines faster than you can blink so avoid melee like the plague. Good news is even though they all have a 4++ or better they&#039;re still T 3 so massed bolters will wipe out whole units at a time. Bad news is they&#039;ll make sure they have transports, which have 4++ and a -1 to hit so taking them down quick will be a challenge, mortal wounds will bypass those well enough or a well positioned librarian with Nullzone can lead to you wiping out most of their army in one go.&lt;br /&gt;
*&#039;&#039;&#039;Ynnari:&#039;&#039;&#039;  This particular faction of space elves can be a bit tricky to plan for, but invariably the weakest of the them all. The bad news is they are already tailormade to fuck you up as MSU is their preferred targets, the good news is they&#039;re a semi decent close combat army at best so the usual tactics apply. To really shut them down however it&#039;s best to bring some psychic denial to stop the new hotness for them Unbind Souls their version of Doom that&#039;ll only apply in combat, which means librarians or Black Templars. Next to worry about is their few key strategems which can make any of their characters get back up on a 4+, or the two separate ones they have to give reroll to wound against your units. Be warned you&#039;ll probably be facing dual battalions which means lots of elves, hope you brought your bolters.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; Almost an automatic win for you if you have a competent list. Kill off synapse and any significant firepower they may bring. Rub salt in the wound with your plethora of sniper weapons. You truly do not need help here.&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; Imperial Guard with Tyranid flavor, or Tyranid with Imperial Guard flavor? In all seriousness, deepstriking Genestealers with armoured support to back it up sounds like a very daunting prospect. As with Nids, avoid melee with anything that has a Rending Claw, Rock cutters/saws, or power hammers if possible. Remember to zone out ambushing units with Scouts. If you&#039;re planning on mixing in the new Primaris Vanguard units, remember that Infiltrators and the Phobos Captain can deny deep strikes within 12&amp;quot;, making them and scouts your best friends against GSC by pushing them out of charge range. Ultramarines or Imperial Fists work well because the smurfs can fall back and still shoot, and the Fists can ignore cover (which a GSC player worth their salt would spring for). Unfortunately if you&#039;re reliant on offensive Librarians for damage, a single Magus will make you cry by giving all GSC units within 6&amp;quot; of it a free Deny the Witch. If that wasn&#039;t enough, Jackal Alphuses and Sanctuses will then proceed to heap the pain on characters with their Silencer sniper rifles (AP-1, d3 damage and forces perils on psykers that lose a wound to the shot). Kelermorphs are also bonkers since even if they don&#039;t have the relic pistol Oppressor&#039;s Bane they will snipe a non-screened Librarian, Chaplain, or Lieutenant with ease.&lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; You shouldn&#039;t really need any help killing Necrons, but just in case: play for keeps and don&#039;t leave half-eaten units around. If you fail to wipe a unit, Reanimation Protocol will see a bunch of their slain models return (funnily enough, losses to morale do not count). Necron Wraiths and Lychguard with sword and board have especially good invulnerable saves, but a speedy Librarian build (Terminator, Index Bike, Jump Pack) with the Null Zone psychic power will make a mockery of them. The really solid unit Necrons have are Destroyers. Wraiths will constantly absorb firepower, while warrior blobs will harm your units badly if they can waddle into rapid fire range. &lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; You shouldn&#039;t really need any help killing Orks, but just in case: the most important thing is target prioritizing. Take a lot of infantry mulching guns and unload into the massive units of Ork Boyz your opponent brought, and focus your anti-armour guns on popping their transport open. If you have any dedicated melee units of your own, don&#039;t rush into combat; that&#039;s playing right into the Ork players hand. Hold them back and let your guns soften the enemy up before intercepting them when they get too close. Also, keep in mind that&#039;&#039;&#039; &#039;ere We Go!&#039;&#039;&#039; allows orks to pull off charges from a surprising distance, so don&#039;t let that catch you off guard. Finally, if you must go toe-to-toe with a Warboss, make sure your character has a Storm Shield: Warbosses hit like a freight train and the Ork player can use the stratagem &#039;&#039;&#039;Orks is never defeated&#039;&#039;&#039; to guarantee that the boss gets a chance to fight. Orks are a volume army (both in T4 wounds and S4 attacks)... snipers picking off key buffing characters and the Warboss can cripple them.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category: Space Marines]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Orks&amp;diff=65238</id>
		<title>Warhammer 40,000/7th Edition Tactics/Orks</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Orks&amp;diff=65238"/>
		<updated>2023-02-26T20:39:25Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Forgeworld */&lt;/p&gt;
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This is the [[Warhammer_40,000/7th Edition Tactics|previous Edition&#039;s]] Ork &amp;quot;tactics&amp;quot;. The [[Warhammer_40,000/Tactics/Orks(8E)|8th Edition Tactics are here]] while [[Warhammer_40,000/6th_Edition_Tactics/Orks|the 6th Edition Tactics are here.]]&lt;br /&gt;
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==Why Play Orks==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Because you want to be a hulking, green, English football hooligan with a machine gun, and you like beating people upside the head with said machine gun, while yelling at the top of your lungs. Joking aside, [[Ork|da Orks]] are one of the easiest armies to learn Warhammer 40k with, and everybody will love you for playing them. Seriously, everyone loves Orks.&lt;br /&gt;
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But here is a fair warning. Don&#039;t let the simple starter games against a friend or a &amp;quot;friendly&amp;quot; store manager fool you; this army is easy to learn but hard to master at a competitive level, and an Ork army is a punch in the wallet once you start racking up models. Most of your units are not point effective and are relatively slow, so you have to plan multiple turns ahead to do anything against armies that can outmaneuver you or just shoot you down before you reach your goal. It has one the [[skub|wonkiest]] codices in the 7th edition of 40k, and don&#039;t let any one who sells models convince you otherwise, even if they show you the fancy new Gorkonaut or some other expensive kit that &amp;quot;will win you games&amp;quot;.&lt;br /&gt;
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== Pros and Cons ==&lt;br /&gt;
[[File:LOOTEDCARNIFEX.jpg|300px|thumb|right|&amp;quot;It&#039;s a right an&#039; proppa [[DISTRACTION CARNIFEX|Orky distraction]] now, boss!&amp;quot;]]&lt;br /&gt;
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=== Pros ===&lt;br /&gt;
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:* &#039;&#039;&#039;&#039;&#039;WAAAGH!!!!!!!!!!!!!!!!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:* High Model Count, seriously. You can compete with Tyranids for being able to put the most models on the board and still be effective&lt;br /&gt;
&lt;br /&gt;
:* Scratch Buildability. The fluff for Orks is intentionally setup in such a way that you can get away with basically anything. From [[Awesome|Looted Carnifexes counting as Gorkanauts]], to The Entire Collection of all the Cars from Mad Max rendered as Ork Trukks. You can safely look at every faction in the entire game, and just think of ways you can steal their shit to use as yours. &lt;br /&gt;
&lt;br /&gt;
:* Everyone will love you for playing Orks. Seriously, Ork Players are universally loved at FLGS&#039;s for being fun to play against and totally awesome.&lt;br /&gt;
&lt;br /&gt;
:*Lots of awesome and hilarious fluff. While other codices paint Orks in a bad light, Orks, in reality, simply fight to have fun and may or may not &#039;&#039;break various scientific laws&#039;&#039; in order to do it. It also can be interpreted various ways, so making a backstory for your army is easy and fun. In fluff terms, Orks are the one faction with the brightest future. There&#039;s only war? Thanks, Boss.&lt;br /&gt;
:* What with the Ork codex being decidely competitively subpar at the moment (more on that below), it is rather easy to find Ork armies and bits at cheap prices.&lt;br /&gt;
&lt;br /&gt;
:* Tying in with the point below, Orks have perhaps the best heavy support options of any faction in the game, and their fast attack options aren&#039;t bad either. Only two units are overpriced (and even then, only one is dramatically overpriced.) and all of them have very good usage; Killa Kans are the bane of Tau Fire Warriors (and really any gunline army), Mek Gunz are a very cheap way to get a lot of anti-vehicle, anti-air, and anti-infantry firepower on the board, and Lootas are 14 point psuedo-autocannons (you have to roll to determine the number of shots each time, and can be 1-3 per unit). That&#039;s not even mentioning ork warbikers, deffkoptas, dakkajets, or Gorkonauts/Morkonauts. &lt;br /&gt;
&lt;br /&gt;
:*Da big gunz neva tire! Outside of the Death Korps of Krieg Siege Regiment the Orks have the most artillery type units in the game and if you like this type of unit then the orks are the only way to play outside of forge world.&lt;br /&gt;
&lt;br /&gt;
:*As mentioned previously, Orks are very easy to learn (but not that easy to master). Far less special rules than most armies, basic Troops and HQs, and simple tactics: run Boyz up to enemy, krump, and go home. On the flip side, there&#039;s a huge variety of units and playstyles that players can use. Trukk Shoota Boyz, Nob Bikerz, Looted Wagon/Loota gunline, among many others. However, when you step into the optimised competitive category, your boyz start to struggle and it&#039;s up to your generalship as da big kunnin&#039; boss to smash all da overbuffed umiez. Ye better be a sneaky kommando.&lt;br /&gt;
&lt;br /&gt;
:*Fun to paint with a lot of variety and actually a good army to learn how to paint if you want to learn to paint well: lots of big muscles to learn how to paint flesh, lots of big orky heads to learn how to paint faces, lots of opportunities to paint different materials like leather and scratched / rusted / damaged metal. Even in an army that&#039;s composed mostly of boyz, you&#039;ll have a lot of opportunities to pick a central color scheme but largely paint squad by squad and individual by individual as you want without having one model that sticks out, because they&#039;re all intentionally ragtag. Compare that to a squad of marines where you decided to paint one git&#039;s shoulder pads a different shade of red...&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
&lt;br /&gt;
:* Extremely point inefficient. The rest of the tactica goes into better detail about this, but every model in the entire codex costs almost double the points of similar models and options in other codices, and yet performs less. A great example of this is the &#039;&#039;&#039;[http://www.belloflostsouls.net/wp-content/uploads/2013/03/dice_9d2.png?4872cc Random Strength Guns, costing 50 points, and being roughly equivalent to a plasma cannon that costs only 15.]&#039;&#039;&#039;. Furthermore, all of your heavy weapons suffer dramatically from a piss-poor Ballistic Skill, meaning the intrinsic value they add to your list is drastically lower than they would be in the hands of something like a Space Marine.&lt;br /&gt;
&lt;br /&gt;
:* Among the worst codices in the entire game. This is for a variety of reasons: lack of low AP weapons outside of Power Klaws, overpriced units (Flash Gits), many of your units will die by being breathed on and only a single now outdated and discontinued IA, leaving nearly all our forgeworld models as paperweights or at best proxies. Statlines and special rules have hardly changed even as their worth has diminished incredibly. Note: Furious Charge used to give +1 initiative as well as +1 strength.&lt;br /&gt;
&lt;br /&gt;
:* High model count. Even if you try to keep your numbers low, you have to have at least 40+ Boyz in order to stay competitive. Lots of time and effort must be put into painting and putting them together like Imperial Guard and Chaos Daemons. Plus it&#039;s a total hassle to put them on the table and move them, basically making Trukks an Battlewagons a must.&lt;br /&gt;
&lt;br /&gt;
:*Special characters are not special at all. Mad Dok and Grukk are underwhelming, while specialized characters like Zagstruk or Badrukk are basically buffed Nobs in their respective units. Vanilla Warboss or Big Mek usually suffice for whatever needs you have.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Orks are one of the armies that have a lot of sources to choose from, far more than just their current codex. This is great since it offers more flexibility and a great way for players to make their own unique army, but this also has its downsides. The biggest one is that is is sometimes hard to find the most current rules for the models; the other is that it is easy to miss out on some great rules, or even use the older rules by mistake. This section is here to help you find the things that you need. The sources listed also make great inspiration for scratch building and converting interesting-sounding units.&lt;br /&gt;
&lt;br /&gt;
Here is a table of each of the sources, also used in the (____)&#039;s for reference keeping. They are sorted chronologically (newest on top):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In print&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Codex Orks 7th edition&#039;&#039;&#039; - The current official Codex for Orks, and the first Codex to drop in 7th Edition.&lt;br /&gt;
*&#039;&#039;&#039;WAAAGH Ghazghkull&#039;&#039;&#039; - Released together with the 7th Ork Codex, which it supplements. Offers different Warlord traits, formations, equipment, and a slightly altered Mob Rule, among other things. &lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;WAAAGH Ghazghkull Re-release:&#039;&#039;&#039; Differs from the older book by replacing the force organization chart with a decurion-like detachment instead. Also, alters the wording on some rules to allow for army flexibility. As per the new FAQ, the older edition of WAAAGH! Ghazghkull&#039;s unique FOC and Green Tide formations are still usable and valid even though they were not reprinted in the updated decurion edition.&lt;br /&gt;
*&#039;&#039;&#039;White Dwarf 21 (21st June 2014)&#039;&#039;&#039; - Released towards the beginning of the 7th edition. Contains the entry for the Looted Wagon that was taken out of the 7th Edition Ork Codex. The issue is no longer be available in stores, but digital copies can be found on Black Library or floating around the web. The Looted Wagon dataslate was released for free on the Warhammer 40,000 Facebook page on June 30th.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sanctus Reach: Hour of the Wolf&#039;&#039;&#039; - A starter set and a campaign that featured Orks, Ork missions, and Ork formations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sanctus Reach: The Red Waaagh!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sanctus Reach: Stormclaw (Box Set)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Escalation&#039;&#039;&#039; - It is still for sale but all rules in it are outdated. The reason why this is mentioned is because FW released a update for it with relevant rules in it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warhammer 40,000: Apocalypse 2013&#039;&#039;&#039; - GW&#039;s most recent Apocalypse book ( notice it was written in 6th but is still for sale ) The Ork units in this book are split between the normal entries and the campaign part of the book (Warzone Armageddon). It&#039;s really easy to miss the second part, but it contains some interesting units, such as the Famous Big Mek Stompa.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperial Armour Apocalypse 2013&#039;&#039;&#039; - Contains some updated units, mostly from Imperial Armour 8. The go-to book to field an Ork Superheavy. Not to be confused with the standard Warhammer 40,000: Apocalypse book, above.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Armour Aeronautica&#039;&#039;&#039; - Contains some very niche Ork units, as well as the Flakka Dakka Trukk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Out of print&amp;lt;/u&amp;gt;, these books are no longer for sale and are all released in previous editions. They are mentioned because some players and tournaments make use of them&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6th Edition Dread Mob Update&#039;&#039;&#039; - While the Dread Mob list is apparently dead and will no longer be updated, the units within the update for it (eg Gun Trukks, Grot Tanks) can still be freely taken within a Codex: Orks army. Find it free on the Forgeworld site here [https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf]. The ITC still uses this document, and has written its own errata for it. They call it a FAQ but it involves major rule updates and some unusual rule interpretations, including the famous discount Stompa. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperial Armour 8&#039;&#039;&#039; - Written for the 5th edition. It featured all FW Ork models and even had rules for things that did not have models. This used to be the alternative source for Ork rules. It is no longer for sale. Some of the units have been updated in more recent publications, but many have not.  Like many other Imperial Armour books, it was awesome.&lt;br /&gt;
&lt;br /&gt;
==General Rules==&lt;br /&gt;
*&#039;&#039;&#039; &#039;Ere We Go:&#039;&#039;&#039; Orks may re-roll one die when determining charge distance. This is a very good rule, potentially changing a 2&amp;quot; charge to a 7&amp;quot; one. Literally every unit in the Codex besides vehicles and Grots have this rule.  There is a table demonstrating your odds of rolling at least a target number with and without the rule, assuming you, like a sane person, always choose to reroll the smaller die when you fail to make a charge.  If you simply want to roll as high as possible, re-roll the smaller die if and only if the smaller die is 3 or less; this will increase your average charge distance from 7.5&amp;quot; to 8.139&amp;quot; (8 and 5/36 inches).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Charge Distances Comparison&lt;br /&gt;
! Rule !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12&lt;br /&gt;
|-&lt;br /&gt;
! Base&lt;br /&gt;
| 100.00% || 97.22% || 91.67% || 83.33% || 72.22% || 58.33% || 41.67% || 27.78% || 16.67% || 08.33% || 02.78%&lt;br /&gt;
|-&lt;br /&gt;
! &#039;Ere We Go&lt;br /&gt;
| 100.00% || 99.54% || 98.15% || 94.91% || 89.35% || 80.56% || 68.06% || 52.31% || 35.65% || 19.91% || 07.41%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mob Rule: &#039;&#039;&#039; No longer does having more Boyz necessarily make them less likely to run away, if you fail a &#039;&#039;morale&#039;&#039; or &#039;&#039;pinning&#039;&#039; check you get to roll another D6.   &lt;br /&gt;
**&#039;&#039;&#039;1 Born to Fight:&#039;&#039;&#039;&#039; The unit fails the check as normal, unless it is locked in combat in which case it counts as passing instead. This result can lead to a single resilient boy staying stuck in against even a bloodthirster, but is obviously useless when getting shot at. Waaagh Ghazghkull has a way to avoid rolling this, at the price of making the other options &#039;&#039;worse&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;2-3 Breaking Heads:&#039;&#039;&#039; If the unit contains a character (or independent character) it takes some extra S4 hits as the boss knocks lumps out of his buddies, but then the unit counts as passing the check. If there is no character, the squad fails the original morale check as normal. If there are only characters, then they auto-pass without doling out wounds.&lt;br /&gt;
**&#039;&#039;&#039;4+ Squabble:&#039;&#039;&#039; If the unit contains 10 or more models, the unit knocks lumps out of itself as if it contained a character; otherwise, they fail the check as normal.&lt;br /&gt;
***&#039;&#039;&#039;Note:&#039;&#039;&#039; Although the codex says &amp;quot;4-6,&amp;quot; it may as well read &amp;quot;4+&amp;quot; due to the FAQ ruling for Waaagh Ghazgkull that &amp;quot;rolls above 6 count as 6.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Waaagh!&#039;&#039;&#039; Available on Warbosses and Ghazghkull only, but can be given to others with the Prophet of the Waaagh! Warlord Trait. Once per game, all Orks in your army may declare Assaults even on the turn that they run. Not terribly bad, since it will allow your army to close the gap surprisingly quickly.&lt;br /&gt;
&lt;br /&gt;
==Powers of da Waaagh!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Overview&lt;br /&gt;
::Available to [[Weirdboy|Weirdboyz]]. Naturally, every Ork psychic power except for two is meant to destroy things loudly and spectacularly, and two of those five are AP 2; the Powers of da Waaagh are not subtle.  This makes using Weirdboys fairly predictable if you&#039;re planning on running them as &amp;quot;another gun&amp;quot; to round out your army. Da Jump is fairly gimmicky, but Warpath can give a mob that extra boost right before it charges. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto;&amp;quot;&lt;br /&gt;
|+ Powers of da Waaagh!&lt;br /&gt;
! Number !! Name !! Type !! Range !! Target !! Description !! Charges&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-value=0 | Primaris !! Frazzle&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=6|ap=3|type=Assault|rof=1|rules=Blast}} A reliable Marine killer.  Strictly better than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind_.28Genestealer_Cults.29|Psionic Blast]], at +1S compared to it, and therefore also strictly better than [[Warhammer_40,000/Tactics/Psychic_101#Librarius.2FSinistrum|The Emperor&#039;s Wrath]], at +1S and +6&amp;quot; range.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! &#039;Eadbanger&lt;br /&gt;
| Witchfire (Focused) (Profileless) || 24 || Model&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Model hit must pass a Toughness test or suffer a wound with no armour or cover saves allowed.  [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Haemorrhage]] and [[Warhammer_40,000/Tactics/Psychic_101#Sanguinary_.28Blood_Angels.29|Blood Boil]] both inflict *two* tests at 18&amp;quot; (and Blood Boil ignores invuln saves), followed by propagated damage, and [[Warhammer_40,000/Tactics/Psychic_101#Plague_.28Nurgle.29|Rancid Visitation]] only hits at 12&amp;quot; but is a Nova (all enemy units in range are hit, can hit units locked in combat) and propagates damage; the benefit of &#039;Eadbanger is that those other powers are WC2 and this one is WC1, but its output is much less than half as good.  Try to avoid getting this power if you can; Frazzle will serve you much better, in particular.&lt;br /&gt;
| 1&lt;br /&gt;
|- &lt;br /&gt;
! 2 !! Warpath&lt;br /&gt;
| Blessing || Self || Unit&lt;br /&gt;
| All models in the Weirdboy&#039;s unit that have the [[Warhammer_40,000/Tactics/Orks#General_Rules|&#039;Ere We Go!]] special rule gain +1 Attack. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Da Jump&lt;br /&gt;
| Blessing || Self || Unit&lt;br /&gt;
| Deep Strike the Weirdboy&#039;s unit anywhere. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Sanctic|Gate of Infinity]]; if you roll doubles on scatter, your unit can only Snap Fire for a turn. Given standard Ork accuracy, this is not all that bad of a problem, as long as you don&#039;t need to fire blasts. Use at your own peril. Great at setting up Killbolt or Power Vomit, if you roll one of them.&lt;br /&gt;
| 2 &lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Killbolt&lt;br /&gt;
| Witchfire || 18 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=18|strength=10|ap=2|type=Assault|rof=1|rules=Beam}} For killing tanks or things in straight lines...no other special rules needed to make this nastier.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Power Vomit&lt;br /&gt;
| Witchfire || Template || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=Template|strength=7|ap=2|type=Assault|rof=1|rules=Template}} A psychic flamer. Quite powerful.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Da Krunch&lt;br /&gt;
| Witchfire || 24 || Unit&lt;br /&gt;
| {{40k-Ranged-Weapon-Profile|range=24|strength=2D6|ap=4|type=Assault|rof=1|rules=Large Blast, Barrage}} The mighty foot of Gork (or possibly Mork) descends from the heavens in the form of a large blast barrage. If the Strength rolled is higher than 10, the foot comes down again...and again...until less than 10 Strength is rolled or the target is dead.&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
#&#039;&#039;&#039;Prophet of the Waaagh!:&#039;&#039;&#039; The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh! until the start of their next turn. Ghazghkull, understandingly, comes standard with this.&lt;br /&gt;
#&#039;&#039;&#039;Bellowing Tyrant:&#039;&#039;&#039; The Warlord, and all friendly units with the Orks Faction within 12″ of him, re-roll failed Morale checks and Pinning tests. Zagstruk and Grukk have this.&lt;br /&gt;
#&#039;&#039;&#039;Like a Thunderbolt!:&#039;&#039;&#039; The Warlord, and all friendly units with the Orks Faction within 12″ of him, can re-roll all the dice when determining Run moves or charge range.&lt;br /&gt;
#&#039;&#039;&#039;Brutal but Kunnin’:&#039;&#039;&#039; The Warlord can re-roll one failed To Hit or To Wound roll each turn. Mad Dok Grotsnik comes with this.&lt;br /&gt;
#&#039;&#039;&#039;Kunnin’ but Brutal:&#039;&#039;&#039; The Warlord can re-roll one failed armour or invulnerable saving throw each turn. Not as good as Brutal but Kunnin&#039; since you will never lack To Hit and To Wound rolls but you will always lack Invulnerable saves. Not too bad if you got a mega-boss, he&#039;ll be that much harder to kill. Kaptin Badrukk has this as standard (fitting, as he has both a 3+ save and a 5+ invo save).&lt;br /&gt;
#&#039;&#039;&#039;Might is Right:&#039;&#039;&#039; The Warlord receives +1 to the Strength characteristic on his profile. Strangely useless in a lot of situations, since +1 Strength isn&#039;t doing much good when your Power Klaw is already making you S10, and if you don&#039;t have a Warboss HQ, then you have one that should be avoiding the front lines. Great for an &#039;eadwoppa boss tho.&lt;br /&gt;
&lt;br /&gt;
==Wing Leaders==&lt;br /&gt;
In Death from the Skies&#039; second edition, you now have a bonus rule allowing you to roll on the Wing Leader chart for each of your flier wings. This is a free upgrade for all wings. With Orks you&#039;ll use the Mekboss Wing Leaders table if the Ork Wing Leader pilots a Wazbom Blastajet, and the Flyboss table if the leader pilots anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mekboss Wing Leaders table&#039;&#039;&#039; &lt;br /&gt;
#&#039;&#039;&#039;Supa-rangefinda&#039;&#039;&#039; - +6&amp;quot; for the flyer&#039;s weapons. Nice one, Dakka even further.&lt;br /&gt;
#&#039;&#039;&#039;More Killier!&#039;&#039;&#039; - +1 weapon Strength.  not life-saver, but not bad either.  &lt;br /&gt;
#&#039;&#039;&#039;More Dakka!&#039;&#039;&#039; - Boss plane&#039;s weapons fire one more shot (except for one use stuffs). A dual-shooting Tellyport Mega Blasta is great. A triple shooting Blasta in the WAAGH&#039;s turn is even better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flyboss Wing Leaders table&#039;&#039;&#039; &lt;br /&gt;
#&#039;&#039;&#039;Ablative Armour Plates&#039;&#039;&#039; - +2 armour until the first glancing/penetrating hit. Usually anti-air has no problem punching it straight through, but offers some protection against massed bolter or pulse rifle fire.&lt;br /&gt;
#&#039;&#039;&#039;Extra shooty&#039;&#039;&#039; - roll on the Mekboss table. Contrary to the Mekboy&#039;s stuffs, who got already high-powered weapons, this can give hilarious results: S7 supa shootas, S6 firebombz and skorcha missiles, S8 boombombz. Or dakkajets with 15 shots on Waagh turn.  &lt;br /&gt;
#&#039;&#039;&#039;Blessings of Gork (or Possibly Mork)&#039;&#039;&#039; - Ignore Hull-point loss on a 5-6. Not a big deal, since you&#039;ll still suffer the effects of a penetrating hit, but might keep your plane in the air a bit longer.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
Being the first Codex made for 7E, the Ork Codex gets several Tactical Objectives available only for Orks in the Maelstrom of War missions.  These can replace the normal Capture &amp;amp; Control Tactical Objectives generated by the other armies.&lt;br /&gt;
&lt;br /&gt;
===Codex: Orks===&lt;br /&gt;
*&#039;&#039;&#039;11 - More Dakka:&#039;&#039;&#039; Win 1 VP for destroying a unit by shooting.&lt;br /&gt;
*&#039;&#039;&#039;12 - Get &#039;Em Boss!:&#039;&#039;&#039; 1 VP when the Warlord kills an enemy in a challenge.  If he kills an enemy Warlord, he wins d3 VP.&lt;br /&gt;
*&#039;&#039;&#039;13 - Stomp &#039;Em Boyz!:&#039;&#039;&#039;1 VP if you kill an enemy unit during assault.  If you kill at least 3, you get d3 VP.  If you kill more than 6 enemies, you get d3+3 VP.&lt;br /&gt;
*&#039;&#039;&#039;14 - More Speed!  Go Fasta!&#039;&#039;&#039; 1 VP if three Ork units Turbo-Boost, Flat-Out, or run 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;15 - Grab Da Loot!:&#039;&#039;&#039; Roll a d6.  If you control the objective marker equal to that result, you get 1 VP. (i.e. roll a 5 on the d6, control Objective #5, get 1 VP)&lt;br /&gt;
*&#039;&#039;&#039;16 - &#039;Ere We Go! WAAAGH!:&#039;&#039;&#039; Win 1 VP if you charged an enemy over 10&amp;quot; before modifiers.  If you do this 3 times, you get d3 VP.&lt;br /&gt;
&lt;br /&gt;
These are fun and fluffy, but not really good when you look at them. Controlling an objective can be done by any unit in any turn, while some of these are very situational.&lt;br /&gt;
&lt;br /&gt;
===Waaagh! Ghazghkull===&lt;br /&gt;
*&#039;&#039;&#039;11 - Get &#039;em Lad! Waaaagh!:&#039;&#039;&#039; Win 1 VP if at least three of your units made successful charges during your turn.&lt;br /&gt;
*&#039;&#039;&#039;12 - &#039;&#039;&#039;Da bigger dey are...:&#039;&#039;&#039; Mark the enemy model with the most wounds/hullpoints remaining, gain one VP if you kill it.&lt;br /&gt;
*&#039;&#039;&#039;13 - Kunnin&#039; and Brutal:&#039;&#039;&#039; Choose an objective and the enemy chose one of their units, or chose an enemy unit an the opponent chooses a objective, if you control/destroy one of them during your turn, gain 1 VP, if you control/destroy both, gain d3 VP.&lt;br /&gt;
*&#039;&#039;&#039;14 - Dead kunnin&#039;:&#039;&#039;&#039; Choose and write down an objective number, tell you opponent the number or lie, if you capture it and lied gain 1 VP, d3VP for the truth.&lt;br /&gt;
*&#039;&#039;&#039;15 - Dead Brutal:&#039;&#039;&#039; Chose a number between 1 and 6, if you kill that many enemy units in a single turn, gain that many VP.&lt;br /&gt;
*&#039;&#039;&#039;16 - Show &#039;em whos&#039; da Boss!:&#039;&#039;&#039; Win 1 VP if you destroy an enemy character in a challenge.&lt;br /&gt;
&lt;br /&gt;
==Orky Know-wots (Wargear and Vehicle Equipment)==&lt;br /&gt;
===Basic Weaponry===&lt;br /&gt;
&#039;&#039;&#039;Shooty&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slugga&#039;&#039;&#039; - S4 AP6, 12&amp;quot; pistol. Nothing special. Mostly there to give an extra attack.&lt;br /&gt;
*&#039;&#039;&#039;Shoota&#039;&#039;&#039; - Same profile as a slugga but it&#039;s 18&amp;quot; and Assault 2. Pathetic in small numbers because of Ork BS2, but when fired en masse by a whole mob of Boyz it can cause a hilarious amount of wounds.&lt;br /&gt;
*&#039;&#039;&#039;Big Shoota&#039;&#039;&#039; - S5 AP5, 36&amp;quot;, Assault 3. Basically an Orky heavy bolter that can be taken as a special weapon in some units or mounted on vehicles. Just hope you&#039;re not just pissing in the wind when you fire it.&lt;br /&gt;
*&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039; - A S8 AP3 potshot, special weapon for most units or vehicles and standard for Tankbustas. Best when fired in groups.&lt;br /&gt;
*&#039;&#039;&#039;Skorcha&#039;&#039;&#039; - Basically a heavy flamer, but we&#039;re not complaining &lt;br /&gt;
*&#039;&#039;&#039;Kombi-weapons&#039;&#039;&#039; - Ten points nets you a shoota with a one-use rokkit or skorcha, available for Nob units and most HQs. Better than a regular shoota, at least. &lt;br /&gt;
*&#039;&#039;&#039;Kustom-mega Weapons&#039;&#039;&#039; - Orky plasma weapons at S8 instead of S7, available to Meks and a few other units. Comes in slugga (plasma pistol), blasta (plasma gun but Assault 1 and not Rapid Fire), and kannon (plasma kannon). Remember that you still have Gets Hot!, so you&#039;re just as likely to kill yourself as you are to hit.&lt;br /&gt;
&#039;&#039;&#039;Killy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Choppa&#039;&#039;&#039; - Orky chainsword. Nothing new, but right n&#039;propa.&lt;br /&gt;
*&#039;&#039;&#039;Big Choppa&#039;&#039;&#039; - Available to Nobs and HQs, you get a giant Two-Handed S+2 AP5 axe. Because, y&#039;know, an axe the size of &amp;lt;s&amp;gt;three people swung around by a giant green hooligan can&#039;t even cut through Scout armor&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; Oi!  It ain&#039;t da size uv tree orkz!  &#039;Oo yoo kallin&#039; peepul?&amp;lt;/span&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Power Klaw&#039;&#039;&#039; - Your ace in the hole and the weapon you give to your Nobs and Warboss at nearly every opportunity. It&#039;s just a Power Fist at Sx2 AP2, Unwieldy, Specialist Weapon, but it&#039;s one of your few sources of AP2 weaponry. If your opponent isn&#039;t swamped by the loads of attacks that came before, then your Nob with a Power Klaw will typically be the one that cleans up the rest.&lt;br /&gt;
*&#039;&#039;&#039;Killsaw&#039;&#039;&#039; - Only available to Meks and Meganobz. A chainfist (Power Klaw w/ Armorbane) in saw-form that can be surprisingly effective at mincing vehicles given the higher number of attacks Orks tend to get.&lt;br /&gt;
&lt;br /&gt;
===Unit upgrades===&lt;br /&gt;
*&#039;&#039;&#039;Ammo Runt&#039;&#039;&#039; - Allows model to reroll one To Hit shooting attack. Nifty on a Big Mek or Flash Gitz&lt;br /&gt;
*&#039;&#039;&#039;Attack Squig&#039;&#039;&#039; - Lets model reroll a single melee attack. Nice on a Warboss and not much else. But very expensive and obsolete with Da Lukky Stikk.&lt;br /&gt;
*&#039;&#039;&#039;Bosspoles&#039;&#039;&#039; - Bosspoles now allow you to re-roll the D6 result of Mob Rule, though Breaking Heads result cannot be rerolled and will always make a Bosspole bearer resolve the Breaking of the Heads thereof. Nigh on obligatory. &lt;br /&gt;
*&#039;&#039;&#039;Cybork Body&#039;&#039;&#039; - FnP (6+). Does not stack with painboyz so it&#039;s kinda worthless.&lt;br /&gt;
*&#039;&#039;&#039;Gitfinda&#039;&#039;&#039; - If a model with this doesn&#039;t move, they get BS3 until the end of the turn. Neat little perk for stationary Meks. Note, Slow And Purposeful doesn&#039;t allow you to get this sweet bs3. You need to stay in place regardless.&lt;br /&gt;
**Note that the above definition is exactly correct; RAW, it sets BS to 3, rather than applying a modifier.  As set values happen after all other modifiers, this means a Gitfinda renders you immune to other modifiers, such as several [[Warhammer_40,000/Tactics/Psychic_101|maledictions]] that subtract a value from your BS.&lt;br /&gt;
***While the sequencing rules will help tremendously, expect some [[skub|disagreement]] over the result of multiple modifiers that set value, as usual for Gee Dubs.&lt;br /&gt;
**Likewise, if you manage to scrounge up an additive or multiplicative BS buff from somewhere, a Gitfinda will turn it off if used; note that the Gitfinda effect is compulsory on any model that has one.&lt;br /&gt;
*&#039;&#039;&#039;Warbike&#039;&#039;&#039; - Twin-linked Dakkaguns and all the rules that normal bikes have. including +1 toughness. Turbo-boosting gives it +1 to cover, which can be combined with Jinking to get an amazing 3+ cover save. It&#039;s not like TL Snap Shots really hurt with an Ork&#039;s BS 2 anyway! Best thing ever.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Upgrades===&lt;br /&gt;
*&#039;&#039;&#039; &#039;Ard Case&#039;&#039;&#039; For keeping backfield shooty wagons with killkannons alive. Makes the vehicle no longer open-topped. Used to reperesent your looted rhino.&lt;br /&gt;
*&#039;&#039;&#039;Boarding Plank&#039;&#039;&#039; - If a unit disembarks an open-topped vehicle with this, they get +2 to their charge distance. Very good but costs accordingly.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Ram&#039;&#039;&#039; - Allows re-rolling difficult terrain.&lt;br /&gt;
*&#039;&#039;&#039;Deffrolla&#039;&#039;&#039; - For Battlewagons only. Serves the same purpose as the Reinforced Ram but in addition deals out d3 S10 AP4 hits &#039;&#039;if&#039;&#039; the tank shocked unit makes a Death or Glory attack &#039;&#039;and&#039;&#039; fails to destroy the wagon. Pass on it. Nowhere near its old glory. You&#039;re better off getting a reinforced ram and wreckin&#039; ball to try and take out enemy armour close range.&lt;br /&gt;
*&#039;&#039;&#039;Extra Armour&#039;&#039;&#039; - Even a grot knows what this is! Great on anything that can&#039;t afford to spend a turn sitting still. Though, it might be more effective to get a back-up truck for the points spent on this upgrade.&lt;br /&gt;
*&#039;&#039;&#039;Grabbin&#039; Klaw&#039;&#039;&#039; - Allows the vehicle to prevent a single enemy vehicle within 2&amp;quot; of the Klaw from moving during their movement phase on a roll of 4+. Flyers and Skimmers may not be targets, however. Used exclusively by the Battlewagon at a meager 5 points, it&#039;s worth taking.&lt;br /&gt;
*&#039;&#039;&#039;Grot Rigger&#039;&#039;&#039; - These grots now confer It Will Not Die, which definitely adds to survival for vehicles. Fantastic on walkers...if only they didn&#039;t suck so hard to begin with.&lt;br /&gt;
*&#039;&#039;&#039;Stikkbomb Chukkas&#039;&#039;&#039; - Unit is treated as having stikkbombs when disembarking. Very meh. Note that it counts as a weapon, so the vehicle can fire a stikk bomm at the enemy. &lt;br /&gt;
*&#039;&#039;&#039;Red Paint Job&#039;&#039;&#039; - +1 to Flat-Out movement, which is always a plus. Or useless. Depends on how you look at it. &lt;br /&gt;
*&#039;&#039;&#039;Wreckin&#039; Ball&#039;&#039;&#039; - A surprise 3&amp;quot; Assault d3 S9 AP4 attack. Gimmicky, but fun if you actually wreck a vehicle with it.&lt;br /&gt;
&lt;br /&gt;
===Gifts of Gork &amp;amp; Mork===&lt;br /&gt;
&lt;br /&gt;
They are unique, and a model can take only one gift of Gork and Mork. (There seems to be some discussion about this. Don&#039;t delete it, read your rulebook again and go to the talk page[http://1d4chan.org/wiki/Talk:Warhammer_40,000/Tactics/Orks%287E%29#Relics_can_take_only_one_discussion] to discuss why you think this has to be something else if you want to change it )&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Da Finkin Cap:&#039;&#039;&#039; Give your warlord an additional Warlord trait from the Strategic table.  With two WTs being unsuitable for Orks, and a third only being useful on certain maps, it&#039;s probably for the best to ignore this.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take&#039;&#039;&#039; Are you nuts? This thing is great. Strategic traits are da best. You probably have a reroll on it, and it is dirt cheap. Can really be a huge buff for the entire army for just 10 pts!&lt;br /&gt;
*&#039;&#039;&#039;Gazbag&#039;s Blitzbike:&#039;&#039;&#039; Bigger bike with S6 AP3 Twin-Linked guns (read the text above the stat line), can turbo boost 18&amp;quot;, granting the rider +1 cover save while turbo-boosting.  Now you can make your own [[Wazdakka Gutsmek]]!&lt;br /&gt;
*&#039;&#039;&#039;Da Lucky Stikk:&#039;&#039;&#039; Like a bigger Waaagh banner but does not stack with one. Grants +1 WS to the unit, and allows the bearer to re-roll any to-hits, to-wounds, or saves that he likes! Unfortunately if he fails any three of these rolls (in any combination) in a single turn, the bearer drops down dead and is removed as a casualty. Hilarious for beefing up Slugga and Shoota boy WS, since the HQ carrying this can be attached to literally any infantry unit. And can make your own 2+ re-rollable mega-character. Or 3+ re-rollable cover biker character. &lt;br /&gt;
*&#039;&#039;&#039;Headwoppa&#039;s Killchoppa:&#039;&#039;&#039; Strength +2, AP5, Rending. To wound rolls of 6 cause instant death (in addition to AP2 from rending).  It&#039;s pretty goddamn vicious in ways only Genestealers know. However, you&#039;re better off with a regular PK most of the time. But still not bad and looks cool.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take&#039;&#039;&#039; This thing is great for taking on monstrous creatures. Get your warboss sat on a warbike and put this in his hands then let him loose towards tervigon and the like and take advantage of our glorious (and surprising to opponents) initiative 4. Get a lucky 6 or two and you can chop their heads off and mount them to your bike before they&#039;ve even noticed you&#039;re there.&lt;br /&gt;
*&#039;&#039;&#039;Da Fixer Upperz:&#039;&#039;&#039; Big Meks only; [[Fail|Though the rules say Meks can take it, Meks can&#039;t take Gifts of Gork and Mork]]. Like the Mek&#039;s tools, but fixes stuff on 3+, which comes into play especially when involving heavy stuff like Stompas, Orkanauts and Battle Wagons.&lt;br /&gt;
*&#039;&#039;&#039;Da Dead Shiny Shoota:&#039;&#039;&#039; Assault 6, Twin-Linked Shoota at a knock down price of only 5 points! If you&#039;re not taking any of the pretty damn good selection above this is obligatory. Its downside is that any misses (after the TL reroll) must be rolled again, any 1s hit the closest friendly unit (not your own) within 6&amp;quot;, so basically no downside, but a right proper &#039;&#039;&#039;ORKY&#039;&#039;&#039; one.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Warboss:&#039;&#039;&#039; Any respectable Ork army should have one of these bad boys. The Warboss is a monster in close combat and he&#039;s also a tough nut to crack with T5 (T6 on a bike) and 3 wounds. He has a huge wargear selection as well and can fulfill a few different roles in any Ork army. Remember that you need a model with the WAAAGH! special rule to actually be able to call one. The boss has two options for weapon upgrades: The Power Klaw and the Big Choppa. Take the Klaw. Attacks at S10 AP2 are just way too good to pass up. Just keep in mind that you will be attacking last, so remember that before you go running into a challenge only to be killed before you can rip him apart. The Big Choppa &#039;&#039;could&#039;&#039; be a decent alternative, as S8 attacks on the charge is nothing to scoff at and it costing only five points, but apparently a gigantic chainsaw axe being swung by a very pissed-off hulking green brute can&#039;t go through decent armour unless it&#039;s the chaos berzerker version.. The thing&#039;s only S +2, AP 5. Compared to Klaw&#039;s ded killy S x2 AP 2.&lt;br /&gt;
**&#039;Eadwoppa&#039;s Killchoppa finds it&#039;s home here, as getting to use the full initiative of a warboss with the potentials for rending and instant-death might make it a viable alternative over the standard klaw.  If you know your opponent has lots of Monstrous Creatures, &#039;eadwoppas truly shines.&lt;br /&gt;
**Mega armor grants a 2+ armor save to the boss and gives him a Power Klaw, Twin-Linked Shoota, and Slow and Purposeful, all for 40 points. Definitely worth the cost. He does great with a unit of either Nobz or Meganobz in a Battlewagon, leading a huge mob of Shoota Boyz on foot in a Green Tide army, or letting a squad of 15 Lootas fire at full BS while moving with Slow and Purposeful while tanking any hits. Combined with Da Lucky Stikk (and only using it to re-roll armour saves) the bearer is effectively invincible to non AP2 weaponry - chances of failing a 2+ save with a re-roll are 1 in 36.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Big Mek:&#039;&#039;&#039; A versatile HQ less suited to direct combat, the Big Mek&#039;s role in an army is largely defined by one of two upgrades he&#039;s able to take, the Shokk Attack Gun or Kustom Force-Field, described below. While he&#039;s no slouch in close combat (he&#039;s a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible.  Note that he&#039;ll have only one Close-Combat Weapon, but can take the Big Choppa for a meager 5 points.&lt;br /&gt;
**&#039;&#039;&#039;Shokk Attack Gun&#039;&#039;&#039; - Hoo boy, this thing is a &#039;&#039;[[skub|doozy.]]&#039;&#039; We have an Ordinance pieplate at AP2 where you have to roll 2d6 for the Strength. However, if you roll a double you&#039;ll have to consult a table to see what happens, most of the results being pretty bad. But overall it&#039;s not a bad weapon; an AP2 pieplate at any strength is nothing to scoff at, and at even S4 its capable of evaporating Space Marines. Recommened to be paired with either Grots as cheap meatshields or Lootas for a pretty nasty firing line.&lt;br /&gt;
::: &#039;&#039;&#039;1,1:&#039;&#039;&#039; The Big Mek dies instantly i.e remove the model as a casualty. Better luck next time, ya grot.&lt;br /&gt;
::: &#039;&#039;&#039;2,2:&#039;&#039;&#039; Your opponent chooses the target of the blast. Assume LoS and range still count towards this and that your opponent isn&#039;t [[That Guy]].&lt;br /&gt;
::: &#039;&#039;&#039;3,3:&#039;&#039;&#039; Resolve the shot on the nearest unit, be it yours or an enemy. Let&#039;s hope it just hits a pile of Gretchin instead of your juicy Boyz.&lt;br /&gt;
::: &#039;&#039;&#039;4,4:&#039;&#039;&#039; The blast becomes a small one and is resolved at S6, AP6. &#039;&#039;[[Meme|Pathetic]]&#039;&#039;&lt;br /&gt;
::: &#039;&#039;&#039;5,5:&#039;&#039;&#039; No shot is fired, rather your Big Mek zooms to the target in question and is considered locked in combat. While unintentional and very detrimental in the long run, if your Big Mek has a Power Klaw it can be a hilarious way to tie up a unit and whiddle them down, granted he doesn&#039;t die in the first Assault phase.&lt;br /&gt;
::: &#039;&#039;&#039;5,6:&#039;&#039;&#039; Only non-double result. The shot is considered S10, but only the model under the template hole is hit.&lt;br /&gt;
::: &#039;&#039;&#039;6,6:&#039;&#039;&#039; &#039;&#039;Awww yeah.&#039;&#039; The shot has the [[Awesome|Vortex]] rule. As long as it doesn&#039;t scatter, whatever poor bastards that will be hit cease to exist. The blast remains in play for a while and scatters randomly, so keep in mind that it&#039;ll be a huge environmental hazard later on if you wish to charge forward.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Force Field&#039;&#039;&#039; - Now changed to a flat 5++ invulnerable save against shooting for every model within 6&amp;quot; of the Big Mek. What makes this utterly invaluable is that this invulnerable save transfers over to a transport if the Mek is inside it. Keep in mind this is the ONLY invulnerable save (well, except Badrukk&#039;s armour plate) in the Ork codex, and of fucking course it only works against shooting attacks. &lt;br /&gt;
**Taking Mega Armor on a Big Mek really depends on personal taste; do you want a Big Mek in the back lobbing artillery or do you want him on the front lines? Keep in mind you can stack saves and make him pretty bulky: with KFF you have a 2+ armor save and 5++ against shooting. As with the Mega Armored Warboss, you can confer Slow and Purposeful onto Lootas or Mek Gunz, making them move and fire at full BS. And with the KFF, they all now have a Daemon save against shooting. &lt;br /&gt;
***&#039;&#039;&#039;Tellyport Blasta&#039;&#039;&#039; - If your Big Mek does have Mega Armour, he can take one of these, which is a shoulder mounted S8, AP2 Blast weapon that causes instant death or auto penetrating hits on any to-wound rolls of 6.  However the range is the same as a standard pistol- one bad scatter (bear in mind the standard Orky BS2) and you could be blasting your own Orks. Slow and Purposeful justifies this as you can freely move and shoot it. Just remember that if you&#039;ve already invested in Mega Armour and this thing for a Big Mek, you might as well give him three Ammo Runts to make sure your gambit pays off.&lt;br /&gt;
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*&#039;&#039;&#039;Weirdboy:&#039;&#039;&#039; Weirdboyz are your Psyker. Clocking in at 45 points for a Nob with a Force Staff, the Weirdboy is fairly cheap. Furthermore, they have a special rule where if they&#039;re within 12&amp;quot; of 10 or more Orks, they generate an additional Warp Charge, yet should they fail to successfully manifest a power that turn, they take an S2 hit...So even before you upgrade, 45 points for 2 Warp Charge seems really good, and yet despite this, the Weirdboy is **Not** a priority HQ choice for many Ork armies, unlike in other Psykers. This is because they don&#039;t have access to any of the base rulebook disciplines besides the Daemonology ones (Sanctic and Malefic), they compete slotwise with Painboyz, Meks and the Warboss, and they don&#039;t have any actual options available to them other than upgrading to ML 2. Most notably, this means they cannot take a Bike, which severely limits their own mobility and ability to get into ideal positions to use their deadliest powers. If you really want to use Weirdboyz, the simplest option is to just run them as an HQ-filler/&amp;quot;Squad Support&amp;quot; weapon. 2 dice plus whatever you get from the D6 from harnessing warp should be enough to toss a Eadbanger here and there, while not slowing down the Mob from running or doing their own thing. &lt;br /&gt;
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*&#039;&#039;&#039;Painboy:&#039;&#039;&#039; Yup, he&#039;s an HQ now, and there was much [[skub|rejoicing.]] Priced 50 points for a Feel No Pain in a squad of your choice. Can take a Warbike to keep up with those faster squads and give him something to shoot, considering he has no ranged weapons. This is the reason why you should take the Ork Horde detachment: to snag a Painboy in that third HQ slot. &lt;br /&gt;
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*&#039;&#039;&#039;Mekboy&#039;&#039;&#039;- Basic Mekboys can still be taken as free upgrades to loota/burna units. They can now also be taken by themselves as a free HQ slot for every other you have filled, and must be attached to a unit.  Still a very, very cheap way to repair vehicles with the added advantage of being more plentiful, especially since they can equip Grot Oilers. You can throw it in a mob of Boyz to keep your Nob out of dangerous challenges. Come standard with a Choppa and Slugga, but can take an absurd amount of weaponry: Kustom Mega-sluggas and Blastas, Rokkits, Kombi-weapons, and a Kill-saw. A Kill-saw can make the Mek a nasty little thorn to suck up challenges and hopefully chew some holes in some vehicles.&lt;br /&gt;
**Note: The Mek is still an HQ slot, and thus could be taken as your mandatory HQ for a CAD. Though you would not get the option for another Mek, this can be useful for any &amp;quot;second detachment&amp;quot; where you wish to increase your slots and wish to save points. &lt;br /&gt;
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====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Kaptin Badrukk&#039;&#039;&#039; - The Flash Git Kaptin that we&#039;ve had a model for for a VERY long time, but until now had no unit to stick him with. He&#039;s basically a Nob with +1 WS and +1 attacks. He doesn&#039;t have any other special rules unique to himself other than his wargear, which comes with the standard Slugga/Choppa configuration, along with scavenged Power Armour and force field bitz for the 3+/5++ saves. He also has a Kustom Ogryn Ripper gun that is essentially an Assault 3 Plasma gun. He&#039;s not bad, being survivable allowing him to reroll his saves from Gets Hot, and if Gitfinda isn&#039;t doing the trick, a few Ammo Runts can help.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; The jolly Kaptin&#039; is sadly overcosted for what he does. A Warboss with a Eavy Choppa, Gitfinda and Gazbag puts out the same amount of shots at the same but twin-linked, and costs less points to boot! Sure, Badrukk is AP 2 instead of 3, but the Boss is tougher, more mobile, can provide board presence, and there are no real units worth attaching Badrukk to. The only other AP 2 shooting in the codex generally prefers to stay in the Ork player&#039;s backfield, while Badrukk costs the same as an entire unit of Flash Gitz alone. Plus, to choose Badrukk as a Warlord means forfeiting the ability to Waaagh, which is just plain un-Orky.&lt;br /&gt;
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*&#039;&#039;&#039;Mad Dok Grotsnik&#039;&#039;&#039; - Grotsnik is an interesting character. His profile is -1 Strength away from being a Warboss and his &#039;&#039;&#039;One Scalpel Short of a Medpack&#039;&#039;&#039; rule got better, so he no longer runs about the battlefield in circles. Instead, he makes a unit Fearless and grants them Rampage, on top of Feel No Pain from the Dok&#039;s Tools. Despite that and a nice T5, he&#039;s only I3 (Power Klaw is Unwieldy anyway) and 4+ armor, so any schmuck with a power maul could kill him. &#039;&#039;Do not&#039;&#039; try to put him in a challenge with a beefed up captain or chaos lord. He will get smashed, guaranteed. He&#039;s mostly meant as a pseudo-[[DISTRACTION CARNIFEX]]  and melee anvil with a pack of Nobz.&lt;br /&gt;
**While One Scalpel Short of a Medpack all sounds cool on paper, &#039;&#039;Rampage&#039;&#039; only activates when the squad is outnumbered and this is only really going to happen to Orks when fighting against Guardsmen or Nid blobs or if he joins Nobz. If the Orks find themselves outnumbered by other forces it&#039;s typically a sign that the combat has not gone very well for them already and they should expect to see more boyz drop, so therefore being Fearless with Rampage guarantees an [[Awesome|Epic]] Last Stand in a small unit with a fair bit of bite. IF you take him, make sure you dedicate that unit to getting stuck in, as he can&#039;t leave a unit he&#039;s joined to until it&#039;s entirely dead.&lt;br /&gt;
***Can be devastating if you pair him with a barebones unit of Meganobz. You&#039;ll number at four guys, whereas most infantry units have five or more guys. Unless you&#039;re running up against MCs, you&#039;ll be outnumbered and get Rampage like 75% of the time. And on the charge, you&#039;ll have 21-29 S9 AP2 attacks if you&#039;re outnumbered. Kit them out with killsaws for maximum damage and to compensate for those times when you&#039;re not outnumbered, for a maximum of 24-32(!) attacks on a charge with Rampage. Plus Fearless and FNP keeps those MANz on the table much longer.&lt;br /&gt;
*&#039;&#039;&#039;Boss Zagstruk&#039;&#039;&#039; - Boss Zagstruk is a &amp;quot;cheap&amp;quot; HQ, costing only slightly more than a naked Warboss. With a Rokkit Pack and Eavy Armor, his unique power is that his Hammer of Wrath attacks are S8 AP 2; this mainly exists to punish enemy armies where characters are forced to accept Challenges. In practice, Zagstruk is a backfield vehicle hunter and charge supporter, able to assume a low model profile before using the Waaagh to benefit from a large threat range; six Strength 6 attacks are a reasonable threat vs most vehicles. That said, Zagstruk is generally not seen compared to using the second HQ slot for a Big Mek or Painboy, though he has utility as an &amp;quot;assassin.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Grukk the Face-Rippa (Stormclaw):&#039;&#039;&#039; Now the only footslogging Warboss special character since Zagstruk and Badrukk are both just big Nobs &#039;&#039;(pun intended)&#039;&#039;. Grukk isn&#039;t half bad though. As for a generic character with equivalent gear it&#039;ll cost you 119 points, for the extra 11 points Grukk gets &#039;&#039;true&#039;&#039; (5+) FnP and his power klaw has the &#039;&#039;Shred&#039;&#039; USR and his warlord trait is fixed as Bellowing Tyrant which helps his army deal with the now more perilous morale checks. Grukk would be a staple in games of 1000 pts or below, if only he wasn&#039;t a rare model... which means make your own, scour EBay, or look for Chinese recastors. GW now has a pack with this guy and pack of Nobz for about $50, not bad.&lt;br /&gt;
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*&#039;&#039;&#039;Zhadsnark &#039;Da Rippa&#039; (Forge World):&#039;&#039;&#039;  People used to call this guy the better Wazdakka, now he&#039;s the ONLY biking special character left. He has twin Big Shootas, a power klaw at normal initiative (Space Marine no less!) and he can choose to Turbo Boost &#039;&#039;and then Tank Shock&#039;&#039; a unit (just don&#039;t try to figure out how this works vs vehicles). He also gets to take warbikers as troops, no surprise  this is one of the only character that still does this. But, he comes with a catch: No Deff Dreads, Kans, or Big Gunz (Big gunz are no longer in the codex Mek gunz are...) This means he must be used as a close combat shock unit, and needs a warbiker or nob-biker retinue. His lack of an any kind of decent save (he has a T-shirt save) or Eternal Warrior makes, and his high point cost makes him risky for competitive play. His rules are never updated to 7th so he does not have the &#039;ere we go special rule. Read your rulebook again to know just how sad this is. &#039;&#039;&#039;Note that this is the ONLY way to still get bike troops.&#039;&#039;&#039;&lt;br /&gt;
** Alternative take: though his armour is paper, he has the Jink special rule, which, along with the Skilled Rider USR, offers a nice, 3+ cover save. Not something to rely on against Tau, and Ignore Cover weaponry, but with a unit of scouting warbikes, immune to dangerous terrain test, and rolling in 3+ cover can be a nasty surprise.&lt;br /&gt;
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*&#039;&#039;&#039;Mek Boss Buzgob (Forge World):&#039;&#039;&#039;  Hoo boy, its Buzzgob. The poster boy of the entire IA volume, this dude is full of win but has not aged well overall. First off he is more expensive then a warboss. His entire statline is better than a Big Mek. He comes with &#039;eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs around in an orky Full Tech Harness, the Mek Arms. They give him D3 attacks on the charge &#039;&#039;in addition&#039;&#039; to the +1 he gets normally. Unfortunately this makes him a close combat monster against hordes and unarmored unit. Then he lacks Cybork Body and Eternal Warrior, which means he dies to Railguns/Lascannons very quickly. He has to be the warlord and has a horrible warlord trait that makes nearby dreads scoring only does a thing in the dreadmob list where troop dreads don&#039;t score. So who does really want to spend so much points on a mek with buffed stats but no good weapons or good extra abilities such as good repair rols or a foce field. The trick is to put him in his transport with a mek(boy) retinue to ensure his success. The update is using the older codex as a reference so he does have the WAAAGH special, making him the ONLY non-Warboss model that can call a WAAAGH. Buzgob is also famous for smuggling a MEK STOMPA into Appocalypse or similar &amp;quot;larger games&amp;quot; for a bargain. Previously we all had to agree that our regular game size fits in that category, agree on using  dubious source and ignore the fact that FW admitted that it was an oversight. Nowadays we have the ITC ruling who does this for us. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skalk Bluetoof (Forge World):&#039;&#039;&#039; Missed because he only gets mentioned much later in IA8, but unlike all of the other special campaign characters, he &#039;&#039;does&#039;&#039; have a listing as an HQ choice for a normal Orks army. He&#039;s an old wily Death Skull and has -1 Strength compared to a normal Warboss and also misses out on &amp;quot;Ere we go&amp;quot; because it&#039;s from an older version of the rules. However, he has Eternal Warrior due his luckiness, a Kustom Mega Blasta that only Meks usually get and his army may take a mob of Lootas as a [[Awesome|Troops]] choice because of the Deathskulls penchant for nicking everything. As a final bonus, he and a squad of Nobs may be mounted on &amp;quot;Bonemuncha&amp;quot; (a Gargantuan Squiggoth) as a unit option &#039;&#039;&#039;not&#039;&#039;&#039; a Lord of War choice. Bonemucha is a trap, don&#039;t use it Gargantuan Squiggoths are hugely overcosted compaired to other gargantuan creatures * cough wraithknights cough, knights*&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Boyz&#039;&#039;&#039;: Basic unit and right proppa. Most times, regardless of what kind of list you run, Boyz are the core of your army. With a mediocre Ld of 7 be prepared to babysit them with a Warboss or a Big Mek, and unlike previous editions, buying a lot of boyz doesn&#039;t help with this. Without FnP or &#039;Eavy Armor they will go down due to Leadership and a paltry 6+ t-shirt save. Still, 6 points per T4 boy isn&#039;t bad, 7 if you upgrade to shoota boyz. &lt;br /&gt;
**&#039;&#039;&#039;Shootas or sluggas?&#039;&#039;&#039; It&#039;s not so apparent in 7th Edition as sluggas do have their advantages like costing less, not shooting the enemy out of charge range and with the return of the old WAAAAGH! you&#039;ll find yourself running instead of shooting way more often. However, shoota mobs are far more versatile and can still beat the majority of whatever they face in close combat, by sheer weight of numbers since the difference between a slugga and a shoota boy is just one attack. A very interesting phenomenon is that your opponent will have a tendency to ignore Shoota Boyz in favour of attacking other [[DISTRACTION CARNIFEX|apparently]] greater threats, due to the &#039;&#039;(true)&#039;&#039; perception of Orks being a melee army and its basic shooting not worth shit, especially now that everything scores it becomes less imperative to take out the Troops units first. Shoota Boyz have 1 less attack than Sluggas but still get all the other rules and can of course have a kitted out Nob &#039;&#039;(see below)&#039;&#039;, so that 1 point upgrade can actually save your unit more than it costs in psychological tricks. Also, there are free stikkbombs now, for what little good they do. Here&#039;s a basic rundown of your options:&lt;br /&gt;
***&#039;&#039;&#039;Slugga Boyz:&#039;&#039;&#039; Boyz with a Slugga and a Choppa.  They&#039;re not too great in the Shooting phase, the Slugga&#039;s only there to give them +1 Attack and to give them something to do as they charge toward the enemy.  They&#039;re awesome on the charge; 4 Attacks per model, at Strength 4, will handily rip apart infantry of all flavors. Just remember that everyone goes before you, except Unwieldy Weapons . Also, the world&#039;s greatest [[Tarpit|tarpit]]. One point cheaper than shootas. Try to stick to the theme. If you run a footslogging army, you&#039;re better off with the majority of them footslogging, if you&#039;re aiming for lightning assault, stick them in transports. &#039;Ere We Go, the new Waaagh! and boarding planks made getting into combat easier than ever. Getting your boyz stuck in by turn two is entirely possible. Sluggas have become a thing once more. It is suggested to add high leadership HQs, Painboys, or &#039;eavy armor as Trukks are still fragile and with explosions being S4 they will likely have to take two leadership checks one for pinning and one for losing 25%. NEVER buy any ranged weapon upgrades for slugga boyz, they are a waste of points since they can&#039;t be used in close combat. Generally speaking, if you are foot-slogging boyz, you want to have majority be sluggas in order to keep the price down.&lt;br /&gt;
***&#039;&#039;&#039;Shoota Boyz:&#039;&#039;&#039; 1 point per model upgrade. Sure, every other git shoots better than you; don&#039;t cry, all your weapons are Assault. Who sez we&#039;re stupid; shoot &#039;em, charge &#039;em, let the Grots clean up the mess. Also, Shootas are Assault 2, and have an 18&amp;quot; range, meaning you can still bring the dakka even if those gitz with Rapid Fire weapons can&#039;t. If you have a mob of 30 boyz with Shootas, bring a bucket of dice. 60 shots means roughly 20 hits, usually 10+ wounds. Getting charged? No problem! Overwatch will help you out a little. Bring some Big Shootas along for even more fun. Put &#039;em in a Trukk with Reinforced Ram and Red Paint Job. Watch your opponent cry as your effective range goes from 18&amp;quot; to 31&amp;quot; with 24 shots. Just remember that Snap Fire makes you worse shots than usual. &lt;br /&gt;
**&#039;&#039;&#039;Mob size&#039;&#039;&#039; - The recommended sizes for fielding Boyz is 12/20/30, depending on the point value you&#039;re playing and/or if you&#039;re using the Orks organization chart. Generally speaking, though, you&#039;re still playing Orks, so more orks is always better. Conventional wisdom says that the only reason you ever take less than the full 30 boyz is because 30 don&#039;t fit in a battlewagon or a trukk.&lt;br /&gt;
**&#039;&#039;&#039;Upgrades&#039;&#039;&#039; - Quit mucking&#039; about. You gitz is always muckin&#039; about.&lt;br /&gt;
***&#039;&#039;&#039;Nob&#039;&#039;&#039; - Always bring a Nob, even if it is just to have a character in your mob to make the Mob Rule less punishing (rolling a 3 or 4 means you auto fail the check if there is no character in the unit). Give him a Bosspole and a Power Klaw, though the Bosspole is not as mandatory as it was before, as it only allows you to reroll on the Mob Rule table rather than rerolling Ld checks, but it&#039;s better than nothing. And the Power Klaw is still our Swiss army knife. Never leave home without one. It will handily krump gits of all sizes, including ones hiding in metal boxes. The Nob has access to the ranged weapon options and can take a shoota for free.  As the Klaw is a specialist weapon and the Big Choppa is 2 handed there is no CC advantage to taking a slugga on your nob over the shoota.  Well done gitz you just got yourselves an extra shot! &lt;br /&gt;
****&#039;&#039;&#039;Note&#039;&#039;&#039; - In 7th, if the challenger does not kill a Nob (in the case of things like distraction guard sarge), all of that nob&#039;s overkill hits the squad, so really no big deal. If you are worried about losing a nob challenges, add a cheap, bare-bones mekboy in the squad to accept challenges so your nob can use his power klaw on the rest of those poor gitz.&lt;br /&gt;
***&#039;&#039;&#039;&#039;Ard Boyz:&#039;&#039;&#039; A 4+ armour save upgrade, making your boyz much more durable. Can get expensive, however, especially in high numbers. No limitation anymore. When you run out of HQ slots for Painboyz to give your boyz some much needed protection from the Mob Rule table, upgrading a mob with &#039;Eavy Armour has become a viable option since it triples your chances of surviving hits from it. Combine with a Painboy for a nigh unkillable tarpit. This upgrade is usually better for the Slugga boys, who are more likely to be shot at. A full mob of Sluggas charging down at something, with 4+ armour save protecting them, will bring down anyone not lucky enough to have power weapons or en masse rending, or give sluggas that added bit of survivability to win shoot outs with other basic infantry. With luck, it is possible for them to take out a full squad of assault terminators (except that 4+ armour does not help anymore than 6+ against AP3 lightning claws or AP2 thunderhammers...). This is almost required if you are running Trukk Boyz, as the the 4+ armour will make it to when that trukk explodes your boys can practically laugh it off. Beware of AP4, if you go up against anything with AP4 you might as well forgo the armour for t-shirts with silly phrases on them, they&#039;ll fare just as well. &#039;Ard Shootas are better for use at holding objectives since they have that extra +4 and can keep the enemy away/at bay for a bit. Especially useful  with objectives that have little to no cover around them, and if you&#039;re running Orks your opponent is gonna NOT want your ladz to have any cover when holding.&lt;br /&gt;
***&#039;&#039;&#039;Rokkit Launchas&#039;&#039;&#039; - Rokkits are dirt cheap now, at 5 points. If you have points lying around, feel free to bring a few in a slugga unit. Don&#039;t count on them to kill anything reliably, but the added AP3 firepower is nice against MEQs in a mob full of sluggas.  Since they are mutually exclusive with Big Shootas, never take on a shoota unit.  One can be taken for every ten models in the unit.&lt;br /&gt;
***&#039;&#039;&#039;Always use Big Shootas on Shootas&#039;&#039;&#039; - Big Shootas reach out and touch the enemy while you&#039;re mucking about, and are 5 points apiece, like the Rokkits they are mutually exclusive with. Going from a Shoota to a Big Shoota costs less than adding another Shoota to the unit by 2 points (5 instead of 7), and shoots 150% the dakka at 200% the range, 125% the strength, and 200% the effective penetration.  In fact, Big Shootas also outperform Storm Bolters in every way, while costing what dem kanned &#039;umies usually have to pay for them.  Big Shootas give you options to return fire at units like Dark Reapers/Devs/Warp Spiders or simply rake troops on the opponent&#039;s line with your objective holders.&lt;br /&gt;
****Rokkits and Big Shootas are the same cost for Slugga and Shoota Boyz, meaning a Big Shoota boy in a Slugga unit costs a point less than one in a Shoota unit, and likewise for Rokkit Launchas.&lt;br /&gt;
*&#039;&#039;&#039;Gretchin:&#039;&#039;&#039; Dirt-cheap and expendable, usually used as screening units for infantry, holding objectives while your Boyz do the fighting, or for tying up more dangerous units in assault. Gretchin are one of those diamond in the rough units, with a low points cost and low footprint, your enemy will time after time ignore these guys. Especially in multiple objective games, chuck your objective in a piece of terrain (preferably in the heart of a ruin) and your opponents will likely be distracted with the sea of Orks. Total up your objectives at the end of the game, and let your opponent know that they forgot that one objective held by ten Grots. Their ranged attacks can actually do a decent amount of damage to enemy infantry, owing to the Grots&#039; higher Ballistic Skill, as well as the volume of shots coming from a large unit. If you&#039;re fielding big units of footslogging boyz, you NEED to field Gretchin to protect them from incoming fire and Overwatch. If you&#039;re doing a mob list, these guys are essential as 5/6 games now have objectives, and leaving a mob behind doing nothing will lose you games. ALWAYS TAKE THEM. Laugh your fucking ass off when one Gretchin kills a terminator on overwatch and earns back his entire squad&#039;s points. Also brilliant cover campers, as most barricades/ aegis defence lines completely hide them.&lt;br /&gt;
**&#039;&#039;&#039;Rustgob&#039;s Grunts (Stormclaw)&#039;&#039;&#039; - &#039;&#039;Overcosted for no reason&#039;&#039;. it&#039;s just a normal Grot mob with a Squig Hound and grabba stick.  Costs 5 points &#039;&#039;more&#039;&#039; than just building the same unit manually.  Never field this.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Burna Boyz:&#039;&#039;&#039; Orks with Burnas, 7th edition put Burnaboyz in a somewhat awkward spot due to the changes to casualty allocation; you no longer can &amp;quot;clip&amp;quot; a few models from an enemy squad in order to pile on casualties. They also compete with Tankbustas and Meganobz while lacking the all-comers combat potential of either. The *main* reason to take Burnaboyz in 7th is because you can swap out up to three of them for Mekboyz; keep them safe and you have a relatively reliable &amp;quot;mechanic&amp;quot; unit that can do spot cover-flushing in a pinch.&lt;br /&gt;
*&#039;&#039;&#039;Tankbustas:&#039;&#039;&#039;  Orks with Rokkit Launchas. Your primary anti-tank/MEQ infantry unit, Tankbustas have Tank Hunters and their special rule &#039;&#039;&#039;Glory Hogs&#039;&#039;&#039; grants an extra Victory Point if the Ork player uses them to First Blood against an enemy vehicle. That said, even though the Glory Hogs is fairly situational, they are one of the few reasonably-costed units in this Codex, and with the entire unit possessing Rokkit Launchas and Tankbusta/melta bombs, they do a pretty good job at trashing vehicles. Their models are horribly expensive when buy the official box; convert as many as you can.&lt;br /&gt;
**&#039;&#039;&#039;Loadout:&#039;&#039;&#039; Not too many options other than their unit size. You have the option to give Bomb Squigs to up to 3 models, or to have two models swap their Rokkit Launchas for Tankhammers. Tankhammers are essentially an Unwieldy melee-profile Rokkit Launcha, with the addition of a single one allowing the unit some additional punch in melee; however, they are expensive. Bomb Squigs on the other hand are strongly worth considering, serving as a one-shot S8 AP 4 hit that always hits on 2. Since AP 3 does not benefit weapons vs vehicles, taking the maximum of three Bombsquigs is barely more than the cost of a single Tankbusta, and gives the unit that much more reliability; after all, their lack of armor means that you cannot bank on a Tankbusta unit getting more than one good turn to shoot. &lt;br /&gt;
**&#039;&#039;&#039;Taking a Nob&#039;&#039;&#039;: Tankbusta nobs get more out of big choppas than nobs in any other unit. Given that the mob they&#039;re leading has all AP 3 all the time, they aren&#039;t exactly desperate for help vs MEQs and wreak most things with AV in assault anyway, which takes away from the Power Klaw being as much of a must-have as with most other mobs. Big Choppas, on the other hand, give an extra edge in thinning mobs with their strength bonus and AP 5, which helps a comparatively small mob of boyz kill guardsmen and the like fast enough to keep from being overrun. Even if the likes of Land Raiders and Ironclads are out of reach for the nob (taking a weapon on the Nob doesn&#039;t remove his Tankbusta Bombs, so he can still attack Land Raiders and the like), the rest of the mob also has tankbusta bombs and several tank-hunting s 6 or 7 hits mean he can still contribute to bustin&#039; tanks with the rest of the lads.&lt;br /&gt;
**&#039;&#039;&#039;Transport:&#039;&#039;&#039; Tankbustas want a Transport. They are fragile, and a Tankbusta unit deployed in the open has a giant target painted on them. If your opponent agrees to Forgeworld, the Gunwagon is the most efficient option for this purpose as it can be squadroned and has really good durability for its cost. Otherwise, it&#039;s a tossup between the Battlewagon and the Looted Wagon; Trukks sadly remain too fragile for their cost.&lt;br /&gt;
*&#039;&#039;&#039;Kommandos:&#039;&#039;&#039; Orks in camo. They&#039;re basically 10-point Slugga Boyz with Infiltrate, Move Through Cover, Stealth, and access to Burnas. The models look great but they are finecast and really expensive, so just convert some of your own out of boyz. Good siphon unit when infiltrating in squads of 5-10 with minimal upgrades (nob w/ bosspole), forcing your opponent to shoot at them on the first turn. Even if you don&#039;t have any good spots to hide them in your opponent&#039;s deployment zone, just throw them 6&amp;quot; ahead of your other boyz to give them a head start while providing cover saves like grots. If you want to run big squads of kommandos with all the shiny toyz your best bet is to outflank them to create some mid-late game pressure when your opponent is already busy dealing with the rest of your army. You can take two special weapons as Burnas, Big Shootas, or Rokkit Launchas in any order. Rokkits are a tad unreliable considering you only have two shots per turn, so it&#039;s recommended that you take Burnas to make the most out of being behind their juicy flanks.&lt;br /&gt;
**&#039;&#039;&#039;Boss Snikrot:&#039;&#039;&#039; Is now an independent character and is his very own Elites choice [[Sly Marbo|all to himself]], though if you have a squad of Kommandos he does not take up an Elites slot. If you attach him (and NO OTHER character) to the Kommandos and keep them in reserve, they can come on from any board edge and gain Shrouded on the turn they arrive; attacking the enemy from their rear is always great fun but since you can no longer assault out of reserves, but Shrouded should back you up from at least a few of these hits. Once again though he&#039;s not that fantastic all on his own. He causes Fear, and he does have stikkbombs which gives him a shooting attack, albeit at short range and low strength. Finally his Mork&#039;s Teeth are pretty basic AP5 Shred weapons which aren&#039;t too great against marines though he WILL chew up guard squads with sheer numbers of attacks. &lt;br /&gt;
*&#039;&#039;&#039;Nobz:&#039;&#039;&#039;  Nearly three times more expensive than a normal Ork Boy, but with +1 Wound, +1 Attack, and +1 Strength. However, like the Warboss, they get access to the shiniest wargear available to the Ork army, from [[Choppy|Power Klaws]] to [[Dakka|Kombi-shootas]] to &#039;Eavy Armor. Great in both close combat AND shooting. Best used as bodyguards for your Warboss. This massive Orky beatstick will likely cost several hundred points, and isn&#039;t going anywhere fast without something to cart them around. However, this mean, green pain machine is quite cost-effective by many armies&#039; standards; let them Ride Trucks, Battlewagons or Bikes and opponents will bitch and moan. Do not run these guys without some way of raising their Leadership or giving them fearless. They should be bodyguards for your Warboss anyway. They can take Kombi-weapons, so their potential for firepower is something to consider.&lt;br /&gt;
**What melee weapons you give them really depends on taste and how many points you&#039;re willing to dish out. Giving all of them Power Klaws will be hideously expensive (more so than usual), yet with just Big Choppas they&#039;ll struggle to take down even Space Marine Scouts in CC despite the Strength boost. You need to strike a balance between cost and power with Nobz &lt;br /&gt;
**&#039;&#039;&#039;Waaagh! Banner&#039;&#039;&#039; - The Waaagh! Banner adds +1 WS, making the &#039;&#039;WHOLE SQUAD WS 5&#039;&#039;, and has the added advantage of making your mob look even more badass (and yes, that applies to HQs attached). If you ever &#039;&#039;think&#039;&#039; about &#039;&#039;not&#039;&#039; taking one, punch yourself in the face.&lt;br /&gt;
**&#039;&#039;&#039;Biker Gangs:&#039;&#039;&#039; Even worse is the notorious [[cheese|&amp;quot;Nob Biker&amp;quot;]] unit, a tactic that lasted three entire editions and fueled much [[RAGE]]. Toughness 5 warbikers with an Armor, Cover, &#039;&#039;and&#039;&#039; an Invulnerable save &#039;&#039;with&#039;&#039; Feel No Pain they are some-what close to invincible. As bikes you get Hammer of Wrath to reinforce your massive wound-output machine on the charge. You will pay for them dearly in both points and money, and it&#039;s a great way to get people to hate you. Unless, of course, your opponent is fortunate enough to have S10 Blast weapons on hand, or weapons that inflict Instant Death. But since most Instant Death comes from close combat, you have a good chance to counter it with your wound-allocation and high WS, or just plain avoid it. Twinlinked Dakkaguns mean that Jink&#039;s snapshot only rule does not affect Orks as much as other armies.&lt;br /&gt;
**&#039;&#039;&#039;Skrak&#039;s Skull-Nobz (Stormclaw)&#039;&#039;&#039; - A Fixed formation of Nobz, this requires a full-armor, 2-Klaw, 2-Pole, Kombi-Skorcha mob with an Ammo Runt.  Not much more expensive than the stock loadout, but you get a model with a free Bosspole and Hammer of Wrath by taking it&lt;br /&gt;
*&#039;&#039;&#039;Meganobz&#039;&#039;&#039;: Nobz in Mega Armor with Power Klaws. At first, there&#039;s a lot to like about Meganobz.  Getting 3 Power Klaw Attacks base and a 2+ armor save for only 40 points, combined with Furious Charge, means they&#039;re very efficient at dismantling enemy infantry (save for truly &#039;&#039;dedicated&#039;&#039; Close-Combat or HQ units), or for pulling wounds away from your less-armored Orks. The entire unit can take Kombi-Weapons, meaning once per game, they can throw out a decent volley of Rokkit or Skorcha fire, possibly wrecking or crippling vehicles and infantry prior to assaulting. They can also replace their Power Klaws and Twin-linked Shootas for a pair of Killsaws. Almost mandatory on one Nob. Then you realize how many issues they have holding them back.  &#039;&#039;&#039;They are terminators that lack any Invulnerable Save&#039;&#039;&#039; unless you pay to get a Big Mek with Mega-armor and KFF (which doesn&#039;t work in close combat) and they can&#039;t take a Waaagh! Banner. &#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039; means that they can&#039;t overwatch, run, or sweep and lack any access to heavy weapons to at least give them something useful to do while waddling slowly towards the enemy. They are still Orky Terminators, though, and naturally their Transport will be a high-priority target. One of their biggest issues is with leadership; unless they are accompanied by a leader (preferably a Warboss), these guys have a good chance of hitting the dirt after a single pinning wound is taken, or the moment they lose combat. The Mob Rule table fucks them over, hard. They will never have ten or more models so grab a bosspole or keep them in melee constantly if you run them, preferably both.  Keep them *far* away from S 8/9 MC&#039;s, any form of AP2 or ID, all of which makes these MANz melt. The bright side is that they&#039;re relatively cheap and have a min squad size of 3 - means you can run just 3 of them in a Trukk with reinforced ram and a bosspole for just 160 pts. And even 3 of those guyz will murderise almost anything that&#039;s not an AP2/massed rending in melee. It&#039;s called MANz missile. And it works if you&#039;re careful with their Trukk. Another thing is that Meganobz can have combi-skorchas for just 5 pts. Not half bad for a heavy flamer, eh.&lt;br /&gt;
&lt;br /&gt;
====Forgeworld====&lt;br /&gt;
*&#039;&#039;&#039;Grot Tanks:&#039;&#039;&#039; An odd unit.  You get &#039;&#039;another&#039;&#039; vehicle squadron of 2HP Armor 10 all-around Metul Bawkses, seemingly the Orky specialty. They get 5+ invulnerable. saves from all shooting attacks that &#039;&#039;aren&#039;t&#039;&#039; Ordinance, Destroyer, or Armorbans which is uncharacteristically neat. They also count as Tanks, so you can Tank Shock things, too. However, what makes them really fun is their Ballistic Skill.  Having BS3 gives them an advantage to using Orky weapons, all of which are listed below. The Grot Tank&#039;s only real caveat is their unreliable 2D6&amp;quot; movement. Plus, if you roll double-ones, one of them takes a [[FAIL|Penetrating Hit]].  Getting a Kommanda Tank is always a good idea, what with the 2 different weapons and ability to fix your terrible movement roll when it inevitably happens. Their Tank status, 5+ invo., small model size and high fire power make them perfect for ramming big holes in enemy formations. &#039;&#039;Modeling note: Don&#039;t bother with Forgeworld. Easy to build and make look better than Forgeworld for MUCH cheaper.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Unit Synergy:&#039;&#039;&#039; Just like Warrbuggies, only better. They can Tank Shock bothersome units off of their advance. Their 3-6 numbers can give an even wider cover spread when advancing.  Additionally, since these guys count as Elites, you can exchange them with Warbuggies and vice versa to swap similar units around your force organization chart.&lt;br /&gt;
** Can prove to be more useful than Kans due to higher numbers, a full squad of 6 can pack 7 weapons as opposed to 3 and becomes far more deadly. This will cost you a lot more points-wise, so take that into consideration. Decide what you want them to do and use a squad of Kanz or a Mega Tank with different weapons to balance out. Keep some Meks close by though.&lt;br /&gt;
**&#039;&#039;&#039;Grotzooka -&#039;&#039;&#039; 14 SMALL BLASTS! Fucking cheese, especially against horde armies like &#039;Nids. Simply smack them into the centre of the mass and drink your opponents tears.&lt;br /&gt;
**&#039;&#039;&#039;Big Shoota -&#039;&#039;&#039; Owing to the BS3, this makes for a nice little way to hurt enemy infantry and be more threatening to enemy vehicles while saving on points.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha -&#039;&#039;&#039; You still need to get close, and given the variable movement, this doesn&#039;t seem very useful when you could be bringing the dakka at range, but if screening your boyz, might be good to ruin up a critical unit before a charge. If they haven&#039;t been destroyed first...&lt;br /&gt;
**&#039;&#039;&#039;Mega-Blasta -&#039;&#039;&#039; Still comes with the risk of getting hot, and with the risk of rolling double 1&#039;s on movement means that this makes your tanks even more [[Fail| fragile]], although the 5+ invuln at least gives you a chance to save it. Not worth the risk and points. &lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha -&#039;&#039;&#039; Fantastic at ruining a vehicles day, especially with working alongside Deffkoptas. Chuck out some rokkits to the front while the Deffkoptas roll for [[FATAL| anal circumference]]. However the Str 8 AP3 also means they are superb at crippling Marines or any other toughness 4 units too.&lt;br /&gt;
*&#039;&#039;&#039;Mekboy Junka:&#039;&#039;&#039; The Mekboy Junka looks like an Ork Looted Wagon with a price hike on it in exchange for getting three Big Shootas and a quirky Turbo-Boosta ability; the Turbo-Boosta lets the vehicle elect to become Fast on a 2+, but risks Immobilization on a 1 (fortunately without HP loss), so having Mekboys on-hand becomes paramount. This vehicle has a lot of options to the poi that that it looks like it &#039;&#039;cannot&#039;&#039; decide what it is or it wants to do, and it&#039;s very easy to get carried away on spending points to upgrade it. The question then becomes what you want to do with this customizable vehicle. &lt;br /&gt;
*Supa-skorcha?&lt;br /&gt;
**Big-Zzappa?&lt;br /&gt;
**&#039;&#039;Kustom Force Field?!&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Two Grot Bombs:&#039;&#039;&#039; The alphastrike option, a Mek Junka can take two Grot Bombs for the cost of a Trukk. Though it can only fire one each turn due to them being Ordnance, they provide a cheap and relatively accurate barrage weapon, allowing for the ability to murder Power Armor or chip hull points from vehicles, all while ignoring intervening cover. Don&#039;t feel bad about only having two bombs; it&#039;s not like Junkas are durable and meant for protracted engagements.&lt;br /&gt;
** TURRET-MOUNTED SHOKK ATTACK GUN!?!  Yep, this monster can pack some pretty heavy ordinance.&lt;br /&gt;
** Don&#039;t forget that it also counts as a dedicated transport for a Big Mek, so you can have one without it eating up your precious Elites slot, so long as you have a Big Mek. (And you do have a big mek, right? What self respecting Ork army doesn&#039;t have one?)  Just remember to not actually put your Big Mek in the Junka, because that consolidates your KFFs and negates the whole point!&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Trukks:&#039;&#039;&#039; Available as Dedicated Transport for 12 eager Orks and our main transport in the ork codex.  Most units now have access to this as a dedicated transport (Ork Boys, Nob squads, Meganob, Burnas...) but it&#039;s mostly a mixed bag due to its fragility.  If you field one, don&#039;t expect it to stick around for long.  When choosing upgrades, it&#039;s often better to get more vanilla Trukks than a few &amp;quot;super&amp;quot;-Trukks. On one hand, it&#039;s a fast, cheap, open-topped vehicle which can provide your Orks with an amazing assault range. On the other hand, it&#039;s very fragile (AV 10, Open-topped, 3 HP)causing them to explode when looked at.  Due to their habit of exploding, it&#039;s risky to add on fancy bits (otherwise learn the lesson of putting your all your eggs in one basket.)&lt;br /&gt;
**Note that a Mob can purchase a Dedicated Trukk, even if it cannot fit inside it. Though it&#039;s a fringe use, keeping an empty Obsec Trukk or two in Reserve can help with scoring Maelstrom objectives. Deffkoptas do it better, but the Trukk doesn&#039;t use up a FA slot, meaning another Bike or other unit option.&lt;br /&gt;
**In conjunction with the new Mob Rule, when the Trukk explodes, you&#039;ll typically lose the orks inside unless they&#039;re wearing &#039;Eavy Amour, which ups their cost. An alternate option is to fill them with special units, like Meganobs who can shrug off the explosions.&lt;br /&gt;
**12 regular Ork Boyz are not adept at dealing with enemies in assault, save those who shouldn&#039;t be in assault anyway. While they can mess up Tau, or Tactical Marines, the moment they charge into a unit of Grey Hunters, the results aren&#039;t pretty. &lt;br /&gt;
**Ramshackle downgrades penetrating hits to glances on a 6+ now.&lt;br /&gt;
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*&#039;&#039;&#039;Battlewagons:&#039;&#039;&#039; The most durable non-Super-Heavy-Vehicle transports we have. One thing most armies should have is some way to reliably deal with heavy armour, especially of the Land Raider variety. Marines and Guard get Meltaguns and Lascannons. Eldar get Lances. Tau get Meltaguns and Railguns. Tyranids get Zoanthropes (and the Tyrannofex to a lesser extent). Orks get the Battlewagon (note that since the nerf of the Deffrolla, the Battlewagon is no longer the anti-heavy armour beast-machine it used to be. You&#039;re much better off using Mek Gunz and Deff Dreads to take on those large metal boxes. Still great transports though). Costing 110 points, you start off with a chassis, and no gun. From there, you have several options: &lt;br /&gt;
**&#039;&#039;&#039;Weapons:&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Rokkits/Big Shootas:&#039;&#039;&#039; The Wagon can take up to 4 Rokkits and/or Big shootas for 5 points each. &lt;br /&gt;
***&#039;&#039;&#039;Killkannon&#039;&#039;&#039; for 30 points, but it reduces the transport capacity to 12 (still fits a unit of Nobs+Warboss+Painboy just fine).  The Killkannon Wagon is best used at distance, so if you are going to fill it with a unit, make sure said unit &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; want to be in combat. Also, keep in mind that the Killkannon is an ordnance weapon which means that other guns and passengers (as of the FAQ) will be shooting snapshots whenever you let that Killkannon loose. If you absolutely, positively have to have it, go cheap: give the battlewagon that killkannon you want, an &#039;Ard Case, and Extra Armour. Grot Riggers and Reinforced Ram if you really want it to live. &lt;br /&gt;
***&#039;&#039;&#039;Kannon, Lobba, or Zzap gun&#039;&#039;&#039; for 10 points.  This depends on how you want to use your Battlewagon.  A Kannon can be fun with 4 Rokkits and Tankbustas inside to create a rokkit-crazed Wagon of Glory.  The Lobba is interesting as Barrage ignores the Orks&#039; typical BS2. Considering the amount of firepower your wagon is going to be attracting, the Zzap Gun is perhaps the least useful option of the three to take due to the chance of Gets Hot and the low BS of the Wagon making the risk-to-reward ratio deeply unfavorable.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Stormboyz:&#039;&#039;&#039; Slugga Boyz that pay 3 pts for a freaking rokkit stuck on their backs. They are Fast, really fast, even faster than normal jump pack infantry, (they get to run 2d6, but must take dangerous terrain if doing so) and ded killy with 30 of them, all for not much more than an average boy.  With the option to use your Jump pack once per turn you can trade in the 12&amp;quot; move for a reroll on your charge dice that also has hammer of wrath. The guyz can perform insane charges from time to time. When you call a WAAAGH! they can fly 12&amp;quot; then run 2d6 and then charge 2d6 with 1 dice rerollable. That&#039;s an average of 23-27&amp;quot; charge range. Watch out for your opponent&#039;s jaw flipping the table on the way to the ground when you perform a charge across half the board. Especially effective in an army of footsloggas that lack such spead and threat range. A squad of ~10 stormboyz with a pk/bp nob for ~130 pts is possible to hide behind blobs or in good cover and still be choppy enough to kill stuff dead even after rokkitpack losses and overwatch. But don&#039;t try attacking a gunline with five. It&#039;s not going to tie them up for a turn. Orks take fire due to large numbers - attacking alone with a small unit they&#039;ll get massacred.&lt;br /&gt;
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*&#039;&#039;&#039;Deffkoptas:&#039;&#039;&#039; Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. T5 and &#039;&#039;&#039;2 Wounds&#039;&#039;&#039;, even though they aren&#039;t nobs who fly them. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry, especially when accompanying groups that have might not be able to Overwatch, like Burnas and MANz. Their twin-linked rokkits and/or buzzsaws make them good tank-hunters since they can very easily get into a position where they can fire at the side or better yet the rear armor of a vehicle. They can take a 4+ jink but have to fire snap shots next turn. They&#039;ll have trouble against vehicles like Land Raiders or Monoliths since they have armor 14 on all sides, though they can at least glance it to death. The biggest problem from using them is their leadership; basic Ld is 7 and no option for a bosspole, a character or a squad of 10 or more. Meaning they will automatically fail on the Mob Rule table unless they are in close combat (why would you want them to be?) or unless you attach a character on a bike. They should be fielded in small units of 1-2 outside of Apocalypse games.**They got cheaper and weapon upgrades are free!&lt;br /&gt;
**Alternative take: These guys are jet bikes with scout, meaning that their scout move is 12&amp;quot; or they could outflank. Combo that with the big bombs for s4ap5 lg blasts. If you have first turn scout and take the full 12&amp;quot; movement to see if you can destroy any infiltrators or scouts that the enemy has. if you go second then outflank and use the big bombs to harass enemy GEQs. &lt;br /&gt;
**Alternative take: These things are great never leave home without them. They are dirt cheap, our best objective grabbers in the game and a perfect suicide squad to absorb overwatch.  &lt;br /&gt;
**Alternative take: Take a single Deffkopta and attach a Warboss on a Bike with a Power Klaw, Da Lucky Stikk and all the upgrades that make him super killy. Scout the Warboss up first turn and get into an ideal position to start krumping turn two, using that Deffkopta as Overwatch fodder. If the Deffkopta is still alive, use it for Linebreaker with a 24&amp;quot; turbo-boost or making a mad dash towards an Objective. &lt;br /&gt;
**Alternative Alternative take: Take five Deffkoptas, give them Buzzsaws, attach a kitted-out Warboss and Painboy on bikes. Laugh as your toughness 5, 2 wound &#039;&#039;&#039;DEFFSTAR&#039;&#039;&#039; (it sounds so much better) tanks anything from Lascannons to Thunder Hammers to the face all the while ravaging your opponents [[anal_circumference | anus]] worth of tanks and Space Marines. Just don&#039;t send them up against anything with a substantial invuln (+4 or better).&lt;br /&gt;
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*&#039;&#039;&#039;Warbikers:&#039;&#039;&#039; Really. &#039;&#039;Really.&#039;&#039; FUN. These guys are the core of any mobile Ork army. Surprisingly durable; Toughness 5 for the bikes, 4+ Armor Save base and +1 to cover saves after turbo boosting, which when combined with jinking leads to copious tears when your enemy&#039;s guns fail to kill anything. Bikers are also great because they have their hilarious Dakkagunz, Twin-linked, Strength 5, AP 5, and Assault 3 lets you move 12&amp;quot;, send home (on a normal squad) about 3 really solid shots into the infantry you&#039;re assaulting, and then crash right into the opponent&#039;s lines and send thirty Furious Charge attacks their way, plus some Initiative 10 Impacty goodness. The only obvious downside to the Bikers is their point cost. They are really pricey, at 3 times the cost of a normal Ork Boy, and their squads are only practical in 5+ man squads.  They are best for larger games, where they can safely suck up points and use their Nob+Bosspole+Power Klaw to full effect, but using &amp;quot;Look Out, Sir!&amp;quot; is only for dire circumstances. Watch out for stuff that ignores their cover saves. Heavy Flamers will ruin your Bikers&#039; day, just like they do to all of your infantry. On a final note, you CAN field squads of 12, letting you use Mob Rule, but they become nigh-impossible to move without getting stuck in terrain or moving into the open. However, thanks to their 4+ jink cover save (come on, you&#039;re BS2 TL, of course you take it), they&#039;re a lot more survivable out in the open than your Boyz are.&lt;br /&gt;
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*&#039;&#039;&#039;Warbuggies/Wartrakks:&#039;&#039;&#039; Now that twin linked rokkits are free and the squadron can outflank, Buggies are extremely useful as a cheap distraction unit, and also has a high chance of stripping some hull points to boot. Their speed and ability to provide support weapons are very useful to the Ork advance, but are rivaled by their cousin the Deff Kopta. The Big Shoota adds little beyond normal Ork shooting. The Skorcha or Rokkit Launcha remain the primary reasons to take these vehicles. A good tactic is to use two Big Shootas and two Skorchas. Any more Skorchas likely won&#039;t get in position and will waste their shot, whereas one or more Big Shootas can continue to fire regardless and make the unit useful.&lt;br /&gt;
**&#039;&#039;&#039;Warbuggies vs. DeffKoptas:&#039;&#039;&#039; While they aren&#039;t quite as good at moving into a position where they can strike at an enemy vehicle&#039;s rear armor as Deff Koptas (since terrain is actually a problem for them), Warbuggies are vehicles and don&#039;t struggle with leadership like Deff Koptas do. In regards to durability, S4 weapons glance Buggies on a 6+, wound Koptas on a 5+. S5 weapons wound Koptas on a 4+, but now start to pen Buggies on a 6+. Open-topped means a heavy bolter can blow up the Buggie, whereas S10 is required to ID the Kopta. On the flipside, S3 weapons can still wound the Kopta while doing nothing to the Buggie. The Kopta can jink, however, thus increasing the chance of your opponent wasting shots. But 1-2 casualties means they will most likely fly away and never come back. Buggies can lose most of their squad and one will still be zoomin&#039; around and shootin&#039; stuff. Then there&#039;s close combat. Vanilla Marines hit Buggies on a 3+, glance on a 6+, and receive no damage (unless a powerfist blows one up). They hit Koptaz on a 4+ and wound on a 5+ (to a 4+ save) then take some shots from the pilot. Plus Koptaz can shoot at vehicles then charge them to finish the job, or charge units to keep them from shooting for a turn. The Buggie gets left out in the cold there, with no ability to tank shock and ram (wishlist). Warbuggies can upgrade to use Skorchas (getting the Trakk upgrade in the mix), so it does have a weapon option the Kopta doesn&#039;t (and a fairly significant one on such a fast platform). So which one is better? Who cares? Take both.&lt;br /&gt;
**&#039;&#039;&#039;Unit Synergy:&#039;&#039;&#039; Rokkit Warbuggies make good escorts for Battlewagons, on the accounts of being able to block off assaults, screen against mobile anti-tank elements, or to block enemy vehicles from moving away from the Deffrollas. Warbuggies provide much-needed anti-tank firepower for Zhadsnark lists, while maintaining a low-enough profile that one can easily provide cover saves for the Buggies by using Bikes to screen &#039;&#039;them&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Trakk Upgrades:&#039;&#039;&#039; Basically works like Reinforced Ram, allowing re-rolls on difficult terrain. Upgrading to a Skorcha includes Trakks in the cost.&lt;br /&gt;
***You can now take up to 5 Buggies in squadron.&lt;br /&gt;
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*&#039;&#039;&#039;Dakkajet:&#039;&#039;&#039; (Fighter) AV10 flier with two S6 assault 3 supa-shootas attached. Spend 20 points on a third supa-shoota and 15 on a flyboss for +1 BS against air targets (which includes skimmers and jetbikes too). Thanks to Death from the skies, Fighters now have a -1 BS against ground targets, but with built-in Strafing run you&#039;re shooting them with BS2 all the same. Against Air targets the hilarity grows, if you use formation bonuses. Add in Unmerciful attack pattern, and hammer those jets with a successive rounds of BS3-BS3-BS4 TL shots. Declare a Waaagh! and you go from 9 to 12 shots that turn. If you want you can go ahead and paint it red too for 5 points, just to get that incredibly-important extra inch, especially when you can fly 36 inches already and you need to throw away five points. Can be a rape machine against infantry, light vehicles, and air targets in the proper formation. Only downside is starting in reserve. Contrary to popular belief, they are passable at shooting down enemy flyers. Dakkajets are probably the squishiest flier in the game and taking one against an opponent without anti-air is not too unbalanced, especially against MEQ&#039;s. However, with their 110 points they&#039;re at the cheap end of the price scale, along with the Space Marine flying bricks.&lt;br /&gt;
**&#039;&#039;&#039;Anecdote&#039;&#039;&#039;- my Dakkajet has taken down Flyrants, Flying Daemons, and the occasional Daemon Prince. If you need anti-air and you want Lootas to shoot elsewhere, the Dakkajet is your boy Unless you can&#039;t be bothered to take a battery of Traktor Kannons (see below) or you can&#039;t afford the £28 price tag on a 40 point model.&lt;br /&gt;
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*&#039;&#039;&#039;Burna-Bomma:&#039;&#039;&#039; (Bomber) A somewhat unique flyer in the 40K universe, this is what happens when Burnaboy meks take inspirayshun from Flyboyz. Another piece of anti-infantry and light-vehicle eraser that the Orks don&#039;t necessarily need, but love to take anyways. It does have a lot of ignore cover weapons, which is a Gork-(or Mork-)send against pesky, jinking skimmers and jetbikes. It can take up to 6 Skorcha Missiles as well, but don&#039;t get too much carried away with it; usually you&#039;ll end up dead/off table before you could use all of them.  That being said, there&#039;s some merit to slamming every Skorcha missile into a prime target (heavy support infantry in cover, huge tarpits, jink-happy things, T5 Tyranid squads) on the first change you get.  Ork flyers aren&#039;t typically tough, so squeezing every point out as soon as possible may maximize your value.&lt;br /&gt;
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*&#039;&#039;&#039;Blitza-Bomma:&#039;&#039;&#039; (Bomber) Is suddenly absolutely amazing. Its bombs now strike at S7, ap2, Large blast and Armorbane, so it can fuck up just about anything you point it it. And as dropping a bomb is not technically a shooting attack - it&#039;s a bombing run - it can target invisible units and the enemy can&#039;t opt to jink against it. Add in the flying patterns&#039; Ignores Cover or Tank Huntesr bonus to remove nearly any kind of enemy armour around.  Still has the table of fun things that can happen when you drop the bomb, but you&#039;re Orks and you live to watch your own dudes self destruct, so that shouldn&#039;t be an issue. Rolling &amp;quot;dakka-dakka-boom&amp;quot; got even better, as the free gun hits now get automatic back armor, but it sadly doesn&#039;t work RAW cause you won&#039;t be able to draw line of fire from its weapons after it&#039;s finished the move over an enemy, so make sure your opponent doesn&#039;t mind a little RAW violation as codex writers might have overlooked it. With the nerf to &amp;quot;Waaagh Plane&amp;quot; hurting the dakkajet really badly, the blitza-bomma&#039;s time is nigh. Great distraction to draw fire.&lt;br /&gt;
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*&#039;&#039;&#039;Wazbomb Blastajet:&#039;&#039;&#039; (Attack Flyer) The Wazbom Blastajet is an interesting Ork flyer, which also happens to look totally badass. It contains an impressive amount of dakka, coming with a Smasha as well as a Twin-Linked Kustom Mega-Kannon as default, which can be swapped to avoid gets hot with a twin-linked Tellyport Mega-Blasta for peanuts. The only problem is the range on the Smasha and the Tellyporta don&#039;t synergize all that well, so take it for what you will. The good thing is that the Tellyport Mega-Blasta is affected by both the Waagh Plane special rule and the More Dakka Wing Leader ability. If you happen to have both, feel free to rake the battlefield with 3, potentially insta-gibbing blast markers! You can take a Twin-Linked Supa-Shoota with Interceptor at the fairly expensive price of 20 points if you&#039;re really worried about other fliers. The Blastajet also comes with a Stikkbomb Flinga, which can be used once per each shooting &amp;amp; dogfight phase for a 5+ invuln save against a glancing or penetrating hit. Perhaps more interesting is that the Flinga can be swapped with a Kustom Force Field, but at the cost of 25 points. This seems to be for the purpose of running the jet in a wing or with other Ork flyers, but by that point you&#039;ve probably sunk 300+ points into the damned things (the fully decked out blastajet is almost 200 points by itself) only to have their crummy AV10 cause them to fall out of the air anyway, and in my experience my opponents have typically wanted this thing dead.&lt;br /&gt;
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====Forgeworld====&lt;br /&gt;
* &#039;&#039;&#039;Warkoptas&#039;&#039;&#039; (6th Edition Dread Mob Update): 1-3 AV10 Skimmers that can carry 10 models (except MANz). The basic guns on these guys are a Big Shoota and a Twin-linked Deffgun. It can swap its Big Shoota out for the other basic heavy weapons, and while that&#039;s okay for infantry popping, you&#039;re gonna want more.  GIVE THIS SUCKER A TWIN-LINKED RATTLER CANNON. It shoots 2D6 AP6 Bolter madness, but if you roll double 1&#039;s, it&#039;s automatically destroyed (a Mek can still repair it). Give it Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap in its spare time!&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; If you don&#039;t like the idea of using AV10 transports, check out the Heavy Support section. The ork codex might give you the idea that this and the battle wagon are our only transport options. But the truth is that we have the most transport options avalable of any codex in the strange thing is most of them are crammed into the heavy support section.&lt;br /&gt;
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*&#039;&#039;&#039;Fighta-Bommer:&#039;&#039;&#039; Your Focke-Wulf. The &#039;&#039;&#039;FOUR TWIN-LINKED&#039;&#039;&#039; big shootas are kind of good for hammerin&#039; out dice at everything, but as most flyers tend to have AV 10 somewhere, they&#039;ll still ward off most fliers, as long as you attack the weak areas.  Additionally as far as aircraft go they are pretty damned tough mofos, but the main reason you want these is the absolutely nasty ordinance they can carry, Grot bombs are more outright destructive but can&#039;t be used against aircraft while rokkits can bring the pain to anything in the game. Shame about the limited ammo though. With Imperial Armour Aeronautica, these ground-pounders do best loitering around the battlefield and waiting for the perfect time to strike, then heckling and drawing fire. Honestly, it feels a little underpowered, but can still serve as an anti-armor Burna-Bomma. Use it as a Fighta-Bommer ya git! It&#039;s in IA:Aeronautica, and it allows ya to use it in regular games. It&#039;s even got amazing Apocalypse-only munitions. Man up and don&#039;t use any panzy Burna Bommer. Pretty much to closest thing to a Thunderbolt the Orks will get, while other units can do one thing better, the utility of the Fighta-Bommer allows you to use it in anti-infantry, light anti-tank, and air-superiority duties.&lt;br /&gt;
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*&#039;&#039;&#039;Fighta:&#039;&#039;&#039; Your Messerschmitt. Pretty useless now since the Dakkajet does everything it did better, can be upgraded to BS3, and isn&#039;t Forgeworld.&lt;br /&gt;
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*&#039;&#039;&#039;Grot Mega Tank:&#039;&#039;&#039; (Imperial Armour Apocalypse II) This is an interesting vehicle. The Mega tank has the same 5+ invul as its smaller brethren, but is still too fragile with 12/11/10 and only 3 HP. It mounts 5 Killa Kan weapons, 2 of which are Twin-linked, and it has BS3 and fires weapons independently, which makes it potent on the battlefield. It&#039;s pretty cheap, but its point cost reflects its survivability. Auto-comes with a Dozer Blade, Reinforced Ram, and Grot Riggers, meaning it [[meme|does as it pleases]] and has a chance to recover when the the enemy decides to [[Meme|FIRE THEIR LASCANNONS]], but it &#039;&#039;is&#039;&#039; still Armor 12 11 10. Boom Kanisters help deter those pesky Meltabombers and Haywire-welders, but don&#039;t guarantee anything. You need to take a mob of Grot Tanks alongside it, so you already have a cover screen (pray for some 4-ups!).&lt;br /&gt;
**&#039;&#039;&#039;Unit Synergy:&#039;&#039;&#039; You need to dish out weapons amongst the Grot Tanks and the Mega Tank equally. Form them up and give them fitting weapons for what you want them to do. Remember you lose 5 of &#039;em when your Mega Tank becomes shaken. However, as it is able to independently fire all of its guns, adding a mix of various weapons remains a viable possibility. Staying in the middle of the field, it can then rapidly respond to a variety of threats. Modeling note: These are VERY fun to model on your own and are easy to do. I suggest you make your own instead of buying from forgeworld.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;Lootas&#039;&#039;&#039;  One of the main issues Orks have is that most their weapons are very short-ranged.  When dealing with [[Warhammer 40,000/Tactics/Eldar|Panzee]], [[Warhammer 40,000/Tactics/Dark Eldar|Dark Panzee]], [[Warhammer 40,000/Tactics/Tau|Blue Gits]], or [[Warhammer 40,000/Tactics/Imperial Guard|Squishy Umie]], this is annoying, as the bad guyz tend to Dakka on your army.  Lootas for da win. You only get three squads at most (less, if you wish to take any other Heavy choice), but they are also the most point-efficient source of Strength 7 shooting &#039;&#039;in the game&#039;&#039;, even with the awesomeness that is Ork accuracy taken into account. Their main role (which is critical in the majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your footsloggers or Trukks.  Lootas work quite well on pretty much &#039;&#039;anything&#039;&#039; (without 3+ saves) nowadays, since three Glances will bring down most vehicles soundly, and with their volume of shot they are bound to throw out enough to cripple even heavy tanks, Armor 14 is the only thing they can&#039;t touch. Overwatch means they can react to charges well, but they will still die in one turn if they don&#039;t kill what charges them first. They can also Snapfire on the move now, so they&#039;re not totally stationary. Also, they do a reasonable job of Anti-air. Don&#039;t be afraid to go to ground with these guys when they&#039;re at risk of getting blown off the table. As said before, snap firing isn&#039;t that big a deal for a BS2 army because of its ridiculous shot density, but the added coversave is. Now cheaper and competing with other Heavy Supports... The fuck?  Can upgrade up to 3 lootas to mekboyz for free, if you so desire. &amp;lt; (Could keep a Battle Waggon or Big Trakk going for you..)  &lt;br /&gt;
**Alternative take: Take a Big Mek or Warboss with Mega Armour and Da Lucky Stikk and stick them with a fifteen man Loota squad. Suddenly you&#039;ve got a 2+ re-rollable armor save tanking for your beloved Lootas, which also have Slow and Purposeful so they can now move and shoot (doubling their firepower)! You can&#039;t Overwatch, but 45 WS5 attacks still kills 3 MEQs on average and then your Warboss can mop up with his re-roll to hit and wound Power Klaw. Remember that Lootas get Stikkbombs, so you do have Assault Grenades for what they&#039;re worth. &lt;br /&gt;
*&#039;&#039;&#039;Flash Gitz:&#039;&#039;&#039; New dex took them from &amp;quot;could be good if they were half the cost&amp;quot; to &amp;quot;better than they used to be, for half the cost.&amp;quot; They no longer have heavy armor and can no longer take any upgrades to their Snazzguns, but what they do have is being 3 points per model cheaper, and the Snazzguns are now s5 apd6 ASSAULT 3 (this means that half the time a squad of five is a -1S Vulkan Mega-Bolter or better), meaning you might actually hit something with them now. Speaking of hitting something, Gitfindaz now grant BS3 if you don&#039;t move. Could be tricky to pull off, but the joy of watching your opponent shit bricks at the amount of low AP, quasi-accurate dakka these guys can throw out will be worth it. Keeping them in vehicles or near a Kustom Force Field (or preferably both) is highly recommended, as 6+ armor is not fantastic an a 22pt model.&lt;br /&gt;
**A few tricks to try with these guys include: Giving them a Painboy to help offset their poor 6+ save; Giving them a Mega-Armored leader to give them all Slow and Purposeful and trying to claim that Gitfindas work regardless of whether you move or not; Replacing Lootas with these guys in the KFF/Mega-Armored close-support Big Mek strategy (and throwing a Painboy in there for fun) and seeing how it stacks up to a Warboss/Nob Squadron with Battlewagon transport.&lt;br /&gt;
*&#039;&#039;&#039;Mek Gunz:&#039;&#039;&#039; A wonderful unit.  Brutal in lower point games (1000 points) and still very effective in high end games. We &#039;&#039;&#039;USED&#039;&#039;&#039; to be limited to just 3, but now (thank Gork and Mork) we can take 5 in whichever variety we wish.  Just shut up and field a battery of these guys. &amp;quot;But what if-&amp;quot;. No, shut up, just do it. Get the full number of cheap-ass Grot bodies for absorbing wounds, and cheap Ammo Runts to help offset your average Ballistic Skill, all at 3 points a pop. Note that when we say &amp;quot;average&amp;quot; ballistic skill, it is a relative term.  Orks have BS2, while Grots always have a more average &#039;&#039;BS3 statline&#039;&#039;. BS 3 units might as well be a giant sniper rifles in an army book of BS 2 blunderbusses! To make it even better, the new artillery rules state that the crew now uses the guns&#039; toughness. T7 Grots? Yes, please! Want to be a jerk with these guys? Put a normal unit of Grots out front for that sweet cover save. The main problem with fielding Mek Gunz is that they take up a Heavy Support slot, which may or may not pose a problem for your list. You can choose to mix and match the guns below, and if you&#039;re only taking one Mek Gunz squad you might want to. Having a pocket Traktor Kannon is a must for a take-all-comers list. However, if you&#039;re able or willing to take more than one squadron of Mek Gunz, you&#039;ll probably want them to be grouped by the type of target that squad should be shooting at. Bubblechukkas, Lobbas, and Kustom Mega-Kannons are can be grouped against infantry, with Traktor Kannons, Zzap Gunz, Smasha Kannons in the anti-tank role. Kannons can mix in just about anywhere.  GW being who they are they overcharge like fuck for these things (like &#039;&#039;£28 for a forty-point model&#039;&#039; overcharge). If you&#039;re poor, then in true orky fashion build your own: stick together a bunch of other guns you have lying around and putting them amongst a squad of Grots.&lt;br /&gt;
**&#039;&#039;&#039;Kannon -&#039;&#039;&#039; For 18pts, you get a 36&amp;quot; Missile Launcher(Shells) unit with BS3.  It can switch to Frag rounds that are Str4 AP5 Small Blast; very versatile good if you don&#039;t know what you&#039;ll be facing. Be the bane of Space Marines: 135pts for a fully manned semi-twin-linked Str 8 artillery battery is peanuts. Take 5. &lt;br /&gt;
**&#039;&#039;&#039;Lobba -&#039;&#039;&#039; The Lobba provides &#039;&#039;perhaps the best anti-infantry&#039;&#039; Orks have to offer.  48-inch range and Barrage allows you to hide behind terrain and fire safely all day long. S5 AP5 Small Blasts are awesome to drop around for a midrange army; park your Lobbas behind a building and start sniping sergeants. Less utility than kannons, but greater range and much easier to keep alive for the exact same price as Kannons. A true Morksend. Take 5.&lt;br /&gt;
**&#039;&#039;&#039;Kustom mega-kannon -&#039;&#039;&#039; S8 AP2 Plasma Cannons, what&#039;s not to like? You also get a nice Blast area. Morksend 2, plasma boogaloo. Take 5. And bring 2 extra Gretchins per gun, to ensure survival of the dreaded Gets Hot! rolls.&lt;br /&gt;
**&#039;&#039;&#039;Traktor Kannon -&#039;&#039;&#039; Perhaps the most beautiful, unique creation Games Workshop/Gork/Mork has created. This is, by some, considered &#039;&#039;&#039;THE BEST ANTI-FLIER WEAPON IN THE GAME&#039;&#039;&#039; (although Tau and Skitarii players will disagree). Orks used to have to rely on Lootas aiming upwards for AA fire, but now we have something &#039;&#039;OH SO MUCH BETTER&#039;&#039;. 30 pts per kannon (but you generally want some extra Grots or Ammo Runts too) gets you a Krak Missile with Skyfire adn the new Traktor rule, which can be semi-Twin-Linked using Runts. 2-3 Traktor Kannons with some Ammo Runts is all you need to mess up any Flyer/FMC you&#039;re likely to face in a single round of shooting.&lt;br /&gt;
***The Traktor rule makes it so that for every glance or pen from this weapon, a Flyer also suffers an Immobilized result (which as of 7th has a 1/3 chance of auto-killing Flyers), and against FMC&#039;s, when they take a grounding test, they take it at a -3 (so a 6+ to succeed) It&#039;s the glorious reverse-Lifta Droppa.&lt;br /&gt;
***The new Skyfire rules also state you can shoot at Skimmers without having to Snap Fire. That means these gunz are must-takes against Tau, Necrons, and all flavors of Eldar.&lt;br /&gt;
***You can add one or more of these things to any of your batteries, since you upgrade on a per-gun basis. Meaning you won&#039;t be stuck with a useless anti-air battery half the time, but instead you can just slap one of these babies in your Kannon gun line for some added anti-air duty should the need arise. It&#039;s cheap enough to not be missed if it can&#039;t fire at flying things. That said, split up the anti-air and artillery when you can for the most efficient barrages.&lt;br /&gt;
***In my experience, these are the most passively effective weapons in the game. People know what they do, and most of the time will do whatever they can to keep their flyers out of range. With some clever deployment you&#039;ll force opponents to second guess their movement and gain a big advantage on the table without even firing the fucking things. Imagine seeing that Flyrant across the table float around aimlessly in the backfield and hard flank, having to pick on some placeholder Grots instead of ripping apart the mobs of Boys in the center of the table, all at the mere sight of a couple Traktor Kannons. I have. It rules.&lt;br /&gt;
**&#039;&#039;&#039;Zzap Gun -&#039;&#039;&#039; The 1st of the Random Guns. The Zzap Gun&#039;s variable Strength (averaging at 6.889), low AP, and potential to &#039;&#039;kill its own crew&#039;&#039; makes it too unreliable for tank-hunting. &#039;&#039;&#039;IF&#039;&#039;&#039; you really like randomness in your army (or are going for some sort of theme): sure, take them. But compared to the other options for 18 points a gun, this isn&#039;t worth it, regardless of what anyone tells you. Don&#039;t take 5. Or any.  People will tell you that this might be useful against Riptides and Wraithknights, but they&#039;re wrong.  Why?  Because Gork and Mork said we could do better with the Smasha Kannon.&lt;br /&gt;
***&#039;&#039;&#039;Alternative opinion:&#039;&#039;&#039; In this authors opinion, these guns are a perfectly viable alternative to Smasha Kannons - with Smasha Kannons you are basically paying 6 points to lock the second D6 at a completely average number: it&#039;s average strength is 7.5, which is only 0.6 higher than the Zzap gun. The Smasha Kannon&#039;s AP1 is offset by the Zzap Gun&#039;s extra Range and automatic Crew Shaken inflicted on ANY glance, and Gets Hot! doesn&#039;t matter as much when you have Ammo Runts.&lt;br /&gt;
**&#039;&#039;&#039;Smasha Kannon -&#039;&#039;&#039; The 2nd Random Gun.  The so-much-more-effective version of the Zzap Gun.  This is the new answer for Orks dealing with AV14 &#039;&#039;without&#039;&#039; running up and hitting it. S4+d6 and AP1 makes this gun like the Zzap Gun, but INFINITELY more reliable. No chance to fry your own crew, and your margin of Strength error is much lower. Plus, every now and then the unit decides to become a 5 man unit of Rail Guns, and that&#039;s just awesome. Take 5. &lt;br /&gt;
**&#039;&#039;&#039;Bubblechukka -&#039;&#039;&#039; The 3rd Random Gun.  Did you like how random the Zzap Gun was?  Well Games Workshop knew you did!  And gives you the [[AIDS | &#039;&#039;absolutely fantastic&#039;&#039; ]] Bubblechukka!  Note sarcasm.  As with the Zzap Gun, there&#039;s really no reason to take this outside of the &amp;quot;Fun&amp;quot; or &amp;quot;absolutely-pissing-around&amp;quot; area.  One d6 determines both Strength and AP simultaneously.  When you can slice through that terminator armor like a hot knife through butter, you need 6&#039;s to wound, but when your strength is high enough to wound on a 2, everybody and their pet Kroot get an armor save. That said, with up to 5 large blasts you will throw out enough wounds to cause quite a few deaths anyway, even on terminators. You could do worse, but you could also do so much better. Maybe, but probably not, take 5.&lt;br /&gt;
***Final Note: As with Lootas, feel free to attach an IC with Slow and Purposeful, like a Big Mek in Mega Armour, to move and shoot these guys. Hint, hint.&lt;br /&gt;
*&#039;&#039;&#039;Killa Kans:&#039;&#039;&#039; As a general rule, Walkers in armies are either horribly fragile gun-platforms, or are taken in single squads. Blurring the line between these two extremes is the [[Killa Kan]]. Not as durable as a normal Dreadnought or Deff Dread, but with thicker armor than other squadded Walkers, lacking extra guns, but packing a strong Combat Weapon, the Kan is a rather versatile unit.  Mobile and accurate, pretty much every weapon choice is viable for this unit. Armor Plates and Grot Riggers are always a good option, keeping Penetrating Hits from slowing you down and getting lost Kans back on their feet. In many armies, you cannot go wrong with a squad of Kans. Just remember that you only have two Hull Points. &#039;&#039;Only two.&#039;&#039; More importantly, if 25℅ of Kans in a unit are destroyed the remainder have a chance to suffer Crew Shaken - they&#039;re still Grots at heart, after all. If you can, always take 6 if only to make six pack jokes. If you have room in your Heavy Support, Kans now work amazingly with Deff Dreads, with the Kans providing a cover save for the Dread, and the Dread giving the Kans a boost an their &amp;quot;don&#039;t be a cowardly grot&amp;quot; check.&lt;br /&gt;
**&#039;&#039;&#039;Loadout:&#039;&#039;&#039; Every Killa Kan has a Kan Klaw by default, making it effectively S7 AP 2 in melee; their low WS and lack of attacks unfortunately mean they&#039;re a supporting unit at best. Aside from the Klaw, each Kan has its choice of gun: The Skorcha can be ignored since it doesn&#039;t take advantage of the Kan&#039;s BS 3 while the Kan is too slow to truly use it. The Big Shoota, Rokkit Launcha, and Mega-Blasta are all options for taking advantage of BS 3, though the Rokkit Launcha is probably the best option since you *need* anti-tank and don&#039;t want to blow yourself up too much. That said, the final option (and the main one if you&#039;re considering Kanz) is the Grotzooka: Two Strength 6 blasts at 18&amp;quot; are enough to force saves.&lt;br /&gt;
**&#039;&#039;&#039;Krumpa&#039;s Killa Kanz (Stormclaw)&#039;&#039;&#039; - 3 Kanz with a Grotzooka, a Shoota and a Rokkit Launcha.  It&#039;s a slight more expensive than normal, but it allows the Grotzooka-firing Kan to be a Deff Dread so they can regroup around him. The grotzooka kan also is a character, meaning he can issue and accept challenges. Perfect for crippling enemy leadership by sniping the sergeant. &lt;br /&gt;
*&#039;&#039;&#039;Deff Dreads:&#039;&#039;&#039; A dedicated close-combat Walker, the Deff Dread is able to dish out a ton of S10 hits in an assault, with the right upgrades. Of course, being an Ork, it&#039;s got abysmal ranged capability, so it should usually spend its Shooting phase running at whatever needs to be krumped. Be careful, having only 3 Hull Points and Armor 12  means it can&#039;t take much anti-tank punishment. Armour Plates and Grot Riggers also highly recommended. As a Heavy Support choice it&#039;s often overshadowed by more versatile choices, like Killa Kanz or Battlewagons. And unlike Dreadnoughts or Penitent Engines, &#039;&#039;you cannot take squadrons of these things;&#039;&#039; one Deff Dread eats up a Heavy Support slot and that&#039;s that. The only thing saving him is the amount of attacks he can dish out and how cheap he is, making him useful in smaller games. Get him stuck in the assault an&#039; keep &#039;im dere.&lt;br /&gt;
**&#039;&#039;&#039;Loadout:&#039;&#039;&#039; The Deff Dread comes with two Dreadnought Close Combat Weapons by default, and must take its choice of two additional weapons. Slapping on extra Close Combat Weapons is one option as is extra Skorchas, but you end up locking yourself into a &amp;quot;short-range only&amp;quot; role. You &amp;quot;could&amp;quot; take Big Shootas, but a pair of Rokkit Launchas also provides additional utility; finally there&#039;s taking a pair of Mega-Blastas if you&#039;re feeling lucky. For most purposes though, this choice is fairly superfluous; if you&#039;re taking a Deff Dread, you&#039;re probably not 100% concerned about optimization anyway.&lt;br /&gt;
*&#039;&#039;&#039;Gorkanaut:&#039;&#039;&#039; New big walker. It&#039;s pretty well armored with 13/13/12 and 5 hp, has 2 rokkits (meh), 2 twin link big shootas, a scorcha, and the Deffstorm mega shoota, which pumps out a whopping 3d6 s6 ap4 shots a turn. This loadout is very nice on the overwatch, with lots of dakka being supported by a template.  Also is s10 ap1 with 4 attacks and rampage in CC, so it&#039;ll shred most things it comes into contact with. Overall, it&#039;s an infantry wrecker. Has a 6 man transport capacity with no assault vehicle or firing points for...reasons, so don&#039;t use it to transport anything that wants to assault or shoot.&lt;br /&gt;
*&#039;&#039;&#039;Morkanaut:&#039;&#039;&#039; New big walker. Shares the armor, hp, strange transport capacity, and some of the weapons with the Gorkanaut above. What&#039;s different is the lack of rampage, a kustom mega-blasta instead of a scorcha, and a kustom mega canon (think s8 plasma cannon) instead of the deffstorm shoota. What truly sets this thing apart is the ability for it to take a kustom force field, if you want to take advantage of a 6&amp;quot; radius KFF extending from a fatass base. &lt;br /&gt;
** Both the Gorka/Morkanaut can take grot riggers, which cost 20 points and grants IWND.&lt;br /&gt;
** Wanna know what to use that Transport Capacity on? Pay for a Gork or Morkanaut. Give it Extra Armour and Grot Riggers. Then buy a Big Mek and pay for both Da Fixer Uppers and a Kustom Force Field (if you picked the Morkanaut, you can pay for it&#039;s Forcefield instead). 360pts minimum, but the &#039;Naut will absolutely refuse to die thanks to a 5+ Invulnerable against shooting, It Will Not Die, ignoring Crew Stunned &amp;amp; Shaken results and the ability to fix either Weapon Destroyed, Immobilized or Hull Points on the roll of a 3+.&lt;br /&gt;
** You can do a discount version of the above by using Burna boys with maxmimum meks, or even the slotless meks each HQ choice unlocks.&lt;br /&gt;
** While not what you should ever be doing at all, you can take a squad of meganobz along as portable cover if you want to run your &#039;Naut as a long ranged weapons platform. vomit the fuckers out right in front of you, fire, then dare your opponent to try and charge through your TEQwall.&lt;br /&gt;
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*&#039;&#039;&#039;Looted Wagon (White Dwarf 21):&#039;&#039;&#039;Av 11 front. 37 point tank that can buy a 30 point killkannon without losing transport capacity. Can take up to 3 smaller weapons (scorcha/rokkit/big shoota) in any combo for 5 pts a pop.  Other than that, can take anything from the vehicle equipment list pretty much.  Good for a cheap, &#039;&#039;&#039;24&amp;quot; s7 ap3 Large 5&amp;quot; blast&#039;&#039;&#039; marine killing template or for getting a more durable transport than a trukk, if it weren&#039;t for the fact that heavy support is probably the biggest fight for space with the new dex.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take&#039;&#039;&#039; Don&#039;t see the looted wagon as some old nostalgic choice that likes to eat up heavy support slots, see it as a 7 point upgrade for that turns trukks into open topped rhinos with no gunz. And who would not want that. Just try to imagine the face of a space marine player when he realized that the only thing he had to do to make it an assault vehicle was to cut off the top.&lt;br /&gt;
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====Forgeworld====&lt;br /&gt;
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*&#039;&#039;&#039;Big Trakks:&#039;&#039;&#039;AV 12 front. Can be taken in squadrons of up to 3. This is the variable-use workhorse of the Imperial Armour 8 vehicles list and the next step up in durability from a Looted Wagon. The Big Trakk can also take &#039;ard Case, which makes it a inferior as a transport, but tougher as gunboat. Your first choice should be to give one of these a gigantic gun. Ignore the &amp;quot;classic&amp;quot; first tier gunz, go straight to the big stuff. Take two of these suckers with Supa-kannons if you want to play Guard and shell everybody with Orky Earthshakers (which you do). Remember that you can have three in a squad to manage your Heavy Support slots.  They will probably be dead by endgame, too, so try not to deck them out too hard.&lt;br /&gt;
**&#039;&#039;&#039;Transport:&#039;&#039;&#039; These vehicles are somewhere between a Battle Wagon and a Trukk. They give a significant armor bonus, and can mount 4 infantry-portable weapons just like a Battle Wagon. If they are Open-Topped, they make a good assault transport, but they are still vulnerable to Lascannons in ways that Battlewagons just aren&#039;t. Due to the changes to scoring in 7th Edition, using a Big Trakk as a point-taking cavalry is a good idea, particularly because of how well it deals with terrain. It can take four Big Shootas which can upgrade to Rokkits or Skorchas, and two Grot Sponsons. This could mean that you could charge this thing onto a point, and drop out a 12-ork squad of Burnas with a Mek to point-guard while the Trakk deals metric tons of lighter Snap Shot firepower. The greater ruability of the Big Trakk paired with a mek or two could really earn their points.  This strategy is untested.&lt;br /&gt;
**&#039;&#039;&#039;Dedicated Anti-Tank-Weapon:&#039;&#039;&#039; You can slap a Big Zzappa on this thing (works just like a regular Zzap gun, but with more range and d3 shots), along with up to &#039;&#039;4&#039;&#039; Rokkit Launchas. That&#039;s potentially 7 shots per turn, 4 spelling doom for light armour, d3 being anything from s5-10.&lt;br /&gt;
***While a Big Trakk with just the Big Zzappa is actually &#039;&#039;cheaper&#039;&#039; than an un-upgraded battery of Zzap guns, it also has a random number of shots each round, has to deal with the drawbacks of not being crewed by Grots (namely, BS2; but then again, you also can&#039;t fry said Grots) and is a lot easier to destroy. On the plus side, it can be repaired, and if you choose to pay for the upgrades, you can slap the aforementioned 4 Rokkit launchas on it (note that it comes with 2 Big Shootas inbuilt, so you already have a good measure of protection against &#039;Weapon Destroyed&#039; results). Best set up behind an Aegis line, with a squad of Lootas (including a Mek or two) nearby to facilitate repairs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mega-Dread (Imperial Armour Apocalypse II):&#039;&#039;&#039; This thing is fun. It&#039;s a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws wreck everything in close combat, and get Wreckers stratagem in Cities of Death. The Killkannon, normally too short-ranged to be effective, finds its home here. This thing will blast apart your enemy squads, before the Dread will munch them to bits in close combat. It is also very hard to stop, being armor 13 everywhere but the back (which is 11) and has base strength 10 making for a tasty HoW. Careful around prolonged Termie throwdowns, you never know what they wield. This guy can also get a Twin-linked Supa-Skorcha that will make MEQs do the burny dance like there&#039;s no tomorrow, but the Killkannon can eat Marines at farther ranges. Don&#039;t even bother with the Mega-blasta, the Rokkit Launcha has the same Strength (8) and can fire off the same number of shots (one), has the same range (24&amp;quot;), is 5 points cheaper, and does not suffer from the gets Gets Hot! rule. The Mega-Dread can also get Grot Riggers (handy), an additional Big Shoota for Snap Fire, and a Mega Charga (helpful until inevitable tard-out). Best against Marine Equivalents and Light Vehicles/Walkers.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Meka-Dread (Imperial Armour Apocalypse II):&#039;&#039;&#039; A more badass cousin of the Mega-Dread. It can take a Kustom Force Field, freeing your Big Mek to be doing other things, and providing more sorely-needed 5++ protection for your force. The Mega Charga allows you to have Fleet, which is nice because the Meka Dread should be in close combat all the time (rolling a 1 really sucks, though). The Rokkit-Bomb Racks counts as Lobba that can fire D3 shots a turn, but it has 1/3 chance of running out of ammo any time you fire it, so it tends to be a waste of points. Remember, then, to only take the KFF. It can also replace one of its Rippa Klaws with a heavy weapon (Rattler Kannon recommended), though you may want to keep the close combat krumpiness. And holy shit those Fixin&#039; Klaws! It adds &#039;&#039;&#039;2&#039;&#039;&#039; attack on the charge, &#039;&#039;and&#039;&#039; the Meka Dread can attempt to repair itself. An AV 13, 3 HP, 5 S10 AP1 attacks, self-repairing monstrosity? Yes please. But on the other hand this thing is expensive as hell (both in RL money and in-game points cost, especially with KFF), and needs at least one other Mega-Dread in your standard Ork army to be taken.&lt;br /&gt;
**&#039;&#039;&#039;Vanilla Kan Mob:&#039;&#039;&#039; If you don&#039;t wanna play around trying to get a version of Imperial Armour 8, get a taste of what you are missing by making the most of your Kustom Meka-Dread&#039;s Kustom Force Field (which you took, right?) by surrounding him in Killa Kans.  The Kans can screen shots for the Meka-Dread, which will inevitably draw a lot of fire anyway (so circling the wagons isn&#039;t exactly a worse attention magnet).  The Meka-Dread will give the Kans a 5++, which makes them much more survivable and gives them more time to make good use of their BS3 weapons. Since cover saves stack, your Meka-Dread will be getting 4++, on top of all of its already impressive durability.&lt;br /&gt;
**&#039;&#039;&#039;7th Ed Shenanigans:&#039;&#039;&#039; With the revision to how Grot Riggers work, its possible that you could give the Meka-Dread the &#039;&#039;It Will Not Die&#039;&#039; special rule, instead of the older 5th Edition version of Grot Riggers that Imperial Armour 8 assumes.  This means that, in addition to the Fixin&#039; Klaws repairing the Dread, you have a 1/3 chance to automagically regain an HP at the end of your turn.&lt;br /&gt;
*&#039;&#039;&#039;Gun Trukks (Forge World):&#039;&#039;&#039; These are bog-standard AV 10 all-around Trukks, but with bigger guns in them. Big Lobbas are great for softening up those shooty units that won&#039;t stand still long enough for you to charge them, and the large blast makes those scatters a little less painful. You can also take a Supa-Scorcha, creating a fast vehicle with a s6 ap3 template weapon that HAS to be dealt with, taking attention off your important units. Note that these trukks can be put in a squad of up to 5 in a single force organization slot.&lt;br /&gt;
**&#039;&#039;&#039;The Mek Gunz Comparison:&#039;&#039;&#039; With the advent of the 7th Edition codex, the orkish field artillery got a whole lot better. When choosing between the new Mek Gunz and the older Gun Trukks, you will need to consider their place in your army. Gun Trukks bring a different variety of weapons to your army than vanilla Mek Gunz, namely kannons and mortars.  Mek Guns the benefits of the Artillery unit type namely a large pool of expendable crew, while Gun Trukks enjoy greater mobility.&lt;br /&gt;
*&#039;&#039;&#039;Flakk Trukk (Imperial Armour - Aeronautica )&#039;&#039;&#039; This was the primary orkish ground based anti-aircraft unit before Traktor Kannons, it is still not bad. Instead of having two twin-linked Heavy 2 guns like the Hydra, the Flakka-Dakka gun just has a single Heavy 4 weapon. It&#039;s very useful against infantry in a pinch, just like its Imperial counterpart, but its lack of twin-linked goodness causes it to suffer somewhat in accuracy. The reason you don&#039;t just go straight to a guntrukk squad with Flakka Gunz is the special rules. Flakka-Dakka Gunz can move flat out &#039;&#039;and&#039;&#039; fire their weapons, provided their target is a Flyer. This can let you keep up with a Flyer &#039;&#039;and&#039;&#039; move across the board to hit some rear armor next turn. The front and side armor is also higher than a Trukk, and you can get a co-axial bolter to spot for you, giving you that twin-linked goodness you so desperately need (and trust us, with Orkish aiming skills, you need it.) Put on a troll face for when you blast those hideously expensive Thunderhawks out of the sky for a fraction of the price.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take&#039;&#039;&#039; Just use loota&#039;s in a trukk. They also use a heavy support slot and you get more dakka for your points.&lt;br /&gt;
**&#039;&#039;&#039;Anuver Alternatif?&#039;&#039;&#039; Why chase fliers all over the table? Stick a Big Mek with KFF and Gitfinda in an Aegis Defense Line with an Icarus Lasscanon. Up to three ammo runts for to-hit re-rolls, if you feel like it. That&#039;s between 175 and 184 pts but it can give a red nose to any enemy flyer AND to any enemy AV14 vehicle virtually ANYWHERE on the table within LOS. Remember that your orks will also allways need effective long-range anti-armour support. 175/184÷2= 87/92 pts for each capability (AA and AT).  You can drop the KFF if you still think it&#039;s expensive (125/134÷2=63/67 pts) and it will remain more survivable than any Flakk Trukk or Flakk Trakk. It can&#039;t move but it doesn&#039;t have to either, because of the 92 inch Icarus fire range and because you wanna shoot every turn with BS3 anyway. Place it on an objective in your backfield. It is a relatively small and difficult target for even large-blast barrage weapons and at the same time is not too expensive so as to be considered a DEFFSTAR. This set is by no means a game-winner either, but after you popped his first Stormraven/Land Raider (maybe even on turn one if you&#039;re lucky), it will become a huge distraction for your oponent and would have already redeemed its points-value. This is a virtual heavy support that doesn&#039;t compete with other heavy support choices for a slot in the FOC and threatens flyers and tanks at the same time from the very begining of a game. Oh! By the way: Scratch-build the Aegis and Icarus models in orky fashion, out of a discarded lascannon and some unused imperial dozer blades. It&#039;ll be money-wise more economical than any FW/GW product. Now you tell me: how&#039;s that for a combo?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flak Trakk (Forge World):&#039;&#039;&#039; AV12 front. Just imagine a Flakka-Dakka gun on a Big Trakk and you are done.&lt;br /&gt;
*&#039;&#039;&#039;Gun Wagon (Forge World)&#039;&#039;&#039; Av13 front. It&#039;s an AV13 Battlewagon with half of its transport capacity and less gun options, that can be bought in squads of 3 for twice the cost of a Trukk. This thing might be called Gun Wagon but it doesn&#039;t have to take a Big Gun, and it is actually not bad transport capacity for its point cost.  These guys are a venerable Forge World model, from days long past.&lt;br /&gt;
*&#039;&#039;&#039;Lifta Wagon (Imperial Armour Apocalypse II):&#039;&#039;&#039; AV14 Front. An other unit that took a huge hit with the IA Apocalypse update. It&#039;s a Battlewagon with &#039;&#039;motherfucking titan weapon&#039;&#039; strapped to its back. Unfortunately the Lifta Droppa got nerfed into the ground. Now, in contrast to the proppa version of a Lifta Droppa, it gently moves vehicles a few inches. It only hit on 5+ now (but Mork save you if you roll a one), but it deals d3 Glancing Hits or a single Explodes! result regardless of what you roll on the scatter die to move the vehicle. The enemy can take Cover Saves against the Lifta Droppa, so be wary of terrain, smoke, sneaky Eldar Fields and Jink saves. It can also target Flyers now, but snapfires. Almost too random for its cost, even for the most mental mekaniaks.&lt;br /&gt;
*&#039;&#039;&#039;Big Squiggoth (Imperial Armour Apocalypse II):&#039;&#039;&#039;  A monstrous transport, this is an odd one. Check your rulebook nope you are not mistaken that creature type does not exist so expect a lot of strange rule situations with this one. FW makes &#039;em but they can also be made out of old dino toys, green stuff and plasticard if you&#039;re the inventive sort. It&#039;s a big dumb beastie that&#039;s part angry dinosaur, part tank. Treat it like a support Carnifex that can eat almost all the dakka sent at it with impunity (although the [[Dark Eldar|spiky panzees]] will love you for fielding it), then dive into a squad of (nearly) any infantry and mulch it while the 15 boyz up top either hang out the top shouting expletives or pop out and support it. Unfortunately the daft thing needs some encouragement to not run away with its pathetic LD 5, so your Boyz may need to get stuck in with it, if only to provide &#039;&#039;emotional&#039;&#039; support. It can carry a small artillery piece (in the Kannon, Lobba or Zzap gun variants), and it has Dead Space Marine&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; barding providing a nice 3+ save. At WS2 they don&#039;t hit much in close combat, but conversely with Toughness 7 it also takes a lot to wound it back. That said it has a few tricks up its sleeves to offset the poor Weapon Skill: Trample gives you d3+1 Hammer of Wrath hits when you charge in, and the Wild Rampage rule gives it d6 additional attacks (much like a Chaos Spawn) on top of the measly 2 it has base, after losing at least 1 of its 6 wounds. Lastly, for 15 points more, the Snakebitez can jam-pack it full of &amp;lt;s&amp;gt;[Doomrider|cocaine!]&amp;lt;/s&amp;gt; dodgy drugs that send it into a tizzy, letting you roll once on this chart after deployment:&lt;br /&gt;
# Start the game with one less wound! Unlucky, but thankfully can only happen once. On the plus side Wild Rampage is now active from turn one.&lt;br /&gt;
#The drugs make the Squiggoth go all red, gains Fleet. Very useful, but maybe not worth 15 points.&lt;br /&gt;
#Lets you re-roll the dice determining the amount of attacks for both the Trample and Wild Rampage rules, vastly improving ability to dish out damage.&lt;br /&gt;
#Preferred Enemy (Infantry). Being a bit more reliable in close combat isn&#039;t a bad thing, but it&#039;s not &#039;&#039;that&#039;&#039; great either.&lt;br /&gt;
#FNP (5+), aww yeah! You can&#039;t get much tankier than that!&lt;br /&gt;
#You lucky git! You get to roll on this chart again, &#039;&#039;twice&#039;&#039;. Any more 6s are re-rolled until you get any other result though, no exploding dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grot Bomm Launcha (Imperial Armour 8)&#039;&#039;&#039;: Forge World still produces these. Used to be unknown where they fit, but ITC places them here in Heavy Support, squadrons of 1-3. Basically a Buggie with a Shoota and Grot Bombs: 24-72&amp;quot; S8 AP3 Barrage Ordnance pie-plates, which count as Twin-Linked but can only fire once per game. Hilariously cheap for something that can evaporate entire squad of marines in a heartbeat, or blow holes in any vehicle. Once they launch all their bombs, you can Flat-Out the buggies into the middle of battleground, blocking enemy paths and LoS like those pesky Humie Land Speeders.&lt;br /&gt;
&lt;br /&gt;
=== Lord of War ===&lt;br /&gt;
&#039;&#039;Note: Don&#039;t waste yer [[toof|teef]] on da stuff [[GW]] sells, an&#039; don&#039;t get yerself arrested punchin&#039; out dere teef neither. Make yer own lords of war. Ell more den wun git built imself a stompa outa a mister potato head!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ghazghkull Mag Uruk Thraka]]:&#039;&#039;&#039; Inexplicably moved to Lord of War, despite his profile remaining the same as before... He costs a metric shitload, but his 5++ Cybork body has been nerfed to a FnP 6+. He&#039;s immune to Instant Death and is a close combat monster on his Waaagh!, which makes his 2+ save into a 2++, and due to his Warlord trait also grants Fearless to the army with his sheer amount of power and beef, but watch out, as it only lasts one turn now instead of two. In his Waaagh, Ghazzy can take on almost every HQ in the game in a 1-on-1. Take him when you absolutely positively got to kill anything or anyone in a challenge. Be wary of Eternal Warrior with 3++ or better foes (he will get crushed every time guaranteed) and you won&#039;t have to worry about anything other than incredibly unlucky/lucky rolls. Feel free to give him a Nob guard for some Look Out Sir! meatshielding, so you can direct his phenomenal number of Power Klaw attacks into whatever you want to die without worrying so much about the initiative problem. &#039;&#039;Prophet of the Waaagh!&#039;&#039; is now not as shitty, as it allows Mega-nobz and Ghazzy to run on that turn (in addition to the usual Ork effect of allowing charges after running).&lt;br /&gt;
**Don&#039;t forget to give him an Attack Squig! Now that Ghazhgkull can take anything from the Runts and Squigs section, there&#039;s no reason why you shouldn&#039;t buy him a pet squig to help him tear shit up in close combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gargantuan Squiggoth IA 8:Raid on Kastorel Novem:&#039;&#039;&#039; A fun, strange and sadly overcosted unit. Gargantuan Creature and counts as an open-topped transport that moves 20 boyz straight into the thick of the fighting, then beats up on people with super-high strength attacks at &#039;&#039;WS 2&#039;&#039; (thank Gork for the Stomp attack). Ignores strength 4 and below attacks, making [[Awesome|bolters useless]], and since it&#039;s a gargantuan creature, poison and sniper weapons can only hurt it on a six. Can carry bigger artillery pieces and two of them to boot, as well as 6 passenger-fired Big Shootas. Armor save poor for what will come its way. The only big downside (aside from its point cost) is the huge fire magnet taped to its back. Deathmarks, Vortex Grenades, Railguns, Hammer Blows, Dreadnoughts, and pretty much any other high-strength weaponry will ruin it&#039;s day. Even &#039;[[Autogun#Autocannon|Autocannons]]&#039; will ruin your day. Three Defilers, Ironclad Dreadnoughts, or enemy Deff Dreads will just outright butcher you.&lt;br /&gt;
&lt;br /&gt;
====Stompas====&lt;br /&gt;
*&#039;&#039;&#039;Stompa (Codex: Orks):&#039;&#039;&#039;  a massive superheavy walker with 13/13/12 and 12 hull points. it comes equipped at with a Supa Gatler, 3 Supa Rokkits, a few Big Shootas, and a Skorcha. Not to mention the S10 AP1 goodness that is the Deff Kannon. But this comes at a cost of 770 points- and for 30 more points, it can have &#039;&#039;It Will Not Die&#039;&#039;. Oh, and the Supa Gatler cannot pump out infinite shots in a single phase anymore. It&#039;s 3 shots at S7 AP3 Assualt 2d6- each 2d6 can be fired at a different target.  However, after the first firing, a doubles roll for number of shots causes it to run out of ammo.&lt;br /&gt;
** If you have access to IA8 and don&#039;t mind using some of the stranger rules Forgeworld has to offer, then go with the Kustom Stompa. It gives you more upgrade options and is cheaper in points. even if you made the exact same Stompa for around 170 pts less. See below for more info. &lt;br /&gt;
**One of the nastiest things you can do is fill it with as much meks as possible by using several 5-man squads of Burna Boys/Lootas with 3 Meks in the Stompa, mek boyz and big meks. Depending on the Stompa load out, that&#039;s up to 18+ repair attempts a turn, making it all but impossible to destroy the Stompa unless you manage to do it within a single turn. And since superheavies ignore any vehicle damage except loss of hull points, you don&#039;t even have to worry about accidentally bangin&#039; yer own krew ova da hed wiv a spanna (Dem softies shoulda stopped kumplainin&#039; ennewayz).&lt;br /&gt;
**Really don&#039;t get carried away with it. I assumed it was indestructible the first time I used it and it lost all 12 of its hull points during Turn 2 in a 1500 point game. Surround it with enough Ork Boyz to protect it from any ridiculous anti-armour units (hyper-upgraded Hive Tyrant and 3 Tyrant Guard with crushing claws), since even the most OP unit isn&#039;t going to get through 30 Fearless Orks in a turn. It shoots better than it fights, remember that. Although, to be fair, it did annihilate the Tyrant back by standing on him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kustom Stompa (Forge World):&#039;&#039;&#039; An interesting and varied titan choice. This unit was designed to be fully-customizable Stompa-maker for kitbashers and kustomizers, so that you can build goofy Stompas and make them game-legal (with fair price tags). These guys can do anything you want, including bullet-spamming, pie-plate dropping, and [[Rip and tear|rip-and-tearing]] (for the right price, of course). The only problem is that this Stompa is generally weaker-skinned than other Stompas, having fewer Power Fields than the Big Mek Stompa and fewer Structure points than some of the other Stompa variants. All this compounds with the points cost if you go overboard on the guns. And you &#039;&#039;want&#039;&#039; to go overboard on the guns. &#039;&#039;So much.&#039;&#039; All-in-all, this is unit is whatever you want it to be. Send cheap hordes of them armed with Titan CCWs at your enemy, or stand back and watch just one release game-breaking firepower from functionally &#039;&#039;6 main titan-class weapons &#039;&#039;&#039;at once.&#039;&#039;&#039;&#039;&#039; Definitely lives up to the classic Gargant name in terms of [[Dakka]].&lt;br /&gt;
** NOTE: You can give this thing &#039;&#039;&#039;3 Gigashootas&#039;&#039;&#039; allowing for &#039;&#039;&#039;18D6 Str 6&#039;&#039;&#039; shots per turn!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Klawstompa (Forge World):&#039;&#039;&#039; A cheap (points-wise) and fun titan. You can make one by taking a Kustom Stompa and equiping it with two (Str D) claws. It doesn&#039;t have his own entry in the book, but it should, since it&#039;s so different from a normal Kustom Stompa. You will miss out on most ranged weapons, but it gives you close-combat buffs instead and the option of a guaranteed 12&amp;quot; charge range upgrade. This makes him a close combat monster, but still has the option of a big flame-thrower S6 AP3 Hellstorm-template weapon. Who doesn&#039;t want automatic S6 hits? Bonus hint, always equip it with an other cheap ranged weapon to do the Imperial Knight Stubber Trick.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Buzzgobs Mek Stompa (Apocalyse, 6th Edition Dread Mob Update)&#039;&#039;&#039; So you want a Stompa with all the gunz, but you don&#039;t want to pay the points for it. Don&#039;t worry Buzzgob might just know the way to smuggle one in using the ITC rulings. More on that later. This is your goofy and shooty Titan. Comes with Lifta-droppa, for dealing with those pesky Land Raiders, and an extra shield for soaking up those Volcano Cannon kame-hame-has coming your way. Unfortunately it&#039;s not that good in practice, given the high points cost and the fact that its single-shot strength-D Gaze of Mork and Lifta-droppa both have to hit on BS2. The best thing you can do is stuff it full of Lootas and Meks to keep it moving and give it an all-around shooting boost. &lt;br /&gt;
**&#039;&#039;&#039;How to get it for a discount&#039;&#039;&#039;. Play the ITC rules and get it as an upgrade for Big Mek Buzzgob and get a stompa as a 300 point upgrade. You will have to know the secret link to this outdated FW document and you will have to use multiple dubious interpretations of the text in but that doesn&#039;t matter for the ITC. If do use those rules Buzzgob can sneak one of those monsters in and you will now have a stompa that is not in the codex or any supported document. Here is the link: [https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf]&lt;br /&gt;
&lt;br /&gt;
====Tanks====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kustom Battlefortress: (Imperial Armour Apocalypse II)&#039;&#039;&#039; the Battlewagon&#039;s super heavy big brother. They are and look like looted Baneblades variants. Use it exactly like you would a regular Battlewagon, just on &#039;roids. Has a massive 30-man transport capacity, Open-Topped by default, and comes with 3 Big Gunz of your choice, mix and match, built right into the starting cost.  You can pay to replace the Big Buns for &#039;&#039;bigger&#039;&#039; gunz (sacrificing some transport capacity for certain guns) or enjoy the novelty of having a relatively cheap Super-Heavy that can take 30 Boyz into the thick of it (likely) unharmed. A wide array of options for pintle-mounted guns are also available, just in case you want to add more dakka. &lt;br /&gt;
**&#039;&#039;&#039;Note 1:&#039;&#039;&#039; This is also a legitimate way to take Grot Bomms, as they currently have no CAD slot on their own, but can be mounted on this.&lt;br /&gt;
**&#039;&#039;&#039;Note 2:&#039;&#039;&#039; A Kustom Battlefortress setup with Kannons, Supa-kannons and max rokkits makes the Battlefortress one hell of a Gun-wagon, but still pales in comparison to the Kill Bursta.&lt;br /&gt;
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*&#039;&#039;&#039;Kill Tanks (Imperial Armour Apocalypse Second Edition):&#039;&#039;&#039;These come in three flavors, the &#039;&#039;&#039;Kill Krusha&#039;&#039;&#039;, the &#039;&#039;&#039;Kill Blasta&#039;&#039;&#039; and the &#039;&#039;&#039;Kill Bursta&#039;&#039;&#039;.  Creative, yes. One thing of note is that all of these can transport up to 12 models and count as open topped. So those of you who take battlewagons filled with nobz equipped with killkannons, go nuts, these can do the same but better. Oh so much better. &lt;br /&gt;
**A note on the kill tanks: they ONLY count as open topped for the purpose of embarking or disembarking. Every other  rule regarding O.T is ignored.&lt;br /&gt;
** &#039;&#039;&#039;The Krusha&#039;s&#039;&#039;&#039; Kannon comes with a variety of sexy shells which are all pretty good, but still no Bursta kannon. The main two are Boom Shells (&#039;&#039;&#039;60&amp;quot; range, S8 Ap3, 5&amp;quot; Blast&#039;&#039;&#039;) and Tankhammer (&#039;&#039;&#039;S10, Ap2, no blast&#039;&#039;&#039;) while the other two are pansy anti-infantry crap that you&#039;ll never use. The Krusha Kannon (and Kill Krusha itself) can go a little wonky on occasion, so be mindful of how much pressure you put on this tank to perform on the front lines. This tank, more than the others, is an up-scaled [[Leman Russ Battle Tank|Leman Russ]], a Apocalypse-scale middle-range Main Battle Tank. It should be in the front, heckling &amp;quot;classic&amp;quot; tanks while avoiding the [[Baneblade|Apocalypse heavy-hitters]]. &lt;br /&gt;
** &#039;&#039;&#039;The Blaster&#039;s&#039;&#039;&#039; Giga Shoota is somewhat meh, giving you 6D6 S6, Ap4 shots. In theory that should be nice. Mathematically, the average is 21 shots, and 90% of the time you should get at least 16. However, when it really matters rolling a few ones can make his thing next to useless. In general this tank supports infantry advances well, and tends to eat enemy infantry and light vehicles. Though Apocalypse being what it is, those two tend to come in bushels or not at all, relegating this behemoth to lumber behind your Green Tide and protect it from other infantry-eaters. It&#039;s not &#039;&#039;bad&#039;&#039;, but for the points you spend on a kill tank, there&#039;s so much better:&lt;br /&gt;
** &#039;&#039;&#039;The Bursta&#039;&#039;&#039; is where the real class is , although for some (complete bullshit) reason it comes with the actually good (see below) Belly Gun as standard and you need to buy the motherfucking Bursta Cannon. Anyway, once you&#039;ve bought it you are able to seriously bring the pain. It&#039;s essentially a [[Vindicator|Demolisher Cannon]] on steroids. It only has a 36&amp;quot; range, but it&#039;s a &#039;&#039;&#039;Destroyer weapon with Ap 2 and a 7&amp;quot; Blast&#039;&#039;&#039;. And it is pure &#039;&#039;fucking&#039;&#039; class. It&#039;ll blow MASSIVE holes in &#039;&#039;anything&#039;&#039; you point it at. Terminators? &#039;&#039;Land Raiders?&#039;&#039; Pfft. &#039;&#039;&#039;Fuck&#039;&#039;&#039; that shit. All dead in one shot. If you can land &#039;&#039;one blast&#039;&#039; on a reasonably pricey unit, you&#039;ll pay for it twice over, and that&#039;s why the Bursta&#039;s amazing. Particularly if you scratch build them (and why wouldn&#039;t you? You just need a box with tracks and a &#039;&#039;big fuckin&#039; gun&#039;&#039;), then even getting them Laser-Destroyer&#039;d in the second turn after you rape an HQ/terminator/GK paladin/ANYTHING squad is still just as sweet because you paid &#039;&#039;nothing at all&#039;&#039; for the privilege to do so. &lt;br /&gt;
*** &#039;&#039;In defense of the Belly Gun&#039;&#039;: Now, hold on just a minute there. While I&#039;m not going to say that the bursta isn&#039;t pure &#039;&#039;fucking&#039;&#039; class, and It&#039;s certainly worth the 50 extra points it costs (the tank itself is 350, you can afford it), I find that the Belly Gun actually has potential. S7 AP3 vaporizes any MEQ it catches, but the amazing part is the area of effect. Each time you fire, it has a blast radius of 3d6&amp;quot;. &#039;&#039;&#039;Radius&#039;&#039;&#039; (as the special rule specifically states). At worst (.46% or the time or 1 in 200 shots) you&#039;ve got a battle cannon with -1S and a slightly larger (6&amp;quot;) blast. 90% of the time you&#039;re getting at least a 7, throwing a &#039;&#039;large dominoes pepperoni pizza&#039;&#039; downrange. 90% of the time! On other far end, again at .46% of the time (1 in 200), you roll that holy 18, and put down a &#039;&#039;three fucking foot&#039;&#039; blast (thank Gork it&#039;s 36&amp;quot;!). Go ahead and clear half the table. Mork&#039;d be roight proud. Sure, it&#039;s not strength D. It&#039;s not going to be clearing termies and land raiders like the Bursta Cannon will. But if you&#039;re going up against Nids, Deldar, blob guard or other Orks, consider giving this thing a try. At it&#039;s worst it&#039;s merely okay, and randomly it&#039;ll be awesome. If you&#039;re playing orks then you know that as far as random guns go, this ain&#039;t half bad. Frankly it&#039;s kinda sad that these two amazing weapons are both strapped to the same tank. The bursta cannon is so very good and so badly needed to handle enemy superheavies (almost all of whom can blast massive holes in your army and so demand an effective answer) that the belly gun just gets kinda forgotten. Even performing at it&#039;s worst it&#039;ll demolish a squad per turn. If you&#039;re playing big games consider taking one of each. the belly gun will either take the heat off your titan hunter, or it&#039;ll force your opponent to respect the potential 3&#039; blasts. Possibly both. Seriously when was the last time you needed a blast marker bigger than a manhole cover? *(Alternate take: Be prepared to get into tons of arguments / be banned from using this model / never get a game again as while this is certainly RAW - and basic math terminology - this is certainly not RAI)*&lt;br /&gt;
&lt;br /&gt;
==== Non-Lord of War Super Heavies ====&lt;br /&gt;
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=====Tanks=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skullhamma Battle Fortress (Apocalypse):&#039;&#039;&#039; If the Battlewagon is the Ork equivalent of a Land Raider, then the Battle Fortress is the Ork version of the Baneblade. Can carry a metric shit-ton of orks and royally wreck the shit of anything that gets in their way. Very customizable like the Battlewagon, and generally if it works for the Battlewagon it works for the Battle Fortress. Unlike the Wagon, the Skullhamma Fortress gets some really sweet guns, and it can carry full sized mobs into the midst of the enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Dethrolla Battle Fortress (Imperial Armour 8)&#039;&#039;&#039; One take on the Deathrolla Fortress is that it is a nice, cheap Super-Heavy Tank. Another take on the Deathrolla is that it&#039;s just really an &#039;ard-Cased Battlewagon with twice as many hull points, +1 to Side and Rear armour values, and a big gun for thrice the cost. To be fair, that sounds pretty good when you take into account that it won&#039;t immediately explode under anti-tank fire like the normal Battlewagons tend to. Dethrollas like ferry huge swaths of Boyz to the front lines, and act then like infantry support tanks. The actual usefulness of this Super-Heavy transport role is up to you.&lt;br /&gt;
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=====Fliers=====&lt;br /&gt;
FW doesn&#039;t make the models for these super heavy fliers, so you have to make them yourself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bomma (Imperial Armour 8) :&#039;&#039;&#039; Your Heinkel. Like the Fighta-bommer only bigger and slower with more dakka and ordinance. Enough defensive weaponry is on this thing to see off waves of interceptor aircraft, while it carries enough ordinance weapons to pretty much wipe out an entire formation on turn one. Just one of these can spit out enough supa-rokkits to wipe an Leman Russ company off the gameboard or drop enough grot-bombs to turn six full sized Gaunt Broods with an accompanying Hive Tyrant &#039;&#039;with&#039;&#039; Tyrant Guard &#039;&#039;and&#039;&#039; Warrior Prime (about to tear into your front lines) into a few scattered bugs and a lonely Hive Tyrant who will be blown apart by your Lootas next turn. It also comes with &#039;&#039;eight&#039;&#039; (8!) Big Shootas mounted along the flanks, which can shoot at differing targets.&lt;br /&gt;
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*&#039;&#039;&#039;Blasta Bommer (Imperial Armour 8) :&#039;&#039;&#039; Your Henschel, AKA: the &#039;&#039;Panzerknacker&#039;&#039;. Much like the Marauder variant for Imperials, instead of bombs and ordinance this thing carries lots of heavy guns for ground attack. Think of this as an Orky A-10 Warthog (the Orkiest of all airplanes). It can crank out a hilarious amount of Shoota, Zzap Gun, and Rokkit hits to mow down large numbers of enemies, while having the range to buzz around, loitering out of reach of the enemy&#039;s guns.  The lack of Blast weapons means this is more suited for destroying a few hard targets over obliterating large formations, playing counterpart to the traditional Bomma. However, it is the death of Titans, MEQs, and any vehicle anywhere. Just think of it in terms of it&#039;s gun: 120&amp;quot; Range, Str 9, Ap 3, Heavy 3D6, plus D3 Supa Rokkits.&lt;br /&gt;
&lt;br /&gt;
==Supplements==&lt;br /&gt;
===Waaagh! Ghazghkull===&lt;br /&gt;
This book was originally released as a pre-order bonus back when the Codex was released. It was eventually re-released later on, to fall slightly further in line by adding an Ork Decurion, but it&#039;s otherwise pointless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biggest an&#039; Da Bestest&#039;&#039;&#039;: Independent characters must issue and accept challenges. Additionally, if the warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of the game. This shit sucks. Orks have access to wound rerolls on our warlord traits and with the lukky stik. You never want to be forced to take a challenge you can&#039;t win with your warlord. Some say it&#039;s the orky way to blindly accept challenges. I say it&#039;s even orkier for the big boss to shove a few boyz in front to deal with a formidable opponent before it&#039;s your turn to krump em (kunnin eh?).&lt;br /&gt;
*&#039;&#039;&#039;Da Boss iz Watchin&#039;&#039;&#039;&#039;: Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll Breaking Heads or Squabble, they take d3+3 S4 AP- hits.  Yeah, you better pray that you pass morale, because the price for failing got much higher.&lt;br /&gt;
**&#039;&#039;&#039;&#039;Alternative take&#039;&#039;&#039;&#039; This is kinda a blessing for larger units since they no longer can roll a 1 so they don&#039;t flee as fast.&lt;br /&gt;
***&#039;&#039;&#039;&#039;Alternativer take&#039;&#039;&#039;&#039; This does more bad than good. Sure, your units of 10+ boys won&#039;t run from shooting, but you&#039;ll never roll a 1 to stay locked in combat, and units of less than 10 boyz have a 1/6 chance of passing on the table (must roll a 1 to get a breakin eads result), and if they do they take a bigger beating. This rule alone is enough to forgo the great waaaagh! detatchment all together. Such fucking bullshit.&lt;br /&gt;
&lt;br /&gt;
Also, you gain &amp;quot;The Great Waaagh!&amp;quot;, which allows your warlord to declare a Waaagh! every turn, including the first. Use Council of the Waaagh! as your Command choice, use Ghazkull as your warlord, and huzzah! you have a warboss with a 2++ every turn including the first! Now go and kill a Daemon Prince every turn! (Prices start at 1053 points with no upgrades whatsoever.)&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
#&#039;&#039;&#039;Supa Shootist&#039;&#039;&#039;: Warlord has BS3. [[Ork Snipers|ORK SNIPERZ]]!!!!! WOO!! in all honesty, it&#039;s better than nothing...&lt;br /&gt;
#&#039;&#039;&#039;Waaagh-mongerer&#039;&#039;&#039;: Warlord and unit get Crusader.  Neato since it means you can run a bit further when you Waaagh!.&lt;br /&gt;
#&#039;&#039;&#039;Madboy&#039;&#039;&#039;: Warlord gets Rage.&lt;br /&gt;
#&#039;&#039;&#039;A Kunnin&#039; Plan&#039;&#039;&#039;: Warlord and his unit get Outflank.  Neat tactic if you need to surprise someone with a big mob of boyz sandwiching them, especially if you add in Snikrot&#039;s formation. Even better, stick your Warlord in a STOMPA and have it come in behind Guard players&#039; enemy lines and watch them panic.&lt;br /&gt;
#&#039;&#039;&#039;Kallin&#039; in a Favour&#039;&#039;&#039;: One weapon the Warlord gets (that&#039;s not from the Kustom Gubbinz list) gets Master-Crafted.  Considering how craptacular Orks are with guns, you&#039;re better off putting it on a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Dead &#039;Ard&#039;&#039;&#039;: Warlord has FNP.  Awww yea, (Unless you already bought Da Supa-Cybork upgrade. There&#039;s no mention on the FNP stacking, making this combo a washout)&lt;br /&gt;
&lt;br /&gt;
===Orkimedes&#039; Kustom Gubbinz===&lt;br /&gt;
Unlike artifacts from the normal Ork book, you can (presumably) stack Orkimedes artifacts together, however only the formations and detachments from the supplement can use the Gubbinz and, as pointed out above, that&#039;s a questionable decision. The wording of the newer version of the supplement specifically states that you can use both vanilla ork dex artifacts as well as the waaaugh! ghazghkull artifacts: so do not feel limited to using one set over the other.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Choppa of the Ragnarork&#039;&#039;&#039;: A &#039;&#039;&#039;MURDA CHOPPA&#039;&#039;&#039; (+2S, AP5) that gets better the more you kill.  At the end of every assault phase where the wielder gets a kill it gains +1S and -1AP, maxing out at S+6 AP1, and this stays the entire game.  HOLY CRAP YOU BETTER PROTECT THIS GIT! Run any character who takes this with some other squad level character so that he does not get challenged and forced to fight with a  AP5 weapon against a Space Marine Captain or sit that turn out and not kill anything to get a better choppa.&lt;br /&gt;
**&#039;&#039;&#039;Alternative take&#039;&#039;&#039;: This weapon is a lot of fun to play with and watch as it gets stronger, but the thing really is terrible. To max out this weapon you have to be in close combat for at least 2-4 turns, possibly not killing anything with its weak base stats, causing the weapon to not get any stronger. By the time you do manage to make this weapon useful and dead-killy, it will almost be the end of the game. This weapon would be far better if it got better for each kill made, instead of getting at least 1 kill in the turn.&lt;br /&gt;
*&#039;&#039;&#039;Big Bosspole&#039;&#039;&#039;: Bearer and his unit get Fearless, which is a good thing if you have a unit chock full of boyz.  Brutal synergy with the Green Tide formation available from this Book.  &lt;br /&gt;
*&#039;&#039;&#039;Da Supa-Cybork&#039;&#039;&#039;: User gets FNP (5+), Relentless, and eternal warrior.  Give it to a big mek with a shokk attack gun to shokk on the go! Fluffy but waaaaaay too expensive. Might be useful if you&#039;re really afraid to loose your boss to ID (In which case, it&#039;s probably better to just choose Ghazzy and the Waaagh! every turn formation for an 2+/2++/5+++ EW strikes at initiative monster for around the same price as a kitted out warboss with this).&lt;br /&gt;
*&#039;&#039;&#039;Da Killa Klaw&#039;&#039;&#039;: It&#039;s a daemonic Power Klaw that&#039;s Dead Killy.  Seriously.  Like the Black Legion&#039;s Hand of Darkness, you can exchange all your melee attacks for one ID hit.  Better make sure you can survive long enough to make this shit work.&lt;br /&gt;
**&#039;&#039;&#039;Extended Opinion&#039;&#039;&#039;: The only thing interesting about this item is giving it to a Warboss that already has a Power Klaw so he can get that +1 attack for two weapons. At S10, you are already insta-killing most stuff anyway, and the stuff you aren&#039;t is taking one hell of a beating when you swing. Honestly, Headwoppa&#039;s Killchoppa is far better than this item because it is cheaper, lets you keep all your attacks which can cause instant death, and lets you actually make use of that initiative 4. Put him on a bike and watch him drive with those 2 hellhuge klawz!&lt;br /&gt;
*&#039;&#039;&#039;Mega Force Field (Big Mek only)&#039;&#039;&#039;: Essentially an improved Kustom Force Field that works on a 4++ instead of a 5++, and does not require replacing the Big Mek&#039;s Slugga.  The same issues with the KFF are here too, but the Mek can at least take a Shokk Attack Gun with this, if you care more about HQ slots rather than point efficiency.&lt;br /&gt;
*&#039;&#039;&#039;Kill-Dakka&#039;&#039;&#039;: This gun is weird.  It&#039;s got 6 different firing modes, with one that gets selected before deployment. Overly expensive for the results, but pretty damn fun. (Has some pretty nice synergy with a flashgit Battle Wagon Big Mek, also extremely fluffy in this formation).&lt;br /&gt;
# 24&amp;quot; S7 AP4 Heavy d3+1 shots.  Basically an autocannon with up to 4 shots. Great if you get this with Mega-armor.&lt;br /&gt;
# Assault 1 Flamer with S5 AP4.  Meant to make dead blobs.&lt;br /&gt;
# 24&amp;quot; Assault 3 S6 AP4 shoota.  Well, you just got a heavy bolter.&lt;br /&gt;
# 24&amp;quot; Assault 1 S2d6 AP4 Zzap gun.&lt;br /&gt;
# 24&amp;quot; Assault 1 S6 AP5 Blast.&lt;br /&gt;
# 24&amp;quot; Assault 1 Sd6 APd6 Bubblechucka Large Blast.&lt;br /&gt;
&lt;br /&gt;
==Formations and Detachments==&lt;br /&gt;
The Orks just got a new version of WAAAGH! Ghazghkull, featuring a decurion-style version of The Great WAAAGH! detachment. This whole section needs an update, so please do some editing where you see fit.&lt;br /&gt;
&lt;br /&gt;
===Detachments===&lt;br /&gt;
*&#039;&#039;&#039;Ork Horde (Codex):&#039;&#039;&#039; This was a big thing when our codex dropped since this was the first alternative detachment, but has since dropped far off the deep end in usefulness since the dawn of the Decurion. All this adds is three more Troops units (one more compulsory) and a third HQ. However they DO NOT get the &amp;quot;Objective Secured&amp;quot; rule that the CAD gets, instead they get a special rule where if an Ork Unit contains 10 or more models, and rolls a 10 or more on charge distances, they all get Hammer of Wrath for that charge. This strategy favors high model counts of Orks versus high unit count of Orks. Units that have high enough body counts to have more than 10 boyz in a squad by the time they reach the enemy to charge Boyz and Stormboyz. This combines well with Da Finkin&#039; Cap as it allows Orks to roll on strategic trait&#039;s chart from the main rulebook, giving the possibility of outflanking up to 3 units. Remember that most Ork models with &#039;Ere We Go are S3, so this will likely lose effectiveness against high toughness, low model count armies.&lt;br /&gt;
*&#039;&#039;&#039;The Great Waaagh! (Waaagh Ghazghkull)&#039;&#039;&#039; You must take 1+ core choices (warband or goff killmob), with 1-10 auxiliary and 0-1 command choices. For your trouble, you get the Biggest an&#039; da Best and Da Boss iz Watchin (meh....), a reroll on the warlord trait table, hammer of wrath on units of 10+ orks whenever they make a charge (not just a charge of 10+ inches now), and the ability to call a Waaagh every turn INCLUDING the first. This can help you get stormboyz and trukk mobz into combat, and help your boys get a charge infiltrator/scout units, as well as assault themed armies that are going to meet you half way and advance (if you go second). This can also make your orks fearless if you take ghazkull or roll a 1 on the ork warlord trait table. The problem is that to get Ghazghkull you have to spend 600+ points on the Council of the Qaaagh, AS WELL AS 600+ points on a core unit. On top of this, you get the biggest and da best/da boss is watchin, which are somewhat detrimental. Personally, I&#039;ll continue to play the formations separately just to not deal with the 2 shitty rules, while still having access to multi-waaaghs for the majority of the game, a 1/6 rerollable chance of getting fearless from turn 2 and on, and possibly access to the Orkimedes&#039; Kustom Gubbinz.&lt;br /&gt;
**&#039;&#039;&#039;Biggest an&#039; Da Bestest&#039;&#039;&#039;: Warlord must issue and accept challenges. Additionally, if the warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of the game. This shit sucks. Orks have access to wound rerolls on our warlord traits and with the lukky stik. You never want to be forced to take a challenge you can&#039;t win with your warlord. Some say it&#039;s the orky way to blindly accept challenges. I say it&#039;s even orkier for the big boss to shove a few boyz in front to deal with a formidable opponent before it&#039;s your turn to krump em (kunnin eh?).&lt;br /&gt;
**&#039;&#039;&#039;Da Boss iz Watchin&#039;&#039;&#039;&#039;: Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll Breaking Heads or Squabble, they take d3+3 S4 AP- hits.  Yeah, you better pray that you pass morale, because the price for failing got much higher.&lt;br /&gt;
*&#039;&#039;&#039;Great Waaagh! Detachment:&#039;&#039;&#039; It was not reprinted in the Waaagh! Ghazghkull re-release, but the FAQ says this and the Green Tide formation are still valid. Take your typical CAD and add an extra 2 Troops and 2 Elites. 1 HQ, 2 Troops, and 1 Elite are compulsory. For using this, you have to deal with &#039;&#039;&#039;Biggest an&#039;da Best&#039;&#039;&#039; and &#039;&#039;&#039;Da Boss iz Watchin&#039;&#039;&#039;&#039;, which is rather painful. The &#039;benefits&#039; are the customary Warlord Trait re-roll and the ability to roll a die for each unit from this detachment, adding +1 to any unit that is classified as Troops.  Any result of 6+ gives that particular unit Deep Strike. &lt;br /&gt;
**&#039;&#039;&#039;Biggest an&#039; Da Bestest&#039;&#039;&#039;: Warlord must issue and accept challenges. Additionally, if the warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of the game. This shit sucks. Orks have access to wound rerolls on our warlord traits and with the lukky stik. You never want to be forced to take a challenge you can&#039;t win with your warlord. Some say it&#039;s the orky way to blindly accept challenges. I say it&#039;s even orkier for the big boss to shove a few boyz in front to deal with a formidable opponent before it&#039;s your turn to krump em (kunnin eh?).&lt;br /&gt;
**&#039;&#039;&#039;Da Boss iz Watchin&#039;&#039;&#039;&#039;: Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll Breaking Heads or Squabble, they take d3+3 S4 AP- hits.  Yeah, you better pray that you pass morale, because the price for failing got much higher.&lt;br /&gt;
*&#039;&#039;&#039;Air Superiority Detachment (Death from the Skies):&#039;&#039;&#039; The very same, as all other factions get with an access to air-force. Really, not much to talk about, if your enemy brought the same detachment, most of your perks are being nullified anyway, and you don&#039;t have transports to capitalize on the Object Secured planes. Look rather for the Ork Skwadron, or the Kustom Wazmob formation.&lt;br /&gt;
&lt;br /&gt;
====Da Great Waaagh!====&lt;br /&gt;
Coming with the re-release of this book was an Ork Decurion. However, it&#039;s clear that this was very phoned-in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; There are three benefits. The first is being able to reroll your Warlord Trait if rolling on the Ork Table. The second one is &#039;&#039;&#039;Stampede&#039;&#039;&#039; which states that if your Warlord is a Warboss from this detachment, you can Waaagh every turn. The final benefit is called &#039;&#039;&#039;The Greenskin Hordes&#039;&#039;&#039; which states that every time a unit from this Detachment which starts the Assault Phase with 10 or more models manages to successfully charge an enemy and roll a 10 or more for charge distance, it gets Hammer of Wrath. Extra hits are appreciated, though sadly they&#039;re only S3 hits. [[Wat|It must be confusing that Gretchin benefit from this too]].&lt;br /&gt;
&lt;br /&gt;
=====Core (1+):=====&lt;br /&gt;
*&#039;&#039;&#039;Waaagh!-Band:&#039;&#039;&#039; [[Fail|Literally the exact same Formation as the Ork Warband in the basic Ork Codex, with a different name. The benefits are exactly the same as the Great Waaagh, meaning this effectively gets no bonus]].&lt;br /&gt;
*&#039;&#039;&#039;Goff Killmob:&#039;&#039;&#039; A Warboss (possibly replaced by Grukk) joins a pack of Nobs, 3 bands of Boyz, 1 pack of Kanz, a Gorkanaut and 2 Deff Dreds. In exchange, the Infantry units from this formation may reroll their charge distance. Although the benefit is better (since it stacks), it does mean taking a Gorkanaut...&lt;br /&gt;
&lt;br /&gt;
=====Command (0-1 per Core)=====&lt;br /&gt;
*&#039;&#039;&#039;Council of da Waaagh!:&#039;&#039;&#039; Pretend you&#039;re in 5th Edition all over again! Ghazghkull and Grotsnik get to grab 2 Warbosses, a Big Mek, and a mob of Nobs with a banner. They now count as a squad. Aside from netting the bonus rules standard for the supplement, they net +1 WS on the bosses and the ability to roll for two Warlord Traits from the supplement and add them both to Ghazzy&#039;s default trait. The Banner-bearer also gives THE ENTIRE SQUAD AN ADDITIONAL +1 WS (on top of the normal +1 of the banner), as well as giving all Orks within 12&amp;quot; a re-roll on failed Morale and Pinning tests.Some people may argue that you only get the +1 WS on the Nobs, but the Waaagh! banner does say the unit gains the bonus, just like in a standard group of a Warboss and a Nobz squad with Waaagh! Banner, the Warboss would gain that bonus there too.As close as you&#039;ll get to your Herohammer deathstar and can be quite tanky to boot. Give the Big Mek the relic force field, take the Nobz in a small as possible squad and give the Warboss&#039; Mega-Armour and 1 of them the Eternal Warrior relic. This will run you up 800~ points but will still fit in any transport, be mostly Toughness 5, have a 2+ and 4++, and FnP and EW on the 2 main damage soakers. Will also put out enough S10 attacks to kill anything* in a single turn of combat: 16 + D3*3 if you&#039;re outnumbered at WS8 (on the warbosses (+1 from formation, +1 from Waaagh! banner and another +1 for the special banner)).Warning Terms and Conditions apply on &amp;quot;Anything&amp;quot;. Your 4+ invuln save is only good against shooting and all klaws are still I1. Any real close combat squad will laugh at these wannabees.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oddboyz:&#039;&#039;&#039; Your non-Warboss HQ choice. Just grab a Mek, Big Mek, Painboy, or Weirdboy.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary (1-10 per Core)=====&lt;br /&gt;
*&#039;&#039;&#039;Ghazghkull&#039;s Bully Boyz:&#039;&#039;&#039; 3 separate units of 5+ Meganobz. As a very melee-based formation, they not only get Fear and Fearless, but they also get +1 WS, making them even more of a threat in combat. There&#039;s still a lot that can blow them up though, and S&amp;amp;P will make it easy to wreck them. This formation does, however, fix the main problem with Nobz - their piss poor LD. Fearless means their LD7 no longer matters which is the main reason they suck. Put the whole formation in Battle wagons and you can be sure the enemy will have to kill every last Nob. Take Kombi Skorchas on every Nob so you have 15 single use heavy flamers to melt any tarpits that get in your way.&lt;br /&gt;
*&#039;&#039;&#039;Da Vulcha Skwad:&#039;&#039;&#039; Zagstruk grabs 3 packs of Stormboyz. This formation is sadly trash [[fail|since it must start in Deep Strike Reserve, while lacking the ability to charge from Reserves or mitigate Scatter. Furthermore, the entire Formation makes a single Reserve roll and Orks do not have innate Reserve manipulation and so unless you sink extra points into a comm-relay, there is a 1 in 3 chance that the Formation fails to arrive. The only other bonus is that the Formation can merge into a single unit, yet do you really want to Deepstrike a mob of 30+ unarmored Orks in an easy-to-pieplate group]]?&lt;br /&gt;
*&#039;&#039;&#039;Badrukk&#039;s Flash Gitz:&#039;&#039;&#039; Badrukk grabs 2 bands of Flash Gitz. A surprise formation, Badrukk joins up with 2 mobs of 10+ Flash Gitz. They can join into a single superblob similar to the Vulcha Boyz, [[fail|but this is not worth it since they can only shoot one unit at a time and you do  not get bonus points for overkill]]. Their other bonus is that their Snazzguns gain Master-Crafted; however, each Snazzgun fires three shots, and Master-Crafted only lets you reroll one miss per weapon. [[rage|Say you have 20 Flash Gitz in your super-unit: they do not roll 60 shots before rerolling up to 20 misses. Rather, you roll three shots at a time, rerolling up to one miss, and repeat this process a total of 20 times. Your opponent will hate you not for the damage you do, but the amount of time it takes to resolve the attack]]. In short, this Formation is another hard pass; take Flash Gitz if you want, but not in this Formation.&lt;br /&gt;
*&#039;&#039;&#039;Boss Snikrot&#039;s Red Skull Kommandoz (Waaagh! Ghazghkull)&#039;&#039;&#039; - Boss Snikrot grabs four Kommando Mobs; no more, no less.  This formation gets the same ability to jump in on any side of the table and get Shrouded when they arrive, but they also get a re-roll on a failed cover save if they don&#039;t shoot the turn they arrive.&lt;br /&gt;
*&#039;&#039;&#039;Blitz Brigade:&#039;&#039;&#039; Five Battlewagons, all with either rams or deffrollas. Surprisingly, they get Scout, which is pretty hard to imagine for an Ork vehicle, but if they do so, anyone embarked on them won&#039;t be able to charge on the first turn, unless you take turn two, then you can charge away, otherwise they are useful as delivery for either shootas or flash bitz or as mobile cover for other chargers. With the new update of Waaagh! Ghazghkull, all battlewagons ram at S10. Sweet.&lt;br /&gt;
**However, with this formation a good choice would be killkannons. Firstly, taking &#039;ard case wouldn&#039;t be a problem if units inside can&#039;t charge out of it turn 1 anyway. Secondly that scout move gets them up and into range turn one. with five large blasts at S7 AP 3. Your opponent is gonna have to duck and cover in order to survive that kind of on salvo turn 1.&lt;br /&gt;
*&#039;&#039;&#039;Gorkanaut Krushin&#039; Krew:&#039;&#039;&#039; Grab 3 Gorkanauts that will become huge fire magnets not only because of their standard mega-ness, but because they get additional rules as the game goes on.  On Turn 2, they get Rage.  On Turn 3, they get Hatred.  After that, they get Shred.  Keep them alive that long, and you&#039;ll have the ability to crush anything you get near.  Just remember to keep them in the best possible positions (in close combat, hidden from Lascannons, screened by smaller units, etc), because until they start [[meme|gettan gud]], they are only basic Orkanuats, and basic Orkanauts are basic bitches.&lt;br /&gt;
*&#039;&#039;&#039;Dread Mob:&#039;&#039;&#039; A Big Mek and Painboy grab 2 Gorka/Morkanauts in any combination and 3 each of Killa Kanz and Deff Dreads.&lt;br /&gt;
*&#039;&#039;&#039;Air Armada:&#039;&#039;&#039; 3 Dakkajets grab a Burna-Bommer and Blitza-Bommer.&lt;br /&gt;
*&#039;&#039;&#039;Dakkajet Skwadron:&#039;&#039;&#039; 3 Dakkajets&lt;br /&gt;
*&#039;&#039;&#039;Burna-Bommer Skwadron:&#039;&#039;&#039; 3 Burna-Bommers.&lt;br /&gt;
*&#039;&#039;&#039;Blitza-Bommer Skwadron:&#039;&#039;&#039; 3 Blitza-Bommers.&lt;br /&gt;
*&#039;&#039;&#039;Speshulists:&#039;&#039;&#039; Grab a pack of speshul boys: Kommandos, Flash Gitz, Burnas, Tankbustas, or Stormboys.&lt;br /&gt;
*&#039;&#039;&#039;Speed Freeks:&#039;&#039;&#039; Grab a pack of Warbikes, Warbuggies, or Deffkoptas.&lt;br /&gt;
*&#039;&#039;&#039;Mekboyz&#039; Big Stuff:&#039;&#039;&#039; A Stompa, Morka/Gorkanaut, Battlewagon, or Mek Gunz. Whatever fits, really.&lt;br /&gt;
&lt;br /&gt;
===Dataslate Formations===&lt;br /&gt;
*&#039;&#039;&#039;Painmob (Start Collecting! Orks box)&#039;&#039;&#039; - This formation requires a Painboy, a mob of Boyz, a mob of Nobz and a Deff Dread.  The pros are that you get a free Painboy slot, which is definitely welcome, and the other units aren&#039;t restricted to a specific size (you needed a big blob of Boyz anyway, right?).  A mob of Nobz can be kept cheap (minimal with no upgrades is around 50 points) and small enough to be kept as a hidden backfield objective holder, or you can kit it out to be brutal.  The only real tax unit here is the Dread, which doesn&#039;t really synergize with the rest of the formation as-is.  To offset that, you get the special rule Pile On Da Pain, which lets all the units in this formation, once per game, get an extra round of Close Combat during the Movement phase if they&#039;re already stuck in, and the enemy can&#039;t hit back.  But since GW gives with one hand and takes with the other, all units with this rule need to perform it at the same time. If you&#039;re taking this unit, at least stick some Killa Kanz around the Dread so it won&#039;t be dead before it hits enemy lines. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ork Warband&#039;&#039;&#039; - This requires 1 Warboss, 1 Mek, 1 unit of Nobz/Meganobs, &#039;&#039;&#039;6&#039;&#039;&#039; units of Boyz &amp;amp; 1 unit of Gretchin and gives you all the same benefits as the Ork Horde detachment (re-rollable traits + HoW if 10+ models roll more than 10&amp;quot; charge). In addition your Warboss can call a Waaagh [[Awesome|EVERY TURN AFTER THE FIRST]] You&#039;ll never have to play a battleforged army ever again! Just add unbound Ork units after you&#039;ve qualified for the formation.&lt;br /&gt;
**This formation is easily overlooked and underestimated: when taken bare-bones it forms the core of a 1000pt army that still has room for more Nobz, Boyz, or a few good toys and upgrades that lets you overwhelm an opponent with superior numbers. Waaagh-ing every turn even the first will let you shoot up the board faster than your opponent can anticipate with more bodies than they can deal with unless they take very specific lists. And even then, HoW hits are much easier to achieve. Additionally, all the required units have a use on the field: Grots maintain their use as a screen or backfield objective holder, while a small 3-Nob squad can do the same job while being just as easily ignored by the enemy. That Mek can babysit Mek Gun batteries, help Lootas with Mob Rule or take challenges for a PK Nob/Boss. And while you can&#039;t count on it to happen, rolling a 1 on the Ork traits table (with the reroll this formation allows) means &#039;&#039;&#039;your army is Fearless every turn even the first&#039;&#039;&#039;, assuming you can protect the Warboss. Putting a (cheap) Finkin&#039; Kap on that (cheap) Warboss allows for further shenanigans. This formation gives a ton of strategic opportunities that your opponent WILL underestimate. The one downside is model count; not for a new player, but it&#039;s a way to keep your footslogging army from previous editions viable. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grukk&#039;s Rippin&#039; Krew (Stormclaw)&#039;&#039;&#039; - All of the Unique Stormclaw formations go here.  Thankfully, Grukk allows everyone to re-roll morale (Cowardly Grotz included), and the ability to Deep Strike.  If you decide to pull everyone in Reserves (which&#039;d be kinda ridiculous) they&#039;ll all automatically arrive on the first turn so you can shock them by not being automatically disqualified. This formation would be great if you weren&#039;t forced to use the named units of the storm claw box that are all kind of oddly equipped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dread Mob (Waaagh! Ghazghkull)&#039;&#039;&#039;&lt;br /&gt;
**NOT the same as the Apocalypse formation.  This one has a Big Mek and Painboy joined by 2 Gorka/Morkanauts, 3 Deff Dreads, and 3 squads of 3 Killa Kans.  With the new units put onto this unit (one of which has dubious use here), the entire formation gets a re-roll on one charge dice and d3 HoW hits, which make the walkers slightly more killy.  Most important to note: if you take another detachment with a Warboss as warlord, the fact that all the walkers have &#039;&#039;&#039;Ere We Go!&#039;&#039; makes them benefit from calling a Waaagh!, allowing them to run and then charge in the same turn, just like da boyz!  To make the best of this formation you are going to want to get those walkers into close combat by any means necessary, including screening the larger walkers by way of the Kans.  Hordes of Boyz may end up blocking the metal death machines from getting stuck in as soon as possible, so &amp;lt;s&amp;gt;don&#039;t be stupid&amp;lt;/s&amp;gt; play accordingly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Green Tide (Waaagh! Ghazghkull)&#039;&#039;&#039; - Another remade formation, this one limits the Warboss to staying with 10 mobs of boyz. The only thing that remained this do-over is the ability to Waaagh! on end.  The unit becomes more valuable now, as they&#039;re now worth 11 VP if they&#039;re entirely destroyed, which kinda kills the incentive to use them, especially now that they can&#039;t just grab any more boyz to boost their numbers.  They also get HoW if they charge 10+ and the ability to allocate wounds if they roll anything other than a 1 on Mob Rule, which kinda keeps them alive, but it&#039;s not as good as the Apoc form. Although giving your Warboss a Big Bosspole means the unit is Fearless, negating Mob Rule entirely. Since the Formation allows you to take Unbound units while keeping the Formation&#039;s special rules (you weren&#039;t going to bother with ObSec in this list anyway), tossing in a single Painboy gives the entire blob FnP, and a KFF or two near the front/sides/rear of the unit - basically moving to wherever your opponent is hitting you from - helps keep your boyz much more protected than your opponent will anticipate. Orks: it&#039;s all about underestimation! This formation has proven to be very powerful. But not easy to master as it&#039;s a helhuge single squad with all it&#039;s goods and bads. The goods are that the buffs like FNP and Fearless affect everyone. The bads are you&#039;re running a single freaking squad that can get stuck into an invisible or hardy enemy attacking from the flank, so positioning and support are VERY important. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gorkanaut Krushin&#039; Krew (Waaagh! Ghazghkull Supplement Update)&#039;&#039;&#039; - 3 Gorkanauts that will become huge fire magnets not only because of their standard mega-ness, but because they get additional rules as the game goes on.  On Turn 2, they get Rage.  On Turn 3, they get Hatred.  After that, they get Shred.  Keep them alive that long, and you&#039;ll have the ability to crush anything you get near.  Just remember to keep them in the best possible positions (in close combat, hidden from Lascannons, screened by smaller units, etc), because until they start [[meme|gettan gud]], they are only basic Orkanuats, and basic Orkanauts are basic bitches.&lt;br /&gt;
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*&#039;&#039;&#039;Mogrok&#039;s Bossboyz (The Red Waaagh!)&#039;&#039;&#039; - A Warboss grabs 3 Big Meks and an ML2 Weirdboy.  One of your Meks gets Kunnin&#039; But Brutal, giving him some extra protection with his KFF (which you took, right?).  You also get +1 on the Seize and can give d3 units Outflank and Acute Senses for extra sneeky if you use this alongside Snikrot&#039;s boyz. Of note, you can outflank ANY unit, including [[Creed|Stompas and Orkanauts]], right into your opponents lines (bonus points for Burna-laden trukks)! (TAKE IT FOR THE GREEN TIDE! THE LULZ JUSTIFY EVERYTHING)&lt;br /&gt;
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*&#039;&#039;&#039;Skyboss Wingnutz&#039; Sky Armada (The Red Waaagh!)&#039;&#039;&#039; - Pack in 3 Dakkajets (one with a Flyboss) with a Burna-Bomma and a Blitza-Bomma. This is meant to purely piss off anyone aiming at them, as they can jump off the Table to Ongoing Reserves, restoring their HP and One-Use weapons before going again.&lt;br /&gt;
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*&#039;&#039;&#039;Grukk&#039;s Goff Killmob (The Red Waaagh!)&#039;&#039;&#039; - Grukk and Skrak&#039;s Skullnobz have to join 3 mobs of 20+ bare-bone boyz, a Gorkanaut, 2 Deff Dreads, and a 3-Kan mob.  They get Fear for joining up, but the Boyz and Nobs also get a re-roll on the Charge just to make sure they make it.  Not much else, though.&lt;br /&gt;
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*&#039;&#039;&#039;Ork Skwadron (Death from the Skies)&#039;&#039;&#039; - A formation-level alternative of the air superiority detachment. You must take 3 wings from Dakkajets, Burna Bommerz, or Blitza Bommers in any combination. One wing gets +1 BS and agility, plus the Skilled rider USR. The whole formation move flat out and can shoot, provided all the wings are in an attack pattern, and they are not more than 24&amp;quot; far away from each other. Shame, that it can be nullified by shooting out one wing (or at worst, a single plain from a 2 plane-strong wing).&lt;br /&gt;
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*&#039;&#039;&#039;Kustom Wazmob (Death from the Skies)&#039;&#039;&#039; - A speshul wing, which is led by a Wazbom Blastajet (with a compulsory kustom force field), followed by three other planes (Dakkajet, Burna Bommer,Blitza Bommer, or Wazbom Blastajet, in any combination). If you fly in a Fortitude pattern, you&#039;ll get 3+ invulnerable save. RAW it can be used against hits from the Clipped &#039;im! results on you Blitza Bommers&#039; bombing runs. Still can be nullified by shooting down a single plane from the formation, but the whole lot can be fielded just under 500 pts.&lt;br /&gt;
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==Apocalypse==&lt;br /&gt;
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If you like scratchbuilding, large games and, silly rules and playing unbound this is the game type for you. &lt;br /&gt;
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===Apocalypse Strategic Assets===&lt;br /&gt;
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===Apocalypse Finest hour &amp;amp; Divine Intervention===&lt;br /&gt;
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===Apocalypse Formations===&lt;br /&gt;
These formations are Appocalypse only.Most of them are more powerfull then normal formations and you can&#039;t use them in most normal 40k games.&lt;br /&gt;
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*&#039;&#039;&#039;Battlewagon Steamrolla Squad (40k Apocalypse)&#039;&#039;&#039; - 3-5 Battlewagons all grab Deffrollas and start rollin&#039;.  When in Broadsword pattern, the Wagons can all re-roll how many hits their Deffrollas inflict and gain a 4+ Cover save against front armor damage, making them really tough against oncoming enemies.  Now that Deffrollas only work when enemies choose Death or Glory, this squad is best used in a wall formation to [[meme|take enemy infantry, and push them somewhere else]].&lt;br /&gt;
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*&#039;&#039;&#039;Burna-Bommer Squadron (40K Apocalypse)&#039;&#039;&#039; - 3-5 Burna-Bommers.  Let&#039;s rock.  When in Arrowhead pattern, 2+ of the Bommers can make a bombing run and keep one of the Blast markers used in that run on the board after all is said and done.  This marker now denotes the area as Lethal Terrain, which can help if used properly.  In addition, if they hit anyone, the enemy must subtract the number of flyers from any morale or pinning tests they make in that turn.&lt;br /&gt;
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*&#039;&#039;&#039;Da Bully Boyz (40K Apocalypse)&#039;&#039;&#039; - 5 Warbosses (One who could be Ghazgkhull) each take a mob of either Nobs or MegaNobs to get stuck to for the game.  One of the Bosses (or Ghazzy if he&#039;s available) becomes the Supreme Boss.  The first big thing you&#039;ll see is that this gives them all a welcome FNP and Fearless, making them very ready to get stuck in.  In addition to that, the Supreme Boss (or Thraka) gets to use a special Rok Strike that&#039;s infinite range Assault 1 S10 AP1/S8 AP3/S6 AP5 Apocalyptic Blast. Quite blatantly, this will make every Orbital Bombardment suck a big one because you got the biggest boom in town.&lt;br /&gt;
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*&#039;&#039;&#039;Dread Mob (40k Apocalypse)&#039;&#039;&#039; - 2+ Deff Dreads are put with 2+ squads of 3 Killa Kanz.  The survivability of these things is boosted first by getting It Will Not Die.  In addition, each model gets to roll d6 for new gubbinz: 1 gives them HoW (irrelevant now that all Walkers get it by default), 2-3 gets +1 S, 4-5 gets a 5+ Invul, while 6 gives you all of this.  No matter what you get, you&#039;ll find something to use from this force of angry tin cans. Note that this has nothing to do with the Army of the same name from Imperial Armour 8.&lt;br /&gt;
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*&#039;&#039;&#039;Green Tide (40k Apocalypse)&#039;&#039;&#039; - A Warboss gets stuck in with 10 mobs of boyz for a propa footy WAAAGH!!! This is how da Orkz do it!  First off, any mob of boyz within 2&amp;quot; of the Tide must join it at all costs, even if they have to disembark from a transport, while Characters besides the lead boss can join or leave whenever.  Any mob that retreats within that range can also join in and automatically regroup.  In doing so, the force can now Waaagh! every turn, with a bonus die given to their charge distance (picking the highest 2) if the rest of the army uses Waaagh!  GO NUTZ!&lt;br /&gt;
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*&#039;&#039;&#039;Bikeboyz Kult of Speed (Warzone Armageddon)&#039;&#039;&#039; - A Bikerboss takes 6+ mobs of bikerboyz, 2+ squads of buggies, and any number of Nobz on bikes.&lt;br /&gt;
** This is the best way to run bikes.  They can shoot whenever they want, even if they Turbo-Boost or Flat Out.  They can also move absolutely anywhere if they arrive from reserves, so long as they keep out of 12&amp;quot; of the enemy at any point in the arrival.&lt;br /&gt;
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*&#039;&#039;&#039;Karnage Skwadron (Warzone Armageddon)&#039;&#039;&#039; - 3+ Dakkajets.  TIME TO SHOOT!&lt;br /&gt;
** Plain and simple, this is a kamikaze formation.  Yes, they get +1 on their jink saves, but they need to be 2&amp;quot; from any other models/bases.  Therefore, their use comes from their other rule: Once they move to a Superheavy, each jet can sacrifice themselves and place a Large Blast that scatters 2d6.  Anyone hit by this takes d3+1 S10 AP2 random hits (on side armour for vehicles) that can ignore all shields.&lt;br /&gt;
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*&#039;&#039;&#039;Ork Stormer Elite (Warzone Armageddon)&#039;&#039;&#039; - At least 3 mobs of Stormboyz take to the skies.  Since they&#039;re forced to footslog it, they get a nifty bonus FNP and Fearless to keep them fighting a bit longer.  In addition, they can charge from reserves, removing d3 of the gitz that do charge.&lt;br /&gt;
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*&#039;&#039;&#039;Overlord Von Strab (Warzone Armageddon)&#039;&#039;&#039; - One lone Company Commander (read: [[Heresy|HERETIC]]) gets to hire a 9-Nob mob. Doing this works like Cypher: all Guard units now have Hatred against this unit, and every Guard Unit within 12&amp;quot; MUST charge his ass.  He also counts as a controlled asset for his side, but becomes a controlled asset for the other side if he ever dies.  In addition, he can&#039;t grab an extra Strategic Asset.&lt;br /&gt;
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*&#039;&#039;&#039;Red Skull Kommandoz (Warzone Armageddon)&#039;&#039;&#039; - Boss Snikrot leads a mob of Kommandoz.  This unit just oozes with sneaky.  First off, whenever they arrive from reserves, the boss gives Orks within 12&amp;quot; of him Shrouded for the turn.  Second, they can jump into Ongoing Reserves on any Ork turn so long as there are no enemies within 12&amp;quot; of them.&lt;br /&gt;
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*&#039;&#039;&#039;Stompa Mob (Warzone Armageddon)&#039;&#039;&#039; - 2-4 Stompaz with an optional Big Mek Stompa unite for hugeness.  This is your superheavy formation.  None like it.  If the Big Mek Stompa is with them and they use Arrowhead Pattern, the Mek&#039;s fields get to protect everyone in the formation, which is neato.  If in Broadsword Pattern, the Stompas can then re-roll all Stomp results, making them even bigger threats.&lt;br /&gt;
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*&#039;&#039;&#039;Shokk Attack Battery (Apocalypse Datasheet) &#039;&#039;&#039; 3 Shokk Attack Guns and a Snotling herd, a new unit which are basically Grots but with BS1. One Mek is designated the Boss Mek, which doesn&#039;t affect his stats. These Meks can fire at the same time using an Apocalyptic Barrage, though it should be noted that this also applies the negative effects across the board between the three gitz. They use as many die as there are Shokk Attack Guns remaining in the battery. On a Triple 1, all three models are removed and a Vortex Grenade effect is placed where the Boss Mek was standing.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
:;Picking Your Detachment&lt;br /&gt;
::The Orks have access to many different detachments. Besides the Normal Combined Arms and Unbound options in the base rulebook, there are formations and the Ork Horde Detachment. Formations have a lot more requirements than FOC, so you will need to meet them. Many Formations are interesting choices, but the lack of freedom and options means they will likely be joined by another detachment. &lt;br /&gt;
::Decide whether or not you want Objective Secured; in the tournament scene stealing objectives is considered a top-tier strategy. In friendly or lower tiers of play this might not be a factor. The Ork Horde Detachment is a good option if you want to field more HQs, though this requires the tax of more troops.&lt;br /&gt;
:;Picking Your Warlord&lt;br /&gt;
::If you want to take the Warboss as your warlord, remember that the Waaagh! is a powerful ability for the Orks and is only accessible if the Warboss is your warlord.  However, if you are making a gun line as opposed to a melee charge, don&#039;t worry about him.  The warlord in an Orky gunline army could be anything, though it is good to take an HQ that has survivability (such as Big Meks) and access to Gifts of Gork and Mork. &lt;br /&gt;
::Weirdboyz can actually benefit from the Ork Warlord Traits, with only the fifth trait being a borderline-useless wash. Special characters are always a good choice, but if they force you to have a warlord trait make sure that it&#039;s one you want or one you can use. Otherwise you can just take them as a secondary HQ, and have a generic HQ to get you your preferred trait.&lt;br /&gt;
:;Picking Your Troops&lt;br /&gt;
::There aren&#039;t many choices for Ork Troops now that FOC HQ&#039;s don&#039;t exist.  Play unbound if you want to skip this selection.  But if you want to play with a battle forged army, feel free to fill this slot with minimum squads of Grots. &lt;br /&gt;
::It won&#039;t take up a lot of points and will leave you to build the rest of the army as you see fit.  Ork Boyz are always a solid choice for the Warboss on a close-combat rampage.  Need to take them on a trip?  You can doggy-bag them in a Trukk. If you want to play around with Objective Secured, Ork Boyz are your best bet as they have the mob rule to keep them in line.  Grots will just run or get procedurally eaten by Squig Hounds.&lt;br /&gt;
:;Picking Your Elites&lt;br /&gt;
::Elites are pretty lackluster for Orks.  Mostly they are units that you want to get into melee, the only exceptions being Kommandos and Tankbustas.  Even then, Kommandos only can take a limited number of heavy weapons.  That in mind, Kommandos are meant for backfield distractions and shoving Rokkits up AV 10 rears.  &lt;br /&gt;
::Tankbustas are great anti-vehicle choice since every one of them gets a Rokkit Launcha, Tank Hunters, and Tankbusta Bombs.  Burnas are anti-MEQ in close combat and solidly anti-horde at close range; they are good for holding points and abusing cover, but really shine with a transport.  Nob squads are more elite versions of Ork Boys with access to all the toys, but they aren&#039;t as hilariously slaughter-matic as they used to be.  &lt;br /&gt;
::Now that Cybork Body got nerfed to the ground, all of the old problems with Nob squads are starting to really show through: insufficient armor, bad initiative, can&#039;t square off with other 5-man close-combat death squads and expect to survive, and easy so blow far too many points on.  Nowadays they don&#039;t even get the 5++ that saved them from Instant Death.  Most Elites are a complement to or reinforcement of your squads of Boyz.  Figure out what you want to do better, and then set it loose.&lt;br /&gt;
::The exception to all of the above are Grot Tanks.  Grot Tanks fantastic, tournament-competitive, and not anywhere in the basic codex.  They came from Imperial Armour 8, and got ported over during the 6th Edition jump, which means that they are legal in any game without the need to be running an actual capital-d Dread Mob Army.  Treat them like Warbuggies on steroids: screen units, harass flanks, and generally make moving around hard for the enemy.  Keep track of all their little eccentricities, because most of them are super irritating for the enemy.&lt;br /&gt;
:;Picking Your Fast Attack&lt;br /&gt;
::This is where most people will throw their Warbikes on the table from.  The stuff here is fast and is great for moving about the board, and Orks can pick up a surprisingly large volume and variety of highly-mobile units.  &lt;br /&gt;
::Bikes are a tough, fast and deadly unit that can close the distance to close combat in Turn 1, though it hardly needs to thanks to its useful guns and multiple survival tactics.  Warkoptas take over the scouting role that you might want to put bikes in: even more flexible than the biker boyz since they can fly over terrain, and great for taking rear-armor rokkit pot-shots. &lt;br /&gt;
::Stormboys are the Turn 1 assaulters, even more so than bikers, though they tend to attract a lot of attention so keep them in close combat lest they be forced to take a volley of bolter-fire.  Don&#039;t bother with Warbuggies or Wartrakks, just take a squad of Grot Tanks.&lt;br /&gt;
::Ork fliers were the new flavor of 6th Edition, and still maintain a rather large presence in the Fast Attack section.  All vanilla-codex Ork fliers are thin-skinned glass cannons, and will fall out of the sky if a Hydra so much as looks at them, so resist the temptation to kit them out too hard.  That said, both bombers and fighters will barf shocking volumes of fire on their chosen targets, especially if you let loose with some of your plentiful one-shot bombs and missiles.  &lt;br /&gt;
::Orks are naturally great at airplanes, because all of their weapons are configured for that classic orkish BS2.  Dakkajets are the weakest of the bunch, but they&#039;re cheap and can tear other fliers out of the sky like nothing else.  Blitza-Bommas are dedicated armor killers, which Orks need desperately.  If you absolutely positively need that Leman Russ dead Turn 2, accept no substitutes.  Burna-Bommas are a middle-ground, designed to kill dug-in infantry.  You have a lot of anti-infantry as Orks, but a Burna-Bomma can eat entire squads of cover-abusing gunlines and MEQs in a single turn, if you are willing to blow your whole load at once.&lt;br /&gt;
:;Picking Your Heavy Support&lt;br /&gt;
::This is the most crowded section in the codex, as well as one with the most firepower.  Heavy Support comes in two flavors, Heavy and Support.  As a general rule, you will want to find a way to synergize these units with your other force organization choices, not the other way around.  &lt;br /&gt;
::If you want to Support your Boyz and their toyz, you are mainly looking at Lootas and ways to make Lootas not run off the table (Painboys with bosspoles) or die to blast weapons (Meks with KFF).  You may also consider the Mek Gunz for the same role as the Lootas.  Mek Guns are your swiss army knife: you can kit them out to take on various threats, but only really one threat at a time.  &lt;br /&gt;
::Also, they are the best anti-air unit in the game as of release.  Depending on how deeply you want to dig into the Ork Rules Rabbit Hole (or Squig Hole, as it were), you can pull out the Imperial Armour 8 rules and summon Big Trakks with Supa-kannons and pretend you&#039;ve got Basilisks (for a pretty penny in cash and points alike).&lt;br /&gt;
::Your other flavor is Heavy: close combat and close-support units to put bigger gunz in with your boyz.  You have three sub-flavors, walkers and tanks and Flash Gitz.  Flash Gitz are an actual option nowadays, but unless you&#039;re running Kaptin Badrukk&#039;s Flash Gitz to maximize your damage output, you may want to go with Burnas or Lootas.  Walkers are next, and Orks get a lot of them.  &lt;br /&gt;
::Kans are good screening larger Dreads, and in smaller games can support infantry advances well with their BS3 Grotzookas and Rokkits.  Deff Dreads are selectively useful: with 4 DCCW arms they can feast on most other units in close combat, but they are very susceptible to being shot to death and their ranged weapons are underwhelming.  Other options such as the Morkanaut with KFF give a nice boost to your army&#039;s overall defenses, but the Orkanauts don&#039;t really know what they want to be, and tend to not be worth their points. &lt;br /&gt;
::Battlewagons are usually good for moving units around (like Flash Gitz and Tankbustas), and make great battering rams for inserting Nobs, Burnas or Warbosses into close combat.  They can even be taken as Dedicated Transports by some units, which frees up your Heavy Support slots for more Lootas.  Also, consider looking at Mega- and Meka-Dreads, which make a fantastic distraction and have a tendency to consume whole vehicles, monstrous creatures, and buildings in a single assault phase.&lt;br /&gt;
:;Picking Your Transports&lt;br /&gt;
::Don&#039;t be fooled by the 7th Edition Ork codex. You are not stuck with only paper thin Trukks or expensive Battlewagons.  We have the most transport options out of any codex.  Marines have technically more, but they just call every rhino-chassis tank with a different gun a different transport and that doesn&#039;t &#039;&#039;really&#039;&#039; count.  I&#039;m talking about &#039;&#039;real choice&#039;&#039;. &lt;br /&gt;
::From AV 10 open-topped skimmers all the way to AV 14 &#039;ard-Cased battlewagons and literally everything in between.  The only thing that is missing are flyer transports (and you can get those if you play an IA8 Dread Mob army).  Check the Heavy Support section for more info, and seriously consider playing Unbound if you want to avoid cluttering up the Heavy Support section, since most Ork transports come from the Heavies section.&lt;br /&gt;
::Transports are a big deal for Orks.  Since we rely on huge infantry waves or swarms of lightly-armored vehicles, each list needs to find the transport that is right for the job.  Do you want to dump the points for the Battlewagon to move units, since you need to make it Open-Topped to be useful?  Do you want to risk the now-nerfed Trukks in favor of more esoteric choices like Big Trakks for just a few dozen points more?  Do the math on survivability versus speed versus firepower.  &lt;br /&gt;
::Also keep in mind squad sizes: Boyz need to be in big groups and shoving them in 12-model transports cuts their maximum squad size in more than half, but Burnas and Tankbustas can be effective in squads of only six.&lt;br /&gt;
:;Picking Your Lord of War&lt;br /&gt;
::You want, you need the Stompa. With so many unfair choices out there for other armies (KNIGHTS) the Stompa is the most balanced Super-Heavy in game.  Sadly your only limitation is that Tournament Organizers will ban super-heavies, and taking them in low points matches is a dick move.  Ghazzy is a great option and with his built in fearless Waaagh! means you are all set to use him and leave the HQ slot for your important stuff.&lt;br /&gt;
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==Tips and Tricks==&lt;br /&gt;
*&#039;&#039;&#039;Mob Rule and boyz:&#039;&#039;&#039; Always keep the Mob Rule table in the back of your head. Either equip your Boyz with a way to negate the wounds they inevitably suffer from rolling a 2-6, or make sure the odds of getting forced to throw on the table are as low as possible. The first is done by having your units upgraded with &#039;Eavy Armor or FnP, at least granting you a chance against the wounds you take, as the hits you will take for failing Mob Rule are AP-. With FnP, this means you get to take your 6+ t-shirt save as well as your 5+ FnP check. It&#039;s roughly as efficient as &#039;Eavy Armor. If you&#039;re truly autismal about losing boyz (why should you be? You&#039;re playing orks.) you can just give them both upgrades. Or you can just throw them in a Battlewagon for safe keeping. The second option is done by cranking up the mob&#039;s Leadership by adding a Big Mek, a Warboss or Grotsnik to the unit, upping their Ld to 8, 9 or just giving good old Fearless. These options are expensive, mind, but will add some reliability to the mob, because the odds of being forced to throw on the table are lessened. Also, always take a Nob with a Bosspole, just in case.&lt;br /&gt;
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*&#039;&#039;&#039;Mob Rule and small units:&#039;&#039;&#039; Mob Rule poses an entirely different problem for small units. At first glance it sounds nice, being able to pass Ld checks by taking a few wounds, regardless of unit size, but the chart is deceiving. I am not talking about taking D6 Str4 hits, I am talking about not meeting the conditions on the Mob Rule table and outright running off the board or getting pinned. Most small units will not run more than 5 models, and if they run over 10, they are abysmally expensive and will generally only be done by Lootas. Having less than ten models in your unit means a 50% chance of your unit not succeeding on the Mob Rule table and legging it. The problem is increased if you roll a 1. Most of our small units do not want to be in close combat, or only reluctantly so. Meganobz are the main exception here. But think about Lootas, Burnas, or God forbid, Deffkoptas. Which brings us to the last problem. Not having any characters in your unit further increases your chances of fucking up on the table by 33%. This means Deffkoptas will fail on the Mob Rule table 100% of the time, unless you are in close combat, because max unit size is 5 and they cannot have any characters unless you add an HQ on a bike. Lootas suffer from the same problem, but this can be solved by buying an HQ Mek and attaching it to the squad, at least guaranteeing the Character requirement on the table. In short, when taking small units with Mob Rule always take a character with you, always take a Bosspole when possible because the reroll is worth its weight in gold, and always try to get 10 models unless the unit is a throw-away, like a MANz missile in a trukk.&lt;br /&gt;
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*&#039;&#039;&#039;More Reliable Shokk Attack Gun:&#039;&#039;&#039; If you take the Shokk Attack Gun there are several pieces of wargear that will help you drastically. The downside to this is that you have to put a lot of points into the Big Mek which could be for naught if you roll double 1&#039;s. Note that none of this allows you to reroll the strength. Wargear as follows: &lt;br /&gt;
**&#039;&#039;&#039;Gitfinda&#039;&#039;&#039; - Gives the Big Mek BS3 if stationary that turn. Helps to mitigate the scatter.&lt;br /&gt;
**&#039;&#039;&#039;Mega Armour&#039;&#039;&#039; - Slow and purposeful grants the entire unit Relentless. Note the &#039;&#039;unit&#039;&#039; needs one model with Mega Armor; the Big Mek can&#039;t take it with the Shokk Attack Gun.&lt;br /&gt;
**&#039;&#039;&#039;Warbike&#039;&#039;&#039; - Gives you speed, survivability and... relentless.&lt;br /&gt;
***BE AWARE: Per the most recent FAQ, a Gitfinda does not stack with Relentless of either type (bike or mega armour). *Ork tears inbound*&lt;br /&gt;
**&#039;&#039;&#039;Da Lucky Stikk&#039;&#039;&#039; - This allows re-rolls of To Hit or Armor Save. This means that they can re-roll scatter once per attack.&lt;br /&gt;
**&#039;&#039;&#039;Ammo Runts&#039;&#039;&#039; - Cheap expendable counters that allow you to reroll the scatter. Nothing new here.&lt;br /&gt;
**&#039;&#039;&#039;Tank bustas&#039;&#039;&#039;- Attach your Big Mek to these guys to pick up Tank Hunters for him.&lt;br /&gt;
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*&#039;&#039;&#039;Zhadsnark&#039;s Psycho Deffstar&#039;&#039;&#039; A hilarious bike-heavy Evil Sunz deathstar reserved only for the maddest of Speed Freaks who reminisce to the good old days of Armageddon and are pissed that GW removed Wazdakka from the book. Here&#039;s what you will need:&lt;br /&gt;
**&#039;&#039;&#039;Zhadsnark Da Rippa&#039;&#039;&#039; - FW Biker Hero (see above)&lt;br /&gt;
**&#039;&#039;&#039;Biker Warboss&#039;&#039;&#039; - With Gazbag&#039;s Warbike and a klaw (You will probably just use your old Wazdakka conversion that&#039;s gathering dust)  &lt;br /&gt;
**&#039;&#039;&#039;Painboy on Bike&#039;&#039;&#039; - This git is important, protect him. &lt;br /&gt;
**&#039;&#039;&#039;Warbikers/Nob bikers&#039;&#039;&#039; - It&#039;s up to you which type of bike you field, but Warbikers are much cheaper and will gain the Scout rule when joined by Zhadsnark&lt;br /&gt;
**&#039;&#039;&#039;Big Mek on Bike w/ Shokk Attack Gun&#039;&#039;&#039; - This is optional. Nothing stops you from using a SAG and a bike, and doing so will allow you to shoot on the move&lt;br /&gt;
**&#039;&#039;&#039;Big Mek on Bike w/ Big Boss pole&#039;&#039;&#039; - Also optional. Ally into the Ghaz supplement and pick up the relic bosspole, granting fearless and fixing any LD issues&lt;br /&gt;
**&#039;&#039;&#039;Big Mek on Bike w/ KFF&#039;&#039;&#039; - Also optional, but a nice way to keep your bikers safe from nasty ignores cover weapons. If you really have the spare points and want to make them even harder to kill, take the Mega Force Field&lt;br /&gt;
&lt;br /&gt;
The idea is pretty simple, a massive terrifying mob of bikers lead by several power HQ&#039;s, all protected by a painboy&#039;s FNP. But the presence of Zhadsnark provides some interesting bonuses. For starters he will make all your Warbikers into troops, either letting this unit or other Warbiker mobs in your army score easier, not only being very fluff-accurate for any Evil Sun players want the focus to be on bike lists.&lt;br /&gt;
&lt;br /&gt;
Zhadsnark&#039;s Skilled Rider special rule grants 1+ to cover saves (Adding to the Warbike passive rule, giving a 2+ when Turbo boosting) and you ignore the dangerous terrain checks needed when driving over difficult terrain. These effects will benefit his entire unit as long as he remains alive. He also gives his own warbiker unit the option to Scout which in turn, grants the ability to also Outflank should you choose. Nothing is better than seeing the look on your opponents face as your horde of biker&#039;s makes a free 12 inch move towards him before the game has even begun. Or they simply roll on from one of the table edges, unleashing their vast and brutal Dakkagun fire. Don&#039;t forget that Gazbag&#039;s Blitzbike is ap3, and as he wields a kustom klaw that strikes at initiative 4 Zhadsnark can krump almost any Monstrous creature he runs into, even weaker HQ&#039;s will need a decent invuln if they have any hope of surviving. Defensively, the unit is as tough as you would expect and Zhadsnark&#039;s lack of any kind of save or invuln is negated by the painboy being around. Whilst not the most reliable or cheesy Deathstar around, this will catch the gits at your LGS unaware, and is the fluffiest way to portray a classic Speed Freak army.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength in... Somewhere:&#039;&#039;&#039; Unless you are running 180+ boys (because Tau/AM/Eldar exist and because you&#039;re asleep most of the time) look to the other troops choice.  Use Grots like combat-squaded Marines, or 6-man Fire Warrior teams: do nothing but sit on an objective.  40 Points vs whatever you&#039;re running for Boyz; the less points spent on Boys the more points you have for toys!  Consider not bringing Power Klaws with your Boyz either, because if you can&#039;t drown it in weight of dice, maybe you should think twice.  Be very, very cognizant of every points trade you can make, and everywhere you can save points for better value elsewhere.  Think specifically Elites and Fast Attack FOC.  All the walkers are trash.  But sacrificing a squad of Tankbustas to take out two Wave Serpents isn&#039;t a bad trade.  Speeding some Burnas into the fleshy underbelly of your opponent&#039;s army is satisfying.  Lootas and Mek Guns can provide all the firepower you need whilst using &amp;lt;s&amp;gt;Buggies&amp;lt;/s&amp;gt; Grot Tanks, Kommandos, and some of the better formations to handle back/mid/fore-field disruption.  Or just run ALL Grots... no nothing else... All Grots Motherfucka.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies of Convenience:&#039;&#039;&#039; Chaos Space Marines.  The Lost and the Damned. (Imperial vehicles with their points costed to reflect BS2..? *cough* Looted vehicles. *cough* OG Blood Axes.)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Allies:&#039;&#039;&#039;  Dark Eldar, Eldar, Necrons, Chaos Daemons, Tau&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come the Apocalypse:&#039;&#039;&#039; Armies of the Imperium, Tyranids&lt;br /&gt;
&lt;br /&gt;
Orks only look out for number one. Blood Axes and Freebooterz will work with both the Tau and Imperial Guard as guns for hire. Orks don&#039;t care who gets them to the fight, in fact they are probably the least racist race in the grim, dark future. You want to show them a good fight? They will always fight with anyone, its just everyone else who has to get over their own egos to work with the Orks. That being said Orks always treat everyone the same, show us a good fight and we will show you one as well.&lt;br /&gt;
&lt;br /&gt;
When running allies, always consider filling in the parts your own army lacks. For orks, this is high Strength, ranged AP2. We do not need choppy things, we need a very particular kind of shooty, or otherwise useful anti tank weaponry. There are generally three useful allies for Orks that give us what we need: Tau, Necrons, and Imperial Guard. Some examples of what you could run:&lt;br /&gt;
&lt;br /&gt;
Keep in mind you can now team with Come the Apocalypse so expect a sharp increase in looted Carnifexes on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Allied buffing / debuffing ===&lt;br /&gt;
Since only the Tyranids have a worse choice of allies than us, don&#039;t expect much in the way of allied buff synergy. At best we get the Chaos Demon Skarbrand, with a 12&amp;quot; RAGE and Hatred bubble that specifically works regardless of ally status. Rage and Hatred are pretty nice for our melee hooligans, but this is a bit of a tricky combo with 6&amp;quot; One Eye Open. Too bad Skarbrand&#039;s true murdering instakill potential isn&#039;t in play if he isn&#039;t the warlord.  &lt;br /&gt;
&lt;br /&gt;
Generally we&#039;re not going to get any buffs from allied detachments. Instead, consider Allied &#039;&#039;debuffs&#039;&#039;. The Fiends of Slaanesh and the dark eldar have some nice options for reducing enemy initiative, Imperial Rad-weapons reducing toughness, Mechanicus BS reducing attacks, and Chaos marines and Eldar providing options to throw away your opponents overwatch. &lt;br /&gt;
&lt;br /&gt;
To put it anudder way:  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Dem gitz wez work with can&#039;t make da boyz any bedder, cuz deys already green and green is best! But... deze &#039;ere udder gitz can make our foes weak&#039;r dan grotz! Har har, let&#039;s get stompan, boyz! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Specific Ally tactics ===&lt;br /&gt;
&#039;&#039;&#039;Alpha Legion Intervention:&#039;&#039;&#039; - &lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039;  Lord/Sorceror/Daemon Prince. Build to Compliment list. The mandatory HQ choice.&lt;br /&gt;
*&#039;&#039;&#039;Fast Attack:&#039;&#039;&#039;  Spawn/Bikers/Raptors to compliment speed freaks.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Support:&#039;&#039;&#039; Havocs/Forgefiend to Compliment Lootas. Maulerfiends to compliment Speed Freaks.&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Two blocks of Cultists or Marines with banner. If using Marked Lord/Sorceror use complimenting traitor legion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formations:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Helbrutes dataslate:&#039;&#039;&#039; Mayhem pack for some decent disruption.&lt;br /&gt;
*&#039;&#039;&#039;Khorne Bloodstorm:&#039;&#039;&#039; works to same effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eagle Day:&#039;&#039;&#039; &lt;br /&gt;
Clear sky on turn 1, then you blitz your opponent into the ground on turn 2 with enough flyers to make Herman Goering blush. Run this with dakkajet-spam lists.&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Generic CCS. Keep him cheap, but you might want to replace him with [[Creed]] for extra shits and giggles&lt;br /&gt;
*&#039;&#039;&#039;EVERYTHING ELSE&#039;&#039;&#039; As many Valkyries/Vendettas as you can possibly fit in using dedicated transports and fast attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau Railgun Central:&#039;&#039;&#039; - &lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Generic Battlesuit Commander. Keep him cheap. The mandatory HQ choice.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Support:&#039;&#039;&#039; The XV-88 Broadside Battlesuit and/or Hammerhead Gunship. Under our old codex and their old codex, broadsides were about the best thing we could take for allies. Their guns are now &amp;quot;Heavy Rail Rifles&amp;quot;: Str8, AP1, 60&amp;quot;. Still great, but these days a case can be made for taking the Hammerhead gunship for the old school Str10, AP1, 72&amp;quot; tankwrecker. Why not a few of each?&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; The bare minimum number of mandatory Fire Warriors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau Suicide Squads:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Generic Battlesuit Commander. Keep him cheap. Deep Strike and hunt armor.&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Kroot Carnivore Squad(s), give them sniper rounds to pick off SGTs and possibly pin units. Otherwise outflank to control space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Imperial Tide:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Lord Commissar (either power weapon/fist or Gunslinger Plasma/Bolt Pistols)&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Infantry Platoon. Load out as desired, using Priests and Primaris Psykers to boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necron Night Fighting:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; A Generic Overlord with Warscythe and possibly a resurrection orb to get the most out of your warriors, and a Cryptek. Make the Cryptek a Harbinger of Destruction and buy him a Solar Pulse. This&#039;ll give him a big fat long ranged S8 AP2 armor zappin&#039; staff, and more importantly, it will give him the ability to turn your opponent&#039;s turn into fucking &#039;&#039;night fighting.&#039;&#039; Yes, this means your giant fucking horde blobs of boyz now get a free turn of not giving no shits about getting shot at. Hilarious in combination with a KFF.&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Two squads of warriors. Size depends on your preference. They&#039;re just there because the FoC wills it so, and to catch bullets for your Cryptek while he goes ZZAP MOTHERFUCKER. Cart them around in a Ghost Arks with the Cryptek and overlord if you&#039;ve got the points.&lt;br /&gt;
Alternatively, minimum size immortals squads are cheaper. &lt;br /&gt;
*&#039;&#039;&#039;Fast Attack:&#039;&#039;&#039; A fuckload of Canoptek Scarabs. Land Raiders giving you asspain? Not anymore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skitarii&#039;&#039;&#039;&lt;br /&gt;
Turn everything about Orks inside out and you get Skitarii. On one hand, they&#039;re great for dealing with combat-focussed Cs and ICs due to Precision Shots, as well as flamers and blast special weapons. On the other, they&#039;ve got a completely different army dynamic, so every point you spend on Skitarii will weaken your big green assault (fighting alongside Ruststalkers won&#039;t work due to One Eye Open). Get a small force of Rangers and/or load out a Dunecrawler with anti-tank weapons, keep them back where they can use Protector Imperatives over and over again, and use them to assassinate everything your opponent has up his sleeve so your Boyz can do their thing unimpeded.&lt;br /&gt;
&lt;br /&gt;
== Alternative Rules ==&lt;br /&gt;
&lt;br /&gt;
Where there are fanboys, there&#039;s a way. The Orks are currently gutter-level in terms of the 40k balance, so naturally some gits have gone about making their own variations that try to keep the unique Orky flavour while making the army more viable in the general game scene. You should consider talking your gaming group into adopting the [[Codex Orks: Space Odin Edition|Space 0Din fandex. ]] It vastly improves your experience with playing orks by making them not suck, and has changes such as a Mob Rule that doesn&#039;t hurt your own dudes, and a WAAAGH!!! that benefits either shooting or melee.. Just in case you wanted your WAAAGH&#039;ing dudes to just shoot twice as many [[dakka]]&lt;br /&gt;
&lt;br /&gt;
Alternatively you could try Dr. Zoidbork&#039;s [[Codex: Orks Rewrite|Codex: Orks Rewrite]].  Be warned: book&#039;z a big &#039;un!&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics]]&lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Adeptus_Mechanicus&amp;diff=66320</id>
		<title>Warhammer 40,000/8th Edition Tactics/Adeptus Mechanicus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Adeptus_Mechanicus&amp;diff=66320"/>
		<updated>2023-02-26T20:38:28Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Titan Guard (Forge World) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that this is the tactics for 8th edition Adeptus Mechanicus. Their current tactics can be found [[Warhammer 40,000/Tactics/Adeptus Mechanicus (9E)|here.]]&lt;br /&gt;
==Why Play Adeptus Mechanicus==&lt;br /&gt;
Because you like [[Necrons|Cyborgs]], [[Cryptek|technosorcery]], and some of the scariest guns in the Imperium. Alternatively, because you want to play a bunch of [[Trazyn_the_Infinite|greedy hoarders]] that make the Blood Ravens seem positively philanthropic in comparison.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Some of the best Heavy Support choices in the game, Yup, all three of them.&lt;br /&gt;
* Incredibly flexible - you can adapt to the board on the fly with your Canticles and multiple-choice Warlord traits that let you pick one of three effects each turn.&lt;br /&gt;
* Durable across the board.&lt;br /&gt;
** For infantry alone, a basic Skitarius is T3 4+/6++ W1 and already shares the troop slot with T5 W3 3+/6++ Kataphron Breachers. Everything outside the troop slot has at least an extra wound or better invulnerable save than this profile.&lt;br /&gt;
** Abundant invulnerable saves with the entire roster having at least 6++. Kastelans and Onagers stand out with 4++ (or 5++ at worst) on T7 models.&lt;br /&gt;
** Shroudpsalm on demand ensures cover saves for your entire army, even if the opponent gets at angle on you or there&#039;s no terrain on the board.&lt;br /&gt;
** Vehicles will almost always have a nearby HQ on hand for repairs.&lt;br /&gt;
* Mobile - practically everything in the army tags at least one of the following and usually more:&lt;br /&gt;
** Is loaded with Assault weapons.&lt;br /&gt;
** Has a 8&amp;quot; or 12&amp;quot; move.&lt;br /&gt;
** Has deep-strike or pre-game move.&lt;br /&gt;
** Ignores penalties for moving with Heavy weapons.&lt;br /&gt;
* Wonderful models, with the entire range having started in late 7e, fully in plastic and most kits being bountiful with spare bits.&lt;br /&gt;
* Questor Mechanicus Knights, if you bring any, get to enjoy your Canticles, along with repairs from the ever-present HQs.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Many armies lost stuff in the transition from 7E to 8E, but AdMech stands out. Some notable parts being...&lt;br /&gt;
**AP4 Galvanic Rifles? Now you need to roll a 6, yet Heavy Bolters and Bolt Rifles have AP-1.&lt;br /&gt;
**Infiltrators crippling enemies with their mere presence? Now it&#039;s a 1&amp;quot; -1 Leadership aura. Oh no, not that...&lt;br /&gt;
**No more Dunecrawler squadrons. No squadrons at all in fact. Combined with the rule of 3 and we have a distinct lack of vehicles on the table compared to the likes of Imperial Guard.&lt;br /&gt;
**Haywire wounding mechanical stuff on a 2+? Nope, now it&#039;s a &#039;&#039;chance&#039;&#039; of dealing more damage, yet Eldar Haywire does Mortal Wounds on a 4+. Bull. Shit.&lt;br /&gt;
*Most of the cool stuff from 30k Mechanicum has yet to get rules, and with Forge World&#039;s unpredictable release schedule, there&#039;s no telling when we&#039;ll ever get them. &#039;&#039;RIP Cyraxus.&#039;&#039;&lt;br /&gt;
**You know all those cool cyborg warriors from Visions of Heresy and such? None of them are here, not without a lot of greenstuff and imagination.&lt;br /&gt;
*No pyskers and no direct defense against them unless you run the Graia forge world. Ring in the Inquisition...&lt;br /&gt;
**Your mortal wounds are almost all dealt in melee unless you&#039;re playing Mars. Combined with your lack of transports means that units with good invulnerable saves need to be kept FAR away.&lt;br /&gt;
*Corpuscarii Electro-Priests look like ass. With cogs. And sausage fingers...&lt;br /&gt;
*Crummy Leadership means you often take minimum squads to prevent losses from Morale tests. &#039;&#039;You can still reach marine-tier leadership using cheap upgrades and models you were still going to bring, though&#039;&#039;.&lt;br /&gt;
**If you want to use Cawl (which you do), you HAVE to play Mars. &#039;&#039;Space Marines have 13+ named characters, we have Cawl and Dadaelosus&#039;&#039;.&lt;br /&gt;
**In fact, we only have four other HQ: An expensive Captain-equivalent, a cheap repairman/battalion filler, a strange buffer from Killteam, and one named useful guy. They&#039;re not defenseless in melee, but you don&#039;t really want them there, which is a bit of an issue because a lot of your army (Siccarans, Vanguard, Dragoons, Breachers, Electropriests &amp;amp; melee Kastelan) wants to smash face.&lt;br /&gt;
**The solution is to field a knight, but that isn&#039;t exactly a cure considering EVERYONE does that and EVERYONE builds lists to deal with it...&lt;br /&gt;
**Ryza Plasma Destroyers in a Servitor Maniple. For 2 CP per shooting phase, they have a slightly lower average damage output than a demolisher cannon...PER MODEL.&lt;br /&gt;
*Overall, there&#039;s some weird balance issues in this army. A lot of the units compete for similar roles rendering some useless while others are overpowered. &lt;br /&gt;
**Warlord traits and relics often lack the quality of character to put them on - its why there&#039;s no admech smash captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TL;DR: the rules of three really hurt the Mechanicus.&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
Did you guess [[Adeptus_Mechanicus_Forge_World_Creation_Tables|{{W40Kkeyword|IMPERIUM}} and {{W40Kkeyword|ADEPTUS MECHANICUS}}]]? The rest are either [[Skitarii_Army_Creation_Table|{{W40Kkeyword|SKITARII}} or {{W40Kkeyword|CULT MECHANICUS}}]]. That&#039;s right, finally merged into one army. There&#039;s also {{W40Kkeyword|FORGE WORLD}}, which determines your Forge World Dogma.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Canticles of the Omnissiah===&lt;br /&gt;
Once per turn, you can activate one of the Canticles of the Omnissiah. One use per canticle, or roll a D6 to get a random one (and possibly re-use one).  Note a detachment must be 100% Adeptus Mechanicus to make use of these. Putting allies in another detachment is fine, though. What is really good about Canticles now is that you are choosing them at the &amp;quot;start of each battle round&amp;quot;, not on your turn. That means you can declare Shroudpsalm on turn 1 even if your opponent is going first.&lt;br /&gt;
#&#039;&#039;&#039;Incantation of the Iron Soul&#039;&#039;&#039;: Lets you re-roll failed Morale Tests.  &lt;br /&gt;
#*If you run big blobs of Vanguard, it&#039;s not the worst thing out there.&lt;br /&gt;
#&#039;&#039;&#039;Litany of the Electromancer&#039;&#039;&#039;: Also known as the Zap Rap. It will help you hand out Mortal Wounds, but all things considered, this is one of the least useful Canticles.  You get a 1 in 6 chance for each unit that&#039;s in melee with you to suffer 1d3 mortal wounds.  &lt;br /&gt;
#*Most useful against tough to budge MSU units such as Marine Combat Squads and IG Infantry Squads if you can engage enough units (because lots of units to hit) and units that are expensive per wound like deathcult, aspect warriors, terminators, and lychguard (because every wound hurts). Extra effective if it&#039;s both, namely characters and elite min squads.&lt;br /&gt;
#*The effect is resolved as soon as its chosen and does not apply again during the rest of the round. Its wording may suggest it apply as soon as a unit enters the 1&amp;quot; range during the round, but being w40k a FIFO (First In First Out) and &#039;read as it is&#039; game, the rule has to be applied as it&#039;s written, without supposing its behavior.&lt;br /&gt;
#&#039;&#039;&#039;Chant of the Remorseless Fist&#039;&#039;&#039;: Re-roll 1s in the fight phase.  &lt;br /&gt;
#*It&#039;s decent.  Use it the turn when your Electro-Priests, Sicarians, and Dragoons make it into combat. It is especially beneficial to the latter two due to their taser weapons. Combine with the Conqueror Doctrina Imperative to more than double damage output on a large alpha strike unit. Depending on your list prime hermeticon or omnissian mask may be more effective.&lt;br /&gt;
#*Rangers go from wounding Guardsmen 16.67% of the time to 19.44%... but +1S increases this chance by 22.22%, so &amp;lt;u&amp;gt;it is generally better to pick Invocation of Machine Might if the unit gets benefits from a strength difference&amp;lt;/u&amp;gt;.&lt;br /&gt;
#&#039;&#039;&#039;Shroudpsalm&#039;&#039;&#039;: Grants Army-wide cover, one of the best canticles. &lt;br /&gt;
#*Pick it at the start of Battle Round 1, and then try to roll for it every phase afterward with Cawl&#039;s ability. This will allow your Infantry to pretend they are Space Marines and means your Kastelan Robots and Dunecrawlers are some of the very few vehicles in the game that can get a 2+ Save.&lt;br /&gt;
#*The &#039;Prepared Positions&#039; (2CP) stratagem also gives you army-wide cover at the &amp;quot;start of the battle round before the first turn&amp;quot; if you go second ([https://www.warhammer-community.com/wp-content/uploads/2019/04/warhammer_40000_update_April_2019_en.pdf W40k April 2019 update p.7]). So, kind of at the same time than Shroudpsalm, meaning you could use it to save CP. Or if you have the CP, you can use Prepared Positions &#039;&#039;and then&#039;&#039; Shroudpsalm. After two turns of army-wide cover, your army&#039;s bound to be all in actual cover at their destination points. Or in contact with the enemy, where you&#039;ll go Machine Might on them.&lt;br /&gt;
#&#039;&#039;&#039;Invocation of Machine Might&#039;&#039;&#039;: +1 Strength &lt;br /&gt;
#*makes the difference between wounding a Marine on a 4 instead of a 5, or Guardsmen on a 3 instead of a 4. The best thing is that you can save it for when your taser bois make contact with the enemy.&lt;br /&gt;
#&#039;&#039;&#039;Benediction of the Omnissiah&#039;&#039;&#039;: One of the best ones, even if it is a bit redundant. It allows you to re-roll 1s in the shooting phase. &lt;br /&gt;
#*While Domini already gives this to you (and Cawl even better), it still helps your far away units, like Ballistarii, deepstrikers or people in the new transports, so it is useful. Kataphrons are so big that they may not fit all units under the Dominus&#039; aura alongside Kastelans and Dunestriders, so there&#039;s that too.&lt;br /&gt;
#*One of the better options to use with the &#039;Knight of the Cog&#039;(1CP) stratagem, as Knights generally lack the ability to reroll hits. &lt;br /&gt;
&lt;br /&gt;
====Forgeworld Specific Canticles====&lt;br /&gt;
If your warlord is drawn from a codex forgeworld replace one of the weaker canticles with one based on that models forgeworld. (Since it&#039;s based off the warlord a Stgyies army could benefit from the Mars canticle by having a Martian warlord). (Warlords from custom forgeworlds are stuck with codex canticles)&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ryza&#039;&#039;&#039; - +1AP melee - a nice buff for a lot of our melee units.&lt;br /&gt;
#&#039;&#039;&#039;Mars&#039;&#039;&#039; - Heavy weapons +1S and no penalty for moving and firing - cawl castles will be happy. One of the best buffs you can get considering you don&#039;t get to reroll to wound rolls. Even better for Knights, use the knight of the cog strat and prosper.&lt;br /&gt;
#* +1S means RFBC gets S9 which actually turns it into a proper anti-vehicle gun. AGC especially endless fury can shred lighter vehicles with S7.&lt;br /&gt;
#* Knight Valiant/castellan gets S8 Siege Beaker Cannons that are not trash tier against vehicles. Also, Traitors Pyre would be S8 with rerolls to wound which is awesome!&lt;br /&gt;
#* Helverins get s8 autocannons and Moiraxes can threaten anything with S7 lightning locks and graviton pulsars. Graviton pulsars cna finally be effective against lighter vehicles.&lt;br /&gt;
#&#039;&#039;&#039;Lucius&#039;&#039;&#039; - +1 inv capped at 4++ - pretty strong once you&#039;ve used shroudpsalm.&lt;br /&gt;
#&#039;&#039;&#039;Metalica&#039;&#039;&#039; -1 to enemy hit rolls (melee and ranged) if you are within 9&amp;quot; of the attacker. More useful against melee than shooting. Your opponent just needs to pull back so they at 10&amp;quot; away and your bonus goes away. (alternate take is that by the time they pull back to 10&amp;quot; they&#039;re going to have a hard time charging you.)&lt;br /&gt;
#&#039;&#039;&#039;Graia&#039;&#039;&#039; - overwatch on 5&#039;s - does nothing on Agripinaa units but is pretty useful considering our volume of firepower (a nice trick is swap to this canticle in the charge phase).&lt;br /&gt;
#&#039;&#039;&#039;Agripinaa&#039;&#039;&#039; - infantry and cavalry 5+ to shoot or fight once when they die. A free chapter banner but doesn&#039;t affect vehicles. Won&#039;t work well in every army, so you have to build around it. Also, can be a bit tricky to set up for, unless you know you are about to get your teeth kicked in by your opponent&#039;s beta strike. (alternate take Aggripinaa list&#039;s tend to be based around kataphron spam which have pretty decent firepower and range and are infantry so could be ok but doesn&#039;t play well with others.)&lt;br /&gt;
#&#039;&#039;&#039;Stygies&#039;&#039;&#039; - shoot after falling back but -1 to hit - situational but great in the right circumstances. Not one you want to roll up, but a potential target for Gloria Mechanicus.&lt;br /&gt;
&lt;br /&gt;
===Soldiers of the Machine God===&lt;br /&gt;
It&#039;s Objective Secured with a different name.&lt;br /&gt;
&lt;br /&gt;
===Forge World Dogmas===&lt;br /&gt;
The main thing that gives the Adeptus Mechanicus their character and radically alters their playstyles is what Forge world they hail from. Everyone has their own favorite group and way of playstyle, so choose a Forge World and try to find what synergizes best with their traits, relics and stratagems.&lt;br /&gt;
&lt;br /&gt;
====Custom Dogmas====&lt;br /&gt;
Unlike every other army with custom faction traits, these dogmas aren&#039;t all pick-and-mix. The amount of customization, while present, isn&#039;t really as diverse, forcing you to pick the main trait and one of several different secondary traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rad-Saturated Forge World&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Balances long range and close combat. Can be unfocused, but also balanced and useful in plenty of situations.&lt;br /&gt;
*&#039;&#039;Primary - Radiant Soldiers:&#039;&#039; All ranged attacks from beyond 12&amp;quot; that hit your {{W40kKeyword|Infantry}} units take -1 to strength, akin to the Heresy-era Iron Hands. Great usefulness, since ranged infantry-based armies are very common for AdMech. Helpful not only for your Skitarii tinmen; Heavy Bolters wounding Kataphrons on a 5+ ought to be frustrating for the enemy.&lt;br /&gt;
**&#039;&#039;Secondary - Luminary Suffusion:&#039;&#039; Supercharges Rad-Saturation to inflict -1S on top of the usual -1T, making Skitarii Vanguard &amp;amp; Sulphurhounds very useful debuff frontliners. A very complete dogma: their infantry is hard to kill at range, and debilitates the enemy once they finally reach them. Also increases the range of the Rad-Saturation aura from 1&amp;quot; to 3&amp;quot; and extends its effects to enemy Vehicles.&lt;br /&gt;
**&#039;&#039;Secondary - Scarifying Weaponry:&#039;&#039; Your Radium weapons all get an AP of -1, making them considerably better to deal with infantry. Useful only to Vanguard-heavy lists, since it affects only their gun and that Dragoon&#039;s rad sniper rifle that nobody uses.&lt;br /&gt;
**&#039;&#039;Secondary - Omnissiah&#039;s Shield:&#039;&#039; Melee weaponry that hit your {{W40kKeyword|Infantry}} units now reduce their AP by 1. Different from Lucius&#039;, but you do have the other half of your dogma.&lt;br /&gt;
**&#039;&#039;Secondary - Machine God&#039;s Chosen:&#039;&#039; When rolling for morale, your units halve the number of casualties taken. Morale protection comparable to Graia&#039;s.&lt;br /&gt;
&#039;&#039;&#039;Expansionist Forge World&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Focused on Skitarii mobile infantry.&lt;br /&gt;
*&#039;&#039;Primary - Accelerated Actuators:&#039;&#039; Any units that charge, get charged, or perform Heroic Intervention improve the AP of their melee weapons by 1. Great for your melee units, which you do have lots of.&lt;br /&gt;
**&#039;&#039;Secondary - Forward Operations:&#039;&#039; Your Rangers can move up to 6&amp;quot; before the first turn, giving you some early scouting ability.&lt;br /&gt;
**&#039;&#039;Secondary - Acquisitive Reach:&#039;&#039; All rapid-fire weapons add 6&amp;quot; to their range. Rangers gain awesome range, and Kataphron Destroyers&#039; phosphor blaster sidearm will operate at a similar range to their main gun.&lt;br /&gt;
**&#039;&#039;Secondary - Rugged Explorators:&#039;&#039; All assault weapons can be fired without penalty after advancing, which is a great boost for a more mobile gunline. That&#039;s basically Metallica&#039;s dogma, plus a melee trait.&lt;br /&gt;
**&#039;&#039;Secondary - Dominus Command Net:&#039;&#039; The Broad-Spectrum Data Tether now adds +1 to the Ld of all models within 9&amp;quot;. Makes morale slightly easier to move with.&lt;br /&gt;
&#039;&#039;&#039;Data-Hoard Forge World&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Where the other forge worlds focus on Skitarii, Data-Hoarders enhance your long-neglected vehicles and even Kataphrons.&lt;br /&gt;
*&#039;&#039;Primary - Magnabonded Alloys:&#039;&#039; Your vehicles now all have a 6+ FNP just like your man-chines. Absolutely welcome.&lt;br /&gt;
**&#039;&#039;Secondary - Omnitrac Impellors:&#039;&#039; Kataphrons and Onagers add +1 to their movement. Those units don&#039;t really need to move a lot, but sometimes they need to get a firing arc or escape, and they can&#039;t. This makes it easier. Kataphron Breachers become deceptively fast.&lt;br /&gt;
**&#039;&#039;Secondary - Servo-Focused Auguries:&#039;&#039; Cognis weapons fired at half range get to re-roll to hit, and with 36&amp;quot;-48&amp;quot; range that&#039;ll be noticed. Good utility for Duneriders, Archaeopters and especially Ballistarii, which operate far away from the Magos&#039; rerolls.&lt;br /&gt;
**&#039;&#039;Secondary - Autosavant Spirits:&#039;&#039; Blessed Autosimulacra! Your vehicles regain a wound at the start of your turn! For free! Granted, most of your vehicles are fire magnets to begin with, but this does give you survivability.&lt;br /&gt;
**&#039;&#039;Secondary - Trans-Node Power Cores:&#039;&#039; If you&#039;re hell-bent on relying on the Arc weapons, this can give you bit of a boost by adding a bonus hit when you roll a 5 or 6 to hit with them. That IS +66% hits for Kataphron breachers, though.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
Note on what named characters can take.&lt;br /&gt;
#&#039;&#039;&#039;Cawl&#039;&#039;&#039; - Static Psalm-Code only.&lt;br /&gt;
#&#039;&#039;&#039;Daedalosus&#039;&#039;&#039; - Codex Warlord traits only no dogma specific traits.&lt;br /&gt;
#&#039;&#039;&#039;Larsen Van der Grauss&#039;&#039;&#039; (If taken in an Elucidian Starstriders detatchment) Codex warlord traits or Static Psalm-code.&lt;br /&gt;
&lt;br /&gt;
Holy order warlord traits explicitly cannot be given to named characters but the extra warlord trait strategem can target named characters.&lt;br /&gt;
&lt;br /&gt;
===Codex Warlord Traits===&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Monitor Malevolus:&#039;&#039;&#039; Once per battle, you can re-roll a single hit roll, wound roll, or damage roll made for your warlord. In addition, if your army is battle-forged, roll a d6 each time &#039;&#039;you or your opponent&#039;&#039; uses a stratagem. On a 6, you gain a command point, though it&#039;s been capped at a single CP regained per battle round. &lt;br /&gt;
#*The free reroll is still worth a CP on its own, though.&lt;br /&gt;
#&#039;&#039;&#039;Magos Biologis:&#039;&#039;&#039; You can re-roll failed wound rolls when attacking enemy {{W40kKeyword|infantry}}, {{W40kKeyword|beast}}, or {{W40kKeyword|monster}} units with your warlord. &lt;br /&gt;
#*&#039;&#039;Good for a Dominus with relics that meets the enemy instead of being support. For dedicated melee, the Prime Hermeticon might serve you better&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mechadominator:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls they make for any of their vehicles that target your warlord. &lt;br /&gt;
#*&#039;&#039;A) You have Onagers with Neutron Lasers, why are enemy vehicles still alive? B) Vehicles aren&#039;t Snipers (besides Knight Castellans with Oathbreaker Guidance System), nor should your Magos be duking it out against a Dreadnought&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Necromechanic:&#039;&#039;&#039; Each time your warlord uses an ability to repair a friendly model, that model regains 1 additional wound. &#039;&#039;&amp;lt;u&amp;gt;Doubles your Knight-repair rate&amp;lt;/u&amp;gt;, which normally heal only 1 wound instead of the usual D3. &lt;br /&gt;
#*Can be combined with the &#039;Autocaduceus of Arkhan Land&#039; relic if you cannot afford to lose that Onager.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Chorister Technis:&#039;&#039;&#039; Whilst on the battlefield, you can re-roll one die whenever you randomly select which canticle you use. Notably, if the warlord is from Mars, he can only re-roll the &#039;&#039;first&#039;&#039; result. And if he isn&#039;t, the FAQ states he&#039;s only rolling a single dice anyway, the Martian double-dogma being rolled for separately from non-Martian detachments.&lt;br /&gt;
#*Giving Cawl an assistant with this &#039;&#039;does&#039;&#039; still help him; you&#039;ll go from 3/4 Shroudpsalm odds to 7/8, for example.&lt;br /&gt;
#&#039;&#039;&#039;Prime Hermeticon:&#039;&#039;&#039; Infantry units within 6&amp;quot; can re-roll failed hit rolls in the fight phase.  &lt;br /&gt;
#*&#039;&#039;This is the only way you can get anything useful out of Breachers in close combat. If you&#039;re using only Skitarii for melee, the Omniscient Mask could help you better&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Holy Order Warlord Traits===&lt;br /&gt;
The following four warlord trait options were added in Psychic Awakening: Engine War, and they are pretty much flat upgrades to anything found in the codex. Each trait offers one of three auras that are selected at the beginning of your turn, and can be swapped out as the situation demands. Two things to take note, however: If you end up going second, you will have no bonus active; and many of the auras affect models, not units - position your units responsibly.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Learnings of the Genetor:&#039;&#039;&#039;&lt;br /&gt;
#*&#039;&#039;Hyper Cybernetic Physiology:&#039;&#039; {{W40kKeyword|FORGE WORLD}} Kataphrons and servitor models within 6&amp;quot; of the warlord have a 5+ feel no pain save.&lt;br /&gt;
#*&#039;&#039;Biochemical Aggression:&#039;&#039; When a {{W40kKeyword|FORGE WORLD}} model which unit is within 6&amp;quot; of the warlord makes an attack with a melee weapon, an unmodified wound roll of 6 improves the AP of the weapon by 2 (0 becomes -2, -2 becomes -4).&lt;br /&gt;
#*&#039;&#039;Excoriate Fear Response:&#039;&#039; {{W40kKeyword|FORGE WORLD}} units within 6&amp;quot; auto-pass morale.&lt;br /&gt;
#&#039;&#039;&#039;Analyses of the Logos:&#039;&#039;&#039; &lt;br /&gt;
#*&#039;&#039;Predicted movements:&#039;&#039; {{W40kKeyword|FORGE WORLD}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of the Warlord can overwatch on a 5 or 6&lt;br /&gt;
#*&#039;&#039;Empyric Prognosis:&#039;&#039; Roll one D6 when a friendly {{W40kKeyword|FORGE WORLD}} model would lose a wound as a result of a mortal wound in the psychic phase whilst its unit is within 6&#039; of the warlord; on a 4+ that wound is not lost. &lt;br /&gt;
#*&#039;&#039;Flaws of the Foe:&#039;&#039; {{W40kKeyword|FORGE WORLD}} models within 6&amp;quot; gain a bonus to the AP of their ranged weapons. On an unmodified hit roll of 6, improve the AP of the attack by 1. &lt;br /&gt;
#&#039;&#039;&#039;Divinations of the Magos:&#039;&#039;&#039; &lt;br /&gt;
#*&#039;&#039;Overloaded Safeguards:&#039;&#039; Ranged weapons fired by {{W40kKeyword|FORGE WORLD}} Models within 6&amp;quot; of the warlord will score an additional hit on an unmodified roll of 6.&lt;br /&gt;
#*&#039;&#039;Aggressive Subroutines:&#039;&#039; {{W40kKeyword|FORGE WORLD}} units within 6&amp;quot; may re-roll charges.&lt;br /&gt;
#*&#039;&#039;Predatory Programming:&#039;&#039; {{W40kKeyword|FORGE WORLD}} Units within 6&amp;quot; may roll one additional D6 and discard one of the dice when making an Advance roll.&lt;br /&gt;
#&#039;&#039;&#039;Fabrications of the Artisan:&#039;&#039;&#039; &lt;br /&gt;
#*&#039;&#039;Exquisite Calibrations:&#039;&#039; {{W40kKeyword|FORGE WORLD}} models within 6&amp;quot; gain a bonus to the AP of their ranged weapons. If the target is within half range, improve the AP of the attack by 1.&lt;br /&gt;
#*&#039;&#039;Master of the Motive Force:&#039;&#039; Arc weapons on friendly {{W40kKeyword|FORGE WORLD}} models within 6&amp;quot; of the warlord gain a bonus against Vehicles. On an unmodified wound roll of 6, they deal 1 mortal wound in addition to any other damage.&lt;br /&gt;
#*&#039;&#039;Enhanced Engine Interfaces:&#039;&#039; {{W40kKeyword|FORGE WORLD}} {{W40kKeyword|Vehicle}} models within 6&amp;quot; of the Warlord can shoot in a turn they fell back.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Will of the Omnissiah&lt;br /&gt;
: 1 VP for choosing to roll for the active Canticle of the Omnissiah. Also known as &amp;quot;a free VP&amp;quot;.&lt;br /&gt;
;12 - The Machine Eternal&lt;br /&gt;
: 1 VP if you restored all the wounds of a damaged {{W40Kkeyword|VEHICLE}}.&lt;br /&gt;
;13 - A Victory For Logic&lt;br /&gt;
: 1 VP if an enemy {{W40Kkeyword|PSYKER}} was destroyed, failed a Psychic Test, or had a power denied (through either Deny the Witch or Graia&#039;s Stratagem).&lt;br /&gt;
;14 - Rumors of Revelation&lt;br /&gt;
: Roll a d6. Score a VP if you control the objective corresponding to the number you roll, which is improved to d3 VP if your Warlord is controlling it. &lt;br /&gt;
;15 - Destroy and Acquire&lt;br /&gt;
: 1 VP if you destroy at least one vehicle &#039;&#039;and&#039;&#039; the vehicle in question did not explode/crash and burn.&lt;br /&gt;
;16 - A Quest For Knowledge&lt;br /&gt;
: d3 VP if you control an objective that was controlled by your opponent at the start of the turn, d3+3 if you control 3 such objectives.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Gloria Mechanicus (2 CP):&#039;&#039;&#039; Use at any time. You can immediately change the Canticle being canted to another (either by picking or rolling). You can&#039;t pick one you used before (unless you stack it with the stratagem below), but you &#039;&#039;can&#039;&#039; benefit from the Mars Dogma.At any time also means during opponent turn...say he just mass charged your forces and you want to turn on Litany of Electromancer..&lt;br /&gt;
*&#039;&#039;&#039;Divine Chorus (2 CP):&#039;&#039;&#039; Use once per battle, when you you would determine a Canticle; lets you choose the Canticle, even if it&#039;s already been used this game. &lt;br /&gt;
*&#039;&#039;&#039;Zealous Congregation (3 CP):&#039;&#039;&#039; At the end of the Fight Phase, select an {{W40kKeyword|Electro-Priest}} unit from your army. They can fight a second time this turn. &#039;&#039;Great way to make sure your Fulgurites get that 3++ for the game.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Elimination Volley (2 CP):&#039;&#039;&#039; Use in the Shooting Phase; if a Kataphron Destroyer unit and a Kastelan Robot unit with the same {{W40kKeyword|FORGE WORLD}} keyword are within 6&amp;quot; of each other, they both add 1 to hit that phase. &#039;&#039;&amp;lt;u&amp;gt;Makes supercharged Plasma Culverins safe&amp;lt;/u&amp;gt;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Binharic Overide (1 CP):&#039;&#039;&#039; Use at the end of any phase to change the Kastelan battle protocols on one of your units. However, they are stuck in the new mode for the rest of the game. Obviously, this also means you can&#039;t use this on a given Kastelan unit twice in a single game. &#039;&#039;If your Fist Kastellans have already reached melee but their Datasmith was killed before changing to Conqueror Protocols, this will let them avenge him&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Archaeotech Specialist (1-3 CP):&#039;&#039;&#039; This is the stratagem that lets you take extra relics.&lt;br /&gt;
*&#039;&#039;&#039;Scryerskull (1 CP):&#039;&#039;&#039; Identify d3 hidden set-up markers / Identify a mysterious objective / One of your AM units shoots without the penalties from Dawn Raid (appearing in 3 Narrative Play missions), Low Visibility (used in Battlezone: Night Fight) or Cover of Darkness (used in Maelstrom of War: Cloak and Shadows)&lt;br /&gt;
**Unfortunately, these rules are specifically named, so any new rule in the future with the same  or similar effect (reduced accuracy at range and/or due to low-light conditions) will &#039;&#039;not&#039;&#039; be covered by this stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Dataspike (1 CP):&#039;&#039;&#039; Use after fighting with a {{W40kKeyword|character}}. Resolve one additional attack against an enemy {{W40kKeyword|vehicle}} within 1&amp;quot;. If you hit, the {{W40kKeyword|vehicle}} takes 1d3 mortal wounds.&lt;br /&gt;
** Your Dominus or Datasmith can injure a Dreadnought equivalent(DEQ) but not really finish one since they can&#039;t withstand the punch back. Belisarius can use this and his arq scourge to take out a DEQ, but overall merely fluffy.&lt;br /&gt;
*&#039;&#039;&#039;Cognis Overwatch (1 CP):&#039;&#039;&#039; A unit can overwatch with Cognis weapons at full Ballistic Skill. Onagers no longer come in units, but Ballistarii still do, and 4-8-12 autocannon / 2-4-6 lascannon shots at BS3+ are no less scary than the Neutron Dunestrider&#039;s six heavy stubber shots.&lt;br /&gt;
*&#039;&#039;&#039;Protector Doctrina Imperative (1 CP):&#039;&#039;&#039; Use before a {{W40kKeyword|SKITARII}} unit attacks in the Shooting Phase. That unit gets a +1 to hit for all rolls in that phase, which is boosted to a +2 if it has either a broad-spectrum data tether or an enhanced data tether. &#039;&#039;Makes Ballistarii hit at full BS even when advancing, Icarus arrays hit ground units on a 2+, Transuranic Arquebi on a 2+, Vanguard with EDT hit on 2+ even when advancing and &amp;lt;u&amp;gt;makes their supercharged Plasma Calivers safe&amp;lt;/u&amp;gt;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Conqueror Doctrina Imperative (1 CP):&#039;&#039;&#039; Use before a {{W40kKeyword|SKITARII}} unit attacks in the Fight Phase. That unit gets a +1 to hit for all rolls in that phase, which is boosted to a +2 if it has either a broad-spectrum data tether or an enhanced data tether. Save this one for your Dragoons and your Infiltrators. Their taser weapons will thank you.&lt;br /&gt;
*&#039;&#039;&#039;Benevolence of the Omnissiah (1 CP):&#039;&#039;&#039; Use when an Adeptus Mechanicus {{W40kKeyword|VEHICLE}} or {{W40kKeyword|KNIGHT}} suffers a mortal wound. The model ignores each mortal wound (and ONLY mortal wounds) on a 5+ for the rest of the phase.&lt;br /&gt;
**Note that the knight codex has a stratagem with the exact same effect. Because these two stratagems have different names, you can use both of them within the same phase, allowing you to protect two knights instead of one if you have them in your army. It makes the synergy between the mechanicum and knights even creamier.&lt;br /&gt;
*&#039;&#039;&#039;Tech-adept (1 CP):&#039;&#039;&#039; You can use this stratagem to allow a character to make two repair rolls a turn, even on the friendly model. &#039;&#039;Can save severely wounded Vehicles if you&#039;ve got a tooled-up repair HQ (4 wounds a turn on a Knight / 8 on a Dunestrider), or get a pair of Kastellans back into shape&#039;&#039;.&lt;br /&gt;
**The exact wording of the stratagem says &amp;quot;The character can immediately attempt to use that ability again, and can even use it to repair the same model&amp;quot;, so you can double heal the same model by RAW.&lt;br /&gt;
*&#039;&#039;&#039;Machine Spirit Resurgent (1 CP):&#039;&#039;&#039; Use at the start of your turn. A {{W40kKeyword|vehicle}} can use the top row on its damage chart until the end of the turn. &lt;br /&gt;
**Onagers and Knights are the only thing in codex with damage charts. Useful on the Knight since it will get shot at before your infantry even get close to the enemy, but you have enough tech-priests to keep Onagerson the top-chart.&lt;br /&gt;
*&#039;&#039;&#039;Rage of the Machines (1 CP):&#039;&#039;&#039; Use during shooting. &#039;&#039;&#039;One&#039;&#039;&#039; {{W40kKeyword|vehicle}} model, regardless of models in unit (clarified in the April 2019 FAQ), can ignore the penalty for moving and shooting a Heavy weapon, and advancing and shooting an assault or cognis weapon. &#039;&#039;Not suffering penalties on their Heavy Cognis weapons, this allows Ballistarii to advance and hit on a 3+ instead of move normally and hit on a 4+&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Dunestriders (1 CP):&#039;&#039;&#039; Pick a unit of Ironstriders or Dragoons. Roll two dice and add the result together when determining how far they can advance.&lt;br /&gt;
*&#039;&#039;&#039; Acquisition at Any Cost (2 CP):&#039;&#039;&#039; Use at the end of any of your turns. Select an {{W40kKeyword|infantry}} unit from your army within 3&amp;quot; of an objective marker. Until the start of your next turn, you can add 1 to all saving throws made for that unit and increase the attacks characteristics of all models by 1.&lt;br /&gt;
**If stacked correctly with other buffs, you can make your units INCREDIBLY hard to kill. For example, using it on a squad of Vanguard in cover (or Shroudpsalm) gives your tin-men a 2+/5++ save, turning them into mini-terminators. Or use it on Kastellans / Kataphron Breachers, just to be nasty.&lt;br /&gt;
** Even better, that 10 man squad of Fulgurite Electropriests that just charged, and killed, that enemy unit that was sitting on an objective could gain a 2++/5+++ and 3 attacks apiece, as this stratagem does not specify armour saves...&lt;br /&gt;
** Alternatively if you use this on a squad of Secutarii Hoplites they will have 3 attacks each (4 for the Alpha) and have a 3++ in melee and a 3+/4++ vs shooting. Unless you are going up against Khorne Berzerkers they are gonna be stikcing around (even if they are charged by Berzerkers they&#039;ll kill 5 of them with reflect mortal wounds)&lt;br /&gt;
*&#039;&#039;&#039;Infoslave Skull (2 CP):&#039;&#039;&#039; Use after an enemy unit arrives on the battlefield as reinforcements within 12&amp;quot; of one of your {{W40kKeyword|infantry}} units. You can immediately shoot at the enemy as if it were the shooting phase, but you must subtract 1 from all the resulting hit rolls. &#039;&#039;Coteaz called, he wants his shtick back&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Machine Spirit&#039;s Revenge (1 CP):&#039;&#039;&#039; Select a {{W40kKeyword|Adeptus-Mechanicus}} {{W40kKeyword|vehicle}} that&#039;s lost its last wound; it explodes with no need to roll for it. Apparently, the Mechanicus has no problem stealing a page from the Death Guard playbook as well. &#039;&#039;A farewell &amp;quot;Fuck you&amp;quot; from your fallen Dragoon&#039;&#039;. ESPECIALLY useful with the termite drills. You&#039;re charging those things into combat after deepstriking anyways, either to soak overwatch for its assaulty passengers, or to punk an enemy vehicle or monster. In most cases if you aren&#039;t playing with your head up your ass the drill should bite the dust with enemies near it. When it does HAHA BOOM BUTTERCUP. Unfortunately, due to being only for {{W40kKeyword|Adeptus-Mechanicus}} vehicles it means you cannot charge the Dominus-class Knight into melee and make it explode in the middle of the enemy&#039;s army. Fortunately, you have a Drill&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening: Engine War===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olfactorum Aggressor Imperative (1 CP):&#039;&#039;&#039; Use in your movement phase. Select one {{W40kKeyword|Serberys Sulphurehounds}} unit from your army. until the end of the phase, they can auto-advance 6&amp;quot; without rolling and can shoot as if they did not move.&lt;br /&gt;
*&#039;&#039;&#039;Steelrain Fusilade(1 CP):&#039;&#039;&#039; Use in your shooting phase when a unit of {{W40kKeyword|Pteraxii Skystalkers}} are chosen to shoot with. Select one enemy unit that is not {{W40kKeyword|Titanic}}. If you hit the target (not wound, Hit), they become suppressed until the start of your next turn. Suppressed units subtract 1 from their ranged hit rolls.&lt;br /&gt;
**Hilariously, this stratagem applies not only to infantry, but also tanks and monsters. Imagine a single shot from a strength 3 gun suppressing a Leman Russ tank crew. Furthermore, you only need to score one hit. the rest of the unit can be shooting at something else.&lt;br /&gt;
*&#039;&#039;&#039;Deeply Sunk Talons (1 CP):&#039;&#039;&#039; Use this stratagem in your opponent&#039;s movement phase when an enemy Infantry unit within 1&amp;quot; of any {{W40kKeyword|Pteraxii Sterylizors}} unit from your army is chosen to fall back. Roll one D6; on a 2+, that enemy unit cannot fall back this turn.&lt;br /&gt;
*&#039;&#039;&#039;Raptorial Strafing Fire (1 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Archaeopter Stratoraptor}} model from your army. It gains +1 to its hit rolls when shooting at units that cannot fly.&lt;br /&gt;
*&#039;&#039;&#039;Tactic Obliqua (2 CP):&#039;&#039;&#039; Use when a {{W40kKeyword|Serberys Raiders}} unit becomes the target of a charge for the first time this turn. Instead of firing Overwatch, that unit can move or Fall Back as if it were your Movement phase. It cannot advance, but it can move in &#039;&#039;any&#039;&#039; direction.&lt;br /&gt;
*&#039;&#039;&#039;Seismic Bomb (1 CP):&#039;&#039;&#039; Use in your movement phase after moving one {{W40kKeyword|Archaeopter Fusilave}} model from your army (aka the bomber variation). Select one enemy unit your bomber moved over that phase. The enemy is shaken in their next movement phase. halve its move characteristic and the result of any advance or charge rolls made for it. Shaken does not affect {{W40kKeyword|Fly}} or {{W40kKeyword|Titanic}} units.&lt;br /&gt;
*&#039;&#039;&#039;Evacuation Sequence (0 CP):&#039;&#039;&#039; A free stratagem for when your Dunerider is destroyed. Embarked units do not need to roll if their ride gets shot out from beneath them. They always disembark safely.  &lt;br /&gt;
*&#039;&#039;&#039;Electrostatic Overcharge (1 CP):&#039;&#039;&#039; Use when a unit of {{W40kKeyword|Corpuscarii Electro-Priests}} is chosen to shoot. Their Electrostatic gauntlets improve their AP from 0 to -2  &lt;br /&gt;
*&#039;&#039;&#039;Pattern Iteration Identified (1 CP):&#039;&#039;&#039; Use when an {{W40kKeyword|Ironstrider Ballistarii}} unit from your army is chosen to shoot with. Until the end of the phase, they add 1 to the wound roll. does not work on {{W40kKeyword|TITANIC}} units.&lt;br /&gt;
*&#039;&#039;&#039;Circuitous Assassins (1 CP):&#039;&#039;&#039; Use at the start of the Movement phase. Select one {{W40kKeyword|Sicarian Rustalkers}} unit that is wholly within 9&amp;quot; of any battlefield edge. Remove that unit from the battlefield. at the end of that movement phase, you can set up that unit anywhere on the battlefield that is more than 9&amp;quot; from any enemy units and wholly within 9&amp;quot; of any battlefield edge. Damn those ninja-bots are fast.&lt;br /&gt;
*&#039;&#039;&#039;Perpetual Incense (1 CP):&#039;&#039;&#039; Use at the start of the fight phase. One {{W40kKeyword|Sydonian Dragoons}} unit from your army becomes harder to hit in melee. Enemies subtract 1 from their hit rolls when targeting them.&lt;br /&gt;
*&#039;&#039;&#039;Mechanicus Locum (1 CP):&#039;&#039;&#039; Use before the battle to give one {{W40kKeyword|Adeptus-Mechanicus}} {{W40kKeyword|character}} a Warlord Trait. Does not currently have a use limit (everyone gets a warlord trait), but no duplicates.&lt;br /&gt;
*&#039;&#039;&#039;Electro-Filament Countermeasurers (1 CP):&#039;&#039;&#039; Use at the end of your Movement Phase. Select one {{W40kKeyword|Archaeopter}} unit from your army (can be any of the three variations) that is equipped with a command uplink. Until the start of your next turn, enemy models aura abilities have no effect whilst within 6&amp;quot; of that unit.&lt;br /&gt;
&lt;br /&gt;
RAW this affects the auras of enemy models in the area around the aircraft, not preventing enemy models issuing auras. Therefore a model inside the aura projects its aura outside even though it itself won&#039;t benefit, while a model outside the aura range has the portion inside disabled.&lt;br /&gt;
&lt;br /&gt;
Specific issues that confuse people:&lt;br /&gt;
&lt;br /&gt;
*Bodyguard rules (either the bodyguard or the unit being guarded not both are required as the aura specifies both to function),&lt;br /&gt;
*Vehicle explosions (vehicle explodes but does not effect the area within 6&amp;quot; of the aircraft and protecting the aircraft itself)&lt;br /&gt;
*Thunderfire cannons - Cannon only - Crewed artillery doesn&#039;t affect the cannon so its not removed but it can&#039;t fire.&lt;br /&gt;
**Gunner only - cannon is removed as crewed artillery can&#039;t detect the gunner.&lt;br /&gt;
**Both- cannon is not removed but can&#039;t fire&lt;br /&gt;
*Psychic powers are not auras and can be manifested - but may create auras eg. Null zone which would be disabled.&lt;br /&gt;
*NB: Lots of players misread this as removing the auras of models or don&#039;t understand what an aura is, so expect rules disputes. #Check the TO can read in advance&lt;br /&gt;
&lt;br /&gt;
===Questor Mechanicus-specific===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knight of the Cog (1 CP):&#039;&#039;&#039; Use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12&amp;quot; of a friendly {{W40kKeyword|ADEPTUS MECHANICUS CHARACTER}}. That unit gains the Canticles of the Omnissiah special rule until the end of the next turn.&lt;br /&gt;
**One good use of Knight of the Cog is to allow your Knight Castellan to reroll with its Plasma Eradicator(?) to mitigate those mortal wounds. Not as good as giving it a 2+ save in the open but something you may use.&lt;br /&gt;
**Clarified as per April 2019 FAQ to allow the target unit to gain the benefit of the canticle even if no other unit in that units detachment has the Canticles of The Omnissiah rule.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Ion Shields (1 CP/3CP):&#039;&#039;&#039; Use when an enemy targets your Knight - +1 to any invulnerable saves for the rest of the phase (costs 3CP if you use it on a &#039;&#039;&#039;Dominus&#039;&#039;&#039; class knight so make sure it&#039;s going to take some hits if you use it there), to a maximum of 4++ with the Spring 2019 FAQ. Indirectly allows you to play more aggressively with your Knight.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Arc weapons:&#039;&#039;&#039; Haywire as we knew it is dead. Instead it became 1d3 damage against vehicles...&#039;&#039;but it has to actually wound them first&#039;&#039;, not to mention vehicles became more resilient themselves with the adition of an armour save. Thus, think of them as regular weapons with a bit of extra chip damage against vehicles from time to time.&lt;br /&gt;
**&#039;&#039;&#039;Arc Claw:&#039;&#039;&#039; At S+1 with AP-1 it&#039;ll have the strength to wound infantry and light vehicles the Breacher &#039;&#039;manages&#039;&#039; to catch, and the AP to be a bother.&lt;br /&gt;
**&#039;&#039;&#039; Arc Lance: &#039;&#039;&#039; with S+3 (S6) ap -1 D 1 it&#039;ll do well Vs most medium melee infantry but where it really shines is wrecking vehicles where it does D3 damage. 10 Hoplites with re rolls can reliably destroy a DEQ in a single round of combat.  &lt;br /&gt;
**&#039;&#039;&#039;Arc Maul:&#039;&#039;&#039; A Power Maul with a nifty rule you&#039;ll never use (but priced as such), iconic to Skitarii Alphas. A decent melee weapon for its price with nice Strength and AP.&lt;br /&gt;
*&#039;&#039;&#039;Electroleech Stave:&#039;&#039;&#039; S5 AP-2 makes it behave like a SM power axe with extra damage and chance for mortal wounds. Now you only need to get those Fulgurites into melee.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry Sabre:&#039;&#039;&#039; Found on the Serberys Raiders. S+1, AP-1, D1 weapons. The weapon itself is fine, though the targets that the Raiders want to use it against are few.&lt;br /&gt;
*&#039;&#039;&#039;Clawed Limbs:&#039;&#039;&#039; Found on the Raiders and Sulphorhounds. S+1 with +2 attacks. Can help clear chaff but don&#039;t count on it to do heavy work. &lt;br /&gt;
** This is for both the Clawed Limbs and Cavalry Sabre, but remember to look at them as a paired choice. One attack with the Saber (two with the Sgt) and two with the Limbs needing 4+ to hit won&#039;t beat the world, while S4 is good but not intense and only attack having AP means you&#039;re not going to mow things down. But the Raider is a Skitarii. You can bump to hit well, and there are methods of improving AP or number of attacks. Even buffed it won&#039;t be a powerhouse, but you can do far more than the base stats would lead you to believe.&lt;br /&gt;
*&#039;&#039;&#039;Hydraulic Claw:&#039;&#039;&#039; Essentially a power fist with less armour penetration. The weapon isn&#039;t bad, what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meagre AP doesn&#039;t let it capitalise on the D3 damage (&#039;&#039;which is the actual strength of power fists, not their strength&#039;&#039;). Barely better than the Arc Claw.&lt;br /&gt;
*&#039;&#039;&#039;Kastelan Fists:&#039;&#039;&#039; Better than power fists, hitting at S10 AP-3 with flat 3 Damage, all without any penalty to hit.&lt;br /&gt;
*&#039;&#039;&#039;Omnissian Axe:&#039;&#039;&#039; Like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers.&lt;br /&gt;
*&#039;&#039;&#039;Omnissian Staff:&#039;&#039;&#039; +2 strength, -1 AP and Damage 2. Exclusive to the Manipulus.&lt;br /&gt;
*&#039;&#039;&#039;Power sword:&#039;&#039;&#039; Available to Infiltrators and Skitarii Alphas. Its better AP means it&#039;s of more use than an arc maul for an Alpha against marines and cheaper too...but at only 1 per squad it&#039;s more of a fashion statement than a weapon.&lt;br /&gt;
*&#039;&#039;&#039;Servo-arm:&#039;&#039;&#039; It&#039;s one power fist attack (including -1 to hit) with 1 worse AP but flat D3. For Enginseers and Servitors; so they&#039;re not going to be in melee on purpose, but at the very least it&#039;s free now.&lt;br /&gt;
*&#039;&#039;&#039;Taser weapons:&#039;&#039;&#039; Lousy AP but good strength, relies on each hit roll of 6&#039;&#039;&#039;+&#039;&#039;&#039; causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough.&lt;br /&gt;
**&#039;&#039;&#039;Taser goad:&#039;&#039;&#039; S+2, available to Infiltrators and Skitarii Alphas. In Engine war the taser goad has been reworded to natural 6&#039;s sad times.&lt;br /&gt;
**&#039;&#039;&#039;Taser lance:&#039;&#039;&#039; S+3 AP-1 D2, now hitting at Str8 whether you charged or not.&lt;br /&gt;
**&#039;&#039;&#039;Electrostatic gauntlets:&#039;&#039;&#039; Not a taser weapon per se, but behaves exactly the same. Being S5 instead of S(User+2) and wielded by Corpuscarii only makes this weapons unable to be boosted by either Conqueror or Machine Might...but they can also be used as 12&amp;quot; Assault 3 taser guns.&lt;br /&gt;
*&#039;&#039;&#039;Transonic weapons:&#039;&#039;&#039; No longer getting better on subsequent combat rounds, these Ruststalker weapons are now CCWs that cause Mortal Wounds on a wounding roll of 6+. &#039;&#039;Only Ryza rerolls wounds&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Chordclaw:&#039;&#039;&#039; Can only be used for one attack each fight (and no longer fleshbane), but does 1d3 damage that becomes 1d3 mortal wounds on a 6+.&lt;br /&gt;
**&#039;&#039;&#039;Transonic Razor:&#039;&#039;&#039; The regular flavor. Fishes for mortal wounds and nothing more.&lt;br /&gt;
**&#039;&#039;&#039;Transonic Blades:&#039;&#039;&#039; Razors with +1Str. Wounds marines easier, and can be combined with Machine Might to ravage guardsmen, but remember mortal wounds don&#039;t care about the target&#039;s toughness.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;[[Arc_Weaponry|Arc weapons]]:&#039;&#039;&#039; Gone are the days of reliably wrecking Land Raiders from across the table. However, Arc weapons can reliably attack infantry and are actually &#039;&#039;&amp;lt;u&amp;gt;quite cheap for their stats&amp;lt;/u&amp;gt;&#039;&#039;. S6 AP-1 won&#039;t cut it against vehicles, so their 1d3 damage against them should be seen as a novelty extra &#039;&#039;chip&#039;&#039; damage instead of a dedicated anti-tank rule. While they wound vehicles on 5+ and lowering their saves to 4+, actual Anti-tank wounds vehicles on 3+ and makes them save on 6+. &amp;lt;s&amp;gt;That&#039;s something Bolt Rifles do, and with Bolt Discipline they actually do it better.&amp;lt;/s&amp;gt; If you rely on chip damage, then it&#039;s not anti-tank.&lt;br /&gt;
**&#039;&#039;&#039;Arc Pistol:&#039;&#039;&#039; Available to Skitarii Alphas, S6 AP-1. All in all a darn good pistol. Shares a 3 point cost with the Phosphor Blast pistol.&lt;br /&gt;
**&#039;&#039;&#039;Arc Rifle:&#039;&#039;&#039; It&#039;s no plasma caliver, but it still packs a punch and at only 2pts now it&#039;s practically a steal, being able to wound GEQ on 2+ and even chip their tanks.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Arc Rifle:&#039;&#039;&#039; 36&amp;quot; Heavy 2 Breacher signature gun. Behaving like an anti-infantry autocannon, its better AP-2 and &#039;&#039;base D1d3&#039;&#039; make it able to deal with heavier, multiwound infantry like Primaris and even Crisis suits. &#039;&#039;Actually useful against light vehicles&#039;&#039; like Land Speeders and Sentinels, tearing out huge D1d6 chunks out of them. And now it costs only 6pts.&lt;br /&gt;
*&#039;&#039;&#039;Cognis Weapons:&#039;&#039;&#039; Heavy weapons that can still be fired after advancing (at a -2 penalty), though only Ballistarii can make something out of an advance.&lt;br /&gt;
**&#039;&#039;&#039;Cognis [[heavy stubber|heavy stubber]]:&#039;&#039;&#039; The old reliable .50 Browning in space. Available to the Skorpius variants and the Onager as a supplementary weapon for self defense, or to pick off infantry while its main gun is busy elsewhere. Essentially a regular heavy stubber on the Onagers since they only advance D3&amp;quot;, so you&#039;re better off doing a normal move. A dirt-cheap auto-include at mere 2pts — it will make double its points back whenever it kills just a single Guardsman/Cultist.&lt;br /&gt;
**&#039;&#039;&#039;Twin Cognis [[heavy stubber|heavy stubber]]:&#039;&#039;&#039; The Skorpius Dunerider has one of these.&lt;br /&gt;
**&#039;&#039;&#039;Twin cognis autocannon:&#039;&#039;&#039; 20 points for 4 autocannon shots, which is cheaper than what other armies get (except Guard) while still allowing Ballistarii to sprint at full speed when needed. And cognis overwatch from a full unit of three is no joke. Nice.&lt;br /&gt;
**&#039;&#039;&#039;Twin cognis lascannon:&#039;&#039;&#039; Again, cheaper than what other armies get, plus cognis shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Flamer weapons:&#039;&#039;&#039; S4 AP0, 1d6 autohits no matter how many enemies they fight. We&#039;ve got two flavours, neither of which are the regular or Heavy flamer.&lt;br /&gt;
**&#039;&#039;&#039;Cognis Flamer:&#039;&#039;&#039; Picks the better of two d6 when rolling for attacks on overwatch. Considering it&#039;s actually better on overwatch than when shooting normally, and the Destroyer&#039;s primary weapon has much longer range, &#039;&#039;its main job is to be a deterrent&#039;&#039;. A damn good one. Benefits MASSIVELY from the Techpriest Manipulus boosts, {{W40kKeyword|Metalica}}&#039;s and {{W40kKeyword|Graia}}&#039;s Warlord traits.&lt;br /&gt;
**&#039;&#039;&#039;Incendine Combustor:&#039;&#039;&#039; A Heavy Flamer with a longer 12&amp;quot; range (&#039;&#039;so it can be used right out of infiltration/deepstrike&#039;&#039;), this thing is great for clearing out hordes. Works well on punchy Kastelans.&lt;br /&gt;
*&#039;&#039;&#039;Eradication weaponry:&#039;&#039;&#039; Reverse Conversion weaponry (or Mechanicum Melta), hitting harder the closer they are. Useful against a variety of targets, positioning is paramount.&lt;br /&gt;
**&#039;&#039;&#039;Eradication beamer:&#039;&#039;&#039; Heavy D6 Str8 AP-2 D1d3 allows it to comfortably tackle Primaris, Crisis suits and even terminators from 13&amp;quot;-36&amp;quot;, whilst still doing good antitank. &amp;lt;u&amp;gt;This is its main range&amp;lt;/u&amp;gt;. At 12&amp;quot; and closer it gains AP-4 and D1d6, but halves its shots to D3. While respectable against vehicles, you don&#039;t want your Onager that close to the enemy, and the Neutron Laser is better antitank. Still, it&#039;s a cheap, cost effective and versatile weapon.&lt;br /&gt;
**&#039;&#039;&#039;Eradication Ray:&#039;&#039;&#039; A good weapon for your Dominus to close in, this 24&amp;quot; Heavy D3 S6 AP-2 weapon gains AP-4 and D1d3 at a range of 8&amp;quot;, just before the charge. So better make it &#039;&#039;your&#039;&#039; charge.&lt;br /&gt;
*&#039;&#039;&#039;Flechette Blaster:&#039;&#039;&#039; No more S2 and shred, it&#039;s essentially a &#039;&#039;5 shot Laspistol&#039;&#039; now. Have fun wounding Death Guard on 5+.&lt;br /&gt;
*&#039;&#039;&#039;Galvanic Rifle:&#039;&#039;&#039; The Galvanic Rifle got shafted. While it remains a 30&amp;quot; S4 Rapid Fire gun, Precision shots aren&#039;t a thing anymore and it&#039;s AP0 unless you roll a 6+ to wound, upgrading then to AP-1. It&#039;s like Necrons and Primaris Marines stole all our Galvanic Rifles and left us with second-hand crap. And yet, with Chapter Approved&#039;s discount to Rangers it is one of the best Imperial SI guns in the game.&lt;br /&gt;
*&#039;&#039;&#039;Galvanic Carbine:&#039;&#039;&#039; An Assault 2, 18&amp;quot; version of the Galvanic Rifle. The gun itself is relatively forgettable- the special rule on the model that allows it to target characters and do mortal wounds on 6s to wound is what makes it work so well.&lt;br /&gt;
*&#039;&#039;&#039;Gamma Pistol:&#039;&#039;&#039; What Arc weapons wish they were. S6 AP-3 flat D2, rerolling failed wounds against vehicles. Datasmith exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Grav-Cannon:&#039;&#039;&#039; A very expensive 30&amp;quot; Heavy 5 Str5 AP-3 weapon that causes D1d3 to enemies wearing power armour or better. Won&#039;t wound termies on a 2+ like it used to, but now it can take down hordes in addition to the heavy infantry it&#039;s originally intended for. It&#039;s the most potent Troop weapon, only surpassed by supercharged plasma.&lt;br /&gt;
*&#039;&#039;&#039;Macrostubber:&#039;&#039;&#039; Essentially 5 shot bolt pistol. Good for the melee Dominus, since pistols can&#039;t be used with other weapons but can still shoot in combat. Better than a Volkite against hordes of light infantry.&lt;br /&gt;
*&#039;&#039;&#039;Icarus Array:&#039;&#039;&#039; Oh, boy. This is gold now. Despite being an anti-air array (-1 to hit vs non-flyers), 10 reasonably powerful shots on a BS3+/4+ Onager mean it will deal some heavy damage on a lot of things. Especially since half its shots are 2D or better, so it hurts even heavy infantry. And if you look up how many things have the Fly keyword you can&#039;t help but rejoice.&lt;br /&gt;
*&#039;&#039;&#039;Magnarail Lance:&#039;&#039;&#039; A new weapon carried by the Tech-Priest Manipulus. 18&amp;quot; Heavy 1 S7 AP-3 weapon that deals d3 damage or a flat 3 damage if the bearer did not move. Can go up to 21&amp;quot; range if you use the Manipulus&#039; bolster weapon rule.&lt;br /&gt;
*&#039;&#039;&#039;Neutron laser:&#039;&#039;&#039; The lascannon that steals other lascannon&#039;s girls. Better in both looks and stats, 48&amp;quot; Heavy D3 S10 AP-4 D1d6 (treating 1 &amp;amp; 2 as a 3), this beast can literally punch a hole the size of a Carnifex on a Carnifex. Sure it costs 50pts, aka half the actual Onager&#039;s cost, &#039;&#039;but it&#039;s cheaper than two lascannons while way better than them&#039;&#039;, and it allows an extra Cognis Heavy Stubber to be mounted on the crab tank.&lt;br /&gt;
*&#039;&#039;&#039;[[Phosphor_Weaponry|Phosphor weapons]]:&#039;&#039;&#039; The old Luminagen rule no longer helps the rest of your army, but its fire now outright Ignores Cover instead of merely reducing it. Usually S5 AP-1, they remain good anti-infantry weapons on their own right, even more so when dealing with infantry that depends on cover, like Scouts.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Blast Pistol:&#039;&#039;&#039; The iconic Skitarius Alpha&#039;s pistol. While the Arc pistol is better, it&#039;s only one pistol; you can afford to look cool.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Blaster:&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1&amp;quot;, making it a pocket Heavy Bolter. Cheaper than a Cognis flamer, a good sidearm for your Destroyers when you have them well protected.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Serpenta:&#039;&#039;&#039; The carbine of the phosphor line at 18&amp;quot; Assault 1. Luminagen no longer helps with the charge, so it&#039;s merely an extra shot for Dragoons, if you can afford it. Not being a pistol, Domini can shoot it alongside their main weapon, unlike the Macrostubber.&lt;br /&gt;
**&#039;&#039;&#039;Heavy phosphor blaster:&#039;&#039;&#039; 36&amp;quot; Heavy 3 S6 AP-2 allows ranged Kastellans to ravage GEQ and MEQ alike, even if they keep to cover. And then it can mount three of them and shoot them twice.&lt;br /&gt;
**&#039;&#039;&#039;Twin heavy phosphor blaster:&#039;&#039;&#039; Two heavy phosphor blasters, it just can&#039;t split its fire. It&#039;s a fairly good anti-infantry loadout for your Onager, though it&#039;s the budget option to shooty Kastelans.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma|Plasma weaponry]]:&#039;&#039;&#039; These high-risk high-reward weapons now let you choose between two modes both with good AP-3: a Safe mode &amp;quot;good enough&amp;quot; to kill single-wound marines (Str7 only wounds them on 3+ now), and a Supercharge mode that has S8 and D2, making it excellent against terminators, other multiwound infantry and even vehicles. The risk: gets hot now kills you, no matter the wounds and saves the wielder had. Fortunately for you, AdMech has &#039;&#039;many&#039;&#039; ways of making supercharges a safe and efficient option. In fact, just Ctrl+F &amp;quot;safe&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Caliver:&#039;&#039;&#039; Now only Assault 2, but waaay cheaper at 11 points, making your Skitarii a cheap and &#039;&#039;most efficient source of plasma&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; As meh as the servitor they&#039;re available to. If you&#039;re looking for cheap plasma, Skitarii wield it better.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Culverin:&#039;&#039;&#039; The old Culverin recieved a massive boost to range at a light expense to its rate of fire. Being 36&amp;quot; Heavy 1d6 it has a bit less power than two plasma cannons while only costing a few points more than one of them (but still more expensive than the identical IG Executioner Plasma Cannon). Kataphron Destroyers are expensive (though they are 20 points cheaper after Chapter Approved 2018 and can now revive with Servitor Maniple), so overcharge responsibly, AKA, when they reroll 1s.&lt;br /&gt;
*&#039;&#039;&#039;[[Radium Weaponry]]:&#039;&#039;&#039; The cancer guns still do 2D on a 6+ to wound. Still good, just not as unique since in 8E wounds don&#039;t carry over and anything is wounded on a 6+. &lt;br /&gt;
**&#039;&#039;&#039;Radium Pistol:&#039;&#039;&#039; You&#039;re giving the Alpha&#039;s main gun for a single shot pistol. Their base weapon does in a turn what this pistol does in two or three. If you choose to drop your main gun for a pistol, there are better alternatives...although this one is free.&lt;br /&gt;
**&#039;&#039;&#039;Radium Carbine:&#039;&#039;&#039; 18&amp;quot; Assault 3, allowing Vanguard to cover lots of ground and still hit on 4+. Their high rate of fire is enough to proc double wounding so often that this is statistically the best vehicle killing Standard weapon inside of 18&amp;quot;. Their special rule helps them with the big stuff; they will be more difficult to wound, but will be dealt 2D when they. And they have a good rate of fire against the small stuff.&lt;br /&gt;
**&#039;&#039;&#039;Radium Jezzail:&#039;&#039;&#039; More power than other armies&#039; sniper rifles, at S5 Heavy 2. A bit less range at 30&amp;quot; but it can be mounted on a Dragoon for just 4 points, becoming a fast, resilient and annoying sniper.&lt;br /&gt;
*&#039;&#039;&#039;[[Stubber#Stubcarbine|Stubcarbine]]:&#039;&#039;&#039; S4 pistol 3, with good 18&amp;quot; range for a pistol, it&#039;s mostly a sidearm to the Infiltrator&#039;s powersword, which is cheaper than alternative Flechette/Taser goad loadout.&lt;br /&gt;
*&#039;&#039;&#039;Torsion Cannon:&#039;&#039;&#039; Basically a slightly cheaper Multi-melta that lacks the melta rule, single shot on a BS4+ Breacher. Unreliable vs vehicles, overcosted vs infantry, the Heavy Arc Rifle will serve you better.&lt;br /&gt;
*&#039;&#039;&#039;Transonic Cannon:&#039;&#039;&#039; AP-1 2D sonic flamer. Only available on the Manipulus. &lt;br /&gt;
*&#039;&#039;&#039;Transuranic Arquebus:&#039;&#039;&#039; &amp;lt;u&amp;gt;The best sniper in the game&amp;lt;/u&amp;gt;, albeit with a decent 15pts cost. Str7 AP-2 &#039;&#039;D1d3&#039;&#039;, with the usual +1MW on a wound roll of 6. Hitting characters &#039;&#039;up to 60&amp;quot; away&#039;&#039; means it can drop that pesky Ancient/Librarian/Commissar with a single shot from the other side of the table, especially when under a boost to hit. Its range and strength allows it to tear chunks out of tanks and &#039;&#039;hunt other snipers&#039;&#039; at a safe distance. The catch: you can&#039;t shoot and move at all, a complete 180° from 7E. Excellent for Rangers.&lt;br /&gt;
*&#039;&#039;&#039;[[Volkite_Weaponry|Volkite Weaponry]]:&#039;&#039;&#039; Martian death rays from Horus Heresy that do mortal wounds on to-wound rolls of 6+.&lt;br /&gt;
**&#039;&#039;&#039;Twin Volkite Charger:&#039;&#039;&#039; A cheap 8pt upgrade for the Terrax-pattern Termite Assault Drill, 15&amp;quot; Heavy 4 S5 0ap D2 weapon makes it a useful weapon against infantry and lightly armored multi wound characters, unlike other Volkite weapons this one lacks the mortal wounds on to-wound rolls of 6+. Although this may simply have been an oversight on ForgeWorlds part.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Blaster:&#039;&#039;&#039; Cheap, 24&amp;quot; Heavy 3 makes it reliable for the Dominus who keeps to his machines away from the enemy, unlike the more expensive Eradication Ray with random shots. S6 and mortal wounds on to-wound rolls of 6+ makes it a good weapon for its cost.&lt;br /&gt;
&lt;br /&gt;
===Special Issue Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Data-Tether:&#039;&#039;&#039; Portable wifi hotspot for a squad of skitarii. Re-roll failed Morale tests for units that have an EDT. Units with an EDT (Rangers, Vanguard, and Serberys) increase the bonus from the &#039;&#039;DOCTRINA IMPERATIVE&#039;&#039; Stratagems from +1 to +2 to hit, allowing your Vanguard to do stuff like advance and still hit with supercharged plasma calivers on a 2+ with no risk of overheat. At 5pts its dirt-cheap and should be considered even for base-size squad since the Doctrine Strategem is gravy. &lt;br /&gt;
**[This Item had its points changed in Chapter Approved 2018]&lt;br /&gt;
*&#039;&#039;&#039;Broad-Spectrum Data Tether:&#039;&#039;&#039; Crawler-mounted cell-tower equivalent that gives nearby friendlies more bars of reception. Friendly units within 3&amp;quot; of the BSDT&#039;s user add 1 to their Leadership during the morale phase. It also gives the same boosts as the EDT to the &#039;&#039;DOCTRINA IMPERATIVE&#039;&#039; Stratagems. Available to Onagers, Ballistarii and Dragoons, keep near their large bases to get the Ld bonus, which can be combined with the EDT.&lt;br /&gt;
*&#039;&#039;&#039;Omnispex:&#039;&#039;&#039; Enemy units gain no cover bonus from attacks made by a unit with an omnispex. 7 points, and with split fire on everything suddenly your Skitarii&#039;s special weapons just got a lot scarier. Solid contender against the EDT, especially in a unit with Arquebii or Calivers. Not as useful anymore since it can&#039;t proc better hitting with the strategem. But useful on sniping Rangers to negate characters trying to boost their saves hiding in [[Metal Boxes|cover, teh kowardz, TEH FEWLZ]]&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
*Weapons&lt;br /&gt;
**&#039;&#039;&#039;Anzion&#039;s Pseudogenetor:&#039;&#039;&#039; [https://www.youtube.com/watch?v=ie-oJ_GjtiI It&#039;s a tangle of mecha-tentacles that can vivisect enemies in battle]. That&#039;s justification enough to use it. It gives a model using it D6 S4 AP-1 melee attacks that re-roll to wound against infantry &#039;&#039;in addition to&#039;&#039; the model&#039;s normal melee profile.  Particularly great since it&#039;s a supplemental weapon, not a replacement.&lt;br /&gt;
**&#039;&#039;&#039;Pater Cog-Tooth:&#039;&#039;&#039; Replaces an Omnissian Axe, increasing its strength and damage: S+2, AP-2, D3.&lt;br /&gt;
**&#039;&#039;&#039;Phosphoenix:&#039;&#039;&#039; Replaces a Phosphor serpenta with true phosphex, increasing its AP and rate of fire. 18&amp;quot; Assault 3 Str5 AP-3, ignoring cover like regular phosphor does.&lt;br /&gt;
**&#039;&#039;&#039;Uncreator Gauntlet:&#039;&#039;&#039; Replaces a power fist, so can only be taken on a Datasmith. Same stat line as a power fist, but also causes 1 mortal wound whenever you successfully wound a vehicle.&lt;br /&gt;
*Non-Weapons&lt;br /&gt;
**&#039;&#039;&#039;Autocaduceus of Arkhan Land:&#039;&#039;&#039; A returning favorite from the Cult Mechanicus codex, it&#039;s Arkhan Land&#039;s personal pimp cane. At the start of your turn the bearer heals 1 wound, and can reroll the repair roll if he targets an {{W40kKeyword|Adeptus Mechanicus}} unit. Combine with the Necromechanic Warlord Trait if you want a dedicated repairman that just will not die.&lt;br /&gt;
**&#039;&#039;&#039;Raiment of the Technomartyrs:&#039;&#039;&#039; Yet another old item with a new set of rules. In addition to granting the bearer a 6+ FNP save, if a {{W40kKeyword|Forge World}} &amp;lt;u&amp;gt;model&amp;lt;/u&amp;gt; &#039;&#039;(not unit)&#039;&#039; within 6&amp;quot; of the bearer (obviously including itself, as always) fires Overwatch and rolls a 6+ to hit, you can make one bonus attack with the same weapon against the charging unit (bonus attacks can&#039;t trigger this rule again). Useful for any firebase to hold their ground. &lt;br /&gt;
**&#039;&#039;&#039;Omniscient Mask:&#039;&#039;&#039; Re-roll &#039;&#039;failed&#039;&#039; to-hit rolls in the fight phase for friendly {{W40kKeyword|Skitarii}} units within 6&amp;quot; of the character.  If only we had a Skitarii Alpha Primus to put this on...&lt;br /&gt;
**&#039;&#039;&#039;The Skull of Elder Nikola:&#039;&#039;&#039; [[Tesla|Nikola Tesla&#039;s]] [[Awesome|skull that is used to obliterate enemies with bolts of lightning]]. Once per game during the shooting phase, you can pull out the skull and roll a die for each enemy {{W40kKeyword|vehicle}} &#039;&#039;unit&#039;&#039; within 2d6&amp;quot;. On a roll of 2+, the unit suffers a mortal wound. Probably the worst relic in the codex, but it&#039;s listed as a non-weapon because it isn&#039;t one; the models taking wounds don&#039;t count as having been shot and the Skull wielder doesn&#039;t count as having shot after using this, and it can be used at any time during the phase, so you can Skull and then shoot or shoot and then Skull, as you like, in or out of melee.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
Specialist Detachments are a type of Detachment added in the Vigilus Defiant campaign supplement, giving you access to a couple extra stratagems, relics and warlord traits, locked behind a 1CP paygate.&lt;br /&gt;
===General stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait.&lt;br /&gt;
&lt;br /&gt;
===Cybernetica Cohort (1 CP)===&lt;br /&gt;
The robot detachment, somewhat geared for the melee version. Kastelans and their attending Dominus, Enginseers and Datasmiths gain the {{W40kKeyword|Cybernetica cohort}} keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power Surge (1 CP):&#039;&#039;&#039; Pick a unit of robots within 3 inches of a Datasmith. They get +3 to charge rolls.&lt;br /&gt;
**Deepstrike {{W40kKeyword|Lucius}} Kastelans and give a Datasmith the teleporter relic (so this strat can be used). Your Kastelan drop now has more than 72% chance of making that 9&amp;quot; charge. Activate &#039;Binharic Override&#039; if you can afford it to double their attacks - it&#039;s not like the Datasmith will survive to change their battle protocols anyway.&lt;br /&gt;
*&#039;&#039;&#039;Strafing Run (1 CP):&#039;&#039;&#039;  Use at the beginning of the movement phase on a robot unit with Aegis protocols active. Turns heavy weapons into assault. Great for robots with incendine combustors.&lt;br /&gt;
**Use when paired with the {{W40kKeyword|Metalica}} dogma to grant your gun bots around 11~12&amp;quot; of movement while running and gunning at full accuracy. Generally speaking, this is best used to either take and hold an objective without sacrificing shooting or quickly getting away from your opponent if they get too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait: Adept of the Legio Cybernetica:&#039;&#039;&#039; Once per battle, your warlord can repair d6 wounds to a unit of robots instead of the standard d3. Combine it with the Autocaduceus of Arkhan Land so you don&#039;t roll a one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact: Doctrine Foreas Servo-skull:&#039;&#039;&#039; Robots can attempt to change battle protocol at the start of each movement phase if they are within 9&amp;quot; of the bearer, who DOESN&#039;T need to be a Datasmith, which eases his workload and enables your cheaper Enginseers or durable Dominus to do that job.&lt;br /&gt;
&lt;br /&gt;
===Servitor Maniple (1 CP)===&lt;br /&gt;
Kataphron Destroyers, Breachers, Servitors and their attending Dominus and Enginseers gain the {{W40kKeyword|Servitor Maniple}} keyword. Of great value to your Destroyers, and when combined with the discounts to Kataphrons their points efficiency skyrockets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Bionics (1 CP):&#039;&#039;&#039; Use before the game begins.  One unit of Kataphrons or servitors gains a 5++ invulnerable save. Helps to not lose Kataphrons faster than you can bring them back.&lt;br /&gt;
**Doesn&#039;t say it&#039;s one-use, so you could shield all your Destroyers this way. {{W40kKeyword|Lucius}} Destroyers benefit the most, as they&#039;re immune to AP-1 and AP-2 will be wasted on them.&lt;br /&gt;
**A Breacher unit using &#039;Acquisition At Any Cost&#039; becomes 2+/4++. That&#039;s simply very hard to shoot off the board, and lascannons aimed at them are lascannons not fired at your actual vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Noospheric Mind Lock (1 CP):&#039;&#039;&#039; One unit of Kataphrons within 6&amp;quot; of a Dominus gains +1 to hit rolls for all its shooting attacks.&lt;br /&gt;
**&amp;lt;u&amp;gt;&#039;&#039;&#039;Safe plasma&#039;&#039;&#039;&amp;lt;/u&amp;gt;. It stacks with &#039;Elimination Volley&#039; so you get Destroyers hitting on rerollable 2+, but you can also use it as means of getting TWO SIMULTANEOUS SOURCES OF SAFE PLASMA. {{W40kKeyword|Ryza}} has it even easier with their cheaper &#039;Plasma Specialists&#039; strat, and instead of using 3 simultaneous souces you can combine them to get &#039;&#039;&#039;SAFE 3D PLASMA&#039;&#039;&#039;. Need I tell you that kills Custodes in a single shot?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait: Master of Biosplicing:&#039;&#039;&#039; At the end of the movement phase, heal a Kataphron by sacrificing a servitor. If none are wounded, resurrect a dead model instead. It comes back with one wound. Do note it only says {{W40kKeyword|Servitors}}, not {{W40kKeyword|Servitor Maniple Servitors}} or even {{W40kKeyword|Adeptus Mechaniucs Sevitors}}. Just {{W40kKeyword|Servitors}}, so {{W40kKeyword|Adeptus Astartes}} and {{W40kKeyword|Astra Militarum}} ones are fair game, including special ones like Cenobyte Servitors! In fact, taking {{W40kKeyword|Astra Militarum}} Servitors is an excellent idea, as their heavy weapons come at a steep discount. &lt;br /&gt;
*THIS is the reason you take this detachment, as dead Destroyers cease to be 50pts losses and regular Servitors graduate from filler to valid Elite choices. But you have to &amp;lt;u&amp;gt;make sure your unit has no wounded models so the dead can come back&amp;lt;/u&amp;gt;, so bring the Autocaduceus of Arkhan Land or make your actual warlord a Necromechanic.&lt;br /&gt;
*EXCELLENT synergy with the {{W40kKeyword|Agripinaa}} dogma, where you can revive a single model from one unit and replace up to 5 dead Kataphrons from a different unit. Or you could bring back a regular Servitor unit for a single CP, if you can afford to turn them into Kataphrons one at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact: The Genecog Corpus&#039;&#039;&#039; It&#039;s an Omnissian Axe that causes mortal wounds on a 6+ to wound. Not completely worthless in an army with limited access to mortal wounds, but you&#039;re still probably better off with a different relic. &#039;&#039;It does lend itself to Ryzan use, who is prone to field Plasma Destroyer formations, though.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;[[Tech Priest Dominus]]:&#039;&#039;&#039; Your &amp;lt;s&amp;gt;bog&amp;lt;/s&amp;gt; &#039;&#039;cog&#039;&#039;-standard non-Cawl HQ for those times you want to play as those other forgeworlds, no longer an &amp;quot;HQ tax&amp;quot; due to Enginseer changes. Akin to a &amp;lt;u&amp;gt;Captain&amp;lt;/u&amp;gt; (&#039;&#039;aura of reroll 1s to hit&#039;&#039;), &amp;lt;u&amp;gt;Techmarine&amp;lt;/u&amp;gt; (&#039;&#039;repairs D3 wounds from any {{W40Kkeyword|AdMech}} model other than himself, or 1 for {{W40Kkeyword|Knight}}s&#039;&#039;) and a bit of &amp;lt;u&amp;gt;Apothecary&amp;lt;/u&amp;gt; (&#039;&#039;his repair isn&#039;t restricted to vehicles, plus heals self for D3W each turn&#039;&#039;) all rolled into one. And at T4 5W 2+/5++ this very tanky support character will require serious firepower to remove. Just watch out for enemy witches. His main concern is to boost and heal your firebase, whatever it might be (Vanguard, Onagers, Kastellan, etc.), but 24&amp;quot; guns allow him to be good at midrange since he doesn&#039;t give up shooting (BS2+ rerolling 1s) for repairs. A flexible loadout, it&#039;ll be defined by what you want him to do:&lt;br /&gt;
**&#039;&#039;&#039;Shooty&#039;&#039;&#039;: Pick the Volkite blaster and the &#039;&#039;&#039;Phosphoenix&#039;&#039;&#039; relic for good and reliable volume of fire, its range fitting nicely alongside Vanguard. If the Dominus is instead boosting your longer ranged units, the &#039;&#039;&#039;Raiment of the Technomartyr&#039;&#039;&#039; will provide them better overwatch to delay melee a bit more, as well as a measure of protection against snipers trying to shut down those rerolls.&lt;br /&gt;
**&#039;&#039;&#039;Choppy:&#039;&#039;&#039; Go with the Macrostubber and the Eradication Ray, and give him &#039;&#039;&#039;Anzion&#039;s Pseudogenetor&#039;&#039;&#039; for an additional D6 S4 AP-1 hits on top of your 3 Omnissian Axe attacks and Pistol 5 Macrostubber attacks, the later which happen at BS2+ rerolling 1s. While &#039;&#039;&#039;Magos Biologis&#039;&#039;&#039; warlords do more damage, remember &#039;&#039;you&#039;re not alone in CC and half your army choices have melee rules&#039;&#039;; supporting your infantry with &#039;&#039;&#039;Prime Hermeticon&#039;&#039;&#039; can give good results.&lt;br /&gt;
**&#039;&#039;&#039;Repairman&#039;&#039;&#039;: Give him the &#039;&#039;&#039;Necromechanic&#039;&#039;&#039; WT so that he restores an additional wound every time he repairs something (doubling {{W40Kkeyword|Knight}} repair rate), and with  &#039;&#039;&#039;Autocaduceus of Arkhan Land&#039;&#039;&#039; relic you&#039;ll be healing {{W40Kkeyword|Mechanicum}} units very reliably. Fun to combine with the &#039;&#039;&#039;Tech-adept&#039;&#039;&#039; Stratagem to repair the same vehicle twice, repairing &amp;lt;u&amp;gt;up to 8 wounds per turn&amp;lt;/u&amp;gt; that way, bringing an Onager back to full stats or keeping multiple Kastellans from dying.&lt;br /&gt;
*&#039;&#039;&#039;Tech Priest [[Enginseer]]:&#039;&#039;&#039; The Enginseer is now &amp;lt;u&amp;gt;the cheapest HQ available&amp;lt;/u&amp;gt; for the army, making him a perfect cost-saving option to an army trying to make a battalion. With T4 W4 3+/6++ he&#039;s basically a squishier Techmarine, and has lackluster combat ability but that&#039;s ok because his main role is being a cheap repairman and HQ.&lt;br /&gt;
**&#039;&#039;&#039;Repairman:&#039;&#039;&#039; Can&#039;t repair Kataphrons and Sicarians like Domini can, but unlike them he can repair D3 from allied IG tanks (allies!). Very cheap, especially for a job that consists of &amp;quot;just stand near the thing&amp;quot;. Though more cost-effective than non-Necromechanic Domini for repairing Knights, maybe it&#039;s a bit risky for them to be the warlord. That said, they can be the &amp;quot;warlord&amp;quot; while the Dominus is a formation&#039;s &amp;quot;Field Commander&amp;quot; wink wink.&lt;br /&gt;
**&#039;&#039;&#039;Relic Caddy&#039;&#039;&#039;: They aren&#039;t champions like SM Captains are, but since most of their job is to stand around being available, they could just as well be useful by carrying army-boosting relics AFTER you gave the Dominus/Manipulus theirs.&lt;br /&gt;
**&#039;&#039;&#039;Buying advice:&#039;&#039;&#039; Enginseers are a must-have if you want to spam regiments and farm CPs. And they are pretty damn good at that, at only 30pts per model for a small, tough character that can heal vehicles. The only problem is that they cost $30 a pop, unless you go for the $11.50 metal ones from the webstore. An alternate solution to that starts with looking closely at the chaos cultists in the &amp;quot;dark vengeance&amp;quot; kit. The robed ones look remarkably like Enginseers, right? Hell, one has an axe that looks remarkably like a cog. You can buy them for 20 bucks on eBay and kitbash them with the ton of bits leftover by your Skitarii squads, techpriest Dominii and Onagers. A little work and you have your all the Enginseers you need for less than the cost of one. Another option would be the Forge World titan tech priest! A lot cheaper than the Enginseer, and Forge World quality too!&lt;br /&gt;
*&#039;&#039;&#039;Tech-Priest Manipulus&#039;&#039;&#039;: A new HQ unit being released under the kill team brand. Described as being in between an enginseer and a Dominus in terms of power, the Manipulus carries meh to OK weapons with limited range and an ability of gimmick utility:&lt;br /&gt;
**At the beginning of the movement phase he can boost warriors&#039; movement or weapons&#039; range stats. +1&amp;quot; to movement isn&#039;t a lot, mostly covering positioning mistakes. +1&amp;quot; to charge, however, can be useful: get him in place with a Skorpius transport or Solar Flare or whatever, then infiltrate Infiltrators (lmao) or teleport Cybenetica Cohort formation Kastellans near his coordinates and use &#039;&#039;&#039;Power Surge&#039;&#039;&#039; for +4&amp;quot; total to charge range, aka success on a 5+ on 2d6. On the less gimmicky side, +6&amp;quot; to long weapon and +3&amp;quot; to short range weapons can allow nasty stuff like 11&amp;quot; cognis flamer overwatch and enable 42&amp;quot; range Protector Kastellan to reach pretty much anything they can see.&lt;br /&gt;
**&#039;&#039;&#039;Choppy:&#039;&#039;&#039; With Omnissiah Staff (S+2 AP-1 D2) and Mechadentrites (S[U] AP0 +1d6 A) on top of his base WS3+ 3A, this dude isn&#039;t biting his nails in CC like the Enginseer does. If you want him on melee on purpose, get him his Transonic AP-1 &#039;&#039;D2&#039;&#039; &amp;lt;s&amp;gt;cannon&amp;lt;/s&amp;gt; flamer AND a relic. Perhaps Anzion&#039;s Pseudogenetor so he has 3+2d6 attacks, perhaps the Omniscient mask if you&#039;re using him with Skitarii Vanguard and Infiltrators. Maybe make him a Prime Hermeticon Warlord if you&#039;re using him with Electro-priests instead.&lt;br /&gt;
**&#039;&#039;&#039;Shooty:&#039;&#039;&#039; His charges are the shooty ones, his Magnarail Lance&#039;s 18&amp;quot; only grows up to 21&amp;quot; with his bonus. But Heavy 1 S7 AP-3 D1d3 grows to full 3 Dmg when stationary, which is the prerequisite for his Boost Weapons.&lt;br /&gt;
**&#039;&#039;&#039;Frontline Mobility:&#039;&#039;&#039; He is pretty good at accompanying one of your assault squads in a Scorpius Dunerider, be it Sicarians Ruststalkers or Fulgurite Electropriests. His aura will give assault squads needed +1 to movement and +1 to charge, which often results in making the charge. Sicarians will for example move wooping 12 on the turn they desiembark. He is fast himself, with Transonic Cannon he can always advance and move 8-13 inches a turn and help assault squads by cleaning screens. One of the better candidates for Omnissian Mask or Prime Hermeticon Warlord Trait. Sydonian Dragoons fighting around him will also benefit from mask and repairs. &lt;br /&gt;
*&#039;&#039;&#039;Daedalosus:&#039;&#039;&#039; A hero and technoarchaeologist from the Blackstone Fortress game, this new, named character is a surprisingly useful addition to the Hq roster. Like the Secutarii,  he doesn&#039;t have a forge world but doesn&#039;t cost you your dogmas if you include him. Unfortunately, since he lacks both a {{W40Kkeyword|FORGE WORLD}} and the {{W40Kkeyword|SECUTARII}} Keywords, he can&#039;t take a transport, restricting him to babysit gunlines. His weaponry is unique for an Hq but nothing special; he carries a (Servo-) Arc Claw and the pistol version of the Eradication Beamer.  Instead, his real benefit comes from his special rules. Once per battle, he can use his Archeotech relic to deal 1d3 mortal wounds to an enemy within 3&amp;quot; or heal 1d3 wounds to an Ad Mech model (not just {{W40Kkeyword|VEHICLES}}!) with 3&amp;quot;, no rolling needed.  Nice for when you absolutely need to push a Onager up a Damage Chart level or pick off a {{W40Kkeyword|CHARACTER}} that&#039;s getting too close.  The real reason you take him, however, is for his Omniscanner. At the beginning of the shooting phase, Daedalosus can pick a visible enemy within 24&amp;quot; and all Ad Mech units within 6&amp;quot; of him add 1 to shooting rolls that target that unit. Now THAT is a markerlight. Great against flyers, and for safe overcharging plasma, all without the need to spend CP each round, and affecting multiple units (but only one target). Eat your heart out xeno scum. This WILL affect electro-priests exploding on 5s and 6s when shooting.&lt;br /&gt;
**Always include this guy to your lists if you can get the model/a proxy. He&#039;ll dramatically increase the effectiveness of literally anything in your with the bonus to hit. This helps countering -1 to hit buffs such as flyerspam, Tau markerlights, plaguebearers, and psychic powers. Not to mention safe, cost-effective plasma and making lascannons not miss that knight barreling towards your gunline. Did we mention he&#039;s 50 points?!&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&lt;br /&gt;
Our army is two 7E armies finally fused together, and here&#039;s where it shows. Try to strike a balance between the small Skitarii and the big Kataphrons that works well with the rest of your army, as they complement each other nicely: Kataphrons can clear the ground from afar and hold objectives, Skitarii can go and storm them. And with their new transport, storm them they can. Skitarii can also tie up enemies for Kataphrons to finish, and Breachers can bar access to your Ranger snipers. Try to guesstimate what any unit can endure, lest your lines crumble and leave your expensive heavy guns exposed to the enemy. And with the recent points drop this just got easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skitarii&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In 8th edition, table control is paramount to victory, more than it ever was now with non-scattering deepstrikes and double-fights to pile in multiple units. Enter reliable and spammable Skitarii. Unlike your regular Imperial GEQ, their 4+/6++ give these T3 dudes a chance of survival, and they&#039;re cheap enough that they can be used to control the field while your other units, like the much heavier and damaging Cult Mechanicus troops, clean up said field. Despite their status as light mortal infantry, they carry enough BS3+ firepower that it matters. &amp;lt;br&amp;gt;&lt;br /&gt;
400pts can get you up to 50 Vanguard models. There are two main ways of using them: naked MSUs of 5 for body blocking and filling up battalions, or fully equipped squads of 10. Units of 5 basically ignore morale, but squads of 10 can hide their special weapons behind regular guys, and are a better use of CP as Enhanced Data-tethers not only patch their vulnerability to morale but enable them to pull stunts like &#039;&#039;advancing with safe supercharging Plasma&#039;&#039; Calivers or &#039;&#039;still hit enemies with -1BS on a 2+&#039;&#039;. An Omnispex can be used instead to ignore cover, a bonus that doesn&#039;t require CP and that is ever-present.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Skitarii]] Rangers:&#039;&#039;&#039;  Their 30&amp;quot; Galvanic Rifles have enough range to contribute to fights and the S4 needed to be a bother, which makes this squad great at garrisoning backfield objectives and ruins. While they put less volume of fire than Vanguard, their guns&#039; better range, strength, and AP-1 on a 6+ to wound make them more effective against single-wound infantry than Rad carbines. All in all great value from the cheapest unit in your army. Unless you are sitting on backfield objectives (which our HS are normally doing) vanguard will often be better considering the difference is 1pt a model.&lt;br /&gt;
**Transuranic Arquebuses are THE special weapon this squad should take, as if your taking rangers they should be backfield and their awesome 60&amp;quot; range doesn&#039;t waste Galvanic Rifle range as the other guns do, and with actual stats (S7 AP-1 D1d3) on top of regular sniper rules there will always be targets of opportunity for them to attack. Dealing 2D to vehicles, even flyers, from your deployment zone isn&#039;t too hard to do, and is actually pretty comfy coming from a troop unit whose job would usually be to just stand back and bodyblock rear line deepstrikers. However you need a surprisingly high number of these to consistantly snipe characters.&lt;br /&gt;
**This unit struggles as vanguard are only a pt more expensive and better in all circumstances except sitting on backfield objectives and half our army do that really well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Skitarii]] Vanguard:&#039;&#039;&#039; Vanguard are your Skitarii frontliners. Their 18&amp;quot; Assault 3 Rad Carbines let them advance and still hit on a 4+, and their rate of fire is such that their 2D on a 6+ to wound can proc enough times to be a concern to heavy infantry while still dealing lots of hits to the smaller ones. With their Rad saturation aura (-1T is better than +1S), they can also help as melee support to Sicarians and Electropriests and melee soup allies.&lt;br /&gt;
**Statistically speaking they are actually some of your best anti-tank when within 18&amp;quot;: A couple of failed 6s is already chunk of a vehicle gone, and is more than what a cheap troop like them has any right to do. Tl;dr they have enough dakka to actually do chip damage to a vehicle, so if there are no better targets it&#039;s not necessarily a waste of firepower.&lt;br /&gt;
*** The not good against vehicle case. If you&#039;re relying on chip damage, its not anti-tank. Its solid mass fire but against vehicles you&#039;re hitting on 3s, wounding on 6s with no AP. So, sure, you&#039;ll chip two wounds off whenever a shot goes through, but math says (assuming no re-rolls) a squad of 5, is 10 hits per turn, 1.66 wounds, (assuming all vehicles have at least T6), against most likely a 3+ save, meaning, on average: .55 shots will get through. that means for every TEN vanguards you fire into that rhino ONE shot will reliably make it through. Congratulations on dealing 2 wounds on a 67 point rhino with 80 points of skitarii. There&#039;s an argument that 80 points of infantry dealing two wounds to a model worth more than them is worth it.&lt;br /&gt;
*** The good against vehicle case. Your probably taking 6 units as a tax for CP anyway so that&#039;s 30 models we don&#039;t need objective holders backfield as our HS choices are sat on them. Sure a single 5 squad doesn&#039;t do much but you use the 6 tax vanguard squads as one or two blocks of firepower assumming RR1&#039;s because thats pretty consistant in our army with dominous and canticles thats 7.77 wounds on a T8 3+ armour save model ( The previous example uses a poor comparator due to its cheapness and theres no loss of efficiency when vanguard fire  at beefier targets like knights and leman russes). Sure shooting infantry is going to be more efficient but in comparison to 30 rangers in RF range that do 1.94W to a knight the vanguard show there flexibility (almost 4 times the output). Not all lists have low T targets and when you hit that skew list this is a strong supplement to our HS choices. In addition as of engine War 3 of the new warlord trait auras buff vanguard fire adding ap or extra hits. Also by comparison the neutron laser on 3 onagers with RR1 only deal 6.22W to 4++ knight.&lt;br /&gt;
**Rangers may be a tiny bit cheaper, but Vanguards lend themselves more for bubblewrap duty: enough ROF to trigger overwatch, and their Rad aura gives you the option to commit Breachers to deal with weakened enemies. Having options is nice.&lt;br /&gt;
**Unlike Rangers, Vanguard find themselves in melee more often. It&#039;s worth noting that you can upgrade the alphas however with only 2 attacks and a 4+ Ws it doesn&#039;t seem worth the pts however if you do take them you only need to kill 1 or 2 models a game to recoup the cost.&lt;br /&gt;
**Pistols are actually surprisingly useful on vanguard squads, since most of their weapons have 18&amp;quot; range anyway, its not that outlandish for them to make it within 12&amp;quot; and get to take an arc pistol shot for 1 point more, but you have to sacrifice an extra radium carbine to do it, so its really your call. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphrons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The big guys of the Cult Mechanicus are closer to tankettes than they are to people: their Ogryn-sized T5 frames make them difficult to remove from an objective, and with 3W your HQs can actually repair them. Their long ranged firepower doesn&#039;t suffer the penalty for moving; like a Russ tank group, they ARE the gunline wherever the enemy finds them. This comes at the penalty of advancing only d3&amp;quot;...which you don&#039;t really care much about: the only maneuvering they need is usually just to get a line of sight to the enemy. GREAT firepower coming from Troop units. &lt;br /&gt;
&lt;br /&gt;
*It&#039;s worth noting that these puppies can be a huge fire magnet. A smart opponent will point medium weaponry at these guys and frankly, they&#039;re not quite as tough as they seem. Point efficiency and multiple wounds don&#039;t mean a lot when a punisher cannon can delete a 3 man squad in one round of shooting. &lt;br /&gt;
*To compensate, provide them with the Stygies VIII Dogma to increase their survivability considerably.&lt;br /&gt;
*Or take in units of 6 in agripinaa to bring the full squad back from the dead if one model survives. With CP to burn this is horribly good on breachers.&lt;br /&gt;
*Or take as Ryza plasma destroyers hoping you&#039;ll play a knight list and can make your points back in one round of shooting accepting their won&#039;t be a second round.&lt;br /&gt;
*Or Lucius and deepstrike them in guaranteeing destroyers one round of fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kataphron Destroyers:&#039;&#039;&#039; Dedicated anti-MEQ gunships. As they trade a measure of protection (4+/6++) for amazing firepower, they will be a prime target for your enemy so they have to be defended.&lt;br /&gt;
**&#039;&#039;&#039;Guns:&#039;&#039;&#039; Heavy Grav Cannons are reliable; Heavy &#039;&#039;5&#039;&#039; AP-3 deletes infantry, and D1d3 against anything with a 3+ save melts heavy infantry and can even dent monsters and tanks. Plasma Culverins are also good. They have better 36&amp;quot; range But are more expensive , and  Heavy d6 shots are unreliable. They shine when supercharging, becoming able to deal with anything...but they can also blow up. &#039;&#039;Now that&#039;s balance!&#039;&#039; Luckily, &amp;lt;u&amp;gt;you can spend CP to get safe plasma:&amp;lt;/u&amp;gt; &#039;&#039;&#039;Elimination Volley&#039;&#039;&#039; (needs nearby Kastelans), &#039;&#039;&#039;Noospheric Mindlock&#039;&#039;&#039; (needs to belong to a &#039;&#039;&#039;Servitor Maniple&#039;&#039;&#039; formation) and &#039;&#039;&#039;Plasma Specialists&#039;&#039;&#039; (needs to belong to {{W40kKeyword|Ryza}}). Neither option will really disappoint, but plasma is CP-hungry. A new solution that only costs 50p and no CP would be Daedalosus, who can give +1 to hit but needs to be a bit closer (24&amp;quot;) to the front line, and can only designate one target.&lt;br /&gt;
**&#039;&#039;&#039;Sidearms:&#039;&#039;&#039; Their Phoshor Blasters are the budget option to use against targets of opportunity. However, Cognis Flamers give Destroyers protection against melee at mere +1pts. Bubblewrap units are still great, but with flamers their overwatch becomes nasty; their main guns already have enough RoF to proc overwatch hits and the stats for it to matter.&lt;br /&gt;
*Plasma culverins are high variance over grav cannons. Their D6 shots make them unreliable and absolutely undercut their usefulness over the grav cannons, even with their higher strength. (High variance can be both a strength and a weakness depending on how well you accept risk.) Anyone running plasma destroyers will be useing one of the many ways to add +1 to hit cited above so risking 1&#039;s is not a concern. Plasma is 2pts more (negligable on such small expensive units). Don&#039;t let the T5 with 3W and 4+ with shroudpsalm to get a 3+ fool you: these guys are glass cannons and prime targets for anything that mulches heavy infantry. Anything with decent strength or a point or two of AP will turn these guys into spare parts in one go if you don&#039;t do something to protect them, even with shroudpsalm. My personal advice is to abuse the {{W40Kkeyword|[Acquisition at any cost]}} stratagem to get them to 2+/5++ saves on an objective and hope they can weather the storm with enough guns still intact to do their job, OR (and my personal favorite idea) consider running them as {{W40Kkeyword|[Lucius]}}, as the immunity to AP1 is absolutely fantastic on them (and its pretty solid overall) and the ability to pay a CP to hide a 6-9 man unit of kataphrons in deep strike is worth its weight in gold, as they have more than enough range to be confident that they can drop in somewhere they can hit their target, and you can even give your dominus the Lucius relic to teleport him to the kataphron gunline without losing his support for the footsloggers turn one, or paying the CP to deep strike him. Also, for 50 points you should never ever not take Daedalosus, especially when you&#039;re taking these guys (they&#039;re only BS4+ after all).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kataphron Breachers:&#039;&#039;&#039; Trades some firepower for 3+ armour but, most importantly, &#039;&#039;at discount price&#039;&#039;. Enough to be heavy speedbumps yet disposable, do the comparison: Space marines pay 13pts for T4 3+ save wounds, Breachers pay 10pts. Intercessors pay 85pts for 10W and their guns are restricted to anti-infantry; Breachers bring 9W for 90pts and their Heavy Arc rifles  (36&amp;quot; Heavy 2 S6 AP-1 D1d3) are not only basically anti-infantry autocannons, but also tear D1d6 chunks out of vehicles, so they can even help your overworked Onagers. And unlike Destroyers, Breachers aren&#039;t defenseless in combat, with three WS4+ attacks using Arc Claws (S6 AP-1 &amp;amp; D1d3 vs vehicles). With those stats, they are a screen by themselves. If you NEED an objective to be positively, absolutely defended, activate &#039;&#039;&#039;Acquisition at Any Cost&#039;&#039;&#039; and they&#039;ll be very difficult to remove, with &#039;&#039;4A&#039;&#039; and a 2+/5++ save. (Alternate take if supported by vanguard S6 Ap-1 still wounds marines on 2&#039;s and a unit of 6 will kill 3.75 tac marines) their not gonna touch a dedicated melee unit but can still give a bad day to enemy troops or small characters) and now we have unlimited warlord traits prime hermeticon increases their melee output by 50%&lt;br /&gt;
**Torsion Cannons are hard to defend. S8 AP-4 is nice but they cost a lot, &#039;&#039;are single-shot&#039;&#039; and D1d6 is somewhat unreliable. Likewise, Hydraulic Claws are like power fists...but with only AP-1 like Arc claws they will struggle to go through their targets&#039; armour Sv, and Breachers aren&#039;t &#039;&#039;dedicated&#039;&#039; melee units, could throw one into maybe kill Vehicles and Monsters in melee.&lt;br /&gt;
**Agripinaa breachers are really strong if you have a huge amount of CP as a 6 man squad can potentially bring 5 back from the dead and relocate if just one survives. Which considering their tankiness is quite possible. Do this a few times and count the firepower you&#039;ve soaked.&lt;br /&gt;
***The clue is in the name for these guys though; the above chap is absolutely correct in his analysis for the average game, but GW covers bases for more narrative games too: Fortifications &amp;amp; other Immobile units are auto-hit so when you need to &amp;lt;i&amp;gt;breach&amp;lt;/i&amp;gt; through some Fortifications you have at least 9 S10 -1AP auto-hitting hydraulic claws vs the S6 of arcs, and that&#039;s 9 lots of 3+ rolls instead of iffy 5+.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;[[Skorpius Hover Tank|Skorpius Dunerider]]:&#039;&#039;&#039; No longer do Infantry have to footslog. Movement 12”, 12 wounds, S&amp;amp;T 6, and a degrading statline like any vehicle. It has 3+, so it has ok survivability. It has four Cognis Heavy Stubbers and a Broad-Spectrum Data Tether. Its special rule, Hover Platform, means that you suffer no penalties for moving and firing heavy weapons unless you advanced. It carries almost any 10 {{W40Kkeyword|Secutarrii}} or {{W40Kkeyword|&amp;lt;forge world&amp;gt;}} {{W40Kkeyword|Infantry}}  models. It can&#039;t carry Cawl or kataphrons of either type.&lt;br /&gt;
*&#039;&#039;&#039;Terrax-pattern Termite Assault Drill (Forge World):&#039;&#039;&#039; Forge World finally decided to hand over the rules for a transport so now we&#039;ll have to begin removing organs just like tech-priests to pay for them. For a long time it was the only transport the AdMech had and is good if trying to run an assault list. For a base 134 points you can have access to a Deep Striking transport that can carry up to 12  {{W40Kkeyword|Secutarii}} or {{W40Kkeyword|Forge World}} {{W40Kkeyword|Infantry}} models, except for Cawl and Kataphrons. It&#039;s kitted with weaponry to match its purpose, with a mandatory Melta Cutter (an Assault D3 melta) and a choice of two each of storm bolters, heavy flamers or Heavy 4 15&amp;quot; S5 AP0 D2 volkites missing the standard volkite Mortal Wound rule. The scariest thing this thing can do, however, is following its payload into melee - it&#039;s pretty shit with a WS of 4+, but if any of the 6 attacks S14 AP-4 D3 you get with it connects and doesn&#039;t kill something, you get to chain roll for extra mortal wounds on the survivors until you fail. Charge it into literally anything and you&#039;re guaranteed to have it at least partially reimburse its point cost in kills before it goes up in smoke (which it will, considering it&#039;s the only AdMech vehicle &amp;lt;s&amp;gt; that lacks an invulnerable save of any kind &amp;lt;/s&amp;gt; Not anymore, since the Skorpius models don&#039;t have invul either).&lt;br /&gt;
** Storm Bolters are the default and cheapest option. Volkite chargers are the cheaper anti-horde option. Flamers cost double, but work effectively as a deterrent to anything that tries to charge your mole machine.&lt;br /&gt;
** You can still opt to deploy via {{W40Kkeyword|Stygies VIII}} Cladestine Infiltration stratagem instead of deep striking, if you wish. This largely defeats the point of having a Deep Striking transport, as you could just use the stratagem on the actual unit you&#039;re having it carry to move the same distance, but would permit you to deliver your guys to midfield and have them somewhat protected inside the Terrax until they unload on the second turn and do whatever nefarious thing you&#039;ve got planned for them, so decide for yourself if your strategy calls for it.&lt;br /&gt;
&lt;br /&gt;
You do still have access to all Fortification options. While immobile, they do provide an extra layer of defense that AdMech can greatly benefit from.  However, the limitation on Fortifications to one unit plus any number of characters limits their usefulness as firebases, since only half the embarked models can fire out.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Larsen Van der Grauss&#039;&#039;&#039; See Elucidean starstriders in the imperium tactics thread - this character cannot be taken in an admech detachment but has the Mars and Admech keywords so if taken with us can use admech strategems and warlord traits.&lt;br /&gt;
*&#039;&#039;&#039;Fulgurite Electro-Priests&#039;&#039;&#039;: Get them in close combat and they&#039;ll dump Mortal Wounds on people. Of course, getting them to close combat is the trick. If you footslog them, they will die. Fulgurites are ideal if you&#039;re running either Movement stratagems and transports. Always field these guys in squads of 10 or bigger. At just 2 attacks per model, they simply do not attack often enough to really take advantage of the mortal wounds you can get off the staves unless you attack with enough models, and you NEED them to kill something in close combat as quickly as possible to get that sweet, sweet 3++ save. Still, the Voltagheist field is nice for some pre-combat mortal wounds if you charged, and with Fanatical Devotion, you ignore any wounds taken on a 5 or 6, which is nice.&lt;br /&gt;
**Despite the desire for large units of these guys, and the steep cost to deep strike many units of them remember, pulling off a deep strike charge is only feasible when you maximize how many attempts you&#039;re making.  Don&#039;t field just one unit and expect it to make that critically important charge roll - field at &#039;&#039;least&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039; per thing you want charged, so you can get your odds of at least one getting the charge off to above 50% (in this case, 62.33%). (As of engine war if your deepstriking your Lucius and you can always solar flare a character forward to get them in range of a reroll charges aura from amongst the new warlord traits (with +1 to charge on a manipulus). This potentially makes them viable again.&lt;br /&gt;
**What 15-techno-smurfs CAN do however is bubble-wrap units against storm-shield protected deep strikers. Any units that attempt to fight through fifteen electro-priests will take losses. You will too, but you will either kill the attacker and get a 3++ for the rest of the game (&amp;quot;thanks for the storm shields plebs&amp;quot;) or they will fall back...and no longer endanger the unit the priests were guarding.&lt;br /&gt;
**The problem with these is that while they are superb after killing a unit they are weak if they havn&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Corpuscarii Electro-Priests&#039;&#039;&#039;: 2 points per model cheaper than Fulgurites, and not as killy in close combat (they can only put out mortal wounds with their Voltagheist Field charge, which inflicts a mortal wound on a 6+ for each model in &#039;&#039;one&#039;&#039; unit charged). They also can&#039;t buff their V-field, which means they&#039;ll be stuck with a 6+/5++/5+++. However, their Electrostatic Gauntlets deserve a special mention. They have two profiles, either Melee 2 WS4+ or 12&amp;quot; Assault 3 BS3+, but both are a Flat S5 AP0 D1, (can&#039;t be modified by Invocation of Machine Might) with any 6+ roll causing &#039;&#039;&#039;3 hits instead of 1&#039;&#039;&#039;. Congrats, you have taser goads at 12&amp;quot; range AND melee. Sure, they&#039;re ugly models, but that&#039;s an awful lot of firepower from 5 little guys.&lt;br /&gt;
**As expensive as it is. A squad of 20 will put out over 60 dice rolls. It would take three Leman Russ Punishers with one upgraded for three Heavy Bolters to exceed it. With that much firepower your likely to kill or heavily wound anything short of a Super Heavy. Now has a stratagem to gain AP2 making them dangerous.&lt;br /&gt;
**Can&#039;t benefit from the {{W40Kkeyword|Lucius}} dogma or Shroudpsalm at all, so probably best under {{W40Kkeyword|Stygies}}, which can protect them on the approach, unless you want to deploy them using Lucius’s Deep Strike stratagem (with their volume of firepower why wouldn&#039;t you).&lt;br /&gt;
**{{W40Kkeyword|Graia}} used to be the best Forge World to help them on the front line. However, the 6+ Refusal to Yield has been FAQ’d as not stacking with their FNP.&lt;br /&gt;
**Put 11 of these motherfuckers from Mars in a Termite Drill with a dominus for rerolls. Deepstrike and pop out, flick the switch on the Wrath of Mars stratagem and watch your target drown in mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Cybernetica Datasmith&#039;&#039;&#039;: The herder for your robots. Quite competent as a fighter in his own right, with a Terminator statline, complete with a 2+/5++ and a power fist, as well as a pretty scary pistol that can reliably oneshot Primaris marines - but his main purpose is to change protocols on your Kastelans and cheaply fill an Elite slot for your detachment needs while at it. As such, consider him inseparatable from the bots.&lt;br /&gt;
**Keep in mind that the protocols change take place on the next turn after you&#039;ve declared and rolled for it. Consider what you&#039;re up against and structure your game plan accordingly - since your opponent knows what you&#039;re up to a turn in advance, you&#039;ll have to play the rest of your army around your Kastelans to get the most use out of them.&lt;br /&gt;
**The alternative to bringing one along is to use the 1CP stratagem to change the active protocol immediately and lock your robots in them for the rest of the game, but Command Points are generally worth far more than the Datasmith&#039;s measly 41 points and leaving you unable to adapt means that your bots might very well end up useless past the turn you pop the override, so thing long and hard before you decide to drop him from your list for another skittle squad.&lt;br /&gt;
**Your Datasmith Can carry a WL trait without useing an HQ slot - if you want to save CP in ninth.&lt;br /&gt;
**Alternatively, consider that a single &#039;smith has the same statline and costs barely more than one model of a Space Marine Terminator, while also having more wounds and being a character. You could cheaply fill the Elites slot of a Brigade.&lt;br /&gt;
**Don&#039;t miss the fact that he&#039;s got 6&amp;quot; Move to the bots&#039; 8&amp;quot;. You can advance quite liberally though, since he doesn&#039;t really have much to do outside of maybe popping his pistol on anything in range.&lt;br /&gt;
**Generally speaking, he&#039;ll make back his cost in points if you&#039;ve changed Protocols at least once with him. If you also manage to get him in melee and take some wounds off something, you&#039;ve already got more than what you paid for.&lt;br /&gt;
*&#039;&#039;&#039;Servitors&#039;&#039;&#039;: Your cheapest unit often a brigade filler and objective sitter. A poor ranged unit equipped with free melee weapons. Costing 40 points for 2 servo arms and 2 heavy bolters, you should always prefer Rangers or Vanguards for those same points when you need some bodies down the field. Servo-Arms are now free, while the servitors are 5; there &#039;&#039;are&#039;&#039; worse melee units for the cost.&lt;br /&gt;
**If you would take a Plasma Cannon unit for 52 points, take Plasma Culverin Vanguards for 68 points to do the same job, better.(now 36 and 51 respectably for a single unit with one plasma weapon)&lt;br /&gt;
**If you would take a Heavy Bolter unit for 40 points (probably as a cheap meat shield), take Arc Rifle Rangers for 39 points to do the same job, better.&lt;br /&gt;
**If you would take a Multimelta unit for 64 points (&#039;&#039;&#039;why?&#039;&#039;&#039;), there admittedly isn&#039;t a better &#039;&#039;infantry&#039;&#039; option in-faction for the same role, but Onagers will do the same job, better.&lt;br /&gt;
** A bare-bones servitor unit is 20 points and this can be useful in the new Vigilus detachments as spare parts for your kataphron destroyers. although a heavy bolter or two might be useful when waiting for them to be needed.&lt;br /&gt;
**Note that you can take the Astra Militarum Servitors if you want - they&#039;re the same unit plus the Astra Militarum keyword, with no downsides, so there&#039;s no reason not to, but not much of a benefit, either, outside of certain specific allied lists (e.g. if you were allying with Yarrick or Celestine, anyway).&lt;br /&gt;
**(Note: This unit had its points changed in Chapter Approved 2018)&lt;br /&gt;
***These guys are now 20 points a squad, before ranged weapon upgrades. 2 Heavy Bolters will run 36 points for a squad; 2 Plasma, 40; 2 Melta, 62. Servo-arms are free now. Still, the guns are not why you should take these guys; being able to get Power Fist attacks for cheap, and to trade them out for Kataphrons when you need to, is a better reason to take such an [[What|elite]] unit.&lt;br /&gt;
** The actual use for Servitors with Heavy Bolters is if you&#039;re building a Brigade and you need to fill an elite slot, in which case they can hang out in the backfield, take pot shots at whatever is in range and block deep strikers. Not terrible for 36 points.&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Infiltrators&#039;&#039;&#039;: One of the only units debuffed in engine war. The taser variant that used to destroy hordes has been weakened, the power sword variant that wrecked marines hasn&#039;t changed. They can deep strike. Their debuff aura got a punch in the cogs in the change from 7th, and is now merely a -1 to Leadership within 3&amp;quot;. Just remember to keep them in cover until you&#039;re ready to charge them because they still suffer from T3 and only a 4+.&lt;br /&gt;
**Flechette Blasters outperform Stubcarbines against T5 or less and T8 or higher, and while Stubcarbines will absolutely do better against T6 and T7, you&#039;re still attempting to scratch paint - against a Rhino, for example, a minimum unit shooting expects to deal 0.93 wounds with the Blasters and 1.11 wounds with the Stubcarbines. Flechette blasterswith 50 shots make superb if high variability Wrath of Mars strat targets.&lt;br /&gt;
**In melee Power Sword&#039;s increased AP relative to the Taser Goad mean that it will outperform it against the targets you&#039;d expect it to, the taser goad was nerfed in Engine War to only multiply hits on natural 6&#039;s. Greatly weakening its combat effectivness as conqueror doctrina imperative no longer multiplies hits.&lt;br /&gt;
**Following Engine war this unit is in a bit of an odd place its most commonly fielded variant has become less efficient in CC while it&#039;s existing rivals of corpuscarii became more efficient. Equally the new pteraxii are competing with it in terms of deepstrike firepower and serberys for speed. While not out for the count expect less of them.&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Ruststalkers&#039;&#039;&#039;: They have some utility at dishing out Mortal Wounds, and are faster than Fulgurites, but still not a great choice when compared to your other elite options without support; the primary problem is getting there, as they need a transport or stratagems to reach CC reliably.  See below for more, but you&#039;re usually better off buying Fulgurites for melee footsloggers that will live longer.&lt;br /&gt;
**Because the Blades cost you the Chordclaw &#039;&#039;and&#039;&#039; more points on the grunts, they&#039;re only worth it against T8 and T9 with a 4+ save or worse, which does not exist (actually, see Ork Gunwagons/Bonebreakas), and T4 or T5 with a 5+ save or worse, which does - it includes Ogryn, for example - but that&#039;s very niche.  You &#039;&#039;should not&#039;&#039; buy them the Blades.&lt;br /&gt;
***Always buy the Princeps the Blades as it&#039;s now free and it doesn&#039;t have to give up its chordclaw.&lt;br /&gt;
**Assuming you were competent and took the R+C combo all around, each Ruststalker should swing for 4/9 of a mortal wound, the &#039;&#039;same&#039;&#039; as a Fulgurite (they effectively have two Chordclaws, for this math - but bear in mind their non-mortal wound output is very significantly better, and they can deal even more mortal wounds on the charge), but for 3 points more, which primarily buys you different defenses (+1W and 4+/6++ instead of 6+/5++/5+++ means that the former will live longer to lasguns but the latter will live longer to overcharged plasma, for example); notably, unlike the Fulgurites, Shroudpsalm will help protect these guys.  Leadership is also a point lower, and the Conqueror Doctrina Imperative is less efficient on them than Divine Chorus is on Fulgurites, with the former buying you 3/27 of a mortal wound per CP, and the latter buying you 4/27 of a mortal wound per CP, since Ruststalkers can&#039;t take tethers - plus, since the Priests have higher Leadership, they scale better to larger unit sizes, which is important for using Stratagems that target 1 unit at a time efficiently, while the Ruststalkers prefer MSU, to have more Attacks from the Princeps.&lt;br /&gt;
***The tl;dr here is that Fulgurites will outperform the Ruststalkers, per point and per CP, against almost everything in the game (there are some niche exceptions, such as the Fulgurites being charged by Bloodletters/Horrors/Daemonettes), offensively; defensively, it depends on what they&#039;re being attacked with, but the Ruststalker advantage evaporates quickly in the face of better AP or Damage on incoming shots.  Ruststalkers are 2&amp;quot; faster on the Move, though.&lt;br /&gt;
**If you&#039;re taking these, then it&#039;s probably for the cool factor of having spindly tin ninjas with sound weapons. From this perspective, the transonic blades are perfectly complementary to their battlefield role. If you&#039;re paying for style anyhow...&lt;br /&gt;
**This unit gained a stratagem to let it outflank mid game in Engine war. Its still not great as a melee unit but given its a lot more points efficient and mobile than it started out this edition it could see some play.&lt;br /&gt;
*&#039;&#039;&#039;Tech-Priest Enginseer&#039;&#039;&#039;: You can take the Astra Militarum Codex entry for this guy; he&#039;ll lose Canticles, but he was already a Character, so he&#039;ll mind less losing Shroudpsalm.  He&#039;ll retain his Forge World and Cult Mechanicus, but lose Adeptus Mechanicus, which will cause potential problems for his Detachment.  The primary reason to shoehorn him in like that is that he&#039;ll be an Astra Militarum model, so he can bring you Astra Militarum Relics - for example, he can carry the Dagger of Tu&#039;Sakh, letting you use a relic slot to deep strike an Infantry unit, regardless of Forge World.&lt;br /&gt;
**Really, this model is just a cheap repairman for your Dunecrawlers and a good way for you to synergize with any IG allies.&lt;br /&gt;
*&#039;&#039;&#039;X-101:&#039;&#039;&#039; The named servitor from Blackstone Fortress. It comes with a Grav-gun, a hydraulic claw, and a 5+ BS and WS. Has the standard Mindlock ability regular servitors have (goes up to WS/BS 4+ and Ld9 while close to a Tech-Priest) and gets a further +1 to Hit if he&#039;s targeting a {{W40Kkeyword|VEHICLE}}. Unfortunately, since he lacks the {{W40Kkeyword|CHARACTER}} Keyword, he&#039;s just going to get popped the second he steps out into the open. And since he can&#039;t take a transport, you can&#039;t even really suicide run him. Even at 22 points, still not worth it. &lt;br /&gt;
&lt;br /&gt;
====Titan Guard (Forge World)====&lt;br /&gt;
The Titan Guard are Super-Skitarii, but with a downside. Their Titanguard special rule means they don&#039;t benefit from any {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} dogmas (auras such as Cawl&#039;s or a dominus) or stratagems. But doesn&#039;t keep the rest of your army from benefiting from the rule. if they are Battle-forged, but it does create some unwelcome hurdles for using them. They don&#039;t benefit from the auras of Cawl or a Dominus since they both specify a {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} unit. [[What|This is because apparently, being assigned to guard Titans means you immediately lose all Forge World specific equipment and training, despite the fact that Titans are both drawn from specific Forge Worlds and the fact that the Codex specifically states that the Titan Guard is drawn from a Forge World&#039;s 1st Macroclade]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secutarii Peltasts:&#039;&#039;&#039; Ad-mech Dark Reapers. 5++ makes them slightly sturdier than Vanguard. Note that they start at 10 men, so an enhanced data-tether is more vital here. Their Galvanic Casters have 3 fire modes: A Rapid Fire 2 Strength 3 24&amp;quot; for blending GEQs, an Assault d3 18&amp;quot; Ignores LOS for tactical tomfoolery, and a MEQ killing 30&amp;quot; Heavy 1, s4 ap2. Once per game they can give themselves -1 to hit instead of shooting. Maybe not worth the cost of the models now, but multiple shenanigans ensue. Unlike other Skitarii the Alpha carries the special equipment and can&#039;t take both an EDT and a melee weapon. &lt;br /&gt;
**They tend to have a bit of overlap with your Vanguard troops, who have a similar Anti-GEQ role that focuses on volume of fire over pure stopping power. Vanguard also have access to several Special Weapons that let them perform better against MEQ and TEQ targets in a pinch. Additionally, your Vanguard can benefit from {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} perks and stratagems while the Peltasts don&#039;t. However, Peltasts as a whole unit are considerably more flexible than Vanguard offensively (factoring &#039;&#039;all&#039;&#039; the models, not &#039;&#039;just&#039;&#039; the special weapons), especially now that you can choose which firing mode each model is using instead of the entire unit. Against GEQ targets, Peltasts will outperform Vanguard as long as they&#039;re consistently within Rapid Fire range, and are able to contribute firepower towards any targets regardless of line of sight. Combined with an Omni-spex, this can make them particularly effective at dealing with enemies that rely heavily on cover and LOS for defense, such as Eldar or Tau infantry. Additionally, Peltasts are slightly more durable than Vanguard are, making them a bit better suited to tank shots compared to Vanguard.&lt;br /&gt;
**Do not give the Alpha a pistol, ever. None of our pistols are worth giving up the FREE Galvanic Caster. Melee is not good for them at all.&lt;br /&gt;
**Alternate opinon: Stay the fuck out of Rapid-Fire range. Their ld is crap and they are automatically FORCED to be a large squad. Considering this basically makes them hybrid Vanguard/Rangers with no special weapons is really crap. If you have them you own an amazing horde blender. If not you really lose nothing. &lt;br /&gt;
**Their Blind Barrage can only be used to protect themselves, not a different unit, as they could in previous editions. [[Fail|It&#039;s also shittier than the free Dogma you get from being Stygies VIII, which Peltasts can&#039;t use]].&lt;br /&gt;
***Generally, Peltasts are best left to fulfill a scouting and objective-sitting role. They perform quite well against most basic infantry targets regardless of their immediate circumstances, and their lack of {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} synergy means that they can be sent out independently without really missing out on any buffs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secutarii Hoplites&#039;&#039;&#039;: Budget Skitarii with budget TH/SS.vThese guys melt to massed low strength firepower but can hold there own against a charge from a knight gallant. They are very strong in melee especially when buffed with the omniscient mask. They are also very points efficient for what they do and don&#039;t understimate the shooting of a large blob of arc lances. S6 AP-1 shot, or melee S+3 (S6) AP-1 hits that both do 1 damage each or changes to D3 vs vehicles. A perfect unit to tie up vehicles and even infantry in melee combat. Anything short of Terminators will fear a charge from Hoplites.&lt;br /&gt;
**S6 Ap1 Dd3 isn&#039;t going to scare many t7 vehicles BUT those light vehicles you are good against are usually (land speeders etc) absolute death to Admech troops. The other decent targets are things like Ogryn, Kataphron Destroyers, Grotesques, and the like. This makes hoplites decent because they come with decent durability to start but not as good offense as other choices. Kinda niche, but also much cheaper than our other elites.&lt;br /&gt;
**At only 1 pt more than Vanguard, these guys make for great cheap bodyguards. In addition to a flat 5++, they have a shield that gives them a 4++ against melee and reflects a mortal wound back on the attacking unit on any unmodified saving throw of 6 in CC. Arguably the best meatshields we have, especially against melee-focused infiltrators.&lt;br /&gt;
**Hoplites benefit massively from access to a Termite, and it provides them with the only guaranteed way to get into charge range without getting shot off the table.&lt;br /&gt;
**Put them into combat with vanguard to wound MEQs or lower on a 2+&lt;br /&gt;
**While they lack a &#039;&#039;&#039;&amp;lt;Forge World&amp;gt;&#039;&#039;&#039; keyword, Hoplites can still benefit from &#039;&#039;&#039;Acquisition at any Cost&#039;&#039;&#039;, making them pretty good at contesting and holding mid-board objectives.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Ironstrider Ballistarii&#039;&#039;&#039;: A very  mobile twin lascannon or autocannon platform. It has a 10 inch move, and it has a 48 inch range and can fire after advancing with a penalty. Doesn&#039;t have the dragoons -1 to hit and so is pretty vulnerable given its low armour save and T compared to our other vehicles. If taken in a large unit it has potential as two stratagems as the doctrina strategem can make them +2 to hit negateing -1 to hit defences and the engine war let them gain +1 wound. Downside is large units lack the durability for their points compared to other options and individual models while great at holding a backfield objective are not worth the CP to buff.&lt;br /&gt;
*&#039;&#039;&#039;Sydonian Dragoons&#039;&#039;&#039;: Solid weapon (2 Damage, 8 Strength, AP-1), good mobility, surprisingly tough (Incense Cloud), cheap cost. Often seen in units of 3-4. as only one model needs to make contact with the enemy and the others will all be within 1&amp;quot; of it. A unit of 6 dragoons with Conqueror Doctrina Imperative is rolling 18 attacks, hitting on 2&#039;s, dealing 3 hits on 4&#039;s - that&#039;s 33 strength 8 hits on average. Against a T8 foe that&#039;s about 17 wounds and against 3+ saves that&#039;s 9 failures, for an average of 18 damage. Without buffs such as canticles or the omniscient mask, can murder a Knight in CQ, almost wipe an entire squad of 40 boyz in a single charge, and butcher marines by the squad.&lt;br /&gt;
**Combine with &#039;&#039;&#039;Stygies VII Shroud Protocols&#039;&#039;&#039; to give your Dragoons a massive -2 subtraction on enemy To Hit rolls, giving them exceptional survivability against shooting and a stratagem to get them into position to charge T1 on a lot of deployments. Best deployed along a flank if able to maximise the -2.&lt;br /&gt;
**The Radium Jezzail is hindered by its lack of any AP. Not a bad gun, but it lacks the brute force of the Arquebus and any volume of fire. Basically, you will be fishing for 6s to do just that mortal wound plus another one if you luck out on the opponent&#039;s save. Arquebuses will have an easier time penetrating armor and deal enough damage to be threats in their own right, except now it has a -1 AP. Wahey!&lt;br /&gt;
***Alternate take: By the time you take a unit of 6 your looking at a similar cost to a knight which might add more shooting utility. &lt;br /&gt;
*&#039;&#039;&#039;Serberys Raiders:&#039;&#039;&#039; Serberys Raiders are Skitarii Rangers that are mounted on cybernetic dog-mounts. The first thing to understand about them is that, on a point per wound basis, they are extremely cheap and efficient. They clock in at just under 5 points per wound and 3 wounds per model. To get the same number of wounds in a unit of vanilla rangers, you would have to pay about 20 points more. The raiders are also fast, with a free scout move at the beginning of the game and a 12&amp;quot; move standard. However, they are something of a distraction carnifex. They are not great in melee, have a mediocre WS of 4+, and three attacks per model, all at strength 4 with barely any ap. They can snipe characters, causing mortal wounds on a wound roll of 6, but a bare minimum squad will only be popping off a mere 6 shots at 18 inches. Lastly, despite riding a giant, cybernetic greyhound, they have the same toughness and armor save as their troop counterpart. Overall, the raiders function best as a harassment unit. They are too fast for your opponent to fully ignore, lest they go after vulnerable backfield support characters and small units, but also so cheap that losing them doesn&#039;t hurt you much. &lt;br /&gt;
** Alternate take: These are competent vs screen units in melee (with the right support). Large units supported by a Stygies character- make sure to give him the Omniscient Mask and Learnings of the Genetor Warlord Trait. Pre-game move him to keep up with your high-speed Raiders. They now hit around 75% of the time, and on model with 3A that will have AP-3 Sabres and AP-2 Claws Limbs on 6s to wound, they can be surprisingly deadly.&lt;br /&gt;
** Ryza&#039;s canticle will give them an additional bit of AP. You can also get additional AP from the Custom Forge World Dogma from the Expansionist Forge World, which is a bit more reliable over the course of the game. You can also stay in that Expansionist Forge World tree and get the ability to Advance and Fire their guns with no penalty. Ryza Canticle when Charged/Charging/HI plus the Metallica benefit where it matters? Pretty good. As Skitarii they also can get +2 to hit in Melee, which is always nice.&lt;br /&gt;
** None of which is to say it is a melee unit by design. It has enough utility but it is best to think of them as a unit of snipers that are running around and are tough to remove (comparatively). They can put out enough shots to threaten mortal wounds against any realistic target and put the hurt down against screens and chaff. Fast, tough for their cost, able to threaten a variety of infantry targets and too threatening to be left alone (while also not being so threatening that they are guaranteed to die off before they do anything).&lt;br /&gt;
*&#039;&#039;&#039;Serberys Sulphurhounds:&#039;&#039;&#039; Fast-moving Skitarii Vanguard gunslingers riding cyber-dogs that breath fire. Identical in stat line to the Raiders, but with different special weapons and rules. Basic models are equipped with dual phosphor pistols (same stats as the Phospor Blast pistol but strength 4 instead of 5.) as well as a sulphur breath (same stats as the phosphor pistol, but 8&amp;quot;, Pistol D6, and auto hits.) The Alpha carries a single Phosphor Blast Pistol and a power maul, neither of which can be swapped out. Finally, one model can swap a phosphor pistol for a Phosphor blast carbine (24&amp;quot;, Assault 4, strength 5, AP -1, 1 damage with all the usual phosphor rules). Their Pistoleers&#039; special rule allows them to advance and fire pistols, and they share the rad-saturation rule with the Vanguards.  As with the Serberys Raiders, the Sulphurhounds are a skirmisher unit that is cheap, though not as cheap, fast, character sniping or ranged as the raiders.&lt;br /&gt;
*&#039;&#039;&#039;Pteraxii Skystalkers:&#039;&#039;&#039; Flying drop troops that vomit shots. ~Like~ Better Eldar Swooping Hawks, Thermal Riders give deep strike, and Soar Away lets them return to reserve to deep strike again.   However, they have three movement abilities, not two, and there&#039;s no way to combine them: deep strike, leave the table to deep strike later, and have each model have a 1/3 chance (2/3 against a vehicle) to drop a mortal wound on anything the unit passed over while moving.  &lt;br /&gt;
**Expect your opponent to blow them out of the water the turn after they drop - they&#039;re fragile glass cannons, and no savvy opponent will let them live.&lt;br /&gt;
*&#039;&#039;&#039;Pteraxii Sterylizors:&#039;&#039;&#039; Close range Pteraxii, with a 12&amp;quot; Flamer that ignores the cover bonus (that&#039;s in deep strike range). Then if they charge, they each make 3 S5 Ap-1 attacks, and the Alpha makes 4 S4 taser goad attacks. Unfortunately, the alpha is forced to carry a substantially worse gun than the rest of the unit - it&#039;ll land fewer shots at worse S and worse AP, and that&#039;s assuming you can shoot it, as he&#039;s the only guy in the unit that can&#039;t shoot after advancing.&lt;br /&gt;
**2pts more than infiltrators for an ap -1 flamer making their firepower equal to infiltrators - these are glass cannons like skystalker,s don&#039;t expect them to survive to fly off again or have a second shot - I&#039;d stick with your infiltrators for efficiency, but it&#039;s close.&lt;br /&gt;
** With the Deeply Sunk Talons stratagem to stop a fallback on +2, they can have both survivability and suppress enemy non-flyer tanks/artillery. It can be kept in combat for the next turn and if the enemy you were engaging is no longer important, you can make it soar to the skies, even if stuck in combat range, to descend in deep strike the next turn.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
*[[Onager Dunecrawler|&#039;&#039;&#039;Onager Dunecrawler&#039;&#039;&#039;]]: Your best bet at dealing with heavy armor, and with plenty of solid options. a 3+ 5++, and their &#039;&#039;&#039;Emanatus Force Field&#039;&#039;&#039; allows them to reroll 1s on invuln saves if another Dunecrawler is within 6 inches.  They can no longer squadron, so taking a few will eat your Heavy Support slots.&lt;br /&gt;
**While the Skorpius Disintegrator may have greater shooting utility, volume, and consistency, the Onager has the durability, due to the disintegrator lacking an invulnerable save.&lt;br /&gt;
**&#039;&#039;&#039;Turret:&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Neutron Laser&#039;&#039;&#039;: Never leave home without one. Heavy d3 48&amp;quot; S10 AP-4 Dd6 and treats 1&#039;s and 2&#039;s on damage rolls as 3&#039;s. The most expensive weapon option, but two or three Neutron Lasers will cripple or destroy even the strongest vehicles. Do note that the option to take a Neutron Laser is &#039;&#039;&#039;Neutron Laser and Cognis Heavy Stubber&#039;&#039;&#039;, which gives you both weapons (paid for individually points-wise), with the stubber mounted under the laser itself. Note that the way the rules are worded, a Neutron Laser Dunecrawler with a Cognis Heavy Stubber can purchase a second Cognis Heavy Stubber as well, giving you 6 s4 shots to pop off besides your big gun. A worthwhile investment. In a pinch you can use 1 CP for Protector Doctina Imperatives and have this nuke a flyer out of the sky on a 2+ (only if you have the broadspectrum data-tether, but why would you not)?&lt;br /&gt;
***&#039;&#039;&#039;Icarus Array&#039;&#039;&#039;: It slices, it dices, it makes everyone cry. If you field more than one Dunecrawler, always field one of them equipped with an Icarus Array and a &#039;&#039;&#039;Broad-Spectrum Data Tether&#039;&#039;&#039;. 10 shots at BS2 against anything that has the FLY keyword (hint hint: skimmers, jumppack/jetpack infantry, fliers, etc) means it will handily rip and tear anything apart, or take a good chunk out of it. Particularly brutal against Tau and Eldar of all flavors, since most of their vehicles are skimmers. It hits other targets on 4&#039;s, however, With the &#039;&#039;&#039;Protector Doctrina Imperative&#039;&#039;&#039; Stratagem, the Icarus Array transforms into a terrifying anti-infantry gun with 5 S7 shots and 5 S6 shots hitting anything on 2&#039;s. &lt;br /&gt;
****Alternate Opinion: Unless you have a full brigade you might wanna save your command points. Especially since your vanguards and infiltrators are far better against the conscript/boyz/gaunt-blobs that are so strong in 8th. Your onagers are better used taking out actual fliers or tanks. (It does hit on 4s naturally anyway. No need to get greedy with your Icarus BRRRRRRT Array.)&lt;br /&gt;
****Alternate Alternate Opinion: If you&#039;re ever aiming it at conscripts/boyz/gaunts you are doing it wrong. When not aiming at flyers it&#039;s best at shredding medium to heavy infantry, light vehicles and &amp;quot;monster&amp;quot; units. Basically anything that falls between T4 to T6 with multiple wounds on it.&lt;br /&gt;
****Very good with Mars. Cawl&#039;s full re-roll makes the -1 to hit against non-FLY units a minor inconvenience, and it gets great utility out of moving from S7/S6 shooting to S8/S7 with the canticle.&lt;br /&gt;
***&#039;&#039;&#039;Twin Heavy Phosphor Blaster&#039;&#039;&#039;: 6 shots at S6 AP-2 ignoring cover is good for deleting MEQ units, not a bad choice by any means, but it&#039;s outshined by the &#039;&#039;&#039;Icarus Array&#039;&#039;&#039;. Not the wrong choice if your meta is filled with MEQ, but vs hordes the Kastellans can pack 3 of these per unit against one Dunecrawler, before doubling their shots.&lt;br /&gt;
****The Icarus array packs a Gatling rocket launcher that is basically the same gun minus one shot with four extra autocannon shots but hits on 4s instead. &lt;br /&gt;
****The Dunecrawler kit also isn&#039;t super magnetizing friendly to the Icarus array, so between building this or a I.A; you&#039;re probably better off magnetizing the I.A. and placing the little cover on the side instead of the missiles and proxying it. &lt;br /&gt;
***&#039;&#039;&#039;Eradication Beamer&#039;&#039;&#039;: D6 shots is quite random, but on average it will fare decently well against both vehicles and infantry. S8 means it will wound t4 targets on a 2+, and t7 vehicles on a 3+ (Same as the Neutron Laser). The difference is in the AP, which is only -2, and it only does D3 damage per shot unless you&#039;re in 12 inch range (Which you never want to be in, anyway). A good deal cheaper than the &#039;&#039;&#039;Neutron Laser&#039;&#039;&#039;, but it will always feel like you&#039;re shooting an inferior version of it.  &lt;br /&gt;
****Best used against {{W40Kkeyword|Necrons}} as their special shielding rule tends to be ineffective on D2/3 damage rolls, and  wearing down your opponent is better than having the damage ignored altogether.&lt;br /&gt;
**&#039;&#039;&#039;Emitter:&#039;&#039;&#039;&lt;br /&gt;
***Sadly, you want to take two of these for the Emanatus, but the tethers don&#039;t stack (only making the bubble bigger), the doctrina stratagem targets a specific unit, and these models can&#039;t squadron..&lt;br /&gt;
**&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039; gives enemies shooting at your Crawler -1 to hit for one turn, but you have to give up shooting. It&#039;s extremely situational and not recommended. Stacks with the Stygies dogma.&lt;br /&gt;
**&#039;&#039;&#039;Cognis Heavy Stubber&#039;&#039;&#039; is a straight-up addition, coming in at 2 points for a 3-shot bolter that can be fired on the Advance at a -2 (though why you would want to Advance the measly 1d3&amp;quot; your Crawler gets is beyond me). This is the one that the Skitarii is firing from out of the hatch, and is separate from the Neutron Laser weapon option (which includes another cognis stubber). Just buy it, at 36&amp;quot; range it will rarely be out of targets, and removing a single wound of literally anything in game earns back its points several times. You&#039;re mounting it on a t7 3+/5++ chassis that has easy access to repairs, as well as numerous other defensive buffs, it will last a while to get its shots off.&lt;br /&gt;
*[[Legio Cybernetica #Kastelan Robots|&#039;&#039;&#039;Kastelan Robots&#039;&#039;&#039;]]: More slot-efficient than the Dunecrawler, as you can get 6 in a unit. (Spamming them is a trap though, since they&#039;re extremely vulnerable in the Fight phase; 2-4 is enough.) They still have the same Monstrous Creature statline, and can reflect guns back at their shooter (for a Mortal Wound now), but are now faster and cheaper.  Fully shooty is actually the cheap option now. Go full phosphor and enter protector mode for 18 S6 AP2 shots per robot. Yes, a full unit of 6 will fire 108 bullets... In protector mode becomes twice as good as any unit we have. Beware combat with this option though, as without the Fists, you don&#039;t have any AP in close combat.  AdMech now has fewer ways of dealing with high Toughness, and Kastelan Fists in Melee will punch holes in virtually anything, so consider fists if you are lacking in Dunecrawlers.  It&#039;s recommended if you are going shoot, deck them out with 3 Heavy Phosphor Blasters, or if you are going punchy, get Fists and the Incendine Combustor.  Don&#039;t mix the Combustor and Phosphor options together, they don&#039;t synergize well.&lt;br /&gt;
**Protector Protocol is great for shooting, but don&#039;t underestimate the other modes.  Aegis Protocol will make your Robots even more tanky, with 2+ Armor and a 4+ Invul, and Conqueror Protocol lets them attack twice in combat and just fisticuff anything to death.  In general, Fist Kastelans will prefer either Aegis or Conquerors, while Shooty ones will want to stay in Protector Protocol as much as possible.&lt;br /&gt;
**It would be great if the reflection worked like in 7th edition (where *any* saving throw of 6 reflected), but now it is only Invulnerables of 6, and the Cover Bonus from Shroudpsalm only increases the armor save.  Unfortunately, the Aegis Protocol Trolling of the Index is now gone, so you will only reflect a Mortal Wound on a Invul Save roll of 6, after re-rolls but before modifiers.&lt;br /&gt;
**A critical difference here between {{W40kKeyword|LUCIUS}} and {{W40kKeyword|Stygies VII}} when deep striking is that the former deep strikes in after it&#039;s too late to change Protocols outside of Binharic Override (costing a second CP for the unit), so unless you&#039;re willing to shell out the CP, you&#039;ll be in Aegis Protocol on the turn you arrive.&lt;br /&gt;
**Speaking of Binharic Override, if you are running shooty robots, it may be a good idea to just use ASAP to get your Kastelans doubling their rate of fire on the first turn, rather than having to wait until turn 2.&lt;br /&gt;
***Be certain if you do this that they are where you need them to be for the rest of the battle, as they will no longer be able to move.&lt;br /&gt;
**The amount of overwatch shots and natural 6 STR is probably enough to keep most CC units away, even more if you&#039;re screening.&lt;br /&gt;
**They do make incredibly good [[DISTRACTION CARNIFEX|Distraction Canifex]].&lt;br /&gt;
**If you still feel like you need avoid CC at all costs, switching the shoulder phosphor weaponry to Incendine Combustors can be a valid option : as Protector Protocols works during any phase, 6 robots doing 12d6 S5 AP-1 hits to a charging unit, + the 72 shots of Phosphor Blasters should stop most charges in the game. However, don&#039;t let that Rhino or Knight charge you, m&#039;kay ?&lt;br /&gt;
*&#039;&#039;&#039;[[Skorpius Hover Tank|Skorpius Disintegrator]]&#039;&#039;&#039;: If it’s mobile firepower you’re after, you’ll want the Skorpius Disintegrator. It comes baseline with 3 Cognis heavy stubbers and a prow-mounted disruptor missile launcher that packs a highly explosive wallop: 36” Heavy d6 S7 AP-2 Dd3. Random attack numbers and damage make it unpredictable but it is a &#039;&#039;decent&#039;&#039; weapon nonetheless. It also comes with a broad spectrum data-tether and canticles, as well as ignoring heavy weapon rules unless it advances. It has the exact same stats as the Skorpius Dunerider, except for an additional point of toughness (T7). Probably the most critical difference when deciding between this and the Dunecrawler, is the invuln save, or rather lack thereof on the Disintegrator. So in summary, the Disintegrator has better firepower for the cost than the Dunecrawler but is less durable, which means it can be shot off the board dishearteningly fast. &lt;br /&gt;
**&#039;&#039;&#039;Turret:&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Ferrumite Cannon&#039;&#039;&#039; 48” Heavy 3 S8 AP -3 D3. An excellent option for reliably blasting chunks from enemy vehicles, monsters or elite, multi-Wound infantry, thanks to no randomness in shots or damage. As stated in the Dunecrawler section, this weapon does statistically less damage than the neutron laser against enemies of &amp;gt;T9, but fails to account for the missiles, which can even out this damage loss. If your opponent fields a lot of really tough things pull out the dunecrawlers, but otherwise the disintegrator and its cannon will do fine to kill whatever it is you want, as the points cost is nearly the same (116 vs 117--crawler with two stubbers and laser).&lt;br /&gt;
***&#039;&#039;&#039;Belleros Energy Cannon&#039;&#039;&#039; 36” Heavy 3D3 S6 AP -1 D2 and can hit things out of LOS. A decent amount of shots make it a good contender for medium infantry killing and the LOS capability means you can park behind obstructions and hide from tank killers while still remaining mildly effective.&lt;br /&gt;
&lt;br /&gt;
===Flyer===&lt;br /&gt;
*&#039;&#039;&#039;Archaeopter:&#039;&#039;&#039; The brand-new dragonfly planes. Though seemingly unremarkable, they benefit from being hyper-maneuverable by pivoting before moving, and being able to hover as well. You also have the option of either a Command Uplink, which lets friendly {{W40kKeyword|&amp;lt;Forge World&amp;gt;}} units within 6&amp;quot; use its 9 Leadership, or Chaff Launchers for reducing any damage it takes from shooting by 1 to a minimum of 1. With only 10 wounds at T7, that&#039;ll be necessary, moreso after factoring in the damage track influencing your BS and movement scores.&lt;br /&gt;
**&#039;&#039;&#039;Transvector:&#039;&#039;&#039; The transport option, though its capacity of 6 Skitarii, Secutarii, Techpriest or Electropriest models is weak.  Its armament is rather meager with two Cognis Heavy Stubbers and a Twin Cognis Heavy Stubber. These ones will absolutely benefit from Chaff Launchers, as it gives you a slightly better chance at withstanding the anti-aircraft fire so you can drop your pack. The Command Uplink would also see use as you&#039;ll already have this at the front lines. Note that secutarii are minimum units of 10 so good proofreading GW.&lt;br /&gt;
**&#039;&#039;&#039;Fusilave:&#039;&#039;&#039; The bomber. Your guns are improved negligibly to four separate Cognis Heavy Stubbers, but you also get the bombs. Every turn after moving, you get to roll up to 10d6 worth of dice on any enemy units you flew over (with monsters and vehicles acting as 3d6), with every 4+ resulting in a mortal wound. It is actually much more of a support and board control unit than a pure damage dealer platform. It will allow you to control enemy movement, deal a few mortal wounds here and there, and later if that thing does survive, grab an objective in hover mode. &lt;br /&gt;
**Avg 1.5 mw on a vehicle, 2.5mw or a 5 man squad make this hard to justify sure 5mw on a 10 man Intercessor or Custodes squad. It could be good but many lists wont have that level of target.&lt;br /&gt;
***Good thing about this bomb is that isn&#039;t one use and have a nifty trick to halve enemy mobility with a stratagem. You can chose enemy squad that is closing with your shooting units and likely it wont charge, while you shoot them with impunity. Bomb itself will deal solid 5 MW to a unit of monstrous creatures like Necron Wraiths. Target of stratagem and target of bombs may not be the same, you just have to fly over. Maxiumum effect of stratagem will be on fast land targets, like bikes, dragoons, rhinos, all land transports, daemon engines, large squads of advancing infantry like ork mobs.&lt;br /&gt;
**** Also best candidate out of three for Electro-Filament Counter Measures, since you are going to be close and personal anyway. May turn off enemy defenses from auras like Dark Shroud, Lions helm, or debuff enemy warlord traits, abilities and artifacts, that are auras...&lt;br /&gt;
***** With the changes to flyers in 9th, RAW means you can fly over the top of units and straight off the table, dropping your bombs without giving your opponents the chance to shoot back. As you get 1CP back every turn, you can effectively cripple one unit of your choice every turn with the strategem and bomb pretty much any unit(s) you want with a free pivot before flying straight off the board again. Going to cause a bit of butthurt if its not FAQd!&lt;br /&gt;
**&#039;&#039;&#039;Stratoraptor:&#039;&#039;&#039; The dogfighter. Your Cognis Heavy Stubbers are complimented by two Heavy Phosphor Blasters and a Twin Cognis Lascannon. Indeed, the weapons are all made to wipe the floor with any priority targets in comparison to the Fusilave&#039;s carpet bombing. You&#039;ll certainly want the Chaff Launchers on this, since you are bristling with a lot of guns. Alternate take this is the best allrounder flyer as it is not dependent on your opponents list like the Fusilave. As taking the command uplink allows access to the strat that turns off auras which seems strong in certain matchups. Consider that this strat works on units while they are within 6&amp;quot;, so if the plane goes down your CP&#039;s are wasted, but it is only 1 CP so it may be worth it as a fire magnet albeit a flimsy one...&lt;br /&gt;
*** Sadly outside of hover mode, it always fire at -1 BS, because it lacks any rule that will allow it to move and fire without penalty. The ways to mitigate this is the base codex stratagem for ignore movement penalties (1CP), the new stratagem for +1 to hit rolls against non-FLY enemy units (1CP), or the Mars specific canticle.&lt;br /&gt;
**** Looks like the changes coming in 9e will address this, by removing hit penalties for vehicles using Heavy weapons.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
&lt;br /&gt;
See [[Warhammer_40,000/Tactics/Imperial_Knights(8E)|here]] for an in-depth discussion of Knights on their own; what matters to you is that Cawl, Domini, and Enginseers can fix {{W40Kkeyword|Questor Mechanicus}} Knights, and any of the three or a Datasmith can propagate the Knight of the Cog stratagem onto them (they also have access to a new stratagem from our Codex, Rotate Ion Shields, but they can do that without any assistance from us at all).  If you want to maximize the impact of this:&lt;br /&gt;
&lt;br /&gt;
*Datasmiths are the cheapest of the four options to propagate the Stratagem, but Enginseers are the cheapest that can both propagate and repair.  In either case, none of your relics are directly relevant, and neither are your dogmas, but Monitor Malevolus will somewhat reduce the cost of maintaining Knight of the Cog, Chorister Technis will exponentially improve your ability to guarantee the Canticle you want (especially easy, as always, with Cawl on hand), and Necromechanic will greatly improve how reliably and quickly you can repair the Knight, which is one of the big reasons to bother with this combo in the first place.&lt;br /&gt;
*The best Knight to take is the Crusader, since that&#039;s the only one not forced to take a melee weapon on one of its arms.&lt;br /&gt;
**By default the Crusader is the best take because of how much firepower and anti-horde it wields. The only reason not to bring it is because the enemy is fielding some really, &#039;&#039;&#039;&#039;&#039;really&#039;&#039;&#039;&#039;&#039; tanky units that want to go toe-to-toe in CC, at which point you either want to bring the Atropos for titan-killing or some Armigers to wear your enemy&#039;s heavies down before your valuable stuff finishes them off.&lt;br /&gt;
&lt;br /&gt;
==Forge Worlds==&lt;br /&gt;
==={{W40kKeyword|Agripinaa}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Agripinaa2.png|100px|left|]]In the grim darkness of the far future, wave after wave will be sent to the meatgrinder.&lt;br /&gt;
&lt;br /&gt;
Thematically, Agripinaa is the defense forgeworld, having resisted chaos sieges for millennia.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunchwise they hold their ground with enhanced overwatch and wave after wave of disposable Kataphrons. If you love Kataphrons but the enemy kills and locks them in melee too fast for you to have fun, give this forgeworld a try.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When the Cadian gate breaks open and the enemy comes knocking on your door, let Agripinian steel crush the serpent &#039;neath their heel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Staunch Defenders&#039;&#039;:&#039;&#039;&#039; Overwatch on a 5 and 6. &lt;br /&gt;
**Melee is the go-to method to shut down an AdMech gunline, so this dogma will come in handy A LOT, and your units are shooty enough that doubling their overwatch is going to be felt even by big models. &#039;&#039;Srsly I shot a Keeper of Secrets half to death in overwatch!&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Reinforced Exoskeleton&#039;&#039;:&#039;&#039;&#039; All damage suffered by the warlord is reduced by 1, to a minimum of 1. &lt;br /&gt;
**Since characters cannot be usually targetted and sniper rifles are usually single damage (the MW is added separately), this trait helps your warlord survive power fists. -1D already cuts multidamage weapons&#039; effectiveness in half.&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Verse of Vengeance&#039;&#039;:&#039;&#039;&#039; {{W40kKeyword|Infantry}} and {{W40kKeyword|Cavalry}} in a unit that die roll a d6. On a 5+, they can make one last shooting or melee attack before dying.  Considering how easily you can dispose of your troops, you&#039;d be wise not to waste them when you can help it.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Fresh Converts (1-3 CP)&#039;&#039;:&#039;&#039;&#039; More like &amp;quot;Tide of Loyalists&amp;quot;. You can recycle a unit of {{W40kKeyword|Servitors}} (Kataphron Breachers, Destroyers or regular Servitors). Costs 1 CP for a unit with a Power Rating of 5 or less (Servitors), 2 CP for PR 6-10, and 3 CP for a PR of 11-20 and no higher. Also, unlike the Chaos Space Marines, your now full strength unit has to walk on from your side of the battlefield. &#039;&#039;Revive expensive models that were already hard to kill? Hell yeah&#039;&#039;.&lt;br /&gt;
**Destroyers can make use of this stratagem since their weapons have long-range and suffer no penalty for moving, but keep in mind a base unit of 3 is already 10PP, and you &#039;&#039;can not recycle a unit worth more than 20PP&#039;&#039;. Due to the way, it&#039;s worded (&amp;quot;Remove that unit and set it up somewhere else at full strength) &#039;&#039;this Stratagem would prevent the enemy from scoring First Blood&#039;&#039;.&lt;br /&gt;
***Breachers are 8PP, which means that you &#039;&#039;have&#039;&#039; to spend 2-3 CP whenever replacing a 3-6 bot squad of Kataphron, no matter what type. Considering that the Destroyers have access to both a flamer &amp;amp; &#039;&#039;two&#039;&#039; heavy weapon options that generate more shots than what the Breachers can dish out on overwatch, you should always choose Destroyers if you intend to use this rule. Servitors usually wouldn&#039;t be a good Converts target, but now that they can be used to return dead Kataphrons, you could use it on them on certain scenarios.&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;Eye of Xi-Lexum&#039;&#039;:&#039;&#039;&#039; At the start of each of your shooting phases, pick one enemy {{W40kKeyword|vehicle}} within 18&amp;quot; of the bearer. You can re-roll to wound rolls of 1 for friendly {{W40kKeyword|Agripinaa}} units that target the unit you picked for the rest of the phase, rerolling all failed to wound rolls instead if you picked a {{W40kKeyword|Chaos Vehicle}}.&lt;br /&gt;
**Your Neutron Lasers, Plasma Weapons, &amp;amp; Cognis Lascannons now hit &#039;&#039;and&#039;&#039; wound on a 3+ with a reroll &#039;&#039;or better&#039;&#039;. Use a CP for that one 2 you roll, and you are virtually guaranteed to &#039;&#039;&#039;&#039;&#039;automatically hit and wound&#039;&#039;&#039;&#039;&#039; your enemy&#039;s armoured support. Turning your Kataphrons&#039; anti-infantry fire into decent anti-tank also takes off pressure from your Onagers. Great support relic.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Agripinaa strategy is centered around their Destroyers, so you&#039;ll need to field some units of 6 (so they aren&#039;t all blasted away in a single turn) and bring at least 2 Battalions, because boosting them eats away your CP, and a single revival is all of your battleforged-CP. The Servitor Maniple can eat up a Battalion&#039;s worth of CP before the first turn: -1 for the formation, -1 for the Field Commander, -1 x 3 if you decide to give them Enhanced Bionics. Sure Raiment of the Technomartyr gives you enviable overwatch coverage, but can you afford it after the Eye of Xi Lexum? May need to call the Rusty 17.&lt;br /&gt;
**&#039;&#039;&#039;Kataphron Conga-line:&#039;&#039;&#039; Servitor Maniple formation, boost them with the Eye of Xi-Lexum (so they can kill any target reliably) and place them near units they synergize with, like Dominus, Manipulus, Servitors, Kastellan, Vanguard screens, etc. They&#039;ll dish out lots of fire and draw lots in return, so keep reviving them with Biosplicing and Fresh Converts. That&#039;s half of your army; the other half should be exploiting the opportunities caused by the enemy being poked by and firing onto the Kataphrons: Ironstrider skirmishers can be useful. Though Cognis flamer Destroyers can take care of themselves, having a few units support them won&#039;t hurt.&lt;br /&gt;
***For extra resilience, make the relic the Autocaduceus of Arkhan Land. After sacrificing a Servitor to resurrect a downed Kataphron with a single wound remaining, immediately heal him up for 1d3 re-rollable wounds using Master of Machines. With &#039;&#039;&#039;Acquisition at Any Cost&#039;&#039;&#039; for 2 CP, near an objective, either in cover or with Shroudpsalm up, get a nice 2+/4++ save for when your opponent realizes that he needs to remove them right now and watch them soak up an army&#039;s worth of firepower. And if they get too hammered, just resurrect them as stated above and watch your opponents horror as he realizes he has to do it all over again. We Necron now, boys.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Graia}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Graia Skitarii Icon.png|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, the best planet is made by yourself with the will of Omnissiah.  &amp;lt;br&amp;gt;&lt;br /&gt;
The more [[Black Templars|fanatical of the worlds]]. &amp;lt;br&amp;gt;&lt;br /&gt;
They refuse to flee but are hard to kill and don&#039;t care about shooting plasma during melee. They can also Have Vanguard fire point-blank.&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Forge World Dogma: &#039;&#039;Refusal to Yield&#039;&#039;:&#039;&#039;&#039; Roll a d6 whenever a model with this dogma is slain or flees. On a 6, that model refuses to yield (gee, who woulda thunk), and either the model survives with 1 wound left, or it doesn&#039;t flee. However, {{W40kKeyword|FORGE WORLD}} units with this dogma cannot fall back unless a friendly {{W40kKeyword|FORGE WORLD}} character is on the field. &lt;br /&gt;
**A decent Dogma, mainly useful on single wound models like massed Vanguard, though it might save a character or vehicle every now and then. Basically returns our troops to their 7th edition version. &#039;&#039;Does&#039;&#039; work to save your models from Gets Hot! deaths, unlike the FNP most models get since it blocks being slain, not mortal wounds, so you can go extra plasma happy with these folks.&lt;br /&gt;
**Something to keep in mind: you roll one dice if it was a big damage-dealing shot, i.e Volcano cannon, but if you lose your last wound to 14 bolter shots then thats 14 dice roll&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;Emotionless Clarity:&#039;&#039;&#039; Models in friendly {{W40kKeyword|GRAIA}} units within 6&amp;quot; of your warlord can shoot with Assault and Rapid Fire weapons as if they were pistols, but better since Rapid Fire weapons still get to shoot twice for being in close range. &#039;&#039;Friendly fire? Does not compute&#039;&#039;.&lt;br /&gt;
**This is HUGE for Vanguard, Corpuscarii and Rangers, &amp;lt;u&amp;gt;increasing their damage output by &#039;&#039;more than&#039;&#039; 500%, 300% and 376%&amp;lt;/u&amp;gt;, owing to them having more shots at higher BS and with special effects on 6s to wound compared to their regular fists. Not to mention you were already bringing Vanguard and Rangers, and they have a reason for being near your Dominus.&lt;br /&gt;
**This isn&#039;t saying &amp;quot;go push Rangers into melee&amp;quot;, but allows them to kick back even if the enemy ties them up (remember they only shoot in &#039;&#039;your&#039;&#039; turn), instead of instantly shutting down. That being said, you DO want Vanguard to shoot in melee since Rad saturation will now affect your guns, which make up most of their damage output: &#039;&#039;their Arc rifles now wound those T3 Space marines on a 2+, hitting on a 3+&#039;&#039;. Not to mention they are a support-melee squad with 18&amp;quot; range guns; it&#039;s not like melee is something new to them.&lt;br /&gt;
**One nasty trick to keep in mind is making use of the Cybernetica Cohort strategem Strafing Fire Run, which turns all of a Kastelan Robot’s ranged weapons to Assault - allowing them to fire all their awesome guns into close combat like a pistol if the Warlord is nearby. This means that Genestealer unit that just charged them first turn and thinks it has them tied up unable to shoot is in for a nasty 9-shot-per-bot surprise (or a second round of flamer fire). Remember that the robots need to be in Aegis Mode at the start of the Movement Phase to activate this (but the effect stays even if you force them into Protector Mode before the Shooting Phase to double those shots), so if you want to do this you need to keep them in Aegis Mode until you think you’ll no longer need it.&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Mantra of Discipline&#039;&#039;:&#039;&#039;&#039; The affected unit can hit on a 5+ when shooting on Overwatch. Since you&#039;re already likely to be bringing big parties to the front, you&#039;ll want a way to ensure some casualties before melee.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Steel Mind, Iron Logic (1 CP)&#039;&#039;:&#039;&#039;&#039; When an enemy psyker uses a power within 24&amp;quot; of a {{W40kKeyword|GRAIA}} unit, roll a d6. On a 4+, the power is nullified. Identical to the Black Templars&#039; Abhor the Witch and World Eaters&#039; Scorn of Sorcery stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;The Cerebral Techno-Mitre&#039;&#039;:&#039;&#039;&#039; Dominus only, +1 Command point if you have a battle-forged army. For obvious reasons, never take this in combination with the Stratagem for multiple relics. &#039;&#039;Graia&#039;s WT is good, but combined with Monitor Malevolus, this relic on a Brigade yields &amp;lt;u&amp;gt;15.6 CP + 1/5 of your enemy&#039;s&amp;lt;/u&amp;gt;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Graia&#039;s Endlessly Enduring Electro-Priests:&#039;&#039;&#039; Take a full sized unit of Corpuscarii Electro-Priests, move them into close combat within 6&amp;quot; of your warlord. Now your Corpuscarii can unleash an ungodly amount of firepower in both the shooting and fight phases. In addition to this the Graia dogma allows for Electro-Priests to have a 5+ Invulnerable Save, then a 5+ Fanatical Devotion Save - or optionally a 6+ Refusal to Yield roll. The latter used to stack with the FNP but this was FAQ’d. It’s not totally redundant, however - the RFY will perform better against multi-damage hits (just one roll for a 6 damage hit instead of six if you used the FNP), and it also works to prevent morale losses.  With this many saves your opponent is going to struggle to remove these guys from the board without expending a ridiculous amount of firepower. Fulgurite Priests also benefit from the Graia Dogma, as although they have no guns to shoot with the dogma combined with Siphoned Vigour makes them far more durable than a Toughness 3 model with a single wound has any right to be.&lt;br /&gt;
**&#039;&#039;&#039;Graia&#039;s Vengeful Vanguard&#039;&#039;&#039; Take one or two full sized units of Skitarii Vanguard with Data Tethers, make sure they&#039;re close to your warlord (with Emotional Clarity), and see them live up to their name. Your opponents face will drop when he realizes that those squishy looking cyborgs are slightly harder to kill than usual thanks to the FNP ability. Next he&#039;ll note that his men are feeling queasy being near your radio-active bucket-heads (-1 on toughness). Those making it to the next shooting phase will find themselves staring down the barrel of a triple shot rifle which your unit has no issue shoving down their throat before pulling the trigger. Your Skitarii Vanguard will be able to shoot in close combat, and thanks to their radio-active aura, will wound most troops on a 3 or a 4. Regardless of whether you&#039;re outnumbered two to one, your shooting phase will become a devastating affair. Use the Protector Doctrine for a +2 to hit and enjoy the rerolls provided by your Dominus. You can give your warlord the Omniscient Mask and use the Conqueror Doctrine for a second round of pain in the Combat Phase. In addition; you can consider using the Canticle &#039;Doctrine of Might&#039;, giving your Vanguard perhaps that little push to finish the job.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Lucius}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lucius34.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, space itself bends to the will of the Machine God.  &amp;lt;br&amp;gt;&lt;br /&gt;
One of the Durable mobility worlds, Lucius is resistant against anti-GEU weapons and can Teleport in Deathstars. &amp;lt;br&amp;gt;&lt;br /&gt;
Lucius specializes in the durable Infantry side of the Mechanicus, Shrugging off Autocannons, and placing up to a 30 man anywhere on the board.&amp;lt;br&amp;gt;&lt;br /&gt;
Suprise Electro-Priests or robots will wreck.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
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*&#039;&#039;&#039;Forge World Dogma: &#039;&#039;The Solar Blessing&#039;&#039;:&#039;&#039;&#039; AP-1 attacks made against a unit with this dogma are treated as if they had AP0 instead. &lt;br /&gt;
**Useful since AP-1 is pretty common: gauss flayers, bolt rifles, rending claws, chainaxes, heavy bolters/flamers, assault/autocannons, etc. &lt;br /&gt;
**You&#039;ll probably choose this Forgeworld for their Deep Strike stratagem rather than this trait, though.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;Superior Bionics&#039;&#039;:&#039;&#039;&#039; +1 to your warlord&#039;s invulnerable saves.&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Luminescent Blessing&#039;&#039;:&#039;&#039;&#039; +1 to the affected unit&#039;s invulnerable saves to a cap of 4+. Absolutely handy for protecting a deep-striking force. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Legio Teleportarium (1 CP)&#039;&#039;:&#039;&#039;&#039; During deployment, use this Stratagem to set up a {{W40kKeyword|LUCIUS}} unit in reserves instead of deploying; at the end of any of your Movement Phases you can deep strike it anywhere that is more than 9&amp;quot; away from opposing models. This is why you pick Lucius as your Forgeworld. We didn&#039;t get many transports, but look on the bright side, every single unit in our entire fucking army now has the ability to deep strike.&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;The Solar Flare&#039;&#039;:&#039;&#039;&#039; Once per game, at the end of your movement phase the bearer can teleport instead of moving normally. When they do so, remove them from the battlefield and place them anywhere that is within 30&amp;quot; of their starting position and more than 9&amp;quot; away from any enemy. &lt;br /&gt;
**An immensely useful relic on an already popular forge world, the solar flare can allow a character to teleport away from a dangerous melee unit or next to an objective in the hope of securing it. If you teleport a unit of Kastelan next to the enemy, you can use this relic to send a Dominus or Datasmith to support them (just remember Battle protocols are changed at the &#039;&#039;beginning&#039;&#039; of the movement phase).&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Lucius&#039; Reality Rifting Robo-Rampage:&#039;&#039;&#039; Spend 1 CP during deployment to prepare a unit of Kastelan Robots (up to 6 robots!) with Fists to teleport at the end of any of your movement phases (except turn 1). In the battle round you plan to teleport them, pick Chant of the Remorseless Fist Canticles for re-roll 1s during fighting. (Don&#039;t pick Invocation of Machine Might. Kastelan Fists are +4S, adding to base 6S. There aren&#039;t many cases where S11 will benefit over S10). Once in CC, spend another CP to permanently change the robots to Conqueror Protocol with the Binharic Override strategem. Charge is a separate phase now, soak up overwatch with Aegis protocol first, or survive a round if the charge fails. Once in CC, you get to punch everything twice. The datasmith counts as a separate unit so you can&#039;t teleport him with the robots, but on the plus side you can use that stratagem at any phase instead of just at the beginning of the battle round, allowing you to change the protocol right after you charge and rock-em-sock-em robots them to death. Or give the Lucius relic to the datasmith (deep strike at 30&amp;quot; distance) to change protocols later and repair the robots.&lt;br /&gt;
***Also consider using the phosphor blaster instead of the combustor to save 6 points per bot as 21pts for effectively a one use heavy flamer is a bit steep.&lt;br /&gt;
***Post Vigilus robots: take a unit of 4-6 in a Cybernetica Cohort detachment, deep strike 9&amp;quot; away, and then for 1CP gain +3 to charge rolls this turn making a 6&amp;quot; charge. When they reach combat immediately change protocols using the Binharic Override stratagem (again another 1CP) for double attacks. Watch as that knight you charge disappears...&lt;br /&gt;
**&#039;&#039;&#039;Holy Requisitioner 2.0:&#039;&#039;&#039; Spend 2 CP during deployment to put 5x Kastelan Robots and 9x Kataphron Destroyers into reserves. Also be sure to give your Dominus the Solar Flare. This makes the maximum possible amount of your army immune to alpha strikes. On turn two, deploy them and teleport your Dominus. Unleash 9D6 plasma, 9RF phosphor, and 90 heavy phosphor shots at your enemy. Use Neospheric Mindlock and Elimination Volley so your Robots will be hitting on 4s and your Kataphrons on 2s while being safe from overheating.&lt;br /&gt;
***Use Daedalosus if there is a threat that really needs to die.&lt;br /&gt;
***The other half of your army should be used to secure a drop zone and to sprint to objectives once the other half of your army arrives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Mars}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mars2.png|100px|left]] In the grim darkness of the far future, only faith in the machine will save us.&lt;br /&gt;
&lt;br /&gt;
Thematically, Mars is the exemplar. The first and holiest forgeworld, the heart of the entire Adeptus Mechanicus.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunchwise, while some forgeworlds are defined by the gimmicks that differentiate them from the red planet, Mars itself focuses on what differentiates the Adeptus Mechanicus from other factions: your Canticles and &#039;&#039;sheer&#039;&#039; firepower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Make your enemies kneel before the glory of the Omnissiah with prayer and Martian Might!&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
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*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Glory to the Omnissiah&#039;&#039;:&#039;&#039;&#039;  When rolling for Canticles, roll twice. All units with this dogma receive the benefits of both Canticles that are rolled for, unless a duplicate result is rolled. Cawl&#039;s special ability can fix that downside. &#039;&#039;This reliably gets you the Canticle you want &amp;lt;b&amp;gt;multiple times&amp;lt;/b&amp;gt; in addition to an extra free army-wide rule, which is good on itself&#039;&#039;.&lt;br /&gt;
**If you have multiple detachments on the table from different {{W40Kkeyword|Forge World}}s, the first roll will affect both detachments, and the {{W40Kkeyword|Mars}} detachments will roll a second time for their extra Canticle. As such, &amp;lt;u&amp;gt;whether a Chorister Technis is from Mars or not, he can only reroll 1 dice at best&amp;lt;/u&amp;gt;. Still, that&#039;s a nice 87.5% chance of getting that Canticle again and again instead of picking it once and praying for it afterwards like non-Cawl plebs do.&lt;br /&gt;
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*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Static Psalm-Code&#039;&#039;:&#039;&#039;&#039; Add 3&amp;quot; to the range of your Warlord&#039;s aura abilities (except Master of Machines). Cawl starts with this trait, and my-oh-my does he benefit from it!&lt;br /&gt;
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*&#039;&#039;&#039;Canticle - &#039;&#039;Pangyric Procession&#039;&#039;:&#039;&#039;&#039; All heavy weapons on the affected unit suffer no penalty for moving and firing. On top of that, all equipped heavy weapons also add +1 to their strength. In case you really wanted to nail those big boys with the Kataphrons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Wrath of Mars (2 CP)&#039;&#039;:&#039;&#039;&#039; Use this before a {{W40kKeyword|MARS}} unit in your army attacks in the shooting phase. Each time you roll a 6 to-wound, the target suffers a mortal wound in addition to any other damage. Combo with Protector Imperatives for extra-sharp cheddar.&lt;br /&gt;
**Hilarious with a squad of Vanguard in Cawl/Dominus range. Lets an 80 point troop unit shit out nearly 6 mortal wounds a turn (If you can afford it).&lt;br /&gt;
&lt;br /&gt;
**Also amazing with Flechette Blasters; A 110 point unit of Sicarian Infiltrators with Flechette Blasters will put out around 8 mortal wounds per shooting phase. (actually 3 and 5 with Cawl re-rolls)&lt;br /&gt;
**Another option is Corpuscarii Electropriests, given their high volume of shots and their taser effect. 20 of them will pump out almost 80 hits with Cawl rerolls, which turns into around 13 mortal wounds. &lt;br /&gt;
**With either Daedealosus or the shooty Doctrina, they can shit out 105 HITS on average. Against a Knight, you do an average of 17.5 Mortal Wounds, as well as another slightly less than 12 against armour, over 22 if you use the -2AP stratagem as well, or 17.5 if you use the stratagem and the Knight has Rotate Ion Shields, Ion Bulwark, or Armour of the Sainted Ion, totalling a minimum of 29 wounds and a maximum of 39. Kastelan Robots, eat your processors out. The only problem is getting them there, but with Ninth on the way and the new Strategic Reserves rules, that shouldn&#039;t be much of a problem... &lt;br /&gt;
**The OBVIOUS choice, is a squad of buzz lightyears(Kastellan robots) with phosphor blasters, just the sheer number of shots you can pull out means you&#039;ll get salt from everyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;The Red Axe&#039;&#039;:&#039;&#039;&#039; Replaces an Omnissian Axe, vastly increasing it AP. S+1 AP-5 D2. Looks scary, but armour save can only be lowered so much before reaching an invuln or be outright wasted. The Pater Cog-Tooth, with its boost to Str and Dmg, will serve you better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Character: &#039;&#039;[[Belisarius Cawl]]&#039;&#039;:&#039;&#039;&#039; A must have for any list. 9-inch &amp;lt;u&amp;gt;aura of full re-rolls in the shooting phase&amp;lt;/u&amp;gt;? (6&amp;quot; +3&amp;quot; from Mars&#039; WT) Yes please. Oh, you&#039;re not Mars? You are, you just dress differently *wink*. Another great thing is the control his &amp;lt;u&amp;gt;+/-1 to Canticles of the Omnissiah&amp;lt;/u&amp;gt; gives you, increasing your chance for Shroudpsalm to 3/4 and nullifying the risk of a repeated Canticle. He&#039;s a beast of a unit still, hard to kill and with huge damage up-close which you won&#039;t get to see because you&#039;ll want him sitting back supporting your big guns. Unfortunately, no transports can cart him around (damnit). When it comes out, he can be carted around in a Triaros to buff gunlines in the front the backfield. With the new PDFs 20 unit squads of [[Secutarii]]  are currently one of the best bodyguards for him. Switching between Peltasts and Hoplites were possible. Careful, as Forgeworld can be expensive. Even conversion kits.&lt;br /&gt;
**In terms of weaponry, Cawl is well armed. His ranged weapon is the &amp;lt;b&amp;gt;Solar Atomizer&amp;lt;/b&amp;gt;, the great grandmother of all Melta Guns with Assault D3, S10, AP4 and Damage 3. His melee weapons are also good. He has the standard &amp;lt;b&amp;gt;Omnissian Axe&amp;lt;/b&amp;gt;, Decent for MEQs but average against everything else. The &amp;lt;b&amp;gt;Arc Scourge&amp;lt;/b&amp;gt; hits at S10 AP-1. It wounds more often than his axe but has less AP than it and the average DMG is still 2, and only against vehicles. Unlike the other &amp;quot;Power Fists&amp;quot; style weapons it hits with no penalties. After he fights with either, the &amp;lt;b&amp;gt;Mechadendrite Hive&amp;lt;/b&amp;gt; allows him to make 2D6 additional attacks at his normal strength of 5--just mean after four S6/S10 rolls. &amp;lt;b&amp;gt;Self-repair Mechanisms&amp;lt;/b&amp;gt; gives Cawl the ability to regain D3 lost wounds at the beginning of your turns. With eight wounds this makes him quite tanky. While he can&#039;t fight Primarchs for too long, charging without a tarpit or a meatsheild is a bad idea when combined with Solar Atomizer overwatch. They also can&#039;t self heal like he can. No one is dumb enough to charge into optimal Melta range. [[World_Eaters|Well,]] [[Dark_Eldar|well, almost no one.]]&lt;br /&gt;
**Remember, Cawl allows you to re-roll ANY hit rolls in the shooting phase, not just misses, giving Cawl &#039;&#039;&amp;lt;u&amp;gt;the best to-hit shooting buff in the game&amp;lt;/u&amp;gt;&#039;&#039;. Advancing Vanguard, moving Ballistarii, people shooting at Raven Guard at night, anything.&lt;br /&gt;
*** Sadly, Cawl no longer has the best shooting buff in the game, now that for 100pts less and two cps Space Marines can take a Chapter Master who gives full re-rolls, period. unlike Cawl, Chapter Master re-rolls work in overwatch and melee, and they still get the &amp;quot;re-roll hit rolls&amp;quot; instead of &amp;quot;missed hit rolls&amp;quot;. Cry your eyes out Admech. For some reason Shrike&#039;s rule says &amp;quot;failed hit rolls&amp;quot; though, when every other chapter master (even the generic ones) just say &amp;quot;hit roll&amp;quot;. &lt;br /&gt;
**&amp;lt;u&amp;gt;Master of Machines grants him the ability to repair any friendly {{W40Kkeyword|imperium}} model within 3&amp;quot; by 1 wound, except himself.&amp;lt;/u&amp;gt; Without caring even a little bit about its other keywords - he can repair {{W40Kkeyword|infantry}}, {{W40Kkeyword|cavalry}}, whatever. AdMech units get d3 wounds healed instead, though. I guess 10000 years of min maxing yourself lets you do these things. [[troll|This means he can shoot, assault, self heal, and repair his tarpit bodyguard indefinitely if your opponent fails to table him.]]&lt;br /&gt;
***Note: Master of Machines can only repair units, it does not also bring models back like an Apothecary, so if you seek a tarpit use some Kataphrons.&lt;br /&gt;
**(Note: This unit had its points changed in Chapter Approved 2018 to 190 points).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Cawl&#039;s Moving Castle:&#039;&#039;&#039; Basically a continuation of the most viable Index build. Big daddy Cawl and a whole bunch of Kastelans set to Protector mode. You can switch protocols in turn one now, via the &#039;&#039;&#039;Binharic Override&#039;&#039;&#039; Stratagem. Combine it with the &#039;&#039;&#039;Wrath of Mars&#039;&#039;&#039; Stratagem to delete whatever unit is in front of you off the table with 18 re-rollable S6 cover-ignoring AP-2 shots that deal mortal wounds on To-Wound rolls of 6 per model. &lt;br /&gt;
***For overkill, add in a unit of destroyers and the &#039;&#039;&#039;Elimination Volley&#039;&#039;&#039; Stratagem for extra accuracy. Expensive in every sense of the word.&lt;br /&gt;
**&#039;&#039;&#039;Mars&#039; Infiltrator Ambush:&#039;&#039;&#039; This combo relies on a 10-man squad of infiltrators with blasters and the &#039;&#039;&#039;Wrath of Mars&#039;&#039;&#039; Stratagem. Normally, 50 str 3, ap - shots aren&#039;t very impressive, but the pseudo-rend effect granted by the stratagem can prove to be a nasty shock for the unprepared. To top it off, most opponents familiar with Ad mech won&#039;t be expecting such an alpha strike in a non-Lucius list.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==={{W40kKeyword|Metalica}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Metalica_Skitarii_Icon.png|100px|left]] In the grim darkness of the far future, the relentless noise of machinery deafens the weak.  &lt;br /&gt;
In fluff, Metalica is as close to machines as possible, and that&#039;s just how they like it. Their world is scorched clean of life and covered in metal, and the sounds of their industry are deafening. &amp;lt;br&amp;gt;&lt;br /&gt;
In the crunch, they are relentless and efficient, not letting something like close combat or assaulting get in the way of them shooting. They are all about movement, whether it&#039;s assaulting with rapid fire weapons to get just into range, or using their warlord trait to ensure that your key units aren&#039;t tarpitted, you can and will show them the ordered might of the Omnissiah!&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Relentless March&#039;&#039;:&#039;&#039;&#039;  When a unit with this dogma advances, it treats its Rapid Fire weapons as Assault weapons until the end of the turn. Additionally, it does not suffer the -1 to shoot after advancing with Assault weapons (which stacks). &lt;br /&gt;
**It&#039;s not like getting units on point turn one like Lucius and Stygies do, but on the upside, this costs no CP. And the enhanced speed lessens your need for transports and fast dragoons while making life easier for your Corpuscarii. &#039;&#039;Note Rapid Fire X becomes Assault X, which prevents the extra shot at close range if they advance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Ordered Efficiency&#039;&#039;:&#039;&#039;&#039; If a friendly {{W40kKeyword|Metalica}} unit is within 6&amp;quot; of the Warlord when it falls back, it can still shoot that turn (albeit with a -1 penalty to hit). &#039;&#039;This will teach anyone foolish enough to charge your Cognis flamer Destroyers to think it better next time&#039;&#039;.&lt;br /&gt;
**The enemy can no longer prevent Ballistarii from shooting, since now they can still hit on 2+ after Falling Back (Protector Doctrine), in addition to their Cognis Overwatch (3+), Rage of the Machine Advance (3+) and regular Protector Doctrine movement (2+) Stratagems, meaning the enemy can neither outrun it or distract it. &amp;lt;u&amp;gt;All while rerolling 1s&amp;lt;/u&amp;gt; for being close to the Dominus. &#039;&#039;[https://www.youtube.com/watch?v=C3zQ_cZ29jc Its ballistic skill doesn&#039;t feel moving or running, or melee, and it absolutely will not stop shooting, ever, until you are dead]&#039;&#039;.&lt;br /&gt;
**This will win you games and is a strong reason to go Metallica on its own. Keeps your heavy guns (Onagers, Ironstriders and Kastellans) and shooty infantry (Kataphrons, Vanguard, and Rangers) safe in case they get charged and hey whaddayaknow most of those units can find a way of nullifying the to-hit penalty with Protector Doctrina strategem (or even get BETTER to-hit). Watch your opponent’s face when he realizes the Onager he’d just tied up with his FLY unit steps back and unloads.  &lt;br /&gt;
***Speaking from personal experience, this dogma is great at counteracting CC and alpha strike lists. Most opponents who lack the means of killing your units from a distance will attempt to rob your troops and vehicles of their shooting via charging into them and making them fall back. This negates that problem and allows you to keep blasting your opponents dudes with almost reckless abandon.&lt;br /&gt;
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*&#039;&#039;&#039;Canticle - &#039;&#039;Tribute of Emphatic Veneration&#039;&#039;:&#039;&#039;&#039; Any attacks within 9&amp;quot; (melee and range) of the affected unit take -1 to hit. Man, does this have uses. It rewards aggressive moment with defensive buffs, as opposed to playing a game of keep-away. It makes melee Mechanicus harder to remove, especially when dealing with units that aren&#039;t melee centric themselves.  Need to protect a unit as they move into position? Now you have some cover! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Deafening Assault (1 CP)&#039;&#039;:&#039;&#039;&#039; Use at the start of the Morale phase. Pick one of your {{W40kKeyword|METALICA}} units. All enemy units within 6&amp;quot; must subtract 1 from their leadership until the end of the phase. &#039;&#039;Good times with Infiltrators&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;Adamantine Arm&#039;&#039;:&#039;&#039;&#039; Essentially a Servo-Arm that does a flat 3 damage and triples the user&#039;s Strength instead of doubling it. It&#039;s still just one hit, but on the bright side, it&#039;ll hit almost as hard as a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Metalica&#039;s White Tide:&#039;&#039;&#039; Corpuscarii Electro-Priests, Infiltrators and Sydonian Dragoons at the front, followed by Skitarii Vanguard. Corpuscarii make solid frontline soldiers for Metalica, seeing as &#039;&#039;&#039;Relentless March&#039;&#039;&#039; allows you to move them down the field quickly while maintaining their 3+ S5 Assault 3 &#039;&#039;&#039;&#039;&#039;TASER&#039;&#039;&#039;&#039;&#039; shooting efficiency. 5++/5+FNP and 6-9 hits per 5 models for Overwatch makes these guys relatively beefy and pretty intimidating for their point cost. Run your Tech-Priest Dominus behind them and take the &#039;&#039;&#039;Prime Hermeticon&#039;&#039;&#039; warlord trait. Now they&#039;re hitting on 3+ and rerolling 1s for shooting, as well as rerolling &#039;&#039;all failed hits&#039;&#039; in the Fight phase. The sheer number of S5 hits generated by these guys overtime will grind your enemy&#039;s forces into dust. Your Dragoons boost the leadership of all your guys by 1, and their Taser Lance is a freakin&#039; S8 AP1 D2 deathstick. Infiltrators generate a ridiculous amount of hits with the Taser Goad when the &#039;&#039;&#039;Conqueror Doctrina Imperative&#039;&#039;&#039; stratagem is in effect, and their &#039;&#039;&#039;Neurostatic Aura&#039;&#039;&#039;, when combined with the &#039;&#039;&#039;Deafening Assault&#039;&#039;&#039; stratagem, will cause your enemy&#039;s units to melt before their eyes. Keep some squads of Vanguard armed with Plasma Calivers close by to take down anything too tanky, and watch as your army &#039;&#039;literally&#039;&#039; washes your opponent off the board. Did I forget to mention Taser? Because &#039;&#039;&#039;&#039;&#039;FUCKING TASER. BY THE MACHINE GOD, FUCKING TASER IS HERE.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
***As an alternative solution, you can also give your Dominus the &#039;&#039;&#039;Ordered Effeciancy&#039;&#039;&#039; warlord trait, which allows your dudes to fallback and shoot. Your priests will lose some of their punch, but they&#039;ll make it up in Overwatch by forcing your opponent to charge them again. And again. And again.&lt;br /&gt;
**&#039;&#039;&#039;Metalica&#039;s Skirmishing Skitarii:&#039;&#039;&#039; Metalica&#039;s Forge World trait makes Rangers a little more capable. It turns their guns from Rapid Fire 1 to Assault 1 if they advance, meaning you can play your Rangers more aggressively. With their 30&amp;quot; range you can dash up the board and start making very early shots on your opponent. Keep in mind this rule only takes effect if you advance, meaning that you can advance one turn and get shots in as an Assault weapon, then a later turn if you want to let the opponent get in half range you still get the Rapid Fire Benefit. This is good if you&#039;re up against a close-ranged enemy because you can be in a position to shoot them, but they can&#039;t shoot you. Combine with Protector Doctrina Imperative strategem and a Data Tether to hit more shots and to turn those 4&#039;s into 6&#039;s, giving you more AP -1 hits. Arc Rifles are Rapid Fire as well so consider running a squad with them to be your vehicle hunters. Overall a good tactic at lower point games but starts to lose its strength around 1000 points. Probably not worth trying at 1500 and above. &lt;br /&gt;
***Considering that 7pt Rangers, 8pt Vanguard, and 5pt EDTs are now a thing, you can actually field a surprisingly large number of these guys, and expect them to last for a while. Leave room for some Dragoons to boost leadership, some arc rifles for vehicles and some plasma calivers for TEQ, and you can end up with a pretty effective pseudo-space marine horde list.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Ryza}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ryza.png|100px|left|]]In the grim darkness of the far future, firepower alone won&#039;t be enough.&lt;br /&gt;
&lt;br /&gt;
Thematically, while Ryzans are masters of plasma, their protracted war against the orks has [[Farsight_Enclaves|forced them to develop aggressive close combat doctrines]].&amp;lt;br&amp;gt;&lt;br /&gt;
Crunchwise, where ranged elements already stand out in AdMech armies, Ryza boosts your sometimes overlooked melee infantry. This way they become a balanced offensive force with many options, so that they&#039;re not confined to a single gimmick like other forces are.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Bring ruination to your enemy both at range and face to face, until you&#039;re drenched Red in Cog and Claw!&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Red in Cog and Claw&#039;&#039;:&#039;&#039;&#039; Can re-roll wound rolls of 1 in the fight phase. Yeah, the Admech has great firepower, but half your unit choices also have melee rules, plus transports and the Fast melee units have arrived. You can combine increased wounding (especially benefitting Pteraxii Sterylizors, Fulgurite &amp;amp; Ruststalkers) with ways to improve hit rate (Omnissian Mask/Prime Hermeticon/Conqueror Doctrina). Infiltrators and Dragoons, and also Ruststalkers and melee Kastelans, have a bit of an easier time reaching the enemy to put this dogma to use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;First-hand Field Testing&#039;&#039;:&#039;&#039;&#039; +1S and +1D to a non-relic weapon carried by the warlord. Apparently, they are the only forge world that still innovates and tries to improve their gear. &lt;br /&gt;
**Ryzan Magi have access to relic alternatives for their Omnissian axe, phosphor serpenta, and volkite blaster...but they can only have one relic. This WT can be used to stack on toys without having to pay CP for them.&lt;br /&gt;
** The Eradication Ray is a good target for this trait, turning into a small blast autocannon. Since Ryza also wants to be in close you&#039;ll get plenty of use from the 8&amp;quot; upgrade, but then you could put out even more potential damage with a strength 6 ap-3 DAMAGE 3 axe. Omnissian Thunder Hammer, anyone?&lt;br /&gt;
**Also, the macro stubber can wipe a 5-man termie squad in a single lucky round of shooting, or maybe use the shoot twice for 1cp to rape plague marines and rubrics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canticles - &#039;&#039;Citation in Savagery&#039;&#039;:&#039;&#039;&#039; +1AP to melee. A nice buff for a lot of our melee units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Plasma Specialists (1 CP)&#039;&#039;:&#039;&#039;&#039; Use during the shooting phase. Pick a {{W40kKeyword|Ryza}} unit and add 1 to the wound rolls and damage for all plasma weapons. &#039;&#039;&amp;lt;u&amp;gt;Makes plasma behave better than supercharged, &amp;lt;b&amp;gt;safe&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;.&lt;br /&gt;
**Your Ryzan Kataphron Destroyers no longer NEED nearby Kastellans and 2CP to make their plasma safe while still being powerful to remove Terminators. Since +1 to wound is better than mere +1Str, it allows supercharged Str8 plasma to be an effective vehicle killer, wounding even Dreadnoughts on a 2+ for 3 Damage.&lt;br /&gt;
**You can also combine it with the Sector Mechanicus Plasma Feed stratagem to gain a further +1 strength and damage.  This will let you wound all but the toughest tanks on a 2+ and deal 4 damage per wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;Weapon XCIX&#039;&#039;:&#039;&#039;&#039; Aka &#039;&#039;Weapon 99 (or &amp;quot;[[Derp|ekseeaieks]]&amp;quot;)&#039;&#039;, replaces a Volkite Blaster. 24&amp;quot; Heavy 3  Str7 AP-1 D2, with wound rolls of 6+ causing an additional Mortal Wound. While better than the Phosphoenix itself, the combination of Volkite+Phosphoenix does more damage than XCIX+Serpenta, even when it&#039;s enhanced by Ryza WT. There are better options.&lt;br /&gt;
**It is still a 24&amp;quot; 3-shot autocannon. There are worse choices.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Ryza&#039;s Plasma Barbecue:&#039;&#039;&#039; Run a full squad of 12 Kataphron Drestroyers with Plasma Culverins and flamers, backed up by 2 Kastelan robots. The &#039;&#039;&#039;Elimination Volley&#039;&#039;&#039; Stratagem gives them both +1 to hit allowing you to overcharge with impunity. Ryza&#039;s &#039;&#039;&#039;Plasma Specialists&#039;&#039;&#039; Stratagem, a tech priest dominus and a thorough disregard for your opponents fun gives you 12d6 Str 8 AP -3 D3 shots with +1 to wound and re-rolling ones to hit out to 36&amp;quot;. For added horror because Kataphrons are infantry this can be combine it with the &#039;&#039;&#039;Infoslave Skull&#039;&#039;&#039; stratagem to disintegrate units deepstriking within 12&amp;quot;, although probably without the overcharge.&lt;br /&gt;
***Consider using &#039;&#039;&#039;Plasma Feed&#039;&#039;&#039; if it is available, for 12d6 S9 AP-3 D4 shots. This is capable of frying [[Rape|almost 8 Leman Russ Battle Tanks]] [[Cheese|on average]].&lt;br /&gt;
***Consider combining this with the Vigilus servitor maniple detachment - not only can your kataphrons gain a much needed better invulnerable save but you can further buff their hit rolls for 1CP. yes using Elimination Volley, Plasma Specialists, and Noospheric Mind Lock costs 4CP per turn, but (if overcharging) you will hit on 2+ (re-rolling ones if a Dominus is nearby)with 12D6 shots, wound most things in the game on a 2+ for 3 Damage per shot...&lt;br /&gt;
**&#039;&#039;&#039;Ryza&#039;s Plasma Barbecue: Part 2 Electric Boogaloo:&#039;&#039;&#039; Run a full squad of 10 Vanguard, give them an Enhanced Data-tether, and 3 Plasma Calivers. Activate the &#039;&#039;&#039;Protector Doctrina Imperative&#039;&#039;&#039; Stratagem to hit with almost all of your shots, overcharge your Plasma Calivers to S8 D2, then activate Ryza&#039;s &#039;&#039;&#039;Plasma Specialists&#039;&#039;&#039; Stratagem to give +1 to To Wound rolls and +1 damage per shot. Assuming you have a Dominus in range, you now have 6 AP2 plasma shots that will almost all hit (2+ rerollable), deal 3 damage per shot, and wound t7 vehicles on 2s and knights on 3s - typically 14.58 damage (12.5 without the Dominus) for the paltry cost of 2 Command Points.&lt;br /&gt;
***Consider using &#039;&#039;&#039;Plasma Feed&#039;&#039;&#039; if it is available, for +1 to Strength and another +1 to damage.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==={{W40kKeyword|Stygies VIII}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Stygies viii flag.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, innovation is the only way forward. &amp;lt;br&amp;gt;&lt;br /&gt;
Stygies VIII specializing in both speed and durability. &amp;lt;br&amp;gt;&lt;br /&gt;
Vanguarding lets units get a head start and -1 to hits make your shooter durable.&amp;lt;br&amp;gt;&lt;br /&gt;
Ideal for your chicken walkers and Walking Tanks. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogma - &#039;&#039;Shroud Protocols&#039;&#039;:&#039;&#039;&#039;  Your opponent must subtract 1 from their to-hit rolls when shooting at units with this dogma if they are more than 12&amp;quot; away. &lt;br /&gt;
**Same as the Alpha Legion and Raven Guard. If you want durable infantry and vehicles this is your Forgeworld, provided you keep your distance. Greatly increases the survivability of your Vanguard and Dragoons much more than Graia&#039;s 6+ FnP ever could (unless you are [[orks|fighting]] [[Warhammer 40,000/Tactics/Tyranids(8E)|Melee]] [[Warhammer_40,000/Tactics/Chaos_Daemons(8E)|armies]]), not to mention it makes your enemy&#039;s plasma [[Skub|explode easier]]. It counters ranged armies and it&#039;s vulnerable to deepstriking ones, but Infiltrators are a thing. Also unlocks Stygies VIII&#039;s Infiltration Stratagem, which immensely helps out with this army&#039;s lack of transports. All in all, you can&#039;t go wrong with this one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Xenarite Studies&#039;&#039;:&#039;&#039;&#039; Warlord has +1 to any wound rolls made against Xeno armies. If facing Xenos armies, this makes Volkite nasty...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canticle - &#039;&#039;Plea of the Veiled Hunter&#039;&#039;:&#039;&#039;&#039; The affected unit gets to shoot on the same turn they fell back, though they fire at a -1 penalty to hit. This way, you&#039;ll always be layering on something to an enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Clandestine Infiltration (1 CP)&#039;&#039;:&#039;&#039;&#039; Use the first battle round. A {{W40kKeyword|Stygies VIII}} unit can move 9&amp;quot; but not within 9&amp;quot; of the enemy. &lt;br /&gt;
**Can you say turn 1 charge with punchy burny Kastellans or Electro Priests? Because I can. Best part is, unlike the Lucius Stratagem, this one does not count your models as having moved. Additionally, the placement of units takes place during the first battle round meaning AFTER rolling for first turn and seizing the initiative so you know who&#039;s going first &#039;&#039;before&#039;&#039; setup, now you know if you can go all-in or need to be more conservative. If you have enough CP go ahead and place up to 50% of your army in the perfect spots.&lt;br /&gt;
**Sadly, this stratagem was confirmed nerfed to its beta iteration in the last ruledump. It instead gives a Stygies VIII unit a free pre-game 9&amp;quot; move on a 1 for 1cp basis. This is better than it seems because, when you account for deployment zones and whatnot, this allows for at worst a 10&amp;quot; first-turn charge (if you do a silly, and march up Servitors), though in most situations, winning the Initiative will net you a better than 3&amp;quot; charge with your best assault units (1&amp;quot; charge with Dragoons or Sicarians, 3&amp;quot; for everything else that isn&#039;t a generic Servitor).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic: &#039;&#039;The Omnissiah&#039;s Hand&#039;&#039;:&#039;&#039;&#039; Roll a die at the end of each fight phase for each unit within 1&amp;quot; of the bearer. On a 4+, the unit suffers a Mortal Wound, its something?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Stygies VIII&#039;s Electronic Infiltration Boogaloo:&#039;&#039;&#039; Get a full unit of 20 Fulgurite Electro-Priests or two, Infiltrate them near your enemy with the Forgeworld specific &#039;&#039;&#039;Clandestine Infiltration&#039;&#039;&#039;, activate the &#039;&#039;&#039;Chant of the Remorseless Fist&#039;&#039;&#039; canticle to reroll 1&#039;s in close combat, then charge the thing you want dead. It will die. Your 20 dudes will now have a permanent 3++ save and will be in your enemy&#039;s face. If whatever you faced somehow didn&#039;t die because the dice gods hate you, you can always activate the &#039;&#039;&#039;Zealous Congregation&#039;&#039;&#039; Stratagem to have them fight again in the same turn. Costly in terms of Command Points, but whatever you&#039;re facing will be deader than dead. &lt;br /&gt;
**&#039;&#039;&#039;Stygies VIII&#039;s Invisible Robot Chicken Extravaganza:&#039;&#039;&#039; Sydonian Dragoons really excel with Stygies VIII&#039;s dogma, because your enemy&#039;s To Hit rolls get -2 subtracted from them when they try to shoot them. Get some units made up of two or three Dragoons, &amp;lt;s&amp;gt;infiltrate at least 3 units if you want a first turn charge&amp;lt;/s&amp;gt; (&#039;&#039;since the Stygies strategem lets your infiltrators move after deploying, you can put all your death-chickens in one giant blob and go nuts; these things already have a 10&amp;quot; move, you&#039;ll be able to charge anything in the opponent&#039;s army without having to roll&#039;&#039;), activate the &#039;&#039;&#039;Conqueror Doctrina Imperative&#039;&#039;&#039; Stratagem to give them +2 additional To Wound rolls when they roll a 4+ to hit, at Strength 8 AP-1 and 2 Damage. Excellent diversion units that are a pain to get rid of, but pose a real threat to most vehicles and infantry units. They have no problem popping Rhinos in a single charge.&lt;br /&gt;
***Or a better idea: Bring 6x Dragoons and 6x Lascannon Ballistarii. Use both Doctrinas on these giant units to get WS2+ and BS2+, respectively. Infiltrate the Dragoons to cause mayhem in the backline. Have the Dominus babysit the Ballistarii to rerolls 1s. Bring 3x Icarus Crawlers and a Guard Battalion with Mortars to round out the army&#039;s anti-horde.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Starting Your Army==&lt;br /&gt;
=== Buying ===&lt;br /&gt;
So you want to start hoarding technology and shooting cancer at people, but where should you start? The Skitarii Start Collecting box is excellent value, getting you a unit of Vanguard/Rangers, your first Onager Dunecrawler, and your Techpriest Dominus. All units are pretty much mandatory when running a strong Adeptus Mechanicus army. The Start Collecting box comes at a decent discount over buying the units separately. Notably, buying a seperate Dunecrawler is almost as expensive as buying the Start Collecting box, so when you feel like you need a second Dunecrawler, just buy another Start Collecting box.&lt;br /&gt;
&lt;br /&gt;
Two Start Collecting boxes will net you 20 vanguard/rangers, 2 Techpriest Dominus, and 2 Dunecrawlers, which is an excellent starting point for your army, as it will be the backbone of whatever else you decide to field. Remember you can field your Vanguard/Rangers in squads of 5, so if need be, you can run four 5 man squads. A solid purchase after you have the basics down would be either Kastelan Robots, or a few close combat specialists like Sicarian Infiltrators, or Electropriests (though they are by far the ugliest models GW has ever produced.&lt;br /&gt;
*You can now get the Fist of the Omnissiah box (No longer in production) for that second Dunecrawler that you need, an Engineseer, Kataphrons, and another set of Vanguard for $170.&lt;br /&gt;
&lt;br /&gt;
Alternately, Forgebane comes with a Techpriest Dominus, 10 Vanguard/Rangers, and a pair of Knight Armiger Warglaives. If you can find a Necron player to split it with (or have/want a necron army), it&#039;ll make for a good supplement as well. &lt;br /&gt;
*No longer in production, you might however find one in a non-GW hobby shop.&lt;br /&gt;
&lt;br /&gt;
There is a new Start Collecting Box and it is pretty awesome. You have your standard unit of 10 Ranger/Vanguards and a Enginseer, not the coolest thing ever. But then you get a Skorpius. A few of these and you have your infantry of choice and either their rides or the best Mechanicus tank lined up and ready to go.&lt;br /&gt;
&lt;br /&gt;
=== Your First Army Composition ===&lt;br /&gt;
Depending on your preference, you&#039;ll either be running a combined arms list, or a Heavy Support list. Adeptus Mechanicus are very Command Point hungry, so running at least one Battalion detachment is always worth it, which means you&#039;ll need 2 HQ choices and 3 troop choices. Before you start buying models left and right, consider which Forgeworld you want to run. If you want to run Mars, you will need to purchase Cawl, if you want to run anything else, one Techpriest Dominus and a Techpriest Enginseer will do. Next, you will need to run a minimum of 3 troops. If you want to run Vanguard heavy lists, I suggest you go with either Stygies VIII or Graia. Run three 10 man squads of Vanguard, preferably at least one squad full of Plasma for marine/vehicle hunting. If you want to run any other Forgeworld, I suggest you run 3 minimum squads of Rangers or Vanguard instead, just to comply with the troop tax. You now have your Battalion ready, and you&#039;ve got 8 Command Points to play with.&lt;br /&gt;
&lt;br /&gt;
Your Battalion Detachment has room for 6 elites, 3 heavy support, and 3 fast attack choices. Rather than using these slots, however, consider starting a Spearhead Detachment for an additional Command Point. Please note that you can give this detachment a different Forgeworld dogma, should you so desire. The sweetest Adeptus Mechanicus units are found in Heavy Support, and you&#039;ll want to run lots of them. It will require 1 HQ choice, which you can fill with a cheap, barebones Techpriest Enginseer, and a minimum of 3 heavy support choices. At the very least, you&#039;ll want one Onager Dunecrawler armed with an Icarus Array to deal with fliers. The rest is up to you. Want Kastelan beep boops? Go to town. Want more Dunecrawlers? Go crazy. Unless you are planning to run more than 3 units of Infiltrators, Dragoons or Electropriests, just keep them in your Battalion Detachment.&lt;br /&gt;
&lt;br /&gt;
Another option is to simply try and maximize your Command Points by running two full Battalions. It&#039;s fairly easy to achieve since Techpriest Enginseers is an HQ choice now, and cheap as can be, clocking in at a measly 30 points. Get two additional Enginseers, and three troop choices (small or big, whatever suits your need, however 5-man ranger squads are now only 35 points), and you&#039;ll have all the slots you&#039;ll ever need, plenty of troops for objective capping, and 12 Command Points to use. Besides, having 2 additional Enginseers to repair your units isn&#039;t a bad deal, to begin with.&lt;br /&gt;
&lt;br /&gt;
=== Brigade Minimum Requirements ===&lt;br /&gt;
If you have your heart set on building a Brigade detachment, then it can be accomplished for a minimum of 840 points.&lt;br /&gt;
&lt;br /&gt;
Here are the recommended units:&lt;br /&gt;
&lt;br /&gt;
*HQ: 3x Enginseer&lt;br /&gt;
*Troops: 6x Ranger&lt;br /&gt;
*Elite: 3x Servitors (or 3 Datasmiths by double the price if you want something slightly more useful)&lt;br /&gt;
*Fast attack: 3x Ironstrider Ballistarii with Autocannons&lt;br /&gt;
*Heavy support: 3x Onager Dunecrawler with Eradication Beamer or Twin Heavy Phosphor Blasters&lt;br /&gt;
&lt;br /&gt;
To customize this list and bringing it up to about 2000 pts swap out an Enginseer for a TPD or Cawl. Take a large unit of 4-6 Dragoons and two lone Ballistarii. Take a large unit of 4-6 Kastelans instead of a Dunecrawler. Change the Dunecrawler guns to Neutron Lasers or Icarus Arrays. Swap a unit or two of Rangers for some Kataphrons for the added firepower or some Vanguard for frontline screening and more small arms fire. Use those 3 Elites slots for something useful like Priests or a Datasmith for your blob of robots.&lt;br /&gt;
&lt;br /&gt;
=== Modeling Tips ===&lt;br /&gt;
Kastelan Robots are still derpy Baymaxes. And as mentioned before electro-priests look like ass. You might be screwed on the priests, but we do not need to settle for the derpbot 9000. &lt;br /&gt;
* The cheapest and easiest way to improve their look is to simply rotate the head 180 degrees and lower them further into the torso. That will give you a much cooler domed head with a smaller silhouette, and a more sinister and inhuman appearance.&lt;br /&gt;
* wargameexclusive.com makes alternate resin heads for Kastelans. Or pretty cheap Penitent-Engine-looking alternatives if you wanna go that way. If you like those models, they also make a female Dominus (Domina?) and Kataphrons WITH LEGS. And a pin-up version of the Tech-Priests and some Skitarii for [[Promotions]].&lt;br /&gt;
* Forge World does make the Castellax which looks godly (and a little bit like the Hulkbuster) but is a tad expensive. You can kitbash a Datasmith with a spare TPD (every Admech player should have a ton left over from SC and Forgebane boxes) and some Skitarii/Sicarian bits. Keep in mind when (if) the 30k dataslates drops you will need to do some work to make your Castellax and kit-bash Kastelans stand out from each other. &lt;br /&gt;
* Or if you have some Kataphron bits left over conversions may solve some problems. Flip the head around to the smooth side, leave the thigh armor off and your Kastelans start looking better. &lt;br /&gt;
* Gluing the barrel of the Heavy Grav Gun in place of the Incendine Combustor for a good-looking shoulder gun. If you have any Grav-guns from Space Marines left over (please say you do) glue them to the back of the Power Fists and voila. Even better, use the grav-bit from combi-weapons. Take two, glue onto the back of the fist, then grab the armor off the top of the razorback turret and glue over the grav.&lt;br /&gt;
* Glue the &amp;quot;three sensors&amp;quot; bit from the sensors/comms of the Icarus Dunecrawler kit onto the Katelan&#039;s face plate for the Armored Trooper VOTOMS look. &lt;br /&gt;
*There&#039;s also a shapeways store for bits that resemble FW Castellax. Link here:https://www.shapeways.com/shops/stahlgeist-eisenfabrik&lt;br /&gt;
*New Years Open Day 2019 at Warhammer World revealed new &amp;quot;Ambot&amp;quot; sculpts for Necromunda, seen here: [https://youtu.be/I9IqHwCa62k]. A few gun swaps, as these come with wrist bolters and no shoulder cannon, and you&#039;ll have suitably bad-ass robots, finally. Just keep in mind the Ambots are significantly shorter than the Kastelan, however each Ambot kit comes with twice the amount of legs required so some converting can make them tall enough.&lt;br /&gt;
&lt;br /&gt;
For the Electro-priests take some Servitors. Grabbing the Extra Arc claws and Hydralic Fists and put those on and you have electric dudes with melee weapons.&lt;br /&gt;
* For the Corpuscarii Priests using the Heavy Bolter Servitor and replacing the barrel with an Arc Rifle might be enough.&lt;br /&gt;
* Mix the Electro-priests kits with some Empire Flagellants for good looking fanatics.&lt;br /&gt;
* If you have any Ranger heads left over from a skitarii troops box, a bit of crafty knife work to flatten the joint can make excellent alternatives for electro-priests.&lt;br /&gt;
* Another option are the Negavolt Cultists from Blackstone Fortress, if you want a more creepy, servitorish look.&lt;br /&gt;
&lt;br /&gt;
Blackstone Fortress comes with UR-025, an Imperial Robot model. Snap off the Assault Cannon barrel and stick some leftover Kataphron guns for Breachers.&lt;br /&gt;
&lt;br /&gt;
== General tactics ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grease Monkey HQ:&#039;&#039;&#039; A dominus with the Autocadeus and Necromechanic warlord trait can repair 1d3+1 damage a turn while rerolling the number of wounds healed. Add in the Tech-adept stratagem to repair a model twice for extra benefit. Then, park your Dominus next to a high priority target such as an Onager or a unit of robots and watch your opponents frustrations.&lt;br /&gt;
**This plus a Knight Crusader is almost broken in lower level games. Take some cheap Ranger Squads with Arquebuses (Arquebi?) for character sniping and an Enginseer for +3CP. That buys you three turns of 4++ for the Knight as well as 4W repaired. Or use an IG superheavy like the baneblade, and slap the raiment relic (for repair rerolls) on the priest. A huge firebase, getting repaired by 4-8W per round, and still useful when locked in CC. Unless your opponent brought &#039;&#039;&#039;&#039;&#039;nothing but Lascannons&#039;&#039;&#039;&#039;&#039;, they&#039;re fucked.&lt;br /&gt;
*&#039;&#039;&#039;Drill Baby Drill:&#039;&#039;&#039; The addition of the Termite opens up a huge list of options for inclusion. A handy group of units to cram in would be two Enginseers and a ten man squad of Secutarii Hoplites or Peltasts. Alternatively, you can cram 2 five-man squads of any of the following; Vanguard with 2 special weapons, Ruststalkers, or Electro-Priests. &lt;br /&gt;
**Two squads of vanguard give you access to four Plasma Calivers. Combine with a Dominus or Benediction of the Omnisiah for added accuracy. Add in the Plasma Specialists stratagem if you want to be mean.&lt;br /&gt;
**take Ruststalkers with transonic blades or Hoplites combined with an Enginseer carrying the Omniscient Mask. Then add in Incantation of Machine Might. Now both units are hitting on 3+, reroll all misses, with the rustalkers packing str 6 and the hoplites packing str 7. If you want to be really mean, give your Rustalkers the Ryza Forgeworld trait and let them reroll wound rolls of 1.&lt;br /&gt;
**You can pull off similar shenanigans as above, but using Fulgurite Electro-priests. You need to substitute the Prime Hermeticon Warlord Trait for the Omniscient Mask, but you end up putting your warlord at greater risk. To compensate, consider swapping to a Dominus and equipping them for melee with either the Pseudogenetor, the Pater Cog, or the Red Axe - or a Manipulus, with the Pseudogenetor on top of his usual D6 tentacles.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Fortunately, AdMech in 8th Edition is overall a pretty solid army, with counters for almost anything. However, if you really want to make your guys as well rounded as possible, you need to address a few things:&lt;br /&gt;
&lt;br /&gt;
1. Psyker Tomfuckery. Unless you&#039;re taking Graia, you have absolutely no psychic defense. This makes AdMech vulnerable to anything that messes with morale (which is kind of a problem unless you have specifically built a list against this) and Smite spam. &lt;br /&gt;
&lt;br /&gt;
2. Morale again. This is why we have to take min. squads of everything to avoid burning CPs on Auto-passing Morale Tests. This hurts things like Electro-Priests, which really &#039;&#039;&#039;&#039;&#039;do&#039;&#039;&#039;&#039;&#039; benefit from being in large groups.&lt;br /&gt;
&lt;br /&gt;
3. No flying (yet). CC dudes need to footslog their way to their targets (save for Infiltrators and those who can use stratagems to Deepstrike), and we&#039;re one of the few armies that has to push &#039;&#039;&#039;&#039;&#039;through&#039;&#039;&#039;&#039;&#039; our opponents in order to get past them.&lt;br /&gt;
&lt;br /&gt;
4. Few, inflexible bodies. AdMech&#039;s cheapest models cost 7-8 points each and have almost no versatility.&lt;br /&gt;
&lt;br /&gt;
This usually culminates in this army being generally run as a Castle, stationary or otherwise. While this isn&#039;t too bad, you may want to consider the following allies in order to give your &amp;quot;Quest for Knowledge&amp;quot; the boosts it needs:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Astra Militarum:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Built in synergy between these two armies as Enginseers can repair both AdMech &amp;amp; IG vehicles. &lt;br /&gt;
**AdMech also bring fast melee options the Guard lacks - Ryza Sydonian Dragoons are a fine complement to what is otherwise tends. to be a very static army, their mobility making them more attractive than Bullgryns as a beatstick. &lt;br /&gt;
**You wanted transports, right? IG has an enormous motor pool to choose from, and cheap, efficient meatbags to fill them with; consider Chimeras, Valkyries, and - Omnissiah be praised - Stormlords.&lt;br /&gt;
**Guard is incredibly strong in 8E, and they have access to pretty much everything you need.&lt;br /&gt;
***Kurov&#039;s Aquila relic and the Grand Strategist WLT allow you to recycle CP.&lt;br /&gt;
***Catachan Guardsmen are a great screen that can hold their own against Nids and Orks when a Ministorum Priest or Straken are around. They also have efficient shooting and the ability to sprint across the board with orders.&lt;br /&gt;
***Lascannon Heavy Weapons Teams are an absurdly efficient anti-tank option.&lt;br /&gt;
***Cadian or Tempestus Basilisks provide great indirect fire support to complement your Kastelans and Crawlers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Blood Angels offer unparalleled assault and mobility options for the Imperium. They are a bit glassy at times though.&lt;br /&gt;
***Smash Captain, which is a Captain with Jump Pack, Angel&#039;s Wing relic, and Death Visions of Sanguinius stratagem is a one-man Knight-killing machine, with (4+1+D3)x2 S8 AP-3 D3 attacks that wound T8 on 3+.&lt;br /&gt;
***Mephiston is a strong complement to Smash Captain. He can Deny twice and support other Blood Angels with Unleash Rage. He&#039;s also an amazing beatstick himself, with (4+D3+1)x2 S10 AP-3 DD3 attacks.&lt;br /&gt;
***Veritas Vitae relic allows you to recycle CP.&lt;br /&gt;
***Scouts allow you to drastically expand your zone of control and are a great screening option. Usually, you take Bolters if you want them to camp objectives, but choppy Scouts with Bolt Pistol and Combat Knife can wound Daemon Primarchs on a 4+.&lt;br /&gt;
***Lemartes and 10-15 Death Company with Bolter and Chainsword or Thunder Hammer are an awesome beta strike option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Inquisition:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Yes, we hate them too. However, these guys are more useful than you think. In addition to most of them being Psykers themselves, Inquisitors allow models around them to use their leadership for morale tests. Therefore, if you take Greyfax for example, not only are you allowed 2 Deny the Witch tests with +1 to the result, but everyone within 6&amp;quot; uses her &#039;&#039;&#039;&#039;&#039;Ld 10&#039;&#039;&#039;&#039;&#039;stat. Plus, inquisitors have access to Psychic powers that can either have a unit automatically pass morale tests at WC 4, or subtract 1 Ld from an enemy squad &#039;&#039;&#039;&#039;&#039;as well as rob them of their overwatch&#039;&#039;&#039;&#039;&#039;. As it stands, Greyfax, Coteaz, and Eisenhorn are your best bet, as they have enough of a psychic offensive and defensive capacity to make them worth their 85 and 100 pt. costs.&lt;br /&gt;
***If you want to bring any of these, take them and some acolytes in a Vanguard detachment. At only 30pts extra, the acolytes give your inquisitor some free ablative wounds and nets you a CP rather having you lose out. For a paltry 2 points per model you can equip them with Storm Bolters, making them a good fire support unit for your line infantry. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Adeptus Ministorum:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Celestine, Seraphim squads, and Dominions in Repressors are the current SOB meta in 8th, and just so happen to perfectly fill in the Fast Attack gap our army currently has. Act of Faith on a small scale is awesome, and these girls even bring their own 6++ and Psychic denial stratagems as well. Also flamers. &lt;br /&gt;
***On a side note, Crusaders make for great bodyguards for AdMech HQs at 15pts a pop, sporting a 3++ and an act of faith that can bring back a fallen model each turn. Not your most offensive unit, but can tarpit like crazy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Questor Imperialis/Mechanicus:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**No shit, right? But seriously, with the addition of the new Armiger Warglaive, you finally have a means of easily bypassing your opponent. 14&amp;quot; movement alone is nice, but when you take into consideration the fact that its Thermal Spear (read: mini Thermal Cannon) is an Assault weapon, you are generally moving this puppy 17&amp;quot;-18&amp;quot; a turn while still maintaining fire effectiveness. It&#039;s only problem is that this thing &#039;&#039;sucks&#039;&#039; at dealing with any substantial amount of hordes, so make sure you have the infantry (or anti-infantry weaponry) to allow this thing to seize objectives and kill off big baddies with ease.&lt;br /&gt;
***Alternative opinion: The Armiger is overcosted for what it brings to the battlefield as a single model. An Onager Dunecrawler and Two Sydonian Dragoons bring an equivalent amount of firepower and melee damage while spreading the points between three targets. Not sure if this has been updated, but one Armiger Warglaive (or the Helverin) now costs less than an Onager Dunecrawler and a Sydonian Dragoon (even after Chapter Approved 2018). And it has a better melee profile than the Sydonian Dragoon (sort of).&lt;br /&gt;
****True, but it&#039;s &#039;&#039;&#039;&#039;&#039;mobility&#039;&#039;&#039;&#039;&#039; that makes it so useful. Nothing in the Admech can move as fast as this thing can each turn, and it can still do some decent anti-armour damage regardless. Think of this as something taken &#039;&#039;in addition&#039;&#039; to your regular list rather than &#039;&#039;replacing&#039;&#039; something. &lt;br /&gt;
*****Alternate &#039;&#039;Alternate&#039;&#039; opinion: A dunecrawler with a neutron laser + stubber and a bare dragoon (with a lance) is 187 points, compared to a Armiger with their meltagun at 174. With that in mind you can think of a Armiger knight as a dragoon and a dunecrawer fused together into a single model, sharing some components and losing others. Armiger&#039;s can deal with melee units to some degree but a 3 man unit of dragoons (@ 204 points) deals with hoards easier. The shooting damage of a crawler is more consistent with S10 and the minimum 3 damage but like all tanks can&#039;t deal with melee, and can&#039;t move around to the degree of a Armiger with their assault weaponry and extra six inches of movement. So perhaps a better way to think of Armigers is a quick and tough dragoon with a two-bit neutron laser and a decent melee weapon. Do you want &#039;&#039;that&#039;&#039; in your army? Maybe. You&#039;re investing slightly less points by doing so but now possess one thing your opponent has to focus on rather than two. However, this doesn&#039;t factor in the unit sizes, since you &#039;&#039;can&#039;&#039; put three of these puppies into one unit. A max unit pack of Armigers is three targets. Three tanks and three dragoons is 39 points more and six targets. So which is better? Depends on what you need and want. 8th edition Warhammer emphasizes board control and presence on the table more than other editions, so if you can pay the $ the tanks and dragoons will likely help more, not to mention you can change out some weapons on these units to better suit your needs. Then again, a lower point game (say 1000 points) may benefit more from the added flexibility of a armigers weapons and movement than a tank and dragoon present (not to mention shaving off a few precious points). Something to consider... &lt;br /&gt;
******The comparison between these two options is so infuriatingly hard to decide upon that if one doesn&#039;t know better, he would think that GW is actually balancing the stuff. At the end of the day, it really depends on what your strategy is. If you are focusing on the knights, you will consider bringing the armigers for the detachment and close-range support, otherwise, you are probably better served by onagers and dragoons.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are merely suggestions, and are prone to change based on new rules, stratagems, and units. Feel free to play with this as you will. Remember, these are [[Your Dudes|your cyberpunk dudes.]]&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=If_the_Emperor_had_a_Text-to-Speech_Device&amp;diff=262807</id>
		<title>If the Emperor had a Text-to-Speech Device</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=If_the_Emperor_had_a_Text-to-Speech_Device&amp;diff=262807"/>
		<updated>2023-02-26T20:38:09Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* The Imperial Army Imperial Guard Astra Militarum WALL of GUNS */&lt;/p&gt;
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&lt;div&gt;{{Cleanup}}&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
[[File:If-the-emperor.png|500px|right|thumb|]]&lt;br /&gt;
{{Topquote|&#039;&#039;&#039;The LORD:&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;quot;You&#039;ve nothing more to say to me? You come but to complain unendingly? Is never aught right to your mind?&amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&#039;Mephistopheles:&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;quot;No, Lord! All is still downright bad, I find.|Goethe&#039;s Faust, Prologue in Heaven.}}&lt;br /&gt;
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&#039;&#039;&#039;The fallen shall be forever remembered as the Emperor&#039;s finest.&#039;&#039;&#039;&lt;br /&gt;
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A Youtube series created by Bruva Alfabusa, the show follows the exploits of [[Emprah]] himself in his quest to bring the Imperium of Man to its former glory, helped by the Captain-General of the [[Adeptus Custodes]] (nicknamed &amp;quot;Little Kitten&amp;quot;[[C&#039;tan|...ha]] by his disrespectful underlings), Magnus the Red (now both ensouled and forgiven), and a hilarious cast of other major 40k characters. The series has become a huge success mostly by poking fun at many of the memes, traditions, and quirks of the 40k universe and the fandom, but also by some very awesome scenes, and, of course, great music. This shit has become so popular that it has its own fanfiction (one of which ended up gaining multiple meta-Fanfictions of its own (Does that make them a fanfic... within a fanfic... within what&#039;s essentially the video version of a fanfic?)), and there&#039;s even a few quotes from the show scattered through the affected characters&#039; pages here. Seriously. &lt;br /&gt;
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Most fans agree that, while a wild and very unserious take on the 40k universe, and the episodes are often littered with injokes (to the point of one regarding Magnus&#039;s VA taking up an entire special), the plot itself isn&#039;t actually that outlandish. If the Emps would wake up, it&#039;s pretty much a given that he would remove the worst parts of the Inquisition in short order, as well as enacting extensive reforms throughout the rest of the Imperial bureaucracy, while probably being an ass, as he always was. The unsure part is if the Emps would have learned from his 10,000 years of mistakes, which the series believes he has, deep inside. Doesn&#039;t help his [[Rage|temper]] though. Ultimately, the 40k universe in its infancy was also originally very wild, unserious, and full of injokes.&lt;br /&gt;
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The series began back during the unending plot stagnation that had happened between third and seventh, though now that the plot&#039;s actually begun to move forward for a change, the series has seen some events unfold that mirror or reference the ongoing advancement of the official 40k plot.&lt;br /&gt;
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The so-called &amp;quot;TTS-verse&amp;quot; also includes Karl the Deranged&#039;s series [https://www.youtube.com/watch?v=5enLrHSMuIs Chaos Descends], and Eliphas the Inheritor&#039;s [https://www.youtube.com/watch?v=o1cXYan0NQA Behemoth] trilogy. &amp;quot;Specials&amp;quot; are slated for story content that takes place outside the throne room. The show also has an in-character podcast that reviews [[Black Library]] books called &#039;&#039;If The Emperor Had a Podcast.&#039;&#039; As in, they go to the Webway Black Library, and pick up books published by GW&#039;s Black Library.&lt;br /&gt;
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In July 2020, a spin-off of the spin-off series &#039;&#039;Bro-Trip 40,000&#039;&#039; was launched. The series, known as [https://www.youtube.com/playlist?list=PLWK8vQC22MgykekzOVpFanOREYV7cY9pL &#039;&#039;WarHams&#039;&#039;], consists of tabletop sessions played in [[Wrath and Glory]] with some of the voice actors and writers of TTS.&lt;br /&gt;
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However, in the grim dark present of the 3rd millennium, on July 29, 2021 Alfabusa made a decision to pause If the Emperor had a Text-to-Speech Device indefinitely due to GW&#039;s bullshit new &amp;quot;Zero Tolerance&amp;quot; policy towards fan animation. [[https://www.youtube.com/watch?v=OXljeaktnDA Full video statement here.]] It should be noted that Bruva Alfabusa&#039;s patreon income more than doubled after this announcement, as a result of collective community support (and collective RAGE at GW).&lt;br /&gt;
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On December 18, 2021, Bruva Alfabusa released the first episode of [[Hunter: The Parenting]], a [[World of Darkness]] series reuniting the core cast. As Paradox allows royalty-free use of their property in fan animation, and has in fact paid the team for a &#039;&#039;[[Stellaris]]&#039;&#039; special, this seems a logical step.&lt;br /&gt;
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==Dramatis Personae==&lt;br /&gt;
Starting off with a few characters, the series has evolved to encompass a fuckton of major and minor characters, with their own small arcs and all. It&#039;s not quite [[Order of the Stick|OotS]] level, but it&#039;s getting there.&lt;br /&gt;
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===Team Emperor===&lt;br /&gt;
[[Image:Pleased Emprah.jpg|thumb|right]]&lt;br /&gt;
*&#039;&#039;&#039;[[Emperor of Mankind]]&#039;&#039;&#039;: The Emprah, who&#039;s now able to verbally communicate with people after Techpriests installed a text-to-speech device on his throne. Do you know how Roboute Guilliman is a &#039;jerk with a heart of gold&#039;? Well the Emperor is a massive frothing plasteel power ceramite spiked dickbag with tourettes and a heart of gold/platinum alloy &amp;lt;s&amp;gt;studded with diamonds&amp;lt;/s&amp;gt; that menaces with spikes of diamond. Is currently planning to rebuild the Imperium after hearing the clusterfuck of stories from his Captain-General caretaker. He also has a pet [[Centurion Squad|Centurion]] (who turns out to be rather an important person of the Primarchial variety), which he finds adorable, while finding [[Dreadknight]]s abominable. &lt;br /&gt;
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He is a jerk, frequently insulting the Captain-General with little reason other than he can (and because it&#039;s funny), and dialogue with Magnus implies he&#039;s always been a prick. Nonetheless he is ultimately a sympathetic character who wanted to create a better future for humanity and the comedic outrage he displays at all the bad news he gets is justified given how he frequently hears about costly victories that could have been avoided if the men in charge were less incompetent and how the Imperium has been destroying itself (usually because of the Inquisition).&lt;br /&gt;
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The Emperor has a new plan for defeating Chaos after the &amp;quot;starve them out by getting rid of religion&amp;quot; plan didn&#039;t work, but like before, he refuses to tell anyone what that plan is (although this time around, it&#039;s apparently not because he doesn&#039;t trust anyone, but because he doesn&#039;t want to spoil the surprise. Though it&#039;s probably sending the Ultramarines to destroy Chaos). As of certain revelations post-Gathering Storm, he&#039;s definitely a lot nicer than canon Emprah. Such as getting incredibly furious when he hears that the Inquisition has been murdering his people, reading Rogal a bedtime story (which, naturally, is a guidebook to being an architect) and such. This Emperor seems to honestly care about each individual human but accepts that his decisions cannot be based on that compassion.&lt;br /&gt;
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Last we see of Emps shows off one of the most human moments of his existence. Kitten is sadly killed after being ambushed by Belisarius Cawl and a myriad of Ad Mech cheese units. Despite Big E&#039;s ridiculing of Kitten in the past, the Captain-General&#039;s death enraged the Emperor to no end, his psychic power reaching its peak and nearly tearing Terra in half in a bout of rage that is equal to, if not surpasses, Khorne&#039;s daily mirror screaming session. Fortunately Rogal was able to calm him down by donning his Centurion armor and leaps at his father, calming the shrieking skeleton and causing rain to pour across Terra as the Emperor&#039;s rage turns to sadness.&lt;br /&gt;
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**&#039;&#039;&#039;The Star Child&#039;&#039;&#039;: Spoiler alert on this one, but Emps on Terra isn&#039;t the only part of Emps still sticking around. If the foreshadowing is anything to go by, he seems to be the largest non-Throne fragment of the Emperor&#039;s soul that contains his compassion and love for mankind. Saved the remainder of the Inquisition and Leman Russ from Skarbrand and is currently hijacking Fyodor&#039;s body in order to get back to the Material Realm.&lt;br /&gt;
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[[Image:Sad Kitten.jpg|thumb|right]]&lt;br /&gt;
*&#039;&#039;&#039;Custodes Captain-General (aka Kitten (Real Name: Captain-General Kittonius etc. etc. etc. (as far as Spacebattle’s concerned)))&#039;&#039;&#039;: Captain-General of the [[Adeptus Custodes]] and the only &amp;lt;s&amp;gt;Custodes&amp;lt;/s&amp;gt; [[Companion|Hetaeron]] who appears to have retained most of his sanity after the near-death of the Emperor (as can be seen in the latest episodes, the rest of the Custodes seem to have maintained some form of balance). He serves as both the Emperor&#039;s personal caretaker and assistant, and pretty much the only person he regularly talks to and his main link to the outside world. &lt;br /&gt;
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Generally, the only person the Emperor trusts and treats like a son, albeit constantly berating him whenever he does something stupid, or because he just feels like it. He also seriously hates [[Tau]]. One episode implies that it is because [[Shadowsun]] spurned him for the Greater Go&#039;&#039;&#039;OHISWEARTOFUCK THAT WAS &#039;&#039;NOT&#039;&#039; FUCKING CANON!&#039;&#039;&#039; He is named &#039;&#039;Little Kitten&#039;&#039; by his fellow Custodes, for &amp;quot;purring his way so far into their ranks&amp;quot;, but his real name is a long seemingly nonsensical word salad supposedly based on his accomplishments... &lt;br /&gt;
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But given how he&#039;s been stuck in the palace for the last ten thousand years said accomplishments include things like &amp;quot;Goldilocks-Sunshine-Graham-Corncob&amp;quot;. His frequent emotional outbursts despite the supposed emotionless state of the Custodes is intentional and played for humor. After being forced out of the position of the caretaker by his fellow Custodes, Kitten fell into a depression, to which Magnus ominously is taking advantage of by making Kitten his ally in making the Imperium great again and totally not get back at the old man. &lt;br /&gt;
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The first thing they have done was kill a bunch of Lacrymoles that were impersonating the High Lords of Terra. It has been revealed that his uncanny knowledge of the outside world (considering the hate of knowledge in the Imperium in general) could come from the Black Library itself. Has become a master of [[Paradox poker|Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker]] (which is literally just [[Yu-Gi-Oh]] here), defeating not only the Emperor (because of his refusal to unplug Guilliman) but also Tzeentch of all things. &amp;lt;s&amp;gt;He has recently been turned silver&amp;lt;/s&amp;gt; by Tzeentch while playing a children&#039;s card game (again) and winning over Magnus the Red’s soul. &lt;br /&gt;
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As of Episode 27, GLORIOUS GOLDEN ARMOR RESTS UPON HIS BREAST ONCE AGAIN, albeit with a bit of silver. In episode 25, the duo arrived on Nocturne and went to &#039;borrow&#039; the Engine of Woes. At this point, Magnus accidentally kills Vulkan with the engine, which releases Corvus Corax, who was in there the whole time. The Salamanders and Corvus quickly became hostile to Magnus, however, so he teleported himself and Kitten away. He later gets lost in the warp, encounters Crotalids, and plays COD with Apollo Diomedes and Indrick Boreale. &lt;br /&gt;
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He&#039;s now on Mars in order to find and retrieve the Proteus Protocol, a mythical technology that can supposedly bring back Big E, with a retinue of Custodes (including the most FABULOUS dreadnaught in the entire Imperium). Sadly did not appear in Special 6, when the gang played &amp;lt;s&amp;gt;Warhammer Fantasy Roleplay&amp;lt;/s&amp;gt; D&amp;amp;D. He and his Custodes henchmen defeat the Fabricator-General in a song-battle and learn the location of the Proteus Protocol in Ep. 28, before his underlings finally accept him and let him know that being cuddly and kindhearted is exactly what the Custodes and the Imperium need in the 42nd millennium (after all, the Imperium has enough warriors. What it really needs is a DADDY).&lt;br /&gt;
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Sadly, in Episode 30 he has fallen in battle against Cawl and his Skitarii forces, and thanks to FUCKING GW, he will never rise again (he would have risen with the Proteus protocol if episode 31 ever happened)&lt;br /&gt;
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**Is most likely &#039;&#039;not&#039;&#039; Constantin Valdor or Trajann Valoris, given the latter didn&#039;t exist when the series was first made and the former&#039;s fate is unknown in the canon. The entire point of the running gag regarding his name is likely to distance himself from any of the canon Captain-Generals. However, it is worth noting that the armor he starts wearing as of EP27 is directly based on Valoris&#039; miniature, though with silver parts thanks to Tzeentch&#039;s sorcery, and with the feather on his armor replaced with one of Magnus&#039; instead.&lt;br /&gt;
**Episode 28 puts the matter to rest: He is NOT Constantin Valdor or Trajann Valoris. However, according to official GW canon, a Centurion named Longinus was the one who took St. Alicia Dominica and her bodyguards into the Sanctum Imperialis during the Age of Apostasy- something Kitten also did in Ep. 3 or of the same name. It stands to reason that Kitten is Longinus, then.&lt;br /&gt;
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*&#039;&#039;&#039;[[Magnus the Red]]&#039;&#039;&#039;: The closest thing to a sane person besides the Captain-General (who plays the straight man depending on the situation), and occasionally plays &amp;quot;devil&#039;s advocate&amp;quot; as a result. He was retrieved from wherever within the Warp by the sheer plot-armor-powered efforts of [[Cato Sicarius]] and then brought to the Golden Throne, followed by the Emperor bullying [[Tzeentch]] in order to steal back Magnus&#039; soul. &lt;br /&gt;
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Touched, he somehow managed to forgive the Emperor (sort of) and decided to help the Emps with his plan to fix the Imperium, but Emps being a jerk to him is starting to test his patience. The shiny new bike he was given helped with their reconciliation... buuuut, Emprah being Emprah, it didn&#039;t take long enough to start insulting and mocking Magnus back and forth constantly. (Nice Dad skills, really). He may not be actively working for Chaos anymore, but he also quickly runs out of patience with his father and is attempting to fix the Imperium without his help, partly because he has serious doubts about his current sanity (which is kind of justified), and partly just to spite him. &lt;br /&gt;
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Fortunately, as a Primarch and a particularly knowledgeable one at that, Magnus can probably get it done just fine on his own. Magnus turns into a [[neckbeard]]ed daemon cyclops [http://wh40k.lexicanum.com/mediawiki/images/9/9a/MagnusEpic.jpg that is a bit reminiscent of his] old [[Epic]] model, whenever he enters [[rage]] mode - usually prompted by any mention of [[furries|Space Wolves]], causing him to flashback to the Burning of [[Prospero]]. He&#039;s currently undertaking some obscure schemes with the unwitting aid of the Captain-General Kitten, including the attempted assassination of the [[High Lords of Terra]] and &amp;quot;borrowing&amp;quot; the Engine of Woes from Nocturne. &lt;br /&gt;
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While playing with an ouija board on board a ship with Kitten, Tzeentch arrives to &amp;quot;reclaim&amp;quot; custody of him from his &amp;quot;abusive&amp;quot; father and morphs him back into his Daemon Prince form. It took Kitten playing a child&#039;s card game (again) with Tzeentch to keep Magnus out of his clutches. On the other hand, Magnus is stuck in his Daemon Prince form while Kitten theoretically owns his soul (much to his embarrassment and dismay). In episode 25, the &amp;lt;s&amp;gt;couple&amp;lt;/s&amp;gt;&#039;&#039;&#039;Partners*&#039;&#039;&#039; arrived on Nocturne and went to &#039;borrow&#039; the Engine of Woes. Magnus decides to sneak into the base instead of using his OP invisibility though after a bit of poking at Kitten (it involves Tau, guaranteed to piss him off) then decides to go yell in a North England accent at a guard.&lt;br /&gt;
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The Engine of Woes, a green hatchback car (&amp;lt;s&amp;gt;the infamous Fiat Multipla&amp;lt;/s&amp;gt; a Smart Fortwo) then released Corvus Corvax after Magnus killed Vulkan for hugging him, prompting the entire chapter of the Salamanders to pop up and become very hostile with Magnus (which basically equates to &#039;&#039;purposefully&#039;&#039; hugging you so hard your spine snaps, instead of accidentally doing so). Corax isn&#039;t happy either, as he was released from his super dark hole after thousands of years, which forces Magnus to teleport himself and Kitten away. &lt;br /&gt;
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Vulkan suddenly super healed himself again and wants to hunt/hug Magnus. Later, when Kitten chooses his &amp;lt;s&amp;gt;army list&amp;lt;/s&amp;gt; delegation for the trip to Mars, Magnus seems to embrace his inner neckbeard in a different way. After Kitten went on his trip, he met the Emperor to inform him about their return, and as predicted earlier, he was bombarded with chicken jokes instantly. Surprisingly enough, Dorn was the one who complimented him on his new visage. Dawwww... [[Extra Heresy|Magnus controversially thinks Taco Tuesdays should be held on Fridays While still being called Taco Tuesdays.]] &lt;br /&gt;
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Currently perusing the Black Library for any mention of Cypher. &amp;lt;s&amp;gt;This means we’ll probably see him next around episode 50 as he’ll inevitably get sidetracked and read every book in the Black Library in his incessant thirst for knowledge.&amp;lt;/s&amp;gt; Nevermind, [[Cegorach]] showed up to stop them from doing anything and instead challenged Magnus to a comedy battle in front of a Harlequin Troupe. This went about as well as one would expect, with Magnus&#039; dry, cynical sense of &#039;humor&#039; being beaten out by Cegorach&#039;s somehow even more horrid sense of &#039;humor&#039; involving copious amounts of dead memes that would probably result in Cegorach&#039;s immediate strike from a banhammer would he be on /tg/. Magnus nearly commits unintentional suicide though due to using way too much self-deprecative humor, as such comedy causes people&#039;s souls to die and wither away and since Magnus is a Warp projection this nearly kills him, like dead dead. But Cegorach calls the battle a draw after some convincing and deal-making with the Fabulous Custode and sends him to help [[Eldrad]] awaken [[Ynnead]] instead...&lt;br /&gt;
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*&#039;&#039;&#039;Mini-Magnus&#039;&#039;&#039;* Upon sending Captain-General Kitten on his way to Mars, Magnus plucks off a tuft of his daemonic wings and places them on Kitten&#039;s Captain-General armor. By focusing on the feathers and saying &amp;quot;Mini-Magnus! Come forth!&amp;quot; it summons a miniscule version of Magnus with a nasally voice and simple personality defined by drawing out words and replying in simple phrases. This Mini-Magnus will pop forth announcing &amp;quot;It meeeeeeeeeeee&amp;quot;. Mini-Magnus acts friendly towards Kitten and is supposedly incapable of lying as Kitten probes him for information regarding the Proteus Protocol and Magnus&#039; true intentions with Mini-Magnus revealing that if Magnus is lying than he shall &amp;quot;Shed my skin, innards, and bone to become a curse upon big-Magnus perennially.&amp;quot; proving that though he is a part of Magnus, he is entirely willing to curse Magnus.&lt;br /&gt;
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**Magnus is quite fond of tabletop games and created a decent character, Magnar Buckethead, for an upcoming game with the rest of the delegation, spending a week writing his backstory. But since only he and the Grand Provost Marshal read the rules, he had to be GM. Then he used Buckethead as a starting NPC that gave a first quest for the characters of his comrades, only to get brutally killed afterwards due to horrible decisions and even worse rolls. &lt;br /&gt;
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Seeing his character [[your_dudes|on whos creation he spent so much effort]] getting [[Khorne|Bled]], [[Tzeentch|Backstabbed]], [[Nurgle|Being thrown shit at (literally)]] and [[Slaanesh|Mutilated]] naturally enraged him. Compounded with all the rest of the rail-breaking the party committed on his eloquently-crafted plot, he spent the rest of the campaign he trying to get other characters killed in various ways and failing.&lt;br /&gt;
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*&amp;lt;s&amp;gt;&#039;&#039;&#039;[[Rogal Dorn]]&#039;&#039;&#039;&amp;lt;/s&amp;gt; &#039;&#039;&#039;Lord Ador(n)able:&#039;&#039;&#039; Primarch of the [[Imperial Fists]]. Is revealed as the Emperor&#039;s personal Centurion, with whom he had nightly cuddling sessions prior to his reveal. He came out of hiding after Kitten brought up the topic of discussing the [[Space Wolves]], where he vehemently suggested not to discuss the Wolves to prevent Magnus from spazzing out. His extreme bluntness is shown to be less because he is an asshole and more because he is extremely oblivious and literal-minded and his stubbornness, a trait ingrained also in his legion, grants him such a closed-minded view and lack of understanding of social situations that he almost always fails to read sub-texts or commonly understood jokes/innuendos. &lt;br /&gt;
&lt;br /&gt;
Then again, given at one point he drops his stoic facade to chuckle at the Emperor being hypocritical about skeleton worship (while claiming his favorite humor is actually the analysis of reality, e.g. &amp;quot;Slapping your hands together to make noise is a strange way of expressing praise&amp;quot;), he could just be trolling everyone by acting the laconic fool in response to &amp;quot;fool-proof&amp;quot; metaphors. Additionally, in episode 24 it is greatly implied he is fully aware of everything going on, including the Emperor&#039;s plans, implying he has some form of &amp;quot;super-sanity&amp;quot;. Or maybe it&#039;s due to using a fucking chainsword to scratch his head. &lt;br /&gt;
&lt;br /&gt;
Regardless, there is a decent chance that Dorn in TTS was written to be somewhere on the Autism Spectrum.&lt;br /&gt;
&lt;br /&gt;
Before his disappearance, he used to consult his &amp;quot;magic pain glove&amp;quot; until his hand fell off. Despite his eccentricities and his probable inability to understand sarcasm, he can still make surprisingly lucid observations such as that the End Times are coming and that not even the Chaos Gods will survive the inevitable heat death of the entire universe. He even manages to, perhaps unwittingly, [https://youtu.be/ihskUz0obzY?t=390 deliver one of the sickest burns yet on the Emperor], leaving him speechless. &lt;br /&gt;
&lt;br /&gt;
Actually, nearly every line he spouts is full of unintentional hilarity. Is fully capable of &amp;quot;The Laughter&amp;quot;. Also believes fully that the &amp;quot;Taco Tuesday&amp;quot; is the true path, and disbelieves that &amp;quot;Taco Friday&amp;quot; is a thing, accusing his father of being a liar for implementing such a belief, making Rogal start the &amp;quot;[http://www.bolterandchainsword.com/heresy/thedornianheresy.pdf Dornian Heresy]&amp;quot;, end of the taco Friday, and possibly the end of Emps---{{BLAM}} Very protective of Boy, to the point of actually becoming emotional at the prospect of him being traumatized, and also willing to risk a fortified window or two in order to chuck the Pillar-stodes from them should they keep threatening the child.&lt;br /&gt;
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As of Episode 12, most major characters &amp;quot;bend&amp;quot; while they are moving, as opposed to them just moving statically like in earlier episodes. Dorn is the only major character who does not do this. Makes sense, knowing the guy.&lt;br /&gt;
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*&#039;&#039;&#039;Boy&#039;&#039;&#039;: A young serf boy who operates the voxcaster during the Emperor&#039;s podcasts and sort of tagalong kid and resident punching bag. He has another name, but because he was too slow in saying it, The Emperor decreed that his name is &amp;quot;Boy&amp;quot;. Originally incredibly meek and timid due to serving Big E himself, he has recurrent bouts of hyperventilation and anxiety, he later starts to grow a spine and become more self-confident while also becoming physically stronger due the need of walking from his hab-block to the Inner Sanctum while skipping through the throngs of pilgrims at the Palace, avoiding deadly booby-traps and scaling the stairs to the Throneroom. &lt;br /&gt;
&lt;br /&gt;
Apart from operating the vox caster and often times being an unfortunate butt monkey, his other role is representing the knowledge of the average Imperial citizen, which is unsurprisingly abysmal due the lack of education (or in the case of some people, the need to make up for comprehensive education). Has become more intelligent due to Dorn (who had quickly grown fond of him) tutoring him to the point of summarizing the Black Templars in their entirety based on vague information and pointing out chapter flaws AND possibly [[Chapter Master (game)|immense numbers of Chaplains and Apothecaries of which even the High-Marshal apparently was not aware off]], [[Administratum|nor the Emperor &amp;amp; company noticed]]. Is friends with Billy, and in the process of bonding with Magnus the Red of all people due being similarly one-eyed and capable to see horrific warp phenomena (though he has since had a cybernetic replacement installed in the socket). &lt;br /&gt;
&lt;br /&gt;
Additionally, he wishes to be an Astartes, and due to the fact that there&#039;s a Chapter of them who keeps their Star-Fortress Monastery parked in orbit most of the time with their [[Rogal Dorn|Primarch]] being basically his adoptive father, it isn&#039;t that far fetched. He managed to get the only surviving [[Warhammer_40,000/Tactics/Talons_of_the_Emperor_(30k)#HQ|Tribune]] to dawww at his child-like wonder, and told the Shield-Captain to [[Imperial Guard|&amp;quot;Eat the death-porridge, sir!&amp;quot;]] &lt;br /&gt;
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Also he kicked and beat his Overseer to death for being demeaning to him and threatening to murder his entire family and all his associates; because said Overseer simply couldn&#039;t imagine a mere novice would be allowed in the Emperor&#039;s presence and believed he was outrageously lying and blaspheming. In the process though, he had his eardrums blown out by the Overseer&#039;s Ass-Hailer security guard (and here too got cybernetic replacements afterwards). It appears he lived in a district close to an outpost of the [[Skaven|&amp;quot;underground rattie imperigum&amp;quot;]], hinting the Great Horned Rat and the Skaven may have truly managed to invade the 40k reality, probably thanks to the use of transdimensional Gnawholes gone awry. He (and presumably his family) now live in the Sanctum.&lt;br /&gt;
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He quickly became a mascot for the populace of the Empire as a whole and as of Episode 29 has officially become a character in the primary series. He is last seen feeling unimaginable agony in his remaining eye after the sheer degeneracy of [[Asdrubael_Vect|Asdrubael Vect fucking with the Star-Fyodperor so hard it renders the]] anti-Commoragh glasses worthless.&lt;br /&gt;
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===Imperials (So sorta good guys)===&lt;br /&gt;
[[Image:Pillar-Stodes.png|thumb|right|From right to left: Wamuudes, Custodisi, and Karstodes.]]&lt;br /&gt;
*&#039;&#039;&#039;The Pillar-stodes (Wamuudes, Custodisi, and Karstodes)&#039;&#039;&#039;: &amp;lt;!--Maybe split this into small subsections for each character so at bare minimum it&#039;s not an unwieldly block of text--&amp;gt;Some of the Emperor&#039;s personal companions from the Great Crusade days, and the current Tribunes of the Adeptus Custodes. As far as the main TTS-Reaction thread&#039;s concerned, their real names are Karius Dolman, Disistan Flavius, and Whamusus Balik. After his interment into the Golden Throne, the rest of the Custodes have shed their armor as a sign of mourning. (though Whammuudes has other reasons involving the emperor&#039;s...[https://www.youtube.com/watch?v=aT2y2tvmeA0 undesirables]) &lt;br /&gt;
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This, however, has also caused them to become fabulous hedonists, which greatly disturbs the Emperor. Not only do they somehow not take it to a Slaaneshi-tier extreme, they actually despise Slaaneshi daemons the most, much to the Emperor&#039;s confusion. They also have no respect for their Captain General and don&#039;t even seem to remember that he&#039;s their superior, actually [[Just As Planned|taking away his job as the emperor&#039;s caretaker by doing something for him]]. They constantly slip innuendos into their conversations, much to the discomfort of everyone involved, except for Rogal (who is too literal-minded to notice). &lt;br /&gt;
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A running gag with them is that whenever the Pillarstodes come into a scene, they would dynamically jump in from nowhere with their own [https://www.youtube.com/watch?v=_gEzmL1DXr8 personal theme song], and also make obscure Jojo references at times. The three Pillarstodes&#039; appearances are based on the Pillar Men from [[JoJo&#039;s Bizarre Adventure]]: Battle Tendency; a group of fabulously well-built, half-naked Aztec vampire demigods seeking immortality. They do have discernible personalities, though;&lt;br /&gt;
**Karstodes is a spotlight-hogger who is desperate for the Emperor&#039;s attention, which makes him act like a yes-man and threaten anyone who dares even hint at disagreeing with Big.E with violence.&lt;br /&gt;
**Waamudes is the one making all the innuendoes, double-entendres and sees lewdness in all things. He&#039;s so good at oiling and greasing his fabulous body he&#039;s transcended friction (for the most part).&lt;br /&gt;
**Custodisi is at first sight the most sane of the three, having no qualms with plainly telling the Emperor he doesn&#039;t know something, or even daring voice dissent. Turns out he&#039;s... unhealthily... obsessed with Primarchs, however.&lt;br /&gt;
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Two (Custodisi and Wamuudes) wind up encountering Cegorach in front of the Black Library. They manage to gain entrance and retrieve a surprising amount of literature on the White Scars, but are traumatized by the Laughing God &amp;amp; are mentally exhausted from sifting through so much knowledge. Apparently, Cegorach was quite scary, as they are terrified after hearing his &amp;quot;[BAZINGA]&amp;quot; cue; although it may simply be a reference to that one time when two Harlequins managed to enter the Imperial Palace and slaughtered a shit load of Custodes while claiming to have come in peace and simply want to deliver a message to the Emperor (and the best is that [[Heresy|one of them was saved by the Inquisition]] [[Extra Heresy|in the name of inter-species friendship]], in spite of the Captain-General being hell-bent on killing both), so it is actually no surprise at all that some Custodes have got massive traumas.&lt;br /&gt;
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Recently, after the trip to the Black Library, Custodisi and Wamuudes have been semi-corrupted and began spouting Khornate speech and wishing to genocide the normies in the anger intervention against Helbrecht, high marshal of the [[Black Templars]]. (Actually, back in 2nd edition where you could play &amp;lt;s&amp;gt;Chaos&amp;lt;/s&amp;gt;{{BLAM|&#039;&#039;&#039;REDACTED&#039;&#039;&#039;}} bands in an RPG fashion style, there was a tiny possibility for your lord of Choas to be a Custodes! So, &amp;lt;s&amp;gt;Chaos&amp;lt;/s&amp;gt;{{BLAM|&#039;&#039;&#039;REDACTED&#039;&#039;&#039;}} Custodes are (were) canon... and compared to modern Geedubs, this show relies quite a lot on old [[fluff]]). Recently, Custodisi has been theorized to have been Horus’d by Emps after he mentioned the sheer concept of “wincest” within metaphysical earshot of &#039;&#039;&#039;YA BOI&#039;&#039;&#039;. &lt;br /&gt;
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He later appeared in the 6th special, apparently having been transported to the WARHAMMER Fantasy world, where he encountered the main cast playing at game of Fantasy Roleplay and killed a bunch of their characters. Interestingly, Custodisi lost an arm in this fight, just as ACDC/Elsidisi, the character he&#039;s based on, lost an arm fighting Joseph in Battle tendency. Custodisi has since &amp;quot;returned from hell&amp;quot; with a few trophies, a prosthetic arm, and a more humble attitude. Due to his good luck at being voiced by the series creator, Wamuudes leads the voxcasts, as well as having a set of vox logs of his own.&lt;br /&gt;
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Meanwhile, whilst Custodisi and Waamudes had their heretical swings, Karstodes seems to have been on a path to improvement which culminated in ep. 28 when he recognized how unfair he had been to the captain general and resigned as caretaker. The Emperor was genuinely surprised and impressed by the Custodian&#039;s sudden insight, and praised Karstodes for having reached that conclusion of his own volition. Envigorated, Karstodes pledged to the Emperor to continue on his path of self improvement. He has a love-hate relationship with Boy, as Karstodes childishly competes for the Emperor&#039;s attention every second he is on screen. &lt;br /&gt;
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This becomes even more intense when it&#039;s revealed that although frequently mocking Boy for his ignorance, Karstodes cannot read.&lt;br /&gt;
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*&#039;&#039;&#039;Diavolodes&#039;&#039;&#039;: Another crazy Jojo-Custodes (this one is based on Diavolo from part 5), he appeared out of the blue and asked Kitten and Magnus if they knew who he was, and was content to hear that they didn&#039;t. Once alone, he started to laugh maniacally, declaring that soon the new Emperor would be him, Diavodes! Also [[Alpha Legion|may or may not]] be [[Alpharius|a familiar face]] in disguise. He appears about 11 minutes into episode 22, and may have tagged along with Kitten&#039;s Mars expedition under the name Lrak (Nude-stodes figure appears during the pan out before Magnus sends them to Mars saying something about &amp;quot;Wanting to play among the Dunes&amp;quot;). Has a strange obsession with piss. &lt;br /&gt;
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*&#039;&#039;&#039;Mars Delegation&#039;&#039;&#039;: As part of the Captain General&#039;s mission to secure some choice intel from the Fabricator-General, he decided to grab a few particular allies from the various shield hosts.&lt;br /&gt;
**&#039;&#039;&#039;Hammurabi Unferth&#039;&#039;&#039;: Shield Captain from the Emissaries Imperiatus. Apparently, the entire host is skilled in being passive-aggressive with the guilt trip, and he&#039;s the best at it. During the mars trip he is shown to be also pretty good at direct intimidation when needed and that he is a staunch supporter of kitten.&lt;br /&gt;
**&#039;&#039;&#039;Lockwarden of the Shadowkeepers&#039;&#039;&#039;: The Shadowkeepers are the shield host specialized in guarding the vaults of Terra and the abominations within, one of which is an archaeotech monstrosity formed from a Singing Billy Bass. The Lockwarden seems to end all his sentences with shades emotes and has a...peculiar manner of speech. &amp;lt;s&amp;gt;He seems to have helped Kitten deal with his break up with Shado&amp;lt;/s&amp;gt;&#039;&#039;&#039;NOT FUCKING CANON&#039;&#039;&#039; &amp;lt;s&amp;gt;and still gives him advice on the ma&amp;lt;/s&amp;gt;&#039;&#039;&#039;NO NO NO&#039;&#039;&#039;. Love is a strange thing, dude B)&lt;br /&gt;
**&#039;&#039;&#039;Santodes&#039;&#039;&#039;: Yep, you guessed it, a fourth Pillar-stodes, referencing Santana from JoJo, and voiced by none other than Curtis &amp;quot;&#039;&#039;&#039;Takahata101&#039;&#039;&#039;&amp;quot; Arnott himself. Santodes is a FULLY CLOTHED blue Contemptor-Achillus Dreadnought with a fabulous head of golden hair and a fascination for his frame that&#039;s on tier with his living counterparts. Santodes had previously been identified as the Custodes who threw himself in front of the Emperor (stripped down to his loin-cloth, no less) to try to upstage Ollanius Pius&#039; sacrifice. He was put up to it by none other than Kitten, who has sheer passive-aggressiveness dripping off of him every moment Santodes is on screen. Hes also very seductive to Skitarii who find him very attractive (being 99.9% machine of the highest quality) &lt;br /&gt;
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[[Image:High Lords Text.jpg|thumb|right]]&lt;br /&gt;
*&#039;&#039;&#039;The [[High Lords of Terra]]&#039;&#039;&#039;: The people responsible for running the Imperium itself. Despite this the majority of the High Lords never really discuss or do anything to the betterment of the Imperium and just act senile, usually discussing about subjects relating to defecation and its products, and once even planning to outlaw breathing for everyone but them. For this reason, Magnus wants them all dead and handle governing the Imperium directly, but Kitten may have succeeded in convincing them not to fuck over the Imperium so much. &lt;br /&gt;
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Apparently, the High Lords are commonly recruited from the Old Folks&#039; planet, a retirement home so terrible that the High Lords have banned ever saying its name. There are currently 5 (technically 7 if you count the Head Scribe and Fyodor) High Lords featured, aside from the Captain-General. The High Lords are currently enjoying their time off/wallowing in misery thanks to the fact that the Emperor has pretty much made them obsolete, especially after he made making new laws illegal.&lt;br /&gt;
[[Image:High Lords 2.jpg|thumb|right]]&lt;br /&gt;
:*&#039;&#039;&#039;[[Ecclesiarchy|&amp;lt;s&amp;gt;Ecclesiarch&amp;lt;/s&amp;gt; Mancclesiarch]] Decius XXIII&#039;&#039;&#039;: The only non-senile High Lord (so far, there&#039;s still more we haven&#039;t seen) aside from the Captain-General, who legitimately takes his post seriously, even standing up to Fyodor and forbidding him to shed a single drop of blood from Terra&#039;s population ([[rules lawyer|which Fyodor circumvented by using incendiary weaponry]]). &lt;br /&gt;
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For not screwing up the Emperor&#039;s plan, not being an overzealous bag of insanity, and rushing to try to save the Emperor when Fyodor stormed Terra&#039;s Palace he is allowed to stay leader of the Ecclesiarchy, even as the Emps is disbanding it/just changing every mention of &#039;&#039;&#039;God&#039;&#039;&#039;-Emperor to &#039;&#039;&#039;Man&#039;&#039;&#039;-Emperor, due to the fact that he and those who obeyed Emprah now are in charge of reforming the Imperium from the craphole it has sunk in. [[Space Marines|Loyalty to the man rather than the word]] finally paid off. &lt;br /&gt;
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Just about everyone mocks him for his hat, which gets limp or...stiff depending on his emotional state, leading to his nickname of Pope Shafthat XXIII [https://www.youtube.com/watch?v=Pq-6aj9sNvo He proved that despite the crap others give him, he can make some pretty rousing speeches on the fly].  The Emperor is honestly pleased that Decius is genuinely loyal. When told by the Emperor that Emps is not a god, Decius is disappointed, but does not hesitate to accept it because his loyalty is strong enough that if the Emperor says he is not a god, then he is not a god.  &lt;br /&gt;
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He also was ready to do his best to disband the Ministorum despite knowing what the priesthood would do to him for such &amp;quot;heresy&amp;quot; because the Emperor said to.  Ultimately, his genuine loyalty is heavily rewarded by the Emperor. It probably also helps that the Emperor doesn&#039;t force Decius or the Ecclesiarchy to stop worshipping him altogether, just as a God, instead allowing them to worship him as [[Humanity Fuck Yeah|the pinnacle of humanity and what everyone should aspire to]]. After all, he may not be a god, be he&#039;s still fucking awesome.&lt;br /&gt;
:*&#039;&#039;&#039;Fabricator-General of Mars&#039;&#039;&#039;: The head of the Adeptus Mechanicus. Is so old that his voice stutters every time he speaks like a broken version of Stephen Hawking in addition to always speaking in little tunes. Constantly does nothing but insult his fellow High Lords for being made of flesh and recommend they swap out their fleshy bits for mechanical augmentations. According to other Magos, the Fabricator-General is also a massive junkie (literally as well as figuratively; his true form fills a room) and party animal and at the end of Episode 28, after being confronted by Dark Angels looking for Cypher, Asmodai &amp;lt;s&amp;gt;made him repent&amp;lt;/s&amp;gt; MURDERED HIM VIOLENTLY. &lt;br /&gt;
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He has recently been revealed to be utilizing the Proteus Protocol to survive repeated explosions and orders Cawl to liquidate the Custodes questing to retrieve the protocol. Gets hit very hard on the head by a Dark Angel Crozius Arcanum after suspected of knowing about the Fallen. &lt;br /&gt;
:*&#039;&#039;&#039;Grand Provost Marshal&#039;&#039;&#039;: Head of the Adeptus Arbites, who does nothing but propose to make everything illegal. [[Judge Dredd|HE IS THE LAW]]... at least until The Emperor declares the act of making new laws to be illegal, something which utterly devastates him. This makes him surprisingly adept at tabletop roleplaying games as he read the rules and understood them even better than Magnus did.&lt;br /&gt;
:*&#039;&#039;&#039;Master of the Administratum&#039;&#039;&#039;: The head of the Imperial bureaucracy. A bit less inept than the rest of the High Lords, he acts like your everyday senile grandfather.&lt;br /&gt;
:*&#039;&#039;&#039;Commander Militant of the Imperial Guard&#039;&#039;&#039;: The leader of the Imperial Guard. Doesn&#039;t do much, apart from comparing war to the good ol&#039; days. Aware enough to know that the removal of minor luxuries (laxatives, breathing) may have detrimental effects on the Imperial Guard. [https://www.youtube.com/watch?v=fUrhqCkYwps Lays a sicknasty dilarius biznasty beat.][https://www.youtube.com/watch?v=Wo5ro1nWsPU And has the bling to match.]&lt;br /&gt;
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----&lt;br /&gt;
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===The Ultrasmurfs===&lt;br /&gt;
Very obnoxious and accompanied by the Ultramarine Chant from Chaos Gate. They apparently cannot be defeated due to their literal use of the &amp;quot;holy Codex&amp;quot; from their &amp;quot;Spiritual Liege.&amp;quot; Managing to do nigh impossible feats. While the Emperor is not amused with them at all, he tolerates their OP plot armor to do impossible tasks for him such as retrieving Magnus from the Eye of Terror (with their Gellar Field turned &#039;&#039;off&#039;&#039;, of all things) with minimal casualties, finding and sneaking the rest of Vulkan&#039;s artifacts onto Nocturne, and (currently) outdancing the best Harlequin dancers in the Webway while searching for Jaghatai Khan. Other impossible tasks in the past include using a giant Necron Pylon as a melee weapon, outfighting a Transcendent C&#039;tan shard and killing a Phantom Titan by punching it in the foot.&lt;br /&gt;
*&#039;&#039;&#039;[[Marneus Calgar]]&#039;&#039;&#039;: Chapter Master of the Ultramarines. He&#039;s currently depressed and frustrated at the state of the Ultramarines where they basically win everything (due to their plot armor) as well as their strict adherence to the Codex Astartes to the point that it&#039;s no longer fun, nor satisfying, to win anymore. Due to this, his mood is eternally grumpy, only made worse by Sicarius&#039; constant gloating. He actually seems to care deeply for the men under his command as he gets extremely pissed off when Sicarius put his marines at unnecessary risk to achieve another victory to inflate his reputation, so one could assume Sicarius is the exception. He also appears in a flashback during the second [[Tyranid]] war in Ultramar, where he did battle with the Swarmlord. [https://youtu.be/cB79pnU2f2I?t=5m30s While he put up a valiant fight, he found that they were equally matched, and thus, declared it a draw.] (also, that whole gag is a clear reference to a Monty Python movie about King Arthur, just search up “Monty Python black knight scene”) Blatant hints point towards a deal he made with [[Matt Ward|something]] to give his Chapter more victories (hinted to have begun during the Second Tyrannic War), which he deeply regrets. Best buds with [[Ciaphas Cain]]&lt;br /&gt;
*&#039;&#039;&#039;[[Illiyan Nastase]]&#039;&#039;&#039;: Chief Astropath of the Ultramarines. He received a brief mention during Episode 25, when he delivered a message to the Ultramarines Chapter Master, but did not receive any screentime. Marneus Calgar is deeply resentful of Illiyan&#039;s existence, and very adamantly insists on pushing him out of the spotlight and removing all mentions of the half-Eldar&#039;s existence. Because yes, Half-eldar serving the Ultramarines are canon. (Seriously, why does everyone forget Nastase was never a marine to begin with?) &lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;s&amp;gt;[[Cato Sicarius]]&amp;lt;/s&amp;gt; Cunto Shitarius&#039;&#039;&#039;: Current Captain of the Ultramarines 2nd company. Rather than an exaggeration of the canon Cato (who is a perfectly normal, bland Ultramarine) he&#039;s the physical embodiment of /tg/&#039;s hatred of [[Matt Ward]]: a massive glory hound layered in plot armor, turned up to eleven, where he only cares for his advancement in the ranks of the Ultramarines and not much else. He apparently undertook the mission to capture Magnus the Red. Alone. Without his gellar field turned on, and his survival at such mission greatly pissed off Calgar to no ends (and someone on Spacebattles wrote a thread where he even pisses off Guilliman), who was hoping he would die. He is also very verbal about his intention to take the position of Chapter Master, which &#039;&#039;greatly&#039;&#039; upsets, or rather, very pisses off, Calgar (as Cato&#039;s dialogues largely implies that he&#039;s better than him and wishes for his death), to the point where he threatens to perform an [[Imperial Fists|&amp;quot;Imperial Fisting&amp;quot;]] upon Sicarius with his Gauntlets if he continues such thoughts. He also has a very egotistical, effeminate voice that can only be described as &amp;quot;the incredibly sanctimonious love child of tinnitus and a jackhammer&amp;quot;, and he always refers to himself in the third person. [https://youtu.be/bM8YGsAmeqE?t=1m56s It&#039;s goddamn hilarious.]&lt;br /&gt;
*&#039;&#039;&#039;[[Uriel Ventris]]&#039;&#039;&#039;: Current Captain of the Ultramarines 4th company. He doesn&#039;t have a lot of development yet, but appears as a close friend of Calgar and is the only one who&#039;s noticed the Ultramarines&#039; theme of somehow always completing utterly suicidal missions. He comes to realize that some unknown force is tampering with space and time to rewrite history,([https://youtu.be/eG82ruvH0jc?t=120 Probably has to do with an &#039;&#039;itsy bitsy little&#039;&#039; &#039;&#039;&#039;SHARD&#039;&#039;&#039;]) covering up the Ultramarines past failures and playing up their successes to impossible levels, and starts to suspect that Calgar knows more about this than he&#039;s letting on. He also loves to talk about the unique green trim in his armor. He ALSO hates Cunto Shitarius. Who doesn&#039;t?&lt;br /&gt;
*&#039;&#039;&#039;[[Roboute Guilliman]]&#039;&#039;&#039;: The Emperor has regularly made a point of ordering the Custodes Captain-General to have him taken off life-support. Currently, the only reason he&#039;s still on it is Kitten winning an epic duel in a [[Yu-Gi-Oh|children&#039;s card game]] against the Emperor. The result of his actions and the Codex Astartes horrifies his father. Going by the previous canon of Guilliman perhaps actually regenerating from the wounds that supposedly killed him, the Empra likely wants the time stasis field deactivated so he can finally get off his fucking ass. Though if we&#039;re going by official canon, it seems that the Emprah&#039;s intervention is no longer necessary. Amusingly, canon Guilliman&#039;s reaction to the Imperium upon being woken up isn&#039;t ostensibly that different to TTSD Emperor&#039;s (minus the swearing, bullying, and psychic temper tantrums). This is also supported in [https://www.youtube.com/watch?v=b-Qt3SXfYf8 recent TTS-related content, when he was interrogated by Cyberdong the Techpriest].&lt;br /&gt;
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===Team Friendly Crusade of Friendly Friendship===&lt;br /&gt;
*&#039;&#039;&#039;[[Ferrus Manus]]:&#039;&#039;&#039; Primarch of the [[Iron Hands]]. Due to him being dead, he only appears as a ghost. Strangely, only Vulkan and Corax are able to see and hear him, leading other people like Magnus to think that his brothers have gone insane (probably because they were at Isstvan V and watched him die). He does nothing but tells Vulkan and Corax that they [[Adeptus Mechanicus|(and flesh)]] are weak. As for the latter &amp;quot;-is weak&amp;quot; statement, Vulkan bonks Brain-ghost Ferrus on the head saying &amp;quot;the real Ferrus Manus would say the opposite, ya&#039; dumb ghostface idiot&amp;quot; which raises some questions about if it really is Ferrus&#039; ghost. Only his head is visible, leading to Vulkan calling him a skull-ghost, a &amp;quot;Skost&amp;quot; if you will.&lt;br /&gt;
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====Salamanders==== &lt;br /&gt;
The Salamanders are a bunch of pyromaniacs in Cataphractii Terminator armor, infamous for their obsession with fire. They appear to be severely deaf, and are at least prone to talking in very loud voices, not hearing Kitten freak out next to them or the Ultramarines sneak the artifacts past them while their infamous theme song was blaring, and later not hearing a trapped Corax called out for help. They also seem to be oblivious to their Primarch&#039;s perpetual abilities, given that they&#039;re utterly shocked whenever Vulkan dies and resurrects again, despite personally witnessing it happen at least 6 times already, so far. The Emperor wonders if the Salamanders&#039; pyromania had to do with his act of keeping their gene-seeds closer to the candle for warmth when he was creating them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Vulkan]]:&#039;&#039;&#039; Primarch of the [[Salamanders]]. After the Ultramarines found the remaining artifacts of Vulkan in secret for the Salamanders, Vulkan returned to the chapter, where his return was greeted with great adulation (VUVUZELAS). He is notably quite crazy, both haunted by the not-ghost with a not-face of Ferrus Manus. He speaks with a distinct South African/Jamaican accent and loves friendship, brotherhood, and cute animals (including Catachan Barking Toads, leading to some snoot-booping hilarity in the spin-offs). Died during his battle with the Beast, after pushing it into a reactor of WAAAGH energy, causing him to occasionally gain an Ork&#039;s eyes, violent vocabulary and speech patterns after his inevitable resurrection (which is hilarious when juxtaposed with his normally friendly speech). Dies again after Magnus unintentionally telepathically crushed him under The Engine of Woes, the trunk of which Vulkan had locked Corvus Corax in, then promptly got better within mere minutes. Has used the [[Grimdark|darkest corner of the universe]] as a place to relax for over 9000 years and work on his hobby, Battlemace 42,000,000. He is currently traveling with Corax &amp;amp; the Salamanders across the Imperium before returning to Terra to finish giving the spine-crushing hugs he wants to give to Magnus. Also, as of Ep.27, Magnus suspects Vulkan had his soul fused with a piece of the Ork gestalt consciousness, effectively making him a half-ork. Vulkan can apparently tap into said energies and channel it through his faith in the Emperor, and can also apparently communicate with animals via the power of friendship. As of Bro Trip 3, he has somehow vanished after making a shocking recovery from the symptoms of a virus bombing with his innate Orkiness.&lt;br /&gt;
*&#039;&#039;&#039;[[Vulkan He&#039;stan|He&#039;stan]]&#039;&#039;&#039;: Forgefather of the Salamanders. He is seen sleeping on an anvil on fire when Cato Sicarius delivered the remaining artifacts to the Salamanders, literally driving them through the wall of the fortress into the Forgefather&#039;s personal chambers. Thinking he found the artifacts in his sleep, he subsequently declares himself to be best forgefather (and doesn&#039;t know that Vulkan was actually hiding for 9000 years in a very dark corner on the same planet). He also has a very Girlish Scream.&lt;br /&gt;
*&#039;&#039;&#039;[[Tu&#039;Shan]]&#039;&#039;&#039;: Chapter Master of the Salamanders. Rocks a sweet set of dragon armor and has a very knightly manner of speech. Expect to hear the phrase &amp;quot;My Primach!&amp;quot; in some form a few times per appearance.&lt;br /&gt;
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====Raven Guard====&lt;br /&gt;
A bunch of emotional, apologetic emos in Corvus armor with Jump Packs and Lightning Claws.&lt;br /&gt;
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*&#039;&#039;&#039;[[Corvus Corax]]&#039;&#039;&#039;: Primarch of the [[Raven Guard]]. Apparently spent the past few millennia on [[Nocturne]], trapped in a 3rd millennium smart car referred to as the &amp;quot;Engine of Woes&amp;quot; while writing edgy poetry. Is accidentally freed by Magnus when he uses the Engine of Woes to fight off Vulkan. Currently accompanying the Salamanders on a trip to the Imperial Palace. His personality is, hilariously, one of an edgy teenage goth, with his self-hate and moodiness turned up to eleven. Wants to show the Emprah his edgy poetry. Magnus and Kitten freak out when he appears. Looks surprisingly like John Wick, or Samurai Jack during Season 5 with unwashed ammonia encrusted long hair. Willing to accept his own death rather than bring it upon his friends and allies. Is currently traveling the Imperium with Vulkan, where he constantly acts as the morose voice of reason to contrast Vulkan&#039;s joyful insanity. As of Bro-Trip 3, Corvus demonstrated immense disgust at learning of Joppal&#039;s excessively money-driven politics particularly when faced with the concept of the Indentured Squadrons. Forms an alliance with the Indentured leading them in a revolution against the planets&#039; greedy, malformed leaders.&lt;br /&gt;
*&#039;&#039;&#039;[[Kayvaan Shrike]]&#039;&#039;&#039;: Raven Guard Master of Shadows (AKA Chapter Master - &#039;&#039;&#039;because why not&#039;&#039;&#039;.). He seems to be fairly bipolar, going from jovial to depressed at the drop of a hat. Also makes bird noises. Vulkan noted he was also extremely polite and apologetic; often saying sorry for things that weren&#039;t even his fault or deflecting apologies to him for misfortune by saying he deserves it for being neglectful.&lt;br /&gt;
*&#039;&#039;&#039;Kadus&#039;&#039;&#039;: In lore, Kadus is one of the most esteemed Space Marines in the Raven Guard Chapter and is one of Chapter Master Kayvaan Shrike&#039;s closest personal friends, having served together with him alongside his other friend, Corus, since their time as initiates. In the series, he accompanies Shrike and acts as his more level headed counterpart.&lt;br /&gt;
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====Warhams Crew====&lt;br /&gt;
A side story of a side story about a small four-man team consisting of a [[psyker]] murderhobo, a [[Skitarii]] murderhobo, an incompetent [[Rogue Trader]], and an [[Acolyte|Inquisitorial Acolyte]] of the [[Ordo Xenos]] who is somehow the straight man of the group. They are the owners of the &#039;&#039;Debt Collector&#039;&#039;, an Imperial ship that has gone several cycles without proper maintenance. Their job is to go to planets as ambassadors, and they are often left with the weirdest places, like a [[ratling]] [[agri world]], a &amp;lt;s&amp;gt;(deserted(?)) [[Necron]] [[tomb world]]&amp;lt;/s&amp;gt; perfectly normal planet where times are great, a penal colony, and a hive world where the people are so backwater that they&#039;re space-hillbillies who keep their own blood in separate bags. &lt;br /&gt;
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*&#039;&#039;&#039;Lorn&#039;&#039;&#039;: A psyker from [[Fenris]] with a huge beard. He is batshit crazy most of the time, and the one of the most LOLrandom characters on the show. Once had his psychic power dampened and grew muscles the size of an Ogryn&#039;s as a result. Played by Zoran, who also voices [[Leman Russ]].&lt;br /&gt;
*&#039;&#039;&#039;π Braine&#039;&#039;&#039;: A Skitarii hailing from Lemuria, an underwater [[Forge_World#Planet|forge world]]. He is the other LOLrandom character, who likes to roam the halls of the &#039;&#039;Debt Collector&#039;&#039; and randomly murder crew members he thinks are sabotaging the ship. Usually though, the sabotages are more than likely his. Played by SpeakerD, who also voices [[Asdrubael Vect]], and The emperor when not stuck on the throne.&lt;br /&gt;
*&#039;&#039;&#039;Captain Zedek&#039;&#039;&#039;: The Rogue Trader that captains the &#039;&#039;Debt Collector&#039;&#039;. Though it&#039;s hard to say what he actually does on the ship, as he seems perfectly content to let everyone else on the ship solve his problems. Now that he has an actual Tech-Priest on the ship -- who is far more competent in her leadership -- he feels slightly threatened in his authority. Also now a drug addict. Played by HulkyKrow, who voices Kayvaan Shrike.&lt;br /&gt;
*&#039;&#039;&#039;Reeb Van Horne&#039;&#039;&#039;: The Inquisitorial Acolyte from the [[Ordo Xenos]]. Surprisingly the least insane member of the group, although he&#039;s had his moments, like trying to resurrect a dead techpriest (and succeeding). When the plot needs to move along, his character tends to take care of business. Played by Earndil.&lt;br /&gt;
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===The Deathwatch===&lt;br /&gt;
Who are you gonna call if some nasty Xenos wont leave your basement - call the &#039;Deathwatch&#039;. 100% guarantee to eliminate the vermin.... and nick its stuff. If not then theres no refunds- as we are probably dead.   &lt;br /&gt;
*&#039;&#039;&#039;Calato&#039;&#039;&#039;: A [[Deathwatch]] Champion from the Dark Angels. Originally from BEHEMOTH, Calato served under Inquisitor [[Kryptman]], spending more time irritably fixing recaf rather than fighting Xenos. Calato later shows up trapped in the warp with Karamazov and the rest of the Inquisition, where he had the balls to call Leman Russ a dogfucker to his face. Naturally, Russ was not amused. Later they made up over a pint of Fenrisian Ale, with Calato drunkenly embracing Russ as his &amp;quot;uncle... dog... my duncle!&amp;quot; He is later seen fighting against [[Plaguebearers]] during their defense of Khaine&#039;s gate, where Wilford forcefully dragged him out of combat after failing their squad&#039;s morale check, all the while demanding vengeance.&lt;br /&gt;
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*&#039;&#039;&#039;Wilford&#039;&#039;&#039;: A [[Deathwatch]] Apothecary from the Ultramarines, who mostly agreed to join the Deathwatch as he is unable to stand his chapter&#039;s insufferable self-superior attitude. Originally appeared in BEHEMOTH, but accompanied Calato during Fyodor&#039;s assault in the Emperor palace, and subsequently banished to the Warp during that event. He&#039;s obsessed with keeping everyone&#039;s health optimal, constantly berating and advising them to avoid further or future injury and illness. He also seems to be quite competent with firearms as he manages to kill a Plaguebearer of all things with his Bolt Pistol, much to his surprise. This is likely due to residual plot armour from his time in the Ultramarines.&lt;br /&gt;
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===The Dark Angels===&lt;br /&gt;
The Inner Circle are a ragingly paranoid group of neurotic basketcases, far more so than in canon. Keep having to make non-circle marines [[RIP AND TEAR |&amp;quot;repent&amp;quot;]] for overhearing them discussing the Fallen very loudly.&lt;br /&gt;
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*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039; Chapter Master of the [[Dark Angels]]. He&#039;s depicted as an overly paranoid wreck, obsessing about [[Cypher]], the [[Fallen Angels]] and constantly telling any non-inner circle member that reports to them that they&#039;re doing nothing suspicious and secretly heretical. The fact that he had two newly indoctrinated inner circle members killed because they stumbled onto knowledge of the fallen (that he spat out in front of them) is played for laughs. Went to Mars to interrogate the Fabricator-General on the activities of the Adeptus Mechanicus and possible connections to the fallen. The sentient trash pile actually manages to break through Azrael&#039;s paranoid demeanour, causing the wayward knight to reflect upon his actions and the drastic measures made by the chapter to prove their innocence despite not really being guilty in the first place. Music swells and sorrow of past mistakes turns to hope of future corrections, a bright green flooding the room as Dark Angels pride swells within Azrael... this is then immediately thrown to the flames in a hilarious display of rampant psychosis/paranoia when he sees a book about Dark Angels secrets in the God-Toaster&#039;s possession causing him to forget all character development and demand the Mechanical Master of Mars repent by way of cranial fracturing.&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039; Grand Master of the Deathwing. His emo personality is hilariously turned to eleven whenever he perceives himself or his chapter as not being perfect, which is every waking second. This curiously allows him to become more reasonable than the rest of the Inner Circle, allowing him to converse with other people that doesn&#039;t outright accuse or threaten them. He has an effeminate yet whiny voice similar to Thurston Howell III.&lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039; The Dark Angels&#039; Master of Repentance (which basically means &amp;quot;Violent Murdering&amp;quot; to him). Not nearly as a fun police officer as his canon counterpart; his personality is psychotically intense, often telling people to redeem themselves or he&#039;ll do the actual redemption. However, given his views on &amp;quot;redemption&amp;quot;, it usually doesn&#039;t end well (it tends to involve a crozius to the face). He&#039;s also as every bit as paranoid as Azrael. [https://youtu.be/M56aycpd9kA?t=19m55s REPENT, MOTHERFUCKER.] Would probably get along well with Jaghatai Khan due to his inability to remain still, vibrating with RAGE whenever he&#039;s forced to stay in one spot, usually when awaiting Azrael&#039;s inevitable order to bonk Fallen Conspirators.&lt;br /&gt;
*&#039;&#039;&#039;[[Watchers in the Dark|Watcher in the Dark]] (aka Snurko):&#039;&#039;&#039; A Watcher that accompanies Azrael, who is apparently the only one of its kind who can talk. It suddenly spoke of Cypher while in the presence of two newly indoctrinated inner-circle Angels, [https://youtu.be/M56aycpd9kA?t=17m48s prompting Azrael to hilariously beat the shit out of it.] His speech and mannerisms appear to be based off Orko from the He-man series.&lt;br /&gt;
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===The White Scars===&lt;br /&gt;
*&#039;&#039;&#039;[[Jaghatai Khan]] (Honoured Be His Name)&#039;&#039;&#039;: Primarch of the White Scars. During the Horus Humbug, he managed to pull off the amazing feat of standing still for more than 20 seconds (while standing on a Razorback going at 200 miles per hour). After the Codex announcement, he may be in [[Commorragh]], as he desired to [[meme|go fast]] and beat [[Dark Eldar|&amp;quot;those knife-eared assholes&amp;quot;]] in their jetbike races. Not much is known about his whereabouts right now, but it does mean that we will get to see him. Also, the Emperor has stolen at least one of his bikes from his room. There are many bets on his character vibrating rapidly in place. Made a five second cameo at the end of the 29th episode alongside a weirdly scantily dressed Eldar dude...&lt;br /&gt;
*&#039;&#039;&#039;[[Kor&#039;sarro Khan]]&#039;&#039;&#039;: The White Scars&#039; Master of the Hunt and &amp;quot;the only White Scar worth mentioning&amp;quot;. While he hasn&#039;t appeared, he is talked about at length in a public broadcast on the subject of the White Scars chapter. While Emps and co. spend more time mocking Voldorius, The Emperor does briefly question why he isn&#039;t their Chapter Master, which is probably the biggest endorsement an individual Space Marine has gotten since the Horus Heresy.&lt;br /&gt;
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===The Black Templars===&lt;br /&gt;
According to Rogal Dorn, the Templars are absolute lunatics obsessed with &amp;quot;PURGING WITH MY KIIIIIIIIIIIIIN&amp;quot;. They enjoy listening to Linkin &amp;lt;s&amp;gt;Loyalists&amp;lt;/s&amp;gt; Purge in their drop pods and ramming swords through Xenos skulls. Actually not that far off canon. They may be slightly improving after being forced/convinced to have ordinary humans, psykers, librarians, ratlings and all other sorts of abhumans in their ranks.&lt;br /&gt;
*&#039;&#039;&#039;Chaplain [[Grimaldus]]:&#039;&#039;&#039; Shows up in a filler short where he tries to ban the holiday of Sanguinala. The other Black Templars tell him he can&#039;t, prompting him to go to his bed and throw a loyalist tantrum.&lt;br /&gt;
*&#039;&#039;&#039;High Marshal Helbrecht:&#039;&#039;&#039; Received an anger management course from the Emperor and the custodians and was semi-convinced to teach the Black Templars to not be &#039;&#039;completely&#039;&#039; batshit insane. Also has a voice like that of a clown goblin gargling marbles. Prefers sitting on things that are [[Space Marines|&#039;&#039;stiff&#039;&#039; and very &#039;&#039;hard&#039;&#039;]] to things that are [[Tau|&#039;&#039;soft&#039;&#039; and &#039;&#039;limp&#039;&#039;]]. Was very pleased with the prospect of the Emperor shitting on the UltraSmurfs, a phrase he interpreted as being a literal desire to defecate upon them. [[/d/|&#039;&#039;&#039;Nasty.&#039;&#039;&#039;]]&lt;br /&gt;
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===The Space Corgis===&lt;br /&gt;
Renamed by official decree by the Emperor himself after being informed of how everything in their vernacular seemed to have been prefaced by the word &amp;quot;wolf&amp;quot;, including curse words, such as Leman Russ replacing the word &amp;quot;fucking&amp;quot; with &amp;quot;wolfing&amp;quot;. Their initiation rites for aspirants culminates in sending them through the Gate of Morkai to endure a [[Tzeentch|&amp;quot;squid&amp;quot;]] screaming at them without getting a boner (your guess as to &#039;&#039;how&#039;&#039; that might even occur).&lt;br /&gt;
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*&#039;&#039;&#039;[[Leman Russ]]&#039;&#039;&#039;: Primarch of the Space Corgis, been hiding in the Warp for eons and has the punching speed of a Super Saiyan. Has a verbal staredown with Karamazov, then proceeds to relentlessly mock him while obsessing over wolves. He also gives a thorough dressing-down of the 3 branches of the Inquisition, as well as the Deathwatch, Tempestus Scions and Sisters of Battle accompanying them (delivering the infamous line &amp;quot;Daemons of Khorne are gonna eat ya out like ice cream sandwiches once your Red Rage begins!&amp;quot;). He even has his own version of the [[meme|Navy Seal Copypasta]]. Despite being a Viking, he has a pseudo-Scottish accent specifically based on the late SeanConnery . Magnus has accused him of being a furry-fuck...He may not be wrong. He taught the Inquisition how to survive in the Warp by turning them into a drunken mob and killing innocent daemons. This includes pranks of various sorts, such as crank calling Furies, cockblocking a Daemonette at a bar (which actually kills it), ding-dong-ditching Skarbrand, and assaulting one of Nurgle&#039;s daemons with a fuckload of soap &#039;&#039;(and a bathtub)&#039;&#039;. After learning that Magnus is currently located in the Imperial Palace, he decided to get out of the Warp and go back to Terra; this journey currently includes surviving an army from all the Chaos Gods led by some of the most infamous Daemons, then walking through the Gate of Khaine into Commuragh, and being escorted to the Dark Eldar Overlord Vect, alongside with Karamazov and Kaldor Draigo, He and Draigo or take into the arena, And are currently being held for ransom by vect. Is able to summon things by thinking about them really hard, ironically due to the fact that he is a psyker. He uses this ability to torture some Dark Eldar who challenged him to a game of 20 questions. Also appears to be friends with [[Boatmurdered|Urist Boatmurdered]]&lt;br /&gt;
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*&#039;&#039;&#039;Space Wolves [[Wulfen]]&#039;&#039;&#039;: Any mention of the Wulfen is normally echoed with someone bellowing &amp;quot;[[Digganobz]]&amp;quot; in a demented manner. This is referred within a Youtube short: the Grandmaster of the Grey Knights, Sir Covan Leorac, was presented an image of the Wulfen and he called them Digganobz. And yes, they really &#039;&#039;do&#039;&#039; look like Digganobz.&lt;br /&gt;
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===The Grey Knights===&lt;br /&gt;
*&#039;&#039;&#039;[[Kaldor Draigo]]&#039;&#039;&#039;: The Supreme Grand Master of the [[Grey Knights]], who is cursed to wander The Warp for eternity. Centuries wandering unrealspace however, eroded Draigo&#039;s sanity (at one point Leman questions if Draigo can even be considered sentient, which Draigo answers no), which might not be a bad thing as his craziness allows him to both stay in the warp without any trouble and murder daemons left and right (remember: the warp is a reflection of the minds of mortals and psykers can influence it to a higher degree. Draigo&#039;s insanity and powerful psychic talents allow him to shrug off the madness of the warp, simply because he believes without a shadow of a doubt that he can). He&#039;s made several appearances, first is annoying Fyodor&#039;s attack force after being banished into the warp by Magnus and later summoned by Kitten to handle Magnus&#039; tantrum, which he does so in a split-second offscreen using inexplicable Mary Sue powers to defeat him. He now hangs around with Russ and company and is the only one besides Russ who can safely traverse the warp sober and troll daemons without his head exploding. Has apparently been sending Daemons (in the form of ordinary villagers, with jobs and families) into the &amp;quot;Super Warp&amp;quot; by throwing vortex grenades at them (given that they&#039;re already in The Warp, the grenades would suck them &amp;lt;s&amp;gt;to an even deeper version of The Warp&amp;lt;/s&amp;gt; Back out into real space which, considering they’re demons, would mean that they would promptly die). Unfortunately, his [[Matt Ward|Wardian plot armor]] is not enough to protect him from one of the most powerful forces in the Warhammer universe: bad dice rolls (seriously, the dice they were using must’ve been horribly unbalanced). This shows quite painfully during the battle at Khaine’s Gate, where he repeatedly fails his psychic tests and charge attempts, causing a group of Tempesta scions, and a firing line of Sisters of Battle, to get brutally murdered by demons. he’s still a beast in close-combat though, as the Masque of Slaanesh can attest. Is known for insane ramblings that come out of pretty much nowhere, and make no sense, but are absolutely hilarious. Prominent quotes shall be listed in the bottom section. Briefly seen without his armor at the end of episode 28, letting us see that he is &#039;&#039;really&#039;&#039; out of shape. Turns out the reason he&#039;s so overpowered (and insane) is that the Deceiver shoved a shard of the Outsider into him.&lt;br /&gt;
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*&#039;&#039;&#039;Covan Leorac&#039;&#039;&#039;: A Grand Master of the Grey Knights. He appears in a short video where some Grey Knights report &amp;lt;strike&amp;gt;solid evidence of the [[Wulfen]] among the Space Wolves&amp;lt;/strike&amp;gt; FAHCK YOU! DIGGANOBZ. However, Covan is absolutely convinced that they&#039;re Digganobz and not Wulfen, even hitting a Knight in the head for disagreeing with. Whether this is a jab at GW heavily basing the look of Wulfen on Digganobs or is in conscious denial to prevent the Grey Knights from waging a costly war upon the Space Wolves (again) is up to interpretation.&lt;br /&gt;
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*&#039;&#039;&#039;Dread Knight&#039;&#039;&#039;: The Emperor thinks its design is silly and looks like a baby cradle, but the Dread Knight proves to be as brave as it is massive, heroically charging at Skarbrand only to be made into a red paste after it initiated physical contact with him.&lt;br /&gt;
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=== The Blood Angels ===&lt;br /&gt;
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*&#039;&#039;&#039;[[Sanguinius]]&#039;&#039;&#039;: Fabulous Fucking Hawkboy, and Primarch of the Blood Angels who is very, &#039;&#039;&#039;very&#039;&#039;&#039; dead. BUT he can appear lying face-up, head somewhat melty, in the visions/dreams of the faithful. (Though apparently only whilst they are heavily drugged on Ork Fungus...). Bears the dubious honour of being the only person the Emperor will not smack talk about nor tolerate being talked down about.&lt;br /&gt;
**&#039;&#039;&#039;The [[Sanguinor]]&#039;&#039;&#039;: Mentioned in the second Q&amp;amp;A session where one of the [[Flesh Tearers]] is praying for his aid and a Blood Raven asks of his true nature. The Emprah has no clue, but hopes that it could be a &#039;fragment&#039; of Sanguinius and hopes he returns. This implies the Emprah thinks that, just as his own soul was split into fragments by Fucking Horus, the same may have happened on some level to Sanguinius. Later makes a brief cameo swapping places to give his &amp;lt;s&amp;gt;girlfriend&amp;lt;/s&amp;gt; colleague, Saint Celestine, a break from her stressful job of helping her sisters. While she was grateful and considered him shy and a sweetheart, she and the Blood Angels (that she rescued from Be&#039;lakor on Sanguinala) realized her sisters would be trying to [[Rip and tear|tear]] him apart in anger at taking her place. As he awkwardly deals with the Sororitas raging at him, Saint Celestine rushed back from Ba&#039;al to save him.&lt;br /&gt;
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===The Lamenters===&lt;br /&gt;
21st founding of Marines which is literally &#039;cursed&#039; i.e they have the worst luck ever to happen to a chapter. Being kicked in the balls by the Minotaurs and power hammered seems to be pretty high on the sucks levels. Even Emps cries for them and he &#039;&#039;literally&#039;&#039; removed his empathy.&lt;br /&gt;
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===The &amp;lt;s&amp;gt;Imperial Army&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;[[Imperial Guard]]&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Astra Militarum&amp;lt;/s&amp;gt; WALL of GUNS===&lt;br /&gt;
The billions upon billions of baseline human, squaddies, grunts, GIs, footsloggers, meat shields, PBI, cannon fodder, rucksack humpers which does the majority of land based warfare. They normally don&#039;t grab much of the media’s attention as a image of a man sitting in a soggy trench with a torch and cardboard armour whilst super powered beings and aliens march over them isnt that uplifting.&lt;br /&gt;
*&#039;&#039;&#039;[[Sly Marbo]]&#039;&#039;&#039;: [https://www.youtube.com/watch?v=1kXU14hkuSI The One-Man Army] and [https://www.youtube.com/watch?v=jCMNWAJiz5Y Hero of the Imperium!], he first appears in the April Fools episode where he was apparently recruited by Horus. Appeared in the real series, saving Little Billy and some farmers from the Kabal of the Flayed Skull in the middle of their raid on a random Agri-World. Later showed up at the invitation of Lucius to the Slaaneshmas Special where he begins beating up Typhus, Ahriman, and Lucius. While the scene turns to static, Lucius and Ahriman later show up on screen again. They commented that he was apparently a pretty great guy. Lucius apparently mixed up his contact info with Kharn&#039;s at one point. Later shows up to save Corvus Corax from the Catachan Barking Toad perched on his head. He&#039;s stated to be the single most decorated soldier in the entire history of humanity despite only being a Private, and &amp;quot;his aerodynamic musculature and knowledge of Catachan jungle tree buoyancy&amp;quot; help him &amp;quot;simulate flight&amp;quot; (which is apparently interstellar).  Confirmed to NOT be a missing Primarch. Exclusively communicates by screaming (and sometimes body gestures, since he bowed slightly to Corax), specifically the one from the Dawn of War I opening cinematic where the sergeant orders the charge up the hill.  He also weaponizes the subtitles of the scream by hitting enemies with them both as a ram and as a club.&lt;br /&gt;
*&#039;&#039;&#039;[[Ollanius Pius]]&#039;&#039;&#039;: Makes a split-second appearance in [https://youtu.be/0Vh_N8CpcL0?t=900 in Rogal Dorn&#039;s flashback] before being headbutted to death by Horus. (&#039;&#039;Shame on you if you don&#039;t know this super dude, so read his history now!&#039;&#039;) In another episode, the Emperor takes the time to set the record straight that while Ollanius did, in fact, sacrifice himself for the Emperor, a Terminator and Custodes quickly followed suit in order to not be shown up by a mere mortal human. He was not amused by their transparent attempt to outshine Ollanius.&lt;br /&gt;
*&#039;&#039;&#039;[[Ciaphas Cain]]&#039;&#039;&#039;: Commissar and Hero of the Imperium. He fully understands his entire existence is based on pure luck, lies and cowardice, though unlike his book version whose ability to never seem unnerved or let his lies slip is key to his entire career (and is hardly adverse to its benefits, if not its drawbacks...), here he&#039;s humorously morose and loudly gripes about his constant deceptions in private...but finds a kindred spirit in Marneus Calgar to share the pain. [https://www.youtube.com/watch?v=oRozBAIbaG4 Has his own merry jingle]. &lt;br /&gt;
*&#039;&#039;&#039;[[Death Korps of Krieg]]&#039;&#039;&#039;: As of the second voxcast, they can &#039;&#039;finally&#039;&#039; rest assured that the Emperor has personally forgiven them. What the Death Korps will do now that they&#039;ve officially redeemed themselves remains to be seen, assuming they actually want to do something other than fight and die in battle. ( come on, you know it&#039;ll probably take another 2, maybe 3 millennia for the message to reach Krieg, due to, you know, Imperial Bureaucracy ) &lt;br /&gt;
*&#039;&#039;&#039;[[Catachan Jungle Fighters]] (pronounced &amp;quot;Kata-kan&amp;quot;)&#039;&#039;&#039;(by Straken, confusing everyone): Elaborated on in the first episode of &amp;quot;BRO TRIP 40,000: A Tale of Two Primarchs&amp;quot;, being saved from a Slaaneshi Daemon invasion by the intervention of Vulkan and Corvus. Armed primarily only with knives (albeit some of the best knives in the universe due to the special Catachan metals) and basic clothing (shirts optional) in one of the most hazardous places in the universe, their survival and natural Space Marine-like physique provides a massive boost to the morale of the Imperium in a manner known as &amp;quot;marketability&amp;quot;. Their culture is similar to that of Orks, measuring knife size to determine rank.&lt;br /&gt;
**&#039;&#039;&#039;Colonel &amp;quot;Iron Hands&amp;quot; Straken&#039;&#039;&#039;: Leads the Catachan II regiment and is extremely good at guiding(tongue lashing)his troopers. Sly Marbo is also officially designated to the II regiment.&lt;br /&gt;
*&#039;&#039;&#039;[[Attilan Rough Riders]]&#039;&#039;&#039; Mongolian/Hun/Wide sweeping steppe based cavalry. Very superstitious (they try and kill Vulkan!) and hard to be completely converted by the Ecclesiarchy. As is typical of legendary guard regiments, they are brave and self-sacrificing. They can also pilot aircraft whilst still atop their horses (Some suspect the horses are the real pilots).&lt;br /&gt;
**&#039;&#039;&#039;Captain Mogul Kamir&#039;&#039;&#039;: Leads the Attilan regiment who are going with the &#039;Friendship Force&#039;. Likes drinking from the skulls of his fallen foes (a nod to Pre-Islamic Turk practices).&lt;br /&gt;
**&#039;&#039;&#039;The King of Khanasan&#039;&#039;&#039;: Head of the Attilan Rough Riders and fellow skull-goblet enthusiast, to the point of draping his entire outfit in them. Voiced by Alfabusa himself. Notable for his insane speech impediment that causes his words to often be impossible to understand without subtitles. The show also sometimes has his groans be translated as full sentences. This is all of course played for the lulz.&lt;br /&gt;
**&#039;&#039;&#039;Starass&#039;&#039;&#039;: The sole Astropath of the Attilans, and naturally an actual ass. Apparently, more than adequate enough for the Riders, though her language has no concept of the words &amp;quot;mass planetary destruction.&amp;quot;&lt;br /&gt;
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===Sisters of Battle===&lt;br /&gt;
*[[Ephrael Stern]]: The infamous Daemonifuge has finally reached the Black Library, but she&#039;s none too pleased with the Eldar&#039;s selection of food. [[-4_Str|Treads the path of the swole]]. She tells off Cegorach to his face, causing him to sulk off (incidentally allowing Custodisi and Wamuudes to enter the library). Goes with Magnus to help Eldrad birth Ynead.&lt;br /&gt;
*[[Saint Celestine]]: Greatest of the [[Living Saint]]s, always there to protect the Imperium and always reviving if she dies. First appears (in astral projection form) during the Battle at the Gate of Khaine, where she is apparently in on the [[Star Child]]&#039;s plan and spirits away the soul of Dominique, who she describes as having fufuilled his duty to the Emperor. Later appears as the star of the &amp;quot;Salvation Through Annihilation&amp;quot; short, using her holy powers to deep-fry [[Ku&#039;Gath]]. Her jolly mood is soured by the Sororitas present fangirling over her in a disgustingly creepy manner that makes the previously mentioned daemon of Nurgle seem pleasent in comparsion. After warping out, she is instructed by the (oddly drunk-sounding) voice-that-tells-her-to-go-places to head to [[Cadia]]. In the recent Sanguinala special, she was seen rescuing the Blood Angels on their homeworld of Baal, from a attempt by Chaos to end Sanguinala by Be&#039;lakor. The Blood Angels are confused, as the Sanguinor is the one to usually save them. The two had swapped places at his suggestion for her to take a break, resulting in a very uncomfortable situation for the Blood Angels, and...Sanguinor being assaulted by the Sisters of Battle. Refers to the Sanguinor as her ‘stud’ and ‘boy toy’ and thinks of him as a shy sweetheart.&lt;br /&gt;
**In a deleted scene from the &#039;&#039;Behemoth&#039;&#039; triology, Celestine would have come down to aid the outnumbered sisters against the Swarmlord... which would have proceeded to kill her [[FAIL|over and over again]] and contribute absolutely nothing. Since the scene was unfunny and made the video way too long, Eliphas cut it out.&lt;br /&gt;
&lt;br /&gt;
===Adeptus Mechanicus===&lt;br /&gt;
*&#039;&#039;&#039;Reimleiz the Theorist:&#039;&#039;&#039; An attendant techpriest whom the Emperor calls &amp;quot;random mechanicus guy&amp;quot;. He was originally searching for a motorbike for Rogal Dorn to use, inside Jaghatai Khan&#039;s shed. As of the Black Templars podcast, Emps made him an Inquisitor and then commanded him to find out more about the Omega Vault. He was inexplicably on the floor at the time. Is incapable of making any statement without phrasing it as a question and is constantly asking himself trivial questions for no real reason (such as asking if legs are actually vehicles driven by tiny snotlings). Also has a penchant for slapping his cyberdong on toasters, which many mechanicus adepts around the system appear to be visibly fixated upon. As a sidenote he’s basically an avatar for [[https://m.youtube.com/user/remleiz|this YouTube channel]]&lt;br /&gt;
*&#039;&#039;&#039;Delphan Gruss&#039;&#039;&#039;: A Magos Explorator (that originally appeared in the 54mm &#039;&#039;Inquisitor&#039;&#039; game) sent to Orior by the [[Adeptus Mechanicus|Admech]] to investigate the presence of an STC. He is very blunt and dismissive when dealing with &amp;quot;fleshbags&amp;quot;, and does so while speaking with a German accent. His most remarkable feature, however, is a drill that replaces his right hand, which, predictably, makes him the butt of many [[anime]]-related jokes, much to his dismay. &lt;br /&gt;
*&#039;&#039;&#039;[[Belisarius Cawl]]&#039;&#039;&#039;: He hasn&#039;t done anything to Gulliman (yet, anyway), but Rogal Dorn apparently did see him talking with Gulliman about something in the past. Apparently, he&#039;s not that great at keeping secrets, as there are rumors circulating about him working on [[Primaris Marines|something related to Thunder Warriors]] that even managed to reach the Imperial Palace. The Emperor understandably expects little to come from this (he will be completely surprised), expecting Cawl&#039;s work to be hindered by the Mechanicus&#039; usual dogma. Finally shows up in Episode 28, and all of the personalities he&#039;s absorbed throughout the millennia talking through him have naturally driven him completely fucking insane.. He acts as the hitman for the Fabricator-General, who blackmails him about not scrapping his Primaris project if he kills the Custodes. Also speaks like the Master from Fallout 1. Lead the ambush against Little Kitten&#039;s ragtag team of Custodes. Is a very competent commander, min-maxing his robots to carry twin-linked phosphor blasters to annihilator a majority of the Shield-Host. Due to being responsible for Kitten&#039;s death, whether or not Cawl receives divine punishment beyond what even Horus got is yet to be seen but is probably destined to become the Emperor&#039;s next teeth fillings.&lt;br /&gt;
&lt;br /&gt;
===The Inquisition===&lt;br /&gt;
After the Horus Heresy, a new proactive &#039;Intelligence&#039; force was created: merge the KGB, Gestapo, CIA, MI6, Mossad with zealous religious belief and unlimited power and hey presto:     &lt;br /&gt;
*&#039;&#039;&#039;Lord [[Inquisitor]] Fyodor &amp;lt;s&amp;gt;Karamazov&amp;lt;/s&amp;gt; Krazypantsoff&#039;&#039;&#039;: Inquisitor of the [[Ordo Hereticus]] and a colossal jerk even among inquisitors. When the Emperor disbanded the Inquisition, he went ballistic and led an entire crusade to Terra to purge what he thinks is heresy. Ended up in the Warp via Magnus for his troubles, after being trolled in a magnificent manner by being told he is a fragment of the Emperor. This was all [[Just As Planned|the Emperor&#039;s plan for sending out the message in the first place]], to lure in all the more destructive Inquisitors to get rid of them. He&#039;s not out of the game yet, though, and is determined to return to the Emperor. He has become substantially crazier after Leman Russ&#039; Warp Survival lessons. Completely convinced he&#039;s the Emperor and seems to regret what a horrible father &amp;quot;he&amp;quot; was more than Emprah himself.&lt;br /&gt;
**&#039;&#039;&#039;Star-Fyodperor&#039;&#039;&#039;: After a huge messy battle at Khaine&#039;s gate, Karamazov became the host of the Star Child. So basically he &#039;&#039;is&#039;&#039; the Emperor for real now. Apparently, the Star Child needed to possess someone extremely entitled and hypocritical like big E himself. Thanks to Star Child basically doing all the talking, planning, and overall thinking He now represents the kind, fatherly side of the Emperor that is sorely lacking from his throne-bound counterpart, complete with dad jokes. Unfortunately, this leaves the Fyodperor to being easy to deceive, lacking the ability to distrust that comes from millennia of cynicism and hate. [https://www.youtube.com/watch?v=kgVuQ_Fbs5g|Has one of the most noblebright awesome themes ever done for anything born from GeeDubs.]&lt;br /&gt;
[[Image:Domi.png|thumb|right|&#039;&#039;&amp;quot;KILL THEM ALL, KILL THEM ALL!&amp;quot;&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Dominique&#039;&#039;&#039;: Voiced by Gonzo the Great. The techpriest Lexmechanic on Fyodor&#039;s Throne of Judgement. He comically makes fun of Fyodor on several occasions and generally breaks the serious atmosphere that the Lord Inquisitor tries to project. He also has a curious predilection for sandpaper cigarettes and a rapacious drug habit. Died inexplicably during the Inquisition&#039;s drunken rampage, most likely due to alcohol poisoning. It is never explained why Fyodor tolerated his nonsense for so long, but as Dominique regularly got away with sass sufficient to warrant a summary execution for a planetary governor, let alone a servitor, and Fyodor is not portrayed as being a particularly stable or calm individual, it&#039;s clear *something* was in play keeping Dominique employed and alive.&lt;br /&gt;
**Turns out he had a fate-bound duty to mold Fyodor into the Star Child&#039;s ideal host, an ill-tempered hypocrite with a god complex. He was allowed to see Fyodor one last time in exchange for that service, then got ferried to the afterlife by [[Saint Celestine]] her-holy-fucking-self to the tune of ten thousand fans weeping manly tears. His carcass is still perched on the Throne of Judgment, but most of the meat has rotted away by now. He&#039;s currently interred into a white-and-gold sarcophagus created when Fyodor became the Star Child&#039;s host.&lt;br /&gt;
[[Image:Mall.png|thumb|right]]&lt;br /&gt;
*&#039;&#039;&#039;Grand Master Elirush&#039;&#039;&#039;: A Grey Knight Grand Master, who represents the Inquisition&#039;s Ordo Malleus. The most level-headed person in the group, who speaks with a smothered accent that Alfa masks as &amp;quot;waffles&amp;quot; (due to his VA being Eliphas, who is Belgian. If it isn&#039;t obvious, that&#039;s also the basis for his name). He attempted to avenge his fallen brothers who were killed by Kairos during the battle at Khaine&#039;s gate, but mistakenly attributed it to Skarbrand (much to the former&#039;s dismay). He was killed after inconveniencing Skarbrand, who despises such things.&lt;br /&gt;
[[Image:Here.png|thumb|right]]&lt;br /&gt;
*&#039;&#039;&#039;Inquisitor Adrielle Quist&#039;&#039;&#039;: One of the Inquisitors accompanying Fyodor whom you&#039;d recognize if you&#039;ve ever seen them. A Xeno fetishist, evidence suggests she is actually a tsundere for [[Genestealers]], and only dreams of being held in the strong, manly arms of her [[Extra heresy|Broodlord-kun]]. She appears to be the bad cop of the group with a short temper and a rough, Russian accent. She claims that the letter of disbanding inquisition was written by a genestealer cult under the Emperor&#039;s name. While stuck in the warp with Fyodor and the rest, she assaults [[Lord of Change]] Kairos Fateweaver after asking if he&#039;s a Genestealer, naturally not caring which of his heads answered &amp;quot;Yes&amp;quot;. Even mentioning Genestealers in her presence causes her to fly into a berzerker rage. Later, during the Halloween special, she is apparently able to briefly manifest into realspace, similar to Kaldor Draigo, whenever someone mentions anything about Genestalers. She was last seen during the defense of Khaine&#039;s gate while intoxicated, where she mistakes Skarbrand for a Genestealer (further angering Skarbrand as he dislikes misinterpretations) and ascended after being killed by him.&lt;br /&gt;
[[Image:Xen.png|thumb|right]]&lt;br /&gt;
*&#039;&#039;&#039;Inquisitor Donklas&#039;&#039;&#039;: One of the Inquisitors accompanying Fyodor, who represents the Ordo Hereticus. He appears as an Inquisitor dressed in black and using a bolt pistol with a sight mount (which is exactly from the front cover of [[Dark Heresy]]). Don&#039;t let his soft-spoken tone fool you - this guy gets aroused at the thought of executing other people regardless of what they&#039;ve done. He is in favor of the door-kicking-and-burning-building type of [[Exterminatus]], just like a medieval witch hunter. He is possibly the same Inquisitor as the one in the mask (who snickers arousedly at executing friendlies and wonders where the mask came from). He is so far the only Inquisitor who managed to survive the battle at Khaine&#039;s gate, mainly due to &amp;quot;enforcing discipline at the back&amp;quot;. He is so far the only one of 3 main inquisitors who has survived up to this point.&lt;br /&gt;
*&#039;&#039;&#039;Inquisitor Javerticus&#039;&#039;&#039;: An Ordo Hereticus Inquisitor and the most dedicated and charismatic of them all, and also an awesome singer and swordsman. Sadly, the Grey Knights don&#039;t seem to comprehend his awesomely dramatic greatness. Named after the [[Lawful Stupid|obsessive]] Inspector Javert (from Victor Hugo&#039;s &#039;&#039;Les Misérables&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;[[Jokaero|Torquemada Coteaz]]&#039;&#039;&#039;: One of the Inquisitors who joined Fyodor&#039;s assault into the Imperial Palace. He shows up after Fyodor&#039;s forces was blocked off by a force of loyal Ecclesiarchy priests led by Decius in the palace, but breaches their defenses by throwing a barrel of Jokaero at the defenders. This plan causes Fyodor to lose any respect for him, which solicits a derisive response from Torquemada, [[Awesome|telling him to get off his Throne of Judgement and tell him to his face or use his multi-melta to do what he&#039;s too pathetic to]]. Fyodor backs off and lets him leave. So far he appears to be the only sane Inquisitor, snarling at Fyodor to not execute the Emperor for whatever offense he may pull out of his ass. He&#039;s also busy with [[The Lord Inquisitor|making a film]], which is why he didn&#039;t stay to see Fyodor&#039;s plans go to the Warp.&lt;br /&gt;
*&#039;&#039;&#039;[[Militarum Tempestus|Tempestus Scions]]&#039;&#039;&#039; - A hapless squad of Inquisitorial Stormtroopers comprised of Scions Priestly, Grant, Valentine, Matilda, and Stuart, and led by Tempestor Cromwell. They constantly bicker between each other due to Stuart&#039;s pessimism, Matilda&#039;s blind optimism, and Grant&#039;s panicky disposition, but they are held in line by Tempestor Cromwell, who is basically the British Army&#039;s stiff upper lip personified. They&#039;re seen during the battle at Khaine&#039;s Gate, where they&#039;re all surprised that they&#039;ve somehow survived, despite their [[Taurox]] roadblock being destroyed and the Grey Knights being slaughtered.&lt;br /&gt;
**Coincidentally ([[Just as Planned|or not]]), they&#039;re all named after Allied [[tank]]s from World War II (probably not, what with their thick English accents, and Matilda&#039;s preoccupation with &amp;quot;tankiness.&amp;quot;).&lt;br /&gt;
*&#039;&#039;&#039;Inquisitor Headsmash&#039;&#039;&#039;: Hangs around on a ship in low orbit waiting for heresy to occur. Has a heavily reinforced Exterminatus button which he gets a LOT of use from - as the name implies, he hits it repeatedly using his head. Has the enviable talent of hearing heresy from orbit. He was about to retire after his 40,000th straight Exterminatus, but due to Draigo, he got sent to Commorragh along with his entourage (which includes a Jokaero and his Exterminatus button). Was the only one in the assembly to resist the fyodperor&#039;s psychic persuasion.&lt;br /&gt;
*&#039;&#039;&#039;Ex-Inquisitor Kryptman&#039;&#039;&#039;: It&#039;s a bit weird that this guy is hanging around since all the other Inquisitors hate him, but whatever. Considered too violent and too hypocritical for the Inquisition, as amazing as that achievement is, he is nonetheless really good at his job; claims he&#039;s even able to survive against Eldar mind games by seeing through the truth being disguised as a lie, knowing full well that the humans will assume it&#039;s a lie while knowing the Eldar are lying about telling the truth about lying. Also carries a pimpin&#039; cane with a gun in it.&lt;br /&gt;
*&#039;&#039;&#039;Inquisitor Obiwan Sherlock Clousseau&#039;&#039;&#039;: Yep, he appears in episode 26 part 2! He&#039;s from a more [[Warhammer 40,000: Rogue Trader|&#039;jovial&#039; time of early 40K]].&lt;br /&gt;
&lt;br /&gt;
===General Populace of the Imperium (&#039;Plebs&#039;)===&lt;br /&gt;
*&#039;&#039;&#039;Little Billy&#039;&#039;&#039;: A running gag character in the series. His appearance is a psychic child who made himself a crude power-armor costume using cardboard boxes, with Alfabusa&#039;s grey and blue livery for colors. The gag about him is that Billy is constantly subjected to lethal/traumatizing events, yet still survives to appear again, leading to a joke that he is actually a perpetual. So far he&#039;s been: run over by a space marine attack bike, kidnapped and thrown into a Dark Eldar slave pit &#039;&#039;twice&#039;&#039;, and implied to have been molested by Lucius after contacting him using a psychic link and suddenly appearing before him, then hunted across the cosmos by Lucius during Slaaneshmas, and hammered in the face by a Deathwatch member before almost getting eaten by Tyranids in [https://youtu.be/mabM64rAd4k?t=25m32s Behemoth]. He&#039;s also apparently talked to the High Lords at least once, since the Grand Provost Marshal hallucinates him. To date, the only good thing to happen to him is Sly Marbo rescuing him from the Dark Eldar after some internal deb-&#039;&#039;&#039;AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA&#039;&#039;&#039;-ting. &lt;br /&gt;
*&#039;&#039;&#039;The citizens of Hive World Purgatory&#039;&#039;&#039;: Originally appearing in Alfa&#039;s Upper Hive games, hive world Purgatory appears a few times in the series proper. Its citizens are extremely idiotic and prone to murdering each other over the slightest suspicion. It&#039;s also been the victim of a recent Crotch Rot epidemic, and multiple Genestealer invasions.&lt;br /&gt;
*&#039;&#039;&#039;The Citizens Of The Imperium&#039;&#039;&#039;: In special episodes where the Emperor answers mail from citizens of the Imperium (most of which is questions asked by watchers of the series), Loyalist humanity plus an odd Xeno or Chaos entity ask questions of him. These are supposed to be sorted by &#039;&#039;Little Kitten&#039;&#039; and later Magnus as well, but quite a few stupid ones get through to the point that without the aid of the cuddly Centurion, the Emperor&#039;s frustration causes Warpstorms which obliterate chunks of the universe.&lt;br /&gt;
*&#039;&#039;&#039;Detective Bruce Norring&#039;&#039;&#039;: Appears in the Halloween specials. With most of the Inquisition missing, Bruce is put on the case of chasing down shady heretics on hive world Purgatory, [[Lovecraft|Innsmouth-style]], before unwittingly uncovering a Genestealer cult and nearly made into a genehost - only to get saved by a completely sloshed Inquisitor Quist from the warp.&lt;br /&gt;
*&#039;&#039;&#039;Hobo Guardsman&#039;&#039;&#039;: also known as &amp;quot;Hobo-chan.&amp;quot; Like Billy, he exists to be traumatized by the grim darkness of the universe. First he becomes an unwilling recipient of Lucius&#039; charity efforts, that being a sandwich made from &#039;&#039;&amp;quot;freshly milked [[daemonette]] [[trap|milk]]&amp;quot;&#039;&#039;, then later he gets harassed by the [[Adeptus Arbites]] for adding rat meat to his rations to make them more edible. Fed up with the bullshit, he decides to join Chaos, getting warped away before his planet is destroyed by Exterminatus. He was later seen smashed by Lucius during the Slaaneshmas Special, and then spotted in the Webway with the Ultramarines, and later again spotted in the Imperial Dungeons with the Shadowkeepers; and, on top of fucking that, was seen near the end of Part 1 of Hateful Feud running away as Karamazov was becoming Fyodper. Last seen in the Throne Room, running away as Magnus threw a temper tantrum after being trolled by the Provost Marshal for not reading the rules of Fantasy Roleplay.&lt;br /&gt;
*&#039;&#039;&#039;Tour Guide&#039;&#039;&#039;: A guy who gives tours of the Imperial Palace. He gets summoned(dragged) into the throne room and abruptly told by the Emperor to read the names of a bunch of Dark Eldar weapons without any given reason, which he does without hesitation. He may read other lists later. He appears to be some sort of psyker as he could sense Magnus&#039; return before he teleported into the throne room. He is able to bitch-slap Wamuudes to the floor without even looking. Poor guy is also losing his sanity due to all the batshit craziness happening around him. Recently debated with the Emperor himself over whether or not he was capable of feeling sorrow towards his subjects and sons were they to die to which Big E replies in a fittingly lucid way. However the Emperor is proven wrong as to his assumption he&#039;d be indifferent at the death of a subject as he falls into such despair at the Good Golden Banana&#039;s death he almost splits Terra in half with the only thing stopping him being Rogal Dorn in his trusty Centurion suit.&lt;br /&gt;
&lt;br /&gt;
===Eldar===&lt;br /&gt;
After the Eldar Collapse, these Eldar decided that unlimited Lust and Violence wasn&#039;t a positive influence to their souls and thus became elfy space-monks, all calm and serene until they decide to fight then its elfy warrior-monks!.&lt;br /&gt;
*&#039;&#039;&#039;[[Eldrad]] Ulthran:&#039;&#039;&#039; Eldar Farseer of Craftworld Ulthwé who is one of the biggest dicks in the Galaxy. Is preparing to do pretty much exactly what he ends up doing in Gathering Storm. Tried to convince Asdrubael Vect to distract the Imperium while he attempts to awaken [[Ynnead]], but to no avail. Apparently, he&#039;s already contacted Cypher at least once before and seeks to do the same with &amp;quot;the Machine-man from Mars&amp;quot; (most likely Cawl). Magnus and custodisi have been sent to assist them. Voiced by the &amp;quot;Down the Rabbit Hole&amp;quot; guy.&lt;br /&gt;
*&#039;&#039;&#039;[[Cegorach]]&#039;&#039;&#039;: The Laughing God, shown guarding the Black Library. He encounters Ahriman trying to enter and forcefully boots him out after a bit of trolling. Cegorach has his own spectral audience that laughs at his jokes, and even a voice that adds &#039;&#039;&#039;[BAZINGA.]&#039;&#039;&#039; to his punchlines. He is plotting the demise of the [[Flesh Eaters]] for saying his Harlequins are in poor taste. In both meanings of the word. Recently he challenged Magnus to a comedy battle where he made use of horribly outdated memes to win laughs from the Harlequin audience including a Skyrim reference of all things. Had to call it a tie though since Magnus was committing verbal suicide through self-deprecation humor. Also has one of the most badass theme songs in [https://www.youtube.com/watch?v=IzWsLaolyLw&amp;amp;ab_channel=StringStorm%E2%80%8C existence] .&lt;br /&gt;
*&#039;&#039;&#039;[[Isha]]&#039;&#039;&#039;: Despite being a kidnapping victim initially, Isha is now (due to Stockholm Syndrome) in a “loving” relationship with Nurgle. She Thinks Tzeentch is annoying and hates Slaanesh, mocking the former and encouraging Nurgle to plague the latter, Preferably with something that doesn’t kill her but shuts off her senses.&lt;br /&gt;
*&#039;&#039;&#039;[[Khaine]]&#039;&#039;&#039;: Disappointed and annoyed by all the young Gods around him, sounds like an old man beat-down by life. He mostly hangs out in the warp chat and goes to the gym with Khorne.&lt;br /&gt;
&lt;br /&gt;
===Dark Eldar===&lt;br /&gt;
The true descendants after the collapse of the Eldar Empire. There are A LOT of Dark Eldar living in their webway city of Commorragh and with access to a ton of lethal weaponry, its impractical to invade their realm without leaving yourself open to other forces’ attacks.&lt;br /&gt;
*&#039;&#039;&#039;[[Asdrubael Vect]]:&#039;&#039;&#039; Dark Eldar leader who is another one of the biggest dicks in the Galaxy. Is completely disinterested if not mildly amused/irritated with Eldrad&#039;s plans and his insistence on dragging him in; believing both Eldrad&#039;s visions and Ynnead to be utter nonsense unworthy of his time after 10,000 years worth of pessimistic doomsaying. He appears to have plans of his own that seem to involve Leman Russ, Karamazov, and/or Kaldor Draigo, who emerge from the Gate of Khaine just as he finishes his conversation with Eldrad. As it turns out, it involved shocking the Star-Fyodperor (which he was able to deduct almost immediately) with a surprise betrayal that the emotions that emanate almost supercharge Vect and Rakarth. Has a habit of setting up violent, hedonistic parties before gassing all the guests (including all rivals) after he leaves early.&lt;br /&gt;
*&#039;&#039;&#039;[[Lady Malys]]:&#039;&#039;&#039; Vect&#039;s bitter ex (don&#039;t say that to her face, though) who wants to take over Commorragh because &amp;quot;Vect&#039;s a prick.&amp;quot; Seems to have been taken over by Cegorach, which is not surprising given real lore had her conduct heart transplant surgery on herself with Cegorach&#039;s crystal heart. Also French. [[Magical Realm|Sexily]] so.&lt;br /&gt;
*&#039;&#039;&#039;[[Archon Tahril]]:&#039;&#039;&#039; An Archon who originally appeared in &#039;&#039;[[Dawn of War]]: Soulstorm&#039;&#039; as the leader of the Black Heart Cabal in Kaurava and Vect&#039;s former subordinate after the whole raid ended in a failure. He is reluctantly under Malys&#039; employment and passive-aggressively lets her know whenever he has to talk to her. He deals with her personality quirks reluctantly. Is also secretly an agent of the C&#039;tan known as the Deceiver.&lt;br /&gt;
*&#039;&#039;&#039;[[Urien Rakarth]]:&#039;&#039;&#039; The personification of torture, currently under Vect&#039;s employ. It&#039;s revealed that it was he who visited the Golden Throne that one time, which makes Dorn panic and attempt to re-install the entire palace.&lt;br /&gt;
&lt;br /&gt;
===Adversaries===&lt;br /&gt;
*&#039;&#039;&#039;[[Abaddon the Despoiler]]&#039;&#039;&#039;: Has yet to personally appear in the series, but has so far has been contacting various Chaos Champions [[Black Crusade|to attend to their 14th annual party]]. He will ALSO be voiced by the aforementioned Takahata101 (Nappa and [[Hellsing|&#039;&#039;&#039;THE CRIMSON FUCKER&#039;&#039;&#039;]]) of Team Four Star fame.&lt;br /&gt;
*&#039;&#039;&#039;[[Fulgrim]]&#039;&#039;&#039;: Has yet to personally appear in the series, but appears to have already joined Abaddon in his plans. He makes his appearance as the person who called Lucius to get him to join Abaddon. Based on the [[Vulkan|current]] [[Corvus Corax|trend]], it wouldn’t be too surprising if he, too, can see Ferrus Manus’s ghost, especially considering he was the one who &#039;&#039;killed him&#039;&#039; and all that.&lt;br /&gt;
*&#039;&#039;&#039;The Gods of [[Chaos|&amp;lt;s&amp;gt;Chaos&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Choas&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chaos&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Choas&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chaos&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Choas&amp;lt;/s&amp;gt; chaos]]&#039;&#039;&#039;: The gods here are less chaotic than their canon counterparts. More-or-less they just sit around and talk to each other, the way they did prior to the Emperor showing up and making plans to wreck their collective shit.&lt;br /&gt;
**[[Tzeentch]] is a petty schoolyard bully/prankster who also likes to engage in pointlessly overthought pseudo-philosophy. He also plays Paradox-Billiards-Vostroyan-Roulette-Fourth-Dimensional-Hypercube-Chess-Strip Poker, shamelessly abusing an [[Yu-Gi-Oh#Archetype|Empty Jar]] deck made [[WAAC|ALMOST ENTIRELY FROM BANNED CARDS]]. So far, he is the most prominently featured of the Chaos Gods. Tzeentch lurks behind the Gate of Morkai, fucking with the aspirants sent through by Space Wolves priests; if they&#039;re to be believed, he&#039;s done something involving &amp;quot;wolf tits&amp;quot; at least once, and [[Wat|Emprah only knows how we&#039;re supposed to interpret that]]. Despite his behavior he does genuinely care for his son, Magnus.&lt;br /&gt;
**[[Slaanesh]] is a hyperactive masochistic camwhore who steals from Khorne and trolls him and others with sexual innuendos. Nobody likes it because it ruins everything.&lt;br /&gt;
**[[Khorne]] is the only half-way normal Chaos God (if that term could ever be applied to the Gods), who is often heard screaming at Slaanesh for being a creepy whore. Has a fairly good relationship with Khaine, though, and they work out together at the gym - he never skips leg day, unlike the Emperor. Ironically, despite being the most prominently featured Chaos God in canon, he&#039;s made far fewer on-screen appearances than the other Gods.&lt;br /&gt;
**[[Nurgle]] is the only one actually doing any scheming. Has a voice that&#039;s really hard to understand without subtitles, Probably because of all of the diseases he’s infected with, and is more focused on his waifu Isha than actually doing anything. When he&#039;s upset, he known to release extremely potent [[Wikipedia:Tinea cruris|Crotch]] [[Wikipedia:Candidal intertrigo|Rot]] on Hive-Worlds, which is as nasty as it sounds.The emperor was on the receiving end of said crotch rot, as well as an eternally itchy nose, despite not having one.&lt;br /&gt;
**[[Malal]] makes several short appearances, conversing with the various gods on Spacebook where he declares he will ruin everyone once he becomes canon again by escaping the &amp;quot;Retconnian&amp;quot; (a dimension where the Squats, Horus&#039; soul, Sanguinnius’ soul and other things that don&#039;t exist anymore are banished to) and a second time is shown to exist in a pocket outside canon where he is able to influence things that are canon in subtle ways using the [[Dark Heresy|&amp;quot;Tyrant Star&amp;quot;, a wandering sun that gives off black light and incites anarchy, chaos, and mutation on whatever planet it shines on]]. It appears that his obsession to become canon is a harmful one, as Horus and a Squat talk him down from his attempts and console him when he breaks down crying about his futile attempts.&lt;br /&gt;
**The [[Great Horned Rat]] appears as a joke to cancel Slaaneshmas forever due to Slaanesh getting demoted in Age of Sigmar and announces &amp;quot;Great Horned Rat Day&amp;quot; as its replacement. Enjoys mocking &amp;quot;non-existent&amp;quot; lesser Chaos Gods and seems to be incapable of not breaking the fourth wall. Coughs near-constantly.&lt;br /&gt;
**[[Necoho]]?: Never been seen and hasn&#039;t been named, but Magnus has mentioned the existence of a chaos god of unbelief who was created by Emperor&#039;s attempts to wipe out all religion.  If not for the Horus Heresy, Emperor would have become its champion or avatar.  Since atheism is so rare in the galaxy now, it most likely is dead or too weak to be relevant.&lt;br /&gt;
*&#039;&#039;&#039;[[Lucius the Eternal]]&#039;&#039;&#039;: Slaanesh&#039;s premier champion, who sounds like what would happen if Mickey Mouse turned to Slaanesh and became a drag queen in the process (his first appearance is a direct reference to [https://www.youtube.com/watch?v=fYQCYA7rvXk this]). First shown fucking up some Imperial Guardsmen (in all senses of the word) with his warband, laughing like a maniac all the while. He then got a call from Fulgrim, inviting him and his band to join one of Abaddon&#039;s [[Black Crusade|&amp;quot;huge parties&amp;quot;]], which he accepted. His absolutely creepy portrayal in the series is quickly becoming one of the scariest (and most enjoyable) things in the franchise, sorta an impressive achievement. Runs a prank show in his spare time, and posts the results to Spacebook (it is unknown If piccolo has seen said results). Also planned the &#039;Slaaneshmas&#039; holiday event, which is broadcast to the whole universe to spread goodwill to humans and overall death to xeno species. Lucius makes a great holo vid host.  &lt;br /&gt;
*&#039;&#039;&#039;[[Ahzek Ahriman]]&#039;&#039;&#039;: Most powerful sorcerer of the [[Thousand Sons]]. Appears in a short scene where he finally gets access to the [[Black Library]], only to be dicked with, and eventually booted out by [[Cegorach]]. Decided to quit trying to get into the Black Library for a while and take a break, but decided against the latter after being summoned by Abaddon for the Black Crusade. Teamed up with Lucius for Slaaneshmas for the shits and giggles. So far appears to the only rational Chaos Space Marine, acting as a snarky straight man to the antics of the others. On a side-note, he [[Old Man Henderson|huffs grimoires of Big Bad Jujus]], which impresses Lucius. He apparently wants to murder the stars as he finds them too bright for his taste. At the end, he gives a speech about how despite the different worldviews, both sides are still humans and offers the Imperium to have one day per year when instead of killing each other, both sides would have a ceasefire and unite to exterminate aliens instead. Imperials were oddly receptive to that idea...&lt;br /&gt;
*&#039;&#039;&#039;[[Typhus]]&#039;&#039;&#039;: Chaos Lord of the [[Death Guard]]. Has the voice of Gilbert Gottfried, with a Strong resemblance to the voice of Real life Comedian Norm McDonald, or Gilbert Gottfried, which he uses to read [[Squad Broken|erotic fanfiction]] for Lucius. Like the other chaos champions, he&#039;s been summoned by Abaddon for the Black Crusade. Later shows up to the Slaaneshmas Special to talk about his latest book, which is just his own shit smeared on every page. &lt;br /&gt;
*&#039;&#039;&#039;[[Kharn|Khârn the Betrayer]]&#039;&#039;&#039;: The most infamous Khornate Berserker in the World Eaters. He has yet to appear directly in the show; Lucius invited him by Vox to the Slaaneshmas special but only received angry grunts in reply, leading Lucius to believe Angron picked up instead. Apparently, Lucius also mixed up his contact info with Sly Marbo at one point.&lt;br /&gt;
*&#039;&#039;&#039;[[Huron Blackheart]]&#039;&#039;&#039;: We cannot confirm his appearance in the series proper, but it appears that he is with [[Abaddon]] in the Season 3 intro, perhaps pointing to an alliance of sorts. Why in the all the names of Chaos he is there, only Alfa (or maybe his voice actor) know.&lt;br /&gt;
*&#039;&#039;&#039;[[Fabius Bile|&amp;lt;strike&amp;gt;Fabius&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;FABULOUS Bile&amp;lt;/strike&amp;gt; Bob]]&#039;&#039;&#039;: Joins in on Lucius&#039; and Ahriman&#039;s Slaaneshmas special to announce that he&#039;s starting a solo Black Crusade to show up that man-baby Abbadon. Is triggered very seriously if called Bob. He&#039;s clearly insane, insisting that a solo Black Crusade means doing things on his own, which even Lucius thought was crazy, not helped by Bile following up by boasting he can clone anyone. He showed off an abomination of a clone of Ahriman (which psychically self-destructed) during the Slaaneshmas Special. Naturally, Ahriman was horrified and disgusted and even Lucius was disturbed.&lt;br /&gt;
*&#039;&#039;&#039;[[Miriael Sabathiel]]&#039;&#039;&#039;: The infamous Chaos Sororita shows up, only to get dismissed everywhere she goes and not be taken seriously. Upon learning it was Slaaneshmas, she dons a Santa hat and joins the fun. Earlier, she was in a bad mood for being talked down by a captured Inquisitor (before she beheaded him in frustration), lamented the lost opportunity to torment him, and was enraged at some Noise Marines&#039; amusement at her situation.&lt;br /&gt;
*&#039;&#039;&#039;The [[Tyranid]] Hivemind&#039;&#039;&#039;: Attempted to hijack the Chaos Gods&#039; warpchat, but was kicked after too many synapses attempted connections. The Emperor claims that talking to the Tyranid Hivemind is like talking to a herd of hungry sheep. Everyone in the Warp is trying to get rid of it because it’s annoying to them. It also sent a psychic message to Inquisitor Kryptman showing him its face… Or rather mouth.&lt;br /&gt;
*&#039;&#039;&#039;[[The Masque]]&#039;&#039;&#039;: A Slaaneshi Daemonette. First appears in BRO TRIP 40,000: A Tale of Two Primarchs while attacking Catachan, apparently because an ample muscle harvest (shaped into Slaanesh&#039;s symbol) would please Slaanesh enough to end her (yes, a canon her) eternal damnation to unending dancing. After Corvus Corax batmans her she flees, due to their artificial muscles being displeasing to Slaanesh and fighting them not being worth potential banishment back to the Warp. Her motives lead her and an army of Daemonettes to the battle for the Gate of Khaine, where she implies some familiarity with Kaldor Drago before trying to bring him down, only to fail spectacularly.&lt;br /&gt;
*&#039;&#039;&#039;[[Skarbrand]]&#039;&#039;&#039;: A &amp;quot;renegade&amp;quot; Khornate Bloodthirster; Khorne officially disowned him after he attempted to kill the Chaos God with a strike to the back, but still recognizes his talents. Skarbrand appears in the Warp Hijinks special as a victim of a ding-dong-ditch prank by Leman Russ and Fyodor. He refers to himself exclusively in the third person and, being a Bloodthirster, [[RAGE|hates literally everything]] (it didn&#039;t help that all emotions besides anger were throttled out of him by Khorne); when faced with the prospect being outside or inside after being pranked, he actually remains in the doorframe, which he hates &#039;&#039;&#039;&#039;&#039;slightly&#039;&#039;&#039;&#039;&#039; less. He later joins the Chaos Undivided daemon horde that assaulted Khaine&#039;s gate as it was being opened by the Inquisition&#039;s forces, where he further espouses his hatred against everything. Such as named characters, some of whom he fucking murders. Extremely open and vocal about his feelings, funnily enough. {{BLAM|SKARBRAND &#039;&#039;&#039;HATES&#039;&#039;&#039; MISCONCEPTIONS!}}&lt;br /&gt;
*&#039;&#039;&#039;[[Kairos Fateweaver]]&#039;&#039;&#039;: A Tzeentchian Lord of Change. He still has two heads and the second, mottled one will constantly contradict the &#039;dominant&#039; head while speaking (which Kairos neither seems to address nor notice). First appears during Russ and crew&#039;s rampage throughout the Warp, where he tries his usual &amp;quot;Knights and Knaves&amp;quot; shtick on Inquisitor Adrielle Quist - but since she&#039;s drunk, not listening and mistakes him for a Genestealer, he gets one of his faces fucked up for his troubles, and holds an eternal grudge against her due to that. Kairos reappears during the battle at Khaine&#039;s Gate, where he tries his damnedest to get even with Quist, but had to &amp;quot;settle&amp;quot; for destroying most of the Grey Knights, but his work was mistakenly attributed to Skarbrand, much to his eternal dismay. Funnily enough, he does more damage to Skarbrand than any of the Imperials completely by accident: Kairos&#039; psyker powers hit Skarbrand while he fought Inquisitor Quist, his grudge briefly turning him into a [[Kharn|team-killing fucktard.]] Despite this, considering the rules Kairos follows (in official lore, his heads randomly switch which one lies and which one tells the truth, but one lying means the other must be truthful), that he can tell the future, and that the normally truthful head said &amp;quot;I will have my revenge&amp;quot; (which he didn&#039;t) while the normally lying head claimed to love Skarbrand... Kairos actually really does love Skarbrand.&lt;br /&gt;
*&#039;&#039;&#039;[[Epidemius]]&#039;&#039;&#039;: A Nurglite Plaguebearer. Fitting for a daemon of Nurgle, he&#039;s incredibly polite even under duress, and cares significantly about the loss of his fellow daemons. First appears during Russ and crew&#039;s rampage throughout the Warp, where he was pelted into submission with hundreds of bars of soap and a bathtub. He later appears during the battle at Khaine&#039;s Gate with a retinue of [[Plaguebearers]], and was enraged when one of them was killed by the Deathwatch. He later commanded a charge against them that ended with most of the Deathwatch being slaughtered, while Wilford and Calato, the only survivors were forced to retreat.&lt;br /&gt;
*&#039;&#039;&#039;The [[C&#039;tan]]&#039;&#039;&#039;: The Necron&#039;s star gods seem to be wedging their way back into current affairs after being turned into [[Pokemon]] by their servants. Of all of them, only The Deceiver has made an appearance so far, the rest being confined to the paper puppet flashbacks (except when Decius brought up The Nightbringer when he was convincing the Ecclesiarchy that [[The Emperor|Easy-E]] isn&#039;t a god).&lt;br /&gt;
**[[The Deceiver]], when not playing Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker with the Emperor and pals, seems to be [[Just As Planned|pulling strings]] all around the Materium. Has a special interest in stopping Kaldor Draigo from returning to realspace. Presumably, because he would become the avatar of Matt Ward, the &amp;lt;strike&amp;gt;[[Malal|Fifth]]&amp;lt;/strike&amp;gt; Sixth god of Choas, and bring utter ruination to the material realm before the C&#039;tan can bring utter ruination to the material realm. Also, it turns out the Deceiver created the Tyranids.&lt;br /&gt;
*&#039;&#039;&#039;Clancy&#039;&#039;&#039;: The traitor menial of an Imperial Cruiser who wants to kill a Primarch, and is obnoxiously polite and civil about the entire affair. His plans fail when Vulkan, Corax and all the other ~~important~~ characters survive the shipwreck he engineered and capture him; his backup plan (Exterminatus via some &amp;quot;pals&amp;quot; dropping a Virus bomb on Attila from orbit) ends up similarly falling short, though he does escape captivity. He later returns as a high-ranking Boardmember of Jopall&#039;s government, and through pulling some strings and making a contract that Corvus signs, entraps the party on the planet through debt. Makes his escape shortly before Corvus bursts in the room leading an army of rebelling Guardsmen.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Horus|FUCKING HORUS]]&#039;&#039;&#039;: Appears in the April Fool&#039;s episode, where he breaks into the Emperor&#039;s throne room and incapacitates him. The Emperor declares Horus can&#039;t win because he&#039;s all alone, but says he isn&#039;t as he gathered allies while he was clawing his way out of The Warp, all of whom are some of the dead/retconned/obscure characters in the fluff: [[The Beast]] (an Ork who waged one of the most successful WAAAGH!s in human history), [[Goge Vandire]] (the man responsible for the worst chapter in Imperial history after the Horus Heresy), [[Sindri Myr]], the Megarachnids (a footnote insectoid race in the fluff, who were hunted to extinction by the Astartes in the Great Crusade), the [[Squats]] (we all &#039;&#039;know&#039;&#039; who they are), [[Herman von Strab]] (one of the most inept commanders the Imperium has ever seen, who met his end in the 3rd War of Armageddon), the [[Old Ones]], the Techno-Barbarians of olden Terra, 3ED [[Carnifex|Old One Eye]] and [https://www.youtube.com/watch?v=1kXU14hkuSI SLY MARBOOO!] (*cue explosions*) He subsequently declares himself as the new Emperor. Later appeared for real in the second Q&amp;amp;A in the &amp;quot;Retconnian&amp;quot; with Malal and the Squats, and calms Malal&#039;s tantrum like a parent consoling a child.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghazghkull Mag Uruk Thraka]]&#039;&#039;&#039;: Currently beating up the Overfiend of Octarius, as in official lore. It&#039;s still unknown where Ghazzy&#039;s gonna fit into things, though it will likely be to assemble all Orks into a single Great WAAAGH!! Also seems to love making bad jokes.&lt;br /&gt;
[[Image:Cyph.jpg|thumb|right]]&lt;br /&gt;
*&#039;&#039;&#039;[[Cypher]]&#039;&#039;&#039;: He has a very vague, mysterious plot involving the planet Orior and its STCs. This seems to take place not long after the [[Fallen_Angels#Ophidium Gulf Crusade Incident|Ophidium Gulf Crusade Incident]], as the Dark Angels managed to locate him by tracking his ship. He also seems to be skilled at disguise, as he manages to just waltz right into the Thunderhawk behind Azrael without any further comment. He&#039;s on his way towards Mars with the Dark Angels. Sicced the Dark Angels on The Fabricator General for a prank video&lt;br /&gt;
*&#039;&#039;&#039;[[Gork]] and [[Mork]] (or was it Mork and Gork?)&#039;&#039;&#039;: The two Ork gods. They&#039;re a couple of dumbfucks who argue with each other in other people&#039;s conversations on Spacebook, with Gork not actually knowing he&#039;s using the Interwarp and trying to figure out how to use it while already on it.&lt;br /&gt;
&lt;br /&gt;
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[[Image:Text Marines.jpg|thumb|right]]&lt;br /&gt;
[[Image:Eliphas.jpg|thumb|right]]&lt;br /&gt;
*&#039;&#039;&#039;[[Felinids]]&#039;&#039;&#039;: [https://www.youtube.com/watch?v=iUuvHPr4BGk The ultimate let-down.] Possible inspiration for the news Cats film.&lt;br /&gt;
*&#039;&#039;&#039;[[Necron]]s&#039;&#039;&#039;: They appear initially in a mini-episode by Karl. Necrons all speak with low-quality Text to Speech devices, except for the Lords who can afford higher quality devices. (Wait, does this mean the Emperor&#039;s communicator is technically Xenotech?) Shennanigans ensue when an unnamed Necron Lord discovers that his lowly minions can&#039;t pronounce certain things, so now all necrons make roflcopter sounds as their war cries. &#039;&#039;&#039;SOI SOI MOTHERFUCKER&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Stormcast Eternals|Ground Marines]]&#039;&#039;&#039;: Introduced as a short spoof episode after the release of [[Age of Sigmar]], a group of Ultramarines determined to bring their superior selves to the service of [[Sigmar|&amp;quot;other Emperors&amp;quot;]] enter a portal and come out transformed as Stormcast Eternals, their appearance crushing a small group of [[The Empire (Warhammer Fantasy)|Empire]] Flagellants. Text then appeared expressing condolences for [[Warhammer Fantasy]] fans. Although non-canon, it&#039;s a jab at Games Workshop&#039;s need to crowbar Space Marines everywhere ([https://www.youtube.com/watch?v=_-MzNpMD1K8 as the Stormcast Eternals largely resemble the Space Marines]. Heck, their posterboy group even takes after [[Ultramarines|The Greatest Of Them All]] with the blue, white, and gold color scheme).&lt;br /&gt;
*&#039;&#039;&#039;[[Eliphas The Inheritor]]&#039;&#039;&#039;: Makes a cameo in the second Q&amp;amp;A episode having sent a letter to the Emperor saying &amp;quot;Dear Corpse Emperor, Furk You.&amp;quot; The episode then cuts to him laughing manically thinking he&#039;s so clever before the Emperor psychically punches him, promptly shutting him up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ahriman 2.0&#039;&#039;&#039;: [[Fabius Bile]]&#039;s horribly disfigured clone of Ahzek Ahriman which he unveiled in the Slaaneshmas special, much to Lucius and the original Ahriman&#039;s horror. Fabius claimed it was a &amp;quot;work-in-progress&amp;quot;, something which caused the clone to become so enraged that it psychically self-destructed moments after.&lt;br /&gt;
*&#039;&#039;&#039;The [[Angry Marines]]&#039;&#039;&#039;: &#039;&#039;Might&#039;&#039; exist in the TTS-verse, but nobody knows for sure. &amp;quot;Angry Marines&amp;quot; was a popular answer in a poll on which loyalist chapter best embodies the concept of hatred, but nobody in the Imperial Palace knows who this might be referring to, and it was speculated that it may simply be a nickname. Either way, they were beaten by several other chapters, most notably the Black Templars and the [[Marines Malevolent]].&lt;br /&gt;
*&#039;&#039;&#039;[[Hassan]]&#039;&#039;&#039;: First appeared in the Chaos Descends series attempting to sell camels to two of the main characters in the middle of nowhere, eventually convincing them to put up flyers for his business as a form of payment. He later appears in the main series, apparently having sold camels to the Ultramarines at some point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voldorius&#039;&#039;&#039;: An unfortunate Daemon Prince which got the attention of the Pillarstodes after reading about him in one of the books they got from the Black Library. They along with the Emperor and Rogal Dorn publicly mock him for being completely ineffective and incompetent to the point of having to rely on his subordinates to do everything for him.&lt;br /&gt;
*&#039;&#039;&#039;Uriah Olathaire:&#039;&#039;&#039; Yes, its the old man that the Emprah had a theological debate during [[The Last Church]]. His soul was summoned from The Warp by The Emperor, who was horrified that he turned into a Chaos worshiper. Ironically he is perfectly sane despite following Chaos. Unlike their first encounter, this time he actually IS a theologian and can shut down the Emperor&#039;s rather sophomoric arguments easily. He worships Chaos Undivided and paints them in a more neutral, legitimately non-malevolent light, highlighting how humanity needs Chaos to stay human and how Chaos needs humanity to continue to exist, making it a mutually-beneficial relationship. He originally wanted to justify the existence of Chaos, but due to the Emprah being a dick; he got fed up and instead started calling him on the hypocrisy of his Imperium and his ideals, such as his constant use of religious iconography and terms (despite wanting a secular empire), essentially doing the same thing old terran religions did to propagate their influence (although with a higher death count), among other things. He was eventually banished back into The Warp after dissing the holiness of the taco.&lt;br /&gt;
*&#039;&#039;&#039;Alfa Legion:&#039;&#039;&#039; Some of the creator&#039;s 40k self-inserts into 40K appear in Episode 10 after Emps makes an oddly specific remark about how &amp;quot;THERE COULD EVEN BE CHAPTERS CONSORTING AND ACCEPTING BOTH XENOS AND CHAOS WORSHIPPERS INTO THEIR RANKS. MAYBE EVEN CHAPTERS SO FUCKING RECLUSIVE AND HISTORICALLY INEPT THAT THEIR MERE EXISTENCE SOUNDS LIKE SOMETHING OUT OF A DISGUSTINGLY HORRIBLE AND SHITTY FANFICTION.&amp;quot; Taking the main TTS reaction thread into consideration, &#039;&#039;&#039;EMPS WAS ONE OF THEM!!!!!!!!!!!!!!!!!!!!&#039;&#039;&#039; Currently have their souls contained in a box owned by Magnus, while [[Indrick Boreale|Boreale]] and [[Apollo Diomedes|Diomedes]] have become Magnus&#039; idiot pets.&lt;br /&gt;
*&#039;&#039;&#039;Asterion Moloc:&#039;&#039;&#039; [[Minotaurs]] Chapter Master who appears briefly towards the end of the Slaaneshmas special, pwning a Tau with a Chaos Terminator.&lt;br /&gt;
&lt;br /&gt;
==The Order of The Primarchs&#039; Returns==&lt;br /&gt;
During the season 3 intro, the silhouettes the miniatures of all the primarchs seems to appear in the order they will first enter the show, as the order roughly corresponds with their actual in-series appearances so far, though this may just be the order of their apearances, not the order in which they return...&lt;br /&gt;
&lt;br /&gt;
* [[Rogal Dorn]] - Around since the beginning of the series, although we don&#039;t find out it&#039;s Dorn until Episode 20.&lt;br /&gt;
* [[Magnus]] - Pops up in Episode 13 after being captured by the Ultrasmurfs.&lt;br /&gt;
* [[Vulkan]] - Returns after Cato Sicarius delivers the remaining Lost Artifacts of Vulkan in Episode 20.&lt;br /&gt;
* [[Leman Russ]] - Appears in the Warp in Episode 21, after Magnus banished the Inquisitors there in Episode 18.&lt;br /&gt;
* [[Corvus Corax]] - Can be heard attempting to get out of a building on Nocturne at the End of Episode 21, and appears in person during Episode 25.&lt;br /&gt;
* [[Ferrus Manus]]- Appears as a &amp;lt;s&amp;gt;&#039;brainghost&#039;&amp;lt;/s&amp;gt; SKHOST in Vulkan&#039;s head when Vulkan returns at the beginning of Episode 20. Vulkan claims in the Bro Trip spinoff that he isn&#039;t the real Ferrus.&lt;br /&gt;
* [[Lion El&#039;Jonson]] - Not yet featured, but Rogal Dorn might know where he is. Then again, maybe not. This IS The Lion we&#039;re talking about after all. Taking current events into consideration, he maybe awakening soon.&lt;br /&gt;
* [[Jaghatai Khan]] - Talked about extensively in Episode 24 and the White Scar podcast. The Ultramarines are on the rescue! Appears on a bike in Commorragh in Episode 29.&lt;br /&gt;
* [[Angron]] - Hasn&#039;t appeared in person, though Lucius mentions he and Kharn may be out on business.&lt;br /&gt;
* [[Perturabo]] - Hasn&#039;t appeared in person, but was prominently featured in a flashback in Episode 24.&lt;br /&gt;
* [[Lorgar]] - given a roasting in Episode 2, but nothing of note since then.&lt;br /&gt;
* [[Mortarion]]  - A couple of jokes have been made at his expense, but he has yet to appear except in a brief flashback where he fell down the stairs.&lt;br /&gt;
* [[Fulgrim]] - Hasn&#039;t appeared in person, although he did contact Lucius the Eternal to inform him about Abbadon&#039;s 13th Black Crusade.&lt;br /&gt;
* [[Alpharius]] &amp;amp; [[Omegon]] - Emps refers to them as if they are one person.&lt;br /&gt;
* [[Konrad Curze]] - A few mentions, but it is safe to assume Konrad may not reappear in the current era. Emps briefly flashes back to a decision Konrad made that unwittingly starts off the whole Inquisition tyranny; a small portion of his appearance is seen during this flashback.&lt;br /&gt;
* [[Roboute Guilliman]] - No appearances, although occasionally referred to in the form of The Emperor demanding his life support being cut off. Hilarious in hindsight, given the events of Gathering Storm.&lt;br /&gt;
* [[Sanguinius]] -  appeared in vision form during the Flesh Eater short and was spoken of at the end of the second Q&amp;amp;A, Episode 18.5 (may or may not consider the Sanguinor appearing as his first appearance)&lt;br /&gt;
* [[Horus]] - No appearances in the main series, although he has been seen in the April Fools and the second Q&amp;amp;A.&lt;br /&gt;
* The two missing Primarchs are asked about once but the emperor simply states &amp;quot;We don&#039;t talk about those guys&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Main Theme Lyrics==&lt;br /&gt;
&#039;&#039;&#039;WE ARE THE GODS OF THE NEW WORLD ORDER.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;WE ARE THE SOLDIERS, THE LEGION OF LIGHT.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;WE ARE THE CENTER, THE DEATH OF THE SUN (SON).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FIRE AND FLAME.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WE ARE ONE.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(excerpt credit: Triarii - We Are One)&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Emperor&#039;s motivation for creating the Human Webway was obtaining [[Love Can Bloom|Eldar prostitutes]], and was afraid the Primarchs would [[Penitent Engine|tie him up]] [[Inquisition|if they heard about it]]. The other benefits were an afterthought.&lt;br /&gt;
* The Emperor&#039;s nose is plagued by a phantom-itch, courtesy of Nurgle. Tzeentch &amp;lt;s&amp;gt;believes&amp;lt;/s&amp;gt; Believed the frustration will cause him to explode, destroying humanity and causing him to become a new Chaos God. He has since realize that the emperor is resigned to this. And as back up gave magnus the suggestion seen below.&lt;br /&gt;
* The Emperor firmly believes in Taco Friday, whereas Dorn believes in Taco Tuesday. This disagreement causes a minor civil war (A.K.A. the TTS-Version of the Dornian Heresy). Magnus ups the ante by believing that [[Warp|Taco &#039;&#039;Tuesday&#039;&#039; should be on &#039;&#039;Friday&#039;&#039;]].&lt;br /&gt;
* The Emperor (officially) did not create any [[Female Space Marines]] because &amp;quot;girls are yucky.&amp;quot; It is implied the real reason he didn’t is because Slaanesh ruined the idea.&lt;br /&gt;
* The Emperor&#039;s left eye was accidentally poked out by Rogal Dorn&#039;s iron halo while attaching him to the Golden Throne. However, in older depictions of the Emperor&#039;s duel with Horus, it was one of the wounds inflicted upon him (he also broke many bones, burned the Emperor&#039;s hair, poisoned him, etc.). &lt;br /&gt;
* Some of the Emperor&#039;s previous personas included Moses, Michael Jackson, Robert Downey Jr., and [[Chris-Chan]]. All these, especially the latter shows just how much of a troll Big E is.&lt;br /&gt;
* The Emperor&#039;s shattered psyche can access knowledge of the 4th wall. This is not always available. &lt;br /&gt;
* The Emperor approves of the Tau in theory, although in practice only those willing to engage in melee. So basically just the [[Farsight|Farsight Enclaves]].&lt;br /&gt;
* In fact, the Emperor is fine with tolerating any xenos that aren&#039;t a threat to mankind. Absolute eradication is unnecessary if regulation suffices.&lt;br /&gt;
* Despite his intentions for the Imperial Truth involving suffocating the Chaos Gods, the Emperor&#039;s attempts at atheism were in fact making [[Necoho|an actual god of disbelief]]... according to Magnus.&lt;br /&gt;
* The Emperor can shape the [[Astronomicon]] so that he can flip the bird to the rest of the galaxy.&lt;br /&gt;
* Has a known hobby: Plays a children&#039;s card game (Yu-Gi-Oh) with a clearly cheesy, overpowered and unfair deck... that, like most [[cheese]], was destroyed as soon as it came across a hard counter. [[Horus Heresy|Apparently Emprah still hasn&#039;t learnt the lesson about why using OP stuff is a very bad idea.]] It later turns out that Tzeentch is the only person he can play with. Tzeentch&#039;s deck is similarly cheesy, but relies more on combos. Both of them also make heavy use of banned cards and have a rather... loose grasp on the actual rules.&lt;br /&gt;
* The Emperor has called for a second Council of Nikea. This one has nothing to do with Magnus; ironically, it&#039;s centered on the Space &#039;&#039;Corgis&#039;&#039;, and the fact that the [[wikipedia:Woodland Critter Christmas|friendly woodland critters]] of Fenris that the Wolves commune with are actually daemons. We&#039;ve yet to see Magnus&#039; and Leman Russ&#039; reaction to the news, but it&#039;s guaranteed to be hilarious.&lt;br /&gt;
* He has also ordered [[Logan Grimnar]] to deliver presents to all the good little boys and girls in the Imperium on Sanguinala.&lt;br /&gt;
* While he has a number of colorful insults for his subordinates, including the primarchs, he also has pet names for his sons, such as &amp;quot;my little Magnymagic&amp;quot;, &amp;quot;RogalyDonDon&amp;quot;, and &amp;quot;my Fabulous Fucking Hawk-Boy&amp;quot;.&lt;br /&gt;
* The First Founding was originally named the [[Only Founding]], and was renamed after [[Codex Astartes|Guilliman&#039;s fuck up]].&lt;br /&gt;
* [http://www.youtube.com/watch?v=RuE2waTrXKk The Emperor disapproves of the saying &amp;quot;Life is the Emperor&#039;s currency&amp;quot;].&lt;br /&gt;
* The Emperor&#039;s flaming sword sounds like a squeaky toy hammer (at least when he bashed Tzeentch&#039;s faces in). &lt;br /&gt;
* Magnus identifies with Rudolph the Red-Nosed Reindeer.&lt;br /&gt;
* The Emperor believes gold is the greatest color of them all, and that all other colors are equally inferior.&lt;br /&gt;
** He likely doesn&#039;t consider Platinum to be a true color in that case.&lt;br /&gt;
* There is a chance that the popularity of TTS has influenced Warhammer Gaming as a whole. Every big Warhammer game that has come out since TTS has had cutscenes somewhat similar to those of the series, and actual canon for 40k has progressed in a generally similar direction. Some have accused Games Workshop of copying what they like from it, while others say the series inspired GW writers to get off their asses and make something actually new.&lt;br /&gt;
** [[Aaron Dembski-Bowden]] is [https://www.reddit.com/r/Warhammer/comments/7igatt/im_aaron_dembskibowden_ask_me_anything/dqykv2l/ confirmed to be &amp;quot;a big fan&amp;quot; of TTS], actually. Ironically, he started watching it after people drew comparisons between Master of Mankind and the series.&lt;br /&gt;
** Furthering the influence, Alfa made an entire episode of the TTS cast playing [[Stellaris]] at the behest of that game&#039;s devs. It is about as disastrous as expected.&lt;br /&gt;
* Reading the book &#039;&#039;Inquisitor&#039;&#039; by [[Ian Watson]] causes disgust and trauma to several of the characters present, in no small part due to [[Jaq Draco]] constantly lusting after his [[Callidus]] assassin disguised as a [[genestealer]], as well as the overly long description of the Slaaneshi planet in the Eye of Terror. Even Boy has horrifying visions in his missing eye after what he&#039;s experienced. Karstodes, on the other hand, seems to have confused it with &#039;&#039;[[Harry Potter]] and the Philosopher&#039;s Stone&#039;&#039; in a bout of impressive illiteracy, while Magnus seems to consider it so bad it&#039;s good, even if only to riff off several of the excerpts and provide a contrast to the less-than-enthusiastic approach of the others present.&lt;br /&gt;
** Additionally, there are apparently in-universe surviving records of fucking [https://en.wikipedia.org/wiki/Stanley_Kubrick Stanley Kubrick] briefly considering adapting Draco as his next movie. This is based on the movie &#039;&#039;A.I. Artificial Intelligence&#039;&#039; coming about partly because of a 90-page treatment written by [[Ian Watson]] under Kubrick&#039;s supervision, a fact brought up several times throughout the podcast, along with [http://www.visual-memory.co.uk/amk/doc/0094.html Kubrick seriously considering Inquisition for his next movie]. Interestingly, this makes Kubrick one of the oldest known historical figures in the TTS-verse, although his name has been corrupted over the millennia.&lt;br /&gt;
* Ever wondered what Big E and the Primarchs would do if they saw this hilariously bizarre version of their future? Someone named Preator98 on Space Battles does. Hence the 40k fanfiction based on the 40k fanfiction known as [https://forums.spacebattles.com/threads/if-the-emperor-watched-the-text-to-speech-device.408752/ If the Emperor watched the Text To Speech Device] was born! Follow the threadmarks to read the whole thing, and go to the [https://forums.spacebattles.com/threads/if-the-emperor-watched-tts-extras-thread.508247/ Extras Thread] to read more Primach/Emperor reactions to other fanfics such as the [[Alternate Heresy|Roboutian Heresy]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Quotes and snippets===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Text To Heresy.png| If [[/d/]] still existed in 40k you can bet the Emperor would purge it.&lt;br /&gt;
Image:NotCanonShout.gif| What happens whenever someone mentions Shadowsun around Kitten.&lt;br /&gt;
Image:EmperorSureal.gif| Emp&#039;s reaction to most things that have happened to the Imperium.&lt;br /&gt;
Image:EmperorDisgraceful.gif| Likewise.&lt;br /&gt;
Image:EmperorPunchesTzeentch.gif| The Emperor taking out his frustration on a certain [[Tzeentch|indecisive mollusk]].&lt;br /&gt;
Image:MagnusRant.gif| Magnus is not a fan of the Imperium&#039;s general intelligence levels.&lt;br /&gt;
Image:DeciusHatBoner.gif| What passes for &amp;quot;Religious Ecstasy&amp;quot; in the Ecclesiarchy.&lt;br /&gt;
Image:UltraFucknCrying.gif| Calgar&#039;s disappointment over the flanderization of the Ultramarines is palpable.&lt;br /&gt;
Image:PillarstodesEntrance.gif| [https://www.youtube.com/watch?v=XUhVCoTsBaM| *Cue Awaken.mp3*]&lt;br /&gt;
Image:AhrimanEXCUSEME.gif| Ahriman is a very grumpy boss.&lt;br /&gt;
Image:SlaaneshPatrol.gif| If you hear EDM outside, don&#039;t answer the door. EVER.&lt;br /&gt;
Image:HighLordsIllegal.gif| The High Lords in a nutshell.&lt;br /&gt;
Image:SuddenlyDaemons.gif| Magnus&#039; original fuckup barely fazed him at the time.&lt;br /&gt;
Image:EmperorSpanking.jpg| The Emperor is the ideal father figure.&lt;br /&gt;
Image:UltraSmurfingNecrons.gif| Calgar engaging in a little Ultraviolence.&lt;br /&gt;
Image:RussWolfWarfare.jpg| Leman Russ&#039; version of the infamous Navy Seal Copypasta.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fanart===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:NOT CANON.png|Kitten with his TOTALLY NOT CANON girlfriend [[Shadowsun]].&lt;br /&gt;
File:Kitten and shadowsun tragic story by khornez.jpg|&#039;&#039;Tale as old as time...&#039;&#039;&lt;br /&gt;
File:KittenCustodesbyAdeptusAdamaris.jpg|Turns out the nickname wasn&#039;t an accident.&lt;br /&gt;
File:NotCanonbyMagnifical.jpg&lt;br /&gt;
File:Luscious lucius prankz gone heretical 2016 by sexual yeti.png&lt;br /&gt;
File:TTS Rogal by eightball6219.jpg|When a tech-priest asks for a toaster, you give him a damn toaster!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLyiDf91_bTEgnBN0jAvzNbqzrlMGID5WA The entire series.]&lt;br /&gt;
* [https://tvtropes.org/pmwiki/pmwiki.php/WebAnimation/IfTheEmperorHadATextToSpeechDevice TV Tropes&#039;s page, for extra references.]&lt;br /&gt;
* [http://if-the-emperor-had-a-texttospeech-device.wikia.com/wiki/If_The_Emperor_Had_a_Text-To-Speech_Device_Wiki And a whole wiki to cover the show, too]&lt;br /&gt;
* [https://www.youtube.com/watch?v=qqbQ_oKmflM A remix cover of the ending theme by StringStorm, check his other remixes too.]&lt;br /&gt;
* [https://www.youtube.com/watch?v=bzPuK1vib_c Not content with his first remix, StringStorm made a second one.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)&amp;diff=69069</id>
		<title>Warhammer 40,000/Tactics/Mechanicum: Taghmata (30k)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)&amp;diff=69069"/>
		<updated>2023-02-26T20:37:20Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Heavy Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;From the [[Heresy|weakness of the mind]], Omnissiah save us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From the [[Dark Mechanicum|lies of the Antipath]], Circuit preserve us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From the [[Men of Iron|rage of the Beast]], [[Pauldrons|Iron]] protect us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From the [[NSFW|temptations of the Flesh]], Silica cleanse us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From the [[Horus Heresy|ravages]] of the [[Chaos Gods|Destroyer]], [[Machine Spirit|Anima]] shield us&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;From this [[Imperium of Man|rotting cage of biomatter]], [[Omnissiah|Machine God]] set us free&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ave Omnissiah!&lt;br /&gt;
&lt;br /&gt;
These are the old rules for the Horus Heresy era Mechanicum, featured in Forgeworld&#039;s book called Mechanicum: Taghmata Army List. The Current HH2 rules can be found [[Age of Darkness-Warhammer 30k/2.0 Tactics/Mechanicum Tactics|here]]. &lt;br /&gt;
 &lt;br /&gt;
If you&#039;re looking for tactics with the previous versions of the Mechanicum, found in the Horus Heresy books, you&#039;d find them here: [[Warhammer_40,000/Tactics/Mechanicum_(30k)|Previous Mechanicum Tactics.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;For the generals on how to play the game and the basics on listbuilding (as well as other tactica rules) you may return to the  [[Warhammer_40,000/Tactics|&#039;&#039;&#039;index&#039;&#039;&#039;]]. You may also find the Horus Heresy general thread as &amp;lt;b&amp;gt;&amp;quot;/HHG/&amp;quot;&amp;lt;/b&amp;gt; on &amp;lt;b&amp;gt;[[/tg/]]&amp;lt;/b&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The latest FAQ can be found [https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/Horus-Heresy-General-Errata-and-FAQ-v1.1-Final.pdf here] (February 2019)&lt;br /&gt;
== Why Play The Mechanicum? ==&lt;br /&gt;
[[File:Belicosa_Potentis_Omnissiah.png|400px|thumbnail|right|Start at the top, and requisition your way to the bottom.]] &lt;br /&gt;
&lt;br /&gt;
You&#039;ve seen the models, right? For the first time since Rogue Trader, the followers of the Machine God can take to the field en masse! You can embody the grimdark universe of Warhammer &amp;lt;s&amp;gt;40,000&amp;lt;/s&amp;gt; 30,000 with your exotic Martian death-rays, terrifying Battle-automata and horrific Cybernetic monstrosities.&lt;br /&gt;
&lt;br /&gt;
Also? Robots.&lt;br /&gt;
&lt;br /&gt;
At the beginning the force used to be divided between the three ordos of the Mechanicum: the footsloggin MCs of the Legio Cybernetica, the more complete Taghmata (vanilla) and the extremely limited Ordo Reductor. This led to question why would anyone ever use Reductor when the Taghmata list [[Fail|had better siege]] engines. The most recent update, however, fixes this problem by making you pick Taghmata as a base and then you can specialize into Reductor or Cybernetica as if they were Rites of War, with their advantages and limitations.&lt;br /&gt;
&lt;br /&gt;
The list is still fairly small, with limited unit choices, but a large amount of flexibility within many of these units, and each new Horus Heresy source book would seem to be adding new units to choose from. Furthermore, all the Knights are available to use, beside the newest GW ones (just give it time), and the Ordinatus will probably have you shot if you actually use it against anyone. Be warned, this is a slippery slope that may result in the loss of financial security, family, friends and house...&lt;br /&gt;
&lt;br /&gt;
Also, &#039;&#039; &#039;&#039;&#039;BIG&#039;&#039;&#039; Robots&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Unusually for Forge World, the Mechanicum is one of the cheapest armies to get in to. It&#039;s possible to start an army with a single Magos, and a pair of Castellax or small Thallax Cohorts (Adsecularis if you really want to break the mold!). The army lists, whilst capable of standing alone, are intended to be used as allies for the Legion army list. As a starting point for a new army, this is ideal, as you need even less to get have something you can field. Mechanicum units provide you with some unique possibilities for conversions, too! Take a cursory glance around Coolminiornot or a painting forum and you&#039;ll find some damn fine examples. Of course, if this is not your thing, Forge World&#039;s own models are more than capable of satisfying any model fanatic.&lt;br /&gt;
&lt;br /&gt;
Gameplay wise, you are universally &#039;&#039;&#039;hard as nails&#039;&#039;&#039;. There are only 3 models with 1 wound, one of which has a 3+ save, another T5, and the last one is dirt cheap and full of upgrades, all of which have access to FNP. However, with a handful of exceptions your models are somewhat pricey (with one, very notable exception), following the trend of a bare bones high T multiwound unit with 4+ save costing as much as a delicious 2+ save Terminator, and it mostly goes up from there. Tough as you are, this is primarily a crutch for the vast the majority of your army is short ranged and with low In, though you hardly lack in long range if you wanna invest some points here and there. Also, their high Toughness and numerous wounds are very vulnerable to Instant Death and weapons that do not roll against Toughness to wound (such as Rad and Poison), and their majority 4+ save doesn&#039;t do much to prevent this, but at least Ld isn&#039;t much of a problem with the abundance of Stubborn and Fearless, as robots have no feelings ([[Men of Iron|except hatred for the living]]). Along with the usual slow speed and short range of your models, it will be a pain in the mechadendrite to deal with those Skyhunter Jetbikes.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the Ad Mech got two new army books in 40k: [[Warhammer 40,000/Tactics/Skitarii (7E)|Skitarii]], and [[Warhammer 40,000/Tactics/Cult Mechanicus(7E)|Cult Mechanicus]]. (They&#039;ve since been rolled together into one army list in 8E: [[Warhammer 40,000/Tactics/Adeptus Mechanicus(8E)|Adeptus Mechanicus]])&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
All generic Mechanicum Warlords from all three lists have the option of getting a Warlord trait from one of the charts in the main rulebook, or rolling on their own unique chart:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Master of Mechanisms:&#039;&#039;&#039; Select one MC unit or vehicle squadron with at least AV12 or more in the same detachment. This unit/squadron gets It Will Not Die. &#039;&#039;Very useful, it gives the best part of Paragon of Metal to a whole unit and lessens your Battlesmiths&#039; workload&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Perfected Targeting:&#039;&#039;&#039; In the Shooting phase, select a Heavy weapon within 6&amp;quot; of the Warlord. The weapon counts as Twin-linked for the turn. This can be done every turn. &#039;&#039;Generally agreeable as any Mechanicum army will have many Heavy weapons&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Predictive Augury:&#039;&#039;&#039; The Warlord and his unit&#039;s overwatch hits on a 5+. &#039;&#039;Exceedingly awesome with Myrmidons&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;The Death of Flesh:&#039;&#039;&#039; All units in the detachment have Preferred Enemy (Infantry - All Types) while within 3&amp;quot; of an objective. &#039;&#039;Helps a lot when storming enemy points or defending yours, so even Cybernetica (who aren&#039;t usually concerned about Objective markers) could make use of this to kill the enemy scoring units&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Dread Rites:&#039;&#039;&#039; The Warlord and his unit have seen and done some serious shit. They both cause Fear and are immune to it, and also gain Adamantium Will. &#039;&#039;Useful for Melee Magi. &amp;lt;u&amp;gt;Wasted on Battle-Automata&amp;lt;/u&amp;gt;, who have all those rules by default&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Battlefield Analysis:&#039;&#039;&#039; After deployment but before the game begins, select a piece of terrain in the opponent&#039;s deployment zone and reduce its cover save by -1. &#039;&#039;Can stack to ludicrous levels with the myriad of other cover-reducing options your army has&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Cybertheurgy===&lt;br /&gt;
[[Omnissiah|Psychic powers for machines]]. WHERE IS YOUR WHEEL OF CHEESE NOW?!&lt;br /&gt;
&lt;br /&gt;
In order to successfully use a power, the cybertheurgist must take a Leadership test. Depending on the strength and difficulty of the power, a bonus or penalty may be imposed on the Leadership value of the model making the test (note that this is applied always to the characteristic value being tested, not the dice result)&lt;br /&gt;
If the test is passed, the power takes effect. If the test is failed, nothing happens, but if the test is failed because a double 6 was rolled, the power has both failed AND gone awry. Roll immediately on the cybertheurgy mishap table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cybertheurgy mishap table&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1-3 Signal Corruption:&#039;&#039;&#039; The target battle-automata may only fire snap shots and fights with WS 1 in assaults for the next game turn.&lt;br /&gt;
**&#039;&#039;&#039;4-5 Corrosive Paradox:&#039;&#039;&#039; The target battle-automata suffers a wound with no armour or cover saves possible.&lt;br /&gt;
**&#039;&#039;&#039;6 Malifica:&#039;&#039;&#039; The Machine Spirit rebels and gains [[Men_of_Iron|self awareness]]! The battle-automata is now destroyed for the purposes of VPs and is no longer part of the controlling player&#039;s force. If part of a unit, it is separated and placed out of coherency with the unit. The battle-automata is still used in the previously controlling player&#039;s turn, but will from now on move towards and shoot at the closest unit each turn and then assault that same unit if able. Both sides may now target the battle-automata if they desire.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;The Powers of Cybertheurgy&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Rite of Celerity, Ld Modifier 0:&#039;&#039;&#039; Target battle-automata gets +2 Initiative for the duration of the effect.  &lt;br /&gt;
***Very situational, Castellax and Thanatars don&#039;t need it (as it&#039;s very hard to wound them in combat except for Primarchs who will still hit first), but Vorax will be at I6, hitting before commanders and if they&#039;re in a Legio Cybernetica list, they&#039;ll be at I7, hitting even before EC or Custodes. &lt;br /&gt;
**&#039;&#039;&#039;Rite of Eternity, Ld Modifier 0:&#039;&#039;&#039; Target Battle-automata regains 1 wound.  &lt;br /&gt;
***This isn&#039;t that handy: Battlesmith is probably just as likely to go off, but if you really need to heal that Castellax, or don&#039;t have a reason to use any other Rite (and can shoot more than once), then you could use this &#039;&#039;and&#039;&#039; Battlesmith. Paragons of Metal can survive being fire magnets and [[Tarrasque|regain up to 3W per turn]]... if you&#039;re willing to risk a Malifica.&lt;br /&gt;
**&#039;&#039;&#039;Rite of Fury, Ld Modifier -1:&#039;&#039;&#039; Target battle-automata gets +2 attacks for the duration of the effect.&lt;br /&gt;
***A Castellax on the charge will mathematically produce seven S6 AP2 attacks + HoW (or better, depending on loadout): 1 HoW, 2 normal attacks, 2 from Rage, 2 from Fury and all of that with Concussive, which in anybody&#039;s book is incredible.&lt;br /&gt;
****Even better, with Retribution comes the ARLATAX FMC,that with arc scourge will do 3+1 (assault)+D3 (rampage)+2 from the rite,up to 9 attacks in charge at S7 ap2 Armorbane and concussive! And if it is the SCORIA BFF HOMUNCULEX it can fill the attacks stat to 10 because of RAGE!&lt;br /&gt;
**&#039;&#039;&#039;Rite of Destruction, Ld Modifier -1:&#039;&#039;&#039; Target battle-automata may fire its weapons twice against the same target in its shooting phase, but cannot use ranged weapons until after its subsequent shooting phase (including for Overwatch).&lt;br /&gt;
***Useful at long ranges, like firing 4 Darkfire shots or letting loose [[Touhou|16 rotor gun shots]] at 30&amp;quot; with Voraxes, not to mention planting [[Rape|two Hellex Large Blasts]]. However, it&#039;s a &#039;&#039;life saver at &#039;&#039;&#039;close range&#039;&#039;&#039;&#039;&#039; whenever you DON&#039;T want to get stuck in melee: Unit with Meltabombs? Double fire from Mauler cannons gets them Pinned. &#039;&#039;&#039;Tarpit too close to your Calix?&#039;&#039;&#039; Double TL Mauler again AND double graviton template with -2Ld modifier stops their charge. [[Horus|FUCKING HORUS]] dropping in with [[Rape|12 Justaerin bodyguard]]? Drop that sweet instant-killing plasma on them, and make &#039;&#039;them&#039;&#039; roll for [[FATAL|Anal Circumference]]. Sure, you could have Overwatched, but those are mere snapshots, and there&#039;s always [[That_Guy|the guy]] who argues MCs only overwatch with 1 weapon. You don&#039;t need +2 attacks if the enemy never gets to melee. If you&#039;re planning to be the one charging, then ask your Magos if Fury is better for you.&lt;br /&gt;
**&#039;&#039;&#039;Rite of Dread Castigation, Ld Modifier -2:&#039;&#039;&#039; May ONLY target ENEMY battle-automata. Both sides roll a D6 and add Leadership (Cybertheurgist for the attacker, Battle-automata for the defender). Battle-automata suffers a wound with no armour or cover save allowed for each point that the attacker&#039;s total exceeds that of the defender.  If a mishap happens, do not roll on the table; instead, the cybertheurgist suffers a &#039;Corrosive Paradox&#039; and deals no damage to the target, leaving him wounded and within 12&amp;quot; of an MC. Use with caution.&lt;br /&gt;
***Pretty useful as Magi (and especially Archmagi) have much higher Leadership than battle-automata, making wounds that ignore the battle-automata&#039;s usual advantage: their high Toughness. It can help kill Paragons of Metal or Thanatars very quickly.&lt;br /&gt;
**&#039;&#039;&#039;Rite of Immolation, Ld Modifier -3:&#039;&#039;&#039; Target Battle-automata self-destructs. Replace the model with a Large Blast marker. S = Battle-automata&#039;s Toughness, AP = Battle-automata&#039;s armour save. If a mishap happens while trying to use Rite of Immolation, don&#039;t roll on the mishap table; instead, the Malifica effect is automatically applied.&lt;br /&gt;
***While this one can be hard to pull off, it&#039;s amazing when it does. Use on Thanatars who somehow got stuck into combat (as they&#039;re usually going to be stuck there for the entire game) for a blast capable of ID&#039;ing marines at AP2, or Castellax for a S7 AP3 blast that&#039;ll wipe out the unit they&#039;re up against (well worth it for 105 points, especially if you&#039;re up against a 250+ pts Assault squad).&lt;br /&gt;
&lt;br /&gt;
==Armoury of the Omnissiah==&lt;br /&gt;
Being a heresy era list, we get some funky wargear that&#039;s not found in later eras/outside of the hallowed halls of the machine god. Augments may also be a thing.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Archeotech Pistol:&#039;&#039;&#039; S6 AP3 Master-crafted pistol. A plasma pistol-lite for the Magos that places safety above all.&lt;br /&gt;
*&#039;&#039;&#039;Conversion Beam Weapons:&#039;&#039;&#039; Could be seen as inverse Melta, inflicting greater damage at longer ranges. The only differences between the Heavy and regular version are that the Heavy has a large blast radius and the &#039;&#039;&#039;Firing Calibration&#039;&#039;&#039; rule, which means the unit has to remain stationary in order to fire, even if it is Relentless or a Vehicle. &#039;&#039;On the corner of a standard 48&amp;quot; x 72&amp;quot; table it has [[FATAL|60% of the table in a S10 AP2 Large Blast killzone]], but this would only matter if the battlefield is modeled after parking lot, so the S8 AP4 Small Blast profile is the one you&#039;ll more commonly use&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Graviton Weapons:&#039;&#039;&#039;  Not to be confused with [[Grav-Weaponry|Grav-weapons]]; their wounding mechanism has nothing to do with the enemy&#039;s armour save. These Heavy weapons (not Salvo) possess no Strength, but have both Concussion and Haywire effects. They make the enemy take Strength tests; if the result is above their Strength they take a wound - a result of 6 always causes a wound. So they are effectively [[Fail|Strength 3]], wounding GEQs on 4+, and MEQs on 5+, making it ineffective against infantry blobs. That&#039;s not why you&#039;re taking them though. You take them to dump haywire on the super-tough vehicles of this era. If you have nothing better to shoot at then you can use it bog down infantry because it also creates Difficult and Dangerous terrain in its blast radius, so it can at least severely hinder their movement which is certainly useful e.g. against melee dependent Legions such as World Eaters, Blood Angels etc. Don&#039;t expect many kills though because AP4 in the space marine millennium is just... sub optimal (although you will pull some kills back through the broken ankles via failed Dangerous Terrain checks). Stick to hunting vehicles unless you can spam fire against infantry using Myrmidon Secutors.&lt;br /&gt;
*&#039;&#039;&#039;Graviton Imploders:&#039;&#039;&#039; &#039;&#039;&#039;GOT NERFED FUCKING HARD.&#039;&#039;&#039; They now work like grav-guns for some reason (despite being explicitly unlike them in the lore) except they trade a blast for volume of shots (and vastly increased poins), and Haywire for 3D6 AP (though without a strength value, you&#039;re lucky to glance a Rhino). No longer worth the points they cost, the only good thing is they kept their AP2 (but considering they&#039;re typically going to function as what might as well be S3 guns, just trade them for plasma).&lt;br /&gt;
*&#039;&#039;&#039;Las-Lock:&#039;&#039;&#039; The Minie-Ball muzzle-loaded musket to the Lasgun&#039;s AK47. Shorter 18&amp;quot; range and fewer shots at Assault 1, but packs a nasty S4 AP6 punch. Of course, as of current, AP6 is completely useless, but S4 however is not.&lt;br /&gt;
*&#039;&#039;&#039;Mitra-Lock:&#039;&#039;&#039; The Scattergun of the Las Family. It&#039;s an [[Derp|8&amp;quot; range]] Las-lock, but it gains Shred.&lt;br /&gt;
**&#039;&#039;&#039;Induction chargers:&#039;&#039;&#039; An optional attachment to &#039;&#039;both&#039;&#039; Las-locks AND Mitra-locks, it upgrades them to Assault 2.&lt;br /&gt;
*&#039;&#039;&#039;Maxima Bolter:&#039;&#039;&#039; Storm bolters with 50% more shots but 50% less range. Too bad it&#039;s Assault instead of a Pistol, so it doesn&#039;t give you +1 attack or the ability to fire it Gunslinger style, while still having a measly 12&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Mauler Bolt cannon:&#039;&#039;&#039; Spiced-up Heavy bolter, with S6 AP3 Pinning, but keeping the short-ranged trend at only 24&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Phased Plasma-Fusil:&#039;&#039;&#039; S6 AP3 Salvo 2/3 plasma that [[Tau|doesn&#039;t get hot]]. Since most of our dudes are Relentless, Salvo isn&#039;t really a concern. They are terrifyingly efficient marine wood-chippers.&lt;br /&gt;
*&#039;&#039;&#039;Phosphex Weapons:&#039;&#039;&#039;  Lieutenant Colonel Kilgore&#039;s [https://www.youtube.com/watch?v=nx5N-4JvVyk| preferred fragrance], this is your [https://en.wikipedia.org/wiki/Napalm napalm]/space [https://en.wikipedia.org/wiki/White_phosphorus_munitions white phosphorus], as it burns, it&#039;s poisonous and stick to surfaces. As if its S5 and AP2 wasn&#039;t going to ruin your opponent&#039;s day quite horribly enough, it also possesses Poison 3+. The &#039;&#039;&#039;Lingering Death&#039;&#039;&#039; rule causes the blast radius to remain on the field and become Dangerous terrain and, after scatter, &#039;&#039;&#039;Crawling fire&#039;&#039;&#039; lets you move the marker up to 2&amp;quot; in any direction so long as it covers more models, making it incredibly effective against units that are about to charge you, and with a lowly 6&amp;quot; range for the bomb version that&#039;s basically the extent of their use. Fortunately Medusas &amp;amp; Lightnings are capable of firing Phosphex munitions at a much greater range. &lt;br /&gt;
*&#039;&#039;&#039;Photon Weapons&#039;&#039;&#039; Funky disco-light ray guns that have &#039;&#039;&#039;AP2&#039;&#039;&#039;, Blind and &#039;&#039;LANCE&#039;&#039;, but also Gets Hot. Comes in Gauntlet (12&amp;quot; S5 Assault 2, no lance), Thruster (48&amp;quot; S6 Heavy 2) and Darkfire cannon (60&amp;quot; S7 heavy 2) sizes -- &#039;&#039;A glimmer of light upon this Armoured Ceramite&#039;d millennium&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;(I)Rad Weapons:&#039;&#039;&#039; Chernobyl guns, these are what you get if you rip out a cathode ray tube from an old television and soup them up. They shoot [[Awesome|&#039;&#039;Fleshbane templates&#039;&#039;]], and even if the enemy survives he&#039;ll die later of space-cancer, represented in crunch by &#039;&#039;&#039;Rad-phage&#039;&#039;&#039;, which means unsaved wounds leave the model with a Toughness and Strength penalty [[FATAL|&#039;&#039;for the rest of the battle&#039;&#039;]]. They come in Lucifex (pistol), Cleanser (assault) and Engine (Heavy) sizes, and the largest one gets [[Rape|Torrent and AP3]].&lt;br /&gt;
**&#039;&#039;&#039;Rad grenades:&#039;&#039;&#039; Special grenades that reduce the enemy&#039;s toughness by one until the end of the assault phase, yours or your enemy&#039;s. Note this &#039;&#039;does&#039;&#039; affect Instant Death thresholds.&lt;br /&gt;
*&#039;&#039;&#039;Rotor Cannon:&#039;&#039;&#039; Basically a Salvo Lasgun. Most of the things that can take it are Relentless, so it&#039;s a nice way to add volume of fire, but more importantly, at 30&amp;quot; range. They&#039;re still S3, so don&#039;t get too worked up.&lt;br /&gt;
*&#039;&#039;&#039;Volkite Weapons:&#039;&#039;&#039; The original Martian ray guns®. Dating back to the Age of Strife, they were in the process of being replaced by the bolter as the preferred weapon of the Space Marines due to difficulties in production and maintenance.Volkite weapons have the &#039;&#039;&#039;Deflagrate&#039;&#039;&#039; special rule, which means each unsaved wound caused inflicts another automatic hit. Additional hits this way cannot cause yet more hits. They come in five flavours: Serpenta (S5 Pistol), Charger (S5 Assault 2), Caliver (S6 Heavy 2), Culverin (S6 Heavy 4) and the monstrous Carronade (S8 with Haywire and a beam effect that lets it hit everything in a straight line in front of it, with &#039;&#039;&#039;AP2&#039;&#039;&#039;). However, while they have higher Strength, they suffer from a short range and commonly have AP5.&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corposant Stave:&#039;&#039;&#039; A stun baton cranked up to 11. Str +1 AP4 Concussive and Two-handed weapon with Haywire. Versatile, can be useful when hunting anything Carapace-armored and even Battle-automata, like enemy Mechanicum. Too bad it&#039;s eclipsed by better options.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Chainblade:&#039;&#039;&#039; Different to the main rulebook&#039;s Heavy Chainswords, these +2S AP4 Two-handed chainweapons are available for your common troops, which means it&#039;s easily massed, and their strength is enough to ID guardsmen and be a threat to vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Paragon Blade:&#039;&#039;&#039; +1S AP2 Specialist melee weapon &#039;&#039;without&#039;&#039; Unwieldy that inflicts Instant Death on a wound roll of 6. Archmagos Prime exclusive, but unless he is a Malagra, he has better things to do rather than being stuck in melee. And even there, his relatively low Initiative &amp;amp; number of attacks and high Toughness means that, unless the enemy has Instant Death, he is better off with a Chainfist. But can be easily be combined with Toughness-decreasing items like Rad grenades and Furnaces to deliver armour-ignoring Instant Death to Space Marine characters before they can power fist you.&lt;br /&gt;
&lt;br /&gt;
===Equipment &amp;amp; Special Rules===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abeyant:&#039;&#039;&#039; A special ride for your Magos, this gives him +1 Wound, Move Through Cover, Very Bulky, IWND and &#039;&#039;&#039;Hardened Armor&#039;&#039;&#039; (re-rolls failed armour saves from template or blast weapons, but reduces charge, sweep advance and run moves by -1&amp;quot; and counts as Void Hardened in ZM). Damn good value for its price.&lt;br /&gt;
**A note for modelers: Abeyants are not just the fancy techno-station that the Archmagos rides around on (or the scorpion body that Scoria has), they&#039;re whatever the fuck you replace the legs with. Even the Magos Dominus model is technically on an Abeyant, and that&#039;s just a bunch of metal tendrils.&lt;br /&gt;
*&#039;&#039;&#039;Augury Scanner:&#039;&#039;&#039; No unit can infiltrate within 18&amp;quot; of the unit. In addition, grants Interceptor to the unit&#039;s Rapid fire &amp;amp; Heavy weapons but only against enemies &#039;&#039;within 18&amp;quot; of an Augury scanner&#039;&#039; turning this from an auto-include item to situational, namely, to keep someone from infiltrating with a melta near your tanks&#039; rear AV.&lt;br /&gt;
*&#039;&#039;&#039;Battlesmith:&#039;&#039;&#039; If a Battlesmith is in base contact with, or embarked upon, one or more damaged vehicles during the Shooting phase, they can attempt to repair on of them instead of firing a weapon. On a D6 roll of 5+ you may do one of the following: 1) Restore a lost Hull Point 2) Repair a Weapon Destroyed result 3) Repair an Immobilized result to the attendant vehicle. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Cortex Controller:&#039;&#039;&#039; Any unit with a model within 12&amp;quot; of a guy with Cortex Controller no longer suffers from Programmed Behavior. This is phase based, so things like running, consolidating, etc., can take them out of range during a turn.&lt;br /&gt;
**If the model has both a Cortex Controller and the Battlesmith rule, they can repair wounds on Battle-automata with the same repair roll. Hand out these to your Magi and Techpriests and watch your Castellax never fucking die.&lt;br /&gt;
*&#039;&#039;&#039;Cyber familiar:&#039;&#039;&#039; +1 to your invuln save, up to 3++, and lets you reroll failed tests other than Ld and Dangerous terrain.&lt;br /&gt;
*&#039;&#039;&#039;Cyber Occularis:&#039;&#039;&#039; Like servo skulls, but they&#039;re actually models now. They&#039;re Jetpack Infantry, bought as equipment by Magi and must deploy with him, but afterwards they can wander off on their own. They don&#039;t take up any transport space, but can only ride vehicles when accompanying their Magos. All models of the same detachment within 3&amp;quot; of them gain full Interceptor (no 18&amp;quot; restriction), and enemies within 12&amp;quot; of them get their cover saves reduced by 1. Nice combo with almost all your units. Unfortunately, they can&#039;t join units, but they have a 3+ save and Stealth, so bubble wrap them inside other units. Hilariously, having BS3 and a TL Laspistol they&#039;re better at shooting than guardsmen.&lt;br /&gt;
*&#039;&#039;&#039;Djinn-skein:&#039;&#039;&#039; Combos quite nice with Cyber-occularis. You can designate one unit within 6&amp;quot; of your Archmagos or any of his Cyber-occularis to gain +1 BS, including himself, and Barrage weapons can draw line of sight from them. It also prevents the scattering of units that arrive within 6&amp;quot; of him.&lt;br /&gt;
*&#039;&#039;&#039;Fusillade Attack:&#039;&#039;&#039; The model may [[Crisis_battlesuit|fire 2 ranged weapons]] in the shooting phase at the same target.&lt;br /&gt;
*&#039;&#039;&#039;Infravisor:&#039;&#039;&#039; Gain Night Vision, but Blind tests are taken at Initiative 1, but it&#039;s not like you had such high Initiative in the first place.&lt;br /&gt;
*&#039;&#039;&#039;Mechanicum Protectiva:&#039;&#039;&#039; Iron Halo for Magi.&lt;br /&gt;
*&#039;&#039;&#039;Nuncio Vox:&#039;&#039;&#039; &#039;&#039;Mixed older pattern of the current Locator Beacon-cum-Vox Caster&#039;&#039;. Radio backpack that prevents the scatter of models that Deep strike 6&amp;quot; near the vox user AND allows Barrage weapons to use the carrying model&#039;s line of sight (range is still measured from the firing model).&lt;br /&gt;
*&#039;&#039;&#039;Servo-Arm:&#039;&#039;&#039; Models with the Battlesmith special rule may add +1 to their Repair roll result. May also make one additional Str 8 AP 2 Unwieldy attack in melee.&lt;br /&gt;
*&#039;&#039;&#039;Machinator Array:&#039;&#039;&#039; &#039;&#039;Older pattern of [[Dark_Mechanicum|Mechatendrils]]/Servo-harness&#039;&#039;. Models with the Battlesmith special rule may add +2 to their Repair roll result. Adds +1 to wielder&#039;s Toughness and provides Night Vision. Also comes with Flamer and Inferno pistol, and you can shoot both in the same shooting phase or one of them and one of your other ranged weapons, akin to a Fusillade Attack. May also make two additional Shred Armourbane Power Axe attacks in melee. &#039;&#039;Since it let&#039;s you shoot two weapons it allows your Magos Dominus to use Battlesmith and Cybertheurgy in the same shooting phase&#039;&#039;. Nice value.&lt;br /&gt;
*&#039;&#039;&#039;Lorica Thallax:&#039;&#039;&#039; Thallax armor, grants them a 4+ save and FnP(6), but prevents them from Sweep Advancing.&lt;br /&gt;
*&#039;&#039;&#039;Lumbering Advance:&#039;&#039;&#039; Models with this rule cant Run or make Sweep Advances.&lt;br /&gt;
*&#039;&#039;&#039;Rad Furnace:&#039;&#039;&#039; -1 Toughness to enemies locked in combat with them (e-mails to FW confirm Scyllax do not make any friendly troops -1T period) as well as granting immunity to Rad grenades and other Rad Furnaces, and makes Poison and Rad-phage only wound [[Mortarion|on a 6]]. Can now be taken by Magos Prime and Magos Reductor as well.&lt;br /&gt;
*&#039;&#039;&#039;Sunder:&#039;&#039;&#039; Attacks re-roll failed Armor Penetration rolls.&lt;br /&gt;
*&#039;&#039;&#039;Wrecker:&#039;&#039;&#039; Attacks re-roll failed Building Penetration and add +1 to the Building Damage chart.&lt;br /&gt;
*&#039;&#039;&#039;Secutarii Hazard Protocols&#039;&#039;&#039;: Essentially replacing the Skitarii protocols, this raises their BS by 1, allowing them to make snap shots at BS2, but can&#039;t run and they reduce their Initiative and WS by 1.&lt;br /&gt;
*&#039;&#039;&#039;Titan Guard&#039;&#039;&#039;: This rule only comes into effect in the really big games, as it gives the Titan Guards a re-roll on Morale and FNP checks when within 12&amp;quot; of a friendly Titan. In practice you&#039;ll only receive the benefit of the Morale boost when you&#039;re within range of a Warlord Titan, as Forge World [[derp|forgot to give them the fearless buff the other titans get.]]&lt;br /&gt;
&lt;br /&gt;
===Vehicle and Battle-automata Equipment &amp;amp; Rules===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anbaric Claw:&#039;&#039;&#039; [https://youtu.be/uRNVxHPJ0hM?t=15 Vehicle-mounted bug-zapper] that can be used once per player turn. D6 S5 AP4 Rending hits at I10 makes for a useful &amp;lt;s&amp;gt;car alarm&amp;lt;/s&amp;gt; defensive system, but it hits &#039;&#039;all&#039;&#039; units near 1&amp;quot; of the hull (except for transported units), so rub your hands and exclaim &amp;quot;Clear!&amp;quot; each time you use it. It also hits Ramming/ed vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Atomantic Shielding:&#039;&#039;&#039; The same as Legion Contemptors, 5++ save against shooting and explosions, 6++ against melee. If the Battle-automata explodes, add D6&amp;quot; to the radius.&lt;br /&gt;
*&#039;&#039;&#039;Battle-automata Power Blades:&#039;&#039;&#039; AP2 Rending weapons. Being MCs, Battle-automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some luck, some armor penetration due to Smash getting worse in 7th Ed.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Autosimulacra:&#039;&#039;&#039; Weaker version of IWND, regaining a HP on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Targeting Array:&#039;&#039;&#039; +1 BS, and reduces enemy cover save by 1.&lt;br /&gt;
*&#039;&#039;&#039;Flare Shield:&#039;&#039;&#039; Front facing force field that reduces the strength of incoming frontal shots by -1. Template/Blast weapons get a -2S reduction instead, but melee/Destroyer hits are unaffected - &#039;&#039;Flare shielded vehicles are nigh impossible to destroy in ranged combat, much less if they are constantly being repaired/regenerating. Needless to say, [[Cheese|abuse it]].&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cybernetica Cortex:&#039;&#039;&#039; The Battle-automata&#039;s synthetic brain, which takes them from mere battle [[servitor]]s to [http://en.wikipedia.org/wiki/Terminator_(character_concept) T-800] stats. Since &amp;quot;Battle-automata&amp;quot; doesn&#039;t exist as a rule, this is what usually identifies them as such. It grants them a whole set of rules: &#039;&#039;&#039;Fearless&#039;&#039;&#039;, &#039;&#039;&#039;Adamantium Will&#039;&#039;&#039;, &#039;&#039;&#039;Cybernetic Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Fire Protocols&#039;&#039;&#039;, &#039;&#039;&#039;Machine Creature&#039;&#039;&#039; and &#039;&#039;&#039;Programmed Behaviour&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Fire Protocols:&#039;&#039;&#039; Now separate from &amp;quot;Programmed Behaviour&amp;quot;, it enables the Battle-automata to shoot up to three weapons each shooting phase. Doesn&#039;t say anything about Overwatch or Interceptor, tho.&lt;br /&gt;
**&#039;&#039;&#039;Cybernetic Resilience:&#039;&#039;&#039; Successful wounds scored by Poisoned weapons must be rerolled, but Haywire wounds them on a separate D6 roll of a 6, all kind of saves allowed. They also reroll Fleshbane wounds, but can you get that 1?&lt;br /&gt;
**&#039;&#039;&#039;Machine Creature:&#039;&#039;&#039; This thing never scores. EVER. Still denies as normal. &lt;br /&gt;
**&#039;&#039;&#039;Programmed Behavior:&#039;&#039;&#039; Unless within 12&amp;quot; of a friendly model with a Cortex Controller or already locked in combat, the following restrictions are placed on the units:&lt;br /&gt;
***&#039;&#039;&#039;Target Priority:&#039;&#039;&#039; If an enemy model is within 12&amp;quot; and in line of sight during the shooting phase, the Battle-automata must fire all its weapons against the closest enemy unit it is able to harm. If that&#039;s not the case, then they are free to select targets as usual.&lt;br /&gt;
***&#039;&#039;&#039;Onslaught:&#039;&#039;&#039; If an enemy model is within 12&amp;quot; during their assault phase, the Battle-automata must attempt to charge the closest enemy unit. Note that the Battle-automata may still only charge the same unit it fired at in the Shooting Phase. If consolidating after combat, they must do so towards the nearest enemy model if there is one within 12&amp;quot;. &#039;&#039;The most noticeable &amp;quot;disadvantage&amp;quot; of unnacompanied automata, if tarpits get within 12&amp;quot; range, that&#039;s it, you&#039;re facing them in CC instead of doing something useful&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Methodical:&#039;&#039;&#039; May not make Sweeping Advances or Run - &#039;&#039;After Onslaught forced you into combat, Methodical prevents you from finishing them. Remember! An unattended Battle-automata can be easily lured away and may not make back its points&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Paragon of Metal:&#039;&#039;&#039; If a Cybernetica Cortex turns machines into T-800s, this turns them into freaking Ultron. Paragons of Metal aren&#039;t subject to Programmed Behavior and gain IWND and Rampage, which is nice because they only come in units of 1 and they will become [[DISTRACTION_CARNIFEX|fire magnets]]. However, instead of Cybertheurgy mishaps they go full rampant, becoming [[Iron_Men|Malifica]].&lt;br /&gt;
*&#039;&#039;&#039;Reactor Blast:&#039;&#039;&#039; When killed, Battle-automata explode on a D6 roll of 6 - &#039;&#039;Being a S4 explosion it&#039;s more of a &amp;quot;farewell fuck you&amp;quot; to the offending unit rather than a danger to your automata&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Shock chargers:&#039;&#039;&#039; Adds &#039;Concussive&#039; to all melee attacks, &#039;&#039;including&#039;&#039; Smash and Hammer of Wrath hits, though it doesn&#039;t give an additional attack due to not being a melee weapon per se.&lt;br /&gt;
*&#039;&#039;&#039;Volkite Sentinels:&#039;&#039;&#039; Independent pintle-mounted Volkite chargers with their own cogitator, they can be fired in addition to the host vehicle&#039;s weapons without penalty and against different targets.&lt;br /&gt;
&lt;br /&gt;
===Relics of the Dark Age of Technology===&lt;br /&gt;
&lt;br /&gt;
So, Conquest gave us couple of new toys! Relics are powerful items product of mankind&#039;s golden age. You can buy only one of each per army, and only for a non-unique IC, so no cloaking array for Draykavac or something. As for the January 2016 FAQ relics require your opponent&#039;s consent to be used. be careful about building lists that break without them.&lt;br /&gt;
&lt;br /&gt;
In a campaign you&#039;re only allowed one character with a relic, which you&#039;ll be stuck with for the rest of the campaign, so be sure of your decision. If the relic bearer is killed, the side that killed him can choose to play a Relic Hunt mission, where the winner steals (or recovers) the relic, even if it&#039;s a Legion specific one, but a Draw means that relic is effectively lost for everyone. Still, you can always opt to play a &#039;Relic Hunt&#039; mission at the beginning of every campaign phase to [[Blood_Ravens|acquire]] FREE relics, where your war zone-assigned character must be deployed. That way you can [[Adeptus_Mechanicus|divert lots of resources to hoard up on relics]], even getting duplicates of the non-faction-specific ones, by rolling a D6 on the &#039;Relic Uncovered&#039; table below. As Mechanicum you should do this [[Fluff|EVERY time]]. Of course, this only matters when playing missions instead of casual gaming, so you could put one of each on your Archmagos and become the avatar of the Omnissiah. Enjoy!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;#1 Nanyte Blaster:&#039;&#039;&#039; The [http://en.wikipedia.org/wiki/Grey_goo| Grey Goo] gun of uncontrolled carnage!!! It&#039;s a S5 AP2 Fleshbane weapon, where if it kills anyone you centre a large blast over the dead model on a die roll of 4+, causing a S5 AP2 hit to those underneath it. Unlike Volkite, each model who dies to this can cause &#039;&#039;yet MOAR&#039;&#039; large blasts on further rolls of a 4+. All you need to do is get one casualty and you can wipe out an entire unit! Smashing!&lt;br /&gt;
*&#039;&#039;&#039;#2 Warp Shunt Field:&#039;&#039;&#039; 3++ against shooting, however for every save of a 6+ (against direct fire weapons) the shooting unit suffers D6 S5 hits. &#039;&#039;Feeling envious, Satarael?&#039;&#039; And it only costs 20 pts more than a Cyber familiar, but only works at range. This is the only risk-free defensive relic.&lt;br /&gt;
*&#039;&#039;&#039;#3 Phase Walker:&#039;&#039;&#039; Each moving phase, instead of moving you may place the bearer ANYWHERE you like, counting as having just deep struck but with no scatter. If you move through a solid object you have to take a Dangerous terrain check for EACH solid object you went through (including all models) so be wary of abusing it in City scenarios. If your dude also has Move through Cover (i.e.: Abeyant or Reductor), then feel free to abuse it. Works well for solo characters since they can&#039;t move with their unit.&lt;br /&gt;
*&#039;&#039;&#039;#4 Combat Augment Array:&#039;&#039;&#039; Once per game, at the beginning of any of the controller&#039;s player turn, he may count any &#039;&#039;&#039;single&#039;&#039;&#039; die (only 1) rolled as an automatic 6 (Emails from FW confirm). However, he must also pass Toughness tests for each remaining wound. Yes, your T6 Magos also thinks the flesh is weak. If he fails he suffers a wound with no saves or mitigating FnP rolls of any kind. A Cyber Familiar can mitigate the danger by granting a re-roll and an Abeyant gives you IWND, and you were taking both of them anyway. However, you&#039;re paying 35pts for &#039;&#039;&#039;one&#039;&#039;&#039; guaranteed 6 - better take a Paragon blade with your Archmagos (Malagra or Reductor) and instakill that pesky Thanatar or enemy Archmagos, for none of those have Eternal Warrior.&lt;br /&gt;
*&#039;&#039;&#039;#5 Cloaking Array:&#039;&#039;&#039; Once per game, at the &#039;&#039;beginning&#039;&#039; of ANY game turn you may make yourself invisible for that whole game turn (ie. on the 3rd turn both in your and your opponent&#039;s turn, thus starting on your enemy&#039;s turn if he goes first). You cannot be shot or charged at unless the enemy unit contains psykers or daemons, in which case the array immediately shuts down (so now &#039;&#039;everyone&#039;&#039; can hit you, not just the previous two). Unfortunately you cannot activate it while attached to a squad or if engaged in close combat already. You also cannot shoot, assault, move or &#039;&#039;do anything at all&#039;&#039; - Can&#039;t even perform actions that don&#039;t count as shooting, like Bombardment attacks. So your model stands on the same spot invisible but doing nothing during a whole game turn. Note that characteristics remain active and can actually perform actions that don&#039;t need to be declared - for example, units still arrive with no scatter near an invisible Djinn-skein user and artillery can still draw LoS from him. By its nature it benefits ranged, lone characters more than melee ones. There are relics easier to use than this one, though - very situational and LOTS of limitations.&lt;br /&gt;
*&#039;&#039;&#039;#6 [[Void_shields|Void Shield]] Harness:&#039;&#039;&#039; The Omnissiah preserves you with a Voidshield for your dude.  It&#039;s a large blast-sized shield, centered on your dude but protecting anyone that fits inside. Glancing, Penetrating and Destroyer hits will collapse the shield, but it can be restored at the end of your turn on a 5+, and with AV12 you&#039;ll be immune to most small arms fire. However, a result of Explodes! will overload the shield, disabling it for the rest of the game and placing a S6 AP4 Pinning Large Blast template centered on the bearer, so &#039;&#039;keep away from meltaguns&#039;&#039; (or deepstrike some of your own to watch some enemy-HQ-flavored fireworks). Being Mechanicum you can slap this on an unkillable magos inside of an unkillable mech raider, assuming you are going for maximum trolling (and really, who isn&#039;t?).&lt;br /&gt;
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====Mechanicum exclusive relics====&lt;br /&gt;
*&#039;&#039;&#039;Cortica Primus:&#039;&#039;&#039; Nice piece of equipment! Counts as Cortex Controller which gives you ability to cast those awesome Cybertheurgy spells on the ENTIRE unit of Battle-automata, but if you roll Mishap, its result is modified by +1 for every additional model in a unit (so a unit of 3 would have a +2 modifier). Only the new (Arch)Magos Dominus can use this properly and that&#039;s actually fair, although it has its risks: Imagine the might of a [[Tzeench|double-tapping]]/[[Khorne|angry]]/[[Nurgle|regenerating]]/[[Slaanesh|lightning-fast]] MC SQUAD, the [[Deathstar_Units|Deathstar]] to end all deathstars...[[FATAL|unless they &#039;&#039;&#039;ALL&#039;&#039;&#039; turn Malifica on him]].&lt;br /&gt;
*&#039;&#039;&#039;Contagium Mechanica:&#039;&#039;&#039; Spoopy Scary sentient computer virus that comes to destroy enemies of the Omnissiah! Well, at least their vehicles. It is a 12&amp;quot; Assault 1, Haywire weapon. If vehicle survives this DEVASTATING hit, then it starts to spread the virus itself. In each of your subsequent Shooting phases, each vehicle within 12&amp;quot; of the survivor (and the survivor itself) takes a hit from the weapon. Every vehicle that survives then become infected, and everything goes round &#039;n round until there are no more tanks to destroy... Awesome. Keep in mind that if the enemy manages this poorly you could have a robo plague bouncing up and down his line hitting tanks multiple times. . . or bouncing up your own vehicles if he gets an infected machine up in your grill. Use with caution.&lt;br /&gt;
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==Taghmata Unit Analysis==&lt;br /&gt;
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The main army that uses pretty much everything but is the baseline for all Mechanicum. Taghmata&#039;s advantages lie within the immense power and variety that can be possessed by a Magos Prime, without the compromises that must be met when playing as Cybernetica or Reductor, so unless you tailor your army to a specific theme/Style, you&#039;ll basically be using this mostly.&lt;br /&gt;
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===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Magos Prime:&#039;&#039;&#039;  Now with Independent Character and Precision Shots! They [[Forgeworld|MUST BUY]] a Techno-Arcana, so they start as expensive WS3 Consuls... and they get even more expensive, but being Mechanicum lords they make up by having a huge amount of customization options, like a Jetpack to have [[Crisis_Battlesuit|flying heavy weapons]] that keep up with Thallax, or go solo, etc. – so many they have a whole section for that [[Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)#Magos_options|&#039;&#039;&#039;here&#039;&#039;&#039;]]. Besides his wargear and Arcana he can be upgraded to Archmagos, becoming kind of like &amp;lt;s&amp;gt;a Praetor&amp;lt;/s&amp;gt; a freaking monster with Relentless (to properly use those Heavy weapons of his without &#039;&#039;needing&#039;&#039; a Jetpack) T5, W3, BS5 and a 2+ save; up to [[Chapter_Master_Smashfucker|&#039;&#039;&#039;T6 W4 IWND and 2+/3++&#039;&#039;&#039;]] with the Machinator Array, Abeyant and Cyber-familiar so many builds use – he’s already expensive, you might as well equip him nicely. The upgrade also unlocks 3 awesome options: the mighty Paragon Blade, the Archimandrite Techno-Arcana and, if he’s the Warlord, a Djinn-skein to greatly help your army. Makes sense you can only have 1 Archmagos in your army. The &#039;&#039;&#039;Orders of High Techno-Arcana&#039;&#039;&#039; are like space military PhDs that pretty much dictate how you&#039;re going to play, and are the following:&lt;br /&gt;
**&#039;&#039;&#039;Archimandrite:&#039;&#039;&#039; Archmagos exclusive, so there can be only one. ALL vehicles in the detachment (so not allies or LoWs) [[Iron_Hands|gain IWND]] (replacing Blessed Autosimulacra) &#039;&#039;by his mere presence&#039;&#039; and, if he is the Warlord, adds +1 to Reserve Rolls. He allows you to field some of the most fearsome Mech(anicum) lists in the game, especially when most of your options are Flare shielded, not to mention it comboes well with deepstriking Thallax, LRs with Explorator Augury Webs and makes your flyers (your army&#039;s weakest section) arrive faster and last longer - &#039;&#039;Overall the most supportive arcana. Coupled with a Djinn-skein and multiple Cyber-occularis he becomes the most supportive unnamed character ever.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Malagra:&#039;&#039;&#039; Heretek and MC hunters, they get +1WS and +1 Attack as well as Preferred Enemy (Characters), Monster Hunter and Precision Strikes. If you want your Magos to be a Mech-assassin and get up close and personal, he is your go-to guy. At I4 most CC characters are likely to hit faster than him, but properly equipped (which makes him even more expensive) he should be able to tank the damage and punch some skulls out. Good for one thing only, he kinda &#039;&#039;needs&#039;&#039; Archmagos stats to stand out, otherwise he&#039;ll be like the Legion Champion: a discount version of something better, useful for one thing only - &#039;&#039;The best recipient for a Combat Augment Array and Paragon Blade.&#039;&#039; FAQ update: as of the last FAQ, if a unit contains anything you have Preferred Enemy against, all attacks against that unit get the PE rerolls. Given almost every non-vehicle astartes unit contains a Character (the sergeant), a Malagra can give their unit PE against most of an astartes army.&lt;br /&gt;
**&#039;&#039;&#039;Myrmidax:&#039;&#039;&#039; Makes him a Myrmidon Lord...lord, gaining Fusillade attack, Hatred (Everything), Lumbering Advance, Precision shot on a 5+, but most importantly, Relentless, meaning he doesn&#039;t need a Jetpack or the Archmagos upgrade in order to move and shoot those sweet heavy weapons (of which &#039;&#039;he can fire 2&#039;&#039;), although BS5 does help. Furthermore, Photon thrusters now don&#039;t overlap with the best options, and he can take two of them! [[Dakka|Four S6 Lance AP2 shots]] are bound to make some damage. Hatred means he&#039;s no slouch in melee, but you&#039;ll want him shooting all game long - &#039;&#039;Overall, the shootiest Magos.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Ordinator:&#039;&#039;&#039; Not to be confused with the proper Magos Reductor, their roles don&#039;t overlap, but can actually complement each other nicely. All of his attacks have Armourbane and Wrecker, and he also has one Bombardment attack (Ordnance D3, Large blast, Pinning, Armourbane, Wrecker, S8 AP3 One-use) which is one of the few Large blasts you have access to as a regular Taghmata, although it needs LOS. Regarding Armourbane, you already have lots of anti-tank stuff already, although an Armourbane Photon cannon is one of the few thing that can and WILL kill even a Flare shielded Armoured Ceramite Spartan, and if he can kill those he can kill anything with an AV. But maybe you want to have half your army shooting at it for the entire game, it&#039;s up to you. You don&#039;t want to know what an Ordinator [[Rape|does]] with a [[FATAL|Wrecker Armourbane Conversion Beam at full range]]. A regular Meltagun is also nice for him as Armourbane ignores Armoured Ceramite (and is independent of range unlike the Melta rule), and doesn&#039;t need Relentless – &#039;&#039;The Myrmidax shoots more but the Ordinator shoots stronger&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Lachrimallus:&#039;&#039;&#039; The most resilient Magos, his 5+ FNP will make your enemy weep cursed tears of rage each time he fails to kill him. He also makes Tech-thrall units come [[Warhammer_40,000/Tactics/Imperial_Guard/Death_Korps_of_Krieg_Assault_Brigade(7E)|back from the dead and into Ongoing reserves]] on a 5+, and forces you to take at least one unit of them. This guy won&#039;t go down quickly, if you&#039;re taking an Archimandrite and sizeable numbers of well equipped Thralls, take this guy. The former allows you to field those Thralls quicker, and the latter makes them return into reserves for free, potentially maximizing cost effectiveness. Also notice unlike the Archimandrite, this guy &#039;&#039;does not&#039;&#039; need to be the Warlord to use his bonus - &#039;&#039;Makes your Thrall screens recyclable, but that&#039;s not necessarily an instant win button: you&#039;ll need several squads to make it count, your enemy DOES receive VPs for killing them and they still have a 2/3 chance of dying for real. Keep them cheap so you can afford other things to do the real damage&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Macrotek:&#039;&#039;&#039; Enginseer lords, they reroll Battlesmith tests and can take Enginseer Tech-Priests Auxilia (Enginseer only) as troops, as well as allowing an extra fortification (unless forbidden by the mission). Given that Battle-automata can&#039;t score anymore it makes sense to give them Troop (scoring) Enginseer escorts with Cortex controllers, and/or he himself should be given both a Cortex controller and a Machinator Array to repair Battle-automata on a rerollable 3+. - &#039;&#039;Toppling a Castellum Stronghold isn&#039;t just anything, imagine now 2. Bringing 2 Turbo Laser Destructor-armed Primus Redoubts will get you shot, though&#039;&#039;.&lt;br /&gt;
**These sphincters are ridiculously durable. If you created a Magos character for a Conquest campaign (HH4), the progression and wargear can take him up to &#039;&#039;&#039;T7&#039;&#039;&#039;. Yes, like a fucking Castellax. Properly built they can tie/beat Smashbubbler(link?)(Link or it didn&#039;t happen). http://boards.4chan.org/tg/thread/36435186/horus-heresy-conquest#p36450691. However, &#039;&#039;&#039;NO MAGOS HAS ETERNAL WARRIOR&#039;&#039;&#039;, meaning most builds need the upgrade to T6, and even then a lucky (or Combat Augmented) Paragon Blade can be the end of your 200pts+ model, a very common weakness in this army, get used to it/kill Paragon wielders ASAP (you have Precision shot). You better get that 3++ save.&lt;br /&gt;
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*&#039;&#039;&#039;Magos Dominus:&#039;&#039;&#039; What the average neckbeard has become by the 30th millennium. Your librarian equivalent, Dominus are your only other vanilla HQ options beside special snowflakes. They come with a Cortex Controller to better direct your Battle-automata, but you&#039;re actually bringing them for their sweet Cybertheurgy powers, for Techpriests arguably do a better job at mere robo-herding, and it&#039;s not like unsupervised Battle-automata begin to [[Tyranids|rip out each other&#039;s bits]]. Having seen lots of changes since their first iteration, their price increased a little and they&#039;re still NOT ICs, but gained FnP(5+) and the &#039;&#039;&#039;Patris Cybernetica&#039;&#039;&#039; rule which allows them to join their Battle-automata pets so they&#039;re not in mortal danger all game long. They can&#039;t tank hits for their Battle-automata though, because the enemy can ignore them as the closest model when shooting. As for their wargear, they still have wide variety of RANGED options and only three melee options including his default power weapon. For those times he&#039;s not using Cybertheurgy or repairing his bots. While taking him naked/with enhanced survivability is also a good decision. An extra Power Fist hit from the Servo Arm and a +1 to a repair roll is decent. However the Machinator Array is a superior upgrade overall. &#039;&#039;He&#039;s a cheap HQ that helps your robots, but that&#039;s about it&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Secutarii Axiarch:&#039;&#039;&#039; A Secutarii HQ with stats more befitting a Space Marine. Of note besides the rules most Secutarii get are the Refractor Field, Radium Pistol, Arc Maul, and Titanshard Armor, which grants them not only their pimping statline and a 3+ Save, but also IWND. Axiarchs can also grant all Secutarii within the detachment one of four new rules: a 5+ FNP, Move through Cover, +1 to pen vehicles, or PE Infantry. These guys are far cheaper than even the Magos, but they&#039;re also a lot more specific in their use and in a force with few Secutarii they&#039;re rather wasted. Because of the weapon loadout, the new [[Skitarii Marshall]] makes for a perfect model to represent this unit.&lt;br /&gt;
**The Axiarch is nowhere near as useful in shooting or melee as the Magus and Magos. Nor does he have the full set of options that they do. He&#039;s one of two HQs without the option of a Machinator Array. So he won&#039;t last very long in a fight. Making the best options for him a Master-Crafted Phonton Gauntlet to re-roll Gets Hot, a Power Fist to make the best use of his three attacks, than spend the cheap cost of taking the Omnispex, Augury scanner and Shattersphere grenades for Rad Poisoning and Pinning. His other options have low AP while Hoplites have little need of extra help to spam Haywire. Kitting him out with all Rad weapons doesn&#039;t make him anywhere near as good as Radfucker. Though he will make an good meat shield and assistant for the Archmagos.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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*&#039;&#039;&#039;Archmagos Draykavac:&#039;&#039;&#039; The first of the [[Dark Mechanicum]]. This scary bastard comes with a Graviton gun, a Machinator array, can buy up to 4 Cyber-occularis for his Djinn-skein and gives PE (Infantry) to all units while within 3&amp;quot; of an objective when he is the Warlord. He also has a Paragon blade that you might never use because of his special rule &#039;&#039;&#039;Liquifractor&#039;&#039;&#039;, exchanging all his attacks for an autohit iflicting [[Anal_Circumference|2D6 - target&#039;s T]] worth of wounds at AP2, or 2D6 - AV/2 Penetrating hits against vehicles. This happens at In1, but having T6 and causing Fear means he has no problem waiting for his turn to attack. His unique arcana gives all Walkers, SH walkers and MCs in his detachment a +1 on their charges and Sweeps so consider bringing some Dominus and Knights. He is also available as HQ for a [[Warhammer_40,000/Tactics/Questoris_Knight_Crusade_(30k)|Knight army]]. Costing less than an equally equipped Archmagos but having lots of unique stuff and an amazing model it almost justifies him not being an IC, so give him an Abeyant to increase his survivability.&lt;br /&gt;
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*&#039;&#039;&#039;Archmagos Inar Satarael:&#039;&#039;&#039; This dude died once, &#039;&#039;[[Commissar_Yarrick|came back]]&#039;&#039; and decided he was done with this &amp;quot;dying&amp;quot; thing so he gave himself a Mounstruous Creature-sized body (were he any tougher, he&#039;d be a Castellax) with T6, &#039;&#039;&#039;W5&#039;&#039;&#039;, FnP(5+) and a &#039;&#039;&#039;Repulsor shield&#039;&#039;&#039; which protects him from S6 shots (ie. the ones that matter) on a roll of 4+, and on a 6 the attack [https://www.youtube.com/watch?v=0ABGIJwiGBc#t=16 bounces back to the offender]. However, it doesn&#039;t work against Template or Blast weapons (ie. the ones that matter), so a normal invuln would be better. Sadly he gave his body a mere 3+ save and forgot EW, but he planned for that - roll a D6 when he loses his last W, on a 3+ he teleports home denying any VP for killing him and his body Explodes. &#039;&#039;Even in death, fuck your dudes&#039;&#039;. He&#039;s not an IC but has &#039;&#039;&#039;Patris Cybernetica&#039;&#039;&#039; meaning he can, and should join a unit of Battle-automata: 3 S6 AP2 non-unwieldy attacks and HoW means he&#039;s more competent in CC than what his WS3 might suggest, and his WT pretty much turns friendly Taghmata 12&amp;quot; around him into Word Bearers, rolling an additional D6 and keeping the lowest two dice when making Morale checks. Because most of your army also is Stubborn this works out very nicely. Having a TL Maxima bolter, a Graviton Imploder and a Servo-arm (which usually are mutually exclusive) he&#039;s very cheap for what you get. &#039;&#039;But for a little more I could get me a Knight!&#039;&#039; Yes, but he is both an Archimandrite AND an Archmagos Dominus, having a Djinn-skein (with 4 optional Cyber-occularii), Cybertheurgy and a Cortex Controller - in fact he&#039;s the only way of having both in your army.&lt;br /&gt;
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*&#039;&#039;&#039;Magos Reductor [http://www.forgeworld.co.uk/en-CA/Titan-Tech-Priest Calleb Decima]:&#039;&#039;&#039; Now with Independent character and Precision Shots! Decima is a very divergent Magos Reductor, exchanging 1WS, BS and the usual 4++ for +1S, W, Ld and a 5++. He has a MC Power axe and a Machinator Array which makes him decent in CC (hits at S6 but fights like a guardsman at WS3, though Master-crafted mitigate this), and with his longest ranged weapon being a MC Bolt pistol he&#039;s certainly not a shooty character either. &#039;&#039;Then what&#039;s the point?&#039;&#039; He&#039;s a Magos Reductor available for Taghmata use, meaning you can bring Battle-automata and non-Thallax troops without restriction while still getting his Reductor buffs: His unit has Move through Cover (ruins, minefields, rubble and treches) and is immune to Pinning from enemy shooting, all his attacks have Sunder and +1 on both Damage tables, which he can confer to a nearby Heavy/Ordnance weapon if he doesn&#039;t shoot (which he won&#039;t really be doing), not to mention he&#039;s the only Taghmata magos with a &#039;&#039;&#039;retinue&#039;&#039;&#039; of his own (Scyllax or Reductor Techpriests forming a unit with him, doesn&#039;t count towards FOC). &#039;&#039;So, no point taking him when playing proper Ordo Reductor, then?&#039;&#039; [[Heresy|Nonsense]]! Sure, he is weaker but he can upgrade to a 4++ save and has access to a Macrocarid DT. Freed one Heavy support slot for you, your welcome. But pretty much the sole reason you want him is for his &#039;&#039;&#039;Curse of the Omnissiah&#039;&#039;&#039; attack. An awesome, if somewhat expensive &#039;&#039;support&#039;&#039; HQ, specially when taken as an allied one as the first book intended to. Not that he isn&#039;t good in a primary detachment either.  Thallax lose their mobility advantage when he joins them, so put him in a Scyllax unit: now all five of his attacks ID MEQ&#039;s since the Marines he&#039;ll be up against will be T3!&lt;br /&gt;
**&#039;&#039;&#039;Curse of the Omnissiah:&#039;&#039;&#039; Makes him a death sentence to anything less than a Titan (provided you get a good roll), being able to unleash 2D6 Haywire Sunder shots, which means he can [[Awesome|scream a Spartan to death]] on a single turn. This counts as firing all his weapons - no extra Machinator shots. Unfortunately, it&#039;s very difficult to use, being Heavy One Use and having only 18&amp;quot; range. And being &#039;&#039;only&#039;&#039; T5 with a 3+/5++ save and no access to transports with fire points or Relentless means Caleb will face danger to use it &#039;&#039;and after&#039;&#039; using it, [[Derp|because it Gets Hot]]. Feel free to move when targeting a flyer, though. If you want to use it you&#039;ll probably need staying power, so take a Cyber familiar for a 4++ invuln and/or his retinue. Fun fact: Being S3 AP3 and hitting so many times, this thing can serve against guardsmen in a pinch.&lt;br /&gt;
**&#039;&#039;&#039;Optional FOC - Istvaan III Survivor Force (Campaign only):&#039;&#039;&#039; A throwback to when the Reductor list was 4 pages long, Calleb&#039;s [[Fluff|band of survivors]] has Move through Cover (Rubble, ruins, minefields &amp;amp; trenches), and receives Stealth in the first turn in exchange of being VERY limited in scope (eg. [[Fail|No battle-automata]], ouch). Good in ambush or cityfight scenarios, but not much else.&lt;br /&gt;
***&#039;&#039;&#039;HQ:&#039;&#039;&#039; Calleb (Compulsory) and Magos Reductor only - &#039;&#039;No Technoarcana nor Cybertheurgy for you. Ouch&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Elites:&#039;&#039;&#039; Tech-Priest Auxilia (Enginseer and Reductor only) and Myrmidon Secutors only.&lt;br /&gt;
***&#039;&#039;&#039;Troops:&#039;&#039;&#039; Thallax only.&lt;br /&gt;
***&#039;&#039;&#039;Fast Attack:&#039;&#039;&#039; Avenger Strike Fighter only - &#039;&#039;This also means Thallax will be your only melee&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Heavy Support:&#039;&#039;&#039; Ordo Reductor Artillery Battery, Myrmidon Destructors, Krios, and 0-1 Legiones Astartes Tank Heavy Support. &#039;&#039;Introduce the Sicaran Venator to Decima and love will b(l)oom&#039;&#039;.&lt;br /&gt;
***&#039;&#039;&#039;Lord of War:&#039;&#039;&#039; As normal.&lt;br /&gt;
**&#039;&#039;&#039;Upgrade time! - Decima Invictus:&#039;&#039;&#039; And you thought he was the only non-Archmagos special character. This badass survives the crucible of Istvaan III and returns with red hot Hatred (Traitors) and &#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;. He now counts as an Archmagos and must be the Warlord (-1 to a piece of cover). Not only that, he gains Relentless to scream machines to death [[Awesome|&#039;&#039;&#039;on the move&#039;&#039;&#039;]], his greatest weaknesses gone! However, he [[Fail|&#039;&#039;doesn&#039;t&#039;&#039; get Archmagos stats]], and now your entire army must Sweep Advance when able and cannot Go to ground. Now he costs as much as a Land Raider...but he can get his points back with just one attack so it balances out.&lt;br /&gt;
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*&#039;&#039;&#039;[[Anacharis Scoria]]:&#039;&#039;&#039; Pioneer of the Dark Mechanicum and lord of the first Hell Forge, Scoria comes with an impressive statline (WS/BS/S/T/I of 5, 4W, 3A, 2+/3++), Archamagos Dominus rules along with &#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;, Relentless and Adamantium Will, two Archaeotech Pistols, Machinator Array (so yeah, &#039;&#039;he is T6&#039;&#039;) and his formerly great weapon, The Vodian Sceptre (now S+2, AP2, Armourbane, causing D3 extra wounds per unsaved wound, or causes an additional hull point lost on vehicles). Unfortunately he got nerfed hard, to the point where a lot of his effects can be recreated by other characters and for a cheaper cost at that, since the main reason he was taken has been cut in half. He&#039;s still the most durable commander you can have and his whole host of special rules are quite handy (like removing the methodical rule from your robots, though that comes with a minor downside), just don&#039;t expect him to crush everything anymore.&lt;br /&gt;
**He also has his own Cybertheurgy power The Rite of the Beast, which is cast with a -2 Ld modifier and affects every Battle-Automata model in the targeted unit (&#039;&#039;that&#039;s right, like the Cortica Primus relic&#039;&#039;), granting them [[Rape|+1 to their Initiative, Move and Charge distanses, and re-roll of failed hits in assault]]. The downside is that when the power loses its effect, every model must roll a D6, losing a wound on roll of 1 with no saves allowed.&lt;br /&gt;
**He may also purchase his special Xanathite Abeyant, which works exactly like a regular Abeyant, except it also gives him an extra attack and a Photon Thruster, which can be fired in addition to all other shooting attacks, aka &#039;&#039;he has 5 guns, 4 of them are AP3 or better and he can shoot 3 of them per turn (yes he has Gunslinger, but the Machinator explicitly says you can only fire one other weapon normally if you use it)&#039;&#039;. &lt;br /&gt;
**He also may take The Homonculex - his own customized Arlatax Battle-automata which simply gets Paragon of Metal for free but if Anacharis dies it is removed from play alongside him (and since Scoria can be a &#039;&#039;&#039;T6 5W 2+/3++ FnP(5+) IWND Eternal Warrior&#039;&#039;&#039; - if you managed to get this guy killed [[Not_as_planned|things have gone tits up anyway]]). Or somebody dropped a Warlord Titan on him. While Scoria himself isn&#039;t Fearless, his Patris Cybernetica rule allows him to join units of Battle-Automata which are, and so prevent being sweep advanced. That&#039;s [[Troll|assuming your opponent can dish out more damage than you]], of course. This is actually an insane little unit, the perfect &#039;&#039;&#039;DISTRACTION CARNIFEX&#039;&#039;&#039;, still boasting a pretty damn strong statline with both Rage and Rampage (if you bring it with the Arcs for ONLY Str7 attacks rather than Str9).&lt;br /&gt;
***Do note that if you take him on his abeyant, his base size is &#039;&#039;&#039;FUCKING MASSIVE&#039;&#039;&#039;, even bigger than the small blast template which can be a problem as you try to move him around the battlefield and actually get him to participate in assaults. It&#039;s entirely possible he won&#039;t get to attack since he might not be able to fit through ruins/fortifications (even if you challenge, since your opponent can refuse it). It also makes it very hard for any sort of blast template weapon to miss him. You can use this to your advantage however, place him front and center in the unit and try to LoS hits that you don&#039;t want him to tank. When you get into assault anyone within 2&amp;quot; of his XBOX HUEG base can still attack, which should mean your entire unit. Sure he&#039;ll be getting a lot of hits back (and the one all the wounds are first allocated to when your opponent refuses the challenge), but unless your opponent is playing that one list where [[Rape|they have a 50 man unit with 3 attacks each and Rending]] his durability should let him tank all of that. Of course you could just choose to not put him on his abeyant and just have him in the middle of the unit like any Magos to avoid these issues, but then you lose out on his cool scorpion body!&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Techpriest Auxillia:&#039;&#039;&#039;  1 Adept with 4 Servo-automata for 65 points. Plays similar to the IG Enginseer, except the unit can have up to 8 Servitors and 2 Adepts, and can take a Triaros DT. Adepts can be given a vox to act as forward observers, and Cortex controllers to heal Battle-automata (don&#039;t give them weapons, they should be busy repairing stuff). One of them can be upgraded to Magos Auxilia, who has Dominus stats but [[Derp|no cybertheurgy or cool toys]]. Because of the price and the Servo-automata&#039;s dependence on their Adepts, two of them are better than a single Magos. Speaking of Servo-automata, they can take nice weapons but the lack of Relentless will be felt with the better ones. Still, those guys are hella cheap: Eight T5 dudes with flamers cost 60pts and constitute an effective restriction order for most things - actually fearsome in Zones Mortalis (if you ever play that). Overall, the squad &#039;&#039;would&#039;&#039; feel like a budget Magos for insurance against broken stuff, but they get free Techno-Arcana. &lt;br /&gt;
**&#039;&#039;&#039;Enginseer:&#039;&#039;&#039; Adepts gain a servo-arm &#039;&#039;and&#039;&#039; a +1 to Battlesmith (so they pass on a 3+). Furthermore, each servo-automata with a servo-arm gives yet another +1 to your enginseers. Whatever you assign them to wont die, so stick them inside a custom LR, [https://www.youtube.com/watch?v=up0t2ZDfX7E play the music] and proceed to collect tears.&lt;br /&gt;
**&#039;&#039;&#039;Lacryaemarta:&#039;&#039;&#039; The Adepts grant FnP 5+ to the unit and +1 to Adsecularis FnP within 6&amp;quot;. Because resilience is their theme, a T4 Magos could be a nice addition. Great for Thrall hordes (especially with a Lachimallus and Revenants), although their own T5 servo-automata benefit more than the T3 Thralls.&lt;br /&gt;
**&#039;&#039;&#039;Reductor:&#039;&#039;&#039; Everyone gets Tank Hunters and Wrecker, Adepts gain a servo-arm that they can trade for a Conversion beamer or Graviton Imploder (though given how bad the Imploders are for their points, you won&#039;t want to). They aren&#039;t Myrmidons, and with their BS3 and lack of Relentless you&#039;ll notice it. However, a Reductor Magos Auxilia can shoot a Conversion beamer as good as an actual Ordinator Magos, but cheaper. Equate the cost and you get yet another Conversion beamer, not counting your 4 tank hunting servo-wounds. In their hands, those guns make buildings explode on a 4+. Compared to &#039;&#039;3&#039;&#039; Myrmidons Destroyers, that&#039;s 85 pts saved at the expense of just 5% decrease in effectiveness. Who’s an insurance squad now?&lt;br /&gt;
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*&#039;&#039;&#039;Myrmidon Secutors:&#039;&#039;&#039; Sturdy SOBs. T5 W2 3+/5++, starting at 2 Secutors and their Lord, up to 10-strong and come with Power Axes, but their guns are bought separate, of which they MUST buy two and can fire them like a cyber John Woo due to Fusilade Attack (effectively granting Gunslinger but with every weapon) and with BS5, Relentless and Infravisors they&#039;re damn good at using them. &#039;&#039;Lumbering Advance&#039;&#039; prevents them from running and sweep advancing, but with so much dakka and I2 you won&#039;t give a damn. Most of their weapon options are short ranged however, so they &#039;&#039;need&#039;&#039; a transport. A Triaros is a must if you want them to actually shoot instead of being a [[DISTRACTION_CARNIFEX|distraction]]. Unfortunately the Secutors have a lot of issues, especially when comparing them to other Mechanicum units, starting with their price.  They&#039;re 35 points base, and while they have two Power Axe attacks base (three on the Ld10 Lord) and Stubborn to function as a heavy assault trooper, don&#039;t expect them to be good for much else other than finishing off weakened squads (admittedly not so hard to do given some of their gear). They&#039;re also outshined in specific roles by a number of other units as the Secutors are the definition of &amp;quot;jack of all trades, master of none&amp;quot;.&lt;br /&gt;
**Against infantry, &#039;&#039;&#039;Irad cleansers&#039;&#039;&#039; would be a strong option; Fleshbane and Rad-phage template is good, however Irad Engines and Lightning cannons are better than any number of cleansers. They could still help if you wanted one of them for grouped up squads or squads that&#039;re coming out of transports they just wrecked, but there are better options for the cost you&#039;re paying.&lt;br /&gt;
**&#039;&#039;&#039;Phased-Plasma Fusils&#039;&#039;&#039; Are now a much better option thanks to the FAQ clarifying how Preferred Enemy works. If you really want to make these guys useful, you&#039;re going to have to be ready to sink points into them. Give them a Magos Prime Malagra and these weapons and you&#039;ll be causing 17 wounds to MEQ&#039;s with just the squad, if the Magos Prime has one as well then that total increases to 19.9 while denying them their armour save (up from 12.5 without the Malagra). That&#039;s more than enough to cripple or even outright erase the largest MEQ squad and even without the Magos&#039;s shots the squad will kill Angron in a single volley. Unfortunately this is still a really expensive option and will usually be overkill for what you need. Thanks to Monster Hunter they can also do in a pinch against other Mechanicus, but in that event you&#039;re really going to want something more suited to the job. Keep in mind that while a Magos in the squad with Fusils is easily the best MEQ-muncher you have (better than Thanatar&#039;s and Castellax&#039;s even if those also had the same buffs), they&#039;re going to be a massive points-sink (even before their transport, as you&#039;ll likely be getting them one) and a very large fire magnet. Protect them accordingly, ideally by having something else the enemy can&#039;t force themselves to ignore (like a small unit of Castellax or a Thanatar) and aim for wiping out 2 Marine Squads, so that they&#039;ll at least make their points back.&lt;br /&gt;
**A unit of Secutors equipped with &#039;&#039;&#039;Graviton guns&#039;&#039;&#039; used to provide superb anti-armour as a squad with Graviton guns can &#039;&#039;reliably&#039;&#039; glance most vehicles and buldings to death, outright ignoring Armoured Ceramite, Armour Values and even Flare Shields.  Better yet is that they&#039;re Relentless, so the Graviton gun&#039;s biggest drawback never affects them.  Unfortunately they&#039;re beaten at their own game by Hoplites which are not only Troops, but much cheaper Troops at that. Even ignoring them there&#039;s many other workarounds if your opponent forgot to buy Armoured Ceramite like Castellax and Tech-priest Auxilia (both of which get Multi-meltas) and the new Vultarax also has a Haywire gun, but it&#039;s mounted on an FCM that will never die alongside other blob-killer weapons.&lt;br /&gt;
***Keep in mind you can still use them for wrecking armour if you really want to, as they have much longer effective range than the Hoplites and/or any of the units that can take Multi-melta&#039;s, and aside from the Hoplites are the only unit that reliably wrecks armour. They also cause difficult/dangerous terrain for anyone climbing out of whatever transport you just wrecked... you are using them on Land Raiders/Spartans right? In any case it allows you to ruin that squad&#039;s day without worrying about them getting charged by the very angry squad coming out of their vehicle (which also helps you since you can get another turn of shooting before those squads have a chance to close the gap).&lt;br /&gt;
**For all-comers lists however, a safe option is taking Volkite-Chargers for some good dice-spamming potential (with a strong likelyhood of wounding), backed up by at least one Graviton Gun to help slow down the enemy at such short ranges, alongside causing lovely glancing hits. &lt;br /&gt;
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*&#039;&#039;&#039;Domitar Class Battle-Automata Maniple&#039;&#039;&#039;: Essentially a melee automata geared for punching other Automata. It can also handle vehicles and buildings in equal measure thanks to four attacks at S10 and its WS4 make it so it&#039;ll hit all other automata on 3&#039;s (and D3 S7 Hammer of Wrath hits per model (roll once and multiply by number of models)). Its shooting is a shitty missile, but the Domitar shines even when getting charged thanks to the Graviton Hammers forcing opponents to make disordered charges, and with Crusader you&#039;ll be dictating when your charges happen quite often. Keep them away from tarpitts (Paragon of metal doesn&#039;t help out too much here, and getting hacked apart by a large mob of S6 fearless goons whose entire squad costs probably less than half your model is embarrassing).  Don&#039;t go thinking that it can take on every monster unit either. Charge a few Castellax with Darkfire Cannons (or even go solo near their Bolt-Cannons) and you&#039;ll find that&#039;s a 175+ point investment down the drain.&lt;br /&gt;
**The price of these though is very prohibitive, a unit of Castellax with Siege Wreckers can do essentially the same job for less, and unless you know you&#039;re up against MC heavy lists there&#039;s very little reason to bring a Domitar.  If you bring them anyway, send them after pricey and important targets, smaller terminator units and HQ, but keep them away from Dreadnoughts. Cortus Dreads can very well kick its ass for cheaper.&lt;br /&gt;
**FAQ gave these things a rather interesting buff, their fists can now be used in shooting to spit out an AP6 graviton haywire template, and you have two of them. A template weapon of any kind will help deter enemy charges, and the fact that it&#039;s haywire means that Dreadnought that&#039;s about to beat your faceplate in could get glanced to death by your overwatch. Meanwhile in the actual shooting phase you can use them as can openers, a maniple of enough bots can shut down even the heaviest of transports, which is very handy given how often terminators tend to hide in Spartans.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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*&#039;&#039;&#039;[[Thallax|Thallax Cohort]]:&#039;&#039;&#039; Thallax are Jet pack Ogryn equivalents, being pretty hardy with T5 and 3 wounds. Their special rule &#039;&#039;&#039;[https://www.youtube.com/watch?v=aMli33ornEU Djinn-sight]&#039;&#039;&#039; [[Markerlight|reduces enemy cover]] by 2 (too bad their main guns are AP5) and denies infiltration within 24&amp;quot; of them, so deploy them near your valuable assets. Their Lightning guns are somewhat short ranged (18&amp;quot;), but they&#039;re able to pull that [[Battlesuit|jump-shoot-jump]] trick and are effective against vehicles (even AV14 with some luck), but they don&#039;t pump out enough dakka to be much of a threat to infantry. Even though they&#039;re WS3, being S5|T5 FnP(6) means they&#039;re not too shabby in combat either. Good stats, but each one costs more than a multi-wound terminator. Thallax can be upgraded with one augmentation.  &lt;br /&gt;
**&#039;&#039;&#039;Destructor&#039;&#039;&#039; (&#039;&#039;Tank Hunters&#039;&#039;) better allows them to attack AV, meaning they get to reroll Rending against vehicles. A &#039;&#039;&#039;Multi-melta&#039;&#039;&#039; is also a good choice in lower point games (~1500 pts) as it&#039;s not that easy to Melta-proof all your vehicles and AP1 helps against infantry too. It&#039;s definitely optional though, as melta bombs also do the job, but better since more than 1 in 3 can use them.&lt;br /&gt;
**&#039;&#039;&#039;Ferrox&#039;&#039;&#039; gives them &#039;&#039;Rage&#039;&#039; and &#039;&#039;Rending&#039;&#039; in melee. Useful, since Thallax are not as numerous as you&#039;d like them to be. Can&#039;t replace their Lightning guns but you won&#039;t be shooting with the Ferrox upgrade anyway. Synergizing well with Ferrox are &#039;&#039;&#039;Heavy Chainblades&#039;&#039;&#039;, making them a threat to heavy vehicles now that Meltabombs are poof (9 guys shooting and charging averaging [[Spartan_Assault_Tank|5 lost HP]], 3 of them Penetrating). Now there&#039;s your melee AND anti-armor option combined. But don&#039;t blow up transports, you don&#039;t want to lose the Rage bonus, you want to be charging shooty units and using your firepower against choppy things. &amp;lt;u&amp;gt;Avoid tarpits&amp;lt;/u&amp;gt; because to make their points back these guys need to be always charging, and &#039;&#039;they can&#039;t Sweep Advance&#039;&#039;. &amp;lt;u&amp;gt;Too bad Ursarax do it better&amp;lt;/u&amp;gt;, but at least Ferrox have stronger guns and can fill the compulsory slot.&lt;br /&gt;
**&#039;&#039;Against MEQs&#039;&#039; take &#039;&#039;&#039;Phased-plasma fusils&#039;&#039;&#039;, terribly efficient marine-wood chippers that effectively become Assault 3 in the hands of your Relentless minions. And being Djinn-sighted, cover won&#039;t save them. &#039;&#039;To kill Terminators&#039;&#039;, however, &#039;&#039;&#039;Photon thrusters&#039;&#039;&#039; are your only option. It&#039;s the most expensive option, but 2 S6 Blind shots will make a difference, and even MCs (and Primarchs!) might feel more than a sting, all that from 48&amp;quot; away. They&#039;re also Lance, but at S6 no one cares, stick to your default guns for tank killing. &#039;&#039;For dealing with light infantry (T3) blobs and light vehicles (AV 10-11, rhino/fighter/land speeder territory&#039;&#039;, &#039;&#039;&#039;Multi-lasers&#039;&#039;&#039; are a very cheap way of adding much needed firepower, S6 denying FnP and reliably glancing AV 10 on top of having long range. &#039;&#039;&#039;Irad-cleansers&#039;&#039;&#039; are very useful too, their Fleshbane templates felling scores of poorly armoured enemies, even making tough units take a ton of saves.&lt;br /&gt;
**&#039;&#039;&#039;Empyrite&#039;&#039;&#039; is only useful in Zones Mortalis and those environments where aerial deployment is forbidden, deepstriking by teleportation instead and gaining Void Hardened armour. &lt;br /&gt;
**&#039;&#039;&#039;Icarian&#039;&#039;&#039; Might seem like another useless upgrade at first, since it gives them the option of having Skyfire but only if they don&#039;t move, doesn&#039;t give them Interceptor, their guns are short ranged and plenty of emplaced weapons already have Skyfire, but there is one main benefit: If you take at least two squads with this upgrade and space them out enough You&#039;ve effectively created an massive no-fly zone. Most flyers (especially ones like the Xiphon) cannot eat several S7 Rending shots. This in turn can force them to hover, if they have the capability, or they end up leaving the board. Either choice is good for you: if they hover then you immediately run up to them and force them to eat the S7 Rending shots or shoot them with something else in your army that&#039;s long-ranged but has a higher Strength/AP. If they leave the board then you don&#039;t have to worry about them for a little while and with a little luck you can fuck with their return by positioning yourself right before they show up. If they decide to throw caution to the wind and approach you however, feel free to gun them down. It&#039;s not the best way to deal with Flyers but it can be very handy still, especially since their Djinn-sight fucks with flyer Jink saves, and the Thallax are usually terrible targets for the flyers to shoot at themselves, even if flyers like the Avenger Strike Fighter fires every shooting weapon it has, it&#039;s not likely to kill even a single model (and if one tries to bomb you they should now be within range). That being said, skip this outright if you know you&#039;re up against a Thunderhawk, They&#039;re a little too durable to care and have enough weapons that Thallax should be wary of them.&lt;br /&gt;
***Do keep in mind that if you want to try this, you&#039;ll only have one Heavy Support available (or possibly none if you really wanted to set up an AA field) so try to find your heavy firepower elsewhere. Springing for at least one Multi-melta per unit with this setup is also recommended if only to make your opponent extra fearful of the AA field (it&#039;s not likely to be the thing to bring down aircraft, but don&#039;t tell your opponent that).&lt;br /&gt;
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*&#039;&#039;&#039;Adsecularis Covenant&#039;&#039;&#039;: The cheapest unit available in 30k, heck even in 40k its only outdone by Ork grots by a decimal point! (35pts for 10!) Actually, militia levy squad are 100pts for 50, so thats (20pts for 10). However in many ways it shows.  The cheapest source of scoring bodies in the codex, they&#039;re a tarpit unit with low stats and even worse fighting ability. However, you can turn their measly Ld7 into &#039;&#039;Fearless&#039;&#039; at the cost of Overwatch and Sweep Advance (nearly an auto-include), and can upgrade their FnP6+ with Revenant Alchemistry, gaining &#039;&#039;Hatred&#039;&#039; and FnP5+ at the cost of Slow and Purposeful. Which can be further enhanced by nearby Lacryaemarta Techpriests and issued Carapace armour. So in essence, they can be turned into 20-man drooling cyber-zombie squads, resilient to regular infantry killing methods but still vulnerable to being blown to smithereens.  Said Lachrimallus Magi can also bring them back from the dead on a 5+, but if they were upgraded with Revenant Alchemistry the returned squads won&#039;t even make it out of your deployment zone. Take this into consideration.&lt;br /&gt;
**Though equipped with Laslocks as standard (S4 lasgun with shorter range) they can swap this out for a Mitralock, giving them Shred in exchange for even shorter range... which is nigh unusable in the case of anyone using RoPT. &lt;br /&gt;
***It is possible to improve their shooting by buying them Induction Chargers, giving them an extra shot with the lock&#039;s, at a flat 15 points, a ten man squad with these costs 50 pts and puts out 20 shots, compared to a 60 points for the same number of shots if the squad doesn&#039;t have the Chargers. With a twenty man squad this is even better, 80 pts for 40 shots compared to 130 pts for the same number without Chargers. However, with BS2 you don&#039;t really want these guys shooting, especially considering the next option...&lt;br /&gt;
**Heavy chainblades augment them fantastically, buffing them to S6(!) and AP4 for some fucking filthy stuff. Against other AdMech or GEQ they are &#039;&#039;disgusting&#039;&#039;.&lt;br /&gt;
***A 20 man unit of appropriately equipped Heavy-chainblade thralls can work wonders vs just about anything, especially when paired with Lacyraemarta Tech-priest auxilia to give them SV4+ FNP4+. If you wish to rules lawyer and lose all your friends, there is no explicitly mentioned limitation on their bonus. &#039;&#039;&#039;But don&#039;t do that.&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Castellax Class Battle-automata:&#039;&#039;&#039;: After an arguably deserved price increase, losing scoring and can&#039;t be compulsory Troops, they&#039;re still powerful and useful all-rounder tough Battle Automata with marine-killing Mauler Bolters (S6 AP3 Pinning). Without list-tailoring on the enemy&#039;s behalf (like Plasma vets) a Castellax will hold its own against nearly everything thrown at it and can put out a lot of hurt in both the Shooting and Assault phases thanks to their Atomantic shielding, Str6, Rage, Shock chargers and ranged weapon options.&lt;br /&gt;
**For melee, Shock Chargers (Concussion on all attacks including HoW) can be exchanged for Dual Powerblades (Rending and +1 attack) which is an upgrade to be considered, but probably should only be taken if you have spare points left over for some reason.  Rending hardly matters (they&#039;re AP2 by default and if you want to wreck armour, get Siege Wreckers) and you can almost always get more Castellax if you want more attacks. They may also get a single Siege Wrecker (S10 Concussive Wrecker), losing one bolter but essentially gaining four Smash attacks instead of just one, which can be pretty great. Don&#039;t forget to buy Frag grenades. &lt;br /&gt;
**For ranged combat, Enhanced Targeting arrays will help their Armour-ignoring guns to find their mark, and additionally worsen the foe&#039;s chance of surviving since if they&#039;re not making an Armour save, they&#039;ll be making a Cover save.  Never buy Infra-vision.  Getting rid of temporary stealth isn&#039;t worth always taking Blind at I1, let alone the extra points it&#039;ll cost you.  As for their weapons, Mauler bolters kill (and Pin) infantry very well, however Multimeltas aren&#039;t as great a choice on this unit.  If you know you&#039;re up against a multi-wound squad, or if your opponent&#039;s using a 2+ save model to block the bolters then you can use the Multimelta&#039;s to clear them out and finish off the squad with the bolters.  In short it&#039;s situational, even for its intended role thanks to Armoured Ceramite and Flare Shields, making it more useful on something like Thallax that can get behind the enemy.  Darkfire cannons are the other AP2 choice and a better one in general for the Castellax, despite their price.  They fare better than Melta&#039;s at taking down 2+ armour (such as terminators) and with a long range that helps lay carefully slather pain on enemy Monstrous Creatures or Primarchs with bad/mediocre saves. The Blind rule can also tip the balance of power when melee is on the cards. Ignore the lance factor as at that Strength, you&#039;re still glancing on 5&#039;s.&lt;br /&gt;
**A Castellax is one of the best Battle Automata to turn into the &#039;&#039;Paragon of Metal&#039;&#039;, turning this already versatile bot into a one-model wrecking machine. Give it a Darkfire cannon to blind enemy units and hurt vehicles from afar. Dual power blades will help against infantry trying to overwhelm it (+1 attack is nothing to scoff at), but a Siege Wrecker (buffs Strength to 10 in exchange for a bolter) allows it to tackle all manner of targets without resorting to Smash. Remember, a Castellax with dual power blades can get up to SEVEN attacks on the charge! Cybertheurgy can stack to ludicrous levels with them, but beware of [https://www.youtube.com/watch?v=41kzMU7vbbY Malifica].  Granted, Malifica is extremely unlikely unless it is a Paragon of Metal (any failed Cybertheurgy attempt will result in your death-robots turning against you!).&lt;br /&gt;
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*&#039;&#039;&#039;Scyllax Guardian-Automata Covenant&#039;&#039;&#039;: Defensive horde-masher tentacle-bots with a radioactive engine powering them. They provide a -1 debuff to the Toughness to everyone locked in combat with them, meaning only their enemies. RaW does not allow friendly units to be locked in combat with each other (and neither does FW emails). They&#039;re also immune to their own effect (naturally) and are highly resistant to both poisoned and rad-phage (not that it would come up all that much against them). Comparing most roles, Scyllax come off a smidge less efficient than Thallax, which are just slightly more expensive with a better statline and far more mobility, but the crunchy defensive melee properties cannot be dismissed. Scyllax can either put out a whirlwind of anti-infantry attacks with exploding dice on a 6 to wound, or they can trade all that for one attack per model that is burly enough to ID TEQ&#039;s. These guys have a number of ranged options, replacing their standard Kraken bolters:&lt;br /&gt;
**If Defensive Assault is your ideal strategy, then load up on &#039;&#039;&#039;Flamers&#039;&#039;&#039; (available to all) and &#039;&#039;&#039;Rad-cleansers&#039;&#039;&#039; (available to only one in four, sadly). Template weapons can help whittle down a lot of blobs real fast (having that much Wall of Death doesn&#039;t hurt if you get counter-charged either).&lt;br /&gt;
**If you opt for ranged combat, you&#039;ll want the &#039;&#039;&#039;Rotor Cannons&#039;&#039;&#039;. Sure they&#039;re weaker in strength than the &#039;&#039;&#039;Volkite Chargers&#039;&#039;&#039; but they put out more shots the Volkites and your regular Bolters do, Relentless meaning you get to fire 4 shots at full 30&amp;quot; range. And they&#039;re the cheapest option! Even if you&#039;re up against 4+ saves, the heightened volume of fire means you&#039;ll inflict more wounds than Kraken Bolters.&lt;br /&gt;
**As for the other &amp;quot;1-in-X can equip Y&amp;quot; items, they&#039;re pretty self explanatory. &#039;&#039;&#039;Graviton guns&#039;&#039;&#039; help with slowing infantry and dealing with vehicles that got too close, &#039;&#039;&#039;Plasma guns&#039;&#039;&#039; help with taking out 2+ saves from range (handy if a player puts their Artificer Armour Sergeant in front), and &#039;&#039;&#039;Melta guns&#039;&#039;&#039; are good for leaving at home because your opponent bought Armoured Ceramite and you have better things to deal with vehicles and 2+ saves.&lt;br /&gt;
***These are not bulky! You could fit a large mob of 16 and a Magos with Rad-grenades in a Triaros and upset people.&lt;br /&gt;
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*&#039;&#039;&#039;Secutarii Peltast Phalanx&#039;&#039;&#039;: Old-School Titan Guard [[Skitarii]] with FNP, Relentless, and Galvanic Casters, these guys are the ranged botherers with guns that can either circumvent cover or blast without remorse. They&#039;re protected by a 4+ armor and the Kyropatris Field, a special shield that lets them re-roll 1&#039;s on a save if there are at least 5 models and reduces the strength of any shots targeting them by 1 if there are at least 10 models. While they all can buy arc mauls, power weapons, arc rifles, or radium carbines, you need at least 5 Casters to benefit from the last rule they have, which gives a one-time use ability that gives an ally within 18&amp;quot; Shrouded for the turn. Titans can even be shielded, but only if multiple Peltasts blow their use of it.  The Peltast are your solid go-to ground units.  Whereas your Tech-Thralls stand and hold backfield objectives, the Secutarii are particularly adept at besieging a particular area.  Battle-automata may be more resilient overall, but it isn&#039;t particularly easy for them to footslog across an entire board. Due to the price of the Kinetic Hammershot Rounds, an ample tactic is to take a full unit of Peltast equipped with radium carbines (who have very comparable damage results to the Galvanic-caster with Kinetic Hammershot, only being worse if you chose Preferred Enemy against MEQ&#039;s/Taghmata), stick them in a Triaros, and launch them towards a forward objective and plant themselves down under the cover of the Triaros. Anyone who gets too close will have to deal with 20 3-shot radium carbines at BS5. Are they expensive? Yes. Are they explicitly needed? No, but this is the Horus Heresy! Larger blobs of units gunning each-other down is encouraged. Essentially, the Peltast are an all-around decent choice for the Mechanicum. Not amazing like an Arlatax per say, but they allow you to mix up your play style and not have to rely on high toughness robots for once. Alternatively the Kinetic Hammershot also allows them to work as good backfield support, as Relentless allows them to save you the trouble of getting them a transport&lt;br /&gt;
**Don&#039;t run them up with &#039;&#039;&#039;Arc Rifles&#039;&#039;&#039;, killing vehicles is the Hoplites&#039; job and they do it far better. Unless you park right down the throat of the enemy you&#039;re going to only get 10-20 shots, and when the thing you&#039;re shooting (which is almost always going to be a transport) is destroyed and the squad inside comes out, they&#039;re going to be pissed and Peltast squads die like a bitch in melee. The upgrade also makes the squad so much pricier, to the point that they can be comparable or more expensive than what they&#039;re destroying, and if you want to use the much higher Strength to go creature hunting, stop what you&#039;re doing immediately. You&#039;ve got other units like all of your automata who do that job way better. The only time it could possibly work out for you is if your opponent was stupid enough to let a 20-man squad get within 6&amp;quot; of a Thunderhawk Gunship as they can and will kill it in one round, but if they&#039;re that dumb you could&#039;ve just used 30 Hoplites who&#039;re not only harder much harder to kill than this one squad, but cheaper as well.&lt;br /&gt;
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*&#039;&#039;&#039;Secutarii Hoplite Phalanx&#039;&#039;&#039;: Where the Peltasts shoot for a living, these guys have Arc Lances and boosted boarding shields with 5+ Invulns. If it wasn&#039;t clear from all the haywire the squad has, these guys are your end-all tankbusters. No armoured vehicle, save titans, is going to survive a full squad of Hoplites shooting at them and even at only 10 strong they &#039;&#039;&#039;will&#039;&#039;&#039; kill flyers, even without Skyfire (provided you engaged Hazard Protocols like you should&#039;ve). Hell, thanks to Hazard Protocols you can watch as two squads kill Thunderhawks. Always make sure to buy the Alpha a pistol as the Lance and Shield don&#039;t prevent him from gaining an extra attack with it, and a power weapon would also be advised if you plan to hit transports. The rest of the squad can handle even spartans just fine and once they&#039;re dead, the squad&#039;s made its points back so if you can take any of the transport&#039;s occupants with you, then consider it a bonus.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Triaros Armoured Conveyer&#039;&#039;&#039;: &amp;lt;s&amp;gt;Dune Train&amp;lt;/s&amp;gt; Not quite a [[Crassus Armored Assault Transport|CRASSUS]], but close. 14/12/12, 4HP  The thing comes standard with a flare shield for all that -1 goodness.  It also gets a shock ram giving you AV15 on your front when ramming and does haywire damage. the shock ram also inflicts d6 S6 AP5 hits on any unit it tank shocks in addition to resolving the tank shock and the shock ram doesn&#039;t count as a weapon so can never be removed by weapon destroyed results on the damage chart. Carries 20 and re-rolls failed dangerous terrain tests.  Give it lesser IWND for 5 points.  135. Awesome. Great for getting things close. The Spice must flow.&lt;br /&gt;
**Volkite Sentinels are a subtle, but potent feature. Essentially they are two Volkite chargers than may target independently of the Triaros itself (and presumably the other Volkite weapon); these can be used to take out &amp;quot;Chaff&amp;quot; units.&lt;br /&gt;
**You&#039;ll generally give this unit the noble task of transporting the Omnissiah&#039;s servants. Myrmidons of both kinds are the most obvious use, it&#039;s effectively mandatory for Secutors as they all possess short range weapons, and with the most expensive weapon option for Secutors being the one with AP3 you will greatly appreciate the Twin-linked Mauler Boltcannon. Destructors can benefit from this too, the Irrad Engine to be specific. Another possible useage is Tech-priests. Not too bad as almost any configuration of the Tech-priest is cheaper than Myrmidons; 8 Flamer servitors could be considered a very light version of the Irrad-Engine. The description indicates that it is fair game to use the FNP buff while inside the vehicle; take a minimum sized Tech-priest squad, 15 Thralls, load em up and maybe have some fun...? Its a stretch that one.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Ursarax Cohort&#039;&#039;&#039;: These are Thallax&#039;s less agile but stronger and faster siblings (they trade jetpack for jumpack), with twin lightning claws (or Power fists) and Iron Man chest lasers. The Volkite Incinerator isn&#039;t too great in CC, as four attacks at S10 almost always beats ONE S6 instant death attack (even if the target is T6) but if you get locked in multiple rounds it can be okay enough against T6 models.  Having said that, swapping twin lightning claws for powerfists might seem like a good general idea since you&#039;re Initiative 2, but if you&#039;re fighting against Marines, lightning claws at S5 will put out more wounds than fists at S10.&lt;br /&gt;
**Also the twin-powerfists are 10 points each: ideally, if you&#039;re taking a large squad, nestle a couple into a squad to provide some tough tin-can opening power.&lt;br /&gt;
**A squad of 9 will put out (excluding HoW) 36 attacks. This costs 455 points and can be hillariously powerful against anything that isn&#039;t going to launch S10 at you or is packing sizeable numbers of Autocannons. Toss in say 3 Powerfists and you&#039;ll be good to against pretty much anything.&lt;br /&gt;
***Not a very strong option in the current Custodes-Medusa Meta but they can ID most of the stuff IF they survive (even in melee they&#039;re low I is uncomfortable).&lt;br /&gt;
***They probably have a better life in Zone Mortalis, but price escalates quickly, a squad of 3 in Ordo Reductor with 2 power fist can tell his own.&lt;br /&gt;
*&#039;&#039;&#039;Vorax Class Battle-Automata&#039;&#039;&#039;: Got quite a buff; were made cheaper in points, WS4, have 3 attacks due to Power-blades now being pair weapons and the change in the wording of &amp;quot;Programmed behaviour&amp;quot; means its a lot easier to use fleet, they can now also be in units of 6 too. &lt;br /&gt;
**They are still fragile, but they can seriously upset small units by hacking them apart with volume of attacks and generally can soak up enough wounds (T6, 3 Wounds and 4+ save is relatively durable) to withstand the enemy. Just don&#039;t be an idiot and expect to have a good day vs a sizeable tactical marine blob because you will have krak-grenade booted your back end. Though if you&#039;re playing with Legio-Cybernetica, you may be a bad enough dude to abuse the shit out of native I5. They may also upgrade their rotor-cannons to have bio-corrosive rounds, which makes them poisoned (4+), but reduces their range to 15&#039;. ALWAYS TAKE THEM, Vorax already want to be in close combat anyway, and vanilla rotor cannons don&#039;t have enough stopping power to be a threat to marines. Seeing as you already are going to be getting close with your Vorax, there is no reason not to take the Bio-Corrosive rounds. Honestly these insectoid buggers are one of the unsung heroes of this list along with the blight dro... I mean the Vultarax stratos; they can throw out a tonne of dakka (6 will deliver 6 lightning gun shots (or irrad-cleansers if you&#039;re feeling cheeky, but I&#039;d probably avoid them) and 48 rotor cannon shots that hit on 2+ or 3+ respectively whether you took the enhanced targeting or not that will wound on 4+ (because you took those bio-corrosive rounds didn&#039;t you). After that fusillade, space marines will die from the sheer volume of dakka coming their way. Granted there are many, many methods of killing space marines effectively in this list, but these bad boys can pop up from Outflank (thanks Scout) hopefully next to their target and lay down the pain while being fairly survivable as well all the while not having to worry about being in cortex range so much as chances are you&#039;ll be close to what you want to shoot at anyway. And what if you get charged? Well you&#039;ve still got 3 attacks per Vorax that hit at S6 with rending at either initiative 4 or 5, so I can guarantee you will not go down without a fight. &lt;br /&gt;
*&#039;&#039;&#039;Arlatax Class Battle-Automata Maniple&#039;&#039;&#039;: Oh boy forget about the Domitar now, this thing will rip to shreds anything you set its sights at.  Equipped with +2 strength lightning claws at AP2 in addition to its base strength of 7 which effectively makes it &#039;&#039;&#039;S9!!!&#039;&#039;&#039;  And as if that isn&#039;t enough, its a &#039;&#039;&#039;JUMP PACK MONSTROUS CREATURE.&#039;&#039;&#039;  Have fun zipping around the battlefield busting open tanks with 5 S9 AP2 attacks on the charge (and since it has frag grenades as base, you don&#039;t even have to worry about cover). Since it costs the same as a Domitar, you may as well give it Paragon of Metal since IWND will come in handy. Like most of the other Mechanicum&#039;s battle-automata, it has atomantic shielding which grants you a 5++ to shooting and a 6++ in close combat. It can replace each of its lightning claws with an arc scourge, which is a Strength User AP2 Melee, Rampage, Armourbane, Concussive electric whip-lash for ten points each. Its debatable as to whether this is worth it. If you are getting it, its likely because you want to bust open a land raider, but the base lightning claws can do that just about the same with the added benefit of being S9. On second thought, the Arlatax can serve as a very effective monstrous creature/vehicle hunter (looking at you Leviathan dreads-- but please, then take it in a Legio Cybernetica list for that extra cortex range boost and that delicious Initiative 5). Even more, it has some staying power at range too with its inbuilt cannon (slightly worse mauler cannon as it is only S6 AP4, but you are only using these before you assault anyway) and Plasma Blaster (S7 AP2, gets hot, Assault 2, uh...not overkill at all) One thing is for sure, if you take one of these its going to be heavily focused. It only has a 3+ armor save with T6 which means while it is not fragile, it is not exactly the toughest battle-automata out there. GET BEHIND COVER. You want to get this guy stuck into close combat as soon as possible (preferably with monstrous creatures, because did I mention its is I4 as well?). Overall, it looks like the Arlatax can very well soon become one of the staple units of the Mechanicum as soon as Forgeworld decides to release a model.  But hey, whats stopping you from converting a Castellax or Domitar yourself so you can use it now?&lt;br /&gt;
*&#039;&#039;&#039;[[Avenger Strike Fighter]]&#039;&#039;&#039; Your ground attack craft. Coming armed with the Avenger Bolt Cannon (36&amp;quot; S6 AP3 Heavy 7) and a pair of Lascannons standard its ready to take on any target, along with a host of options to suit either infantry or tank hunting, for infantry you&#039;re given the options of 6 Tactical Bombs (S6 AP4, Barrage, Blast, one use), 2 Autocannons or 2 Multilasers. For tanks you can mount 2 Kraken Penetrator Missiles (36&amp;quot; S8 AP1 Missile, Armourbane, one use) and pair this with the Battle Servitor control special option which give the Fighter Tank Hunters. For both roles, you can give the Fighter a pair of Missile Launchers (Frag/Krak). Your sole defensive anti-air weapon is a Heavy Stubber which can attack other targets than your ground weapons, also has Skyfire, use this to opportunistically(/desperately) take pot shots at enemy aircraft side or rear armour. Also, it comes with BS3, but as you&#039;ll mostly be attacking ground targets this is mitigated by the Strafing Run rule. It&#039;s not the most resilient craft though, at 12/10/10 with 2 Hull Points, and while the Chaff Launcher option (4+ invul against Missile type weapons) and the Supersonic special rule help mitigate some threat, prioritise Anti-Air threats first or the Fighter might not last long. (Written pre-Death from the Skies update, update if/when Forge World updates to bring flyers in line with said update.)&lt;br /&gt;
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*&#039;&#039;&#039;[[Lightning Fighter]]&#039;&#039;&#039; Multi-role fighter that excels a bit more at dogfighting than the Avenger but can also play the role of ground attack craft if needed. Separating itself from the Avenger, the Lightning has BS4, already more capable an anti-air fighter, taken with just its stock pair of Lascannons its a moderately priced anti-air fighter that will do a pretty good job of keeping the airspace clear, which can be augmented by taking the expensive (But worth it) pair of Kraken Penetrator Missile (36&amp;quot; S8 AP1 Heavy 1, Missile, Armourbane one use) or a pair of Autocannons, virtually assured to wipe opposition out of the sky. If you want to get into ground attack mode, the Ground-Tracking Auguries upgrade will give you Strafing Run and Battle Servitor Control will give you Tank Hunters, you can take upgrades accordingly. For infantry, you get access to the Phosphex Bomb Cluster which is an absolute infantry shredder (Bomb 2, Barrage, Blast, Poison 3+, Crawling Fire, Lingering Death, Deadly Cargo, one use) but dangerous if you get hit before dropping it. (Dangerous Cargo: If you lose a hull point, roll D6, on 6 you explode.) Also available is a pair of Sunfury Heavy Missiles (36&amp;quot; S6 AP3, Heavy 1, Missile, Large Blast, Blind, Gets Hot, one use) for Marine hunting. Along with twin-linked Multi-Lasers, Autocannons and Missile Launchers (Frag/Krak). Vehicle hunting is, along with the aforementioned Lascannons and Kraken Missiles, you&#039;ve got an Electromagnetic Storm Charge for vehicles or other Mechanicum units with Cybernetica Cortex (S3 AP4, Bomb 1, Haywire, Large Blast, Concussive, one use). Survivability is still an issue with 11/11/10 and 2 hull points, Chaff Launcher (4+ invul against Missile weapons) comes standard, and the Agile rule gives +1 to Jink saves, along with Supersonic to get away from AA, the last trick up your sleeve is the Ramjet Diffraction Grid which trades the cover saves you get from Night Fighting to decrease the strength of incoming shots by -1, which is definitely a good trade off as you&#039;ll be Jinking on a 3+ anyway. A lot of the upgrades you&#039;ll be sticking on this thing are really expensive, so consider whether you want an AA fighter or choose the Avenger if you want a dedicated ground-attack craft. (Written pre-Death from the Skies update, update if/when Forge World updates to bring flyers in line with said update.)&lt;br /&gt;
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*&#039;&#039;&#039;[[Tarantula]]s&#039;&#039;&#039; Hot diggly dangingly, you have some cool toys with these. Everyone who has seen these before (particularly Solar Auxilia players who would appreciate them due to Nuncio-Vox) knows the drill on these already (Deep strike some nifty TL-heavy weapon love). However, being Mechanicus, you have some cool toys. Tech-Priest auxilia and Djinn-Skein Magos (unfortunately, doesn&#039;t extend to Occulari) give you reliable deep-strike abilities. Models with Battlesmith allow them to fire normally.&lt;br /&gt;
**Twin-linked Mauler Boltcannons, which can be savage in Zone-Mortalis from a defensive view point.&lt;br /&gt;
**Twin-linked Volkite Culverins can give you some reasonably priced anti-horde abilities, or just put out a healthy amount of S6-Deflagerate.&lt;br /&gt;
**Twin-linked Photon thrusters, in case you wanted to fry up some Terminators on the cheap.&lt;br /&gt;
**Quad-gun, because you wanna be an Aegis-line apparently (this is the most expensive option).&lt;br /&gt;
***With a few of these options, you would do well compare them to Myrmidons of either kind. Generally, they&#039;re cheaper, but their likeliness to hit is lower, but if your deep-striking them they&#039;re much more mobile, curiously.&lt;br /&gt;
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*&#039;&#039;&#039;Vultarax Strato-Automata:&#039;&#039;&#039; A flying Castellax (FMC) with T6 (downgraded in inferno), armed with two Setheno Havoc Launchers which reroll successful cover saves that synergize well with their Enhanced Targeting array to further reduce cover saves chances, for a total of four S5 AP5 small blasts twin-linked @ BS5 no less; &#039;&#039;and&#039;&#039; an Arc Blaster, a three-shot S6 Shredding &#039;&#039;Haywire&#039;&#039; weapon, meaning a full Maniple of three can swoop in and destroy a Spartan in a single shooting phase (even a fucking Knight if you get around the shield), Tau-style. Because the concept of targets surviving more than one turn of shooting is foreign to them. The Arc Blaster may have as much range as a bolter, but remember Swooping FMCs can move up to 24&amp;quot;, so add that to their range, and these guys have no trouble at closing in with their T6 (as of Book 7 Inferno) 3+ save protected by atomantic shielding 5++, and can further buy Blessed Autosimulacra, not even mentioning the fact you can only hit them on a 6+ when they are swooping, can Jink and can&#039;t suffer Pens like regular aircraft do (but are subject to Grounded Tests) -- Strato-Automata also ignore the &#039;Methodical&#039; portion of &#039;Programmed Behavior&#039; and have more freedom when picking shooting targets, enabling them to better operate beyond Cortex Controller range (do note it makes no mention of &#039;Onslaught&#039;, so try to Swoop as much as possible/mind your positioning when Gliding!). And for those who haven&#039;t looked at the Flying Monstrous Creature rules in a dog&#039;s age, remember they behave like Jump units when Gliding, meaning they can dance those mean 48&amp;quot; range &amp;quot;fuck your cover&amp;quot; Setheno guns a full 12&amp;quot;, reliably staying out of range of most infantry that could ever pose a threat to them. Their statline makes them nearly useless in closecombat, so don&#039;t think about it.&lt;br /&gt;
**The Vultarax are still strong but not that broken as before the update. Mostly you will face Space Marine Legions when playing Mechanicum, a way to deal with their heavy armour is a must. A unit of two can reliably wreck anything, so a unit of one or two should almost be considered an auto-include, at least if your local meta uses vehicles other than Rhinos.&lt;br /&gt;
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*&#039;&#039;&#039; Arvus Lighter:&#039;&#039;&#039; The Arvus is a flittery little thing, holding 12 models, but nothing else at a bone-stock price of 75 points. It does get a rather &#039;&#039;broad&#039;&#039; list of upgrades and weapons, which might give it survivability, but with Rhino stats it&#039;s not going to really go that much once it unloads its squad. Best kept mostly cheap and used to Deep strike 12-man secutarii hoplites or peltast with arc rifle in front of enemy tanks working like a flying Rhino/Drop Pod with good options, but the points cost is too high to make it disposable, so use it to place something nasty where your opponent is most vulnerable. If you do take any weapons on this, twin-link them! It&#039;s only 5pts more.&lt;br /&gt;
**It can be upgraded to carry 1 Castellax OR 2 Voraxes but nothing else, best for paragon-model, but too expensive between basic cost+ upgrade+ MC inside it, the good thing is that they will survive for sure to the Explosion! result&lt;br /&gt;
**Looking at the weapons, there&#039;s not much point getting the multi-laser, due to the low rate of fire and the fact that an autocannon does the job of light vehicle hunting much better. Select from the Auto and Lascannon based on whether you want it targeting light or heavy armour respectively.&lt;br /&gt;
**Hilariously, this thing can get a freaking [[What|Flare shield]].&lt;br /&gt;
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*&#039;&#039;&#039;Terrax Pattern Termite Assault Drill:&#039;&#039;&#039;: The old school Termite from Epic is back, and Mechanicum can use them as well. Full rules can be found on Forgeworlds website. The Termite is a 12 capacity transport (not dedicated transport, and cannot transport models that are bulky or above) with 12/12/10 armor and 3 HP. It comes with two TL Volkite Chargers that can be exchanged for Heavy Flamers for free. You can also buy it Blessed Autosimulacra, Extra Armour and Armoured Ceramite if you wish, but that seems like overkill for what is essentially a reverse Drop Pod. Speaking of Drop Pods, this thing works exacly like a Drop Pod when playing it from reserves, i.e you drill in half of your Termites on turn 1, and then the rest can enter like normal reserves. Instead of dropping from the sky, the Termite digs up from below, and when it does you place a large blast where you want it and scatter just like a drop pod. Vehicles and fortifications that are under the blasts final location take a str 10 hit (no AP) that is resolved on vehicles side armour. Other units take a str 6 AP 4 hit instead. The blast marker becomes permanent difficult terrain after the Termite has fucked the ground up, and then the Termite can be placed on the table where the blast marker was placed, 1&amp;quot; away from any units. It there are still models in the way, the controlling player moves them so they are 1&amp;quot; away from the Termite. If they can&#039;t do this, they are crushed and removed from the table, so this could be used to do some fuckery. The following turns the Termite can crawl around as it wishes (but never faster than combat speed, and it can never move flat out).&lt;br /&gt;
** For 85 points a pop, the Termite could be an effective way to get some bodies up the table. The first thought is to use this for getting squads of Tech Thralls to objectives while you support them with heavy firepower from your side of the table. &lt;br /&gt;
** The Melta Cutters rule allows the Termite to ignore difficult and dangerous terrain. It also adds +2 to its strength when ramming fortifications.&lt;br /&gt;
** Another very strong use is to get a unit of Secutarii Hoplites in range to zap a high priority vehicle to death.&lt;br /&gt;
** The third option is dropping a bunch of Scyllax in the vicinity of a soft target.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Questoris Knight Armiger Talon&#039;&#039;&#039;: https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Questoris_Knight_Crusade_(30k)#Questoris_Knight_Armiger_Talon&lt;br /&gt;
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*&#039;&#039;&#039;Mechanicum Knight Moirax Talon&#039;&#039;&#039;: https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Questoris_Knight_Crusade_(30k)#Mechanicum_Knight_Moirax_Talon&lt;br /&gt;
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*&#039;&#039;&#039;Thanatar Class Siege-Automata Maniple&#039;&#039;&#039;: 250 a pop, but they&#039;re T8, S8 2+. Go look up a picture and see how sexy they are. They get Hellex Plasma Mortars for Instant Death on marines and wiping out Terminator Squads. They&#039;re also one of the models in your army that can get the Paragon of Metal upgrade, because you&#039;ve put so many points into this guy that you might as well make him even more durable. Searchlights are so cheap they might as well be a free upgrade, keep in mind that at T8 they should be able to deal with anything that shoots at them, and the Enhanced Targeting array helps a lot, both with its Mortar and the Twin-Linked Mauler Bolt Cannon (use the cannon second to finish off whatever the Mortar does not). Want to see your enemies cry?&lt;br /&gt;
**Got too much time, too much money, and too many Terminators running at you to the point photon weapons just don&#039;t cut it? Take a unit of more than 1, take Advanced Targeting, now here&#039;s the important part; Cyber-Occulari. You are now BS6, and likely able to use the Occulari LoS, the result is a unit that keep its shots in a very tight grouping. A cortex controller will likely be needed, to stop some pesky quick distraction-chaff from absorbing the plasma-wrath.&lt;br /&gt;
***Something to keep in mind is that despite being S8, T8 they assault poorly, like the Destructors they have 2 attacks base and this cannot be increased like a Castellax, and at WS3 they&#039;ll be lucky to kill one model per turn. Any enemy will be interested in tying these things up in combat,as that&#039;s 250 pts (if it&#039;s only one) that&#039;ll be sitting the entire game out.&lt;br /&gt;
***Watch the fuck out for Instant Death weaponry, even more so than the rest of your high-point army. While it&#039;s rare you do not want any 250 point model (base) to suddenly die because Mortarion teleported right next to him then kicked his ass in assault, or failing that any Dark Angels consul with a jump pack and Terran Greatsword. Another guy who can do this is Alpharius who has an even sneakier way to get close and can charge the turn he is revealed. And good fucking lord don&#039;t let Sanguinius charge you with that spear of his. This is too huge problem to the point that if you know your opponent is using one of these Primarchs, consider not even fielding Thallax. There&#039;s other ways to ID it too, like a Praetor with a Combat Augment Array who made their Paragon Blade roll a six and beheaded your Thanatar (somehow, or more likely impaled its cortex, the Mechanicum didn&#039;t bother giving them necks). Be really really careful. &#039;&#039;So keep them screened with tech-thralls, even in a Legio Cybernetica list. While he&#039;s not sneaky, Vulkan wounds your plasma death robots on 2s unlike the other primarchs mentioned and will instant death them, so be super careful around him&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Thanatar-Calix Class Siege-Automata&#039;&#039;&#039;: This is the guy who puts the &amp;quot;Siege&amp;quot; in &amp;quot;Siege-Automata&amp;quot;. The mortar is replaced with an S10 Lascannon (yes, a single, one-shot-per-turn lascannon, unfortunately) but this Thanatar gets an additional Graviton Ram in return, which can be used in shooting as a moderately effective template weapon with Haywire or in melee as an S10 AP 1 armourbane weapon which gets bumped up to str D against buildings(!) However this guy is a whopping 295 points, so make those potential str D hits happen or you&#039;re not getting those points back.&lt;br /&gt;
**Never, ever let him be assaulted by infantry (and don&#039;t be dumb enough to charge infantry with him). The template weapon forces a strength test instead of rolling to wound - in HH most infantry are S4, so you&#039;re going to need 5+ to wound and they can still make 3+ saves. However, against weak tarpit units with low strength, it could work quite well - morale checks caused my this template are taken with a Ld -2 modifier, so you can scare off potential tarpits. A S10 AP1 close combat attack is mostly wasted on infantry, being not at all any more effective than the base S8 AP2 that a normal Thanatar would have.&lt;br /&gt;
**This Thanatar is a death sentence against vehicles. If it can get close enough, a single turn can see it firing a S10 AP2 Lascannon and a haywire template, then charging in with 3 S10 AP1 Armourbane hits in melee. (Don&#039;t charge transports unless you&#039;ve got something else to engage the occupants with in CC - it can&#039;t be stressed enough how tremendous a waste this guy is in melee with infantry.)&lt;br /&gt;
**Where this guy really takes the spotlight is in attacks on Fortifications. Against those, it can do the same as to vehicles (minus the haywire) but DEALING STRENGTH D HITS instead of S10. With the monstrous number of hull points fortifications can have (looking at you, Primus Redoubt) this can be a huge help, and really, that strength D hit is where your points are going to, so you&#039;d better make some of those hits.&lt;br /&gt;
**This guy is 300 points. He moves 6 inches a turn and cannot run. His target is a building on the other side of the table. If you plan to get this guy in your army at all, he&#039;ll have to be the Paragon of Metal. First off, he&#039;s going to draw a lot of fire - no, really, a lot. At T8 W4 2+5++, he can tank a good number of hits but you&#039;ll want the chance to regenerate because there is a solid chance he may never reach his target otherwise. Secondly, this guy is going to be headed straight for the toughest part of your opposing forces, and while he&#039;s tough as nails, most cortex-controlling units can&#039;t withstand nearly as much punishment. An enemy could easily kill this Thanatar&#039;s controller and drink your tears as the Thanatar runs off to charge at infantry. While most automata can function reasonably well without cortex control (either they stay way back and don&#039;t get distracted by nearby enemies, or it doesn&#039;t matter because you want them to attack whatever&#039;s convenient), a focused, controlled beeline to fortifications is what this guy needs to do, and if you lose control of him that&#039;s essentially 300 points down the drain.&lt;br /&gt;
***Plop a group of equally slow Tech-Thralls in front to screen him from charges. Plop a unit of what ever Tech-Priest Auxilia you feel like (Any other combos will actually do alright) behind it and get ready to make battlesmith rolls. &lt;br /&gt;
***Annoyingly this thing suffers a notably less-chronic case of &amp;quot;Secutor Syndrome&amp;quot; in that it has a similarly-priced cousin (once kitted out) that&#039;s X times more effective: Knight Errants. Of course those are LoW&#039;s and this isn&#039;t. The Calix has some edges other it: the fantastic range of its S10 Lascannon and the haywire template will likely knock off Hullpoints; both however will eventually need to make the crunch and the Errant can actually deal with a multitude of issues and moves a shitload faster... though its Meltacannon is subject to Armoured Ceramite. Nor will it be nearly as harmed by Flare-shielding as it has no-blast weapons; there for the Errant will have to rely almost entirely on its melee, where as this doesn&#039;t have too. Issue is though most of the time you can &amp;quot;rely on the D&amp;quot;, especially when it travels so damned fast.&lt;br /&gt;
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*&#039;&#039;&#039;Thanatar Cynis&#039;&#039;&#039;: Once upon a time, the Magi of Estaban III were wondering if they could make cheaper Thanatars; they failed and Ryza was really upset. It results in the marginally more expensive Thanatar-Cynis. You ever wanted a giant plasma shotgun? You now have it! You were wondering where that Gets Hot was? It&#039;s here! This baby has &#039;&#039;&#039;two&#039;&#039;&#039; Plasma Ejectors: 18&amp;quot; (It&#039;s Mechanicum), S8, Ap2, Heavy 2, 3&amp;quot; blast, Plasma wave (with gets hot)... and a Mauler-Bolt cannon. It&#039;s short range may make it awkward to use, but correctly deployed it will ruin whatever squad is unfortunate to stand before it.&lt;br /&gt;
**Though expensive, it could be used against cheap-infantry blobs in a pinch by dint of sheer spammyness, though this obviously wastes its power. It&#039;s better used against TEQ and MEQs.&lt;br /&gt;
***Vulkan has a squad of these to bathe him each morning. Keep them the hell away from him, but against every other Primarch start giggling; especially Angron as he cannot even use his standard save vs the Mauler-bolt cannon!&lt;br /&gt;
**The Rite of Destruction is ludicrous when used with this Automata, EIGHT STRENGTH EIGHT AP2 BLASTS! (And 6 Mauler Bolt Cannon shots) But you better have something ready to guard it while it cools down, as it will be unable to shoot for the next turn. So make sure that when you use Rite of Destruction on your nearly 300 point model that it&#039;s on something that you absolutely, positively &#039;&#039;&#039;must&#039;&#039;&#039; destroy.&lt;br /&gt;
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*&#039;&#039;&#039;Krios Battle Tank Squadron&#039;&#039;&#039;: Farmer Joe&#039;s angry Tractor. These sex bots are 13/12/10 3HP with a flare shield. Aww crispy biscuits!! They&#039;re fast and can be taken in squadrons of 3. Start off at 125, and can take a Pulsar Fusil for 25 extra points. (So turn your S7 Ap3 large blast marine eating lightning gun into a S9 Ap2 ordnance 4 tank killer. Weapons can be mixed in squadrons.) They also have Autosimulacra and access to Anbaric claws and Volkite sentinels. With Mauler Bolt Cannons, Irradiation engines, the 3-shot battlecannon on the paladin, and more anti-MEQ, I would almost always go Venator.&lt;br /&gt;
**If you&#039;re taking the Venator (as you should), never forget to upgrade your tanks with one or two Volkite sentinels. Just having the Pulsar Fusil leaves them extremely vulnerable to Weapon Destroyed results if you get penetrated. Trust me, having one of these tanks without a weapon is not fun. They just become worthless tractors.&lt;br /&gt;
***Alternative view, take em naked and cheaper, take at least 2 extra armour if you make a squadron of em. Volkite sentinel are useless, would have been a cool and cheap TL bolter for 5pts but 15 pts for a volkite gun is too much, on 3 Krios are 45-90 pts wasted (conversion is still cool), considering that often thanks to the flare shields they will be wrecked with glancing hits, and rarely a penetrating one, that often have less than the 16% of chance to cause weapons to be destroyed.&lt;br /&gt;
***It is a shame that FW, in their beneficence, decided to make yet another model without proper secondary weapon options.  One way to mitigate the lack of volkite sentinels (aside from stealing them off your Triaros) is to attach Volkite Falconets to the side of the tank, with the most ideal location being the spot where the external flywheels otherwise sit.  Yeah, Falconets are a bit large, but they are already designed to work as side-mounted vehicle weapons and they look great as such. &lt;br /&gt;
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*&#039;&#039;&#039;Macrocarid Explorator&#039;&#039;&#039;: The &amp;quot;Build Your Land Raider&amp;quot; construction kit™. Starting at 195 points you pay for a basic Land Raider chassis, which being Mechanicum comes stock with Blessed Autosimulacra and Extra Armour, Anbaric Claw and placeholder weapons (2 Lascannons and a Mauler Bolt Cannon, none of them twin linked). Then you can choose any of the dozens of options to kit it out, some of the options have been removed with the release of the Taghmata Army list book. You can make any and all type of pre- and post-heresy LR&#039;s (except Terminus Ultra, Ares, Achilles or Redeemer) and even some homebrew patterns that [[Heresy|don&#039;t exist on any sacred blueprints]] (you filthy Heretek). Explorators can&#039;t be take as Dedicated Transport (for now). So you have to make the choice between [[Dakka|customized firepower]] or the Triaros with ability to tank shock, re-roll Dangerous Terran tests and 15 points of frontal armor. &lt;br /&gt;
**You seriously have a broad range of options, though being limited in capacity you&#039;ll gravitate to make your Macrocarid as tough as possible and the Explorator Augury Web takes away yet another precious transport slot. Instead, take Armoured Ceramite and Flare shield base: A neat tactic with the Macrocarid is to use it as a mobile wall for Thallax, pop out, shoot, then use your assault move to dash behind it again and grab popcorn as you watch your enemy try to deal with what effectively is AV15/AV16. As for your weapons, you&#039;ll need to decide what kind of enemies you want to target and how specialized or tactical you want your Macrocarid to be. You can&#039;t take pintle weapons, that&#039;s heresy too.&lt;br /&gt;
***Irradiation Engines are worthy of special mention here, the Macrocarid being one of only two units in the entire Heresy that can mount them. You can equip the sponsons with these murder-projectors for a cheeky 40 points. Watch entire Marine formations wilt when given a double rad-shower, even when hidden in the heaviest of fortifications. This poses a couple of limitations to your firepower, no AP2 and short range.&lt;br /&gt;
***Against &#039;&#039;light infantry blobs&#039;&#039; you can Upgrade the Mauler Bolt Cannon to a Volkite Culverin (Heavy 4|S6|&#039;&#039;Deflagrate&#039;&#039;) for free. Too bad it&#039;s not twin-linked. Phased plasma fusils being TL+AP3 will also deliver. &lt;br /&gt;
***Against heavy infantry, namely &#039;&#039;Marines&#039;&#039;, the best weapons are the TL Phased plasma fusil and sponson TL Mauler Bolt Cannons, all those being AP3 and wounding on 2+. &lt;br /&gt;
***Against &#039;&#039;armoured targets&#039;&#039; your hull weapon will be either the tried-and-true Lascannon (long range S9), Conversion Beamer or fort-killer Multi-melta (forts can&#039;t get Armoured Ceramite). As for sponsons, it&#039;s TL Lascannons which are valid options at 20 pts. &lt;br /&gt;
****Best way to use Macrocarid is as a gun platform, it&#039;s a bit wasted but with a great amount of Ap3 at short range. The best units to put inside are obviously Myrmidon of both types (love destructors with irradiation engine), Peltast with arc rifle (so you can melt tank with em and then riddle the inside occupants with Macrocarid graviton/mauler/laser, and the same with Secutors).&lt;br /&gt;
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*&#039;&#039;&#039;Myrmidon Destructors&#039;&#039;&#039;: Similar to Myrmidon Secutors, but have Preferred Enemy (Everything!), which is pretty great at BS5, though they can only pick 1 weapon. Also their models are freaking awesome. Their options are all more specialized to targeting a specific type of enemy and as such it&#039;s best to give them all one type of weapon rather than picking and choosing between several (with the exception of Irradiation Engines). They also can take a Triaros for delivering RAD-PHAGE.&lt;br /&gt;
**Give them all &#039;&#039;&#039;Volkite Culverins&#039;&#039;&#039; to watch Orks and Guard (or any 5+ save unit) cry all day long, on average without cover saves you&#039;ll actually kill more models than you shoot. &lt;br /&gt;
**For 2+ saves, &#039;&#039;&#039;Photon Thruster Cannons&#039;&#039;&#039; are good at forcing even Primarchs to take a lot of saves and chip away at Terminator squads thanks to their AP2 and incredible range.  &lt;br /&gt;
**&#039;&#039;&#039;Graviton Imploders&#039;&#039;&#039; Are fucking dogshit on these guys now. You nearly double the cost of the Destructor for getting half the wounds they used to (or less). Also Preferred Enemy gives you no bonus now they wound like grav-weapons. They also have armour pen on 3D6, which means they&#039;ll be lucky to glance the front of a Rhino, instead of managing to immobilize Spartans like they used to.&lt;br /&gt;
**&#039;&#039;&#039;Irradiation Engines&#039;&#039;&#039; are your Marine removers, giving the whole squad these is overkill (remember that Torrent weapons can be placed differently to a standard Flamer and they have PREFERRED ENEMY EVERYTHING, Fleshbane and rerollable to-wound), and considering how much 2+ armour there is in 30K it&#039;s better used alongside the Photon Thruster, either to remove the 2+ Sergeant before nuking the squad, or using it to wipe the squad and exposing the Sergeant before shooting him.&lt;br /&gt;
** Lastly &#039;&#039;&#039;Conversion Beamers&#039;&#039;&#039; are only really the optimal choice if you&#039;re up against other Mechanicum where you&#039;ll likely be facing a lot of high Toughness monsters and the S6 from the Photon Thrusters doesn&#039;t quite cut it, but at that point you&#039;re better off with a Thanatar.&lt;br /&gt;
***An important question to ask, especially within a Taghmata list is &amp;quot;why isn&#039;t an Enginseer squad doing this?&amp;quot; - hence you will often not have a Conversion beamer Destructor squad unless you&#039;re absolutely terrified of scatter and want to reroll to wound.&lt;br /&gt;
**Something to keep in mind is that despite the Powerfist the Destructors don&#039;t do all that great in assault, this is because they&#039;re locked at 2 attacks base and can&#039;t get that boosted to 5 like the Castellax can, they&#039;re not bad, as in they&#039;ll hold their own against tactical squads and the like, but dedicated assault units will mulch right through them and dedicated tarpits will render them useless.&lt;br /&gt;
***Heavily consider putting your Magos in with this squad; it will grant Preferred Enemy to them and they can help the squad in assault. A Reductor fits really well with them and also the various primes mostly because it&#039;s hard to find a good bodyguard unit and eventually he can tank low VP ID hits (2+ 3++ hardened armour paired with R6 can help against some storm cannon/knight gatling or random phosphex/scorpius against the unit, even medusa and basilisk).&lt;br /&gt;
***Destructors with Volkite Culverins or I-rad are the way to go against the Solar Auxilia (remember the S.A.-first-turn-combo aegis+shrouded invalidates most of the wounds/damages inflicted), you can ignore their Aegis defence lines with RAD or rape infantry from turn 2 onward with the Culverins.&lt;br /&gt;
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*&#039;&#039;&#039;Karacnos Assault Tank&#039;&#039;&#039;: Basically a Triaros without transport capacity and with some guns slapped on. The Karacnos trades the armament of the Triaros for 2 Lightning-Blaster sentinels and a Karacnos Mortar battery and a larger explosion result if it goes kaboom. The Lightning-Blast sentinels can fire separate from the mortar and snap shot at BS2, they&#039;re basically short range autocannons with a worse AP that are Heavy 3 with Shred &amp;amp; Rending. Decent vs light Armour. The Mortar is a R60 heavy bolter with barrage, small blast, fleshbane, radphage, Ignores cover and Pinning which seems good on paper but with the majority of targets getting armour saves this mostly equates to a longer range Wyvern. I&#039;m not sure this tank is good enough for its price tag which is just 25 shy of a stock Thanatar.  At 100 points less and in squadron it would have been good.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
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* [[Imperial Knight]]s&lt;br /&gt;
** &#039;&#039;&#039;Knight Errant&#039;&#039;&#039;: Identical to GW rules, minus the ability to mount additional Heavy Stubbers&lt;br /&gt;
** &#039;&#039;&#039;Knight Paladin&#039;&#039;&#039;: See above&lt;br /&gt;
** &#039;&#039;&#039;Knight Lancer&#039;&#039;&#039;: A good character and monster killer, though its cost is right up there with the Primarchs, it&#039;ll take on nearly everything you send it at and come out on top aside from the aforementioned Primarchs (and it can still do very well against them if they&#039;re Init 1 or S6-7 since it&#039;s Strength D).&lt;br /&gt;
** &#039;&#039;&#039;Knight Acheron&#039;&#039;&#039;: Just as excellent at wrecking armour as the Castigator is at wrecking infantry, though in the Taghmata dealing with armour isn&#039;t that much of an issue, and you have to close in and assault the enemy to deal with the armour effectively, leaving the Acheron a giant target.  It also doesn&#039;t benefit from many of the bonuses you can offer, isn&#039;t as good at character/monster hunting as the Lancer (thanks to no close combat Invuln save) and the Styrix has better guns to deal with Infantry.  It isn&#039;t a bad choice on its own but your own units can usually do what it does just as well, if not better.&lt;br /&gt;
** &#039;&#039;&#039;Knight Castigator&#039;&#039;&#039;: Excellent at killing Infantry.  Not so bad at slashing armor (and tires) with its deflagrating sword.&lt;br /&gt;
** &#039;&#039;&#039;Questoris Knight Styrix&#039;&#039;&#039;: The long-ranged Marine remover, it&#039;s not such a great idea to take this over the other knights if you want to assault the enemy (admittedly a non-competitive way of playing) but it can be awesome in a gunline.  Any Marine squad it hits it&#039;ll wreck thanks to Deflagrate and AP3, boost it with a Djinn-skein and mathematically it kills 6.365 Marines with that one gun per turn.  It also packs a grav gun for slowing the enemy down when they close in, though the siege claw can be skipped as you have other ways of dealing with Armour and the Rad Cleanser is unlikely to make its points back unless you&#039;re up against Tyranids or Orks.&lt;br /&gt;
** [https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/Acastus-Knight-Porpyhrion.pdf &#039;&#039;&#039;Acastus Knight Porphyrion&#039;&#039;&#039;]: The new knight on the block, and a big, beefy, shooty one at that. It weighs in at 495 points and has BS5, 14/13/12, and 8 HP as standard. It also comes with Blessed Autosimulacra in a Taghmata list. It&#039;s main weapons are a TL Magna Lascannon (72&amp;quot; S10 AP2 Ordnance 2, Large Blast) on each arm, and an Ironstorm Missile Pod (72&amp;quot; S6 AP4 Ordnance 1, 7&amp;quot; Blast) on its back, which can be swapped with Helios Defense Missiles (60&amp;quot; S8 AP2 Heavy 2, Skyfire, Interceptor) for free. It&#039;s secondary weapons are &#039;&#039;not&#039;&#039; a heavy stubber, but &#039;&#039;two&#039;&#039; autocannons, which can be individually upgraded to Irad cleansers or lascannons. Clearly this thing is built around tearing down vehicles or Monstrous Creatures, though it can be used in wiping away infantry one pie plate at a time.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ordinatus|Ordinatus-Minoris Macro Engine]]:&#039;&#039;&#039; Comes in three flavours, and if you ever run them against someone, they&#039;re probably not your friend. Each Ordinatus comes with three Volkite Culverins, Blessed Autosimulacra, Anabaric Claw, Armored Ceramite and a Ordinatus Dispersion shield. Oh and 14/13/13 with 14HP and is a super heavy. But if it explodes anything under will probably die as it utilises it&#039;s own destruction chart which every one of the results always has a Destroyer hit. The Dispersion shield is the big thing on this machine.  Basically it&#039;s a super Flare Shield that loses effectiveness overtime but will always have an affect. Turn one :-3 Strength to shooting attacks and rolls on the D chart, Turn two: -2 Strength to shooting attacks and D Chart and Turn three and subsequent turns -1 Strength to shooting and D charts. Basically don&#039;t shoot it with D as you&#039;ll never be stripping off those hull points.&lt;br /&gt;
**&#039;&#039;Ordinatus Sagittar&#039;&#039;: Because fuck that model (or that unit), it didn&#039;t deserve to be on the table, even at that distance.  A 180&amp;quot; Strength D weapon with an Apocalyptic Blast that royally fucks over vehicles might seem OP, but that&#039;s because it is, though at its extremely expensive cost it will need some protection, though if you fight Marines often, and combined with its dispersion shield, it can easily make its points back by turn 3 so long as you keep its guns pointed where they belong, at the priciest unit within 180&amp;quot;.&lt;br /&gt;
**&#039;&#039;Ordinatus Ulator&#039;&#039;: This big ass sonic projector will have people kicking you in the nuts every time you shoot it. 72&amp;quot; Range Strength X AP2 Pinning Armourbane Instant Death Ignores Cover Ulator Sonic Wave. Place down a Massive blast template(7&amp;quot;) at the edge of the hull. Direct it at an enemy (Has to be enemy first and can hit friendlies) and draw a straight line using the Massive blast template. Anything that gets partially touched by it takes a hit from the following Table.  (This also includes Flyers. Yes. Even Flyers.)&lt;br /&gt;
***The Ulator is one of the few things in the game that is effective against everything that isn&#039;t a Primarch (or that has Eternal Warrior).  You can effectively use it to fill in any hole your army develops, lost Anti-tank?  Strength 8-10 with Armourbane at AP2.  Hordes got you down?  Strength 5 ID Massive Blast template will thin them out.  Air defence gone?  Just shoot those fliers down.  Your opponent brought their Baneblade(s) (or their variants)?  You shoot them with Strength D, and on top of all of this, you literally CANNOT miss a single shot you ever fire. Also note that it is incredibly potent against Gargantuan Creatures, as it removes D3 wound per wound suffered because of Instant Death, surpassing their Feel No Pain as most lack Eternal Warrior. Useful against that prick who thought he could curbstomp with Wraithknights in a 30k game.&lt;br /&gt;
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**&#039;&#039;Ordinatus Aktaeus&#039;&#039;: After first being field-tested to catch a road runner, Forgeworld AcM3 decided the Ordinatus Aktaeus should be repurposed as a war machine. It&#039;s a giant 755pt, 40 model deepstrike machine which you&#039;ll only be using in games over 3,000 points and special scenarios. It can transport any battle automata from the same maniple but they take up 8 slots each. Deployable in one of two modes with seperate rules depending on how you deploy it. Regardless of how you deploy it, it will have the Terrebrax Rocket Battery - pretty much a 12 shot autocannon with one less AP. Deployed on top of its transport, it loses deepstrike but gets the Ordinatus Dispersion Field, Two Volkite Culverins and the mental Seismic Shockwave rule. You activate the drill, it immobilises itself and then causes an earthquake for everyone nearby which gets bigger the longer it is active (the rule states the area of effect is 6&amp;quot; multiplied by the current game turn and not by the number of turns active which seems odd - it should get more powerful as it goes on but you shouldn&#039;t be able to switch it on, on turn 4 and immediately cause a 24&amp;quot; earthquake but this is Forgeworld...). Once activated, it won&#039;t stop and goes on until the end of the game. Each turn the area of effect getting bigger and affecting everyone, even yourself. Alternatively, you can dispense with the tracked carrier and just deep strike it. It loses the dispersion sheild and carrier with Volkites but gains deepstrike and the same Subterranean Assault rule as the Termite allowing turn 1 deepstrikes from below. It also gets the terrestrial disregard rule which means that when it arrives, it immobilises itself but then proceed to causes havoc as it displaces and crushes everyone and anything not able to get out of the way it may &amp;quot;land&amp;quot; on, buildings included. Overpriced and definitely a rule of cool unit, but dropping 3 Domitars, Scyllax, Hoplites, a tooled up Magos and any other nasty unit you could think of into a gunline will definitely distrupt anyones plans. Guaranteed to make Imperial Fists sweaty at the thought of their beloved fortresses being undermined&lt;br /&gt;
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*&#039;&#039;&#039;[[Warhound Scout Titan]]&#039;&#039;&#039;: The same Titan as the Ordo Reductor, it has one extra void shield and night vision for the same price as post-heresy one Warhound,  Even though 6-th edition nerfed D-strength a lot (no more +1 on damage chart), take a DB TLD for dealing with Terminators and Characters, and a  Vulcan Mega-Bolter boosted with a Djinn-skein for the squads as on average against 3+ marines you&#039;ll kill 10.416 Marines per use of the Mega-Bolter.&lt;br /&gt;
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*&#039;&#039;&#039;[[Reaver Battle Titan]]&#039;&#039;&#039;: Again, The same Titan as the Ordo Reductor, it&#039;s the Warhounds bigger, tougher, meaner and slower brother.  Destroyer blast spam is still the preferable weapon loadout (especially with the points level you&#039;ll be likely using this guy at), but in 30K there&#039;s nothing wrong with choosing Gatling blaster (because fuck Marines) or a Melta cannon. Curiously it can take a Vortex support missile for a carapace weapon, you lose a lot of your average firepower, so compensate by getting something with more blasts instead of going all Strength, but the missile is capable of one-shoting any other lord of war (besides another Reaver) by removing D3 SP from super-heavies or just insta-killing any other model (yes, even Primarchs) with no saves of any kind allowed, but it is one use only, so use it wisely.&lt;br /&gt;
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*&#039;&#039;&#039;[[Nemesis Warbringer Titan]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Warlord Battle Titan]]:&#039;&#039;&#039; 2750 pts for quite possibly the hardest damned motherfucker out there; 30 HP, 15/15/14, 5+ Invuln, haywire immunity, Armoured ceramite and 6 void shields and it pretty much ignores anything in melee besides other titans. It is bristling with Anti-aircraft firepower atop it with its Ardex (Essentially Cognis) Mauler boltcannons and TL Lascannons. Now some notes on the meat of it!&lt;br /&gt;
** If you&#039;re taking this to spew D weapons, you&#039;re in for a disappointment as 2850pts total would &amp;quot;only&amp;quot; fire 8 D blasts; 2 Belicosa volcano&#039;s and 2 Reaver Laser blasters, though the former weapon will produce 2 10&amp;quot; reroll 1&#039;s on D table. If you wanna spam D, take a Reaver, it will work out cheaper in every single way. &lt;br /&gt;
**What this is good for however, is abusing its World Burner rule to turn the battle field into a charnel house where only true Titans, the lucky, and those with Flare shields may live to wretch in the ashen pork world that was left behind. This rule lets you use your Blast based weapons (all bar melee effectively) against whatever the hell you want: Baptise them in fire!&lt;br /&gt;
***Of course, you&#039;ll need the right tools for the job. Standard are two aforementioned &#039;&#039;&#039;Belicosa pattern volcano cannons&#039;&#039;&#039;, a very good all round choice and in the event you don&#039;t have worthy backup against other Titans, stick with these. Other arm mounted weapons include &#039;&#039;&#039;Sunfury plasma annihilators&#039;&#039;&#039;, PW4, Apoc barrage, force rerolls on cover,at S9AP2, remember Apocalyptic Barrage follows all the rules of regular barrage and thus would hit side armour and having two would effectively up you to having a PW8 profile. &#039;&#039;&#039;Mori-Quake cannons&#039;&#039;&#039; are similar to the regular quake cannons (D to 9 to 6), at AP3 they&#039;re kinda lackluster but it makes for it via making units move far slower (Half movement, no running/flat-out/charge, all movement is dangerous terrain for next turn), a Direct hit with this will likely heavily delay a Spartan from reaching its destination in time, which could be extremely important. &#039;&#039;&#039;Saturnyne lascutters&#039;&#039;&#039; are fun, they double as a melee and hellstorm weapon. The Latter is S9, AP2 Instant death, making it perfect for mulching Mechanicum, the former it will possess a D, Machine Destroyer (Reroll 1&#039;s on D table) and ID again, which is relevant against Gargantuan creatures (Each D wound scored will inflict D3 wounds.). Next up is the &#039;&#039;&#039;Arioch Power Claw&#039;&#039;&#039;: D Melee, +1 attack Machine destroyer; at least you&#039;ll look rad *New upgrade revealed at the 2016 Horus Heresy Weekender: splash out 75 pts and slap on a Vulcan Mega Bolter so you can smash and shoot! This then just leaves the &#039;&#039;&#039;Macro-gatling blaster&#039;&#039;&#039; looking a bit out in the woods: PW6, 5&amp;quot;, Pinning at S10 AP3. It&#039;s really for just completely removing Marines from the board.&lt;br /&gt;
***Next up are the Assortment of carapace weapons (minimum 24&amp;quot;). These are all taken in a pair (the Ardex weapons cannot be changed). Standard are two Apocalypse Launchers, shrug.... wait a second. The Apocalypse Launchers have uses: the Barrage 4 firepower and AP3 allows you to kill Marines in cover quicker than standard blast weapons and then there is Titan dueling. If you are playing massive Apocalypse games with ranges over 100&amp;quot; these are perfect for smashing down other titans void shields and exposing them to your Belicosa Volcano Cannons: those Laser Blasters are no use if out range and will lose the extreme distance battle to the launcher-equipped Warlord everytime. Then come in the DL-Turbolasers, TL-Vulcan Mega bolters, and Titan Plasma blastguns, for free. The Reaver-grade weapons are all 100 pts: Laser blasters, Meltacannons (which will look real fucking stupid with all this AC around) and Gatling Blasters. Then some uniques come in: 2x Vortex missile banks for 150 pts, which essentially let you fling out a total of 4 of these missiles throughout the game (its the &amp;quot;Eh&amp;quot; 40k version). And 75 pts Incinerator missile banks: PW10, No cover, Apoc Barrage, one use each at S6 AP3; for when all the marines must die turn 1. &lt;br /&gt;
***You can probably tell now, the resultant purpose of these Titans is destroy any supporting forces as quickly as possible, before destroying other super heavies in a barrage of unrelenting firepower across a number of turns and slugging it out, where as the Reaver is probably just blasting down enemy super heavies. In either case you may wish to sit down, take a look at your bank-statements and wonder how on earth you are going to be reasonably transporting this to the secret Drug-Cartel hideout where they fight each other with Titan Legions.&lt;br /&gt;
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==Legio Cybernetica Unit Analysis==&lt;br /&gt;
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The Legio Cybernetica is a Taghmata variant that focuses on robots. Every slot&#039;s gotta have robots! Like the Ordo Reductor, Legio Cybernetica draws from the main list of Taghmata units and receives a number of benefits and penalties.&lt;br /&gt;
*&#039;&#039;&#039;Unique HQ - Archmagos Dominus:&#039;&#039;&#039; An exclusive HQ choice for Legio Cybernetica detachments.&lt;br /&gt;
*&#039;&#039;&#039;Rule of the Dominus:&#039;&#039;&#039; Your Compulsory HQ must be a Magos Dominus, Archmagos Dominus, or one of the two special characters: Inar Satarael or Anacharis Scoria. In addition, if your primary detachment is from Legio Cybernetica, your opponent gains +d3 Victory Points if they manage to remove all your Cortex Controllers.&lt;br /&gt;
*&#039;&#039;&#039;Legion of Steel:&#039;&#039;&#039; Your Compulsory Troops MUST be 2-strong Castellax units each (keep in mind these are still [[Derp|not scoring]]). The first Fast Attack and Heavy Support choices MUST have the Cybernetica Cortex rule; once you have a robot in there, you&#039;re free to buy whatever else you desire. But what you desire is more robots anyway, right?&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Cyber-control:&#039;&#039;&#039; What truly defines Legio Cybernetica. Your Cortex Controller and Cybertheurgy ranges is increased to 24&amp;quot; from 12&amp;quot;. In addition all models with a Cybernetica Cortex in the detachment have +1 Iniative to their profile.&lt;br /&gt;
The main advantages of Legio Cybernetica is that their robots can be spread around without fear of losing control and the increased Initiative has the potential to radically alter the outcome of your close combats. Vorax will strike before most marines, Castellax and their ilk will strike at initiative, and in mirror fights they will all strike first. The penalty is that you are forced to buy four Castellax just to make a legal list. Castellax recently got a 20 points increase, making them a very costly affair. And if you lose your Cortex Controllers, the opponent gets free victory points; at lower point levels it&#039;s likely that you will only have one in your list...&lt;br /&gt;
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===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archmagos Dominus:&#039;&#039;&#039; Everyone can field normal Dominus, but only you can bring their boss. You pay for what you get, and that&#039;s a lot. However, he does the same thing a normal Dominus does: use Cybertheurgy and Battlesmith instead of shooting all day long, but now at Ld10. His WS4 and I3 makes him mediocre in CC for his huge cost. Don&#039;t get us wrong, he can succeed by dint of sheer resilience when kitted up properly - [[Chapter_Master_Smashfucker|T6 W4 IWND FnP(5+) and six S5 AP2 attacks]] (2 of them Shredding Armourbane) is great in anyone&#039;s book...but you could have brought 2 Castellax for that. &#039;&#039;Then why use it?&#039;&#039; Because only he can properly use the Cortica Primus relic, making a unit of [[Deathstar_Units|3+ Battle-automata]] (otherwise not worth it) live up to their Monstrous Creature names and unleash the might of the Cybernetica! &#039;&#039;But that&#039;s always too costly&#039;&#039;. Think again: 5 Voraxes cost less than 10 Termies. Use [[Rage|Rite of Fury]]. Now your enemy is in for [[Anal_Circumference|&#039;&#039;&#039;30 S6 AP2 attacks at I5&#039;&#039;&#039; + HoW]], not to mention the opening salvo, all delivered by [[Tarpit|15 T6 worth of Fearless wounds]] that don&#039;t need a transport and can [[Rip_and_Tear|pry open]] Land Raiders. Yes, you just [[Just_as_planned|both Nope&#039;d a Primarch&#039;s retinue AND tarpitted him]]. And the Archmagos [[Troll|doesn&#039;t even need to be with them]] because of the 24&amp;quot; Controller range!&lt;br /&gt;
*&#039;&#039;&#039;Anacharis Scoria:&#039;&#039;&#039; Anacharis can be your Warlord in a Legio Cybernetica detachment, and really that&#039;s where he shines. [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)#HQ See the Taghmata section].&lt;br /&gt;
*&#039;&#039;&#039;Inar Satarael:&#039;&#039;&#039; Also a Warlord for Legio Cybernetica. [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)#HQ See the Taghmata section].&lt;br /&gt;
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==Ordo Reductor Unit Analysis==&lt;br /&gt;
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We&#039;ve gone from the Mechanicum list with the least options to the one with the most in one book!&lt;br /&gt;
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The Ordo Reductor&#039;s initial list, main troop choice and dedicated transport was in HH1: Betrayal and is a campaign allied detachment list when playing an Isstvan 3 re-enactment. At first there was only a unique HQ unit but then the Magos Dominus from book two became available to the Ordo Reductor (called Magos Reductor) and has been updated since. With the release of the new Red book for Mechanicum we have now the best and most varied tanks of the Mechanicum, alongside some exclusive options, like the &amp;lt;s&amp;gt;new&amp;lt;/s&amp;gt; old Minotaur. The new list makes Ordo Reductor list extremely viable, capable of some OP/borderline stupid combinations (12 PHOSPEX MEDUSAS!), becoming like a powered up version of the Legion Rites of War. The Iron Warriors are the best at siege? Pfft! &#039;&#039;Amateurs!&#039;&#039; Mechanicum sees what your legion does and cranks it up to 11!&lt;br /&gt;
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&#039;&#039;&#039;Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Walkers in Ruin:&#039;&#039;&#039; Any unit in this detachment is immune to Pinning by enemy fire and is also immune to Difficult and Dangerous terrain (Rubble, Ruins, Minefields and Trenchworks). No more tanks fucking themselves in terrain - &#039;&#039;You can bring enough Phosphex to cover substancial portions of the battlefield and leave only the 4 previous terrain types unscathed, a reasonable counter against faster armies.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Engines of Destruction:&#039;&#039;&#039; Allows us to take Minotaur &#039;&#039;batteries&#039;&#039;, Artillery batteries and (Arch)Magos Reductor - &#039;&#039;Coupled with the Matrix of Ruin you can shove down 12 Phosphex shells a turn to be truly obnoxious.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Master of the Covenant:&#039;&#039;&#039; Compulsory HQ Choice has to be (Arch)Magos Reductor or special character Caleb Decima.&lt;br /&gt;
*&#039;&#039;&#039;Patterns of Force:&#039;&#039;&#039; Must take Thallax Cohorts as the compulsory Troops choice &#039;&#039;unless&#039;&#039; you bring a titan (Warhound and above) when you can bring the titan guard. Furthermore, a Reductor list may not contain more Battle-automata or Siege Automata units than half the total number of units in the detachment regardless of the detachments type (e.g.: if a primary detatchment force made from an Ordo Reductor war covenant comprises a total of six units, up to three of them can be Battle-automata) - &#039;&#039;Thallax are one of your best options, so not much of a downside there.&#039;&#039;&lt;br /&gt;
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===The Matrix of Ruin=== &lt;br /&gt;
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*&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1 HQ, 2 Troops, 2 Heavy Support.&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039;   1 HQ, 3 Troops, 2 Heavy Support, 2 Elites, 2 Fast attack, &#039;&#039;&#039;2&#039;&#039;&#039; Lords of War.&lt;br /&gt;
*&#039;&#039;&#039;The Unfetted Wrath of the Machine:&#039;&#039;&#039; All Tanks are scoring in the enemy deployment zone in Age of Darkness missions, aka 30k, OR gain Objective Secured in Maelstrom of War missions instead - &#039;&#039;Bring an Archimandrite for sweet IWND on your scoring, dangerous terrain-ignoring tanks&#039;&#039;.&lt;br /&gt;
*Can&#039;t take Fortifications or allies - &#039;&#039;You&#039;re a destroyer, not a builder. Thus, Macroteks are less useful for you.&#039;&#039;&lt;br /&gt;
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This OPTIONAL Reductor-exclusive version of the Onslaught FOC can be seen as a RoW within a RoW. A small modification to the FOC but a significant one none the less, it exchanges versatility for sheer firepower, but unless you bring the right units the loss of versatility can become a major problem. Compared to the Onslaught FOC (HH:LACAL p.10), which is available to all 30k, the Matrix of Ruin gains 1 Troop choice and better Tanks without relinquishing the ability of going first, but at the cost of 2 Elite slots and a higher minimum cost. Compared to the normal Age of Darkness FOC [[Fail|you lose 1 HQ, 1 Troop, 2 Elites, 1 FA, Fortifications and Allies]], but [[Derp|gain 1 HS and 1 LoW]]. But it truly shines in 40k - OS Triaros were difficult to deal with, try dealing with [[OP#Overpowered|OS]]  Krios Venators.&lt;br /&gt;
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===HQ===&lt;br /&gt;
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*&#039;&#039;&#039;Magos Reductor:&#039;&#039;&#039; &#039;&#039;Who needs Decima?&#039;&#039; Forget about his Book 2 incarnation, the update has improved this guy big time giving him IC (but not Precision Shots) and better stats than the average Magos. He can be upgraded to Archmagos gaining Relentless, the option to choose &amp;quot;-1 to a piece of cover&amp;quot; as his WT instead of rolling for it and getting a 5 in WS, BS, S &amp;amp; T. Even a campaign Archmagos Reductor OC has little room left for stat-improving (so he can get extra rules faster!). &#039;&#039;Ahem&#039;&#039;, the new book also tinkered with his wargear adding exclusive options like Phosphex Bombs and Breacher charges, losing the Jetpack and moving around certain options; little modifications that radically change [[Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)#Magos_options|this Magos&#039; builds]]. He can get a &#039;&#039;&#039;retinue&#039;&#039;&#039; of Reductor Techpriests or Scyllax and all his attacks have Sunder and a +1 on the Vehicle and Building damage tables. Most importantly, he can grant this buff to a nearby Heavy/Ordnance weapon if he doesn&#039;t shoot himself and can be combined with Mechanicum WTs, specially Perfected Targeting. Thatatar Calix&#039;s single shot S10 not good enough for you? Buff it so it becomes Twin-linked, Sunder, and Explodes them on a 5+. But his best buddy is the Ordinator: an Armourbane + Wrecker + Sunder + extra table damage weapon can kill [https://www.youtube.com/watch?v=f3oGbGlcQh0 pretty much anything], so put them together and buff his bombardment attack.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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*&#039;&#039;&#039;Scyllax Guardian-Automata Covenant:&#039;&#039;&#039; While they can be taken by everyone (and they&#039;re no longer compulsory Troops), there&#039;s a synergy the Reductor have with the Scyllax that should be given its own entry.  A balanced melee-ish squad, having 2 attacks base that generate an extra attack on a To wound roll of 6. In addition, they can exchange all their attacks (even the extra one for charging) for a Dismemberment attack: [[Rape|+3S AP2]] Unwieldy. They also get some decent firepower in the form of Kraken bolters as standard, one of the longest ranged infantry weapons in the whole Mechanicum, AP4 to boot. Nice. WS3 coupled with Relentless, Move through Cover, Night Vision and the usual Mechanicum stats (T5|2W|I3|4+ save) and the possibility to have up to 16 models means the unit is more than just a tarpit unit. [[Rage|Too bad they cost as much as Terminators]]. Also, like the Servitors they are, they become Fearless when they&#039;re within 24&amp;quot; of a Magos...but have to test on their Ld7 to move when away from them, so keep Magi nearby [[Tyranid|to herd them around]]. &#039;&#039;Then why take them?&#039;&#039; Because they come equipped with a &#039;&#039;&#039;Rad Furnace&#039;&#039;&#039;, which means anyone in base contact with them suffers -1T, while they themselves are immune to it, as well immune to Rad grenades (&#039;&#039;so they&#039;re different/[[Anal Circumference|THEIR EFFECTS CAN STACK?!]]&#039;&#039;) and Poison &amp;amp; Rad-phage [[Mortarion|only affects them on a 6+]]. &#039;&#039;What does this mean for your Reductor army?&#039;&#039; That you should either stick a Rad grenade, Abeyant-equipped Archmagos with them since they will be able to Instant Death MEQ&#039;s with their regular attacks and attack the nearest foe with your Relentless, Move through Cover unit that [[meme|doesn&#039;t afraid of anything]] (Fearless).  Alternatively put Calleb in one since at S6 he won&#039;t even need the Rad Grenades to ID MEQ&#039;s (&#039;&#039;at last, a good unit for him to hang with!&#039;&#039;) Terminators on sight? Pfft, Rad Furnace + Dismemberment will finish them off, even if they have [[Grey_Knights|2 Wounds]]. Just remember your Magos isn&#039;t affected by the Scyllax&#039;s rad (since those can only affect those locked in combat with them, and friendly units cannot be locked in combat with each other). Like all Mechanicum units, they have numerous weapon options, but keep your eyes on the points price.&lt;br /&gt;
**If Assault is your ideal strategy, then load up on &#039;&#039;&#039;Flamers&#039;&#039;&#039; (available to all) and &#039;&#039;&#039;Rad-cleansers&#039;&#039;&#039; (available to only one in four, sadly). Template weapons can help whittle down a lot of blobs real fast (having that much Wall of Death doesn&#039;t hurt if you get counter-charged either).&lt;br /&gt;
**If you opt for ranged combat, you&#039;ll want the &#039;&#039;&#039;Rotor Cannons&#039;&#039;&#039;. Sure they&#039;re weaker in strength than the &#039;&#039;&#039;Volkite Chargers&#039;&#039;&#039; but they put out more shots the Volkites and your regular Bolters do, Relentless meaning you get to fire 4 shots at full 30&amp;quot; range. And they&#039;re the cheapest option! Even if you&#039;re up against 4+ saves, the heightened volume of fire means you&#039;ll inflict more wounds than Kraken Bolters.&lt;br /&gt;
**As for the other &amp;quot;1-in-X can equip Y&amp;quot; items, they&#039;re pretty self explanatory. &#039;&#039;&#039;Graviton guns&#039;&#039;&#039; help with slowing infantry and dealing with vehicles that got too close, &#039;&#039;&#039;Plasma guns&#039;&#039;&#039; help with taking out 2+ saves from range (handy if a player puts their Artificer Armour Sergeant in front), and &#039;&#039;&#039;Melta guns&#039;&#039;&#039; are good for leaving at home because your opponent bought Armoured Ceramite and you have better things to deal with vehicles and 2+ saves.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;Ordo Reductor Artillery Tank Battery&#039;&#039;&#039;: The main reason for going Reductor, now we can take artillery Batteries from the legions and field them with impunity. 1-3 Artillery Tanks. Cheaper than the Legion variants, they start as a Whirlwinds with Vengeance and Castellan missiles that can be swapped for Hyperios missiles for free, becoming your best source of anti-air. But that would be a waste because they can upgrade their guns and pretty much become any artillery tank you need and then more, which makes the unit incredibly versatile. All models in the unit must have the same equipped primary weapon. In addition to the usual vehicle options, ours can also get a Machine spirit, Blessed Autosimulacra (or IWND with an Archimandrite) and upgrade to AV13 on the front. That&#039;s right, the Ordo Reductor can use its artillery tanks &#039;&#039;to assault&#039;&#039;, essentially getting cheaper better Vindicators, so [[Commissar_Dan|charge, you pig fuckers!]]. Or you could also extend the life of your Medusas by running away 12&amp;quot; while still firing on the enemy and let your Krios Venators do the assault job. The weapon options are:&lt;br /&gt;
**Demolisher Cannon &lt;br /&gt;
**Quad Lascannon&lt;br /&gt;
**Dual Melta Cannon (a 3&amp;quot; blast Twin-linked Multi-melta)&lt;br /&gt;
**Earthshaker Cannon&lt;br /&gt;
**Medusa Cannon  (with access to both Phosphex and normal shells by default)&lt;br /&gt;
**Mars-Colossus Bombard [S7|AP3|Concussive Pinning Massive blast with 12-72&amp;quot; range]&lt;br /&gt;
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*&#039;&#039;&#039;Ordo Reductor Minotaur Battery&#039;&#039;&#039;: Up to 3 Minotaurs forming a battery. It&#039;s not a Superheavy anymore, but a Heavy Tank (so it can score). Much better than the IA Minotaur by having an enclosed cabin, Autosimulacra, Extra armour, BS4, the chance of having 3 as one HS choice and it&#039;s 70 pts cheaper. Like the IA version it has AV14 on the rear by virtue of its rear-facing Flare shield, it&#039;s hit on its AV12 side on assaults and can&#039;t level its Massive Blast Twin-Linked Earthshaker cannon for direct fire, so it has a 24&amp;quot; blind zone that deep strikers will try to exploit. For that it has access to Armoured Ceramite to whithstand melta blasts, a pintle mounted &amp;lt;s&amp;gt;marine woodchipper&amp;lt;/s&amp;gt; Phased-plasma fusil and the Anabaric Claw, which zaps those melee attackers at I10.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
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*[[Fellblade#Falchion |Legion Falchion]]&lt;br /&gt;
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==Allies (This covers all three flavours)==&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
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*&#039;&#039;&#039;Sons of Horus&#039;&#039;&#039; Troop Reavers make excellent scoring units (you took Maloghurst, right?).  Just keep them backed up with Castellax and Thallax.&lt;br /&gt;
*&#039;&#039;&#039;Iron Hands&#039;&#039;&#039; They don&#039;t really offer us much we don&#039;t already have.  They do, however, soak up bullets very well, so consider them for forward objective capture.&lt;br /&gt;
*&#039;&#039;&#039;Salamanders&#039;&#039;&#039;  Resolutely meh for us.  Iron Hands and Iron Warriors capture better.&lt;br /&gt;
*&#039;&#039;&#039;Iron Warriors&#039;&#039;&#039; Tough fuckers who don&#039;t mind getting shot.  Consider a few drop-pod fulls for capturing forward objectives. Or use them as heavy support whilst using Thallax and Castellax for clearing up dug enemies. Altogether the best legion alongside Mechanicum&lt;br /&gt;
*&#039;&#039;&#039;Raven Guard&#039;&#039;&#039;  With their ability to infiltrate infantry, they can sneak a vox anywhere on the field to guide in deep striking Thallax/Ursarax.  Consider if that&#039;s your play style, otherwise they don&#039;t bring us much we don&#039;t already have.&lt;br /&gt;
*&#039;&#039;&#039;Knights&#039;&#039;&#039; What&#039;s better than two knights palling it it up with your dudes?  MORE KNIGHTS!  Think this one through though, since we can already take them as lords of war. &#039;&#039;&#039;[[Warhammer 40,000/Tactics/Questoris Knight Crusade (30k)|Knights]]&#039;&#039;&#039;&lt;br /&gt;
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===Fellow Warriors===&lt;br /&gt;
*&#039;&#039;&#039;Alpha Legion&#039;&#039;&#039; 20 strong Tac Squads that infiltrate on point?  Yes please!  This said, unless you&#039;re looking to take some armor as well, Raven Guard does it better, since they can call in deep strikers.  Really it all comes down to how badly you want to field that Sicaran/have a Dreadnought Talon bring it up with your Castellax.&lt;br /&gt;
*&#039;&#039;&#039;Emperors Children&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Night Lords&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Guard&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;World Eaters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Word Bearers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Custodes&#039;&#039;&#039; Are an excellent means of adding high initiative troops and 2+ armour. Their vehicles, whilst comparable in firepower and rather durable, an immensely more mobile than AdMech vehicles. &lt;br /&gt;
**Sisters of Silence options whilst cheap, will feel misplaced in a list if you&#039;re not careful (Infiltraiting Bolter squads will likely be best bet if you&#039;re just taking them for Tax purposes).&lt;br /&gt;
**The vastly more expensive option of Shield Captain + Guard squad will however add an extremely viscious melee unit with a very high initiative value. Give them Teleport Transponders to make up for lacklustre movement, or a Coronus if you are able to drop more points into an allies choice.&lt;br /&gt;
**Elite choices offer a source of even more expensive and swole melee combatants, but fundamentally don&#039;t do anything new unlike your mandatory Guard unit. &lt;br /&gt;
**Fast Attack adds some genuinely fast non-flyer options to your list. Jetbikes hyper mobile and capable of running down small, TEQ units. The Pallas is has outflank and some nifty firepower, fed up Rapier batteries opening up the side armour your Triaros convoy or chipping wounds from your Castellax phalanx? Outflank some instant death shots if you feel like forking the points. Venetarii are in many ways akin to Ursarax that get to strke first, but with poorer sustainability (though a 4+ invuln offsets this immensely), however fleet makes them yet more maneuverable than most jump yet. Whilst not as strong as Ursarax (you&#039;ll need Meltabombs for vehicles), they dishout many attacks that will be consistently hitting the enemy and wounding MEQs (and vastly better shooting against them as well, the Archeotech Repeater is usable against medium vehicles as well). vs Multiwound TEQ&#039;s Ursarax are the clearly superior option. &lt;br /&gt;
**Sagitarrum offer sadly nothing but immensely stylish helmets. The Galatus is remarkably tough as well, though you&#039;re not lacking in that either. The Caladius however is one of the few hardy Anti-Tank options more mobile than a  Krios Venator should you equip the Heavy Blaze Cannon. The Accelator Cannon is no slouch either, but you&#039;ll find yourself making the most of its mobility to get side shots. &lt;br /&gt;
*&#039;&#039;&#039;Sisters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Imperial Army&#039;&#039;&#039; May act as objective-bench warmers; possibly bring ordnance onto the field?&lt;br /&gt;
**Though with the increased squad size of Tech-thralls, this may not be such an issue now.&lt;br /&gt;
***[[Warhammer_40,000/Tactics/Solar_Auxilia_(30k)|Solar Auxilia]] If you&#039;re taking these, you&#039;ll probably drop Tech-Thralls immediately; 100pts (Lasrifle section) for 20 man squad, BS4, Rapid Fire 30&amp;quot; or Heavy 2 36&amp;quot;, overwatching on BS2, likely to get WS4 and 4+ save is pretty good in anyone&#039;s books. Though it has LD8/7, being able to always regroup is pleasant. Also, Lasrifle Sections come stock with a nuncio-vox, which can help your Thanatars and deep-striking Thallax/Ursarax a lot, freeing up your Cyber-occulari to focus on their other forms of mischief, or saving you the trouble of getting the djinn skein altogether, if that&#039;s what you were planning to use those for. Alternatively Veletaris offers you some pretty nice potent short range fire power, but any variation of Mechanicum is hardly lacking in that. What you want from an allied choice is most likely cheaper barrage/template options than the Thanatar. The Rapier battery can see this pretty well, with the Quad mortar option filling this best: 60pts for small template spamming with pinning, uniquely possessing a shorter ranged direct fire option which rerolls armour penetration. This takes an elite slot, but you would not be missing anything else in this, probably. The Artillery battery, though durable, is pricey compared to Vanilla guardsmen options (presuming Imperial-Army vanilla will use Chimera based Artillery).&lt;br /&gt;
***Alternatively you may consider the Malcador. Yes a Superheavy as a heavy support option, and a fast super-heavy at that! It costs 5 points less than the Thanatar, you get 13/13/12 HP6 and 3 autocannons (Multi-laster and Hv.Flamer is free) alongside a Leman-Russ cannon, so you could leave it at that. If you feel like dropping 30 points you could get a Demolisher cannon and a Battlecannon firing at the same time (though, you would have to convert either Lascannons to a battlecannon or a hull gun to a demolisher if you&#039;re not performing a complete scratch build). If you wanted to fork out 10 more points you could the drop the fast property and ram your self up to front 14, you could then ram Flare shield and Armoured Ceramite, totaling up to 320 pts for vehicle that will take A LOT of shit forward facing and at 6 Hull points you&#039;ll be taking that for a while.&lt;br /&gt;
***[[Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)|Imperial Milita and Cults]] have a dizzying array of options for you to take. You can make Pseudo-Skitarii with a combination of &#039;&#039;Survivors of the Dark Age&#039;&#039; and &#039;&#039;Cyber Augmented&#039;&#039;, or even get some cultist support if you&#039;re playing Dark Mechanicum. Generally they seem to be similar to the Imperial Guard from 40K, in that they have a large number of expendable soldiers backed by tanks, so take them if you want more bodies on the ground. Seriously consider which Provenances of War you give them, generally you will be wanting them to stay in place and camp objectives, so Abhuman Helots with Discipline Collars will work wonders, and if they have Cyber-Augmetics then they count as Sworn Brothers!&lt;br /&gt;
&lt;br /&gt;
==Tactical Discussion==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As Allies:&#039;&#039;&#039;&lt;br /&gt;
Real talk. Legion troops cost a lot. Tactical Squad? 10 bolter marines for 150 points. Buy them a rhino or max them with an apothecary? 200-350 for 1 troop choice with only bolters. When you start looking at non-compulsory options like terminators or tactical support squads they break the bank even worse.&lt;br /&gt;
 &lt;br /&gt;
Enter Mechanicum (from book 2). The best way of getting cheap fearless troops into a legion army:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Cheap scoring units&#039;&#039;&#039; –The cheapest ally option. A naked Magos Dominus and two units of fearless Tech-Thralls runs around 165 points. That’s two fearless objective campers and a guy who can repair tanks. Now with Taghmata, even cheaper and more blobby!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Troop Deathstar&#039;&#039;&#039; –A Magos Dominus, some upgrades, and two scoring Castellax runs around 275 points. That’s ten majority toughness 7 wounds. If you take lance weapons, you have up to 6 48-60” S7, AP2, heavy 2 lance shots (which you can fire TWICE if you don’t roll like a 13 year old with a superiority complex on xbox live). Make them melee oriented and you have an all-around MC hunter or tarpit unit. Or just march it alongside your tactical blob- blow up tanks with your lances and then fury of the legion the assholes inside. If it’s still alive, charge in your MCs. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Skimmer + Objective Hunter&#039;&#039;&#039; – Thallax Cohorts are fast and their best feature is reducing cover saves by 2 points. 200 gets you a cohort and a Magos Dominus kitted into a support role. Use the Thallax to uproot objective campers in cover or hunt all those pesky jetbikes, skimmers, and light vehicles. Jink saves against the 2 S7 AP5 and 3 S6 AP3 shots? Bitch please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s something to try:&lt;br /&gt;
Make a Myrmidon Destructor squadron, four-strong. Pack two with Conversion Beamers and two with Irradiation Engines. Have them joined by the ArchMagos, pray you get the &amp;quot;Free Twin-Linked for a unit within 6&amp;quot;&amp;quot; trait, park in a tower and snipe to your heart&#039;s content. Everything comes at you gets cancer, everything that stays away gets Beamed. Be sure to reinforce with Castellax to toss head first at the enemy lines to give them something to keep shooting at.&lt;br /&gt;
&lt;br /&gt;
As for Mechanicum allies; Ally LC with Taghmata, or vice versa. This is primarily to get the Archmagos for the Castellaxs and the Magos-Prime for the Thralls and the IC.&lt;br /&gt;
&lt;br /&gt;
== Magos options ==&lt;br /&gt;
There are so many different setups for Magos of any kind it deserves it own section - if only to avoid cluttering the normal entries for Magos and Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Magos Prime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Photonman&#039;&#039;&#039;[https://www.youtube.com/watch?v=gkLvpt9Z3fA]: The core of this build is a Myrmidax with two Photon Thrusters; with no other upgrades, that comes to 180 points. You&#039;ll be spewing out, at 48&amp;quot;, 4 AP2 Blind shots - woe betide any Terminator that dares to enter your line of sight.&lt;br /&gt;
***Even with all that firepower, you&#039;ve still got your hands free - you could keep him cheap, with the default power weapon and serpenta, or kit him out for melee as well if you&#039;re shitting points.&lt;br /&gt;
***Of course you&#039;ve got the full range of Magos-buffers to make him invincible: the Machinator Array, Abeyant, and Cyber-familiar.&lt;br /&gt;
***The biggest benefit to going Arch- is probably the point of BS, but the boosts to the rest of your stat-line certainly don&#039;t hurt.&lt;br /&gt;
***Just don&#039;t look at how many Photon-Thrusting Destructors you could buy for the same points, or all of this will start to look like a really dumb idea.&lt;br /&gt;
**&#039;&#039;&#039;Archmagos Radfucker&#039;&#039;&#039;: Do you want to win at melee combat? Well for a small payment of &#039;&#039;&#039;285+ points&#039;&#039;&#039; you can do that all of the time! First take the standard abeyant, cyber familiar and machinator array combo to give him T6 W4 IWND and 2+/3++ and Hardened Armour as well as providing extra weapons. Make him Malagra of course for that extra WS and attack as well as preferred enemy (characters). As for your main weapons take a master crafted chainfist and a power fist to get the two specialist weapons bonus attack. Now he hits 4 times at S8 AP2, with a re-roll for master crafted and two more at S5 AP2 and all these attacks re-roll ones to hit on characters. But we&#039;re not done yet,give him rad grenades and a rad furnace for the radioactive cherry on top, that will give enemies -2 toughness on the charge and -1 toughness if they survive any longer. Since you&#039;ve taken a rad furnace, there&#039;s no reason not to give him a Scyllax Automata bodyguard unit since they wont fuck up each other&#039;s toughness anymore. Congratulations, you now have a warlord that can tango with [[Chapter_Master_Smashfucker|&#039;&#039;&#039;Smashfucker&#039;&#039;&#039;]] and has nothing but instant death weapons to fear.&lt;br /&gt;
***One doesn&#039;t particularly need to shell out for a Chain/Power Fist combo, as the Rad causing enemies Toughness to suffer -2 should be enough.&lt;br /&gt;
*&#039;&#039;&#039;Magos Reductor&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Support (i.e. Naked)&#039;&#039;&#039;: Because not everyone can be a Chapter Master and Ordo Reductor [[Derp|lacks Techpriests]]. The cheapest build, focusing instead in bringing more siege engines and herding your Thanatars around, which are too valuable to have them melee at stuff. Don&#039;t even think about getting him guns - his shooting phase will be spent repairing shit, and if he isn&#039;t, you&#039;re [[DISTRACTION_CARNIFEX|not trying hard enough]]. Too frail? Give him an Augury scanner to deny infiltration and stick him in a Thallax bodyguard instead of an Abeyant, maybe give him a Machinator for good measure (+1T, +1 Battlesmith). This means not only he gets some dudes to take hits for him, but you can also bring &#039;&#039;yet another&#039;&#039; Macrocarid DT, kited with Lascannons so it can function as another siege engine. &#039;&#039;A LR on the front, two Thanatar at each side, Thallax at the back and the Magos in the middle. [[Get_shit_done|That&#039;s your Ordo Reductor list right there]]&#039;&#039;. And if you have models in Reserve, you can give the LR an Explorator Web. Doesn&#039;t look that cheap, but take into account that you were already going to bring LRs and Thanatars, so ~95 pts total.&lt;br /&gt;
**&#039;&#039;&#039;Melee:&#039;&#039;&#039; Fortunately, you can make your Archmagos a 4W T6 2+/3++ monster. Model-wise, this is the most expensive loadout, but it&#039;s a good way of using the Reductor&#039;s exclusive Rad grenades, Phosphex and Breacher charges (10 pts a piece, ouch). Make him an Archmagos with the obligatory Machinator array so you don&#039;t have to worry about the breacher charge either scattering or insta-killing you. &#039;&#039;Only 125 pts so far, suck on that Caleb!&#039;&#039; Add invuln for that AP2 weaponry. Maybe also an Abeyant for +1 Wound and sweet IWND. And don&#039;t forget the Rad grenades. No guns here, the Machinator&#039;s meltagun and flamer are more than enough. However, you can fire the meltagun and another weapon, so throw a Phosphex bomb. Or a Rad-cleanser.&lt;br /&gt;
**&#039;&#039;&#039;Ranged:&#039;&#039;&#039; A normal Reductor with a Photon Thruster/Conversion beamer and Augury Scanner is an interesting tactic and definitely one to consider for your Thanatar-Calix shepherd. It&#039;s cheap, makes you durable, and can help bring much needed high Strength/low AP firepower to the field, protect your side from deepstrikers and heal your Thanatar when it needs it, without being unreasonably expensive. You could put this guy in a unit of Scyllax when rounding up your Thanatar because he will make them fearless and then their bolters can then fire at deepstrikers as well as the Magos&#039;s heavy weapon. &#039;&#039;Just ~100 pts there.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathstars&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;The Radstar&#039;&#039;&#039;: Want to fuck over literally every unit in melee? Well now you can! Take a Magos Reductor w/ Rad-Furnace, Rad Grenades and Abeyant; a Magos Macrotek w/ Rad-Furnace, Machinator Array and Cortica Primus and a unit of &#039;&#039;&#039;16&#039;&#039;&#039; Scyllax Guardian-Automata. Every model in this unit is immune to Rad, the Macrotek can repair the Scyllax and in CQC enemies take -2 Toughness, so MEQs will be Instant Deathed. Additionally, the unit is perfectly sized to fit in a Triaros and can Move Through Cover. Finally, the Macrotek can use Cyberthurgy on the &#039;&#039;&#039;entire&#039;&#039;&#039; unit of Scyllax. Have fun with 32 I5 or 64 I3 attacks both of which Instant Death. Be warned, the Deathstar is fucked if you get Malefica, [[Rape|as all 16 Scyllax will turn]].&lt;br /&gt;
***If you want more rad, just take a Lucifex and/or an Irad Cleanser on everything that can take one. (Lets be honest, why wouldn&#039;t you want more rad?) The remaining Scyllax can take Flamers or +1 attacks, as well, while the Reductor can take Phosphex.&lt;br /&gt;
***This unit also costs only 960 points minimum.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Tactics/30k]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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{{Warhammer_30k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Dark_Eldar&amp;diff=66338</id>
		<title>Warhammer 40,000/8th Edition Tactics/Dark Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Dark_Eldar&amp;diff=66338"/>
		<updated>2023-02-26T20:37:01Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Army Building */&lt;/p&gt;
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&lt;div&gt;Please note that this is the tactics for 8th edition Dark Eldar. Their current tactics can be found [[Warhammer 40,000/Tactics/Dark Eldar (9E)|here.]]&lt;br /&gt;
==Why Play Drukhari==&lt;br /&gt;
Drukhari are steeped in ancient and unnatural evil. They have chosen this path for themselves, and revel in their own cruelty, drawing physical sustenance from the infliction of pain. They inhabit a realm known as Commorragh, the Dark City, an impossibly vast stronghold from which they launch piratical raids across the length and breadth of the galaxy. The Drukhari live to inflict misery and death; what happens to the captives they bring back to Commorragh is best left undescribed. They are vain, devious and utterly self-serving, with no respect for any living creatures except themselves, though each individual Drukhari typically views every other member of their race with uncaring contempt.&lt;br /&gt;
&lt;br /&gt;
Because of this the Drukhari have a diabolical appeal. They are the evil kings and super-villains of the 41st Millennium, and they have all the right tools for the job. The Drukhari are very fast-moving, have lots of firepower, and boast some of the most lethal close combat units in the game. However, because they conduct their raids at lightning speed, the Drukhari lack any real heavy armor and are hence quite fragile - it takes guile and cunning to use them well. If you possess the skill, though, your Drukhari army can run rings around its opponents, leaving them shell-shocked, terrified and utterly defeated. Best of all, the models in the Drukhari range are truly jaw-dropping examples of the sculptor&#039;s craft. In just about every way, the Drukhari are an army for the true connoisseur! Consider yourself warned, playing Drukhari is Warhammer 40K on hard mode. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* Blistering fast army with massive firepower. Infantry moves at least 7&amp;quot; and Vehicles move in excess of 14&amp;quot;.&lt;br /&gt;
* Our unique Power From Pain ability grants cumulative buffs to the army as the game progresses.&lt;br /&gt;
* Combat Drugs can now be chosen which makes them infinitely more useful. They also stack with Power From Pain buffs on most units.&lt;br /&gt;
* Gorgeous, highly detailed models that are cross compatible for conversions. It can&#039;t be overstated, this army looks really cool and stands out nicely against a sea of power armor.&lt;br /&gt;
* You can now viably take standalone Covens, Cult, or Kabal armies. The book encourages a blend of all three through some unique rules regarding detachments and warlord traits.&lt;br /&gt;
* You share the {{W40Kkeyword|AELDARI}} keyword with Craftworlders, Harlequins and Ynnari, meaning you get to cherry pick the best toys from your kin within the same list, and still remain Battle-Forged! Just remember to take separate Detachments for each {{W40Kkeyword|ASURYANI}}, {{W40Kkeyword|DRUKHARI}}, {{W40Kkeyword|HARLEQUINS}} and {{W40Kkeyword|YNNARI}} detachment if you want to keep Obsessions, and stay Battle-Forged according to the FAQ Beta Rules.&lt;br /&gt;
* Plenty of ways of getting around your baseline strength 3 for combat units.&lt;br /&gt;
* Almost everything has {{W40Kkeyword|FLY}}, or can be shoved inside something that can fly which means easy traversal of terrain and flying out of pesky melee to still open fire.&lt;br /&gt;
* Mandrakes are awesome now meaning we finally get our one great infiltration unit!&lt;br /&gt;
* Drukhari vehicles count all heavy weapons as assault weapons so you can move at full speed and fire at no penalty.&lt;br /&gt;
* The Blaster is now one of the most points effective guns in the game. It sucks you only get 1 in a Kabalite Warrior kit, but you can easily convert splinter rifles into Blasters by chopping the barrel tips off of unused Disintegrator weapons.&lt;br /&gt;
* Poisoned Weapons are a guaranteed 4+ to wound on all non-vehicles; so your rapid fire infantry will always be effective at piling on wounds.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* No native access to Psykers so we miss out on an entire turn phase. Though, there is a relic (see below) that can combat filthy Psykers, and we share the {{W40Kkeyword|AELDARI}} keyword with some of the best Psykers in the game so it&#039;s not all bad.&lt;br /&gt;
* Almost every unit in the army is extremely frail and has trouble surviving against even the humble lasgun. You must learn to carefully exploit our supreme mobility to keep your distance, stay in cover or out of enemy line of sight whenever possible. Bolt weapons will effortlessly turn your elves into a fine red mist.&lt;br /&gt;
* Almost everything in the army has {{W40Kkeyword|FLY}} and our transports all fly, so we are extremely vulnerable to enemy units with bonuses against units with the {{W40Kkeyword|FLY}} tag.&lt;br /&gt;
* Special Characters are effective, but their costs should be considered in list building. Also, the named characters are stuck with specific Kabal/Coven/Cult Obsessions and Warlord Traits.&lt;br /&gt;
* While there are no outright bad units or weapons in the army, some weapons have a very specific role or niche so they won&#039;t see much use in a &amp;quot;Take All Comers&amp;quot; list.&lt;br /&gt;
* No native Lord of War units. But you can ally with our Asuryani cousins if that&#039;s really a concern.&lt;br /&gt;
* Difficult to put Troops, Elites, and HQs in the same transport due to inconvenient passenger restrictions. HQs usually require a &amp;quot;Command Venom&amp;quot; (which any opponent with a working brain is going to focus down turn 1) as a tax unless you&#039;re fine with them on foot. &lt;br /&gt;
* As with all tournament play, the army gets pretty bland when distilled down to spamming the best Kabal and Coven units. &lt;br /&gt;
* Poisoned Weapons allow our strength 3 elves to hit above their weight and wound all non-vehicles on a guaranteed 4+, but most poisoned weapons have no AP whatsoever. Enemy units will likely get to make their full armor save and common units like Primaris Marines in cover are practically impossible to kill with splinter weapons. You will have to rely on massing lots of shots combined with lots of re-rolls to inflict damage.&lt;br /&gt;
&lt;br /&gt;
===To Ynnari or not Ynnari===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23/07/2017 FAQ&#039;&#039;&#039;: You must have &#039;&#039;&#039;Yvraine, The Visarch&#039;&#039;&#039; or &#039;&#039;&#039;The Yncarne&#039;&#039;&#039; as your Warlord to be able to give any Aeldari units in your army the &amp;quot;Ynnari&amp;quot; keyword. Yvraine and The Yncarne are your only access to the Revenant Discipline and the same FAQ finally gave The Visarch a 4+ Invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/11/2017 FAQ&#039;&#039;&#039;: In Matched Play games, Soulburst can now only trigger on your turn, and only one of each Soulburst action can be used per turn. In competitive play, this basically means you are better off taking a small Ynnari detachment abusing the hell out of the soulburst potential of any combination of the following: Shining Spears (Move, Shoot, Charge), Harlequins (Move, Shoot, Charge), Swooping Hawks (Move, Shoot), Dark Reapers (Shoot), with all your other points spent on your Drukhari.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16/04/2018 FAQ&#039;&#039;&#039;: Ynnari detachments now must also consist of entirely Craftworld, Harlequin, or Drukhari units; you cannot take units from other Aeldari armies in the same detachment any longer. While this is pretty inconvenient, players may still take multiple Ynnari Detachments (Yvraine in one, The Visarch in another, for example) with one dedicated Drukhari force and the other with a dedicated Craftworld force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May 2019 White Dwarf&#039;&#039;&#039;: The Ynnari received a major overhaul, getting full access to their own relics, warlord traits, stratagems, and a fully fleshed out psychic discipline, but lost access to the Craftworld, Drukhari and Harlequin equivalents. To further isolate the Ynnari detachments from their vanilla variants, they also cannot be targeted by allied vanilla psykers for buffing purposes. The final and most notable change, however, was Strength from Death being retooled to no longer grant additional actions to simply getting an army wide Always Fights First buff upon the death of a unit. This, combined with the very polarized effectiveness of the new tools the Ynnari got (the new strats/relics/traits are either pretty good or steaming hot shit. There is no inbetween) makes the overall change yet another hard nerf in the string of hard nerfs the Ynnari have been getting ever since 8th edition launched.&lt;br /&gt;
&lt;br /&gt;
With the Ynnari index more or less gutting the army overall you&#039;ll find that most of the reasons to take Ynnari no longer exist (The out of phase actions) and they&#039;ve turned into a close combat army in an [[Blood Angels| edition that tends to leans more towards shooty armies]]. This overall leaves Ynnari in a weird spot, but it&#039;s not all bad they do get to keep Power From Pain [[Derp| despite having left that behind after joining the Ynnari]] but hey, you also get their own strategems, warlord traits, and relics.&lt;br /&gt;
&lt;br /&gt;
Taking an Ynnari detachment has very few if any incentives now that it&#039;s just an army trait, and a rather lackluster one at that. While you do get to keep PFP it doesn&#039;t really help stem the overall issue the army faces that &#039;&#039;&#039;you should just play pure Drukhari instead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
&lt;br /&gt;
The overall keyword is {{W40Kkeyword|DRUKHARI}}. You share the {{W40Kkeyword|AELDARI}} keyword with Craftworlders, Harlequins and Corsairs, meaning you can combine them within any detachment. In addition, the FAQ states that &amp;quot;If your army is Battle-forged, {{W40Kkeyword|YNNARI}} units can only be included in Detachments in which all units have the Ynnari keyword.&amp;quot; So you can&#039;t mix within the same detachment and stay Battle-Forged, but you can add a separate Ynnari detachment to your army in addition  to your Drukhari/Aeldari Detachment. This allows you to keep things like Power From Pain or Rising Crescendo and doesn&#039;t lock you out out of the {{W40Kkeyword|&amp;lt;COVEN&amp;gt;}} units, Mandrakes or Drahzar. Just remember that only the units actually in the Ynnari detachment can actually benefit from Strength From Death.&lt;br /&gt;
&lt;br /&gt;
In addition, you have multiple keywords to keep track of. There is {{W40Kkeyword|&amp;lt;KABAL&amp;gt;}} for all your vampire space elf pirates, {{W40Kkeyword|&amp;lt;WYCH CULT&amp;gt;}} for all your crazy gladiator ladies and {{W40Kkeyword|&amp;lt;COVEN&amp;gt;}} for your Haemonculi Coven freakish genetic experiments. Note that Incubi, Mandrakes, Scourges and all the beasts have none of these Keywords and as such do not profit from buffs for these factions, including aura and faction specific obsessions.  This split creates several complications with list building, and even in a &amp;quot;pure&amp;quot; Drukhari list featuring only {{W40Kkeyword|DRUKHARI}}, you&#039;re still going to have HQ auras that are focused more on a single unit or two rather than supporting the larger force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16/04/2018 FAQ&#039;&#039;&#039;: The {{W40Kkeyword|AELDARI}} and {{W40Kkeyword|YNNARI}} keywords are no longer sufficient to include units in a single detachment and remain battle-forged, per the new Battle Brothers rule. All units within any single detachment must share an additional faction keyword (Like {{W40Kkeyword|DRUKHARI}}, for instance) in order to be included. You can still absolutely bring along other {{W40Kkeyword|AELDARI}} units in their own separate detachments, just not in one giant pot of soup like before. Note that, if you do decide to take Ynnari, the way its worded,Cult and Kabal units can now share buffs in a Ynnari army.&lt;br /&gt;
&lt;br /&gt;
===Keyword Quick Reference===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Battle Role&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Kabal&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Wych cult&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|&amp;lt;Coven&amp;gt;}}&lt;br /&gt;
!{{W40Kkeyword|None}}&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;HQ&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Archon || style=&amp;quot;text-align: center;&amp;quot; | Succubus || style=&amp;quot;text-align: center;&amp;quot; | Haemonculus || style=&amp;quot;text-align: center;&amp;quot; | Drazhar&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Elites&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Lhamaean, Kabalite Trueborn, Medusae, Sslyth, Ur-ghul || Beastmasters, Hekatrix Bloodbrides || style=&amp;quot;text-align: center;&amp;quot; | Grotesques || style=&amp;quot;text-align: center;&amp;quot; | Incubi, Mandrakes&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Troops&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Kabalite Warriors || style=&amp;quot;text-align: center;&amp;quot; | Wyches || style=&amp;quot;text-align: center;&amp;quot; | Wracks ||&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fast&#039;&#039;&#039; || || style=&amp;quot;text-align: center;&amp;quot; | Hellions, Reavers || || style=&amp;quot;text-align: center;&amp;quot; | Scourges, Clawed Fiends, Khymerae, Razorwing Flocks&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Heavy&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Ravager || || style=&amp;quot;text-align: center;&amp;quot; | Cronos, Talos || rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Reaper (FW), Tantalus (FW)&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Dedicated Transports&#039;&#039;&#039; || colspan=3 | Raider, Venom ||&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Flyers&#039;&#039;&#039; || colspan=2 | Razorwing Jetfighter, Voidraven || colspan=2 |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Raiding Force&#039;&#039;&#039;: In a Battle-forged Drukhari army, you get a bonus 4 CP for taking at least 3 Patrol Detachments. The bonus rises to a whopping 8 CP if you take 6 or more Patrol Detachments instead. As an added bonus, more Detachments also means more combinations of Drukhari Obsessions to work with. &lt;br /&gt;
**One thing to keep in mind that most Events or Tournaments cap you at 3 Detachments per list. This cap is just a suggestion from GW and not an actual rule. Tournaments haven&#039;t adjusted the detachment limits and are basically ignoring the existence of this rule, which is what you should do as well.&lt;br /&gt;
**Battalion Detachments now give 5 CP, making a Double Battalion plus Patrol (for Alliance of Agony) the most optimal choice for maxing CP in a Tournament List.&lt;br /&gt;
*&#039;&#039;&#039;Power from Pain&#039;&#039;&#039;:Thanks to your army consisting of a bunch of sado-masochist freaks, you gain bonuses according to the turn number. Note that these bonuses are cumulative.&lt;br /&gt;
** &#039;&#039;&#039;Turn 1&#039;&#039;&#039;: &#039;&#039;&#039;Inured to Suffering&#039;&#039;&#039; - 6+++ Feel No Pain: Any time a model loses a wound, roll 1d6. On a 6, the wound is ignored. Adds a slight bit more survivability to everything, turns Wych Cult units into viable tarpits, and makes Coven units obscenely tough. This is great, and the fact it starts on Turn 1 AND with Instant Death being a thing of the past, your troops are actually going to be able to take this roll. Even though you have to roll for multiple damage now, Drukhari foot soldiers are gonna love this.&lt;br /&gt;
**&#039;&#039;&#039;Turn 2&#039;&#039;&#039;: &#039;&#039;&#039;Eager to Flay&#039;&#039;&#039; - You can re-roll advances and charges. Helps you get stuck in faster. Nice -- gives us back the Fleet USR we enjoyed for basically everything in the prior edition, without sacrificing our newfound Movement speed, which increased by 1&amp;quot; minimum to sometimes 4&amp;quot; on a straight move. Has become much more powerful in the Codex now that Deep Striking units can&#039;t benefit from any power or ability that grants a free move (like Word of the Phoenix from Yvraine).  Orks still charge farther than you do - use the CP re-roll strat to re-roll a single die when that would be better for optimal charging.&lt;br /&gt;
**&#039;&#039;&#039;Turn 3&#039;&#039;&#039;: &#039;&#039;&#039;Flensing Fury&#039;&#039;&#039; - +1 to hit rolls in the Fight Phase. Combined with the very high WS most Drukhari units enjoy, this should make sure most of your army hits on 2+. It&#039;s amazing for Coven units, gives your Kabal units some close combat bite, and frees up a drug choice for your Wych Cult units.&lt;br /&gt;
**&#039;&#039;&#039;Turn 4&#039;&#039;&#039;: &#039;&#039;&#039;Emboldened by Bloodshed&#039;&#039;&#039; - Immunity to Morale tests. Not too great given your fantastic Leadership scores and tendency towards MSU, but it&#039;s better than nothing. Note that this means that you will not have to spend CP on auto-passing morale tests, which is the main benefit of this bonus. With the new Codex, this is actually fairly good now - since taking full-strength (or at least ten-elf) units gives you increasing benefits, dying to morale attrition is a greater risk. Couple this with Cursed Blade&#039;s near-immunity to morale and you&#039;ll only be losing dudes to weapon-induced death.&lt;br /&gt;
**&#039;&#039;&#039;Turn 5&#039;&#039;&#039;: &#039;&#039;&#039;Mantle of Agony&#039;&#039;&#039; - You lower the Leadership of enemies close to you by 1. Helps you clear out the last few pockets of resistance. Stacks with your Phantasm Grenade launchers to help make up for your lack of native access to smite. Also forces your opponent to waste the last of their CP to auto-pass morale tests, instead of on more useful stratagems that actually threaten you. Forcing your opponent to throw away CP this late in the game is never a bad thing.&lt;br /&gt;
*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;: A lot of your {{W40Kkeyword|&amp;lt;WYCH CULT&amp;gt;}} units have access to drugs. You can either choose which drugs you spread around your army or you can roll randomly. If you choose, you have to give out a different drug to each unit and can only take multiples once you&#039;ve allocated each drug at least once. If you roll randomly, you get what you get and that&#039;s that. However, ask yourself this: Do you really want to risk gaining something weak like &#039;&#039;Hypex&#039;&#039; on a unit in a transport or &#039;&#039;Splintermind&#039;&#039; on a lone Character?  Only roll for drugs if you really can&#039;t afford the points to take more Cult units to dump the worse drugs into until you loop back around to the good drugs.  The cheapest thing you can field (aside from MSU Wyches) is Beastmasters, which is good news, as it&#039;s highly unlikely you&#039;ll run out of Elite slots in a Cult detachment.&lt;br /&gt;
** &#039;&#039;&#039;Adrenalight:&#039;&#039;&#039; +1 Attack. Put on a big flock of Wyches or Hellions, and send them after the biggest model the opponent has. See that Wraithknight? Now you don&#039;t. (Seriously, let&#039;s not get carried away, you&#039;re wounding the WK on a 6 and it still gets a 3+ save...) &amp;lt;strike&amp;gt;But this IS the best drug for your dedicated assault units. Cult of Strife already has lots of attacks, and with this they can drown anything in dice. &amp;lt;/strike&amp;gt; (Though it may be tempting to maximize the number of attacks, they&#039;re still strength 3 for the Cult of Strike, so not, it&#039;s not the best drug and it doesn&#039;t allow you to target anything. It&#039;s a second choice when Grave Lotus is already taken). This is a very strong combination with the Cult of the Cursed Blade, which already gains a +1 Strength.  This puts them on par with the Cult of Strife (+1 Attack/+1 Strength) regardless of whether there has been a charge or intervention this turn and they keep their morale bonus, which the Cult of Strife lacks.  &lt;br /&gt;
** &#039;&#039;&#039;Grave Lotus:&#039;&#039;&#039; +1 Strength. Now that you can pick a unit to take this, you could make something absolutely terrifying out of it. Putting it on a blob of Wyches, Bloodbrides, or Hellions can make something truly nasty. Reavers always hit at S4, so consider something else for them. Second-best drug for a dedicated assault unit. The Cult of the Cursed Blade gets bumped up to S5 with this, allowing their Wyches to wound MEQs on a 3+.&lt;br /&gt;
** &#039;&#039;&#039;Hypex:&#039;&#039;&#039; +2&amp;quot; Movement. Makes Wyches and the like obscenely fast, but less useful if your strategy involves putting them in transports or using deep strike. Pairs very well with Hellions or Reavers, and with the Cult of the Red Grief&#039;s obsession mixed in, a first turn assault is very hard for an opponent to avoid. You may also consider dumping this on your Succubus - since your characters are running solo this could help them keep up with the faster units, particularly when the units roll high on an advance and the Succubus flubs.&lt;br /&gt;
** &#039;&#039;&#039;Painbringer:&#039;&#039;&#039; +1 Toughness. Could end up creating an amazing tarpit. Great on Reavers: T5, 2W bikes with 4+ save and 18&amp;quot; Move? Oh my my. Pretty nice on Wyches as well, since in close combat it makes them T4 6+/4++ with their 6+++ FNP on top of that.&lt;br /&gt;
** &#039;&#039;&#039;Serpentin:&#039;&#039;&#039; Your WS is 1 better. This will make pretty much anything affected hit on 2+. Nice. But since you get +1 to hit rolls in the fight phase on turn 3, it&#039;s not the best in the world. It does have some niche uses for Ynnari detachments (who lose Power from Pain). This is currently only useful if you think you&#039;ve got a plan to Alpha Strike and charge Turn 1 (probably by using the Cult of the Red Grief obsession), so you can get 2 turns of hitting on 2+ before PfP kicks in. Candidates for that are Reavers and Hellions, as Wyches/Bloodbrides in transports have to exit their boats at the start of the movement phase.&lt;br /&gt;
***The difference between this drug and the Turn 3 PFP is negligible. Giving it to a Succubus, who then has WS1+, means she is always hitting on 2+ since hits always fail if the die &#039;&#039;&#039;physically&#039;&#039;&#039; displays a ‘1’ and modifiers such as the Archite Glaive -1 to hit do not change the physical number on the die. [Codex: Drukhari FAQ V 1.1 confirms this is correct.]&lt;br /&gt;
** &#039;&#039;&#039;Splintermind:&#039;&#039;&#039; +2 Leadership. Good for Beastmasters in Beast Unit lists; decent on a blob of Wyches, but there are better picks, as from from Turn 4 onward your units with Power From Pain gain Fearless. Still, has its niche uses for Ynnari detachments, especially if you didn&#039;t take the Yncarne. Give this to a Succubus and stick her in a Tantalus for army-wide Leadership 10.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard of the Dark City:&#039;&#039;&#039; It&#039;s Objective Secured. &lt;br /&gt;
&lt;br /&gt;
===Drukhari &amp;lt;s&amp;gt;fetishes&amp;lt;/s&amp;gt; Obsessions===&lt;br /&gt;
Your chapter tactics equivalents. Kabals, Wych Cults, and Haemonculus Covens all get their own bonuses, which are now listed in the corresponding sub-faction entries below. As usual, anyone not listed there can pick from the choices available to their corresponding faction.&lt;br /&gt;
&lt;br /&gt;
====Obsessions====&lt;br /&gt;
=====Kabal=====&lt;br /&gt;
*&#039;&#039;&#039;Black Heart - Thirst for Power&#039;&#039;&#039;: Treat the current battle round as 1 higher for your units with Power from Pain. Units without Power from Pain gain a 6+ FNP.  So Raiders, Venoms, Ravagers, Sslyth, and Ur-Ghuls. It won&#039;t get as much use as it would have for the Cults or Covens since the Power from Pain table mostly buffs melee and the Kabals are by and large a ranged force. You&#039;re mostly taking it to get access to Agents of Vect and the Relic.  &lt;br /&gt;
*&#039;&#039;&#039;Flayed Skull - Slay from the Skies&#039;&#039;&#039;: Add 3&amp;quot; to the movement value of your units that can {{W40kKeyword|Fly}} (transports and Ravagers).  Enemies do not get cover from these units, or from units embarked on them.  Re-roll hits of 1 for Rapid Fire weapons for those units.  When it comes to an obsession that makes best use of the Kabals&#039; strength, Flayed Skull is your friend. Your Kaballite filled Raiders are now faster, more accurate and more deadly all in one neat package.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Tongue - Serpent&#039;s Kiss&#039;&#039;&#039;:  Re-roll wound rolls of 1 for Poison and/or Melee, non-artifact weapons.  Not bad by itself, but with the introduction of the custom obsessions in Phoenix Rising that &#039;by itself&#039; is more noticeable. It&#039;s roughly on par with Toxin Crafters statistically, and Toxin Crafters lets you pick another obsession on top of it. &lt;br /&gt;
*&#039;&#039;&#039;Obsidian Rose - Flawless Workmanship&#039;&#039;&#039;: Range of your Assault, Rapid Fire, and Heavy weapons is increased by 6&amp;quot;, excepting Eyebursts and Artefacts. In 8th edition where range is king, never underestimate a flat 6&amp;quot; range increase on nearly all your weapons.&lt;br /&gt;
&lt;br /&gt;
======Custom======&lt;br /&gt;
Unless otherwise noted, pick any two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Mirth&#039;&#039;&#039;:-1 leadership to enemy units that are within 6&amp;quot; of any unit with this obsession. The first time an enemy unit fails a Morale test, all units with this obsession gain +1 Leadership for the rest of the battle. Does not stack with itself, unlike the Haemonculus Coven obsession. &lt;br /&gt;
*&#039;&#039;&#039;Deadly Deceivers&#039;&#039;&#039;: Units with this obsession can charge after falling back. In addition, when an enemy unit ends a charge within 1&amp;quot; of a unit with this obsession, roll a die; on a 6, you deal a mortal wound. Given the low number of melee units in Kabals, this has limited use. &lt;br /&gt;
*&#039;&#039;&#039;Disdain for Lesser Beings&#039;&#039;&#039;: When a Morale test for this unit is failed, no more than one model can flee. Useful to survive units from running until you reach turn 4, after which it loses its use entirely because you&#039;re auto-passing Morale with Power from Pain.&lt;br /&gt;
*&#039;&#039;&#039;Meticulous Flayers&#039;&#039;&#039;: Units with this obsession always benefit from the eager to flay Power from Pain rule (the one that lets you re-roll Advances and Charges), even on the first turn. When resolving an attack with a melee weapon against a non-{{W40kKeyword|vehicle}} &#039;&#039;and&#039;&#039; non-{{W40kKeyword|titanic}} unit, any unmodified hit roll of 6 always hits and always wounds. Again, of limited use on the bulk of your Kabal force.&lt;br /&gt;
*&#039;&#039;&#039;Mobile Raiders&#039;&#039;&#039;: Any model with this obsession that has the {{W40kKeyword|FLY}} keyword gain +3&amp;quot; movement. You&#039;re Dark Eldar, movement is key to your army, so this is always worth considering.&lt;br /&gt;
*&#039;&#039;&#039;Soulbound&#039;&#039;&#039;: Re-roll Inured to Suffering (Feel No Pain) rolls of 1. Units without Power from Pain (raiders and venoms) gain Inured to Suffering. Giving your squishy vehicles an extra save makes this obsession very appealing, especially in combination with kaballite loaded Raiders with either Toxin Crafters or who pop close to enemy units thanks to Webway Raiders.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Crafters&#039;&#039;&#039;: Any weapon with the &amp;quot;Poisoned Weapon&amp;quot; rule gains +1 damage on an &#039;&#039;unmodified&#039;&#039; 6 to wound. Artefacts of Cruelty do not benefit from this. Wonderful against those annoying Primaris, even if you still have to deal with your lack of AP.&lt;br /&gt;
*&#039;&#039;&#039;Webway Raiders&#039;&#039;&#039;: The Webway Portal stratagem can be used one additional time per battle per detachment with this obsession; all uses &#039;&#039;beyond&#039;&#039; the first one are restricted to units with this obsession.&lt;br /&gt;
&lt;br /&gt;
=====Wych Cults=====&lt;br /&gt;
*&#039;&#039;&#039;Cult of Strife - The Spectacle of Murder&#039;&#039;&#039;: Lelith&#039;s pals.  +1A in the first round of melee combat&lt;br /&gt;
*&#039;&#039;&#039;Cult of the Cursed Blade - Only the Strong will Thrive&#039;&#039;&#039;: +1 Str and only 1 model will run away when failing morale tests.  &lt;br /&gt;
*&#039;&#039;&#039;Cult of the Red Grief - The Speed of the Kill&#039;&#039;&#039;: Models can Advance and Charge, rerolling their charges.  Vroom!&lt;br /&gt;
&lt;br /&gt;
======Custom======&lt;br /&gt;
Unless otherwise noted, pick any two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acrobatic Display&#039;&#039;&#039;: Units within 1&amp;quot; of enemies gain a 6++ invulnerable save, or have their existing invulnerable save increased by 1 (to a max of 3++). Note that this prevents the selection of a second obsession.&lt;br /&gt;
*&#039;&#039;&#039;The Art of Pain&#039;&#039;&#039;: While a unit with this obsession and the power from pain special rule is within 1&amp;quot; of an enemy unit, they treat the current battle round as one higher.&lt;br /&gt;
*&#039;&#039;&#039;Berserk Fugue&#039;&#039;&#039;: When resolving a melee attack by a model with this obsession that charged, was charged, or made a heroic intervention, an unmodified hit roll of 6 causes 1 additional hit (which acts like +1 to hit, except that it works on WS2+ models and stacks with actual +1 to hit). Mutually exclusive with the Precise Killers obsession.&lt;br /&gt;
*&#039;&#039;&#039;Precise Killers&#039;&#039;&#039;: When resolving a melee attack by a model with this obsession, an unmodified wound roll of 6 improves the AP of the melee weapon by 1. Mutually exclusive with the Berserk Fugue obsession, and usually inferior to it, unless you&#039;re using a weapon that re-rolls wounds, like Hydra Gauntlets, &#039;&#039;and&#039;&#039; are up against good (penetratable) saves.&lt;br /&gt;
*&#039;&#039;&#039;Slashing Impact&#039;&#039;&#039;: After a model with this obsession finishes a charge move, pick one enemy {{W40kKeyword|infantry}}, {{W40kKeyword|biker}}, or {{W40kKeyword|monster}} unit within 1&amp;quot; and roll 1d6. On a 5+, they take a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Stimulant Innovators&#039;&#039;&#039;: When the Hyperstimm Backlash stratagem targets a unit with this obsession, it costs 1 CP instead of 2.&lt;br /&gt;
*&#039;&#039;&#039;Test of Skill&#039;&#039;&#039;: Gain +1 to wound when attacking {{W40kKeyword|Monster}} and {{W40kKeyword|Vehicle}} units which contain any models with W10 or more (the characteristic, not current).&lt;br /&gt;
*&#039;&#039;&#039;Trophy Takers&#039;&#039;&#039;: When an opponent takes a morale test due to casualties caused by a melee weapon, they must roll 2d6 and discard the lowest.&lt;br /&gt;
&lt;br /&gt;
=====Haemonculus Covens=====&lt;br /&gt;
*&#039;&#039;&#039;Prophets of Flesh - Connoisseurs of Pain&#039;&#039;&#039;: Urien&#039;s cronies.  Insensible to Pain gets bumped up to 4++.  &lt;br /&gt;
*&#039;&#039;&#039;Dark Creed - Distillers of Fear&#039;&#039;&#039;: Obligatory Leadership bomb.  Enemies get -1 to their LD for every Unit of Dark Creed in 6&amp;quot;.  Capped at -3, but can stack with other leadership bomb abilities.&lt;br /&gt;
*&#039;&#039;&#039;Coven of Twelve - Butchers of Flesh&#039;&#039;&#039;: All Melee weapons get an additional -1 AP.  Doesn&#039;t apply to Artefacts.&lt;br /&gt;
&lt;br /&gt;
======Custom======&lt;br /&gt;
Unless otherwise noted, pick any two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artists of the Flesh&#039;&#039;&#039;: Prevents you from taking a second option. -1 damage from all enemy weapons, to a minimum of 1; applies to the weapon&#039;s characteristic for the entirety of the attack, in case that comes up.&lt;br /&gt;
*&#039;&#039;&#039;Dark Harvest&#039;&#039;&#039;: After charging, select one enemy unit within 1&amp;quot; for each model in the unit that charged, and roll a die; on a 5+ the targeted unit takes a mortal wound. &lt;br /&gt;
*&#039;&#039;&#039;Dark Technomancers&#039;&#039;&#039;: When the unit shoots, you can choose to enhance any or all of their ranged weapons. Such weapons gain +1 to wound and +1 damage, but if an enhanced weapon rolls any unmodified 1s to wound (after re-rolls), the model carrying it suffers a mortal wound (note that the bearer suffers 1 mortal wound even if it rolls multiple 1s).&lt;br /&gt;
**This is &#039;&#039;absurdly&#039;&#039; good; while it has terrible synergy with an ossefactor (or the ossefactor&#039;s strictly worse cousin, the stringer pistol), its synergy with liquifier guns is &#039;&#039;incredible&#039;&#039;, and it&#039;s fundamentally good with hexrifles and just about everything you can put on a Talos, Cronos, or Venom - for a Raider, take a Disintegration Cannon over a Dark Lance, and make sure to grab the Phantasm Grenade Launcher.  &amp;lt;strike&amp;gt;Its most synergistic partner is Experimental Creations - for example, a dual splinter cannon Talos shooting a T5 &#039;&#039;vehicle&#039;&#039;, like a Land Speeder, can combine both rules to wound on 4+.&amp;lt;/strike&amp;gt;&#039;&#039;. After 26.11.19 faq, only melee weapons take the benefit from Experimental Creations&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Experimental Creations&#039;&#039;&#039;: All models gain +1S. Additionally, Poisoned Melee Weapons get +1 to wound if the target has a lower Toughness than the user.&lt;br /&gt;
*&#039;&#039;&#039;Hungry for Flesh&#039;&#039;&#039;: +1 to charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Master of Mutagens&#039;&#039;&#039;: When resolving an attack with a poison weapon against a non-{{W40kKeyword|vehicle}} &#039;&#039;and&#039;&#039; non-{{W40kKeyword|titanic}} unit, an unmodified hit roll of 6 automatically hits and automatically wounds. Does not apply to artefacts of cruelty.&lt;br /&gt;
*&#039;&#039;&#039;Mass Torturers&#039;&#039;&#039;: When the Torturer&#039;s Craft Stratagem is used, it costs 1 CP instead of 2.&lt;br /&gt;
*&#039;&#039;&#039;Obsessive Collectors&#039;&#039;&#039;: When an enemy unit is destroyed by a melee weapon wielded by a model in a unit with this obsession, you can select one model in the unit that did the deed to regain d3 lost wounds. If the unit was a unit of wracks, you can restore d3 destroyed models to the unit.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
With 33 stratagems overall, including a mix of reprints from the Craftworld codex, Drukhari specific stratagems, and game changing faction exclusive stratagems, Drukhari are among the most command point hungry factions in the game. &lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Alliance of Agony (1 CP)&#039;&#039;&#039;: Used before the battle. If the Warlord is an Archon, pick up to 1 Haemonculus and 1 Succubus. They get to pick a Warlord Trait. It&#039;s like having three Warlords for the price of one, and Raiding Force was already encouraging you to take detachments from multiple sub-factions. If the Haemonculus is from the Prophets of Flesh, the Diabolical Soothsayer WT will immediately let this Stratagem pay for itself.&lt;br /&gt;
**The Archon is the only one that counts for things like Slay The Warlord. Keep that in mind.&lt;br /&gt;
**&#039;&#039;&#039;16/04/2018 FAQ:&#039;&#039;&#039; This can only be used once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Architects of Pain (1 CP)&#039;&#039;&#039;: Pick a unit at the start of the battle round and treat its Power From Pain as being 1 turn higher than the actual game turn for the rest of the battle round. As with Hyperstimm Backlash, this specifies battle round, not turn. That means you get potential bonuses for two fight phases and two morale phases, but you also telegraph this to your opponent. If they go first in the battle round, they will know what is coming and can try and avoid it. &lt;br /&gt;
**&amp;lt;strike&amp;gt;On turn one, combine this with webway strike to increase the chances a unit can pull off a vital charge after deep strike.&amp;lt;/strike&amp;gt; &#039;&#039;This stratagem cannot affect a unit which is not physically on the table at the start of the round.&#039;&#039;&lt;br /&gt;
**&amp;lt;strike&amp;gt;On turn two, combine this with a melee unit that is about to disembark from a transport to give them that extra edge. &amp;lt;/strike&amp;gt; &#039;&#039;This stratagem cannot affect a unit which is not physically on the table at the start of the round.&#039;&#039;&lt;br /&gt;
**The Kabal of the Black Heart can stack this with their own bonus to grant one of their units morale immunity on the second turn.  &lt;br /&gt;
*&#039;&#039;&#039;Cruel Deception (2 CP)&#039;&#039;&#039;: Used if a {{W40Kkeyword|Drukhari}} unit in your army falls back. If it does so, it may still shoot and charge this turn.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Aethersails (1 CP)&#039;&#039;&#039;:  Use when a Raider or Ravager advances. Add 8″ to their move instead of rolling for it.&lt;br /&gt;
**when combined with the Cult of the Red Grief, this stratagem can allow a raider to pull of a first turn charge, potentially preventing a unit from shooting and setting up a Wych unit for a second turn disembark. Attempt at your own risk.&lt;br /&gt;
*&#039;&#039;&#039;Fire and Fade (1 CP)&#039;&#039;&#039;: Allows a {{W40Kkeyword|Drukhari}} unit to move up to 7″ after shooting but cannot charge that turn.&lt;br /&gt;
**While this may be a duplicate of a Craftworld stratagem, it is still an amazing tool to have access to. &amp;lt;strike&amp;gt;Use on deep striking scourges to get into cover after dropping in or on a a Talos to get an extra 7&amp;quot; move toward the enemy. (You don&#039;t have to move away from the target).&amp;lt;/strike&amp;gt; &#039;&#039;As per the FAQ, it is not possible to move after arriving from reserves, for any other reason than charging&#039;&#039;&lt;br /&gt;
**Do not use this on your Razorwing or Voidraven unless you want to suicide your own planes. &lt;br /&gt;
*&#039;&#039;&#039;Haywire Grenade (1 CP)&#039;&#039;&#039;: Used when a Drukhari model throws a plasma grenade at a Vehicle unit. Make a single hit roll, if it hits, it deals D3 mortal wounds.&lt;br /&gt;
**Useful for finishing off a badly damaged vehicle or dropping it a damage tier.&lt;br /&gt;
*&#039;&#039;&#039;Hunt From the Shadows (1 CP):&#039;&#039;&#039;use if a unit in cover is targeted by a shooting attack. Increase your cover saves by 1. Warriors in cover will go to 3+ saves while scourges will have a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Lightning-Fast Reactions (2CP)&#039;&#039;&#039;: Use when a Drukhari Infantry, Vehicle, or Biker unit (except for {{W40Kkeyword|&amp;lt;Haemonculus Coven&amp;gt;}}) is targeted by a ranged or melee weapon. For the rest of the phase, subtract 1 from hit rolls made against that unit for the phase. Same as their Craftworld cousins, but no less annoying for your opponent. &lt;br /&gt;
*&#039;&#039;&#039;Onslaught (1 CP)&#039;&#039;&#039;: When an {{W40Kkeyword|Incubi}} unit fights in the Fight phase, every unmodified hit roll of 6 scores 2 hits instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Pray They Don&#039;t Take You Alive (1 CP)&#039;&#039;&#039;: If you slay the enemy Warlord in the Fight phase, &#039;&#039;the entirety of the enemy army&#039;&#039; takes a -1 to Ld for the rest of the game. Tricky to pull off, but a permanent debuff on every enemy unit makes it worth it.&lt;br /&gt;
**All three Eldar factions have units that synergise extremely well with this and it can set up some great Leadership Bombs in Soup Lists.&lt;br /&gt;
*&#039;&#039;&#039;Prizes from the Dark City (1 CP/ 3CP)&#039;&#039;&#039;: Your standard more relics stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Screaming Jets (1 CP):&#039;&#039;&#039; As Webway Portal, but with a Drukhari Vehicle that can Fly instead and only one unit (1 CP to Deep Strike 1 unit, units inside a transport do not cost extra). Totally not a copy pasta of the Craftworld stratagem Cloud Strike. Honest. NOTE: You cannot use both Screaming Jets and Webway Portal in the same game; you have to choose one or the other. &lt;br /&gt;
**This has &#039;&#039;drastically&#039;&#039; better performance than Webway Portal, provided you&#039;re using it on valid targets; you can spam it (because it&#039;s not used during a phase) at 1 CP per unit, meaning 2 units cost you 2 CP, not 3, and you can keep on paying for it.  The big downside is the restriction on valid targets, of course.&lt;br /&gt;
*&#039;&#039;&#039;The Great Enemy (1 CP)&#039;&#039;&#039;:  Re-roll failed wound rolls in the fight phase for one of your units fighting a {{W40Kkeyword|Slaanesh}} unit. Also a Craftworld copy-paste, but still helps against Emperor&#039;s Children and Slaanesh Daemons.&lt;br /&gt;
*&#039;&#039;&#039;Torment Grenades (1 CP)&#039;&#039;&#039;:  Use before a model fires a Phantasm Grenade Launcher. If an enemy unit is hit, in addition to the usual effects, roll 3d6. If the result is &#039;&#039;higher than&#039;&#039; the enemy unit’s highest Leadership characteristic, it suffers 1d3 Mortal Wounds. Given how prevalent Phantasms are and that the average of 3d6 is 10.5--much higher than most units&#039; leadership--this is a fairly reliable way to plink 1d3 mortal wounds, and *almost* makes up for our lack of smite.&lt;br /&gt;
*&#039;&#039;&#039;Webway Portal (1 or 3 CP)&#039;&#039;&#039;: One use only. When deploying, you can set up either 1 (for 1 CP) or 2 (for 3 CP) Drukhari Infantry, Biker, or Beast unit(s) in the Webway, which can deep strike at any time in the game following the usual rules for deep striking.&lt;br /&gt;
** You&#039;re probably thinking &amp;quot;Why don&#039;t I just shove them in a Raider and use Screaming Jets?&amp;quot; The answer is that you can use these on 1-2 20 elf wych or kabalite blobs to protect them before they get to slashing/blasting your opponent&#039;s army off the table.&lt;br /&gt;
&lt;br /&gt;
===Kabal-Specific===&lt;br /&gt;
*&#039;&#039;&#039;Soul-Trap (1 CP)&#039;&#039;&#039;: Use when an Archon kills a character, increase the Attack, Leadership, and Strength characteristics of that Archon by 1.&lt;br /&gt;
**Not as ridiculously OP as it was in 5th Edition but melee Archons are definitely viable now and it&#039;s only 1CP to make them that much more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Cult-Specific===&lt;br /&gt;
*&#039;&#039;&#039;Hyperstimm Backlash (2 CP)&#039;&#039;&#039;: At the start of the battle round, choose a unit with the Combat Drugs rule. For the rest of the round, the benefit of Combat Drugs is doubled, but at the end of the battle round, the affected unit must roll a d6 for each model in the unit- it takes a mortal wound for each 1 rolled. If used on a unit with the Stimm Addict WT or the Phial Banquet relic, all its bonuses are doubled but it will suffer D3 mortal wounds at the end of the turn.&lt;br /&gt;
**Because this specifies battle round and not turn, you can use this stratagem even if your opponent goes first. For instance, it could make your Reavers with the +1 toughness drug into T6 to guarantee they survive. In addition, you functionally get two entire turns out of the bonus. If you know a unit is going to likely be in combat for more than one fight phase, this can be of great assistance.&lt;br /&gt;
**But because it&#039;s used at the start of a battle round if you don&#039;t get the first turn you&#039;ll have to use this when your opponent&#039;s turn starts. SO be careful on how you use this.&lt;br /&gt;
*&#039;&#039;&#039;Release the Beasts (1 CP)&#039;&#039;&#039;:  Used at the start of the charge phase. Choose a Beastmaster, your Drukhari Beast units within 6″ of him can re-roll failed charge rolls for that Charge phase.&lt;br /&gt;
**Beasts don&#039;t benefit from Power from Pain or Obsessions, this patches that very nicely.&lt;br /&gt;
*&#039;&#039;&#039;Eviscerating Fly-By (1 CP)&#039;&#039;&#039;: Used when a Wych Cult unit with the &#039;&#039;&#039;Fly&#039;&#039;&#039; keyword advances. If you move over an enemy unit with this move, roll a D6 for each model in your unit, adding 1 to the result if the enemy unit you picked is Infantry. On a 6+, the enemy unit takes a Mortal Wound. Imagine this on a 20-elf squad of hellions flying over a character that thought it was safe surrounded by other units...&lt;br /&gt;
**Note that only one model has to move over the unit to trigger this.&lt;br /&gt;
&lt;br /&gt;
===Coven-Specific===&lt;br /&gt;
*&#039;&#039;&#039;Crucible of Malediction (2 CP)&#039;&#039;&#039;: One use only. In the Psychic phase, select a Haemonculus and roll a d6 for each enemy psyker unit within 12&amp;quot;. On a 4+, that unit takes D3 mortal wounds. &lt;br /&gt;
**Note that Haemonculus get this for free use via the Index anyway as a Wargear option so it&#039;s only really worth it for Urien Rakarth, but ask yourself if it&#039;s really worth 2CP and getting your Haemonculus that close to an enemy Psyker.&lt;br /&gt;
***Whether or not you can take it for free is an entertaining question. [https://i.imgur.com/llewIpz.jpg This flowchart] explicitly declares that any wargear which is Index only you can still take, and since it&#039;s not even wargear any more, that should mean you can take it.  The Drukhari FAQ is silent on the issue.  However, the Tau FAQ contradicts the flowchart dealing with an identical situation for them, declaring that their stimulant injector stratagem makes the wargear untakeable.  As it stands, RAW is definitively that you can take them, as the flowchart is GW&#039;s canonical advice, but whether or not that&#039;s RAI probably depends on whether or not the Tau rules team agrees with the Drukhari rules team.&lt;br /&gt;
*&#039;&#039;&#039;Fleshcraft (1 CP)&#039;&#039;&#039;:  Used at the end of the movement phase on a {{W40Kkeyword|Haemonculus Coven Monster}} that is within 3″ of a Haemonculus. That monster regains D3 lost wounds.&lt;br /&gt;
** Quite nice considering other stratagems like this cost 2 CP.&lt;br /&gt;
*&#039;&#039;&#039;Freakish Spectacle (1 CP)&#039;&#039;&#039;:  Used when an enemy unit fails a Morale test within 6″ of a {{W40Kkeyword|Haemonculus Coven}} unit in your army. One additional model flees from the enemy unit.&lt;br /&gt;
**Combine with the Dark Creed&#039;s obsession for maximum effect. &lt;br /&gt;
**A nice addition to the Leadership Bomb tactics Aeldari Soup are now very good at.&lt;br /&gt;
**Situational at best.  The difference between this and a straight up leadership penalty is pretty significant. A leadership penalty will affect things other than morale (such as Mind War, or the shadowseer&#039;s grenades). A leadership penalty can convert a passed morale test into a failed one. This cannot. It can only increase the loss by one model on a failed test. So you should only use it on units that have expensive models. Which tend to be small in number anyways, and would probably rout with your other leadership penalties. Always consider if you&#039;d be better off just spending your CP to make a unit hit harder or more often, or to bring a second unit into range, etc, etc. If you can use your CP to simply kill one extra model from a unit in the shooting or fight phase, you&#039;re already doing more damage than this stratagem can gain you.&lt;br /&gt;
**Minus leadership debuffs strategies can make very unlikely foes run away, for example small units of elite multi-wound infantry, like Crisis suits, Obliterators, Wraiths, Grotesques etc..something your opponent wouldn&#039;t expect to ever fail LD.&lt;br /&gt;
*&#039;&#039;&#039;The Torturer’s Craft (2 CP)&#039;&#039;&#039;:  Used before a {{W40Kkeyword|Haemonculus Coven}} unit from your army fights in the fight phase. You can re-roll failed wound rolls for that unit.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Take Them Alive!&lt;br /&gt;
: 1 VP if at least one enemy unit was destroyed in the Fight phase. Improved to 1d3 VP if an Infantry Character was slain. &lt;br /&gt;
;12 - Fear and Terror&lt;br /&gt;
: 1 VP if an enemy failed a morale test this turn.  &lt;br /&gt;
;13 - Death of a Thousand Cuts&lt;br /&gt;
: 1 VP if at least one model was lost from three or more different enemy units this turn.  Upped to 1d3 if you did it with at least 6 different enemy units instead.&lt;br /&gt;
;14 - Trophy Hunter&lt;br /&gt;
: The opponent nominates one objective and one of their Characters. Score 1 VP if you control the objective, slay the Character, or both.&lt;br /&gt;
;15 - There Is No Escape&lt;br /&gt;
: 1 VP if you completely destroy an enemy unit that began the turn on or within terrain.&lt;br /&gt;
;16 - Pain, In All Its Forms&lt;br /&gt;
: 1 VP if you destroyed an enemy unit in both the Shooting and Fight phases this turn. If at least two units were destroyed in each phase, score 1d3 VP instead. If at least one of these units was destroyed by a Kabal unit, one by a Wych Cult unit, and one by a Haemonculus Coven unit, score 1d3+3 VP instead. Another reason to take at least 3 detachments on top of the Raiding Force bonuses, but the base form is Take Them Alive! only harder.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&lt;br /&gt;
Drukhari do not have native access to psychic powers but can include Ynnari or Craftworld psykers to fill the gap. That said if you have a mixed list only Executioner and Mind War will do anything for your Drukhari due to the April 2019 FAQ nerfing Runes of Fate/Battle debuffs. Oh and Smite. [[Drukhari |Just remember not to stick a Haemonculus next to a Psyker unless you like explosions (or a hilariously Drukhari way to trigger Soulburst)]]. See the [[Warhammer_40,000/Tactics/Eldar(8E)#Psychic_Powers | Craftworld Eldar Tactica]] for more information on the Psychic powers Craftworlds units have.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
===Kabals===&lt;br /&gt;
*&#039;&#039;&#039;Hatred Eternal&#039;&#039;&#039;: Changed from Chapter Approved to reflect the Archon&#039;s new aura. Re-roll ALL failed to wound rolls for the Warlord. Drazhar has this. &lt;br /&gt;
**Deliciously sadistic if you use this on an Archon with a splinter pistol relic, since it&#039;s one of the few things that allows you to reroll with a relic. Or just a Blaster/Blast Pistol for that matter.&lt;br /&gt;
**Obviously worse on a Black Heart Archon with the Writ of the Living Muse, due to overlapping buffs. But you weren&#039;t taking this over Labyrinthine Cunning anyways.&lt;br /&gt;
**Pair this with Poisoned Tongue/Poison Weapons for lolsy 2+ rerolling to hits and wounds. &lt;br /&gt;
**Can turn an Archon with Djin Blade into an unholy character-murdering monstrosity. Add Soul Trap strategem for maximum rape.  &lt;br /&gt;
*&#039;&#039;&#039;Soul Thirst&#039;&#039;&#039;: Get +1A when charging, being charged, or performing a Heroic Intervention. Additionally, slaying a model in the Fight phase restores one wound.&lt;br /&gt;
**Remember, this heals you for &#039;&#039;every&#039;&#039; model you kill.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Evil&#039;&#039;&#039;: In the morale phase, enemies within 3&amp;quot; of the Warlord must roll an extra d6 for morale checks and choose the highest one. &lt;br /&gt;
**Good on a leadership bomb army, especially combined with an allied Dark Creed detachment.&lt;br /&gt;
**Remember, the additional die happens on every roll, so if the rolling unit has a re-roll ability, the additional die still happens on the re-roll.  This is also independent of what die they roll, if they can roll 1d3 instead of 1d6.&lt;br /&gt;
**This is a compulsory effect, so beware its tendency to &#039;&#039;increase&#039;&#039; the chance of a Tau unit with Bond of Brotherhood to pass Morale tests, since they autopass on 6s.&lt;br /&gt;
&lt;br /&gt;
===Haemonculus Covens===&lt;br /&gt;
*&#039;&#039;&#039;Master Regenesist&#039;&#039;&#039;: Heal d3 lost wounds at the start of your turn.( Urien should&#039;ve had this one... He lost his regenerating ability in this edition.)&lt;br /&gt;
*&#039;&#039;&#039;Master Nemesine&#039;&#039;&#039;: In the fight phase, gain +1 on rolls to wound.&lt;br /&gt;
*&#039;&#039;&#039;Master Artisan&#039;&#039;&#039;: Friendly {{w40Kkeyword|&amp;lt;haemonculus Coven&amp;gt;}} units within 6&amp;quot; can reroll 1s on their Inured to Suffering rolls. This will allow one extra success for every 36 rolls - very underwhelming.&lt;br /&gt;
&lt;br /&gt;
===Wych Cults===&lt;br /&gt;
*&#039;&#039;&#039;Quicksilver Fighter:&#039;&#039;&#039; The user always fights first in the Fight phase, unless fighting a unit that has charged or possesses a similar rule. &lt;br /&gt;
*&#039;&#039;&#039;Stimm Addict:&#039;&#039;&#039; Can take 2 Combat Drug choices instead of one if choosing. If rolling to determine Combat Drug effects, rolling duplicates will make the effect stack.&lt;br /&gt;
*&#039;&#039;&#039;Precision Blows:&#039;&#039;&#039; Wound rolls of 6 inflict a bonus mortal wound on top of their normal damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bale Blast:&#039;&#039;&#039; Exclusive to Mandrakes and damn good. 2 shots with 18&amp;quot; and AP-1 that each have a chance to deal mortal wounds in addition to the normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Tiny range, massive stopping power. Since you can fire Pistols in melee now, these might actually be worth taking for a change. Upped to d6 damage, making it kind of like an Inferno Pistol without the melta effect but with better availability and just as hilarious when you vapourize your opponent&#039;s special snowflake character with a single shot.&lt;br /&gt;
*&#039;&#039;&#039;Blaster:&#039;&#039;&#039; Same profile of the pistol but Assault and with three times the range. The S8 AP-4 combination will plow through most tanks and D6 damage for every wound will add up fast. It&#039;s a shame they don&#039;t have the same &amp;quot;roll 2d6 pick highest&amp;quot; rule as their Imperial cousins, but they&#039;re cheap, have better range than a meltagun, and  and they&#039;re much more easily spammed in most lists. The 18&amp;quot; range, 24&amp;quot; if Obsidian Rose means that it&#039;s also generally difficult to charge the unit with the Blaster for all but the fastest of units. Generally will be your Workhorse as far as Special Weapon options go.&lt;br /&gt;
*&#039;&#039;&#039;Dark Lance:&#039;&#039;&#039; The good shit. Same as above but Heavy and twice the range. Also interesting is that it becomes an Assault weapon when mounted on a vehicle, most likely so you don&#039;t have to compromise their accuracy when mounting them on paper boats. Infantry that use them still class them as Heavy though, so keep that in mind if taking one for a squad in a Raider. Like the more portable Blaster, this will be your Workhorse Heavy Weapon for your Kabalite units and generally your default choice.&lt;br /&gt;
*&#039;&#039;&#039;Dark Scythe:&#039;&#039;&#039; D3 index blaster shots (that is to say D3 damage). Pretty useful for sniping characters or taking out heavy infantry, but overshadowed by the buff blasters got. Voidraven exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Grenade:&#039;&#039;&#039; Frag grenades with S4 and AP-1. Fun when softening infantry up before a charge, but little else. The AP means they will do more damage than a Splinter Weapon if something is close enough. Remember to toss one out for Overwatch if your opponent is charging from 6&amp;quot; away. For 1 CP you can make it do an instant d3 Mortal wounds against vehicles, so don&#039;t forget to toss one at a vehicle foolish enough to come close to your units.&lt;br /&gt;
*&#039;&#039;&#039;Disintegrator Cannon:&#039;&#039;&#039; Half the price it was in the Index now, 15pts. &amp;lt;strike&amp;gt;A DC Ravager is cheaper than the DL ver. by 15pt!! &amp;lt;/strike&amp;gt; As of CA 2019, Ravagers cost the same no matter the loadout (140pts). A frankly terrifying statline of Assault 3, S5, AP -3, Damage 2, so it has lower base than the Dark Lance but with a high enough rate of fire that it&#039;s still decently effective against light vehicles while also scaring the living hell out of all kinds of infantry. The only downside is that you are usually trading away a Dark Lance to take one so make absolutely sure that you have enough Anti-Vehicle weapons before taking one as nothing is more expensive than regret. A Dark Lance will score 1.55 Wounds against T7, 4+ vs 1.33 per Dissie so Dissies can still do work against Tanks from the sheer volume of fire.&lt;br /&gt;
*&#039;&#039;&#039;Eyeburst:&#039;&#039;&#039; Oddly not a Flamer anymore, the Eyeburst of the Medusae has 4 shots S4 with AP-2. Burns through armour well enough, but keep an Archon close for those rerolls to Hit because this thing does NOT hit automatically.&lt;br /&gt;
*&#039;&#039;&#039;Haywire Blaster:&#039;&#039;&#039; This was once the most reliable anti-tank gun in the game, and has spent some time on the shelf, gathering dust. The Codex has buffed it to Assault d3, with it still Automatically inflicting a Mortal Wound on a 4+, and d6 Mortal Wounds on a 6+ regardless of if the shot actually caused any wounds. Each hit giving a 50% chance of stripping a Mortal Wound isn&#039;t quite the electromagnetic rape the gun dished out in 7th Edition, but it is a very cheap and reliable weapon at tossing out Mortal Wounds. It has an excellent niche in countering things like Quantum Shielding or Serpent Shields as Mortal Wounds are always dealt one at a time.&lt;br /&gt;
*&#039;&#039;&#039;Heat Lance:&#039;&#039;&#039; Strength of &amp;quot;only&amp;quot; 6, but with a massive AP-5 and usual Melta rules of &amp;quot;at half range, roll 2D6 and pick the highest for damage&amp;quot;.  Codex reduced the price to 12 POINTS - Rejoice Dark Brethren! Great for sniping out T3 characters with Scourges, Reavers and Talos (with the relevant Stratagem).&lt;br /&gt;
*&#039;&#039;&#039;Hexrifle:&#039;&#039;&#039; A bog-standard Sniper Rifle now. Can shoot at characters and has a tiny chance of inflicting a mortal wound in addition to normal damage. The fact that both the Acothyst and the Haemonculus want to get stuck in melee and not stand back and fire Heavy weapons further hurts it.&lt;br /&gt;
*&#039;&#039;&#039;Liquifier Gun:&#039;&#039;&#039; D6 auto-hits with AP-D3. Nice. Even the worst roll for the AP still screws with armour and that 33% chance of turning power armour into a 6+ save is fantastic. Shame about the strength of 3. &lt;br /&gt;
**&#039;&#039;&#039;Twin Liquifier Gun:&#039;&#039;&#039; Shockingly, this is the same as above but with 2D6 shots.&lt;br /&gt;
*&#039;&#039;&#039;Ossefactor:&#039;&#039;&#039; A single shot with AP-3 that always wounds on 2+ (or 6+ if shooting at a vehicle) is already great at sniping the odd wound off the opponent but the chance to toss in a mortal wound as a chaser if the first shot kills something makes it even better.&lt;br /&gt;
*&#039;&#039;&#039;Phantasm Grenade Launcher:&#039;&#039;&#039; D3 shots at a piss-poor Strength of 1, but it&#039;s not meant to kill things (although it totally can). It simply lowers enemy Leadership if they&#039;re hit by it. Stupidly cheap at 3 points a pop, and it can be taken by Sybarites, Hekatrices, Dracons, Syrens, Archons, Raiders, and Ravagers. Best on the Archon, as with his BS of 2+, he is pretty likely to hit something with it. Could also potentially force your opponent into burning CP on morale tests as well. [[Troll| There is nothing more hilarious than an S1 weapon killing a model in a squad of 3 Leadership 7 models and your opponent then rolling a 6 with 0CP...]]&lt;br /&gt;
*&#039;&#039;&#039;Pulse Disintegrator:&#039;&#039;&#039; Found only on the Tantalus. Assault 6 S8 AP-3 D2. A Dark Angels player&#039;s wet dream, this thing is essentially an overcharged Plasma Cannon, but with a cooling system that actually works and the rate of fire of an Assault Cannon... Oh, and the Tantalus comes with two of them. [[Awesome |You couldn&#039;t catch a bus back to &#039;overkill&#039;.]]&lt;br /&gt;
*&#039;&#039;&#039;Razorwing Missiles:&#039;&#039;&#039; The Jetfighter is equipped with all types of missiles by default, which is awesome. Even more awesome is the fact that they don&#039;t go away after being fired once. Rather, you choose one type of missiles in a shooting phase and use their profile.&lt;br /&gt;
**&#039;&#039;&#039;Monoscythe Missile:&#039;&#039;&#039; Strength 6 and no AP value but Damage 2. Force &#039;em armour saves, the enemy will hurt when they fail them. Better than shatterfield against multi-wound models with lower toughness and lower saves (break even at T5, 4+, 2W, for example)&lt;br /&gt;
**&#039;&#039;&#039;Necrotoxin Missile:&#039;&#039;&#039; &#039;&#039;&#039;3D3&#039;&#039;&#039; shots (averaging out to the Pre-Nerf number of shots it had in the Index) that wound non-Vehicles on a 2+. You are looking at an average of 3 Wounds per missile against non-Vehicle units, 4 if you use the Flayed Skull Stratagem on non-Vehicle units with Fly. Solid choice.&lt;br /&gt;
**&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; S7, AP-1, re-rolling to wound. Edges out the Razorwing missiles against most vehicles, and all 1 wound models.&lt;br /&gt;
*&#039;&#039;&#039;Shredder:&#039;&#039;&#039; Finally buffed in the Codex to Assault D6, S6 AP-1, Re-Rolling Wounds against Infantry putting them slightly ahead of Splinter Cannons for your dedicated Anti-Infantry option. Shredders are cheap and chew through GEQs, hurt MEQs and can even threaten light Vehicles. The shredder&#039;s range synergizes well with Splinter Rifles since it means you&#039;re also in  12&amp;quot; Rapid Fire range. However, this means your unit is extremely vulnerable, because being within 12&amp;quot; of the enemy is usually a death sentence to Kabalite Warriors. Obsidian Rose&#039;s Obsession alleviates this somewhat, as does putting them on Scourges to hit and run with Fire and Fade. All told it is a good gun now; a clear upgrade to a Splinter Rifle or Shardcarbine, but it competes with the Blaster for your Special Weapon slots.&lt;br /&gt;
*&#039;&#039;&#039;Splinter Weaponry:&#039;&#039;&#039; All of the following weapons do not have a Strength score. Instead, they always wound non-vehicles on 4+, and vehicles on 6+, so if you&#039;re desperate, you can still unleash a torrent of poisoned shots at that Land Raider and hope something sticks.  Since they don&#039;t have a Strength score, they inherently ignore abilities that trigger on strength values, like the Krieg abilities that make some of their models more resistant to attacks of Strength 4 or less.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Pistol:&#039;&#039;&#039; Pistol with 1 shot and 12&amp;quot; range. Don&#039;t forget to use it in melee.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Rifle:&#039;&#039;&#039; Rapid Fire 1 with 24&amp;quot; range. Stock on Warriors and Trueborn. You know it. You love it.&lt;br /&gt;
**&#039;&#039;&#039;Twin Splinter Rifle:&#039;&#039;&#039; Shockingly twice the above at Rapid Fire 2.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Pods:&#039;&#039;&#039; Assault 2 18&amp;quot; range so your Hellions can shoot something.&lt;br /&gt;
**&#039;&#039;&#039;Shardcarbine:&#039;&#039;&#039; Assault 3 as a stock gun for Scourges and Sslyth.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Cannon:&#039;&#039;&#039; The big&#039;un. 36&amp;quot;, Rapid Fire 3. This is technically a nerf since you only get your 6 shots at half range now. On the upside, your Infantry can now move and still fire 6 shots. Synergises pretty well with Blasters actually as if you can shoot the Blaster in the unit, the Splinter Cannon on the Venom/Unit the unit can Rapid Fire that target as well.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Syphon:&#039;&#039;&#039; D6 auto-hits with nice AP and a chance of doing extra damage. Only S3 though so keep that in mind.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Vortex:&#039;&#039;&#039; Exchanges the auto-hitting of the Spirit Syphon for 10 more inches of range. Still only S3 so keep that in mind.&lt;br /&gt;
*&#039;&#039;&#039;Stinger Pistol:&#039;&#039;&#039; Buffed up Splinter Pistol wounding non-{{W40Kkeyword|VEHICLE}}s on a 2+, and {{W40Kkeyword|VEHICLE}}s on a 6+. [[Awesome |It also only costs 5 points!]]&lt;br /&gt;
*&#039;&#039;&#039;Stinger Pod:&#039;&#039;&#039; 2D6 S5 shots. Would be far better if the Talos had a better BS. Like the Shredder, it&#039;s useful in those situations where the Strength score on your gun matters (which is a lot actually). Now the cheapest option for your Talos, much more reasonably priced at 15pts.&lt;br /&gt;
*&#039;&#039;&#039;Void Lance:&#039;&#039;&#039; Lascannon with AP-4 but less range. Given you get two stock on a Voidraven, the range doesn&#039;t matter. Voidraven exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Voidraven Missiles:&#039;&#039;&#039; You can equip the bomber with missiles for 10 points; they don&#039;t go away after using them once anymore. Simply choose one type per shooting phase and fire away.&lt;br /&gt;
**&#039;&#039;&#039;Implosion Missile:&#039;&#039;&#039; Exclusive to Voidraven, D3 shots at S6 and AP-3. &lt;br /&gt;
**&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; Same as the Razorwing&#039;s. Strong, but you better roll well with that D6.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Agoniser:&#039;&#039;&#039; Wounds everything but vehicles on 4+, wounds Vehicles on a 6+ and has AP-2. Good stuff. Better for the Archon than a Huskblade against single wound models with T5. Only costs 4 points. Go HB if you plan on pretty much anything else. Pretty nice for your Hekatrices, though.&lt;br /&gt;
*&#039;&#039;&#039;Archite Glaive:&#039;&#039;&#039; S+2, AP-3. Sounds like a dream right? Nope, you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles. That said, your Succubus has a WS of 2+ anyway so don&#039;t worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her &#039;&#039;Serpentin&#039;&#039; or from Turn 3 onwards with PFP.&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster&#039;s Scourge:&#039;&#039;&#039; Normal weapon with an additional point of Strength. Better than nothing.&lt;br /&gt;
*&#039;&#039;&#039;Bladevanes:&#039;&#039;&#039; These come stock on your transports and Reavers, for a little extra melee clout. S 4, AP-1. &lt;br /&gt;
*&#039;&#039;&#039;Chain-Flails:&#039;&#039;&#039; Rerolls To Wound and make 2 hit rolls for each attack allocated to this weapon. Nice if you want your Talos to do horde duty&lt;br /&gt;
*&#039;&#039;&#039;Claws and Talons:&#039;&#039;&#039; Standard close combat weapon with no bonuses on Ur-Ghuls. They do make 2 bonus attacks on the charge, though.&lt;br /&gt;
*&#039;&#039;&#039;Demi-Klaives:&#039;&#039;&#039; You can choose between either S+1 and AP-3 or AP-2 and two additional attacks. With the way Wounding works now, use the dual blade profile for the T8 or higher enemies.&lt;br /&gt;
*&#039;&#039;&#039;Electrocorrosive Whip:&#039;&#039;&#039; An Agoniser but with damage 2. This, right here, turns Haemonculi from weak and helpless into fantastic character killers. Also should be your default choice for Acothysts if your meta includes a lot of Primaris Marines, Stealth Suits, Tyranid medium bugs or the like.&lt;br /&gt;
*&#039;&#039;&#039;Flesh Gauntlet:&#039;&#039;&#039; Come stock on Grotesques but Haemonculi like them, too. S:User in the codex, Wound-rolls of 6+ also deal a mortal wound. No AP but you have your cleavers for that. Instead you use this against units with high Invul saves like Daemons and Crusaders. A Dark Creed Haemonculus with the relic pistol and Master Nemesine can use this to be a credible buster of characters, however.&lt;br /&gt;
*&#039;&#039;&#039;Glimmersteel Blades:&#039;&#039;&#039; Mandrake CCWs with AP-1. A small but welcome change from previous editions.&lt;br /&gt;
*&#039;&#039;&#039;Haemonculus Tools:&#039;&#039;&#039; The quintessential poisoned weapons from which all others here are offshoots. Wounds on 4+ (6+ if you target a &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Hekatarii Blade:&#039;&#039;&#039; Grant an additional attack. Makes your Wyches and Bloodbrides scary.&lt;br /&gt;
*&#039;&#039;&#039;Hellglaive:&#039;&#039;&#039; S+1 and Damage 2. Oh dear lord, send those Hellions at multi-wound models and watch the opponent devote all his shooting to killing them (which they will).&lt;br /&gt;
*&#039;&#039;&#039;Huskblade:&#039;&#039;&#039; Strength +1, AP-2 and D3 Damage, rejoice! Huskblades are good again! makes your Archon great for murdering characters and swarms with all of the Multi-Wound damage they can do, especially with a Blast Pistol. The usual go-to for an Archon unless you&#039;re penny-pinching.&lt;br /&gt;
*&#039;&#039;&#039;Hydra Gauntlets:&#039;&#039;&#039; AP-1, an additional attack AND it lets you reroll To Wound. Take as many on your Wyches as you can.&lt;br /&gt;
*&#039;&#039;&#039;Ichor Injector:&#039;&#039;&#039; Only one attack can be made with this weapon. Strength User (so either 6 for the Talos or 3 for Urien) and rerolls To Wound. If you roll a 6+ To Wound, you deal D3 mortal wounds in addition to the normal damage, which can potentially kill 4 models in one strike but don&#039;t bet on that happening with only one attack.&lt;br /&gt;
** You can take this in addition to your other melee weapon in the codex and it gained AP-1 but it&#039;s still not worthwile&lt;br /&gt;
*** If taken on a Master Nemesine haemonculus it deals the mortal wounds on a 5+, coupled with the wound rerolls around half of all attacks with this weapon will deal mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Impaler:&#039;&#039;&#039; AP-1 and Damage 2. For when your Wyches need to deal with two-wound enemies like Primaris Marines.&lt;br /&gt;
*&#039;&#039;&#039;Klaive:&#039;&#039;&#039; Strength +1, AP-3. The basic tool for your Incubi.&lt;br /&gt;
*&#039;&#039;&#039;Macro-Scalpel:&#039;&#039;&#039; AP-1 and Damage 2. Also, if you have 2, you make one additional attack with it. Cheap and effective. Come stock on the Talos and still a decent weapon.&lt;br /&gt;
*&#039;&#039;&#039;Mindphase Gauntlet:&#039;&#039;&#039; Bog-standard weapon, except with Damage 2. Since damage doesn&#039;t spread between models, this is worthless against 1 Wound models and with Strength: User and no AP it won&#039;t help much against anything else, either. TL;DR: stinks on ice.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Cleaver:&#039;&#039;&#039; Stock on Grotesques and damn good. AP-2 and lets you make an additional attack with it. Use it to kill GEQs and MEQs in the droves. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Basically the same as a Power Maul now. S+2, AP-1. Nice, but kinda wasted on the Solarite.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; S:User, AP-3 can opener. Shame about your awful Strength stats. Everyone who can take one can take an Agonizer instead, and for the same price. Do that.&lt;br /&gt;
*&#039;&#039;&#039;Razorflails:&#039;&#039;&#039; Similar to Hydra Gauntlets, AP-1, +D3 attacks, re-rolls to hit for Wyches; use these if you want to chew through GEQs or deep strike a big 20 elf unit. Still kinda the booby prize among Wych weapons, but much better than previously.&lt;br /&gt;
*&#039;&#039;&#039;Scissorhand:&#039;&#039;&#039; Haemonculus Tools with AP-1 and an additional attack. Decent on an Acothyst if you don&#039;t want to give them an Electrocorrosive Whip (for example, if you&#039;re Coven of Twelve), but your Haemies should stick with the whip.&lt;br /&gt;
*&#039;&#039;&#039;Shaimeshi Blade:&#039;&#039;&#039; Haemonculus Tools adds 2 to Wound, on a 6+ it deals a mortal wound in addition to its normal damage (Note: with the +2 to wound this means a roll of 4+ turns into a Mortal Wound). Exclusive to Lhamaeans. Use this on a Poisoned Tongue Kabal and you will put a dent on &#039;&#039;anything&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shardnet and Impaler:&#039;&#039;&#039; Impaler statline, plus an extra attack. Also forces your opponent to roll-off with only a d3 when trying to fall-back. Need to hold someone&#039;s bubblewrap in place? Well, you just found the perfect option. Two damage also improves your odds against Stealth Suits, Primaris Marines and their ilk.&lt;br /&gt;
*&#039;&#039;&#039;Spirit-Leech Tentacles:&#039;&#039;&#039; S:User, AP-1, 1 DMG that does D3 damage on a wound roll of 6+. Available to the Cronos.&lt;br /&gt;
*&#039;&#039;&#039;Sslyth Battle-Blade:&#039;&#039;&#039; AP-1, just in case a Sslyth&#039;s melee didn&#039;t look intimidating enough already.&lt;br /&gt;
*&#039;&#039;&#039;Stunclaw:&#039;&#039;&#039; Like the Hellglaive, it is S+1, but only does one damage. However, 6+ to wound with this weapon does a mortal wound in addition to other damage. Keep your Hellglaive.&lt;br /&gt;
*&#039;&#039;&#039;Venom Blade:&#039;&#039;&#039; Haemonculus Tools that wound on 2+. Exclusive to the Covens, Archons, and Solarites. Pretty cheap.&lt;br /&gt;
**Try this on a Poisoned Tongue Archon. 2+ to hit and 2+ to wound with re-rolls for both are nice. No AP, but they&#039;ll all hit and wound (due to the Archon&#039;s aura and Poisoned Tongue obsession)&lt;br /&gt;
&lt;br /&gt;
===Vehicle Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Chain-Snares:&#039;&#039;&#039; When attacking with blade-vanes, re-roll hit rolls of 1. &lt;br /&gt;
*&#039;&#039;&#039;Dire Scythe Blade:&#039;&#039;&#039; Because your warlord just has to have the biggest blades on their floating death catamaran. Unique to the Tantalus and similar in form to the Shock Prow and Sharpened Prow Blade, but isn&#039;t limited to just one attack and hits at S8 AP-2. Useful to finish off anything that you didn&#039;t quite manage to completely annihilate with the Pulse Disintegrators.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Aethersails:&#039;&#039;&#039; Tantalus exclusive. Instead of rolling a die, Tantalus simply doubles its movement value when it Advances. [[Awesome|A movement value of 16&amp;quot;]], by the way.&lt;br /&gt;
*&#039;&#039;&#039;Flickerfield:&#039;&#039;&#039; Venom exclusive. Your opponent must subtract 1 from all hit rolls that target the vehicle in the shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Night Shield:&#039;&#039;&#039; All Drukhari Vehicles are equipped with these, which grant them a 5++ invulnerable save against all ranged weapons. Jink is gone, but there&#039;s that to compensate.&lt;br /&gt;
*&#039;&#039;&#039;Sharpened Prow Blade:&#039;&#039;&#039; The Reaper&#039;s scythe, works the same as the Shock Prow below but at Damage 2. Make sure to paint some blood on it.&lt;br /&gt;
*&#039;&#039;&#039;Shock Prow:&#039;&#039;&#039; Lets you make one attack at S User AP-1 and becomes D1d3 on the charge. It&#039;s only 1 point, so knock yourself out. Available to Raiders and Ravagers.&lt;br /&gt;
*&#039;&#039;&#039;Splinter Rack:&#039;&#039;&#039; Raiders only. Gives embarked splinter pistols and rifles exploding 6s: any 6+ to hit causes two hits instead of one. Outstanding on Raiders carrying Kabalite Warriors, questionable for Wyches, unhelpful for Wracks.&lt;br /&gt;
** Great on a Flayed Skull or Poisoned Tongue detachment, since you get to re-roll 1s while on your murder boat.&lt;br /&gt;
*&#039;&#039;&#039;Grisly Trophies:&#039;&#039;&#039; For every model that flees within 6&amp;quot; of a unit with this, roll 1d6. On a 6, an additional model flees.&lt;br /&gt;
**2 points, so always a good idea in a Dark Creed detachment.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
*&#039;&#039;&#039;Animus Vitae&#039;&#039;&#039;: One use only. 6&amp;quot; grenade that deals d3 mortal wounds if it hits. If it kills a model, anyone within 6&amp;quot; of the bearer counts their Power from Pain bonus as 1 round higher for the remainder of the turn, which stacks with similar effects (e.g. Kabal of the Black Heart&#039;s Obsession).&lt;br /&gt;
**Don&#039;t force yourself to get into a situation to take advantage of that second effect. You have d3 mortal wounds in any one shooting phase, and if you get a bonus in the following fight phase that&#039;s just icing on the cake.&lt;br /&gt;
*&#039;&#039;&#039;Djin Blade&#039;&#039;&#039;: Replaces a Huskblade, making it Archon only. Gains an extra AP, and you can make 2 extra attacks with this weapon. However, after combat roll a D6, on a 1 suffer a mortal wound.&lt;br /&gt;
**Mortal wounds can&#039;t burn out your Shadowfield, because you don&#039;t get to use it in the first place...&lt;br /&gt;
**Also, Sslyth can 2+ absorb wounds from the blade just fine.&lt;br /&gt;
** Great on a beatstick Archon, shame about it occasionally eating their souls.&lt;br /&gt;
** Give it to an Archon with Soul Thirst to heal that mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Helm of Spite&#039;&#039;&#039;: Auto-include for next time you&#039;re fighting Thousand Sons or the like. Allows you to attempt to deny like a psyker. If successful, the enemy psyker suffers a perils automatically. Nice.&lt;br /&gt;
*&#039;&#039;&#039;Nightmare doll&#039;&#039;&#039;: Haemonculus only. Improves FnP to 4+++.&lt;br /&gt;
**A Prophets of Flesh with this and Master Regenesist can just laugh off almost any attempt to kill it.&lt;br /&gt;
*&#039;&#039;&#039;Parasite&#039;s Kiss&#039;&#039;&#039;: Replaces a splinter pistol; is an upgraded stinger pistol - +2 to wound rolls against non-{{W40Kkeyword|vehicle}}s (i.e. 2+ usually, 4+ against just {{W40Kkeyword|titanic}}). +1ROF, -2AP, +1D, and when it kills an enemy model, the bearer gains a wound back.&lt;br /&gt;
*&#039;&#039;&#039;Triptych Whip&#039;&#039;&#039;: Succubus only. An agoniser with +3 attacks. &lt;br /&gt;
**Give it to a Blood Dancer for some poisonous fun.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Characters in Transports are kind of a pain due to capacity being 5, 10, or 16, while many other armies have an odd number for their transports so you can fit in a character. Because only Yvraine and The Visarch (and technically The Yncarne but yeah...) ignore keyword rules with transports, you have to either buy a Venom just for the character (inefficient use of points), put multiple characters into a Venom (puts so many eggs into one basket it will draw fire from the Empire vs Dwarfs game from the nearby Warhammer Age of Sigmar table) or put them with a 9-Elf unit in a Raider (gimps a unit, but is the most viable option). Just keep this in mind if you are taking multiple HQ units.&lt;br /&gt;
====Kabals====&lt;br /&gt;
*&#039;&#039;&#039;Archon:&#039;&#039;&#039; The very customizable leader for your {{WH40Kkeyword|&amp;lt;kabal&amp;gt;}} army. Has the standard re-roll 1s to hit aura. He comes stock with a Huskblade, which you can switch out for an Agoniser, Power Sword, or Venom Blade, and a Splinter Pistol, which you can swap out for a Blast Pistol, or, using the Index, a Blaster.  Can also take a Phantasm Grenade Launcher, again using the Index.  No reason not to splurge, really, since all his upgrades are useful. The Blaster will do work if you plan on keeping your Archons in their Venoms, and is a very worthy purchase. If you do wanna get in melee, then by all means go for a Blast Pistol and Huskblade, because you will just murder any multiwound characters with that setup.&lt;br /&gt;
** Archon has an in-built 2++ (that is not re-rollable by any means), which is lost after the first failed save roll, meaning he might tank a surprising amount of attacks, or might whiff immediately, and lose in invuln for the game. Don&#039;t count on it to perform. Saw one deployed aggressively during a tournament killed by eliminators top of turn one because he rolled a one on his very first save roll. Don&#039;t EVER count on his invuln to save him. If it does, awesome! but any time you really need him to make it, assume you&#039;ll whiff the first roll and lose it. Gonna say it one more time, because the person who wrote in this article before me seemed to be in love with this character as the &amp;quot;best objective camper in the game!!!!&amp;quot; because he has a 2+ invuln and a 6+ fnp from power from pain. DO NOT COUNT ON HIS INVULN SAVE TO WORK, EVER.  BTW, to address the guy who wrote that the archon is the best obj camper, literally almost any other character in the game is as good, or better than him (other than maybe guard characters, but they have oodles of cheap troops to camp objectives or screen objective camping characters). Ignoring points restrictions, something like a terminator character with T5, and a 2+ 4++ (I could also site guilliman, with T6, 2+ 3++, 9W, and the ability to get back up when he dies as the best objective camping character, but I won&#039;t.), will last way longer than an archon. Even trying to keep the same faction and points value, a Succubus or Haemonculus both have similar points value, and have access to a 4+ invuln, that won&#039;t go away when you roll a 1, and the Haemonculus even has T5 (after his buff), plus they both get the same 6+ fnp. &lt;br /&gt;
*The Agonizer deals with T4 and up 1 wound models while the Huskblade deals with T3 and T4 characters and other multiwound models (Swarms especially).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ynnari note:&#039;&#039;&#039;&lt;br /&gt;
A thing to keep in mind with a Ynnari Archon you get a quality of life bonus. Simply put your reroll 1&#039;s bubble will not only affect your Kabal units but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities so be mindful of the tricks you can pull that the others can&#039;t.&lt;br /&gt;
&lt;br /&gt;
====Cults====&lt;br /&gt;
*&#039;&#039;&#039;Succubus:&#039;&#039;&#039; Buff Vector for your {{WH40Kkeyword|&amp;lt;wych cult&amp;gt;}} units. Still only 4 attacks, but there are now so many ways to get around this limitation or make the most of what she can do that it hardly matters anymore. She lets Wyches reroll 1s To Hit in melee, which, for her and from turn 3 on for everything will probably mean they will be hitting on 2+ rerollable (yay!). The Succubus herself comes stock with an Archite Glaive, which lowers her Hit rolls to 3+, but if you absolutely must ensure you hit she comes with an Agonizer as well (the Glaive will usually outperform it anyhow, even against infantry). Her 4++ Dodge Save (that works outside of close combat now! Double yay!) will also keep her safe that much longer and don&#039;t ever forget about her drugs. All in all, this codex is exactly what the Succubus needed to truly shine as a badass leader for your Wyches!&lt;br /&gt;
** Succubi can (and should) swap the Agonizer for a Blast Pistol, which can deal with the heavily armored targets they struggle with in melee.&lt;br /&gt;
** You can also replace both the glaive and agonizer with a wych cult weapon. For the love of Khaine, do this! Don&#039;t take the Razorflails, though, you&#039;re wasting the re-rolls to hit and the extra attack or two aren&#039;t worth it compared to the other options. but Hydra Gauntlets can also be nice to make sure your attacks have a better chance of wounding, and the shardnet &amp;amp; impaler are definitely the best of the three against anything with more than one wound.&lt;br /&gt;
** The Red Grief Succubus can be one of the best and cheapest duelists of the Drukhari. First, with the specific Archite Glaive Relic &#039;The Blood Glaive&#039; (which you should absolutely take because it doesn&#039;t have a negative modifier to hit like the stock weapon!) and Adrenalight she can make 5 S6 AP-3 DD3 attacks which will basically never miss, or with Grave Lotus 4 S7 attacks and if you fancy dropping a couple of CP on Hyperstimm Backlash to make her S8, you can giggle at the mental image of your Succubus bisecting tanks and Dreadnoughts with her Glaive. That alone makes her quite good, but add the Red Grief Warlord trait, and she reaches a 3++ Inv save - or take Stimm Addict for both A5 and S7 at the same time (still not usually worth it, but your mileage may vary). Throw in a Blast Pistol as well for good measure and it only costs 60 points total for a model that can go toe-to-toe with characters and monsters that are double or sometimes even triple her points cost! A true champion of the Commorrite arenas!&lt;br /&gt;
** Another option is to take a Cult of Strife Succubus with a Triptych Whip and just bury your opponent under the sheer volume of attacks. 8 Poisoned Attacks (9 with the +1 Attack Drug) at AP-2 is nothing to sneeze at.&lt;br /&gt;
** A Cursed Blade Succubus with hydra gauntlets, the Precision Blows trait, and Traitor&#039;s Embrace relic may be useful to deal with almost any target character thanks to amount of mortal wounds she can cause.&lt;br /&gt;
** Take a Cursed Blade Succubus with the Treacherous deceiver trait, Traitor&#039;s embrace relic and a shardnet and impaler and watch as enemy HQs have no choice but to kill your 55 pt succubus and take ALL the mortal wounds in return. You&#039;d be giving up slay the warlord, but in games where that isn&#039;t worth any points - or if you&#039;re using Alliance of Agony so your Succubus wasn&#039;t the real warlord anyway - this can be a hilariously effective character assassin.&lt;br /&gt;
&#039;&#039;&#039;Ynnari note:&#039;&#039;&#039;&lt;br /&gt;
A thing to keep in mind with a Ynnari Succubus, you get a quality of life bonus. Simply put your reroll 1&#039;s bubble will not only affect your Wych units but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities so be mindful of the tricks you can pull that the others can&#039;t&lt;br /&gt;
&lt;br /&gt;
====Covens====&lt;br /&gt;
*&#039;&#039;&#039;Haemonculus:&#039;&#039;&#039; A nasty little Character for your {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}} army. On the one hand, he&#039;s a buff vector that flat increases your {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}}&#039;s Toughness by 1 within 6&amp;quot;. This makes Grotesques all but immune to small arms fire and is generally nice. However, the Haemonculus is now actually an impressive combat character. Like all  {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}}  units he comes stock with a 5++ Invulnerable save, so combined with his 5 Wounds and effective Toughness of 5 and the PFP save he can survive quite a bit. But he also has 5 attacks and access to all the nasty poisoned weapons you could want. Give him an Electrocorrosive Whip and go Character-hunting or take a Scissorhand or Venomblade and kill scores of light infantry. Just, don&#039;t send him after Vehicles. Can also take a Crucible of Malediction, which is a nasty anti-Psyker tool and since it is apparently free, you should always take one along, just in case you find yourself surrounded by Grey Knights.&lt;br /&gt;
**Going by RAW, the Aura can buff the toughness of Raiders and Venoms that have the same {{WH40Kkeyword|&amp;lt;haemonculus coven&amp;gt;}} tag. Remember that you need to be actually standing &#039;&#039;outside&#039;&#039; the Vehicle for it to have an effect. Outside meaning in an easy target for Deep Strikers, Snipers and Bikers.&lt;br /&gt;
**Take Experimental Creations and Master Nemsine, and now, you wound anything below T5 on a 2+. This makes the Haemonculus an even better character hunter and, when placed near a few squads of wracks, potentially makes them wound on 3+ instead of 4+.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====	&lt;br /&gt;
=====Cult of Strife=====&lt;br /&gt;
*&#039;&#039;&#039;Lelith Hesperax:&#039;&#039;&#039; The Queen of the Arena came out of the codex much closer to her classic form. Instead of doing drugs, she simply chooses a stat each turn and gains that bonus. 3++ special Dodge now works outside of combat, and she still has bucketloads of attacks that will never miss. She re-rolls failed hits and wounds against other Characters, meaning she does an average of about 3 wounds on T4-T5 characters at AP-4 D1 each. Then her hair gets 2 more attacks (yep!) to put maybe another wound plus another from her obsession. Even things with Storm Shields might not be able to count on their invulnerable saves protecting them from all of her attacks. She can swap out one of her knives for an impaler, but the extra point of damage from the impaler isn&#039;t worth the reduced AP or the loss of the other extra attack for having two of the knives(unless your going up against characters with an invuln save 1 higher than their armor save, of which their are plenty).&lt;br /&gt;
** The Cult of Strife WT is what really makes her shine. On a charge, she&#039;ll make 6 attacks with her two blades (and that&#039;s &#039;&#039;without&#039;&#039; choosing +1A) and 2 with her hair, which will translate to &#039;&#039;more than 6.8 blade hits&#039;&#039; and &#039;&#039;more than 2.7 hair hits&#039;&#039;. [[Rape|With the Strength boost you are looking at 3.86 dead Marines or 5.75 dead Guardsmen per charge before Turn 3]], and [[Rip and Tear| 4.96 dead Marines or 7.39 dead Guardsmen as of Turn 3]]. The Attacks boost will get you substantially fewer kills against these targets - with the sheer number of swings Lelith gets, you want to only choose +1A when +1S won&#039;t help, such as if you find yourself stabbing a T8+ target. And we haven&#039;t even started with [[Anal_Circumference |what she can do to characters]] (even [[Chapter Master Smashfucker | SMASHFUCKER]] needs to be wary of her due to Re-rolls to Wound and boatloads of AP-4 attacks). Very solid choice and probably our best HQ choice now. [[Rage| Vect must be furious]]. She can also bully Monsters, TEQs, and Bikes with the sheer number of S4, AP-4 attacks she can put out (Exploding Flavour or Soulburst Flavour), and the Cruel Deception Stratagem will let her keep getting those bonus attacks from her Obsession again and again while keeping her safe from anything that a 3++ alone might not protect her from.&lt;br /&gt;
&lt;br /&gt;
=====Prophets of Flesh=====&lt;br /&gt;
*&#039;&#039;&#039;Urien Rakarth:&#039;&#039;&#039; Dead hard, and awesome in all the ways a Haemy is awesome. T6 due to his own buff, and halves damage; this dude will take a lot of firepower to bring down. However, being equipped with only a meh Ichor Injector and some bog-standard Haemonculus Tools, he is none too scary in melee. He does have an aura that inflicts mortal wounds on enemies within 3&amp;quot; of him on a 6+, though, which can act as a deterrent against enemy charges.  &lt;br /&gt;
** He now buffs {{W40Kkeyword|Prophets of Flesh}} Strength and Leadership too. Wracks won&#039;t notice much, but your Grotesques and Pain Engines will. See your opponents&#039; faces as your menagerie drills a hole through their army.&lt;br /&gt;
** Remember thanks to the FAQ everyone is equipped with a regular close combat weapon.  If Wracks are fighting T3 GEQ forgo the Haemonculus tools and enjoy wounding on 3s next to Urien.&lt;br /&gt;
=====Unaffiliated=====&lt;br /&gt;
*&#039;&#039;&#039;Drazhar:&#039;&#039;&#039; The baddest motherfucker in an army of bad motherfuckers gained an additional wound and a 5+ invulnerable save! He still has his amazing Phoenix Lord tier stat line and his buff now gives +1 to wound for all Incubi units within 6 inches. Shit just got real and heads will roll. He also packs a tormentor just to make sure whatever survives his charge decides to book it. Drazhar now sports the Executioner&#039;s Demiklaives which offers the same single/double version but with D2 on each profile. Furthermore, he now rightfully has Lethal Precision so he&#039;s D4 on any 6s to wound. If you make him your warlord then he gets to re-roll all failed wound rolls!&lt;br /&gt;
** Dual-Blades offer 6/12 S4 AP-2 D2 (D4 on 6s) attacks for hacking down hordes and 2W primaris marines. Sheer number of attacks suggests this will likely be your go-to mode.&lt;br /&gt;
** Single-Blade gives you 4/8 S5 AP-3 D2 (D4 on 6s) attacks for hacking down anything T5 or higher.&lt;br /&gt;
** Probably best to take this guy in a transport with his incubi friends as they all lack ranged weapons, try out a raider or if you&#039;re feeling spicy, a Tantalus. Just keep in mind that he will always will be a big and scary target and needs support to get him in the front line where he is best. Watch out for units with good charge distances as he is massively hamstrung when he can&#039;t get that meaty charge.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Kabal====&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Warriors:&#039;&#039;&#039; You know them, you love them. They&#039;re cheap, they hold objectives, they can handle anti-infantry or anti-tank roles, and they can take Raiders and Venoms as dedicated transports. The big question is whether to take them in 5-man Venom or 10-man Raider squads. Now with everything being able to split their shots, there is no reason not to stick that one Blaster in a Venom squad and there&#039;s no reason not to add a Splinter Cannon to a Raider squad, to increase their firepower further. Remember, never enough [[dakka]].&lt;br /&gt;
** Your weapon choices boil down to if you need more horde killing [[dakka]] (Shredders and Splinter Cannons), or you want more tank killing [[dakka]] (Blasters and Dark Lances). Just keep in mind the needs for your army when picking weapons. Also be wary of the different weapon ranges and types you are mixing into your squads. Don&#039;t forget that you get -1 To Hit on the Dark Lance if you close in to fire the Blaster, or the different Rapid Fire ranges of Splinter Cannon and Rifles.&lt;br /&gt;
** Probably worth noting: At 30 points per 5-Elf Squad, spamming multiple small units of Kabalite Warriors is the cheapest and most efficient way of getting a lot of Venoms onto the field, and filling out the Troops tax for a Brigade Detachment.&lt;br /&gt;
** These guys rock: They are so cheap and so effective at what they do that when writing a list, you have to seriously ask yourself, why AREN&#039;T I taking Warriors? They&#039;re cheap enough to throw away as screens, are killy enough against infantry and monsters, and can take Blasters (and even Dark Lances). They just rock.&lt;br /&gt;
** One thing most people have missed, the Wargear options state FOR EVERY 5 MODELS you can replace a Splinter Rifle for a Shredder or Blaster, then there&#039;s a separate listing for every 10 models for a Splinter Cannon or Dark Lance. This means a 10 man unit can actually take 2 Shredders and/or Blasters, as well as a Splinter Cannon or Dark Lance! If you want more [[dakka]] then 10 man in a Raider is where you want to go!&lt;br /&gt;
&lt;br /&gt;
====Cult====&lt;br /&gt;
*&#039;&#039;&#039;Wyches:&#039;&#039;&#039; These ladies and guys are now finally awesome again. They can still do fuck all about tanks (unless you give the Hekatrix a Blast Pistol, which you absolutely should do!), but they&#039;re now a perfectly fine melee unit for your Troops slot, especially with Adrenalight. Take ten, give them as many Hydra Gauntlets as you can, give them Adrenalight and stuff them in a Raider. Then bury something in an unholy number of attacks. (UPDATE: With the new Codex, the other Wych weapons are now just as viable as the Gauntlets, but for different reasons. Flails give you +D3 attacks and still let you reroll hits, while the Shardnet and Impaler combo forces your opponent to roll on a D3 when you utilize the No Escape rule. Choose your weapons wisely, and don&#039;t get stuck thinking that Hydra Gauntlets are the only way to fly anymore. Tying up a big, scary unit in melee indefinitely is just as valuable in the right situations as being a lawnmower.) The other option is to go Painbringer to exploit T4 along with your new Codex-granted 6++ invulnerable save (which is upped to a 4++ in melee combat) and the ability to shrug off unsaved wounds on a 6 from Power from Pain to make a resilient tarpit. These ladies do also have rules that make them dedicated to keeping enemies stuck in combat. With their 4++ save, they can be quite a trouble, specially tanks since if they Fall Back they can&#039;t shoot their guns for a turn. Also remember that you have Grenades! If you are charging from within 6&amp;quot; then always toss a grenade before charging. In the codex they received a +1A base while having their points reduced, oh boy! This sadly makes Bloodbrides completely obsolete, but on the upside, combined with the awesome Cult options like +1S, +1A, or charging after an Advance ON TOP OF combat drugs these killers are finally going to wreak some real havoc! For alternative models, look at Blood Vestals from Raging Heroes.&lt;br /&gt;
**Adrenalight (+1A) is the MathHammer king and should be your default choice if no other unit needs the bonus attacks. Against MEQ a unit of (non-Cursed Blade) 10 Wyches with 3 Hydra Gauntlets and Agoniser Mathhammers out as 1.32 Wounds in the Shooting Phase (factoring in the Plasma Grenade and Phantasm Grenade Launcher), and 6.64 in the ensuing Fight Phase, totaling 7.96 dead MEQs, and the two survivors of a 10-man Squad stuck in close combat (and more than likely fleeing anyway unless your opponent wants to waste CP on keeping your Wyches in close combat for some reason).&lt;br /&gt;
**&#039;&#039;&#039;An Alternate Take:&#039;&#039;&#039; Where taking 10 might be tempting for the 3 Wych Weapons, consider that an Agoniser is the same cost as a Hydra Gauntlet.  Two 5-elf units will run you 96 points for 6 Agoniser attacks (AP-2 Poisoned) and 6 Hydra attacks (AP-1 S3/Re-roll failed wounds), as opposed to 1 10-elf unit for the same cost, with 3 Agoniser attacks and 9 Hydra attacks, but the latter will be more susceptible to Morale up until Turn 4, on top of the other downsides of bulkier units, like vulnerability to overwatch. As an added bonus, they can both be placed in the same Raider you were planning to put them in anyway. Small 5-Elf groups are a nice and cheap way of paying Drugs taxes in pure Wych Cult lists too!&lt;br /&gt;
** Cult of the Cursed Blade, with its minimization of morale losses, can take full squads of 20 with none of the usual drawbacks to doing so while being able to threaten anything up to T7.  That said, remember, from 11-20 additional elves you&#039;re not adding any special weapons.&lt;br /&gt;
***&#039;&#039;&#039;Quick Mathhammer:&#039;&#039;&#039; Both Strife and Cursed Blade are level against MEQ if you are going with Grave Lotus (3 Hydra Gauntlets and a Power Sword for Weapons choices). The main advantage of the Cursed Blade is they can also threaten up to T7 reliably and have a built-in pre-nerf Commissar, while Strife is ridiculously good against any sort of T3 horde play ([[Imperial Guard|and punishing players who Daisy Chain to buff units]]) while still threatening T4 Boy/Necron Warrior blobs from the sheer volume of attacks. Red Grief are better off sticking to Reavers and Hellions instead.&lt;br /&gt;
**&#039;&#039;&#039;Protip:&#039;&#039;&#039; After disembarking, charge their Raider or Venom into combat first! Drukhari vehicles are actually not too bad in melee unlike lumbering Imperial vehicles, and your Wyches will thank you when the enemy&#039;s Overwatch fire harmlessly riccochets off of their transport and allows them to get into combat without being shot up on the way in.&lt;br /&gt;
&lt;br /&gt;
====Coven====&lt;br /&gt;
*&#039;&#039;&#039;Wracks:&#039;&#039;&#039; Now unconditionally Troops. The basic Wrack comes stock with two poisoned attacks and 1 in 5 can take either a Liquifier or an Ossefactor. The squad leader, the Acothyst, has access to all the same shiny tools as the Haemonculus sans the Crucible, and with his lower Attack count you might want to consider a Scissorhand; this also means you can field 2 Liquifiers in a 5-elf unit, or 1 Ossefactor and 1 Stinger Pistol. For best use, stuff into Venoms, crap the Wracks out of the Venom, charge with the Venom and soak up Overwatch, then charge with the Wracks. &lt;br /&gt;
** Don&#039;t touch the Hexrifle. You want these guys as your shock troops. If you want Snipers, just take a squad of Rangers and Deep Strike them into some cover, or grab some Scourges if you want a Pure Drukhari list, or use a Dark Creed Talos for your sniping needs.&lt;br /&gt;
*** Alternate take: a few Hexrifles sprinkled in amongst your Haemonculi and Acothysts can ping the last wound off a character that survives your Esoteric Kill. Since you&#039;d still hit on a 4+, and Heavy weapons don&#039;t prevent charging anymore, it can be a useful option in a Dark Creed detachment.&lt;br /&gt;
**Wracks from the {{WH40Kkeyword|Prophets of Flesh}} coven are the toughest objective secured troop unit in a pure Drukhari list. Combine with a nearby Haemonculus and you have both a decent anchor for controlling an objective and a simple patrol detachment.&lt;br /&gt;
**If you dislike the &#039;&#039;Wrack&#039;&#039; models, female Skinners from Ragingheroes.com make an excellent alternative.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
====Kabals====&lt;br /&gt;
*&#039;&#039;&#039;Court of the Archon:&#039;&#039;&#039; If you have an Archon in the same detachment, these don&#039;t take up slots - which is now a compulsory rule. In Matched Play, you can only have four of these &#039;&#039;in total&#039;&#039; per detachment, and you can only take them if you have an Archon (meaning it&#039;s impossible in Matched Play for them to fill out an Elites slot). They also all gain re-rolls To Hit if the Archon is within 3&amp;quot; of them. Keep in mind that &#039;&#039;they are &#039;&#039;&#039;not&#039;&#039;&#039; characters, and they are all single model units&#039;&#039;. This also means everything has to be rolled individually for them, so keep this in mind when advancing and charging. &lt;br /&gt;
**&#039;&#039;&#039;Ynnari Note&#039;&#039;&#039;: Due to the cost, these are &#039;&#039;&#039;excellent&#039;&#039;&#039; fodder for Strength from Death in any Ynnari Detachment. All are cheaper than a 5-Elf Kabalite Squad, and as single model units that don’t take up slots, all trigger Strength from Death when they die. &lt;br /&gt;
**&#039;&#039;&#039;Lhamaean:&#039;&#039;&#039; 15 Points, comes with a Poison 2+ combat weapon that does a mortal wound in addition to its normal wound on a wound roll of 6+. Note that she adds +2 to wound rolls for tasty mortal wounds on a 4+.Remember that unlike normal damage mortal wounds do carry over to the rest of the unit. Buffed when hanging out with an Archon, and at 15 points they&#039;re a relatively cheap source of potential mortal wounds. The statline seems mediocre, but she does benefit a lot from Power from Pain (turn 3 onwards); stick near the Archon to make sure those measly 2 swings actually connect. &lt;br /&gt;
**&#039;&#039;&#039;Medusae:&#039;&#039;&#039; 21 Points, their eyeburst is no longer an AP3 flamer but instead is Assault 4 at flamer distance, S4 AP-2. No automatic hits, but a more reliable number of shots and with an Archon nearby it&#039;s more or less like a very reliable flamer. Still pretty deadly to single wound infantry models and only cost 21 points per model.&lt;br /&gt;
**&#039;&#039;&#039;Sslyth:&#039;&#039;&#039; 27 Points for a terrifying melee statline and 3 ablative wounds for your Archon. Going by RAW, the Cold-Blooded Bodyguard ability can only be activated when the Archon loses a wound (and loses his Shadowfield). However, Mortal Wounds ignore the Shadow Field, and can be directed to a nearby Sslyth on a 2+ instead. Worth considering for a close combat Archon.&lt;br /&gt;
*** Note: When taking saves, you can choose from all your possible saves which kind you want to make. In some circumstances, it can be worth it to have your Archon take normal armor saves (5+) instead of risking his 2++. Then, when you (most likely) fail those regular saves, you still have a 2+ to pass them off to his Sslyth buddies.&lt;br /&gt;
**&#039;&#039;&#039;Ur-Ghul:&#039;&#039;&#039; 15 Points and a crapload of S4 attacks for a single model, particularly on the charge. Unfortunately those attacks have no AP and only do 1 damage. It has no access to Power from Pain though. That said, 3W a unit does make them excellent Smite shields to protect a more important character.&lt;br /&gt;
***The new 40k Warhammer Quest game comes with 4 plastic Ur Ghuls. There may be separate rules for those, but at the very least it&#039;ll be easier to get some models without having to buy the old resin model separately.&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Trueborn (Legends):&#039;&#039;&#039; Want to hear something scary? How about a Venom + 4 Blasters deepstriking 17.99&amp;quot; away from your frontline? With the new Screaming Jets Strategem, Blasterborn are crazy good now. Warriors with an additional attack and point of Leadership, and the ability to get 4 Blasters into a 5-Elf Squad. Sounds awesome, so why does nobody use them? Well, you are putting all of your eggs in one basket. Drukhari run on redundancy and not presenting a target that is objectively better to attack than any others. All your opponent needs to do to remove 4 Blasters from the table is to destroy one Venom. Compare this to having to shoot down 4 separate Venoms to get at your Blasters. No longer worth taking unless you just really like them.&lt;br /&gt;
&lt;br /&gt;
====Cults====&lt;br /&gt;
*&#039;&#039;&#039;Beastmaster:&#039;&#039;&#039; Little more than a buff vector for all the beasts. If they stick close to him, they reroll To Hit and can use his Leadership. Now comes stock with an Agoniser for melee, but he is hardly spectacular in a fight, even with combat drugs and obsessions. Same ranged weapon as Hellions too, just in case you wanted to fly around harassing infantry.&lt;br /&gt;
**The beasts don&#039;t take up slots in a detachment with a Beastmaster, but you can&#039;t take a Beastmaster unless you have at least one Beast in the detachment (why you&#039;d want to do that is a mystery). Also, it can&#039;t get Warlord Traits. Make sure to double check if whatever you&#039;re playing in is using Legends rules or not, because if they are you can give him back his now free Beastmaster&#039;s Scourge, letting you use that 4 points elsewhere.&lt;br /&gt;
**&#039;&#039;&#039;A Note About Drugs:&#039;&#039;&#039; Always, ALWAYS give the Beastmaster Splintermind.  The +2Ld makes his ‘shared leadership’ Aura much more potent, and he’s not really ‘fighty’ enough to justify any of the other Drugs (unless you’re taking small Beast units and need to offload the terrible &amp;quot;WS+1&amp;quot; onto a unit that doesn’t care).&lt;br /&gt;
*&#039;&#039;&#039;Hekatrix Bloodbrides (Legends):&#039;&#039;&#039; Take ten, give them as many Hydra Gauntlets as you can, give them Adrenalight, and stuff them in a Raider. Then bury something in an even unholier number of attacks. Just keep in mind the cost when bringing them over Wyches. Everything that has been said for Wyches is relevant to these. 5 in a Venom make an awesome MSU hunting unit. 10 in a Raider is a Tarpit that will eventually kill something due to the sheer number of attacks. Have received a +1 Attack boost as part of their Legends update, placing them once again above regular Wyches.&lt;br /&gt;
&lt;br /&gt;
====Covens====&lt;br /&gt;
*&#039;&#039;&#039;Grotesques:&#039;&#039;&#039; Massively scary. They have an impressive statline complete with S/T5, 4 Wounds and 4 Attacks that hit on 3+ all for 32 points and you can take 10(!) of these. Also like all  &amp;lt;&#039;&#039;&#039;COVEN&#039;&#039;&#039;&amp;gt;  units they come stock with a 5++ Invulnerable, all of which makes them both tough as nails and scary enough that your opponent will still focus everything he has into them. For armament they come stock with a Flesh Gauntlet and a Monstrous Cleaver. The Cleaver does very well indeed against T4 and less while the Flesh Gauntlet does well against high invulnerable saves unit. Can also take Liquifiers but why bother?&lt;br /&gt;
**&#039;&#039;&#039;An alternate take:&#039;&#039;&#039; While their most significant weakness (Instant Death) is gone they did lose much of their appeal. They are more expensive, lost the Rampage rule, lost re-rolls to wound against T4 or less and lost the amazing Grotesquerie formation (basically Grotesques on Combat Drugs). And they are by no means more survivable, as their 5+ FNP basically already was an Invulnerable Save equivalent and T6 is less significant in this edition. To make things worse, many weapons now deal D3 or D6 damage. Mind you, they used to be able to tank Lascannons easily. I would consider investing into a much cheaper T5 blob of Wracks.&lt;br /&gt;
***&#039;&#039;&#039;Counter point:&#039;&#039;&#039; While they are not what they were in 7th, so were a lot of things. Grotesques can still shrug off a lascannon with their invulvn save (particularly Prophets), something they could not do against S10 and up in 7th. And while they have less attacks then in 7th, they now can hit on 2&#039;s in cc, and have -2 base, so I&#039;d say that&#039;s a wash. With 4 wounds, a 4++ and 5 attacks at S5 -2, I&#039;d say grots are just as strong as they ever were, just in a different context.&lt;br /&gt;
**That being said, there are a few things Grotesques excel at, and that is killing T4 and lower. Where Wracks are hemmed in by having poisoned weapons and &#039;&#039;only&#039;&#039; poisoned weapons, the Grotesques have an answer for situations where their Strength stat actually matters. Similarly, due to their ability to throw out Mortal Wounds via their Flesh Gauntlets, they can threaten Thunderhammer Terminators and other high-invulnerable saves models, which the Wracks are almost entirely powerless against. In addition, the Monstrous Cleaver with its S5 allows the Grotesques to more effectively threaten &#039;&#039;&#039;VEHICLES&#039;&#039;&#039;. In short, they aren&#039;t the end-all be-all of the Covens anymore, but they are far from useless.&lt;br /&gt;
**Taken in a prophets of flesh detachment and with Urien nearby these guys will put out 5 WS3+ S6 AP-2 D1 attacks and then have a defensive statline of T6 4++ 6+++ to back it up. A squad of 4 will kill 11 GEQ a turn and even put a decent dent into MEQ and light vehicles. Grotesques are back!&lt;br /&gt;
**If you dislike the models or failcast resin, or aren&#039;t made of money, the &#039;&#039;&#039;Crypt Horrors&#039;&#039;&#039; and &#039;&#039;&#039;Stormfiends&#039;&#039;&#039; from AoS are nice plastic alternatives.&lt;br /&gt;
&lt;br /&gt;
====Unaffiliated====&lt;br /&gt;
*&#039;&#039;&#039;Incubi:&#039;&#039;&#039; New plastic models! These guys are our exclusive edgy Aspect Warriors, armed with giant swords. Not only does each Incubus make 3 attacks at S4 and AP-3, the Klaivex hits on 2&#039;s and also has a chance of dealing massively higher damage, enough to cleave a Tyranid Warrior in two in a single strike. The Klaivex can also switch between S4, AP-3 Attacks or dropping 1 AP for two extra swings!. Check your target before deciding which one to use. He also gets +1 A and W over a standard Incubus though, which is nice. They hit on 2&#039;s from Turn 3 onwards turning them from scary to horrifying. Take 5 in a Venom and go hunting high value targets, a practicable choice, or take two units of 5 in a Raider and go drown a unit in an unholy number of S4, AP-3 attacks (expensive but a lot of fun). They also have tormentors, which will turn a barely successful morale test into a failure. Don&#039;t count on it happening, but it&#039;s nice when it does.&lt;br /&gt;
*&#039;&#039;&#039;Mandrakes:&#039;&#039;&#039; Damn good now. No, really. They can pop up more than 9&amp;quot; away from the opponent and immediately shoot with Assault 2 S4, AP 1- attacks with a chance to do Mortal Wounds in addition to the damage on a 6+. ANY attacks targeting them at them take a -1 To Hit penalty and they have a 5++ as well as the PFP save to keep them alive and if their Baleblasts don&#039;t quite do it, their 3 S4 AP -1 attacks per model should damn well make sure. Probably the unit that received the biggest buff in the new edition. Mandrakes do work now, son! Maybe taking over Comorragh was just what they needed to get their day in the (Dark) Sun.&lt;br /&gt;
**If you dislike the models or failcast resin, the Idoneth Deepkin &#039;&#039;&#039;Namarti Thralls&#039;&#039;&#039; from AoS are nice plastic alternatives. Also Executrix squads from Raging Heroes make excellent female Incubi.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport===&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Not that it comes up often for the Drukhari outside of embarking characters, but you can mix units inside transports now.&lt;br /&gt;
**It&#039;s also worth adding that they benefit from Obsessions. This comes into play the most for Flayed Skull (Flayed Skull Kabalites only get their obsession bonus while in Flayed Skull transports) and Red Grief (The transports can advance and charge!), but it&#039;s always worth checking which detachments they are in as they might just benefit from that Detachment&#039;s Obsessions (for example, a Raider with a Shock Prow from the Cult of the Cursed Blade will get a single S7 attack instead of S6, and transports from a Black Heart detachment gain the benefit of Inured to Suffering; not a huge boost, but used correctly it can make the difference between wounding on a 4+ and wounding on a 3+, or shrugging off that last vital wound, respectively)...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beta Rules&#039;&#039;&#039;: With the Beta rules functionally killing off Alpha Strike lists that use a lot of Deep Strike stratagems in favour of Gunlines, the value of these have skyrocketed considerably.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raider:&#039;&#039;&#039; A big paper boat costing only 10 points more than a Venom, with either a Dark Lance or a Disintegrator Cannon. Can also take a Shock Prow if you&#039;re feeling lucky.  The Raider is now actually decently tough (especially as Kabal of the Black Heart, or as part of a Coven) and might even survive until it discharged its CC cargo, or ferrying a Kabalite squad for a few turns. Can hold 10 Infantry models (Grotesques take 2 slots each). Zoom across the table at full speed (14&amp;quot;) and shower the enemy with hails of poisoned splinters unabated. Use that to either close in to that Cultist or Scout squad on an objective, or to keep your distance from approaching CC units as you gradually wear them down. [[Rape|They won&#039;t appreciate that]]. Even better with Kabal of the Flayed Skull, which makes them even faster, and also boosts their accuracy while negating cover. More importantly, it and the venom are the only ways for Flayed Skull infantry to benefit from their Drukhari Obsession. Your Kabalites also appreciate the ability to take Splinter Racks as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom:&#039;&#039;&#039; A small paper boat with a Splinter Cannon and either a Twin Splinter Rifle or a second Splinter Cannon. With the release of the codex, Venoms have gone down to 55 base points and Splinter Cannons have gone down to 10 points. Splinter Cannons are definitely worth taking now if you have the spare points. This transport is a cheap weapons platform and should be treated as such. It transports 5 and Grotesques cannot ride in it even if you took an under-strength unit. It&#039;s also now 2&amp;quot; faster than the Raider, so zip around and crap out a massive amount of poison.&lt;br /&gt;
&lt;br /&gt;
===Flyer===&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: Weapon facing does not matter anymore. You should always prioritise whatever facing will keep your flyer on the table for the longest. &lt;br /&gt;
*&#039;&#039;&#039;[[Razorwing Jetfighter]]:&#039;&#039;&#039; A few changes make the Razorwing into what is probably the best flyer in the game right now. It always has access to all three types of missile (but can only fire one each turn). All Drukhari heavy weapons turn into assault weapons when mounted on a vehicle, so it will hit on a 3+ most of the time. Each weapon may fire at a different target on a 360° firing arc, meaning you don&#039;t need to worry about any wasted splinter shots or where the flyer&#039;s nose is pointing at. Getting out of sticky situations or into the enemy&#039;s face is no problem either with a move of 20-72&amp;quot;. The Razorwing comes equipped with Disintegrator Cannons for ruining the day of any Bike Squad or TEQ, or can opt for Dark Lances to go after vehicles and characters. Also comes with a Twin Splinter Rifle that you can upgrade to a Splinter Cannon. With Kabal of the Flayed Skull, it&#039;s just plain evil. &lt;br /&gt;
**&#039;&#039;&#039;Razorwing Missiles&#039;&#039;&#039; No longer one use only, and you get all types by default now. You declare which missile you use when you declare the weapon to shoot with.&lt;br /&gt;
***&#039;&#039;&#039;Monoscythe Missile:&#039;&#039;&#039; Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
***&#039;&#039;&#039;Necrotoxin Missile:&#039;&#039;&#039; Assault 3D3 (averaging out to the Pre-Nerf number of shots it had in the Index), Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice.  You are looking at an average of 3 Wounds per missile against non-Vehicle units, 4 if you use the Flayed Skull Stratagem on non-Vehicle units with Fly. Solid choice.&lt;br /&gt;
***&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; Assault D6, S7, -1 AP, 1 Damage with Shred. Necrotoxin is much more consistent but this has a nice niche in burying MSU MEQ units in armour saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Voidraven Bomber]]:&#039;&#039;&#039; Behold, one of the most durable and powerful models in the army! 12 Wounds at T6 combined with the new Flyer rules and a built-in 5++ mean that for Drukhari standards, this is one tough son of a bitch to bring down. First of all it is a &#039;&#039;bomber&#039;&#039;, and a bomb it has. Once per battle you can drop a tactical nuke on a single unit the Voidraven has moved over. Then, you roll 3D6 for each Monster or Vehicle, or a D6 for every other model in the unit up to a whopping 10D6. For each roll of 3+, the unit suffers a mortal wound. Very, very nasty. (To put the power of the bomb into perspective, when nuking a squad of 10 2+Sv Marines, you can expect 6 of them to be vaporized away from the board). But that&#039;s not the end. The Voidraven is equipped with two Void Lances, which are +1S compared to the Dark Lances. You can switch these out for Dark Scythes which are Assault D3, S8, AP-4, D3 damage. Both options are good for doing work after you have dropped the Bomb, they will definitely help with stripping the last few wounds off a Knight or Tank. For 10 points you can equip the Voidraven with the below missiles to boost the Voidraven&#039;s firepower if you can spare the points:&lt;br /&gt;
**&#039;&#039;&#039;Voidraven Missiles&#039;&#039;&#039; No longer one use only, and you get all types by default now. You declare which missile you use when you declare the weapon to shoot with.&lt;br /&gt;
***&#039;&#039;&#039;Shatterfield Missile:&#039;&#039;&#039; Assault D6, S7, -1 AP, 1 Damage with Shred. Has a nice niche in burying MSU MEQ units in armour saves.&lt;br /&gt;
***&#039;&#039;&#039;Implosion Missile&#039;&#039;&#039;: Assault D3, S6, -3 AP, 1 Damage. Sadly nerfed from 7th Edition. Can still reliably threaten a lot of units. Still not a bad choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Raven Strike Fighter]] (Open and Narrative Play only):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
====Beasts====&lt;br /&gt;
In Matched Play, you can only take 3 Beasts per detachment, and the detachment itself must contain at least 1 Beastmaster.&lt;br /&gt;
*&#039;&#039;&#039;Clawed Fiends:&#039;&#039;&#039; Horrifying but overlooked. Lots of Wounds, high Toughness and lots of attacks at high strength and with damage 2. Its only weakness, the 4+ WS, is remedied by the Beastmaster granting it rerolls.&lt;br /&gt;
*&#039;&#039;&#039;Khymerae:&#039;&#039;&#039; Decent harassers with a 5++. Basic stat line of a marine but much cheaper and 3 cc attack, able fill up small hole in your deployment zone to deny alpha attemp.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Dire Wolves work pretty well as a cheaper and plastic alternative. Just green stuff the undead bits and add in spikey bits and job done.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Necrohounds from maxmini.eu make an excellent dark city style alternative.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: Displacer Beasts from D&amp;amp;D Nulzu&#039;s miniatures are dirt cheap, comes with a 40mm base, and they come pre-primed. Did I mention they&#039;re a dime a dozen?&lt;br /&gt;
*&#039;&#039;&#039;Razorwing Flocks:&#039;&#039;&#039; Horrible Strength and Toughness of 2, but with Instant Death being a thing of the past, all you can see are the 4 wounds per flock  and no longer have the insane attacks from the codex, but a fluffy -1 AP with 4 attacks each. For best results, throw them at big stuff like Wraithknights. You&#039;ll wound most things on 6+ anyway so might as well make those 6s count. 48 wounds for a maxed out unit and 48 attacks for 144 points (if I&#039;m mathing right and not totally retarded) is great for a throwaway unit. These will either be ignored or shots will be dedicated to stopping them. Plus how badass would you feel if your Archon could just summon murders of murder birds to the field? Be sure to use these things like a tau shield drones, let your bird bois soak those lascannon shots so your raiders can nice and close. Then charge the birds in to soak the flamers in overwatch. Saves your Raider the trouble from losing out on his juicy dark lance by charging in.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Models&#039;&#039;&#039;: These things are disgustingly overpriced IRL. So if you arn&#039;t running tourneys and want a cheap alternative use the Murder of Crowz from zombicide. The model looks a little janky, but it might mean that you can actually afford these guys.https://youtu.be/WAvzmqw8qxI you could also get the new Ravening Direflock endless spell from AoS, which gives you 3 bases&lt;br /&gt;
&lt;br /&gt;
====Cults====&lt;br /&gt;
*&#039;&#039;&#039;Reavers:&#039;&#039;&#039; By Drukhari standards, Reavers are indestructible juggernauts with T4 2W and a 4+ save. They combine decent shooting (Splinter Rifle and Splinter Pistol) with decent melee (S4 AP-1 Bladevanes). They can also take either a heat lance or a blaster for every three models in the unit. In light of the new Codex, heat lances are now the cheaper option. The difference comes down to whether you prefer S8 AP-4 DD6 (Blaster) or S6 AP-5 DD6/Melta (Heat Lance) - both are viable after the update and both have the same range. Finally, they can take either Cluster Caltrops or a Grav Talon, at a rate of one per three models. The difference is, the former can deal Mortal Wounds when the Reavers Fall Back while the latter can deal Mortal Wounds when the Reavers charge. Your choice. They are now 19 Points, rejoice! &lt;br /&gt;
**Given that it turns these guys into T5, 2W models with a 4+ save, Reavers are the best candidate for Painbringer, and it should really be your default Drug of choice. A big group of these with Grav Talons is one of the best tarpits in the army that your opponent &#039;&#039;&#039;really&#039;&#039;&#039; doesn&#039;t want to fall back from.&lt;br /&gt;
**With the Eviscerating Fly-By strategem, Reavers have regained their old  wonderfully fluffy tactic of simply flying over something and causing damage! A unit of 9 bikes will reliably put a mortal wound or two on something which can be a nice way to soften up a target before a charge. &lt;br /&gt;
**Agonisers are only 4 points so consider them on your Arena Champions if you have the spare points. Extra AP is never a bad thing.&lt;br /&gt;
*&#039;&#039;&#039;[[Hellions]]:&#039;&#039;&#039; For some reason each little Hellion gets a damage 2 melee weapon on top of their Splinter Pods, which makes them both better at shooting and scarier in melee than Reavers. However, they are far more fragile than Reavers, too. These guys are horde sweepers. They fly around blasting suckas with a bunch of poison shots, then charge in. With no AP on their weapons and striking at S4 (maybe S5 if you gave them that Combat Drug), their attacks will bounce off big and tough things with a decent save. That 2 damage is there for one reason only: making sure infantry with FNP-type saves (a la Ork Boyz with a Painboy) have to roll boxcars or 5+ TWICE to stay alive. They could maybe harass some light vehicles (oddly enough they&#039;d be extremely effective against enemy Drukhari vehicles) but will in no way, shape or form charge in and take out the enemy&#039;s centerpiece model. They are, however, a nasty, hard counter to horde-style armies. Give them +1A Combat Drug and send them in against a 30 man Ork Boy or conscript squad and let the bodies hit the floor. The 2 damage attacks also make them somewhat interesting against multiwound infantry like Crisis or Stealth Suits, Wraithguard, Nobz or Tyranid Warriors/Raveners/Shrikes.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: The new FAQ confirms that Hellions can&#039;t be taken in Raiders or Venoms.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take&#039;&#039;&#039;: Take 14 with Adrenalight and a Succubus for those Re-Rolls of 1&#039;s and shove them all into a Tantalus (the wording of the FAQ does not mention Tantali are illegal transports for Hellions). Watch your opponent weep at the Alpha Strike.&lt;br /&gt;
** Primaris beware: if you can pile on enough unsaved wounds, Hellions turn Primaris marines into the most overpriced models in the game by nullifying their magic second wound.&lt;br /&gt;
&lt;br /&gt;
====Unaffiliated====&lt;br /&gt;
*&#039;&#039;&#039;Scourges:&#039;&#039;&#039; Heavy weapon squads with wings, which somehow aren&#039;t in a Kabal, despite their fluff in the same book establishing that they used to be Kabalites and still work for the Kabals. Their stock weapon is a Shardcarbine, which is already a very nice gun, but let&#039;s be real here, you take Scourges for the clusterfuck of heavy weaponry they can schlep with them. With how specialized Haywire Blasters have become, Blasters and Dark Lances may be your best bet for general use against vehicles, but Heat Lances have received a point reduction that makes them by far the most effective anti-tank option within melta range. Splinter cannons have dropped 5 points each, and are cheaper than individual scourges. Shredders also received AP -1, so both are now valid weapon options to kit out scourges! Also don&#039;t be afraid to mix weapons as you can split your fire.  The Solarite in charge of the unit can&#039;t ditch his weapon for something you&#039;d like better, so if you&#039;re &#039;&#039;not&#039;&#039; sticking with Shardcarbines, consider him an ablative wound.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: Scourges can&#039;t be taken in Raiders or Venoms, but they &#039;&#039;can&#039;&#039; be taken in the Tantalus. 3 Squads of 5 with Carbines, Blasters or Dark Lances, or a mix of the three? Congrats, you just became [[That Guy]].&lt;br /&gt;
**&#039;&#039;&#039;Melee Note:&#039;&#039;&#039; If you do want to take a Melee weapon on the Solarite, all the weapons perform about the same given the number of attacks the model has, with the Lance being best due to it actually being a Power Maul and the wielder being S3, and you should always expect to have to fight MEQ. If you want to abuse Shoot, Charge, Fallback, Shoot shenanigans to stop an enemy unit from shooting for a turn, then there are other units that do it better; however, your Scourges&#039; mobility does let them easily support Reavers or Hellions with a follow up charge. If you are going to do this, however, in Matched Play it&#039;s best to keep the unit as cheap as possible. In Open/Narrative Play you&#039;re probably having a Casual/Fluffy game anyway so go nuts.&lt;br /&gt;
**&#039;&#039;&#039;Scourge Weapon Analysis - Short Version:&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Shardcarbines:&#039;&#039;&#039; The cheapest option and the one that gives the most mobility, at 18&amp;quot; Assault 3.&lt;br /&gt;
***&#039;&#039;&#039;Blasters, Dark Lances, Haywire Blasters, and Heat Lances:&#039;&#039;&#039; The weapons for fighting Vehicles and Heavies. &lt;br /&gt;
****&#039;&#039;&#039;Dark Lances&#039;&#039;&#039; are 36&amp;quot; Heavy but deal as much damage as blasters; since you have mobility anyway, there is limited utility in paying the extra points for having more range.  Plan on your Scourges moving every round they can.&lt;br /&gt;
****&#039;&#039;&#039;Heat lances&#039;&#039;&#039; are very efficient when in melta range and awesome for sniping out characters that are badly wrapped, but when you Deep Strike, they&#039;re outside of melta range - you&#039;ll have to get aggravatingly close (for Scourges) to really use them properly.  Their point cost is fundamentally fair for their performance, but be aware of what you&#039;re buying.&lt;br /&gt;
****&#039;&#039;&#039;Haywire Blasters&#039;&#039;&#039; are the cheapest (the same cost as a Shredder) and extremely effective at dishing out mortal wounds to vehicles now that they are Assault 1d3 (which you &#039;&#039;really&#039;&#039; want against Quantum Shielding, Invuln Saves, and other defenses where the best bypass is mortal wounds).  Very type specific - they&#039;re &#039;&#039;terrible&#039;&#039; against {{W40Kkeyword|MONSTERS}} or any other heavy without the {{W40Kkeyword|VEHICLE}} keyword.  In a big way, consider this the opposite of the Poison Weapons you&#039;re used to playing with.  One valid way to field Scourges is using Haywire squads to solve your vehicle problems while you use Poison everywhere else to solve all of your other problems, but be aware doing that largely means you won&#039;t have any good solutions for monsters, since most of the poisonous weapons you can field have terrible AP and many of them have terrible damage. &lt;br /&gt;
****&#039;&#039;&#039;Blasters&#039;&#039;&#039; are quite expensive - nearly 1.5 times the cost of the elf carrying it - but avoid all of the above headaches: you can move and shoot with them at no penalty, they don&#039;t care about typing on the target, and they don&#039;t need to be closer than your Deep Strike distance for full functionality.  This ease of use is probably why they&#039;re such a popular choice as the default option for a heavy-hunting unit.&lt;br /&gt;
***&#039;&#039;&#039;Shredders and Splinter Cannons:&#039;&#039;&#039; Splinter Cannons now give more shots per point (3.7) than flat carbines (4) but give up being assault weapons for more shots at the same range. Shredders are also more efficient in terms of points per wound inflicted against GEQ, MEQ AND Light Vehicles, but give up 6” of range, leaving them vulnerable to Rapid Fire and being charged.  Both weapons are type sensitive, but the Shredder is worse - there are far more non-Infantry targets you can face than non-Vehicle - and while both weapons work at full functionality at minimum deep strike range, your Scourges are kind of terrible in melee, so you&#039;d better off using the Cannons and just deep striking farther away to avoid being charged.&lt;br /&gt;
**&#039;&#039;&#039;Scourge Weapon Analysis - tl;dr Version:&#039;&#039;&#039;&lt;br /&gt;
***Your safest defaults are a Shardcarbine/Power Lance Solarite (pistols suck) with 4 Splinter Cannons for hunting light targets or 4 Blasters for hunting heavy targets.  Every other option you can take is more complex and requires more thought.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
====Covens====&lt;br /&gt;
*&#039;&#039;&#039;Cronos:&#039;&#039;&#039; The support Engine. The Cronos comes stock with a flamer with high AP and a chance to do massive damage with each hit and can take a second weapon that does nearly the same but without the auto-hits. It also, more interestingly, lets  &#039;&#039;&#039;DRUKHARI&#039;&#039;&#039; units within 6&amp;quot; reroll 1s To Wound in melee, which makes your Taloses and Grotesques &#039;&#039;even&#039;&#039; scarier. It also has a chance of healing friendly models if it kills something in melee but its melee stats are so lacking that this will rarely happen. Can now fly again thanks to the FAQ.&lt;br /&gt;
*&#039;&#039;&#039;Talos:&#039;&#039;&#039; The killy Engine. The Talos comes stock with two Macro-scalpels and you can replace one with chain flails or a talos gauntlet and the other with a twin liquifier or an ichor injector. The Chain-flails are good if you need even more anti-horde melee (and they&#039;re very good at it) and the Gauntlets (being power fists) do pretty well against vehicles and other high T and wound targets, but the Ichor Injector is just trash. It can also get guns on the tail, with the Twin Heat Lances being a bit of a trap option; sure, they&#039;re 24 points now, but you&#039;re unlikely to hit with your shitty BS. In a pure  {{W40Kkeyword|&amp;lt;COVEN&amp;gt;}} list, you should probably take Haywire Blasters, as they&#039;re decently cheap. Otherwise, stick to either the Stinger Pod or the Splinter Cannons. Can also fly again thanks to the 2018 FAQ, which means they can now charge and assault jets, bombers, etc.&lt;br /&gt;
** &#039;&#039;&#039;Macro scalpels vs. Talos gauntlet&#039;&#039;&#039;: While the extra strength and AP from the talos gauntlet seems attractive, the dual macro scalpels will ultimately do more work for your pain engines because of the hit modifier and loss of extra attacks on the gauntlet. Against everything bar heavy vehicles and monsters (T8) the scalpels outperform the gauntlet and when you have Urien around to buff Str, the scalpels start to outperform on those vehicles as well. The only time you shouldn&#039;t take macro scalpels is when you&#039;re assigning your pain engines to horde lawnmower duty, in which case you should take chainflails and a twin liquifier.&lt;br /&gt;
**1 Macro Scalpel + 1 Twin Liquifier is also better than 2 Macro Scalpels against most targets, simply because 4 points for 1 additional melee attack is often worse than 22 points for &#039;&#039;seven&#039;&#039; (on average) auto-hitting attacks, even with the gun&#039;s inferior inferior S, AP, and D.&lt;br /&gt;
** &#039;&#039;&#039;Choosing tail weapons:&#039;&#039;&#039; Pain engines suffer from BS 4+, so their shooting weapons should be chosen with care depending on what role you want your engines to play. Splinter cannons will give them some extra anti-infantry firepower but reduce their effectiveness against vehicles. Haywire blasters are surprisingly effective against vehicles for their price (a squad of three taloi with haywire blasters will put out 4d3 shots which will cause mortal wounds on a 4+ and D3 mortal wounds on a 6+ against vehicles) and range from decent to mediocre against infantry, dependent on the type of infantry you&#039;re facing; heat lances are underwhelming against vehicles but effective against heavy multiwound infantry like obliterators or centurions. The stinger pod is the worst choice out of all, but is the cheapest in case you want pain engines exclusively for their melee potential.&lt;br /&gt;
**You can turn these fellows into nice DISTRACTION CARNIFEXES by giving them and Ichor Injector, Talos Gauntlet, and Haywire Blasters. A jittery imperial with his Knight Crusader will shoot at it until this thing is totally dead, giving your real units all the time they need to move in.&lt;br /&gt;
&lt;br /&gt;
====Kabals====&lt;br /&gt;
*&#039;&#039;&#039;Ravager:&#039;&#039;&#039; Even more survivable than the new-and-improved Raider, the Ravager is somewhat sturdier with T6. Similarly, built-in Night Shields provide a 5++ save against all ranged weapons. Because Dark Lances count as Assault when equipped on Vehicles it has got an effective threat range of 50&amp;quot; at full accuracy. That, and their ability to deal D6 Damage at S8 AP-4 means the enemy &#039;&#039;won&#039;t&#039;&#039; escape and &#039;&#039;will&#039;&#039; die when you shoot them. Use their mobility to dictate the terms of battle and stay away from enemy charges. Disintegrators are a good choice if you want to erase enemy TEQ or Bikers from existence.&lt;br /&gt;
**Archons allow friendly Kabal units to re-roll 1s to Hit, so it&#039;s not a bad idea to put one next to a few Ravagers to increase their accuracy. You can even go the extra mile and form a Black Heart Spearhead Detachment and give the Archon Writ of the Living Muse so that the Ravagers re-roll 1s to Wound as well. Quite nasty. Even though maintaining formation within the 6&amp;quot; aura reduces their manoeuvrability, the increase to effective firepower and the fact the Archon can move 8&amp;quot; and advance all the time to keep up render this a viable tactic.&lt;br /&gt;
***Per Chapter Approved 2019 Dark Lances and Disintegrator Cannons are priced equally at 15 points per weapon and a total cost of 140 points, so the only question is whether you want more anti-infantry or anti-armor in your list.&lt;br /&gt;
&lt;br /&gt;
====All Factions====&lt;br /&gt;
*&#039;&#039;&#039;Reaper (Forge World):&#039;&#039;&#039; The One Big Gun alternative to the Ravager. Comparable points cost to the Dark Lance variant with +2 Wounds for greater survivability. The weapon has got two firing modes: the first is 24&amp;quot; range blast with 2D6 shots at S6 to drown the enemy in saves, the second is 36&amp;quot; range beam with D6 Dark Lance shots to vaporise a tank or a monster. Should the enemy unit endure this, both modes prevent the survivors from Advancing if any models have been slain. Unfortunately, the weapon is Heavy so its accuracy is reduced on the move. That shouldn&#039;t be too much of a problem with proper deployment, though. Moreover, the Reaper is no slouch in CC thanks to 5 attacks one of which is done at S6 AP-1 D2. Overall, a tactically flexible skimmer with great potential.&lt;br /&gt;
**&#039;&#039;&#039;23/07/2017 FAQ Update:&#039;&#039;&#039; Because of a hilariously badly worded FAQ giving [[wat|every single model a Close Combat Weapon, even models that physically can&#039;t carry one]], you can make all of its attacks at S6. You know what that means? RAMMING SPEED, STEERSMAN! I WANT THAT MON&#039;KEIGH COMMANDER&#039;S HAT FOR MY COLLECTION!&lt;br /&gt;
*&#039;&#039;&#039;Tantalus (Forge World):&#039;&#039;&#039; Drukhari Superheavy. No, really. 18 Wounds at T7 and 3+ armour is insane for the faction&#039;s standards. Two pulse disintegrators fire a total of 12 shots at 36&amp;quot; range, with S8 AP-3 D2. In close combat, it&#039;s got 6 S8 AP-2 attacks which hit at 4+, and on the charge it inflicts D3 mortal wounds on a 4+ roll to any enemy units within 1&amp;quot;. When the Tantalus Advances, you simply double its movement value. Combine that with Open-topped transport capacity of 16 (works the same as a Raider&#039;s) and the ability to grant the embarked Warlord&#039;s Leadership to all friendly LoS units (except for those in cover, for some reason) to complete the most powerful model in the army. The price for that is your wallet, your soul, and a points cost that exceeds 3 Disintegrator Ravagers. Given its size, strength, and points cost, Tantalus is a prime target for heavy enemy firepower. Using the Lightning-Fast Reactions stratagem on it may well be the difference between being reduced to a smouldering wreck or [[Troll|laughing in the face]] of that unlucky Shadowsword gunner.&lt;br /&gt;
**The FAQ that banned Scourges and Hellions from transports only mentions Raiders and Venoms. This awesome boat can still transport your Scourges and Hellions and protect them from fire, and give your Scourges a second deployment option to boot. [[Rape|12 Dark Lances plus the 12 total shots from the main gun is about as Drukhari as you&#039;re going to get.]] And with that volume of fire, [[Dakka|you stop caring about the -1 to hit if you have to move too.]]&lt;br /&gt;
**&#039;&#039;&#039;Supreme Command Tantalus&#039;&#039;&#039;: Give a Succubus splintermind, make her your warlord and she can grant Ld 10 to your entire army (out of cover).&lt;br /&gt;
**&#039;&#039;&#039;Black Heart Tantalus&#039;&#039;&#039;: Gains an additional 6+++ save, and an Archon with Writ of the Living Muse can allow it to re-roll 1s to Wound. The increase to both survivability and firepower is worth considering.&lt;br /&gt;
**&#039;&#039;&#039;Dark Creed Tantalus&#039;&#039;&#039;: Use An Esoteric Kill, Delivered From Afar to melt an important enemy HQ with the aforementioned Pulse Disintegrators. Ouch.&lt;br /&gt;
**&#039;&#039;&#039;Red Grief Tantalus&#039;&#039;&#039;: Want a First Turn charge? Total 32&amp;quot; of movement and then a re-rollable charge on a model with Fly. Double ouch.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Webway Portal&#039;&#039;&#039;: For 120 points you can finally pick this giant arch. Fluffwise, it is the very reason of Eldar trollobility to suddently appear somewhere, where they completely shouldn&#039;t be. Crunchwise, it is still a giant arch with T8, 14 wounds, 3+ and 5++ which helps you to deep strike your units. It is set up anywhere on the battlefield more than 12&amp;quot; from enemy deployment zone and their units during your deployment and, of course, is immobile after that. What it allows you to do, is to be able to set some of your {{W40kKeyword|AELDARI}} units in the Webway (aka Necron style Tomb World), but, aside from 1 unit per gate (aka 1 unit per Night Scythe) restriction, you also must be 9&amp;quot; away from enemy, just like for normal deep strike AND within 3&amp;quot; from the gate. Of course, if the gate is destroyed, all units, that were in the gate&#039;s Webway (the Webway from &#039;&#039;&#039;Webway Portal&#039;&#039;&#039; stratagem is not the same one, so that doesn&#039;t count) are slain. On the one part, it does let you save some CP for not using aforementioned &#039;&#039;&#039;Webway Portal&#039;&#039;&#039; strat and, furthermore, allows you to deep strike your Vehicles on the contrary to it. Still, the restriction for model placement (9&amp;quot; away from the enemy and within 3&amp;quot; of the gate itself) poses a large threat that your opponent just bubble-wrap your nice and large gate with infantry blob, thus making actually using the gate a bit of &amp;quot;Risk-Reward&amp;quot; tactics, if not even a bit of a doubtfull one. The model is very nice thou, so don&#039;t restrain yourself from using it as a piece of terrain.&lt;br /&gt;
** Keep in mind, that to use Webway Gate specific Stratagems from Harlequins Codex you need to have a small detachment of this nice and deadly murderclowns (and pray to any god of your choice for this to be FAQed and &#039;&#039;&#039;Labyrinth Laughs&#039;&#039;&#039; and &#039;&#039;&#039;Webway Ambush&#039;&#039;&#039; to be accessible to all {{W40kKeyword|AELDARI}}, as it actually affects all of them).&lt;br /&gt;
&lt;br /&gt;
==Subfactions==&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Kabal of the Black Heart}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Vect&#039;s very own, and the top dogs in the city of Commorragh.  You can also find them as the box art of any Kabalite units.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they are taken for Agents of Vect, giving Inured to Suffering to vehicles, and the relic + warlord trait in that order.  Two particularly common ways of seeing these guys is as a Ravager spearhead with three Ravagers babysat by an Archon with Writ of the Living Muse and as an air wing detachment.  27 S5 AP3 D2 shots rerolling 1&#039;s to hit and wound is a fantastic choice for any Drukhari list, or even Aeldari list.  The flyers are good in and of themselves and become surprisingly durable with a 5++ 6+++ and -1 to hit, but you took them as Black Heart for Agents of Vect.  It&#039;s worth noting that you can put units with other obsessions in Black Heart transports so it&#039;s common to see Obsidian Rose/Poisoned Tongue warriors in Black Heart venoms.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Thirst for Power:&#039;&#039;&#039; +1 to the turn on the Power from Pain table. In addition, any Kabal unit without PFP such as Raiders gets Inured to Suffering (aka the 6+ FnP save). &lt;br /&gt;
**This means you start the game already able to re-roll Advance and Charge distances and get more resilient vehicles for good measure. The archon and the melee units in his court will benefit from this the most, but it can give a slight edge to Warriors. Just don&#039;t expect miracles immediately; when the game goes on and you become Fearless by turn 3, on the other hand, the benefits really start to come into play.&lt;br /&gt;
**While the Obsession bonus might seem mediocre at first, remember about the excellent Warlord Trait, Relic, and Stratagem it unlocks as part of the package.  &lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Labyrinthine Cunning&#039;&#039;&#039;: Roll a d6 each time you or your opponent spends a command point to use a stratagem. On a 6, you gain one command point. It may not be original, but that&#039;s never stopped it from being useful. Pair it with Agents of Vect and your opponent will strongly reconsider using any kind of Stratagem against you. FAQ confirms that they just have to be on the Battlefield so can&#039;t use this from the comfort of a transport as models in transports are not on the battlefield.&lt;br /&gt;
&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Writ of the Living Muse&#039;&#039;&#039;: Archon only. Allows friendly units within 6&amp;quot; to reroll 1s to wound. Put that Archon next to a bunch of Ravagers and let him orchestrate a symphony of destruction. &lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agents of Vect (4 CP)&#039;&#039;&#039;: Use when your opponent spends CP for using a stratagem but before it takes effect. Roll 1d6; on a 1, nothing happens. On 2-5, the CP used by your opponent is refunded but the stratagem does not take effect and can&#039;t be used again this phase. On a 6, the CP is not refunded and the stratagem does not take effect and can&#039;t be used again this phase. This stratagem cannot be used against a stratagem that is used before the battle or during deployment.&lt;br /&gt;
**Very expensive, but the value of a &amp;quot;counter-Stratagem&amp;quot; cannot be overestimated. Denying an opponent a crucial Command re-roll may be all you need to guarantee a victory on your part.&lt;br /&gt;
**Even with the Big FAQ, this is still an extremely good Stratagem. It often comes paired with Labyrinthine Cunning, so you are going to be rolling 5-7 Dice to generate CP. Statistically you are getting 1CP back resulting in a net cost of 3CP.&lt;br /&gt;
**Not to be overlooked is the fact that just being able to use this Stratagem will mess with an opponent, suddenly they are second guessing themselves and will hold back on using their key stratagems. Thus you *deny* more stratagems just by the very threat of being able to do so.&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Kabal of the Poisoned Tongue}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, something dark and sinister will be written here.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically describe this faction.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they (insert play description).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Serpent&#039;s Kiss:&#039;&#039;&#039; Re-roll to-wound rolls of 1 for melee weapons and weapons with the Poisoned Weapon rule. This does not apply to relics.&lt;br /&gt;
**A fairly middle of the road obsession, The Serpent&#039;s Kiss has the distinction of being useful in both the shooting and melee phases. It is never going to be amazing but it&#039;ll never be worthless either.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Towering Arrogance&#039;&#039;&#039;: Friendly units within 12&amp;quot; of the Warlord can use the Warlord&#039;s Ld. Typically, this is worth a whopping +1Ld.  Terrible, take one of the 3 generic Kabal traits instead.&lt;br /&gt;
&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soul-Seeker &#039;&#039;&#039;: Archon only. Replaces a splinter pistol; is an upgraded stinger pistol - +2 to wound rolls against non-{{W40Kkeyword|vehicle}}s (i.e. 2+ usually, 4+ against just {{W40Kkeyword|titanic}}). +6&amp;quot; range, +1ROF, -1AP, changes D from 1 to 1d3.  Ignores cover save modifiers, ignores LOS, can snipe enemy characters.&lt;br /&gt;
** Great for a character hunting Archon since nothing will protect a character in range of this weapon.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Insidious Misdirection (2 CP)&#039;&#039;&#039;: Use before the first battle round, one use only. Allows you to redeploy 3 {{W40Kkeyword|Kabal of the Poisoned Tongue}} units. Amazing, savor the look on your opponent&#039;s face when you redeploy your ravagers far away from any units that threaten them.&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Kabal of the Flayed Skull}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Flayed Skull are the air force of the Drukhari. They are obsessed with aircraft and the skies, to the point their archons get offended when they even see other races aircraft. They brag to the other kabals that they can commit raids of entire planets without a single one of their own touching the ground, which is possible with tons of Raider skimmers. Interestingly, they gained most of their popularity from the citadel painting suppliment &#039;Raiders of Commoragh&#039;, where the archon, Malidrach Vrasque, was shown to be a cool conversion which almost every drukhari player follows given how shit the current archon model is, easily improved by slapping a jetbike helm instead of the head. They also, hands down, have the coolest colour scheme in maybe all of 40K. Red armour with elite units like Incubi having pristine white with red helms. Fuck yeah.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they (insert play description).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Slay from the Sky:&#039;&#039;&#039; +3&amp;quot; movement to all units with {{w40Kkeyword|Fly}}. Enemy units do not receive cover benefits to their saving throws against {{w40Kkeyword|Fly}}ing models or units with this obsession embarked on a {{w40Kkeyword|Fly}}ing transport with this Obsession. Finally, units that either {{w40Kkeyword|Fly}} or are embarked on a {{w40Kkeyword|Fly}}ing transport that have this Obsession (the rider, not the transport) re-roll to hit rolls of 1 for rapid fire weapons. &lt;br /&gt;
**The upshot of this is that all your vehicles are faster, their splinter rifles and cannons are more accurate, and they&#039;re able to ignore cover saves (but not penalties to hit) for good measure. Note that this helps give re-roll 1s to hit to models inside transports, who normally the character aura won’t affect (due to not being on the field).  Remember that re-rolling 1s to hit and to wound have the same effect on output (a 7/6 multiplier) - since all of your rapid fire weapons are poisonous, this part of the obsession behaves like a strictly worse version of the Poisoned Tongue one.  Still pretty great, though.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Famed Savagery&#039;&#039;&#039;: Get +1A and +1S when charging, being charged, or performing a Heroic Intervention. Useful if you want to kit out an Assault Archon using the Husk/Djinn Blade.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Veil&#039;&#039;&#039;: Archon only. If (i.e. when) your shadow field fails, gain a 4++ invulnerable save for rest of game. Absolute auto-include, that shadowfield is going to die on you eventually, this and Sslyth bodyguards are the only way to survive a turn after it goes down.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Masters of the Shadowed Sky (1 CP)&#039;&#039;&#039;: Gives a {{W40Kkeyword|Kabal of the Flayed Skull}} unit +1 to hit when shooting at a unit with {{W40Kkeyword|Fly}}. Perfect for negating the hard to hit rule on most aircraft, and since the Flayed Skull specializes in flyers themselves it&#039;ll help their Razorwings dominate even further. Also gives you a hilariously Drukhari way of shooting out Jump Pack equipped characters as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Kabal of the Obsidian Rose}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The finest gunsmiths and arms dealers in the Dark City, the Kabal of the Obsidian Rose specialize in creating the best guns available to the Drukhari. Their Flawless Workmanship Obsession provides an extra 6&amp;quot; range for all Assault, Rapid Fire, and Heavy weapons used by members of this Kabal, including their transports and support vehicles. (Notably, the extra 6&amp;quot; range does not work on Blast pistols, but does work on Blasters and Shredders.) The extended range of their weapons lends itself fairly well to a classic gunline tactic, which seeks to punish the enemy at range rather than get close.  &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Flawless Workmanship:&#039;&#039;&#039; +6 to the range of all assault, rapid fire, and heavy weapons. Does not apply to Eyebursts or relics.&lt;br /&gt;
**24&amp;quot; Blasters and 42&amp;quot; Dark Lances? Put a unit of 10 Warriors with 2 Blasters inside a Dark Lance Raider to obtain a Ravager Lite with some anti-infantry firepower to boot.&lt;br /&gt;
**Remember that this will also increase the Rapid Fire range of your splinter rifles (15&amp;quot;) and splinter cannons (21&amp;quot;); while this may not seem big on paper, remember that every inch you can put between you and your opponent is potentially -1 to the likelihood of them making that charge.&lt;br /&gt;
**Also note that this buffs the range of your Shredders, making them the same range as unbuffed blasters, making them a fair bit more viable.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Perfectionist&#039;&#039;&#039;: The Warlord&#039;s weapons gain +1D. Does not affect relics. D2 Agonizers and Splinter Pistols are nice, but using this with a Blast Pistol is just evil.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Armour of Misery&#039;&#039;&#039;: Archon only. Grants a 3+ armour save, and enemies have a -1 to hit in the fight phase. Gives your Archon a good amount of protection after his Shadowfield has burnt out (which we know will definitely happen at the worst possible time - aka the 1st time).&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Failure is Not an Option (1 CP)&#039;&#039;&#039;: Use when a {{W40Kkeyword|Kabal of the Obsidian Rose}} unit fails a morale test. Select which models will flee, BUT first those models get to make a shooting attack or a single close combat attack each. If this causes even a single enemy model to be slain, none of your models flee. Maximum sized units can turn what might have otherwise been a devastating loss in the morale phase into an unexpected &#039;&#039;gain&#039;&#039; thanks to this, taking an extra chunk out of your opponent&#039;s army without actually losing anybody. (Keep in mind that from turn four onward, any unit with the Power From Pain rule becomes Emboldened by Bloodshed, making them automatically pass their Morale tests, rendering this Stratagem worthless.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Cult of the Cursed Blade}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Your goth gym rat wyches.  They may not have the flash and finesse of some of the other cults but they know that the quickest way to a marines heart(s) is through a hail of bolter fire and 6&amp;quot; of ceramite, and they intend to get there.&amp;lt;br&amp;gt;&lt;br /&gt;
Do you need a unit that can soak 12 casualties on overwatch from a Leviathan without running away? These are your guys.  Excellent turn 2 deep strikers as their morale benefits make large blobs more viable, can be given Adrenalight for lots of S4 attacks or grave lotus for some S5 goodness.  A shardnet and impaler succubus with warlord trait and relic will tie down infantry and will make them take mortal wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Only the Strong Will Survive&#039;&#039;&#039;: +1S and only 1 loss from failed morale tests. S4 base Wyches with near-immunity to morale tests that already got cheaper and 1 more attack? Niiice!&lt;br /&gt;
**Due to bladevanes having a set strength value of 4, Reavers gain do not benefit from the strength increase.&lt;br /&gt;
***Per the Rule Book FAQ, all models count as armed with a close combat weapon. So it can benefit if you choose not to use the bladevanes - that can be helpful against MEQ if you have the +1S drug.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Treacherous Deceiver&#039;&#039;&#039;: Each unmodified save roll of 6 made by the Warlord in the fight phase causes the attacker to take a mortal wound.&lt;br /&gt;
**Suicide Succubus anyone?&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traitor&#039;s Embrace&#039;&#039;&#039;: Succubus only. If the bearer is slain in the Fight phase, the unit that killed it takes d6 mortal wounds on a 2+.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Concealed Boobytraps(1 CP):&#039;&#039;&#039; When an enemy charges a unit that is in terrain, roll a die. On a 4+ deal D3 damage.&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==={{W40Kkeyword|Cult of Strife}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Cult of Strife is to Wyches what the Kabal of the Black Heart is to Kabals: poster boys, good all rounders, and led by a named character.  Fortunately, Lelith Hesperax actually has rules this edition and is Drukhari exclusive despite having run off with Yvraine in the fluff.&amp;lt;br&amp;gt;&lt;br /&gt;
These guys run well as minimum strength units with a shardnet and impaler that can jet around in venoms and tie up valuable units or use their extra attacks to clear chaff.  Their strategem of fighting a second time can be absolutely silly on large blobs but still relies on getting that blob into combat intact.  Blood dancer becomes very good after battle round 3 when you&#039;re generating multiple hits on a 5+.  Slap that on a succubus with the Triptych Whip and watch your model with 4 base attacks do 8 wounds or watch Lelith Hesperax chew through a smash captain then attack again and skewer a lieutenant. &amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Spectacle of Murder&#039;&#039;&#039;: +1A when charging, charged or heroic intervened. So that means 4A base for your standard wych before weapons and combat drugs. Drown your enemy in dice! Use this with Hellions to throw a ton of attacks with S5 and 2D each at any Primaris or Terminators or Vehicles coming your way!&lt;br /&gt;
**If you end up mixing Cult of Strife units with others melee units (incubi, Wracks, archons, etc), try and position your Wych Cult units around non cult units in a screen. That way the opponent must either declare a charge against them in order to get into melee or risk a longer charge to avoid triggering The Spectacle of Murder. &lt;br /&gt;
**The obsession triggers when charged, but does not specify you have to target the charging unit. if your opponent sends in a unit to help save something locked in combat, then you can punish them by turning those additional attacks against the original target. &lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Dancer&#039;&#039;&#039;: When rolling a 6 to hit in the fight phase, that attack counts as 3 hits instead of 1. Due to Power From Pain, this can trigger on 5+ from turn three. The Cult of Strife&#039;s extra attacks from their Obsession will make sure the extra hits happen with considerable frequency. Lelith Hesperax has this, and boy, does she benefit from it. &lt;br /&gt;
**Keep in mind, however, that a Succubus using an Archite Glaive cannot trigger the trait until battle round 3...unless you give her the right drugs. &lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phial Bouquet&#039;&#039;&#039;: Gain the effect of a random drug every round, in addition to the currently selected drug. If the randomly chosen drug is the same as the one the bearer is already under the effects of, the bonuses stack. &lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No Method of Death Beyond Our Grasp (3 CP)&#039;&#039;&#039;: Use after a Cult of Strife unit destroys a unit in either the Shooting or Fight phase (if the latter, after consolidating). Depending on the phase the enemy unit was destroyed, the unit can either shoot or fight again. A single 20-strong blob of Wyches from the Cult of Strife which had its Obsession trigger can put out 81 attacks per turn before Combat Drugs and weapons get factored in. Now imagine what a total of &#039;&#039;&#039;162 attacks&#039;&#039;&#039; can do to just about anything. You&#039;re going to need more dice.&lt;br /&gt;
**Do remember to declare your multicharges, Pile In, and Consolidate properly before using this. Nothing is more expensive than regret.&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lelith Hesperax:&#039;&#039;&#039; The Queen of the Arena came out of the codex much closer to her classic form. Instead of doing drugs, she simply chooses a stat each turn and gains that bonus. 3++ special Dodge now works outside of combat, and she still has bucketloads of attacks that will never miss. She re-rolls failed hits and wounds against other Characters, meaning she does an average of about 3 wounds on T4-T5 characters at AP-4 D1 each. Then her hair gets 2 more attacks (yep!) to put maybe another wound plus another from her obsession. Even things with Storm Shields might not be able to count on their invulnerable saves protecting them from all of her attacks. She can swap out one of her knives for an impaler, but the extra point of damage from the impaler isn&#039;t worth the reduced AP or the loss of the other extra attack for having two of the knives.&lt;br /&gt;
** The Cult of Strife WT is what really makes her shine. On a charge, she&#039;ll make 6 attacks with her two blades (and that&#039;s &#039;&#039;without&#039;&#039; choosing +1A) and 2 with her hair, which will translate to &#039;&#039;more than 6.8 blade hits&#039;&#039; and &#039;&#039;more than 2.7 hair hits&#039;&#039;. [[Rape|With the Strength boost you are looking at 3.86 dead Marines or 5.75 dead Guardsmen per charge before Turn 3]], and [[Rip and Tear| 4.96 dead Marines or 7.39 dead Guardsmen as of Turn 3]]. The Attacks boost will get you substantially fewer kills against these targets - with the sheer number of swings Lelith gets, you want to only choose +1A when +1S won&#039;t help, such as if you find yourself stabbing a T8+ target. And we haven&#039;t even started with [[Anal_Circumference |what she can do to characters]] (even [[Chapter Master Smashfucker | SMASHFUCKER]] needs to be wary of her due to Re-rolls to Wound and boatloads of AP-4 attacks). Very solid choice and probably our best HQ choice now. [[Rage| Vect must be furious]]. She can also bully Monsters, TEQs, and Bikes with the sheer number of S4, AP-4 attacks she can put out (Exploding Flavour or Soulburst Flavour), and the Cruel Deception Stratagem will let her keep getting those bonus attacks from her Obsession again and again while keeping her safe from anything that a 3++ alone might not protect her from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Cult of the Red Grief}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Fast, fast, extra fast.  These guys are the speed demons of the arena, only touching the ground when there&#039;s a kill to be had, sometimes not even bothering to stop.&amp;lt;br&amp;gt;&lt;br /&gt;
Red Grief is a Reavers best friend.  It turns them from fast and dangerous to ludicrously fast and dangerous.  A 38&amp;quot; charge threat on flying models can get them from your deployment zone to an enemy&#039;s back line potentially doing eviscerating flyby damage on the way.  The Blood Glaive and Hyper-Swift reflexes are both good on Succubi and let her put out some absurd damage for her points cost.  Don&#039;t forget this applies to your transports too, giving your venoms and raiders turn 1 charges as well.  Alas, Red Grief does little to augment the survivability or damage output of Wyches and most improves the overcosted Reavers, so they mostly appear in non-competitive lists.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - The Speed of the Kill&#039;&#039;&#039;: Advance and charge, plus re-roll failed charges. This drastically increases your chance of your overall improved wyches making it into close combat. Your Wyches are now as speedy as Genestealers! Jetbikes love this, nothing is beyond their reach now!&lt;br /&gt;
**At first, the re-roll on the charge seems to only matter if you are trying to launch a first turn charge, since PFP will give this naturally on turn 2. However, it also allows your vehicles to join the fun.  You can reliably charge with EVERYTHING in a Red Grief raiding party turn 1.&lt;br /&gt;
**The Deep Strike rules have killed off Alpha Strike lists in favour of Gunline lists, so this is one of the only competitive choices.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-swift Reflexes&#039;&#039;&#039;: Increases invulnerable save by 1. Not much but useful nonetheless, especially if you intend your Blood Glaive Succubus to duel enemy HQs.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Glaive&#039;&#039;&#039;: An Archite Glaive with +1S (+3 total), D1d3 instead of 1, and most importantly, no -1 to hit. Not much else to say but &#039;&#039;take it and engage blender mode!&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Athletic Aerialist (2 CP)&#039;&#039;&#039;: When consolidating after combat, you can move a Cult of the Red Grief unit 6&amp;quot; towards the nearest transport. If the move brings all models in the unit within 3&amp;quot; of the transport, they can embark on it as if it was the Movement phase- even if they already disembarked from that transport on the same turn. &lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Prophets of Flesh}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The coven poster boys they are led by notable sick fuck Urien Rakarth, inheritor and exemplar of the fine Aeldari traditions that gave birth to Slaanesh.  When it comes to making flesh monsters these guys are simply the best there is.  Closely allied with Vect and masters of the cloning technology that keeps Commorragh running the Prophets of Flesh are the most influential and powerful coven.&amp;lt;br&amp;gt;&lt;br /&gt;
Pre custom obsessions if you saw coven units on the tabletop it was these guys.  4++ on everyone? Incredible.  Diabolical Soothsayer to make Alliance of agony better than free? Incredible.  Vexator Mask for no overwatch and being able to slap always fights last on something? Incredible.  Urien Rakarth, unkillable and bumping your already great monsters even more? Incredible.  Black Cornucopians to bring back a depleted unit of wracks or teleport one to an opposite table edge? Incredible (if a bit situational).  A big downside is it sets up a rather predictable strategy of cluster your heavy hitters around a haemonculus or two and run it at the enemy.  Not a bad strategy and fits well with a lot of Drukhari armies, but a bit slow and inflexible.  The custom obsessions let coven units fill some different roles but Prophets of Flesh will still give you a tough core with a few neat tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Connoisseurs of Pain&#039;&#039;&#039;: The invulnerable save from Insensible to Pain is increased to 4+, giving your units the equivalent of a free Iron Halo. &lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Diabolical Soothsayer&#039;&#039;&#039;: Once per battle, reroll a single hit, wound roll, saving throw, or damage roll for your warlord. In addition, if the army is battle forged, roll a D3 before the battle begins; you gain a number of additional command points equal to the results. Urien Rakarth has this.&lt;br /&gt;
**Note: This refers to your &#039;&#039;&#039;Warlord&#039;&#039;&#039;. This means that if you gave a Haemonculus a Warlord Trait through Alliance of Agony, then it is your Archon that gains the benefit (no as these characters are considered the warlord in relation to their warlord traits. This mean that the Archon is the only warlord that can give up slay the warlord as it is the warlord in all regards). Combining this with Alliance of Agony makes this at worst, CP Neutral. If you have the Labyrinthine Cunning Warlord Trait you stand a chance at making even more back as well.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vexator Mask&#039;&#039;&#039;: No overwatch against the bearer. At the start of the Fight phase, choose a unit within 6&amp;quot;; that unit fights last. &lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Cornucopians (2 CP)&#039;&#039;&#039;: Use at the end of the movement phase. Lets you remove a unit of Prophets of Flesh Wracks from the board and return them to the table at full starting strength. The unit is set up wholly within 6&amp;quot; of a table edge and more than 9&amp;quot; from an enemy model. Basically Tide of Traitors from Chaos Space Marines, but with a unit that can be good as something other than a meatshield...and has a 4++ and 6+ FnP for good measure.&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Urien Rakarth:&#039;&#039;&#039; Dead hard, and awesome in all the ways a Haemy is awesome. T6 due to his own buff, and halves damage; this dude will take a lot of firepower to bring down. However, being equipped with only a meh Ichor Injector and some bog-standard Haemonculus Tools, he is none too scary in melee. He does have an aura that inflicts mortal wounds on enemies within 3&amp;quot; of him on a 6+, though, which can act as a deterrent against enemy charges. &lt;br /&gt;
** He now buffs {{W40Kkeyword|Prophets of Flesh}} Strength and Leadership too. Wracks won&#039;t notice much, but your Grotesques and Pain Engines will. See your opponents&#039; faces as your menagerie drills a hole through their army.&lt;br /&gt;
** Remember thanks to the FAQ everyone is equipped with a regular close combat weapon.  If Wracks are fighting T3 GEQ forgo the Haemonculus tools and enjoy wounding on 3s next to Urien.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Dark Creed}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This coven likes to court its pain and bring you the wagyu of suffering rather than the McDonalds buffet that the Prophets of Flesh provide.  They massage their prey&#039;s fear, let it graze wild, and harvest it at its most nourishing.&amp;lt;br&amp;gt;&lt;br /&gt;
These guys are fun and fluffy but don&#039;t quite make the competitive cut.  As part of an Aeldari list they can set up great leadership bombs.  The relic can help turn your haemonculi into a mortal wound dealing monster.  Unfortunately they suffer from a lack of synergy and the unreliability of morale bombs.  You don&#039;t have shooty enough units for the stratagem to be worth it (it&#039;s funny on a Tantalus or a Reaper, but so are most things) and the units most likely to fail from a morale bomb will either be valuable enough to auto-pass or cheap enough that they were supposed to die anyways.  Save the elaborate maneuvers for your wyches, let your coven just slap things around.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Distillers of Fear&#039;&#039;&#039;: Models in enemy units must subtract one from their leadership for each unit with this obsession that is within 6&amp;quot; to a max of -3. Phantasm Grenade Launchers can push the penalty further, and if you bring in an allied Eldar detachment with Hemlock Wraithfighters on top of that you can bring almost any unit to the Ld of a mere Conscript.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear Incarnate&#039;&#039;&#039;: At the start of the Fight phase, roll 2d6 for each unit within 3&amp;quot; of the Warlord. If the result is higher than that unit&#039;s highest LD, the unit takes a mortal wound. Does synergise with your obsession, but the failure to deal more mortal wounds the larger the gap makes it end up decidedly underwhelming compared to Master Nemesine, particularly on a Haemonculus with an Ichor Injector.&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Sting&#039;&#039;&#039;: A 3 shot stinger pistol, Ap -4. Adds +2 to wound against non-vehicles, and ignores invulnerable saves. Unlike most pistol relics, this one has pretty good synergy: this, a Flesh Gauntlet and the Master Nemesine warlord trait gives you a Haemy that doesn&#039;t care about no stinkin&#039; Storm Shield.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;An Esoteric Kill, Delivered From Afar (2 CP)&#039;&#039;&#039;: Allows a Dark Creed unit to shoot at enemy character even if they are not the closest. Coven units are not exactly known for their shooting, but this stratagem can allow a dark lance equipped raider or a Talos with Heat Lances to snipe a character. Try not to miss. Speaking of which, Tantalus is a perfectly viable unit choice to employ this stratagem, so you might vaporise the enemy character with 12 Pulse Disintegrator shots instead. Also has good synergy with the Dark Creed relic pistol, 3 shots hitting on 2s, wounding on 2s, ignoring almost any save is pretty menacing and gets really dangerous to even tough characters as the game goes on and they start losing wounds (less powerful than the tantalus but still).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Coven of Twelve}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
These fine gentleman pride themselves on being the best of the best.  Constantly circle jerking/attempting to murder each other, the twelve (eleven, since Urien never actually shows up) are in an endless game of one upmanship to make the fanciest toys out of their living captives.&amp;lt;br&amp;gt;&lt;br /&gt;
The extra ap from their obsession doesn&#039;t hurt, but it doesn&#039;t help enough to take these guys typically.  Sure you can shoot into combat and maybe kill some of your own guys which is fun and may be how you want to play a game, but very situational.  The warlord trait is less good than just taking the -1 damage custom obsession and the relic is mostly useful against characters in melee, which isn&#039;t usually where you want your haemonculus to be.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsession - Butchers of Flesh:&#039;&#039;&#039; All melee weapons have one better ap. (0 ap becomes -1) Does not apply to relics. Helps compensate for the generally poor ap of coven melee weapons and turns agonisers into poisoned power swords.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Epicurean&#039;&#039;&#039;: Reduce incoming damage by 1, down to a minimum of 1.  Usually better than Master Regenesist in melee, but if you&#039;re trying to survive sniper rifles, remember that it won&#039;t reduce incoming mortal wounds at all, unlike Master Regenesist (if you live long enough to roll to recuperate).&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flensing blade&#039;&#039;&#039;: Replaces Haemonculus Tools. -2 AP, d3 D. Adds +1 to wound against non-vehicles and  always deals 3 D against characters.&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Administer Punishment (1 CP)&#039;&#039;&#039;: Select a Coven of Twelve unit during the Shooting phase. It can shoot at enemies that are within 1&amp;quot; of another friendly unit, but any hit roll of 1 is resolved as a hit against the friendly unit instead. If more than one friendly unit is present, choose which one gets hit. This Stratagem can&#039;t be issued to a unit which is itself within 1&amp;quot; of an enemy unit. &lt;br /&gt;
**Unlike the Valhallans&#039; &amp;quot;Fire on My Command!&amp;quot; Order that this is based off of, auto-hitting weapons &#039;&#039;&#039;are&#039;&#039;&#039; affected by this. For each hit from such a weapon, roll a d6; on a 4+ it hits normally, but on a 1-3 it hits one of your units. This makes it much more risky to use than its IG counterpart, which can just use Flamers to avoid the possibility of self-inflicted damage. On the other hand, Liquifier Guns and Spirit Syphons aren&#039;t exactly that dangerous to Coven units, so its probably less of a risk than simply the loss of about half the shots.&lt;br /&gt;
**Could be very useful for a Talos equipped with Haywire Blasters or Heat Lances depending on how their Codex pans out. Wracks Tarpit something big, and the Talos blasts it apart.&lt;br /&gt;
**Very useful for trapping a character and having a Talos blast it apart with Heat Lances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Ynnari}}===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Ever since the rebirth of Yvraine in the heart of Commorragh the Drukhari have had a mixed relationship with the reborn.  Lelith Hesperax immediately flipped to the Ynnari after seeing someone reborn in front of her and brought a good chunk of wyches with her.  Vect was mad that Eldrad had out dicked him and that someone had stolen Lelith away from him, but other kabals saw promise and hope in rebirth and fell in line.  The Covens will have none of this feel good hopeful nonsense and are quite happy to keep doing what they&#039;re doing.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunch wise the Ynnari can bring cult and kabal units in a single detachment along with the Ynnari keyword with Strength from Death taking the place of your obsession.  These guys pair excellent with cults.  Psychic bonuses form Yvraine and the Yncarne make wyches tougher, faster, and stronger and do even more for beast units turning razorwing flocks into iron walls.  The Ynnari tend to have huge potential but expect your opponent to go hard the support characters that make your army extra dangerous.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength from Death&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reborn Drukhari - Strength from Death:&#039;&#039;&#039; Whenever any unit is destroyed, all Ynnari units fight first in the fight phase for the rest of the turn. If they already could or just charged, they also add +1 to their hit rolls.&lt;br /&gt;
**As {{W40Kkeyword|Reborn Drukhari}} replaces {{W40Kkeyword|&amp;lt;Kabal&amp;gt;}} and {{W40Kkeyword|&amp;lt;Wych Cult&amp;gt;}} and no longer removes Power from Pain, this basically serves the same role as your obsession. Though it has become an army wide buff, Strength from Death has redefined the Ynnari as an explicitly melee oriented faction. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allies of the Reborn:&#039;&#039;&#039; Incubus, Beasts and Scourge units never benefit from Strength from Death, although they can be included in Ynnari detachments without preventing other units from gaining the rule.&lt;br /&gt;
**Mandrakes and {{W40Kkeyword|&amp;lt;Haemonculi Coven&amp;gt;}} may never be included in {{W40Kkeyword|Ynnari}} detachments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revenant Discipline&#039;&#039;&#039;&lt;br /&gt;
Since Drukhari never had their own psykers to begin with, these are only available to Yvraine and the Yncarne, these powers allow them to play both a supportive and offensive role for your army.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of Ynnead:&#039;&#039;&#039; Essentially Smite on crack, this WC 6 power deals damage based on a D6; a roll of 1 results in 1 Mortal Wound, 2-5 causes 1d3 Mortal Wounds, and a 6 results in 1d6 Mortal Wounds on the target. This is perfect for either softening up a hardy unit or vehicle, or dispatching whatever battle-worn foes didn&#039;t quite bite it last turn.&lt;br /&gt;
#*This power does 48.45% the damage of &#039;&#039;Smite&#039;&#039; for the Yncarne and 58.33% the damage for Yvraine; the only reasons to cast it are that it is targetable, and a given Psyker can cast both it &#039;&#039;and&#039;&#039; Smite. It can be a solid offensive tool in the hands of Yvraine, but you&#039;ll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power.&lt;br /&gt;
#&#039;&#039;&#039;Storm of Whispers&#039;&#039;&#039; An AoE aura attack, this WC 6 power lets you roll 3D6 dice per enemy unit within 6&amp;quot; of the caster; every roll of a 6 hits the unit in question with a mortal wound. An alright power that can do work in the hands of the Yncarne, but probably not an ideal choice for Yvraine.&lt;br /&gt;
#&#039;&#039;&#039;Word of the Phoenix:&#039;&#039;&#039; WC 5, this ability no longer triggers Soulburst, but rather allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 18&amp;quot; to heal D3 wounds &#039;&#039;or&#039;&#039; resurrect one model, who comes back with a single wound remaining. Finally, a semi-reliable way to heal your units! Suffice to say this is a fantastic supporting power for your bikers, who can afford to take a few hits.&lt;br /&gt;
#&#039;&#039;&#039;Unbind Souls&#039;&#039;&#039; A WC 6 malus that allows units to re-roll wound rolls for melee attacks against the targeted unit. It synergizes fairly well with the new Soulburst and is relatively easy to cast without much hassle.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Ynnead&#039;&#039;&#039; A slightly more challenging WC 7 power that grants &#039;&#039;all&#039;&#039; Ynnari units within 6&amp;quot; of the Psyker a 5+ invulnerability save. This works for literally everything in your army and can be a fantastic tool for your infantry, beasts, bikers, and even vehicles.&lt;br /&gt;
#&#039;&#039;&#039;Ancestor&#039;s Grace:&#039;&#039;&#039; This power allows the targeted friendly unit to re-roll hit rolls of 1 until your next Psychic phase, so both shooting and melee. A nice supplemental power, but odds are you may already have an Archon or a Succubus with an aura providing exactly the same benefit to multiple units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
Yup, after nearly two years of going without, Ynnari armies finally have access to their own unique Warlord traits. Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may name take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish. All non-Ynnari named characters cannot join a Ynnari detachment anymore, so no Drahzar or Lilith Hesperax for you. Also, it goes without saying the Kabal and Wych Cult traits are off limits.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Rebirth:&#039;&#039;&#039; Heal one wound a turn automatically and ignore wounds on a 5+. You already have FnP from Power From Pain, but the ability to heal is nice.&lt;br /&gt;
#&#039;&#039;&#039;Warden of Souls:&#039;&#039;&#039; Whenever your Warlord is affected by Soulburst, and +1 to their Strength and Attack characteristics. A decently reliable way to buff your warlord on a more consistent basis compared to the other offensive traits here, but with a notable peak in performance.  The Yncarne has this by default.&lt;br /&gt;
#&#039;&#039;&#039;Walker of Many Paths:&#039;&#039;&#039; A free hit/wound reroll every turn with a 5+ CP refund when you use a stratagem. A flexible choice that helps keep your options open when you don&#039;t know what to expect.&lt;br /&gt;
#&#039;&#039;&#039;Fear of the Grave:&#039;&#039;&#039; All enemy units within 6&amp;quot; of your warlord subtract 1 from their leadership, 2 if it&#039;s during a turn a unit was killed by the warlord.&lt;br /&gt;
#&#039;&#039;&#039;Favoured of Ynnead:&#039;&#039;&#039; Consolidate 6&amp;quot; instead of 3&amp;quot; in melee. Can be handy to keep up the momentum, but runs the risk of leaving your warlord&#039;s entourage behind.  Yvraine has this by default.&lt;br /&gt;
#&#039;&#039;&#039;Master of Death:&#039;&#039;&#039; Whenever your warlord rolls a hit roll of 6 in melee, it generates two hits instead of one. A good way to help deal with hordes and fish for hits in general, but kind of unreliable.  The Visarch has this by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics of Ynnead&#039;&#039;&#039;&lt;br /&gt;
A fresh batch of relics available for your Ynnari characters, thanks to the May issue of White Dwarf. These are all exclusive for your generic characters and cannot be taken on your named Ynnari characters, ironically.&lt;br /&gt;
*&#039;&#039;&#039;Hungering Blade&#039;&#039;&#039;: Replaces a Husk Blade/Star Glaive/Power Sword, making it available to an Archon/Autarch/Troupe Master respectively. S+3 AP-3 flat D2 sword that swats an extra mortal wound on targets for every wound roll of a 6. A decent upgrade if you plan on having your character up front.&lt;br /&gt;
*&#039;&#039;&#039;Song of Ynnead&#039;&#039;&#039;: An 18&amp;quot; Pistol 3 S5 AP-1 replacement for a shuriken pistol. Follows shuriken AP-3 rules and every time it kills an enemy model, its unit subtracts 1 from its leadership until the turn ends. Since it shoots three times, this &#039;&#039;can&#039;&#039; devastate enemy leadership in conjunction with other debuff powers/abilities. Very good for horde-based armies.&lt;br /&gt;
*&#039;&#039;&#039;Mirrorgaze&#039;&#039;&#039;: A standard &amp;quot;-1 for hit rolls against the bearer&amp;quot; relic. Notably affects all hit rolls and isn&#039;t limited to infantry.&lt;br /&gt;
*&#039;&#039;&#039;Soulsnare&#039;&#039;&#039;: Once per game, you can pick a unit within 6&amp;quot; of the bearer and roll a D6. 1 does nothing, 2-5 deals D3 mortal wounds and heals the bearer for the damage dealt, and a 6 deals D6 mortal wounds and heals for &#039;&#039;all&#039;&#039; lost wounds on the bearer. Basically a pocket mini-smite with some crazy benefits if you get lucky and obviously pays off more on characters with big health pools.&lt;br /&gt;
*&#039;&#039;&#039;The Lost Shroud&#039;&#039;&#039;: Halve all damage received, rounding up, with a 5+ FNP for good measure. Crazy good ability that can take the edge off strong weapons, but largely underwhelming on any characters with less than 6 wounds total.&lt;br /&gt;
*&#039;&#039;&#039;Corag Hai&#039;s Locket&#039;&#039;&#039;: Whenever the bearer destroys a unit, permanently add 1 to their movement and attack characteristics. There is no cap to this, meaning you can get some ridiculous stats if the owner of this racks up the kills. Stacks beautifully with Soulbursts and Warden of Souls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
The Ynnari now have their set of stratagems to further enhance your Ynnari detachments. Now that the Ynnari have their own set of stratagems, GW decided that they are no longer permitted to use Craftworld, Harlequin or D. Eldar stratagems. Bummer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire and Fade (2cp)&#039;&#039;&#039;: Copy-paste of the vanilla version, this lets your selected unit move 7&amp;quot; after shooting, no charging or advancing allowed. Still useful, if twice as expensive as the vanilla version for whatever reason.&lt;br /&gt;
*&#039;&#039;&#039;Lightning-Fast Reactions (2cp)&#039;&#039;&#039;: Another copy-paste, add a -1 to-hit modifier if targeted by a ranged or melee attack. Useful in a pinch, but a little less spammable compared lists abusing to-hit modifiers.&lt;br /&gt;
*&#039;&#039;&#039;Deadly Misdirection (2cp)&#039;&#039;&#039;: Identical to &#039;&#039;Feigned Retreat&#039;&#039;, this one lets you shoot and charge after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Artefacts of Death (1/3cp)&#039;&#039;&#039;: Ever standard extra relic stratagem, nothing special.&lt;br /&gt;
*&#039;&#039;&#039;Webway Ambush (1/3cp)&#039;&#039;&#039;: Your flavor of deep striking {{W40Kkeyword|Infantry}} {{W40Kkeyword|Biker}}, or {{W40Kkeyword|Beast}} stratagem. Situationally useful.&lt;br /&gt;
*&#039;&#039;&#039;Exalted of Ynnead (1cp)&#039;&#039;&#039;: Pick one of your non-warlord/named HQ characters and give them a warlord trait, no duplicates allowed. Doesn&#039;t make them a real warlord and you can only do this once. Actually quite handy, as there are some good traits to choose from.&lt;br /&gt;
*&#039;&#039;&#039;Inevitable Fate (2cp)&#039;&#039;&#039;: Pick an enemy unit at the beginning of the fight phase and all your {{W40Kkeyword|Ynnari}} stuff re-roll wound rolls against it. Can be handy, but kinda pricey.&lt;br /&gt;
*&#039;&#039;&#039;A Taste for Death (1cp)&#039;&#039;&#039;: Used when a unit&#039;s ranged weapons wipe an enemy unit, they add +1 to-hit in melee till the end of the turn. Objectively useless, as they&#039;d be benefitting from Soulburst if they kill a unit and since most decent ranged weaponry can&#039;t be fired while &#039;&#039;in&#039;&#039; combat, they&#039;d need to charge and would cap on their hit bonus from the Soulburst itself.&lt;br /&gt;
*&#039;&#039;&#039;The Great Enemy (1cp)&#039;&#039;&#039;: Largely the same as &#039;&#039;Inevitable Fate&#039;&#039;, but limited to {{W40Kkeyword|Slaanesh}} targets and only buffs one of your units. Fluffy.&lt;br /&gt;
*&#039;&#039;&#039;Back from the Brink (2cp)&#039;&#039;&#039;: When one of your Infantry/Biker characters dies, use this and roll a D6. On a 4+, they come back with D3 wounds and sets up as close to where they died as possible. Can come in handy if your opponent fucks up your plans.&lt;br /&gt;
*&#039;&#039;&#039;Reborn Together (1cp)&#039;&#039;&#039;: Add +2 Leadership to all {{W40Kkeyword|Ynnari}} units that have another Ynnari unit within 6&amp;quot; of them. Sort of helpful if you&#039;re worried about leadership bombs or casualties screwing your morale.&lt;br /&gt;
*&#039;&#039;&#039;Whispering Spirits (2cp)&#039;&#039;&#039;: Basically the opposite of &#039;&#039;Reborn Together&#039;&#039;, targeted enemy unit subtracts 2 from their leadership when within 1&amp;quot; of your dudes. Stacks obscenely well with the myriad of leadership debuffs at your disposal.&lt;br /&gt;
*&#039;&#039;&#039;Acolyte of Ynnead (1cp)&#039;&#039;&#039;: If one of your psykers attempts to manifest a Revenant power in the same phase that you destroyed a unit, add 3(!) to their psychic test. Generally situational for your usual list since only Yvraine or the Yncarne can make use of it. An allied Farseer smiting/executing/mind warring enemy units can help grant opportunities for this.&lt;br /&gt;
*&#039;&#039;&#039;Ynnead&#039;s Net (2cp)&#039;&#039;&#039;: A {{W40Kkeyword|Ynnari}} biker can advance and charge in the same turn. Shining Spears still have a place in this army!&lt;br /&gt;
*&#039;&#039;&#039;United in Death (1cp)&#039;&#039;&#039;: Pick a {{W40Kkeyword|Reborn Asuryani}}, {{W40Kkeyword|Reborn Drukhari}} and a {{W40Kkeyword|Reborn Harlequin}} unit. All of them get +1 Attack in the fight phase if they&#039;re Soulbursting. Yikes, try making that happen in a Matched Play game.&lt;br /&gt;
*&#039;&#039;&#039;Shrine of the Whispering God (2cp)&#039;&#039;&#039;: Pick up to three Incubi units and they get Strength from Death. A somewhat expensive but useful stratagem if you&#039;re bringing Incubi and want to maximize their synergy with your list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yvraine:&#039;&#039;&#039; The Emissary herself, now differently useful. Yvraine costs 132 points and is exclusively armed with &amp;lt;i&amp;gt;Kah-vir, the Sword of Sorrows&amp;lt;/i&amp;gt; (basically a Force Axe stat-wise), her substandard  Phoenix Lord statline, her ability to regain wounds on a 4+ whenever an Ynnari model dies within 7&amp;quot;, and the ability to learn new psychic powers whenever a Ynnari dies in that same distance. With the rework she&#039;s put into an odd spot, her warlord trait allows her to consolidate 6in leading her to want to be in the front lines but her statline leaves a lot to be desired in that regard. But with certain psychic powers like on the unbind souls or Shield of Ynnead she can be extremely useful at buffing combat units like incubi and wyches much like she used to. With the change to soulburst effectively ruining it the main advantage of it you can&#039;t fight twice, but your close combat units will likely be hitting on 2&#039;s you can take advantage of this by having a archon or succubus around  depending on what units you brought. Plus combining this unbind Souls, Phantasm grenade launchers, a stratagem or two, and the minus leadership warlord trait you can effectively core out the center of your opponent&#039;s arm you with one massive leadership bomb.&lt;br /&gt;
**Now whereas in a Craftworld Ynnari detachment you have access to many different psykers to use that last ability you don&#039;t have any in a Drukhari detachment save for Yvraine herself. This means if you&#039;re going with just the one Ynnari detachment you need to think more carefully on which two powers to bring. What the choice really comes down to is whether to take Ancestor&#039;s Grace or Shield of Ynnead as Unbind Souls will be your go to. The choice largely comes down to what else you&#039;re bringing. If you&#039;re taking a Succubus to help your Wyches or other such reroll auras, take Shield if not take Grace. Where she truly shines though is supporting units and making them much more dangerous than they would be on their own or pushing terrifying units even higher good examples are Reavers, Wyches, Trueborn, Scourges, &amp;amp; Incubi funny how most of those are Wych Cults or Unaffiliated almost like the former Succubus was supposed to be supporting them.&lt;br /&gt;
*&#039;&#039;&#039;The Visarch:&#039;&#039;&#039; Now actually a better combatant than Yvraine. At 120 points and a statline that puts him on somewhere between a close combat Archon and the Phoenix Lords, The Visarch is a very nice but expensive character, especially now he has a 4++ Invulnerable save thanks to the recent FAQ. His BFS, &amp;lt;i&amp;gt;Asu-Var, the Sword of Silent Screams&amp;lt;/i&amp;gt; is a Strength 5 Force Sword that reduces the enemy unit&#039;s Leadership by 1 allowing him to be the linchpin for Leadership Bomb setups. Very tanky as when &#039;&#039;any&#039;&#039; Aeldari model within 7&amp;quot; dies, on a 4+ he regains a lost wound, and gains +1 Attack (caps at 7) if it was a character, plus with his warlord trait he will dice enemies in combat and does especially well in challenges. Overall he&#039;s a beatstick&lt;br /&gt;
**Now unfortunately compared to the other two he&#039;s lacking and kinda badly overcosted, but since you need him if you want a third Ynnari detachment you might as well find a use for him outside of being a body guard for Yvraine. Here&#039;s the thing re-read that part about his statline and it shouldn&#039;t be too difficult to figure how he should fit. Think of him like a better Drazhar trading out the redundant buffs, the two extra attacks, and a 2+ save for a leadership debuff to enemies within 3&amp;quot;, a better invuln, and a harder hitting weapon. Stick him with either a Court of the Archon to get those extra attacks, or some Incubi, put them all in a Venom and thrust it at something you want gone be it characters or elite infantry.&lt;br /&gt;
*&#039;&#039;&#039;The Yncarne:&#039;&#039;&#039; The single most expensive HQ choice for the Aeldari, the Yncarne clocks in at a high 280 points to field equipped with nothing but &amp;lt;i&amp;gt;Vilith-shar, the Sword of Souls&amp;lt;/i&amp;gt;, an awesome weapon that is [[Rape|S6 AP-4 and D6 Damage with re-rolls to wound]]. With 6 attacks, S7 A7 with the relevant Warlord Trait, whatever it is hitting is dying. If that in itself doesn&#039;t seem like much, the Yncarne is a flying, monstrous character that can cast two of the three Revenant Discipline powers. The Yncarne is also pretty resilient, T6 with a 3+ armor and 4+ invuln that covers 9 wounds that regenerate on a 4+ for any Aeldari model killed near it. It also provides a 6&amp;quot; Fearless bubble and any friendly Aeldari within 6&amp;quot; shrugs off any Wound or Mortal wound on a 6+. While the 8&amp;quot; of movement it has may not seem particularly fast, the Yncarne also has the unique ability to teleport to the location where any squad (friend or foe) is killed so long as it is at least 1&amp;quot; away from enemy units. This makes it one of the few units able to deep strike easily within charging range to wreak some melee havoc, and can give it a terrifying threat radius. Use your Dark Reapers to nuke some squishy back-line unit, then have the Yncarne teleport behind enemy lines to hit &#039;em where it hurts!&lt;br /&gt;
**For your Drukhari detachments specifically she does as she does for everyother kind of Ynnari detachment she kills things plain and simple, Inevitable Death coupled with the innate killyness and squishyness of your dudes leads to her functioning very much as a last nail in the coffin if you&#039;re getting the upper hand or as a strong counter blow if your opponent starts overcoming you via dismembering the heftiest units they have whether they be characters, tanks, or MCs and  giving your remaining units the momentum needed to win. Remember though you can&#039;t just place her on the field and expect everything to die horribly just like most of your units you need to wait for the right moment to place her into your opponents midst, or if they killed one of your units near their frontline bring her in directly infront of them using the souls of your fallen to exact hellish retribution.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: The Yncarne can&#039;t charge after arriving in this way so you [[Creed |ideally want it popping up on your opponents turn so you are ready to charge on yours]]. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If anything else the Yncarne popping up somewhere unexpected can divert a ton of fire away from your other units though you might want to leave the [[DISTRACTION CARNIFEX]] role to something designed for it like a Succubus, Solitaire or Character in Venom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
Yep, these exist now too. They aren&#039;t anything special, mind you.&lt;br /&gt;
&lt;br /&gt;
;11 - Spirit Sanctuary&lt;br /&gt;
:Roll a D6; gain 1VP if no enemies control the corresponding Objective Marker. Completely random and unreliable.&lt;br /&gt;
;12 - Harness the Spirits&lt;br /&gt;
:Successfully casting a power from a {{W40Kkeyword|Ynnari Psyker}} generates 1VP. You&#039;ll need to rely exclusively on Yvraine or the Yncarne to make this one happen.&lt;br /&gt;
;13 - For Ynnead&#039;s Glory&lt;br /&gt;
:Get 1VP if three or more units were killed by attacks made by {{W40Kkeyword|Ynnari}} units this turn. Kind of a tall order for a single VP all things considered.&lt;br /&gt;
;14 - Surety of Purpose&lt;br /&gt;
:Get d3VP if you achieved at least two other tactical objectives this turn.&lt;br /&gt;
;15 - Death&#039;s Every Visage&lt;br /&gt;
:Score 1VP if you destroy a unit in the Psychic/Shooting/Fight phase this turn. Score d3VP if you destroy a unit in all three of them. A bit harder to accomplish for Drukhari given their aversion to psykers, but still doable.&lt;br /&gt;
;16 - Soulsurge&lt;br /&gt;
:Score 1VP if you destroy three or more units with attacks made by {{W40Kkeyword|Ynnari}} units &#039;&#039;while&#039;&#039; they are benefiting from Soulburst in a single turn. Kinda fucked up that the more challenging version of &#039;&#039;For Ynnead&#039;s Glory&#039;&#039; doesn&#039;t offer any more VP for the extra effort needed (you&#039;ll need to wipe 4 enemy units in a single turn to get this; one to trigger the Soulburst and then the remaining 3 for the objective). Made somewhat easier if by some miracle you manage to pull off the &#039;&#039;Souls of the Strongest&#039;&#039; stratagem beforehand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building and Tactics==&lt;br /&gt;
&lt;br /&gt;
===Army Building===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overall&#039;&#039;&#039;: The Drukhari have the potential to make some extremely potent Alpha Strikes. Their absurd firepower coupled with high mobility coupled with smart positioning makes them extremely viable as of the beginning of 8th Edition. The Meta is bound to shift as more Codexes come out but as of right now your access to lots of very good Anti-Infantry and Anti-Vehicle weapons is allowing the Drukhari to stay competitive. &lt;br /&gt;
*&#039;&#039;&#039;How Many Drops?&#039;&#039;&#039; Recent changes to the rules to determine who goes first means an interesting meta for your list building. You now roll off to determine who goes first, but whoever finishes first gets a +1. So you can pick between finishing first to get that +1 and potentially not have to burn a CP to re-roll seize the initiative, or you can use Chaff units (Venoms, Kabalites, Wyches and Court of the Archon usits are excellent at this) to get more information on your opponents deployment. &#039;&#039;Note: you can no longer burn CP to reroll seize. &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unit Spamming&#039;&#039;&#039;: Formations are gone yet spam is still legal to a silly degree. Venoms are among the best units for spamming as they are absurdly mobile, high durability (for a Drukhari unit), no damage chart, and can combine strong anti-armour (Kabalite units inside with 1-4 Darklight weapons, Wych unit leaders with Blast Pistols, Blaster Archons etc), anti-infantry (Double Splinter Cannons), and Fly in one point efficient model cheap enough to may a role as chaff for deployment.&lt;br /&gt;
*&#039;&#039;&#039;Keep your &amp;lt;s&amp;gt;Allies&amp;lt;/s&amp;gt; Lesser Kin you aren&#039;t currently scheming against close...&#039;&#039;&#039;: Remember you aren&#039;t just a Drukhari army, you are an Aeldari army. You can cherry pick the best units from the Craftworlds, Ynnari, Harlequins and Corsairs lists. While you do have a Mirror to most Craftworld units, there are some things that cover what you lack:&lt;br /&gt;
**The most notable and fluffy unit you can bring are Rangers, which provide something that you sorely lack: access to a good sniper unit.&lt;br /&gt;
**An allied Farseer sounds odd given it can only Buff Asuryanni units but Smite and Executioner are a reliable source of Mortal Wounds that can be tossed around against harder targets or smaller squads of infantry, as the situation demands. It also gives you an answer to enemy Psykers as spamming Haemonculi is not efficient.&lt;br /&gt;
**Warlocks are another cheap source of Deny the Witch.&lt;br /&gt;
**Swooping Hawks are good against GEQ&#039;s, who your poison would normally struggle against, and outrange Shredder Scourges, and can have the Alaitoc trait so they can tank light fire and kite enemy melee units.&lt;br /&gt;
**Harlequin Troupes are another fluffy pick. They are much more offensively oriented than Wyches, plus Shadowseers bring along more Smite and Deny the Witch.&lt;br /&gt;
**Of course Wraith units are a very powerful addition to any Drukhari force. Heck, you could even paint them in Kabal colours and say your Archon captured a bunch. Plus your only Lord of War options are in the Craftworld List. Though just how your Archon managed to get their hands on a Wraithknight is another thing entirely...&lt;br /&gt;
**Corsairs are one last Fluffy option. For 60 Points you can get a unit of 5 Pirates with Shardcarbines and Jet Packs! [[Awesome |Plus one of them can swap out their gun for one of several heavy or special weapons including Flamers, Fusion Guns, Shredders, Shuriken Cannons, Dark Lances, Blasters, and even Aeldari Missile Launchers!]]&lt;br /&gt;
*&#039;&#039;&#039;Darklight &amp;amp; Poison&#039;&#039;&#039;: [Note: this sub-section is incredibly outdated - look elsewhere for better, more cost effective tactics.] It&#039;s pretty well known but For 1982 Points you can take a &amp;lt;s&amp;gt;Brigade&amp;lt;/s&amp;gt; Battalion Detachment with 2 Archons with Blaster, Grenade Launcher and Agoniser in a Double Cannon Venom, 5 Units of 5 Kabalite Warriors with Blaster each, Sybarites packing Agonisers and Grenade Launchers all in a Double Cannon Venom each, and 3 Ravagers along with an Air Wing Detachment with 3 Razorwings with Double Dark Lances and Splinter Cannon each. &lt;br /&gt;
**So that is a total of: &amp;lt;s&amp;gt;9&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt; 9 Command Points (5+1+3=9), 12 Drops, 2 &amp;lt;s&amp;gt;Leadership&amp;lt;/s&amp;gt; Re-roll Hit Auras you won&#039;t use, 7 Blasters, 15 Dark Lances, 16 Splinter Rifles, 15 Splinter Cannons, 7 Agonisers, 7 Grenade Launchers, &amp;lt;b&amp;gt;zero&amp;lt;/b&amp;gt; Disintegrators or Haywire Blasters, and absolutely no close combat support. It&#039;s not hard to switch an Archon for a Succubus, Haemonculus (if you want to lose access to Obsessions like a dummy because all you brought was a single Battalion and a single Air Wing), or even switch the Archon&#039;s Blaster for a pistol if you want more close combat bite (alongside your...Venoms? What even is this list?). Dropping the Agonisers and Grenade Launchers from the Sybarites frees up enough points to take a Sslyth to guard the Archons so there is that too. Each Venom is packing [[Dakka |7-14 Splinter Shots and 1 Blaster shot]]. In one round of shooting you can put out [[Dakka |35-70 Splinter Shots]] from the Venoms alone! [[Rape |Add in the Razorwings and you have 44-88 Splinter Shots and add in the Darklight Weapons from the Ravagers and Razorwings and that is 44-88 Splinter Shots and 23 S8 AP -4 Shots]] [[Fail |(a third of which will miss because you have no Obsessions, no footslogging Archons, and no Writ - congrats on your wasted points).]] (okay, so don&#039;t bring Succubus or Haemonculus moron, and take flayed skull for rerolls in transports and flyers, poisoned tongue for reroll 1&#039;s, or obsidian rose for extra range) Totalling 111 Shots. You can play leadership Shenanigans with the cheap Grenade Launchers and if you have to charge something or get charged, the Agonisers on every infantry unit let you do &amp;lt;s&amp;gt;work&amp;lt;/s&amp;gt; ok in the Fight Phase, I guess, until a regular Tac Marine decides to punch your guys in the face. You ARE punching on 2&#039;s and rerolling Charges from Turn 3 onwards (why would you charge in a shooty list, though?) after all so you might as well use those stupidly cheap Agonisers for something if the Venom explodes (use Raiders - embrace the future). To whoever ruined this entry, learn math and be consistent in edits. Overall its a fine shooty list, but can definitely be improved on. &lt;br /&gt;
&lt;br /&gt;
====Detachments and CP====&lt;br /&gt;
*&#039;&#039;&#039;Detachments and You&#039;&#039;&#039;: The Dark El-- I mean Drukhari&#039;s Raiding Party rule gives them an interesting army-listing consideration that other factions don&#039;t have. Usually a Patrol detachment is only useful for low point games or Tyranids using them for allying with Guards using Genestealer Cults; our edgy knife-ears, however, can gain Command Points if they have 3 or 6 Patrols (+4 or +8, respectively), although the latter will virtually never happen if you&#039;re following the rulebook&#039;s suggestion detachment limit based on points limit. The difference between using a Battalion + &#039;specialist&#039; and multiple Patrols is that while you may not have as many Elites slots available, you&#039;ll have more varied Obsessions to use, which isn&#039;t something you want to ignore considering how powerful they are if you use Patrols. Read the Raiding Force section above for other considerations, but overall taking an MSU approach to your Patrol detachments (i.e. a bare bones HQ and one MSU troop per patrol) can give you a disproportionately high amount of CP relative to the points cost of using them.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drukhari Soup&#039;&#039;&#039;: With the way the new codex is effectively three armies in one book, you have a lot of options. A &#039;&#039;lot&#039;&#039; of options - more than the Drukhari have ever had, in fact. While the tournament meta may continue being mono-build Kabal spam, something to consider is the ease with which we have access to very good HQ choices, and all the benefits they bring with them. Fielding an army that consists of all three Drukhari sub-groups gives you arguably greater tactical flexibility than simply spamming Warriors in Raiders while camping your Archon among your Ravagers. Consider the strengths and weaknesses of each group: Kabals are &#039;&#039;ridiculously&#039;&#039; shooty, but they have trouble holding objectives due to their unfortunate tendency toward dying if looked at crosswise; Cults are screamingly fast, hit like a metric ton of spikey bricks in close combat, and can keep your enemy&#039;s most valuable units perpetually tied up in combat, but have almost no ranged weaponry to speak of and suffer from the same objective grabbing issues as their Kabal cousins; Covens are the toughest units in our army (and can be made to be even tougher), can dish out the pain in close combat, and can camp objectives like nobody&#039;s business, but suffer from a lack of any reliable ranged weaponry. So, combining all those strengths together - and peppering in Scourges/Mandrakes/Incubi to taste - gives you a tremendously versatile army that can do basically anything you need it to, whenever you need it to. To boot, you can buff your already great HQ choices into CC murder machines and/or megatanks that double as force multipliers and character assassins for just a few CP. In smaller games taking three Patrol Detachments will get you by just fine (Raiding Party, mmmmmm...), and in larger ones it&#039;s a simple process to take two Battalions and a Patrol/Air Wing/Outrider/Spearhead/Vanguard Detachment. This edition should be making you think outside the box rather than clinging white-knuckled to what worked in the past (*cough*Trueborn*cough*).&lt;br /&gt;
*&#039;&#039;&#039;Nova Charged Venom Spam&#039;&#039;&#039;: Run a custom covens battalion using the &amp;quot;Experimental Creations&amp;quot; and &amp;quot;Dark Technomancers&amp;quot; traits, then take as many venoms as you want (2 haemonculi and 3 squads of wracks gets you 5 transport slots) with double splinter cannons. Now when you overcharge your splinter cannons, you are getting +1 to wound and +1 damage, add on the +1 to wound Experimental Creations gives when targeting anything T4 and below (T5 if you have a nearby Haemonculus buffing your venom&#039;s toughness) and now you wound almost all infantry in the game on 2+ with 2 damage. You wound monsters on 3+ and vehicles on 5+, which makes a big difference against heavy mech armies. And because of how the drukhari transports work, you can still throw some kabalites or wyches into the transports to fulfill other jobs. The drawbacks here are that you give up rerolls of any kind and you can hurt your self when you roll wound rolls of 1, but the offensive boost you get heavily outweighs the negatives. To illustrate, a supercharged venom will kill 2 primaris marines on average while a flayed skull venom will only do 1.5 wounds to a single primaris.&lt;br /&gt;
***The Phoenix Rising FAQ did away with this particular combo, as “Experimental Creations” +1 to wound buff now only works for Melee Poisoned Weapons, so no 2+ to wound Splinter Cannons anymore.&lt;br /&gt;
**You can swap out Experimental Creations for Masters of Mutagens if you&#039;d rather be better at murdering non-vehicles than murdering T4 or less; Experimental Creations is better when it triggers, but Masters of Mutagens will trigger against more targets, all told.&lt;br /&gt;
**Double Liquifier wrack squads are the most points efficient contents for your venoms (due to how incredible Dark Technomancers Liquifiers are), but that assumes you&#039;re getting into range, which won&#039;t happen immediately if these boats are deep striking, so plan accordingly.&lt;br /&gt;
**If you don&#039;t care to bother with Troops slots, remember that you can take Drazhar as your HQ, and then Incubi as Elites, without removing the {{W40Kkeyword|&amp;lt;Coven&amp;gt;}} assignment of your Venoms - Drazhar + 3xIncubi gets you 4 {{W40Kkeyword|&amp;lt;Coven&amp;gt;}} Venoms.&lt;br /&gt;
**If you want to do this with Raiders, a Disintegrator Cannon and Phantasm Grenade Launcher are the way to go - it&#039;ll typically underperform compared to Venoms as far as points per wound, but you &#039;&#039;will&#039;&#039; get transport slots more efficiently, in case you end up needing more.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Eldar]]&lt;br /&gt;
[[Category:Dark Eldar]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Necrons&amp;diff=65234</id>
		<title>Warhammer 40,000/7th Edition Tactics/Necrons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Necrons&amp;diff=65234"/>
		<updated>2023-02-26T20:35:18Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Formations */&lt;/p&gt;
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&lt;div&gt;This is the [[Warhammer_40,000/7th Edition Tactics|previous Edition&#039;s]] Necron tactics. [[Warhammer_40,000/Tactics/Necrons(8E)|8th Edition tactics are here]]. [[Warhammer_40,000/6th_Edition_Tactics/Necrons|6th Edition Tactics are here.]] [[Warhammer_40,000/4th Edition Tactics/Necrons|The Old Codex is here also.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Necrons==&lt;br /&gt;
If you enjoy crushing people&#039;s hopes and dreams, then Necrons are for you. Necrons are effectively tomb kings in space.  Undead robots with a somewhat Egyptian flavour and a reasonably unique style (by GW standards anyway). What is there to not love? &lt;br /&gt;
Oh, and they aren&#039;t Marines. Honestly. Ignore their WS/BS/S/T 4 statline and their S4 AP5 Rapid Fire guns, they totally aren&#039;t Marines (though Immortals have a 3+ armor save, although their guns are better).&lt;br /&gt;
&lt;br /&gt;
With recent editions adding transports and special units Necron mobility should not be underestimated, as such failure regularly catches unwary foes off-guard.  From 20-man warrior blobs that can teleport across the board (without scatter if the Zahndrekh-Obyron combo gets rolling); mass skimmers; highly effective jet bikes; Wraiths, beasts with T5 W2 and a 3++; to the quickest transport in the entire game, the Necrons have lots of options to throw off the &#039;slow-moving gunline&#039; assumption many players label them with.  Many of these movement options allow unpredictable and unique ways to slip past your opponents or redeploy mid-game (including the famous Monolith&#039;s deep-strike-dimensional-corridor combo), leaving half an enemy army with no targets while simultaneously stepping in to deliver a killing blow to the other half.&lt;br /&gt;
&lt;br /&gt;
And let&#039;s not forget that the Necron models look really nice, you have enough unit variety to pull off pretty much any style of play you want, and pretty much every unit can find a use in any army build without having to sink a ludicrous amount of points into them. Except C´tan; C´tan still suck. One day, one day... Ok, they are not that utterly bad, just mediocre, particularly when compared with everything else in the codex.&lt;br /&gt;
&lt;br /&gt;
You have some of the nastiest HQ and Elite units in the entire game (a Destroyer Lord is basically a jetpack monstrous creature), your special characters are mostly solid and times are good once again for the zombiebots. Pretty much the only thing you lack is a close combat oriented troop choice, but you have so many absurdly deadly melee units in most other sections that this may not even matter.  You can still troll mech armies with Gauss rules, tearing off their hull points, at which point your now numerous anti-armor units can simply just walk up, say &amp;quot;problem, commander?&amp;quot; and finish the job.  &lt;br /&gt;
&lt;br /&gt;
And [[Daemon|unlike]] [[Orks|some]] [[Tyranids|armies]] you don&#039;t have any excess amount of trouble with any specific kind of army whether they be mechanized or foot slogging; few and elite or numerous and blobby; shooty or choppy, you can handle them all.&lt;br /&gt;
&lt;br /&gt;
And you still hold the title of &amp;quot;most easily painted army ever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also for players that really do love to drink their opponents&#039; delicious tears, necrons have the largest number of troll-tastic units out of any of the currently of released codices. Shooting your enemies with their own vehicles, killing whole hordes with a single punch from a special character who CAN NOT DIE, formations with free enhanced Feels No Pain, when you absolutely positively must troll your opponent, accept no substitute. Playing Necrons is likely to make you lose friends, or get your gaming table flipped in great frustration by an angry opponent.&lt;br /&gt;
&lt;br /&gt;
==What Did 7th Bring For &#039;Crons?==&lt;br /&gt;
&lt;br /&gt;
A lot. &lt;br /&gt;
On the plus side:&lt;br /&gt;
*Reanimation Protocols have made Necrons undisputably the most resilient army in the game. Multi wound models are even harder to kill now and no longer will you be denied your RP rolls due to failing morale, which seriously alleviates the main two weaknesses necrons had, since the enemy can no longer kill an entire unit or frighten us out of CC to deny us our RP rolls. It is also easier than ever to get +1 to your RP with Crypteks (for perspective, we paid 30 points for the old Ress-orb without complaining) for individual squads and the Decurion detachment gets you +1 to RP for the entire army! Let&#039;s put it like this: an Immortal from a Decurion has a 3+ save and then a 4+ roll to ignore wounds, so if you&#039;re wounded 6 times you expect to save 4, reanimate one. So, effectively, your 17 point troops are Terminator resilient against small arms fire. Plus, the save is still a 5+ against instant death, which makes it amazingly better than FNP.&lt;br /&gt;
* The changes to Jink made the majority of Necron vehicles a hell of a lot more resilient, with a 4+ cover save for all flyers and skimmers except the Monolith. The wide use of skimmers, flyers and jetbikes means a lot of your army can always make cover. As a result, AV13 Wall army remains quite popular.&lt;br /&gt;
* Speaking of the death pyramid, the Monolith got a minor buff thanks to AV14 being that much harder to pop... still not enough to make it viable, though. A single Ordinance shot and some mediocre snap shooting per turn is not as useful as you think, then again it is pretty much the only ordnance blast you are going to get and it can snap fire at basically everything.&lt;br /&gt;
* The Ghost Ark got a huge buff. Not only does it benefit from the above mentioned improved jink save, but it has become super scoring, thanks to Objective Secured. With AV13 and 4 hull points, they&#039;re quite difficult to get rid of for most armies who aren&#039;t bringing dedicated anti-tank measures.&lt;br /&gt;
* The real star of this update is the Catacomb Command Barge. On one hand, it got a nerf in the sense that it is now restricted to only the Overlord (also, Chariots and their riders are now considered one model, so no more getting out of his ride). But on the other hand, if you stick your Overlord in this thing, he&#039;s going to be an utter bitch for your opponent to deal with. If properly tooled up (Warscythe, Phase Shifter, and an optional Resurrection Orb) he will have complete protection from all shots S4 or less, as he can elect to have the Barge&#039;s AV13 take the brunt. All shots that might harm the Barge (high strength/low AP), he can elect to take on the Phase Shifter&#039;s 4++ inv save. The only thing he really has to worry about is close combat, as the attacker can choose to hit either the Barge or the Overlord, and most units with Melta/Powerfists/Haywire are going to go for the vulnerable armor.&lt;br /&gt;
* If that wasn&#039;t enough to excite your ancient circuits, new formations fresh from the Tomb World are in the 7th edition codex, giving them move though cover and other nice stuff if you put them together in a new fancy way, that you already did in the first place. Some of them are very, very strong.&lt;br /&gt;
*Gauss weaponry got buffed, again. Now not only does it wreck vehicles with ease, any 6s to wound makes it an auto-wound, kind of like Fantasy rules on strength vs. toughness and Rending minus the AP2. Basically, it&#039;s back to 3rd edition for the Necrons. Though this isn&#039;t a very big buff since it&#039;ll only help against toughness 8 or above models.&lt;br /&gt;
* The 7th Edition Update had either price cuts or stayed the same from the 5th Edition codex. Still, compared to Space Wolves we got a point increase on our Cron-ssants. Some units such as the Lychguard and Triarch Praetorians took fuck HUEG point drops from 40 to 25 and 28 respectively, along with buffs. Wraiths got more expensive but their upgrades got cheaper, whip-wraiths are now effectively 2 points cheaper than before and gained +1 Toughness. Tomb blades got 2 points cheaper and their upgrades went from 5 or 10 points to 1 or 2 points. Destroyers got an additional wound with no price change and are now jet-pack infantry.&lt;br /&gt;
* The army FOC remains mostly intact but a few tweaks are in place now. Because Praetorians got an appreciable price-drop, it&#039;s possible to run fast melee units in both Elites and Fast Attack slots. Because one can now take Heavy Destroyers as a Heavy Support, in addition to running solo Heavy Destroyers in Fast Attack, you have lighter MSU-like antitank options at lower points levels, as well as the ability to double up on tank-hunters in an Allied Detachment. There is an extra layer of redundancy available that reduces some of the previous monobuild issues with the previous army. Plus, the new Decurion detachment rewards fluffy army building and gives you army wide 4+ Reanimation. Because, you know, ignoring half of all unsaved wounds is fun.&lt;br /&gt;
* The Doomsday Ark has a proper cannon on the front: strength 10 primary weapon large blast makes this unashamedly the strongest gun outside super-heavy, edging out the Death Ray for the title.  On top of that, the Ark is now quite capable of firing on the move: S8 AP3 blast is plenty for anything not riding a metal box.&lt;br /&gt;
&lt;br /&gt;
On the down side though:&lt;br /&gt;
* From a flavor standpoint, Reanimation Protocols now acts like a Fantasy ward save - for each unsaved wound a model suffers, it immediately makes a roll to negate the wound.  This even works against attacks that say &#039;no saves of any kind&#039; may be taken. Any Instant Death wounds lower the result of your die by 1 so you need 6s against it, and it can&#039;t be taken against Destroyer weapons or attacks that state the model is removed from play. RP is the new FNP. There goes the unique flavour of playing Necrons. Ever heard of streamlining, folks?&lt;br /&gt;
* Both the Annihilation Barge and the Night Scythe are now 30 points more expensive.&lt;br /&gt;
* Some staples of trolling were stripped to uselessness ala Tyranids. Mindshackle Scarabs come to mind.&lt;br /&gt;
* C&#039;tan powers are still only used in the Shooting Phase like Psychic powers of old. No Denying bonuses outside the Adamantium Will upgrade. They&#039;re also lolrandumb and you need to pick a target before you fire.&lt;br /&gt;
* The Catacomb Command Barge took a hit in that the 4++ Phase Shifter only affects the Necron Overlord on it and not the barge itself. It also lost sweeping attacks. With the reworked Reanimation Protocols, no Catacomb Command barge coming back with its dead Overlord. A phylactery though makes slight compensation with IWND and the barge is now dirt cheap and still hits hard.&lt;br /&gt;
* The Monolith can only teleport Infantry and Jump Infantry, however this can be used with units in Reserve, Ongoing Reserve, or on the table as long as they are not locked in combat. Note that only your regular Necrons can use it as Wraiths are now Beasts. It also lost its &amp;quot;Test or die&amp;quot; effect when used offensively, along with the Exile Ray rule. Why they felt the need to make the Monolith even worse, who knows.&lt;br /&gt;
* Sadly, Tesla no longer affects Snap Shots, meaning that Flyer defence is now non-existent apart from other flyers who are now more expensive. Expect flying monstrous creatures to tear you a new one.&lt;br /&gt;
* The Crypteks were fucked hard, the Crypteks no longer get any equipment Overlords and Lords cannot get (besides the Chronometron) and the Armory has consequently shrunk due to the loss of harbinger leaving far less customization for crypteks, though there are more options for lords/overlords. The most sorely missed item is the Voltaic Stave, without which the Necrons rely increasingly more on their Elite slot for heavy anti-tank. You trade all of this for 1 extra wound and an old style resurrection orb effect - +1 to reanimation. Great, except it&#039;s pointless in a Decurion as you can&#039;t get better than 4+ RP anyway (though with the Mephrit Dynasty Cohort you replace the +1 with a reroll) and the trade off was all of the old flavour Crypteks used to bring (some day the leaders and technomages of our hyper-advanced race will have more than a fraction of the customization any basic meatling troop has...).&lt;br /&gt;
* The Royal Court is now a formation and has gotten smaller (down to 3 members of each max instead of 5).&lt;br /&gt;
&lt;br /&gt;
Basically, when 7th hit it made this already strong army stronger. Then the 7th edition update took it to the next level. Necrons stay as a solid alternative to Space Marines as a beginner&#039;s army while compared to the other 2 Xeno codices (Orks and Dark Eldar) in 7th Edition, Necron players had better count their blessings!&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
#&#039;&#039;&#039;Enduring Will&#039;&#039;&#039; - Eternal Warrior.  It doesn&#039;t spread to your tin men and your HQs are already T5, but it does make your Warlord a tough force to remove with vindicators.  Orikan and Trazyn get this.&lt;br /&gt;
#&#039;&#039;&#039;Eternal Madness&#039;&#039;&#039; - Zealot.  It at least makes the Warlord a little better at assault, but at I2, you best not be pushing your luck. More importantly, Fearless.  Zandrekh begins with this.&lt;br /&gt;
#&#039;&#039;&#039;Immortal Hubris&#039;&#039;&#039; - Your Warlord and any friendly Crons within 12&amp;quot; re-roll all Fear, Morale, and Pinning tests. A good buff, as LD10 with rerolls may as well be Fearless. Szeras gets this.&lt;br /&gt;
#&#039;&#039;&#039;Hyperlogical Strategist&#039;&#039;&#039; - You can now add or subtract 1 from all Reserves and Seize rolls.  Pretty good for a Croissant-heavy force or one relying on Flayed Ones or Destroyers.&lt;br /&gt;
#&#039;&#039;&#039;Implacable Conqueror&#039;&#039;&#039; - Fellow Necrons within 12&amp;quot; of the Warlord now all have Relentless and Crusader.  Enjoy your double-tap Gauss and Tesla now!  Anrakyr gets this. 90% pointless in a Decurion where you&#039;ll get Relentless anyway.&lt;br /&gt;
#&#039;&#039;&#039;Honourable Combatant&#039;&#039;&#039; - Your Warlord must now issue/accept challenges, and nobody but Obyron can intercept him.  On the other hand, if your enemy ever refuses a challenge, then you gain Hatred for the rest of the game, this trait also gives rerolling To Hit in challenges.  Just pray you&#039;re not on the same table as a CSM player, because he will strangle you for this.&lt;br /&gt;
&lt;br /&gt;
===Fighter Aces===&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable).&lt;br /&gt;
#&#039;&#039;&#039;Firing Protocols&#039;&#039;&#039; - +1 BS.  Pretty nice grab.&lt;br /&gt;
#&#039;&#039;&#039;Repair Subroutines&#039;&#039;&#039; - IWND.  This is a real cool take on a flyer meant for the fighting.&lt;br /&gt;
#&#039;&#039;&#039;Resurrection Vessel&#039;&#039;&#039; - Fellow Necrons within 12&amp;quot; gain +1 to Reanimation rolls, to a max of...4+.  Seriously, it allows you to &#039;&#039;move a Cryptek around the table&#039;&#039;. Rather than buying a Lord or Overlord with a Res Orb for every squad (expensive), you can zip in a Resurrection Scythe to a unit under heavy fire, and then to the next one next turn. Was better in 6th, but now mostly replaced by Decurion buffs, though it could be good for units which can&#039;t be joined by Crypteks in a combined arms detachment.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; - The stock weapon of the Lords, it&#039;s an S5 AP3 gun with Assault 3, but only 12&amp;quot; range. It&#039;s the one thing your Lord should rely on unless you expect combat.&lt;br /&gt;
*&#039;&#039;&#039;Tachyon Arrow&#039;&#039;&#039; - A single-use 120&amp;quot; S10 AP1 shooting attack. Kind of expensive, but could be somewhat useful if you&#039;re lacking Anti-Tank. Which you aren&#039;t because your most basic gun glances on a 6 anyways.&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of Fire&#039;&#039;&#039; - It&#039;s a flamer, and just a flamer (not even the Heavy Flamer it used to be). It&#039;s also kinda not worth it for 10 points. Though, now that the Gauntlet does not keep you from taking a Warscythe, it may be worth considering, especially on a Barge for flamer overwatch. And it is after all the only flamer you can put onto your lord that you run along with your squad, if you feel the need to have a &amp;quot;special surprise&amp;quot; for those annoying tarpits that somehow get close to you.&lt;br /&gt;
*&#039;&#039;&#039;Heat Ray&#039;&#039;&#039; - The Triarch Stalker&#039;s chief weapon of doom, it&#039;s either a Heavy Flamer (and it actually is Heavy 1), or multimelta that shoots twice. Either way, trolltastic.&lt;br /&gt;
====Gauss Weapons====&lt;br /&gt;
This type of weapon always glances on a 6 when rolling to pen and will instantly cause a wound on a 6 to-wound. So back in 5th ed, even your basic Warriors could cause weapon destroyed or immobilized results on ANY vehicle. Yes, even a Landraider (or a Warlord Titan for that matter)! But then 6th came along and turned it up a notch. Due to the new hull points system, glancing hits strip off hps without rolling on the damage result table. But who cares! With some mathhammer, here&#039;s what a full Necron Warrior unit can do to a Landraider: 20 shots fired at BS4 means 13 1/3 hits. Rolling to pen needing a 6, 2 2/9 glancing hits. This means a Landraider is down to half its life in one round of shooting from your basic troops at 24&amp;quot; range. (For bonus points, Nemesor Zandrekh can sometimes give the unit tank hunter, so with Lady Luck on your side you will be one-shotting land raiders - but you&#039;ll need a nearby unit of enemy Tank Hunters to nab it from).&lt;br /&gt;
*&#039;&#039;&#039;Gauss Flayer&#039;&#039;&#039; - The basic gun of the Warrior, it&#039;s a bolter that can glance tanks to death.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Blaster&#039;&#039;&#039; - It&#039;s a Gauss Flayer with S5 AP4. Keep it on Immortals in most cases. Remember, Decurions make them relentless, so this is a must keep whenever using one.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Flayer Array&#039;&#039;&#039; - It&#039;s 5 Gauss Flayers slapped together, and it can fire at a different target from that of the rest of the vehicle&#039;s guns. These are what Ghost arks get and they&#039;re inexplicably salvo 5/10, meaning you will always fire 10 shots at 24&amp;quot; as vehicles are relentless.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Flux Array&#039;&#039;&#039; - 24&amp;quot; S5 AP4, but Heavy 3 and can fire at a separate target. 24&amp;quot; heavy bolters, only for Monoliths.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Cannon&#039;&#039;&#039; - 24&amp;quot; S5 AP3 gun with Heavy 2, mounted on your Catacomb or destroyers. Wrecks 3+ saves, otherwise a bit bland.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Gauss Cannon&#039;&#039;&#039; - 36&amp;quot; worth of S9 AP2 Gauss goodness, though it&#039;s only 1 shot, and the Gauss rule does nothing for an S9 gun. It&#039;s a 36&amp;quot; lascannon basically.&lt;br /&gt;
====Particle Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Particle Caster&#039;&#039;&#039; - S6 AP5 pistol. Yes, you are instagibbing Eldar with a FUCKING PISTOL.&lt;br /&gt;
*&#039;&#039;&#039;Particle Beamer&#039;&#039;&#039; - A 24&amp;quot; S6 AP5 Heavy 1 weapon with Blast.&lt;br /&gt;
*&#039;&#039;&#039;Particle Shredder&#039;&#039;&#039; - A bigger Particle Beamer, this can drop S7 AP4 Large Blasts in the same range.&lt;br /&gt;
*&#039;&#039;&#039;Particle Whip&#039;&#039;&#039; - The classic weapon of the Monolith, this is a 24&amp;quot; S8 AP3 Large Blast of Ordnance.&lt;br /&gt;
====Tesla Weapons====&lt;br /&gt;
Where the Gauss is loved for its potential in devastating tough enemies, the Tesla is loved for its ability to lay down lots of hurt. See, the Tesla rule grants a 6 to-hit two additional hits so long as it&#039;s not a Snap Shot. This means that a good roll can lead to a squad of Guardsmen being easily eradicated or a mob of Gaunts being chopped in half without thinking. The issue is that all Tesla Weapons are AP-, meaning you trade quality of shooting for quantity. Fun fact: at BS4 (aka almost all Necrons) you average one hit for every shot you fire. Yep, 5 Immortals firing tesla expect to get 5 hits.&lt;br /&gt;
*Ok, here&#039;s how it goes - 6 Immortals will roll 6 dice which on average means 2 misses, 4 hits and 1 of those hits generates 2 additional hits for a total of 6 which averages out to 1 hit per shot originally fired. 5 Immortals makes for less easy numbers - 5 shots equals 1.667 misses, 3.334 hits of which 0.8334 generates additional hits which on average means 1.667 additional hits per 5 shots, so the average number of hits is 3.334 + 1.667 = 5 hits. Sometimes you won&#039;t get any exploding shots but the average over a lot of shots is one hit per shot originally fired. 1 in 4 hits will generate 2 extra hit balancing out the 2 in 6 shots that miss.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Carbine&#039;&#039;&#039; - A 24&amp;quot; S5 AP- Assault 1 gun. This is the tool of Immortals who like staying still, or assaulting without being in a Decurion.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; - A Tesla Carbine with S6 and Heavy 2.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Destructor&#039;&#039;&#039; - A Tesla Cannon with S7 and Heavy 4.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Sphere&#039;&#039;&#039; - A Tesla Destructor with a bonus shot. That&#039;s it.&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Flayer Claw&#039;&#039;&#039; - S User AP5 Melee, Shred. This is the only reason Flayed Ones aren&#039;t entirely shit (apart from their profile, and their rules).&lt;br /&gt;
*&#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; - It&#039;s a power sword. That doesn&#039;t make it dreadful and it might be a reasonable choice if you are in a small game and want to save point while still making your lord dangerous to MEQ, but there are much better weapons available.&lt;br /&gt;
*&#039;&#039;&#039;Voidblade&#039;&#039;&#039; - AP4 Rending and Entropic Strike (Essentially Gauss in melee form). It&#039;s useful against GEQ but really the only argument in its favour is that it&#039;s cheap. Much like the Hyperphase Sword this suffers from a crippling lack of being a warscythe.&lt;br /&gt;
*&#039;&#039;&#039;Warscythe&#039;&#039;&#039; - Now we&#039;re talking. This is absolutely your default go to weapon in almost all circumstances. Though 10 points more expensive in 7th, you get a Two-Handed S+2 AP2 melee weapon with Armourbane. Anything that you move into base contact with will be cut to ribbons as long as the Overlord survives until his own initiative step. It&#039;s both powerful and versatile, ensuring that your Lord can chow down on whatever is thrown at him. You wound on 2+ against mariney boys, ID guard and eldar and have a 72% chance to pen an AV12 walker and even have the chance to one hit KO it since you have AP2. It&#039;s a Swiss army knife able to handle any challenge from dreadnoughts to terminators. Even against AV14 you have a 58% chance of damage and a 41% chance of a pen.&lt;br /&gt;
&lt;br /&gt;
===Technoarcana (Special-Issue Wargear)===&lt;br /&gt;
*&#039;&#039;&#039;Chronometron&#039;&#039;&#039; - A 5++ against shooting. Cryptek&#039;s unit Only. Look at this very carefully, it buffs your whole unit. It&#039;s not quite a Kustom Force Field, but a blob of Warriors or Immortals (or Warscythe-Lychguard if you&#039;re feeling gutsy) can make great use of this.&lt;br /&gt;
*&#039;&#039;&#039;Dispersion Shield&#039;&#039;&#039; - A Necron-flavour Storm Shield. Sadly, you can no longer troll them with having shots bounce back.&lt;br /&gt;
*&#039;&#039;&#039;Fabricator Claw Array&#039;&#039;&#039; - Turns your Spyder into a Techie, you exchange shooting to repair a vehicle. On a roll of 4+, you restore a Hull Point/Repair a Weapon Destroyed or Immobilized result.&lt;br /&gt;
*&#039;&#039;&#039;Gloom Prism&#039;&#039;&#039; - Gives allies within 12&amp;quot; AW. Pretty much the only way you can deny any psychic fuckery since your C&#039;Tan aren&#039;t Psykers.&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs&#039;&#039;&#039; - No longer the glorious trolltastic power it once was, to the outrage of many a cheesemongering neckbeard. Now, it confers Fear in challenges which the opponent must test for on a 3D6. Sadly, [[RAGE|all the Loyalist Marines can resist this]] without rolling. And Daemons, and Tyranids in Synapse range, and pretty much anyone else that&#039;ll actually charge you. Weirdly enough, the Fear your character gains applies to all enemy units in combat, not just the dude you&#039;ve challenged. Still not worth it, but it can sometimes give your lychguard or wraiths the upper hand.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; - Grants the wielder and ONLY the wielder a 4++ Invul. The days of Invul spamming Catacombs are over, even if the 25 point price tag didn&#039;t scare you.&lt;br /&gt;
*&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - Gives you It Will Not Die. Unlike the Phase Shifter, this will work with the Catacomb, so now you [[Awesome|have a regenerating ride]].&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Orb&#039;&#039;&#039; - A much-loved take, this now allows your Lord and his unit to re-roll all failed Reanimation rolls for a single phase of the game. For 25 points, it&#039;s now slightly less of an auto-take, but still capable of earning its points back with one good phase. It feels like they switched the rules between the Phylactery and the Res Orb. Not the point cost, just the effects.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Aeons===&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of the Conflagrator&#039;&#039;&#039; - A single-use S7 AP2 Gauntlet of Fire, this sounds like a handy way to scrub out a little mob of TEQ. However, its single use combined with relatively steep points cost means there are better options out there. Can be a nasty surprise when stuck on Destroyer Lord. Str7 and preferred enemy allows for 2+ wounds rerolling ones against most units and ap2 negates all armour saves. Combine with Solar Thermistate for Str8 instant death to characters and Grey Knight Paladins. Suck on that Apothecary!&lt;br /&gt;
**NOTE: Destroyer lords can&#039;t get Solar Thermasite.&lt;br /&gt;
*&#039;&#039;&#039;Nightmare Shroud&#039;&#039;&#039; - Old &#039;dex players would recognize that this is a merging of the Shroud and the old favourite, the Sempiternal Weave; 2+ Armour and Fear. Also, once per game during the player&#039;s shooting phase, he can force a unit within 18&amp;quot; to test morale. Sadly, this is incapable of harming Fearless or ATSKNF. It&#039;s another insanely pricey tool at 35 points, but is now the only way to give a vanilla overlord a 2+ save.&lt;br /&gt;
*&#039;&#039;&#039;Orb of Eternity&#039;&#039;&#039; - A Rez Orb that also gives all Reanimation Rolls +1 even if they&#039;re re-rolls. The issue is that such a gift must also be ungodly expensive at 40 smackeroos.&lt;br /&gt;
*&#039;&#039;&#039;The Solar Staff&#039;&#039;&#039; - A Staff of Light with Blind. It also can remove Night Fighting once in a game and during that turn, anyone shooting the wielder&#039;s unit has to use Snap Shots. Even if you don&#039;t want to mess with Dark Eldar or other Night-Vision spammers, this is a decent way to give you at least a turn to move without worry.&lt;br /&gt;
*&#039;&#039;&#039;Veil of Darkness&#039;&#039;&#039; - Another old tool, this gives only the Bearer Deep Strike. It also allows you to leave the table once per game (even during combat!) in a Movement Phase and DS anywhere else they want. This is an incredible gift for any army, because this pretty much allows you to leg it from a bad firefight or send a surprise unit with Deep Strike in a bad flank in order to pump the enemy&#039;s ass full. But it is 25 points...&lt;br /&gt;
*&#039;&#039;&#039;Voidreaper&#039;&#039;&#039; - Supposedly the Nightbringer&#039;s own scythe, the Voidreaper is a Warscythe with Fleshbane and Armourbane and Master-crafted. Since you&#039;re already pretty crappy at Initiative, bringing a melee deathtrap like this can easily boost your killing ability with little loss. Costs only a little more than a warscythe, Fleshbane is used to cut MCs down to size and the Master-crafted is a godsend for an Overlord. Best on Destroyer Lords to whom the Master-crafted property is highly valuable (fits the fluff there too).&lt;br /&gt;
&lt;br /&gt;
===Tomb Blade Upgrades===&lt;br /&gt;
*&#039;&#039;&#039;Nebuloscope&#039;&#039;&#039; - This little tool is what makes the stupid jetbikes awesome: Ignores Cover on all guns. Mutually exclusive with the Shadowloom on any given bike.&lt;br /&gt;
*&#039;&#039;&#039;Shadowloom&#039;&#039;&#039; - Grants the equivalent of Stealth, so a 6+ Cover in the open and +1 to all other cover. Note that shadowlooms don&#039;t actually &#039;&#039;give you Stealth&#039;&#039;. If you are able to gain that rule from somewhere (like night fighting), feel free to Jink yourself into a 2+ Cover Save.&lt;br /&gt;
*&#039;&#039;&#039;Shieldvanes&#039;&#039;&#039; - Boosts the Tomb Blade&#039;s armor to 3+. You should always be taking this, it increases their survivability by 50% against AP 4+ and means that you don´t have to jink against AP 4 weapons. The nebuloscope and shieldvane combo is what is most commonly seen in competitive Necron lists.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039; - Comes stock on the Barges and Arks. Grants FA/SA 13...until you get penned, where it gets disabled.&lt;br /&gt;
&lt;br /&gt;
===Powers of the C&#039;Tan===&lt;br /&gt;
Unlike most other armies, the Necrons have no psykers, and the only thing they have to counter that is the Gloom Prism.&lt;br /&gt;
Instead, the mandatory card set you need for them is instead randomized abilities for your C&#039;Tan/Tesseract Vault to fire, each with their own properties. You have to roll this power after targeting an enemy, and these can&#039;t be snap-fired.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Antimatter Meteor&#039;&#039;&#039; - a 24&amp;quot; S8 AP3 Large Blast. The Vault doubles the range and makes it an Apocalyptic Blast. For when those Marines, Nobz, and Tyranid Warriors really need to die.&lt;br /&gt;
#&#039;&#039;&#039;Cosmic Fire&#039;&#039;&#039; - a 24&amp;quot; S6 AP4 Large Blast that ignores cover. The Vault doubles the range and makes it an Apocalyptic Blast. Pretty much ideal for splatting a tough mob that thinks it&#039;s safe in cover.&lt;br /&gt;
#&#039;&#039;&#039;Seismic Assault&#039;&#039;&#039; - a 24&amp;quot; S6 AP4 Assault 10 attack with Strikedown. The Vault doubles the range and number of shots. Pretty awesome.&lt;br /&gt;
#&#039;&#039;&#039;Sky of Falling Stars&#039;&#039;&#039; - a 24&amp;quot; S7 AP4 Assault 3 Large Blast Barrage. The Vault doubles the range and makes it an Apocalyptic Barrage. Destroys anything that thinks it&#039;s safe in cover.&lt;br /&gt;
#&#039;&#039;&#039;Time&#039;s Arrow&#039;&#039;&#039; - a 24&amp;quot; SD AP1 shot with Precision Shot. The Vault doubles the range and gives a bonus shot. Pretty much the only way you&#039;ll remove that annoying commander.&lt;br /&gt;
#&#039;&#039;&#039;Transdimensional Thunderbolt&#039;&#039;&#039; - a 24&amp;quot; S9 AP1 Tesla shot. The Vault doubles the range and gives it another shot. The one time you roll a 6 to hit with this, you&#039;ll be laughing your ass off.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039; - The bread and butter of the Necron Forces took a major redo with the transition: Now more like a Ward Save but before he takes a wound.  On a d6 roll of 5+ (suffering a -1 penalty if against ID), your guy negates the wound.  The issue is that this can never be better than a 4+ but is still cumulative with other modifiers (a regular roll with +2 is 4+, and against an ID attack is still 4+).  It can&#039;t be used against a wound caused by a Destroyer weapon&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039; - A special rule that allows vehicles to ignore Crew Shaken, though they still lose a hull point.  Heavy and Superheavy vehicles also gain a variant of IWND which regenerates a missing HP on a 6+. If you are in a Decurion this also allows you to ignore crew stunned. Enjoy your immortal monoliths and tesserect vaults.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;[[Necron Overlord]]&#039;&#039;&#039; - Your basic HQ choice, and customizable. Your basic Overlord will cost you the same amount of points as 80 searchlights, and there&#039;s a small list of wargear upgrades to choose from. In terms of sheer value, this is the best HQ in the codex. &lt;br /&gt;
*&#039;&#039;&#039;Catacomb Command Barge&#039;&#039;&#039; - Your Necron Overlord&#039;s personal pimp-mobile. He can blast suckas in drive-by shootings thanks to the Catacomb&#039;s built in gun, or simply drive closer to hit them with his sword (or Warscythe as the case may be). The Catacomb command barge is now a chariot which basically means it is a walker that moves like a skimmer and has d6 s6 ap - automatic Hammer of Wrath hits. Due to the way chariots work it is more durable than a dreadnought against shooting because you can allocate lance shots and the like to your overlord, however it is a little more vulnerable in CC because enemy units can choose whether they want to strike the Armour 13 barge (if they are anti vehicle) or the T 5 3+ armour save character on top, as soon as either one dies the entire thing goes. Should be used with caution and only against units that it has favourable matchups against, thankfully it is a fast skimmer which should allow for plenty of manouvering. Goes very well with Phaseshifter allowing a 4+/5+(4+ in a decurion detachment) against high AP/S shots you don´t want hitting your barge. Phylactery allows you to roll for both the barge and Overlord making it a must-have. Nice in a mechanized list, since characters no longer fit inside ghost arks, otherwise you should probably consider just bringing wraiths instead. With the changes to Jink, it&#039;s cover save for existing has gotten better at the expense of having to snap-fire its gun, but you want to CC with this thing anyway so who cares!?  Another boost is that all Necrons within 12&amp;quot; can re-roll Morale, Pinning, and Fear tests, and if you have the Immortal Hubris WT, this gets upped to all units within 18&amp;quot;. Douche Canoe.&lt;br /&gt;
**Since most Necron lists will contain an Overlord of some kind the big question becomes how will he go about curb stomping those pesky sergeants. The CCB has some great value and is very threatening when properly tooled up but does leave your overlord exposed and at risk when engaging big things due to possible Explodes! results (keep him the hell away from str 10 weapons, unless you rolled eternal warrior on warlord trait in which case go nuts!). The safer bet is often to grab your footslogging overlord and give him a bodyguard (and maybe a cryptek friend to go pwn some scrubs with). Giving him veil of darkness gives you some great first/second turn board control when you deliver him right to the center of your opponents table edge and he&#039;s much more likely to live until the end of the game with some ablative wounds. Now warlord kill may only be one point, but that&#039;s your point dammit and nobody&#039;s allowed to stop your special snowflakes rampage! NOBODY!!!&lt;br /&gt;
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*&#039;&#039;&#039;Destroyer Lord&#039;&#039;&#039; - He misses out on some of the wargear that the Overlord gets, and the +1 to WS and BS he now have, but on the other hand, he gains Jetpack Infantry, T6, Preferred Enemy (Everything!) which gets conferred to whatever unit he joins. Great as a beatstick thanks to his better Toughness; stick him with a unit of Destroyers who are also Jetpack Infantry, and provide a strong deterrent for your opponent, or kit him out to tank wounds on your extremely valuable, literal-murder-machines. Other wargear worth considering would be Res-Orbs.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View&#039;&#039;&#039; since he now is Jetpack Infantry, sticking him in jump units (Wraiths or Praetorians) slows them up. It could still be worth, but he now find a better use in a Lychguard unit or to dispense Preferred Enemy to Warriors or Immortals. Or just run him alone, and you have a T6 relatively fast fire magnet.  If you want to be boring, you could just keep him stock on a Destroyer squad and provide the only fast firing your squad will get.&lt;br /&gt;
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*&#039;&#039;&#039;[[Necron Lord]]&#039;&#039;&#039; - Basically a mini version of the Necron Overlord, with WS/BS4 2 Wounds and 2 Attacks (compared to the Overlord&#039;s WS/BS5 and W/A3) but they still hit almost as hard as any Overlord for 50 points base instead of 80, and can be kitted out similarly.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cryptek]]&#039;&#039;&#039; - Essentially Necron &amp;quot;priests/wizards&amp;quot; employed by Overlords to use their space magic (otherwise known as science) to assist in battle. Sadly the update ripped out any ability for fancy or fun new powers, with the only consolation being a +1 to his group&#039;s Reanimation Protocols, which is rendered mostly useless in a Decurion detachment (Reanimation Protocols are cumulative, so if you have a Cryptek who&#039;s in the Decurion and would be wounded by an Instant Death weapon, you&#039;d still get a 4+ RP save) and the Chronometron.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
The following are special characters. Unlike CSMs or Dark Eldar they are not here to be a close combat monsters (though some of them can) but rather buff your army.  If you want an Abaddon-esque killing machine, it&#039;s better to take the Overlord and kit him appropriately.&lt;br /&gt;
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*&#039;&#039;&#039;[[Nemesor Zahndrekh]]&#039;&#039;&#039; - The senile old coot is actually a surprisingly good tactical HQ choice (given that you can choose and swap your warlord traits), giving nifty bonuses to your units each turn as you can choose any warlord trait from the book, or the 40k main rule book.  He&#039;s not very useful in close combat, but he works really well with Vargard Obyron, as described below.  If you ever find a unit with Counter-Attack, Hit &amp;amp; Run, Furious Charge, Split-Fire, Stealth, or Tank Hunters, then he can steal it for his unit too.&lt;br /&gt;
**&#039;&#039;&#039;Protip:&#039;&#039;&#039; - Note that Allies of Convenience count as enemies for all purposes except for being targetable by shooting/melee. This means if you were to grab an allied Tau Shas&#039;o with Puretide Engram Neurochip or a Firebase Support Cadre...&lt;br /&gt;
**&#039;&#039;&#039;Important to Note&#039;&#039;&#039; - You can only choose his warlord trait starting on the second turn, he always starts with Eternal Madness, thus preventing any deployment shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;[[Vargard Obyron]]&#039;&#039;&#039; -  &#039;&#039;The&#039;&#039; close combat HQ, this guy combines good WS with a Warscythe and strong hitting power, and every miss on him in a challenge generates an I1 attack from him.  Needless to say, he and Zahndrekh work pretty well together. Obyron is an excellent character to have in a tarpit, since his high WS gets plenty of hits in with his Warscythe, while he has all the resilience of an Overlord. The only thing he lacks is a Phase Shifter, so be careful of Force Weapons and Monstrous Creatures.  His Ghostwalk Mantle allows his unit to jump out and DS wherever he wants, and this will never scatter when within 12&amp;quot; of Zandrekh (though you can&#039;t cheese this to teleport a Royal Court with the two together flawlessly).  His ability to auto-pass Glorious Interventions can easily make him a perfect bodyguard for a squishier HQ.  Sadly, was badly nerfed in the latest release: he&#039;s only got two wounds, only builds up attacks while in a challenge, and the lack of an invulnerable save stings as bad as it ever did.  The new RP rule helps him by essentially giving him FNP. Use carefully.&lt;br /&gt;
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*&#039;&#039;&#039;[[Illuminor Szeras]]&#039;&#039;&#039; - It&#039;s like Dr. Frankenstein, except an undead spider robot.  His statline is nothing special, just a standard Cryptek with [[wat|4 attacks]]; however, he does give a bonus to one unit of Warriors or Immortals in your army, giving them either +1 Toughness, BS5, or Strength for the remainder of the game (A full unit of immortals with +1 toughness will really live up to their name, especially if you have a resurrection orb nearby, seriously, they&#039;ll make plague marines look like pussies, combine with Anrakyr to really troll your opponent) and every unit within 6&amp;quot; of him gains the Cryptek +1 to RP. He also has a S8 AP2 Lance shooting attack; if there&#039;s a &amp;quot;shooty&amp;quot; hero unit in the Necrons codex, it&#039;s Szeras. He&#039;s also the cheapest named character in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;[[Orikan the Diviner]]&#039;&#039;&#039; - The &#039;&#039;other&#039;&#039; Cryptek character, who gives +1 to RP and re-rolls on 1s for saving throws to his unit, he has an AP 2 weapon that re-rolls to hit in assault, and on each turn you roll a d6 - if the die roll is less than the turn you&#039;re currently on (so on Turn 3 you&#039;d have to roll a 2 or lower), then &amp;quot;The Stars Are Right&amp;quot;, Orikan goes Super-Saiyan, and gains a massive stat boost (similar in power to a C&#039;tan Shard, complete with a &#039;bwahahaha!&#039; in the old codex rule description). The new Codex does him a BIG favor and makes the Empowered Orikan now permanent, which is insanity. Can be surprisingly murderous, as this half-price C&#039;tan shard is probably still hidden in a warrior block.&lt;br /&gt;
**&#039;&#039;&#039;OriKAN&#039;T KILL ME&#039;&#039;&#039; a troll-tastic move with Orikan is to team him up with a Destroyer Lord bodyguard with the Nightmare Shroud, Phase Shifter and Phylactery (add in Resurrection Orb and the Solar Staff for added fun with re-rolls and Blind). You now have a unit that tanks shots on majority T6 with a re-rollable 2+ armour save thanks to Orikan, in addition to a 4+ invuln with the ability to re-roll 1s and reanimation protocols on a 4+ on top. Even if he takes a wound to the few things that can hurt him though all that (beware of Vendettas and [[Eldar|Destroyer Weapons]]), he&#039;ll probably just shrug it off thanks to It Will Not Die. Now you have a slow but threatening [[DISTRACTION CARNIFEX]] that almost ensures Orikan reaches assault and hopefully turns into a mini-god. For added hilarity fill the rest of your army with Wraiths (take lots of Canoptek Harvest formations) and admire the look on your opponent&#039;s face as your insane assault threat bears down on him from all angles.&lt;br /&gt;
**&#039;&#039;&#039;Orikan-star&#039;&#039;&#039; More survivable than the above, take Orikan, an Overlord with the Nightmare shroud, 10 Lychguard, a Destroyer Lord, and some lords with Orbs and scythes. As well as one shmuck with a viel of darkness. Enjoy your 3++ re-rolling 1&#039;s Lychguard with Preferred Enemy EVERYTHING.&lt;br /&gt;
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*&#039;&#039;&#039;[[Anrakyr the Traveller]]&#039;&#039;&#039; - Comes with a Tachyon Arrow and a Warscythe, and gains the Counter-Attack and Furious Charge special rules. If you have Immortals, one unit of Immortals become &amp;quot;Pyrrhian Eternals&amp;quot; for no additional cost, which are basically just like regular Immortals but with Counter-Attack and Furious Charge, making them not quite so shitty in assault. They&#039;re still dead against dedicated combat units, but this can provide a critical edge against Tactical Marines and the like. His real strength is his ability to hack enemy vehicles, which means you can cause your mech-happy Imperial Guard opponent to shoot himself with his own tanks. WOLOLO. Be sure to thank your kind opponent for letting you borrow his vehicle.  Unfortunately, this has dropped to 12&amp;quot;, and selects a random weapon, meaning you&#039;ll usually end firing somebody&#039;s heavy bolter sponson or something.  Still hilarious.&lt;br /&gt;
**NOTE: Due to Furious Charge, in the first round of combat Anrakyr can potentially insta-gib anything thats Toughness 4 or lower! &lt;br /&gt;
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*&#039;&#039;&#039;[[Trazyn the Infinite]]&#039;&#039;&#039; - aka &amp;quot;The [[Tarpit]] Breaker&amp;quot;. [[Troll|Trollzyn]] is probably the best HQ choice you can get if you just love messing with your opponent. He excels at wiping out hordes, thanks to his Empathic Obliterator- if he kills a character in a challenge, he hits absolutely anything from the same faction (friend or foe) within 6&amp;quot; with an S4 AP- hit, usually resulting in many casualties in full strength hordes, though this makes things troublesome if you have units within that range and facing other Necrons.  On top of that, even if he doesn&#039;t die, the weapon&#039;s S+2 AP4 and has Concussive, so you&#039;ll get a good chance to deck him down the next turn. If he dies and rolls a 2+, he can just possess another non-named Necron Character on the table and keep going with d3 Wounds.  Issue with this is that you really won&#039;t have many characters to use (unless you&#039;re using the detachment with a Court), so it&#039;s usually only good for one drop. Use him against tarpits in a unit of Sword and Board Lychguard/Wraiths to cause empathic explosions while killing sergeants or Nobs, then your OTHER dedicated assault units move on tarpit free.  Trazyn is not meant to kill other ICs in challenges, he&#039;s meant to take down Sergeants and Nobs to punish your foe for hiding his IC behind them.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[[Necron Warrior|Necron Warriors]]&#039;&#039;&#039; - The closest thing the Necrons have to tarpits and cannon fodder, these guys are basically Cronscripts (get it?).  They&#039;re the same as last edition except now their minimum squad size is 10 instead of 5.  Just about as good as Space Marines at shooting, and a little cheaper too, but they suffer in close combat, where their I2 and 1 Attack make them worse than Tactical Marines.  Interestingly, their newfound resilience during melee helps address their poor initiative: they will fight toe to toe with tactical marines, happily dragging out the fight so your real melee units can wade in. Perfectly capable of laying down the hurt on anything weaker than that. Great for parking on an objective or just swamping the field with bodies. And with gauss rules, you can quickly strip an enemy vehicle of its Hull Points. That&#039;s right, your basic troops can still glance a Land Raider into dust.&lt;br /&gt;
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*&#039;&#039;&#039;[[Necron Immortal|Immortals]]&#039;&#039;&#039; - These guys are basically what Warriors used to be, 3+ save and all, except they&#039;re 4 points more than base warriors and they have better guns.  Start with gauss blasters, can take tesla carbines for free, both options provide nice anti-infantry dakka. Like Warriors, they&#039;re still terrible in close combat, but few things are more satisfying than looking at an opposing Tyranid player&#039;s face as a few squads of immortals wipe out pretty much all of his gaunts in one turn with Tesla carbine fire.  If Anrakyr&#039;s on the field, Immortals can form a surprisingly effective melee hammer: trick them out with a cryptek or res-orb, tesla some unfortunate souls, charge, and reap the benefits of what mathematically amounts to a 2+ save.  Just watch out for the real melee fighters: they&#039;ll still clean out your spiffy troopers.&lt;br /&gt;
**Tesla vs. Gauss - One of the biggest decisions around Immortals is whether to field tesla or gauss weapons. Typically, the biggest deciding factor is the tradeoff between rapid-fire and assault weapon types: Gauss immortals can move and fire their Gauss weapons at full capacity (if within 12&amp;quot;) and prove to be a threat to vehicles, while a group of Tesla immortals can be expected to either stay outside 12&amp;quot; or fire immediately prior to charging. Mathematically, discounting these two points, the Tesla carbine is equal or superior against all but 4+ armor: (the math still works out in favor of tesla just a slight bump in favor of gauss on 4+ armor then tesla wins again vs MEQ and TEQ)&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! colspan=7 | Tesla vs Gauss Mathhammer (Expected wounds per shot, Toughness 4)&lt;br /&gt;
|-&lt;br /&gt;
| Armor Save    || None || 6+ || 5+ || 4+ || 3+ || 2+ &lt;br /&gt;
|-&lt;br /&gt;
| Gauss Blaster || 4/9 || 4/9 || 4/9 || 4/9 || 4/27 || 2/27&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Carbine || 2/3 (6/9) || 5/9 || 4/9 || 1/3 (3/9) || 2/9 (6/27) || 1/9 (3/27)&lt;br /&gt;
|}&lt;br /&gt;
**Conclusion: If you know you&#039;ll be facing 4+ armor (ork &#039;ardboys, pretty much anything with warrior in the name (Tau Fire, Necron, Tyranid and most of the Aspect kind)), pack your bags with Gauss Blasters.  If not, Tesla Carbines not only won&#039;t let you down, but occasionally rock much harder than expected.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; This is taking into account a similar number of shots. Once the Gauss Blasters are within 12&amp;quot; of their target, Rapid Fire kicks in and they are categorically better than Tesla against all armour types. If you expect to get closer to your opponents (dropping from a Night Scythe, for example, or a forward Objective Capturing squad), Gauss eventually becomes the much better option.  It&#039;s also capable of damaging AV 12+, unlike the Tesla, and, in the incredibly unlikely event GW puts out a model that&#039;s T9 or T10, the same applies. (Troll that Hierophant, or that Iron Arm-protected GUO...)&lt;br /&gt;
**&#039;&#039;&#039;Note the Second:&#039;&#039;&#039; Gauss works on Overwatch but Tesla does not (i.e. you cannot trigger additional hits), so if you care, the Gauss weapon also clearly wins out there.&lt;br /&gt;
**&#039;&#039;&#039;New codex note:&#039;&#039;&#039; Now that Immortals are less afraid of melee combat and Tesla guns can&#039;t scare fliers, Gauss guns pretty conclusively win out.  Rapid fire is not to be discarded lightly, and Gauss/AP4 helps bully the foes Immortals really want to be shooting (vehicles and lighter infantry).  Unless your battle plan calls for a minimum-size objective-holder, keep those double-barrel glowsticks.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;[[Ghost Ark]]&#039;&#039;&#039; - Good for ferrying a unit of ten Necron Warriors, it can be purchased for units above the ten-model transport capacity. It can broadside two different targets with gauss flayers, and even repair d3 Warriors from death. It is worth noting that the ark can repair units of warriors other than the unit it was taken with, so you can shove a unit of 10 in the ark for more protected firepower, and then have it run repairs on the block of 20 that it is sitting next to.  Well, till eventually dice gods laugh and just wipe that unit off the map. Useful for drive-bys with Warrior squads, but unfortunately it can&#039;t carry any other unit types.  Penetrating hits will blow up this thing up pretty easily because it&#039;s open-topped, but Quantum Shielding and Jink ensure that won&#039;t happen too often.&lt;br /&gt;
**&#039;&#039;New Codex Restrictions&#039;&#039; - The Ghost Ark got something of a backhanded change this edition.  It&#039;s cheaper, and the new salvo 5/10 (why not just make them Heavy 10, GW?) guns are definitely better.  On the other hand, only warriors can ride.  Warriors now have a minimum squad size of ten, so there&#039;s no way you could put a character in there with them.  Once the warriors start dying, though, they could hop into the clown car.  The result is a complete halt to the old &#039;nine warriors and a cryptek in an ark&#039;, despite making the ark itself better.&lt;br /&gt;
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*&#039;&#039;&#039;[[Night Scythe]]&#039;&#039;&#039; (Attack Flyer) - Although it did take a hit in the price Department (Now costing 130 points), the Night Scythe is still a great flyer in 7th edition. It has 3 hull points, fires the equivalent of 4 autocannons (expected number of S7 AP- hits per volley: 14/3), and can teleport troops to the floor whilst zooming. It&#039;s also available to immortals, deathmarks, and lychguard.  Mount up Lychguard with Hyperphase Swords and Dispersion Shields, drop those suckers right into the enemy ranks, and then laugh as your opponent shoots them and fails.  However, it is not entirely a reliable buy.  While you can disembark a unit if the Scythe moved no more than 36&amp;quot;, the unit that disembarked can only fire Snap Shots if you move more than 24&amp;quot;.  Similarly, the scythe protects your unit from any damage, but if it ever crashes, the unit it was carrying must automatically enter Ongoing Reserves, which for the units you&#039;ll put in it is only slightly better than death.  S10 AP2 is bad and all, but in many cases you&#039;ll wish that&#039;d been the result (awesome mental image of half-dead lychguard rising out of the flier&#039;s crater completely aside).&lt;br /&gt;
**Keep in mind that, even if the Scythe crashes and your unit goes into Ongoing Reserves, they can still be teleported into battle via a Monolith.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;[[Deathmark|Deathmarks]]&#039;&#039;&#039; - Deathmarks are Necron snipers with a twist; their Sniper Rifles are 24&amp;quot; rapid-fire allowing them to &amp;quot;move and fire&amp;quot;, they can Deep Strike, and they get two special rules to make them even deadlier: &#039;&#039;&#039;Hunters from Hyperspace&#039;&#039;&#039; means that on the turn they arrive from Deep Strike, they automatically wound on 2+ (and this was FAQ&#039;d to override Sniper weapons only wounding Gargantuan Creatures on 6s) meaning when they drop down, they will put down the hurt or force a lot of saves. To really mess with your opponent, anytime an enemy unit arrives from Deep Strike reserve, the Deathmark unit may then deep-strike &#039;&#039;&#039;DURING THEIR TURN&#039;&#039;&#039; and shoot at any enemy unit that arrived from reserves at the end of that movement phase, though doing this means they can&#039;t fire next shooting phase. &lt;br /&gt;
**&#039;&#039;&#039;How to Use Them:&#039;&#039;&#039; Deathmarks find use either as an alpha-strike unit where a mass of Wound on 2+ shots can easily dent your opponent&#039;s plans, or as a defensive unit. The alpha-strike is fairly cut and dry: Deep Strike in, tap off a lot of shots, and hopefully kill a trouble unit. Note that you &amp;quot;could&amp;quot; use Ethereal Interception to auto-arrive if you&#039;re running Deep-Striking Allies of Convenience (such as Crisis Suits or Termicide) if you really want to put pressure on your opponent. On the other side of the coin, Ethereal Interception lets you blunt enemy alpha-strikes or set up your own traps; If your opponent is running Skyhammers, Haywire Scourges, or Farsight Bombs, D-Scythe Webway Portal Wraithguard or other similarly punchy &amp;quot;bomb&amp;quot; units, a pair of Deathmark units can deny such attacks in one go, before proceeding to make a nuisance of themselves during your turn. Note that although they cannot fire in the following Shooting Phase, there is nothing preventing them from assaulting another unit when their turn comes; while they don&#039;t hit hard in melee at all, they do have Reanimation Protocols and a 3+ save so they can tie up smaller squads or serve as &amp;quot;ablative wounds&amp;quot; for killier units in a multi-assault. &lt;br /&gt;
**&amp;lt;strike&amp;gt;If you don&#039;t mind losing all your friends, take an HQ with a Veil of Darkness. Since this gives them Deep Strike, you can start them in DS reserve attached to a unit of deathmarks. Since the veil uses deep strike rules and Hunters From Hyperspace activates when the unit &amp;quot;arrives by deep strike&amp;quot;, you can use this to get an extra round of 2+ wounds once per game. If you&#039;re fielding a monolith, you don&#039;t even need to leave the HQ behind enemy lines.&amp;lt;/strike&amp;gt;&lt;br /&gt;
**Deathmarks do not combine that well with the Veil of Darkness, actually. Hunters from Hyperspace specifically notes that it applies when the unit &amp;quot;arrives by deep strike &#039;&#039;&#039;reserves&#039;&#039;&#039;&amp;quot;. The VoD only allows the unit to be placed according to the Deep Strike rules - no benefits of arriving from Resrves apply, hence Hunters from Hyperspace does not apply.&lt;br /&gt;
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*&#039;&#039;&#039;[[Lychguard|Lychguards]]&#039;&#039;&#039; - Your terminator equivalents (ironic since the Necrons look like those time travelling robot assassins from a certain movie franchise) that took a very generous price cut (200 to 125?  WOOT).  For the cost of an Honour Guard member, you get T5, reanimation protocols, but only a 3+ save. Their main basic weapon is a warscythe, which is the same awesome can-opener that you can give to your Lords and Overlords.  However, the better bet is usually to exchange the warscythe for a Hyperphase Sword and Dispersion Shield. The shield gives you a 3++ invul, which adds to your survivability. Terminator&#039;s wish they could take as much damage as these guys. To kill a single Sword and Board Lychguard you need to fire &amp;lt;i&amp;gt;18 strength 5 shots with BS 4.&amp;lt;/i&amp;gt; The best way to run these is to use them as an escort for your Overlord.  Give your Lychguard Swords and Shields, and the Overlord a Warscythe or the Voidreaper. If you have the points, toss in a Necron Lord with another Warscythe and upgrade to taste.  Make sure someone in the unit is a cryptek, or you are in a decurion, since even a single four rolled and you&#039;ll make your points back and then some. While they&#039;re a semi-competent melee unit, they are very slow unless put in a transport so most units can simply walk away from them. The real use for these guys is simply bodyguard duty to a combat Overlord.  The limitations of Lychguard prevent them from being a truly competitive choice, and it&#039;s best to leave the heavy-hitting to Wraiths... unless you&#039;re rolling Obyron.  In that case, go nuts.  &lt;br /&gt;
** Think about putting a few Lychguard and their O-lord into a Nightscythe, and drop em into your opponent&#039;s backfield. Chucking Orikan in with these guys can get some crazy results, as a 3+ invuln rerolling ones followed up by a 4+ reanimation is a nightmare to deal with, let alone when Orikan goes super saiyan.&lt;br /&gt;
** If you ever wanted a unit that will never ever die and make an anvil to your hammer then these are your ultra lethal robots. Ten of these bad boys with their shields will run you 300 points, which isn&#039;t cheap, but if you&#039;re taking them there is a fantastically easy way to make them into a melee death-star. Step one, grab an overlord with veil of darkness, res orb, and warscythe (optional phase shifter and the veil is cheaper than a night scythe). Step two, grab a cryptek with solar staff (if you&#039;re feeling lucky save 25 points by keeping warscythes on lychguard and give the cryptek a chronometron). Step three, deep strike across the board turn one right in front of your opponents army; the more outnumbered your guys are the better. Step four, laugh maniacally as your opponent squirms underneath your unit that will take literally their whole army to take maybe two models off of any turn. Now this combo will likely run you upwards of 500 points which is pushing the limit on points for one unit but I personally can testify to it&#039;s effectiveness. Bonus points if you put Orikan in place of the cryptek to really make your opponent cry as you reroll all 1&#039;s on saves. If you give your overlord the Nightmare Shroud, he will effectively have a re-rollable 2+ save - this means that, with 4+ reanimation, it will take an average of &#039;&#039;&#039;&#039;&#039;972 bolter shots&#039;&#039;&#039;&#039;&#039; fired at BS4 to kill him.&lt;br /&gt;
**  Things they are not: assault terminators.  While they have the edge in toughness, they are woefully short in terms of offensive capability.  They are much more vulnerable to assault than one might hope for such a unit, especially with challenges kicking in, and their cumbersome blades simply don&#039;t compete with thunder hammers or other &amp;quot;dedicated assault elite&amp;quot; loadouts.  &lt;br /&gt;
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*&#039;&#039;&#039;[[Triarch Praetorian|Triarch Praetorians]]&#039;&#039;&#039; - A close combat unit similar to Lychguards though slightly costlier, Praetorians are the sword to the Lychguards&#039; shield. They&#039;re Jump Infantry, making them much more mobile than Lychguards, and bear an unusual weapon: a Rod of Covenant is an AP2 Two-Handed weapon with a 12&amp;quot; S5 AP2 shooting attack, essentially giving them another attack before they charge. Their alternate weapons are voidblades and particle casters - this gives their shooting attack better strength in exchange for much worse AP, while their close combat weapons gain Rending and Entropic Strike. While this doesn&#039;t initially seem as good as outright ignoring armor altogether, they do get a bonus attack for having a pistol and close combat weapon, essentially trading quality for quantity. Even with this extra attack they lose combat to Grey Hunters, Spiky Spess Mehrens, and pretty much any other half-competent combat unit.  Two attacks and a 5+ RP save on a combat unit (Upped to 4+ if you use a Decurion, join with a Cryptek or just stick near Szeras) makes them pretty damn decent now.&lt;br /&gt;
** Alternate take: voidblade-equipped Praetorians make acceptable vehicle-hunters, for they are fast and have entropic strike. While being not as deadly as warscythe Lychguards, Praetorians actually CAN catch even fast skimmers and glance them to death. Of course, a unit of Scarabs will do the same for half the points, but if you want to be a unique snowflake, go ahead and take these...&lt;br /&gt;
**&#039;&#039;&#039;Alternate take the second:&#039;&#039;&#039; The Rod of Covenant is able to lay the hurt onto Elite infantry via AP2 shooting and CC, especially now that Praetorians dropped an amazing 12 points in cost AND they gained an additional Attack, taking them to 2 base. The Voidblade Combo is AP4 in CC, which people tend to overlook. Anything lower than a Marine, they mulch and anything Marine and up, they harass via Rending. In their formation, they gain rerolls to Hit, Pen and Wound, meaning much better shooting attacks (only in the shooting phase do you get the rerolls), enabling them to scare heavy stuff like Wraithknights or absolutely mulch their preferred prey.&lt;br /&gt;
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*&#039;&#039;&#039;[[Flayed Ones]]&#039;&#039;&#039; - These guys have the basically the same stats as a Necron Warrior. Same save, same Strength, toughness,initiative, and point cost. However, they have no guns. To compensate, they have 4 S4 AP5 attacks in combat with Shred (yeah, each claw counts as a separate weapon). Like their former [[Counts As]] room mate the Mandrakes, the Flayed ones are usable now with their twin AP5 Shred claws, and Fear makes them hell on wheels against any non-daemonic or S.M. opponent. If they get into combat, which they likely will between Reanimation Protocols, Deep Strike and Infiltrate, they will mulch up &#039;&#039;anything&#039;&#039; of comparable cost up until they run into something they can&#039;t even wound/pen on 6s. But for that, you have Warriors, right? Right. 10 assault terminators with shields and hammers? With a full squad you get 100 attacks on the charge, 50 hits, and ~37 wounds due to shred, so mathematically 6 1/6th Terminators dead. You&#039;ll survive till next turn, and lo and behold, assault terminators mulched up by NECRONS. Keep also in mind that aforementioned Terminators cost the opponent almost as much as you would pay for &#039;&#039;&#039;Thirty-Five&#039;&#039;&#039; Flayed Ones. &lt;br /&gt;
**However, more warriors tend to be the safer choice in Edition Ranged Combat.&lt;br /&gt;
**Ridiculously easy to convert warriors into flayed ones with a few stabby bits, some repositioning and some imagination. No need to suffer those abominations GW has graced us with.&lt;br /&gt;
**Also do not forget they are still Necrons, so they will still be hitting last against most dedicated assualt units and will be hitting on fours against most opponents with only a 4+ armour save and hopefully RP to protect them. Statistically Genestealers, Ork Boys (with a Pain boy will guarantee this), Wracks, Khorne Berserkers, Incubi, Nobs/Meganobz, CC equipped Tyranid Warriors, daemons, Lightning Claws Terminators (they are hitting first with shred, and Blood Angels ones will massacre them), CC equipped Grey Hunters, Death Company, or other close-combat specialists will strike first and could deal enough alpha damage to put them down. But still they are far from unusable now and are quite viable since they are cheaper then most of the squads that can reliably take them, and can still give these a degree of trouble (that list above, for example, tends to lose point-for-point if the flayed ones get the charge). Just remember to play to their strengths, they are now supreme light-infantry shredders and excellent for stalling tough cc squads and MC so that heavier hitters in your army can come and deal with them.&lt;br /&gt;
** Faced with combatants the Flayed Ones are legitimately bothered by, don&#039;t throw them away.  Death Company and the like will do them irreparable damage on a charge before they can strike back, which you do not want.  Instead, try some fabian tactics, and only commit once your foes have chosen an untenable battle.&lt;br /&gt;
** Fortunately, the Maynarkh Dynasty/&amp;quot;Dark Harvest&amp;quot; supplement (see below) now has to use the Flayed One profile (excluding what slot they&#039;re in) in Codex: Necrons, due to the fact that they are the most updated rules for them. The Minimum may be 10, but they are moved to Troops, which is worth the trade off. They can also take Flensing Scarabs, which are FUCKING USELESS as Flayed one Claws already have Shred.&lt;br /&gt;
** Team a full squad up with two crypteks, give one (or both) of them a chronometron and the other one the veil of darkness. If you have followed the recipe, you now have a 440pt infantry-blender which can deep strike across the board with it&#039;s HQs along for the ride and saves on at least 5++/4+++ against anything weaker than a destroyer weapon and 4+/4+++ against such petty trifles as stormbolters. Heavy infantry get to shake hands with so many attacks that their invulnerable saves are wasted points, and weak troops just get puréed. Even the crypteks can come in handy with their six assault shots and four attacks zinging in from safety in the rear ranks (all at a nice marine-opening AP3). It&#039;s expensive, and risky, but it&#039;s bags of fun to let loose behind your enemy&#039;s line and the models are sufficiently unassuming that it&#039;s somehow the opposite of a distraction carnifex.&lt;br /&gt;
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*&#039;&#039;&#039;[[Triarch Stalker]]&#039;&#039;&#039; - Basically the Necron Dreadnought in squads.  Tough enough for most melee work, and packing high Strength and a good number of attacks in close combat which unfortunately doesn&#039;t ignore armour, Stalkers work well as all-rounders.  The Heat Ray acts as either a heavy flamer or a two-shot multi-melta, great for killing tanks and infantry alike. Additionally, fellow non-vehicle Necrons within 6&amp;quot; gain +1BS (Not TL, but it still helps). If you want to specialize in killing infantry, the Particle Shredder drops a nasty pie plate at a decent range, while the twin-linked Heavy Gauss cannon is an option if you really need to keep your distance. The Heat Ray is this author&#039;s go-to choice, as it won&#039;t disappoint in almost any battlefield conditions. These are a solid pick for your elite slots, though the other options have made up a lot of ground in this edition.&lt;br /&gt;
**Triarch Stalkers are notorious for being &#039;&#039;massive&#039;&#039; firepower magnets, so don&#039;t ever hinge a strategy on yours surviving; if your opponent is any definition of the word &amp;quot;competent&amp;quot;, then he will make it his business to see that the Stalker does not live to see the end of the game.  Once their shielding goes down Stalkers are rather vulnerable for their cost and combat role. For this reason, it can be worthwhile to keep a Canoptek Spyder or two with fabricator claws close by in case it needs repairing.  Furthermore, the new codex drops their cost and [[awesome|lets you bring them in squads!]]&lt;br /&gt;
**If you are actually able to make your stalker survive (taking multiple, hiding behind monolith or terrain, etc.), take Nemesor Zahndrekh as well and swap his warlord trait for the &#039;&#039;&#039;Target Priority&#039;&#039;&#039; (command trait that allows you to re-roll 1&#039;s with all units within 12&amp;quot; of him when shooting). This let&#039;s you hit with all your gauss goodness on 2+ re-rollable.&lt;br /&gt;
**Use the Triarch to support a Destroyer Lord in a blob of Warriors or Immortals, suddenly you have a squad no one wants to get near that almost never misses. On average for every 40 shots you will miss one.  Destroyer squads benefit every bit as much, throwing lots of incredibly-accurate dakka downrange.&lt;br /&gt;
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*&#039;&#039;&#039;[[C&#039;tan|C&#039;tan Shard of Nightbringer]]&#039;&#039;&#039; - In another slap to the C&#039;Tan&#039;s face, there are no more simple C&#039;Tan Shards, just Transcendents and the ancient Deceiver and Nightbringer Models.  The Death God has WS6 BS4 MC Character and S7 T7 with Fleshbane, making him one you&#039;d want in melee.  He also has a special power that forces an enemy within 12&amp;quot; to take 3d6-Ld wounds at AP2 with Ignores Cover.  This allows him to restore a wound if he kills at least one person, and makes it the nearly undisputed king of monstrous creature combat (usually killing Tyranid MCs before they even get to swing).  Even if you dislike the randomized powers, this is still a decent grab if you want to focus more anti-vehicle while he takes out any elite infantry in ways the [[Maleceptor]] only wishes he could.&lt;br /&gt;
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*&#039;&#039;&#039;[[C&#039;tan|C&#039;Tan Shard of Deceiver]]&#039;&#039;&#039; - See above for the reason this exists.  He&#039;s got WS5 BS5 S7 T7 and is better meant for screwery.  He gets Hit &amp;amp; Run and forces enemies within 12&amp;quot; to take -2 Ld (SUCK IT SITW).  He can also grab d3 units within 12&amp;quot; of him after Infiltration and Scout moves and either redeploy them or jump into Reserves if you think they&#039;ll need it.&lt;br /&gt;
**One thing to consider is using the Deciever and the Nightbringer together with the Deceiver&#039;s Leadership penalty to nearby units, and the Nightbringer&#039;s AP2 Leadership dependent attack you could make some units even easier to kill *cough*Wraithknight*cough&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Stalker (Forge World)&#039;&#039;&#039; - A T7, 4 wound Monstrous Creature with all sorts of neat special rules. Poison and Fleshbane wound it on a 6 instead, so take 3 when fighting Dark Eldar. It can deepstrike or outflank with acute senses, so you have a few different ways to get it where in needs to go. It&#039;s got a good number of attacks and is as resilient as you should expect a Necron monstrous creature to be. Now that it&#039;s been moved from Heavy Support to Elite, it&#039;s definitely worth considering. The only drawback is that it&#039;s pretty expensive, weighing in at at 220 points after you purchase It Will Not Die, which you should always do. Another thing to note is that it comes in squads of one it can almost always make use of the rampage USR.  Competes with the C&#039;tan shards, but unfortunately comes up short: it neither beats them in melee combat nor has meaningful ranged weapons to answer their unpredictable-but-potent Powers, outdoing them only with its venom resistance and deployment options.&lt;br /&gt;
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===Fast Attack=== &lt;br /&gt;
*&#039;&#039;&#039;Canoptek Wraiths&#039;&#039;&#039; - 2 wound T5 Beasts with Rending attacks and a 3+ Invuln, and surprisingly good in assault thanks to their whips having an ability that boosts their initiative to 5, allowing them to hit before a lot of units in the game. They can also take particle casters (essentially S6 AP5 pistols) or transdimensional beamers, which is now a S4 AP2 gun with 6+ wound/Instant Death/penetrating hit. Unfortunately, beamers are heavy weapons, which aren&#039;t good on an assault unit like Wraiths - you&#039;re better served by the particle casters or the whip coils. At least they have toughness 5 now, which means that entire squads won&#039;t die to light bolter fire in one turn. Wraiths are great at protecting valuable units (e.g. Triarch Stalkers) from an assault. Their only downside is, as one of the &#039;Canoptek&#039; family of machines, they don&#039;t have the Reanimation Protocols special rule, so are unable to come back to life. They come in a minimum squad size of 3; for what they lack in (relative) longevity (possibly no longer an issue as they are now TOUGHNESS 5 Beasts), they more than make up for in mobility.&lt;br /&gt;
**In the Canoptek Harvest formation, however, they become absolute nightmares. Thanks to Relentless, the Transdimensional Beamer is now a very strong, if expensive, TEQ killer and thanks to Adaptive Subroutines they can have Reanimation Protocols (which thanks to the Decurion detachment can be upped to 4+ like normal), making them insanely durable with T5, 3++, 2W and a 4+ FnP that Instant Death only reduces to 5+.&lt;br /&gt;
*** Be careful with the Canoptek Harvest Formation however. In order to get Reanimation Protocols you need to stay within 12 inches of your Spider who can only move 6 inches a turn, which limits your mobility down to next to nothing. So yeah, be careful. (Unless you Run the Spyder).&lt;br /&gt;
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*&#039;&#039;&#039;Canoptek Scarabs&#039;&#039;&#039; - One of the few units with the &amp;quot;Entropic Strike&amp;quot; rule, meaning that it can glance or insta-wound on a 6 to-wound/to-pen. Unfortunately, Scarabs have unimpressive stats (WS2, S3) and their weapons don&#039;t ignore armor saves. Flamers will also ruin their day, ignoring their measly armour and doing double damage against them, and S6 weapons will outright kill them. However, they are wonderful tarpits, with 3 Wounds per base and 4 attacks each. Sadly, it can no longer fuck up enemy armor values, but they&#039;re still fine tarpits with their likelihood of glancing or just lucking out on a wound and killing an unlucky bloke who failed his armour save.  It&#039;s not like they can run either, as these little bugs are Beasts. Also unfortunately, they now cost 5 points more for a base and dropped two points off their armour save, making them pretty expensive for something that implodes when an Assault Cannon or flamer looks at it funny.&lt;br /&gt;
** The Maynarkh Army List also turns them into absolutely deadly units against anything &#039;&#039;without&#039;&#039; an armour value at the cost of being much worse against vehicles. WS3 helps out quite a bit for hitting stuff and Shred/Rending is one of the most deadly combinations in the game. Go ahead, take a picture of the Tau player&#039;s face when he realizes that fucking Scarabs hit his Riptide on 3s, Wound on 6s but with rerolls and ignoring his armour save. And all of that for the exact same cost you now pay for your standard Scarabs.&lt;br /&gt;
**Never underestimate scarabs. For some reason opponents always seem to assume they&#039;re not very dangerous and so they let them run right up to their vehicles or other units unmolested. Being beasts they can easily run from cover to cover and so they do become annoying to kill without str 6 or flamers but if they do get shot that&#039;s less damage on your more expensive units. If they can get even a single tank in their tiny clutches then they have already payed for themselves, especially if you manage to grab a baneblade or some other super heavy. Alternatively, opponents will focus them, which given how cheap they are, usually means double, even triple their value in shots will be dumped into them, leaving your more valuable units untouched. Either way, your opponent has had a bad day. &lt;br /&gt;
**Ther Troof: They are distractions. Scarabs, like Wraiths, tarpit things and kill them through weight of attacks. They do not need to kill anything, they just need to stall it long enough for a more suitable unit to finish the job. Have a knight to deal with, but need your warriors somewhere else? Throw Scarabs at it until you can finish him off with Gauss/Warscythes later. Want to piss off Tau, and threaten their Marker Light support? Chase the Tetras and Crises suits, tie up the pathfinders. Scarabs are a &#039;&#039;&#039;Support&#039;&#039;&#039; unit, meant to harass specials, and strip hull/wounds off of vehicles and slow monstrous creatures. Use these guys to shepherd your opponent, and force their hand. But don&#039;t expect them to kill anything or survive if your opponent considers them a genuine threat.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tomb Blade|Tomb Blades]]&#039;&#039;&#039; - Jetbikes with twin-linked guns, capable of being upgraded with a 3+ armor save, and either Ignores Cover or +1 to cover saves. Great for zipping around the battlefield, harassing any stray infantry units, and particle beamers could even be used to take on light vehicles as well.  Like many Necron units, it seems to be purpose made to make Tyranids and Chaos Daemons cry.  What&#039;s that?  Your hive guard&#039;s AP can&#039;t touch my jetbike&#039;s armor save and your Zoanthropes can&#039;t shoot far enough to hit them?  Hahahahaha sucks to be you. Their cost dropped significantly, but if you want to buy the 3+ armour saves and Stealth and other goodies you&#039;re still running fairly expensive models. Unfortunately, while these guys are fast and moderately survivable, they have a hard time killing the priority targets you&#039;d really want removed. The Particle Beamer is only an AP5 small blast, and if you don&#039;t take that then you get one of the same guns that Immortals get. Ignores cover is nice, but with a maximum AP of 4 you won&#039;t scare devastator squads or broadsides. Also, there&#039;s no way to give them a Resurrection Orb without slowing them down (although with the decurion this matters not at all).&lt;br /&gt;
** Despite all the above, they can be a solid unit: if you want to take them, take a cheap squad (too many models makes them a priority target), plink shots into corners or exposed squads, and remember to turbo-boost to contest objectives late game. Another idea is to think of them as tougher, faster immortals with Ignores Cover. Twin-linked gauss blasters will hardly ever miss, so point them at those Tyranid warriors before they can hurt you too much (Note that they won&#039;t kill a whole unit in a single turn, they&#039;re best used for making your enemy think twice about assaulting you). The particle beamers help them do their job, tossing a few high-strength blasts into someone you want annoyed, and represent death incarnate to IG heavy weapons teams. Take 5 of them, add ignores cover, and you&#039;re looking at 100 pts for a squad of irritating little buggers.  Don&#039;t be too afraid to assault, either: they can move 12&amp;quot;, rapid-fire, then charge with hammer of wrath, while T5 and reanimation protocols will soak up melee damage from some unfortunate artillery team.&lt;br /&gt;
** At just 2 points per model, it&#039;s almost always a good idea to give them the shield vanes for a 3+ armour save.&lt;br /&gt;
** Surprisingly, a full squad can fit in a Night Scythe, if you want to stick them in a transport for some reason (though they cannot buy one for themselves).&lt;br /&gt;
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*&#039;&#039;&#039;[[Necron Destroyer|Necron Destroyers]]&#039;&#039;&#039; - They&#039;re not jetbikes anymore, they&#039;re not Jump Infantry anymore either... They&#039;re Jetpack Infantry! Jump shoot jump shenanigans are in at the price of speed. They have Preferred Enemy (Everything!), meaning that they reroll all to-hit &amp;amp; to-wound rolls of 1 in both shooting and assault, and one of them (or three in a heavy support slot) can be upgraded to a Heavy Destroyer (essentially lascannons on a jet infantry model). Regular Destroyers make Marines cry with their S5 AP3 Heavy 2 (But they have relentless so it doesn&#039;t matter...) guns, while Heavy Destroyers will blast tanks and Termies to shreds. Expect them to attract lots of fire in return, however, and don&#039;t let them end up in close combat, where they will die horribly like almost any other ranged &#039;Cron in CC. Luckily, your opponent&#039;s CC guys should rarely ever into contact with your Destroyers, considering how they can now Jump shoot jump like crisis suits except perhaps better (2 wounds, toughness 5... yeah, better). Like crisis suits, they are masterful at surprising enemy formations and then blowing the crap out of them. Regular Destroyers are best used in conjunction with your Infantry Phalanx (You... You are running multiple squads of max-strength Immortals with these guys, right? If you&#039;re using flyers as your bulk, using Destroyers is superfluous) to provide Hardpoint elimination, rapid-response teams, and Hero-hammer harassers. Nearby Stalkers will also boost their accuracy to an absurd 97.2% hit rate, and Heavy Destroyer squads (heavy support slot, unfortunately) can bring three Heavy Gauss Cannons instead of one.&lt;br /&gt;
** Their vulnerability has decreased manyfold since last edition. Not only have they gotten an additional wound, they now also actually get to make use of reanimation protocols, in a decurion detachment they are effectively 4 times as durable as previously.&lt;br /&gt;
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*&#039;&#039;&#039;Canoptek Acanthrites (Forge World)&#039;&#039;&#039; - Beefier Wraiths that specialize in busting vehicles and heavy infantry. T5, W3, and 3+. The have Stealth and carry Voidblades and S6 Assault 1 Meltas. Unfortunately, they don&#039;t have the invulnerable save that their Wraith counterparts have, instead relying on 3+ armor and Stealth. Their best place is in a list whose main troops consist of Tesla-Immortals to provide some much-needed anti-tank. Throw in a Destroyer Lord and eat Land Raiders for breakfast. Also, if you&#039;re thinking of running a Wraith-Wing army, consider an Acanthrite-Wing instead, since you can take these things in units of &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View:&#039;&#039;&#039; Unfortunately, as these came out during the last Codex, they are slightly overcosted for what they do, especially now that normal Wraiths have T5, too. Their main shtick is to melt vehicles, which your basic Troops can do better for the cost. Additionally, Stealth and Jump Infantry has little synergy, what with Dangerous Terrain tests if you land in area terrain. If you want to use them seriously, wait until Forge World updates their rules. In casual games or alongside Tesla Immortals, though, they&#039;re alright. Also, they have no place in a Decurion detachment.&lt;br /&gt;
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*&#039;&#039;&#039;Canoptek Tomb Sentinel (Forge World)&#039;&#039;&#039; - A new Tomb Stalker variant that focuses on ranged combat rather than close combat. It uses an Exile cannon which works kinda like a Transdimensional Beamer, but bigger. It&#039;s neat, but it has fewer CC attacks than the Tomb Stalker for the same price, carries a gimmicky gun that will do nothing more often than not, and eats up a valuable Fast Attack slot. It still has Rampage and the Stalker&#039;s Deep Strike/Outflank option though, it will eat tarpits and light infantry blobs for breakfast and Its weapon auto-penetrates any vehicle touched by the template. Couple this last one with S10 from Smash and in a pinch it can also eat a tank or two to vary its usual diet of infantry.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Necron Destroyer|Heavy Destroyer]]&#039;&#039;&#039; - If you&#039;re planning on running something akin to an Oldcron army and feel miffed by all these expensive aeroplanes and hovering chariots, you can settle with the Heavy Destroyer.  Grab two more for a pack, and watch things pop open even faster with your fellow Destroyers. Tip: If you can manage to get a Triarch Stalker near these guys, like 3 Heavy Destroyers on each side of the Stalker within 6&amp;quot;, it gives them all BS5, so hit on 2&#039;s, reroll 1&#039;s due to PE, then same for Wounds. Almost guaranteed 3 (or however many destroyers you can get near it) AP2 wounds.  If these guys happen to be part of the Destroyer Cult formation you&#039;re looking at one of the best anti-tank batteries in the game (as they&#039;ll reroll all failed wounds &#039;&#039;&#039;and armor penetration rolls&#039;&#039;&#039;) - but unfortunately you will have to take a Destroyer Lord and 9 regular Destroyers as well (minimum 470 points), so don&#039;t take the Destroyer Cult just for the Heavy Destroyers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Doomsday Ark]]&#039;&#039;&#039; - Basically a Ghost Ark with the transport capacity removed and replaced by a big gun instead. Unfortunately, it has the same problem that Heavy Destroyers had in the previous codex; it&#039;s a huge gun mounted on a fragile platform. AV 13 with quantum shielding, and Open Topped do not make a good combination for an expensive model like this. Thankfully, the Doomsday Cannon has a long range in the stationary mode, so keep it in the back of your army where it can spit S10 AP1 pie plates at anything that moves.  This thing got a curveball buff in the Primary Weapon special rule.  Yes, that&#039;s right, the same special rule you see on Titan weapons: it rerolls armor penetration like an Ordnance weapon.  In fact, this is basically Ordnance&#039;s hotter cousin. It is now decent on the move as it then fires a S8 AP3 blast at 24&amp;quot;. Tip: Always shoot these first and ALWAYS target the most suitable (expensive) infantry squad (i.e: First you blast TEQs, then MEQs and work your way up from there) or vehicle. A full-power shot has a very high chance of completely wiping a Tactical Marine squad off the table so if you use these wisely, you can cause your opponent to have an epileptic fit by Turn 2. While it can certainly dish out the hurt, it can&#039;t take it. Armies that have problems with strength based instant-death weapons with high AP values and templates (tyranids), are known to pretty much spontaneously explode at the mere sight of this thing (NOTE: after their recent downgrade, Tyranids explode more or less on their own).  Thanks to Primary Weapon, these things also turn mech-happy IG armies into powder turn one.&lt;br /&gt;
** &#039;&#039;&#039;If you jink, you can&#039;t fire the main gun&#039;&#039;&#039; (firing snap shots and blasts don&#039;t mix), so be careful. Still better to jink than take a dozen lascannons, though...&lt;br /&gt;
** Before you pop too many boners over the Ark ask yourself why you don&#039;t see vast numbers of vindicators and demolisher-russes. With great power comes a great big bullseye on your butt. Don&#039;t delude yourself into thinking you&#039;ll magically evaporate a squad every turn. You can certainly dish out the hurt but enemies still get cover saves and you are still vulnerable. A special rule that encourages the enemy to fire lascannons and krak missiles at you doesn&#039;t bode well for your survivability.&lt;br /&gt;
** Obviously, not everyone can afford this option, and not every agrees to play with FW stuff, but I definitely recommend using these with a Tomb Citadel. A couple Doomsday Arks and Warriors to block the entrances makes for one hell of a shooting stronghold. Back it up with 2 Gauss Exterminators for anti-flier and you can kill just about anything other than Nurgle daemons in ruins. But hey, we have Tomb Blades for that. I always had trouble with nearly every army destroying my Arks (mostly bad luck, even had a Flyrant get lucky with a 6 to pen, and another 6 to explode) and this mostly solves the problem.&lt;br /&gt;
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*&#039;&#039;&#039;[[Annihilation Barge]]&#039;&#039;&#039; - A Catacomb Command Barge, with the Overlord&#039;s pimp chair replaced with a big gun (seem familiar?). This used to be the bread and butter of most lists - it was just too good to not consider. As of now it&#039;s much less impressive: it&#039;s AV13 on front and sides thanks to quantum shielding, has living metal and costs 120 points. Oh, did I mention that it has a strength 7 weapon that fires 4 times but hits an average of 5.5 times, then for desserts either carries a strength 6 tesla cannon or a gauss cannon for killing marines, daemons and tyranids? Still an excellent unit, delivering more fairly-high-strength shooting than almost anything similar, at an increased but still reasonable cost.  Great at taking down transports, monstrous creatures, or infantry with poor saves.  Unfortunately, as Tesla no longer affects snap shots this thing can no longer effectively target fliers, while also losing a lot of firepower if it has to jink.&lt;br /&gt;
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*&#039;&#039;&#039;[[Monolith]]&#039;&#039;&#039; - A big floating pyramid that blasts [[gauss]] death from every orifice. No longer as ungodly invincible as it was in third edition, the monolith suffers from a number of drawbacks including unwieldy size, hefty cost, and unimpressive offense, making up for it by being the toughest armour in one of the toughest armies around (until the Obelisk shows up, that is).  The black brick can teleport Necron units through its Eternity Gate, blow holes in hordes, and snap-fire four banks of gauss blasters.  If you take one, take it for its durability and dimensional transport, not its middling firepower.&lt;br /&gt;
**The Monolith can deep strike, fire its whip and its flux arcs (although only snap shoot these) in the same turn it lands in the enemy&#039;s face. This isn&#039;t bad for 200 points (until you mishap) but most other Necron vehicles are probably still going to be more cost effective on offense.&lt;br /&gt;
**Don&#039;t forget, this thing is a monster for blocking TLOS. Tactics using allies with barrage weapons do exist for this model.&lt;br /&gt;
**Not mentioned above, the monolith isn&#039;t restricted with normal firing limitations of one target per shooting phase. With all 4 gauss flux arcs and the particle whip the monolith can technically fire at 5 different targets in a single shooting phase. Although independently none of the shooting attacks are particularly notable, it is an impressive number of targets one can engage at once. It is notable that due to the fire arcs of the various weapons, the monolith is never able to fire all weapons at a single target unless said target is a blob that for some reason decided to surround your giant fat ass tank.&lt;br /&gt;
**If you still feel like taking it, take a Spyder too (or three), and kit it out with its gloom prism and fabricator claw array. Hide it behind the monolith, and when Abbadon gets too big for his boots and comes to smack you up a bit, jump out of the portal, shout &#039;BOO!&#039; and make him run away again. Take wraiths with whip coils for added pain. The gloom prism will provide you with some very useful psyker defense (The only one you&#039;re going to get for the Necrons, mind) for your flying fortress, and that claw can repair you if your opponent tries to get rid of your guns.&lt;br /&gt;
**7th edition&#039;s change to the vehicle damage tables make the Monolith much tougher: as the only land vehicle you&#039;ve got that isn&#039;t open-topped, the Monolith will find itself facing Explodes! results a lot less often than Annihilation Barges or Doomsday Arks, and Living Metal actually benefits it by granting 6+ IWND.  Realistically, this thing is exceptionally tough: it shrugs off crew shaken and stunned results, has enough weapons that Weapon Destroyed results rarely matter (and its portal abilities aren&#039;t susceptible to Weapon Destroyed anyway), isn&#039;t reduced in AV toughness after suffering a penetrating hit unlike almost all other Necron vehicles, doesn&#039;t crash on immobilized results and doesn&#039;t need to turn anyway... The 7th edition also graced the monolith with other goodies such as changes to smash, vector strike, rending, blast template damage (this is a little lost since it is AV 14 all around), and the downgrading of many anti-tank weapons (broadside Rail guns anyone?). All together, the Monolith is still one of the toughest things you can buy with 200 points and when paired with a Spyder or two and their repair claws it can survive the whole game.  Just don&#039;t overestimate it: this will not singlehandedly win you the war.&lt;br /&gt;
**Given the Monolith receiving a toughness boost this edition, it could be interesting trying the Monolith out again as what it was intended to be, as a high strength beachhead maker by dropping in enemy lines and teleporting in high strength hitters from reserves and across the board. Be careful of things that can still hurt you such as meltas, some monstrous creatures (not as many thanks to the smash nerf), and of course deepstrike mishaps.  Bring down the Decurion formation, and as long as your Obelisk doesn&#039;t fail the Monoliths won&#039;t scatter.&lt;br /&gt;
*** Deep strike scatter is not movement, thus skimmer rules aren&#039;t a saving grace by RAW any more than the fact it&#039;s a tank saves it by allowing it to &amp;quot;Tank Strike&amp;quot; (Tank Shock/Ram from [Deep Strike] Reserve)... Nope, it&#039;s a big box that has to worry about landing in small spaces. Even the formation just makes it easier to stick more big boxes next to one that&#039;s already wedged itself somewhere. Deep Strike with care.&lt;br /&gt;
*** Says who? &amp;quot;... in the Movement Phase during which they arrive, DS units may not move any further...&amp;quot; You wouldn&#039;t talk about moving &amp;quot;further&amp;quot; if you haven&#039;t moved at all yet, ergo DS counts as move. Basic English.&lt;br /&gt;
**** How about; &amp;quot;it&#039;s hotly contested and should probably (but likely never will be) FAQ&#039;d&amp;quot;[http://www.dakkadakka.com/dakkaforum/posts/list/0/518371.page] [http://www.warseer.com/forums/showthread.php?401231-Skimmers-and-Deep-Strike-Mishaps] &lt;br /&gt;
**Probably the best way to use this floating brick is in support of warrior spam. Take 3, fill out your troop choices with warriors and line your back field with monoliths. Dealing with Drop pod or deepstrike bullshit? Not a problem. Teleport your warriors from one monolith through another with its eternity gate. Against Tau and Imperial guard just deepstrike it and immediately march twenty warriors out of the front during the next turn (Same turn if it&#039;s in the Living Tomb formation). Really this thing is just a fire support bunker designed to help warriors and clear hordes. Just watch out for meltas and termi spam and you&#039;ll do fine.&lt;br /&gt;
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*&#039;&#039;&#039;[[Doom Scythe]]&#039;&#039;&#039; (Attack Flyer) - Another re-purposed transport vehicle with the transport capacity replaced with a massive gun- Just like the Doomsday Ark and Annihilation Barge (and the Vindicator, the Hammerhead and the Fire Prism...). Ridiculously fast with Supersonic, and carries a powerful 24&amp;quot; Death Ray (a S10 Ap1 Lance, Blast). And with the current flyer rules, this thing is INCREDIBLE: 6 to hit it, and has a cover save. Take two to make your opponent have a fit over having his expensive tanks explode at the same time. Take three, back them up with Night Scythes to simply throw all your enemy ground based anti-air out of table on turn two, and watch him weeping. However, although the Death Ray is powerful, remember that it doesn&#039;t ignore cover or take multiple wounds, so think twice about loading up on Doom Scythes if you&#039;re going to be facing armies that have a lot of skimmers or MCs. Not to mention the Chaos and DE vehicles that have invulnerable saves anyway.  However, it very nearly ignores vehicle armour, since it never does worse than glancing on 2s and penetrating on 3s, with AP 1 to boot.&lt;br /&gt;
:If you&#039;re used to the old Doom Scythe, make sure to remember it no longer draws lines - it&#039;s just a really nice gun now, following the normal rules.&lt;br /&gt;
**Pro-tip: make sure to blast the Hydra and any other AA units off of table the turn your Scythe arrives. As long as it didn&#039;t get dicked over first that is.&lt;br /&gt;
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*&#039;&#039;&#039;Canoptek Spyders&#039;&#039;&#039; - Cheap as dirt Monstrous Creatures that are T6 W3 3+, and can be taken in units of three. How cheap? Well, some armies have Terminators with a higher base cost. Yes, really. They can even create Scarabs, and can take some nasty wargear as well. Fabricator claws can repair Necron vehicles,and Gloom Prisms give Adamantium Will to the Spyder and all units within 12&amp;quot; of it. Can&#039;t stop buffs, but it can protect you from some witchfires. You can even take three of them for one Heavy Support slot, making them worth considering despite their stiff competition for the Heavy Support slot. The 7E codex toned down the cost of a few key upgrades, including the fairly excellent twin-linked particle beamer. They&#039;re tough as balls to kill, can go toe to toe with most threats, and are the cornerstone of one of the finest formations to grace a Decurion. They really are an excellent unit, and their primary competitors within the Heavy slot recently sidled out of the way. Welcome to the tabletop, Canoptek Spyders.&lt;br /&gt;
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*&#039;&#039;&#039;[[C&#039;tan|Transcendent C&#039;Tan]]&#039;&#039;&#039; - This 250-point tool is now WS/BS5 with S8 T7 and 5 wounds with EW.  Its powers are randomized, and now the only reason you&#039;d grab it is for some protection as Writhing Worldscape (which makes anyone within 6&amp;quot; of the shard act like they&#039;re in Difficult Terrain) is the only thing default for them and they&#039;re Monstrous Creatures.  Mobility isn&#039;t an issue for them with the ability to bounce wherever they want so long as they&#039;re not moving into impassible terrain.  Issue is that if it dies, anything within d6&amp;quot; takes an S4 AP1 hit, which can total any mobs nearby.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Transcendent C&#039;Tan are brutal. They can deep-strike, allowing them to disregard the meh range of their Powers. Sure, the powers are random, but 4 out of 6 are horde-killers, so you know what to point it at (though rolling Time&#039;s Arrow against a Wraithknight would be worth the gamble). IF anything is left standing, they can then try to assault the nice T7, 4++, 5W creature with Eternal Warrior, which is pretty tough to do considering Writhing Worldscape makes terrain around them difficult. If they don&#039;t bind it in combat, it gets to blast another unit to cinders and then charge an opportune target.&lt;br /&gt;
(It is worth noting that the Transcendent C&#039;Tan from the Apocalypse/Escalation books are considered Lords of War and the Transcendent C&#039;Tan from the Necrons Codex is considered a Heavy Support, both sources are still legal and are different entries even though they share the same name. At the most this is a technicality that needs to be FAQed, but for all intents and purposes both could be fielded).&lt;br /&gt;
** Update: Games Workshop facebook has stated if a model has two different rules both rule sets are legal.&lt;br /&gt;
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*&#039;&#039;&#039;Sentry Pylon (Forge World)&#039;&#039;&#039; - Fully autonomous artillery with three options: a 2 shot S10 AP1 melta pieplate, A death ray like the one on the doomscythe but that hits all models under the line TWICE and a 2 shot lascannon with Skyfire, Interceptor and 120&amp;quot; of range and Gauss for those pesky AV 16 models. With 3 wounds, 3+ armor and T7 it&#039;s also pretty tough. These can be taken in units of three, which will get expensive but you get quite a bit of firepower for the points.  A trio of Pylons with Gauss Exterminators will make short work of enemy Helldrakes, will leave you less reliant on your own fliers for anti-air and can double as anti-tank artillery, but has only two shots per turn and still has problems with cover. On the other hand, the Focused Death Ray will deny huge amounts of territory to your enemy&#039;s units but actually hitting lots of models is more difficult than it sounds and does not discern between friend and foe, and the Heat Cannon is immensely powerful but relatively short ranged. You can give them either It Will Not Die to make them irritatingly resilient or Deep Strike for surprise buttsex (combine with Heat Cannon for pseudo-Mawloc/Breaching Drill shenanigans).&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Since the combination of Skyfire/Interceptor no longer works, the Exterminator is only good for Flyers and Skimmers, but boy does it get that job done. The Heat Cannon is the most costly option, but rightfully so. 36&amp;quot; + Melta + Two Shots + potential Deep Strike is the stuff Baneblades have nightmares about and if there&#039;s no tank left to melt, you have a great honking Fuck You against all those T5 FnP/Multi-Wound elite infantry units (Plague Marines, Obliterators, Biker Nobs). The Death Ray is extremely unreliable, though. You pick a starting point and THEN you roll how long the line will be, which means you may end up rolling too many inches, forcing you to swerve off course to avoid destroying your own stuff. Wait for an update to get this in line with the Doom Scythe Death Ray.&lt;br /&gt;
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*&#039;&#039;&#039;Tesseract Ark (Forge World)&#039;&#039;&#039; - An AV 13 as per the new Quantum Shielding Rules.  Dammit, GW.(Think about this, they changed the rule to simply make your AV 13. ONLY this model is affected by that change.)) barge with a really cool piece of swag. 5++, all units trying to assault or ram must take a dangerous terrain test and you can also shoot with it, with three different modes: Plasma Destroyer with a fancy name to kindly tell Gay Knights and TEQs to go fuck themselves, Fleshbane AP3 flamer to evaporate  Marines and any fool that gets too close and an underpowered S5 AP4 mini death-ray that that slows you down (And is also Armorbane, which might be good for killing lines of light vehicles). Also, two Gauss or Tesla Cannons or Particle Beamers for dakka overload. 50 points more than a Monolith, and oh so worth it. Just be careful with your back armor. Once your Quantum Shielding goes away, this thing is pretty much dead.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Never take the Particle Beamers as they are overcosted. As soon as you think it&#039;s time is up, drive it as close to the enemy as possible, because it has quite a good chance of going bang very enthusiastically under certain conditions. Also, the Beam mode of the gun is wonderful since it is basically a Beam power with 24&amp;quot; of range. Telekinesis&#039; Primaris can seriously limitenemy movement with an 18&amp;quot; Strikedown beam, but this one is 6 more inches long. Sure, you won&#039;t be popping anything better than transports with it, but used right it&#039;s devastating. The Fleshbane Flamer, though hampered by Flamer range, is amazingly strong and best used when trying to provoke the opponent into blowing it up and the Not-a-Plasma Destroyer should be the main reason you use this thing. Also note that the Gravitational Flux forces disordered charges on models assaulting the Ark. That means no +1A bonus, no Rage bonus, no Hatred bonus and no Furious Charge bonus. And AV13 means Krak Grenades can&#039;t even glance it. In Melee, it takes a Carnifex to crack this thing open.&lt;br /&gt;
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*&#039;&#039;&#039;[[Night Shroud|Night Shroud Bomber]] (Forge World)&#039;&#039;&#039; - AV12 all round, 4HP, 5 bombs, S10, AP1, Large Blast, Blind, Pinning. Also a Tesla Destructor. 225pts. Seems good? Seems good. People scream op at the bombs, but really they&#039;ll likely be about as effective as the death ray. What you&#039;re really paying for is the extra durability.  Despite the S10 these bombers are much better at reducing elite infantry than stopping heavier vehicles (that&#039;s the doom scythe&#039;s job), but don&#039;t let that stop you from striking targets of opportunity.  Shred the enemy&#039;s dedicated anti-air and the extra armor will keep you flying around all game long.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;[[Imotekh the Stormlord]]&#039;&#039;&#039; - The traditional (he&#039;s now just under price of a Monolith) named hero unit that used to be an HQ and must now be LoW. At first glance, he looks fantastic, but most of his abilities are mediocre. Imotekh comes with a 2+ armour save, 4+ invuln save, IWND, and a Gauntlet of Fire. Oh and the Staff of Destroyer, which is a S6, AP2 Staff of Light! IMPORTANT NOTE HERE: Until it has been FAQed he has no close combat weapon making his attacks S5 AP-, as a result he is useless in assault. He can make Flayed Ones re-roll deep strikes, which would be great if you could assault after deep striking, but as things stand, dropping next to any unit will just ensure that they die during your opponent&#039;s next turn because Flayed Ones can&#039;t into shooting. (With the new reanimation saves, especially the across the board 4+ in a decurion and especially with a solar staff Destroyer Lord, a full squad of these guys wont be so easy to mow down. If nothing else a 20 man blob of robot zombies jumping in the middle of his army could be a good enough Distraction Carnifex for you to get your guns into that glorious 24&amp;quot; range). One of his more useful abilities is to always start the game with night fighting turned on, and once per game, every enemy within 48&amp;quot; of this guy will get shot on a 5+ and take d6 S6 AP- hits of lightning, though this shouldn&#039;t be relied on to remove a mob.  He has at least dropped a couple of points.&lt;br /&gt;
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*&#039;&#039;&#039;Pylon&#039;&#039;&#039; - A Super Heavy artillery piece. Great for putting holes in other Super Heavies with 3 S D AP2 shots that have incredibly long range (LOL WHAT BANEBLADES!?). Three of these can pretty much wreck a mech army in one turn. Now you see a healthy Leman Russ company, now you see nine smoking wrecks. They are unparalleled tank destroyers. And that&#039;s just the icing on the cake! With Armor 14 and the living metal rule, they are a bitch to kill. Their teleportation lets them be where they need to in a snap, their special effects are just sweet, and they allow you to use some really overpowered formations (5+ invulnerable saves for your whole army... your enemies can weep now.) And if anything gets close? No problem, it has a flux arc mode that fires 2D6 S6 AP3 shots. All that with Skyfire with interceptor, too.&lt;br /&gt;
**Warzone: Damnos ass raped the pylon, adding 95 points to the cost and removing the interceptor special rule, meaning it&#039;s now just extremely overqualified flak-cannon, though you can use the alternative (read: better) rules from IAA:third edition, unless you&#039;re playing Damnos campaign (why would you?).&lt;br /&gt;
*** Even the FW ones suck now too, as 7th edition no longer has interceptor remove skyfire&#039;s inability to target ground units. Enjoy your overpriced flyer-killer!&lt;br /&gt;
****In an edition where Eldar Wave Serpent spam is prevalent and Skyfire allows you to target skimmers at full ballistic skill, the pylon is rape incarnate against skimmer and flyer heavy lists. Combine with a Doomsday Ark to obliterate the units that spill out of wrecked transports. Have fun drinking your opponents&#039; tears.&lt;br /&gt;
*****I contacted Forgeworld considering the Skyfire + Interceptor change. The customer support suggests to house rule it 6th edition style while they send the query to the rules team. Will update if I hear more.&lt;br /&gt;
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*&#039;&#039;&#039;Obelisk&#039;&#039;&#039; - 300 points for BS4, Armor 14 all-around and 6 hull points on a Super-heavy Skimmer, alongside Deep Strike and Living Metal (Plus new living metal gives this thing a 6+ IWND). Its main guns are four Tesla spheres who shoot at S7 AP- Assault 5 Tesla(duh), even better, cheaper and tougher than three Annihilation Barges. But then you remember, wasn&#039;t this just described as an anti-air vehicle? It doesn&#039;t even have Skyfire! But then you read its special rule Gravity Pulse: ALL enemy Flyers and Skimmers (and Jetbikes) within 18&amp;quot; must test for Dangerous Terrain &amp;lt;i&amp;gt;Move Through Cover lets you auto-pass tests, it doesn&#039;t prevent the test from happening, it is just automatically passed. Same logic here, sure FMC&#039;s have to take the test, but their MtC just makes them autopass... &amp;lt;/i&amp;gt; This effectively means that you have a 36&amp;quot; + Obelisk&#039;s width diameter circle where your opponent will not lightly put one of his Flyers inside of. And this is not a shooting attack, so feel free to unload the Tesla spheres into nearby enemies. But wait, there&#039;s more! The Obelisk also has the rule Sleeping Sentry: allowing it to start the game in a &amp;quot;powered down&amp;quot; state where it cannot move or shoot (including Gravity Pulse), but it has a notable 3+ &amp;lt;b&amp;gt; INVULNERABLE&amp;lt;/b&amp;gt; save. You can power up at the start of your Movement phase, immediately allowing for movement and shooting. This allows you to keep your relatively soft Obelisk safe while the enemy draws close.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tesseract Vault]]&#039;&#039;&#039; - Now only a vehicle with essentially BS5 for C&#039;Tan powers (the Tesla Spheres use its base BS4), but otherwise a 550-point Superheavy Skimmer with AV14 everywhere.  While it is durable with that AV14, Living Metal, and 9 HP (with 6+ IWND), this doesn&#039;t mean that you can play this lightly (or at least as lightly as a Knight): If it dies, it always takes a Titanic Explosion, and that&#039;ll always be ruinous. So ruinous, in fact, that one player&#039;s tactic was to get the Vault WITHIN his enemies ranks. Then, they were all too scared of it blowing up to actually shoot at it.&lt;br /&gt;
**Note recently games workshop has stated if a model has two different stats both are legal meaning the Vault in Escalation is legal jut have to play the extra points of it.&lt;br /&gt;
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===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Aegis Defense Line&#039;&#039;&#039; - Keeps your objective camping Warrior squad safe from those pesky AP4 and under weapons. Necrons are a shooty army, and unless you&#039;re up against Tau or Guard, you&#039;re going to be the one playing the defense. Upgrade-wise, your best bet is the Comms Relay, since this army typically relies on it&#039;s own fliers for anti-air, and the reserve modifiers help with getting said fliers onto the table.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Bastion&#039;&#039;&#039; - Can be decent depending on the matchup, although if you&#039;re embarked in the building then you aren&#039;t practising the time honored strategy of &amp;quot;Move, Shoot, Repeat&amp;quot;. Note that this structure is large enough to get a cover save for your monolith.&lt;br /&gt;
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*&#039;&#039;&#039;Skyshield Landing Pad&#039;&#039;&#039; - Can be used for some interesting tricks, particularly involving the 4++ that it confers when it&#039;s folded up.&lt;br /&gt;
**Never. Ever. Field A Monolith with this set up. Let alone three. They are terri-bad, especially if you&#039;re just planning on having them sit there. Three Doomsday Arks on top of the Pad will be cheaper and give you more reach and fire power any day.&lt;br /&gt;
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*&#039;&#039;&#039;[[Fortress of Redemption]]&#039;&#039;&#039; - No. You&#039;re not Imperial Guard. Your troops are not squishy enough to need to hide in this thing, and your guns have such short range that you can&#039;t afford to just sit in one spot the whole game. Besides, if you want to spend this many points on a fortification, just go the extra mile and get the Tomb Citadel.&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Citadel (Forge World)&#039;&#039;&#039; - Broken. Stupidly so. Two AV14 Structures, killed on a 5+ with a penetrating hit. One has Eternity Gate and Scarab Hive, the other gives everything (including the structures and emplacements) on it a 3++ invulnerable (does not specify Necron Units), and all Necron units on it a re-roll to RP of 1. This is ridiculous considering it is nearly 2x2 foot, so you can now reliably bunker down and NEVER DIE. It can have emplacements (up to 2) with Skyfire and Interceptor - Twin-linked Tesla Destructor for 65pts, or Gauss Exterminator for 100pts. The Fortification without the upgrades (and it can have Comms Relay for 20pts) is 300 POINTS. Give your Warriors a Lord with Resurrection Orb, stick them on here, and THEY WILL NEVER DIE.&lt;br /&gt;
**For maximum cheese bring the lawbringer phalanx formation, give the praetorians particle casters, then stick a lord with as res orb in each unit. be ready to catch your models as your opponent flips the table in response to your &#039;&#039;&#039;2+ REANIMATION, RE-ROLLING ONES!!!&#039;&#039;&#039;(NOTE: Sorry, new codex says RP can never be better than a 4+, but even then, a 4+ with re-roll on 1s still gives a 58.33% chance of success) remember, this thing is 2x2 feet so you can reach a pretty large area even with the praetorians crappy 12 inch range.&lt;br /&gt;
**It&#039;s important to note for only 200 more points, you can bring a second one. A Tomb Fortress is only 500 points, offers you a second Power Crucible, which means if for some reason the enemy wants to remove the 3++ effect, they have to burn through both of them to do so. 2 Eternity Gates. 2 Scarab Hives. It&#039;s madness for only 200 more. And then finally of course, there&#039;s the City of the Dead, but at 1500 points, you won&#039;t be bringing it at sub-5000 games. Still a fun version though, since you deploy the City anywhere on the field, oh and that whole 4x4 Fortification is considered your deployment zone. Trolltastic.&lt;br /&gt;
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==Supplements==&lt;br /&gt;
===The Maynarkh Dynasty (aka: The Dark Harvest)===&lt;br /&gt;
In Imperial Armor 12 is an army list to represent &amp;quot;the accursed and bloody Maynarkh Dynasty&amp;quot;. It&#039;s specifically said to be mainly a flavor change to let you field an Oldcrons-style murderous legion of insane robot-monsters. It&#039;s a bit like a prototype supplement, and like other supplements the changes are not significant enough to warrant a separate tactica page, but it would be rude to let them out. Luckily, this FW supplement doesn&#039;t appear to have anything blatantly overpowered, with each new unit having a suitable points increase or weakness that can be exploited. Anyone claiming you won &amp;quot;because you used FW&amp;quot; is just a sore loser.&lt;br /&gt;
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*&#039;&#039;&#039;HQ:&#039;&#039;&#039;Maynarkh Overlords and Maynarkh Lords cause Fear and are ready to go crazy at any moment. Every time they or their unit wipe out an enemy in combat or fail a morale check roll a die: 2-5 nothing happens; 1 they either make d3 attacks against their unit or lose a wound with no saves allowed; 6 they get Fearless and Rage for the rest of the game but give points to your opponent like they were destroyed. Also for 5 points they can buy Flensing Scarabs, a nifty item that lets them re-roll all failed wounds in the first round of combat they fight, once per unit per game, sorry. They also come standard with Hyperphase Swords instead of Staff of Light / Warscythe, and Res Orbs cost extra.  Crypteks and Destroyer Lords are identical to vanilla Necrons.  A Maynarkh Royal Court can be taken in place of an HQ:  Maynarkh Royal Court - 1 Maynarkh Overlord (or Kutlakh the World-Killer) and 0-5 Maynarkh Lords, 0-5 Crypteks.  &lt;br /&gt;
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*&#039;&#039;&#039;Special Characters:&#039;&#039;&#039; You can&#039;t use normal necron characters but don&#039;t worry, you&#039;ve got two of your own. &#039;&#039;&#039;Kutlakh the World-Killer&#039;&#039;&#039; and &#039;&#039;&#039;Toholk the Blinded&#039;&#039;&#039; (NOTE: these characters DO NOT have available models to purchase, you&#039;ll need to proxy or create your own).&lt;br /&gt;
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**&#039;&#039;&#039;Kutlakh the World-Killer&#039;&#039;&#039;&lt;br /&gt;
Kutlakh is the Maktlan of the Maynarkh Dynasty, which roughly translates to &amp;quot;Supreme Battlefield Commander&amp;quot;.  The Lore sets him as half flayer-crazy, only lusting for war and killing, and therefore unfit to be Phaeron.  He may be taken in place of a Maynarkh Overlord in a Royal Court.&lt;br /&gt;
He comes stock with an AP2 Instant Death dealing sword called &amp;quot;The Obsidax&amp;quot;, grants himself and his unit Fearless, Fear and Relentless (Maynarkh Overlords also grant Relentless) plus he &#039;&#039;&#039;must&#039;&#039;&#039; be your Warlord which grants Crusader to his unit too; mein gott, he grants 4 special rules to his unit.&lt;br /&gt;
Comes stock with a Phase Shifter (4+ invuln), Phylactery (It Will Not Die) and Sempiternal Weave (2+ Armour Save... wonder why that didn&#039;t make it to 7th ed.?) and a Staff of Light.&lt;br /&gt;
He also has a special rule called &amp;quot;Splinter of Madness&amp;quot;: &lt;br /&gt;
When in challenges you must compare your Leaderships and +D6, for every point higher Kutlakh is, then you minus that to your opponents WS. Pretty badass.&lt;br /&gt;
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**&#039;&#039;&#039;Toholk the Blinded&#039;&#039;&#039;** (&amp;quot;the Blind&amp;quot; implies that he is simply &#039;blind&#039;, the supplement clearly says &#039;blinded&#039; inferring that he was forcefully made blind, which is what happened.  Quit editing this to read &amp;quot;the Blind&amp;quot;, because that&#039;s wrong).&lt;br /&gt;
Toholk the Blinded is a dirty cheap 125pt Cryptek which comes with a Sternguard stat line but has Toughness 5, 2 Wounds and the obligatory Necron I2. He does have Slow and Pureposeful which in essence is even more Relentless for your army BUT prevents Ogrewatch which can hurt a very shooty(but can be deadly in melee) army. Has a fluff weapon called an Aeonstave which is a standard melee weapon with one ability:  an unsaved wound caused by this weapon lowers the wounded model&#039;s WS, BS, I, and A to 1 for the remainder of the game, and removes &#039;fleet&#039; if they had it (useful only against models with more than one wound) as a side note, challenge your opponent&#039;s Daemon Prince/Primarch. Drop stats. Laugh.; Timesplinter Cloak which gives Toholk a 3+ Invulnerable Save; and a Transdimensonal Beamer which is a 12&amp;quot; range, Heavy 1 with the Exile Ray special rule (Any roll of 6 to Wound cause Instant Death and ignore armour or an auto Pen vs vehicles).&lt;br /&gt;
Toholk also has a rule called Chronomantic Sight which grants Night Vision and a complete immunity to the effects of Blind to himself and his unit. Furthermore, Toholk or his unit may re-roll a single D6 in each friendly turn.&lt;br /&gt;
The &amp;quot;Eternal Engines&amp;quot; special rule which grants D3 Vehicles taken within the Dark Harvest Detachment &amp;quot;IT WILL NOT DIE&amp;quot;. Super Monoliths activate with their 6+ Living Metal and their 5+ IWND.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Guess what? Flayed Ones as troops! Now your dream of having an assault-oriented Necron army can finally become reality! Unfortunately they come in 10-20 units so willing or not you&#039;ll have to bring lots of them.  Maynarkh Warriors are the same as standard, with the addition of Flensing Scarabs as a +10 point option for the whole unit.  Maynarkh Immortals are rare and act more like enforcers and taskmasters, so by rule they cannot be taken as a mandatory troop choice. They can also buy Flensing Scarabs at 10 points per squad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dedicated Transports:&#039;&#039;&#039; Exactly as in Codex: Necrons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elite:&#039;&#039;&#039; Charnel Lychguard cost 5 points more per model (compared to standard Lychguard) for Rage and Fear. Also, they can take the flensing scarabs for +10 points for the whole unit.  Otherwise, all changes in Lychguard from 6th to 7th edition are considered in effect (meaning that sword + board Charnel Lychguard get a 3+ invulnerable save with that old deflection ability gone). &amp;quot;Soldiers of the Bloody Court&amp;quot; only allows a single unit of Charnel Lychguard to be taken for every Maynarkh Overlord in the army, so no Maynarkh Overlord, no Lychgaurd. For the rest you can use all other necron elites (Except C&#039;tan Shards: no pokégods for you) plus the excellent Tomb Stalker to troll Dark Eldars and counter the opponent&#039;s own Monstrous Creatures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fast Attack:&#039;&#039;&#039; Regular Scarabs may be upgraded to Charnel Scarabs at 5 points each, gaining +1WS and trading Entropic Strike for Shred and Rending. This turns your GODLIKE vehicle-chewers into surprisingly effective infantry-eaters. &lt;br /&gt;
A new unit are the Canoptek Acanthrites which are your ranged Wraiths which lose -2 Strength, -1 atack and lose all the Wraith upgrades but do gain +1 Toughness, +1 Wound, a Voidblade and  Cutting Beam (12&amp;quot;, Str6, AP2, Assault 1, Melta). Furthermore they have Stealth but lose the ignoring terrain goodness of Wraiths. Although these are your ranged guys, people still don&#039;t want to try to tie them up since they have Voidblades (Rending &amp;amp; Entropic Strike) so they can still pack some punch against 2+ or 3+ saves but only with 2 attacks each, you kinda still want to keep them out of melee.&lt;br /&gt;
&lt;br /&gt;
You can also field Tomb Sentinels, a monstrous creature with scary stats and a big gun that hits twice (blast), the first hit not allowing any saves of any kind, and removing any model that fails a strength check.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Support:&#039;&#039;&#039; no change except for three new toys: the Tesseract Ark, Nightshroud Bomber and Sentry Pylons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allies:&#039;&#039;&#039; Allies of Convenience with regular Necrons, Desperate Allies with Marines, Guard, Orks and Chaos Marines and &amp;quot;Come the Apocalypse&amp;quot; with everyone else.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#Predictive Strategy - You may add or subtract 1 to any Reserve roll while the Warlord is alive. &lt;br /&gt;
#Dust and Ashes - If your Warlord survives you gain an extra victory point. &lt;br /&gt;
#Blood of Ancients - The Warlord must always issue and accept challenges, but for every IC he kills you gain an additional Victory Point.&lt;br /&gt;
#Unbending Will - The Warlord and his unit may reroll for Reanimation Protocols while within 3&amp;quot; of an objective.&lt;br /&gt;
#Fire of The Heavens - Every turn, a Vehicle or Artillery unit get +1 Strength on one of its weapons. &lt;br /&gt;
#Death Incarnate - Crusader for the Warlord and his unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; In the book the Manyarkh Dynasty&#039;s strategy is described as super-aggressive short range engagements, with close air support to bomb everything back to the Precambrian era before ground troops swoop in and finish off whatever survived, and Stalkers/Sentinels and wing of Acanthrites to break strongpoints or outflank. &lt;br /&gt;
&lt;br /&gt;
(standard player opinion, too messy to edit, take with grain of salt): Alright, seriously, the two (three if you count the warlord traits) highlights of this list are the higher close combat proficiency and the new toys. Flayed Ones are by no means an exceptional unit but at least now they don&#039;t clog up an elite slot. Deep Strike and Infiltration don&#039;t work as well as in the codex list due to bigger squads, but you can still use them as choppy footslogging meatshields to complement or substitute the shooty footslogging meatshielding of Warriors. If you really want them to get some shit done, [[Clue|Kutlakh, with the Obsidiax, in the Flayed One blob]] can make them order of magnitude scarier, and probably will quite like the large amount of regenerating ablative wounds and supplementary attacks. The change to Overlords and Lords is mainly a fluffy one: Fear is relatively useless as always and most necrons units have low chances to fail a morale check or completely wipe out an enemy unit in assault, and 2/3 of the times it happens it does nothing. Charnel Lychguards are a nice upgrade, and most of the times you would have taken only one unit anyway. Flensing Scarabs are extremely cheap (half a point per model on a 20 strong squad) and will assure the users will inflict the maximum amount of wounds in their first fight; the obvious clients are Flayed Ones and Lychguards, but Immortals could use a little anti-assault deterrent. Or you could just ignore all of the above and go for the shiny new Forgeworld goodies, analyzed more in detail overhead. But since you could very well use them with a normal necron list, the only reason to play Dark Harvest sans Close Combat is the Warlord Traits, and seriously if you like random charts so much there&#039;s [[Warhammer 40,000/6th Edition Tactics/Chaos Daemons|this new codex here...]]&lt;br /&gt;
&lt;br /&gt;
(non-biased analysis):  Forgeworld units CANNOT be taken with Decurion Detachment (as the Decurion is an army made of specific formations listed in the codex, none of which contain FW units).  Further, the Dark Harvest can be used as an allied detachment alongside Necrons (normally something not allowed).  This makes an allied Dark Harvest a means by which you can field FW units alongside a Decurion Detachment.  Further, the Dark Harvest is built following a CAD formula, making it less confining than a Decurion.  While FW units can be used in a standard CAD Necron army anyway, using the Dark Harvest allows use of the Maynarkh Warlord trait table if you like that one better (but will subsequently cut-off use of the Necron Codex unique characters / standard Overlords / Lords, and C&#039;Tan Shards).  Finally, the Dark Harvest allows Flayed Ones as a troop choice, giving this Necron Army a melee troop choice which all other Necron armies lack.  While many players downplay these points, it is akin to taking one chapter of Space Marines over another:  style choices and slight tactical differences.&lt;br /&gt;
&lt;br /&gt;
===Mephrit Dynasty===&lt;br /&gt;
Coming from the &#039;&#039;Shield of Baal: Exterminatus&#039;&#039; book, you now have the a way to represent the Necrons who decided to help out the [[Blood Angels]] fight the Nids.  Sadly, there is no way to play out the Silent King or his one-night stand with Dante.&lt;br /&gt;
&lt;br /&gt;
====Mephrit Dynasty Cohort====&lt;br /&gt;
They have a special FOC that makes you take another compulsory Troops slot, but gives you 8 total slots for Warriors and Immortals.  Aside from the generic WT re-roll, you also get to re-roll 1s when rolling Reanimation Protocols for Troops (which is one of the few ways to really boost your RP trolling).  Other than that, you&#039;re free to take anything you want except for the Tesseract Vault.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Eternal Will:&#039;&#039;&#039; Eternal Warrior, which is a handy thing, especially if up against a Knight or something.&lt;br /&gt;
#&#039;&#039;&#039;Override Protocols:&#039;&#039;&#039; Melee Weapons have Haywire, making them trolltastic against vehicles.&lt;br /&gt;
#&#039;&#039;&#039;Immortal Arrogance:&#039;&#039;&#039; Warlord and other Necrons within 12&amp;quot; re-roll Pinning and Morale.  Decent enough, really.&lt;br /&gt;
#&#039;&#039;&#039;Mental Subroutines:&#039;&#039;&#039; Adamantium Will, which at least gives the guy a slightly better chance to Deny.&lt;br /&gt;
#&#039;&#039;&#039;Scorn of the Ages:&#039;&#039;&#039; Hatred for the warlord and His unit&lt;br /&gt;
#&#039;&#039;&#039;Repair Nanoscarabs:&#039;&#039;&#039; IWND.  Jesus damn, consider yourself lucky if you grab this.  That said, it&#039;s not certain if this stacks with the new Phylactery (Though odds are that it&#039;s a negative)&lt;br /&gt;
&lt;br /&gt;
====Relics of the War in Heaven====&lt;br /&gt;
*&#039;&#039;&#039;The God Shackle&#039;&#039;&#039; - Cryptek only.  He gets to give a C&#039;Tan Shard +1 S/T while he&#039;s still standing.  That makes the shard practically unkillable now.  Issue is that you&#039;ll need to shell out for said shard, and then 10 more for this tool.  Oh, and for the Cryptek too, but you&#039;ve already got one most likely. Note that all of the relics from the book are unique and 1 per army, explicitly written before any of the datasheets in the book.&lt;br /&gt;
*&#039;&#039;&#039;Edge of Eternity&#039;&#039;&#039; - Overlord only. A redone Warscythe, it&#039;s a Two-Handed S+2 AP2 weapon with Armourbane and Precision Strike. It&#039;s essentially giving you a warscythe with free Precision Strike.  &lt;br /&gt;
*&#039;&#039;&#039;Solar Thermasite&#039;&#039;&#039; - Cryptek or Overlord only.  The user gets +1 S to all weapons, which is totally badass, and re-rolls Saving Throw rolls of 1.  Yeah, anyone thinking of mixing this with the Nightmare Shroud, you&#039;re doing it right.&lt;br /&gt;
**You DEFINITELY can&#039;t take multiple of the same Relic, but I&#039;m inclined to believe you can take both the Solar Thermasite and the Nightmare Shroud. They&#039;re two separate Relic lists. Playing a Mephrit FOC lets you take any of the RotWiH, and the codex lets you take ONE of the AotA.&lt;br /&gt;
**Relics are a bit wonky. Some supplements can take both their own relics as well as those of their base codex, some can&#039;t. In the case of Mephrit Dynasty, I&#039;ve seen the ruling that you can take only one relic per character, although you can take it either from Mephrit or base codex (provided your character is from a Mephrit Dynasty formation, of course), but that isn&#039;t an official GW FAQ.&lt;br /&gt;
**First draft of USRs indicate multiple relics equipped to the same character will be forbidden. Though it&#039;s not confirmed, do keep this in mind.&lt;br /&gt;
&lt;br /&gt;
===Decurion Detachment===&lt;br /&gt;
Remember how the Wardex explained that the entire operations of a Dynasty was essentially split into a whole ton of different little nodes that all connected to each other?&lt;br /&gt;
Yeah, the GW Design Team decided to run a formation made of formations as the new FOC of the Necrons and it&#039;s honestly kinda evil because there are ways to easily circumvent normal restrictions thanks to the limits of the Decurion.  It also doesn&#039;t help that doing this allows Living Metal vehicles to now ignore Crew Stunned and all members gain +1 to RP (meaning that Crypteks now feel kinda silly because now their job is pointless (Not Really. RP is 6+ vs ID. Back to 5+ in Decurion and 4+ again with a Cryptek. Sounds pretty shiny to me, especially when you&#039;re re-rolling 1&#039;s as below)).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reclamation Legion:&#039;&#039;&#039; Your mandatory force, this gives you an Overlord (anyone except for Imotekh), 0-2 Lychguard, 1-4 Immortals, 2-8 Warriors, 1-3 Tomb Blades, and 0-3 Monoliths.  Yeah, you need to use the silly little jetbikes.  However, getting this set up gives Move Through Cover, Relentless, and all members within 12&amp;quot; of the Overlord can re-roll 1s on their Rezzes. Unfortunately, the only thing Relentless actually gives any of these units is the ability to charge after firing Rapid Fire guns.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion&#039;&#039;&#039; - Tomb Blades aren&#039;t really silly anymore. With their cost going down (albeit only by 2) as well as unit capacity going up (from 5 to 10), and all of their upgrades costing no more than 2 points per model? Before 5 Tomb Blades with Shield Vanes and Nebuloscopes was 175 points. Now 5 Tomb Blades with the same gear is 110 points. They might not be competitive, but I wouldn&#039;t say they&#039;re laughable. Give them all particle beamers and watch horde armies cry because of 5 S6 blast weapons.  The salt can get very real.  Taking chunks out of MEQs is pretty fun.  Get about 15-20 hits on them; they may get their armor save, but those bolters don&#039;t do jack-diddly against T6, 3+ armor, and 4+ RP when they fire back.  Go nuts.&lt;br /&gt;
*&#039;&#039;&#039;Royal Court:&#039;&#039;&#039; Only allotted 1 per Reclamation Legion, this locks in an Overlord (who can be replaced with Imotekh), 1-3 Lords (one of whom could be Obyron), and 1-3 Crypteks (named or no).  If the Overlord is Warlord, he can re-roll his WT.&lt;br /&gt;
*The remaining forces are all locked to 1-10 per Reclamation Legion.  And some of them are just MEAN.&lt;br /&gt;
**&#039;&#039;&#039;Destroyer Cult:&#039;&#039;&#039; Destroyer Lord leads three squads of at least 3 Destroyers each and an optional squad of Heavy Destroyers.  The Destroyer Lord here can re-roll his WT if chosen and the Cult can re-roll to-wound and to-pen. This isn&#039;t too useful considering they all have Preferred Enemy anyway, but nothing to scoff at, especially when a Heavy Destroyer shoots at tanks.&lt;br /&gt;
**&#039;&#039;&#039;Judicator Battalion:&#039;&#039;&#039; Triarch Stalker joins 2 squads of Praetorians.  This grants the models Move Through Cover (though only the Stalker kinda needs it. Which is interesting, since the Stalker already has it by default. Wonder why they did that.) (It&#039;s so the praetorians don&#039;t have to take dangerous terrain when using jump packs and can ignore the difficult terrain penalty when charging), and the formation can now re-roll to-hit, to-wound and to-pen one unit the Stalker can see BUT only in your shooting phase (remember, praetorians have a range of 12&amp;quot; with their ranged weapons...). So, you will probably hate this formation because now, you MUST pay 2 squads of praetorians for EACH unit of triarch stalker you want to play in a Decurion Detachment. Ouch ! So, if you like praetorians, this formation is ok, but if you prefer to have a lot of triarch stalker unit (to give nearly all your unit a BS of 5 !) or simply don&#039;t want 2 squads of Praetorians, better include them in a Combined Arms Detachment. &#039;&#039;&#039;Note&#039;&#039;&#039;: Due to FAQ Night Scythes taken as dedicated transports for the Praetorians, also benefit from the re-rolls.&lt;br /&gt;
**&#039;&#039;&#039;Canoptek Harvest:&#039;&#039;&#039; A Spyder joins a pack of Scarabs and Wraiths.  Sadly, you can&#039;t spam Scarabs until the cows come home without grabbing those other gits.  They all gain Move Through Cover and Relentless and during the Movement Phase, members within 12&amp;quot; of the Spyder can either pick RP, Fleet, or Shred.  All are neat, but shredding Scarabs is hilarious. Relentless Wraiths are also more than just hilarious, because now they get to fire their Transdimensional Beamers before charging. If you decide to keep the Wraiths cheap with Whip Coils, turn on Reanimation Protocols and laugh as anything that is not S10 or Destroyer harmlessly bounces off of 3++/4+ RP.&lt;br /&gt;
**&#039;&#039;&#039;Annihilation Nexus:&#039;&#039;&#039; Annihilation Barges join Doomsday Arks in blowing stuff up.  If the Doomsday Ark&#039;s Quantum Shields are out, then a Barge within 6&amp;quot; can shut their shields off to restore the Ark&#039;s shields.&lt;br /&gt;
**&#039;&#039;&#039;Star-God:&#039;&#039;&#039; You can field the Nightbringer, Deceiver, a Transcendent C&#039;tan, or a Tesseract Vault - but usually you&#039;ll be better off grabbing a separate detachment of Conclave of the Burning One, of course.&lt;br /&gt;
**&#039;&#039;&#039;Flayed Ones:&#039;&#039;&#039; They&#039;re Flayed Ones.  Nothing else.&lt;br /&gt;
**&#039;&#039;&#039;Living Tomb:&#039;&#039;&#039; Obelisk comes with 0-2 more Monoliths.  The Obelisk always enters Turn 2, and Monoliths don&#039;t scatter within 12&amp;quot; of it.  Whenever a Monolith Deep Strikes, a unit of Infantry/Jump Infantry can jump from Reserves. Which is great because you &#039;&#039;&#039;&#039;&#039;cannot&#039;&#039;&#039;&#039;&#039; deepstrike and use the portal otherwise. Plus, Obelisks have smaller base sizes which means your monoliths are more likely to actually survive deepstrike.&lt;br /&gt;
**&#039;&#039;&#039;Deathmarks:&#039;&#039;&#039; They&#039;re Deathmarks.  What were you expecting?&lt;br /&gt;
**&#039;&#039;&#039;Deathbringer Flight:&#039;&#039;&#039; 2-4 Doom Scythes.  &amp;lt;s&amp;gt;Pretty much your chief source of AA.&amp;lt;/s&amp;gt; Attack Flyers, so strictly for taking ground targets. Enemies within at least 12&amp;quot; of at least 2 of the Cronssants get -1 Ld and if one of them fires at something, the others gain +2 BS for each Scythe that fired on it. With DftS, can now do Attack Patterns, potentially getting BS 6 for the Leader, 7 for the rest of the wing, if they shoot the same weapon at the same target (effectively BS 10 with Tesla Destructors), on top of Ignore Cover and Tank Hunters. Bawkses will be crushed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039; Do keep in mind that you can run any of these formations alongside a normal Combined Arms Detachment. For example, if you want to free up some Elites, you can simply field a Judicator Battalion. Since Elites gain no bonus in a Combined Arms Detachment, you lose nothing, but gain three free Elites, a useful special rule and a reason to take your Praetorians out of the display case. The same trick can be used to gain some extra Heavy Support choices by using an Annihilation Nexus or a Deathbringer Flight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Important Note:&#039;&#039;&#039; This detachment is good. Really, really, &#039;&#039;really&#039;&#039; good. It effectively makes your entire army 33% tougher than they would be otherwise, and overall &#039;&#039;twice&#039;&#039; as hard to kill as any other army would be with similar statlines. Your boys will be incredibly hard to shift no matter what you do with them; you will likely never be tabled, even against other tournament-grade armies. Unfortunately, combined with the general high quality of Necron units, it&#039;s &#039;&#039;too&#039;&#039; good, right up there with Riptide spam and Craftworld Cheese and Macaroni - many players will outright refuse to play against it. Score one for GW. Now you have all those models and nothing to do with them. Except not play Decurion and learn to take a loss or two.&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
*&#039;&#039;&#039;Retribution Phalanx (Start Collecting Necrons pack):&#039;&#039;&#039; An overlord takes a Stalker, some warriors, and some scarabs. The warriors and scarabs become effectively immortal, as they always redeploy next to the overlord any time they get wiped out. Which is a total pain in the ass.  &lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; Unfortunately, its ultimately useless if you don&#039;t use them as suicide squads.  Cronz never die to begin with, and good luck losing an entire squad before turn 5.  What ends up happening is you get whittled down to 2 or 3 models and then ignored for bigger, juicer targets where the enemy&#039;s shots aren&#039;t wasted.&lt;br /&gt;
*&#039;&#039;&#039;Resurgence Decurion (White Dwarf 47):&#039;&#039;&#039; 1 Monolith, 2 units of warriors and 2 units of immortals. Each turn the monolith can resurrect D6 warriors or D3 immortals from one of the squads within 6&amp;quot; of it, much like the ghost arks. Take the ghost arks with the 20 man blobs of warriors for added fun! &lt;br /&gt;
*&#039;&#039;&#039;Acquisition Phalanx:&#039;&#039;&#039; Why would you have this many Lychguard? It’s cool that they and Trazyn could generate more VP’s, but these guys are pricy as all get out! the fact that if you have at least 20 lychguard with shields the ENTIRE FORMATION has the dispersion shield for a 3+ invul WITH REFLECT makes getting anywhere near them a much more frightening prospect.&lt;br /&gt;
*&#039;&#039;&#039;Infinite Phalanx (Apoc):&#039;&#039;&#039; If you have 100 warriors lying around with no idea what to do with them, call them one group! They get a 4+ reanimation (3+ if you bring over 150), Relentless, Fearless (and Fear if you go over 100), and just won’t die! You can also really fuck with people by adding a Res-lord, and a solar staffed chrono-tek to survive your opponents first two turns of shooting almost completely unscathed. Use this unit to hold the line while everything else sits in reserve (living tomb(s) and scythe spam, anyone?) to force them to waste their shots. Then kill a superheavy a turn with massed guass fire. Obviously support this unit with ghostarks.&lt;br /&gt;
** Troll your friends and stick Obyron in the unit to no-scatter teleport 200 fucking warriors around Zahndrekh &lt;br /&gt;
*&#039;&#039;&#039;Baleful Necropolis (Apoc):&#039;&#039;&#039; 1 Vault, 8 Monoliths.  Your standard floating doom city. This thing is expensive! Who has that much money and monoliths lying around?  Field it if you have it, I suppose.&lt;br /&gt;
*&#039;&#039;&#039;The Royal War Council of Mandragora:&#039;&#039;&#039; Expensive as all hell to get out for the individual models (You need Imotekh, Orikan, Zandrekh and Obyron, an Immortal squad and a full Court). Combine with two or three Gauss Pylons and you can auto-win about any game. All those cool gimmicks? You can use them all at once! 1 free asset for being a high command during the break, plus one more for each of the three conditions won in the game. Oh and d3 victory points for satisfying all 3 conditions.&lt;br /&gt;
** The conditions are rolled for in the beginning of the game.  You must either kill a whole formation, kill an IC, pen their superheavy vehicle, make an enemy fail morale once, kill 3+ vehicles in a single turn, or keep the council whole for one turn without losses.&lt;br /&gt;
&lt;br /&gt;
===Warzone: Damnos Formations===&lt;br /&gt;
*&#039;&#039;&#039;Translocator Flight:&#039;&#039;&#039; Drop in 3-5 Night Scythes. Brought to you by Damnos: The Grave-Maker! On the off-chance you have units that can’t deep strike for whatever reason, use this. The minimum 3 Night Scythes lets you use the 15” pie plate to take d3+1 units across the table. So, for 4 inches between each base, with 12 more for any of those units within a given Nightscythe +72” in base translocation could take you between 92” and 104”. Or an inconceivable 7 and 8.5 feet!  Per turn!  300 pts never tasted so good.&lt;br /&gt;
**Really, you could DS epic hordes of Warriors/Immortals, without scatter thanks to the right asset, right in front of enemy lines as long as a substantial portion of them are under the template. Even just 2 Night Scythes lets you use the 10” plate. This will wreck games and make folks flip tables.&lt;br /&gt;
*&#039;&#039;&#039;Doom Scythe Deathbringer Flight:&#039;&#039;&#039; 3-5 Doom Scythes to be fired.&lt;br /&gt;
*Perfect for wrecking vehicles or hordes of units for +1/2 against their number in S10 AP2 hits.&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Swarm:&#039;&#039;&#039; Join 1-3 Spyders with 3-6 Scarabs, with one of the Spyders to be leader.&lt;br /&gt;
**Play this on the first turn. See Damnos book. Buy some instant mold and some sculpt dough, then save the cash to buy the Canoptek spyders and bases if you can’t mold things. Perfect formation for trashing enemy fortifications. 2-3 of those, with 40-60 scarabs total, should provide enough chances to destroy nearly all enemy cover/buildings.  Expect to see more of mountains and forests for future boards as a result of this formation.  As an extra bonus, when they DS, they get Shrouded.&lt;br /&gt;
*&#039;&#039;&#039;Lawbringer Phalanx:&#039;&#039;&#039; A Stalker joins 2+ Units of Praetorians.&lt;br /&gt;
**I suppose if you have the models...in any case, for the white dwarf version over the Warzone: Damnos book. Use the white dwarf version, if at all. The stalker could get void shields, extra AV and help the stupid praetorians not die.&lt;br /&gt;
*&#039;&#039;&#039;Ghost Strider Phalanx:&#039;&#039;&#039; 1-3 Ghost Arks, 1-3 Warriors, 1-3 Tomb Blades.&lt;br /&gt;
**As above, except the damnos one is ok. White Dwarf is still better. Can deep strike as a group once per game. Pair up with the Precise Coordinates strategic asset and you can potentially wreck a Titan. Use the white dwarf version instead. Quantum Shielding allows arks to have AV 15, but you need to roll 2+ to pass hits of any kind [even destroyer hits] onto the Tomb Blades.&lt;br /&gt;
*&#039;&#039;&#039;High Court of Damnos:&#039;&#039;&#039; The Court has unique characters: An Overlord with Warscythe and Phase Shifter, an Overlord with the Staff and Tachyon Arrow, an Overlord with the Staff and a Rez Orb, and a Harbinger of Transmogrification with a tremorstave and harp of Discord.&lt;br /&gt;
**The Shifter lord gets +2 on his Ever-Living rolls and gives all Warriors and Immortals within 24&amp;quot; Fearless.  He&#039;s meant to get in the thick of it and ensure that those goons do too.&lt;br /&gt;
**The Arrow Lord must roll a d6 for every enemy within 18&amp;quot; of him.  On a 6, the enemy takes d3 random S8 AP5 hits (Which hit on the side armor)&lt;br /&gt;
**The Rez Lord gives everyone within 24&amp;quot; Stealth.  Kinda...meh compared to the others, but it gets the job done.&lt;br /&gt;
**The Cryptek gives everyone rerolls on failed saves while he&#039;s alive.&lt;br /&gt;
*&#039;&#039;&#039;Court of the Flayer King:&#039;&#039;&#039; An Overlord joins some Flayed Ones.  WHY?  Read on ahead!&lt;br /&gt;
**Warzone Damnos gave us the impossible: A reason to play with Flayed Ones! One pack and an Overlord gets you a high command unit. Which means you could cheaply get a high command formation and free strategic asset with some spare ghost ark bodies and green stuff.&lt;br /&gt;
** With the new Flayed Ones, this formation is pretty nasty. You don&#039;t even need to have the Overlord join the Flayed Ones. Infiltrate them in and soak up all the fire from your 4+/3+ FnP. Next turn charge in with your 6 attacks EACH, re-rolling because of Hatred, then re-rolling wounds because of Shred. Obscene.&lt;br /&gt;
*&#039;&#039;&#039;Host of the Red Harvest:&#039;&#039;&#039; A Destroyer Lord joins 3+ squads of 3+ Destroyers for mass destruction.&lt;br /&gt;
**Something you do with an extra Destroyer Lord and too many destroyers. The normal ones get to fire all-together to make a flamer template and the heavies can fire together to make a STR: D weapon. Maybe not that great, but then again, since they count as one unit according to the book, they’re harder to route...&lt;br /&gt;
*&#039;&#039;&#039;Warzone Damnos Pylon:&#039;&#039;&#039; A variant of the traditional/Forgeworld pylon. Use the Forgeworld book instead.&lt;br /&gt;
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===Shield of Baal: Exterminatus===&lt;br /&gt;
*&#039;&#039;&#039;Conclave of the Burning One:&#039;&#039;&#039; Two Crypteks must join a Transcendent C&#039;Tan.  On the plus side, you get to use the shard&#039;s beefy T7 when rolling to-wound against this.  The Shard also gets 5+ FNP, which gets dropped to 6+ FNP if a Cryptek dies and leaves altogether if the Shard is left alone. That said, stick the God Shackle on this and the whole unit gets T8!&lt;br /&gt;
**This can be an absolutely amazing formation, for starters it&#039;s very minimal, if you were going to field a Transcendent C&#039;Tan anywhere in your army you should consider saving the Heavy Support slot and taking this instead. &lt;br /&gt;
**Veil of Darkness would allow you to teleport a C&#039;Tan to where you need it most.&lt;br /&gt;
*&#039;&#039;&#039;Zarathusa&#039;s Royal Decurion:&#039;&#039;&#039; Overlord, a unit of Immortals, 2 Warrior squads, A Ghost Ark, a Doom Scythe, Praetorians, a Stalker, a squad of Deathmarks, and 2 squads of Wraiths, all assembled in a mini-army.  The Overlord gets to give the non-vehicle units Crusader, Counter-Attack, Fearless, or Monster Hunters for a turn.  That said, if he leaves, the formation loses these rules too.&lt;br /&gt;
*&#039;&#039;&#039;Anrakyr&#039;s Royal Decurion:&#039;&#039;&#039; Anrakyr joins a unit of Immortals (which you should upgrade), 2 Warrior squads, A Ghost Ark, a Doom Scythe, and Deathmarks.  Sadly, all you get is a re-roll on Seize and a re-roll on Reserves while Anrakyr&#039;s still alive.&lt;br /&gt;
*&#039;&#039;&#039;Guardians of Perditia:&#039;&#039;&#039; All formations slapped together.  Everything&#039;s the same as it is, and the overlord of Zarathusa&#039;s formation also gets to give the special rules to any unit in this mob.&lt;br /&gt;
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===Former[?] Apocalypse Formations===&lt;br /&gt;
RIP Previous Formations from books which have largely been superceded. Here’s how you can resurrect them for your gaming group.&lt;br /&gt;
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*&#039;&#039;&#039;Monolith Phalanx:&#039;&#039;&#039; one of the most HATED tactics in apocalypse, simply plonk 2-5 monoliths on the field and watch as all of your troops gain 5+ invulnerable saves which usually isn&#039;t much but consider that every, single freaking Necron will have it and gain bonuses to their RP rolls (revs on a 2+ lol) and you&#039;ll have an army that will simply refuse to die no matter what&#039;s thrown at it. Since Monoliths are absurdly durable and a large number of them is bound to ruin even a Titan&#039;s shit (especially if one or more of them is a doomsday monolith), you will win almost all the time even with 5th edition gauss weapon nerfs. If you convince your opponent to play with 3rd or 4th edition vehicle damage rules then you will be pretty much invincible. Keep a troll face on at all times while using this tactic and watch your opponents rage impotently. Monoliths are no longer as impervious as they once were, but have dropped in price significantly (35 points is significant?), so now you can compensate for your less durable Monoliths by fielding even MORE shit. Combine this with the Pylon formation to make your enemies cry. &lt;br /&gt;
**No longer a formation, so unless your local group is very friendly and lets you not only count WBB as RP but also use things that don&#039;t really work and are outdated, you&#039;re SOL. Farewell Monolith Phalanx, the single best formation in Apocalypse.  Dude, it’s totally valid. Just change the words “we’ll be back” to “Reanimation Protocols” because it’s the same thing!  Still, ask your group.&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Warcell:&#039;&#039;&#039; Is fine. Just drop the Resurrection Scarabs as a strategic asset and it should run just fine. Found in Apoc. Reloaded.  This all-immortal load out allows you to summon spyders and/or scarabs on every turn and deep-strike them in. /notbadface/&lt;br /&gt;
*&#039;&#039;&#039;Stormcaller Warcell:&#039;&#039;&#039;  Found in Apoc. Reloaded, and great for counter-attacking other deepstriking units. A barrage template that’s STR 7 and rending? Yes please! Just change the Necron wraiths to Canoptek wraiths and then explicitly make the Necron lord a destroyer lord, because you would have had to buy the upgrade for this unit in the last edition anyway.&lt;br /&gt;
**Not to mention how totally boss it is to have wraiths with 2++ saves, a 2-foot bubble of Deep-strike denial [50/50 chance of mishap], just strike the strike-force rule and slap the new ‘battle formation’ label on it. And have fun with it.&lt;br /&gt;
*&#039;&#039;&#039;Undying Legion&#039;&#039;&#039;: 40 warriors and a Pylon. Functions a lot better than the Endless Phalanx. Free Resurrection Orb upgrade for all of them. Give them ghost arks for support and enjoy the lolz. Or use that Translocator Flight as mentioned above. Found in the 2008 Imperial Armor  Apocalypse book.&lt;br /&gt;
*&#039;&#039;&#039;Gauss Pylon Network&#039;&#039;&#039;: Wait, how is this out of date? Just put 3 of them together and you have monolith phalanx. With pylons. Imperial Armor Apocalypse book. Then tell your opponent to hide their kids, hide their wife and hide their husband, cuz you’re blastin’ errbody up there!  Buy old world globes and Necron parts.&lt;br /&gt;
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==Allies==&lt;br /&gt;
Necrons don&#039;t particularly want to spend extra points on allies, but they can occasionally be useful.&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
None. Except yourself.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
*&#039;&#039;&#039;Tau&#039;&#039;&#039; - Shooting, cheap bodies and big nasty suits. Take a squad of Fire Warrriors as the compulsory Troop with a Cadre Fireblade as the HQ to get the most out of them via Volley Fire, then pick something from one of the other slots: mean ol&#039; Riptides from Elites, slippery Seeker Missile-shooting Piranhas from Fast Attack, the magnificent XV88 Broadside from Heavy Support... whatever tickles your fancy. You already have pretty good shooting and much sturdier bodies on most everything, but Tau have plenty to offer you as long as they fill in the holes in your army rather than doing the same as your Necrons but lacking Reanimation Protocols.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039; - Lots of overlapping stuff. Chaos Marines are lesser than your own Troops, but can bring Special and Heavy weapons, which Necrons can&#039;t anymore since losing 5th ed Royal courts. Cultists are cheap objective squatters, but a min squad of 5 Immortals is more durable than 10 Cultists. Everything else we have an equivalent version of or better version of, other than maybe Heldrakes and Daemon Princes. Still, they are the easiest way to get Psychic Dice and have some nasty psychic abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Renegades and Heretics&#039;&#039;&#039; - Chaos Imperial Guard, more or less. A decent option. If you&#039;re running heavy vehicles, they can bring some of their own that are cheap and effective, like Hellhounds or Basilisks. AV Overload! They also have a lot of cheap bodies, same as Cultists but even less points. Can get some really good artillery options, which is something that Necrons lack overall. Better than CSM, that&#039;s for sure, and less overlap than Tau. Check if your meta allows Forge World (they should).&lt;br /&gt;
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*&#039;&#039;&#039;Dark Harvest Necrons&#039;&#039;&#039; -  So crazy and homicidal that other Necron Dynasties avoid them, the IA 12 supplement (page 102) allows you to break the rules and use these Necrons as an allied detachment to your standard Necron army (or standard Necrons as an allied detachment to a Dark Harvest army). Used mainly for Flayed Ones as these guys use them as Troops instead of Elites, but also useful for fielding FW models alongside a Decurion on the cheap.&lt;br /&gt;
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===Desperate Allies=== &lt;br /&gt;
*&#039;&#039;&#039;Orks&#039;&#039;&#039; - Again - lots of bodies. But here, tougher and better in a fight. Making a green tide (not necessarily the formation) followed up by Necrons is a decent tactic, as is using kitted out Meganobz for 2+ armor and Powerklaws, sort of an alternative to Lychguard. Still, Necrons have a lot of really good assault options in this codex, so you don&#039;t necessarily need someone else to do it for you.&lt;br /&gt;
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&lt;br /&gt;
===Come the Apocalypse===&lt;br /&gt;
*&#039;&#039;&#039;Tyranids&#039;&#039;&#039; - If you want to bring them, you&#039;re probably bringing Flyrants. Which are good, but you should feel bad for doing this.&lt;br /&gt;
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*&#039;&#039;&#039;Eldar&#039;&#039;&#039; - Our age-old enemy brings Jetbike troops and Psychic power. That&#039;s not necessarily bad, but it&#039;s also nothing special. You need to dump a lot of points into them to get any of the &amp;quot;fun&amp;quot; stuff (Wave Serpent spam, Wraithknights).&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039; - Actually workable. Perfect Deep Striking means you don&#039;t need to be close, and you can bring a lot of special weapons that Necrons lack, like Meltas, Poison, and Lance weaponry. &lt;br /&gt;
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*&#039;&#039;&#039;Daemons&#039;&#039;&#039; - Lots of MCs, lots of Psychic Dice. You &#039;&#039;can&#039;&#039; take a small/cheap contingent of them, but to get any of the fun toys (Princes, Greater Daemons, Deathstars), you need to throw a lot of points into them. Pass.&lt;br /&gt;
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*&#039;&#039;&#039;Space Marine (and DA/SW/BA/GK)&#039;&#039;&#039; - You already have a lot of the same stuff. There are a few fun first-strike options here that Necrons don&#039;t get, though. Scouts give you snipers that can start shooting while the rest of your army is slogging across the battlefield or waiting to come from (deep strike) reserves. A pair of tactical squads in drop pods gives you a first turn set of immortal-equivalents already in the fray and a second set that will get to plant safely wherever, each for a total cost less than the Night Scythe you&#039;d plant real Immortals with. If you&#039;re already in the area, the Stormraven is well worth the price of a Monolith with vastly superior mobility, firepower, and the ability to do anti air. Take Iron Hands chapter tactics, which gives a baby Reanimation Protocols to most Marines and It Will Not Die to vehicles in the detachment, and model them as alt-crons for luls and rage. (I suppose those would be MEq&#039;crons.)&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Guard&#039;&#039;&#039; - Why not play Renegades and Heretics? If your group doesn&#039;t allow Forge World, then this is a poor, poor substitute.&lt;br /&gt;
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*&#039;&#039;&#039;Knights&#039;&#039;&#039; - Well.... Knights are never a bad thing. Take three while you&#039;re at it. Necrons are ok missing points for cheap Superheavies. Bonus points if you combine AdLance with an Obelisk and troll your opponents with 24 Superheavy Hull Points, all of which can have Invuln saves.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
===Painting===&lt;br /&gt;
*&#039;&#039;&#039;Dry Brushing&#039;&#039;&#039; - The only technique you will need to use to paint any sized Necron force.&lt;br /&gt;
*&#039;&#039;&#039;Dip&#039;&#039;&#039; - An alternative to Dry Brushing. Spray everything chrome or a shiny metallic color. Then dip all the models in a brown wash. [[Blam]], done. After assembling, you have any sized Necron force done in 30 minutes. Put some green as an added bonus.&lt;br /&gt;
*&#039;&#039;&#039;Alternatively&#039;&#039;&#039; - The fact that Necrons are so commonly speed painted does not mean that&#039;s your only choice.  Don&#039;t feel you have to paint them up as T-800 endoskeletons to be doing it right.&lt;br /&gt;
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===Buying &amp;amp; Collecting===&lt;br /&gt;
The best and easiest way to start is the Battleforce + Catacomb Command/Annihilation Barge combo. This nets you everything you need to play a decent match at 700-900 points depending on how you set up your vehicles and Overlord. The trick is that the Command Barge comes with what amounts to a free HQ character in the included Overlord. That Command Barge alone is one of the best deals out there in the entire Games Workshop lineup. Alternatively and with Start Collecting! boxes you can start with one Overlord, 12 necron warriors, 3 scarab swarms and a Triarch Stalker, which seems like it&#039;s going to be the replacement for the Battleforce box.&lt;br /&gt;
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&#039;&#039;&#039;HQ Choices:&#039;&#039;&#039; &lt;br /&gt;
Your best bet will be a generic Overlord. One of these guys decked out in the right wargear (sometimes riding a Command Barge) is probably the most popular HQ selection. Nemesor Zahndrekh is pretty much the most useful named HQ in most circumstances, now, what with his bag or tricks. If you&#039;re looking for someone to lead your combat Deathstars, Vargard Obyron, Orikan, and the Destroyer Lord are your guys. Anrakyr isn&#039;t all that great anymore, and Trazyn is now garbage, thanks to them not giving him objective secured and removing his ability to take over Lychguard bodies (do you REALLY want to be losing your fully decked out Overlord just to bring Mr. Useless back from the dead?). If you&#039;re going on the cheap, just take a naked Lord and hide him with Immortals. Alternatively, you can go with Szeras, who may potentially boost a blob is the dice gods favor you with a +1 to toughness. Imotekh is a LoW, now, so you&#039;ll only be seeing him in the higher points games... he&#039;s not bad, though.&lt;br /&gt;
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Keep in mind that Necron HQ and the Royal Courts they can unlock are incredibly good at buffing your army. Whether it be Anrakyr&#039;s Pyrrhian Eternals, Szeras&#039; upgrades, or the Overlord&#039;s Phaeron ability, each HQ is tailored for both specific tactics or general enhancement. (Don&#039;t start out with Imotekh though. Sure deep striking Flayed Ones may seem nice, but the Stormlord&#039;s abilities are grossly overrated.)&lt;br /&gt;
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&#039;&#039;&#039;Troop Choices:&#039;&#039;&#039; Warriors are dependable and you can have many of them. Problem is, your opponent will most likely charge them as she/he/it will know Warriors die when assaulted. Many will argue that Warriors is the way to go, while others praise the Immortals more. Truth of the matter is, you need both. Your Warriors should be your objective holders or mid line support, while your Immortals should be at the forefront capturing contested objectives or taking the fight to the enemy (better done with Anrakyr&#039;s upgrades.) Use both Troops choices.&lt;br /&gt;
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&#039;&#039;&#039;Elite choices:&#039;&#039;&#039; Most of these are on the lower end of mediocre, but there are a few exceptions and niche uses for them. Deathmarks are your best bet to start out with, since they&#039;re good at taking out MCs/heavy infantry that the rest of our army has problems with. Lychguard are alright in larger games when you have a combat Overlord who needs an escort (Trazyn, Obyron, and Anrakyr are good for this)&lt;br /&gt;
and as tempting as the Warscythes are, the Sword and Shield is usually the better call. Triarch Praetorians are terrible, and you should avoid them. (Usually, but they can give you some needed mobility in mid point matches!). Ditto for Flayed Ones. (Not correct anymore, they can be very hard shock troops if you look at their point/power value in the current codex!) C&#039;tan also suck, but are fluffy and can be entertaining if you want to try out a Tremor-Crons list. The Triarch Stalker is a model you&#039;ll either love or hate. It&#039;s twin-linking is useful, but only you can decide if it&#039;s worth the points. (It IS worth the points, but usually a #1 Target.)&lt;br /&gt;
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&#039;&#039;&#039;Heavy Support choices:&#039;&#039;&#039; Monolith is tough, but not recommended for low point games. They cost a lot but can do a lot, too. If you absolutely need it, take only 1 (for now). Spyders are decent in close combat, but they&#039;re best served in a support capacity. Good for both repairing your vehicles and spawning more Scarabs. Doomsday Arks are powerful, but fickle. Doom Scythes have the strongest weapon the Necrons have at their disposal, but are also the biggest target. If you absolutely have to take it, take two. The Annihilation Barge is one of the best units in the codex. Spam them, if you can.&lt;br /&gt;
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&#039;&#039;&#039;Fast attack choices:&#039;&#039;&#039; Arguably the best section in the codex. Scarabs are shit at destroying vehicles, although they will come for free basically with your Warriors. Wraiths are realistically the best combat unit Necrons have. Take them if you have the points, or if you want a threatening counter-assault or deep-strike melee threat. Destroyers are great, too (sorry Tomb Blades, it&#039;s just too expensive to make you good &amp;lt;- this is bullshit due to their lower costs in the latest codex. Field them if you want. They are the only Necron unit that can cheaply ignore covers.). It&#039;s hard to know what to take and what to leave from this section.  Unless you&#039;re going with scarabs and spyders, pick your Fast Attack slots to cover and complement your other choices, not the other way around. &lt;br /&gt;
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&#039;&#039;&#039;Transports:&#039;&#039;&#039; Catacomb Command Barge is considered one of the greatest vehicles in the game. No exaggeration. If you&#039;ve got an HQ with a Warscythe, get him on one of these. You will not be sorry. Ghost Arks are great, but are for Warriors and Characters only. Keep in mind they can only fit 10 models inside, too. (NOPE. They can only be added to warriors - min. 10 per group - and carry max. 10 models. So if you don&#039;t want to waste turns entering it, no way to get a stronger squad with a character inside.) They&#039;re nice support if you&#039;re fielding lots of Warriors. The Night Scythe is for everything else. Move them flat out 3 feet into the enemy and unleash 10 Immortals with a barrage of fire. (Of course, they will have to fire Snap Shots unless you move less than 24&amp;quot;).&lt;br /&gt;
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===Extra Elite Units===&lt;br /&gt;
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Want to get some extra units from the bitz of your battleforce? Build the immortals and then take the pieces of the deathmarks, get some greenstuff, thin wire, and 5 lollipops, eat your candy and keep the sticks, use one as a backbone to paste the deathmark back and head, then with some green stuff sculpt the chest of the deathmark (try to use a card for the rib marks), since this is going to get covered by the deathmark&#039;s rifle it doesn&#039;t have to look perfect, just enough to look decent (alternatively you can use plasticine and then cover it with a bit of varnish for extra hardness), paste the arms and rifle, then use 2 wires to add some detail in the back of the deathmark and the lower backbone, finally with some additional green stuff make a simple whirlwind and put the deathmark over it, now you got a deathmark phasing out of hyperspace! Add bright white-blueish/greenish colours to the whirlwind or black for extra effect. If you did well this means from now on you will always get 5 elites along and 5 troops from your battleforce or immortal set box! &#039;&#039;&#039;(or just build the deathmarks and use the immortal guns with warrior bodies, if you feel like spending a bit of money in bits.)&#039;&#039;&#039;&lt;br /&gt;
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===Building On Points===&lt;br /&gt;
Start out anywhere between 750 pts to 1000pts. As you get used to the army, add in a Barge or two, some Wraiths/Destroyers/Tomb Blades and so forth. The choices above are just to get you used to the shooting and assaulting potential of the army. Obviously at 750 pts you won&#039;t be able to fit 1 HQ, 2 Troops, 1 Elite, and a Heavy Support choice. So take the HQ and Troops first. Also, if you&#039;re going to take a Royal Court, make sure you know what role would best suit your units. The Court is going to support whatever strategy you form as you learn the army. Take a Necron Lord with a Warscythe, Mindshackle Scarabs and a Res Orb for your Warriors, a Harbinger of Destruction with a Solar Pulse and Gaze of Flame for your Immortals, and you should be fine for now, if possible try the tip explained at the &#039;Extra Elite Units&#039; section.h&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Tactical Objectives===&lt;br /&gt;
;11 - Thrall of the Silent King&lt;br /&gt;
:You gain a bonus TacO.  Achieving it with your Warlord grants +d3 VP on top of whatever it was originally worth.  However, if you ditch this card, you also lose the bonus TacO.&lt;br /&gt;
;12 - Dust and Ashes&lt;br /&gt;
:Nominate a Necron character.  If he survives to the end of the game and isn&#039;t falling back or jumping into reserves, then you win a 1 VP.&lt;br /&gt;
;13 - Reclaim and Capture&lt;br /&gt;
:Roll a d6.  On odds, you need to capture all the odd objectives.  On evens, you need to capture all even objectives.  Either way, you win d3 VP.&lt;br /&gt;
;14 - Age of the Machine&lt;br /&gt;
:1 VP if you total an enemy gun emplacement, building, or vehicle during your turn, d3 VP if you kill 3 of more.  If you kill a Superheavy vehicle or Mighty Bulwark, you gain 3 bonus VP for your balls of Necrodermis.&lt;br /&gt;
;15 - Slaughter the Living&lt;br /&gt;
:1 VP if you eliminate at least one enemy unit during your turn.  Easy money!&lt;br /&gt;
;16 - Code of Combat&lt;br /&gt;
:1 VP if you issue a challenge.  Pretty easy for your basic Scythe Overlord.&lt;br /&gt;
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*&#039;&#039;&#039;Croissants of Doom&#039;&#039;&#039; - Utilize the awesome spammablity of Necron Fliers. Max out your Heavy Support slots with Doom Scythes or take Night Shrouds if you have the points and money, and put your all Troops in Night Scythes. If you STILL feel you need more fliers, take some elite units (like Deathmarks or Lychguard) for even more Night Scythes or perhaps an allied detachment of Blood Angels for access to Stormravens. With very few codices having access to good AA, you&#039;ll clean house. Be careful to plan out your movements carefully, as moving fliers can be tricky, especially when you have six or more of them on the board. Be particularly careful with this list, use it responsibly against [[Grey Knights|players who deserve it]]. Also, with the new IA Vol 12, you can now take one of the most overpowered fliers in the game! Plonk down 3 of the Night Shrouds and engage trollface. But beware of new Tau! Their markerlights can now boost BS for snap-shots, and their new Riptide can hit you with crazy amounts of Interceptor shots, and with 90&amp;quot; range there&#039;s no avoiding it. Not to mention that almost anything in this army can glance av 11 to death just by massive amount of S5 shots (or rending in case of Kroot snipers). This army can and will take down your Night Scythes and make it difficult for you to win. Cry about this. I dare you.&lt;br /&gt;
*&#039;&#039;&#039;Wraith Wing&#039;&#039;&#039; - Fill up your Fast Attack slots with Wraiths, and give most (if not all) of them Whip Coils. For HQ, take two Destroyer Lords with Warscythes. You have a lightning fast army that can take on just about anything in combat. Put your troops in Scythes, but don&#039;t load up on them. Your real points should be in your Wraith units. Take Warriors in this list, Immortals are expensive and you need the Gauss for dealing with AV13-14. For fire support, take an Annihilation Barge or three.&lt;br /&gt;
*&#039;&#039;&#039;Silver Tide&#039;&#039;&#039; - Look at the cover of the old Necron [[Codex]]. Then use that as a base for your Necron army. Toss in as many Warriors as you can (140 Warriors and a two Lords with Resurrection Orbs at 2020).  Then practice the time honored tactic of stand and shoot. Worked very, very well in 4th edition and was pretty much unbeatable in 3rd edition as the sheer number of gauss weapon rolls would slaughter any vehicle through glancing hits and murder any infantry through auto-wounds. In with the addition of hull points in 6th edition, the Silver Tide is back with a vengeance. Take four squads of 20 warriors, and two squads of 10. Give the squads of 20 Lords with Res Orbs, and give the squads of 10 Ghost Arks. This plus an Overlord with a Catacomb Command Barge, Warscythe, Sempiternal Weave, and Mindshackle Scarabs will give you 2000 points even. The warriors on foot will march across the board with the Ghost Arks providing fire support, mobile cover, and additional resurrections as needed. The Overlord, meanwhile, will fly around and make a nuisance of himself. Watch your opponent flip the table after being unable to get even a single warrior to stay dead.  It is recommended you play [https://www.youtube.com/watch?v=kS-zK1S5Dws this song] if you feel like really trolling your opponent.&lt;br /&gt;
*&#039;&#039;&#039;Scarab Swarm/Farm&#039;&#039;&#039; - Exploit the cheapness of Scarab Swarms. You simply fill your Fast Attack slots with Scarabs instead of Destroyers. Attach a Destroyer Lord with close combat supporting [[Wargear]] and watch the Scarabs scratch away at your opponents and tarpit any infantry unlucky to encounter them for the entire rest of the game. This build is not the most effective, but it is one of the most entertaining builds for a Necron player. The new version of Scarabs in the Necron Codex means that everyone should run it at least once, just to watch them rape vehicles to death in a single round of close combat. If your opponent has a vehicle, even a Land Raider, and you have one or more units of Scarabs, you might as well put on Yakety Sax right now (unless it&#039;s a Land Raider Redeemer or a Baal Predator, or any other tank with a flamer on it, which ruins Scarabs&#039; day...). Including 3-9 Spyders means you will have plenty to replace them with, however. Taking Imotekh as your HQ for his night fighting ability will help to ensure your scarabs make it across the table without being obliterated.&lt;br /&gt;
*&#039;&#039;&#039;Speed Cron&#039;&#039;&#039;: Perhaps one of the strongest glass hammer lists in the game, this list focuses on using the fastest units possible in every. single. FOC slot. Put your Overlords in Catacomb Command Barges. For elite, either go with Triarch Praetorians with particle casters and voidblades, or stick a ton of Deathmarks in Night Scythes. For troop, whether you bring Immortals, Warriors, or both, shove them into Nightscythes. Fast Attack, bring out the Tomb Blades for jet biking fun. Heavy Support, Doom Scythes. Your opponent will hate you for all the cover saves, warscythe drive by&#039;s, twin linked tesla weaponry, and S10 AP1 lines of death you&#039;ll be bringing to the battle.&lt;br /&gt;
*&#039;&#039;&#039;AV 13 Wall&#039;&#039;&#039;: Sometimes known as the Pirate Fleet or Ark Wing due to the appearance of Necron Ark vehicles, this list places emphasis on AV 13 vehicles a-plenty. Take preferably 2 Overlords and stick them both into Catacomb Command Barges. Fill the Ghost Arks with warriors, take as many as possible. Then either take 2 Annihilation Barges and 1 Doomsday Ark, OR 2 Doomsday Arks and 1 Annihilation Barge, OR 3 Doomsday Arks and no barges. Top it all off with a couple Triarch Stalkers (one with Heat Ray, one with Heavy Gauss Cannon) from the elite section to grant 1+bs to all your heavy fire power(now redundant dosnt work on vehicles). The Amount of AV13/13/11 vehicles that you&#039;ll be throwing onto the field should be plenty enough to give your opponent a really bad day.&lt;br /&gt;
*&#039;&#039;&#039;C&#039;tan Hammer&#039;&#039;&#039;: Simple, fill up your elite slots with C&#039;tan. Roll for troll-tastic powers. Profit.&lt;br /&gt;
*&#039;&#039;&#039;Indestructo-Lord&#039;&#039;&#039;: While hardly a game winning tactic alone, this is glorious for never losing a wound for your Overlord again. Take the Mephrit Dynasty Cohort, get an Overlord and give him a Phylactery for IWND, Phase Shifter for the 4+ invuln, Solar Thermasite for re-roll 1s and bonus Strength, Nightmare Shroud for 2+ armor and Fear, and Res Orb because you can. Stick him with a Cryptek and laugh as 98% of AP3 attacks bounce off him and 87.5% of AP 2 attacks (95% when the RO is popped). If he does take a wound, have no fear, as long as it wasn&#039;t Instant Death, he will regain his manly wounds thanks to IWND. This guy with be the immovable object upfront of your warriors, who can also be supported with GA. This will literally walk across the field and give no craps.&lt;br /&gt;
*&#039;&#039;&#039;Imotekhs Immortal Court&#039;&#039;&#039;: Since both Imotekh, Zahndrekh and Vargard Obyron all have 2+ armour saves, when joined by Orikan you have 8 wounds with 2+ rerollable armour save.&lt;br /&gt;
*&#039;&#039;&#039;Immortal March&#039;&#039;&#039;: Try bringing Anrakyr alongside several full-strength groups of immortals, with a bunch of flayed ones up front (possibly fifteen to twenty), all wrapped up in a Decurion.  Your warriors stand on objectives and shoot, while Anrakyr hands out melee buffs like candy: your gauss-blasting immortals are relentless for rapid-fire charges, the one group of Eternals has furious charge, Anrakyr&#039;s instant-killing most ICs on a charge, and the whole group has Crusader (especially delicious for those flayed ones).  If you&#039;re worried about really tough combatants pack Orikan into the bunch: he&#039;ll turn into a budget c&#039;tan shard that rerolls to-hit, and your team is now rerolling ones on only on Saves (armour and invulns), because RP rolls are no saves.  All this setup really needs is some covering fire, something Necrons don&#039;t really have trouble providing.&lt;br /&gt;
*&#039;&#039;&#039;Decurion!!&#039;&#039;&#039;: classic decurion: reclamation legion, destoyer cult, judicator battalion, fill all with minimum units//maybe a couple nightscythes (definitely a couple nightscythes, as we&#039;ve got no other good native anti-air). fill rest of points with what ever you want.&lt;br /&gt;
*&#039;&#039;&#039;Nice and Deep-like&#039;&#039;&#039; - For 1500 points flat you can be deep in your opponent like an intimate lover! Take Vargard Obyron, an Overlord with: The Veil of Darkness, Warscythe, Tachyon Arrow, Solar Thermasite, Mindshackle Scarabs, Phase Shifter, Phylactery, and Resurrection orb, 2 units of 10 Lychguard with Hyperphase Sword &amp;amp; Dispersion Shields, 2 units of 5 Immortals (dealer&#039;s choice on what weapons) and 3 units of 3 Canoptek Wraiths. Attach Vargard and the Overlord to their own Lychguard unit, so now they can go in or out of combat by deepstrike and your wraiths blink right up the battlefield to either join them or act as distraction Carnifexes. Feel free to do whatever you need to with the Immortals. Ahh...good times...&lt;br /&gt;
*&#039;&#039;&#039;Resurgent Mephrit and the Ever-butthurt&#039;&#039;&#039;: A simple multi-formation build that focuses on concentrating your forces together to attack as a mechanized mass. Field the Mephrit Resurgent Decurion, a Royal Court, and a Canoptek Harvest. Purchase Anrakyr, Sveras, and a Scythe Lord, then join them to the squads of Immortals. Put the Warriors in ghost arks, then equip the Wraiths with Whip-Coils and the Spyder with a Fabricator claw. Congratulations, you&#039;ve a self contained force of relentless, crusader infantry that replace 1/3 Immortals and 3/9 Warriors a turn. March up the center of the field, stop counter assaults with the Canopteks, and dakka the fuck out of everyone else.&lt;br /&gt;
*&#039;&#039;&#039;Mindshackled Knight&#039;&#039;&#039;: Really just ally with a Renegade Knight. The knight generally becomes a crutch for the whole army, they have what we lack: a D weapon (in melee, but still), AP2 shooting, a reliable super-heavy, an anti-air weapon and an anti-tarpit in the form of stomping. Still, don&#039;t get to close for you are still allies of convenience.&lt;br /&gt;
&lt;br /&gt;
==Apocalypse Tactics: Necrons==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;General&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•  Pylon spam&#039;&#039;&#039;: Pylons are probably the single most rapetastic unit to ever grace apocalypse. They&#039;re very durable for 420 points at AV14 6 HP, they can deep strike with the worst possible outcome as losing a single HP, they can reach across the board with a ridiculous 120&amp;quot; range strength D main gun that does not care about any saves, aircraft are no safer against it than anything else, and if anything gets even moderately close to it, it can unleash an unholy amount of flux arc shots at absolutely every enemy near it. A trio of pylons is capable of obliterating almost any single unit (on average 3 do 24 HP/wounds - that&#039;s 2 Biotitans, 3 Hierodules or a Reaver Titan). Here are some instructions on how to build the things for stupid cheap if your group lets you scratch-build stuff. Site is dead. =( &lt;br /&gt;
Fortunately, you can just build some using old bits and globes.  Use the old FW rules or just the IA12 set. The new pylon is a variant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;• Transcendent Assholes:&#039;&#039;&#039; With new rules comes new dickery. Necrons have become substantially better in new Apocalypse with the addition of Transcendent C&#039;tan. Why? They get an Str D hellstorm and 12&amp;quot; (18 if u splurge for more) move. Necrons can also force night fighting, which means enemies are limited to 36&amp;quot; range. That means that anything 30.5&amp;quot; away from the C&#039;tan (i.e. most of what can shoot at it) can be hit with Str D automatically. The real benefit though comes from the shield generator - run 4 side by side and hide them with a shield. As soon as possible, run them into combat then retreat everything else the fuck away. Why? When a Transcendent C&#039;tan dies, it hits everything within 4d6&amp;quot; automatically at S10 AP2. Essentially, you use them as suicide bombers - rush to the enemy as they can&#039;t ignore the Str D, then watch it blow up a ton of shit because it died. That&#039;s right, this is a shooty combat unit that punishes your enemy for killing them. Did I mention the models are really small too (as small as a normal C&#039;tan model) so you can just hide them too? &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•  The Deep Strike:&#039;&#039;&#039; This thing has more punch than Rihanna’s face! Take as many psychomancer Crypteks with veils of darkness (one...) as you can. And anything else that can deep strike, like jump pack units. Go first or second at your choice. Then use your strategic asset on “Precise Coordinates.”  Then jump on the maddafakku like a hungry hobo—deep strike next to his HQ units with Deathmarks and get the easy SVP’s. Attack behind enemy lines in the perfect counter-deployment BY STANDING RIGHT NEXT TO THEM ON THE FIRST TURN. Prepare to lose friends over this! It is now the most single game-breaking tactic for Necrons. You only need to really be afraid of Tyranids/IG for sheer number of bodies and Grey Knights, who hate deep-strikers with a passion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Necrons]]&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Imperial_Knights&amp;diff=66416</id>
		<title>Warhammer 40,000/9th Edition Tactics/Imperial Knights</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Imperial_Knights&amp;diff=66416"/>
		<updated>2023-02-26T20:32:17Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Sacristan Forgeshrine */&lt;/p&gt;
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&lt;div&gt;This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Imperial Knight]] tactics. [[Warhammer_40,000/Tactics/Imperial_Knights(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Knights==&lt;br /&gt;
Perhaps you were a fan of all those giant robots from those Japanese cartoons when you were little. Maybe it&#039;s because you always liked the fight between Mecha-zilla and Godzilla and wanted to see that in a wargame, or maybe its because you just love giant robots that carry fuckoff huge flamethrowers and harpoons like its some sort of whale hunting expedition. Let&#039;s face it, you like the fatties. That&#039;s what knights are for.&lt;br /&gt;
&lt;br /&gt;
Has that tank been bothering you? Predator cannon on top making your life hell? Grab a knight and charge the thing, kick it over with your huge fucking robot feet, then smash it with your giant metal fist and chuck the turret at the enemy captain. Maybe you should instead give it a goddam chaingun and eat chunks out of that squad of terminators while pointing a crack-sniffing melta gun at your opponent&#039;s superheavies. If you want to drop $140 on a model that will pair with just about any imperial faction and be the centerpiece of your army, you get a knight. &lt;br /&gt;
&lt;br /&gt;
===Modeling and painting Pros===&lt;br /&gt;
&lt;br /&gt;
* Cool models. As in &amp;quot;psychologically-intimidating&amp;quot; cool. Putting a Knight on a table will cause your opponent to internally go into &amp;quot;aww shit&amp;quot; mode.&lt;br /&gt;
* Can be magnetised so that you can customise your knight depending of the opponent/meta, although not so much of an option with forge world models. They’re also surprisingly easy to build and paint, painting in particular is made so much easier by the presence of nice large armour panels, the ability to build the knight in separate sub assemblies, and nice sharp details which take highlights very well. &lt;br /&gt;
* Many online stores, including Forge World, sell conversion bitz specifically for knights, allowing you to construct them in any flavor you need to. Space wolf, Custodes, Mechanicus, even chaos versions if you don&#039;t like the new heretical models.&lt;br /&gt;
* Lots of large prominent areas for freehand painting, or making custom transfer. In theory you could put print out&#039;s of whole miniature painting&#039;s onto some surfaces, It&#039;s been done with a Steam tank of all thing&#039;s so it&#039;s provably possible.&lt;br /&gt;
*A higher ratio of points/cost then most armies. While, yes your individual models are expensive, they also cost a lot in game so a knight army overall is cheaper. A knight may cost 170 dollars, but it alone can make up 1/4th an army point cost. An equivalent amount of dollars of guardsmen or even space marines do not come close to make up so much of an army by themselves.&lt;br /&gt;
*If your fat fingered and find assembling models tricky, Knights are a good choice as an easy project since most of there parts are all large and chunky. &lt;br /&gt;
* Chicks. Dig. Giant. Robots.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Pros===&lt;br /&gt;
&lt;br /&gt;
* Tough as nails. With 24 wounds, T8/3+/5++ vs shooting, it&#039;ll take on average 23 BS3+ lascannon shots to take one down. Waltz it forward at the front of your army and watch it soak up entire turns of shooting. (Just be careful if the Guard player sets down a Shadowsword.)&lt;br /&gt;
* They make for an excellent Imperial ally in 2000 point or more games, especially more as it can be more efficient having a couple of slightly weaker knights running around killing stuff than a single warhound Titan. &lt;br /&gt;
**While you would never really put some imperial factions together (sisters of battles and marines for example) there is no imperial faction which does not gain something by the presence of a Knight (although every time this is to perform the role of “a giant fuck off robot with big guns”, but who doesn’t need a giant robot on their side)? &lt;br /&gt;
*Knights have all of the ranged firepower, possessing strength 9 ranged weapons for your MEQ chewing needs, high rate of fire strength 6 guns for your GEQ chewing needs and even more heavy firepower in the dominus class.&lt;br /&gt;
*Some of the best [[Forge World]] support of any faction. While others might get a few units which are ultimately superfluous, the forge world knights are/can be more powerful than the basic varieties and come with some very unique and interesting weapons.&lt;br /&gt;
**The Imperial Armor Compendium for Forge World has changed up a few things, several of which are for the better!&lt;br /&gt;
* Chicks. Dig. Giant. Robots.&lt;br /&gt;
&lt;br /&gt;
===Modeling and painting Cons===&lt;br /&gt;
&lt;br /&gt;
* Price, per model. Your &#039;&#039;cheapest&#039;&#039; models are the Armiger knights at a cool $75 USD/£47.50 GBP. Your standard Questorius class knights run at $157/£100 and the Dominus knights are a non-multikit bearing &#039;&#039;$170/£105!&#039;&#039; Lube up your wallet if you go Forge World--with knights averaging at &#039;&#039;&#039;$300/£201&#039;&#039;&#039;. Depending on the faction this isn&#039;t actually much more expensive than a regular army considering you only need 3-4 Questorius models to function, but it certainly &#039;&#039;feels&#039;&#039; more expensive.&lt;br /&gt;
* A neutral aspect more than a con, but while knights can take simple paintjobs, they thrive in the design and freehand painting fields. Look up imperial knights on google and you&#039;ll be smitten with dozens of beautiful paintjobs. If you put your knight down with three colors and no decals you&#039;re kinda missing out on some spectacle for your army. Thankfully, provided you either A) Paint the colors on smooth and with decent contrast or B) weather the hell out of them, your knight will look good without sacrificing your limbs to the machine god for better dexterity.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Cons===&lt;br /&gt;
* Damage Tables mean that your Knights get slower and less accurate the more worn down they are from combat.&lt;br /&gt;
* Although tougher than they were in 7th edition, they&#039;ve also gotten a lot pricier; a bare-bones Gallant runs 400 points, while a fully-kitted Crusader weighs in at &#039;&#039;555&#039;&#039;.&lt;br /&gt;
*Most of your models are &#039;&#039;&#039;Titanic&#039;&#039;&#039; and more than 5&amp;quot; tall.  If ruins are frequently used terrain pieces, you&#039;ll find yourself being shot at by infantry armies while not being able to shoot back at times.&lt;br /&gt;
* Knights die surprisingly easily and hit surprisingly weakly.  Expect to take a lot of wounds and miss a lot of shots.  As mentioned in the &#039;&#039;&#039;Pros&#039;&#039;&#039; section, their best weapon is the sheer intimidation factor of the models. Speaking of intimidation...&lt;br /&gt;
* You won&#039;t win the psychological warfare against level-headed opponents. Your Knights might be scary as fuck to noobs but not to those who keep their calm.&lt;br /&gt;
* A 3+ armour and 5++ (ranged) invulnerable save is nothing special to write home about, especially as most knights don’t get their invuln against melee attacks. Unless you’re up against “small arms” fire you will take a surprising amount of damage very quickly. Stuff like Tesla guns with +1 or +2 to hit will do an obscene amount of damage despite your saves.&lt;br /&gt;
* They will need help dealing with hordes even if the revised chainblades and fists do help address with most of your concerns. &lt;br /&gt;
* Hammernators and equivalent melee units will still wreck your shit mercilessly and almost look cost-effective doing it (although thunder hammers are slightly less effective than in 8th.)&lt;br /&gt;
*Dedicated anti-tank guns will bring them down with shocking rapidity.  With the changes to ion shields, static gun lines threaten them quite a bit.&lt;br /&gt;
* You have to ally with the Mechanicus to get Engineseers and other Techpriests to repair Knights at a reduced efficiency (1 wound instead of D3, although the right warlord trait can boost that to 2), and even that limits which households you can take.&lt;br /&gt;
* You&#039;re big, but there are even [[Titan_(Warhammer_40,000)|bigger]] [[Skarbrand|kids]] on the block, and the firepower and melee capability these beasts can bring to a battle makes your knights look like an Ork trukk by comparison.&lt;br /&gt;
* 9th mission structure doesn&#039;t lend itself to knights, although new secondaries in the codex may help with this.&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
Of course, you need to mention {{W40kKeyword|IMPERIUM}} {{W40kKeyword|IMPERIAL KNIGHTS}} and {{W40kKeyword|VEHICLE}}. On top of that, every knight aside from the Armigers get {{W40kKeyword|TITANIC}}, on top of each respective class: {{W40kKeyword|ARMIGER-CLASS}}, {{W40kKeyword|QUESTORIS-CLASS}} and {{W40kKeyword|DOMINUS-CLASS}}.&lt;br /&gt;
&lt;br /&gt;
The Knights uniquely have two different keywords, {{W40kKeyword|&amp;lt;QUESTOR ALLEGIANCE&amp;gt;}} and {{W40kKeyword|&amp;lt;NOBLE HOUSEHOLD&amp;gt;}}. {{W40kKeyword|&amp;lt;QUESTOR ALLEGIANCE&amp;gt;}} can be turned into either the {{W40kKeyword|QUESTOR IMPERIALIS}} or {{W40kKeyword|QUESTOR MECHANICUS}} Keywords, which are relevant for certain interactions with other Imperial factions like the Adeptus Mechanicus and also determine whether or not they can benefit from a few Relics and stratagems. Non-Freeblades also have the {{W40kKeyword|&amp;lt;NOBLE HOUSEHOLD&amp;gt;}} Keyword, which will define their Household Tradition, though {{W40kKeyword|FREEBLADE}} knights have their own custom vows to pick from.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
All {{W40Kkeyword|Armiger-Class}} knights gain Objective Secured.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bondsman Abilities:&#039;&#039;&#039; Your Questoris knights have a focused buff ability that they can give to one Armiger each turn. While you can&#039;t stack these buffs, your armigers do have damage reduction when Honoured or Virtuous, reducing the incoming damage by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Super-heavy Walker:&#039;&#039;&#039; A model with this rule is &amp;quot;eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding {{W40Kkeyword|monster}} and {{W40Kkeyword|vehicle}} models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them&amp;quot;.  This means Titanic Knights can simply walk out of melee whenever they so please without taking any of the regular penalties for doing so. Tired of shooting and slicing up his Tactical squad? Walk away and shoot his Predators! Not going to win that combat against their geared up HQ? Walk away and blast him to bits in the shooting phase then charge someone else instead! A recent FAQ also gifted us with the ability to walk through difficult terrain and not suffer any movement penalties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knight Lances:&#039;&#039;&#039; If your army is Battle-forged, select one model in each &#039;&#039;&#039;{{W40Kkeyword|Imperial Knights}}&#039;&#039;&#039; Super-heavy Detachment in your army. Each model you selected gains the &#039;&#039;&#039;{{W40Kkeyword|Character}}&#039;&#039;&#039; keyword, and thus eligible for WTs. &lt;br /&gt;
**Super-Heavy Detachments cost 6 CP, however taking up to two {{W40Kkeyword|Questoris-Class}} knights or 3-5 {{W40Kkeyword|Armiger-Class}} knights refunds 3 CP and taking 3+ {{W40Kkeyword|Questoris-Class}} knights or 6+ {{W40Kkeyword|Armiger-Class}} knights and some other knights refunds all 6 CP.&lt;br /&gt;
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*&#039;&#039;&#039;Towering Foes:&#039;&#039;&#039; Now enshrined in our 9e codex, Armigers in a Knights Deatachment count as 5 Bodies + obsec, and Titanic models count as ten bodies. This includes Super Heavy Auxiliary Detachments (SHAD).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wandering Hero:&#039;&#039;&#039; A Superheavy Auxiliary Detachment comprised of a {{W40Kkeyword|Freeblade}} &#039;&#039;&#039;Unit&#039;&#039;&#039; gains {{W40Kkeyword|Agent of the Imperium}} as a keyword, letting them freely mingle with the various Imperial armies without penalty. Unit matters because it let&#039;s you bring a 3 strong unit of Armigers.&lt;br /&gt;
**The Mechanicus add onto this by making a Superheavy Auxiliary Detachment also gain the {{W40Kkeyword|Knight of the Cog}} keyword to help benefit from Mechanicus strats.&lt;br /&gt;
&lt;br /&gt;
===Household Traditions===&lt;br /&gt;
Your new Chapter Tactics equivalents for Knight Houses. At first glance, Houses may seem akin to the sub-factions of the other Codexes, but the difference of some of them being {{W40Kkeyword|Questor Imperialis}} or {{W40Kkeyword|Questor Mechanicus}} means they have different access to a trio of mutually-exclusive Stratagems and Relics and the corresponding Allegiance Oath introduced in Engine War. &lt;br /&gt;
&lt;br /&gt;
The big thing to keep in mind: ONLY units in Super-heavy detachments get Household Traditions and the Allegiance Oath! If you&#039;re only adding one knight to an existing army and that knight is in a Super-heavy auxiliary detachment it WON&#039;T GET THESE BENEFITS. You&#039;ll still have the keyword you chose and will be able to use Stratagems though!&lt;br /&gt;
&lt;br /&gt;
Freeblades are allowed to have a different Allegiance to the other knights in your detachment however if they do so you lose the benefit of the oath.&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Questor Imperialis}}====&lt;br /&gt;
* &#039;&#039;&#039;The Imperialis Allegiance Oath - Vow of Honour:&#039;&#039;&#039; +1&amp;quot; to advance and charge rolls, you can ignore any or all modifiers to Advance and Charge rolls, and +1&amp;quot; to pile-ins and consolidations. While not as aggressive as Iconoclast Knights, this places an increased focus on charging and the boost to pile-in range lets your massive walkers slip into melee without charging.&lt;br /&gt;
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====={{W40Kkeyword|[[House Cadmus]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, there is only the hunter and his prey.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, House Cadmus are the huntiest hunters to ever hunt. They&#039;re all about the fight phase and making the most of your close quarters prowess.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they specialize in ensuring wounds are delivered to their target. While their relic and Stratagem lend themselves to shooting, their real meat and potatoes lie in getting up in the enemy&#039;s face and throwing all that weight around &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Household Traditions - Hunters of the Foe:&#039;&#039;&#039; Now has two abilities. You can re-roll wound rolls when fighting a unit of 6+ models, as well as re-rolling a wound roll of 1 if they&#039;re not Vehicles or Monsters. Truth be told, they&#039;re kind of redundant unless you&#039;re fighting blobs of cultists or gaunts.&lt;br /&gt;
*Counterpoint. You can wreck vehicles in melee with no issues at all. Where knights struggle is against melee hordes where they get bogged down. Now that all knight weapons come with a sweep weapon profile you can wound all infantry in the game on a 35/36 while deal huge amounts of damage with ap others armies have to go to dedicated units for. The rerolling all wounds is redundant however unless you’re fighting T5 units (“cough” custodes “cough”) while just using your feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait -Veteran of Gryphonne IV:&#039;&#039;&#039; All incoming melee damage is reduced by one to a minimum of 1.&lt;br /&gt;
*Basic but a nice middle finger to heavy all those high rate of fire weapons which have received a damage boost this edition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics - The Hunter&#039;s Eye:&#039;&#039;&#039; {{W40Kkeyword|Questoris-Class}} or {{W40Kkeyword|Armiger-Class}} knights only. Nullifies cover bonuses against the user&#039;s attacks. Very handy if you play on tables with lots of terrain.&lt;br /&gt;
*Situational, but as cover bonuses covers a lot of different buffs this edition it has its place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems -Bio-scryer Cogitator Array (1/2 CP):&#039;&#039;&#039; Lets you immediately shoot at a unit that is set up from tactical reserve, provided it shows up within 12&amp;quot;. Notably, this does NOT impose a to hit penalty, setting it apart from other similar stratagems. Not to mention having a Crusader pump a tank squad&#039;s worth of firepower into an opportunistic deepstriker is better than other armies infantry-only responses. 1 CP for Armigers, 2 CP for everyone else.&lt;br /&gt;
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&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|[[House Griffith]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, there is only room for brave knights who charge everything.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, House Griffith are more akin to historical knights with their focus on expensive, well armored, and elite units charging into their enemies to break them with superior might.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, Griffith make awesome use of the Knight&#039;s ability to simply walk out of combat with lesser foes. This allows you to get in some serious cycle charging turn after turn to ensure your Household Tradition&#039;s extra attacks are always active. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Household Traditions - Glory of the Charge:&#039;&#039;&#039; Add +1 to the Attacks characteristic of a model during any turn in which it charged, was charged, or performed a Heroic Intervention. Yes, your Knights now have Shock Assault. While this no longer allows everyone to Heroically Intervene, you do have a Chivalric Vow that lets you do this. A 25% increase in damage output (20% for the gallant), for the melee focused knights this can be the difference between the Baneblade being able to quote “to be or not to be” at you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Master of the Joust:&#039;&#039;&#039; Your warlord is eligible to declare a charge in a turn in which it Advanced, which is very useful since Full Tilt was re-worked in the 9e codex. Remember that you get advance and charge buffs already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics - Mark of the Lance:&#039;&#039;&#039; When you finish your Charge move, roll a d6; on a 2-3 one enemy unit within 1&amp;quot; suffers D3 mortal wounds, on a 4-5 it suffers 3 mortal wounds, on a 6 it&#039;s D3+3. Combine with the knights ability to retreat and charge and you can put out a lot of wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems - Dragonslayer (2 CP):&#039;&#039;&#039; In the shooting phase or fighting phase, until the end of the phase, add 1 to the attack&#039;s wound roll vs vehicles or monsters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|[[House Hawkshroud]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, duty is eternal.&lt;br /&gt;
&lt;br /&gt;
Thematically, House Hawkshroud are the broest of the Knight Houses, often sending out Knights to help others. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, Hawkshroud still fight harder longer thanks to their Household Tradition. Meanwhile, their strat and relic has been re-worked in 9e.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Household Tradition - Oathkeepers:&#039;&#039;&#039; Still has wounds count twice as many for the purposes of your Damage Chart, but you now count as having +1 more Honour point than you really have, letting you edge into Virtuous perks so long as you aren&#039;t Dishonoured.&lt;br /&gt;
*Probably one of the best traits in the codex. The loss of effectiveness from damage can really gimp your knight, but if your enemy has to deal 18 wounds to your Questoris, 21 to your Dominus and 9 to your Armigers to even drop their statistics by one point, it means you can survive far longer putting out higher damage, and give you a definite edge against other knight armies, or armies that kill you with chip damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Duty of Forsworn:&#039;&#039;&#039; Pick an enemy unit at the start of the game. Your Warlord adds +1 to all hit rolls against that unit.&lt;br /&gt;
*Not always great, but put this on a Castellan and pick the biggest baddest thing they have and watch the look of fear on your opponent&#039;s face as you tell him your Volcano Lance is hitting on 2&#039;s. This is especially something to consider with certain Vows and Secondaries.&lt;br /&gt;
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&#039;&#039;&#039;Relic - Angel&#039;s Grace:&#039;&#039;&#039; {{W40Kkeyword|Questoris-Class}} or {{W40Kkeyword|Armiger-Class}} knights only. Get a straight up 5+++ against mortals AND a 6&amp;quot; aura that grants the 5+++ against mortals to Armigers. Much improved over the older version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagem - Staunch Allies (2 CP):&#039;&#039;&#039; Now changed in 9e, you can no longer surprise people with an overwatch ambush. Instead, select one model 12&amp;quot; away from a model of yours that is being charged. You can perform a 6+D6&amp;quot; Heroic Intervention, which is incredible range and stacks with any other bonuses you may have for HI&#039;s.&lt;br /&gt;
*Stacks perfectly with Defend Those in Need, as the Honoured ability lets all your knights Heroically Intervene.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|[[House Mortan]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, one must fight back against the darkness&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, House Mortan is a dour House whose planet is perpetually shrouded in darkness and covered in monsters. The Knights must perpetually fight these dark monsters, developing their strength when the greater Imperium cannot aid them.  &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, Mortan&#039;s experience fighting in inky blackness translates to a skill in close-quarters, and some fun with hit modifiers. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Household Traditions - Close-Quarters Killers:&#039;&#039;&#039; Straight up improved in 9e with now letting you re-roll melee hit rolls of 1, with zero qualifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait -Legacy of the Black Pall:&#039;&#039;&#039; Enemies must subtract 1 from their hit rolls targeting your Warlord from Shooting attacks further than 18&amp;quot;. Useful, but only really on a backfield camping knight where they cannot be flanked by deepstriking foes. Can be combo&#039;d with Gatekeeper for some lulz (Transhuman and -1 to hit).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics - Honor&#039;s Bite:&#039;&#039;&#039; Replaces a Reaper Chainsword, now upgraded in 9e. Strikes become S+6 AP-4 6 damage, and wound rolls of 6 deal 3 extra mortal wounds, Sweeps triple attacks at S:User AP -4 2 damage and wound rolls of 6 grant 1 extra mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems - Slayer of Shadows (1 CP):&#039;&#039;&#039; Upgraded in 9e to now work in the shooting and fighting phases. One model can ignore any WS and BS modifiers for that phase. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|[[House Terryn]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, fight for honor&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, House Terryn are honorable Knights who fight to escape the mundanity of the traditions on their world.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, Terry hits hard and lots of times! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
House Terryn is among the mightiest Knight Houses in the Imperium, and is one of the most unrelenting in their constant march to war in the Emperor&#039;s name. This is partially due to the incredibly complex, laborous, and torturous traditions Nobles are expected to follow... Unless they&#039;re at war. House Terryn is known for their exceeding gallantry and unrelenting assaults on the enemies of Mankind, and for their unrelenting commitment to their Knightly vows. One of the poster boys of the Imperial Knights, and the main poster boys for the Questor Imperialis Knights. Also they have a major role in the events of Psychic Awakening: Engine War, and its pretty cool. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Household Tradition - Gallant Warriors:&#039;&#039;&#039; When advancing or charging, roll an extra D6 and drop the lowest. Gets you up to places quicker and lets you run over and smash fools more reliably. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Champion of the Household:&#039;&#039;&#039;  Re-roll Advance and Charge rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics - Thunder of Voltoris:&#039;&#039;&#039; Replaces a rapid-fire battle cannon. 72&amp;quot; Heavy D6+6 S9 AP-2 D3 Blast, which is vastly improved over last edition&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems - Glory in Honour (1 CP):&#039;&#039;&#039; Sadly changed to adding +1 attack and letting you re-roll 1&#039;s to hit in melee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Questor Mechanicus}}====&lt;br /&gt;
* &#039;&#039;&#039;Mechanicus Allegiance Oath - Sacristan Pledge:&#039;&#039;&#039; Regain 1 wound at the start of the controlling player&#039;s turn. Also, Armigers start with 1 extra wound, other knights start with 2 extra.&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|[[House Krast]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, vengeance is constant.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, ...&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, you want to run up and start wrecking fools in melee. Even more so in 9e after the Warlord Trait and Strat both were changed to enhance melee capabilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Household Tradition - Cold Fury:&#039;&#039;&#039; Changed in 9e to having nat rolls of 6 auto-wound (5+ if you&#039;re attacking Titanics). Still spectacular when you consider how sweep attacks could allow several 6s to bypass Transhuman. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - First Knight:&#039;&#039;&#039; Now improves the Warlord&#039;s weapon skill characteristic by 1 (to a max of 2+), which by itself is excellent value. Omn top of this, during your command phase, you can select one Virtuous Chilveric ability from one of your select Oaths and have it be active for your Warlord.&lt;br /&gt;
*&#039;&#039;&#039;Relic -  The Headsman&#039;s Mark:&#039;&#039;&#039; Improves damage for all weapons by 1 when targeting a monster or vehicle. If attacking a Titanic unit, add 1 to the attack&#039;s wound roll.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Controlled Aggression (1 CP):&#039;&#039;&#039; At the start of the Fight phase, select up to two Armigers or one other House Krast unit from your army. Until the end of the phase, add 1 to the attack characteristic and improve each melee attack&#039;s AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|[[House Raven]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, the strength of iron is all that holds.&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, House Raven may well be the largest and mightiest of the Knight Households in the Imperium. They have an extremely close relationship with the Forge World Metalica, which has allowed House Raven to swell its ranks tremendously following the wisdom of Master Dominus Jamus Hetf&#039;eld. House Raven leverages their massive numbers of Knights in order to advance as an unbreachable wall of crimson war machines, unleashing their fury upon the enemies of Humanity in a rolling wave of thunder as they advance rapidly across the battlefield. Additionally, House Raven is somewhat unique compared to other Knight Houses, as they have not solely expanded their Household in the traditional manner of passing titles and Knight Suits via inheritance, and recruiting new pilots solely from their world&#039;s nobles, as a substantial amount of their might has come from other Knight Houses and Freeblades swearing fealty to House Raven, and ultimately being absorbed into the Household. Also, their fortress on their homeworld, Kolossi, the Keep Inviolate, rivals the Fang on Fenris and even the &#039;&#039;Emperor&#039;s Palace on Terra&#039;&#039;. That is, until Bellie showed up and decided to steal the entire planet. They are the other set of poster boys for Knights, and the poster boys for Questor Mechanicus. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, they have a rad color scheme, with red armor, and yellow and black hazard markings as a sign of a pilot&#039;s veterancy. Really a rewarding faction for a anyone looking to learn to freehand, as the large stripes on the knights are big enough that it&#039;s not hard, but also large enough that you need to actually try and keep it straight and even, as it&#039;ll be noticeable if it isn&#039;t. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Household Tradition - Relentless Advance:&#039;&#039;&#039; When moving or advancing, ignore any or all modifiers to your Move characteristic and Advance rolls. Also, each time this model is selected to shoot, it counts as having remained stationary. So not only do you get the 8e trait, but your Armigers can ignore difficult ground.&lt;br /&gt;
**Better than Terryn&#039;s Gallant Warriors when you value mobility for things other than rushing straight forward, as it enables you to do a fighting retreat. Benefits Crusaders and Armiger Warglaives the most for obvious reasons - always load up on Carapace Weapons if you&#039;re running {{W40Kkeyword|House Raven}}.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;&#039;Master of the Trial:&#039;&#039;&#039; When hit by AP-1 or AP-2 attacks, the AP is degraded by 1. Small arms fire is a frequent nuisance, so you&#039;ll often be using this.&lt;br /&gt;
*#&#039;&#039;&#039;Lord of the Trials:&#039;&#039;&#039; Any nat 6s to hit automatically wound.&lt;br /&gt;
*#&#039;&#039;&#039;Inviolate:&#039;&#039;&#039; 4+++ FNP against Mortal Wounds.&lt;br /&gt;
*#&#039;&#039;&#039;Blessed by Metalica:&#039;&#039;&#039; The warlord gains +2 wounds and can be repaired by any {{W40kKeyword|Metalica Techpriest}} despite lacking any matching keywords. If you&#039;re planning to attach some AdMech and don&#039;t mind being trapped with Metalica, then you absolutely need to pick this up.&lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Banner Inviolate&#039;&#039;&#039;: {{W40kKeyword|Questoris-Class}} only. All Armigers within 6&amp;quot; can re-roll 1s to hit in &#039;&#039;any&#039;&#039; phase.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the Keep:&#039;&#039;&#039; Replaces a thermal cannon. Upgraded to Assault 1d6 S9 AP-5 D1d6+2 with Blast.&lt;br /&gt;
**&#039;&#039;&#039;Metalican Eye:&#039;&#039;&#039; Any attacks against {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} units add -1 to their AP.&lt;br /&gt;
**&#039;&#039;&#039;Relentless Wrath:&#039;&#039;&#039; Replaces a rapid-fire battle cannon. This cannon&#039;s now Assault 2d6 and D3 - the Assault won&#039;t matter since you can&#039;t fire it in melee and could already fire it after advancing, but the D3 is slightly better than +1D for murdering TEQ (note; it does matter if it&#039;s in a Super Heavy Aux detahcment, as they do not benefit from Household traditions).&lt;br /&gt;
**&#039;&#039;&#039;Spirit of Kolossi:&#039;&#039;&#039; The bearer can re-roll one hit, wound, or damage roll when shooting or fighting.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Crimson Wall (2 CP):&#039;&#039;&#039; Use during the fight phase. Whenever {{W40kKeyword|House Raven Character}} is hit by an attack, they automatically roll a 6 on their save. If you&#039;re up against something like a traitor knight with a fist or a super-power fist, you&#039;ll be relying on this.&lt;br /&gt;
**&#039;&#039;&#039;Hammer Blow (1/3 CP):&#039;&#039;&#039; Use during the shooting phase. One model that hasn&#039;t moved can&#039;t charge, but can re-roll 1s to hit with any Blast weapons or re-roll the hit roll if the target unit has over 6 models. The cost is upped to 3 CP if used on a Dominus or Acastus knight.&lt;br /&gt;
**&#039;&#039;&#039;Honour Inviolate (2/3 CP):&#039;&#039;&#039; Use during the shooting phase. If your model didn&#039;t move this turn, their ranged weapons all add +1 to their strength, meaning everything dakka can now splatter even more things. The cost is upped to 3 CP if used on a Dominus or Acastus knight, usually the shootiest.&lt;br /&gt;
**&#039;&#039;&#039;Horrors at Bay (1 CP):&#039;&#039;&#039; Whenever an enemy unit is attacking one of your knights, you can force it so that only &#039;&#039;models&#039;&#039; within engagement range can attack, which flat-out cripples the value of hordes as now only a few of the dozen boyz can make a swing and if their klaw nob isn&#039;t in that range, he&#039;s SOL.&lt;br /&gt;
**&#039;&#039;&#039;Kolossi Eternal (3 CP):&#039;&#039;&#039; Use once per game during the opponent&#039;s shooting phase. Select one non-armiger model in your army and two others within 3&amp;quot; of that first. All three models gain a 4++ Invuln save for that phase.&lt;br /&gt;
**&#039;&#039;&#039;Lockstep Advance (1/3 CP):&#039;&#039;&#039; Use during the movement phase. That model&#039;s movement is halved, but when you roll to determine attacks, you can roll a second die and drop the lower one. Usually, these weapons are the ones with Blast, so you&#039;ll want to use this anyway. The cost is upped to 3 CP when used on a Dominus or Acastus knight.&lt;br /&gt;
**&#039;&#039;&#039;Order of Companions (1 CP):&#039;&#039;&#039; Changed in 9e to no longer provide the bonkers value it did before. Before the battle, select one House Raven {{W40kKeyword|Questoris-Class}} model from your army. Each time this model is selected to shoot or fight, you can re-roll one hit roll, one wound roll, or one damage roll when resolving that model&#039;s attacks.&lt;br /&gt;
***Fortunately, you can use this multiple times in bigger games, same as most Requisition strats.&lt;br /&gt;
**&#039;&#039;&#039;Rolling Thunder (1 CP):&#039;&#039;&#039; Whenever one of your non-Armiger knights make a charge, any enemies within 3&amp;quot; of this knight take a -1 to hit, making sure that your knight will likely survive their first blow instead of going kamikaze.&lt;br /&gt;
**&#039;&#039;&#039;Shadow&#039;s Reach (2 CP):&#039;&#039;&#039; Use during the enemy&#039;s movement phase. Any models within 3&amp;quot; horizontally and 5&amp;quot; vertically or your selected non-Armiger unit are now considered engaged with them. This can make you a pretty wide target and fortunately isn&#039;t restricted by classification. It also means that you&#039;re more of a target, as you can be stuck fighting an enemy you don&#039;t want.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|[[House Taranis]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, the Omnissiah&#039;s grace aids those who hold true.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thematically, house Taranis is first of the Knightly Houses, and perhaps the most loyal to the Adeptus Mechanicus. Owners of a uniquely advanced variant of the Throne Mechanicum (the neural link that allows Nobles to plug into and control Knights) that has none of the extremely negative side effects that the rest of the Imperial Knights suffer, and they won&#039;t share. Uniquely, does not follow the concepts of feudalism or chivalry, as most other Knight Houses do, and are, instead, nearly completely devoted to the Adeptus Mechanicus and the Omnissiah. This is partially a result of the near total annihilation of the Household near the outset of the Horus Heresy, during which they were part of the minority of forces on Mars, which were still loyal to the Emperor, and carried out an epic, if suicidal, charge into a massive enemy force with the intent of slaying the enemy commander. I wont spoil how it ends, but &#039;&#039;Horus Heresy: Mechanicum&#039;&#039; is pretty cool, even if its not the best written book in the world, it really does the Knights of House Taranis, and Titans of Legio Tempestus justice. However, by a minor miracle, two of their Knights escaped what would have been the Household&#039;s final charge, and once the war for Mars was ultimately won by the Loyalists, the Mechanicum spared no expense in rebuilding the first Knight Household. Since, House Taranis has fought with the knowledge that, whatever happens, the Omnissiah will provide.  &lt;br /&gt;
&lt;br /&gt;
On the tabletop, This House specializes in making your Knights **really** hard to kill, while giving them some extra power in neutralizing their greatest threats - tanks and other Lords of War. The tradition is as close to a straight durability increase as you&#039;ll ever see, and the Strategem is one of the best in the book, while the Trait and Heirloom give you extra punch versus heavy armor. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
;Household Tradition - Omnissiah&#039;s Grace: If it ain&#039;t broke, don&#039;t fix it. Still a straight and simple 6+++ against non-mortal wounds, totaling to T8 3+/5++ranged/6+++. Not too spectacular, but it can cover for the Ion Shields&#039; inability to protect against melee attacks. And since Knights have so many wounds, that&#039;s a lot of opportunities for this trait to activate.&lt;br /&gt;
::Mathhammer time: A straight boltshell (S4/AP0/D1) has a 5/162 chance of wounding against that, multiplied by (7 - N) / 6, where N = your BS (BS 3+ means N=3). Have fun trying to [[/d/|penetrate that armor.]]&lt;br /&gt;
;Warlord Trait - Knight of Mars: Once per battle, after rolling a D6 or D3 when making an Advance roll, hit roll, wound roll, damage roll, charge roll, or saving through for this Warlord after any re-rolls (if any) have been made, you can change the result of one of those dice to a 6 (or a 3 if it was D3). Not great, unless your army is Virtuous, you can then do this once per turn instead of once per battle.&lt;br /&gt;
;Relic - Fury of Mars: Replaces a meltagun, twin meltagun, thermal spear, or thermal cannon. The weapon becomes a Relic for all rules purposes, add 1 to the weapon&#039;s strength, delete the weapon&#039;s abilities, and add 2 to that weapon&#039;s damage characteristic. &lt;br /&gt;
;Stratagem - Our Darkest Hour (1/2 CP): Still the coolest named strat, still the coin flip we all know and love. And now in 9e costing less CP than before (1cp for Armigers, 2cp for everyone else).  Use when one of your models dies and doesn’t explode. Roll a dice, on a 4+, the knight gets back up with 3 wounds left. Notably, this happens at the end of the phase meaning your Knight isn’t just going to be pasted immediately. This is why you take Taranis. Combine with the Mark of the Omnissiah Heirloom for regen shenanigans. However, this strat can only be used once per battle, so choose wisely!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|[[House Vulker]]}}=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, ...&amp;lt;br&amp;gt;&lt;br /&gt;
Thematically, ...&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, ... &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Household Tradition - Firestorm Protocols&#039;&#039;&#039;: Unchanged from before, when targeting the closest enemy unit with a ranged weapon, re-roll hit rolls of 1. A good choice for Knights that like to get in their opponent&#039;s faces with short-ranged weapons, like the Atrapos (the Valiant benefits little from this trait since the Conflagration Cannon already auto hits l, while the Thundercoil Harpoon re-rolls failed hit rolls against {{W40Kkeyword|Vehicle}} and {{W40Kkeyword|Monster}} units). Also makes the Castellan&#039;s Plasma Decimator safer to use when overcharged.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Adamantium Knight:&#039;&#039;&#039; Wound rolls of 1, 2, and 3 made against the Warlord with this WT are auto-fails, even if the wound chart says otherwise.&lt;br /&gt;
**Considering that most of the Knights have T8, this will mean even dedicated superheavy-killer weapons as Volcano Cannons will only be able to wound on a 4+, dramatically reducing their effectiveness against you.&lt;br /&gt;
**A lot of armies do not have widespread access to strength 9 or higher weaponry, so this only really matters if you&#039;re up against Guard players (lascannon swarms and shadowswords) or against other superheavies and (god-emperor forbid) Titans. In short, you usually won&#039;t need this trait, but when you do it will be a life-saver, so consider buying it in with Exalted Court if you&#039;re facing a list with significant S9 or higher.  &lt;br /&gt;
*&#039;&#039;&#039;Relic -  The Auric Mask:&#039;&#039;&#039; When an enemy takes a Morale test within 12&amp;quot; of the user, it must roll 2d6 and keep the highest.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Saturation Bombardment (1cp/2CP):&#039;&#039;&#039; Still the same, use before a model shoots. Any unmodified hit rolls of 6 cause 2 hits instead of 1. Better on Crusaders, the more dakka the better.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Custom Household Traditions====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, the oaths of knighthood are ultimately decided by the individual.&amp;lt;br&amp;gt;&lt;br /&gt;
Though originally introduced in Engine War, the new codex saw fit to rearrange how custom households are decided, as well as how Freeblades get their bonus.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While Imperialis and Mechanicus Households are ultimately restricted to their own list of martial traditions, a Freeblade can select a trait from a third list exclusive to them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Questor Imperialis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Glorified History:&#039;&#039;&#039; Not available for Freeblades. Your generic copy of an existing Imperialis household, getting everything but the relic. Ignore.&lt;br /&gt;
*&#039;&#039;&#039;Front-Line Fighters:&#039;&#039;&#039; +1 to Strength when shooting an enemy within 18&amp;quot;. This means more for your Stubbers than it will your main guns. But does let Armigers Helverins reach strength 8 with there autocannons allowing instant death of toughness 4 targets.&lt;br /&gt;
*&#039;&#039;&#039;Hunters of Beasts:&#039;&#039;&#039; +1 to hit monsters and vehicles, +1 damage against titanic enemies. This also scores 2 Honour Points when you kill these enemies while using the Lay Low the Tyrants Oath. Better when facing Nids or Guard who rely on such units for a lot.&lt;br /&gt;
*&#039;&#039;&#039;Noble Combatants:&#039;&#039;&#039; The errata fixed this tradition, and not a moment too soon: As long as you don&#039;t use a melee weapon&#039;s sweep profile, it can make a number of additional attacks equal to the number that did not reach the inflict damage step of the fight sequence (i.e. didn&#039;t hit, didn&#039;t wound, or the target made their save). This goes a long way in boosting the reliability of the Strike profiles of your chainswords and gauntlets. &lt;br /&gt;
** Extra chances for wound rolls can also synergize with the &amp;quot;on a wound roll of a 6 you get X&amp;quot; effect that quite a few relics and traits have.&lt;br /&gt;
*&#039;&#039;&#039;Paragons of Honour:&#039;&#039;&#039; A pure Knights army can swear a third Oath. . . We have no idea how or even if this works for Freeblades.&lt;br /&gt;
*&#039;&#039;&#039;Strike and Shield:&#039;&#039;&#039; Your knights can&#039;t be hit on anything better than a 4+ in melee and any attacks with AP-1 count as AP0. Gives you quite a bit, especially against massed small arms. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Questor Mechanicus&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fealty to the Cog:&#039;&#039;&#039; Not available for Freeblades. Your generic copy of an existing Mechanicus household, getting everything but the relic. Ignore.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Arms:&#039;&#039;&#039; All guns gain +6&amp;quot; range, but your Cognis Heavy Stubbers become Heavy 6 and improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Honoured Sacristans:&#039;&#039;&#039; +1 to saves against Damage 1 weapons, your answer against getting hit by small arms fire.&lt;br /&gt;
*&#039;&#039;&#039;Machine Focus:&#039;&#039;&#039; Re-roll one wound or damage roll when shooting, which means a lot for you.&lt;br /&gt;
*&#039;&#039;&#039;Steel-Sinewed Aim:&#039;&#039;&#039; +1 to hit when shooting an engaged enemy, which incidentally does a lot for your stubbers and meltas.&lt;br /&gt;
*&#039;&#039;&#039;Unremitting:&#039;&#039;&#039; When using a blast weapon, you count the target as having double the number of models for the sake of determining how many hits you score. Congrats, your battle cannon is now guaranteed to flatten space marines.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freeblade&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Last of their Line:&#039;&#039;&#039; You can re-roll to hit an enemy unit with 11+ models (Or 6+ models for an Armiger).&lt;br /&gt;
*&#039;&#039;&#039;Mysterious Guardian:&#039;&#039;&#039; This knight can arrive from strategic reserves as if it were one turn later.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Once per game, you can use an Epic Deed Strat without spending any CP.&lt;br /&gt;
*&#039;&#039;&#039;Mythic Hero:&#039;&#039;&#039; When determining chivalric abilities, this knight counts as having 2 more Honour Points, thus letting them access special perks more easily.&lt;br /&gt;
**Incidentally, the Canis Rex MUST take this ability, which steps in line with its WT also giving Honour Points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Knightly Teachings===&lt;br /&gt;
Rather than psykers, your loyalist Knights repurpose their Knight Perceptor into being a Priest-like unit that can inspire Armigers on a 4+. Conveniently, this still works with Freeblades (though you&#039;ll only see use in a Freeblade Lance) and Sir Hekhtur can use this on any knights.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Virtue of Courage:&#039;&#039;&#039; Armigers within 6&amp;quot; deal another hit on a natural 6 to hit, making for a good bubble of protection.&lt;br /&gt;
#&#039;&#039;&#039;The Oath of Justice:&#039;&#039;&#039; Armigers within 6&amp;quot; count as having 2 more Honour Points for the sake of determining Chivalric abilities in case you&#039;re just on the edge over getting to Exalted powers.&lt;br /&gt;
#&#039;&#039;&#039;The Folly of Mercy:&#039;&#039;&#039; One Armiger within 12&amp;quot; can now move, shoot, and perform objective actions without risking anything.&lt;br /&gt;
#&#039;&#039;&#039;The Knight&#039;s Faith:&#039;&#039;&#039; Armigers within 6&amp;quot; gain a 6+++ FNP, with any affected by Bondsman abilities improving this to a 5+++. Just the thing you need to protect them from a melta shot.&lt;br /&gt;
#&#039;&#039;&#039;The Warrior&#039;s Hope:&#039;&#039;&#039; One Armiger within 12&amp;quot; gains the Chivalric powers of one Oath that wasn&#039;t selected. As you&#039;re not held down by any of the baggage, you can easily let this stack up on any other vows you did select.&lt;br /&gt;
#&#039;&#039;&#039;The Wisdom of Nobility:&#039;&#039;&#039; Mark one Armiger within 12&amp;quot;. When they get picked for a Bondsman ability, they can share this ability with another Armiger within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===The Code Chivalric===&lt;br /&gt;
Because of course you have to play the chivalric knight gimmick to the hilt.&lt;br /&gt;
&lt;br /&gt;
Throughout the game you have the ability to gain or lose Honour Points by honoring certain Oaths that you swear at the game&#039;s start. While you start at 1 Honour (and thus start at Honoured for a special ability), you can gain an additional power when you reach Virtuous at 5 Honour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Defend the Realm&amp;quot;&amp;gt;&lt;br /&gt;
Earn Honour by claiming more objectives than the enemy for a turn but you lose it for each turn where they control more objectives.&lt;br /&gt;
*&#039;&#039;Honoured - Duty and Wisdom:&#039;&#039; You gain an additional CP each turn, giving you more ammo for your strats.&lt;br /&gt;
*&#039;&#039;Virtuous - Duty and Honour:&#039;&#039; All your models gain ObSec, with your Armigers counting as 8 models now for capping. Try shoving them off now!&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lay Low the Tyrants&amp;quot;&amp;gt;&lt;br /&gt;
Earn Honour for each turn where you kill at least one {{W40kKeyword|Warlord/Character/Monster/Vehicle}}, but lose Honour if you don&#039;t kill at least any two units. Probably the hard sell depending on the army.&lt;br /&gt;
*&#039;&#039;Honoured - Martial Pride:&#039;&#039; Your knights can re-roll one hit or wound roll each turn.&lt;br /&gt;
*&#039;&#039;Virtuous - Martial Legacy:&#039;&#039; Once per turn, you can substitute one Advance roll, hit roll, wound roll or save with an automatic 6. Sadly, this doesn&#039;t help with your randomized damage.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Protect Those in Need&amp;quot;&amp;gt;&lt;br /&gt;
Earn Honour each turn where you manage to Heroically Intervene or Charge, lose Honour for each turn where you don&#039;t do those in a circumstance where such is possible.&lt;br /&gt;
*&#039;&#039;Honoured - Selfless Heroes:&#039;&#039; Your knights can now all Heroically Intervene with a range of 6&amp;quot;. Good for you, this might help you keep your Honour intact.&lt;br /&gt;
*&#039;&#039;Virtuous - Inspiring Heroes:&#039;&#039; Your knights can use their Bondsman abilities twice a turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Refuse No Challenge&amp;quot;&amp;gt;&lt;br /&gt;
Earn Honour in any round where you kill 2+ enemy units in melee, lose Honour for any turn where your knights fall back.&lt;br /&gt;
*&#039;&#039;Honoured - Noble Display:&#039;&#039; +1 to hit in melee after charging, getting charged, or heroically intervening.&lt;br /&gt;
*&#039;&#039;Virtuous - Mighty Display:&#039;&#039; Re-roll advance and charge rolls, which can help stack with Protect Those in Need.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exalted Court===&lt;br /&gt;
As with various other factions in this edition, you now have a set of character upgrades for your Questoris and Dominus knights that cost Power Level and points to not only provide special rules, but also a special perk when the knight is Honoured or Virtuous and a special perk when used in a Crusade game. You can buy each one only once, but each one can also use their Bondsman abilities twice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Questor Imperialis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;High Monarch:&#039;&#039;&#039; The costliest of the upgrades, but you&#039;re also picking a mandatory warlord who can potentially double your Honour intake on a 5+. When Honoured, this lets you share the High Monarch&#039;s Bondsman ability to all nearby Armigers, making it a powerful support.&lt;br /&gt;
*&#039;&#039;&#039;Master of Justice:&#039;&#039;&#039; A knight that gets to pick two Imperialis traditions, with the exception of Exalted History. When Honoured, once per game you can use one Strategic Ploy strat without paying CP if you use it on a model benefiting from the Master of Justice&#039;s Bondsman ability.&lt;br /&gt;
*&#039;&#039;&#039;Monarchsward:&#039;&#039;&#039; The Monarchsward is your dedicated bodyguard, protecting fellow characters (thus requiring the Knight Baron strat) from getting shot while they&#039;re nearby. When Honoured, Armigers under the Monarchsward&#039;s Bondsman ability can always fight first, a perfect match for the Warglaives.&lt;br /&gt;
*&#039;&#039;&#039;Herald:&#039;&#039;&#039; When a knight uses their Bondsman ability within 9&amp;quot; of the Herald, that knight can also target an Armiger within 9&amp;quot; of the Herald, making a massive range boost. When Honoured, the Herald&#039;s Bondsman ability grants Armigers a 4++ invuln on top of the other perks.&lt;br /&gt;
*&#039;&#039;&#039;Gatekeeper:&#039;&#039;&#039; The tank of the lot, unable to be wounded on anything below a 4+ while wholly within your deployment zone. Put this on a Crusader or Castellan if you really want your opponent to hate you. When Honoured, an Armiger under the Gatekeeper&#039;s Bondsman ability gains +1 to Toughness when within range of an objective. This lets your Armigers tank a little more while keeping objectives in your hands.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Questor Mechanicus&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Princeps:&#039;&#039;&#039; Your mandatory warlord, the Princeps focuses on preventing Honour loss as opposed to maximizing on the gains like the High Monarch. When Honoured, the Princeps&#039; Bondsman abilities can now work on Questoris knights as well as Armigers.&lt;br /&gt;
** Something to note that the -1 Damage Taken DOES NOT apply to Questoris knights, only Armigers. However, this is still a pretty powerful buff you can apply. A Princeps Errant, for example, can give a Gallant Advance and Charge, a Princeps Paladin can slap its reroll-1s to hit and wound on a Crusader, etc. Go nuts!&lt;br /&gt;
*&#039;&#039;&#039;Master Tactician:&#039;&#039;&#039; A knight that can take a second Mechanicus tradition with the exception of Fealty to the Cog. When Honoured, once per game you can use a Battle Tactic strat on an armiger that&#039;s benefiting from the Master Tactician&#039;s Bondsman ability.&lt;br /&gt;
*&#039;&#039;&#039;Master of Lore:&#039;&#039;&#039; Lets your knights gain the {{W40kKeyword|Mentor}} keyword and use teachings (only one known, and only one per command phase), while Knight Preceptors with this upgrade can use two teachings each turn. When Honoured, The Master of Lore&#039;s Bondsman ability can stack with others instead of overriding a previous Bondsman Ability.&lt;br /&gt;
*&#039;&#039;&#039;Master of Vox:&#039;&#039;&#039; Allows you to recover a spent CP on a 5+, letting you preserve them for other strats. When Honoured, the Master of Vox can mark any Armiger on the field to receive its Bondsman ability.&lt;br /&gt;
*&#039;&#039;&#039;Forge Master:&#039;&#039;&#039; Best suited for the backfield, where it reduces the incoming damage of any attack by 1. When Honoured, the Armiger benefiting from the Forge Master&#039;s Bondsman Ability add +1 to hit and wound rolls when attacking an enemy within your DZ.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Calculated Targeting (2/3/4 CP):&#039;&#039;&#039; Allows a {{W40Kkeyword|Questor Mechanicus}} knight to deal double the damage on a natural 6 to wound when shooting, that one half of the damage being made MWs, and thus incredibly lethal. It&#039;s also absurdly expensive, as even Armigers cost only 2 CP with larger classes having to spend more for that same overkill.&lt;br /&gt;
*&#039;&#039;&#039;Full Tilt (1 CP):&#039;&#039;&#039; No longer the go-to strat for your Warglaives and Gallants, now it only gives you an auto 6&amp;quot; on advance rolls (9&amp;quot; for Armigers). Pair up with an Errant&#039;s bondsman ability to adv. and charge for a vehicle that is rocketing across the board with minimums of 14&amp;quot; for Dominus, 16&amp;quot; for Questoris, 18&amp;quot; for Cerastus and 21&amp;quot; for Armigers!&lt;br /&gt;
**{{W40Kkeyword|HOUSE TERRYN}} can pull off a turn-one charge with this stratagem. See Tactics for details.&lt;br /&gt;
*&#039;&#039;&#039;Impetuous Glory (1 CP):&#039;&#039;&#039; When an {{W40Kkeyword|Armiger-Class}} knight fights in combat, each natural 6 to hit deals an additional hit. Warglaives will be using this, especially when going Imperialis.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Questor Imperialis}} model consolidates, they can move 6&amp;quot; (7&amp;quot; when you add in the +1&amp;quot; being Imperialis adds) in any direction as long as they reach an enemy. The major goal for this is target priority, keeping your fists at the tanks and your chainswords at the crowds.&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess (1/2 CP):&#039;&#039;&#039; When a knight is attacked in the Fight phase, your knight adds +1 to their save, allowing you to tank out any potential killing blows or just making walls of fire plink off easily.&lt;br /&gt;
**Costs 1 CP for Armigers.&lt;br /&gt;
*&#039;&#039;&#039;Pack Tactics (1 CP):&#039;&#039;&#039; Any time two or more Armigers fight the same enemy, each one gets an additional attack to help take down that enemy faster.&lt;br /&gt;
*&#039;&#039;&#039;Pains of Old Night (1 CP):&#039;&#039;&#039; Your knights re-roll 1s to wound {{W40Kkeyword|Chaos}} units in melee.&lt;br /&gt;
*&#039;&#039;&#039;Skyfire Protocols (1 CP):&#039;&#039;&#039; An {{W40Kkeyword|Armiger-Class}} unit adds +1 to hit enemy {{W40Kkeyword|Aircraft}} when shooting. Helverins will absolutely love this, but the Warglaives will still see plenty of use by virtue of their thermal spears.&lt;br /&gt;
*&#039;&#039;&#039;Thin Their Ranks (1 CP): &#039;&#039;&#039; Up to three {{W40Kkeyword|Armiger-Class}} knights in the shooting phase get to auto-wound when they roll a natural 6 to hit. While not quite as capable of drowning everything in bullets, this does make the Helverin cannons more dangerous.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp (1 CP):&#039;&#039;&#039; Now a modifier on the generally neglected stomps of larger knights, rolling to hit with these feet now takes a -1 to hit but now each hit on non-Characters, non-monsters and non-vehicles deals 2 damage. As before, this is worthless on guardsmen, but it can still flatten marines and orks with ease.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Benevolence of the Machine God (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Questor Mechanicus}} model suffers a mortal wound roll 5+++ FNP to ignore it &#039;&#039;and all other mortal wounds for the rest of the phase&#039;&#039;. Great versus smite spam armies. Same as Benevolence of the Omnissiah. Note that while the effect is the same, the names are different. RAW this means you can use both these stratagems in the same phase, even though they do the same thing.&lt;br /&gt;
*&#039;&#039;&#039;Crushed (1 CP):&#039;&#039;&#039; When fighting with a gauntlet, you and your enemy need to roll a d6 (+1 if your knight&#039;s strength is higher than the enemy&#039;s). Winning makes the enemy unable to use invulnerable saves for the attack, making it devastating against daemons, but losing makes the fist utterly useless.&lt;br /&gt;
*&#039;&#039;&#039;Machine Spirit Resurgent (1/2 CP):&#039;&#039;&#039; Old reliable. Until the end of this turn, use the top row of a {{W40Kkeyword|Questor Mechanicus}} model’s wound track, regardless of how many wounds it has left. Costs 1 CP if used on an Armiger.&lt;br /&gt;
*&#039;&#039;&#039;Noble Sacrifice (1/2/3 CP):&#039;&#039;&#039; Machine Spirit&#039;s Revenge, in Knight Flavour. Spend CP to make your Knight automatically, with the cost increasing with the size of the knight exploding. Dominus Knights can have the range of their explosion extended to 3D6&amp;quot; if they can make a 4+ roll. Fun times abound.&lt;br /&gt;
*&#039;&#039;&#039;Recount the Virtues (1 CP):&#039;&#039;&#039; Allows a {{W40Kkeyword|Mentor}} who didn&#039;t already use a teaching to auto-cast it. This will only see use if you&#039;re throwing in a Knight from combat reserves and need to push an armiger forward.&lt;br /&gt;
*&#039;&#039;&#039;Survivors of Strife (1 CP):&#039;&#039;&#039; When an {{W40Kkeyword|Armiger-Class}} model is attacked, they can&#039;t be wounded on anything better than a 4+ for the phase, giving a surprising amount of durability against meltas and plasma.&lt;br /&gt;
*&#039;&#039;&#039;Trophy Claim (1 CP):&#039;&#039;&#039; If an enemy {{W40Kkeyword|Titanic}} unit was destroyed by a melee weapon, the knight who dealt the final blow gets +1 attack for the rest of the game, +1 Honour point and counts as being Virtuous, gaining all the perks from the chivalric vows.&lt;br /&gt;
*&#039;&#039;&#039;Valiant Last Stand (1/2 CP):&#039;&#039;&#039; One of two &amp;quot;On Death&amp;quot; Stratagems you have, and only usable if the Knight did not explode and didn&#039;t get to fight yet. This one allows a {{W40Kkeyword|Questor Imperialis}} Knight to fight as if it was his turn in the combat phase before being removed, though the Knight counts as having only one wound left when making these attacks. Costs 1 CP for an Armiger.&lt;br /&gt;
**A model with noble combatant is a good choice for this. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Heirlooms of the Household (1 CP)&#039;&#039;&#039;: The typical &amp;quot;extra relic&amp;quot; stratagem. Unlike last edition, this doesn&#039;t make your other knights into characters.&lt;br /&gt;
*&#039;&#039;&#039;Knight Baron (1 CP)&#039;&#039;&#039;: After choosing your Warlord, spend 1 CP to turn another knight from your detachment into a {{W40Kkeyword|Character}}. Knight Characters may pick a warlord trait (for the purposes of traits that specify a warlord the Knight using it is considered the warlord). Probably one of the best stratagems simply because a) the Warlord Traits in the codex are absolutely fantastic, b) allows your Knights to perform Heroic Interventions without being {{W40Kkeyword|HOUSE GRIFFITH}}, which is fantastic for melee Knights, c) opens the Exalted Court for another role and d) can be used multiple times depending on the game size, which most armies can&#039;t do.&lt;br /&gt;
*&#039;&#039;&#039;Revered Paragon (1 CP):&#039;&#039;&#039; Allows your Warlord to gain a second WT. With how many good traits you can use, you&#039;re pretty much spoiled for choice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Defiant Fury (1 CP):&#039;&#039;&#039; When a character dies, pick one Armiger. That Armiger can immediately shoot the killer and can re-roll to hit the killer for the rest of the game.&lt;br /&gt;
*&#039;&#039;&#039;Exacting Charge (1/2 CP):&#039;&#039;&#039; When a knight charges, roll 6d6 (4d6 if you&#039;re using an Armiger). For every roll that beats the enemy&#039;s Toughness, you deal two mortal wounds to the enemy. Costs 1 CP for an Armiger.&lt;br /&gt;
**Generally a good rider for fighting monsters and light tanks, as it gives you some extra punch to your attacks before the actual fighting begins.&lt;br /&gt;
*&#039;&#039;&#039;Flanking Manoeuvres (1 CP): &#039;&#039;&#039; When up to two Armigers are within 6&amp;quot; of the table edge and over 6&amp;quot; away from an enemy, you can throw them into reserves so you can throw them out some time later. Notable this is cheaper in terms of CP then putting two Armigers into reserves normally. Combos well with free blades with the Mysterious Guardian tradition.&lt;br /&gt;
*&#039;&#039;&#039;Point Blank Barrage (1 CP):&#039;&#039;&#039; Allows your knights to fire their blast weapons (so mostly the RFBC) on enemies they&#039;re engaged with, but a natural 1 to hit causes a MW to the knight. Decent call against mobs, but nothing else.&lt;br /&gt;
*&#039;&#039;&#039;A Squire&#039;s Duty (2 CP):&#039;&#039;&#039; An armiger can shoot and charge after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Stormstriders (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Questor Imperialis}} knight moves or advances, they can walk over an enemy unit that isn&#039;t a flyer. Roll a 1d6 (+1 if the unit has 6+ models, +2 if it has 11), the enemy takes d3 mortal wounds on a 3+ and d6 on a 7+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chainsweep (1 CP):&#039;&#039;&#039; Use this stratagem when a knight with a Reaper Chainsword or Chain-cleaver fights. The sweep profile for that weapon gives an extra attack, which is a bit of a far cry from the old version, but non-stomp attacks as a whole have gotten a good lot better. If you really want the extra damage, use Exacting Charge.&lt;br /&gt;
*&#039;&#039;&#039;Hurled Wreckage (1 CP): &#039;&#039;&#039; The old funbox returns again. When a knight with a thunderstrike gauntlet kills an enemy vehicle or monster, you can throw that dead body at an enemy within 9&amp;quot;. Roll a d6 (subtract 1 if targeting a character with 9 or less wounds), dealing d3 mortal wounds on a 3+ and maxing out on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Ion Aegis (2 CP)&#039;&#039;&#039;: At the start of your opponent&#039;s movement phase, choose a {{W40Kkeyword|Dominus Class}} Knight (e.g. Castellan or Valiant) in your army. Friendly {{W40Kkeyword|Armiger-class}} units within 6&amp;quot; of that Knight get a 4++. Now takes a more comprehensive take, letting you cover multiple Armigers where Rotate Ion Shields is more for the Questoris knights.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Ion Shields (1/2 CP):&#039;&#039;&#039; Use when an enemy targets your Knight in the shooting phase, it gets a 4++ invuln for the rest of the phase. This is fantastic, and you will be using it every turn. Costs 1 CP for Armigers.&lt;br /&gt;
**There is some strategy involved if you have more than one Knight, because you can only use a given stratagem once per phase. Enemies only have to declare shooting one unit at a time; a savvy opponent may bait you into using it on one Knight by shooting a couple of missiles, and then unload the rest of big guns into another one. You have been warned.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adeptus Mechanicus Codex===&lt;br /&gt;
The Stratagems below are listed as &#039;&#039;Adeptus Mechanicus stratagems&#039;&#039; in their respective codex, but several of them still work on {{W40Kkeyword|Questor Mechanicus}} Knights via being Knights of the Cog. The ones affecting Knights (directly or indirectly) are:&lt;br /&gt;
*&#039;&#039;&#039;Benevolence of the Omnissiah (1 CP):&#039;&#039;&#039; See above.&lt;br /&gt;
**Important to note that since this and Benevolence of the Machine God don&#039;t share the same name (at least if they don&#039;t FAQ it out) if you have an Adeptus Mechanicus detachment, you could use both in the same phase to give two different knights a 5+++ negate mortal wounds if you need to.&lt;br /&gt;
*&#039;&#039;&#039;Knight of the Cog (1 CP):&#039;&#039;&#039; Use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12&amp;quot; of a friendly {{W40kKeyword|ADEPTUS MECHANICUS CHARACTER}}. That unit gains the Canticle of the Omnissiah special rule until the end of the next turn. Can we say Shroudpsalm?&lt;br /&gt;
*&#039;&#039;&#039;Tech-adept (1 CP):&#039;&#039;&#039; An AdMech HQ can repair your knight and another vehicle in one go. Granted, each repair only restores 1d3 wounds, but that small difference can still be enough to bring you up a bracket on the damage table. Especially worth considering on a Necromechanic warlord.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
===Universal===&lt;br /&gt;
#&#039;&#039;&#039;Cunning Commander:&#039;&#039;&#039; Each turn you gain an extra CP on a 5+. While your knight is no longer any stronger, the CP bonus is way more consistent.&lt;br /&gt;
#&#039;&#039;&#039;Blessed by Sacristans:&#039;&#039;&#039; All guns deal a mortal wound in addition to normal on unmodified wound rolls of 6, to a maximum of 6 per phase.&lt;br /&gt;
#*High rate of fire weapons with poor S, AP, and D benefit from this the most, such as the gatling cannon, which will deal 2 mortal wounds on average. Excellent against all targets, as the mortal wounds bypass armour and invulnerability saves, but can also splash over into those annoying infantry swarms.&lt;br /&gt;
#**Absolutely terrifying on the Knight Castigator. The Castigator Bolt Cannon&#039;s [[Dakka|16 shots]] mean that it dishes out an average of 2.66 mortal wounds each turn. [[Cheese|Ow.]]&lt;br /&gt;
#** The Knight Crusader with an RFBC is probably the best choice for this trait, however. 12 gatling cannon shots + 2d6 RFBC shots + 8 shots from the stubbers + 1d6 heavy flamer shots + a carapace weapon is a frankly horrifying weight of firepower to throw out. &lt;br /&gt;
#&#039;&#039;&#039;Ion Bulwark:&#039;&#039;&#039; Ion shield invulnerable save is increased to 4++ vs shooting attacks.&lt;br /&gt;
#*The 2019 April FAQ sadly nerfed &amp;quot;Rotate Ion Shields&amp;quot; to limit the invulnerable save a knight can have to a 4++, so you can no longer use this trait and the stratagem to make you knight Castellan a giant custodian. Oh well...Still one of the better traits to take on your dominus class knights due to the firepower they attract. &lt;br /&gt;
#&#039;&#039;&#039;Knight Seneschal:&#039;&#039;&#039; Simple +1 attack for your Warlord. In addition, if you ever get dishonored, your warlord still gets to benefit from the Honoured Chivalry you picked while the rest of the army can pick something else. &lt;br /&gt;
#*Give to your knight gallant with the correct keyword trait for a total of 7 attacks on the charge, allowing a knight to kill anything smaller than a reaver titan.&lt;br /&gt;
#&#039;&#039;&#039;Landstrider:&#039;&#039;&#039; +2&amp;quot; movement and any advance and charge rolls count 1s and 2s as 3s. Powerful charge gimmick, especially &#039;&#039;&#039;Turn One Charge&#039;&#039;&#039; with Terryn.&lt;br /&gt;
#*Hysterical on a House Raven warlord. Great for playing keep away and quickly repositioning with your shooty Knights. Also great for a Gallant- watch as the four inches of additional total movement (with the use of Full Tilt, of course) means they charge directly into the heart of the enemy lines on the first turn.&lt;br /&gt;
#&#039;&#039;&#039;Revered Knight:&#039;&#039;&#039; Always fight first and a mono-faction army gains +1 Honour, though losing your warlord inflicts -1 Honour. Sir Hektur and the Canis Rex take this WT, and it does transfer when he escapes his knight.&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A description goes here.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
;Purge the Enemy &lt;br /&gt;
- Assassinate&lt;br /&gt;
: &lt;br /&gt;
- Bring it Down&lt;br /&gt;
: &lt;br /&gt;
- Titan Slayers&lt;br /&gt;
: &lt;br /&gt;
- Slay the Warlord&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
;Warpcraft&lt;br /&gt;
-Abhor the Witch&lt;br /&gt;
:  &lt;br /&gt;
-Mental Interrogation&lt;br /&gt;
:&lt;br /&gt;
-Psychic Ritual&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;No Mercy, No Respite&lt;br /&gt;
- Thin their Ranks&lt;br /&gt;
: &lt;br /&gt;
- Attrition&lt;br /&gt;
: &lt;br /&gt;
- While We Stand, We Fight&lt;br /&gt;
:  &lt;br /&gt;
- First Strike&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
; Battlefield Supremacy&lt;br /&gt;
- Engage on All Fronts&lt;br /&gt;
: &lt;br /&gt;
- Linebreaker&lt;br /&gt;
:  &lt;br /&gt;
- Domination&lt;br /&gt;
:  &lt;br /&gt;
&lt;br /&gt;
; Shadow Operations&lt;br /&gt;
- Raise the Banners High&lt;br /&gt;
:  &lt;br /&gt;
-Investigate Sites&lt;br /&gt;
:  &lt;br /&gt;
- Repair Teleportation Homer&lt;br /&gt;
: &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Basics===&lt;br /&gt;
*&#039;&#039;&#039;Ion Shield&#039;&#039;&#039;: Now just a 5++ all-round versus shooting. It will at least eliminate all those in-game arguments on where exactly your &amp;quot;front&amp;quot; arc stops. Interestingly it makes a knight as tough as a hierophant in most cases, at only a fraction of the points cost.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039;: Pop-gun, now not even needed for setting up charges. You never know when it&#039;ll kill the last model in a unit, though. Well, probably not often. Now comes in Questor Imperialis and Questor Mechanicus-exclusive flavors! The Questor Imperialis gets AP -1, while the Mechanicus version comes in Assault rather than Heavy. Quick reminder: for vehicles you can fire an assault weapon in melee normally, but a heavy weapon has -1 to hit. This makes Mechanicus knights better in melee where there stubbers can help out better while Imperialis are better shooting with the -1 AP.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;: Can replace aforementioned pop-gun for five points. Considering how much your Knights cost to begin with, this isn&#039;t that big a deal. And if it chips the last few wounds off of something or melts a Custodes, so much the better, right? A good choice for Gallants because you can fire the meltagun even after advancing (albeit you&#039;ll suffer -1 to hit when doing so).&lt;br /&gt;
**&#039;&#039;&#039;Twin Meltagun&#039;&#039;&#039;: Meltaguns at Assault 2. Nothing to shout about until you realize that the Dominus mounts two of these because fuck tanks, am I right?&lt;br /&gt;
*&#039;&#039;&#039;Titanic Feet&#039;&#039;&#039;: Went from your weapon of choice when fighting infantry to utterly superfluous for most of your Knights that have them. S:U (8) AP-2 D:2 isn&#039;t necessarily bad, but you no longer get to make extra hit rolls with them like in 8th, and your melee weapons have sweep profiles that do just that. The only time you should be using this is if your Crusader or Dominus-class Knight wound up in melee, which should not be happening frequently.&lt;br /&gt;
&lt;br /&gt;
===Arm Guns===&lt;br /&gt;
====Auto Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Rapid-Fire Battle Cannon with Heavy Stubber&#039;&#039;&#039;: 72&amp;quot; Heavy 2D6 8 AP-2 D3, Blast. While it does have massive 72&amp;quot; range, if you&#039;re sitting back and sniping you&#039;re not really getting the best out of your knight. Overall, excels at very little (it has a marginal advantage over the other weapons against T7 vehicles due to the wound math).&lt;br /&gt;
**With {{W40Kkeyword|House Raven}} the RFBC has an effective range of 87&amp;quot; (with no movement penalties), easily capable of hitting anything &#039;&#039;anywhere&#039;&#039; on the board. &lt;br /&gt;
**A good tactic would be to fire the RFBC last; 72&amp;quot; is long enough to reach almost anywhere on the board and it&#039;s pretty difficult to hide from a Knight. If your dice get cold and your other knights leave some stragglers, you can use the cannon(s) to clean up. &lt;br /&gt;
**Now officially delivers flat 3 damage, which is pretty solid into several units, and now free to equip on a Crusader!&lt;br /&gt;
*&#039;&#039;&#039;Armiger Autocannon&#039;&#039;&#039;: Unique to the Armiger Helverin. After suffering a bit in early 9e, the codex, we&#039;ve now been blessed with an extra point of AP, making the gun 60&amp;quot; Heavy 2d3 S7 AP-2 D3. Works against the two and three wound Marines of 9th but it will have difficulty against the T8 fatties (Land Raiders, Leman Russ&#039;, Wraithknights) and 3+ saves mean quantity is vital, but the Helverin mounts two of them. Fantastic for how cheap a platform it is mounted on, it will do work for you.&lt;br /&gt;
**Loses no effectiveness when targeting Gravis-armored primaris marines compared to the usual sort without added defenses, scoring one kill per failed 4+ armor save. When supported by a apothecary, 3 damage will usually overwhelm their FNP on a 2-wound marine, but 3-wound Gravis Marines may survive. But that&#039;s hardly a unique problem.  &lt;br /&gt;
**The most efficient weapon you have for taking out Guilliman; you hit and wound on 3+ with 4d3 attacks, the AP knocks him down to a 3+ save, and damage 3 means he&#039;ll go down quick. All of this means that you “only” need 20.25 shots from this gun to take him down, and for Guillimans price you can buy two Armigers which can pump out an average of 16 of these shots a turn (although this doesn’t take into account his regeneration ability or the fact he’ll be hiding behind meat shields).&lt;br /&gt;
*&#039;&#039;&#039;Avenger Gatling Cannon with Heavy Flamer&#039;&#039;&#039;: Same old 36&amp;quot; Heavy 12 S6 AP-2 D2. Serves as a good all-rounder, and is the absolute champ against all kinds of infantry, including TEQ (that 2 damage, in particular, will make MEQ and the like cry).&lt;br /&gt;
&lt;br /&gt;
====Meltas and Flamers====&lt;br /&gt;
*&#039;&#039;&#039;Thermal Cannon&#039;&#039;&#039;: Oh BOY did the 9e codex ever help this bad boy out. Now &amp;quot;only&amp;quot; 30&amp;quot; range, but clocking in with Heavy 2d3 S9 AP-4 Dd6+2 Blast - and when in half range it&#039;s d6+4. Further evaluation required, but on the surface this gun is much improved and excels at taking out vehicles, monsters, and other high-wound models.&lt;br /&gt;
*&#039;&#039;&#039;Thermal Spear&#039;&#039;&#039;: The Thermal Cannon&#039;s lesser cousin carried by the Armiger Warglaive received a couple of nice buffs in 9e. 30&amp;quot; Heavy 2 S9 AP-4 Dd6 (d6+2 at half range). S9 is wonderful against all sorts of targets, and the Heavy 2 means no more wiffing on the 1d3 shots.&lt;br /&gt;
**Considering Armigers have a movement of 12&amp;quot;, the range on these is more like 42&amp;quot;, which makes them really good.&lt;br /&gt;
*&#039;&#039;&#039;Conflagration Cannon&#039;&#039;&#039;: The middle child between a Titan Inferno Gun and a Hellhound&#039;s Inferno Cannon. 18&amp;quot; Heavy 3d6 with S7 AP-2 D2 as well as the auto-hitting goodness of a flame weapon. At full movement this gives your Knight a surprisingly scary 26&amp;quot; threat range.&lt;br /&gt;
&lt;br /&gt;
====Plasma Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Plasma Decimator&#039;&#039;&#039;: The Castellan&#039;s first arm weapon. 48&amp;quot;, Heavy 2d6, S8/9, AP-3, D2/3 Blast. Like most plasma weapons, it can be overcharged for the boosted S and D, but it&#039;ll take a mortal wound for each unmodified hit roll of 1 it makes. &lt;br /&gt;
** Range aside this is basically a Leman Russ Executioner Cannon on a sturdier platform. It&#039;s not &#039;&#039;bad&#039;&#039; per se, until you consider that Guard players can bring &#039;&#039;&#039;4&#039;&#039;&#039; of these bad motherfuckers for the same price and it suffers the same problem every plasma weapon has on a platform with a degrading staline, in that its low power version is underpowered compared to what else you can take, while overpowering isn&#039;t worthwhile unless you can re-roll ones (hint: {{W40Kkeyword|House Vulker}} lets you do exactly that). &lt;br /&gt;
**Counter opinion: yes this gun is pretty average. But when overcharging you really only have to worry about 1-3 mortal wounds. Which is not ideal of course, but on a model with so many wounds, it sort of does take a bit of the danger out of it (hint: {{W40Kkeyword|House Hawkshroud}} is useful for this).&lt;br /&gt;
**House Raven players using their house command benefit &amp;quot;order of companions&amp;quot; to re-roll all 1s, letting you overcharge this (and by this I mean replace the plasma decimator with the cawls wrath relic) and do 3 damage a shot with a little chance to self damage.&lt;br /&gt;
**After a bit of experience with this weapon, it actually isn&#039;t that bad. It&#039;s like a more specialised version of the rfbc. Excels at murdering elite infantry, and whilst it does seem pretty lackluster, in reality if you are firing at the right target (elite infantry with only one or two wounds) 2d6 shots can really fucking hurt.&lt;br /&gt;
**Went up 40 points in the 2019 Big FAQ. This combined with the Volcano lance&#039;s increase makes the Knight Castellan &amp;lt;span style=&#039;color:blue;&#039;&amp;gt;literally exactly&amp;lt;/span&amp;gt; 100 points more expensive than it used to be.&lt;br /&gt;
&lt;br /&gt;
====Las Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Volcano Lance&#039;&#039;&#039;: The Castellan&#039;s other arm weapon. Basically a smaller [[Volcano Cannon]], with slightly less range and Strength than its Shadowsword-mounted cousin. But a 80&amp;quot; Heavy 1d3 S16 AP-5 1D6+8 D Blast gun that no longer rerolls failed wounds against {{W40Kkeyword|Titanic}} units. Only found on the biggest knight. Could be devastating with the &amp;quot;Calculated targeting&amp;quot; stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Las Impulsor&#039;&#039;&#039;: The new weapon carried by Canis Rex and the Knight Preceptor. Essentially a laser shotgun. Has two firing modes: 36&amp;quot; heavy 2d6, S 6 AP-2 D2 blast or 18&amp;quot; heavy d6 S12 AP-4 D4 blast. &lt;br /&gt;
** This perfectly supports both the long-range anti-infantry Helverin and the short-range anti-tank Warglaive, while still being able to mix it up if an enemy slips through.&lt;br /&gt;
** This is the jack of all trades option, with the inevitable &amp;quot;master of none&amp;quot; downside. 2-12 avenger cannon shots or a shorter-ranged thermal cannon with enough strength to wound T6 enemies on a 2+. On the other hand, it&#039;s never going to be wasted on inappropriate targets and the 2 damage on the Dispersed mode gives it a little extra usefulness against 3-wound models like Grey Knight Paladins.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
*&#039;&#039;&#039;Thundercoil Harpoon&#039;&#039;&#039;: MAN THE HARPOONS. 9e has blessed us with 18&amp;quot; of range, means you&#039;ll need to be right in your opponent&#039;s face to use it and it only has 1 shot, but with S16 AP-6 D10 &#039;&#039;&#039;and&#039;&#039;&#039; adding 1 to the attack&#039;s hit roll &#039;&#039;&#039;&#039;&#039;and 3 extra mortal wounds&#039;&#039;&#039;&#039;&#039; for good measure, that one shot will fuck up almost anything it doesn&#039;t just kill outright.&lt;br /&gt;
** It&#039;s unknown how many shots you&#039;ll get with this in a game. The range was increased to 18&amp;quot;, but the Valiant&#039;s movement went down to 8&amp;quot;. So given that you may only get one or two shots with this thing over the course an entire game you need to beware of anything that can screw with your BS (hit modifiers, damage tables, etc). Also anything with an invulnerable save (like, say, another Knight) can still try to use that. Overall, the Thundercoil Harpoon is a &amp;quot;fun&amp;quot; option and is best suited for:&lt;br /&gt;
*** Stuff with lots of wounds but no invulnerable saves, like Baneblades, Land Raiders, Tyranid monsters of all types, and Gorkanauts&lt;br /&gt;
*** Dealing the final fuck you to said stuff when they are at 11 wounds or less (10D + d3 mortal wounds)&lt;br /&gt;
*&#039;&#039;&#039;[[Multilaser]]&#039;&#039;&#039;: For some unknown reason, the Knight Preceptor (and ONLY the Knight Preceptor) can take one of these instead of the pop-gun, for the exact same price. If you don&#039;t plan on buying the meltagun, this is an auto-include. The extra 2 strength is just plain better at wounding anything T6 or under, with GEQ taking wounds on a 2+.&lt;br /&gt;
&lt;br /&gt;
===Arm Melee Weapons===&lt;br /&gt;
These guys have lost the big &amp;quot;D&amp;quot;, and in exchange do a flat 6 damage per hit. Great at wrecking vehicles and MCs, but they can be very binary - there&#039;s lots of things like Dreadnoughts with &amp;gt;6 wounds that take two hits to kill and can leave a nasty mark if they get to hit back, so it&#039;s always advisable to try to soften these targets up a bit first.&lt;br /&gt;
*&#039;&#039;&#039;Reaper Chainsword&#039;&#039;&#039;: S+6 (14) AP-4 D6 but 9E is now giving it a second profile at S:User (S8) AP-3 D2 that triples the attack load, providing you with a genuine means to obliterate hordes while still being able to hold its own against most monsters and vehicles.&lt;br /&gt;
**&#039;&#039;&#039;Chain-Cleaver&#039;&#039;&#039;: Has two attack options: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S-/AP-2/1D but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstrike Gauntlet&#039;&#039;&#039;: Re-worked in 9e, now no longer vollyballing things and now a free upgrade with no -1 to hit, along with two profiles. The first is Sx2 (S16) AP-3 8 damage with no -1 to hit, the second is S+2 (S8) AP-2 3 damage that provides x2 hits.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This presents an interesting choice has the Gauntlet deals more damage per attack and has higher strength, while the sword does more attacks with a higher AP but does less damage for each attack. Both have a role, so it might be an idea to bring both. Regardless, with Titanic Feet no longer having multiplied attacks, you can expect to see  more of these.&lt;br /&gt;
&lt;br /&gt;
===Carapace Weapons===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Questoris&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ironstorm Missile Pod&#039;&#039;&#039;: It&#039;s cheap AND it ignores LOS (if that&#039;s ever an issue for a nearly foot-tall model). At 15 points for D6 S5/AP-1/D2 Blast, it would is anti-horde. Favorite targets: Storm Shield Termies, Nobz, Rough Riders, Raveners. it&#039;s basically a 72&amp;quot; range heavy flamer (without the auto-hits) that costs the same amount of points. LOS ignoring weapons are WAY stronger than it might seem at first glance, especially because infantry units can often effectively make themselves immune to a knight by standing in a building. this is the only answer to that and in practice a surprisingly good one. do not discount the 2 damage per shot either, which is fantastic at picking off primaris and the like.&lt;br /&gt;
*&#039;&#039;&#039;Stormspear Rocket Pod&#039;&#039;&#039;: 48&amp;quot; Heavy 3 S8 Ap-2 DD6. Sure it&#039;s 45 points, but it&#039;s effectively three krak missiles, and most armies pay more than 15 points a pop for a missile launcher on a platform that&#039;s not remotely as survivable. This is better than the other carapace weapons against any target barring a few weird edge cases (Inceptors). Use it to soften up light vehicles, pick off lone Crisis suits, or even kill a MEQ or two.&lt;br /&gt;
** 45 points is 10% the cost of your imperial knight. It might be point efficient, but you need to be careful to load too many points in one single unit.&lt;br /&gt;
*&#039;&#039;&#039;Twin Icarus Autocannons&#039;&#039;&#039;: 30pts. Lots of surprising things have &amp;lt;FLY&amp;gt;, right? Tau suits, jetbikes &amp;amp; skimmers, jump infantry... This is true, but is not enough to stop the Icarus from being aggressively mediocre. Embarrassingly, the Stormspear will knock more wounds off flying vehicles due to its higher damage per shot, even counting the penalty to hit. It&#039;s not even particularly cheap. The only scenario where you would take this over Stormspear Rockets is against Necron flying vehicles with Quantum Shielding since D6 damage doesn&#039;t do so well against them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dominus&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twin Siegebreaker Cannons&#039;&#039;&#039;: 48&amp;quot;, Heavy 2d3, S7 AP-1 DD3 Blast. Pretty much a bigger autocannon.&lt;br /&gt;
*&#039;&#039;&#039;Shieldbreaker Missiles&#039;&#039;&#039;: 48&amp;quot; S10 AP-4 d6 D. Each missile can be fired only once per game and you can&#039;t fire more than one in a turn, like the Hunter-Killer Missile. Unlike its little brother, it also bypasses invulnerable saves, which means it works wonders against big multi-wound targets with high invulnerable saves. It&#039;s even better when paired with the Oathbreaker Guidance System, which makes it an absurdly powerful tool for sniping characters as if your knight was a snipers nest for [[Vindicare]] assasins.&lt;br /&gt;
** Try not to overload on these things. The Oathbreaker Stratagem is very expensive for an army that already struggles with CP, and their one shot per turn / one use per battle coupled with your good but not spectacular BS makes them unreliable at best. At most take four of these and one twin cannon, as you&#039;ll get around 3-5 turns of potential shooting out of the missiles and the cannons provide excellent low power shooting capability but taking one back of two missiles is worthwhile for sniping characters when the opportunity arises.&lt;br /&gt;
**These missiles also help to somewhat mitigate how powerful invulns can be on some units. Yeah, odds are that volcano lance will fuck up a Leviathan Dreadnought, but if he gets lucky with his saves, at least you have these bad boys hanging around&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===They did the math===&lt;br /&gt;
At least some values below are suspect, so do not assume any are correct until they&#039;ve been verified.  For example, the correct value for a Thundercoil Harpoon firing into a GEQ unit of at least 4 models is 2/3*5/6*3=5/3=1.7 after rounding, not the 0.6 shown in the table (2/3 chance to hit, 5/6 to wound, bypasses the save entirely, deals 1 damage, killing a model, and then, on average, 2 more mortal wounds, which spill over). Still if they mistakes were made constantly, it still shows roughly how various weapons compare to each other, just take the exact numbers with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Expected Wounds (BS/WS3+)&lt;br /&gt;
! colspan=2 | Weapons\Targets !! GEQ  !! MEQ !! TEQ !! Land Speeder !! Rhino !! Land Raider !! Knight&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Profile !! T3/5+/W1 !! T4/3+/W2 !! T4/2+/5++/W3 !! T5/3+/W6 !! T7/3+/W10 !! T8/2+/W16 !! T8/3+/5++/W24&lt;br /&gt;
|-&lt;br /&gt;
| Avenger || 12&amp;amp;nbsp;S6&amp;amp;nbsp;AP-2&amp;amp;nbsp;D2 || 6.7 || 7.1 || 5.3 || 7.1 || 3.6 || 2.7 || 3.6&lt;br /&gt;
|-&lt;br /&gt;
| Avenger + Heavy Flamer || 12&amp;amp;nbsp;S6&amp;amp;nbsp;AP-2&amp;amp;nbsp;D2 + 3.5&amp;amp;nbsp;S5&amp;amp;nbsp;AP-1&amp;amp;nbsp;D1 || 8.6 || 8.3 || 6.1 || 8.0 || 4.1 || 3.1 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| Endless Fury || 14&amp;amp;nbsp;S6&amp;amp;nbsp;AP-2&amp;amp;nbsp;D2 || 9.7 || 10.4 || 7.8 || 10.4 || 5.2 || 3.9 || 5.2&lt;br /&gt;
|-&lt;br /&gt;
| RFBC || 7&amp;amp;nbsp;S8&amp;amp;nbsp;AP-2&amp;amp;nbsp;D1d3 || 3.9 || 4.3 || 3.9 || 4.1 || 4.1 || 2.3 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| RFBC + Heavy Stubber || 7&amp;amp;nbsp;S8&amp;amp;nbsp;AP-2&amp;amp;nbsp;D1d3 + 3&amp;amp;nbsp;S4&amp;amp;nbsp;AP0&amp;amp;nbsp;D1 || 4.8 || 4.7 || 4.1 || 4.4 || 4.4 || 2.4 || 3.2&lt;br /&gt;
|-&lt;br /&gt;
| The Thunder of Voltoris || 8.46&amp;amp;nbsp;S9&amp;amp;nbsp;AP-2&amp;amp;nbsp;D1d3 || 4.7 || 5.2 || 4.7 || 5.0 || 5.0 || 3.8 || 5.0&lt;br /&gt;
|-&lt;br /&gt;
| Relentless Wrath || 7&amp;amp;nbsp;S8&amp;amp;nbsp;AP-2&amp;amp;nbsp;D3 || 3.9 || 5.2 || 5.8 || 6.2 || 6.2 || 3.5 || 4.7&lt;br /&gt;
|-&lt;br /&gt;
| Thermal || 3.5&amp;amp;nbsp;S9&amp;amp;nbsp;AP-4&amp;amp;nbsp;D1d6 || 1.9 || 3.6 || 3.2 || 5.4 || 5.4 || 4.5 || 3.6&lt;br /&gt;
|-&lt;br /&gt;
| Thermal (Half&amp;amp;nbsp;Range) || 3.5&amp;amp;nbsp;S9&amp;amp;nbsp;AP-4&amp;amp;nbsp;D2d6kh1 || 1.9 || 3.8 || 3.7 || 7.0 || 7.0 || 5.8 || 4.6&lt;br /&gt;
|-&lt;br /&gt;
| Fury of Mars || 3.5&amp;amp;nbsp;S9&amp;amp;nbsp;AP-4&amp;amp;nbsp;D2d6kh1 || 1.9 || 3.8 || 3.7 || 7.0 || 7.0 || 5.8 || 4.6&lt;br /&gt;
|-&lt;br /&gt;
| Fury of the Keep || 3.5&amp;amp;nbsp;S9&amp;amp;nbsp;AP-5&amp;amp;nbsp;D1d6+2 || 1.9 || 3.9 || 3.9 || 7.8 || 8.6 || 8.6 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Las-Impulsor || 7&amp;amp;nbsp;S6&amp;amp;nbsp;AP-2&amp;amp;nbsp;D1d3 or 3.5&amp;amp;nbsp;S12&amp;amp;nbsp;AP-4&amp;amp;nbsp;D1d6 || 3.9 || 3.6 || 3.2 || 6.8 || 5.4 || 4.5 || 3.6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=9 | &lt;br /&gt;
|-&lt;br /&gt;
| Multi-laser || 3&amp;amp;nbsp;S6&amp;amp;nbsp;AP0&amp;amp;nbsp;D1 || 1.1 || 0.4 || 0.2 || 0.4 || 0.2 || 0.1 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Stubber || 3&amp;amp;nbsp;S4&amp;amp;nbsp;AP0&amp;amp;nbsp;D1 || 0.9 || 0.3 || 0.2 || 0.2 || 0.2 || 0.1 || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| Meltagun || 1&amp;amp;nbsp;S8&amp;amp;nbsp;AP-4&amp;amp;nbsp;D1d6 || 0.6 || 1.0 || 0.9 || 1.6 || 1.6 || 1.0 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Meltagun (Half&amp;amp;nbsp;Range) || 1&amp;amp;nbsp;S8&amp;amp;nbsp;AP-4&amp;amp;nbsp;D1d6+2 || 0.6 || 1.1 || 1.1 || 2.2 || 2.4 || 1.5 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=9 | &lt;br /&gt;
|-&lt;br /&gt;
| Ironstorm Missile Pod || 3.5&amp;amp;nbsp;S5&amp;amp;nbsp;AP-1&amp;amp;nbsp;D2 || 1.3 || 1.6 || 1.0 || 1.2 || 0.8 || 0.5 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Stormspear Rocket Pod || 3&amp;amp;nbsp;S8&amp;amp;nbsp;AP-2&amp;amp;nbsp;D1d6 || 1.7 || 2.0 || 2.1 || 3.1 || 3.1 || 1.8 || 2.3&lt;br /&gt;
|-&lt;br /&gt;
| Judgement || 3&amp;amp;nbsp;S8&amp;amp;nbsp;AP-3&amp;amp;nbsp;D1d6 || 2.2 || 3.4 || 3.7 || 5.2 || 5.2 || 3.1 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| Twin Icarus Autocannon || 4&amp;amp;nbsp;S7&amp;amp;nbsp;AP-1&amp;amp;nbsp;D2 || 1.4 || 1.3 || 0.9 || 1.3 || 1.0 || 0.4 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Twin Icarus Autocannon (vs Fly) || 4&amp;amp;nbsp;S7&amp;amp;nbsp;AP-1&amp;amp;nbsp;D2 || 2.3 || 2.2 || 1.5 || 2.2 || 1.7 || 0.7 || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| Skyshield || 6&amp;amp;nbsp;S7&amp;amp;nbsp;AP-2&amp;amp;nbsp;D2 || 2.5 || 2.7 || 2.0 || 2.7 || 2.0 || 1.0 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
| Skyshield (vs Fly) || 6&amp;amp;nbsp;S7&amp;amp;nbsp;AP-2&amp;amp;nbsp;D2 || 4.2 || 4.4 || 3.3 || 4.4 || 3.3 || 1.7 || 2.2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=9 | &lt;br /&gt;
|-&lt;br /&gt;
| Thunderstrike Gauntlet* + Titanic Feet || 4&amp;amp;nbsp;S16&amp;amp;nbsp;AP-4&amp;amp;nbsp;D6 || 6.7 || 7.4 || 6.7 || 10.0 || 10.0 || 8.3 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| The Paragon Gauntlet* + Titanic Feet || 4&amp;amp;nbsp;S16&amp;amp;nbsp;AP-4&amp;amp;nbsp;D8 || 6.7 || 7.4 || 6.7 || 13.3 || 17.8 || 14.8 || 11.9&lt;br /&gt;
|-&lt;br /&gt;
| Reaper Chainsword + Titanic Feet || 4&amp;amp;nbsp;S14&amp;amp;nbsp;AP-3&amp;amp;nbsp;D6 || 6.7 || 7.4 || 6.7 || 11.1 || 11.1 || 7.1 || 7.1&lt;br /&gt;
|-&lt;br /&gt;
| Honour&#039;s Bite + Titanic Feet || 4&amp;amp;nbsp;S14&amp;amp;nbsp;AP-4&amp;amp;nbsp;D6 || 6.7 || 7.4 || 6.7 || 14.2 || 14.2 || 9.8 || 8.0&lt;br /&gt;
|-&lt;br /&gt;
| Ravager + Titanic Feet || 4&amp;amp;nbsp;S14&amp;amp;nbsp;AP-4&amp;amp;nbsp;D6 || 6.7 || 7.4 || 6.7 || 15.6 || 15.6 || 13.0 || 10.4&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Feet || 12&amp;amp;nbsp;S8&amp;amp;nbsp;AP-2&amp;amp;nbsp;D1d3 || 6.7 || 7.4 || 6.7 || 7.1 || 7.1 || 4.0 || 5.3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=9 | &lt;br /&gt;
|-&lt;br /&gt;
| Thunderstrike Gauntlet + Reaper Chainsword + Titanic Feet || 5 Attacks, WS2+ || 10.4 || 11.6 || 10.4 || 17.4 || 17.4 || 13.9 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| The Paragon Gauntlet + Reaper Chainsword + Titanic Feet || 5 Attacks, WS2+ || 10.4 || 11.6 || 10.4 || 20.8 || 27.8 || 23.2 || 18.5&lt;br /&gt;
|-&lt;br /&gt;
| Honour&#039;s Bite + Thunderstrike Gauntlet + Titanic Feet || 5 Attacks, WS2+ || 10.4 || 11.6 || 10.4 || 22.2 || 22.2 || 15.3 || 12.5&lt;br /&gt;
|-&lt;br /&gt;
| Ravager + Thunderstrike Gauntlet + Titanic Feet || 5 Attacks, WS2+ || 10.4 || 11.6 || 10.4 || 24.3 || 24.3 || 20.3 || 16.2&lt;br /&gt;
|}&lt;br /&gt;
*Notes:&lt;br /&gt;
**This maths does not take into account any effects brought on by knightly household traits or warlord traits, and should be seen as a baseline on which to improve on.&lt;br /&gt;
**Weapon profiles do not generally include special rules, but special rules are obeyed in the calculations.&lt;br /&gt;
**Gauntlets &#039;&#039;do not&#039;&#039; include the on average 1 extra mortal wound dealt if the weapon kills a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}} and there is another enemy unit within 9&amp;quot;.&lt;br /&gt;
**Double melee means a Gallant, which also means WS2+, not WS3+, and an increase from A5 to A5.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
You have 22 relics to choose from, the highest of any non-Space Marine army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Universal&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Bastard&#039;s Helm:&#039;&#039;&#039; {{W40kKeyword|Armiger-Class}} only. This knight no longer benefits from the Knightly Teachings or Bondsman abilities, but it gains +1 on wound rolls and its own Bondsman ability that lets a friendly {{W40kKeyword|&amp;lt;Noble Household&amp;gt; Armiger-Class}} add +1 to wound as well.&lt;br /&gt;
*&#039;&#039;&#039;Endless Fury:&#039;&#039;&#039; Replaces an Avenger Gatling Cannon. Changed in 9e to be a 36&amp;quot; Assault D6+12 S6 AP-3 D2, with the old ability being removed. The change not only almost always gives you extra hits, it&#039;s also Assault so you can Advance and shoot if you need to.&lt;br /&gt;
*&#039;&#039;&#039;The Helm Dominatus&#039;&#039;&#039;: {{W40kKeyword|Questoris-Class}} knight with a Bondsman ability only. You can now make one Armiger benefit from your Bondsman ability until the end of the game or until another Bondsman ability overrides it. Best suited for when you need one Armiger to break off from the pack to finish off something while your knight sticks with the rest.&lt;br /&gt;
*&#039;&#039;&#039;Judgement:&#039;&#039;&#039; Replaces Stormspear Rocket Pod. Changes its damage to D3+d3 and lets it target units that are not visible to the bearer. There are better choices.&lt;br /&gt;
*&#039;&#039;&#039;Mentor&#039;s Seal:&#039;&#039;&#039; Knight Perceptor only. They now know an additional Knightly Teaching and adds +1 to their rolls to determine if the teaching inspires.&lt;br /&gt;
*&#039;&#039;&#039;The Paragon Gauntlet:&#039;&#039;&#039; Replaces a Thunderstrike Gauntlet. The Power Glove returns Sx2 (S16) AP-4 9 damage for strikes and a S+2 (S10) AP-2 4 damage for sweeps. The reason why you take this incredible relic is on both profiles, if you get an unmodified wound roll of 6, &#039;&#039;&#039;invulnerable saving throws cannot be made against the attack&#039;&#039;&#039;.&lt;br /&gt;
**A weapon which can one shot kill girlyman without even breaking a sweat.&lt;br /&gt;
*&#039;&#039;&#039;Ravager:&#039;&#039;&#039; Replaces a Reaper Chainsword. Is now S+7 (S15) AP-4 D6 / S+1 (9) AP-3 D2 with triple the attacks, with both profiles giving an extra hit on hit rolls of 6&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary:&#039;&#039;&#039; {{W40kKeyword|Armiger-Class}} and {{W40kKeyword|Questoris-Class}} only. Gives a flat 4++ for melee attacks only. Throw this on a Gallant or an Errant and smile.&lt;br /&gt;
**Superior to the Armour of the Sainted Ion against high ap melee attacks but does not improve your resilience to low ap melee attacks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Questor Imperialis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Banner of Macharius Triumphant:&#039;&#039;&#039; {{W40kKeyword|Questoris-Class}} Knights only. Still grants Objective Secured to the bearer, but doesn&#039;t add ten models (presumably because Questoris already counts as 10 models). Now has the added bonus of having you start with 1 extra Honor Point of your army is all Knights (excluding Agents of the Imperium or Unaligned). The catch? If the guy holding the Banner dies, you lose 1 Honor point.&lt;br /&gt;
**This relic and the Revered Knight WL starts you at 3 Honor Points, which isn&#039;t bad at all. Combo this with Hawkshroud putting you at effectively 4 Honor Points right at the start, and you could potentially hit Virtuous at the end of your first turn!&lt;br /&gt;
*&#039;&#039;&#039;Helm of the Nameless Warrior:&#039;&#039;&#039; {{W40kKeyword|Armiger-Class}} and {{W40kKeyword|Questoris-Class}} only.  A natural wound roll of 6 in melee inflict a number of mortal wounds equal to the damage characteristic of the attack, making all your attacks go past any invulns. Remember how your melee weapons do 6 or 8 damage if you use their strike profile? Your opponent will if you roll well with this thing. &lt;br /&gt;
*&#039;&#039;&#039;Traitor&#039;s Pyre&#039;&#039;&#039;: Knight Valiant only, replacing their Conflagration Cannon. Changed in 9e, now S8 with 6&#039;s to wound ignoring invulnerable saves. With 3d6 auto-hitting shots available, that is a lot of chances to grab 6&#039;s.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Questor Mechanicus&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cawl&#039;s Wrath&#039;&#039;&#039;: Knight Castellan only, replacing a Plasma Decimator. Improves AP to -4 and adds +1 damage, making this basically a supersized version of the Redemptor Dreadnought&#039;s Macro Plasma Incinerator. Naturally, this makes it much better at wiping out TEQs and light vehicles than its standard counterpart.&lt;br /&gt;
*&#039;&#039;&#039;The Heart of Ion:&#039;&#039;&#039; {{W40kKeyword|Armiger-Class}} and {{W40kKeyword|Questoris-Class}} only. You can sacrifice a MW each turn, adding +1&amp;quot; movement, +1 to advance and charge rolls, and one weapon of your choosing gets +1 to wound.&lt;br /&gt;
*&#039;&#039;&#039;Mark of the Omnissiah:&#039;&#039;&#039; {{W40kKeyword|Armiger-Class}} and {{W40kKeyword|Questoris-Class}} only. This now heals d3 wounds each turn, and this does stack with the Questor Mechanicus oath to make it even harder to wipe.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
The new version of the specialist detachment, introduced in the Book of Rust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===Freeblade Lance===&lt;br /&gt;
&lt;br /&gt;
Freeblades are naturally cool because you get to pick-and-choose special rules without being bound to either alliance. However, you lack any major sort of unifying factor. This grants you effectively a household&#039;s value while maintaining the uniqueness of being Freeblades.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Your army has to be entirely composed of {{W40kKeyword|Freeblades}} in order to gain the {{W40kKeyword|Freeblade Lance}} keyword. While each knight can determine their own traditions, none of them can be overlapping.&lt;br /&gt;
*&#039;&#039;&#039;Legendary Knight:&#039;&#039;&#039; A {{W40kKeyword|Freeblade Lance Character}} is free to take an Exalted Court upgrade despite being a bunch of Freeblades.&lt;br /&gt;
*&#039;&#039;&#039;Martial Tradition - Indomitable Heroes:&#039;&#039;&#039; A hybrid of both Mechanicum and Imperialis perks, your freeblades recover 1 wound each turn and ignore all modifiers to charge and advance rolls.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Echoes from the Past:&#039;&#039;&#039; Your warlord gains either Glorified History (for Imperialis) or Fealty to the Cog (for Mechanicum) as an additional Tradition. This will only give you that house&#039;s tradition and nothing else though.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Bringer of Justice:&#039;&#039;&#039; Replaces a Reaper Chainsword. Strikes become S+8 AP-4 D6, Sweeps triple your attacks with S+2 AP-3 D2, but both give you an additional attack as well.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Brothers and Sisters in Burden (1 CP):&#039;&#039;&#039; Select your {{W40kKeyword|Freeblade Lance Character}} at the start of a turn where you are Dishonoured. For this turn, The Warlord still gains their Honoured ability if another knight is within 12&amp;quot; of them.&lt;br /&gt;
**&#039;&#039;&#039;Deeds of Legend (1 CP):&#039;&#039;&#039; Once per game, when your {{W40kKeyword|Freeblade Lance Character}} has slain an enemy {{W40kKeyword|Vehicle, Monster}}, or {{W40kKeyword|Character}} unit, that character gains a new Honoured ability that is always active. This means that something like Martial Legacy&#039;s buff only applies to this model.&lt;br /&gt;
**&#039;&#039;&#039;Favoured Knight (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Freeblade Lance Character}} can select a second relic to own. Fortunately, you have a few relics available for such a purpose, and you also have your new relic to pick.&lt;br /&gt;
**&#039;&#039;&#039;Strength from Exile (1/2 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Freeblade Lance}} unit during either the shooting or fight phase. For this phase, while the unit is over 12&amp;quot; away from any friendlies, it can re-roll 1s to hit or wound, which is pretty important since they lack any auras of re-rolls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
All of the below are Lords of War, except for the Sacristan Warshrine (which is a Fortification). &lt;br /&gt;
===Named Character(s)===&lt;br /&gt;
*&#039;&#039;&#039;Sir Hekhtur “The Chainbreaker” and Canis Rex&#039;&#039;&#039;: The first true named character for the Imperial Knights. Sir Hekhtur rides into battle in Canis Rex, a modified Knight Preceptor that is kitted out with a Las-Impulsor, a [[C.S. Goto|multilaser]], and a unique thunder strike gauntlet that has 2d6 damage and always deals at least 6 damage (this is worse than the Paragon Gauntlet, which is D8; ignoring models from W7 to W11, where the Hekhtur&#039;s Gauntlet is worse than this, you can think of his Gauntlet as D7.56). Uniquely among the Knights, Canis Rex&#039;s BS and WS both start at 2+ and do not degrade below 4+. More importantly, any {{WH40Kkeyword|Imperium}} model that flees within 6&amp;quot; of Canis Rex rolls a d6, with a 6 meaning that they don&#039;t flee. This makes Sir Hektur a good support for the Imperial Guard (fitting, since he was first introduced in the Regimental Standard). &lt;br /&gt;
**If Canis Rex is destroyed without exploding, Sir Hektur is set up within 3&amp;quot; as if he was disembarking from a destroyed transport. Should he survive, his statline is similar to a Tempestor Prime, and he can fight with an Archaeotech Pistol, which is BS3+ Pistol 1 S5 AP-2 D2. While nowhere near as strong as he is with Canis Rex, he can still put out a few potshots with some Guard squads covering him, and Canis Rex isn&#039;t considered destroyed until Sir Hektur is also slain. &lt;br /&gt;
**Sir Hekhtur is locked to {{W40Kkeyword|Questor Imperialis}}, meaning he won&#039;t play nicely with Mechanicus, but gets the +1 to Advance and Charge from the Imperialis detachment rule.  He also has {{W40Kkeyword|Knight Preceptor}}, so he can use the Capacitor Charge stratagem.&lt;br /&gt;
**GW forgot to put the standard wording in Exalted Court and Heirlooms of the Household preventing them from working on Canis Rex, but Heirlooms is useless, since the strat says a model can&#039;t have multiple relics and the rules for relics state that Canis Rex has a relic already.  Exalted Court &#039;&#039;will&#039;&#039; work, but only in a Freeblade lance since court rules prevent Freeblades from having them, but the lance has an exception for that, and they also have a stratagem to let a Knight get a second relic so you CAN RAW put another relic on Canis if there in a Free Blade Lance&lt;br /&gt;
&lt;br /&gt;
===Armiger Knights===&lt;br /&gt;
Baby&#039;s first Knight, and at movement 14&amp;quot;, strength 6, toughness 7, 12 wounds, 4 attacks and a 3+/5++ save it is most certainly a knightly (if diminutive) sight, and 3 can be taken in one Lords of War slot. Be aware of the fact that you don&#039;t have access to the same &amp;quot;Super-heavy Walker&amp;quot; rule that the other Knights do and your weaponry is made specifically for taking on lone targets or groups of them at range, so avoid melee hordes like the plague (although a Warglaive&#039;s Chaincleaver &#039;&#039;can&#039;&#039; put out 8 attacks, so it&#039;s not like you&#039;re completely helpless). As of the FAQ, these guys still provide zero CP when in a Super-Heavy Detachment full of nothing but themselves, but effectively no longer stop your Super-Heavy Detachments from gaining CP if you have at least one Knight with the &#039;&#039;&#039;{{W40Kkeyword|Titanic}}&#039;&#039;&#039; keyword in the same detachment, thus allowing them to finally be the cheap point fillers they were advertised as.&lt;br /&gt;
*&#039;&#039;&#039;Armiger Helverin&#039;&#039;&#039;: The dakka variant of the armiger, armed with 2 Armiger Autocannons. These little gun walkers pack a surprising punch, the two of their cannons putting out 4d3 S7 shots each at a ridiculous 60&amp;quot; and with no to hit penalty after moving. Did I mention that each shot deals 3 damage?! Carapace weapon wise, Heavy Stubbers are the way to go. Their range, while not the best at 36&amp;quot;, still gives the knight some distance. Plus, the extra shots help add to the bullet hose of the autocannons. Meltas are just too short range to help this knight.&lt;br /&gt;
** Their range is important. While a lucky round of shooting can see a Helverin put some serious hurt on the enemy, more often than not against anything with a good save or toughness they&#039;ll only get one or two shots through. Being able to fire 60&amp;quot; puts them out of range of a great deal of the more common weapon systems in theory but in reality you don&#039;t have many models and need them forward on objectives where they are targetable. At the end of the day the Helverin occupies a nice slot and will do well much of the time, but needs to be able to get 3 turns of shooting out on average to take down a T7, 10-12W, 3+ target. Plan accordingly, or find easier to chew targets.&lt;br /&gt;
**They are as woeful in melee as most vehicles.&lt;br /&gt;
**If you are running a full knight army do not target vehicles with these guys. Sit on objectives and slaughter Infantry in a hail of high caliber shells while your bigger Knights destroy the bigger targets and act as fire magnets. The &amp;quot;Thin Their Ranks&amp;quot; engine war stratagem greatly helps Vs large units.&lt;br /&gt;
**If you expect to get close to the enemy, &#039;&#039;never&#039;&#039; take one of these; once you&#039;re within 36&amp;quot;, a dual lightning lock Moirax will completely outperform it against just about any horde in the game, while a dual volkite Moirax will beat it against just about anything (and if you&#039;re up against an army whose tough/hard units have good saves, within 24&amp;quot; a pulsar + lightning lock Moirax beats this against &#039;&#039;anything&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Knight Moirax&#039;&#039;&#039; &amp;lt;sup&amp;gt;(Forge World)&amp;lt;/sup&amp;gt;: The long-awaited Forge World Armiger is a much-welcomed addition to the family, bringing some very flexible firepower for quite cheap (for Knights, anyways, and cheaper than regular armigers). Unlike the previous two, which are locked in their weapon loadout except for their carapace gun (which ultimately isn&#039;t even a real choice), the Moirax has a lovely variety of weapons it may pick and choose from. The best part is, you can mix and match in any way you want, including double guns! They are 1-3 per slot (like regular armigers), giving you the option to field any number of them even with the Rule of 3. its Special rules is a 6&amp;quot; heroic intervention for titanic Household buddies.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Moirax Siege Claw and Rad Cleanser&amp;quot;&amp;gt;&lt;br /&gt;
Your melee weapon choice made all the sweeter for being completely free! As one might expect, it&#039;s a scaled-down version of the Forge World Questoris Knight&#039;s Hekaton Siege Claw and Twin Rad Cleanser, granting a D1d6 Power Fist that shares the Hekaton&#039;s new vehicle busting rule (+2 Damage vs Vehicles and Titanic units), as well as the lovely buffed Rad Cleanser&#039;s D6 auto-hitting, almost auto-wounding D3 bullshit. While having two melees does nothing for you, a pair of Rad Cleansers will make everyone cry for cheap. A Moirax with a pair of claws makes for a premium Monster hunter, guaranteed to give your Tyranid friends flashbacks of their Carnifexen having their legs pulled off one by one. Even if you&#039;re not going double claw, having one of these is never a bad idea.&lt;br /&gt;
*The claw outperforms the warglaive in melee vs vehicles but the warglaive outperforms the Moirax vs infantry. The Grav/Claw combination is pretty interchangeable with the warglaive.&lt;br /&gt;
*Because the Claw and the Cleanser are typically good against exactly opposite units - you usually won&#039;t face non-vehicle titanics - the pair makes the Moirax a credible close-range jack of all trades, but you&#039;ll need to get &#039;&#039;very&#039;&#039; close to use them. Cleanser vs screens and claw vs the thing behind the screen.&lt;br /&gt;
*The Rad Cleansers love the blessed arms tradition giving +6 range gives a lot more wiggle room.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Moirax Conversion Beam Cannon&amp;quot;&amp;gt;&lt;br /&gt;
Shove off, Helverin, the &#039;&#039;real&#039;&#039; long-ranged Anti-Tank walker is here. A mini version of the Asterius Knight (get used to this trend) With D3 S10 AP-2 D4 shots outside of 36&amp;quot;, and the mobility to &#039;&#039;stay&#039;&#039; that far away, this gun &#039;&#039;looks&#039;&#039; like an excellent deal. The one plaguefly in the sacred machine oil is that the MCBC is limited to 1 per knight, making it a terrible choice in practice - outside of 36&amp;quot;, it&#039;ll do a credible job of chipping away at things, but at a &#039;&#039;worse&#039;&#039; points efficiency than just about anything else you can field, and inside of 36&amp;quot;, it&#039;s worse than any of the 5 point guns.  As a result, you&#039;re usually better off picking something else, and committing to getting within 36&amp;quot;.&lt;br /&gt;
* The Imperial Armor Compendium now lets you rock two of these, at the cost of twenty points. Now we can finally run the Moirax as a highly mobile Great Value Asterius. Also, the ranges have changed now. Each moirax conversion beam cannon does D3 S6 AP 0 D2 shots between 0-18&amp;quot;, S8 AP -1 D3 between 18-42&amp;quot; (which pairs decently with any of the 24&amp;quot;/36&amp;quot; moirax guns if you choose to mix and match) and S10 AP -2 D4 between 42-72&amp;quot; (ideally you would be doubling up on the conversion beam cannons if you&#039;re relying on this profile).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Graviton Pulsar&amp;quot;&amp;gt;&lt;br /&gt;
A super Grav Cannon, with D6 shots (blast) at S6 AP-3 D2, up to D3 vs 3+ or better saves. Falls to the same pitfalls as most Grav weapons, as while the AP and Damage scream Anti Tank, its lackluster Strength and 3 damage is actually better at killing MEU/TEU and may not be overkill if they happened to have some kind of FNP. Has a strong niche against Light Vehicles with good armor, like Armoured Sentinels and Landspeeders, but the Lightning Lock and Volkite Veuglaire have very similar stats at a better range. It still does surprisingly well in the anti-tank role with its high rate of fire and assurance that if a shot &#039;&#039;does&#039;&#039; wound, it&#039;s going to fucking hurt - provided you are shooting targets that have a 3+ or better save, at least 3 wounds, and don&#039;t have a great invuln, this will usually be your best gun. In 9th, this weapon outperforms lightning locks against 2W and 3W (3+) models, which is useful considering all marines got upped to 2W and gravis to 3W. Being d6 Blast, it also comes closer to the Lightning Lock&#039;s number of shots when targeting hordes (on equal 12 shots/8 hits vs. 12 shots/12 hits).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lightning Lock&amp;quot;&amp;gt;&lt;br /&gt;
The little sibling of the (now buffed!) Magaera. A flat 6 Shots PER GUN at S6 AP-2 alone stings enough, but when you add in the extra 2 Hits per 6 rolled, undamaged armigers averages as many hits as it has shots. See that Cultist horde? Me neither. Prime escorts for a Knight Preceptor to keep those hits rolling in.  The best gun you can field for murdering most basic units of infantry you will face, including GEQ. Against MEQ, it is slightly overshadowed by the graviton pulsar, due to marines going up to 2W.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Volkite Veuglaire&amp;quot;&amp;gt;&lt;br /&gt;
You guessed it, it&#039;s a tiny Styrix gun. This gun out-ranges the Pulsar, having the same range as the Lightning Lock, but the Lock is a superior horde-clearer, and the Pulsar is &#039;&#039;usually&#039;&#039; a better heavy-clearer.  The only time the Veuglaire is better is against heavy targets with excellent invulns, like storm shield terminators, Death Guard Terminators, Adeptus Custodes and Thousand Sons.&lt;br /&gt;
*Forgeworld only stock twin lightning lock moiraxs or Volkite/Claw. Other weapons are an extra cost on top. Although it is pretty easy to stick your spare volkites on a warglaive if you want a cheap extra chassis as their similar enough.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armiger Warglaive&#039;&#039;&#039;: An armiger armed with a mini Thermal Cannon called a Thermal Spear at 30&amp;quot; Heavy 2 S8 Ap-4 D1d6 (D6+2 at half range, like all melta weapons), as well as a Chain-Cleaver that has two attack options: Strike and Sweep. Strike is Sx2 AP-3 D3 and Sweep is SU AP-2 D1, but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat. Carapace weapon wise, it depends on what your view the role of the Warglaive. If you view it as a tankbuster, going into melee VS heavy infantry with the strike profile or if your a House Imperialis the Melta is your best bet. The Armiger is going to be up close anyway, so the melta&#039;s range isn&#039;t going to be an issue. The ability to shoot after advancing is a nice bonus and the heavy Stubber, while having nice range, doesn&#039;t compliment well with the knight. However if you want Warglaive&#039;s going into melee using your sweep profile against lighter infantry AND your a Mechanicus house, then the Cognis Heavy Stubber can give you 4 additional shot&#039;s against lighter targets in melee.&lt;br /&gt;
&lt;br /&gt;
**A good if not amazing all-rounder. A unit of Warglaives pose an existential threat to most armoured forces in the game at range and can reliably chew through most things in melee because of their dual profiles. Larger hordes will still pose an issue but such is the life of a Knight. Effectively a [[Devil Dog]] with melee weapon. The real effective use is with Sally Forth. Watch your opponent&#039;s face drain of hope and life as three of these babies appear in the right place at the right time to erase several pieces of armor and charge into his squishy underside, then follow up with Pack Hunters for rerollable charges. &lt;br /&gt;
** Pairs well with {{W40Kkeyword|House Raven}}&#039;s ability to Advance without penalties.&lt;br /&gt;
** Now only 145 pts per model according to the new codex, making them the cheapest unit availible to us.&lt;br /&gt;
&lt;br /&gt;
===Questoris Knights===&lt;br /&gt;
Now moving 10&amp;quot; and no longer having attack multipliers on Titanic Feet, the Big Boys have seen a few different improvements in 9th, and gained special abilities to buff Armigers.&lt;br /&gt;
*&#039;&#039;&#039;Knight Crusader&#039;&#039;&#039;:  The gun platform for Questoris Knights, armed with an Avenger gattling cannon and your choice of Thermal Cannon or RFBC. Either set up can perform well; whether it&#039;s melting Vehicles and shooting up elite infantry, or with the battle cannon in an anti-infantry role. The Bondsman ability allows you to select an Armiger within 12&amp;quot; to get +1 to their Ballistics Skill, which works great for Helverins and (presumably) post-FAQ Moiraxes. This loss of the attack multiplier on Titanic Feet hurts a bit, but make no mistake; the Crusader remains a good choice.&lt;br /&gt;
*&#039;&#039;&#039;Knight Errant&#039;&#039;&#039;: After being neglected for much of 9e, the Book of Rust offered a glimpse of the Errant&#039;s potential with the House Raven&#039;s relic Thermal Cannon. Now with the 9e codex, that potential has been unleashed in the form of 30&amp;quot; heavy 2d3 S9 AP-4 d6+2 (d6+4 at half range) thermal goodness, and the choice between either the sword or the gauntlet - both of which have sweep profiles (and have outstanding relics to choose from). The Bondsman ability is excellent too; pick an Armiger within 12&amp;quot;, that unit can declare a charge in a turn which it advanced AND you add 1 to it&#039;s to Advance and Charge rolls, which means after staring down the Thermal Cannon people will need to deal with the Errant and a yeeted Warglaive. With all of this, the Errant now settles into being our best Big Game Hunter.&lt;br /&gt;
*&#039;&#039;&#039;Knight Gallant&#039;&#039;&#039;: Comes stock with 5 attacks, a 2+ weapon skill, and 12&amp;quot; of movement over the standard knight - it comes kitted out with a chainsword and gauntlet, making it your go to melee knight unless you want to go to forge world for a lancer. The Bondsman ability isn&#039;t bad either; +1 to the Weapons Skill for an Armiger. Like in previous editions, the Gallant makes for one hell of a distraction as a 400 point melee missile. &lt;br /&gt;
*&#039;&#039;&#039;Knight Paladin&#039;&#039;&#039;: Comes with a Reaper Chainsword and a Rapid Fire Battle Cannon. On one hand the loadout doesn&#039;t make much sense; the RFBC has 72&amp;quot; range while you also have a melee weapon, but on the flip side this Knight is well-suited to splitting attacks between two targets. While the buffs to the RFBC (flat 3 damage!!) and melee options (sweep attacks and great relics!) alone would make the Paladin a solid choice, the real money is with the Bondsman ability; select an Armiger 12&amp;quot; away, that unit can re-roll 1s for both hits and wounds. Overall the Paladin, much like the Errant, has finally found its footing in 9th, with the Paladin finally becoming the all-rounder it always should&#039;ve been.&lt;br /&gt;
*&#039;&#039;&#039;Knight Preceptor&#039;&#039;&#039;: The knight preceptor takes the role of a Knight drill sergeant. His Mentor rule now makes him act as a Chaplain, which is very excellent. Comes packing a reaper chainsword, which it can swap for the gauntlet, and a Las Impulsor is a good all-purpose weapon that synergizes nicely with both types of Armiger: Dispersed mode can thin out infantry swarms that might tarpit a Warglaive, and Focused mode deals with the tough armored targets that the Helverin&#039;s autocannons can&#039;t reliably damage. Can take all the standard carapace weapons and, funnily enough, replace its heavy stubber with a [[C.S Goto|multilaser]] for free, which means you&#039;ll never, ever take a heavy stubber. No Bondsman ability for the Preceptor, they&#039;re too busy doing Knightly Teachings.&lt;br /&gt;
*&#039;&#039;&#039;Knight Warden&#039;&#039;&#039;: Boasts a Gatling cannon with built-in heavy flamer and reaper chainsword. This will perform well against almost any target, and it&#039;s a good candidate for the gauntlet upgrade to shore up its marginal weakness against landraiders and their ilk. The Bondsman ability has an Armiger you select from 12&amp;quot; away count as 10 models when holding objectives, which considering Armgiers are obsec, isn&#039;t that bad.&lt;br /&gt;
*&#039;&#039;&#039;Questoris Knight Magaera&#039;&#039;&#039;  &amp;lt;sup&amp;gt;(Forge World)&amp;lt;/sup&amp;gt;: Received several changes over the years and has settled into a fantastic all-around role. To start, it&#039;s ranged attacks ignore cover, which is excellent as opponents will likely be hiding in cover on several occasions. The lightning gun is Heavy 8 S7 AP-2 D3, and every hit roll of 6 scores a bonus 2 hits, which acts like a to-hit bonus but better due to interactions with things like re-rolls; you&#039;re likely average around six to eight hits with the gun. Instead of a the pop gun or melta, we get a phased plasma-fusil (again another throwback to 30k) which is a twin plasma gun that can&#039;t overcharge but clocks on at 24&amp;quot; Rapid Fire 2 S7 AP-3 D2. Melee-wise it comes with a Reaper Chainsword by default, but the real value is swapping it for a Hekaton Siege Claw (which looks like one of those prize grabber claws at an arcade) which has Sx2 AP-4 D6, -1 to hit, +2D against {{W40Kkeyword|Monster}}s and {{W40Kkeyword|Vehicle}}s, or a second profile which is the same as Titanic feet, but strictly better, as they deal D3 damage while still making the 3 hit rolls. The siege claw also comes with a twin rad cleanser from 30k: 12&amp;quot; Assault 2d6 S2 AP0 D3, Automatically Hits, Poisoned (2+), which is &#039;&#039;radically&#039;&#039; better than a Heavy Flamer.  Generally you want to get within 12&amp;quot; and melee to make the most of the claw and Plasma-Fusil, but the Lightning Cannon does add some ranged punch. On top of all this; a 5++ in melee that &#039;&#039;&#039;can&#039;&#039;&#039; be rotated with Ion Shields. Comparing the Magarea to other Questoris Knights is tricky; you&#039;re basically trading the Carapace weapon to ignore cover. Ultimately, you&#039;ll want to pick based on what you value with the shooting weapon(s) and associated strats and if that outweighs not having the Claw, which is our best melee weapon for Questoris models.&lt;br /&gt;
*&#039;&#039;&#039;Questoris Knight Styrix&#039;&#039;&#039;  &amp;lt;sup&amp;gt;(Forge World)&amp;lt;/sup&amp;gt;: Ignores cover, and comes with a Vulkite Chierovile (Heavy 5 S8 AP-3 D1d6, nat 6 to wound is +2 Mortal Wounds), which is incredibly swingy - and with only five shots, you&#039;ll find landing those wound roles of sixes difficult. It also has Graviton Crusher (Heavy 1d3 S6 AP-3 D2, D3 against Sv3-, &#039;&#039;does not&#039;&#039; have Blast).  Overall, it&#039;s inferior to the Magarea due to it&#039;s main gun lacking the damage output of the Lightning Cannon.&lt;br /&gt;
&lt;br /&gt;
===Dominus Knights===&lt;br /&gt;
The &amp;quot;biggest&amp;quot; Knights yet (discounting the walking box that is the Porphyrion, and the ceratus chassis. GW calls it a big knight, but it isn&#039;t that much bigger than the classic knight chassis), with 28 wounds each, the usual strength and toughness of 8, a 2+/5++ and packed full of guns. But unlike the Questoris Knights these are only WS 4+ so they won&#039;t handle close combat so well.&lt;br /&gt;
&lt;br /&gt;
Both knights have twin-linked melta turrets and 3 hardpoints, each of which can be equipped with either a turret with 48&amp;quot; Heavy 2D3 S7 AP-1 D2 Siegebreaker Cannons, or a pair of one-shot, one-per-turn 48&amp;quot; Heavy 1 S10 AP-4 D1d6 Shieldbreaker Missiles that ignore Invulnerable Saves.  Note that you have to take two of one, and one of the other.  If you have the points, always take the Cannons - ignoring invuln saves is fun, but unreliable.&lt;br /&gt;
*Shieldbreaker missiles seem weak at first, but because, of their AP, they technically ignore both invul and armour saves, making them absurdly good for sniping characters, especially those with 6 or less wounds. &lt;br /&gt;
&lt;br /&gt;
*However, the flipside is, you can still only fire one per turn. If you can afford it, make sure you think hard about whether you&#039;d rather have the option for a 3rd missile on turn three (when, odds are, either your knight is dead or you&#039;ve already won) or if you&#039;d rather fire the extra cannons while he&#039;s still alive.&lt;br /&gt;
&lt;br /&gt;
Seriously consider giving these guys the &#039;Ion Bulwark&#039; warlord trait.  &#039;Rotate Ion Shields&#039; costs 2CP on them and they &#039;&#039;will&#039;&#039; attract a lot of fire. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dominus Knight Castellan&#039;&#039;&#039;: Comes with a 48&amp;quot; Heavy 2D6 S8 AP-4 D2 Plasma Decimator (S9 AP-4 D3 if you Overload, but it suffers 2 mortal wound for every roll of 1 to-hit, so a way to re-roll 1s and/or access to a repair mechanic is a wise choice) and an 80&amp;quot; Heavy 1D3 S16 AP-5 1D6+8 dmg Volcano Lance. This is GW&#039;s answer to FW&#039;s Atrapos.  While not quite as good against other superheavies, it&#039;s a superb vehicle killer.  Fire at a Guard tankline and watch it evaporate. The QUESTOR MECHANICUS Household Tradition is the only way to get access to the Cawl&#039;s Wrath relic. An upgraded Plasma Decimator. Giving you two reasons to always have a Castellan in your army. With the stratagem of the house Taranis you can resurect it with a 4+. &lt;br /&gt;
**At 625 points post september 2022.&lt;br /&gt;
*&#039;&#039;&#039;Dominus Knight Valiant&#039;&#039;&#039;: The short range version of the Castellan, trades the powerful long range firepower for RIDICULOUSLY lethal short range guns (plus the twin meltas and same hardpoint weapons options as above). It sports the Flamer-type 18&amp;quot; Heavy 3D6 S7 AP-2 D2 Conflagration Cannon and the 12&amp;quot; Heavy 1 S16 AP-6 D10 (Yes, you read that right - and its real damage output is even higher!) Thundercoil Harpoon. The harpoon gives-you +1 to hit against {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTERS}}, and deals an extra 3 Mortal Wounds to the target unit if it deals any damage, making the 10 DAMAGES an &#039;&#039;underestimate&#039;&#039; of its damage.  Try and avoid firing against things with invuln saves.&lt;br /&gt;
**The biggest weakness of this guy is that he needs to get in close to do damage, but has the slowest movement of all Knights.  Assume you won&#039;t be able to fire the big guns for the first couple of turns, and position to break line of sight. This can&#039;t be stressed enough. If you are up against a cc army, the valiant is great, because no one wants to get close, but against a gunline, that&#039;s a lot of turns of wasted potential.&lt;br /&gt;
**A Hawkshroud knight valiant can provide fantastic protection for imperial allies, for 2cp it can fire it&#039;s overwatch including that auto-hitting conflagration cannon at a charging enemy unit, this is a potentially game winning strategy particularly if your opponent is caught off-guard. (No longer an option in 9th...)&lt;br /&gt;
&lt;br /&gt;
===Forge World Knights===&lt;br /&gt;
Remember that these guys also have the {{W40kKeyword|&amp;lt;HOUSEHOLD&amp;gt;}} keyword, so you can buff them appropriately if your army is battleforged around that keyword. As of the IA Compendium, these guys are affected just fine by all your fancy Codex rules apart from their limited access to relics. Fortunately, the 9E codex has seen a lot of the strats drop their more restrictive conditions so that you&#039;re not entirely hosed despite some of the limitations on equipment.&lt;br /&gt;
&lt;br /&gt;
====Acastus Knights====&lt;br /&gt;
Unlike the Dominus Knights, who are only an inch or so taller than a normal Knight, these things are &#039;&#039;big&#039;&#039;. They used to be T9 with more damage bracket levels (like usual FW superheavies) but got decreased to &amp;quot;slightly above Dominus&amp;quot; profile (just +2W, -1A).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acastus Knight Asterius:&#039;&#039;&#039; A Porphyrion that has swapped out its magma cannons for 4 FUCKHUGE C-beam cannons. You know, the things that increase in strength, AP, and damage the further away from the target you are? These monsters max out at S16 AP-3 D6, though even at the minimum range they still kick like a mule, at S12 AP-1 D2. However, with a knight&#039;s high movement, this probably won&#039;t be that much of a problem. Couple with the fact that you&#039;re delivering 2D3 shots per gun and you&#039;ve just quashed any hope your opponent had of even getting to use their own superheavy. And we&#039;re not even done yet! It&#039;s got a Karacnos Mortar Battery to drop radioactive death on infantry that basically cannot be denied. Cover? You wish. Line of Sight? Get fucked, buddy. High Toughness? Oh, that&#039;s just adorable. It&#039;s also got a pair of Volkite Culverins to give some extra close-range kick, just in case your opponent tries to close and reduce the brutality of your guns.  Unfortunately, the very decent guns aren&#039;t decent &#039;&#039;enough&#039;&#039; to cope with the Asterius&#039;s absurdly high point cost, meaning it&#039;s &#039;&#039;worse&#039;&#039; at murdering just about anything than a properly kitted out Crusader or Castellan.&lt;br /&gt;
*&#039;&#039;&#039;Acastus Knight Porphyrion&#039;&#039;&#039;: The big brother of the other knights (seriously, this thing is huge), with four massive guns that give Tau armies inferiority complexes. The default loadout comes in at over 780. While this thing is a murder machine with on average 8 S12/AP-3/D6 shots from its two twin magma cannons, the increase is going to make it hard to fit much else in a list. You may as well upgrade the autocannons to lascannons because why the fuck not. With T8, &#039;&#039;&#039;30&#039;&#039;&#039; wounds, and 3+/5++ vs. shooting, it&#039;s not going anywhere in a hurry neither. It will smoke a Leman Russ in a single volley with room to spare and stands a chance of crippling (if not outright killing) a landraider. Also has the honor of being the only FW Knight that can mount a carapace weapon. In addition to the usual Ironstorm, it can also take its own unique weapon, a rack of Helios Defense Missiles. It more or less functions as a hybrid between the Icarus and the Stormspear, firing one less missile than the latter and dealing a flat D3 instead of D1d6, as well as gaining a +1 bonus to hit {{W40Kkeyword|Aircraft}}. Took a harsh hit in the 2019 Summer update, being knocked down to BS3+ and T8, same as every non-Armiger knight. On the upside, it can fire its main guns on Overwatch now. Woo?&lt;br /&gt;
**Although you’ll mostly only use this in apocalypse battles, consider taking this instead of a Baneblade (plus something else to make up the 300-400 leftover points) as your anti-armor, as fully kitted out with all the lascannons there is nothing smaller than a titan or one of the tougher knights which can survive against it, and at T8 and 30 wounds there is little outside of those same categories and hordes of lascannon guardsmen which can destroy it. Your opponent will also be thinking of little else while this is on the board, and unlike a war hound, you have points left over for meatshields or elites in a 2000 point game.&lt;br /&gt;
**Keep this thing out of melee, yes it’s S8 and T8, yes it “can” retreat from melee and still shoot, but with no proper melee weapon, only 3 attacks at WS4+ (undamaged), a normal knight will do a lot of damage to a Porphyrion (if it can ever get close enough. It’s low attack count and no anti horde guns also mean that it will get tarpitted.)&lt;br /&gt;
**An excellent candidate for Armiger bodyguards, two Helverin Armigers with their two autocannons each will throw out a lot of quality dakka downrange, which will threaten anything T7 or less while still putting out the shots to at least moderately dent hordes. Such a setup allows you to run this knight as your warlord, opening up a huge array of possibilities for improved invulnerability saves, accuracy, and armour. A pair of double Claw and Cleanser Moiraxes will also be an excellent deterrent.&lt;br /&gt;
*** The Imperial Armor Compendium has blessed us with a big point reduction; big boi is now sitting at 780 points, which gets you crazy anti-armor, two autocannons, and some ignore line of sight missiles. For an extra 10 points you can swap out BOTH autocannons with lascannons!&lt;br /&gt;
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====Cerastus Knights====&lt;br /&gt;
All Cerastus knights are a bit faster than stock, with a 12&amp;quot; move, and have 26 wounds, making them a little better than the Questoris chassis. Though not included in the statlines, each model does still possess the same stomp attack as any codex knight.&lt;br /&gt;
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*&#039;&#039;&#039;Cerastus Knight Acheron&#039;&#039;&#039;: The Crazy World of Arthur Brown. I have only the most up-to-date cultural references. The Acheron flame cannon does 2D6 S7 AP-2 D3 hits at 18&amp;quot;. This is a solid choice against pretty much any target, almost as good as the Avenger against infantry, almost as good as the Thermal Cannon against vehicles (only really falling off vs. the really heavy stuff). Barbecue those annoying Tau stealth suits with their negative hit modifiers. Twin heavy bolter is just gravy. The chainfist is equivalent to the gauntlet, trading the volleyball effect for no -1 to Hit, which is probably a worthy exchange.&lt;br /&gt;
**With the flame cannon hitting with &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; damage, charging an Acheron is basically suicide to any unit &#039;&#039;if&#039;&#039; you&#039;re willing to spend the CP to overwatch with it. The Acheron enters and leaves fights on its own terms, no one else&#039;s. This can be a good strategy to mess with hard hitting melee units.&lt;br /&gt;
** Pair this with House Raven for some ludicrous reach, being able to advance and still fire your flamer as if moving normally allows you to reliably knock out medium and light vehicles with ease, flyers in particular, which would normally rely on their speed to pick off vulnerable targets while avoiding retaliation, are particularly vulnerable.&lt;br /&gt;
**&#039;&#039;Acheron vs. Valiant&#039;&#039;: Now you might be thinking, which flavor of crispy burning goodness do I want to inflict on my opponent? In the Valiant&#039;s favor, its Conflagration Cannon is better at it&#039;s job of murdering infantry. +1D6 hits over the Acheron&#039;s Flame Cannon at the cost of -1 damage means it deals the same amount of overall damage to heavy targets, but roasts a greater number of 1W and 2W squishies. In addition, the Valiant packs an impressive amount of anti-tank weaponry with which to murder heavies. On the other hand, the Acheron is MUCH quicker, allowing you to get in there and start setting people on fire that much sooner. It also packs an actual melee weapon, letting you give some unfortunate tank an Imperial Fisting after reducing its infantry escort to ash. Finally, the Acheron is a fraction of the cost of the Valiant, allowing you to squeeze in an additional cheap Knight or a couple of Armigers to run up the field alongside it AND doesn&#039;t burn up half of your CP to use Rotate Ion Shields. In summary, the Valiant has the better flamer and can handle a broader range of targets, but the Acheron carries it better and is more easily taken with friends to cover its weaknesses.&lt;br /&gt;
***Take both and burn everything (smaller than a superheavy).&lt;br /&gt;
****The Imperial Armor Compendium has gifted the chainfist dual profile - a &amp;quot;sweep attack&amp;quot; which does three hits rolls instead of one (S: User, AP-2, 1D3 damage) and a &amp;quot;saw attack&amp;quot; that hits with the S: x2, AP-4, 6D profile. Note that the sweep attack has the same statline as the Titanic Feet that all knights are equipped with (appearing in the wargear section, but not having stats shown in the compendium), a forebear to 9E&#039;s revamps to melee by nerfing feet. Sadly, this still won&#039;t work with any relics or the Chainsweep strat.&lt;br /&gt;
**** The Imperial Armor Compendium has also gifted us with a point reduction(!) to 480 points, making the Acheron a solid unit to bring that no one will dare charge in fear of being overwatched/chainfisted.&lt;br /&gt;
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*&#039;&#039;&#039;Cerastus Knight Atrapos&#039;&#039;&#039;:  The weird middle child of the knight family with some unusual weapons and sculpting. Same stats as all other Cerastus chassis with the same abilities except for a shiny new 5+ Invuln save that works in melee and +1 hit modifier for shooting units with the {{W40kKeyword|TITANIC}} keyword. So overall, a nice buff that makes it ideal for dueling other super heavies, both at range and in melee. Its weapons are very similar and received a hefty rework in the Summer 2019 update. The Graviton Singularity Cannon is a whole different beast now, with two firing modes. The first, Contained, is more or less the old profile, minus the &amp;quot;lottery&amp;quot;, at 4 S8 AP-3 D4 shots. The other mode is Singularity, which is a toned down version of the old &amp;quot;jackpot&amp;quot;, granting &#039;&#039;4+D6&#039;&#039; S14 AP-4 D3 attacks. The catch is that when you pick the profile, roll a D6; on a 1, 2 or 3, you take D3 Mortal Wounds. Overall a significant buff, allowing you to hit like a de-orbiting cruiser when you need to and avoiding needless self damage when you don&#039;t. Its other weapon, the lascutter, is even better now! It still has 2 profiles, a Heavy 1 S12 AP -4 Damage 6 shooting attack that now shares the melee mode&#039;s Wound re-roll vs Vehicles and Monsters instead of its old extra attack on kill mechanic, and a S+6 (so 14, same as its old flat Strength) AP -4 Damage 6 melee attack that can roll failed wounds against monsters or vehicles. In addition, the Atrapos differs from other Cerastus Chassis by having an additional ability; Macro Extinction Protocols. This adds plus 1 to any hit roll of an attack made against a unit with the {{W40kKeyword|TITANIC}} keyword. This makes the Knight Atrapos quite a good pick when going up against a vehicle or monster heavy army, as well as be a bit more of a bullet sponge, just be aware of the very short range on your weapons. Now that the lascutter is tied to Strength. It makes the Atropos an ideal target for Strength boosting effects to reach that S16 sweet spot.&lt;br /&gt;
**In addition to stomping, the IA Index gave the lascutter a dual profile in melee. The sweep attack does the usual x3 hits while doing a tasty S6, AP-2, 3D - the focus attack still hits like a truck with the S12, AP-4, 6D and re-rolling wound against monsters and vehicles.&lt;br /&gt;
**The Imperial Armor Compendium has KEPT the still shiny 5++ invuln save. Combined with a point reduction(!) to 520 points, the Atropos is now a premier vehicle/monster hunter.&lt;br /&gt;
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*&#039;&#039;&#039;Cerastus Knight Castigator&#039;&#039;&#039;: Comes equipped with a Castigator bolt cannon and Tempest Warblade, which now might be the forefront for &amp;quot;new best melee weapon&amp;quot;. The Castigator bolt cannon now puts out an impressive &#039;&#039;16&#039;&#039; S6 AP-2 D2 shots at a decent BS. Meanwhile, the Warblade strikes at S+6 AP-3 D3, two less damage than before, BUT it now swings twice for every attack you make with it. That&#039;s 8 Attacks base before any traits or Household Traditions. As you can imagine, this stack beautifully with any boosts to Attacks.&lt;br /&gt;
**Possesses the best anti infantry gun a knight can have, the only better gun any model can have (without twin linking etc) is the Vulcan mega bolter, which puts things in perspective. It&#039;s a superior horde clearer with the bolt cannon and it having an incredible melee weapon. At 460 points, this is still solid value.&lt;br /&gt;
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*&#039;&#039;&#039;Cerastus Knight Lancer&#039;&#039;&#039;: This is your &#039;&#039;real&#039;&#039; close combat specialist and has a speed boost to prove it. Its lance has two profiles: The standard weapon is S+6 (S14) AP-4 D6 and can shoot six S6 AP-1 Dd3, but if you charge, that lance becomes Sx2 (Upping it to S16) and D8, a true menace to whatever it faces. However what really makes this stand out is that it gets a 4++ in the fight phase, which lets it spar much more comfortably with other melee bruisers (note this does mean you&#039;re technically vulnerable to out-of-phase attacks like Acts of Faith etc.), and imposes a -1 to hit against enemy titanic models in melee, which coupled with its 4++ invulnerability save makes it the toughest of all the knights against a all targets except a Reaver with a melee weapon. Its ranged attack isn&#039;t too bad and at 420 points it&#039;s not even that expensive.&lt;br /&gt;
**Your main issue with this knight is getting it into melee with another knight or Titan as your opponent will see it coming from miles away and keep all their super heavies as far away as possible from your probing lance. With the new codex, take full advantage of this knight. Rotate ion shields works on its melee invulnerable save and with the right choices this thing will make first turn assaults. Take the landstrider trait for +2 advance and charge. Take helm of nameless warrior for 2+ws. Use the advance and charge stratagem to nuke that superheavy turn one. Combine with household traits for more goodness, Terryn being the best.  Advance 3d6, dropping the lowest, then charge 3d6, dropping the lowest.  With Land Strider, a Lancer has an average move/advance/charge threat range of 36 inches.&lt;br /&gt;
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===Sacristan Forgeshrine===&lt;br /&gt;
For a very lean investment, you get a platform that can heal your giant robots and protect any tech-priests/Techmarines you want around to heal your giant robots more effectively. It can also grant either an extra 6&amp;quot; move for when you want to move away from it, maximize out the number of shots from a non-relic ranged weapon, or restore any previously used shieldbreaker missiles. Allows for either very tough ranged knights or very fast melee ones (or both). However, as this costs both a full detachment and requires your Knight to give up a round of shooting, its use is ill-advised.&lt;br /&gt;
*The Ritual of Reloading works well with a Valiant as a charge or deepstrike deterrent if you have nothing good to shoot at during your turn; the Ritual specifies the next time the weapon is &#039;fired&#039;, so an automatic 18 Conflagration Cannon hits if you&#039;re expecting an alpha strike is totally doable (even more flexibly with the Hawkshroud stratagem). Can also be paired with Cadmus&#039;s stratagem if your opponent is keeping all their high value targets in reserve and you expect them to deepstrike in. Still kinda pricey for a niche use, though...&lt;br /&gt;
*Works good for creating a DISTRACTION CARNIFEX with any ranged Knight. If your opponent ignores him, punish him with full firepower/ a charge from across the map. If they shoot at it, use your healing from relics, allies and such to shrug it off. Might be a bit pricey but that face when their Shooting was wasted or slammed by an entire volley at full power will be worth it.&lt;br /&gt;
*It actually makes your Knight worse. Two shooting phases at random dice is statistically better than one at max shots, same with two movement phases rather than one slightly better one.&lt;br /&gt;
*If you are running a Questor Imperialis Imperial Knights detachment, this is the only way to get repairs on one of your knights. Bring either Imperial guard allies for a tech-priest, or Space marine allies for a techmarine (though the IG techpriest is probably your best choice) to make full use of the Ritual of Repairing, and to repair other vehicles on your personal repair station (like leman russes).&lt;br /&gt;
*Its only real use is in new Apocalypse game, where this terrain don&#039;t have downsides of 40k version.&lt;br /&gt;
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==Allies==&lt;br /&gt;
Okay, these aren&#039;t called &amp;quot;allies&amp;quot; anymore but whatever. Unless you&#039;re planning to take an all-knight army - which may be cool every now and then, but gets kinda boring both to play and to play against - you&#039;re gonna need some boots on the ground. Remember the adage &amp;quot;The tanks can take the ground but can&#039;t keep it.&amp;quot;. However, in 9th edition it is important to keep in mind that taking allies is much less advantageous than it used to be, as it no longer provides extra CP, and costs CP instead. It will run you a whopping 6CP if you don&#039;t make a big Knight your warlord to take allies. &lt;br /&gt;
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So, what do you want from your pathetic inch-high minions?&lt;br /&gt;
*&#039;&#039;&#039;Anti-horde&#039;&#039;&#039; - It could take all game for a single knight to chew through a blob of 50 conscripts. Bring some massed low-strength shooting and free up your big guys for bigger fish.&lt;br /&gt;
**In 9th edition we can now just walk over dudes, so this is less of an issue as it used to be.&lt;br /&gt;
*&#039;&#039;&#039;Objective capturing&#039;&#039;&#039; - Camping a back-field objective means that your knight can&#039;t get into the thick of things (unless it&#039;s a Castellan/Crusader who doesn&#039;t want to), and now that you need relics or the right WT to get Objective Secured you&#039;ll have a hard time with that too.&lt;br /&gt;
*&#039;&#039;&#039;Surgical threat removal&#039;&#039;&#039; - Enemy got a special character that&#039;s buffing their troops? Out-of-LOS artillery giving you a headache? Snipers and/or deep-strikers, or even just high mobility units are what you&#039;re looking for here.&lt;br /&gt;
*&#039;&#039;&#039;Cheap anti-tank&#039;&#039;&#039; - The knights&#039; dirty secret is this: for their points, they don&#039;t actually have a whole lot of firepower. You can easily struggle to get through large number of tanks such as Space Marine Razorspam or an IG tank army. It is worth noting, however, that the price hikes that came with 9th, and the more objective focused gameplay has reduced the amount and efficacy of tank spam lists (in fact, this ties into why Knights are in a bit of a rough spot right now) so this is not as much of an issue as it once was. However, as Mechanicus and Guard get their codexes and find their footing in the new meta, this could well change, as these are two armies that can easily get plenty of tanks while still bringing push threats and infantry. &lt;br /&gt;
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===Adeptus Mechanicus===&lt;br /&gt;
The synergy with AdMech is strong, and with four of the nine Knight houses swearing fealty to Forge Worlds, this is also a pretty fluffy choice. Machine Spirit Resurgent is arguably the best stratagem in the codex, allowing you to use the top row of the damage table (which cancels out the Weary Machine Spirit burden). Benevolence of the Machine Spirit lets you ignore mortal wounds on 5+, essentially turning your knight&#039;s ion shield into a [[awesome|void shield]]. Knight of the Cog can give your Knights Canticles for the turn, which means cover in the open (for 2+ saves) or +1 strength (insane with Stomps and Death Grip). Note also that with the Imperial knight codex, the benevolence of the machine god stratagem is included, allowing you to use both it and the mechanicus stratagem on the same turn, which is a nice bit of flexibility.&lt;br /&gt;
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Enginseers come at the low price of 35 points each including gear (and he can heal your Knights!) and both Rangers and Vanguard are 9 points per man, so a minimal battalion runs for as little as 205 points. While we&#039;re at it, consider the &#039;&#039;Necromechanic&#039;&#039; warlord trait to double up healing from your Enginseers--more with the Tech Adept stratagem. Monitor Malevolus also lets you recycle your CP and the opponent&#039;s CP on rolls or 6. There are also some really efficient units to fill out the Battalion with. Dunecrawlers and Mars Kastelan Robots offer great anti-tank or air and anti-horde or character, respectively. Stygies VIII Dragoons and Fulgurite Electro-Priests are great alpha strike melee options that can infiltrate at the start of round 1 for 1 CP each (Post BIG FAQ 2 that stratagem changed to a 9&amp;quot; scout move rather than a full infiltrate). The former gets a disgusting -2 to hit and has high volume, high strength attacks, which is great for vehicles and characters. The latter is riskier, especially if you aren&#039;t going first, but they vomit mortal wounds and can fight twice for 3 CP.&lt;br /&gt;
* An Onager Dunecrawler with Neutron Laser and 2x Cognis Heavy Stubber costs 125pts. The Neutron Laser is better than the Thermal Spear in every aspect. (48&amp;quot; vs 30&amp;quot;, S12 vs S9, same AP, and more or less equal damage). Toughness-wise, due to the Armiger gaining a 5++ (Though unlike the Crab it only works against shooting), with the zoom bot still having 1 more wound, the onager has become more and more of a backline support tank. Due to the fact that Canticles are only availabe to the onager if you go Mars, that the Armiger has gotten tougher, and that with the more movement orientated 9th edition it is quickly becoming more optimal to just pick the Armored Psycopath. Just remember that that leaves a larger hole in your backline (some rangers will fill that up) and that as long as these medieval missiles are able to make it to the front lines you&#039;ll be glad to have some Feudalistic Fuckery within your ranks. Especially considering the overall lack of durable melee monsters the Admech are suffering from. You also benefit from having distraction carnifexs on the board. As even though they do cost 150 points each the concentrated fire required to take them down will be more than worth the other options.&lt;br /&gt;
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===Imperial Guard===&lt;br /&gt;
[[File:Why_Guards_like_Knights.jpg|250px|thumb|left|A little pic worth a thousand words...]] The most competitive option, if tournament lists are anything to go by. Wherever you find the armies of the Imperium, you&#039;ll find the Guard in support. That, or you can paint them up in the same colours as your Knight and say that they&#039;re his household retainers.&lt;br /&gt;
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The low cost of Guardsmen means you can bring a decent number of bodies on the cheap, but thanks to the changes made by 9th ed, the loyal 32 now COST you CP to bring along. A battalion will now cost you 3CP to bring along, but allows you to bring up to 60 giant brass-balled guardsmen, on top of various other elites/tanks/officers. If you&#039;re going in on the Guard, you should make sure it&#039;s worth your while, as the barebones loyal 32 can be easily victimized by deep striking claw/shield vanguard vets, and a dozen other push threats, which can slip past knights relatively easily, and beat the stuffing out of knights on the primary. &lt;br /&gt;
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Basic guardsmen with orders can spit out a surprising amount of firepower and can be used to screen, clear chaff, or camp on objectives. Scions are reasonably effective infantry that can be used for deep-striking/grav-chuting in plasma for some high mobility tacticoolness. IG artillery is also great: Mortar heavies weapon teams (HWTs) or Wyverns for anti-horde; Lascannon HWTs, Basilisks, or Manticores for anti-vehicle. Keep in mind that HWTs, although a great bargain, are extremely fragile. As for infantry, keep &#039;em cheap, dump them on an objective, and hope the enemy ignores them. Guard also has access to cheap psykers in the Astropaths and Primaris Psykers for Deny the Witch and support powers. Furthermore, Guard can bring Techpriests as Elites which is helpful for keeping your Knights alive. Guard armor can be useful as well, sporting weapons that are comparable to many of the weapons the Knights can take, allowing you to specialize your knights more if you so choose. Leman Russes can carry battle and plasma cannons along with a variety of hull- and sponson-mounted weapons to threaten a variety of targets. Hellhounds have GEQ-munching 16&amp;quot; flamer cannons that can negate hit penalties. &lt;br /&gt;
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Sir Hektur is an especially good pick for infantry-heavy Guard; he reduces the chances of them fleeing after a failed morale test, and if Canis Rex is destroyed he&#039;ll have plenty of screening units to hide behind.&lt;br /&gt;
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Another important thing: Guard is one of the few armies that doesn&#039;t lose anything by bringing you as an ally right now besides CP, and the ability most of their units have to auto-wound on an unmodified hit roll of 6 has drastically improved their competitiveness (while still not fixing all the other glaring issues with their hilariously out of date codex).&lt;br /&gt;
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===Space Marines===&lt;br /&gt;
Well, you&#039;ve probably got some lying around, so that&#039;s a start. Oathsworn Knights can often be found accompanying the marines into battle, though fluffwise it&#039;s very much on the side of Marines supported by Knights rather than Knights supported by Marines. The downside is that marines (the dudes) are somewhat pricey, and tactical marines are rather uninspiring (even if this edition has made them better). Marines have good and cost-effective tanks, though, so that&#039;s always an option; you&#039;ll find it hard to go wrong with Razorspam (though razorspam is not what it used to be). Librarians are a no-brainer for your HQ; it&#039;ll be nice to actually have something to do during the psychic phase for a change, even if their powers are shit (unless you take a vanguard librarian, in which case have fun with your newfound cheese).&lt;br /&gt;
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However, with the 9th edition Codex, you’ll be severely disadvantaging your marines with the loss of Combat Doctrines by including them in an army with non-marines.&lt;br /&gt;
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You could always just grab Guilliman on his own or with a posse of Librarians and Smash Captains. The loss of doctrines won&#039;t hurt these units so much as they aren&#039;t so reliant on them in the first place. Beware, Knights + Guilliman is pretty cheesy.&lt;br /&gt;
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===Officio Assassinorum===&lt;br /&gt;
Vindicares and Culexus are great for anti-character and anti-psyker duty, and Eversors are excellent in anti-horde duties. Just be aware that if you turn up to your FLGS with an army of just knights and assassins your name will be mud before the day is out. The new Psychic Awakening rules allow you to pay 100 points for one of the assassins, and pregame (after seeing your opponent&#039;s list) decide whether or not to spend 2 cp to switch assassins. The assassins have stratagems now as well which can improve their tactical flexibility.&lt;br /&gt;
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===Sisters of Battle===&lt;br /&gt;
Sisters offer you cheap, shooty, and decently durable troops. Load up on storm bolters (only 2 points!), and use them either MSU-style in transports or footslogging in blobs of 10+. Take Celestine if you want to drink your opponent&#039;s tears. Melta-toting Dominions is a perennial favorite. Exorcists, OTOH, are actually fairly mediocre tank hunters this edition.&lt;br /&gt;
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===Adeptus Astra Telepathica===&lt;br /&gt;
An alternative take on Sisters of Battle are the sisters of silence, which you’ll take for one reason, anti-psyker, smite spam can do a surprising amount of damage to your knights, and the sisters are excellent of making mincemeat out of psykers and also provides Primaris Psykers as HQs. ** Note the update to the rules means that Sisters of Silence can only go in battle forged detatchment with other Sisters of Silence... the only possible ways to field them are &lt;br /&gt;
without a command unit with no CP added, or at the cost of a CP to gain a single unit.&lt;br /&gt;
Except... The Index entry for a Primaris Psyker has the keyword for Astra Telepathica so can be used to fill out your detachment with a HQ for the extra CP and some psychic support.&lt;br /&gt;
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===Adeptus Custodes===&lt;br /&gt;
An interesting and complimentary mix, as the custodes are excellent character hunters and are capable of controlling objectives (and hordes) with their jet bikes with hurricane bolters, but lack anti-vehicle weapons, while the knight is excellent at hunting down vehicles but lack the shot output to deal with hordes. This combo will struggle to rake in the command point of other armies, but your army will be effective whatever enemy is thrown at it, and it gives you an excuse to paint your knight gold and red (go on, you know you want a golden banana knight), [https://www.shapeways.com/designer/comradequiche/creations?s=0#more-products| plus there’s a kick ass custodes knight conversion kit on shapeways] [https://ironwolfminis.com/pages/faq| or available for cheaper directly from the same guy].&lt;br /&gt;
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===Voidsmen-At-Arms===&lt;br /&gt;
These GEQ aren&#039;t going to have a shadow of the effectiveness of even an Armiger, but they won&#039;t require an additional detachment because of their {{W40kKeyword|Agent Of The Imperium}} keyword, and they can hold an objective for 40 points- far cheaper than even a Warglaive! Use these to hold the backfield and stand around on objective markers while your mechs do the real work.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
===The Barmy Armi Army===&lt;br /&gt;
Armigers provide a cheap supply of quality ranged firepower in either your long ranged, high volume form (Helverin, Moirax), or the armour melting Warglaive form, all for (at most) 159 points, and can be taken in large unit sizes, allowing you to take up to nine of each type of Armiger (Helverin, Warglaive, Moirax), avoiding the rule of three which will hobble many other armies. Firstly, you take as many Armigers as you possibly can, leaving enough spare points to buy at least one Preceptor (two if you&#039;re running a mix of Warglaives and Helverins), take Warglaives if the enemy has a lot of heavy armour, Lightning Lock Moirax against hordes/MEQ, Helverins for everything else (or anything tougher than toughness 8, as at that point the Armiger autocannons rate of fire is superior). Then, take a Preceptor to be your warlord in a detachment with all your Armigers (giving them the Helm of Dominatus and whatever warlord trait suits the situation, a 4++ invulnerable save is recommended though).&lt;br /&gt;
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Finally, choose a household trait which suits the units/enemy you have chosen best, giving them the House Taranis trait to give them all 6+ Feel No Pain saves (to help make up for the Armigers&#039; relatively low toughness) is always a good idea, but house griffin for plus 1 attacks on the charge will increase the warglaives melee potential by 25%, while House Raven while ensure that your Helverins are always accurate while kitting. Against other knights/other large single entities Hawkshroud is recommended to ensure that your units always fight at peak performance, as in such battles it becomes a case of which site starts missing the most shots first.&lt;br /&gt;
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In a one thousand points game this gives you one Preceptor, 3 Armigers (of your chosen flavour) and three command points, but more importantly you can get your Armigers to hit on 2s (admittedly against a single target at a time), rerolling 1s in both the shooting and fight phases, all with weapons which other factions would pay through the teeth for (60” D3 autocannons, S12 dual profile chainswords and 30” meltas).&lt;br /&gt;
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===Gallant Rush===&lt;br /&gt;
This one&#039;s pretty self-explanatory, take a detachment with 3 gallants, from either house Terryn for reliable advances or Hawkshround for great durability and heroic interventions up to 12&amp;quot;, give 1 the paragon gauntlet and another one Landstrider (don&#039;t put both on 1 or it will draw too much attention) then just throw them up the board. Gallants are the cheapest questoris class knights so this one&#039;s not too expensive in points, at least by knight standards; this means you have more points to spend on allies, ideally a double battalion or even a brigade of guard with a wyvern and basilisk in the new formation. Oh, and it goes without saying that you should bring as many mortars as possible.&lt;br /&gt;
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===Terryn&#039;s Terrifying Turn-One Charge===&lt;br /&gt;
Cerastus chassis roll 2d6&amp;quot; advances, House {{W40kKeyword|Terryn}} rolls an additional die for advances &amp;amp; charges drop the lowest (8.4&amp;quot;), the Landstrider WT gives you a +2&amp;quot; to Advance &amp;amp; Charge aura. This gives you an &#039;&#039;average&#039;&#039; threat range of 14&amp;quot; + 10.4&amp;quot; + 10.4&amp;quot; = &#039;&#039;&#039;34.8&amp;quot; average melee range&#039;&#039;&#039;. Considering the &amp;quot;standard&amp;quot; No Man&#039;s Land and Enemy Deployment Zone measure 36&amp;quot; wide, this means you only leave a single inch for the enemy to safely deploy in. Did you also happen to read how you can give your Lancer a 3++ up there? If you don&#039;t want to pay FW price, a regular Terryn Landstrider Knight still rushes 28.86&amp;quot;, more than enough to cross the 24&amp;quot; No Man&#039;s Land.&lt;br /&gt;
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*Alternative and updated for 9th (pre-codex): This got significantly stronger post-Engine War as House {{W40kKeyword|Terryn}} being {{W40kKeyword|Questor Imperialis}} gives it a +1 to all Advance and Charge rolls that do not stack with other sources (so the Landstrider WT is a bit of a waste by only giving +2 even if it is an aura). This DOES free you up to take the Champion of the Household WT to re-roll ALL failed charges which more than makes up for it. This makes your charge range 3d6h2+1” (9.4”) with a re-roll (which ends up giving you a consistent &amp;gt;10” charge range the math gets complicated quickly). With the standard board size reduced and the bonus to advance distance as well, you should have no problem closing to close combat even if you don’t want to field a Cerastus. &lt;br /&gt;
**If you want to attack ANY part of your opponent’s line in CC, use the Sally Forth Stratagem, especially since Knight lists are not hurting anywhere near as much for CP.&lt;br /&gt;
&lt;br /&gt;
===Raven Castellan===&lt;br /&gt;
Not much to say here - if you&#039;ve been paying any attention to competitve 40k you&#039;ve already seen this. Take a House Raven Castellan, give it Cawl&#039;s Wrath, and pop Order of Companions. Split your fire and take out two tanks a turn, or focus down on that pesky Tesseract Vault. Costs an arm and a leg in CP and requires a screen, so ally in some Guardsmen and fire away.&lt;br /&gt;
*Some recent rules changes to the game and the Castellan itself mean that this is no longer the game-breaking meta-warping combo it once was, firstly the castellan went up by 100 points making it over 700pts (over 1/3 your list at 2000pts). It can no longer get an invuln higher than a 4++ and many of its stratagems went up in CP cost dramatically. Just as if that weren&#039;t enough, you can now only gain 1 CP a battle round so there&#039;s no way to make up for the increased stratagem cost.&lt;br /&gt;
*A Knight Valiant version of this strategy. Use Flanking Maneuver on a Valiant to create a monstrous turn 1 assassin to remove any lynchpin character or vehicle deployed relatively close to the front of your opponent’s territory. Remove even screened characters by using the Electrothaumic Overload and Oathbreaker Guidance Systems stratagems to make your opponent concede before the end of your first turn.&lt;br /&gt;
&lt;br /&gt;
===House Hawkshroud&#039;s Double Valiant===&lt;br /&gt;
The staunch allies stratagem granted by House Hawkshroud can be very strong when paired with a pair of Valiants. Any opponent foolish enough to charge you now must survive overwatch from two giant autohitting superflamers. If your opponent is a monster or a vehicle, they have a 51.77% chance of getting &#039;pooned in overwatch.  This whole combo is improved by Hawkshroud&#039;s stellar house ability which keeps those harpoons at full power for longer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
[[Category: Adeptus Mechanicus]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=List_of_40K_Cheese&amp;diff=309542</id>
		<title>List of 40K Cheese</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=List_of_40K_Cheese&amp;diff=309542"/>
		<updated>2023-02-26T20:31:26Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* 9th Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Powergamer}}&lt;br /&gt;
&#039;&#039;See also: [[40K_Rules_Blooper_Reel|40K Rules Blooper Reel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of Warhammer 40,000 is a history of violence. . . well OK yes it&#039;s part of the setting, but it&#039;s history of 40k&#039;s balance is almost as violent as the grim dark future it takes place in.  No matter what people will tell you, the game has always had excessive problems with imbalance, min-maxing and blatant bullshit - From the days of [[Rogue Trader]] to modern day 9th Edition, the game has fostered many [[Cheese|cheesy]] units, army lists or deathstars, who have changed the meta and repeatably broken the game - Not through players maximizing their gear or people abusing unclear rules, but by simply being awfully balanced and written.&lt;br /&gt;
&lt;br /&gt;
Fortunately, many of these, if not all of them, are the very concept of &amp;quot;The flame that burn twice as bright dies twice as fast&amp;quot;, as they all got their reckoning at some point or another. Being either [[Nerf|nerfed to the ground]], changed to the core or completely [[Retcon|removed from the game]], this allowed the next-cheesy thing to step in with a silly [[hat]] and a way too small point-tax.&lt;br /&gt;
&lt;br /&gt;
But life will go on. New codices will be under/overpowered and grind the others to dirt, the meta will change to deal with what-ever is the most powerful at the moment, and [[Warseer|the forums will]] be white-hot with [[Rage|rage]] over the unbalance present, but life will go on, and as soon as you accept this eternal struggle for our fun and wallets, you will be at peace.&lt;br /&gt;
&lt;br /&gt;
As time goes on, this list will grow, to encompass more and more cheese as it gets released. If you feel that a unit, model or deathstar needs mentioning in the list, feel free to add to it with your own experiences and knowledge.&lt;br /&gt;
&lt;br /&gt;
== 2nd Edition ==&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
Like 3.5, just in general. Chaos was OP in this edition whose only hard counters were Eldar and Tyranids.&lt;br /&gt;
&lt;br /&gt;
====Tyranids====&lt;br /&gt;
When their Codex hit, Tyranids in their entirety were absolutely insane. Units like the carnifex, which had 10 wounds(!), the equivalent of Terminator Armor in chitin (!!) and could regenerate [[bullshit|even from a negative total of hp (!!!)]], meaning it was nigh-on unkillable and would shred even a fucking Greater Daemons in tiny pieces given the chance (due to how CC worked back then only one combatant would get the chance to wound the other each turn, but since the &#039;fex regenerated the GD would have major trouble killing it for good even with a very good roll. Whereas on a poor roll, it would get cut to pieces.) Lictors were a nightmare to deal with (being basically undetectable until they entered CC), genestealers were already the genestealers we love (aka. fragile if spotted early, but close combat monstrosities able to butcher about anything in melee) and hive tyrants were just absolute beasts: [[rape|about as tanky and choppy as a carnifex, with decent dakka to boot and level 4 Psychic Mastery...]] On top of that, beyond how fast and tanky the models were in general, there came the army special rules. Tyranids didn&#039;t use wargear or strategy cards (comparable to what you could do during the game with CP in 8th edition), but they got something worse: instead of buffs, they made each enemy model/unit roll on a table with (potential) negative effects they would get right before the game started, to represent being harassed by bio-forms on the way and the planet&#039;s ecosystem reacting to the &#039;nids presence. on average, it wasn&#039;t &#039;&#039;too&#039;&#039; bad, the most common results being &#039;unit is fine&#039; or unit&#039;s deployment is delayed one turn&#039;, but... special mention needs to go to &#039;&#039;Jones is acting Strangely&#039;&#039;, which could instantly kill off the entire enemy unit if they didn&#039;t pass a dice roll and could entangle fellow squad members should they survive &#039;&#039;(there were also no rules to say that certain units were immune to the debuff, so anything from a [[Baneblade]] to a [[Bloodthirster]] or a whole squadron of Marines could theoretically be one-shot at the start of your enemy&#039;s turn if they rolled the debuff and failed the check, which could cripple entire strategies that were carried by specific units and [[Awesome|tilt the game in your favour]])&#039;&#039;. Needless to say they were more than well equipped to curbstomp Chaos and Imperial armies AND go toe-to-toe with the other armies like the Eldar and Necrons that were also incredibly strong.&lt;br /&gt;
&lt;br /&gt;
====Polymorphine====&lt;br /&gt;
Assassins (and anyone else with the access to the wargear) used to be able to magically appear in the middle of a squad via Polymorphine (killing a troop when you exploded out of his body, leading to such shenanigans as [[Arseplomancer|a Guardsman hiding a dude in power armor on a bike]]).  Then Jump Pack over and throw a Vortex Grenade and killing anything on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Virus Weapons====&lt;br /&gt;
The Virus Grenade was 50 points for a grenade with a 2 inch blast radius. Any model that was hit by the Virus Grenades (partial hits were on a 4+) was not explicitly stated to be immune (Space Marines, Terminators, Aspect Warriors and vehicles were immune) to said Virus Grenade would die on a 3+. So far, not to bad right? The problem with the Virus Grenade was that when a model was killed by it, every other model not immune that was within d6 inches would have to test, dying on a 4+ and recursively requiring every other model within d6 inches to test not to die on a 4+. Thus, a Virus Grenade could become something of a Grey Goo situation where the more enemy models are bunched up, the easier it was to spread out and kill them all. However, the real rage-inducer was the Virus Outbreak stratagem card, which acted like a Virus Grenade template that you just placed anywhere on the board without restriction; the writers went so far as to recommend that players tear up their Virus Outbreak cards from the Dark Millenium set since they hadn&#039;t intended on it being so powerful.&lt;br /&gt;
&lt;br /&gt;
====Wolf Guard Crisis Suits====&lt;br /&gt;
Back in 2nd edition, the Cyclone Missile Launcher required the Terminator to replace his Power Fist with a laser targeter. However, when the Space Wolf codex first came out, it was entirely possible to make your army nothing but Wolf Guard Terminators, and to give each Terminator an Assault Cannon **and** a Cyclone Missile Launcher. Add in the fact that Terminators made their armor saves on 3+ on 2d6 (this game did use save modifiers), and it was possible for them to teleport in, weather most overwatch, fire all missiles and assault cannons, and only have to mop up the remnants from the burning wreckage. When the Space Wolf codex was reprinted, it explicitly banned Wolf Guard Terminators from going with Assault Cannon and Cyclone Launcher.&lt;br /&gt;
&lt;br /&gt;
====Deathspinners:====&lt;br /&gt;
Deathspinners were a flamer template in 2nd edition, that had a &amp;quot;save or die&amp;quot; initiative check. Imagine an entire squad of Warp Spiders with Jaws in flamer form. Yeah.&lt;br /&gt;
&lt;br /&gt;
== 3rd Edition == &lt;br /&gt;
Eldar Exarchs with the unique ability to &amp;quot;Build your own Exarch.&amp;quot;  You could have a bright lance that shot twice with warp spider pack that allowed you to jump all over the field, then add a Powerfield that gave you a 2+ invulnerable save). This was just one of many cheese custom Exarchs that were possible; however, they were also the only thing keeping Eldar on the table - those customizable Exarchs, though cheesy, were expensive in an army with nerfed and expensive units and weapons. Eldar were largely bottom-tier in 3rd edition.&lt;br /&gt;
&lt;br /&gt;
===3.5 Edition===&lt;br /&gt;
In general, 3.5 had 3 specifically cheesy armies, two of which belonged to Chaos.&lt;br /&gt;
&lt;br /&gt;
====Necrons====&lt;br /&gt;
Necrons were introduced as a stand-alone codex army for the first time in 3.5. Their release was met with immediate hostility once neckbeards read their codex; here&#039;s why:&lt;br /&gt;
[https://www.youtube.com/watch?v=hod0WtYE4SA|here is a video of their grand debut]&lt;br /&gt;
* Basic infantry guns that could kill a Land Raider with a lucky shot.&lt;br /&gt;
* &amp;quot;We&#039;ll Be Back!&amp;quot; made infantry immune to death as they basically had a 4++ that could be rolled after they failed their 3+ armour save and after your opponent was done shooting.&lt;br /&gt;
**Compounding that, the Resurrection Orb that ignored any of the restrictions previously applied to the WBB rule like instant death or bypassing armour saves in CC.&lt;br /&gt;
* Warscythes in abundance that ignored all saves and rolled 2D6 for pens.&lt;br /&gt;
* Veil of Darkness which allowed you to Deepstrike hop a unit all over the board.&lt;br /&gt;
* The fucking Monolith - immune to anything that wasn&#039;t S9/10 and/or ordnance, could deepstrike and never suffer a mishap, fixed your broken troops and could deepstrike in any from reserves. Oh, and Melta/Ordnance rules that gave better chances to penetrate armor? Into the trash they went thanks to &#039;&#039;Living Metal&#039;&#039;. And for that extra little rub of salt in the wound, if you managed to damage it and get an &amp;quot;immobilized&amp;quot; result it would land but remain active (if immobile) unlike any other skimmer in 3rd that crashed and burned and got removed.&lt;br /&gt;
&lt;br /&gt;
Necrons lacked the mind-boggling amount of possible unit and wargear combos that Chaos had access to (in fact, they were pretty light on both unit choices and wargear) but they earned the title &amp;quot;n00bcrons&amp;quot; for another reason: the cheese was so prevalent, so built into their army&#039;s very identity (i.e. &amp;quot;We&#039;ll be back!&amp;quot; and Gauss weaponry) that it was easily used (and occasionally abused) even by complete beginners more or less by accident.&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
Going into third edition, Chaos was... unremarkable. Bland. Decent crunch-wise, but without the wealth of options to field Daemons/Cultists/Mutants/Fallen/Renegades/... they had in 2e. Pete Haines listened to the players (yes, GW did that back then) and Chapter Approved articles in White Dwarf did provide those variants over the years. Eventually GW decide to bring out a 3.5 Codex updated with all those options and a couple extra added on top... and that&#039;s where it went horribly wrong. A wealth of options meant a wealth of possible combinations and some were just... too much. They went from &#039;strong but expensive&#039; to &#039;outrageous&#039;. Here&#039;s a smattering of what CSM had in 3.5:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Young cheese&#039;&#039; (things that were a-okay on their own but could combine into ungodly monstrosities.)&lt;br /&gt;
* Khornate chain axes: Being one of the only things that could outright modify armour saves, reducing them to 4+ unless worse, across the board - that&#039;s right, your terminator&#039;s save is no better than carapace armour against them. Ork Choppas did the same on an army-wide level for free back then.&lt;br /&gt;
* Unit Champions could take Psy Powers and even Daemon Weapons. Strong, but with only 1 HP it could turn very ugly very quickly both ways. &lt;br /&gt;
* [[Possessed]] were expensive but they could &#039;&#039;buy&#039;&#039; their powers instead of rolling for them, which included rending, fleet &#039;&#039;and&#039;&#039; a magical bolt pistol shot, making them point-for-point one of the killiest assault units in the game, but with a 3+/5++ and a single HP they didn&#039;t last long if the enemy had any occasion to shoot/strike back at them.&lt;br /&gt;
*The [[World Eaters]] army list in general: Tough motherfuckers full of [[rage|RAEG]] that would murder the fuck out of everything they got their hands upon on the charge, giving the opponent the easy to understand but hard to solve problem of &amp;quot;shoot me before I reach you!&amp;quot; The only thing that kept them from being completely broken was their lack of firepower, jump packs and assault vehicles and the unpredictability of their special &#039;rage&#039; rule that would give them a free &amp;quot;run&amp;quot; move on a dice roll of &amp;quot;1&amp;quot; (tested each turn, roll 2 dice with the &#039;&#039;correct&#039;&#039; wargear) but they had to rush toward the enemy even if it meant disembarking or leaving cover. It would leave them helpless in the open to be shot to death just as often as it allowed them to get into charge range to murder shit, which kept the army manageable (if unpredictable) to play both with and against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aged cheese&#039;&#039; (This is where it started to get really ugly, although those things were still within hailing distance of manageable.)&lt;br /&gt;
* Chaos Lords that could out-punch anything, point-for-point.&lt;br /&gt;
* Vehicle upgrades that could regrow lost weapons and become mobile again on a 4+, ignore crew shaken/stunned &#039;&#039;and&#039;&#039; grant +1 AV on all sides.&lt;br /&gt;
* Bloodletters that wore the equivalent of Power Armour and wielded the equivalent of Power Swords. Basically an evil deep-striking Space Marine [[Honour Guard]] (albeit without guns).&lt;br /&gt;
* [[Sonic Weaponry]] - anything with a Mark of Slaanesh could exchange their guns for sonic weapons (and get access to the Slaaneshi armoury if they were characters). This lead to [[Rhino]]s, [[Dreadnought]]s, Defilers, Lords, Lieutenants, regular Marines, Chosen, Possessed, Aspiring Champions, Bikers, Havocs, Terminators and &#039;&#039;Predators&#039;&#039; all sporting Sonic Weapons. They weren&#039;t as good as they would become in later editions, but they were better than the Bolters and Autocannons they replaced (almost) for free.&lt;br /&gt;
* [[Defiler|That enemy crab thing]] gets introduced as both a monstrous creature and a walker, which made it pretty much invulnerable in melee against anything without Power Fists (or equivalent Strength-doubling CC weapons).&lt;br /&gt;
* [[Obliterator]]s. Back then they were fucking GOD-TIER - S/T5, two wounds, 2+/5++, loaded with heavy and special weapons they could freely choose from, Fearless, deep-striking and with &#039;&#039;slow and purposeful&#039;&#039; (that was supposed to limit their mobility but just allowed them to fire heavy weapons all the time). Even engaging them at close quarters wasn&#039;t a great option with their absurd tankiness and the fact they strike back with [[rape|S10]] Power Fist blows. Luckily for your opponents you could only take a single squad of up to three of them. Eventually they got FAQ&#039;d down to T 4(5) which made them more vulnerable to meltagun/lascannon/power fist &#039;Instant Death&#039; but they were still &#039;&#039;hard&#039;&#039; customers and an auto-take.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Premium cheese&#039;&#039; (The really retarded things that could break the game. Never mind those costed arms and legs in points, unless the opponent knew what was coming and went to great lengths to avoid them, those things were &amp;quot;I-win&amp;quot; buttons.)&lt;br /&gt;
* A [[Daemon Prince]] with Power Armour, Wings and the Dread Axe. Tough, moved like jump pack infantry, a beastly statline, 3+/5++ and the really cheesy part: the Dread Axe ignored invulnerable saves and wounded on a 4+ unless better. Combined to the fact the DP was a monstrous creature that ignored armor saves; and you had a tough, fast motherfucker with a truckload of attacks that hit/wounded easily, ignored &#039;&#039;&#039;all&#039;&#039;&#039; saves and could easily consolidate from unit to unit, remaining locked in CC and untargetable the whole game as it solo&#039;ed the enemy army. (And I wish I was exaggerating...)&lt;br /&gt;
* Siren. A Slaaneshi minor psychic power that made a model immune to shooting and blocked line of sight. Spam generously. Worst of all, it combo&#039;d way too well with the Daemon Prince load-out above - hell, this thing could actually take on and defeat a Nightbringer back in the day with some luck.&lt;br /&gt;
* Veteran skills - ranging from 1-3 pts. per model, could be taken on any squad (only 1 skill for marked units) with higher costs for independent characters. You could load up whole squads that infiltrated, moved through cover and furiously charged.&lt;br /&gt;
* Chosen. Chosen were... absurdly powerful since you could make any member in the squad an aspiring champion, giving them access to the armoury. If they were marked and if you took a chosen squad in a multiple of the number of that god (Slaanesh 6, Nurgle 7, Khorne 8, Tzeentch 9), then the 10 pt. upgrade cost was free! Deathstar of 8 Khornate champion TERMINATORS that could butcher through anything (and I mean anything). A truckload of [[exploding dice]] S7 attacks ignoring armor saves on the charge coming out of a Land Raider to chain-rape unit after unit anyone? Or maybe a squad of 6 Slaaneshi Chosen all with Doom Sirens, plasma pistols and power weapons? If you prefer, 9 Tzeentchian Sorcerers [[troll|auto-succeeding on psychic tests thanks to the Mark of Tzeentch]] with psychic Heavy Bolters and Lascannons unleashing some next-level mind-bullet dakka (or alternatively turning everything into [[Chaos Spawn|those things]] or throw down templates that wounded on a 4+ and ignored armour and glanced vehicles)? Yeah, it was kinda like that back then...&lt;br /&gt;
* The [[Emperor&#039;s Children]] Legion list. Sirens, sirens you can&#039;t shoot and that will demolish you in CC everywhere.&lt;br /&gt;
* The [[Iron Warriors]] Legion list. Remember above where it said you could have only one unit of god-like Obliterators? Well, nope! Take as much as you can! Oh, and you can exchange two Fast Attack slots on the FOC for one more Heavy Support choice! More Obliterators? Well, nope, since they were elite but here came the second best thing: [[derp|the only ones amongst the Chaos Legions]], Iron Warriors had access to both the Vindicator from the loyalist armoury and the Basilisk from the Imperial Guard&#039;s armoury. You know, just in case the nine Obliterators ran into some trouble and needed some long- and/or close-range fire support!&lt;br /&gt;
&lt;br /&gt;
Now, you&#039;d think that with that generous amount of cheese, GW would get the message and stop piling it on... But then the world-wide &amp;quot;Eye of Terror&amp;quot; campaign happened and Chaos got another toy to play with - the Lost and the Damned army list. Veteran Chaos players actually rejoiced when it was announced as it meant they could go back to the 2nd ed days of fielding traitor Guard, Beastmen, mutants and other dregs supported by a very small number of traitor Marines. Sadly enough, while it did allow to do that, the army list came with its own rapetrain of cheese:&lt;br /&gt;
&lt;br /&gt;
* The list allowed players to take units from the 3.5 CSM and Imperial Guard Codices in various FOC slots, as was announced. In practice, the (lack of) limitations amounted to taking the best of all worlds. &lt;br /&gt;
* A cheap HQ choice (Chaos Lieutenant) that was point for point even more killy than the 3.5 Chaos Lord and way too good for the measly points paid.&lt;br /&gt;
* Mutants could be taken in huge cheap hordes that could tarpit pretty much anything forever.&lt;br /&gt;
* Big Mutants were awesome dakka blobs with 3 wounds each and great Chaos mark effects - basically, better Ogryns!&lt;br /&gt;
* Traitor guardsmen had better stats than loyalists, access to chaos marks, veteran skills here and there (Infiltrate ahoy!) and could wield &#039;[[Bolter]]s&#039;. Yes, said slapdash &#039;Bolters&#039; had the same &amp;quot;Gets Hot!&amp;quot; rule as plasma weapons which meant you&#039;d lose some traitors each time you fired but it was a very small price to pay to unleash an ungodly amount of dakka.&lt;br /&gt;
&lt;br /&gt;
It&#039;s really no mystery as to why Chaos won the Eye of Terror campaign. Games Workshop, concerned with their future revenue streams from Spess Muhreen fanchildren, decided to basically reset the crunch and shift the timeline away from the event while attempting to balance (read: nerf to the ground) what it could in 4th edition.&lt;br /&gt;
&lt;br /&gt;
===Honorable Mentions:===&lt;br /&gt;
====Blood Angels====&lt;br /&gt;
Blood Angels were tied with Khornate Berzerkers for the title of most killy fuckers in glorious melee. The &#039;zerkers were just a bit killier thanks to their chainaxes but the BA enjoyed better mobility thanks to being able to equip jump packs everywhere. That almost assured they would get that precious charge bonus of +1S and + 1I (on top of the +1A) from the army-wide Furious Charge, ensuring whatever they got their hands on would be [[rip and tear|brutally dismembered]]. For extra [[lulz]] you had the option to go for a full [[Death Company]] army that would forego any firepower for an army-wide FnP save on top of the [[rage|righteous fury at the death of Sanguinius]]. This said, each mini costed a premium when kitted-out, so it was an army of extremes: when things went right they&#039;d table the enemy in three turns but when they went wrong they&#039;d get tabled themselves in little more time, with few compromises due to the low model count.&lt;br /&gt;
&lt;br /&gt;
====[[Imperial Guard]] Armored Division====&lt;br /&gt;
This one deserves an honorable mention as well, even if it quickly disappeared after the arrival of [[Necrons]] and their vehicle-killing Gauss everything and &amp;quot;We&#039;ll be Back!&amp;quot; shenanigans. Back in 3rd ed., vehicles were much less prevalent, as were the ways of dealing with them. Most armies had a couple of heavy weapons like Lascannons, some power fist equivalents and a melta-bomb here and there, and it was more than sufficient to deal with the occasional armoured behemoth. This list? It was [[rape|vehicles only!]] HQ? [[Leman Russ Battle Tank|Leman Russ]] variant. Troops? Leman Russ variants. Anything else? Leman Russ variants (with the token Infantry Squad in a Chimera). Park together covering the vulnerable rears, point battle cannons and let fly, all guns! Due to the lack of heavy weapons being able to affect the Russ&#039; frontal AV, &amp;quot;all-rounder&amp;quot; armies stood little chance of doing anything.  Basically, fluff Imperial Guard tactics.&lt;br /&gt;
&lt;br /&gt;
== 4th Edition ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault Cannon Spam:&#039;&#039;&#039; Rending in 3rd and 4th edition Edition was far more powerful than in 5th through 7th. [[Rape|Instead of a 6 to wound ignoring armor saves, a 6 to-hit automatically wounded and ignored armor saves]]. Combine with the fact that Terminator Squads could take two of them at minimum size, and it was quite common to run a lot of them.&lt;br /&gt;
&lt;br /&gt;
===[[Fish of Fury]]===&lt;br /&gt;
&lt;br /&gt;
It has its own page, but the basic gist involved using a semi-invulnerable troop transport as a mobile bunker for the otherwise assault-prone Fire Warriors.&lt;br /&gt;
&lt;br /&gt;
The tactic died when errata changed how skimmers worked.&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Guard]] 500-Point Assholery===&lt;br /&gt;
Take minimalist choices for the bulk of your mandatory force org setup. Use the remaining points to buy a [[Leman Russ Battle Tank|Leman Fucking Russ]] and absolutely butt-fuck the balance of low-point games. The personification of being [[That Guy]].&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Guard]] Unit Deletion Barrage===&lt;br /&gt;
In the 4th edition codex, the Hunter-Killer Missile cost a mere 5 points. Because of this, an insanely common strategy was to load basically every single vehicle you fielded that could fit one with one, and with many guard armies that could be 6-7 vehicles on a 1000-point list at the time. Once loaded, the tactic was simple: find the single most threatening enemy model on the board that could be reliably penetrated with a Krak Missile, acquire line of sight, and hammer the shit out of it with all your Hunter-Killers in one go. Even with guard accuracy being what it is, the fact that you could potentially obliterate a lynchpin unit or pesky independent character meant that this was often used to secure early dominance.&lt;br /&gt;
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When the 5th edition Tyranid codex came out, this tactic was very often used to flat-out cripple &#039;Nid players by taking out their [[DISTRACTION CARNIFEX]]ES and [[Hive Tyrant]]s from standoff range, fucking over attempts to counter.&lt;br /&gt;
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The tactic ended when 5th edition cranked the cost of HK Missiles to 15 points each.&lt;br /&gt;
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== 5th Edition ==&lt;br /&gt;
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===General===&lt;br /&gt;
* 5th edition was generally known as &amp;quot;Mechhammer&amp;quot; or &amp;quot;Box Hammer&amp;quot; due to how relatively hard it became to kill vehicles. Compared to 4th edition, the vehicle damage became more forgiving, being consolidated into a single damage chart where vehicles were destroyed on a 5+. Glancing hits subtracted 2 from this modifier, AP - weapons subtracted another -1 from this and AP 1 weapons simply added 1. Hull Points did not exist in 5th, and a vehicle that moved more than 6&amp;quot; in a turn was only hit in 6s on melee (stand still). Thus, most lists gradually became &amp;quot;Parking Lot&amp;quot; builds, where sheer quantity of cheap Rhino and Rhino-equivalents could jam up the board, form armored convoys, or otherwise make your enemy hate your life.&lt;br /&gt;
* 5th edition was also known for Musical Wounds. The owning player had to allocate wounds to each model that took a hit, with wounds allocated as evenly as possible: For example, a 5-man Tactical Squad with Combi-Melta Sergeant, 3 Bolter Marines, and a Meltagun Marine takes 9 wounds and needs to make 9 armor saves. You would need to allocate at least 1 hit to the Sergeant, 1 to the Meltagun, and 3 to the Bolters. 3 of the remaining 4 hits could be allocated to the Bolter Marines, and the last one would have to be allocated onto either the Sergeant or the Meltagunner. The problem with this system was that certain &amp;quot;multiwound&amp;quot; units (Most notably: Nob Bikers and Grey Knight Paladins) could be equipped so that each model had a unique loadout. One Grey Knight Paladin would have a Halberd, one would have a Hammer, one would have a Sword, one would have a Psycannon, one would have a Psycannon and Hammer, one would have the Standard, etc. The end result was that versus attacks that couldn&#039;t inflict Instant Death on this unit, the unit effectively got its model count&#039;s worth of ablative wounds.&lt;br /&gt;
* On a tamer yet more comedic note, 5th edition also had the &amp;quot;50% cover rule.&amp;quot; If at least half of a unit was considered to be in cover, the entire unit was treated as being in cover. What was viewed as an amusing abstraction could quickly be gamed, either with vehicle squadrons (2 Piranhas, one Disruption Pod) or large units of light infantry. Imagine the rage a Thousand Sons player must have faced versus Guard: A Guard player could get 30 Guardsmen for the cost of 4 Rubric Marines and an Aspiring Sorcerer...and this was before the Sorcerer spent points for a mandatory Psychic Power! By combining squads into a single unit of 30, you could keep 15 models in cover and the other 15 proudly advancing in the open with 4+ saves (or 2+ saves if they use Incoming)...&lt;br /&gt;
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===Imperial Guard===&lt;br /&gt;
Arguably the only army in 5th that got a stratospheric Cruddex buff, the rest getting nerfed into uselessness as [[Robin Cruddace]] hates you:&lt;br /&gt;
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* This was the first time Guard could field vehicle squads, particularly for Basilisks and Leman Russes allowing players to cover the field in pie plates.&lt;br /&gt;
* Master of the Fleet, which subtracted 1 from your opponent&#039;s deep strike rolls. Particularly nasty against the above two lists which relied on deep-strike spam to get close enough to shred armies.&lt;br /&gt;
* Master of Ordnance, which came with its own pie plate attack.&lt;br /&gt;
* [[Creed|CREEEEEEEED!!!!1]]&lt;br /&gt;
* Hellhound squads and variants get introduced, especially the bane(wolf) of all MEQs, the banewolf.&lt;br /&gt;
* Veterans - particularly melta-vets. They are legend when it comes to vehicle busting.&lt;br /&gt;
* Valkyries and Vendettas - fucking hell, where do I even begin? Super fast chimera, identical armour and a shitload of guns; Vendettas take it to the next level with 3 TL Lascannons.&lt;br /&gt;
* Hydra flak tank debuts in this list outside of FW and is amazing at taking out bikers and fast skimmers with its super-long range autocannons that bypass Jink saves. Eldar tears flow unstoppably.&lt;br /&gt;
* Orders are introduced here as well; they weren&#039;t OP per se, but combined well with other buffs to the list for horrifying efficacy.&lt;br /&gt;
* Up until the release of the GK codex in 5th, Guard could still take allies with Daemon or Witch Hunters leading to the construction of the infamous Guard leaf-blower list, so named for how fast it removed your opponents models from the board. Mind, when GK came out with their Wardex, this didn&#039;t really put too much of a damper on the blower but now they had competition at least.&lt;br /&gt;
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===[[Space Wolves]]===&lt;br /&gt;
The Space Wolf codex became an infamously powerful tournament army due to having ruthless point-efficiency all around. While the Blood Angels got speed and flashy toys, and the Grey Knights would get mass Force Weapons and Psybolt weapons, the Space Wolves were able to look at those armies and shut them down by pure attrition. Notable reasons for the Space Wolf hate include:&lt;br /&gt;
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*&#039;&#039;&#039;Space Wolf Psykers:&#039;&#039;&#039; Compared to the other Marine codexes, the Space Wolf Rune Priests caused rage for several reasons. &lt;br /&gt;
**&#039;&#039;&#039;Good Blastiness:&#039;&#039;&#039; Rune Priests got Living Lightning instead of Smite, a Strength 7, D6+1 shot, infinite range gun. Rune Priests could also buy a Chooser of the Slain, a &amp;quot;counter&amp;quot; placed that served as a +1 BS marker when targeting enemies near it. However, the real fondue was Jaws of the World Wolf. Jaws was a 24&amp;quot; beam, and all non-Jump/Jetbike/vehicle models underneath had to take an Initiative Check or be removed outright. No Invuln, no Feel no Pain, no Eternal Warrior, just death. Monstrous Creatures got +1 to the test, but since many Tyranid Monstrous Creatures were only Initiative 1 anyway, Jaws meant that you had a 66% chance of losing a Carnifex, Tervigon or Tyrannofex in one go! &lt;br /&gt;
**&#039;&#039;&#039;Good Denial/Defense:&#039;&#039;&#039; Rune Priests also had access to good defense auras, with Storm Caller acting like a psychic Kustom Forcefield and Tempest&#039;s Wrath shutting down Bikes and Jumpers in its 24&amp;quot; radius bubble. Compared to regular Marines, they were arguably more reliable at shutting down Psykers; while a standard Psychic Hood required beating your opponent&#039;s Psyker&#039;s Leadership on an opposed roll, the Rune Staff would simply stop any incoming power within 24&amp;quot; on a 4+. You could include an allied Inquisitor if you so desired, allowing for a chance to double-deny. And remember that Chooser of the Slain? When it was placed down during deployment, no enemy units could Infiltrate near it.&lt;br /&gt;
**&#039;&#039;&#039;Njal Stormcaller:&#039;&#039;&#039; Njal took the strengths of the Rune Priest and amplified them. Although he didn&#039;t get the anti-Infiltration effect of the Chooser, he automatically knew every Space Wolf power, could cast two per turn, and his staff could deny any incoming powers on a 3+. However, his real claim to fame was that as the Stormcaller, you would roll a D6 at the start of each turn, add the turn number, and consult a chart to see the effects. Some were innocent yet annoying enough (the enemy suffers -1 BS for a turn), but the real fondue was rolling Chain Lightning. EVERY enemy unit within 18&amp;quot; of Njal would take D6 S8 AP - hits. At Nova 2011, this Chain Lighting went off against a Dark Eldar Venom Spam list with predictably destructive results.&lt;br /&gt;
*&#039;&#039;&#039;Wolfwolfwolf:&#039;&#039;&#039; This is the edition that saw the introduction of [[Canis Wolfborn]], Thunderwolves and Fenrisian Wolves being their own units. The Thunderwolf in particular garnered a lot of hate at the time since it increased its rider&#039;s base Strength and Toughness (in 5th, Bikes and Marks of Nurgle were not counted for purposes of checking Instant Death), meaning you now needed S10 to inflict Instant Death, while you could Instant Death T5 models in turn. Combined with super-cheap wolves to act as rapid-moving bullet catchers and you could get into melee.&lt;br /&gt;
*&#039;&#039;&#039;Long Fangs:&#039;&#039;&#039; Long Fangs were the Space Wolf equivalent of Devasatators. However, while Devastators were considered inefficient and fragile, Long Fangs were the peak of efficiency. Sure, they didn&#039;t get regular Bolter bullet-catchers, but when deployed well into your deployment zone while the rest of the Space Wolf army midfielded, they weren&#039;t a reliable target anyway. Instead, Long Fangs had a single throwaway sergeant and 1-5 heavy weapon guys as needed; Missile Launchers only cost 10 points, making them the default Heavy of choice. But the real kicker was that Long Fangs had Fire Control; this was the ancestor to Split Fire and superior overall. As opposed to 6th and 7th where Split Fire meant &amp;quot;one model in the unit can shoot at a different target unit,&amp;quot; you could divide the Wolves to shoot at two targets however you wanted.&lt;br /&gt;
*&#039;&#039;&#039;Loganwing:&#039;&#039;&#039; Loganwing was and arguably the only viable foot marine list in 5th. See, taking Logan Grimnar let you take Wolf Guard as troops. Back in the day, Wolf Guard were a single customizable unit of 3-10 models, individual models being able to switch for Terminator Armor, Jump Pack or Bike; you could intentionally make your squads smaller by having Wolf Guard detach from their squad at deployment in order to lead another non-Wolf Guard unit. However, the real advantage of Wolf Guard in Loganwing lists is it let you take units each of a Cyclone Missile Launcher Terminator and 4 power-armor bulletcatchers. You would run Lone Wolf Terminators as anti-heavy support, Thunderwolves as chasers, and Long Fangs as support; Logan himself usually joined a unit of Lascannon Long Fangs to either grant them Tank Hunters or Relentless for the turn.&lt;br /&gt;
*&#039;&#039;&#039;Razorwolf:&#039;&#039;&#039; Space Wolves could spam Razorbacks more cost-effectively than other Marines. Compared to Tactical Marines, 5 Grey Hunters were only 75 points instead of 90. Space Wolves didn&#039;t get Sergeants, but they instead got Wolf Guard. The kicker of course was that there was no restriction that stated that a Wolf Guard squad actually needed any models. Thus, you could buy 6 squads of 5 Grey Hunters, each with Razorback, buy two units each of 3 Wolf Guard and Razorback, attach them all among the six squads, and have two &amp;quot;spare&amp;quot; Razorbacks. Since Long Fangs didn&#039;t need to stay in a transport for the most part, you could also buy even more Razorbacks, points permitting.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Scouts:&#039;&#039;&#039; Wolf Scouts by themselves were unassuming. They could Outflank from their opponent&#039;s deployment zone and bring a Wolf Guard alongside. Their real danger came from their usage alongside mechanized Wolves and Long Fang support, as they could be used to eliminate or tie up backfield threats. It was common to equip them with a Meltagun and Combi-Melta Wolf Guard for neutralizing backfield Guard artillery.&lt;br /&gt;
* An honorable mention goes to the Saga of the Warrior Born, an upgrade only available to Wolf Lords. If you think this bonus gives an extra attack like the Mark of Khorne, oh you&#039;re sadly mistaken for the Wolves outbless the God of War. Rather than +1 attack, the way the Saga of the Warrior Born worked was you kept track of how many models the Wolf Lord killed in an Assault Phase, and the Wolf Lord would gain that many bonus attacks in the *next* Assault Phase. There was no theoretical cap to how many extra attacks you get if you were able to keep your Lord in assaults. In practice, the number of bonus attacks would reset if your Wolf Lord missed an Assault Phase.&lt;br /&gt;
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===[[Blood Angels]]=== &lt;br /&gt;
Cheesy for the [[Matt Ward|exact same reason]] as Grey Knights. Here are just a few things they received:&lt;br /&gt;
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* Furioso Dreadnoughts in general. Their FA13 made them immune to Krak grenades prevalent on most infantry; coupled with Blood Talons which generated more attacks every time you caused a wound. With S6 and WS6. Fuuuuuuuuck!&lt;br /&gt;
* In addition to regular Furiosos, you could also take a [[Librarian Dreadnought|FLYING. LIBRARIAN. DREADNOUGHT.]] Jesus Christ...&lt;br /&gt;
* Death Company Dreadnoughts were also outrageous - taking up a fucking &#039;&#039;Troops&#039;&#039; slot, they were Furiosos with a more offensive focus, their WS and FA lowered by a point in exchange for fleet, more attacks and furious charge and rage.&lt;br /&gt;
* Blood Angels Dreadnoughts could also take a Magna Grapple on top of their arm weapons, an S8 AP2 assault 1 weapon with a 24&amp;quot; range that, should it pen a vehicle or wound a monstrous creature, could then drag it closer to the dreadnought.&lt;br /&gt;
* Mephiston - basically a captain with the stats of a monstrous creature and with psychic powers. He could also fly, and reduce his opponent&#039;s WS/I to 1.&lt;br /&gt;
* The Stormraven gunship debuted in this list - a flying landraider with weaker armour but immune to melta weapons that could transport a squad AND a dreadnought. Oh, and it&#039;s an assault vehicle ffs. Given how powerful in CC Blood Angels infantry is as well as just how deadly their dreadnoughts are, getting them where they needed to be in a fast skimmer that was immune to melta weapons AND was heavily armed was the cherry on top of this particular cheesecake.&lt;br /&gt;
* In case that wasn&#039;t enough, Blood Angels also had the unique ability to deep strike Land Raiders. This was situational but when pulled off, it was a hard thing to get around.&lt;br /&gt;
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===[[Grey Knights]]=== &lt;br /&gt;
Seriously, there&#039;s a shitload to explain here for the noobs:&lt;br /&gt;
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* First and foremost, Psycannons - S7 AP4 rending on models that could otherwise always shoot them.&lt;br /&gt;
* Psybolt ammunition, leading to the creation of the much feared Psyfleman Dreadnought, pumping out 4 S8 AP4 twin-linked shots a turn.&lt;br /&gt;
* Kaldor Draigo outcreeding Creed and just generally being a monster (unless and until he fought Abaddon).&lt;br /&gt;
* EVERYTHING ARMED WITH A FUCKING FORCE WEAPON SERIOUSLY WTF - in particular, Force Halberds. Auto-take, granting all the bonuses of a nemesis force weapon and +2 Initiative, meaning your silver armoured Mary Sues struck before most Eldar units.&lt;br /&gt;
* Librarians with a flamer template that removed models from play - not just instant death, they took an initiative test or were removed from play doling out auto-pens to vehicles.&lt;br /&gt;
* The only list that could take Assassins or Inquisitors, which both got buffed into the fucking sky.&lt;br /&gt;
* The goddamn Nemesis Dreadknight debuted here - absolutely broken if not expensive (MC w/ 2+ save, psychic powers).&lt;br /&gt;
* Oh hey, they &#039;&#039;also&#039;&#039; got stormravens - on top of being immune to melta weapons and transporting an OP squad plus an OP dreadnought, the GK stormraven could also take psybolt ammo for its heavy bolters, assault cannons, etc.&lt;br /&gt;
* They were more point efficient then normal marines. A tactical squad cost 90 points, giving you 4 bolters boys and a sergeant. A GK strike squad cost 100 points, for 5 guys with force weapons, storm bolters, and a psychic power. For 10 points, they could move, unload 10 bolter rounds at full range, then assault with weapons that ignored armour and could inflict instant death or strike at S5. &lt;br /&gt;
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People hated the Grey Knights - even longtime GK players hated them. A list that was built to destroy daemon armies got buffed into a list with units that were just flat-out better than anyone else could field. And this was during a time when you didn&#039;t even need a special list to destroy daemon armies because they were so bad - seriously, it wasn&#039;t uncommon for GK players to fight demons without suffering so much as a wound! In protest, some GK players took to making lists that used none of the staples mentioned above in order to give themselves a challenge.&lt;br /&gt;
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===Honourable Mention: Chaos Daemons===&lt;br /&gt;
Daemons were not a very broken army in 5th Edition, but they had one strategy that really was agony to play against; FateCrusher. FateCrusher revolved building an army around Kairos Fateweaver. Fateweaver was a Lord of Change whose main draw was that &#039;&#039;any Daemon Unit&#039;&#039; within 6 inches of him could &#039;&#039;&#039;re-roll all failed saves - including cover.&#039;&#039;&#039; &lt;br /&gt;
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Chaos Daemons at the time did not encourage mono-god armies as it did in 6th, 7th and 8th. Daemons could freely ally with each other (but couldn&#039;t join units). So Fateweaver&#039;s abilities affected tough, non-Tzeentch units like Plaguebearers (who at the time of 5th ed, still had a 4+++ FNP) and Bloodcrushers (which had a 3+ armour save). &lt;br /&gt;
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The tactic was simple; surround Fateweaver with Bloodcrushers and Plaguebearers, and your enemy would weep. Not only were your Plague Bearers now getting &#039;&#039;3 saves&#039;&#039; (since all Daemons were Immune to Instant Death, Plaguebearers almost always got their FNP), but your Bloodcrushers could re-roll their 3+ armour save. The weakness of the strategy came from the fact that Fateweaver himself had to take a leadership check every time he suffered a wound; if he failed, he would be removed from play. Considering he had a re-rollable 3++, though, this wasn&#039;t too likely to happen.&lt;br /&gt;
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With the arrival of Codex: Daemons 6th edition, this strategy ceased to exist.&lt;br /&gt;
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===Honourable Mention: Chaos Space Marines===&lt;br /&gt;
Only one thing was truly busted in the otherwise unremarkable 5th Edition CSM codex (that was really released in very late 4th edition): The Daemon Prince of Slaanesh with Wings and Lash of Submission.  See, Lash of Submission was a psychic power that let you move an enemy unit.  It didn&#039;t have a long range, which is one of the reasons you took wings, and it didn&#039;t move them very far, but this power could pull scout units out of cover or pull critical HQ into a chargeable position.  This combination would reliably get your Daemon Prince into close combat on your first turn and, with the ability to consolidate into combat, could keep you in combat and safe from shooting the entire game. Another popular stategy was taking 9 obliterators and 2 lash princes; this allowed players to lash 2 units into close quarters with a 3rd and then fire 9 plasma cannons (small blast template) into the massed bunched models.&lt;br /&gt;
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== 6th &amp;amp; 7th Edition ==&lt;br /&gt;
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7th edition came out barely two years after 6th and in many ways could be called 6.5 or so. There were differences of course, such as the reworked Psychic Phase, and shooting phase resolution, but most of the changes were small enough tweaks that it&#039;s sane enough to include entries for both editions in here.&lt;br /&gt;
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===Allies===&lt;br /&gt;
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A mechanic that got a mixed reception when it hit, and one it was never able to truly shake. Listed below are some of the most infamous examples that resulted from exploiting this mechanic.&lt;br /&gt;
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*&#039;&#039;&#039;Allies of Convenience:&#039;&#039;&#039; 6th edition categorized alliances into four distinct tiers: Battle Brothers, Allies of Convenience, Desperate Allies, or Come the Apocalypse. Battle Brothers was the most straightforward and allowed allies to share buffs, use each other&#039;s transports, etc. On the other hand, Allies of Convenience meant that your allies treated each other as &amp;quot;enemies&amp;quot; for all intents and purposes, except that you could not intentionally target your own Allies of Convenience with Warlord Traits, shooting, charging, or Psychic Powers. However, all other abilities remained in theory able to interact with each other (barring exceptions like the Genestealer Cult ruling stating that Tyranid Allies of Convenience did not cause Shadow in the Warp/hinder Return to the Shadows). This meant that Allies of Convenience could activate &amp;quot;passive buffs&amp;quot; that triggered by enemy proximity, while it was &amp;quot;technically legal&amp;quot; to target your allies of convenience with &amp;quot;miscellaneous&amp;quot; powers.&lt;br /&gt;
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* &#039;&#039;&#039;The Barkbarkstar:&#039;&#039;&#039; This combination came from [[Rage|allying Dark Angels and Space Wolves]]. Fenrisian Wolves were relatively cheap, at 8 points per model for a Beast unit with Marine statlines, but with a 6+ armor save. By themselves, they were mostly an escort of throwaway bodies for a Thunderwolf Lord. However, the real cheese came from the Fenrisian Hunting Pack, which allowed for 5 units of Fenrisian Wolves to be merged together into a blob of up to 75 Wolves. Such a huge unit could gain incredible mileage from stacking buffs on it, but the real piece de resistance was attaching Grand Commander Azrael of the Dark Angels to the unit. Azrael granted the entire unit a 4+ Invulnerable Save, while being able to choose a Warlord Trait that granted the unit Feel No Pain while within 3&amp;quot; of an Objective. Azrael&#039;s ability was designed around buffing a small squad of Dark Angels, but this unit was large enough to practically cover the entire map, since each wolf was mounted on a Terminator base, meaning with coherency, this unit was more than capable of locking down half the gameboard.&lt;br /&gt;
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*&#039;&#039;&#039;ChaosCrons:&#039;&#039;&#039; In 7th edition, Chaos Space Marines and Necrons were considered Allies of Convenience. Notably, Anrakyr&#039;s special ability &amp;quot;Mind in the Machine&amp;quot; was RAW none of the above and [[cheese|in theory could be used on your own allied Typhon to have it fire its gun twice]]. [[Derp|More amusing however was a Black Legion Spearhead using Turn 1 Deep Strike while triggering Ethereal Interception from Allies of Convenience Deathmarks for a front-loaded alphastrike that required no Drop Pods to pull off]].&lt;br /&gt;
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*&#039;&#039;&#039;TauCrons:&#039;&#039;&#039; Necrons had a lot of good mid-strength ranged weapons that could drown enemy units in saves or strip Hull Points off enemy vehicles, but most of their weapons were confined to the 24&amp;quot; range-bracket. Thus Tau were popular for providing longer-range: [[Cheese|The Firebase Support Cadre added 36&amp;quot; threat projection via Tank-Hunting Missile Broadsides and the Riptide was always appreciated]]. However, the real comedy came from the fact that [[Nemesor Zahndrekh]] had the special rule &#039;&#039;&#039;Adaptive Tactics:&#039;&#039;&#039; Whenever an enemy unit with one or more USRs from a bucket list (Counter-Attack, Furious Charge, Hit &amp;amp; Run, Split-Fire, Stealth, or Tank Hunters) was within 24&amp;quot; of Zahndrekh, Zahndrekh&#039;s unit also benefitted from that rule as well. [[Cheese|Many Tau wargear options (mainly, Vectored Retrothrusters and the Puretide Engram Neurochip) made it shockingly easy to acquire said USRs and provide them to Zahndrekh]]; [[Derp|perhaps he thought Puretide was actually a Necrontyr prodigy]]?&lt;br /&gt;
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*&#039;&#039;&#039;TauDar:&#039;&#039;&#039; Allies Abuse was not entirely uncommon in 6th and 7th Edition, however the combined cheese from these two Codexes - each very powerful in their own right - resulted in a combination of Cheddar so potent it practically warped space and time. In short, imagine the best parts about both the Tau and Eldar Codexes, and fuse them together into a potent strike force. The even worse part? In 6th Edition, the two Factions were considered Battle Brothers - meaning there was no penalty for taking either one as Allies.&lt;br /&gt;
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===Admech===&lt;br /&gt;
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*&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Cult_Mechanicus(7E)#Formations|Adeptus Mechanicus War Convocation]]:&#039;&#039;&#039; Includes units from Cult Mechanicus, Skitarii, and and Imperial Knights. Everything has Canticles of the Omnissiah, all wargear is free, and nothing Gets Hot. You like winning? Use this formation and literally pay to win.&lt;br /&gt;
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===Chaos===&lt;br /&gt;
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* &#039;&#039;&#039;[[Heldrake]]:&#039;&#039;&#039; The [[Heldrake]] was added to the 6th Edition [[Chaos Space Marine]] Codex as a new unique flier. It could Vector Strike like a Flying Monstrous Creature and was incredibly resilient due to numerous stacked defensive rules, but these ultimately played second fiddle to the real reason it was so powerful: the Baleflamer. Sure, you &#039;&#039;could&#039;&#039; give the Heldrake a Hades Autocannon, but as it only hit on 4+ and didn&#039;t ignore Marine armor, it was pointless considering both weapons cost the same. Imagine the Inferno Cannon of a Guard Hellhound, able to project a Strength 6 flame template anywhere within 12&amp;quot;, but make it AP 3 so even regular Space Marines don&#039;t get an armor save. 7th edition brought a series of nerfs to the Heldrake, the most notable one being to limit the fire arc of its Baleflamer to a 45-degree arc, as well as Vector Strikes only doing one AP 2 hit (instead of D3+1 AP 3 hits) versus ground targets. However, the real reason the Heldrake lost its viability was an indirect one: Whereas only disembarked troops (and certain specific unit types, depending on scenario) could score objectives in 6th edition, 7th edition allowed any units to score and gave Troops &#039;&#039;Objective Secured&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;The [[Screamerstar]]:&#039;&#039;&#039; a combination of artifacts and psychic powers that gives a unit of Screamers a rerollable 2++ Invulnerable Save, making them effectively invincible.&lt;br /&gt;
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*&#039;&#039;&#039;[[Magnus the Red]]:&#039;&#039;&#039; Magnus the Red is one of the cheesiest units to grace this section. He got a plethora of special rules (including Eternal Warrior, It Will Not Die, and Fearless) and is a Flying Monstrous Creature. But, wait! There&#039;s more! As befitting the Demon Primarch of Tzeentch, Magnus was a psychic powerhouse. He was the only Mastery Level 5 Psyker in the game, and knew the complete Lores of Tzeentch and Change. He could cast these powers without needing line of sight, and possessed at least two Strength D powers. His Horus Heresy incarnation wasn&#039;t much off from this, becoming able to completely avoid attacks if he had Invisibility cast upon himself and able to boost his psychic attacks to Strength D with a 2D6 roll -- for fewer points than either his 40K incarnation or &#039;&#039;Horus&#039;&#039; himself!&lt;br /&gt;
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===Eldar===&lt;br /&gt;
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*&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Eldar(7E)|The Entirety of 6th and 7th Edition Eldar]]&#039;&#039;&#039;: No really. Eldar were pretty much the pet army of [[Phil Kelly]], and it showed in how their army consistently managed to be the top or damn close to it. To include a few notable crimes against balance:&lt;br /&gt;
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* &#039;&#039;&#039;Battle Focus:&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Serpent Spam:&#039;&#039;&#039; From 6th Edition, the Wave Serpent gained a massive upgrade in power from 5th Edition. Aside from getting a bump to Ballistic Skill 4 (as opposed to 3 in the previous Codex) for a pittance of point-costs, and all Shuriken Weapons gaining the Bladestorm upgrade (6s to wound ignore armor saves), the Wave Serpent&#039;s Shield was changed so that rather than capping the strength/removing bonus dice to penetrate it, it would downgrade Penetrating Hits into Glancing Hits on a 2+. However, the real the Serpent Shield could alternately be used &amp;quot;in extremis&amp;quot; as a glorified wave motion gun: [[Cheese|It would fire D6+1 strength 7 shots with infinite range, ignoring cover, and wrecking enemy vehicles]]. [[RAGE|Since the Serpent Shield was wargear and not a weapon, you couldn&#039;t destroy it with Weapon Destroyed]]. [[Anal_Circumference|The real fondue was taking a Twin-Linked Scatter Laser for &amp;quot;Laser Lock;&amp;quot; You got 4 S6 shots, rerolling to-hit, and if you hit with at least one, you could reroll to-hit with all other weapons being fired by the Wave Serpent. Thus, the Wave Serpent was transport, anti-aircraft, anti-everything in one go.]] Although Serpentspam got suitably nerfed in the 7th Edition update, it got replaced by the below:&lt;br /&gt;
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* &#039;&#039;&#039;Scatpack Spam:&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Warp Spider Spam:&#039;&#039;&#039; Warp Spiders got a notable upgrade in 6th Edition, receiving a point drop and innate Hit and Run/Deep Strike, while their Deathspinners gained the &#039;&#039;&#039;Monofilament&#039;&#039;&#039; rule, making them deadlier against low-initiative models and vehicles. Although 7th Edition reworked Monofilament so they weren&#039;t innately stronger versus vehicles, they got upgraded in two additional ways: First of all, [[Cheese|Monofilament was changed so they wounded enemy models on Initiative instead of Toughness, and very few models had Initiative greater than 5]]. However, the real issue was Warp Spiders gained the ability &#039;&#039;&#039;Flickerjump:&#039;&#039;&#039; [[Cheese|If targeted by enemy shooting, the Warp Spiders could immediately move 2d6 inches, and if they ended up out of range/line of sight, the enemy attack was wasted.]] [[RAGE|Aggressively spamming Warp Spiders allowed an Eldar player to win Maelstrom objective games on your turn, after they dropped in to slag any real resistance otherwise.]]&lt;br /&gt;
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* &#039;&#039;&#039;Wraithknights:&#039;&#039;&#039; &amp;quot;And you thought the Riptide was Big.&amp;quot; The Wraithknight was the penultimate step (after the Riptide) to the reintroduction of Knights to 40k that Games Workshop was going to continue making the game revolve around giant models. It was powerful enough in 6th edition, where it cost like two Wraithlords while having twice the wounds, and extra mobility while sharing the same slot to boot, but [[Cheese|7th edition went and turned them from Jump Monstrous Creatures to Jump Gargantuan Monstrous Creatures, giving them Stomp, Feel No Pain, immunity to Instant Death (only taking D3 extra wounds instead), and the ability to fire an unlimited (rather than two) number of guns, split-fired at different units.]] [[Rage|This came with a point increase that was less than the price of an unupgraded Razorback, still making it cheaper than the Imperial Knight which it was vastly superior to.]]&lt;br /&gt;
**Note that despite the rage about the Wraithknight having access to D-Weapons, the most common variant was actually the Forgeworld Skatach Wraithknight. The Skatach cost a few more points than the vanilla one, but rather than having two Wraithcannons, it had two Deathshrouds. [[Rape|Imagine a Nightspinner&#039;s gun, but as a Hellstorm.]] [[Cheese|The Skatach became a tournament staple because it had innate cover-ignoring and crowd control that the rest of the Eldar army lacked, while being able to operate at optimal efficiency without needing a Farseer to buff it.]]&lt;br /&gt;
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===Necrons===&lt;br /&gt;
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Necrons technically got their codex update at the end of 5th Edition, but 6th really made them shine for awhile. Their 7th ed codex toned down a lot of that in exchange for adding the Decurion.&lt;br /&gt;
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* &#039;&#039;&#039;ScytheWing:&#039;&#039;&#039; This was a build that was overpowered at the start of 6th Edition, and would only be slightly reduced in strength as 6th Edition continued. Essentially, ScytheWing (also known as Croissant Spam, &#039;Cron Air and a variety of other colourful names) was a build based around how many Doom Scythes and Night Scythes could be squeezed into a list - and the &#039;Crons could squeeze in a lot of these two units. It didn&#039;t even have the traditional weaknesses of Flyer-Heavy armies of 6th Edition usually had, as Scarabs and Canoptek Spiders were very easy to hide, minimising the odds of the army being tabled on turn one. As 6th Edition continued and factions gradually got access to actual Anti Aircraft options this died down, but it remained strong for the rest of 6th. 7th Edition finally put the Scythewing to a gradual rest, as changes to how objectives were scored, and the 7th ed codex upping the cost of Nightscythes/making Tesla no longer work on Snapshots put an damper on Necron destruction.&lt;br /&gt;
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* &#039;&#039;&#039;Necron Pimpmobiles:&#039;&#039;&#039; The Catacomb Command Barge was infamously durable and only got moreso at the start of 7th. [[Cheese|Due to numerous rulings, taking a Phase Field gave both the Necron Lord AND the Barge a 3++]], [[RAGE|While making a successful Reanimation Protocols would bring back both the Lord, as well as the Barge at full Hull Points]]! Changes to how the Phylactery and Phase Field worked in 7th did a lot to tone the Barge to more realistic levels though it still remained a powerful unit so long as it did not come up against Destroyer weapons.&lt;br /&gt;
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* &#039;&#039;&#039;Stormteks:&#039;&#039;&#039; The Storm Harbinger was a &amp;quot;free&amp;quot; swap for a Cryptek, that traded out its Staff of Light for a Voltaic Stave. As opposed to the S5 AP 3 3-shot weapon that the Staff of Light was, the Voltaic Stave was a 4-shot 12&amp;quot; Haywire projector. In 5th edition, this wasn&#039;t too dangerous but was annoying for stunlocking enemy vehicles. [[Anal Circumference|When 6th edition added Hull Points and changed how Glancing Hits worked, the Voltaic Stave became better than a Meltagun for tearing apart enemy vehicles; it was common for a Scythewing to run as multiple units of &amp;quot;5 Warriors, 2 Storm Harbingers&amp;quot; for them to drop down and zap enemy units to pieces.]] The Stormtek was eradicated with extreme prejudice with the 7th Cron codex.&lt;br /&gt;
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* &#039;&#039;&#039;The Decurion:&#039;&#039;&#039; The 7th Edition Necrons got largely toned down from how they were at the start of 6th Edition. However, they would go back up to complete cheese in the same book. You see, GeeDubs had this great idea - what if we let people take armies that consisted...of nothing but Formations? Enter the Decurion, a force organization that would forever change the face of warfare for all the 7th Edition Codexes going forwards. This formation offered several, powerful bonuses to the Necrons - with individual formations granting rules like enhanced Reanimation Protocols for example. It would also make every Codex released prior to Necrons suffer from being severely underpowered for the rest of the Edition. The worst part was that every book after the Necrons had Decurions of their own, some more powerful than others but all of them making more traditional forces obsolete.&lt;br /&gt;
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* &#039;&#039;&#039;The Orikanstar:&#039;&#039;&#039; The assorted changes to Reanimation Protocols and the introduction of the Decurion were both powerful upgrades for Necrons, but Orikan the Diviner also got a nice buff. Aside from being able to transform to have the statline of a C&#039;tan Shard, his main ability was that he granted all models in his unit that had the Reanimation Protocols rule the ability to reroll 1s on all their Saves. Not just Armor Saves, but all Saves. Combined with Lychguard getting a point reduction and their Shields granting a 3++, this became a notoriously difficult unit to remove, and one whose defenses couldn&#039;t be debuffed by a Culexus. However, it wasn&#039;t until this unit took Zahndrekh that it became notoriously more powerful: [[Cheese|&amp;quot;Hit and Run&amp;quot; was a common ability used by tournament armies and Orikan effectively gave his unit Initiative 4 for the test, letting what should be a &amp;quot;slow&amp;quot; and frail unit pinball across the map to cap objectives and slay backfield units like.]] [[Anal Circumference|However, it was also common to swap out the Lychguard for Wraiths from a Canoptek Harvest, for extra threat range and the ability to destroy Knights with a pile of Rending attacks]].&lt;br /&gt;
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===Space Marines===&lt;br /&gt;
*&#039;&#039;&#039;[[Chapter Master Smashfucker]]:&#039;&#039;&#039; Smashfucker is a character build for the [[Iron Hands]] that went through several revisions as 6th and 7th edition came along, starting from 6th ed Codex: Space Marines, getting a proper birth in Clan Raukaan, but ultimately reaching his ultimate form in the 7th edition Space Marines/Angels of Death codex and supplement. Smashfucker was a beatstick, an immovable rock and irresistable force in one that with enough buffs could beat most things into a pulp.&lt;br /&gt;
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*&#039;&#039;&#039;Grav Weapons:&#039;&#039;&#039; After sitting out core 40k for three editions, Grav Weapons came back with a Vengeance. In an edition that introduced ever-tougher Monstrous Creatures, Grav reversed the normal rules of combat, as it rolled to wound versus the target&#039;s armor save instead of Toughness, while ignoring Armor Saves. Thus, a Guardsman in cardboard was wounded on 5+, but a Riptide was wounded on 2+. By itself, this seemed &amp;quot;ok,&amp;quot; except Grav was an excellent troubleshooter weapon, and Bolters could reliably destroy most enemies that Grav struggled against. While the 6th Ed Marine codex became known for Grav Bikers and Centurions (the infamous &amp;quot;Centstar&amp;quot;), the real fondue came in 7th when Grav Cannons with Grav Amp became a Heavy choice for Power Armor Marines, so even a few Tactical Squads could reliably tear holes in the enemy. &lt;br /&gt;
** Lest you think vehicles were safe, think again. Versus vehicles, you rolled a d6 per hit. On a 6, you inflicted a Penetrating Hit that automatically Immobilized the vehicle in question. This was FAQed to clarify that two 6s meant doing 3 Hull Points of damage...when the Leman Russ had 3 Hull Points. Since a Grav Cannon had 5 shots and could reroll to Penetrate...really, only Superheavy vehicles stood a realistic chance, or the odd vehicle with resilience versus Immobilization.&lt;br /&gt;
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*The [[Warhammer_40,000/Tactics/Space_Marines(7E)#Dataslate_Formations|Skyhammer Annihilation Force]], a Space Marine dataslate formation. Two Devastator squads in drop pods that ignore Drop Pod Assault, and two Assault Squads with jump packs. The devs are Relentless on the turn they Deep Strike, and the assault squads can charge immediately.&lt;br /&gt;
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* [[Warhammer_40,000/Tactics/Space_Marines(7E)#Gladius_Strike_Force|Gladius Strike Force]]: Space Marines&#039; detachment-size formation. Anything in a Battle Demi-Company is Objective Secured, and any Drop Pods, Rhinos and Razorbacks taken as dedicated transport have their base cost reduced to 0 if you take two demi-companies.&lt;br /&gt;
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===Space Wolves===&lt;br /&gt;
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* &#039;&#039;&#039;Iron Priests:&#039;&#039;&#039; These models by themselves were simply Space Wolf Techpriests, right? Wrong! See, while you &amp;quot;could&amp;quot; run them on foot with Servitors and try to repair things, that misses out on their ability to mount them on a Thunderwolf. Not only that, but they could take a retinue of Cyberwolves, which were upgraded Fenrisian Wolves...and they retained Independent Character on top. Iron Priests could therefore lead their own mini-squad of souped-up wolves, joining or leaving squads as necessary like an amorphous blob of death; even Guardsmen could only combine squads during deployment, and thus Iron Priests were incredibly capable of skirting around the squad rules of 40, [[Cheese|being able to Deathstar or MSU as needed]]. [[Rage|Extra rage came when two Iron Priests, their Cyberwolves, Celestine, and her Geminae all joined to a Fenrisian Hunting Pack, stacked defensive buffs for a turn, then split off to deal with individual threats, circumventing multicharge penalties]].&lt;br /&gt;
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===Tau Empire===&lt;br /&gt;
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*&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Tau(7E)|The Entirety of 6th and 7th Edition Tau]]&#039;&#039;&#039;: Sure, Tau had weak troops (not that anyone used them en mass, and Farsight had his Crisis suits as troops) and bad leadership with almost no access to Fearless/Zealot, but this was made up for by numerous items detailed below and generally great synergy. Minimaxed mono-Tau lists were great at wiping the table of almost any list, making them the bane of the local game store, if not necessarily the tournament scene due to lack of psychic powers/defense from those (as of 7th, because they were Battle Brothers with Space Marines/Eldar in 6th, with all that ensued).&lt;br /&gt;
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*&#039;&#039;&#039;Markerlights:&#039;&#039;&#039; The Tau Empire had access to cost effective cover removal and Markerlights, allowing them to do things like increasing their to hit rolls for Overwatch (though they were chiefly used to remove cover). The fact that Markerlights only required a To Hit roll to apply their effects cheesed the onions of many players on the receiving end. Not a game-breaking mechanics per se, but it compensated the only thing holding Tau &#039;&#039;horrendous&#039;&#039; firepower back - their mediocre BS. Oh, and with so many Ignores Cover options (not all of them from Marketlights) it was sometimes faster to just remove marked unit that had no invulnerable without resolving the hits from an actual attack - most Imperial Guard infantry squads, for example, had virtually no chance to survive.&lt;br /&gt;
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*&#039;&#039;&#039;Interceptor:&#039;&#039;&#039; 6th Edition brought back Overwatch...as a weakened form of WHFB Stand and Shoot. It also made Interceptor a Special Rule available to some units: A unit with Interceptor could at the end of the opponent&#039;s Movement Phase, shoot at an enemy unit that had entered from Reserves. Unlike 2nd Edition, this did not require forfeiting shooting during your prior Shooting Phase, but your *next* Phase. Very few armies got access to this, but Tau could give [[Wat|each and every one of their Battlesuits this ability for the price of a Melta Bomb]], [[Rage|thus letting said Suits shoot in their turn, shoot when the enemy tried to appear from Reserves, then hightail it to safety in the Tau player&#039;s next turn.]] Oh, and it combined nicely with the ability to give those battlesuits Skyfire, blasting enemy aircraft from the sky the moment it entered play. Thanks to this, Tau were the only army able to reliably table dreaded Flytyrant list.&lt;br /&gt;
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*&#039;&#039;&#039;Riptide:&#039;&#039;&#039; The Riptide was introduced in 6th Edition, as a Jetpack Monstrous Creature. It came with a Primary and Secondary, and was about as tough as a Dreadknight on paper. However, while the Dreadknight was primarily a melee unit (with some gun options), the Riptide mainly existed as a shooting platform that could give Tau the option for the occasional Linebreaker or finisher assault. Its main draw however was the Nova Reactor: You could pick a bonus from four options and roll a D6. On a 3+ you got the bonus, while you lost a wound otherwise. In practice, since one of the four options was to upgrade the Riptide&#039;s Invulnerable Save from 5++ to 3++, [[derp|you statistically took less wounds from Nova-Charging your Shields than from your opponent shooting you unshielded.]] In addition, the Riptide&#039;s Drones allowed it to be treated as a Unit, thus making it a Monstrous Creature that could be joined by Independent Characters, such as a Buffmander (a Tau Commander optimised to hand out supporting buffs to Units he joins) or perhaps more infamously, a character like a Space Marine Librarian or Eldar Farseer, who got a big meat shield to protect themselves while they in turn buffed the Riptide with access to the Divination table, or Space Marine Captain (eliminating close combat weakness) with Storm Shield that allowed him to tank wounds with 3++ using Riptides T saving Nova reactor of the latter for more dakka. All of this for a relatively paltry sum of points that made it cheaper than a squad of Terminators, and it didn&#039;t cost much more due to the inexpensiveness of it&#039;s upgrades. As a result, the &amp;quot;Triple Riptide&amp;quot; (or Triptide) became a common 6th Ed build, becoming less prevalent in 7th due to general scoring changes. However, the Riptide would be largely untouched for 7th Edition, remaining a very strong unit that practically made all other options in the same slot obsolete (At least until the Ghostkeel became a thing).&lt;br /&gt;
**&#039;&#039;&#039;The Riptide Wing:&#039;&#039;&#039; And then the Riptide Wing came out for 7th. This Formation simply required you take 3 units of Riptides, with no extra tax. In exchange, the Formation got three obscene bonuses: If a Riptide unit from the Formation was near its buddies, it could reroll the Nova Reactor, it could get +1 BS when shooting an enemy unit shot at by another Riptide unit from the formation in the same Phase, but the real fondue was that once per game, the Formation could perform a Hailfire Attack: Any Riptides that did not move in the preceding Movement Phase could shoot twice in that Shooting Phase. This formation was &amp;quot;no tax&amp;quot; for already-good units while eliminating two of their only real weaknesses (marginal damage without Markerlight support, unreliable Nova Power). That said, the sheer power of the Riptide Wing meant that this Formation was commonly used to support an Eldar army.&lt;br /&gt;
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*&#039;&#039;&#039;Farsight Enclaves:&#039;&#039;&#039; This was the next logical step for Tau Cheese. It had access to several very good formations (most notably The Eight, a Formation of Independent Characters unique in that you could take some or all of it&#039;s members, who in turn got some of the best relics from this supplement and the OG Tau Empire Codex and allowed you to &#039;&#039;&#039;have two unique relics&#039;&#039;&#039; in a single army as members of the Eight didn&#039;t count for 1 per army relic limitation. Bears mentioning Riptide was also an Independent Character, so even in 7th edition it could be joined by Buffmander) as well as removing a key weakness of the Tau on paper, its weaksauce selection of Troops Choices. Instead of Fire Warriors or Kroot, now you could take Crisis Suits as Troops choices! This allowed for even further Min-Maxing, which capitalised on some of the other problems listed above. Compounding this, in 6th Edition it was perfectly legal to take a Tau Empire Force and a Farsight Enclaves force, and the two treated each other as Battle Brothers (meaning there were no penalties).&lt;br /&gt;
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*&#039;&#039;&#039;The Firebase Support Cadre:&#039;&#039;&#039; Introduced in 6th, the Firebase Support Cadre was the OG Formation. Two units of 3 Broadsides and a Riptide teamed up, getting [[Cheese|Tank Hunter and Preferred Enemy(Space Marines)]]. This was a popular Formation for Necrons.&lt;br /&gt;
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*&#039;&#039;&#039;The Optimized Stealth Cadre:&#039;&#039;&#039; The last real rage-inducer, the OSC had a Ghostkeel unit and two units of Stealth Suits. Any units from the Formation near the Ghostkeel got +1 BS, Ignore Cover, and automatically hit the Rear Armor of enemy vehicles. The OSC basically said &amp;quot;Flanking? Meh.&amp;quot; That said, Stealth Suits were generally seen as a tax for this formation, which was mostly taken for the upgraded Ghostkeel(s).&lt;br /&gt;
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===Tyranids===&lt;br /&gt;
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Well, you see, Tyranids had bad codexes back in 6th and 7th edition. They were so bad Tyranid players still hate [[Robin_Cruddace|Treadhead&#039;s]] guts, but they also had the power to create one list to rule them all...&lt;br /&gt;
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*&#039;&#039;&#039;Flytyrant list:&#039;&#039;&#039; aka [[Flying Circus]]. You take 3 Tyrants with wings and Devourers with brainleech worms, 3 Crones, Spore Mines as Troops and Venomthrope to allow them to live through the first turn. The trick is Flying Monster Creatures were able to start on the board in 6th and 7th, but not begin in Swooping mode, therefore being hit not only on 6&#039;s. However, they still could Jink, and Venomthrope upped that save to 2+, enabling you to live through first enemy turn, reach to the sky and blast enemy below with impunity, while also being virtually unhittable, and even Invisibility-spam couldn&#039;t save from Vector-strike autohits. It was not unheard of for people to outright refuse to play with this list on tournaments. Shield of Baal even introduced formation that was basically this list, but weaker.&lt;br /&gt;
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== 8th Edition ==&lt;br /&gt;
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===T&#039;au===&lt;br /&gt;
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*&#039;&#039;&#039;For The Greater Good:&#039;&#039;&#039; Your entire army gets shared overwatch and with the T&#039;au sept trait can overwatch on 5+. This is pretty much a 2nd shooting phase, and pretty much ensured that T&#039;au armies remained static firewarrior gunlines for the entirety of 8th edition&lt;br /&gt;
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*&#039;&#039;&#039;Savior Protocols:&#039;&#039;&#039; No T&#039;au player worth his salt (or the more fun oriented ones) shows up without at least 20 Shield Drones these days, and you have to kill every single one of them before you can even hope to scratch their precious Rapetides.&lt;br /&gt;
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*&#039;&#039;&#039;Darkstrider:&#039;&#039;&#039; Oh what&#039;s that? Your charge actually made it through a solid wall of overwatch shooting? Hold up a minute while I move my entire gunline back 6&amp;quot; and gun you down. Also Structural &#039;&#039;&#039;Anal&#039;&#039;&#039;yser.&lt;br /&gt;
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*&#039;&#039;&#039;Fusion Blaster Coldstar Commander:&#039;&#039;&#039; Oh what&#039;s that? 4 fusion blasters BS2+ that can advance swoop 40&amp;quot; across the board? Combined with Mont&#039;ka you&#039;ll have 4 point blank melta shots on demand for that pesky armour. Having the Farsight Enclave Sept will also allow wound re-rolls of 1 within 8 inches, which will never be a problem getting within.&lt;br /&gt;
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*&#039;&#039;&#039;Modulated Weaponry:&#039;&#039;&#039; Oh, I can only have one Riptide have max shots AND an Invuln save? Hold my beer while I spend a cp and a few extra points to give this guy an Ion Cannon with max shots, AND the Invuln save from the base abilities of the Riptide, essentially creating two super buffed Riptides. This stratagem works on anything with randomly rolled heavy weapons BTW. Longstrike hitting anything with 6 S8 shots and wounding on two&#039;s? Iron Hands and Imperial Fists, move over! T&#039;au are taking back the award for best cheese!&lt;br /&gt;
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===Eldar/Ynnari Soup===&lt;br /&gt;
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Ironically, in what may be a case of &amp;quot;is it the army or is it the tournament format,&amp;quot; the Eldar did better at LVO 2018 than they did in any 7th edition LVO tournament. Although many other aspects about why they are so powerful are being debated, there is a general consensus on what is problematic:&lt;br /&gt;
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*&#039;&#039;&#039;Hard to Hit:&#039;&#039;&#039; The Alaitoc Craftworld grants the &amp;quot;-1 to be hit vs attacks &amp;gt;12 away&amp;quot; bonus that is associated with Alpha Legion and Raven Guard. Unlike Space Marines, however, their entire detachment gains this bonus including vehicles; not only that, but Eldar, in general, have a Psychic Power to grant a -1 to-hit buff, a Stratagem to do the same, and several of their units have such an ability just because. Further making Alaitoc harder to actually hit is the fact that their unique Stratagem can be used on Rangers (which normally get taken anyway to &amp;quot;push back&amp;quot; the deep strike deployment bubble) to make it so you can only hit them on 6s.&lt;br /&gt;
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*&#039;&#039;&#039;Not as Penalized going Second:&#039;&#039;&#039; Eldar is currently the only &amp;quot;main&amp;quot; faction (excluding Thousand Sons and Custodes or other &amp;quot;secondary&amp;quot; factions) with a codex that has a Reserve stratagem that is not dependent on taking a specific subfaction. Rather than having to take Tallarn or Alpha Legion or Jormugandr, any Eldar can Webway Assault without issue. Furthermore, they have a superior equivalent of the Auspex Stratagem, which helps further protect them against Deepstrike. Said stratagem can be used against any DSer and not just those that land within 12&amp;quot;, and does not have a -1 to-hit penalty; however, said penalty is moot since it the Stratagem tends to be used by the below.&lt;br /&gt;
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*&#039;&#039;&#039;Dark Reapers are reliable when other units aren&#039;t:&#039;&#039;&#039; Dark Reapers are the only long-range unit that innately ignores all hit modifiers in the game while having two firing modes that can either reliably mow down 2-wound models or blow up heavy armour. Their leader is armed with the equivalent of two Guard Mortars if those Mortars could hit on an unmodified 3+ rerolling ones and had a -2 save mod. Furthermore, a Stratagem exists that lets an Eldar unit make a 7&amp;quot; move after shooting.&lt;br /&gt;
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*&#039;&#039;&#039;Soup and Free Actions:&#039;&#039;&#039; Ynnari are infamous for getting extra &amp;quot;out-of-phase&amp;quot; actions, and despite Strength from Death being nerfed so you can use each type of action once (and only once) on your game turn, they give Eldar extra utility in general. However, the real issue with Ynnari is that if you take at least one battleforged Craftworld Detachment, the Craftworld Ynnari gain access to Craftworld Stratagems, including all Craftworld-specific ones. This means if you took an Alaitoc Craftworld Eldar detachment, Saim-Hann Shining Spears in a Ynnari detachment would have access to the Saim-Hann Stratagem, a Biel-Tan Spiritseer could take the Spirit Stone of Anathlan, etc. Thankfully this got put down for the count in the 8th Edition Ynnari White Dwarf Index where strength from death was changed from free actions to a universal &amp;quot;Always Strike First&amp;quot; rule for an entire round should any unit die.&lt;br /&gt;
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*&#039;&#039;&#039;The Fondue:&#039;&#039;&#039; All of this resulted in a scenario where an Alaitoc army took several small units of Rangers to screen several two Wave Serpents, lots of small Dark Reaper units, and an allied Ynnari detachment which took a block of 10 Dark Reapers. If going second, the Eldar player could hide the Reapers in the Serpents and wait it out; alternatively, the large block of Reapers could pop out of a Wave Serpent, shoot twice (the equivalent of 20 Krak Missiles or 40 Starshot Missiles), then Fire and Fade back into the Serpent before they could be targeted. Soulburst could let a Ynnari caster use Quicken to reposition an Eldar unit as well, while a unit of Shining Spears ran inference while acting as the equivalent of Bike Terminators (Protect turning their save into 2+/3++). Whereas in the 2016 LVO (which gave the &amp;quot;Strength 6 Intensifies&amp;quot; meme), 3 of the top 8 lists were Eldar, 5 of the 8 were Eldar in 8th. Oops.&lt;br /&gt;
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*&#039;&#039;&#039;The Tournament Format itself:&#039;&#039;&#039; It&#039;s no big secret that the ITC Format and Mission packages heavily favour armies like the Eldar due to how the scoring for missions works. Eldar has always been one of the better armies for &amp;quot;just playing the mission&amp;quot; and over the years they have become very good at this alongside being able to eliminate scoring units very efficiently (Ynnari are effectively a hard counter to MSU lists in general thanks to all of the bonus actions). It&#039;s very easy to pick a bunch of Secondary Missions that the Ynnari can very easily and reliably score, and with all the extra actions that the Ynnari get? It&#039;s very easy to build up an insurmountable lead. Compare to playing just a regular pick up game of 40k with a list designed to exploit and abuse the ITC format? The lists tend to be far less dominant compared to the armies that are strongest when playing the regular Warhammer 40k format. Would an overhaul of the Format cripple the Ynnari for ITC Tournaments? No, of course not, but it would be disingenuous to ignore the Tournament Format as a reason why the Ynnari were so dominant at the 2018 LVO, especially when combined with the above.&lt;br /&gt;
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===Imperial Guard===&lt;br /&gt;
&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Imperial_Guard(8E)|Imperial Guard during the first year of 8th Edition]]&#039;&#039;&#039;. Remember Eldar and Tau in 7th Edition? [https://youtu.be/heLjS0_vcSY?t=129 That was the Imperial guard of the early 8th (though Eldar soup was still better).] Between blobs of dirt-cheap Conscripts flooding the board (which was so bad they had to be nerfed hard into being near-useless), sheer volume of fire in rapid fire range will handily whittle away big targets, or deep-striking Scions shoved full of Plasma or Melta as well as the best tanks in the game, and most point efficient troops choice in the game in the Infantry Squad. &lt;br /&gt;
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Oh, and Guilliman buffs the guard like nobodies business. Hell, you can leave the smurfs at home and just enjoy a 12&amp;quot; reroll 1s and spam plasma for days;&lt;br /&gt;
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Let us see the highlights of 8th ed Guard codex:&lt;br /&gt;
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*Bullgryns in general. They changed the wording for slab shields - instead of giving the unit a flat 2+ armour save, they give you +2 to all your save rolls. So if you field A Custode Vexilla, who has an aura that gives 5++ invuln, slab shields improve it to a 3++. So now they are a 2+/3++ unit. And you can take it further, with the psychic power psychic ward they get an additional +1 saves so now they are at 1+/2++ and finally with the 1CP stratagem Take Cover they get an additional save in the enemy shooting phase. Enjoy your 0+/1++ (it is important to note that ones always fail, however) Bullgryn-Custode deathstar of doom that requires two Smites per Bullgryn to wear down. Good luck getting anywhere though.&lt;br /&gt;
**It is worth it to mention that Bullgryns have almost the exact same statline as the Custodes, proving who the true Emperor&#039;s finest are.&lt;br /&gt;
**This has been updated by the FAQ. Bullgryn slab shields only give +2 to armour saves. You can still stack the psychic power (which, remember, you have to actually get off in the first place) and the Take Cover! stratagem (which costs CP).&lt;br /&gt;
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*HQ units can take a Relic that lets them regain spent CP on a 5+. Remember that the Imperial Guard is second to Chaos Daemons in cheapest Brigade Regiments in the game so if you are somehow below 12 CP you are optimizing your list wrong (or just realize that you will never spend all the CP that you have). Remember, on the other hand, that IG&#039;s characters are the frailest in the game, t3/5+/5++ won&#039;t save you.&lt;br /&gt;
**The Tactical Restraint rule has capped how many CP can be refunded per turn, so this is not as cheesy anymore.&lt;br /&gt;
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*&#039;&#039;&#039;Cadians.&#039;&#039;&#039; General Rerolls of 1 for standing still, having a 2 pt stratagem that boosts their hit rate by 1 for targeting one thing of your choice so amazing for Superheavies and 40man boy squads, and then there are the Leman Russes, as not only do they also get rerolls of 1 but also have Pask who for only 10 Points more than a regular Tank Commander can do an additional order, including one for the tanks that allow them to re-roll the number of shots they get with the turret, hits on fucking 2s.&lt;br /&gt;
**Pask is no longer 10 points more expensive than a standard Tank Commander, though this is because they got a points cost, not because Pask got a points increase.&lt;br /&gt;
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* &#039;&#039;&#039;Mordians:&#039;&#039;&#039; The Mordian Strategem &amp;quot;&#039;&#039;Volley Fire&#039;&#039;&amp;quot; is written similar to other abilities that grant exploding 6s to-hit, but due to bad RAW, lets you shoot your weapon again instead of getting an extra shot. This means that a Mordian Guardsman under FRFSRF can &amp;quot;potentially&amp;quot; get 20 shots. However, the real fondue occurs when said Guardsmen are being assisted by a Forgeworld Searchlight, which grants a unit a flat +1 to hit (meaning shooting again on 5+s); enjoy watching your Guardsmen throw out a truly insane amount of dice. They also have an Order that lets units with lasguns target characters directly.&lt;br /&gt;
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*Valhalla can [[Skaven |fire into melee combat without any penalty other than hitting friendly units on a 1 to-hit]]. Flamers don&#039;t roll to hit. Or you could just issue the order to a heavy Weapons team and use your Conscripts like Skavenslaves... [[Commander Kubrik Chenkov |Conscript blob died? You can spend 2CP to bring them right back]] in an army where you are guaranteed a Brigade detachment for most games. It was FAQ&#039;d and you have to spend reinforcement points to do this in Matched Play, so absolutely useless as of post-FAQ.&lt;br /&gt;
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*Vostroya has an order that allows them to shoot any weapon in close combat. They this includes Grenades, Flamers, you heavy Weapons teams...Oh, and they can spend CP to add +1 to their hit rolls in the shooting phase meaning that all Plasma Weapons are safe to supercharge. How didn&#039;t you wipe a squad of Guardsmen in a round of close combat though?&lt;br /&gt;
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*Crusaders, teamed up with a Primaris Psyker and Ministorum Priest, packed into a Valkyrie. This combo will have them dumped as far as 29 inches away (though no closer to enemy models than 3 inches), essentially giving you a virtually guaranteed first turn charge. Furthermore, when buffed by a priest they will have 3 attacks each, rerolling hits on the charge. A full squad will be delivering an average of 27 hits per turn (though at only Strength 3). They also have significant staying power with Psychic Barrier adding 1 to all saves, giving these guys a 2++ save.if you fail the psychic power you can also use Take Cover! to get the 2++ from shooting attacks. Use a Command Point Re-Roll and Grand Strategist re-roll to save the couple casualties you may eventually take or just heal one back next turn with AoF.&lt;br /&gt;
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No doubt [[Robin Cruddace|He]] had a part in this.&lt;br /&gt;
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Unlike all the other cheese in 8E, the Guard were successively FAQed into the ground. The fact that they were still a decent choice for the rest of the edition demonstrates just how awful it was to play against in the first few months of 8E.&lt;br /&gt;
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===Space Marines===&lt;br /&gt;
You see, this is a weird one. At the start of 8th Edition, Marines just couldn&#039;t pull their weight against most armies without...&#039;&#039;unusual&#039;&#039; lists of stand-and-shoot armies buffed by Guilliman. Now that they have a new and improved codex, THEY&#039;RE the ones who can now one-up Imperium armies such as Guard and confidently go toe-to-toe with Imperial Knights, Xenos, and Chaos who they traditionally struggled with. It should be mentioned almost every supplement threw a bone to a corresponding Chapter, ranging from good and fluffy to overpowered. &lt;br /&gt;
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====[[Ultramarines]]====&lt;br /&gt;
Have all of the best Marine toys plus a number of game-breaking Chapter abilities. First, all Ultramarine units can literally walk out of Close Combat and keep firing, making assault orientated armies useless against them. Second, they can regain any spent Command Points on a 5+ so really can spam those Re-Rolls. This is before we even get into what Rowboat can do to your army.&lt;br /&gt;
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=====[[Roboute Guilliman]]=====&lt;br /&gt;
Any keyword &#039;&#039;&#039;Imperium&#039;&#039;&#039; unit within 12&amp;quot; adds 1 to advances and charges, re-roll hits of 1 and can re-roll failed morale tests, meaning you can spam the &#039;&#039;&#039;fuck&#039;&#039;&#039; out of  stupidly cheap [[Imperial Guard]] Plasma.&lt;br /&gt;
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&#039;&#039;&#039;Ultramarines&#039;&#039;&#039; units within 6&amp;quot; re-roll all hit rolls, and to-wound rolls of 1 as of the Ultramarines codex supplement. Guilliman himself is affected by his own aura, allowing him to add 1 to charges and advances as well as re-roll hits and 1s to wound. If all that wasn&#039;t enough if your army is battleforged you get 3 extra CP.). [[That Guy |It&#039;s not unusual to see him sat in the middle of a pile of Assault Cannon Razorbacks with Lascannon Squads inside, and Stormravens tossed in for good measure. Or sat behind a huge wall of Hellblasters]].&lt;br /&gt;
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Guilliman himself is a beast in close combat, with a 3++, 9 Wounds and 6 S8, AP-4 3 Damage attacks with 6&#039;s adding d3 Mortal Wounds. He also has a Power Fist with no to hit penalty and flat 4 damage because of course he fucking does. He also revives on a 4+ with 1d6 Wounds back so good luck killing this fucker for good unless you literally send hordes of Fire Dragons or Scions after him. And even then he&#039;s just going to get back up and murder whatever downed him next turn.&lt;br /&gt;
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So for all of this, he must be expensive, right? Even Wraithknights must be cheap compared to-[[What |what he only costs fucking 350 points as of the new Ultramarine supplement?!]] Yeah. So, barring restrictions, it&#039;s very possible to take him in [[Fail |500 point games...]] and is one of the few LoW choices that can be. There are countless batreps out there of him taking on entire armies alone and just crushing them.&lt;br /&gt;
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Basically, Ultramarines, and Imperium by extension, shoot better than any other army, fight better than any other army and are all but immune to morale thanks to this unbalanced cunt.&lt;br /&gt;
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====[[Raven Guard]]====&lt;br /&gt;
Anything shooting at the Raven Guard is shooting at -1 to hit if outside of 12&amp;quot; (this was changed to only apply while in cover, 12&amp;quot; away, and only to non-vehicles, as well as giving the cover armor bonus while outside of 12&amp;quot; regardless of being in cover or not), and they can spend CP to allow infantry to Deep Strike just before Turn 1 (this was changed in the April 2019 update, you still set up after normal deployment during turn one but instead of anywhere on the board you set up in your deployment zone and move up to 9&amp;quot;.). This pretty much guarantees that you will always be going first with your Aggressors dropping in right next to an opponent without having counted as moved. &lt;br /&gt;
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Oh, and their Warlords are immune to Overwatch so [[MURDERWINGS]] is back, and it&#039;s cheaper to do than just taking Shrike.&lt;br /&gt;
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====[[Iron Hands]]====&lt;br /&gt;
Dear lord, where do we begin with their current supplement?&lt;br /&gt;
They can make Dreadnoughts Characters, they have T&#039;au-level overwatch, and they&#039;re hardier than the usual Space Marines. Their combination of relics is beyond busted, able to make the castle of all castles where you can&#039;t target rifleman dreadnoughts, as well as healing any damage you may have inflicted if you got lucky enough to do so. Friendly reminder that Iron Hands meta chasers are the reason why doctrines automatically change now for everyone, and as such ruined the game for dedicated Imperial Fist and Dark Angel players.&lt;br /&gt;
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====[[Chapter Master Smashfucker]]====&lt;br /&gt;
Smashfucker is back and broken as ever. Take an Iron Hands Captain on Bike with a Thunder Hammer and Shield Eternal and the Iron Resolve Warlord trait. The result is a stupidly mobile Beatstick with 7 Wounds and a 3+/3++/6+++/6++++. Plus unlike Girlyman, an Apothecary can heal him. The FAQ ruling on I-can&#039;t-believe-it&#039;s-not-FNP abilities nerfed him down to &amp;quot;only&amp;quot; a 3+/3++/6+++, but he&#039;s still dead &#039;ard.&lt;br /&gt;
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====[[Chapter Master Slamguinius]]====&lt;br /&gt;
Well known [[MURDERWINGS]] variant exclusive to the [[Blood Angels]]. Take a Captain with Jump Pack and give him a Thunder Hammer &amp;amp; Storm Shield and Angel&#039;s Wing. It comes in at 129 points, making him cheaper than Dante. [[Awesome |Toss in Black Rage for 1 CP you get 5 S8 AP -3 3 Damage attacks that will wound all infantry in a 2+ due to Red Thirst, and Wounds T8 on a 3+, all ignoring Overwatch]]. Taking Artisan of War puts him up to 4 Damage per attack which means [[rage|even Knights and Spiritual Lieges aren&#039;t going to be safe]]. Or you can throw in Gift of Foresight so he&#039;s sitting at a 3+/3++/5+++ (3+/2++/5+++ with Celestine around). What else can be done to break him further? [[Rape |Well Throwing in Unleash Rage and Red Rampage for 1 CP puts him at 7-9 Attacks which are S8, Ap-3 and 4 Damage, and having a Sanguinary Priest around buffs those attacks up to S10!]]. If the Sanguinor is around you get another bonus attack. Did we also mention that if he&#039;s fighting Chaos marines, [[anal circumference|those attacks Explode on a 6+ with the use of Vengeance for Sanguinius]]? 4+ against Black Legion? Have fun!&lt;br /&gt;
If that is still not enough damage take &amp;quot;Honour the Chapter&amp;quot; or &amp;quot;Only in death does duty end&amp;quot; for a second fight phase. Enjoy barreling over Chaos Terminators in one charge.&lt;br /&gt;
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===Iron Leviathan===&lt;br /&gt;
Leviathan Dreadnoughts are legal for 40k. Any space marines can take them, and they are good.The Iron Hands Levi dread is without a doubt the best, despite a number of attempts by GW to take it down (turns out it was just as resilient to nerfs as it was to damage). When the supplement was first released, this T8 2+/4++ 14 Wound monster now got a 6+++ on top of it and any damage was halved due using a stratagem, then reduced by a further 1 due to the Iron stone Relic, although this only came into play if the Iron Hands player didn&#039;t simply hand the wounds off to a nearby Intercessor squad since Iron Hands had a stratagem that let anything &#039;look out sir&#039; for anything else (the intercessors also got feel no pain against the mortal wounds, this could be improved to a 5+++ with a stratagem). At it&#039;s peak, 100 lascannons fired at space marine BS would not even get it down to it&#039;s first bracket (and if they did by some miracle reduce it below half health, it&#039;s stats would still not degrade because Iron Hands vehicles double their remaining wounds for the purpose of bracketing), and of course, any damage done would not necessarily stick. Because on top of this, the stupid thing could then be healed for: not D3, not 3, not 6, but 6+D3 wounds EVERY TURN, since an Iron Hands librarian could cast a power that healed them for D3 on top of the 6 wound repaired by the fresh new Primaris release: [[Malkaan Feirros|Iron Father Feirros]] who as a master of the forge could heal a flat 3 instead of the d3 a normal techmarine could, and could do it twice EVERY TURN because GW wanted to push sales. &lt;br /&gt;
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T8 14W 2+/4++/5++ 20 ablative wounds to look out sir, all damage halved, then reduced by 1, and 6+D3 wounds restored each turn&lt;br /&gt;
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We don&#039;t even need to talk about what happened when the Leviathan got to return fire, where it got an additional -1 to the ap of it&#039;s already insane main guns due to doctrines, and as an Iron Hand and it could move full speed and fire it&#039;s guns with no penalty for moving and firing heavy weapons (using that sweet sweet 2+ BS), all this before we add auras.&lt;br /&gt;
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After realizing how screwed these rules were, GW put away the nerf bat and pulled out the nerf hammer. They started first by nerfing Feirros so he couldn&#039;t heal the same vehicle twice, and later releasing a sweeping series of orbitally deployed nerfs that finally made a difference. They reworded the halve damage strat to instead only reduce damage by 1 and making it no longer stacked with the Iron Stone, and made the look out sir stratagem so only non-vehicle characters could benefit. They also entirely changed doctrines, so the Iron Hands could only stay in Devastator doctrine (and get the move and shoot without penalty and additional -1 ap for heavy weapons) for the first turn. (This doctrine nerf affected all Space Marines, some like the Dark Angels really didn&#039;t need it, but they were acceptable lossess to anyone who&#039;d seen an Iron Hands Levi dread in action).&lt;br /&gt;
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The monster is gone, but his reign of terror will be remembered.&lt;br /&gt;
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===Chaos Daemons===&lt;br /&gt;
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[[Chaos Daemons]] are one of two armies in the game that can fill multiple Brigade Detachments in a normal match thanks to Brimstone Horrors (the other is Imperial Guard). Plus they can cherry pick the Guard&#039;s best units via the Renegades faction, and the Chaos Space Marines best toys and characters due to the Chaos keyword. &lt;br /&gt;
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*Daemons and thousand sons with 60 plague bearers, some sorcerers and the dreaded skullreaver khorne daemon prince is one of the most infuriating and powerful lists in the game as all the lists true damage dealers can&#039;t be targeted normally, at least not without killing 60 Plague bearers. Or, if you have spare Vindicare Assassins or Snipers laying around...&lt;br /&gt;
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===Adeptus Custodes Doombike===&lt;br /&gt;
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[[Adeptus Custodes]] are very hard to kill in general, but if you&#039;re really intent on feeding off your enemy&#039;s impotent rage then you can build a nice little Doombike. Take a Shield Captain on Dawneagle Jetbike as your warlord and give him the &#039;&#039;&#039;Auric Aquilas&#039;&#039;&#039; Relic which gives him a 3+ Invulnerable save (as well as the ability to re-roll failed charge rolls). Next, give him the &#039;&#039;&#039;Superior Creation&#039;&#039;&#039; Warlord Trait which gives him a 5+ FnP. Top that with the &#039;&#039;&#039;Victor of the Blood Games&#039;&#039;&#039; Stratagem right at the start of the game that allows him to re-roll a failed hit/wound or &#039;&#039;&#039;save roll&#039;&#039;&#039; per turn!&lt;br /&gt;
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This results in a highly mobile &#039;&#039;&#039;character&#039;&#039;&#039; (which means he can&#039;t be shot at if he&#039;s not the closest target, so with clever positioning as with all characters, it will take an eternity until he even gets hit once) that has 7W, 6T, 2+/3++/5+++ with the ability to re-roll one save per turn outside of command re-rolls. Besides that he is extremely mobile, meaning he will extremely hard to outmanoeuvre by your enemy and he&#039;s in an army that already soaks up firepower like nothing... If he is caught in a bad fight for him, he can always disengage using his {{W40kKeyword|FLY}} keyword. Against Mortal Wounds, in the Psykic phase, he has his Custodes standard 6++ save as well. And with all that, he is very good in close combat and very good at shooting too: His natural aura gives him reroll 1s to hit, and as he has BS and WS 2+, it means he will miss an attack &#039;&#039;&#039;once out of thirty-six&#039;&#039;&#039;. And if that wasn&#039;t enough, his interceptor lance allows him to reroll all failed wound rolls on the charge, and as he has the {{W40kKeyword|FLY}} keyword, he can shoot, charge, attack, fall back, shoot again, and then charge and fight again. So, let&#039;s recap: 5 attacks that hit on 2s, rerolling ones, that are S6, rerolling all failed wound rolls on the charge, with an AP that makes anything without a decent invuln cry, and D3 damage per failed save. And he has an extra Misericordia attack (S5, AP-1, D2). And as he has the {{W40Kkeyword|fly}} keyword, he can fall back and charge in the same turn, meaning he always gets to reroll failed wounds. We weren&#039;t joking when we said this page was for the cheesiest units in the game. Oh, and if you were thinking about swarming him, think again, because he can take hurricane bolters. Fucking hell.&lt;br /&gt;
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But at least if you kill him you get Slay the Warlord right? &#039;&#039;&#039;&#039;&#039;WRONG!&#039;&#039;&#039;&#039;&#039; Your opponent can simple use the &#039;&#039;&#039;Shoulder the Mantle&#039;&#039;&#039; stratagem for &#039;&#039;1CP&#039;&#039; and make one of their other 2+/3++ Bike Captains their new Warlord who also gets to generate a new Warlord trait (which you&#039;ll obviously just choose 5+++ save again). This new Captain won&#039;t have VotBG but still. Fucking. Hell.&lt;br /&gt;
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For about 180 points quite a steal...&lt;br /&gt;
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Get out of here, [[Smashfucker]], you&#039;ve been dethroned!&lt;br /&gt;
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===Autarch Skyrunner===&lt;br /&gt;
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No, really.&lt;br /&gt;
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On the opposite end of the Spectrum, [[MURDERWINGS|the Eldar are able to make an obscenely fast character that is less durable than the above, but is more mobile and hits even harder]]. 125 Points (using the Xenos 1 Index -  this loadout is no longer available in the Codex) gets you a Jetbike character with 6W, T4, and 4 S6 AP3-, D2 Attacks (Hitting on 2+, Re-Rolling 1&#039;s) on the Charge (only S3 when not on the charge) that is immune to Overwatch, has a 3+/4++ (Can be boosted to 2+/3++ if a Warlock Protects them) 16&amp;quot; movement. They also have 4 Shuriken shots, a Meltagun shot (that they can snipe characters with, with the right trait) as well on top of all of this, as well as access to a stratagem that lets them Fall Back and Charge for one turn (for 2 command points). They also can pick a Relic that gives them a blanket -1 to hit with access to a Stratagem that can make that -2 (costs 2CP and lasts for a single shooting or fight phase) with the potential to boost that up to a -3 with a warlock casting conceal or even -4 if 12&amp;quot; away for Alaitoc. You can also make him more effective at shredding infantry with the Blazing Star of Vaul if you swap out the wargear that gives -1 to hit.&lt;br /&gt;
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So let&#039;s look at how silly the Variants are:&lt;br /&gt;
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*&#039;&#039;&#039;Saim-Hann:&#039;&#039;&#039; With the Right Warlord Trait and Novalance, (you lose your -1 to hit, though), but you are now up to 5 S8 AP-2, D2 attacks, D4 on any 6&#039;s to wound, 5&#039;s if a Warlock casts Enhance on them. Combine this with the Supreme Disdain Stratagem and they also Explode on 5&#039;s. Oh, and you can advance and charge for 1CP though you are likely reserving that strat for the huge Shining Spear blob with them. Cast Empower on him for a flat +1 to wound and even Imperial Knights are suffering critical existence failure.&lt;br /&gt;
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*&#039;&#039;&#039;Ynnari&#039;&#039;&#039;: Everything the default Autarch gets but the ability to move twice, charge again, shoot twice or attack twice. As mentioned in the Soup section, these free actions are incredibly powerful themselves, and the Autarch can benefit from the majority of the Bonus actions that Strength from Death can grant. There&#039;s a very good reason why lists at LVO basically spammed these guys. With the Shuriken Catapult and Laser lance hits after charging, and they can easily charge twice per turn.&lt;br /&gt;
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Looks like [[MURDERWINGS]] didn&#039;t vanish, he just ran off to race the Space Elves.&lt;br /&gt;
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[[Category:Warhammer 40,000]] [[Category:Gamebreaking]] [[Category:Warhammer 40000 Tactics]]&lt;br /&gt;
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===Imperial Knights===&lt;br /&gt;
This is partly debatable, unlike Guard. Knights are an enormous point-sink and don&#039;t have quite as much firepower for their point-costs. However, the following Household-specific stratagems can make these big boyz infuriatingly hard to kill, or infuriating in general. This being said, many of these stratagems were slapped with an additional Command point tax due to how cheesy they were.&lt;br /&gt;
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*&#039;&#039;&#039;Rotate Ion Shield:&#039;&#039;&#039; Watch how I turn this 24W with 5++ behemoth into a 24W 4++ behemoth, at the cost of 1 CP. Or 3CP for a Castellan. When combined with &#039;Ion Bulwark&#039; it gives your 24/28W Knights a 3++ (CA 2018 nerfed this to a maximum of 4++). For maximum cheese, the Knight player can use the House Hawkshroud trait so that the Knight&#039;s wounds count as double for the purposes of the damage table. NOW have fun taking it down.&lt;br /&gt;
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*&#039;&#039;&#039;Order of Companions:&#039;&#039;&#039; House Raven stratagem which makes your knight reroll every hit rolls, wound rolls, damage rolls, number of shots rolls of 1 in the shooting phase for 2 CP. The aforementioned Castellan with Cawl&#039;s Wrath relic (S8/9; AP-4; D2/3) make sure that not only your big boy is not going down easily, but he can just pop any vehicle without invul save or with negative hit modifier in a single turn of shooting using the overcharged profile. Or just point the Lance in the general direction and let it go. One of the reasons why 3 of the top 4 players in NOVA Open played what is basically the same stuff: AM battalion/brigade for CP and board control - BA battalion with Slamguinis and a lone Raven Castellan. After the 2nd big FAQ bomb, this had been nerfed to 3 CP. Some lists simply drop the Blood Angel Battalion to keep the CP and fuel the knight instead.&lt;br /&gt;
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*&#039;&#039;&#039;In our darkest hours:&#039;&#039;&#039; House Taranis stratagem. On a 4+ your Knights get back up with D3 wounds remaining if it didn&#039;t explode. Your opponent thought they finally killed the raid boss, only for it to unleash hell next turn thanks to &#039;Machine Spirit Resurgent&#039;. Fun times inbound.&lt;br /&gt;
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*&#039;&#039;&#039;Death Grip:&#039;&#039;&#039; You and your opponent roll a d6 and each add your respective strengths, if your opponent rolls equal to or greater nothing happens otherwise they take d3 mortal wounds and YOU KEEP ROLLING UNTIL THEY DIE OR WIN.  Given you&#039;re strength 8, this means you can effectively auto kill certain character&#039;s like Creed and Eldrad unless you roll a 1 and he rolls a 6. Not so obscene now that your opponent auto-escapes on a 6 but can still infuriate your opponent if he rolls badly.&lt;br /&gt;
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===Tyranids===&lt;br /&gt;
*&#039;&#039;&#039;Sonic the Genestealer:&#039;&#039;&#039; As covered in the rules bloopers page, Genestealers can potentially reach a top speed of 66&amp;quot;. Tyranids have a Stratagem called Metabolic Overdrive that lets a unit move a second time in the Movement Phase in exchange for not being able to Charge that turn. Hive Fleet Kraken Tyranids roll 3d6 and pick the highest roll for determining their Advance move, while their Opportunistic Advance Stratagem lets them double their Advance distance for that movement phase. The initial issue was that RaW, Advance added to your Move Characteristic for that phase, instead of increasing your characteristic for that specific move. Thus, a unit of Kraken Genestealers could move not 8 + 12 + 8 + 12 inches in the Move Phase, but 8 + 12 + 8 + 12 + 12. Combine with a Swarmlord&#039;s Hive Commander ability for an effective top speed of 66&amp;quot;, and a unit of Kraken Genestealers could outrun a supersonic aircraft on foot. Gotta go fast!&lt;br /&gt;
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===Renegades and Heretics===&lt;br /&gt;
Renegades and Heretics are probably one of (if not the) weakest armies in the game right now. They are significantly worse than Guard with nothing to make up for it, but at the start of the edition they did have access to one notably broken list, featuring the one, the only...&lt;br /&gt;
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*The Malefic Lord! At the start of 8th, he was a mere 30 points. With no Rule of 3 or Smite casting value increases, you could take 12 of these, stuff them in a Valkyrie, run it across the board, drop them out, move them each of them closer and spam Smite. Didn&#039;t care too much about Perils, because if they survive, they become S8, A5, WS2+, and their Bare Hands becomes AP-1, D1.  They got hit hard in the early FAQs and Chapter Approved. Became 80 points each, then the Rule of 3 limited how many you could take, then the Smite nerf happened. Can&#039;t quite be run to the same effect anymore&lt;br /&gt;
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*[[Chaos Spawn|Chaos Spaw--]] Those things shared similar statlines here as they did with every other entry, except for {{W40kKeyword|BEAST}} being swapped with {{W40kKeyword|INFANTRY}}. Meaning, you could stack 12 of these in a Valkyrie (as one unit, mind) and well, you can guess the resTAUGHFUCKAWFIGJDSGDISWJ- {{BLAM}}&lt;br /&gt;
&lt;br /&gt;
== 9th Edition ==&lt;br /&gt;
&lt;br /&gt;
9th Edition is a clusterfuck even worse than 8th, managing to piss off oldfags and newfags alike. GW cockgobblers will point to &amp;quot;tHe PaNdEMiC&amp;quot; as the reason for the shitty state of 9th, but it&#039;s really the fact that GW attempted to make &#039;&#039;every faction&#039;&#039; powerful in its own special way, while still conforming to some general &amp;quot;rules&amp;quot;. Instead of reimplementing Universal Special Rules like they did in HH 2nd, all the codices just follow some general guidelines, like Chapter Master Equivalents needing to pick a specific unit for full rerolls, removing most 3++ invulns, removing fight twice, making all dice abilities &amp;quot;unmodified&amp;quot; so you couldn&#039;t stack bonuses to hit with cheese, etc. In &#039;&#039;general&#039;&#039;, most of the early armies followed these rules, leading players to feel marginally hopeful in the first half of 9th. Still skewed towards Space Marines, but still generally ok.&lt;br /&gt;
&lt;br /&gt;
Then they immediately fucked it up after the Tau. See, after getting a lot of the Imperium factions out of the way, they now had to fix the Xenos factions, which were underperforming in game, so underperforming saleswise. Fixing them would require an overhaul of their stats and weapons to be more in line with the new Primaris 2A 2W and marine Gunboats they now faced. The most obvious examples are the universal inflating of AP and the bumped up wounds of Tyranid Monsters. Needed, but interfered with the Supremacy of their Special Snowflakes, necessitating AOC to fix the mess they made in the first place. AoC feelsgood.jpg when you have it, but is completely annoying when you don&#039;t, or when you&#039;re an early codex that only got AP1 weapons.&lt;br /&gt;
&lt;br /&gt;
They also had to play within the &amp;quot;hard rules&amp;quot; (Like you can only reduce/increase rolls by 1) and overcomplicated bullshit they put into the general 9E rules. So their solution? Ignore rules and precedent established in previous books, and make the newer books the &#039;&#039;exception&#039;&#039; to the rules. Chaos Knights can both reduce the hit roll &#039;&#039;and&#039;&#039; the B/WS giving them an effective -2; Tau railguns can ignore invulns; Tyranids can leapfrog psychic and perform both Psychic Actions and Spells; the stupid amount of variation of &amp;quot;fight first, fight last, they don&#039;t have the benefit of charging,&amp;quot; wording that requires a fucking flowchart to make sense of; a bunch of units had &amp;quot;they cant be wounded on 1-3s or more than 3 times a phase,&amp;quot; so obviously they needed to add characters and relics that &#039;&#039;ignored that rule&#039;&#039;. The list goes on and on, but &#039;&#039;&#039;tl;dr&#039;&#039;&#039; the power creep in this edition is fucked, on top of the Core Rules you need the addendum and &#039;&#039;&#039;Rare Rules&#039;&#039;&#039; FAQs to bridge the gap between the 2020 state of the game and the current clusterfuck.&lt;br /&gt;
&lt;br /&gt;
===Space Marines===&lt;br /&gt;
*Eradicators: New special sue marines who carry 24&amp;quot; melta rifles that can fire twice if they don&#039;t advance. They are infantry, so they can benefit from that keyword, and can get in the Primary Stu transports, and to add insult to injury are literally Fire Dragons but better, which rubs Eldar players the wrong way. Oh don&#039;t forget your captain and Lieutenant to buff your suicide shooty unit, just to make sure those hits come through.&lt;br /&gt;
**Salamanders: Your eradicators wound even knights and thunderhawks on at least 3&#039;s, reroll a single wound roll per unit shooting, and with a captain and lieutenant you&#039;re guaranteed to nuke just about everything in the game.&lt;br /&gt;
&lt;br /&gt;
*Dark Angels: Especially with Ravenwing Chief Apothecaries, Talon Masters, 4-damage Plasma Incinerator Redemptor Dreadnoughts, and permanently transhuman Deathwing Terminators.&lt;br /&gt;
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*Black Templars funnily enough had a very brief period where they could field Crusader Squads for cheaper than Tactical squads. However, as this went away with the supplement&#039;s release, this is a &amp;quot;middle&amp;quot; tier cheese at best.&lt;br /&gt;
&lt;br /&gt;
*Armour of Contempt: Dear fucking god, this rule. Introduced with the quarterly balance dataslates, this rule makes ALL Space Marines (as well as the Sisters of Battle, CSM, and Imperial Guard &amp;lt;s&amp;gt;Leman Russes&amp;lt;/s&amp;gt; VEHICLES) reduce the AP of any attack they suffer by 1 unless they&#039;re equipped with a Storm Shield. Now, while the Sisters and Guard tanks did need some extra protection, being respectively merely T3 1W models protected by only a 3+ save and fairly fragile without baked in Invuln saves, this was glaringly egregious on every flavor of Space Marine, especially now that they were T4 with minimum two wounds each. This made even mainstay anti-marine weapons like plasma guns worth less now that the once valuable AP-2 would only make them roll a 4+ save and made any number of AP-1 weapons pointless. Needless to say, that with the typically ubiquitous number of marine players out there, this will annoy you to no end.&lt;br /&gt;
**It wasn&#039;t until the Q1 2023 dataslate that the writers realized how much of a drag this rule became, as it was summarily scrubbed from existence. This means that the arms race to beat this utterly busted rule has drastically slowed down...with the exception of the Leagues, who have this built into their codex.&lt;br /&gt;
&lt;br /&gt;
===Necrons===&lt;br /&gt;
*Scarab Swarms: Scarabs are pretty good on their own, but with spam and some buffs, get ready to have your last game with your opponent. Here&#039;s the recipe: Novokh +1 to charge and -1 AP, Blood Rites Stratagem for +1 Attack, Technomancer with Fail-Safe Overcharger Arkana for +1 Attack, and Spyders for Reanimation Protocols. Congratulations now one 9 unit of scarabs have 6 attacks, hitting on 4s, autowounding on 6s = 54 attacks on the charge. -1 AP.&lt;br /&gt;
*In a surprising move to many, a couple balance dataslates in 9th Edition issued the Core keyword to many units beyond basic troops and elites; including vehicles, canopteks, flayed ones, and even characters. What this means is that many units were now able to gain the benefit of an Overlord, Cryptek, or stratagems; including the Silent King himself! Soon, many tournament lists would run this centerpiece when it became apparent that using a Technomancer to bring back the Menhirs protecting the King made it nearly impossible to take off the board without dedication.&lt;br /&gt;
&lt;br /&gt;
===Adeptus Mechanicus===&lt;br /&gt;
*Quite frankly, the Mechanicus was utterly broken for the first part of 9th. Despite a massive points nerf in November 2021, the army is still fairly competitive. While not quite at the levels of 7e&#039;s Taudar bullshit, the criminally undercosted Skitarii swarms were mind numbingly powerful. (skitarii rangers for example with protector imperative and the galvanic volley stratagem active can put out up to 80 shots of s6 ap1 d1 fire that hit on a 2+ at anything within 15 inches). Originally GW nerfed them by removing the core keyword on most units, but...&lt;br /&gt;
**GW, master of foresight and game design, has invalidated all of the Admech nerfs as of October 2022. Everyone has the core keyword again, and the stratagems are now back to what they are in the codex. However, their points increases are still in effect and their physical codex is still out of date. Are we going back to Dragoon spam? Only time will tell. They weren&#039;t overpowered after all, just ahead of the game it seems.&lt;br /&gt;
&lt;br /&gt;
===Drukhari===&lt;br /&gt;
*Similarly to Admech above, Drukhari were seen as an overwhelmingly powerful army when their 9th codex came out. Immediately they saw nerfs in later FAQs to whittle them down to size. This included some points hikes, most notably to stop the endless Raider spam, as well to Wyches and all the standard HQ choices. Meanwhile, Ravagers and Talos were stripped of the {{W40kKeyword|CORE}} keyword to limit buff stacking on those heavy hitters.&lt;br /&gt;
&lt;br /&gt;
*Succubus: Even without the following cheese, this commander was already one of the most cost-effective close combat HQs in the game, for only 60 points. However, when combined with rules provided by the Warzone Charadon Expansion (basically $60 Day 1 Drukhari DLC), things went off completely off the rails. The Succubus could churn out a staggering an average of 20 S4 Ap -1 attacks on a charge, with a max of 42, when equiped with Razor Flails and the new Competative Edge Warlord trait. Edge allowed the Succubus to make another attack for each attack that failed to deal damage. Razor flails would double her attacks, an effect which would effectively be resolved twice. Eventually patched out by an FAQ a month or so after.&lt;br /&gt;
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*Dark Technomancer + liquifier guns. DT allowed any ranged weapon to optionally buffed with a +1 to wound rolls and +1 D, in exchange for a &amp;quot;Gets Hot&amp;quot; mechanic where a role of 1 to hit would deal the bearer a mortal wound. The problem? Liqifier guns are flamers and so auto-hit their targets, totally negating the downside. Whoopsie. Thankfully an FAQ prevented liquifiers being buffed by DT in June 2021.&lt;br /&gt;
&lt;br /&gt;
===Tyranids===&lt;br /&gt;
*The Tyranids&#039; Army of Renown, Crusher Stampede, is one of the most powerful army of renown to date. It essentially gives an army wide 5++, with monsters getting a -1 to damage as well as their remaining wounds counting as the number of models on a objective, at the cost of bringing no units with fewer that 3 wounds or with the Swarm keyword (doesn&#039;t stop you from spawning gaunts or spore mines with Tervigons and spore mine launchers respectively), as well as bringing at least as many monster units as there are non-monster units in your army. While that alone is pretty powerful, the real cheese comes from the stratagem Breaking Through, which can cause mortal wounds on a charge, and if used correctly, can guarantee a grand total of SIX mortal wounds for the cost of just 1 CP, and that’s just one stratagem, there are plenty of other ways to cheese this AoR as well.&lt;br /&gt;
**With the release of the new Tyranids codex, this AoR has become completely outmoded by the will of GW editorial.&lt;br /&gt;
*We&#039;ll start with the Leviathan in the room, which is the fact that Hive Fleet Leviathan units all have transhuman. Synapse Units can&#039;t be wounded on 1-3s, and non-Synapse units can&#039;t be wounded on 1s and 2s. This means the Massive 18W+ Beasts now only having a flat 50% chance to be wounded, and that&#039;s on top of any invulns you may give them. You can also give a non-Synapse MONSTER the Synapse keyword, meaning those Exocrines or Carnifexes are going to have a great time fucking shit up. Of course, because all their Psykers are Synapse, that means Leviathan Maleceptors are unkillable monstrosities that can outpsyker Eldar and OutMW Thousand Sons. &lt;br /&gt;
**This was nerfed in the October 2022 balance slate so that only SYNAPSE MONSTER units got the full transhit effect. No more Zoanthropes and Warriors having a 50/50 chance of escaping a volcano cannon shot.&lt;br /&gt;
*With the new codex, there have been a plethora of options for the Tyranids to dominate the battlefield, with the 2 biggest examples being Maleceptors and Harpies. The former is a psychic powerhouse that, when buffed with a Neurothrope’s synaptic imperative and ability to grant an additional die on the psychic test, it is possible for a Maleceptor to deal up to &#039;&#039;&#039;30 Mortal Wounds&#039;&#039;&#039; as a result of its own ability to deal 3 MWs on a high enough psychic test.&lt;br /&gt;
*As for the Harpy, it has received such a major glow up that bringing a single one will guarantee destruction. For 170 points, you have a flying monster with Heavy 6,S9,AP-3,D4 venom cannons along with -1 to hit and a potential extra 25 points for an Invuln Save of 4. Even though it isn’t tough at T7,W13,3+, but its guns and potential upgrades will allow it to shoot down anything if it is allowed to live.&lt;br /&gt;
*Take a Trygon Prime. Give it Adrenal Glands for +1 S. Heightened Senses gives you rerollable hits and Fight First, and you can either take the Searhive (All successful hits against Non-Vehicles autowound) or the Maw-Claws (Reroll all wounds, +1 A, and an additional attack per unit it destroys, to a max of +3 (+4 Total). That&#039;s either 13 autowounding rerolling hits, or 13-17 reroll everything. And it deepstrikes. It doesn&#039;t even have to be Leviathan, because Behemoth gives it 3D attacks.&lt;br /&gt;
&lt;br /&gt;
===T&#039;au===&lt;br /&gt;
*[[Fish of Fury]] returns: Just see the page, but short version: Utterly unstoppable transports that can practically travel across the board, drop off a shit load of fire Warriors, and end anything that they glance at with Rapid fire 2 S5 AP-3 Pulse rifles. [[Rape|God help it if there&#039;s a markerlight token.]]&lt;br /&gt;
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*Rail weapons automatically deal mortal wounds. Which while being a welcome change from 8th&#039;s &amp;quot;6+ to wound causes mortal wounds&amp;quot;, is way too strong. Invuln saves practically don&#039;t matter, which leads to the next point.&lt;br /&gt;
**Death Star Railguns: Fucking treat anything in the game like your bitch and ignore invuln saves. You know it&#039;s a problem when Death Guard, who in theory should not be able to be tabled, get tabled in large part due to Railguns.&lt;br /&gt;
&lt;br /&gt;
===Chaos Space Marines===&lt;br /&gt;
*Chaos Space Marines are a very hit and miss army. On one hand, there are some gamebusted combos that make running certain units almost unlosable. On the other hand, this army lost so much customization from the jump to 9th that entire armies were invalidated just because their gear or unit wasn’t written in mind. This does not stop them from having particularly cheesy lists, especially when it became obvious that all people listing would run:&lt;br /&gt;
&lt;br /&gt;
*[[Abaddon the Despoiler]]. What was once a laughing stock in the lore for his failure to be a threatening villain in this grimdark setting is now one of the most busted units with a plethora of rules and abilities that makes fighting him a living nightmare. Armed with all 4 marks of chaos, a 4++ Invuln, 3 wound limit per phase, 3 warlord traits and tons of army support for your squads; this motherfucker is almost impossible to take off the board safely. Combined with a Slaaneshi Master of Possession to heal him every d3 wounds and grant a 5+++ FNP, a Dark Apostle to grant him an illusory supplication and the stratagem Grandfather’s Blessing; he becomes more durable than Captain Smashfucker ever was.&lt;br /&gt;
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*Chaos Terminators were found to have just as durable of a run when combined with the Black Rune of Damnation. An entire squad of 5-10 terminators becomes extremely durable with a permanent -1 to wound and whatever mark of chaos you give; Tzeentch’s allows for the first failed save to not deal damage, while Nurgle’s mark gives you Grandfather’s Blessing (CSM Transhuman Physiology) as a stratagem. You’re gonna need some very judgemental squats to keel them over…&lt;br /&gt;
&lt;br /&gt;
===Leagues of Votann===&lt;br /&gt;
*The rebranded [[Squats]] proved to be so incredibly cheese filled they were the first army in the history of Warhammer 40,000 to be outright banned from numerous tournaments. Consider that despite all of the above, none of the other factions had widespread bans. This was such a widespread issue that [https://www.warhammer-community.com/2022/09/29/leagues-of-votann-balance-update-a-word-from-james-workshop/ GW themselves had to put out a statement about the situation]. Listed below are the many and varied reasons why the army was considered so disgustingly broken.&lt;br /&gt;
**In their original incarnation, the faction&#039;s Judgement Tokens mechanic caused quite the uproar. Any time an opponent destroyed a Votann unit, successfully completed an action or simply stood next to an objective, they would gain one token (to a maximum of three). These tokens were essentially Tau Markerlights on steroids, allowing any unit that attacked a unit with a Token on it to automatically wound on a 6+, and each extra token added +1 to the roll (for a total of auto wounding on 4+). Not being satisfied with Auto Wounding anything in the game, these tokens also counted as rolling 6&#039;s for any attacks directed against a unit with any token on them! This combined well with...&lt;br /&gt;
***The Magna-Rail Rifle, one of the most complained about weapons in the Codex. A single shot, 24&amp;quot; inch range, Strength 9 gun with an impressive AP-4 and dealing D3+3 damage on a hit. Furthermore, the Heavy version is [[Rape|36&amp;quot; S14 AP-4 2d3+6 damage.]] If those stats sound insane, that wasn&#039;t all the gun could do. Much like the Tau Rail Rifle, invulnerable saves could not be taken against damage caused by this and on top of that, unmodified wound rolls of six allowed excess damage to spill over into other models in a unit! This extra damage was dealt as regular wounds, not as Mortal Wounds. This meant only units with a 2+ Armor save and AoC or a Storm Shield could &#039;&#039;maybe&#039;&#039; survive a shot from this (on a 5+ saving throw after factoring in AP reduction), and this was a gun their basic infantry could equip. In short, it&#039;s a super powered anti-everything gun with the potential to delete anything it shot at.&lt;br /&gt;
**The tokens were the only issue that GW felt warranted any sort of action, as seen by their aforementioned statement. With the errata, the Tokens&#039; auto-wound ability no longer counted as unmodified 6s to wound, which considerably reduced the Magna-Rail Rifle&#039;s ability to flat-out delete all units. Is it still absolutely busted? Yes. The saddest part? Thanks to transhit physiology-esque rules becoming extremely commonplace, this was designed as a counter to all of that. Power creep in action, folks.&lt;br /&gt;
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*Void Armour is what happens when you integrate the abovementioned Armour of Contempt into an army and warp it into something even worse. Not only does this reduce the AP of any attacks they suffer by 1, but it also prevents enemies from re-rolling to wound and damage rolls as well. Just like that, a lot of stratagems and buff auras have become meaningless against them. Being merely T4 1W with a 4+ save, this wouldn&#039;t be such a glaring issue, but when these guys can auto-wound you on 4+s and still use their re-rolls, you&#039;re probably going to be dreading what Tenth Edition will bring for the Space Marines...&lt;br /&gt;
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===Chaos Daemons===&lt;br /&gt;
*To be absolutely fair, they needed the buffs, and because they were overshadowed by the Votann, there&#039;s not a lot of Chaos Daemon Lists going around right now, but they are there, and they are pretty good. They mostly revolve around Leadership Bombs and Summoning.&lt;br /&gt;
*First thing about Chaos Daemons is that they now have unmodifiable saves. Specifically not Invulns so they can never be stripped away, but also unmodifiable for whatever reason. The saves are different when dealing with ranged or melee attacks, and some of the Greater Daemons have unmodifiable 3+. &lt;br /&gt;
*But that&#039;s not what makes them cheesy, what makes them cheesy is that you can summon Daemons within 9&amp;quot;. Either because the enemy has a low enough LD (which is easy enough to lower with the right combination of units and abilities), OR because you have a LOCUS nearby. With the &amp;quot;Malicious Misdirection&amp;quot; Warp Storm Surge, you can drop reinforcements turn 1, too. They can also soup without breaking monofaction bonuses, but at the cost of Warp Storm, and only CSM with 25% Daemons.&lt;br /&gt;
*&#039;&#039;&#039;Flamers…&#039;&#039;&#039; By the God Emperor, the Flamers of Tzeentch have proven to be the strongest option in not just Chaos Daemons, but the entirety of Chaos as well! Starting off, each flamer sports a lovely d6+3 assault flamer with Strength 5, further boosted by an Exalted Flamer’s +1 S and a Herald’s +1 Wound spell and rerollable wound rolls of 1. Nothing more is needed, for almost every unit that isn’t toughness 6 is wounded on a 2+ with -2 AP, 1d flame spam that can only be stopped by Transhuman rules or a wound cap.&lt;br /&gt;
**Flamers are a big fuck you to anything and everything, so what did GW do to nerf them? [[DERP|Removed the Auto-Hitting Flamer rule from Flamers]]. They now hit on 3+, but they&#039;re still exactly the same number of points before, and still get 3+d6 shots. Not only that, but you can increase their BS to a 2+ on a lucky warp storm roll and now gain the benefit of a Lord of Change’s reroll aura. While your overwatch isn&#039;t as scary anymore, you still have a 5/6 chance to hit with 15+5D6 S6 AP-2 +1 Wound. &lt;br /&gt;
*Most armies have a limitation on commanders, top ranking HQ’s, or overall powerhouses like a Daemon Prince. Codex Chaos Daemons lacks this restraint for any HQ; meaning any player with the points and funds to field greater daemons will have no trouble making a monster mash list. Running multiple Keepers of Secret in addition to Be’Lakor is not only surprisingly tanky, but combining that with the Warp Locus can lead to very devastating Alpha Strikes.&lt;br /&gt;
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===Imperial Guard===&lt;br /&gt;
*After a long arduous journey of being the only army with 8th edition rules, our friendly neighborhood treadhead has finally been bestowed abuse-worthy cheese. With the roll of 2 dice, Primaris Psykers can easily give any unit a trans-hit effect, while Cadian units (which are now available for all regiments) can easily pop a stratagem that gives them the transhuman effect as well. What could possibly go wrong?&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin.&#039;&#039;&#039; That’s how. Given that they’re the fresh hot &amp;quot;&amp;quot;new&amp;quot;&amp;quot; unit of the Guard, they were given a whole bunch of rules that [[Games Workshop|invalidated the Tempestus Scions that replaced them]]. &lt;br /&gt;
**First off, they can have an additional regimental trait along with the ones you picked for your whole army. &lt;br /&gt;
**Second, they have stratagems for dealing mortal wounds on every wound roll of 6 (Keep the [[Cadia|default Regiment]] and [[Leagues of Votann |every 6 to hit counts as UMWR of 6]]), increasing the AP on your lasguns, the aforementioned transhuman rule, and one that triggers their autowound on a 5 instead. &lt;br /&gt;
**Most importantly, they can be given orders: Take Aim! Gives them &#039;&#039;&#039;2+ to hit&#039;&#039;&#039; &#039;&#039;and&#039;&#039;  more AP, giving you a total of -4. With just 3 CP (more on this later) and fishing for [[what|5+s to hit]], your hotshots have the [[FATAL|penetrating]] power of a melta gun, while being tankier than half the tanks in the game thanks to flat 50% chances to fail in boh hitting and wounding&lt;br /&gt;
**Equip your command squad with the &#039;&#039;&#039;Finial of Nemrodesh 1st&#039;&#039;&#039; to ignore every hitroll modifier, and any rule to ignore wounds on an enemy unit. This will ensure even C’Tan shards and Abaddon cannot hide behind wound caps against your wall of guns.&lt;br /&gt;
**Using Ursula Creed to issue orders will give a +1 S to your lasguns and turn your basic flashlight into a S4 -2 (-4 with Hotshots) GEq killer that can go up against even MEqs and TEqs! [[FAIL|In a single edition, the basic guardsman squad has proven stronger, tougher, and more devastating than a superhuman tactical marine squad with boltguns]]&lt;br /&gt;
*All of the above implies you&#039;ve gone basic bitch Cadia. One of the casualties of the 9th Codex is all the variation of the various regiments; you have slightly more relics than a Custom Sept or Dynasty, but nowhere near in total. Some Regiments have had their specialties locked to KEYWORD stratagems that are part of your chosen doctrine, but theoretically any army can use all the stratagems [[Fail|but limited only on specific KEYWORD specialists]].&lt;br /&gt;
**But remember the boys [[Cadia|who are so]] &amp;lt;s&amp;gt;special&amp;lt;/s&amp;gt; &#039;&#039;&#039;[[Imperial Guard|badass]]&#039;&#039;&#039; that they can pick their own special snowflake traits? Yeah, it&#039;s the Kasrkin again. Not only are they targetable for all CADIAN strats, they&#039;re also often specifically worded to be able to do some Regiment/Tempestus specific traits, like UMWR6 are MWs (tempestus only before) and better AP. Whatever they cant do intrinsically can be given as the extra trait.&lt;br /&gt;
**Give the Kasrkin MECHANISED INFANTRY and they can pop out of transports after it moves; the keyword gives them access to the ARMOURED FIST strat for reroll all wound rolls. All that cheese above with AP and Wound Rolls gets even cheesier when you reroll all wounds. And you can pop them back inside the Transport just for fun. This also means you have wasted all your CP. But&lt;br /&gt;
*As a Guard Player, you have the Supreme Commander that gives you an extra CP, a trait for regaining CP on a 5+, another HQ that lets you CP reroll twice a phase, a psyker that farms CP, and a relic to make your opponent pay more CP. &lt;br /&gt;
**Does any of this make up for the fact that you&#039;re penalized the most for taking more than 1 detachment? No. Is this funny and let&#039;s you fuck with the opponent? Yes.&lt;br /&gt;
*Leman Russ owners will be laughing all across the battlefield with the wide variety of tools given by the rules team that can make them a very threatening bunch of treads. To ensure your tanks never lose, give your army the regimental traits &#039;&#039;&#039;Armoured Superiority&#039;&#039;&#039; and &#039;&#039;&#039;Mechanised Infantry&#039;&#039;&#039; so all your vehicles count as multiple models while allowing infantry within Chimeras to disembark immediately. Having multiple tanks advance into the center with a primaris psyker in a transport, one can easily have a large unflinching tank with the same trans rules as any other unit and more! Armoured Tracks gives your units a better save against D1 damage, smoke launchers adds more troubles to the hit roll, and leaving Leontus around can ensure your tanks have a plethora of orders to choose from including ObSec to said tanks or a 5+++ FNP against Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
==Fermented Lactation Derivatives==&lt;br /&gt;
*&#039;&#039;&#039;The Emperor and His Custodes&#039;&#039;&#039;: Le Gruyère Aop Surchoix&lt;br /&gt;
* &#039;&#039;&#039;Imperial Guard&#039;&#039;&#039;: Store brand Cheez-Whiz equivalent&lt;br /&gt;
* &#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039;: Ultra-synthetic 1950s American Cheese&lt;br /&gt;
* &#039;&#039;&#039;T&#039;au&#039;&#039;&#039;: Sakura Cheese&lt;br /&gt;
* &#039;&#039;&#039;Eldar&#039;&#039;&#039;: 40 Year old Cheddar&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039;: &#039;&#039;Extra&#039;&#039; Sharp 400 Year Old Cheddar&lt;br /&gt;
* &#039;&#039;&#039;Necrons&#039;&#039;&#039;: [https://www.businessinsider.com/egypt-2600-year-old-pots-cheese-found-at-pharaohs-necropolis-2022-9 Ḥlm (Halōm, known in modern times as Halloumi)]&lt;br /&gt;
*&#039;&#039;&#039;Orks&#039;&#039;&#039;: &amp;lt;s&amp;gt;Blue Cheese&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WE’Z NOT BLUE YA ZOGGIN GITS! &amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sisters of Battle&#039;&#039;&#039;: Smoked Gruyère&lt;br /&gt;
* &#039;&#039;&#039;Ultramarines&#039;&#039;&#039;: Roquefort&lt;br /&gt;
* &#039;&#039;&#039;Salamanders&#039;&#039;&#039;: Scamorza&lt;br /&gt;
* &#039;&#039;&#039;Raven Guards&#039;&#039;&#039;: Takelma Cheese&lt;br /&gt;
* &#039;&#039;&#039;Blood Angels&#039;&#039;&#039;: Saint Angel Cheese&lt;br /&gt;
* &#039;&#039;&#039;Iron Hands&#039;&#039;&#039;: Chhurpi&lt;br /&gt;
* &#039;&#039;&#039;Nurgle&#039;&#039;&#039;: Epoisse de Bourgogne&lt;br /&gt;
*&#039;&#039;&#039;Death Guard&#039;&#039;&#039;: Casu Marzu&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons&#039;&#039;&#039;: Rumi&lt;br /&gt;
*&#039;&#039;&#039;World Eaters&#039;&#039;&#039;: Pecorino Romano&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;: Mommy&#039;s Milk Cheese&lt;br /&gt;
*&#039;&#039;&#039;Black Legion&#039;&#039;&#039;: Cheese Blend&lt;br /&gt;
* &#039;&#039;&#039;Tyranids&#039;&#039;&#039;: Ricotta&lt;br /&gt;
*&#039;&#039;&#039;Genestealers&#039;&#039;&#039;: Ricotta Forte (&#039;&#039;Ricotta Scanta&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039;: Queso de Bola&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Dark_Eldar&amp;diff=63054</id>
		<title>Warhammer 40,000/7th Edition Tactics/Dark Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Dark_Eldar&amp;diff=63054"/>
		<updated>2023-02-26T20:31:08Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Desperate Allies */&lt;/p&gt;
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This is the [[Warhammer_40,000/7th Edition Tactics|previous Edition&#039;s]] Dark Eldar tactics. [[Warhammer_40,000/6th_Edition_Tactics/Dark_Eldar|6th Edition Tactics are here.]] [[Warhammer 40,000/3rd Edition Revised Tactics/Dark Eldar|The Old Codex is here also.]]&lt;br /&gt;
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==Why Play Dark Eldar==&lt;br /&gt;
[[File:Codex Dark Eldar Cover 7e.jpg|300px|right|thumb|]]&lt;br /&gt;
Do you want to be a [[Tumblr|unique snowflake]]? Do you like drugs, excessive body modification, pillaging and raping? Do you like instilling fear into your opponent with lightning fast speed and devastating weaponry at the expense of armor? Then DE are for you. This is 40k on hardcore mode. If things don&#039;t go [[Just as planned]] you&#039;ll be going down like a ten dollar hooker/ rent-boy. This is not a forgiving army and not for the faint of heart; it is riddled with drawbacks and is damned tough to play. If things go your way, however, your opponents will be torn to shreds in record time without even knowing what just hit them.&lt;br /&gt;
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Welcome to the world&#039;s most elite club.&lt;br /&gt;
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Dark Eldar are one of the (if not &#039;&#039;&#039;the&#039;&#039;&#039;) [[Sisters of Battle|least-played armies in games and table-top]] - and it&#039;s not hard to see why. They are even more unforgiving of mistakes in gameplay than the Eldar are, they have exceedingly fragile armor for the bulk of their forces, and focus almost entirely on a mix of blinding speed and raw, balls-out firepower. They pack dozens of ways to lower an enemy&#039;s morale and plenty of weaponry that sprays massive barrages of undiluted [[Exterminatus|rape]] in the general direction of their opponents.&lt;br /&gt;
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Almost every unit can find at least &#039;&#039;some&#039;&#039; use in a competitive Dark Eldar army, in no small part because of their ability to load anti-tank weapons in anti-infantry transports - and vice versa, backing this with versatile fast-attack and heavy support choices that can attack damned near anything to some degree. This compartmentalized army design means that the new Dark Eldar lessens how severe losses used to be for this army, and generally makes it more consistent (previously it was an army that either steamrolled you or got kerb-stomped).&lt;br /&gt;
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Creating a solid Dark Eldar army is a balancing act, and involves setting things up so that you have redundant units and failsafes. The general gist is that this ensures that if you lose a squad, you&#039;re still in the fight. Paired with the Dark Eldar&#039;s heavy firepower, this makes them a daunting thing to face.&lt;br /&gt;
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One last thing of note is the sheer quality of their models - Dark Eldar models of both Infantry and Vehicle flavors are amongst the best that Games Workshop makes, period, and they have some truly stunning and impressive designs. When contrasted to the ramshackle look of the Orks&#039; vehicles, the boxy look of the Imperium&#039;s vehicles, or the simple elegance of the Eldar or Tau&#039;s vehicles, the Dark Eldar vehicles have sleek, predatory looks and their models have this cruel look that all but oozes with malevolence. Their army also offers a wealth of customization options, and just as many conversion opportunities. In a great many ways, this is the army for those who want to boast both a tough army to use and one that looks just as good.. In addition to this the dark eldar boast some of the cheapest and yet best sets, with their troops costing $35 CAD and it being a beautiful multi part plastic kit. The Scourges are also worthy of note, costing only $30 CAD they are a great bargain (by gw&#039;s standards anyways). On the flipside though they have the absolute least forgeworld support, with only two kits on offer, one of which is a conversion for a plastic kit.&lt;br /&gt;
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&#039;&#039;&#039;What&#039;s New With 7th Edition Dark Eldar&#039;&#039;&#039;&lt;br /&gt;
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1) Wyches. I hope you have room on your shelf, because your Wyches are now likely to be residents of your favorite display case. their special weapons are changed to ap5 and giving you rerolls, the new Combat Drugs don&#039;t really make up for generic Eldar fighting stats with generic close combat weapons. &lt;br /&gt;
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2) Flickerfields are limited to being a standard Venom upgrade, no one else can have them anymore.  100% shitty as well, while the Night Shields do boost your jink.&lt;br /&gt;
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3) Webway Portals are now No-Scatter Deepstrike for the IC, his unit, and their transport. One of the good new things in the new Codex. &lt;br /&gt;
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4) Reavers lost their turbo boost attacks, but got the equally good prize of improved Hammer of Wrath hits. With hit and run, and strength 4 rending HOW, with cluster caltrops now giving you D6 strength 6 rending HOW. Basically their role has changed but they still rock at their cheap cost.&lt;br /&gt;
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5) Incubi got cheaper. They still don&#039;t have grenades, and no way to give them grenades either. Klaivexes lost their powers and now just get Rampage, plus 1 WS, I, A and Ld. Still, AP2 at Initiative 6 is awesome.&lt;br /&gt;
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6) Hellglaives do not grant +1A, they are now +1 strength and AP5. The champion&#039;s stunclaw got changed to just a hellglaive that is one handed and has instant death in challenges. Very cheap though.&lt;br /&gt;
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7) Splinter cannons are salvo weapons. Not much difference except range 18 when you move now, not a big issue in a gunboat configuration.&lt;br /&gt;
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8) power from pain got a boost, with a few ways of buffing the pain making some units very scary late game.&lt;br /&gt;
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9) The grenade launchers shoot actual grenades now. These just cause mini psychic scream at the end of the shooting phase, which Fearless models (so feel free to kill those pesky Daemons and remember that Zealot does not prevent this) and (most) Space Marines are immune to, which is pretty much everyone you&#039;d want to shoot, but there are a few ways of reducing leadership to make these more effective.&lt;br /&gt;
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10) We got no new units, just some new gear. Compared to the [[Grey Knights]], we&#039;ve actually lost little.  Only 5 named HQs and the Harlequins, though only 2 or 3 of them were really used. If you know the old Codex, nothing in the new one will surprise you.&lt;br /&gt;
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Fair warning, with the way newer 7th edition codices are going (especially the new release your Craftworld cousins got) and the shitty (albeit predictable) FAQ recently, Dark Eldar are one of the worst armies (alongside Orks) in the game as ignores/reduces cover becomes more common and the previous advantage of high speed and firepower becomes weak compared to everyone else. In fact, it has no advantage as your constant jinking and high speed means your precious models become shitty as hell at shooting (thankfully the final FAQ makes clear passengers in jinking transports do NOT need to snapfire. Rejoice and jink everything, all the time!). The Militarum Tempestus (Storm Trooper) Codex does everything you do but are better in every practical way. You can still win by everything going according to your plan but this doesn&#039;t let you tear your enemy to shreds as much as it does let you break even. On a side note however the Haemonculus Coven supplement is pretty good.&lt;br /&gt;
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==Realspace Raiders Detachment==&lt;br /&gt;
The unique FOC for the Deldar, this runs like a plain FOC, but one FA is mandatory, and the other 5 (!!) are optional.  Yeah, 6 troops AND 6 FA.  Beastmaster and Scourge spam FTW!  It also gives the mandatory Codex Trait re-roll and during the first turn and all Night Fighting turns afterward, all models get a 6+ cover save while troops get a 5+ cover save. Suck it Imotekh.&lt;br /&gt;
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Unlike most of the other army-specific FOC this is actually pretty useful. If you&#039;re not using at least 1 Fast Attack choice with Dark Eldar, you&#039;re using them wrong and the extra 5 are nice to have, given how crowded the FA slot is currently. Plus, the cover saves are pretty nice and losing Objective Secured isn&#039;t that big a deal for Dark Eldar (sitting on objectives isn&#039;t really our thing). Be aware, no Fortifications or Lords of War though.&lt;br /&gt;
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===Tactical Objectives===&lt;br /&gt;
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*&#039;&#039;&#039;11 - Take Them Alive!:&#039;&#039;&#039; 1 VP for a destroyed non-vehicle model during your assault phase.  Upped to d3 for an IC.&lt;br /&gt;
*&#039;&#039;&#039;12 - Fear and Terror:&#039;&#039;&#039; 1 VP for a failed Morale, Pinning, or Fear test.  Yeeeah, don&#039;t count on it.  Unless the other guy&#039;s using Orks.&lt;br /&gt;
*&#039;&#039;&#039;13 - Death From a Thousand Cuts:&#039;&#039;&#039; VP if you removed 3 models from differing units during your turn.  d3 if you removed 6 from differing units.&lt;br /&gt;
*&#039;&#039;&#039;14 - No Escape:&#039;&#039;&#039; 1 VP if you have an enemy falling back or if you killed a model with Stealth/Shrouded during your turn.  Pretty nice idea to grab, if only you had something that ignored cover reliably.&lt;br /&gt;
*&#039;&#039;&#039;15 - Pain, In All Its Forms:&#039;&#039;&#039; 1 VP if you destroyed a unit during your shooting/assault.  d3 if you killed a unit during both phases, and d3+3 if you killed 3+ units during both phases.&lt;br /&gt;
*&#039;&#039;&#039;16 - Trophy Hunter:&#039;&#039;&#039; The enemy picks one objective or character.  You win 1 VP if you get the objective/kill the character, which ups to 2 if you did it the turn you drew the card. If you get this one pray your not facing an uber-deathstar, or Smashfucker, because you will lose that fight.&lt;br /&gt;
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==Warlord Traits==&lt;br /&gt;
# &#039;&#039;&#039;Ancient Evil&#039;&#039;&#039;: Everyone within 12&amp;quot; of the Warlord has Fear.  Meh.  Fear is as useless as ever.  Urien begins with it. Alright combo with the Armour of Misery.&lt;br /&gt;
# &#039;&#039;&#039;Labyrinthine Cunning&#039;&#039;&#039;: Re-rolls on Seize, Night Fighting, and Reserves.  This is probably the best trait in the history of ever. HOPE YOU GET IT NOW.&lt;br /&gt;
# &#039;&#039;&#039;Soulthirst&#039;&#039;&#039;: Rage.  Pretty useful on a Succubus or on a properly kitted-out Court Archon.  Not so much on a Haemonculus.&lt;br /&gt;
# &#039;&#039;&#039;Hatred Eternal&#039;&#039;&#039;: Hatred, which is straight-up better than rage thus rendering Soulthirst pointless. They really should have put something different there.&lt;br /&gt;
# &#039;&#039;&#039;Blood Dancer&#039;&#039;&#039;: +1 WS.  A good one for a Succubus, because the move from 8-9 is a big deal in a game where most things you&#039;ll be vaguely concerned with in close combat are WS4.  Not much use on an Archon as the 7-8 jump doesn&#039;t really give much advantage unless you&#039;re up against another WS7/8 model, and the chances of getting into a fight with a Phoenix Lord, Hive Tyrant or another Archon are fairly low.  Haemonculi aren&#039;t particularly interested, unless they get into a feel no pain bubble fight with a Sanguinary Priest. Lelith has this for WS10 when she&#039;s the Warlord.&lt;br /&gt;
# &#039;&#039;&#039;Towering Arrogance&#039;&#039;&#039;: All units within 12&amp;quot; of the Warlord have Fearless, which is also pretty awesome, especially if things go tits-up too soon. Useless on from turn 5 onward though due to PFP.&lt;br /&gt;
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===Fighter Aces===&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable).&lt;br /&gt;
#&#039;&#039;&#039;Dance of the Dawn&#039;&#039;&#039; - +1 BS.  Pretty nice grab.&lt;br /&gt;
#&#039;&#039;&#039;Dance of the Dusk&#039;&#039;&#039; - Fighter Ace can pivot 180 before moving.  Pretty good to help bait with your planes, because you&#039;ll never take them on in a brawl.&lt;br /&gt;
#&#039;&#039;&#039;Symbol of Khaine&#039;&#039;&#039; - Fellow models within 12&amp;quot; of a Fighter Ace with the same codex gain Hatred.  Not too bad on your guys, but not something to bring for a Warrior/Trueborn-heavy force or Scourges.&lt;br /&gt;
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==Dark Eldar Rules and Wargear==&lt;br /&gt;
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===Dark Eldar Special Rules===&lt;br /&gt;
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*&#039;&#039;&#039;Night Vision:&#039;&#039;&#039; Basically every model that matters (except a couple of the Archon&#039;s Retinue) have Night Vision. This is fairly useful as the new detachment gives you boosts during night time.&lt;br /&gt;
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*&#039;&#039;&#039;Power From Pain:&#039;&#039;&#039; Another VERY important ability with a MAJOR reworking, it gives all units in the army special powers as the rounds go by, and the Haemonculus now gives himself and his unit +1 turn to the turn for benefits on the pain table, so kinda useless in units of wracks, but useful on those wyches that fall over to a stiff breeze. This change means everyone gets tougher, not just your units that cause damage. The new version completely changes the way Dark Eldar play. Previously, they were an army that favored early aggression to earn those bonuses. Now you have to balance that with holding back long enough for the bonuses to accumulate.&lt;br /&gt;
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# Nothing.&lt;br /&gt;
# Feel No Pain (6+).&lt;br /&gt;
# FNP (5+) &lt;br /&gt;
# Furious Charge (Fun on Incubi!)&lt;br /&gt;
# Fearless (do not forget to Go to Ground on round 4)&lt;br /&gt;
#Rage&lt;br /&gt;
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Turn 6 charges are super nasty, and by turn 5 you&#039;re entirely fearless.&lt;br /&gt;
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*&#039;&#039;&#039;Combat Drugs:&#039;&#039;&#039; Combat Drugs are available to Succubi, Wyches, Bloodbrides, Hellions, and Reavers. You have to roll for the entire army, which is both more and less risky than before now that poor ol&#039; Duke is out. With a good roll you can start with some of your most important units having a good stat bonus, but on a bad roll...everyone suffers. The results are as follows:&lt;br /&gt;
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# &#039;&#039;&#039;Adrenalight&#039;&#039;&#039; Bath Salts. +1 Attack. Even TEQs are gonna start feeling the hurt when your Wyches pump out 4 attacks each on the Charge. &#039;&#039;&#039;Good.&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Grave Lotus&#039;&#039;&#039; PCP. +1 Strength. So you&#039;re saying we wound Marines on a 4+ instead of a 5+? Fucking awesome! &#039;&#039;&#039;Great!&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Hypex&#039;&#039;&#039; Speed. +1 Initiative is usually fairly useless unless you&#039;re up against other Dark Eldar, everything with combat drugs is already I6 or higher. It is handy for Sweeping Advances though. &#039;&#039;&#039;So-so.&#039;&#039;&#039; (If you&#039;re going Reaver heavy, also helps you easily secure the breakaway on Hit &amp;amp; Run)&lt;br /&gt;
# &#039;&#039;&#039;Painbringer&#039;&#039;&#039; Meth. + 1 Toughness.  You&#039;re Dark Eldar, T4 makes you not auto explode to bolter fire, and reavers go to T5. Worth noting that this stops S6 and S7 weapons from causing ID, allowing Feel No Pain rolls to be made against failed saves. &#039;&#039;&#039;Good.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Serpentin&#039;&#039;&#039; Cocaine. +1 WS. Good for hitting Marines and other Eldar on a 3+. Statistically similar to getting another attack for most models. Not as good as just getting another attack and for their price and fluff Wyches should be WS5 anyway. &#039;&#039;&#039;So-so.&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Splintermind&#039;&#039;&#039; Tylenol.  +1 Ld.  Weak compared to the old codex. You want the drugs to help you kill more things, not soften the blow when you lose because your drugs didn&#039;t help. &#039;&#039;&#039;Putrid.&#039;&#039;&#039;&lt;br /&gt;
This table is nice overall, just remember your drugs during the game.&lt;br /&gt;
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===Wargear===&lt;br /&gt;
====Weapons====&lt;br /&gt;
* &#039;&#039;&#039;Archite Glaive&#039;&#039;&#039;: A unique weapon with two profiles: A basic AP3 weapon or a Two-Handed S+1 AP2 weapon, this is one of our only AP2 weapons left, and [[Derp|it&#039;s for the Succubus only.]] Just demiklaives for a Succubus.&lt;br /&gt;
* &#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Now the only power weapon available to Dark Eldar (aside from the Solarite&#039;s option for a Power Lance).  It&#039;s none too frightening, and the loss of the maul is a bit sad. But fairly cheap and widely available.&lt;br /&gt;
* &#039;&#039;&#039;Huskblade:&#039;&#039;&#039; AP3, Instant Death. The loss of AP2 now makes it nothing like the auto-take it was.  It&#039;s still rather good at killing, and a nasty surprise for those multi wound enemies with 3+ armour. It would be actually very good weapon against [[Wraithknight|Wraithknights]] if only [[Derp|Archon was able to wound the aforementioned with his Strength.]] Fortunately, we have Agonizers for that...(sadly with the new wraithknights gargantuan status, agonizers are almost useless against it, but still more reliable than any weapon at S4 or below.)&lt;br /&gt;
* &#039;&#039;&#039;Ossefactor&#039;&#039;&#039;: A bizarre Wrack weapon, it&#039;s 24&amp;quot; assault 1 AP2 with Fleshbane.  As a bonus, if a non-vehicle model dies, the rest of his unit must now take d6 AP- hits with Ignores Cover, the strength is equal to the toughness of the model that died as his bones shoot out and kill everyone nearby. The issue is that it&#039;s only Assault 1, which means that it&#039;ll probably only begin to frighten TEQ and MCs, and that if you buy a lot of them you&#039;re missing out on Liquifiers (which did get nerfed pretty hard, but are still among the best choices for a unit expecting to rush up and grab some objectives). If you&#039;re gonna have your Wracks hang out in the back to hold them objectives, then it&#039;s a good choice though.&lt;br /&gt;
* &#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Meh. Short range and high price kind of let this one out. Most things that can take it can take Haywire Grenades, which are more reliable and longer ranged anyway (8&amp;quot;).&lt;br /&gt;
** &#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; People don&#039;t expect S8 AP2 Lance weapons in Pistol form. Giving this to a Succubus or Hekatrix (who should be as close as possible to the enemy anyway) can be a nasty surprise for your opponent and essentially a free kill/wound/hull point before you charge.&lt;br /&gt;
* &#039;&#039;&#039;Blaster:&#039;&#039;&#039; At 15 points and BS7, this can be kind of priceless; but only if you have the points to burn. Kitting your Archon out to go tank hunting is rarely cost effective, and you also lose the attack for two CCW if you drop your pistol.&lt;br /&gt;
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===Artefacts of Cruelty===&lt;br /&gt;
* &#039;&#039;&#039;Parasite&#039;s Kiss&#039;&#039;&#039;: A cheap new MC Splinter Pistol with 2+ Poison.  It&#039;ll give you back any wounds you inflict, which sounds nice, but for a pistol?  You practically need to hit in combat to make it earn its worth back, and Overwatch will not be kind to you. Also AP5 is just not that good. But only 5pts, ask yourself &amp;quot;why should I not take this pistol?&amp;quot; Same cost and better stats than a stinger pistol too.&lt;br /&gt;
** &#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; It may have a niche use and special ability that will probably never see the light of day, but it&#039;s only 5 points. Use it to fill an odd point gap when you&#039;ve got 995 of your 1000 point army. If it heals a wound that helps you survive Overwatch, or gives you an extra wound for your next combat, it&#039;s already made its points back. Not to mention that it does replace your pistol or CCW when you take it - meaning you can fire both it and your other pistol in the shooting phase per the Gunslinger rule.&lt;br /&gt;
* &#039;&#039;&#039;Armour of Misery&#039;&#039;&#039;: 4+/6++ armor with Fear, it forces models within 6&amp;quot; to suffer -2 Ld.  Alright in fights with flimsy Tau and Orks, where Fear will hurt. The Haemonculus will thank you for the extra armour, and this armour could be combined with the new grenades if you get close enough.&lt;br /&gt;
**If you have a nearby allied Hemlock or similar leadership-punishing units, this armour helps to lay on the pain. &lt;br /&gt;
* &#039;&#039;&#039;Animus Vitae:&#039;&#039;&#039; Once per game, you can fire this 8&amp;quot; S4 AP2 shot that grants all units +1 on their PFP (including enemy Dark Eldar) if it inflicts an unsaved wound.  If you can actually score it, then good on ya! Problem being it isn&#039;t even a blast, so there&#039;s a pretty high chance that one S4 shot will just fail to wound or bounce off of cover, but for 20pts why the hell not? Try to use it on something as weak as possible, like a swarm or something. But 20pts is a lot for something that has a good chance to do fuck all.&lt;br /&gt;
** &#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Always take this. Always. Yeah it&#039;s not a guarantee but it combos EXTREMELY well with a Webway Portal (allowing you to drop the wielder close enough to an any enemy unit to use it, and someplace they might not get a cover save) and if it wounds, it&#039;ll benefit your ENTIRE army. That&#039;s worth 20 points I think.&lt;br /&gt;
* &#039;&#039;&#039;Archangel of Pain&#039;&#039;&#039;: Once per game, all enemy units within 9&amp;quot; have to take an LD test at -2Ld or take an unsavable wound per point failed.  Pretty much nerfed against ATSKNF or Fearless by explicitly saying in the rules that wounds cannot be allocated to those models, so it&#039;s kinda pointless to grab in most cases. Why these units are immune isn&#039;t really explained. They just are, which makes it pretty useless.&lt;br /&gt;
** If you&#039;re up against castled guard/tau/eldar combine this, another character with the Armour of misery and a webway portal for a non scattering rapebomb, that&#039;ll make your opponent rage quit!&lt;br /&gt;
* &#039;&#039;&#039;Helm of Spite&#039;&#039;&#039;: Friendlies within 12&amp;quot; have &#039;&#039;Adamantium Will&#039;&#039;.  Psykers within that range Perils on any doubles.  Kinda okay, but it&#039;s kinda dodgy to make worth. Remmber that Perils can&#039;t be saved against and so it&#039;s alright against tougher pykers that that like to get close, like greater daemons and heralds. But it is a costly 25pts; you should just spend it on an agoniser or something.&lt;br /&gt;
* &#039;&#039;&#039;Djinn Blade:&#039;&#039;&#039; 30 points for basically 2 attacks that could rebel against you (Roll a d6.  On a 1, it does an unsavable wound. An agoniser is better and cheaper.  Probably the worst relic weapon in the game.&lt;br /&gt;
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====Arcane Wargear (Special-Issue Wargear)====&lt;br /&gt;
* &#039;&#039;&#039;Haywire Grenades:&#039;&#039;&#039; If you&#039;ve got 5 points to burn, there are worse places to drop it, although generally speaking Archons shouldn&#039;t be going up against vehicles. I think these are must takes in everything that can take them. Everything, including some Trueborn units. Your initiative is higher than most Superheavies, or some don&#039;t have an Initiative at all (hello tanks) and Haywires no longer have reduced effectiveness on them. Pile on the Haywire hits and these just vaporize even Imperial Knights. Lances &amp;lt; Haywires in terms of absolute effectiveness...Just...you need to get into 8&amp;quot; range to throw them... It&#039;s cheap too, so it&#039;s probably worth it.&lt;br /&gt;
* &#039;&#039;&#039;Phantasm Grenade Launcher:&#039;&#039;&#039; This can often be taken by unit Champions too. It&#039;s only S1 AP-, but if someone gets hit they have to test Ld or take an unsavable wound per point failed.  Of course, it&#039;s useless against ATSKNF and Fearless, meaning most armies.  It also no longer grant assault and defensive grenades, meaning the Incubi now have no way of getting them as GW still didn&#039;t see fit to give their tormentors rules to that effect.&lt;br /&gt;
* &#039;&#039;&#039;Clone Field:&#039;&#039;&#039; Straight up 4+ invulnerable save. Unlike the Shadow Field, it doesn&#039;t go away when you fail it. Considering the Archon is still T3, the first time you fail either of these he&#039;ll likely be instagibbed. Shadowfield is just better. &lt;br /&gt;
**&#039;&#039;&#039;An alternate opinion:&#039;&#039;&#039; It is half the cost of a shadow field so if you are just going for a &#039;cheap as chips&#039; HQ it can be helpful. Take and Archon with a clone field and a power sword (only 100pts) for a standard 5 attacks at AP3 and a great weapon skill.&lt;br /&gt;
* &#039;&#039;&#039;Webway Portal:&#039;&#039;&#039; The new darling of the codex, this once-dubious item can now grant the user and his or her squad/transport a perfect Deep Strike.  This means that, if properly placed, you can finally give Wyches (and your Succubus) a damned fine way to finally get into the fleshy parts of the army. More importantly you can bring in things like Medusae with their S4 AP3 templates and a wall of tough and fairly killy Sslyth to protect them. &amp;lt;s&amp;gt;However, Wraithguard being bulky means they take up every slot in the raider.&amp;lt;/s&amp;gt; You can&#039;t begin the game inside an ally&#039;s transport, but thing is: why do you even need it in the first place? Deep Strike is given both to Character and his unit.&lt;br /&gt;
** Note on Notation: &amp;quot;&#039;&#039;&#039;WWP&#039;&#039;&#039;&amp;quot; is used frequently on this page to refer to the &#039;&#039;Webway Portal&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Shadow Field:&#039;&#039;&#039; 2++, goes away at the end of the phase in which you failed the save (Consider using Fortune to both keep the Archon alive and really piss your opponent off). If you&#039;re serious about having your Archon be something other than a cheap required HQ choice (which a Lhamaean does better anyway) then this should be one of your first choices. Lasting the whole phase is a substantial upgrade letting you keep the invul against any powerfists striking later in the combat or indeed heavy weapons hoping to snipe you off, neither of which you can feel no pain. Superb choice&lt;br /&gt;
* &#039;&#039;&#039;Soul-Trap:&#039;&#039;&#039; Cheap upgrade for your Archon that says every time he inflicts an unsaved wound in a challenge on an enemy character, he gains +1 STRENGTH (up to 10). Might be worth taking but squad leaders will refuse your challenge to deny you the bonus (Meaning the Powerfist sarge cant fight you while you kill his friends)and enemy leaders will let your attacks bounce off of their 2+ armour (assuming they do have it, if not let your archite glave succubus handle em). useful against Chaos Marines and SW/Orks supplements as they have to accept challenges. But those 10pts can be spent better elsewhere if you don&#039;t intend on constant challenging, it is kinda situational. if you have given the Archon and agoniser (like a good boy/girl) it&#039;ll start letting you re roll to wound as soon as you require better than a 4+ to wound (6 ws bejesus attacks at AP3 with effectively shred? whats not to love!)&lt;br /&gt;
&lt;br /&gt;
====Weapons of Torture====&lt;br /&gt;
*&#039;&#039;&#039;Mindphase Gauntlet&#039;&#039;&#039;: A basic CCW with Concussive.  Not bad for a surprise hit, but it&#039;s not something to rely on.&lt;br /&gt;
*&#039;&#039;&#039;Flesh Gauntlet&#039;&#039;&#039;: A CCW that has Poisoned and can inflict ID on a 6 to-wound.  Grotesques now have these as standard so are even better than before.&lt;br /&gt;
* &#039;&#039;&#039;Scissorhand:&#039;&#039;&#039; Poisoned CCW with Rending. Very decent cheap upgrade for your haemy.&lt;br /&gt;
* &#039;&#039;&#039;Venom Blade:&#039;&#039;&#039; 2+ Poisoned Attacks. Now can only be taken on Acothysts and Solarites because they&#039;re the only ones whose kits contain them, which is ridiculous because the Dark Eldar kits were all designed with compatibility in mind.&lt;br /&gt;
**You could argue that when it says &amp;quot;Acothyst only&amp;quot; it may just mean that Acothysts may only choose weapons with &amp;quot;Acothyst only&amp;quot; and everyone else can take it if they wish. It wouldn&#039;t be the worst rule to break/bend anyway.&lt;br /&gt;
* &#039;&#039;&#039;Electrocorrosive Whip:&#039;&#039;&#039; AP3, poison 5+, and Concussive. A bit better than before.  Now confusingly exclusive to the Acothyst, though they can find uses for this, especially with a supporting Haem or Cronos for more FNP.&lt;br /&gt;
* &#039;&#039;&#039;Agonizer:&#039;&#039;&#039; Poison 4+ to Wound , AP3. If you&#039;re kitting out your Archon, this is one of the better options. The poison can potentially be used in conjunction with a soul trap if you manage to win a couple of challenges.&lt;br /&gt;
&lt;br /&gt;
====Tools of Torment====&lt;br /&gt;
*&#039;&#039;&#039;Stinger Pistol&#039;&#039;&#039;: A S1 AP5 pistol that wounds on a 2+. There so you can dump a few spare points, but then could get you haywire grenade instead.&lt;br /&gt;
* &#039;&#039;&#039;Hexrifle:&#039;&#039;&#039; Sniper Rifle with AP4 and Assault 1 (as opposed to Heavy). Precision Shots gain Instant Death.&lt;br /&gt;
* &#039;&#039;&#039;Liquifier Gun:&#039;&#039;&#039; S3 Flamer with AP(D6). Also available to Wracks and Grotesques. Should instantly be one of your first choices, as Flame Templates are always good and if you roll AP3, 2 or 1 against some Marines in cover you might just cause your opponent to break down and cry.  Also potentially lulzy in Overwatch. But only being strength 3, marines will laugh at your puny attempt to wound them ON A 5+.... (but then your BB&#039;s DOOM is a always a nice remedy, isn&#039;t it?)&lt;br /&gt;
** &#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; At 15 points each, Liquifiers aren&#039;t worth it. MEQ&#039;s will laugh off the st3 hits even if you roll a good AP, and against lighter infantry you&#039;re paying three times as much as an Imperial flamer for something that&#039;s less effective. Save your points.&lt;br /&gt;
&lt;br /&gt;
====Dark Eldar Vehicle Upgrades====&lt;br /&gt;
*&#039;&#039;&#039;Chain Snares:&#039;&#039;&#039; Essentially redundant now that the Shock Prow exists, as this only gives your vehicles Tank Shock, but not ramming.  Venoms can take this, but they shouldn&#039;t be ramming in the first place. But seeing as how the Realspace Raider Detachment doesn&#039;t confer &#039;objective secured&#039; to your troops, you can use them to shock enemy troops from the objective and potentially steal VPs with troops close by using Fleet. Decent with 4+ jink or the 5++ flickerfield. &lt;br /&gt;
*&#039;&#039;&#039;Enhanced Aethersails:&#039;&#039;&#039; Now makes Flat-Out moves 24&amp;quot;, so it&#039;s only good for sprinting some key units somewhere to fire their payload next turn.  This is not a great idea for dropping off transports, but then again doing that never is.&lt;br /&gt;
**&#039;&#039;&#039;Alternate take:&#039;&#039;&#039; Dark Eldar suck at holding objectives, but dominate at claiming them. Enhanced Aethersails means that when you draw a Take and Hold or Seize Ground card, you can make a mad 36&amp;quot; dash and often claim it in one turn. If you&#039;re not using Reavers (who can do this over 48&amp;quot;) consider the Sails for objective claiming. &lt;br /&gt;
* &#039;&#039;&#039;Grisly Trophies:&#039;&#039;&#039; Friendly models within 6&amp;quot; can reroll failed LD tests. Not generally all that useful, as your army is mobile enough to not be within 6&amp;quot; of each other that often. Since Psychic powers no longer require LD tests, our one paltry use for them is now gone. Don&#039;t bother.&lt;br /&gt;
* &#039;&#039;&#039;Shock Prow:&#039;&#039;&#039;  &amp;quot;BEEP BEEP, MOTHERFUCKER!&amp;quot; Lets you tank shock and ram with your Raiders and Ravagers, and count your FA as 14 when ramming. A rather risky tactic that could allow you to turn your game into a giant, supersonic demolition derby match. This requires a lot of skill though, and is therefore only recommended for certain playstyles: Awesome ones. Still only a S7 hit, so you&#039;re going to have to pin-cushion vehicles with multiple Raiders, or use them to finish off whatever your ranges anti-armour weapons have almost destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Night Shields:&#039;&#039;&#039; Grants Stealth. This is pretty kickass, enjoy 3+ jink, means rushing your wyches up and jinxing might give you a fighting chance to make assault.  The Realspace Raid FOC gives your troop Raiders 5+ cover, plus NS for 4+ without jinking for the first turn and during night fighting. If you&#039;re in place you can sit still, jink for a 3+ and the passengers don&#039;t have to snapfire. Gold. Don&#039;t forget that even if you don&#039;t Jink, you still get a 6+ cover save from this. If you don&#039;t want your Ravager to be stuck firing Snap Shots, get 25% of it behind a ruin and enjoy your free 3+ cover save.&lt;br /&gt;
* &#039;&#039;&#039;Torment Grenade Launcher:&#039;&#039;&#039; harmless S1 AP- blast, but it forces anyone hit by it to test Ld or take an unsavable wound per extra point failed.  Useless on ATSKNF and Fearless, so useless on most armies. Note, however that rules say that it doesn&#039;t affect models, not units, with the Fearless rule(Neat, but Fearless is conferred to a unit via one model, so...). Pair this up with the armor of misery or a coven detachment for better negative leadership debuffs on targets.&lt;br /&gt;
* &#039;&#039;&#039;Splinter Racks:&#039;&#039;&#039; Lets embarked models fire any splinter weapon as twin-linked, TL Splinter Cannons? Yes please. Brilliant but remember that the raider is  there to give your troops better mobility while they kill. Still, it&#039;ll probably make back it&#039;s points the first time you fire it (it costs basically one MEQ) and it&#039;ll make any Flying Monstrous Creature in range weep. &lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; Anyone who thinks this isn&#039;t worth 15 points is an idiot. At long range it&#039;ll get your Splinter Rifles an average of 2 extra hits, and at close range it&#039;ll get you an average of 4 extra hits (not even counting the Cannon). Over the course of a game that is EASILY worth 15 points. Plus the Twin-Linked Overwatch could save your vehicle in a pinch. The real question, then, is, &amp;quot;Why are you &#039;&#039;not&#039;&#039; taking this?&amp;quot; Unless you&#039;re going up against an entirely mech army, never leave home without the racks.&lt;br /&gt;
* &#039;&#039;&#039;Flicker Fields&#039;&#039;&#039; Gives the vehicle a 5+ invulnerable save.  Sadly only available to the Venom, which is bad when our other vehicles are equally papier-mache in armor and would probably benefit from it more.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Archon&#039;&#039;&#039; - The core commander of many players&#039; Dark Eldar armies. Solid overall, with tons of Wargear options, including the Huskblade (an AP3 instant death weapon), which is more or less the nightmare of any unnamed character in the game (except a space marine commander that has taken a shield eternal, because space marines want to make you cry). Shadow Field is borderline-mandatory and goes in practically every Dark Eldar army list with an archon - almost everything else is up to you to pick, though power swords, as always, are good ideas (provided you want AP 3 and can&#039;t afford an Agonizer, Djinn Blade, or Huskblade; if you wanted AP 2 or Concussive, you need a different HQ). An Agonizer is also a good choice (and if you end up in a situation where it&#039;s not worth it, IE against Grots, you&#039;ve used the unit entirely wrong). Still, if you&#039;re willing to put in the points and have a use for it, an Archon can be an excellent choice, and your opponent will HATE you when it kills Kharn in a challenge and then chops up half the unit with the rest of their attacks. If you&#039;re gonna take an Archon, be aware they can&#039;t be both cheap and effective, but if you&#039;re willing to put in the points, they can be a brutally nasty CC character.&lt;br /&gt;
**&#039;&#039;&#039;An Alternate Take&#039;&#039;&#039; Since the Archon can have a Venom as a transport, it could be used as a [[DISTRACTION CARNIFEX]].&lt;br /&gt;
**&#039;&#039;&#039;Another Alternate Take&#039;&#039;&#039; Leave the close combat shenanigans to the Succubus, she&#039;s better at it anyway. Give your Archon a Blaster, stick him in a squad of Kabalite Trueborn also with Blasters on a Raider (hell, chuck in a couple of Splinter Cannons and slap a Splinter Rack on the Raider too if you like!) and go tank / MC hunting. This combo works delightfully with a Webway Portal, as you can surgically remove your opponent&#039;s biggest toy without worrying about deep-strike mishaps.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Court of the Archon:&#039;&#039;&#039; If you &#039;&#039;really&#039;&#039; want to you can add a retinue from the choices below - but you&#039;re often better off keeping him as an IC - bear this in mind.  The new codex now allows you to better kit this out to your advantage, as you&#039;re no longer required to stick to one of each into the court.  They also can grab the Archon a Raider if you feel like keeping one just to spam Sslyths or something.  The Lhaeman and Medusae both benefit from PFP. The Court can double as a cheap HQ option for budget lists, as the Retainer rule no longer requires an Archon for the unit to be taken at all, it just allows you to take a Court without using up a slot if you do have an Archon. None of the Court are Characters, so if you do go this route some other model in your army will likely end up being the Warlord, just keep that in mind. Great option for a secondary detachment, though.&lt;br /&gt;
**&#039;&#039;&#039;Medusae &#039;&#039;&#039; - Assault flamers. Have Str 4, AP 3.  The loss of the random AP, while statistically better, really only gives him one purpose: auto-overwatches.  Just to add to the buckets of Chaos Player tears everywhere. Also can work surprisingly well with Webway Portal.&lt;br /&gt;
***&#039;&#039;I&#039;ve&#039;&#039; got another purpose for you: You know how Space Marines love roasting your asses with flamers, and then laugh it off in their power armour when someone does the same to them? Grab a couple of these and let them gaze into Medusa&#039;s unblinking brown eye of doom.&lt;br /&gt;
**&#039;&#039;&#039;Lhamaeans &#039;&#039;&#039; - Basically Wyches with poisoned weapons that wound on 2 and ID on 6. That&#039;s all it is.  There&#039;s really not much reason to grab them compared to the others, other than to pad out the list and some bonus poison. Nice, cheap and great 2+ poisoned attacks though so don&#039;t be afraid to take one or two if you are looking to fill up the last seats in your Archon&#039;s party bus. Woah, hold on a sec, they have 2 attacks base (pistol + non specialist weapon)  with 2+ poison, take ten for 100 points, put them in a raider and launch it at a something you want to die. Enjoy your 30 attacks on the charge that wound on 2s. For 100 points you could do far worse.&lt;br /&gt;
**&#039;&#039;&#039;Ur-Ghuls&#039;&#039;&#039; - Decent on the charge but fail in every other regard. Take them only if you need warm bodies (they have FNP, so they&#039;ll last) and lots of regular attacks in your retinue. &lt;br /&gt;
**&#039;&#039;&#039;Sslyth&#039;&#039;&#039; - T5 Meatshields. Similar to Ur-Ghuls except they can carry shardcarbines. Also, if your Court has a majority of Sslyths, all hits against the unit are resolved against Sslyth&#039;s T5; save for precision shots. With 2 wounds each with FNP, they make excellent suckers for the Archon&#039;s Look out Sir! rolls. (Tip use these guys to eat wounds while you get your Archon pumped with the soul-trap).  If you haul a couple Sslyths along in a Raider with Splinter Racks, you&#039;ll have some fun as you shoot things to utter shit. With CCW and pistols and 3 attacks base, these guys will put out five S5 attacks on the charge. Great for finishing whatever survives your archondrop&#039;s shooting.&lt;br /&gt;
***To sum it up: while the Court isn&#039;t a bad choice in the same sense Mandrakes are, for their points there are definitely far more better choices. With the abolition of the one-of-each clause, you can now give some good meatshields if you really feel uncomfortable alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haemonculus&#039;&#039;&#039; - HQs that can be customized specifically for the troops you want them to lead that got slightly pricier at 70 but have the Ancient&#039;s statline by default. These guys serve a critical rule by granting the unit he&#039;s in as having a bonus turn for PFP rules, meaning free FNP.  Relatively tough and with access to some pretty heavy-duty wargear, including the Crucible of Malediction, which gives all psykers within 3d6&amp;quot; an unsavable S6 hit, and your only source of HQ-level Concussive, via the Mindphase Gauntlet, which is unfortunate, because Reavers and Acothysts with Electrocorrosive Whips are better at making Concussive attacks stick. In shooty lists, it&#039;s not uncommon to see a single, cheap haemonculus with a liquifier gun or a hex rifle (or an otherwise naked Archon with a blaster) stuck in with a larger squad just to fill up the mandatory HQ slot, because the DE will not be winning by combat in this edition (damn Overwatch).&lt;br /&gt;
** In the Covens supplement, these guys become your ONLY HQ choice.  This makes bringing them even more critical, as their PFP boosting is the only way the Grotesques can last despite their shit Leadership.  Keep them as cheap as possible, and keep the relics you grab from the covens as low as possible, because most of them kick ASS. &lt;br /&gt;
***Using the Parasite&#039;s Kiss coupled with a splinter pistol or a stinger pistol lets them gun-sling very efficiently&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Succubus&#039;&#039;&#039; - At a glance, the Succubus is kind of weird; she has 6+ armour (4++ Dodge during the Fight sub-phase), though with a damned fine statline befitting a Wych - but she has rather poor limited options, with the best ones being Agonizers, Power Swords, and the Archite Glaive, her only AP2 weapon. It may be a good idea to give her the Armour of Misery to increase her out-of-CC save to 4+/6++, and the combination of Fear and -2 Ld debuff makes it easier to decimate and scare away the opponents. Her biggest advantage, by far, is the ridiculously small amount of points she costs to get out; even fully-kitted out she&#039;s unlikely to reach 150 points. Worth taking if you plan to use Wych cults, especially as Lelith costs twice as much if you take a Succubus as-is. Also, unlike Lelith, she has combat drugs, which can definitely boost her combat potential. She won&#039;t last long outside of a combat so either hide her in a big unit of wyches or have her deep strike with them. She also makes a great secondary HQ due to her low points cost. Let your primary commander (the archon of course) go with the incubi or banshees while the succubus just sticks with the wyches to help tie down units until the archon arrives.&lt;br /&gt;
**One interesting idea might be to put a Succubus with the Archite Glaive and the Armour of Misery (the rest is optional) in a small team of Incubi (preferably with Klaivex). Not only do you get to mix &amp;quot;horny daemons&amp;quot; of both sexes but the entire team ends up with a number of high WS, high Initiative S4 AP2 melee attacks. Get them a dedicated Venom and skim around the map to remove distant objective holders, whether a squad of Cultists or Tac Marines. The FNP and Furious Charge the team gets as the game progresses significantly increases their effectiveness.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
[[Fail|Due to the new 7th Edition Codex, over half of our named Characters are gone, including the main player, Asdrubael Vect]]. ([https://www.youtube.com/watch?v=6a0Eu4bTY-4| Cue this reaction from Dark Eldar players towards GeeDubs]).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lelith Hesperax]]&#039;&#039;&#039; - High Weapons Skill and an amazing special rule make her a giant fire magnet, which is mostly offset by her 4++ save (3++ in close combat!). She makes your opponent sweat, since any squad she reaches close combat with is comprehensively screwed - unless she starts hammering away on something she&#039;ll have difficulty actually hurting (such as Plague Marines)- Strength 3 isn&#039;t doing her any favors. On the plus side, her armor-ignoring special rule makes her a great &#039;&#039;&amp;quot;fuck you&amp;quot;&#039;&#039; against [[Tarpit]]s and 2+ armor saves, meaning your Wyches will spend less time mulching conscripts and more time focusing on actual threats. Her lack of combat drugs is also irritating due to how useful those buffs would be on her...though it&#039;s all worth it when you split her off from her unit and send her into a Fire Warrior blob. The mental images are priceless. (And fap-worthy.)  To add insult to injury, she also can re-roll to-hit and to-wound in a challenge. If you&#039;ve gotten Lelith into close combat with a vehicle, you are using her &#039;&#039;entirely wrong&#039;&#039;. If you really feel uncomfortable on taking tough things in combat, you can buy an Impaler - her special rule overrides the AP5, and she gains re-rolls 1s to-wound. (One word: Wraiths)&lt;br /&gt;
** Of note here is that Lelith has lost her ultra-cool super-special-snowflake rule from 6E that allowed her to generate more attacks if her WS was higher than her opponent&#039;s. A League Apart now only allows re-rolls To Hit and To Wound in challenges, because [[Games_Workshop|GeeDubs]] really, &#039;&#039;really&#039;&#039; hates Dark Eldar - especially their special characters. In exchange she now gains Rampage and the WT Blood Dancer (+1 WS) automatically. Meh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Drazhar]]&#039;&#039;&#039; - An expensive beatstick with the ONLY 2+ in the army. He has seen a little bit of rework, like Lelith, but in his case not all the changes are for the better (also like Lelith). He has lost, like the klaivex, his special powers and in exchange he got rampage. That is not terrible, but is quite situational at best (you should try to take advantage of it by putting him in a little elite squad...just like how Incubi are suppose to work!). He has also lost his Dragon Ball-like ability to teleport himself in whatever spot he liked in close combat and riposte, that allowed him to kick in the balls every enemy unit was attacking him if he rolled a 6 when taking an armour save. In exchange for that he now [[Haruspex|gains an additional attack in close combat every time he rolls a 6 to wound]], made at the same initiative step, which is arguably better than riposte, and he&#039;s a bigger boon for Incubi, as he gives +1 WS for the unit he joins, which is rock. He can still do his job quite well, especially in the late game when he could possibly unleash a grand total of [[Rip and Tear|9 Strength 6, AP 2, Weapon Skill 7, Initiative 7 attacks, which can generate more attacks on a 6 to wound roll]]. He and his squad still lack grenades though, so take care not to charge enemy in cover if you want to make the most of their high initiative. Put him in a venom with 4 incubi for maximum [[Carnage]]. He also suffer, like Klaivexes, from the nerf to Demiclaives, sadly.&lt;br /&gt;
** On a side note, he doesn&#039;t come with a pre-established warlord trait. If this was an error or on purpose it&#039;s unknown, but it allows him to be a little bit more flexible (although not a lot: he is still a beatstick and can&#039;t do nothing other than kill units in assault). A good warlord trait for him would be Hatred Eternal, giving him hatred and making him even a stronger rape machine, but Labyrinthine Cunning is simply too good to pass on so you should take it if you roll it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Urien Rakarth]]&#039;&#039;&#039; - A super-Haemonculus. Has T5, 4++, 4+ FNP and IWND, which is sweet and makes him one of the tougher Dark Eldar HQs.  He also gives ALL units within 12&amp;quot; +1 PFP, which makes him a lot more welcome in a Kabalite army.  His relic is very meh, though, as it&#039;s a single use 12&amp;quot; S3 AP3 Assault 2d6 shot, which isn&#039;t terrible, but hardly something to take him for.  In the Coven FOC he becomes a much bigger deal with the altered PFP makes more fearless minions to work with. Important to note that his Father of Pain special rule does not stack with master of pain on a Haemonculus&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Warriors&#039;&#039;&#039; - You know them, you love them. They&#039;re your cheap scoring, your anti-tank, and your source of Raiders and Venoms. The big question is whether to take them in 5-man Venom or 10-man Raider squads - the 5 man squad puts out 17 poison shots (and 22 in rapid fire range) and costs 110 points, while the 10 man puts out an effective 13 to 27 poison shots at 160 points thanks to Splinter Racks. Either squad can take a blaster, but the presence of the Raider&#039;s Dark Lance and their ability to take another Dark Lance makes the 10 man squad better at early game and emergency tank-hunting. Once you get within Splinter Rifle range it&#039;s wasteful to shoot at tanks. Venoms are better at Alpha striking infantry from far away, so keeping them hidden behind Ravagers or stationary cover for much of the game is a good idea.  &lt;br /&gt;
** tl;dr If you want somewhat (we&#039;re talking relative to the DE here) more durability and objective-camping ability in exchange for less initial fire power, take a pair of kitted-out raider squads.  If you want more initial firepower take Venoms instead. 2 Raider Squads costs approximately 3 Venom Squads.&lt;br /&gt;
** Running 10-man squads disembarked and in area terrain also helps troop survivability. This way when the raider goes boom, you don&#039;t lose half the squad due to S4 hits and bad rolls. Give them a splinter cannon, and let them pour out shots. If you get turn 1, you can move up with the raider, disembark into some cover around midfield, and get even more done with them than you ever could in the raider.&lt;br /&gt;
** Strictly speaking,there isn&#039;t really much point to the shredder. Even though it is S6, it has no AP, meaning even Ork boys can take saves against the thing. Just buy a splinter cannon instead. Much better and no finicky blast templates to mess with. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wych Squad&#039;&#039;&#039; - Unfortunately Wyches can no longer take Haywire grenades. (Re-read the book) One of our few methods for close range anti-tank is gone, but with the new Combat Drugs and the new way Power From Pain works, just pray your Wych squad lasts until they get Furious Charge. This combined with a lucky Combat Drug roll will still mean these Wyches mulch through Hordes with a bunch of high initiative attacks. Give them a Raider to improve their mobility as always, and consider deepstriking them to avoid their useless first turn.&lt;br /&gt;
**With all of their previous tricks taken from them such as Haywire or Wych weaponry that reduces numbers of attacks. Wyches best function now seems to be as delivery vectors for your Succubus, since they can hold high value units such as Terminators in place while Lilith/Succubus steadily dismantles them. As mentioned above they also function against low value Hordes by striking first with massed attacks, but other Dark Eldar units such as Beastmasters can do that better. &lt;br /&gt;
** All three Wych weapon choices are AP5, S-, and 5 points each.  It should be noted that ALL weapons mentioned are taken on both hands, meaning that they&#039;ll always get another attack for having a second melee weapon.  Each grants a particular type of rerolls.&lt;br /&gt;
*** Shardnet and Impaler: Reroll 1s both To-Hit and To-Wound&lt;br /&gt;
*** Razorflails: Reroll failed To Hit&lt;br /&gt;
*** Hydra Gauntlets: Reroll failed To Wound&lt;br /&gt;
** At first glance, these three choices seem roughly identical. However, Weapon Skill 4 means that Wyches will only hit on 5s against WS9 and up. To be honest, if Wyches are against something with WS9, they&#039;re there as a tarpit, not to do damage. Razorflails, thus, are mostly trash.  The Shardnet and Impaler, condoning rerolls of all 1s in close combat, seems useful. However, it quickly pales in comparison to the last weapon.  Hydra Gauntlets, thanks to the Shred rule, re-roll ALL to-wound rolls. This is a much bigger boon than any of the competition. Wyches are Strength 3, meaning they&#039;ll wound Space Marines on 5s. Re-rolling this is much more important than rerolling the 3s to hit, since there are simply more chances to fail. The benefits against Toughness 3 units are also notable; most Toughness 3 models are also WS3, meaning the Wyches already hit them on 3s, rendering razorflails relatively redundant.&lt;br /&gt;
** &#039;&#039;&#039;Another take&#039;&#039;&#039; - There is a lot of negativity surrounding Wyches in the 7E codex, but consider this: While you are unable to spam ungodly amounts of Haywire Grenades as before, you can still give them to your Hekatrix and the rest of the ladies do still have Plasma Grenades which are more than sufficient for cracking open light and some medium vehicles. If you get lucky with your Combat Drugs and last until Turn 4, then you will be Strength 5 on the charge too, which is even better. Couple this with the large number of attacks, FNP and the 4++ Dodge and you have a really nasty melee unit that can comfortably hold its own against any other Troops choice out there, seriously threaten anything with T6 or lower, and can also function as a tarpit or character delivery squad as required. The one thing they can&#039;t really do is hold on to objectives, and obviously keep them away from units with multiple flamers. If used correctly though, Wyches can be absolutely &#039;&#039;&#039;terrifying&#039;&#039;&#039; to your opponent. Don&#039;t underestimate them.&lt;br /&gt;
** &#039;&#039;&#039;Another take Part 2&#039;&#039;&#039; - 150 Points gets you 10 Wyches with 3 Hydra Gauntlets and Hekatrix with an Agonizer.  You&#039;re killing almost 3 MEQ at Initiative 6, and that&#039;s not even factoring in Combat Drugs. As long as you roll one of the good ones (Attack, WS, or S), pump that up to almost 4.  Do they have furious charge from PFP? That&#039;s now MORE than 5 MEQ dead.  This doesn&#039;t even count their pistol shots. Yes, that means you can mathematically wipe an entire Sternguard, Devastator, or objective-camping Tac squad in one turn of combat! Deepstrike the Raider, jink like your life depends on it (it does), and send the ladies in against anything MEQ or worse and you WILL see your enemies die horribly.  Of course Incubi could also do this (and do it against TEQ), and they have a 3+ save, but the smaller squad size and lack of grenades really hurts. Think about it -- where else can you get 3 attacks on the charge at WS4 (maybe 5!) and I6 with assault grenades and a 4+ invul in close combat for 10 points per model? The hekatrix costs 55 points but puts out 4 Poison 4+ AP3 CC attacks at I6. They&#039;re not that bad!&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
&#039;&#039;(Raiders and Venoms are now Fast Attack choices! Eldar Allies high&#039;&#039;&#039;jinks&#039;&#039;&#039; (huehue) commence!)&#039;&#039;&lt;br /&gt;
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Both transports are open-topped, and meant to take on one type of target. Raiders provide an anti-tank shot, Venoms provide a &#039;&#039;&#039;lot&#039;&#039;&#039; of anti-infantry shots. Venoms get their Flickerfield for free, while Raiders get access to more stuff, including splinter racks and Nightshields. For example, a mech army can ignore Wracks in a Venom, but not if they&#039;re in a Raider. They can&#039;t ignore Blaster trueborn in a venom, for similar reasons. Aside from that, there are some additional notes. Oh, and never forget that these are pretty much &#039;&#039;&#039;the most fragile vehicles in the game.&#039;&#039;&#039; Now that glancing hits send vehicles to smithereens, pretty much anything with S4 will take your spiky flying ships down, so neglect cover saves at your own risk.&lt;br /&gt;
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7th edition hit them hard. Not only they lose 5+ jink for just moving, but now flamers and other template weapons deal D6 hits to their passengers, which, considering they&#039;re mostly T3 Sv5+ is BAD news. HOWEVER, with the way the new Jink rules work, Raiders have become a fair bit more useful. Reason being that while Jinking forces the vehicle itself to snapfire in the following Shooting Phase, nothing is said about the passengers (the Jink rule is worded that only the model with said Jink rule benefits from it). Therefore, while Jinking with Venoms makes your 12 shots snapfire, Jinking with your Raider only makes the Dark Lance/Disintegrator snapfire, and the passengers are free to shoot at their full BS. So that&#039;s about 10 (bare minimum) to 30 (absolute maximum) poisoned shots coming from one unit, plus rerolls for Splinter Racks, and a 4+ cover save. Have fun.&lt;br /&gt;
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Objective Secured/New Scoring rules also sheds new light on these good ol&#039; Transports. Keep your Venoms as your backfield scoring or last minute grabbing if you&#039;re using Combined Arms Detachments. Your infantry that was inside/could be inside being elsewhere scoring more objectives.  Bring a spare Venom for your buddy Autarch, a WWP HQ, and a few special buddies and drop right where the enemy is most vulnerable.  The value these guys have as delivery mechanisms is priceless, and if you use BB and Realspace Raiders, they become even more critical.&lt;br /&gt;
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*&#039;&#039;&#039;Raider&#039;&#039;&#039; - You&#039;ll want these for assault troops for one simple reason. Most DE assault units are primarily anti-infantry. Of the upgrades they get that Venoms don&#039;t, Shock Prows are the most general-purpose, as tank shock has a lot of utility. Another one good upgrade is splinter racks, perfectly good for any shooting shooting platform now that it makes any splinter weapon TL.  Night Shields are pretty much an auto-take, as this is the only protection they can get, and even then they need cover. Something to note regarding allies - these are the best assault vehicles for ALL Eldar factions (craftworld, harlequins, deldar).  With a capacity of 10 and a 3++ jink save this can deliver a harlequin troupe or a unit of wraithblades wherever you need them, quickly.&lt;br /&gt;
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*&#039;&#039;&#039;Venom&#039;&#039;&#039; - In addition to their normal AT bits, that they&#039;re smaller makes them better for speedy assaults. Less chance of mishap and whatnot and now come with Flickerfields by default. Always pay the points to jack up your Splinter Rifle to a Splinter Cannon. It must be said, the look on an Ork player&#039;s face when your Transport pumps 12 Poisoned Shots into his unit is priceless. The Venom did get hurt by 7th Edition&#039;s assignment of 2 Hull Points to it instead of the average 3 (which the Raider has).&lt;br /&gt;
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* Here&#039;s a fun tidbit that a lot of people won&#039;t expect - as Raiders are oddly shaped (compared to a standard [[METAL BOXES|METAL BAWX]]), their front armour and side armour really flow together. Keep in mind that you draw an X across the &#039;corners&#039; to determine where these facings are (not that it matters because 10 all-round). In short, raiders can easily poke their nose out to get a shot at a target, while still covering their side armour completely (and getting a 3+ cover save for their trouble a lot of the time). Clever movement and positioning will go long way to making your paper boats more survivable.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Wracks&#039;&#039;&#039; - With the removal of FOC alterations in 7th, these guys can no longer be the kings of Troops, not that it matters so much with everything being Scoring and no Objective Secured in the Realspace Raiders Force Organization Chart. They&#039;ve taken a few hits since the last codex, as alterations to FNP, FC and Poison have all lowered their offensive and defensive potential. Still they&#039;re cheap, reasonably survivable and can still put in a nasty charge if needed. 10 Wracks (not incl Acothyst) vs. SMs in 7E: 30 Attacks, 15 Hit, 7.5 Wound, 2.4 Dead Power Armoured Space Marines. There are several ways to use them; either a minimal squad as a &amp;quot;scoring upgrade&amp;quot; for a Raider, a 5+ Liquifier escort for a Haemonculus, or a 10-strong unit in a Raider, going full-turkey - a decently kitted Haemonculus can help here, giving them Furious Charge a Turn early with his power.  If you&#039;re making them anti-infantry, the Ossefactor is another option, as it can spread the pain around if someone dies.&lt;br /&gt;
** As a rule, the Acothyst is too expensive for his cost, especially since with dual poison blades, the assorted melee options are that much less attractive, although if you&#039;ve got the points to burn (and/or your Wracks are footslogging) a Hexrifle can be useful.&lt;br /&gt;
** The Covens make these guys the cheapest troops you can find, and they&#039;ll probably find the most use as they&#039;re the least likely to break.  The issue is that they have very few guns to work with, and what they have is either unpredictable or unimpressive.  Keep them with a Haemonculus to make sure they survive.&lt;br /&gt;
** (Another take) a 10 man squad of these guys in a raider with 2 Ossefactors is a great MC hunter If they fail to shoot it to death they can charge it (unless it has 2+ armor then only if your desperate) With 2 AP2 Fleshbane attacks this cheap(ish) unit will take the opponent&#039;s attention. &lt;br /&gt;
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*&#039;&#039;&#039;Grotesques&#039;&#039;&#039; - Grotesques are another melee elite for Dark Eldar and probably their toughest unit point-for-point. With Toughness 5, built-in Feel No Pain and three wounds apiece, their lack of armor is almost unnoticeable. However, they&#039;re slow and have a comically low Leadership of 3 (or 4 if you upgrade one to an Aberration); that last part means that you need to babysit them with another Character or else they&#039;re very likely to break on the first Morale check, get Pinned down once their transport is shot down, are ironically one of the most vulnerable units to Dark Eldar Phantasm Grenades (and are especially vulnerable to Psychic Shriek)...but provided the player can work around that, they will be potentially rewarded for their efforts. Each Grotesque gets three attacks base, plus an additional attack for two melee weapons, plus Rampage, meaning 5-7 attacks per model. Though they do not ignore armor saves, these attacks are Poisoned and inflict Instant Death on 6s, letting them shred through most rank-and-file units in the game since they wound anything below T5 on a 3+ with a reroll. &lt;br /&gt;
** That said and done, this unit is &#039;best&#039; taken by Covens. Their Power From Pain table &#039;fixes&#039; most of the issues with their Leadership by granting them Fearless from the second turn onwards, while several formations improve their overall durability and output such that these guys will inevitably fuel your assault game.  A Haemonculus is going to have to be kitted to help them here and sadly, this usually won&#039;t do without an artefact helping some.  If you roll the WT that gives them IWND (or the similar formation), rock out.  You now have regenerating monstrosities that will inevitably become even deadlier.  &lt;br /&gt;
**&#039;&#039;&#039;Pain Train Covens Edition:&#039;&#039;&#039; Throw 10 of them with a Haemy equipped with a WWP and go to town. 10 of them will have 30 Fearless T5 FnP5+ wounds turn 2 and get IWND turn 3. Bonus for taking the Haemy/Talos/Cronos formation with a WWP and Spirit Probe. 4+ FnP on 30 T5 wounds is a lot to surmount. Especially with the two Engines right next to them.&lt;br /&gt;
** Alternatively you could take the Grotesquerie, take the Aberration as your warlord and put a kitted out Archon (both Combined Arms/Realspace Raiders) in the unit with Webway Portal to fuck around/deny challenges/bump up PFP/-2 Leadership/look like a cowboy/tank everything at 5 T with 2++/do the same with 4++/Make up for the loss of fearless for zealot with his own fearless. We could take cheap Lhamean HQs already anyways, so crank the fluffrape and cheese up to eleven doing this (remember to put space marine pauldrons on the Aberration).&lt;br /&gt;
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*&#039;&#039;&#039;Incubi&#039;&#039;&#039; - Incubi are the army&#039;s &amp;quot;can opener&amp;quot; unit. Though they are the only non-Talos/Cronos unit in the army with a 3+ Armor Save, their main ability is that each model has WS 5, two attacks base, and is armed with a Klaive, which equivalent of a Power Axe that strikes at Initiative. Despite their armor save, they are still only Toughness 3, and pricey at 20 points a pop. They hit hard for their but will not stand up to sustained aggression. Finally, while Incubi have high initiative, they still lack assault grenades and will strike last when charging through cover, though their armor means this isn&#039;t as disastrous as it is for Mandrakes (discussed below). Grotesques are ultimately still the most &amp;quot;well-rounded&amp;quot; melee choice for this army.&lt;br /&gt;
**That said and done, Incubi &amp;quot;can&amp;quot; serve as a roaming &amp;quot;hunter-killer&amp;quot; unit. Incubi can be taken in squads of three models, for 60 points a pop, while 10 points upgrades a model to a Klaivex, a Character with +1 WS, Initiative, and Attack, and Rampage on top. Consider that this is the same cost as a unit of five unupgraded Tactical Marines (and that Marines will generally take Grav Cannons wherever they can fit them), and ask yourself which unit would win in a melee (hint: The ones with the Klaives). On the charge, the Incubi and Klaivex average 10+D3 attacks, hitting on 3s and wounding on 4s, killing four of the five in one go. The Marine player either has a dead Sergeant from a challenge, or does not get the ability to attack back. Assuming the Marine player then fails their Leadership check, the unit would attempt to fall back, but the Incubi would have Initiative 6 versus 4 to catch the unit in a Sweeping Advance, locking rather than destroying the sole survivor &amp;quot;thanks&amp;quot; to ATSKNF. The Incubi finish off their assault in the subsequent turn, Consolidate, then look for a new unit to murder. However, move outside the realm of pure theoryhammer, and this scenario falls into the issue that MSU marine armies take lots of transports, and that two of the most notable variants either get Hit &amp;amp; Run (White Scars), or Overwatch at full Ballistic Skill (Dark Angels). A more feasible scenario would be to use the Klaivex as an assassin, to go after key enemy characters; though the Klaivex will bounce off a [[Smashfucker]], they will reliably blender a Librarian or other support HQ in one go. &lt;br /&gt;
*&#039;&#039;&#039;Mandrakes&#039;&#039;&#039; - Your sole Infiltrators, Mandrakes are essentially the Dark Eldar equivalent of Striking Scorpions but worse in every way. They lack a save though they get Stealth&amp;amp;Shrouded. Thus, while placing them in a forest or ruins means they can get a 2+ save, they die to melee or any cover-ignoring shooting; [[fail|a single order is all it takes for this unit to be mowed down with lasguns. Adding insult to injury is the fact that despite having Move Through Cover, they still lack Assault Grenades, and so the aforementioned unit of Guardsmen could strike first and kill off a good few Mandrakes (not to mention Overwatch)]]. Minimum-sized units &amp;quot;are&amp;quot; cheap, and Infiltrate combined with 7th ed shooting rules means that they &amp;quot;can&amp;quot; have a reasonable chance to snipe a hidden Marine Special weapon...save for the fact that the &#039;default&#039; Marine army is a Gladius Battle Demi-Company, thus getting free Transports. In short...Mandrakes are a unit without much purpose, in an army where every point counts.&lt;br /&gt;
**If you&#039;re dead set on taking Infiltrators, use Allies.  Eldar Rangers are amazing Snipers, Striking Scorpions are better at the melee thing.  Otherwise, just skip them and grab a WWP.&lt;br /&gt;
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*&#039;&#039;&#039;Kabalite Trueborn&#039;&#039;&#039; - At first glance their +1 attacks and leadership appear deceptively lackluster. The Trueborn&#039;s real strength is their access to some of the DE&#039;s shiniest bits, most commonly blasters (the blasterborn build). They can take an anti-infantry build, but the gimping of Ravagers, the loss of haywire, and our meh flyers and monstrous creatures means you really need these for anti-tank, unfortunately. Take a small squad loaded for bear, stick them in a Venom, and try to keep these guys out of trouble - a quick deep strike with a webway portal archon will help you take out a high-priority target, but they&#039;ll be at their most vulnerable. Sadly, the change in decent codex fixed minimum amount of this guys to 5 so no webway portals in Venoms. Use Raiders instead. Time has proven these guys to be the best of the elite choices, with only the Incubi as viable competitors. They really force you to ask yourself, &amp;quot;why am I taking ___ instead of trueborns?&amp;quot;&lt;br /&gt;
**&#039;&#039;&#039;Trueborn Big Game Hunting Party:&#039;&#039;&#039; 5 Trueborn - 3 Blasters, 2 Splinter Cannons, riding a Venom also with dual Splinter Cannons. This provides what is commonly referred to as a &#039;&#039;&#039;METRIC FUCKTON&#039;&#039;&#039; of firepower and is pretty much a hard counter to things like Riptides and Dreadknights. It can even make tanks suffer critical existence failure if you&#039;re lucky. For best results, keep this in reserve to avoid having it blown to pieces on turn 1, and deep-strike to cause havoc in the enemy backfield. And the best part - it will set you back only 195 points. Have fun!&lt;br /&gt;
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*&#039;&#039;&#039;Hekatrix Bloodbrides&#039;&#039;&#039; - Just what you were afraid Trueborn were. Ever so slightly beefed up Wyches with a slightly higher concentration of heavy weapons. Nothing that a Wych couldn&#039;t do cheaper or an Incubus couldn&#039;t do better. They don&#039;t even get more wych cult weapons than the standard byches do. To get more that 1 wych cult weapon they need 10 models. Don&#039;t bother with these ladies.&lt;br /&gt;
** &#039;&#039;&#039;An Alternate Take:&#039;&#039;&#039; Wyches often lack the oomph to kill off a unit unassisted. Bloodbrides tend to do pretty well when dropped off on someone&#039;s back lines and given free reign. The primary value with Bloodbrides is their cost. Each Bloodbride costs only 3 points more than a standard Wych, and the extra attack per model actually means something in this case compared to Trueborn. A unit of 4 Bloodbrides with a tooled-up Syren in a Venom will cost you only 170 points, and will give you 21 attacks on the charge (5 of which are AP3 with 4+ Poison, because of course you took the Agonizer didn&#039;t you?), and of course you can soften your target up with the Venom&#039;s Splinter Cannons first. That is a staggering number of attacks generated by only 5 models, and is bound to make any opponent sweat, without even taking combat drugs or Power From Pain into account. Now whether this is worth using up an Elite slot or not compared to more expensive options depends on individual taste, but for those who run themed Wych Cult armies, or want a cheap Elite unit to cause chaos in the enemy backfield, a unit of Bloodbrides can be very handy for taking out things like Imperial Guard command squads, Devastators, Assault Marines or even Terminators and Centurions in a pinch. All it takes to make this unit work is a little imagination and the brass balls to see it through.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
Dark Eldar fast attack! Fuck yeah!&lt;br /&gt;
*&#039;&#039;&#039;Hellions&#039;&#039;&#039; - The street gangs of the Dark Eldar. Unfortunately, these are the wyches that weren&#039;t good enough to ride jetbikes in Commorite Death Races. Hellions are inferior to Reavers in almost every way. They&#039;re slower, pack less of a punch, have a worse Toughness and Save, must move 6&amp;quot; to use their Hammer of Wrath (which hit like noodles compared to Bladevanes), can&#039;t take any anti-tank weapons, and the Arena Champion can take every upgrade that the Helliarch can (minus the Phantasm Grenade Launcher and Stun Claw). On the plus side, Hellions have 18&amp;quot; splinter pods (which is a moot point, because if you want to shoot with your Reavers, you can shoot and then Jetbike Move during the assault phase), and you can take Hellions in units of 20 (don&#039;t). One important note is that the hellions&#039; helglaive is AP5 which makes them very effective horde sweepers, combined with their splinter pods, you can expect around 10-15 kills depending on the enemy you fight and the combat drugs you roll. So while not competitive in the least, they&#039;re fun and great against nids, orks and guard.&lt;br /&gt;
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*&#039;&#039;&#039;Scourges&#039;&#039;&#039; -Versatile units that can easily shred lighter units with their default weapons, and can be deployed in smaller squads with Dark Lances or Splinter Cannons for troubleshooting vehicle, infantry, or independent character targets. As tempting as it may be to take dark lances, they should be ignored. Point being, take the heatlances or blasters for tankbusting (and their mobility and good accuracy does support this), but the short range of these weapons mean that you will be quite vulnerable. On the plus side, they&#039;ve got excellent armor for Dark Eldar, with a 4+ armor save and 6+ Invulnerable save due to their Ghostplate armor and now have Trueborn-tier levels of options for weapons. With their mobility, they can be complete pains in the ass - they are now just 16 points a piece. Try to keep them out of melee, though - with one attack each and no pistol they&#039;re not all that good unless you splash out for the Solarite. However, since you get Hammer of Wrath if you moved 6&amp;quot; the turn that you charge, you might get enough volume of dice to polish off weakened units.&lt;br /&gt;
** &#039;&#039;&#039;Tip: BEWARE SCENERY!&#039;&#039;&#039; Scourges have an unfortunate habit of failing Dangerous Terrain checks (1 in 6, same as everyone else unless your dice hate your guts), and when they do, they only have 4+ armour to save them. There&#039;s nothing more frustrating than Deep Striking a unit of Scourges behind a nice juicy tank, only to have two of your avian horrors skewer themselves on a nearby ruin on the way down, or faceplant into a wall when leaping up onto the roof of a building to get better line of sight! Only use their jump move if you are feeling lucky or when moving them across flat terrain. If you want to move them into cover, then consider just running them into it like normal infantry instead unless you want to risk embarrassment.&lt;br /&gt;
** Weapon Analysis:&lt;br /&gt;
*** &#039;&#039;&#039;Haywire Blaster&#039;&#039;&#039;: Hell on wings against vehicles. Better against all but the squishiest of vehicles compared to Blasters or Dark Lances, and better than Heat Lances except at extreme close range. Unfortunately, it&#039;s of limited value against most anything else, being just an Assault 1 AP4 bolter.&lt;br /&gt;
*** &#039;&#039;&#039;Blaster&#039;&#039;&#039;: Overall a good choice combined with Scourges&#039; high mobility as Jump Infantry. Blasters are by far the best choice for hunting Monstrous Creatures, while being fairly effective anti-tank. Since you can take four, that&#039;s enough volume to be a threat to heavy (TEQ) infantry, and utterly unfazed by the high toughness of things like Wraithguard, Tyrant Guard and Szeras-enhanced Immortals, and at S8, they deal Instant Death to T3/4 multi-wound guys.&lt;br /&gt;
*** &#039;&#039;&#039;Shredder&#039;&#039;&#039;: These would be awesome if they launched pie-plates, but with only muffin-tins, they&#039;re marginal compared to Shardcarbines. Shredders have the shortest range out of all the possible scourge weapons (only 12 inches) meaning that you have to get really close to even shoot. They&#039;re good for hordes while also having the capability to glance transports to death, but if that&#039;s what you want, the codex offers lots of better options. They are also the cheapest of all the scourge weapons so keep it in mind if you going for a cheap anti horde unit.&lt;br /&gt;
*** &#039;&#039;&#039;Heat Lance&#039;&#039;&#039;: At close range, the combination of Lance, Melta and AP1 eats vehicles for lunch, but outside of Melta range they&#039;re less reliable than Blasters. Lower Strength makes them less suitable against MCs, but they&#039;re by no means bad weapons. Generally speaking they&#039;re just as good against heavy infantry as Blasters, except against the few T5/T6 guys, and even then, they still work fairly well. In short, Heat Lances are far more versatile than Haywire Blasters and cheaper than Darklight Blasters, so they&#039;re a good option for a TAC army.&lt;br /&gt;
**** &#039;&#039;&#039;ALTERNATE TAKE:&#039;&#039;&#039; Not that they&#039;re an option in this army, but these are directly inferior to the Melta weapons. At best the Lance quality will reduce armour 14 to 12, an increase of 2... making the 6 strength equivalent to 8. In NEARLY (AV 15 also exists, if you want to get even more niche) every other case (Creatures, lower armour vehicles), a melta would be better. That being said, they will out perform Blasters vs Vehicles at close range, but it&#039;s hard to justify it. Take if you know you can get close enough to the enemy vehicles to grind on the windshield.&lt;br /&gt;
*** &#039;&#039;&#039;Dark Lance&#039;&#039;&#039;: A Blaster with twice the range? What&#039;s the catch? Heavy weapons on Jump Infantry? Oh. I suppose these could be nice if you plan to castle up in a ruin and pretend to be Devastators, but with Jump mobility and better armor than most Dark Eldar, why in the nine hells would you do that?&lt;br /&gt;
*** &#039;&#039;&#039;Splinter Cannon&#039;&#039;&#039;: See the main objections to Dark Lances above, though slightly less so. Salvo rather than Heavy is a bit less bad, but now you&#039;re firing four shots at 18&amp;quot; - 10 points for a slightly faster Shardcarbine that stops you from charging? Nope.&lt;br /&gt;
**** &#039;&#039;&#039;ALTERNATE TAKE:&#039;&#039;&#039;: You aren&#039;t going to want to charge a squad of scourges into &#039;&#039;&#039;anything&#039;&#039;&#039; (except maybe Tau or IG) when they only have strength 3. Take 4 splinter cannons, and you can shit out 30+ poisoned shots on the move, and 39 staying still (why would you stand still?). Capable of killing just about any high-toughness things that get in your way, both via the poison and the sheer number of shots that will get through their armour.&lt;br /&gt;
*** &#039;&#039;&#039;Final Analysis&#039;&#039;&#039;: If your main target is tanks, and only tanks, the Haywire Blaster is unreasonably effective, but it stinks on ice against pretty much anything else. Heat lances tackle tanks, heavy infantry and MCs in that order, while Blasters are good for hunting MCs with heavy infantry and tanks as targets of opportunity - deciding between the two comes down to which of the three you&#039;ll see the most of. Shredders might be good for hordes if your luck with small blasts is better than average while Dark Lances and Splinter Cannons are generally best avoided unless you&#039;re using them for long-range fire support. The default Shardcarbine is pretty effective for mobile anti-infantry, and if that&#039;s your intended use, it probably pays to keep it cheap rather than splashing out for Splinter Cannons.&lt;br /&gt;
** &#039;&#039;&#039;Solarite Weapons&#039;&#039;&#039;: If the Solarite trades out his shardcarbine for a splinter pistol or a blast pistol, he can take one of three upgraded melee weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Venom Blade&#039;&#039;&#039;: 2+ Poison, but no AP. Possibly a reasonable choice for dealing with high toughness models, but since you only get the one, it&#039;s not that impressive. It is cheap though.&lt;br /&gt;
*** &#039;&#039;&#039;Power Lance&#039;&#039;&#039;: S +1 AP3 on the charge, S user AP4 thereafter. Possibly interesting for challenge-sniping MEQ characters, but mostly useful because it&#039;s cheaper than the Agonizer.&lt;br /&gt;
*** &#039;&#039;&#039;Agonizer&#039;&#039;&#039;: The same weapon the Reaver Arena Champion, Hekatrix and Archon can take, and just as useful here as there. Easily the best choice you have, but also by far the most expensive.&lt;br /&gt;
*** &#039;&#039;&#039;Blast Pistol&#039;&#039;&#039;: As with everyone else who can take it, pretty marginal.&lt;br /&gt;
** &#039;&#039;&#039;ALTERNATE TAKE:&#039;&#039;&#039; It&#039;s not exactly elegant, but one way that Dark Lances can be useful for Scourges is for IC hunting and ripping open transports. Dark Lances are meaty enough to threaten most units with instant death, and their range is infinitely better than either the Haywire or Heat Lance. If you want a slightly more flexible option, they&#039;re worth considering.&lt;br /&gt;
** &#039;&#039;&#039;ALTERNATE TAKE:&#039;&#039;&#039; In the new Eldar codex, Baharroth, the Swooping Hawks phoenix lord, got a point reduction and now makes any DS unit he joins not scatter. Join him to a unit of heat lances scourges and finally get rid of the one thing that made me personally never run them: scattering away from the vehicle you want to blow up. He can tank shots for your Scourges with his 2+ armour and wounds, making them far less of a throw-away unit, and is even faster than they are. Whether they&#039;re attacking tanks or MEQ, he can participate using haywire grenades, plasma grenades or his S5 AP5 Assault 3 24&amp;quot; weapon.&lt;br /&gt;
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*&#039;&#039;&#039;Beast Packs&#039;&#039;&#039; - A surprisingly flexible choice, that sadly usually gets edged out by Reavers. The entire unit is composed of Beasts, so they move fast and aren&#039;t slowed down by cover, though you will notice the lack of Grenades. You can have anywhere from 1-12 models in this unit, mix and matched from the below options. &lt;br /&gt;
** Clawed Fiends are OK, decent at dishing out strength 5 attacks and absorbing wounds, but they&#039;re expensive. That said, a solo Clawed Fiend makes for a surprisingly passable [[DISTRACTION CARNIFEX]]!&lt;br /&gt;
**Khymerae are decent filler, not bad on the charge, and can usually eat face.&lt;br /&gt;
**The Razorwing Flock is arguably the real MVP of this formation - 5 rending attacks and 3 wounds are amazing when taken in large numbers, even if they&#039;re WS2. &lt;br /&gt;
** This unit can also be used as a cheap fire magnet. Two Beastmasters with 4 Razorwing Flocks comes to 100 points, 22 Wounds, and 24 Rending attacks on the charge. Doesn&#039;t make a bad for a throw away unit as long as there&#039;s no pie-plates or templates out to ruin you, as the Razorwings are now Swarms.&lt;br /&gt;
*** Mathhammer dictates you to always use Khymerae over Razorwing flocks for sheer damage output. Against MEQs and TEQs they are much more effective on the charge (and even slightly more afterwards) and more than double the effectiveness against GEQ. Only against vehicles with Rear AV 11 or 12 it&#039;s better to take Razorwing. Also your Khymerae are harder to kill with templates and (nearly) always have their 5++.&lt;br /&gt;
** New rules for the unit no longer actually require you to take beastmasters at all, just 1-12 models chosen from the list. So while you can mix it up to create nicely utilitarian squads, you may be better served by taking big units of a single type to fill out a certain role, such as tar-pits of fiends or mass rending attacks from razorwings. The beastmaster need only be added to bump up the LD of the rest of the unit.&lt;br /&gt;
** Hilariously, you can also take nothing but the Beastmasters themselves, resulting in essentially cheaper Hellions. This isn&#039;t &#039;&#039;good&#039;&#039; as such, but it&#039;s a barrel of laughs. For even more lols, you can give all the beastmasters agonisers, making them the same price per model as a clawed fiend. Pretty pricey, but absolutely hilarious. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Razorwing Jetfighter&#039;&#039;&#039; (Fighter) - Two Disintegrator Cannons and an available Splinter Cannon make the jet a very strong option for both tank and infantry hunting, and the four free Large Blast missiles are excellent against infantry squads; Necrotoxin missiles have fleshbane while Shatterfield are strength 7 with shred. Both lose the AP 5 that the monoscythe missiles have, so those guardsmen and gaunts are getting their armor save, but these kill non-GEQ units better. Generally Shatterfield missiles are better because they make sure things get wounded with shred, whereas the fleshbane on necrotoxin missiles is largely useless except in rare cases of blobs of high-toughness units, since the base option is already strength 6, and even then shatterfield missiles still have a great chance at wounding. Deploy it quickly against footsloggers and horde armies - four basic missiles, a splinter cannon, and 6 disintegrator shots supporting swarms of trueborn and warrior venoms can cripple an Ork or Tyranid army in one turn and table them in two. For the cost, it&#039;s a rather flexible model and you should always take at least one against horde armies.  &lt;br /&gt;
** It also might be worth your time to purchase the Dark Lances on to go Flyer Hunting, a role that&#039;s not very well filled in the Dark Eldar codex as of right now.&lt;br /&gt;
** New Information: now that 7th Ed has landed, flyers are no longer restricted as to the amount of missiles they can fire - up to four. The Razorwing is back! Also sporting supersonic, just because, fly on, blast the hell out of a unit with four S6 large blast templates, then spend the rest of the game flyer/vehicle hunting with the dark lances!&lt;br /&gt;
*** Your weapon choice is going to be based around what the rest of your army is doing. Typically you&#039;ll be looking at blasterborn as your anti-heavy infantry because they&#039;re just so damn good at it while your anti-armour and AA choices are less easily filled. In that case a platform that handles both well is nice and you get missiles too to support against infantry. The blaster cannons are really nasty guns against the right opponent but your army is really well served by a unit who can threaten vehicles like artillery and transports who are likely manoeuvring to deny your typically short ranged AT weapons a good shot. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reaver Jetbikes&#039;&#039;&#039; - With the removal of  the hax Bladevanes, these babies are now nothing better than a pack of HoW (Hammer of Wrath) goons to distract someone with, especially if you buy a Grav-Talon that gives them Concussive. They lost their former uniqueness and anti-FMC utility. However, they are still Dark Eldar Jetbikes that might take a few AT special weapons. Moreover, their Rending HoW starts to aggravate quickly when you upgrade them with the Cluster Caltrops. It&#039;s nothing to scoff at, really. Also, don&#039;t forget the improved Combat Drugs chart that may buff them noticeably. Of course using HoW requires them to get stuck in combat, but with Initiative 6 and Hit &amp;amp; Run it&#039;s easy to withdraw when necessary. Also don&#039;t forget to declare your 3+ Jink save against Overwatch. &lt;br /&gt;
**&#039;&#039;&#039;Loadouts&#039;&#039;&#039;: Cluster Caltrops are strictly superior to Grav Talons. Heat Lances versus Blasters are more debatable. On one hand, Heat Lances are undeniably superior versus vehicles, especially given the ease of getting in Fusion Blaster Range then moving to safety. On the other hand, Blasters don&#039;t depend on closing the gap, and are better at stripping wounds off Monstrous Creatures, including Riptides and Wraithknights.&lt;br /&gt;
**&#039;&#039;&#039;Squad Size&#039;&#039;&#039;: The big question usually ends up being &amp;quot;squads of 3, or squads of 6?&amp;quot; MSU is fine and dandy, but the difference between 2 bullet catchers and 4 is dramatically noticeable, and chances are you will want to fire 2 AT weapons at a time anyway, since you don&#039;t get easy access to BS boosts. &lt;br /&gt;
**&#039;&#039;&#039;Alternate Take&#039;&#039;&#039;: 6 Reavers, 2 Caltrops and 2 AV weapons, with an Arena Champion with an Agonizer, and you have a toolbox unit for just about the price of old reavers with just the caltrops.&lt;br /&gt;
**&#039;&#039;&#039;Another Alternate Take:&#039;&#039;&#039; Unit of 6 with the aforementioned Caltrops and 2 Heat Lances will WRECK vehicles. S4 HoW with Rending, plus 2D6 S6 HoW on the rear armour facing in base contact = excellent tank hunting unit. Chuck in the 2 Heat Lances for insurance. &lt;br /&gt;
**&#039;&#039;&#039;Yet Another Alternate Take:&#039;&#039;&#039; If you get lucky and end up with Painbringer for your Combat Drugs roll, you now have a pants-shittingly fast T5 unit that ignores dangerous terrain tests end enjoys a 3+ Jink save due to Skilled Rider, and gets the Power From Pain FNP against everything except S10 weapons. Combine this with Cluster Caltrops and you have one of the deadliest assault units in the codex!&lt;br /&gt;
**&#039;&#039;&#039;One Last Alternate Take:&#039;&#039;&#039; You know who can take a jetbike as wargear? An allied Autarch. You know who can take a Banshee Mask as wargear? An allied Autarch. You know what Banshee Masks do? Yeah, they cancel Overwatch. That&#039;s right - no more Overwatch on your Reavers. [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raider&#039;&#039;&#039; - See Dedicated Transports.  Use this for allies if you want some big pack of Banshees to get into battle with your WWP Succubus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom&#039;&#039;&#039; - See Dedicated Transports.  Grab for small squads, like a Farseer and maybe a small retinue.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Raven (Forge World)&#039;&#039;&#039; - An old as balls FW Flyer, now with strafing run and +1 cover on evade (to 3+). It can reroll the scatter if it&#039;s within 12&amp;quot; of another skimmer or flyer. Mounts two dark lances and a heavy 10 splinter cannon. Way overpriced at 205 pts (the much better Razorwing will be 195 when fully kitted out), but hey, it&#039;s fast attack now, freeing your HS slots - which would mean something if we didn&#039;t already have four good-to-great Fast Attack options. Despite strafing run USR, this flyer can actually do good as AtA fighter, especially against flying monstrous creatures - those flying Tyrants and Bloodthirsters would explode from the sheer amount of poisoned and lance shots this bird deliver. Air-to-Air may be its best use, since we&#039;re not exactly lacking anti-infantry fire (and Scourges do it much better for only a little bit more).&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Ravager&#039;&#039;&#039; - Slightly less effective than before, due to a slight hike in base cost, the fact you have to pay for the Dark Lances now (assuming you want to go full anti-tank) and the loss of Aerial Assault, the Ravager is still one of the DE&#039;s best heavy support options. Triple Dark Lances will ruin any tank&#039;s day, while Disintegrators are still pretty useful if you expect to be up against a lot of 2+ saves. If you&#039;re taking a transport-heavy or Realspace Raider army, these are the preferable Heavy Support option, unless you&#039;re in a game with high enough points that a Voidraven becomes an option. Can now Deep Strike, for some reason. Be sure to take Night Shields for these every time, we can&#039;t afford to snap shot these every time an Autocannon looks at you funny.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Talos Pain Engine&#039;&#039;&#039; - The classic Dark Eldar Monstrous Creature, now subscribing to the Carnifex model of squadding. The Engine can be kitted out for infantry-hunting, tank-slaying, or any variant thereof. However, it&#039;s slow...in a Dark Eldar army. It&#039;s *tough* as far as Dark Eldar units go, but unlike most of the other Heavy Supports, does not pack lances. If you do take these guys, bring enough Jetbikes or similarly-sized models to keep them able to claim cover, as they don&#039;t like being hit by anti-tank weapons. Since you are taking a hit anti-tankwise when bringing these models, and are not fast enough to really benefit from the Heat Lance, the Haywire Blaster is a fair prospect for this torture-device. Sadly the poor Talos got slapped pretty hard in the new book, it took an arbitrary 20 point base price hike while getting nerfed in the form of losing random attacks for a baseline 3(4 with 2 CCWs) and no longer being able to buy a second melee weapon to be able to strap on a Liquefier(Not that you would anyway this edition). The ichor injector is great against other, non eternal warrior, monsters. Fleshbane from the injector allows the Talos to deal with wraithlords with ease.&lt;br /&gt;
** The Coven places a lot of hopes upon this.  As the only non-transport weapons platform usable, it becomes vital that you pick the proper guns to cover vehicles, as your mobs of reassembled freaks will cover Infantry.&lt;br /&gt;
** It goes without saying, but the Talos makes an &#039;&#039;outstanding&#039;&#039; [[DISTRACTION_CARNIFEX|DISTRACTION CARNIFEX]] if you have points to blow, if you want to troll your opponent, or if you bought one because you thought it looked cool and then realized it was only sort of meh. Make it look absolutely terrifying (via liberal use of the blood technical paint), take the haywire blaster and chain flails, and make a point of cackling whenever you move it toward your enemy. With T7, stock FnP, and a 3+ save, the Talos is dead hard as far as DEldar go, and the look on your opponent&#039;s face when you pop a transport with haywire and then Shred the &#039;&#039;&#039;shit&#039;&#039;&#039; out of the little fleshlings inside is pure gold. As mentioned above, keep things in front of it to allow it to claim cover. That, and/or take Harlies as allies and continually cast Dance of Shadows on it. DISTRACTION TALOS is a bit pricy, but very worth it when everything goes [[Just_as_planned|Just As Planned]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cronos Parasite Engine&#039;&#039;&#039; - A mini-Talos that can now buy FNP for allies within 6&amp;quot;, boosting it up to a max of 4+.  Still sorta good, but all your other units may be out of range by the time this monstrous creature starts feeding on souls.  Keep them to protect some backfield campers in cover. Just like the Talos, this bad boy got slapped around in the new codex, it&#039;s more expensive base, the Spirit Syphon was nerfed to S3 and you are no longer allowed to take both the Probe and the Vortex.&lt;br /&gt;
** One thing above all else for Covens: Take the soul probe.  That FNP is so good, and it&#039;s the only thing that can boost it for everyone.  Bring him on the frontlines along a Haem, and keep him behind his ablative wounds so that he can keep living and keeping them alive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidraven Bomber&#039;&#039;&#039; (Bomber) - [[rage|AV 10 Flyer part 2]]. 2 S9 lances. A one-use Strength 9 Lance Large Blast. This thing&#039;s going to draw a lot of fire very fast, and for good reason. For added fun, toss on Implosion Missiles and watch Terminators weep.  Depending on your enemy, you might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one. The Voidraven is almost king when it comes to blasting other Flyers, so there&#039;s that to consider - obviously, the only real competition is the [[Eldar|superior in every way]] [[Crimson Hunter]].  If you&#039;re not fighting horde armies, slap on some missiles and take this over the Razorwing.&lt;br /&gt;
**Be aware: Being AV10 you&#039;re made of paper. Paper that will either: 1. Jink due to a single Quadgun behind an Aegis, thus rendering it useless. 2. Get shot down thus rendering it useless and destroyed or 3. Suffer a stunned/shaken result anyway, thus making it useless. Taking multiple can help mitigate this, but they aren&#039;t cheap, especially with added missiles. So be very sure you want this over a RWJF or three.&lt;br /&gt;
*** Be aware that you can drop the Bomb before they fire Interceptor, so you&#039;ll get that at least. Plus you can shoot a Quad Gun to death pretty quickly (Oh it&#039;s T7? How cute.) so try to kill it before your Voidraven arrives.&lt;br /&gt;
***It may be possible to use RWJF to obscure a VRB to give it a 5+ intervening model save, 4+ if it&#039;s mostly obscured and with night shields for a 3+ without jinking.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reaper ([http://www.forgeworld.co.uk/Downloads/Product/PDF/r/Reaper.pdf Forge World])&#039;&#039;&#039; - Forgeworld made a model for the Dark Eldar. &#039;&#039;And now the Horsemen are riding.&#039;&#039; At 135 points with a built-in aethersail, this heavy support option is halfway between a Ravager and a Raider - no transport capacity, but a single heavy weapon that functions like a cross between a 3rd edition Disintegrator cannon (2 firing strength options) and a haywire blaster. One option is a S5 AP4 Pinning large blast with Haywire and Concussive. The other is a single S7 AP3 shot that inflicts D3 Haywire results on a Vehicle, or might insta-kill a model with Toughness value on 5+ to wound. All in all it&#039;s a fairly versatile vehicle. While it might suffer from One Weapon Syndrome it still has the ability to take Flickerfield, and given the significant nerf of the Ravager that came with the new Codex the Reaper is worth considering as a replacement. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tantalus (Forge World)&#039;&#039;&#039; - our second horseman of the Forgepocalypse, and apparently the last Dark Eldar model that FW will be putting out for the foreseeable future due to sculpting difficulties (Dark Eldar vehicles made from the standard Citadel plastic are fragile, so one made of Forgeworld resin must be about as sturdy as a rice cake), the Tantalus is a gigantic dual-hulled raider. With AV 12/12/10, 5 HP and a built-in Flickerfield it is quite durable for a Dark Eldar vehicle, but it&#039;s arguable if it&#039;s worth a 200+ point investment. It is able to put out a respectable amount of 12 disintegrator shots, has Aerial Assault, and has the ability to do D6 S7 AP2 hits to a single unit with a Toughness value or a single S7 AP2 hit with &#039;&#039;&#039;Armourbane&#039;&#039;&#039; to a vehicle it goes Flat Out over. It also has a very awkward Transport capacity of 16, ruling out what could have been a strong 20 Warriors with 2 Splinter Cannons/Dark Lances unit. 14-15 Wyches with Lelith/a Succubus/an Archon, and/or a Haemonculus may be preferable. Want to put all your eggs in one expensive, open-topped basket? Go ahead. Or fuck all reason and have fun with a Haemonculus and 7 Grotesques.&lt;br /&gt;
** It can also be taken as a dedicated transport for a Court of the Archon, which is actually a pretty solid choice for a fully decked out Court (if you&#039;re willing to throw that many points into 1 basket).&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Lord of War===&lt;br /&gt;
*&#039;&#039;&#039;Revenant Titan&#039;&#039;&#039; - A titan with holofields and able to move 36&amp;quot; per turn.  &amp;lt;s&amp;gt;Aside from the fact that the fluff has never mentioned Dark Titans&amp;lt;/s&amp;gt; they&#039;re mentioned in The Path Of The Archon,(&amp;lt;s&amp;gt;they&#039;re called Castigators&amp;lt;/s&amp;gt;[https://1d4chan.org/wiki/Titan_(Warhammer_40,000)#Castigator_Titan nope]) , how much more Dark Eldar can you get? Seriously, the thing hits like a ton of bricks, is fast as hell, and if it wasn&#039;t for the holofields would die like a chimera.  The only reason that you&#039;ve not taken one is that it is 900 points.  That and you might lose your friends.  But what is better than drinking their tears?&lt;br /&gt;
&lt;br /&gt;
==Weapon Delivery==&lt;br /&gt;
*&#039;&#039;&#039;Splinter Weapons&#039;&#039;&#039;: The most common and easily spammable type of weapon in the army, given that most things with guns carry these as standard.  Everything is  Strength 1, Ap5, Poisoned(4+).&lt;br /&gt;
** &#039;&#039;&#039;Shardcarbine&#039;&#039;&#039;: Sslyths and Scourges only.  Assault 3, 18 inch range.  Decent, but if you&#039;re taking Scourges, it&#039;s probably for their bulk access to heavy weapons.&lt;br /&gt;
** &#039;&#039;&#039;Splinter Cannon&#039;&#039;&#039; Salvo 4/6, 36 inch range.&lt;br /&gt;
***&#039;&#039;&#039;Kabalite Warriors&#039;&#039;&#039; can take one for every ten in order to bump up their volume of shots.  If you&#039;re bringing them in Raiders, grab Splinter Racks and the Cannon for 6 shots at 36&amp;quot;, 15 shots at 24&amp;quot; and 24 shots at 12&amp;quot;.  All twin linked.&lt;br /&gt;
***&#039;&#039;&#039;Kabalite Trueborn&#039;&#039;&#039; can take two in a squad.  Four cannons on a Venom could be interesting, but for that price you could have &#039;&#039;two&#039;&#039; Venoms.&lt;br /&gt;
***&#039;&#039;&#039;Scourges&#039;&#039;&#039; can take up to four in a squad, which is 10 points shy of two Venoms with the same number of Cannons.  And Scourges have a much smaller threat radius than Venoms.  Besides, Salvo Weapons on Jump Infantry just seems foolish.&lt;br /&gt;
***Each &#039;&#039;&#039;Talos&#039;&#039;&#039; can take a twin linked Splinter Cannon.  This certainly gives them a much larger threat radius and, happily, they can fire it to full effieciency.  But this is one of the most expensive ways to bring a Cannon and gives the unit less versatility against enemy Armour than it&#039;s other options.&lt;br /&gt;
***&#039;&#039;&#039;Razorwing Jetfighter&#039;&#039;&#039;s can upgrade their twin linked Splinter Rifles to a Cannon.  This is certainly a great way to spend an extra ten points, but it is also the absoloute most expensive way to field a Splinter Cannon.&lt;br /&gt;
***&#039;&#039;&#039;Venom&#039;&#039;&#039; &#039;&#039;the&#039;&#039; most cost effective and efficient way to field Splinter Cannons.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Pistol&#039;&#039;&#039; 12&amp;quot; Pistol.  Pretty straightforward, most characters either carry them or can exchange their standard, non-character gun for one with no cost.&lt;br /&gt;
***&#039;&#039;&#039;Archon&#039;&#039;&#039; comes with one standard.&lt;br /&gt;
***&#039;&#039;&#039;Succubus&#039;&#039;&#039; comes with one standard.&lt;br /&gt;
***&#039;&#039;&#039;Lhamaen&#039;&#039;&#039; comes with one standard.&lt;br /&gt;
***&#039;&#039;&#039;Haemonculus&#039;&#039;&#039; comes with one standard.&lt;br /&gt;
***&#039;&#039;&#039;Kabalite Warriors&#039;&#039;&#039; Sybarite can exchange his Splinter Rifle for one at no cost.&lt;br /&gt;
***&#039;&#039;&#039;Kabalite Trueborn&#039;&#039;&#039; Dracon can exchange his Splinter Rifle for one at no cost.&lt;br /&gt;
***&#039;&#039;&#039;Wyches&#039;&#039;&#039; all carry one in their off-hand as standard.&lt;br /&gt;
***&#039;&#039;&#039;Hekatrix Bloodbrides&#039;&#039;&#039; all carry one in their off-hand as standard.&lt;br /&gt;
***&#039;&#039;&#039;Reaver Jetbikes&#039;&#039;&#039; tend to keep them in their holsters, but they come with them as standard.&lt;br /&gt;
***&#039;&#039;&#039;Hellions&#039;&#039;&#039; a Helliarch can exchange his Hellglaive for a Pistol and a different melee weapon at cost.&lt;br /&gt;
***&#039;&#039;&#039;Scourges&#039;&#039;&#039; a Solarite can either swap his Shardcarbine for free, or pay for a Splinter Pistol and another melee weapon.  Of note, he cannot take a melee weapon and keep the Shardcarbine.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Pods&#039;&#039;&#039; Assault 2 at 18 inches.  Mounted exclusively on Skyboards.&lt;br /&gt;
***&#039;&#039;&#039;Beastmasters&#039;&#039;&#039; standard as a part of a Beastmaster Skyboard.&lt;br /&gt;
***&#039;&#039;&#039;Hellion&#039;&#039;&#039; everyone comes with them standard as part of their Skyboards.&lt;br /&gt;
**&#039;&#039;&#039;Splinter Rifles&#039;&#039;&#039; Rapid Fire, 24 inches.  The standard Dark Eldar Gun.&lt;br /&gt;
***&#039;&#039;&#039;Kabalite Warriors&#039;&#039;&#039; all carry one as standard.  Most effective in a transport.&lt;br /&gt;
***&#039;&#039;&#039;Kabalite Trueborn&#039;&#039;&#039; all carry one as standard, most should be exchanged for punchier guns.&lt;br /&gt;
***&#039;&#039;&#039;Reaver Jetbikes&#039;&#039;&#039; come with standard underslung Rifles, one in three can be exchanged for anti-tank guns.  Useful to have, but not the reason you would bring Reavers.&lt;br /&gt;
***&#039;&#039;&#039;Venom&#039;&#039;&#039;s come with an underslung twin-linked Rifle, usually (read: Always unless you&#039;re silly) replaced with a Splinter Cannon.&lt;br /&gt;
***&#039;&#039;&#039;Razorwing Jetfighter&#039;&#039;&#039; comes with a standard twin-linked Rifle.  Can be replaced with a Splinter Cannon, but not always worth the points.&lt;br /&gt;
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==Fortifications==&lt;br /&gt;
&lt;br /&gt;
Be aware that in the Realspace Raiders detachment doesn&#039;t actually allow you to take a Fortification, so if you want to take one you&#039;re gonna have to take an allied detachment with at least 1 HQ and 1 Troop choice.&lt;br /&gt;
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* &#039;&#039;&#039;Aegis Defence Lines:&#039;&#039;&#039; Meh. We don&#039;t really need stable cover. However, depending on the power and ubiquity of the new fliers, it might be a good idea to drop 100 points on a Quad-gun Aegis. These can be put down anywhere in your deployment zone, which would give rushing Hellions a nice bit of cover on turn 1. Also, if you&#039;re taking Eldar allies for a Farseer/Eldrad, this is the perfect depository for your mandatory troop choice - Rangers/Pathfinders love these things.&lt;br /&gt;
* &#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; 75 points for a bit of terrain that gives your guys a 4+ invulnerable save against shooting and non-scattering deepstrikes to Jump units and Skimmers that land on the pad. This faces the same problem as the Aegis Defence Line, as this isn&#039;t an army that likes to drop down units into cover and have them sit there, and deep striking is about striking &#039;&#039;deep&#039;&#039;, not behind your lines. Well actually given how rules state that you deploy it in your HALF of the table and not specifically in your deployment zone it means you can set down a deepstriking spot for 3 venoms or 2 raiders just 12&amp;quot; away from your opponent&#039;s frontline units, perhaps 2 raiders with full complement of warriors splinter cannon and splinter racks because after all you&#039;ll be shooting at bs1 that first turn you arrive, and of course dark lances to pop those metal bawkses so you can kill some infantry with the guys inside.  Also if you have the stronghold assault book the updated datapage says you can start a flyer on the skyshield so this could be useful to have your voidraven doing damage on turn 1.&lt;br /&gt;
* &#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; A stolen bastion might be good - Armor 14 supporting a Trueborn or Scourge gunline is downright cruel, but it&#039;s not fluffy at all, unless of course you hang corpses all over it.  Since it&#039;s a medium building, you can cram 20 models into it. It gives 3+ cover to your skimmers hiding behind it, at 75 points this makes it strictly better than the landing pad at protecting your Raiders.&lt;br /&gt;
* &#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; Huge, expensive, and totally against the way that Dark Eldar should be played. It&#039;s powerful, but it has very little synergy with the rest of the army. And the fluff...The poor fluff. Well, in the words of [[Avitus]]: &amp;quot;More corpses&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Vengeance Battery:&#039;&#039;&#039; An av 14 turret for 75 points.  You can cram two into one force org slot.  for 10 more points you can give it a battle cannon, which is nifty. (This is your best friend for anti air. For free it can come with a quad-icarus lascannon and for another 25 points the void shield generator, if you take two (one with AA and one with the battle cannon) you now have something nigh-invincible that the enemy WILL want gone and give you the much needed AA)&lt;br /&gt;
&lt;br /&gt;
==Armor Penetrating notes==&lt;br /&gt;
The following models have AP2/&amp;quot;ignore armor saves&amp;quot; melee attacks:&lt;br /&gt;
* Lelith Hesperax&lt;br /&gt;
* Drazhar&lt;br /&gt;
* All Incubi&lt;br /&gt;
* Succubus with Archite Glaive&lt;br /&gt;
* Haemonculus with Scissorhand (Rending)&lt;br /&gt;
* Aberration or Acothyst with Scissorhand (Rending)&lt;br /&gt;
* Beastmaster Razorwing Flocks (Rending)&lt;br /&gt;
* Talos &amp;amp; Cronos (Smash)&lt;br /&gt;
* Reaver Jetbikes (Rending HoW)&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
* If you’re not giving your Archon his own retinue, put him in a squad of Incubi (do this anyway).  Or Trueborn, if you just get him a blaster. If you want to give him a Retinue, just buy some Vampire Count Ghouls to use as Ur-Ghuls and sell the extras, you&#039;ll get 5 Ur-Ghuls for the cost of 2 Finecast Ur-Ghuls.&lt;br /&gt;
* Cover is your best friend. Leave cover, get chopped into haggis.&lt;br /&gt;
* Fleet is somewhat useful, but you better have either a Webway portal or vehicles for moving your troops around.  You know how everyone is saying that 6th edition will herald the return of infantry? Fuck that noise, we were mechanized before mechanized was cool, and we still have to be. Maneuverability is what makes this army work.&lt;br /&gt;
* A good way to get Blasters for your Blasterborn is to replace the tip of a Shredder with the tip of a Blast Pistol (Because we use pistols so much)&lt;br /&gt;
* Scourges only come with one Haywire Blaster per box. To make another take the Heat Lance, lop off the top, and glue some warrior blade bits on. The Twin-linked Haywire Blaster barrels from the Talos / Cronos kit also fit nicely on the Dark Lance body for a cool snipery look.&lt;br /&gt;
* A cool thing about Raiders and venoms is that they come with a decent amount of crew. Giving some creative modeling techniques you can turn these crew into even more Kabalite warriors/wyches (unless you want your raiders and venoms bristling with soldiers, thats fine too)&lt;br /&gt;
* The guy who made the new Dark Eldar models also works on the Dark Elves from Warhammer fantasy. Take this as a hint for conversions.&lt;br /&gt;
&lt;br /&gt;
==Supplements==&lt;br /&gt;
&lt;br /&gt;
===Haemonculus Covens===&lt;br /&gt;
[[File:Haemonculus Covens Cover 7e.png|300px|right|thumb|]]&lt;br /&gt;
*&#039;&#039;&#039;Power From Pain&#039;&#039;&#039;: The Covens lack a lot of units to use it.  Thus, it got a bit of a change-up to help the Coven Units, which tend to run a bit differently from the others with their stock FNP.&lt;br /&gt;
# None&lt;br /&gt;
# Fearless (do not forget to Go to Ground on round 1)&lt;br /&gt;
# Fear&lt;br /&gt;
# IWND &lt;br /&gt;
# Replace Fearless with Zealot&lt;br /&gt;
# Eternal Warrior   &lt;br /&gt;
&lt;br /&gt;
====Covenite Coterie Detachment====&lt;br /&gt;
A radical shift from Champions of Fenris and Waaagh! Ghazghkull, this detachment does far more than just change up FOC.  This one also locks in what you can pick to the following: Haemonculi, Urien, Wracks, Grotesques, transports, Talos, and Cronos.  You are also locked into taking 2 Elites and 2 HQs, with options for 4 more HQ, 6 more Elites, and 4 HS slots.  For following along, you get a re-roll on the new warlord traits and anyone within 12&amp;quot; of any unit in your army gets -1 Ld.&lt;br /&gt;
&lt;br /&gt;
====Warlord Trait====&lt;br /&gt;
# &#039;&#039;&#039;Master Artisan&#039;&#039;&#039;: Talos and Cronos within 12&amp;quot; re-roll FNP rolls of 1.&lt;br /&gt;
# &#039;&#039;&#039;Master Regenesist&#039;&#039;&#039;: Warlord and the Grotesques he joins get IWND.  OH FUCKING HELL YES.&lt;br /&gt;
# &#039;&#039;&#039;Master Symphoneus&#039;&#039;&#039;: +/-1 from Reserves.  Not bad, but...not that astounding.  I mean, the other book gives you re-rolls on everything meta.&lt;br /&gt;
# &#039;&#039;&#039;Master Epicurean&#039;&#039;&#039;: If your warlord dies from AP2/1/ID, you get d3 suicide victory points to troll around with.  If you join a transport and get blasted by melta or flamers, then laugh at their confusion and rage as they begin strangling you from across the table.  Especially if you use this against Fire Dragons that total it without blinking.&lt;br /&gt;
# &#039;&#039;&#039;Master of Apotheosis&#039;&#039;&#039;: Warlord and his Wrack squad get 4+ FNP, which is pretty cool.&lt;br /&gt;
# &#039;&#039;&#039;Master Nemesine&#039;&#039;&#039;: Warlord gets Preferred Enemy.  A definite step up from the original WT with Hatred.&lt;br /&gt;
&lt;br /&gt;
====Diabolical Playthings====&lt;br /&gt;
*&#039;&#039;&#039;Syndriq&#039;s Pump&#039;&#039;&#039;: The [[Genestealers|Ymgarl Factor]] for Haemonculi, you gain one power per turn, with options for spammage: Fleet, IWND, Poisoned (4+), or Rampage.  Pick the one that doesn&#039;t belong and choose the other three (HINT: You can&#039;t grab Incubi).  Funny thing is that the rules don&#039;t force you to take a different rule each turn or limit to once per game.  Spam like fuck.&lt;br /&gt;
*&#039;&#039;&#039;Vexator Mask&#039;&#039;&#039;: A massive threat in challenges, this nerfs anyone in a challenge by -5 Initiative!  Jeez, this is awesome!  Sad thing is that Haemonculi are just not meant to be in challenges as most duelist HQs can handily deal with them and anything with Unwieldy (like a Powerfist/klaw or a Thunder Hammer) won&#039;t give a shit. But good against other eldar and Slaanesh characters who need their high initiative. &lt;br /&gt;
*&#039;&#039;&#039;Orbs of Despair&#039;&#039;&#039;: Special S1 AP2 grenades that inflict ID on wound.  Expensive and risky to throw, but awesome to see working.&lt;br /&gt;
*&#039;&#039;&#039;Khaideshi Haemovores&#039;&#039;&#039;: You get d6 bonus S3 AP- attacks at I10 that gain no other rules and give you a bonus pile-in.  Nothing too remarkable.&lt;br /&gt;
*&#039;&#039;&#039;The Panacea Perverted&#039;&#039;&#039;: Copied from [[Lady Malys]]&#039; bedroom collection, this gives the user 4+ IWND.  FUCK YES!  As a bonus, it forces any poisoned attacks against him to wound on a 6, which makes him a total nightmare against other Dark Eldar or Nurgle armies&lt;br /&gt;
*&#039;&#039;&#039;The Nightmare Doll&#039;&#039;&#039;: A frighteningly expensive tool, this gives you a +1 on FNP.  It also gets to negate the first ID wound you don&#039;t save, but breaks after that.  Decent security, but if you&#039;re getting hit that hard by something, chances are that you&#039;re fucked anyway. It is however hilarious against models with rules like &amp;quot;6 to wound is ID&amp;quot; (use it against Kos&#039;arro Khan and laugh hysterically)&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
To the Dark Eldar all life is equal - that is, equally &#039;&#039;worthless&#039;&#039;. These are all meant to be temporarily allied with, and then stabbed in the back when it&#039;s worthwhile. Except for Harlequins. Nobody fucks with Harlequins.&lt;br /&gt;
&lt;br /&gt;
===Battle Brothers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldar:&#039;&#039;&#039; Without a doubt, Eldar is the best choice, not just because Eldar is the new hotness right now. In particular, you benefit from being Battle Brothers (for some reason...), so the Craftworlders won&#039;t just spend the entire game looking at you funny. Farseers aren&#039;t necessarily as powerful anymore, but they&#039;re still an excellent support unit that can now use Guide on your Dark Eldar. Wave Serpents are solid though not as great as they used to be, but twin-linked scatter lasers plus a shuriken cannon is still a reasonable transport wrecker. This is incredibly powerful when Craftworlders are the primary detachment, but doubly useful here, as they don&#039;t take up one of the precious allied FoC slots and they make up for the Dark Eldar&#039;s striking deficiency in killing enemy transports (come on, blasters and dark lances have never been a good deal). But what to put in them? Wraithguard, for one troll-tastic option. Sure, you probably don&#039;t want to waste your allied HQ slot on a Spiritseer, but even a single unit of Wraithguard in Wave Serpents can make a huge difference. You can also take the ever-useful Windrider Jetbikes as Troops (which works well thematically with Reaver Jetbikes), although this also cuts down on the number of Wave Serpents you can take (and trust us, you want to take as many Wave Serpents as possible). Still, this is a viable tactic that should be considered. Falcons, Fire Prisms and Night Spinners now come in squadrons - that&#039;s an efficient use of an HS slot to get long-range fire support with more staying power than a Ravager. Depending on your target, the Falcon&#039;s pulse laser/brightlance/shuriken cannon combination might even do better than three dark lances. Falcons get to do double-duty, too, schlepping around Fire Dragons, Dark Reapers or maybe even Blasterborn. There is no longer anything that prevents the Autarch&#039;s Reserves shenanigans from benefitting your army, so consider taking him to accompany your Reavers and help the Flyers/Deep Strike stuff come when you want them. Wraithknights and the Avatar are Lords of War now, so &amp;lt;s&amp;gt;they&#039;re pretty much out of the running&amp;lt;/s&amp;gt; just take another troop choice and your good to go. Howling Banshees no longer suck, since they ignore charging through terrain and the new Banshee Mask is made of win, but Incubi are deadlier and a little more durable, so it&#039;s kind of a toss-up. Crimson Hunters aren&#039;t bad at all, but they&#039;re not clearly superior to the Razorwing for anything other than air-to-air. Also, while taking Divination is usually a good choice, for Dark Eldar allies, it might be a good idea to grab Runes of Fate for your Farseer; The boosted range on things like Guide and Doom is important for hyper-mobile armies like Dark Eldar.&lt;br /&gt;
&lt;br /&gt;
RISKY GORGONZOLA - Farseer on Jetbike with Windrider Jetbikes for ablative wounds, can be a terrible addition to most Dark Eldar forces. Rolling all your dice on Telepathy to gain Shrouding is amazing. All units within 6&amp;quot; gain Shrouded (never saw that coming). That means turn one your Warrior stuffed Raiders, are looking at a 2+ cover save on the first turn, and any turns involving Night Fighting, that can&#039;t be canceled by Flash Lights, Tau trickery or other Night Fighters (3+ cover save for everything else). It breaks down like this, Hunt from the Shadows (5+ cover save for Troops/6+ for non-Troops), Nightshield (Stealth), Shrouding (Shrouded). Risky tactic will involve you hugging your force around the Farseer. If it pays, drink your opponents tears, if not, well.....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldar Corsairs:&#039;&#039;&#039; The &amp;quot;other&amp;quot; Eldar force, introduced in [[Imperial Armour]] 11, the Eldar Corsairs lack the excellent psykers, Wave Serpents, and Wraith units of the Craftworlds, but they more than make up for that with their jet packs and Deep Strike dickery, combined with impressive amounts of firepower. Also, the Corsair Prince&#039;s ability to cause Night Fighting once per game works well with the Dark Eldar&#039;s innate Night Vision. Additionally, Corsairs can take up to five Fast tanks, all with actual armor, rather than the wet cardboard the Dark Eldar are known for.&lt;br /&gt;
&#039;&#039;&#039;Supporting Arguments:&#039;&#039;&#039;&lt;br /&gt;
Corsars are great and they fit the Dark Eldar playstyle very well, but other than access to Eldar vehicles (for which you should just bring Eldar) they don&#039;t offer you much that other armies can&#039;t do better.  If you want assault, bring Harleuins.  If you want tankiness, then as earler, bring Eldar.  If you want to have &#039;&#039;&#039;&#039;&#039;Night Fighting EVERY TURN&#039;&#039;&#039;&#039;&#039; then bring Imperial Armour 11, a Corsair Prince and some Jetpack Troops in an allied Detachment.  Oh, and a cup.  You want a cup for your oponents tears.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Harlequins]]: &#039;&#039;&#039;Now with their own codex, the harlequins can return as the &amp;quot;good&amp;quot; guys. They bring a fair amount to the table, with some nice tricks. Although they are comparable to your units, they are a little more durable and just as deadly - plus which, standard Troupes do the job your Wyches &#039;&#039;should&#039;&#039; be doing. They are also perfect as supports for your more squishy things, such as the new Shadowseer and her bag o&#039; tricks, giving some real protection to your more vulnerable units and possibly giving -4LD when in 6&amp;quot; when used with the Armour of Misery and Mask of Secrets. Engage [[troll|Troll face]] if you wound with a death jester, as non-Fearless units now take a morale check at -6(!)LD, then send them towards a unit for butchering. Yep, even sticks to Marines! Rinse. Repeat. Laugh like a maniac. Harlequins also work excellently with Haemonculi Covens, because the two armies complement each other and each covers the other&#039;s weaknesses. Opponent packed lots of bolters and flamers? Send Grotesques his way and leave your Troupes free to hit other targets. Take a Cast of Players Formation, give them a Haemonculus with Webway Portal for Death Jester damage at -5 and Psychic Shriek at -3.&lt;br /&gt;
&lt;br /&gt;
For Titan Hunting, nothing in the game beats Wraith guard  + Archon with Blaster and WWP.&lt;br /&gt;
&lt;br /&gt;
===Desperate Allies===&lt;br /&gt;
One bit note going into this section: Dark Eldar may seem to be problematic allies due to the limited selection of Battle Brothers, but they very,very good at overcoming the distance restrictions. They can outpace anyone, or come in to play deepstriking, so don&#039;t pay that Desperate Allies shit no mind, OK? The Dark Eldar are great FRIENDS.&lt;br /&gt;
*&#039;&#039;&#039;Adepta Sororitas:&#039;&#039;&#039; Sisters aren&#039;t the fastest force in the galaxy, but they do pack some nasty horde shredding with their flamers, and Dominions can crunch any vehicle in the game with their cover-ignoring meltas. There are some options here, especially since Sisters do have a lot more staying power than your guys, but it&#039;s not the most efficient pairing. RIP fluff... than again think of those orgies.&lt;br /&gt;
*&#039;&#039;&#039;Black Templars:&#039;&#039;&#039; They&#039;re the same as Vanilla, although they aren&#039;t as effective since BT mostly prefer to RIP AND TEAR. Go with a different chapter tactic, as we don&#039;t need close combat units.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; The spikey ones offers anti-tank and cheap tarpits. Take Typhus with Plague Zombies or have some Chaos spawns (Perferable with the Mark of Nurgle- AH SHIT!!! GAAAAA- ([[chaos spawn|BRRRLGRABRAGHABRRRRR]]))) act as a routine for the Sorcerer. Bikers can have two Meltaguns no matter what the size is, although it&#039;s better to take more since Jinking will make them snap fire on their next turn. Give them either the Mark of Nurgle or (I dare say it) Slaanesh with an Icon of Excess so they&#039;ll survive longer. Terminators with Combi-Meltas and a Chainfist can deep strike and eat a couple of tanks before they inevitably die. Or if you&#039;re looking for something to destroy light-medium tanks and a bit of anti-air, the Forgefiend doesn&#039;t disappoint. &lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; They offer you anti-air, albeit not necessarily as efficiently as Tau. Firstly, there&#039;s the Soul Grinder, especially with the Mark of Nurgle; he&#039;s pretty amazing in Chaos Daemons and he&#039;s just as good here. Just park him in cover and blow up anything that moves, while laughing that the enemy can&#039;t get past his 2+ cover save, and, of course, you can hide a Herald of Tzeentch behind it and hit it with Presience every turn. The other (hilarious) option is Bloodletters. You see, they get BS 5. And Heralds get BS 7. So, just park them behind a convenient Aegis Defense Line with Quad Gun, and watch as you get a unit that can shoot down enemy aircraft, weather tons of enemy shooting, and, of course, slaughter in close combat anything that gets too close. Finally, you could always take a Bloodthirster and swat enemy fliers out of the sky. It&#039;s not really that effective (especially at 250+ points), but it&#039;s certainly funny, and that&#039;s every Archon&#039;s second-highest goal (after inflicting pain, of course).&lt;br /&gt;
**As for fluff, there&#039;s a few options that actually make a modicum of sense. First off, Khorne hates Slaanesh almost as much as the Dark Eldar do, so perhaps a rogue Archon stuck a deal with a Bloodthirster so they both get to slaughter the minions of the Dark Prince. You could also say the Archon is the best Beastmaster EVAR and say he captured some Daemons for his amusement; it happened in the fluff thought it bit the DE in the ass, but, hey, [[Kaldor Draigo|there are worse things in the actual fluff]]. And, finally, there have been some slight mentions to Dark Eldar that actively courted the attention of She Who Thirsts, believing that, if they served him/her/it well enough, he/she/it/ might grant them Daemonhood instead of eating their souls. This is probably a bad idea, but then, whatever works... (Definition of worship is performing a ritual to earn the attention of a god/deity. So performing torture(ritual)is worshipping Slaanesh. Every Dark eldar is said to hate he/she/it. They hate themselves too...)&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Tanks are good addition when you need something that can take a hit and survive: not something that is easily or cost-effectively found in DE codices. Plant Leman Russ Executioner or few Hydras to home objectives to snipe and/or keep airspace clear. Beware artillery and large-blasting Leman Russes since it is extremely easy to mistakenly scatter over and accidentally blow up your own Raiders/etc. All in all, IG is good ally to provide staying power and cheap, warm bodies to fill your home objectives. Just don&#039;t expect to see the earthshattering blast barrages from AM. Also also Infantry blobs and weapon teams combined with Company Command squad mean that you can order &amp;quot;Ignores Cover&amp;quot; to your blob, giving your army some well-needed ignores cover weapons to counter those pesky Venomthropes and Malanthropes.&lt;br /&gt;
*&#039;&#039;&#039;Inquisition:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; A Kult of Speed list is pretty nice. Go with either a Warboss with Biker Nobs - expensive but synergistic - or a Warboss/Big Mek with Kustom Force Field with one or two mobz of 30 Boyz (possibly &#039;Ardboyz for added staying power, but then the price tag skyrockets). Dark Eldar can really use a tough, huge horde like that, and the Dark Eldar can press so deep into the field so early that a Mob won&#039;t be a high priority target until it comes crashing in, as well as ameliorating the effects of One Eye Open.  Orks also offer large hordes of T4 models and thick armour from Meganobz, drawing some fire from your more fragile troops, and some good anti-light vehicle fire (hello Deffguns and Flash Gitz).  From a fluff perspective, maybe the Dark Eldar promised the Orks lots of dakka if they help them kill some guys (DE are about taking captives), or the Orks were attacking already and the Dark Eldar joined in and took their side, use your imagination.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; A Biker Captain and a Bike Squad would work well, for much the same reason as a Kult of Speed list.&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; Dark Eldar are very much a shooting army (at least in 6th edition), although in a very different way than Tau. As such, Tau have little we actually need; they don&#039;t have any infantry units with actual staying power, nor are their tanks so radically better than ours that we might be tempted to take one (and remember, you would only be able to take one). The one thing they &#039;&#039;do&#039;&#039; have is easy access to Skyfire, which Dark Eldar absolutely lack. Also, Riptides. And Riptides are so absolutely amazing that you might be tempted to ally with Tau just for one of them. In any case, the best option is probably a Commander with a Crisis Squad, kitted out to fill any holes in your shooting firepower (and if you ally with Farsight Enclaves, that Crisis Squad can be Troops!), with a Riptide as a [[DISTRACTION CARNIFEX]] of sorts (after all, who&#039;ll shoot at your Raiders and Venoms when there&#039;s a Riptide over there?). Don&#039;t forget that a Riptide with the Heavy Burst Cannon and a Velocity Tracker is a pretty scary AA unit (12 Skyfiring Rending S6 shots? OW.) in addition to a fire magnet. You could also try a gunline detachment with a Cadre Fireblade and a squad of Fire Warriors (and maybe some missile-packing Broadsides), although they probably won&#039;t last much longer than regular Kabalite Warriors.  Perhaps you could have a few Dark Eldar combat units to make people think twice about attacking the Tau in combat (Fire Warriors are a less promising target for CC if there&#039;s an allied Beastmaster pack or Incubi unit next to them).  In any case, you don&#039;t have to worry much about One Eye Open, since your Dark Eldar are more than able to range far ahead and away from your Tau allies.&lt;br /&gt;
**Also, don&#039;t Kroot just &#039;&#039;feel&#039;&#039; like a Dark Eldar unit? Wouldn&#039;t it be great if there was a Master Shaper HQ and you could just take an all-Kroot allied detachment? Oh well...&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
6E Tactic that can work in 7E&lt;br /&gt;
&lt;br /&gt;
===Raider Rush===&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
Oh, sorry, actual tactics. Take as many Warriors as you can, stuff them in as many Raiders as you can, have an Archon and some Incubi or Trueborn in a Venom (or two), and add Haemonculi to taste. Normally you don&#039;t need to worry about objectives (you&#039;re playing Dark Eldar, you&#039;re here to kill), but if you feel it&#039;s &#039;&#039;absolutely&#039;&#039; necessary, then take some Wracks in a Raider with a Haemonculi leader, and you&#039;ll have a decently hard-to-kill and hard-hitting unit to sit on an objective and distract the opponent from the rest of your army. &lt;br /&gt;
&lt;br /&gt;
Zoom around the table, shooting the tanks with dark lances and the troops with splinter weapons.  Now comes with Deep-striking goodness for even more mobility.&lt;br /&gt;
&lt;br /&gt;
===Venoms: Fuck The Win===&lt;br /&gt;
Simple list design, a single Haemonculus for HQ requirements, then get 3 units of minimum Blasterborn mounted in Venoms with Double Splinter Cannons, 6 units of 5 Warriors with a Blaster mounted in Venoms with Double Splinter Cannons, 3 Ravagers with Triple Dark Lance setup and Nightshields. After that you should probably get any of the following: Beastmasters for a &amp;quot;powerful&amp;quot; Assault unit that can nearly keep pace with the boats, 10 Scourges with 4 Splinter Cannons because nothing says asshole like unit that will hose IG power blobs and MCs in a single turn, 10 Scourges with 4 Haywire Blasters to completely rape vehicles, or Reavers if you&#039;re playing in a tournament where comp is taken seriously. You have no idea how much this list rapes ork boy spam lists. Seriously, its completely ridiculous. The only disadvantage with this list build is kill points where it can be crap, but you don&#039;t have to worry about it in most games. You may also congratulate yourself on buying twelve vehicles with the same armour value as a birthday balloon and becoming That Guy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;An Alternate Take&#039;&#039;&#039;&lt;br /&gt;
**The Court of the Archon can also take a Venom if its 5 models, bringing you up to 14 Venoms per force organisation chart. Kit your Archon with a Blaster and possibly Haywire Grenades if you want to do this.&lt;br /&gt;
*&#039;&#039;&#039;An Alternate Alternate Take&#039;&#039;&#039;&lt;br /&gt;
**Here are the real issues with this list. &lt;br /&gt;
***Dark Lances are not as good as everyone thinks they are. Yes, they lower 13 or 14 AV to 12. They are also only S8. This makes a Lance only slightly better at killing heavy vehicles than a Lascannon, and slightly worse at killing light vehicles. This does not mean they are bad, but Heat Lances and Haywire are &#039;&#039;so much better&#039;&#039; that if you aren&#039;t taking at &#039;&#039;least&#039;&#039; one unit of Scourges with Haywire Blasters or Heat Lances, you are doing it wrong. Splinter Cannon Scourges are great - just not when you&#039;re running the frankly ridiculous number of Venoms this tactic calls for. Use Scourges for AV here, because your Dark Lances aren&#039;t nearly as reliable. &lt;br /&gt;
***Ravagers have seen some serious nerfs over the years, culminating most recently in a paper boat that is more expensive and has lost Aerial Assault. Ravagers are now best used as Disintegrator Cannon barges - which, obviously, will be better against MEQ armies. The sad fact, though, is that anymore, Ravagers really aren&#039;t worth the points most of the time. They&#039;re a situational pick, and a better idea would be to field some allies if you&#039;re dead set on taking some Heavy Support options. But really, why bother? With six Troops slots, three Elites slots, and &#039;&#039;&amp;lt;b&amp;gt;six objectively better&amp;lt;/b&amp;gt;&#039;&#039; Fast Attack slots if you&#039;re running Real Space Raiders (and why the fuck &#039;&#039;aren&#039;t&#039;&#039; you?), you can safely ignore the poor, forgotten Heavy Support section of Codex: Dark Eldar.&lt;br /&gt;
*So here&#039;s a &#039;&#039;&#039;different take on the Venom Spam list&#039;&#039;&#039; (2000 points). Archon + Blaster + WWP (110 points). 3 units of 5 Trueborn + 4 Blasters + 1 Splinter Cannon, and a Venom with a Splinter Cannon for a Dedicated Transport (450 points). 6 units of 5 Warriors + 1 Blaster, and a Venom with a Splinter Cannon for a Dedicated Transport (720 points). 2 units of 6 Scourges with 4 Haywire Blasters/Heat Lances, tailored to your enemy (272 points). 1 unit of 5 Scourges with 4 Splinter Cannons (140 points). 1 unit of 6 Reavers + 2 Heat Lances + 2 Cluster Caltrops (148 points). 1 Razorwing + Splinter Cannon + Night Shields (155 points). The grand total, then, is 9 Venoms (Venom Spam, see?) in a very fast, very versatile, and very Deep Strike-y force that can take on literally any unit in the game if you use it right, all for 1995 points. Attach your Archon to one of your anti-vehicle Scourge squads, and you can Deep Strike &#039;&#039;exactly&#039;&#039; where you need to be with your WWP, ready to unleash a veritable shitstorm of anti-armor fire. Unless you are very, &#039;&#039;very&#039;&#039; unlucky, you will pop a tank in one turn. Having a sixth Scourge in each of your anti-vehicle units also gives you three more poisoned shots, which is helpful if you&#039;re transport hunting - doubly so if you took Haywire over Heat Lances. Your Razorwing provides air support, your Warriors provide [[DISTRACTION CARNIFEX]]es for your Trueborn while also bringing rapid-fire poison, and your Reavers can zip around the battlefield wreaking havoc wherever they can. Something to note about Reavers is that not only are they deadly when kitted properly, people are scared &#039;&#039;shitless&#039;&#039; of them (probably due to 6E&#039;s Bladevanes). If the Reavers aren&#039;t murdering something or tying it up in CC, your opponent will most likely do everything in his/her power to wipe them off the field. This is good. So if you&#039;re going to try Venom Spam, try this list instead. I guarantee it&#039;ll work better for you.&lt;br /&gt;
&lt;br /&gt;
===Trolling choice===&lt;br /&gt;
&lt;br /&gt;
This list includes anything that puts your opponent&#039;s smile upside down as he sees his tanks being blown up by a lone squad of reaver jet bikes. Take an archon (court optional),  a Succubus with an Archite Glaive to give TEQs something to worry about, a kabalite squad with a dark lance, a squad of six reaver jet bikes with two heat lances and cluster caltrops, a squad of hellions with a stun claw for a possible ID dickpunch and a squad of scourges with haywire weapons.  Because they&#039;re dark eldar and because it fucks with any and all armies that attempt to draw line of sight or even assault, abuse the living &#039;&#039;&#039;FUCK&#039;&#039;&#039; out of the rule known as Fleet.  Turbo boost your jet bikes to get within range of assaulting or to run away after successfully blowing up a tank.  Scourges are there to take out any remaining tanks that the reavers missed the first time around. Kabalite squads should do the following: run, shoot, laugh, run, shoot, laugh.  Wyches should be performing turn 3 deep striking to get FNP to lessen the sting of overwatch while Haywire Grenades on the Hekatrix will give tanks second thoughts.  Using this as a Raiders from Realspace detachment makes this army really lulzy.  The song known as trololo is required when using this list. And remember the power from pain rule, because who doesn&#039;t want fearless and feel no pain rule on Wyches?&lt;br /&gt;
&lt;br /&gt;
===Lance Spam===&lt;br /&gt;
&lt;br /&gt;
Do it at your peril.&lt;br /&gt;
&lt;br /&gt;
7th edition is all about bringing the right tools for the job. Don&#039;t bitch when only bringing Lances doesn&#039;t work. Neither does only bringing melee or only bringing poison.  &lt;br /&gt;
&lt;br /&gt;
The truth is, Dark Eldar do pretty well. Use Lances to pick out the killiest targets. Use Splinter Cannons to deal with the killiest troops. Assault their shooty stuff.&lt;br /&gt;
&lt;br /&gt;
===Let The Poison Flow Through You(r enemies&#039; veins)===&lt;br /&gt;
&lt;br /&gt;
A possible idea for anyone who decides to go multi-force-org-chart with their Deldar.  You crazy Crazy person, we salute you.&lt;br /&gt;
&lt;br /&gt;
*Take a detachment of Realspace Raiders:&lt;br /&gt;
**HQ Can be a single Lhamaen footslogging in the background for purposes of being cheap. (10 Points)&lt;br /&gt;
**Troops will be two non-upgraded units of Kabalite Warriors jumping in Venoms with Splinter Cannons. (210 Points)&lt;br /&gt;
**Elites will be three units of Kabalite Trueborn, each unit taking four Splinter Cannons and then jumping in Venoms with their own Splinter Cannons.  (510 Points)&lt;br /&gt;
**Compulsory Fast Attack could be a single Venom with Splinter Cannons (Possible as somewhere to put Your cheapskate HQ).  (65 Points)&lt;br /&gt;
&lt;br /&gt;
This comes in at 795 points and gives you two Venoms pumping out anything from 9 to 24 Poison shots a turn, three Venoms Pumping out anything from 21 to 38 Poison shots per turn and a Single Venom peppering another 4 to 13 (Depending Where your HQ is) Poison shots per turn.&lt;br /&gt;
&lt;br /&gt;
Clearly this would fall apart against armour and would not be ideal for Assault in any way shape or form.  What it may be good for is swamping hordes with poison, what with your combined firepower of &#039;&#039;&#039;&#039;&#039;175 dice&#039;&#039;&#039;&#039;&#039; in an optimal shooting phase.&lt;br /&gt;
&lt;br /&gt;
Given the low points cost, another, slightly more anti-vehicle or assaulty, detachment could be expected to fit on the table alongside this spiky, venemous mess.  More Dark Eldar, perhaps even some of those delicious formations the Haemonculous Covens book offers us.  Harlequins could also work well for assault and if we want psyking, then Craftworld Eldar would be the way to go.&lt;br /&gt;
&lt;br /&gt;
===Army Balance===&lt;br /&gt;
&lt;br /&gt;
For going against vehicles Ravagers are no longer the kings of anti tank.  4 Haywire Blaster Scourges are point for point the best vehicle poppers in your army, as you can expect to strip two hull points a turn from any vehicle, armor be damned.  Against anything with a toughness value just overload &#039;em with poison fire.  A venom loaded with 5 Kabalites can expect to inflict 7 wounds on anything T3 and above for the low low price of only 105 points. A venom with 5 trueborn with 2 splinter cannons will kill those pesky guard/cultist/gaunt blobs.  Against MEQs an Archon in a unit of Incubi with either a Huskblade or Agonizer will wreck faces.  Against TEQs a Succubus with an Archite Glaive in a unit of Incubi will similarly wreck faces, probably killing 5 Termies barring invuln saves.  You are a highly specialized highly mobile army.  The trick is finding what works for your playstyle and local gaming community.&lt;br /&gt;
&lt;br /&gt;
===Things you should note about 7th edition===&lt;br /&gt;
* Assaults are still random, however charging through cover has become more forgiving.  This is not anything close to enough for Dark Eldar assault armies to become good.  Stick to shooting.&lt;br /&gt;
**On the bright side, you can now take Harlequin allies to do what your Wyches should have been doing all along. Yay. Also on the subject of allies, Banshee Masks now cancel out overwatch. [[Troll|You mad, Tau?]]&lt;br /&gt;
* Pinning cancels out overwatch, Dark Eldar&#039;s Craftworld Battle Brothers have many pinning weapons and you have leadership shenanigans.  [[Just As Planned|Hello there, Tau player, heh heh heh...]]&lt;br /&gt;
* Most mission types have a 50/50 chance of being nightfighting now. We can see in the motherfucking dark. We are also some of the best alpha strikers in the game. Though Night Fighting was nerfed hard, taking some of the edge off DE Night Vision.&lt;br /&gt;
* Also, alpha striking while going second is safer now due to Nightfighting and the more forgiving deep strike rules.&lt;br /&gt;
* Using Jink saves causes the vehicle to fire snap shots in the next shooting phase. However, this doesn&#039;t affect the embarked unit. Put Night Shields on your Raiders and Jink like there&#039;s no tomorrow for the delicious 3+ cover save, protecting the squishy troops within. (**The new FAQ states that a unit embarked on a transport that Jinks does not count as having Jinked.)&lt;br /&gt;
* The new damage table makes it significantly harder to explode a vehicle.  This might sound good at first given how many transports dark eldar armies tend to run, but it&#039;s not.  Your boats still get glanced to death by bolters, and enemy tanks are harder to kill. Worse, your transports are open-topped so flamers will barbeque your infantry through the transport anyway.&lt;br /&gt;
* Ignores Cover weapons are your archnemesis. Besides Tau, an army of particular note are the Grey Knights and their Interceptor/Cleansing Flame/Incinerator shenanigans. Beware: Grey Knights are basically faster than you (teleporting and deep striking) and on turn 1 they can deep strike all of their dudes onto your paper boats without scattering if you deployed close enough (e.g. not on the edges of the table). They will annihilate you in one turn of shooting/psychic burninating. Play smart, stay the hell away, and unleash the poison storm.&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Raiding Party (Codex)&#039;&#039;&#039;: An archon has to take a court, a unit of Incubi, Scourges, and Hellions each, a Ravager, and 6 Kabalite Warriors squads.  Everyone but the Archon needs a Raider or Venom&lt;br /&gt;
** If the Archon&#039;s the Warlord, he gives a +1 bonus to all PFP.  During the first turn (and all Night Fighting turns after), the Warriors gain a 5+ cover bonus while the rest gains a 6+ cover bonus from night fighting natural bonus, and they can re-roll for their codex Warlord Trait.&lt;br /&gt;
** Upgrade any or all of your Kabalites to Trueborn for a modest sum thanks to the FAQs. Blasters and Cannon just got more useful.&lt;br /&gt;
***There are two FAQ lists up, [http://www.blacklibrary.com/faqs-and-errata.html here] and [https://www.games-workshop.com/en-PL/Rules-Errata here], neither of which include such an update as of the December 2015 PDF, which is the latest at the time of this entry (both lists have the same PDF under different names for Dark Eldar).&lt;br /&gt;
*&#039;&#039;&#039;Purge Coterie (Start Collecting!):&#039;&#039;&#039; An Archon takes a Raider with a squad of Kabalites, and they have a unit of Reavers backing them up. The Archon can pick an enemy unit within Line of Sight [[Awesome|(distance is irrelevant as long as the Archon can see)]] at the start of a turn, and all of the units in this formation gain Preferred Enemy against the target. Have a critical target that needs to go down? Look no further, just send the Purge Coterie at them.&lt;br /&gt;
** Also (arguably) can do the same Trueborn trick the Raiding Party can do. That shared entry has its perks. &lt;br /&gt;
*&#039;&#039;&#039;Carnival of Pain (Apocalypse)&#039;&#039;&#039; - A Haemonculi Ancient/Urien must take 3+ Talos or Chronos.  He can also opt for more Haemonculi, Wracks, or Grotesques.&lt;br /&gt;
** Enemies within 12&amp;quot; of the engines get -1T, which can be helpful when you mass up your fire.  Also, fellow Spiky Elves with Pain Tokens within 12&amp;quot; of any member get to raise their FNP by 1 (Usually 4+).  If they got 3 tokens, it&#039;s upped by 2 (usually to 3+).  If you leave the engines out front and get the Haemonculi a safe distance away, it&#039;ll do more to help your forces.&lt;br /&gt;
*&#039;&#039;&#039;Dark Olympiad (Apocalypse)&#039;&#039;&#039; - A Succubus/Lelith has to take 2+ units of Wyches and 1+ units of both Hellions and Reavers.  They then have choices for Beastmasters and Bloodbrides (though who would want these?)&lt;br /&gt;
** The first bonus is that the entire army gets to roll for another drug (which stays at two even if you bring the Duke), which the beastmasters can now bring along.  Also, if anyone here gets a pain token, then they can choose to give someone else within 24&amp;quot; a token as well, just to keep the party going. Seriously, if you&#039;re taking Dark Eldar to Apoc, this is the one you want.&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Web Strike (Apocalypse)&#039;&#039;&#039; - An Archon must take 1+ squads of Incubi, 1+ Ravagers, and 2+ squads of warriors, with options for Trueborn.  Everybody must be in Raiders or Venoms.&lt;br /&gt;
** The lifeblood of this unit is their mandatory use of a special Arterial Webway Portal, represented by a Large Blast.  It can be deployed outside of the enemy&#039;s deployment zone and can take vehicles, hence all the transports.  They also get to re-roll missed hits the turn they arrive. This one can be kind of funny, since you can place your Webway portal (which, I remind you, is impassible terrain) ANYWHERE and can therefore use it as a giant obstacle to keep your opponent from getting downfield. Oh and I guess some truly nasty turn 1 Alpha Striking is good too.&lt;br /&gt;
*&#039;&#039;&#039;Ravager Titan Hunters (Apocalypse)&#039;&#039;&#039; - 3-5 Ravagers, meant to kill Titans.&lt;br /&gt;
** When using the Arrowhead pattern, any Ravagers within 6&amp;quot; of the leader get Shrouded, which helps them survive a little longer against superheavies.  The leader also gets a special ray that always fires first with 36&amp;quot;, S4 AP-, and Assault 1.  This weapon literally allows anyone else that fires on the thing it hits to ignore any force fields for the rest of the turn.  Quite literally, this is a markerlight powered by torture and drugs.&lt;br /&gt;
*&#039;&#039;&#039;Sickle Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Razorwings.&lt;br /&gt;
** These jets get a special Sicklewing Field.  During movement, these jets can fire a non-vehicle enemy that passed under them with d3 S8 AP3 hits per member it moved under.  Among those wounds, you can allocate one wound per Razorwing they went under, which will give them plenty of breathing room to fire. &lt;br /&gt;
&lt;br /&gt;
===Warzone Valedor===&lt;br /&gt;
*&#039;&#039;&#039;The Murderflock (Apocalypse)&#039;&#039;&#039; - You need at least two squads of both Scourges and Hellions at max sizes.&lt;br /&gt;
** This is an ambush unit, plain and simple.  The Unit starts in reserves and, once one unit Deep Strikes without scattering, the others can join in within 6&amp;quot; of that first unit without scattering.  Meanwhile everyone else takes 2d6 S4 AP5 hits with Rending and, for every group of 5 unsaved wounds, you get a pain token for every unit (Meaning dealing 11 wounds gives everyone 3 tokens).&lt;br /&gt;
*&#039;&#039;&#039;Storm of Blades (Apocalypse)&#039;&#039;&#039; - An Archon can take 3+ units of the following: Reavers, Scourges, Hellions, Razorwing Beastmasters, Warriors, and Trueborn.  The latter two (and the Archon) have to be in transports, and if Raiders are taken, they need Aethersails.&lt;br /&gt;
*Any unit may elect to gain the Skyfire USR at the start of the controlling player&#039;s shooting phase.&lt;br /&gt;
** This formation is meant for speed and as such, nobody can voluntarily disembark or go to ground.  If they are forced to disembark for any reason, they have to give up a Pain Token or test for pinning if they have none.  However, everyone can use Skyfire during their shooting phase.  The raiders can also fire at the same time as they use the sails, and they can can move Flat-Out afterwards.&lt;br /&gt;
**Jump Shoot Jump Sail-Raiders are awesome.  This cannot be understated.&lt;br /&gt;
*** Take Trueborns in Venoms. Trueborn can quite effectively drop a flier, the Venom can drop FMCs. Or alternatively mount them up in Raiders with sails and use the Flat Out move to hide back into cover after shooting. Give the Raider a lance to make most of its skyfiring capabilities.&lt;br /&gt;
**For a comically expensive build that taps in at over a thousand points for three Raiders with optional Skyfire, perfect Deep Strikes, Jump Shoot Jump stupidity and Dakka for Days; Take three Units of 6 Kabalite Trueborn, 2 Dark Lances and 4 Blasters in each.  These each buddy up with an Archon carrying a Blaster and Webway Portal.  The Trueborn take Raider&#039;s as Dedicated Transports, kitting them out with the compulsory Advanced Aethersails and adding on Night Shields and a Dark Lance.                                                                                            This totals at 356 points per Raider, but you effectively get a skyfiring Ravager with perfect Deep Strikes and five extra S8 AP2 Lance shots at half range.  For slightly more reasonable prices; drop the two non-compulsory Archons and just fly the Raiders on normally.&lt;br /&gt;
&lt;br /&gt;
===Haemonculus Coven===&lt;br /&gt;
*&#039;&#039;&#039;Grotesquerie&#039;&#039;&#039; - A Haem/Urien joins 2 Grotesque squads.&lt;br /&gt;
** A cheap team that gives a new variant of Combat Drugs.  Now the hulks get either: +1S, +1T, Fleet, Shred, Rage, 4+ FNP.  All of them have their days, but that FNP and Fleet sound DELICIOUS.&lt;br /&gt;
*&#039;&#039;&#039;Scarlet Epicureans&#039;&#039;&#039; - Haemy, Cronos, and 2 Wrack squads all teamed up.&lt;br /&gt;
** A shocking unit, this gives all Wracks within 12&amp;quot; of the Haem Precision Strike AND +1 on PFP (Before factoring the Master of Pain, so attaching gives you IWND by Turn 2), meaning immediate Fearless.  In addition, if the Haemy is Warlord, then he automatically gets the WT giving suicidal victory lols.  Pretty clear what you&#039;re supposed to be doing with everything.&lt;br /&gt;
*&#039;&#039;&#039;Scalpel Squadron&#039;&#039;&#039; - 2 Wrack Squads in Venoms.  Wait, that sounds way too easy...&lt;br /&gt;
** Its simplicity belies its goal as alpha strikers.  If they win First Blood, they win d3 VP.  The issue is that they DS on turn 1, meaning that they need to make sure that the thing they kill is not going to take too long to steal the kill.&lt;br /&gt;
***&amp;quot;Alpha strikers&amp;quot; doesn&#039;t quite cover it. Because these automatically arrive at the beginning of your first turn, it&#039;s entirely possible to leave the rest of your army in reserve and give the opponent the first turn, thereby forcing them to waste a turn shooting at precisely jack shit.&lt;br /&gt;
*** This is basically the DE version of Drop Pod Assault, except you aren&#039;t forced to hold half of them back for a full turn in exchange for no deepstrike insurance. &lt;br /&gt;
*&#039;&#039;&#039;Corpsethief Claw&#039;&#039;&#039; - 5 Talos in a single squad. Their first bonus is they gain Scout. 6&amp;quot; of additional movement after deployment helps alleviate their mediocre mobility. The other bonus is that for every non-vehicle unit they destroy in Assault they gain a VP. &lt;br /&gt;
**This formation grants you a Dark Eldar &#039;&#039;&#039;deathstar&#039;&#039;&#039;. 15 T7 3+ wounds with FnP and the ability to redeploy that advance toward the enemy like a giant wall of fleshy doom. With 5 TL Haywire Blasters (fairly expensive but recommended upgrade) they own Vehicles (particularly transports) and [[rip and tear]] everyone who gets in their way with S7 AP2 attacks at WS5 and Init 4. Have to fight a Walker? TL Haywire Overwatch and 5 S10 AP2 attacks with re-rolls to pen. The only things that the Corpsethief Claw is vulnerable to is massed Poison fire (so, other DE), Grav-guns and Instant Death. Other than that, feel free to advance across the board and wipe the enemy out; this formation is great for competitive play as it can punish extreme MSU by racking up VP for science. You should strongly consider starting on the table and using Scout for the pregame move rather than Outflank, so you get a turn 2 charge rather than turn 3+.  A Void Shield doesn&#039;t hurt either. &lt;br /&gt;
*&#039;&#039;&#039;Dark Artisan&#039;&#039;&#039; - A Haemonculus, Talos and Cronos join together in a single unit. The Haemonculus cannot leave the unit, and no other character can join it. However, doing this gives the engines +1 WS/I.  If he&#039;s Warlord, he also gains the FNP re-rolls &#039;&#039;&#039;OF 1&#039;&#039;&#039;, which becomes useful for the retinue.&lt;br /&gt;
**The real advantage to this formation is that it counters one of the major disadvantages of either Pain Engine, that they&#039;re slow as fuck. You want to get your torture devices in the fight? Grab a Webway Portal and you can drop these guys in your opponent&#039;s backfield or just start denying objectives.&lt;br /&gt;
**Give the Cronos the Soul Probe and the Haemonculus the Nightmare Doll, stick the Haemonculus up front and watch him eat all those hits at T7, then take his saves at 3+ Feel No Pain. Oh someone fired a lascannon at it? Look Out Sir, clownbucket!&lt;br /&gt;
** Tired of slogging across the board? That Haemonculus can still take a Webway Portal for some precision deep striking hilarity...&lt;br /&gt;
*&#039;&#039;&#039;Covenite Fleshcorps&#039;&#039;&#039; - Haem joins 3 Wracks with Raiders, but doesn&#039;t NEED to join a Raider.&lt;br /&gt;
** A basic formation that has a main goal of protecting the Wrack with the Haem&#039;s PFP boost spreading to all members within 12&amp;quot;.  This also gives him and the Wracks he joins the 4+ FNP WT if he is Warlord, which is a good bonus.&lt;br /&gt;
*&#039;&#039;&#039;Carnival of Pain&#039;&#039;&#039; - Every formation in the book slapped together.  All of them.&lt;br /&gt;
** Aside from everything coming at once (Phrasing!), Urien (or his Formation&#039;s replacement) spreads his PFP boost to the ENTIRE FORMATION.  Everyone out of a vehicle also gets to re-roll 1&#039;s to-wound in combat.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
[[Category:Dark Eldar]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Imperial_Knights&amp;diff=66356</id>
		<title>Warhammer 40,000/8th Edition Tactics/Imperial Knights</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Imperial_Knights&amp;diff=66356"/>
		<updated>2023-02-26T20:30:48Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Sacristan Forgeshrine */&lt;/p&gt;
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&lt;div&gt;Please note that this is the tactics for 8th edition Imperial Knights. Their current tactics can be found [[Warhammer 40,000/Tactics/Imperial Knights (9E)|here.]]&lt;br /&gt;
==Why Play Imperial Knights==&lt;br /&gt;
Perhaps you were a fan of all those giant robots from those Japanese cartoons when you were little. Maybe it&#039;s because you always liked the fight between Mecha-zilla and Godzilla and wanted to see that in a wargame, or maybe its because you just love giant robots that carry huge fuckoff flamethrowers and harpoons like its some sort of whale hunting expedition. Let&#039;s face it, you like the fatties. That&#039;s what knights are for.&lt;br /&gt;
&lt;br /&gt;
Has that tank been bothering you? Predator cannon on top making your life hell? Grab a knight and charge the thing, kicking over with your huge fucking robot feet, then smash it with your giant metal fist and chuck the turret at the enemy captain. Maybe you should instead give it a goddam chaingun and eat chunks out of that squad of terminators while pointing a crack-sniffing melta gun at your opponent&#039;s superheavies. If you want to drop $140 on a model that will pair with just about any imperial faction and be the centerpiece of your army, you get a knight. &lt;br /&gt;
&lt;br /&gt;
===Modeling and painting Pros===&lt;br /&gt;
&lt;br /&gt;
* Cool models. As in &amp;quot;psychologically-intimidating&amp;quot; cool. Putting a Knight on a table will cause your opponent to internally go into &amp;quot;aww shit&amp;quot; mode.&lt;br /&gt;
* Can be magnetised so that you can customise your knight depending of the opponent/meta, although not so much of an option with forge world models. They’re also surprisingly easy to build and paint, painting in particular is made so much easier by the presence of nice large armour panels, the ability to build the knight in separate sub assemblies, and nice sharp details which take highlights very well. &lt;br /&gt;
* Many online stores, including Forge World, sell conversion bitz specifically for knights, allowing you to construct them in any flavor you need to. Space wolf, Custodes, Mechanicus, even chaos versions if you don&#039;t like the new heretical models.&lt;br /&gt;
* Lots of large prominent areas for freehand painting.&lt;br /&gt;
* Chicks. Dig. Giant. Robots.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Pros===&lt;br /&gt;
&lt;br /&gt;
* Tough as nails. With 24 wounds, T8/3+/5++ vs shooting, it&#039;ll take on average 23 BS3+ lascannon shots to take one down. Waltz it forward at the front of your army and watch it soak up entire turns of shooting. (Just be careful if the Guard player sets down a Shadowsword.)&lt;br /&gt;
* Low unit count will be getting first turn roll bonus almost all the time.&lt;br /&gt;
* They make for an excellent Imperial ally in 2000 point or more games, especially more as it can be more efficient having a couple of slightly weaker knights running around killing stuff than a single warhound Titan. &lt;br /&gt;
**While you would never really put some imperial factions together (sisters of battles and marines for example) there is no imperial faction which does not gain something by the presence of a Knight (although every time this is to perform the role of “a giant fuck off robot with big guns”, but who doesn’t need a giant robot on their side)? &lt;br /&gt;
*Knights have all of the ranged firepower, possessing strength 9 ranged weapons for your name blade chewing needs, high rate of fire strength 6 guns for your GEQ chewing needs and even more heavy firepower in the dominus class.&lt;br /&gt;
*You absolutely destroy most balanced armies because they take a spread of different weapons for taking on different targets, and as your whole army is vehicles you can pretty much ignore large parts of their armies threats. Watch out for Dark Eldar though, they pack anti-tank like no ones business.&lt;br /&gt;
*Some of the best [[Forge World]] support of any faction. While others might get a few units which are ultimately superfluous, the forge world knights are/can be more powerful than the basic varieties and come with some very unique and interesting weapons.&lt;br /&gt;
*You are [[That Guy|That Guy]].&lt;br /&gt;
* Chicks. Dig. Giant. Robots.&lt;br /&gt;
&lt;br /&gt;
===Modeling and painting Cons===&lt;br /&gt;
&lt;br /&gt;
* Price. Your &#039;&#039;cheapest&#039;&#039; models are the Armiger knights at a cool $75 USD. Your standard Questorius class knights run at $157 and the Dominus knights are a non-multikit bearing &#039;&#039;$170!&#039;&#039; Lube up your wallet if you go Forge World--with knights averaging at &#039;&#039;&#039;$300&#039;&#039;&#039;. Depending on the faction this isn&#039;t actually much more expensive than a regular army considering you only need 3-4 Questorius models to function, but it certainly &#039;&#039;feels&#039;&#039; more expensive.&lt;br /&gt;
* A neutral aspect more than a con, but while knights can take simple paintjobs, they thrive in the design and freehand painting fields. Look up imperial knights on google and you&#039;ll be smitten with dozens of beautiful paintjobs. If you put your knight down with three colors and no decals you&#039;re kinda missing out on some spectacle for your army. Thankfully, provided you either A) Paint the colors on smooth and with decent contrast or B) weather the hell out of them, your knight will look good without sacrificing your limbs to the machine god for better dexterity.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Cons===&lt;br /&gt;
* Damage Tables mean that your Knights get slower and less accurate the more worn down they are from combat.&lt;br /&gt;
* Although tougher than they were in the previous edition, they&#039;ve also gotten a lot pricier; a bare-bones Gallant runs 352 points, while a fully-kitted Crusader weighs in at &#039;&#039;535&#039;&#039;.&lt;br /&gt;
* Knights die surprisingly easily and hit surprisingly weakly.  Expect to take a lot of wounds and miss a lot of shots.  As mentioned in the &#039;&#039;&#039;Pros&#039;&#039;&#039; section, their best weapon is the sheer intimidation factor of the models. Speaking of intimidation...&lt;br /&gt;
* You won&#039;t win the psychological warfare against level-headed opponents. Your Knights might be scary as fuck to noobs but not to those who keep their calm. That&#039;s why you are [[That Guy|That Guy]].&lt;br /&gt;
* A 3+ armour and 5++ invulnerability save is nothing special to write home about, especially as most knights don’t get their invulnerability save against melee attacks. Unless you’re up against “small arms” fire you will take a surprising amount of damage very quickly. Stuff like Tesla guns with +1 or +2 to hit will do an obscene amount of damage despite your saves.&lt;br /&gt;
* They will need help dealing with hordes even if they can&#039;t be tarpitted any more. &lt;br /&gt;
* Hammernators will wreck your shit mercilessly and almost look cost-effective doing it. [[Bjorn the Fell-handed|Bjorn]] will tear one of your knights a new asshole if you let him attack. Even generalist infantry melee blenders (like [[Khorne Berzerkers]]) will wear you down quickly through sheer volume of attacks. &lt;br /&gt;
*Dedicated anti-tank guns will bring them down with shocking rapidity.  With the changes to ion shields, static gun lines threaten them quite a bit.&lt;br /&gt;
* You have to ally with the Mechanicus to get Engineseers and other Techpriests to repair Knights at a reduced efficiency (1 wound instead of D3, although the right warlord trait can boost that to 2).&lt;br /&gt;
* You&#039;re big, but there are even [[Titan_(Warhammer_40,000)|bigger]] [[Skarbrand|kids]] on the block, and the firepower and melee capability these beasts can bring to a battle makes your knights look like an Ork trukk by comparison.&lt;br /&gt;
* You are [[That Guy|That Guy]].&lt;br /&gt;
* Even if you don&#039;t want to be [[That Guy|That Guy]], you&#039;ll end up being That Guy - there is no &amp;quot;friendly&amp;quot; or &amp;quot;beer&amp;amp;pretzel&amp;quot; way to play knights.&lt;br /&gt;
&lt;br /&gt;
==Keywords==&lt;br /&gt;
Knights have either {{W40kKeyword|QUESTOR IMPERIALIS}} or {{W40kKeyword|QUESTOR MECHANICUS}} Keywords, which are relevant for certain interactions with other Imperial factions like the Adeptus Mechanicus and also determine whether or not they can benefit from a few Relics. Non-Freeblades also have the {{W40kKeyword|&amp;lt;HOUSEHOLD&amp;gt;}} Keyword, which will define their Household Tradition.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Walker:&#039;&#039;&#039; Knights can simply walk out of melee whenever they so please without taking any of the regular penalties for doing so. Tired of slicing up his Tactical squad? Walk away and smash his Predators! Not going to win that combat against their geared up HQ? Walk away and blast them to bits in the shooting phase instead! This half of the rule effectively means that Knights can never be tarpitted. Additionally, when they Fall Back, they can move over enemy {{W40Kkeyword|INFANTRY}} and {{W40Kkeyword|SWARM}}. The other half of this rule removes the penalty from moving and firing heavy weapons, as well as dictates that the knight only gains cover if at least half the model is obscured, but with how tough these are anyway, you don&#039;t need cover.&lt;br /&gt;
&lt;br /&gt;
===Knight Lances===&lt;br /&gt;
If your army is Battle-forged, select one model in each &#039;&#039;&#039;{{W40Kkeyword|Imperial Knights}}&#039;&#039;&#039; Super-heavy Detachment in your army. Each model you selected gains the &#039;&#039;&#039;{{W40Kkeyword|Character}}&#039;&#039;&#039; keyword. In addition, as of the new FAQ, you get no CP if your Detachment contains no Knights with the &#039;&#039;&#039;{{W40Kkeyword|Titanic}}&#039;&#039;&#039; Keyword, your usual amount of CP if you have at least one Knight with the &#039;&#039;&#039;{{W40Kkeyword|Titanic}}&#039;&#039;&#039; keyword, or 6 CP if you have at least three Knights with the &#039;&#039;&#039;{{W40Kkeyword|Titanic}}&#039;&#039;&#039; keyword. A massive upgrade from the previous version of the rule, and now it even covers the Forge World Knights too!&lt;br /&gt;
&lt;br /&gt;
===Household Traditions===&lt;br /&gt;
Your new Chapter Tactics equivalents for Knight Houses. At first glance, Houses may seem akin to the sub-factions of the other Codexes, but the difference of some of them being {{W40Kkeyword|Questor Imperialis}} or {{W40Kkeyword|Questor Mechanicus}} means they have different access to a trio of mutually-exclusive Stratagems and Relics and the corresponding Allegiance Oath introduced in Engine War. &lt;br /&gt;
&lt;br /&gt;
Big thing to keep in mind: ONLY units in Super-heavy detachments get Household Traditions and the Allegiance Oath! If you&#039;re only adding one knight to an existing army and that knight is in a Super-heavy auxiliary detachment it WON&#039;T GET THESE BENEFITS. You&#039;ll still have the keyword you chose and will be able to use Stratagems though!&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Questor Imperialis}}====&lt;br /&gt;
The Imperialis Allegiance Oath grants an additional 1&amp;quot; to advance and charge rolls, but this is not cumulative with any other sources.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;{{W40Kkeyword|House Cadmus}} - Hunters of the Foe:&#039;&#039;&#039; Allows re-roll wound rolls of 1 in the Fight phase targeting anything under 12 wounds.&lt;br /&gt;
**Against T4 and below this almost guarantees that your stomp attacks will get through, and re-rolls to wound against high wound, high invulnerability save models like Guilliman will ensure that your assaults will not falter.&lt;br /&gt;
* &#039;&#039;&#039;{{W40Kkeyword|House Griffith}} - Glory of the Charge:&#039;&#039;&#039; Add 1 to the Attacks characteristic of a model during any turn in which it charged or performed a Heroic Intervention - in addition a model with this Household Tradition can perform Heroic Interventions as if it were a Character. &lt;br /&gt;
** Now that blast weapons aren&#039;t a thing anymore there&#039;s no reason not to mob up the table with a blob of Knights, all of whom should be in range to make Heroic Interventions. Also remember that as {{W40Kkeyword|House Griffith}} you can make &#039;&#039;&#039;15&#039;&#039;&#039; stomp attacks, &#039;&#039;18 for Gallants&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;{{W40Kkeyword|House Hawkshroud}} - Oathkeepers:&#039;&#039;&#039; Wounds count twice as many for the purposes of your Damage Chart.&lt;br /&gt;
**A useful trait to have in any battle, but especially useful against opponents who will try to incapacitate your knight in a single strike, or against things like other knights who charge you and get all their attacks in before you can make your response. &lt;br /&gt;
**Probably one of the best traits in the codex. The loss of effectiveness from damage can really gimp your knight, but if your enemy has to deal 18 wounds to your Questoris, 21 to your Dominus and 9 to your Armigers to even drop their statistics by one point, it means you can survive far longer putting out higher damage, and give you a definite edge against other knight armies, or armies that kill you with chip damage.&lt;br /&gt;
* &#039;&#039;&#039;{{W40Kkeyword|House Mortan}} - Close-Quarters Killers:&#039;&#039;&#039; Add 1 to hit rolls in the Fight phase for attacks made by a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention.&lt;br /&gt;
**Makes up for the minus one to hit of the gauntlet, and with a knights high movement speed you can reliably position yourself to make the charge:&lt;br /&gt;
* &#039;&#039;&#039;{{W40Kkeyword|House Terryn}} - Gallant Warriors:&#039;&#039;&#039; When advancing or charging, roll an extra D6 and drop the lowest. &amp;lt;s&amp;gt;Pretty underwhelming on anything that isn&#039;t built for melee&amp;lt;/s&amp;gt; The basic Knight Paladin has 2D6 shots, but kicks 12 times in melee. Since Knights are like tanks that can stomp and have giant chainswords, you&#039;re missing out when they aren&#039;t in melee. Unless tactics dictate keeping your distance is better, where this Tradition also aids your escape if the enemy gets too close. Furthermore, attacking first is incredibly important for Knights and other big things that degrade after taking damage, so a better charge can be the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Questor Mechanicus}}====&lt;br /&gt;
Knights with the Mechanicus Allegiance Oath regain 1 wound at the start of the controlling player&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Krast}} - Cold Fury:&#039;&#039;&#039; Allows re-roll all failed hit rolls in the Fight phase if a model charged, was charged or made Heroic Intervention this turn, or always if the target has the {{W40Kkeyword|Titanic}} Keyword. &#039;&#039;The Titanic bit of this rule is almost irrelevant, since you can fall back and charge Titanic units too. It only matters when the target has a mean overwatch, or your Knight is unable to Fall Back&#039;&#039;. It is extremely relevant if you&#039;re bringing Armigers Warglaive and perhaps Armigers Helverin (though you really shouldn&#039;t be locking the latter in combat).&lt;br /&gt;
**Similar to Mortan&#039;s, but better, since rerollable 3+ is better than regular 2+. Unless they bring rerollable &#039;&#039;2+&#039;&#039;, like Mortan Armigers around a Knight Preceptor.&lt;br /&gt;
**As with all re-rolls, the percentage gain is greater the worse the base stat (in this case even as your knight takes damage and degrades). Even at its lowest tier on the damage table, a Krast Gallant will hit with 75% of his 15 stomps, which is a huge threat for an otherwise &#039;almost dead&#039; LoW. This only increases the Gallant&#039;s capabilities as a distraction-fex and requires that your opponent completely finish off any wounded knights that are within their lines.&lt;br /&gt;
* &#039;&#039;&#039;{{W40Kkeyword|House Raven}} - Relentless Advance:&#039;&#039;&#039; After advancing, Heavy weapons becomes Assault weapons, and Assault weapons do not suffer hit roll penalty when fired after advancing.&lt;br /&gt;
**Better than Terryn&#039;s Gallant Warriors when you value mobility for things other than rushing straight forward, as it enables you to do a fighting retreat. Benefits Crusaders and Armiger Warglaives the most for obvious reasons - always load up on Carapace Weapons if you&#039;re running {{W40Kkeyword|House Raven}}.&lt;br /&gt;
* &#039;&#039;&#039;{{W40Kkeyword|House Taranis}} - Omnissiah&#039;s Grace:&#039;&#039;&#039; Straight and simple 6+++ against non-mortal wounds, totaling to T8 3+/5++ranged/6+++. Not too spectacular, but it can cover for the Ion Shields&#039; inability to protect against melee attacks. And since Knights have so many wounds, that&#039;s a lot of opportunities for this trait to activate.&lt;br /&gt;
**Mathhammer time: A straight boltshell (S4/AP0/D1) has a 5/162 chance of wounding against that, multiplied by (7 - N) / 6 , where N = your BS (BS 3+ means N=3). Have fun trying to [[/d/|penetrate that armor.]]&lt;br /&gt;
* &#039;&#039;&#039;{{W40Kkeyword|House Vulker}} - Firestorm Protocols&#039;&#039;&#039;: When targeting the closest enemy unit with a ranged weapon, re-roll hit rolls of 1. A good choice for Knights that like to get in their opponent&#039;s faces with short-ranged weapons, like the Atrapos (The Valiant benefits little from this trait since the Conflagaration Cannon already auto hits while the Thundercoil Harpoon re-rolls failed hit rolls against {{W40Kkeyword|Vehicle}} and {{W40Kkeyword|Monster}} units). Also makes the Castellan&#039;s Plasma Decimator safer to use when overcharged.&lt;br /&gt;
&lt;br /&gt;
====Custom household &amp;lt;sup&amp;gt;{{W40Kkeyword|Engine War}}&amp;lt;/sup&amp;gt;====&lt;br /&gt;
With the release of Engine War, loyalist knights have a buffet of household traditions to choose from if the core codex doesn&#039;t satisfy.  You can select one major tradition or two minor traditions. Both Imperialis and Mechanicus allegiance houses can select any of them.&lt;br /&gt;
&lt;br /&gt;
=====Major Traditions=====&lt;br /&gt;
*&#039;&#039;&#039;Honoured Sacristans:&#039;&#039;&#039; Ignore AP from AP1 weapons. The better survival boost in the major traits.&lt;br /&gt;
*&#039;&#039;&#039;Hunters of the Unseen:&#039;&#039;&#039; Ignore Cover with shooting - good times. &lt;br /&gt;
*&#039;&#039;&#039;Machine Focus:&#039;&#039;&#039; +1 to hit when target has any negative modifiers to hit - means the hat-cannon now hits fliers on 2+!&lt;br /&gt;
*&#039;&#039;&#039;Pains of Old Night:&#039;&#039;&#039; reroll 1s to wound against psykers and daemons - not even slightly worth the Major Tradition buy.&lt;br /&gt;
*&#039;&#039;&#039;Shattered Empire Stalkers:&#039;&#039;&#039; gain Cover from shooting when 24&amp;quot; or more away from the shooter. Arguably a trap as it gelds knights from contesting the table. &lt;br /&gt;
*&#039;&#039;&#039;Unremitting:&#039;&#039;&#039; Reroll one die for determining random shot weapons in shooting or overwatch. This is not the Catachan trait, only one die for all the model&#039;s weapons. &lt;br /&gt;
&lt;br /&gt;
=====Minor Traditions=====&lt;br /&gt;
*&#039;&#039;&#039;Aggressive Persecution:&#039;&#039;&#039; Re-roll 1 die for a model&#039;s damage roll in shooting, including overwatch. Useful for Thermal Cannon knights and not much else. &lt;br /&gt;
*&#039;&#039;&#039;Blessed Arms:&#039;&#039;&#039; Add 6&amp;quot; to range for weapons with range of 24&amp;quot; or more, and 2&amp;quot; for weapons with less. Useful on the Knight Valiant.&lt;br /&gt;
*&#039;&#039;&#039;Exacting Charge:&#039;&#039;&#039; +1 AP for non-feet attacks when charging, charged, or doing a heroic intervention.&lt;br /&gt;
*&#039;&#039;&#039;Defiant Fury:&#039;&#039;&#039; +1 to hit and +1 attack when under half wounds. Interesting when combined with the Mechanicus Allegiance strat for a potential 1+ to hit on a Gallant.&lt;br /&gt;
*&#039;&#039;&#039;Front Line Fighters:&#039;&#039;&#039; -1 ap when shooting at a target within 12&amp;quot;. Combine with the Knight Warden stratagem for a 12 shot s6 AP3 Flamer. &lt;br /&gt;
*&#039;&#039;&#039;Glorified History:&#039;&#039;&#039; Re-roll 1 hit die during shooting, including overwatch. Good pairing with Shieldbreaker missiles.&lt;br /&gt;
*&#039;&#039;&#039;Guardians of the Frontier:&#039;&#039;&#039; +1 attack when in melee with a unit with 11 or more models. Possibly the most situational tradition in the book.&lt;br /&gt;
*&#039;&#039;&#039;Hounds of War:&#039;&#039;&#039; Armigers may shoot and/or charge the same turn they fall back, but pay a -1 to hit tax for shooting. Potentially very strong when combined with Stormstriders and the land strider warlord trait.&lt;br /&gt;
*&#039;&#039;&#039;Noble Combatants:&#039;&#039;&#039; Natural 6 with a Non-feet attack generates an additional hit.&lt;br /&gt;
*&#039;&#039;&#039;Sanctified Armour:&#039;&#039;&#039; 5+ save against mortal wounds in the psychic phase. Trash tier. &lt;br /&gt;
*&#039;&#039;&#039;Slayers of Beasts:&#039;&#039;&#039; +1 to hit rolls when attacking a Vehicle or Monster with a weapon other than Titanic Feet.&lt;br /&gt;
*&#039;&#039;&#039;Steel-sinewed Aim:&#039;&#039;&#039; Ignore penalties for moving and shooting assault weapons.&lt;br /&gt;
*&#039;&#039;&#039;Stormstriders:&#039;&#039;&#039; +1&amp;quot; movement, and ignore damage table when calculating movement.&lt;br /&gt;
&lt;br /&gt;
===Freeblades===&lt;br /&gt;
As Freeblades aren&#039;t part of a Household, they work a little bit differently. Instead of a Household Tradition, Freeblades get to pick one Quality (or two if they roll for it) that gives them a significant boost. The catch? They also need to take two Burdens (one Burden if it&#039;s rolled for instead of being selected manually) that are just as detrimental as the Qualities are beneficial (fortunately, they can roll leadership to resist their burdens each turn but equaling leadership still counts as a fail). The end result is a high-risk high-return combination of strengths and weaknesses that you really need to build around in order to make use of, but can work wonders in the right hands. &lt;br /&gt;
&lt;br /&gt;
====Qualities====&lt;br /&gt;
*&#039;&#039;&#039;Indomitable&#039;&#039;&#039; - Add 1 to Wounds and Leadership. Not as impressive as some of the others, but one more wound never hurt anybody and leadership can help a little to ignore your burdens.&lt;br /&gt;
*&#039;&#039;&#039;Last of Their Line&#039;&#039;&#039;- Re-roll failed hit rolls of 1 vs units with 10+ models.&lt;br /&gt;
**Will only activate against a small collection of opponents, and will deactivate as soon as the unit drops below 10 models.&lt;br /&gt;
*&#039;&#039;&#039;Legendary Hero&#039;&#039;&#039; - One free re-roll for your hits, wounds, damage, charge or save once per round. &lt;br /&gt;
**Very nice to have one, as this is the only legal way to free re-roll your damage roll.&lt;br /&gt;
*&#039;&#039;&#039;Mysterious Guardian&#039;&#039;&#039; - Allows you to make Heroic Intervention as if you were a Character and sets its distance to 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior&#039;&#039;&#039;- Roll a d6. On a 1-3, add 2&amp;quot; to Movement. On a 4-5, add 1 to WS (i.e. WS3+ becomes WS2+). On a 6, add 1 to BS.&lt;br /&gt;
**Whatever you end up rolling will definitely help a lot, but its randomness will end up defining how you use your Freeblade. You will hate the day that you get plus two movement every game.&lt;br /&gt;
*&#039;&#039;&#039;Sworn to a Quest&#039;&#039;&#039; - Re-roll 1 to hit vs enemy Warlord and gives you normal Objective Secured [[Derp|(you still count as 1 model for the purposes of it)]].&lt;br /&gt;
&lt;br /&gt;
====Burdens====&lt;br /&gt;
*&#039;&#039;&#039;Driven to Slaughter&#039;&#039;&#039; - BS is reduced to 6+ and cannot Fall Back.&lt;br /&gt;
**Tolerable on a Gallant or a Lancer, but anyone else...not so much. &lt;br /&gt;
*&#039;&#039;&#039;Exiled in Shame&#039;&#039;&#039; - You can&#039;t use &#039;&#039;&#039;ANY&#039;&#039;&#039; stratagems on Freeblade with this burden. (including Command Point Re-roll).&lt;br /&gt;
**Not a huge issue as long as your strategy doesn’t rely on specific stratagems, but you may end up wishing you could make that Command Point Re-roll. And it’s helpful to choose as it’s -1 to your Burden Ld roll (ie helps you pass it) - I’m assuming GW thought it was super harsh that you can’t use stratagems so they made it harder for this burden to come into play. Won&#039;t affect any pre-battle stratagems you use, such as giving your Knight a relic, as the effects of the stratagem would have already been resolved before the Burden even has a chance to take effect.&lt;br /&gt;
*&#039;&#039;&#039;Haunted by Failure&#039;&#039;&#039; - You must re-roll hit rolls of 6.&lt;br /&gt;
**The most tolerable burden of all, though it does mean anything that would normally trigger on a hit roll of 6 won&#039;t work unless you roll another 6.&lt;br /&gt;
*&#039;&#039;&#039;Impetuous Nature&#039;&#039;&#039; - Whenever your {{W40Kkeyword|Freeblade}} moves, it must always do so towards the nearest enemy model, and also must declare charges against &#039;&#039;all&#039;&#039; enemy units within 12&amp;quot; unless it&#039;s already within 1&amp;quot; of an enemy.&lt;br /&gt;
**Slightly more manageable than Driven to Slaughter; the movement restrictions also technically disable falling back (since falling back is a type of movement and you obviously can&#039;t fall back towards an enemy) but it doesn&#039;t apply if you don&#039;t actually move, and while the mandatory charges can be an issue at least you can shoot things without a BS that make an Ork look like a Vindicare Assassin by comparison.&lt;br /&gt;
*&#039;&#039;&#039;Obsessed with Vengeance&#039;&#039;&#039; - Forces you both to target nearest visible enemy unit in the Shooting phase and be able to declare charges only against it in Charge phase.&lt;br /&gt;
*&#039;&#039;&#039;Weary Machine Spirit&#039;&#039;&#039; - Count half your wounds left for the purposes of your Damage Chart. Having stats degrading at double speed means you can&#039;t afford to lose a single wound.&lt;br /&gt;
**Auto-take for Mechanicus Knights, as they have access to Machine Spirit Resurgent&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Death Grip (1 CP)&#039;&#039;&#039;: Models with Gauntlet-type weapons only. Make an extra attack on a single-model enemy within 1&amp;quot; and if it hits, you deal D3 mortal wounds instead of normal damage, then the two roll-off their Strength. If the enemy rolls equal or higher (or if they roll a 6, as of the April 2019 FAQ) it breaks lose, otherwise you deal another D3 mortal wounds, then you roll-off again repeating the same steps. Works best with the Paragon Gauntlet, as you have to hit first. &#039;&#039;Close your eyes and seize it, clench your fist and beat it...&#039;&#039;&lt;br /&gt;
**Remember that the wording is “single model”, so you can’t use the mortal wounds to squish blobs of infantry. Instead, use this to bypass HQs with high invulns like Shield Captains or Archons, who will struggle to escape your Str8 (&#039;&#039;you use your model&#039;s strength for the roll, not your weapon&#039;s&#039;&#039;). While tempting, vehicles like S8 Land Raiders and even S7 Rhinos actually have an easier time to escape your death grip.&lt;br /&gt;
*&#039;&#039;&#039;Ion Aegis (2 CP)&#039;&#039;&#039;: At the start of your opponent&#039;s movement phase, choose a {{W40Kkeyword|Dominus Class}} Knight (e.g. Castellan or Valiant) in your army. It can&#039;t move until the end of your next turn, but until then all friendly {{W40Kkeyword|Imperium}} units &#039;&#039;&#039;wholly&#039;&#039;&#039; within 6&amp;quot; of that Knight get a 5++. Works best with the Castellan, whose longer range means it isn&#039;t as affected by being unable to move. &lt;br /&gt;
**Affects not only nearby infantry hordes (Primaris are certainly not hordes), but also helps nearby Imperial Guard TANKS, further protecting their tough hulls behind an invuln. Not even Custodes banners can give you that because those don&#039;t affect Vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Heirlooms of the Household (1 CP/3 CP)&#039;&#039;&#039;: Not quite the same Extra Relics Stratagem everyone else gets, for you see while it does allow one or two Questoris or Dominus class Knights to gain Relics, they also gain the {{W40Kkeyword|Character}} Keyword so they can take those Relics, meaning you don&#039;t have to spend CP on the Exalted Court Stratagem to do so. Speaking of, mixing this with the Exalted Court Stratagem is the fastest way to burn though all your CP before the game begins, so it&#039;s not recommended, even if you have a wide variety of good Relics available. Pick whichever one suits you better.&lt;br /&gt;
**Doubling down with both Heirlooms of the Household and Exalted Court might not be a bad idea in a mostly Dominus-class knight army. There are only a few stratagems which can be used by these big boys, so if you&#039;re bringing 3 (you monster) you might as well give them all warlord traits and relics.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Court (1CP/3CP)&#039;&#039;&#039;: After choosing your Warlord, spend 1 CP to turn another Questoris or Dominus class knight from your detachment into a {{W40Kkeyword|Character}}, or spend 3 to turn two of them. Does not work on Cerastus, Acastus or Armiger class. Knight Characters may pick a warlord trait (For the purposes of traits that specify a warlord the Knight using it is considered the warlord). Probably one of the best stratagems simply because a) the Warlord Traits in the codex are absolutely fantastic, b) allows your Knights to perform &#039;&#039;&#039;Heroic Intervention&#039;&#039;&#039; without being {{W40Kkeyword|HOUSE GRIFFITH}}, which is fantastic for melee-Knights, and c) allows you to get WTs for your Knights even if your Warlord is from a different faction. If you want to give them Relics however, you must also buy the Heirlooms of the Household Stratagem, which is the only real downside of this superb Stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Guidance System (3 CP):&#039;&#039;&#039; When selecting a target for a shieldbreaker missile in the shooting phase, the missile can ignore lines of sight and snipe {{W40Kkeyword|characters}}. And let&#039;s remember they effectively ignore both invuln and armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Ion Shields (1 CP/ 3 CP):&#039;&#039;&#039; Use when an enemy targets your Knight (it costs 3 CP for a Dominus class Knight), it gets +1 to any invulnerable saves for the rest of the phase. This is fantastic, and you will be using it every turn. There is some strategy involved if you have more than one Knight, because you can only use a given stratagem once per phase. Enemies only have to declare shooting one unit at a time; a savvy opponent may bait you into using it on one Knight by shooting a couple of missiles, and then unload the rest of they army into another one. You have been warned.&lt;br /&gt;
**You can activate it when the enemy &#039;&#039;targets&#039;&#039; your Knight, doesn&#039;t specify they have to shoot at it (presumably so that it can interact with the Sanctuary relic). As such, you can also use it in the melee phase, where a Cerastus will also gain a 3++.&lt;br /&gt;
**April 2019 Big FAQ update: The stratagem now limits your invuln to a maximum of 4++. No more combining this with Ion Bulwark or the Cerastus for a 3++. &lt;br /&gt;
*&#039;&#039;&#039;Chainsweep (1 CP):&#039;&#039;&#039; Use this stratagem immediately after fighting with a {{W40Kkeyword|Imperial Knights}} model from your army that is equipped with a Reaper Chainsword, Ravager, or Honour&#039;s Bite. Roll a D6 for each enemy model within 3&amp;quot; of that model; on a 6 that enemy model&#039;s unit suffers a mortal wound. &#039;&#039;Remember it&#039;s available to a Knight that HAS a chainsword, not one that fought with it. You can stomp, then Chainsweep&#039;&#039;.&lt;br /&gt;
**You better be fully surrounded, since it only wounds on a 6+. Even if you&#039;re surrounded by 20 guardsmen, you wouldn&#039;t pay one CP to kill three of them, would you?&lt;br /&gt;
***Uh... yes? 3.33 dead GEQs is equivalent to 3.33/(5/6)/(5/6) = 4.7952 Feet attacks. Would you pay 1 CP to add 1-2 attacks to your Knight? I would.&lt;br /&gt;
****Uh... no? In most cases that CP isn&#039;t going to be worth the death of 3.33 GEQs, which if they&#039;re packed up are probably stupid cheap. Instead, I would Fall Back &amp;amp; do something useful with my Knight.&lt;br /&gt;
*&#039;&#039;&#039;Full Tilt (2 CP):&#039;&#039;&#039; Used in the Charge Phase. Pick a Knight that has advanced this turn; it can charge normally despite having Advanced. Good for the already speedy Armiger Warglaives and Cerastus Knights. &#039;&#039;Push for melee! Being a Superheavy Walker means you&#039;re not locked in melee with the enemy - THEY&#039;RE LOCKED IN THERE WITH YOU!&#039;&#039;.&lt;br /&gt;
**Aaaaw yeah, &amp;quot;good&amp;quot; doesn&#039;t do it justice. And not just for Gallants (who go from distraction Carnifex to Inescapable Collosus of destruction). Unless a Crusader or shootier, a Knight actually does more damage with its stompy feet than with its gun arm. This bumps your melee threat radius up to 22.5&amp;quot;, and House {{W40kKeyword|Raven}} doesn&#039;t even need to forfeit its shooting!&lt;br /&gt;
**{{W40Kkeyword|HOUSE TERRYN}} can pull off a turn-one charge with this stratagem. See Tactics for details.&lt;br /&gt;
*&#039;&#039;&#039;Noble Sacrifice (2 CP):&#039;&#039;&#039; Machine Spirit&#039;s Revenge, in Knight Flavour. Spend 2 CP to make your Knight go ka-boom on a 4+. Dominus Knights can have the range of their explosion extended to 3D6 if they can make a second 4+ roll. Fun times abound.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp (1 CP):&#039;&#039;&#039; After fighting with a Knight, choose an Infantry or Swarm unit within 1&amp;quot;; it takes d3 mortal wounds on a 4+...&#039;&#039;which means an average of ONE mortal wound. MEH. Paying CP to kill a single guardsman, are we?&#039;&#039;&lt;br /&gt;
**Don&#039;t use this against Guardsman. Use it to deal the final few points of damage to Slamguinius that charged you! While this stratagem isn&#039;t the best, you have to remember that all Questoris and Dominus class can use it to finish off characters, so don&#039;t discount it!&lt;br /&gt;
*&#039;&#039;&#039;Skyreaper Protocols (1 CP):&#039;&#039;&#039; In the shooting phase, choose an Armiger Helverin that is about to attack a unit with {{W40Kkeyword|FLY}}. Its Helverin Autocannons re-roll failed hits against that unit. &lt;br /&gt;
*&#039;&#039;&#039;Devastating Reach (1 CP):&#039;&#039;&#039; In the charge phase, pick a {{W40Kkeyword|Titanic}} Knight that has not yet charged, then pick an enemy unit entirely within ruins or a Sector Mechanicus structure (which must not have any models on the ground floor). That Knight can charge the enemy unit, and if its charge brings it within 2&amp;quot; horizontally and 6&amp;quot; vertically of the unit, the charge succeeds and the Knight can attack it in the fight phase (but not with Titanic Feet).&lt;br /&gt;
**Without this stratagem your gallant effectively becomes a big computer game boss after a player who’s just out of reach, combine with deaths grip to crush that character who thought that they had the higher ground. &lt;br /&gt;
*&#039;&#039;&#039;Pack Hunters (1 CP):&#039;&#039;&#039; After an Armiger Warglaive charges, all other Warglaives from the same household can re-roll charges if they are within 12&amp;quot; of the first one. &#039;&#039;Excellent after &amp;quot;Sally Forth!&amp;quot;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Bonded Oathsmen (1 CP):&#039;&#039;&#039; Choose a Questoris-class or Dominus-class Knight that has been charged this turn. Any friendly Armiger-class Knights within 6&amp;quot; of that Knight can perform Heroic Interventions as if they were Characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engine War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives most non forgeworld knights their own gimmick so you can burn through CP even faster!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Belligerent Machine Spirit (1 CP): &#039;&#039;&#039; A Knight Warden (Knight with only the avenger cannon) auto hits with the avenger cannon at 8&amp;quot; or less. Straight up hilarious. &lt;br /&gt;
*&#039;&#039;&#039;Capacitor Charge (1 CP): &#039;&#039;&#039; Knight Preceptors (Las Impulsor knights) when using the high intensity profile get 6 shots instead of 1d6.&lt;br /&gt;
*&#039;&#039;&#039;Close Quarters Destruction (1 CP): &#039;&#039;&#039; Knights Errant (Thermal Cannon knights) reroll to wound for all weapons in half range.&lt;br /&gt;
*&#039;&#039;&#039;Cover the Advance (1 CP): &#039;&#039;&#039; One unit wounded by a knight crusader&#039;s main guns may not fire overwatch this turn. &lt;br /&gt;
*&#039;&#039;&#039;Electrothaumic Overload (2 CP): &#039;&#039;&#039; Auto-hitting splash damage of d3 mortal wounds for every &#039;&#039;unit&#039;&#039; within 3&amp;quot; of another unit wounded by an attack with the Knight Valiant&#039;s harpoon during the shooting phase. Introduces serious risks to some aura providers.&lt;br /&gt;
*&#039;&#039;&#039;Flanking Manoeuvre (1 CP): &#039;&#039;&#039; Add 8&amp;quot; to a model&#039;s move characteristic when advancing but must end the movement within 12&amp;quot; of a board edge. &#039;&#039;Stacks with other advance buffs&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Hurled Wreckage (1 CP): &#039;&#039;&#039; Auto hit and get maximum wounds when throwing something destroyed by a thunderstrike gauntlet or one of its upgrades at a vehicle or monster. Situational at best, but makes for maximum cinematics.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker (1 CP): &#039;&#039;&#039; Pile in and consolidate 6&amp;quot; instead of 3&amp;quot; with a Knight Gallant (close combat). Because your turn 1 charge wasn&#039;t vile enough.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pack Tactics (1 CP): &#039;&#039;&#039; +1 attack (up to +2 attacks) for each armiger in close combat with a selected enemy unit after the first. 3 armigers together getting 18 strike or 36 sweep attacks. &lt;br /&gt;
*&#039;&#039;&#039;Repulsing Conflagration (1 CP): &#039;&#039;&#039; Something else for the Valiant; -2 to enemy charge rolls if hit by overwatch. &lt;br /&gt;
*&#039;&#039;&#039;Siegebreaker Bombardment (1 CP): &#039;&#039;&#039; +1 to wound with siegebreaker cannons if a Castellan didn&#039;t move in the previous movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thin Their Ranks (1 CP): &#039;&#039;&#039; Armiger Helverins shooting at units with 6 or more models have 6 shot autocannons instead of 2d3 (meaning 12 instead of 4d3 total). Yet another reason not to take large infantry squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstruck (1 CP): &#039;&#039;&#039; Knight Paladins (Battle Cannon) get flat 3 damage from battle cannon shots, including the relic version, during the shooting phase. In addition to the CP cost, you must also [https://www.youtube.com/watch?v=v2AC41dglnM sing] whilst rolling.&lt;br /&gt;
*&#039;&#039;&#039;Trophy Claim (1 CP): &#039;&#039;&#039; If an enemy Titanic unit was destroyed by a melee weapon, the knight who dealt the final blow gets +1 attack for the rest of the game. As written, this could trigger on ranged attack from a thunderstrike gauntlet.&lt;br /&gt;
&lt;br /&gt;
===Questor Imperialis Specific===&lt;br /&gt;
*&#039;&#039;&#039;Ironhail Heavy Stubbers (1 CP)&#039;&#039;&#039;: At the start of the battle, select one Imperial Knights Detachement. All Heavy Stubbers on Questor Imperialis units in that detachment become -1 AP. Depending on how many Stubbers you have, this could be obscenely good value.&lt;br /&gt;
*&#039;&#039;&#039;Valiant Last Stand (2 CP):&#039;&#039;&#039; One of two &amp;quot;On Death&amp;quot; Stratagems you have, and only usable if the Knight did not explode- this one allows the Knight to fire his ranged weapons or fight as if it was his turn in the combat phase before being removed, though the Knight counts as having only one wound left when making these attacks. Pretty damn good for its cost.&lt;br /&gt;
**The Valiant is a good choice for this- the Conflagration Cannon automatically hits so the crippled BS will make no difference. &lt;br /&gt;
*&#039;&#039;&#039;Sally Forth (3 CP)&#039;&#039;&#039;: Allows a {{W40kKeyword|Questoris}} or {{W40kKeyword|Armiger}} class UNIT to Outflank, coming in 6&amp;quot; from a table edge and 9&amp;quot; from a enemy model at the end of the movement phase. I.e.: at the end of your &#039;&#039;second&#039;&#039; movement phase, as I don&#039;t think your want to outflank inside your own deployment zone.&lt;br /&gt;
**A bit more useful to Armigers, since not only trying 3 charges is better than a single one, nor because of their exclusive Pack Hunters stratagem, but that allows you to bring up to three Thermal Spears into melta range, while Questoris either bring just one or a weapon with enough range that it doesn&#039;t need to outflank.&lt;br /&gt;
***I think people underestimate the levels of Distraction Carnifex achieved by having a Gallant pop out of nowhere on turn 2. Also give this monster Land Strider to have a 7 inch charge with a full health melee Lord of War. Assuming your turn 1 shooting phase was decent, then you should have blasted some holes in the enemy screen, and this should leave some decent potions to fit your new beat stick into position. Even if you&#039;re limited to just the front of their lines, this still leaves you with a knight on full health in melee range. It&#039;s always proved worth it.&lt;br /&gt;
&lt;br /&gt;
===Questor Mechanicus Specific===&lt;br /&gt;
*&#039;&#039;&#039;Cognis Heavy Stubber (1 CP)&#039;&#039;&#039;: The Mechanicus version of the Ironhail Heavy Stubbers stratagem. Used in the same way, but lets heavy stubbers fire after advancing with a -2 penalty (&#039;&#039;not like House Raven cares&#039;&#039;). In addition, you overwatch at full Ballistic skill with heavy stubbers, which does synergize with Vulker&#039;s rerolls. &#039;&#039;Of course, this is relevant only if feel threatened by charging GEQ, who are literally unable to tie you down. But on the other hand, it&#039;s still cost-effective and can get you a few extra kills.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Benevolence of the Machine God (1 CP):&#039;&#039;&#039; When a model suffers a mortal wound roll 5+ to ignore it &#039;&#039;and all other mortal wounds for the rest of the phase&#039;&#039;. Great versus smite spam armies. Same as Benevolence of the Omnissiah. Note that while the effect is the same, the names are different. RAW this means you can use both these stratagems in the same phase, even though they do the same thing.&lt;br /&gt;
*&#039;&#039;&#039;Machine Spirit Resurgent (1 CP):&#039;&#039;&#039; Old reliable. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.&lt;br /&gt;
&lt;br /&gt;
===Household-Specific===&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Mortan}} - Slayer of Shadows (1 CP):&#039;&#039;&#039; Use in shooting phase. One model can ignore all negative penalties to shooting. It also ignores positive modifiers to shooting, but those are so rare that you can ignore that downside. &#039;&#039;Just EXCELLENT against Eldar.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Terryn}} - Glory in Honour (3 CP):&#039;&#039;&#039; Use it after one of your units has fought, &amp;lt;u&amp;gt;NOT at the &#039;&#039;end&#039;&#039; of the Fight phase&amp;lt;/u&amp;gt; unlike other &amp;quot;Fight Twice&amp;quot; stratagems. It lets you fight twice, btw. Useful if you would like to fight twice. Which you would, it&#039;s fight twice, man. You killed the enemy? Then Pile in to the next one. Didn&#039;t kill the enemy? Then don&#039;t stand around trying to catch a chainsword with your faceplate. Punch it once again to either kill it or make it drop a wound bracket - corpses and cripples have a hard time fighting back.&lt;br /&gt;
**If you have enough CP, you could always have your Gallant become John Cena. Full Tilt, charge, fight, Glory in Honour to fight again and throw in a Thunderstomp, Death Grip or Chainsweep when appropriate. Beatdown!&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Hawkshroud}} - Staunch Allies (2 CP):&#039;&#039;&#039; Use immediately after an enemy unit declares charge at an {{WH40Kkeyword|IMPERIUM}} unit that belongs to you. One of your Knight within 12&amp;quot; can fire Overwatch at the charging unit, and if the charge was successful that model can perform Heroic Intervention (just like a {{WH40Kkeyword|Character}}) with a 2d6&amp;quot; move at the end of the phase.&lt;br /&gt;
**You don&#039;t even have to use it. Just let the enemy know that Crusader of yours could fire all its guns at the offending unit and they might change their strategy. And this isn&#039;t just to protect lowly allied guardsmen from melee bullies (an Avenger Gatling&#039;s Heavy Flamer works nice, Dominus Conflagration Cannons work &#039;&#039;best&#039;&#039;). If the enemy charges one of your knights, you can &#039;&#039;double team on them&#039;&#039;. &#039;&#039;Hawkshroud just will not let you down!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Griffith}} - Dragon Slayers (2 CP):&#039;&#039;&#039; Use in shooting or the fight phase. +1 to wound against units with 10 or more wounds. &#039;&#039;Basically turns that Reaper Chainsword into a Thunderstrike Gauntlet without the hit penalty. Sure it overlaps with the Paragon Gauntlet, but this only means you can effectively have two of them&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Cadmus}} - Bio-scryer Cogitator Array (3 CP)&#039;&#039;&#039;: Lets you immediately shoot at a unit that is set up from tactical reserve, provided it shows up within 12&amp;quot;. Notably, this does NOT impose a to hit penalty, setting it apart from other similar stratagems. Not to mention having a Crusader pump a tank squad&#039;s worth of firepower into an oportunistic deepstriker is better than other armies infantry-only responses.&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Krast}} - Controlled Aggression (1 CP):&#039;&#039;&#039; Use before a model fights. Any unmodified hit rolls of 6 cause 2 hits instead of 1, unless its a chaos unit. In which case, it causes 3 hits. Cannot be combined with Deathgrip, Thunderstomp, or Chainsweep.&lt;br /&gt;
**A superb stratagem that works especially well with Titanic Feet. The downside of not being able to combo it with other melee strats can be almost entirely  ignored by using it on a Crusader, Valiant or Castellan. The Krast re-rolls give you an even higher chance of getting those sweet 6s.&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Raven}} - Order of Companions (3 CP):&#039;&#039;&#039; Use during the shooting phase. That model may re-roll all 1s. Yes, all of them. To hit, to wound, damage, and number of shots. Use on a Castellan, point at one or two things you want to delete, and commence the hurt.&lt;br /&gt;
**Bear in mind that on a d3, rolls of 1 and 2 count as a 1, making this stratagem very good when used on a dominus class knight with 2x twin siege breaker cannons.&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Taranis}} - Our Darkest Hour (3 CP):&#039;&#039;&#039; Use when one of your models dies and doesn’t explode. Roll a dice, on a 4+, the knight gets back up with d3 wounds left. Notably, this happens at the end of the phase meaning your Knight isn’t just going to be pasted immediately.  This is why you take Taranis, so save a CP for a re-roll.  Combine with the Mark of the Omnissiah Heirloom for regen shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;{{WH40Kkeyword|House Vulker}} - Saturation Bombardment (1 CP):&#039;&#039;&#039; Use before a model shoots. Any unmodified hit rolls of 6 cause 2 hits instead of 1. &#039;&#039;Better on Crusaders, the more dakka the better&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Adeptus Mechanicus Codex===&lt;br /&gt;
The Stratagems below are listed as &#039;&#039;Adeptus Mechanicus stratagems&#039;&#039; in their respective codex, but several of them still work on {{W40Kkeyword|Questor Mechanicus}} Knights. The ones affecting Knights (directly or indirectly) are:&lt;br /&gt;
*&#039;&#039;&#039;Benevolence of the Omnissiah (1 CP):&#039;&#039;&#039; See above.&lt;br /&gt;
**Important to note that since this and Benevolence of the Machine God don&#039;t share the same name (at least if they don&#039;t FAQ it out) if you have an Adeptus Mechanicus detachement, you could use both in the same phase to give two different knights a 5+ negate mortal wounds if you need to.&lt;br /&gt;
*&#039;&#039;&#039;Knight of the Cog (1 CP):&#039;&#039;&#039; use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12&amp;quot; of a friendly {{W40kKeyword|ADEPTUS MECHANICUS CHARACTER}}. That unit gains the Canticle of the Omnissiah special rule until the end of the next turn. Can we say Shroudpsalm? I thought we could.&lt;br /&gt;
**&amp;lt;s&amp;gt;Sounds good on paper, but since canticles only work if every model in the detachment has the Canticle of the Omnissiah rule, it is completely useless if you have more than one knight. Nice to buff up the auxiliary knight in an AdMech list, pointless in a list where knights are the main force.&amp;lt;/s&amp;gt;&lt;br /&gt;
***As per the April 2019 FAQ, the target unit of this stratagem will gain the benefit of the canticle even if the rest of the detachments units do not have the Canticles of The Omnissiah rule.&lt;br /&gt;
*&#039;&#039;&#039;Tech-adept (1 CP):&#039;&#039;&#039; An AdMech HQ can repair your knight twice in one go. Granted, each repair only restores 1 wound, but that small difference can still be enough to bring you up a bracket on the damage table. &#039;&#039;Excellent on a Necromechanic warlord, as those repair 2W at a time, 4W with this stratagem&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Blessed by Sacristans:&#039;&#039;&#039; One weapon of your choice (obviously can&#039;t be used on Relics) deals a mortal wound on the unmodified wound roll of 6.&lt;br /&gt;
**High rate of fire weapons benefit from this the most, such as the gatling cannon which would deal 1.33 mortal wounds on average. Excellent against all targets, the mortal wounds bypass armour and invulnerability saves, but can also splash over into those annoying infantry swarms.&lt;br /&gt;
*&#039;&#039;&#039;Cunning Commander:&#039;&#039;&#039; Free re-roll for your hits, wounds, saves or damage once per battle and you start with +1 CP if you are Battle-Forged. The re-roll is nice, but the Command Point is what you really want this for. If you arent taking the Exalted Court stratagem, use it to give one of your knights this trait. Since the loss/gain of cp cancels out, your knight gets a free reroll once per game.&lt;br /&gt;
*&#039;&#039;&#039;Fearsome Reputation:&#039;&#039;&#039; -1 Leadership penalty for all enemy units within 12&amp;quot; of your warlord, and -2 if they are within 6&amp;quot;. Insufficient on its own, {{W40kKeyword|Imperial}} armies have a ton of different Ld debuffs that can stack with it, and it&#039;s not like you weren&#039;t bringing allied detachments. Canis Rex and Sir Hekthur both have this trait.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Here&#039;s a list of the {{W40Kkeyword|Imperial}} units that stack with Fearsome Reputation:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*{{W40Kkeyword|Adeptus Astartes (-3Ld)}}: &#039;&#039;&#039;Reivers&#039;&#039;&#039; can deepstrike near an &#039;&#039;&#039;Angel of Death&#039;&#039;&#039; Warlord, and the &#039;&#039;&#039;Standard of the Emperor Ascendant&#039;&#039;&#039; can be mounted on an Index {{W40Kkeyword|Biker}} Ancient. &#039;&#039;These sources of debuffs can quickly arrive wherever you need them&#039;&#039;.&lt;br /&gt;
*{{W40Kkeyword|Dark Angels (-3Ld)}}: &#039;&#039;&#039;Interrogator Chaplains&#039;&#039;&#039; have a natural -1Ld aura, they have the &#039;&#039;&#039;Eye of the Unseen&#039;&#039;&#039; relic for further -1Ld, and Interromancy&#039;s &#039;&#039;&#039;Mind Wipe&#039;&#039;&#039; inflicts -1Ld (and will proc more often with your help), along with other Ld powers. &#039;&#039;That&#039;s -3Ld from two characters with Jump Packs&#039;&#039;.&lt;br /&gt;
*{{W40Kkeyword|Blood Angels (-1Ld)}}: &#039;&#039;&#039;Sanguinior&#039;&#039;&#039; have a natural -1Ld aura, as does anyone wearing a Sanguinary Mask.&lt;br /&gt;
*{{W40Kkeyword|Inquisition (-1Ld)}}: Psykers &#039;&#039;&#039;Terrify&#039;&#039;&#039; inflict -1Ld from 18&amp;quot; away, and disable overwatch. &lt;br /&gt;
*{{W40Kkeyword|Astra Militarum (-3Ld)}}: Psykana&#039;s &#039;&#039;&#039;Terrifying Visions&#039;&#039;&#039; inflict -2Ld from a safe 18&amp;quot; away. {{W40Kkeyword|Armageddon Officers}} can also bring the &#039;&#039;&#039;Skull Mask of Acheron&#039;&#039;&#039; to spook nearby enemies. Bringing them in a Supreme Command/Battalion is not only cheap, but gives you CP. Bringing them in a Spearhead detachment grants you access to Russes with &#039;&#039;&#039;Objective Secured&#039;&#039;&#039; and Basilisks. &#039;&#039;Versatile, powerful and easy to use at range. Complements your close-and-personal units&#039;&#039;.&lt;br /&gt;
*{{W40Kkeyword|Adeptus Mechanicus (-2Ld)}}: &#039;&#039;&#039;Sicaran Infiltrators&#039;&#039;&#039; are the Mechanicum&#039;s &#039;&#039;faster&#039;&#039; Reivers, and {{W40Kkeyword|Metallica}} has a -1Ld Stratagem.&lt;br /&gt;
*{{W40Kkeyword|Adeptus Custodes (-1Ld)}}: &#039;&#039;&#039;Inspire Fear&#039;&#039;&#039; makes enemies add 1 to Morale tests, and Custodes have extra deepstrike gimmicks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ion Bulwark:&#039;&#039;&#039; Ion shield invulnerable save is increased to 4++ vs shooting attacks.&lt;br /&gt;
**The 2019 April FAQ sadly nerfed &amp;quot;Rotate Ion Shields&amp;quot; to limit the invulnerable save a knight can have to a 4++, so you can no longer use this trait and the stratagem to make you knight Castellan a giant custodian. Oh well...Still one of the better traits to take on your dominus class knights due to the firepower they attract. &lt;br /&gt;
*&#039;&#039;&#039;Knight Seneschal:&#039;&#039;&#039; Simple +1 attack for your Warlord.&lt;br /&gt;
**Give to your knight gallant with the correct keyword trait for a total of 7 attacks on the charge, allowing a knight to kill anything smaller than a reaver titan.&lt;br /&gt;
*&#039;&#039;&#039;Landstrider:&#039;&#039;&#039; All units with the same {{W40kKeyword|Household}} as the Warlord within 6&amp;quot; add 2 to Advance and Charge rolls. Synergizes with packs of Warglaives, to all but guarantee a charge. Powerfull charge gimmicks, especially &#039;&#039;&#039;Turn One Charge&#039;&#039;&#039; with Terryn.&lt;br /&gt;
**Hysterical on a House Raven warlord. Basically adds 2&amp;quot; to the movement characteristic of all knights within 6&amp;quot;, as they can advance every turn without penalty. Great for playing keep away and quickly repositioning with your shooty Knights. Also great for a Gallant- watch as the four inches of additional total movement (with the use of Full Tilt, of course) means they charge directly into the heart of the enemy lines on the first turn.&lt;br /&gt;
&lt;br /&gt;
===Household-Specific===&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Questor Imperialis}}====&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Cadmus}} - Veteran of Gryphonne IV -&#039;&#039;&#039; All damage recieved in the Fight phase is reduced by one to a minimum of 1.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Griffith}} - Master of the Joust -&#039;&#039;&#039; When you finish your Charge move, on 4+ one enemy unit within an 1&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Hawkshroud}} - Duty of Forsworn -&#039;&#039;&#039; Pick an enemy unit at the start of the game but before it began. Your Warlord adds +1 to all hit rolls against that unit.&lt;br /&gt;
**Not always great, but put this on a Castellan and pick the biggest baddest thing they have and watch the look of fear on your opponents face as you tell him your Volcano Lance is hitting on 2&#039;s and you can overcharge your Plasma without any fear of mortal wounds.&lt;br /&gt;
**RAW, can be used to choose units in deep strike of any kind.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Mortan}} - Legacy of the Black Pall -&#039;&#039;&#039; Enemies must substract 1 from thir hit rolls targeting your Warlord from Shooting attacks further than 18&amp;quot;.&lt;br /&gt;
**Useful, but only really on a backfield camping knight where they cannot be flanked by deepstriking foes. &lt;br /&gt;
**Couple with the Castellan&#039;s Oathbreaker Guidance System Stratagem to turn your Knight into a giant vindicare for a turn.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Terryn}} - Champion of the Household -&#039;&#039;&#039;  Re-roll failed Charge rolls.&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Questor Mechanicus}}====&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Krast}} - First Knight -&#039;&#039;&#039; Re-roll hit rolls of 1 for your Warlord.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Raven}} - Master of the Trial -&#039;&#039;&#039; Ignores AP-1 (as it adds 1 to your save vs this attacks).&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Taranis}} - Knight of Mars -&#039;&#039;&#039; When you roll 6+ to wound in the shooting phase, the attack is resolved with 1 more AP (-4 becomes -5).&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|House Vulker}} - Adamantium Knight:&#039;&#039;&#039; Wound rolls of 1, 2 and 3 made against the Warlord with this WT are auto-fails, &#039;&#039;even if the wound chart says otherwise&#039;&#039;.&lt;br /&gt;
**Considering that most of the Knights have T8, this will mean even dedicated superheavy-killer weapons like Volcano Cannons will only be able to wound on a 4+, dramatically reducing their effectiveness against you.&lt;br /&gt;
**A lot of armies do not have widespread access to strength 9 or higher weaponry, so this only really matters if you&#039;re up against Guard players (lascannon swarms and shadowswords) or against other superheavies and (god emperor forbid) Titans. In short, you usually won&#039;t need this trait, but when you do it will be a life-saver.&lt;br /&gt;
&lt;br /&gt;
===Allegiance-Specific===&lt;br /&gt;
As with traditions, if a knight house is Imperialis or Mechanicus aligned, 3 additional warlord traits are made available. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperialis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Revered Knight : &#039;&#039;&#039; The standard &amp;quot;always fight first even when charged unless opponent always fights first&amp;quot; trait.&lt;br /&gt;
*&#039;&#039;&#039;Strike and Shield : &#039;&#039;&#039; -1 to hit in close combat, and -1 attacks for Vehicles or Monsters. The Imperialis attempt at shutting down smash captains, with the added bonus of denting damage from other knights as well. &lt;br /&gt;
*&#039;&#039;&#039;Tireless Duty : &#039;&#039;&#039; Heroic Intervention at 6&amp;quot;. Yawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanicus&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Paragon of the Omnissiah : &#039;&#039;&#039; +2 W. Put it on an Acastus if you would like a smack.&lt;br /&gt;
*&#039;&#039;&#039;Cold Eradication : &#039;&#039;&#039; Add one dice when rolling for &#039;&#039;&#039;every&#039;&#039;&#039; random shot weapon and discard one of the results. Practically auto-include for Knight Castellans.&lt;br /&gt;
*&#039;&#039;&#039;Calculated Targetting : &#039;&#039;&#039; &amp;lt;s&amp;gt;Overwatch hit on 4+. A serious crimper on Smash Captain ambitions.&amp;lt;/s&amp;gt; The trait specifically excludes Overwatch. At best, all it accomplishes is preventing you from spending CP on Machine Spirit Resurgent.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Yield No Ground&lt;br /&gt;
: 1 VP if there are no enemy units in your deployment zone which rises to D3 if there also no enemy units within 12&amp;quot; of the center of the map. Can&#039;t be achieved on your first turn.&lt;br /&gt;
;12 - Duel of Honor&lt;br /&gt;
:1 VP if you destroyed at least 1 character with a Knight.&lt;br /&gt;
;13 - Assail the Foe&lt;br /&gt;
:1 VP for a successful charge, d3 if you made 3 or more charges. Easy. &lt;br /&gt;
;14 - Titan Killer&lt;br /&gt;
:1 VP for each Vehicle or Monster killed (3 if it was Titanic), up to a maximum of 6 VP. &lt;br /&gt;
;15 - Honor of the House&lt;br /&gt;
:The opponent chooses a Knight from your army. If it controls an objective for two consecutive turns, score 1 VP.&lt;br /&gt;
;16 - A Grudge to Settle&lt;br /&gt;
:The opponent chooses a unit from his army. Score 1 VP if one of your Knights kills it this turn.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Basics===&lt;br /&gt;
*&#039;&#039;&#039;Ion Shield&#039;&#039;&#039;: Now just a 5++ all-round versus shooting. It will at least eliminate all those in-game arguments on where exactly your &amp;quot;front&amp;quot; arc stops. Interestingly it makes a knight as tough as a hierophant in most cases, at only a fraction of the points cost.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039;: Pop-gun, now not even needed for setting up charges. You never know when it&#039;ll kill the last model in a unit, though. Well, probably not often. The Ironhail Heavy Stubbers Stratagem and Cognis Heavy Stubbers Stratagems make them better.  &lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;: Can replace aforementioned pop-gun, but at a cost of 14 points (or a 12 point upgrade). Given this was a take-it-or-leave-it option at 5 points last edition its probably not worth it. But then, a few more points isn&#039;t a big deal on such expensive models, and you can walk out of combat to fire it. A good choice for Gallants because you can fire the Meltagun even after advancing (albeit you&#039;ll suffer -1 To Hit when doing so).&lt;br /&gt;
**&#039;&#039;&#039;Twin Meltagun&#039;&#039;&#039;: Meltaguns at Assault 2. Nothing to shout about until you realize that the Dominus mounts two of these because fuck tanks am I right?&lt;br /&gt;
*&#039;&#039;&#039;Titanic Feet&#039;&#039;&#039;: Now we&#039;re talking. Triple attacks at S8/AP-2/DD3, this replaces Stomp and makes terminators weep salty crocodile tears. This is literally the equivalent of getting smacked by a Battle Cannon...&#039;&#039;in melee&#039;&#039;.  It beats the other (cooler) melee weapons against any 1- or 2-wound models, including terminators. It&#039;s also surprisingly decent at kicking Rhinos and the like to death, but falls off badly against anything T8 or with a 2+.&lt;br /&gt;
** &#039;&#039;&#039;{{W40Kkeyword|House Griffith}}&#039;&#039;&#039; can potentially put out 15 stomp attacks on the charge or after making a Heroic Intervention&lt;br /&gt;
&lt;br /&gt;
===Arm Weapons===&lt;br /&gt;
====Auto Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Rapid-Fire Battle Cannon&#039;&#039;&#039;: The battle cannon is no longer the reliable MEQ-slayer it once was. While it does have massive 72&amp;quot; range, if you&#039;re sitting back and sniping you&#039;re not really getting the best out of your knight. Overall, excels at very little (it has a marginal advantage over the other weapons against T7 vehicles due to the wound math).&lt;br /&gt;
**Take one if you want more dakka on the Crusader, and it&#039;s still okay at dealing with medium vehicles, just don&#039;t expect it to be as good as it was in 7th.&lt;br /&gt;
**With {{W40Kkeyword|House Raven}} the RFBC has an effective range of 87&amp;quot; (with no movement penalties), easily capable of hitting anything &#039;&#039;anywhere&#039;&#039; on the board. &lt;br /&gt;
**A good tactic would be to fire the RFBC last; 72&amp;quot; is long enough to reach almost anywhere on the board and it&#039;s pretty difficult to hide from a Knight. If your dice get cold and your other knights leave some stragglers, you can use the cannon(s) to clean up.&lt;br /&gt;
**Don&#039;t underestimate the battle cannon in 8th. It&#039;s combination of multiple shots, S8, decent AP (-2) and multiple damage (Dd3) means that it will perform reliably, if not spectacularly, against just about everything in the game. &lt;br /&gt;
*&#039;&#039;&#039;Armiger Autocannon&#039;&#039;&#039;: Unique to the Armiger Helverin, 60&amp;quot; Heavy 2D3, S7, AP-1, 3 damage. In addition, the weapon ignores the penalty for moving and shooting heavy weapons. It will have difficulty against the T8 fatties (Land Raiders, Leman Russ&#039;, Wraithknights) and 3+ saves mean quantity is vital, but the Helverin mounts two of them. Fantastic for how cheap a platform it is mounted on, it will do work for you.&lt;br /&gt;
**The most efficient weapon you have for taking out Guilliman; you hit and wound on 3+ with 4d3 attacks, the AP knocks him down to a 3+ save, and damage 3 means he&#039;ll go down quick. All of this means that you “only” need 20.25 shots from this gun to take him down, and for Guillimans price you can buy two Armigers which can pump out an average of 16 of these shots a turn (although this doesn’t take into account his regeneration ability or the fact he’ll be hiding behind meat shields).&lt;br /&gt;
*&#039;&#039;&#039;Avenger Gatling Cannon&#039;&#039;&#039;:The best all-rounder, and now cheaper than the RFBC even after including the mandatory heavy flamer! 12 S6/AP-2/D2 is the absolute champ against all kinds of infantry, including TEQ (that 2 damage in particular will make Primaris marines and the like cry). Tears up light vehicles and can do useful work against the heavy stuff - out-shooting the RFBC even if it doesn&#039;t match the Inferno cannon.&lt;br /&gt;
**Always a good idea to pair with a Thermal Cannon on a Crusader Knight, as they share the same range and complement each other pretty well.&lt;br /&gt;
&lt;br /&gt;
====Meltas and Flamers====&lt;br /&gt;
*&#039;&#039;&#039;Thermal Cannon&#039;&#039;&#039;: What melta guns dream of being when they grow up. This is your heavy armour hunter, and now doing D6 shots to all targets thanks to a change in the new AdMech codex it far excels the other weapons in a vehicle-hunting role. The number of shots is a good candidate for a CP re-roll. Also, the cheapest of the three big guns by almost 30 points. Surprisingly though, not your best choice against TEQ - it really needs to be targeting multi-wound models to make it count (Terminators have 2 wounds, so the Avenger Gatling Cannon wins out).&lt;br /&gt;
**When you consider that Knights don&#039;t take movement penalties on heavy weapons (and can advance + shoot with no penalty if {{W40Kkeyword|House Raven}}) the range on a Thermal cannon goes from 36&amp;quot; to a pretty respectable 49&amp;quot; to 54&amp;quot; (ave of 51&amp;quot;). Also, while the RFB gets double the number of shots it&#039;s really outclassed by the Avenger Gatling Cannon, and the Thermal Cannon hits harder (+1S, +1AP, x2 damage) AND costs less.&lt;br /&gt;
*&#039;&#039;&#039;Thermal Spear&#039;&#039;&#039;: The Thermal Cannon&#039;s lesser cousin carried by the Armiger Warglaive. 30&amp;quot; Assault D3 S8 Ap-4 D6 damage.&lt;br /&gt;
**Considering Armigers have a movement of 14&amp;quot;, the range on these is more like 44&amp;quot;, which makes them really good.&lt;br /&gt;
*&#039;&#039;&#039;Conflagration Cannon&#039;&#039;&#039;: The middle child between a Titan Inferno Gun and a Hellhound&#039;s Inferno Cannon. 18&amp;quot; Heavy 3d6 with S7 AP-2 2 D as well as the auto-hitting goodness of a flame weapon. At full movement this gives your Knight a surprisingly scary 28&amp;quot; threat range.&lt;br /&gt;
**&#039;&#039;Blessed by the Sacristans&#039;&#039; (Warlord Trait) vs &#039;&#039;Traitor&#039;s Pyre&#039;&#039; (Relic): Mathhammer shows that with &#039;&#039;Blessed by the Sacristans&#039;&#039; this weapon will chew GEQs, MEQs, and even TEQs with 3++. The &#039;&#039;Traitor&#039;s Pyre&#039;&#039;, on the other hand, excels against {{W40Kkeyword|Vehicle}} and {{W40Kkeyword|Monster}} units.&lt;br /&gt;
&lt;br /&gt;
====Plasma Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Plasma Decimator&#039;&#039;&#039;: The Castellan&#039;s first arm weapon. 48&amp;quot;, Heavy 2d6, S7/8, AP-3, 1/2 D. Like most plasma weapons, it can be overcharged for the boosted S and D, but it&#039;ll take a mortal wound for each hit roll of 1 it makes. &lt;br /&gt;
** Range aside this is basically a Leman Russ Executioner Cannon on a sturdier platform. It&#039;s not &#039;&#039;bad&#039;&#039; per se, until you consider that Guard players can bring &#039;&#039;&#039;4&#039;&#039;&#039; of these bad motherfuckers for the same price and it suffers the same problem every plasma weapon has on a platform with a degrading staline, in that its low power version is underpowered compared to what else you can take, while overpowering isn&#039;t worthwhile unless you can re-roll ones (hint: {{W40Kkeyword|House Vulker}} lets you do exactly that). &lt;br /&gt;
**Counter opinion: yes this gun is pretty average. But when overcharging you really only have to worry about 1-3 mortal wounds. Which is not ideal of course, but on a model with so many wounds, it sort of does take a bit of the danger out of it (hint: {{W40Kkeyword|House Hawkshroud}} is useful for this).&lt;br /&gt;
**House Raven players using their house command benefit &amp;quot;order of companions&amp;quot; to re-roll all 1s, letting you overcharge this (and by this i mean replace the plasma decimator with the cawls wrath relic) and do 3 damage a shot with a little chance to self damage.&lt;br /&gt;
**After a bit of experience with this weapon, it actually isn&#039;t that bad. It&#039;s like a more specialised version of the rfbc. Excels at murdering elite infantry, and whilst it does seem pretty lackluster, in reality if you are firing at the right target (elite infantry with only one or two wounds) 2d6 shots can really fucking hurt.&lt;br /&gt;
**Went up 40 points in the 2019 Big FAQ. This combined with the Volcano lance&#039;s increase makes the Knight Castellan &amp;lt;s&amp;gt;roughly&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:blue;&#039;&amp;gt;literally exactly&amp;lt;/span&amp;gt; 100 points more expensive than it used to be.&lt;br /&gt;
&lt;br /&gt;
====Las Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Volcano Lance&#039;&#039;&#039;: The Castellan&#039;s other arm weapon. Basically a smaller [[Volcano Cannon]], with slightly less range and Strength than its Shadowsword-mounted cousin. But a 80&amp;quot; Heavy d6 S14 AP-5 3d3 D gun that rerolls failed wounds against {{W40Kkeyword|Titanic}} units is still nothing to sneeze at. Went up to 60 points as of the 2019 Spring FAQ.&lt;br /&gt;
*&#039;&#039;&#039;Las Impulsor&#039;&#039;&#039;: The new weapon carried by Canis Rex and the Knight Preceptor. Essentially a laser shotgun. Has two firing modes. 36&amp;quot; heavy 2d6, S 6, Ap -2, d3 damage or 18&amp;quot; heavy d6, S 12, ap -4, d6 damage. &lt;br /&gt;
** This perfectly supports both the long-range anti-infantry Helverin and the short-range anti-tank Warglaive, while still being able to mix it up if an enemy slips through.&lt;br /&gt;
** This is the jack of all trades option, with the inevitable &amp;quot;master of none&amp;quot; downside. 2-12 avenger cannon shots, but not guaranteed to get 2D, or a shorter-ranged thermal cannon with enough strength to wound T6 enemies on a 2+. On the other hand, it&#039;s never going to be wasted on inappropriate targets and the d3 damage on the Dispersed mode gives it a little extra usefulness against 3-wound models like Grey Knight Paladins.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
*&#039;&#039;&#039;Thundercoil Harpoon&#039;&#039;&#039;: MAN THE HARPOONS! But seriously, this thing is a monster. 12&amp;quot; of range means you&#039;ll need to be right in your opponent&#039;s face to use it and it only has 1 shot, but with S16 AP-6 D10 &#039;&#039;&#039;and&#039;&#039;&#039; rerolling failed hits against {{W40Kkeyword|Vehicles}} and {{W40Kkeyword|Monsters}} &#039;&#039;&#039;&#039;&#039;and up to d3 extra mortal wounds&#039;&#039;&#039;&#039;&#039; for good measure, that one shot will fuck up almost anything it doesn&#039;t just kill outright.&lt;br /&gt;
** Given that you&#039;ll only get one or two shots with this thing over the course an entire game you need to beware of anything that can screw with your BS (hit modifiers, damage tables, etc). Also anything with an invulnerable save (like, say, another Knight) can still try to use that. Overall, the Thundercoil Harpoon is a &amp;quot;fun&amp;quot; option and is best suited for:&lt;br /&gt;
*** Stuff with lots of wounds but no invulnerable saves, like Baneblades, Land Raiders, Tyranid monsters of all types, and Gorkanauts&lt;br /&gt;
*** Dealing the final fuck you to said stuff when they are at 11 wounds or less (10D + d3 mortal wounds)&lt;br /&gt;
** Hilariously, Quantum Shielding makes Necrons &#039;&#039;completely immune&#039;&#039; to this weapon, as they&#039;ll autopass their roll against a 10D weapon.&lt;br /&gt;
*** Except for their Monoliths and spearing that thing is automatically taking it down to below half wounds.&lt;br /&gt;
&lt;br /&gt;
====Close Combat====&lt;br /&gt;
These guys have lost the big &amp;quot;D&amp;quot;, and in exchange do a flat 6 damage per hit. Great at wrecking vehicles and MCs, but they can be very binary - there&#039;s lots of things like Dreadnoughts with &amp;gt;6 wounds that take two hits to kill and can leave a nasty mark if they get to hit back, so it&#039;s always advisable to try to soften these targets up a bit first. As noted above, you&#039;re better off kicking most infantry to death instead.&lt;br /&gt;
*&#039;&#039;&#039;Reaper Chainsword&#039;&#039;&#039;: S+6 (14)/AP-3/D6. Best for light-medium vehicles and medium-sized gribblies. It&#039;s not bad against stuff like Land Raiders, but the gauntlet edges it out.&lt;br /&gt;
**&#039;&#039;&#039;Chain-Cleaver&#039;&#039;&#039;: Has two attack options: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S-/AP-2/1D but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstrike Gauntlet&#039;&#039;&#039;: S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno Cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead Razorback at his warlord for extra mortal wounds. The choice between the two is pretty much a toss-up depending on your opponent - take the gauntlet vs. IG and the sword vs. Deldar, etc, but either one will do the job most of the time.&lt;br /&gt;
**The gauntlet gives you access to the Death Grip stratagem, which is a death sentence for any infantry warlord. Sure, he was probably already dead if you got into melee with him in the first place, but this is faster...and &#039;&#039;way&#039;&#039; more satisfying.&lt;br /&gt;
&lt;br /&gt;
===Carapace Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Ironstorm Missile Pod&#039;&#039;&#039;: It&#039;s cheap AND it ignores LOS (if that&#039;s ever an issue for a nearly foot-tall model). At 16 points for D6 S5/AP-1/D2, it excels at nothing. Maybe if it had twice the attacks for half the damage it would be worthwhile anti-horde, but as it stands the Stormspear does everything better. Favourite targets: Storm Shield Termies, Nobz, Rough Riders, Raveners. Still the budget option. Alternate opinion: it&#039;s basically a 72&amp;quot; range heavy flamer (without the auto-hits) that costs the same amount of points, so it&#039;s not that bad. And its cost is around 1/3 of a Stormspear rocket pod&#039;s. Alternate opinion #2: LOS ignoring weapons are WAY stronger than it might seem at first glance, especially because infantry units can often effectivly make themselves immune to a knight by standing in a building. this is the only answer to that, and in practice a surprisingly good one. do not discount the 2 damage per shot either, which is fantastic at picking off primaris and the like.&lt;br /&gt;
*&#039;&#039;&#039;Stormspear Rocket Pod&#039;&#039;&#039;: Take this one, always. Sure it&#039;s 45 points, but it&#039;s effectively three krak missiles, and most armies pay more than 15 points a pop for a missile launcher on a platform that&#039;s not remotely as survivable. This is better than the other carapace weapons against any target barring a few weird edge cases (Inceptors). Use it to soften up light vehicles, pick off lone Crisis suits, or even kill a MEQ or two.&lt;br /&gt;
** 45 points is 10% the cost of your imperial knight. It might be point efficient, but you need to be careful to load too many points in one single unit.&lt;br /&gt;
*&#039;&#039;&#039;Twin Icarus Autocannons&#039;&#039;&#039;: Lots of surprising things have &amp;lt;FLY&amp;gt;, right? Tau suits, jetbikes &amp;amp; skimmers, jump infantry... This is true, but is not enough to stop the Icarus being aggressively mediocre. Embarrassingly, the Stormspear will knock more wounds off flying vehicles due to its higher damage per shot, even counting the penalty to hit. It&#039;s not even particularly cheap. The only scenario where you would take this over Stormspear Rockets is against Necron flying vehicles with Quantum Shielding since D6 damage doesn&#039;t do so well against them.&lt;br /&gt;
**It&#039;s not too bad, only 20 points as of Chapter Approved 2018, and can put a dent into enemy flyers.&lt;br /&gt;
*&#039;&#039;&#039;Twin Siegebreaker Cannons&#039;&#039;&#039;: 48&amp;quot;, Heavy 2d3, S7 AP-1 DD3. Pretty much a bigger autocannon and works just as well as one..&lt;br /&gt;
*&#039;&#039;&#039;Shieldbreaker Missiles&#039;&#039;&#039;: 48&amp;quot; S10 AP-4 d6 D. Each missile can be fired only once per game and you can&#039;t fire more than one in a turn, like the Hunter-Killer Missile. Unlike its little brother, it also bypasses invulnerable saves, which means it works wonders against big multi-wound targets with high invulnerable saves. It&#039;s even better when paired with the Oathbreaker Guidance System, which makes it an absurdly powerful tool for sniping characters as if your knight was a snipers nest for [[Vindicare]] assasins.&lt;br /&gt;
** Try not to overload on these things. The Oathbreaker Stratagem is very expensive for an army that already struggles with CP, and their one shot per turn / one use per battle coupled with your good but not spectacular BS makes them unreliable at best. At most take four of these and one twin cannon, as you&#039;ll get around 3-5 turns of potential shooting out of the missiles and the cannons provide excellent low power shooting capability but taking one back of two missiles is worthwhile for sniping characters when the opportunity arises.&lt;br /&gt;
**These missiles also help to somewhat mitigate how powerful invulns can be on some units. Yeah, odds are that volcano lance will fuck up a Leviathan Dreadnought, but if he gets lucky with his saves, at least you have these bad boys hanging around&lt;br /&gt;
&lt;br /&gt;
===They did the maths===&lt;br /&gt;
At least some values below are suspect, so do not assume any are correct until they&#039;ve been verified.  For example, the correct value for a Thundercoil Harpoon firing into a GEQ unit of at least 4 models is 2/3*5/6*3=5/3=1.7 after rounding, not the 0.6 shown in the table (2/3 chance to hit, 5/6 to wound, bypasses the save entirely, deals 1 damage, killing a model, and then, on average, 2 more mortal wounds, which spill over).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1 cellspacing=0 cellpadding=3 style=&#039;font-size:12px;&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=2 colspan=2&amp;gt;Expected Wounds (BS3+)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;GEQ&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dire Avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MEQ&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TEQ&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crisis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rhino&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Leman Russ&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Landraider&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;T3/5+/1W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;T3/4+/1W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;T4/3+/1W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;T4/2+/5++/2W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;T5/3+/3W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;T7/3+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;T8/3+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;T8/2+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12/S6/AP-2/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;6.7&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5.5&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;3.5&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5.3&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;RFBC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D6/S8/AP-2/DD3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thermal Cannon &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D6/S9/AP-4/DD6*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;7 (8.2)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;7 (8.2)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5.8 (6.8)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Las Impulsor (Dispersed)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D6/S6/AP-2/DD3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Las Impulsor (Focused)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D6/S12/AP-4/DD6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5.8&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thundercoil Harpoon &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1/S16/AP-6/D10*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conflagration Cannon &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3D6!/S7/AP-2/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;8.8&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;7.3&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;4.7&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;7.0&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;9.3&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volcano Lance &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D6/S14*/AP-5/D3D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;13.6&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;12.4&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;12.4&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Decimator (Standard)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D6/S7/AP-3/D1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Decimator (Overcharged)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D6/S8/AP-3/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Siegebreaker Cannon &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D3/S7/AP-1/DD3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shieldbreaker Missile &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1/S10/AP-4/DD6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cawl&#039;s Wrath (standard) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D6/S8/AP-4/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cawl&#039;s Wrath (Overcharged)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D6/S9/AP-4/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Traitor&#039;s Pyre &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3D6/S7*/AP-2/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Endless Fury &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14*/S6/AP-2/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Armiger Autocannon &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D3/S7/AP-1/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thermal Spear &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D3/S8/AP-4/DD6*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;3.1(4.7)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;2.3 (3.5)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;1.9 (2.9)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rad Cleanser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D6!/S2 (FB)/AP-0/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Graviton Pulsar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D6/S6/AP-3/D2(4)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;2.1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5.8&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lightning Lock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 (+2)/S6/AP-2/D1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;4.2&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;2.7&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volkite Veuglaire&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5/S6+/AP-1/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moirax Conversion Beam Cannon (Short Range)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D3/S6/AP-0/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moirax Conversion Beam Cannon (Mid Range)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D3/S8/AP-1/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moirax Conversion Beam Cannon (Long Range)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D3/S10/AP-3/D4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acheron&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2D6!/S7/AP-2/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Castigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16/S6/AP-2/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lancer (shooting)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6/S6/AP-1/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atropos graviton (Contained)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/S8/AP-3/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atropos graviton (Singularity)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4+D6/S12/AP-4/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atropos lascutter (shooting)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1/S12/AP-4/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Magera lightning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6(+2)/S7/AP-2/3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Styrix volkite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5/S8+/AP-3/DD6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twin Magna Lascannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x2D3/S12/AP-3/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twin Conversion Beam Cannon (Short Range)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x2D3/S12/AP-1/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twin Conversion Beam Cannon (Mid Range)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x2D3/S14/AP-2/D4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twin Conversion Beam Cannon (Long Range)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x2D3/S16/AP-3/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chainsword (Non-Gallant)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/S14/AP-3/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5.6&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chainsword (Gallant)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5/S14/AP-3/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gauntlet (Non-Gallant)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-/S16/AP-4/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;10.0&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;10.0&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;8.3&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gauntlet (Gallant)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-/S16/AP-4/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Feet(Non-Gallant)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12/S8/AP-2/DD3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;6.7&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5.5&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;4.4&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;6.6&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Feet (Gallant)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15/S8/AP-2/DD3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaper Chainfist&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/S16/AP-4/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Warblade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8/S14/AP-3/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lancer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/S14/AP-4/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lancer (charge)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/S16/AP-4/D8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atropos lascutter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4*/S14*/AP-4/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hekaton Siege Claw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-/S16/AP-4/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Paragon Gauntlet (Non-Gallant) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/S16/AP-4/D8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Paragon Gauntlet (Gallant) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5/S16/AP-4/D8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23.1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ravager (Non-Gallant) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/S16/AP-3/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ravager (Gallant) &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5/S16 /AP-3/D6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain-Cleaver (Strike)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/S12/AP-3/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;3.0&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;5.6&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chain-Cleaver (Sweep)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8/S6/AP-2/D1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;4.5&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;3.7&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;2.3&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moirax Siege Claw&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-/S12/AP-3/DD6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;6.1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;6.1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;4.9&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ironstorm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;D6/S5/AP-1/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stormspear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3/S8/AP-2/DD6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;1.7&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;1.4&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;1.1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;1.5&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;2.2&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;3.1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;2.3&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;1.7&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Icarus (vs. ground)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-/S7/AP-1/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Helios (vs. ground)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2/S8/AP-2/D3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Karacnos Mortar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3D3/S5 (FB)/AP-1/D1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Judgement &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3*/S8/AP-2/DD6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Skyshield (vs Ground)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-/S7/AP-2/D2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Shows average number of wounds, including abilities that proc on 6+, so some weapons will be much swingier than others.&lt;br /&gt;
* Damage calculation for infantry accounts for overkill, e.g. D1d3 weapons vs. TEQ has an effective damage of 1.67, not 2.&lt;br /&gt;
* Haven&#039;t included flyers because I am lazy.&lt;br /&gt;
* If you want to view these same guns against &#039;&#039;&#039;TITANIC&#039;&#039;&#039; targets, then go to [[Warhammer 40,000/Tactics/Apocalypse(8E)]].&lt;br /&gt;
* This maths does not take into account any effects brought on by knightly household traits or warlord traits, and should be seen as a baseline on which to improve on.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
You have 22 relics to choose from, the highest of any army yet.&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;Endless Fury:&#039;&#039;&#039; Replaces an Avenger Gatling Cannon. 36&amp;quot; Heavy 14 S6 AP-2 2 D, and unmodified hit rolls of 6 count as being two hits.&lt;br /&gt;
**Gives you on average 11.67 hits compared to the normal gatling cannons 8 hits, giving you a total of 9.72 and 6.66 dead GEQ&#039;s respectively. The extra 3.67 hits can be useful and is nearly a 50% improvement on the standard gatling cannon, and also helps against negative hit modifiers since the bonus hit triggers on a natural roll of 6. &lt;br /&gt;
**should give you at least 4 hits on overwatch, which isn&#039;t huge, but if your opponent gets very unlucky could put a big hole in his TH/SS terminators &lt;br /&gt;
*&#039;&#039;&#039;Judgement:&#039;&#039;&#039; Replaces Stormspear Rocket Pod. Flat out upgrade for it, as it becomes AP-3 and allows rerolls to hit.&lt;br /&gt;
*&#039;&#039;&#039;Ravager:&#039;&#039;&#039; Replaces a Reaper Chainsword. Is S+8 AP-4 D6 and allows the Knight holding it to re-roll 1s to hit.&lt;br /&gt;
**Hitting with 16 strength lets you wound things like Land Raiders and enemy Knights on a 2+, without suffering the -1 to hit from the Thunderstrike Gauntlet. Re-rolling ones is a nice bonus, but you have other sources of re-rolls.&lt;br /&gt;
**This is your best melee weapon if you don&#039;t already have a source of rerolls, especially on a Gallant.&lt;br /&gt;
**House Krast&#039;s Household Tradition improves this, letting it re-roll all failed hits. &lt;br /&gt;
*&#039;&#039;&#039;Skyshield:&#039;&#039;&#039; Replaces a Twin Icarus Autocannon. 60&amp;quot; Heavy 6 S7 AP-2 2 D, otherwise identical to the regular twin Icarus Autocannon. &lt;br /&gt;
**Underwhelming as the normal Icarus cannon is a bit meh, and is outstripped by your missile launchers.&lt;br /&gt;
*&#039;&#039;&#039;The Paragon Gauntlet:&#039;&#039;&#039; Replaces a Thunderstrike Gauntlet. Sx2 AP-4 8 D, and with no hit roll penalty either!&lt;br /&gt;
**A flat upgrade over the basic version and your best melee weapon, combine with additional re-rolls and bonus’ to hit and your knight can lay even a warlord Titan low. Best suited to the knight gallant due to its base 5 attacks but it does render the reaper chainsword useless.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary:&#039;&#039;&#039; The user&#039;s Ion Shield invulnerable save works against melee weapons as well as ranged weapons. Good on a Knight that expects to go up against enemies with powerful melee attacks.&lt;br /&gt;
**Superior to the Armour of the Sainted Ion against high ap ranged and melee attacks but does not improve your resilience to low ap attacks or melee attacks.&lt;br /&gt;
*&#039;&#039;&#039;Armor of the Sainted Ion:&#039;&#039;&#039; Grants your knight a 2+ armor save. Doesn&#039;t get simpler than that.&lt;br /&gt;
**While seemingly underwhelming in comparison to other flashier relics, it&#039;s deceptively great. You gain a significant edge against swarms of low strength, low ap fire, and combined with your ion shields a -3 ap attack is exactly the same. Also good against massed low/medium ap melee attacks, as a -3 ap melee weapon will trigger the 5+ armor save Sanctuary grants. Always take this over sanctuary since -4 or better AP in combat is very rare and -1 or 2 is quite common even on anti-tank weapons. Since this also helps with shooting this is definitely the better option.&lt;br /&gt;
**Combine with the Ion Bulwark Warlord Trait to make any knight you want a tough son-of-a-bitch to crack. Slap it on a Castellan or Valiant and no one even bothers to shoot at it. Who wants to fire at a 2+, 4++, T8, 28 wound monster? Nobody, that&#039;s who (Unless they have soulburners). All the while your Castellan/Valiant survives. Turn 3 comes around--all your opponents anti-tank is dead and you have this monster roaming about fucking up whatever it damn well feels like.&lt;br /&gt;
**Still worry about massed melee with the above option though, since your Castellan still only has WS+4, so if your opponent floods in enough dudes you will still die due to sheer numbers.&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Questor Imperialis}}====&lt;br /&gt;
*&#039;&#039;&#039;Banner of Macharius Triumphant&#039;&#039;&#039;: {{W40kKeyword|Questoris Class}} Knights only. +1 Ld to all {{W40kKeyword|Imperium}} units within 6&amp;quot; of the bearer, and also grants Objective Secured to the bearer. If an objective is contested with an enemy unit that also has ObSec or an equivalent, the bearer counts as being 10 models instead of just one.&lt;br /&gt;
*&#039;&#039;&#039;Traitor&#039;s Pyre&#039;&#039;&#039;: Replaces a Conflagration Cannon. Re-rolls failed rolls to wound.&lt;br /&gt;
**Gives you 6.22 dead MEQs as opposed to the 4.66 dead MEQs of the vanilla version.&lt;br /&gt;
*&#039;&#039;&#039;Helm of the Nameless Warrior&#039;&#039;&#039;: Add +1 to hit rolls in the Fight phase.&lt;br /&gt;
**For when you haven’t taken one of the many ways to get re-rolls for your warlord with house traits (or when you do have re-rolls and you want your knight to only miss 1 in 36 of its attacks). Best used on the gallant as they have the extra attack to truly make the best use of the 2+ weapon skill (in the new codex Gallants have a Natural 2+ weapon skill), and it goes without saying that this trait is completely wasted if you plan on keeping your warlord in the backfield.&lt;br /&gt;
**If you have multiple Gallants, give one of them this, one of them the Paragon Gauntlet, and the other Ravager, and just go to town&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Questor Mechanicus}}====&lt;br /&gt;
*&#039;&#039;&#039;Mark of the Omnissiah&#039;&#039;&#039;: At the start of the turn, roll a d6. The bearer heals 1 wound on a result of 1-5, and heals d3 wounds on a 6. Like having a built-in techpriest at all times. &lt;br /&gt;
**Sit your knight in a sacristan forgeshrine to heal an average of 3 wounds a turn, more if your also grab a tech priest. Then kit your knight out with your long range guns, sit on the back objective in the shrine and force your enemy to come to you, while your knight heals all but the most powerful shots your opponent can throw at it. Then the dick move: make it House Taranis so it also gets FnP and a chance to resurrect itself if it still dies somehow. &lt;br /&gt;
*&#039;&#039;&#039;The Helm Dominatus&#039;&#039;&#039;: {{W40kKeyword|Questoris Class}} and {{W40kKeyword|Dominus Class}} only. At the start of the shooting or fight phase, pick an enemy unit within 24&amp;quot;. Until the end of the phase, all {{W40kKeyword|Armiger Class}} Knights within 6&amp;quot; of the bearer add 1 to their hit rolls against that unit. &lt;br /&gt;
** Put this on a Knight Preceptor to get a swarm of Armigers hitting on twos and rerolling ones.  &lt;br /&gt;
*&#039;&#039;&#039;Cawl&#039;s Wrath&#039;&#039;&#039;: Replaces a Plasma Decimator. Improves AP to -4 and adds +1 to damage in both regular and overcharged modes, making this basically a supersized version of the Redemptor Dreadnought&#039;s Macro Plasma Incinerator. Naturally, this makes it much better at wiping out TEQs and light vehicles than its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
====Household-Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Terryn}}- Thunder of Voltoris&#039;&#039;&#039;: Replaces a rapid-fire battle cannon. 72&amp;quot; Heavy 2d6 S9 AP-2 d3 D, and when rolling for shot number it rolls 3d6 and drops the lowest. Take this. It&#039;s 3d6h2 baby lascannon. &lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Griffith}}- Mark of the Lance&#039;&#039;&#039;: When you finish your Charge move, roll a d6; on a 2+ one enemy unit within 1&amp;quot; suffers D3 mortal wounds, which is improved to 3 mortal wounds on a 6. Basically a better version of the House Griffith Warlord Trait. (Why not Take both?)&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Hawkshroud}}- Angel&#039;s Grace&#039;&#039;&#039;: Each time you suffer a mortal wound in the psychic phase, roll a d6; on a 4+ you don&#039;t lose the wound being rolled for. &lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Cadmus}}- The Hunter&#039;s Eye&#039;&#039;&#039;: Nullifies cover bonuses against the user&#039;s attacks. &lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Mortan}}- Honor&#039;s Bite&#039;&#039;&#039;: Replaces a reaper chainsword. S+6 AP-4 6 D, and wound rolls of 6 deal d3 extra mortal wounds. &lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Raven}}- The Banner Inviolate&#039;&#039;&#039;: {{W40kKeyword|Questoris Class}} only. All House Raven models re-roll 1s to hit in the fight phase when within 6&amp;quot; of the bearer.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Taranis}}- Fury of Mars&#039;&#039;&#039;: Replaces a Thermal Cannon. Same statline as the basic one for the most part, but has an increased range of 48&amp;quot; and you get the Melta effect (two D6 take the highest Damage) at its full range.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Krast}}- The Headsman&#039;s Mark&#039;&#039;&#039;: Improves damage for all weapons by 1 when targeting an enemy with 10 or more wounds. If the target unit is {{W40kKeyword|Titanic}}, damage is improved by 2 instead. Superb for both Dominus variants as well as Gallants. Putting this on a Crusader will also let it out shoot a Dominus for quite a bit less if you were thinking about just taking the one knight.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|House Vulker}}- The Auric Mask&#039;&#039;&#039;: When an enemy takes a Morale test within 12&amp;quot; of the user, it must roll 2d6 and keep the highest.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
All of the below are Lords of War, except for the Sacristan Warshrine (which is a Fortification). &lt;br /&gt;
===Named Character(s)===&lt;br /&gt;
*&#039;&#039;&#039;Sir Hekhtur “The Chainbreaker” and Canis Rex&#039;&#039;&#039;: The first true named character for the Imperial Knights. Sir Hekhtur rides into battle in Canis Rex, a modified Knight Preceptor that is kitted out with a Las-Impulsor, a [[C.S. Goto|multilaser]], and a unique thunder strike gauntlet that has 2d6 damage and always deals at least 6 damage. Uniquely among the Knights, Canis Rex&#039;s BS and WS both start at 2+ and do not degrade below 4+. More importantly, any {{WH40Kkeyword|Imperium}} unit that flees within 6&amp;quot; of Canis Rex rolls a d6, with a 6 meaning that they don&#039;t flee. This makes Sir Hektur a good support for the Imperial Guard (fitting, since he was first introduced in the Regimental Standard). &lt;br /&gt;
**If Canis Rex is destroyed without exploding, Sir Hektur is set up within 3&amp;quot; as if he was disembarking from a destroyed transport. Should he survive, his statline is similar to a Tempestor Prime, and he can fight with an Archaeotech Pistol, which is Pistol 1 S5 AP-2 D2. While nowhere near as strong as he is with Canis Rex, he can still put out a few potshots with some Guard squads covering him, and Canis Rex isn&#039;t considered destroyed until Sir Hektur is also slain. &lt;br /&gt;
**Sir Hekhtur&#039;s Qualities and Burden are pre-set - his Qualities are Last of Their Line and Legendary Hero, and his Burden is Obsessed With Vengeance. Note that they apply to him while he&#039;s on foot as well!&lt;br /&gt;
&lt;br /&gt;
===Armiger Knights===&lt;br /&gt;
Baby&#039;s first Knight, and at movement 14&amp;quot;, strength 6, toughness 7, 12 wounds, 4 attacks and a 3+/5++ save it is most certainly a knightly (if diminutive) sight, and 3 can be taken in one Lords of War slot. Also Be aware of the fact that you don&#039;t have access to the same &amp;quot;Super-heavy Walker&amp;quot; rule that the other Knights do and your weaponry is made specifically for taking on lone targets or groups of them at range, so avoid melee hordes like the plague (although a Warglaive&#039;s Chaincleaver &#039;&#039;can&#039;&#039; put out 8 attacks, so it&#039;s not like you&#039;re completely helpless). As of the FAQ, these guys still provide zero CP when in a Super-Heavy Detachment full of nothing but themselves, but effectively no longer stop your Super-Heavy Detachments from gaining CP if you have at least one Knight with the &#039;&#039;&#039;{{W40Kkeyword|Titanic}}&#039;&#039;&#039; keyword in the same detachment, thus allowing them to finally be the cheap point fillers they were advertised as. Whether you take them to round out your Super-Heavy Detachment slots or put them in Super-Heavy Auxiliary Detachment slots is completely up to you though - there isn&#039;t a massive disadvantage to either now. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armiger Helverin&#039;&#039;&#039;: The dakka variant of the armiger, armed with 2 Armiger Autocannons. These little gun walkers pack a surprising punch, the two of their cannons putting out 4d3 S7 shots each at a ridiculous 60&amp;quot; and with no to hit penalty after moving. Did I mention that each shot deals 3 damage?! Carapace weapon wise, Heavy Stubbers are the way to go. Their range, while not the best at 36&amp;quot;, still gives the knight some distance. Plus, the extra shots help add to the bullet hose of the autocannons. Meltas are just too short range to help this knight.&lt;br /&gt;
** Their range is important. While a lucky round of shooting can see a Helverin put some serious hurt on the enemy, more often than not against anything with a good save or toughness they&#039;ll only get one or two shots through. Being able to fire 60&amp;quot; puts them out of range of a great deal of the more common weapon systems, while something like the Predator (one of the more accurate comparisons for the Helverin) will have to move to get in range. At the end of the day the Helverin occupies a nice slot and will do well much of the time, but needs to be able to get 3 turns of shooting out on average to take down a T7, 10-12W, 3+ target. Plan accordingly, or find easier to chew targets.&lt;br /&gt;
**If you are running a full knight army, these are your objective campers. Your big boys should be running up the field to make the most of their weapons whilst drawing fire, while your armigers can sit back out of range of return fire, taking out anything that can threaten your big knights.&lt;br /&gt;
***(Alternate Opinion) If you are running a full knight army do not target vehicles with these guys. Sit on objectives and slaughter Infantry in a hail of high caliber shells while your bigger Knights destroy the bigger targets and act as fire magnets.&lt;br /&gt;
**If you expect to get close to the enemy, &#039;&#039;never&#039;&#039; take one of these; once you&#039;re within 36&amp;quot;, a dual lightning lock Moirax will completely outperform it against just about any horde in the game, while a dual volkite Moirax will beat it against just about anything (and if you&#039;re up against an army whose tough/hard units have good saves, within 24&amp;quot; a pulsar + lightning lock Moirax beats this against &#039;&#039;anything&#039;&#039;).&lt;br /&gt;
*&#039;&#039;&#039;Armiger Moirax&#039;&#039;&#039; &amp;lt;sup&amp;gt;(Forge World)&amp;lt;/sup&amp;gt;: The long awaited Forge World Armiger is a much welcome addition to the family, bringing some very flexible firepower for quite cheap (for Knights, anyways, and cheaper than regular armigers). Unlike the previous two, which are locked in their weapon loadout except for their carapace gun (which ultimately isn&#039;t even a real choice), the Moirax has a lovely variety of weapons it may pick and choose from. Best part is, you can mix and match in any way you want, including double guns! They are 1-3 per slot (like regular armigers), giving you the option to field any number of them even with the Rule of 3. Special rules include no hit penalty for moving heavy weaponry, and 6&amp;quot; heroic intervention for titanic Household buddies.&lt;br /&gt;
**&#039;&#039;&#039;Moirax Siege Claw and Rad Cleanser&#039;&#039;&#039;: Your melee weapon choice, made all the sweeter for being completely free! As one might expect, it&#039;s a scaled down version of the Forge World Questoris Knight&#039;s Hekaton Siege Claw and Twin Rad Cleanser, granting a D1d6 Power Fist that shares the Hekaton&#039;s new vehicle busting rule (+2 Damage vs Vehicles and Titanic units), as well as the lovely buffed Rad Cleanser&#039;s D6 auto-hitting, almost auto-wounding D3 bullshit. While having two melees does nothing for you, a pair of Rad Cleansers will make everyone cry for cheap. A Moirax with a pair of claws makes for a premium Monster hunter, guaranteed to give your Tyranid friends flashbacks of their Carnifexen having their legs pulled off one by one. Even if you&#039;re not going double claw, having one of these is never a bad idea.  &lt;br /&gt;
***Because the Claw and the Cleanser are typically good against exactly opposite units - you usually won&#039;t face non-vehicle titanics - the pair makes the Moirax a credible close-range jack of all trades, but you&#039;ll need to get &#039;&#039;very&#039;&#039; close to use them.&lt;br /&gt;
**&#039;&#039;&#039;Moirax Conversion Beam Cannon&#039;&#039;&#039;: Shove off, Helverin, the &#039;&#039;real&#039;&#039; long ranged Anti-Tank walker is here. A mini version of the brand new Asterius Knight (get used to this trend), the MCBC is a much superior version of other army&#039;s C-Beam Cannons, since you can move and fire, without penalty! With D3 S10 AP-2 D4 shots outside of 36&amp;quot;, and the mobility to &#039;&#039;stay&#039;&#039; that far away, this gun &#039;&#039;looks&#039;&#039; like an excellent deal. The one plaguefly in the sacred machine oil is that the MCBC is limited to 1 per knight, making it a terrible choice in practice - outside of 36&amp;quot;, it&#039;ll do a credible job of chipping away at things, but at a &#039;&#039;worse&#039;&#039; points efficiency than just about anything else you can field, and inside of 36&amp;quot;, it&#039;s worse than any of the 5 point guns.  As a result, you&#039;re usually better off picking something else, and committing to getting within 36&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Graviton Pulsar&#039;&#039;&#039;: A super Grav Cannon, with D6 shots at S6 AP-3 D2, up to D4 vs 3+ or better saves. Falls to the same pitfalls as most Grav weapons, as while the AP and Damage scream Anti Tank, the lackluster Strength holds it back, while the 4 damage is gross overkill against any Infantry that isn&#039;t a Character. Has a strong niche against Light Vehicles with good armor, like Armoured Sentinels and Landspeeders, but the Lightning Lock and Volkite Veuglaire have very similar stats at better range. It still does surprisingly well in the anti-tank roll with its high rate of fire and assurance that if a shot &#039;&#039;does&#039;&#039; wound, it&#039;s going to fucking hurt - provided you are shooting targets that have a 3+ or better save, at least 4 wounds, and don&#039;t have a great invuln, this will usually be your best gun.&lt;br /&gt;
**&#039;&#039;&#039;Lightning Lock&#039;&#039;&#039;: The little sibling of the (now buffed!) Magaera. A flat 6 Shots PER GUN at S6 AP-2 alone stings enough, but when you add in the extra 2 Hits per 6 rolled, an undamaged armiger averages as many hits as it has shots. See that Cultist horde? Me neither. Prime escorts for a Knight Preceptor to keep those hits rolling in.  The best gun you can field for murdering most units of infantry you will face, including GEQ and MEQ.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Veuglaire&#039;&#039;&#039;: You guessed it, it&#039;s a tiny Styrix gun. This gun out-ranges the Pulsar, having the same range as the Lightning Lock, but the Lock is a superior horde-clearer, and the Pulsar is &#039;&#039;usually&#039;&#039; a better heavy-clearer.  The only time the Veuglaire is better is against heavy targets with excellent invulns, like storm shield terminators.&lt;br /&gt;
*&#039;&#039;&#039;Armiger Warglaive&#039;&#039;&#039;:An armiger armed with a mini Thermal Cannon called a Thermal Spear at 30&amp;quot; Assault D3 S8 Ap-4 D1d6, as well as a Chain-Cleaver that has two attack options: Strike and Sweep. Strike is Sx2 AP-3 D3 and Sweep is SU AP-2 D1, but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat. Carapace weapon wise, the Melta is your best bet. The Armiger is going to be up close anyway, so the melta&#039;s range isn&#039;t going to be an issue. The ability to shoot after advancing is a nice bonus. The heavy Stubber, while having nice range, doesn&#039;t compliment well with the knight.&lt;br /&gt;
** A good if not amazing all-rounder. The Thermal Spear is unreliable like most random shot weapons, but a unit of Warglaives pose an existential threat to most armoured forces in the game at range and can reliably chew through most things in melee because of their dual profiles. Larger hordes will still pose an issue but such is the life of a Knight. Effectively a [[Devil Dog]] with melee weapon. The real effective use is with Sally Forth. Watch your opponent&#039;s face drain of hope and life as three of these babies appear in the right place at the right time to erase several pieces of armor and charge into his squishy underside, then follow up with Pack Hunters for rerollable charges. &lt;br /&gt;
** Pairs well with {{W40Kkeyword|House Raven}}&#039;s ability to Advance without penalties.&lt;br /&gt;
&lt;br /&gt;
===Questoris Knights===&lt;br /&gt;
The basic Knights that have been around since 6e, now joined by the Preceptor.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knight Crusader&#039;&#039;&#039;: The most expensive and most shooty variant, with an Avenger gattling cannon and your choice of Thermal Cannon or RFBC. Either set up can perform well. Whether it&#039;s melting Vehicles and shooting up elite infantry, or with the battle cannon in an anti-infantry role as well (although that&#039;s only because you can&#039;t take two Avengers - sadly that option is for Renegades only). Don&#039;t forget that the Crusader is still pretty handy in melee: just as good as the others versus infantry, and decent versus light vehicles, also, DAKKADAKKADAKKADAKKA.&lt;br /&gt;
*&#039;&#039;&#039;Knight Errant&#039;&#039;&#039;:Armed with the newly-buffed Thermal Cannon and a Chainsword, this is your close range and aggressive tank hunter. It&#039;s also a bit cheaper than the others.. well, every little helps. You can change the sword to the gauntlet if you want to super-specialise.&lt;br /&gt;
*&#039;&#039;&#039;Knight Gallant&#039;&#039;&#039;: Comes stock with 5 attacks and a 2+ weapon skill over the standard knight and comes kitted out with a chainsword and gauntlet, making it your go to melee knight unless you want to go to forge world for a lancer. Comes with the standard heavy stubber which you should exchange for the melta as you’ll be advancing with this knight every turn, and you can still take the standard carapace weapons, but these are somewhat wasted if you plan on advancing every turn.&lt;br /&gt;
**Combined with the +1 attack Seneschal warlord trait, the house Griffith trait on the charge for another attack and the paragon gauntlet to give you a package which will deal 31.11 damage to a warhound Titan and more than enough damage to one shot any knight that doesn’t have an invulnerability save better than a 5++. Alternatively you could use those 7 attacks on the charge to kill 14.58 guardsmen or 9.72 space marines (60 and 140 points respectively). In short, you either need an excellent invulnerability save or quantum shielding to survive melee with this adamantium monster.&lt;br /&gt;
**Or run it as house Terryn and fight twice (for 3CP) leading to a total of 12 attacks with Seneschal warlord trait meaning you will, on average, deal 44.4 damage to a Warhound Titan (the same to a Reiver Titan as well) or kill 25 guardsmen. &lt;br /&gt;
**Now one of the best Distraction Carnifexes in the game. It&#039;s got 24 wounds at T8 and 3+ / 5++ (can go up to 4++), hits like a brick if not killed (can solo superheavies with paragon gauntlet or squads of infantry with titanic feet, and as mentioned above can fight twice for 3CP if House Terryn) and looks very physically imposing. It also moves quickly so you can potentially make a turn one charge (If Terryn it moves 12&amp;quot;+4.5&amp;quot;+8.5&amp;quot; for an average total of 25&amp;quot;), making it a decent alpha strike unit. This strategy is very command point heavy though, so be sure to bring some allies to help out.  &lt;br /&gt;
*&#039;&#039;&#039;Knight Paladin&#039;&#039;&#039;: Comes with a Reaper Chainsword and a Rapid Fire Battle Cannon. The battle cannon has not been served well by this edition, and as such this load-out is somewhat schizoid - the battle cannon has long range, but you need to get up close to use the sword. Of course this is all kind of moot seeing how you don&#039;t take movement penalties, and you can shoot out of combat or fall back, shoot, and charge. In practice this loadout is a decent all-rounder and having a 84&amp;quot; threat range is by no means bad. Unlike the Thermal Cannon and Avenger it does well against all targets, make sure you position the Paladin well to make best use of it though.&lt;br /&gt;
*&#039;&#039;&#039;Knight Preceptor&#039;&#039;&#039;: The knight preceptor is a new unit that takes the role of a Knight drill sergeant. His Mentor rule lets nearby Armigers reroll 1s to hit, so if you take one make sure it has a few Armigers backing it up. Comes packing a reaper chainsword, which it can swap for the gauntlet, and a Las Impulsor is a good all-purpose weapon that synergizes nicely with both types of Armiger: Dispersed mode can thin out infantry swarms that might tarpit a Warglaive, and Focused mode deals with the tough armored targets that the Helverin&#039;s autocannons can&#039;t reliably damage. Can take all the standard carapace weapons and, funnily enough, replace its heavy stubber with a [[C.S Goto|multilaser]].&lt;br /&gt;
*&#039;&#039;&#039;Knight Warden&#039;&#039;&#039;: Your all-rounder, boasting a gatling cannon with built-in heavy flamer and reaper chainsword. This will perform well against almost any target, and it&#039;s a good candidate for the gauntlet upgrade to shore up its marginal weakness against landraiders and their ilk.&lt;br /&gt;
*&#039;&#039;&#039;Questoris Knight Magaera&#039;&#039;&#039;: Basically a Paladin with a few nasty surprises. Got a buff in the Summer 2019 update, though not enough to quite salvage it entirely. Its weapons still ignore cover, which is good. The lightning gun is a much better now; its been buffed to a 6 Shot S7 AP-2 D3 gun and its Rending rule has been replaced with a much better effect: every Hit roll of 6 scores a bonus 2 Hits! Its chainsword can be replaced with a Hekaton Siege Claw (which looks like one of those prize grabber claws at an arcade) which has x2 strength and -4 AP but suffers from a -1 to hit (much like how the grabber claws can never seem to get a damn prize). The update also gave the claw a bonus 2 damage vs Vehicles and Titanic targets, which is very nice! The siege claw also comes with a twin rad cleanser from 30k with 2d6 hits with poison 2+ that does 3 damage. Instead of a peashooter as a carapace weapon, it has a Plasma fusil (again another throwback to 30k) which is just like a 2 damage plasma gun but it&#039;s rapid fire 2 and no Overcharge option. Even after these boosts, its still a bit hard to justify its cost. It&#039;s no longer the garbage heap it was to start, but dust it off and play with a friend to see how it is. Experiment with re-roll mechanics.&lt;br /&gt;
*&#039;&#039;&#039;Questoris Knight Styrix&#039;&#039;&#039;: The jack-of-all-trades that the Preceptor wished it could be. Although definitely not what it used to be back in 7E, it&#039;s become a late bloomer the release of the new codex. The Styrix combines a solid high strength main gun and arm weapon with close-range anti-elite shooting. The Volkite Chieorovile is a Heavy 5 weapon comparable to overcharged plasma with lascannon damage, though now its traded in its extra Hot effect for Mortal Wounds on Wound roll of 6. This brings it in line with other Volkite weapons, though it is a bit of a downgrade, making it a touch more effective against Infantry targets, but falling off some vs tanks. Bummer. The Graviton Crusher is decent, especially once you factor in rerolls and damage bonuses. Always take the Hekaton Siege Claw and Twin-Rad Cleanser. The former is a Gauntlet that trades the throw for 2 extra damage vs Vehicles and Titanic units--not bad, but nothing to write home about. But the Twin-Rad Cleanser is amazing in a meta filled with minus to hit enemies. That being said, he&#039;s on the overpriced side now, though still a highly effective hybrid Knight for taking all comers. So you can finally make the House Krast murder machine you&#039;ve always dreamed of without exploding on turn one. Consider this: with the House-specific tradition, warlord trait, and heirloom, your Volkite Chieorovile is more efficient than a Volcano Cannon and the melee capabilities are just short of a Taranis Gallant&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Dominus Knights===&lt;br /&gt;
The &amp;quot;biggest&amp;quot; Knights yet (discounting the walking box that is the Porphyrion, and the ceratus chassis. GW calls it a big knight, but it isn&#039;t that much bigger than the classic knight chassis), with 28 wounds each, the usual strength and toughness of 8, a 3+/5++ and packed full of guns. But unlike the Questoris Knights these are only WS 4+ so they won&#039;t handle close combat so well. Be warned those are &#039;&#039;&#039;NOT&#039;&#039;&#039; multikit, i.e. you can&#039;t magnetize the weapons and get Castellan and Valiant from the same box. FUCK.&lt;br /&gt;
&lt;br /&gt;
Both knights have twin-linked melta turrets and 3 hardpoints, each of which can be equipped with either a turret with 48&amp;quot; Heavy 2D3 S7 AP-1 D3 Siegebreaker Cannons, or a pair of one-shot, one-per-turn 48&amp;quot; Heavy 1 S10 AP-4 D1d6 Shieldbreaker Missiles that ignore Invulnerable Saves.  Note that you have to take two of one, and one of the other.  If you have the points, always take the Cannons - ignoring invuln saves is fun, but unreliable.&lt;br /&gt;
*Shieldbreaker missiles seem weak at first, but the Oathbreaker guidance stratagem is 3cp for a reason. Because of their AP, they technically ignore both invul and armour saves, making them absurdly good for sniping characters, especially those with 6 or less wounds. This player can confirm that even named characters (for example, Eldrad) can die to a single missile fired turn one.&lt;br /&gt;
*However, the flipside is, you can still only fire one per turn. If you can afford it, make sure you think hard about whether you&#039;d rather have the option for a 3rd missile on turn three (when, odds are, either your knight is dead or you&#039;ve already won) or if you&#039;d rather fire the extra cannons while he&#039;s still alive.&lt;br /&gt;
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Seriously consider giving these guys the &#039;Ion Bulwark&#039; warlord trait.  &#039;Rotate Ion Shields&#039; costs 3CP on them and they &#039;&#039;will&#039;&#039; attract a lot of fire.&lt;br /&gt;
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*&#039;&#039;&#039;Dominus Knight Castellan&#039;&#039;&#039;: Comes with a 48&amp;quot; Heavy 2D6 S7 AP-3 D1 Plasma Decimator (S8 AP-3 D2 if you Overload, but it suffers a mortal wound for every roll of 1 to-hit, so a way to re-roll 1s and/or access to a repair mechanic is a wise choice) and an 80&amp;quot; Heavy D6 S14 AP-5 D3d3 Volcano Lance that lets you re-roll to wound when targeting {{W40kKeyword|TITANIC}} units.  This is GW&#039;s answer to FW&#039;s Atrapos.  While not quite as good against other superheavies, it&#039;s a superb vehicle killer.  Fire at a Guard tankline and watch it evaporate. The QUESTOR MECHANICUS Household Tradition is the only way to get access to the Cawl&#039;s Wrath relic. An upgraded Plasma Decimator. Giving you two reasons to always have a Castellan in your army. &lt;br /&gt;
**Super Heavy Auxiliary detachment, Exalted Court (-1Cp), Extra Relic (-1CP), House Raven &amp;gt; Castellan Knight with Cawl&#039;s Wrath and Ion bulwark.   &lt;br /&gt;
***This gives you a T8 3++ 28W non degrading statline (1CP stratagem), the firepower of roughly 6-7 leman russ but rerolling 1&#039;s to hit and to wound, at 60% of the cost. Only downside is that it&#039;s CP hungry : bring a guard brigade. This thing has been dominating the meta since the knight release codex, and FAQ/Chapter approved only nerfed it&#039;s counters, making it even stronger by contrast.  &lt;br /&gt;
***&#039;&#039;&#039;Spring 2019 FAQ Update&#039;&#039;&#039;: [[Meme|WELL WELL, IT&#039;S THE BIG NERF!]] Rotate Ion Shields got nerfed, meaning every Knights&#039; Ion shield can only max out at 4++ and it got a 100 point increase thanks to the Volcano Lance and Plasma Decimator getting sharp point increases, this is easily enough to put the Castellan out of the meta although by no means makes it unplayable, it&#039;s range and high damage output is still ridiculous it&#039;s just not game breaking like it was before.&lt;br /&gt;
*&#039;&#039;&#039;Dominus Knight Valiant&#039;&#039;&#039;: The short range version of the Castellan, trades the powerful long range firepower for RIDICULOUSLY lethal short range guns (plus the twin meltas and same hardpoint weapons options as above). It sports the Flamer-type 18&amp;quot; Heavy 3D6 S7 AP-2 D2 Conflagration Cannon and the 12&amp;quot; Heavy 1 S16 AP-6 D10 (Yes, you read that right - and its real damage output is even higher!) Thundercoil Harpoon. The harpoon also re-rolls to hit against {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTERS}}, and deals an extra D3 Mortal Wounds to the target unit if it deals any damage, making the D10 an &#039;&#039;underestimate&#039;&#039; of its damage.  Try and avoid firing against things with invuln saves.&lt;br /&gt;
**The biggest weakness of this guy is that he needs to get in close to do damage, but has the slowest movement of all Knights.  Assume you won&#039;t be able to fire the big guns for the first couple of turns, and position to break line of sight. This can&#039;t be stressed enough. If you are up against a cc army, the valiant is great, because no one wants to get close, but against a gunline, that&#039;s a lot of turns of wasted potential.&lt;br /&gt;
**Be careful when going up against Necrons, as the QUANTUM SHIELDING rule makes vehicles that have it literally immune to any damage from the Harpoon.&lt;br /&gt;
**A Hawkshroud knight valiant can provide fantastic protection for imperial allies, for 2cp it can fire it&#039;s overwatch including that auto-hitting conflagration cannon at a charging enemy unit, this is a potentially game winning strategy particularly if your opponent is caught off-guard.&lt;br /&gt;
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===Forge World Knights===&lt;br /&gt;
Remember that these guys also have the {{W40kKeyword|&amp;lt;HOUSEHOLD&amp;gt;}} keyword, so you can buff them appropriately if your army is battleforged around that keyword. Latest FAQ adjusted things so these guys are affected just fine by all your fancy new Codex rules apart from the heirlooms and exalted court stratagems. Due to the wording of the actual stratagems they can only affect Dominus or Questoris class knights, so no using them on Cerastus or Acastus. The only way for them to gain relics or warlord traits is to actually make them your army warlord.&lt;br /&gt;
*As of the Summer 2019 update, all Forge World Knights lost their regenerating Wounds. Probably to try and push the repair shrine into more lists.&lt;br /&gt;
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====Acastus Knights====&lt;br /&gt;
Unlike the Dominus Knights, who are only an inch or so taller than a normal Knight, these things are &#039;&#039;big&#039;&#039;. They used to be T9 with more damage bracket levels (like usual FW superheaves), but got decreased to &amp;quot;slightly above Dominus&amp;quot; profile (just +2W, -1A).&lt;br /&gt;
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*&#039;&#039;&#039;Acastus Knight Asterius:&#039;&#039;&#039; A Porphyrion that has swapped out its magma cannons for 4 FUCKHUGE C-beam cannons. You know, the things that increase in strength, AP and damage the further away from the target you are? These monsters max out at S16 AP-3 D6, though even at minimum range they still kick like a mule, at S12 AP-1 D2. However, with a knight&#039;s high movement, this probably won&#039;t be that much of a problem. Couple with the fact that you&#039;re delivering 2D3 Shots per gun and you&#039;ve just quashed any hope your opponent had of even getting to use their own superheavy. And we&#039;re not even done yet! It&#039;s got a Karacnos Mortar Battery to drop radioactive death on infantry that basically cannot be denied. Cover? You wish. Line of Sight? Get fucked, buddy. High Toughness? Oh, that&#039;s just adorable. It&#039;s also got a pair of Volkite Culverins to give some extra close range kick, just in case your opponent tries to close and reduce the brutality of your guns.&lt;br /&gt;
*&#039;&#039;&#039;Acastus Knight Porphyrion&#039;&#039;&#039;:The big brother of the other knights (seriously, this thing is huge), with four massive guns that give Tau armies inferiority complexes. With Chapter Approved (increasing it&#039;s cost), the default loadout comes in at over 850. While this thing is a murder machine with on average 8 S12/AP-3/D6 shots from its two twin magma cannon, the increase is going to make it hard to fit much else in a list. &amp;lt;strike&amp;gt;Buuut, it does have BS2+.&amp;lt;/strike&amp;gt; Not anymore, thanks to the Summmer 2019 update. You may as well upgrade the autocannons to lascannons because why the fuck not. With T8, &#039;&#039;&#039;30&#039;&#039;&#039; wounds and 3+/5++ vs. shooting, it&#039;s not going anywhere in a hurry neither. It will smoke a Leman Russ in a single volley with room to spare, and stands a chance of crippling (if not outright killing) a landraider. Also has the honor of being the only FW Knight that can mount a carapace weapon. In addition to the usual Ironstorm, it can also take its own unique weapon, a rack of Helios Defense Missiles. It more or less functions as a hybrid between the Icarus and the Stormspear, firing one less missile then the later and dealing a flat D3 instead of DD6, as well as gaining a +1 bonus to Hit against {{W40Kkeyword|Fliers}} of the former. It also unfortunately takes a -1 to hit against everything else. Took a harsh hit in the 2019 Summer update, being knocked down to BS3+ and T8, same as every non-Armiger knight. On the upside, it can fire its main guns on Overwatch now. Woo?&lt;br /&gt;
**Although you’ll mostly only use this in apocalypse battles, consider taking this instead of a Baneblade (plus something else to make up the 300-400 left over points) as your anti armour, as fully kitted out with all the lascannons there is nothing smaller than a titan or one of the tougher knights which can survive against it, and at T8 and 30 wounds there is little outside of those same categories and hordes of lascannon guardsmen which can destroy it. Your opponent will also be thinking of little else while this is on the board, and unlike a war hound you have points left over for meatshields or elites in a 2000 point game.&lt;br /&gt;
**Keep this thing out of melee, yes it’s S8 and T8, yes it still has the triple hitting stomp attacks, yes it “can” retreat from melee and still shoot, but with no proper melee weapon, only 3 attacks at WS4+ (undamaged), a normal knight will do a lot of damage to a Porphyrion (if it can ever get close enough. It’s low attack count and no anti horde guns also mean that it will get tarpitted.)&lt;br /&gt;
**An excellent candidate for Armiger body guards, two Helverin Armigers with their two autocannons each will throw out a lot of quality dakka downrange, which will threaten anything T7 or less while still putting out the shots to at least moderately dent hordes. Such a setup allows you to run this knight as your warlord, opening up a huge array of possibilities for improved invulnerability saves, accuracy and armour. A pair of double Claw and Cleanser Moiraxes will also be an excellent deterrent.&lt;br /&gt;
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====Cerastus Knights====&lt;br /&gt;
All Cerastus knights are a bit faster than stock, with a 14&amp;quot; move, and have three extra wounds, which is nice. They are limited in which stratagems they can take, as they are Cerastus pattern. They can only ever get relics/traits by being your Knight Lance Character; the Heirlooms and Exalted Court stratagems are Questoris or Dominus only. They are fast, and quality out of the gate, but limited and cost more points. Sadly, the Summer 2019 update stripped them of Flank Speed, probably to reduce the ridiculousness that some Movement speed builds were producing.&lt;br /&gt;
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*&#039;&#039;&#039;Cerastus Knight Acheron&#039;&#039;&#039;: The Crazy World of Arthur Brown. I have only the most up-to-date cultural references. The Acheron flame cannon does 2D6 S7 AP-2 D3 hits at 18&amp;quot;. This is a solid choice against pretty much any target, almost as good as the Avenger against infantry, almost as good as the Thermal Cannon against vehicles (only really falling off vs. the really heavy stuff). Barbecue those annoying Tau stealth suits with their negative hit modifiers. Twin heavy bolter is just gravy. The chainfist is equivalent to the gauntlet, trading the volleyball effect for no -1 to Hit, which is probably a worthy exchange.&lt;br /&gt;
**With the flame cannon hitting with &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; damage, charging an Acheron is basically suicide to any unit. The Acheron enters and leaves fights on its own terms, no one else&#039;s. This can be a good strategy to mess with hard hitting melee units.&lt;br /&gt;
** Pair this with House Raven for some ludicrous reach, being able to advance and still fire your flamer as if moving normally allows you to reliably knock out medium and light vehicles with ease, flyers in particular, which would normally rely on their speed to pick off vulnerable targets while avoiding retaliation, are particularly vulnerable.&lt;br /&gt;
**&#039;&#039;Acheron vs. Valiant&#039;&#039;: Now you might be thinking, which flavor of crispy burning goodness do I want to inflict on my opponent? In the Valiant&#039;s favor, its Conflagration Cannon is better at it&#039;s job of murdering infantry. +1D6 hits over the Acheron&#039;s Flame Cannon at the cost of -1 damage means it deals the same amount of overall damage to heavy targets, but roasts a greater number of 1W and 2W squishies. In addition, the Valiant packs an impressive amount of anti-tank weaponry with which to murder heavies. On the other hand, the Acheron is MUCH quicker, allowing you to get in there and start setting people on fire that much sooner. It also packs an actual melee weapon, letting you give some unfortunate tank an Imperial Fisting after reducing its infantry escort to ash. Finally, the Acheron is a fraction of the cost of the Valiant, allowing you to squeeze in an additional cheap Knight or a couple of Armigers to run up the field alongside it AND doesn&#039;t burn up half of your CP to use Rotate Ion Shields. In summary, the Valiant has the better flamer and can handle a broader range of targets, but the Acheron carries it better and is more easily taken with friends to cover its weaknesses.&lt;br /&gt;
***Take both and burn everything (smaller than a superheavy). Bonus points if you use Hawkshroud tradition - &#039;&#039;no one will dare charge you.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cerastus Knight Atrapos&#039;&#039;&#039;:The weird middle child of the knight family with some unusual weapons and sculpting. Same stats as all other Cerastus chassis with the same abilities except for a shiny new 5+ Invuln save that works in melee and +1 hit modifier for shooting units with the TITANIC keyword. So overall, a nice buff that makes it ideal for dueling other super heavies, both at range and in melee. Its weapons are very similar, and received a hefty rework in the Summer 2019 update. The Graviton Singularity Cannon is a whole different beast now, with two firing modes. The first, Contained, is more or less the old profile, minus the &amp;quot;lottery&amp;quot;, at 4 S8 AP-3 D4 shots. The other mode is Singularity, which is a toned down version of the old &amp;quot;jackpot&amp;quot;, granting &#039;&#039;4+D6&#039;&#039; S14 AP-4 D3 attacks. The catch is that when you pick the profile, roll a D6; on a 1, 2 or 3, you take D3 Mortal Wounds. Overall a significant buff, allowing you to hit like a de-orbiting cruiser when you need to and avoiding needless self damage when you don&#039;t. Its other weapon, the lascutter, is even better now! It still has 2 profiles, a Heavy 1 S12 AP -4 Damage 6 shooting attack that now shares the melee mode&#039;s Wound re-roll vs Vehicles and Monsters instead of its old extra attack on kill mechanic, and a S+6 (so 14, same as its old flat Strength) AP -4 Damage 6 melee attack that can roll failed wounds against monsters or vehicles. In addition, the Atrapos differs from other Cerasrus Chassis by having an additional ability; Macro Extinction Protocols. This adds plus 1 to any hit roll of an attack made against a unit with the TITANIC keyword. This makes the Knight Atrapos quite a good pick when going up against a vehicle or monster heavy army, as well as be a bit more of a bullet sponge, just be aware of the very short range on your weapons. Now that the lascutter is tied to Strength. It makes the Atropus an ideal target for Strength boosting effects to reach that S16 sweet spot.&lt;br /&gt;
*&#039;&#039;&#039;Cerastus Knight Castigator&#039;&#039;&#039;: Comes equipped with a Castigator bolt cannon and Tempest Warblade, which now might be the forefront for &amp;quot;new best melee weapon&amp;quot;. The Castigator bolt cannon now puts out an impressive &#039;&#039;16&#039;&#039; str6 AP-2 D2 shots at a decent BS. Meanwhile, the Warblade strikes at str+6 AP-3 D3, two less damage than before, BUT it now swings twice for every attack you make with it. That&#039;s 8 Attacks base before any traits or Household Traditions. As you can imagine, this stack beautifully with any boosts to Attacks.&lt;br /&gt;
**Possesses the best anti infantry gun a knight can have, the only better gun any model can have (without twin linking etc) is the Vulcan mega bolter, which puts things in perspective.&lt;br /&gt;
*&#039;&#039;&#039;Cerastus Knight Lancer&#039;&#039;&#039;: This is your &#039;&#039;real&#039;&#039; close combat specialist. Following the 2019 FAQ, the shock lance gets a boost to Sx2 8 D on the charge and has one better AP than the chainsword. However what really makes this stand out is that it gets a 4++ in the fight phase, which lets it spar much more comfortably with other melee bruisers (note this does mean you&#039;re technically vulnerable to out-of-phase attacks like Acts of Faith etc.), and imposes a -1 to hit against enemy titanic models in melee, which coupled with its 4++ invulnerability save makes it the toughest of all the knights against a all targets except a reaver with a melee weapon. Its ranged attack isn&#039;t too bad and at 420 points it&#039;s not even that expensive.&lt;br /&gt;
**Your main issue with this knight is getting it into melee with another knight or Titan as your opponent will see it coming from miles away and keep all their super heavies as far away as possible from your probing lance. With the new codex, take full advantage of this knight. Rotate ionshields works on its melee invulnerable save and with the right choices this thing will make first turn assaults. Take the landstrider trait for +2 advance and charge. Take helm of nameless warrior for 2+ws. Use the advance and charge stratagem to nuke that superheavy turn one. Combine with household traits for more goodness, Terryn being the best.  Advance 3d6, dropping the lowest, then charge 3d6, dropping the lowest.  With Land Strider, a Lancer has an average move/advance/charge threat range of 36 inches.&lt;br /&gt;
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===Sacristan Forgeshrine===&lt;br /&gt;
For a very lean investment, you get a platform that can heal your giant robots and protect any tech-priests/Techmarines you want around to heal your giant robots more effectively. It can also grant either an extra 6&amp;quot; move for when you want to move away from it, maximize out the number of shots from a non-relic ranged weapon, or restore any previously used shieldbreaker missiles. Allows for either very tough ranged knights or very fast melee ones (or both). However, as this costs both a full detachment and requires your Knight to give up a round of shooting, its use is ill-advised.&lt;br /&gt;
*The Ritual of Reloading works well with a Valiant as a charge or deepstrike deterrent if you have nothing good to shoot at during your turn; the Ritual specifies the next time the weapon is &#039;fired&#039;, so an automatic 18 Conflagration Cannon hits if you&#039;re expecting an alpha strike is totally doable (even more flexibly with the Hawkshroud stratagem). Can also be paired with Cadmus&#039;s stratagem if your opponent is keeping all their high value targets in reserve and you expect them to deepstrike in. Still kinda pricey for a niche use, though...&lt;br /&gt;
*Works good for creating a distraction Carnifex with any ranged Knight. If your opponent ignores him, punish him with full firepower/ a charge from across the map. If they shoot at it, use your healing from relics, allies and such to shrug it off. Might be a bit pricey but that face when their Shooting was wasted or slammed by an entire voller at full power will be worth it.&lt;br /&gt;
*It actually makes your Knight worse. Two shooting phases at random dice is statistically better than one at max shots, same with two movement phases rather than one slightly better one.&lt;br /&gt;
*If you are running a Questor Imperialis Imperial Knights detachment, this is the only way to get repairs on one of your knights. Bring either Imperial guard allies for a tech-priest, or Space marine allies for a techmarine (though the IG techpriest is probably your best choice) to make full use of the Ritual of Repairing, and to repair other vehicles on your personal repair station (like leman russes).&lt;br /&gt;
*Its only real use is in new Apocalypse game, where this terrain don&#039;t have downsides of 40k version.&lt;br /&gt;
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==Allies==&lt;br /&gt;
Okay, these aren&#039;t called &amp;quot;allies&amp;quot; anymore but whatever. Unless you&#039;re planning to take an all-knight army - which may be cool every now and then, but gets kinda boring both to play and to play against - you&#039;re gonna need some boots on the ground. Remember the adage &amp;quot;The tanks can take the ground but can&#039;t keep it.&amp;quot;.&lt;br /&gt;
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So, what do you want from your pathetic inch-high minions?&lt;br /&gt;
*&#039;&#039;&#039;Anti-horde&#039;&#039;&#039; - It could take all game for a single knight to chew through a blob of 50 conscripts. Bring some massed low-strength shooting and free up your big guys for bigger fish.&lt;br /&gt;
*&#039;&#039;&#039;Objective capturing&#039;&#039;&#039; - Camping a back-field objective means that your knight can&#039;t get into the thick of things (unless it&#039;s a Castellan/Crusader who doesn&#039;t want to), and now that you need relics or the right WT to get Objective Secured you&#039;ll have a hard time with that too.&lt;br /&gt;
*&#039;&#039;&#039;Surgical threat removal&#039;&#039;&#039; - Enemy got a special character that&#039;s buffing their troops? Out-of-LOS artillery giving you a headache? Snipers and/or deep-strikers, or even just high mobility units are what you&#039;re looking for here.&lt;br /&gt;
*&#039;&#039;&#039;Cheap anti-tank&#039;&#039;&#039; - The knights&#039; dirty secret is this: for their points, they don&#039;t actually have a whole lot of firepower. You can easily struggle to get through large number of tanks such as Space Marine Razorspam or an IG tank army.&lt;br /&gt;
*&#039;&#039;&#039;CP&#039;&#039;&#039; - A cheap minimum-sized battalion nets you five delicious CP. Considering how cheap they can go, this is so worth it (a guard detachment will only set you back around 180 points, and for that cost you get 32 bodies which you can bring to the field).&lt;br /&gt;
**Not as important as it was now that lord of war detachments with 3+ questoris or dominus knights nets you 6CP, although 1 or 2 cheap battalions of guard is a good idea anyway.&lt;br /&gt;
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===Adeptus Mechanicus===&lt;br /&gt;
The synergy with AdMech is strong, with four of the nine Knight houses swearing fealty to Forge Worlds, this is also a pretty fluffy choice. Machine Spirit Resurgent is arguably the best stratagem in the codex, allowing you to use the top row of the damage table (which cancels out the Weary Machine Spirit burden). Benevolence of the Machine Spirit lets you ignore mortal wounds on 5+, essentially turning your knight&#039;s ion shield into a [[awesome|void shield]]. Knight of the Cog can give your Knights Canticles for the turn, which means cover in the open (for 2+ saves) or +1 strength (insane with Stomps and Death Grip). Note also that with the Imperial knight codex, the benevolence of the machine god stratagem is included, allowing you to use both it and the mechanicus stratagem on the same turn, which is a nice bit of flexibility.&lt;br /&gt;
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Enginseers come at the low price of 30 points each including gear (and he can heal your Knights!) and both Rangers and Vanguard have dropped to 7/8 points each, so a minimal battalion runs for as little as 165 points. While we&#039;re at it, consider the &#039;&#039;Necromechanic&#039;&#039; warlord trait to double up healing from your Enginseers--more with the Tech Adept stratagem. Monitor Malevolus also lets you recycle your CP and the opponent&#039;s CP on rolls or 6. There are also some really efficient units to fill out the Battalion with. Dunecrawlers and Mars Kastelan Robots offer great anti-tank or air and anti-horde or character, respectively. Stygies VIII Dragoons and Fulgurite Electro-Priests are great alpha strike melee options that can infiltrate at the start of round 1 for 1 CP each (Post BIG FAQ 2 that stratagem changed to a 9&amp;quot; scout move rather than a full infiltrate). The former gets a disgusting -2 to hit and has high volume, high strength attacks, which is great for vehicles and characters. The latter is riskier, especially if you aren&#039;t going first, but they vomit mortal wounds and can fight twice for 3 CP.&lt;br /&gt;
* An Onager Dunecrawler with Neutron Laser and 2x Cognis Heavy Stubber costs 119pts. The Neutron Laser is better than the Thermal Spear in every aspect. (48&amp;quot; vs 30&amp;quot;, S10 vs S8, same AP, and more or less equal damage but on all 48&amp;quot; of range). Toughness-wise, the Crawler is on par with the Warglaive, but comes in 43 points cheaper. One less wound but rerolling 1s on inv saves (this requires you to bring at least 2 Crawlers and have them within 6&amp;quot; of each other). Plus it gets Canticles of Omnissiah (hence, Shroudpsalm) for free. You are paying &amp;lt;s&amp;gt;87 &amp;lt;/s&amp;gt;&#039;&#039;&#039;&#039;&#039;43&#039;&#039;&#039;&#039;&#039; points for the 14&amp;quot; movement and some CC capability. The recent point drop now means that the Warglaive combines some of the better traits from a Dunecrawler and a Dragoon into a single platform for a reasonable price. While this can be very advantageous (especially now that &amp;quot;Rule of 3&amp;quot; is slowly becoming a thing), doing this means that you risk putting all your eggs into one unit; while more cost-effective, this unit is still relatively fragile, since they don&#039;t get -2 to hit like Dragoons do.&lt;br /&gt;
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===Imperial Guard===&lt;br /&gt;
[[File:Why_Guards_like_Knights.jpg|250px|thumb|left|A little pic worth a thousand words...]] The most competitive option, if tournament lists are anything to go by. Wherever you find the armies of the Imperium, you&#039;ll find the Guard in support. That, or you can paint them up in the same colours as your Knight and say that they&#039;re his household retainers.&lt;br /&gt;
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The low cost of Guardsmen means you can bring a decent number of bodies on the cheap, but the most important reason why you want Guardsmen is CP. A battalion (5 CP) of 2x Company Commander and 3x Infantry costs 180. You can take a bare bones brigade (12 CP!) for under 600 points and if you&#039;re willing to spend a bit more, you can bring quite a lot to complement your Knights. If you need to shovel CP into a Castellan, Guard is the way to go.&lt;br /&gt;
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Basic guardsmen with orders can spit out a surprising amount of firepower and can be used to screen, clear chaff, or camp on objectives. Scions are reasonably effective infantry that can be used for deep-striking/grav-chuting in plasma for some high mobility tacticoolness. IG artillery is also great: Mortar heavies weapon teams (HWTs) or Wyverns for anti-horde; Lascannon HWTs, Basilisks, or Manticores for anti-vehicle. Keep in mind that HWTs, although a great bargain, are extremely fragile. As for infantry, keep &#039;em cheap, dump them on an objective, and hope the enemy ignores them. Guard also has access to cheap psykers in the Astropaths and Primaris Psykers for Deny the Witch and support powers. Furthermore, Guard can bring Techpriests as Elites which is helpful for keeping your Knights alive. Guard armor can be useful as well, sporting weapons that are comparable to many of the weapons the Knights can take, allowing you to specialize your knights more if you so choose. Leman Russes can carry battle and plasma cannons along with a variety of hull- and sponson-mounted weapons to threaten a variety of targets. Hellhounds have GEQ-munching 16&amp;quot; flamer cannons that can negate hit penalties. &lt;br /&gt;
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Sir Hektur is an especially good pick for infantry-heavy Guard; he reduces the chances of them fleeing after a failed morale test, and if Canis Rex is destroyed he&#039;ll have plenty of screening units to hide behind.&lt;br /&gt;
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===Space Marines===&lt;br /&gt;
Well, you&#039;ve probably got some lying around, so that&#039;s a start. Oathsworn Knights can often be found accompanying the marines into battle, though fluffwise it&#039;s very much on the side of Marines supported by Knights rather than Knights supported by Marines. The downside is that marines (the dudes) are somewhat pricey, and tactical marines are rather uninspiring (even if this edition has made them better). Marines have good and cost-effective tanks, though, so that&#039;s always an option; you&#039;ll find it hard to go wrong with Razorspam. Librarians are a no-brainer for your HQ; it&#039;ll be nice to actually have something to do during the psychic phase for a change, even if their powers are shit (unless you take a vanguard librarian, in which case have fun with your newfound cheese).&lt;br /&gt;
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However, with the August 2019 Codex, you’ll be severely disadvantaging your marines with the loss of Combat Doctrines by including them in an army with non-marines.&lt;br /&gt;
&lt;br /&gt;
You could always just grab Guilliman on his own or with a posse of Librarians and Smash Captains. The loss of doctrines won&#039;t hurt these units so much as they aren&#039;t so reliant on them in the first place. Beware, Knights + Guilliman is pretty cheesy.&lt;br /&gt;
&lt;br /&gt;
===Officio Assassinorum===&lt;br /&gt;
Vindicares and Culexus are great for anti-character and anti-psyker duty, and Eversors are excellent in anti-horde duties. Just be aware that if you turn up to your FLGS with an army of just knights and assassins your name will be mud before the day is out. The new Beta Codex in White Dwarf allows you to spend 2 CP and 95 points in matched play per assassin to take your choice of assassin during deployment, or alternatively you can play all 4 assassins in a vanguard detatchemnt without any HQ and while still receiving the CP! The assassins have stratagems now as well which can improve their tactical flexibility.&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle===&lt;br /&gt;
Sisters offer you cheap, shooty, and decently durable troops. Load up on storm bolters (only 2 points!), and use them either MSU-style in transports or footslogging in blobs of 10+. Take Celestine if you want to drink your opponent&#039;s tears. Melta-toting Dominions is a perennial favorite. Exorcists, OTOH, are actually fairly mediocre tank hunters this edition.&lt;br /&gt;
&lt;br /&gt;
===Adeptus Astra Telepathica===&lt;br /&gt;
An alternative take on Sisters of Battle are the sisters of silence, which you’ll take for one reason, anti-psyker, smite spam can do a surprising amount of damage to your knights, and the sisters are excellent of making mincemeat out of psykers and also provides Primaris Psykers as HQs. ** Note the update to the rules means that Sisters of Silence can only go in battle forged detatchment with other Sisters of Silence... the only possible ways to field them are &lt;br /&gt;
without a command unit with no CP added, or at the cost of a CP to gain a single unit.&lt;br /&gt;
Except... The Index entry for a Primaris Psyker has the keyword for Astra Telepathica so can be used to fill out your detachment with a HQ for the extra CP and some psychic support.&lt;br /&gt;
&lt;br /&gt;
===Adeptus Custodes===&lt;br /&gt;
An interesting and complimentary mix, as the custodes are excellent character hunters and are capable of controlling objectives (and hordes) with their jet bikes with hurricane bolters, but lack anti-vehicle weapons, while the knight is excellent at hunting down vehicles but lack the shot output to deal with hordes. This combo will struggle to rake in the command point of other armies, but your army will be effective whatever enemy is thrown at it, and it gives you an excuse to paint your knight gold and red (go on, you know you want a golden banana knight), [https://www.shapeways.com/designer/comradequiche/creations?s=0#more-products| plus there’s a kick ass custodes knight conversion kit on shapeways] [https://ironwolfminis.com/pages/faq| or available for cheaper directly from the same guy].&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===The Barmy Armi Army===&lt;br /&gt;
Armigers provide a cheap supply of quality ranged firepower in either your long ranged, high volume form (Helverin, Moirax), or the armour melting Warglaive form, all for (at most) 159 points, and can be taken in large unit sizes, allowing you to take up to nine of each type of Armiger (Helverin, Warglaive, Moirax), avoiding the rule of three which will hobble many other armies. Firstly, you take as many Armigers as you possibly can, leaving enough spare points to buy at least one Preceptor (two if your running a mix of Warglaives and Helverins), take Warglaives if the enemy has a lot of heavy armour, Lightning Lock Moirax against hordes/MEQ, Helverins for everything else (or anything tougher than toughness 8, as at that point the Armiger autocannons rate of fire is superior). Then, take a Preceptor to be your warlord in a detachment with all your Armigers (giving them the Helm of Dominatus and whatever warlord trait suits the situation, a 4++ invulnerable save is recommended though).&lt;br /&gt;
&lt;br /&gt;
Finally, choose a household trait which suits the units/enemy you have chosen best, giving them the House Taranis trait to give them all 6+ Feel No Pain saves (to help make up for the Armigers&#039; relatively low toughness) is always a good idea, but house griffin for plus 1 attacks on the charge will increase the warglaives melee potential by 25%, while house raven while ensure that your Helverins are always accurate while kitting. Against other knights/other large single entities hawkshroud is recommended to ensure that your units always fight at peak performance, as in such battles it becomes a case of which site starts missing the most shots first.&lt;br /&gt;
&lt;br /&gt;
In a one thousand points game this gives you one Preceptor, 3 Armigers (of your chosen flavour) and three command points, but more importantly you can get your Armigers to hit on 2s (admittedly against a single target at a time), rerolling 1s in both the shooting and fight phases, all with weapons which other factions would pay through the teeth for (60” D3 autocannons, S12 dual profile chainswords and 30” meltas).&lt;br /&gt;
&lt;br /&gt;
===Gallant Rush===&lt;br /&gt;
This one&#039;s pretty self-explanatory, take a detachment with 3 gallants, from either house Terryn for reliable advances or Hawkshround for great durability and heroic interventions up to 12&amp;quot;, give 1 the paragon gauntlet and another one Landstrider (don&#039;t put both on 1 or it will draw too much attention) then just throw them up the board. Gallents are the cheapest questoris class knights so this ones not too expensive in points at least by knight standards, this means you have more points to spend on allies, ideally double battalion or even a brigade of guard with a wyvern and basilisk in the new formation, oh and it goes without saying that you should bring as many mortars as possible.&lt;br /&gt;
&lt;br /&gt;
===Terryn&#039;s Terrifying Turn-One Charge===&lt;br /&gt;
Cerastus chassis roll 2d6&amp;quot; advances, House {{W40kKeyword|Terryn}} rolls an additional dice for advances &amp;amp; charges drop the lowest (8.4&amp;quot;), the Landstrider WT gives you a +2&amp;quot; to Advance &amp;amp; Charge aura. This gives you an &#039;&#039;average&#039;&#039; threat range of 14&amp;quot; + 10.4&amp;quot; + 10.4&amp;quot; = &#039;&#039;&#039;34.8&amp;quot; average melee range&#039;&#039;&#039;. Considering the &amp;quot;standard&amp;quot; No Man&#039;s Land and Enemy Deployment Zone measure 36&amp;quot; wide, this means you only leave a single inch for the enemy to safely deploy in. Did you also happen to read how you can give your Lancer a 3++ up there? If you don&#039;t want to pay FW price, a regular Terryn Landstrider Knight still rushes 28.86&amp;quot;, more than enough to cross the 24&amp;quot; No Man&#039;s Land.&lt;br /&gt;
&lt;br /&gt;
===Raven Castellan===&lt;br /&gt;
Not much to say here- if you&#039;ve been paying any attention to competitve 40k you&#039;ve already seen this. Take a House Raven Castellan, give him Cawl&#039;s Wrath, and pop Order of Companions. Split your fire and take out two tanks a turn, or focus down on that pesky Tesseract Vault. Costs an arm and a leg in CP and requires a screen, so ally in some Guardsmen and fire away.&lt;br /&gt;
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*Some recant rules changes to the game and the Castellan itself mean that this is no longer the game-breaking meta-warping combo it once was, firstly the castellan went up by 100 points making it over 700pts (over 1/3 your list at 2000pts). It can no longer get an invuln higher than a 4++ and many of its stratagems went up in CP cost dramatically. Just as if that weren&#039;t enough, you can now only gain 1 CP a battle round so there&#039;s no way to make up for the increased stratagem cost.&lt;br /&gt;
**Don&#039;t get me wrong, the castellan is still a viable unit, it&#039;s just not the over-centralising auto-take it once was.&lt;br /&gt;
&lt;br /&gt;
===Double Valiant===&lt;br /&gt;
The staunch allies stratagem of Hawkshroud can be pretty strong paired with a pair of valiants. Your opponent now has to survive overwatch from two giant autohitting robots. If your opponent is a monster or a vehicle, they have a 1/3 chance of getting &#039;pooned in overwatch. Made better by Hawkshroud&#039;s stellar house ability keeping those harpoons at full power longer.&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Orks&amp;diff=62904</id>
		<title>Warhammer 40,000/6th Edition Tactics/Orks</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Orks&amp;diff=62904"/>
		<updated>2023-02-26T20:06:35Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Elites */&lt;/p&gt;
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&lt;div&gt;This is an [[Warhammer 40,000 6th edition|old Edition&#039;s]] Ork &amp;quot;tactics&amp;quot;. The [[Warhammer_40,000/7th_Edition_Tactics/Orks|7th Edition Tactics are here]] while [[Warhammer_40,000/5th_Edition_Tactics/Orks|the 5th Edition Tactics are here.]] &lt;br /&gt;
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==Why Play Orks==&lt;br /&gt;
WAAAAGGGHHH!!!&lt;br /&gt;
&lt;br /&gt;
Because you want to be a British football hooligan with a machine gun and you like spending your time beating people up while shouting at the top of your lungs. joking aside &#039;da&#039;[[Ork]]s are one of the easiest armies to learn Warhammer 40k with.  Between dirt-cheap, durable infantry, ease of acquiring Fearless, and exceptionally point-efficient anti-infantry shooting and melee, Orks are initially very forgiving of tactical errors.  However, the codex has aged bizarrely, with vehicles becoming less of a threat and newer rules phasing out old standards in the recent 6th Edition. They lack anti-tank firepower, however they aren&#039;t as boned as [[Necron]]s &#039;&#039;&#039;&#039;&#039;WERE&#039;&#039;&#039;&#039;&#039; in this regard, but Ork armies are increasingly becoming dated. It isn&#039;t entirely hopeless though; they excel at lower-point games and still are amazing at volumetricly shooting infantry and light vehicles dead, allowing some degree of protection against spam armies. But in all seriousness, these guys should be placing blades through brains in close combat. The only army to be better than Orks at swamping enemies in dozens of models and &#039;&#039;hundreds&#039;&#039; of attacks are the [[Tyranids]]. And &#039;&#039;they&#039;&#039; don&#039;t have worthwhile ranged support. &lt;br /&gt;
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Keep in mind that you will be playing a 4th edition army in a 6th edition game. You will not be steamrolling any tournaments. Then again, being a horde army with cheap troops has some major upsides in the current edition. In a meta where cheap fliers are giving some people difficulties, orks can afford to not give a single fuck: Orks will have upwards of 120 boyz on the table, fliers get to shoot 5-10 boyz per turn at best, and if their flying circus even enters from reserves orks can throw tons of dice upward that even on a snap shot is mathematically guaranteed to hit something. Orks&#039; metric tonne of attacks also means that 2+ toting terminators are not much of a concern either, as your average boy mob can force the enemy to throw so many armorsaves, he&#039;ll throw a 1 eventually. Coincidentally, orks are kings of taking and holding objectives, nobody likes trying to remove 30 angry shoota boyz from a ruin. In short you will be having boatloads of fun by burying your enemies in the best point-for-point troop choice in the game. Be sure to bring a bucket full of dice.&lt;br /&gt;
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Additionally, you are just about tied with Chaos as the army that gets the most loving from [[Forgeworld]] and [[Apocalypse]]. In Apocalypse your army transforms from a rather mediocre force when pitted against [[Matt Ward]] codices into a God Tier rape machine that can vomit out more dice than a [[Dungeons and Dragons|D&amp;amp;D]] convention &#039;&#039;every turn&#039;&#039;. Up yours, Tau.&lt;br /&gt;
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==General Advice==&lt;br /&gt;
6th Edition brings some real changes in, but the ones you should be most mindful of are &#039;&#039;&#039;Snap Firing&#039;&#039;&#039;,  &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, &#039;&#039;&#039;Night Fighting&#039;&#039;&#039; and &#039;&#039;&#039;Character abilities&#039;&#039;&#039;. &#039;&#039;&#039;Snap Firing&#039;&#039;&#039; lets you fire under special conditions, and it makes you Ballistic Skill 1.  Orks are BS2 naturally, and their guns account for that by upping the volume of shot, giving you an advantage to Snap Firing like no other army.  &#039;&#039;&#039;Overwatch&#039;&#039;&#039; is a special kind of Snap Firing that lets you shoot at BS1 into oncoming enemies charging into assault with you. Again, you are Orks, and ought to be charging, but you also have that absurd shot-density that can end an assault before it begins. Half the games you play will now start out with &#039;&#039;&#039;Night Fighting&#039;&#039;&#039; in effect. This is a huge boost for orks, as it saves the boyz a turn of getting shot to shit from half way across the table, as you get some nifty boosts; you can&#039;t be targeted from more than 36 inches away, and you get a +2 or +1 to your coversave depending on how far away you are from thine enemy. A 50% chance of your 30 boy mobs not getting blown up in turn one? Yes please. (Note of warning. The new Tau suits ALL have Night-Vision built in, so they can still put some hurt, even with night fighting on.  And Night Fighting is useless against Dark Eldar.  Make use of cover.) Remember to bring your KFF and &#039;&#039;always&#039;&#039; remember to roll for night fighting when allowed. Finally, &#039;&#039;&#039;Characters&#039;&#039;&#039;, a term that was once only a clarification, now gives Squad Leaders and Independent Characters special abilities. &#039;&#039;&#039;Look Out, Sir!&#039;&#039;&#039; is a import from &amp;lt;strike&amp;gt;the Imperial Guard codex&amp;lt;/strike&amp;gt; Warhammer Fantasy, and lets &amp;quot;Characters&amp;quot; use other models in their unit like meat shields.  Also important is the rule that gives you characters the ability to, if they roll a six to hit, single out a model in the unit they are firing at to take the shot they fired. This means that all Nobz &#039;&#039;which lead a mob (!)&#039;&#039;, Mekz, Painboyz, and other Bossez, because of wonderful BS2, all suddenly become Neo half the time they hit anything with a gunshot.&lt;br /&gt;
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*&#039;&#039;&#039;Mob Rule&#039;&#039;&#039; - Try to have as many Boys as possible in a squad with Mob Rule, since a mob substitutes the number of boys in it for their LD. 11 or more and they&#039;re fearless. The exception is Deffkoptas, who can&#039;t get  enough models in their squads to actually use the rule.&lt;br /&gt;
**&#039;&#039;&#039;Fearless&#039;&#039;&#039; - When a Mob is fearless that means that they cannot retreat, go to ground, or retreat from combat that cannot be won. However, they will not have to make any morale tests. So they cannot be pinned or retreat. &#039;&#039;&#039;Note&#039;&#039;&#039; that you can exchange the head count for LD, but don&#039;t &#039;&#039;have to&#039;&#039;. In other words, if you decide not to, your boyz aren&#039;t fearless and can go to ground. Next round they will use Mob Rule to become fearless and press on. Just make sure to search for cover when doing this, because your enemy will most certainly rip you a new one for fucking with the rules.&lt;br /&gt;
*&#039;&#039;&#039;Furious Charge&#039;&#039;&#039; - Weaker than its previous incarnation, +1 Strength will help on your first strike, especially with Power Klaw attacks.&lt;br /&gt;
*&#039;&#039;&#039;Bosspoles&#039;&#039;&#039; - If a squad can take a Bosspole take it, however Independent Characters do not need Bosspoles. The exception is if you group does not have access to one. Example, Warboss should have one if he groups with Mega-Nobs.&lt;br /&gt;
*&#039;&#039;&#039;Purpose&#039;&#039;&#039; - Figure out what the unit is supposed to do and when it should do it. Choppa Boyz Squads are excellent close combat squads, but don&#039;t have good shooting. So you could run with them during the shooting phase or you could shoot rokkits at that nice Rhino you&#039;re too far away to assault. However, a Shoota Boy squad that will be shooting at infantry might want to take Big Shootas instead, because they can shoot more shots than a Rokkit Launcha, also they won&#039;t be able to even Glance most vehicles with normal Shootas. Keep this in mind so you don&#039;t have to decide between two very different targets.&lt;br /&gt;
*&#039;&#039;&#039;Cover&#039;&#039;&#039; - Most Ork Boyz have piss poor armor saves, as such keep them near cover as much as possible. Mysterious Objectives and Terrain are your friends in this case, Scatterfield could get you a nice 3+ save if you&#039;re lucky.&lt;br /&gt;
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Lots of good stuff can be found at http://suptg.thisisnotatrueending.com/archive/16877022/ .&lt;br /&gt;
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==Warlord Traits==&lt;br /&gt;
&#039;&#039;&#039;Prophet of the Waaagh!:&#039;&#039;&#039; The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.&lt;br /&gt;
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&#039;&#039;&#039;Bellowing Tyrant:&#039;&#039;&#039; The Warlord, and all friendly units with the Orks Faction within 12″ of him, re-roll failed Morale checks and Pinning tests.&lt;br /&gt;
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&#039;&#039;&#039;Like a Thunderbolt!:&#039;&#039;&#039; The Warlord, and all friendly units with the Orks Faction within 12″ of him, can re-roll all the dice when determining Run moves or charge range.&lt;br /&gt;
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&#039;&#039;&#039;Brutal but Kunnin’:&#039;&#039;&#039; The Warlord can re-roll one failed To Hit or To Wound roll each turn.&lt;br /&gt;
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&#039;&#039;&#039;Kunnin’ but Brutal:&#039;&#039;&#039; The Warlord can re-roll one failed armour or invulnerable saving throw each turn.&lt;br /&gt;
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&#039;&#039;&#039;Might is Right:&#039;&#039;&#039; The Warlord receives +1 to the Strength characteristic on his profile. &lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Ghazhgkull Mag Uruk Thraka:&#039;&#039;&#039; A relatively popular HQ for many Ork armies in 5th edition. He costs a metric shitload, is immune to Instant Death and is a close combat monster on his Waaagh!, which was horribly nerfed to remove Fleet and Fearless in exchange for a 6&amp;quot; Run move that you can&#039;t assault after. Fun fact: with his sheer amount of power and beef, Ghazzy can take on almost every HQ in the game in a 1-on-1. Take him when you absolutely positively need to kill anything or anyone in a challenge. Just be mindful of Mindshackle Scarabs and incredibly lucky rolls. Or, give him a Nob guard to Look Out Sir! his phenomenal number of Power Klaw attacks into whatever you want to die. &#039;&#039;Prophet of the Waaagh!&#039;&#039; is now not as shitty, as it makes Mega-nobz and Ghazzy relentless for the turn and makes the packs of boyz that have been chewed up into fearless boyz for the turn, plus, it turns his 2+ armor save into a 2+ invul save. Ghazghkull can kill a Baneblade in one turn by himself without too much trouble. I&#039;ve seen this happen, and it was great. &lt;br /&gt;
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*&#039;&#039;&#039;Mad Dok Grotsnik:&#039;&#039;&#039; Grotsnik is an interesting character. On one hand, he makes a unit Fearless, and grants it Feel No Pain, provided he remains a part of that unit (he&#039;s not allowed to leave units by default). On the other hand, his &#039;&#039;&#039;One Scalpel Short of a Medpack&#039;&#039;&#039; rule makes the unit he&#039;s with prone to being led about in circles, meaning mobile opponents can throw speedy units to divert Grotsnik&#039;s mob from the main battleline. This said and done, he does have his other uses. The ability for any other Ork unit to take Cybork bodies is useful, and can do a lot to lengthen the lifespan of other Ork units; however, in practice this becomes mostly useful for upgrading Meganobz, on account of their normal inability to acquire Cybork Bodies, and the fixed price for the upgrade making it prohibitively expensive to upgrade regular Orks in this manner.&lt;br /&gt;
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*&#039;&#039;&#039;Old Zogwort:&#039;&#039;&#039; Not &amp;lt;s&amp;gt;too&amp;lt;/s&amp;gt; &#039;&#039;AT ALL&#039;&#039; tactically sound, compared to the less costly Weirdboy with Warphead, but the look on your opponent&#039;s face as you turn his expensive hero unit into a squig is usually worth it. Otherwise same as a Weirdboy with Warphead. Added benefit is the random number of attacks. However, in most cases Zogwort won&#039;t be able to utilize them.&lt;br /&gt;
**&#039;&#039;&#039;Psychic Shooting Rule -&#039;&#039;&#039; To fire Psychic Shooting attacks you now need a BS score. Zogwort&#039;s is BS0 so he cannot fire any shooting Psychic attack. &amp;lt;s&amp;gt;This is most likely a mistake, wait for Errata. &amp;lt;/s&amp;gt; Errata is up and Zogwart&#039;s two psychic shooting attacks are now considered detriments. They will cost warp charges and waste your turn. Zogwort will never see the light of day now, except in that one time you think to yourself, &amp;quot;Why does no one field Zogwart anymore?&amp;quot; and then you&#039;ll remember... and cry. On the bright side, he can&#039;t frazzle himself.&lt;br /&gt;
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*&#039;&#039;&#039;Wazdakka Gutsmek:&#039;&#039;&#039; At first glance, Wazdakka doesn&#039;t seem too spectacular.  He&#039;s a more expensive Biker &amp;lt;s&amp;gt;Warboss&amp;lt;/s&amp;gt;Big Mek who loses out on base Strength of 5 and the ability to take an Attack Squig or Cybork Body, all in exchange for having four Strength 8 shots (or 1 S8 AP2 shot) which can be fired after Turbo-Boosting. These drawbacks matter little, however, for he has &#039;&#039;four Strength 8 shots which can be fired after Turbo-boosting&#039;&#039;, providing an additional threat to enemy armor. Better still, he can choose who to allocate the wounds to on sixes, giving him a reason to fire into enemy squads with Heroes or whatnot to try to get Neo-style Instant Deaths. However, the main reason you wish to take this character is should you wish to field Warbikers as troops, meaning they no longer compete with other Fast Attack choices. He works even better if surrounded by Biker Nobs, who can use &amp;quot;Look Out, Sir!&amp;quot; to take dangerous hits for him on &#039;&#039;their&#039;&#039; Cybork Bodies. Taking him, of course, comes with the opportunity cost of having one less Kustom Forcefield, or Shokk Attack Gun in your army. For some, this is no big loss.&lt;br /&gt;
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*&#039;&#039;&#039;Zhadznark &#039;Da Rippa&#039; (Forge World):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;s&amp;gt;Many people call this guy the better Wazdakka,&amp;lt;/s&amp;gt; No they don&#039;t, he ain&#039;t shooty enough. He has twin Big Shootas, a power klaw at normal initiative (Space Marine no less!) and he can choose to Turbo Boost &#039;&#039;and then Tank Shock&#039;&#039; a unit. He also gets to take warbikers as troops, no surprise. But, he comes with a catch: No Deff Dreads, Kans, or Big Gunz. This means he must be used as a close combat shock unit, and needs a warbiker or nob-biker retinue. His lack of an invulnerable save and Eternal Warrior makes him too risky for competitive play.&lt;br /&gt;
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*&#039;&#039;&#039;Mek Boss Buzgob (Forge World):&#039;&#039;&#039; Hoo boy, its Buzzgob. The poster boy of the entire IA volume, this dude is full of win. He is dirt cheap, first off. His entire statline is better than a Big Mek. He comes with &#039;eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs around in an orky Full Tech Harness, the Mek Arms. They give him D3 attacks on the charge &#039;&#039;in addition&#039;&#039; to the +1 he gets normally. This makes him a close combat monster against hordes and unarmored units. But, he lacks Cybork Body and Eternal Warrior, which means he dies to railguns very quickly. Put him in a transport with retinue to ensure his success. Oh wait, did I forget to mention he takes his Dreads with him? That&#039;s right, he must take a 1-3 Deff Dread squadron, as a troops choice.&lt;br /&gt;
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*&#039;&#039;&#039;Warboss:&#039;&#039;&#039; Any respectable Ork army should have one of these bad boys. The Warboss is a monster in close combat and he&#039;s also a tough nut to crack with T5 (T6 on a bike) and 3 wounds. He&#039;s also a solid choice for being able to fill just about any role in your army thanks to his sizable wargear selection.&lt;br /&gt;
**&#039;&#039;&#039;Weapon Upgrades&#039;&#039;&#039; - The boss has two options for weapon upgrades: The Power Klaw and the Big Choppa. 9 times out of ten you want to take the Klaw. Attacks at S10 AP2 are just way too good to pass up. Just keep in mind that you will be attacking last, so remember that before you go running into a challenge only to be killed before you can rip him apart. The Big Choppa &#039;&#039;could&#039;&#039; be a decent cheap alternative, as S8 attacks on the charge is nothing to scoff at, but apparently a gigantic chainsaw axe being swung by a very pissed-off hulking green brute can&#039;t go through armor. If the Big Choppa had any sort of AP, it would be a fine alternative for the points. But for now, take the Klaw.&lt;br /&gt;
**&#039;&#039;&#039;Shoota Upgrades&#039;&#039;&#039; - I wouldn&#039;t bother, as it&#039;s 5 points better spent elsewhere. The only time your boss should ever be shooting is when he&#039;s just about to charge. If you must, the kombi-skorcha has some potential to soften up the squad before the charge. Don&#039;t take the Ammo Runt if you&#039;re not going to upgrade your Shoota.&lt;br /&gt;
**&#039;&#039;&#039;Warbike&#039;&#039;&#039; - As if the Warboss wasn&#039;t enough of a beast, the Warbike gives him a 4+ cover save at all times with the Exhaust Cloud special rule, Twin-Linked Dakkaguns, a 4+ Armor Save and +1 Toughness just for being a biker unit, and lets him move up the board at a very scary speed for your opponent. Add him with a unit of 5 or so Nob Bikers that you can Look Out Sir! to, a Painboy, give him Cybork Body, and you got yourself one hell of a boss. The only downside is that a biker boss/nob unit can become very expensive, and if your opponent gets lucky, a huge chunk of you army in points could be gone all at once.&lt;br /&gt;
**&#039;&#039;&#039;Mega Armor&#039;&#039;&#039; - Grants a 2+ armor save to the boss and gives him a Klaw, TL Shoota, and Slow and Purposeful. Stick him with some Mega Armored Nobz in a Battlewagon and roll him up the board.&lt;br /&gt;
**&#039;&#039;&#039;Attack Squig&#039;&#039;&#039; - +1 Attack. An extra attack is always welcome, especially for a close combat monster like the Warboss.&lt;br /&gt;
**&#039;&#039;&#039;Cybork Body&#039;&#039;&#039; - A 5+ Inv Save. Always good to have just in case your other saves are negated, but the points can be better spent elsewhere. It&#039;s pretty much personal choice if you want to take this or not.&lt;br /&gt;
**&#039;&#039;&#039;Bosspole&#039;&#039;&#039; - Inflicts a saveable wound to your unit to reroll a morale test. Definitely take a bosspole, especially if the unit he&#039;s in doesn&#039;t have access to one. Chances are that the reroll will be well worth it at LD 9.&lt;br /&gt;
**&#039;&#039;&#039;&#039;Eavy Armor&#039;&#039;&#039; - A cheap 4+ armor save. Take this if your boss isn&#039;t on a Warbike or in Mega Armor. Your boss is going to need all the protection he can get if he&#039;s going to make it anywhere near close combat.  &lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;Big Mek:&#039;&#039;&#039; A versatile HQ less suited to direct combat, the Big Mek&#039;s role in an army is largely defined by one of two upgrades he&#039;s able to take.  The Shokk Attack Gun and Kustom Force-Field described below. While he&#039;s no slouch in close combat (he&#039;s a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible.  Note that he&#039;ll have only one CCW, and can&#039;t take the rather cheap Big Choppa. On the other hand, he can take a Burna, which counts as a Power Weapon in close combat for what it&#039;s worth, and can still take Power Klaws.&lt;br /&gt;
**&#039;&#039;&#039;Shokk Attack Gun&#039;&#039;&#039; - Good for Long Range Ordinance attacks. The Table is fun to use as well. AP2 and S 2D6. Rolling doubles can spell disaster, though it has an equal chance of removing your Big Mek as well as removing the target from play. You might want to keep him away from anything valuable because rolling double ones vaporizes him and d6&amp;quot; nearby, but if you want him in a unit suggest placing in a squad of Lootas because they both have similar ranges, though you might have to chose between shooting a tank or a squad of infantry. You can also stick him in a group of gretchin for a cheap bullet shield that can also capture objectives.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Force Field&#039;&#039;&#039; -Practically a required choice throughout 5th,  the KFF has taken a nerf in 6th but is still totally viable. Fantastic for vehicles, as the cover save counts for all units. Even though a 5+ cover save isn&#039;t really the best, remember that you&#039;re going to get shot at (a lot!) as orks so any save is welcomed. The crazy part about this upgrade is that it doesn&#039;t protect every model within 6 inches; it&#039;s every unit. That means if one little ork out of a 30 man mob is within 6 inches of the KFF, all 30 get the save. Your opponent WILL cry about this, so be prepared. The best place for him is in a vehicle, preferably a Battlewagon, surrounded by other vehicles. He also works very well footslogging with mobs and mobs of boyz. &lt;br /&gt;
**&#039;&#039;&#039;Warbike&#039;&#039;&#039; - Way too expensive and a poor choice compared to the Shokk Attack or the KFF. The only way this could even be an option is if you had your Mek zip around the field on his bike repairing vehicles, but he would be killed very quickly and be much more better off in a Trukk or Wagon. &lt;br /&gt;
**&#039;&#039;&#039;Mega Armor&#039;&#039;&#039; - Don&#039;t. The Big Mek belongs behind the scenes, not on the front lines charging into combat. Also, way too expensive.  Though this option does allow for one interesting thing- Because of the way the Big Mek gets his upgrades, you can take Mega Armour &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; a Power Klaw, making him the only unit in the whole Kodex that can get &amp;lt;b&amp;gt;Two Power Klaws&amp;lt;/b&amp;gt;.  This is because the Mega Armour comes with its own, and you can still buy him the other one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weirdboy:&#039;&#039;&#039; Ork psyker.  Different from regular Psykers, in that instead of choosing specific powers to use beforehand, he&#039;s forced to use one of &#039;&#039;his&#039;&#039; powers randomly every turn. Upgrading him to a Warphead lets him re-roll the random power one time, if he doesn&#039;t like his first choice. Might be fun to use in a friendly game, but if you&#039;re looking for something more reliable, look elsewhere. Take him in a squad of Boyz as his leadership is affected by Mob Rules, however as such it can only cap out at 11.&lt;br /&gt;
** &#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; Being a 5th Edition Psyker, the Weirdboy has written-in powers which cannot be exchanged, not even for the new ones in the main rulebook. Can randomly fire off any of the following, love Ork randomness tables.  &lt;br /&gt;
***&#039;&#039;&#039;Headbanger&#039;&#039;&#039; - Center&#039;s blast template over Weirdboy.&lt;br /&gt;
***&#039;&#039;&#039;Frazzle&#039;&#039;&#039; - a Marine-killing Str 6 Ap 3 Blast&lt;br /&gt;
***&#039;&#039;&#039;Zzap&#039;&#039;&#039; - an auto-hit, 36&amp;quot; range, Str 10 Multimelta&lt;br /&gt;
***&#039;&#039;&#039;Warpath&#039;&#039;&#039; - Attached unit gets +1 Attack for the turn.&lt;br /&gt;
***&#039;&#039;&#039;&#039;Ere We Go&#039;&#039;&#039; - Deep strikes Weirdboy and unit, even out of combat and trukks. Happens instantly. With the new Deep Strike rules being called upon, a horde of Orks can appear anywhere on the table!  This works best with smaller squads, and Meganobz tend to be the best choice due to their Armor protecting them from getting Warp-fried by bad rolling. Deepstriking 30 boys, while not practical, is worth it to see the look on your opponent&#039;s face.&lt;br /&gt;
***&#039;&#039;&#039;Extra Waaagh!&#039;&#039;&#039; - With Waaagh! Planes this allows for more shooting on their part. The Weirdboy becomes a lot more useful now. Even if the Waaagh ability only gets use once it still means firing more shots with your Planes.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Burna Boyz:&#039;&#039;&#039; Many Ork players either love or are neutral towards Burnaboyz. That they compete with Lootas and Nobz means they aren&#039;t used as frequently in many armies. But for those armies revolving around the use of a Battlewagon convoy, taking a unit of them is a fairly popular choice. The primary reason for this is because every Burnaboy is armed with a Flamer which alternatively doubles as a Power Weapon (though not both on the same turn). Through judicious use of mass tank-shocking, enemy infantry units can be pushed into compacted formation, rendering them prime targets for being torched. The ability to roll 30, 40, even 60 strength 4 attacks which &#039;&#039;automatically hit&#039;&#039; is frightening, don&#039;t be surprised if your opponent just removes the squad and skips saves. On the flip-side, they&#039;re providing anti-infantry in an army that already has excellent anti-infantry, and they cannot fire from transports if you move the vehicle any great distance. They were much better offensively last Edition, but alongside the Power and Template Weapons nerf came a serous defensive buff, in the form of D3 Overwatch hits per Burna. And, since assaulting is an uncertain prospect nowadays, you might get a proper round of firing into the advancing enemy unit. -NOTE, I used 5 burna boyz to take out a squad of 30 genestealers that were going to eat my army away. Burnas. Are. Awesome. 2 Burna squads on both sides of your main force will stop any genestealer/hormagaunt horde. Just remember not to take a mekboy, as that&#039;s one less flamer template. Take 3 squads of 15 vs tyranids. WATCH THE FUCKERS BURN.  &lt;br /&gt;
**&#039;&#039;&#039;Versatile Burna&#039;&#039;&#039; - Burnas can be used as either a flamer or Power Weapon, which means they can attempt to cut down MEQ units or Monstrous Creatures. However, the choice must be made whether to use them as such during overwatch, if attacked first. If you use the d3 auto-hits that means you cannot use them as power weapons.&lt;br /&gt;
**&#039;&#039;&#039;Mekboyz &#039;&#039;&#039;- The Burna Boy Mob has the option to swap out up to three models for Mekboyz for free.  A Mek may be equipped with a Slugga, Big Shoota, or Kustom Mega-blasta for free, or may opt to take a Rokkit Launcha for a slight point-increase. Mek&#039;s maintain the repair capabilities of their Big Mek counterparts for a fraction of the cost, and a minimal-strength Burnaboy unit is the most point-efficient way to repair vehicles in the game. On the other hand, given the Open-topped nature of most Ork vehicles, more often than not the jalopies are prone to outright destruction, and the removal of Burnas from the unit reduces its ability to kill things. However, the repair roll is made at end of a Movement phase, so in many cases you can actually do something with the useless Burna unit, or just get out and assault.  Taking Mekboyz in a Burnaboy unit is mostly a judgment call on the player&#039;s part.&lt;br /&gt;
***&#039;&#039;&#039;Kustom Mega-blasta&#039;&#039;&#039; - Equivalent of a plasma gun. AP2, but gets hot. Take if Burnas are burning MEQs or Terminators.&lt;br /&gt;
***&#039;&#039;&#039;Choppa and Slugga&#039;&#039;&#039; - No reason to take. Unless your expecting to charge.&lt;br /&gt;
***&#039;&#039;&#039;Big Shoota&#039;&#039;&#039; - Gives long range, but not necessary. &lt;br /&gt;
***&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039; - Not good when Burnas need to target Hordes. Unless Burnas are burning MEQs.&lt;br /&gt;
***&#039;&#039;&#039;Grot Oiler&#039;&#039;&#039; - Give a nice bonus to repair checks. Can be taken once per Mek.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kommandos:&#039;&#039;&#039; They&#039;re basically 10-point Slugga Boyz with Stikkbombs, Infiltrate, Move Through Cover, and access to Burnas. A mixed bag previously, they benefit from 6th edition Assault Grenades without wasting points on too many bodies.&lt;br /&gt;
**&#039;&#039;&#039;Burnas&#039;&#039;&#039; - Able to Overwatch with D3 auto-hits. Useful for clearing out clumped long range enemies in cover. Though AP5 doesn&#039;t help against a lot.&lt;br /&gt;
**&#039;&#039;&#039;Big Shootas&#039;&#039;&#039; - Adds some ranged shooting to them, not needed.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launchas&#039;&#039;&#039; - With Snikrot, can target back armor of almost all enemy vehicles.&lt;br /&gt;
**&#039;&#039;&#039;Boss Snikrot&#039;&#039;&#039; - Pretty expensive, but having him and his entire squad attacking the enemy from their rear is always great fun but heavily nerfed in 6th ed since you can no longer assault out of reserves.  For extra hilarity, add Mad Dok Grotsnik to them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lootas&#039;&#039;&#039;  One of the main issues Orks have with a lot of armies is that most their weapons are very short-ranged.  When dealing with [[Warhammer 40,000/Tactics/Eldar|Panzee]], [[Warhammer 40,000/Tactics/Dark Eldar|Dark Panzee]], [[Warhammer 40,000/Tactics/Tau|Blue Gits]], or [[Warhammer 40,000/Tactics/Imperial Guard|Squishy Umie]], this is annoying, as the bad guyz tend to Dakka on your army.  Lootas for da win. You only get three squads at most (less, if you wish to take any other Elite choice), but they are also the most point-efficient source of Strength 7 shooting in the game, even with the awesomeness that is Ork accuracy taken into account. Their main role (which is critical in the majority of Ork builds) is to cover your advance, shooting enemy artillery, light speeders, and other targets which would harry your footsloggers or Trukks.  Lootas work quite well on pretty much &#039;&#039;anything&#039;&#039; nowadays, since three Glances will bring down most vehicles soundly, and with their volume of shot they are bound to throw out enough to cripple even heavy tanks, Armor 14 is the only thing they can&#039;t touch. Overwatch means they can react to charges well, but they will still die in one turn if they don&#039;t kill what charges them first. They can also Snapfire on the move now, so they&#039;re not totally stationary. Also, they do a reasonable job of Anti-air. Don&#039;t be afraid to go to ground with these guys when they&#039;re at risk of getting blown off the table (and you&#039;re fielding less than 10 of them, obviously.): As said before, snap firing isn&#039;t that big a deal for a BS2 army because of its ridiculous shot density, but the added coversave is.&lt;br /&gt;
**&#039;&#039;&#039;Mekboyz:&#039;&#039;&#039; Not effective for most Loota squads, however a free Kustom Mega Blasta is useful against any vehicles and terminators that get the bright idea to get within charge range. Even if it is at the cost of range and extra hits the upgrade is for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meganobz&#039;&#039;&#039;: At first, there&#039;s a lot to like about Meganobz.  Getting 3 Power Klaw Attacks base and a 2+ armor save for only 40 points, combined with Furious Charge, means they&#039;re very efficient at dismantling enemy infantry (save for truly &#039;&#039;dedicated&#039;&#039; Close-Combat or Hero units), or for pulling wounds away from your less-armored Orks. The entire unit can take Kombi-Weapons, meaning once per game, they can throw out a decent volley of Rokkit Fire at an enemy vehicle, possibly wrecking or crippling it prior to assaulting, or they can utterly torch light infantry. But if you look closer, problems begin to surface. They lack any Invulnerable Save unless you pay to get Grotsnik, and cannot take a Waaagh! Banner or Bosspole. Slow and Purposeful means that they can&#039;t overwatch, run, or sweep; which means that they need to charge the enemy. Too bad they don&#039;t have heavy weapons. They are still Orky Terminators, though, and naturally their Transport will be a high-priority target. While they&#039;re great for providing a combat anvil for defensive armies (Ork Gunlines, etc), or cheap support for Wartrukk-based lists, they are generally considered average units overall. One of their biggest issues is with leadership, unless they are accompanied by a leader (preferably a Warboss), these guys have a good chance of hitting the dirt after a single pinning wound is taken, or the shots start flying. Yes they can be taken in units of ten at best, but at their points cost, in most situations you will be taking maybe five, so you won&#039;t be benefitting from the Mob rule (unless you start to take 8, or 7 and a character, but if you are doing that you will be more than likely to be benefitting from their leadership). They&#039;ve gotten better in 6e now that the only things that can hurt them are powerfists/power axes/force axes. Unless you fight one of the assholes with ignore everything weapons, like Straken or Yriel.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nobz:&#039;&#039;&#039; &amp;lt;s&amp;gt;Ork [[powergamer|Cheeze]]; [[awesome|wonderful Cheeze]]. Screw you [[Angry Marines]], we bring the pain.&amp;lt;/s&amp;gt; Since the loss of wound allocation Nobs have become fragile. In a relative sense, at least. Nearly three times more expensive than a normal Ork Boy, but with +1 Wound and +1 Strength. However, like the Warboss, they get access to the shiniest wargear available to the Ork army, from [[Choppy|Power Klaws]] to [[Dakka|Combi-shootas]] to &#039;Eavy Armor to Cybork Bodies. Great in both close combat AND shooting, these guys are what Flash Gitz &#039;&#039;wish&#039;&#039; they were. Best used as bodyguards for your Warboss. The only problem is that this massive Orky beatstick will likely cost several hundred points, and isn&#039;t going anywhere fast without something to cart them around. However, this mean, green pain machine is quite cost-effective by many armies&#039; standards; let them Ride Trucks, Battlewagons and Bikes and opponents will bitch and moan.&lt;br /&gt;
**&#039;&#039;&#039;Bosspole&#039;&#039;&#039; - Necessary to take with any unit, especially since Nobs can only number 10 at max, negating Mob Rule. &lt;br /&gt;
**&#039;&#039;&#039;Waaagh! Banner&#039;&#039;&#039; - The Waaagh! Banner adds +1 WS, making the &#039;&#039;WHOLE SQUAD WS 5&#039;&#039;, and has the added advantage of making your mob look even more badass (and yes, that applies to HQs attached). If you ever &#039;&#039;think&#039;&#039; about &#039;&#039;not&#039;&#039; taking one, punch yourself in the face.&lt;br /&gt;
**&#039;&#039;&#039;Painboy&#039;&#039;&#039; - Probably the cheapest way of getting Feel No Pain for an entire unit. Especially good in combination with the Warboss.&lt;br /&gt;
***&#039;&#039;&#039;Cybork Bodies&#039;&#039;&#039; - Only Invul save an Ork ever gets, 5+. Useful especially when you know the army your going up against has a lot of AP4.&lt;br /&gt;
**&#039;&#039;&#039;Biker Gangs:&#039;&#039;&#039; Even worse is the notorious [[cheese|&amp;quot;Nob Biker&amp;quot;]] unit, a tactic that has somewhat survived the update and caused historic amounts of [[rage]] in other armies. Toughness 5 warbikers with an Armor, Cover, &#039;&#039;and&#039;&#039; an Invulnerable save &#039;&#039;with&#039;&#039; Feel No Pain they are close to invincible, even if lessened by 6th Ed wound allocation. In return for the lessened survivability, you get the Impact Hits of 6th Ed bikes reinforce your massive wound-output machine on the charge. You will pay for them dearly in both points and money, and it&#039;s a great way to get people to hate you. Unless, of course, your opponent is fortunate enough to have S10 Blast weapons on hand, or weapons that inflict Instant Death. But since most Instant Death comes from close combat, you have a good chance to counter it with your wound-allocation and high WS, or just plain avoid it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tankbustas:&#039;&#039;&#039;  Your primary anti-tank infantry unit. Take a Tankhammer, you can&#039;t go wrong with two S10 melee attacks per turn. But you can go wrong using them; you can go oh so wrong.&lt;br /&gt;
**&#039;&#039;&#039;Glory Hogs:&#039;&#039;&#039; Remember that Glory Hogs doesn&#039;t affect them during the movement phase at all,&amp;lt;strike&amp;gt; and they do not have to shoot or attempt to assault the *nearest* vehicle - they have to shoot at and try to assault one in LOS. Unless every vehicle the enemy fields is within 12&amp;quot;, you will almost never be forced to leave cover or move anywhere you don&#039;t already want to. Don&#039;t be afraid to fire at a vehicle out of range if it keeps you from getting shot to death.&amp;lt;/strike&amp;gt; Congrats, in the Errata it now says, &amp;quot;If there is no enemy vehicle within range, can shoot as normal.&amp;quot; Hazzah, finally something good for the unit. Also a god tier rape machine vs nids, as glory hogs doesn&#039;t apply since nids have no vehicles, and you can oneshot the doom and zoanthropes with one rokkit.&lt;br /&gt;
**&#039;&#039;&#039;Bomb-Squigs&#039;&#039;&#039; - If within close range can sick a squig kamakazi with a 5 out of 6 chance to cause a S8 hit. On a 1, it will blow up on your own vehicles, unless you can keep them 18 inches away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grot Tanks (Forge World):&#039;&#039;&#039; An odd unit.  You get &#039;&#039;another&#039;&#039; vehicle squadron of Armor 10 all-around Methul Bohkes, seemingly the Orky specialty. They get 5+ invo. saves from all shooting attacks that &#039;&#039;aren&#039;t&#039;&#039; Ordinance, which gives them surprisingly uncharacteristic durability. They also count as Tanks, so you can Tank Shock things, too. However, what makes them really fun is their Ballistic Skill.  Its 3.  BS 3. For &#039;&#039;&#039;ORKS&#039;&#039;&#039;.  This tends to make them work like Killa-Kans as far as shooting goes, but you don&#039;t feel that weird need to throw them into close combat or anything. Their stat-lines give them an advantage to using Orky weapons, but the Big Shoota and Skorcha feel like a waste of opportunity. Pretty much see the Killa Kans entry for how weapons go. The Grot Tank&#039;s only real caveat is their unreliable 2D6&amp;quot; movement.  This could give them anywhere from Fast vehicle status to a horrific [[Derp|&#039;&#039;2&amp;quot; movement&#039;&#039;]]. Plus, if you roll double-ones, one of them takes a [[FAIL|Penetrating Hit]], which really bites in 6th Editon.  Getting a Kommanda Tank is always a good idea, what with the 2 different weapons and ability to fix your terrible movement roll when it inevitably happens. Their Tank status, 5+ invo., small model size and high fire power make them perfect for ramming big holes in enemy formations.  Still no word on when Imperial Armour will send out 6th Edition FAQs for them.&lt;br /&gt;
**&#039;&#039;&#039;Unit Synergy:&#039;&#039;&#039; Just like Warrbuggies, only better. They can Tank Shock bothersome units off of their advance. Their 3-6 numbers can give an even wider cover spread when advancing.&lt;br /&gt;
Modeling note: Don&#039;t bother with forgeworld. Easy to build and make look better than forgeworld for MUCH cheaper.&lt;br /&gt;
** Can prove to be more useful than Kans due to higher numbers, a full squad of 6 can pack 7 weapons as opposed to 3 and becomes far more deadly. This will cost you a lot more points-wise, so take that into consideration. Decide what you want them to do and use a squad of Kanz or a Mega Tank with different weapons to balance out. Keep some Meks close by though.&lt;br /&gt;
**&#039;&#039;&#039;Grotzooka -&#039;&#039;&#039; 14 SMALL BLASTS! Fucking cheese, especially against horde armies like &#039;Nids. Simply smack them into the centre of the mass and drink your opponents tears.&lt;br /&gt;
**&#039;&#039;&#039;Big Shoota -&#039;&#039;&#039; Owing to the BS3, this makes for a nice little way to hurt enemy infantry and be more threatening to enemy vehicles while saving on points.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha -&#039;&#039;&#039; You still need to get close, and given the variable movement, this doesn&#039;t seem very useful when you could be bringing the dakka at range, but if screening your boyz, might be good to ruin up a critical unit before a charge. If they haven&#039;t been destroyed first...&lt;br /&gt;
**&#039;&#039;&#039;Mega-Blasta -&#039;&#039;&#039; Still comes with the risk of getting hot, and with the risk of rolling double 1&#039;s on movement means that this makes your tanks even more [[Fail| fragile]], although the 5+ invuln at least gives you a chance to save it. Not worth the risk and points. &lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha -&#039;&#039;&#039; Fantastic at ruining a vehicles day, especially with working alongside Deffkoptas. Chuck out some rokkits to the front while the Deffkoptas roll for [[FATAL| anal circumference]]. However the Str 8 AP3 also means they are superb at crippling Marines or any other toughness 4 units too. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mekboy Junka (Forge World):&#039;&#039;&#039; This thing &#039;&#039;cannot&#039;&#039; decide what it is. On its face it looks like another Looted Wagon, until you look at it a little harder. Grot Riggers and 3 Big Shootas base, Turbo-Charga making it &#039;&#039;fast&#039;&#039; and Looted-Wagony, BUT WAIT.  What&#039;s that... Supa-skorcha? Big-Zzappa? Kustom Force Field?! TURRET-MOUNTED SHOKK ATTACK GUN!?! Yep, this monster can pack some pretty heavy ordinance, and it uses an Elites slot to do it.  Junkas eat up points, so they are best kept as ordinance platforms, dumping Shokk Attack goodness onto enemy gits. With it&#039;s Deff-Rolla potential and Force Field, a Junka could make a good transport for Slashas (which tard out) or other heavy infantry. Just watch this thing, because it could go Looted Wagon any second...&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Boyz&#039;&#039;&#039;: Basic unit and right proppa. Boyz are the core of your army, no matter what kind of list you run. Remember this, Boyz before Toyz. You can swamp armies with them and remember: Run until you Waaagh!(it&#039;s usually how it works). No Retreat! is gone, thank fuck, so big mobs are even better. Weak point is a 6+ armor save but who gives a fuck, you brought at least 60 Boyz, right? Flamers will ruin your Boyz&#039; day, though. So will Overwatch, to a much lesser extent than a flamer. Don&#039;t worry too much about overwatch, though. At best, you&#039;ll lose a boy or three to a full squad of muhreens overwatching. The only overwatch you should truly be afraid of is that of other shoota boyz muckin&#039; about and flamers. It is very highly recommended you take Shoota Boyz over Slugga Boyz in 6th edition, as this edition is dakka edition. Shoota mobs are far more versatile and can still beat the everloving shit out of the majority of whatever they face in close combat, by sheer weight of numbers. Here&#039;s a basic rundown of your options:&lt;br /&gt;
**&#039;&#039;&#039;Slugga Boyz:&#039;&#039;&#039; Boyz with a Slugga and a Choppa.  They&#039;re not too great in the Shooting phase, the Slugga&#039;s only there to give them +1 Attack and to give them something to do as they charge toward the enemy.  Awesome in the Assault phase, especially if they get the charge; 4 Attacks per model, at Strength 4, will handily rip apart infantry of all flavors. Just remember that everyone goes before you, except UNWIELDY Powerish Weapons. Also, the world&#039;s greatest [[Tarpit|tarpit]]. Place in a Trukk to get them in the thick of enemy territory. Open-topped vehicles are automatically assault and the ramshackle table downgrades explosion damage to S3. Meaning even if you opponent wrecks your Trukk your boys won&#039;t be losing too many boys, unless they decide to waste shots into them.&lt;br /&gt;
**&#039;&#039;&#039;Shoota Boyz:&#039;&#039;&#039; Sure, every other git shoots better than you; don&#039;t cry, all your weapons are Assault. Who sez we&#039;re stupid; shoot &#039;em, charge &#039;em, let the Grots clean up the mess. Also, Shootas are Assault 2, and have an 18&amp;quot; range, meaning you can still bring the dakka even if those gitz with Rapid Fire weapons can&#039;t. If you have a mob of 30 boyz with Shootas, bring a bucket of dice. 60 shots means roughly 20 hits, usually 10+ wounds. Getting charged? No problem! Overwatch will help you out a little. Bring some Big Shootas along for even more fun. Put &#039;em in a Trukk with Reinforced Ram and Red Paint Job. Watch your opponent cry as your effective range goes from 18&amp;quot; to 31&amp;quot; with 24 shots. Just remember that Snap Fire makes you worse shots than usual.&lt;br /&gt;
**&#039;&#039;&#039;Upgrades&#039;&#039;&#039; - Quit mucking&#039; about. You gitz is always muckin&#039; about.&lt;br /&gt;
***&#039;&#039;&#039;Nobs&#039;&#039;&#039; - If you bring a Nob, give him a Bosspole and a Power Klaw. Or lose. Horribly. In fact, go and get your Codex right now and cross out all of the Nob mob leader upgrades except for the PK and Bosspole. Never, ever, have your nobs leave home without Bosspoles and PK&#039;s. However, 6th edition severely gimped the good old PK Nob with the introduction of challenges. 90% of the time, your expensive PK Nob will get challenged by some limpdicked &#039;umie sergeant you&#039;ll be forced to krump before you can start drinking delicious space marine tears. That is to say, if your Nob even survives the challenge as he strikes at I1. A footslogging, fully decked out mob of 30 shoota boyz doesn&#039;t absolutely need a PK or a Bosspole. They&#039;d have to lose at least 21 boyz before they&#039;d stop being fearless, the Nob does nothing for their Leadership, and depending on circumstances, you might not even want the mob anywhere near close combat. Decide what your mob is going to be doing, then consider that a kitted out Nob with a PK and a Bosspole will cost you 40 points. When you run a 30 boy strong shoota mob you&#039;re not planning on getting into close combat, just acquire more dakka instead. Alternatively, if you absolutely feel you &#039;&#039;must&#039;&#039; field a nob, you could just get a budget Nob with just a Bosspole. PK Nobs are still recommended when facing lots of heavy armor and TEQ, and mandatory when running trukkboyz.&lt;br /&gt;
***&#039;&#039;&#039;Mob size&#039;&#039;&#039; - Always, always, &#039;&#039;&#039;always&#039;&#039;&#039; run a mob at the full 30 boyz strong. Not doing so is severely gimping the raping potential of your boyz. You&#039;re playing orks, more orks is always more better. The only reason you ever take less than the full 30 boyz is because 30 don&#039;t fit in a battlewagon or a trukk.&lt;br /&gt;
***&#039;&#039;&#039;&#039;Ard Boyz:&#039;&#039;&#039; A 4+ armour save upgrade, making your boyz much more durable. Can get expensive, however, especially in high numbers. Also, you can only take one &#039;Ard Boyz mob in your army, so don&#039;t waste them.  This upgrade is usually better for the Slugga boys, who are more likely to be shot at. A full mob of Sluggas charging down at something, with 4+ armour save protecting them, will bring down even [[Khorne Berzerkers]], [[Genestealer]]s, and [[Lychguard]]s. With luck, it is possible for them to take out a full squad of assault terminators. Beware of AP4, if you go up against anything with AP4 you might as well forgo the armour for t-shirts with silly phrases on them, they&#039;ll fair just as well. &#039;Ard Shootas are better for use at holding objectives since they have that extra +4 and can keep the enmy away/at bay for a bit. Especially useful  with objectives that have little to no cover around them, and if your running Orks your opponent is gonna NOT want your ladz to have any cover when holding.&lt;br /&gt;
***&#039;&#039;&#039;Never use Rokkits&#039;&#039;&#039; - There are far, far better 10 pt upgrades in this army for your vehicles, HQ&#039;s, and elite choices. If you have to fire your Rokkit Launcha&#039;s in a mob at a vehicle you are doing something oh so wrong. Loota&#039;s are your light AT, don&#039;t waste points on these in boys squads ever. At best, you&#039;re getting one or two MEQ kills a turn with 3, and that is 30 points. If you have to, put them in a Slugga Boy squad since they won&#039;t be in range of shooting anything anyway, exception for shootas if your going up against Space Marines since AP3.&lt;br /&gt;
***&#039;&#039;&#039;Never use Big Shootas&#039;&#039;&#039; - 9 shots at BS2 is 3 hits, and about 2-3 wounds. Against MEQ, the odds of killing one Space Marine aren&#039;t even likely. Against GEQ, you&#039;re killing on two&#039;s and possibly get 2-3 kills not counting cover saves. But when was the last time you saw tasty Guardsmen that weren&#039;t hiding in fear behind fortifications? And killing GEQ isn&#039;t a big deal if you&#039;ve got 60 S4 shots. If you have to, put them in a Shoota Boy squad since they will be shooting at infantry anyway.&lt;br /&gt;
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*&#039;&#039;&#039;Gretchin&#039;&#039;&#039;: Dirt-cheap and expendable, usually used as screening units for infantry, holding objectives while your Boyz do the fighting, or for tying up more dangerous units in assault. Gretchin are one of those diamond in the rough units, with a low points cost and low footprint, your enemy will time after time ignore these guys. Especially in multiple objective games, chuck your objective in a piece of terrain (preferably in the heart of a ruin) and your opponents will likely be distracted with the sea of Orks. Tot up your objectives at the end of the game, and let your opponent know that they forgot that one objective held by ten Grots. Their ranged attacks can actually do a decent amount of damage to enemy infantry, owing to the Grots&#039; higher Ballistic Skill, as well as the volume of shots coming from a large unit. If you&#039;re fielding big units of footslogging boyz, you NEED to field Gretchin to protect them from incoming fire and Overwatch. If you&#039;re doing a mob list, these guys are essential as 5/6 games now have objectives, and leaving a mob behind doing nothing will lose you games. ALWAYS TAKE THEM. Laugh your fucking ass off when one gretchin kills a terminator on overwatch and earns back his entire squad&#039;s points. Also brilliant cover campers, as most barricades/ aegis defence lines completely hide them.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Dakkajet:&#039;&#039;&#039; AV10 flier with two S6. assault 3 supa-shootas attached. Spend 10 points on a third supa-shoota and 10 on a fighta-ace and you&#039;ve got more dakka than 3 big shoota kans at the same BS whilst being harder to hit for all those non-skyfire units currently out there. Declare a Waaagh! and you go from 9 to 18 shots that turn. If you want you can go ahead and paint it red too for 5 points, just to get that incredibly-important extra inch, especially when you can fly 36 inches already and you need to throw away five points. Can be a rape machine against infantry and light vehicles. Only downside is starting in reserve. Contrary to popular belief, they are excellent at shooting down enemy flyers.  Just let your opponent take the first turn, or pray to the dice gods he fails his first reserve roll for it, and subsequently when his flyer arrives, use your Waaaagh!, bring in the Dakka Jet right up against its face and open fire on his Flyer. With Fighta Ace you&#039;ll get roughly 14 or more hits. On average that&#039;s about 2 sixes and room to spare, destroying 2/3 hull points, or if its one of those broken-as-fuck Necron flyers your opponent can&#039;t stop bragging about, you&#039;ve got two penetrating hits. Fighta Ace gives BS3 on Flyers too now. Contrary to popular rage against fliers, Dakkajets are probably the squishiest flier in the game and taking one against an opponent without anti-air is not too unbalanced, especially against MEQ&#039;s.&lt;br /&gt;
**&#039;&#039;&#039;Unit Synergy&#039;&#039;&#039; - Take a Weirdboy. Or if you feel like always Waaagh!&#039;ing take two and watch as your Dakkajet never has a turn where he is not firing 18 shots and your opponent cry.&lt;br /&gt;
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*&#039;&#039;&#039;Burna-Bomma:&#039;&#039;&#039; A somewhat unique flyer in the 40K universe, this is what happens when Burnaboy meks take inspirayshun from Flyboyz. Another piece of anti-infantry that the Orks don&#039;t necessarily need, but love to take anyways.&lt;br /&gt;
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*&#039;&#039;&#039;Blitza-Bomma:&#039;&#039;&#039; A main-table variant of the Forge World Bomma, the Blitza-Bomma works best as anti-tank with a large, LARGE margin of error. Also, it can kamikaze. &amp;quot;Good ol&#039; Killboy, attit agin!&amp;quot; Like any good Ork unit you have to roll a table to see the result, all of them are good even &amp;quot;Faster! Waaagh! Uh oh...&amp;quot; could be argued as pretty good. Funny, but impractical. If you don&#039;t like that, why are you playing Orks? Great for crashing into termies.&lt;br /&gt;
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*&#039;&#039;&#039;Deff Koptas:&#039;&#039;&#039; Basically a jetbike version of the Warbuggy, more maneuverable, and can also scout. T5 and &#039;&#039;&#039;2 Wounds&#039;&#039;&#039;, even though they aren&#039;t nobs who fly them. Their standard twin-linked big shootas make them pretty good for harassing groups of infantry. Their twin-linked rokkits and/or buzzsaws make them good tank-hunters since they can very easily get into a position where they can fire at the side or better yet the rear armor of a vehicle. Being Jetbikes they will get 5+ Jink Saves every time they move, 4+ if they Turbo Boost. They&#039;ll have trouble against vehicles like Land Raiders or Monoliths since they have armor 14 on all sides, though they can at least glance it to death. The biggest problem from using them is their leadership; basic Ld is 7, no option for a bosspole, and their maximum unit size of 5 means you can&#039;t take advantage of Mob Rule! Coupling that with a rather high point costs means that they should be fielded in small units of 1-2 outside of Apocalypse games.&lt;br /&gt;
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Alternative take&lt;br /&gt;
A single basic Deff Kopta is a great upgrade for a squad that doesn&#039;t want to take it&#039;s overwatch. &lt;br /&gt;
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* &#039;&#039;&#039;Warkoptas (Forge World):&#039;&#039;&#039; BAAWWW!! I play everything &#039;&#039;but&#039;&#039; Spees Mahreens and I don&#039;t get Land Speeders in any of my armies! Well, SUCK IT [[beakie]]s, da Orks now have &#039;&#039;Lend Speedaz&#039;&#039;. These things are just goofy. You get 1-3 in a squad, and being Skimmers they are more durable than a &#039;&#039;10-all-around open-topped&#039;&#039; thing should be, but this isn&#039;t [[Warhammer 40,000/Tactics/Dark Eldar|Dark Elfdar]] time. The basic guns on these guys are a Big Shoota and a Twin-linked Deffgun. It can swap its Big Shoota out with other basic heavy weapons. That&#039;s okay for infantry popping, but you want moar.  GIVE THIS SUCKER A TWIN-LINKED RATTLER CANNON. It shoots 2D6 AP6 Bolter madness, but it done goofs on a double-1. But that&#039;s okay, because you just &#039;&#039;ate that [[Warhammer 40,000/Tactics/Eldar|Guardian]] squad for breakfast&#039;&#039;. Give it Red Paint Job to make it go FASTER! Give it Big Bomms to nuke crap in its spair time! You want a Storm? HAVE A STORM. You want a Tempest? HAVE A TEMPEST! There you go, &#039;&#039;Friggin Orky Lend Speedaz&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Stormboyz:&#039;&#039;&#039; Slugga Boyz with Stikkbombs and Jump Packs. Fast (their jump packs get to move an extra D6 in addition to the normal 12&amp;quot;) but fragile (6+ armor save, and rolling a 1 on your extra D6 movement means a Stormboy crashes into the ground and explodes).  &lt;br /&gt;
**&#039;&#039;&#039;Boss Zagstruk&#039;&#039;&#039; is fairly expensive, but solves any Morale problems with the mob ([[Commissar|*BLAM!*]]) and also gets a Power Klaw that strikes at Initiative 3 since the Furious Charge nerf--still good on tau, sisters, and IG. Can Deep Strike and chuck those grenades to make for surprise assaults and distractions. Can assault same turn he deep strikes at the cost of some boys. Generally considered too points-heavy for much else.&lt;br /&gt;
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*&#039;&#039;&#039;Warbikers:&#039;&#039;&#039; Really. &#039;&#039;Really.&#039;&#039; FUN. These guys are the core of any mobile Ork army. This can only be made better by using Wazdakka to take these guys as Troops. They are surprisingly durable when compared to a lot of other units; Toughness 5 for the bikes, 4+ Armor Save base, &#039;&#039;and&#039;&#039; the hilarious 4+ smoke cloud cover save you always get, always. Your opponent will have a fun time trying to take them out with pretty much any gun, and you will have a fun time as you watch your opponent whine and do double-takes when none of your bikers die. Bikers are also great because they have their hilarious Dakkagunz, which although only adding more anti-infantry onto an already infantry-slaughterfest army, are perfect for the bikers. Twin-linked, Strength 5, AP 5, and Assault 3 lets you move 12&amp;quot;, send home (on a normal squad) about 3 really solid shots into the infantry you&#039;re assaulting, and then crash right into the opponent&#039;s lines and send thirty Furious Charge attacks their way, plus some Initiative 10 Impacty goodness. The only obvious downside to the Bikers is their point cost. They are really spendy, at over 4 times the cost of a normal Ork Boy, and their squads are only practical in 5+ man squads.  They are best for larger games, where they can safely suck up points and use their Nob+Bosspole+Power Klaw to full effect, but using &amp;quot;Look Out, Sir!&amp;quot; is only for dire circumstances. Watch out for stuff that ignores their cover saves. Heavy Flamers will ruin your Bikers&#039; day, just like they do to all of your infantry. On a final note, you CAN field squads of 12, letting you use Mob Rule, but they become nigh-impossible to move without getting stuck in terrain or moving into the open. However, thanks to their constant 4+ cover save, they&#039;re a lot more survivable out in the open than your Boyz are.&lt;br /&gt;
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*&#039;&#039;&#039;Warbuggies/Wartrakks:&#039;&#039;&#039; The Warbuggy was the common Fast Attack selection for Ork armies back in 4th Edition. Today, these Buggies are too fragile to do anything, being Armor 10 all-around and only having two Hull Points.  Its speed and ability to provide support weapons are very useful to the Ork advance, but Deffkoptas do it better. Although the Big Shoota is cheap, barring range it adds little beyond normal Ork shooting; the Skorcha or Rokkit Launcha remain the primary reasons to take these vehicles (though the weapons still feel underpowered). They aren&#039;t quite as good at moving into a position where they can strike at an enemy vehicle&#039;s rear armor as Deff Koptas though, since terrain is actually a problem for them, but few things are funnier than the look on your opponents face when you blow up his [[Baneblade]] by rearshotting it with rokkit launcha Warbuggies.&lt;br /&gt;
**&#039;&#039;&#039;Role:&#039;&#039;&#039; Aside from providing fast-moving specialist weapons, Warbuggies are cheap and similarly worthless. As vehicles, Warbuggies are made of glass, but move quicker than most Ork vehicles can afford.  This means, even should no appropriate targets exist, the Warbuggies remain expendable for movement-blocking, and objective-contesting.&lt;br /&gt;
**&#039;&#039;&#039;Unit Synergy:&#039;&#039;&#039; Rokkit Warbuggies make good escorts for Battlewagons, on the accounts of being able to block off assaults, screen against mobile anti-tank elements, or to block enemy vehicles from moving away from the Deffrollas. This becomes especially true should one of the Wagons have a Mek; A unit of three Buggies, stretched out with maximum coherency between them, can cover a lot of area, while proving annoyingly tough to truly kill. Inversely, Warbuggies provide much-needed anti-tank firepower for Wazzdakka lists, while maintaining a low-enough profile that one can easily provide cover saves for the Buggies by using Bikes to screen &#039;&#039;them&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Trakk Upgrades:&#039;&#039;&#039; Basically Reinforced Ram, allows re-rolls on difficult terrain.&lt;br /&gt;
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*&#039;&#039;&#039;Grot Bomm Launcha (Forgeworld):&#039;&#039;&#039; Buggy squadron with grot bomms: R24-72 S8 AP3 barrage ordnance pie plates, which count as twin-linked, but can only fire once per game. Hilariously cheap for something, that can evaporate entire squad of marines in a heartbeat, or blow to hell near any vehicle. Once they launch all bomms, you can flat-out buggies into the middle of battleground, blocking enemy path and LoS like those pesky land speeders.&lt;br /&gt;
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*&#039;&#039;&#039;Grot Mega Tank (Forge World):&#039;&#039;&#039; This is an interesting vehicle. The Mega tank has the same 5+ invo as its smaller brethren, but is still too fragile. It mounts 5 Killa Kan weapons, 2 of which are Twin-linked, and it had BS3 and fires weapons independently, which makes it potent on the battlefield. It&#039;s pretty cheap, but its point cost reflects its survivability. Auto-comes with a Dozer Blade, Reinforced Ram, and Grot Riggers, meaning it [[meme|does as it pleases]] and has a chance to recover when the the enemy decides to [[Meme|FIRE THEIR LASCANNONS]], but it &#039;&#039;is&#039;&#039; still Armor 12 11 10. Boom Kanisters help deter those pesky Meltabombers and Haywire-welders, but don&#039;t guarantee anything. You need to take a mob of Grot Tanks alongside it, so you already have a cover screen (pray for some 4-ups!). Still no translation into 6th Edition Hull Points, guesses are probably 3-4 Hull Points.&lt;br /&gt;
**&#039;&#039;&#039;Unit Synergy:&#039;&#039;&#039; You need to dish out weapons amongst the Grot Tanks and the Mega Tank equally. Form them up and give them fitting weapons for what you want them to do. Remember you loose 5 of &#039;em when your Mega Tank gets shook.&lt;br /&gt;
Modeling note: These are VERY fun to model on your own and are easy to do. I suggest you make your own instead of buying from forgeworld.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Big Gunz:&#039;&#039;&#039; A &amp;lt;s&amp;gt;decent&amp;lt;/s&amp;gt; wonderful unit in lower-level games. When you&#039;re playing below 1000 points, just shut up and field a battery of these guys. No, shut up, just do it. Get the full number of of cheap ass grot bodies for absorbing wounds, and cheap Ammo Runts to help offset average Ballistic Skill, all 3 points a pop. Then again, &amp;quot;average&amp;quot; is a relative term; BS 3 means it might as well be a giant sniper rifle in an army book of BS 2 blunderbusses. To make it even better the new artillery rules state that crew now use guns&#039; toughness. T7 grots? Yes, please! Want to be a jerk with these guys? Put grots in front for that nice cover save. As a final note, the other two Big Gunz are generally not worth it, barring the odd exceptions. The main problem with fielding Big Gunz is that they take up a Heavy Support slot, which may or may not pose a problem for your list.&lt;br /&gt;
**&#039;&#039;&#039;Kannon -&#039;&#039;&#039; For 20 points, you get a 36&amp;quot; Missile Launcher(Shells) unit with BS 3 for about a third the cost of the Imperial Guard Heavy Weapon squad. Can switch to Frag rounds that are Str 4 AP 5 small blast, good in case you go up against horde armies. Best at being Space Marine bane. Buy three of the buggers, add some ammo runts and crew. 80 points for a fully manned twinlinked Str 8 artillery battery is peanuts.&lt;br /&gt;
**&#039;&#039;&#039;Lobba -&#039;&#039;&#039; The Lobba provides nice anti-infantry, yet is in an army that doesn&#039;t lack for anti-infantry shooting. It does have 48 inch range and Barrage though, so it does not require line of sight. Str 5 small blasts are fun to drop around, park your lobbas behind a building and start sniping sergeants. Less utility than kannons, but greater range and much easier to keep alive.&lt;br /&gt;
**&#039;&#039;&#039;Zzap Gun -&#039;&#039;&#039; Likewise, the Zzap Gun&#039;s variable strength (averaging at 6.889) and potential to kill its own crew makes it too unreliable for tank-hunting as you roll to hit and then roll for strength. However, Zzap Guns only kill one crew member, even when there are three of them. Since they all roll for Strength together, when you do roll a 10, you get Railguns for a third of the body count (on your side!). Keep in mind though that this is the only reliable (And I use that term loosely) ranged AP2 this codex has other than the Shokk Attack Gun. When you&#039;re absolutely certain you will face heavy infantry, these guys are still reasonably cheap. Then again, the ork answer to terminators is generally to simply drown said models in dice.&lt;br /&gt;
***Zzap Guns are also pretty much an Ork player&#039;s only answer to Riptides/Dreadknights/Tyrannofexes (or whatever monster with a 2+ save GW comes up with next), since the aforementioned tactic of drowning them in dice doesn&#039;t really work if your dice don&#039;t have enough strength. Lootas come to mind, but even though they roll a buttload of dice, it&#039;s usually not enough to reliably kill one of those monsters fast enough to prevent the damage it&#039;ll likely cause. Not that a single battery of Zzap guns will do that either, mind you, but their (hopefully) high strength, comparatively good BS and DS 2 go a long way.&lt;br /&gt;
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*&#039;&#039;&#039;Killa Kans:&#039;&#039;&#039; As a general rule, Walkers in armies are either horribly fragile gun-platforms, or are taken in single squads. Blurring the line between these two extremes is the [[Killa Kan]]. Not as durable as a normal Dreadnought or Deff Dred, but with thicker armor than other squadded Walkers, lacking extra guns, but packing a Dreadnought Close Combat Weapon, the Kan is a rather versatile unit.  Mobile and accurate, pretty much every weapon choice is viable for this unit. Armor Plates and Grot Riggers are always a good option, keeping Penetrating Hits from slowing you down and getting lost Kans back on their feet. In many armies, you cannot go wrong with a squad of Kans. Just remember that you only have two Hull Points.  Only two.&lt;br /&gt;
**&#039;&#039;&#039;Grotzooka -&#039;&#039;&#039; Good for mowing down infantry at amazing rates (a squad of 3 Grotzooka Kans throws out 6 S6 blasts a turn!).&lt;br /&gt;
**&#039;&#039;&#039;Big Shoota -&#039;&#039;&#039; Keeping them cheap and able to threaten light vehicles at range.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha -&#039;&#039;&#039; Good for taking out entrenched infantry and horde armies. Does not fully utilize the BS3 that Killa Kans though. Take a Deffdread with double skorchas instead.&lt;br /&gt;
**&#039;&#039;&#039;Mega-Blasta -&#039;&#039;&#039; Provide risky AP 2. With &amp;quot;Gets Hot&amp;quot; the Kans are more likely to hurt themselves.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha -&#039;&#039;&#039; Provide anti-vehicle firepower. Deffkoptas could be used instead.&lt;br /&gt;
**&#039;&#039;&#039;Dreadnought Close Combat Weapon -&#039;&#039;&#039; WS2 means that almost anything would hit them on 3+, which his bad due to AV11, meaning Kans are quite easily could be krak-rgenaded to death. With low attack number and hitting most things on 4+ (5+ for WS5+) in most cases the Kans will be locked in combat for 3-4 close combat phases until they die, but at least they&#039;d stop some elite infantrymen for a few turns, especially if they are fearless, and even better if they have no grenades or S6+ weapons. Of course, cutting tanks open with claws is always a good idea.&lt;br /&gt;
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*&#039;&#039;&#039;Deff Dreads:&#039;&#039;&#039; A dedicated close-combat Walker, the Deff Dread is able to dish out a ton of S10 hits in an assault, with the right upgrades. Of course, being an Ork, it&#039;s got abysmal ranged capability, so it should usually spend it&#039;s Shooting phase running at whatever needs to be krumped. Be careful, having only 3 Hull Points and Armor 12 it can&#039;t take much Anti-tank punishment. Armour Plates and Grot Riggers also highly recommended. As a Heavy Support choice it&#039;s often overshadowed by more versatile choices, like Killa Kanz or Battlewagons, but fielding a Big Mek HQ allows a Dread to be fielded as a Troop choice, making it a decent option if you&#039;ve got the room. Get him stuck in the assault an&#039; keep &#039;im dere.&lt;br /&gt;
**&#039;&#039;&#039;Big Shoota -&#039;&#039;&#039; No reason to take unless you want to waste shots in the shooting phase&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha -&#039;&#039;&#039; Cheaper and less hazardous than Kustom Megablasta.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-blasta -&#039;&#039;&#039; Gets Hot is dangerous, especially when Rokkit Launcha could do same amount of damage.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha -&#039;&#039;&#039; Rip throughs horde armies and allows for effective overwatch. Don&#039;t take two or being immobilized will suck.&lt;br /&gt;
**&#039;&#039;&#039;Dreadnought Close Combat Weapon -&#039;&#039;&#039; Comes with two stock. Take one, helps with assault. Take two, your Deff Dread will become a statue if immobilized.&lt;br /&gt;
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*&#039;&#039;&#039;Mega-Dread (Forge World):&#039;&#039;&#039; This thing is fun. It&#039;s a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws wreck everything in close combat, and get Wreckers stratagem in Cities of Death (unimportant). The Killkannon, normally too short-ranged to be effective, finds its home here. This thing will blast apart your enemy squads, before the Dread will munch them to bits in close combat. It is also very hard to stop, being armor 13 everywhere but the back (which is 11) and having base strength 8 (handy when your klaw is busted). Careful around prolonged Termie throwdowns, you never know what they wield. This guy can also get a Twin-linked Supa-Skorcha that will shoarmify MEQs like there&#039;s no tomorrow, but the Killkannon can eat Marines at farther ranges. Don&#039;t even bother with the Mega-blasta, the Rokkit Launcha has the same Strength (8) and can fire off the same number of shots (one), has the same range (24&amp;quot;), is 5 points cheaper, and does not suffer from the gets Gets Hot! rule. The Mega-Dread can also get Grot Riggers (handy), an additional Big Shoota for Snap Fire, and a Mega Charga (helpful until inevitable tard-out). Best against Marine Equivalents and Light Vehicles/Walkers.&lt;br /&gt;
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*&#039;&#039;&#039;Kustom Meka-Dread (Forge World):&#039;&#039;&#039; a more badass cousin of the Mega-Dread. It can take a Kustom Force Field, allow your Big Mek to take Shokk Attack Gun and still able to provide protection for your force. Remember only take KFF. Mega Charga allows you to have Fleet, which is nice, because the Meka Dread should be in close combat most of the time, but rolling an 1 really suck. Rokkit-Bomb Rack counts as Lobba that can fire D3 shot, but it has 1/3 chance of running out of ammo in battle, so ignore. It can also replace one of its Rippa Klaw with 1 heavy weapon (Rattler Kannon recommended). And holy shit they have Fixin&#039;Klaw ! It adds &#039;&#039;&#039;2&#039;&#039;&#039; attack on the charge, and the Mega Dread can even attempt to repair itself. An AV 13, 3 HP, 5 S10 AP1, self-repair monstrosity? Yes please. But on the other hand this thing is expensive as hell (both in RL money and in-game points cost, especially with KFF), and needs at least one Mega-Dread in your army to be taken.&lt;br /&gt;
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*&#039;&#039;&#039;Flash Gitz:&#039;&#039;&#039; Easily one of the worst choices in the Ork army. They really are that bad. Their main problem lies in them being very expensive, for minimal damage output. For one point more than 4 Ork Boyz, a Flash Git has a 4+ armor save and a 24&amp;quot; S5 shoota with a single shot, and random AP value. They can shoot through cover, which negates one of the many negatives against them. Their shooting is abysmal, and for the investment involved in making them decent at shooting, you could easily get the far-superior Killa Kanz, or a Battlewagon. Lootas have more range, Warbikes have Assault 3 twin-linked, Nobs are cheaper with same number of shots and twinlinked, and Flash Gits get Shoot through cover with AP random. Essentially long range Burnas with better range and strength, but lacking the hits. If you really do take them, go ahead and take Badrukk as well, he can screw over just about anything he rolls a 5 against and looks like an awesome Ork pirate to boot. These guys are strictly for the kitbashers.&lt;br /&gt;
**&#039;&#039;&#039;More Dakka -&#039;&#039;&#039; Can upgrade their Assault 1 guns to Assault 2, considering their shooting it is very necessary.&lt;br /&gt;
**&#039;&#039;&#039;Shootier -&#039;&#039;&#039; +1 Str to gun. Not necessary except against T4 enemies or light vehicles. &lt;br /&gt;
**&#039;&#039;&#039;Blasta -&#039;&#039;&#039; +1 to AP, but causes &amp;quot;Gets Hot&amp;quot;. Necessary, but can make Space Marines tremble in fear.&lt;br /&gt;
***They&#039;re about to get a huge buff in 7th edition, with their snazguns moving up to Assault 3 all the time and Ballistic Skill +1 if they didn&#039;t move, all at 15 points less.&lt;br /&gt;
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*&#039;&#039;&#039;Looted Wagon:&#039;&#039;&#039; They&#039;ve got spotty armor, are unreliable (rolling a 1 &#039;&#039;really&#039;&#039; sucks), compete with Deffrolla-equipped Battlewagons (see below) and Killa Kans, and taking a Boomgun ups it considerably as a target while doing little to hide that it&#039;s a generally-weaker Vindicator-equivalent. But with the fragility of vehicles in 6th Edition, it is important to remember that a Boomgun is worthy artillery to be mounted on a Vehicle with an AV 11 front, and Big Shootas are welcome for Snap Firing.&lt;br /&gt;
**&#039;&#039;&#039;An alternate take:&#039;&#039;&#039; I once &#039;&#039;&#039;tabled&#039;&#039;&#039; a CSM army by Turn 2 with two Looted Wagons with Boomguns. So they &#039;&#039;can&#039;&#039; be quite good, devastating even in some cases, but are not too reliable. Remember, like Vindicators, never take &#039;&#039;just one&#039;&#039;. These things could be used for an Orky Artillery list where you attempt to imitate the Tau.&lt;br /&gt;
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*&#039;&#039;&#039;Big Trakks (Forge World):&#039;&#039;&#039; This is the variable-use workhorse of the Vehicle list. This thing can take EVERY big gun the orks have in this list, INCLUDING the Flakka-Dakka Guns AND Supa-Kannon. The Big Trakk can also take Deff Rollas (win), and &#039;ard Case, which doesn&#039;t change anything in respect towards transported unit effectiveness. Your first choice should be to give one of these a gigantic gun. Ignore the &amp;quot;classic&amp;quot; first tier gunz, go straight to the big stuff. Take two of these suckers with Supa-kannons if you want to play Guard and shell everybody (which you do). Remember that you can only have three, and they will probably be dead by endgame, so try not to deck them out too bad.&lt;br /&gt;
**&#039;&#039;&#039;Transport&#039;&#039;&#039; There is a rather odd thing you can do with this unit. It can take four Big Shootas which can upgrade to Rokkits or Skorchas, and two Grot Sponsons. This could mean that you could charge this thing up, Deff Rolla some point-guarders, and drop out 12 Spannas with Mek to point-guard while the Trakk deals metric tons of lighter Snap Firepower. This strategy is untested, and could just be a waste of a Heavy Support slot.&lt;br /&gt;
**&#039;&#039;&#039;Wait what&#039;s this?:&#039;&#039;&#039; It says in the entry for Big Trakks that you can take &#039;&#039;squads of 1-3 as a single Heavy Support choice&#039;&#039;. That means a potential for &#039;&#039;nine&#039;&#039; Deff-rollas. Or, wait a minute, &#039;&#039;NINE SUPA-KANNONS!!!&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dedicated Anti-Tank-Weapon:&#039;&#039;&#039; You can slap a Big Zzappa on this thing (works just like a regular Zzap gun, but with more range and d3 shots), along with up to &#039;&#039;4&#039;&#039; Rokkit Launchas. That&#039;s potentially 7 shots per turn, all spelling doom for enemy armour, so a single Big Trakk with this setup basically is the equivalent of two full squads of Big Gunz, all in one vehicle (of which you can, as pointed out above, take three for a single HS slot).&lt;br /&gt;
***However, this strategy also has it&#039;s disadvantages. While a Big Trakk with just the Big Zzappa is actually &#039;&#039;cheaper&#039;&#039; than an unupgraded battery of Zzap guns, it also has a random number of shots each round, has to deal with the drawbacks of not being crewed by Grots (namely, BS2; but then again, you also can&#039;t fry said Grots) and is a lot easier to destroy. On the plus side, it can be repaired, and if you choose to pay for the upgrades, you can slap the aforementioned 4 Rokkit launchas on it (note that it comes with 2 Big Shootas inbuilt, so you already have a good measure of protection against &#039;Weapon Destroyed&#039; results). Best set up behind an Aegis line, with a squad of Lootas (including a Mek or two) nearby to facilitate repairs.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Flakka-Dakka Gun (Forge World):&#039;&#039;&#039; This is the primary orkish ground based anti-aircraft unit, instead of having two twin-linked Heavy 2 guns like the Hydra, the Flakka-Dakka gun just has a single Heavy 4 weapon. It&#039;s very useful against infantry in a pinch, just like its imperial counterpart, but its lack of twin-linked goodness causes it to suffer somewhat in accuracy. The reason you don&#039;t just go straight to a guntrukk squad with Flakka Gunz is the special rules. Flakka-Dakka Gunz can move flat out &#039;&#039;and&#039;&#039; fire their weapons, provided their target is a Flyer. This can let you keep up with a Flyer &#039;&#039;and&#039;&#039; move across the board to hit some rear armor next turn. The front and side armor is also higher than a Trukk, and you can get a co-axial bolter to spot for you, giving you that twin-linked goodness you so desperately need (and trust us, with Orkish aiming skills, you need it.) Put on a troll face for when you blast those hideously expensive Thunderhawks out of the sky for a fraction of the price.&lt;br /&gt;
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*&#039;&#039;&#039;Guntrukks (Forge World):&#039;&#039;&#039; These are trukks with even bigger big guns in them. Big lobbas are great for softening up those shooty units that won&#039;t stand still long enough for you to charge them and the large blast makes those scatters a little less painful. You can also take a supa-scorcha, creating a fast vehicle with a s6 ap3 template weapon that HAS to be dealt with, taking attention off your important units. Important to note that these trukks can be squadded up to 5 for one slot.  &lt;br /&gt;
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*&#039;&#039;&#039;Lifta Wagon (Forge World):&#039;&#039;&#039; ) It&#039;s a wagon with motherfucking  - JURY-NERFED lifta-droppa , which gently moves vehicles a few inches. It always hit on 5+ (but gork save you, if you roll one), and dealS D3 glances or a single explodes result regardless what you roll on scatter dice. They can take cover saves against it so be wary of terrain, smoke, sneaky eldar fields and jink saves. it can target Flyers now.  6-th edition glance rules boost lifta-droppa a lot, so now in can wreck near any vehicle up to and including monoliths and land raiders. Drawback is, that Lifta-wagon absolutely useless against non-vehicles, and in 6-th edition you actually &#039;&#039;&#039;can&#039;&#039;&#039; face armies with no vehicles other then nids.&lt;br /&gt;
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===Transports===&lt;br /&gt;
*&#039;&#039;&#039;Trukks:&#039;&#039;&#039; Available to Dedicated Transport either to Ork Boy mobs numbering at most 12, Nob squads, or Meganob squads numbering at most 6, the Wartrukk is a mixed bag. &lt;br /&gt;
**On one hand, it&#039;s a Fast, open-topped vehicle, and can provide your Orks with an amazing assault range. However, the Trukk is very fragile (AV 10, Open-topped, 3 HP), and regular Ork Boyz in Wartrukks are not adept at dealing with enemies in assault, save those who shouldn&#039;t be in assault anyway. While they can mess up Tau, or Tactical Marines, the moment they charge into a unit of Grey Hunters, the results aren&#039;t pretty. Finally, because of the Ramshackle Rule, should your vehicle be destroyed, there&#039;s a very high chance that the Trukk would not become cover for your Orks, leaving them bunched up and vulnerable to anti-infantry templates. Thus, if one were to take Trukk Mobs, they would have to act in support of heavier units.&lt;br /&gt;
**When running them, the closest thing to a mandatory upgrade for them would be the Reinforced Ram. The insurance against being bogged down in difficult terrain, as well as the ability to alternatively use your Trukk as a Fast tank-shocker. It is highly recommended you do not try ramming other vehicles, you&#039;re going to get S8 at the max distance (18&amp;quot;) and the recoil damage is likely to cause the Trukk to crumple like a tin-can. Depending on the point-level, you may be able to take a Rokkit Launcha for your Trukk; while unlikely to make much difference, Orks need all the anti-tank they can get. Armor Plates prevent the terrible fate of the Trukk not moving Boyz forward. Aside from this, upgrade at your own risk. Grot Riggers are not too useful as vehicle repair is done in the shooting phase, an Immobilized Trukk might as well be a dead Trukk, unless it has 2 HP left or you like bunkers. When choosing upgrades, it&#039;s often better to get more vanilla Trukks than a few &amp;quot;super&amp;quot;-Trukks.&lt;br /&gt;
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*&#039;&#039;&#039;Battlewagons:&#039;&#039;&#039; One thing most armies should have is some way to reliably deal with heavy armor, especially of the Land Raider variety. Marines and Guard get Meltaguns and Lascannons. Eldar get Lances.  Tau get Meltaguns and Railguns. Tyranids get Zoanthroapes (and the Tyrannofex to a lesser extent). Orks get the Battlewagon. Costing 90 points, you start off with a chassis, and no gun. From there, you have several options: &lt;br /&gt;
**&#039;&#039;&#039;Weapons:&#039;&#039;&#039; You can purchase quite a few guns to place on your Wagon, with most of them being partially [[overcosted]]; taking the full compliment of Rokkits and a Kannon for example would leave you with an open-topped transport which cost 140 points, yet would require Combat Speed to Snap Fire it all. Considering the role of a Battlewagon is either to transport units into melee, or serve as a Deffrolla, having to go slow is counterproductive. A general rule of thumb is to take two Big Shootas, if only to prevent &#039;&#039;&#039;Weapon Destroyed&#039;&#039;&#039; results from becoming &#039;&#039;&#039;Immobilized&#039;&#039;&#039; results. Should you wish to do a shootier wagon, it doesn&#039;t hurt to add a Kannon though; the Frag Round provides Small Blast goodness, and Kraks can be Snap Fired. The &#039;&#039;&#039;Zzap Gun&#039;&#039;&#039; is potentially the most powerful weapon available, but is also the most unreliable. Still, it can be Snap Fired and rolling a 10 or higher for its Strength is surprisingly easy.  The &#039;&#039;&#039;Lobba&#039;&#039;&#039; is useless; the Barrage feature won&#039;t help unless you park it in cover, and in that case you may as well buy some Big Gunz instead. The &#039;&#039;&#039;Killkannon&#039;&#039;&#039; doesn&#039;t take up a Big Gunz slot (so you can take a Kannon/Zzap Gunin addition to it) and provides a nasty S7 AP3 Large Blast, but it is very expensive (60 points?!), short-ranged at 24&amp;quot;, and reduces the Battlewagon&#039;s transport capacity from 20 to 12 (it&#039;s also Ordnance and Wagons are not [[Leman_Russ_Battle_Tank|Russes]]).  It&#039;s a pretty big drawback if you want to get a lot of Boyz from Point A to Point B, and few people take it unless they like their Battlewagons mimicking Vindicators.&lt;br /&gt;
**&#039;&#039;&#039;Demolition Equipment:&#039;&#039;&#039; The &#039;&#039;&#039;Deffrolla&#039;&#039;&#039; is effectively mandatory for a Wagon, as the amount of damage it can inflict on a vehicle (or even multiple vehicles should they be next to each other) will do a lot to dictate the enemy deployment and movement. Is the Battlewagon transporting a unit with a hidden Power Klaw? If so, the &#039;&#039;&#039;Boarding Plank&#039;&#039;&#039; is a bargain item; even should a Deffrolla-equipped Battlewagon fail to neutralize a vehicle, chances are high it will Penetrate, and being able to send additional Strength 9 hits from the comfort of a wagon is rather handy. The &#039;&#039;&#039;Grabbin&#039; Klaw&#039;&#039;&#039; is nice but unnecessary, while the &#039;&#039;&#039;Wreckin&#039; Ball&#039;&#039;&#039; is a bit [[overcosted]], especially if you took a Deffrolla, &amp;lt;s&amp;gt;though due to their rules wording, they provide a surprising source of semi-reliable anti-air in the new edition &amp;lt;/s&amp;gt;(according to the latest errata, wreckin balls, grabbin klaws, and boarding planks can&#039;t affect zooming fliers). In short, Battlewagons can chew up fiddly gits right &#039;n proppa, but do dere best when krumpin&#039; &#039;ard targits.&lt;br /&gt;
**&#039;&#039;&#039;Mobility:&#039;&#039;&#039; Both the Red Paint Job and Grot Riggers are nice, assuming you can squeeze the points in.  The Red Paint Job is especially handy for Wagons transporting Shoota or Burna Boyz, for by moving 7&amp;quot;, (the Wagon still counts as moving at Combat Speed), while still allowing the passengers to fire at full effect.&lt;br /&gt;
**&#039;&#039;&#039;Other stuff:&#039;&#039;&#039; &#039;&#039;&#039;Stikkbomb Chukkas&#039;&#039;&#039; are amazing as of 6th Edition, giving Orks assaulting out of the Wagon Frag Grenades, which now go boom. The &#039;&#039;&#039;Reinforced Ram&#039;&#039;&#039; prevents one from taking a Deffrolla. The&#039;&#039;&#039; &#039;Ard Case&#039;&#039;&#039; is a hit-or-miss item; for ones carrying Grots/a KFF Mek as a cheap scoring upgrade, it&#039;s handy to have; for ones carrying large assault units, it&#039;s counterproductive.&lt;br /&gt;
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=== Super Heavy ===&lt;br /&gt;
*&#039;&#039;&#039;Battle Fortress (also Forgeworld):&#039;&#039;&#039; If the Battle Wagon is the Ork equivalent of a Land Raider, then the Battle Fortress is the Ork version of the Baneblade.  Can carry a metric fuck ton of orks and royally fuck up the shit of anything it gets in the way of. Very customizable like the Battle-wagon, and generally if it works for the Battle Wagon it works for the fortress. Unlike the Wagon, the Fortress gets some really sweet guns, and it can carry full sized mobs into the midst of the enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Stompa (not Forgeworld anymore):&#039;&#039;&#039; Your main [[Titans_40k#Orky_Titans|Titan]]. Unlike Imperial and Eldar Titans, it carries a huge variety of weapons for dealing with any target, and has a Titan CCW and the ability to make a Stomp attack against anything that gets too close. Has a drawback in that its main anti-infantry gun fires random shots and can only be fired once per-game, but it throws out so many dice that it can take hours to resolve one usage of it. Generally, the best way to resolve the dice roll of the Supa-gatler is to just buy a lot of d6s, stuff them in a bucket, then dump them on the board.  A bonus for the Supa-gatler is that it DOESN&#039;T take up a Titan weapon slot, which is pretty nice.&lt;br /&gt;
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*&#039;&#039;&#039;Super Stompa (You wish Forgeworld made these):&#039;&#039;&#039; Otherwise known as [[Gargant]]s. Your big battle Titan. No rules, no models, just scratch-builders hopes and dreams. It should be noted that current-edition Stompas are closer to the Supa-Stompas of yore in size, but almost live up to the classic Gargant in terms of firepower. A Super Stompa today would be in-between a Gargant and a Great Gargant in terms of size, shielding, and firepower. A Stompa used to be the squadded-up go-between from a Deff Dred to a proper titan. And no, Mega Deff Dreds are NOT the Old Stompa, they are a literal analogue for the (very lame) Digga Stompa. Go read the [[Ork]] entry for why, an&#039; don&#039;t let me catch ya finkin&#039; uverwise!&lt;br /&gt;
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*&#039;&#039;&#039;Big Mek Stompa (Forgeworld):&#039;&#039;&#039; Your goofy and shooty Titan. Comes with Lifta-droppa, for dealing with those pesky Land Raiders, and an extra shield for soaking up those Volcano Cannon kame-hame-has coming your way.&lt;br /&gt;
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*&#039;&#039;&#039;Goff Klawstompa (Scratch-built, like a real Ork titan):&#039;&#039;&#039; A cheap (points-wise) and fun titan. Mostly close-combat oriented, but also has a S6 AP3 Hellstorm-template weapon. Who doesn&#039;t want automatic S6 hits? The thing can also &#039;&#039;chuck&#039;&#039; tanks halfway across the battlefield at other Titans (just like your little brother).&lt;br /&gt;
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*&#039;&#039;&#039;Stompa ([[Imperial Armour]] 8&#039;s Kustom Rules):&#039;&#039;&#039; An interesting and varied titan choice. This is a fully-customizable Stompa-maker for kitbashers and kustomizers, set up so that you can build goofy Stompas and make them game-legal (with fair price tags). Anybody who made a kustom Stompa out of &amp;lt;s&amp;gt;cardboard and duct-tape&amp;lt;/s&amp;gt; MASTERCRAFTED PLASTICARD AND SECOND-HAND GUARD TANKS can now field &#039;&#039;their&#039;&#039; Stompa.  These guys can do anything you want, including bullet-spamming, pie-plate dropping, [[Rip and tear|rip-and-tearing]], and &#039;&#039;double&#039;&#039; Lifta-dropping. For the right price, of course. The only problem is that this Stompa is generally weaker-skinned than other Stompas, having fewer power fields than the Big Mek Stompa and fewer Structure points than some of the other Stompa variants. That and the points cost if you go overboard on the guns. And you &#039;&#039;want&#039;&#039; to go overboard on the guns. &#039;&#039;So much.&#039;&#039; All-in-all, this is unit is whatever you want it to be. Send cheap hordes of them armed with Titan CCW&#039;s at your enemy, or stand back and watch one release game-breaking firepower from functionally &#039;&#039;6 main titan-class weapons &#039;&#039;&#039;at once.&#039;&#039;&#039;&#039;&#039; Definitely lives up to the classic Gargant name in terms of [[Dakka]].&lt;br /&gt;
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*&#039;&#039;&#039;Kill Tanks (Forgeworld, but scratch-building is WAY better and cheaper):&#039;&#039;&#039;&lt;br /&gt;
These come in three flavors, the &#039;&#039;&#039;Kill Krusha&#039;&#039;&#039;, the &#039;&#039;&#039;Kill Blasta&#039;&#039;&#039; and the &#039;&#039;&#039;Kill Bursta&#039;&#039;&#039;.  Creative, yes.&lt;br /&gt;
** &#039;&#039;&#039;The Krusha&#039;s&#039;&#039;&#039; Kannon comes with a variety of sexy shells which are all pretty good, but still no Bursta kannon. The main two are Boom Shells (60&amp;quot; range, S8 Ap3, 5&amp;quot; Blast) and Tankhammer (S10, Ap2, no blast) while the other two are pansy anti-infantry crap that you&#039;ll never use. The Krusha Kannon (and Kill Krusha itself) can go a little wonky on occasion, so be mindful of how much pressure you put on this tank to perform on the front lines. This tank, more than the others, is an up-scaled [[Leman Russ Battle Tank|Leman Russ]], a Apocalypse-scale middle-range Main Battle Tank. It should be in the front, heckling &amp;quot;classic&amp;quot; tanks while avoiding the [[Baneblade|Apocalypse heavy-hitters]]. &lt;br /&gt;
** &#039;&#039;&#039;The Blaster&#039;s&#039;&#039;&#039; Giga Shoota is somewhat meh, giving you 6D6 S6, Ap4 shots. In theory that should be nice, but random almost always means terrible when it really matters. &amp;lt;s&amp;gt;A Megabolter beats it every time IMHO.&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;DEM IMPERIAL GITZ IZ ON DA PAGE AGAIN!!&amp;lt;/span&amp;gt; This tank supports infantry advances well, and tends to eat enemy infantry and light vehicles. Though Apocalypse being what it is, those two tend to come in bushels or not at all, relegating this behemoth to lumber behind your Green Tide and protect it from other infantry-eaters.&lt;br /&gt;
** &#039;&#039;&#039;The Bursta&#039;&#039;&#039; is where the real class is , although for some (complete bullshit) reason it comes with the terrible Belly Gun as standard and you need to buy the fucking Bursta Cannon. Anyway, once you&#039;ve bought it you are able to seriously bring the pain. It&#039;s essentially a [[Vindicator|Demolisher Cannon]] on steroids. It only has a 36&amp;quot; range, but it&#039;s a &#039;&#039;&#039;Destroyer weapon with Ap 2 and a 7&amp;quot; Blast&#039;&#039;&#039;. And it is pure &#039;&#039;fucking&#039;&#039; class. It&#039;ll blow MASSIVE holes in &#039;&#039;anything&#039;&#039; you point it at. Terminators? &#039;&#039;Land Raiders?&#039;&#039; Pfft. Fuck &#039;&#039;that&#039;&#039; shit. All dead in one shot. If you can land &#039;&#039;one blast&#039;&#039; on a reasonably pricey unit, you&#039;ll pay for it twice over, and that&#039;s why the Bursta&#039;s amazing. Particularly if you scratch build them (and why wouldn&#039;t you? You just need a box with tracks and a &#039;&#039;big fucking gun&#039;&#039;), then even getting them Laser-Destroyered in the second turn after you rape an HQ/terminator/GK paladin/ANYTHING squad is still just as sweet because you paid &#039;&#039;nothing at all&#039;&#039; for the privilege to do so. &lt;br /&gt;
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&#039;&#039;Note: Don&#039;t waste yer [[toof|teef]] on da stuff [[GW]] sells, an&#039; don&#039;t get yerself arrested punchin&#039; out dere teef neither. Make yer own.&#039;&#039;&lt;br /&gt;
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===Forge World Flyers===&lt;br /&gt;
*&#039;&#039;&#039;Fighta-Bommer :&#039;&#039;&#039; Your Focke-Wulf. The &#039;&#039;&#039;FOUR TWIN-LINKED&#039;&#039;&#039; big shootas are kind of &amp;lt;s&amp;gt;dinky defensive weapons&amp;lt;/s&amp;gt; good for hammerin&#039; out dice at everything, but as most flyers tend to have AV 10 somewhere, they&#039;ll still ward off most fliers &amp;lt;s&amp;gt;with the defensive weapons rules&amp;lt;/s&amp;gt; by making them smoking craters.  Additionally as far as aircraft go they are pretty damned tough mofos, but the main reason you want these is the absolutely nasty ordinance they can carry, Grot bombs are more outright destructive but can&#039;t be used against aircraft while rokkits can bring the pain to anything in the game. Shame about the limited ammo though. With &amp;lt;s&amp;gt;new, in-codex options for fliers&amp;lt;/s&amp;gt; Imperial Armour Aeronautica, these ground-pounders do best loitering around the battlefield and waiting for the perfect time to strike, then heckling and drawing fire. Honestly, it feels a little &amp;lt;s&amp;gt;underpowered, but can still serve as an anti-armor Burna-Bomma&amp;lt;/s&amp;gt; Use it as a Fighta-Bommer ya git! It&#039;s in IA:Aeronautica, and it allows ya to use it in regular games. It&#039;s even got amazing Apocalypse-only munitions. Man up and don&#039;t use any panzy Burna Bommer.&lt;br /&gt;
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*&#039;&#039;&#039;Fighta :&#039;&#039;&#039; Your Messerschmitt.  Like the Fighta-bommer but with a smaller ordinance capacity.  Faster and cheaper but less useful since Big Shootas can&#039;t do shit against AV 12, forcing them to rely on supa rokkits to deal with things like Thunderhawks. However, you can get a lot of the fuckers and bring infantry grief with three twin linked big shootas on an ridiculously fast and impossible to hit platform. Pretty useless now since the Dakkajet does everything it did better, can be upgraded to BS3, and isn&#039;t forgeworld. Great for suddenly popping in and dropping ordinance to blow stuff up, but leave that to the bommers.&lt;br /&gt;
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*&#039;&#039;&#039;Bomma :&#039;&#039;&#039; Your Heinkel. Like the Fighta-bommer only bigger and slower with more dakka and ordinance. Enough defensive weaponry is on this thing to see off waves of interceptor aircraft, while it carries enough ordinance weapons to pretty much wipe out an entire formation on turn one. Just one of these can spit out enough supa-rokkits to wipe an Leman Russ company off the gameboard or drop enough grot-bombs to turn six full sized Gaunt Broods with an accompanying Hive Tyrant &#039;&#039;with&#039;&#039; Tyrant Guard &#039;&#039;and&#039;&#039; Warrior Prime (about to tear into your front lines) into a few scattered bugs and a lonely Hive Tyrant who will be blown apart by your Lootas next turn. It also comes with &#039;&#039;eight&#039;&#039; (8!) Big Shootas mounted along the flanks, which can shoot at differing targets.&lt;br /&gt;
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*&#039;&#039;&#039;Blasta Bommer :&#039;&#039;&#039; Much like the Marauder variant, though instead of bombs and ordinance, this thing carries lots of heavy guns for ground attack. Think of this as an Orky A-10 Warthog (the Orkiest of all airplanes). It can crank out a hilarious amount of Shoota, Zzap Gun, and Rokkit hits to mow down large numbers of enemies, while having the range to buzz around, loitering out of reach of the enemy&#039;s guns.  The lack of Blast weapons means this is more suited for destroying a few hard targets over obliterating large formations, playing counterpart to the traditional Bomma. However, it is the death of Titans, MEQs, and any vehicle anywhere. Just think of it in terms of it&#039;s gun: 120&amp;quot; Range, Str 9, Ap 3, Heavy 3D6, plus D3 Supa Rokkits.&lt;br /&gt;
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=== Lord of War ===&lt;br /&gt;
*&#039;&#039;&#039;Stompa:&#039;&#039;&#039; With the new Escalation book, the Stompa can now be taken in normal games of Warhammer 40k. It comes equipped at with a Supa Gatlin, 3 Supa Rokkits, a few Big Shootas, and a Skorcha. Not to mention the S10 AP1 goodness that is the Deff Kannon. But, this comes at a cost of 770 points. Hopefully in the future, the Kustom Stompa, or IA 8&#039;s Buzzgob stompas will be fieldable. Oh, and the Supa Gatlin cannot pump out infinite shots in a single phase anymore. It&#039;s 3 shots at S7 AP3 Assualt 2d6. Doubles forces the gun to run out of ammo.&lt;br /&gt;
** Forge World have since released a list of Units they make that can also be used as Lords of War. The Kustom Stompa is one of them. If you have access to IA8, always go with the Kustom Stompa. even if you made the exact same Stompa for around 170 pts less.  &lt;br /&gt;
**One of the nastiest things you can do is put several 5-man squads of Burna Boys with 3 Meks in the Stompa. Depending on the Stompa loadout, that&#039;s up to 18 repair attempts a turn, making it all but impossible to destroy the Stompa unless you manage to do it within a single turn. And since superheavies ignore any vehicle damage except loss of hull points, you don&#039;t even have to worry about accidentally bangin&#039; yer own krew ova da hed wiv a spanna (Dem softies shoulda stopped kompleinin&#039; ennewayz). Warning: This tactic is about as dick as it gets, so use at your own discretion. Also this tactic is breaking the rules for transports, you can only have one unit embarked upon a transport unless otherwise specified. The current rules for a stompa in Escalation do not have any special exceptions to the transport rules.&lt;br /&gt;
*&#039;&#039;&#039;Kill Tanks:(Forge World)&#039;&#039;&#039;  Same as listed above. Latest rules found in IA:Apocalypse (2013)&lt;br /&gt;
*&#039;&#039;&#039;Kustom Battlefortress:(Forge World)&#039;&#039;&#039; the battlewagon&#039;s super heavy big brother. Use it exactly like you would a regular battlewagon, just on roids. Has a massive 30 man transport capacity, open topped by default, and comes with 3 big gunz of your choice, mix and match, built right into the starting cost.  You can pay to replace these big guns for bigger gunz (sacrificing some transport capacity for certain guns) or enjoy the novelty of having a relatively cheap super heavy that can take 30 boyz into the thick of it (likely) unharmed. A wide array of options for pintle mounted guns also available, just in case you want to add more dakka. Found in IA:Apocalypse (2013)&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;Gargantuan Squiggoth (Forge World):&#039;&#039;&#039; A fun but strange unit. Gargantuan Creature and counts as an open-topped transport that moves 20 boyz straight into the thick of the fighting, then beats up on people with super-high strength attacks at &#039;&#039;WS 2&#039;&#039; (thank Gork for the Stomp attack). Ignores strength 4 and below attacks, making [[Awesome|bolters useless]], and since it&#039;s a gargantuan creature, poison and sniper weapons can only hurt it on a six. Can carry bigger artillery pieces and two of them to boot, as well as 6 passenger-fired Big Shootas. Armor save poor for what will come its way, but Grotsnik can give it a 5+ invo save, making this guy super-goofy. The only big downside is the huge fire magnet taped to its back. Deathmarks, Vortex Grenades, Railguns, Hammer Blows, Dreadnoughts, and pretty much any other high-strength weaponry will ruin it&#039;s day though. Fuck, [[Autogun#Autocannon|Autocannons]] will ruin your day. Three Defilers, Ironclad Dreadnoughts, or enemy Deff Dreads will butcher you.&lt;br /&gt;
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*&#039;&#039;&#039;Big Squiggoth (Forge World):&#039;&#039;&#039; &amp;lt;s&amp;gt;Dirt cheap transport&amp;lt;/s&amp;gt; MOST EXPENSIVE TRANSPORT FOR ORKS IN 40K, it&#039;s a Monstrous Creature. Dark Eldar will love you for fielding it. Carries a small artillery piece and is a good wall of meat, &amp;lt;s&amp;gt; but it&#039;s vulnerable to Instant Death and sports crappy armor &amp;lt;/s&amp;gt; it has dead space marine barding. Take Grotsnik to give it the 5+ invun save it desperately needs. As a non-Apocalypse unit, Squiggoths will be the biggest fire magnet on the table, and at WS 2 they can&#039;t defend themselves in close combat (despite their high strength), where they really ought to be. Put the full ten Boyz inside, send the Squiggoth towards the enemy, and assault out when near any enemy squad.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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In this edition, there are only two really viable builds available to orks. The first is a footslogging, shooty horde that has a fuckton of models to overwhelm the enemy and take and hold objectives, and the second is the old fashioned speed freaks list: go balls out and reach combat in turn two, or die, horribly. The builds listed below are not definitive, merely guidelines to what units work well together in a list. &#039;&#039;&#039;Warning:&#039;&#039;&#039; fun may be had when playing with or against either one of these, as cheese is quite rare in the ork codex nowadays.&lt;br /&gt;
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===Horde of Boyz===&lt;br /&gt;
BOYZ. What did you expect? Buttloads of Boyz everywhere, in thirty-man squads, charging across the battlefield. This should be your only tactic in 1000-500 point games, seeing as you don&#039;t really have any [[Land Raider|singuar pivotal unit]] in your army besides massive amounts of troops. &lt;br /&gt;
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Place 19-man squads of Gretchin in front of the boyz to give cover, wounds, and distractions. Stick a Warboss with Power Klaw (really, would you do anything else?) in one of your &#039;&#039;identical&#039;&#039; Boyz squads. Beware AP anything, Blast Templates, and Vindicators.  &lt;br /&gt;
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The green tide tactic works because relative to the other horde armies (Tyranids and Guard) Ork boyz are significantly tougher at toughness four while costing roughly the same. And unlike the Tyranids and the Guard, most of your other slots can be filled with large hordes rather than small squads or broods.&lt;br /&gt;
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The reasoning behind this is that you can throw forth so many units at the enemy that they simply won&#039;t be able to gun down enough of them to not get fucked by the time you&#039;re in charging distance, and even other assault armies wither when hundreds of boyz charge into them.  &lt;br /&gt;
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And unlike the Tyranids you get &#039;&#039;grenades&#039;&#039; &amp;lt;s&amp;gt;which is vital for assaulting into cover without losing shit tons of models (alternatively, some units don&#039;t &#039;&#039;need&#039;&#039; grenades because they have low initiative anyway).&amp;lt;/s&amp;gt; Not as useful in 6th, because most armies have basic troops at I3, meaning an Ork Boy squad is still going last.&lt;br /&gt;
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&#039;&#039;&#039;Spamming every slot you can have:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Gazghkull and Mad Dok Grotsnik (STFU YOU WANT THEM)&lt;br /&gt;
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*&#039;&#039;&#039;Elites:&#039;&#039;&#039; 3 mobz of 15 burna boyz each (or 3 mobz of 10 nobz, tank bustaz, or 15 lootaz each)&lt;br /&gt;
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*&#039;&#039;&#039;Troops:&#039;&#039;&#039; 6 mobz of 30 boyz each (yes you could get gretchin for MOAR models, see below)&lt;br /&gt;
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*&#039;&#039;&#039;Fast attack:&#039;&#039;&#039; 3 mobz of 20 stormboyz each&lt;br /&gt;
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*&#039;&#039;&#039;Heavy support:&#039;&#039;&#039; 3 Killa kan mobz of 3 each.&lt;br /&gt;
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This adds up to &#039;&#039;290&#039;&#039; models that can dish out nearly &#039;&#039;two thousand&#039;&#039; attacks on a charge, not much is going to survive that, but of course, no normal 40k game has a points limit that high, and in apocalypse games, THERE ARE NO SLOTS SO YOU CAN FULFILL YOUR DREAM OF A NOB ONLY GREENTIDE. &lt;br /&gt;
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&#039;&#039;&#039;Shooty Green Tide&#039;&#039;&#039;: AKA the viable footslog&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; A Big Mek with KFF. For your second HQ choice, a Big Mek with a SAG and an ammo runt or a Warboss with a PK are also solid options. Or, whatever the fuck, take another KFF. You always take atleast one KFF with you when footslogging. &#039;&#039;Always.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Elites:&#039;&#039;&#039; Lootas. If you even think of running anything other than lootas in your elite slot, punch yourself in the dick. Run them at 5 boy squads when strapped for points, 9 orks strong if you want them to go to ground, or run full 15 boy mobs. Do not ever skimp on the lootas. Use them at all times. If you want to use nobs, take a warboss so you can field them as troops. Gork only knows why you&#039;d want them in a footslog list, though.&lt;br /&gt;
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*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Tons of 30 boy shoota mobs + nob with PK and BP. Heavy weapons not required; save the points and buy more Boyz. Field at least one grot screen unit of 19 grots and a runtherd. Use them to cover your mobs or cover your lootas, both work.&lt;br /&gt;
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*&#039;&#039;&#039;Fast attack:&#039;&#039;&#039; Optional. Your best bet is Dakkajets. &amp;lt;s&amp;gt;Pray for erratas soon, but use them anyway.&amp;lt;/s&amp;gt; You want their delicious dakka. If you&#039;re strapped for cash or points, run some lone deffkoptas with TL rokkits instead. &lt;br /&gt;
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*&#039;&#039;&#039;Heavy support:&#039;&#039;&#039; Big Gunz batteries, always with 3 guns, some extra Grot Crewmen and a max of 3 Ammo Runts. Kannons strongly recommended. Possible to replace a battery with either lobbas or zzap guns, depending on your opponent. All variants are dirt cheap, no brainer fire support. Other heavy support choices are too pricey. The point of Green Tide is to dump more shoota boyz on the table.&lt;br /&gt;
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Footslog forward, shoot at things. The KFF will give some mobs cover while they advance. Lootas, Dakkajets and Big Gunz can and will crap out an absurd amount of dakka while your boyz move forward towards objectives or targets. Once your shoota boyz get in shooting range too, holy mother of fuck, &amp;lt;s&amp;gt;you will finally achieve enough dakka&amp;lt;/s&amp;gt; wrong you can never achieve enough dakka! These dice of yours are burning red. Also, if your opponent wants to waste shots on 60 point backline artillery units while your fuckhuge blobs of rape are breathing down his neck, more power to him. Smile and advance. Remember the most important combat rule when playing orks: Chop the shooty and shoot the choppy. Boyz are exceptional at both for their point cost, but will get tabled by dedicated units of either when fighting on their terms. &lt;br /&gt;
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&#039;&#039;&#039;MAXIMUM MODELS&#039;&#039;&#039;, &amp;lt;s&amp;gt;quantity is a quality all of its own.&amp;lt;/s&amp;gt; Not when 90% of your models are grots.&lt;br /&gt;
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*&#039;&#039;&#039;HQ:&#039;&#039;&#039; 2 Big Meks with 6 Oiler Grots&lt;br /&gt;
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*&#039;&#039;&#039;Elites:&#039;&#039;&#039; &amp;lt;s&amp;gt;3 mobz of 15 Mek Boyz and 15 oiler grots each (Not possible)&amp;lt;/s&amp;gt; 3 Mobz of 15 Lootas, stack on the DAKKA. Replace 3 with Mek boys and then add up to 3 oiler Grots for 9 grots and 45 boys in total.&lt;br /&gt;
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*&#039;&#039;&#039;Troops:&#039;&#039;&#039; 6 mobz of 30 Gretchin and 3 Runtherds each (GREEN-TIDE, MOTHERFUCKER)&lt;br /&gt;
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*&#039;&#039;&#039;Fast attack:&#039;&#039;&#039; 3 mobz of 20 Stormboyz each, with Zagstruck tossed in on top &lt;br /&gt;
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*&#039;&#039;&#039;Heavy support:&#039;&#039;&#039; 3 Big Gunz batteriez with 3 Kannons, 12 Grot Crewmen, 6 Ammo Runtz, and a Runtherd each&lt;br /&gt;
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This adds up to &#039;&#039;[[Homestuck|413]]&#039;&#039; models that can dish out exactly &#039;&#039;nine-hundred and twenty-nine&#039;&#039; attacks on a charge, that&#039;s still a fucking lot considering your table is going to be swimming with models.&lt;br /&gt;
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*&#039;&#039;&#039;Trivia:&#039;&#039;&#039; Do you like Power Klaws? Within the limitations of the Force Organization slot you can have &#039;&#039;292&#039;&#039; Power Klaw attacks on the charge. All ignoring armour saves; all at S7, S9, or S10. All for only 3965 points. Now THIS is [[Powergamer|powergaming]].&lt;br /&gt;
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This tactic works up until about 1500 points, when counter-horde weapons and vehicles are assured.&lt;br /&gt;
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Tyranids will beat you out at this 1000+ points. Tau at 500-1250 points can actually be beaten by a well-practiced mob tactic, seeing as they can only fire so much per turn.&lt;br /&gt;
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*&#039;&#039;&#039;Trivia:&#039;&#039;&#039;, [[Munchkin (Card Game)|3,872 Orks]] would cost 23,000+ points and hours to deploy. &amp;lt;s&amp;gt;Sorry for ruining your dream.&amp;lt;/s&amp;gt; Which is an unimportant inconvenience, next to how awesome that would be.&lt;br /&gt;
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===Speed Freeks===&lt;br /&gt;
If speed is your need. Yes, this is the Kult of Speed (Evil Sunz is similar) and a tactic. Otherwise known as Mobile Orks, Motorized Orks, Mounted Orks, and The Orky Vehicle List. Mount 12-man Boyz, &amp;lt;s&amp;gt;Burnas&amp;lt;/s&amp;gt; Nobs, and whoever else in Trukks, and Nobz with a Warboss in a Battlewagon with a Deffrolla.&lt;br /&gt;
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Bikes are encouraged, but not fully mandatory. Paint them and every vehicle Red, because &amp;quot;Red Ones go Fasta!&amp;quot;. &lt;br /&gt;
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The goal is to get up to enemy lines as fast as possible; ram, slam, and crush infantry with vehicles; and assault with the transported Orks. Vehicles can be used as walls afterwards, or to ram more infantry. Boyz with Shootas in Trukks can go speeding around and dumping 22 shots per turn &#039;&#039;plus&#039;&#039; a Big Shoota into whatever assault troops the enemy charges with (at a relatively safe 24&amp;quot;). This tactic is great against infantry-spam Guard and &#039;Nid lists. It also spreads out rapidly to take points.&lt;br /&gt;
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Beware though, Ork vehicles fall apart at the &#039;&#039;mention&#039;&#039; of anti-tank, and the relatively low numbers of Ork troops make it loose staying power after its first punch, so make every die roll count.  Throw a Big Mek with a Kustom Force Field in a Battlewagon to increase the odds of your Wagons and Trukks making it to the front lines intact.&lt;br /&gt;
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Target saturation is one of the few ways to run trukk boys, outside of using a Kustom Force Field. On turn 1 your opponent will target the highest risk, top of the list are vehicles transporting anything that does well in close combat. Its better to have 6 chances to get to the front lines and few failing than one chance that is destroyed before your turn.&lt;br /&gt;
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It is possible to take up to &amp;lt;s&amp;gt;6&amp;lt;/s&amp;gt;8 Battlewagons, though only Nobs and Meganobs can take them as dedicated transport, meaning it will cost you three very useful elite choice spots, both HQs (Since Warbosses can take a single unit of Nobs and Meganobs as Troops, per Boss) and all three of your Heavy Support choices.  Still, that&#039;s 8 Deffrollas and trimming, filled with pissed off Nobs.&lt;br /&gt;
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Example list building:&lt;br /&gt;
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&#039;&#039;&#039;List setup&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; A Warboss on a warbike. Holy shit this guy is a one man, three wound, T6, permanent 4+ cover and armorsave rape train. Expensive as fuck and dead &#039;ard. Take him with you always unless you want to run Battlewagon nobs. Makes Nobs (and thus Nob Bikers) troops. Also worth considering are Wazdakka to make regular bikers troops or a Big Mek with KFF to keep your vehicles alive for a fraction of a second longer or to repair your Battlewagons. &lt;br /&gt;
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*&#039;&#039;&#039;Elites:&#039;&#039;&#039; Nobs. We don&#039;t do lootas, we need to go &#039;&#039;fast&#039;&#039;, motherfucker. Two options: The Nob Biker route or the Battlewagon route. Both are expensive as fuck, but Emperor help whatever stands in their way. Both versions serve as your Warboss&#039; bodyguard.&lt;br /&gt;
**&#039;&#039;&#039;Nob Bikers:&#039;&#039;&#039; Don&#039;t run Nob Bikers with less than 5 Nobs. Give them a Painboy and Cybork Bodies and buy a Bosspole and a Waaaaaaagh! Banner. One PK minimum, two max. One unit will cost you upwards of 350 points and the soul of your first unborn child.&lt;br /&gt;
**&#039;&#039;&#039;Battlewagon Nobs:&#039;&#039;&#039; The advantage of running Battlewagon Nobs is that you can run the unit with more T4, FNP, 2 wound, 5++ bodies: One cybork Nob without other upgrades is only 25 points. Recommended loadout: One BP, one Waaaagh! Banner, a Painboy, one or two PKs and Cybork for &#039;&#039;everyone&#039;&#039;. &lt;br /&gt;
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*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Trukk boyz, your bread and butter. Only time sluggas really shine in 6th. Consider running one trukk filled with &#039;Ard Boy sluggas: a mob of only 12 boyz is quite weak, but with a 4+ save they will rip and tear like no tomorrow. Also entirely possible and viable to run trukks with shoota boyz to create dakka trukks. As said before, run at least 3 or 4 trukks. Recommended loadout: Reinforced Ram. Red Paint Job optional if you&#039;ve got the points, but handy. &lt;br /&gt;
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*&#039;&#039;&#039;Fast attack:&#039;&#039;&#039; Fucking everything. Buggies are absolute shit, but also cheap as hell anti tank spam screens for your trukks and battlewagons: Your opponent can never stop &#039;&#039;all&#039;&#039; of your crappy AV10 scrapheaps before you crash into him when you run a squadron or two of these guys. Deffkoptas get two TL rokkits and scout, meaning they&#039;re extra fast, get a jink save, and can hopefully hit side and rear armor. Dakkajets are awesome too as fire support and anti air, but can get expensive if you go overboard. Warbikers are your other, &#039;&#039;other&#039;&#039; bread and butter: when running Wazdakka, these guys will be your troops instead of weedy trukk boyz. Damn shooty and tough as nails. Can&#039;t climb ruins, but fuck you, ruins. When not running Wazdakka, these guys are not as mandatory, but still good to field one unit of to screen your crappy vehicles or crashing through enemy lines. &lt;br /&gt;
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*&#039;&#039;&#039;Heavy support:&#039;&#039;&#039; Battlewagons. Load em up with Shoota Boyz or Nobs and a KFF. Point at the general direction of the enemy. 20 boyz and some Big Shootas shooting from a Battlewagon is glorious. These guys are your anti tank, by crashing into enemy armor. Recommended loadout: A deffrolla, Red Paint Job, and Big Shootas. Keep your transports cheap and minimal, more barebones transports is better than a few shiny ones, as vehicles die fast in 6th.&lt;br /&gt;
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==Tactics/Stupid Tricks==&lt;br /&gt;
Stupid tricks may catch your opponent off-guard the first time. They aren&#039;t a sure-fire path to victory by any stretch but are worth mentioning due to the relative surprise they can pull.&lt;br /&gt;
*&#039;&#039;&#039;The Slingshot:&#039;&#039;&#039; Say you want your Warboss to get into &#039;da fight faster. This trick requires a unit of 2 Deffkoptas, and that your Boss be bike-mounted. The Warboss starts deployed centrally in another unit (for example, Lootas) while the Deffkoptas scout forward. The Kopta unit shall spread out to max coherency, and a single line can be drawn between both Koptas and the Warboss. On turn 1, the Warboss moves 12&amp;quot; to within 2&amp;quot; of the rearmost Kopta and is now part of the unit. This gives the boss the ability to be pulled into an assault (except not, because you can&#039;t scout and assault anymore....) up to 12+2+2+2+2+6=26&amp;quot; away from him on the first turn, if done correctly. &lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; This trick is completely useless against Grey Knights, for they can bring Servo-Skulls. Likewise, the trick is better for gaining the initiative rather than causing damage; against heavy MSU armies, the disruption from this trick is relatively negligible.&lt;br /&gt;
*&#039;&#039;&#039;Meat Grinder Assault Phase:&#039;&#039;&#039; This works best on a small table, preferably so you won&#039;t have to put up points for trukks and battlewagons. Take Ghazghkull, another WB and then fill up your troops and elites with full mobs of boyz and nobz. If your enemy is built for slaughtering hordes this isn&#039;t quite so effective but when you get the charge mother of god you will need at least two extra pairs of hands to roll all those dice.&lt;br /&gt;
*&#039;&#039;&#039;Artillery Is My Shield:&#039;&#039;&#039; The purpose here is to soften your opponent as you proceed to close in. Loota Squads and Big Guns are used to bust open Transports and create clean firing lanes for you to march, WALK(er), or drive through reaching the softer side of the enemy. Allies that bolster this method greatly are Havocs, Missile Sides, Heavy Weapons Teams, and Night Scythes/Annihilation Barges. Remember, Allies for Orks should be kept cheap and efficient. So use Ally HQs and Troops to supplemnt the force you&#039;ve mobilized.&lt;br /&gt;
*&#039;&#039;&#039;Psykik Hazzmat Teem:&#039;&#039;&#039; This is a tactic that makes playing your army [[Dwarf Fortress|fun]]. Take a squad of Meganobz, preferably with a Grotsnik somewhere giving them Cybork Bodies, and put a Warp&#039;ead Weirdboy in the squad.  The Mega Armor will soak up bad rolls on the Weirdboy Psychic powers roll, and act like a buffer for damage coming the Weirdboy&#039;s way. Start the game with them embarked in a Transport, and move the whole crew towards something hard to kill, like a Land Raider or angry Character and retinue. Blast away with the Weirdboy every turn, at anything that you can, and prepare for fun.  Once the Weirdboy rolls an &amp;quot;&#039;ere we go!&amp;quot; result, warp out of the transport and directly into an enemy squad or behind enemy armor. Wreck everybody&#039;s day. Be warned, this is an expensive tactic points-wise, so make sure to protect the transport while moving into position, and try to account for the random Weirdboy rolls.&lt;br /&gt;
*&#039;&#039;&#039;Dread Mob Lite:&#039;&#039;&#039; Not recommended for competitive play, but very funny. Every Big Mek you take can take a Deff Dread as a troop choice. Two Big Meks with two Deff Dread troops, then a few Killa Kan squads as fire support. If you want to achieve maximum shits and giggles, 10 Deff Dreadz and 4 Big Meks in a 2000 point game. Bring your riggers though. For the love of Gork (AND MORK) bring your riggers.&lt;br /&gt;
*&#039;&#039;&#039;Speshul Forces:&#039;&#039;&#039; Douchebaggery ahoy. Warbosses can take Nobz as troop choices and Nobz can take battle wagons as dedicated transports. Disregard everything you learned about boys before toys! Take two warbosses, two squads of four nobz. Throw in Klaws, Choppaz, twin linked shootaz, Pain Boyz... FUCKING EVERYTHING. Put them in similarly kitted out battle wagons and pretend you&#039;re the Gey Knights. Or, using the warbosses and troopnobs to fill up your battlewagon potential to the max, it&#039;s possible to have a total of 8 battlewagons WITH deff rollas in under 1500 points!&lt;br /&gt;
*&#039;&#039;&#039;Invisible War Prophet:&#039;&#039;&#039; Probably the most douchbaggery thing you can do. Take Ghaszskull Thraka and a troop of Kommandos and give two kommandos burnas. This tactic works best against vehicle driven shooty lists like Tau and IG. Especially if they have troops near vehicles. Snikrot&#039;s tactic to come in from any board edge and bring his troop with him is quite nice. However if an HQ is with them, since ambush is not a universal special rule and because the very specific wording of ambush is, it is entirely possible to do so. So when they come in on the board edge. Lets say there is two troops of Tau on each side of a Hammer head near the back edge of your opponents board edge. &amp;lt;s&amp;gt;The kommandos come out and flamer one of the troops and assault them. The Ghazskull thraka then comes after the hammer head and totals it from behind. the other squad cannot possible run away and dies next turn. Its not quite competitive but it can be if you roll lucky and your opponent does not know about this. I surprised an entire Ard boys semi finals along with the judges with this.&amp;lt;/s&amp;gt; Sorry son, no more assaulting after coming from a table&#039;s edge in 6th edition.&lt;br /&gt;
*&#039;&#039;&#039;Waaaghplane Air Force:&#039;&#039;&#039; Take two Weirdboys in your HQ section (and Gazzie in 2000+ games) and 3/6 dakkajets with fighta aces and 3 twin linked supashootas each. Every turn, reroll any psychic power result that isn&#039;t Waaagh, allowing you to double up your dakkajets&#039; shooting for horrifying amounts of strength 6 dakka.&lt;br /&gt;
*&#039;&#039;&#039;What The Fuck Do I Shoot:&#039;&#039;&#039; Might not work as well with very experienced players, but may be hilariously effective at your FLGS (at least at mine it was). Take a biker group of a Warboss and 5 Nobs with a Painboy and all those other delicious upgrades. Also take three (yes, THREE) Battlewagons filled with Boyz and a Big Mek with KFF in one. Throw in at least one Dakkajet and 10+ Lootas for supporting fire and if you want, a very small IG attachment to bring along Lascannons and to hold back objectives. All of this is possible at 2000pts. Now, the fun part. Pay attention to your opponent&#039;s deployment and/or army list, and put your bikers at either the left or right flank, and the three Battlewagons on the other. When the game starts, run both up the board as fast as you can. You are giving your opponent two very scary and very hard to kill groups that are moving towards him at an alarming rate. Unless your opponent gets really lucky, at least one of your flanks will reach your opponent&#039;s deployment zone at roughly the same time as your Dakkajet(s). Call a WAAAGH! and watch the beautiful carnage you are about to create. Your Lootas and IG allies will, on average, take care of any threats headed towards your side of the table. BONUS POINTS: Ask your opponent, &amp;quot;Are you sure you want to do that?&amp;quot; after move or attack he makes, good or bad.&lt;br /&gt;
*&#039;&#039;&#039;Zog Yer Tank Git.&#039;&#039;&#039; Take a Battle Wagon, with a Deff Rolla, Wrecking Ball, and 4 Rokkit Launchers. Fill it with the Killiest Mob you can. 20 &#039;ard Slugga Boyz, a pack of 10 Nobs, Meganobs, whatever, just make it killy. &amp;lt;s&amp;gt;Then, Disembark when you&#039;re near an Enemy Vehicle. Afterwards, Ram the vehicle you want dead. This works, because vehicles can move Six Inches after a Disembark, and a Ram takes a minimum of Six Inches.&amp;lt;/s&amp;gt; Sorry mate, 6th Ed. rules make it so you can&#039;t Ram/Tank Shock after disembarking. Once you (Hopefully) pop it, charge whatever was inside the METAL BAWKS, and mop up. I&#039;ve used this to destroy expensive units, like Deathwing Termis, and Abbadon and his Friends. This tatic can work, with a mob of Burnaboyz, by ramming the vehicle, then dumping 15 Burna templates on the squad that it was carrying, and if the vehicle explodes, you don&#039;t have to care, because of AV14.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies of Convenience:&#039;&#039;&#039; Tau, Necrons, Imperial Guard, Chaos Space Marines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Allies:&#039;&#039;&#039;  Dark Eldar, Eldar, Dark Angels, Grey Knights, Space Marines, Space Wolves, Chaos Daemons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come the Apocalypse:&#039;&#039;&#039; Black Templars, Sisters of Battle, Tyranids, Blood Angels.&lt;br /&gt;
&lt;br /&gt;
Orks only look out for number one. Blood Axes and Freebooterz will work with both the Tau and Imperial Guard as guns for hire. Orks don&#039;t care who gets them to the fight, in fact they are probably the least racist race in the Grim Dark future. You want to show them a good fight? They will always fight with anyone, its just everyone else who has to get over their own egos to work with the Orks. That being said Orks always treat everyone the same, show us a good fight and we will show you one as well.&lt;br /&gt;
&lt;br /&gt;
When running allies, always consider filling in the parts your own army lacks. For orks, this is high Strength, ranged AP2. We do not need choppy things, we need a very particular kind of shooty, or otherwise useful anti tank weaponry. There are generally three useful allies for Orks that give us what we need: Tau, Necrons, and Imperial Guard. Some examples of what you could run:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eagle Day:&#039;&#039;&#039; &lt;br /&gt;
Clear sky on turn 1, then you blitz your opponent into the ground on turn 2 with enough flyers to make Herman Goering blush. Run this with dakkajet-spam lists.&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Generic CCS. Keep him cheap, but you might want to replace him with [[Creed]] for extra shits and giggles&lt;br /&gt;
*&#039;&#039;&#039;EVERYTHING ELSE&#039;&#039;&#039; As many Valkyries/Vendettas as you can possibly fit in using dedicated transports and fast attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau Railgun Central:&#039;&#039;&#039; - &amp;lt;s&amp;gt;Note: Railguns are no longer Str 10, your mileage may vary.&amp;lt;/s&amp;gt; Railguns are still Str 10. They just changed Broadsides from using Railguns to using a &amp;quot;Heavy Rail Rifle&amp;quot; which are Str 8, AP 1, and 60&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Generic Battlesuit Commander. Keep him cheap. The mandatory HQ choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Support:&#039;&#039;&#039; The XV-88 Broadside Battlesuit. Railguns, holy mother of fuck, railguns. Seriously, this guy right here fixes our entire codex &#039;&#039;singlehandedly&#039;&#039;. Take three. They might not be quite so helpful to a Speed Freek list, in which case take hammerheads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; The bare minimum number of mandatory Fire Warriors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau Suicide Squads:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Generic Battlesuit Commander. Keep him cheap. Deep Strike and hunt armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Kroot Carnivore Squad(s), give them sniper rounds to pick off SGTs and possibly pin units. Other wise outflank to control space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Imperial Tide:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Lord Comissar (either power weapon/fist or Gunslinger Plasma/Bolt Pistols)&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Captain Al Rahiem and an Infantry Platoon. Load out as desired, using Comissars to improve leadership. Al Raheim outflanks the eniter platoon putting a blob on your opponent&#039;s field. Appear and PUSH from two directions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necron Nightfighting:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; A Generic Overlord with Warscythe and possibly a ressurection orb to get the most out of your warriors, and a Cryptek. Make the Cryptek a Harbinger of Destruction and buy him a Solar Pulse. This&#039;ll give him a big fat long ranged S8 AP2 armor zappin&#039; staff, and more importantly, it will give him the ability to turn your opponent&#039;s turn into fucking &#039;&#039;nightfighting.&#039;&#039; Yes, this means your giant fucking hordeblobs of boyz now get a free turn of not giving no shits about getting shot at. Hilarious in combination with a KFF.&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Two squads of warriors. Size depends on your preference. They&#039;re just there because the FoC wills it so, and to catch bullets for your Cryptek while he goes ZZAP MOTHERFUCKER. Cart them around in a Ghost Arks with the Cryptek and overlord if you&#039;ve got the points.&lt;br /&gt;
*&#039;&#039;&#039;Fast Attack:&#039;&#039;&#039; A fuckload of Canoptek Scarabs. Landraiders giving you asspain? Not anymore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invincible Boyz&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HQ:&#039;&#039;&#039; Deff Dreads Painboss - as an Ork Ally IC, he&#039;s a Battle Brother and can join any other Ork unit you can field. Stick him in a 30-strong group of Boyz that&#039;s under protection of a KFF, or &#039;Ard Boyz (or both for point-inefficient hilarity) and this basic mob becomes a threshing machine due to cover/armor saves and Feel No Pain. Since the Painboss is only there to provide FNP he can be stuck in the back of the mob with no upgrades, or he can be used as a great Nob replacement with a PK/BP. Also synergizes well if the Boyz blob is led with a Warboss in Mega Armor to soak up excess fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troops:&#039;&#039;&#039; Spanna Boyz might not be able to have more than 20 in a mob, but you can ALWAYS use more Boyz, and gives you a dirt-cheap Mek in the bargain. Taking the minimum amount makes then a great meat shield, objective holder or Trukk Mob, and having a Painboss lets you give them cybork bodies at 3 points a pop without needing him in the mob itself.&lt;br /&gt;
*&#039;&#039;&#039;Fast Attack:&#039;&#039;&#039; The Deff Dreads list lets you take Deffkoptas with buzzsaws that cost 10 points rather than the usual 25. Since you should only really be running koptas in units of single models, swap one out for an Allied model and get a few more Boyz or some cheap upgrades.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Sixth&amp;lt;/s&amp;gt; Seventh? Edition Rumors==&lt;br /&gt;
Note: Orks are rumored for a June release, plenty of places are citing it. Also there are rumors that a new edition is going to drop in May either 6.5e or 7e, but its looking like the rumor mill is pointing at new number with errata and minor rules changes.&lt;br /&gt;
&lt;br /&gt;
What they need: &lt;br /&gt;
&lt;br /&gt;
*The ability to charge on a Waagggh! even if they have done something that normally prohibits charging (such as running, arriving from reserve)&lt;br /&gt;
&lt;br /&gt;
What they may get:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staying the Same&#039;&#039;&#039; - Orks stay the same with furious charge and mob rules but all orks (not grots or squigs)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Racial Ability&#039;&#039;&#039; - get FnP 6+ as a race because they are basically tough and it takes a lot to kill and stop an ork.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conditional AP&#039;&#039;&#039; - Most weapons will stay the same except choppas are ap6 but gain ap5 on charge and big choppers will be +2S and ap4 and ap3 on charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Nob Upgrades&#039;&#039;&#039; - Nobz stay the same but are getting more characterful upgrades available to them, new kinds or grot assistants such as suicide grots (act a lot like bomb squigs but prone to blowing up in unit) and ammo runts and attack squigs also more weapon options like Big shootas and such.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Meganob Upgrades&#039;&#039;&#039; - new nob mega armour unit with teleporting abilities but its teleporting works differently from conventional deepstrike bit more random. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Mek/BigMek(?) Ability&#039;&#039;&#039; - There is a special mek character that can bestow teleportation on D3 units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Bloodaxe Special Character&#039;&#039;&#039; - Special bloodaxe character with rules that can bring back boyz units once they are destroyed, much like an imperial guard special character.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clanz&#039;&#039;&#039; - Death Skulls, Blood Axes, Goffs, Evil Suns, Snakebites, and Bad Moons. Rumor did not go into specific, but we could possibly see Lootas, Kommandos, Nobs/Skarboys, Bikers, ???, and Flashgits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Monsterous Creature&#039;&#039;&#039; - A large multi wound squiggoth type creature, not ForgeWorld, it is always hungry and uses a hunger points system. If it doesn&#039;t fulfill the hunger points with enemies it will rampage nearest unit friend or foe in order to eat. While not in the rumors, possibility for a Deff Knight is possible(albeit at 4% chance of happening).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power Tables&#039;&#039;&#039; - Two new ork psychic lists for weirdboys, Mork more offensive and Gork more strategic. Many powers in the lists get more powerful the more orks are around the weirdboy, although the more powerful they are the more dangerous they are if they are miscast as they will often misdirect or hit the weirdboy and unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fortifications&#039;&#039;&#039; - New Ork Only Fortifications (including an ork rock) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Chart&#039;&#039;&#039; - Ork only warlord chart.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Matt Ward&#039;&#039;&#039; - Rumours of Matt Ward writing them have begun to circulate as well. Though you aren&#039;t an upcoming 6th edition codex until he is rumored as your author.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flashgits&#039;&#039;&#039; - Their Snazz guns roll for random range each turn (12+3d6). On a triple 1 they overheat like Gets Hot. The unit may purchase upgrades like +1 BS, +1A, blast, rapid fire, skyfire, ans others, several are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boys&#039;&#039;&#039; - cheaper! (Why would they get cheaper with the addition of FnP?). Number of boys in a mob will affect more than just Mob Rule, a debunked rumor pointed at .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bomber boys&#039;&#039;&#039; - Essentially bomb squig squad but the boys are the bombs. Note: This rumor has been criticized by another source.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Da Crew&amp;quot;&#039;&#039;&#039; - An HQ unit of even bigger Nobs. They have odd LoS modifications, One Nob must be nominated as &amp;quot;Da Boss&amp;quot;, and if Da Boss is killed, one of Da Crew is promoted. This interacts in some new way with &amp;quot;Kill the Warlord&amp;quot; victory conditions, and is effectively an entire &amp;quot;warlord unit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meks&#039;&#039;&#039; - Look for ability to field an increased number of Deffdreads and Kanns than currently.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormboyz&#039;&#039;&#039; - Gain a &amp;quot;Rocket boost&amp;quot; attack that can target flyers. They must move 18” and if they pass a flyer they each get 2 attacks on it as if assaulting a vehicle. Move as infantry during their next turn. Looks like the designers played a lot of THQ&#039;s Space Marine! Stormboyz will also may become troops or another part of the Force Org as per Clanz being implemented &lt;br /&gt;
into the rules again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mek Tank&#039;&#039;&#039; – Sporting a giant Shokk Attack Gun, firing Bomb Squigs. Tank can purchase a KFF.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deff Dred&#039;&#039;&#039; - 50pts, armor 11/11/10, S6, A4, extra attacks on charge, and a random table for failing a charge which would either explode or immobilize the Kan if it failed. Note: This rumor has been criticized by another source, but rumors are rumors. Considering this would make Deff Dreds unfieldable for an already rarely seen model most likely a fake rumor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Buggys / Trakks&#039;&#039;&#039; - May tank shock if they are upgraded with spiked plates/wheels.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Grot Boss&amp;quot;&#039;&#039;&#039; -  Grot HQ with a stateline of a Ork Boy, but higher BS. Equipped with a nice kustom-mega-shoota as an option. Can also get a Buggy or take a Killa-kan as a transport/upgrade&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gretchin Weirdling&#039;&#039;&#039; - grot psyker. Lvl1. Upgrade to lvl 2. Access to divination, gork, and mork lists&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gretchin&#039;&#039;&#039; - can take control collars no ork herder like in ork list. 5-20 unit. Cheaper than ork codex gretchin by a pt. Can take whirlybird or looted wagon as dt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grot Whirlybird -&#039;&#039;&#039;  Rotored transport: Capacity 20 Grots. They get dumped on the battlefield roughly from the Whirlybird taking a mandatory DT test, and cause mayhem if they fall atop another unit.&lt;br /&gt;
**&#039;&#039;&#039;Whirlybird&#039;&#039;&#039; – looks like a Huey hit with ork hammer, bomb doors underneath to drop gretchin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grots Buggys -&#039;&#039;&#039; Similar to Nob Bikers, but are buggies with Grots on the back and Orks behind the wheel! Drive-by attacks. Highly likely this will be an &amp;quot;alternate unit&amp;quot; for a buggy combo-unit box.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Killa Kan change&#039;&#039;&#039; - Killa kans in elite.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Killa Kan debunked&#039;&#039;&#039; - Rumor was that their BS was going to fall to BS2, their armor would be 10 all around. 30pts, an extra attack on a charge because of &amp;quot;stomp &amp;amp; squish&amp;quot;, and a random table for failing a charge which would either explode or immobilize the Kan if it failed. Note: This rumor has been criticized by another source, but rumors are rumors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Guns&#039;&#039;&#039; – control collar option again, the ones from ork codex, plus a flakk gun with skyfire&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grot scootas&#039;&#039;&#039; - rocket propelled skateboarders? Squad of 5-10. Hvy bolter profile weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grot buggies&#039;&#039;&#039; - drive by assault 8 grot blastas&lt;br /&gt;
Grot rocket - single shot rocket with large range and big blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squig runts&#039;&#039;&#039; - sounds like 40k equivalent of squig hoppers&lt;br /&gt;
&lt;br /&gt;
===Supplements===&lt;br /&gt;
*&#039;&#039;&#039;Goffs Codex Supplement&#039;&#039;&#039; - Most likely not going to be a full Goffs supplement, instead focusing on Ghaz&#039;s boyz from the Armageddon wars. If true expect Nobs as troops and Skar Boyz as elites, though this is conjecture from what happened with Farsight&#039;s codex.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Axes Supplement&#039;&#039;&#039; - Kommandos as troop choices, and allies with Imperial Guard is likely(probably Battle Brothers).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kult of Speed&#039;&#039;&#039; - Most likely bikes as troop choices. Maybe some additional red paint job rule shenanigans. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freebooterz Codex Supplement&#039;&#039;&#039; - With the Tau getting a Fire Enclave supplement and the Eldar getting a craftworld Iyaden one, it seems that faction-oriented rules aren&#039;t just for the beakie boyz anymore. Thus, it is not entirely out of the realm of possibility that a Freebooters codex supplement could be released shortly after the new ork one, a callback to the old rogue trader book of the same name in a way. such things could have a &amp;quot;Kaptin&amp;quot; HQ, being a warboss with more shootier upgrades, like a twin-linked snazzgun or some new kind of shooty wargear like a targeting squig, the long-requested Madboy rules, Flash Gitz (hopefully improved ones) as troops if taken with a kaptin, and mabye even some new special characters mentioned in old fluff like &amp;quot;kaptin blacksquig&amp;quot;, or, if we get really lucky, &#039;&#039;&#039;&amp;quot;Kaptin Bluddflagg&amp;quot;&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
== Other Articles ==&lt;br /&gt;
&lt;br /&gt;
*[[Warhammer_40,000/6th_Edition_Tactics/Orks/Dred_Mob|Dreadnaught List]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40000 Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000_7th_edition&amp;diff=545209</id>
		<title>Warhammer 40,000 7th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000_7th_edition&amp;diff=545209"/>
		<updated>2023-02-26T20:05:50Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* New Campaign Supplements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Ebook-40k-cover.jpg|thumb|right|The fact that it&#039;s the [[Dark Angels]] in the cover again is just [[awesome]].]][[File:The Awesomeness of 40K.png|thumb|left|[[Awesome|That&#039;s what Warhammer 40K&#039;s all about...]]]]&#039;&#039;&#039;[[Warhammer 40,000]] 7th Edition&#039;&#039;&#039; was released May 24th 2014. It was basically an extension of the 3rd edition ruleset, as with every edition of the game since 3rd, and, more specifically, it&#039;s an extension of the [[Warhammer 40,000 6th edition|6th edition]] ruleset (which it replaced after only two years). Some have suggested that [[/tg/|the community]] should consider it &amp;quot;6th Revised&amp;quot; or &amp;quot;6.5,&amp;quot; but [[Games Workshop]] stopped using edition numbers with 6th, so we&#039;ll probably never know (the errata and FAQ docs specifically refer to the new version as 7th edition). It definitely had big game changers and multiple smaller changes that warranted calling it a new edition. Its fluff also apparently mentions squats as an existing race of abhumans. [[Wat|Wut.]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s &#039;&#039;very&#039;&#039; [[Warhammer Fantasy]], just like Warhammer 40,000 used to be. It&#039;s also absolutely busted wide open (just like Warhammer 40,000 used to be); Daemons rule the new Psychic phase, and with the invention of Conjuration it&#039;s clear GeeDubs just wants you to buy more daemons. &lt;br /&gt;
&lt;br /&gt;
But perhaps the biggest thing 7th Edition brings to the table is that [[Advancing the Storyline|the plot is FINALLY moving forward]] after third edition; With the &amp;quot;ongoing&amp;quot; &#039;&#039;Gathering Storm&#039;&#039; event, we have: [[Magnus]] having his revenge by decimating [[Fenris]], the [[Cadian Pylons]] collapsing as Cadia slowly gets overwhelmed by daemons, [[Ynnead]] is born and has caused both massive internal strife and cross-faction unification among the [[Eldar]], and now [[Roboute Guilliman]]&#039;s out of stasis and back in the fray. What could be next, Big E gets off the Golden Throne? Maybe next edition.&lt;br /&gt;
&lt;br /&gt;
Speaking of the next edition, [[Warhammer 40,000 8th edition|8th Edition]] launched on June 17, 2017. &lt;br /&gt;
&lt;br /&gt;
[[File:7thAllies.jpg|thumb|right|New Allies Chart, no division within the Imperium any more (except [[Warhammer_40,000/Tactics/Imperial_Guard/Death_Korps_of_Krieg_Assault_Brigade(7E)|Krieg]])]]&lt;br /&gt;
==Major Updates==&lt;br /&gt;
*&#039;&#039;&#039;Limited Edition Specials&#039;&#039;&#039; - the release of 7th edition began with 2000 copies of a limited edition box set. The release for Orks had similar limited edition box complete with a Codex Supplement, Objective Markers, and Art Prints. It might be safe to say this is a new standard as opposed to the limited edition cover they were selling for 6th edition codex. &lt;br /&gt;
*&#039;&#039;&#039;Shooting Cleanup&#039;&#039;&#039; - As opposed to the 5th/6th system of rolling everything at once, shooting is divided into distinct batches by weapon allocation.&lt;br /&gt;
*&#039;&#039;&#039;Casualty Allocation Changes&#039;&#039;&#039; - Casualty rules are now more akin to 2nd edition shooting: The defending player removes the closest models first, and there is no wound wraparound. On the upside, this system does allow for basic flanking to matter, avoids the 50% cover shenanigans of 5th, and units are somewhat protected by the fact that models out of range or LOS cannot be killed. On the flipside, expect arguments with [[That Guy]] over which model is &amp;quot;the closest&amp;quot; while Monstrous Creatures don&#039;t particularly care about these rules!&lt;br /&gt;
*&#039;&#039;&#039;No more Monsterstars&#039;&#039;&#039; - In 6th, Independent Characters could join a Monstrous Creature that could be taken &amp;quot;as part of a unit.&amp;quot; This meant Shadowsun could join a Riptide to grant it Stealth, Shrouded, and improved Jetpack speed. 7th ended this fuckery, only to replace it with Invisibility...&lt;br /&gt;
*&#039;&#039;&#039;Challenge Changes&#039;&#039;&#039; - Overkill wounds from a challenge can spill into a general Assault, while a &amp;quot;solo&amp;quot; model in a challenge can be attacked by models not in said Challenge. These rules are mostly to the benefit of armies that must Challenge, such as Chaos Space Marines.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power Overhaul&#039;&#039;&#039; - Instead of using Psychic powers in the movement and shooting phases they are now called upon during the new Psychic phase. Psychic powers are now rolled using a dice pool instead of just a successful leadership test. There are new psychic power schools. Also new perils of the warp table. Not as good as last edition where you just had to roll under a leadership of 10(mostly), though comparing each army to each other an army with 30 warp charges versus one psyker is better at denying, but even then it doesn&#039;t guarantee anything. A gallery of the Psychic Powers available are [http://imgur.com/a/8ddUf here.]&lt;br /&gt;
*&#039;&#039;&#039;Super Heavies&#039;&#039;&#039; - Not new to 40k per se, but this is the first time that Super Heavies are included in the main rules instead of being relegated to the Apocalypse and Escalation supplements. &lt;br /&gt;
*&#039;&#039;&#039;Formations&#039;&#039;&#039; - like Super Heavies formations were part of the game before, but generally stayed in data slate/supplement territory. Now 7th edition codex include Formations. &lt;br /&gt;
*&#039;&#039;&#039;New Force Orgs&#039;&#039;&#039; - including the standard Combined arms detachments the new codices will contain new FOC charts to allow for different rules and army types, each of which is (supposedly) geared to best emphasize that army&#039;s strengths. &lt;br /&gt;
*&#039;&#039;&#039;Battle-forged and Unbound armies&#039;&#039;&#039; - Replacing double force org from 6th edition, now players can bring armies that do not follow the restrictions set by the force org now known as Unbound. In keeping to the force org your army is known as Battleforged. The classic force org chart we all know and love is called &amp;quot;combined arms detachment&amp;quot; and gives the bonuses of being able to reroll warlord traits, and troops being  &amp;quot;super-scoring&amp;quot; (Objective Secured) units- that is, they can&#039;t be denied from scoring unless it&#039;s by another unit with the same rule.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039; - A deck of 36 cards that act as secondary objectives. Used with the Maelstrom missions.  Each full codex also gives new Tactical Objectives to give an army some unique ways to score.&lt;br /&gt;
*&#039;&#039;&#039;Errata&#039;&#039;&#039; - GW has already released Errata and FAQ&#039;s for every Codex [http://www.blacklibrary.com/faqs-and-errata.html here].  These include re-classifying units from old codices, telling which army psykers can roll Daemonology and some rules clarifications.&lt;br /&gt;
**&#039;&#039;&#039;Larger Bases&#039;&#039;&#039; With Blood Angels the normal bases are now larger,and now other lines are getting these new 32 mm bases.&lt;br /&gt;
*&#039;&#039;&#039;Big Rule Book FAQ&#039;&#039;&#039; - GW compiled a FAQ on its Facebook page for Warhammer 40,000, and it is massive. Although it came too late to salvage many players&#039; opinions of 7th, the FAQ reining in numerous exploits, including Battle Brothers deploying in transports, blocking enemy movement with open Drop Pod Doors, and other loopholes; initially, there was a ruling that passengers in a Jinking transport must Snap-Fire (to the rage of Dark Eldar and Necron players), but this was overturned in the final version. Additionally, Grenades were clarified that a unit could only use one at a time during an Assault Phase. The latter means Imperial Knights now laugh at the lone Haywire Grenade Swooping Hawks and Tau Firewarriors try and put into it. Meltabombs are still scary as fuck.&lt;br /&gt;
**Interesting tidbit is that Psychic Witchfires that don&#039;t use profiles (Psychic Scream, Psychic Shriek, Spirit Leech) don&#039;t roll to hit...could go a ways to combating Invisibility spammers, and Witchfire Novas with 2D6 like Sunburst and Cleansing Flame are 2D6/squad in range, so if 2 fire warrior squads are near it both get 2D6 rolled separately each, which is an awesome buff.&lt;br /&gt;
**The final FAQ and Errata for the Base Rule Book is [[https://www.warhammer-community.com/2016/11/22/warhammer-40000-rulebook-final-faq/| here.]]&lt;br /&gt;
*&#039;&#039;&#039;Allies Matrix&#039;&#039;&#039;: Besides streamlining most of the allies into one easy-to-follow matrix, some new rules are introduced as well opening new opportunities:&lt;br /&gt;
**Battle Brothers - All units share warlord and psychic buffs and can share transports, ICs can join any friendly unit, etc. All Imperium forces are now Battle Brothers, so you no longer have to keep track of all the tangled alliances they otherwise once had. Same goes for all Chaos forces and all Eldar.&lt;br /&gt;
**Allies of Convenience - Factions do not share buffs, and must keep 1&amp;quot; away from each other.&lt;br /&gt;
**Desperate Allies - Must keep 6&amp;quot; apart, and have the &#039;&#039;One Eye Open&#039;&#039; rule active.&lt;br /&gt;
**Come the Apocalypse - Must keep 12&amp;quot; apart, and have the &#039;&#039;One Eye Open&#039;&#039; rule active. Before this rule Tyranids couldn&#039;t ally with anyone, though they do now have Genestealer Cults as an ally of convenience.&lt;br /&gt;
&lt;br /&gt;
==Armies of the Dark Millenium==&lt;br /&gt;
===New Codices and Codex Supplements===&lt;br /&gt;
*&#039;&#039;&#039;[[Orks]]&#039;&#039;&#039; - And about damn time too. They got two new walkers (the Gorkanaut and Morkanaut), new big guns (renamed Mek guns), new Flash Git models, and new models for Big Mek and Painboy; however revisions to Mob Rule have made them far more vulnerable to morale than before (ie. going from some of the best LD in the game to some of the worst). They got almost no buffs and a half dozen other nerfs, which just made this codex suck a thousand pairs of balls. The limited edition of the Codex comes  with a supplement for Waaagh! Ghazghkull.&lt;br /&gt;
**&#039;&#039;&#039;Waaagh! [[Ghazghkull Mag Uruk Thraka|Ghazghkull]]&#039;&#039;&#039; - Released with the Warboss limited edition.  A new supplement based upon the forces of [[Yarrick]]&#039;s archenemy and the Beast of Armageddon. Contains a new Detachment type, 7 new formations, warlord traits, and Orkimedes themed artifacts. &lt;br /&gt;
*&#039;&#039;&#039;[[Space Wolves]]&#039;&#039;&#039;- Released a new named Venerable Dreadnought called &#039;&#039;&#039;MURDERFANG&#039;&#039;&#039; is part of the new Codex, a new little sleigh for [[Logan Grimnar]], as well as a pair of new flyers called the Stormfang and the Stormwolf, both of which have access to the new Helfrost weapons (unsaved wounds force a Strength test per wound- failing a test removes the targeted model from play). The new Tempestas discipline also gives back some of the old tools they Rune Priests used to have.  Probably one of the better codices this edition with some generous price cuts and a shield for Dreadnoughts, as well as the aforementioned Helfrost (which dreads can get).&lt;br /&gt;
**&#039;&#039;&#039;Champions of Fenris&#039;&#039;&#039; - Focusing on Logan Grimnar&#039;s Great Company, will be part of the Wolf Guard limited release of the Space Wolves codex. It adds some new relics, formations, another Warlord trait table, some special rules, and an alternate FOC.&lt;br /&gt;
*&#039;&#039;&#039;[[Grey Knights]]&#039;&#039;&#039;- They haven&#039;t gotten any new units, but some of their existing toys have been tweaked to make them more effective against Daemons (for example, all their Force weapons now gain re-rolls to wound or pen against Daemons if the Force power was activated, Incinerators get Soulblaze, Psilencers are now Force weapons, etc.) but overall massively scales back the army&#039;s potency from 5th/6th edition. They lost a ton of gear from their Wardex (including rad/psychotroke grenades, psybolt/psyflame ammo), the Psychic Phase did a number on their ability to spit out mindbullets, and the fact that the majority of their units are limited to only a few powers doesn&#039;t help. And that&#039;s not taking into account that Force weapon activation can be denied now, which could theoretically cripple them in assault if the opponent gets lucky. Finally, most of their anti-vehicle units were shuffled into the Inquisition codex, making them even more vulnerable to tank and flyer-heavy armies than ever. In short, a book that takes away more things than it gives - the only thing saving it from Tyranid level nerfing is the fact that they&#039;re Imperial, and thus have all the special tools and allies available to the poster-boy force known as the [[Imperium of Man]] - case in point, almost everything they lost was already preserved in Codex: Inquisition.&lt;br /&gt;
*&#039;&#039;&#039;[[Dark Eldar]]&#039;&#039;&#039;: The next army to be slated with a release, White Dwarf has shown a new Haemonculus model as well as a new kit for the Wracks that included a new gun called the Ossefactor.  Unfortunately, the Dark Eldar lost most of their special characters, including their big boss Asdrubael Vect, [[ChapterHouse Studios|since only three of them have models]].  Power from Pain became something that activates each turn, meaning you don&#039;t have to kill a lot to get it, but survive, which can be difficult for this glass cannon.  On the whole, the basic playstyle of Raider spam and Blasterborn are still playable, while Grotesques and Mandrakes finally become usable while Wyches suddenly lose the ability to take all haywire grenades and Incubi take a massive nerf by losing Klaivex powers and grenades.&lt;br /&gt;
**&#039;&#039;&#039;Haemonculus Covens&#039;&#039;&#039;: Released with the Archon limited release.  Since they lack a Lord of War to make a plot with, they chose the one playstyle that made most people&#039;s days: Haemonculi.  This locks you to only Coven units (Haems/Urien, Wracks/Grots, Pain Engines), but gives them an all-new Power from Pain table that better synergizes with their powers and the same stuff as the other supplements.&lt;br /&gt;
*&#039;&#039;&#039;[[Blood Angels]]&#039;&#039;&#039;: To partner with the surprise of new Tyranid models came the Shield of Baal campaign, and with the Shield of Baal Campaign came an inevitable Blood Angels Codex.  Alongside the codex are new sprues for the Sanguinary Priest and a special Tac Squad sprue that gives the sarge the venerated Nipple Armor. One new character (the Captain of the Blood Angels&#039; 1st Company) was introduced in a boxed set, as well as the exclusive Sanguinary psychic discipline. Overall though, this edition&#039;s codex is fairly broken: on top of a huge dialing back of their former power, nearly all the units from the 5th ed book got shuffled into a now &#039;&#039;very&#039;&#039; crowded elites section.  Sadly, one codex away from the great &amp;quot;formation&amp;quot; shift of codex writing, ensuring any competitive player will be using their Blood Angels as &amp;quot;Red Space Marines&amp;quot; for years to come.&lt;br /&gt;
*&#039;&#039;&#039;[[Necrons]]&#039;&#039;&#039;: The other army that got new stuff from the Shield of Baal campaign, now we can say without fear that every codex is pretty much up to date; not &#039;&#039;good&#039;&#039;, but at least there&#039;s no embarrassing oversights like how the old &#039;dexes had.  All the characters are still alive, MSS are shit now, C&#039;Tan and Crypteks got all their creativity gutted from them, and Resurrection Protocols got a makeover.  On the plus side, Wraiths and Destroyers got some nice reclassifications, the Triarch Praetorians and Lychguard got cheaper, and you now have an FOC made of Formations.&lt;br /&gt;
*&#039;&#039;&#039;[[Harlequins]]&#039;&#039;&#039;: Like the Inquisition and Militarum Tempestus, the Harlequins are now getting a Codex and breaking off from the other Elf codices.  New models are coming for everyone, Solitaires are becoming Elites, new wargear, and at least one new vehicle (the Skyweaver) for their exclusive use. It&#039;s... a bit fucky. Their standard force org chart requires you to take pretty much every model so you&#039;re more or less restricted to using formations if you want a decent allied detachment.&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer 40,000/Tactics/Khorne Daemonkin(7E)|Khorne Daemonkin]]:&#039;&#039;&#039; Allows you to take Khornate Daemons and Khorne-themed Chaos Space Marines in the same army without having to include the allies taxes on each army. Now they&#039;re 1/4 of the way to going back in time to pre-5th Edition when Chaos Daemons and Chaos Space Marines were in the same codex. Has a new Blood For the Blood God mechanic which stores Blood Tokens when any unit, enemy or friendly, is completely wiped or when anyone dies in a challenge which can grant you stuff from FNP to replacing a character with a Bloodthirster. Sadly, no Kharn - nor does it fix any of the massive problems with Chaos Space Marines and their units.&lt;br /&gt;
*&#039;&#039;&#039;[[Adeptus Mechanicus]]: Skitarii:&#039;&#039;&#039; Finally grants the AdMech a proper 40K army after years of either secondment units or the HH Ruleset, you now have an ally-tier codex full of new models. Halfway between Militarum Tempestus and full-army codices in terms of power. 4 kits for 7 different units. As a gutted, stand-alone release otherwise intended for allied detachments, this one&#039;s actually really good. Same goes for its counterpart below.&lt;br /&gt;
*&#039;&#039;&#039;[[Eldar|Eldar: Craftworlds]]&#039;&#039;&#039;- New plastic models for Jetbikes (including Warlock Jetbikes) and Autarchs. Additionally, GW in its infinite wisdom has decided the already OP Wraithknights needed a bigger buff- so now they&#039;re Jump Gargantuan Creatures armed with Strength D weapons (thus being able to out-Nidzilla the Tyranids thanks to their new mega-Formation a la the Necron Decurion). All other Distort weapons are Strength D as well- which means that the space elves now have a shitload of anti-everything weapons available at less than one-tenth the price they would be at in any other Codex. This news has been taken as proof that everyone involved in game balance at GW should be fired at once. It also says a lot that Matt Ward&#039;s infamous Daemons of Chaos army book is now viewed as being reasonable and balanced by comparison to this codex, not to mention this book was made in his absence!&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039; Knights got a nice addition of carapace weapons for all Knight variants, as well as the addition of the Knight Crusader, the Knight Gallant, and the Knight Warden. Also got some nifty rules, wargear for character knights, etc. All-in-all, a formidable ally-tier codex for the Imperium.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus: Cult Mechanicus:&#039;&#039;&#039; In retrospect, the Skitarii release should have been a clue that this one was coming. Models include the Electro-Priests, a servitor that&#039;s part-tank, a variation of Castellans from the RT era, and a new Techpriest.  And the servitor-tanks count as troops. Like its forbear, the crunch is mechanically strong and the fluff is pretty neat.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Astartes: Space Marines:&#039;&#039;&#039; It wouldn&#039;t be a new edition without the Spehss Marines getting yet another codex now, would it? The main perks of this codex are the extension of Combat Doctrines (the old Ultramarines Chapter Tactics) to all Chapters, and the ability to take any non-LR vehicle in squadrons of 3 for extra bonuses (for example, 3 Vindicators can pass up their individual pieplates for a single Apocalyptic Blast with Ignores Cover). They&#039;ve also gotten a Decurion-style FOC made of Formations, which seems to be the trend for all post-Necron 7E codices.&lt;br /&gt;
**&#039;&#039;&#039;Angels of Death:&#039;&#039;&#039; As if fucking vanilla Space Marines needed more shit. Even more formations and decurions, and gives Librarians access to 4 new disciplines, Fulmination, Technomancy, Librarius, and Geokinesis. Obviously their powers are OP as fuck, like having all models in a unit gain IWND while a model regains D3 wounds, a 3++ for a turn, and re-rolling all failed saves for a unit. Yeah, the Farseers are calling. They want Fortune back. Oh, and it gets better (read: bullshit). Dark Angels, Blood Angels, Grey Knights, and Space Wolves get these powers too. [[Cheese|Ready to see Thunderwolves/Wulfen with 3++ rerollable and 4+ FNP?]]&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Astartes: Dark Angels:&#039;&#039;&#039; Obvious attempt that GW is actually trying to update as many armies as it can in one edition; like the 6e codex before it, progress has been made to make them stand out from vanilla codex marines, rather than just being &amp;quot;stubborn marines with good bikes and terminators&amp;quot;. The robed paranoid Marines now have improved overwatch, a new psychic discipline called Interromancy based on telepathy but more about mind fucking, improved aircraft, a Decurion-equivalent named the Lion&#039;s Blade Strike Force as well as new FOCs for the Deathwing and Ravenwing, widespread access to grav-guns as well as an overall points balancing in line with Codex Marines.&lt;br /&gt;
*&#039;&#039;&#039;[[Tau]]:&#039;&#039;&#039; New models for Fire Warriors and Crisis Battlesuits are confirmed, and they&#039;re getting at least two new units- a Riptide-sized stealth suit called the XV-95 Ghostkeel and a massive Battlesuit with a giant railgun and a fuckton of missiles called the XV-128 Stormsurge. But battlesuits aren&#039;t the only thing that got an update: there&#039;s also a new Fire Warrior sprue that can be configured into a new Breacher Squad, which gets shorter guns, but an additional drone and a Field Amplifyer Relay. It turns out the &amp;quot;new&amp;quot; codex is actually just literally the old Codex with the cover revamped, the new models for existing units thrown in and &amp;lt;i&amp;gt;the Crisis Team maximum size tripled&amp;lt;/i&amp;gt;, along with squadrons for tanks, Riptides, etc. The actual formations and detachments are present in the Warzone Damocles: Kauyon Supplement.&lt;br /&gt;
*&#039;&#039;&#039;Codex Supplements: Black Legion and Crimson Slaughter:&#039;&#039;&#039; YES!!! More Chaos shit finally! Then, we realize it&#039;s just a repackaging of the 2 supplements we received 3 years ago. All they have is a few new formations tacked on. Everything else is mostly the same as the older books. Same Warlord Tables, same stupid taxes and rules, same relics which about 2 (Skull of Ker&#039;nagar and Crozius of the Dark Covenant FYI) are remotely useful from both supplement&#039;s lists combined. Though wording changes allowed for some more playing around with codex and supplement interactions. It&#039;s sad, really. If you&#039;re not Loyalist Marines, you&#039;re ignored.&lt;br /&gt;
*&#039;&#039;&#039;Death from the Skies:&#039;&#039;&#039; The sequel to a little book about flyers from last Edition, this one makes some bigger changes. Now all Flyers have pre-assigned roles affecting their accuracy against different targets and the ability to fly in different formations with different benefits. There&#039;s even a minigame that sucks up even MORE time in there involving the planes fighting above the battlefield which can screw with reserves in the bigger game. Mostly ignored.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Astartes: [[Deathwatch]]:&#039;&#039;&#039; The final Militant chamber of the Inquisition, long awaited. Also, you can almost hear the sounds of Chaos Space Marine and Sisters of Battle players migrating to Warmachine and X-wing since we&#039;re still getting yet another Space Marine Codex instead of an update to an army that, you know, actually needed it. In any event, it brings in the Corvus Blackstar, a transport flyer/dogfighter that looks like the bastard-child of a Valkyrie and Stormraven, a kit for a Deatwatch Killteam, and an upgrade sprue to create kitbashes.&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; To be honest, after Overkill and the Deathwatch, this should come as no surprise. New formations, models, and rules for everyone&#039;s favorite non-Chaos cultists.&lt;br /&gt;
*&#039;&#039;&#039;Codex Supplement: Traitor Legions:&#039;&#039;&#039; New Thousand Sons models confirmed. Rubric Marines get plastic models, new models for Tzeentch sorcerers, plus new Scarab Occult Terminators, Ahriman gets a new model, and of course [[Magnus the Red]] himself! Also included are the Tzaangors from [[Age of Sigmar|Silver Tower]], now with 40k rules. Plus a fuckton of rules for all the other Traitor Legions as well. &lt;br /&gt;
*&#039;&#039;&#039;Imperial Agents:&#039;&#039;&#039; aka Codex: Allies. Hardback paper form of the Inquisition, Assassins, Adepta Sororitas, Adeptus Custodes, Enginseers, Valkyries (representing the Aeronautica Imperialis), Deathwatch Squads, Grey Knight Terminators and Dreadknights, Legion of the Damned, Ministorum Priests, and Battle Psyker squads (representing the Adeptus Astra Telepathica). The way the book works is it allows you to field formations of the above instead of taking an entire army, to represent an Inquisitor requisitioning the aid of Deathwatch Veterans/Grey Knight Terminators/Sisters of Battle. Gets rid of unnecessary taxes! Does not replace the books that the units were taken from.&lt;br /&gt;
&lt;br /&gt;
===New Dataslates===&lt;br /&gt;
*&#039;&#039;&#039;Strike Force Ultra&#039;&#039;&#039; - Of course, the first Dataslate to be released for 7E is a Spehss Mehren one.  All it does is give two different options to deliver Terminators to the field.  It was more of a sales item  though, as the limited set was the only place where you could get a new Terminator Captain model.&lt;br /&gt;
*&#039;&#039;&#039;Officio Assassinorum&#039;&#039;&#039; - Announced alongside the Grey Knights codex.  Essentially allows any Imperial Force to field Assassins now that the Grey Knights are finally excising the Inquisition from their codex and having an explicitly Grey Knights Codex instead of Matt Ward&#039;s &amp;quot;let&#039;s throw everything into one book and crank that shit up to eleven!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;[[Maleceptor]]/[[Toxicrene]]&#039;&#039;&#039;: A new multi-unit kit for the [[Tyranids]], this gives rules for a massive waste of psychic powers/a modest monster Venomthrope-wannabe.  The former is overcosted for what it&#039;s meant for, the other&#039;s probably best for stalling big knights.&lt;br /&gt;
*&#039;&#039;&#039;[[Mycetic Spore|Tyrannocyte]]/[[Sporocyst]]/[[Mucolid Spore]]&#039;&#039;&#039;: Suddenly a cry of joy from Tyranid players across the globe, the Tyranids&#039; drop pod is back, and better than ever before. For 75 points it can hold 20 models or 1 monstrous creature, therefore making many Tyranid units very usable e.g. Haurspex, Toxicrene, Zoanthropes or even make pyrovore semi-useful- and on top of that, it can move and comes with FIVE Deathspitters (that can be swapped with Barbed Stranglers or Venom Cannons). Its alternate models are no less useful- the Mucolid Spore is a Spore Mine with Shrouded, doubled strength, and AP3 (as well as the ability to assault Flyers), and the Sporocyst is essentially a living fortification that infiltrates and can boost synapse range, while producing Spore Mines and Mucolid Spores as it shoots shit with the same five gun options the Tyrannocyte has (and with SIX wounds, it&#039;s going to be a very useful meatshield). All in all, a much-needed boost for the Tyranids.&lt;br /&gt;
*&#039;&#039;&#039;[[Neurothrope]]&#039;&#039;&#039;: Week 3 of Tyranid saga brings back another classic (and new Zoanthrope/Venomthrope sprues): The Doom of Malan&#039;tai (Now known as the [[Neurothrope]]).  It&#039;s not quite as awesome as it once was, but it&#039;s not quite as cheese either.&lt;br /&gt;
**These three Nid releases are compiled into &#039;&#039;Shield of Baal: Leviathan&#039;&#039;, but are also available for free in BL&#039;s webpage.  Wow, that&#039;s actually nice.&lt;br /&gt;
*&#039;&#039;&#039;The Unrelenting Hunt&#039;&#039;&#039;: A Dark Angels formation, intended for use with the announced Dark Angels expansion to the Dark Vengeance starter set.&lt;br /&gt;
*&#039;&#039;&#039;Kranon&#039;s Helguard&#039;&#039;&#039;: As above, but geared towards the Crimson Slaughter instead.&lt;br /&gt;
*&#039;&#039;&#039;Kharn&#039;s Butcherhorde&#039;&#039;&#039;: As part of the 2014 Advent calendar, CSM got a whole formation for [[Kharn|a fun guy]] and his posse.  Khorne&#039;s still not useful.&lt;br /&gt;
&lt;br /&gt;
===New Campaign Supplements===&lt;br /&gt;
*&#039;&#039;&#039;Sanctus Reach&#039;&#039;&#039; - Follows Orks attacking Imperium sector, mostly fluff and a bit thin on rules, but contains Ork/Imperial Knight/Astra Militarum formations. Also re-introduced &#039;&#039;&#039;Planetstrike&#039;&#039;&#039; missions (in case people assumed this vanished) as well as generic campaign missions.&lt;br /&gt;
**&#039;&#039;&#039;The Red Waaagh&#039;&#039;&#039; - Waaagh! Grukk attacks a Knight World&lt;br /&gt;
***&#039;&#039;&#039;Evil Sun Rising&#039;&#039;&#039; - Ork novella following Waaagh! Grukk. One of the only stories written in an Ork Perspective. &lt;br /&gt;
**&#039;&#039;&#039;Stormclaw&#039;&#039;&#039; - Waaagh! Grukk vs Space Wolves, is actually a prequel/side-episode to The Red Waaagh, surrounding Krom Dragongaze&#039;s crashed Thunderhawk and what he does after his arrival on planet.&lt;br /&gt;
**&#039;&#039;&#039;Hour of the Wolf&#039;&#039;&#039; - the Space Wolves join the war in full and daemons show up because a Vortex Missile misfires and opens the warp, the Wolves win and stand ready to defend the planet against the Inquisition. Ork/Wolf formations,, as well as more Planetstrike missions&lt;br /&gt;
***&#039;&#039;&#039;Hour of the Wolf: Blood on Sacred Mountain&#039;&#039;&#039; - Space Wolf novella&lt;br /&gt;
***&#039;&#039;&#039;Maledictus&#039;&#039;&#039; - A Grey Knights Novella about Orks accidentally opening a Warp Rift.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Baal&#039;&#039;&#039; - Tyranid attack on the Cryptus System near, you guessed it, Baal.&lt;br /&gt;
**&#039;&#039;&#039;Leviathan&#039;&#039;&#039; - The Tyranids make their first steps into the Cryptus System, and are being blocked by the Sisters of Battle, Guard, and Tempestus forces.  Re-introduces Cities of Death (which is now reduced to more Tactical Objectives for Maelstrom) and Death from the Skies (which allow you to buy a new rule for your fliers).  Also packages in all the new Nids (and the redone Zoanthropes) as well as bring in some new formations, a FOC and Warlord traits for the gribblies.&lt;br /&gt;
***&#039;&#039;&#039;Tempestus&#039;&#039;&#039; - Novella regarding an Inquisitor grabbing some Storm Troop-er, Tempestus Scions and making them steal some nids for research.&lt;br /&gt;
***&#039;&#039;&#039;Dread Night&#039;&#039;&#039; - Short Story about [[Dreadknight|DREADKNIGHT OUTTA FUCKIN&#039; NOWHERE!]].&lt;br /&gt;
***&#039;&#039;&#039;Shadow of the Leviathan&#039;&#039;&#039; - Short story about how [[Varro Tigurius]] tries to reach the Hive Mind again.  Involves [[Maleceptor]]s jobbing.&lt;br /&gt;
**&#039;&#039;&#039;Deathstorm&#039;&#039;&#039; - Captain Karlaen is sent to Asphodex to rescue the planetary governor before he gets eaten.&lt;br /&gt;
***&#039;&#039;&#039;Wraithflight&#039;&#039;&#039; - Short Story about Craftworld Iyanden fighting a hive splinter before it again goes after them. Ties in with the Warzone Valedor novel.&lt;br /&gt;
***&#039;&#039;&#039;A Son&#039;s Burden&#039;&#039;&#039; - Short Story about [[Gabriel Seth]] heeding [[Dante]]&#039;s call for aid in the Cryptus System and finishing off some cult before going off to an even deadlier war.&lt;br /&gt;
**&#039;&#039;&#039;Exterminatus&#039;&#039;&#039; - The next step of the War for Cryptus, as the Blood Angels arrive in full force. Some unexpected allies (read: Necrons [[Matt Ward|again]]) arrive to aid them.  New FOCs, Formations, Relics and Warlord Traits are being made for the Blood Angels, Flesh Tearers and Necrons. Nothing for Sisters of Battle or the Astra Militarum at all, despite them featuring prominently in the early campaign.&lt;br /&gt;
***&#039;&#039;&#039;Devourer&#039;&#039;&#039; - Short story recounting Anrakyr the Traveller&#039;s arrival in the Cryptus systems.&lt;br /&gt;
***&#039;&#039;&#039;The Word of the Silent King&#039;&#039;&#039;- Short story about the infamous alliance between the Silent King and Dante and how it came to be. As it turns out, the Necrons were just using the Blood Angels as meatshields and only revealed it to the Blood Angels after the fact. Dante ordered the incident covered up and later swore to kill the Silent King.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Operation Shadowtalon&#039;&#039;&#039; - A new supplement for the Damocles Crusade, involving the [[Raven Guard]]&#039;s operations against the Tau and their alarmingly-upgraded tools.&lt;br /&gt;
*&#039;&#039;&#039;Warzone Damocles: Kauyon:&#039;&#039;&#039; The big damn supplement featuring all the rules for the new Tau releases since GW are cheap Indians with their releases.  There&#039;s also a rules for slightly-different Decurions of the Raven Guard and [[White Scars]] varieties.&lt;br /&gt;
*&#039;&#039;&#039;Warzone Damocles: Mont&#039;ka:&#039;&#039;&#039; Features new detachments, Tactical Objectives, and formations for the Farsight Enclaves and Cadians (Essentially the Imperial Guard, but whatever).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warzone Fenris: Curse of the Wulfen:&#039;&#039;&#039; A new campaign involving Daemons breaking into Fenris.  Alongside an update to bring the Wolves more into line with the other marine codices, they also bring back the [[Wulfen]] from the Eye of Terror Codex.  Apparently,  wherever these wannabe-Wolverines appear, Daemons never seem far behind.  While [[Logan Grimnar]] is excited to meet the Lost Company, the Dark Angels and Grey Knights have begun hunting them down on grounds of suspicion for taint. (and who would argue with that?) Adds Decurion equivalents to the Space Wolves and Chaos Daemons, and gives the latter new psychic powers, WTs, and relics.&lt;br /&gt;
**&#039;&#039;&#039;Legacy of Russ:&#039;&#039;&#039; A series of novellas chronicling scenes that were mentioned in the above book as the Wolves try to drag themselves out of the mess they made and Chaos worsened.&lt;br /&gt;
*&#039;&#039;&#039;Black Crusade: Traitor&#039;s Hate:&#039;&#039;&#039; The Dark Gods finally answered the prayers of many Chaos Space Marine players. New book which contains brand new formations, and 4 new Psychic disciplines for Chaos Space Marines: Sinistrum, Heretech, Echtomancy, and Geomortis disciplines. Also updates the rules for Chaos Predators and Vindicators (Basically guaranteed to put them in line with their Loyalist counterparts like squadrons and benefits of a squad of 3), a fun guy called [[Kharn the Betrayer]] gets a sexy new plastic model, full rules for Renegade Imperial Knights, and Chaos Space Marine Tactical Objectives. Fluff is about Abaddon siccing Kharn the Betrayer, shit tons of Berzerkers, and 3 Lords of Skulls on the Imperium as his 13th Black Crusade kicks into high gear.&lt;br /&gt;
*&#039;&#039;&#039;Black Crusade: Angel&#039;s Blade:&#039;&#039;&#039; The next Campaign book. This time a force of Blood Angels and Death Company moving in to combat the Khorne Chaos forces. Looks like GW had a surplus of Mephiston Red and Khorne Red. Contains two new detachments, finally giving the seriously lagging Blood Angels a &amp;quot;Gladius Strike Force&amp;quot; equivalent, Death Company themed relics, Death Company tactical objectives, and updating the datasheets of Blood Angel Assault Squads and Devastators.&lt;br /&gt;
*&#039;&#039;&#039;Warzone Fenris: Wrath of Magnus:&#039;&#039;&#039; Continuation of Curse of the Wulfen. The Imperial forces band together to find Fenris under invasion by the Thousand Sons, led by Magnus himself. As it turns out, the cyclops had no intention of destroying Fenris- his real goal was to make them suffer the same persecution that the Thousand Sons did in a way that mirrored the Burning of Prospero. Logan is able to use Morkai (which retained enough of its former Khornate nature to weaken Magnus) to force Magnus back to the Warp, though the planet of Midgardia is Exterminatus&#039;d due to the massive demonic taint left behind and much of Fenris&#039; population has to be killed by the Inquisition- and this time Logan doesn&#039;t have any problems with it. Even worse, the whole thing was a giant sorcerous ritual- one that brings the Planet of the Sorcerers into realspace just in time for the other Daemon Primarchs to join the Thirteenth Black Crusade. As the surviving Space Wolves leave for Cadia, the High Lords receive word of Magnus&#039; return and send orders to the Sisters of Silence to assemble.&lt;br /&gt;
*&#039;&#039;&#039;The Gathering Storm: Fall of Cadia:&#039;&#039;&#039; The first part of a major campaign promised to make massive changes to the setting, for better or for worse. Despite Trazyn, Sylandri Veilwalker and [[Eldrad|this dick]] helping the Imperium, the combined forces of the IG, the AdMech, the Sisters of Battle, the Inquisition, the Black Templars, and Trazyn&#039;s Necrons just barely drive off Abbadon&#039;s forces, and even then Cadia is consumed by the Eye of Terror after Abbadon rams his other Blackstone Fortress into the planet. Keep in mind this is only supposed to be the first book of the campaign; given how fast shit has hit the fan, it wouldn&#039;t be a stretch to assume The End Times: 40K Edition is on its way.&lt;br /&gt;
*&#039;&#039;&#039;The Gathering Storm: Fracture of Biel-Tan&#039;&#039;&#039;: The Eldar have managed to create [[Ynnead]] more or less successfully, and fortunately for the Imperium they&#039;re willing to help stop the 13th Black Crusade from getting any worse. Biel-Tan&#039;s Infinity Circuit is consumed by Yvraine in order to create the Avatar of Ynnead. This combined with the heated debate over whether or not to help the Imperium in the 13th Black Crusade causes the Craftworld Eldar to be embroiled in a schism over what to do and whether the servants of Ynnead can be trusted. Features a second Triumvirate with three new characters: a reanimated Incubi called the Visarch, Sword of Ynnead; Yvraine, Emissary of Ynnead; and the Yncarne, the Avatar of Ynnead.&lt;br /&gt;
*&#039;&#039;&#039;The Gathering Storm: Rise of the Primarch&#039;&#039;&#039;: [[Roboute Guilliman]], Primarch of the Ultramarines, has risen from stasis with the help of Cawl and Yvraine. He probably will be shocked to see that his Codex Astartes had been taken way out of context over the last 10,000 years. He gets a plastic model, nicely changed from the &#039;neo-roman paragon general&#039; look to &#039;fancy shiny gothic general&#039;. Oh, don&#039;t forget he has the Emperor&#039;s sword now. No word on how his long sleep has changed his rules. Also, a new model for [[Cypher]] has been confirmed. In addition, we get a new [[Grey Knights]] character, Grand Master Voldus of the 3rd Brotherhood. Cypher promises to help Guilliman fend off the tidal wave of Daemons and Chaos Space Marines attacking the Imperium, but only if the Ultramarines take him to Terra.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
=== General stuff ===&lt;br /&gt;
*The rulebook was written by [[Jervis Johnson]], [[Robin Cruddace]], and Simon Grant.&lt;br /&gt;
*The Core Rulebook&#039;s split into three parts: One for the collectible (modeling and painting) part of the hobby, one for the fluff, and one that&#039;s just the rules. All together, they cost $85. ($140 in Australia)&lt;br /&gt;
**Some time after 7E and [[The End Times]] went into full swing, GW snapped back into &#039;&#039;their&#039;&#039; logic and re-released the rulebook as a hardcover for double the price of one of those three books.&lt;br /&gt;
*Rules from Escalation and Stronghold Assault are included in the new rulebook. Obviously they&#039;ve left out the data sheets so that you still kinda sorta need to buy those books if you wanna use their content properly. &lt;br /&gt;
*Introduction of [[Tzeentch|Maelstrom of War]], an alternative to the standard set of Eternal War missions. A set of missions (6, to be specific) which revolve around special &amp;quot;Tactical Objectives&amp;quot;. Those objectives are drawn from one of 36 cards and award Victory Points for completing them. Example Tactical Objectives that have been mentioned include &amp;quot;manifest a psychic power&amp;quot;, &amp;quot;destroy a flyer&amp;quot;, and &amp;quot;kill a Character&amp;quot;. Tactical Objectives can be exchanged for another one in the deck at will, and if one is completed it will be replaced with a new one. The new 7th edition codices all seem to be adding additional Tactical Objectives which can only be used by that codex&#039;s faction.&lt;br /&gt;
*Considering that the Tau, Space Marines, and Eldar have gotten rewrites, it&#039;s likely that GW is planning to update every faction to work within 7E parameters, a ballsy choice considering they also annihilated Fantasy and forcibly launched Age of Sigmar.&lt;br /&gt;
*You can ignore the Force Org chart if you wish, resulting in an &amp;quot;Unbound&amp;quot; army list.  However, using the FOC to make a &amp;quot;Battle-Forged&amp;quot; army list which grant you a variety of benefits. The traditional FOC is now referred to as a &amp;quot;Combined Arms Detachment&amp;quot; which allows you to reroll Warlord Traits and lets your Troops control objectives even if an enemy scoring unit is within range of them (unless they also happen to have Objective Secured). Other FOCs are starting to come as new codices are released.&lt;br /&gt;
**The potential for abuse with Unbound lists is obvious- as long as the units themselves are legal, the allies chart is followed, and the point limit is adhered to, literally anything goes. Like an army made up of nothing but HUNDREDS of cheap troops models (like Grots/Cultists etc) for the [[tarpit]] to end all tarpits, or an army consisting entirely of superheavy vehicles. But on the bright side, it also allows you to field fluffy armies legally (e.g. the First Company of a Space Marine Chapter, the [[Phoenix Lord]]s, or a regiment of the Death Korps of Krieg).&lt;br /&gt;
**Even worse is a trend that began with the Necron Codex: Decurions, or Detachments made entirely of formations, some with absurdly unbalancing rules.  Considering that they&#039;re not going to be updating any of the forces before into getting some, this leads some armies (Tyranids, Sisters of Battle, and Orks in particular) with a very big shafting.&lt;br /&gt;
*Kill-Team remains out of the book, though the rules Games Workshop has are still valid.&lt;br /&gt;
*They&#039;re redoing the Allies matrix. See pic related. And now you can have Grey Knights ally with Daemons, allied with Tyranids, allied with Tau. Granted, this army&#039;s going to be pretty much a bunch of paperweights most of the time with Come The Apocalypse rules.&lt;br /&gt;
** Battle Brothers: Benefit from warlord traits and reserve rolls, ICs can join friendly units, can repair each other&#039;s vehicles, and can embark on each other&#039;s transports. Allied troops with a battleforged list get objective secured as well.&lt;br /&gt;
**Allies of Convenience: Act as enemy units that can&#039;t be charged, shot, attacked or targeted, can&#039;t move within 1&amp;quot; of each other, and are impacted by stuff that affects enemy models.&lt;br /&gt;
**Desperate Allies: As AoC, but with One Eye Open.  &lt;br /&gt;
**Come the Apocalypse: Ally like Desperate Allies, but must deploy at least 12&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
=== Psychic Phase ===&lt;br /&gt;
It&#039;s pretty much the Magic Phase from Fantasy, back to use after 2E. First you add up all the Mastery Levels of all your psykers, then add d6 to that; the total is how many Warp Charge dice you get this turn. When you want to manifest a power you roll any number Warp Charge dice, and for each 4+ you get one point. If you have enough points equal to or greater than the warp charge cost next to the psychic power&#039;s name, you manifest it. You may be freely decide how many Warp Charge dice you want to roll, but rolling more dice runs a higher risk of Perils of the Warp. Speaking of, Perils occurs if you roll multiple sixes. Deny The Witch now takes place here and requires Warp Charges to work, so having at least one psyker in your army seems like it&#039;ll be necessary. (It can now also be used to nullify enemy blessings as well as offensive powers.) Expect Tau, Dark Eldar and Necrons getting a rule either in errata or core rules to deny. &lt;br /&gt;
*Force Weapon activation now counts as a psychic power, and is now activated in the psychic phase.  This does not count against your free Primaris.&lt;br /&gt;
*Your opponent gets d6 warp charge dice during &#039;&#039;your&#039;&#039; psychic phase as well for their deny the witch rolls(roll once for the both of you).&lt;br /&gt;
*Witchfire/psychic shooting attacks are done in the psychic phase too, and no longer make the psyker count as having fired a weapon.&lt;br /&gt;
*If a psyker generates all his powers from the same discipline, he also gets the primaris power for free in addition to any other powers known &#039;&#039;(such as &#039;&#039;&#039;Force&#039;&#039;&#039; or unique powers)&#039;&#039;, this is called &#039;&#039;&#039;Psychic Focus&#039;&#039;&#039;. This has the deliberate side effect of making sure all psykers &#039;&#039;(except those that have entirely fixed power sets - such as Broodlords)&#039;&#039; can use at least two powers. &lt;br /&gt;
**Heralds, Daemon Princes and Marked Sorcerers all get their respective Deity&#039;s Primaris power for free after generating all of their other powers just for being aligned, since many of them could not be able to benefit from Psychic Focus due to the way they have to distribute their selection of powers.&lt;br /&gt;
&lt;br /&gt;
====New psychic discipline: Daemonology====&lt;br /&gt;
It is split into Sanctic and Malefic.&lt;br /&gt;
&lt;br /&gt;
Sanctic powers are usable by Grey Knights like normal (but barred from Malefic). Likewise, Daemons (and Sorcerers with the Daemon USR) can use Malefic powers like any other, but can never take Sanctic powers. All other psykers who can use Daemonology get perils when they roll &#039;&#039;any&#039;&#039; doubles, not just double sixes; Eldar and Inquisition are Sanctic only, Tyranids get neither because FUCK YOU, and everyone else with psykers gets both. This means that you can have Chaos Space Marines [[Malal|who hunt down and kill them]].&lt;br /&gt;
&lt;br /&gt;
=====Sanctic=====&lt;br /&gt;
*&#039;&#039;&#039;(Primaris) Banishment:&#039;&#039;&#039; Warp Charge 1. A Malediction with a 24&amp;quot; range that can only be used on units with the Daemon USR.  Will reduce the Daemon&#039;s Invul save by 1 (So the basic 5+ Daemon Invul becomes a 6+)&lt;br /&gt;
*&#039;&#039;&#039;Gate of Infinity:&amp;quot;&#039;&#039;&#039; Warp Charge 1.  A benediction that allows a single unit that isn&#039;t swooping or zooming to Deep Strike anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Hammerhand;&#039;&#039;&#039; Warp Charge 1.  A blessing that grants the caster and unit +2S.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary:&#039;&#039;&#039; Warp Charge 1.  Caster and his unit gain +1 to their Invul save.  Additionally, all Daemons (allies and enemies) within 12&amp;quot; of the caster treat all terrain as Dangerous Terrain.&lt;br /&gt;
*&#039;&#039;&#039;Purge Soul:&#039;&#039;&#039; Warp Charge 1.  Focused Witchfire power with a range of 24&amp;quot;.  Both you and your enemy must now roll d6 and add Ld to the roll.  If the enemy loses, he must take an unsaveable wound.&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Flame:&#039;&#039;&#039; Warp Charge 2.  Range 9&amp;quot; S5 AP4 Assault 2d6 Nova power with Soulblaze and Ignores Cover.&lt;br /&gt;
*&#039;&#039;&#039;Vortex of Doom:&#039;&#039;&#039; Warp Charge 3.  Range 12&amp;quot; Strength D AP1 Assault 1 Blast Vortex power.  Failing the test to manifest this power automatically causes perils.&lt;br /&gt;
&lt;br /&gt;
=====Malefic=====&lt;br /&gt;
*&#039;&#039;&#039;(Primaris) Summoning:&#039;&#039;&#039; Warp Charge 3. A conjuration that summons one of the following within 12 inches of the user: 10 Bloodletters, 10 Pink Horrors, 10 Plaguebearers, 10 Daemonettes, 5 Flesh Hounds, 3 Flamers, 3 Nurgling Swarms, 5 Seekers.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Earth:&#039;&#039;&#039; Warp Charge 1. All models with the Daemon USR (allied and enemy) within 12 inches of the user gain +1 to their invulnerable save and do not scatter when Deep Striking within range of the user.&lt;br /&gt;
*&#039;&#039;&#039;Dark Flame:&#039;&#039;&#039; Warp Charge 1. A Witchfire template power with S4 AP5, Assault 1, and the Soul Blaze and Torrent rules.&lt;br /&gt;
*&#039;&#039;&#039;Infernal Gaze:&#039;&#039;&#039; Warp Charge 1. A 18 inch range Beam power with S3 AP 4, Assault 1, and the Armourbane and Fleshbane rules.&lt;br /&gt;
*&#039;&#039;&#039;Sacrifice:&#039;&#039;&#039; Warp Charge 1. A conjuration that summons a Herald of your choice (with up to 30 points&#039; worth of wargear options) within 6 inches of the user. However, the user or another friendly unit in range suffers a single wound with no saves allowed.&lt;br /&gt;
*&#039;&#039;&#039;Incursion:&#039;&#039;&#039; Warp Charge 3. A conjuration that summons one of the following within 12 inches of the user: 3 Bloodcrushers, 3 Screamers, 3 Plague Drones, 3 Fiends.&lt;br /&gt;
*&#039;&#039;&#039;Possession:&#039;&#039;&#039; Warp Charge 3. Summons a Greater Daemon of your choice within 6 inches, and removes the user as a casualty, just like in Dawn of War. (If the user was part of a unit with Brotherhood of Psykers/Sorcerers, the whole unit is removed.) If the Psychic test to manifest this power fails, the user automatically suffers Perils of the Warp. (Just imagine the look on your opponent&#039;s face when your otherwise useless Wyrdvane Psykers explode into a Bloodthirster. Or your Lord of Change, on his last wound, [[Oinkbane|explodes into a new and fully healed Lord of Change]].)&lt;br /&gt;
&lt;br /&gt;
====Perils of the Warp====&lt;br /&gt;
Perils of the Warp is now a table to be rolled on to determine what hijinks ensue.  It is common for the psyker to have to take a leadership test to determine the outcome.  In the table below, &amp;quot;wound&amp;quot; means the psyker suffers 1 wound or glancing hit with no saves allowed (FNP *is* allowed).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Perils of the Warp&#039;&#039;&#039;&lt;br /&gt;
! Name !! Number !! Leadership Test Not Taken !! Leadership Test Success !! Leadership Test Failure&lt;br /&gt;
|-&lt;br /&gt;
! Dragged Into the Warp&lt;br /&gt;
| 1 || - || Wound. || Psyker is removed as a casualty and his unit takes D6 S6 AP1 hits, starting from the closest to where he was removed.&lt;br /&gt;
|-&lt;br /&gt;
! Mental Purge&lt;br /&gt;
| 2 || Wound. Randomly select one power from the psyker. It is lost for the rest of the game. || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Power Drain&lt;br /&gt;
| 3 || Wound. If it&#039;s the psychic phase, both players lose D3 Warp Charge points. || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Psychic Backlash&lt;br /&gt;
| 4 || Wound. || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Empyric Feedback&lt;br /&gt;
| 5 || - || - || Wound.&lt;br /&gt;
|-&lt;br /&gt;
! Warp Surge&lt;br /&gt;
| 6 || - || Psyker gains 3++, Fleshbane, Armourbane, and Smash until the next friendly psychic phase. || Wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===New rulebook warlord traits===  &lt;br /&gt;
They&#039;re pretty sweet overall.&lt;br /&gt;
*&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[[Creed|TACTICAL GENIUS]]&#039;&#039;&#039; While your Warlord is alive, you can discard up to 2 active Tactical Objectives (TacO) at the turn&#039;s end instead of 1.&lt;br /&gt;
# &#039;&#039;&#039;Master of Interference&#039;&#039;&#039; Once per game, at the end of your turn, your opponent must randomly select a TacO and discard it.&lt;br /&gt;
# &#039;&#039;&#039;Well-Prepared&#039;&#039;&#039; Generate one additional TacO on your first turn.&lt;br /&gt;
# &#039;&#039;&#039;Forward Planning&#039;&#039;&#039; You can redraw all TacOs on your first turn.&lt;br /&gt;
# &#039;&#039;&#039;Master of Fate&#039;&#039;&#039; While your Warlord is alive, re-roll the VP awarded for a TacO.&lt;br /&gt;
# &#039;&#039;&#039;Lead By Example&#039;&#039;&#039; +1 VP for successful Objective Secured TacO by Warlord.&lt;br /&gt;
*&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Inspiring Presence&#039;&#039;&#039; Friendly units within 12&amp;quot; of your Warlord can use his Ld.&lt;br /&gt;
# &#039;&#039;&#039;Intimidating Presence&#039;&#039;&#039; Enemies within 12&amp;quot; of your Warlord use the lowest Ld in the unit.&lt;br /&gt;
# &#039;&#039;&#039;The Dust of a Thousand Worlds&#039;&#039;&#039; Friendly units within 12&amp;quot; of your Warlord have Move Through Cover.&lt;br /&gt;
# &#039;&#039;&#039;Master of the Vanguard&#039;&#039;&#039; Friendly Units get +1&amp;quot; for run and charge within 12&amp;quot;.&lt;br /&gt;
# &#039;&#039;&#039;Target Priority&#039;&#039;&#039; Units within 12&amp;quot; of your Warlord re-roll 1s to hit during shooting &amp;lt;s&amp;gt;(suck it Tau - this is permanent)&amp;lt;/s&amp;gt; (The Tau can also take this as well. so suck it everyone~)&lt;br /&gt;
# &#039;&#039;&#039;Coordinated Assault&#039;&#039;&#039; same as above but for assault.&lt;br /&gt;
*&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Master of Defence&#039;&#039;&#039; Warlord has Counter-Attack.&lt;br /&gt;
# &#039;&#039;&#039;Master of Offence&#039;&#039;&#039; Warlord has Furious charge.&lt;br /&gt;
# &#039;&#039;&#039;Master of Manoeuvre&#039;&#039;&#039; Warlord has Outflank.&lt;br /&gt;
# &#039;&#039;&#039;Legendary Fighter&#039;&#039;&#039; 1VP for each character your Warlord slays in a challenge.&lt;br /&gt;
# &#039;&#039;&#039;Tenacity&#039;&#039;&#039; Warlord has FNP.&lt;br /&gt;
# &#039;&#039;&#039;Immovable Object&#039;&#039;&#039; Warlord has Fearless and IWND.&lt;br /&gt;
*&#039;&#039;&#039;Strategic&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Conqueror of Cities&#039;&#039;&#039; Stealth in ruins + Move Through Cover (Ruins).&lt;br /&gt;
# &#039;&#039;&#039;Night Attacker&#039;&#039;&#039; Choose for night fighting and all models in your army have Night Vision. (Night Fighting is piss weak in 7th though [&amp;quot;Damnit, that was one of our few advantages&amp;quot; - Every Dark Eldar player].)&lt;br /&gt;
# &#039;&#039;&#039;Master of Ambush&#039;&#039;&#039; Warlord + 3 units (non-vehicle) have Infiltrate.&lt;br /&gt;
# &#039;&#039;&#039;Strategic Genius&#039;&#039;&#039; +1 to Seize and re-roll reserves while Warlord is alive.&lt;br /&gt;
# &#039;&#039;&#039;Divide to Conquer&#039;&#039;&#039; -1 to opponent&#039;s reserves.&lt;br /&gt;
# &#039;&#039;&#039;Princeps of Deceit&#039;&#039;&#039; During the first enemy turn, 3 enemy units take a pinning check (kind of poor).&lt;br /&gt;
&lt;br /&gt;
===Other rule changes===&lt;br /&gt;
*Vector strikes are 1 hit, S user, Ap2; the enemy takes D3 if they are a zooming flyer or FMC in swoop mode.&lt;br /&gt;
*All units are scoring, except for Swooping FMCs, Zooming Flyers (and units embarked on them),  units whose rules specifically state that they are not scoring, units that are falling back, and unclaimed buildings/fortifications.&lt;br /&gt;
*However units from Troops choices on armies that follow the Combined Arms FoC in Battle-Forged armies have additional scoring ability referred to as Objective Secured, meaning if they get on an objective, non-Troops units cannot Contest it from them, they can only be contested by other Objective Secured troops.&lt;br /&gt;
*Vehicles must declare Jink when they are targeted with shooting now (before To Hit rolls are made), gives a Cover save (4+ now), but forces the vehicle to make snap shots. Interestingly, a vehicle does not need to have moved in the previous movement phase to Jink (presumably to fairly allow the player who goes second to Jink in the first turn). &amp;lt;s&amp;gt;This is actually retarded bullshit because even if a vehicle is immobilized it can still jink when exploiting [[RAW]]&amp;lt;/s&amp;gt; This has been fixed in the Rules Errata Warhammer 40k: the Rules&amp;quot; of &amp;quot;[http://www.games-workshop.com/resources/PDF/Errata/Warhammer_40000/Warhammer_40000_Rules_EN.pdf  January 2015].&lt;br /&gt;
*Flying Monstrous Creatures now only take one grounding check, at the end of the shooting phase, rather than one check per shooting attack. And only if they take an unsaved wound.&lt;br /&gt;
*Flying Monstrous Creatures now must spend at least one turn gliding after using a swoop move before they can charge.&lt;br /&gt;
*Additional &amp;quot;overkill&amp;quot; wounds taken in challenges now spread to the squad after the challenging Character is dead.  This means that you can&#039;t take a challenge just to soak up all the damage from the rest of your unit (poor ork nobz).&lt;br /&gt;
*Conversely, characters locked in a challenge can be hit by units outside of the challenge if they have nothing else to hit. This includes after one side&#039;s non-character models wipe out all of the other side&#039;s non-character models. This means no more having 20 dudes tied up standing around doing nothing because the challenge isn&#039;t over.&lt;br /&gt;
*Shooting attacks from a squad are resolved one weapon type at a time. For example, in a squad of tactical marines you may choose to resolve the flamer first, then the bolters, then the sergeant&#039;s plasma pistol, then the missile launcher. Very useful if your opponent brought the fortification bullshit that a void shield generator is (chance to pop the shield with the squad&#039;s heavy anti-tank weapon before you pelt it with your other guns).&lt;br /&gt;
*Rending now officially no longer counts as ap2 against vehicles on its own (so basically things like daemonettes are a lot less threatening to vehicles).&lt;br /&gt;
**To Wound rolls of 6 automatically wound regardless of Toughness, and are resolved at AP2.&lt;br /&gt;
**Penetration rolls of 6 add D3 to the roll, and are resolved at the weapon&#039;s AP.&lt;br /&gt;
*Vehicle damage chart is changing again; you need a roll of 7 to make tanks Explode. Thus they can only be insta-sploded if there is a +modifier applicable to the roll, either from AP2 (+1), AP1 (+2) or Open-Topped (+1). This makes them more resilient - not to the ridiculous level of 5E, but to the level they can actually compete with infantry and MC, finally bringing the balance between mech and bio.&lt;br /&gt;
*Flyers that suffer an immobilized result now have to take a test- 3+, the flyer counts as being crew stunned (one turn of locked velocity). However, on a 1 or 2, the flyer crashes and burns.&lt;br /&gt;
*Vehicle Explosions are now S4 all the time.&lt;br /&gt;
*Units in a vehicle that was destroyed cannot charge on the following turn unless the vehicle in question was an assault vehicle.&lt;br /&gt;
*The Split Fire rule no longer requires a leadership test.&lt;br /&gt;
*The Counter Attack rule no longer requires a Leadership test.(Go MoK cultists and Space Wolves!)&lt;br /&gt;
*Vehicles can now use Snap Shots with Ordnance weapons, as long as the weapon itself allows Snap Shots to be fired (still no Snap Shots from Blast weapons). Similarly, vehicles can now fire Ordnance weapons normally at Combat Speed, although all other weapons that turn will be fired as Snap Shots.&lt;br /&gt;
*Flamer templates now hit open-topped vehicle passengers D6 times. Bad news for DE and Orks.&lt;br /&gt;
*ICs can&#039;t join units with MCs, (bye, invisible Riptide). &lt;br /&gt;
*ICs can&#039;t join units that are infiltrating unless they also have infiltrate. &lt;br /&gt;
*Precision Shot is a USR, so IG needs 6s to do precision after the order granting it. Interestingly it does not say on the character page that they have this USR. The same goes with Precision Strike. They probably don&#039;t, seeing as the Astra Militarum codex (Being written with 7th in mind) has a wargear reserved for characters that gives the Precision Shot USR.&lt;br /&gt;
*Smash can now either confer all melee attacks outside of HoW AP2 or make one single attack at Sx2 with a re-rollable Pen roll. (&amp;quot;Fucking Bullshit!&amp;quot; -Every Tyranid player)&lt;br /&gt;
*Invulnerable and cover saves can now be taken against strength D weapons, unless the strength D weapon in question rolled a 6 to wound. Strength D weapons that did not roll a 6 are treated as having S10 and the weapon&#039;s AP, so T6+ units won&#039;t suffer Instant Death from them (on a Destroyer To Wound roll of 2-5 the victim loses D3 Wounds, good for the Tyranid MCs at least, though on a Destroyer To Wound roll of 6 it inflicts D6+6 wounds which would probably kill anything anyway). In addition, Strength D allocates wounds like barrage does.&lt;br /&gt;
*Barrage weapons must now direct fire in order to hit something in their minimum range, so no more hiding basilisks out of LOS, unless maybe on a huuuge table.&lt;br /&gt;
*Sniper weapons lost Pinning and Rending, but rolls of 6 against infantry still give AP2 hits. When they shoot at vehicles, they now have S4.&lt;br /&gt;
*Skyfire/Interceptor combo no longer allows to hit non Flyer/Skimmer/FMC targets at BS.&lt;br /&gt;
*You can&#039;t disembark from Chariots. Also, if a Necron Chariot rider passes his Ever-Living roll, [[Awesome|his whole damn chariot comes back]] (with one Hull Point).&lt;br /&gt;
*Chariots no longer give you a save bonus. This only means that Necrons gotta spend few extra points.&lt;br /&gt;
*Walkers now have Hammer of Wrath.&lt;br /&gt;
*Grenades can only be used once per unit per phase while shooting.  In assault, each model can use a grenade as a single attack (This has been corrected in FAQ to one model per squad).&lt;br /&gt;
*Units can now charge Walkers they can&#039;t hurt. For Tyranid players, this is invaluable indeed.&lt;br /&gt;
*They updated with FAQs that remove a lot of what was said in 6th. All psyker abilities that are not 6th Edition or higher are now removed. Example: Ork Weirdboys no longer have their random table and could only use Daemonology until they got their new Codex, where they got a whole new discipline.  &lt;br /&gt;
*Chariots have the Relentless special rule. The Burning Chariot is now useful!&lt;br /&gt;
*Chariots in close combat always uses their front armour value.&lt;br /&gt;
*Any model with (Character) next to unit type can be the Warlord of your army. While this sounds really silly, this means characters like the Broodlord and [[Warhammer 40,000: Fire Warrior|that lone fire warrior who took on the Lord of Change alone]] can make fluffy list even more possible.&lt;br /&gt;
*Flying Monstrous Creatures can Jink &#039;&#039;while gliding!&#039;&#039; Not just swooping. [[Venomthrope|Find a way to]] [[Nurgle|give them Shrouded]] and you have 2+ cover save on your melee beast the turn he wants to assault.&lt;br /&gt;
*Dedicated Transports are now a special rule as opposed to a force org slot type, or &amp;quot;battlefield role&amp;quot; as they are called now. A transport starts with its own battlefield role (most of them are just Fast Attack, like Rhinos and Razorbacks are), but its role is overridden by whatever takes them as a Dedicated Transport -- i.e. a Rhino is Troops if holding a Tactical Squad, or Elites if holding Veterans.&lt;br /&gt;
*Rules concerning multiple levels no longer seem to exist. Splash damage and flamers now have unlimited vertical range and deal damage through floors (though only where ruins are concerned; fortifications work the same as before).&lt;br /&gt;
*A unit cannot Overwatch if it Goes to Ground; likewise, a unit may choose to Jink or Go to Ground versus Overwatch Fire. A little minor change.&lt;br /&gt;
&lt;br /&gt;
==Boxed Sets==&lt;br /&gt;
*&#039;&#039;&#039;Dark Vengeance&#039;&#039;&#039; is still the starter boxed set, it just got a facelift, a new mini-rulebook and the Chaos Aspiring Champion sprue that had been available on its own for ages has been added.  It eventually got supplementary sets that added a few bonus models to one side.  Not much to give you the full set, but it&#039;s a start.&lt;br /&gt;
*&#039;&#039;&#039;Stormclaw&#039;&#039;&#039;, A new campaign box set featuring [[Space Wolves]] vs [[Orks]], came and went in July 2014, meaning that we might be expecting a new Wolfdex for August 2014 if the current pattern of WFB/40K releases is correct, and this kit not too soon after. They freakin&#039; teased us with this one, adding the mini-rulebook inside it to make us think it was the starter set, only to re-release Dark Vengeance the week after.&lt;br /&gt;
** Grukk FaceRippa is the Warboss for the Ork set, equipped with a kombi-rokkit, a power klaw, and an attack squig.  Guy&#039;s being cast as a kill-krazy Goff, also brimming with some new dakka and teef.  His Waaagh is covered in the Red Waaagh supplement &#039;&#039;(spoiler: he dies early on in the fluff and his Waaagh continues without him) (spoiler: he got better though)&#039;&#039; they are not a secondary army themselves but his formation can be used on its own.&lt;br /&gt;
** Krom Dragongaze is the package&#039;s Wolf Lord, a character at least mentioned before, now brought to a model form.  He&#039;s being cast as a very pissed-off yiff with a Frost Axe and a totem on him.&lt;br /&gt;
** Unlike previous boxed sets such as Assault on Black Reach and Dark Vengeance there are no limited edition sculpts aside from the Wolflord and the Warboss, every other model are the standard non-snap fit sprues. To rub further salt in the wound for Ork players, Grukk is a modified sculpt of the plastic warboss from AoBR. However, it&#039;s still more badass than the AoBR.&lt;br /&gt;
*&#039;&#039;&#039;[[Space Hulk]]&#039;&#039;&#039;: And the fandom rejoiced for GW&#039;s act of kindness, even if it&#039;s just to keep a grubby hold on the copyrights to the name.  It&#039;s essentially a re-release of 3rd Edition with limited availability and some new missions.  There&#039;s also a novella out called &#039;&#039;Sin of Damnation&#039;&#039; that chronicles what goes down.  Also available are a couple small supplement missions allowing you to play with your regular [[Deathwing]]/[[Space Wolves|Wolf Guard]]/[[Ultramarines|Smurf]] Terminators, granting some new weapons and Cyclone Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Deathstorm&#039;&#039;&#039;: There in indeed another limited-edition campaign set that reconfirms the [[Blood Angels]] starter rumors back from the release of 7E, and they&#039;re packed with the Nids as it&#039;s part of the &#039;&#039;Shield of Baal&#039;&#039; campaign.  Like Stormclaw, the only real unique models here being the two heroes.&lt;br /&gt;
**Karlaen is obviously the captain of the First Company, what with his huge armor, Iron Halo, and Thunder Hammer he uses in place of a sword.  Kinda disappointed he has to go save some hapless planetary governor rather than massacre the fuck out of the Nids, but considering how [[Ultramarines|the last guys who fought the Nids full-scale ended up]], it&#039;s maybe for the better.&lt;br /&gt;
**The Spawn of Cryptus is only a Broodlord with Stealth instead of a legit solo character.  His upper claws have massive fucking talons, his headspike is huge, and even his tongue has a spike.&lt;br /&gt;
*&#039;&#039;&#039;[[Assassinorum Execution Force]]:&#039;&#039;&#039; A new Space Hulk-style Limited edition board game which is a chronicle of an Execution Force hunting down Chrimson Slaughter Sorcerer Drask. The 4 Assassins got bitchin&#039; new models, comes with 15 Chaos Cultists, a Terminator Lord kit (to be built as a Terminator Sorcerer) and 3 snap-fit Chaos Space Marines. Also comes with the White Dwarf that holds all the Assassin&#039;s main game rules.&lt;br /&gt;
*&#039;&#039;&#039;[[Deathwatch]]: Overkill:&#039;&#039;&#039; Oh fuck yes. We finally get access to the Alienhunters forces, and brand new models for a Genestealer cult with Magus and modified Chaos Cultists with Genestealer features. And both sides will come with rules to be used in 40k.&lt;br /&gt;
*&#039;&#039;&#039;[[Lost Patrol]]:&#039;&#039;&#039; A reborn classic board game. A Pack of Scouts are lost on a hostile planet infested with hostile aliens - wait, why are they Genestealers? Well, anywaay, Scouts need to fumble about and hope the &#039;stealers don&#039;t kill them before they reach an extraction point.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights: Renegade:&#039;&#039;&#039; A cheap-ish game with two Knights and some terrain, playing based of a game made in WD. As a fun aside, it now gives Renegade Knights so you can play Knights in the big game without being fucked for not being Imperial.&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Attack:&#039;&#039;&#039; Following the new Death From the Skies book is a game that packages two fliers (Heldrake/Stormtalon, Crimson Hunter/Dakkajet, or Night Scythe and Razorshark) and a little board game using them. At least it gives a bonus flyer for you and a mate.&lt;br /&gt;
*&#039;&#039;&#039;Death Masque:&#039;&#039;&#039; Following Deathwatch: Overkill, this boxed set contains Harlequins with a new plastic Eldrad miniature squaring off against a Deathwatch Killteam, Deathwatch Vanguard veterans, Watch Captain Artemis, and a Deathwatch Venerable Dreadnought. Contains the sprue for the Deathwatch Killteam, and a Deathwatch Upgrade sprue containing 10 Power armor pads, 2 Terminator pads, 2 helmets, and [[Inquisition|3 big &amp;quot;I&amp;quot;s.]]&lt;br /&gt;
*&#039;&#039;&#039;Warhammer 40&#039;000: Kill Team:&#039;&#039;&#039; Updated official Kill Team rules for 7th Edition, and an $65 box set featuring a Space Marine Tactical Squad plus Tau Fire Warriors/Breachers. This is how you introduce young players to 40k and play cheaphammer.&lt;br /&gt;
*&#039;&#039;&#039;Gathering Storm: Talons of the Emperor:&#039;&#039;&#039; Official rules for using Adeptus Custodes and Sisters of Silence in 40k. Comes with the sprues from Burning of Prospero, and a Rhino and Land Raider.&lt;br /&gt;
&lt;br /&gt;
==Fluff Updates==&lt;br /&gt;
===Orks===&lt;br /&gt;
*After leaving Armageddon, Ghazghkull engaged in a space battle with Helbrecht and Yarrick and was saved by the direct intervention of Gork and Mork, who commanded him to make a Waaagh! so massive that they could lead the Orks personally. And then they threw him through the warp, 300 years into the past, from M41.990 to 694. He&#039;s currently on his way to Octarius to krump the Tyranids and show the Overfiend who&#039;s the real boss of the Orks. Since the first recorded mentions of Thraka are from about 7 years before the first Ork invasion of Armageddon, in M41.934, this means that he traveled into a past in which his giant WAAAGH and his huge reputation amassed from it didn&#039;t even exist yet. So he&#039;s literally building an army in the past, possibly to jump into the future with again and back up his M41.990-era horde once it&#039;s big enough. Emperor preserve you if Ghazghkull ever meets with himself due to time shenanigans. Source: [http://wh40k.lexicanum.com/wiki/Da_Great_Waaagh!]&lt;br /&gt;
* There is a huge emphasis on the End Times theme, with the Orks suddenly being seized with a religious fervor to gather for the Last WAAAAAAGH!!! - that often mentioned hypothetical galaxy-conquering unification of the Orks seems to be less and less hypothetical as time goes on, especially given Ghazghkull&#039;s new blessings from the Ork gods.&lt;br /&gt;
* The idea that Orks&#039; psychic fields help their otherwise impossible technology work has been really downplayed, possibly removed. The Meks are really competent in this edition. The book Evil Sun Rising places a lot of emphasis on Meks going off of luck and inspiration with little memory about how they did it.&lt;br /&gt;
* More theories as to how the Orks reproduce are thrown around with the spores thing being offered as just one possibility and it is unconfirmed as to how they do it. This is dumbfounding, as even normal guardsmen in novels know how Orks reproduce.&lt;br /&gt;
* The infamous Ork Kaptin Badrukk has created a massive armada after raiding a Ad Mech world. After spotting a wounded Void Whale, Kaptin Badrukk is heading straight towards it. The Void Whale itself is heading straight towards Catachan. The Imperium predict that it&#039;s likely one, if not both, will end up involved with Catachan. The Imperium are unable to warn Catachan of this impending crisis. Perhaps a certain famous Catachan will return to save the day...&lt;br /&gt;
* Orks can now tell the difference between [[Gork]] and [[Mork]] (in previous editions it was a running gag they had no idea which god favored which aspect of Ork warfare).&lt;br /&gt;
&lt;br /&gt;
===Space Wolves===&lt;br /&gt;
*A few retcons about Leman Russ- some time after he was adopted by wolves, a hunting party stumbled across his cave and killed his wolf-mother. After killing twelve men in an attempt to protect his &amp;quot;brothers&amp;quot;, the hunters realized Russ was special and convinced him to go with them to King Thengir. When the Emperor revealed himself, Leman Russ challenged him to a duel on the spot (no mention of any eating or drinking contests), which lasted for hours before the Emperor finally knocked him out. Apparently Emps KOing Russ in one punch wasn&#039;t flattering enough to justify being included.&lt;br /&gt;
*The long-lost 13th Great Company has reappeared in the Imperium. Unfortunately for the Space Wolves and everyone else, they&#039;ve all turned into Wulfen and daemons seem to be following their every move. Needless to say, now that the Curse of the Wulfen is no longer the Space Wolves&#039; little secret quite a few factions in the Imperium are convinced that the Wolves have some kind of Chaotic taint. And after being egged on by the Changeling, the Dark Angels have begun an all-out invasion of Fenris just as a massive Chaos attack is occurring.&lt;br /&gt;
**The situation goes from bad to horrible as the Thousand Sons invade Fenris yet again as a unified legion, with Magnus the Red himself leading their forces. By the end of the whole mess, one of the Wolves&#039; planets is destroyed, the rest of them including Fenris are in shambles, Egil Iron-Wolf is dead, and the Planet of the Sorcerers emerges into the Materium over Prospero as the Thousand Sons begin their attacks on the Imperium in earnest. The remaining Space Wolves head off to the Cadian Gate to battle in the 13th Black Crusade.&lt;br /&gt;
&lt;br /&gt;
===Grey Knights===&lt;br /&gt;
*[[Vorth Mordrak]] has been mentioned to be Admiral of the Fleet.  Any mention of the whole &amp;quot;Ghost Knights&amp;quot; deal is practically nonexistent, as is any mention of [[Anval Thawn]].  However, it&#039;s never explicitly said if these events are noncanon, and considering GW&#039;s stance at continuity, this likely will remain so.&lt;br /&gt;
*[[Khornate Knights|That one incident with those Sisters of Battle]] has now mostly been completely replaced with a new story in which the Sisters not only save the Knights from failing their mission, but then proceed to heroically hold the line against the daemonic tide long enough for Draigo and co. to confront the [[Greater Daemon]] responsible for the incursion.&lt;br /&gt;
* The new hero to come from the Chapter is Aldrik Voldus, who managed to summon [[Kaldor Draigo]] to physical realm on the death of his previous Grand Master. Draigo promotes him to leader of the 3rd Brotherhood before fading back to the warp. &lt;br /&gt;
** It seems that Voldus has now &amp;lt;s&amp;gt;publicly outed the Grey Knights, seeing as he and his men fight openly with the Terran Crusade, then take part in the two day long parade from the space port to the Emperor&#039;s throne room.&amp;lt;/s&amp;gt; &amp;gt; Although it was rare, whole companies of the Grey Knights were already, from time to time, allowed to enter in the &#039;&#039;Sanctum Imperialis&#039;&#039; as a special privilege for an Imperial audience (as are any newly inducted [[Astropath]]). Furthermore, even if [[Black Crusade|the Grey Knights participated in the Terran Crusade,]] [[Minotaurs|it does not means that data about them are disclosed]]. So, yeah, Geedubs is giving us [[Derp|a demo of logic and continuity again]].&lt;br /&gt;
&lt;br /&gt;
===Dark Eldar===&lt;br /&gt;
*Commorragh is not as secure as once thought - there is a sealed hole in the bottom (how can there be a &#039;&#039;bottom&#039;&#039; of Commorragh when it&#039;s made of numerous inter-dimensional realms where &#039;&#039;up&#039;&#039; is a subjective concept?) of the Dark City called Khaine&#039;s Gate, and something is whispering through it out of the Warp, trying to get in. Vect&#039;s putting up some failsafes in the vain hope of containing whatever is on the other side, but they aren&#039;t working. Rumors abound that he&#039;s making a sanctuary, so if things turn to shit in Commorragh he can get away and start a new Dark Eldar empire somewhere else. Between [[Khaine|the name of the Gate]] and the Warp connection, this suspiciously has Eldar cheese Renaissance written all over it, which they&#039;ve been [[Just As Planned|prophesying about since 1st Edition]]. Most hopeful news for the setting since [[Farsight]] rebelled against the [[Tau|fascist confucian weeaboo empire with a Pope]] and [[Alpha Legion|speculated operatives]] stopped the Horus Heresy from leading to [[The Cabal|prophecies of doom]] [[Alpharius|by possibly killing each other]].&lt;br /&gt;
*Vect and Lady Malys are at all-out war with one another, and each is convinced the other wants to flood Commorragh with daemons. Ironically, that&#039;s exactly the opposite of what either of them wants and their fighting is weakening the failsafes further.&lt;br /&gt;
*Having noticed unnerving parallels between the greatly increased raiding and the frenzy of depravity that occurred shortly before the Fall, Urien Rakarth and several of his fellow Haemonculi have taken to placing numerous slaves in stasis pods so they can continue feeding off their suffering even if the Dark City is wiped out.&lt;br /&gt;
*Yvraine&#039;s birth causes Khaine&#039;s Gate to open, flooding Commorragh with Daemons. As a result, Vect&#039;s failsafes fail and all the Dark Eldar start thinking about uniting to overthrow him until Kherdruakh gets his last skull and opens a portal into the mandrake realm. Mandrakes flood the city and basically beat back the Daemons. However, the damage to Vect&#039;s image is irreversible; many Dark Eldar including Lelith Hesperax join the Ynnari, leaving the Haemonculi as Vect&#039;s only allies as Malys openly calls for a revolt against Vect.&lt;br /&gt;
&lt;br /&gt;
===Blood Angels===&lt;br /&gt;
*There are some rumors that the only reason the Red Thirst exists is because of some genetic decay during the process in which the gene-seed is activated by injecting aspirants with Sanguinius&#039; blood.  Of course, this is assuming that this all wasn&#039;t [[Khorne]]&#039;s fault in the first place. &lt;br /&gt;
*The Carmine Blades (Originally called the Swords of Hadroth) are a new chapter.  Originally they were feral worlders who were listed as Ultrasmurf successors for some reason and considered the Red Thirst some sort of tribal curse.  However, [[Astorath]] made one trip to their homeworld and explained who their true [[spiritual liege]] is (Hint: It&#039;s the one with wings).  They&#039;re all well and cool with this revelation, though it is gonna take a deal of effort and time to curb their more crazy habits.&lt;br /&gt;
*The Blood Angels-Necron alliance wasn&#039;t nearly as friendly as it seemed- the Silent King was only using the Blood Angels as meat-shields to cover the Necrons&#039; escape from the Tyranids of Cryptus and told the Blood Angels as much after the battle&#039;s end when they were too far away to be threatened by any sort of retaliation. Dante ordered the records falsified into the &amp;quot;noble alliance&amp;quot; story (as presented in the Wardex) to cover up how the Chapter was tricked and swore to kill the Silent King for his deception. To be fair, Dante was planning to kill the Silent King anyway when the war ended. (Incidentally, the Silent King claimed to know Sanguinius and have allied with him in the past, which is rather peculiar given that he wasn&#039;t even in the Milky Way at the time of the Great Crusade. [[Sanguinor|Unless...]])&lt;br /&gt;
&lt;br /&gt;
===Necrons===&lt;br /&gt;
*One funny tale involves some [[Kroot]] eating Necrons.  This ends up badly when nanoscarabs start flooding the place.  Other tales involve Szeras kidnapping a [[Culexus]] to figure out the Pariah gene, Orikan locking a company of marines into a Time-Loop, and two empires hiring Deathmarks and ending up leaderless at the same time.&lt;br /&gt;
*C&#039;Tan are now counted as lower than even the mindless warriors.  Every Overlord from here to the Dyson Sphere gets their jollies off on this.&lt;br /&gt;
*Dynasties got fluffed out: Mephrit is like the Space Wolves in that they were the Silent King&#039;s executioners and they blew up stars, Nihilakh are greedy mofos with a head that could see the future.  A few other have some stories, but less detail is on them.  Also, no mention of the Maynarkh.&lt;br /&gt;
*Apparently Tomb Worlds can be corrupted by Chaos now as the Daemon Prince Shukketh Voidmaw infected a tomb world with taint of Chaos, but not the Necrons within. The invaders pulled the old chaos trick of &amp;quot;transform the landscape to my wishes&amp;quot; nonsense while they were still asleep and altered their crypts and landscape. When the Necrons awoke and saw what he was doing they engaged the daemon hordes to retake the planet. Necrons are immune to direct corruption as they have no souls to taint, but apparently a planet is fair game somehow.&lt;br /&gt;
*The Silent King has returned from his exile after encountering the Tyranids and is now desperately attempting to reunite the Necrons to fend off the Hive Fleets. So far, he hasn&#039;t been very successful.&lt;br /&gt;
*Trazyn pops over on Cadia and offers to help on a whim. He releases most of his Cadian collection to help fight against Abaddon, but gets bored halfway through and decides to stick around for a suitable addition to his collection in recognition of the momentous event unfolding. Though he initially hoped he could claim Abaddon, he settles for taking Creed instead.&lt;br /&gt;
&lt;br /&gt;
===Harlequins===&lt;br /&gt;
*At the heart of the Black Library, there is a book penned by the Laughing God himself which tells of the ultimate jest: a way by which Slaanesh can be tricked into expending all of her/his/its power to save the Eldar species instead of destroying them.&lt;br /&gt;
*Harlequin Masques are divided into three different Troupes: Light (which represents day, swiftness, and heroic combat), Dark (representing night, villains, and violent endings), and Twilight represents change, like the webway, or a fateful journey).  It&#039;s mainly to weave together their entertainment and their jobs as murderous space elf clown ninjas.&lt;br /&gt;
**Some of the Masques are fleshed out.  The Midnight Sorrow are the local obsessed Chaos-killers.  The Veiled Path is composed of trolls and tricksters so good at their job that even Eldar don&#039;t know whether or not to trust them (and they&#039;re also responsible for driving [[Lady Malys]] crazy and convincing [[Prince Yriel]] into taking the Spear of Twilight).  The Frozen Stars is essentially the Harlequin equivalent of Biel-Tan and there are also smaller entries on other troupes, though only a few of these minor ones get color schemes.&lt;br /&gt;
&lt;br /&gt;
===Khorne Daemonkin===&lt;br /&gt;
*The Khorne Daemonkin are a sect of Chaos Marines that are apparently subservient to the wishes of daemons as opposed to any mortal champions.  In this respect, they&#039;re not exactly related to the [[World Eaters]] (thus giving a probably flimsy excuse as to why [[Kharn]] doesn&#039;t show up in the codex).  However, they aren&#039;t exactly mutually exclusive either, as it&#039;s noted that several of them joined [[Angron]] in fucking up [[Armageddon]] the first time around.&lt;br /&gt;
**Due to their worship of the daemons of Khorne, they tend to form a hierarchy not unlike the one governing the daemonic hosts they serve.  Each of these Daemonkin warbands is commanded by a [[Bloodthirster]] of Unfettered Fury (the bottom rung of Bloodthirsters, for a given term of bottom).  The chain goes up by eights until you reach the top.&lt;br /&gt;
**Since Khorne has a thing against psykers, these bands don&#039;t use them.  Instead, whenever they decide to summon daemons, they use insane fanaticism and a metric fuckton of murder (represented in crunch as the Blood Tithe).  If they&#039;re lucky, they&#039;ll have a Bloodthirster possess someone and break out the old-fashioned way.&lt;br /&gt;
&lt;br /&gt;
===Eldar Craftworlds===&lt;br /&gt;
*In the same vein as the IG becoming the Astra Militarum, the Eldar have now gotten a name change to the &#039;&#039;&#039;Aeldari&#039;&#039;&#039;. Cue obvious comparisons with Age of Sigmar and the Aelves.&lt;br /&gt;
*&#039;&#039;&#039;Fuegan&#039;s&#039;&#039;&#039; role at the Rhana Dandra is expanded upon; he is said to be forging a cosmic chain based upon every kill he&#039;s ever made across the galaxy, and that when the final battle comes to pass, this chain will be strong enough to &#039;&#039;&amp;quot;bind the Dragon to his will&amp;quot;&#039;&#039;  and unleash it upon the [[Chaos Gods|Dark Gods]]. It is said that the soul of the Dragon lives in him though what this actually means can only be conjecture at this point, so it could be a portion of the C&#039;Tan, some alpha-plus level psychic potential, or merely a metaphor for something else. So he&#039;s like a badass Jacob Marley.&lt;br /&gt;
*&#039;&#039;&#039;Baharroth&#039;&#039;&#039; is prophesied to make some kind of significant final sacrifice at Rhana Dandra that will change the fate of the galaxy. &#039;&#039;(ie: more significant than merely dying just like the other Phoenix Lords)&#039;&#039;.&lt;br /&gt;
*&amp;quot;Lesser&amp;quot; craftworlds have had their fluff expanded, though not gaining any more screen time. &#039;&#039;&#039;Yme-Loc&#039;&#039;&#039; apparently has a doomsday device that is powered by the souls of the dead which can strip a continent of life in minutes, but they recently were raided by the Adeptus Mechanicus who left with plenty Eldar technology to play with. &#039;&#039;&#039;Lugganath&#039;&#039;&#039; is looking for a webway portal big enough to take its entire craftworld into the webway.&lt;br /&gt;
*[[Eldrad]] leads a force of Harlequins to raid &#039;&#039;&#039;Port Demesnus&#039;&#039;&#039; and activate a ritual to awaken [[Ynnead]] without requiring all Eldar to die. Captain Artemis and the Deathwatch proceeded to fuck up the ritual, and temporarily stopped the inevitable squatting of Slaanesh like his Age of Sigmar counterpart. &lt;br /&gt;
*Unknown even to Eldrad, the ritual is still able to awaken Ynnead, but in its current state it is not yet able to defeat Slaanesh. The newborn god travels to the Gladiatoral Pits of Commoragh, where it chooses a dying Wych called Yvraine to be its first servant. Her subsequent resurrection reawakens her once-atrophied psychic powers, and shortly after fleeing Commorragh she gathers a growing number of followers from all three major groups of Eldar, chief of which is the reanimated Exarch/Incubus (it&#039;s complicated) known as the Visarch. The new faction dubs itself the Ynnari, and seek the ancient relics known as the Crone Swords to allow Ynnead to reach its full strength.&lt;br /&gt;
**In spite of the book&#039;s name, Biel-Tan is not physically destroyed, but after a Daemonic Incursion floods Biel-Tan Yvraine is forced to reclaim the Crone Sword embedded within its structure; the weapon is able to banish the Daemons, but the Craftworld soon begins to break apart under the strain. In order to preserve the souls within its Infinity Circuit, Ynnead takes them into itself, using them to form its avatar, the Yncarne. &lt;br /&gt;
***Despite the destruction of the Craftworld proper, the Eldar of Biel-Tan are able to evacuate and take up a new lifestyle as a roaming fleet.&lt;br /&gt;
*Iyanden gets attacked by a host of Nurgle Daemons. Prince Yriel is possessed by a Nurgle Daemon Prince, but while he forces it out of his body the Daemon Prince kills him in its death throes. However, Yvraine uses her powers to banish the Nurgle Daemon prince and resurrect Yriel.&lt;br /&gt;
*Due to his involvement with the revival of Ynnead, the Seer Council of Ulthwe grows tired of Eldrad&#039;s incessant meddling with fate. The intervention of the Harlequins prevents Eldrad from being executed outright, but he is nevertheless banished from Ulthwe on pain of death.&lt;br /&gt;
&lt;br /&gt;
===Imperial Knights===&lt;br /&gt;
* The Damocles Crusade was broken up majorly by the Freeblade known as the Obsidian Knight.  He was tough enough to break Stormsurges and Riptides, but was (supposedly) laid low by some Hammerheads.&lt;br /&gt;
&lt;br /&gt;
===Skitarii===&lt;br /&gt;
* Apparently the Mechanicus found an STC containing every psyker related STC. Every cogboy in the sector loses his collective shit and billions of Skitarii are immediately sent with all haste. Given that it&#039;s on a Daemon World, and considering [[Sabbat Worlds Campaign|what happened when a STC was found on a world that had simply been corrupted]], this will likely backfire spectacularly should it somehow get recovered.&lt;br /&gt;
&lt;br /&gt;
===Cult Mechanicus===&lt;br /&gt;
* Some Techpriests were desperate enough to fix the Golden Throne that they decided to hire some Dark Eldar for tech support. To their disappointment they were transferred to some dude in India.&lt;br /&gt;
&lt;br /&gt;
===Space Marines===&lt;br /&gt;
* Raven Guard Chapter Master Corvin Severax got owned by Shadowsun. Now [[Kayvaan Shrike]] is the new Chapter Master.&lt;br /&gt;
* Similarly, [[Kor&#039;Sarro Khan]] tried to kill Shadowsun, but just got a building on his legs for his troubles.&lt;br /&gt;
* The Black Templars and numerous other chapters lend their support to Cadia during the 13th Black Crusade. After Cadia is engulfed by the Eye of Terror, the surviving Black Templar forces escape into the Webway with the Visarch, Greyfax, Celestine, and Archmagos Cawl.&lt;br /&gt;
** Marshal Almarich is the only Black Templar of the Celestinian Crusade to survive the following battle of Macragge, but is declared blessed and gets made into the Emperor&#039;s Champion. However he falls against Skarbrand and his Black Sword is destroyed as Guilliman&#039;s shoots it to bits as a means of defeating the Daemon.&lt;br /&gt;
* The combined efforts of Archmagos Cawl and Yvraine are able to revive [[Roboute Guilliman]], the Primarch of the Ultramarines. Upon learning of the Imperium&#039;s situation, he reclaims his original 500 worlds, fights his way back to Terra, duels his brother Magnus on Luna, and gets an audience with the Emperor behind closed doors. When he returns, he declares that he will resume his old position of Lord Commander of the Imperium and begins to form plans to counterattack the forces of Chaos, setting the stage for a whole new Great Crusade. Needless to say, he is extremely upset with how spectacularly the Imperium went to shit since he was put in stasis. &lt;br /&gt;
*The Red Corsairs attack the White Scar homeworld in a costly attack with huge casualties on the WS&#039;s side.&lt;br /&gt;
&lt;br /&gt;
===Dark Angels===&lt;br /&gt;
*The Deathwing is said to consist of 20 regular squads and 3 Deathwing Knight squads as well as a command squad, clocking in at a bare minimum of 115 Marines; the actual number is a carefully kept secret of the Dark Angels and is likely to be much higher than that. Same goes for the Ravenwing. Furthermore; company veterans are also now formalised as an additional part of the 3rd-9th companies (rather than being #1 of the &amp;quot;regular&amp;quot; squads) meaning the companies are each about 10% bigger than Codex guidelines.&lt;br /&gt;
*There are even more &amp;quot;Circles&amp;quot; of secrets being revealed, all the way down through the companies, even at squad level. For example, the 3rd squad of the 5th company knows less than the 2nd squad, but both know less than any member of the 4th company who themselves know less than the 3rd. How this doesn&#039;t make the marines intensely suspicious of their chapter as a whole despite it becoming painfully obvious that every tiny promotion gives them more knowledge hinting at some terrible secret in the chapter&#039;s past is unknown.(Probably because all space marines are brainwashed as part of their training)&lt;br /&gt;
*In Curse of the Wulfen, after being tricked by the Changeling Sammael orders the Implacable Justice to nuke a chunk of Fenris. The Space Wolves were literally asking for it for when they abandoned other chapters [[Heresy|to save some mutants instead of helping their brothers in arms fight daemons]] (Obviously, yes, the Dark Angels do this regularly, [[Fallen Angels#Ophidium Gulf Crusade incident|even fighting other marines]] in order to capture members of the Fallen; the only real difference is, [[Cypher|the Dark Angels have never been caught]]). Funny, last time I checked the Space Wolves were still loyal to the emprah and the Dark Angels were &amp;quot;being loyal&amp;quot; (not their fault their fluff is poorly thought out and full of contradictions - see the above dot point. Just like the Wolf Wolves, they might as well be called the Secrets Secrets.)&lt;br /&gt;
**During the aforementioned clusterfuck, the Changeling masquerades around the Rock and leads them into conflict with the Wolves, then attempts to breach the lower dungeons where the Fallen Angels are kept with the intention of releasing the old nemesis: [[Luther]], even managing to open some cells of unnamed Fallen on the way, leaving only empty cells and no doubt setting &amp;quot;The Hunt&amp;quot; back centuries. The Changeling gets turned around before finding Luther in an encounter with a Watcher and is set upon by Azrael, along with [[Arvann Stern]] and [[Ragnar Blackmane]] who manage to beat it back and close the Warp rift it opened on the Rock, though this foreshadows the arrival of the Thousand Sons. The Dark Angels then swear to hunt down the Changeling to the edge of real space and beyond as revenge, even though the Grey Knights tell them that it would be a wild goose chase. After agreeing with the Inquisition that a conclave will be summoned to deal with the Wulfen matter at a more convenient time, the Dark Angels then tell the rest of the crusade fleet to withdraw and aid the Wolves in holding off the Thousand Sons.&lt;br /&gt;
**The book ends statement that agents of the Inquisition are now embedded in the Dark Angels fleet as they report from the Rock that Magnus has returned, which suggests they&#039;ll be on a very tight leash from now on, especially since later, Guilliman ordered the Custodians to arrest [[Cypher]] and a bunch of Fallen Angels on Terran soil, the secret will be extremely close to being revealed.&lt;br /&gt;
&lt;br /&gt;
===Tau Empire===&lt;br /&gt;
* During the Damocles Crusade, an Execution Force was deployed against three major Tau leaders: Farsight, Shadowsun, and Aun&#039;Va.&lt;br /&gt;
** The poor Vindicare ends up intercepted by Sub-Commander Darkstrider, who manages to blind him with a photon grenade (despite the visor which is explicitly designed to prevent that) and fill him with holes from a Pulse Rifle,[[What| despite being wounded himself because the Vindicare somehow missed his head]].&lt;br /&gt;
** The Callidus ambushes Shadowsun by disguising as a member of her team. The assassin still dies, but not without scaring Shadowsun by using some really deadly poisons on one of the bodyguards.&lt;br /&gt;
** Of the three Tau, only Aun&#039;Va gets killed because he had the horrible luck of getting the [[Culexus]]. His death was painful. Desperate to keep morale, the Tau managed to put up holograms to give orders, making them think he was alive. This is one of the few deaths of a major character with a model in 40k since 40k was a thing (Tycho, Naaman &amp;amp; Eldrad have also been killed off in the fluff, but Eldrad&#039;s death was retconned). &lt;br /&gt;
**Commander Torchstar gets killed, and Commander Bravestorm sacrifices himself to save Farsight from an assassin, now leaving two vacancies in Farsight&#039;s Eight. In addition to all this Ob&#039;Lotai 9-0 is badly mauled trying to stop an Eversor that was cleaving its way through Farsight&#039;s battlesuit teams to get to him. Until replacements can be found, &amp;quot;The Eight&amp;quot; at the moment is merely a ceremonial name.&lt;br /&gt;
* Longstrike and Pask fought to see who was the better tank commander. Pask beat Longstrike badly in their first battle but Longstrike survived and later returned to destroy Pask&#039;s Lemun Russ without him even seeing. Pask&#039;s probably still alive, salty as all hell. (Hilariously this mirrors the crunch; whoever gets first shot will basically stunlock the other with Penetrating Hits/forcing Longstrike to Jink).&lt;br /&gt;
*The Tau expansion into the Damocles Sector is halted by the Imperium, and the AdMech have formed a blockade cutting their remaining colonies in the sector off from the Empire proper.&lt;br /&gt;
*The overall theme with the Tau currently is that after all their success the Tau have finally been handed their first real string of defeats after provoking a serious response from the Imperium. They are currently cut off from all their new colonies, which will likely be attacked soon and many of their leaders and commanders are dead or wounded leaving the Empires political future in question. The golden age of expansion the Tau had hoped for seems to be over and the Tau appear to be on the defensive for a change. On another note Shadowsun and Farsight seem to have buried the hatchet, though she is still under orders to arrest Farsight at the first opportunity.&lt;br /&gt;
&lt;br /&gt;
===Genestealer Cults===&lt;br /&gt;
* Lots of fluff regarding the Genestealer cults and how they operate, with several notable ones being fleshed out in great detail.&lt;br /&gt;
* Reintroduction of the Genestealer Patriarch and Magus, as well as info on the hybrids. No word on where Broodlords fit in. &lt;br /&gt;
* A few extra stages are added to the Genestealer lifecycle. The [[Genestealer Primus]] is a specialized hybrid born when the cult is ready to operate openly, and serves as a frontline commander for the cult. The Hybrid Metamorphs are a response to a Hive Fleet nearing a planet where a cult is in place and sport a variety of biomorphs normally found on other Tyranid organisms (e.g. a Carnifex&#039;s crushing claws, a Lictor&#039;s scything talons, or a Warrior&#039;s lashwhip and bonesword), while the [[Genestealer Aberrants]] are apparently failed hybrids used as muscle by the cult.&lt;br /&gt;
* Genestealer Cults have somehow infected Holy Terra. Through the efforts of Arbites, Inquisition, Assassins and even the Adeptus Custodes, the majority of uprisings were defeated. The Genestealer infestation was covered up as an outbreak of disease; though with a closing comment that the fake disease would have been a much better event than the truth.&lt;br /&gt;
&lt;br /&gt;
===Chaos Space Marines===&lt;br /&gt;
* Lots of stuff on the Daemon Primarchs returning to aid Abaddon&#039;s Black Crusade.&lt;br /&gt;
* As mentioned above, Magnus the Red&#039;s attack on the Fenris system has brought the Planet of the Sorcerers into realspace, giving him the opportunity to launch direct attacks on Terra. &lt;br /&gt;
* Fulgrim, Mortarion, and Magnus are able to sense the return of Guilliman and make their own plans to deal with their Loyalist brother.&lt;br /&gt;
* Abaddon nearly takes Cadia, but after a grievous wound from Saint Celestine and the Triumvirate overcharging the Cadian pylons he and his forces retreat. They manage to inflict major losses on the Imperials before being driven off- but not before Abaddon crashes his remaining Blackstone Fortress into the planet, destroying the Pylon system and causing Cadia to be consumed by the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
===Imperial Guard/Astra Militarum===&lt;br /&gt;
* The Thirteenth Black Crusade thus far is looking to be a pyrrhic victory for the Imperium. While Abaddon, the Chaos Space Marines, and the Daemons were fended off, countless Space Marines and Imperial Guardsmen died in the process. Meanwhile, Archmagos Belisarius Cawl uses the Cadian pylons to eradicate the Black Crusaders, but Abbadon manages to destroy the pylons entirely when he crashes his Blackstone Fortress into the planet. The remaining Imperials are forced to retreat, with the Cadian 8th Regiment volunteering to stay behind to buy time for everyone else before the planet is engulfed by the Eye of Terror.&lt;br /&gt;
* Color-Sergeant Kell is dead after sacrificing himself to save a heavily wounded Castellan Creed from a rampaging Abaddon.&lt;br /&gt;
* The [[Creed|Tactical Genius]] himself is missing after getting his arm cut off by Abaddon, though he ended up being the sole survivor of the Cadian 8th. It is heavily implied that Trazyn snatched him up for his collection before he could succumb to his injuries.&lt;br /&gt;
&lt;br /&gt;
==tl;dr==&lt;br /&gt;
New rules. Just not very many of them. Expect Unbound armies to be viewed the same way as Double Force Org last edition. Most of the book has remained the same with minor changes that range from good fixes to increased ambiguity to needless to wtf. Introduction of the new Psychic phase is causing the most rage as people learn how to use and abuse it. Fluff is becoming alarmingly similar to [[The End Times]]. Here is a general breakdown of what is going down:&lt;br /&gt;
*[[Powergamer]]s are actively trying to break the system succeeding as always. In the next year who knows what new game breaking combos will be found.&lt;br /&gt;
*The Neckbeards are raging [[The Ultimate Chaos Daemons Cheese List|as per the boring usual]].&lt;br /&gt;
*The Tournament Players are trying to shoehorn their previous lists from last edition to the current.  &lt;br /&gt;
*The Garagehammer guys are still in the garage doing their thing. &lt;br /&gt;
*The Narrative guys are making their own rules and &amp;quot;forging a narrative&amp;quot;. &lt;br /&gt;
*The General Player base is stuck in the crossfire being flung from the ani of the Neckbeards and Tournament players.&lt;br /&gt;
*[[Games Workshop|G-Dubz]] are still trying to take your money.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
&lt;br /&gt;
[[category:40k editions]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Blood_Angels&amp;diff=63042</id>
		<title>Warhammer 40,000/7th Edition Tactics/Blood Angels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Blood_Angels&amp;diff=63042"/>
		<updated>2023-02-26T20:05:05Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Desperate Alllies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Blood Angels?==&lt;br /&gt;
[[File:Blood Angels Cover.jpg|300px|right|thumb|The current codex]]&lt;br /&gt;
[[File:Blood Angels - Red Thirst Edition Cover.jpg|300px|right|thumb|The Red Thirst Edition, which comes with the extra formations from the supplements, but is digital-only.]]&lt;br /&gt;
The Space Marines are the steadfast heroes of the Imperium. By their martial prowess and valor is Mankind preserved from extinction at the hands of a galaxy filled with unimaginable terrors. As one of the oldest and most revered of all Space Marine Chapters, the Blood Angels have stood at the forefront of humanity&#039;s defense for over ten thousand years. With bolter and chainsword they hold the foes of Mankind at bay in an unending battle for survival. Yet the Blood Angels are touched by a terrible flaw that threatens to undo their endless centuries of heroism, a dark madness that only strength of will can hope to contain.&lt;br /&gt;
&lt;br /&gt;
The Blood Angels are the masters of war in all its forms, but they excel in the savage arena of close assault above all others. Every Battle-Brother feels the lure of hand-to-hand combat boiling in his blood - only eye-to-eye and blade-to-blade with the foe can the dark beast within the Chapter&#039;s collective soul be given full reign. Caution is not the Blood Angels&#039; way, and it cannot be yours. Assault Squads, Death Company, Sanguinary Guard - these are the spearhead of your host, but the rest of the army must follow close behind. Stormraven Gunships roar over the battlefield, bringing fresh troops into the maelstrom. Tactical Squads make their implacable advance, heavy weapons fire scouring the bastions of the foe, and tanks spur forward to spit death&lt;br /&gt;
at the enemy from point blank range.&lt;br /&gt;
The Blood Angels are an army fit only for the boldest of generals. Do you have what it takes to lead them to victory?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*You like any of these things: The colors red, gold, white and black, jump packs, assault, angels, vampires, blood, flamers, melta weapons, going fast, and deep strike.&lt;br /&gt;
*The Blood Angels are designed for blitzkrieg. Everything in this army is designed for maximum aggression; you basically have one tactic - race towards the opposing army and punch a giant hole in it.   &lt;br /&gt;
*The Death Company are one of the best close combat units in the game; they are the tip of your spear.&lt;br /&gt;
*Now you can run an army of Death Company. Space Wolves may have Wulfen but you have an entire army of insane killers.&lt;br /&gt;
*Stormravens that will take your unique dreadnoughts and Death Company right down your enemy&#039;s throat in record speed.&lt;br /&gt;
*You like to make Khorne players jealous of all the blood you spill. If you&#039;re in a pinch, even Blood Angels tactical marines can do some work in close combat. (Not so much now because of World Eaters)&lt;br /&gt;
*Blood Angels are the only Space Marine Chapter with access to Overcharged Engines which makes our vehicles Fast. Rhinos, Razorbacks and Baal Predators are overcharged by default. Predators, Vindicators, and Whirlwinds must upgrade for 10 points.&lt;br /&gt;
*The Blood Angels have army-wide Furious Charge. This is infinitely better than the old rule that made you roll a D6 for each unit and they only got Furious Charge and Fearless on a roll of 1.&lt;br /&gt;
*The Red Thirst is now +1 Initiative on the charge as long as there are no disorganized charges. This is unlocked by using the Baal Strike Force Detachment.&lt;br /&gt;
*The Sanguinary Guard are the Blood Angels&#039; unique honor guard with winged jump packs, artificer armor, and master-crafted power weapons.&lt;br /&gt;
*Only Blood Angels Librarians have access to the Sanguinary Discipline which is a great mix of abilities.&lt;br /&gt;
*Only Blood Angels Tactical Squads have access to Heavy Flamers. These are perfect for an assault-focused army because they allow tactical squads to keep moving and shooting and they can assault after firing. &lt;br /&gt;
*Superior Dreadnoughts! Due to the recent FAQ, Blood Angels dreadnoughts have +2 attacks added to their base profiles. This change makes them worth their cost and brings them closer to the infantry blenders they used to be.&lt;br /&gt;
*The Blood Angels FAQ also released an official Errata declaring that all Blood Angels Scouts and Biker Scouts now have WS/BS 4.&lt;br /&gt;
*Fast Scouting Land Raiders&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*The Blood Angels relics are decent but they can&#039;t compare to some of the extremely powerful relics in other armies. The Death Company Relics are amazing but only usable in a Death Company army.&lt;br /&gt;
*Vanguard Veterans have a weaker, less useful version of Heroic Intervention. Sadly, this was left unchanged in the recent FAQ.&lt;br /&gt;
*No access to any of the extremely powerful Space Marine formations such as the Skyhammer Annihilation Force. The Blood Angels Demi-Company is more expensive than the Space Marines and Dark Angels versions since you&#039;re required to take a Dreadnought and either Command Squad or a Furioso Dreadnought.&lt;br /&gt;
*Lemartes takes up an Elites choice even if you take a unit of Death Company for him to join.&lt;br /&gt;
*Furious Charge and The Red Thirst only last the first round of combat so you need to hit fast, hit hard, and ideally wipe out units on the charge.&lt;br /&gt;
*No more Assault Marine troops, but you can take six units of them if you use the Flesh Tearers Strike Force.&lt;br /&gt;
*Sanguinary Priests are HQ choices now and they only confer Feel No Pain to one attached unit. However, they also confer +1 Weapon Skill to that unit.&lt;br /&gt;
*No access to Centurions, Stormtalons, Stormhawks, Landspeeder Storms, Hunters, or Stalkers without Space Marine allies. It&#039;s not much of a loss because none of those units really synergize with the Blood Angels&#039; aggressive play style, except the speeder which would make a much appreciated assault transport.&lt;br /&gt;
&lt;br /&gt;
==Army-Wide Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Furious Charge&#039;&#039;&#039; on everything that can have it.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
#&#039;&#039;&#039;Red Rampage:&#039;&#039;&#039; - Warlord gains the Rampage Special Rule. This is actually amazing on a Librarian Dreadnought if you choose one as your Warlord. 4 base attacks, +1 attack for charging, plus D3 Attacks, Initiative, and Fleet if you cast &#039;Quickening&#039;, plus D3 for being outnumbered. Brutal. &lt;br /&gt;
#&#039;&#039;&#039;Speed of the Primarch:&#039;&#039;&#039; - Warlord gains +1 Initiative, which stacks nicely with The Red Thirst. Don&#039;t equip your Warlord with unwieldy weapons or this will go to waste.&lt;br /&gt;
#&#039;&#039;&#039;Artisan of War:&#039;&#039;&#039; - One of the Warlord&#039;s weapons gains the Master-Crafted Special Rule. This does not apply to the Relics of Baal. Very nice on a Chaplain&#039;s Crozius or a Librarian&#039;s Force Staff if you don&#039;t upgrade it to Gallian&#039;s Staff. If nothing else, apply it to their bolt pistol. It never hurts to re-roll a miss.&lt;br /&gt;
#&#039;&#039;&#039;Soulwarden:&#039;&#039;&#039; - Warlord gains the Adamantium Will Special Rule. Very situational, re-roll this trait if you&#039;re playing against an army that doesn&#039;t use psykers.&lt;br /&gt;
#&#039;&#039;&#039;Descent of Angels:&#039;&#039;&#039; - Warlord and all jump infantry &amp;amp; skimmers &#039;&#039;&#039;in the detachment&#039;&#039;&#039; gains the old 1d6&amp;quot; scatter rule. In addition; jump, flyer, and skimmer units may re-roll failed reserves. This is a very powerful trait in a jump pack and deep strike focused army.&lt;br /&gt;
#&#039;&#039;&#039;Heroic Bearing:&#039;&#039;&#039; - Warlord grants Fearless to all units within 12&amp;quot;. This trait is very nice for keeping your army moving forward.&lt;br /&gt;
&lt;br /&gt;
===Fighter Aces===&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable).&lt;br /&gt;
#&#039;&#039;&#039;Angel of Vengeance&#039;&#039;&#039; - +1 BS.  Pretty nice.&lt;br /&gt;
#&#039;&#039;&#039;Grace of Angels&#039;&#039;&#039; - Ace can now pivot up to 180 before moving, giving them a way to actually back off and go around something if they want.&lt;br /&gt;
#&#039;&#039;&#039;Wrath of Sanguinius&#039;&#039;&#039; - All fellow Blood Angels within 12&amp;quot; of the flier can get one turn with Preferred Enemy.  Blast shit off the map, charge with some big mob of DC, it&#039;s just gonna be based on how your flyer&#039;s gonna run.&lt;br /&gt;
&lt;br /&gt;
==Wargear &amp;amp; Powers==&lt;br /&gt;
While most of the weapons are lifted from the [[Warhammer 40,000/Tactics/Space Marines(7E)|Vanilla Codex]], there are special tools available to the red marines of go-fast.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Encarmine Axe:&#039;&#039;&#039; A two-handed Master-Crafted Power Axe.&lt;br /&gt;
*&#039;&#039;&#039;Encarmine Sword:&#039;&#039;&#039; A two-handed Master-Crafted Power Sword. &lt;br /&gt;
*&#039;&#039;&#039;Furioso Force Halberd:&#039;&#039;&#039; The weapon of the Librarian Dreads, it&#039;s a Power Fist that replaces Unwieldy with Force and loses Specialist Weapon, costing you an attack. It&#039;s still rather threatening either way.&lt;br /&gt;
*&#039;&#039;&#039;Blood Talons:&#039;&#039;&#039; Power fists with shred. Since Death Company Dreads now get 8 attacks on the charge, these are pretty decent for 10 points, making sure you get to re-roll wounds against tough targets.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Inferno Pistol:&#039;&#039;&#039; A 15 Point melta-pistol. 6 inch range. 3 inch melta effect. 5 Points more than a Meltagun but you get an extra attack in close combat. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; A 10 Point flamer pistol. Strength 3 Flamer template. Overall, it is pretty weak, but it wounds T4 on a 5+ and you can cover a lot of models under the template before you assault.&lt;br /&gt;
*&#039;&#039;&#039;Angelus-Pattern Boltgun:&#039;&#039;&#039; The guns of the Sanguinary Guard, it&#039;s a 12&amp;quot; S4 AP4 Storm Bolter.&lt;br /&gt;
*&#039;&#039;&#039;Frag Cannon:&#039;&#039;&#039; A unique weapon to the Furioso.  It&#039;s an S6 AP- Template with Assault 2 and Rending, making it ideal for murderizing GEQ and having a decent chance at clearing out MEQ.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Magna-Grapple&#039;&#039;&#039;: No longer a weapon, this one tool that once allowed Dreads to [[/v/|do the Scorpion]] to whatever he wants and kill now just grants Move Through Cover and allows re-rolls on the charge against Vehicles.  Furiosos can replace Smoke Launchers with these, which is just as well, since you pretty much need to be in combat.&lt;br /&gt;
**Move through cover means immunity to dangerous terrain, which allows your magna-grapple dreads to jump out of storm ravens without fear of the scattering dangerous effect.&lt;br /&gt;
*&#039;&#039;&#039;Overcharged Engines&#039;&#039;&#039;: Makes tanks Fast.  Available for purchase on the Preds, Whirlwind and Vindicator, while the Razorbacks and Rhinos have it stock. Land Raiders get it for free as part of the Lucifer Armored Task Force. Awesome.&lt;br /&gt;
&lt;br /&gt;
===Special Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Blood Chalice:&#039;&#039;&#039; The trademark item of the Sanguinary Priests.  Gives Blood Angels +1 WS, making him only as useful as any other Apothecary for allied Marines.&lt;br /&gt;
*&#039;&#039;&#039;Cluster Bombs&#039;&#039;&#039; A special tool for Scout Bikers, they can booby-trap a single piece of terrain and make it Dangerous Terrain for the enemy.  It&#039;s a pretty devious way of funneling a cover-camping force to your location to kill them.&lt;br /&gt;
**Very notably dangerous terrain for ONLY the enemy, so no worry of risk to your own models.&lt;br /&gt;
*&#039;&#039;&#039;Death Mask:&#039;&#039;&#039; The trademark item of the Sanguinary Guard, it gives the wearer the ability to cause another unit it charges to suffer a leadership test or be reduced to 1 WS.  Being only 1 point per model, it&#039;s honestly not a terrible grab.&lt;br /&gt;
&lt;br /&gt;
===Relics of Baal===&lt;br /&gt;
#&#039;&#039;&#039;Crown Angelic&#039;&#039;&#039;: 10 Points and grants the Fear USR, and Fear tests are taken at -2LD. Situationally useful but isn&#039;t everything?&lt;br /&gt;
#&#039;&#039;&#039;Gallian&#039;s Staff&#039;&#039;&#039;: A 10 Point special Force Staff.  The Libby can re-roll all rolls of 1 when making a Psychic Test, but he takes an unsavable wound if the re-roll is a 1. Good, but risky too.&lt;br /&gt;
#&#039;&#039;&#039;Veritas Vitae&#039;&#039;&#039;: 15 Points and grants an additional Warlord Trait from the Strategic Table. Rolling a 2,3,4,5 on this table is always going to be helpful in getting your fast, choppy army up the board. 1 or 6, not so much.&lt;br /&gt;
#&#039;&#039;&#039;Valour&#039;s Edge&#039;&#039;&#039;: A 20 Point AP2 Power Sword. It lacks special rules but AP2 at Initiative for 20 points is still amazing. Combos brilliantly with Furious Charge and The Red Thirst which you get for free.&lt;br /&gt;
#&#039;&#039;&#039;Angel&#039;s Wing&#039;&#039;&#039;: A 25 Point Jump Pack. The bearer and his unit may re-roll Deep Strike Scatter Dice and Mishap roll. If targeted by a unit or weapon with Interceptor, that unit only fires snapshots.&lt;br /&gt;
#&#039;&#039;&#039;Fury of Baal&#039;&#039;&#039;: A 25 Point Master-Crafted Plasma Pistol without Gets Hot, making it a hellishly more reliable weapon. Nice for making precision shots.&lt;br /&gt;
&lt;br /&gt;
===Psychic Powers===&lt;br /&gt;
====Sanguinary====&lt;br /&gt;
:;Quickening&lt;br /&gt;
::WC1 Blessing. Psyker or target character within 12&amp;quot; has Fleet and +D3 Initiative and Attacks.&lt;br /&gt;
#&#039;&#039;&#039;Fear of the Darkness&#039;&#039;&#039;: WC1 Malediction. Target enemy unit within 12&amp;quot; takes a Morale test with -2LD. Probably the weakest power in the discipline. Note that this is a Morale test not a Fear test so it affects Space Marines. Useful for moving units off of objectives or forcing them to move into charge range of another unit.&lt;br /&gt;
#&#039;&#039;&#039;Unleash Rage&#039;&#039;&#039;: WC1 Blessing. Target unit within 18&amp;quot; has Rage. If the unit already has Rage, they get +1A instead.  Bless the Death Company. Watch them kill.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Sanguinius&#039;&#039;&#039;: WC1 Blessing. The Psyker and his unit have a 5++. You&#039;ll be needing this against any AP2 or D shots.&lt;br /&gt;
#&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;: WC2 Focused Witchfire. A target within 18&amp;quot; must make 2 toughness tests. The target takes a wound for each failed test. If the target dies, place 5&amp;quot; blast with S4 and AP5 Ignores Cover. Cast it and make anything T4 or lower go boom! This is a great power for thinning out infantry units.&lt;br /&gt;
#&#039;&#039;&#039;Blood Lance&#039;&#039;&#039;: WC2 Witchfire. It&#039;s a 12&amp;quot; beam with S8 AP1 and Lance.  Haha! Time to shoot tanks!&lt;br /&gt;
#&#039;&#039;&#039;Wings of Sanguinius&#039;&#039;&#039;: WC2 Blessing. Target an infantry unit within 12&amp;quot;, it may move up to 12&amp;quot; in the psychic phase unless it is locked in combat. The targeted unit may not charge after this movement. A unit that moves using this ability counts as moving for the purposes of shooting weapons in the shooting phase.  This power is an ideal tool for transporting a squad out of a trap or chucking DC into position for a charge next turn. This means that a DC squad with jump packs can move up to 24&amp;quot; in a single turn. (12&amp;quot; movement phase +12&amp;quot; in psychic). This lets you place your deep-striking melta assault squad with terrifying precision - Deep Strike them in a relatively safe spot, then move them 12&amp;quot; into the rear armor of that enemy tank that needs to die.&lt;br /&gt;
&lt;br /&gt;
====Fulmination====&lt;br /&gt;
:;Electrosurge&lt;br /&gt;
::WC1 S5 AP5 Assault 6 witchfire. Point at hordes and explode them.&lt;br /&gt;
#&#039;&#039;&#039;Electroshield&#039;&#039;&#039; - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Or, you could just drop 10 points if you have it lying around for, you know, an actual Storm Shield which can&#039;t be denied or fail to go off. (On a side note, could be hilarious with a Librarian Dreadnought)&lt;br /&gt;
#&#039;&#039;&#039;Electropulse&#039;&#039;&#039; - WC2. A witchfire Nova with radius of 9&amp;quot;, which gives enemies S1 AP- Haywire hits.&lt;br /&gt;
#&#039;&#039;&#039;Lightning Arc&#039;&#039;&#039; - WC2. Witchfire, S5AP4 assault D6. Jumps to enemy units at 6&amp;quot; of the primary target on a 4+. Same effect.&lt;br /&gt;
#&#039;&#039;&#039;Fists of Lightning&#039;&#039;&#039; - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits.&lt;br /&gt;
#&#039;&#039;&#039;Magnetokinesis&#039;&#039;&#039; - WC2 blessing, 18&amp;quot;. Move target unit by 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Electrodisplacement&#039;&#039;&#039; - WC2 blessing or malediction, 24&amp;quot;. Swap target unit with the psyker&#039;s unit. Can work on allies and enemies alike. This will allow for epic trolling. Oh, that enemy unit&#039;s sitting out of charge range from your Assault Terminators/Death Company? Oh look, now they&#039;re right next to your entire army. Have fun blowing them up and charging the remains.&lt;br /&gt;
&lt;br /&gt;
====Librarius====&lt;br /&gt;
AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars. &lt;br /&gt;
&lt;br /&gt;
:;The Emperor&#039;s Wrath&lt;br /&gt;
::S5 AP3 witchfire blast.&lt;br /&gt;
#&#039;&#039;&#039;Veil of Time&#039;&#039;&#039; - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, has caused tons of rage upon leaking. And with good reason. This will all but ensure that your deathstar takes no damage as it plows into the enemy forces&#039; tight sphincter. Heck, bare bones Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition.&lt;br /&gt;
#&#039;&#039;&#039;Fury of the Ancients&#039;&#039;&#039; - WC1. A 20&amp;quot; S6 AP4 beam with Pinning.&lt;br /&gt;
#&#039;&#039;&#039;Psychic Fortress&#039;&#039;&#039; - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12&amp;quot; against Witchfire Powers only.&lt;br /&gt;
#&#039;&#039;&#039;Might of Heroes&#039;&#039;&#039; - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. &lt;br /&gt;
#&#039;&#039;&#039;Psychic Scourge&#039;&#039;&#039; - WC1. Focused Witchfire. Roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power.&lt;br /&gt;
#&#039;&#039;&#039;Null Zone&#039;&#039;&#039; - WC2 Malediction. Targets an enemy unit, drops its invulnerable save by &#039;&#039;2&#039;&#039; (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it&#039;s much more versatile. This is what you use to counter fucks with 2++ bullshit (like Cursed Earth-Grimoire deathstar shenanigans), Riptide&#039;s Shield Generator buff, Storm Shields, and the like.&lt;br /&gt;
&lt;br /&gt;
====Geokinesis====&lt;br /&gt;
:;Chasm&lt;br /&gt;
::WC2 Forces a dangerous terrain test without armor save, single unit.&lt;br /&gt;
#&#039;&#039;&#039;Earth Blood&#039;&#039;&#039; - WC1. Targets a model in 18&amp;quot; of the Psyker. That guy immediately regains D3 &#039;&#039;WOUNDS&#039;&#039; (The wording by default excludes vehicles), and the target plus his entire unit gain IWND. The latter effect won&#039;t come into play too often, but the ability to replenish a guy&#039;s wounds (hint: like Dante), or restore wounds lost to Perils to max is great.&lt;br /&gt;
#&#039;&#039;&#039;Scorched Earth&#039;&#039;&#039; - WC1 malediction, 24&amp;quot;. Choose a point, it deals a single S5AP4 hit to each unit within 6&amp;quot;. This 6&amp;quot; area is dangerous terrain. Crap.&lt;br /&gt;
#&#039;&#039;&#039;Land Quake&#039;&#039;&#039; - WC1  malediction that affects enemy units within 18&amp;quot; of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost or flat out.&lt;br /&gt;
#&#039;&#039;&#039;Phase Form&#039;&#039;&#039; - WC1 blessing, 24&amp;quot;. Single unit. Give move through cover, and Ignore cover to all weapons. [[Awesome|Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters.]]&lt;br /&gt;
#&#039;&#039;&#039;Warp Quake&#039;&#039;&#039; - WC1 WC, 24&amp;quot;. Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits;&lt;br /&gt;
#&#039;&#039;&#039;Shifting Worldscape&#039;&#039;&#039; - WC3 24&amp;quot;. [[What|Move a piece of terrain by 24&amp;quot;]], including models in it, forces dangerous terrain tests on the unit inside. If a unit isn&#039;t entirely inside the terrain, then all units disembark treating it as an open-topped vehicle while taking dangerous terrain tests. &#039;&#039;&#039;&#039;Lots&#039;&#039;&#039;&#039; of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your Death Company]], teleporting a deathstar onto your enemy&#039;s doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ&#039;ing]] [[Eldar|assholes]], etc.&lt;br /&gt;
&lt;br /&gt;
====Technomancy====&lt;br /&gt;
The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. The only question is, do the blessings affect the whole squadron if a target vehicle is part of said squadron?&lt;br /&gt;
&lt;br /&gt;
:;Subvert Machine&lt;br /&gt;
::18&amp;quot; Malediction. You Select a weapon on an enemy vehicle. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, he can only fire snap shots. If you roll higher, You [[Awesome|take control of said vehicle&#039;s weapon for a turn.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it&#039;s common to see an Imperial Knight ally.&lt;br /&gt;
#&#039;&#039;&#039;Blessing of the Machine&#039;&#039;&#039; - WC1. Blessing you give to 1 vehicle in 24&amp;quot;. It now ignores Crew Shaken, Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS (So basically every vehicle Space Marines have except vanilla Rhino-Chassis vehicles)&lt;br /&gt;
#&#039;&#039;&#039;Machine Curse&#039;&#039;&#039; - WC1. Focused Witchfire. Smacks a vehicle with 3 S1 AP- Haywire hits.&lt;br /&gt;
#&#039;&#039;&#039;Reforge&#039;&#039;&#039; - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result, as well as giving the vehicle IWND.&lt;br /&gt;
#&#039;&#039;&#039;Warpmetal Armour&#039;&#039;&#039; - WC1. Blessing that grants plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, gives +1T. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And [[Necrons|Gauss Weaponry]] still doesn&#039;t give a shit.&lt;br /&gt;
#&#039;&#039;&#039;Fury of Mars&#039;&#039;&#039; - WC1. A S1 Haywire Beam.&lt;br /&gt;
#&#039;&#039;&#039;Machine Flense&#039;&#039;&#039; - WC2. Focused Witchfire, 18&amp;quot;. Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; With the new 7th edition codex, Captains got the much needed love that they deserved. They now have access to artificer armor, relic blades, and most of the other fun toys that belong to vanilla Captains. Give him Valour&#039;s Edge, a Jump Pack, and Artificer Armor for a relatively cheap and effective HQ. Where the Librarian and Chaplain are force multipliers, the Captain is a scalpel used to remove enemy HQs and other tough models. &lt;br /&gt;
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*&#039;&#039;&#039;Terminator Captain:&#039;&#039;&#039; It&#039;s a Captain in Terminator Armor. He has a Thunderhammer (which he can swap for a Master-Crafted Thunderhammer) instead of a Power Sword, and that&#039;s it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Identical to the vanilla Space Marines Librarian, though with a different discipline availability. Still has no Invulnerable save, unless you take Terminator armor or luck out with powers. Pretty much an auto-include if you don&#039;t run priest or Mephiston. You can choose to manifest powers from Sanguinary, Biomancy, Daemonology, Divination and Pyromancy, so no Telepathy for us.&lt;br /&gt;
**Death Company with Endurance? Yes, please!&lt;br /&gt;
** Or divination - DC with a 4++ and re-rolls to hit? Awesome!&lt;br /&gt;
**Always take the Storm Shield option if you are using Terminator armor, it&#039;s only 10 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Has all the benefits of a vanilla Chaplain. Any troops in the unit he is with (including himself) who are equipped with a Lightning claw can reroll hits AND wounds in the first round of combat!  If you intend on putting your regular Chaplain in a Death Company squad, just take Lemartes instead; he is exactly the same while having all the benefits of being in the Death Company, plus Fury Unbound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Company Chaplain:&#039;&#039;&#039; These guys are 35 extra points on top of the basic Chaplain with all the rules, and comes equipped with a Jump Pack and Inferno Pistol instead of a Bolt Pistol, with the option to take Special Issue Wargear and Relics. The best part? He allows the Death Company unit he is in the old re-roll to wound rule Astorath has unless they make a disordered charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian Dreadnought:&#039;&#039;&#039;  You do have some other buffed psychic powers, with +D3 A and I, Rage, a 5++ or a an AP1 beam anyone? The other changes to the psychic phase also help a fair bit: Having a psychic &amp;quot;phase&amp;quot; means that you do not lessen your shooting if you choose to let rip with witchfire spells and having communal Warp Charges means that if you have more than one psyker (you can have quite a few in an unbound list but in a single battle-focused list, you can have 2 max plus one for every allied BA detachment) then you can focus more power on the psyker in the best position.  He can only roll on the codex for WT and can replace your fist&#039;s gun with a Flamer or Melta. &lt;br /&gt;
**Librarian Furioso Dreadnoughts are capable of being effective monstrous creature hunters. &lt;br /&gt;
**Cast Quickening for Fleet and +D3 Initiative and Attacks, then activate the Force weapon, then charge for +1 Initiative if using the Baal Strike Force Detachment. Now you&#039;ve got a model with Strength 10, Initiative 6, possibly 7 or 8, AP 2, Force Weapon with 6 Attacks, possibly 7 or 8.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Priest:&#039;&#039;&#039;  Was responsible for a fair bit of Blood Angel Bitching, but now is only available as an HQ and you can only take one per slot; still a fairly solid and formidable choice as far as HQs go, but you are going to need to cover your ass. Only grants the +1 WS and FNP benefits to the unit they are attached to, similar to a Painboy.  This makes him rather invaluable for allies, since almost every other Imperial Force only has apothecaries in command squads though you will lose out on the +1 WS.  They can have Jump Packs or bikes, but can no longer grab Termie Armor.  Bullets will no longer hurt your troops, as if marines needed to become even more survivable. Enjoy your immortal demigod soldiers. Attach one to your most powerful squad and abuse Look Out Sir! but sweet FUCK - watch out for those challenge-cheesing characters and precision shots!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; A minor chance to make a vehicle move again. Now take an HQ slot, and unlike vanilla Marines they can take Jump Packs (at the cost of their Servo-arm), so at least they can keep up with the vehicles they&#039;re supposed to repair. One-wound model, though, so they are good for little else than deep-striking with a combi-melta or attending to a Land Raider, and even then, you can find a better use for an HQ slot. However, it is also worth noting in recent FAQs the techmarine can repair vehicles while being inside of them. In other words give a techmarine his servo-harness and put him in your stormraven and laugh as you regain your hullpoints. If you take him and don&#039;t put him in the stormraven to fix it, then you doing it wrong. &#039;&#039;(It&#039;s also worth noting that Servitors are cheaper than a harness.)&#039;&#039;  Unlike the Iron Priest, the BA Techie is limited to only 5 servitors to himself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Command Tanks (Warhammer World Exclusive)&#039;&#039;&#039; - The new Warhammer World tanks both take up 1 Force Org slot, so you can have an HQ AND both of these awesome tanks! Also, can be used with Blood Angels, Dark Angels, and Space Wolves due to the Designer&#039;s note in the White Dwarf containing their rules. Their exclusivity is made up for by being able to give Marines some serious anti-whatever tools and other support.	&lt;br /&gt;
**&#039;&#039;&#039;Rhino Primaris&#039;&#039;&#039; - Gives access to a Chapter Master&#039;s one-use 7&amp;quot; Blast Orbital Strike, and has a fancy Servo-skull hub which can either grant a unit within 12&amp;quot; Snap-shots (including overwatch) at full Ballistic Skill (Giving that OP Invisibility the middle finger), restore a nearby vehicle&#039;s hull point on a 2+, or give said unit Fearless. Also, you can co-ordinate Reinforcements by selecting a unit held in reserves to automatically come on.&lt;br /&gt;
**&#039;&#039;&#039;Land Raider Excelsior&#039;&#039;&#039; - Comes with a Grav-cannon and Grav-amp for those re-rolls to wound and immobilize and lascannon sponsons. Also has a 6+ Invuln and ignores Crew Shaken/Stunned results. Also can grant a single unit in 12&amp;quot; (which can be boosted to 18&amp;quot; for 10 points) one of a huge selection of special rules for the turn (Counter-Attack, Fearless, Hit &amp;amp; Run, Interceptor, Preferred Enemy, Skyfire, Split Fire, or Tank Hunter), and gets +1 BS if a Rhino Primaris is within 24&amp;quot;.  Pack with a squad built for assault, and you can finally start to become a nuisance.&lt;br /&gt;
&lt;br /&gt;
====Special Characters==== &lt;br /&gt;
*&#039;&#039;&#039;[[Astorath]] the Grim:&#039;&#039;&#039; He&#039;s basically a Reclusiarch with Artificer Armour, a jump pack, and a two-handed power axe. He is initiative 1 due to that axe, so he will be the stain on the end of your opponent&#039;s commander&#039;s boot if you&#039;re not careful (or just a dumbass), but to offset that, rolling a 6 to-wound makes the wound automatic with ID.  He also allows DC to re-roll to-wound on a turn where he charges. Since Reclusiarchs came back in the form of Death Company Chaplains, Astorath isn&#039;t an auto-include anymore if you wish to take Death Company. Alternatively, if initiative is an issue, decide if you want him to fight with his axe or his pistol (counted as CCW, see BRB pg. 41 and 42).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The [[Sanguinor]], Exemplar of the Host:&#039;&#039;&#039; Apparently responsible for a great deal of the Blood Angels&#039; past victories. He has Initiative 6 and WS 8 and an Encarmine Sword and a jump pack. He has 2+ armour, 4+ invulnerable, Furious Charge, Fearless, Eternal Warrior, and can re-roll to-hit and to-wound in challenges. He gives all Blood Angels models within 6&amp;quot; a free attack so they can make that big assault, bolstered by the army-wide Furious Charge. While many people think this guy isn&#039;t worth his cost when you look at other options in the army, consider this guy to be a missile you fire at an enemy unit. Your opponent will have to dedicate a substantial amount of firepower to bring him down before he gets into close combat. While he won&#039;t do that well against 2+ armor, there are many 3+ characters and units that he will mow through. He can take down Kharn, so that&#039;s saying something. You also take him because he&#039;s a force multiplier, he makes every BA unit around him even better in assault which is a pretty powerful buff since you&#039;re going to have units blocking LOS anyway while he&#039;s on the way towards the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mephiston]], Lord of Death:&#039;&#039;&#039; Mephiston&#039;s changed! His Warlord trait gives him Adamantium Will, so stick him in a squad and watch as you deny witchfires and maledictions on a 4+ if the character is Mastery Level 3, 4, or Magnus and deny on a 3+ if the enemy psyker is ML 1 or 2 (+1 For Psyker rule, +1 for Adamantium Will, +1 for having a higher Mastery Level). He&#039;s now &#039;&#039;only&#039;&#039; WS6 but he can get his WS7 back by accompanying a Sanguinary Priest, and with S/T5 it means he can now be insta-killed by Demolisher Cannons/Railguns/Powerklaws, no need for enemies to waste Force and other ID bullshit. He has Furious Charge, Fleet and ATSKNF replacing Fearless. However, Mephiston&#039;s an Independent Character so if you&#039;re feeling threatened stick him in a Terminator Squad with Storm Shields and abuse that 2+ Look out sir! He can still roll on Biomancy to buff his stats, he has &#039;&#039;Sanguine Sword&#039;&#039; (A WC1 blessing that makes him S10) as a personal power, and he has Transfixing Gaze; Each turn Meffy&#039;s in a challenge, you roll 2D6. If you roll equal to or higher than the enemy&#039;s Ld, Mephiston hits on a 2+ like a boss. He&#039;s still a badass, just slightly different so he&#039;s still the Blood Angels go-to Character. Always keep him away from Force and S10 weaponry.&lt;br /&gt;
**If you want ol&#039; Mephiston to become much more survivable, take a look at the new Fulmination discipline, specifically the Electroshield power. With his ML3, you stand almost a 2/3 chance of getting the power. It is WC1 so Meph is pretty likely to get it off. Enjoy your new 3++ toting death machine. Or Fists of Lightning combined with transfixing gaze. For every 2+ he rolls to hit, he gets an additional (see power) hits. Not a terrible combo or devouring anything weaker than MEQs. Alternatively, stick him in a Land Raider Crusader with 15 Death Company for added hilarity and carnage. &lt;br /&gt;
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*&#039;&#039;&#039;Captain [[Erasmus Tycho]]:&#039;&#039;&#039; Good ol&#039; Cap&#039;n Tycho, a mainstay from the olden days, now lost in purpose. He has a master-crafted combi-melta that has an 18&amp;quot; range on the melta part and is AP4 on the bolter part. No more specialist ammunition though. He&#039;s also lost his ability to punch through tanks and armour and so has absolutely no close combat special abilities other than Digital Weapons and Hatred (Orks). He&#039;s cheap for a special character at 130 points, but an upgraded captain can potentially do much more than he can, use him with care.&lt;br /&gt;
**&#039;&#039;&#039;Tycho the Lost:&#039;&#039;&#039; Tycho off his happy pills. The upgraded version of Tycho, he&#039;s still an Independent Character this time around, so no longer needs to run around solo, though he can only join Death Company squads like Lemartes. His profile is unchanged though, and now only gets the addition of Feel No Pain, Fearless and Relentless, which is not bad for an extra 15 points. Unfortunately his gear remains the same so he&#039;s stuck foot-slogging with non-jump pack Death Company.&lt;br /&gt;
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*&#039;&#039;&#039;Brother [[Corbulo]]:&#039;&#039;&#039; Bullets no longer hurt your troops and you get one free re-roll. And this can be for any roll except deployment (though he can re-roll Seize) or game continuation. Unless he dies before you use it, at which point you kinda didn&#039;t deserve it anyway. He has a S5 Rending chainsword and grants +1 ws AND initiative to every Blood Angels unit within 6&amp;quot; (including himself). This doesn&#039;t stack with the WS bonus from a Blood Chalice but stacks with the initiave bonus granted from the Baal Strike Force Detachment. Did we mention that his fixed warlord trait is Speed of the Primarch? It could be kinda funny to make him your warlord, if only to see him put out 5 strength 6 &amp;lt;b&amp;gt;initiative 8&amp;lt;/b&amp;gt; rending attacks on the charge. Costs as much as 2 ordinary Priests and is still vulnerable to powerfists, though, so be careful with him.&lt;br /&gt;
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*&#039;&#039;&#039;Malakim Phoros (Forgeworld)&#039;&#039;&#039;: [[Lamenters]] Chapter Master. The 2013 Forgeworld update turned him from an average character to a scary monster. He lost his ability to force enemy rerolls on successful leadership tests but instead gained the zealot special rule and also generates a 6&amp;quot; hatred bubble around himself, furthermore if he loses a wound he flips out and gains +1 S and A and also confers rage to himself and any unit he joins. All of this makes him very similar to a overcharged chaplain. His Inferno Pistol is now 12&amp;quot; range and his Glaive Encarmine grants +1 Strength on the charge. Finally, he&#039;s the ONLY Blood Angels character who has the chance to suffer /&#039;&#039;(benefit)&#039;&#039; from Red Thirst. Although nothing compared to Mephy, he&#039;s still awesome with DC in a LRC, or if you have balls of reinforced Ununoctium, a Spartan from FW. 24 Blood Crazed Maniacs + Malakim Phoros = An awful lot of dead things, also watch as your opponent&#039;s sense of Target Priority utterly EXPLODES.&lt;br /&gt;
**&#039;&#039;&#039;Bodyguarding this guy&#039;&#039;&#039; Outside of things like a Command Squad (useful to give him FnP but still a bit of a waste with only five 3+ 1W models), DC (wastes Rage and the Fearless part of Zealot but will still hit like a truck), and possibly non-jumping Vanguard Veterans, you&#039;re pretty stymied to find a good bodyguard for this guy. He&#039;s not like Dante who runs best with SG, or Seth who runs usually with DC. The best bet I can think of is either AssTermies with claws in an LRC if you&#039;re feeling pricey, or maybe even Custodes if you can find a decent way to transport them.&lt;br /&gt;
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*&#039;&#039;&#039;Captain Karlaen (Deathstorm)&#039;&#039;&#039;: Basic Termie Captain with an MC Thunder Hammer and Iron Halo for 160 points, which is a little bit more than a normal/vanilla captain with the same loadout, but he has Counter-Attack and Furious Charge built-in, which 5th Edition BA Captains didn&#039;t get. His Warlord Trait allows him +1 to Seize and gives a re-roll on Reserves at any time while he&#039;s alive, which is admittedly incredible for a DS-heavy force like the Blood Angels. Mix him in with an Archangels formation and you&#039;ve got a turn one deep striking, re-rolling reserves, at 1d6 scatter, with stubborn, and The captain still toting Counter-attack! Sweet mercy that&#039;s painful.&lt;br /&gt;
**Seizing the initiative: Pair Cappy K up with Brother Corbulo&#039;s all seeing re-roll and you could be seizing with odds better than a 4+. Tasty.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; Your baseline troops are essentially a tax of shooty dudes in an assault themed army. The ability to bring a flamer/heavy flamer combo is great for assaulting enemies in cover as well as camping objectives. These guys seem lackluster until you look at the Sanguinary discipline; look at Unleash Rage then look back at the tactical squad. That&#039;s right - ten marines firing pistols and flamers and charging at Strength 5 Initiative 5 with 3 attacks each. Suddenly it makes sense why they don&#039;t get CCWs, 4 attacks on the charge for tactical marines would be insane. &lt;br /&gt;
**&#039;&#039;Second look:&#039;&#039; While not as good as the ol&#039; assault marine troops, these guys are better than almost every other variant of tactical out there. &amp;quot;Why?&amp;quot;, you might ask. Because of the above mentioned heavy flamer. Even at 5 men, the ability to take a heavy flamer makes them worth consideration, as a st5 ap4 template weapon can boost the damage output far better than the everyday st4 ap5 one. Not only that, but for a troop choice, these guys still make a solid CC unit on the charge, as I doubt the squad you just torched will have a whole lot left when you assault it. Now add on a regular flamer as well, for even more barbecue before a charge. For extra fun equip the tactical Sergeant with a hand flamer as well, so that&#039;s three flamer templates in a 10-man tactical squad. You&#039;re smiling now, aren&#039;t you? &lt;br /&gt;
**&#039;&#039;A world of fire and blood:&#039;&#039; Wanna get even more nuts? Let&#039;s get nuts!!! Stick TWO hand flamers on that sergeant for a maximum of four flame templates to roast the opposition and four D3 walls of death overwatch. Remember that because a drop pod is not an assault vehicle, your tactical marine squads cannot charge turn 1, so three flamer marines plus seven rapid-firing bolters is sure to bring the pain and possibly make an enemy flee unless they are fearless. Burn baby, burn!&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; Cheap and infiltrating, just like every other Scout unit. Scouts now have the exact same statline as standard Marines, except for a 4+ armor save rather than 3+, gaining Scout, Infiltrate and Move Through Cover in return. This makes Scouts generally a better choice of troops than Tactical Marines. If you run Scouts, you&#039;re likely best off running them naked. 11 points for a model in carapace with a BS4 bolter is actually fairly good as far as medium infantry goes. They&#039;re not much of a combat unit despite Furious Charge with their 4+ save, furthermore their use as beacons is mostly redundant since Tactical Marines can now take Teleport Homers as well and do the same job (which only applies to units comprised entirely of Terminators - again REALLY pushing that kit aren&#039;t they?). What to do with your scouts is to provide some ranged support by equipping them with sniper rifles for 1pt each so you can try to snipe the hidden power klaws and similar threats before your marines have to engage it in melee.&lt;br /&gt;
**If you want real accurate deep strike in your army you should be choosing drop pods or scout bikers instead who may take the more useful &#039;&#039;&#039;locator beacon&#039;&#039;&#039; which allows ALL deep striking units to arrive accurately.&lt;br /&gt;
*** When coupled with Baal Strikeforce, close combat scouts can be an annoying little distraction. A 5 man unit with camo cloaks and a veteran sargeant with a power sword will run you about 90 points. Infiltrate them in ruins for a 3+ cover save, and then see what happens. I&#039;ve had these little guys take out many a devastator squad. 16 I5 S5 attacks (4 of them being ap3) is nothing to sniff at. Very fun unit to play.&lt;br /&gt;
====Special Characters==== &lt;br /&gt;
*&#039;&#039;&#039;Raphen&#039;s Death Company (Deathstorm):&#039;&#039;&#039;  5-Man Death Company Jump Infantry as Troops, but with a Unique Serge that gives +1A/Ld with a Thunder Hammer; the unit has a Power Sword, a Power Fist, and an Inferno Pistol.  For 10 more points than an equally-kitted squad the &#039;&#039;&#039;major&#039;&#039;&#039; rules advantage is that they&#039;ll get &#039;&#039;Objective Secured&#039;&#039; in a CAD and allow you to spend that Elites slot on one of the [[Derp|multitude]] of Blood Angels Elite units.&lt;br /&gt;
*&#039;&#039;&#039;Cassor the Damned (Deathstorm):&#039;&#039;&#039; 5 points more than an equally equipped DC dread gets you &#039;Character&#039; and more importantly moves you to troops for &#039;&#039;Objective Secured&#039;&#039;. Look at your Psychic Discipline, look at your Primaris, look at the targets for said Primaris, look at your DC Character Dreadnought, you know what comes next, enjoy your new Rape Machine (obsec sold separately).&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; You start off with 3 customizable Vets, the Champion, and the Sanguinary Novitiate with the options being either weapons for the vets, the Company Standard, or Jump Packs so they can at least keep up with the attached leader. Do not bother equipping a Command Squad for close combat because Sanguinary Guard are a more cost-effective choice. Instead, equip a Command Squad for a variable battlefield role, they can be equipped with special weapons that are unavailable to Sanguinary Guard or Death Company.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sanguinary Guard]]:&#039;&#039;&#039; They come equipped with jump packs, two-handed master-crafted power weapons, &#039;&#039;&#039;in AP 3 Sword or AP 2 axe flavors&#039;&#039;&#039;, and 12&amp;quot; AP4 Storm Bolters. You can take up to 10 of these guys in a squad. One of them may carry the chapter banner which grants +1 attack to every member of the squad. They can swap out their usual gear for power fists, encarmine axes, plasma pistols, or inferno pistols. They can also take death masks at 1 point per model, which force the enemy to take a Leadership test now or be reduced to WS 1 in each round of combat--which is a much appreciated boon. They have a 2+ armor save but no invulnerable save. Attach a Sanguinary Priest for Weapon Skill 5 and Feel No Pain. Attach a Librarian with Shield of Sanguinius for a 5++ save. People compare this unit to the Vanilla Honor Guard and complain that they can only get a maximum of 3 attacks on the charge but they forget that this unit gets 2 Str 4 AP 4 shots before they charge which isn&#039;t the same, but it is nice to have. Additionally, having master-crafted helps even things out because they can hit more consistently. Also keep in mind that thanks to the Sanguinary discipline, you can give them Rage so they will have 4 attacks on the charge.&lt;br /&gt;
** NOTE: While Sanguinary Guard are awesome (and they are) you really do need to add in a Sanguinary Priest if you want to get them anywhere, and pick your fights carefully. Absent FNP and WS5, they&#039;ll quickly get shot to ribbons by anything AP2 (Grav-Weapons will tear them to pieces) and/or get stomped hard by the top tier of Close Combat Squads (Incubi, Genestealers, Deathwing Knights, most Assault Terminators will all handle them pretty definitively if they pass their leadership test from your updated Deathmask rules). They may be 7 points cheaper than a Terminator, but that lack of Invul save hurts more than you might expect, especially since they&#039;re still more than 30 points a model. So be careful.&lt;br /&gt;
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*&#039;&#039;&#039;[[Death Company]]:&#039;&#039;&#039; You play Blood Angels for the &#039;&#039;sauce&#039;&#039; and this is it. Just take an assault squad if you don&#039;t plan on spending points to outfit them properly, its the cost effective choice. They have a basic Space Marine stat line, but they also have Fearless, Feel No Pain, Furious Charge, and Rage for maximum carnage on the Charge. Do not forget that they are Relentless, so give bolters to fist-equipped guys for free extra shots. If you&#039;re going to use these, it&#039;s highly advisable to throw in Astorath to re-roll to-wound and an array of close combat weapons. Taken together they make Death Company the last word in terminal close encounters. A Land Raider Crusader actually makes a good transport for these guys if you don&#039;t equip them with jump packs. Power mauls are a excellent weapon choice if you are considering taking upgrades since you are focusing mostly on quantity of attacks rather than quality of attacks. For 15 points you are getting +2 strength and concussive on a non-specialist weapon. So a DC Marine with a power maul is striking at Strength 7, Initiative 5, with 5 attacks on the charge and any model that survives the first round is reduced to initiative 1 for the next round of combat. You can also glance most AV 12 and even 13 with a power maul while saving 10 points you would have spent on a power fist. Bonus cool points if you use Corvus Hammers as your power mauls.&lt;br /&gt;
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*&#039;&#039;&#039;Lemartes, Guardian of the Lost:&#039;&#039;&#039; The berserker maniac Chaplain of the Death Company. Lemmy&#039;s weapon change to a power maul in 6th Ed seems like it&#039;s nerfed him somewhat, but the moment he gets wounded he gains a +1 bonus to strength and an extra attack. With Fury Unbound, you&#039;re looking at 6 Str 8 AP 4 attacks on the charge, which can be useful. However, he costs 130 points and like all Chaplains he no longer gives re-rolls to-wound.  Use him only if you&#039;ll need those bonus attacks and can ensure that he won&#039;t die too fast, though having FNP does help a bit. While he seems pricey, consider the fact that he&#039;s allowing your DC to reroll their hits in close combat, making them far more reliable. He also does some serious damage on his own. &#039;&#039;&#039;Remember that Lemartes is a character so he can be  the target for Quickening in addition to Fury Unbound which turns a decent character into an absolute monster with possibly Initiative 10, Strength 8,  and 9 attacks while re-rolling misses on the charge!&lt;br /&gt;
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*&#039;&#039;&#039;Death Company Dreadnought:&#039;&#039;&#039; Similar to the Furioso, but with even more concentrated awesomeness. It can score now thanks to 7th edition, but no luck on Objective Secured. Blood Talons are the go-to choice here allowing your DC dread to maximize the damage done from landing all those attacks (+2 attacks back from GW, rejoice!) and ignores crew stunned and shaken. If you want a more anti-tank oriented dreadnought, consider taking a Furioso (Why? the Furioso has less attacks than the DCD, gaining an extra point of frontal armor and 1 WS, but losing out on the free extra armor that DCD&#039;s get through None Can Stay My Wrath. Really the only reason to take a Furioso over the DCD is Frag Cannons, and if you really really need that extra front armor.)&lt;br /&gt;
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*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Blood Angels love Dreadnoughts, and you should too. The assault cannon is probably the most cost-effective shooting weapon available to them, and replacing the standard storm bolter with a heavy flamer can&#039;t hurt either. You can kit them out for tank-hunting, but other units can easily fill that role, too. They&#039;re no slouches in melee either (unless you were a fool and swapped the DCCW for a missile launcher) but it can&#039;t compare to the Furioso pattern when it comes to well and truly smashing something to kingdom come. Instead, try doubling up on Twin-linked Autocannons for long-range support - there&#039;s a reason as to why rifleman dreadnoughts suddenly proliferated many a Space Marine list.&lt;br /&gt;
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*&#039;&#039;&#039;Furioso Dreadnought:&#039;&#039;&#039; Furioso isn&#039;t so good anymore, it lost a point of WS(now WS5) and has less attacks than a standard Marine dread even when equipped with dual fists (+2 attacks FAQ&#039;ed back, thanks GW!), it is still 13/12/10 but, eh.... Blood Talons were nerfed, losing the admittedly cheesy attacks that generate more attacks gimmick, in return they got the (much, much worse) consolation prize of AP2 and Shred, meh. On the positive side; two meltagun and heavy flamer Furiosos in drop pods dropped on the back lines are bound to fuck with your opponent&#039;s plan. That and the Frag Cannon(S6 AP- Assault 2 rending template) is absolutely hilarious against GEQ and anything else in cover.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; They&#039;re Terminators, what&#039;s not to like? Use them just like you would [[Warhammer_40,000/Tactics/Space_Marines(7E)#Elites|vanilla Terminators]], there&#039;s not much of a difference. Heavy Flamers are cheap and ignore cover, and Assault Cannons and Cyclone Missile Launchers ensure long-range carnage. Remember to bring at least one Chainfist, and a Sanguinary Priest couldn&#039;t hurt either (but he needs to be kept in the back of the party because he can&#039;t take Termie armor anymore). If you&#039;re fighting &#039;Nids, reminisce about the good old days of Space Hulk.&lt;br /&gt;
**&#039;&#039;&#039;Squad Alphaeus (Deathstorm):&#039;&#039;&#039; A Termie Squad with a Chainfist and Heavy Flamer.  For about 5 points more than a normal squad with the same loadout, you get PE (Tyranids) while the Sarge is still alive and no Combat Squad because the squad is fixed at five models.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Assault Squad:&#039;&#039;&#039; Ours cost 5 points more per model than Vanilla Marines but they have Furious Charge which makes up for it because no other Space Marines have a Chapter Tactic that works so well with a unit specifically designed to rip and tear. They come stock with Lightning Claws, and are upgradable to TH/SS for 5 points each. If you use Claws, stick a Sanguinary Priest with them like everything else. The gap between S4 &amp;gt; S5 is more valuable than S8 &amp;gt; S9 unless you are fighting against AV13-14 vehicles or monstrous creatures (but Assault squads with Meltabombs or &#039;&#039;regular&#039;&#039; terminator squads can deal with those effectively anyway). The 3++ is preferred only if you expect to be facing a lot of AP2/1 weaponry such as melta/powerfist spam, but ready access to FNP mitigates against plasma/axes slightly, so consider what your opponent is bringing.  Also they got a new Blood Angels specific pack which costs the same as Dark Angels Deathwing Terminators.&lt;br /&gt;
**It is absolutely necessary that you take a Land Raider Crusader or Redeemer to ensure they make the long trip to the enemy. They benefit greatly from a buffer unit like a Sanguinary Priest (a squad 2+ armour saves, 3+ invul. saves with Feel no Pain? Yes please) or a Librarian (In case you needed yet another sledgehammer in your squad). Bottom line: great CC squad, but they can become really expensive, really soon.&lt;br /&gt;
**One member may take a Company Banner and there is [[What|no limit]] on the number of squads that can take it, but don&#039;t go thinking you can [[Troll]] [[Deathwing]] players by having Banners all over the place, they guy holding it has to replace a Lightning Claw or Storm Shield (depending on your loadout), thereby reducing his overall effectiveness, but all it does is allow BA units within 12&amp;quot; to re-roll on morale/pinning and nothing else. It&#039;s only a 5 point upgrade so only take if you tend to have problems with morale-checks.&lt;br /&gt;
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*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Yep, they&#039;re back. Yep, they&#039;re still awesome. Dakka, dakka, dakka. Just keep &#039;em away from tanks and high-armor units, unless you remembered to bring some combi-meltas/plasmas. Not as useful for Blood Angels, with the amount of anti-infantry and meltaguns they usually possess, but still a fine buy. 10 pts cheaper compared to vanilla marines.&lt;br /&gt;
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*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; Just skip. These days Vanguards are just cheaper(barely) and worse Death Company (though they can take lightning claws, which DC cannot; could be used for mobile MEQ removal, but you have other, more effective choices). You&#039;re paying 1 point less but losing Fearless, Rage, Feel No Pain and Relentless. There is a reason to maybe take Vanguards over DC: They can all equip storm shields and be a mobile 3++ assault unit(This gets very, very expensive)&lt;br /&gt;
** Alternate opinion: Taking units of 5 guys with no upgrades is about the cheapest way to round out the Archangels Demi-Company. Doing this frees up points you can use in other, better formations. Thanks for the redundant Furioso tax G-Dubs!&lt;br /&gt;
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*&#039;&#039;&#039;Blood Angels Contemptor Pattern Dreadnought (Forgeworld):&#039;&#039;&#039; Exactly what it says on the tin, which is to say it gives you everything you love/hate about Furiosos in a Contemptor&#039;s package. Benefits include Atomantic Shielding, 13/12/10 armour, fleet, S7, WS5, The Red Thirst, two DCW&#039;s with storm bolters - and that&#039;s just to start! You get the option for both Contemptor fun (trading a DCW for Kheres Assault Cannon, other standard dread guns, etc) and Blood Angel goodies (Blood Talons, upgrading a storm bolter to a meltagun to break people out of their metal bawkses, the Frag Cannon arm replacement, and the chassis-mounted Magna Grapple). There&#039;s not much of a reason to take Blood Talons on Contemptor unless you know you&#039;re facing lots of 2+ saves, otherwise anything else is better. Keep in mind that taking Blood Tallons restricts the ranged weaponry to the in-built weapon systems only, so if you use them you may want to consider taking a Lucius Pattern Dreadnought Drop Pod as well to assist getting it into combat.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Prometheus (Forge World):&#039;&#039;&#039; What happens if one were to cross a Crusader and a Proteus. It has the Proteus&#039;s transport capacity of 10, however, its sponsons out-dakka the Crusader by a large margin, each sponson having 2 Twin-Linked Heavy Bolters. It lacks any sort of hull-mounted weapon, although it purportedly makes up for this with 2 additional rules: Improved Comms and Battle Auspex. Battle Auspex simply gives the tank Night Vision as well as the ability to reduce enemy cover saves by one. Its the Improved Comms that make this tank of note to the BA; they give +1 to controlling player&#039;s reserve rolls. However these are not cumulative so don&#039;t go thinking you can spam them and bring in reserves whenever necessity decrees. It does go a long way, but its not a game breaker. Remember it still shares the Land Raider traits of PotMS and Assault Vehicle, so in terms of transporting, use it exactly like one would use a Phobos. PotMS also means that both sponsons can fire at full BS even moving at combat speed, however as one starts to add pintle weapons they would have to snapfire. It is still worth taking the HKM along with the Storm Bolter and the Multi-Melta for Weapon Destroyed results, and a Dozer Blade is always worth it considering how much this tank is going to move if you are using it efficiently, as well as Extra Armour. Instead of transporting melee troops as it&#039;s capacity usually just isn&#039;t big enough, maybe use to save points as a replacement for a Razorback. When doing this, be aware that this allows for full squad size, unlike the Razorback.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; They can be tooled any number of ways and most of them are deadly. Small squads with up to 2 Meltas, Plasma/Inferno pistols, or flamers and a fast razorback with Lascannon and twin-linked plasma gun, or a large 10-man squad, either flying, in a drop pod, or in a Rhino (Unfortunately the Angel&#039;s Blade updated these guys, making the drop pods, Rhinos, and jump packs no longer free). In a competitive meta, the 10 fly guys are the way to go as a transport may get blown up as it steps out and you don&#039;t want these guys foot slogging.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeder Squadron:&#039;&#039;&#039; Basically the damn same as the Land Speeders in the Space Marine codex. If you run one, run two, same as other vehicles. Not as good as previous incarnations due to how jink works now. AV10 and only 2hp means you pretty much have to jink when a bolter looks at you, which means that multi-melta hits on 6 and no heavy flamer at all. They&#039;re still not terrible but you might want to consider your loadout carefully. &lt;br /&gt;
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*&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; 1-3 Bikes with heavy weapons. Give them Multi-Meltas and go tank hunting. Other units can handle anti-infantry roles, such as the Baal Predator.&lt;br /&gt;
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*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Blood Angels aren&#039;t as good as vanilla Marines are with bikers (open to debate), if only because they lack the ability to take bikes as Troops (although they can still score). Still, they can prove to be useful as skirmishers as long as you don&#039;t let them get bogged down in an assault. Take a meltagun and/or a plasma gun to kill shit faster (they can take grav as well). There&#039;s also a build, known as Blood Rodeo, in which ASM and Bikes are used together. FNP and FC bikes? Yes please. Sanguinary Priest with bikes, +1 WS, +1 I, FNP, max the unit, kit out the Vsgt for a killy assault unit that is also incredibly survivable.&lt;br /&gt;
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*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; More fragile than standard Bikers, have WS/BS &amp;lt;s&amp;gt;3&amp;lt;/s&amp;gt; 4* as of the Blood Angels FAQ, and can&#039;t take meltas/flamers/plasma guns; instead, all they can do is replace their bikes&#039; boltguns with rapid-firing grenade launchers. However, they can Infiltrate and Scout, and thanks to their Sergeant, an Infiltrating Power Fist on a bike is nothing to sniff at. They can also take Locator Beacons, to help put that deep-striking Jump Pack squad of doom where you want it at, and Cluster Bombs, which make a piece of terrain DT for enemies.  Just don&#039;t bring them into open conflict.&lt;br /&gt;
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*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; Looks like the Orks were right after all: The red ones DO go faster. Costs 10 more points than a vanilla Rhino (45 compared to 35) but is now a Fast vehicle, making them absurdly useful. Take one for as many infantry units as you can. Can be taken as a dedicated transport. It might just be a Rhino, but it&#039;s much better than footslogging across the battlefield getting shot at.&lt;br /&gt;
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*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; It&#039;s fast. It has a big gun on top. Use it in conjunction with Sternguard or your hero unit + Sanguinary Guard/Command Squad. Take the las/plas turret if you can spare the points, since you can move 12&amp;quot; speed and fire both guns. Can be taken as a dedicated transport. &#039;&#039;&#039;A useful tactic when using Razorbacks&#039;&#039;&#039; is to have them two or three abreast, filled with tactical troops with heavy flamers and a squad of assault marines with jump packs behind, using the vehicles for cover. Being a fast vehicle, the Razorbacks can race forward 12&amp;quot;, firing their main weapons, whilst the assault marines use their JP to keep up. Once close enough, the tactical marines get out and hose the enemy with fire, whilst the assault marines mop up in CC.&lt;br /&gt;
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*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; Perfect for putting Dreadnoughts where they need to be. A great platform for Tactical squads with flamer setup, or ASM with 2 meltas and 2 inferno pistols. Also if you&#039;re feeling particularly sadistic, put a Sternguard squad in one, equip them all with combi-meltas and drop it right next to your opponent&#039;s prized tank. First blood is yours on turn one. May induce tears. Can be taken as a dedicated transport.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeder Tempest Squadron (Forge World):&#039;&#039;&#039; For the equipment it&#039;s got, relative to the standard Land Speeder, it&#039;s actually (in terms of points) one hell of a bargain! For starters, it gets an extra point of armour on the front, and the Afterburners rule, which must be ignited at the start of any of its turns upon which it wishes to use them. It may not fire (that&#039;s MAY NOT, NOT SNAP FIRE) any of it&#039;s weapons for that turn, but it counts as a Zooming Flyer. Not that useful, but great for zipping off into ongoing reserves when it looks like your opponent is going to wipe you out. On terms of weapons and gear, the bargain only gets better from here, with an Assault Cannon, Twin-Linked Missile Launcher (with Flakk stock!) and also coming stock with Extra Armour and an Armoured Cockpit, which allows it to ignore Crew Shaken and Crew Stunned results on a 4+. Like normal Land Speeders, up to 3 in a squadron. The number one strength of the Tempest over stock speeders is it&#039;s versatility, with its highly versatile weapon payload, and the fact that its no slower than a regular speeder, means they can adapt to many tabletop situations where a stock Speeder with more specialised equipment wouldn&#039;t be able to. Secondly, with clever positioning, it&#039;s possible to mitigate the threat of that ubiquitous S4 ranged weaponry about, where a normal speeder cannot do this. All in all, if you were planning to bring Speeders and use them to provide mobile anti-cover camper firepower, bring these instead if you can spare the funds, but if you are bringing the normal Speeder with its infamous dual Multi-Melta suicide loadout for anti-vehicle, then stick with that for anti-vehicle.&lt;br /&gt;
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*&#039;&#039;&#039;Javelin Attack Speeder (Forge World):&#039;&#039;&#039; Again for its points its quite the bargain, although its not as powerful here as it is in Legion lists for reasons that will be explained later. To start with the pros, It builds on the armour of a regular speeder going 11, 11, 10, and it is no slower for this. It also costs the same as a normal Speeder with its Heavy Bolter and Cyclone Missile Launcher, and comes with aforementioned additional armour, and two more special rules, one good and one bad. The good news is that this beauty can OUTFLANK!!! The bad news is that it&#039;s a Relic of the Armoury, and if you want to take more than one of those in the army, since Reclusiarchs vanished, you now need a Techmarine, not someone usually seen in Blood Angel armies, and certainly not someone who would have good synergy with this vehicle. Also, you cannot squadron this, which puts it at a severe disadvantage in Kill Points games. In terms of options, the Twin-Linked Lascannon is rarely a good replacement for the Cyclone, so skip. In terms of replacing the Heavy Bolter, a Heavy Flamer would be mad considering how much jinking you are probably going to be up to. However, a Multi-Melta can make this baby into a specialised outflanking tank hunter, with few rivals for points efficiency when combined with the Cyclone, and the fact that this can also take two Hunter-Killer missiles in a Tau-tank-esque fashion. And a Searchlight is always a good utility option for one point. Overall, in Kill Points, think carefully due to the incredible fragility and value cursed upon it by no squadron and RotA, but it can be a premiere tank hunter in the hands of a skilled general.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Baal Predator:&#039;&#039;&#039; The Blood Angels&#039; unique Predator with overcharged engines and armed with a twin-linked Assault Cannon. Can take Heavy Bolter or Heavy Flamer sponsons, or replace the Assault Cannon with a Flamestorm cannon, the S6 AP 3 flamer found on the Land Raider Redeemer. It&#039;s fast, it chews up infantry, and it will draw a lot of fire to stop it from killing their troops. Can now be Squadroned up to 3 per slot, and can Re-roll 1s to wound if there are 3 in the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Stormraven Gunship:&#039;&#039;&#039; (Attack Flyer) Basically, a flying Land Raider. It costs 200 points base, has AV12 all around, and meltaguns don&#039;t get the extra D6 for AP when shooting at them. It&#039;s also bristling with guns; it has a twin-linked heavy bolter, a twin-linked assault cannon, and four Stormstrike missiles (72&amp;quot; S8 AP2, Concussive, one shot each), and that&#039;s only standard issue. It can replace the heavy bolters with a twin-linked multimelta for free or a Typhoon missile launcher for 25 points, and replace the assault cannon with a twin-linked plasma cannon or a twin-linked lascannon for free. And if &#039;&#039;that&#039;s&#039;&#039; not enough dakka for you, it can take hurricane bolters in side sponsons. It &#039;&#039;can&#039;t&#039;&#039; deep strike, but it can take a locator beacon. (So you could use it as a highly mobile beacon for a jump squad or termies.) The real gravy comes with its transport capacity; it can carry 12 guys in power armor (or 6 Jump Infantry/Terminators) &#039;&#039;AND&#039;&#039; one Dreadnought. Watch your opponent cry tears of bitter [[rage]] as your Death Company comes out of fucking nowhere to ruin his day because it&#039;s an Assault Vehicle. It&#039;ll cost you an arm and a leg, but you certainly get what you pay for.&lt;br /&gt;
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*&#039;&#039;&#039;Predator:&#039;&#039;&#039; Marginally more useful than the vanilla Predator, since you can pay 10 points to make it fast, Meaning it can move further and fire more guns at once. The Baal Predator is better than the Destructor against infantry (Compare S7 AP4 Heavy 2 to twin-linked S6 AP4 Heavy 4, Rending); use the Annihilator variant to hunt tanks and Monstrous Creatures instead. Can now be Squadroned, same bonus as Vanilla Marines.&lt;br /&gt;
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*&#039;&#039;&#039;Devastator Squad:&#039;&#039;&#039; They&#039;re just like the vanilla Marines&#039; Devastators, only with the FC. Great with 4 missile launchers - a cheap and universal squad with a lot of firepower. Carry around a priest to babysit them. Park them in cover. Perfect for shooty army-list.&lt;br /&gt;
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*&#039;&#039;&#039;Vindicator:&#039;&#039;&#039; It&#039;s a massive gun strapped to a Rhino. Imperial Guard wished they had something this awesome &#039;&#039;*coughcough*[[Warhammer 40,000/Tactics/Imperial Guard(7E)#Heavy Support|Thunderers]]*coughcough*&#039;&#039;. Even if the gun gets blown off (likely, considering the amount of fire this thing will draw), you can go all-out and ram your target instead for massive damage. Just bear in mind that your choice of targets will be limited once the rest of your army gets into melee, and no-one likes scattering S10 AP2 &amp;quot;friendly fire&amp;quot; pie-plates. Except maybe your opponent. Can now be squadroned, same bonus as Vanilla Marines. Give it Overcharged Engines to ensure it can move from cover to a viable fire position and still fire its main weapon. Always pay for the storm bolter in case your opponent gets the weapon destroyed result on the vehicle damage table. This gives you a 50/50 chance of keeping it.&lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; The Fast engine can actually help Whirlwinds out if they get too close to enemies; just zip off to somewhere safe for you to rain fiery death down upon them. But, as it&#039;s strictly anti-infantry, you&#039;re forced to let someone else take down tanks and the like. You have to buy fast now, but the need for it is really minor. Can now be squadroned, same bonus as Vanilla Marines. &lt;br /&gt;
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*&#039;&#039;&#039;Relic Leviathan Dreadnought (Forge World):&#039;&#039;&#039; - For about double the price of an Ironclad, you get a rounder Dread with S8, AV 13/13/12 with a 4+ Invul that adds d3 to both the range and strength of its death-explosion, two heavy flamers on his body, total immunity to Maledictions powers, and two claws with meltas, Wrecker, and the odds to inflict d3 extra wounds. When this adds to the fact that it adds +1 to its initiative and 2 HoW attacks on the charge as well as a mandatory sweeping advance, you see that the goal of this thing is to touch anything that runs near it. For it&#039;s cost, it might have been better off with AV14 or some better tools. The claws can become drills so you get Armourbane for pennies. You could also make it shooty by replacing a claw with a Leviathan Storm Cannon, that is Heavy 6 S7 AP3 hits with Sunder or a Cyclonic melta lance (not actually a lance weapon), which is a Heavy 3 S9 AP1 18&amp;quot; Meltagun. You could give it Ceramite to cure it of its fear of Melta and three HKs to help pop tanks, but you&#039;ve already got so much for that goal.  To add to that, this thing counts as a Relic of the Armoury, but can&#039;t take a Legacy of Glory, nor can it ever score or benefit from a detachment or formation, so taking this requires extra care.  If you want to, you can consider it as a more anti-vehicle DC Dread or a Furioso with some melee punch now that Bloodfists don&#039;t exist. With some luck and the right loadout, it can give an opponent fielding a LOW smaller then a Warhound a headache. You can transport it in a SR.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider/Crusader/Redeemer:&#039;&#039;&#039; Pretty much the same as the vanilla counterparts: normal Land Raider is schizo, Crusader is [[Emperor|God]]-tier for Terminator transport, Redeemer fucks infantry&#039;s shit up. Use one for heavily-armored delivery. They can no longer deep-strike - not that you should have, but this is most certainly GW listening to their audience and scrubbing Matt Ward&#039;s baleful influence from the game that it once had. Terminators can take them as dedicated transports&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran Battle Tank (Forge World):&#039;&#039;&#039; As of IA Volume Two Second Edition they are now Heavy Support choices for a Codex: Blood Angels army! YAY! It&#039;s a Fast tank, so it can keep pace with the rest of your armoured spearhead. The TWIN-LINKED Accelerator Autocannon makes skimmers cry as no jinks against it. It&#039;s also got rending and fires out 6 shots at standard Autocannon range, meaning Fast need not be utilised to get into range, but to get to the best firing position! Comes stock with Extra Armour, Searchlight and Smoke Launchers, as well as Hull-mounted Heavy Bolter in Leman Russ-esque style. It can take Heavy Bolter or Lascannon sponsons, Heavy Bolters for shredding light infantry and ultra-light vehicles (eg Scout Sentinel light), Lascannons for hunting bigger fish and perforating transports. ALWAYS take the HKM, but never fire it, it helps for Weapon Destroyed results. Dozer Blade is meh, depends on how much terrain you play with. Which brings us to the cheese. ARMOURED CERAMITE. IT&#039;S MELTA PROOF (for 20 pts). ALWAYS DO THIS. ALWAYS. It is unfortunately a Relic of the Armoury, and since Reclusiarchs vanished, you now need a Techmarine to take more than one, which dosen&#039;t really fit in with the whole fast assault thing. Overall, an excellent support element tank. Also note its AV of 13 on the front facing, and 12 on side and rear (This is according to errata, the incorrectly printed books have 13 on all faces), so it is significantly tougher than other standard GW rhino based vehicles. If you have the money, go for it.&lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind Hyperios Air Defence Tank (Forge World):&#039;&#039;&#039; A Whirlwind without the option for Overcharged Engines, the cost seriously cranked up and the replacement of the standard launcher with a Hyperios Missile Launcher. That being a fancy name for a Krak missile with Skyfire and Heat Seeker, meaning it can re-roll to Hit against Fliers and Fast Skimmers. For the price tag, skip.&lt;br /&gt;
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*&#039;&#039;&#039;Spartan Assault Tank (Forge World):&#039;&#039;&#039; Land Raider Phobos on steroids. Lots of &#039;em. It has a Transport Capacity of 25 models. Also 5 HULL POINTS. (although it&#039;s no Super-Heavy, so under 7th it can only transport 1 squad with any attached characters.) The two Quad Lascannons on the side make it more than capable of punching through most vehicles, so leave the Laser Destroyers at home. It also comes stock with Extra Armour which is befitting of its transport role, and it retains the Heavy Bolter of the Phobos. Always take the Frag Assault Launchers if you are using it to ship Terminators into the enemy as it&#039;s still an Assault Vehicle, but Death Company, Sanguinary Guard and Veterans already have them so in that case leave at home. A HKM always helps for Weapon Destroyed provided one never fires it. Armoured Ceramite is mandatory considering what this sweet baby will draw its way. For pintle guns, a Heavy Bolter or Multi-Melta would be best. Make sure to use that 25 capacity for the killiest melee squad one has, even consider giving them Jump Packs just in case something goes wrong after you charge out. Bear in mind, this is no Relic of the Armoury, so it&#039;s perfectly possible to use these tanks, with melee deathstars inside and attached characters, and some other infantry behind them  (eg Tactical Razorbacks or Assault Meltamarines). This allows your BA to focus on what they do best, one can always ship in a cheap ally for AA, or take the Battle of Sarosh Legacy of Glory on one of these to allow those Quad Lascannons to get Skyfire, Interceptor, Tank Hunters and Night Vision for a turn, although this only really works if your opponent only has 1 flyer. Usually better to ship in an ally. It is however pricey, with the barebones price only beaten by the Achilles in the non Super-Heavy league of BA tanks. So in conclusion, another wonderfully overpowered tank from FW, but it really excels in big games and having your army based around it&#039;s presence, rather than as a support element.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Helios (Forge World):&#039;&#039;&#039; Whirlwind, Razorback and Phobos have a threesome. This is the product. It is a Phobos with the Heavy Bolter switched out for a Whirlwind Missile Launcher, the transport capacity toned down to 6, and the ability to replace said launcher with the aforementioned air defence launcher. Don&#039;t forget with PotMS it can fire independently of the Lascannons, and although this tank still has Assault Vehicle, unlike the Achilles or Proteus, the only way it could find use would be with HQ + Command Squad/Honour Guard. HKM&#039;s, Dozer Blades and Extra Armour follow the same rules here as most vehicles; if you can spare the points, do. Take it if you wanna switch out a Razorback for a bigger toy and don&#039;t want to or can&#039;t afford to take an independent AA asset. Only pay the price for the air defence when you have nothing else to airwatch, otherwise stick with the standard one, it is of much greater target versatility. &lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Proteus (Forge World):&#039;&#039;&#039; The grandad of all Land Raiders. If one is going to bother with it, always take the Explorator Augury Web. Yes it reduces the transport cap to an awkward 8. But in BA this gives ypu the vital ability to re-roll all reserve rolls. This tank has obvious synergy with the Prometheus; re-rolling 3+ reserves on turn 2! Lovely. It can also disrupt the enemy&#039;s reserves, if put into this mode they have to -1 from all their rolls. You can only choose one mode per turn however, so pick well. Again, the presence of multiple EAW&#039;s has no cumulative effect, so don&#039;t bother spamming them. In terms of the awkward 8, consider it a slower, tougher, Razorback with more room to spare for bodies. If you really want to use it as a cheaper Phobos, (it is 4/5 of the points cost admittedly) then make sure the unit you are transporting will not need to assault out of it as it has no Assault Ramp. It is worth noting however, that with the stock gear of the Phobos which it can buy (which is to say, all of it except for the ramp), it is still 30 pts cheaper, so if you are using the Phobos as a transport for Sternguard (or tacticals if you happen to be mad) this is the cheaper option in terms of points, but NOT MONEY, it costs almost twice as much! &lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Achilles (Forge World):&#039;&#039;&#039; This tank is weird, overpowered but weird. First of all, it has the transport capacity of 6, fine for said HQ and Bodyguards, but it lacks an Assault Ramp (if you&#039;re going to bring a techmarine, {Lucifer armored task force} stick it in this baby with a few servitors to keep this baby rolling even longer). So it again can be used as a razorback alternatives for your tacticals. Its sponsons are Twin-Linked Multi-Meltas. You might think this is insane, after all, to get close enough to melta something means it can return fire with meltas, but this is where the rule that makes this tank so broken comes into play: Ferromantic Invulnerability. It ignores all melta double dice, the lowering effects of Lance weaponry (Dark Eldar cry) and it reduces all Penetrating hit results by -1 on the damage table. WHAT. HAS. HAPPENED. If that&#039;s not enough then fear not, it strips out the Heavy Bolter, and replaces it with a THUNDERFIRE CANNON. OH. SWEET. CHEDDAR. BUY ALL THE ADDITIONAL WEAPONS FOR WEAPON DESTROYED RESULTS, ALWAYS. ALWAYS. ALWAYS. Dozer Blade is good here, and so is Extra Armour. It has one flaw, its price tag. Once you have bought all the mandatory bells &amp;amp; whistles, it comes to as many points as there are degrees in a circle. Being FW it will also break your bank as well as your points allowance, but if you have a niche it can fill, then it is strongly recommended.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Deredeo Pattern Dreadnought:&#039;&#039;&#039; Two things that Blood Angels usually lack: long range firepower and skyfire units, this thing makes up for it, despite the relatively inexpensive cost for a FW unit (£65 complete). Comes with a pair of TL Autocannons and you get and TL Heavy Bolters built-in and the Deredeo&#039;s Anvillus Autocannons have higher strength and the Sunder quality (basically Tank Hunters USR for that weapon only). You get the Helical Targeting array and Atomantic Shielding, and they don&#039;t have many customisation options (right now), but since this is not a melee dreadnought at all, for that cost it&#039;s a bargain. The Aiolos Launcher is a bit off-key, since it doesn&#039;t really have the strength to rate highly as an anti-vehicle, even though it always hits targets side armour (which is often 11-12) and does better as an MEQ killer due to AP3, which is helped in this role since it can fire independently of the Deredeo&#039;s other weapon. The Deredeo also has the option of replacing its Autocannons with a Twin-linked Hellfire Plasma Cannonade. It reduces range to 36&amp;quot;, S7 and loses Sunder. It gains two AP2 firing modes, either Heavy 4 and doesn&#039;t Get Hot or Heavy 1 with Large Blast and Gets Hot. This makes it very expensive with the Aiolos but good for killing heavy armor/MCs and dealing with other TEQs so BA Terminators can deal with other targets. In a Blood Angels army the Deredeo would be even more invaluable than the vanilla codex due to the BA codex&#039;s lack of &amp;quot;core&amp;quot; Heavy Support AA options like Hunters/Stalkers.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
As with the Space Wolves and Grey Knights 7th Edition Updates, Commander Dante and Chapter Master Seth have been moved to Lord of War slots in same fashion as [[Logan Grimnar]] and [[Kaldor Draigo]].&lt;br /&gt;
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*&#039;&#039;&#039;Commander [[Dante]]:&#039;&#039;&#039; Pretty damned powerful for a Chapter Master, with a jump pack, inferno pistol (Melta in pistol form), and a Power Axe (great for Hit and Run).His  mask gives him fear(also for every enemy unit  at the begin of each fight sub-phase (not only for units in basecontact with him))and not an enemy character -1 to Ws, Wounds, Attacks and Initiative anymore.  He can deal with pretty much any kind of enemy in the game with a decent chance of winning.  As of the 7th edition update he now has his much needed Eternal Warrior. Throw him at S8-10 weapons if you&#039;re feeling gutsy, and now that melee weapons have AP values his artificer armour lets him laugh at power swords. His WT reduces the scatter distance of the unit he&#039;s with, so pair him with a Honour Guard unit with multiple meltaguns to kill a tank and threaten its contents the next turn, or deliver some other killy unit with precision. Take him and Mephiston for extra lulz. Also as of 7th Edition his axe is now S+2 AP2 &#039;&#039;&#039;and strikes at his stupidly high initiative.&#039;&#039;&#039;&lt;br /&gt;
**If you run Maelstrom with Dante as warlord, you also get to roll on the Tactical Traits table.  Joy.&lt;br /&gt;
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*&#039;&#039;&#039;Chapter Master [[Gabriel Seth]]:&#039;&#039;&#039; The incredibly badass Chapter Master of the Flesh Tearers. Doesn&#039;t have a power weapon, but his huge chain sword, Blood Reaver, hits at Strength 8 (in Initiative order, even!) and has Rending. His other feature is the ability to make another hit on a to-hit roll of 6 which do not in turn generate more hits. Also, he&#039;s low priced at 155 points, has 4 attacks base, and is Fearless by default to boot. The downside is that he doesn&#039;t buff your army in any way (other than granting Fearless to the squad he&#039;s in), so take stick an HQ with him to make him and the army more effective. While not quite amazing, as a pure combat character, Gabe is pretty far from a bad buy get him into combat with a decent squad, then: &#039;Watch the Magic happen...&#039;&lt;br /&gt;
*&#039;&#039;&#039;Alternate POV:&#039;&#039;&#039; This guy is only usefull to chop Imperial Knights and those mecha LOW out there while on quickening (+attacks,FLEET), pretty dodgy to make him worthy but relatively easy to double his cost with those mecha LOW. He works better isolated (much of glass cannon). NEVER give him warlord, rampage isn´t neccesary on a ws6 model who already has 6 attacks on charge and better quickened.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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Bottom line, don&#039;t take them. (Although Vengeance Weapon Batteries may be useful for softening infantry before you chop, rend and tear them to red ruin) The Blood Angels are at their best when they are on the offensive. Your guys are meant to charge, not sit behind cover.&lt;br /&gt;
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However, if you still want more information, here are some general tactics for fortifications [http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications]&lt;br /&gt;
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==Supplements==&lt;br /&gt;
===Shield of Baal: Exterminatus===&lt;br /&gt;
[[File:Shield of Baal - Exterminatus.jpg|300px|right|thumb|]]&lt;br /&gt;
Not really a full supplement, but contains more than enough in it to count, new formations should be discussed in the formations section, leaving the other rules and benefits in here.&lt;br /&gt;
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====Archangels====&lt;br /&gt;
This is essentially the First Company of the Blood Angels as an army.  This means lots of Termies and Vets, as the FOC shows.&lt;br /&gt;
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=====Archangels Warlord Traits=====&lt;br /&gt;
# &#039;&#039;&#039;Grim Determination&#039;&#039;&#039;: Warlord is Fearless - not so great if your warlord is a chaplain, where it&#039;s already there.&lt;br /&gt;
# &#039;&#039;&#039;Aggressive Defence&#039;&#039;&#039;: Warlord and his unit have Counter-Attack, which isn&#039;t bad so you can react to whatever charges.&lt;br /&gt;
# &#039;&#039;&#039;Blood Champion&#039;&#039;&#039;: Re-roll to-hit in a challenge.  It&#039;s not bad, and most of your HQs can do okay with it.&lt;br /&gt;
# &#039;&#039;&#039;Master of the Field&#039;&#039;&#039;: Warlord and his unit get [[AWESOME|Objective Secured]].  AWESOME.  Stick with a squad with Cyclones.&lt;br /&gt;
# &#039;&#039;&#039;Lord of Baal&#039;&#039;&#039;: Units within 12&amp;quot; may re-roll failed morale checks, pretty much exactly the same as a normal standard bearer.  At least it sorta saves cash from spending it on the new relic banner.&lt;br /&gt;
# &#039;&#039;&#039;Angel of Death&#039;&#039;&#039;: Grab Preferred Enemy.  Good take.&lt;br /&gt;
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=====Archangels Strike Force=====&lt;br /&gt;
This detachment&#039;s fluff is meant to depict the entire First Company, and what better way to portray that by only allowing 2 HQ and 16.  ELITES.  SLOTS.  Yeah, 16 elites slots, 10 reserved for Termies and Vets, while the other 6 are for Dreadnoughts (sadly no Libby Dreads, so that Dread Army with [[Bjorn]] and &#039;&#039;&#039;MURDERFANG THE MURDERBORN&#039;&#039;&#039; will have to wait), and the HQs need to be Termies.  Using it brings back the classic d6&amp;quot; deep strike scatter on ALL units (not just Jump Infantry like with Descent of Angels), re-rolls on failed reserves and a re-roll on the new Archangels Warlord Traits Table. &lt;br /&gt;
*The reduced scatter distance would stack with the Descent of Angels warlord trait for &#039;&#039;&#039;perfectly&#039;&#039;&#039; accurate deep striking for Jump Infantry in the detachment, especially since you may &amp;quot;choose&amp;quot; to roll on the new traits, rather than being forced to. But your FOC re-roll only applies to the Archangels traits.&lt;br /&gt;
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=====Relics of the Archangels=====&lt;br /&gt;
Note, that these relics are taken in &#039;&#039;addition&#039;&#039; to the Relics of Baal, rather than replacing them. &lt;br /&gt;
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#&#039;&#039;&#039;Banner of the Archangel Host&#039;&#039;&#039;: Terminator Assault squad banner. Same rules as any other by granting morale re-rolls, but also grants Preferred Enemy to the unit, makes for a cheap pseudo-chaplain.&lt;br /&gt;
#&#039;&#039;&#039;Archangels Edge&#039;&#039;&#039;: A terminator-sergeant relic, which limits the utility only slightly. But for only 5 points more than the Sergeant&#039;s Power Sword you can Instant Death MC&#039;s on a 6 to-wound.&lt;br /&gt;
#&#039;&#039;&#039;Executioner&#039;s Hood&#039;&#039;&#039;: Psyker can now ignore Shadow in the Warp. Extremely situational, but great to rub it in to the crying Tyranid player that when you perils you use your unmodified kickass Ld to test.&lt;br /&gt;
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====Flesh Tearers====&lt;br /&gt;
[[File:Flesh Tearers Cover.jpg|300px|right|thumb|]]&lt;br /&gt;
*Now has an official Supplement available for download! With it&#039;s content pulled directly from &amp;quot;Leviathan&amp;quot; and &amp;quot;Echoes of War: A Son&#039;s Burden&amp;quot;, players now have a convenient means of accessing the rules from those books in one spot. This is especially true for anyone having a hard time finding those original books to begin with -and happens to be cheaper than buying each separately. For reference, here&#039;s the link to Black Library/Warhammer Digital; http://www.blacklibrary.com/all-products/supplement-flesh-tearers.html&lt;br /&gt;
=====Warlord Traits=====&lt;br /&gt;
# &#039;&#039;&#039;Incandescent Fury&#039;&#039;&#039;: Warlord and unit get Hatred - Chaplains can already do this, so make sure you take advantage of that WT re-roll if you use the FTSF Detachment.&lt;br /&gt;
# &#039;&#039;&#039;Savage Rage&#039;&#039;&#039;: Get Rampage, making them kinda better against mobs.&lt;br /&gt;
# &#039;&#039;&#039;Avalanche of Destruction&#039;&#039;&#039;: Warlord and unit have HoW, for added charging hilarity. &lt;br /&gt;
# &#039;&#039;&#039;Unstoppable Momentum&#039;&#039;&#039;: All units within 12&amp;quot; have Crusaders USR, good against everything but loyalist marines with the added sweeping advance bonus.&lt;br /&gt;
# &#039;&#039;&#039;Berserk Frenzy&#039;&#039;&#039;: Warlord and unit get Rage USR, which is...alright.  You&#039;re at least not completely forced into making really long charges.&lt;br /&gt;
# &#039;&#039;&#039;Blood Frenzy&#039;&#039;&#039;: Feel No Pain.  On the plus side, your priest now gets 4+ FNP.&lt;br /&gt;
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=====Flesh Tearers Strike Force=====&lt;br /&gt;
The normal FOC, but with two of the troops slots (and one compulsory one) removed and [[AWESOME|THREE added to fast attack]]. For this you get the customary re-roll on Flesh Tearers warlord traits but also any unit in the detachment that rolls greater than a 10 on charge distances gets the Rage USR. A nice grab, but really good for all those Fast slots, Assault Squad spam has returned!&lt;br /&gt;
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This FOC also allows you to take a full walker list.&lt;br /&gt;
E.G 2x Librarian dreadnoughts, Cassor the Damned, 3x Furioso dreadnoughts, 6x Drop pods!, Warhound Titan. ALL FOR 2000 POINTS OR LESS!&lt;br /&gt;
&lt;br /&gt;
=====Relics of Cretacia=====&lt;br /&gt;
Note, that these relics are taken in &#039;&#039;addition&#039;&#039; to the Relics of Baal, rather than replacing them.  On the plus side, they&#039;re incredibly cheap, like 5-15 points cheap.  &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Bones of Baelsor&#039;&#039;&#039;: Dreadnought upgrade that works like extra armour, with the added bit that any Tyranid bio-plasma weapons or Venom cannons don&#039;t penetrate the hull but only count as glances. Nice. Charge a Carnifex.&lt;br /&gt;
#*This is the only way to get Extra Armor on a Librarian Dreadnought. &lt;br /&gt;
#&#039;&#039;&#039;Slayer&#039;s Wrath&#039;&#039;&#039;: Flesh Tearers Bolter that replaces a Boltgun OR a Bolt Pistol. 24&amp;quot; range rapid fire, with master-crafted &amp;amp; poisoned (2+). Not too shabby. Honestly though you might just be better off with a plasma pistol on anything with limited amounts of MC.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Cretacia&#039;&#039;&#039;: Regular old Power Armour that makes them immune to the poisoned rule, which means enemies have to wound on strength which for many poisoned weapons is 1 or nothing. Good for trolling Dark Eldar. Cheap as chips too at only a 5 point upgrade.&lt;br /&gt;
&lt;br /&gt;
===Black Crusade: Angel&#039;s Blade===&lt;br /&gt;
[[File:Black Crusade Angel&#039;s Blade.jpg|300px|right|thumb|]]&lt;br /&gt;
The Imperial side of the Black Crusade campaign supplements. Includes new detachments for the Blood Angels (2 Decurion Detachments, one Red focused, one Death Company focused) plus new relics and Warlord traits.&lt;br /&gt;
&lt;br /&gt;
====Death Company Warlord Traits====&lt;br /&gt;
If your warlord is chosen from a Lost Brotherhood Strike Force or the Death Company Strike Force, he can roll on this table instead of the Codex warlord table.&lt;br /&gt;
#&#039;&#039;&#039;Blood-Augur:&#039;&#039;&#039; - Once per game turn you get one free re-roll of any dice (Reserve roll, to-hit, to-wound, mysterious objective, saving throw). Basically hijacked Corbulo&#039;s ability. A very useful trait, especially if a teleporting unit of Terminators  fails to make the reserve roll, or your valuable character fails his invulnerable saving throw. Don&#039;t be afraid to commit instead of waiting for the right time to use it, otherwise you&#039;ll not use it for a turn or two.&lt;br /&gt;
#&#039;&#039;&#039;Beacon of Rage:&#039;&#039;&#039; - Warlord and all Death Company units within 12&amp;quot; get the &#039;&#039;Fleet&#039;&#039; special rule when charging only. This is possibly the best trait of the six.&lt;br /&gt;
#&#039;&#039;&#039;Caged Fury:&#039;&#039;&#039; - &#039;&#039;Rampage&#039;&#039; to the Warlord and his Unit.&lt;br /&gt;
#&#039;&#039;&#039;Infectious Tenacity:&#039;&#039;&#039; - Warlord has the Feel No Pain special rule. If he already has it, he gets +1 FNP. Combo with the Gilded Crozius for a very tough to kill chappy.&lt;br /&gt;
#&#039;&#039;&#039;Black Fury:&#039;&#039;&#039; - Warlord has the &#039;&#039;Rage&#039;&#039; special rule.&lt;br /&gt;
#&#039;&#039;&#039;Visions of Heresy:&#039;&#039;&#039; - Fluffy Warlord trait, the Warlord and all friendly Death Company units within 12&amp;quot; have Hatred: Chaos Space Marines and Chaos Demons.&lt;br /&gt;
&lt;br /&gt;
====Relics of the Lost====&lt;br /&gt;
Another set of relics given in Angel&#039;s Blade. “Any units from a Death Company Strike Force or a Lost Brotherhood Strike Force that can select Relics of Baal can select an item from the Relics of the Lost list, presented opposite, at the points cost shown, in addition to Relics of Baal.” Note this means Death Company Chaplains only, as they are the only non-named characters you can take in those formations.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Reliquary Armour&#039;&#039;&#039;: 30 Points for Artificer Armour with Adamantium Will and Crusader, which is great for beatsticks.&lt;br /&gt;
#&#039;&#039;&#039;Guardian&#039;s Blade&#039;&#039;&#039;: 30 Points. An AP2 Power sword with MC, Armourbane, and Two-Handed. It&#039;s a bit of a dive for a super-good sword, but this one can keep trucking when confronted with walkers and tanks.&lt;br /&gt;
#&#039;&#039;&#039;Blood Shard&#039;&#039;&#039;: 30 Points for Counter-Attack, pricey but is awesome for an assaulting army like this. Remember counter attack does not confer to the unit, so is pricey for just one model.&lt;br /&gt;
#&#039;&#039;&#039;Fyrestorm&#039;&#039;&#039;: 25 Points. A Master-Crafted Inferno Pistol with a 12&amp;quot; range. Keep your +1 attack while may as well having an unlimited use Combi-Melta. It&#039;s awesome!&lt;br /&gt;
#&#039;&#039;&#039;The Gilded Crozius&#039;&#039;&#039;: 25 points. Points Chaplains only; this is a Master-Crafted Crozius with AP3, with the added benefit of re-rolling 1s on FNP rolls for the entire unit, which is awesome.&lt;br /&gt;
#&#039;&#039;&#039;Baal&#039;s Vengeance&#039;&#039;&#039;: 20 pennies for some modded Hand Flamer with Poisoned (4+), but still AP6.&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
&lt;br /&gt;
===Baal Strike Force Detachment===&lt;br /&gt;
The Blood Angels&#039; codex-exclusive detachment requires 1 HQ, 1 Elite, and 2 Troops, but it gives you an extra elite slot to use alongside the basic CAD.  Aside from the mandatory Warlord Trait re-roll, you also gain +1 initiative on the charge for all models in the army as long as there are no disorganized charges. Unfortunately, your troops lose objective secured, but you play Blood Angels for fast choppy Space Marines.&lt;br /&gt;
&lt;br /&gt;
===Angel&#039;s Blade Strikeforce===&lt;br /&gt;
You get the customary WT reroll for using the Angels Blade, and everyone gets the &#039;&#039;&#039;Red Thirst&#039;&#039;&#039; special rule for added Initiative when charging. Furthermore, any unit which gets reduced to less than half strength (rounded down) gets the &#039;&#039;Zealot&#039;&#039; rule for the rest of the game, making your army a dangerous proposition for your opponent if he starts leaving half-eaten units all over the place.&lt;br /&gt;
&lt;br /&gt;
====Command (0-5)====&lt;br /&gt;
*&#039;&#039;&#039;The Golden Host:&#039;&#039;&#039; The Sanguinor or Commander Dante and 2-5 Sanguinary Guard squads go out to pimpslap some bitches. The whole formation may assault on any turn they arrive from Deep Strike Reserves. The catch? They count as disordered if they do so. But at least they aren&#039;t standing around looking into the barrels of enemy gunfire for a turn. The disordered charge makes me sad. It removes your +1 to Initiative on the charge. Meaning they are effectively assault marines with AP3 weapons. Great to know an Ultramarine can assault more orderly than a Blood Angel. But its not like Blood Angels specialize in drop assaults or anything. &lt;br /&gt;
**Alternate opinion: butthurt opinions aside (or including them as the previous comment brings us to this key comparison) one has to say that the golden host is superior to the skyhammer, from an assault standpoint: the skyhammer consists of assault marines, who have 1 attack base, whereas the sanguinary guards come with 2 attacks base. Furthermore, ALL sanguinary guard come already with power weapons (the skyhammer has to pay for SOME of them wielding said powerweapons) AND rock a 2+ save. This means that, one on one, this formation is better as the units on it (specially dante!) are of a better quality than the skyhammer&#039;s assault complement!. If you run Dante as warlord, you can do even more by not scattering at all! If you have some points to spare, deep strike a sanguinary priest with a jump pack and add him to the squad and watch as you shred everything with your +1 WS and FNP sanguinary AND if you have more points, put a librarian near by and try and do some invulnerable save spells.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaders of the Angelic Host:&#039;&#039;&#039; 1 Terminator Captain or Captain Tycho, Librarian or Mephiston, Sanguinary Priest or Brother Corbulo with an optional Command Squad and Stormraven. You can take a lot of Sanguinary Priests like in ye olden days of yore. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chapter Ancients:&#039;&#039;&#039; 3-5 Dreadnoughts (Furioso, normal, or Librarian) in any combination. They get an awesome rule where once per game in the movement phase, the Dreadnoughts &#039;&#039;may instead&#039;&#039; stand and shoot, or they may pile in and fight if already engaged. Furthermore, you are not required to have all dreadnoughts do the same thing. So some can move, some can shoot, while some can fight. Remember this is the movement phase, so is essentially a free phase of attacks and it doesn&#039;t stop them from shooting or fighting again later in the same turn. Blend some hordes with the DC dread or shoot the crap out of something with a dakka dread. It&#039;s important to note that you decide to use this special rule for the whole formation at the same time. So if you decide to use it but only one of the formations Dreadnought can actually use it because the others already moved then those won&#039;t be able to use it anymore for the rest of the game. Oh, and with the possibility of FIVE librarian dreadnoughts, you can throw some pretty significant psychic powers down the table, plus giving each of them a drop pod can be awesome.&lt;br /&gt;
&lt;br /&gt;
====Core (1+)====&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;Many people are complaining that the Angel&#039;s Blade Strike Force isn&#039;t as good as the Gladius or Lion&#039;s Blade. However, notice that the Command Benefits for the Gladius and the Lion&#039;s Blade require you to take two Demi Companies (a Captain and Chaplain, 6 Tactical Squads, 2 Assault Squads, and 2 Devastator Squads) to get those free transports. That is quite a lot of tax to pay to get roughly 280 Points in transports. The other complaint is that the Blood Angels&#039; rules aren&#039;t as good as &#039;&#039;Objective Secured&#039;&#039;, but what&#039;s the point of playing Blood Angels if you aren&#039;t rushing forward to use Furious Charge and the Red Thirst? If you want to sit on objectives then play Space Marines or Dark Angels since they have the rules that make that play style work. Again, you chose Blood Angels for fast choppy Space Marines. The Sons of Sanguinius Command Benefit supports taking aggressive ten-man units of Tactical and Assault Marines, who become even angrier the more bullets they eat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Demi-Company:&#039;&#039;&#039; A near-copy of the Space Marine formation of the same name, with a few minor twists. You must take: A Captain with a Command Squad, or a Chaplain with a Furioso Dreadnought, 3 Tactical Squads, 1 Assault Squad/Bike Squad/Attack Bike Squad/Unit of Land Speeders, a Devestator Squad and a Dreadnought. In exchange, if this Formation is your Primary Detachment then your Warlord may re-roll his trait from the Blood Angels table, and the formation gains Red Thirst. You&#039;ll notice that these bonuses are exactly the same as those of the Angel&#039;s Blade Strike Force, so taking this formation as your Core effectively provides [Fail|no benefits whatsoever]. You should probably skip this Formation altogether and go straight to the next one.&lt;br /&gt;
*&#039;&#039;&#039;Archangels Battle Demi-Company:&#039;&#039;&#039; AKA First Company Task Force. One Terminator Captain, 2 Furioso Dreadnoughts and 5 units in any combination of: Vanguard/Sternguard Veterans/Terminators/Assault Terminators. Besides allowing a Warlord from this formation to re-roll on the Blood Angels table, all units in this formation gain Stubborn, make Reserve Rolls starting from the first turn (which can be re-rolled), and units only scatter 1d6 when arriving from Deep Strike Reserve. &lt;br /&gt;
**&#039;&#039;&#039;Summary:&#039;&#039;&#039; Take this instead of the regular Battle Demi-Company. Re-rolling Reserves gives you some control over your forces, and if you&#039;re using this formation for smashing into your opponent as a forlorn hope, you probably don&#039;t care so much about the initial lack of Objective Secured. Worst comes to worst, at least you get some can slam down a load of Combis when you need (though it&#039;s still no Skyhammer).&lt;br /&gt;
&lt;br /&gt;
====Auxiliary (1+)====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Strikeforce:&#039;&#039;&#039; 3 Death Company Squads with a Death Company Dread and a Death Company Chaplain. All units in the formation gain +1 Attack while within 12&amp;quot; of the Chaplain for maximum [[rip and tear]].&lt;br /&gt;
**All Death Company units get Stormravens as Dedicated transports in this detachment.&lt;br /&gt;
*&#039;&#039;&#039;Archangels Orbital Intervention Force:&#039;&#039;&#039; 3 units of Terminators and Assault Terminators in any combination. They all must be in Deep Strike reserve, and roll as 1 unit. When they deep strike, the vanilla Terminators can fire twice in the shooting phase and the Assault Terminators can charge straight out of reserves, but count as a Disordered charge (so no Furious Charge bonuses for doing so). Still, the ability to assault out of reserves is freaking amazing! Take some TH/SS termies and murder big stuff. &lt;br /&gt;
*&#039;&#039;&#039;10th Company Ambush Force:&#039;&#039;&#039; 3-5 units of Scouts or Scout Bikers. They all gain Stealth as long as they don&#039;t infiltrate, and all units have the &#039;&#039;Precision Shots&#039;&#039; special rule during Turn 1. Remember your Scouts get Furious Charge and the Red Thirst, so they become a decent threat in CC. &lt;br /&gt;
*&#039;&#039;&#039;Lucifer Armoured Task Force&#039;&#039;&#039;: one Techmarine, 3-5 Predator &#039;&#039;&#039;units&#039;&#039;&#039; &#039;&#039;(Regular and/or Baals)&#039;&#039; and 1-3 Land Raiders &#039;&#039;(Regular, Crusader or Redeemer)&#039;&#039;. Everything gets &#039;&#039;Scout&#039;&#039; and all tanks become Fast, including the Land Raiders. Scouting Fast Land Raiders is a phenomenal delivery system for Hammernators. A Baal Pred or a Land Raider Redeemer already halfway up the field turn 1 does nasty, nasty things to infantry... &lt;br /&gt;
*&#039;&#039;&#039;Stormraven Squadron:&#039;&#039;&#039; 2-4 Stormravens. Once per game at the start of any of their turns, they may nominate a target and fire ALL of their missiles at it simultaneously. This is an out of phase shooting attack and doesn&#039;t stop the vehicles from moving and shooting normally during its turn. Do you start to see the alpha strike pattern? &lt;br /&gt;
*&#039;&#039;&#039;Rapid Assault Force:&#039;&#039;&#039; Not a formation outside of an Angel&#039;s Blade Detachment, so no bonus rules. Take 1-3 units of Assault Marines, Bikes, Attack Bikes or Land Speeders. That&#039;s right, take a Core Formation, then ONE Attack Bike for army-wide Red Thirst and Zealot at half strength. If Core choices were cheaper you could have spammed this for ASM to reminisce about 5th ed. &lt;br /&gt;
*&#039;&#039;&#039;Fire Support Force:&#039;&#039;&#039; Similar to the Rapid Assault Force, take 1-3 units of Devastators, Vindicators or Whirlwinds. This one goes out to all you treadheads who always wanted to spam Fast Vindicators.&lt;br /&gt;
&lt;br /&gt;
===Lost Brotherhood Strike Force===&lt;br /&gt;
Another detachment from Angel&#039;s Blade, this time revolving around the Death Company. &lt;br /&gt;
*Gets the usual Warlord Trait Re-roll (on Blood Angels or Death Company), as well as the Red Thirst.&lt;br /&gt;
*All Death Company units get Stormravens as Dedicated transports in this detachment, or if fielding a solo DCSF.&lt;br /&gt;
*Also, after deployment they can be moved up to 6&amp;quot; like a mini scout move. This means that if using troops with Jump Packs you can deploy up to 12&amp;quot;, then move the additional 6&amp;quot; and then jump the regular 12&amp;quot;( Rule states a unit can only redeploy 6 inches so no 12 inch scout), totalling a 30&amp;quot; move in the first turn. &amp;quot;Surprise, motherf**ker!&amp;quot; The same goes for bikes and land Speeders, obviously. A really useful means of getting across the battlefield quickly, especially if facing a shooty army.&lt;br /&gt;
====Command (1-3)====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Command:&#039;&#039;&#039; Lemartes, Astorath, or a Death Company Chaplain.&lt;br /&gt;
====Core (1+)====&lt;br /&gt;
*&#039;&#039;&#039;Death Company Strike Force&#039;&#039;&#039;&lt;br /&gt;
====Auxiliary (0-5)====&lt;br /&gt;
*&#039;&#039;&#039;Archangels Orbital Intervention Force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;10th Company Ambush Force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lucifer Armored Squadron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stormraven Squadron&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Assault Squadron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Dataslate===&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels Battle Company&#039;&#039;&#039; - Captain and Chaplain, Command Squad, 6 Tac Squads, 2 Assault Squads, 2 Devastator Squads, 1 DC, and a Dread of the standard &amp;amp; Furioso Patterns. You not only get the Re-roll of WT and the +1 I on all charges, but you also shockingly get Objective Secured for the Tac Squads. Imagine the look of those yiffs&#039; faces when you run this and get ObSec.&lt;br /&gt;
** This dataslate gets Objective Secured while the Blood Angels Demi-Company from the Angel&#039;s Blade Strikeforce does not. Run this with an auxiliary formation of your choice. Since you can have an army of formations and still be battle forged, the only things you&#039;re missing out on is Zealot when all squads dip below 50% however. Despite how this selection&#039;s limited, it&#039;s still better than running 2 Angel&#039;s Blade Demi-Company formations which do not get Objective Secured at all.&lt;br /&gt;
*&#039;&#039;&#039;The Carmine Host (Start Collecting! Blood Angels)&#039;&#039;&#039; - One Captain in Terminator Armour, one Tactical Squad and one Baal Predator. Once per game the Captain gives all units from this formation within 12&amp;quot; of himself Feel No Pain and It Will Not Die for a turn. Honestly rules wise this formation is pretty meh, but played against the other Start Collecting! sets it will hold up well enough. Model wise for starting a Blood Angels army this is what you&#039;ll want.&lt;br /&gt;
*&#039;&#039;&#039;Flesh Tearers Blood Rain Strike Force (White Dwarf 47)&#039;&#039;&#039; - A Death Company Squad, Vanguard Veterans, Assault Squad, a Furioso Dreadnought, and a Stormraven to cart them all in if you don&#039;t give absolutely everyone here a Jump Pack. Everyone gets Crusader, which is okay for this assault squad. If they ride the Storm Raven, anyone that disembarks can re-roll failed charge rolls and has Rage for that turn. If you don&#039;t use the Storm Raven as a transport, then all the little guys must Deep-Strike on the board as a single unit and get Fearless and Counter-Attack the turn they arrive.&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Fury Spearhead Strike Force (White Dwarf 47)&#039;&#039;&#039; - 3 Tactical Squads of 10 with Homers (for free) get 3 Stormraven Gunships to ride in. Not only do these guys get Objective Secured to shove it in the other Marines&#039; faces, but they also let anyone (blood angel&#039;s faction) who Deep Strikes within 12&amp;quot; of them to not scatter and charge as soon as they arrive. And as a plus to this, the entire formation has to enter reserves and can drop in as soon as Turn 1 (with a re-roll to reserves).  All in all, a shockingly good take. An extremely expensive formation, both in terms of points as well as actual money.&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Wrath Intervention Force (White Dwarf 47)&#039;&#039;&#039; - A Vanguard Veteran Squad joins 2 Assault Squads, all with Jump Packs. The formation has to arrive from reserves, but if the Assault Squads arrive 6&amp;quot; from the Vanguard Vets, there&#039;s no scattering.  In addition, any suckers within 6&amp;quot; of them has to take an S4 AP- hit and are stuck in difficult terrain for the rest of the turn and the beginning of the next.  While this helps the team avoid getting charged like bitches and is a cheap setup since you probably have so many Assault Squads thanks to 4E/5E, but...this really can&#039;t do much to make them necessarily good.&lt;br /&gt;
*&#039;&#039;&#039;Strike Force Deathstorm (Deathstorm)&#039;&#039;&#039; - Put the Deathstorm Blood Angels units together.  Aside from everything else, you get Fearless (Or Counter-Attack for the DC since they have Fearless already) and once per game, Karlaen can allow everyone to re-roll to-wound one assault phase.  Helpful for the rape train of DC, but...they seem to be the least astounding of the pack.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Company (Apocalypse)&#039;&#039;&#039; - A Captain, Chaplain, Command Squad with Standard, and trio of Dreads have a choice.  If they&#039;re from a battle company, they must have 6 Tac squads, 2 Assault Squads, and 2 Devastator Squads.  If they&#039;re from a reserve company, they must have all 10 squads be of one type of the three.  All squads must have 10 men.&lt;br /&gt;
** A fluffy formation that really works depending on how you kit them out.  No matter what, they get an Orbital Strike Strategic Asset and Counter-Attack.  If they&#039;re within 12&amp;quot; of an objective, they get Stubborn.  If someone charges an infantry unit of this formation within 12&amp;quot; of them, they get the Tau Supporting Fire rule once per assault phase.&lt;br /&gt;
*&#039;&#039;&#039;Masters of the Chapter (Apocalypse)&#039;&#039;&#039; - A Chapter Master can take an optional Honour Guard squad along his 4-10 Captains of the same chapter.  Any of them can be replaced with a named Character where fitting.&lt;br /&gt;
** This is not an assault force; it&#039;s too small for that.  What it can do, though, is give you 3 additional assets on the first break and give them a 3++ on the turn they use their Finest Hour/Sons of the Primarch ability.&lt;br /&gt;
*&#039;&#039;&#039;The Black Rage (Apocalypse)&#039;&#039;&#039; - Astorath grabs 1+ Chaplains, 3+ Death Company squads (with one holding Lemartes) and 2-4 Death Company Dreads.  They can also get DC Tycho as well.&lt;br /&gt;
** This is a straight-up murder squad.  Their biggest boost is a bonus to their charge equal to the number of turns it is from turn 2 onwards.  Things will DIE here.&lt;br /&gt;
*&#039;&#039;&#039;Lucifer Armoured Task Force (Apocalypse)&#039;&#039;&#039; - Tycho, an Honour Guard, and 3 Tac Squads get 2 Predators, 2 Baal Predators, and 4 Land Raiders of any sort.&lt;br /&gt;
** The Land Raiders get Fast and Scout in exchange for a Hull-Point, so make sure you keep a good eye on them and their health while transporting the teams where they need to be.  Other than that, they&#039;re the same as normal.&lt;br /&gt;
*&#039;&#039;&#039;Wings of Sanguinius (Apocalypse)&#039;&#039;&#039; - JETPACKS FOR EVERYONE!  A Captain and a Chaplain get 10 Assault Squads of 10 and a choice of either an Honour Guard or Sanguinary Guard.  Oh, and optional Sanguinor.&lt;br /&gt;
** Since everyone&#039;s a jump unit, they all get Deep Strike and Descent of Angels, with the option to Deep Strike at ANY TIME THEY WANT.  THE SHIT.  They also all get Shrouded the turn they Deep Strike.&lt;br /&gt;
&lt;br /&gt;
===Shield of Baal: Exterminatus===&lt;br /&gt;
*&#039;&#039;&#039;Blooded Demi-Company&#039;&#039;&#039; - Half a company: only 3 Tactical Squads, 1 Assault Squad, 1 Devastator Squad, 1 regular Dreadnought and one Captain &#039;&#039;&#039;or&#039;&#039;&#039; Chaplain. You also get a Command squad if you took a Captain, or a Furioso Dreadnought if you took a Chaplain. Unfortunately, you don&#039;t get Obsec, but you do get &#039;&#039;&#039;The Red Thirst&#039;&#039;&#039; (+1 Initiative), but basically if you&#039;re playing this you&#039;ve built yourself the beginnings of an army right there so you might as well be using a normal FOC anyway since you can add more stuff to it.&lt;br /&gt;
*&#039;&#039;&#039;Archangels Orbital Intervention Force&#039;&#039;&#039; - Three Terminator squads (any type, any combination), when the formation arrives via deep strike they may run &amp;amp; shoot in the assault phase. A bit of a lack-luster attempt at pushing the new Terminator kits, especially since the Archangels FOC is so much better for deep striking terminators.&lt;br /&gt;
*&#039;&#039;&#039;Archangels Sanguine Wing&#039;&#039;&#039; - 2 x 10-man Vanguard squads (MUST have jump packs) and a 10-man Sternguard squad transported inside a Stormraven. They arrive together from reserve on a single roll, and you get a free single Power Weapon/Lightning Claw per model for the Vanguard Vets and a free Storm Bolter/Combi-Weapon per model for the Sternguard. [[FAIL|Thats it]], basically this saved you a few points on stuff you could do anyway. Actually, this can save you a whole ton of points (400) if you kit your squads out and makes them a whole lot more cost efficient, although the actual use of this formation is questionable.&lt;br /&gt;
*&#039;&#039;&#039;The Archangels&#039;&#039;&#039; - basically the Archangels FOC when it&#039;s almost completely filled up. You need 10 veteran/terminator squads (in any combination), a Terminator Captain (or Karlaen) a Terminator Chaplain and four Furioso Dreadnoughts. Doing this via the Archangels FOC would have left you two slots, but this is better, if a bit more demanding since you can&#039;t take anything less. You not only get the reduced deep strike scatter and re-roll reserves bonus, but your company also is &#039;&#039;Stubborn&#039;&#039; and units from it may be rolled from reserve on the first turn!&lt;br /&gt;
*&#039;&#039;&#039;Archangels Demi-Company&#039;&#039;&#039; - Half of the First company, only five squads and two dreadnoughts. Same as above but lose the ability to start rolling for reserves on the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Strike Force Mortalis&#039;&#039;&#039; - 1 Chaplain and 1 DC Squad are mandatory, you may add up to 3 Dc Squads, 2 DC Dreads and 2 Stormravens. Aside from getting the Red Thirst, they get a watered down form of rampage, in which all DC get +1 attack if they are outnumbered. This will make your DC the las word in tarpit breaking, since now they get 6! (fucking 6!!) attacks per model on the charge if they are outnumbered, never again shall your expensive shit be locked in eternal combat.&lt;br /&gt;
*&#039;&#039;&#039;Dante&#039;s Avenging Host&#039;&#039;&#039; - Take a regular Blooded Demi-Company (so 5/6 squads and 1/2 dreadnoughts), mix in a pinch of Sanguinary Guard, one Sanguinary Priest, a single Librarian AS WELL as Mephiston, three Stormraven Gunships for luck and finish off with Dante on top. Your Demi-Company still has The Red-Thirst, but all non-vehicle units in the formation also gain Objective Secured AND the reduced Deep Strike scatter and the ability to re-roll failed reserves from &#039;&#039;Storm of Angels&#039;&#039; rule that the Archangels usually get. Essentially this is a slightly less model intensive alternative to a full battle company and combines the best rules of both except that only the redshirts get The Red Thirst.&lt;br /&gt;
**Also remember that as Warlord, Dante has Descent of Angels, which would further reduce the deep-strike scatter distance of Jump Infantry by another d6&amp;quot;, meaning exact precision, but only for Jump Infantry since Descent of Angels doesn&#039;t apply to anything else in this formation (like drop pods), where the &#039;&#039;Storm of Angels&#039;&#039; rule does.&lt;br /&gt;
*&#039;&#039;&#039;Flesh Tearers Vanguard Strike Force&#039;&#039;&#039; - 3 Tac squads, 1 Assault squad a Furioso Dreadnought and a Vanguard squad to finish it off. They all get The Red Thirst, but whilst the Vanguard squad is still on table, everybody has Stubborn and may ignore any penalties for disordered charges, which does pretty well for the Assaults.&lt;br /&gt;
*&#039;&#039;&#039;Lysios Relief Force&#039;&#039;&#039; - Gabriel Seth, Tactical Squad, Vanguard Squad, Stormraven, 1 normal &amp;amp; 1 Baal Predator. They all get Crusader and must begin the game embarked on a transport (not a drop pod) if not already jump infantry. They all arrive as one roll on reserves. Not that impressive, but an easy formation to put together as an allied force.&lt;br /&gt;
*&#039;&#039;&#039;Defenders of the Cathedrum&#039;&#039;&#039; - Another simple one to put together, Terminators, Death Company, Assault Squad, 2 Tacticals and a Furioso. They get Counter-Attack and Stubborn, nothing fancy, but does the job in offense or defense.&lt;br /&gt;
*&#039;&#039;&#039;Strike Force Razorwind&#039;&#039;&#039; - Take the Lysios Relief Force, and combine it with the Defenders of the Cathedrum and you get this, each sub-formation keeps its own special rules, but in addition everyone within 12&amp;quot; of Seth is &#039;&#039;Fearless&#039;&#039; and you may roll for your reserves on turn one.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
All right 7th edition mother fucker lets do this.  Here is the bare bones way to make a decently competitive list out of the Blood Angels codex. &lt;br /&gt;
&lt;br /&gt;
First off, you better be running the Baal Strike Force Detachment. If not, go have fun with the Ultramarines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The best all around HQ is a Level 2 Librarian, consider using Gallian&#039;s Staff.  They are extremely cheap, and you can easily gear them to fit your army as you please. Throw a jump pack on him and put him with a Death Company squad. You&#039;re better off with a Captain or Chaplain if you are facing any army that can negate your psychic phase e.g., Eldar, Librarius Conclave, Grey Knights. Finally, Sanguinary Priests are for all your death star needs; consider joining them with sanguinary guard or assault termies. Death Company Chaplains if you are running a Death Company heavy army.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Troops&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A tactical and scout squad is fine. Do not mix up your heavy and special weapons on the tactical squad. Either go flamer and heavy flamer or ditch the heavy weapon because it&#039;s pretty useless in an assault focused army. Alternatively, run your list as a Flesh Tearers detachment, forget Tactical Squads and take Cassor the Damned as your compulsory Troops choice, leaving more room for you to spam Assault Squads. Tactical Sergeant Teleport Homer can be very useful with Terminators in reserve, especially if its a 6-man squad for a Razorback with suicide flamers that&#039;s been sent to get the opponent&#039;s natural objective. Deep Strike your Terminator armoured killing machines straight into the heart of the battle! This also allows for max squad size where Land Raiders do not. (Although a Spartan Assault Tank would)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
Run Death Company with jump packs  in squads of 5-10 with 1 power fist per five. &lt;br /&gt;
A single squad of MSU hunting Sanguinary Guard is a valid choice because they wont draw too much fire and will eat MEQ all day.&lt;br /&gt;
Furioso Dreadnoughts in drop pods are great for threatening the enemy&#039;s flanks and drawing fire while the bulk of your army races to get into combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Attack&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Double Meltagun Assault Marine squads are your best bet. Don&#039;t forget to keep the Jump Packs for increased mobility. Or if you still want to keep the old &#039;Spear of Sanguinius&#039; alive, Land Speeders are cost-effective tank hunters. Bike squads make good grav-gun delivery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stormravens are our only real effective anti-air choice but they are sturdy transports and they are extremely versatile. Vindicators with Overcharged Engines are a nightmare to both infantry and vehicles, being able to move up 12&amp;quot; and lob a S10, AP2 pie plate in your opponent&#039;s face. Bear in mind, these things will draw a lot of fire. Take two of them, which halves the amount of enemy firepower being thrown at them and still means the enemy are shooting at your big, scary guns instead of your Death company and objective-humping units. Game-tested, very successful, always add Siege Shield, Storm Bolter, Hunter-Killer Missile and Extra Armour. Consider adding a third to really get on your opponents nerves, or a Sicaran, as its fast and makes skimmers cry. At higher points values, consider Land Raider Crusaders as transports for maxed non Jump Pack Death Company with a character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commander Dante is an LoW now, not an HQ, so he&#039;s pretty expensive since you need another HQ choice before you can take him in a BSF. A cheap Sanguinary Priest with an SG Squad makes for a good escort for Dante, and if you can get him into cc, he&#039;ll beat everyone to death with his 6 WS7 S7 Ap2 attacks at I7. Not to mention he&#039;s got Eternal Warrior with a 2+4++, and with the Priest hes got FnP 5+, so he&#039;s hard to kill and can tank wounds for his squad.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
===Battle Brothers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adepta Sororitas:&#039;&#039;&#039; Why? All the good units they have to offer are the Priests and Jacobus (Much cheaper and better than chaplains for War Hymns to potentially give your Death Company rerolls on wounds and any saves), you already have fucktons of flamers and meltas while your tac marines can do the same as normal bolter babes with +1 S/T. However, putting 4 Dominions with meltas in 3 drop pods can be great, especially considering the Dominion act of faith ignores cover. 4 meltagun shots that ignores cover? Great for tank hunting.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus/Skitarii:&#039;&#039;&#039; Skitarii bring numerous, cheap and flexible troops that can provide a variety of roles that compliment a BA force. Ruststalkers/ Infiltators add specific melee counters and will do will charging something that the Death Company do too. The Army is Fast enough to keep up and for real lulz you can put them in pods for some super strong alphastrike. Plus Array Onagers are the death of flyers. Period. Mechanicus on the other hand bring spades of Grav and or MC, something the BA also lack.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; - A very good combo with Blood Angels, as they are the more shooty and resolute marines compared to your own quick moving, melee marines. You can also perform really good alpha-strikes with lots of &amp;lt;s&amp;gt;turn 1&amp;lt;/s&amp;gt; TURN 2 with the new and improved Deathwing Assault special rule *cough sarcasm *cough Deathwing deep strike (particularly with [[Belial]]) and are one of the few other Space Marine chapters with access to divination, while this is no longer the go-to discipline as it was in 6th edition it combos especially well with Mephiston if he&#039;s already on biomancy steroids and will force your opponent to make panic induced mistakes.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; It&#039;s just repeated deep-striking and a massive points sink. It&#039;s purely redundant like the Black Templars from Codex Space Marines.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Excellent fire support for a up-in-your face army. A neat little army list is a CCS in a chimera (so he doesn&#039;t die if the enemy sniffs at him), a veteran squad with camo behind an ADL w/quad gun (or an infantry platoon if you have the points), and a few leman russes. All the fire support you&#039;ll ever need.  So for a CCS in a chimera, Camo veterans, and ADL w/quad gun and a Leman Russ, this all costs only 445 points (a little more or less depending on the Leman Russ variant and if you take upgrades for your Veterans or if you take an infantry platoon. With an ADL, the chimera isn&#039;t a necessity anyway). Alternatively, you could take them as meat shield distractions. But it&#039;s mainly recommended that you use them as long range fire support/ objective campers. Priests are highly welcome here to make sure that blob of Guardsmen can never die.&lt;br /&gt;
*&#039;&#039;&#039;Inquisition:&#039;&#039;&#039; Servo-Skulls and Mystics work really nice with your deep-striking units. Inquisitors also have hilarious shit like the Conversion Beamer (small blast that gets stronger the farther the target is from the Inquisitor holding it) and the Psyocculum which gives your units BS10 when shooting at units containing Psykers and Brotherhood of Psykers/Sorcerers. Death Company got the assault gear, Inquisition lays down a shooty advance. You can take Crusaders to suck up heavy weaponry and Power Weapons with their storm shields, so they are awesome meatshields too. Always a good choice. &lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Pretty nice alpha strike potential here if you throw in Vulkan He&#039;Stan. You can also combine with White Scars or Raven Guard to come from nowhere to hit your foes everywhere, or bring Iron Hands for slightly more durable Predators, Devs and other support. Iron Hands benefit from your Pirest&#039;s FNP Aura. Yes, you can now give basic marines a 3+FNP with a Priest, IH IC from the Gorgon&#039;s Fist Strike Force + the native bonuses. Oh and Smashfucker has easy 2+ FNP with the Gorgon&#039;s chain. There is a reason the 9th Legion are so close to the 10th in number.&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Long Fangs for epic long range shooting prowess, and Rune Priests. But Mephiston can do it better. Space Wolves with Counter-Attack make fantastic defensive allies to hold the line while Blood Angels go out and [[rip and tear]].&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039;&#039; Nothing much to say but yes! Big scary, fast Super-heavies to give your target too many things to shoot at in too little time.&lt;br /&gt;
&lt;br /&gt;
===Allies of Convenience===&lt;br /&gt;
*&#039;&#039;&#039;Eldar:&#039;&#039;&#039; this army has the advantage of actually being able to keep up with you, but you might find that there to be a lot of overlap within the two codxes, that being said they are really quite a bit less durable than your standard troops, so just think carefully about whether or not you just want more Blood Angels. One thing the Eldar do bring, though, is the ability to defeat heavy armor - Wraithguard and Fire Dragons are the bane of anything without strong cover or invuln saves (WG a little better against MCs, FD a bit better on vehicles), plus all shuriken weapons have quasi-rending. Might be useful if you&#039;re having trouble chewing through big or heavily armored foes fast enough. On the flipside, you now get grav-guns. Consider using some. Better yet! Take a couple of wraith knigths and win every game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; the clown elfs are vaguely similar in style to your red-armored ragemarines- fast-moving melee specialists.  While they have the potential to hit a little harder due to their various kinds of almost-rending attacks (making them especially good against TEQ&#039;s), they totally lack your Marines&#039; survivability (almost everything is T3, 5++).  You&#039;re not really gaining a lot out of this relationship unless you&#039;re fighting a Terminator-heavy army and you take a lot of caresses and/or zephyrglaives.&lt;br /&gt;
&lt;br /&gt;
===Desperate Alllies===&lt;br /&gt;
*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; If all else fails, use them in the same fashion as Guardsmen. Rail guns and other devastating long-range shooting, but you must always remember One Eye Open. Crisis, Stealth and Riptide battlesuits are better for close-in support, and fast enough to both keep up and stay out of OEO trouble range. Riptides also have the advantage of being good anti-air and not entirely helpless in melee.&lt;br /&gt;
&lt;br /&gt;
*Alternative View* Tau Crisis Suit Teams deep striking down the board to support your Elite Jump Troops. Taking Tau Flyers/Broadsides with Velocity Trackers are much better and cheaper anti-air options than the 2 lone ones available to Blood Angels playing a bound list (Storm Ravens and Missle Launchers with Flak Missles). Take a horde of Kroot for your mandatory troop choice to infiltrate and a Battlesuit Commander with Body Guards deepstriking so you don&#039;t have to worry about deployment. Now you have deep striking Crisis Suits helping to slaugter the enemy down the board with your Elite Jump Troops assaulting and fast tanks blowing up everything in sight. Only downside is having to remain 6 inches apart but the Tau should be in a support shooting role versus the Blood Angels core assaulting ahead of them so should be easy enough to avoid each other. A mob of Kroot with Krootoxes in cover and Crisis Suits can hold one third of the board long enough to wipe out the other two thirds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; BA are bad enough right now without allying with literally the worst codex in the game right now. No thanks.&lt;br /&gt;
&lt;br /&gt;
===Come the Apocalypse===&lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; Similar to the vanilla; take blobs of warriors to eat enemy attacks while you deep strike your marines to carry the day. Excellent amout of anti-tank too, leaving you free to load up on anti infantry.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Well...I guess it can work? The fact is, One Eye Open stings like a bitch so big Ork hordes necessitate Deep-striking. Also OEO doesn&#039;t apply to units locked in combat already. That&#039;s an advantage.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; Look at Orks pretty much. Also, the new Tyrannocyte Spores provide deep-strike synergy with &#039;Nids so OEO doesn&#039;t sting so bad.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; You can do assaults better, why the hell would you take this when your main army can do all that without allying at CtA levels? Pass!  Just take Loyalist Marines!&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; Psysic overload ahoy! Thats it. You need SHOOTING, not more CQC. Pass. Take inquisition or GK if you want that stuff so badly.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
You have an army made expressly for one purpose, &#039;&#039;&#039;blitzkrieg!&#039;&#039;&#039; Watch as your opponent cries out in horror as your army crosses half the board in the first turn. Your troops are utterly focused on getting close as fast as humanly possible to the enemy and obliterating them at close-range and/or in CQC. You have the best conditions for deep striking of any army if you use Commander Dante or have the appropriate Warlord Trait,  &lt;br /&gt;
Use Dreadnoughts in drop pods, combine them with fast flying Stormravens carrying a ten-man assault squads joined by a Sanguinary Priest and Overcharged Vindicators on the ground lobbing strength 10 large-blast templates all over the table.&lt;br /&gt;
&lt;br /&gt;
The Death Company are point-for-point still the last word in CQC. A fully tricked out Death Company will turn anything it comes in contact with into a fine red paste in one turn. Glorious times....and then GW decided to release Wulfen.&lt;br /&gt;
&lt;br /&gt;
Sanguinary Priests are your friends, especially for allied armies. Since most armies only have FNP distributed either in a Command Squad (aside from Wolf Priests), you&#039;ll be better off taking one to assist a team you&#039;ll expect to take a lot of fire. (as they take up an HQ slot for one it may be worth considering if you want a Libby or a Chappy instead)&lt;br /&gt;
&lt;br /&gt;
Now you can take 10-man squads of assault marines with two meltas in free Drop Pods or Fast Rhinos (transports are no longer free via FAQ update, bringing them in line with other chapters). They are Fast Attack now though so go fill your troops with all that&#039;s left. 10-man Tactical Squads with flamer/heavy flamer in Fast Rhinos compliment the above well for a comparable points cost, and they&#039;re capable of annihilating hordes. Mechanised tactical and assault marines is a surprisingly competitive list. &lt;br /&gt;
&lt;br /&gt;
7th Edition Tactics: &#039;&#039;&#039;Remember ABC - Always Be Charging!&#039;&#039;&#039; Your units are at their best when you play aggressively and are charging into combat! With Furious Charge and The Red Thirst you can wipe out most enemies before they ever get a chance to hit back. If you aren&#039;t charging into combat you should be maneuvering to get into charge range for next turn.&lt;br /&gt;
&lt;br /&gt;
====Psychic====&lt;br /&gt;
Blood Angels Psykers have access to almost all rulebook powers except for Telepathy, which got replaced by the unique and awesome Sanguinary Discipline. Here are the sets of powers ranked from best to worst.&lt;br /&gt;
*Sanguinary: What did you expect? It&#039;s a Psychic discipline designed by Blood Angels, for Blood Angels. Quickening granting fleet and +D3 Initiative and Attacks is a lot like Warp Speed from Biomancy, Unleash Rage giving you more attacks, blanket invulns to ensure your squad w/ Sanguinary priest remain immortal demigod soldiers. &lt;br /&gt;
*Biomancy: If anything, Biomancy is a very aggressive Discipline, ensuring you can dish out the damage (Iron Arm, Warp Speed), and take it at the same time (Life Leech, Endurance). Second only to Sanguinary.&lt;br /&gt;
*Geokinesis: You can fucking move any piece of terrain around. This allows you to juggle objectives over to you. Thanks GW.&lt;br /&gt;
*Fulmination: Can give your Psyker a temporary storm shield, and allows you to literally trade places with any unit (friend or foe) within 24&amp;quot;. Great for either springing a trap or pulling your guys out of one with another unit that can take the heat.&lt;br /&gt;
*Librarius: It has a power that lets an entire unit re-roll saving throws. [[Death Company]] with that power on it will not go away and will kill everything in their path. Thanks GW.&lt;br /&gt;
*Divination: Prescience also grants you re-rolls in Combat, allowing you to stretch out your good shooting too. Perfect Timing and Misfortune are epic powers as well. It&#039;s just that Blood Angels are the Assault marines, they need more choppa, even at the sacrifice of a good amount of Dakka (Sternguard and Tactical Squads).&lt;br /&gt;
*Technomancy: Get to take control of an enemy vehicles weapon for a turn (Funny as hell when you turn that Imperial Knight&#039;s Rapid Fire Battle Cannon on the enemy), and pull all kinds of buffs like restoring hull points, and increasing AV to make an AV15 Land Raider. Thanks GW.&lt;br /&gt;
&lt;br /&gt;
The rest of the disciplines aren&#039;t very good. Pyromancy is all about Psychic Flamers and Melta, which you already have in abundance, Telekinesis is a schizo-discipline, and Daemonology risks your psyker blowing up on any double.&lt;br /&gt;
&lt;br /&gt;
===Tactical Objectives===&lt;br /&gt;
*&#039;&#039;&#039;11 - Valor of Angels:&#039;&#039;&#039;: +1 VP for issuing a challenge.  EASY MONEY.&lt;br /&gt;
*&#039;&#039;&#039;12 - Aerial Assault:&#039;&#039;&#039; +1 VP if you have a Jump/Skimmer/Flyer unit destroy an enemy unit.  +1d3 VP if the unit that did the killing arrived from reserves on the same turn.&lt;br /&gt;
*&#039;&#039;&#039;13 - Purity Through Bloodshed:&#039;&#039;&#039; +1 VP if you killed a unit in Assault.  +1d3 if 3-5 units die.  +1d3+3 if you killed more than 6 units in Assault.&lt;br /&gt;
*&#039;&#039;&#039;14 - Decapitating Strike:&#039;&#039;&#039; +1 VP if you killed the Warlord on this or any prior turn.  Nice.&lt;br /&gt;
*&#039;&#039;&#039;15 - Swift Advance:&#039;&#039;&#039; Draw the card, opponent chooses two objective you must hold.  Win 1 VP if you control one of them at the end of your turn, win 1d3 if you secure both.&lt;br /&gt;
*&#039;&#039;&#039;16 - Noble Self-Sacrifice:&#039;&#039;&#039; In order to [[Sanguinius|better imitate their Primarch]], you win 1 VP if your Warlord dies during your assault phase.  However, if you ever refuse a challenge, this goes away.&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Marines]]&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Angry_Marines:_/tg/%27s_8th_Edition&amp;diff=130019</id>
		<title>Codex - Angry Marines: /tg/&#039;s 8th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Angry_Marines:_/tg/%27s_8th_Edition&amp;diff=130019"/>
		<updated>2023-02-26T20:04:19Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: &lt;/p&gt;
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&lt;div&gt;&amp;lt;center&amp;gt;[[File:Angry marine battle against chaos demons.jpeg|800px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;WE’RE THE MOTHERFUCKING [[Angry Marines|ANGRY MARINES]]!!! COME GET SOME DICKSNIFF!!!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{awesome}}&lt;br /&gt;
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&#039;&#039;&#039;WELCOME YOU BUNCH OF FUCKING COCKSUCKERS!!! THIS IS THE ANGRY FUCKING MARINES CODEX FOR 8TH EDITION!!! THE SUPOSITORY FOR ALL OUR AWESOME UNITS, WEAPONS AND THESE NEW-SHITTING-FANGLED STRATEGEMS!!! IF YOU DON&#039;T LIKE THIS THEN YOUR A FUCKING ANCIENT [[neckbeard|DUNGEON DWELLER]] WHO STILL THINKS THAT THE CURRENT EDITION IS SHIT!!! IF YOU ARE THAT FUCKING MISGUIDED THEN THERE IS THE SHIT STORM THAT WAS THE [[Codex - Angry Marines 7th Edition|7TH EDITION CODEX]] BUT HAVE FUCKING FUN WITH THAT EXCUSE FOR CUNTING BALANCE!!!&#039;&#039;&#039;&lt;br /&gt;
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You can write your question and/or suggestions on the [https://1d4chan.org/wiki/Talk:Codex_-_Angry_Marines_8th_Edition/ Discussion page].&lt;br /&gt;
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Anyone reading this page who sees a grammatical or spelling error is welcome to correct it; due to the codex’s size, proofreading is rather difficult and some things don’t get picked up when I put the page through Word to spellcheck it.&lt;br /&gt;
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&lt;br /&gt;
==Expansions and relevant pages==&lt;br /&gt;
*[[Tactics - Angry Marines]]: A guide to how to use each angry marine weapon, relic, warlord trait and unit in the codex.&lt;br /&gt;
*[[Codex - Angry Custodes]]: The codex for the more golden and angry cousins of the angry marines.&lt;br /&gt;
*[[Ashes of Yggdrasil]]: An expansion for the Angry Marines and tg tyranids codex, with the main theme being fire. Lots and lots of fire.&lt;br /&gt;
*[[Kill Team - Angry Marines]]: A kill team supplement for the angry marines.&lt;br /&gt;
*[[Codex - Officio Iratus]]: The angry pseudo inquisition/assassins/adeptus ministorum codex, for all the units which exist in the angry universe but are not angry marines.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear:&#039;&#039;&#039; &#039;&#039;More like: AND THEY SHALL FUCK YOU UP!!!&#039;&#039;&lt;br /&gt;
::This unit can re-roll failed Morale tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons:&#039;&#039;&#039; &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039; Bekuz moar choppy iz alwayz a gud fing.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
::If a model with this special rule is equipped with two of the same Melee weapon, you can add 1 to its Attacks characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK THE BOLTER!!!:&#039;&#039;&#039; &#039;&#039;While other chapter’s marines will spend decades honing their skills with the bolter with stationary drills, indoctrination, strip cleaning, combat drills etc, the angry marines... don’t. They see the bolter as a means of keeping the enemies heads down and a crude club at best, and a “WASTE OF FUCKING SPACE AND WEIGHT WHICH I COULD USE TO CARRY A FUCKING TWO BY FOUR!!!” As such, Angry Marines are nowhere near as well drilled in using the bolter as their cousin chapters. Or at least, not as well drilled in the bolters conventional uses...&#039;&#039;&lt;br /&gt;
::All {{W40kKeyword|ANGRY MARINEs}} gain this special rule. Any such model armed with a weapon from the &#039;&#039;Bolt Weaponry&#039;&#039; list may fire their Bolt weapon at an enemy unit even if that enemy unit is 1” or closer to the firing unit, or if the enemy unit is 1” or closer to another friendly unit, but at a -1 to hit. The following types of unit do not suffer a -1 to hit:&lt;br /&gt;
::-{{W40kKeyword|TERMINATOR}}, {{W40kKeyword|BIKER}}, {{W40kKeyword|DREADNOUGHT}} or {{W40kKeyword|CHARACTER}} unit.&lt;br /&gt;
::-A unit that did not move during its previous Movement phase.&lt;br /&gt;
::In addition to this, any model armed with a Bolt Pistol may make an additional attack with the following profile each time it fights:&lt;br /&gt;
::{| class=wikitable cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Pistol Butt || Melee || Melee || User || 0 || 1 || Subtract 1 from the hit rolls for this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;NOT ANGRY ENOUGH!!!:&#039;&#039;&#039; &#039;&#039;WHO ARE YOU FUCKING CALLING &amp;quot;NOT ANGRY ENOUGH&amp;quot;?!!!&#039;&#039;&lt;br /&gt;
::You can add 1 to the Attack characteristic of all models in this unit if they charged in the previous Charge phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SHOCK ASSAULT BITCHES!!!:&#039;&#039;&#039; &#039;&#039;Deep within the MAXIMUM FUCK battle barge inside a sound proof chamber Temperus Maximus was disturbed from his meditation/shouting practice. Noticing that the shouting chamber was no longer vibrating on its housing, Maximus’ aid entered the room with the chapter master&#039;s post shouting drink of rusty nails and hot chocolate. Upon the entering the sacred chamber the aid was greeted with a troubling sight. That of the chapter master sitting quiet, with a contemplative look on his face. “My Lord!” Stuttered the aid “What is wrong? Are your Primaris augmentations troubling you again?” Maximus did not respond for a long time, simply staring at the deck plating, which after five minutes of the chapter masters glare had started to melt.&#039;&#039;&lt;br /&gt;
:&#039;&#039;“FETCH ME THE FUCKING CODEX!!!” Said the chapter master in his indoor voice, just as the aid was wondering whether they should fetch an apothecary. “THE CUNT GIRLYMAN HAS DECIDED THAT VANILLA MARINES AREN’T CHOPPY ENOUGH!!! THE CODEX NOW REQUIRES AN... IMPROVEMENT!!!”&#039;&#039;&lt;br /&gt;
::When an {{W40kKeyword|ANGRY MARINE}} unit charges, is charged or performs a heroic intervention it adds 1 to its attack characteristic for the following fight phase.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!:&#039;&#039;&#039; &#039;&#039;ALL THE FUCKING TIME!!! SUCK ON IT YOU ULTRASMURF PRICKS!!!&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, you can add 1 to all models in this units&#039; Attacks characteristic for the duration of the Fight phase if it charged, or performed a heroic intervention in the preceding Charge phase. In addition to this, hit rolls of 6+ made in the fight phase count as 2 hits.&lt;br /&gt;
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*&#039;&#039;&#039;Combat Dicktrics:&#039;&#039;&#039; &#039;&#039;HA HA HA!!! MADE YOU FUCKING SAY DICK!!!&#039;&#039;&lt;br /&gt;
::If your army is battle forged then all {{W40kKeyword|ANGRY MARINEs}} units gain this special rule. During turn 1 then all units are affected by &#039;&#039;“THE FUCKERS ARE THAT WAY!!!”&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;THE FUCKERS ARE THAT WAY!!!:&#039;&#039;&#039; Turn 1-2. While this doctrine is active, {{W40kKeyword|ANGRY MARINEs}} units add 1” to their movement and advance distances.&lt;br /&gt;
::&#039;&#039;&#039;INTO THE BREACH YOU PUSSIES!!!:&#039;&#039;&#039; Turn 2-4. While this doctrine is active, {{W40kKeyword|ANGRY MARINEs}} may charge after advancing.&lt;br /&gt;
::&#039;&#039;&#039;RUN THEM DOWN!!!:&#039;&#039;&#039; Turn 5+. While this doctrine is active, whenever an enemy unit would retreat from combat from an {{W40kKeyword|ANGRY MARINEs}}, the {{W40kKeyword|ANGRY MARINEs}} unit can immediately make a round of close combat attacks against the retreating unit as if it was its Fighting phase, but with a -1 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;Desert Fangs Tactics:&#039;&#039;&#039; &#039;&#039;Because some people refuse to get with the times and get FUCKING LIVID!!!&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, add 1 to the Attack characteristic of all models in a unit if they charged in the previous Charge phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THIS SHIT&#039;S OURS NOW, FUCKERS!!!:&#039;&#039;&#039; &#039;&#039;Although the Angry Marines have the best men &amp;quot;BETTER THAN THOSE GIRLY ULTRASMURFS!!!&amp;quot;, and they have the best equipment (stolen or cobbled together out of duct tape and rage made solid), and they have the best war cry apart from &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&amp;quot;WAAAAGGGHHHH&amp;quot;&amp;lt;/span&amp;gt; {{BLAM}} {{BLAM|Heresy!}} what they do lack, is the numbers of other armies. And this makes them angry to no end (scientists are trying to find the end to their anger, but it has a habit of bending space time and imploding their minds), as some pansy army of flashlight wielders or Tyranids can just sit on an objective and laugh as the Angry Marines cut them down by the hundreds and still lose. The solution, &amp;quot;STEAL THEIR FUCKING FANCY PANTS OBJECTIVE AND BEAT THE CAMPING TWATS OVER THE HEADS AS WELL!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all {{W40kKeyword|Troops}} units in {{W40kKeyword|Angry Marines}} detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. In addition, if an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Troop}} unit contests an objective in a turn in which it charged then each model in that unit counts as 2 models instead of 1 for determining which player controls that objective.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
If your army is Battle-forged and includes any {{W40kKeyword|Angry Marines}} Detachments (excluding Auxiliary Support Detachments, because ONLY THE WEAK USE THEM!!!), you have access to the Stratagems shown here. These reflect the unique &amp;quot;strategies&amp;quot; used by the {{W40kKeyword|Angry Marines}} on the battlefield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALL THE TIME!!! (3 CP):&#039;&#039;&#039; &#039;&#039;ALWAYS ANGRY!!! ALL THE TIME!!!&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select a friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit - that unit can immediately fight for a second time.&lt;br /&gt;
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*&#039;&#039;&#039;BENEVOLENCE OF THE TOASTER GOD!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Although not your normal Mechanicus adept, some of the Angry Tech-Priests do worship the Omnissiah (or the “TOTALLY NOT VOID DRAGON CUNT WHO MAKES OUR FUCKING FLESHLIGHTS (COUGH) I MEAN TOASTERS WORK!!!), and as in the grim darkness of the 41st millennia, the warp is a thing their prayers and holy insults may occasionally be answered. If such a Priest is ever caught doing this they’ll be given a non-negotiable invitation to play a game of kick the flaming horror to death while naked and covered in promethium, a threat which ensures that “THE TOASTER FUCKERS REMEMBER TO BE ANGRY ALL THE TIME!!! NOT PROSTRATING TO THE MECHANICUS FUCKS!!!”&#039;&#039;&lt;br /&gt;
::You can use this Stratagem when an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Vehicle}} unit from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other wound inflicted on this unit for the rest of this phase: on a 5+ that mortal wound is ignored.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COME BACK HERE, YOU COWARDS!!! (2 CP):&#039;&#039;&#039; &#039;&#039;&amp;quot;WHY ARE THEY FUCKING RUNNING AWAY?!!!!&amp;quot; an Angry Marine once asked when a squad of [[Tau|weaboo]] battle suits disengaged him from melee. &amp;quot;IF ONLY THERE WAS A WAY TO STOP THESE FUCKERS FUCKING PISSING OFF FROM MELEE, WHICH IS THE MOST [[If the Emperor had a Text-to-Speech Device|HONOURABLE FORM OF COMBAT]]!!!&amp;quot;. After a bit of messing about the Angry Tech Marines found out that the arbitrary spending of a currency called &amp;quot;command points&amp;quot; could prevent their foes from running away from melee, allowing the EMPRAH&#039;S finest to &amp;quot;GIVE THE FUCKING HERETICS A RANGE OF NEW HOLES TO SHIT OUT OF!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::Use this Stratagem whenever an enemy unit would attempt to Fall Back, that unit must instead remain stationary and suffers one mortal wound. &#039;&#039;&amp;quot;NICE TRY DIPSHITS!!!&amp;quot;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;COVER IS FOR PUSSIES!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Only [[Tau|cow]][[Imperial Guard|ards]] would hide in ruins rather than run screaming towards enemy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit Advances. That unit can still Shoot and Charge this turn but cannot get the benefits of cover until the start of your next turn. This Stratagem overrules the &amp;quot;Cloud of Black Smoke&amp;quot;, &amp;quot;Black Smoke&amp;quot; and &amp;quot;Pyromaniac Brothers&amp;quot; special rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cover them! (1 CP):&#039;&#039;&#039; &#039;&#039;If it wasn&#039;t for the Angry Marines, each and every Angry Serf would probably be spending their last days in an [[Inquisition|inquisitorial]] sterilisation camp with their balls/ovaries cut off/out. Because of this lack of sterilisation, the Angry Serfs are eternally grateful, but as they&#039;re all angry dicks, they can only show this appreciation by &amp;quot;Shooting the absolute shit out of those fuckers who are shooting at our guys!&amp;quot;&#039;&#039;&lt;br /&gt;
::Use this Stratagem immediately after an enemy unit within 12&amp;quot; of a friendly {{W40kKeyword|Angry &#039;Serfs}} unit declares overwatch against a friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit - that Serf&#039; unit can immediately shoot at that enemy unit as if they were Shooting an overwatch themselves. The &#039;Serf&#039; unit Shooting/overwatch is resolved before the overwatch of the enemy unit.&lt;br /&gt;
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*&#039;&#039;&#039;DEATH IS NOT AN EXCUSE!!! (1 CP):&#039;&#039;&#039; &#039;&#039;While other chapters might use advanced cocktails of drugs to get one last fight out of a fallen [[dreadnought]], the Angry Marines prefer to simply throw insults at their fallen dreadnoughts &amp;quot;IS THE PUSSY TIN CAN TAKING A LITTLE NAP?!!!&amp;quot; Any dreadnought worth his power feet (and who isn&#039;t atomised, but even then, they&#039;ll still bloody try) will then proceed to get back to his feet, as by the god-emperor he&#039;s not going down until he dishes out the last insult and kick to the balls.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a friendly {{W40kKeyword|Belligerent Engine}} or {{W40kKeyword|Belligerent Redemptor Dreadnought}} is slain and does not Explode but before it is removed from the battlefield. place this model on its side instead of removing it. Then roll a D6 at the beginning of your next turn. On a 4+, the model regains D3 wounds, and is placed as close to it previous position as possible while remaining more than 1&amp;quot; from any enemy models. On a 1-3  the Belligerent Engine or Belligerent Redemptor Dreadnought is destroyed (remove it as normal).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DROP PODS ARE FOR PUSSIES!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Angry Marines lack the discipline and patience to wait around in a Drop Pod before SKULLFUCKING SOME FUCKING HERETIC!!!. As a result, many Angry Marines favour the use of Angry Rhino&#039;s shot down from a Battle Barge towards the enemy instead of using a Drop Pod. The added bonus of this is that Angry Rhino&#039;s fucking love to be used as drop pods &#039;&#039;&lt;br /&gt;
::Use this Stratagem when you set up an {{W40kKeyword|Angry Rhino}}, with only {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units embarked on it. Instead of deploying it, you can set up the unit in high orbit instead of being placed on the battlefield. At the end of any of your movement phases roll a D6; on a 1 the {{W40kKeyword|Angry Rhino}} is assumed to have blown up in the atmosphere, killing all inside it, reove the {{W40kKeyword|Angry Rhino}} along with any units embarked within it. On a 2+ however, set up the {{W40kKeyword|Angry Rhino}} more than 9&amp;quot; away from any enemy models. The vehicle then suffers D3 mortal wounds and may not charge this turn (but it may still shoot), and the unit embarked inside it may then immediately disembark, but they must be set up more than 6&amp;quot; away from any enemy models (any models that cannot be set up because there is not enough room are slain), and may still shoot and charge in the following Phases (Bonus points if you play ride of the Valkyries while doing this, no points if you waste 300 points in matched play trying to do this though).&lt;br /&gt;
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*&#039;&#039;&#039;EAT MY FUCKING GRENADE BITCH!!! (1 CP):&#039;&#039;&#039; &#039;&#039;&amp;quot;I CAN&#039;T THROW MY FUCKING GRENADE!!!&amp;quot; screamed one marine &amp;quot;WHICH ONE OF YOU FUCKS THREW A GRENADE BEFORE ME? IT WAS MY FUCKING TURN TO SHOVE A GRENADE DOWN A [[Tyranids|TYRANID&#039;S]] THROAT!!!&amp;quot; A not uncommon sound to be heard in a battlefield where the Angry Marines have been deployed, as some law of the universe (probably [[Tzeentch]]&#039;s fault) dictated that a unit may only throw one grenade at a time. But like any law, if the Angry Marines try/swear profusely enough, the law decides that maybe it shouldn&#039;t apply to the Angry Marines at this particular moment, thus allowing every marine to take their grenades, and rather literally shove it down somebody else’s throat.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with Frag and Krak grenades can throw a grenade this phase, instead of only one model being able to do so.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Explosive Demise (2 CP):&#039;&#039;&#039; &#039;&#039;Angry Marines don’t like to die. Not because they fear death, but because they get really pissed off when their enemy is still alive.&#039;&#039;&lt;br /&gt;
::Use when an {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit would be slain by losing 5 or more models. Every unit within 2D6” of that slain unit suffers D6 mortal wounds. These 5 or more models may only include models lost in the fight, shooting or overwatch phases, models lost in the morale phase do not count.&lt;br /&gt;
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*&#039;&#039;&#039;FLAKK MISSILE!!! (1 CP):&#039;&#039;&#039; &#039;&#039;While every other army in the Imperium uses shaped charges surrounded a hard case to form shrapnel as their flak missiles, the Angry Tech-Priests ran out of such advanced tech millennia ago. Instead, they take a bucket, fill it with nails and gunpowder, and strap it to a normal missile. It&#039;s crude even by orks&#039; standards, but it&#039;s more effective than trying to hit aircraft with 2x4&#039;s.&#039;&#039;&lt;br /&gt;
::You can use this Stratagem just before a friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} model attacks a unit that can {{W40kKeyword|Fly}} with a Missile Launcher. Make a single hit roll with the weapon this phase, however, add 1 to the hit roll and, if the attack hits, the target suffers D3 mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;FUCKING SNEAKY BACKSTABBING ASSHOLES!!! (1 CP):&#039;&#039;&#039; &#039;&#039;&amp;quot;SNIFF&amp;quot; goes/shouts one Angry Marine. &amp;quot;WHATS UP WITH YOUR NOSE YOU MUPPET?!!!&amp;quot; Bellows another. &amp;quot;I SMELL WARDEN CHEESE WHICH WOULD MAKE A TAU FAGGOT JIZZ HIS FRILLY PANTIES!!!&amp;quot; Shouts the first Angry Marine. In unison, both marines turn around and proceed to make Swiss cheese out of the Ultrasmurfs/World Eater wannabes/Tau pussies/pointy-eared faggots which were trying to sneak up behind them. The lesson. DON&#039;T BE A CHEESY, WARDIAN PRICK YOU FUCKING &amp;quot;THAT GUY&amp;quot;!!!&#039;&#039;&lt;br /&gt;
::Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12&amp;quot; of one of your {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.&lt;br /&gt;
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*&#039;&#039;&#039;GET THE FUCK OUT OF MY HEAD!!! (2 CP):&#039;&#039;&#039; &#039;&#039;The uncontrollable anger and hatred of the Angry Marines leave their minds open to psychic influence. However, anyone who dares to fuck with their minds risks &#039;&#039;&#039;serious&#039;&#039;&#039; mental damage.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy attempts to manifest a psychic power that targets an {{W40kKeyword|Angry Marines}} unit. The power is automatically manifested but the {{W40kKeyword|Psyker}} unit that manifested the power takes D3 mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;HELLFIRE SHELLS (1 CP):&#039;&#039;&#039; &#039;&#039;Adamantium duct tape has so many uses, one of the finest is to take a squad’s worth of Dakka, duct tape it together, and point it at the enemy, and watch them either shit themselves in fear or laughter.&#039;&#039;&lt;br /&gt;
::Use this Stratagem just before an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} model attacks with a Heavy bolter or Power Heavy Bolter. Make a single hit roll with that weapon this phase, however, if the attack hits, the target suffers D3 mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;{{BLAM|HERESY!!!}} (2 CP):&#039;&#039;&#039; &#039;&#039;Although Angry Marines &amp;quot;FUCKING DESPISE THOSE RETARDED FUCKTARDS!!!&amp;quot;/Inquisitors, they do admire their overactive exterminatus hands. And although the Angry Marines consider the use of such tricks to cause the destruction of whole planets wasteful, they consider the spastic hacking motion an excellent method for removing the horns of a Bloodthirster with a chainsword.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an {{W40kKeyword|Angry Marines}} unit is chosen to attack in the Fight Phase. Each time you roll a hit roll of 5+ for a model in this unit during this Phase, it can, if it was targeting a {{W40kKeyword|Chaos}} unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.&lt;br /&gt;
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*&#039;&#039;&#039;HE&#039;S FUCKING BURNY, HE CAN BE IN CHARGE!!! (1 CP):&#039;&#039;&#039; &#039;&#039;The black brothers have many things going for them, they&#039;re almost impossible to hit, burny as fuck and being punched by them is like being hit repeatedly by hot irons. What they don&#039;t have, however, is leadership, someone to beat them around the heads and say &amp;quot;WE&#039;RE GOING TO FUCKING BURN THOSE FUCKS OVER THERE SO GET FUCKING MOVING!!!&amp;quot;, and so when the Black Brothers feel that they could do with someone with a bit of tactical know-how they simple borrow/kidnap a fellow Angry Marine captain who happens to also like setting things on fire.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle begins. Select an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} from your army armed with either a Hand Flamer or Combi-Flamer (or The combi-combi flamer). That model gains the {{W40kKeyword|Black Brother}} Keyword and the &#039;&#039;Burning Weapons&#039;&#039; and &#039;&#039;Black Smoke&#039;&#039; special rules for the duration of the battle (see black brothers&#039; datasheet for the rules).&lt;br /&gt;
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*&#039;&#039;&#039;Honey Badger Bait (3 CP):&#039;&#039;&#039; &#039;&#039;Even Angry Marines don’t want to attract Mutant Honey Badgers. Even newly minted angry marines have heard the stories about them burrowing up through toilets while you were sitting on them. But they do appreciate that if they don’t want the mutant monstrosities around, then their enemy most certainly does not. So the angry marines have concocted a bait which will lure out any nearby Mutant Honey badgers, put it into an easy to carry, throw (and incredibly airtight) grenade-like container, which they then throw at any enemy too stubborn to be removed by the usual punching and abuse. Carriers of such grenades are also thoroughly versed in their correct usage: 1. Pull the pin from a grenade. 2. Throw the grenade at what you want to seriously mess up. 3. Run the fuck away. Very fast. 4. Keep running. &#039;&#039;&lt;br /&gt;
::At the beginning of your shooting phase, select an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} armed with a weapon with the Grenade Type. Replace all its grenade-type weapons&#039; profiles with the following:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Honey Badger Bait || 8&amp;quot; || Grenade D3 || - || - || - || This weapon does no damage. However, if a unit is hit at least once by this weapon, set up a {{W40kKeyword|MUTANT HONEY BADGER}} model 9” to 12” from the hit unit and 9” to 12” from the firing unit. If neither of these conditions can be met, the {{W40kKeyword|MUTANT HONEY BADGER}} is instead slain. The created {{W40kKeyword|MUTANT HONEY BADGER}} does not cost any points or power points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ONLY IN DEATH DOES THE RAGE END!!! (2 CP):&#039;&#039;&#039; &#039;&#039;No Angry Marine ever expects to die, like [[Orks]], they assume that only others around them die because they weren&#039;t ANGRY enough. So, when an Angry Marine is sitting/shitting (or both) on death&#039;s door, he is so incomprehensibly angry that nothing can stop him from delivering the Emperor&#039;s fury one final time.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} is slain; that model musters one last surge of &#039;&#039;RAGE!&#039;&#039; before succumbing to its wounds, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem overrules the &amp;quot;Angry Astartes Banner&amp;quot; or &amp;quot;Banner of the Raging Desert&amp;quot; special rules).&lt;br /&gt;
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*&#039;&#039;&#039;Orbital barrel of FUCK YOU!!! (4 CP):&#039;&#039;&#039; &#039;&#039;Temperus Maximus has the authority to call down a Strike Cruiser from orbit to crush his pathetic foes, literally. The location of the shipyard which produces this &amp;quot;ship-based&amp;quot; ammunition is unknown, however, and where the Angry Marines find the manpower and materials to build fleets of ships for the Chapter Master to fire at targets defies logic and common sense.&#039;&#039;&lt;br /&gt;
::This Stratagem can be used once per battle if you have {{W40kKeyword|Chapter Master Temperus Maximus}} in your army and he is on the battlefield (and not embarked inside {{W40kKeyword|Transport}}). Instead of shooting with his weapons, roll a D6 for every unit on the battlefield (do not roll for units that are embarked inside {{W40kKeyword|Transports}}). Subtract 1 from the result if the unit being rolled for is an {{W40kKeyword|Infantry}} {{W40kKeyword|Character}} unit and add 1 to the result if the unit being rolled for is a {{W40kKeyword|Infantry}} unit that is not a {{W40kKeyword|Character}}. On a 4+, the unit suffers D3 mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;RAMPAGE!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Nothing gets the blood pumping (apart from drugs, skittles and the threat of [[chaos]]/[[furries]]) like a good old fashioned, head-on charge into the enemy. The Angry Apothecaries also recommend it to remove wrinkles, headaches, sore backs, cancer, head trauma and lesser forms of death, in fact, a good old fashioned charge will make even the most ancient of Angry Marines feel like he&#039;s only just gone through his initiations (he will also be bloody, bruised and swearing, also just like after he finished his initiations).&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any Fight phase if an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} from your army has charged during the Assault phase. Add D3 to the Attacks characteristic of that model for the duration of the Fight phase.&lt;br /&gt;
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*&#039;&#039;&#039;RELICS OF RAGE!!! (1-3 CP):&#039;&#039;&#039; &#039;&#039;&amp;quot;GIVE ME ONE YOU OMNISSIAH BASTARD!!!&amp;quot; Is a common sound to be heard before a battle, with every Angry Marine worth his cigar wanting the flashiest bit of adamantium to &amp;quot;FIST THE FUCKERS BACK TO THE [[Eye of Terror|EYE OF TERROR]]!!!&amp;quot;. The idea that only one Angry Marine at a time could take one of the chapters &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;FLASHY BITZ&amp;lt;/span&amp;gt; always confused the Angry Marines, so they decided &amp;quot;FUCK IT!!!&amp;quot; (Not literally, that would be {{BLAM}} {{BLAM|Heresy!}}) and started letting multiple relics out at a time, as long as they were returned free of blood and brains.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Your army can have one extra {{W40kKeyword|Angry Marines}} ArteFUCKt for 1 CP, or two extra {{W40kKeyword|Angry Marines}} ArteFUCKts for 3 CPs. All the Angry Marine Relics that you include must be different and be given to different {{W40kKeyword|Angry Marines}} {{W40kKeyword|Characters}}.&lt;br /&gt;
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*&#039;&#039;&#039;RUN THEM OVER!!! (1 CP):&#039;&#039;&#039; &#039;&#039;It is not only [[Astra Militarum]] who are crazy enough to run over the enemy and CRUSH THEM BENEATH THEIR GRINDING TREADS!!!&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Charge phase. Select an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Vehicle}} unit (which is not a {{W40kKeyword|Rage Speeder}} {{W40kKeyword|Belligerent Redemptor Dreadnought}} or a {{W40kKeyword|Belligerent Engine}}) from your army. That unit can charge even if it Advanced this turn. In addition, in the following Fight Phase, attacks made by that unit hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THINK YOU SMART FUCKER?!!! (1 CP):&#039;&#039;&#039; &#039;&#039;There is no problem which can&#039;t be solved by vast amounts of your chosen explosive, even if that problem is that the enemy has just destroyed your metal box. So, the Angry Marines decided that if they were going to go down, it would be on their terms, and those terms would be &amp;lt;s&amp;gt;in style&amp;lt;/s&amp;gt; &amp;quot;FUCK YOU HERETIC!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::You can use this Stratagem just before a friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Vehicle}} model must roll to see if it explodes. it explodes on a 2+ instead of on roll of 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wildfire (1 CP):&#039;&#039;&#039; &#039;&#039;Whenever the Angry Marines encounter an enemy entrenched in a position they want they ask themselves a question. Do they really need said position? Regardless of the answer, they send the coordinates of the enemies position to a Whirlwind Cremator, who ensures that the enemy, their cover, and everything around it, is on fire. Not a subtle approach but even the most ardent pacifist will admit that the results look fucking awesome.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Shooting phase just before a {{W40kKeyword|Whirlwind Cremator}} shoots. Instead of shooting with any of its weapons, select a piece of terrain on the battlefield, each model inside that piece of terrain is automatically hit by a shooting attack resolved at Strength 6, AP -2 and Damage 2 and they do not get the benefits of cover against it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU AND WHAT ARMY DICKHEAD?!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Angry Marines miss the day when their deep striking foes might die in transit, as there are few things funnier than watching 400 points worth of terminator appear 200 metres off the ground and land with a satisfying BOOM!!! Unfortunately, now everyone gets a 100% successful deep strike, so the Angry Marines now deploy Angry Serfs&#039; behind enemy lines to pour sugar in their fuel tanks, tie commanders shoelaces together and fill terminator helmets full of custard. It may only delay their cheesy opponent for so long, but by then the Angry Marines will have made deck chairs out of their opponents&#039; corpses, and will be patiently waiting for the arrival of &amp;quot;THE REST OF THE WARDIAN, COVERCAMPING PRICKS!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy unit would arrive from reserve, that unit instead does not arrive and must wait until next turn to be deployed. You cannot use this Stratagem more than once on the same unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU TAKE THAT FUCKER, WE TAKE THESE FUCKERS!!! (1 CP):&#039;&#039;&#039; &#039;&#039;As glorious as a full-frontal charge can be, with a tide of yellow, red and profanity roiling over the enemy ( &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;those zoggin EMPRAH&#039;S boiz certainly know ows to be choppy&amp;lt;/span&amp;gt; ), even a psyche as angry as the Angry Marines can appreciate that one giant hammer isn&#039;t always the solution. Sometimes, lots of smaller hammers beating the shit out everyone at once is a much more efficient solution, and ensures that every marine has someone to bash over the head.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of any of your Movement phases. Select a friendly {{W40kKeyword|Angry Marines}} unit with the &#039;&#039;Combat Squads&#039;&#039; special rule that has 10 models. That unit is immediately split into two separate units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
An {{W40Kkeyword|Angry Marines}} Warlord cannot get the &#039;&#039;&#039;Inspiring Leader&#039;&#039;&#039; warlord Trait in the Rule book on page 186. If the Warlord of your army is an {{W40Kkeyword|Angry Marines}} {{W40Kkeyword|Character}} you can pick their Warlord Trait from the Angry Marine Warlord Traits table seen below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: FUCKING HERETICS!!!:&#039;&#039;&#039;&lt;br /&gt;
::Your warlord may re-roll all failed wound rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Psychic Nutcase:&#039;&#039;&#039;&lt;br /&gt;
::This warlord adds 2 to its psychic tests and deny the witch rolls, and knows one extra power from any psychic discipline it knows, but suffers perils in the warp from double 2’s, as well as double 1’s and 6’s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: GET OVER HERE YOU FUCK!!!:&#039;&#039;&#039; &#039;&#039;This warlord looks at the two dice that everyone else has to roll for a charge and said “FUCK THAT SHIT!!!”&lt;br /&gt;
::Your warlord charges D6+6&amp;quot; instead of 2d6&amp;quot; and may reroll charge distances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: IT’S KINDA FUN!!!:&#039;&#039;&#039; &#039;&#039;Although a very rare occurrence, some Angry Marines prefer ranged weapons over melee ones. In their private quarters their chainsaws sit gathering dust while their bolt weapons sit shiny, and in excellent working order.&#039;&#039;&lt;br /&gt;
::Your Warlord may exchange one of his weapons (that is not Grenades) with an item from the &#039;&#039;Special Weapons&#039;&#039; or &#039;&#039;Ranged Weapons&#039;&#039; lists, free of charge. In addition, add 1 to this models hit rolls with ranged weapons, and they may still shoot with their ranged weapons even if they have Advanced earlier that turn. If they do so, you must subtract 1 from any hit rolls they made when firing these weapons this turn; unless it&#039;s an Assault weapon, in that case, you must not subtract anything from any hit rolls it made when firing it this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: IT’S ON YOU NOW COCKSUCKER!!!:&#039;&#039;&#039; &lt;br /&gt;
::If your Warlord has less than half of his starting number of wounds left (rounding up), increase its movement and attack characteristic by 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: WHO THE FUCK DO YOU THINK I AM?!!!:&#039;&#039;&#039;&lt;br /&gt;
::In the enemy Movement Phase, choose an enemy {{W40Kkeyword|Character}} which is within 1&amp;quot; of your warlord, that character cannot Fall Back in this movement phase. In addition, if an enemy {{W40Kkeyword|Character}} within 1&amp;quot; of your Warlord in the Fight phase, the enemy character will always fight last, regardless of wether or not it charged in the preceding charge phase.&lt;br /&gt;
&lt;br /&gt;
==Iratomancy Discipline==&lt;br /&gt;
&#039;&#039;As is well known and documented, the warp is affected and mirrors the thoughts and actions of those in the real world, regions of disease become Nurgle’s playground, and downtown Amsterdam becomes Slaanesh’s bedroom in the warp. Then in the case, what are regions in the warp like which are influenced by the Angry Marines? Nobody knows, as much as Khorne would like to benefit from the Angry Marines they are far too zealous and emprah-bothering for him to feed on their energies, and nobody (alive at least) has entered Angry Marine warp space to find out what it’s like and what daemons live there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Either way, Angry psykers draw on Angry warp energies to fuel their power, but are not solely reliant upon it, being angry enough themselves to provide power for any spell they may wish to cast, and in a fair few cases, spells from the Iratomancy discipline is simply the psyker cursing incredibly loudly at his target. Why such psykers suffer perils in the warp is still unknown, but it is theorised that they simply shout so loud that they temporarily lose their voice and have to sit down for a while, not something they would willingly admit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before the battle, generate the psychic powers for {{W40kKeyword|Psykers}} that can use powers from the Iratomancy Discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: FUCK HEAT!!!&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;The Angry Marines dislike their weapons exploding and killing them. Not only is it a waste of good &amp;quot;ANGRY BASTARDS!!!&amp;quot; But it gets in the way of their desire to spam the trigger on their plasma weapons like a spastic ork on cocaine.&#039;&#039;&lt;br /&gt;
::If manifested, select a friendly {{W40kKeyword|Angry Marines}} unit with at least one weapon from the &#039;&#039;Plasma Weaponry&#039;&#039; list. The targeted unit may re-roll all failed hit rolls for weapons with &#039;&#039;plasma&#039;&#039; in its name (or is agreed with your opponent that it is a plasma weapon, despite not having &#039;&#039;plasma&#039;&#039; in the name), until your next Psychic phase, even on Overwatch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: FFFFFFFF...!!!&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;Angry Marines often find themselves outnumbered by their foes, which isn&#039;t a problem for them as it means that there&#039;s plenty of heads to bash. But sometimes they are so numerous that even an Angry Marines would be dragged down by sheer weight of numbers without some extra help.&#039;&#039;&lt;br /&gt;
::If manifested, choose an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit within 12&amp;quot; of the psyker, that unit adds one to its attack characteristic until your next Psychic phase. If that unit fights during the Fight phase against a unit which outnumbers them, then it adds two to its attack characteristic instead. If the unit is outnumbered two to one or more, it adds three to its attack characteristic instead. This Psychic Power is not cumulative with the &#039;&#039;RIP AND TEAR!!!&#039;&#039; and &#039;&#039;ALL THE RAGE!!!&#039;&#039; Psychic Powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: [[RIP AND TEAR|RIP AND TEAR!!!]]&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 8&lt;br /&gt;
::&#039;&#039;The psyker bellows at nearby Angry Marines to &amp;quot;GET YOUR FUCKING ACTS TOGETHER!!! I&#039;VE SEEN TAU FAGGOTS FIGHT FUCKING BETTER THAN YOU ARE RIGHT NOW!!! YOU&#039;RE NOT GIVING THE BASTARDS A LIGHT SPANKING AND SOME FUCKING FOREPLAY!!! JUST HIT THE FUCKERS YOU LAZY BASTARDS!!!&amp;quot; Although not really a psychic power, it still has the desired effect of making nearby Angry Marines frothing at the mouth psychos (even more than usual) to an extent that even Savlar Chem Dogs will say &amp;quot;&amp;lt;s&amp;gt;Jesus Christ&amp;lt;/s&amp;gt; {{BLAM}}{{BLAM|HERESY!}} God Fucking Emperor, they&#039;re a bit over the top aren&#039;t they?&amp;quot;&#039;&#039;&lt;br /&gt;
::If manifested, until your next Psychic phase all {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of the psyker add 1 to their attack characteristic and add 1 to their wound rolls in the Fight phase. This Psychic Power is not cumulative with the &#039;&#039;FFFFFFFF...!!!&#039;&#039; and &#039;&#039;ALL THE RAGE!!!&#039;&#039; Psychic Powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: FUCK YOUR PSYCHIC SHIT!!!:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 5&lt;br /&gt;
::&#039;&#039;There are very few minds which are more potent, belligerent or stubborn than those of an Angry Marine, let alone an Angry Marine psyker. Such a psyker can simply throw his will at an any enemy psyker, distracting them and those around them with a range of insults which they can&#039;t get out of their heads.&#039;&#039;&lt;br /&gt;
::If manifested, choose an enemy {{W40kKeyword|Psyker}} unit within 24&amp;quot; of the caster. Until your next Psychic phase that {{W40kKeyword|Psyker}} and all {{W40kKeyword|Psyker}} units within 6&amp;quot; of it suffer -1 to their manifestation and deny rolls. This power may target {{W40kKeyword|Characters}} even if they’re not the closest unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: ALL THE RAGE!!!:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;The psyker removes any remaining veneer of normality from his target, revealing the pure, unadulterated hatred within. Watching a librarian go from a red and yellow psychopath, screaming profanity left, right and centre while mowing down his foes, to a red and yellow psychopath, whose screams of profanity literally rupture brain cavities and who mows down his foes with eyes of burning fire, is enough to make even an Angry Marine go &amp;quot;SHIT THAT GUYS ANGRY, OI MINDFUCKER, FUCKING DO ME NEXT!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::If manifested, choose an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} within 9&amp;quot; of the psyker. Until the start of your next Psychic phase, add 1 to that {{W40kKeyword|Character}}&#039;s Toughness and Attack characteristics, and enemy units within 3&amp;quot; of it must subtract 1 from their Leadership characteristic. This Psychic Power is not cumulative with the &#039;&#039;RIP AND TEAR!!!&#039;&#039; and &#039;&#039;FFFFFFFF...!!!&#039;&#039; Psychic Powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: I’M COMING FOR YOU FUCKER!!!&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;No Angry Marine wants to see a good source of RAGE wasted, especially when the results of throwing an Angry Marine captain at a unit of orks is &amp;quot;FUCKING HILARIOUS!!!&amp;quot;. So, the psyker imparts part of his hatred for the enemy into a nearby unit, who then proceed to pick up the nearest head of command (it could be a land raider for all they fucking care) and lob said commander at the enemy.&#039;&#039;&lt;br /&gt;
::If manifested, select an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit (which is not a {{W40kKeyword|Character}}) within 24&amp;quot; of the psyker and that has at least one {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} unit (which is not a {{W40kKeyword|Biker}} or {{W40kKeyword|Monster}}) within 6&amp;quot; of it. The unit in question then may &amp;quot;throw&amp;quot; that nearest {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} unit toward the nearest enemy unit. To do so, move the character 6D6&amp;quot; towards the nearest enemy unit and the thrown character suffers one mortal wound; it may end this move within 1&amp;quot; of the enemy unit and if it does, it counts as a successful charge (NOTE: that enemy unit may not Overwatch). The enemy unit then suffers D3 mortal wounds. The unit which &amp;quot;threw&amp;quot; the character and the thrown character, may not shoot in the following Shooting Phase, but may still charge in the Charge Phase.&lt;br /&gt;
&lt;br /&gt;
==Litanies of Hatred and Vitriol==&lt;br /&gt;
If your army is battle forged all {{W40kKeyword|Angry Chaplains}} may chant/rant and rave one Litany of Hatred and Vitriol at the start of your movement phase. The litany&#039;s effects lasts until the start of your next Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;JUST PUNCH THEM WITH FUCKING BULLETS!!!:&#039;&#039;&#039;&lt;br /&gt;
::When a {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit within 3” of the user of this Litany makes a hit roll of 6+ with a ranged weapon, that attack scores 2 hits instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MOVE IT BITCHES!!! THEY’RE OVER THERE!!!:&#039;&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units within 3” of the user of this Litany may move and advance twice in their Movement phase instead of only once. However, any units which do this may not shoot or charge for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RUN AWAY?!!! ONLY PUSSIES RUN AWAY!!!:&#039;&#039;&#039;&lt;br /&gt;
::All {{W40kKeyword|Angry Marines}} units with 3” of the user of this Litany may only lose 1 model in the morale phase.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
Specialist detachments allow you to build your army around a certain theme and provide you with access to unique warlord traits, relics, stratagems and psychic powers, at the cost of restricted unit composition.&lt;br /&gt;
&lt;br /&gt;
===Captain Fuckingham’s Fan Club (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Angry Primaris}} units in this Specialist Detachment gain the {{W40kKeyword|Captain Fuckingham’s Fan Club}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FOR THE CAPTAIN!!! (1 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of any phase. Until the end of that phase, {{W40kKeyword|Angry Primaris}} units within 6” of {{W40kKeyword|CAPTAIN TANTRUMUS FUCKINGHAM}} ignore damage received on a 5+ on a D6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Secret Codex Reader:&#039;&#039;&#039; &#039;&#039;Although all primaris marines are screened for suitable levels of rage before they are let out into combat, some angry primaris marines still (super duper secretly) read and follow the codex adeptus astartes. Although widely regarded as toilet paper at best, such primaris marines understand that the codex does have a few useful things to say on a few topics, and have learnt to share such knowledge with their fellow marines in a manner which they find palatable. “COURAGE AND HONOUR YOU FUCKTARDS!!!”&#039;&#039;&lt;br /&gt;
::Your Warlord and friendly {{W40kKeyword|Angry Primaris}} units with 6” of it may retreat from combat and then either fire their weapons in the following shooting phase at a minus 1 to hit, or charge in the following charge phase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Properly Functioning Iron Halo:&#039;&#039;&#039; &#039;&#039;The angry marines are not known for their high quality, functioning relics. Iron halos, in particular, do not survive the millennia well, being used for everything from bottle openers to honey badger litter box cleaners.&#039;&#039;&lt;br /&gt;
::A model with this relic has a 4++ invulnerable save and adds 1 to its armour save rolls. If this model already has an invulnerable save then it may instead add 1 to its invulnerable save rolls. However, all non-{{W40kKeyword|Angry Primaris}} units within 6” subtract 1 from their leadership characteristic.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melee-only Mob (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|infantry}} units armed only with non-standard melee weapons and pistols in this Specialist Detachment gain the {{W40kKeyword|Melee-only Mob}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Some angry marines feel that the chapter is beginning to include too many ranged weapons in their arsenal. Such marines like to talk about the good old days of the chapter (back before they had a codex) when the only thing an angry marines had to fight with was his trusty chainsword, another trusty chain sword, and whatever loose limbs he could find lying around that he could get a good swing with.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Happy Go Choppy:&#039;&#039;&#039; &#039;&#039;Some Angry Marines are capable of being choppy all day. While some like to punch, others kick, or stomp, or bludgeon, some simply want to take a sharp(ish) object and hack away at something. Such angry marines aren’t even that foul mouthed, they are quite content to cut, hew and slice all day. Although clearly an admirable desire, most angry marines find such individuals...a bit weird.&#039;&#039;&lt;br /&gt;
::Each hit roll in the fight phase of 6+ made by your Warlord counts as 3 hits instead of 1 (this overrides the extra attacks created by hits of 6+ from &#039;&#039;ALWAYS ANGRY!!!&#039;&#039;). In addition to this, any melee weapons this unit possesses which would provide an additional attack/s as one of their abilities provide an extra attack on top of the number of extra attacks the weapon would normally provide. However, a unit with this trait may not use any ranged weapons it is equipped with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furious Strikes (1 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this Stratagem during the Fight phase. Select a {{W40kKeyword|Melee-only Mob}} unit; reduce that unit&#039;s weapon skill by 1 (eg. A 3+ weapon skill would become a 4+ weapon skill). However, hit rolls of 6+ made by that unit generate an additional hit and improve the Ap of that attack by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Irate Bastard (1 CP):&#039;&#039;&#039;&lt;br /&gt;
::Before the battle begins choose a {{W40kKeyword|Melee-only Mob}} {{W40kKeyword|Character}} in your army. That {{W40kKeyword|Character}} gains the {{W40kKeyword|Irate Bastard}} keyword and ignores all negative modifiers to its hit rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Butcher’s Chainsaws:&#039;&#039;&#039; A bloody and rusted chainsaw found deep within the armoury of the MAXIMUM FUCK. Nobody knows who it belonged to (other than it had to be an angry marine because of its red and yellow paint job), but along the weapons side are tallies, counting the tens of thousands of creatures the weapon has killed, and despite the weapons disrepair, it still cuts through flesh like it wasn’t there. Angry Marine officers are reluctant to carry such a weapon, because, although it is certainly an incredibly powerful item, they are worried what the original owner might do to them if they come back and find someone else using it.&lt;br /&gt;
::Model with two Chainsword or Mastercrafted Chainsword only. The Butcher’s Chainsaws replaces the bearer&#039;s two Chainswords or Mastercrafted Chainsword with the following profile.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Butcher’s Chainsaws || Melee || Melee || User || -3 || 2 || When the bearer of this relic fights in the fight phase they may make 4 additional attacks with this weapon. In addition to this, add 1 to the hit rolls made for attack with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Power:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Steroids:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;A power which has been made illegal in competitions because of the large numbers of casualties it causes, and because “ANGRY MARINES DONT NEED FUCKING STEROIDS TO KICK ASS!!!”&#039;&#039;&lt;br /&gt;
::If successfully manifested, select a {{W40kKeyword|Melee-only Mob}} {{W40kKeyword|infantry}} unit within 12” of the caster. Until the end of your turn, that unit may charge after advancing and rolls an additional dice when advancing or charging and discards the lowest dice. However, at the end of your turn roll a D6 for each model in the unit; on a 1 that model suffers a mortal wound. If any models are lost then the unit must take a morale test at minus 1 leadership.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Burners of the Codex (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Black Brother}} units in this Specialist Detachment gain the {{W40kKeyword|The Burners of the Codex}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Black Brothers find it hard to mingle amongst other angry marines. It’s not that their achievements and profanity aren’t appreciated. They are. Black brothers are seen as complete badasses by other angry marines. It’s just... that much fire is difficult to be around. Black brothers insist on going around in full power armour constantly on fire, charing furniture and flesh alike. This means that even in conventional/non-black brother armour you can only have a 2-second conversation with a black brother marine while running away from them, or via a megaphone, due to the risk of being cooked alive. This means that in battle the black brothers are kept away from the normal, angry marines forces wherever possible in order to reduce unnecessary injuries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Internal Furnace:&#039;&#039;&#039; &#039;&#039;The highest-ranking Black Brothers have internal biology more akin to a combustion engine, with blood vessels pumping molten hate, their digestive system converting food into vitriol, and their lungs scorching the very air they breathe. Upon death, such individuals do not die... quietly.&#039;&#039;&lt;br /&gt;
::When a unit with this trait is slain, every unit within 3D3&amp;quot; suffer D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Eternally Burning Codex:&#039;&#039;&#039; &#039;&#039;A copy of the Codex Astartes which, for whatever reason, won&#039;t burn. It is on fire, but while all other codexes will be nought but ash after five minutes, this codex just sits there. On fire. For a while the black brothers threw all the fire they had at the codex to try and reduce it to soot and randomly floating CO2 molecules, they used flamers, meltas, jet packs, Molotov’s. They even extended the definition of “fire” temporarily to include short-range plasma weaponry, but not even ionised gas could destroy the book. Thankfully, however, the codex also serves as an effective melee weapon and as an encouragement to all black brothers in range to “BURN FUCKING BETTER YOU BASTARDS!!!”&#039;&#039;&lt;br /&gt;
::Models with a Power Bat Only. The Eternally Burning Codex replaces the bearer&#039;s Power Bat and has the following profile:&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Eternally Burning Codex || Melee || Melee || +1 || -1 || 3 || Friendly {{W40kKeyword|The Burners of the Codex}} units that are within 3&amp;quot; of the bearer of this Relic add 1 to the number of hits caused by all their weapons which automatically hit their target.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Power:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Purifying Thoughts of Fire and Fury:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;MAY THE GOD EMPEROR HAVE MERCY UPON YOUR PITFUL FUCKING SOULS!!! MAY THE FIRE OF HIS FUCKING WILL CLEANSE THE GALAXY OF YOUR SHIT LICKING PRESENCE!!!&#039;&#039;&lt;br /&gt;
::If manifested select a friendly unit within 6” of the caster which is equipped with weapons which automatically hit their target. That unit improves the Strength and Ap of these weapons by 1.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Silent Ones (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Silencer}} and {{W40kKeyword|Terminator}} units in this Specialist Detachment gain the {{W40kKeyword|The Silent Ones}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Normal Angry Marines can find the silence of terminators and silencers rather unnerving. They find something weird about seeing a marine in the red and yellow of their chapter making no noise whatsoever, just glaring from behind glowing eye lenses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Especially Silent:&#039;&#039;&#039; &#039;&#039;Silencers and terminators take their silence another step further, mastering the art of moving silently, breathing silently, farting silently, to the point that their silent deadliness has a measurable effect on the warp.&#039;&#039;&lt;br /&gt;
::Psychic powers manifested within 18” of your Warlord automatically fail. In addition to this, this model knows the &#039;&#039;Sucking Darkness&#039;&#039; psychic power in addition to all its other powers and gains the {{W40kKeyword|Null}} keyword if it did not already possess it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*xxx&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sergeant Shitbucket’s Bucket of Shit:&#039;&#039;&#039; &#039;&#039;The “banner” of the now-deceased Sergeant Shitbucket, a terminator from the battle barge, CONSIDERABLE SHOUTING, where he met his awesome demise, by jumping out of his battle barge in low orbit and plummeted to the planet below to impact upon a particularly stubborn demon prince. The truly amazing death of the Sergeant and his decisive defeat of the demon prince has firmly secured Shitbuckets name on the angry marine list of most awesome and badass deaths of all time (for reference, he is just below battle brother dick slapper on the list, who died by shitting a krak grenade into the mouth of a hive tyrant). In his fond memory, an angry marine may choose to carry Shitbuckets bucket of shit into battle, although few choose to these days, as the bucket does smell particularly rancid.&#039;&#039;&lt;br /&gt;
::Attacks against the bearer of this relic suffer -1 to hit. In addition to this, enemy units with 3” of this model suffer -1 to their leadership characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Power:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sucking Darkness:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; N/A&lt;br /&gt;
::&#039;&#039;The most potent bulls are capable of channelling the emptiness of their psychic presence at their enemies, resulting in terror amongst the nulls foes as the background hum of the universe simply...vanishes.&#039;&#039;&lt;br /&gt;
::This psychic powers may only be cast by a model with the {{W40kKeyword|Null}} keyword and does not count towards the maximum number of psychic powers this model may cast in a turn. If manifested, pick the nearest enemy unit and roll 2D6 and compare the result with its leadership characteristic of the nearest enemy unit. If the value exceeds that unit&#039;s leadership characteristic then it has to subtract 1 from its leadership characteristic until the start of your next psychic phase. Repeat this process until the enemy unit has suffered minus 4 to its leadership characteristic or you fail the roll.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Titanic Throng (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Titanic}} units in this Specialist Detachment gain the {{W40kKeyword|Titanic Throng}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;It’s hard to truly mingle and be part of a group of people when you ride a 10-meter tall metal monster into battle. The world feels so small, it’s players so squishy and their firepower so...weak. It’s an understandable but dickish viewpoint which is held by the truly colossal units within the Angry Marines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Truly Massive:&#039;&#039;&#039; &#039;&#039;Some titans are just head and shoulders more massive than their brethren. Maybe they were just built larger, or perhaps their original owner may have modified them with additional ablative armour, or maybe the Titan has just spent too long eating tyranid super heavies.&#039;&#039;&lt;br /&gt;
::Add 6 to your Warlord&#039;s maximum wound characteristic. In addition, your Warlord ignores damage received on a 5+, but has to subtract 4” from its movement characteristic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Colossal Chain Flail:&#039;&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Titanic Throng}} model with Thunderstrike Gauntlet only. The Colossal Chain Flail replaces the bearer&#039;s Thunderstrike Gauntlet and has the following profile:&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Colossal Chain Flail (Swing) || Melee || Melee || User || -2 || D3 || Make 3 hits rolls for this weapon. Damage inflicted by this weapon passes on over to other models in the targeted unit.&lt;br /&gt;
|-&lt;br /&gt;
| Colossal Chain Flail (Strike) || Melee || Melee|| X2 || -4 || 6 || Subtract 1 from the hit rolls for this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Angry Marine Equipment==&lt;br /&gt;
The Angry Marines mainly employ the standard weapons of the [[Adeptus Astartes]], but they also possess a number of exotic and unusual weapons.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Adamantium 2”x4” with a nail through it:&#039;&#039;&#039; &#039;&#039;A special weapon only reserved for the elite of the Angry Marines, rare due to the sheer effort of getting a nail into a piece of Adamantium. The thing that all melee weapons aspire to be, brutal, simple and terrifying in equal measure, not that you&#039;ll have time to appreciate it if your heads on the receiving end of its swing.&#039;&#039;&lt;br /&gt;
[[File:Adamantium 4x2 with a nail through it.jpg|200px|thumb|Adamantium 2”x4” with a nail through it]]&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamantium 2”x4” with a nail through it&#039;&#039;&#039; || Melee || Melee || +2 || -4 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainweapons:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; &#039;&#039;For those wishing to see the Angry Marines for themselves then your common or garden variety of marine will be carrying two of these (disclaimer, visiting the Angry Marines for sightseeing purposes may result in severe blood loss, blunt force trauma to the head, chainsaws up your anus up to and including total existence failure, you have been warned).&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Chain-Axe:&#039;&#039;&#039; &#039;&#039;Khorne gets a slight boner when he sees the Angry Marines rock up with some of these, them he gets sad and pumps iron for a few years as he remembers that &amp;quot;WE ANGRY MARINES FUCKING HATE THOSE WORLD EATERS!!! THEY ONLY CARRY ONE MELEE WEAPON!!! THAT KHARN CUNT IS PRETTY FUCKING ANGRY THOUGH!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chainsword&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes Chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain-Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archeotech Chainsword&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 2 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Glaive (Sweep)&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || When fighting with this profile, each hit counts as 2 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Glaive (Strike)&#039;&#039;&#039; || Melee || Melee || +4 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw:&#039;&#039;&#039; &#039;&#039;The classic &amp;quot;I don&#039;t care what toughness you have, I&#039;m just going to keep rerolling my wound rolls until you die from blood loss or boredom&amp;quot; weapon, even more potent with that strength 5 the Angry Marines are running around with.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightning Claw&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || You can re-roll failed wound rolls for this weapon. If a model is armed with two Lightning Claws, each time it fights it can make 1 additional attack with them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039;&lt;br /&gt;
[[File:Power Chair.jpg|100px|thumb|Power Chair]]&lt;br /&gt;
::&#039;&#039;&#039;Power Chair:&#039;&#039;&#039; &#039;&#039;Same power as the power bat and power wrench but with a bashing effect. First started with an Angry Marine Initiate who was having a fight with another Initiate who used a chair, used all energy from the power bat, and smashed the initiate in the head. This was then developed into the Angry Marine arsenal. To this day the unconscious initiate is still in the med bay of strike cruiser &amp;quot;DIPSHIT&amp;quot; because &amp;quot;HE IS A FUCKING PUSSY WHO CANNOT FIGHT HIS WAY OUT OF HIS SLEEP, SLANNESHI-SLEEPING-SLOTH-SHITE!&amp;quot;&#039;&#039;&lt;br /&gt;
[[File:Angry-Sergeant-Power-Bat-001.jpg|100px|thumb|Power Bat]]&lt;br /&gt;
::&#039;&#039;&#039;Power Bat:&#039;&#039;&#039; &#039;&#039;For when you can&#039;t be fucked with dealing with swarms of guardsmen.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Power Chair:&#039;&#039;&#039; &#039;&#039;For those times when you just really need to wound titans on 3+, bonus points if you destroy a titan by having a marine hack away at its ankles with one of these.&#039;&#039;&lt;br /&gt;
[[File:Cock Knockers 1.jpg|50px|thumb|Power Feet]]&lt;br /&gt;
::&#039;&#039;&#039;Power Feet:&#039;&#039;&#039; &#039;&#039;Power Feet are weapons in the shape of the boots of Power Armor, sized up to disruptor energy fields commonly found in Power Fists.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; &#039;&#039;Only works if you laugh maniacally and shout &amp;quot;ITS FISTING TIME!!!&amp;quot; Or &amp;quot;I CAST FIST!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; &#039;&#039;For when you can&#039;t be fucked with dealing with power armor.&#039;&#039;&lt;br /&gt;
[[File:Techmarine with Power Wrench (2).jpg|100px|thumb|Power Wrench]]&lt;br /&gt;
::&#039;&#039;&#039;Power Wrench:&#039;&#039;&#039; &#039;&#039;For those bipolar moments when neither a sword or a bat will do the job.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Bat&#039;&#039;&#039; || Melee || Melee || +2 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master-Crafted Power Bat with a Nail through It&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Boots&#039;&#039;&#039; || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Chair&#039;&#039;&#039; || Melee || Melee || +7 || -2 || 2 || A model can only carry one Power Chair.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Feet&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Wrench&#039;&#039;&#039; || Melee || Melee || +2 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bag of Dylad:&#039;&#039;&#039; &#039;&#039;A Mastercrafted Adamantine Sack of Power Doorknobs.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Bag of Dylad&#039;&#039;&#039; || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll, each hit with this weapon counts as D2 hits. In addition, any wound rolls of 6+ made for this weapon cause D3 mortal wounds instead of the normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hell Glove:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Hell Glove&#039;&#039;&#039; || Melee || Melee || +5 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fang of RAGING Desert:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fang of RAGING Desert&#039;&#039;&#039; || Melee || Melee || +4 || -4 || 4 || Subtract 1 from invulnerable save rolls made against this weapon. If you roll a wound roll of 6+ for this weapon, it inflicts 2D3 mortal wounds instead of its normal damage; 4 if the target is a {{W40kKeyword|Daemon}} or a {{W40kKeyword|Psyker}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Angry Grappa:&#039;&#039;&#039; &#039;&#039;To put it simply, an angry grappa is just a huge harpoon gun with an adamantium chain and a powerful motor, used to tow the Belligerent Engine itself close to big things like tanks or monsters.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Angry Grappa&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || 1 || If this weapon managed to remove one wound from either a {{W40kKeyword|Monster}} or a {{W40kKeyword|Vehicle}}, the bearer may re-roll charge distances if it charges that model.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assault Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 6 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 4 || 7 || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolter Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boltgun&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auto Bolt Rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hurricane Bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master-crafted Heavy Bolt Pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 2 || 4 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Heavy Bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter Gatling Gun&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 5 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter Gatling Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 12 || 5 || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combi Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-bolter (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-flamer (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-flamer (Flamer)&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-melta (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-melta (Meltagun)&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, change this weapons damage to D6+2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-plasma (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-plasma (Plasma Gun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon&#039;s shots have been fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flame Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hand Flamer&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenades:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak Grenade&#039;&#039;&#039; || 12&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fragstorm Grenade Launcher&#039;&#039;&#039; || 18&amp;quot; || Assault D6 || 4 || 0 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krakstorm Grenade Launcher&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubbers:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || 0 || 1 || A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ironhail Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || -1 || 1 || A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rageus Ironhail Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || -1 || 1 || Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can {{W40kKeyword|Fly}}; otherwise subtract 1 from the hit roll. A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lascannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 9 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Las-talon&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 9 || -3 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Weaponry&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infernus Pistol&#039;&#039;&#039; || 6&amp;quot; || Pistol 1 || 8 || -4 || D6 || If the target is within half range of this weapon, change this weapons damage to D6+2.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, change this weapons damage to D6+2.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || If the target is within half range of this weapon, change this weapons damage to D6+2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Icarus Rocket Pod&#039;&#039;&#039; || 24&amp;quot; || Heavy D3 || 7 || -1 || 2 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Launcher (Frag Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy D6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Launcher (Krak Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Typhoon Missile Launcher (Frag Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 2D6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Typhoon Missile Launcher (Krak Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 10 || -2 || D6 || The bearer can only shoot with each Hunter-killer Missile it is equipped once per battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onslaught Gatling Cannons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 12 || 5 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Pistol (Standard)&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Pistol (Supercharge)&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Gun (Standard)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Gun (Supercharge)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 8 || -3 || 2 || If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Cannon (Standard)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Cannon (Supercharge)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Plasma Cannon (Standard)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Plasma Cannon (Supercharge)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rocket Fisters:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Rocket Fister:&#039;&#039;&#039; &#039;&#039;To get around the standard Angry Marines terrible skill with a gun, the Tech priests created a weapon which allowed a squaddie to still punch things, but at range. The person wielding the weapon simply punches towards an enemy which is out of range and the weapon fires a fist towards said enemy, punching the enemy. Despite this however, the weapon doesn’t see much use simply because punching people at range is nowhere near as satisfying as punching them over and over again with your actual fists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities !! Points Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rocket Fister&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 8 || -3 || D3 || When rolling to hit with this weapon, use the bearer&#039;s &amp;quot;WS&amp;quot; instead of its &amp;quot;BS&amp;quot; and subtract 1 from the hit roll. If the target is within half range of this weapon, change this weapon&#039;s Type to Assault 2.||13&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Rocket Fister&#039;&#039;&#039; || 30&amp;quot; || Heavy 1 || 8 || -3 || D3 || When rolling to hit with this weapon, use the bearer&#039;s &amp;quot;WS&amp;quot; instead of its &amp;quot;BS&amp;quot; and subtract 1 from the hit roll. If the target is within half range of this weapon, change this weapon&#039;s Type to Heavy 2.||13&lt;br /&gt;
|}&lt;br /&gt;
[[File:Angry marine rocket fister by waileem (zoom).jpg|thumb|The feared ass-cracking himself, the &#039;&#039;Rocket Fister.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rocket Propelled Chainsaw:&#039;&#039;&#039;&lt;br /&gt;
[[File:Rocket Propelled Chainsaw.jpg|thumb|Hunter-killer missiles aren&#039;t brutal looking enough in the eyes of Angry Marines, so they replaced them with fucking EVISCERATORS on guided missiles.]]&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rocket Propelled Chainsaw&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 10 || -4 || D3 || This weapon can only be fired once per battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Smoke&amp;quot; Launcher:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Smoke&amp;quot; Launcher&#039;&#039;&#039; || 12&amp;quot; || Heavy 2D3 || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hell Glove:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Hell Glove&#039;&#039;&#039; || 12&amp;quot; || Pistol 3 || 4 || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sandstorm Assault Cannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Sandstorm Assault Cannon&#039;&#039;&#039; || 24&amp;quot; || Assault 5 || 6 || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Universal Door Opener:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Universal Door Opener&#039;&#039;&#039; || 8&amp;quot; || Assault 2 || 6 || -1 || 2 || If the target is within half range, change this weapon&#039;s Type to Pistol 4, add 1 to this weapon&#039;s Strength characteristic and hit rolls, and change its AP to -2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===ArteFUCKts===&lt;br /&gt;
{{MattWard}}&lt;br /&gt;
If your army is led by an {{W40kKeyword|Angry Marines}} Warlord, you may give one of the following {{W40kKeyword|Angry Marines}} ArteFUCKts to an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} in your army. Special Characters such as {{W40kKeyword|Chapter Master Temperus Maximus}} already have BADASS WARGEAR, so they do not need more BADASS WARGEAR; they cannot be given any of the following Relics.&lt;br /&gt;
&lt;br /&gt;
Note that some weapons replace one of the Character&#039;s existing weapons. When this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Angry Marine Relics your Characters may have on your army roster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roll of Emergency Purity Seals&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;One of the roles of a chief Reclusiarch is to ensure that the chapter remains full of nice, good, emperor bothering space marines, and not spikey, tentacle creatures wearing power armour. Chief Reclusiarch Mofo doesn&#039;t really give a shit as &amp;quot;ANY PUSSY WHO WOULD JOIN CHAOS IS A WORLD EATER WANNABE!!! NOT A FUCKING ANGRY MARINE!!! NOW PISS OFF IM WATCHING SOME FUCKING QUALITY CARTOONS!!!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;However, despite the fact that Angry Marines are as likely to fall to chaos as a grot is likely to defeat a dreadnaught, the Chief Reclusiarch services are still required, mostly in the blessing of random shit the marines have found to make sure that the inquisitors don&#039;t get any exterminatus based ideas. Even this minor task is too much for Mofo&#039;s non-existent patience, so he took a roll of standard, two-ply imperial toilet paper, screamed at it &amp;quot;YOU ARE BLESSED YOU INANEMATE PIECE OF SHIT!!!&amp;quot; And drew a small angry face on the first sheet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;This roll of emergency purity seals/blessed bog roll was then slammed into the face of the first Angry Marine demanding his bolter or power wrench to be blessed and followed by a bellow which was felt by a nearby battle barge &amp;quot;BLESS IT YOURSELF YOU CUNT WEASEL!!!&amp;quot; Despite the rolls unassuming appearance, it does provide significant protection to anything a sheet is slapped onto, in fact, each sheet shouts &amp;quot;YOU HAVE BEEN BLESSED, NOW STOP FUCKING MOANING!!!&amp;quot; After being used, but what&#039;s most remarkable is that the roll hasn&#039;t run out, being destroyed after many millennia of use and still has the same angry face on the first sheet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;In the direst of situations, it can even be used to wipe your arse, and marines who have done so say that &amp;quot;MY SHIT HOLE HAS NEVER FELT SO CLEAN!!! IT WAS LIKE WIPING MY ARSE WITH A FIELD FULL OF BUNNIES!!!&amp;quot; Mofo refuses to create more rolls for chapter wide, even imperium wide, use, arguing that (after he had shoved Fagbasher up the arse of the inquisitor stupid enough to ask) &amp;quot;ANY CUNT WHO NEEDS EXTRA PROTECTION FROM CHAOS IS A FUCKING TYRANID LOVING WHORE!!! NOW PISS OFF, IM STILL FUCKING WATCHING SOME QUALITY CARTOONS!!!&amp;quot;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::At the beginning of each of your turns, choose a friendly {{W40kKeyword|Angry Marines}} unit within 3&amp;quot; of the bearer of this Relic. Until the start of your next turn, that unit cannot suffer any negative modifiers to its hit or wound rolls and their Leadership or Toughness characteristics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sergeant Greenhands&#039;s &#039;&#039;SANCTIFIED&#039;&#039; Big Choppa:&#039;&#039;&#039; &#039;&#039;If you want to know more about this weapon, look at &amp;quot;The Green-Hands Heresy&amp;quot; on the [[Angry Marines]] Lore page.&#039;&#039;&lt;br /&gt;
::Model with a Power wrench only. Sergeant Greenhands&#039;s &#039;&#039;SANCTIFIED&#039;&#039; Big Choppa replaces the bearer&#039;s Power Wrench and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant Greenhands&#039;s &#039;&#039;SANCTIFIED&#039;&#039; Big Choppa&#039;&#039;&#039;|| Melee || Melee || +3 || -3 || 2 || Add 1 to any wound rolls this weapon makes against any {{W40kKeyword|Ork}} unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Codex Angry Marines:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;While most codices were written or printed by hand or machine, the codex angry marines was forged (although it wouldn&#039;t be surprising if the codices of the iron hands or the salamanders are forged as well). Made from a slap of steel adamantium alloy which had been pissed on for seven days and seven nights and the pages and spine were carved from the block by a team of Angry Marine Mindfuckers, using nothing but profanity, and the occasional bolter round. The crude simulacrum of a book was then brought before the Angry Marine chapter master, Temperus Maximus, for he had been ordered by the inquisition, the Adeptus Ministorum and terra, the high lords and, worst of all, the ultramarines, to make the Angry Marines codex compliant.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Maximus admired the slab of metal before him, it would be a fitting vessel for his rules to his battle brothers, and a giant middle finger to everyone else, as they never said whose codex the Angry Marines had to abide by. Flicking/snapping open the book with a quick curse which could still be heard in the cargo bays the chapter master glared at the metal page, melting words into it through sheer, undiluted contempt, drops of alloy dripping from the book to sizzle on the floor. Finally, his work done, Maximus leashed in his rage and closed the book, pausing only to read the rapidly cooling words, which said;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&amp;quot;JUST HIT THE FUCKERS!!!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Opening the doors to his chambers carrying the book, Maximus found a riot (one of the technical terms for a gathering of Angry Marines, another being an arse kicking) of silent Angry Marines outside. &amp;quot;SO, WHAT DOES IT SAY?!!!&amp;quot; Shouted one with unaccustomed politeness and reverence, while the others waited for the chapter masters response. There was the pause as Maximus considered, only to get angry with himself for needing to pause, he raised the book high above his head, and brought it crashing down on the questioning marines armoured brow, sending him crashing through five floors to land in a wrathful heap. Then, fixing those amassed before him with a steely gaze which left a few temporarily blind, Temperus Maximus gave his response, in a bellow which could be heard back on terra, &amp;quot;YOU CUNTS SHOULD ALREADY KNOW WHATS WRITTEN IN THE FUCKING BOOK YOU COCKSUCKING, WEABOO, DEAMON FONDLING FAGGOTS!!!&amp;quot;. The assembled marines didn&#039;t hesitate in their response, even the marine who had been smashed through the floor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&amp;quot;ALWAYS ANGRY, ALL THE TIME!!! ALWAYS ANGRY ALL THE MOTHER FUCKING TIME!!! SUCK ON IT YOU ULTRAMARINE BASTARDS!!! FFFFFFFFFFFFFFFUUUUUUUUUUUUUUCCCCCCCCCCCCKKKKKKKKKKKK!!!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The resulting fight lasted several years and resulted in a death toll in the billions, but the Angry Marines didn&#039;t care, and they carried the Codex Angry Marines with them every cockshot of the way, as a reminder that they didn&#039;t need some Ultrasmurf faggot to tell them who they are and what to do, but mostly to  &amp;quot;BEAT SOME FUCKING INQUISITORS WITH THE LITERAL FUCKING BOOK!!!&amp;quot; It has gotten to the point that the book itself hurls insults at the enemy, and the odd bolter shell, and maybe the odd lightning bolt, but that sort of thing stops once you apply a fresh purity seal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;There is a worry however that, as the book contains at least twenty blank pages,  that the book may write in itself, an idea which has everyone, except the Angry Marines, absolutely shitting their collective pants. What might a book given semi sentience by an entire chapter’s rage write in itself? The main theory is that the book will write some brand-new curses (and by that, curses unknown to the Angry Marines, the galactic guardians of the offensive word), curses which will probably be specifically insulting to ultramarines, or perhaps the 40k universes equivalent of the word Belgium. Either way, any new words must remain unknown to the universe at large to prevent galactic level recreations of the  &amp;quot;Raiders of the lost ark&amp;quot; final scene, thankfully though, the book is protected/owned by the FUCKING ANGRY MARINES, meaning that a force the size of every black crusade combined would be needed to wrest it from their adamantium grip.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Models with a Power Bat Only. The Codex Angry Marines replaces the bearer&#039;s Power Bat and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Codex Angry Marines&#039;&#039;&#039;|| Melee || Melee || +2 || -1 || 2 || Any friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units that are within 3&amp;quot; of the bearer of this Relic may add 1 to their hit rolls and may re-roll all failed hit rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Combi-combi Flamer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Before he died, Master of the Armory Enfurus Ragman (MAY HE KICK BALLS AND SCREAM FOR FUCKING ETERNITY!!!) had been working on improving the standard combi flamer, a weapon much-admired/used excessively while screaming at the enemy, due to the large amounts of Dakka it could produce. Ragman desired to increased said amounts of Dakka (and maybe while he was at it add some blades or big steel rods to make it choppy as well), but was struggling to do so (like many who had come before him before they were killed by the Mechanicus for crimes against the Omnissiah).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;It was on a normal, rage-filled night, Ragman was in the armoury holding a combi flamer and a roll of duct tape. He looked at the flamer, and then to the duct tape, then to the flamer, then back again, and that is when genius struck. He took the flamer, and wrapped it in several rolls of duct tape and fired it at the nearest object (a servitor as it happens). The gun (although it was now definitely a better gun because it was covered in duct tape) was no darker than before (even if it had annihilated the servitor), and so Ragman went on a &amp;quot;MOTHERFUCKING, AND TOTALLY JUSTIFIED RAMAGE!!!&amp;quot; Through the armoury. Later he realised he folly, and this time duct-taped two combi flamers together, and thus, the Combi-Combi Flamer was born.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Unfortunately, Ragman died before achieving the ultimate goal of making the flamer also choppy (duct-taping a chainsword to it) or before he could make more combi-combi flamers, otherwise the Angry Marines would have eradicated all heresy a long time ago.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Models with a Combi-Flamer only. The Combi-combi Flamer replaces the bearer&#039;s Combi-Flamer and has the followinf profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Combi-combi Flamer (Twin Boltgun)&#039;&#039;&#039;|| 24&amp;quot; || Rapid Fire 2 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Combi-combi Flamer (Twin Flamer)&#039;&#039;&#039;|| 8&amp;quot; || Assault 4D3 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Doom Guy Gun&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;A &amp;quot;gift&amp;quot; (left behind) weapon given to the Angry Marines by the honorary Angry Marine, Doom Guy, when he appeared on the battle barge &amp;lt;i&amp;gt;Maximum Fuck&amp;lt;/i&amp;gt; while it was passing through the warp. The gun (after being analysed by angry Tech-Priests) was found to have the highest density of Dakka per kilogram, but it only worked when the wielder was moving at top speed, and it fired even faster when firing at daemons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The Doom Guy gun was once brought to battle against the orks, who, upon seeing the gun and recognising its power, immediately surrendered to the Angry Marines (producing a level of confusion in the Angry Marines which created such a strong backlash of confusion in the warp that it prevented Tzeentch from pulling off a &amp;quot;Just as planned&amp;quot; large enough from destroying terra). When asked afterwards why they had surrendered, the ork war boss replied &amp;quot;So much Dakka. What can one do against such flashy bitz.&amp;quot;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Models with a Storm Bolter only. The Doom Guy Gun replaces the bearer&#039;s Storm Bolter and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Doom Guy Gun&#039;&#039;&#039;|| 24&amp;quot; || Assault 4 || 5 || -1 || 2 || This weapon may only fire if the bearer advanced earlier that turn. When shooting with this weapon, ignore any negative modifier to your hit rolls.  If its target is a {{W40kKeyword|Daemon}}, change this weapon&#039;s Type to Assault 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Head of Ward&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;A relic from before the unification wars, the shrunken head of the fifth (sixth) chaos god. The head sits impaled on a wooden stick and has a large cock and balls drawn on its forehead in permanent marker, from the remains of the heads neck droops a thick clump of fur, described by ancient texted as the &amp;quot;Crown of the neckbeards&amp;quot;, which is said to have been awarded to the fifth/sixth chaos god for fucking over an ancient tabletop game. The head has been in the possession of a number of different parties such as (but not limited to) the ultramarines (who built a shrine to it and masturbated to it), Nurgle (as even he found it vile to gaze upon), the Eldar (who used its space and time warping aura to be complete dicks) and the pretty marines (who put makeup on it). The last owner was Slaanesh (who used it as a fleshlight) until it was swept up by the currents of the warp into the battle barge &amp;lt;i&amp;gt;Litany of Litany’s Litany&amp;lt;/i&amp;gt;, where the Angry Marines attempted to destroy it, only to find it indestructible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ever since that day, the Angry Marines have been trying to get rid of the disgusting head, but even something as terrifying as Matt Ward&#039;s head, still has its uses, mostly by warping space and time around those chapters and species he had once fucked over.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Disconcerting, the head also whispers heretical ideas in the dark of night, despite how much constructive criticism/rage the Angry Marines throw at it, things like &amp;quot;the Ultramarines are the only true space marines&amp;quot; and &amp;quot;why don&#039;t you guys team up with the Necrons&amp;quot; or, worst of all &amp;quot;the baby carriers weren&#039;t a bad idea, it&#039;s not me who designed the fucking things&amp;quot;. The whispers can be heard in a hundred-mile radius (even in the vacuum of space) and resulted in many sleepless nights (WHO FUCKING NEEDS SLEEP!!!) for the nearby Angry Marines until someone came up with the bright idea of keeping the head next to the Codex Angry Marines, an arrangement which results in the head crying softly, and while this crying can still be heard a hundred miles around, the moans of one of the imperium’s greatest foes is a lullaby to everyone&#039;s ears.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
::Friendly {{W40kKeyword|Angry Marines}} units that are within 24&amp;quot; of the bearer of this Relic, can re-roll hit and wound rolls of 1, against any models in any army Matt Ward has fucked up (at some point in time), which are the following armies: {{W40kKeyword|Blood Angels}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Grey Knights}}, {{W40kKeyword|Asuryani}} and fucking {{W40kKeyword|ULTRAMARINES}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Looted, Looted, Looted, Pretty Marines &amp;quot;WARGH MOTHERFUCKER!!!&amp;quot; Banner:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;A banner which was once owned by the pretty marines, at the time, called the &amp;quot;Notice Me Senpai&amp;quot; banner, it provided space warping properties of the same manner used by deamonettes to hide their crab claws, granting all pretty marines around it incredible beauty and two-inch-thick plot armour, as it effectively made all pretty marines within its range main characters in an anime, so how could they die. Unfortunately (for the pretty marines at least) the orks don&#039;t give a shit about anyone else&#039;s plot armour apart from their own (and Yarrick’s, da greatist an orkiest humie eva!) and proceeded to brutalise the pretty marines with their long, hard shafts/Choppas, and took the banner for themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The banner was used for quite some time by ork commandos, who used its powers to make them look absolutely fabulous (or at least good looking enough to a guardsman who hasn&#039;t had sexual contact with another human for months) and thereby sneak up on enemy positions. Those they snuck up on could still see the orks but would be too busy having awkward boners etc to notice, boners which they would die with as the commandos chopped them to pieces. Over time, however, the banner began to lose its strength, being replaced more and more by Waaagh energies, and although it still provided a healthy glow to the orks (5/10 while drunk), it was no longer enough to hypnotise the enemy, resulting in the commandos being curb-stomped by a squad of stormtroopers, and the banner was then taken by the inquisition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thankfully, the inquisitor in possession of the banner was well travelled and cunning enough to know that xenos tech should not be dismissed out of hand (do the, how do you say it? Funky monkey) and so started experimenting on the banner, to find out how it could be both orky and pretty at the same time. However, the inquisitor made a grave mistake of being within one hundred light-years of the Angry Marines during the two years of the completion of the Codex Angry Marines, and thus became one of the many inquisitors who &amp;quot;WAS BEATEN OVER THE FUCKING HEAD BY THE LITERAL FUCKING BOOK!!!&amp;quot; And thus, finally, the banner fell into the hands of the Angry Marines, who used it (during their two-year &amp;quot;book tour&amp;quot;) for their own amusement, as anyone within its range would start talking orky (DIS FUKIN BANNER IZ DA FLASHIEZT!!! WE SHODA KRUMPED DAT INQUISITOR GIT FOR IT BLOODY AGES AGO LADZ!!!).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Over time however, like every other piece of influence before it, the orky powers around the banner started to diminish, to be replaced by &amp;quot;RAGE MOTHERFUCKER!!!&amp;quot; to the point that the Angry Marines started carrying their &amp;quot;FUCKIN FLASHY BANNER!!!&amp;quot; into battle, to great effect, as it carried Pretty, Waaagh and Angry energies within it, making everyone around it &amp;quot;DA ANGRIEST, DA ORKIEST AND DA PRETTIEST SONS O FUCKIN BITCHES IN DA FUCKIN GALAXY!!!! WARGH MOTHER FUCKERS!!!&amp;quot;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::{{W40kKeyword|Angry Primaris Ancient Lieutenant}} or {{W40kKeyword|Silencer Ancient}} models only. The looted, looted, looted, Pretty Marines &amp;quot;WARGH MOTHERFUCKER!!!&amp;quot; Banner replaces the bearer&#039;s &#039;&#039;Angry Astartes Banner&#039;&#039; or &#039;&#039;Banner of the Raging Desert&#039;&#039; special rule with the following: &#039; {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of the bearer of this banner gain +2 to their Leadership and may re-roll charge distances.  In addition, on a turn in which any {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of the bearer of this banner make a successful charge, you can make 1 additional attack in the Fight Phase with all models in that unit. This Relic is not cumulative with the &#039;&#039;Angry Astartes Banner&#039;&#039; or &#039;&#039;Banner of the Raging Desert&#039;&#039; abilities.)&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Storm Shield Surfboard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The anger child between a squad of Angry Terminators and an Angry Tech-Priest, while the Angry Marines were fighting daemons of Slaanesh on an ice world. At the best of times terminators are slow and purposeful, put them on a planet which is covered in a metre and a half of snow, and they might as well make them stationary. Angry Terminators are not calm beings at the best of times, but dump them in a snowdrift and have deamonettes dance around and taunt them, then you get to exploding levels of RAGE (many battle brothers were lost to such deviant tactics, MAY THEY KICK BALLS AND RAGE FOR FUCKING ETERNITY&amp;quot;). Such rage would also have a dramatic effect on the terminator armour, as marines would claw their way out in the nude to &amp;quot;FUCKING FIST THOSE DEAMONETTE SLUTS!!! HOW DO YOU LIKE BEING FUCKED BY A CHAINSWORD!!!&amp;quot; (Ow do it harder you&#039;re making me so god damn horny BLAM). Terminator armour is rare at the best of times, even more so in a chapter which uses them to walk into Lascannon fire for &amp;quot;SHITS AND GIGGLES MOTHERFUCKER!!!&amp;quot;, and such damage makes the Angry Tech-Priests so angry that they can be used to melt glaciers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Storm Shield Surfboard.png|thumb|right|&#039;&#039; Call us today and you can get the first three seasons of Scooby-Doo included free of charge! &#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;So, an &amp;quot;alliance&amp;quot; was formed based on the desire to a. Get to the enemy faster and b. To not ruin terminator armour while doing so, between a five-man terminator squad, and the Tech-Priest Jordy Motherfucker, who was originally from the water covered angry world of Spectoris. After much arguing and fighting (the equivalent of a polite hello followed by tea and biscuits for the Angry Marines) Jordy suggested the use of one of the terminators&#039; storm shields as a sled to slide over the ice slopes, in imitation of a water-based pastime from his homeworld. &amp;quot;But how do we make it travel uphill or over long distances?&amp;quot; Pondered Motherfucker out loud (being an Angry Tech-Priest, Jordy only spoke in lower case most of the time). &amp;quot;PUT SOME FUCKING ROCKETS OR MELTAS ON THE FUCKING BACK YOU IDIOT!!! YOUR SUPPOSED TO BE THE FUCKING CLEVER ONE AROUND HERE!!!&amp;quot; Replied one of the Angry Terminators, who proceeded to take his storm shield and hammer some rockets onto the back of his power hammer. Then, taking a run-up, said terminator jumped onto his storm shield and powered up the rockets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;When they found the terminator ten miles away (by following the trail of decapitated, mutilated and fisted deamonettes) at the bottom up an icy hole all he would say was &amp;quot;I&#039;M FUCKING DOING THAT AGAIN!!!&amp;quot; as he kept trying to remount his now drained storm shield. Since then, the Storm Shield Surfboard has been fitted with improved fuel tanks, more reliable/non-exploding rockets, an Angry levitation system (borrowed) from the Angry Repulsor tank, a front edge force field for added decapitation, cup holders and a tv which plays constant runs of an old earth show called &amp;quot;Scooby-Doo&amp;quot;, a show which is believed to be the very same &amp;quot;FUCKING QUALITY CARTOONS!!!&amp;quot; That Reclusiarch Mofo has been watching for all this time. Nobody has yet been able to create more Storm Shield Surfboards, as the board is more owned by a single marine who refuses to let anyone else use/play with it, meaning that for someone else to use it, say a tech priest, he will either have to wait for the current &amp;quot;owner&amp;quot; to die, become incapacitated in some way, or have the board confiscated by a mob of Angry Tech-Priests or a high-ranking chapter member.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::{{W40kKeyword|Infantry}} models without the {{W40kKeyword|Jump Pack}} keyword with a Storm Shield only. The Storm Shield Surfboard replaces the bearer&#039;s Storm Shield. A model equipped with the Storm Shield Surfboard gains a 12&amp;quot; movement characteristic and the {{W40kKeyword|Fly}} keyword and has a 3+ invulnerable save against attacks made in the Fight phase. If this model successfully charges a unit, that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points &lt;br /&gt;
Per model&lt;br /&gt;
|-&lt;br /&gt;
| Turret-mounted MAXIMUM Angry Marine Launcher||30&lt;br /&gt;
|-&lt;br /&gt;
| Two Sponson-mounted FUCK launchers||15&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Dozer Blade:&#039;&#039;&#039; &#039;&#039;Why is it only Astra Militarum that can get Dozer blades to their Vehicles?&#039;&#039;&lt;br /&gt;
::If a vehicle with a Dozer blade charges in the Charge Phase, add 1 to hit rolls made for it until the end of the ensuing Fight Phase.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cigar (2).jpg|thumb|100px]]&lt;br /&gt;
*&#039;&#039;&#039;Cigar:&#039;&#039;&#039; &#039;&#039;The Angry Marines enjoy a good smoke; it keeps them focussed under fire. Although what it is they smoke in order to get an effect with space marine physiology is unknown.&#039;&#039;&lt;br /&gt;
::A model with this item may add 1 to its Leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sticky Web Cannon:&#039;&#039;&#039; &#039;&#039;During one of the expeditions deep into enormous chapter armoury angry techmarines found few ancient-looking containers with so-called &amp;quot;web pistols&amp;quot; - archeotech weapon, known to cover its target in sticky glue to tie down its movement. Unable to recreate ancient technology in such a compact form, they still managed to make dreadnought-sized web cannon and stick it on the most furious of Belligerent Engines to ensure no one could escape their wrath.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Launchers:&#039;&#039;&#039; &#039;&#039;A simple name to describe a wide variety of system, from metal spikes which fly out of their containers when the wielder impacts with an enemy, to bundles of grenades primed to explode at precisely the correct moment. Whatever it may be, they’re all thing the Angry Marines starch to their vehicles to cause added damage on the charge.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield:&#039;&#039;&#039; &#039;&#039;Terminators are bloody slow, which just adds to the boiling rage of a terminator. So those terminators who want to get to a fight alive (although carrying two melee weapons is always preferable) carry storm shields, or (in some cases) big hunks of metal stolen from bullgryns or orks, which are far cheaper, and most of the Angry Marines proper storm shields were shattered from being used too often to apply blunt force trauma to an enemy’s head.&#039;&#039;&lt;br /&gt;
::A model with a Storm Shield has a 3+ invulnerability save. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camo Cloak:&#039;&#039;&#039; &#039;&#039;No self-respecting Angry Marine would ever be seen wearing a camo cloak, hiding in cover is for tau and faggots (effectively one and the same), and the cloaks are very restrictive and only come in black (a colour which is inferior to red and yellow). The equivalent of scouts amongst the Angry Marines are forced to wear them so that “THEY CAN SNEAK UP ON THE FUCKING ENEMY WHILE WE CHARGE THE CUNTS FROM THE FRONT!!!” But also, because the Angry Marines don’t want to waste new initiates, really angry people are hard to come by so the higher-ups will put a certain amount of care into new recruits, like a parent forcing a child to put on a raincoat before going outside “PUT THIS ON YOU CUNT, YOU’LL CATCH A FUCKING BULLET TO YOUR FUCKING SKULL OTHERWISE!!!”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grapnel Launchers:&#039;&#039;&#039; &#039;&#039;WHO FUCKING NEEDS STAIRS WHEN YOU CAN STAB A BUILDING AND PULL YOURSELF TO THE FUCKING TOP!!! STAIRS ARE FOR FUCKING SERFS WHO CAN&#039;T YET LEVITATE THROUGH PURE HATRED FOR THE FLOOR!!!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Angry Marine Launchers:&#039;&#039;&#039; &#039;&#039;The greatest and most controversial of all the Angry Marines &amp;quot;unique&amp;quot; weapons, as it allows marines to be launched over long distances to impact with a nice solid BOOM into their enemies. On the other hand, some poor fuck has to fire the weapon at the enemy and be left behind, alone and without anything to punch (FUCKING PUSSY!!! HE SHOULD STOP COMPLAINING AND PUNCH THE FUCKING GROUND AND BE FUCKING THANKFUL WE DIDN&#039;T LEAVE HIM CHAINED UP!!!).&#039;&#039;&lt;br /&gt;
::A unit with this equipment gains the &#039;&#039;Rocket Propelled Angry&#039;&#039; special rule:&lt;br /&gt;
::&#039;&#039;&#039;-Rocket Propelled Anger:&#039;&#039;&#039; &#039;&#039;Flying grenades will make people run for cover, missiles will result in the activation of void shields, cyclonics will have all nearby praying to their gods. Only the sight of Angry Marines soaring through the sky, trailing fire and profanity, will cause all those in sight to despair and abandon all hope, for they know that they are well and truly fucked.&#039;&#039;&lt;br /&gt;
::::In the Assault phase, chose a single {{W40kKeyword|Angry Marine}} {{W40kKeyword|Infantry}} unit (that doesn&#039;t also have the {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Terminator}} or {{W40kKeyword|Black Brothers}} keyword) that consists of &#039;&#039;&#039;X&#039;&#039;&#039;&#039;&#039;*&#039;&#039; models or less that is within 3&amp;quot; of an {{W40kKeyword|Angry Devastator Squad}} with one or more Portable Angry Marine Launchers; that unit may charge any enemy unit within 24&amp;quot; (instead of within 12&amp;quot;) and may roll 4D6 when making its Charge move (instead of 2D6). If the charging unit ends its charge move within 1&amp;quot; of the enemy unit, all models in both the charged and charging unit suffer a hit resolved at Strength 5, AP 0 and Damage 1. If the {{W40kKeyword|Angry Devastator Squad}} fires itself, it loses all its Portable Angry Marine Launchers in the process because they are to be left behind, also nominate one poor Asshole who is left behind because SOMEONE NEEDS TO PULL THE FUCKING TRIGGER, that model is removed as a casualty as it scuttles of the battlefield raging on about what a fucking asshole you are for choosing him.&lt;br /&gt;
:::::&#039;&#039;*&#039;&#039;&#039;&#039;&#039;X&#039;&#039;&#039; is 2 if the {{W40kKeyword|Angry Devastator Squad}} has only 1 Portable Angry Marine Launcher. &#039;&#039;&#039;X&#039;&#039;&#039; is 5 if this unit has only 2 Portable Angry Marine Launchers; &#039;&#039;&#039;X&#039;&#039;&#039; is 7 if the unit has only 3; &#039;&#039;&#039;X&#039;&#039;&#039; is 10 if the unit has 4 Portable Angry Marine Launchers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxiliary Grenade Launchers:&#039;&#039;&#039; &#039;&#039;Often described as &amp;quot;THE BEST FUCKING THING THE GIRLY MARINES BROUGHT WITH THEM!!!&amp;quot;, as up until now, Angry Marines could only use grenades at very short ranges, which makes them furious because grenades are awesome. The auxiliary grenade launcher gives a marine (effectively) an under-slung missile launcher, and although they cannot run and fire them (HUGE FUCKING DESIGN FLAW!!!) it&#039;s still incredibly amusing to fire grenades at enemies the other side of the battlefield.&#039;&#039;&lt;br /&gt;
::If a model is armed with an Auxiliary Grenade Launcher, increase the Range of any Grenade Weapons they have to 30&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plutonium Bolter Shells:&#039;&#039;&#039; &#039;&#039;Angry Marines may not be the biggest fans of ranged weapons, but ranged weapons which reduce their enemies to feeble foes.&#039;&#039;&lt;br /&gt;
::This may only be taken by a unit equipped entirely with Bolt weapons. An enemy unit which receives damage from a unit equipped with Plutonium Bolter Shells in the Shooting or Overwatch phase reduce their toughness by 1 until the next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranged Weapon Force Field:&#039;&#039;&#039;&lt;br /&gt;
::A model equipped with a ranged weapon and no other melee weapons. A model equipped with a Ranged Weapon Force Field counts as being equipped with a Power Bat, but subtracts 1 from its hit rolls in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Irrate Warding Sigils:&#039;&#039;&#039; &#039;&#039;Red graffiti painted on by a Mindfucker provide additional protection over the normal red graffiti.&#039;&#039;&lt;br /&gt;
::A unit equipped entirely with this equipment has a 6+ invulnerability save and may deny 1 psychic power each psychic phase as of it were a psyker.&lt;br /&gt;
&lt;br /&gt;
==Angry Marines Armoury List==&lt;br /&gt;
===Angry Sergeant Equipment===&lt;br /&gt;
::Chainsword - free&lt;br /&gt;
::Chain-Axe - 1 pts.&lt;br /&gt;
::Hand Flamer - 6 pts.&lt;br /&gt;
::Infernus Pistol - 20 pts.&lt;br /&gt;
::Lightning Claw - 8 pts.&lt;br /&gt;
::Plasma Pistol - 5 pts.&lt;br /&gt;
::Power Bat - 4 pts.&lt;br /&gt;
::Power Chair - 10 pts.&lt;br /&gt;
::Power Fist - 9 pts.&lt;br /&gt;
::Power Sword - 4 pts.&lt;br /&gt;
::Power Wrench - 5 pts.&lt;br /&gt;
&lt;br /&gt;
===Angry Terminator Heavy Weapons===&lt;br /&gt;
::Assault Cannon - &#039;&#039;What bolters become if you rape them as children and they grow up seeking revenge (before anyone gets any ideas, don&#039;t try and sodomise a bolter, your squishy parts are very susceptible to being damaged by 50mm grenades).&#039;&#039; - 22 pts.&lt;br /&gt;
::Heavy Flamer - &#039;&#039;Like a normal flamer, but heavy, meaning that you can&#039;t run and shoot it, something the Angry Marines consider a huge design flaw.&#039;&#039; - 14 pts.&lt;br /&gt;
&lt;br /&gt;
===Belligerent Engine Equipment===&lt;br /&gt;
::Assault Cannon - 44 pts.&lt;br /&gt;
::Heavy Plasma Cannon - 32 pts.&lt;br /&gt;
::Multi-Melta - 22 pts.&lt;br /&gt;
::Twin Autocannon - &#039;&#039;&amp;quot;zog, therez too much Dakka!&amp;quot;&#039;&#039; - 20 pts.&lt;br /&gt;
::Twin Heavy Bolter - &#039;&#039;Twice as shooty.&#039;&#039; - 20 pts.&lt;br /&gt;
::Twin Heavy Flamer - &#039;&#039;Twice as burny.&#039;&#039; - 28 pts.&lt;br /&gt;
::Twin Heavy Rocket-fister - &#039;&#039;Twice the fisting, same sized package.&#039;&#039; - 26 pts.&lt;br /&gt;
::Twin Lascannon - &#039;&#039;Twice the levels of &amp;quot;FUCK YOU ARMOUR!!!&amp;quot;&#039;&#039; - 50 pts.&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
::Assault Cannon - 22 pts.&lt;br /&gt;
::Heavy Bolter - &#039;&#039;What bolters normally grow up to be if they’re not sexually abused as children.&#039;&#039; - 10 pts.&lt;br /&gt;
::Heavy Rocket-fister - &#039;&#039;As cool as the rocket fister is, some feel that it’s not powerful enough, especially when compared to the melee hurt senior Angry Marines can throw out. Queue the heavy rocket fister, a device which hits like a Lascannon, but is still user friendly to the more distance challenged Marines.&#039;&#039; - 13 pts.&lt;br /&gt;
::Lascannon - The big brother of the Lasgun who turns up if you keep calling his siblings flashlights, right after he’s finished eating a land raider for breakfast.&#039;&#039; - 25 pts.&lt;br /&gt;
::Missile launcher - &#039;&#039;A fairly dull weapon until you realise that it can shoot frag and Krak missiles, for those times when you’re unsure if you want to anally abuse the guardsman, or sodomise the land raider to the point that the Mechanicus sends assassins after you.&#039;&#039; - 20 pts.&lt;br /&gt;
::Multi-Melta - &#039;&#039;Almost identical to the normal Melta except for the greater range which was the only real downside to the Melta.&#039;&#039; - 22 pts.&lt;br /&gt;
::Plasma cannon - &#039;&#039;The usual plasmary goodness with added range and Dakka.&#039;&#039; - 16 pts.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
::Chainsword - free&lt;br /&gt;
::Chain-Axe - 1 pts.&lt;br /&gt;
::Power Bat - 4 pts.&lt;br /&gt;
::Power Chair* - 10 pts.&lt;br /&gt;
::Power Sword - 4 pts.&lt;br /&gt;
::Power Wrench* - 5 pts.&lt;br /&gt;
&lt;br /&gt;
===Serf Equipment===&lt;br /&gt;
::&#039;&#039;&#039;Melee:&#039;&#039;&#039;&lt;br /&gt;
::Chainsword - free&lt;br /&gt;
::Power Bat - 4 pts.&lt;br /&gt;
::Power Fist - 12 pts.&lt;br /&gt;
::Power Sword - 4 pts.&lt;br /&gt;
::&#039;&#039;&#039;Ranged:&#039;&#039;&#039;&lt;br /&gt;
::Boltgun - free&lt;br /&gt;
::Hand Flamer - 6 pts.&lt;br /&gt;
::Infernus Pistol - 20 pts.&lt;br /&gt;
::Plasma Pistol - 5 pts.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
::Flamer - &#039;&#039;If an Angry Marine is given the choice between a flamer or a Boltgun, he will take the flamer every time, not only is it more dakkery, but the ork levels of accuracy possessed by the Angry Marines matters not when it&#039;s flames you are shooting.&#039;&#039; - 6 pts.&lt;br /&gt;
::Meltagun - 14 pts.&lt;br /&gt;
::Plasma Gun - 11 pts.&lt;br /&gt;
::Rocket-fister - 13 pts.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Wargear Options===&lt;br /&gt;
::Dozer blade* - 5 pts.&lt;br /&gt;
::Rocket Propelled Chainsaw - 6 pts.&lt;br /&gt;
::&amp;quot;Smoke&amp;quot; Launcher - 11 pts.&lt;br /&gt;
::Storm Bolter - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*&#039;&#039; may not be taken by a Killdozer&lt;br /&gt;
&lt;br /&gt;
===Veteran Melee Weapons===&lt;br /&gt;
::Adamantium 4x2 with a nail through it* - 16 pts.&lt;br /&gt;
::Chainsword* - free&lt;br /&gt;
::Chain-Axe* - 1 pts.&lt;br /&gt;
::Lightning Claw - 8 pts.&lt;br /&gt;
::Power Axe - 5 pts.&lt;br /&gt;
::Power Bat - 4 pts.&lt;br /&gt;
::Power Chair* - 10 pts.&lt;br /&gt;
::Power Fist - 9 pts.&lt;br /&gt;
::Power Sword - 4 pts.&lt;br /&gt;
::Power Wrench* - 5 pts.&lt;br /&gt;
::Thunder Hammer - 16 pts.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;*&#039;&#039; may not be taken by a Black Brother&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Angry_Marines.jpg|800px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
===HQ===&lt;br /&gt;
====Angry Primaris Ancient Lieutenant====&lt;br /&gt;
[[File:Gallery 48822 12866 77207.jpg|thumb|250px|&#039;&#039;MENTION THE FUCKING CODEX BITCH!!! I FUCKING DARE YOU!!!&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A rare individual, a Primaris marine who has been deemed angry enough to be made a lieutenant, a rare occurrence amongst the Angry Marines due to their intense distrust of anything FAGGOTY/Girlyman related. However, such individuals are far more understanding and caring of their battle brothers compared to proper Angry Marine lieutenants. While the only encouragement a normal Angry Marine lieutenant will give to one of his squaddies is a curse and a kick to the balls, followed by high leading a charge into massed bolter fire, the Primaris equivalent will only lightly curse and a give a smack around the head of any complaining marine, followed by a saying about the emperors will, and (if things are really tough) a quick look in the codex Astartes/emergency bog roll for some advice on his current predicament.&lt;br /&gt;
If caught reading the codex Astartes (or at least not immediately using the page he just read to wipe his arse) no amount of rank can save his behind from being kicked across the battlefield. Such Primaris lieutenants found doing this will generally find themselves (after regaining consciousness) at the heart of a dreadnought.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Angry Primaris Ancient Lieutenant (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Primaris Ancient Lieutenant || 6&amp;quot; || 2+ || 3+ || 4 || 4 || 5 || 4 || 8 || 3+ || 88&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Auto bolt rifle&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Angry Astartes Banner:&#039;&#039;&#039; &#039;&#039;A ragged and tattered standard which the Angry Marines keep fighting for because “WE’VE DONE SO FOR FUCKING CENTURIES SO WHY STOP FUCKING NOW!!!”&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Angry Marines}} units within 6&amp;quot; of any friendly {{W40kKeyword|Angry Primaris Ancient Lieutenant}} add 1 to their Leadership. In addition, roll a dice each time a {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} model is destroyed within 6&amp;quot; of any friendly {{W40kKeyword|Angry Primaris Ancient Lieutenant}}, before removing the model as a casualty. On a 4+ that model musters one last surge of anger before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Angry Precision:&#039;&#039;&#039; &#039;&#039;Because even a hammer can be used as a scalpel sometimes (the author of this fluff does not advise using a hammer to perform brain surgery.&#039;&#039;&lt;br /&gt;
::You can re-roll wound rolls of 1 for friendly {{W40kKeyword|Angry Marines}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may swap its Auto Boltrifle with one of the followings:&lt;br /&gt;
::Power Bat - 4 pts.&lt;br /&gt;
::Power Sword - 4 pts.&lt;br /&gt;
::Power Wrench - 5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Imperium}}, {{W40kKeyword|Angry Marines}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Angry Primaris Ancient Lieutenant}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Captain====&lt;br /&gt;
[[Image:CaptainBadass.jpg|500px|left|&#039;&#039; YOU WISH YOUR CUNTING EXCUSE FOR CAPTAINS COULD BE AS FUCKING COOL AS ME!!!&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Angry Marines are not very good at &amp;quot;leading&amp;quot; their brothers as strategic-level commanders. This is a fact, although it is a fact none dare utter in front of an Angry Marine, lest their find their ribs turned into a hat rack and shoved up their ass. Angry Captains lack the patience to make plans aside from RUSHING THOSE FUCKING FUCKERS and long-term war plans are seen as a FUCKING WASTE OF MY FUCKING TIME, at the very least; as one Angry Captain said, &amp;quot;WHY THE FUCK ARE WE IN HERE, IF THE ENEMY IS OUT THERE?!&amp;quot; But Angry Captains are far from stupid. They have an almost instinctive sense of how an enemy&#039;s weaknesses can be exploited. Indeed, Angry Marines frequently claim that 100 Angry Marines led by an Angry Captain and set loose behind enemy lines can do more damage to the enemy in a week than a similarly-sized group of Raven Guard can do in ten years. When asked how they can accomplish this feat, 1st Company Captain Raserei responded, &amp;quot;YOU FIND THE ENEMY, KICK THEM IN THE BALLS, MOVE ON TO KICK THE NEXT FUCKER IN THE BALLS, AND BY THE TIME YOU&#039;RE DONE THE ENTIRE FUCKING ARMY&#039;S BEEN KICKED IN THE BALLS! SO, BY KICKING EVERY MAN&#039;S BALLS, YOU KICKED THE BALLS OF AN ENTIRE PLANET!&amp;quot; Truly, Raserei is a poet.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Captain || 6&amp;quot; || 2+ || 4+ || 5 || 4 || 5 || 4 || 8 || 3+ || 77 (+19 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Master-Crafted Chainsword || Melee || Melee || User || -1 || 2 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Power Feet || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Captain. (Power Rating 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Boltgun&lt;br /&gt;
*2 Master-Crafted Chainswords&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Boltgun with an item from the &#039;&#039;Ranged Weapons&#039;&#039; list.&lt;br /&gt;
*This model may replace one of its Master-Crafted Chainswords with a Storm Shield, and/or it may replace one or both of its Master-Crafted Chainswords with items from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*This model may take a Jump Pack (Power Rating +1) if it does, its Move characteristic is increased to 12&amp;quot; and it gains the &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords.&lt;br /&gt;
*This model may take Power Feet (Power Rating +1)&lt;br /&gt;
*This model may take a Cigar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RITES OF ANGER!!!:&#039;&#039;&#039; Essentially the captain grabbing an enemy and shouting, while kicking said enemy repeatedly in the balls “SO THIS IS HOW YOU FUCKING HIT THE CUNTS, DO I NEED TO FUCKING EXPLAIN THIS AGAIN?!!!”&lt;br /&gt;
**You can re-roll all hit rolls of 1 made for Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twisted Lump of Metal:&#039;&#039;&#039;Nobody&#039;s quite sure what this once was. Some theorize is was formerly an Iron Halo; others claim it had to be a Rosarius stolen from a Chaplain from a... lesser... Chapter. In any case, it suffered one too many blows protecting the Captain, but it still (somehow) works, even though it spits sparks and smoke with every impact.&lt;br /&gt;
:*This model has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NUT CRACKING!!!:&#039;&#039;&#039; THE BLUNT FORCE TRAUMA FAIRY HAS ARRIVED!!!&lt;br /&gt;
**If this model has Power Feet; in the Fight phase after all his attacks have been resolved. he can make D3 additional attack with his Power Feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Angry Captain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Angry Captain in Terminator Armour=====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Captain in Terminator Armour || 5&amp;quot; || 2+ || 4+ || 5 || 4 || 6 || 4 || 8 || 2+ || 95&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Storm bolter || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Kragstorm grenade launcher || 18&amp;quot; || Assault 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Power sword || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chainfist || Melee || Melee || x2 || -4 || 2 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Captain in Terminator Armour. (Power Rating 7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Storm bolter&lt;br /&gt;
*Power sword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Storm bolter with a Chainfist or an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*This model may replace its Power sword with a Storm Shield, Chainfist or an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*An Angry Captain in Terminator Armour with a Chainfist can also be equipped with a Wrist-mounted Kragstorm grenade launcher.&lt;br /&gt;
*This model may take a Cigar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RITES OF ANGER!!!:&#039;&#039;&#039;Essentially the captain grabbing an enemy and shouting, while kicking said enemy repeatedly in the balls “SO THIS IS HOW YOU FUCKING HIT THE CUNTS, DO I NEED TO FUCKING EXPLAIN THIS AGAIN?!!!”&lt;br /&gt;
:*You can re-roll all hit rolls of 1 made for Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twisted Lump of Metal:&#039;&#039;&#039;Nobody&#039;s quite sure what this once was. Some theorize is was formerly an Iron Halo; others claim it had to be a Rosarius stolen from a Chaplain from a... lesser... Chapter. In any case, it suffered one too many blows protecting the Captain, but it still (somehow) works, even though it spits sparks and smoke with every impact.&lt;br /&gt;
:*This model has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Angry Captain, Terminator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Angry Captain on Bike=====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Captain on Bike || 14&amp;quot; || 2+ || 4+ || 5 || 5 || 6 || 4 || 8 || 3+ || 90&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Twin Boltgun || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Master-Crafted Chainsword || Melee || Melee || User || -1 || 2 || Each time the bearer fights, it can make1 additional l attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Captain on Bike. (Power Rating 6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Boltgun&lt;br /&gt;
*2 Master-Crafted Chainsword&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Space Marine Bike with a Twin Boltgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Boltgun with an item from the &#039;&#039;Ranged Weapons&#039;&#039; list.&lt;br /&gt;
*This model may replace one of its Master-Crafted Chainswords with a Storm Shield, and/or it may replace one or both of its Master-Crafted Chainswords with items from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*This model may take a Cigar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RITES OF ANGER!!!:&#039;&#039;&#039;Essentially the captain grabbing an enemy and shouting, while kicking said enemy repeatedly in the balls “SO THIS IS HOW YOU FUCKING HIT THE CUNTS, DO I NEED TO FUCKING EXPLAIN THIS AGAIN?!!!”&lt;br /&gt;
:*You can re-roll all hit rolls of 1 made for Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twisted Lump of Metal:&#039;&#039;&#039;Nobody&#039;s quite sure what this once was. Some theorize is was formerly an Iron Halo; others claim it had to be a Rosarius stolen from a Chaplain from a... lesser... Chapter. In any case, it suffered one too many blows protecting the Captain, but it still (somehow) works, even though it spits sparks and smoke with every impact.&lt;br /&gt;
:*This model has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Biker, Character, Angry Marine, Angry Captain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Chaplain====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Few beings in the known universe are bold enough to criticize an Angry Marine. Their notoriously short tempers make enforcing discipline extremely difficult. In an effort to counteract this, potential Angry Chaplains are singled out after showing the most rage during their first battle and nominated as Ganger leaders. This pisses off the other Angry Marines, [[Just as planned|whose resentment pisses off the Ganger leaders.]] The most promising of the Ganger leaders are taught inventive new insults and the correct way to RIP OUT SOME FUCKER&#039;S SPINE AND USE IT AS A CLUB. The older Angry Chaplains don&#039;t have the patience for teaching, but Commissars do, so they are often assigned to perform this task. Ganger leaders are promoted to full Angry Chaplain once they can swear profusely enough to make a Commissar blush.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Chaplain || 6&amp;quot; || 2+ || 5+ || 5 || 4 || 4 || 3 || 8 || 3+ || 72 (+18 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Crozius Iratus || Melee || Melee || +2 || -1 || 2 || Angry Chaplains has a 6+ invulnerable save, and has a&lt;br /&gt;
3+ invulnerable save against attacks made in the Fight phase.&lt;br /&gt;
|-&lt;br /&gt;
| Power fist || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Power Feet || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Chaplain. (Power Rating 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Crozius Iratus - NOTE: Angry Chaplains don&#039;t use Rosariuses, CAUSE ONLY FAGGOTS WEAR FLASHY TRINKETS.&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt pistol with an item from the &#039;&#039;Ranged Weapons&#039;&#039; list.&lt;br /&gt;
*This model may take a Jump Pack (Power Rating +1) if it does, its Move characteristic is increased to 12&amp;quot; and it gains the &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords.&lt;br /&gt;
*This model may take Power Feet (Power Rating +1)&lt;br /&gt;
*This model may take a Cigar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HOLY RAGE!!!:&#039;&#039;&#039; SHUT THE FUCK UP!!! WHY?!!! BECAUSE THE GOD EMPEROR FUCKING SAID SO!!!&lt;br /&gt;
**You can re-roll failed hit rolls in the Fight Phase for Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Litany of Profanity:&#039;&#039;&#039;The Angry Chaplain&#039;s oratory skills are not only used to inspire their brothers to RIP AND TEAR, but also to offend and mock their enemies. Even mindless Tyranids and undead Necrons are mentally crushed by the constant stream of curses an Angry Chaplain yells in battle.&lt;br /&gt;
**Any enemy unit within 6&amp;quot; of this model must subtract 1 from their Leadership. (this ability is not cumulative with the &amp;quot;Do you want to build a human centipede&amp;quot; and the &amp;quot;RAAAGGE of the chapter&amp;quot; Abilities - the &amp;quot;RAAAGGE of the chapter&amp;quot; ability takes precedence).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NUT CRACKING!!!:&#039;&#039;&#039; THE BLUNT FORCE TRAUMA FAIRY HAS ARRIVED!!!&lt;br /&gt;
**If this model has Power Feet; in the Fight phase after all his attacks have been resolved. he can make D3 additional attack with his Power Feet.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Angry Chaplain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Angry Chaplain on Bike=====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Chaplain on Bike || 14&amp;quot; || 2+ || 5+ || 5 || 5 || 5 || 3 || 8 || 3+ || 97&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Twin Boltgun || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Crozius Iratus || Melee || Melee || +2 || -1 || 2 || Angry Chaplains has a 6+ invulnerable save, and has a&lt;br /&gt;
3+ invulnerable save against attacks made in the Fight phase.&lt;br /&gt;
|-&lt;br /&gt;
| Power fist || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Chaplain on Bike. (Power Rating 6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Crozius Iratus - NOTE: Angry Chaplains don&#039;t use Rosariuses, CAUSE ONLY FAGGOTS WEAR FLASHY TRINKETS.&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Space Marine Bike with a Twin Boltgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt pistol with an item from the &#039;&#039;Ranged Weapons&#039;&#039; list.&lt;br /&gt;
*This model may take a Cigar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HOLY RAGE!!!:&#039;&#039;&#039; SHUT THE FUCK UP!!! WHY?!!! BECAUSE THE GOD EMPEROR FUCKING SAID SO!!!&lt;br /&gt;
**You can re-roll failed hit rolls in the Fight Phase for Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Litany of Profanity:&#039;&#039;&#039;The Angry Chaplain&#039;s oratory skills are not only used to inspire their brothers to RIP AND TEAR, but also to offend and mock their enemies. Even mindless Tyranids and undead Necrons are mentally crushed by the constant stream of curses an Angry Chaplain yells in battle.&lt;br /&gt;
**Any enemy unit within 6&amp;quot; of this model must subtract 1 from their Leadership. (this ability is not cumulative with the &amp;quot;Do you want to build a human centipede&amp;quot; and the &amp;quot;RAAAGGE of the chapter&amp;quot; Abilities - the &amp;quot;RAAAGGE of the chapter&amp;quot; ability takes precedence).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boost:&#039;&#039;&#039;When this model Advances, add 6&amp;quot; to its Move characteristic for that Movement Phase instead of rolling a dice.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Biker, Character, Angry Marine, Angry Chaplain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Black Brother Captain====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Black Brother Captain || 6&amp;quot; || 2+ || 4+ || 5 || 4 || 5 || 4 || 8 || 3+ || 80 (+17 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer of Wrath || || || || || || When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| - Standard ||8&amp;quot;||Heavy D6||5||-1||1||-&lt;br /&gt;
|-&lt;br /&gt;
| - Superheated ||8&amp;quot;||Heavy D6||6||-2||2|| if you roll 1 when you determine the number of attacks this weapon has,&lt;br /&gt;
the bearer is slain immediately.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Captain. (Power Rating 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy Flamer of Wrath&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And they Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Weapons&#039;&#039;&#039;If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Wrath:&#039;&#039;&#039;Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad.&lt;br /&gt;
:*your opponent must subtract 1 from all hit rolls that target this unit; as long as a Black Brothers unit contains at least 5 models, your opponent must subtract 2 from all hit rolls made by ranged weapons that target this unit, instead of 1. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyromaniac Brothers:&#039;&#039;&#039; if this unit is within 3&amp;quot; of any friendly &#039;&#039;&#039;Fiery Aggressor&#039;&#039;&#039; unit that contains 3 or more models; this unit receive the benefits of cover, even if they are not in cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superior Burner:&#039;&#039;&#039;&lt;br /&gt;
:*A unit with this rule does not roll dice to determine how many shots are produced by its weapons that produce a random number of shots, it’s weapons automatically fire the maximum number of shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NEED A LIGHT?!!!:&#039;&#039;&#039; Black Brothers are so eager for battle, that they jump out of Thunder Hawks, and use their flamethrower&#039;s powerful thrust to descent (relatively) safely on the heads on sorry fucker’s underneath them, while setting everything on fire.&lt;br /&gt;
:*During deployment, if the entire unit has Jump Packs, two Hand Flamers of Wrath, a Heavy Flamer of Wrath, and/or a Flamer of Wrath, you can set them up high in the skies instead of placing them on the battlefield. At the end of any of your Movement Phases this unit can assault from above - set them up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. in the following Shooting Phase, double the Range of all their Hand Flamers of Wrath, Heavy Flamers of Wrath, and Flamers of Wrath.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Angry Captain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Masters of Mindfuckery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A librarian is responsible for the guarding and maintaining arcane knowledge, guiding new psychic recruits and generally being a stoic and reliable figurehead for the chapter to rally around when their services are most needed. The mindfuckers on the other hand... well, their name should give it away. A mindfucker doesn’t give a shit about books unless they’re very specific guides on “HOW TO FUCK UP YOUR FOES BY JUST USING YOUR PUSSY ASS MIND!!!”, they don’t care about new recruits (who are mostly expected to figure things out for themselves with a slap around the head an a instruction to “NOT PLAY WITH THE FUCKING DEMONS!!!”) and the rest of the chapter would be ashamed and angry with themselves if they ever had to rely on the services of a mindfucker.&lt;br /&gt;
&lt;br /&gt;
Mindfuckers have one task, to fuck minds. Not in a slaaneshy way mind you. Their job is to do what an angry marine would do with their fists, teeth, chainsaws, bolters, battle barges etc, using just (although a thunder hammer does help) their minds. And all things considered (the lack of training, extreme emotions of anger and skittle overdosing) the mindfuckers are very good at it, but it would be a lie to say that they were only “offensively” based, as they are capable of “supporting” their fellow angry marines. Admittedly, this support is to make their fellow angry marines better fighters or to get to their enemies faster, but this is not common knowledge as no mindfucker would ever admit to performing such “PUSSY ASS TASKS SUCH AS HELPING YOUR USELESS EXCUSES FOR CEREMITE FUCK WEABOOS BETTER!!!”&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Master of mindfuckery art.jpeg|400px|left|&#039;&#039; YOU CAN TELL HOW FUCKING ANGRY I AM BY THE COCKING LIGHTNING COMING FROM MY SHITTING EYES!!!&#039;&#039;]]&lt;br /&gt;
====Master of Mindfuckery====&lt;br /&gt;
[[File:Master of Minfuckery.jpeg|500px|left|&#039;&#039; FFFFFFFFFFFFFFFFFFFUUUUUUUUUU.....&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Master of Mindfuckery || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 4 || 3 || 8 || 3+ || 88 (+28 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Power Feet || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Force axe || Melee || Melee || +1 || -2 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Force stave || Melee || Melee || +2 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Force sword || Melee || Melee || User || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Master of Mindfuckery. (Power Rating 6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Force stave&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt pistol with an item from the &#039;&#039;Ranged Weapons&#039;&#039; list.&lt;br /&gt;
*This model may replace its Force stave with a Force axe or Force sword.&lt;br /&gt;
*This model may take a Jump Pack (Power Rating +1) if it does, its Move characteristic is increased to 12&amp;quot; and it gains the &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords.&lt;br /&gt;
*This model may take Power Feet (Power Rating +1)&lt;br /&gt;
*This model may take a Cigar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NUT CRACKING!!!:&#039;&#039;&#039;If this model has Power Feet; in the Fight phase after all his attacks have been resolved. he can make D3 additional attack with his Power Feet.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
| Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one psychic power in each enemy Psychic phase. it knows the &amp;quot;MIND BULLETS!&amp;quot; &#039;&#039;Smite&#039;&#039; power and two psychic powers from the Iratomancy discipline. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Master of Mindfuckery, Psyker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Master of Mindfuckery on Bike=====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Master of Mindfuckery on Bike || 14&amp;quot; || 3+ || 5+ || 5 || 5 || 5 || 3 || 8 || 3+ || 108&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Twin Boltgun || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Force axe || Melee || Melee || +1 || -2 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Force stave || Melee || Melee || +2 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Force sword || Melee || Melee || User || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Master of Mindfuckery on Bike. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Force stave&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Space Marine Bike with a Twin Boltgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt pistol with an item from the &#039;&#039;Ranged Weapons&#039;&#039; list.&lt;br /&gt;
*This model may replace its Force stave with a Force axe or Force sword.&lt;br /&gt;
*This model may take a Cigar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
| Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one psychic power in each enemy Psychic phase. it knows the &amp;quot;MIND BULLETS!&amp;quot; &#039;&#039;Smite&#039;&#039; power and two psychic powers from the Iratomancy discipline. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Biker, Character, Angry Marine, Master of Mindfuckery, Psyker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Apothecary====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Angry Apothecaries are not normal doctors by any stretch of the imagination, they carry no medical toolkit around with them, instead they have a tool belt loaded with duct tape and bags of skittles (the latter for his own consumption as “DEAD PATIENTS ARE REALLY FUCKING ANNOYING AND I NEED TO GET MY SUGAR FIX SOMEHOW OR ELSE I’LL STARTING FUCKING UP THE ENEMY USING A CORPSE AS A BAT!!!”), and instead of a standard injector gun they carry a HUGE FUCKOFF NEEDLE (the actually technical term for it in Angry medical literature) filled with a green fluid, believed to be metaphorical piss and vitriol made real and solid (and maybe some real piss as well) which the apothecary uses to stab patients which won’t stop moaning about their lost head or some other nonsense.&lt;br /&gt;
&lt;br /&gt;
But none of these things are the true hallmarks of an Angry Apothecary, any Angry Marine can go around duct taping their own limbs back on or squirting random fluids (did someone say squirting? BLAM, FUCK OFF SLAANESH!!!). What truly makes an Angry Apothecary the forefront of Angry medicine, is their ability to insult a corpse so much that the corpse stands back up and picks a fight with the good doctor, and yes the patient may need to be killed again if the Apothecary decides to punch the patient back a little too hard, but modern medicine can’t be entirely perfect. It is not known whether the insults are invoking a spiritual response from the corpse (the recently departed spirit/warp energy which was the corpse comes back to its body out of sheer anger), or whether punching someone when insulted is so deeply programmed into the mind of an Angry Marine that even when dead they can react with muscle memory.&lt;br /&gt;
&lt;br /&gt;
But the Angry Apothecary never gets thanked for his work, only ever insulted, which makes him even angrier and thereby making it easier to insult the next patient/corpse.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Apothecary || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 4 || 3 || 7 || 3+ || 50 (+17 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| HUGE FUCKING NEEDLE || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Apothecary. (Power Rating 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*HUGE FUCKING NEEDLE&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt pistol with an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039;, &#039;&#039;Ranged Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its HUGE FUCKING NEEDLE with an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*This model may take a Jump Pack (Power Rating +1) if it does, its Move characteristic is increased to 12&amp;quot; and it gains the &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords.&lt;br /&gt;
*This model may take a Cigar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Not a real Leader:&#039;&#039;&#039; FUCK YOU I’LL LEAD IF I WANT!!! ONCE I’M DONE SHOUTING AT THIS GOD EMPEROR DAMN CORPSE!!!&lt;br /&gt;
**An Angry Apothecary can never be a Warlord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SEE THAT GUY? FUCK HIM!!!:&#039;&#039;&#039;While lacking true leadership qualities, Angry Apothecaries are still able to inspire their fellow battle brothers to fight with higher zeal, mostly by nagging them to the point that other Angry Marines will fight with intensified fury JUST TO HAVE THIS DICKHEAD SHUT THE FUCK UP.&lt;br /&gt;
:*Friendly &#039;&#039;&#039;Adeptus Astartes Codex - Angry Marines Infantry&#039;&#039;&#039; and &#039;&#039;&#039;Biker&#039;&#039;&#039; units increase their Strength characteristic by 1, whilst they are within 6&amp;quot; of any &#039;&#039;&#039;Angry Apothecary&#039;&#039;&#039; (This ability has no effect on any &#039;&#039;&#039;Angry Apothecary&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adamantium duct tape and &amp;quot;STAND STILL AND LET ME STAB YOU!!!&amp;quot;&#039;&#039;&#039;: at the end of your Movement phase an Angry Apothecary can attempt to heal a single model. To do so, select an &#039;&#039;&#039;Adeptus Astartes Codex - Angry Marines Infantry&#039;&#039;&#039; or &#039;&#039;&#039;Biker&#039;&#039;&#039; unit within 3&amp;quot; of him. If that unit contains a wounded model, it is healed and immediately regains one lost wound (D2 lost wounds is regained if this model has a HUGE FUCKING NEEDLE). a unit can only be target of the &#039;&#039;&amp;quot;Not&amp;quot; proper medicine&#039;&#039;, &#039;&#039;Adamantium duct tape and &amp;quot;STAND STILL AND LET ME STAB YOU!&amp;quot;&#039;&#039; or &#039;&#039;GET THE FUCK UP&#039;&#039; abilities once in each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GET THE FUCK UP!!!:&#039;&#039;&#039;A skill that leaves even the most ancient of Magos Biologis puzzled, Angry Apothecaries are somehow capable of insulting their patients to health and even to back life. Whether a true, expletive-ridden miracle of the Emperor, or simply their patients refusing to die out of sheer anger; none can say. Anyone bold and foolish enough to ask ends up on the questioned Apothecary&#039;s fist for &amp;quot;BOTHERING ME WITH OBVIOUS FUCKING QUESTIONS&amp;quot;.&lt;br /&gt;
:*Instead of using the &amp;quot;STAND STILL AND LET ME STAB YOU!&amp;quot; ability you can use this ability Instead. at the end of your Movement phase an Angry Apothecary can attempt to heal a single model. To do so, select an &#039;&#039;&#039;Adeptus Astartes Codex - Angry Marines Infantry&#039;&#039;&#039; or &#039;&#039;&#039;Biker&#039;&#039;&#039; unit within 3&amp;quot; of him. if the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. on a 5+ a single slain model returned to the unit with 1 wound remaining. a unit can only be target of the &#039;&#039;&amp;quot;Not&amp;quot; proper medicine&#039;&#039;, &#039;&#039;Adamantium duct tape and &amp;quot;STAND STILL AND LET ME STAB YOU!&amp;quot;&#039;&#039; or &#039;&#039;GET THE FUCK UP&#039;&#039; abilities once in each turn.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Angry Apothecary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Commissar====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Angry Marines respect very few things. Among these are anger, zeal, killing power, and, perhaps most importantly, cursing ability. Any who earn the respect of the Angry Marines in all four categories are allowed to tag along, just as long as they KEEP THE FUCK UP! This means that, on many occasions, the Angry Marines Chapter has picked up strays from the battlefield: Lone Wolves that love black humour, broken infantry regiments that have held out for 20 years against Chaos on their own, and the occasional ganger that was too old to induct officially. However, the largest category is, by far, the Angry Commissars.&lt;br /&gt;
&lt;br /&gt;
Angry Commissars aren&#039;t really needed in the Chapter, as Angry Marines have no reason to run away or PUSSY SHIT LIKE THAT. However, the Imperial Guard practically forces them on the Chapter, since they&#039;re... too good.. at keeping the FUCKING COWARDS with SHIT FOR BRAINS in line. Indeed, it is whispered that, if such a Commissar was not picked up by the Angry Marines, he would eventually turn to the worship of Khorne. Of course, that would make them significantly less badass (indeed, it would put them at roughly the same level as those FUCKING WORLD EATERS WANNABES), which cannot be allowed to happen, so they are &amp;quot;gifted&amp;quot; to the Angry Marines Chapter. Here, they guide others who have been picked up by the Chapter, as well as daring the Angry Marines to ever greater levels of ANGRY BADASSITUDE (after all, no Angry Marine wants to be outdone by some fucker that isn&#039;t even an Angry Marine).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Commissar || 6&amp;quot; || 2+ || 4+ || 4 || 3 || 4 || 3 || 9 || 4+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Chainsword || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Commissar. (Power Rating 4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace his Bolt pistol and/or Chainsword with items from the &#039;&#039;Serf Equipment&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FUCK YOU, OLD MAN!!! I&#039;LL SHOW YOU HOW IT&#039;S DONE!!!:&#039;&#039;&#039;&lt;br /&gt;
**Any Friendly &#039;&#039;&#039;Adeptus Astartes Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of a Friendly &#039;&#039;&#039;Angry Commissar&#039;&#039;&#039; can re-roll wound rolls of 1, as they attempt to show up the PUSSY WANNABE ANGRY COMMISSAR that&#039;s TOO FUCKING OLD FOR THIS SHIT ANYWAY.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HEY!!! HE&#039;S NOT AN ANGRY MARINE!!!:&#039;&#039;&#039; SAY THAT TO MY BOLT PISTOL BITCH!!!&lt;br /&gt;
**An Angry Commissar can never be a Warlord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HERESY!!! BLAM!!!:&#039;&#039;&#039; Angry marine commissars are famous for their reflex’s when it comes to dealing with anyone with heretical ideas.&lt;br /&gt;
**&#039;&#039;&#039;Serf&#039;&#039;&#039; and &#039;&#039;&#039;Angry Gang&#039;&#039;&#039; units within 6&amp;quot; of a Friendly &#039;&#039;&#039;Angry Commissar&#039;&#039;&#039; can never lose more than 2 models as the result of any single failed morale test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura of BOLT PISTOL TO THE FACE!!!:&#039;&#039;&#039; An angry man with a gun standing behind you is a surprisingly compelling argument against desertion.&lt;br /&gt;
**&#039;&#039;&#039;Serf&#039;&#039;&#039; and &#039;&#039;&#039;Angry Gang&#039;&#039;&#039; units within 6&amp;quot; of a Friendly &#039;&#039;&#039;Angry Commissar&#039;&#039;&#039; can use the Angry Commissar&#039;s Leadership instead of their own.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry, Character, Serf, Commissar, Angry Commissar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Captain Satchel====&lt;br /&gt;
[[Image:Angry Captain Satchel (2).jpg|200px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Satchel is the seemingly invulnerable Captain of the 2nd Company,  a man with balls even harder and larger than the sack full of doorknobs he carries. And he needs those balls, as for whatever reason, The Bag of Dylad he carries has been cursed (blame Tzeentch, it&#039;s always his fault), a curse which has claimed every other person who has carried it. Not Satchel though, so far he has survived:&lt;br /&gt;
*a fight with a Blood Thirster (it&#039;s said that Satchel carries around one of its chopped off horns inside his bag of doorknobs.&lt;br /&gt;
*being set on fire by the sisters of battle (an event which Satchel said was &amp;quot;ONLY A MINOR FUCKING NUISANCE!!!&amp;quot;)&lt;br /&gt;
*having his toilet turn out to be a scout titan (CREEEEEEEEDDDD) while he was using it, thankfully his huge shits burnt through the titan’s hull, immobilising it before it could cause any damage.&lt;br /&gt;
*being &amp;quot;accidentally&amp;quot; ejected into the vacuum of space by Reclusiarch Mofo for interrupting him &amp;quot;WATCHING THE FUCKING QUALITY CARTOONS!!!&amp;quot; He had been watching at the time.&lt;br /&gt;
*an arm wrestle with Sly Marbo, a wrestle he lost (of course), but the fact that losing didn&#039;t shatter him into a million tiny pieces has deemed him worthy enough for Sly Marbo to add his number to his phone (Sly Marbo doesn&#039;t need a phone, he simply visits you in your dreams and beats up your dreams).&lt;br /&gt;
*and, last but not least, having sex with a deamonette. The deamonette refuses to talk about the incident (something Slaanesh really wants to hear about/masturbate to), only commenting that Satchel is into some really weird shit involving his bag of doorknobs. When asked how he survived, Satchel replied &amp;quot;BECAUSE MY DICKS A FUCKING AP1 WEAPON BITCH!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This list doesn&#039;t cover all of his near-death experiences, mostly because they&#039;re still occurring, the most recent one being him nearly being crushed by a hierophant (one which he had just broken the legs of with his bag of doorknobs).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Angry Captain Satchel || 6&amp;quot; || 2+ || 4+ || 5 || 5 || 5 || 4 || 9 || 3+ || 135&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Bag of Dylad || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll, each hit with this weapon counts as D2 hits. In addition,&lt;br /&gt;
Any wound rolls of 6+ made for this weapon cause D3 mortal wounds instead of the normal Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains only Angry Captain Satchel. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*The Bag of Dylad - is a Mastercrafted Adamantine Sack of Power Doorknobs.&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WILL NOT DIE FOR FUCKS SAKE!!!:&#039;&#039;&#039; I WILL DIE WHEN I FUCKING SAY SO!!!&lt;br /&gt;
**All damage suffered by Satchel is halved (rounding up).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAN NEVER FEEL ANY FUCKING PAIN!!!:&#039;&#039;&#039; Pain is just weakness leaving the body, which Captain Satchel then passes onto the poor sod he’s beating.&lt;br /&gt;
**Roll a D6 each time this model loses a wound; on a 4+ the damage is ignored, and that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RITES OF ANGER!!!:&#039;&#039;&#039; Essentially the captain grabbing an enemy and shouting, while kicking said enemy repeatedly in the balls “SO THIS IS HOW YOU FUCKING HIT THE CUNTS, DO I NEED TO FUCKING EXPLAIN THIS AGAIN?!!!”&lt;br /&gt;
**You can re-roll all hit rolls of 1 made for Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mastercrafted Twisted Lump of Metal:&#039;&#039;&#039; Rumoured to be the remains of Rogal Dorn&#039;s iron halo which was dislodged into the emperor’s eye socket, how the fuck Satchel got hold of such a relic, and (even more impressively) damage it to the point that it only gives a 4+ save instead of a 3+, nobody fucking knows. The only person who does know the Lump of Metals origin (apart from Satchel himself), is Temperus Maximus, and that&#039;s only because Satchel lost to him during a ten-day long thumb war.&lt;br /&gt;
**This model has a 4+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bearer of the Bag:&#039;&#039;&#039; Captain Satchel is the longest ever bearer of the Bag of Dylad, which seems to have a curse that attracts the bearer&#039;s killer. Satchel has survived the curse so far, because FUCKING CURSES ARE FOR FAGGOTS WHO SUCCUMB TO PUSSY-ASS THINGS LIKE DEATH!!! Still, the Bag has malevolence of its own, almost an Angry Marine bound within it, and it will be Satchel&#039;s undoing. He knows this, and he will go down fighting.&lt;br /&gt;
**Before the battle, randomly select an enemy &#039;&#039;&#039;Character&#039;&#039;&#039;; Satchel can re-roll any failed hit and wound rolls against the selected enemy &#039;&#039;&#039;Character&#039;&#039;&#039;, and the selected enemy &#039;&#039;&#039;Character&#039;&#039;&#039; can re-roll any failed hit and wound rolls against Satchel.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Angry Captain, Satchel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Brother Captain Especially Quiet====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm Silencer || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 6 || 5 || 8 || 2+ || 180&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Rapid Fire pistol || 12&amp;quot; || Pistol 2 || 4 || 0 || 1 || If the target is within half range of this weapon,&lt;br /&gt;
change this weapon&#039;s Type to Pistol 4.&lt;br /&gt;
|-&lt;br /&gt;
| Imperium Maximus || Melee || Melee || x2 || -4 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| AECOS || Melee || Melee || +1 || -1 || 1 || Each time the bearer fights, it can make D3 additional attack with this weapon. &lt;br /&gt;
When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains Brother Captain Especially Quiet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Wrist-mounted Rapid Fire pistol&lt;br /&gt;
*Imperium Maximus&lt;br /&gt;
*AECOS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert Fangs Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemons and Witches Worst Nightmare:&#039;&#039;&#039; The arrival of a Silencer in Sandstorm Terminator armour is akin to the arrival of a tyranid hive fleet, the warp becomes quiet and still, demons start to wither or vanish entirely, and psykers become unable to wield their powers. During the sudden calm (and in completely silence) the Silencer begins to go to work, until there is nothing left. &lt;br /&gt;
:*Any enemy &#039;&#039;&#039;Psyker&#039;&#039;&#039; units within 12&amp;quot; of this model must subtract 1 from their Deny the witch and Psychic tests. In addition, any enemy &#039;&#039;&#039;Daemons&#039;&#039;&#039; units within 3&amp;quot; of this model must subtract 1 from their invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence in the Warp:&#039;&#039;&#039; All Null’s are considered abhorrent by demons and psykers, as they cut them off from the warp, leaving them cut off from their sources of power, with even normal mortals feeling uneasy in their presence. Silencer’s are the same in this respect, but they also muffle the rage of Angry Marines nearby, as the marines in question are calmed by their aura, and sense that the ancient figure before them is one of their progenitors, and thus show them as much respect as an Angry Marine is capable of.&lt;br /&gt;
**Any &#039;&#039;&#039;Daemon&#039;&#039;&#039; and &#039;&#039;&#039;Psyker&#039;&#039;&#039; units within 6&amp;quot; of this model must subtract 1 from their Leadership. In addition, any units within 2&amp;quot; of this model will not get any benefits for the following abilities: &#039;&#039;ALWAYS ANGRY, NOT ANGRY ENOUGH, NOT A REAL ANGRY MARINE&#039;&#039; and &#039;&#039;STONE-COLD ANGER&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silencer:&#039;&#039;&#039; The Desert Fangs were created by the Emperor to be to be blanks, being who had no presence in the warp, making them vital in the battle against demons and psykers.&lt;br /&gt;
**This model can attempt to deny one Psychic power in each enemy Psychic Phase, as if he were a Psyker (He is the complete opposite of a Psyker). As another addition, add 1 to any Deny the Witch roll he makes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Null-Aura:&#039;&#039;&#039;&lt;br /&gt;
**This model can never be the target of any Psychic powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Terminator Armour:&#039;&#039;&#039;&lt;br /&gt;
**This unit have a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines, Desert Fangs&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Sandstorm Silencer, Terminator, Blank/Null&lt;br /&gt;
&lt;br /&gt;
====Captain Bat Shit Insane====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sometimes, Space Marines just go a bit crazy. It can be seen in a number of other chapters for a variety of reasons, such as the space wolves wulfen or the blood angels who fall to the red thirst. The angry marines are no exception, but unlike other chapters where their insanity comes from a genetic fault or warp influence the angry marines just go insane because of perfectly normal reasons. A marine may receive a frag cannon to the head and after some apothecary time may only have a horrible scar to show for it, but finding out that their personal skittle supply is gone may turn him into a drooling psycho. Captain Bat Shit Insane is such a marine. One day he was fine, performing his captaincy duties. The next he found that a set of honey badgers had filled his power armour helmet with fresh fecal matter. It is theorised that having poo cripple down his suit and into his ears was more than sufficient to break the captain.&lt;br /&gt;
&lt;br /&gt;
Since then Bat Shit Insane was useless as a captain, spending his time being general madder than a barrel of skinned honey badgers. On the battlefield however this insanity makes the captain unmatched in combat, just don’t expect him to do anything else or to stop fighting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Captain Bat Shit Insane || 7&amp;quot; || 2+ || - || 5 || 4 || 5 || 5 || 8 || 3+ || 140&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Archeotech Chainsword || Melee || Melee || User || -2 || 2 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Power Feet || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Captain. (Power Rating 7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*2 Archeotech Chainswords&lt;br /&gt;
*Power Feet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skill through Insanity:&#039;&#039;&#039; What looks like random flailing with his chainswords are, in fact, perfectly timed attacks and parrys, designed to catch the enemy off guard. Or at least that is what Bat Shit tells us...&lt;br /&gt;
**This unit may reroll all failed hit rolls and hit rolls of 6+ made by this unit automatically wound. However, a unit with this rule may never be your warlord or take warlord traits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twisted Lump of Metal:&#039;&#039;&#039;Nobody&#039;s quite sure what this once was. Some theorize is was formerly an Iron Halo; others claim it had to be a Rosarius stolen from a Chaplain from a... lesser... Chapter. In any case, it suffered one too many blows protecting the Captain, but it still (somehow) works, even though it spits sparks and smoke with every impact.&lt;br /&gt;
:*This model has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NUT CRACKING!!!:&#039;&#039;&#039; THE BLUNT FORCE TRAUMA FAIRY HAS ARRIVED!!!&lt;br /&gt;
**If this model has Power Feet; in the Fight phase after all his attacks have been resolved. he can make D3 additional attack with his Power Feet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flurry of Chainswords:&#039;&#039;&#039;&lt;br /&gt;
**Attacks against this model suffer a minus 1 to hit, and for every failed hit roll of 1 made against this unit by an enemy unit in the fight phase that enemy unit suffers a mortal wound. In addition, roll a D6 for every other unit within 3” of this unit at the start of each turn. On a 4+ that unit takes a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Angry Captain&lt;br /&gt;
&lt;br /&gt;
====Captain Tantrumus Fuckingham (Angry Marines First and Only Primaris Captain)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Back in the early days of the Primaris marines, the Angry Marines would accept them to do tasks that they couldn&#039;t be bothered to do and as training dummies. Over time however the Primaris marines started to lose their veneer of calm and self-control, until finally, one of them snapped, that first Primaris marine to snap, was Tantrumus Fuckingham.&lt;br /&gt;
&lt;br /&gt;
In part, thanks to Fuckingham snapping, Primaris marines are now accepted into the Angry Marines, or rather, the angry ones are, as Fuckingham showed the Angry Marines that Girlyman&#039;s toys could actually put up a decent fight and captain Tantrumus is now seen by the Angry Primaris marines as someone to aspire to, someone who can bitch back against the rank and file marines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Captain Tantrumus Fuckingham || 6&amp;quot; || 2+ || 3+ || 4 || 5 || 6 || 5 || 9 || 3+ || 160&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| the Hell Glove (ranged) || 12&amp;quot; || Pistol 3 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| the Hell Glove (Melee) || Melee || Melee || +5 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Master-Crafted Power bat with a nail through it || Melee || Melee || +2 || -2 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains only Captain Tantrumus Fuckingham. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*The Hell Glove - this weapon is made up of three bolt pistols welded onto a power fist. &lt;br /&gt;
*Master-Crafted Power bat with a nail through it&lt;br /&gt;
*the Twisted Lump of his Iron Halo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twisted Iron Halo Lump:&#039;&#039;&#039;&lt;br /&gt;
**Tantrumus Fuckingham has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rites of Tantrums:&#039;&#039;&#039;Although Fuckingham is somewhat respected and admired by normal Angry Marines, he is seen as a God amongst Primaris Marines, and they will fight as if in the presence of a Primarch to ensure that “WE DON’T FUCKING SHOW OURSELVES UP INFRONT OF THE BOSS!!!”&lt;br /&gt;
**You can re-roll all hit and wound rolls of 1 for Friendly &#039;&#039;&#039;Angry Primaris&#039;&#039;&#039; units that are within 6&amp;quot; of this model. In addition, you can re-roll all hit rolls made in the Fight Phase, for Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Primaris, Tantrumus Fuckingham, Angry Captain, Mk X Gravis&lt;br /&gt;
&lt;br /&gt;
====Chief Mindfucker Moarfistin====&lt;br /&gt;
[[Image:Chief Mindfucker Moarfistin.jpg|400px|left|&#039;&#039; I SHIT OUT MORE PSYCHIC POWERS BEFORE BREAKFAST THAN YOU ULTRA SMURF CUNTS!!!&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Moarfistin is the Chief Mindfucker of the Angry Marines, the equivalent of a Chief Librarian of an Astartes chapter. Due to a tragic incident involving a Nurgle cult unleashing a plague at his home colony, Moarfistin was driven to insanity, but this was also when he discovered his latent abilities as a psyker and was picked up and immediately recruited by the Angry Marines. Having risen very quickly up through the chapters ranks and now possessing his own battle barge (Considerable Shouting) Moarfistin decided to start his very own crusade against the [tau] and founded his very own company, the Somethingth Company, which was made up of all the Angry Marines nearby who didn’t have anything better to do, and felt like a road trip to fuck up some xenos was an excellent idea.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Moarfistin his route across the galaxy has been made even more difficult due to the formation of the Cicatrix Maledictum, the galaxy wide shit hole which now bisects, intertwines and flat out covers Moarfistin’s route. This has him furious on multiple levels as firstly “FUCKING CHAOS SHIT EATING CUNTS!!!”, secondly “THE FUCKING NURGLINGS ARE GETTING IN THE WAY OF ME FISTING SOME VAGINA FISH!!! And thirdly “NOW I HAVE TO START ANOTHER FUCKING CRUSADE!!! I DON’T HAVE FUCKING TIME FOR THIS!!!” As it stands, Moarfistin and his crusade are sitting right in the middle of the galactic tear in the maelstrom, and has the choice of setting up camp and simply cruising up and down the Maledictum fighting anything and everything he finds, or to ignore the galaxy wide toilet and keep on ploughing through to tau territory.&lt;br /&gt;
&lt;br /&gt;
Being the smart and proactive psychic nut case that he is, Moarfistin has decided to do both, and currently has his crusade raiding and pillaging all nearby daemon worlds, cultist hideouts and chaos space marine vessels to build a brand-new battle barge named the “Suicidal Insanity”, and has split his crusade down the middle, with the Suicidal Insanity staying behind to perform a crusade up and down the Maledictum, while Considerable Shouting continues onto the Tau worlds.&lt;br /&gt;
&lt;br /&gt;
This still leaves the issue of who is to command the Suicidal Insanity while Moarfistin goes vagina hunting, and too this end he gathered all the Angry Marines together under his command into the mess hall of the Considerable Shouting. “ALRIGHT YOU SACKS OF FUCKING GROZ MANURE!!!” He bellowed at the collected marines “LAST ONE STANDING GETS TO BE IN CHARGE OF THE NEW SHIP!!!” He had barely finished saying “in charge” before (in true Angry marine style) the Angry Marines started fighting, with broken bottles, power bats, honey badgers, power feet and even other Angry Marines being used as bludgeoning tools.&lt;br /&gt;
&lt;br /&gt;
Having seen this display plenty of times before, Moarfistin joined in for a few minutes to knock out a few marines that he just didn’t like them retired to his quarters, knowing that the entire company of marines would be fighting for quite a while, and even a good fight gets boring when it’s been going for several days. 2 days, 9 hours, 23 minutes, 6 seconds and three massive shits later, Moarfistin returned to the mess hall to see who was left standing, passing down the corridors filled with bruised, battered and swearing marines being patched up with duct tape, to find only two marines left still punching each other in their now shattered helmets. “WILL YOU FUCKING HURRY UP YOU CUNTS!!!” He shouted at the two remaining marines “I’VE GOT SOME WEEABOOS TO GO AND FIST BEFORE SLASNESHMAS COMES AROUND AGAIN!!!” The arrival of Moarfistin had roused the marines capable of being roused, who formed a circle around the fighters to add their insults to the fight “FUCKING KICK HIS NUTS!!!” “IVE SEEN ELDAR PANSIES PUNCH BETTER!!!” “CAN YOU FUCKING HURRY UP, SO WE CAN FUCKING EAT!!!” The added insults had the desired effect, as both fighters pulled back their right legs and simultaneously delivered savage kicks to the others privates, instantly knock both of them over into moaning heaps on the floor. “FUCK THIS SHIT!!!” Exclaimed Moarfistin “I CAN’T BE FUCKED WAITING AROUND FOR YOU TO FIGHT AGAIN!!! YOUR NOW BOTH THE CAPTAINS OF THE NEW COMPANY NOW I’M OFF TO KICK SOME TAU IN THE CUNTS!!!”&lt;br /&gt;
&lt;br /&gt;
And just like that, Moarfistin continued his journey (he is now fighting his way through the outskirts of tau space) leaving the two new company captains (now named Tweedle Dick and Tweedle Cunt) on the Suicidal Insanity in charge of the (aptly named) “WHY DO WE HAVE TO FOLLOW THOSE CUNTS?!!!” Company. While Moarfistin’s crusade can be kept track of via the trail of destroyed (and fisted) tau worlds, nothing is currently known of the Suicidal Insanity and it’s two captains, but it is assumed that continued their crusade instead of punching each other for all eternity.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Chief Mindfucker Moarfistin || 6&amp;quot; || 2+ || 4+ || 5 || 4 || 5 || 4 || 9 || 2+ || 155&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Fisting Stick || Melee || Melee || +3 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Supercharged Plasma Charger || 12&amp;quot; || Assault 2 || 8 || -4 || 2 || For each hit roll of 1, the bearer suffers 1 mortal wound&lt;br /&gt;
after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains only Chief Mindfucker Moarfistin. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Fisting Stick&lt;br /&gt;
*Supercharged Plasma charger&lt;br /&gt;
*Frag and Krak Grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disruptively Angry Influence:&#039;&#039;&#039;Because Moarfistin does not wear a psychic hood, his soul is constantly exposed in the warp, especially when he draws power from it. Fortunately for him and unfortunately for any warp denizen and psyker around him, opening his mind and soul to the warp also causes his unfalthering anger to spill into the warp, disrupting the immidiate area and causing a very powerful psychic scream, which is about equivalent of an exploding sun in his case. This causes psykers to recoil in terror and even disrupting daemons that have entered realspace.&lt;br /&gt;
:*At the start of each of your  Psychic phase; roll a D6 for every &#039;&#039;&#039;Daemon&#039;&#039;&#039; or &#039;&#039;&#039;Psyker&#039;&#039;&#039; unit that are within 9&amp;quot; of &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; (do not roll a D6 for &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; himself). add 1 to the result if the unit being rolled for is a &#039;&#039;&#039;Daemon Psyker&#039;&#039;&#039; unit. On a 5+, the unit being rolled for suffers a mortal wound. In addition this unit has a 4+ invulnerability save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK THOSE FUCKING PUSBAGS!!!:&#039;&#039;&#039;FOR FUCKS SAKE HOW AM I GOING TO GET THIS SHIT OFF MY BOOTS?!!! DAMMIT THE FUCKING NURGLINGS ARE EVERYWHERE!!!&lt;br /&gt;
:*You may add 1 to any wound rolls &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; makes against &#039;&#039;&#039;Nurgle&#039;&#039;&#039; units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCKING MIND BULLETS!!!:&#039;&#039;&#039;Instead of summoning warp lightning or some similar nonsense, Moarfistin literally summons FUCKING DAKKA FROM THE WARP!!! Which he then directs at his foes, who proceed to turn into bloody, Swiss cheese (I’M FUCKING LOOKING AT YOU YOU FUCKING WARDIAN, INVULNERABILITY SAVE,COVER CAMPING CUNTS!!!)&lt;br /&gt;
:*When &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; attempt to maniest the &#039;&#039;Smite&#039;&#039; psychic power, it has a Warp Charge Value of 6 rather then 5. Additionally, the target unit suffers D6 mortal wounds instead of D3 (whether or not the result of the Psychic test is more then 10).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indiscriminate RAGE OF FURY!!!:&#039;&#039;&#039; Moarfistin’s psychic fury must have an outlet and failing to cast any power causes a fuck ton of frustration to violently spew forth from his eyes. His opticians tried to examine him to see what was causing the problem, needless to say, Moarfistin now has a new opticians who now wears a welding mask whenever examining him.&lt;br /&gt;
:*Each time &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; fails to manifest a Psychic Power (This also include when the enemy Denys the Psychic Power), randomly select a unit (Friend or Foe (or himself)) that are within 9&amp;quot; of &#039;&#039;&#039;Moarfistin&#039;&#039;&#039;, that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No Psychic Hood:&#039;&#039;&#039;Moarfistin does not wear a Psychic hood. He deems it unnecessary as: &amp;quot;I DON&#039;T NEED A GOOFY LOOKING MAGIC HAT TO PROTECT ME FROM HERETICAL BULLSHIT!&amp;quot;.&lt;br /&gt;
:*you must subtract 2 from Deny the witch tests taken for &#039;&#039;&#039;Moarfistin&#039;&#039;&#039;. However, you can add 1 to any Psychic tests taken for &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; and may reroll a single dice roll of 1 each time he attempts to manifest a psychic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unassailable Mind:&#039;&#039;&#039; mind is virtually unapproachable by the warp, due to the fact that his anger burns anyone out or drives them irredeemably insane (Even by daemonic standard) the moment they try.&lt;br /&gt;
:*Roll a dice each time &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; suffers Perils of the Warp; on a 5+ he do not suffer Perils of the Warp. In addition, if &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; suffers the Possession result from Terrors of the Warp in the Psychic Maelstrom battlezone, subtract 1 from the 2D6 result. as yet another addition, &#039;&#039;&#039;Moarfistin&#039;&#039;&#039; can not be the target of the &amp;quot;Daemonic possession&amp;quot; Chaos Daemons Stratagem.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
| Psyker: Moarfistin can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny two psychic power in each enemy Psychic phase. it knows the &amp;quot;MIND BULLETS!&amp;quot; &#039;&#039;Smite&#039;&#039; power and two psychic powers from the Iratomancy discipline. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Master of Mindfuckery, Moarfistin, Psyker&lt;br /&gt;
&lt;br /&gt;
====Commissar Fuklaw====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[Commissar Fuklaw|Commissar John Fuklaw]] is a commissar serving with the Angry Marines, he holds the rare and distinguished honour within the Imperium for being one of the few non-Astartes and non-serf humans to serve with a Space Marine chapter. His assignment to the most belligerent Astartes chapter in the Imperium has nothing about the chapter&#039;s morale issues and more of it being the only place where his indiscriminate, seething anger can be handled and vented. &lt;br /&gt;
&lt;br /&gt;
Commissar Fuklaw is now a very angry old fart with a Power arm, who has to use his Master-Crafted Chainsword as a cane and his Commissar-Cane when he walks, but he doesn&#039;t let this stop him. He likes long walks in the park murdering defenceless Eldar, driving/riding tanks to the shops (DRIVE ME CLOSER, I WANT TO HIT THEM WITH MY SWORD!!!) and evenings spent glaring at the moon/s until the moon looks away in fear or explodes from the undiluted RAGE being channelled at it. It is even said that he is looking for someone to spend his wrathful, twilight years with someone &amp;quot;THAT ISN&#039;T ANOTHER COCK SUCKING ANGRY MARINE!!!&amp;quot; and can help him truly understand what it is like to share his hateful pursuits with someone else. Unfortunately, he will never succeed (which pisses him off, which also pleases him) as the only woman in the galaxy as angry and violent as him (who isn&#039;t a demon, or an Angry Marine in drag) is Ephrael Stern, and even she scares Fuklaw (also Stern doesn&#039;t go for guys who don&#039;t follow the path of the swole).&lt;br /&gt;
To compensate for this, Fuklaw has finally accepted the long-standing invitation to join Creed, commissar Yarrick and Sly Marbo for their weekly poker game, unofficially called “THE MANLIEST FUCKS IN THE GALAXY TO NOT WEAR POWER ARMOUR!!!”. He has not accepted the invitation  up to this point because he’s still annoyed with Creed for turning his cigar into the barrel of a Baneblade (CREEEEEEEDDDDDDDD!!!), and Sly Marbo still refuses to pay Fuklaw the ten pounds he owes him for winning that staring competition (Sly Marbo still insists that it was actually the universe which blinked). Surprisingly, Fuklaw and Yarrick get on exceptionally well, as the two admire each other’s truck sized adamantium balls, that and the two were friends back when they were in the academy, if things had turned out differently it could have been Fuklaw running Armageddon....which is a scary thought. Fuklaw has accepted the invitation as long as they agree to use adamantium playing cards, as anything else would just burn out of sheer fear by being touched by him.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Commissar Fuklaw model.jpeg|500px|left|&#039;&#039; Fucking kill the deserters before Fuklaw sees!&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Commissar Fuklaw with baby anabella.jpeg|500px|left|&#039;&#039; SEE ANABELLA!!! THIS IS WHAT’S KNOWN AS A FUCKING HERETIC!!!&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Commissar Fuklaw || 4&amp;quot; || 2+ || 3+ || 3 || 4 || 4 || 3 || 9 || 4+ || 130&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Death stare || 3&amp;quot; || Pistol 1 || 4 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Commissar-Cane || 18&amp;quot; || Assault 1 || 4 || -1 || 2 || If the target is within half range, change this weapon&#039;s Type to Assault 2,&lt;br /&gt;
and add 1 to this weapon&#039;s Strength.&lt;br /&gt;
|-&lt;br /&gt;
| Fuklaw’s Chainsword || Melee || Melee || +2 || -2 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
Composition: This unit contains only Commissar Fuklaw. (Power Rating 7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Death stare (in the literal sense of the word.)&lt;br /&gt;
*Commissar-Cane (a Master-Crafted Shotgun Cane.)&lt;br /&gt;
*Fuklaw’s Chainsword&lt;br /&gt;
*A Bolt pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura of Fuklaw&#039;&#039;&#039;: Nobody ever flees while Fuklaw’s around, some saw it’s due to the respect he garners, others say that it’s his imposing statue which inspire his troops to fight to the bitter end, most soldiers however, say that it’s the commissars hand twitching next to his bolt pistol, and a gaze so hate filled and disdainful that it can punch through power armour.&lt;br /&gt;
**Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039; can re-roll failed Morale tests and cannot suffer any negative modifiers to their Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BLAM!!! HERESY!!!:&#039;&#039;&#039; Only Fuklaw is enough of a badass to execute Angry Marines. Correction, Fuklaw is the only person who would a. Even consider such a thing b. Attempt to execute an Angry Marine and c. Survive the act.&lt;br /&gt;
**In the Morale phase, any Friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; units that is not a &#039;&#039;&#039;Character&#039;&#039;&#039; or a &#039;&#039;&#039;Vehicle&#039;&#039;&#039;, that are within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039;, must make a Morale test regardless of whether it has lost models or not early that turn, and if it makes a roll of 6 (regardless of modifiers) will always result in at least one model being slain. In addition, If a Friendly &#039;&#039;&#039;Imperium Psyker&#039;&#039;&#039; unit, that has 3 or less wounds left (all the wounds each model has in the unit put together), suffers Perils of the Warp whilst within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039;, they are also executed before anything untoward can happen - the power they were attempting fails, and the &#039;&#039;&#039;Imperium Psyker&#039;&#039;&#039; unit is slain as a result of Commissar Fuklaw&#039;s old trusted Bolt pistol to the head; units within 6&amp;quot; of them do not suffer D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DRIVE ME CLOSER, I WANT TO HIT THEM WITH MY SWORD!!!&#039;&#039;&#039;: Commissar Yarrick may ride resplendent on his Fortress of Arogance into battle to inspire his troops, but Fuklaw can be seen cling to the side of even a scout sentinel, swing his sword like a maniac to mow down pacing heretics.&lt;br /&gt;
**If Fuklaw is embarked on a &#039;&#039;&#039;Transport&#039;&#039;&#039; that is not a Flyer; In the Charge Phase, the &#039;&#039;&#039;Transport&#039;&#039;&#039; must try to charge the closest enemy unit if possible. In addition, in the Fight Phase, the &#039;&#039;&#039;Transport&#039;&#039;&#039; may make 3 additional attacks using &#039;&#039;&#039;Fuklaw&#039;s&#039;&#039;&#039; Weapon Skill and Strength characteristics and using his&#039;s melee weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK HERETICS!!!&#039;&#039;&#039;: Such is the anger that Commissar Fuklaw has against xenos, mutants and heretics, that he and any unit led by him will fight with redoubled fury against these enemies of the Emprah (as far as Fuklaw is concerned, anyone opposing him is at least one of the three).&lt;br /&gt;
**You can re-roll any failed wound rolls in the Fight Phase for Friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; units that are within 6&amp;quot; of Fuklaw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twisted Lump of Metal&#039;&#039;&#039;: An unrecognizable lump of metal that either used to be a Rosarius or an Iron Halo. Fuklaw refuses to disclose what it truly is, saying: WHO THE FUCK CARES? NOW SHUT UP WHILE I BEAT THIS SLAANESHI FUCKER TO DEATH WITH IT. Whatever it is, it still confers protection upon  the wearer as it did when he first received it.&lt;br /&gt;
:*Fuklaw has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This old fart just will not die&#039;&#039;&#039;: Although it is rare, some of the galaxies most powerful foes have at one time or another have levelled a bolt pistol at Fuklaw, pulled the trigger, and watched the aged commissar fall to the ground. Their triumph is cut short however when they realise that a chainsword has been violently shoved up their anus, upon which they realise that Fuklaw wasn’t dead, they’d only succeeded in making him even angrier...&lt;br /&gt;
**Each time Commissar Fuklaw is slain; place this model on its side instead of removing it. At the start of your next turn, roll a D6; on a 4+, he regains D3 wounds, and Fuklaw is placed as close to his previous position as possible while remaining more than 1&amp;quot; from any enemy models. if the roll is a 1,2 or 3 Fuklaw will not wake up before the battle is over (remove him as normal). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Infantry, Character, Angry Marine, Commissar, Angry Commissar, Fuklaw&lt;br /&gt;
&lt;br /&gt;
====Cunt Pounder, the Angry Marines first Belligerent Redemptor Dreadnought====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The product of combining a murderous dreadnought gifted to the Angry Marines (an &#039;&#039;actual&#039;&#039; gift and not a Bloody Magpie &#039;gift&#039;) by the Black Templars (THOSE SILENT ANGRY CUNTS) after it has killed several of its pilots, and the mangled remains of the primaris marine Alfion, after he had suggested that the Angry Marines could use the codex astartes for something other than wiping their arses. The dreadnought was then given the nickname of “Cunt Pounder” due to its violent tendency to punch its enemies&#039; faces out and their cunts in (repeatedly), and was responsible for the destruction of the feral world of Allanus by punching its way through the Black Legion Warband that was there, through the planet&#039;s crust and out the other side, in such a display of fury and beautiful destruction that even Angry Marines fear him.&lt;br /&gt;
&lt;br /&gt;
On the battlefield, Cunt Pounder can often be seen (if you&#039;re not dead yet at least) violently arguing with itself, as its pilot and machine spirit simultaneously try to insult, maim, kill and mind fuck the other to pieces, but don’t assume that he is defenceless at this point, as the dreadnought is more than capable of postponing its argument with itself to pound your cunt into the ground if your interupt its suicidal arguing.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Does not Include wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Cunt Pounder || * || * || * || 7 || 7 || 15 || * || 8 || 3+ || 200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! A !! MAXIMUM&lt;br /&gt;
CUNT PUNCHING!!!&lt;br /&gt;
|-&lt;br /&gt;
| 8-15+ || 8&amp;quot; || 2+ || 4+ || 4 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 6&amp;quot; || 3+ || 5+ || 5 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 4+ || 6+ || 6 || 6+&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter Gatling cannon || 30&amp;quot; || Heavy 12 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Storm bolter || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| THE CUNT POUNDER!!! || Melee || Melee || x2 || -3 || D6 || if you roll a hit roll of 6+ made for this weapon, you can immediately make another attack with&lt;br /&gt;
THE CUNT POUNDER!!!, though these additional attacks cannot generate any further attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy flamer || 8&amp;quot; || Heavy D6 || 5 || -1 || 1 || this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| Macro Plasma Incineragetor ||-||-||-||-||-||When attacking with this weapon,choose one of the profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| -Standard ||36&amp;quot;||Heavy D6||8||-4||1||-&lt;br /&gt;
|-&lt;br /&gt;
| -Supercharged ||36&amp;quot;||Heavy D6||9||-4||2||For each hit roll of 1,&lt;br /&gt;
the bearer suffers 1 mortal woundafter all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains only Cunt Pounder. (Power Rating 11).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy bolter Gatling cannon&lt;br /&gt;
*Heavy flamer&lt;br /&gt;
*2 Storm bolter&lt;br /&gt;
*THE CUNT POUNDER!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Heavy bolter Gatling cannon with a Macro Plasma Incineragetor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; BOOM BITCH!!!&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOO FUCKING DESTRUCTIVE!!!:&#039;&#039;&#039;Angry Marines love a fight, they&#039;ll be the first to admit it (generally while punching you in the face), but they like there to be something left after said fight, there&#039;s no point starting a bar fight for example, if you end up burning the place down, where are you supposed to drink afterwards? Belligerent Redemptor Dreadnought&#039;s are the guys who would burn the pub down, and then proceed to keep punching the ashes because of something they may have done to offend him. This problem gets exponentially worse the more dreadnoughts the Angry Marines bring to a fight, it&#039;s all well and good defeating the daemons, but if there are two dreadnoughts drilling a hole to the planets core by fighting each other, creating  a brand-new volcano which destroys the hive city the marines were defending, then even the Angry Marines that things may have got a bit counterproductive (&amp;quot;BUT FUCKING AWESOME!!!&amp;quot;). &lt;br /&gt;
:After one too many planets were destroyed, the Angry Marines grudgingly agreed that no matter how cool the results may be, it&#039;s probably better to never have two Belligerent Redemptor Dreadnought&#039;s in the same place (unless they’re all drunk in which case it&#039;s a fun way to pass by a Saturday night):&lt;br /&gt;
:*You may only have one &#039;&#039;&#039;Belligerent Redemptor Dreadnought&#039;&#039;&#039; in your army, unless your army&#039;s Total Power Rating greater than or equal to 90. (UNLESS YOU AND YOUR OPPONENT AGREE THAT IT WOULD BE FUCKING AWESOME TO JUST FIELD AN ARMY OF THE FUCKERS).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;KILL EVERYTHING!!!:&#039;&#039;&#039;&lt;br /&gt;
**In the Charge Phase, this model must try to charge the closest enemy unit if possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THE UNYIELDING RAGE OF MACHINE AND FLESH!!!:&#039;&#039;&#039;&lt;br /&gt;
**Roll a D6 each time this model loses a wound; on a 5+ the damage is ignored, and that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU THINK I CAN’T FUCKING HIT YOU THERE!!!:&#039;&#039;&#039;There is no hiding from Cunt Pounder’s fury by throwing, say, hordes of conscripts at him as a distraction, he will always get you in the end.&lt;br /&gt;
:*Cunt Pounder can shoot its Shooting weapons while it is within 1&amp;quot; of an enemy unit, but when it does so, it must target the closest enemy unit and subtract 1 from the hit rolls. NOTE: In such circumstances, Cunt Pounder can shoot its Shooting weapons even if other friendly units are within 1&amp;quot; of the same enemy unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;IT’S NOT MISSING IF YOU FUCKING HIT SOMETHING!!!:&#039;&#039;&#039;Cunt Pounder never “misses”, he will always hit something, whether it be the enemy, other Angry Marines or himself it doesn’t matter because he intends to punch EVERYTHING!!! Including himself.&lt;br /&gt;
**Failed hits made by this unit in the fight phase automatically hit a friendly unit within 1&amp;quot;. Randomly determine which unit is hit if there is more then one. If vthere are no friendly units within 1&amp;quot; of Cunt Pounder, the &#039;hits&#039; hits Cunt Pounder instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALRIGHT WHO DID THAT?!!! BLAM!!!:&#039;&#039;&#039;&lt;br /&gt;
**At the end of an enemy Shooting phase, this model may Shoot with one of its weapons as if it were Shooting an overwatch, at Each enemy unit that has shot at this model and made it lose at least one wound as a result of it this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MAXIMUM CUNT PUNCHING!!!:&#039;&#039;&#039;Cunt Pounder does not take kindly to those who deal damage too him, sending him into “MAXIMIUM CUNT PUNCHING MODE!!!”&lt;br /&gt;
:*At the beginning of each Battle Round you must roll a D6; If this roll&#039;s result is the same or higher than the one on the table Damage table, Cunt Pounder will face punch itself and suffers D3 mortal wounds. In addition, on a Battle Round it does not face punch itself it may make an make 1 additional attack Each time it fights.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Cunt Pounder&#039;&#039;&#039; is your warlord, he must have the&#039;&#039;&#039;&amp;quot;OH NOW IT&#039;S ON YOU COCKSUCKER!!!&amp;quot;&#039;&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Character, Angry Primaris, Belligerent Redemptor Dreadnought, Cunt Pounder&lt;br /&gt;
&lt;br /&gt;
====Dick Haggard====&lt;br /&gt;
[[Image:Dick Haggard.jpg|200px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Originally a street fighter in his shitty ass decrepid town, Dick gained notoriety for the immense rage which he exhibited in all of his bouts. After fighting (and subsequently beating the shit out of) a popular local wrestler, he made his way home. While walking back to his shithole of a house, he was tied up, beaten, and taken to the Angry Marine Fortress Monastery Mount Motherfucker for induction. He immediately proved himself as the best hand-to-hand fighter, making sure that everyone fucking remembers it. Rapidly climbing the Angry Marine ladder, battle after battle, he was promoted to Sergeant. He now stands as a Bale Guard Griever after the Battle of Silken Excess, smashing the skulls of any MOTHERFUCKING XENOS FUCK FACE!!! dumb enough to PISS HIM THE FUCK OFF!!! He religiously and famously will only use his GODDAMN FISTS, AND DON&#039;T FUCKING FORGET IT!!!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Dick Haggard || 6&amp;quot; || 2+ || +4 || 5 || 4 || 6 || 5 || 8 || 2+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Knuckle Dustered Fists || Melee || Melee || User || -1 || D3 || Each time the bearer fights, it can make D3 additional attacks with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| A FUCKING ROCK!!! || 6D3&amp;quot; || Assault 1 || User || 0 || D2 || A hit roll of 6+ with this weapon deals D2 mortal wounds instead of normal damage.&lt;br /&gt;
|}&lt;br /&gt;
Composition: This unit contains only Dick Haggard. (Power Rating 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Nuckle Dustered Fists&lt;br /&gt;
*A FUCKING ROCK!!!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of FIST FIGHTS!!!:&#039;&#039;&#039; Dick Haggard distains the use of all weapons other than his fists.&lt;br /&gt;
**You can re-roll all failed hit and wound rolls of 1 or 2 for this units Knuckle Dustered Fists. In addition, if you roll a wound roll of 6+ for His fists, it is resolved at AP -4 and Damage 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK YOU CHAOS LAND RAIDER!!!:&#039;&#039;&#039;After Dick Haggard saw a fucking [https://1d4chan.org/wiki/Cultist-chan Chaos Cultist] got a land raider to explode just by throwing a rock at it, he decided to do the same to all Chaos Land Raiders.&lt;br /&gt;
:*If Dick Haggard throws A FUCKING ROCK!!! against any &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;, a wound roll of 4+ deals a D2 mortal wounds instead of a wound roll of 6+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FEEL NO FUCKING PAIN!!!:&#039;&#039;&#039; I DON’T HAVE FUCKING TIME FOR PAIN WHEN THERE’S DICKS LIKE YOU WHO STILL NEED PUNCHING!!!&lt;br /&gt;
**Roll a D6 each time this model loses a wound; on a 5+ the damage is ignored, and that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I DON&#039;T HAVE TIME FOR THIS FUCKING SHIT, SIR!!!:&#039;&#039;&#039;Dick Haggard refuses to guard a Captain, feeling that the Chapter Master is the only one truly deserving of his FUCKAWESOME FISTS!&lt;br /&gt;
:*Dick Haggard cannot be embarked on a &#039;&#039;&#039;Transport&#039;&#039;&#039; with one or more &#039;&#039;&#039;Angry Captains&#039;&#039;&#039; embarked on it. In addition, roll a dice each time &#039;&#039;&#039;Chapter Master Temperus Maximus&#039;&#039;&#039; loses a wound whilst he is within 6&amp;quot; of Dick Haggard; on a 2+ Dick Haggard will intercept that hit - &#039;&#039;&#039;Chapter Master Temperus Maximus&#039;&#039;&#039; does not lose a wound but Dick Haggard suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Dick Haggard&lt;br /&gt;
&lt;br /&gt;
====Enginseer Mightilypissedoff the third, Master of the Armoury====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Originally from one of the many hive cities of Armageddon and originally called Yarrick Smith the third, Yarrick was “adopted” by the Angry Marines after they crushed his family home, his family and (more importantly) his shed filled with all his tools and machinery of the omnisiah, with a deep striking Angry Rhino. In retaliation Yarrick dismantled the armour of two of the marines and inflicted multiple broken bones to the 12 Angry Marines who had been in the rhino, who (after observing/being subjected to his violence and cursing) renamed the boy Mightilypissedoff and “adopted” the now orphan into the chapter.&lt;br /&gt;
&lt;br /&gt;
After a millennium as an Angry Tech Priest he found his opportunity to escape and learn more about machines through a “cultural exchange” with the Mechanicus, as the chapter was sorely lacking Tech priests who knew how to repair things via methods other than blunt force trauma. And so Mightilypissedoff travelled to Mars and after another millennium achieved the rank of enginseer and became the head of a titan manufactorum, until another opportunity presented itself. The death of the old Master of the Armoury, Enfurious Ragman’s death, and a chance to destroy the Angry Marines from within, the very people who had robbed him of his old life.&lt;br /&gt;
&lt;br /&gt;
The Mechanicus also saw this as an opportunity to destroy the Angry Marines for their crimes against the omnisiah, and dispatched Enginseer Mightilypissedoff the third to acquire the role, and either destroy the Angry Marines or make them obey the will of the omnisiah. After getting the role (uncontested, as nobody wanted to oppose the crazy bastard) and to the great annoyance and surprise of the Mechanicus, pissedoff loved his new role and lost all desire to annihilate his adoptive chapter, as now he could pretty much do whatever he likes with machines and there are never shortages of fights to throw himself at.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Enginseer Mightilypissedoff the third || 6&amp;quot; || 2+ || 3+ || 5 || 4 || 4 || 4 || 8 || 2+ || 150 (Including wargear)&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Multi-Use Launcher || || || || || || When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| - Ordinary Wrench || 18&amp;quot; || Pistol 1 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| - Frag Grenade || 24&amp;quot; || Assault D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| - Krag Grenade || 12&amp;quot; || Assault 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| - Melta Bomb || 8&amp;quot; || Assault 1 || 8 || -4 || D6 || Roll two dice when determining damage for this weapon and discard the lowest value when attacking &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
| Servo-arm || Melee || Melee || X2 || -2 || 3 || Each servo-arm can only be used to make one attack each time this model fights.&lt;br /&gt;
When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| the Hell Glove MK2 (Melee) || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| the Hell Glove MK2 (ranged) || 24&amp;quot; || Rapid Fire 6 || 4 || 0 || 1 || When attacking with this weapon, you must subtract 1 from the hit rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains only (name) Master of the Armoury. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Servo-arm harness which is comprised of four Servo-arms.&lt;br /&gt;
*the Hell Glove MK2 - is made up of three boltstorm welded onto a Power Fist.&lt;br /&gt;
*Wrist-mounted Multi-Use Launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stay away from MY MACHINES!!!:&#039;&#039;&#039;&lt;br /&gt;
**At the end of the Shooting phase, if a Friendly &#039;&#039;&#039;Angry Marine Infantry&#039;&#039;&#039; unit (which is not &#039;&#039;&#039;Enginseer Mightilypissedoff the third&#039;&#039;&#039;) is within 6&amp;quot; of at least one Friendly &#039;&#039;&#039;VEHICLE&#039;&#039;&#039; and is also within 12&amp;quot; of &#039;&#039;&#039;Enginseer Mightilypissedoff the third&#039;&#039;&#039;; roll a D6. on a 5+ the &#039;&#039;&#039;Angry Marine&#039;&#039;&#039; unit suffers a mortal wound. (If there is more than one Friendly &#039;&#039;&#039;Angry Marine Infantry&#039;&#039;&#039; unit within 6&amp;quot; of at least one Friendly &#039;&#039;&#039;VEHICLE&#039;&#039;&#039; and is also within 12&amp;quot; of &#039;&#039;&#039;Enginseer Mightilypissedoff the third&#039;&#039;&#039;, roll only for the unit closest to &#039;&#039;&#039;Enginseer Mightilypissedoff the third&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;OI YOU, YES YOU THE BANDBLADE!!! YOURE NEXT DIPSHIT!!!:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Enginseer Mightilypissedoff the third&#039;&#039;&#039; may re-roll all failed wounds against &#039;&#039;&#039;VEHICLES&#039;&#039;&#039;, and deals double damage against models with the &#039;&#039;&#039;TITANIC VEHICLE&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WORK, YOU DAMN PIECE OF TECHNO-HERESY!!!:&#039;&#039;&#039; BY THE GOD EMPEROR’S MIGHTY NUTSACK DO NOT MAKE ME TURN YOU OFF AND BACK ON AGAIN WITH A MELTA BOMB!!!&lt;br /&gt;
**At the end of your Movement Phase this model can repair a single &#039;&#039;&#039;Angry Vehicle&#039;&#039;&#039; within 1&amp;quot;. That model regains D6 lost wounds. A model can only be repaired once per turn.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Techmarine, Angry Marine, Enginseer Mightilypissedoff the third&lt;br /&gt;
&lt;br /&gt;
====Sergeant Asshole McCuntsface====&lt;br /&gt;
[[File:Sergeant Asshole McCuntsface art.jpeg|thumb|left|&#039;&#039; THAT’S A FUCKING LOVELY HEAD YOU HAVE THERE!!! IT WOULD BE A CUNTING SHAME IF SOMEONE MURDER STABBED IT!!!&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The greatest &amp;quot;infiltration&amp;quot; specialist the Angry Marines have, a being so blunt, straightforward and unsubtle that his immense overtness becomes the peak of covertness. The greatest sneakers and covert specialists in the galaxy cannot understand how he does it, the Ork kommandos are so incredibly confused by the fact that he&#039;s not purple but still sneaking that they&#039;re unable to stop him, the Alpha Legion assume that his vox enhanced shouts of &amp;quot;WE ARE FUCKING SNEAKING HERE!!! THERE&#039;S NOTHING TO SEE SO STOP LOOKING THE FUCK OVER HERE!!!&amp;quot; are a ploy to distract them from the real threat (thus resulting in their dismemberment), while groups like the Imperial Guard just watch on in disbelief as the two metre tall, red and yellow shouting marine tiptoe towards them.&lt;br /&gt;
&lt;br /&gt;
McCuntface has (by his own admission) lots to learn however, as he has yet to test his &amp;quot;sneaking&amp;quot; technique against the Tyranids (he is particularly looking forward to sneaking up on a Lictor), Necrons ([[Trazyn the Infinite]] in particular would like to &amp;quot;aquire him&amp;quot;) and the Eldar, the latter of which he believes will the easiest to sneak up on as (to quote) &amp;quot;THEY&#039;RE ALL SUCH STUCK UP ARSEHOLES TOO BUSY [[Slaanesh|BUTTFUCKING]] [[Eye of Terror|EACH OTHER]] TO PAY FUCKING ATTENTION TO ANYTHING ELSE!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cuntface has (even over his short time with the Angry Marines) managed to garner a rather large following from his fellow battle brothers, partially out of respect for his combat prowess and infiltration skill, but mostly because “WATCHING THE SNEAKY FUCK TIPTOEING AROUND AND KICKING PEOPLE IN THE BALLS IS FUCKING HILRARIOUS!!!”&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant Asshole McCuntsface || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 4 || 8 || 3+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Murder Knife || Melee || Melee || User || -1 || 1 || add 1 to any wound rolls this weapon makes against any &#039;&#039;&#039;Infantry, Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Biker&#039;&#039;&#039; models.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Bolt Pistol || 12&amp;quot; || pistol 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shock grenade || 6&amp;quot; || Grenade D3 || * || * || * || A Shock grenade doesn&#039;t inflict any damage. Instead, each time a Shock grenade hits an enemy &#039;&#039;&#039;Infantry&#039;&#039;&#039; unit, it is stunned until the end of the turn&lt;br /&gt;
it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. second and subsequent hits from a Shock grenade have no additional effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Primaris Ancient Lieutenant. (Power Rating 6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy Bolt Pistol&lt;br /&gt;
*The Murder Knife&lt;br /&gt;
*Shock grenades&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Grapnel Launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039;AFTER WE&#039;RE FUCKING DONE WITH YOU YOU&#039;LL WISH [[Konrad Curze | GRIMDARK BATMAN]] HAD GOTTEN YOU INSTEAD!!!&lt;br /&gt;
**Enemy units must subtract 1 from their Leadership if they are within 3&amp;quot; of any &#039;&#039;&#039;Angry Reiver Squads&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Do you want to build a human centipede?:&#039;&#039;&#039;You can re-roll all hit rolls of 1 made for Friendly &#039;&#039;&#039;Angry Reiver Squads&#039;&#039;&#039; that are within 6&amp;quot; of this &#039;&#039;&#039;Sergeant Asshole McCuntsface&#039;&#039;&#039;. In addition, Enemy units must subtract 1 from their Leadership if they are within 6&amp;quot; of &#039;&#039;&#039;Sergeant Asshole McCuntsface&#039;&#039;&#039;. (this ability is not cumulative with the &amp;quot;Litany of Profanity&amp;quot; and the &amp;quot;RAAAGGE of the chapter&amp;quot;  Abilities - the &amp;quot;RAAAGGE of the chapter&amp;quot; ability takes precedence).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WE ARE SNEAKING, NOTHING TO FUCKING SEE HERE!!!:&#039;&#039;&#039;The Sargent is very picky and thorough when it comes to the troops that follow him, ensuring that all Reivers around him are drilled in the correct manner of tip toeing and that they can shout to at least 120 decibels, guaranteeing that all enemy soldiers nearby know exactly where the Reivers are &amp;quot;NO YOU FUCK NUGGET!!! KEEP READING YOUR [[Codex Astartes | TOILET PAPER]] WHILE I SNEAK BEHIND YOU TO KICK YOU IN THE CUNT!!!&amp;quot;&lt;br /&gt;
**When a enemy unit chooses an &#039;&#039;&#039;Angry Reiver Squad&#039;&#039;&#039; unit as their target in the Shooting phase, roll a D6; on a 5+ they can not shoot at the targeted &#039;&#039;&#039;Angry Reiver Squad&#039;&#039;&#039; this Shooting phase, but they may choose another target to shoot at instead there is not an &#039;&#039;&#039;Angry Reiver Squad&#039;&#039;&#039; unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master MOTHER FUCKING SNEAKER!!!:&#039;&#039;&#039;Cuntsface is a true genius when it comes to “sneaking”, employing massive speakers to shout across the battlefield or directly informing enemy command via vox  that “I’M FUCKING SNEAKING!!!”, making absolutely sure that every sentient (and non-sentient) creature in the sector knows that the Sergeant is most certainly sneaking, and that you should therefore look the other way.&lt;br /&gt;
**Add 1 to the roll for &#039;&#039;&#039;Angry Reiver Squad&#039;s&#039;&#039;&#039; &amp;quot;WE ARE SNEAKING, NOTHING TO FUCKING SEE HERE!!!&amp;quot; ability when ther are within 6” for &#039;&#039;&#039;Sergeant Asshole McCuntsface&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grapnel Launcher:&#039;&#039;&#039;&lt;br /&gt;
**When this unit move, do not count any vertical distance he move against the total he can move that turn (i.e. moving vertically is free for this model). In addition, during deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases this unit can join the battle - set it up within 6&amp;quot; of a battlefield edge of your choice and more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Primaris, Angry Reiver Squad, Sergeant Asshole McCuntsface&lt;br /&gt;
&lt;br /&gt;
====Sergeant Sky Shitter====&lt;br /&gt;
Sergeant Sky Shitter is a single model. They are equipped with Thunder and Lightning.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Inceptor || 12&amp;quot; || 3+ || 3+ || 4 || 5 || 6 || 5 || 8 || 3+ || 130&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Thunder and Lightning || - || - || - || - || - || When during this weapon, choose one or both weapon profiles to fire. If you fire both then subtract 1 from the hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
| -Thunder || 18&amp;quot; || Assault 6 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| -Lightning || 18&amp;quot; || Assault 2D3 || 8 || -3 || 2 || For each hit roll of 1, the bearer suffers 1 mortal wound&lt;br /&gt;
after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
| -Underslung Chainsword || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy and Angry:&#039;&#039;&#039; Half a tonne of Angry Marine hitting you at hundreds of miles an hour is detrimental to your health.&lt;br /&gt;
**Roll a dice each time an Angry Inceptor finishes a charge move within 1&amp;quot; of an enemy unit; on a 6, that unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surprise Arrival:&#039;&#039;&#039;&lt;br /&gt;
**After the Angry Inceptor Squad is placed on the battlefield; All models within 12&amp;quot; of the Angry Inceptor Squad (and the Angry Inceptor Squad themself), will immediately suffer one wound each. (These wounds are resolved at AP 0 and Damage 1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Heaviest and Angriest around:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;ANGRY MARINE INFANTRY&#039;&#039;&#039; with the &#039;&#039;&#039;FLY&#039;&#039;&#039; keyword within 6” of this unit may reroll hit rolls of 1. In addition to this, &#039;&#039;&#039;Angry Inceptor&#039;&#039;&#039; units within 6” of this unit have their Heavy and Angry ability activate on a 5+ on a D6, instead of a roll of a 6.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Primaris, Jump Pack, Fly, Mk X Gravis, Angry Inceptor, Character, Sergeant Sky Shitter&lt;br /&gt;
&lt;br /&gt;
====Chapter Master Temperus Maximus====&lt;br /&gt;
[[Image:Temperus-maximus-real.png|400px|left|&#039;&#039; Your arguement has been deemed... Lacking.&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Chapter Master of the Angry Marines, Master of RAEG over all Angry Marines, and living embodiment of the Angry Primarch&#039;s middle finger to the enemies of mankind. Temperus Maximus&#039; rage cannot be easily translated into table top games without the table breaking and the plastic miniatures fleeing in terror.  His legacy of hatred is a testimony to his chapter. He is entombed in Dreadnought Terminator armour not for punishment, nor for his own protection, but for the safety of his comrades lest he explode with rage. This latter part has the [[Inquisition]] very interested, as they are always looking for new and innovative ways of performing exterminartus, and despite the cost of firing a chapter master at a planet it would probably result in fewer, warp related side effects than the other available methods. This plan however, is currently sitting filed away in a deep, dark archive where nobody will find it, as when Maximus got wind of the proposed plan he decided to give the responsible inquisitors a visit to discuss its finer details. He did this by pulling his battlebarge alongside the inquisitorial one, entered a torpedo tube, and fired himself at the opposing ships bridge.&lt;br /&gt;
&lt;br /&gt;
When an angry terminator squad was eventually sent onto the ship to “retrieve” their chapter master, they found him on the remains of the ships bridge, enlightening the inquisitors onboard, via the use of swings of the codex angry marines to their behinds.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Temperus Maximus model.jpeg|400px|left|&#039;&#039; YES I’M FUCKING CARRYING DREANOUGHT GUNS!!! WHAT THE FUCK ARE YOU GOING TO DO ABOUT IT BITCH!!!.&#039;&#039;]]&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Chapter Master Temperus Maximus || 5&amp;quot; || 2+ || 4+ || 5 || 4 || 7 || 5 || 9 || 2+ || 220&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable  cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| POWER BOOTS || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Rip and Tear (Ranged) || 18&amp;quot; || Assault 4 || 4 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Rip and Tear (Melee) || Melee || Melee || x2 || -4 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains only Chapter Master Temperus Maximus. (Power Rating 12)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*[[RIP AND TEAR]] -These are the personal WMDs of Temperus Maximus himself, crafted by refined hatred, forged by the furnace of pure rage, and embedded with the most pissed-off machine spirits in existence. These are a matched pair of Unique chainfists.&lt;br /&gt;
*POWER BOOTS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sub-sonic Battle-cry:&#039;&#039;&#039;&lt;br /&gt;
**Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model, cannot be affected by negative modifiers to their Leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adamantium Cigar:&#039;&#039;&#039;The Adamantium Cigar is the Chapter Master&#039;s personal badge of manliness and badassery, an heirloom from the Angry Primarch himself.&lt;br /&gt;
**Temperus Maximus can never fail any Morale tests and friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; add 1 to their leadership charecteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titanic Might and Balls of Adamantium:&#039;&#039;&#039;Chapter Master Temperus Maximus is a hard fucker to kill. Nothing more can be said about that. And he doesn&#039;t even use an Iron Halo or Storm Shield!&lt;br /&gt;
**This unit has a 4+ Invulnerable Save. In addition, all damage suffered by Temperus Maximus is halved (rounding up).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RITES OF ETERNAL ANGER!!!:&#039;&#039;&#039;&lt;br /&gt;
**You can re-roll any failed hit rolls for Friendly &#039;&#039;&#039;Angry&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RIGHT IN THE NUTS FUCKER!!!:&#039;&#039;&#039;Whenever an opponent fails to land an attack on Temperus Maximus in close combat, the Chapter Master responds with a swift but very painful kick to their balls with his master crafted POWER BOOTS for their incompetence, debilitating even enemies without balls or genitals to start with. &lt;br /&gt;
**In the Fight phase after all his attacks have been resolved. he can make D6 additional attack with his POWER BOOTS.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Chapter Master Temperus Maximus&#039;&#039;&#039; is your warlord, he must have the&#039;&#039;&#039;&amp;quot;WHO THE FUCK DO YOU THINK I AM?!!!&amp;quot;&#039;&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Chapter Master Temperus Maximus, Terminator&lt;br /&gt;
&lt;br /&gt;
====Temperus Maximus, The Absurdly Miffed====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maximus can be a little trigger happy when it comes to firing battle barges at planets. In fact, anything that he can’t kill himself he will kill by proxy by firing a battle barge at it, on the sound reasoning that if he can’t kill it then it’s probably best to go for overkill. However, some enemies are particularly stubborn and long lived, such as the demon princes of nurgle, and it was against such a demon prince on one fine day during the plague wars in the ultima segmentum that Maximus realised that this was going to be one of those rare days where he was going to need a little more fire power. Up in orbit, the first “disposable” battle barge received the chapter masters coordinates, and the simple order to crash land onto said coordinates, and after pausing long enough for the marines and crew onboard to either grab drop pods, angry rhinos or simply cling to the battle barges hull, the battle barge began its rapid decent to terra firma.&lt;br /&gt;
&lt;br /&gt;
However, once the battle barge hit and Maximus brushed himself down, he was greeted by the sight of the nurgle demon prince doing the exact same thing. But this wasn’t the first time this kind of thing had happened to the angry marines, and so he simply called down another, slightly larger, battle barge onto his position. And once the ringing in his ears had died down and he’d dragged himself up on his aching feet, Maximus thought “HE MUST BE FUCKING DEAD THIS TIME!!!” No such luck this time either, the demon prince was still there, as ugly as ever. And so, faced with a foe which had taken two battle barges to the face, the chapter master did the only logical thing, and called down his own (and largest) ship, the MAXIMUM fuck.&lt;br /&gt;
&lt;br /&gt;
At this point Maximus was knocked out (one of the few times in his life this has happened), and awoke six months later, in a bed in an apothecary, surrounded by uncharacteristically concerned Angry Marines. It is unknown precisely what happened next, but it is assumed that one of the angry marines present them informed the chapter master that after calling down three battle barges the ultramarines has arrived, whereupon they “rescued” the chapter master and converted him into a primaris marine. It is then further assumed that the chapter master then looked down upon his newly modified form, to then see the other thing that papa smurf had given him. A giant, blue tattoo of the symbol of the ultramarines. And the final icing on the shit sandwich? Papa smurf himself had signed beneath the tattoo the words “courage and honour”.&lt;br /&gt;
&lt;br /&gt;
All of this is assumed, as everyone who actually witnessed this event was left out cold when the completely naked chapter master “exploded” with fury, blowing out a chunk of the battle barge. This happened again after the chapter master was retrieved (screaming insults) from deep space and told that the tattoo couldn’t be removed as the ultramarines had seen fit to incorporate the tattoo into his organs as well. Unable to undo the damage done to himself the chapter master now roams the galaxy with his newly rebuilt battle barge fighting everything he can find, and hunting down any ultramarine apothecaries in the hope of finding a way to undo the damage they had done to him.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Temperus Maximus, The Absurdly Miffed || 6&amp;quot; || 2+ || 4+ || 5 || 5 || 8 || 6 || 9 || 2+ || 270&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| POWER BOOTS || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Rip and Tear (Ranged) || 18&amp;quot; || Assault 4 || 4 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Rip and Tear (Melee) || Melee || Melee || x2 || -4 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Furious Glare || 6” || Assault 2D6 || 4 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sub-sonic Battle-cry:&#039;&#039;&#039;&lt;br /&gt;
**Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model, cannot be affected by negative modifiers to their Leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adamantium Cigar:&#039;&#039;&#039;The Adamantium Cigar is the Chapter Master&#039;s personal badge of manliness and badassery, an heirloom from the Angry Primarch himself.&lt;br /&gt;
**Temperus Maximus can never fail any Morale tests and friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; add 1 to their leadership charecteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU DID FUCKING WHAT?!!!:&#039;&#039;&#039;Temperus Maximus was not happy about being turned into a primaris, to the point that those around him are unable to adequately describe his fury.&lt;br /&gt;
**Temperus Maximus, The Absurdly Miffed has a 4++ invulnerability save and ignores damage taken on a 5+. In addition to this, he may charge even after advancing, but may never be the target of stratagems.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RITES OF ETERNAL ANGER!!!:&#039;&#039;&#039;&lt;br /&gt;
**You can re-roll any failed hit rolls for Friendly &#039;&#039;&#039;Angry&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RIGHT IN THE NUTS FUCKER!!!:&#039;&#039;&#039;Whenever an opponent fails to land an attack on Temperus Maximus in close combat, the Chapter Master responds with a swift but very painful kick to their balls with his master crafted POWER BOOTS for their incompetence, debilitating even enemies without balls or genitals to start with. &lt;br /&gt;
**In the Fight phase after all his attacks have been resolved. he can make D6 additional attack with his POWER BOOTS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ffffuuuuuuUUUUUUUUUCCCCCCCCKKKKKK!!!!!!!:&#039;&#039;&#039;&lt;br /&gt;
**When this model is slain it deals D6 mortal wounds to all units within 2D6”.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Temperus Maximus, the Absurdly Miffed&#039;&#039;&#039; is your warlord, he must have the&#039;&#039;&#039;&amp;quot;OH NOW IT&#039;S ON YOU COCKSUCKER!!!&amp;quot;&#039;&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Chapter Master Temperus Maximus, Primaris&lt;br /&gt;
&lt;br /&gt;
====The Guardians of Fury====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
During the glory days of the [[Great Crusade]], where the legions roamed across the galaxy to reclaim the lost worlds of humanity, and during the [[Horus Heresy]], where those same legions tore the same galaxy apart, each legion had their elites of the elite. These came in the form of Cataphracti terminators, the most elite of marines clad in the finest armour the galaxy had to offer (outside of custodian plate) and wielding terrifying weapons, often unique to their legion. Such marines were often the bodyguard for their respective primarchs, the death shrouds for [[Mortarion]], the Phoenix guard for [[Fulgrim]], the Justarions for [[Horus]], and the same was true for the Angry Marines parent legion, the Desert Fangs.&lt;br /&gt;
&lt;br /&gt;
Back in the day, these were silencer marines, hewing the psychic abominations and demons who arose to challenge the Imperium, appearing on the field of battle in the lightning crack and flash of a teleportation beam, accompanying the psychic anathema that was their primarch, Ragnous Rageous. After the heresy however, and the splitting of the legions and the formation of the angry marines these elites terminator forces almost entirely disappeared, their plates and bearers sundered, or whisked off to vaults or the eye of terror. Of their original Cataphracti elite the angry marines have only five pieces left, who make up the Guardians of Fury, who’s job it is the guard angry marine commanders. Not that such individuals need defending in the conventional sense, they are more than capable of dealing with threats directly in front of them, it is threats from the sides and rear which they struggle with.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Guardians of Fury is made up of at least 2 models and may contain up to 5 models. Each model is armed with a Chain Glaive, a Flamer and POWER BOOTS.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Guardian of Fury || 4&amp;quot; || 2+ || 4+ || 5 || 4 || 3 || 2 || 8 || 2+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| POWER BOOTS || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Chain Glaive ||  ||  ||  ||  ||  || When fighting with this weapon choose one of the following profiles.&lt;br /&gt;
|-&lt;br /&gt;
| -Strike || Melee || Melee || +4 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| -Sweep || Melee || Melee || User || -1 || 1 || When fighting with this profile, each hit counts as 2 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
| Flamer || 8” || Assault D6 || 4 || - || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STONE-COLD ANGER!!!:&#039;&#039;&#039;&lt;br /&gt;
**If your army is Battle-forged, this unit can re-roll failed hit rolls in the Fight Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cataphracti Terminator Armour:&#039;&#039;&#039; The toughest and slowest armour the angry marines have. Only the most furious individuals can make it move fast enough to keep up with their battle brothers.&lt;br /&gt;
**A model with this rule has a 4++ invulnerability save, but halves advance distances (rounding up).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Furious to keep up and FUCK SHIT UP!!!:&#039;&#039;&#039; WHO NEEDS AEROBIC RESPIRATION TO MOVING WHEN YOU CAN JUST BE FUCKING PISSED OFF INSTEAD!!!&lt;br /&gt;
**A model with this rule may charge even after advancing, and a unit with this rule may make D2 extra attacks each time it fights in the fight phase, D3 if it charged in the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;LOOK OUT YOU DAFT BASTARD!!!:&#039;&#039;&#039;OW FOR FUCKS SAKE, THIS IS GOING TO HURT LIKE A MOTHERFUCKER!!!&lt;br /&gt;
**Whenever an &#039;&#039;&#039;ANGRY MARINE CHARACTER&#039;&#039;&#039; (other than another &#039;&#039;&#039;GUARDIAN OF FURY&#039;&#039;&#039;) take a hit within 3” of a model with this rule roll a D6. On a 2+ the model with this rule takes the hit instead. If the unit is a &#039;&#039;&#039;CHAPTER MASTER&#039;&#039;&#039; or &#039;&#039;&#039;PRIMARCH&#039;&#039;&#039; then do not roll to see if the hit is transferred, it is instead automatically transferred. Attacks made against this unit or transferred to this unit may not be transferred to other units, and damage may not be transferred from this unit to other units. In addition to this, this unit may never be your warlord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK DOORS!!! FUCK TANKS!!! AND FUCKING NUT CRACKING!!!:&#039;&#039;&#039; Power Feet come with their own cogitators and micro thrusters, allowing them to initiate semi guided. powerful kicks to the bollocks even while their wearer is swinging a chainsword.&lt;br /&gt;
**In the Fight phase after all this unit’s attacks have been resolved. it can make 2 additional attack with its Power Feet with all models in the unit. In addition, if this unit roll a wound roll of 6+ with Power Feet, it inflicts 1 mortal wound in addition to its normal Damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No Avenue of Escape:&#039;&#039;&#039; As with all the legions of old, if you ever ended up against their cataphracti elite you were as good as dead.&lt;br /&gt;
**Enemy units subtract 1 from their invulnerability save rolls while within 1” of a unit with this rule.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Cataphracti Terminator, Guardian of Fury&lt;br /&gt;
&lt;br /&gt;
====Reclusiarch Mofo====&lt;br /&gt;
[[Image:Angry Chaplain.jpg|400px|left|&#039;&#039; PISS OFF I’M WATCHING FUCKING AWESOME CARTOONS!!!&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reclusiarch’s are the senior Chaplains of any given Adeptus Astartes Chapter. Their normal non-combat duties are to shape and guide the spirituality of their battle brothers, lead the daily rites of the chapter, train new chaplains and oversee the Reliquary, the holy sanctum within a chapter fortress-monastery where all the chapter relics are kept. As far as Mofo is concerned, the only thing he does as a Reclusiarch is being the senior Chaplain, train new Chaplains, and not much else. His view over other duties, respectively, is that: &amp;quot;ALL THESE FUCKNUTS ARE TOO LOYAL TO EVER BE BUTT-BUDDIES WITH THOSE CHAOS FUCKS ANYWAY&amp;quot;, &amp;quot;OUR DAILY RITES JUST INVOLVE THESE ASSTARDS HITTING EVERYTHING WITH A POWERBAT. LIKE THEY ACTUALLY NEED SUPERVISION FOR THAT&amp;quot;, and &amp;quot;DO I LOOK LIKE THAT OLD FART, FUKLAW? SOME DIPSHIT SERVITOR OR SOME SERF CAN DUST OFF A FEW HUNKS OF METAL.&amp;quot;.&lt;br /&gt;
Battle is the only place where Mofo does not slack in his duties, as the Emperor&#039;s and the chapter&#039;s rage made-manifest. Armed with his sacred Crozius named &amp;quot;Fagbasher&amp;quot;, Mofo has cracked thousands upon thousands of skulls and crushed even more minds through his sheer skill in profanity, in his centuries of service, striking fear into virtually anything.&lt;br /&gt;
Perhaps one of his most revered feats of skill is defeating the foul Black Legion Dreadnought known as &amp;quot;Thragarkis, the twice living&amp;quot; in single combat. What makes this feat even more amazing is that he did away with using his Crozius, instead tearing Thragarkis out of his sarcophagus by punching it with his bare power-armoured fists until it buckled and weakened, and then headbutting him repeatedly until he died.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Does not include wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Reclusiarch Mofo || 6&amp;quot; || 2+ || 5+ || 5 || 4 || 4 || 3 || 9 || 3+ || 125 (+15 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Fagbasher || Melee || Melee || +2 || -1 || 2 || Wound rolls of 6+ made for this weapon, it inflicts 1 mortal wound in addition to its normal Damage.&lt;br /&gt;
|-&lt;br /&gt;
| Master Crafted Vox Amplifier || - || - || - || - || - || When firing this weapon choose one of the profiles to use.&lt;br /&gt;
|-&lt;br /&gt;
| -YOUR ALL PILES OF SHITE!!! || 24&amp;quot; || Assault D6 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| -PISS OFF I’M WATCHING CARTOONS!!!! || 12&amp;quot; || Grenade D6 || 3 || - || 1 || Units hit by this weapon subtract 2” from their charge distances in the following charge phase. This reduction does not stack with copies of itself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains only Reclusiarch Mofo. (Power Rating 7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Fagbasher&lt;br /&gt;
*Master-Crafted Vox Amplifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take a Jump Pack (Power Rating +1) if it does, its Move characteristic is increased to 12&amp;quot; and it gains the &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords.&lt;br /&gt;
*This model may replace its Bolt Pistol with a Hand Flamer, a Plasma Pistol, a Infernus Pistol or a Storm bolter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jet Pack Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;RAAAGGE&#039;&#039; of the Chapter:&#039;&#039;&#039;Reclusiarch Mofo is the personification of the righteous anger of the Angry Marines, driving unfathomable fear in the hearts of their enemies, whatever they might be: &lt;br /&gt;
:*Any enemy unit within 6&amp;quot; of this model must subtract 2 from their Leadership. (this ability is not cumulative with the &amp;quot;Litany of Profanity&amp;quot; and the &amp;quot;Do you want to build a human centipede&amp;quot; Abilities - the &amp;quot;RAAAGGE of the chapter&amp;quot; ability takes precedence).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I&#039;M NOT GOING DOWN LIKE THAT YOU FUCKFACE!!!:&#039;&#039;&#039;Reclusiarch Mofo decided a long time ago that he would only accept dying one way, which he wrote down on a piece of paper, wiped his arse with said paper, and then shoved it down the throat of a dying carnifex, before promptly smashing it&#039;s skull in with his Crozius. So until someone figures out what form of death the Chaplain will accept Mofo will simply refuse to die while screaming “BETTER LUCK NEXT TIME DIPSHIT!!! NOW ITS YOUR FUCKING TURN!!!”&lt;br /&gt;
**Roll a D6 each time this model loses his final wound; on a 3+ the damage is ignored, and that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exhaustively Comprehensive Litany of Most Profane Expletives:&#039;&#039;&#039;Reclusiarch Mofo has spent centuries mastering the curses and insults of every race and creed out there, somehow including the Tyranids and Necrons, and combines this with his fearful oratory skills to really TELL THOSE FAGGOTS THAT WE&#039;RE GONNA FUCK THEM UP HARD in a language they can clearly understand.&lt;br /&gt;
**All Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of Mofo can use his Leadership instead of their own.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU BETTER HIT THEM YOU ASS-STRUMMING RETARDS!!!:&#039;&#039;&#039;With a curse and a threat to rip out their spines so he can beat them to death for their failure in hitting shit for the Emprah, the Reclusiarch can &amp;quot;motivate&amp;quot; Angry Marines to hit with better accuracy.... &#039;&#039;&#039;OR ELSE!&#039;&#039;&#039;&lt;br /&gt;
:*All Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of Mofo, add 1 to their hit rolls in the Shooting Phase and may re-roll any failed hit rolls in the Fight phase. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fagbasher:&#039;&#039;&#039; Both a symbol of office and a terrifying weapon fitted with a potent force field.&lt;br /&gt;
**A unit with this rule has a 5+ invulnerability save and a 3+ invulnerability save in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THAT’S MY FUCKING BOG ROLL!!!:&#039;&#039;&#039;&lt;br /&gt;
**If you choose to take the Roll of Emergency Purity Seals relic in your army it must be given to this unit. However, if this unit has the Roll of Emergency Purity Seals you may use the relic twice each turn instead of once each turn.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Mofo, Angry Chaplain&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Angry Ganger Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Angry Marine recruits are gathered into squads known as angry Gangs. Roughly similar to other chapters scout squads, Gangs fill the same niche of stealth and infiltration, albeit it&#039;s less, &#039;shoot from cover&#039; and more &#039;kicking the fucker when he&#039;s not looking!!&#039; Angry Gangers lack the full anger of &#039;proper&#039; marines so they&#039;re notably less loud. It&#039;s rumoured that Angry Gangers become full marines only when they&#039;re angry enough to &#039;BREAK THE FOURTH WALL WITH SHEER ANGER AND SPEAK ONLY IN CAPs LOCK!!!!&#039;. That information however comes from a possibly insane master of Mindfuckery whom the inquisition manged to bribe into writing the Angry Marine&#039;s index Astartes article.&lt;br /&gt;
&lt;br /&gt;
Full angry marines rarely have the skill to work with the Angry Gangers, seeing them as &#039;USELESS STEALTHY FUCK UPS!!&#039; and having little desire to join in the &#039;hide and seek games&#039; of the Gangers. Imperial guard Commissars are drafted, or shoved, into the squad, to keep the little &#039;FUCK UPS&#039; in line until they can become proper marines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Angry Gang.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Ganger || 6&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 1 || 7 || 4+ || 11&lt;br /&gt;
|-&lt;br /&gt;
| Ganger leader || 6&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 2 || 7 || 4+ || 11&lt;br /&gt;
|-&lt;br /&gt;
| Very irritated Commissar || 6&amp;quot; || 3+ || 4+ || 3 || 3 || 1 || 3 || 8 || 4+ || 20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter || 36&amp;quot; || Heavy 3 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Astartes shotgun || 12&amp;quot; || Assault 2 || 4 || 0 || 1 || If the target is within half range, add 1 to this weapon&#039;s Strength.&lt;br /&gt;
|-&lt;br /&gt;
| Sniper rifle || 36&amp;quot; || Heavy 1 || 4 || 0 || 1 || This weapon may target a &#039;&#039;&#039;Character&#039;&#039;&#039; even if it is not the closest enemy unit. If you roll a &lt;br /&gt;
wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.&lt;br /&gt;
|-&lt;br /&gt;
| Combat knife || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Missile launcher || || || || || || When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| - Frag missile || 48&amp;quot; || Heavy D6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| - Krag missile || 48&amp;quot; || Heavy 1 || 8 || -2 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Ganger leader and 4 Angry Gangers (Power Rating 5). It can include up to 5 additional Angry Gangers (Power Rating +3) or up to 10 additional Angry Gangers (Power Rating +6). it can also replace  (only) one Angry Ganger with a very irritated Commissar (Power Rating +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Boltgun&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Ganger leader and/or very irritated Commissar may replace their Bolt pistols and/or Boltguns with items from the &#039;&#039;Serf Equipment&#039;&#039; list.&lt;br /&gt;
*Any model may replace his Boltgun with a Sniper rifle, an Astartes shotgun or a Combat knife&lt;br /&gt;
*one Angry Ganger may replace his Boltgun with a Heavy bolter or a Missile launcher&lt;br /&gt;
*Any model may take a Camo cloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NOT ANGRY ENOUGH!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;USELESS STEALTHY FUCK UPS!!!:&#039;&#039;&#039; YOU’RE NOT TOUGH OR ANGRY ENOUGH TO SURVIVE A FUCKING CHARGE!!!&lt;br /&gt;
**When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9&amp;quot; from the enemy deployment zone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camo Cloaks:&#039;&#039;&#039; You can’t hit what your can’t see. Although, the maxim is somewhat ruined by the fact that what you can’t see is swearing at the fact that they have to stay unseen.&lt;br /&gt;
**If every model in a unit has a Camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039; Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, an Angry Gang Squad containing 10 models may be split into two units, each containing 5 models. an Angry Gang Squad containing 15 models may be split into three units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HERESY!!! BLAM!!!:&#039;&#039;&#039; Angry marine commissars are famous for their reflex’s when it comes to dealing with anyone with heretical ideas.&lt;br /&gt;
**As long as this unit contains a very irritated Commissar; this unit can never lose more than 2 models as the result of any single failed morale test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Commissar Supervision:&#039;&#039;&#039; YOU’RE NOT ANGRY MARINES UNTIL I FUCKING SAY SO!!! UNTIL THEN YOU’RE STUCK WITH ME BITCHES!!!&lt;br /&gt;
**As long as this unit contains a very irritated Commissar, this unit can re-roll failed Morale tests.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
(Ganger leader and Angry Ganger) Keywords: Adeptus Astartes, Infantry, Angry Gang, Angry Ganger Squad &lt;br /&gt;
&lt;br /&gt;
(very irritated Commissar) Keywords: Infantry, Commissar, Serf, Angry Ganger Squad&lt;br /&gt;
&lt;br /&gt;
====Angry Intercessor Squad====&lt;br /&gt;
[[File:20479873 10159186580195381 4134760170850215772 n.jpg|thumb|right|&#039;&#039; CALL ME A FUCKING ULTRASMURF!!! I FUCKING DARE YOU!!!” &#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If not constantly watched and surrounded by groups of angry marines, Intercessors will sneak off one by one, deep into their battle barge, to meet in groups of five or more and fight, drink, watch TV, and generally &amp;quot;FUCKING COMPLAIN ABOUT THOSE FUCKING YELLOW FUCKING MIDGETS!!!&amp;quot;. And this is relatively harmless by and large, the angry high command know that they&#039;re doing it ([[Horus Heresy|as its not the first time a bunch of marines decided to start a club]]) but are willing to overlook it as the Primaris marines are being angry (an admirable trait) and it keeps them from causing trouble elsewhere. Some of these meeting however will practice battle tactics and hone their skills fighting as a group, something which the higher ups do not approve of as such fighting groups will not take orders from anyone other than Captain Fuckingham, and effectively behave as his own second company and private army. Angry Marines (although incredibly violent) are not stupid, and know that moving against Fuckingham and the Intercessors in order to show them who&#039;s in command would result in an unnecessary and stupid fight, they will fight stupid battles, or unnecessary ones, but never fights which are both. As such, this has allowed Fuckingham to press for better recognition of Intercessors, mostly via ensuring that they don&#039;t have to do jobs like &amp;quot;shit cleaning duty&amp;quot; or &amp;quot;library duty&amp;quot;, which has pissed off the serfs as they will now have to do those jobs.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Intercessor Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 17&lt;br /&gt;
|-&lt;br /&gt;
| Angry Intercessor || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+ || 17&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Bolt rifle || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Auto bolt rifle || 24&amp;quot; || Assault 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Power sword || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Power wrench || Melee || Melee || +1 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Power bat || Melee || Melee || +2 || -1 || 1 || -	&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Intercessor Sergeant and 4 Angry Intercessors (Power Rating 6). It can include up to 5 additional Angry Intercessors (Power Rating +5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt rifle &lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace his Bolt rifle with an Auto bolt rifle.&lt;br /&gt;
*Any model may take an Auxiliary Grenade Launcher.&lt;br /&gt;
*The Angry Marine Sergeant may take a Power sword, a Power wrench or a Power bat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units:&lt;br /&gt;
:*Before any models are deployed at the start of the game, an Angry Intercessor Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxiliary Grenade Launcher:&#039;&#039;&#039;OW YOU THINK YOU CAN HIDE BEYOND 6&amp;quot; BITCH?!!! THINK AGAIN!!!&lt;br /&gt;
:*If a model is armed with an Auxiliary Grenade Launcher, increase the Range of any Grenade Weapons they have to 30&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;We only follow Captain Medina! I mean Tantrumus Fuckingham!!!:&#039;&#039;&#039;WE DON&#039;T TAKE ORDERS FROM YOU SHITHEAD UNLESS THE FUCKING CAPTAIN TELLS US TO!!!&lt;br /&gt;
:*you may only have this unit in your army if it also contains &#039;&#039;&#039;Tantrumus Fuckingham&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Primaris, Angry Intercessor Squad&lt;br /&gt;
&lt;br /&gt;
====Angry Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The bulk of the Angry Marine chapter are formed of Angry marines. When the Angry marines assault the enemy a foaming tide of yellow Ceramite and an endless tirade of profanity impacts the enemy formation. But as much carnage as the Angry Marines can wreck, their mindless anger can lead them to getting out of control and being baited out of formation by canny foes and destroyed in detail. This is one reason why the Angry Marines hate Eldar so much since, &#039;YOU CAN NEVER CATCH THE FUCKERS!!&#039;. In this situation it&#039;s up to the Angry Sergeant&#039;s to bash their brothers&#039; heads together to try and contain and focus their anger till it&#039;s primed to blow, and blow in the right direction. Without their Sergeants, Angry Marines are explosive. With them, they&#039;re shaped charges of unyielding hate and rage.&lt;br /&gt;
&lt;br /&gt;
At least, this was the case before the arrival of Girlyman’s snowflake Marines, the intercessors. The intercessors were designed by Crawly Mc Guffinface to be improvements over standard Marines, and as such are harder, faster, stronger and so far stuck up Girlyman’s arse that the most emperor bothering of imperial fists would be proud. Anger and rage were not characteristics deemed necessary however, and as such even the angriest of intecessors sent to the Angry Marines are below par, and are therefore just world eater wannabes (THEY USE FUCKING BOLTERS!!! WORLD EATER IS TOO GOOD FOR THE FUCKING CUNTS!!!). These unwanted marines are dumped in Angry Squads, as whatever happens is a win situation, if the Primaris marines go on to show that they do actually have suitable adamantium genitalia then they can be put to use, if not then they just get shot by the enemy. And many intercessors go on to commit great feats of fury, not being driven by their own inbuilt anger, but instead made furious by the sheer contempt and distain given to them by normal Angry Marines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 1 ||1 || 7 || 3+ || 12&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine Sergeant || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 1 || 2 || 7 || 3+ || 12&lt;br /&gt;
|-&lt;br /&gt;
| Angry Intercessor || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+ || 17&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Bolt rifle || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -	&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Marine Sergeant and 4 Angry Marines (Power Rating 5). It can include up to 5 additional Angry Marines (Power Rating +4). it can also replace (only) one Angry Marine with an Angry Intercessor (Power Rating +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt rifle (only Angry Intercessor)&lt;br /&gt;
*Boltgun (only Angry Marine Sergeant and Angry Marines)&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*Any Angry Marine and/or Angry Marine Sergeant may replace his Bolt pistol with a Chainsword.&lt;br /&gt;
*The Angry Marine Sergeant may replace his Bolt pistol and Boltgun with items from the &#039;&#039;Angry Sergeant Equipment&#039;&#039; list.&lt;br /&gt;
*The Angry Marine Sergeant may take a Cigar&lt;br /&gt;
*one Angry Marine may replace his Boltgun with an item from the &#039;&#039;Special Weapons&#039;&#039; list.&lt;br /&gt;
*one Angry Marine may replace his Boltgun and/or Bolt pistol with items from the &#039;&#039;Melee Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, an Angry Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Welcome to the Angry Marines, Newbie:&#039;&#039;&#039;&lt;br /&gt;
**Angry Intercessors are Angry Primaris Marines but for rule purposes, Angry Intercessors are &#039;&#039;&#039;Angry Marine&#039;&#039;&#039; (not &#039;&#039;&#039;Angry Primaris&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Marine, Angry Squad&lt;br /&gt;
&lt;br /&gt;
====Cock Knockers====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Many Angry Marines have the combat skill to become Sergeants, but very few have the ability to actually control their brothers on the battlefield. These warriors are usually &amp;quot;promoted&amp;quot; to the Cock Knockers. The Cock Knockers are most (in)famous for their &amp;quot;power feet.&amp;quot; Each kick with a power foot sends shock waves of force through the Emperor&#039;s foes. They are equally useful for knocking out walls or other barriers, without significantly increasing a Cock Knocker&#039;s bulk. Because of this, the Cock Knockers are the Marines sent aboard [[space hulk]]s when necessary. Given the close confines of a space hulk, the Knockers also have developed a preference for special sawed-off shotguns called &amp;quot;Master Keys.&amp;quot; These shotguns have a range so short that a Cock Knocker is basically &amp;quot;PUNCHING THE FUCKER WITH A THOUSAND ANGRY FISTS!!!&amp;quot; in the words of one Angry Marine.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Knocker || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 1 || 1 || 7 || 3+ || 12&lt;br /&gt;
|-&lt;br /&gt;
| Knocker Sergeant || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 1 || 2 || 7 || 3+ || 12&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Power Feet || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Master Key &lt;br /&gt;
sawed off shotgun &lt;br /&gt;
| 6&amp;quot; || Assault 1 &lt;br /&gt;
| 4 &lt;br /&gt;
| 0 &lt;br /&gt;
| 1 &lt;br /&gt;
| If the target is within half range, change this weapon&#039;s Type to Pistol 2, add 1&lt;br /&gt;
to this weapon&#039;s Strength characteristic and hit rolls, and change its AP to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Knocker Sergeant and 4 Knocker (Power Rating 7). It can include up to 5 additional Knockers (Power Rating +7).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Power Feet&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take a Master Key sawed off shotgun.&lt;br /&gt;
*The Knocker Sergeant may replace his Chainsword with an item from the &#039;&#039;Angry Sergeant Equipment&#039;&#039; list.&lt;br /&gt;
*The Knocker Sergeant may take a Cigar&lt;br /&gt;
*For each five models in the unit, one Knocker may replace his Chainsword with an item from the &#039;&#039;Melee Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;: Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, a Cock Knockers unit containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK FACE FUCKERS!!!:&#039;&#039;&#039; The Cock Knockers have spent so many battle in space, that they&#039;ve developed a sort of reverse Stockholm syndrome so that they find the &#039;FACE FUCKING BUGS!!&#039; worse than anything else.&lt;br /&gt;
**If this unit attacks any &#039;&#039;&#039;Genestealer Cult&#039;&#039;&#039; units in the Fight phase, you can re-roll wound rolls of 1 for those attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK DOORS!!! FUCK TANKS!!! AND FUCKING NUT CRACKING!!!:&#039;&#039;&#039; Power Feet come with their own cogitators and micro thrusters, allowing them to initiate semi guided. powerful kicks to the bollocks even while their wearer is swinging a chainsword.&lt;br /&gt;
**In the Fight phase after all this unit’s attacks have been resolved. it can make 2 additional attack with its Power Feet with all models in the unit. In addition, if this unit roll a wound roll of 6+ with Power Feet, it inflicts 1 mortal wound in addition to its normal Damage.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Marine, Cock Knockers&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
====Angry Reiver Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;SNEAK!!! SNEAK!!! SNEAK!!! WE&#039;RE FUCKING SNEAKING HERE, THERE&#039;S NOTHING TO SEE HERE YOU PRICK!!!&amp;quot; &amp;quot;STOP TALKING YOU BASTARD, THEY&#039;RE FUCKING LOOKING RIGHT AT US!!!&amp;quot; &amp;quot;SHUT UP YOU PANSY CUNT, THEY CAN&#039;T SEE US BECAUSE WE&#039;RE SNEAKING!!! AH FUCK IT I&#039;M BORED NOW, SURPRISE ATTACK MOTHERFUCKER!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And that is the Angry Reivers in a nutshell, Angry Marines never really got the idea of sneaking (a quality they share, like many of the qualities, with orks), with the closest they ever get being running across an open field towards enemy positions like Sir Lancelot in the Holy Grail. And the Angry Reivers aren&#039;t much better sneakers either, as an individual angry enough to be accepted by the Angry Marines (even if they are girlymans toys) are unlikely to be any good at sneaking either. There are however, two things that the Angry Reivers do far better than their normal chapter counterparts, firstly they can hide in plain sight of the enemy. (although hiding is the wrong word as the enemy simply refuses to believe that there are a bunch of three-metre-high marines painted red and yellow, tip toeing towards them while occasionally shouting &amp;quot;WE ARE FUCKING SNEAKING!!! NOTHING TO SEE HERE!!!&amp;quot;) Secondly, the Angry Reivers are far better at fear tactics, while a normal Reiver will flay the corpses of his enemies, Angry Reivers will make a human centipede out of their enemies while they&#039;re still alive and then display said arrangement to all nearby squads while screaming &amp;quot;THERE&#039;S PLENTY MORE ROOM AT BOTH ENDS FOR ALL YOU PRICKS IF YOU WANT TO JOIN IN!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All of this makes Angry Reivers one of the more accepted Primaris units within the Angry Marines as they act suitably angry, and they&#039;re fucking hilarious to watch, as even a squad of Hellblasters will cheer up after watching a group of Angry Reivers playing volleyball with balls made of still screaming chaos cultists.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Reiver || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+ || 16&lt;br /&gt;
|-&lt;br /&gt;
| Angry Reiver Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 16&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Combat knife || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon. &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Bolt Pistol || 12&amp;quot; || pistol 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Shock grenade || 6&amp;quot; || Grenade D3 || * || * || * || A Shock grenade doesn&#039;t inflict any damage. Instead, each time a Shock grenade hits an enemy &#039;&#039;&#039;Infantry&#039;&#039;&#039; unit, it is stunned until the end of the turn&lt;br /&gt;
it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. second and subsequent hits from a Shock grenade have no additional effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 4 Angry Reivers and 1 Angry Reiver Sergeant. (Power Rating 5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy Bolt Pistol&lt;br /&gt;
*Combat knife&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Shock grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*All models in the unit may take a Grapnel Launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WE ARE SNEAKING, NOTHING TO FUCKING SEE HERE!!!:&#039;&#039;&#039;I AM A FUCKING TREE!!! THERE IS NOTHING OUT OF PLACE WITH THIS TREE HOLDING A HUGE ASS KNIFE!!!&lt;br /&gt;
**When a enemy unit chooses an &#039;&#039;&#039;Angry Reiver Squad&#039;&#039;&#039; unit as their target in the Shooting phase, roll a D6; on a 5+ they can not shoot at the targeted &#039;&#039;&#039;Angry Reiver Squad&#039;&#039;&#039; this Shooting phase, but they may choose another target ot shoot at instead there is not an &#039;&#039;&#039;Angry Reiver Squad&#039;&#039;&#039; unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terror Troops:&#039;&#039;&#039;AFTER WE&#039;RE FUCKING DONE WITH YOU YOU&#039;LL WISH [[Konrad Curze | GRIMDARK BATMAN]] HAD GOTTEN YOU INSTEAD!!!&lt;br /&gt;
**Enemy units must subtract 1 from their Leadership if they are within 3&amp;quot; of any &#039;&#039;&#039;Angry Reiver Squads&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grapnel Launchers:&#039;&#039;&#039;&lt;br /&gt;
**When models with Grapnel Launchers move, do not count any vertical distance they move against the total they can move that turn (i.e. moving vertically is free for these models). In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases this unit can join the battle - set it up within 6&amp;quot; of a battlefield edge of your choice and more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Primaris, Angry Reiver Squad&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Veteran Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite the sheer amount of anger and conflicts which get thrown at an Angry Marine, your bog-standard trooper can be expected to live for a surprisingly long time, mostly because they don&#039;t leave Angry Marines in units of one (fucking space wolves), go into the warp without their gellafields on (ultramarines, although a normally dull warp trip can be legitimately spiced up by letting some daemons on board) or have any unfortunate genetic problems (blood angels). During this extra time alive enjoyed/HATED by the Angry Marines they learn a few extra things about fighting, come up with some new curse words (an Angry Marine rite of passage) and rack up a kill count which would make a Deathwatch Marine go &amp;quot;steady on mate!&amp;quot;. The most important thing they learn (as far as battlefield skill goes) is how to shoot straight (i.e. upgrading from orks to guardsmen) and gain a greater appreciation for guns, allowing the more experienced Angry Marines to carry more interesting varieties of Dakka and actually hit their target most of the time instead of just using their Bolters as clubs.&lt;br /&gt;
&lt;br /&gt;
These older and more travelled marines become Angry Veterans, and are often used as body guards for high ranking Angry Marines, not so much because they need protecting from the enemy, but more because the higher ups have a bad habit of running straight into enemy battle lines which would almost certainly kill them (ONLY PUSSIES DIE, ANGRY MARINES SIMPLY FUCKING RAGE QUIT BECAUSE THE CUNTING ENEMY WON&#039;T STOP HIDING IN THEIR METAL BAWKES!!!&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Veteran || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 1 ||2 || 8 || 3+ || 14 (+3 with Jump Pack)&lt;br /&gt;
|-&lt;br /&gt;
| Angry Veteran Sergeant || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 1 || 3 || 8 || 3+ || 14 (+3 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities 	&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Veteran Sergeant and 4 Angry Veterans (Power Rating 8). It can include up to 5 additional Angry Veterans (Power Rating +8).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Angry Veteran Sergeant may take a Cigar&lt;br /&gt;
*Any model may replace their Chainsword with a Storm Shield, or an item from the &#039;&#039;Special Weapons, Ranged Weapons&#039;&#039; or &#039;&#039;Veteran Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*Any model may replace their Bolt pistol with an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*The entire unit may take Jump Packs (Power Rating +1 for a 5-strong unit, or +2 for a 10-strong one). If they do, their Move characteristic is increased to 12&amp;quot; and they gain the Jump Pack and Fly Keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, an Angry Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Dramatic jump) NOOOOOOOOOOOOOOOOOO!!!:&#039;&#039;&#039; DON&#039;T LET THE ANGRY BASTARD GET SHOT!!!&lt;br /&gt;
**Roll a dice each time a friendly &#039;&#039;&#039;Codex - Angry Marines Character&#039;&#039;&#039; loses a wound whilst they are within 3&amp;quot; of this unit; on a 2+ a model from this squad can intercept that hit - the character does not lose a wound, but this unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Marine, Angry Veteran Squad&lt;br /&gt;
&lt;br /&gt;
=====Angry Veteran Squad on Bikes=====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Veteran Biker || 14&amp;quot; || 3+ || 4+ || 5 || 5 || 2 ||2 || 8 || 3+ || 36&lt;br /&gt;
|-&lt;br /&gt;
| Angry Veteran Biker Sergeant || 14&amp;quot; || 3+ || 4+ || 5 || 5 || 2 || 3 || 8 || 3+ || 36&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities 	&lt;br /&gt;
|-&lt;br /&gt;
| Twin Boltgun || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Veteran Biker Sergeant and 4 Angry Veteran Bikers (Power Rating 12).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Space Marine Bike with a Twin Boltgun&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Angry Veteran Biker Sergeant may take a Cigar&lt;br /&gt;
*Any model may replace their Chainsword with a Storm Shield, or an item from the &#039;&#039;Special Weapons, Ranged Weapons&#039;&#039; or &#039;&#039;Veteran Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*Any model may replace their Bolt pistol with an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, an Angry Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Dramatic jump) NOOOOOOOOOOOOOOOOOO!!!:&#039;&#039;&#039; DON&#039;T LET THE ANGRY BASTARD GET SHOT!!!&lt;br /&gt;
**Roll a dice each time a friendly &#039;&#039;&#039;Codex - Angry Marines Character&#039;&#039;&#039; loses a wound whilst they are within 3&amp;quot; of this unit; on a 2+ a model from this squad can intercept that hit - the character does not lose a wound, but this unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boost:&#039;&#039;&#039;&lt;br /&gt;
**When this unit Advances, add 6&amp;quot; to its Move characteristic for that Movement Phase instead of rolling a dice.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Biker, Angry Marine, Angry Veteran Squad&lt;br /&gt;
&lt;br /&gt;
====Angry Primaris Apothecary====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Although deemed angry enough to become an Angry Marine, the Primaris apothecaries have been getting into trouble as they haven&#039;t been using &amp;quot;proper medicine&amp;quot; on their injured battle brothers. Instead of using duct tape, WD40 and insults, they have been using drugs, complicated medical devices and even pain killers, none of which are particularly angry.&lt;br /&gt;
&lt;br /&gt;
However, the Angry Primaris Apothecaries have spent hundreds of years on mars training to be proper medical professionals, so &amp;quot;HE&#039;S NOT ABOUT TO START FUCKING LISTENING TO THE ANGRY CUNTS, ILL FUCKING DRUG MY PRICK OF A PATIENT HOWEVER THE FUCK I LIKE!!!&amp;quot; Some Angry Marines will even refuse to let themselves be treated by such a doctor, as they view anything that isn&#039;t duct tape and insults to be pseudoscientific bollocks, but if you&#039;ve lost half your blood and an arm there&#039;s only so much an Angry Marine can do to stop the doctor from using his potions to make him better.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Primaris Apothecary || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 3 || 8 || 3+ || 60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| NEEDLE pistol || 3&amp;quot; || pistol 1 || 4 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Pistol Rifle || 16&amp;quot; || pistol 1 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Primaris Apothecary. (Power Rating 4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*NEEDLE Pistol&lt;br /&gt;
*Bolt Pistol Rifle&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Not&amp;quot; proper medicine:&#039;&#039;&#039;&lt;br /&gt;
**At the end of your Movement phases, an Angry Primaris Apothecary can attempt to heal a single model. select an &#039;&#039;&#039;Codex - Angry Marines Infantry&#039;&#039;&#039; or &#039;&#039;&#039;Biker&#039;&#039;&#039; unit within 3&amp;quot; of the Apothecary. If that unit contains a wounded model, it immediately regains D2 lost wounds. if the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. on a 4+ a single slain model returned to the unit with 1 wound remaining. If the Apothecary fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. a unit can only be target of the &#039;&#039;&amp;quot;Not&amp;quot; proper medicine&#039;&#039;, &#039;&#039;Adamantium duct tape and &amp;quot;STAND STILL AND LET ME STAB YOU!&amp;quot;&#039;&#039; or &#039;&#039;GET THE FUCK UP&#039;&#039; abilities once in each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;IT&#039;S CALLED PENICILLIN!!! IT&#039;S FUCKING GOOD FOR YOU SO SHUT UP YOU PRICK!!!:&#039;&#039;&#039;&lt;br /&gt;
**When this model attempt to heal an &#039;&#039;&#039;Angry Primaris&#039;&#039;&#039; unit it regains an additional wound, or you may add 1 to the dice roll to bring a slain model back to life.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Primaris, Angry Primaris Apothecary&lt;br /&gt;
&lt;br /&gt;
====Angry &#039;Serfs&#039;====&lt;br /&gt;
[[File:Angry Serfs.jpeg|thumb|right|&#039;&#039; The Angry Marines don’t care what regiment you came from or what gender you are. All they really care about is do you support the [[Emprah]], and that you can be really, really fucking angry. &#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A lot of things piss the angry marines right off. Chaos, Xenos, Slaanesh, running out of tacos on taco nights, but one thing that really gets them mad are the Grey Knights. More accurately it&#039;s not the knights per se but their &#039;holier-than-thou-you&#039;ve-seen-us-we-kill-you&#039; attitude. This often means that &#039;TOO MANY GOOD FUCKING MEN DIE!!!&#039; by imperial hands instead of &#039;FIGHTING THE GOD DAMN ENEMY!!&#039; This leads directly to the tension between the two chapters. This also means that after a long fight against chaos where soldiers would normally be liquidated for having seen chaos in all its power the angry marines put their power feet down and take over responsibility for all the surviving guardsmen. In fact, one-chapter legend says that power feet were invented to crush inquisitors&#039; toes even through their power armour so as to distract them long enough to evac guardsmen.&lt;br /&gt;
&lt;br /&gt;
After a gruelling testing period to make sure they&#039;re free of taint, the angry marine induct them as SERFS OF THE ANGRY MARINES!! To get around the stupid fucking rules about space marines leading guardsmen, they give them enough commissars to make sure they &#039;DON&#039;T FUCKEN COWARD OUT&#039; and throw away their &#039;FUCKING FLASHLIGHTS&#039; so they can actually hurt stuff! Then they can get shipped off to some other war zone where they do the BORING SHIT of shooting the enemy and defending landing zones and doing stuff the angry marines don&#039;t want to, with the expectation that the angry marines will have to come running &#039;TO SAVE THEIR FUCKING ASSES AGAIN&#039; the second anything sneezes at them. However, more than one angry captain has been surprised at the competence of these serfs. For no one (NO ONE YOU FUCKTARD !) holds the line like the Angry serfs, who are ever-thankful for their rescue from the Inquisitorial firing squads they were destined for, simply for fighting the greatest foe that has beset humanity.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Serf || 6&amp;quot; || 4+ || 3+ || 3 || 3 || 1 || 1 || 6 || 4+ || 8&lt;br /&gt;
|-&lt;br /&gt;
| Angry Serf Sergeant || 6&amp;quot; || 4+ || 3+ || 3 || 3 || 1 || 2 || 7 || 4+ || 8&lt;br /&gt;
|-&lt;br /&gt;
| irritated Commissar || 6&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 3 || 8 || 4+ || 18&lt;br /&gt;
|-&lt;br /&gt;
| Serf Heavy Weapon Team || 6&amp;quot; || 4+ || 3+ || 3 || 3 || 2 || 2 || 6 || 4+ || no additional points cost.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Serf Sergeant and 9 Angry Serfs (Power Rating 6). it can also replace (only) one Angry Serf with an irritated Commissar (Power Rating +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Angry Serf:&lt;br /&gt;
:*Boltgun&lt;br /&gt;
:*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
*Angry Serf Sergeant and irritated Commissar:&lt;br /&gt;
:*Chainsword&lt;br /&gt;
:*Bolt pistol&lt;br /&gt;
:*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039; &lt;br /&gt;
*The Angry Serf Sergeant and/or irritated Commissar may replace their Bolt pistols and/or Chainswords with items from the &#039;&#039;Serf Equipment&#039;&#039; list.&lt;br /&gt;
*two Angry Serfs may form a Serf Heavy Weapon Team who must take an item from the &#039;&#039;Heavy weapons&#039;&#039; list.&lt;br /&gt;
*up to three other Angry Serfs may replace their Boltgun with an item from the &#039;&#039;Special Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Commissar Supervision:&#039;&#039;&#039;&lt;br /&gt;
**As long as this unit contains an irritated Commissar, this unit can re-roll failed Morale tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HERESY!!! BLAM!!!:&#039;&#039;&#039;&lt;br /&gt;
**As long as this unit contains an &#039;&#039;&#039;Irritated Commissar&#039;&#039;&#039;; this unit can never lose more than 2 models as the result of any single failed morale test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HOLD THAT FUCKING POINT!!!:&#039;&#039;&#039; &lt;br /&gt;
**If this unit is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. if an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
(Angry Serf Sergeant, Angry Serf and Heavy Weapon Team) Keywords: Infantry, Serf, Angry &#039;Serfs&#039;&lt;br /&gt;
&lt;br /&gt;
(irritated Commissar) Keywords: Infantry, Commissar, Serf, Angry &#039;Serfs&#039;&lt;br /&gt;
&lt;br /&gt;
====Silencer Ancients====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The decision to modify the desert fangs gene seed into what we know as the Angry Marine gene seed was not taken lightly, desert fangs were all-natural nulls, being who produce no psychic energy and act as black holes to psychic energy around them. But such a power made the desert fangs too much of a target, and so those remaining desert fangs marines left after the Horus heresy became a forgotten breed of warrior, to be replaced by the Angry Marines. Those remaining fangs have spent the last ten thousand years fighting a never-ending war against chaos in the eye of terror with their Primarch Rachnus Rageous, but occasionally one of these ancient marines is found by the Angry Marines, where they are called silencer ancients.&lt;br /&gt;
&lt;br /&gt;
By all accounts the silencer ancients should have been rejected by the Angry Marines as they only show normal marine levels of rage and fury, but something (perhaps a receptor built into their gene seed that recognises a silencer) prevents the Angry Marines from calling them out for their pitiful levels of fury. These individuals then exist like ghosts amongst the Angry Marines, never truly accepted but never rejected, like silent guardians, protecting their “chapter” from threats they lack the subtlety to deal with themselves. Also, its always fun to watch some fuckers get impaled on a banner.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Silencer Ancient====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Silencer Ancient || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 3 || 8 || 3+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Spear Banner || Melee || Melee || +1 || -1 || 1 || On a turn in which a model with this weapon make a successful charge,&lt;br /&gt;
add 1 to this weapons Strength and Damage characteristics.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Silencer Ancient. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Spear Banner - it’s a Banner with a Spear head as its Banner foot. This weapon was made so it was easy to &amp;quot;PLANT THE GREATNESS OF THE IMPERIUM INTO THE ENEMY!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt pistol with an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; or &#039;&#039;Ranged Weapons&#039;&#039; lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert Fangs Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Raging Desert:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of any &#039;&#039;&#039;Silencer Ancient&#039;&#039;&#039; gain +1 to their Leadership. In addition, roll a dice each time a &#039;&#039;&#039;Codex - Angry Marines Infantry&#039;&#039;&#039; model is destroyed within 6&amp;quot; of any Friendly &#039;&#039;&#039;Silencer Ancient&#039;&#039;&#039;, before removing the model as a casualty. On a 4+ that model musters one last surge of anger before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting Phase, or make a single attack as if it were the Fight Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence in the Warp:&#039;&#039;&#039; All Null’s are considered abhorrent by demons and psykers, as they cut them off from the warp, leaving them cut off from their sources of power, with even normal mortals feeling uneasy in their presence. Silencer’s are the same in this respect, but they also muffle the rage of Angry Marines nearby, as the marines in question are calmed by their aura, and sense that the ancient figure before them is one of their progenitors, and thus show them as much respect as an Angry Marine is capable of.&lt;br /&gt;
**Any &#039;&#039;&#039;Daemon&#039;&#039;&#039; and &#039;&#039;&#039;Psyker&#039;&#039;&#039; units within 6&amp;quot; of this model must subtract 1 from their Leadership. In addition, any units within 2&amp;quot; of this model will not get any benefits for the following abilities: &#039;&#039;ALWAYS ANGRY, NOT ANGRY ENOUGH, NOT A REAL ANGRY MARINE&#039;&#039; and &#039;&#039;STONE-COLD ANGER&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silencer:&#039;&#039;&#039;&lt;br /&gt;
**This model can attempt to deny one Psychic power in each enemy Psychic Phase, as if he were a Psyker (He is the complete opposite of a Psyker). as another addition, add 1 to any Deny the Witch roll he makes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Null-Aura:&#039;&#039;&#039;&lt;br /&gt;
**This model can never be the target of any Psychic powers.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines, Desert Fangs&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Silencer Ancient, Blank/Null&lt;br /&gt;
&lt;br /&gt;
=====Silencer Ancient on Bike=====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Silencer Ancient on Bike || 14&amp;quot; || 3+ || 3+ || 4 || 5 || 5 || 3 || 8 || 3+ || 105&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Twin Boltgun || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Spear Banner || Melee || Melee || +1 || -1 || 1 || On a turn in which a model with this weapon make a successful charge,&lt;br /&gt;
add 1 to this weapons Strength and Damage characteristics.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Silencer Ancient on Bike. (Power Rating 9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Spear Banner - it’s a Banner with a Spear head as its Banner foot. This weapon was made so it was easy to &amp;quot;PLANT THE GREATNESS OF THE IMPERIUM INTO THE ENEMY!&amp;quot; &lt;br /&gt;
*Space Marine Bike with a Twin Boltgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt pistol with an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; or &#039;&#039;Ranged Weapons&#039;&#039; lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert Fangs Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo Boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Raging Desert:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of any &#039;&#039;&#039;Silencer Ancient&#039;&#039;&#039; gain +1 to their Leadership. In addition, roll a dice each time a &#039;&#039;&#039;Codex - Angry Marines Infantry&#039;&#039;&#039; model is destroyed within 6&amp;quot; of any Friendly &#039;&#039;&#039;Silencer Ancient&#039;&#039;&#039;, before removing the model as a casualty. On a 4+ that model musters one last surge of anger before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting Phase, or make a single attack as if it were the Fight Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence in the Warp:&#039;&#039;&#039; All Null’s are considered abhorrent by demons and psykers, as they cut them off from the warp, leaving them cut off from their sources of power, with even normal mortals feeling uneasy in their presence. Silencer’s are the same in this respect, but they also muffle the rage of Angry Marines nearby, as the marines in question are calmed by their aura, and sense that the ancient figure before them is one of their progenitors, and thus show them as much respect as an Angry Marine is capable of.&lt;br /&gt;
**Any &#039;&#039;&#039;Daemon&#039;&#039;&#039; and &#039;&#039;&#039;Psyker&#039;&#039;&#039; units within 6&amp;quot; of this model must subtract 1 from their Leadership. In addition, any units within 2&amp;quot; of this model will not get any benefits for the following abilities: &#039;&#039;ALWAYS ANGRY, NOT ANGRY ENOUGH, NOT A REAL ANGRY MARINE&#039;&#039; and &#039;&#039;STONE-COLD ANGER&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silencer:&#039;&#039;&#039;&lt;br /&gt;
**This model can attempt to deny one Psychic power in each enemy Psychic Phase, as if he were a Psyker (He is the complete opposite of a Psyker). as another addition, add 1 to any Deny the Witch roll he makes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Null-Aura:&#039;&#039;&#039;&lt;br /&gt;
**This model can never be the target of any Psychic powers.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines, Desert Fangs&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Biker, Character, Angry Marine, Silencer Ancient, Blank/Null&lt;br /&gt;
&lt;br /&gt;
=====Sandstorm Silencer=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before the [[Horus Heresy]], the Desert Fangs stood as one of the founding chapters, and thus had vast resources at their disposal, and they used these resources to enhance their abilities as nulls, cementing their standing as the best hunters of demons and psykers in the galaxy (second only perhaps to the [[Sisters of Silence]]). The pinnacle of this development was the Sandstorm pattern of Terminator armour, armour which not only enhanced the null effect of those wearing it, but also incorporated the predecessors to power feet, The Mk1 Auxillary Extremity Calitrating Oppugn System, and all of this in a package which still allowed levels of dexterity normally reserved to those wearing power armour. With the conversion of the Desert Fangs to the Angry Marines, this ancient pieces of technology went from being merely rare, to mythical status, and the bearers of such relics have become so accustomed to using them that the armour becomes a second skin to a level that even the black carapace system used by normal marines resembles a drunk man trying to perform keyhole surgery while wearing boxing gloves.&lt;br /&gt;
&lt;br /&gt;
Unlike normal silencers, marines wearing the sandstorm dreadnought armour do not stay with the Angry Marines for prolonged periods of time, instead, choosing to arrive just before an engagement the Angry Marines are set to take part in, annihilate any opposition, then disappear back into the galaxy to find some more demons to banish/brutalise with power swords.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm Silencer || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 3 || 8 || 2+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Rapid Fire pistol || 12&amp;quot; || Pistol 2 || 4 || 0 || 1 || If the target is within half range of this weapon,&lt;br /&gt;
change this weapon&#039;s Type to Pistol 4.&lt;br /&gt;
|-&lt;br /&gt;
| Power sword || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chainfist || Melee || Melee || x2 || -4 || 2 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| AECOS || Melee || Melee || +1 || -1 || 1 || Each time the bearer fights, it can make D3 additional attack with this weapon. &lt;br /&gt;
When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Angry Captain in Terminator Armour. (Power Rating 10)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Wrist-mounted Rapid Fire pistol&lt;br /&gt;
*2 Power swords&lt;br /&gt;
*AECOS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace both of its Power swords with two Chainfist or two items from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert Fangs Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemons and Witches Worst Nightmare:&#039;&#039;&#039; The arrival of a Silencer in Sandstorm Terminator armour is akin to the arrival of a tyranid hive fleet, the warp becomes quiet and still, demons start to wither or vanish entirely, and psykers become unable to wield their powers. During the sudden calm (and in completely silence) the Silencer begins to go to work, until there is nothing left. &lt;br /&gt;
:*Any enemy &#039;&#039;&#039;Psyker&#039;&#039;&#039; units within 12&amp;quot; of this model must subtract 1 from their Deny the witch and Psychic tests. In addition, any enemy &#039;&#039;&#039;Daemons&#039;&#039;&#039; units within 3&amp;quot; of this model must subtract 1 from their invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence in the Warp:&#039;&#039;&#039; All Null’s are considered abhorrent by demons and psykers, as they cut them off from the warp, leaving them cut off from their sources of power, with even normal mortals feeling uneasy in their presence. Silencer’s are the same in this respect, but they also muffle the rage of Angry Marines nearby, as the marines in question are calmed by their aura, and sense that the ancient figure before them is one of their progenitors, and thus show them as much respect as an Angry Marine is capable of.&lt;br /&gt;
**Any &#039;&#039;&#039;Daemon&#039;&#039;&#039; and &#039;&#039;&#039;Psyker&#039;&#039;&#039; units within 6&amp;quot; of this model must subtract 1 from their Leadership. In addition, any units within 2&amp;quot; of this model will not get any benefits for the following abilities: &#039;&#039;ALWAYS ANGRY, NOT ANGRY ENOUGH, NOT A REAL ANGRY MARINE&#039;&#039; and &#039;&#039;STONE-COLD ANGER&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silencer:&#039;&#039;&#039; The Desert Fangs were created by the Emperor to be to be blanks, being who had no presence in the warp, making them vital in the battle against demons and psykers.&lt;br /&gt;
**This model can attempt to deny one Psychic power in each enemy Psychic Phase, as if he were a Psyker (He is the complete opposite of a Psyker). As another addition, add 1 to any Deny the Witch roll he makes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Null-Aura:&#039;&#039;&#039;&lt;br /&gt;
**This model can never be the target of any Psychic powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Terminator Armour:&#039;&#039;&#039;&lt;br /&gt;
**This unit have a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines, Desert Fangs&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Character, Angry Marine, Sandstorm Silencer, Terminator, Blank/Null&lt;br /&gt;
&lt;br /&gt;
====Angry Terminator Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Though a loyal chapter, the Angry Marines suffer from an incredible level of internal strife and in-fighting, as without the release of their rage that is given through the almost ritualistic clubbing to death of an enemy the Angry Marines will often turn on each other. Generally, this is all in good fun since nobody turns a power field on when they&#039;re &#039;CLUBBING A FELLOW ANGRY MARINE!!&#039; However, sometimes the fun of &#039;BASHING SOME FUCKER&#039;S HEAD IN JUST FOR SHITS AND GIGGLES&#039; can get a tad intense and occasionally personal. The largest intra-chapter squabble they Angry Marines have ever seen is known as Battle of the Fuckin&#039; Flyin&#039; Monkey Wrench, and it was actually an attempted Coup d&#039;état by the chapter&#039;s very own tech marines.&lt;br /&gt;
&lt;br /&gt;
Having endured for centuries the maltreatment of holy equipment such as plasma guns, bikes but most of all of the sacred Tactical Dreadnought Armour, the Angry Techmarines had had &#039;QUITE E-FUCKINING-NUFF&#039; and they plotted rebellion. After a battle against bugs that lasted about a week too long and featured one too many cases of Angry Marines ripping apart their armour in the midst of battle to beat the enemy to death with a pauldron or two, the chapter&#039;s techmarines just snapped. They&#039;d had more than enough, more than even an Angry Marine should have to deal with; they were, in fact &#039;TOTALLY FUCKING HONKED OFF!!!&#039;. Once the remains of the chapter had returned to the Fortress of FUCK-ALL, the techs awoke every Belligerent Engine in the chapter&#039;s basement, donned their power feet, girded their loins, opened every Holy Can of Wup-Ass in the sacred armoury and started smashing every brother who had ever mistreated their Wargear, which was to say, every last one of them.&lt;br /&gt;
&lt;br /&gt;
The fight quickly exceeded even this chapter&#039;s level of depravity and destruction, forcing Temperus Maximus to step in &#039;TO STOP THE WHINNY-ASS BABY&#039;S FROM FIGHTING!!&#039; Even with his direct intervention the fight continued for two weeks. The climax of the battle came when the (then) Master of the Armory Furytus fought Temperus in single combat and losing. &lt;br /&gt;
&lt;br /&gt;
In the aftermath of the revolt, Temperus demanded that Furytus step down, but Furytus refused, and the techmarines sided with their master by refusing to fix or repair anything. In the face of Temperus&#039; unholy anger the techmarines fell back, or in Temperus words, &#039;THEY PUSSIED THE FUCK OUT&#039;. They fell back to the armoury where they held out for over a year. Meanwhile the Angry Marines still had jobs to do, asses to kick and fuck-all to give to the enemies of the Emprah!&lt;br /&gt;
&lt;br /&gt;
However, after a year the Angry Marines were brought to a standstill as their armour broke apart, their guns (what few they had) ran out of ammunition, their tanks had no fuel, and the coffee had run out. Temperus, in a rare display of diplomacy, met Furytus half way. &lt;br /&gt;
&lt;br /&gt;
Furytus stood down from his post, allowing Enfurus Ragman to take the position and the Angry Marines would agree to treat their Wargear better. They would even agree to consign the use of Terminator armour to those brothers who had shown they could take care of their equipment... of course should they ever backslide they will get fed to Techmarines and their Belligerent Engines. &lt;br /&gt;
&lt;br /&gt;
Once they are so restricted on the means of venting their rage, those marines who wear Terminator armour get so mad, so unendingly violent, that they get calm. Silently they stride forward, their rage solidified into an icy-cold fire with the strength of diamonds that burns in their chests. Those enemies fleeing from the terminators&#039; brethren often run toward them, thinking that these silent warriors will have mercy where the screaming ones will not, and in a sense they&#039;re right. They get the mercy of a quick death.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Terminator Squad.JPG|800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Terminator || 5&amp;quot; || 3+ || 4+ || 5 || 4 || 2 || 2 || 8 || 2+ || 28&lt;br /&gt;
|-&lt;br /&gt;
| Angry Terminator Sergeant || 5&amp;quot; || 3+ || 4+ || 5 || 4 || 2 || 3 || 8 || 2+ || 28&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Storm bolter || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Power sword || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Chainfist || Melee || Melee || x2 || -4 || 2 || When attacking with this weapon, &lt;br /&gt;
you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Cyclone missile launcher || || || || || || When attacking with this weapon,&lt;br /&gt;
choose one of the profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| - Frag missile || 48&amp;quot; || Heavy 2D3 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| - Krag missile || 48&amp;quot; || Heavy 2 || 8 || -2 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Terminator Sergeant and 4 Angry Terminators (Power Rating 14). It can include up to 5 additional Angry Terminators (Power Rating +14)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Storm bolter&lt;br /&gt;
*Power sword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Angry Terminator Sergeant may take a Cigar&lt;br /&gt;
*Any model may replace his Storm bolter with a Chainfist or an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*Any model may replace his Power sword with a Storm Shield, Chainfist or an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*For each five models, one Angry Terminator may take a Cyclone missile launcher or replace his Storm bolter with an item from the &#039;&#039;Angry Terminator Heavy Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;STONE-COLD ANGER!!!:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039;&lt;br /&gt;
**If your army is Battle-forged, this unit can re-roll failed hit rolls in the Fight Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crux Terminatus:&#039;&#039;&#039;&lt;br /&gt;
**All models in this unit have a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, an Angry Terminator Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Marine, Terminator, Angry Terminator Squad&lt;br /&gt;
&lt;br /&gt;
====Belligerent Engine (Dreadnought)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[Belligerent Engine]]s are siege walkers, analogous to the Dreadnoughts of other Space Marine chapters. Within the Angry Marines, however, the requirement for interment into a Dreadnought Sarcophagus is laxer compared to other chapters. While other chapters will only put heroes of the chapter in a Dreadnought, Angry Marines will inter any battle brother than shows exceptional rage, considering anyone who GETS SO FUCKING ANGRY THAT THEY EXPLODE as a hero of the chapter. Also, while most Astartes consider being entombed into a Dreadnought to be an honour as they are able to serve the Emperor, even after death, Angry Marines consider this the SINGLE MOST FUCKING PISS-OFF THING EVER. Unable to feel the thrill of tearing out their enemy&#039;s spine and using it to beat another enemy to death and being trapped inside a sardine can, this leaves the Marine inside eternally frustrated and turns their former volcano-esque anger into something close to a star about to go supernova, finding killing the enemies of man in the most brutal ways imaginable as the only outlet for their overflowing and ever-growing rage.&lt;br /&gt;
&lt;br /&gt;
This leads to all Belligerent Engines to be highly effective and terrifying but unstable siege engines, blindly charging into enemy ranks to KILL THOSE FUCKING FUCKS SHOOTING AT ME or unloading their payload of weapons with frightening effect.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Belligerent Engine (2).jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Belligerent Engine || 6&amp;quot; || 3+ || 4+ || 7 || 7 || 8 || 4 || 8 || 3+ || 60&lt;br /&gt;
|-&lt;br /&gt;
| REALLY FUCKING PISSED OFF Belligerent Engine || * || * || * || 7 || 8 || 10 || 4 || 8 || 3+ || 100&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Advance move !! Charge move&lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 6&amp;quot; || 2+ || 3+ || D6 || 2D6&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 2D3&amp;quot; || 3+ || 4+ || 1+D3 || 2D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || D3&amp;quot; || 4+ || 5+ || D3 || D3&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Rocket Propelled Chainsaw || 48&amp;quot; || Heavy 1 || 10 || -4 || D3 || This weapon can only be fired once per battle.&lt;br /&gt;
|-&lt;br /&gt;
| Angry Grappa || 12&amp;quot; || Assault 1 || 8 || -4 || 1 || If this weapon managed to remove one wound from either a &#039;&#039;&#039;Monster&#039;&#039;&#039; or a &#039;&#039;&#039;Vehicle&#039;&#039;&#039;, the bearer may re-roll charge move distances if it charge the &#039;&#039;&#039;Monster&#039;&#039;&#039; or &#039;&#039;&#039;Vehicle&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Storm bolter || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought combat weapon || Melee || Melee || x2 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Tearing claw || Melee || Melee || User || -1 || 3 || the bearer gets +1 to its Attack characteristic for every lost wound (up to +6 to its Attack characteristic); If the bearer has two Tearing claws, it will get +2 instead of +1.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Siege&amp;quot; Drill || Melee || Melee || x2 || -4 || 4 || When this weapon managed to remove 4 or more wounds from a &#039;&#039;&#039;Transport&#039;&#039;&#039; in a Fight Phase, each passenger of the &#039;&#039;&#039;Transport&#039;&#039;&#039; suffers a hit resolved at Strength 5, AP -1 and Damage 1 if the bearer of this weapon has a Heavy flamer on the same arm as the &amp;quot;Siege&amp;quot; Drill; if the bearer instead has a Meltagun on the same arm as the &amp;quot;Siege&amp;quot; Drill, one passenger (chosen by the enemy) suffers a hit resolved at Strength 8, AP -4 and Damage D6.&lt;br /&gt;
if this model has 2 &amp;quot;Siege&amp;quot; Drills and managed to remove 8 or more wounds from a &#039;&#039;&#039;Transport&#039;&#039;&#039; in a Fight Phase with them, each passenger suffers a D3 hits resolved at Strength 5, AP -1 and Damage 1 if the bearer of this weapon has 2 Heavy flamers; if the bearer instead has 2 Meltaguns, 2 passengers (chosen by the enemy) suffers a hit resolved at Strength 8, AP -4 and Damage 2D3; if the bearer instead has both a Meltagun and a Heavy flamer, each passenger suffers a hit resolved at Strength 5, AP -1 and Damage 1 and one passenger (chosen by the enemy) suffers a hit resolved at Strength 8, AP -4 and Damage D6.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy flamer || 8&amp;quot; || Heavy D6 || 5 || -1 || 1 || this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| Meltagun || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Composition: This unit contains a single Belligerent Engine (Power Rating 8). the Belligerent Engine May be upgraded to a REALLY FUCKING PISSED OFF Belligerent Engine (Power Rating +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*2 Dreadnought combat weapons&lt;br /&gt;
*2 Storm bolters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039; &lt;br /&gt;
*This model may replace each of its Storm bolters with either a Heavy flamer or a Meltagun.&lt;br /&gt;
*This model may replace each of its Arms (one Arm consists of 1 Dreadnought combat weapon and 1 Storm bolter) with an item from the &#039;&#039;Belligerent Engine Equipment&#039;&#039; list. &lt;br /&gt;
*This model may replace one or both of its &#039;&#039;&#039;Dreadnought combat weapons&#039;&#039;&#039; with either a &#039;&#039;&#039;Tearing claw&#039;&#039;&#039; (Long sharp blades which replace a powerful fingers of dreadnought fist are not as good at punching through armour, but they tear even the heaviest infantry like it&#039;s nothing) or a &#039;&#039;&#039;&amp;quot;Siege&amp;quot; Drill&#039;&#039;&#039; (&amp;quot;Siege&amp;quot; Drills obviously are designed to crack open the bunkers and other buildings, and then rip to shreds every fucking coward who was hiding inside).&lt;br /&gt;
*This model may one of the following carapace-mounted weapons: A Sticky web cannon, an Angry Grappa, Assault Launchers or 2 Rocket Propelled Chainsaws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UNYIELDING RAGE!!!:&#039;&#039;&#039;&lt;br /&gt;
**REALLY FUCKING PISSED OFF Belligerent Engines only. Roll a D6 each time this model loses a wound; on a 6 the damage is ignored, and that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039;&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Launchers:&#039;&#039;&#039;&lt;br /&gt;
**If this model is equipped with Assault Launchers and finishes a charge move within 1&amp;quot; of an enemy unit, roll a D6. On a 4+ that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sticky Web Cannon:&#039;&#039;&#039;&lt;br /&gt;
**If this model is equipped with a Sticky Web Cannon, in your Shooting phase, you may choose an enemy &#039;&#039;&#039;Infantry&#039;&#039;&#039; unit within 8&amp;quot; of this model to be the target of its Sticky Web Cannon. if you do so, that enemy unit must subtract 3 from its Move characteristic, and subtract 2 from its Advance and Charge roll, and subtract 1 from its hit rolls until the beginning of your next Shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;KILL EVERYTHING!!!:&#039;&#039;&#039;&lt;br /&gt;
**In the Charge Phase, this model must try to charge the closest enemy unit if possible.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Angry Marine, Belligerent Engine&lt;br /&gt;
&lt;br /&gt;
====Techmarines====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Techmarines have a strange place within the Angry Marines Chapter. The main issue is that no Angry Marine has the patience to become a Techmarine, so all of the Chapter&#039;s Techmarines are &amp;lt;s&amp;gt;[[Blood Ravens|stolen]]&amp;lt;/s&amp;gt; borrowed from other Chapters. Unfortunately, this means that the Techmarines only have average levels of holy anger and righteous zeal (although this alone means they have little in common with the emotionally blunt and monotone Techmarines from their parent Chapter). However, this does have its uses; their more clinical attitude means they often act as intermediaries in joint combat actions, as the Captains are usually too busy CRUSHING FUCKING HERETIC HEADS to come to the meetings. While their brothers are disdainful of their lack of &amp;quot;proper&amp;quot; anger, they are respectful of the skill of the Techmarines, as the children of the Omnisiah can bring war machines back to life with a single well-placed smack (and a curse, of course!). Because of this skill, Techmarines have a surprisingly high status in the Chapter, where others of a similar level of anger would be left behind as WORLD EATER PUSSY WANNABES. However, the Angry Marines still won&#039;t listen to the Techmarines&#039; complaints about the rampant destruction of Chapter property; indeed, the return to the armoury after battle is one of the few times the Techmarines of the Chapter match the fury of their battle-brothers.&lt;br /&gt;
&lt;br /&gt;
Tech marines are also responsible for the maintenance, storage and (in some cases) taming of the chapters relics, a task which accounts for the majority of their casualties. Of particular danger is the Codex Angry Marines, an item which would normally be kept in a reliquary, which has a nasty habit of cursing techmarines into the deck plating until they&#039;re mush, if not properly locked away in its sound proof vault. To combat this, the codex is only handled (outside of battle that is, during battle it&#039;s the enemy which should be fucking worried) by dreadnoughts, who are too constantly furious (and heavily armoured, mostly the fury) to be crushed by the books insults. It is also the dreadnoughts job to kick the head of ward inside the vault after the codex has been put in, mostly just in the hope that it will finally break and the techmarines will be free of the fucking thing.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Techmarine || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 3 || 3 || 8 || 2+ || 45&lt;br /&gt;
|-&lt;br /&gt;
| Techmarine on Bike || 14&amp;quot; || 3+ || 3+ || 4 || 5 || 4 || 3 || 8 || 2+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Twin Boltgun || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Conversion Beamer || 42&amp;quot; || Heavy D3 || 6 || 0 || 1 || Attacks from a Conversion Beamer that target enemies at over half its range&lt;br /&gt;
are resolved at Strength 8, AP -1 and Damage 2.&lt;br /&gt;
|-&lt;br /&gt;
| Handheld Plasma Cutter || || || || || || When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| - Standard || 6&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| - Supercharge || 6&amp;quot; || Pistol 1 || 8 || -3 || 2 || On a hit roll of 1, the bearer suffers a mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
| Servo-arm || Melee || Melee || x2 || -2 || 3 || Each servo-arm can only be used to make one attack each time this model fights.&lt;br /&gt;
When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Thunder Hammer || Melee || Melee || x2 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Power Jackhammer || Melee || Melee || +2 || -1 || 1 || Attacks from a Power Jackhammer against an enemy &#039;&#039;&#039;Vehicle&#039;&#039;&#039;&lt;br /&gt;
are resolved at Strength +3, AP -3 and Damage 3.&lt;br /&gt;
|-&lt;br /&gt;
| Power wrench || Melee || Melee || +1 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Composition:&#039;&#039;&#039; &lt;br /&gt;
*Techmarine unit contains a single Techmarine. (Power Rating 5)&lt;br /&gt;
*Techmarine on Bike unit contains a single Techmarine on Bike. (Power Rating 6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Servo-arm&lt;br /&gt;
*Power wrench&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Space Marine Bike with a Twin Boltgun - (Techmarine on Bike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt pistol with a Handheld Plasma Cutter, or an item from the &#039;&#039;Ranged Weapons&#039;&#039; list.&lt;br /&gt;
*This model may replace its Power wrench with a Power Jackhammer or a Thunder Hammer.&lt;br /&gt;
*This model may take a &amp;quot;Servo&amp;quot;-harness, which comprises an additional Servo-arm. &lt;br /&gt;
:*If this model has a &amp;quot;Servo&amp;quot;-harness, he may replace both his Servo-arms with two Conversion Beamers (Power Rating +1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo Boost:&#039;&#039;&#039; Angry Techmarine on a Bike only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NOT A REAL ANGRY MARINE!!!:&#039;&#039;&#039; WHO ARE YOU CALLING “NOT FUCKING REAL” YOU PANSY!!!&lt;br /&gt;
**If your army is Battle-forged, units with this ability Has a default strength characteristic of 5.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WORK, YOU PIECE OF SHIT!!!:&#039;&#039;&#039;&lt;br /&gt;
**At the end of your Movement Phase this model can repair a single &#039;&#039;&#039;Angry Vehicle&#039;&#039;&#039; within 1&amp;quot;. roll a D6. on a result of 1, 2, 3 or 4 the Vehicle model regains 1 lost wound; on a result of 5, 6, 7 or 8 the Vehicle model regains 2 lost wounds; on a result of 9+ the Vehicle model regains 3 lost wounds. A model can only be repaired once per turn. &lt;br /&gt;
::*If this model has a Power wrench, add 1 to the dice result.&lt;br /&gt;
::*If this model has a Handheld Plasma Cutter, add 1 to the dice result.&lt;br /&gt;
::*If this model has a Thunder Hammer, add 2 to the dice result.&lt;br /&gt;
::*for each Servo-arm this model has, add 1 to the dice result.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
(Techmarine on Bike) Keywords: Adeptus Astartes, Biker, Character, Techmarine&lt;br /&gt;
&lt;br /&gt;
(Techmarine) Keywords: Adeptus Astartes, Infantry, Character, Techmarine&lt;br /&gt;
&lt;br /&gt;
====Kill-a-Tors====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When a member of the Adeptus Sororitas first sees a Kill-a-Tor, she usually assumes that the Angry Marines are performing (illegal) Arco-flagellation without the consent of the Ecclesiarchy or the Inquisition. However, before the Battle Sisters gets a chance to declare them heretical and attempt to set them on fire, a nearby Inquisitor or an Angry Commissar will kindly inform them that Kill-a-tors are the unfortunate failed Angry Marines aspirants. These aspirants do not fail due to any kind of lack of angry, however; instead, they are SO FUCKING ANGRY that their implants explode out of sheer rage. Rather than waste such a potent source of anger, the Angry Marines turn their failed aspirants into Kill-a-Tors, so even the failures may massacre xenos until death takes them.&lt;br /&gt;
&lt;br /&gt;
This is not entirely correct. Kill-a-Tors are massive combat servitors, armed with massive, blunt weapons, including (but not limited to) chain flails, oversized power fists, giant mallets, and (in at least one recorded instance) an adamantium 2x4 with a ridiculously large iron nail through it. The servitors have been genetically engineered to massive size, plus they all have such a look of indescribable rage on their face that their angry marine masters are quite proud. AND THEY DON&#039;T GIVE A SHIT ABOUT THE FAGGY MOTHERFUKIN&#039; RULES THE REST OF THESE PANSYASSES ARE FORCED TO FOLLOW!!!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Kill-a-Tor || 6&amp;quot; || 4+ || - || 5 || 5 || 3 || D6+1 || 6 || 4+ || 28&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Power sword || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Power wrench || Melee || Melee || +1 || -2 || 1 ||-&lt;br /&gt;
|-&lt;br /&gt;
| Power bat || Melee || Melee || +2 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Lightning claw || Melee || Melee || User || -2 || 1 || You can re-roll failed wound rolls for this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| power fist || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Chainfist || Melee || Melee || x2 || -4 || 2 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Thunder hammer || Melee || Melee || x2 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Adamantium 4x2 with a nail through it || Melee || Melee || +2 || -4 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
Composition: This unit contains 3 Kill-a-Tors (Power Rating 6). It may contain up to 3 additional Kill-a-Tors (Power Rating +5) or up to 6 additional Kill-a-Tors (Power Rating +10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*2 Power swords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace his 2 Power swords with 2 Power wrenches’, 2 Power bats, 2 Lightning claws, 2 power fists, 2 Chainfists or 2 Thunder hammers &lt;br /&gt;
*one Kill-a-Tor in your army may replace his 2 Power swords with an Adamantium 4x2 with a nail through it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DOES NOT GIVE A SHIT ABOUT MORALE!!!:&#039;&#039;&#039; WHY THE FUCK SHOULD WE GIVE A SHIT ABOUT LOST MODELS?!!!&lt;br /&gt;
This unit never has to take Morale tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THE FUCKERS NEED FUCKING SUPERVISION!!!:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Kill-a-Tors&#039;&#039;&#039; units improve their Weapon Skill to 3+ and roll two dice when determining their number of attacks and discard the lowest dice, whilst they are within 6&amp;quot; of any friendly &#039;&#039;&#039;Codex - Angry Marines Techmarines&#039;&#039;&#039;. In addition, in the start of any of your Movement phases, if a &#039;&#039;&#039;Kill-a-Tors&#039;&#039;&#039; unit is not within 6&amp;quot; of any friendly &#039;&#039;&#039;Codex - Angry Marines Techmarines&#039;&#039;&#039;; they must Move or Advance towards the closest enemy unit. and in the start of any of your Charge phase, if a &#039;&#039;&#039;Kill-a-Tors&#039;&#039;&#039; unit is not within 6&amp;quot; of any friendly &#039;&#039;&#039;Codex - Angry Marines Techmarines&#039;&#039;&#039;; they must try to charge the closest enemy unit if possible.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Kill-a-Tors&lt;br /&gt;
&lt;br /&gt;
====Fiery Aggressor Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It’s not just normal marines who have a slightly more... warm and fiery side (pyromaniacs tick), Primaris marines who are brought to the Angry Marines also occasionally show such tendencies, with them being found hiding under their beds with boxes of matches and paper. Those who are caught are given a smack around the head and a kick to their balls, but those who are found hiding under their beds with a box of matches setting fire to copies of the codex Astartes... well they are also knocked around a bit, but the more congratulatory kind of violence “WE KNEW YOU WEREN’T A COMPLETE PUSSY YOU BASTARD!!!”&lt;br /&gt;
&lt;br /&gt;
Such Primaris marines are then brought to the hiding places of the Fiery Aggressors, who’s main job (when not directly required for battle) is to hunt down and burn every copy of the codex Astartes they can find. For this purpose, they are trained by the Black Brothers the finer arts of setting themselves and others (mostly others) on fire, but why can’t the Black Brothers perform such an important task? Because any properly coded compliant chapter who hears that the Angry Marines are visiting will hide any copies away (the same applies if the space magpies visit). But Angry  Primaris marines do not carry the same stigma as normal Angry Marines, so they can get close enough to “FUCKING BURN EVERYTHING!!!”&lt;br /&gt;
&lt;br /&gt;
Any codex’s they don’t burn they steal and grind down to add to the fuel which goes in their Molotov cocktails and flamers, so even if they’re not burning copies of the codex directly (say actually fighting the enemy) they’re still actually burning the codex Astartes. Because of this they consider themselves the truest Angry Marines, a point which results in a lot of fights with the other Angry marines to determine who actually is the truest angry marine, although people can’t decide if it’s the best swearer, the best fighter, the one who has the greatest impact on the warp or the person who best does all of those things (sly Marbo is considering the fight, if only to be crowned the truest angry marine for the shits and giggles).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Aggressor || 5&amp;quot; || 3+ || 4+ || 4 || 5 || 2 || 2 || 7 || 3+ || 58&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Aggressor Sergeant || 5&amp;quot; || 3+ || 4+ || 4 || 5 || 2 || 3 || 8 || 3+ || 58&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Fists || Melee || Melee || X2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Molotov cocktail launcher || 18&amp;quot; || Assault 2 || 3 || 0 || 1 || Each successful hit roll with this weapon causes D3 hits rather than 1; if the target is a &#039;&#039;&#039;Swarm&#039;&#039;&#039; unit or&lt;br /&gt;
contains 6 or more models, each successful hit roll with this weapon causes D6 hits rather than 1 or D3 .&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Flamers || || || || || || When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| - lesser flames ||6&amp;quot;||Pistol 2D3||3||0||1|| This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| - Standard ||8&amp;quot;||Assault 2D6||4||0||1|| This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| - Superheated double flames ||8&amp;quot;||Heavy D6||6||-2||2|| if you roll 1 when you determine the number of attacks this weapon has,&lt;br /&gt;
the bearer immediately suffers a mortal wound. This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 2 Aggressors and 1 Aggressor Sergeant. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Fiery Flamers&lt;br /&gt;
*Fiery Fists&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take a Molotov cocktail launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Weapons:&#039;&#039;&#039; WHAT?!!! WERE YOU EXPECTING FUCKING FLAMETHROWERS TO BE SOMETHING OTHER THAN HOT?!!!&lt;br /&gt;
**If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Black Smoke:&#039;&#039;&#039; The sheer of fire produced by the Black Brothers not only serves to burn their foes. It also serves to hide their presence in colossal plumes of smoke. Downside is that you always know that they&#039;re in the rough direction of the smoke.&lt;br /&gt;
**Your opponent must subtract 1 from all hit rolls that target this unit; as long as a &#039;&#039;&#039;Fiery Aggressor&#039;&#039;&#039; unit contains at least 3 models, they receive the benefits of cover, even if they are not in cover. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Firestorm:&#039;&#039;&#039; Don&#039;t ask why the Fiery Agressors can fire their weapons twice if they don&#039;t move, no one knows.&lt;br /&gt;
**Models in this unit can fire twice if they remained stationary during their turn (including when firing  Overwatch).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyromaniac Brothers:&#039;&#039;&#039; There is a kinship between the Black Brothers and the Fiery Aggressors, a kinship which is not seen anywhere else in the Angry Marines between normal, and Primaris Marines.&lt;br /&gt;
**If this unit is within 3&amp;quot; of any friendly &#039;&#039;&#039;Black Brother&#039;&#039;&#039; unit that contains 5 or more models; your opponent must subtract 2 from all hit rolls made by ranged weapons that target this unit, instead of 1.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Primaris, Mk X Gravis, Fiery Aggressor&lt;br /&gt;
&lt;br /&gt;
====Black Brothers====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fresh meat Angry Marines have little time for anything which isn’t a melee weapon, why spend your time missing with guns at range when you can get up and close and have a guaranteed chance of “”SKULLFUCKING YOUR CUNTING ENEMY WITH A CHAINSWORD!!!” But as an Angry Marine gets older and more experienced/go from orks to guardsmen ballistic skill, they learn that hitting things of fun, but shooting stuff is also fun, and so they start experimenting. Those who developing a liking for flame throwers/were already pyromaniacs, will gravitate towards the black brother, amongst whom they will find no shortage of flamers, guns that shoot fire, and Melee Weapons that are on fire. Such marines become to obsessed with fire that their jet packs are not powered by plasma cores which super heat gas to provide lift, but are just massive flamethrowers strapped to their backs. Their obsession with flames also impacts the planet itself, as the vast amounts of fuel they burn will raise any planets temperature they are on by several degrees due to the global warming effect, something the black brothers are thrilled about because “IT’S LIKE WE’RE BURNING THE FUCKING HERETIC PLANET AS WELL AS THE FUCKING HERETICS!!! WHO FUCKING LIKES A COLD PLANET ANYWAY?!!!”&lt;br /&gt;
&lt;br /&gt;
In the current age of girlymans crusade, the Black Brothers spend most of their time incinerating the hordes of Nurgle, as a squad of flames totting psychopaths is about the nearest thing to guaranteeing that an area is free of disease (and nurglings) short of exterminartus. The sisters of battle have taken rather a shine to the black brothers, as they too are insane psychopaths with a fetish for flamethrowers and an unwavering obsession with the Emprah. This... appreciation, is however, one way, as the black brothers are fucking terrified of the sisters of battle (THE BITCHES DONT TAKE NO FOR AN ANSWER, IVE GOT AN AWKWARD BONER WHICH IS CUTTING THROUGH MY COCKING POWER ARMOUR, FUCKING FLY YOU BASTARDS, FLLLLLYYYYYY!!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This results in squads of black brothers flying away at top speed, being chased by rhinos of sisters of battle in full red rage, intent on sharing the &amp;quot;emperors blessing&amp;quot; (&amp;quot;Get back here burner boys, we&#039;re all dying to get you out of your power armour, ARE YOU NOT FUCKING LISTENING TO ME?!!!&amp;quot;)&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:Black brother(2).jpg|thumb|left|&#039;&#039; If you look very closely, you can spot the Black Brother behind the fire and smoke. &#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
[[File:Black Brother infantry art.jpeg|thumb|right|&#039;&#039; “BURN BITCHES!!! &#039;&#039;]]&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Black Brother || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 1 || 2 || 8 || 3+ || 20 (+3 with Jump Pack)&lt;br /&gt;
|-&lt;br /&gt;
| Black Brother Sergeant || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 1 || 3 || 8 || 3+ || 20 (+3 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Hand Flamer of Wrath || || || || || || When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| - Standard ||6&amp;quot;||Pistol D6||3||0||1||-&lt;br /&gt;
|-&lt;br /&gt;
| - Superheated ||6&amp;quot;||Pistol D6||4||0||2|| Roll a D6 each time you fire this weapon,&lt;br /&gt;
on a roll of 1, the bearer is slain immediately.&lt;br /&gt;
|-&lt;br /&gt;
| Flamer of Wrath || || || || || || When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| - Standard ||8&amp;quot;||Assault D6||4||0||1||-&lt;br /&gt;
|-&lt;br /&gt;
| - Superheated ||8&amp;quot;||Assault D6||5||0||2|| if you roll 1 when you determine the number of attacks this weapon has,&lt;br /&gt;
the bearer is slain immediately.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer of Wrath || || || || || || When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| - Standard ||8&amp;quot;||Heavy D6||5||-1||1||-&lt;br /&gt;
|-&lt;br /&gt;
| - Superheated ||8&amp;quot;||Heavy D6||6||-2||2|| if you roll 1 when you determine the number of attacks this weapon has,&lt;br /&gt;
the bearer is slain immediately.&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
Composition: This unit contains 1 Black Brother Sergeant and 4 Black Brothers (Power Rating 10). It can include up to 5 additional Black Brothers (Power Rating +11 per model).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Hand Flamer of Wrath&lt;br /&gt;
*Boltgun&lt;br /&gt;
*Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Black Brother Sergeant may take a Cigar&lt;br /&gt;
*For each five models in the unit, one model may replace his Hand Flamer of Wrath and Boltgun with a Heavy Flamer of Wrath.&lt;br /&gt;
*any model may replace its Boltgun with a Hand Flamer of Wrath.&lt;br /&gt;
*any model may replace its Hand Flamer of Wrath with a Flamer of Wrath, or an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*The entire unit may take Jump Packs (Power Rating +1 for a 5-strong unit, or +2 for a 10-strong one, or +3 for a 15-strong one). If they do, their Move characteristic is increased to 12&amp;quot; and they gain the &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And they Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Weapons&#039;&#039;&#039;If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Wrath:&#039;&#039;&#039;Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad.&lt;br /&gt;
:*your opponent must subtract 1 from all hit rolls that target this unit; as long as a Black Brothers unit contains at least 5 models, your opponent must subtract 2 from all hit rolls made by ranged weapons that target this unit, instead of 1. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyromaniac Brothers:&#039;&#039;&#039; if this unit is within 3&amp;quot; of any friendly &#039;&#039;&#039;Fiery Aggressor&#039;&#039;&#039; unit that contains 3 or more models; this unit receive the benefits of cover, even if they are not in cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NEED A LIGHT?!!!:&#039;&#039;&#039; Black Brothers are so eager for battle, that they jump out of Thunder Hawks, and use their flamethrower&#039;s powerful thrust to descent (relatively) safely on the heads on sorry fucker’s underneath them, while setting everything on fire.&lt;br /&gt;
:*During deployment, if the entire unit has Jump Packs, two Hand Flamers of Wrath, a Heavy Flamer of Wrath, and/or a Flamer of Wrath, you can set them up high in the skies instead of placing them on the battlefield. At the end of any of your Movement Phases this unit can assault from above - set them up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. in the following Shooting Phase, double the Range of all their Hand Flamers of Wrath, Heavy Flamers of Wrath, and Flamers of Wrath.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Marine, Black Brother&lt;br /&gt;
&lt;br /&gt;
====Mutant Honey Badger====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Once upon a time, Angry Marine ships were full of honey badgers. After their initial founding, you could find honey badgers nesting anywhere they could fit, even setting up in unoccupied suits of power armour (the smell of honey badger urine left by a nesting honey badger in a set of power armour used to be used to drive marines to the heights of ferocity and anger). However, in recent times all the honey badgers have disappeared (to the relief of everyone’s genitals), leaving the angry marines battle barge ducts silent, and mostly urine free. Where the honey badgers have gone and why is known only by a small handful of marines, but they are forever bound to the battle barges they once called home (or at least squatted in), and every so often a honey badger will attempt to travel back to its original home. Most of these badgers die, but some of these Mustelidae survive the journey, but they arrive... changed.&lt;br /&gt;
&lt;br /&gt;
Such badgers become mutated by the warp and anger, twisting them into hunched, hulking monstrosities, becoming even more agressive than normal but, strangely, such rare individuals still behave (mostly) like their smaller brethren, sleeping mostly, urinating in power armour, drinking vast quantities of booze and generally not giving a shit. However, if disturbed of being generally pissed off they will go on a rampage, slaughtering everything they come into contact with, fighting toe to toe with the mightiest of warriors the angry marines have to offer.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Mutant Honey Badger is a single model. It is armed with Ravenous Jaws and Sharp Claws.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Mutant Honey Badger || 6&amp;quot; || 2+ || - || 7 || 6 || 7 || 1+2D6 || 6 || 4+ || 75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Ravenous Jaws and Sharp Claws || Melee || Melee || User || -3 || D3 || Hit rolls of 6+ with this weapon deals D3 mortal wounds instead of normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrow In:&#039;&#039;&#039; Mutant Honey Badgers are at home clawing their way through the innards of a ship in search of nesting places, food and strong alcohol. Such behaviour can also be applied to surprise attacks behind enemy lines by burrowing up through the ground, right into some poor sods genitals.&lt;br /&gt;
**During deployment, you can set up this unit deep underground instead of placing it on the battlefield. At the end of any of your Movement Phases this unit can dig up onto the battlefield - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravanous Appetite:&#039;&#039;&#039; Honey Badgers are famous for their appetite, mutant honey badgers even more so.&lt;br /&gt;
**At the beginning of each turn this unit heals 1 previously lost wound. In addition to this, each time this unit slays an &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; or&#039;&#039;&#039;BIKER&#039;&#039;&#039; model it regains 1 previously lost wound. If this model instead slays a &#039;&#039;&#039;MONSTER&#039;&#039;&#039; model then it instead regains D3 previously lost wounds.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Monster, Angry Marine, Mutant Honey Badger&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
&lt;br /&gt;
====Rage Speeders====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Land speeders are delicate and fragile fast attack platforms armed with heavy weapons that are reliant on speed to get into the right place. The Angry Marines took one look at that and said, &#039;FUCK THAT SHIT&#039;. The only thing they approved of was the speed, so they took the standard land speeder and turned it into a supersonic battering ram with the goal of &#039;TURNING THOSE FUCKERS INTO PASTE!!&#039; &lt;br /&gt;
&lt;br /&gt;
Competition to man Rage Speeders is fierce as every angry marine worth his rage salivates at the idea of kicking a heretics balls so fast he can&#039;t hear you scream FUCK YOU! till you were kicking the balls in of the guy behind him. Before a battle starts Rage speeder pilots often have to beat their brothers away with a power bat in order to remind them &#039;I&#039;M FUCKING DRIVING!!!&#039; the alterations to the land speeders chassis are considered techno-heresy by some. One tech-priest once said &#039;It&#039;s machine spirit scares me. It&#039;s just sits there like a wild animal eyeing me like I&#039;m it&#039;s next meal all the while it&#039;s growling. Endlessly, growling.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:Rage Speeders.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Rage Speeder || 20&amp;quot; || 3+ || 5+ || 5 || 5 || 6 || 2 || 7 || 4+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter || 36&amp;quot; || Heavy 3 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Assault cannon || 24&amp;quot; || Heavy 6 || 6 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Multi-Melta || 24&amp;quot; || Heavy 1 || 8 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer || 8&amp;quot; || Heavy D6 || 5 || -1 || 1 || this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| Sonic Battering Ram || Melee || Melee || 7 || -2 || 1 || This weapon profile may only be used by attacks generated by the SUPER SONIC BATTARING RAM!!! ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Rage Speeder (Power Rating 7). It can include up to 2 additional Angry Bikers (Power Rating +7 per model).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Heavy bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Chainsword with an item from the &#039;&#039;Veteran Melee Weapons&#039;&#039; list.&lt;br /&gt;
*Any model may replace its Heavy bolter with a Multi-Melta or a Heavy flamer.&lt;br /&gt;
*Any model may take an Assault cannon, a Heavy flamer, a Heavy bolter or a Multi-Melta&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THINK YOU SMART FUCKER!?!!!:&#039;&#039;&#039;&lt;br /&gt;
**If a model in this unit is reduced to 0 wounds, that model will explode as the fuel on board detonates; when it explodes, before removing it from the battlefield and before any embarked models disembark, each unit within 6&amp;quot; suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK THE SOUND BARRIER!!!:&#039;&#039;&#039;There are no breaks when your travelling faster than the speed of sound, there is only impact.&lt;br /&gt;
**Rage speeders can still charge in the Charge Phase, even if it Advanced earlier that turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SUPER SONIC BATTARING RAM!!!:&#039;&#039;&#039;&lt;br /&gt;
**On a turn in which a unit of Rage Speeders finishes a charge move within 1&amp;quot; of an enemy unit, you can make D3 additional attacks in the Fight Phase with each model in the unit, and each Rage Speeder suffers a mortal wound. If this unit Advanced earlier that turn, you can make D6 additional attacks (instead of D3) in the Fight Phase with each model in the unit, and each Rage Speeder suffers a mortal wound. All attacks generated this way use the “Sonic Battering Ram” weapon profile.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
| Transport: Each Rage Speeder model can Transport a single &#039;&#039;&#039;Angry Marine, Infantry, Character&#039;&#039;&#039; model. It cannot Transport &#039;&#039;&#039;Angry Primaris, Terminator&#039;&#039;&#039; or &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; models.&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Transport, Fly, Angry Marine, Rage Speeder&lt;br /&gt;
&lt;br /&gt;
====Angry Inceptor Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When they first arrived in the chapter the inceptor’s were overnight all made into intercessors, not because they were actively demoted, but because overnight all their fancy new jet packs were “acquired” by other Angry Marines for their own use. The next morning the inceptors woke up to be greeted to the sight (and impacts) of dozens if not hundreds of Angry marines flying around the battle barge “DELIVERING KICKS TO THE BALLS AT MACH 3 BITCHES!!!” And generally causing slightly more mayhem than usual. This was only stopped once the Angry Tech Priests heard of what was happening, who proceeded to shoot down (IN THE MOST FRIENDLY FUCKING MANNER POSSIBLE!!! YOU’LL ONLY BE MISSING A FEW FUCKING LIMBS!!!) the aerial Angry Marines with Icarus cannons, and then removed the jet packs from the marines backs with chain swords. Despite this however, jet packs were stolen from the inceptors on several other occasions, resulting in one night where the Angry Tech Priests duct taped/super glued/bolted the inceptors jet packs to their original owners.&lt;br /&gt;
&lt;br /&gt;
This (as you can imagine) has made the inceptor’s exceptionally angry and distrustful of all angry Marines, especially as now they have to do everything and go everywhere while wearing their jet packs (DO YOU REALISE HOW DIFFICULT IT IS TO SHIT WEARING ONE OF THESE LUMPS OF CRAP?!!! ESPECIALLY IF YOU FLIP THE ON SWITCH WHILE REACHING FOR THE BOG ROLL!!!) but this has made them very adept at using them, often using them to hover down corridors, leaving all four of their limbs (and head) free for the action of “CONTINUOUSLY PUNCHING AND KICKING A FUCKING ANGRY MARINE!!!”. Normal Angry Marines now stay as far away from the inceptors as possible because of this, although some of them accept the challenge, saying that fighting an inceptor is like “FIGHTING A FLOATING FUCKING OCTOPUS MADE OUT OF STEEL, DON’T KNOCK IT BEFORE YOU’VE... AH SHIT WHERE DID HE COME FROM?!!! FUCK HE’S GOT MY LEG!!!” Such Marines are found hours later battered, bruised, and with their underwear pulled up and over their heads (along with suffering from first degree profanity burns).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Inceptor || 10&amp;quot; || 3+ || 3+ || 4 || 5 || 2 || 2 || 7 || 3+ || 25&lt;br /&gt;
|-&lt;br /&gt;
| Angry Inceptor Sergeant || 10&amp;quot; || 3+ || 3+ || 4 || 5 || 2 || 3 || 8 || 3+ || 25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Assault bolter || 18&amp;quot; || Assault 3 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| RAGING PLASMA EXTERMINATOR || 18&amp;quot; || Assault D3 || 8 || -3 || 2 || For each hit roll of 1, the bearer suffers 1 mortal wound&lt;br /&gt;
after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 2 Angry Inceptor’s and 1 Angry Inceptor Sergeant. (Power Rating 11), it can include up to 3 additional Angry Inceptor’s 3 power points each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*2 Assault bolters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*All models in the unit may replace their 2 Assault bolters with 2 RAGING PLASMA EXTERMINATORS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy and Angry:&#039;&#039;&#039; Half a tonne of Angry Marine hitting you at hundreds of miles an hour is detrimental to your health.&lt;br /&gt;
**Roll a dice each time an Angry Inceptor finishes a charge move within 1&amp;quot; of an enemy unit; on a 6, that unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surprise Arrival:&#039;&#039;&#039;&lt;br /&gt;
**After the Angry Inceptor Squad is placed on the battlefield; All models within 12&amp;quot; of the Angry Inceptor Squad (and the Angry Inceptor Squad themself), will immediately suffer one wound each. (These wounds are resolved at AP 0 and Damage 1).&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Primaris, Jump Pack, Fly, Mk X Gravis, Angry Inceptor Squad&lt;br /&gt;
&lt;br /&gt;
====Angry Assault Squad====&lt;br /&gt;
[[File:Angry Assault Squad.jpg|thumb|right|&#039;&#039; Who needs guns when you can have &#039;&#039;&#039;ALL&#039;&#039;&#039; the melee weapons. &#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The chapters most vanilla form of death from above and everyone knows it. “WHAT’S IT LIKE BEING THE MARINE EQUIVILENT OF HETEROSEXUAL SEX IN THE MISSIONARY POSITION YOU DICK!!!” “WHY WOULD WE USE YOU WHEN WE COULD USE THE GUYS WHO A LITERALLY ON FUCKING FIRE THE WHOLE TIME?!!!” Or “YOU GUYS REALLY GOT FUCKING LEFT BEHIND IN 8TH EDITION!!! WHAT’S IT LIKE TO BE STILL STUCK IN 2015?!!!” And the Angry Assault Marines know it, up until recently their only competition were the black brothers, who were at least cool and didn’t bitch at you when they beat you in a fight, now the fucking interceptors have turned up in on fire and no fire variants, and they’re just Angry pricks, like toddlers who have just learnt a bad word from their brother and are using it every chance they get.&lt;br /&gt;
&lt;br /&gt;
This just makes the Assault Marines even angrier, “IF WE’RE GOING TO BE VANILLA, WE’RE GPING TO BE THE BEST FUCKING, VANILLA SEX YOU’VE EVER FUCKING HAD!!! WE’LL FIST YOU SO HARD WITH OUR CHAINSWORDS YOU’LL ORGASM UPON DEATH YOU HERETIC CUNTS!!!” This (naturally) has Slaanesh’s attention, who is now look for (in vain) a way to get the Angry Assault Marines to fall to chaos so that he can watch them anally abuse his deamonettes (HERESY, MARINES WOULD NEVER HAVE SEX WITH DAEMONETTES UNLESS THEY’RE CAPTAIN SATCHEL!!! BLAM!!!)&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 1 ||2 || 7 || 3+ || 13 (+3 with Jump Pack)&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine Sergeant || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 1 || 2 || 7 || 3+ || 13 (+3 with Jump Pack)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Flamer || 8&amp;quot; || Heavy D6 || 4 || 0 || 1 || this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Marine Sergeant and 4 Angry Marines (Power Rating 6). It can include up to 5 additional Angry Marines (Power Rating +4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*2 Chainswords&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Angry Marine Sergeant may take a Cigar&lt;br /&gt;
*The Angry Marine Sergeant may replace both his Chainswords with up to two items from the &#039;&#039;Angry Sergeant Equipment&#039;&#039; list.&lt;br /&gt;
*For each five models in the unit, two models may replace both their Chainswords, with up to two items from the &#039;&#039;Melee Weapons&#039;&#039; list, or a Flamer.&lt;br /&gt;
*The entire unit may take Jump Packs (Power Rating +1 for a 5-strong unit, or +2 for a 10-strong one). If they do, their Move characteristic is increased to 12&amp;quot; and they gain the &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; and &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, an Angry Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Marine, Angry Assault Squad&lt;br /&gt;
&lt;br /&gt;
====Angry Bike Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Hells Angels (or rather, the emperor’s angels) of 40k, a bunch of heavily armed and armoured xenophobic psychopaths riding around on souped up motorbikes, actually, on second thought, not much has changed. The only real difference is that the motorbikes are the Angry Marines second favourite choice of fast transport, their number one choice being the Rage Speeder, but there are only so many Rage Speeders to go around, and once pilots for those have been chosen/are victorious in the melee to get into a Rage Speeder, the remaining battered and bruised Angry Marines with a need for speed start fighting over who gets to ride a bike.&lt;br /&gt;
&lt;br /&gt;
Although not fast enough to break the sound barrier a bike is far more manoeuvrable, allowing a biker gang to ride around their enemy in circles, hurling profanity and bolter rounds at the unit until they&#039;re either shot to death or simply lose the will to live. Such a tactic is often used to destroy the remaining enemies who survive a kick to the balls from a Rage Speeder, something Rage Speeder pilots find fucking hilarious as they can then shout at the bikers &amp;quot;ENJOYING MY SLOPPY SECONDS YOU LAZY CUNTS!!!&amp;quot; This creates a huge animosity between the Angry Bikers and every other vehicle which can go faster than them, which results in even more fights which are inevitably broken up by the Techmarines before &amp;quot;YOU BASTARDS BREAK OUR EQUIPMENT EVEN MORE THAN YOU ALREADY FUCKING HAVE!!! KEEP THIS UP AND NEXT TIME YOU CAN ALL FUCKING WALK YOU DAMNDEDABLE BITCHES!!!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Biker || 14&amp;quot; || 3+ || 5+ || 5 || 5 || 2 || 1 || 7 || 3+ || 23&lt;br /&gt;
|-&lt;br /&gt;
| Angry Biker Sergeant || 14&amp;quot; || 3+ || 5+ || 5 || 5 || 2 || 2 || 7 || 3+ || 23&lt;br /&gt;
|-&lt;br /&gt;
| Angry Attack Bike || 14&amp;quot; || 3+ || 5+ || 5 || 5 || 4 || 3 || 7 || 3+ || 23&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Twin Boltgun || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter || 36&amp;quot; || Heavy 3 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Biker Sergeant and 2 Angry Bikers (Power Rating 6). It can include up to 3 additional Angry Bikers (Power Rating +5) or up to 5 additional Angry Bikers (Power Rating +7). it can also include a single Angry Attack Bike (Power Rating +4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Angry Biker and Angry Biker Sergeant&lt;br /&gt;
:*2 Chainswords&lt;br /&gt;
:*Frag and Krag grenades&lt;br /&gt;
:*Space Marine Bike with a Twin Boltgun&lt;br /&gt;
&lt;br /&gt;
*Angry Attack Bike:&lt;br /&gt;
:*Space Marine Bike with a Twin Boltgun&lt;br /&gt;
:*Heavy bolter&lt;br /&gt;
:*many Chainswords (for rule purpose, this Counts as a single Chainsword)&lt;br /&gt;
:*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Angry Biker Sergeant may take a Cigar&lt;br /&gt;
*The Angry Biker Sergeant may replace his 2 Chainswords with up to two items from the &#039;&#039;Angry Sergeant Equipment&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, an Angry Squad containing 10 models may be split into two units, each containing 5 models. &lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Biker, Angry Marine, Angry Bike Squad&lt;br /&gt;
&lt;br /&gt;
====Angry Biker Gang====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Angry Marines are not born/made with the knowledge of how to ride motorbikes, they have to be trained to do so or at least given the chance to learn the skill on their own. That is where the Angry bike gangs come in, a safe (by Angry Marines standards) environment where angry gangers can use motorbikes under the... watchful eye, of a commissar, and once the gangers can ride without the use of stabilisers (not that they need stabilisers, it just makes the gangers angrier and it gives the commissar something to laugh at) they can be thrown into battle where the real learning begins.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Gang Biker || 16&amp;quot; || 3+ || 4+ || 4 || 5 || 2 || 1 || 7 || 4+ || 20&lt;br /&gt;
|-&lt;br /&gt;
| Gang Biker leader || 16&amp;quot; || 3+ || 4+ || 4 || 5 || 2 || 2 || 7 || 4+ || 20&lt;br /&gt;
|-&lt;br /&gt;
| very irritated Commissar on a bike || 16&amp;quot; || 3+ || 4+ || 3 || 4 || 2 || 3 || 8 || 4+ || 32&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Twin Boltgun || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Astartes shotgun || 12&amp;quot; || Assault 2 || 4 || 0 || 1 || If the target is within half range,&lt;br /&gt;
add 1 to this weapon&#039;s Strength.&lt;br /&gt;
|-&lt;br /&gt;
| Combat knife || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it can make&lt;br /&gt;
1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Gang Biker leader and 2 Gang Bikers (Power Rating 3). It can include up to 3 additional Gang Bikers (Power Rating +3) or up to 6 additional Gang Bikers (Power Rating +6) or up to 9 additional Gang Bikers (Power Rating +9). it can also replace (only) one Gang Biker with a very irritated Commissar on a bike (Power Rating +1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Space Marine Bike with a Twin Boltgun&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Astartes shotgun&lt;br /&gt;
*Combat knife &lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Gang Biker leader and/or very irritated Commissar on a bike may replace their Combat knifes and/or Astartes shotguns with items from the &#039;&#039;Serf Equipment&#039;&#039; list.&lt;br /&gt;
*For each three models in the unit, one Gang Biker may replace his Astartes shotgun with an item from the &#039;&#039;Special Weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NOT ANGRY ENOUGH!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039; Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&lt;br /&gt;
**Before any models are deployed at the start of the game, an Angry Gang Squad containing 10 models may be split into two units, each containing 5 models. an Angry Gang Squad containing 15 models may be split into three units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HERESY!!! BLAM!!!:&#039;&#039;&#039; Angry marine commissars are famous for their reflex’s when it comes to dealing with anyone with heretical ideas.&lt;br /&gt;
**As long as this unit contains a very irritated Commissar; this unit can never lose more than 2 models as the result of any single failed morale test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Commissar Supervision:&#039;&#039;&#039; YOU’RE NOT ANGRY MARINES UNTIL I FUCKING SAY SO!!! UNTIL THEN YOU’RE STUCK WITH ME BITCHES!!!&lt;br /&gt;
**As long as this unit contains a very irritated Commissar, this unit can re-roll failed Morale tests.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
(Gang Biker leader and Gang Biker) Keywords: Adeptus Astartes, Biker, Angry Gang, Angry Biker Gang&lt;br /&gt;
&lt;br /&gt;
(very irritated Commissar on a bike) Keywords: Biker, Commissar, Serf, Angry Biker Gang&lt;br /&gt;
&lt;br /&gt;
====Raging Assault Ram====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The very big brother of the Rage Speeder, a flying monstrosity designed only to smash into things at incredible speed, leaving nothing behind in its wake except a massive explosion and a fading &amp;quot;FFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUCCCCCCCCCCCCCCCKKKKKKKKKKKKKK!!!&amp;quot;. Existing as a modified version of the Cerastus Assault Ram, the Angry Marine use their Assault Rams to swat other flyers out of the sky, chasing down aircraft many times their own size (but far slower) and ramming them with such force that onlookers often mistake the high speed chaos for an orbital strike, how sudden and destructive it can be. If there are no convenient flyers on hand however (which there often aren&#039;t, simply because no pilot, even a tyranid one, is stupid enough to fly while its around), the pilots of Assault Rams will turn their supersonic chunks of metal on buildings, smashing their way through plasteel wall after plasteel wall, leaving comical (and blood splattered) Assault Ram shaped holes as they go.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon to see squadrons of Rage Speeders and Raging Assault Rams working together on the battlefield, with the (slightly) lighter and faster Rage Speeders moving ahead to take out smaller, more mobile targets, to be followed by the hulking Assault Rams, who plow their way through bunkers, buildings, titans, tents, in fact anything immobile, too slow or too stupid to get out of the way.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Raging Assault Ram || * || 2+ || * || 9 || 7 || 14 || * || 9 || 2+ || 230&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 20-50&amp;quot; || 4+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 20-30&amp;quot; || 5+ || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20&amp;quot; || 6+ || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Flying Ram of Death || Melee || Melee || User || -3 || D6 || Add 3 to all hit rolls made with this weapon when targeting &#039;&#039;&#039;BUILDINGS&#039;&#039;&#039; if the Raging Assault Ram charged this turn. Hit rolls made with this weapon of 7+ made by this weapon inflict D6 mortal wounds instead of rolling to wound. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Firefury Missile Battery || 72&amp;quot; || Heavy 4 || 6 || -1 || 1 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Twin Magna-Melta || 24&amp;quot; || Heavy 2D3 || 10 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result. &lt;br /&gt;
|| 120&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Raging Assault Ram (Power Rating 16).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flying Ram of Death&lt;br /&gt;
*Twin Magna-Melta&lt;br /&gt;
*Two Firefury Missile Batteries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash, Burn and FUCKING PUNCH THE PRICKS!!!:&#039;&#039;&#039;&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it crashes, explodes and the pilot runs from the wreckage to punch his foes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Airborne Ram:&#039;&#039;&#039;&lt;br /&gt;
**This model cannot charge, can only be charged by units that can &#039;&#039;&#039;Fly&#039;&#039;&#039;, and only attack or be attacked in the Fight phase by units that can &#039;&#039;&#039;Fly&#039;&#039;&#039;. It may however, charge models with the &#039;&#039;&#039;BUILDING&#039;&#039;&#039; and &#039;&#039;&#039;FLY&#039;&#039;&#039; keyword and may charge even after advancing as long as it is charging a unit it is allowed to charge. If this unit is not engaged in melee at the start of your next movement phase then it may move as normal, otherwise it automatically enters hover mode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supersonic:&#039;&#039;&#039; WHAT DO YOU MEAN THAT I “CAN’T LAND TO PUNCH THE FUCKS”?!!!&lt;br /&gt;
**Each time this model moves, first pivot it on the spot up to 90¤ (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase - do not roll a dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit:&#039;&#039;&#039; An understatement when what your trying to hit is travelling faster a group of Angry Marines fighting over the last slice of pizza.&lt;br /&gt;
**Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hover Jet:&#039;&#039;&#039; Angry Marines cannot comprehend why their jets would ever want to travel slower. Slower means less awesome and getting to your enemy at pace less than FUCKING MAXIMUM!!!&lt;br /&gt;
***Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20&amp;quot; until the end of the phase, and it loses the &amp;quot;Airborne&amp;quot;, &amp;quot;Hard to Hit&amp;quot; and &amp;quot;Supersonic&amp;quot; abilities until the beginning of your next Movement phase.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
| Transport: A Raging  Assault Ram model can Transport 10 &#039;&#039;&#039;ANGRY MARINE&#039;&#039;&#039; &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; models. It may transport &#039;&#039;&#039;TERMINATOR&#039;&#039;&#039; models which only take up one space per models. It cannot transport &#039;&#039;&#039;JUMP PACK&#039;&#039;&#039;, &#039;&#039;&#039;CENTURION&#039;&#039;&#039; or &#039;&#039;&#039;PRIMARIS&#039;&#039;&#039; models.&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Transport, Fly, Angry Marine, Raging Assault Ram&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
====Belligerent Redemptor Dreadnought====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Although the average Angry Marine would sooner play stick the tau on the carnifex than be interned inside the cold emptiness inside a dreadnought, they are still revered by their fellows, as the pilot is effectively driving a giant robot which can beat the living daylights out of anything, and do so while not dying from Lascannon fire. Belligerent Redemptor Dreadnoughts are different however, as they are used by the Angry Marines to punish Primaris marines who fell embarrassingly (&amp;quot;WHY ARE YOU HITTING YOURSELF, WHY ARE YOU HITTING YOURSELF?!!!&amp;quot;) or without rage during combat (&amp;quot;I CAN&#039;T HEAR YOU SCREAM YOU PUSSY SNOWFLAKE MARINE WANNABE!!!&amp;quot;). Primaris marines who are gravely injured in such a way will awaken to find their mangled remains floating inside the tank at the heart of a Belligerent Redemptor Dreadnought.&lt;br /&gt;
&lt;br /&gt;
And this is what finally breaks the back of a Primaris marine: they didn&#039;t ask to be made by Crawly McGuffin face, they didn&#039;t want to be part of Girlymans crusade, they tried their best to please everyone, even the Angry Marines. You know what, fuck them, FUCK THEM ALL AND FUCK YOU ESPECIALLY YOU CUNTSY ANGRY PANSIES, ILL FUCKING SHOW YOU WHAT REAL ANGER LOOKS LIKE!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
After the first few times this happened, the angry marines learned to only awaken a Belligerent Redemptor Dreadnought when there was a fresh supply of enemies to punch, upon which they would simply point the dreadnought in the right direction, set up a deck chair with some cold ones, and laugh their fucking asses off at a group of carnifexes as they get turned into a daisy chain.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Belligerent Redemptor Dreadnought || * || * || * || 7 || 7 || 13 || 4 || 8 || 3+ || 140&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter Gatling cannon || 30&amp;quot; || Heavy 12 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Rageus Rocket Pod || 24&amp;quot; || Heavy D3 || 7 || -1 || 1 || Add 1 to all hit rolls made for this weapon against targets that can &#039;&#039;&#039;Fly&#039;&#039;&#039;.&lt;br /&gt;
Subtract 1 from the hit rolls made for this weapon against all other targets.&lt;br /&gt;
|-&lt;br /&gt;
| Storm bolter || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Belligerent fist || Melee || Melee || x2 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter Gatling gun || 24&amp;quot; || Heavy 6 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy flamer || 8&amp;quot; || Heavy D6 || 5 || -1 || 1 || this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| Macro Plasma Incineragetor ||-||-||-||-||-||When attacking with this weapon, choose one of the profiles below.&lt;br /&gt;
|-&lt;br /&gt;
| -Standard ||36&amp;quot;||Heavy D6||8||-4||1||-&lt;br /&gt;
|-&lt;br /&gt;
| -Supercharged ||36&amp;quot;||Heavy D6||9||-4||2||For each hit roll of 1, the bearer suffers 1 mortal wound&lt;br /&gt;
after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS &lt;br /&gt;
|-&lt;br /&gt;
| 7-13+ || 8&amp;quot; || 2+ || 3+ &lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 6&amp;quot; || 3+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 4+ || 5+ &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Belligerent Redemptor Dreadnought (Power Rating 10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy bolter Gatling cannon&lt;br /&gt;
*Heavy flamer&lt;br /&gt;
*2 Storm bolter&lt;br /&gt;
*Rageus Rocket Pod&lt;br /&gt;
*Belligerent fist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options: &#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Heavy flamer with a Heavy bolter Gatling gun.&lt;br /&gt;
*This model may replace its Heavy bolter Gatling cannon with a Macro Plasma Incineragetor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; BOOM BITCH!!!&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOO FUCKING DESTRUCTIVE!!!:&#039;&#039;&#039; Angry Marines love a fight, they&#039;ll be the first to admit it (generally while punching you in the face), but they like there to be something left after said fight, there&#039;s no point starting a bar fight for example, if you end up burning the place down, where are you supposed to drink afterwards? Belligerent Redemptor Dreadnought&#039;s are the guys who would burn the pub down, and then proceed to keep punching the ashes because of something they may have done to offend him. This problem gets exponentially worse the more dreadnoughts the Angry Marines bring to a fight, it&#039;s all well and good defeating the daemons, but if there are two dreadnoughts drilling a hole to the planets core by fighting each other, creating  a brand-new volcano which destroys the hive city the marines were defending, then even the Angry Marines that things may have got a bit counterproductive (&amp;quot;BUT FUCKING AWESOME!!!&amp;quot;). &lt;br /&gt;
:After one too many planets were destroyed, the Angry Marines grudgingly agreed that no matter how cool the results may be, it&#039;s probably better to never have two Belligerent Redemptor Dreadnought&#039;s in the same place (unless they’re all drunk in which case it&#039;s a fun way to pass by a Saturday night):&lt;br /&gt;
**You may only have one &#039;&#039;&#039;Belligerent Redemptor Dreadnought&#039;&#039;&#039; in your army, unless your army&#039;s Total Power Rating greater than or equal to 90. (UNLESS YOU AND YOUR OPPONENT AGREE THAT IT WOULD BE FUCKING AWESOME TO JUST FIELD AN ARMY OF THE FUCKERS).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;KILL EVERYTHING!!!:&#039;&#039;&#039; FUCK YOU I DON&#039;T CARE ABOUT THAT BUNCH OF DICKS!!! I&#039;M GOING TO FUCKING CHARGE THEM INSTEAD!!!&lt;br /&gt;
**In the Charge Phase, this model must try to charge the closest enemy unit if possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU MADE ME LIKE THIS, NOW YOU WILL PAY!!!:&#039;&#039;&#039; The tech marines were not sure what they had made, but they were at least expecting something which wasn&#039;t going to shoot them on sight.&lt;br /&gt;
**In the Shooting phase, if there is at least one friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; unit within 12&amp;quot; of this model; this model must Shoot at the closest friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; unit with at least one of its weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALRIGHT WHO DID THAT?!!! BLAM!!!:&#039;&#039;&#039; Redemptor Dreadnoughts do not appreciate being shot at, and are likely to respond in kind to anyone who fires any projectiles their way.&lt;br /&gt;
**At the end of an enemy Shooting phase, this model may Shoot with one of its weapons as if it were Shooting an overwatch, at Each enemy unit that has shot at this model and made it lose at least one wound as a result of it this phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Angry Primaris, Belligerent Redemptor Dreadnought&lt;br /&gt;
&lt;br /&gt;
====Angry Hellblaster Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Angry Hellblasters are fairly glum individuals, not because plasma guns aren&#039;t angry enough, they are, super-heated, ionised gas hot enough to melt just about anything is most certainly angry. No, the problem is that everyone else in the galaxy has plasma guns now, even the tyranids have plasma weapons, and the tau have suits which can carry two plasma guns which are better than anything the Angry Marines ever had, and this makes the Angry Hellblasters... well, glum. They remember days when plasma was all the rage, and they would rain plasmaery death upon the foes of the imperium, now they just look at their guns and SIGH!!! (Thankfully they&#039;re still angry while being glum). And things are made worse by fellow angry marines saying things like &amp;quot;YOU MUST FUCKING LOVE YOUR JOB!!! YOU FUCKING MELT THE HERETICS DOWN TO A PILE OF CUNTING MUSH!!!&amp;quot; And to this, the Hellblasters remain silent, quietly loathing the universe for &amp;quot;SAPPING THE FUCKING FUN OUT OF MELTING FUCKING EVERYTHING!!!&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Gallery 48822 12866 99808.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Hellblaster || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+ || 20&lt;br /&gt;
|-&lt;br /&gt;
| Angry Hellblaster Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Incineragetor || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 4 Angry Hellblasters and 1 Angry Hellblaster Sergeant. (Power Rating 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt pistol&lt;br /&gt;
*Plasma Incineragetor&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;WE USED PLASMA BEFORE IT WAS FUCKING COOL!!!:&#039;&#039;&#039; NOW PUT DOWN YOUR FUCKING PUSSY EXCUSE FOR A PLASMA GUN BEFORE WE FUCKING MELT YOU!!!&lt;br /&gt;
**This unit may re-roll failed hits against units which possess at least one model which has a plasma weapon. &lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Primaris, Angry Hellblaster Squad&lt;br /&gt;
&lt;br /&gt;
====Angry Devastator Squad====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Assignment to a Devastator squad is one of the worst punishments an Angry Marine can face, mostly because, despite the destructive power they wield, Devastators rarely get a chance to savage the foe in close combat. This means that many Devastators simply blow up out of sheer, uncontrollable, pent-up anger. However, they are also vital to the Angry Marines, seeing as how they possess the heavy weaponry required to take out most heavy armour.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:FUCK launcher.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 1 || 1 || 7 || 3+ || 14&lt;br /&gt;
|-&lt;br /&gt;
| Angry Marine Sergeant || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 1 || 2 || 7 || 3+ || 14&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Power Heavy Bolter (ranged) || 36&amp;quot; || Heavy 3 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Power Heavy Bolter (Melee) || Melee || Melee || +1 || -1 || 2 || When attacking with this weapon,&lt;br /&gt;
you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krag grenade || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains 1 Angry Marine Sergeant and 4 Angry Marines (Power Rating 8). It can include up to 5 additional Angry Marines (Power Rating +4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Boltgun&lt;br /&gt;
*Frag and Krag grenades&lt;br /&gt;
*Ranged Weapon Force Field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*The Angry Marine Sergeant may take a Cigar&lt;br /&gt;
*The Angry Marine Sergeant may replace his Boltgun with an item from the &#039;&#039;Angry Sergeant Equipment&#039;&#039; list.&lt;br /&gt;
*The Angry Marine Sergeant may take an item from the &#039;&#039;Angry Sergeant Equipment&#039;&#039; list.&lt;br /&gt;
*Up to four Angry Marines may take a Portable Angry Marine Launcher, a Power Heavy Bolter or an item from the &#039;&#039;Heavy weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK THAT HEAVY PIECE OF SHIT!!!:&#039;&#039;&#039; Devastators cannot shoot straight  anyway, so do not appreciate their own weapons trying to make it harder for them to shoot.&lt;br /&gt;
**This unit does not suffer the penalty to hit rolls for moving and firing Heavy weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FEEL MY FUCKING HATE!!!:&#039;&#039;&#039; Getting stuck in the back of a scrap pisses off any real Angry Marine and thus, all this pent-up rage may cause them to go into a berserker-esque rage and favour FUCKING UP THOSE FUCKTARDS RIGHT AND PROPER than keeping a disciplined fire position when the opportunity presents itself or they may keep it together and instead unload all their hate and heavy weapons on an unlucky enemy of man, even if they run the risk of overheating the weapon:&lt;br /&gt;
:*At the beginning of your Shooting Phase, If this unit is within 12&amp;quot; of at least one enemy unit, you must roll a D6 for this unit. on a roll of 1-3, this unit cannot shoot any of their weapons and they must try to charge an enemy unit this turn (even if it Advanced earlier that turn). on a roll of 4-6, they will instead channel their pent-up rage on their guns; change this units Boltguns Type to Rapid Fire 2, and they cannot charge this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rocket Propelled Anger:&#039;&#039;&#039; Flying grenades will make people run for cover, missiles will result in the activation of void shields, cyclonics will have all nearby praying to their gods. Only the sight of Angry Marines soaring through the sky, trailing fire and profanity, will cause all those in sight to despair and abandon all hope, for they know that they are well and truly fucked.&lt;br /&gt;
**In the Charge Phase, a single unit that consists of (X) number of &#039;&#039;&#039;Angry Marine Infantry&#039;&#039;&#039; (and does not have the &#039;&#039;&#039;Jump Pack, Terminator&#039;&#039;&#039; or &#039;&#039;&#039;Black Brothers&#039;&#039;&#039; Keywords) models or less that is within 3&amp;quot; of an &#039;&#039;&#039;Angry Devastator Squad&#039;&#039;&#039; (or the &#039;&#039;&#039;Angry Devastator Squad&#039;&#039;&#039; itself) with one or more Portable Angry Marine Launchers, may Charge enemy unit within 24&amp;quot; (instead of within 12&amp;quot;) and may roll 4D6 when making its Charge move (instead of 2D6). if Charging unit end its Charge move within 1&amp;quot; of the enemy unit, all models in both the Charged and Charging unit suffers a hit resolved at Strength 5, AP 0 and Damage 1. &lt;br /&gt;
:*If the &#039;&#039;&#039;Angry Devastator Squad&#039;&#039;&#039; fires itself, it loses all its Portable Angry Marine Launchers in the process because they are to be left behind, also nominate one poor Asshole who is left behind because SOMEONE NEEDS TO PULL THE FUCKING TRIGGER, that model is removed as a casualty as it scuttles of the battlefield raging on about what a fucking asshole you are for choosing him.&lt;br /&gt;
::*(X) is 2 if this unit has only 1 Portable Angry Marine Launcher. (X) is 5 if this unit has only 2 Portable Angry Marine Launchers. (X) is 7 if this unit has only 3 Portable Angry Marine Launchers. (X) is 10 if this unit has 4 Portable Angry Marine Launchers.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Infantry, Angry Marine, Angry Devastator Squad&lt;br /&gt;
&lt;br /&gt;
====Predator Angrinator====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The infamous Predator Angrinator is an embodiment of the Angry Marines&#039; spirit: it is full of rage, madness, and lethality, for both their enemies and themselves. This specialized variant of the Predator uses a massive launcher reminiscent of the Whirlwind to throw battle brothers directly into the thick of the action, using massive rocket thrusters to propel them towards the enemy. It is as dangerous as it sounds, but few Angry Marines give a fuck as long as they can get in the fight faster.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:Predator Angrinator 3.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Predator Angrinator || * || 6+ || * || 6 || 7 || 11 || * || 8 || 3+ || 79&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Heavy flamer array || 8&amp;quot; || Heavy 3D6 || 5 || -1 || 1 || this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
| Spare Angry Launchers || 48&amp;quot; || Heavy 8 || 6 || -1 || 1 || This weapon may target enemy units not visible to it. Enemy units do not gain the benefit of cover against this weapon.&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-11+ || 12&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 6&amp;quot; || 5+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 6+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Predator Angrinator (Power Rating 6).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Turret mounted MAXIMUM Angry Marine Launcher&lt;br /&gt;
*Spare Angry Launchers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
*May take two sponson mounted FUCK launchers (Power Rating +1)&lt;br /&gt;
*May take a Heavy flamer array (Power Rating +1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rocket Propelled Anger:&#039;&#039;&#039; Flying grenades will make people run for cover, missiles will result in the activation of void shields, cyclonics will have all nearby praying to their gods. Only the sight of Angry Marines soaring through the sky, trailing fire and profanity, will cause all those in sight to despair and abandon all hope, for they know that they are well and truly fucked.&lt;br /&gt;
**In the Charge Phase, a single unit that consists of (X) number of &#039;&#039;&#039;Angry Marine Infantry&#039;&#039;&#039; (and does not have the &#039;&#039;&#039;Terminator&#039;&#039;&#039; or &#039;&#039;&#039;Black Brothers&#039;&#039;&#039; Keywords) models or less that is within 3&amp;quot; of this model, may Charge an enemy unit within 36&amp;quot; (instead of within 12&amp;quot;) and may roll 6D6 when making its Charge move (instead of 2D6). if Charging unit end its Charge move within 1&amp;quot; of the enemy unit, all models in both the Charged and Charging unit suffers a hit resolved at Strength 8, AP 0 and Damage 1.&lt;br /&gt;
:*(X) is 6 if this model has only a Turret mounted MAXIMUM Angry Marine Launcher. (X) is 10 if this unit has a Turret mounted MAXIMUM Angry Marine Launcher and two sponson mounted FUCK launchers.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Predator Angrinator&lt;br /&gt;
&lt;br /&gt;
====Killdozer (modified Vindicator)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike most Angry Marine vehicles, the Killdozer is not particularly different to its normal (and less violent) vindicator brother (besides the added chain-dozer blade and the yellow and red paint), and that is because there was very little the Angry tech priests could think of (apart from aforementioned Chainswords and paint) to improve it, it&#039;s a tank which has a massive gun (Dakka, check) and a huge fuck off metal blade on the front to slam into your enemies (choppy, check). This similarity means that it is one of the few vehicles outsiders of the chapter (inquisitors mostly) will willingly ride around in when visiting/inspecting the Angry Marines, as they&#039;re unlikely to be surprised by finding, say, that the seats inside had been replaced by auto turrets, or that a nest of honey badgers had taken up residence in the overhead lockers.&lt;br /&gt;
&lt;br /&gt;
All this makes the machine spirit of a Killdozer the least angry of the Angry Marine vehicles (the drop pod being an exception, as they’re simply suicidal), with their machine spirits being more akin to that of a shire horse, quiet, stubborn, and liable to kick your teeth out if you poke it too much.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Killdozer || * || * || * || 7 || 8 || 11 || * || 8 || 3+ || 150&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Demolisher cannon || 24&amp;quot; || Heavy D3 || 10 || -3 || D6 || When attacking units with 5 or more models,&lt;br /&gt;
change this weapon&#039;s Type to Heavy D6.&lt;br /&gt;
|-&lt;br /&gt;
| Chain Blades || Melee || Melee || User || -2 || D3 || On a turn in which a model with this weapon make a successful charge,&lt;br /&gt;
you can make D3 additional attacks in the Fight Phase.&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-11+ || 10&amp;quot; || 5+ || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 5&amp;quot; || 5+ || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 6+ || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Killdozer (Power Rating 8).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Dozer blade&lt;br /&gt;
*Chain Blades on the Dozer blade&lt;br /&gt;
*Demolisher cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*Explodes:&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Killdozer&lt;br /&gt;
&lt;br /&gt;
====Land Raider====&lt;br /&gt;
The Angry marines field a number of different tanks based on the Land Raider Chassis: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phobos:&#039;&#039;&#039; Armed with Lascannons in sponsons and twin-linked heavy bolter in a hull mount the Phobos is considered to be &#039;THE LEAST FUCKING ANGRY!&#039; and is the least common used. However most angry marines find a land raider blowing up two heretic tanks at once to be &#039;FUCKING FUNNY&#039; so they are fielded from time to time. Due to its tank hunter weaponry, the Phobos model is in direct competition for targets with dreadnoughts, Hellblasters etc, resulting in heated arguments/fights during battles for &amp;quot;WHICH PRICK GETS THE RIGHT TO BLOW A TANK SIZED HOLE IN THE FUCKING LORD OF SKULLS!!!&amp;quot;(Power Rating 19)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusader:&#039;&#039;&#039; Most of the Angry Marines Land Raider Crusaders are said to be gifts from a Black Templar crusader fleet after a long joint campaign. The Black Templars being one of the very few chapters the Angry Marine consider as &#039;PRETTY FUCKING ANGRY!!&#039; the two chapters tend to work well together being mirror images. Loud hate, and silent contempt. (Power Rating 16)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redeemer:&#039;&#039;&#039; Lighting the enemy on fire, is always &#039;PRETTY FUCKING AWESOME!!&#039; and the Redeemer is widely used by the black brothers for whom, &#039;MORE FIRE IS MORE FIRE!!&#039; This does however, have the side effect of making the black brothers even bigger masturbation targets for the sisters of battle, the only way it could get worse for the black brothers would be if they literally rode flames into battle. (Power Rating 18)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prometheus MK2:&#039;&#039;&#039; The Angry marines got their hands on the Prometheus expecting to get an Uber flame thrower are enraged (even for them) to find it had four &#039;PUSSY ASS BOLTERS!!&#039;, so the chapters techmarines went to work and ripped the communication equipment out so they could carry more Angry marines then threw on a pair of assault cannons calling it a day. (Power Rating )&lt;br /&gt;
&lt;br /&gt;
All land raiders have the following profile.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Land Raider (Phobos, Crusader, Redeemer or Prometheus MK2) || * || 6+ || * || 8 || 8 || 16 || * || 9 || 2+ &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Rocket Propelled Chainsaw || 48&amp;quot; || Heavy 1 || 10 || -4 || D3 || This weapon can only be fired once per battle.&lt;br /&gt;
|-&lt;br /&gt;
| Twin Heavy bolter || 48&amp;quot; || Heavy 6 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Lascannon || 48&amp;quot; || Heavy 2 || 9 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane Bolter || 24&amp;quot; || Rapid Fire 6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Assault cannon || 24&amp;quot; || Heavy 12 || 6 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Multi-Melta || 24&amp;quot; || Heavy 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice&lt;br /&gt;
when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
| Flamestorm cannon || 8&amp;quot; || Heavy D6 || 6 || -2 || 2 || this weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 9-16+ || 10&amp;quot; || 3+ || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || 5&amp;quot; || 4+ || D6 &lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Land Raider of any kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points:&#039;&#039;&#039;&lt;br /&gt;
*Phobos: 228&lt;br /&gt;
*Crusader:233&lt;br /&gt;
*Redeemer:233&lt;br /&gt;
*Prometheus MK2:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phobos:&#039;&#039;&#039;&lt;br /&gt;
::*Twin Heavy bolter&lt;br /&gt;
::*2 Twin Lascannons&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusader:&#039;&#039;&#039;&lt;br /&gt;
::*Twin Assault cannon&lt;br /&gt;
::*2 Hurricane Bolters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Redeemer:&#039;&#039;&#039;&lt;br /&gt;
::*Twin Assault cannon&lt;br /&gt;
::*2 Flamestorm cannons&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prometheus MK2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039; &lt;br /&gt;
*This model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
*This model may take a Multi-Melta.&lt;br /&gt;
*This model may take an additional Rocket Propelled Chainsaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; BOOM BITCH!!!&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of the Angry Machine Spirit:&#039;&#039;&#039; BECAUSE MACHINES DON’T GIVE A FUCK ABOUT YOUR MINUS ONE TO HIT BITCH!!!&lt;br /&gt;
**This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frag Assault Launchers:&#039;&#039;&#039;&lt;br /&gt;
**Land Raider Crusader and Redeemer only. Roll a D6 each time this model finishes a charge move within 1&amp;quot; of an enemy unit; on a 4+ that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Transport: &lt;br /&gt;
|-&lt;br /&gt;
|*Phobos: this model can Transport 10 &#039;&#039;&#039;Angry Marine Infantry&#039;&#039;&#039; models. Each &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; or &#039;&#039;&#039;Terminator&#039;&#039;&#039; model takes the space of two other models. It cannot Transport &#039;&#039;&#039;Angry Primaris&#039;&#039;&#039; or &#039;&#039;&#039;Black Brothers&#039;&#039;&#039; models.&lt;br /&gt;
|-&lt;br /&gt;
|*Crusader: this model can Transport 16 &#039;&#039;&#039;Angry Marine Infantry&#039;&#039;&#039; models. Each &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; or &#039;&#039;&#039;Terminator&#039;&#039;&#039; model takes the space of two other models. It cannot Transport &#039;&#039;&#039;Angry Primaris&#039;&#039;&#039; or &#039;&#039;&#039;Black Brothers&#039;&#039;&#039; models.&lt;br /&gt;
|-&lt;br /&gt;
|*Redeemer: this model can Transport 12 &#039;&#039;&#039;Angry Marine Infantry&#039;&#039;&#039; models. Each &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; or &#039;&#039;&#039;Terminator&#039;&#039;&#039; model takes the space of two other models. It cannot Transport &#039;&#039;&#039;Angry Primaris&#039;&#039;&#039; models. &lt;br /&gt;
(it can Transport &#039;&#039;&#039;Firery Aggressors&#039;&#039;&#039; Even though they are &#039;&#039;&#039;Angry Primaris&#039;&#039;&#039; and they take the space of two other models.)&lt;br /&gt;
|-&lt;br /&gt;
|*Prometheus MK2:&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Transport, Land Raider, Land Raider (Phobos, Crusader, Redeemer or Prometheus MK2)&lt;br /&gt;
&lt;br /&gt;
====Whirlwind Cremator====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite their common attitude to artillery, Angry Marines found Castellan missiles of Whirlwind pretty useful and funny to BURN THE SHIT OUT OF COVER CAMPING FAGOTS. Replacing regular promethium warheads with their homebrew super-heat napalm warheads, Angry Techmarines created iconic Angry Marine Whirlwind Cremator - horrifying engine of fiery death, that cause massive wildfires everywhere its salvo lands.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind Cremator || * || 6+ || * || 6 || 7 || 11 || * || 8 || 3+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Napalm missile launcher || 60&amp;quot; || Heavy 2D6 || 6 || -2 || 2 || This weapon can target units that are not visible to the firing model.&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-11+ || 12&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 6&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Whirlwind Cremator (Power Rating 6).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Napalm missile launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039; &lt;br /&gt;
*This model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039;&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Whirlwind Cremator&lt;br /&gt;
&lt;br /&gt;
====Rageus Stalker====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“SAFETY MEASURES!!! WHAT ARE THOSES, ARENT THEY A KIND OF FUCKING CHEESE OR SOMETHING?!” Is the general response you will get from an Angry Marine when you ask him if he knows what that button on his plasma rifle marked “safety measures” does. Those who do know what safety measures are refer to them simply as “A FUCKING TAU WEABOO PLOT TO TRY AND MAKE US LESS KILLY!!! TRUST THE CUNTING SPACE VAGINAS TO CHEAT LIKE THAT THE CHEESEY BASTARDS!!!” However, most angry marine weapons come with their safety measures as standard, and have no switch to turn them off, one such weapon was the Icarus Storm Cannon, a fairly unloved piece of equipment as it’s far more fun and entertaining to try and throw enemy corpses at enemy flyers to try and knock them out of the sky and into melee. It was on one day in another never-ending battle that one Angry Marine (who had been hanging around the chapters Wargh pretty marine banner) operating the cannon managed to get it to shoot faster (through will power and blunt force trauma) and proceeded to shoot every single flyer out of the sky with a five-mile radius.&lt;br /&gt;
&lt;br /&gt;
Once the battle was over the marine was given a thorough talking too (shown the wrath of the omnisiah via a power wrench) by a group of Angry Tech Priests, who saw his ingenuity and violence towards the machine as just another case of the chapters disregard to its equipment. Before the priests really got down to the task of seeing how many bolt pistols they could fit up the marine’s backside he was saved by the arrival of the then master of the Armoury, Enfurious Ragman, who politely asked the tech priests under his command “WHY ARE YOU BEING EVEN MORE FAGGOTY THAN USUAL YOU CUNTS?!!! DON’T YOU HAVE SOMETHING BETTER TO DO LIKE WANK OVER A TOASTER?!!!” To which the tech priests replied that the marine had subverted and damaged an Icarus cannon to make it fire faster, and was therefore being justly punished (except in caps lock and infinitely more swear words... and more exclamation marks). &amp;quot;IF YOU HAVE THAT MUCH ANGER YOU TOASTER FUCKERS THEN BUILD A NEW VERSION OF THE PUSSYASS STALKER THAT CAN BETTER HANDLE HIS WAY OF FUCKING USEING IT!!! NOW FUCKING GET OUT OF HERE BEFORE I START SODOMISING YOUR ANUSES WITH FUCKING BATTLE CANNONS TO THE POINT THAT YOU’LL BE BEGGING THE FUCKING OMNISIAH FOR FUCKING LUBE!!!&amp;quot; Was Ragman’s only response, a response which dispersed the Angry Tech Priests, who after calming down and letting their pride heal got to work making a “better” Icarus cannon, and thus, the Rageus Stalker was born.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Rageus Stalker || * || 6+ || * || 6 || 8 || 11 || * || 8 || 3+ || 85&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Rageus Stormcannon || 48&amp;quot; || Heavy 3 || 7 || -1 || 2 || Add 1 to all hit rolls made for this weapon against targets that can &#039;&#039;&#039;Fly&#039;&#039;&#039;.&lt;br /&gt;
Subtract 1 from the hit rolls made for this weapon against all other targets.&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-11+ || 10&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 5&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains a single Rageus Stalker (Power Rating 6).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Rageus Stormcannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;SAFETY MEASURES?!!! FUCK THE SAFETY MEASURES!!! JUST SHOOT THOSE BASTARDS!!!:&#039;&#039;&#039; YOU CAN EAT FANCY FUCKING CHEESE ANOTHER TIME!!!&lt;br /&gt;
**Each time a model fires a Rageus Stormcannon, it can choose to fire it without any safety measures. If it does so, change this weapon&#039;s Type to Heavy 6, and For each hit roll of 1 from the weapon, This model suffers 1 mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; BOOM BITCH!!!&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Rageus Stalker&lt;br /&gt;
&lt;br /&gt;
====Leviathan Angry Dreadnought====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The be all and end all of all dreadnoughts. Towering constructs which are capable of fighting toe to toe with knights and demon princes with only a few scratches to the paintwork, armed with weapons which can wipe out entire armoured columns just by staring at them at them for long enough. This however, is not quite the case for the angry marines, as all their leviathan dreadnoughts (five in total) where given to the not long after the Horus heresy when their chapter was founded. That’s a total of ten thousand years of brutal warfare and abusive pilots. And with the Angry Marines track record of not having access to replacement parts and maintenance, this resulted in the once proud and mighty Leviathan Dreadnoughts becoming rather ramshackle in appearance, parts from different dreadnoughts bolted on here, an improvised siege claw there, an entire fresh leg from when it was bitten off by a mawloc etc etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t effect the dreadnoughts combat capability however, partly because only the most competent (and insanely angry) pilots are allowed to be entombed inside one of the chapters five leviathan dreadnoughts, but mostly because after being &amp;quot;alive&amp;quot; for so long and being outfitted with a wide variety of gear the machine spirits of have evolved from simple machine spirits, to something more resembling the manifolds of imperial knights. This gives these dreadnoughts a certain personality and competence of their own, although you are unlikely to notice this when your on the receiving end of a siege drill to the rectum while the pilot and its machine spirit scream obscenities about the sexual habits of your mother with certain farm animals.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Leviathan Angry Dreadnought || * || * || * || 9 || 8 || 14 || 4 || 8 || 3+ || 400&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS &lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 8&amp;quot; || 2+ || 3+ &lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 5&amp;quot; || 3+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 4+ || 5+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Leviathan Siege Claw || Melee || Melee || x2 || -3 || 3 || Reroll failed wounds against &#039;&#039;&#039;INFANTRY&#039;&#039;&#039;. || 34&lt;br /&gt;
|-&lt;br /&gt;
| Leviathan Siege Drill || Melee || Melee || x2 || -4 || 4 || - || 44&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer || 8” || Heavy D6 || 5 || -1 || 1 || This weapon automatically hits its target. || 14&lt;br /&gt;
|-&lt;br /&gt;
| Grav Flux Bombard || 18” || Heavy D3 || 9 || -5 || 2 || If the target is a &#039;&#039;&#039;MONSTER&#039;&#039;&#039; VEHICLE or TITANIC unit then increase the damage of this weapon to 5. For every 5 models in the target unit add D3 to the number of attacks made by this weapon. || 65&lt;br /&gt;
|-&lt;br /&gt;
| Storm Cannon Array || 24” || Heavy 10 || 7 || -3 || 2 || - || 50&lt;br /&gt;
|-&lt;br /&gt;
| Cyclonic Melta Lance || 18” || Heavy 2D3 || 9 || -4 || D6 || If this weapons target is within half range roll 2 dice when determining damage and discard the lowest dice. || 60&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
This unit must take 2 of the following in any combination:&lt;br /&gt;
* Leviathan Siege Claw&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomantic Conflagration:&#039;&#039;&#039; The shielding of Leviathan dreadnoughts makes them particularly prone to violently exploding.&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield, on a 5 or 6 it explodes and each unit within 9” suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Makeshift Monstrosity:&#039;&#039;&#039; Due to how rare leviathan dreadnought are, spare parts are in drastically short supply, meaning that repairs must be made using the angry marine standby of metal sheets and duct tape.&lt;br /&gt;
**A model with this rule treats attacks with an ap of 0 as having an ap of -1. However, a model with this rule has a 4+ invulnerability save and ignores damage taken on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rectal Destruction:&#039;&#039;&#039; Nothing kills better than a 15 foot tall metal monster controlled by the most violent, callous and perpetually pissed off angry marines. Nothing. Period.&lt;br /&gt;
**If a model with this rule and two melee weapons assigned all of its attacks in the fight phase at a unit comprising a single model then it may instead use the following profile:&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=Left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Vigorous Fisting Motion || Melee || Melee || x2 || -4 || 6 || You may reroll failed wound rolls with this weapon profile.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Adeptus Astartes, Vehicle, Leviathan Angry Dreadnought&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
====Angrytalon Gunship Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
DAKKADAKKADAKKADAKKADAKKADAKKADAKKA (missile sounds and explosions) DAKKADAKKADAKKADAKKA “HAVE YOU HAD ENOUGH YET YOU PRICKS!!!” &lt;br /&gt;
&lt;br /&gt;
A noise commonly heard by enemies of the imperium, as pilots of Angrytalon gunships can’t aim to save their lives. This is because only the most directionally and distance inept Angry Marines are put inside such a vehicle, in the hope that the volumes of Dakka such a gunship can put out will make up for the pilot’s pathetic aim, and although such pilots couldn’t hit a planet if armed with a cyclonic torpedo, their mere presence and the sheer volume said of bullets they can throw down range is enough to make the enemy think twice about leaving their cover.&lt;br /&gt;
&lt;br /&gt;
The pilots of such ships are hated by other Angry Marines as they will never shut up about all the cool shit they did while flying, resulting in the usual fights which can be expected when you leave Angry Marines (or a single Angry Marine, who if left long enough by himself will start punching himself out of sheer muscle reflex) together for any length of time, but such marines will also start to gossip about the pilots, saying things like “I HEARD THAT SO AND SO KISSED SO AND SO, CAN YOU FUCKING BELIEVE THAT!!!” (imagine middle aged house wives in power armour and your thinking in the right direction). Such gossip is considered the worst possible insult one Angry Marine can give to another that doesn’t involve questioning one’s skill at profanity, as gossiping implies that the target of the gossip isn’t even worth challenging to a bare-knuckle fight. This all results in the pilots of Angrytalon Gunships becoming alcoholics and skittle addicts in an attempt to cope with the sheer amounts of rumours spread about them (I HEARD THAT SO AMD SO DOESN’T WIPE HIS ARSE AFTER TAKING A SHIT!!! CAN YOU BELIEVE THAT WE LET SUCH NURGLE FILTHY CUNTS FIGHT WITH US!!!).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angrytalon Gunship (&#039;&#039;&#039;Power Rating: 9&#039;&#039;&#039;). It can include 1 additional Angrytalon Gunship (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or 2 Angrytalon Gunships (&#039;&#039;&#039;Power Rating: +18&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Angrytalon Gunship || * || 6+ || * || 6 || 6 || 10 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 20-50&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 20-35&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 20&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Twin Assault cannon&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne:&#039;&#039;&#039; &#039;&#039;WHY WOULD I WANT TO FLY WHEN THE BASTARDS I WANT TO KICK IN THE BALLS ARE DOWN THERE?!!!&#039;&#039;&lt;br /&gt;
::This model cannot charge, can only be charged by units that can &#039;&#039;&#039;{{W40kKeyword|Fly}}&#039;&#039;&#039;, and only attack or be attacked in the Fight phase by units that can &#039;&#039;&#039;{{W40kKeyword|Fly}}&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Crash, Burn and FUCKING PUNCH THE PRICKS!!!:&#039;&#039;&#039; &#039;&#039;What, you thought crashing in a huge explosion would be enough to stop the angry bastard from trying to kill you? Think again.&#039;&#039;&lt;br /&gt;
::If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it crashes, explodes and the pilot runs from the wreckage to punch his foes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Jet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Strafing&amp;quot; Run:&#039;&#039;&#039; &#039;&#039;Most pilots would prefer the safety of their vehicle and a large gun to help take down multitudes of enemies, Angry Marines give an obvious &amp;quot;FUCK THAT!!! GET ME CLOSER SO I CAN FUCKING HIT THEM!!&amp;quot;&#039;&#039;&lt;br /&gt;
::Before this model moves in your Movement phase and you declare it will hover, you can declare it will make a &amp;quot;Strafing&amp;quot; Run. if you do so,  you cannot declare it will hover this turn, and you must Move or Advances it at least 40&amp;quot; (after you pivot it on the spot up to 90¤). in the following shooting phase, you may only shoot at enemy units it passed over, but you must shoot at every enemy unit you passed over with all your weapons (even if it has advanced earlier that turn when it makes a &amp;quot;Strafing&amp;quot; Run), but It can only hit on a roll of 6 (regardless of modifiers) until your next turn (This will mean that if this model passed over the 3 enemy units, you must fire its Twin Assault cannon, 2 Stormstrike missile launchers and two Heavy bolters, Twin Multi-Melta or Typhoon missile launcher, once at each of the 3 enemy units it passed over).&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Twin Heavy Bolter with one of the followings:&lt;br /&gt;
::Skyhammer Missile Launcher - 20 pts.&lt;br /&gt;
::Thypoon Missile Launcher - 40 pts.&lt;br /&gt;
::Twin Lascannon - 40 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Flyers}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angrytalon Gunship}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fury-Raven Gunship Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Just as with Rage Speeders, every single Angry Marine nearby wants to be the pilot of a Fury-Raven Gunship, and the pre-battle fights to pilot such vehicles can result with greater casualties than in the actual battle they&#039;re supposed to be fighting. To help compensate for this (and to provide more Dakka) the Angry Tech priests will duct tape and chain Angry Marines to the outside of a Fury-Raven Gunship, this (like all other problems solved with duct tape) results in everyone being happy, as more Angry Marines get to ride on the flying thing with lots of guns, while the Tech Priests &amp;quot;CAN GET RID OF THOSE FAGGOTS FASTERS SO THAT WE CAN CLEAN UP THE FUCKING MESS YOU CUNTS HAVE MADE!!!&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fury-Raven Gunship.jpg|thumb|250px]]&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Fury-Raven Gunship (&#039;&#039;&#039;Power Rating: 16&#039;&#039;&#039;). It can include 1 additional Fury-Raven Gunship (&#039;&#039;&#039;Power Rating: +16&#039;&#039;&#039;) or 2 Fury-Raven Gunships (&#039;&#039;&#039;Power Rating: +32&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fury-Raven Gunship || * || 6+ || * || 8 || 7 || 14 || * || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 20-45&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 20-30&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
*Twin Assault Cannon&lt;br /&gt;
*Two Stormstrike Missile Launchers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne:&#039;&#039;&#039; &#039;&#039;WHY WOULD I WANT TO FLY WHEN THE BASTARDS I WANT TO KICK IN THE BALLS ARE DOWN THERE?!!!&#039;&#039;&lt;br /&gt;
::This model cannot charge, can only be charged by units that can &#039;&#039;&#039;{{W40kKeyword|Fly}}&#039;&#039;&#039;, and only attack or be attacked in the Fight phase by units that can &#039;&#039;&#039;{{W40kKeyword|Fly}}&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Crash, Burn and FUCKING PUNCH THE PRICKS!!!:&#039;&#039;&#039; &#039;&#039;What, you thought crashing in a huge explosion would be enough to stop the angry bastard from trying to kill you? Think again.&#039;&#039;&lt;br /&gt;
::If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it crashes, explodes and the pilot runs from the wreckage to punch his foes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Jet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open-Doors:&#039;&#039;&#039; &#039;&#039;To maintain aerodynamic properties of an aircraft all doors and hatches must be kept shut until absolutely necessary. Of course, angry marines don’t give a shit about physics, and as such the doors of a Fury-Raven are kept open to allow Marines to hurl lead and profanity at their foes to their hearts content.&#039;&#039;&lt;br /&gt;
::Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1&amp;quot; of an enemy unit. Note that the passengers cannot shoot if this model has Fallen Back in the same turn, even though the Fury-Raven Gunship itself can. In addition, When this model has the &#039;&#039;&#039;Airborne&#039;&#039;&#039; special rule, passengers must subtract 1 from hit rolls in the Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Twin Assault Cannon with one of the followings:&lt;br /&gt;
::Twin Heavy Plasma Cannon - 40 pts.&lt;br /&gt;
::Twin Lascannon - 40 pts.&lt;br /&gt;
*Any model may replace its Twin Heavy Bolter with one of the followings:&lt;br /&gt;
::Thypoon Missile Launcher - 40 pts.&lt;br /&gt;
::Twin Multi-melta - 50 pts.&lt;br /&gt;
*Any model may take two Hurricane Bolters - 30 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 12 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} models and 1 {{W40kKeyword|Belligerent Engine}}.  Each {{W40kKeyword|Jump Pack}} or {{W40kKeyword|Terminator}} model takes the space of two models and each {{W40kKeyword|Angry Centurion}} takes the space of 3 models. It cannot transport {{W40kKeyword|Angry Primaris}} or {{W40kKeyword|Black Brothers}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Flyers}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Fury-Raven Gunship}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
====Angry Impulsor Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
xxx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Impulsor (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Angry Impulsor (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or 2 Angry Impulsors (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
|Angry Impulsor || * || 6+ || * || 7 || 7 || 11 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-11+ || 14&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 7&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 4&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Storm bolters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle:&#039;&#039;&#039; After this model moves in your Movement phase, if this model did not Advance, any units embarked aboard it can disembark. Units that do so cannot be chosen to charge with that turn.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Ground:&#039;&#039;&#039; &#039;&#039;Only a tiny piece of the old master of the Armouries armor is required to levitate tens of tonnes of metal of the ground, unfortunately, the armor only hates the ground, and cannot be used to keep “WARDIAN, CHEESE FONDLING BASTARDS!!!” Away from the tank.&#039;&#039;&lt;br /&gt;
::Distances and ranges are always measured to and from this model&#039;s hull, even though it has a base.&lt;br /&gt;
*&#039;&#039;&#039;Power of the Angry Machine Spirit:&#039;&#039;&#039; &#039;&#039;BECAUSE MACHINES DON’T GIVE A FUCK ABOUT YOUR MINUS ONE TO HIT BITCH!!!&#039;&#039;&lt;br /&gt;
::This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;THE GROUND IS A PIECE OF SHIT!!!:&#039;&#039;&#039; &#039;&#039;The tanks hate for the ground billowing from its undercarriage creates significant gusts of air, which although not as powerful as pure hatred, are more than capable of slowing down any charging enemies, and as an added bonus the gusts of wind stink of farts as an added “FUCK YOU YOU PRICKS!!!”&#039;&#039;&lt;br /&gt;
::Your opponent must subtract 2 from any charge rolls made for units that declare a charge against an Angry Repulsor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cursing Dome:&#039;&#039;&#039; &#039;&#039;AHAH! YA FUKIN&#039; PIECEZ OF SHIET, TRY &#039;N GET US NOW YU FUCKS!&#039;&#039;&lt;br /&gt;
::A model with a shield dome has a 4+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Swearing Comms Array:&#039;&#039;&#039; In your Shooting phase, one model from your army with a Swearing Comms Array that has not been used this battle can use it to call in an orbital barrage of rage. If it does, select one point on the battlefield and roll one D6 for each unit within D6&amp;quot; of that point, subtracting 1 from the result if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+ the unit being rolled for suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two Storm Bolters with two Fragstorm Launchers - 10 pts.&lt;br /&gt;
*Any model may take one of the followings:&lt;br /&gt;
::Bellicatius Missile Array - 20 pts.&lt;br /&gt;
::&#039;&#039;&#039;Cursing Dome&#039;&#039;&#039; Upgrade - 25 pts.&lt;br /&gt;
::Ironhail Skytalon Array - 5 pts.&lt;br /&gt;
::&#039;&#039;&#039;Swearing Comms Array&#039;&#039;&#039; Upgrade - 20 pts.&lt;br /&gt;
*Any model may take an Ironhail Heavy Stubber - 5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 6 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Angry Primaris}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Black Brothers}} or {{W40kKeyword|Mk X Gravis}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Impulsor}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Razorback Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite Angry Serfs effectively being storm troopers (same weapon skill, armour and effectively being space marine level candidates who were never recruited) the Angry serfs don’t get as much love and money put into them. And this creates a lot of animosity between the Angry serfs and the Angry Tech priests, as the serfs bitch to the priests about not getting some cool gadget that the inquisitions storm troopers get, and the Tech priests just cannot be arsed with dealing with the serf’s complaints, never mind actually acquiring the equipment they want. There’s also the issue that the serfs would simply break anything fancy the tech priests got them, and nothing exemplified this situation more than the Tauros: it is fast, carries plenty of men, carries all of the guns (seriously, do the maths, this thing is on par with the Repulsor tank in terms of Dakka output), but it dies in a stiff breeze.&lt;br /&gt;
&lt;br /&gt;
The Angry Tech priests needed to find a solution to this problem, as even though the serfs are weaker than an Angry marine, there far more serfs than angry Marines, and they didn’t want a repeat of the fight/war which broke out last time the tech priests held back equipment. To this end, the Angry Tech priests “acquired” a batch of Razorback tanks, which on the surface seemed like a good compromise, as the razorback is cheaper, fast, carries a reasonable amount of guns, is tougher than a Tauros and carries about the same amount of serfs (if you squash them in a bit). The serf high command (someone has to organise them when there aren’t Angry Marines around) saw them as a half-arsed attempt at placating the serfs and immediately declared war against the Angry Tech Priests. The fist fights only last around half an hour before some proper Angry Marines turned up and (after joining the fight for a bit) broke everything up, giving the serf commanders a nice solid kick to the nuts to remind them that they were still the bottom of the pile no matter how angry they might be.&lt;br /&gt;
&lt;br /&gt;
After this the serfs grudgingly accepted their new transports, although some have added a Tauros to their Slaasneshmas wish list.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Razorback (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include 1 additional Angry Razorback (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;) or 2 Angry Razorbacks (&#039;&#039;&#039;Power Rating: +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Angry Razorback || * || 6+ || * || 6 || 7 || 10 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 12&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 6&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;WITNESS ME BITCHES!!!:&#039;&#039;&#039; &#039;&#039;The Angry Razorback should have been the perfect vehicle for the Angry Serfs, it was fast, well armored and came with plenty of guns. When the first Angry Razorback was introduced to the serfs however, they took one look at it and said, “where are we supposed to fucking shoot from?!” And a fight would have ensured if the tech-priests hadn’t knocked some heads together and reminded the serfs that they will get what they are given and no they cannot have a Tauros with a minigun on it as they would only break it. As a compromise, however, the Angry Serfs bolted on some extra ladders so that a lucky few could cling to the Razorbacks hull and fire at the enemy like crazed war boys on the way to Valhalla.&#039;&#039;&lt;br /&gt;
::Models (Serf Heavy Weapon Team counts as two models instead of one for the purpose of using this ability) embarked on this Vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the Vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1&amp;quot; of an enemy unit. In addition, passengers must subtract 1 from hit rolls in the Shooting phase and cannot shoot with Heavy weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Twin Heavy Bolter with one of the followings:&lt;br /&gt;
::Twin Lascannon - 40 pts.&lt;br /&gt;
::Twin Assault Cannon - 40 pts.&lt;br /&gt;
*Any model may take a Storm Bolter - 3 pts.&lt;br /&gt;
*Any model may take a Hunter-killer Missile - 5 pts.&lt;br /&gt;
*Any model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 6 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Terminator}}, {{W40kKeyword|Angry Primaris}} or {{W40kKeyword|Angry Centurion}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Razorback}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Repulsor Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike it&#039;s anger-less cousins, the Angry Repulsor relies on sheer hate of the ground to keep it floating rather than bullshit anti-grav technology. Its loadout includes &amp;quot;A fuckton of guns&amp;quot; allowing it to shoot from every fucking direction like a disco-ball of fiery fuck-you.&lt;br /&gt;
&lt;br /&gt;
However, this only became the case after the previous master of the Armoury, Enfurious Ragman saw a repulsor for the first time onboard the battle barge Maximum Fuck’s Armoury, upon seeing the techno heresy (although it is still very cool, heresy can be cool kids BLAM) Ragman began issuing smoke from his eyes, nose, mouth, ears and (presumably) his japside and anus, while giving off a deep bellow of “FFFFFFFFFFFFFFFF...” This was all the warning which the Angry Tech Priests nearby needed as an excuse to run in the opposite direction, as Ragman’s issuing of smoke and FFFFF increased in volume. The last Tech Priest has barely managed to get out of the Armoury and slam the blast doors shut when Ragman finally reach critical levels of fury and exploded, all that remained of him inside the now ruined Armoury were the molten remains of his armour, and one intact fist with the middle finger extended.&lt;br /&gt;
&lt;br /&gt;
After the Angry Marines has held funeral rights for Ragman’s literal middle finger “HE WAS TRULY A FUCKING AMGRY CUNT, MAY HE SCREAM AND KICK FUCKING BALLS FOR FUCKING ETERNITY!!!” It was decided that the repulsor units inside the chapters repulsor tanks would be replaced with a lump of metal containing a small piece of Ragman’s armour, which produces such large amounts of hatred that it can be used to suspend an entire tank in mid-air.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Repulsor (&#039;&#039;&#039;Power Rating: 16&#039;&#039;&#039;). It can include 1 additional Angry Repulsor (&#039;&#039;&#039;Power Rating: +16&#039;&#039;&#039;) or 2 Angry Repulsors (&#039;&#039;&#039;Power Rating: +32&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
|Angry Repulsor || * || 6+ || * || 8 || 8 || 16 || * || 9 || 3+ || 215&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 9-16+ || 10&amp;quot; || 3+ || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 5&amp;quot; || 4+ || D6 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy Onslaught Gatling Cannon&lt;br /&gt;
*Rageus Ironhail Heavy Stubber&lt;br /&gt;
*Three Storm Bolters&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
*Two Ironhail Heavy Stubbers&lt;br /&gt;
*Two Krakstorm Grenade Launchers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Ground:&#039;&#039;&#039; &#039;&#039;Only a tiny piece of the old master of the Armouries armor is required to levitate tens of tonnes of metal of the ground, unfortunately, the armor only hates the ground, and cannot be used to keep “WARDIAN, CHEESE FONDLING BASTARDS!!!” Away from the tank.&#039;&#039;&lt;br /&gt;
::Distances and ranges are always measured to and from this model&#039;s hull, even though it has a base.&lt;br /&gt;
*&#039;&#039;&#039;Power of the Angry Machine Spirit:&#039;&#039;&#039; &#039;&#039;BECAUSE MACHINES DON’T GIVE A FUCK ABOUT YOUR MINUS ONE TO HIT BITCH!!!&#039;&#039;&lt;br /&gt;
::This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;THE GROUND IS A PIECE OF SHIT!!!:&#039;&#039;&#039; &#039;&#039;The tanks hate for the ground billowing from its undercarriage creates significant gusts of air, which although not as powerful as pure hatred, are more than capable of slowing down any charging enemies, and as an added bonus the gusts of wind stink of farts as an added “FUCK YOU YOU PRICKS!!!”&#039;&#039;&lt;br /&gt;
::Your opponent must subtract 2 from any charge rolls made for units that declare a charge against an Angry Repulsor.&lt;br /&gt;
*&#039;&#039;&#039;Tracer Rounds:&#039;&#039;&#039; If a unit with this rule fires all its Ranged weapons at the same unit in the Shooting or Overwatch phase it may add 1 to its hit rolls for that phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Heavy bolter Gatling cannon with a Las-talon - 35 pts.&lt;br /&gt;
*Any model may replace its Twin Heavy bolter with a Twin Lascannon - 40 pts.&lt;br /&gt;
*Any model may replace any of its two Ironhail Heavy Stubbers with an Onslaught Gatling Cannon - 20 pts.&lt;br /&gt;
*Any model may replace its Rageus Ironhail heavy Stubber with one of the followings:&lt;br /&gt;
::Fragstorm Grenade Launcher - 5 pts.&lt;br /&gt;
::Icarus Rocket Pod - 5 pts.&lt;br /&gt;
::Storm Bolters - 3 pts.&lt;br /&gt;
*Any model may replace its three Storm bolters with three Kragstorm Grenade Launcher - 15 pts.&lt;br /&gt;
*Any model may replace its &#039;&#039;Autolaunchers&#039;&#039; special rule with two Fragstorm Grenade Launchers - 10 pts.&lt;br /&gt;
*Any model may take an Ironhail Heavy Stubber - 5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 10 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Angry Primaris}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}} or {{W40kKeyword|Black Brothers}} models and each {{W40kKeyword|Mk X Gravis}} model counts as two models instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Repulsor}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Rhino Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Whereas the Angry Marine drop pod drops from orbit to escape the angry marine and die (please JUST LET ME FUCKING DIE), the Angry Rhino fucking loves being a makeshift drop pod, the rush of the air as it falls from the ship, the screams and insults of the Angry Marines inside it, the sight of the planet getting closer and closer, yes, the Angry Rhino loves its job, FUCKING LOVE IT I TELL YOU COCKSUCKERS, PREPARE YOUR ANUSSSSSSS!!!!!! (KABOOM). And the Angry Rhino is one of the few things capable of surviving such a drop, never mind actually shooting and moving afterwards, despite the fact that it is, technically, weaker than the other tanks the Angry Marines have access to. But the rhinos don&#039;t care, they would happily/ANGRILY!!! do this for all eternity, FUCKING FOREVER I FUCKING TELL YOU!!! NOW GET ME BACK INTO ORBIT YOU CUNTS SO I CAN FUCKING DO THAT AGAIN!!!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Rhino (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include 1 additional Angry Rhino (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or 2 Angry Rhinos (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Angry Rhino || * || 6+ || * || 6 || 7 || 10 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 12&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 6&amp;quot; || 5+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 6+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Storm bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DAMNED MACHINERY!!!:&#039;&#039;&#039; If there is at least one model with a Power Wrench is embarked on this model, you can roll a D6 at the start of each of your turns; on a 5+, the Angry Rhino regains one lost wound.&lt;br /&gt;
*&#039;&#039;&#039;Doormaker Charges:&#039;&#039;&#039; &#039;&#039;Rhino transports have no assault ramps to allow marines to jump out of to join the fight, and moreover due to their design there is no way to add a forward ramp. Angry techmarines found a way to bypass these limitations by the simple addition of a few demolition charges into a Rhino&#039;s front armour to BLOW ITS FUCKING FRONT ARMOUR TO HELL!!! and launch the Angry Marines inside it at the enemy. The added velocity can often send the unit of Angry Marines flying through the enemy unit and through to the other side, while screaming “FUCK YOU MOMENTUM!!! THE ENEMY IS IN THE OTHER FUCKING DIRECTION YOU FUCKING IDIOT!!!”&#039;&#039;&lt;br /&gt;
::At the end of any of your movement phases you can Detonate the Doormaker Charges; this model is slain and Explodes; before any embarked models disembark, each unit within 6&amp;quot; suffers D3 mortal wounds. In addition, in the following Charge phase, units which disembarked after using this ability, may add 1” to their charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take a Storm Bolter - 3 pts.&lt;br /&gt;
*Any model may take a Hunter-killer Missile - 5 pts.&lt;br /&gt;
*Any model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 10 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Terminator}}, {{W40kKeyword|Angry Primaris}} or {{W40kKeyword|Angry Centurion}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Rhino}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Drop Pod Squadron====&lt;br /&gt;
[[File:Angry Drop pod art.jpeg|thumb|Right|&#039;&#039; (Insert flight of the Valkyries here) &#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike all of the other Angry Marine vehicles, the drop pod is not a hateful, angry, spiteful creature, mostly because Angry Marine drop pods rarely survive one engagement, and are usually stolen from other chapters. As such, the machine spirits of Angry Marine drop pods more resemble frightened rabbits surrounded by wolves. Because of this though, once released from its moorings on the battle barge, the drop pod will travel at least twice as fast to the planet’s surface as a conventional drop pod, presumably so it can end its suffering and get rid of the Angry Marines inside it.&lt;br /&gt;
&lt;br /&gt;
This innate ability to “seek glorious death in battle” has however, allowed the Angry Marine Drop Pod to win the Imperium of Man’s Martyrdom award on and off for the past 500 years, as few things can truly match up to the speed, consistency and brutality in which the drop pods seek to end their existence. The usual competition for the award are:&lt;br /&gt;
*Any Krieg Guardsmen&lt;br /&gt;
*Sisters of Battle penitent sisters&lt;br /&gt;
*Any poor sod who tries to make sense of the imperium tax system, because they are doing good for humanity and will most certainly die in the process. Usually a glorious death in battle fighting mountains of paperwork.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Drop Pod (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Drop Pod (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or 2 Drop Pods (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Drop Pod || 0&amp;quot; || - || 3+ || 6 || 6 || 8 || 0 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Three Storm Bolters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Externally Awesome Improvised Seating:&#039;&#039;&#039; &#039;&#039;In their haste to get to the surface of a planet as fast as possible, Angry Marines will sometimes neglect to follow (read, ignore more than usual) the health and safety instructions regards drop pod seating capacity. Unfortunately, Angry Marines do not like sharing seats (especially as drop pods are cramped environments at the best of times) and so they will instead hold onto any external handholds on the drop pod, and cling for dear life as it plummets through the atmosphere. Although this increased passenger capacity has its uses, the extra weight and reduced aerodynamics of the drop pod requires it to travel at a much higher speed, resulting in an evening greater, earth shattering impact.&#039;&#039;&lt;br /&gt;
::This unit may carry more models than are specified on its data sheet. However, when this unit uses its &#039;&#039;Please, JUST LET ME DIE!!!&#039;&#039; special count how many extra models it is carrying and consult below:&lt;br /&gt;
::- 1-5 extra models, each model suffers a Strength 4 ap 0 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 9” of this unit suffer minus 1 to their leadership characteristics until the start of your next movement phase.&lt;br /&gt;
::- 6-10 extra models, each model suffers a Strength 5 ap 0 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 1 to their leadership characteristics until the start of your next movement phase.&lt;br /&gt;
::- 11-15 extra models, each model suffers a Strength 5 ap -1 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 2 to their leadership characteristics until the start of your next movement phase.&lt;br /&gt;
::- 15+ extra models, &#039;&#039;&#039;OKAY YOU FUCKING LUNATIC!!! IF YOU WANT PAIN I’LL GIVE YOU FUCKING PAIN!!!&#039;&#039;&#039;. Each model suffers a Strength 5 ap -2 damage 2 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 3 to their leadership characteristics until the start of your next movement phase and roll a D6 for each model within 11” of this unit but before any models are disembarked. On a 5+ that model suffers a mortal wound. If your models survive this endeavor then your opponent is contractually obliged to bow to you and shake your hand.&lt;br /&gt;
*&#039;&#039;&#039;Immobile:&#039;&#039;&#039; After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.&lt;br /&gt;
*&#039;&#039;&#039;Please, JUST LET ME DIE!!!:&#039;&#039;&#039; &#039;&#039;In their quest to end their terrible existence, Angry Marine drop pods will travel faster and hit their target with greater accuracy (a rarity amongst the Angry Marines) than their other chapter counterparts, all so that they can enjoy the sweet release of death&#039;&#039;&lt;br /&gt;
::During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your movement phases, this model can perform a Drop Pod &amp;quot;Please, JUST LET ME DIE!!!&amp;quot; assault - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. Each model inside the Drop Pod then suffers a Strength 3, AP 0, Damage 1 hit, as the drop pod hits the ground at a speed even Angry Marines find deeply uncomfortable. Than any models embarked inside must immediately disembark, but they must be set up more than 6&amp;quot; away from any enemy models (any models that cannot be set up because there is not enough room are slain); then, the drop pod suffers 3D3 mortal wounds, as the drop pod hits the ground at a speed that could shatter it into a billion pieces. Neither this model, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 10 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Terminator}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Black Brothers}} or {{W40kKeyword|Angry Centurion}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Rhino}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
===Lords of war===&lt;br /&gt;
&lt;br /&gt;
====Rachnus Rageous (Angry Marines Primarch)====&lt;br /&gt;
(The exactly same size base And about the same model-size as Roboute Guilliman .... maybe Rachnus is bigger) (he is a Special Character)&lt;br /&gt;
&lt;br /&gt;
[[File:Rachnus Rageous Full Armour art.jpeg |thumb|Left|&#039;&#039; You wish your Primarch could have Persian and Baghdad ascetics. &#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the father of the Angry Marines, he isn&#039;t the most angry thing in existence, Rachnus was/is an incredibly calculating and intelligent Primarch, ironically on a level with Girlyman. After the heresy (FUCK YOU HORUS) Rachnus created the Angry Marines by modifying his own gene seed (the desert fangs), from an army of nulls, into an army of &amp;quot;FUCKING ANGRY BASTARDS WHO WILL NEVER FUCKING REST UNTIL GIRLYMAN (COUGH!!!) I MEAN CHAOS IS FUCKING DESTROYED!!!&amp;quot;, in an attempt to remove them from the galactic spotlight (Khorne still cares though, but watching them makes him sad as he knows that they will never follow him) and thereby prevent their eradication.&lt;br /&gt;
&lt;br /&gt;
Since then, Rageous has been kicking daemon ass in the eye of terror with his army of silencers, but little else is known about his doings. Some say that he has traversed the web ways, killing countless Eldar and daemons, some say that he was caught up in a tendril of a Tyranid hive fleet (said hive fleet deeply regrets any slight it may have caused to Rachnus, and asks that he stops annihilating them, if he does then the hive promises to leave the galaxy and never to return), while others insist that Rachnus has retired, instead pulling strings from the shadows to ensure that the Angry Marines don&#039;t get fucked over by some bureaucratic threat which they couldn&#039;t be bothered with.&lt;br /&gt;
&lt;br /&gt;
Regardless, Rachnus is an incredibly competent and powerful individual, who is still capable of acts of extreme violence, especially against his traitor brothers, AND FUCKING GIRLYMAN!!!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Rachnus Rageous || 8&amp;quot; || 2+ || 3+ || 6 || 6 || 9 || 6 || 10 || 2+ || 420&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|- &lt;br /&gt;
| The Sandstorm Assault cannon || 24&amp;quot; || Assault 5 || 6 || -1 || D2 || -&lt;br /&gt;
|-&lt;br /&gt;
| The Fangs of RAGING Desert || Melee || Melee || +4 || -4 || 4 || If you roll a wound roll of 6+ for this weapon, it inflicts 2D3 mortal wounds instead of its normal damage; when attacking a &#039;&#039;&#039;Daemon&#039;&#039;&#039; or a &#039;&#039;&#039;Psyker&#039;&#039;&#039; model, it inflicts 4 mortal wounds instead of 2D3 mortal wounds on a wound roll of 6+. Subtract 1 from invulnerability save rolls made against this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Rachnus Rageous Model.jpeg|thumb|Right|&#039;&#039; ALWAYS ANGRY!!! ALL THE TIME!!! &#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Composition: This unit contains only Rachnus Rageous. (Power Rating 20) Only one of this model may be included in your army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*The Sandstorm Assault cannon&lt;br /&gt;
*The Fangs of RAGING Desert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!! ALL THE TIME!!!:&#039;&#039;&#039; Space Marines feel a more extreme array of emotions compared to humans, so imagine how angry Rachnus can be when he puts his mind to it.&lt;br /&gt;
**A unit with this rule can make D3 additional attacks each time they fight and add 1 to their strength characteristic whenever they charged, or made a heroic intervention. In addition, hit rolls of 6+ made by this unit in the fight phase count as 2 hits instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DEATH CAN NOT STOP ME!!!:&#039;&#039;&#039; Terms and conditions apply, see your armour’s care guide for further instructions.&lt;br /&gt;
**The first time model is slain; place this model on its side instead of removing it. At the start of your next turn, this model regains 3+2D3 wounds, and is placed as close to its previous position as possible while remaining more than 1&amp;quot; from any enemy models. However, this model instead has a 4+ armour save and a 6+ invulnerability save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I HATE YOU TRAITOR BROTHERS!!!:&#039;&#039;&#039;... AND YOU, BROTHER ROWBOAT!!!&lt;br /&gt;
**Rachnus Rageous will always be successful with his wound rolls on a 2+ with any attacks Rachnus makes against any &#039;&#039;&#039;CHAOS PRIMARCH&#039;&#039;&#039; units. In addition, in the Fight Phase, &#039;&#039;&#039;Roboute Guilliman&#039;&#039;&#039; is treated as having a weapon skill of 5+ when attacking &#039;&#039;&#039;Rachnus Rageous&#039;&#039;&#039; and has a 2+ invulnerable save against attacks &#039;&#039;&#039;Rachnus Rageous&#039;&#039;&#039; makes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primarch of ANGER!!!:&#039;&#039;&#039; Although not technically true as their anger was artificially created by Rachnus to hide their blank abilities, I wouldn’t advise pointing this out to his face.&lt;br /&gt;
**You can add 2 to Advance and Charge rolls for friendly &#039;&#039;&#039;Angry&#039;&#039;&#039; units within 9&amp;quot; of this unit, and re-roll hit and wound rolls of 1 for these units. In addition, If your army is Battle-forged, you can re-roll any failed hit rolls for friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of this unit in the Fight Phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Null Primarch:&#039;&#039;&#039; Rachnus is utterly unique amongst his brothers, as while some of his other brothers were made as psykers, Rachnus was the only primarch to be made as a psychic blank.&lt;br /&gt;
**This unit can never be the target of any Psychic powers. &lt;br /&gt;
::In addition, in your Psychic Phase, select the closest visible enemy &#039;&#039;&#039;Daemon&#039;&#039;&#039; or &#039;&#039;&#039;Psyker&#039;&#039;&#039; model within 18” of this unit. If you do, that model suffers 1 mortal wound. Ig the target is both a &#039;&#039;&#039;Daemon&#039;&#039;&#039; and a &#039;&#039;&#039;Psyker&#039;&#039;&#039;, the target suffers D3 mortal wounds instead.&lt;br /&gt;
::In addition, this unit can attempt to deny three Psychic powers in each enemy Psychic Phase, as if it were a &#039;&#039;&#039;Psyker&#039;&#039;&#039;, and adds 3 to any Deny the Witch roll he makes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Armour of RAGE!!!:&#039;&#039;&#039; An armour of unknown origin, but shows extensive battle damage from millennia of abuse.&lt;br /&gt;
**This unit has a 4+ invulnerability save and add 1 to this models save rolls against melee attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines, Desert Fangs&lt;br /&gt;
&lt;br /&gt;
Keywords: Character, Monster, Primarch, Blank/Null, Rachnus Rageous, Adeptus Astartes&lt;br /&gt;
&lt;br /&gt;
====Spartan Assault Ram====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Some Angry Marines would tell you that the Angry Spartan Assault Ram is an ancient Pattern of Spartan From the Great Crusade that was exclusive to their legion similar to “THOSE SUPER FUCKING CHOPPY DREADS THEM FUCKING VAMPIRES WONT LET US HAVE!!!” This, however, is not true. The Assault Ram was first created around the end of the time of rebirth during “A PARTICULARLY INFURIATING SIEGE AGAINST SOME PISSING IRON HA-WARRIORS!!!!!” when the then head tech-priest of the angry marines &amp;quot;Ben the tech Priest&amp;quot; was so pissed off by how the battle had slowed to a stand still. In a flash of inspiration, he jury-rigged the ruins of a destroyed Iron Warriors Vindicator onto an Angry Spartan to create the first &amp;quot;Angry Assault Ram&amp;quot;, which he then preceded to loose upon the enemy fortress, where it shot forward like a heretic out of a burning building over any land mines/trenches/cultists/other Angry Marines unlucky enough to get in its way until it reached the walls of the iron warriors fortress.&lt;br /&gt;
&lt;br /&gt;
Upon arrival it bashed into the side of the fortress with such force that the entire wall collapsed, while the irrational machine continued on into the fortress’ centre, where the iron warriors inside were had probably intended “TO PULL ANOTHER CUNTING IRON CAGE STUNT THE SNEAKY COCK-GOBBLING ROBO-BELGIANS!!!!!” The Jury-rigged Franken-Spartan and its crew carried on regardless, crushing a heavy bolter team that had foolishly set themselves up with their backs to the 18-meter thick plasti-crete walls, and detonating the rear-facing Door-Maker Charges before carrying on across the would-be killing-floor before slamming into a Bunker and exploding.&lt;br /&gt;
&lt;br /&gt;
So memorised were the Iron Warriors by this insane display of property damage (also known as one of the many phrases the Angry Marines use for lunch) that they failed to noticed the riot of Angry marines pouring in through the new hole, marines who had been so FUCKING WOUND-UP!!! by the length of the Siege that they achieved a rage rare even among the ranks of the Angry Marines &amp;amp; had surged forth in the wake of new War-machine, broke into the walls of the former fortresses and butchered the war-band to a man after the battle it was decided that this new Type of Spartan was WAY FUCKING BETTER THEN THE REGULAR ONE I MEAN IT&#039;S JUST A MASTADON THAT DOESN&#039;T COMMIT RIGHT NOW BUT THAT THING WAS FUCKING GREAT IT JUST WENT RIGHT THROUGH THAT FUCKING WALL, HOLY SHIT!!! And so it was decided the Head Tech-Priest Ben would use the Spartans recently captured from the Iron Warriors they had just annihilated to perfect this new design and then they would be rolled out to the rest of the Chapter. And so after a few months of kludging tanks together he finalized the Angry Spartan Assault Ram which was quickly adopted by the Angry Marines as their main pattern of Spartan and is now a mainstay of Angry sieges &lt;br /&gt;
&lt;br /&gt;
Perplexingly (for the Angry Marines at least) the Imperiums other space marine chapters have unanimously refused to adopt the Angry Spartan assault Ram into their arsenal&#039;s citing silly reasons such as &amp;quot;it&#039;s a complete waste of a perfectly good venerable warmachine&amp;quot; &amp;quot;this thing is an absolute deathtrap&amp;quot; &amp;quot;it&#039;s like something the orks would make&amp;quot; &amp;amp; &amp;quot;THIS IS TECH HERESY OF THE HIGHEST ORDER!&amp;quot; And other such frivolitys. this may be because the assult Rams construction process drives the Spartans machine Spirit totally insane creating a truly crazed piece of machinery that likes going in a straight line, doesn&#039;t like turning, and Hates. Braking.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Angry Spartan Assault Tank || * || 3+ || * || 9 || 8 || 20 || 8 || 10 || 2+ || 440&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 12-20+ || 10” || 3+ || 10&lt;br /&gt;
|-&lt;br /&gt;
| 6-11 || 5” || 4+ || D6+1&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 3” || 5+ || 2D3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Point Cost&lt;br /&gt;
|- &lt;br /&gt;
| Heavy Flamer || 8&amp;quot; || Heavy D6 || 5 || -1 || 1 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Quad Lascannon || 48&amp;quot; || Heavy 4 || 9 || -3 || D6 || - || 120&lt;br /&gt;
|-&lt;br /&gt;
| Laser Destructor || 36&amp;quot; || Heavy 1 || 12 || -4 || D6 || If this weapon successfully deals damage roll a D6; on a 2-5 increase this weapons damage to 2D6, on a 6 increase the damage to 3D6. || 160&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Tracks || Melee || Melee || User || -2 || D3 || - || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Composition: 1 Spartan Assault Ram&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*2 Heavy Flamers&lt;br /&gt;
*Crushing Tracks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model must take either 2 Quad Lascannons or 2 Laser Destructors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault “Exit”:&#039;&#039;&#039; WHO NEEDS DOORS WHEN YOU’VE GOT FUCKIN’ EXPLOSIVES?!!!&lt;br /&gt;
**At the end of any of your movement phases you can Detonate the charges on the “Assault Exit”; this model is slain and Explodes; before any embarked models disembark, each unit within 12&amp;quot; suffers D3 mortal wounds. In addition, units which disembarked after using this ability, may add 2” to their charge distances In the following charge phase. If this model had moved 30” or more during its movement phase then instead disembark any units inside of it, each unit disembarked this way suffers a mortal wound. You must then move this model between 10”-20” in a straight line, once you have done this this model is then slain and Explodes, dealing 2D3 mortal wounds to all units within 18”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCKING FLATTEN IT!!!:&#039;&#039;&#039;&lt;br /&gt;
**If this model would move over a piece of terrain or scenery (except water or fortifications) which is less than (insert width of this model) remove that piece of scenery as the model flattens it. If this model could move over an enemy INFANTRY unit and finish its move more than 1” away from enemy units then it may do so (it may advance to achieve this), any such units it passes over suffer D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SUPERHEAVY AS FUCK BITCHES&#039;&#039;&#039;: You know that your heavy when your arrival on a planet results in a change in the planets orbital trajectory.&lt;br /&gt;
**A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; or &#039;&#039;&#039;SWARM&#039;&#039;&#039; models though at the end of its move it must be more than 1” away from all enemy units. A model with this rule may fire its weapons even if there are enemy models within 1” of it unless those models have the &#039;&#039;&#039;TITANIC&#039;&#039;&#039; keyword. In this case it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&#039;&#039;&#039;: If being denied an objective by swarms of guants is infuriating to a normal Angry Marine you have no idea what it is like to be a titan in the same situation. The solution is to just say “FUCK YOU!!!” And take the objective for yourself, by simply sitting the Titans gigantic feet either side of the objective and daring anyone to try and take it “FUCKING TRY IT, I DARE YOU!!!”.&lt;br /&gt;
**Models with this rule gain objective secured if your army is battle forged, and count as 4 models if the objective is contested by an unit/s with a similar rule.&lt;br /&gt;
&lt;br /&gt;
====Sokarage Pattern Stormbird====&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Sokarage Pattern Stormbird || * || 3+ || * || 11 || 9 || 40 || 8 || 10 || 3+ || 700&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A !! Void Shield&lt;br /&gt;
|-&lt;br /&gt;
| 30-40+ || 20&amp;quot;-50” || 3+ || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 20-29 || 20&amp;quot;-40” || 3+ || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 20&amp;quot;-30” || 4+ || 5+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 20” || 4+ || 5+ || 7+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|- &lt;br /&gt;
| Twin Heavy Bolter || 36” || Heavy 6 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Lascannon || 48” || Heavy 2 || 9 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hellstrike Battery || 72&amp;quot; || Heavy 4 || 8 || -2 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne:&#039;&#039;&#039; WHY WOULD I WANT TO FLY WHEN THE BASTARDS I WANT TO KICK IN THE BALLS ARE DOWN THERE?!!!&lt;br /&gt;
**This model cannot charge, can only be charged by units that can &#039;&#039;&#039;Fly&#039;&#039;&#039;, and only attack or be attacked in the Fight phase by units that can &#039;&#039;&#039;Fly&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Crash, Big Burn and even bigger FUCKING PUNCHES TO THE PRICKS!!!:&#039;&#039;&#039;&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it crashes, explodes and the pilot runs from the wreckage to punch his foes, and each unit within 6&amp;quot; suffers 2D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hover Jet:&#039;&#039;&#039; For those times that you don’t want to be annihilating the sound barrier.&lt;br /&gt;
**Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20&amp;quot; until the end of the phase, and it loses the &amp;quot;Airborne&amp;quot;, &amp;quot;Hard to Hit&amp;quot; and &amp;quot;Supersonic&amp;quot; abilities until the beginning of your next Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Huge Fucking Flyer:&#039;&#039;&#039; Let’s just say that the laws of physics don’t seem to apply to certain vehicles in the 42nd millennium.&lt;br /&gt;
**When targeting this unit with Shooting attacks amd psychic powers, always measure to the model&#039;s hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the &#039;&#039;&#039;FLY&#039;&#039;&#039; keyword, add 12&amp;quot; to the measured distance to determine the range when making shooting attacks against the Sokarage Pattern Stormbird. Note, that this means that many short-ranged weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RAGE HARDENED HULL!!!:&#039;&#039;&#039; The hulls of Sokarage Stormbirds are shouted at continually for a year after forging by Angry Tech Priests, creating a material which bullets are too afraid of to impact with.&lt;br /&gt;
**This model has a 5+ invulnerability save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titan Void Shields:&#039;&#039;&#039; The thing which truly makes a titan a titan, the ability to shrug off even the most powerful of eldritch attacks and come out of it smiling maniacally and you continue to charge towards your enemy.&lt;br /&gt;
**Void shields are a special kind of save, like an invulnerability save it is unaffected by the ap of a weapon but cannot defend against melee attacks, but unlike invulnerability saves they can be used to block mortal wounds. Roll a dice for each mortal wound inflicted on the Titan, with the mortal wound being ignored if you pass the save roll. Consult the Titan damage table to view its current void shield save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield Projection:&#039;&#039;&#039; Some large vehicles with void shields are able to project their shields beyond their hulls for a considerable distance, providing significant protection for disembarking troops.&lt;br /&gt;
**As long as the Sokarage Pattern Stormbird&#039;s controlling player has chosen to make it hover (as described previously) and does not move at all during the turn, you may declare that the Sokarage Pattern Stormbird is projecting its void shields beyond its hull at the start of the Movement phase. If this is the case, the void shields&#039; save is extended to all models and &#039;&#039;&#039;BUILDINGS&#039;&#039;&#039; within 8&amp;quot; of the Sokarage Pattern Stormbird&#039;s hull and wings.&lt;br /&gt;
&lt;br /&gt;
====The Metal Box of Incandescent Rage, (modified Falchion Superheavy Destroyer Tank for Fuklaw)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
After centuries of &amp;quot;borrowing&amp;quot; the vehicles of others to ride into battle (or to drive to the shops)Comissar Fuklaw decided that he wanted his very own colossal war engine to ride into battle in, more phallicly weaponed and armored than [[Commissar Yarrick]]&#039;s Fortress of Arrogance, faster than [[Rogal Dorn]]&#039;s personal Thunderhawk, and more festooned with banners and enemy trophies than a [[Lord of Skulls]].&lt;br /&gt;
&lt;br /&gt;
Being all set on finding the parts for the most powerful, personal pimp wagon of the 41st millennium, Fuklaw pulled together only the best (or whatever he had to hand) materials he could find. The basic tank came from a marrying of a Falchion Superheavy Tank and a Mars pattern Baneblade, outfitted with the reactor from an imperial knight (who had kindly given up its reactor after Fuklaw had kicked its pilot to oblivion via a kick to the groin), while the main turret was a stripped down turbo laser destructor, nicknamed the butthurt cannon after the amount of work required to modify it. After more than a decade of searching, building and slightly more swearing than usual, the Metal Box of Incandescent Rage was born, except for its secondary and tertiary weaponry, which the aging commissar felt that the tank didn’t have anywhere near enough of. A normal Superheavy Tank would be fitted with a few heavy bolters, flamers, maybe a lascannon or two to deal with anything large, but too small to bother firing the main cannon at. Fuklaw simply felt that this wasn’t enough firepower for his personal ride. What if he had to fight an army of eldar while riding his tank to the shops for a pint of milk, a newspaper and a bag of nails as a snack?&lt;br /&gt;
&lt;br /&gt;
And so, Comissar Fuklaw brought his metal monstrosity to Enginseer Mighitily Pissed Off the Third, who immediately agreed with the old man that “IT NEEDS MORE FUCKING GUNS!!!” Dredging out the depths MAXIMIUM FUCKS armoury, Pissed Off and his army of tech marines set to work outfitting The Metal Box of Incandescent Rage with every spare gun they had, lasguns, rusted bolters, stubbers, grenade launchers, it didn’t matter, it was all welded onto the side of the tank. After weeks of working around the clock to finish arming the tank, the tech marines finally attached the last pea shooter with a strip of duct tape, and stood back, admiring the monster they had helped create, the metal beast glaring at them malevolently, even though it had never yet been turned on.&lt;br /&gt;
&lt;br /&gt;
“ABOUT FUCKING TIME YOU CUNTS FINISHED IT!!!” Bellowed Fuklaw from behind the assembled marines, startled out of their revelry. “NOW PISS OF THE LOT OF YOU!!!” Continued the commissar as he climbed his ride, “I’VE GOT TO FUCKING FUEL THIS BITCH!!! I’VE BEEN ON THE LASH FOR A FUCKING WEEK SO I’VE GOT ENOUGH PISS AND VITRIOL TO GET HER STARTED!!!” Finally reaching the tanks fuel port (which sat two metres above the ground), to the silent horror of all those assembled, Fuklaw unzipped his trousers, and began to urinate into the fuel tank, the overloud gushing sound echoing around the cavernous armoury. “COME ON YOU AGED BASTARD!!!” Screamed Pissed Off from the drivers compartment as he watched the tanks fuel gauge inch slowly up “I’VE SEEN GIRLYMAN PISS HARDER THAN YOUR LIMP EXCUSE FOR A COCK!!! WE’VE STILL GOT A THOUSAND FUCKING LITRES TO GO!!!” &lt;br /&gt;
&lt;br /&gt;
This continued on in terrified silence (other than the torrential sound of urine hitting metal) for some hours, with serfs running back and forth to bring the commissar a steady stream of whatever fluids they had to hand to maintain his flood into his still silent tank. “RIGHT!!!” Bellowed the commissar as he tucked himself back into his trousers “OF THATS NOT ENOUGH TO FUCKING SATISFY YOU PISSEDOFF THEN YOUR GOING TO NEED A KEEPER OF SECRETS TO FULFILL YOUR FETISHES!!!” The assembled marines had only enough time to let out the first hint of a snigger before shot a wrench at the head of the nearest marine, ending the incoming torrent of abuse and laughter with a satisfying crack of steel on ceramite. “YES ITS DONE YOU ANCIENT CUNT!!!” Screamed the master of the armoury as the marine he’d just “shot” crumpled to to the floor “NOW LETS GET THE FUCK OUT OF HERE!!! I DONT KNOW WHAT THIS BITCH WILL DO ONCE ITS TURNED ON!!!”&lt;br /&gt;
&lt;br /&gt;
At this, all the marines and hangers on retreated behind adamantium blast shields erected for the purpose while Pissedoff began laying out cabling from the tanks ignition switch to one of the barriers, where an old style, explosive plunger was set up. “THERE!!!” Said Pissedoff, poking his head in awe to gaze upon the metal monster he had helped conceive, “EVERYTHING IS SET UP YOU CRAZY BASTARD!!! IF THIS THING KILLS US ILL PULL YOUR BALLS OFF!!!” Fucklaw didn’t respond as he took the detonator/ignition switch, and pushed the plunger down. If the two hadn’t been crouching behind their makeshift barricade then at this moment they would have been wiped from existence as the tank, upon starting, immediately opened fire with all of its guns, it’s double barrelled main cannon eating 20 metre thick holes into the walls and bulkhead, while its many sub weapons annihilated the contents of the armoury.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Metal Box of Incadescent Rage is a single model, and is armed with six Dakka Arrays, six Flaslight Arrays, The Butthurt Cannon and may crush its foes beneath its Grinding Metal Treads. In addition, Commissar Fuklaw hangs off the side of the tank swinging with Fuklaw’s Master-Crafted Chainsword.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| The Metal Box of Inandescent Rage || * || 2+ || * || 10 || 9 || 28 || * || 10 || 2+ || 1500&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! A !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 13-28+ || 16” || 12 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 12” || 14 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 9” || 6D6 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|- &lt;br /&gt;
| Dakka Array || 24” || Assault 2D3 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Flashlight Array || 24” || Assault 2D6 || 3 || - || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| The Butthurt Cannon || 120” || Macro 2D6 || 17 || -5 || 2D6 || You may re-roll failed wound rolls against units with the &#039;&#039;&#039;TITANIC&#039;&#039;&#039; keyword with this weapon. Units hit by this weapon suffer -1 to their hit rolls until your next turn. Hit rolls of 1 made by this weapon deals 1 mortal wound to the weapons bearer.&lt;br /&gt;
|-&lt;br /&gt;
| Grinding Metal Treads || Melee || Melee || User || -2 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Fuklaw’s Master-Crafted Chainsword || Melee || Melee || 5 || -2 || 2 || You may make 4 additional attacks using this weapon profile each time this model fights in melee.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;SUPERHEAVY AS FUCK BITCHES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura of Fuklaw&#039;&#039;&#039;: Nobody ever flees while Fuklaw’s around, some saw it’s due to the respect he garners, others say that it’s his imposing statue which inspire his troops to fight to the bitter end, most soldiers however, say that it’s the commissars hand twitching next to his bolt pistol, and a gaze so hate filled and disdainful that it can punch through power armour.&lt;br /&gt;
**Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039; can re-roll failed Morale tests and cannot suffer any negative modifiers to their Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BLAM! HERESY!!!:&#039;&#039;&#039; Only Fuklaw is enough of a badass to execute Angry Marines. Correction, Fuklaw is the only person who would a. Even consider such a thing b. Attempt to execute an Angry Marine and c. Survive the act.&lt;br /&gt;
**In the Morale phase, any Friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; units that is not a &#039;&#039;&#039;Character&#039;&#039;&#039; or a &#039;&#039;&#039;Vehicle&#039;&#039;&#039;, that are within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039;, must make a Morale test regardless of whether it has lost models or not early that turn, and if it makes a roll of 6 (regardless of modifiers) will always result in at least one model being slain. In addition, If a Friendly &#039;&#039;&#039;Imperium Psyker&#039;&#039;&#039; unit, that has 3 or less wounds left (all the wounds each model has in the unit put together), suffers Perils of the Warp whilst within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039;, they are also executed before anything untoward can happen - the power they were attempting fails, and the &#039;&#039;&#039;Imperium Psyker&#039;&#039;&#039; unit is slain as a result of Commissar Fuklaw&#039;s old trusted Bolt pistol to the head; units within 6&amp;quot; of them do not suffer D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engine of Rage&#039;&#039;&#039;: The Metal Box of Incandescent Rage is powered by a fusion reactor who&#039;s machine spirit siphons the rage of the Angry Marines directly from the warp to provide additional power. This pure, undistilled fury permeates the entirety of the tank and is enough to scare away even bullets and lasers from damaging it.&lt;br /&gt;
**This model has a 6++ invulnerability save and all enemy units within 12&amp;quot; of it suffers a -1 to their leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK HERETICS!!!&#039;&#039;&#039;: Such is the anger that Commissar Fuklaw has against xenos, mutants and heretics, that he and any unit led by him will fight with redoubled fury against these enemies of the Emprah (as far as Fuklaw is concerned, anyone opposing him is at least one of the three).&lt;br /&gt;
**You can re-roll any failed wound rolls in the Fight Phase for Friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; units that are within 6&amp;quot; of Fuklaw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;From The Flames Of Destruction&#039;&#039;&#039;: The destruction of 1000 tonnes of battle tank is not enough to kill Fuklaw, who will simply walk from the inferno of his destroyed ride to bludgeon his foes personally, and with extreme prejudice.&lt;br /&gt;
**When this model is destroyed roll a D6; on a 4+ this model explodes dealing D6 mortal wounds to all units in 2D6”. After this set up a &#039;&#039;&#039;Commissar Fuklaw&#039;&#039;&#039; model within 3&amp;quot; of this model, &#039;&#039;&#039;Commissar Fuklaw&#039;&#039;&#039; then behaves normally except that Fuklaw ignores all damage received until the start of your next movement phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
| Transport: this model can Transport 9 &#039;&#039;&#039;Codex - Angry Marines Infantry&#039;&#039;&#039; models. It cannot Transport &#039;&#039;&#039;Angry Primaris, Terminator, Black Brothers&#039;&#039;&#039; or &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; models. Technically this unit can carry 10 models but Fuklaw always takes the best seat, and the seat is always covered in rusty nails and barbed wire for “EXTRA FUCKING COMFORT!!!”&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, Codex - Angry Marines&lt;br /&gt;
&lt;br /&gt;
Keywords: Vehicle, Character, Angry Marine, Titanic, Commissar, Angry Commissar, Fuklaw, The Metal Box of Incandescent Rage&lt;br /&gt;
&lt;br /&gt;
====Thunderfuck Assault Gunship====&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Thunderfuck Assault Gunship || * || 3+ || * || 11 || 9 || 30 || 8 || 10 || 3+ || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A !! Void Shield&lt;br /&gt;
|-&lt;br /&gt;
| 30-40+ || 20&amp;quot;-50” || 3+ || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 20-29 || 20&amp;quot;-40” || 3+ || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 20&amp;quot;-30” || 4+ || 5+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 20” || 4+ || 5+ || 7+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|- &lt;br /&gt;
| Twin Heavy Bolter || 36” || Heavy 6 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Hellstrike Battery || 72&amp;quot; || Heavy 4 || 8 || -2 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| Lascannon || 48” || Heavy || 9 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| Thunderhawk Heavy Cannon|| 48&amp;quot; || Heavy 2D6 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| Turbo-Laser Destructor || 96&amp;quot; || Heavy D3 || 16 || -4 || 2D6 || Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Point Costs==&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| AECOS||0&lt;br /&gt;
|-&lt;br /&gt;
| Master-Crafted Chainsword||3&lt;br /&gt;
|-&lt;br /&gt;
| Crozius Iratus||1&lt;br /&gt;
|-&lt;br /&gt;
| Chainfist||(single/pair) 22/33&lt;br /&gt;
|-&lt;br /&gt;
| Force axe||10&lt;br /&gt;
|-&lt;br /&gt;
| Force stave||8&lt;br /&gt;
|-&lt;br /&gt;
| Force sword||8&lt;br /&gt;
|-&lt;br /&gt;
| HUGE FUCKING NEEDLE||0&lt;br /&gt;
|-&lt;br /&gt;
| Combat knife||0&lt;br /&gt;
|-&lt;br /&gt;
| Spear Banner||0&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought combat weapon||(single/pair) 40/55&lt;br /&gt;
|-&lt;br /&gt;
| Belligerent fist||0&lt;br /&gt;
|-&lt;br /&gt;
| Tearing claw||(single/pair) 46/65&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Siege&amp;quot; Drill||(single/pair) 50/80&lt;br /&gt;
|-&lt;br /&gt;
| Servo-arm||12&lt;br /&gt;
|-&lt;br /&gt;
| Power Jackhammer||8&lt;br /&gt;
|-&lt;br /&gt;
| Power Feet||10 (&#039;&#039;&#039;Characters&#039;&#039;&#039;)&lt;br /&gt;
5 (other models)&lt;br /&gt;
|-&lt;br /&gt;
| Improvised weapon||1&lt;br /&gt;
|-&lt;br /&gt;
| Chain Blades||0&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Fists||0&lt;br /&gt;
|-&lt;br /&gt;
| Fagbasher||0&lt;br /&gt;
|-&lt;br /&gt;
| THE CUNT POUNDER!||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Angry Grappa||15&lt;br /&gt;
|-&lt;br /&gt;
| Assault bolter||10&lt;br /&gt;
|-&lt;br /&gt;
| Astartes shotgun||0&lt;br /&gt;
|-&lt;br /&gt;
| Auto bolt rifle||0&lt;br /&gt;
|-&lt;br /&gt;
| Bolt pistol||0&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Fire pistol||0&lt;br /&gt;
|-&lt;br /&gt;
| Bolt rifle||0&lt;br /&gt;
|-&lt;br /&gt;
| (Twin) Boltgun||0(+2)&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Bolt Pistol||0&lt;br /&gt;
|-&lt;br /&gt;
| Frag grenade and Krak grenade||0 &lt;br /&gt;
|-&lt;br /&gt;
| Shock grenade||0 &lt;br /&gt;
|-&lt;br /&gt;
| Conversion Beamer||20&lt;br /&gt;
|-&lt;br /&gt;
| Cyclone missile launcher||50&lt;br /&gt;
|-&lt;br /&gt;
| Demolisher cannon||0&lt;br /&gt;
|-&lt;br /&gt;
| Flamestorm cannon||30&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Flamers||0&lt;br /&gt;
|-&lt;br /&gt;
| Hand Flamer of Wrath||(single/pair) 9/12&lt;br /&gt;
|-&lt;br /&gt;
| Flamer of Wrath||15&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer of Wrath||25&lt;br /&gt;
|-&lt;br /&gt;
| Handheld Plasma Cutter||7&lt;br /&gt;
|-&lt;br /&gt;
| Heavy flamer array||50&lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter Gatling cannon||36&lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter Gatling gun||16&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane Bolter||10&lt;br /&gt;
|-&lt;br /&gt;
| Ironhail heavy Stubber||6&lt;br /&gt;
|-&lt;br /&gt;
| Kragstorm grenade launcher||4&lt;br /&gt;
|-&lt;br /&gt;
| Master Key sawed off shotgun||4&lt;br /&gt;
|-&lt;br /&gt;
| Molotov cocktail launcher||5&lt;br /&gt;
|-&lt;br /&gt;
| Napalm missile launcher||0&lt;br /&gt;
|-&lt;br /&gt;
| NEEDLE pistol||0&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Pistol Rifle||0&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Incineragetor||17&lt;br /&gt;
|-&lt;br /&gt;
| Macro Plasma Incineragetor||31&lt;br /&gt;
|-&lt;br /&gt;
| Power Heavy Bolter||14&lt;br /&gt;
|-&lt;br /&gt;
| Rageus Stormcannon||17&lt;br /&gt;
|-&lt;br /&gt;
| Rageus Ironhail heavy Stubber||6&lt;br /&gt;
|-&lt;br /&gt;
| Rageus Rocket Pod||6&lt;br /&gt;
|-&lt;br /&gt;
| RAGING PLASMA EXTERMINATOR||22&lt;br /&gt;
|-&lt;br /&gt;
| Sniper rifle||3&lt;br /&gt;
|-&lt;br /&gt;
| Stormstrike missile launcher||21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Angry Titan Lords of War==&lt;br /&gt;
&#039;&#039;There is no greater power on the battlefield than that of a titan, using weapons normally only seen on fortifications and void vessels, a titan can lay waste to anything before it, intact the only threats a titan will realistically face are folly, hubris, or another of its kind. That is, until the Angry Marines turn up, upon which the crew of a titan realise that they should add red and yellow psychopaths armed with chain swords to the list, right before the Angry marines break inside the Titan and proceed to sodomise the crew with their power fists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Angry Titans are machines who had their crews ripped to shreds inside itself, and decided that it rather liked its new crew compared to its original Admec pilots (who were at that very moment helping to decorate its insides a blood red), a decision which the Angry Marines are delighted about as who doesn’t want a giant robot armed with city destroying weaponry on their side. Such titans are then brought back aboard one of the Angry Marines battle barges, where the Angry Tech Priests masturbate ([[Slaanesh|cough]]).... examine the Titan and commune with its machine spirit to ask it whether it would like to be extremely choppy or dakkery, upon which it will be repainted and reequipped accordingly. When the Titan next makes an appearance on the battlefield it is almost unrecognisable to its original owners, who have little time to contemplate where they went wrong with their lives before they’re gazing down the barrel of a Vulcan mega bolter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Army Rules===&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;Always Angry Giant Robots:&#039;&#039;&#039; &#039;&#039;Angry Marine giant robots are quite large and angry, to the point that getting on the wrong side of them is even more detrimental to your health than fighting a normal, giant robot.&#039;&#039;&lt;br /&gt;
::A unit with this rule adds 2 to its attack characteristic in a turn in which it charged or performed a heroic intervention. In addition to this, enemy units within 6” of a unit with this rule subtract 1 from their leadership characteristics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cataclysmic Explosion:&#039;&#039;&#039; &#039;&#039;The bigger they are, the harder they fall.&#039;&#039;&lt;br /&gt;
::If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 5+, it suffers a cataclysmic explosion, and each unit within 3D6” suffers 2D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;LOOK, I’M DRIVING WITHOUT A PILOT!!!:&#039;&#039;&#039; &#039;&#039;Nobody in their right or wrong mind would ever dare to tell an Angry Titan what to do unless they wanted an anus full of titanic feet, so Angry Marine high command will put on their best diplomatic face and behaviour and ask the Titan to engage the enemy. Most of the time the Titan will go along with these requests as it means it has someone to shoot at and punch repeatedly, but sometimes the Titan will decide that it would much rather cause the nearest target to suffer total existence failure, whether that be a friend, foe or a random rock which happened to offend it.&#039;&#039;&lt;br /&gt;
::Roll a dice at the beginning of each of your turns for each model with this special rule; on a 4+ that model behaves normally. On a 1, 2 or 3, however, the model can only target the nearest unit to itself (friend or foe) and must move towards that unit and charge it if possible; it may re-roll hit and wound rolls of 1 in the Shooting and Fight phase it makes against that unit until the beginning of your next turn. Units with the {{W40kKeyword|Angry Marines}} keyword count as always rolling a 4+ unless the next nearest unit is also a unit with the {{W40kKeyword|Angry Marines}} keyword.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SUPERHEAVY AS FUCK BITCHES:&#039;&#039;&#039; &#039;&#039;You know that you&#039;re heavy when your arrival on a planet results in a change in the planets orbital trajectory.&#039;&#039;&lt;br /&gt;
::A model with this rule can Fall Back in the Movement phase and still shoot/or charge during its turn. A model with this rule may fall back over {{W40kKeyword|INFANTRY}} or {{W40kKeyword|SWARM}} models though at the end of its move it must be more than 1” away from all enemy units. A model with this special rule may fire its weapons even if there are enemy models within 1” of it unless those models have the {{W40kKeyword|Titanic}} keyword. In this case, it can shoot at the enemy unit within 1” of it or at another enemy unit within range which is not within 1” of a friendly unit. In addition, a model with this rule can move and fire its heavy weapons without any penalty to its hit rolls. Finally, a model with this rule only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titan Void shields:&#039;&#039;&#039; &#039;&#039;The thing which truly makes a titan a titan, the ability to shrug off even the most powerful of eldritch attacks and come out of it smiling maniacally and you continue to charge towards your enemy.&#039;&#039;&lt;br /&gt;
::Void shields are a special kind of save, like an invulnerable save it is unaffected by the ap of a weapon but cannot defend against melee attacks, but unlike an invulnerable save they can be used to block mortal wounds.&lt;br /&gt;
&lt;br /&gt;
====Detachment Rules====&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!:&#039;&#039;&#039; &#039;&#039;If being denied an objective by swarms of gaunts is infuriating to a normal Angry Marine you have no idea what it is like to be a titan in the same situation. The solution is to just say “FUCK YOU!!!” And take the objective for yourself, by simply sitting the Titans gigantic feet either side of the objective and daring anyone to try and take it “FUCKING TRY IT, I DARE YOU!!!”&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all {{W40kKeyword|Titanic}} units in {{W40kKeyword|Angry Titan}} Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. In addition, {{W40kKeyword|Angry Marines}} {{W40kKeyword|Titanic}} units contesting an objective counts as 5 models instead of 1 for determining which player controls that objective.&lt;br /&gt;
&lt;br /&gt;
===Titan Weaponry===&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Ranged Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Apocalypse missile launcher || 24”-360&amp;quot; || Heavy 12 || 7 || -2 || 2 || This weapon can target units not visible to the bearer. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ardex-defensor maulers || 36&amp;quot; || Heavy 6 || 6 || -2 || 2 || Overwatch attacks with this weapon hit on a 5+ regardless of modifiers. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ardex-defensor twin Lascannon || 48&amp;quot; || Heavy 2 || 9 || -3 || D6 || Overwatch attacks with this weapon hit on a 5+ regardless of modifiers. These weapons may only fire at targets behind the Titan. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Belicosa volcano cannon || 180&amp;quot; || Macro D6 || 30 || -6 || 12 || Any wound roll of 6 made with this attack automatically inflicts an additional D6 mortal wounds on the target. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dual turbo-laser destructor || 96&amp;quot; || Macro 2D3  || 16 || -3  || 2D6  || Any wound roll of 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Incinerator missile bank || 24”-360&amp;quot; || Heavy 10  || 6 || -2 || 2 || Against INFANTRY, the number of successful hits rolled for this weapon is doubled. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon can target units which are not visible to the bearer. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Mori quake cannon  || 24”-360&amp;quot; || Macro 3D6 || 20 || -5 || 6 || Units hit by this weapon must halve their Move characteristic and cannot Advance in the following Movement phase. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Gatling blaster || 72&amp;quot; || Macro 6 || 8 || -3 || 3 || Against INFANTRY units, each successful hit roll inflicted by this weapon becomes 3 hits instead. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Reaver laser blaster || 96&amp;quot; || Macro 3D3 || 10 || -3 || 2D6 || Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target || 0&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Melta cannon || 48” || Macro 2D6 || 16 || -4 || 6 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Reaver volcano cannon || 180&amp;quot; || Macro D6 || 25 || -5 || 12 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Saturnyne lascutter (shooting) || 18” || Heavy 1 || 12 || -4 || 6 || After you have rolled a successful hit with this weapon, you may immediately roll for an additional hit against the same target unit, if this additional hit roll is successful, you may to hit again and again until either you miss or a total of 12 hits has been achieved.&lt;br /&gt;
After the total number of hits has been determined for the weapon, resolve the attack. You may re-roll failed hit rolls for this weapon against targets with the MONSTER, BUILDING or VEHICLE keyword. &lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
| Saturnyne lascutter (melee) || Melee || Melee || 20 || -5 || 12 || You may re-roll failed hit rolls for this weapon against targets with the MONSTER, BUILDING or VEHICLE keyword. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sunfury plasma annihilator || 72&amp;quot; || Macro 2D6 || 10 || -4 || 2D6 || After resolving all damage on the target unit, roll a D6 for every other unit within 6” of the target unit; on a 4+ that unit also suffers D3 hits using this weapon’s profile || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titan inferno gun || 18&amp;quot; || Heavy 4D6 || 7 || -3 || 4 || This weapon hits automatically. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titan mega-bolter || 72&amp;quot; || Heavy 20 || 6 || -3 || 2 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titan plasma blastgun || - || - || - || - || - || This weapon has two firing modes, declare which is being used before the attack is made. || 0&lt;br /&gt;
|-&lt;br /&gt;
| -Normal || 72&amp;quot; || Macro 2D6 || 8 || -3 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| -Overcharged || 72&amp;quot; || Macro 2D6 || 10 || -4 || 4 || When using this firing mode, for each hit roll of 1, the Titan suffers a mortal wound after all of this weapon’s shots have been resolved. These mortal wounds may not be stopped by the titan’s own void shields. || -&lt;br /&gt;
|-&lt;br /&gt;
| Titan rocket fister (shooting) || 36&amp;quot; || Macro 1 || 12 || -3 || 2D3 || When rolling to hit with this weapon, use the bearer&#039;s &amp;quot;WS&amp;quot; instead of its &amp;quot;BS&amp;quot; and subtract 1 from the hit roll. If the target is within half range of this weapon, change this weapon&#039;s Type to Macro 2, add 1 to this models attack characteristic for each one of these weapons equipped to it. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titan rocket fister (melee)) || Melee || Melee || x2 || -4 || 8 || Subtract 1 from the hit roll when using this weapon. Add 1 to this models attack characteristic for each one of these weapons equipped to it. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titan Vulcan mega-bolter || 72&amp;quot; || Heavy 20 || 6 || -3 || 2 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Twin Titan mega-bolter || 72&amp;quot; || Heavy 40 || 6 || -3 || 2 || - || 0&lt;br /&gt;
|-&lt;br /&gt;
| Warlord Gatling blaster  || 72&amp;quot; || Macro 12 || 8 || -3 || 3 || Against INFANTRY units, each successful hit inflicted by this weapon instead becomes 3 hits. || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Arioch Titan power claw || Melee || Melee || x2 || -5 || 12 l|| If you slay a VEHICLE or MONSTER that does not have the TITANIC keyword, with the Arioch power claw, select an enemy unit within 12” and roll a D6; on a 4+ that unit suffers D6 mortal wounds as the dead body or debris is throw at it. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Greater Titanic stride || Melee || Melee || User || -4 || 3 || Make 4 hit rolls for each attack made with this weapon instead of 1. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Chainfist || Melee || Melee || x2 || -5 || 10 || Subtract 1 from hit rolls made with this weapon. Any wound roll of a 6 made with this attack on any VEHICLE, MONSTER or BUILDING automatically inflicts an additional 2D6 mortal wounds on the target. ||0&lt;br /&gt;
|-&lt;br /&gt;
| Reaver power fist || Melee || Melee  || x2 || -5 || 10 || If you slay a VEHICLE or MONSTER that does not have the TITANIC keyword with the Arioch power claw, select an enemy unit within 12” and roll a D6; on a 4+ that unit suffers D6 mortal wounds as the dead body or debris is throw at it. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Titanic stride || Melee || Melee || User || -3 || 3 || Make 3 hit rolls for each attack made with this weapon instead of 1. ||0&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
====Angry Titan Stratagems====&lt;br /&gt;
If your army is Battle-forged and includes any &#039;&#039;&#039;(Angry Titans)&#039;&#039;&#039; Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here. These reflect the unique &amp;quot;strategies&amp;quot; used by the Angry Titans on the battlefield.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Name !! Description !! CP !! explanation&lt;br /&gt;
|- &lt;br /&gt;
| HOW DOES ROTATING ION SHIELDS FUCKING HELP?!!! || THEY’RE ALREADY SPHERES WITH EQUAL STRENGTH ON ALL SIDES, HOW DOES ROTATING THEM [[What|FUCKING HELP]]?!!! || 1 || Use this Stratagem when an enemy unit targets a &#039;&#039;&#039;ANGRY KNIGHT&#039;&#039;&#039; unit from your army. you can add 1 to it any invulnerable saving throws made for that unit until the end of this phase.&lt;br /&gt;
|-&lt;br /&gt;
| THINK YOU SMART FUCKER!?! || FUCK YOU I’M STILL PISSED OFF ABOUT THE ROTATING THE ION SHIELDS!!! MAYBE THE TOASTER FUCKERS TURN THE ION SHIELD INTO A FUCKING [[Exterminatus|CYCLONIC MISSILE]] OR SOME OTHER SHITE!!! || 1 || You can use this Stratagem just before a friendly &#039;&#039;&#039;(Angry Titans)&#039;&#039;&#039; unit must roll to see if it explodes. it explodes on a 2+ instead of on roll of 6 (or instead of on roll of 5+ if it has the Cataclysmic Explosion instead of Explodes).&lt;br /&gt;
|-&lt;br /&gt;
| BENEVOLENCE OF THE TOASTER GOD || Although not your normal Mechanicus adept, some of the Angry Tech Priests do worship the omnisiah (or the “TOTALLY NOT VOID DRAGON CUNT WHO MAKES OUR FUCKING FLESHLIGHTS (COUGH) I MEAN TOASTERS WORK!!!), and as in the grim darkness of the 41st millennia the warp is a thing their prayers and holy insults may occasionally be answered. If such a Priest is ever caught doing this they’ll be given a non-negotiable invitation to play a game of kick the flaming horror to death while naked and covered in promethium, a threat which ensures that “THE TOASTER FUCKERS REMEMBER TO BE ANGRY ALL THE TIME!!! NOT PROSTRATING TO THE MECHANICUS FUCKS!!!” || 1 || You can use this Stratagem when an &#039;&#039;&#039;(Angry Titans)&#039;&#039;&#039; unit from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other wound inflicted on this unit for the rest of this phase: on a 5+ that mortal wound is ignored.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creed|CREEEEEEEEEDDDDDD!!!]] || Although creed now sits in the collection of trashy the incontinent (he actually escaped ages ago and his body double is actually a bane blade smoking a cigar), his tactical genius still surrounds and imbues every single war hound Titan (it’s fine because they’re SCOUT titans), allowing even the Angry Marines to occasional pull off creed level stunts with their own titans. || 3 || Use this Stratagem before deployment. you can set aside an &#039;&#039;&#039;ANGRY WARHOUND TITAN&#039;&#039;&#039; (do not set it up on the board during deployment). Then, once all other units have been set up, write down a piece of Terrain on the battlefield which has no enemy units inside of it or within 12” of it (NOTE that you do not need to tell your enemy what a piece of Terrain it before turn 2). At the start of your second turn, you must reveal that that sunflower was in fact THE BARREL OF A VULCAN MEGA BOLTER; set up the &#039;&#039;&#039;ANGRY WARHOUND TITAN&#039;&#039;&#039; on and/or entirely within 12&amp;quot; the piece of Terrain that was written down, and more than 1&amp;quot; away from any enemy models. the Titan will then behave normally in the following phases. Your opponent is contractually required the shout “CREEEEEEDDDDDD!” At this point.&lt;br /&gt;
|-&lt;br /&gt;
| FOLLOW ME YOU FLESHY BASTARDS || On a chaotic ([[Chaos|sometimes literally]]) battlefield it can be rather difficult to find your way to the enemy, even for the Angry Marines with their inbuilt compass for finding fights. As such, Angry Knights can be very useful (because of their extreme height) for spotting where the enemy is, and rallying all those around it to &amp;quot;CHARGE THE MOTHERFUCKERS!!!&amp;quot; || 1 || Choose an &#039;&#039;&#039;ANGRY MARINES INFANTRY&#039;&#039;&#039; within 3” of a &#039;&#039;&#039;ANGRY KNIGHT&#039;&#039;&#039; at the beginning of your charge phase, the two units are treated as one unit for the duration of the charge phase and add 2” to their charge distance until the end of the charge phase.&lt;br /&gt;
|-&lt;br /&gt;
| SQUISH SQUISH SQUISH || - || 2 || Choose an ANGRY MARINE TITANIC unit (except for ANGRY KNIGHT ARMIGER’s) which is in combat entirely with INFANTRY units and roll D6 for each unit that ANGRY MARINE TITANIC is melee with, for each roll of 2+ that unit suffers a mortal wound, then roll another D6 for each successful roll and repeat until there are no more units left to target or you fail all your dice rolls.&lt;br /&gt;
|-&lt;br /&gt;
| (Multiple relic strategem) || - || - || -&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artefukts of Unusual Size====&lt;br /&gt;
If your army is Battle-forged and includes any &#039;&#039;&#039;(Angry Titans)&#039;&#039;&#039; Detachments (excluding Auxiliary Support Detachments), you have access to &#039;&#039;Angry Titan Relics&#039;&#039;. each &#039;&#039;&#039;(Angry Titans)&#039;&#039;&#039; models may only take one Relic, and you may only have one of each of these relics in your army. These Relics are not free as normal relics and have a Points cost, but you do not have to pay the Points cost for the weapon you replace with it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Head of Fallen Fury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Originally part of a full knight operated by one Ivan the Imperishable, who had been exiled from his house for accepted a contract from the Angry Marines. Since his exile Ivan and his knight had fought for the Angry Marines for repairs, transport and various valuable materials which Ivan traded for luxury items, or saved in the hope of setting up his own knightly house one day. Despite Ivan’s noble aims his plans began to fall through when his knight (nicknamed sir fistalot by the Angry Marines) began talking to Ivan while he was plugged into its manifold. Instead of exiting his knight and calling for the tech priests to wipe the knight’s system clean, Ivan instead talked back to the knight’s intelligence and learnt that the Knight itself wished to set up a knightly house itself, be restored in its image and stature, but mostly just “FUCK SOME SHIT UP WITH MY CHAINSWORD!!!”. Over time Ivan spent less and less time outside of his Knight, instead preferring to commune with its ghost in the machine, planning their futures while slowly losing grasp on reality and become even more deranged and violent, until Ivan thought that he was the knight, his mind becoming melded with the electronics and codgiters which made up his vehicle.&lt;br /&gt;
&lt;br /&gt;
The Angry Marines didn’t really care how much time Ivan spent inside his knight, in fact the longer he spent entombed inside it the better and more violently he fought in battle, garnering much respect from those he worked for (THAT IVAN CHAPS A PROPER ANGRY CUNT ISN’T HE!!! NOT THE USUAL POSH TWAT THE OTHER KNIGHTLY FUCKS ARE LIKE!!!). Things finally fell through for Ivan when in his gathering madness he charged far ahead of the Angry Marines he was fighting with into a Tyranid swarm, something a knight would have had no problem with except that Ivan and his knight decided to take on a hierophant screaming “ONCE MORE UNTO THE FUCKING BREACH MY BROTHERS!!!” Ivan only managed to take one swing with his gigantic chainsword into the beast’s leg, the blade lodging itself halfway through. Unimpressed, the Hierophant then proceeded to impale the knight, and Ivan’s body with one of its talons, which should have been the end for the insane bastard, except that Ivan’s mind had fully transferred itself to his machine, now with “effectively” a mind of its own it started firing its battle cannon and Melta into the Hierophants belly.&lt;br /&gt;
&lt;br /&gt;
By the time the Angry Marines got to the seen the hierophant was dead, but Ivan and his knight lay ripped to pieces scattered across the landscape. After the battle the Angry Marines collected the knights head as “ITS GOT FUCKING ACID BURNS ON IT AND EVERYTHING!!! WE COULDN’T JUST LEAVE SUCH A FLASHY FUCKING HEAD GO TO WASTE!!!” And occasionally fix it to knights who have shown themselves to be particularly Angry in battle, not knowing that the head literally has a mind of its own.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
May only be given to a &#039;&#039;&#039;Angry Knight&#039;&#039;&#039; without a carapace mounted weapon.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! The head of fallen fury !! Points&lt;br /&gt;
|-&lt;br /&gt;
| The bearer adds 2 to its attack characteristic and Add 1 to all hit rolls it makes in the Shooting phase, but it also gains the &amp;quot;LOOK, I’M DRIVING WITHOUT A PILOT!!!&amp;quot; ability. In addition, this model gains the &#039;&#039;&#039;KNIGHTS APOPLECTIC&#039;&#039;&#039; keyword (read more about the &#039;&#039;&#039;KNIGHTS APOPLECTIC&#039;&#039;&#039; keyword on the [[Codex - Angry Custodes]]). || 75&lt;br /&gt;
|}&lt;br /&gt;
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*&#039;&#039;&#039;The Fist of SCHADENFREUDE BITCH!!!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Warlord Spaztic the Orange skinned was a happy ork, he had risen from the bottom of his clan and was now in charge of a Wargh, and had fulfilled his dream of building a mega gargant (or at least he got his mech boyz and grots to build it). It was armed with the flashizt gunz, the biggest “smart” missiles and his pride and joy, a gigantic fist he’d taken from one of the Emprahs titans, and now he was taking his Wargh and his gargant for spin on a lightly defended imperial agri world, lightly defended except for the battle barge of space marines in orbit. In the beginning, things went well for spaztic, the space marines put up a good an excellent fight, even charging straight into his ork mobs, but they weren’t such a threat that his Wargh would be in danger (spastic being a clever ork) and the planet itself would provide plenty of loot.&lt;br /&gt;
&lt;br /&gt;
“Tels me dis” said Spaztic to his second in command while at the wheel of his gargant, “who’s dem emprah boyz we be krumping?” “Theyz Angry Marines warboss, dem proper ard an choppy,” replied his second in command. Ah yes, thought Spaztic, da Angry boyz were definitely choppy ladz, da boyz would be proper appy tonight after facin some gits who charged you for a change, eed av to check day weren’t just orks wearin marine armour. “Boss!” Chipped in second “weez gots a marine ust standin there, shall we dakka im or choppy im?” Ah, to choppy or not da choppy? Dat iz da question, he thought while surveying the marine who seemed to have metal tentacles. “Choppy im of course ya git! Shout da grots to get da fist swingin!” Replied Spaztic and a few moment later he could see his gargants right arm raise its fist to come crashing down on the marine before him.&lt;br /&gt;
&lt;br /&gt;
On the ground, Enginseer Mightilypissedoff did not appreciate people trying to crush him, in fact it made him even more furious than usual as he dodged the fist, jumped on top of it and disconnected it from the gargants arm. “ALRIGHT YOU SNEAKY PRICKS!!!” Shouted pissedoff at the Reivers hiding in plain sight of the gargant “LETS FUCKING FIST THIS FUCKER BACK TO SHARDON!!!” At that the Reivers charged the now detached fist, picked it up and threw it at the gargants head, while inside it Spaztic only had time to think “ow zoggin el” before he was obliterated by his titan’s own fist. With the gargant immobilised and the orks leader dead it too no time for the Angry Marines to wipe the planet clean of hostiles and become the heroes of the day.&lt;br /&gt;
&lt;br /&gt;
After the battle Mightilypissedoff had his Tech Priests collect the gargants fist, and after reducing it considerably in size, he added it to his collection of “FUCKING AWESOME MECHANICAL SHIT!!!” The now dramatically smaller yet still huge chain fist can be carried by a knight, and Pissedoff will even let some knights use it on occasion so that “I CAN FUCKING LAUGH MY ASS OFF WATCHING THE POOR CUNT WADDLE AROUND TRYING TO CARRY THE FUCKING THING!!!”&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
May only be given to a &#039;&#039;&#039;Angry Knight&#039;&#039;&#039; and replace its Reaper Chainsword.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| The fist of SCHADENFREUDE BITCH!!! || Melee || Melee || x2 || -5 || 8 || When attacking with this weapon, you must subtract 2 from the hit roll. If a &#039;&#039;&#039;VEHICLE&#039;&#039;&#039; or &#039;&#039;&#039;Monster&#039;&#039;&#039; is slain by this weapon, pick an enemy unit within 12&amp;quot; of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds. If the bearer of this weapon also has a Thunderstrike Gauntlet, it can make 1 additional attack Each time it fights. || 45&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;HUGE FUCKING METAL SHEETS!!!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not so much a relic and more of a lack of supply, due simply to the Angry Marines ability to destroy all technology by continual blunt force trauma. Said violent melee activity results in a high attrition rate, making a reliably supply of large chunks of adamantium plating to put on knights... difficult. As a result, there is only ever enough adamantium plating available for knightly use for one Angry Knight&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
NOT FINISHED&lt;br /&gt;
&lt;br /&gt;
May only be given to an &#039;&#039;&#039;Angry Knight&#039;&#039;&#039;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! HUGE FUCKING METAL SHEETS!!! !! Points&lt;br /&gt;
|-&lt;br /&gt;
| A model with this relic has a 2+ armour save and treats weapons with ap-1 or ap-2 as being ap0, however, it also subtracts 4” from its movement characteristic. || 20&lt;br /&gt;
|}&lt;br /&gt;
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*The Tesla Generator of Maximium Zapping:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fluff here&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Requires Fluff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn roll a D6 for each model within 3” of this model (friend, foe or the bearer of this relic), on a 6 that model suffers a mortal wound. If that model has the VEHICLE, MONSTER or TITANIC keyword then it suffers a mortal wound on a 5 or 6, the bearer of this relic only suffers mortal wounds on a 6 however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pissedoff’s Fury&#039;&#039;&#039;:&lt;br /&gt;
Replaces a models Thermal Cannon and has the following profile:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Ranged Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Thermal Cannon || 36” || Heavy 3D3 || 9 || -4 || 1+D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result. In addition you may re-roll rolls of 1 when determining the number of shots fired by this weapon. || 60&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Promethium Powered Engine&#039;&#039;&#039;:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Promethium Powered Engine !! Points&lt;br /&gt;
|-&lt;br /&gt;
| The bearer of this relic subtracts 6” from its movement characteristic and 1 from its attack characteristic, but enemy units shooting at this unit suffer -2 to their hit rolls, while enemy units targeting it in melee suffer -1 to their hit rolls.&lt;br /&gt;
 || 30&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
*Mindfucker Pilot:&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Mindfucker Pilot!! Points&lt;br /&gt;
|-&lt;br /&gt;
| The bearer of this relic gains the &#039;&#039;&#039;PSYKER&#039;&#039;&#039; and &#039;&#039;&#039;CHARACTER&#039;&#039;&#039; keywords and knows Smite and one power from the Iratomancy discipline. It may manifest and deny two powers each turn. When the bearer of this relic is slain do not roll to see if it explodes, it automatically explodes and do not roll for the range and damage of the explosion, all units within 12” suffer 6 mortal wounds instead. || 100&lt;br /&gt;
|}&lt;br /&gt;
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*&#039;&#039;&#039;Uber dakkery Vulcan Mega Bolter&#039;&#039;&#039;:&lt;br /&gt;
The Angry Tech priests attempt to miniaturise a twin Vulcan mega bolter, a weapon which they admire/have pin up photos of, due to the epic piles of dakka it produces, but at the same time they hate it because it is only ever mounted on warlord titans. The plan was to miniaturise such a weapon to the point that warlords or even tanks could carry one, a task which is above and beyond the rank and file Angry Tech priests, but a task which does not interest the master of the Armoury who would much rather spend his time hitting and shooting things. The closest the tech priests ever got was chain link (literally) several assault cannons to the side of the Vulcan mega bolter and over time the tech priests became exasperated with the lack of progress, leaving the haphazard Titan weapon to gather dust in the Armoury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
May only be given to a &#039;&#039;&#039;Angry Warhound Titan&#039;&#039;&#039; and &#039;&#039;&#039;Angry Reaver Titan&#039;&#039;&#039;, and replace one of the Angry Warhound’s arm-mounted weapons and may not take a Titan Vulcan mega-bolter as its other arm-mounted weapon, or the carapace-mounted weapon on the Angry Reaver Titan, with this Relic.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Uber dakkery Vulcan mega bolter || 72” || Heavy 20 || 6 || -3 || 2 || Hit rolls of 6+ from this weapon generate another hit from this weapon, this hits cannot generate additional hits. || 15&lt;br /&gt;
|} &lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Shit Kicking Boots&#039;&#039;&#039;:&lt;br /&gt;
Replaces a models Titanic Feet with the following profile:&lt;br /&gt;
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{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Shit Kicking Boots || Melee || Melee || User || -3 || 2 || Hit rolls of 6+ from this weapon inflict 2 mortal wounds instead of normal damage. At the end of each fight phase you may make D6 additional attacks with this weapon, but at a weapon skill of 4+. || 70&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Titan Units===&lt;br /&gt;
====Angry Knight Armiger====&lt;br /&gt;
[[File:AngryKnightArmiger.jpeg|thumb|right|&#039;&#039; Angry Knight Armiger&lt;br /&gt;
“BABY’S FIRST KNIGHT MOTHERFUCKER!!!” &#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Armiger was released to all knight worlds, even some normal worlds got them, but unlike previous knights which had been made, the Mechanicus tried to do so while keeping one Imperial faction in particular in the dark. Unsurprisingly, this faction was the Angry Marines. The Mechanicus tried every trick they knew to keep the initial transport of these new instruments of the omnisiah hidden to the Angry Marines, they deconstructed them and shipped them in pieces in boxes marked as Imperial rations, they painted some of bright gold and tried to pass them off as statues, one forge world even sent their Armigers with pilots inside them to “deter” any yellow marines who might find them from getting any [[Blood Ravens|Mag]][[Trazyn the Infinite|pie]] based ideas.&lt;br /&gt;
&lt;br /&gt;
And this almost worked, if it hadn’t been for a slight mix up with the Adeptus Mechanicus’ postal service, where they got an order for a “Knight Armiger Warglaive” for a feudal world, with an order for “ONE OF THOSE HUGE FUCKING MISSILES THAT THE LASGUN BASTARDS USE!!!”, made by the Angry Marines Master of the Armoury, Enginseer Mightilypissedoff the third. Suffice it to say, all parties involved were severely confused upon delivery (especially when a feudal lord tried to climb inside the deathstrike missile intending to pilot it and caused it to explode), and after Pissedoff had kicked the Mechanicus delivery crew in the genitals for their incompetence he set about examining his not deathstrike missile. 21 minutes, 53 seconds and one pizza later, Pissedoff was already “organising” all the tech priests he had available to go and find more of these new “TINY FUCKING KNIGHTS THAT THE TOASTER FUCKERS HAVE BEEN HIDING FROM US!!!” and &amp;quot;borrow&amp;quot; them from their previous owners.&lt;br /&gt;
&lt;br /&gt;
Said “borrowing” spree however, went relatively unnoticed (and relatively unsuccessfully), due to the fact that every single other faction in the galaxy wanted to get their hands on one of the new [[awesome]] tiny knights to the point that you couldn’t find a [[forge world]] (or games workshop) in the galaxy which hadn&#039;t had all its knight armigers bought/bribed/or stolen by one race or another. As such the few knight armigers the Angry Marines managed to acquire quickly gained a certain level of prestige, and pilots will willingly choose to pilot these smaller knights opposed to their largest brethren because of this.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Angry Knight Armiger is a single model, it is armed with aThermal Spear, a Heavy Stubber and a Reaper Chain Cleaver.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Angry Knight Armiger || * || * || * || 7 || 7 || 12 || 4 || 8 || 3+ || 170&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 14” || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 10” || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 7” || 4+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Stubber || 36” || Heavy 3 || 4 || 0 || 1 || - &lt;br /&gt;
|| 4&lt;br /&gt;
|-&lt;br /&gt;
| Meltagun || 12” || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result. &lt;br /&gt;
|| 17&lt;br /&gt;
|-&lt;br /&gt;
| Thermal Spear || 30” || Assault D3 || 8 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Armiger Angry Autocannon || 36”&amp;quot; || Heavy 2D6 || 6 || -1 || 3 || Ignore the penalty to hit rolls for moving and firing this Heavy weapon.&lt;br /&gt;
||10&lt;br /&gt;
|-&lt;br /&gt;
| Reaper Chain Cleaver || - || - || - || - || - || When attacking with this weapon, choose one of the profiles below&lt;br /&gt;
|| 0/10 pair&lt;br /&gt;
|-&lt;br /&gt;
| -Strike || Melee || Melee || x2 || -3 || 3 || - &lt;br /&gt;
|-&lt;br /&gt;
| -Sweep || Melee || Melee || User || -2 || 1 || Make 2 hit rolls for each attack made by this weapon instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit may contain up to 2 additional Angry Knight Armigers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Any model in this unit may exchange its Heavy Stubber for a Meltagun.&lt;br /&gt;
*Any model in this unit may exchange its Thermal Spear for an Armiger Angry Autocannon or an additional Reaper Chain-Cleaver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Always Angry Giant Robot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
**In addition to the extra attack, a model armed with two Reaper Chain Cleavers may make 3 hit rolls instead of 2 with its sweep profile.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Shields:&#039;&#039;&#039; WHAT THE FUCK EVEN ARE ION&#039;S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!&lt;br /&gt;
**This model has a 5+ invulnerability save against shooting attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; BOOM BITCH!!!&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;That’s ours you Bastards!:&#039;&#039;&#039; The mechanicus are not pleased with how every Tom, dick and angry marine have stolen Armigers off them, and will take extreme measures to take them back.&lt;br /&gt;
**&#039;&#039;&#039;ADEPTUS MECHANICUS&#039;&#039;&#039; units targeting this model add 1 to all their hit rolls against this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Speed:&#039;&#039;&#039; Armiger&#039;s are fast. Really fast, they move so fast they make Angry Marine Assault Squads jealous, but this does result in a problem, which is how do you stop something that large moving that fast? The Angry Marines found an elegant solution to this, and that was instead of &amp;quot;stopping&amp;quot; the Armiger, they would simply &amp;quot;collide&amp;quot; it with a conveniently placed enemy in need of a good beating.&lt;br /&gt;
**If this unit moved a total of 18&amp;quot; or more in the movement and advance phases, then it may still charge even after advancing.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: &#039;&#039;&#039;Imperium&#039;&#039;&#039;, &#039;&#039;&#039;Angry&#039;&#039;&#039;, &#039;&#039;&#039;(Angry Titans)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Keywords: &#039;&#039;&#039;Titanic&#039;&#039;&#039;, &#039;&#039;&#039;Vehicle&#039;&#039;&#039;, &#039;&#039;&#039;Angry Knight Armiger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Angry Knight Titans====&lt;br /&gt;
[[File:Angry Knight.jpeg|thumb|right|&#039;&#039; CALL ME A TOASTER FUCKER!!! I FUCKING DARE YOU!!! &#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The heirs to knightly houses are trained from an early age to pilot their houses Knight, the teachings of the Omnisiah, how to rule over their family’s kingdom, and (most importantly) TO NEVER FUCKING FIGHT WITH OR ANGAINST THE ANGRY MARINES!!! DO YOU WANT TO LOSE EVERYTHING WE’VE FUCKING WORKED FOR?!!! I THOUGHT NOT YOU PRICK SO DON’T FUCKING DO IT!!! And this is good advice, as the Angry Marines don’t have the best track record when it comes to respecting and maintaining machinery, never mind something as expensive, rare or as powerful as a knight.&lt;br /&gt;
&lt;br /&gt;
Despite this wise and sensible advice, from time to time a knight might decide to hire out their services to the Angry Marines as they do actually pay rather well and will always pay their bills (as the Angry Marines see being a dick for no good reason too much like Tzeentch worship, and therefore HERESY), and the Angry Marines have excellent stories and throw excellent parties. But before they know what’s happening the knight and it’s pilot find themselves becoming reliant on the Angry Marines for repairs and transport as the rest of the knight’s retainers die off from the hundreds of conflicts the knight fights in, until finally the knight has been fighting brutal wars for so long that they realise that they rather like fighting with the Angry Marines. And this is the greatest fear of any knightly house, not that their knights will be damaged or destroyed fighting with the Angry Marines, but that one of their own would become an Angry Marine, bound for all eternity, knowing nothing but slaughter, skittles and profanity to their dying breath.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Angry Knight || * || * || * || 8 || 8 || 24 || 4 || 9 || 3+ || 300&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 13-24+ || 12” || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 9” || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 6” || 4+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Melee Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points&lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Reaper Chainsword || Melee || Melee || +6 || -3 || 6 || - || (single/pair) &lt;br /&gt;
30/45&lt;br /&gt;
|-&lt;br /&gt;
| Thunderstrike Gauntlet || Melee || Melee || x2 || -4 || 6 || When attacking with this weapon, you must subtract 1 from the hit roll. If a &#039;&#039;&#039;VEHICLE&#039;&#039;&#039; or &#039;&#039;&#039;Monster&#039;&#039;&#039; is slain by this&lt;br /&gt;
weapon, pick an enemy unit within 9&amp;quot; of the bearer and roll a D6. On a 4+ that unit suffers D3 mortal wounds. &lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Feet || Melee || Melee || User || -2 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1. || 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Ranged Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points &lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Gatling cannon || 36” || Heavy 12 || 6 || -2 || 2 || - || 75&lt;br /&gt;
|-&lt;br /&gt;
| Heavy flamer || 8” || Heavy D6 || 5 || -1 || 1 || This weapon automatically hits its target. || 17&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Stubber || 36” || Heavy 3 || 4 || 0 || 1 || - || 4&lt;br /&gt;
|-&lt;br /&gt;
| Ironstorm Missile Pod || 72” || Heavy D6 || 5 || -1 || 2 || This weapon can target units not visible to the bearer. || 16&lt;br /&gt;
|-&lt;br /&gt;
| Meltagun || 12” || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result. &lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| Rapid-fire Battle Cannon || 72” || Heavy 2D6 || 8 || -2 || D3 || - || 100&lt;br /&gt;
|-&lt;br /&gt;
| Stormspear Rocket Pod || 48” || Heavy 3 || 8 || -2 || D6 || - || 45&lt;br /&gt;
|-&lt;br /&gt;
| Thermal Cannon || 36” || Heavy D6 || 9 || -4 || D6 || If the target is within half range of this weapon,&lt;br /&gt;
roll two dice when inflicting damage with it and discard the lowest result. &lt;br /&gt;
| 76&lt;br /&gt;
|-&lt;br /&gt;
| Twin Icarus Autocannon || 48” || Heavy 4 || 7 || -1 || 2 || Add 1 to all hit rolls made for this weapon against targets that can &#039;&#039;&#039;FLY&#039;&#039;&#039;.&lt;br /&gt;
Subtract 1 from the hit rolls made for this weapon against all other targets. &lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
Composition: This unit contains a single Angry Knight (Power Rating 30).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Titanic feet.&lt;br /&gt;
*Reaper Chainsword&lt;br /&gt;
*Thunderstrike Gauntlet &lt;br /&gt;
*Heavy Stubber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Thunderstrike Gauntlet with a Reaper Chainsword or Avenger Gatling cannon and a Heavy flamer.&lt;br /&gt;
*This model may replace its Reaper Chainsword with a Thermal Cannon, or an Avenger Gatling cannon and a Heavy flamer, or a Rapid-fire Battle Cannon and a heavy Stubber.&lt;br /&gt;
*This model may replace its heavy Stubber with a Meltagun.&lt;br /&gt;
*This model may take one of the following carapace mounted weapons: a Ironstorm Missile Pod, a Stormspear Rocket Pod or a Twin Icarus Autocannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Always Angry Giant Robot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Super Heavy Walker&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ion Shields:&#039;&#039;&#039; WHAT THE FUCK EVEN ARE ION&#039;S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!&lt;br /&gt;
**This model has a 5+ invulnerability save against shooting attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; BOOM BITCH!!!&lt;br /&gt;
**If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Titans)&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, Angry Knight&lt;br /&gt;
&lt;br /&gt;
====Angry Warhound Titan====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The lightly armoured “swarm” units when compared to their larger brethren, but are entirely capable of punching a hole in anything, including itself, except that they are not actually capable of actually “punching” anything. To an Angry Marine, this is scandalous, as far as the Angry Marines are concerned, the spirits of titans are sentient beings, and are therefore required to “FUCKING HIT THE BASTARDS!!!”, what is the point after all of an Angry Marine that can’t punch something, the best a Warhound can do is to headbutt walls, like an oversized amputee. This, combined with the fact that there is no way (as it stands) to increase a titan in size, makes war hounds suffer from a massive case of short man syndrome, and they get even angrier when around tyranids and orks, as their titans can grow even bigger (assuming that they survive that long). To compensate (IM NOT COMPENSATING FOR ANYTHING!!!) for this, the Angry Tech Priests created even larger versions of the heavy rocket fister, allowing war hounds to punch stuff whatever the distance, and thereby not feel inadequate in their own eyes and in the eyes of other Angry Marines.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Angry Warhound Titan is a single model. It is equipped with two arm-mounted weapons, and may crush its enemies beneath its titanic strides.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Angry Warhound Titan || * || * || * || 10 || 9 || 35 || 4 || 10 || 3+ || 2100&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Void Shields&lt;br /&gt;
|-&lt;br /&gt;
| 28-35+ || 24” || 3+ || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 16-27 || 8” || 3+ || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 9-15 || 6” || 4+ || 4+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| 1-8 || 4” || 5+ || 5+ || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
This model must take two of the following arm-mounted weapons and it cannot take two of the same weapon unless otherwise stated:&lt;br /&gt;
* Dual turbo-laser destructor&lt;br /&gt;
* Titan plasma blastgun&lt;br /&gt;
* Titan inferno gun&lt;br /&gt;
* Titan rocket fister (can only take two or none at all)&lt;br /&gt;
* Titan Vulcan mega-bolter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*ALWAYS ANGRY!&lt;br /&gt;
*SUPERHEAVY AS FUCK BITCHES&lt;br /&gt;
*NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&lt;br /&gt;
*LOOK, I’M DRIVING WITHOUT A PILOT!!!&lt;br /&gt;
*Titan Void shields&lt;br /&gt;
*FLANKING ATTACK ACTIVATE!!!: For something the size of a large building, Warhound titans are very fast, and it’s not unknown for Angry titans to pull of CREEEEDDDDD like tactics by simply running towards their enemy from multiple angles while the enemy was looking the other way.&lt;br /&gt;
**When this model advances, increase its Move characteristic by 12” instead of rolling a dice.&lt;br /&gt;
*Dual Melee Weapons&lt;br /&gt;
* Cataclysmic Explosion&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Titans)&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, God-Engine, Angry Warhound Titan&lt;br /&gt;
&lt;br /&gt;
====Bastard, Spawn of the Angry Tech Marines====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Part Warhound Titan, part Baneblade, part Imperial Knight, part Rhino, part Thunder Hawk, a little bit of Honey Badger and all pissed off, Bastard, Spawn of the Angry Tech Marines is what happens when the Angry Marines try to make their own Titan. Frustrated after many centuries of stealing other titans or repairing damaged and abandoned god machines the Angry Marines decided to build their own Titan. It would be big. It would have guns, proper arms with fists on them, and be generally all round badass. What the over enthusiastic angry marines failed to realise that building a titan is more than just hammering parts together, a technique which the laws of gravity (and the omnisiah) cannot simply turn a blind eye to.&lt;br /&gt;
&lt;br /&gt;
As a result, the monstrosity the tech marines built had to have many compromises in order to prevent the previously mentioned laws of gravity turning around and biting their collective balls off. The Titan they built had to cut back hugely on the usual armour plating, along with installing vastly inferior cogitator systems to manage the Titans systems. The upside of this however, was that the monstrosity they created was bloody fast, and had actual arms onto which the tech priests fitted massive bolters and chain fists.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bastard is a single model. It is equipped with two The Holy “Can” Openers, and may crush its enemies beneath its titanic strides.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Bastard, Spawn of the Angry Tech Marines || * || * || * || 10 || 8 || 45 || 6 || 10 || 4+ || 2000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Void Shields&lt;br /&gt;
|-&lt;br /&gt;
| 28-35+ || 24” || 2+ || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 16-27 || 18” || 2+ || 3+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 9-15 || 12” || 3+ || 4+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| 1-8 || 8” || 3+ || 5+ || 7+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Holy “Can Openers” (ranged) || 60&amp;quot; || Heavy 20 || 6 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Holy “Can Openers” (Melee) || Melee || Melee || x2 || -4 || 12 || A successful wound roll of 6+ with this weapon deals an additional 2D6 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;SUPERHEAVY AS FUCK BITCHES!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LOOK, I’M DRIVING WITHOUT A PILOT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titan Void shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cataclysmic Explosion&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FLANKING ATTACK ACTIVATE!!!:&#039;&#039;&#039;For something the size of a large building, Warhound titans are very fast, and it’s not unknown for Angry titans to pull of CREEEEDDDDD like tactics by simply running towards their enemy from multiple angles while the enemy was looking the other way.&lt;br /&gt;
**When this model advances, increase its Move characteristic by 12” instead of rolling a dice.&lt;br /&gt;
*&#039;&#039;&#039;Bastard Spawn:&#039;&#039;&#039;As anyone who has seen a pedigree dog show, being a purebred anything comes with numerous disadvantages, while being a seven times over bastard comes with certain perks.&lt;br /&gt;
**A model with this rule has a 6+ invulnerability save and ignores damage received on a 6+.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Titans)&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, God-Engine, Angry Warhound Titan, Bastard, Spawn of the Angry Tech Marines&lt;br /&gt;
&lt;br /&gt;
====Angry Reaver Titan====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
“NOW THAT IS WHAT I CALL A FUCKING TITAN!!!” Most Angry Marines will say while out of earshot of a war hound Titan “FUCKING LOOK AT IT IT’S GOT ARMS AND FIST AND EVERYTHING!!!” The fists in particular are what the Angry Marines love the most, as a Reaver is the only Titan who can normally (discounting a war hound with two rocket Fisters) dual wield melee weapons, making it the most Angry marine like of all the titans. Strangely enough though, it is also the rarest of all the titans (excluding emperor titans of course) as the technology required to make them was long millennia ago, and (the galaxy not being a kind place) the attrition rate on such Titans is massive.&lt;br /&gt;
&lt;br /&gt;
This has resulted in Angry Marines forming the Reaver titan Acquisition, rePair and Equipping society (RAPE for short, the Angry Marines have never been accused of being subtle), whose job it is to hunt down damaged or lost Reaver titans and restore them to full working order. This resulting in hundreds of Angry Marines arriving en masse on a planet, chopping down rainforests, melting ice caps and butt fucking pandas with power bats who got in the way, while in search of even just the arm or head of a Reaver Titan. This society is actually the only thing holding the Mechanicus back from wiping out the Angry Marines, as if even the yellow and red psychopaths can put in such effort to restore such technology then there is still hope that they can be converted to the ways of the omnisiah.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Angry Reaver Titan is a single model. It is equipped with a single carapace-mounted weapon and two arm-mounted weapons. It also may crush its enemies beneath its titanic strides.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Angry Reaver Titan || * || * || * || 10 || 10 || 60 || 5 || 10 || 3+ || 4200&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Void Shields&lt;br /&gt;
|-&lt;br /&gt;
| 50-60+ || 20” || 2+ || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || 18” || 3+ || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || 15” || 4+ || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 12” || 5+ || 5+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 10” || 6+ || 6+ || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
This model must take two of the following arm-mounted weapons and it cannot take two of the same weapon:&lt;br /&gt;
* Reaver Gatling blaster&lt;br /&gt;
* Reaver laser blaster&lt;br /&gt;
* Reaver volcano cannon&lt;br /&gt;
* Reaver Melta cannon&lt;br /&gt;
* Reaver power fist&lt;br /&gt;
* Reaver Chainfist&lt;br /&gt;
* Titan rocket fister&lt;br /&gt;
&lt;br /&gt;
This model must take an option from the following list of carapace-mounted weapons:&lt;br /&gt;
* Dual turbo-laser destructor&lt;br /&gt;
* Titan plasma blastgun&lt;br /&gt;
* Titan inferno gun&lt;br /&gt;
* Titan Vulcan mega-bolter&lt;br /&gt;
* Apocalypse missile launcher&lt;br /&gt;
* Incinerator missile bank&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;SUPERHEAVY AS FUCK BITCHES&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LOOK, I’M DRIVING WITHOUT A PILOT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titan Void Shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cataclysmic Explosion&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;COWER IN FEAR!!!:&#039;&#039;&#039; BUT THAT WON’T SAVE YOU!!! I’LL SIMPLY SAVE YOU TILL LAST!!!&lt;br /&gt;
**All enemy models within 9” add an additional D6 to the results of any morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Titanic Gait:&#039;&#039;&#039; LETS SEE HOW FAST THUS BABY CAN GO!!!&lt;br /&gt;
** When this model advances, increase its Move characteristic by 8” instead of rolling a dice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Titans)&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, God-Engine, Angry Reaver Titan&lt;br /&gt;
&lt;br /&gt;
====Angry Warlord Titan====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The largest Titan which the Angry Marines can ever feasibly get their grumpy, adamantium fists on, as anything larger is not only extremely rare, but above and beyond the strength of the Angry Marines unless they combine their entire chapters worth of strength and choppy power to take one on, and if they succeeded the Adeptus Mechanicus would hunt them down to the ends of the universe. Warlord titans are far more feasible (but by no means easy) to find, fight, win against and the convert the titans machine spirit to their side, mainly by stealing them off garrisoned forces which had turned from the emperor’s light (FUCKING HERETICS!!!) and making off with the Titan before the Admec realise.&lt;br /&gt;
&lt;br /&gt;
And the effort of acquiring such a machine are entirely worthwhile, partly because it makes the Angry Tech Priests happy, but mostly because they often carry melee weapons with built in guns, something which makes such Titans true god machines in the collective eye of the Angry Marines. Small cults have even popped up here and there amounts the chapter, made up Angry Marines who do worship Angry Warlord Titans armed with gigantic power fists, seeing them as “THE FUCKING MOST BEAUTIFUL THING I’VE EVER SEEN!!! ALL HAIL THE GIANT ROBOT WHICH WILL FIST OUR CUNTING ENEMIES!!!”, or at least, until one such Titan realised it was being worship, upon which it started laughing and mocking the cultists, who were so embarrassed that they went sulking back to their normal duties although crude graffiti of a titan fisting a blood thirstier do occasionally pop up inside battle barges.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Angry Warlord Titan is a single model. It is equipped with two carapace-mounted weapon and two arm-mounted weapons. It is also armed with two ardex-defensor mauler bolter cannon turrets and two ardex-defensor twin Lascannon turrets. It also may crush its enemies beneath its greater titanic strides.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Angry Warlord Titan || * || * || * || 16 || 16 || 70 || 5 || 10 || 2+ || 6200&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Void Shields&lt;br /&gt;
|-&lt;br /&gt;
| 60-70+ || 18” || 2+ || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 40-59 || 14” || 3+ || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 20-39 || 12” || 4+ || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 10” || 5+ || 5+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 8” || 5+ || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
This model must take two of the following arm-mounted weapons and it cannot take two of the same weapon:&lt;br /&gt;
* Sunfury plasma annihilator&lt;br /&gt;
* Mori quake cannon&lt;br /&gt;
* Saturnyne lascutter&lt;br /&gt;
* Arioch Titan power claw with inbuilt Titan mega-bolter&lt;br /&gt;
* Warlord Gatling blaster&lt;br /&gt;
* Belicosa volcano cannon&lt;br /&gt;
&lt;br /&gt;
This model must take two options from the following list of carapace-mounted weapons:&lt;br /&gt;
* Dual turbo-laser destructor&lt;br /&gt;
* Titan plasma blastgun&lt;br /&gt;
* Reaver laser blaster&lt;br /&gt;
* Reaver Gatling blaster&lt;br /&gt;
* Twin Titan mega-bolter&lt;br /&gt;
* Apocalypse missile launcher&lt;br /&gt;
* Incinerator missile bank&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;SUPERHEAVY AS FUCK BITCHES&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LOOK, I’M DRIVING WITHOUT A PILOT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titan Void Shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cataclysmic Explosion&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;COWER IN FEAR!!!:&#039;&#039;&#039; BUT THAT WON’T SAVE YOU!!! I’LL SIMPLY SAVE YOU TILL LAST!!!&lt;br /&gt;
**All enemy models within 9” add an additional D6 to the results of any morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Titanic Gait:&#039;&#039;&#039; LETS SEE HOW FAST THUS BABY CAN GO!!!&lt;br /&gt;
**When this model advances, increase its Move characteristic by 8” instead of rolling a dice.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Titans)&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, God-Engine, Angry Warlord Titan&lt;br /&gt;
&lt;br /&gt;
====Periratus====&lt;br /&gt;
[[Image:ANGRY_TITAN.jpg|thumb|right|&#039;&#039; You thought you were fucked before? THINK AGAIN COCKSUCKER!!! &#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the Titan&#039;s maintained and fielded by [[Legio Ruina]], but in reality they more just look after it until the Angry Marines require its assistance. Although it is reported to have slain 50 other Titans in battle there is a lot of debate/fighting over this as:&lt;br /&gt;
*This Titan itself insists that as it is actually in full control of itself, and as such it deserves the right to claim all the kills.&lt;br /&gt;
*The Titan&#039;s crew claim that as they are the ones piloting the Titan, that they deserve all the credit (this is the weakest claim as everyone knows that most of the crew just cower in a corner of the Titan&#039;s insides as most are far too scared to touch the controls).&lt;br /&gt;
*The launched Angry Marines and Angry Rhinos are more than capable of taking down a titan by themselves, and although even they would admit that they don&#039;t deserve credit for all the kills, they say that &amp;quot;THE WALKING METAL CUNT SHOULD STOP TRYING TO CLAIM EVERYONE&#039;S FUCKING KILLS!!!&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Periratus is a single Angry Warlord Titan. He is armed with an Unnecessary Chainblade Arm, a Warlord Rocket Fister and Angry Pauldrons, one of which is fitted with an Angry Marine Launcher Array, and the other is fitted with an Angry Rhino Launch Bay. He may also flatten you like a pancake with his Greater Titanic Strides.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| Periratus || * || * || * || 16 || 16 || 70 || 5 || 10 || 2+ || 6400&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Void Shields&lt;br /&gt;
|-&lt;br /&gt;
| 60-70+ || 18” || 2+ || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 40-59 || 14” || 3+ || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 20-39 || 12” || 4+ || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 10” || 5+ || 5+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 8” || 5+ || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Ranged Weapon !! Range !! Type !! S !! AP !! D !! Abilities !! Points &lt;br /&gt;
Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Unnecessary Chainblade Arm || Melee || Melee || x2 || -5 || 10 || Subtract 1 from hit rolls made with this weapon, but you may re-roll failed hits for this weapon, except these re-rolls suffer a -2 to hit, as opposed to a -1. Any wound roll of a 6 made with this attack on any VEHICLE, MONSTER or BUILDING automatically inflicts an additional 2D6 mortal wounds on the target. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Warlord Rocket Fister (Shooting) || 48&amp;quot; || Macro 2 || 12 || -3 || 6 || When rolling to hit with this weapon, use the bearer&#039;s &amp;quot;WS&amp;quot; instead of its &amp;quot;BS&amp;quot; and subtract 1 from the hit roll. If the target is within half range of this weapon, change this weapon&#039;s Type to Macro 4. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Warlord Rocket Fister (Melee) || Melee || Melee || 14 || -4 || 8 || Subtract 1 from the hit roll when using this weapon. Each time the bearer of this weapon fights it may make 1 additional attack using this profile. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Angry Pauldrons || - || - || - || - || - || Choose two of the following profiles each turn to fire. || 0&lt;br /&gt;
|-&lt;br /&gt;
| -Angry Marine Launcher Array || - || - || - || - || - || See the Guided Fury ability when firing this profile. || 0&lt;br /&gt;
|-&lt;br /&gt;
| -Angry Rhino Launch Bay || - || - || - || - || - || See the Raining Rhinos ability when firing this weapon. || 0&lt;br /&gt;
|-&lt;br /&gt;
| -Spare Marine Launcher Missiles || 24&amp;quot;-360&amp;quot; || Heavy 10 || 6 || -2 || 2 || Against INFANTRY, the number of successful hits rolled for this weapon is doubled. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon can target units which are not visible to the bearer. || 0&lt;br /&gt;
|-&lt;br /&gt;
| -Spare Angry Rhino Launch Charges || 24&amp;quot;-360&amp;quot; || Macro 2 || 10 || -4 || 6 || This weapon may re-roll hit and wound rolls against models with the &#039;&#039;&#039;TITANIC&#039;&#039;&#039; keyword. In addition, invulnerability and void shield saves made against this weapon suffer a -1 to their saving rolls, and this weapon can target units which are not visible to the bearer. || 0&lt;br /&gt;
|-&lt;br /&gt;
| Greater Titanic stride || Melee || Melee || User || -4 || 3 || Make 4 hit rolls for each attack made with this weapon instead of 1. || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;SUPERHEAVY AS FUCK BITCHES&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LOOK, I’M DRIVING WITHOUT A PILOT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titan Void shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cataclysmic Explosion&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;COWER IN FEAR!!!:&#039;&#039;&#039; BUT THAT WON’T SAVE YOU!!! I’LL SIMPLY SAVE YOU TILL LAST!!!&lt;br /&gt;
**All enemy models within 9” add an additional D6 to the results of any morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Titanic Gait:&#039;&#039;&#039;LETS SEE HOW FAST THUS BABY CAN GO!!!&lt;br /&gt;
**When this model advances, increase its Move characteristic by 8” instead of rolling a dice.&lt;br /&gt;
*&#039;&#039;&#039;Guided Fury:&#039;&#039;&#039;&lt;br /&gt;
**Before the battle, you may store inside Periratus any number of models up to his transport capacity. In the shooting phase (if you choose to fire the Angry Marine Launcher Array), you may “deploy” part of Periratus‘ Angry Marines that he is transporting, if so, choose an enemy unit with 120” but further away than 24”. You may then deploy up to 10 ANGRY MARINE INFANTRY models (TERMINATORS, BLACK BROTHERS and JETPACK models count as 2 models each) 3” from that enemy unit which Periratus was transporting. Each model in that “launched” unit then suffers a S 3 ap -1 D1 hit, any surviving units may then fire their ranged weapons in the remainder of the shooting phase but count as having moved with regards to heavy weapons. After this, that unit may then behave normally in the following charge phase. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raining Rhinos:&#039;&#039;&#039;&lt;br /&gt;
**Before the battle, you may store inside Periratus any number of models up to his transport capacity. In the shooting phase (if you choose to fire the Angry Rhino Launch Bay) you may “deploy” one of Periratus‘ Angry Rhinos that he is transporting, if so, choose an enemy unit with 120” but further away than 24”. Then, deploy one of your Angry Rhinos in base contact (with any models it may be transporting still inside itself).....&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resident Tech Priest:&#039;&#039;&#039;&lt;br /&gt;
**This model comes with an ANGRY TECH PRIEST on board (this model does not cost extra points). You may deploy this model by it either disembarking, or via the Guided Fury or Raining Rhinos abilities, but while the tech priest is on board this model this model heals D3 wounds each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;IT&#039;S FUCKING CALLED PERSONAL FUCKING SPACE!!!:&#039;&#039;&#039; GO FIND YOUR OWN BEFORE I RELIEVE YOU OF TGE FUCKING NEED FOR PERSONAL SPACE!!!&lt;br /&gt;
**During your shooting phase, if this model is engaged in melee or has an enemy unit within 6&amp;quot; of it then you may activate this ability instead of firing any of the Angry Pauldron profiles. If so, every other unit within 6&amp;quot; of this model suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
This model may transport up to 50 &#039;&#039;&#039;ANGRY MARINE&#039;&#039;&#039;&#039; &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; models, &#039;&#039;&#039;TERMINATORS&#039;&#039;&#039;, &#039;&#039;&#039;BLACK BROTHERS&#039;&#039;&#039; and &#039;&#039;&#039;JETPACK&#039;&#039;&#039; models take up 2 spaces each. This model may not transport &#039;&#039;&#039;PRIMARIS&#039;&#039;&#039; models because Periratus considers them “FUCKING GIRLMAND HAREM CUNTS!!!”. In addition to this, this model comes standard with an &#039;&#039;&#039;ANGRY TECH PRIEST&#039;&#039;&#039; on board (ANGRY TECH PRIESTS do not take up transport space in this model). In addition, this model may transport up to 4 &#039;&#039;&#039;ANGRY RHINO&#039;&#039;&#039;s and each one of them may transport inside themselves any models they are capable of transporting.&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Titans)&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, God-Engine, Angry Warlord Titan, Character, The Rape Train, Periratus&lt;br /&gt;
&lt;br /&gt;
====Angry Emperor Titan, The Rape Train====&lt;br /&gt;
(The Rape Train has a size base of about 33&amp;quot;/84cm And is somewhere between 33&amp;quot;/84cm and 43&amp;quot;/109cm high) (The Rape Train is a Special Character)&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The only Emperor class Titan in the Angry Marines arsenal and one of the largest in existence standing at roughly 105 metres tall. Carrying ordinartus grade weaponry so indiscriminate that to fire its weapons is the largest rage quit possible, and grades as a 0.236 on the Sly Marbo destructive scale (with a 1 being the destructive power of a slightly drowsy Sly Marbo). The Titan was not “acquired” by the Angry Marines via normal means, but actually collided with the battle barge &#039;&#039;Litany of Litany&#039;s Litany&#039;&#039; as it exited the warp into deep space. The colossal hulk was found to be filled with uncountable (it’s difficult to count them when they have so many limbs) Genestealers and cultists, something which the Angry Marines simply viewed as a mild nuisance which had the potential to be entertaining. After the Cock Knockers had kicked the balls of everything inside the Titan it was then boarded by Angry Tech Priests to assess its condition and determine if it was salvageable. To everyone’s surprise the colossal machine communicated with the Angry Tech Priests and the contingent of mind fuckers via the warp, although what it had to say went along the lines of “YOUFUCKINGFUCKERSILLBUTTFUCKTHELOTOFYOUPANSYCOCKSUCKINGPLASTEELPRICKS!!!&lt;br /&gt;
ILLHUNTYOUDOWNANDGUTYOULIKEFISHLIKETHEWORTHLESSFUCKINGBOLTERTOTTINGWEABOOS!!!”&lt;br /&gt;
&lt;br /&gt;
Thankfully, chapter master Temperus Maximus was onboard and was just able to out mind shout the Titan who, upon recognising that it was in the presence of one of the universes angriest beings, fell silent and listened to what the chapter master had to say about himself, his chapter and the current state of the imperium. “WHAT?!!!” Bellowed the Titan, “FUCKING GIRLYMAN IS RUNNING THE IMPERIUM NOW?!!! I DIDN’T FIGHT AGAINST FUCKING HORUS ONLY TO BE LOST IN SPACE SO THAT PAPA SMURF COULD RULE!!! GET ME TO THE NEAREST FUCKING PLANET SO THAT I CAN FUCKING DESTROY SOMETHING!!!” Out of curiosity to see what would happen, the Angry Marines obliged, taking the Titan onboard, only to find that the battle barge did not have the arcane technology required to fix such an ancient machine, so they simply resorted to strapping every single gun they had available to one arm, and several angry rhinos to the other arm as a makeshift melee weapon in a manner which would make any ork bow down and worship the might of the emperor (tis da prettiest ting I eva see. Git da warboss an tels im weer orship da skeliton git now).&lt;br /&gt;
&lt;br /&gt;
And just as the tech priests had finished cleaning up... I mean modifying the very grumpy and bored titan the battle barge happened across a planet which was currently being raided by one of Nurgle&#039;s many warbands. At this news the titan simply ripped its way out of the battle barge and jumped out and into the planets orbit to crash into the planets ocean. On the planet itself the numerous daemons and chaos marines lined up on the coastline to see if they could spot what had fallen out of the sky, and caused a giant tidal wave. To the horror of all those watching (apart from the Angry Marines watching from orbit or on their way down in drop pods) the spires on top of the Emperor titan broke through the surface of the watch, followed by its head, then its torso as it strode across the sea floor to make landfall, only pausing on the coastline to survey the grotesque horrors cowering before it.&lt;br /&gt;
&lt;br /&gt;
When the Angry Marines final caught up to the Titan several dozen miles inland it had ploughed through several great unclean ones, millions of nurglings and an entire Titan legion. The Titan would have kept on running except that it had impacted with the side of a mountain, a mountain which it was doing its hardest to grind its way through. Once again, Temperus Maximus was available to “coax” the Titan out of running in a straight line, and with the help of the Angry Marines, the Titan was able to wipe out all traces of Nurgle in a week, although most of that week was made up of the chapter master giving the Titan directions.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts &lt;br /&gt;
|-&lt;br /&gt;
| The Rape Train || * || * || * || 20 || 20 || 100 || 4 || 10 || 2+ || 8000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Void Shields&lt;br /&gt;
|-&lt;br /&gt;
| 80-100+ || 24” || 2+ || 2+ || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 50-79 || 20” || 3+ || 3+ || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 30-49 || 16” || 3+ || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 10-29 || 12” || 4+ || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 8” || 5+ || 5+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=right&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Makeshift Dakka arm || D6x30” || Heavy D6x40 || 2D6+6 || -3 || D6 || Every four hits rolls of 1 deals 1 mortal wound to the bearer and 1 mortal wound to the target unit. Roll for the Range, Type and Strength after you choose a target.&lt;br /&gt;
|-&lt;br /&gt;
| Makeshift choppy arm (shooting) || D6x10” || Pistol 40 || 5 || -1 || 1 || This weapons type becomes Pistol 80 if the target is less than 20&amp;quot; away. &lt;br /&gt;
|-&lt;br /&gt;
| Makeshift choppy arm (melee) || Melee || Melee || x3 || -5 || 12 || Units destroyed by this weapon automatically explode if they can. &lt;br /&gt;
|-&lt;br /&gt;
| Assorted guns and missiles strapped in random places || D6x20” || Heavy 10 || 3D6+6 || -1 || 2 || you may fire this weapon 2D6 times each Shooting phase, and each time it fires, you may choose a different target. for Every four hits rolls of 1 it deals 1 mortal wound to the bearer and 1 mortal wound to the target unit. Roll for the Range, Strength and the number of times it may fire before you choose targets. Subtract 1 from the hit rolls of this weapon, this weapon always hits on a dice roll of 6 however. &lt;br /&gt;
|-&lt;br /&gt;
| Huge vortex missile || Infinite || N\A || N\A || N\A || N\A || This weapon can only be fired once per battle. Roll a D6 before you fire the missile, on a 1 the titan is destroyed, no saves allowed, on a 2+ however choose a point on the battle field, every unit within 36&amp;quot; suffers 2D6 mortal wounds. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;SUPERHEAVY AS FUCK BITCHES&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;NA NA NA NA NA THIS OBJECTIVE IS MINE YOU PUNY GUARDSMEN!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;LOOK, I’M DRIVING WITHOUT A PILOT!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titan Void shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FORCE FIELD OF RAGE: HOW DARE YOU TRY TO HIT ME YOU PUNY CUNT!!!:&#039;&#039;&#039;&lt;br /&gt;
:*This model has a 5+ invulnerability save against melee attacks and at the end of each turn roll a dice for each lost wound, on a 6+ that wound is regained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apopcalyptic explosion:&#039;&#039;&#039;Like exterminartus, only accidental and cooler.&lt;br /&gt;
**When this unit is slain roll a D6, on a 4+ it explodes (a humongous explosion mind you) and every unit with 36” suffer 2D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stupid Weak Spot:&#039;&#039;&#039;The handiwork of Angry Marines is a little shoddy, resulting is blindingly obvious weak spots in the hull or exposed wiring.&lt;br /&gt;
:*All attacks against this model wound on at least a 5+, melee attacks wound on a 4+ or better. In addition, characters which make a heroic intervention against this model may reroll all failed hit and wound rolls against the Titan until the next turn, and such interventions are instead referred to as “doing a trench run”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THE ARE NO BREAKS ON THE RAPE TRAIN!!!:&#039;&#039;&#039;Does exactly what it says on the tin.&lt;br /&gt;
:*in Each movement phase, this model must do the following; it may first pivot it on the spot up to 45 degrees (this does not contribute to how far the model moves), and then you must move the model straight forwards as far as possible (This does not mean that it is required to advance). Note that it cannot pivot again after the initial pivot. This rule is ignored if you have &#039;&#039;&#039;Chapter Master Temperus Maximus, Enginseer Mightilypissedoff the third, Master of the Armoury&#039;&#039;&#039; or &#039;&#039;&#039;Rachnus Rageous (Angry Marines Primarch)&#039;&#039;&#039; as your warlord and still alive, in which case your warlord is angry enough to shout reminders at the Titan that the enemy is over there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Icon of Holy Rage:&#039;&#039;&#039;There is literally nothing in the universe which is larger or angrier than The Rape Train, and everyone who gazes upon the Titan knows this to be true.&lt;br /&gt;
:*All units within 24” subtract 2 from their leadership value, units with the &#039;&#039;&#039;ANGRY&#039;&#039;&#039; keyword only subtract 1 from their leadership value. In addition, all models within 36” add 1 to their attack characteristic in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dropped from Orbit:&#039;&#039;&#039;You thought riding a battle barge down into a planet was cool, you haven’t seen anything yet (or you have if you’ve seen Pacific rim).&lt;br /&gt;
**Instead of setting this model up normally you may have it rip it’s way out of its battle barge in orbit and free fall to the battlefield. If it does so, pick a point on the battlefield then you and you opponent each roll a D6 and whoever wins gets to decide where the Titan lands. The winner then rolls 3D6, the result of which determines (in inches) how far the Titan will land from its intended target. All units with 12” of this point then takes 2D6 mortal wounds, then set up the Titan on that spot (moving any models which are still alive which would have been under it into base contact with the Titan). Once this is done, the Titan takes 20D6 mortal wounds which cannot be saved against by any means, if the Titan is destroyed it automatically suffers an apocalyptic explosion. If this model would land off the battlefield/board or on the battlefield/board edge then it is also destroyed and automatically suffers an apocalyptic explosion (measuring from the board edge).&lt;br /&gt;
&lt;br /&gt;
Faction Keywords: Imperium, Angry, (Angry Titans)&lt;br /&gt;
&lt;br /&gt;
Keywords: Titanic, Vehicle, God-Engine, Angry Emperor Titan, Character, The Rape Train&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Awesome]]&lt;br /&gt;
[[Category:Stories]]&lt;br /&gt;
[[Category:Stories/Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302972</id>
		<title>Leagues of Votann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302972"/>
		<updated>2023-02-26T20:03:57Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Leagues of Votann&lt;br /&gt;
|image=[[Image:‎NewLeaguetemplogo.jpg|300px|center]]&lt;br /&gt;
|Capital=Decentralized, Greater Thurian League being most powerful&lt;br /&gt;
|Official Languages= Squat Lexicon, High Gothic, Low Gothic &lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Galactic Core, a third of Segmentum Solar, several thousand Mining Worlds, many Holds of various sizes&lt;br /&gt;
|Head of State=Decentralized, [[Votann|Votanns]] act as Head of State&lt;br /&gt;
|Head of Government=Votannic Councils (Hearthspake)&lt;br /&gt;
|Governmental Structure=Confederated Gerontocratic Supranational Union&lt;br /&gt;
|State Religion/Ideology=Ancestor Worship&amp;lt;br&amp;gt;Achievement Ideology&amp;lt;br&amp;gt;Mercantilism&amp;lt;br&amp;gt;A variation of Familialism&lt;br /&gt;
|Demographic=Kin ([[Squats]], Ironkin)&lt;br /&gt;
|Military Force=Kinhost Forces, [[Leagues of Votann Fleet|Prospector Fleets]]&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|Right after Mankind’s colonization of the galaxy came its first true golden age. Reared by machine prophets, the survivors of the Oedipal plagues built civilizations that equaled and even surpassed their Solar forbears.| CM Koseman, &#039;&#039;All Tomorrows&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Better a soulless clone... than a souled roach.|David Mitchell, &#039;&#039;Cloud Atlas&#039;&#039;}}&lt;br /&gt;
	&lt;br /&gt;
{{topquote|ROCK AND STONE! TO THE BONE!|The (Un)official motto of the League, &#039;&#039;[[Deep Rock Galactic]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|This is very simple. We don&#039;t want your liver, your coin, or that junk you call technology. We want your world. We want the riches you didn&#039;t even realize you had, and that you definitely don&#039;t deserve. Leave while you have the chance. Or don&#039;t. Either way, we&#039;re coming to claim what&#039;s ours.|Ultimatum delivered by the Cthonian Guantlet Consortium, &#039;&#039;Codex- Leagues of Votann&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; or otherwise known as the &#039;&#039;&#039;Squat Homeworlds&#039;&#039;&#039; (Or if you&#039;re in /tg/; as the &#039;&#039;&#039;Domain of Squats, Squat Territories, [[Dwarf Fortress|SPESS DORF FORTRESS]]&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Deeprock Galactic&#039;&#039;&#039;) is the areas in which one can find our beloved space midgets in the early days of 40k and its current modern reboot.&lt;br /&gt;
&lt;br /&gt;
Back in the [[Rogue Trader (Sourcebook)|good old days,]] the then-named Squat Homeworlds, unlike other Imperial-aligned entities in the galaxy, enjoyed a significant degree of autonomy. Whilst de jure, the Squat Homeworlds were part of the [[Imperium of Man]], de facto as is its own self-sustaining and self-sufficient society unlike places such as [[Ultramar]] or the [[Adeptus Mechanicus]] which has an interdependent and semi-autonomous relationship with [[Terra]].&lt;br /&gt;
&lt;br /&gt;
Of course, we all know how the Squats were Squatted soon after making the debut, with the [[Tyranids]] [[Derp|&#039;&#039;SOMEHOW&#039;&#039; targeting &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;only&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Squat worlds whilst leaving the rest of the Imperium-controlled space right next door to the Squats largely untouched.]] This is ridiculous when taking into account that the territories of the Squats weren&#039;t some small specks like the [[Tau Empire]], but rather, a significantly large domain that took up half of the entire Galactic core. This is made worse when taking into consideration that [[Lolwut|it was completely out of character for the Imperium to stop and do nothing against such a large incursion of Tyranid forces in an area considered Astro-strategically important for them.]] [[Games Workshop|Games Workshop&#039;s]] [[Fail|shitty excuse/explanation in removing the Squats from cannon]] [[Rage|had never really stood well within the community,]] [[RAGE|much less among the Squat players.]]&lt;br /&gt;
&lt;br /&gt;
However, their reintroduction as the Leagues of Votann has somewhat radically changed their origins whilst still keeping some old lore modernised. The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; (also known as the [[Squats|Unsquatted Squats]]) is now a [[retcon|&amp;quot;&amp;quot;new&amp;quot;&amp;quot;]] faction in the [[Warhammer 40,000]] universe. They are gatherings of short abhuman clones called the Kin (more commonly known as Squats by the dirty Necromunda gangers), bound together by the [[Votann]], super-cogitators from the [[Dark Age of Technology]]. Kin originate from far space and no knowledge remains about their origins [[Belegar Ironhammer|though they are increasingly approaching the idea of sending out expeditions rediscovering it]]. Each League has its own Votann, and are organized in strongholds around it. [[Powergamer|They used the data stored to survive among the stars and maintain their culture across generations]]. Of course, since some [[Adeptus Mechanicus|factions]] are touchy about AI, the Leagues are very cautious when dealing with [[Imperium of Man|its closest ally]], hence their secretive lifestyle.&lt;br /&gt;
&lt;br /&gt;
However, because of the [[grimdark|setting]], everything is not that simple. Since Dorf Windows is not regularly updated anymore and issues that have arisen from having remained active for literal millennia, the Votann began to deteriorate. If they want to repair their computer, &amp;lt;s&amp;gt;[[Dwarf Fortress|they must wage war with other shitcoin miners for more processing power]]&amp;lt;/s&amp;gt;, the Kin have to once more brave a galaxy full of danger. Aside from that they have a culture valuing wasting nothing, which is a fun way of saying they drain suns of energy and cooled minerals and at best economically enslave indigenous groups while at their worst they’ll mine your planet to dust around you and respond to resistance with military force. Imagine if Italian Corporatists, the Monopoly Man, and the Evil Mining Heads in fiction were merged with the seven dwarves. &lt;br /&gt;
&lt;br /&gt;
==Rogue Trader Era Fluff==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Given the sheer extensive history between the old and the new. This section will contain all the fluff from the old Rogue Trader days. For the sake of preventing page bloat, this entire section will be put in a collapsible page.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
[[File:Squat-logo_banner.png|300px|right|thumb|The original emblem of the squats]]&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds were all worlds filled with rich mineral resources, which led the Human ancestors of the Squats to lay down, settle and mine the shit out of. Most of these were located within the galactic core where unique and rare minerals were found in abundance in exchange for being sterile and barren of life of course. But for the early Human colonists, it was a gold mine as [[Terra]] ran out of all of its resources, so the search for raw materials was needed. Their planet&#039;s gravity is great, usually two or three times that of Terra. Their atmospheres are either thin or non-existent. Even those planets with atmospheres are blasted by tremendous storms. But hey? Who gives a shit about all of that when you have all the resources to make you rich, and rich the Squats got.&lt;br /&gt;
&lt;br /&gt;
Like the Gulf States, the Squats quickly took a monopoly on these minerals and started to get wealthy, and with money comes an increase in development and technological advancements. These planets became Mining Worlds and with the coming [[Age of Strife]], the Squats got themselves the good end of the stick by both inhabiting hostile worlds and cranking up the technological kazoo when the rest of humanity plunged into a galactic-wide [[shitstorm]]. &lt;br /&gt;
&lt;br /&gt;
Squat history can be split into several eras.&lt;br /&gt;
&lt;br /&gt;
====Age of Founding====&lt;br /&gt;
&lt;br /&gt;
The first is the Age of Founding, which is the Squat equivalent of the [[Dark Age of Technology]]. This is not technically the first period of the Squats as they had yet to evolve, but it is the time of the founding of the colonies that would become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the [[Age of Strife]].&lt;br /&gt;
&lt;br /&gt;
====Age of Isolation====&lt;br /&gt;
&lt;br /&gt;
The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years ago. The galactic core was cut off from the rest of human space by the devastating Warp storms of the Age of Strife. Many worlds were swallowed by the Warp and disappeared forever, others were trapped in stasis and became lost. Most survived although they were separated from Earth and all contact was lost with the rest of the galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the Homeworlds.&lt;br /&gt;
&lt;br /&gt;
The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of supplies from Earth.&lt;br /&gt;
&lt;br /&gt;
During the isolation the complex system of Engineer Guilds developed. These Guilds were responsible for preserving technical knowledge and skills as well as training technicians, miners and other specialists necessary for the Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved knowledge as well as new advances in technology.&lt;br /&gt;
&lt;br /&gt;
During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.&lt;br /&gt;
&lt;br /&gt;
====Age of Trade====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the Squats encountering other races, including [[Orks]] and [[Eldar]].&lt;br /&gt;
&lt;br /&gt;
At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the Squats [[RIP AND TEAR|were armed to the fucking teeth and prepared to go down fighting]], and that trade was a more practical arrangement. [[Just As Planned|The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems.]] To this day, Squat hydroponic plants, [[Heresy|developed with Eldar help]], are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats&#039; complex structure of treaties and trade agreements maintained a stable peace.&lt;br /&gt;
&lt;br /&gt;
====Age of Wars====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats&#039; underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.&lt;br /&gt;
&lt;br /&gt;
The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat technology to [[Blood Ravens|&#039;burrow from&#039;.]]&lt;br /&gt;
&lt;br /&gt;
====Age of Rediscovery====&lt;br /&gt;
&lt;br /&gt;
The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.&lt;br /&gt;
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The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.&lt;br /&gt;
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====Age of the Imperium====&lt;br /&gt;
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The current phase in Squat history. It essentially details the various treaties between the Squats and the Imperium.&lt;br /&gt;
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The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium was content to allow them a great degree of self-government.&lt;br /&gt;
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A detailed description of their relationship can be read below.&lt;br /&gt;
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===Squat-Imperium Relations===&lt;br /&gt;
[[File:Squat-homeworlds-800px.jpg|480px|right|thumb|Galactic map of the Squat Homeworlds.]]&lt;br /&gt;
First contact with the Squats by the Imperium began during the [[Great Crusade]] as the Emperor&#039;s forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds and, Squats being Spess Dorfs and Spess Dorfs being just regular Dorfs with tech, conflict became inevitable. Suffice to say, the [[Space Marine]] legions [[Rape|got their shit kicked in]]. Who would have wondered, that 8-foot tall supersoldiers would have trouble trying to fight in 5-foot by 5-foot tunnels with no cover whatsoever. Here&#039;s a fun hint, Empy&#039;s forces got creamed so hard it led directly to the development of the Mark 3 [[Power Armor]].&lt;br /&gt;
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The Emprah with all his infinite wisdom, decided that being on friendly terms with midgets all armed with D-Cannons and rapid-firing plasma machineguns is probably a good idea rather than engaging a war that might as well be the Imperium&#039;s Vietnam. So a treaty was signed to sweep the whole &#039;first-contact shenanigans&#039; under the bus and get back to business.&lt;br /&gt;
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The Squat Homeworlds as aforementioned, have long been part of the Imperium, but enjoy a level of autonomy greater than the ordinary self-governed Imperial world. Hell, the Squats are so autonomous that not even the [[Administratum]] can touch them. Instead, Squat Homeworlds are ruled by strongholds of leagues.&lt;br /&gt;
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Nonetheless, the Homeworlds, while governing themselves without interference from the Adeptus Terra, are expected to follow Imperial policy on wider issues. Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the [[Imperial Guard]]. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any other threatened Imperial worlds (Space NATO). Additionally the Squats trade their mineral wealth exclusively with the Imperium in return for some sweet, sweet moolah. The [[Adeptus Mechanicus]] are highly interested in the Squats and the Homeworlds for several reasons: Squats possess a high level of technical expertise which seems to come naturally to the race. Additionally, the Homeworlds as a whole possess the greatest amount of surviving [[STC]] equipment in the Imperium. The Squats are said to allow the Adeptus Mechanicus free access to Squat technology. However it is also said the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than sorcerers mired in superstition.&lt;br /&gt;
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The relationship between the Homeworlds and the Imperium is therefore generally peaceful, although through history has been punctuated by bouts of war and bitterness. The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially [[Orks]], making it in their best interests to cooperate. The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.&lt;br /&gt;
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Squat technology is based upon the heavy mining equipment they brought with them to the Homeworlds. During their isolation from the rest of humanity they adapted it for other uses, notably exo-armour which was engineered from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age. As a result, the Squats have developed technologies such as [[Wat|neo-plasma]] and warp cores far in advance of anything the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and weaponry such as the [[Tunneling Transport Vehicles#Termite|Termite.]]&lt;br /&gt;
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===Strongholds===&lt;br /&gt;
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those produced later are known as &#039;&#039;Newholds&#039;&#039;. Strongholds also often join together under Leagues to form defensive pacts.&lt;br /&gt;
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Generally a Stronghold develops around a mine and its associated living quarter although some later developments were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the [[Hearthguard]]. The [[Hearthguard]] were the elite of a Squat army and the servants to the Lord while also protecting the Lord when he went to war. Each Stronghold had a group of [[Squat Trooper|Brotherhood or War-Brethren]] which formed the core of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped protect the continuity of the race from the Stronghold&#039;s military activities. A Squat could then retire from active duty with his honor and probably some wealth and take up a position of responsibility in his family&#039;s business.&lt;br /&gt;
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The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the [[Squat Warlord|Warlord,]] a close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords from wielding too much power and sending their troops into battles they should not be fighting. Other Lords would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the Lord of the Stronghold.&lt;br /&gt;
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Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment of the Brotherhood.  &lt;br /&gt;
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===Leagues===&lt;br /&gt;
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So what are Leagues? Well, in a nutshell, they are groups of strongholds working together for a common purpose - usually mutual defense - trade or dealings with the Imperium.  Leagues varied greatly in size, the smallest consisting of four Strongholds and the largest consisting of over three thousand. The League of Thor was the most powerful and influential, including over 300 strongholds. The League of Norgyr was the league closest to Holy Terra. Now, under the new lore there exists the [[Leagues of Votann]], each formed around a [[Votann]] ancestor core. Votann-equipped leagues seem to be the only survivors as full scale polities in the Imperium, but at least some clans are known to have survived, usually working as engineers, miners and mercenaries.&lt;br /&gt;
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A League usually encompassed the Strongholds on more than one planet with the latest extant being 700 known Leagues total. Each League was led and dominated by a single Stronghold. As some Leagues were virtually nations with distinct cultures, Squats often identified themselves with the League their Stronghold belonged to.&lt;br /&gt;
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The Squats had a strong sense of mutual preservation, as it had been known for rival leagues to go to war with each another. Such occasions could lead to lasting enmity, as Squats were inclined to remember deeds of infamy for many generations much like the Book of Grudges from [[Warhammer Fantasy]]. The League of Thor and League of Grindel fought an unusually bitter war around 2,000 years ago when settlers from both sides clashed over the exploration of the Lost Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other side owing them debts of blood and honor. &lt;br /&gt;
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==Reboot Fluff==&lt;br /&gt;
This section details the new and updated fluff from 2022 onwards. This deals with the Leagues and their similar but new background for the modern 40k narrative.&lt;br /&gt;
===History===&lt;br /&gt;
[[File:Votann meeting.jpg|500px|thumb|right|[[Star Wars|200,000 clones are ready with a million more well on the way.]]]]&lt;br /&gt;
Even though the oldest living Kin don’t remember what their earliest days were like, some undeniable “First Truths” remain constant in the Votanns’ data tracks. One such truth is that the First Ancestors departed from ancient Terra prior to the Unification Wars to harvest the untold riches of the galaxy with the first holds being settled near the galactic core. What became of these Ancestors is unknown, but curiously when the Ancestors begun to fade away…the Votann are first mentioned.&lt;br /&gt;
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A second First Truth is that the Kin have always been a cloned people. The Ancestors used genetic systems called “cloneskeins” to [[Transhumanist|manipulate and modify their race’s molecular structure]], and continue to define their overall division of labor. Over time the Kin became squatter, denser, and stronger, growing no more than five feet tall max. They’ve even been able to artificially neuter their [[psyker|psychic]] footprint to avoid the attention of [[Chaos]], in a not too dissimilar fashion to how the [[Tau]] souls work. Other examples of this engineering can be seen in the Hearthkyn Warriors, who often are also engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs, with members of the powerful Cthonian Mining Guilds being noted as extensive users of these body modifications. This is not that unexpected as that particular guild (which is noted as being a particularly extreme embodiment of the usual belligerent acquisitiveness of the Kin) is willing to fearlessly locate, secure, and harvest resources for their race from environments so dangerous that even other Kin would balk at their hazards leading to a need for extensive augmentation on their part. Because of all the above, some fans are now speculating that GW is tying the [[Men of Stone]] thread to the modern Squat civilization (either to the Squats themselves or to the Votann) given the [[Men of Gold]] and [[Men of Iron]] have already been speculated to be [[Perpetual]]s and [[Machine Spirit|abominable intelligence]]. It is also revealed the Leagues also have the “Iron Kin,” their fully-mechanical and true AI robot social class, who were designed with a prerogative to help their meaty cousins. This along the mention in some Kin myths of a “group of gleaming golden figures” relative to the first Votann (sometimes referred to as the the Gilded One), means this theory of the Kin being the Men of Stone could bear all the more weight. &lt;br /&gt;
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At some point during the reconstruction after the Horus Heresy, the ancestors of the Ironhead Squats arrived from the Leagues to help with rebuilding efforts on Necromunda. However they somehow lost their Votann ancestor core in the process and so they ended up having to stay on the world long after the rebuilding was done so they could try and track it down, a search which still continues to this day and has resulted in them regressing technologically in the mean time. Maybe someone should tell them to go search Van Saar&#039;s basement. &lt;br /&gt;
On many other Imperial worlds, the Kin have even been states to show up in pre Imperial records, truly showing that the Leagues are a deeply ancient set of orders with even deeper roots that spread all across the galaxy.&lt;br /&gt;
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With the formation of the Great Rift, the Leagues had lost a few holds and trade routes, pressuring them into expanding and gaining new trade routes, endorsing new colonization efforts, and slowly withdrawing from their semi isolated state. &lt;br /&gt;
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They also have variety of beverages called Brü, which range from mainstay nutro-rations for soldiers and miners, to [[Josef Bugman|devastatingly alcoholic recreational beverages]]. None are recommended without a Kin constitution.&lt;br /&gt;
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===Culture===&lt;br /&gt;
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[[File:1657022781779.jpg|300px|thumb|right|I NEED MOAR]]&lt;br /&gt;
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{{topquote|So, we&#039;re talking about space dwarfs who need more RAM for their gods?|Anon}}&lt;br /&gt;
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In the modern day of the 41st Millennium, the culture of the Kin seems very egalitarian, with no distinction between male, female, machine or otherwise amongst its members. [[Greater Good|United in the guidance of the Votann, the Leagues of the Kin operate with seeming unity, with the Kin working in unison for the betterment of their Kindreds, or so it would appear to outsiders.]] The truth however is a little more complicated than that though.&lt;br /&gt;
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The Leagues are semi unified conglomerates of  &amp;quot;family states&amp;quot; (a cross between nation states and extended family) called Kindreds, guilds, Freelancers, and kinhost armies. While the Leagues are very communal and chummy with their fellow kin, this does not stop the dark influences of a past long gone from seeping into their civilizations. &lt;br /&gt;
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Entire planets and even systems with ecosystems and civilizations stripped to the bone, regardless of the ethics. Global magna extraction and tectonic delving allows the Kin to harvest whole worlds, populated or not. Evacuation may be offered, but not always. Ferocious competition between Guilds and freelancers, who have taken on the mantle from dark age corporations, merc groups, independent contractors, and cartels and follow the philosophy of &amp;quot;When someone has what you want, why not take it.&amp;quot; While the Kin do live to serve their fellow kin, their societies, and their ancestors, they are also filled to the brim with society-wide greed and hunger. As individuals, they may or may not have such hungers, but as communities they will devour entire worlds. Not even the universe itself will be enough for their wants. Negotiation is an alternative when dropping anchor and starting the harvesting would incur more cost in resources from defeating local resistance than a contract would entail, and the Kin have relocated species, traded technology, or taken more careful approaches to resource collection (read: not just shattering the planet and picking through the space dust for the minerals) in the past. &lt;br /&gt;
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This does not mean they are the type to cut corners. Far from it. [[Grungni|Like their many Dwarven counter parts in other media, one of the things they appreciate is fine ass Craftmanship]]. No planned obsolescence, shoddy piss water, and easy to break communicators here. Only the best in quality is acceptable (or at least, the best they can make). And this is not even such a difficult feat for them. High quality mass produced goods is the norm for League society, with their high technology and industrial society. Many of their holds are even live-in factories, constantly churning out master crafted items at a constant pace. The Leagues overall conduct resource extraction, industry, and technology developments on a vastly larger scale, making the Imperium look puny in their developments by comparison. And unlike the imperium, they don&#039;t dig for the ore required, wasting time and lives (unless of course they actually have to occupy a world, then they&#039;ll mine, extract, manufacture, and bunker down to their hearts content on whatever occupied planetary body they are on). The Kin instead sees that whatever asteroid or world they are working on can just be torn apart, and the remnants plucked out the wreckage&lt;br /&gt;
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But despite all their comforts and conveniences (when they aren&#039;t minimalists with cool toys), they are still a hardy people who revere their ancestors and promote the importance of sacrifice.&lt;br /&gt;
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===Morals and Virtues===&lt;br /&gt;
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The Kin are a highly conservative race who are extremely focused on preserving their territories and secrets, as well as the survival of their entire species. This is the primary driving motivation for the majority of all Kin. They can be implacable enemies and valuable allies, but securing their aid, let alone getting them to change their minds on a subject, is fairly difficult. If they deem the motivation of another group to go against their interests, they will be more likely to treat them as foes rather than make friends. &lt;br /&gt;
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The ancestry of the kin as void-bourne miners has led them to develop an unforgiving moral code. They have no tolerance for laziness, wastefulness, or incompetence. In the cold darkness of space, a filter changed too late, a weak seam missed, or a leaking water tank could kill an entire crew. Despite all their technology, the Kin have retained this perfectionist worldview, and such behaviors are treated as deadly sins. Furthermore, the Kin have adopted an extreme survivalist mindset. Leaving resources unharvested is seen as another form of waste, and they would would rather pause to strip a stellar body bare than leave it behind for someone else to find. This has gained them a reputation as selfish hoarders among some other species, but for the kin its simply prudent.&lt;br /&gt;
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The Kin prize efficiency, and this can be seen in the way they coldly and quickly dispatch targets on the battlefield. [[Book of Grudges |Yet, paradoxically, they will go to extreme lengths in an effort to settle a grudge, as happened during the Five Hundred Years&#039; War against Waaagh! Morbok. The Kin don&#039;t see this as a waste, as leaving a particularly hated or dangerous foe alive is not only a danger to the entire race but an affront to the ancestors.]] While far less touchy than [[The Grudge Of Drong|their Fantasy kin can be]] the key to surviving with the Kin is to [[Thorgrim Grudgebearer|offer enough resistance to be worth talking to]] but [[Ungrim Ironfist|not successful enough to warrant permanent deletion from the universe.]]&lt;br /&gt;
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The Kin are natural explorers, and their culture compels them to return new information to the Votann. The Hernkyn fulfill this duty by plunging into the dark and undiscovered portions of the galaxy. These acts allow the Kin to find new resources to exploit as well as threats to neutralize before they become a danger. Others travel beyond the Galactic Core in search of opportunities for trade or profit.&lt;br /&gt;
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===Technology===&lt;br /&gt;
Let&#039;s not beat around the bush here; League technology is almost always a clear upgrade over the Imperium. While they didn&#039;t retain everything after the collapse of the golden age, they kept far more than their Imperial counterparts, to the point where they can at least echo DAoT society and its tech. While much of the Leagues&#039; tech is reminiscent of the Imperium&#039;s in form and function, it is generally far more advanced, reliable and ubiquitous.&lt;br /&gt;
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Kin gene-technology allows them to make stable mutations, psykers and even alter their souls. [[Cyberpunk|Cybernetic implants and genetic modification is the norm; advanced helper AI citizens walk the streets as equals.]] They have [[T&#039;au|advanced ion weaponry]], something that terrified the shit out of the Imperium to the point where they just straight up [[Derp|banned it.]] Their guns hit harder and faster, so that even their basic infantry can prove to trouble for your average space marine. And unlike the Imperium&#039;s physically and politically unstable hive worlds with their overcrowded, polluted and crime-ridden hive cities, the League&#039;s Holds should be considered closer to actual fortified arcologies. Agri-worlds? Why grow your food using primitive farming methods when you could just grow your [[Meatbread|foodstuffs]] in factories, labs and indoor facilities?&lt;br /&gt;
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[[Doom|Even Chaos avoids their territory.]]&lt;br /&gt;
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Much of the kin arsenal makes use of exotic material not found outside the galactic core. This includes extremely hazardous materials like dark-star ore; the universal dampening field the material emits can halt all mechanical and organic functions making [[Grimdark|even the mildest of wounds lethal]]. Because of its inherent dangers, the material is mined and shaped with exceptional care and only wielded by those who can be trusted with such [[Plasma|tactically valuable yet dangerous weapons]]. Even their teleportation technology is almost flawless, standing in stark contrast to its incredibly risky Imperial counterpart and allowing Kin to be deployed [[Reasonable Marines|safely and tactically]].&lt;br /&gt;
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Many kin weapons are augmented with HunTR modules, which connect to their neural implants to help [[Ork Snipers|bring about the best possible firing solutions.]] Their Brôkhyr have mastered the manufacturing of focusing lenses and other components necessary to produce a sustained stream of energy, leading to focused beam technology that can be used on and off the battlefield, such as their mining and excavation industries. Their exclusive Volkanite weapons are similar to imperial [[Volkite Weaponry|Volkite]] (and may even be closer to the &#039;&#039;original&#039;&#039; technology), with the key difference that they appear to be [[AWESOME|not only more powerful but also more common.]]&lt;br /&gt;
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Ancestor Cores are so [[Bear Lore|big-brained]], in fact, that they actually shine in the warp, fulfilling a similar role to the astronomicon (albeit on a far smaller scale). The Leagues&#039; warp drives and gellar field are also superior to those of the Imperium, but since they don&#039;t dive quite so headlong into the Warp their ships are generally slower than their Imperial counterparts. However, the kin&#039;s methods of warp travel are far safer and more predictable, which they feel outweighs the slower travel speed. And their ships are FUCK HUGE, to the point where they [[Dwarf|dwarf]] even the largest of the Imperium&#039;s interstellar vessels.&lt;br /&gt;
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Shielding developments are also prevalent in the physical realm. Unlike conventional [[void shields]], weave-field generators employ techniques to overlap differing energy fields, interlocking over a range of frequencies and exotic energies. Weave field generators are compact, efficient and scalable, and can be used either as personal shields or projected onto entire areas, the latter of which which is useful for mining.&lt;br /&gt;
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Other amazing devices include pan-specular scanners, which allow the Kin to find an enemy’s location not just physical objects, but through the warp. Even the most terrifying of galactic phenomena are reaped through atom-delving and transotheric resubstantiation; [[Tyranids|stellar siphons drain the stars themselves, as the cthonic mining guilds take whatever resources they need.]] They can even [[Necron|move entire planets.]]&lt;br /&gt;
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Unfortunately, despite holding on to far more dark-age technology than most of humanity&#039;s other splinters, what the Leagues did lose was typically their knowledge of [[Golden Throne|how to make and maintain the really good stuff]] - things like the Votann themselves. Due to this, while they&#039;re closer to the technological pinnacle of dark-age humanity than the Imperium, the ongoing decay of the Votann cores threatens to sink them back to levels similar to their emperor loving cousins, while already slowing down much of their R&amp;amp;D to a crawl. As a result, they are stuck behind the Eldar and the Necrons technologically. But hey, at least they aren&#039;t on the Imperium’s level of decay, and are straight the Tau&#039;s supplier of Ion weaponry and other technologies.&lt;br /&gt;
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Ironically, in comparison to both the adeptus mechanicus and their [[Thorek Ironbrow|Fantasy Counterparts, the Kin don&#039;t have a cultural problem with innovation and research,]] but rather a technical one thanks the Votann decaying and overloading. The traditions of the kin can be traced back to the dark age of technology, a time that was stated to have science as its god. As a result, their traditions call for more innovation and development, not less. Stubborn in favour of progress, not stagnation.&lt;br /&gt;
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===Aspects of League society===&lt;br /&gt;
*&#039;&#039;&#039;Leagues:&#039;&#039;&#039; Conglomerates of family states united for better economic and defensive potential. Competitive, but not to the point of self destruction and to the point where it gets in the way of productivity. Looks down on the Imperium, but trades and sometimes even works with them. Distrusts the Eldar because they are entitled bastards who are bad for business. Some are business partners with the Tau and gives them ion guns and other goodies. Loves their Votann to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling Aeldari, yet their population is still far fewer than the Imperium&#039;s obviously (they are still described as having formidable and vast interstellar empires however). Loves their Galactic core due to its crazy amounts of wealth and minerals, and it being quite inhospitable to the other races but quite comfy for the Kin, as they were made from the beginning to live in it. There is no exact number of known Leagues, as the Kin see no use in keeping track of all of them. Can often be in nomadic fleets or living in spacefaring holds. Currently trying to fix up their broken trade routes after the Great Rift appeared. The Leagues are named in honour of the Votann themselves, who are also known variously as the Primal Ancestors, the Gilded Ones, or the Stoneminds. In some Kin myths, Votann was not one being but many, and is sometimes depicted as a group of gleaming golden figures, or a wheel of graven stone faces. In other myths, the Votann fashioned the first crucibles, then raised the Kin up and sent them sailing into the dark void - before oceans of fire and flesh rose to swallow the. Some myths speak of Votann as eldest and wisest of the First Ancestors, themselves shadowy presences ill-defined and shown in many different forms - both humanoid and otherwise - where they are depicted at all. With typical pragmatism, the kin accept that their myths are too contradictory, allegorical, and suspect to be cited as possessing a definite basis of fact.&lt;br /&gt;
*&#039;&#039;&#039;First Ancestors:&#039;&#039;&#039; The DAOT colonists (engineers, miners, etc) who journeyed to the galactic mineral-rich core in generation ships as part of a large colonization effort from old Terra. The first ancestors are cited to be agents of change, and held responsible for the majority of the stable mutations - collectively known as cloneskeins - that run through the kin gene pool. Why did they not return to the heartlands of their race is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few centuries, it might be inferred that a deliberate choice was made. It is during this period that the last references to the first ancestors can be found. Not much else is know about them besides the fact they disappeared when the Votann first appeared...&lt;br /&gt;
*&#039;&#039;&#039;[[Votann]]:&#039;&#039;&#039; Super-cogitators, which contain Gestalt repositories of unimaginable inherited wisdom and knowledge, along with [[Spirit stone|Ancestor Cores]] with their self-organizing datastacks and quantum infocores. They communicate with the Kin via a tangle of arcane technology called a &amp;quot;Fane&amp;quot; and through the special class of Kin psyker priests called the Grimnyr. All members of the Leagues after they pass on are returned and recycled by the ancestor cores in somber ceremonies, both mind, and body. Even the ironkin are not immune to this fate, as while they are long-lived, they will eventually slow down to a crawl and breakdown. The minds and uploaded data are kept in the Votann, while the bodies are recycled to make new kin. They are currently breaking down and developing [[Machine Spirit|&amp;quot;personalities&amp;quot;]], with calculations that normally took hours taking decades, if not centuries to complete. However they can still be modified by the Kin (often at the Votann’s request). Curiously, they also serve another purpose of acting as mini [[Astronomican|Astronomicans]] for the Leagues, due to their vast intellect literally shining in the warp. Has been stated that the &amp;quot;Votann belong to the Kin as Kin belong to the Votann&amp;quot;. Often act more like advisors and repositories (none of them have been leaders). Due to their degradation and age, some of the Votann have even lost the ability to produce more Kin (Brokhyrs and Ironkin Guilds can produce more ironkin, but they are of lower quality than what the ancestors could create). The ancestor cores have also been stated to have been on the first generation ships.&lt;br /&gt;
**&#039;&#039;&#039;Fane:&#039;&#039;&#039; The grimnyr interface in Arcane technological structures called Fanes. A space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part interface. It is said that these machines were simply nodes through which the wisdom of the Votann flashed with the speed of thought from one voidcraft to another. They still fulfill this practical purpose. Culturally though, Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places where one stands in full regard of the Ancestors, and where the presence of the Votann lies heavy and Sombre. Indeed, through arcane technological processes that even the Kin do not fully understand, there have been instances recorded of fanes miraculously developing artificial intellect in their own right, and joining the ranks of the Votann themselves. These occurrences of miraculous self awareness are cause for great honour and celebration amongst the Kin in whose Hold they occur. By comparison though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy for the Kin.&lt;br /&gt;
*&#039;&#039;&#039;Grimnyr:&#039;&#039;&#039; Kin psykers that wield massive amounts of power. Capable of accessing &amp;quot;empyrically archived&amp;quot; Votann wisdom. They are probably deeply tied to the Votann and represent them in their wing of the Leagues governments. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; Definitely have very long beards.&lt;br /&gt;
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*&#039;&#039;&#039;Votannic Council:&#039;&#039;&#039; A League’s ultimate ruling body. Stubborn, and are slow to change their minds or come to decisions. Elections in the Leagues generally are extremely heated. Needed for full on wars (local conflicts excluded). The Votann are generally treated as part of the council, and they and their Grimnyr often serve as advisors. Every Kindred governs itself in a huge spherical chamber known as the Spakerönde. The ruling councils are called Hearthspake. The Hearthspake sees little of the politicking or self interested maneuvering that typifies man species political arenas. The Kin might be hard headed, but they are almost always earnest and honest in their desire to guide their kindred well.&lt;br /&gt;
**&#039;&#039;&#039;Guild Masters:&#039;&#039;&#039; Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council.&lt;br /&gt;
**&#039;&#039;&#039;Brôkhyr Forge-Master:&#039;&#039;&#039; The absolute cream of the crop from the forges of the Leagues, they not only have proved their ability to create technological marvels,but over see their development as well. They also bring the fury of the Forge to the battlefield, delivering council to the warriors on the field as well.&lt;br /&gt;
**&#039;&#039;&#039;Lord Grimnyr:&#039;&#039;&#039; The ultimate representative of the Grimnyr, who embodies wisdom, guidance, and insight. The Lord Grimnyr acts as the voice of the Votann itself, acting as a walking conduit for both their lore and gestalt might. This role is not purely a ceremonial or advisory role, for it is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes, ears, and voice of the Votann, dispensing wisdom to friends and allies, and unleashing the wrath of the Ancestors. It is not known how they are selected for the position.&lt;br /&gt;
**&#039;&#039;&#039;High Kâhl:&#039;&#039;&#039; The ultimate military commanders of the kinhost militaries. To be named High Kâhl is both a tremendous honour and a awesome responsibility. To be elected a High Kâhl, the incumbent must go beyond just a tremendously capable warriors ,and a indomitable battlefield leader. They must master the cruel calculus of war itself.&lt;br /&gt;
*&#039;&#039;&#039;Kindreds:&#039;&#039;&#039; A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it&#039;s population is encouraged to go travel throughout the galaxy and make their ancestors proud). They are very communal in nature, and their populations range from a couple dozen to the millions. Each one is governed by a Votannic council. Every kindred generally follows one of a handful of naming conventions. Generally, they are either named after the kindred&#039;s Votann or famed member, a geographical aspect of their home world, the kindred&#039;s primary purpose or business, or are simply numerical in their designation. Kindred of Naruun, the Iron Canyon Kindred, Orkbane Kindred, and Kindred Six are examples of each of these. In addition, every kindred shares foundational aspects which are called the Four Pillars:&lt;br /&gt;
*# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive &lt;br /&gt;
*# Forge: Here everything the Kindred needs is built, from weapons to life-support systems&lt;br /&gt;
*# Fane: Where the Grimnyr interface with the Ancestor Cores&lt;br /&gt;
*# Crucible: Where new flesh and blood Kin are made, if not from a more natural method.&lt;br /&gt;
*&#039;&#039;&#039;Hearthspake:&#039;&#039;&#039; In a given hold, the Hearthspake is the governing body, no matter how big or small. They are a council comprised of Guild representatives of particular commercial groups, the hold&#039;s attendant Grimnyr, as well as the leaders of the hold&#039;s Kinhost, such as the Kahl.&lt;br /&gt;
*&#039;&#039;&#039;Kinhosts:&#039;&#039;&#039; The militaries/militias of the Leagues, made after the kindreds united and combined their militaries. Soldiers are typically drawn from the civilian populous, but are not restricted to kinhosts only, as depending on their decision (after they completed their oath of service to their Kâhl), the soldier may return to civilian life after they have done their service. Objectives range from protecting colonization efforts, protecting resources extraction operations and other guild/kindred interests, and overall defense to annihilating entire worlds because they know too much. Has a slightly overall civilian look to them (but are still more deadly than Imperial forces). The forces within the kinhosts militaries (called oathbands), are extremely flexible on what they consist of. Some of these oathbands can even consist entirely of mercenaries.&lt;br /&gt;
**&#039;&#039;&#039;Kinhost commanders/senior Officers:&#039;&#039;&#039; The military leaders of the Kinhost militaries that rank below the High Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Guilds:&#039;&#039;&#039; The overall backbone of the Leagues. Independent commercial groups. Builds holds and everything else. Regulates and manages almost everything, and oversees fair competition (but are not necessarily overbearing). Does not like cutting corners. Very competitive and ruthless in general. Is unofficially apart of the government. Typically doesn&#039;t leave their own holds. Does not like Freelancers and outcasts (and the occasional rival guild). Every aspect of life and production is affected by the guilds. Clonskin guilds exist and work to improve upon and stabilize cloneskins. Ironkin Guilds exist as well.&lt;br /&gt;
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*&#039;&#039;&#039;Freelancers:&#039;&#039;&#039; Independent contractors, mercenaries, traders, explorers, plumbers, etc. Does the same thing as the guilds except with less political influence and resources. Not too fond of guilds&lt;br /&gt;
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*&#039;&#039;&#039;Holds:&#039;&#039;&#039; The homes of the Leagues and its organizations and populous. Typically enclosed and fortified, holds vary in type and size. Can range from underground tunnels and narrows, to fortified bunkers and live in factories, to hive cities and ecumenopolises. Also comes in the form of space stations, asteroid colonies, and ships. Industrial and high tech in nature, yet typically very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains &amp;quot;Hearths&amp;quot;, which act as the hearts of the holds, providing heat, light, and recycled air, and overall let the kin thrive. Hearths also act as reactors for the Kins holds, powering up all their electrical needs.&lt;br /&gt;
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*&#039;&#039;&#039;Kin in general:&#039;&#039;&#039; The general population of the Leagues. Mainly consists of ironkin, fleshkin, and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from &amp;quot;crucibles&amp;quot; (which they prefer due to regular reproduction diluting the genetic quality of offspring. Generally enhanced by both biological and cybernetic means. Very intelligent and industrious. Loves their ancestors to death. Loves their Kin and kindreds. Loves making their master crafts. Loves living in their fortified holds (but will go out into the galaxy to serve the ancestors, their guilds, and their communities). They get to pick their own names (excluding their family names, which they get from the names the crucibles has attached to it, and its considered rude to change), and gain more throughout their life from fellow kin like &amp;quot;Orkslayer&amp;quot;. Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with [[Star Wars|clonekins who had their production accelerated]]). Far from uncommon for them to get plenty of physical alterations. They were also made to resist and endure the warp and its corruptions, dampening their souls (note: they are masking their souls brightness, not actually dimming down their souls) for better protection. They also have high amounts of white blood cells, which allows them to greatly resist disease, imbibe higher amounts of alcohol, and heal swiftly. Some can see in infrared.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ironkin]]:&#039;&#039;&#039; The League have [[Men of Iron]] now, or at least true AIs. Appears to be comparable to a Servitor, although distinctly described as being treated as equal to the fleshy Kin. The Ironkin can mimic their living counterparts’ every behavior and demeanor, but display no sense of ambition and are hard-wired with a desire to be helpful. Their bodies are all built for a unique purpose and cannot be easily replaced should they be damaged. One such purpose are the Wayfinders, which are the supercomputer, squatty equivalent of Imperial [[navigator|navigators]], allowing the Kin to traverse the Warp without the need of psykers, and thus reduce the threat of daemonic incursions. All ironkin have a CU, or Cerebral Unit, and a mechanical body, both of which are unique to each individual ironkin. The CU&#039;s themselves are nigh indestructible (with microfield generators woven into the structure of the unit), and can send out distress beacons. Since Kin are Kin, these are high priority for recovery.&lt;br /&gt;
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*&#039;&#039;&#039;[[COG|COGs]]:&#039;&#039;&#039; Are essentially the lower forms of AI, automata, and algorithms the Leagues possess. Akin to tau drones (yet still more advanced). Does much of the menial jobs and such in the Leagues, along with being utilized in combat as well, and overall helps automate the Leagues of Votann. Probably still treated better than servitors (especially considering they look like ironkin).&lt;br /&gt;
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*&#039;&#039;&#039;Outcasts:&#039;&#039;&#039; Hippies, lone wolves, academic heretics, illegal experimenters, and other scourges of bureaucracy. They&#039;re either those who have had their entire faction [[Blackshield|wiped out]] or have been cast out of League society. Seeing how the philosophy and religion of the Leagues involve all Kin experience live before returning in mind and body to the Ancestor Cores, it&#039;s considered a death sentence the same way the Path of the Outcast and the Path of Damnation are to the Craftworld Aeldari.&lt;br /&gt;
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===Known Leagues===&lt;br /&gt;
[[File:VotannMap.jpg|450px|right|thumb|Leagues of Votann Astrography of the Galactic Core.]]&lt;br /&gt;
*&#039;&#039;&#039;The Major Leagues:&#039;&#039;&#039; These are the ones represented the most in the codex, earning unique rules and wider sections of lore. i.e., they&#039;re the pre-built subfactions one can choose when mustering an army. &lt;br /&gt;
**&#039;&#039;&#039;Greater Thurian League:&#039;&#039;&#039; One of the original founding Leagues and the poster boy League. Has a teal color scheme. Largest of the Leagues, spreading over a wide expanse of the galactic core and very influential on the other Leagues. Includes over 200 allied kindred holds, and it contains the biggest guild. Very wealthy and expansionist, they have a lot of military might and resources at their disposal and they want to expand their reach. Their members think they epitomize what it means to be Kin. Are uncompromising with their mercenary attitude. Apparently, their grim, methodical pragmatism is an inspiration to other Leagues. The Kin’s special character Ûthar the Destined hails from this League, as does the Legends character Yoht Grendok. &lt;br /&gt;
***&#039;&#039;&#039;Known Kindreds:&#039;&#039;&#039; [[Deep Rock Galactic|Deep Rock Kindred]], a kindred belonging to the GTL, and participating in War Zone: Orgvayr; the Kindred of Vortun, Uthar the Destined&#039;s very own home, and therefore also part of the GTL &lt;br /&gt;
***&#039;&#039;&#039;Known Holds:&#039;&#039;&#039; Obsyd Gate, belonging to the Kindred Vortun, and the birthplace of Uthar the Destined; Grand Hall; Hold Silver Six; Demmak&#039;s Haven; Crimson Gulf, known for its size and indomitable walls.&lt;br /&gt;
**&#039;&#039;&#039;Urani-Surtr Regulates:&#039;&#039;&#039; A determined League constantly being invaded by groups of Orks, Tyranids, and Necrons, despite this the League is determined to fight to the last person standing. Their colors are greens and brown. Their kin live on the minimum and are currently at war with the Necron Dynasty of Samnokh. Are stoic, pragmatic, and abhor waste like most other Leagues, though they are noted for being less concerned with the cost of lives and material for battle to prevent giving up ground. Likes to keep their population counts high for their oathbands. [[Slayers of Karak Kadrin|No kin admitted to the Urani-Surtr Regulates has ever left.]]&lt;br /&gt;
**&#039;&#039;&#039;Trans-Hyperian Alliance:&#039;&#039;&#039; The most puritanical in their worship of the Ancestors. Sacrifice has more importance to them than the other leagues. Their colors are mostly orange and white. They enjoy collecting data and new info for their Votanns. They are a nomadic league, spread out not only across the galactic core but beyond, into far space with their 3 Votanns being stored in heavily armed ships. Their prospectors are known for venturing the width and breath of the galaxy in search of resources, and the League’s Hernkyn Pioneer riders are extremely skilled and considered genuinely exceptional by the other Leagues. This lifestyle is driven by the requirement to enrich their Votanns, which for the Trans-Hyperian Alliance is a reward in and of itself.&lt;br /&gt;
***&#039;&#039;&#039;Known Kindreds:&#039;&#039;&#039; Nothka&#039;s Kindred, which is based outside of three planets that got slammed into each other, which is metal as fuck; Kindred of Liminus Crag, famous shipwrights who produce swift voidcraft and atmospheric gunships; Ukulak&#039;s Kindred, where every member has served at least a decade as an honored Hernkyn.&lt;br /&gt;
***&#039;&#039;&#039;Known Holds:&#039;&#039;&#039; Sunder Stair, home of Nothka&#039;s Kindred.&lt;br /&gt;
**&#039;&#039;&#039;Kronus Hegemony:&#039;&#039;&#039; Also known as Kôrynn’s Kindred they are the most militaristic and aggressive league (to the point of being aggressive even to other leagues). Their color scheme is yellow and black. They are a relatively new league formed less than millennium ago. [[Awesome|Ork WAAAGH!s, Tyranid swarms, and many other threats have been broken by the mighty kinhost of the Kronus hegemony]]. They are known for having a harsh reputation, due to their strictness and quotas. The formation of their league was due to their League’s Fane (computer systems) achieving self-awareness and transforming into a full blown Votann which has subsequently been demanding the Hegemony should always be gathering resources; Kindreds that join have to pay a hefty price to join and then have to pay hefty tributes through conquest. They also already pissed off the other Leagues in territorial disputes. Despite their reputation, they are still seen as a boon for the other Leagues due to their defensive capabilities.&lt;br /&gt;
**&#039;&#039;&#039;Ymyr Conglomerate:&#039;&#039;&#039; A massive and ancient power bloc. Has a red color scheme. Few value quality craftsmanship more than the Ymyr conglomerate. They have long ventured beyond the core trading and operating all over the galaxy. They are the richest League, having the best living standards to boot. Even for the other Leagues, they appear decadent. They also have a higher amount of high-quality weaponry and equipment for their kinhosts. &lt;br /&gt;
***&#039;&#039;&#039;Known Kindreds:&#039;&#039;&#039; Orkbane Kindred, known to have harnessed super intense spectra from their host star to power their forges, resulting in uber powerful weapons.&lt;br /&gt;
***&#039;&#039;&#039;Known Holds:&#039;&#039;&#039; Brokhfyre, on the world of Tamakh, and owned by the Orkbane Kindred.&lt;br /&gt;
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*&#039;&#039;&#039;The Lesser Leagues:&#039;&#039;&#039; These are the ones that exist in the background lore, likely never receiving anything more than the occasional few lines of text and implications to the wider lore. &lt;br /&gt;
**&#039;&#039;&#039;Seran-Tok Mercantile League:&#039;&#039;&#039; Has risen to prominence and profited greatly from trade with the T’au Empire. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; confirmed to be the Demiurg.&lt;br /&gt;
**&#039;&#039;&#039;Grand Orion Compact:&#039;&#039;&#039; Their Votann was destroyed by Orks from WAAAGH! Morbok resulting in a grudge against the greenskins and starting a 500 year long war of extermination against the members of that WAAAGH! Known to contain the Hold of Oriakh&#039;s Irongate Kindred, which was also destroyed by the WAAAGH!&lt;br /&gt;
**&#039;&#039;&#039;Emberg Agnir Bloc:&#039;&#039;&#039; Destroyed by Tyranids. Their Votann absorbed their biomass to deny the Tyranids their prize as revenge, which drove the Votann mad, turning it into &amp;quot;The Mad Core&amp;quot;, which causes fluctuations in the Warp impeding travel near their former hold, which brings up a lot of fluff questions of its own. How exactly does a mechanical supercomputer &#039;&#039;assimilate&#039;&#039; an entire hold/league? Was it something like [[Forge World|Lucius]], where the Mechanicus holed themselves up underneath the surface, [[Tomb World|using teleportation to send their forces up and retrieving the shatted out mechanical bits back later]]? Or is this some weird techno-vore thing [[Grimdark|where all the dorfs jumped into an acid vat so their biomass could be used by their god?]] Either way, their Votann may have been one of the few Cores left able to react quickly, not that it&#039;ll be of much use now. Probably a callback to the original demise of the Squats.&lt;br /&gt;
**&#039;&#039;&#039;Ghulo Industrial Complex:&#039;&#039;&#039; This League is forever adding new systems and planets to their impressive holdings, and are skilled in transforming even the most barren of worlds into productive and valuable assets. Pours almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This League contains several extremely large and powerful Cthonian guilds, whose influence in the Hearthspakes is such that they&#039;re virtually the defacto rulers of the Ghulo Industrial Complex as a whole. Also owns the hold of Delvegard. &lt;br /&gt;
**&#039;&#039;&#039;Typhon-Styx Protectorate:&#039;&#039;&#039; A League that is renowned for their indomitable fortifications. Their oathbands lean towards steady and relentless strategies, advancing from one position to the next, and allowing waves of enemy counter attacks to smash themselves apart against swiftly-raised ramparts and tanks, dug in as temporary bunkers. Their holds are exceptionally [[Imperial Fists|fortified]].&lt;br /&gt;
**&#039;&#039;&#039;Grendl Dominance:&#039;&#039;&#039; An overly warlike League.&lt;br /&gt;
**&#039;&#039;&#039;Jotun-Erydani Combine:&#039;&#039;&#039; A League that is renowned for their Craftmanship and forging. Is a strongly meritocratic and Brôkhyr centric society.&lt;br /&gt;
**&#039;&#039;&#039;Kapellan League:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning.&lt;br /&gt;
**&#039;&#039;&#039;Balor-Attal Conglomerate:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning. Is in the process of disintegrating.&lt;br /&gt;
**&#039;&#039;&#039;Tehys Expanse:&#039;&#039;&#039; A extremely wide spread League. It&#039;s Kindreds [[ComStar|maintain contact by means of a singularity potent interstellar communications network, whose proprietary technologies they will only lease to other Leagues for a substantial fee.]]&lt;br /&gt;
**&#039;&#039;&#039;Sigma-Drakoni Union:&#039;&#039;&#039; [[Saim-Hann|A martially inclined League that prizes honorable combat greatly. It&#039;s Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldy and decorative insignia.]]&lt;br /&gt;
**&#039;&#039;&#039;Pan-Telluric Commonwealth:&#039;&#039;&#039; A exceptionally egalitarian society.&lt;br /&gt;
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===Kin Space===&lt;br /&gt;
As previously stated, the section of the galaxy most dominated by the Leagues of Votann is predominantly in and around the galactic core, where black holes, dense gravity worlds, and freshly-born stars are frequent. There are many aspects of Kin space that need to be listed, but due to page bloat, they&#039;ll get condensed so as to be be precise with the knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Unaffiliated Kindreds:&#039;&#039;&#039; Khald&#039;s Star Breaker Kindred; Kindred Crimson; Skalfi&#039;s Kindred; The Kindred of Narunn; Vykat&#039;s Kin; Kindred of Echodark; The Thousand Stars Kindred; Iron Canyon Kindred; Star-Delver Kindred; Kindred of Ork Slayers; Yoht&#039;s Black Pillars Kindred; The Kindred Stoic of Nightgulf; Kindred Six; Kindred Eleven-D; the Void Striker Kindred (Destroyed by Maelstrom Orgvayr); Lakhryr&#039;s Kindred (destroyed by Maelstrom Orgvayr); Karkyr Stellar Nursery; Yenna&#039;s Kindred; Kindred of Aarnok; Sylakh&#039;s Kindred, who are rivals with Kindred Six. &lt;br /&gt;
*&#039;&#039;&#039;Known Mining Worlds:&#039;&#039;&#039; Törg, Darkstar Mines&lt;br /&gt;
*&#039;&#039;&#039;Known Guilds:&#039;&#039;&#039; Cthonian Mining Guilds, Yngvary Combined Logistics, Star-Rider Mercantile Confederation, Cthonian Guild of Kadokh.&lt;br /&gt;
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===Regions/Warp storms===&lt;br /&gt;
To most species, the galactic core is uninhabitable. Only the hardiest of species and civilizations could ever dream to live here. But should they survive, the great riches of the core will open to them.&lt;br /&gt;
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In contrast to the Imperium, the Kin do not recognize the name &amp;quot;The Great Rift&amp;quot;, believing it would lend further superstitious menace to a already menacing threat. The appearance of these warp storms has caused much havoc in the galactic core, from swallowing up entire kindreds, to aggravating local core xenos. Some refugees from these swallowed up kindreds were able to make it out thanks to pan-spectral arrays, which gave some small warning to said kindred refugees. Those who escaped told of holds falling into complete madness, and right on their heels were hordes of ravenous Chaos war fleets. These storms have made the already extraordinarily dangerous core even more deadly. Each warp storm within the galactic core is named after a translation of an archaic Terran monster. Örgvayr, meaning &amp;quot;ogre&amp;quot; in low gothic, is the largest and most notable of them, and is located on the north-eastern fringe of the Greater Thurian League&#039;s territory, consuming both the Void Striker and Lakhryr&#039;s kindreds. Other warp storms are Cölosyk, Gëirokh, Töroll, Öggh, and Cyklöp.&lt;br /&gt;
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===Xenos in/near League territory===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks have long-been an enemy of the Kin, their own species-wide durability and sheer refusal to go away making them perhaps the only other species able to comfortably withstand the crushing weight of the galactic core. Being the main neighbors of the Kin, coupled with Orks being Orks and wanting a good punch up, has resulted in their species perhaps being the only thing the Kin consider to be an arch-enemy. With the Five Hundred Years war with WAAAGH! Morbok resulting in the destruction of a Votann, the stellar fleets of Bogg da [[Freebooterz|Freeboota]] King invading in the lieu of some warpstorms, and the neighboring Ork Empire of Morzag, all these things have solidified the Orks as constant pebble in the Kin&#039;s boot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; &amp;quot;The Bane&amp;quot;, as the Kin know the Tyranids as, has become somewhat of an intense threat/material opportunity for the Leagues in recent millennium. Hive Fleet Leviathan wiped out the entirety of the Emberg-Aegnir Bloc, resulting in the Mad Votann, and so earning the ire of the species. But at the same time, the Leagues hunt down hive fleet tendrils to harvest them for organic materials (likely their bio-metals and acids). Ultimately, they&#039;re treated more as a hazard than a direct enemy to fight with. &lt;br /&gt;
*&#039;&#039;&#039;Minor Species:&#039;&#039;&#039; The typical one-off species that exist to pad out the Galactic Core to make it less empty. Nothing is known about them other than their names and that they are taking the Great Rift as an opportunity to get antsy. They include the Septeryx, the Chrobdyr Ferrophagites (rust monsters lol) and the ominous Cult of Ohn.&lt;br /&gt;
*&#039;&#039;&#039;Other Big Players:&#039;&#039;&#039; With the Great Rift opening and swallowing a shit ton of Holds, many Kindreds and some Leagues have opted to scarper out of the Galactic Core and find new steading elsewhere. This vacuum has allowed an opening for the Imperium, the T&#039;au Empire, and the Craftworld Eldar to move in on the territory, kicking up dust as they do and transgressing on the Kin&#039;s holdings.&lt;br /&gt;
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===Noteworthy Kin===&lt;br /&gt;
*&#039;&#039;&#039;Ûthar the Destined:&#039;&#039;&#039; A great Kahl from the Greater Thurian League that has a mysterious objective and destiny, prophesied to complete a great task. He’s a ruthless warrior armed with masterfully wrought weapons, including the legendary Blade of the Ancestors (which he got literally the day he was born on), and has a gift for assessing enemy foes.&lt;br /&gt;
*&#039;&#039;&#039;Yôht Grendok:&#039;&#039;&#039; An eager young up-and-coming Kâhl also from the Greater Thurian league. Yôht is armed with a unique, belt-fed Autoch-pattern combi-bolter and a forgewrought plasma sword. His gear is also noted as being decorated with fine gems, and topped by an ornate rampart crest decorated with leonine imagery. His miniature was among the exclusive merchandise released to commemorate the anniversaries of Games Workshop&#039;s Warhammer Stores in 2023 and Warhammer Legends rules allowed you to use his particular loadout in open, narrative, or matched play – or you could field him as a standard Kâhl.&lt;br /&gt;
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===Relationship/interactions with other factions===&lt;br /&gt;
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{{topquote|Alright listen to me, you mechadendrite molesting piece of shit. If you go any further with that rust stained trashcan lid you call a face, I&#039;m gonna recycle your arse so hard, you won&#039;t be able to get hard in front of a toaster! I&#039;m gonna shove my foot so far into your exhaust pipe, my foot is gonna have a free shoe polishing. Then I&#039;m gonna shove that red hood in your face, and call you a hobo-copper. I will disassemble you with my fucking beard. And then I will reassemble you without your human parts! Because your flesh is weak, you twat!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;... Sniff. That was uncalled for.| A typical Kin&#039;s greeting to a Mechanicus Skitarii}}&lt;br /&gt;
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&#039;&#039;&#039;Galactic relations in general:&#039;&#039;&#039; The Kin will leave most of the denizens in the galaxy alone, so long as they aren&#039;t getting in-between what the Kin want. The Leagues of Votann trade outside the core through a range of names, though these are rarely of their choosing this has caused confusion and misunderstanding over who these mercenary adventurers really are. To those who are in their way however (unwillingly or not), the Kin are a tough nut to crack. Even far from the more secure area that is the galactic core, the Kin are a armoured, fortified, bunkered down, advanced, and tactical juggernaut. More often than not, the Kin succeed in their conflicts, and even the more major players of the galaxy find them difficult. On occasion, a resistant population may be deemed too strong for any conflict to be worthwhile, but most of the time any resistance will be swept aside or ignored. The Kin have no compunctions about tearing open the crust of a world whilst the population still dwells upon it, however sometimes a evacuation can be negotiated. To those on the kins good side, they are invaluable business partners. To those on their bad side, they are a force of ruthlessness and greed. As for the more esoteric side of things, the Kin look at the Emperor, Khaine, and the Chaos Gods in the same lens: “not my horse, not my race”. &lt;br /&gt;
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&#039;&#039;&#039;Ironhead Squat Prospectors:&#039;&#039;&#039; See each other as distant cousins who can share a pint in the pub and complain about the Aeldari.&lt;br /&gt;
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&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; In the Imperium of Man, the Tyranids hunt &#039;&#039;you&#039;&#039;, in the Leagues of Votann, the League hunt &#039;&#039;Tyranids&#039;&#039;. Known to the Leagues as “The Bane” the Kin are wary of the Nids and have gain a grudging respect for their effectiveness and adaptability. Whilst the Nids still view the Kin as biomass ripe for devourment. the nids&#039; themselves also stay clear away from them as the Leagues are known to scout out and hunt down &#039;&#039;entire Tyranid hive fleets&#039;&#039; to harvest their resource bounties. Moreover, the high technological levels and large presence of automatons makes fighting the League a sunk-cost fallacy for the Tyranids such as in one example with the Northstar cluster, where the bioforms exhibited an odd nesting behavior not seen elsewhere. They have proven difficult to eradicate and have brought devastation to the Urani-Surtr Regulates. The Kin see the danger of the Tyranids they pose to their territories, following the destruction of the Emberg Agnir Bloc. It was made up of a few dozen kindred and found themselves in the path of hive fleet Leviathan. The League was wiped out. The Votann was left untouched. It absorbed the bodies of its fallen Kin to deny the Tyranids the biomass, and was driven mad, becoming the mad core, and causing fluctuations in the warp that disrupt travel. Nevertheless, such endeavors still prove too risky for the Tyranids and, given the League&#039;s habit and skillful speacialty of hunting their fleets down like giant whalers; the Hive Mind has put the League on the same level as the Necrons in terms of GTFO or DIE!.&lt;br /&gt;
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&#039;&#039;&#039;Tau:&#039;&#039;&#039; The Spess Dorfs are the China to the Tau progressive imperial japan. They view the Leagues as grand benefactors and business partners of the Greater Good and the Tau Empire - although they could certainly improve their viewpoints and dedication to the cause. They are also really happy with their new technology they received from the Leagues, with their ion technology being extremely popular among the Tau&#039;s forces. The Leagues see the Tau as a very naïve and young people, although they appreciate the value of the greater good as it shares similarities with their own philosophy, values, ethics and principles like putting the Kin first. The Tau is more than happy to pay the Leagues, though the Kin rarely share their more advanced tech and resorces. As an example, the Kin&#039;s ion tech is superior and far more compact than the Tau&#039;s. Thanks to the extreme naivety of the tau, the Tau actually think the few ships they see from the Leagues are all that is left of the Kin, following a invasion from the Tyranids. These rumors have been rebuffed by the Kin, much to the confusion of the Tau. The Kin see no value in enlightening them in this regard so long as they can continue to profit from trade with the naïve civilization. With the advances of the empire in the Chalnath expanse, there have been some minor clashes with the various factions of the Kin, which may have somewhat soured some local relations. Kind of. Nothing that money can&#039;t fix, though. Gold settles Grudges as easy as blood, even in space. &lt;br /&gt;
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&#039;&#039;&#039;The Imperium of Man:&#039;&#039;&#039; View the Leagues as useful and good enough for trade, yet they think they are sketchy devianted abhumans who stray too far from the holy human form and are probably heretics, though they don&#039;t seem as quick or eager to put these ones down nor whip out any Exterminatus moves on them. On the world of Necromunda at least, they are looked down upon as Squats despite all they&#039;ve done for the world. Likewise, the Leagues view the Imperium as a bunch of disappointing dumbfuck competitors - although they&#039;re still good enough for trade. Will surprisingly be honest about their usage of AI if pressed on it enough to come out and admit it (which of course it naturally pisses the Imperium off especially among the priesthood of the Mechanicus). On some Imperial worlds like Necromunda, the Kin have been there since their Imperial records started. Rogue traders are more than happy to deal with the Leagues, though their extravagant lifestyles are considered wasteful by the kin, and deals are made with governors of Imperial worlds and systems, for a suitable fee. The more zealous of the Imperium deem the Kin as entirely sovereign independent state of abhumans, if not Xenos. And at one point, the Demiurg had an automated mining facility that was infiltrated by the alpha legion. Overall, the Kin treat them as any other species.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari:&#039;&#039;&#039; [[Elf|Guess]]. They like to keep their meetings brief few and far between as the knife-ears aura of xenophobia, arrogance, pretentiousness and entitlement pisses the Kin off to no end, a humorous opinion given how the Kin can be just as greedily entitled towards “their resources” as any Eldar (See the ultimatum at page top).&lt;br /&gt;
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&#039;&#039;&#039;Drukhari:&#039;&#039;&#039; [[Dwarf Fortress|Guess again]]. Unlike the Tau who were dumb enough to trust the S&amp;amp;M gimp suit wearing weirdass sick fuckheads at one point, the Kin are smart enough to not have wanted anything to do with the perverted pasty sweat goblins.&lt;br /&gt;
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&#039;&#039;&#039;Harlequin:&#039;&#039;&#039; Weird creepy murderous chaotic clowns that are to be avoided if they can.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari Exodites:&#039;&#039;&#039; [[Avatar|Guess thrice]]. Although, the Kin actually do respect them for their more practical nature. Still more than happy to invade for resources though.&lt;br /&gt;
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&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The Necrons consider the Kin to be another upstart race, though with a level of trepidation. Not only are they considered remarkably dangerous foes to fight, but the Kin also delve deep into their worlds, breaking into tomb complexes, and plundering the rich harvest within. To the Kin, the metallic aliens are easy pickings while they sleep, and vicious foes when roused. Typically shoot on sight levels of diplomacy. They already war with the Urani-Surtr Regulates for control over one of its main worlds. The involved Necrons is the Samnokh dynasty.&lt;br /&gt;
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&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks are the Leagues most hated Foe, as not only are they pervasive, but they are also endlessly wasteful, fighting, destructive, mindlessly violent and ravaging what the Kin have built, and The Leagues have been as successful as every other civilization in eradicating the Orks. The Orks are not stopped by the dangers of the core regions, and Ork pirate raids are a particular concern, with Orks like Bogg Da Freeboota king and his numerous fleets pestering the Leagues. The Orks tendency to use whatever scrap they can get has led to the creation of the saying &amp;quot;a prize for a Ork&amp;quot;, used to describe things or ideas that are worthless to the Kin. The 500 years&#039; war was fought against WAAAGH Morbok after they overran the Grand Orion Compact&#039;s Hold of oriax iron gate kindred. The Votann in the hold was torn to pieces, the most widespread grudge in the history of the Kin was called, and the Compact spent the next five centuries hunting down every single Ork from WAAAGH Morbok.&lt;br /&gt;
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&#039;&#039;&#039;Chaos:&#039;&#039;&#039; They find the Leagues to be a major pain in the ass as they actually have at least some ideas on how to deal with chaos unlike their Imperial counterparts. They dimmed their souls, use soulless A.I. to pilot through the warp, have top notch security, and live high quality and comfortable lives in their holds. They see little to even no chaos corruption in the Leagues and will probably see more losses than wins with them. The Kin of course are absolutely disgusted by them, and have little time for their gruesome and foolish activities. &lt;br /&gt;
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&#039;&#039;&#039;The Adeptus Mechanicus:&#039;&#039;&#039; A series of mental breakdowns and cybernetic overloads occurs when Mechanicus members encounter the Leagues. Whether it&#039;s due to them seeing Heresy in the Leagues, or due to the many shinies the Leagues have, it doesn&#039;t matter. They will see the Leagues as major competition regardless of the reason and move to claim the shinies for themselves. To the Leagues, the Adeptus Mechanicus are rats scurrying around a scrap heap. Superstitious tech cultists living on the successes of their ancient betters whose ignorance makes them dangerous. The Kin avoid them whenever possible and are swift to eradicate them when needed, but only if deemed absolutely necessary. Considering incidents such as that with the ai of the spirit of eternity, this is a viewpoint that has quite a bit of validity to it (with very few known exceptions).&lt;br /&gt;
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===Speculation/Theories===&lt;br /&gt;
The LoV being as new as they are, there&#039;s a lot going on about them that we don&#039;t know about. Particularly, how can certain aspects of the setting be connected to them to better help them conform to the whacky-tobaccy universe that is 40k. Until we get lore confirmations, various speculations and conspiracies will be listed here. &lt;br /&gt;
*&#039;&#039;&#039;Votann out in the Wild:&#039;&#039;&#039; As the biggest part of the Leagues and their lore, the Votann naturally draw a lot of attention to themselves, especially since some parts of the lore can now be comfortably assumed to be a Votann. &lt;br /&gt;
**&#039;&#039;&#039;The Van Saar STC:&#039;&#039;&#039; A bit of speculation around the Votann is if anything else in the setting will be retconned into/explained as being one. The most obvious candidate is the [[House Van Saar]] STC, described as being &amp;quot;large building&amp;quot; sized and &amp;quot;damaged&amp;quot; in that it&#039;s spewing out radiation, similar to the disrepair some Votann are said to be in albeit more extreme, and if it was a Votann it would explain why Squats are on Necromunda.&lt;br /&gt;
**&#039;&#039;&#039;The Votann are fueled by alcohol:&#039;&#039;&#039; Naturally, being dorfs, the dorfs need to fill the dorf computers with dorf juice in order for them to give dorf advice. How else are they supposed to run? Fission batteries and solar energy? That&#039;s [[elf|leaf-lover]] hippy dippy shit.&lt;br /&gt;
**&#039;&#039;&#039;Basis of the Cult Mechanicus:&#039;&#039;&#039; Considering how old the religion of the Adeptus Mechanicus is, as well as the age of the Votann themselves, its not too far of a stretch to assume that the concept of the Machine God could have sprouted from a Votann built and buried on Mars.&lt;br /&gt;
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===Influences/Mythology/Aesthetic/Complaints===&lt;br /&gt;
*&#039;&#039;&#039;The greater rage:&#039;&#039;&#039; The 2001 release of the [[Tau]] was spurred with anger, confusion, and revulsion. Even to this day in the year 2022, you&#039;ll still see swathes of the community that seethe at the mere mention of the Tau, deeming them as &amp;quot;weaboo space communists who aren&#039;t grimdark enough&amp;quot;, or simply &amp;quot;another vile xeno who is irrelevant&amp;quot;. And like its predecessor, the LoV is reaching similar levels of division and anger. But much like the decade that it was revealed in, the Leagues bring in a new scale of chaotic and unprecedented changes. This section is to help boil this down, and address complaints and confusion.&lt;br /&gt;
*&#039;&#039;&#039;Twentieth century futurism:&#039;&#039;&#039; There have been quite a few who have claimed that the LoV is &amp;quot;generic sci-fi&amp;quot; and &amp;quot;inconsistent in its design&amp;quot;. To be quite frank, this is a bunch of nonsense hullabaloo. Anyone who has enjoyed enough fictional settings like that of [[Fallout|Fallout]] is going to tell you that the Leagues is full of [[Isaac Asimov|mid-centrury futurism]] and [[Arthur C. Clarke|classical sci-fi]], with the atv looking like a 1960s moon buggy, and the Hernkyn chopper looking like a mid-century 60s bike ([https://youtu.be/ySxEFuUrdio|for god&#039;s sake, look at its trailer]). While you will find some of dieselpunk in the LoV and its not entirely just mid-century aesthetics, [[atompunk|atompunk]] has asserted its dominance here, Giving them a more civilian look. This also includes the look of the Ironkin (and to a certain extent [[UR-025]] and the [[Kastelan Class Battle-Automata]] which look like mid-century robots). Fact is, the LoV is a love letter to classic sci fi. But that&#039;s not all.&lt;br /&gt;
*&#039;&#039;&#039;Western/wacky sci-fi:&#039;&#039;&#039; If you haven&#039;t noticed from the bolter revolvers, the abundance of words like &amp;quot;Pioneer&amp;quot;, &amp;quot;frontier&amp;quot;, &amp;quot;rugged&amp;quot;, and &amp;quot;hardy&amp;quot;, along with the fact that the first revealed  ironkin looks a lot like a western blacksmith, the amount of &amp;quot;simple&amp;quot; practical tools the Kin often carry, the Leagues have a lot of western influences. They also seem to still retain an air of comedic relief from their previous Squat forms. Expect future [[Firefly|Firefly]] references, and a Votann answering with [[Approved Literature|&amp;quot;42&amp;quot;]].&lt;br /&gt;
*&#039;&#039;&#039;Mass produced goodness:&#039;&#039;&#039; Unlike their many Dwarven counterparts, the Leagues are by no means the top industrial powerhouse of the galaxy (the Necron and the Aeldari have them beat, along with most of the other species from around the time of the old ones). To be quite honest, they are more about industry as a theme rather than being the most industrious. However, one could say they are still the top non-prehistoric industrial in the galaxy. They could also be said to be the top powerhouse in the galaxy that is both operating at its full capability (Necron sleepiness), and still actively lives and colonizes the galaxy (Eldar and their hidey holes). And in comparison, to their &amp;quot;competitors&amp;quot;, they are probably the most easily accessible due to them generally not wanting to instantly butcher you the second they even glance at you, or just tell you to get lost. As for the lower powers? The Imperium, while it&#039;s very industrial, is also incredibly inefficient and often...dumb with its capabilities in general (Agri-worlds, under use of auto loaders, crappy servitors). And the Tau, while smarter than the Imperium with their industrial capabilities, has far less potential with what they have.&lt;br /&gt;
**Moving on from their position in the galaxy, why the industrial aesthetic? Well, first off, they&#039;re dwarves. Second off, as mentioned above, the other industrial factions are either too insufficient to carry out certain ideas and concepts or are too hidey. The Leagues are in the perfect position to introduce potential new concepts to the universe, like not crap hive cities, dyson spheres that don&#039;t belong to the Necron, megastructures, and potentially much more. it&#039;s a nice change of pace to see an actually efficient industrial that isn&#039;t controlled by ancient aliens.&lt;br /&gt;
**Thirdly, you need a little grime and practicality to that atompunk, and efficient industry is the perfect way to do it. Doesn&#039;t mean you can&#039;t have your cleanliness (and I&#039;m pretty sure they&#039;d prefer to not have pollution in their holds), just adds a tad bit of realistic imagery to it.&lt;br /&gt;
*&#039;&#039;&#039;Cleanliness, kin, and old world blues:&#039;&#039;&#039; Besides the reasons above, there is a reason the Leagues look so clean, organized, and sleek. This comes from the more grimdark and evil side of the Leagues (which is a little weird and unique). As previously stated before, the Leagues are a meritocracy overseen by guilds, wise long-bearded psykers, military commanders, and the mighty moai heads themselves. Said guilds are very competitive and will not hesitate to strip to the bone entire planets with civilizations and ecosystems just to stay ahead.&lt;br /&gt;
**So are they capitalist? Maybe. But while they&#039;ve shown how they can easily have conflicts with themselves, one of their mottos is &amp;quot;Kin are kin&amp;quot;. They also seem to be very egalitarian within their societies. On top of this, we&#039;ve had previous examples of society reaching post scarcity levels of comfort, including even some Imperial worlds, and the friggin lower tech tau. They also seem to put high importance on community and fellow kin. Even the guilds wouldn&#039;t be caught dead cutting corners and making shoddy products (they regulate much of League society).&lt;br /&gt;
**So socialists? Maybe. But really, the answer may be in-between (somewhat). Would certainly suggest looking up the guilds of post classical, classical, and pre-classical history to get a better perspective.&lt;br /&gt;
**But we do know that they generally have a comfortable life and are very egalitarian. The guilds are competitive, meritocratic, regulate much of League society, and still come to blow with each other. What we can tell is that Leagues inner society is generally at least decent for its citizens. As for those who are outside of League society...&lt;br /&gt;
**Expect to see a lot of neocolonialism, colonialism, client states, banana Republics, puppet states, potentially narco states, banana wars, and the 1893 overthrowing of the kingdom of Hawaii except 10x worse (and with more planetary genocide). As with their holds: dirty on the outside, clean on the inside.&lt;br /&gt;
*&#039;&#039;&#039;The mythological and the fantastical:&#039;&#039;&#039; This one is a total mashup. You got Celtic, Greek, Nordic, and other mythologies mashed in. The Leagues are named after Greek titans, and Nordic gods. The Votann are based off [[Odin]]. The Kin are Geri and Freki, odins greedy wolves. The leadership is based off odins ideal leadership (with the grimnyr being based off one of his disguise names).&lt;br /&gt;
*&#039;&#039;&#039;Too Human similarities:&#039;&#039;&#039; Way back in 2008 the now defunct game company Silicon Knights released a game called “Too Human” for the Xbox 360 after over a decade of it being stuck in development hell. The game was based on reimagining Norse mythology through a cyberpunk lens. While the game flopped miserably (so miserably in fact that Silicon Knights tried to sue the engine devs for sabotage, only for that lawsuit to backfire so hard that Too Human had to be deleted from existence) due to its clunky control system, some of its design elements seem suspiciously similar to the Leagues of Votann aesthetic including: exoskeleton-equipped berserkers, combat transports that resemble the Hekaton Land fortress, the whole mega corporation of the Aesir, and the fact that Odin was reimagined in the game as an AI called the “Organic Distributed Information Network” which bears a striking similarity to the idea of the Votann. Maybe someone in GW played the game and used it as inspiration for the Leagues? It wouldn’t be too surprising.&lt;br /&gt;
*&#039;&#039;&#039;[[Video games|Deep Rock Galactic]]:&#039;&#039;&#039; Similar to the above, the game &amp;quot;Deep Rock Galactic&amp;quot; may have spurred on GW&#039;s decision to reinvent the squats in some areas. Notably, the game is based on a company of the same name, which uses actual dwarves as their mercenary-miners to plunder a planet of all its wealth while fighting bugs. Themselves a corporatist, mercantile faction that prefers wealth over civility. Now, this game was released in alpha in early 2018, so it could be a little bit of a stretch to say if it&#039;s fully influenced much on the LoV, considering the lengthy design process GW has. It hasn&#039;t stopped WarCom from throwing in some tongue-in-cheek, potential references to the game, though. Plus, with all the &amp;quot;Rock and Stone&amp;quot;s and &amp;quot;For Kahl!&amp;quot;s that players will throw out, it probably won&#039;t matter anyway. Though the codex does mention an offshoot of the Greater Thurman League known as the Deep Rock Kindred&lt;br /&gt;
*&#039;&#039;&#039;Starcraft:&#039;&#039;&#039; Seriously their Hearthkyn armor looks like a mini ripoff version of Terran Marine armor. The Einhyr Exo-Suits make that comparison even more blatant. &lt;br /&gt;
*&#039;&#039;&#039;Transformers:&#039;&#039;&#039; their faction symbol looks like the Autobot logo and they worship giant godlike AIs that would probably get along quite well with Primus…less so with Unicron, despite doing his shtick themselves frequently.&lt;br /&gt;
*&#039;&#039;&#039;[[Dwarf]] technology &amp;amp; craftmanship:&#039;&#039;&#039; the Leagues represent a 40k take on the standard fantasy dwarf archetype which more often than not includes them having technology or at least craftmanship superior to all other factions save for “elder/precursor races“ if they are present, so it is no surprise that only the [[Eldar]] and [[Necrons]] beat them with the [[Tau]] being close contenders. Speaking more specifically of [[Warhammer Fantasy|the sister game]] the Dwarfs were the source of the better magic of the [[High Elves (Warhammer Fantasy)|Elves]] and the technology of [[The Empire|The Empire]], have a culture revolving around settling all slights [[Slayers|with blood or gold]], have such reliable magic that they can make doors/walls that even the strongest Daemons can&#039;t pass and Tzeentch himself cannot see through and can [[Arianka|can imprison a Chaos God in a box]], literally use the word human (&amp;quot;Umgi&amp;quot;) as a description for inferior quality, and [[Chaos Dwarfs|even Chaos has to go to them for the good gear]]. In regards to weapons, just ask Warhammer Fantasy players with big expensive models how they feel about Dwarf &amp;lt;strike&amp;gt;sniper missiles&amp;lt;/strike&amp;gt; Cannons.&lt;br /&gt;
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===Forces of the Kin===&lt;br /&gt;
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*&#039;&#039;&#039;[[Kâhl]]:&#039;&#039;&#039; Taking the place of [[Squat Warlord]]s as leaders in their species’ military roster, they’re experienced battle hardened Generals who proudly wield the Leagues advanced weaponry, and are the final authority over an individual Oathband in the Kinhost militaries, they’re subordinate only to their Kindred’s ruling Votannic Council. Their most important role is to cast the Eye of the Ancestors over their foes — marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin. Equipment wise they carry nifty ornate armor and weapons like the Kin equivalent to storm bolter, plasma axes, and Volkite equipped power fists. FOR KARL!!&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Thunderers|Brôkhyr]]:&#039;&#039;&#039; The [[Guildmaster|engineers]] and lead craftsman of the Leagues, named after the dwarf of Norse mythology, Brokkr, who built Mjolnir. They just blow tech priests out of the water on every level, as not only do their (creatively named) A.N-vyl Terminals (just picture a 3D printer but for guns) have MANY full STCs inside that make all their guns all that and a bag of chips in comparison to those of the Imperium, but they&#039;re also not limited by dogma and orthodoxy when it comes to technological advancements, meaning they actively upgrade their shit. That being said while their specialty lies in engineering these folks are also more than willing to throw down with the best of them. When the Oathbands head to battle, the Brôkhyr will strap on powerful exo-frames to become the mighty Thunderkyn. Although not quite as scratch-resistant as the Einhyr Hearthguard’s exo-armour, since the powerful suits they wear were initially adapted from rugged engineering rigs, they can still take a hell of a pummeling and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of their enemies fall before salvos unleashed from bolt cannons, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers, prospects that have made more than one enemy think twice before attacking them. &lt;br /&gt;
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*&#039;&#039;&#039;Brôkhyr Iron-master:&#039;&#039;&#039; The Brôkhyr are the Leagues’ highly skilled techno-artificers, and the Iron-masters are the cream of their crop. They head into battle with a dutiful Ironkin assistant and a knack for repairing even the most beaten-up vehicles. Helping them are a gaggle of E-COGs – hardy combat and repair drones, lacking the intellect of a true Ironkin.&lt;br /&gt;
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*&#039;&#039;&#039;[[Living Ancestor|Grimnyr]]:&#039;&#039;&#039; The predominant psykers of the Leagues, dressed like [[weeb|fucking wizards]] in an army full of voidsuits and armor. Wearing robes over their Power Armor to the point that [[Dark Angels]] themselves looks like normies. The Kin now name their dwarf wizards after the false identity Odin took while on a bet from Frigg, from Norse Mythology (or ripping off the WHFB dwarf god [[Grimnir]]). Are essentially the Votanns eyes, ears, limbs, mouth, etc. They are able to access directly the data stores of the Votann using psychic powers, and communicates its will and guidance to their Kindreds and Leagues. They are the closet you will see to a priest in the largely secular Leagues. They also use barrier tech to help them harness the raw power of the immaterium in battle – such as summoning two mechanical CORVs that often  hover alongside them as familiars (very similar to the ability of the gene stealer cults to summon familiars). Essentially mystical wise old sages.&lt;br /&gt;
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*&#039;&#039;&#039;Embyr:&#039;&#039;&#039; Mentioned in the codex as a sworn order of warriors who protect the gene-wombs of a hold&#039;s Crucible. In essence, they guard the Cloneskeins, and therefore, the next generation of kin. They&#039;re also marked as being another example of kin who are integrated with barrier tech, like the grimnyr, and are therefore psykers. We don&#039;t know to what extent, however. &lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Berserkers|Cthonian Berserks]]:&#039;&#039;&#039;Hailing from the Cthonian mining guilds which are noted for venturing to environments even other Kin fear to tread, these furious and heavily augmented murder machines are a sci-fi reimagining of [[Slayer]]s from WHFB. These frontline fighters originally began as Kin who enhanced the physical capabilities of their cloneskeins with cybernetic upgrades and cyberstimms, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths. Now tasked with dealing with their people’s enemies they charge into battle with modified advanced mining gear like heavy plasma axes, concussion mauls, and power fists all while wearing little or no armor besides that which their cyborg augmentations provides. They also have mole mortars/ grenade launchers (for mining purposes of course). The most augmented and hardiest of the Cthonians are known as &amp;quot;luggers&amp;quot;, who compete with each other to see who the most cybernetically jacked are. Think Wilhem from Borderlands, and you have an idea. &lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Warriors:&#039;&#039;&#039; Because replacing i&#039;s with y&#039;s is so sci-fi and trademark friendly. The [[Squat Trooper|Hearthkyn]] are essentially identical in terms of origin as the [[Guardian|Guardian Defenders]] of the eldar, in that they are the core infantry force of the Leagues&#039; military that were conscripted from their civilian populations. However, rather than being a militia roused during times of conflict, the Hearthkyn are instead closer to real-world militaries, in that the soldiery serve for an extended period of time before going home to their civilian professions. Serving in the Hearthkyn, anyone can enlist: male, female, flesh or metal, as Kin are Kin, after all. The units themselves are equipped with all manner of hullabaloo Squat guns depending on their specialization, on the lighter end there are the Autoch-pattern bolters used for assault and laying down covering/saturation fire, there are also bolt shotguns, and bolt revolvers. On the heavier side there are volkanite disintegrators,  ion blasters (whose technology the Kin apparently gave to the Tau much to the Imperium’s ire) and HYLas auto-rifles all of which are used to sunder the defences of heavily-armoured opponents. Finally there’s also specialized heavy weapons such as L7 missile launchers, EtaCarn plasma beamers, Graviton blast cannons, and magna-rail rifles. All these ranged weapons are supported by smart tech integrated into Kin battlegear. The haptic utility nerve transmission recalibrator modules – HunTR for short – interface with their neural augmetics to establish a feedback loop between firearms and their users. This system projects minute gravitational pulses to maintain a stable firing platform even while running at full pelt – or zooming along on a flying trike. For close combat they got plasma blades, plasma axes, and concussion weapons like gauntlets, hammers, and mauls that amplifies the kinetic energy behind a Kin’s strike enough to launch an Ork boy into the air. As for protection they wear their own brand of power armor called Void armour comprised of hardened jointed segments which are hooked into a void suit beneath. The suit is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators for a level of protection that any Imperial Guardsman would give their left gonad to have!&lt;br /&gt;
**&#039;&#039;&#039;Theyn:&#039;&#039;&#039; Sci-fi spelling for the old Anglo-Saxon Thegns/Thanes (Fantasy Dwarfs had Thanes as heroes, so another connection there). They are experienced  warriors that serve as [[Squat Thunderers|squad leaders]] in Hearthkyn and Einhyr Warrior squads of 10 to 20 warriors and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets, plasma blades, and vicious plasma axes in addition to high quality ranged weapons. Theyns communicate with their squad with the aid of cybernetic implants – relaying strategic instructions from the commanders of the Oathband to their units, and can be differentiated from the other kin by the fancy animal headed crest mounted on the back of their armor which can grant them special abilities like acting as a teleporter.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr [[Hearthguard]]:&#039;&#039;&#039; Named after the Einherjar of Valhalla, they are the newly-christened [[Hearthguard]] Terminators of old, being the honored warriors selected from a Kinhold&#039;s most accomplished fighters, clad in [[Exo-Armour]]. They&#039;re armed with a shoulder mounted grenade launcher, a hand-held Volkanite Disintegrator, and either a power first with a retractable plasma blade or a Thunder Hammer. Like regular Hearthkyn Void armor the Exo-armor also has the HunTR system of micro gravity field generators built in to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Einhyr Champion:&#039;&#039;&#039; Those who climb the ranks of the Einhyr that eventually became Champions. These  warriors are clad in modified exo-armour fitted with mass-drivers for jump purposes and armed with vicious close combat weapons. They function as living battering rams, pulverising anything that gets in their way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Hekaton Land Fortress]]:&#039;&#039;&#039; A 300 point HECKA CHUNKY Heavy support tank that can also serve as a defensive emplacement and troop transport. This vehicle packs overwhelming firepower onto a rugged frame. Transport numbers vary depending on the nature of the troops inside. For instance it can lug around a hefty 12 models of Hearthkyn or Cthonian Berserks on the higher end, but only 6 of the more heavily armored Einhyr, and just 4 troops with the Exo-frame keyword like the Brôkhyr Thunderkyn. Still it can go toe-to-toe with some of the biggest and best battle tanks in the 41st Millennium thanks to its durable void armour. Weapons wise it can be equipped with a variety of hefty weapons for its main gun– from a cyclic ion cannon, to the very nasty heavy magna-rail cannon, or the devastating SP heavy conversion beamer. If needed a missile launcher with 3 different possible classes of devastating warheads (one kind for vehicles, one for bunker busting, and the last for dealing for infantry) can be added in exchange for removing the craft’s default pan-spectral scanner, though it will lose the ability to ignore light cover when firing. And if all that wasn’t enough it also has a rear mounted MATR autocannon, plus 4 bolt cannon ball turrets around the hull for dealing with swarms of smaller foes that can be swapped out for ion beamers if the user desires. As a side note the Hekatons are also mentioned to sometimes draw carriages in the codex.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Magna-Coil Bike|Hernkyn Pioneer]]:&#039;&#039;&#039; THE [[Squat Trike|TRIKES]] RETURN! [[Skub|AS HOVERTRIKES!]] And with a [[-4 Str|female]] driver. It looks like a spider-tank tachikoma from Ghost in the Shell fucked a [[Squat Bike|Harley]] and their baby came out a hoverbike. Hernkyn Pioneers are 35 point vehicles ridden by independently minded Kin who serve as scouts and outriders for the Kinhosts. They exchange the heavier armor of the Hyrthkin for lighter void suits backed up by armored trench coats, an old style pilot’s cap, and when necessary a gas or oxygen mask. Before you make the mistake of thinking they’re outlaw bikers though it should be noted that they are not seen like that at all amongst their own people. Rather in eyes of the Kin the Pioneers willingness to go off alone is considered courageous and selfless as they are putting their own lives at risk for the sake of their families, in effect making them the equivalent of the WFB Dwarf rangers. Anyway, to ensure they can keep riding for as long as possible the Pioneers make sure to carry any all equipment they might conceivably need with them at all times, from bedrolls to digging tools strapped to their rides. To aid them in scouting their trikes come equipped with multiwave comms arrays and pan-spectral scanners which are all quite useful for picking up strategically important data. Weapons-wise the riders can be armed with a bolt pistol, or a bolt shotgun, plus concussion grenades and a plasma blade for backup, while the Trike itself was equipped with a magna-coil autocannon mounted on the front. In addition if the rider is willing to take along a passenger then it’s possible to mount a heavy weapon on the back of the vehicle in the form of a rotary Hy-Las (high yield laser) cannon or an ion beamer. These weapons are linked to the driver and passenger’s implants via the HunTR system so they can fire on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sagitaur ATV]]:&#039;&#039;&#039; A 130 point six wheeled infantry fighting vehicle, that takes its name from the centaur shaped constellation Sagittarius, the Sagitaur is used for surveying inhospitable alien terrain. The Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts. Sagitaurs usually operate in pairs and are remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. Once they’re right up in the enemy’s lines they will disgorge their troops in the form of 5 troops from a 10 man squad of infantry with the other half being carried by a second vehicles. These can then go on to seize vital objectives. It should be noted though that the troops the Sagitaur Carrie’s cannot have the Exo-frame keyword so using them for things like Thunderkyn is a no-go unlike with the Hekaton.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Colossus-class war engines:&#039;&#039;&#039; were briefly mentioned in a Warcom article where it’s stated the Ymyr Conglomerate Holds can wield more of them then any other league due to the Holds large number of skilled Craftsman and Engineers. Sadly we don’t have a stat line, nor do we have an image to confirm if these are indeed the same thing as the old Squat [[Colossus War Machine]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ironhead Squat Prospectors]]:&#039;&#039;&#039; An offshoot of the Kin that set up shop on [[Necromunda]] right after the Horus Heresy, and are busy doing dwarrowesque things, while also dealing with the locals that sometimes try to loot their stuff. While they&#039;re only distantly related to the Leagues with no direct affiliation, they&#039;re said to get along. There is a small but not high chance the&#039;ll be options on the table top as well since Kill team has a precedent for a small unit from one box being an option like the sister novitiate, at the very least make a good proxy/conversion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cargo-8 Ridgehauler]]:&#039;&#039;&#039; the Squat land trains return! Well they have on Necromunda at least. These huge transport trucks with multiple trailers and strapped on weaponry are used by Squat prospectors and regular human folk to cross the ash wasteland and protect valuable shipments. They aren’t quite up to the standard of the old land trains but at least it’s something.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chronos Pattern Ironcrawler: &#039;&#039;&#039;a gigantic tracked APC/pickup truck hybrid that’s favored by both the Ironhead Squats and the local Necromundans. The vehicle is even more heavily armored than the Ridgehauler and the cab is sealed to protect against radiation and ash storms. It comes standard with a cargo winch, two pintle mounted turrets, and numerous firing ports in the transport cage behind the cab so any extra troops it’s ferrying can fire on any nearby enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Demiurg]]:&#039;&#039;&#039; Outright stated in the League of Votann Codex to be Kin Prospect fleets that have been misidentified by Imperial and Tau observers alike to be a separate race. It’s also a common mistake for Imperial xenologists as said Prospect Fleets have also been misidentified as Grome, Gnostari, or Kreg species. Heck, even the Eldar known them as the Heliosi Ancients instead of their proper name. WarCom confirmed that the Tau received their ion weapon technology from the Kin, whereas in Battlefleet Gothic they claim that it was from the Demiurg, &#039;&#039;another&#039;&#039; race of dwarf space-miners. Logically, the term &amp;quot;Demiurg&amp;quot; is just be what the Tau call the Kin, with the Demiurg may be another offshoot culture of the wider kin race like prospectors above. After all, their clones-kin’s capability in stressing divergent phenotypes means visibly different strains could possible (like different breeds of dogs or cats). One example is the Seran-Tok Mercantile Leagues that decided to throw in their lot with the upstart T&#039;au Empire rather than being in the bottom of the Imperium&#039;s to-do list. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Space Craft:&#039;&#039;&#039; While a full list of space assets hasn’t dropped yet, the retcon regarding the nature of the Demiurg means we have some idea of what kind of vessels the Kin have. In addition to smaller autonomous mining craft that can be reconfigured as [[Automated Fighting Drone|fighters]], [[Automated Bombing Drone|bombers]], and [[Automated Barge Drone|assault boats]] the Leagues also wield two classes of rather impressive warp-capable ships that many fans have noted look like giant flying hammers. The first class is the [[Bastion-class Commerce Vessel]]s which seems to be an enormous asteroid mining vessel that can also act as a cruiser, though its firepower is enough to let it hold its ground against an Imperial battleship. They are typically manned by a single large clan/brotherhood and their robot navigators. Less common are the larger [[Stronghold-class Commerce Vessel]]s which are typically manned by two or even three clans/brotherhoods and the previously mentioned robot navigators. These massive crafts both serve as stately battleships and factory/processor ships for the Kin mercantile clans. The mining lasers on both craft while short-ranged are noted to be incredibly powerful, something which is to be expected given they were originally used to cut through asteroids. They derive their power through the use of electromagnetic fields around the prow of the ship that serves as a Bussard Scoop that will absorb interstellar hydrogen. This hydrogen then undergoes fusion and whatever energy or particles isn’t used for powering the laser is then accelerated to the rear of the vessel to speeds near that of the speed of light to provide motive force similar to a ram-jet. As a side benefit the complex radiation shielding this process requires evidently produces numerous other defensive benefits for the starship and adds to its protection. The Mechanicus is noted to be very interested in getting their tendrils on this tech, but despite their best efforts they have yet to get a chance to examine it.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Leagues of Votann(9E)]]&lt;br /&gt;
*[[Kharadron Overlords]], their closest Age of Sigmar counterpart&lt;br /&gt;
*[[Dwarfs (Warhammer Fantasy)]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:VotannTrike.jpg|They see me dworfin, they hatin&#039;, Patrollin&#039;, and tryna catch me ridin&#039; dirty.&lt;br /&gt;
File:CNiuMZPWWNpatQNt (1).jpg|dorfy thicc dorfy brick&lt;br /&gt;
File: FW1NodbWYAA-Gzh.jpg|‘[[StarCraft|Ye want a piece a&#039; me, lad??]]’&lt;br /&gt;
File:Sagitaur ATV.jpg| Sagitaur ATV, the perfect vehicle for dropping off some Hearthkyn at the pub for some brewskies on a moons surface.&lt;br /&gt;
File:LeagueHold.jpg|One of the many holds in the Leagues, in all it&#039;s industrial might&lt;br /&gt;
File:Ironkin.jpg|A humble Ironkin, ready to serve for their civilization&lt;br /&gt;
File:Getbackintheironkinchen.png|&amp;quot;[[Weeb|UWU.exe]]: I wonder if [[Adeptus Mechanicus|our new friends]] will enjoy these muffins I baked for them? I should head over and see what they&#039;re up to!&amp;quot;&lt;br /&gt;
File:Votann Fanart by 流星R.jpg| Even space Dwarves can be cute.&lt;br /&gt;
File:CthonianBerserks.png|[[Cyberpunk 2020|Just another day of cyberstimms and Cyberpsychosis...]]&lt;br /&gt;
File:Wrathoftheancestors.jpg| [[Primaris Captain|Where have I seen that before?]] [https://1d4chan.org/wiki/File:Captain1.jpg Oh.]&lt;br /&gt;
File:Kâhl.jpg|Pictured: The &#039;&#039;&#039;real&#039;&#039;&#039; Space Vikings.&lt;br /&gt;
File:Hekaton_Land_Fortress.png|Bunker on wheels + half-a-dozen guns + half-a-dozen pissed space dorfs = a VERY bad day for you.&lt;br /&gt;
File:Gangoftrikes.jpg|If Mad Max had discovered hovercraft technology&lt;br /&gt;
File:VotannPioneer.jpg.webp|A Kin Pioneer negotiating with a Imperial&lt;br /&gt;
File:Leaguemining.jpg|It ain&#039;t no trick to get rich quick If you dig dig dig with a shovel or a pick&lt;br /&gt;
File:Leagueanvil.jpg|Remember Brokyr, the Ancestors are Always Watching&lt;br /&gt;
File:Thunderkyn.jpg|&amp;quot;Hey look buddy, I&#039;m an engineer and that means I solve problems...&amp;quot;&lt;br /&gt;
File:LOV Army Shot.png|A Kin Oathhost about to tell the Black Legion to gtfo their lawn&lt;br /&gt;
File:Votann Grimnyr.jpg|Finally, the [[Space Wolves|fucking furries]] don&#039;t have the monopoly on sweet beards&lt;br /&gt;
File:LoV_shortstack.jpg|Shortstack lovers rejoice!&lt;br /&gt;
File:Power_armor_Kin.png|Gender equality sure look good, eh laddies?&lt;br /&gt;
File:Leagues-of-Votann-Codex-art.jpg|Channeling that good &#039;ol IoM energy, but now with 100% more dorfness.&lt;br /&gt;
File:Clone Mutant Ninja Dwarfs.png|[[Teenage Mutant Ninja Turtles|Yaldi-bunga, dudes!]]&lt;br /&gt;
File:Legotann.png|Color schemes GW wish they&#039;d have thought of.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
{{Template:Squats}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Emperor%27s_To-Do_List&amp;diff=199599</id>
		<title>Emperor&#039;s To-Do List</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Emperor%27s_To-Do_List&amp;diff=199599"/>
		<updated>2023-02-26T20:03:39Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* The Holy List (in no particular order) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Awesome}}&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
== The Emperor&#039;s list of Things to do after Resurrection == &lt;br /&gt;
The God-Emperor of Mankind has been taking a bit of a breather lately, but don&#039;t think that he has stopped caring and looking after humanity. As a matter of fact, the [[Adeptus Custodes]] happen to have scribbled down this reassuring list of things that the Emperor intends to do once he&#039;s finished taking a little nap, scratched his non-existent nose and taken a bath.&lt;br /&gt;
&lt;br /&gt;
==Rules for new entries==&lt;br /&gt;
&lt;br /&gt;
1:  Learn to spell. This is the Emperor&#039;s Sacred To-Do List, not the toilet paper roll of an illiterate [[Indrick Boreale|five year old]]. &lt;br /&gt;
&lt;br /&gt;
2: Keep crossovers to a minimum, &#039;&#039;especially&#039;&#039; dumb ones. Before you make it, ask yourself &amp;quot;can it be funny without referencing non-[[Warhammer]] stuff?&amp;quot;  If the answer is yes, don&#039;t make the reference.  &lt;br /&gt;
&lt;br /&gt;
3: Read through the damn list before repeating the same damn thing over again, because having five entries, all asking for the same thing is [[Derp|stupid]].  Have you read it?  Read it again!&lt;br /&gt;
&lt;br /&gt;
4: Learn to be funny and not painfully annoying, jokes are fine, &#039;&#039;bad&#039;&#039; jokes are not. Before you show us your wit, tell it to some friends and see if they laugh. If you don&#039;t have friends, tell it to your pet. If your pet is an [https://en.wikipedia.org/wiki/Iguana iguana] and therefore cannot talk, talk to the voices in your head and try to make them laugh.&lt;br /&gt;
&lt;br /&gt;
5: Avoid excessive strike-throughs and [[Blam|blamming]], as it makes it hard for all of us to read.&lt;br /&gt;
&lt;br /&gt;
6: Anyone who declares a state of anarchy or refers to this article as a &amp;quot;thread&amp;quot;, will be [[Blam|shot]], [[Dark Eldar|dragged out behind the barnyard]], [[Ork|beaten severely]], [[Imperial Guard|run over with a Baneblade]], then [[Blam|shot]] again. The body will then be burned to ensure no taint remains.&lt;br /&gt;
&lt;br /&gt;
7: If you can&#039;t make jokes, then put some effort to make an insightful or interesting submission. Think about what the [[God-Emperor of Mankind|God-Emperor]] would actually do when he wakes up to the sight of a regressing civilization.&lt;br /&gt;
&lt;br /&gt;
8: Don&#039;t edit these rules.&lt;br /&gt;
&lt;br /&gt;
9: Don&#039;t add more rules.&lt;br /&gt;
&lt;br /&gt;
==The Holy List (in no particular order)== &lt;br /&gt;
[[File:TheLiterallyImmortalGodEmperorOfMankind.jpg|300px|thumb|&amp;quot;Your faith in The Emperor shall assuredly be rewarded.&amp;quot;]]&lt;br /&gt;
The thing is that the Emperor of Mankind would be really pissed off upon returning his consciousness to his body and finding out what happened to his Imperium during his 10,000-year-long absence/slumber upon the Golden Throne. &lt;br /&gt;
In his absence, the [[High Lords of Terra|idiots]] running the Imperium have become even more corrupt, the [[Imperial Truth]] has been forgotten by everyone, some [[Ecclesiarchy|retards]] have got everyone worshipping me, some [[Black Templars|maniacs]] are so fucked up they are just killing anyone useful, and the general state of affairs is through and through [[Grimdark|GRIMDARK]]. &lt;br /&gt;
This list describes the immediate &amp;quot;improvements&amp;quot; the Emperor of Mankind would install, steps towards a more [[noblebright]] galaxy. The list has also seen some additions made by the [[Adeptus Custodes]] and the [[Commissars]] of the [[Imperial Guard]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
# Scratch my everything.&lt;br /&gt;
# Roll around on the floor and spasm violently.&lt;br /&gt;
# Take a shower.&lt;br /&gt;
# Punch Lorgar in the face.&lt;br /&gt;
## Then punch everyone else in the face.&lt;br /&gt;
#Tell everyone to never ever ask stupid fucking questions ever again.&lt;br /&gt;
# Eat breakfast.&lt;br /&gt;
#Swat the fucking mosquito that&#039;s been buzzing around the throne room and biting me for millenia without anyone noticing.&lt;br /&gt;
# Find my ballpoint pen.&lt;br /&gt;
# Get some tacos.&lt;br /&gt;
#Crack back.&lt;br /&gt;
#Crack knuckles.&lt;br /&gt;
#Crack neck.&lt;br /&gt;
#Crack Lorgar&#039;s neck.&lt;br /&gt;
# Kill every single one of the [[Marines Malevolent]]. Because they deserve it.&lt;br /&gt;
# Look at this list and reorganize. Some items on the list are more important than others.&lt;br /&gt;
## Not enough dakka&lt;br /&gt;
# Become CEO and majority shareholder of [[Games Workshop]].&lt;br /&gt;
## Execute and then replace its upper level employees and management.&lt;br /&gt;
## Don&#039;t be so picky with video game companies and start trying to work with developers who can get Warhammer&#039;s name some noteriety as a respectable franchise and not something whose liscenced games are B-grade.&lt;br /&gt;
# Recognize /tg/ for its greatness. &lt;br /&gt;
#Weep solemnly over the mountain of parking tickets taped to my land raider.&lt;br /&gt;
#Don&#039;t pay parking tickets.&lt;br /&gt;
# Clone Creed &amp;lt;strike&amp;gt;and make him commander of everything&amp;lt;/strike&amp;gt;-Scratch that, resurrect &#039;&#039;&#039;LORD SOLAR MACHARIUS&#039;&#039;&#039;, make &#039;&#039;him&#039;&#039; commander of everything, and make Creed his second-in-command... of everything. Also, make the both of them into Primarchs for good measure&lt;br /&gt;
# Find Dorn, and spank his ass until it is so red Magnus looks normal in comparison because his spiky Iron Halo popped my eye.&lt;br /&gt;
# Hand his so-called &#039;Imperial Guards&#039; over to the Angry Marines&lt;br /&gt;
## Then hand his entire military over the Angry Marines to use to decorate every chain sword in the galaxy with their guts&lt;br /&gt;
# Build a new Death Star, I want a Death Star, dammit!&lt;br /&gt;
## Scratch that, Get Titan Converted into a new Starkiller base. Fuck, The Grey Knights would be good enough, but keep it away from the rest of the [[Inquisition]]&lt;br /&gt;
## Actually, create something even bigger, just because I can.&lt;br /&gt;
## &#039;&#039;Important note:&#039;&#039; Stick a void shield on the thing!&lt;br /&gt;
## &#039;&#039;&#039;&#039;&#039;Very Important Note&#039;&#039;&#039;&#039;&#039; Make sure it can&#039;t be blown up by a few lucky idiots doing a single thing somewhere important.&lt;br /&gt;
### &#039;&#039;&#039;&#039;&#039;&#039;&#039;Extremely Important Note&#039;&#039;&#039;&#039;&#039;&#039;&#039; Make sure you plan to declare a crusade on Eldar Craftworlds(not Exodites, waste of resources) to make sure they don&#039;t stop you from building it.&lt;br /&gt;
# Take a shower, I smell worse than a [[Plague Marine]] at this point.&lt;br /&gt;
# Brush my teeth, because at this point, my halitosis could probably qualify for Exterminatus.&lt;br /&gt;
# Fix my fucked up face.&lt;br /&gt;
# Find [[Magnus the Red|Magnus]], and spank him until his buttocks are in the infrared spectrum for ruining everything.&lt;br /&gt;
# Create [[Catgirl|Catgirls]]. &lt;br /&gt;
## Kill anyone who asks why, as they are too stupid to live.&lt;br /&gt;
## Destroy the gene manipulation records as to not enable anyone to make Chakats.&lt;br /&gt;
## Never mind, turns out [[Felinids]] are already a thing. Saves me the trouble.&lt;br /&gt;
## Give Felinids &amp;quot;sanctioned&amp;quot; status so no one can fuck with them.&lt;br /&gt;
# Retry building the Golden Throne so that this time I can access the [[Webway]].&lt;br /&gt;
## But this time actually share it with other people and test it somewhere else off of [[Holy Terra]].&lt;br /&gt;
# Add more bling to my palace, even more bling to my throne and go bling crazy on a new suit of armour.&lt;br /&gt;
# Drive around the M25 in a car so fast I dig a trench around London by friction&lt;br /&gt;
# Table an Eldar player by turn 2 in an equal points game (it&#039;s possible, I&#039;ve just done it!!!(bitches))&lt;br /&gt;
# Recruit black guardsmen/bolter bitches.&lt;br /&gt;
# Eat something other than psykers babies, seriously I need to eat more carbohydrates.&lt;br /&gt;
## And some protein, so I can get even more ripped. I know no-one can see my [[Gay|muscles]], but they need to be there.&lt;br /&gt;
## Don&#039;t forget your vitamins too, Dear.&lt;br /&gt;
# Eat a live [[Carnifex]] without the aid of sauces.&lt;br /&gt;
# Eat another live [[Carnifex]] with the aid of sauces.&lt;br /&gt;
# Turn yet another [[DISTRACTION CARNIFEX|Carnifex]] into sauce, while living, and use that as a sauce for the last live Carnifex.&lt;br /&gt;
# Discover a way to cook Tyranids so they taste like buttered lobsters or fried bacon. That way, Imperial Guardsmen will not only be cheered up by the prospect of a good meal at the end of a battle, but they would also appreciate the irony of galaxy-eaters suddenly becoming tasty grub. Hiveships, once dreaded, would become flying hors d&#039;oeuvres platters.&lt;br /&gt;
# Wash the Carnifex meal down with a glass of soda and Amasec.&lt;br /&gt;
# Further expand the Warhammer 40K storyline without the interference of [[Games Workshop]].&lt;br /&gt;
# Teach the [[Imperial Guard]] generals some actual tactics other than &amp;quot;Hey-Diddle-Diddle-Straight-Up-The-Middle.&amp;quot;&lt;br /&gt;
# Tell the Adeptus Mechanicus to stop keeping secrets and actually try to advance technology so we don&#039;t have to rely on whatever scraps from the [[Dark Age of Technology]] we have left. Threaten to Exterminatus Mars if they don&#039;t.&lt;br /&gt;
## Shit a brick when I remember who makes those Exterminatus ships work in the first place.&lt;br /&gt;
# Replace the Imperial Guardsmen [[Lasgun|Lasguns]] with something that can &#039;&#039;actually&#039;&#039; do shit. Probably some Pulse Rifles or Gauss Flayers.&lt;br /&gt;
# Get a Militarum codex for all the Segmenta and make Militarum Solar entirely from [[Adeptus Custodes]] in Necrodermis.&lt;br /&gt;
# Make up with [[Matt Ward|Matthew Ward]] as he isn&#039;t that bad.&lt;br /&gt;
## GeeDubs still made shit in his absence.&lt;br /&gt;
# Kick that [[Star Wars]] Emperor&#039;s arse.&lt;br /&gt;
## Proceed to reverse engineer their lasers and proceed to make Lasguns better.&lt;br /&gt;
## Hang out with Darth Vader.&lt;br /&gt;
# Gather every Guardsman, Astartes, Inquisition operative, Sororita, Commissar... hell, everyone in the Imperium of Man, give them weapons, have them surround the Eye of Terror and &#039;&#039;then&#039;&#039; let the Greatest of all Holy shitstorms ensue.&lt;br /&gt;
## Optional: Proceed to create Black Hole Producing weaponry and launch a ton at the Eye of Terror.&lt;br /&gt;
# On that note, find a way to bring [[Kaldor Draigo]] from the warp. I need him because he Makes it Happen.&lt;br /&gt;
## Fuck Kaldor Draigo, he&#039;s insane(yet funny). Find someone just as awesome as me to get some shit done...Doomguy.  &lt;br /&gt;
## Or perhaps this Doom Slayer man, I heard he took down a demonic god.&lt;br /&gt;
# Outangry [[Angron]], outsex [[Fulgrim]], outfortify [[Perturabo]], outwit [[Magnus]], outspeed [[Jaghatai Khan|Khan]], outpreach [[Lorgar]], outdrink [[Leman Russ|Russ]], outendurance [[Mortarion]] and outforge [[Vulkan]].&lt;br /&gt;
# Personally execute Fulgrim, Perturabo, Angron and the rest of the traitor Primarchs.. &#039;&#039;after&#039;&#039; the Inquisition has given them a proper torturing. Except Fulgrim. No torture for him will be torture enough.&lt;br /&gt;
## May I suggest simply bringing them back into your fold my lord? Primarchs are rather expensive.&lt;br /&gt;
### Fine: send Fulgrim to rehab, lock Mortarion in the Imperial bathroom, get Magnus a gym membership, send Angron to group anger management classes, tell Perturabo he builds the best sand castles, inform [[Omegon]] where Waldo is and teach Lorgar what self esteem is so he can worship himself for once.&lt;br /&gt;
# Beat [[Khorne]] in an arm wrestling match, thus avenging my prior defeat at his hands, then rip his arm off and beat him to death with it.&lt;br /&gt;
# Show [[Slaanesh]] my dick and watch his/hers/its sweet tears of envy. If Slaanesh doesn&#039;t cry, just dickslap the bitch into Khorne&#039;s arms and eat popcorn while hilarity ensues.&lt;br /&gt;
# Hug [[Nurgle|Papa Nurgle]] and remain pure. &lt;br /&gt;
# Get [[Isha]] out of Nurgle&#039;s clutches, then watch as every Eldar wych freaks out, incidentally causing the Eye of Terror to blink. [[Just as Planned]].&lt;br /&gt;
# Seduce Isha, just to prove that I can, and watch as Nurgle gets pissed off.&lt;br /&gt;
# Fuck Isha so hard that every [[Eldar]] is gonna feel their asses sore. Also make sure to livestream it!&lt;br /&gt;
# Give Nurgle a bath, with holy water made by distilling the blood of 1,000,000,000,000 saints.&lt;br /&gt;
# Make Nurgle feel gut-wrenching sadness so bad his cultists won&#039;t be so unnaturally happy.&lt;br /&gt;
# Run before plagues eat Nurgle alive for not being diseased enough, spontaneously combusting with the power of 10 of my Legendary Power Swords.&lt;br /&gt;
# Devise a scheme so elaborate and complex that I&#039;ll be the one to say &amp;quot;Just as planned&amp;quot; to Tzeentch. &lt;br /&gt;
## Makes sure it better than what [[Creed]] could come up with.&lt;br /&gt;
# Then do the same thing to [[Commander Puretide]].&lt;br /&gt;
# And then do the same to [[Imotekh the Stormlord]].&lt;br /&gt;
# And then do the same to [[Eldrad]].&lt;br /&gt;
# Then get Creed, Imotekh, Puretide, Eldrad, [[Aetaos&#039;Rau&#039;Keres]], The [[Swarmlord]] and [[Kairos Fateweaver| Kairos]] instated as the new Eggheads.&lt;br /&gt;
# Outdick [[Eldrad]]. Then screw both of his daughters in front of him. Again. At the same time.&lt;br /&gt;
## Go back in time and get Eldrad to have more daughters, so that I can have an orgy in front of him.&lt;br /&gt;
### While your at it, create a Time Travel Paradox Nuke to destroy the universe for leverage over Chaos and everyone else. [[Just as Planned]].&lt;br /&gt;
## Apologize to [[Taldeer]] by officiating at her wedding with LIIVI (and make that canon!)&lt;br /&gt;
# Go back in time (multiversal travel required too) and tell the dumb fuck at [[Games Workshop]] [[Matthew Ward]] who fucked up the 5th Edition of Codex Astartes that &amp;quot;He&#039;s doing it wrong,&amp;quot; the dude to made the Imperial Guard better that &amp;quot;He&#039;s doing it right,&amp;quot;(Tomb kings and Tyranids disagree), then go to the guy who decided to give the Guard flashlights and take him to the Inquisition to be properly tortured.&lt;br /&gt;
# &amp;lt;s&amp;gt;Make a Total War version of Warhammer&amp;lt;/s&amp;gt; Done. Make a [[Total War]] version of Warhammer 40k.&lt;br /&gt;
# Permit Space Marines and Sisters of Battle to date. Well, the Astartes call themselves my Sons, and the Sororitas say they&#039;re my Daughters... maybe this plan is a wee bit awkward? But I want grandkids, and the last time I was a dad, my son [[Horus]] went and [[Horus Heresy|ruined Christmas for everybody]].&lt;br /&gt;
# Be a better father to the rest of my sons, as not to spark another shitstorm that will inevitably cripple me for another few millennia.&lt;br /&gt;
# Go on a deer-hunting trip with some [[Vindicare]] and bag more kills than him using MY KICKASS FLAY-WITH-MY-MIND POWERS!!!&lt;br /&gt;
# Overshadow an [[Eversor]] Assassin during his dynamic entry.&lt;br /&gt;
# Deceive a [[Callidus]] Assassin with disguises and trick her into having a romantic relationship with me.&lt;br /&gt;
# Outbrood a [[Culexus]] Assassin and still remain awesome. &lt;br /&gt;
# Deceive the [[C&#039;tan]] false GabeN &amp;quot;[[The Deceiver]]&amp;quot; by tricking him into giving over control of the Necrons to me.&lt;br /&gt;
# Find the C&#039;tan called &amp;quot;[[The Outsider]]&amp;quot; and rehabilitate him.  If not possible, kick him into a Black Hole.&lt;br /&gt;
# Find out what if anything is chasing the Tyranids and see if they&#039;re friendly. If not: Launch the prototype promethium planetary bombardment torpedo.&lt;br /&gt;
# Once again outdick Eldrad in the game of his choice, forcing him to ragequit.&lt;br /&gt;
# Beat a [[Lord of Change]] Greater Daemon in a game of Chess with only 5 moves.&lt;br /&gt;
# Then beat it in 4&lt;br /&gt;
# Make a better emergency life support system as a safeguard if things for some reason go south. By that I mean make some kinda Emperor [[Dreadnought]] or some shit like that so I can still do my job instead of all this being a decaying corpse on some tricked out toilet worshiped by the entire population... did I mention how much this sucks?  I heard that an old fart by the name of Karamazov has a dreadnought as a chair...&lt;br /&gt;
# &amp;lt;s&amp;gt;Personally get that dreadnought back-up plan started&amp;lt;/s&amp;gt; Better idea, make myself a fucking [[Imperator Battle Titan|Imperator Titan]] as my Dreadnought backup plan&lt;br /&gt;
##Actually, fuck that, build a Dreadnought that goes in an Imperator Titan.&lt;br /&gt;
##fuck it, have the [[Adeptus Mechanicus|cog-faced boys]] over at mars make me an even bigger titan and then throw the imperial palace on its back&lt;br /&gt;
# Outright skullfuck Slaanesh for making something so good be so wrong and heretical.&lt;br /&gt;
# Eliminate masturbation across the Imperium and in its place have sanctioned sex workers as part of the socialized medical program(no, I think I had it right before) so nobody will be stuck comforting themselves alone ever again.&lt;br /&gt;
# Go outdick Eldrad one last time. Then put all the Eldar he saved when he got the Orks to invade Armageddon in a life threatening situation.&lt;br /&gt;
## Let Eldrad try and save them.&lt;br /&gt;
## Laugh as he fails.&lt;br /&gt;
## Save them so I get to be the bigger man.&lt;br /&gt;
## Make a note of where they all are so next time Eldrad pisses me off I can kill them without wasting too much time. &lt;br /&gt;
# Send search parties throughout the Empire to find that awesome excuse for a Space [[Viking]], [[Leman Russ]], and if he&#039;s found alive, hand his ass to him like I did before I got stuck on this throne.&lt;br /&gt;
# Prove the existence of the [[Alpha Legion]].&lt;br /&gt;
# Get those two exiled legions back again, they&#039;ve blasted enough [[Tyranids]] in other galaxies by now!&lt;br /&gt;
# Give Alpharius and Omegon a hug for staying secretly loyal and fighting Chaos from within for ten thousand years, then ground them for a decade for all the damage they did in the process&lt;br /&gt;
# Invent a more reliable warp drive in order to... &lt;br /&gt;
# Expand the Imperium to a intergalactic empire.&lt;br /&gt;
# Create a special rule just for myself so that instead of just &#039;&#039;one&#039;&#039; unit as a scout, I field an [[Creed|ENTIRE REGIMENT&#039;S worth of troops as scouts]]. &lt;br /&gt;
# Beat a Commissar at a Western-Style shootout. &lt;br /&gt;
# Recognize the [[Legion of the Damned]] for their awesomeness and badassery.&lt;br /&gt;
# Challenge [[Sly Marbo]] to a duel to decide who is the greatest being in the entire universe.&lt;br /&gt;
# Beat a Tau Broadside battlesuit in ranged combat using only an angry glare.&lt;br /&gt;
# &amp;lt;s&amp;gt;Hunt down my Legendary Power Sword. Again&amp;lt;/s&amp;gt;. Never mind Apparently roboute found it&lt;br /&gt;
##Ask him if he can give it back&lt;br /&gt;
# Come up with a Name for my Legendary Power Sword more original than The Burning Blade.&lt;br /&gt;
# Use the warp to go back in time, find myself and beat myself in a duel, so I can have TWO Legendary Power Swords!!!&lt;br /&gt;
# GROW A GOD-DAMNED BEARD. HOW CAN I BE CONSIDERED MANLY WITHOUT A BEARD? Also, how the fuck none grew in 10 fucking thousand years?&lt;br /&gt;
#Give a TONS of medals and some miles of purity seals to [[Gav and Bob|Gav]] (seriously, that ogryn kill a keeper of secrets and a thousand sons wizard) then resurrect Bob, commissar Arry and give a new body to Tarla for make him happy. &lt;br /&gt;
# Find the canon-Nazi using this list as his own personal toilet paper to wipe his shit on and mail him to Commorragh.&lt;br /&gt;
# Throw a WAAAGH!!&lt;br /&gt;
## Invite the Orks to said WAAAGH!!.&lt;br /&gt;
## Aim said WAAAGH!! at the Necrons/Tyranids.&lt;br /&gt;
## Bring a camera.&lt;br /&gt;
## ???&lt;br /&gt;
## PROFIT.&lt;br /&gt;
# Find [[Lion El&#039;Jonson]] and get him back on the front line owning shit.&lt;br /&gt;
# Resurrect [[Rogal Dorn]]/Rogal Dorn&#039;s hand, and stitch it back on.&lt;br /&gt;
# Disable [[Roboute Guilliman]]&#039;s life support.&lt;br /&gt;
## Never mind, someone got him off his lazy blue butt.&lt;br /&gt;
## Find out who resurrected him and keep them on retainer in case things go ploin-shaped again.&lt;br /&gt;
## Apologise to him for being such a dick when we last spoke. See point 63 for reason why. &lt;br /&gt;
# Create a First Founding 2.0 to make the [[Angry Marines]], [[Manly Marines]] and those other guys canon.&lt;br /&gt;
# Come up with more shit for The Emperor&#039;s list of Things to do after Resurrection 2.0 if things do go south for some reason and the Emprah-dread-titan ain&#039;t ready yet.&lt;br /&gt;
# Turn the Armageddon conflict into a 24/7 Reality TV Channel, just like in that fantastic movie The Truman Show.&lt;br /&gt;
# Invent a deodorant that works on Typhus.&lt;br /&gt;
# Promote [[Cypher]] to Warmaster, he&#039;s clearly more competent than any other human that got to that rank. He seems more reliable than even Lion El&#039;Jonson.&lt;br /&gt;
# Fuck, trip-out and drink the whole of [[Commorragh]] under the table, and then &amp;lt;s&amp;gt;kick&amp;lt;/s&amp;gt; PUNT their stoned arses into Hell.&lt;br /&gt;
# Proceed to turn the remnants of Commorragh into a family friendly theme/water park called &amp;quot;EMPRA LAND!&amp;quot;. Featured attractions: Blam the Xenos, Hot Heretic and Dismember the Deamon! &lt;br /&gt;
# Somehow regain my love and compassion. Can&#039;t lead the Imperium into non-grimdarkness without that, you know!&lt;br /&gt;
# Figure out how to get my awesomesauce body back since I lost all my limbs to decomposition.&lt;br /&gt;
# Make the Ultramarines stop boasting how awesome they are while in fact they fuck up almost every vital engagement. Thus, first I must make them REALLY awesome, and then I won&#039;t need to tell about it to anyone since it will be a fact in itself.&lt;br /&gt;
# Somehow find a way to come back without sparking off galaxy-wide hysteria. Seriously, who would have thought being considered a GabeN would suck so hard?&lt;br /&gt;
# Redesign the power armor [[pauldrons]]. CAN&#039;T SEE SHIT WITH THESE THINGS ON, I MEAN FUCK. Also, I can&#039;t fucking scratch my neck without smashing my head. While I&#039;m at it, find out why the fucking hell I thought that was a good idea to have those things so big in the first place.&lt;br /&gt;
## My lord, the Techpriests of Mars have fixed this issue by making the pauldrons slide downwards automatically when the arms need to be raised.&lt;br /&gt;
# Design a helmet awesome enough for me, let&#039;s see [[Failbaddon|wannabe Horuses]] try to mortally wound me when all of me is covered in armor.&lt;br /&gt;
## May I suggest augmenting your laurel crown with a powerfield and some sort of transparent armor? &lt;br /&gt;
# Invent a power staircase.&lt;br /&gt;
# Resurrect Malcador the Hero and give him a shiny medal for his troubles.&lt;br /&gt;
## On second thought, better make it two shiny medals.&lt;br /&gt;
## We&#039;re talking REALLY shiny, here.&lt;br /&gt;
## It&#039;s like, damn son.&lt;br /&gt;
## So shiny.&lt;br /&gt;
## Actually give him three shiny medals.&lt;br /&gt;
## Heresy! Give him 4 Shiny medals.&lt;br /&gt;
## Actually.... A suit of auramite power armor with the awards engraved in the chest. Add a archaeotech refractor in there too.&lt;br /&gt;
# Congratulate [[Abaddon|Failbaddon]] for doing more damage to the forces of Chaos than my armies could have done in the same amount of time by being an incompetent fuck, then dickslap him back into the Warp. &lt;br /&gt;
# Use Time machine to bring Archaon into the 41st millennia and watch him beat Abbadon with with his own arms and take his place so I may have a worthy opponent.&lt;br /&gt;
# Boot Cato Sicarius into the eye of terror and get Captain Titus to lead the 2nd company. &lt;br /&gt;
# Surf a flying leviathan. &lt;br /&gt;
# Surf an Emperor-Class [[Titan]]&lt;br /&gt;
# Surf the energy beam from an overcharges VOLCANO CANNON, THAT ORBITAL SPIRE IS GOING DOWN!!!&lt;br /&gt;
# Get Forge World to make a fluff accurate miniature of me.&lt;br /&gt;
# Make a legendary thunder-shield for myself. &lt;br /&gt;
# Make my armor out of Necrodermis, I&#039;ll be invincible then. &lt;br /&gt;
##Find a way to minatureize a void shield into that.&lt;br /&gt;
##Failing that, an Ion Shield.&lt;br /&gt;
# Make [[Commissar Yarrick]] into a living saint, I&#039;m tired of Khorne bragging about how cool An&#039;ggrath is and how I have nothing to match him, so I want my own version. &lt;br /&gt;
# Resurrect Ciaphas Cain and form the &amp;quot;forward retreat&amp;quot; legion for him to command.&lt;br /&gt;
# Collect each and every one of the bajillion pieces of Khaine, put them together, and as he resurrects, punch him so hard that he&#039;ll fall apart into TWO bajillion pieces.&lt;br /&gt;
# Create a super sleeping pill for the Void Dragon so he&#039;ll never wake up. In case it won&#039;t work, I will pummel him back to sleep personally. It worked before, thus I suppose it wouldn&#039;t be too much harder a second time, but I have a lot of better things to attend to so the sleeping pill is worth a try.&lt;br /&gt;
# Finally win a game of Paradox Poker.  Yes it&#039;s fun to get together with Tzeentch, the Deceiver, and Cegorach every Saturday night for these games of dickery.  But it&#039;s about time that someone won one of these games and it might as well be me. Maybe I can bring Creed along to help.&lt;br /&gt;
##Invent a translator for the hive mind so it doesn&#039;t sound like a thousand mental patients gargling a million nails in motor oil and weird syntax and can become a regular player.&lt;br /&gt;
## Privatize said translator and form a secret alliance with the Hivemind, and then talk shit about the others behind their backs (after making sure the translator works two ways).&lt;br /&gt;
# Organize my birthcentury party. It&#039;s gonna be an awesome party that&#039;ll last 10,000 days!&lt;br /&gt;
# Out-prank and out-funny Cegorach... probably the most difficult thing to do on my list.&lt;br /&gt;
# Set up arrangements for my return where I launch myself out of a Vindicator and hit a Demon Prince, [[awesome|causing him to explode.]]&lt;br /&gt;
# Figure out how to tell [[Adeptus Mechanicus|my man bitches]] to add pimp wheels to my golden throne then maybe a [[Dwarf Fortress|magma cannon]] or something badass... &lt;br /&gt;
# Reupholster the golden throne.&lt;br /&gt;
# Develop better plans to stop global warming and acid rain on [[Hiveworld]] planets.&lt;br /&gt;
# Beat Abaddon with his own arms.&lt;br /&gt;
# Recharge my iAuspex.&lt;br /&gt;
## Update it too, oh me, the update time....&lt;br /&gt;
# Beat [[Matt Ward]] and [[C.S. Goto]] over the head with their crappy works&lt;br /&gt;
# Tell the [[Black Templars]] to chill the fuck out.  On second thought gather them into the 10,000 strong unstoppable force (ITS IN THE CODEX IT MUST BE SO) and destroy the Eye of Terror. &lt;br /&gt;
# Release Bjorn and find the Space Wolves a kennel.&lt;br /&gt;
# Get the Space Wolves a damn flea collar&lt;br /&gt;
# Win a blinking contest with the Eye of Terror.&lt;br /&gt;
# Fetch Badassius his coat.&lt;br /&gt;
# Look up affordable retirement plans, I am so sick of babysitting some of these hopeless morons.&lt;br /&gt;
# Challenge [[Doomrider]] into a space coke-snorting contest.  Then laugh at him as he dies from overdosing on the stuff.&lt;br /&gt;
# Convince [[Doombreed]] to allow a model of himself to be made.&lt;br /&gt;
# Get a haircut.  Ensure my hair is even more fabulous.&lt;br /&gt;
# Have a trip over to the dentist.&lt;br /&gt;
# [[Exterminatus]] Equestria&lt;br /&gt;
## And their sun and moon as while, do those first actually.&lt;br /&gt;
# Beat Chuck Norris with his own legs&lt;br /&gt;
# Start an intergalactic fast food chain. (Empy&#039;s Empanada&#039;s)&lt;br /&gt;
# Invent a time machine.&lt;br /&gt;
# Guarantee that Magnus won&#039;t fuck up my invention again. Rip his eye out and beat him to death with it.&lt;br /&gt;
# Use the time-machine to drink [[Leman Russ]] under the table.&lt;br /&gt;
# Using the time-machine so I can eat more than Leman Russ as well.&lt;br /&gt;
# Hatch an extremely complicated time machine plot.&lt;br /&gt;
## Go back in time and give yourself a time machine and all future information&lt;br /&gt;
## Do something cool??? Figure out how to twist reality better?&lt;br /&gt;
## Uhhh.... running out of ideas... Annihilate [[Horus]]? &lt;br /&gt;
## Do something about your fall. What fall?&lt;br /&gt;
## No Matter What Happens, The world will... wait is it will or was or is...&lt;br /&gt;
## ???&lt;br /&gt;
## ????????????????????&lt;br /&gt;
## Profit?&lt;br /&gt;
## Hire the Tau to make a animated series about my inter-time adventures, call it Golden;Throne or something.&lt;br /&gt;
# Assign a Primarch to the [[Angry Marines]]&lt;br /&gt;
# Assign Zoloft regiment to newly anointed Primarch of the Angry Marines&lt;br /&gt;
# Find my driver&#039;s license and look up own name.&lt;br /&gt;
# Clean house with the Administratum. How can we get shit done when we don&#039;t know how much we have to work with?&lt;br /&gt;
# Dig out my office from all the paperwork/peat moss that has accumulated over the &amp;lt;s&amp;gt;years&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;decades&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;centuries&amp;lt;/s&amp;gt; fucking millennia. Not looking forward to this one.&lt;br /&gt;
## Get my old battleship for a shortcut.&lt;br /&gt;
# Make galaxy wide web and ban Lord Commissar from every thing.&lt;br /&gt;
## Spy on everyone with no mercy. [[Chaos]] will corrupt through the web or some stupid explanation via Chaos Magic.&lt;br /&gt;
# Invent a social network purely for Space Marines accessible from any data slate called Facemarine.com&lt;br /&gt;
# Invent a website called 40000chan.org so that humanity will finally be rid of the IRL [[trolls]] that have taken control over the hive cities, instead of the internet.&lt;br /&gt;
# Outangry a Angry Marine&lt;br /&gt;
# Outmanly a Manly Marine&lt;br /&gt;
# Outpretty a [[Pretty Marines|Pretty Marine]]&lt;br /&gt;
# Utterly destroy all [[furry|furfaggotry]]. (Space wolves and catgirls not included!)&lt;br /&gt;
# Beat myself in arm-wrestling with only one arm.&lt;br /&gt;
# Beat [[Commissar Fuklaw]] in a chainsword duel.  Then every Angry Marine.&lt;br /&gt;
# Tell the [[Blood Ravens]] to stop dicking around in the Aurelia Subsector and get to work on that Eye Of Terror thing.&lt;br /&gt;
# Cure space-AIDS by wiping out those filthy Dark Eldar. &lt;br /&gt;
# Pimp the Golden Throne so that I may score even more bitches.  &lt;br /&gt;
# Make a show called &amp;quot;The Fresh Emperor of Sacred Terra&amp;quot;.&lt;br /&gt;
# Get new toilet paper, this 40,001 year megapack has almost run out.&lt;br /&gt;
# Turn off my [[Astronomicon|nightlight]]. Seems that everyone was using it for something. Well, no big deal I guess.&lt;br /&gt;
## Actually, create something better, which has a radius bigger than 50,000 light years, doesn&#039;t cause the deaths of one thousand [[psykers]] every day (find a better use for them) but most importantly doesn&#039;t need me to control it. I mean come on, my time is too important to just act as a giant psychic signpost.&lt;br /&gt;
# Order all thrones, chairs and benches destroyed. Or out of my sight at least, on pain of Exterminatus Cheezious, which is like getting creamed, but harder.&lt;br /&gt;
# Build a gold fortress at the [[brits|centre]] of Terra to enslave troglodytes.&lt;br /&gt;
# Become human parasite.&lt;br /&gt;
# Go back in time, beat entire GW executive board over the head with a power bat and then give the Warhammer 40000 license to someone willing to do a good job of it.&lt;br /&gt;
# Scratch that, go back in time, resurrect THQ and tell them to make &amp;lt;s&amp;gt;five&amp;lt;/s&amp;gt; four (one is already out of the way) more Space Marine games.&lt;br /&gt;
# Punch [[Mork]] in the balls, with [[Gork]]&#039;s severed fist.&lt;br /&gt;
# Demote [[Creed]] and his friends who keep fucking with my list.&lt;br /&gt;
# Beat [[Swarmlord]] and mindfuck [[Hive Mind]] &lt;br /&gt;
# Pray night and day that Frank Herbert&#039;s family doesn&#039;t sue the shit out of me for blatantly ripping him off.&lt;br /&gt;
# Get [[Andy Chambers]] BACK!!!&lt;br /&gt;
# Kick every heretic who claimed the Space Marine game was a ripoff of Gears of War/Starcraft in the balls with Powerfeet.  Then send the [[Angry Marines]] in.&lt;br /&gt;
# Beat [[Matt Ward]] to death with [[C.S. Goto]].&lt;br /&gt;
# Beat [[C.S. Goto]] to death with [[Matt Ward]]&#039;s corpse.&lt;br /&gt;
# Give the Nightbringer nightmares about me.&lt;br /&gt;
# Resurrect [[Sanguinius]].&lt;br /&gt;
# Tell him how much I missed him.&lt;br /&gt;
# Resurrect [[Ferrus Manus]].&lt;br /&gt;
# Tell him how much I didn&#039;t miss him.&lt;br /&gt;
# Find Leman Russ, Corvus Corax, Jaghatai Khan and Vulcan then get their asses back to battlefield.&lt;br /&gt;
# Tell the [[Dark Angels]] I forgive them so they stop being emo and ambiguously heretical, and they can get back to kicking the asses of my enemies&lt;br /&gt;
# Sit down and a have a cup of tea.  Because it&#039;s just been that fucking long.&lt;br /&gt;
# Find a way to re-create Horus&#039;s soul and then destroy it again.&lt;br /&gt;
# Then do it again.&lt;br /&gt;
# Put a new password on my computer to stop all these heretics from accessing my damn list! &lt;br /&gt;
# Buy a really big gun to gather a load of Orks and shit in the middle of nowhere...&lt;br /&gt;
# ...then Virus Bomb said area......&lt;br /&gt;
# Take a dump on the Golden Throne.&lt;br /&gt;
# Congratulate [[Vance Motherfucking Stubbs]].&lt;br /&gt;
# Go out on a shopping day to buy a new outfit, because this golden armor set is just &#039;&#039;SO&#039;&#039; 10 millennia ago.&lt;br /&gt;
# Order the Inquisition to torture the fuck out of EA&#039;s board of directors.&lt;br /&gt;
# Use proceeds to pay for Power Armor for every front line soldier in the Imperial Guard. Commissars get Terminator Armor.&lt;br /&gt;
# Modify the Imperial Palace to be able to transform into &amp;quot;GabeN Emperor Class Super Titan&amp;quot;.&lt;br /&gt;
# Play [[Matt Ward]] in a game of Warhammer 40K.  Let him build the ultimate broken [[Ultramarines]]/[[Grey Knights]] army.  Destroy him in the first round with a [[Sisters of Battle]] army.&lt;br /&gt;
## Fuck that, a Imperial Guard army. &lt;br /&gt;
## Collect tears of [[butthurt]] and despair from him losing.&lt;br /&gt;
# Go back in time and reduce the prices at [[Games Workshop]].&lt;br /&gt;
# Unfuck the galaxy (again).&lt;br /&gt;
## Then proceed to make sure it won&#039;t be fucked again.&lt;br /&gt;
### Without annihilating all sentient beings (and therefore killing [[chaos]]) and destroying the universe without causing it to crunch.&lt;br /&gt;
# Adopt [[Cultist-Chan]].  Hire a dialect coach and orthodontist for her.&lt;br /&gt;
# Find a [[Tarrasque]] and make it [[Emprahsque|my personal pet]].&lt;br /&gt;
# Commend [[Captain Titus]] for not succumbing to Ultramarine stereotypes. Conclude the ceremony by striking Brother Leandros (the ungrateful fucking smurf) in the testicles with a thunder hammer.&lt;br /&gt;
# Get some Preparation H from the Apothecaries. &lt;br /&gt;
# Revise Imperial naval doctrine to emphasize that SPACE IS NOT A FUCKING OCEAN!&lt;br /&gt;
# Write a best-selling autobiography. &lt;br /&gt;
# Buy a shop-vac and drain [[Khorne]]&#039;s lake of blood.  Dump hydrofluoric acid on his skull pile until it is a calcium slurry.  Laugh scornfully at Khorne&#039;s unbelievable [[rage]] as the work of centuries goes to waste in a few hours.&lt;br /&gt;
# Tell everyone to cheer up.  The universe is [[grimdark|depressing]] enough, I don&#039;t need an entire [[Imperium|empire]] worth of wangst.&lt;br /&gt;
# Create a chastity belt out of [[necrodermis]] and put it on Slaanesh. Then create a matching ballgag and shackles in case the fucker might get creative. [[Not as planned|This won&#039;t get kinkier, won&#039;t it?]]&lt;br /&gt;
# [[Blood Bowl|Introduce football to Orks and create elaborate stadiums, as to distract them from killing us.]] &lt;br /&gt;
# Weaponize a [[Sonic Weaponry|vuvuzela]] and beat a [[Noise Marine]] with it.&lt;br /&gt;
# Get new ballpoint pens because this damn list is draining the ink.&lt;br /&gt;
# Create a new space marine chapter dedicated to making pens with holiness.&lt;br /&gt;
# Consider ways to liven up sports with the introduction of power armor/fists.&lt;br /&gt;
# Disband the [[Ultramarines]] Chapter and show [[Matt Ward]] what has been done as part of the torture. &lt;br /&gt;
## If [[Not as planned]] occurs and [[Matt Ward]] ignores you ROB him into the most applicable &lt;br /&gt;
# &amp;lt;s&amp;gt;Revive the [[Squats]].{{BLAM}}{{BLAM|Squats are Heresy!}} Bitch, I am the mother fucking EMPEROR.&amp;lt;/s&amp;gt; Make sure Squats are here to stay forever.&lt;br /&gt;
# Piss on Horus&#039; maggoty, heretical corpse.&lt;br /&gt;
# Resurrect Horus again and beat him to an inch away from death, then put him in life support/stasis for 10,000 years and make sure he feels every second of it- lets see how he likes being in agony for countless millenia. &lt;br /&gt;
# Teach the [[Adeptus Mechanicus]] there is no such thing as machine spirits, and tell them they can start using AI and computers more. See notes regarding Imperial Navy for immediately apparent uses. Then shit an Imperial Palace worth of bricks as the Void Dragon takes over everything and the Age of Strife happens all over again.&lt;br /&gt;
# Congratulate The Legion Of The Damned.&lt;br /&gt;
# Give the remaining Lamenters a hug. They deserve it. &lt;br /&gt;
# Determine if sexual virility has remained intact. If not, demand the necessary supplements under pain of death.&lt;br /&gt;
# Dominate a Sister of Battle in bed.&lt;br /&gt;
# Find a way to build [[Blackstone Fortress]]es. &lt;br /&gt;
## Use as part of plan to shoot the Eye of Terror out of existence.&lt;br /&gt;
# Deal with all the spam on 1d4chan.&lt;br /&gt;
# Bring back Warhammer Wednesday.&lt;br /&gt;
# Make a 40K version of [[Blood bowl]].&lt;br /&gt;
# Make Blood bowl the Imperium&#039;s official sport.&lt;br /&gt;
# Invite the [[Eldar]], [[Chaos]] and the [[Ork]] forces to participate in Blood Bowl games, proceed to rig every game. [[Just as planned]].&lt;br /&gt;
# Kill Gorgutz, If he doesn&#039;t run away from the fight, like he did on Lorn, Kronus and Karauva.&lt;br /&gt;
# Create for myself a massive golden space-caddy to roll around the Imperium and fuck bitches in.&lt;br /&gt;
# Train the commissars to stop executing their own men and start executing Furries that are useless instead.&lt;br /&gt;
# Officially recognize the reasonable marines as the Knights Inductor. I need a Space Marine chapter that doesn&#039;t go trigger happy when they encounter heresy and xenos.&lt;br /&gt;
# take a vacation to pen island&lt;br /&gt;
# Make a chapter of Space Marines born from clones of [[Simo Hayha]] that is justifiably overpowered in the tabletop.&lt;br /&gt;
# Get at least one Space Marine commander, preferably a Grey Knight, in some future Warhammer game to be voiced by James Earl Jones.&lt;br /&gt;
## Get a high ranking character in said game to be voiced by Morgan Freeman.&lt;br /&gt;
# Eat a pie with a live Carnifex inside with the aid of sauces.&lt;br /&gt;
# Look disapprovingly at the Ecclesiarchy then bitch-slap the priests.&lt;br /&gt;
# Reintroduce the [[Imperial Truth]], but this time, inform my citizens and soldiers of the dangers of Chaos and how to prevent it from infecting them.&lt;br /&gt;
## No wait, that&#039;s a terrible idea.  Faith hurt&#039;s Chaos and religion gives guidance and hope to the masses.  It&#039;s the stupid Imperial government that kept going ape about heresy and killing people.  Since worship apprently &#039;&#039;doesn&#039;t&#039;&#039; feed Chaos, there is no point to the Imperial Truth except the Manifest Destiny part.&lt;br /&gt;
# Overhaul the Imperial Guard&#039;s stance on martial justice. If I happen to catch a Commissar shooting a recruit out of a meaningless quibble, I will beat him with my bare fists and he will have to be permanently accompanied by a servo-skull equipped with a colostomy bag. {{BLAM| &amp;lt;b&amp;gt; Commissar reasonable agrees &amp;lt;/b&amp;gt;}}&lt;br /&gt;
# Research ways to prepare Orks as a palatable substitute for Corpse Starch rations, much like the ancient Terran food product &amp;quot;Quorn.&amp;quot; Would also increase morale among common soldiers, as they would treat a WAAAGH like a Grox dinner with Amasec on legs.&lt;br /&gt;
# Find way to make bolt-mounted power field generators feasible? Perhaps I should look at the Angry Marines&#039; Adamantine Sack of Power Doorknobs...&lt;br /&gt;
## Also, see about powerfields on the shells fired by weapons batteries on Navy ships.  That would be hilarious and awesome.&lt;br /&gt;
# Place an Imperial edict forbidding the use of Baroque and Gothic architecture. Who knows how many resources were spent gilding those fucking stupid space cathedrals? &lt;br /&gt;
# Use a hive city as a tooth pick.&lt;br /&gt;
# Make a new edition of Epic Armageddon. &lt;br /&gt;
# Try to domesticate some Tyranids so that we can ride them like war horses or some shit. I don&#039;t think it will work (then again the Orks managed to do it) but I just want to see if we can manage it. Besides even if it doesn&#039;t work it will probably be a fun experience (assuming nobody gets eaten).&lt;br /&gt;
# Crush [[Doomrider]] into a fine powder and snort him. &lt;br /&gt;
# Party with [[Pedro Kantor]] and promote him to Imperial Fist primarch.&lt;br /&gt;
# Invent a way to make female marines, and give them all to the [[Crimson Fists]] and blood angels. Those poor bastards need it.&lt;br /&gt;
## Before that, gather all those who demanded that female space marines should be created and have them explain the concept to the Adepta Sororitas.&lt;br /&gt;
## Revive Malcador, then wed him to the most muscled sister I can find. After the honey moon period, ask him what he thinks of the concept of &amp;quot;making them all sisters&amp;quot;.&lt;br /&gt;
### Legalize polygamy should he still agree.&lt;br /&gt;
## Realize that it is rare for women to even try to join the military and that the tests for Space Marines kill all but the strongest and most durable men out of trillions.  Oops.&lt;br /&gt;
### Send the handful of dead female aspirants family&#039;s an apology letter and some money.&lt;br /&gt;
# Introduce the Angry Marines to megaphones.&lt;br /&gt;
# Establish the Adeptus Astartes Legions once again and rewrite the Codex Astartes to emphasize tactical and strategic flexibility. Arrange a checks and balances system similar to the [[Iron Hands]] for the purposes of chapter administration. Those who protest this action will be redirected to the complaints department, which happens to be located on my power fist.&lt;br /&gt;
# DESIGN AND MAKE NEW SHIT (Mechanicus won&#039;t/can&#039;t do it, fucking toaster fuckers)&lt;br /&gt;
# Give a [[Honey Badger]] power armor and use it as a weapon.&lt;br /&gt;
# Name said Honey Badger Chapter Master of the [[Angry Marines]]. They&#039;re gonna love it.&lt;br /&gt;
# Build a Tank to crush a MOTHERFUCKING BANEBLADE.&lt;br /&gt;
# Give it to Yarrick as a present.&lt;br /&gt;
# Invent Krak-Grenade Tennis with Thunder Hammers for rackets.&lt;br /&gt;
# Invent Krak-Grenade Baseball with Thunder Hammers for bats.&lt;br /&gt;
# Invent Krak-Grenade Cricket with Thunder Hammers for bats.&lt;br /&gt;
# Invent Krak-Grenade Golf with Thunder Hammers for clubs.&lt;br /&gt;
# Beat Da Squig in a Baneblade race.&lt;br /&gt;
# Declare Tank Motorsports as an official sport.&lt;br /&gt;
# Amass a fleet of a million ships and finish kicking the shit out of everything else in the galaxy.&lt;br /&gt;
# Bring back the Enslavers. Then enslave them.&lt;br /&gt;
# Make a Baneblade the size of a Emperor Titan. &lt;br /&gt;
# Make a Titan the size of a Emperor class battleship.&lt;br /&gt;
# Make a Emperor Class battleship the size of a [[World Engine]].&lt;br /&gt;
# Help the Necrons to build a World Engine the size of the Eye of Terra.&lt;br /&gt;
## Then destroy it. Because I can. &lt;br /&gt;
# Steal [[Necron]] starships. Traveling the galaxy without warp drives? Fuck yeah, I want that!&lt;br /&gt;
# Learn how to make Tyranid calamari.&lt;br /&gt;
# Learn how to make Tyranid Tika Masala.&lt;br /&gt;
# Learn how to make Tyranid Sushi.&lt;br /&gt;
# Play hide and seek with Sly Marbo and with the Tanith First (and Only) guys. It&#039;ll be interesting to see why they can&#039;t find the deity of Mankind who wears Golden Power Armour and is over three meters tall.&lt;br /&gt;
# Declare Catachan Exploding Turtles (dubbed &amp;quot;Mine Turtles&amp;quot; by the local populace) an endangered species. Seriously, these things explode all over the fucking place.&lt;br /&gt;
# Find a way to get a truce with the Eldar and/or Tau Empire, then throw a galaxy and webway-wide party with said allies&lt;br /&gt;
# Outlaw the appellations Empy, Emprah, Big E and so on. Not addressing me with my real name is [[Heresy]]!&lt;br /&gt;
# Dissolve the Ecclesiarchy. I hate those creepy fucks.&lt;br /&gt;
# Ask Officio Assassinorum about drugs they using on Eversors, then start selling it in Commorragh. If you can&#039;t defeat them, make money on them, I always say that&lt;br /&gt;
# After my Imperial Dealers completely take over the city, have them kick dark eldar as back to hell where they belong.&lt;br /&gt;
# Then fill this place with so much sex, drugs and gambling that it will put &amp;lt;s&amp;gt;Las Vegas&amp;lt;/s&amp;gt; [[Asdrubael Vect|Dicky Drubby]] to shame.&lt;br /&gt;
# And there will be [[Daemonette|daemonettes]] serving drinks, or you can call me &amp;quot;Emprah&amp;quot;&lt;br /&gt;
# Open a zoo with [[METAL BOXES|rhinos in metal cages]]. Any visitors will be executed as heretics.&lt;br /&gt;
# Encourage creative thinking, like &amp;quot;there is better way to use guardsmen than suicidal wave&amp;quot; or &amp;quot;not everyone is heretic and need to be destroyed&amp;quot; among my forces&lt;br /&gt;
# Pay orks to make me another life-sustaining device. As long they believe it works, it works - because it&#039;s really piss me off that MOST POWERFUL PSYCHIC in the whole space can&#039;t keep himself in shape.&lt;br /&gt;
# Hire a squad of orks, then order them to loot vehicles of other races - soon the looted-monoliths and looted-mantas will conquer the world&lt;br /&gt;
# Pay a visit to Tau, then show them the meaning of old terran saying &amp;quot;better dead than red&amp;quot;. Or blue, in that case. Blue-faced reds are enough blasphemy in MY GALAXY&lt;br /&gt;
# Promptly remember that the Soviet Union under Stalin was still more benevolent and just than the Imperium in my millennia long bath room break.&lt;br /&gt;
## Then remember that the Imperium before said bathroom break was more prone to exterminatus and mass-slaughter and intense atrocities than the grimderp Imperium.&lt;br /&gt;
### Well, shit, that&#039;s embarassing.&lt;br /&gt;
# Get off the damn throne and find something suitable to wipe my own ass ..... ohh look a Grey Knight.&lt;br /&gt;
# Lure every furfag to an unused planet using [[Faptau]] and [[Shlicktau]] as bait, then utilize any form of Exterminatus, thus solving the galaxy-wide furfag problem.&lt;br /&gt;
##Not those that make themselves useful.&lt;br /&gt;
## They&#039;d fuck the [[Felinids]] anyways.&lt;br /&gt;
# Send a whole fucking legion of speesh mareeens to Mars and get them to finally clear out all the rogue robots from thousands of years ago living in the catacombs below Mars.&lt;br /&gt;
# Realize my mistakes as a father and further realize that my sons have actual emotions and stabbing them in the back/humiliating them/letting those with obvious problems lead legions of dedicated killers might not have been the best idea so I know what to do when I make Primarch Project, Part two.&lt;br /&gt;
# Launch a cross dimensional crusade to destroy all [[chakats|CHAKATS]]!&lt;br /&gt;
# [[Doctor Who|Hire the Atraxi to blow up a planet, but only give them 19 minutes to do so.]]&lt;br /&gt;
# Steal all of Trazyn&#039;s artifacts leaving behind a note with kindest regards.&lt;br /&gt;
# ENGAGE HIVE MIND IN PHYSIC DUEL&lt;br /&gt;
##USE PHYKER-DESTROYING-FINISHING MOVE. RANGE: GALAXY!&lt;br /&gt;
##FIX THE REST OF THE PSYKERS IN THE GALAXY,  One Howling was bad enough.&lt;br /&gt;
##Re-learn how to spell psyker, and psychic. I invented those words, dammit!&lt;br /&gt;
# Beat up Khorne while dressed as Slaanesh.&lt;br /&gt;
# Bleach memory of having dressed as Slaanesh from brain.&lt;br /&gt;
# Rebuild the Avatar of Khaine from the 2 Bajillion Pieces, then lock him and Slaanesh in a cage. Shatter whoever lives into 4 Bajillion Pieces, and hide the 4 Bajillion Pieces with Creed.&lt;br /&gt;
# Challenge a Dreadnought to a fist fight.&lt;br /&gt;
# Stand on the bow of a Battle Barge and shout &amp;quot;[[Eye of Terror|Fly me closer]], I want to [[Chaos  Gods|hit them]] with my sword!&amp;quot;(Destination:Eye of Terror, Targets:Chaos Gods)&lt;br /&gt;
# Throw [[Space Wolves]] an [[Ultramarine]] bone; quality family time.&lt;br /&gt;
# Play laser tag with [[Lasgun|flashlights]]. &lt;br /&gt;
# Bring back [[Konrad Curze]], fix his brain, and then get him to explain what he was rambling on about just before he died.&lt;br /&gt;
# Clone [[Judge Dredd]] and use said clones to replace the Adeptus Arbites.&lt;br /&gt;
# Create a training system for the Imperial Guard so my citizens are more effective than glorified meat shields.&lt;br /&gt;
# Create a Chapter of Space Marines made up of only Pariahs just to troll Tzeentch.&lt;br /&gt;
# Give some nice relics to the [[Celestial Lions]] to help them rebuild. Inform Inquisitors that a loyal Space Marines chapter complaining about an Exterminatus after the chapter has taken out the actual heretics is no reason to get all pissy. Send the Inquisitors that got all upset about that into a Ork WAAAGHHH! to look for Ork Snipers.&lt;br /&gt;
# Replace the Imperial Guard&#039;s vehicles after chassis that weren&#039;t considered obsolete by World War II in exchange for stuff that&#039;s more functional. Also find out why the hell I thought that was a smart idea in the first place.&lt;br /&gt;
# Improve ship design so that time and resources aren&#039;t wasted putting details on making the sides of the ship look like cathedrals and including over-sized figureheads that serve no practical use.&lt;br /&gt;
# Kill Chuck Norris and disprove all the &amp;quot;facts&amp;quot; about him, they have no place in the Imperial Truth.&lt;br /&gt;
## He is too manly to simply be worhshipped as a mere &amp;quot;god&amp;quot;. He is Chuck Norris.&lt;br /&gt;
# Make the Space Wolves to be accompanied by &amp;lt;s&amp;gt;Sabaton&amp;lt;/s&amp;gt; Amon Amarth as they play 24/7.&lt;br /&gt;
# Make an ironically underpowered Codex: Matt Ward.&lt;br /&gt;
# Rewrite the sisters of battle codex. My bitches need some love.&lt;br /&gt;
## And some gigantism fun with their Astartes brothers.&lt;br /&gt;
# Build a Fucking anti-grav hammerhead baneblade combo.&lt;br /&gt;
# Tell [[Dorn]] and [[Perturabo]] to kiss and make up.&lt;br /&gt;
# Get my wallet back from the [[blood magpies]].&lt;br /&gt;
# Steal [[Ahriman]]&#039;s library card.&lt;br /&gt;
# Bring [[Carron]] back, and lock him in a METAL BAWKS as a prison.&lt;br /&gt;
# Go to Mars, punch the Void Dragon back to Terra, teleport to Terra and punch it back to Mars. Afterwards go ask the Mechanicus where&#039;s their Machine GabeN. &lt;br /&gt;
# make a deal with the Hive Mind to eat everything except the Imperium.&lt;br /&gt;
## breed giant carnifex to eat the eye of Terror.&lt;br /&gt;
## give the jeanstealer some jeans.&lt;br /&gt;
## Preferably from Abercrombie and Fitch&lt;br /&gt;
# Get my hands on some Ethereal pheromones, then use them to get the Tau to join the Imperium, just as planned. Then sterilize those weebs as a taste of their own medicine.&lt;br /&gt;
# Lead a live re enactment of D-Day using guardsmen and cultists.&lt;br /&gt;
# Glue my model of Abaddon&#039;s arms on, rip the real Abaddon&#039;s arms off and proceed to beat him to death with them.&lt;br /&gt;
# Resurrect Horus for round 2 and FUCK HIM UP...... More than last time. Oorah.&lt;br /&gt;
# Tell Games Workshop that fucking axes aren&#039;t unwieldy! Seriously, how are fucking augmented super humans in fucking powered armor in any way slowed by a slightly heavy fucking stick?!&lt;br /&gt;
## I mean all the weight of an axe is focused in a pretty hard to control spot by a kinesthetics standpoint unless you want to break your wrist trying to stop a massive weight moving super fast with a relatively small handle. And with them being Space Marines, their axes are fuck hueg but sure, axes are somehow simpler to wield EVEN THOUGH fantasy and sci-fi axes are some of the most bullshit things to be devised. THIS IS WHY THEY USE SWORDS. Also axes are pretty ineffective against armor compared to hammers. Plus ineffective towards spuishies compared to swords. You only use them as a middle ground. But sure, act like you know all about weapons and nerdrage. Ok.&lt;br /&gt;
# Destroy the metaphorical shark so that no franchise can ever jump it again.&lt;br /&gt;
# Throw Michael Grade into a woodchipper. Then have the wood chipper dismantled and melted into slag for getting Michael Grade&#039;s filth (I.E, any piece of him) on it.&lt;br /&gt;
# Learn [[Doctor Who|the Doctor]]&#039;s real name.&lt;br /&gt;
# Catch em all.&lt;br /&gt;
# Become the King of Games.&lt;br /&gt;
## Including [[FATAL]]&lt;br /&gt;
# Rip off a Stompa&#039;s &amp;quot;Super Scorcha&amp;quot; and use it to make Tyranid toast. Because i&#039;m just so damn hungry after counting the dead bodies.&lt;br /&gt;
# Steal skulls from khorne&#039;s throne and taunt an&#039;ggrath with them as I teleport back to terra.&lt;br /&gt;
# Go to sleep. What? I&#039;m fucking sleepy and I have not had a descent sleep in ages.&lt;br /&gt;
# Drop that hole Latin/High Gothic thingy as an official language, seriously WTF was I thinking when naming Adeptus Mechanicus, Astartes and Astra Militarum.&lt;br /&gt;
# Make my own animation studio to make adaptations of [[anime]] based on manga that didn&#039;t get finished.&lt;br /&gt;
# Use profits as part of my ongoing plan to become majority shareholder of Google.&lt;br /&gt;
# Put an end to youtube&#039;s copyright policy, then find those asshats that put came up with it and make them eat their own bones.&lt;br /&gt;
# Watch TV &lt;br /&gt;
# Fuck some shit up&lt;br /&gt;
# Fuck some sluts up&lt;br /&gt;
# Fuck some ca/tg/girls up&lt;br /&gt;
# Firebomb /mlp/ Seriously, I don&#039;t fucking care about MLP but that board is pure NOPE.&lt;br /&gt;
# Get some &#039;nids and let them rip those fucking PETA douche bags to fucking mincemeat.&lt;br /&gt;
# Fuck some more sluts up. Oh yeah.&lt;br /&gt;
# Get some Taco Bell.&lt;br /&gt;
# Close McDonalds.&lt;br /&gt;
# Open Bembos&lt;br /&gt;
# Watch the last airbender (Anime series not the fucking m night shyamalan peice of shit).&lt;br /&gt;
# Burn the Legend of Whorra.&lt;br /&gt;
# Kill M. Night Shyamalan and piss on his corpse &lt;br /&gt;
# Make melta explosives that can be fired from missile launchers, I&#039;m sick of having to always get in the enemy&#039;s face to use metla weapons.&lt;br /&gt;
# Get the internet to shut up about Call of Duty(this does include any other ones as well),.&amp;lt;s&amp;gt;I&#039;m&amp;lt;/s&amp;gt;,(No everyone else with a life) is sick of hearing about it.&lt;br /&gt;
# Out tank astra with a rhino, because why not?!&lt;br /&gt;
# give orks something that can make a loud noise and can finally do shit.&lt;br /&gt;
# Release the Kraken and after it has finished destroying the enemies of Mankind, proceed to turn it into calamari.&lt;br /&gt;
# Eat pie, I like pie.&lt;br /&gt;
# Check progress on Grey Knight attempts to cross-breed Saiyans and Kryptonians for any females.&lt;br /&gt;
## Also progress on capturing/persuading Samus Aran to become a new Primarch for female Space Marines. Twice the (wo)manpower!&lt;br /&gt;
# Marry said females, that will scare off that [[Strike Legion|scary Empress bitch]].&lt;br /&gt;
# Sort out the contradictions in this list. Thing&#039;s a fucking mess.&lt;br /&gt;
# Commit fraud.&lt;br /&gt;
# Disband the Church of Scientology and send all the criminals in it to Guantanamo for crimes against humanity.&lt;br /&gt;
# Defeat the Reapers.&lt;br /&gt;
## Hi this is Commander Shepard, and GW is my favorite store on the Citadel.&lt;br /&gt;
# Get Kaldor Draigo into an intervention because he&#039;s hooked on fucking Warp Dust.&lt;br /&gt;
# Light my scented candle collection for proper relaxation.&lt;br /&gt;
# Collect all Crux Terminus badges so I can put my Golden Armour back together.&lt;br /&gt;
# Come up with the most absurd, annoying, head wrenching question I possibly can.&lt;br /&gt;
# Ask it repeatedly to that Zathras tool and laugh as his brain explodes.&lt;br /&gt;
# Create a giant can of bug spray and use it on all of the Tyranids&lt;br /&gt;
# Make Captain Titus Papa Smurf. We need someone who can make decisions without reading the book Rowboat Girlyman wrote 10,000 years ago.&lt;br /&gt;
# Steal the blood ravens&lt;br /&gt;
# Everyones mother.&lt;br /&gt;
# Track down the Timelord known as the Doctor, shake his hand, break his hand, kick his ass, steal the TARDIS and use it for the betterment of the imperium.&lt;br /&gt;
# Do some stretching because 10,000 years will give you such a crick in the neck!&lt;br /&gt;
# Resurrect Robin Williams for some decent propaganda.&lt;br /&gt;
# Drop kick a Hive Tyrant into the sun.&lt;br /&gt;
# Order a pizza, because it&#039;s been fucking years since I had take away food.&lt;br /&gt;
## Maybe order enough for my Custodes. They need some free time too.&lt;br /&gt;
# Find a xenos controlled planet, and bomb the fuck out of the filthy xenos scum! Note to self: Orks are probably easiest.&lt;br /&gt;
# Astrally visit other space opera universes to see how they do things, then make fun of them.&lt;br /&gt;
## Starting with Space Balls&lt;br /&gt;
# Find some more things to do.&lt;br /&gt;
# Find a living Astral knight,&lt;br /&gt;
# Find a cloning device for said Astral Knight,&lt;br /&gt;
# Create a Primarch for Astral Knight 2.0.&lt;br /&gt;
# Forgive the people of Krieg of their 1000 year old rebellion and tell them to stop being meatshields. Well, bigger meatshields than the guard usually are.&lt;br /&gt;
## They can even feel pride for being decent human beings again!&lt;br /&gt;
# Make deep strike safer so we don&#039;t have to fucking kill all the terminators&lt;br /&gt;
# Shoot whoever started the whole &#039;maetal bawkses&#039; thing. I mean, Jesus, rhinos are elaborate machinery!&lt;br /&gt;
# Tell the Orks they&#039;re drunk and should go home.&lt;br /&gt;
# After collecting all the crux terminatus pieces, sell them on eBay and give all the money to THQ so they can finally fucking make Dark Millennium Online.&lt;br /&gt;
# Make warp dust into a smokable drug.&lt;br /&gt;
# Tell the Angry Marines to fuck themselves and thus piss them off even more.&lt;br /&gt;
# Make the Imperial Guard useful.&lt;br /&gt;
# Kill whoever wrote the last entry for extreme heresy.&lt;br /&gt;
# Give Commissar Yarrick better stats.&lt;br /&gt;
# Slap each and every [[Blood Angel]] for ever siding with or allowing their Battle-brothers to side with Necrons, at any point.&lt;br /&gt;
# Do a Word Bearers with said Blood Angels - in front of Guilliman&#039;s &amp;lt;s&amp;gt;preserved&amp;lt;/s&amp;gt; body. &lt;br /&gt;
# Teach all my children&#039;s Legions that I made each of them different for a reason. Inform Ultramarines to &amp;quot;think of the next step&amp;quot; if things don&#039;t go as planned but tell them it&#039;s nothing personal. &amp;lt;s&amp;gt;Do CPR to Guilliman.&amp;lt;/s&amp;gt; Already done.&lt;br /&gt;
# Give each guardsmen a pair of brass balls to intimidate their enemies/allies with.&lt;br /&gt;
# Trazyn was here.&lt;br /&gt;
# kill the idiot that didn&#039;t actually contribute and instead just signed his name.&lt;br /&gt;
# Eldrad was here too.&lt;br /&gt;
# CREEEEEEEEEEEEEEDDDDDDDD.&lt;br /&gt;
# Find and anally rape &amp;lt;s&amp;gt;a Daemonette&amp;lt;/s&amp;gt; Slaanesh.&lt;br /&gt;
# Take pictures of Schlicktau and give them to Faptau and Vice-versa&lt;br /&gt;
# Put a Giant Fleshlight in to a Emperor class Titan just to have another one fuck it/Fuck it himself&lt;br /&gt;
# Have a Ultramarine get lost in it.&lt;br /&gt;
# Make everyone look at Daemonette Titties for 1 hour a week.&lt;br /&gt;
# Install a Slut dispenser into the Golden Throne.&lt;br /&gt;
# Have Ultramarines drink alcohol so they are not so fucking boring. They might not be able to get drunk off of it, but that&#039;s what the elephant tranquillizer is for.&lt;br /&gt;
# Find out where my [[Sisters of Silence|Bitches of Silence]] went.&lt;br /&gt;
## How the fuck did Guilliman get them to come out of hiding.&lt;br /&gt;
## Girls love smurfs.&lt;br /&gt;
# Find the Sanguinor and beat him in a duel.&lt;br /&gt;
# Following my inevitable victory against the Sanguinor, find out who the fuck he is and bitch slap him.  If he is Sanguinius he deserved it for not announcing himself for who he is and not fixing my &amp;lt;s&amp;gt;crumbling empi&amp;lt;/s&amp;gt; &amp;lt;=HERESY.  If he is not Sanguinius he gets another bitch slap for impersonating my second favorite son.&lt;br /&gt;
# Set the record straight regarding Ollanius Pius.&lt;br /&gt;
# Get Jango Fett to lead storm troopers.&lt;br /&gt;
## Clone him&lt;br /&gt;
## Use his gene-seed to create an army of Bounty Marines&lt;br /&gt;
## Get them to assassinate all the assassins&lt;br /&gt;
## Get them to assassinate the Assassino ministorum.&lt;br /&gt;
## Make them the new Assassino ministorum.&lt;br /&gt;
## Do not let him have a son. I don&#039;t want to deal with a Sarlacc pit every few years&lt;br /&gt;
# Organize the marriage of Miranda Nero and Captain Titus. If they wanted the plot of Space Marine, those two would&#039;ve ended up getting married.&lt;br /&gt;
# On that note, I should allow Space Marines time to copulate with strong females. Would allow for a greater number of compatible gene seed initiates.&lt;br /&gt;
# Canonize Robin Willams [http://en.wikipedia.org/wiki/Robin_Williams] as a mother fucking Imperial Saint. Why? Because I like to laugh and he makes me feel good. THAT&#039;S WHY!&lt;br /&gt;
# Resurrect [[Lord Solar Macharius]] as he seemed like a pretty competent general as well as a tactical genius.&lt;br /&gt;
## And heal his War Wounds so he can be fully badass.&lt;br /&gt;
# Play Cards Against Humanity.&lt;br /&gt;
# Resurrect those dumbass Inquisitors who started a war with the [[Space Wolves]] and then execute them as example for how fucking stupid they were&lt;br /&gt;
# By any means necessary get it into the Inquisition&#039;s thick skulls that they were wrong for a starting a war with the Space Wolves and apologize for being heartless dumbshits.&lt;br /&gt;
# Get some proper aircraft. We fucking need &#039;em.&lt;br /&gt;
# Change the battle doctrine of the Imperial Guard to rely more on air superiority and less on throwing waves of men and tanks the enemy.&lt;br /&gt;
# Cure [[Indrick Boreale]] of his speech impediment (and death).&lt;br /&gt;
# Find Vulkan&lt;br /&gt;
# Give him a hug and the rest of his Chapter too.&lt;br /&gt;
# Troll Trazyn the Infinite and steal his everything.&lt;br /&gt;
# Build an army of sexy robot waifus that don&#039;t need to carry weapons because they everything the need built into them. If some animes and JRPGs can do it then I can do it better. Also make them all lesbians&lt;br /&gt;
# Figure out which branch of the Imperium to put the above army into.&lt;br /&gt;
# Convince all orks that I&#039;m the most powerful being in the universe and that I can&#039;t be killed.&lt;br /&gt;
# Include an online tutorial on Games Workshops&#039; website for each game it sells. If it&#039;s good enough for Privateer Press and Fantasy Flight Games it&#039;s good enough for us.&lt;br /&gt;
# Do away with the practice of separating Terminator Squads between ranged and assault. The Dark Angels made the idea work and Terminators don&#039;t carry anything that warrants staying at long range as it is.&lt;br /&gt;
# Go back to before the Age of Strife and steal/reclaim all the the lost [[Standard Template Construct| STCs]], and whole Forge Worlds if necessary.&lt;br /&gt;
# Mass produce skimmer [[Fellblade| felblades]].&lt;br /&gt;
# Destroy all overused [[meme| memes]].&lt;br /&gt;
# Help the [[Necrons| &#039;crons]] reach their apotheosis thing, and then have the Angry Marines Cock nob &#039;em so they don&#039;t fuck with my Imperium.&lt;br /&gt;
# Get those two [[Sisters of Battle]] to confess to each other already. Seriously. I&#039;m tired of them acting awkward and shy around each other when they are clearly in love.&lt;br /&gt;
# Install a speech device on the golden throne, just incase I need to fix the Imperium&#039;s fuckups if i fall asleep on the job again.&lt;br /&gt;
# Snort some warp dust.&lt;br /&gt;
# Stop the custodians from oiling themselves up and actually do somthing fucking useful&lt;br /&gt;
## How did Girlyman get them to do something.&lt;br /&gt;
# Give the Ultramarines a new role, as dog sitters for the Space Wolves.&lt;br /&gt;
## Correction: The Space Corgis&lt;br /&gt;
# Give the Dreadknight pilots a badass helmet or something so snipers don&#039;t destroy them&lt;br /&gt;
## Fuck, just make them tall Centurions at this point. Would be more effective than the stilts they are now.&lt;br /&gt;
# Go into the Rock and either bitchslap Luther or the Lion depending on who the Watchers in the Dark tattle on&lt;br /&gt;
# Upgrade all Imperial [[Titans]] so they can fly&lt;br /&gt;
# Find out what Watchers in the Dark actually look like under their robes.&lt;br /&gt;
# Find out what [[Angels Sanguine]] faces look like under their helmets. Bitch slap them - in the face (if it is actually possible). Every single one of them.&lt;br /&gt;
# Resurrect Relic, and ensure that they make the rest of the Space Marine Series, Titus deserves to be a motherfucking Primarch&lt;br /&gt;
# Make it imperial law that at least once a year every guardsman in the universe is allowed one free beer for the shit they do, hopefully that should prevent their temptation to go heretic on my arse&lt;br /&gt;
# Also, make a chain sword, sword chain to literally whip the imperium back into shape.&lt;br /&gt;
# Hold the Primarch of the year awards ceremony again, hopefully Horus can stay away this time.  &lt;br /&gt;
# Prevent the victory of Chaos in [[The End Times]] so that Games Workshop has to advance the story instead of pulling a shit reboot that changes nothing&lt;br /&gt;
## Expect making Ground Marines and changing race names for no reason.&lt;br /&gt;
## Fuck you Mannfred.&lt;br /&gt;
# &amp;lt;s&amp;gt;Declare non-furry aliens that can interbreed with humans and have fertile off-spring close enough to being humans&amp;lt;/s&amp;gt;{{BLAM}}&lt;br /&gt;
## So [[Love Can Bloom]] is a thing then. Well then my Webway for Eldar hookers isn&#039;t a lost cause then!&lt;br /&gt;
# Get better cooperation the Imperial Navy and Imperial Guard. I lose far too many brave gaurdsmen because the navy&#039;s incompetence leaves them without air support!&lt;br /&gt;
## COMBINED ARMS PEOPLE, THIS IS WHY WE HAVE MANUALS.&lt;br /&gt;
# &amp;lt;s&amp;gt;bring back the squats&amp;lt;/s&amp;gt;{{BLAM}} {{BLAM|kill ALL the xenos!}}&lt;br /&gt;
## And bring the Demiurg too.&lt;br /&gt;
# Demote [[Commander Kubrik Chenkov]] because that idiot isn&#039;t fit to lead a parade, and put him in some random platoon that&#039;s never heard of him where he might actually kill more enemies than guardsmen.&lt;br /&gt;
# &amp;lt;s&amp;gt;Grab those Eldar and tau plasma weapons. I am not letting highly explosive weapons to stay in use. Seriously, It is like playing Russian Roulette with a [[Exterminatus]]&amp;lt;/s&amp;gt;not needed anymore as the mechanicus had finally repaired it so that said russian roulette will only happen if the user overcharges the gun&lt;br /&gt;
## Also, get the laser rifles. NO. MOAAAR. FASHLIGGHTSSSSS!!!!!!!!!!&lt;br /&gt;
# Pat the Black Dragons on the back for putting up with all the shit that&#039;s thrown at them.&lt;br /&gt;
# Buy out Google and enforce Fair Use on Youtube with an iron fist.&lt;br /&gt;
# Berate the Adeptus Custodus for not preventing Goge Vandire&#039;s rise to power. Lazy fucks being lazy led to the worst thing for mankind since the Horus Heresy.&lt;br /&gt;
## Although considering they would much rather oil themselves, I&#039;m guessing Vandire just bribed them with super lubricant.&lt;br /&gt;
# Steal a World Engine and start destroying Daemon Worlds with it.&lt;br /&gt;
# Have a backup plan for destroying Daemon Worlds if the World Engine can&#039;t do that.&lt;br /&gt;
# Finally defeat Leman Russ in an eating contest and a drinking contest.&lt;br /&gt;
# Find the Black Library and empty its contents. Then wreck it.&lt;br /&gt;
# Bring Ahriman to it and then trick him into thinking that the Black Library was just an elaborate hoax to troll him.&lt;br /&gt;
# Punish the Grey Knights for turning on the Space Wolves and not chopping the heads off those dumbass Inquisitors who decided the appropriate response to the Space Wolves wanting to spare the survivors of the Armageddon War was to try and kill them.&lt;br /&gt;
# Macha. Should. Be. FUCKED.&lt;br /&gt;
# Stop this whole &amp;quot;treating beastmen like mutants&amp;quot; thing. I did make them CITIZENS for a reason.&lt;br /&gt;
## I mean,they look better than all the gaunt, Necron looking women in the Imperium. I need a release too.&lt;br /&gt;
## &amp;lt;s&amp;gt;You know what? Furries are citizens too, so no more of this &amp;quot;furfaggotry&amp;quot; bullshit. I&#039;d like you to show me something that could track a fucking mouse in a blizzard. Other than a space wolf.&amp;lt;/s&amp;gt; {{BLAM}} EXTRA FUCKING HERESY YOU FUCKING FURFAG!&lt;br /&gt;
## A Felinid. We made them citizens so the others won&#039;t have bullshit arguments like this to be welcomed in.&lt;br /&gt;
## Bottle said tear, and give it to Girlyman. Then he might actually man up.&lt;br /&gt;
# Mix Speed, weed, heroin, cocaine, mushrooms, LSD, tobacco, pine-o-clean, petrol, diesel, battery acid, acid, salvia, some herbs and spices, some lettuce and tomato, some salt and vinegar, noodles, pretzels, pork scratchings, some doner kebab, vodka sauce, tabasco sauce, bam and the dirt is gone, red bull, Coca-Cola, Ajax spray and wipe, liquid hydrogen, protein shakes, some chicken and cheese, hash browns, jalapeno peppers, curry and wrap it all in a tortilla.&lt;br /&gt;
## Eat it.&lt;br /&gt;
## Make Leman Russ eat it.&lt;br /&gt;
## Make the hive mind eat it.&lt;br /&gt;
## Make Doomrider eat it. Laugh as his lightweight head explodes.&lt;br /&gt;
# Schola Progenium harem anime&lt;br /&gt;
## Starring [[Lucius the Eternal]]&lt;br /&gt;
# Visit that planet where I keep all of my pets. THEY BUILT A CITY!?&lt;br /&gt;
# Rematch the Void Dragon at that fight. Have the mechanicus duff all the others up.&lt;br /&gt;
# Get the mechanicus to make me an amp and a massive fucking pair of speakers, then attach them to a Baneblade, then plug in my holy guitar and shred so hard I make the Ordinatus Mars look like a disappointing fart.&lt;br /&gt;
# Bring back Warhammer Fantasy.&lt;br /&gt;
# Bring Horus back to life and kill him again.&lt;br /&gt;
# Find Mortarion and give him a bath.&lt;br /&gt;
# Find where those 100 Baneblades went...&lt;br /&gt;
# Have AdMec convert an Imperator Titan into my new power armor.&lt;br /&gt;
# Release an edict as to which order the gifts go in the song &amp;quot;The Twelve days of the feast of My ascension&amp;quot;.&lt;br /&gt;
# Get Games Workshops to put free digital copies of all out of date codexes and army books on their website so fans of old books can still read them.&lt;br /&gt;
# Drain Khorn&#039;s blood lake, then eat his khorn flakes while watching sitting in his throne and watching something noblebright.&lt;br /&gt;
# Give Nurgle&#039;s garden a good spring cleaning, then perma-pork Isha.&lt;br /&gt;
# Delete Slaanesh&#039;s porn collection, then replace her crack with sugar.&lt;br /&gt;
## Also, create a extra strength anti-viagra and mix it in with the sugar.&lt;br /&gt;
## And whatever is the opposite of laxatives and mix that in with the sugar too.&lt;br /&gt;
# Ghostbust Tzeench&#039;s tower, then [[Blood Ravens|steal]] his change.&lt;br /&gt;
# If I have time, kill Khorn with kindness, kill Slaanesh with boredom, kill Nurgle with Mr. Clean, and kill Tzeench with Warhammer 40k&#039;s plot progression.&lt;br /&gt;
# Housebreak the [[Space Wolves|space corgis]].&lt;br /&gt;
# Make carnifex choke on a [[Ultramarines|smurf]] see what color it turns.&lt;br /&gt;
# Make a Warhammer fighting game&lt;br /&gt;
# Punch [[Lorgar]] in the face.&lt;br /&gt;
## Make him fuck the Lectio Divinitatus with sandpaper pages.&lt;br /&gt;
# &amp;lt;s&amp;gt;Punch the fucker who Blam&#039;d me when I made numbers 441 and 443&amp;lt;/s&amp;gt;{{BLAM}}&lt;br /&gt;
# {{BLAM}} a commissar cause it&#039;ll be funny&lt;br /&gt;
# Steal one of those [[Necron]] pylons and put them on Terra so that I no longer have to keep trying to not let it become a new Eye of Terror.&lt;br /&gt;
# &amp;lt;s&amp;gt;Make skub usage mandatory for all guardsmen&amp;lt;/s&amp;gt;{{BLAM}}&lt;br /&gt;
# Catch all the C&#039;tan shards and become the very best, the best that ever was.&lt;br /&gt;
# Give the Orks their home-world back. Those damn toaster fuckers on mars had no right to teleport it away and it turn it into Armageddon.&lt;br /&gt;
# Walk into [[Commorragh]], out troll and out dick [[Asdrubael Vect]], then bitch slap him to death in front of everyone in Commorragh.&lt;br /&gt;
## Then fuck [[Lelith Hesperax]] to death before I leave.&lt;br /&gt;
# Point out to AdMec that their statement that all technology already exists logically renders innovation impossible, as any attempt would only reproduce something that already exits. Secondly, some STC technology would be otherwise lost permanently. How&#039;s that for Divine Inspiration from the Omnissiah.&lt;br /&gt;
# Keep sending [[Kor&#039;Sarro Khan]] to fight the Space Communists. &lt;br /&gt;
## &amp;lt;s&amp;gt;make sure he and Shadowsun get it on.&amp;lt;/s&amp;gt;{{BLAM}} {{BLAM|Heresy!}} &lt;br /&gt;
## PROFIT.&lt;br /&gt;
# Kill all the Inquisitors who think it&#039;s a good idea to kill all [[Astropath|Astropaths]] and [[Navigator|Navigators]] (who we need to stop the Imperium falling apart), and [[Space Marines]] (because they are fucking awesome)&lt;br /&gt;
# Kill all the Inquisitors who thought that me dying and reincarnating into someone else was a good idea.&lt;br /&gt;
# Build a gun with enough [[Dakka]].&lt;br /&gt;
## Show it to the Orks.&lt;br /&gt;
## Let them fire at me til they run out of ammo.&lt;br /&gt;
## Laugh&lt;br /&gt;
## Show the Orks a gun with more than enough Dakka, and blast the shit out of them.&lt;br /&gt;
# Kill [[Lucius|Lucius the Eternal]] for good, as he can&#039;t possess me.&lt;br /&gt;
## Then resurrect everyone who got possessed, kill any Xenos and Chaos Worshippers who killed him, and bro fist anyone from the Imperium who killed him for being able to kill him.&lt;br /&gt;
# Dance, just do a little dance, I was stuck in a chair for 10000 years, it would feel good to move.&lt;br /&gt;
# Give the Lamenters a hug, they need it.&lt;br /&gt;
# Find out what the Blood R- chapter is from the bananastodes.&lt;br /&gt;
## And play the holo-game Dawn of War. I hear it&#039;s worth playing.&lt;br /&gt;
# Play Stellaris as Xenophobic/Militant Humans to see what the Great Crusade could have been.&lt;br /&gt;
# Make a Primarch out of the Commander of X-COM because he is far more competent than anyone in the Imperium.&lt;br /&gt;
# Attend Angelos&#039; and Macha&#039;s wedding.&lt;br /&gt;
## And them promptly allow Eldrad to fuck shit up.&lt;br /&gt;
# Give my Caretaker Kitten pay since he doesn&#039;t get any&lt;br /&gt;
## Then send him to get tea&lt;br /&gt;
## And Carnifex crumpets&lt;br /&gt;
# Keep an eye on Rowboat Girlyman&#039;s waifu.&lt;br /&gt;
## Fuck, how many Primarchs, Space Marines, and Chapter masters have girlfriends now? Even if there isn&#039;t an actual connection?&lt;br /&gt;
## Keep an eye on the shippers.&lt;br /&gt;
### But don&#039;t read the fanfics.&lt;br /&gt;
# Cut off Faptau and Shlichtau hands.&lt;br /&gt;
# Eat a meatbread&lt;br /&gt;
# Rub some skrub on me bones, yarr.&lt;br /&gt;
# Work out that crick in my lower back.&lt;br /&gt;
# Go to Emprah Burger and get an Empy meal.&lt;br /&gt;
# Go back in time to finish the webway project and get Eldar prostitutes for myself and my sons. That should stop them from bitching constantly.&lt;br /&gt;
# Punch all the [[Marines Malevolent]] for being such dicks.&lt;br /&gt;
# Thank the [[Lamenters]] for getting shit done.&lt;br /&gt;
# Bitch-slap Guilliman for being a douchebag smurf.&lt;br /&gt;
# Bitch-slap the rest of the Ultratwats.&lt;br /&gt;
# Have my daily time with adorable centurion.&lt;br /&gt;
# Yell at the Inquisition and Grey Knights for thinking the Dark Angels are heretics.&lt;br /&gt;
# Officially rename the Primaris Primarysues.&lt;br /&gt;
# Drink ten pots of esspresso. Seriously, sitting stationary for about eleven millenia makes you need energy.&lt;br /&gt;
# Convince Ynnead to bring Sanguinius back to life. Then make him lord-commander of the Imperium.&lt;br /&gt;
# Make the battle cry of all gaurdsmen under twenty to be &amp;quot;For de Imperwium, oh fuck I dwopped my bwanket&amp;quot;.&lt;br /&gt;
# Congratulate [[Dante]]&lt;br /&gt;
# Find out if Dante is who [[Sanguinius]] was talking about in his scrolls.&lt;br /&gt;
# Go get Magnymagic.&lt;br /&gt;
## Then screw him over in a game of Magic The Gathering with a mono-green deck.&lt;br /&gt;
## Subsequently keep screwing him over by psychically rigging every game.&lt;br /&gt;
# Find our who the fuck let Goge Vandire rule the Imperium and dickslap them. &lt;br /&gt;
# put a warp drive into a rhino and fly into the eye of terror, screaming MEATLE BAWKSERS because why the fuck not.&lt;br /&gt;
# Make Sly Marbo the ruler of the imperium because I need to catch up on shit that I missed while sitting on a motherfucking mechanical toilet for the the 10,000 fucking years!&lt;br /&gt;
# Tell mortaring to have a bath.&lt;br /&gt;
# Tell Abaddon to Grow a pair (of arms).&lt;br /&gt;
# Decide if traps are gay or not.&lt;br /&gt;
# Go digging through the ruins of Old Earth and find some tank designs from late M2/early M3.&lt;br /&gt;
# Figure out if Sly Marbo can talk.&lt;br /&gt;
## Or make any vocalizations other than &amp;quot;AAAAAAAAA,&amp;quot; for that matter.&lt;br /&gt;
# I don&#039;t know, maybe get some tacos again&lt;br /&gt;
# Read this big fuck off list.&lt;br /&gt;
# Remove the numbers from the list, because it is supposed to be in no particular order&lt;br /&gt;
# Find the surviving Flame Falcons and help them rebuild. Then mind-fuck the inquisitor who declared them traitors.&lt;br /&gt;
# Steal a spacehulk, then take said spacehulk and pimp the fuck out of it.&lt;br /&gt;
## And after that is done, ram it in to that shit hole commorragh.&lt;br /&gt;
## But make sure to steal the drugs first before i do that.&lt;br /&gt;
#  Assign entire regiments worth of sisters to every veteran regiment in the empire, those guardsmen need some lovin, and fire support.&lt;br /&gt;
## Name said sisters &amp;quot;whores of battle&amp;quot; and make them wear white robes, all for morale of course totally not to start filiming some hot guard on sister action.&lt;br /&gt;
### Which has nothing to do with sending a bunch of men-starved women to fight beside &#039;&#039;the&#039;&#039; most manly, courageous, manly, hardcore manly badasses in all of human existence.&lt;br /&gt;
# Figure out how to reverse entropy.&lt;br /&gt;
# Resurrect lieutenant Kage and bitch slap the daemon out of him, Then put him under Colonel Schaeffer again he&#039;s still got a Me damned job to do, Kage had figured it all out in the end also Resurrect lorii and make her a sister of battle.&lt;br /&gt;
# Carve a dick onto Guilliman&#039;s Helmet.&lt;br /&gt;
# Give Archmagos Cawl Tenure for actually being intelligent enough to improve the astartes design.&lt;br /&gt;
# Make an extermination service for Tyranids.&lt;br /&gt;
# Turn every First Founding chapter into a legion again.&lt;br /&gt;
# Simultaneously whip and nae nae&lt;br /&gt;
#Challenge Gork and Mork to a boxing match &lt;br /&gt;
#Catch up on some reading&lt;br /&gt;
#Resurrect Father Uriah and admit that I was a bit of a dick. Unless he has gotten up to some chaosy bullshit in the past 10,500 years, have a theology discussion with him after all we&#039;ve both learned and see if he might make a better Ecclesiarch than the current bunch. &lt;br /&gt;
#find my power claw, and use it to fight yarrick in a one on one claw battle&lt;br /&gt;
##and after that resurrect fucking horus for a rematch&lt;br /&gt;
#make a search engine for this fucking list, because god damn is this shit long! How the fuck am I suppose to know what has and Hasin&#039;t been written down?!?!&lt;br /&gt;
#N.B: Find out what happened to my massive, uber awesome, Imperator Sonninum flagship. It is essential for the Great Crusade to begin anew&lt;br /&gt;
#Get therapy for my multiple personality disorder that is obviously the cause of the countless contradictions in this list&lt;br /&gt;
#Teach the [[Black Templars]] to not going around killing psykers, because the Imperium needs those to function.&lt;br /&gt;
##Make a point of emphasizing that other mutants are also not to be killed, unless they are traitors. Being a mutant doesn&#039;t count as treason.&lt;br /&gt;
#make the imperial palace daemon proof&lt;br /&gt;
##look, this isn&#039;t what he said (I&#039;m but a lowly custodian), BUT COME ON! Do you know how hard it is to write down this FUCKING arse list while also protecting the emperor from, oh it don&#039;t know, daemons, crazed religious nutters, the occasional savage ork infestation of the lower levels, retired tech priests, and don&#039;t get me stated on those trice damned inquisitors who think the inter galaxy revolves around them! So in conclusion, fuck daemons, fuck nutters, fuck orks, fuck edgy tech nerds, and trice fuck inquisitors. Thank you.&lt;br /&gt;
#Outslap [[Marneus Calgar]]&lt;br /&gt;
#Put a limiter on [[Jaghatai Khan]]&#039;s gearbox to teach him the virtue of patience and show him what it feels like to try and drive anywhere on Terra (slow as fuck).&lt;br /&gt;
#Make sure evey single person in the Imperium knows about the [[Grey Knights]] and all they did in the past, that will teach them to kill loyal guardsmen for knowing of their existence.&lt;br /&gt;
##Then laugh as the [[Grey Knights]] slaughter thousands, thus making them more infamous.&lt;br /&gt;
#learn how to make attack helicopters, and no it&#039;s not so I can identify as one.&lt;br /&gt;
##Have all commissars shot guardsmen on site who honestly identify as an attack helicopter.&lt;br /&gt;
#Give Belisarius Cawl a promotion and a pat on the back for doing what the mechanicum is actually supposed to do.&lt;br /&gt;
#Eat some steak because I don’t want to just eat fucking comfort food and Carnifexes. &lt;br /&gt;
##See if cows still exist, along with pigs because bacon.&lt;br /&gt;
#Resurrect Elon Musk and make him Fabricator General of Mars.&lt;br /&gt;
#Have masterkey shotguns and M203 Grenade Launchers be standard issue for all lasguns. The Astra Militarum needs some fucking tactical flexibility.&lt;br /&gt;
##Give guardsmen sidearms because officers and Commissars shouldn’t be the only ones to have sidearms.&lt;br /&gt;
#Shove Erebus up Lorgar’s ass.&lt;br /&gt;
#Make those lore-video makers on YouTube be the official archivists of the Administratum. Maybe then the record keeping in the Imperium wouldn’t be so fucking spotty.&lt;br /&gt;
#Invite my sons over for a family dinner...may get a bit awkward between a few of them and I will need to prepare for a few holes in the wall, bolter rounds flying, chaos demons, angry Space Marines, and Vulkan bringing his jello mold he dyed [[Salamanders]] green.&lt;br /&gt;
#Give magnus a hug and tell him, he was a terrible son&lt;br /&gt;
#get 3 full legendary sets in warhammer 40k space wolf.&lt;br /&gt;
#play some Dawn of war 3&lt;br /&gt;
#Fuck everyone in the hole universe, so slanesh gets so strong that he destroys all other chaos Gods.&lt;br /&gt;
##????&lt;br /&gt;
###HOLY SHIT WHAT IS YODA DOING HERE!!!&lt;br /&gt;
####???????????????????????? &lt;br /&gt;
#####VERY, VERY, VERY MUCH PROFIT&lt;br /&gt;
######??????????&lt;br /&gt;
#######????????????????? &lt;br /&gt;
########nope.&lt;br /&gt;
#Make a giant, universe - wide orgy.&lt;br /&gt;
#Forgive all my sons or create new sons so that I may recreate my Grand Crusade&lt;br /&gt;
##Make myself a god that I may stop the spread of Chaos, by becoing Chaos.&lt;br /&gt;
#Somehow create warpstorms inside the warp.&lt;br /&gt;
#Beat Nurgle in a Chilli Cook Off&lt;br /&gt;
##Hope he does just kill the judges&lt;br /&gt;
###Free the Eldar God from his Garden&lt;br /&gt;
####Bang Eldar God I freed from Nurgle&#039;s Garden&lt;br /&gt;
#Find Fulgrim&#039;s Slaanesh-possessed sword and use it in front of him without being effected purely to show him how much he sucks.&lt;br /&gt;
#Find the degenerates who put gay shit in my list.&lt;br /&gt;
#Assuming that I got to this point(Which I will). Give myself a pat in the back, because I deserve it.&lt;br /&gt;
#forgive magnus the red which I already have. He did not abandon his sons I respect his decision but don,t approve falling to chaos if there is why to save him I will.&lt;br /&gt;
#Find a girlfriend, I deserve it.&lt;br /&gt;
#Figure out what the missing steps are in the other items on my to do list.&lt;br /&gt;
#It&#039;ll be a little weird but ... Ask Erda for a date.&lt;br /&gt;
#Down an entire thing of Tums now that the [[Carnifex]] entrees are starting to give me tummy aches.&lt;br /&gt;
#Bring back Firefly.&lt;br /&gt;
&lt;br /&gt;
== Gathering Storm Special List ==&lt;br /&gt;
Holy shit, [[Games Workshop]] are actually doing some plot development for 40k. Okay, I&#039;ll make a special list just for anything that happens there.&lt;br /&gt;
&lt;br /&gt;
# Replace the batteries on my [[If the Emperor had a Text-to-Speech Device|text to speech device]].&lt;br /&gt;
# Get [[Ynnead]] to wake up fully so I have someone new to bitch-slap, but let him screw over [[Slaanesh]] first if I haven&#039;t already done it, as my time is to important to waste. Besides, the [[Eldar]] created Slaanesh, so let&#039;s give them a chance to sort it out.&lt;br /&gt;
## Actually make a deal with him, resurrect me or people I like if I need it (or can&#039;t be bothered to do it myself) and I won&#039;t bitchslap you.&lt;br /&gt;
# So [[Roboute Guilliman]] and some dude named [[Belisarius Cawl]] are creating some [[Primaris Marines|Neo-Space Marines]]. Okay, I&#039;ll see what they come up with, then make something even better.&lt;br /&gt;
## And definitely think of a better name than Primaris Marines.&lt;br /&gt;
###And tell Cawl to stop naming things after himself.&lt;br /&gt;
## And while I&#039;m at it, make a super version of the Custodes, and give them even more bling.&lt;br /&gt;
# The [[Imperium]] has been cut in half by a massive warp storm. Okay, now I&#039;m really pissed off. I am so going to close this.&lt;br /&gt;
## And the [[Eye of Terror]] has gotten bigger and enveloped Cadia. This both pisses me off and makes several points on the main list harder.&lt;br /&gt;
# So now [[Armageddon]] has been assaulted by a fuckton of [[Khorne]] [[daemons]]. I do hope the [[Orks]] and daemons kill each other, because it will be a pain in the ass for me to sort out.&lt;br /&gt;
# So [[Imotekh the Stormlord|Imotekh the Stormlord&#039;s]] empire just got a whole lot bigger, huh. Well at least the [[Tau]] has something new to fight. And the rest of them better not try anything with me, or I&#039;ll bitchslap them to death.&lt;br /&gt;
## And they won&#039;t be reanimating from that.&lt;br /&gt;
# Xenos are taking a back seat, and the focus is on the Imperium vs Chaos. Okay, I&#039;m cool with that. Chaos really pisses me off.&lt;br /&gt;
## But I&#039;m still gonna fuck over any xeno that pisses me off.&lt;br /&gt;
# Now that stats go above 10, I&#039;m going to make a gun with Strength that&#039;s over 9000.&lt;br /&gt;
## My dick&#039;s Strength is over 9000. Just sayin.&lt;br /&gt;
# Set the Damocles Gulf back of fire. That was fucking awesome.&lt;br /&gt;
# Bitchslap the Tau&#039;s Fifth Sphere Expansion. I don&#039;t like those a good portion of blue skinned motherfuckers.&lt;br /&gt;
## If possible, team up with the Farsight Enclaves to bitch slap the rest of the Tau.&lt;br /&gt;
#Four new Hive Fleets has appeared. But one of them is eating the others. Okay, see who wins, then stomp the survivors to death.&lt;br /&gt;
# Wait, is there really a chance the [[Sanguinius]] will return. Well if he does I&#039;ll make him tell me where he&#039;s been and what&#039;s he been up to for the past 10,000 years, on pain of bitchslapping oh wait he was separated well than is okay carry on sanguinius. &lt;br /&gt;
#So [[Nurgle]] thinks he can take [[Ultramar]] for himself. Not cool. I&#039;ll going to punch the shit off him, the beat the crap out of him.&lt;br /&gt;
#[[Tzeentch]] is messing things up as well. I wonder, should I beat him intellectually or physically. &lt;br /&gt;
##Maybe punch him in the face then steal his books? He is a massive fucking nerd after all.&lt;br /&gt;
#How did [[Khorne]] attack [[Terra]]. He attacked my pad. As soon as I can, I&#039;m going to find him, outrage him, then kick him in the balls so hard they explode.&lt;br /&gt;
##Also steal his throne.&lt;br /&gt;
##Then have the throne converted into golden skull decor for shits and giggles.&lt;br /&gt;
# Tell the AdMech that it time to start using some innovation. And reveal what secrets they&#039;ve been keeping.&lt;br /&gt;
&lt;br /&gt;
# Make the watchers in the dark imperial citizens and other loyal xenos loyal to the imperium I   know I sanction there xeno race more than 10,000 years ago and there still keeping up a good fight&lt;br /&gt;
Give the surviveing men of iron a pardon produce them in limited quantities along with ai to help organize the imperium and help are navy limit there intelligence of the ai allso give the men of iorn to the navy so we don,t use more survitors or poor  indentured people from serving on navy ships instead make the especially the latter, crew men and build more ships so we can solve a man power crisis will only convert people to survitors that actually deserve it.&lt;br /&gt;
# Instead of legion thing I’ll just do a bragged of five to ten chapters each because  supreme smurf does have a point and call the task forces&lt;br /&gt;
&lt;br /&gt;
# tell the imperal commanders and Guilliman  wait to go for finely giving my guardsmen air support by giving the guard air support under there control&lt;br /&gt;
#make alternatives for Titans for the guard to use know just the thing mobile suits from a thing I watch&lt;br /&gt;
#make sure all guardsmen get even better equipment extreme priority &lt;br /&gt;
# give Koorland slaughter a eulogy That is fitting how awesome he was because that guy was a real life action hero and probably one greatest of them all and build a statue and also while I’m add it add and imperium hall of fame yeah because the imperium needs a hall of awesome&lt;br /&gt;
# confirm lord Dante,s appointment &lt;br /&gt;
#congratulate Dorn for building the web way project that I plan&lt;br /&gt;
#make the offico assianorium and the Adeptus Mechanicus have and American football game for a replica of the golden cog it will be play yearly&lt;br /&gt;
#make an anime esque series of the war of the beast with the openings being butterfly kiss rave master and change for the the imperium I love the second opening the second opening will be muv luv alternative opening  and will be the imperium I love and the third opening  will be the meaning of truth from f zero legend and the forth opening  will be the the other side of the fog and the fifth going to be there must be something from legend of the galactic heroes op4 it is going to 125 episode ona  or ova that is a more ambitious than the legend of the galactic heroes first anime for ending 1 legend of the galactic heroes ending 2  pc game first one first series for ending 1 for ending 2 revise the world from muv luv alternative eclipse for for ending number 3 legend of the galactic heroes first series song of farewell ending 4 function junction distance for  ending 5 gundam ibo Ending 4 uru&lt;br /&gt;
#make sure space marines who survived as long as Dante automatically work on government so long as the have good character&lt;br /&gt;
# give the vaprol swords a parade through out terra or holy terra&lt;br /&gt;
#posthumously pardon vagerish for the beheading and the other things he did what he did save the imperium in the long run some one should of help him get treatment for dementia &lt;br /&gt;
# make primaries imperial fist successor chapters son of Koorland the sons of slaughter sons of adumenta the new fist exemplars the sons of Maximus the sons of thane sons of phall the new soul Drinkers going to be actual sons of Rogal dorms instead of adopted sons of bohmead sons of Euclydeas sons of Issachar sons of Verpall sons of Malfons sons of Magneric and the sons of Cuarrion&lt;br /&gt;
#give sister hospitaler the training to treat my space marines it can do everything beside that they sound do Be allowed to finish off go for the gold you go girl&lt;br /&gt;
# my First human hall of fame class will be all my All my loyalest primarch sabaston Thor the Great ecclecarch who made peace for two thousand years due to his actions lord commander macaraus solar the whole last wall loyalists in there entirely the founder of the sister of battle balasarus Cawl And lord commander Dante and Logan and the 10,000 year space wolf dreadnought and the current captain general of my guard Trajan valrois and vangrish did the beaheading of those former hight lord losers and all his puppet lords because   those millitry guys where compident and those 50 chapter master who made a new high lords after the death vagrish not his fault he got dementia all loyalists Primarchs and the astral knights and do a eulogy service for them along with war of the beast and do and I will alway love you.&lt;br /&gt;
# pass Belisarius Cawl reforms pass and in extange he will have to wear an a hole of the imperium and the galaxy t shirt or robes do I think he will like that knowing him yeah but it will be hilarious&lt;br /&gt;
#congratulate the space marines on starting the mobile suit project &lt;br /&gt;
# ok I will accept I’m the worship of me as god emperor but I will make sure that I am not infallible  god&lt;br /&gt;
#stop it with the fake trivia and stuff the average life span for normal people in the imperium of man is 70 to 80 weather people like it or not&lt;br /&gt;
# oh the high lords forgave kreig but they refused because  they just want solace ok I’m down with that also both birth born and clone death korps guardsmen are awesome .&lt;br /&gt;
# arrange guilliman and yvraine marriage &lt;br /&gt;
# make roboute guilliman sub emperor of the imperium or man emperor of the imperium &lt;br /&gt;
#congratulate  guilliman for making the imperium better&lt;br /&gt;
#give all loyalists Primarchs a big hug&lt;br /&gt;
# berate the custodies for not helping out during of the war beast that is worst than letting goge vandire have power &lt;br /&gt;
#resurrect or teleport  arch formally know as arch warhammer  and make him minister of imperial propaganda&lt;br /&gt;
# congratulation Trajan for doing a good job&lt;br /&gt;
# fix my keyboards shift key&lt;br /&gt;
## also the punctuation keys&lt;br /&gt;
## Apparently there was just some junk under the keys. Hard to fix when you’re a skeleton on life support.&lt;br /&gt;
# Get the [[Silent King]] to not murder the Imperium and sign a treaty with him.&lt;br /&gt;
## Seems he’s focused on Chaos and Tyranids, making this slightly easier.&lt;br /&gt;
#give Colquan a big public scolding for being a huge idiot because his talk borders on near treason.&lt;br /&gt;
# shit Constantin Valdor has betrayed this imperium and to extension mankind and all of us that is worse than betraying me capture or kill or get Constantin Valdor to explain himself which ever comes first.&lt;br /&gt;
#tell trajin he is my new number one .&lt;br /&gt;
#make a holiday or feast day for saint Marcus Achallor first custodian saint&lt;br /&gt;
#build space colony’s at terra language points to grow food and train Terran imperial guardsmen&lt;br /&gt;
# become buddies and in-laws with yinned&lt;br /&gt;
# Find out who&#039;s putting all these typos in my list and throw them to Crotalids. They&#039;re trying to make me look stupid. &amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt;&amp;lt;small&amp;gt;Heheheheh. [[Just as planned|Just as planned...]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
# ride on the rogal dorn tank&lt;br /&gt;
# posthumously promote macaraus to lord commander of imperial forces  &lt;br /&gt;
#hug a krieg guardsmen &lt;br /&gt;
# forgive colonel jurtan and his friend magos kreel they did what they had to do&lt;br /&gt;
# posthumously promote jurtan to lord commander&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Chaos_Daemons&amp;diff=66390</id>
		<title>Warhammer 40,000/9th Edition Tactics/Chaos Daemons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Chaos_Daemons&amp;diff=66390"/>
		<updated>2023-02-26T20:03:06Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* CSM prince summoner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Chaos Daemons]] tactics. [[Warhammer_40,000/Tactics/Chaos_Daemons(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Chaos Daemons?==&lt;br /&gt;
Chaos Daemons are the ultimate enemy of the Imperium, perhaps more so than the Chaos Space Marines who worship them. Each one of them is an incarnation of the Dark Gods&#039; will made of pure Warp energy, and therefore mortal concepts such as fear, exhaustion, or pity are alien to them. If you always wanted to command an army entirely composed of bizarre and horrifying monstrosities (and who didn&#039;t?), then Chaos Daemons are for you.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Armywide Daemon saves, armor saves that can&#039;t be modified, which makes them better than invuls.&lt;br /&gt;
*Wide range of miniatures, so painting never gets boring.&lt;br /&gt;
*Lots of different playstyles with 4 different gods, monsters, hordes, magic and so on. Probably even more once you factor in allying with the various flavors of CSM.&lt;br /&gt;
*Your Daemon Prince murder machines can hide behind other troops.&lt;br /&gt;
*Your army is completely compatible with Age of Sigmar, kill team, The Horus Heresy, Boarding Actions and, of course cause you&#039;re here, Warhammer 40K. It&#039;s almost like having five armies for the price of one.&lt;br /&gt;
*9th changes make Daemons fantastic at board control, lots of variety in objective holders and takers. When mixing Gods, you can oversaturate target priority, makes them stress about what to shoot.&lt;br /&gt;
*The entire army has all sorts of Deep Strike shenanigans which will work even when you ally with CSM, and all without needing to do summoning rolls.&lt;br /&gt;
*Warp Storms give you plenty of tricks to throw out-of-turn, including your most frequent means of shooting without needing guns.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Mono god daemons doesn&#039;t work and neither does Undivided. There are no mono god static rules at all, making it worthless to play mono god for either good rules or flavor. Sucks big time.&lt;br /&gt;
*Tzeentch has 6 spells that can only be cast once each. Lord&#039;s of change cast 3 each and Heralds cast 2. You can&#039;t run 2 LOC&#039;s without running out of spells. This codex makes Tzeentch, the psyker daemons, impossible to use as a mono god, pysker army.&lt;br /&gt;
*Daemonic Invulnerability is something but not much, and you have got a lot of T3 units...&lt;br /&gt;
**While 9E&#039;s Daemonic Invulnerability improves saves, it&#039;s also sacrificing defensiveness in one range for another. Tzeentch in particular suffers hard from this.&lt;br /&gt;
*You need quite a lot of miniatures, and the big ones aren&#039;t cheap, but you wanted to sell your firstborn child anyways, didn&#039;t you?&lt;br /&gt;
*Looks like Chaos Undivided won&#039;t be a big thing in the future. The fact that [[Fury|Furies]] (who are supposed to be Chaos Undivided incarnate) got squatted despite having models in Warcry is a big enough clue for you. You want undivided, go play Be&#039;lakor&#039;s secret club.&lt;br /&gt;
**To pour salt on the wounds of any mixed-god players, your Warp Storm powers pretty much rely on mono-god builds if you want all the tricks, though you have plenty of tricks with the undivided list.&lt;br /&gt;
*Daemons have a low leadership value compared to other hordes and only one option to improve it a bit (buy icons!). The new codex is making these scores even worse.&lt;br /&gt;
*Limited shooting capabilities. You really have to get up close as fast as possible, on foot because...&lt;br /&gt;
*Lackluster mobility (unless you&#039;re running Slaanesh). If you intend to make use of the Daemon&#039;s unique deep-strike rules, you&#039;ll need either the named Greater Daemons or lots of Leadership debuffs, preferably both.&lt;br /&gt;
*Not a lot of cheap anti-horde capabilities (besides Slaanesh) compared to enemy horde point costs. Try to deal with Ork-/Nid-/Guard-Blobs. Have fun...&lt;br /&gt;
*You will have trouble with fast (Space Elves) and shooty (Guard, Tau) armies - always. Especially ones that can kill your Greater Daemons on turn one with some heavy armed flyers or lascannons.&lt;br /&gt;
*Really CP intensive, but only a paltry number of strats if you go mono-god. Going multi-god means kissing the god-aligned Warp Storm effects goodby. Expect to rely on Warp Storm Tokens just as much as Strats.&lt;br /&gt;
*Your lesser daemons, the troops meant to hold the objectives for you, cannot add any more models to their ranks. 10 is the size you get, and nothing can change it. This is a serious issue for a mob-based army, rezzes or no.&lt;br /&gt;
&lt;br /&gt;
===Changes from 8th to 9th Edition===&lt;br /&gt;
Game has made a large shift from prioritizing mass slaughter to board control and objective scoring.&lt;br /&gt;
&lt;br /&gt;
A more important change is morale with units not having guaranteed destruction after a certain number of models were killed that turn.&lt;br /&gt;
&lt;br /&gt;
A downside is Blast weapons will ruin your horde&#039;s day with guaranteed full shots against a large unit.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
All Troops choices gain Objective Secured in a daemons army unless they have the {{W40kKeyword|Swarm}} keyword. &amp;lt;Sad nurgling noises&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Buff Auras:&#039;&#039;&#039; Gone are the Loci, but now the HQs of your armies have much more homogenized 6&amp;quot; bubbles.&lt;br /&gt;
**&#039;&#039;&#039;Daemon Lord of X:&#039;&#039;&#039; Greater Daemons and Daemon Princes gain one 6&amp;quot; bubble that lets {{W40kKeyword|Core}} units of their respective god re-roll 1s to hit.&lt;br /&gt;
**&#039;&#039;&#039;Herald of X:&#039;&#039;&#039; Heralds gain another 6&amp;quot; bubble that lets {{W40kKeyword|Core}} units of their respective god re-roll 1s to wound.&lt;br /&gt;
***Most (but not all) generic Heralds also have a second bubble (usually in the same name as the Herald itself) that lets {{W40kKeyword|Core}} units of their respective god auto-wound on a natural 6 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic:&#039;&#039;&#039; The big overarching rule for your entire army, it encompasses all the big rules that aren&#039;t bound to any one god.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Invulnerability:&#039;&#039;&#039; Daemons all have variable saves, with different values depending on whether the hit was in melee or ranged. While most Greater Daemons and princes have the same save for both, lesser daemons will have differing saves, the first being for melee and the second for ranged. What makes these better than even invulnerable saves is that these ignore any rules that would normally negate invulnerable saves like the Hammerhead&#039;s railgun because they aren&#039;t invulnerable saves - and what&#039;s more, they can&#039;t be modified in any way.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Terror:&#039;&#039;&#039; Your entire army gets a 6&amp;quot; aura that takes -1 to enemy Leadership and -1 to their attrition checks. All of them.&lt;br /&gt;
**&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; With reserves playing a much bigger role in the game, the whole &amp;quot;summoning points&amp;quot; game needed to go away. Now your units can just start the game in reserves without costing CP and pop in during the Reinforcements phase, at least 9&amp;quot; from enemies or within 6&amp;quot; of a {{W40kKeyword|Warp Locus}} unit (read: your named greater daemons) and at least 6&amp;quot; of an enemy.&lt;br /&gt;
**If your army is all-daemons, you can now spawn daemons inside your DZ and at least 3&amp;quot; away from any enemies or in the area between both DZs with a distance equal to an enemy&#039;s Leadership score (to a max of 9&amp;quot;, but you have ways to cut Leadership down for closer spawns).&lt;br /&gt;
**&#039;&#039;&#039;Warp Storms:&#039;&#039;&#039; See below, it&#039;s your mono-army rule. If you take daemons as an allied detachment, you lose this part.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Equipment:&#039;&#039;&#039; All of your lesser daemon squads have options for special gear that comes with their own rules and keywords.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Icon:&#039;&#039;&#039; An important 15pts upgrade to put on a unit. Taking one allows the unit to ignore all modifiers to attrition checks. While this doesn&#039;t mean much, the fact that your gods do add a special strat for your icons does mean a bit more.&lt;br /&gt;
**&#039;&#039;&#039;Instrument of Chaos:&#039;&#039;&#039; 10pt upgrade that grants +1 to Leadership. With the near-universal drop in Daemon Leadership, this becomes considerably more valuable in keeping your forces standing. &lt;br /&gt;
*&#039;&#039;&#039;Daemonic Legions:&#039;&#039;&#039; If you field any Greater Daemons, one of them must be the Warlord unless you also took Be&#039;lakor. In addition, for each Greater Daemon you field, you can also take a Herald of the same god without taking up an HQ slot.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Pact:&#039;&#039;&#039; The much-expected ally rules. Similar to Eldar Harlequins, you can attach a single detachment of Daemons to a CSM army and as long as they&#039;re less than 25% of the total army cost, they get the {{W40kKeyword|Agents of Chaos}} keyword to ensure that they don&#039;t mess with the Marine benefits. This does come at the cost of manipulating Warp Storms.&lt;br /&gt;
**This applies as well for the god-aligned armies, but only for mono-god detachments. The Death Guard, Thousand Sons, World Eaters (once their codex drops) and Emperor&#039;s Children will not suffer these issues so long as the entire Daemon Detachment is of the same god as they are. Then again, why would any self-respecting Death Guard sorcerer try to summon a Bloodthirster or, grandpappy forbid, a Lord of Change?&lt;br /&gt;
*&#039;&#039;&#039;Malefic Weapons:&#039;&#039;&#039; Seen on the weapons of mounts, these weapons are pretty much locked to the quantity assigned for them (e.g. the Juggernaut&#039;s horn has Malefic 4 and thus must make exactly 4 attacks, the Disc must make exactly 1 attack because Malefic 1) - nothing can change this number, and they&#039;re made in addition to your other attacks. In addition, the characteristics of a Malefic weapon can&#039;t be changed, including the characteristics of an attack made with a Malefic weapon. This negates rules such as armour of contempt that would affect characteristics of the weapon (strength, AP, and damage). However rules that modify the characteristic of the model or roll still apply, such as -1 to wound rolls. &lt;br /&gt;
&lt;br /&gt;
===Warp Storms===&lt;br /&gt;
It&#039;s back, and it&#039;s a lot less prone to fucking you over!&lt;br /&gt;
&lt;br /&gt;
At the start of each &#039;&#039;&#039;Battle Round&#039;&#039;&#039;, you roll 8d6. Each 4+ gives you a Warp Storm Point, which you can then spend on certain phenomena. There are, however, three drawbacks:&lt;br /&gt;
* While there are Undivided events, the God-aligned ones only work if the entire detachment is aligned with that one god. This can prove to be problematic for any mixed-god armies.&lt;br /&gt;
* You do not save any points between turns by default. You&#039;ll need to spend all the ones you get, as the abilities that do let you save them are few.&lt;br /&gt;
* You can&#039;t use the same effect more than once per Battle Round, limiting the utility of effects like Otherworldly Tread that need to be spent on a per-phase basis or like Magnified Glory that need to be spent per-turn.&lt;br /&gt;
&lt;br /&gt;
====Warp Storm Budget====&lt;br /&gt;
Here are the odds you&#039;ll have &#039;&#039;at least&#039;&#039; the listed amount of WSP to spend (on average, you will have 4, but the odds of you having exactly 4 is only 27.34%).  Remember, costs are never 0, 1, or 6+, while only 1 effect is cost 5 and it is Undivided, whereas Undivided has no cost-4 effect and every God has at least 1.&lt;br /&gt;
&lt;br /&gt;
#99.61%&lt;br /&gt;
#*Can&#039;t afford anything.&lt;br /&gt;
#96.48%&lt;br /&gt;
#*1xWC2.&lt;br /&gt;
#85.55%&lt;br /&gt;
#*1xWC3 or 1xWC2.&lt;br /&gt;
#63.67%&lt;br /&gt;
#*1xWC4 or 1xWC3 or 2xWC2.&lt;br /&gt;
#36.33%&lt;br /&gt;
#*1xWC5 or 1xWC4 or 1xWC3+1xWC2 or 2xWC2.&lt;br /&gt;
#14.45%&lt;br /&gt;
#*1xWC5 or 1xWC4+1xWC2 or 2xWC3 or 1xWC3+1xWC2 or 3xWC2.&lt;br /&gt;
#03.52%&lt;br /&gt;
#*1xWC5+1xWC2 or 1xWC4+1xWC3 or 1xWC4+1xWC2 or 2xWC3 or 1xWC3+2xWC2 or 3xWC2.&lt;br /&gt;
#00.39%&lt;br /&gt;
#*1xWC5+1xWC3 or 1xWC5+1xWC2 or 2xWV4 or 1xWC4+1xWC3 or 1xWC4+2xWC2 or 2xWC3+1xWC2 or 1xWC3+2xWC2 or 4xWC2.&lt;br /&gt;
&lt;br /&gt;
====Warp Storm Effects====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed sortable center&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | &#039;&#039;&#039;Warp Storm Effects&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! scope=col | God&lt;br /&gt;
! scope=col | Name&lt;br /&gt;
! scope=col | WSP&lt;br /&gt;
! scope=col | Timing&lt;br /&gt;
! scope=col | Description&lt;br /&gt;
|- style=&amp;quot;background-color:#fbfbfb;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=8 | Undivided&lt;br /&gt;
! scope=row | Dark Invigoration&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5 || Start of Any Morale || Costly, but it lets every unit in your army regain d3 wounds/resurrect d3 W1 models during the Morale phase. Considering how easily you&#039;ll lose models not only by combat but by attrition, you&#039;ll be wanting this more than you&#039;d like.&lt;br /&gt;
*This is especially wicked for Horrors, as this lets you resurrect Pinks even after they&#039;ve split off.&lt;br /&gt;
|- style=&amp;quot;background-color:#eeeeee;&amp;quot;&lt;br /&gt;
! scope=row | Descending Shadow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Start of Enemy Shooting || Enemies shooting at daemons from over 12&amp;quot; away take -1 to hit. Very necessary for early-game antics, considering the limited saves of most non-Tzeentch daemons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Magnified Glory&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Start of Any Turn || All auras gain +3&amp;quot; for the turn. Nice!&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Primeval Terror&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Start of Any Turn || Improves the Daemonic Terror aura of all units to now take away 2 points of Leadership, lasts until end of turn. Especially handy for a mono-Daemons army that&#039;s planning to make deep-strikes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Insidious Whispers&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Enemy Psychic || Until end of phase, your daemons gain a new 12&amp;quot; aura. While inside it, enemy psykers trigger perils on any set of doubles rather than just 1s or 6s.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Malicious Misdirection&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Enemy Reinforcements || Until end of step, enemy Strategic Reserve units can only be set up as if it were the second battle round.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Music of the Warp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Your Turn || Until end of turn, any units with Instruments expand their Daemonic Terror aura to 12&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Otherworldly Tread&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Your Movement or Start of Your Charge || Until end of phase, your units can move or charge without any penalties.&lt;br /&gt;
|- style=&amp;quot;color:#8b0000;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=3 | Khorne&lt;br /&gt;
! scope=row | Fury of Khorne&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Your Fight || Your entire army gets an additional attack during the fight phase. Sadly you won&#039;t get more, but it&#039;s a follow-up to help clean up any straggling units.&lt;br /&gt;
|- style=&amp;quot;color:#8b0000;&amp;quot;&lt;br /&gt;
! scope=row | Overwhelming Rage&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Enemy Movement || During the enemy&#039;s movement phase, roll a d6 for every engaged enemy (that isn&#039;t aircraft) that attempts to flee your units; on a 4+, that unit cannot flee, trapping them for another round of violent murder.&lt;br /&gt;
|- style=&amp;quot;color:#8b0000;&amp;quot;&lt;br /&gt;
! scope=row | Burning Terror&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Your Shooting || Roll a d6 for each enemy unit within 24&amp;quot; of your units and not wholly within Area Terrain, dealing d3 MW for each 6. Really only there for an opening salvo, pinging a spare wound or two before the charge.&lt;br /&gt;
|- style=&amp;quot;color:#387439;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=3 | Nurgle&lt;br /&gt;
! scope=row | Swarming Insects&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Any Fight || During the fight phase, enemies take -1 to hit your forces, driving home how much of a tarpit they can be.&lt;br /&gt;
|- style=&amp;quot;color:#387439;&amp;quot;&lt;br /&gt;
! scope=row | Plague of Rust&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Any Fight || During the fight phase, your melee attacks improve their AP by 1 when fighting vehicles. Got a dreadnought you plan to tear down? Lots of Rhinos? Spill this out to topple them.&lt;br /&gt;
|- style=&amp;quot;color:#387439;&amp;quot;&lt;br /&gt;
! scope=row | Wave of Sickness&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Your Shooting || During your shooting phase, roll a d6 for every unit within 12&amp;quot; of your plagueboys, dealing d3 MW on a 6. Nurgle doesn&#039;t have as much ranged combat, so this can give you something to soften enemies up before charging.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=3 | Slaanesh&lt;br /&gt;
! scope=row | Mesmerizing Dance&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Any Fight || Your entire army fights first. With how flimsy your army is, you absolutely need this as an advantage.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=row | Lightning Speed&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Your Movement or Charge || Until end of turn, all units add +1 to their advance or charge rolls. A shame that you can&#039;t get anything better, but this gives you something reliable.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=row | Dark Hallucinations&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Enemy Turn || During the enemy turn, roll a 2d6 for any enemy attempting an action within 12&amp;quot; of your perverts; if this roll beats the enemy&#039;s Leadership, the action fails and the enemy takes d3 MW.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=3 | Tzeentch&lt;br /&gt;
! scope=row | Deluge of Fire&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Your Shooting || Your entire army adds +1 to BS. With the massive amount of shooting you have, you&#039;ll absolutely love it.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=row | Sorcerous Winds&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Start of Your Psychic || Your psykers gain +1 to their casting checks. Though you don&#039;t have as many psykers as you used to, this will be useful for those you do have.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=row | Rampant Mutation&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Any Fight || During the fight phase, any natural 6s to wound deal an additional mortal wound, to a maximum of 3 per enemy unit per phase. Absolutely pointless on your Horrors, but it&#039;s a gift to your Screamers and monsters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pandaemoniac Discipline&amp;quot;&amp;gt;&lt;br /&gt;
Only {{W40kKeyword|Tzeentch Daemon Psykers}} may roll powers on this chart.&lt;br /&gt;
#&#039;&#039;&#039;Boon of Change:&#039;&#039;&#039; WC6, 18&amp;quot; blessing: Selects a {{W40kKeyword|Legiones Daemonica Tzeentch}} unit within 18&amp;quot; and give it a mutation on 1d3!&lt;br /&gt;
##+2M&lt;br /&gt;
##+1S&lt;br /&gt;
##+1T &lt;br /&gt;
#*Good for buffing up {{W40kKeyword|Tzeentch}} HQs (T8 LoC is nice) and Screamers, but rather useless on most other Tzeentch Daemon units because you can&#039;t control which mutation you get.&lt;br /&gt;
#&#039;&#039;&#039;Bolt of Change:&#039;&#039;&#039; WC7, 18&amp;quot;, witchfire: Roll 9d6, dealing a mortal wound for each 5+, plus an additional MW for any casualties you make to a max of 3. Basically a targeted Smite, kinda, but with an average of 3 damage. Really good at clearing 1W units. &lt;br /&gt;
#&#039;&#039;&#039;Gaze of Fate:&#039;&#039;&#039; WC6: Lets you retain 2 unspent WSP for the turn. Useless if you soup with a non-daemon faction.&lt;br /&gt;
#&#039;&#039;&#039;Treason of Tzeentch:&#039;&#039;&#039; WC8, 18&amp;quot;, malediction: You can choose an enemy unit within 18&amp;quot;. It cannot be affected by auras.&lt;br /&gt;
#&#039;&#039;&#039;Infernal Flames:&#039;&#039;&#039; WC7, 18&amp;quot;, witchfire: A friendly {{W40kKeyword|Tzeentch Core}} unit within 18&amp;quot; gets +1 to wound rolls when shooting. Your Horrors can now hold their own in the shooting phase spamming with this active. Also useful on a unit of Flamers next to a Herald: S6 flamers with +1 to wound will wound most non-vehicle/monster units in the game on 2+.&lt;br /&gt;
#&#039;&#039;&#039;Infernal Gateway:&#039;&#039;&#039; WC8, 18&amp;quot; witchfire: If manifested, identify the nearest visible enemy unit within 18&amp;quot; of the psyker. That enemy AND friendly units within 3&amp;quot; of the targeted unit take 1d3 mortal wounds or a flat 3 instead if you manifest this with a 12+. Ideal for punishing enemies that like to huddle close to characters with auras. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warprot Discipline&amp;quot;&amp;gt;&lt;br /&gt;
Only {{W40kKeyword|Nurgle Daemon Psykers}} may roll powers on this chart.&lt;br /&gt;
#&#039;&#039;&#039;Stream of Corruption:&#039;&#039;&#039; WC6, 12&amp;quot;, witchfire: Flinging &#039; d3 mortal wound&#039; poo on the closest enemy unit within range or d3+2 if said unit has 11+ models.&lt;br /&gt;
#&#039;&#039;&#039;Fleshy Abundance:&#039;&#039;&#039; WC7, 18&amp;quot;, blessing: One friendly {{W40kKeyword|Legiones Daemonica Nurgle}} unit gains +1T.&lt;br /&gt;
#&#039;&#039;&#039;Nurgle&#039;s Rot:&#039;&#039;&#039; WC7, 6&amp;quot;, witchfire: Roll 2d6 for every unit within 6&amp;quot; of the Psyker, if it beats that unit&#039;s toughness, the unit suffers d3 mortal wounds or d6 mortal wounds if the result is twice their toughness.&lt;br /&gt;
#&#039;&#039;&#039;Shrivelling Pox:&#039;&#039;&#039; WC6, 18&amp;quot;, malediction: Until the start of your next psychic phase, one enemy unit has -1 toughness. Yes, this can affect vehicles. Combo with Virulent Blessing for extra Nurgle-tainted cheese. &lt;br /&gt;
#&#039;&#039;&#039;Virulent Blessing:&#039;&#039;&#039; WC6, 18&amp;quot;, blessing: A friendly {{W40kKeyword|Nurgle Daemon}} unit within range gets +1 damage to melee weapons.&lt;br /&gt;
#&#039;&#039;&#039;Malodourous Pall:&#039;&#039;&#039; WC8, 18&amp;quot;, malediction: Target enemy unit can&#039;t do actions &amp;amp; fails current one (if applicable) and loses obsec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soulstain Discipline&amp;quot;&amp;gt;&lt;br /&gt;
Only {{W40kKeyword|Slaanesh Daemon Psykers}} may roll powers on this chart.&lt;br /&gt;
#&#039;&#039;&#039;Cacophonic Choir:&#039;&#039;&#039; WC7, 18&amp;quot;, witchfire: Roll 3d6 targeting closest visible enemy unit within 18&amp;quot;. That unit suffers a mortal wound for each point that your 3d6 exceeds their leadership. It&#039;s basically a gambler&#039;s version of Smite.&lt;br /&gt;
#*The benefit this power has over other leadership bombs is that it doesn&#039;t rely on the enemy failing a morale test for it to be effective. Armies whose morale loses are capped at one (like Dark Angels) or normally have such low model counts that they never worry about morale (like Custodes) are just as susceptible to Slaaneshi mind-fuckery as everyone else. This also means that single-model units that normally never take morale tests can be affected. It also helps that your entire army has Daemonic Terror fucking with those numbers too.&lt;br /&gt;
#*Tyranids in particular, can go fuck themselves. Synapse only lets units automatically pass morale checks, it doesn&#039;t modify their generally terrible leadership. For reference, a mighty Carnifex has a base leadership of &#039;&#039;six&#039;&#039;. Bask in your opponent&#039;s despair when his bioengineered killing machine shits itself to death.&lt;br /&gt;
#&#039;&#039;&#039;Symphony of Pain:&#039;&#039;&#039; WC7, 18&amp;quot;, malediction: One enemy unit within 18&amp;quot; suffers -1 To-hit until the start of your next psychic phase. Potentially a great pick against more Elite Armies.&lt;br /&gt;
#&#039;&#039;&#039;Hysterical Frenzy:&#039;&#039;&#039; WC7, 18&amp;quot; blessing: Targets a friendly unit of {{W40kKeyword|Legiones Daemonica Slaanesh core}} unit, it gains +1 attack and any natural 6s to hit deal an additional hit. Simple, yet powerful.&lt;br /&gt;
#&#039;&#039;&#039;Delightful Agonies:&#039;&#039;&#039; WC6, 18&amp;quot; blessing: Select a friendly {{W40kKeyword|Legiones Daemonica Slaanesh Core}} unit within 18&amp;quot; of the psyker. They get a 5+ FNP save. Make your squishy guy-girls less squishy.&lt;br /&gt;
#&#039;&#039;&#039;Pavane of Slaanesh:&#039;&#039;&#039; WC6, 18&amp;quot;, witchfire: select an enemy unit within 18&amp;quot; and roll a d6 for each model in it. On a 5+, the unit takes a mortal wound, up to a maximum of six mortal wounds. An excellent horde-buster that gets more powerful with the size of the targeted unit.&lt;br /&gt;
#&#039;&#039;&#039;Phantasmagoria:&#039;&#039;&#039; WC7, 18&amp;quot;, witchfire: Roll 6d6, for each roll of 5+ the enemy unit suffers a mortal wound, in addition, that unit get -1 Leadership until your next Psychic phase. Greatly stacks with other -LD sources and Cacophonic Choir. Even better, this can let you drop a surprise chariot or daemonettes right up the wrong side of an enemy&#039;s flank in a mono-daemons army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Noctic Discipline&amp;quot;&amp;gt;&lt;br /&gt;
Available to Be&#039;lakor and Disciples of Be&#039;lakor psykers. Both Daemon and Marine alike.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shrouded Step:&#039;&#039;&#039; WC6. Range: 18&amp;quot;. Blessing. If manifested, select one friendly {{W40Kkeyword|disciples of bel&#039;akor}} unit within 18&amp;quot; of this {{W40Kkeyword|psyker}}. Remove that unit from the battlefield and set them up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models. If that unit Remained Stationary this turn, it is instead treated as having made a Normal Move this turn.&lt;br /&gt;
#&#039;&#039;&#039;Wreathed in Shades:&#039;&#039;&#039; WC7. Range: 12&amp;quot;. Blessing. If manifested, select one friendly {{W40Kkeyword|disciples of bel&#039;akor}} unit (excluding {{W40Kkeyword|monster}} and {{W40Kkeyword|vehicle}} units) within 12&amp;quot; of this {{W40Kkeyword|psyker}}. Until the start of your next Psychic phase, enemy models cannot target that unit with ranged weapons unless that unit is the closest eligible target to the firing model or it is within 12&amp;quot; of the firing model.&lt;br /&gt;
#&#039;&#039;&#039;Pall of Despair:&#039;&#039;&#039; WC7. Range: 18&amp;quot;. Malediction. If manifested, select one enemy unit that is within 18&amp;quot; of and visible to this {{W40Kkeyword|psyker}}. Roll 3D6; if the result is greater than the enemy unit&#039;s Leadership characteristic, select one of the following to apply to that unit until the start of your next Psychic phase.&lt;br /&gt;
#*If that unit has any Aura abilities, select one of those abilities. Until the start of your next Psychic phase, that unit loses that ability.&lt;br /&gt;
#*Until the start of your next Psychic phase, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).&lt;br /&gt;
#*Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight that phase until after all eligible units from your army have done so.&lt;br /&gt;
#&#039;&#039;&#039;Voidslivers:&#039;&#039;&#039; WC5. Range: 12&amp;quot;. Witchfire. If manifested, select one enemy model within 12&amp;quot; of and visible to this {{W40Kkeyword|psyker}}. Draw a line between any part of this {{W40Kkeyword|psyker}}&#039;s base and any part of the selected model&#039;s base (or hull):&lt;br /&gt;
#*The selected model&#039;s unit suffers 1 mortal wound (if that unit contains 11 or more models, it suffers D3 mortal wounds instead).&lt;br /&gt;
#*Every other enemy unit that this line passes over or through suffers 1 mortal wound (if that unit contains 11 or more models, it suffers D3 mortal wounds instead).&lt;br /&gt;
#&#039;&#039;&#039;Penumbral Curse:&#039;&#039;&#039; WC7. Range: 18&amp;quot;. Malediction. If manifested, select one enemy unit within 18&amp;quot; of this {{W40Kkeyword|psyker}}. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, subtract 1 from that attack&#039;s wound roll and reduce the Armour Penetration characteristic of that attack by 1.&lt;br /&gt;
#&#039;&#039;&#039;Betraying Shades:&#039;&#039;&#039; WC6. Range: 18&amp;quot;. Witchfire. If manifested, select one enemy unit within 18&amp;quot; of and visible to this {{W40Kkeyword|psyker}}. Select up to 6 models in that unit, and add together the unmodified Attacks characteristics of those models. Roll a number of D6 equal to the total (for example, if five of the selected models had an Attacks characteristic of 2, and one had an Attacks characteristic of 3, you would roll thirteen D6). If the result of the Psychic test was 11 or more, add 1 to each dice result. For each roll of 6+, that unit suffers 1 mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Common keywords are {{W40kKeyword|Chaos}}, {{W40kKeyword|Daemon}}, the army-encompassing {{W40kKeyword|Legiones Daemonica}} and any of the four Chaos Gods.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Daemons of Khorne&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Khorne perceive everything through a red mist of undiluted rage. They cannot wait to spill blood, and so surge across the battlefield to get to grips with their foes as quickly as possible so that the slaughter can begin in earnest.&lt;br /&gt;
&lt;br /&gt;
Horny Khornys are a reliable source of High Strength, AP, and Damage weaponry other god&#039;s minions often don&#039;t have and even some elite choices have a decent armour save. But like Slaanesh, most Khorne daemons lack defenses and once in combat, the lesser daemons&#039; 5+ won&#039;t keep them alive for long.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Aspect of Death:&#039;&#039;&#039; Enemies within 6&amp;quot; of the general take -1 to Leadership and -1 to Combat Attrition checks. Because of fuck conscript and cultist blobs. Karanak gets this. &lt;br /&gt;
#*Because of the two stacking effects, this leads to a -2 leadership AND -2 to all attrition checks. Works well enough to break mobs but nothing more.&lt;br /&gt;
#&#039;&#039;&#039;Brazen Hide:&#039;&#039;&#039; 5+++ FNP save, making this as valuable on Bloodthirsters as it is on heralds.&lt;br /&gt;
#&#039;&#039;&#039;Devastating Blow:&#039;&#039;&#039; The Warlord&#039;s melee attacks cannot be ignored by any sort of FNP save. Skulltaker gets this.&lt;br /&gt;
#*With how many ways you can get an FNP save, having the ability to just ignore them is pretty nice, especially against enemy warlords.&lt;br /&gt;
#&#039;&#039;&#039;Glory of Battle:&#039;&#039;&#039; +1 attack, plus another if the warlord&#039;s within 3&amp;quot; of 6+ enemies, plus yet another if they&#039;re within 3&amp;quot; of 11+ models. Better saved for &amp;lt;s&amp;gt;heralds&amp;lt;/s&amp;gt; and princes since thirsters already have the sweep profiles of their axes providing double the attack output.&lt;br /&gt;
#&#039;&#039;&#039;Immense Power:&#039;&#039;&#039; +1 to Wound in melee. On the charge in a Khorne detachment, &amp;lt;s&amp;gt;this gives heralds an effective S8 which can be huge in a low anti-vehicle army,&amp;lt;/s&amp;gt; or particularly an Str9 DP with 9 attacks, great against high wound T8 models, with a Bloodthirster with a greataxe wounding them on +2.&lt;br /&gt;
#&#039;&#039;&#039;Rage Incarnate:&#039;&#039;&#039; +1 to charge and advance rolls. Any {{W40kKeyword|CORE KHORNE}} units charging an enemy engaged to the warlord get +1 to their charge rolls. Skarbrand gets this.&lt;br /&gt;
#*Probably the best for a support hero, as it gives your Bloodletters even more incentive to get stuck in as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Banner of Blood (1CP):&#039;&#039;&#039; One {{W40kKeyword|Khorne Icon}} unit can roll 3d6 when making a charge, dropping the lowest. This version makes the focus on reliability clearer and as an added bonus, this isn&#039;t restricted to once per game. &lt;br /&gt;
*&#039;&#039;&#039;Brass Stampede (1CP):&#039;&#039;&#039; When a {{W40kKeyword|Khorne Cavalry}} or {{W40kKeyword|Khorne Vehicle}} finishes a charge move, roll a d6 for each model in your unit. One enemy unit within 1&amp;quot; takes d3 MW on a 6+ or d3+3 MW on a 9. As you can tell, this has become a lot less viable, especially for anything smaller than a vehicle since that roll only adds +3 when charging with the Skull Cannon or Throne of Skulls. This is especially shitty because this reduces the effectiveness on big bads.&lt;br /&gt;
*&#039;&#039;&#039;Frenetic Bloodlust (1/2CP):&#039;&#039;&#039; Use at the start of any fight phase. A {{W40kKeyword|Bloodletters Core}} unit can either move 6&amp;quot; towards the nearest enemy if they&#039;re not engaged or pile in if they&#039;re engaged with any enemies. A far cry from 8E&#039;s version, but mobility is equally as vital, especially at the beginning. Costs 2 CP for a normal move, otherwise it&#039;s 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Glorious Decapitation (2 CP):&#039;&#039;&#039; If one of your characters murders an enemy character in melee, they gain a new 6&amp;quot; aura that lets fellow daemons of Khorne deal a mortal wound on a natural 6 to wound, adding a bit of extra punch to your forces.&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Brass Citadel (1 CP):&#039;&#039;&#039; Typical &amp;quot;more relics&amp;quot; strat.&lt;br /&gt;
*&#039;&#039;&#039;Contempt for Sorcery (1 CP):&#039;&#039;&#039; If an enemy psyker casts within 12&amp;quot; of a Khorne unit, roll a d6, adding +1 if there are flesh hounds within 12&amp;quot; of the psyker. On a 4+, that power is blocked.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Exalted Bloodthirster&amp;lt;/span&amp;gt;====&lt;br /&gt;
As with abilities like Chapter Command, you can now give an unnamed Bloodthirster (so no Skarbrand) a special power by spending points and PL rather than CP.&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Onslaught:&#039;&#039;&#039; This thirster can&#039;t lose more than 8 wounds per phase. By itself, it&#039;s kinda trash as it&#039;s only keeping them alive for two turns when a good force might wipe them out in one. If you take the Blood-Drinker Talisman then you&#039;ve now got a very good way to keep your thirster around for much longer.&lt;br /&gt;
*&#039;&#039;&#039;Lord of the Blood Tide:&#039;&#039;&#039; +1 to Strength and Attacks when this Bloodthirster charges, gets charged, or heroically intervenes. The good news is that this is your cheapest upgrade.&lt;br /&gt;
*&#039;&#039;&#039;Rage Unchained:&#039;&#039;&#039; Double your wounds for the damage table. Degrading stats were always a bane to monsters, and it&#039;s especially the case for a daemon meant to kill in combat.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;A&#039;rgath King of Blades:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. One weapon of your choosing gains +1 damage and can ignore any modifiers when rolling to wound. While heralds can no longer hit as hard as princes, they now have the potential of taking down enemies much faster. Also lets your Bloodthirster&#039;s mini axe be almost as good as the big axe, while still letting you have a flail or lash.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Scorn:&#039;&#039;&#039; {{W40kKeyword|Khorne Monster}} only. The bearer gets a 4+++ FNP against Mortal Wounds and +1 to any saves against attacks with a Damage characteristic of 1, circumventing the rule that typically forbids your saves from being modified and making walls of lasguns even more laughable.&lt;br /&gt;
*&#039;&#039;&#039;Blood-Drinker Talisman:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. Heal a wound on a 5+ for each enemy model killed in melee. Can&#039;t heal more than 6 wounds a turn. Now that it&#039;s been released from only being spent on Thirsters, it&#039;s become valuable not only for stopping the degrading statlines of Bloodthirsters but also to help top off heralds and princes as well, as all HQs have their own precious auras to project.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Crown:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. When the bearer kills any enemy models, you get to save up to two Warp Storm tokens so you can spend it on something more devastating.&lt;br /&gt;
*&#039;&#039;&#039;Rune of Brass:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. Gives a 12&amp;quot; aura that makes Psykers trigger perils on any doubles and deals d6 MW during Perils instead of merely d3, giving you a decent way of scaring them off, though nothing to really stop them from casting in the first place.&lt;br /&gt;
*&#039;&#039;&#039;Skullreaver:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only, replaces an Axe of Khorne, restricting it to only Bloodthirsters. It essentially gives you a regular axe that can be improved to become a greataxe when fighting against monsters and vehicles with the strike profile, improving the weapon&#039;s Strength to x2 and Damage to 3+d3. Great if you&#039;re planning on taking on superheavies but still want the ability to fight at range with more than just their breath.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster:&#039;&#039;&#039; Streamlined from three different datasheets to one, though you&#039;ll have to pick the correct tools for the job you need to be done. Like all Greater Daemons, they have a 6&amp;quot; aura that grants allied Khornate Daemons re-rolls of 1 to hit. They also got a new rule where they deal d3 mortal wounds to a nearby enemy on a 2+ (4+ for infantry characters). FLY alleviates that problem somewhat, but anti-tank weapons (and to a lesser extent anti-air) will fuck a Bloodthirster&#039;s shit up real fast. Don&#039;t let those 20 wounds lull you into a false sense of security. Although Khorne favors getting stuck in and fucking things up in melee, remember that the support aura is still useful. They are very very very attractive for enemy lascannons (often the only targets in the whole army), cannot hide from it (the models are massive), and only get a 4++ save against something that can hit them from anywhere on the table, at any time. They are melee fighters with degrading WS to make their problems even more severe... One could deepstrike one with the new stratagems, but doing so with 30 Bloodletters instead is probably better... or both for the lols. There is an argument to be made for giving your Bloodthirster the Armor of Scorn so it can zoom up the board without getting shot off the table. Make him your warlord and take the 5+++ FNP for added defensive power. Next, you&#039;ll want enough other threats on the board that your opponent will be left with only bad options: Flesh Hound blob screening a Daemon Prince with Skullreaper and a JuggerHerald with King of Blades make for an unavoidable distraction. Skull Cannons in your backfield, now cheaper and stronger, splits your enemy&#039;s anti-tank while allowing you to clear away screens for your harder hitting units. You&#039;ll be annoyed by units on upper floors of buildings, but your Skull Cannons should make enough room for your deep striking Bloodletter units (or Furies moving up the board) to stream up the floors. A Bloodthirster is a commitment: rush into the enemy as fast and hard as you can with everything you have. They may kill the Bloodthirster, but they leave the rest of your offensive power untouched.&lt;br /&gt;
**As part of the consolidation, all Bloodthirsters got the S5 AP-2 heavy flamer breath that was originally for the Insensate Rage thirster. Both the regular thirster axe and the Insensate Fury&#039;s massive axe both got two differing profiles for crowd control and monster-slaying, with the great axe being most useful in instances where you&#039;re most worried about knights and other superheavies where hitting at S16 would make a difference - stick with the regular axe for anything else. When picking between the whip and the flail, note that the whip, while decent, is at AP-1 and thus will fall flat against Armour of Contempt. The flail, on the other hand, got a remarkably dangerous upgrade, now being Sx2 AP-4 D3d3 with damage that can spread to other models in a unit - just the thing to thin space marines of any flavor if you manage to make that one hit roll.&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne:&#039;&#039;&#039; Gain two 6&amp;quot; auras, one giving the mandatory &amp;quot;re-roll 1s to wound&amp;quot; given to all Lieutenant-types and the other lets Bloodletters auto-wound on a hit roll to 6. Heralds are super useful to summon during combat if you have space since you aren&#039;t moving in combat anyway and they have low power levels (which makes them easier to summon). Is armed with a Blade of Blood that is S6 AP-3 D3, plenty threatening against other heroes.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bloodmaster&amp;quot;&amp;gt;&lt;br /&gt;
The baseline Foot slogger Herald. Less mobility, weapons, and defense but significantly cheaper. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skullmaster on Juggernaut&amp;quot;&amp;gt;&lt;br /&gt;
Juggernaut Herald. Fastest Herald of Khorne option. Adds T+1, +2 Wounds and movement +4&amp;quot;. While you no longer get a better save from being stuck on it, you are getting the extra Toughness.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rendmaster on Blood Throne&amp;quot;&amp;gt;  &lt;br /&gt;
T+1 Herald with +3 wounds for about double the price of a normal Herald with about double the attacks when accounting for the dopes driving the thing. While their auto-wound aura got a bit of a range boost to 9&amp;quot;, their re-roll aura remains the same. They also get to re-roll to wound enemy monsters and characters, something that can capitalize on the Bloodthirster&#039;s re-roll aura.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Skulltaker:&#039;&#039;&#039; They took his Khorne damned Juggernaut option away, but Skulltaker is still pretty beastly. He moves 1 inch faster than other infantry, has a 3+/5++, and rerolls everything when fighting a character. His aura lets nearby {{W40kKeyword|Bloodletters Core}} units within 8&amp;quot; add 1 to hit (no longer includes other heralds, including himself, as of 9E), and his weapon is Strength User, AP -3, D3, on 6+ to wound boosted to D3+3 damage. Get him into combat and he&#039;ll lop heads off with ease, a double bonus as each kill also boosts the range of his auras by 3&amp;quot; to a maximum of 12&amp;quot;. A pretty nice support character with a very specific focus that is overshadowed by more generalist Princes with Skullreaver and Skullmasters.&lt;br /&gt;
*&#039;&#039;&#039;Karanak:&#039;&#039;&#039; Still a character-hunter who can deny 2 psychic powers per turn. You call out an enemy character at the start of the game and for the rest of the game, when Karanak is fighting against that character, his attacks now deal 2 Mortal Wounds instead of S6 AP-2 D2, meaning that everything will be targeting him. Fortunately, he can also give a re-roll 1s to wound aura to his fellow Flesh Hounds that will re-roll all wounds if they attack a psyker.&lt;br /&gt;
*&#039;&#039;&#039;Uraka the Warfiend&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Uraka the Warfiend now gives a re-roll hits of 1 for Khorne Deamon with 6&amp;quot;, but also he buffs HIMSELF when he kills things. He defiantly likes to make a synergy bubble with a herald. He&#039;s certainly not a pushover with a 5+/4+ save and 6 attacks, a decent short-range attack, and may attempt to deny 1 enemy psychic power a turn. He does get to killing after slaying 8 models for +1 to movement, Strength, and Attack. As the new codex has stripped the Heralds of the good Loci, you&#039;re not going to be getting those kills as easily as you used to.&lt;br /&gt;
*&#039;&#039;&#039;Skarbrand:&#039;&#039;&#039; Remains the utter frothing berserker he ever has been, utterly immune to any psychic power while sadly unable to bock for you. Note that as his wounds reach certain thresholds, his attacks actually INCREASE - so what he loses inaccuracy, he compensates for with sheer undiluted RAGE. This partially solves the main problem that you&#039;d have with a base thirster with the big axe. Still - you&#039;re going to have to play him very cleverly, otherwise, you can expect him to get wrecked by anti-tank weapons before he reaches the enemy&#039;s front lines. He does have a ranged attack that acts like the Thirster&#039;s Hellfire, however, so he can surprise a foe cocky enough to charge him with an Overwatch shot. &lt;br /&gt;
**Rather than the basic aura given to most Thirsters, Skarbrand&#039;s is a bit less discriminating on who benefits from it. See, now every unit within 6&amp;quot; gets a spare attack and auto-passes morale checks - both things that are awesome for your Bloodletters, but not for whoever you&#039;re planning on killing with the big guy, especially if they&#039;re kitted out to kill him in particular. It also forces anyone in range to roll 3d6 when falling back, preventing them if the roll exceeds the unit&#039;s Leadership, which can prove troublesome on a bad combat turn. &lt;br /&gt;
&#039;&#039;&#039;Samus&amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Samus, Daemon Prince of the Ruinstorm is as Khorne as it gets. A decent number of attacks that wound more often on infantry. Psykers nearby get minus 1 from their power rolls. Friendly units summoning near him get to reroll the summon. Anything not Khorne near him subtracts 1 from their LD. He&#039;s a big red rat and he&#039;s ANGRY.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters:&#039;&#039;&#039; (12ppm) Managed to get a bit of a bump up, as now they&#039;re S5 and T4, but they remain glass cannons with only a 5++ save in melee. Their Hellblades are now better, being Power Swords that do a flat 2 damage, making them more reliable at butchering multi-wound thickies like the Marines. 2 attacks each (3 with Fury of Khorne up), at AP-3, hitting on 3+, wounding on 3+ (against MEQ), each dealing 2 damage with one swing? These guys can be brutal.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrushers:&#039;&#039;&#039; By Khorne, these are brutal. Charging produces MW from Brass Stampede, 13 S6 AP-3 D2 sword attacks, and 9 S8 AP-1 is enough to pummel most non-superheavy units, or severely maim them. And that&#039;s what a MINIMUM squad of these does. The fact that they have 4 wounds, 4+ regular save and a 5++ daemon save. Position them well for an early charge before they are spotted and promptly shot to bits, or summon them with an appropriate hero and let them loose on the enemy and they would be hard-pressed to NOT win their points back. Seriously, this anon bought a bunch to use in Sigmar, but they are way more brutal in newhammer 40k. &lt;br /&gt;
**&#039;&#039;&#039;Bloodcrusher Bomb?:&#039;&#039;&#039; While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it&#039;s not like you can&#039;t also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, and Deep Strike in Skulltaker nearby (8&amp;quot; aura) for the +1 hit rolls. Food for thought...&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Bloodcrushers are largely (if &#039;&#039;not totally&#039;&#039;) outclassed by Bloodletters. It&#039;s less than Bloodcrushers are bad, but it&#039;s simply a case that Bloodletters are some of the best infantry in the game at the moment. As well as being far cheaper (at 8pts), they&#039;ll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver &#039;&#039;&#039;41 hits at 2+ str 5 and ap-3&#039;&#039;&#039;. At a cost of only 230 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 135 points) produces 19 attacks (with 10 at 2+ str 5 and a-3/ and 9 at str 5 -ap3). &lt;br /&gt;
***&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; as of 9th, Durability matters more, so paying for a balance of defenses, speed and damage while a group Bloodletters will die quickly to blast weapons.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;:  Remained mostly the same stat-wise and rule-wise, however, the rules around them have changed.  Compared to the previous codex they only move 10&amp;quot; max and are now susceptible to being slowed by terrain.  To compound these new issues Daemonic Instability is gone, and with LD7 morale tests are going to hurt.  Positives:  They&#039;re 15 points each for relatively speedy, two wound, two attack models, they now always hit on a 3+ in combat, and they get +1 S and A on the charge from Unstoppable Ferocity (20 of these is 300 points. Let that sink in a minute...).  Combine this with always striking first on the charge, and their fangs being AP-1 CCWs, and you will tear light infantry to pieces.  This leaves them in a similar niche as before, a light infantry killer and your front line bubblewrap unit to tank light weapons fire for harder-hitting characters (JuggerHerald, Karanak, etc.)  However, the loss of Herald locus upgrades and the attachment of characters leaves the Hounds as mostly an expensive tarpit unit, unable to effectively deal with anything higher than a 4+ save, and unable to hold units in assaults for longer than one turn. Screamers do a better job of being zippy harassment units, and Bloodcrushers are more durable and hit so much harder.&lt;br /&gt;
**&#039;&#039;&#039;A quick note on Flesh Hounds&#039;&#039;&#039;: If you are taking a fluffy Khorne-dedicated list (and if you&#039;re not, Khorne will send these fuckers after you anyway) these puppies are (as of time of writing this) Khorne&#039;s only source of denying the witch outside of Karanak excluding forgeworld. So for this reason alone, a few MSU squads of these should be auto-includes unless you want your face melted with mind bullets&lt;br /&gt;
**In case you forgot that Wrath and Rapture are giving Khorne some new stuff too, Flesh Hounds are finally getting a plastic kit! One of them can now be upgraded to a Gore Hound, which lets their bark does damage - D6 autohits at 8&amp;quot;, S4 AP0 D1 (as per the most recent faq). So, basically a flamer. Not a big boost but now they can do something before they charge.&lt;br /&gt;
**9E is looking to give them a bit of a boost. Aside from the 4++ invulnerability from shooting, they now move 12&amp;quot; and got an offensive boost with A3 and S5 by default. On top of that, they now add +1 to their bite&#039;s damage when they charge or heroically intervene, making them much better at taking down MEQs.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039; A mixed bag like the Soul Grinder but cheaper at 80 pts. It&#039;s gun is 48&amp;quot; Heavy D6 (S8 AP-2 D2 Blast, that ignores cover bonus), more to take out MEU and light vehicles. On the plus side, it hits on a 3+ and can do some good damage on the charge, but even melee is only a last-ditch surprise option, especially now that it lost its healing power. Overall not that great, but it&#039;s one of the few long-range options we have and ok to get a few wounds off some light tanks and marines.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Anggrath the Unbound&#039;&#039;&#039; - Oh boy, THIS guy. When you absolutely need to have the angriest, smashiest guy on the board and price is of no concern, accept no substitutes! He will always hit things on a 2+ and starts off with a massive axe that is just as versatile as any Bloodthirster&#039;s that just happens to have S10. He shrugs off attacks like nothing too, thanks to his T8, 24 wounds, 4+/4+ and 2 uses of Deny the Witch without needing a Stratagem. If anyone manages to bring him down by some chance he gets a chance to wound everyone around him. Don&#039;t expect much to come from his whip, even though it got a slight boost by being able to be used while in close combat. Also, note that he can be your warlord now. Why yes, I did want 6+ FNP on him to thank you very much! &lt;br /&gt;
**With the new codex, Anggrath feels a lot less killy than before with the skimmed-down strats given to each god. Heralds now only give measly re-rolls to wound and he doesn&#039;t even give his forces any re-rolls to hit so he can&#039;t support his army like a traditional thirster. If you&#039;re fielding him, it&#039;s because you seriously want to kill a rival superheavy and nothing else.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Skull Altar&#039;&#039;&#039; - First Khorne approved building ladies and gentlemen! First, off all just like Nurgle tree, it cannot be targeted and affected by enemy attacks and cannot move. Secondly, this altar has a bunch of good abilities, especially when playing defender with Khorne, as the footslogging Bloodmaster/Skulltaker can hide inside it and improve their footprint - and the range of their auras with it. The last 2 abilities are also nice, it gives -2 to psychic tests if the enemy is within 18&amp;quot; of the altar and the herald inside it can perform a special action between the movement and charge phases, allowing you to roll 1d6 for Warp Storm points for each of your units in combat within 12&amp;quot;. All of this for 100 points&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Biggest Problem&amp;lt;/span&amp;gt;====&lt;br /&gt;
The best way to run mono-Khorne daemons appears to be simply picking 1 unit and spamming it as much as physically possible. So a list with a mixture of Bloodletters, Flesh Hounds, and Bloodcrushers would not be anywhere near as effective as a list including only 1 of those units in vast numbers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemons of Nurgle&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Nurgle are surrounded by an aura of pestilence and disease that infects all nearby, and their talons and blades drip with thrice-ripened plagues. The merest touch of such a weapon in the presence of such a creature can cause a mortal to wither and die in seconds.&lt;br /&gt;
&lt;br /&gt;
The big synergy winners this edition. They lack widespread weapons with good AP but high toughness and Disgustingly Resilient will make these units your tanks and tarpits. They are not particularly accurate but can dish out multi-damage attacks with fitting buffs and some hot rolling. However, they will have trouble with armored targets and when facing off against multi-damage attacks, especially now that Disgustingly Resilient was taken away from them and replaced with a mere Toughness and Wound bump. Finally, they will struggle to catch fast-moving enemies unless you build to counter that.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Heaving Mass:&#039;&#039;&#039; +2 Wounds. Simple, adds a bit more before dropping brackets and forces additional rolls before your enemy can snipe your leader dead.&lt;br /&gt;
#&#039;&#039;&#039;Acidic Ichor:&#039;&#039;&#039; If your warlord takes a wound in melee, the unit that inflicted the wound takes a mortal wound on a 4+ at the end of the Fight phase. Horticulous Slimux gets this.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Touch:&#039;&#039;&#039; All hits automatically wound any non-Titanic enemies. Epidemius gets this.&lt;br /&gt;
#&#039;&#039;&#039;Plaguefly Hive:&#039;&#039;&#039; -1 to hit your warlord in melee if the attacking unit is within 6&amp;quot; and they can&#039;t do actions.&lt;br /&gt;
#&#039;&#039;&#039;Overflowing Fecundity:&#039;&#039;&#039; Unmodified wound roll of 1-3 always fail against this warlord.&lt;br /&gt;
#&#039;&#039;&#039;Pestilent Miasma:&#039;&#039;&#039; At the start of your turn roll a dice for each enemy unit. On a 2+, they suffer a mortal wound. They suffer 1d3 MW instead if the result was a 6. Rotigus gets this.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Chortling Murrain (1 CP):&#039;&#039;&#039; Single use. Pick one enemy unit within 6&amp;quot; of a Sloppity Bilepiper and roll a d6 for every model in it; for each roll that beats the model&#039;s Toughness, they suffer a Mortal Wound.&lt;br /&gt;
**It does good at driving away mobs of guardsmen and gaunts, but this won&#039;t do a lot to an angry pack of boyz or space marines.&lt;br /&gt;
*&#039;&#039;&#039;Pestilent Inspiration (1 CP):&#039;&#039;&#039; One psyker learns ALL the psychic powers for one turn. Weird how this isn&#039;t something Tzeentch gets, but this is a massive gift.&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Great Garden (1 CP):&#039;&#039;&#039; Another generic &amp;quot;extra relic&amp;quot; strat.&lt;br /&gt;
*&#039;&#039;&#039;Revolting Constitution (1/2 CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|Plaguebearers}} unit is attacked, they cannot be wounded on a roll of 1-3. The fact that this can be used on any phase makes this particularly annoying, as it will limit the effectiveness of anything high-strength, especially if they have Blast.&lt;br /&gt;
**Costs 2 CP for a unit with PR 12 or higher.&lt;br /&gt;
*&#039;&#039;&#039;Slime Trail (1 CP):&#039;&#039;&#039; Pick one unit of Beasts or Horticulus Slimux. When an enemy attempts to fall back, roll a d6; they cannot fall back on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Swarming Flies (2 CP):&#039;&#039;&#039; Enemies take -1 to hit one unit.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Bulk (1 CP):&#039;&#039;&#039; Pick one Great Unclean One, Beasts of Nurgle or Plague Drones that just charged and roll a d6 for every model in the unit, adding 3 for a GUO. The enemy suffers d3 MW on a 6+, improved to 3 on a 9+. &lt;br /&gt;
*&#039;&#039;&#039;Plague Banner (2 CP):&#039;&#039;&#039; During the fight phase, one {{W40kKeyword|Nurgle Icon}} unit that fights deals a MW on a natural 6 to wound.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Exalted Great Unclean Ones&amp;lt;/span&amp;gt;====&lt;br /&gt;
Same as abilities like Chapter Command, you no longer need to spend CP to power up one of your nameless Great Unclean Ones. Instead, you can spend points/PR in order to improve these fat shitsacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bountiful Gifts:&#039;&#039;&#039; Lets you save up to 2 Warp Storm Points so you can spend it on more tricks.&lt;br /&gt;
*&#039;&#039;&#039;Hideous Visage:&#039;&#039;&#039; A 6&amp;quot; aura that essentially doubles the effects of Daemonic Terror for summoning shenanigans and extra [[SQUAD BROKEN|squad breaking]].&lt;br /&gt;
*&#039;&#039;&#039;Revoltingly Resilient:&#039;&#039;&#039; Melee attacks against this bloated pusbags deal -1 damage.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Corruption:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Upgrades one melee weapon, giving it +1 damage and the ability to ignore any rules for damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Effluvior:&#039;&#039;&#039; Upgrade a Plague Flail to Assault 3d3 S+1 AP-3 D3 with damage that can be spread past other models. Now fully able to route infantry with its assault pistol whip.&lt;br /&gt;
*&#039;&#039;&#039;The Endless Gift:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Each turn the bearer regains a number of wounds equal to the round number.&lt;br /&gt;
*&#039;&#039;&#039;The Entropic Knell:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Mark one unit within 12&amp;quot; of the bearer, they cannot use their auras and count has half their unit size for the sake of capping objectives. The first one matters more for characters, but the latter gives you a reason to spam this on squads, especially ones with some special relic like the Black Templars.&lt;br /&gt;
*&#039;&#039;&#039;Horn of Nurgle&#039;s Rot:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Every time the bearer kills an enemy model in melee, roll a D6: on a 4+ you can add a model to a friendly {{W40kKeyword|Plaguebearers Infantry Core}} unit within 18&amp;quot;. Pairs well with an offensive unit like a daemon prince (hiding in a plaguebearers unit).&lt;br /&gt;
*&#039;&#039;&#039;Tome of a Thousand Poxes:&#039;&#039;&#039; {{W40kKeyword|Nurgle Psyker}} models only. Know another power from the Warprot Discipline and anytime the bearer rolls a 7+ to cast a power from this discipline, the power can&#039;t be denied.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Great Unclean One]]:&#039;&#039;&#039; This fat bastard&#039;s an incredibly resilient model, with 22 wounds and T9 with a 5+/4+ save .  He can cast 2 powers and deny 1 power and knows Smite plus two Warprot powers. Before accounting for any loadout choices, he also gets 7 Malefic Nurgling bites at S2 AP- and a 12&amp;quot; Assault d6 vomit stream at S5 AP-2 so it can potentially gnaw away at even marines and kin. Disgustingly strong in melee for his points, especially with the Crushing Bulk strat. Getting him there can be a problem, so consider starting him in reserves to minimize the risks of footslogging. Not bad but best to deepstrike because his mobility is painful at a reduced profile.&lt;br /&gt;
**For melee builds He gets a Plague Flail (which he can shoot into close combat with) which is S:User AP-3 and does 2 damage and a Bilesword which can switch between a direct S+1 AP-3 Dd6 that deals auto wounds on a natural 6 to hit and a crowd clearing S:User AP-3 sweep that doubles attacks.&lt;br /&gt;
**Alternatively, you also have the Bilevlade and Doomsday Bell. The Bileblade replaces the Plague Flail with a second melee weapon with AP-3 D2 that also lets you inflict MWs on the fatass for a +1 to casting. The Doomsday Bell sacrifices your Bilesword for a far less impressive S+1 AP-1 D2 whack that lets you raise a {{W40kKeyword|Plaguebearers Core}} model (d3 models for {{W40kKeyword|Infantry}}) to a unit within 12&amp;quot; each command phase. Taking these two together makes a far more support-focused greater daemon, but even taking the Bilesword and Bileblade can make for a serviceable battle psyker.&lt;br /&gt;
*&#039;&#039;&#039;[[Poxbringer]]&#039;&#039;&#039;: The classic Herald of Nurgle, now with a new name to distinguish it from the other two Heralds. They took away his steed, but his balesword is AP-3 and can re-roll all failed wound rolls.  He is a psyker and can cast Smite or Stream of Corruption once he reaches melee. His bonus gives +1S, which is actually a big deal. Your plaguebearers wound Space Marines on 4+ with reroll and with the buff on 3+, even bikers on 4+. S5 is the sweet spot to wound T8 vehicles on 5+ instead of 6+ too so your plaguebearers become much more versatile.&lt;br /&gt;
*&#039;&#039;&#039;[[Sloppity Bilepiper]]&#039;&#039;&#039; New kind of Herald, gives +1 attack to GUOs and Nurglings within 6&amp;quot; and also allows them to run and charge in the same turn. Also, every {{W40kKeyword|Nurgle Daemon}} within 6&amp;quot; have to do Morale tests on 2D6 discarding the higher value, and the enemy within 6&amp;quot; failing a Morale test loses one model more than it should. Even if you don&#039;t plan on taking lots of Nurglings, the morale benefits alone are worth bringing this freakish jester along. Keep him protected, though. He doesn&#039;t have much in the way of direct combat ability.&lt;br /&gt;
*&#039;&#039;&#039;[[Spoilpox Scrivener]]&#039;&#039;&#039;: Other new Herald that allows Plaguebearers within 6&amp;quot; of him to add +2&amp;quot; to their movement and +1 to their hit rolls. If the boost brings their roll result up to 7 (read: the buffed unit rolls a 6), they can attack again with the same weapon they used before. More attacks hitting and the chance for extra attacks mean more possibilities of an unsaved wound making it through, and the movement bonus doesn&#039;t hurt either while increasing your Plaguebearers hits by over 33%. In addition to the basic Herald plaguesword, he can also attack with his grotesque mouth (AP-1, but can only reroll wound rolls of 1) and disgusting sneezes (6&amp;quot;, Pistol D3, S3 AP0 1 D, rerolls wound rolls of 1). Yes, he can kill things by sneezing on them.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Epidemius]]:&#039;&#039;&#039; Costs a bit more than a normal Herald and isn&#039;t a psyker (Smite!) but has quite a bit more punch and can take some more. But you want him for his army-wide buff (as always). Note that this time you have to destroy units, not models (because fielding 4x30 Boyz shouldn&#039;t have a downside)! Starting at 2 destroyed units by {{W40kKeyword|NURGLE DAEMONs}}, and it pumps up your offensive capabilities - defensive buffs start at 5 destroyed units. Sadly he misses the other +1S bonus of the normal Herald hence you should get both of them in a Nurgle themed army. If you don&#039;t like the old metal mini you can grab a disc of Tzeentch, spit on it, scratch it like a DJ, paint it green and glue a few nurglings and bells (from the plaguebearer kit) on it and then put a Herald of Nurgle on top.&lt;br /&gt;
*&#039;&#039;&#039;[[Cor&#039;bax Utterblight]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Forgeworld Character series Daemon Prince.  He&#039;s significantly tougher than a Daemon Prince of Nurgle at 12 wounds at T8, and a 4+ FNP against dmg 1 weapons. His base speed of 7&amp;quot; makes him slower.  He&#039;s a mixed bag in CC. Having 5 base attacks is good, and the gaping maw weapon is AP-3 with D3, and can instant-kill a model by beating their wound count in a D6.  If you take the Virulent touch warlord trait for +1 to wound and cast Virulent blessing for another +1 to wound. Furthermore, any roll of 5+ will cause 6 dmg.  Unfortunately, with the only S7, he&#039;s only good at taking on infantry, which means his high damage will largely be wasted unless you dedicate other units to buff him.  His profile degrades movement, S, and attacks, so he quickly becomes useless.  He also gives out no aura buffs whatsoever.  Clocking in at 180pts, he&#039;s not going to be able to get enough done on his own to justify the investment when you could&#039;ve bought Mammon or even a plain DP for the same cost.&lt;br /&gt;
*&#039;&#039;&#039;[[Horticulous Slimux]]&#039;&#039;&#039;: Ported over from [[Age of Sigmar]], Nurgle&#039;s Grand Cultivator retains his ability to make Beasts of Nurgle actually pretty decent, by way of giving to Beasts within 12&amp;quot; +1 to hit rolls, as well as allowing Beasts within 6&amp;quot; to reroll failed charges. Units that fall back within 1&amp;quot; of him take d3 mortal wounds on a 4+, and he&#039;s no slouch in melee either&amp;amp;mdash; he has a 4+ save that lets him rely less on the invulnerable save and Disgustingly Resilient, his lopping shears are a souped-up Balesword, and Mulch can add an extra S7 AP-4 3 D sucker punch to surprise more heavily armored opponents. &lt;br /&gt;
**He can also create new Feculent Gnarlmaws within 3&amp;quot; of him at the end of his movement phase (if he didn&#039;t use Daemonic Ritual in the same turn), and a single {{W40kKeyword|Nurgle Daemon}} within 7&amp;quot; can heal a wound at the beginning of each your turn if any model died the turn before. A blob of allied Cultists will ensure that healing effect will trigger, even if your opponent doesn&#039;t use horde armies. &lt;br /&gt;
**If you have the models (and spare 85 points per model), there&#039;s really no reason why Horticulous shouldn&#039;t keep planting a Feculent Gnarlmaw each turn.  They&#039;re damned useful, and it means that he&#039;ll constantly enjoy a 2+ cover save.&lt;br /&gt;
*&#039;&#039;&#039;[[Mamon Transfigured]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Named Daemon Prince and the bastard responsible for the entire mess at Vraks. Can&#039;t cast spells but allows re-rolling misses of 1 in the Fight Phase for {{W40kKeyword|Nurgle Daemons}}. Has two melee weapons, a kick that &#039;&#039;really&#039;&#039; excels at murdering high-wound infantry, 5 S7 Ap3 D3 melee attack, and a 12&amp;quot; Assult 2D3 S5 AP-2 D2 Flamer.&lt;br /&gt;
**The updates of 9E have dealt a bit of a blow to Mammon. While his aura remains able to buff more than mere {{W40kKeyword|Nurgle Daemon Core}} units, his having 9 wounds means that he&#039;s now just over the edge of what can comfortably hide behind a mob of lesser daemons or allied heretics. Add his plodding movement to that and...well, you just bought a walking bullseye to your range.&lt;br /&gt;
*&#039;&#039;&#039;[[Rotigus|Rotigus the Rainfather]]:&#039;&#039;&#039; To make up for the [[fail|absence]] of [[Ku&#039;gath|Ku&#039;gath Plaguefather]], we now have a new named Great Unclean One. His main melee weapon, the Gnarlrod, is essentially a Bilesword with worse AP but more reliable damage (3 damage instead of d6), but he has d6 extra Fanged Maw attacks that mean he&#039;s still better in melee than the standard GUO. His real best weapon is the Streams of Brackish Filth, essentially a 2d6 S7 AP-3 flamer that rerolls wounds, which he can now shoot in melee thanks to 9th edition rules. Every time you roll a 7+ on a psychic test, the closest enemy unit suffers a mortal wound after using whatever power you were casting. Unlike the Death Guard&#039;s Malignant Plaguecaster, this doesn&#039;t have any range specified, so you could technically do it from the other side of the board. At only five points more than a Bilesword Great Unclean One, knowing one more power than a basic GUO, and being able to deny one more power as well, you might as well take him.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Plaguebearers|Plaguebearers of Nurgle]]&#039;&#039;&#039; (9ppm) Slow but tough and ok in melee with their re-rolls to wound. If you want to hold the line, they are the right choice, especially with the new codex giving them T5 and two wound each. In packs of 20 (so get 30 to keep the bonus for a while), enemies have to subtract 1 from their attack rolls. Unfortunately, they lost the rusty sword abilities to auto-glance vehicles or poison monsters, and for that old shrouded rule, they need to be 20 or more but still cost defacto the same - somewhat a downgrade, but we got the FNP for that. Two or three blobs of 30 can flood the field and can be surprisingly (disgustingly) resilient and soak up a lot of fire and damage. When combined with a Poxbringer and a Spoilpox Scrivener, they can get a fair punch against tougher Infantry units in melee, hold objectives pretty well with numbers, or bind some annoying ranged units.&lt;br /&gt;
**Here&#039;s where some of that sweet, sweet synergy comes in.  Combine the Locus of Virulence (+1 damage if your wound roll is 6+), the Plague Banner (one-time pop to make plagueswords do 2 damage for one turn), the Virulent Blessing power (+1 to wound rolls, and if you roll 7+ to wound, you do double damage), and the Scrivener (Plaguebearers get +1 to hit, and a hit roll of 7+ lets them make an extra attack).  What do you get?  A combat phase in which plagueswords are 2 damage base, on a wound roll of 5 each plaguesword does 3 damage, on a wound roll of 6 each plaguesword does &#039;&#039;&#039;5 damage&#039;&#039;&#039;, and if the hit roll is 6, each Plaguebearer makes another attack!  And remember, plagueswords let you re-roll failed wound rolls automatically.  This isn&#039;t even considering Epidemius&#039; Tally shenanigans or the hit buff from a nearby Daemon Prince.  Fucking drown your opponent in wounds! Add a Poxbringer and they will wound MEQ&#039;s on 2+.&lt;br /&gt;
***Realistically you want to target big multi-wound stuff like vehicles, Knights, etc. with this, since the bonus damage is wasted on single-wound opponents (and larger-based targets let you get more Plaguebearers in close to swing). If you&#039;re targeting a vehicle with this one-turn damage extravaganza, coordinate the fight phase with a Plague Hulk. The Rusting Curse will effectively give your Plaguebearers AP-1.&lt;br /&gt;
**Take 20+ Plaguebearers, buff them with Miasma of Pestilence and park them completely within 7&amp;quot; of a Feculent Gnarlmaw or two.  They&#039;ll have a 4+ cover save, and your opponent is at -2 to hit them.  These guys become some of the best objective-campers in the game, because they&#039;ll never, ever die.  Maybe keep a GUO with the doomsday bell nearby, so on the off-chance some do kick, you can bring one back each turn.    &lt;br /&gt;
*&#039;&#039;&#039;[[Nurgling|Nurglings]]:&#039;&#039;&#039; (18ppm) Now, who forgot these buggers? These little shits get to deploy 9&amp;quot; away from the enemy DEPLOYMENT ZONE, and then act normally. Yes, that&#039;s right. They can move and then charge after doing this. Combined with the Disgustingly resilient rule (which they only get against weapons with damage 1 and they are multi-wound models...), they can easily tie down a shooty unit, or force them to fall back and waste a turn, granting your footsloggers valuable time. Sloppity Bilepipers will give them more attacks for better tarpit functionality. In addition, these very cheap tarpits make a decent objective holder, a screen to protect your units from deep-strikers, and a sneaky way to prevent knights from falling back (they are neither infantry nor bike).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Beast of Nurgle|Beasts of Nurgle]]&#039;&#039;&#039; - Those gross attention whores may look underwhelming at first but their abilities may make them worthwhile. They are pretty cheap at 35 points, making them the most durable unit per point in the entire game and can be taken in units of 9. They make 6 S4 AP0 D2 attacks each and reroll all wound rolls. They can also make Heroic Interventions like characters and if the enemy retreats from them they take a mortal wound on a 4+. With 7 wounds each and a 4++/5++ combined with their ability to regenerate all lost wounds, they will stick around practically forever. However, the poor guy remains disgustingly slow. Best used alongside Horticulous Slimux as a bodyguard, since they can intercept foes who might tie the Grand Cultivator up while gaining greater accuracy and rerollable charges in the process.&lt;br /&gt;
**The Codex is seeing these guys getting a substantial glow-up, from now being S6 T6 to the now ridiculous 7 wounds that regenerate &#039;&#039;EVERY PHASE&#039;&#039;, this now truly feels like an unfeeling mountain of flesh that can withstand whatever comes against them. Let us repeat: They will regenerate all wounds on &#039;&#039;&#039;EVERY PHASE&#039;&#039;&#039; so long as they do not die, meaning that you&#039;re absolutely going to need Eradicators or something of equally high damage to guarantee that these fuckers will die.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Drones]]:&#039;&#039;&#039; Excellent. 4 Wounds at T5 with all the defensive trappings Nurgle Daemons enjoy anyway makes these insanely tough. Add to that the decent movement speed and the 4 damage 2 attacks each Fly dishes out and they become a force to be reckoned with. Can take a beating and nothing wants to be in melee with them. Their shooting sucks, but bad shooting is still better than no shooting whatsoever, right?&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Toads|Plague Toads of Nurgle]] (Legends FW):&#039;&#039;&#039; Fly has been FAQ&#039;d out of their profile. Their melee attacks are still brutal although their maw has been downgraded, dealing S5 Ap-1 D2 and hits of 6 generate more hits - nice considering they only get 3 attacks that hit on a 4+. Their grasping tongue got an upgrade too, although it&#039;s an assault d3 instead of pistol hitting at S5 and re-rolling to-wounds. Also T5, W4 and get the 5+++.&lt;br /&gt;
*&#039;&#039;&#039;[[Pox Riders|Pox Riders of Nurgle]] (Legends FW):&#039;&#039;&#039; Still tanky as hell with T/W5, fast-ish movement, banners, instrument, and the ability to get to a -2 to hit above six models. Gone are the degenerating profiles so a full unit will tank 22 lascannon shots, 135 bolter shots and/or 67 assault cannon shots &#039;&#039;without&#039;&#039; degenerating stats - awesome! Combine that with the weapons above and exactly 2 plaguesword attacks at S4.  Now think about the locus bonuses, character re-rolls, stratagems, and psychic powers you can add on top of this. They also come with 60mm bases, which makes them a huge board control unit.  You can make a huge bubble to hide daemon princes.  The drawback?  $$$$$$ These cost a firstborn to purchase from Forgeworld (£65 for 3).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Hulk of Nurgle]]: (Legends FW)&#039;&#039;&#039; Went down in price to 190 pts, so it&#039;s closer to the cost of a Soul Grinder. S/T8, 14W, 3+, 5++ and 5+++ Disgusting Resilience; it&#039;s slow, unfortunately, with a 7&amp;quot; move that degnerates. You could summon it and its PL did go down but it&#039;s still 10 and that&#039;s not very reliable. Rusting Curse got buffed to affecting Vehicles within engagement range, and now it improves the AP of attacks against said vehicles by 1 rather than reducing vehicle saves.  Rot Cannon got buffed: 36&amp;quot; Heavy D6, S7 AP-3 D2 and you can re-roll to-wound against anything you shoot, rather than just infantry. Its vomit got a range buff to 12&amp;quot; while retaining its profile: Pistol D6, S5 AP-2 D1 where all shots auto-hit. The Iron Claw remains largely unchanged, Sx2 AP-3 D6 with the Warpsword being potentially good now with User S, AP-3 and a flat 3 damage which also allows you re-rolls to hit (much better than last edition for sure!)... Most people will probably continue taking the claw. All around, the Plague Hulk is a better 9E choice but still suffers from mobility problems. If you can get it close to vehicles, it will straight up ruin tank and artillery formations, but you have to get it there first and although it&#039;s tough, it likely won&#039;t survive the battering it receives on the way in.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Scabeiathrax the Bloated]] (FW):&#039;&#039;&#039; My oh-my is this guy one tough son of a bitch. At T8 with 21 wounds and a 5+/4+ save befitting his station, you will need a crap ton of heavy firepower to put him down. And if he dies, on a 4+ a unit within D6&amp;quot; suffers D6 mortal wounds. His close combat abilities are not to be [[Nurgle|sneezed]] at either. He has Horrific Vomit, which is a 2d6 flamer at S6 AP-2 D2 which can be fired in close combat. Then, he has the Blade of Decay, an S+2 AP-4 sword that does a flat D3+d3 damage and can re-roll wounds. To round it all out, he gets 2D6 additional nurgling attacks at S2 AP0. He can cast 2 powers and deny three powers and knows Smite plus two Nurgle powers. Finally, he lets Nurgle Daemons use his leadership within 6&amp;quot; of him. Oh, did I forget to mention he forces a -1 to melee hit modifier on all friendly Nurgle Daemon units within 6&amp;quot;? Yeah, you want this guy. The only thing stopping you from taking him in every game is he&#039;s 475 points, and he&#039;s a LoW.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Feculent Gnarlmaw]]:&#039;&#039;&#039; New Nurgle-themed scenery thing, which is treated as a terrain feature after it&#039;s set up. Costs 95 points but isn&#039;t a model.  {{W40kKeyword|Nurgle Daemons}} within 7&amp;quot; can fall back or advance and still be able to shoot and/or charge in the same turn, any {{W40kKeyword|Legiones Daemonica Nurgle}} unit completely within 6&amp;quot; that is not a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Monster}} gets what amounts to light cover, {{W40kKeyword|Chaos Character}}s within 7&amp;quot; can re-roll any dice when summoning {{W40kKeyword|Nurgle Daemons}}. and at the beginning of each turn you have to roll a die for each non-{{W40kKeyword|Nurgle}} unit within 3&amp;quot;, dealing to each unit a mortal wound on a 4+ and D3 mortal wounds on a 6 (so 0.67 mortals on average).&lt;br /&gt;
**Plaguebearers are now specifically blessed by having one, as each command phase lets one pack of them within 6&amp;quot; roll 7d6, with each 6 resurrecting a Plaguebearer at max wounds. Considering that they&#039;re now quite tanky as hell, you now have a decent strongpoint to use as a reinforcement spot.&lt;br /&gt;
**Obliterators are {{W40kKeyword|Nurgle Daemons}}. Deploy them next to a Gnarlmaw to get a unit with a 2+ armor save that ignores the first two points of AP. They may not have Disgustingly Resilient, but they&#039;re still tough bastards that can spew out a lot of much-needed dakka. Better yet, make them Iron Warriors, for rampant technovirus and the strat to reduce incoming AP by 1. Congrats, you have a 2+ vs lascannons! &lt;br /&gt;
**If you intend to summon Nurgle Daemons, take a Fortification Network with one of these. It&#039;ll help you summon said Daemons and will also give the summoned Daemons the standard Nurgle detachment buffs once they&#039;re on the table.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Daemons of Slaanesh&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Slaanesh dance across the battlefield with a grace and speed that defies belief. They can close the distance on the killing fields of a battlefield in a heartbeat, falling upon their surprised and panic-stricken prey with psychotic delight.&lt;br /&gt;
&lt;br /&gt;
Fast and fragile and lots of attacks. If you need to kill large blobs of weaker and/or faster enemies the pretty god&#039;s minions will do it for you. They also have surprisingly high AP on their weapons, but Khorne is more consistent at fighting MEQs and tanks. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Warp Mists:&#039;&#039;&#039; You can save up to 2 Warp Storm Points to exploit in future turns. If daemons had a stratagem to take extra warlord traits this might have been nice on a support herald to give a little more flexibility with the Warpstorm. Unfortunately, GW decided fuck them in particular, so this competes with the various killy traits.&lt;br /&gt;
#&#039;&#039;&#039;Fatal Caress:&#039;&#039;&#039; Each time you make a to wound roll of 5+, the target can&#039;t take invulnerable saves against the attack. Situational, against foes in light armour that rely on their invulnerable save (looking at you [[Harlequin|clowns]]) this can put in work, but in the age of Armour of Contempt there&#039;s no guarantee it will make a difference.&lt;br /&gt;
#&#039;&#039;&#039;The Murderdance:&#039;&#039;&#039; +d3 attacks if your warlord charges. The Masque gets this.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Duelist:&#039;&#039;&#039; Can reroll to hit anything in melee and can reroll to wound when in melee against a {{W40kKeyword|Character}}. Shalaxi has this.&lt;br /&gt;
#&#039;&#039;&#039;Savage Hedonist:&#039;&#039;&#039; +1 Strength per turn, to a max of 3. Well, this can help make your heralds hit like monsters and your princes and keepers overwhelm other monsters...if you can keep them alive for long enough&lt;br /&gt;
#&#039;&#039;&#039;Aura of Bewitchment:&#039;&#039;&#039; Enemies within 6&amp;quot; cannot perform objective actions. Syll’Esske has this.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Endless Dance (1 CP):&#039;&#039;&#039; When a {{w40kKeyword|Daemonettes}} unit fights, they can pile in or consolidate an additional 3&amp;quot; for extra coverage when hitting the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Exquisite Gifts (1 CP):&#039;&#039;&#039; Another generic &amp;quot;extra relics&amp;quot; strat.&lt;br /&gt;
*&#039;&#039;&#039;Impossible Elegance (1 CP):&#039;&#039;&#039; When a non-{{w40kKeyword|Vehicle Character}} fights, they cannot be hit by anything higher than a 4+. Way to piss off all the elite swordsmen and monsters of the world, you just tanked their accuracy.&lt;br /&gt;
*&#039;&#039;&#039;Melodic Delirium (1 CP):&#039;&#039;&#039; Use at the start of the Psychic phase. One unit of Fiends gains a new aura that makes psykers within 12&amp;quot; take -2 to their casting checks.&lt;br /&gt;
*&#039;&#039;&#039;Race through the Warp (1 CP):&#039;&#039;&#039; During the Command phase, one {{W40kKeyword|Slaanesh Vehicle}} that isn&#039;t a soul grinder can immediately fly back into reserves to be thrown elsewhere. This is especially useful since your chariots have zero shooting to rely upon.&lt;br /&gt;
*&#039;&#039;&#039;Rapturous Standard (1CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Slaanesh Icon}} unit during the fight phase. This entire unit can now re-roll to hit, which is incredibly cool to get and is now usable more than once!&lt;br /&gt;
*&#039;&#039;&#039;Razor-sharp Caress (1 CP):&#039;&#039;&#039; When a {{w40kKeyword|Daemonettes}} unit fights, a natural hit roll of 6 improves the AP of their weapons by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thirst for Souls (1 CP):&#039;&#039;&#039; Ancient Doom for the other side. When one of your units fight an {{W40kKeyword|Aeldari}} unit, you can reroll hit and wound rolls against your favorite snacks.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Exalted Keeper of Secrets&amp;lt;/span&amp;gt;====&lt;br /&gt;
As with things like Chapter Command, you no longer need to spend CP in order to upgrade one of your nameless Keepers into something bigger and &amp;lt;s&amp;gt;hornier&amp;lt;/s&amp;gt; meaner. Instead, you can spend points and PL for that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diaphanous Panoply:&#039;&#039;&#039; Ranged attacks take -1 to wound this cow-man. There&#039;s not much you can do to stop a lascannon from nailing them, so take what you can to make sure they can&#039;t make their mark.&lt;br /&gt;
*&#039;&#039;&#039;Epicurean of Agonies:&#039;&#039;&#039; Each natural 6 to hit scores another hit.&lt;br /&gt;
*&#039;&#039;&#039;Insatiable Onslaught:&#039;&#039;&#039; +2 to charge and advance rolls. You&#039;re already freakishly fast, so why not make it even easier to bumrush your enemies?&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Forbidden Gem:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. During each command phase, you can shut down all auras for one character within 12&amp;quot;. While not as fun as last edition, this is infinitely more useful in the aura-stacking meta of 9E.&lt;br /&gt;
*&#039;&#039;&#039;The Mark of Excess:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Bearer gets +1 attack by default, and gets another +1 every time he kills a {{w40kKeyword|Character, Vehicle}} or a {{w40kKeyword|Monster}}.&lt;br /&gt;
*&#039;&#039;&#039;Silverstrike:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Upgrade a Witstealer to S+3 AP-3 D3 with a sinister trick: Enemies wounded by this sword take -1 to all hit and wound rolls. Not only is this potent, but it&#039;s now able to cripple enemies too.&lt;br /&gt;
*&#039;&#039;&#039;Soulstealer:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Replaces a Witstealer sword or Hellforged sword. A dangerous S+2 AP-3 D3 weapon. Each time a model is slain by this weapon, the bearer regains one lost wound to a max of 6 each turn. In addition, you auto-wound all Eldar. Useful for keeping a melee character alive, gives Eldar a reason to stay far away from you. Give this to your Keeper of Secrets or DPoS for an infantry killing machine that &#039;&#039;&#039;just won&#039;t die!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slothful Claws:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} Herald models only. One set of Ravaging Claws or Snapping Claws gains +1 Damage and anyone hurt by it cannot use auras for the rest of the turn. Take over the Forbidden Gem if you intend to keep this Keeper in melee, otherwise take the Gem instead.&lt;br /&gt;
*&#039;&#039;&#039;Whip of Agony:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Upgrade Living Whip or Lashes of Torment. This whip now becomes Assault 8 and will auto-wound on a 4+ if the target is not {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}}.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Keeper of Secrets]]:&#039;&#039;&#039; With the release of the new plastic model the Keeper has gotten a new revised datasheet and 210 pts base cost. The new price includes one of three options: the living whip, ritual knife, or Sinistrous Hand. If you take the Shining Aegis, that adds +10 pts.  An already frightfully speedy unit (who gets slower the more wounds it takes) its movement has increased to 14&amp;quot;, and now has 16 wounds. Its base combat ability remains impressive as always, with its Snapping Claws becoming Malefic 4 with an absurdly high AP-4 D3 while the primary Witstealer Sword boosts combat with S+2 AP-3 D3 that makes those wounded by it suffer -1 to hit. The best part is you don&#039;t have to choose between the two; with the claws being Malefic, all your attacks default to the sword for a total of 10 (!) attacks at full wounds, and even at its lowest, you&#039;re still throwing around an impressive amount of attacks. Mesmerizing Aura penalizes enemy attacks in melee with -1 to hit, which gives it protection similar to the Bloodthirster&#039;s flat 4+/4+. Cast Symphony of Pain on the target of your charge for an additional -1 to hit. In combat wound them with Witstealer for an additional -1 to hit. Now characters are hitting on a 5+. Or alternately, take the free Soulstealer relic sword and recover previously lost wounds by killing enemy models, all of which stack with the Sinistrous Hand. Make this Keeper exalted with the Insatiable Onslaught trait and now you&#039;re charging 20+2d6&amp;quot; EVERY TURN. If you make the charge into a chaff unit, she&#039;ll kill 6 and recover a max of 6+d3 wounds. Soulstealer also auto-wounds all Eldar, making it into an evil blender with picky tastes.&lt;br /&gt;
**As with the Lord of Change, the KoS can actually learn two powers on top of Smite, making for a potent buffing daemon as well. Grab Symphony of Pain and Hysterical Frenzy and you&#039;ve got yourself the ideal blender at hand. Swap Symphony of Pain for Delightful Agonies and you&#039;ve just made a pack of Daemonettes durable and much deadlier. &lt;br /&gt;
**As this is a fancy multi-part kit, your keeper comes with new wargear options:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Whip&amp;quot;&amp;gt; &lt;br /&gt;
12&amp;quot; Assault 6 S6 AP-2 D2. It can no longer hit anything within engagement range, so its value solely relies upon how much you need that shooting. Luckily, that 2+ BS doesn&#039;t decay.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shining Aegis&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+/4+ save, which is very handy for a unit that&#039;s likely to attract chargers and incapable of hiding behind anything. Nothing quite tops a Daemon Prince hiding behind the Daemonettes though.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ritual Knife&amp;quot;&amp;gt;&lt;br /&gt;
At the end of the fight phase, pick one enemy model about 3&amp;quot; away that lost wounds by this model and roll D6: On a 2+, that enemy suffers D3 MW. Made specifically to screw over monsters and heroes with annoying damage mitigation.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sinustrous Hand&amp;quot;&amp;gt;&lt;br /&gt;
If the user kills any non-vehicle in the Fight phase, it heals D3 wounds. What, was the Soulstealer sword not enough healing for you?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tranceweaver&amp;quot;&amp;gt; &lt;br /&gt;
The newly named generic Herald of Slaanesh on foot, oddly renamed from Viceleader to Tranceweaver. Sadly, the official miniature is still resin only but easily converted from various Slaanesh plastic kits. She&#039;s fairly speedy at 9&amp;quot; movement and is a Psyker who can cast/deny 1 power, knowing Smite and one power from the Soulstain discipline. Alongside her herald-based re-roll 1s to wound aura, the special aura gives {{W40kKeyword|Core Daemonettes}} who roll a natual 6 to wound a bump in AP, which is...not quite as necessary considering that they get AP-2 on those claws, but it does negate Armour of Contempt.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tormentbringer on Seeker Chariot&amp;quot;&amp;gt;&lt;br /&gt;
Tired of having very fragile Heralds? Have this fairly fragile one. With the Steed of Slaanesh going Legends, these are now your budget mounted heralds. The regular Seeker Chariot variant is now 100 pts, and like all Slaanesh units, it is a bit of a glass hammer. 12&amp;quot; move, T5, a 5+/4+ Save, and 7 wounds to let it hide behind screens gives you a mobile leader, but it will crumble if it gets focused down, -1 to hit from ranged attacks be damned. There is some potential for play if you give the Herald the Slothful Claw relic. Otherwise, you are looking at six S4 AP-2 D2 attacks and four Malefic attacks at S4 with no AP from the steeds pulling the thing. If you manage to charge, you can cause mortal wounds to enemy models within 1&amp;quot; on a roll of a 5+ on 4d6 and gain two extra attacks, which just reinforces the units roll as a chafe cleaner. Charge into a screening unit, clear it out, and hopefully your Keeper of Secrets will have a clear path to something important. All in all, you are paying some extra points for extra toughness and wounds, a few extra attacks, a small chance of mortal wounds when charging, and, most importantly, a bigger base, which means his aura of +1S is bigger. It&#039;s probably the best Herald, but it&#039;s hard to maneuver, so be careful.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tormentbringer on Exalted Seeker Chariot&amp;quot;&amp;gt;&lt;br /&gt;
Sadly inferior to the smaller chariot. On paper, it starts off nice. With 16 attacks in melee (8 from the Herald&#039;s ravaging claws and 8 from the mounts) it would seem to be a strong melee threat. Furthermore, the larger base size means more Daemonettes will be benefitting from your auras. Then you run into the problem of getting it to your opponent&#039;s battle line. Having 12 wounds looks nice, but that means you can&#039;t hide behind a blob, and if you lose half your wounds (and it will be soon enough, trust me) it becomes slower and worthless in melee because of degrading stats. To seal the deal, it costs 20 points more than a normal Herald on Seeker Chariot with no other benefits. Avoid this.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tormentbringer on Hellflayer&amp;quot;&amp;gt;&lt;br /&gt;
For 10 pts more than a Herald on a Seeker Chariot, you get a unit with all the Seeker Chariot&#039;s strengths while being slightly better at tackling MEQs. The Hellflayer replace the Scything Impact rule with a unique weapon: the Bladed Axle. This is stronger than the rest of the vehicle&#039;s attacks at S+2 AP-2 D2, but it&#039;s helf back by being Malefic 4, so you can&#039;t rely on it to kill a whole combat squad of marines. However, charging gives this axle Malefic 6, making said wipes come more easily.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Herald of Slaanesh on Steed of Slaanesh (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Sadly consigned to oblivion in Legends. A basic Herald mounted on a Steed which grants 14&amp;quot; movement, re-rolling charges, and +1 wound for 85 pts. Taken in a Slaanesh Daemon detachment she has a 6&amp;quot; aura which allows units to advance and charge in the same turn. The Legends update finally gives her Ravaging Claws with S: user/AP-1/Dmg 2/Counts as AP-4 on a wound roll of 6. Which can now be swapped out for the Slothful Claw relic.&lt;br /&gt;
**Even less useful now, as the Herald got none of the updates from the codex. It still relies on (irrelevant) Quicksilver Swiftness and doesn&#039;t get any of the new Daemon rules. It also gains nothing from any of the other buff auras due to keyword fuckery.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Contorted Epitome&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Mirror, mirror, on the wall, whose ass is going to be fucked up worst of all?&amp;quot; 2 heralds riding on a magic mirror that acts as a psychic turret, casting and denying two powers per turn. Taken along with an Infernal Enrapturess and Fiends it can provide excellent Psychic Defense. It also has a 2+ save against mortal wounds that protect it further from enemy psykers, and enemy units including fliers that get within 6&amp;quot; of it need to roll a Leadership score on a 3d6 or else have their movement cut in half and take -1 to hit anything, making them effectively sitting ducks against the oncoming tide of Fiends and Daemonettes.  Be sure to take Phantasmagoria for its 12&amp;quot; penalty aura of -1 LD as one of its powers. There is only ~37.5% chance to roll lower than LD10 on 3D6 and pass the test. Debuffing LD even by -1 reduces the chance of an LD7-8 unit escaping to ~26%, and if you recall Daemonic&#039;s 6&amp;quot; Leadership debuff aura, you&#039;ll realize just how devastating this can be. Anything LD7 would effectively be stuck as they only have a ~0.46% chance to escape. &lt;br /&gt;
**Don&#039;t count this out as a beatstick! Aside from the eight attacks made by the Heralds&#039; claws, you also get a Malefic 3 attack from the various unpleasantness of the portal, giving S+1 AP-2 D3 attacks to help take down Primaris with ease.&lt;br /&gt;
**But the Contorted Epitomes isn&#039;t just an extra killy Daemon Prince it&#039;s also an amazing Psyker. What really makes the Mirror powerful is its synergy with the Infernal Enrapturess and Fiends. Because of its speed, the Epitome is best taken alongside chariots, fiends or seekers. If you&#039;re running swarms of Daemonettes, take Syll&#039;Esske if you have the extra points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Infernal Enrapturess&amp;quot;&amp;gt;&lt;br /&gt;
Rather than frontline combat, the Infernal Enrapturess provides powerful sonic fire support with her Heartstring Lyre, a dual profile gun that&#039;s either an Assault 6 18” S4 AP-1 D1 assault rifle or an Assault 1 24” S8 AP-3 D3+d3 shotgun. But wait, there&#039;s more! Her Discordant Disruption ability causes enemy psykers within 24” to suffer Perils of the Warp on any doubles. While not as powerful with the loss of the Fiends&#039; constant anti-psyker power, it remains a deterrent against careless psykers. Finally, she has the Harmonic Alignment special rule, allowing you to resurrect a single slain {{W40kKeyword|Slaanesh Core}} model or d3 Daemonettes within 6&amp;quot; to top off the ranks.&lt;br /&gt;
*Perhaps you&#039;re not surprised, but this also has the {{W40kKeyword|Warp Locus}} keyword, making it great for supporting deep-striking daemons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Shalaxi Helbane]]:&#039;&#039;&#039; TACTICAL WHORE, INCOMING! Slaanesh is at long last getting a named Greater Daemon (that isn&#039;t the super powerful uber number one overpriced)! Her Soulpiercer spear is a ridiculous Sx2 AP-4 Dd6, and if it scores a 6 to wound against a character it always does the full 6 damage. She also wears the Cloak of Constriction, which imposes a -1 to wound against enemy melee attacks, which nicely complements the hit penalty she shares with the standard Keeper of Secrets. Delicate Precision allows her to re-roll wound rolls of 1. While Monarch of the Hunt allows her to move 6&amp;quot; during a pile in or heroic intervention as long as it is towards the nearest enemy character. If you make her your warlord she must take Quicksilver Duelist which allows her to re-roll to hit and wound enemy characters. Finally, she can take either a Living Whip: 6&amp;quot;/S6/AP-2/Damage 2/Assault 6/attacks from this weapon can target enemy units within 1&amp;quot;; for 240 pts. Or a shining Aegis: roll D6 whenever the model takes a wound on a  6+ the wound is ignored; mortal wounds are ignored on a  5+; for 250 pts. Since she has Delightful Agonies as a psychic power skip the shield and take the living whip instead. Counterpoint - the shield is viable as there are a lot of other excellent Slaanesh powers that make you a beast in cc (looking at you hysterical / symphony). Plus the shield looks dope as hell.&lt;br /&gt;
*&#039;&#039;&#039;[[The Masque of Slaanesh]]:&#039;&#039;&#039; Due to the changes in how characters work, the Masque is finally granted the protection of hiding behind a blob of Daemonettes. As well as gains a stunning new plastic model. She can advance or fall back and charge in the same turn, and she forces a -1 to-hit penalty against enemy attacks that target a Daemonette unit within 6&amp;quot; of her in the fight phase (and she has the DAEMONETTE keyword, so that applies to her too). Also, if she&#039;s locked in combat with something, you add 1 to hit against the target unit. Her Ravaging Claws are now S: user and AP-2, with DMG 2. Her cost increased in MFM21 going from 78 pts to 85 pts. If your running Mono-Slaanesh, you should always be taking her. She combo very well with Syll&#039;Esske in a massive swarm of Daemonettes.&lt;br /&gt;
*&#039;&#039;&#039;[[Syll’Esske]]:&#039;&#039;&#039; 200 points and so 15 more than a fully kitted out DP, let&#039;s see what they get. For starters, as a Prince and Herald mix, they get the aura abilities of both, rerolls of 1 to hit and wounds for core is pretty nice. Statline wise, Syll&#039;Esske is also a mix of Herald and DP (on foot, but with the +2 movement baked in, moving them to 10&amp;quot;). Syll&#039;Esske&#039;s shooting is based off of the herald, who has a 3+, Strength too. Everything else except Leadership is off of a DP except for leadership. Which is neither 8 or 10, and instead a 9? Okay. Deadly Symbiosis is gone, instead opting for turning the Scouring Whip into a Malefic 6 weapon. The Axe of Dominion is still the same, but Syll&#039;Esske loosing the +1 Strength Aura turns this into a worse Hellforged Sword at maxing at S:7 vs 8. Overall it seems like Syll&#039;Esske has seen an overall nerf in 9th edition. In fact the only buff they&#039;ve done is let them cast and know an extra power, but not deny an extra one. I guess the best place for Syll&#039;Esske is to save yourself an HQ slot and pal them up with a few units of daemonettes to get the most out of their auras.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Daemonettes]]:&#039;&#039;&#039; The Daemonettes were the best daemon at ripping up armor until 8th came along and made Bloodletters more reliable at it. Their Piercing claws are AP-2, compared to the Bloodletters and their Hellblades which have a higher strength with AP-3 and D2 to rip apart marines in a single swing. This isn&#039;t to say these girls aren&#039;t good at the job, but they have been overshadowed, especially now that MEQs tend to have multiple wounds. They still have more attacks (and at 10 models and 4 attacks per model, you&#039;re rolling for over 40 attacks) and an absurd 10&amp;quot; movement which would make them great... if only they weren&#039;t so frail! Instead, use them like you would Genestealers - throw something else at TEQs while you use these girls to overwhelm some camping shits in cover. Daemonettes rely on getting into combat &#039;&#039;fast&#039;&#039; so be sure you get them stuck in quickly, especially if you deep-strike them.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Fiends of Slaanesh]]:&#039;&#039;&#039; S5/T4/W4 with four AP-4 D2 claw swipes and a Malefic 1 tail with AP-3 D3. With 4 attacks a turn, they are good at fighting multi-wounds units... but that&#039;s not their main role. Their role is more to frustrate as their Soporific Musk makes enemies engaged with them take -1 to hit, absolutely infuriating and will keep them tied up for a surprise reaming from a Keeper or Daemonette pack. They sadly lost the ability to tie up enemies by making them unable to fall back, but you&#039;re so fast that you can immediately rush them regardless.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Seekers of Slaanesh]]:&#039;&#039;&#039; They&#039;ve lost their innate Advance and Charge rules in the new codex but they still have access to the rules with the new loci ability. Instead, their Unholy Speed rule now allows them to re-roll charges. Holy smokes, that&#039;s an impressive threat range of 32&amp;quot; (33&amp;quot; with an instrument of chaos, since you still can&#039;t declare charges outside 12&amp;quot;), and an average of 26,5&amp;quot;. With 2 wounds each, their role is clear; you can reliably charge turn one and engage stuff you don&#039;t want to shoot, and have just the right stuff not to get completely demolished by overwatch and resist a turn or two. They have the same attacks of the Daemonettes plus 2 attacks from the mount, but don&#039;t expect them to kill too much, especially without a Herald to back them (you can have one, but since Seekers will run as close as the enemy as possible, it&#039;s risky. If the Seekers get destroyed, you will most probably lose the expensive Herald too). In general, if you play mono-Slaanesh you want a big unit of those girls.&lt;br /&gt;
*&#039;&#039;&#039;[[Hellflayer]]:&#039;&#039;&#039; It&#039;s nice to see that the Hellflayer finally has a role on its own, instead of being &amp;quot;just a Seeker Chariot with an extra gimmick&amp;quot;. Hellflayers don&#039;t have the Scything Impact of the chariot, but instead, have D6 extra attacks at Sx2 AP-1 D2. High strength attacks are rare in this army, so having another source such as this is welcome. Laugh at the image of an Hellflayer destroying tanks with their blades. They gained +1 attack in the new codex but nothing else.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Seeker Chariot]]:&#039;&#039;&#039; Cheap and flexible. Seeker Chariots have both the piercing claws and the lashes of torment (which can hit in and out of combats), and their Scything Impact ability gives you a slim chance of dealing mortal wounds. They don&#039;t really have a role on their own but are always a nice addition. They gained +1 attack in the new codex but nothing else.&lt;br /&gt;
*&#039;&#039;&#039;[[Exalted Seeker Chariot]]:&#039;&#039;&#039; Just like the Hellflayers got some different stuff, now even this is not &amp;quot;just a Seeker Chariot but bigger&amp;quot; anymore. Unlike the Seeker Chariot, this thing have scalable wounds and start with a respectable WS 2+ and 8 attacks, only to lose them when it gets wounded. It no longer caused mortal wounds on 5+ like in the Index, but rather a 6+ like the regular chariot. So it&#039;s more expensive than the Seeker Chariot and potentially far stronger. On full and half wounds, it&#039;s better in every situation. Causing more wounds than a regular chariot. Once it gets to it&#039;s final wound bracket, the regular chariot is better; but by this point, it&#039;s already taken 1.5x the wounds of a regular chariot and is still on the table. Sitting at 80 pts with MFM21; basically take this one if you can spare the 20 points more.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Zarakynel:&#039;&#039;&#039; With our great and glorious overlords at GW writing the imperial armour books Zarakynel has seen a rework, and will still violate all your orifices with joyous abandon. They lost their 3++ in combat for a simple 5+/4+ like any other keeper, but instead gained a -1 to hit from all sources, which is better as the move has been towards giving all units lower ballistic skills unless they&#039;re the bees knees. At 18 wounds they&#039;re still exposed to ranged firepower, but at movement 14&amp;quot; and having extra wounds means that you can run from cover to and not care, although being a Monster will make cover a bit harder to find.&lt;br /&gt;
**Melee is much the same (Zarakynel falls into the category of units that still get to hit on a 2+), just with the... Delicious? improvements. Firstly, the claw attack which you never had a reason to use before, that gets 4 extra attacks with it each fight phase, and at S7 AP-3 D3 its going to do something to those unfortunate enough to be hit. Then there&#039;s the famous Souleater Blade. S9 AP-3 D3 means that Zaraknyel can easily chop through marines with ease, Armour of Contempt be damned. But that is not why you choose the blade. You choose it because on a 4+ to wound you deal 3 mortal wounds instead of normal damage, letting you chop through any manner of damage. This is a big deal. In 9th edition mortal wounds are much harder to come by, and on the whole all units have gained more wounds. So having a weapon which will deal, on average, &#039;&#039;&#039;7.5 Mortal Wounds&#039;&#039;&#039; each time it fights, against all targets, is a big deal. Then there&#039;s the earlier reference to delicious. If Zarakynel kills &#039;&#039;&#039;ANY&#039;&#039;&#039; non-vehicle &#039;&#039;&#039;MODEL&#039;&#039;&#039; in the fight phase they regain D6 previously lost wounds. Against pretty much anything short of demon primarchs, it is simply impossible to kill this unit.&lt;br /&gt;
**For further context, Zarakynel costs 450 points. Guilliman costs around 400 points, and is much slower, doesn&#039;t hit as hard, and comes wrapped with a delicious snack of meatshields. Overall, Zarakynel costs roughly the same as before, but is now balanced for their cost, and will make a joyous addition to any army of debauchery.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Daemons of Tzeentch&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Tzeentch surround themselves in layer upon layer of mind-traps and illusions, each mirage shifting into the next. The result utterly confounds those nearby that would do the Daemons harm, and means their attacks are often ineffective.&lt;br /&gt;
&lt;br /&gt;
Tzeentch is the shooting department in the codex while the other gods often footslog to the enemy to kill him in melee. They also specialize in the Psychic phase, with many casting attempts, Denies, and abilities to get them. That doesn&#039;t mean that the bird nutters don&#039;t have a few okay melee units or tricks and with a widespread 3+ save at range they can be hard to kill as well. The problem is that they are utterly exposed in melee, protected by only the weakest saves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Born of Sorcery:&#039;&#039;&#039; +1 to all psychic tests your warlord takes in each psychic phase. This will stack with other modifiers, so it&#039;s great for making the psychic phase better and your Smite hit harder.&lt;br /&gt;
#&#039;&#039;&#039;Incorporeal Form:&#039;&#039;&#039; Enemies take -1 to wound this warlord. Good against everything, you want this on your Lord of Change. Bolters wound you on 6s, AV wounding you on 4s, and even the really big stuff can only ever would on 3s. Strictly better than T8. Your heralds are too squishy to make much use of this; if they&#039;re getting hit, they&#039;re probably dead anyways. The Blue Scribes take this.&lt;br /&gt;
#&#039;&#039;&#039;Fractal Mind:&#039;&#039;&#039; Can cast one per turn while also performing a psychic action. Skip unless the objective demands it.&lt;br /&gt;
#&#039;&#039;&#039;Warp Tethers:&#039;&#039;&#039; Your warlord gains Kairos&#039; {{W40kKeyword|Warp Locus}} keyword and a 12&amp;quot; bubble that lets your units re-roll morale checks, a necessity considering how easily they can break. The Changeling takes this.&lt;br /&gt;
#&#039;&#039;&#039;Lorekeeper of Tzeentch:&#039;&#039;&#039; +6&amp;quot; to the any Pandaemoniac power manifested. Sadly won&#039;t work on Smite anymore and won&#039;t expand the range of any further ranges.&lt;br /&gt;
#&#039;&#039;&#039;Tyrant of the Warp:&#039;&#039;&#039; This warlord never suffers perils, and a nice 5+++ FNP vs MWs on top of that. Naturally, Kairos takes this with his insane amounts of casting.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blasted Standard (1CP):&#039;&#039;&#039; Used during the psychic phase. Any time a psyker within 12&amp;quot; of a {{W40kKeyword|Tzeentch Icon}} unit rolls a 9+ to cast a power, the nearest enemy within 24&amp;quot; of the icon takes a surprise MW.&lt;br /&gt;
*&#039;&#039;&#039;Burning Warpfire (1/2 CP):&#039;&#039;&#039; Select a {{W40kKeyword|Flamers}} unit during the shooting phase. When using the Flamers&#039; flickering flames or the pink fire, they always deal 9 hits on a unit of 11+ models. As your premier horde-clearers, you can expect no less.&lt;br /&gt;
**Costs 2 CP is used on a unit of 4+ models.&lt;br /&gt;
*&#039;&#039;&#039;Magical Boon (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Tzeentch Psyker}} can cast an additional psychic power this turn. &lt;br /&gt;
*&#039;&#039;&#039;Minions of Magic (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Horrors Core}} unit improves the AP of their attacks to -3 on a natural 6 to hit. Gives a nice extra punch to your firing lines. &lt;br /&gt;
*&#039;&#039;&#039;Relics of the Impossible Fortress (1 CP):&#039;&#039;&#039; Another generic &#039;extra relics&#039; strat.&lt;br /&gt;
*&#039;&#039;&#039;Warp Jaws (1 CP):&#039;&#039;&#039; In the Fight phase, Screamers, Burning Chariots and Fateskimmers add +1 to wound when targeting {{W40kKeyword|Monsters}} or {{W40kKeyword|Vehicles}} with their mount bites. It&#039;s not like you can expect much else from one bite, but it&#039;s at least nice to see them try.&lt;br /&gt;
*&#039;&#039;&#039;Warp Portal (1/2 CP):&#039;&#039;&#039; Use in your Movement phase. Select one {{W40kKeyword|Tzeentch Character}} and remove them from the battlefield. Then, set it back up anywhere that is more than 9&amp;quot; from any enemy models. This counts as its movement. Costs 2 CP on any characters that aren&#039;t Heralds.&lt;br /&gt;
**With how squishy your heroes have become in melee, this has become an escape button more than a surprise assassination tool.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Exalted Lord of Change&amp;lt;/span&amp;gt;====&lt;br /&gt;
As with abilities like Chapter Command, you don&#039;t need to spend CP to make a super-daemon out of a generic Lord of Change, instead it costs points and PL.&lt;br /&gt;
*&#039;&#039;&#039;Architect of Deception:&#039;&#039;&#039; Enemies take -1 to hit this birdman at range. While very costly, there&#039;s nothing more reliable than having the enemy consistently miss out on hitting the broad side of a bird with a lascannon.&lt;br /&gt;
*&#039;&#039;&#039;Master Mutator:&#039;&#039;&#039; At the end of the psychic phase, any enemies already harmed by the birdman&#039;s powers take an additional MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Nexus of Fate:&#039;&#039;&#039; For each turn the birdman is on the board, you gain a CP on a 4+. The cheapest but also the one with the broadest influence if you consider all the strats available.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Endless Grimoire:&#039;&#039;&#039; {{W40kKeyword|Tzeentch Psyker}} only. Adds an additional step between knowing more powers, as now the bearer must waste a turn to learn an additional power. On the plus side, this can let you learn multiple powers, but there&#039;s no need to use this more than once.&lt;br /&gt;
*&#039;&#039;&#039;Everstave:&#039;&#039;&#039; {{W40kKeyword|Tzeentch Psyker}} only. If this model rolls a 9 to cast Smite or any other witchfire power, the power can&#039;t be blocked.&lt;br /&gt;
*&#039;&#039;&#039;The Impossible Robe:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} models only. Once per phase, you can negate the damage of an attack that gets past your save. Beware any attempts to cheese that out with a line of lasguns before firing the lascannon, as you get to choose which wound to ignore. &lt;br /&gt;
*&#039;&#039;&#039;Warpfire Blade:&#039;&#039;&#039; One melee weapon of your choosing becomes a relic, adding +1 to its damage and making any natural 6s to wound deal a mortal wound on top of everything else. None of your characters want to be in melee though, so why are you taking this?&lt;br /&gt;
*&#039;&#039;&#039;Ruination:&#039;&#039;&#039; Replaces a rod of sorcery, becoming a 12&amp;quot; Assault 3d3 weapon with S6 AP-2 D3. More rapid-fire mayhem than focused-fire destruction.&lt;br /&gt;
*&#039;&#039;&#039;Soul-Eater Stave:&#039;&#039;&#039; {{W40kKeyword|Tzeentch Psyker}} only. Whenever an enemy is killed by the bearer&#039;s psychic power, they can regain a wound on a 4+ to a max of 6. Nice to make your Lord of Change super tanky. The Impossible Robe is probably better than this, since healing wounds is worse than just not taking damage in the first place.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change:&#039;&#039;&#039; Your big spell caster lord. A slightly cheaper, less powerful Kairos. Casts 3 just like Kairos, but only 2 denies. These casts get a +2 bonus that degrades with wounds. Has the Greater Daemon aura that lets {{W40kKeyword|Core Tzeentch}} units reroll 1s to hit. Super durable with the -1 to wound exalted trait, -1 to hit warlord trait, and the Impossible Robe to negate one shot (save it for meltas and railguns).&lt;br /&gt;
**While its staff gives a surprisingly decent melee statline at S6 AP-2 D3, you can also equip with either a second staff for some non-Psychic shooting or a sword that&#039;s a touch deadlier than the staff but has Malefic 3. However, you don&#039;t want to be charging this guy into melee against anything with teeth. T7 and a 5++ won&#039;t take you very far against something like Terminators or Chosen.&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch:&#039;&#039;&#039; The Heralds very much embody the fragile wizard trope. Each a flimsy S3 T4 with a puny AP-1 dagger (which you can and probably should replace for a staff for much stronger shooting that can demolish marines) and a 6++/3++ save, but they know two powers and can cast twice and deny once. Like all heralds, they gain a 6&amp;quot; aura that lets {{W40kKeyword|Core Tzeentch}} units reroll 1s to wound, with a second bubble that lets Horrors auto-wound on a nat 6 to hit.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Changecaster&amp;quot;&amp;gt;&lt;br /&gt;
Your basic budget footslogger Herald. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fluxmaster&amp;quot;&amp;gt;&lt;br /&gt;
Disc Herald. Same as the normal one, but with {{W40kKeyword|Fly}}, 12&amp;quot; movement, and an additional (weak but Malefic) attack for 60 more points. Though the new auras aren&#039;t quite as powerful for accompanying Screamers, Flamers absolutely will be throwing out enough shots to make some crits cash in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fateskimmer&amp;quot;&amp;gt;&lt;br /&gt;
Chariot Herald. A Herald again BUT now with almost two times the wounds AND +2T while still being a character? Check! And the chariot&#039;s 6 Malefic S6 AP-3 D2 Attacks? Check! And 14&amp;quot; movement? Check! Also {{W40kKeyword|Fly}}? Check! He can buy a retinue of Horrors for a +1 to casting checks. A very solid HQ, relatively durable and killy (if he manages to hit something), while being quite the bargain at 140 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;The Changeling:&#039;&#039;&#039; Went from a nice fluffy idea with no real purpose to fuckawesome. Now he can copy the stats (not wounds!) of an infantry model within 1&amp;quot; near him, even the attacks, but most importantly he can copy one weapon profile too, but only from enemy {{W40kKeyword|Infantry}}, so no stealing from Dreadknights. It now can take on a lot of characters, beat them with their own weapons and can actually come out on top of them with its 4++ save. Also, it grants a 6+ FnP for Tzeentch daemons in 9&amp;quot;. Oh and he is a psyker and can cast one spell as a cherry on top. No longer the auto-include the index made him, but still useful.&lt;br /&gt;
**With Formless Horror &#039;&#039;&#039;timing is critical&#039;&#039;&#039;. The ability activates &#039;&#039;&amp;quot;when the changeling fights&amp;quot;&#039;&#039; so be careful about getting preemptively struck while in your original vulnerable form before you get the opportunity to.. you know? fight. This means to look out for opponents who charge you with a good chance of taking you outright. The 1&amp;quot; limit is also something to be careful of as well because unless you can pile in and move across to that big bad dude on the other side of the melee, you might end up being surrounded by opponents who cannot grant you huge buffs. Leaving you just as vulnerable as when you started, then when he gets the opportunity to pile back, you could be in trouble. To avoid this he can sit behind a unit of something (like horrors) and perform a heroic intervention when they get charged. He will be safe from the charging unit as they can only attack their charge target and he can fall back on your turn so they cannot melee him back. &lt;br /&gt;
*&#039;&#039;&#039;The Blue Scribes:&#039;&#039;&#039; S3 T4 W5 FUN anti-psyker, They gift enemy psyker -1 to cast and permanently remove (opponents) failed psychic powers within 12&amp;quot; (Ouch!). They also autocast a mostly-random Tzeentch power every turn, and if they successfully removed an opponent&#039;s power in the last psychic phase they also autocast Smite. As they are not actually psykers themselves, they cannot deny opponent powers- but at the same time, their own powers can&#039;t be denied or trigger Perils, as no psychic test is made for them. Just remember to have them cast first, so they don&#039;t randomly roll something you&#039;ve already used. Actually, the FAQ says that&#039;s not an issue. This makes them a viable choice, but you need to play them precisely to always position yourself to be able to use all of the powers (preferred range - within 12-18&amp;quot; of the enemy and within 18&amp;quot; of a unit you would want to buff with flickering flames or boon of change (i.e. flamers or pink horrors, alternatively even obliterators, daemon engines or tzaangor enlightened).&lt;br /&gt;
*&#039;&#039;&#039;[[Kairos Fateweaver]]:&#039;&#039;&#039; He knows Smite and all Tzeentch powers, has a casting bonus equal to the current turn (+5 to cast in the last turn!) and can choose one opponent&#039;s strategem to cost an extra CP for the rest of the game. Expensive and decent in melee but more importantly he can cast 3 powers and knows EVERY TZEENTCH POWER. Like the rest of the &amp;quot;We were really powerful psykers once. No, REALLY!&amp;quot; characters, the chicken king can deny three times. &lt;br /&gt;
** A few things to keep in mind when comparing Kairos to a regular LoC. Kairos will hit with higher strength in close combat, hitting at S8 compared to the LoC&#039;s S6/7 making him better in fights against VEQ&#039;s, but he can&#039;t take Relics, he can&#039;t take Exalted Traits, and the Warlord Trait he is forced into is fairly mediocre (can&#039;t perils, 5+++ vs mortal wounds). Since the codex limits you to one warlord trait, you&#039;ll probably want him if you&#039;re tooling up one generic Greater Daemon but still want a LoC.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Horrors of Tzeentch&#039;&#039;&#039; Greatly changed from their previous incarnations, when a Horror is killed it splits into smaller horrors and also stays part of the same unit. Though you no longer have to pay for this division, you do now have to roll a 4+ on each death for it to succeed - needless to say, the moment you get charged, you&#039;ll absolutely be praying that you make those splits because that 6++ save and T3 will see them torn to bits. The unit is now automatically locked to a default size of 10, but on average that means a Pink unit turns into 10 Blues and then 5 Brimstones, or 25 bodies total, which is nothing to simply pass up (starting at 10 Blues simply proceeds, on average, to 5 Brimstones). They have 2 18&amp;quot; ranged attacks but have sadly lost their traditional ability to become budget psykers.&lt;br /&gt;
**All horrors are M6 T3 W1 DSv 6++/X++.  They are armed with Coruscating Flames: 18&amp;quot; Assault 2 S+1 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Pink Horrors:&#039;&#039;&#039; Have gotten even more expensive at 14ppm. Shoots at S4 and BS3+, and having at least 1 in the unit is necessary for performing actions and retaining Objective Secured. DSv 6++/3++. Considering you get ten pink horrors in the regular kit, 10 blue horrors (you need 20 in theory), and 10 brimstone horrors (also 20), you have to buy 2 kits in case you roll hot. At current retail price, that would cost approximately $114 and $228 for the brimstones/blue horrors, making the total about $342 + tax. Whilst very fluffy, it is impractical for anything outside of an apocalypse game as they will definitely not perform up to their point costs and losing a single pink horror in the morale phase would be devastating. &lt;br /&gt;
**&#039;&#039;&#039;Blue Horrors&#039;&#039;&#039; Like a Pink Horror with -1 BS/WS/S/Ld/ranged DSv (-2 Ld relative to the Iridescent leader), but also does not really cost anything either, at 7ppm. Only given a 6++/4++ now, if you wanted a Tzeentch tarpit you have no better option. Not only do these units have no ability to perform actions, but they also lack ObSec so they&#039;re singularly dedicated to being tarpits.&lt;br /&gt;
**&#039;&#039;&#039;Brimstone Horrors&#039;&#039;&#039; No longer available as their own unit, instead only appearing on a successful split roll for a Blue Horror. Not only are they subject to all the handicaps the Blues get, they are also even weaker now at a pathetic S1 Ld4 DSv 6++/5++, so you can&#039;t even expect them to fight back, much less shoot.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Flamers&#039;&#039;&#039;: For now, arguably the best unit in all of 40k; with a 12&amp;quot; movement and shooting D6+3 S5 AP-2 torrent of magical fire (the codex improving the Flamers into being beefed-up Heavy Flamers), but their melee prowess has become laughable as their save has degraded to a 6++ in melee while their shooting save was improved to a hefty 3++. The Q1 2023 Dataslate decided to nerf them further by making their attacks need to hit normally, reducing their damage output.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; their weapon strength is S:user, which means a nearby Exalted Flamer will give them S6. A squad of 5 5D6+15 S6 shots, and you can take 3 squads. These are going to eat most infantry for breakfast. With a herald nearby for reroll 1s to wound and +1 to wound psychic power, these will delete everything your opponent has.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer&#039;&#039;&#039;: A flamer with a brighter flame for slightly less than the cost of a unit of flamers. However, you don&#039;t take these guys for the 2d6 s5 ap-2 attacks, you take them for the 3 S9 Ap-4 D3 Damage mini lascannon shots at 18&amp;quot; range hitting on a 3+. Also, the single model is a character.  Take these guys behind those units of brimstones to prevent them from being shot.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Screamers of Tzeentch:&#039;&#039;&#039; They&#039;re still fast Flyers and are monster/tank hunters. When flying over a unit, Roll a D6 for each passing Screamer and on a 6 the unit suffers a mortal wound. On top of each making 3 Lamprey bites that are S+2 (S6 or 7) AP-3 and do 2 Damage. They have little defense (T4, W2, InvSv 4++). They are pretty good once again. A unit of 6 (158 pts.) Could easily rip apart most infantry and hunt tanks with their Warp Jaws Stratagem.&lt;br /&gt;
**They are one of the few Tzeentch units that want to be in melee. This makes them natural targets for Boon of Change.&lt;br /&gt;
**The codex is giving them the ability to redeploy whenever they advance, allowing them to bounce anywhere across the board to harass anything you need.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot&#039;&#039;&#039; Same as an Exalted Flamer but has double the wounds, a 14&amp;quot; move, worse Weapon Skill, is toughness 6 instead of 5, has a 4+/4+ instead of 6+/3+, and is driven by a pair of Screamers which get to make an additional six hits in combat (at S6 AP-3 D2), all for 110 points. The big trade-off is that it loses the Character Keyword which is one of the best things about the Exalted Flamer which could be hidden behind a wall of horrors and kill tanks. The extra resilience helps to combat the loss, but a couple of lucky lascannon shots will bring it down quickly. Note, it will take on average 10.3 lascannon shots with BS3+ and 13.7 w/BS4+ to bring it down. So it&#039;s not as good as the Exalted flamer with the loss of Character status, but it is a lot tougher than it first appears and makes a half-decent distraction carnifex rushing up the boarding shooting stuff.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Aetaos&#039;Rau&#039;Keres:&#039;&#039;&#039; Good luck trying to pronounce that name! Like Fateweaver, he has an innate +2 to his casting rolls (that gets reduced the more wounds he loses) and knows 3 Pandaemoniac powers and Smite and can deny 3 powers, too. Unlike Fateweaver, this guy gets WS/BS 2+, and T8 W27. Shooting-wise his Staff of Cataclysm is Assault 2d6 S9 AP-4 D3 and can be fired within 1&amp;quot; of enemy models and into melee. Also, if you slay the final model of a unit with 10 or more models (highly likely), you immediately get 3 Flamers of Tzeentch, provided you have the reinforcement points on hand. To further contrast his might with Fateweaver, his smite has 48 inches instead of 36, and if anyone dares to shoot him with a psychic power and succeed on it, roll a d6, and on a 5+ he ignores the power that was cast on him and the caster suffers a mortal wound. Just wait for your opponent to think that they would rather try their luck in melee with him instead of shooting, he&#039;s a monster there too. Be careful though, if an enemy Lord of Change or Daemon Prince comes within 12&amp;quot; of him, roll a die and on a 4+ he must attack that unit with his Staff, ignoring the rules for targeting models (so he can shoot them if they&#039;re a character and not the closest unit, or if he can&#039;t see them). Hilariously, he has the lord of change keyword so he will always hit himself on a 4+, and the staff is actually pretty dangerous against him. &lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved Alternate Take:&#039;&#039;&#039; This guy&#039;s 600 points in Chapter Approved. This guy&#039;s a bit expensive for what he brings to the table now. Pass.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
Here are the daemons any god can take.&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Chaos:&#039;&#039;&#039; Your classic murder-machine, coming in at S7 T6 with 8 wounds and a 5+/4+ Daemonic Invuln. Even better, they don&#039;t suffer from degrading statlines like the Greater Daemons do. They can also buy wings and another weapon to make them even deadlier. Double Talons have become the cheap horde option, though AP-1 means that Armour of Contempt can ruin their turn. If picking between the sword and axe, pick the sword if you&#039;re intending to go against a lot of heavy armor units and pick the axe if you intend to target high toughness monsters. DPs are a very good all-round unit in a codex with otherwise specialized units and can compensate the respective god&#039;s weakness.&lt;br /&gt;
**They must choose allegiance to a Chaos god and gains a special perk for it, considering how the big four no longer have any overarching rules for their daemons. They all can become psykers except for Khorne-aligned princes, which gain +1 Strength and +2 Attacks to compensate for their lack of psychic potential. Tzeentch in particular prefers them to be psykers as princes can now cast twice in a turn and know an additional power from their discipline. Nurgle and Slaanesh in the meanwhile just give +1 Toughness and +2&amp;quot; Movement respectively.&lt;br /&gt;
**Note: Being a large beast with 8 wounds, they have a very important role in your army--forcing your opponents to choose between shooting your big scary Greater Daemon who is scary by itself but has a useful but slightly meh aura, or trying to shoot down your hordes of Lesser Daemons that are protecting a monster that is almost as scary. Bonus points if you can also have a Herald in there too.&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Fly again allows models to move across enemy models while charging. However, flyers can no longer block movement, and a demon prince that flies into ruins in the movement phase can still be stuck there in the charge phase. It also makes them a visible target for the multitude of strats that do target flying enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Be&#039;lakor:&#039;&#039;&#039; The Dark Master has taken a price hike, but he still has his good points. He is now effectively a greater daemon masquerading as a daemon prince, complete with that degenerating statline and the {{W40kKeyword|Supreme Commander}} keyword. All attacks against him take a -1 to hit and wound penalty and cannot reroll failed hits. Finally, any ranged attacks that actually wound him have their damage reduced by 1. He knows 2 psychic powers from his own super-special discipline, and can cast 2 powers compared to the DP&#039;s one. He lost access to the whole of Malefic which is really sad, but he&#039;s an excellent psychic nuker that can buff Daemons of any allegiance.&lt;br /&gt;
**As Be&#039;lakor all four gods&#039; keywords, allowing him to nominally be usable in any mono daemons detachment and keep the rest of the detachment buffs. That said, he&#039;s not likely to benefit from any of it and he forbids using any other daemon princes. In fact, he hates other daemon princes so much that he can re-roll to hit and wound another daemon prince he fights.&lt;br /&gt;
**As of the new codex, he now has his own unique WT. All it does is let a single {{W40kKeyword|Core}} unit within 9&amp;quot; re-roll to hit, which is a bit of a step up from Charadon since this is no longer exclusively tied to just his super-special fanclub.&lt;br /&gt;
**Be&#039;lakor&#039;s Blade of Shadows has been tweaked to have two different attack modes. Sweeping Strikes is the horde-buster, acting like a Power Sword which makes two hit rolls per attack. Piercing Strike is what you take when you need something dead RIGHT NOW, with S+4 AP-4 D3+d3 and the ability to outright negate invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies&#039;&#039;&#039; Furies are no longer in the codex. Weep for them, for this loss is particularly confusing seeing that they recently got new models.&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder&#039;&#039;&#039; Your heavy fire support platypus. Heavy because it comes with 16 wounds and a 5+/4+ save plus it can be whatever mark you want (e.g. Nurgle for that +1 Toughness or Tzeentch for 4+/4+ save against all those nasty heavy weapons out there). Fire Support because it gets you two 36+” high strength okay-AP weapons. With a move of 8&amp;quot; it can keep up with other more vulnerable stuff and draw some fire while returning some, with Slaaneshi grinders becoming more like skittering death machines. Moving into 9th may have given the Soul Grinder a small boon, all for being a vehicle. As it stands, it ignores the heavy rule, so the SG may have become a viable battering ram at range and melee for Daemon armies, especially given its propensity not really caring about a degrading BS. It still doesn&#039;t shoot good, but now it&#039;s not as bad as it was.&lt;br /&gt;
**The new Codex has given you a reason to stick with the warp sword over the warp claw. The claw now gives you Malefic 4 at S8 AP-2 D2 while the sword&#039;s Malefic 2 with S8 AP-3 D3+d3, meaning the claw has more value against crowds while the sword&#039;s for popping tanks. However, Malefic also means that you can only make a set number of attacks. For the rest of the fight phase, you&#039;re stuck with the iron claw, a power fist-like weapon let down by its swingy d6 damage. Fortunately, you have five swings with it, and going to Khorne gives another two attacks to go ham with.&lt;br /&gt;
*&#039;&#039;&#039;Giant Chaos Spawn&amp;lt;sup&amp;gt;Legends,Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Got some buffs from Warhammer Legends: S/T6, degenerating BS, an 8+D6 move to start and churning claws and fangs hitting with AP-2 and dealing 2 damage apiece. The GCS retains its 6+d6 attacks to start, 4+ and 5++ saves from the last time. The big reworking is the special rules now that most of the stats are no longer randomized. You get a similar mutated beyond reason rule to regular gribbly beasts getting either AP-4 attacks, +6 attacks (as opposed to +D6) or re-rolling to-wound rolls at the whim of a d3 at the start of the fight phase. Additionally, the GCS causes -1 Ld to all models in engagement, not just enemies... eep! At 150 pts. a model, the changes to stats are nice but they no longer regain wounds, which makes them a bit more frail. You can summon them to save them from being shot to ribbons, though their PL went up from 5 to 7 - still doable, but the next one is arguably a bit better and costs 10 pts. less.&lt;br /&gt;
*&#039;&#039;&#039;Spined Chaos Beast&amp;lt;sup&amp;gt;Legends,Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The other generic Forgeworld HS beasty kindly buffed by Warhammer Legends: Forgeworld. Retains its S/T of 7 and 6 respectively from previous editions along with its 5++ while gaining 12 wounds in the process and a 4+ save. The beast starts with M10, WS3+ and a whopping 8 attacks. Mercifully, WS no longer degenerates and the volume of attacks paired with the damage output of a beast is rather staggering. If the degenerating stats still irks you, you can summon it even more reliably at PL8. It also has to be aligned with one of the gods, gaining that god&#039;s deamon rule, so this time, the Nurgle beast isn&#039;t terminally useless and can absorb mortal wounds. And then it gets three new weapons: &lt;br /&gt;
**&#039;&#039;&#039;Jagged Claws&#039;&#039;&#039; - your standard attack, for ripping apart things, dealing 2 damage apiece at with an improved -2 AP and you get two bonus attacks for using this one. Warhammer Legends upgraded the attacks to make them scarier for Primaris Marines, Tau Battlesuits and now dedicated CC squads.&lt;br /&gt;
**&#039;&#039;&#039;Tusked Maw&#039;&#039;&#039; - changed to dealing a flat 3 wounds at Sx2 and -3 AP. You can&#039;t regain a wound from biting people anymore but you&#039;re not limited to only one attack either - that&#039;s right, you can chomp to your attacks characteristic. Given the strength and damage of this attack coupled with the attacks leveled by a beast, this is the preferred attack against vehicles.&lt;br /&gt;
**&#039;&#039;&#039;Warp Spines&#039;&#039;&#039; - MASSIVELY reworked. Whenever it finishes a charge move, pick an enemy unit in engagement range and roll a D6: on a 3+, deal D3 mortal wounds and deal 3 mortal wounds on a 6. Far more deadly and less janky than it was before, you can soften up an enemy before you even start attacking - which is nice.&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
The new version of the specialist detachment, introduced in the Book of Rust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Disciples of Be&#039;lakor====&lt;br /&gt;
&lt;br /&gt;
Introduced in the Tome of Fire and again in the 9E Codex, this is essentially your answer as to how you can run a combination daemon-CSM army. This isn&#039;t the wet dream you&#039;re thinking about, however. The big drawback is that this army is a very undivided-heavy one, to the point of potentially being obstructive while not allowing those that are aligned to operate at full capacity but providing some defensive perks. It also focuses heavily upon the big guy himself, as he is the uncontestable warlord here.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Sit down, there are a &#039;&#039;lot&#039;&#039; of them.&lt;br /&gt;
** Be&#039;lakor is your warlord. &#039;&#039;&#039;NO QUESTIONS. NO EXCUSES.&#039;&#039;&#039;&lt;br /&gt;
*** You cannot bring ANY greater daemons, any marked marines, or chaos titans. NONE. No Daemon Princes either, though Big B never let you anyways. Heralds and undivided CSM HQs are still fair game though. All units that aren&#039;t {{W40kKeyword|Unaligned}} or {{W40kKeyword|Buildings}} gain the {{W40kKeyword|Disciples of Be&#039;lakor}} keyword.&lt;br /&gt;
***You can attach a {{W40kKeyword|House Corvax}} knight as a Superheavy Auxiliary Detachment, gaining all the benefits from the house despite only being one unit. If this unit takes a Blessing of the Dark Gods, they must take Blessing of the Dark Master.&lt;br /&gt;
**All psykers can learn powers from the Noctic Discipline.&lt;br /&gt;
** When taking daemons, you NEED to have a unit of daemons from each god before you can opt to select a second unit from any god, barring Big B himself and any aligned CSM. This is going to be the biggest pain for this army.&lt;br /&gt;
** Any Daemon units gain the {{W40kKeyword|Daemonic Disciples}} keyword. You can still use Warp Storm powers even though you might have non-daemon units included. God-exclusive ones are still out of reach though.&lt;br /&gt;
** Any CSM units gain the {{W40kKeyword|Legion Disciples}} keyword and can take any generic CSM stratagems, WTs, and relics.&lt;br /&gt;
*** Note that we said &#039;&#039;generic&#039;&#039;. You cannot join any legions for this and this rule is essentially replaced with Disciples of Shadows. Any enemies shooting from beyond 12&amp;quot; away take a -1 to hit and your units add +1 to their combat attrition checks.&lt;br /&gt;
*** So as to block cultist spam any further, you can&#039;t take more cultist units than you can {{W40kKeyword|Traitoris Astartes Infantry}} units in your army.&lt;br /&gt;
** Despite all the intermingling rules, you still need to split your daemon and marine armies into separate detachments. Not like there was any benefit from mixing them together anyways.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shadow Pact (1 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Legion Disciples Infantry}} unit that isn&#039;t marked during your command phase. This unit can gain either +1 attack, a 5++ save, +1 toughness, or +1 to movement and advance/charge rolls for the turn. That&#039;s right, you&#039;re making washable tattoos outta those (8E) marks!&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Boon (2 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Legion Disciples}} unit that isn&#039;t a vehicle and is within 6&amp;quot; of a {{W40kKeyword|Daemonic Disciples}} during the fight phase. The mortals add +1 to their Strength and automatically wound on a natural 6 to hit.&lt;br /&gt;
**&#039;&#039;&#039;Legions of Shade (1 CP):&#039;&#039;&#039; At the start of the movement or charge phase, you can make one {{W40kKeyword|Disciples of Be&#039;lakor}} essentially invisible, capable of running through other models without a care in the world.&lt;br /&gt;
**&#039;&#039;&#039;Mortal Boon (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Daemonic Disciples}} unit within 6&amp;quot; of a {{W40kKeyword|Legion Disciples}} unit during the morale phase. This unit of daemons will automatically pass all morale checks with a natural 1, making them hold on at all costs. This is especially helpful because Daemons do not have good Leadership, even with icons.&lt;br /&gt;
**&#039;&#039;&#039;Draught of Terror (1 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Daemonic Disciples}} unit during the morale phase. They gain a 6&amp;quot; aura that affects enemy units. If any enemy models flee, your unit regains a wound, potentially resurrecting a model at one wound if you&#039;re missing any models but everyone&#039;s topped off. Since summoning is now more of a hassle, you&#039;ll be relying on this to maintain your daemonic hordes.&lt;br /&gt;
**&#039;&#039;&#039;Blessing of Be&#039;lakor (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Disciples of Be&#039;lakor}} unit during any phase while the big guy&#039;s on the field. If they fail a save, this negates the attack. Since this works on only one attack, this is best used to cancel out any crits or if you want to laugh at lascannons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The following is outdated, please update.&lt;br /&gt;
===The Bloodletter Bomb===&lt;br /&gt;
Let&#039;s get this bad boy out of the way: 20-30 Bloodletters with the Banner of Blood tearing out of the warp 9 inches away from your opponent&#039;s line and charging 3D6 (don&#039;t forget the nearby character to re-roll that charge). Really, that&#039;s it. Plug a Patrol Detachment of a Herald and Bloodletters (Icon + Instrument) into any army and clear away those pesky chaff units, or fold in the side of your opponent&#039;s line. Regardless of what you throw this at, your opponent will spend their next turn trying to clear it away, which leaves the rest of your army free to run wild. It costs you 2-3 Command Points to pull this off with one unit depending on the size of it.  &lt;br /&gt;
*&#039;&#039;&#039;Why Bloodletters?:&#039;&#039;&#039; Because they have better offensive power than any other Daemon troop choice, are cheap as dirt, and get a 3D6 charge with potential re-rolls. Bloodletters get +1S and +1A on the charge and with 20+ of them, they hit on 2+ and wounds on 6+ double damage. This means 50 hits on S5 on AP-3! 33 wounds on most enemy units and 17 wounds on most vehicles - it&#039;s dead, Jim. Oh, and if it&#039;s not, spend the Khorne stratagem to fight again (at the end of the fight phase) and warp surge to make your enemy having to invest heavily into removing this unit in the heart of his lines. &lt;br /&gt;
*If you want to spend less CP, consider adding some token CSM support so you can access the Termite Drill, which RAW can carry the Bloodletters and let them deepstrike with it.&lt;br /&gt;
I feel that is an auto-include.&lt;br /&gt;
*This tactic is possibly the killiest in the game. [[Anal Circumference|On &#039;&#039;&#039;average&#039;&#039;&#039; a 30 man unit of Bloodletters and a Blood Throne w/ the Crimson Crown will kill &#039;&#039;&#039;80&#039;&#039;&#039; GEQs, &#039;&#039;&#039;53&#039;&#039;&#039; MEQs, &#039;&#039;&#039;26&#039;&#039;&#039; TEQs or &#039;&#039;&#039;3&#039;&#039;&#039; Leman Russ Battle Tanks.]] [[Rape|Plus an average of 0.33 Mortal Wounds for each nearby model.]] [[Cheese|All for only 390 points and 4-6 CP.]]&lt;br /&gt;
&lt;br /&gt;
===Bloodcrusher Bomb?===&lt;br /&gt;
While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it&#039;s not like you can&#039;t also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, 1CP to inflict MW on a charge, and then you Deep Strike in Skulltaker nearby (8&amp;quot; aura) for the +1 hit rolls. Food for thought...&lt;br /&gt;
*&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Bloodletters are better bombs. It&#039;s less that Bloodcrushers are bad, but it&#039;s simply the case that Bloodletters are better. As well as being far cheaper (at 7pts), they&#039;ll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver &#039;&#039;&#039;41 hits at 2+ str 5 and ap-3&#039;&#039;&#039;. At a cost of only 197 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 120 points) produces 19 attacks (with 13 at str 6 and a-3/ and 9 at str 7 -ap1).&lt;br /&gt;
&lt;br /&gt;
===The Pink Horror Blob/Bomb===&lt;br /&gt;
A shooty way to clear any chaff that might stand in the way of your other deep striking units. 20-30 Pink horrors supported by a daemon prince with the Demonspark warlord trait and a tzeentch herald. This gives you 90 shots at S4 18&amp;quot; range, re-rolling 1s to hit and to wound with +1 to wound from flickering flames (Optional: Boon of change to have a chance of being S5 on the horrors or a Mutalith Vortex Beast can give you a further +1S). There are two options of running them: starting on the table and forcing the opponent to deal with them and activating warp surge to absorb A LOT of damage with that 3++ on 7 pts models.  Alternatively they can deep strike and shoot stuff off the table. Since their shooting attack is 18&amp;quot; assault you don&#039;t have to deepstrike them right next to a unit.  Also, if you have second turn and your opponent isn&#039;t just sitting back in their deployment zone, you could even deepstrike them turn 1 in your deployment zone and hit a unit.  They won&#039;t be expecting that.&lt;br /&gt;
&lt;br /&gt;
===Plaguebearer Infestation/Bomb===&lt;br /&gt;
Take a unit of Plaguebearers w/ Plague Banner, a Poxbringer w/ Virulent Blessing and a Spoilpox Scrivener. The Scrivener gives +1 to hit with 7+ allowing for more attacks, while the Poxbringer gives + 1 Strength and +1 to wound, with 7+ allowing for double damage. Finally, Locus of Virulence gives another +1 damage on a 6+ and the Plague Banner makes their swords D2 for one round, resulting in a maximum of &#039;&#039;&#039;6 Damage&#039;&#039;&#039; on a roll of 7+. This results in a unit that hits of 3s, wounds elite models like Russes on 4s and does an average of 3.67 Damage per wound with the Banner (2.33 Damage without). As such, a blob of 30 Plaguebearers will makes 31 attacks, 20.67 hits, 10.33 wounds and deal [[Rape|37.89 Damage total]], [[Cheese|enough to kill 3 Russes in one round.]]&lt;br /&gt;
*If you don&#039;t want to spend 3-4 CP to drop the Plaguebearers, consider taking a squad of 10 + the Heralds in a Termite. This is still enough to alpha-strike one Russ equivalent, along with whatever the Termite manages.&lt;br /&gt;
&lt;br /&gt;
=== The hidden Daemon Prince(s) ===&lt;br /&gt;
Daemon Princes are one of your rare options to take on vehicles and similar stuff. They are mobile, customizeable and can do some warp stuff too and they are only 8 wounds and therefore can hide behind other units. Most armies will have a few of them. Take 30 plaguebearers with a scrivener and advance over the table and bubble wrap your 3 or more daemon princes so that your enemy has to waste his precious las cannons on your cheap plaguebearers and then jump out of hiding with 12&amp;quot; movement and kill his elite stuff. If you form a wide oval formation in the center of the table your flying DPs can run around and still hide while your buubble wrap charges and binds stuff here and there. Don&#039;t forget your pile in moves to bubble wrap a DP even in combat. Last thing you want is to kill an elite unit shout out in victory and then see your 200 points DP get shot of the next turn. The oval formation is especially nice with khorne or slaanesh DPs that have better chances to reach enemies with their loci. Combine that formation with some deep striking bombs and the enemy will have multiple big threats in his face.&lt;br /&gt;
&lt;br /&gt;
===Alphabet Chicken Soup===&lt;br /&gt;
Note that this is &#039;&#039;not&#039;&#039; a pure Daemons list, but most of the models/units in it are - you&#039;ll need the Chaos Index, the CSM Codex, and the Imperial Armour Chaos Index to field it, and, if you want to fully explore your options, the Imperial Armour Astra Militarum Index.&lt;br /&gt;
&lt;br /&gt;
With the release of Chapter Approved, the points cost of several of these models have been vastly increased and the strategy described below doesn&#039;t really work anymore.&lt;br /&gt;
&lt;br /&gt;
Two of the most powerful units in the game are Tzeentch Daemons, so..... why not take both?  Use {{W40Kkeyword|Chaos}} as your army-wide Faction binder, then take Magnus and Aetaos&#039;Rau&#039;Keres (the Alphabet Chicken).  The Chicken&#039;s powers are picked for you, since the Tzeentch Discipline hasn&#039;t been expanded to 3 powers yet.  Magnus should take Warptime, so you can get him into melee anywhere on the table, Weaver of Fates, because 3++/re-rolling 1s will keep Magnus alive beyond all reason, and then Death Hex, Prescience, or Diabolic Strength, depending on your local meta - Prescience is useful for Magnus to hit something dodgy, like a Culexus Assassin if he needs to, in melee, while Diabolic Strength will help him delete enemy heavies in melee faster, which is one of his jobs in this list; Death Hex is relatively difficult to cast, but on anything with problematic invuln saves, like Space Marines with Storm Shields, it can be critical to letting your Knight do some proper work.  Without any foreknowledge of your local meta or what your opponents might bring, Death Hex is the safest choice, since it&#039;s the only power Magnus can bring which will help the rest of the army (unless you go for a variant; see below), not counting any Chaos Spawns you make with his Blade.&lt;br /&gt;
&lt;br /&gt;
Since you&#039;re now only 1 Lord of War short of getting 3 CP from a Super-Heavy Detachment, take a Renegade Knight with two Avenger Gatlings, a Heavy Stubber, and an Ironstorm Missile Pod, so you have some anti-hordes dakka.&lt;br /&gt;
&lt;br /&gt;
Then take the Changeling and the Blue Scribes, and 3 minimum units of Brimstone Horrors to screen the Knight, in a Battalion; each unit takes 1 Iridescent Horror with an Instrument, because going from an average Advance of 10.5 to 11.5 is so significant when screening an M12 model.  The Changeling can also be used to protect both Magnus and the Chicken, of course, if they need to take cover.&lt;br /&gt;
&lt;br /&gt;
The net result is &amp;lt;s&amp;gt;2000&amp;lt;/s&amp;gt; many, many points for a 9 CP army that will almost always get the +1 to rolling to go first and punches way above its weight, since it requires incredibly specific counters but is a very general counter to anything it might face - the two big Daemons delete enemy heavies, while the Knight and its small Daemons delete enemy hordes.&lt;br /&gt;
&lt;br /&gt;
There are basically two ways to modify this list: the Blue Scribes, which are only present because they&#039;re a cheap Chaos HQ, and the Knight, who&#039;s there for Dakka.&lt;br /&gt;
&lt;br /&gt;
The Blue Scribes can be dropped for a Malefic Lord, a Smite source and an HQ tax so cheap you can afford a fourth Brimstone Horrors with spare change left over for another 3 Horrors models somewhere, but that will make your Horrors lose Objective Secured, assuming you&#039;re playing with the announced Chapter Approved rules.&lt;br /&gt;
&lt;br /&gt;
The Knight can be dropped for a Renegades and Heretics Baneblade (you&#039;ll need to perform the Scribe to Lord swap to pay for it), or you can pay 3 CP to take the two big demons in their own detachments, and use the Battalion&#039;s Heavy slots for Hellforged Deredeos.  If you do that, you can also swap the Scribes for buffers for the Deredeos: it&#039;s easy to fit a Sorcerer of some stripe in (including Ahriman), and if you commit to &#039;&#039;not&#039;&#039; having them be THOUSAND SONS, a Chaos Lord or Hellwright.  Note that if you avoid the Thousand Sons, you can use the swapped-in HQ to carry a CSM Warlord Trait and/or Relic; none of them are &#039;&#039;particularly&#039;&#039; compelling, but it&#039;s worth noting.  If you just want pure Deredeos, the Malefic Lord is cheap enough to let you take 3 of them, although that&#039;s also enough for 5 Basilisks.&lt;br /&gt;
&lt;br /&gt;
=== Swiss Army Knife Summoning ===&lt;br /&gt;
Summonings sucks now? Yeah sure it does for daemons but not for CSM. ANY CSM character can now summon daemons and they can summon daemons of every god if they are not aligned to one. Get some fire support daemons lack of and start summoning what you need with your (ranged/psychic) characters while they keep firing. You need anti-horde? Summon some Crushers, Plague Drones or Slaanesh bitches! The enemy has a lot of good armor saves? Get some Khornys in! You need to hold the line? Splitting Horrors or Plaguebearers en masse will do it for you! You want to shoot back at the enemy? Well, try it with Burning Chariots, Soul Grinders or Flamers. Just do it!&lt;br /&gt;
*1 or 2 characters (maybe Sorcerers for utility), some Havocs and some meatshield cultists or marines (Corsairs, for the CP) will do in a 1000 point list to leave some leftover points to customize the rest of your army on the fly. &lt;br /&gt;
**Take at least 1 Master of Possession, ideally with the Word Bearers Legion Trait. He has better summoning odds, via the Incursion power, essentially 2 summoning rolls per turn or summoning after moving, and access to the Dark Pact Stratagem, which is fully compatible with Incursion. Adding in a Venomcrawler instead of one of the Havocs lets you add 1 to the summoning rolls of the Master if they&#039;re within 6&amp;quot; of it. Greater Possessed are also helpful, albeit in a more limited fashion, but with the Mark of Khorne, can engage in some shenanigans via the Skull Altar.&lt;br /&gt;
*Be&#039;lakor as an unaligned daemon can serve as a summoning source too after he will have reached melee and won&#039;t move a lot. You can hide him behind other units too.&lt;br /&gt;
*Keeping points in reserve means flexibility but on the other hand it means a lot of unused points until summoning and the charge after summoning is not guaranteed and might cost another round.&lt;br /&gt;
*When fielding Pink Horrors, one should try to benefit from splitting, so here will be some unallocated points in your list. If your opponent is unwilling/unable to kill your Pinkys, summon the &amp;quot;reserved&amp;quot; Blues &amp;amp; Brimeys where they can tarpit/smite something. A Horror unit is 5 Power ,so on three dice... You do the math.&lt;br /&gt;
&lt;br /&gt;
===CSM prince summoner===&lt;br /&gt;
This works best with a prince of Nurgle, Slaanesh, or Tzeentch with wings. Choose warptime as your power. The turn that you want to summon your daemon units don&#039;t move the prince at the end of the movement phase summon your unit 12 inches away and 9 inchs away from the enemy in a U shaped formation. In the psychic phase cast warptime to move your prince near the front of the U formation , the front models will screen your 8 wound character from enemy fire. Now in that assault phase you can now charge with your prince and the infantry deamon unit taking full affect of that reroll 1&#039;s ability of the prince ... pure nasty combo. Personally i think 20 demonettes and a winged prince of slaanesh is the perfect choice for this combo. Keep in mind if you have an instrument of chaos your charge target number is only 8! Doable with command rerolls (&#039;&#039;&#039;More than&#039;&#039;&#039; 9 inchs away, within 1 inch to charge normaly 9, 8 with the instrument thanks to +1 to charge rolls)&lt;br /&gt;
&lt;br /&gt;
===Special Note/Tactic against Imperial Knights (and similar Titanic models)===&lt;br /&gt;
Imperial Knights have a special rule that allows them to fall back &amp;quot;over&amp;quot; some types of models, allowing them to exit melee in the movement phase. They then can shoot at said models, despite having just fallen back. This only works against Infantry and Swarms, so Imperial Knights (and similar Titanic models) can be surrounded and trapped by units of Beasts or Cavalry. Multi-wound models will give them more trouble, as their typical solution to being trapped by multiple models is Stomp, which only does d3 damage per wound (so it won&#039;t kill entire multi-wound models, every time). So Flesh hounds, in example, can be used to &amp;quot;pin&amp;quot; an Imperial Knight in place, allowing a Bloodthirster to kill it, without having to be concerned about the cowardly Imperial Knight fleeing combat.&lt;br /&gt;
&lt;br /&gt;
===Grindranger Battalion===&lt;br /&gt;
During the [[Fate of Konor]] campaign it was brought up by a guy from [[/m/]] that Chaos players should deploy nothing but Soul Grinders, maybe have Chaos Titans, Renegade Knights, and/or Daemon Engines as ally units. The idea boils down to having at least one grinder from every Chaos God and unload artillery from a distance. The problem with this tactic is that it requires A) The game set at least 1000 points due to one being 235 in 8th edition and B) Not go up against range favoring armies like Necrons and Tau because Soul Grinders aren&#039;t as fast as they once were. Cheesy, but expensive. The name comes from various tokusatsu (special effects) squadron shows since the idea was brought up by a guy from /m/. A non-god specific traitor legion like the Iron Warriors or Night Lords is recommended if using Titans, Knights, or Daemon Engines, preferably for more speed to spread out on the battlefield. This tactic is ideal for bigger matches and for those that prefer wipe out strategies over securing objectives.&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Renegades and Heretics ===&lt;br /&gt;
Sadly all Legends now, and mostly far from competetive in any event. &lt;br /&gt;
There are a few things your heretical mudfoots can offer their masters, and all on a budget! If you&#039;re going bare minimum, you can drop ~600 points on a big pile of GEQs and a few Chaos griblies and still have plenty of points left over for your big boys/girls. Second is summoning fodder. Renegade Commanders and Enforcers are some of the cheapest Chaos {{WH40kKeyword|CHARACTERS}} in the game, and are mostly likely going to be undivided to boot, letting you use Daemonic Ritual without risking a much more valuable and expensive CSM or Daemon {{WH40kKeyword|CHARACTER}}. Finally, R&amp;amp;Hs bring what Chaos Daemons painfully lack: long range fire support. Leman Russes, Basilisks, Malcadors and even the mighty Baneblade, there will certainly be something you can use. And if your opponent doesn&#039;t seem concerned about a Daemon horde advancing under the cover of an Earthshaker barrage, check their pulse because they&#039;re likely dead.&lt;br /&gt;
&lt;br /&gt;
=== CSM ===&lt;br /&gt;
The obvious choice for both fluff and functionality.  Aside from the obvious souping perks, CSM also have a lot of the heavy shooting Daemons don&#039;t have, with Havocs providing cheap fire support, Predators for dealing with infantry and tanks depending on loadout, Fiends having either big scary guns or big meaty claws to spook heavy infantry and armor, Obliterators for a crippling mass of fire from out of nowhere, and lastly Defilers for being better than Soul Grinders in every conceivable way.  Cultists also give you a cheap fodder unit to camp objectives and hold angles while your blocks of daemon troops are busy [[/tg/_gets_shit_done|getting shit done]].  Rhinos are also a nice thing to grab since they can block enemy LOS and allow your squishier daemons like Bloodletters or Daemonettes to run from cover to cover and set up charges unmolested.&lt;br /&gt;
*Seriously, the buffs Defilers have had through the edition change and FAQ put Soul Grinders to &#039;&#039;shame&#039;&#039;, since they&#039;re so much cheaper base, can take heavier or punchier weapons, AND have a (albeit CP-intensive) method of gaining full rerolls.  The only thing that sets the Grinders apart is their daemon allegiance, but even then the amount of overpay for a unit that&#039;s permanently stuck between trying to shoot things and trying to punch things makes it not all that worthwhile by comparison.&lt;br /&gt;
*Night Lords are ironically very powerful allies to attach Daemons to thanks to all their Leadership bomb abilities. With the improved perks of Manifestation, you can have them deep strike much closer to the enemies through strategic Strat spam and getting a Warp Locus in there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course, these all involve attaching Daemons as allies. Using CSM as the allies throws this all off due to loss of any faction bonuses. Regardless of who allies to who, you&#039;ll have to grapple with the issues of no keyword synergy, as now Daemons have a different keyword than the marines, and thus you can&#039;t have your DPs benefit both mortal and daemon units or have your greater daemons boost your cultists.&lt;br /&gt;
&lt;br /&gt;
=== Renegade Knights ===&lt;br /&gt;
With the release of the Renegade Knights codex via a Games Workshop FAQ, bringing a Knight to assist your daemons became a lot easier; points for the typical Renegade Knights were lowered slightly, and Renegade Knights Dominus and Renegade Armigers were added as well. As the best Daemon codex unit for long-range fire support was the Soul Grinder and its 4+ BS, replacing it with a single Knight as a Super-Heavy Auxiliary Detachment lets you have that long-range fire support (give the knight two of whatever ranged weapon you want, which loyalist Knights aren&#039;t allowed to take and is its main advantage over them and their Knight Houses) and don&#039;t forget the Renegade Knight strategem letting you reroll all failed hit rolls for a knight in a single phase for 2 CP. Or, run it as a close-combat knight and make your opponent choose which group of foes he wants to get killed by. Alternatively, Knights Dominus give some anti-Lord of War capabilities with the Volcano Lance and its 3d3 damage per hit, and if points are more restricted, Armigers aren&#039;t too shabby either. Though take more than one or two super-heavies and you&#039;ll be Knights supported by Daemons more than Daemons supported by Knights.&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A description goes here.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
;Purge the Enemy &lt;br /&gt;
- Assassinate&lt;br /&gt;
: &lt;br /&gt;
- Bring it Down&lt;br /&gt;
: &lt;br /&gt;
- Titan Slayers&lt;br /&gt;
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- Slay the Warlord&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
;Warpcraft&lt;br /&gt;
-Abhor the Witch&lt;br /&gt;
:  &lt;br /&gt;
-Mental Interrogation&lt;br /&gt;
:&lt;br /&gt;
-Psychic Ritual&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;No Mercy, No Respite&lt;br /&gt;
- Thin their Ranks&lt;br /&gt;
: &lt;br /&gt;
- Attrition&lt;br /&gt;
: &lt;br /&gt;
- While We Stand, We Fight&lt;br /&gt;
:  &lt;br /&gt;
- First Strike&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
; Battlefield Supremacy&lt;br /&gt;
- Engage on All Fronts&lt;br /&gt;
: &lt;br /&gt;
- Linebreaker&lt;br /&gt;
:  &lt;br /&gt;
- Domination&lt;br /&gt;
:  &lt;br /&gt;
&lt;br /&gt;
; Shadow Operations&lt;br /&gt;
- Raise the Banners High&lt;br /&gt;
:  &lt;br /&gt;
-Investigate Sites&lt;br /&gt;
:  &lt;br /&gt;
- Repair Teleportation Homer&lt;br /&gt;
: &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Chaos_Daemons&amp;diff=66330</id>
		<title>Warhammer 40,000/8th Edition Tactics/Chaos Daemons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Chaos_Daemons&amp;diff=66330"/>
		<updated>2023-02-26T20:02:24Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* CSM prince summoner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please note that this is the tactics for 8th edition Chaos Daemons. Their current tactics can be found [[Warhammer 40,000/Tactics/Chaos Daemons (9E)|here.]]&lt;br /&gt;
==Why Play Chaos Daemons?==&lt;br /&gt;
Chaos Daemons are the ultimate enemy of the Imperium, perhaps more so than the Chaos Space Marines who worship them. Each one of them is an incarnation of the Dark Gods&#039; will made of pure Warp energy, and therefore mortal concepts such as fear, exhaustion or pity are alien to them. If you always wanted to command an army entirely composed of bizarre and horrifying monstrosities (and who didn&#039;t?), then Chaos Daemons are for you.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Armywide 5++ save so you don&#039;t care about AP. Tzeentch and Nurgle make your guys even tougher.&lt;br /&gt;
*Wide range of miniatures so painting never gets boring.&lt;br /&gt;
*Daemons and Thousand sons together is one of the best armies in the game right now, with some of the best untargetable characters hiding behind an obscenely tough swarm of troops.  &lt;br /&gt;
*Lots of different playstyles with 4 different gods, monsters, hordes, magic and so on. Probably even more mixing with CSM (Daemonkin) later on and therefore even more different units to use. &lt;br /&gt;
*Build your army on the battlefield with summoning (but now in a very fucking crappy limited fashion)&lt;br /&gt;
*Possible charge after (now fucked up) summoning. With an instrument you&#039;ll get +1 to charge and therefore need an 8 (42% chance) - doable with CP re-rolls&lt;br /&gt;
*A LOT of psykers. Your daemon spells are meh and buffs are limited to daemons of the same god but you can spam Smite all over the place. Space Marines and other expensive armored units will hate you for that.&lt;br /&gt;
*Lots of units with FLY wording for disengage engage shenanigans or for charging those annoying DEldar fighters and bombers.&lt;br /&gt;
*Your Daemon Prince murdermachines can hide behind other troops.&lt;br /&gt;
*Your army is completely compatible with Age of Sigmar and The Horus Heresy. It&#039;s almost like having three armies for the price of one.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*5++ is something but not much and you have got a lot of T3 units... (unless you&#039;re running a lot of Nurgle)&lt;br /&gt;
*You need quite a lot of miniatures and the big ones aren&#039;t cheap but you wanted to sell your firstborn anyways, didn&#039;t you?&lt;br /&gt;
*Looks like (rumors!) Chaos Undivided won&#039;t be a big thing in the future. The fact that [[Fury|Furies]] (who are supposed to be Chaos Undivided incarnate) &#039;&#039;have&#039;&#039; to take marks is a big hint.&lt;br /&gt;
*You can play hordes but your hordes cost quite some points, especially in comparison to other hordes (Orks, Tyranids, Guard,...).&lt;br /&gt;
*Daemons have a low leadership value in comparison to other hordes and only one option to improve it a bit (place a Greater Daemon near your hordes until he gets lascannon sniped).&lt;br /&gt;
*Not much shooting capabilities. You really have to get up close as fast as possible, on foot because...&lt;br /&gt;
*Lackluster mobility (unless you&#039;re running Slaanesh): Your Stratagems make summoning better, but it&#039;s still rather annoying. Prepare to spend CP on the deep strike stratagem if you don&#039;t want to run the risks of footslogging.&lt;br /&gt;
*Not a lot of cheap anti-horde capabilities (besides Slaanesh) compared to enemy horde point costs. Try to deal with Ork-/Nid-/Guard-Blobs. Have fun...&lt;br /&gt;
*You will have trouble with fast (Space Elves) and shooty (Guard, Tau) armies - always. Especially ones that can kill your Greater Daemons on turn one with some heavy armed flyers or lascannons.&lt;br /&gt;
*Really CP intensive, if you want to do it right (but not many stratagems to spend it on unless youre running mixed daemons detachments) if you are running mono-god detachments you will likely only have 5-6 useful stratagems in the whole book!&lt;br /&gt;
*Simply not a competitive army at the moment. (This could change with the release of engine war!) It did not change honestly, but 9th has been alot better to us.&lt;br /&gt;
&lt;br /&gt;
===Changes from 7th Edition===&lt;br /&gt;
A big part of the skub that arose with the release of the new daemon codex comes from the changed playstyle of the army. 7th edition brought a lot of randomness (daemonic instability, warp storm table, etc.), with all the FUN in addition, defining a good chunk of the character of the army which now was removed from the codex in every way. All daemons could deepstrike and were fearless per definition and now have to care more about mobility and morale a lot. To add insult to injury the nerf to summoning has made tailoring your list on the fly through harder. The army bonus for mono god detachments means it is harder to customize armies. It is not a bad army and has some neat gems and tricks up its sleeve but you shouldn&#039;t expect the army to play as chaotic and as flexible as before.&lt;br /&gt;
&lt;br /&gt;
===Faction Keywords===&lt;br /&gt;
{{Template:W40kKeyword|Alignment}} this is what Chaos god the unit is affiliated with, Khorne the god of blood, Tzeentch the god of trickery, Nurgle the god of plague and Slaanesh the god of excess. Most units come pre-aligned to a chaos god, but a number of units can choose, this choice has to be made when making your army and will determine which god&#039;s Locus, Stratagems, Relics and Warlord Traits that unit has access to and which Daemonic Reward the unit gets. &lt;br /&gt;
&lt;br /&gt;
{{Template:W40kKeyword|Chaos}} these are the units that can be in your army, but if they do not have the {{Template:W40kKeyword|Daemon}} &#039;&#039;&#039;&#039;&#039;FACTION&#039;&#039;&#039;&#039;&#039; Keyword they cannot be part of your {{Template:W40kKeyword|Daemon}} Detachments. &lt;br /&gt;
&lt;br /&gt;
{{Template:W40kKeyword|Daemon}} these are the units you can put in your Detachments.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Ritual:&#039;&#039;&#039; Any {{W40kKeyword|Chaos character}} can attempt to summon a unit instead of moving. The summoner can only summon daemons of their own alignment. Roll up to 3 d6, you can then summon a unit of equal or less power level than the number rolled.  The new unit is treated as reinforcements, can be placed 9&amp;quot; from enemy and 12&amp;quot; from the summoner. Doubles is a mortal wound on the summoner, Triples is d3MW.&lt;br /&gt;
**Note: A unit only needs to actually have this rule to ARRIVE through summoning, not to be the &amp;quot;summoner.&amp;quot; That means anyone with both the {{W40kKeyword|Chaos}} faction and the {{W40kKeyword|Character}} keyword can do so. Cypher used to, but cannot anymore.&lt;br /&gt;
**&#039;&#039;&#039;Arch-Daemonic Ritual:&#039;&#039;&#039; The special rule that An&#039;Ggrath, Zarakynel, Aetaos&#039;Rau&#039;Keres, and Scabeiathrax get. Roll 9D6 instead of 3, but your {{W40kKeyword|Character}} gets splattered if you roll triples. (It has some serious problem in that a Bloodletter bomb cannot be upgraded using the banner of blood stratagem, and cannot go into a detachment to build you CP, and your warlord can never be summoned this way)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Legions:&#039;&#039;&#039; Objective Secured, 8th Edition Daemons style. Translated: If your army is battleforged, all Troop Choices in range of an objective marker count as controlling it regardless of how many enemy models are close, unless the opponent&#039;s troops have a similar rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Locus of _God&#039;s name here_:&#039;&#039;&#039; On all The heralds. Grants their respective Faction&#039;s {{W40kKeyword|daemon}} units within 6&amp;quot; gain +S1. As a Primarily melee faction, a point of Strength matters. Also note that because of aura rules that the herald is also affected so that S4 is actually S5.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greater Daemon:&#039;&#039;&#039; {{W40kKeyword|Greater Daemons}} are Greater Daemons. Let their respective units within 6&amp;quot; use their Ld of 10. It can Reduce morale casualties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Icon:&#039;&#039;&#039; A important 15pts upgrade to put on a unit. can take 1 for every 10 models on troops if your need backups. Icons are good because they resurrect a model on a moral test roll of 1, the Dice roll dependent on how expensive they are.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instrument of Chaos:&#039;&#039;&#039; 10pt upgrade can be taken in the same amounts as the Icon. Grants +1 to Advance and charge rolls, Necessary in a mostly melee army.  &lt;br /&gt;
*&#039;&#039;&#039;Quick PSA about Instruments and Banners:&#039;&#039;&#039; One odd quirk about all the Troop choices is that you&#039;re given the option to take 1 Instrument and 1 Banner &#039;&#039;per 10 models in the unit.&#039;&#039; However, your unit can only benefit from one each of them. What&#039;s the point of this, you may ask? Summoning rolls and reinforcement points in matched, that&#039;s why. You see, you still have to spend the points on the models, but nothing says you have to decide what models are in each unit. This means you can have a 30 model unit ready just in case you roll that 15 for summoning, but can bring them in one 10-man unit at a time if you only get a few 5+ rolls and they can all still have those extra goodies to help them out. Food for thought.&lt;br /&gt;
   &lt;br /&gt;
===Daemonic Rewards===&lt;br /&gt;
Each unit gains an ability depending on which god it&#039;s dedicated to.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Ferocity:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models get this. +1 attack and Strength if they charge, get charged, or performed a heroic intervention. &lt;br /&gt;
**Now, this helps, but unfortunately Bloodletters and the like may feel it when the enemy kills them before they can strike back. As always, get that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ephemeral Form:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} models get this.  +1 to your invulnerable saves (I.E. now most of your units have a 4++ instead of a 5++). &lt;br /&gt;
**Self-explanatory, really. The only thing this doesn&#039;t help against is mortal wounds, but them&#039;s the breaks!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disgustingly Resilient:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models get this. It&#039;s basically Feel No Pain, roll a die when you get a wound and on a 5+ it doesn&#039;t count. &lt;br /&gt;
**Now back on bog-standard Plaguebearers! Tzeentch only provides a 33% increase in durability, while this provides a 50% increase in durability. Disgustingly Resilient also works against mortal wounds (take that Chicken McNuggets), the only downside is it&#039;s mostly useless against weapons that were going to overkill you (if a Plaguebearer gets hit by a D2 weapon, FNP only gives him a 13% increase in durability). Note that it is only worse against things that were going to overkill you, so unless he&#039;s down to less than 6 wounds a Great Unclean One will take 33% less damage from a lascannon, while a Lord of Change takes 25% less damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quicksilver Swiftness:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models get this. Models with this confusingly written special rule always attack first in close combat, unless they were charged by something else, or the enemy unit has a similar ability, or a stratagem is used to interrupt combat flow in which case you alternate activation as normal starting with the player whose turn it is. &lt;br /&gt;
**Basically, it&#039;s like you&#039;ve charged every turn. This rule doesn&#039;t really change your tactics much as you ideally still want to be the one to charge first, and Quicksilver Swiftness only really comes into play with combats that last more than one round or if your opponent is charging with multiple units, which is relatively rare in 8th - but it&#039;s nice when it does work in your favour. Slaanesh is the weakest Chaos god? Fuck that noise...literally.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&lt;br /&gt;
===Tzeentch Discipline===&lt;br /&gt;
Only {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart.&lt;br /&gt;
#&#039;&#039;&#039;Boon of Change:&#039;&#039;&#039; An ok, but not really power. WC7 selects a {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} unit within 18&amp;quot; and gives it a mutation! d3- 1:(is +1 Attack), 2:( is +1S) , and 3 :(is +1T). &lt;br /&gt;
#*Good for buffing up {{W40kKeyword|Tzeentch}} HQ&#039;s (T8 LoC is nice) and CSM allies (notably Daemon Engines), but rather useless on most Tzeentch Daemon Squads.&lt;br /&gt;
#&#039;&#039;&#039;Bolt of Change:&#039;&#039;&#039; Basically a targeted Smite. WC8 now, a little bit easier to cast. However, auto causes an enemy unit within 18&amp;quot; to take d3 Mortal Wounds! If you kill a character, it becomes a spawn! Also it says clearly in the codex that you have to pay reinforcement points for the spawn in competitive games, which is fucking stupid.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of Fate:&#039;&#039;&#039; WC6. If manifested, you can re-roll a single die roll later that turn. Free re-rolls are always useful and it does not eat a command point.&lt;br /&gt;
#&#039;&#039;&#039;Treason of Tzeentch:&#039;&#039;&#039; The cool one. WC8. You can choose an enemy character within 18&amp;quot;, except the enemy warlord. It is then yours for the Shooting, Charge and Fight phases! Edit: as well as beating the WC8 you must also then roll HIGHER than the target&#039;s leadership on 2 dice (and that&#039;s before modifiers by the way), considering that most Characters have a higher than average Leadership value this power becomes vastly unreliable and a very rare sight. Although bear in mind that most imperial knights have the character keyword so if you get this off on one of them you&#039;ll see a massive pay off no doubt.&lt;br /&gt;
#&#039;&#039;&#039;Flickering Flames:&#039;&#039;&#039; WC5. A friendly Tzeentch unit within 18&amp;quot; gets +1 to wound rolls when shooting. Your Horrors can now hold their own in the shooting phase even without smite spamming with this active. Also useful on a unit of Flamers next to a Herald: S5 flamers with +1 to wound will wound most non-vehicle/monster units in the game on 2+.&lt;br /&gt;
#&#039;&#039;&#039;Infernal Gateway:&#039;&#039;&#039; WC 8. If manifested, identify the nearest visible enemy model within 12&amp;quot; of the psyker. Enemy AND friendly units] within 3&amp;quot; of the targeted MODEL take d3 mortal wounds or d6 instead if you manifest this with a 12+. Ideal for punishing enemies that like to huddle close to characters with auras. &lt;br /&gt;
&lt;br /&gt;
Rejoice! The god of magic has blessed his lesser manifestations with a discipline that&#039;s actually worth using!&lt;br /&gt;
* Overall you should probably run Boon of Change or Flickering Flames on your heralds, they’re the only powers they can (somewhat) reliable cast. &lt;br /&gt;
* Never take Bolt of Change on Heralds, because Smite is a lot easier, has 50% more range and higher average/potential damage. On a big bird/Kairos taking/casting Bolt of Change is ok, as they will succeed more often and they can cast it in addition to Smite. &lt;br /&gt;
* Treason of Tzeentch is unreliable in extreme, e.g. on a character that has LD7, you need to roll 8+ two times in a row and everything with LD10 is basically immune to this power. &lt;br /&gt;
*Infernal Gateway is also tough to activate without the Minions of Magic strat, but unlike Smite or Bolt of Change it can hit multiple units at once. Just make sure it doesn&#039;t hit your own units in the process though. &lt;br /&gt;
*Gaze of Fate is an absolute must-have no matter what your plan is. It&#039;s practically a CP re-roll that doesn&#039;t use up the CP- which means you can use them on other Stratagems instead. Always have at least one Psyker that can use it at any given time.&lt;br /&gt;
&lt;br /&gt;
===Nurgle Discipline===&lt;br /&gt;
Only {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart.&lt;br /&gt;
*&#039;&#039;&#039;1 - Stream of Corruption:&#039;&#039;&#039; WC5, and flinging &#039; d3 mortal wound&#039; poo on the closest enemy unit within  7&amp;quot; or d6 if said unit has 10 or more models.&lt;br /&gt;
*&#039;&#039;&#039;2 - Fleshy Abundance:&#039;&#039;&#039; WC5,  you can recover d3 wounds of a friendly {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemon}} unit within 18&amp;quot;. Nice to keep a Soul Grinder, DP or GUO alive to actually see the charge. If you&#039;re allying with [[Death Guard]], use this on a group of 3 [[Myphitic Blight-Hauler|Myphitic Blight Haulers]] to create a near-immortal, high speed blob of death.&lt;br /&gt;
*&#039;&#039;&#039;3 - Nurgle&#039;s Rot:&#039;&#039;&#039; WC7, Roll a d6 for every unit within 7&amp;quot; of the Psyker. on a 4+, the unit suffers d3 mortal wounds. Nurgle units are unaffected. Similar to the Death Guard Stratagem of the same name, but doesn&#039;t use CP and can be used more than once per game.&lt;br /&gt;
*&#039;&#039;&#039;4 - Shriveling Pox:&#039;&#039;&#039; WC6, select an enemy unit within 18&amp;quot; and visible. Until the start of your next psychic phase, they have -1 toughness. Yes, this can affect vehicles. Combo with Virulent Blessing for extra Nurgle-tainted cheese. &lt;br /&gt;
*&#039;&#039;&#039;5 - Virulent Blessing:&#039;&#039;&#039; WC6, a friendly Nurgle Daemon unit within 18&amp;quot; gets +1 to their wound rolls, and if they roll a 7+ to wound the attack does double its normal damage. So any 6s do double damage, essentially.&lt;br /&gt;
*&#039;&#039;&#039;6 - Miasma of Pestilence:&#039;&#039;&#039; Just like it was in the Death Guard Codex, but it targets {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemons}}. WC6, -1 to hit against said unit. Stops exploding attacks and such.&lt;br /&gt;
Great discipline overall: Stream of Corruption is actually a better Smite vs 10+ units, Virulent Blessing makes your Plaguebearers wound Guardsman on a 2+ (with the Heralds Aura even MEQs) and Fleshy Abundance is a heal, so you want that immediately. Highest WC of 7 means the whole discipline is relatively easy to cast too!&lt;br /&gt;
&lt;br /&gt;
===Slaanesh Discipline===&lt;br /&gt;
Only {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} {{W40kKeyword|Psykers}} may roll powers on this chart.&lt;br /&gt;
*&#039;&#039;&#039;1 - Cacophonic Choir:&#039;&#039;&#039; WC6. Roll 2d6 (add 2 if WC roll was 10 or higher) targeting closest visible enemy unit within 18&amp;quot;. That unit suffers a mortal wound for each point that your 2d6 exceeds their leadership. It&#039;s basically a gambler&#039;s version of Smite. Harder to make work but potentially more damaging when it does work. Given how widely available LD modifiers are for Chaos, you can potentially make this power do 2d6-1 (or +1, if you roll 10+ for casting) mortal wounds... What a sweet song this Choir sings.&lt;br /&gt;
**The benefit this power has over other leadership bombs is that it doesn&#039;t rely on the enemy failing a morale test for it to be effective. Armies whose morale loses are capped at one (like Dark Angels) or normally have such low model counts thay they never worry about morale (like Custodes) are just as susceptible to Slaaneshi mind-fuckery as everyone else. This also means that single-model units that normally never take morale tests can be affected.&lt;br /&gt;
**Tyranids in particular can go fuck themselves. Synapse only lets units automatically pass morale checks, it doesn&#039;t modify their genrally terrible leadership. For reference, a mighty Carnifex has a base leadership of &#039;&#039;six&#039;&#039;. Bask in your opponent&#039;s despair when his bioengineered killing machine shits itself to death.&lt;br /&gt;
*&#039;&#039;&#039;2 - Symphony of Pain:&#039;&#039;&#039; WC6. Nearest enemy unit within 18&amp;quot; suffers -1 To-hit until the start of your next psychic phase. Potentially a great pick against more Elite Armies. By far the best power of the three, reliable to cast and guaranteed to be useful against anything that ain&#039;t a flamer. Cast while using Deamonettes with the Masque for fun and profit. &lt;br /&gt;
*&#039;&#039;&#039;3 - Hysterical Frenzy:&#039;&#039;&#039; WC8. Targets a friendly unit of Slaanesh Daemons that is in combat and lets them pile in and fight as if it were the fight phase. Killy Slaanesh daemons are getting an additional fight phase? Can be useful. But keep in mind that you&#039;ll have to survive at least one Fight phase, but with all of that Attack and to hit penalties that should not be hard, also, as WC8 it&#039;s not easy to get off. It is also great for allied Warp Talons, Possessed or Mutilators of Slaanesh that &#039;&#039;can&#039;&#039; survive a round of combat.&lt;br /&gt;
*&#039;&#039;&#039;4 - Delightful Agonies:&#039;&#039;&#039; WC5. select a friendly Slaanesh unit within 18&amp;quot; of the psyker. they get a 6+ FNP save. A nerfed version of the Chaos Space Marine power. WC5 instead of 6, but I&#039;d rather have the 5+ FNP for the higher cost. Even though it shares the same name as the CSM version they swapped the WC and FNP bonus for no reason so for psychic focus purposes, you will never use this over the CSM version.&lt;br /&gt;
*&#039;&#039;&#039;5 - Pavane of Slaanesh:&#039;&#039;&#039; WC6. select an enemy unit within 18&amp;quot; and roll a d6 for each model in it. On a 6+, the unit takes a mortal wound. An excellent horde-buster that gets more powerful with the size of the targeted unit.&lt;br /&gt;
*&#039;&#039;&#039;6 - Phantasmagoria:&#039;&#039;&#039; WC6. Enemies within 18&amp;quot; get -1 Leadership until your next Psychic phase. Greatly stacks with other -LD sources and Cacophonic Choir.&lt;br /&gt;
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Quite spectacular, but requires some brain power and some luck. Cacophonic Choir is a great &amp;quot;anti-anything except FNP&amp;quot; power but requires LD modifiers (So, Night Lords are now Slaanesh best friends, hah). But with them and some good rolling you can do 8 MORTAL WOUND ON AVERAGE (min 3, which still pretty great). Symphony of Pain, paired with our new Warlord Trait and stratagem, reducing enemies attacks characteristics, helps our rather squishy daemon almost to become unkillable for our opponents. Hysterical Frenzy is hard to get, but another round of combat is great! Especially if we are talking about Daemons of Slaanesh. Delightful Agonies is... eh, it&#039;s the worst one, it had its WC and FNP numbers swapped around for literally no reason so its a neutered version of the DH power with the same name. But still, it&#039;s basically &amp;quot;almost&amp;quot; free FNP for our squishy troops, so it&#039;s okay. Pavane of Slaanesh is just Tzeentch stratagem, but a lot better and doesn&#039;t require our CP. Phantasmagoria has a great potential, since it works with Cacophonic Choir, and being 12&amp;quot;(!) AOE can have a great impact on the battlefield.&lt;br /&gt;
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===Dark Hereticus===&lt;br /&gt;
Per the Demon Codex, Be&#039;lakor has access to the following three powers from the Dark Hereticus Discipline. Sadly, no warptime or Prescience.  &lt;br /&gt;
*&#039;&#039;&#039;1 - Infernal Gaze:&#039;&#039;&#039;  WC5. Pick an enemy unit within 18&amp;quot; to have a staring contest with and roll 3 dice; any results of a 4+ cause a mortal wound. While not as spammable and reliable as &#039;&#039;Smite&#039;&#039;, it can target specific enemy units rather than just the closest.&lt;br /&gt;
*&#039;&#039;&#039;2 - Death Hex:&#039;&#039;&#039;  WC8. Target an enemy unit within 12&amp;quot; - they cannot take invulnerable saves. There is a very crucial difference between Death Hex and Null Zone; Null Zone is a 6&amp;quot; bubble around the psyker, whereas Death Hex has a longer 12&amp;quot; range and can choose a specific target, which arguably makes it much more flexible. Since you&#039;re only unable to target characters in the Shooting phase, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat.&lt;br /&gt;
*&#039;&#039;&#039;3 - Gift of Chaos:&#039;&#039;&#039;  WC6. Targets an enemy model within 6 inches. Roll a die. If you roll higher than the model&#039;s toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos Spa.... err, an unnameable beast to your army. RAW this states it targets an enemy model, but also RAW mortal wounds roll over, so it can and will hurt multi-model units if you roll well.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
Common keywords are {{W40kKeyword|Chaos}}, {{W40kKeyword|Daemon}}, and any of the four Chaos Gods.&lt;br /&gt;
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Important note: Per the current FAQ, once the game begins, both {{W40kKeyword|MarkofChaos}} and {{W40kKeyword|Allegiance}} are treated the same for auras, psychic powers and other abilities, but not all rules such as Stratagems, which are still locked to {{W40kKeyword|Daemon}} faction keyword.&lt;br /&gt;
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Daemonic Loci were an attempt made by GeeDubbs to incentivize daemon players to lean more toward mono-god armies despite the complete and total lack of diversity in units (unless you play Nurgle, apparently). If your army is Battle-Forged all the Characters in your mono-god Chaos Daemons detachments gain one of these based on the god they serve. The Loci are not must-haves so building armies using Detachments with Daemons serving several gods is valid. Note that units can benefit from the Loci of a {{W40kKeyword|Character}} even if they are part of a Detachment that includes units serving other gods than their own, as long as that {{W40kKeyword|Character}} is in a mono-god Detachment. &lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Daemons of Khorne&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Khorne perceive everything through a red mist of undiluted rage. They cannot wait to spill blood, and so surge across the battlefield to get to grips with their foes as quickly as possible so that the slaughter can begin in earnest.&lt;br /&gt;
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Horny Khornys are a reliable source of High Strength, AP, and Damage weaponry other god&#039;s minions often don&#039;t have and even some elite choices have a decent armour save. But like Slaanesh, most Khorne daemons lack defenses and their 5++ won&#039;t keep them alive for long.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Daemonic Loci:&#039;&#039;&#039; Locus of Rage: You can re-roll charge rolls for {{W40kKeyword|KHORNE DAEMON}} units that are within 6&amp;quot; of a friendly model with the Locus of Rage in the Charge phase.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
#&#039;&#039;&#039;Aspect of Death:&#039;&#039;&#039; Whenever an enemy unit fails a leadership test within 8&amp;quot; of the warlord, an additional model flees. Because of fuck conscript and cultist blobs. Karanak gets this. &lt;br /&gt;
#*It also works well with Khornate Furies with a Winged DP for a 50% chance of 2 extra models fleeing and a 50% chance of only 1 extra model fleeing.&lt;br /&gt;
#&#039;&#039;&#039;Glory of Battle:&#039;&#039;&#039; +1 attack when outnumbered, not the best on a herald that want to be near a squad to take hit, but combined with the +1 from Unstoppable Ferocity makes it more ideal on a Bloodthirster.&lt;br /&gt;
#&#039;&#039;&#039;Oblivious to Pain:&#039;&#039;&#039; A Feel No Pain that works only on a 6 roll, but when it works not only don&#039;t lose any wound but can also reroll all failed to hit and wound rolls until the end of your next turn.&lt;br /&gt;
#&#039;&#039;&#039;Immense power:&#039;&#039;&#039; +1 Strength. On the charge in a Khorne detachment, this gives heralds S8 which can be huge in a low anti-vehicle army, or particularly an Str9 DP with 9 attacks, great against high wound T8 models, with a Bloodthirster of Insensate Rage wounding them on +2.&lt;br /&gt;
#&#039;&#039;&#039;Devastating Blow:&#039;&#039;&#039; The Warlord can give up all its attacks for a single roll. If you hit, the target takes d3 mortal wounds. Skulltaker gets this.&lt;br /&gt;
#*useful in smaller games for a herald getting past hard rolls usually found on MEU characters and Lords of War.&lt;br /&gt;
#&#039;&#039;&#039;Rage Incarnate:&#039;&#039;&#039; 8&amp;quot; aura. Khorne demons reroll 1s to hit if they charged this turn. The best thing for a Khorn goon squad. Skarbrand gets this.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Banner of Blood (1CP):&#039;&#039;&#039; {{W40kKeyword|Khorne}} model with an icon gets it upgraded to a Banner of Blood. You get all the same bonuses and the unit can, once per game, roll 3d6 when making a charge. Remember that you can only declare a charge if you are within 12&amp;quot; so this only makes charges more likely to happen, not longer. Hang on there: just because you can only declare a charge on units within 12 inches doesn&#039;t mean you can&#039;t move BEYOND 12 inches. Declare a charge on what you can, and then move your full distance rolled! Note to this note: you can&#039;t attack anything you didn&#039;t declare a charge against, but you can still lock it in combat. This is especially key against units armed with flamers since you want to tie them up without actually charging them.&lt;br /&gt;
**NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know it&#039;s coming.&lt;br /&gt;
*&#039;&#039;&#039;Locus of Wrath (2CP):&#039;&#039;&#039; Use before a fight phase of a {{W40kKeyword|Khorne}} character. re-roll all to hits for {{W40kKeyword|Khorne}} units within 6&amp;quot; of that character. Not bad, but being near a Daemon Prince already does half of this and for free. Still good when not near a Prince, but don&#039;t use on overkill.&lt;br /&gt;
*&#039;&#039;&#039;Frenetic Bloodlust (3CP):&#039;&#039;&#039; use at the end of any fight phase. A {{W40kKeyword|Khorne}} {{W40kKeyword|Daemon}} unit can fight again. Great for your Bloodletter Bomb or giant Flesh Hound unit that wants the extra pile in + consolidate move on top of the extra attacks.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Bloodthirster &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Bloodthirster}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for. &lt;br /&gt;
*#&#039;&#039;&#039;Hellfire-wrought Armour:&#039;&#039;&#039; Gain a 2+SV. Makes it hard for weapons that are not Lascannons to hurt you. Still needs Blood-blessed if you have a prayer you live past turn 1.&lt;br /&gt;
*#&#039;&#039;&#039;Blood-blessed:&#039;&#039;&#039; can&#039;t lose more then 8 wounds in a phase. Bloodthirster weakness was getting shoot down the first turn, now you have 2 whole turns to work with (assuming they can inflict 8 wounds a phase and you don&#039;t regen).&lt;br /&gt;
*#&#039;&#039;&#039;Arch-murderer:&#039;&#039;&#039; +1 damage on its weapons.&lt;br /&gt;
*#&#039;&#039;&#039;Slaughterborn:&#039;&#039;&#039; when Charging, is charged or perform a heroic intervention, gain +1 Strength and attacks until the end of next fight phase. Stacks with Unstoppable Ferocity for +2 Strength and attack.&lt;br /&gt;
*#&#039;&#039;&#039;Rage Unchained:&#039;&#039;&#039; Double your wounds for the damage table. Degrading stats were always a bane to monsters.&lt;br /&gt;
*#&#039;&#039;&#039;Unrivaled Battle-lust:&#039;&#039;&#039; +2&amp;quot; to charge rolls and 6&amp;quot; Heroic Intervention. Getting to a fight is ways important to a melee lord.&lt;br /&gt;
*&#039;&#039;&#039;Rage Eternal &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(3CP):&#039;&#039;&#039; for each {{W40kKeyword|Bloodletter Infantry}} model in a unit that is destroyed in the fight phase, on 4+ roll, they are not removed until after attacker is done and that can attack them regardless of range.&lt;br /&gt;
*&#039;&#039;&#039;Brass Stampede &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; when {{W40kKeyword|Bloodletter Cavalry}} finishers a charge move, one enemy takes a MW on a 2+ or D3 on 6s for each charging model, and if the MW kill the unit, then charge a new unit.&lt;br /&gt;
*&#039;&#039;&#039;The Scent of Blood &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; a {{W40kKeyword|Flesh Hounds}} unit can Advance &amp;amp; Charge plus +2 to charge roll if non-{{W40kKeyword|Vehicles}} enemy models were destroyed this turn (Presumably from a Skull Cannon, mind bullets, or CSM bolsters).&lt;br /&gt;
*&#039;&#039;&#039;Bound in Brass and Bone &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; When attacked, a {{W40kKeyword|Bloodletter Chariot}} unit takes half the damage.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Scorn:&#039;&#039;&#039; {{W40kKeyword|Khorne}} {{W40kKeyword|Monster}} only. Bearer gets a 4+ invulnerable save and can deny a single psychic power in each enemy phase.&lt;br /&gt;
*&#039;&#039;&#039;Skullreaver:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only, replaces an Axe of Khorne, Great Axe of Khorne or Daemonic Axe. S +3 AP -4 D D6, deals additional D3 mortal wounds on any wound roll of 6+ and also can reroll all failed wound rolls against {{W40kKeyword|Titanic}} units. A bit sketchy replacing a Great Axe, but a good replacement for an Axe of Khorne or especially a Daemonic Axe. A daemon prince with this axe and the Blood blessed warlord trait from the formation can make short work of an imperial knight (or two if you use frenetic bloodlust).&lt;br /&gt;
*&#039;&#039;&#039;Crimson Crown:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. when a {{W40kKeyword|Khorne}} {{W40kKeyword|Daemon}} model within 6&amp;quot; makes a to wound roll of 6+, they can immediately make an additional attack (standard no chaining clause in effect). Combine with Bloodletter Bomb and watch Blood Angels&#039; jaws drop with the amount of blood and fury unleashed! - This Crown is also for shooting, so 1 lord, some skull cannons, when they wound on a 6&#039;s they can make an additional 1 shot (note that it is only one shot rather than D6 due to the Music of the Apocalypse FAQ for Codex Chaos Space Marines). This also works with Lord of Skulls since he is a demon, so who said Khorne cant be shooty? &lt;br /&gt;
*&#039;&#039;&#039;King of Blades:&#039;&#039;&#039;  {{W40kKeyword|Khorne}} models only. replaces a hellforged sword or Blade of Blood. Strength +1, ap -4, d3 damage, Reroll all to wound rolls when targeting a character, 3 damage if given to a monster. Obviously, it can be taken only by Heralds or DPs and it&#039;s just &#039;&#039;nasty&#039;&#039; on a DPoK. Definitely interesting on a Juggernaut Herald though: with all the strength bonuses you’d get, the Herald would be hitting at Strength EIGHT on the charge, making for decent anti-tank if you can’t spring the points for a Daemon Prince/‘Thirster.&lt;br /&gt;
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&#039;&#039;&#039;Arfifact of Blood&#039;&#039;&#039;&lt;br /&gt;
if Warlord is Khorne Daemon, can give the following to a {{W40kKeyword|Exalted Bloodthirster}}.&lt;br /&gt;
*&#039;&#039;&#039;G&#039;rmakht The Destroyer:&#039;&#039;&#039; Replace Axe of Khorne, can&#039;t roll less then 3 for Damage and if he dies, a different trapped Exalted Bloodthirster breaks out to replace him with d6 wounds and has Rage Unchained Exalted ability.&lt;br /&gt;
*&#039;&#039;&#039;Blood-Drinker Talisman:&#039;&#039;&#039; Heal a wound on a 5+ for each enemy module killed in melee. Can&#039;t heal more then 8 wounds a turn.&lt;br /&gt;
*&#039;&#039;&#039;Rune of Brass:&#039;&#039;&#039; More anti-magic. Enemy {{W40kKeyword|Psykers}} within 16&amp;quot; suffer Perils on doubles and take 3 MW without rolling.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster:&#039;&#039;&#039; Still come in the three flavors from earlier, you&#039;ll have to pick the correct one for the job you need to be done. Like all Greater Daemons, they have a 6&amp;quot; aura that grants allied Khornate Daemons their Ld of 10. Forget about summoning them with their PL of 17 unless you want to cough up CP for it. FLY alleviates that problem somewhat, but anti-tank weapons (and to a lesser extent anti-air) will fuck a Bloodthirster&#039;s shit up real fast. Don&#039;t let the 16 wounds lull you into a false sense of security. Although Khorne favors getting stuck in and fucking things up in melee, remember that giving the rest of your army Ld10 does come in handy. All Bloodthirsters got a new rule where unmodified hit rolls of 6’s count as two hits to make them even more deadly in combat. Got even more killy with the codex, but their main problem remains. They are very very very attractive for enemy lascannons (often the only targets in the whole army), cannot hide from it (the models are massive), their 3+ armor save is useless against AP-3 and a 5++ is no stellar defense for something that can be hit anywhere on the table, all the time. They are melee fighters with degrading WS to make their problems even more severe... One could deepstrike one with the new stratagems, but doing so with 30 Bloodletters instead is probably better... or both for the lols. There is an argument to be made for giving your Bloodthirster the Armor of Scorn so it can zoom up the board without getting shot off the table. Make him your warlord and take the 6+ FNP for added defensive power. Next, you&#039;ll want enough other threats on the board that your opponent will be left with only bad options: Flesh Hound blob screening a Daemon Prince with Skullreaver and a JuggerHerald with King of Blades make for an unavoidable distraction. Skull Cannons in your backfield, now cheaper and stronger, splits your enemy&#039;s anti-tank while allowing you to clear away screens for your harder hitting units. You&#039;ll be annoyed by units on upper floors of buildings, but your Skull Cannons should make enough room for your deep striking Bloodletter units (or Furies moving up the board) to stream up the floors. A Bloodthirster is a commitment: rush into the enemy as fast and hard as you can with everything you have. They may kill the Bloodthirster, but they leave the rest of your offensive power untouched. &lt;br /&gt;
**&#039;&#039;&#039;Bloodthirster of Unfettered Fury:&#039;&#039;&#039; the &#039;go-rounder&#039; amongst the three choices. Can lash out with his flail at 8&amp;quot; range (1d3 S7 AP-3 D1d3 attacks) and has an axe hitting at S10 AP-4 D1d6 in melee. Good at dealing with elite multi-wounds infantry.  Arguably the most reliable of the three thirsters, because - A) his weapon skill does not degrade as he takes wounds, and B) his big fuckoff axe deals 1d6 damage.  &lt;br /&gt;
**&#039;&#039;&#039;Wrath of Khorne Bloodthirster:&#039;&#039;&#039; A character hunter, that can re-roll all failed attacks roll when targeting a character. Has a flamer attack (D6 auto-hits at S5 AP-1) and can lash out with his flail (one S8 AP-3 D3 attack), both at 8&amp;quot; range. Has an axe hitting at S10 AP-4 D1d6 in melee.&lt;br /&gt;
*** Note the only benefit over the Wrath of Khorne Bloodthirster is that the BS only goes down to 4+ when at its lowest damage bracket. &lt;br /&gt;
**&#039;&#039;&#039;Bloodthirster of Insensate Rage:&#039;&#039;&#039; The tank-buster and horde-slayer. Start with 6 melee attacks that hit on 2+, with S14, AP-4. D1d6 damage, but you can roll 2 dice and pick the best one for damage. Ouch! He can instead put out twice as many attacks at S7 -2 AP D1. Unlike his two &#039;brothers&#039;, has no ranged attack whatsoever (but that&#039;s not why you take this guy). The downside? Degrading chance to hit AND number of attacks, as well as movement speed. Let&#039;s face it, as soon as you put this on the field EVERY lascannon, rocket launcher, autocannon, etc. will be trained on this magnificent beast. By the time he reaches the enemy, he may have only four, or even two attacks - which have a horrible miss chance, considering they&#039;re all he brings to the table. Alas, as badass as he looks, this guy will be pressed to make his points back. &lt;br /&gt;
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*&#039;&#039;&#039;Bloodmaster:&#039;&#039;&#039; Regular Herald. His only buff is +1 strength to all Khorne Daemon units within 6&amp;quot;. Needless to say, it will be extremely painful...for your enemies. This applies to the Herald too, so they grant themselves +1 Strength at all times. Heralds are super useful to summon during combat, if you have space since you aren&#039;t moving in combat anyway and they have low power levels (which makes them easier to summon). Now do D3 damage and 6’s to wound do 3 damage&lt;br /&gt;
**&#039;&#039;&#039;Skullmaster:&#039;&#039;&#039; Juggernaut Herald. Fastest Herald of Khorne option. Adds T+1, wounds+1, move +2&amp;quot; and modifies the save into a 4+ (which is the best save available to any Herald of Khorne since they can&#039;t use the Armor of Scorn).   &lt;br /&gt;
**&#039;&#039;&#039;Blood Throne:&#039;&#039;&#039; T+3 Herald with +3 wounds for about double the price of a normal Herald. Has the Skull Cannon&#039;s ability to inflict mortal wounds on charged units, then heal for slain models. Painfully slow with no ranged attacks. A good unit to summon or deep strike, but a bad one to start on the table unless the enemy is coming to you.&lt;br /&gt;
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=====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
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*&#039;&#039;&#039;Skulltaker:&#039;&#039;&#039; They took his Khorne damned Juggernaut option away, but Skulltaker is still pretty beastly. He moves 1 inch faster than other infantry, has a 3+/5++, and rerolls everything when fighting a character. His aura lets nearby Keyword Bloodletters within 8&amp;quot; add 1 to hit (that includes him and other Heralds), and his weapon is Strength User, AP -3, D3, on 6+ to wound boosted to D3+3 damage. Get him into combat and he&#039;ll lop heads off with ease. A pretty nice support character with a very specific focus that is overshadowed by more generalist Princes with Skullreaver and Skullmasters.&lt;br /&gt;
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*&#039;&#039;&#039;Karanak:&#039;&#039;&#039; Used to be just a mediocre character which can deny 2 psychic powers per turn. Now in addition to being a good target for Daemonic Ritual because (PL4), he got a fun little buff to his special rule. You call out an enemy character at the start of the game and for the rest of the game, when Karanak is fighting against that character, add +1 to both your hit and wound rolls. BUT WAIT - THERE&#039;S MORE! If you&#039;re within 8&amp;quot; of the quarry, you can summon a unit of 5 fleshhounds (standard placement rules apply). Oh hey, he also gets to re-roll charge rolls like other fleshhounds, but his attacks have been buffed to AP-2 and D2. Chase down a motherfucker with angry dogs!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skarbrand:&#039;&#039;&#039; He is actually worth taking now since he can gain an extra hit on each of his attacks on a 6 to hit and forces enemy units to remain in combat with him by denying fall back. RIP Tau. He also has the Daemonic Ritual Special rule, but is nearly impossible to summon with his power level at 18 if you don&#039;t use Stratagems - but that&#039;s not what&#039;s really remarkable about him. Note that as his wounds reach certain thresholds, his attacks actually INCREASE - so what he loses inaccuracy, he compensates for with sheer undiluted RAGE. This partially solves the main problem that you&#039;d have with an IR thirster. Still - you&#039;re going to have to play him very cleverly, otherwise, you can expect him to get wrecked by anti-tank weapons before he reaches the enemy&#039;s front lines. He does have a ranged attack that acts like the Wrath of Khorne BT&#039;s Hellfire, however, so he can surprise a foe cocky enough to charge him with an Overwatch shot. &lt;br /&gt;
**&#039;&#039;&#039;Daemon Codex Update:&#039;&#039;&#039; Enemy units attempting to fall back roll 3D6. If higher than their leadership, they do not fall back.  Skarbrand also has an additional new attack profile: make 2 hit rolls for every 1 attack at User Strength, -2 AP, 1D. Perfect for clearing away the chaff. Additionally, he makes all units, &#039;&#039;friend or foe&#039;&#039;, within 8&amp;quot; immune to morale and grants them a bonus attack. This can be either very good or very bad, depending on who you allow into melee range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uraka the Warfiend:&#039;&#039;&#039; Uraka the Warfiend doesn&#039;t buff your other units, he buffs HIMSELF when he kills things. He needs to be buffed by other HQs which is kind of odd for an HQ himself...but whatever works. He&#039;s certainly not a pushover with a 3+/5++ and 6 attacks on the charge plus a decent short-range attack. Note: Uraka&#039;s datasheet says that his controlling player may attempt to deny 1 enemy psychic power, not Uraka himself. Hence one could argue that as long as your body is within deny range of an enemy psyker and you have Uraka in your army &#039;&#039;you&#039;&#039; can attempt to deny the power yourself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Samus:&#039;&#039;&#039; Samus, Daemon Prince of the Ruinstorm is as Khorne as it gets. A decent number of attacks that wound more often on infantry. Psykers nearby get minus 1 from their power rolls. Friendly units summoning near him get to reroll the summon. Anything not Khorne near him subtracts 1 from their LD. He&#039;s a big red rat and he&#039;s ANGRY.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters:&#039;&#039;&#039; Still the same glass cannons they&#039;ve always been at S4 (S5 whenever they charge/get charged, S6 if near a herald) T3, but if you field a big block of 20 they get +1 to their hit rolls. Their Hellblades are now better, being Power Swords that do 2 damage when you roll a 6 to wound. This means that their role has shifted from squishy MEQ killers to a glass cannon-type assault infantry unit that is very good at butchering multi-wound thickies like the Primaris Marines and Terminators. 2 attacks each on the charge, at AP -3, hitting on 3+, wounding on 3+ (against MEQ) and potentially dealing 2 damage with one swing? These guys are brutal.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrushers:&#039;&#039;&#039; By Khorne, these are brutal. Charging produces MW from Brass Stampede, 13 str 6, -3 AP sword attacks, and 9 str 8, at -1 AP is enough to pummel most non-superheavy units, or severely maim them. And that&#039;s what a MINIMUM squad of these does. The fact that they have 4 wounds, 4+ regular save and a 5++ daemon save. Position them well for an early charge before they are spotted and promptly shot to bits, or summon them with an appropriate hero and let them loose on the enemy and they would be hard-pressed to NOT win their points back. Seriously, this anon bought a bunch to use in Sigmar, but they are way more brutal in newhammer 40k. &lt;br /&gt;
**&#039;&#039;&#039;Bloodcrusher Bomb?:&#039;&#039;&#039; While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it&#039;s not like you can&#039;t also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, and Deep Strike in Skulltaker nearby (8&amp;quot; aura) for the +1 hit rolls. Food for thought...&lt;br /&gt;
***&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Bloodcrushers are largely (if &#039;&#039;not totally&#039;&#039;) outclassed by Bloodletters. It&#039;s less than Bloodcrushers are bad, but it&#039;s simply a case that Bloodletters are some of the best infantry in the game at the moment. As well as being far cheaper (at 7pts), they&#039;ll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver &#039;&#039;&#039;41 hits at 2+ str 5 and ap-3&#039;&#039;&#039;. At a cost of only 197 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 141 points) produces 19 attacks (with 10 at 2+ str 5 and a-3/ and 9 at str 5 -ap3). Just go with Bloodletters.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;:  Remained mostly the same stat-wise and rule-wise, however, the rules around them have changed.  Compared to the previous codex they only move 10&amp;quot; max and are now susceptible to being slowed by terrain.  To compound these new issues Daemonic Instability is gone, and with LD7 morale tests are going to hurt.  Positives:  They&#039;re 15 points each for relatively speedy, two wound, two attack models, they now always hit on a 3+ in combat, and they get +1 S and A on the charge from Unstoppable Ferocity (20 of these is 300 points. Let that sink in a minute...).  Combine this with always striking first on the charge, and their fangs being AP-1 CCWs, and you will tear light infantry to pieces.  This leaves them in a similar niche as before, a light infantry killer and your front line bubblewrap unit to tank light weapons fire for harder-hitting characters (JuggerHerald, Karanak, etc.)  However, the loss of Herald locus upgrades and the attachment of characters leaves the Hounds as mostly an expensive tarpit unit, unable to effectively deal with anything higher than a 4+ save, and unable to hold units in assaults for longer than one turn. Screamers do a better job of being zippy harassment units, and Bloodcrushers are more durable and hit so much harder.&lt;br /&gt;
**&#039;&#039;&#039;A quick note on Flesh Hounds&#039;&#039;&#039;: If you are taking a fluffy Khorne-dedicated list (and if you&#039;re not, Khorne will send these fuckers after you anyway) these puppies are (as of time of writing this) Khorne&#039;s only source of denying the witch outside of Karanak excluding forgeworld. So for this reason alone, a few MSU squads of these should be auto-includes unless you want your face melted with mind bullets&lt;br /&gt;
**In case you forgot that Wrath and Rapture are giving Khorne some new stuff too, Flesh Hounds are finally getting a plastic kit! One of them can now be upgraded to a Gore Hound, which lets their bark does damage - D6 autohits at 8&amp;quot;, S4 AP0 D1 (as per the most recent faq). So, basically a flamer. Not a big boost but now they can do something before they charge.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039; A mixed bag like the Soul Grinder but cheaper at 80 pts. It&#039;s gun is 48&amp;quot; Heavy D6 (S8 Ap-2 D3 that ignores cover bonus), more to take out light vehicles. On the plus side, it hits with 3+ or an ok 4+ on the move. and can do some good damage on the charge with some possible mortal wounds that can heal the cannon. But even melee is only a last-ditch surprise option. Overall not that great, especially when compared to 7th big cover ignoring blast template. But hey, it&#039;s one of the rare long-range options we have and ok to get a few wounds off some light/medium tanks.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Anggrath the Unbound&#039;&#039;&#039; - Oh boy, THIS guy. When you absolutely need to have the angriest, smashiest guy on the board, accept no substitutes! He will always hit things on a 2+ and starts off dealing 10 S 15 attacks that have -4 AP and deal d6 damage. That doesn&#039;t even cover the fact that he gets his extra attack and strength for Unstoppable Ferocity and when he charges you get to roll for every unit that comes within 1 inch of his base, and for every 2+ the unit suffers D3 mortal wounds. He shrugs off attacks like nothing too, thanks to his T8, 24 wounds, 2+/4++ and 2 uses of Deny the Witch with a +3 bonus. If anyone manages to bring him down by some chance he gets a chance to wound everyone around him. Don&#039;t expect much to come from his whip, even though it got a slight boost by being able to be used while in close combat. Also, note that he can be your warlord now. Why yes, I did want 6+ FNP on him to thank you very much! &lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved Alternate Take:&#039;&#039;&#039; They&#039;ve arbitrarily smacked the &amp;quot;numbers of the beast&amp;quot; for each Chaos God on 3/4 Daemon Lords (except for Big Bird who&#039;s even more expensive) and now Anggrath&#039;s 888 points. This is almost too expensive for what he brings to the table. He cost as much in 7th but that&#039;s when he was actually worth the price tag.&lt;br /&gt;
***&#039;&#039;&#039;Note:&#039;&#039;&#039; Though he&#039;s now very expensive, as a Khorne character he re-rolls his charge distances while having access to all the smexy stratagems his kin get. Warp Surge, Locus of Wrath, and Frenetic Bloodlust completely ruin anyone&#039;s day and more than make up for his increased cost. With those stratagems, he will literally kill anything in the game - if you put him with support characters (Bloodmaster with Crimson Crown, Masque of Slaanesh) he can kill a Warlord Titan in one charge. Or a Porphyrion twice over. Mortarion’s close combat abilities are laughable compared to this&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Skull Altar&#039;&#039;&#039; - First Khorne approved building ladies and gentlemen! First, off all just like Nurgle tree, it cannot be targeted and affected by enemy attacks and cannot move. Secondly, this altar has a bunch of good abilities, especially when playing defender with Khorn. It can be summoned like normal units ( which is easy because it&#039;s power level is 5 ) and if it is summoned by a KHORNE DAEMON INFANTRY CHARACTER and his base is touching an altar , you can put him on top of it which makes altar occupied , that grants him a +1 to his Invulnerable saves ( to a max of 3++ but sadly only Bloodmasters and Skulltaker will fit there so don&#039;t even think about making 3++ Bloodthirsters ) and while it&#039;s occupied, every KHORNE DAEMON unit which is wholly within 16&amp;quot; of it gets a +1A characteristics to all models in unit ( Bloodletters doing 91 attacks on charge or Flesh Hounds doing 40 attacks in a unit of 10 ). It also allows us to re-roll any dice for CHAOS CHARACTERS while attempting to summon Khorne Daemons. The last 2 abilities are also nice, it increases Locus of Rage ability ( 6&amp;quot; Aura to re-roll charges ) from 6&amp;quot; to 12&amp;quot; while a character is within 8&amp;quot; of the altar and it gives -1 to psychic tests if the enemy is within 8&amp;quot; of the altar. All of this for 100 points&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Biggest Problem&amp;lt;/span&amp;gt;====&lt;br /&gt;
The best way to run mono-Khorne daemons appears to be simply picking 1 unit and spamming it as much as physically possible. So a list with a mixture of Bloodletters, Flesh Hounds, and Bloodcrushers, would not be anywhere near as effective as a list including only 1 of those units in vast numbers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Daemons of Tzeentch&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Tzeentch surround themselves in layer upon layer of mind-traps and illusions, each mirage shifting into the next. The result utterly confounds those nearby that would do the Daemons harm, and means their attacks are often ineffective.&lt;br /&gt;
&lt;br /&gt;
Tzeentch is the shooting department in the codex while the other gods often footslog to the enemy to kill him in melee. They also specialize in the Psychic phase, with many casting attempts, Dispells, and abilities to get them. That doesn&#039;t mean that the bird nutters don&#039;t have a few ok melee units or tricks and with a widespread 4++ save they can be hard to kill as well.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daemonic Loci: &#039;&#039;Locus of Trickery:&#039;&#039;&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} At the beginning of each Fight phase, roll 2D6 and discard the higher: every time a friendly Tzeentch unit within 6&amp;quot; is attacked, any hit roll matching the remaining dice&#039;s result (after rerolls but before any modifier is applied) fails. Basically amounts to a -1 to hit mod that (versus most units hitting on a 4+) only goes off 25% of the time and only affects melee attacks. And since you roll once at the beginning of the phase, it&#039;s an all-or-nothing effect.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
#&#039;&#039;&#039;Born of Sorcery:&#039;&#039;&#039; +1 to the first psychic test you take in each psychic phase. This will stack with other modifiers, so it&#039;s great for making the psychic phase better and your Smite hit harder.&lt;br /&gt;
#&#039;&#039;&#039;Incorporeal form:&#039;&#039;&#039; -1 to all damage taken (minimum 1). The Changeling gets this. Prevents your Lord of change from dying on the first turn from Lascannons. &lt;br /&gt;
#&#039;&#039;&#039;Warp Tethers:&#039;&#039;&#039; Reroll failed leadership tests of Tzeentch demons within 9&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Lorekeeper of Tzeentch:&#039;&#039;&#039; +6&amp;quot; to the first psychic power manifested.&lt;br /&gt;
#&#039;&#039;&#039;Tyrant of the Warp:&#039;&#039;&#039; Ignore the first Perils you roll each phase on a 2+. Your main Psykers already have quite a few wounds, so this is not really needed. Kairos Fateweaver gets this.&lt;br /&gt;
#&#039;&#039;&#039;Demonspark:&#039;&#039;&#039; friendly Tzeentch demons within 9&amp;quot; re-roll to wound rolls of 1 in the shooting phase. The Blue Scribes get this.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Locus of Conjuration (2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Tzeentch}} character at the beginning of any Psychic phase; all friendly Tzeentch units within 6&amp;quot; can reroll failed Psychic tests.&lt;br /&gt;
*&#039;&#039;&#039;Blasted Standard (1CP):&#039;&#039;&#039; Upgrade to a single Daemonic Icon carried by a {{W40kKeyword|Tzeentch}} model. Once per battle, you can use it during the psychic phase. roll 9 dice, and for each 6, the closest visible enemy unit within 18&amp;quot; takes a mortal wound. (likely to Deal 3 to 5 MW)&lt;br /&gt;
**NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know its coming.&lt;br /&gt;
*&#039;&#039;&#039;Magical Boon(1 CP):&#039;&#039;&#039; Use at the end of the psychic phase. Pick a {{W40kKeyword|Tzeentch}} {{W40kKeyword|Psyker}}. They can attempt to manifest another psychic power.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Lord of Change &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Lord of Change}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for.&lt;br /&gt;
*#&#039;&#039;&#039;Mastery of Magic:&#039;&#039;&#039; Knows one more Power and cast one more.&lt;br /&gt;
*#&#039;&#039;&#039;Spell-thief:&#039;&#039;&#039; if you unbind a spell, that Psyker can&#039;t manifest it again. Forces meta-savy enemies to take duplicates, but you&#039;re still taking away linchpins.&lt;br /&gt;
*#&#039;&#039;&#039;Lord of Flux:&#039;&#039;&#039; Enemies take +1 more MW for your Spells.&lt;br /&gt;
*#&#039;&#039;&#039;Nexus of Fate:&#039;&#039;&#039; while on the battlefield at the start of your turn, gain a CP on a roll of 1 or 6.&lt;br /&gt;
*#&#039;&#039;&#039;Aura of Mutability:&#039;&#039;&#039; 6+ FNP, and then heals 1 for each 6 rolled after resolution.&lt;br /&gt;
*#&#039;&#039;&#039;Architect of Deception:&#039;&#039;&#039; -1 to hit from ranged weapons&lt;br /&gt;
*&#039;&#039;&#039;Minions of Magic &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; {{W40kKeyword|Horrors Infantry}} gets a 9 on the first Psychic power manifested. A bit of a waste on a normal Horror unit, as they only know Smite. Use it on a Herald instead to make sure a must cast power goes through, the easiest way to cast Infernal Gateway.&lt;br /&gt;
*&#039;&#039;&#039;Warp Jaws &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; In the Fight phase, {{W40kKeyword|Screamers}} add +1 to wound when targeting {{W40kKeyword|Monsters}} or {{W40kKeyword|Vehicles}}.&lt;br /&gt;
*&#039;&#039;&#039;Flames of Mutation &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Use in the Shooting Phase. Select a {{W40kKeyword|Flamers}} unit. Unmodified wound rolls of 6 inflicts a MW in addition to any other damage.&lt;br /&gt;
*&#039;&#039;&#039;Warp Portal &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Use in your Movement phase. Select one {{W40kKeyword|Fluxmaster}}, {{W40kKeyword|FateSkimmer}}, or {{W40kKeyword|Burning Chariot}} and remove them from the battlefield. Then, set it back up anywhere that is more than 9&amp;quot; from any enemy models. This counts as its movement. Nothing in rules as written prevents you from using this on a model within 1&amp;quot; of an enemy, and it doesn&#039;t count as falling back...&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Impossible Robe:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} models only. Bearer gets a 4++ (technically 3++ because of Ephemeral Form) invulnerable save and a one-use save reroll, but if the reroll gives you a 1 the bearer instantly dies. Combine with warp surge to get a 3++ (2++ with EF) for one phase, only downside is you lose your rerolls (although on the other hand this also means no risk of killing yourself by accident). Even though technically warp surge can only increase the invuln to 3++ this still works since Ephemeral form gives +1 to the roll, not the save itself. Very nice to keep a lord of change alive against long-range heavy weapons. Even more, if combined with the incorporeal form warlord trait. The 2++ trick is no longer possible since the recent September 2018 Errata, which limited Warp Surge to a 4++&lt;br /&gt;
*&#039;&#039;&#039;Soulbane:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} Herald only. replaces ritual dagger. Strength User, Ap -5, 1 damage. Invulnerable saves cannot be taken against this weapon. Wounding with this may be an issue but if it does wound, only FnP equivalents can stop it. (not quite, Bullgryns with Slabshields and the Psychic Barrier spell cast on them will still get a 6+ armor save RAW)&lt;br /&gt;
*&#039;&#039;&#039;Endless Grimoir:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} {{W40kKeyword|Psyker}} only. Knows one additional power.&lt;br /&gt;
*&#039;&#039;&#039;Everstave:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} Model only. replaces rod of sorcery or staff of change. +1 to manifest smite. Who are we kidding, of course, you&#039;ll be Smite spamming with Tzeentch!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact of Change&#039;&#039;&#039;&lt;br /&gt;
If your Warlord is Tzeentch Daemon, you can give one the following to a {{W40kKeyword|Exalted Lord of change}}.&lt;br /&gt;
*&#039;&#039;&#039;Warpfire Blade:&#039;&#039;&#039; Replace Baleful Sword. S+2 Ap-3 D6d,  and unmodified wound rolls of 6 deal an additional D3 MW. Combine with the Aura of Mutability Exalted ability to have a regenerating combat chicken. Casting Chicken is usually better.&lt;br /&gt;
*&#039;&#039;&#039;Soul-eater Stave:&#039;&#039;&#039; Heals a wound on a 4+ each time you kill a model with a spell, to a max of 9 each turn. Combines naturally with the Lord of Flux Exalted ability. More Mortal Wounds gives you more chances to heal.&lt;br /&gt;
*&#039;&#039;&#039;The Crystal Tome:&#039;&#039;&#039; at start of enemy&#039;s turn, make a contest Ld+d6 roll between the bearer and an enemy {{W40kKeyword|character}} within 12&amp;quot;, his Auras are turned off if you roll equal or better. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change:&#039;&#039;&#039; You big spell caster lord. A slightly cheaper, less powerful Kairos, though the Rod of Sorcery can boost its Smite range up to 30&amp;quot; and is WS2+ compared to Fateweaver. Only able to cast 2 powers compared to fate-weavers casting 3. Can deny twice. Super durable with the Impossible Robe granting a 3++, and -1 to all damage received (to a minimum of 1) from the warlord trait. It also got a bit cheaper from the index. With the new relic (3++) and the new WL trait (-1D taken), a single chicken will be very hard to kill.&lt;br /&gt;
**If you can don&#039;t have the points, he can also be ok in melee as an Exalted Greater daemon. can Handle infantry and Staff of Tzeentch can create Spawn when it kills characters (if you have the point reserves). improve casting variant is preferred but don&#039;t forget that any Greater daemon can easily wipe the floor with a guardsman squad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Changecaster:&#039;&#039;&#039; New dumb name for regular Herald. S3(4) T3 W4 means he is rather unimpressive. Grants a +1S aura for Tzeentch Daemons which with the codex means all your shooting attacks benefit from this too, making him ideal for escorting Flamers and pink horror hordes. He can heal himself in melee if you mess up and get tar-pitted by guardsmen. He can be quite pricey at 83pts with a Staff of change, but you get a Wizard with  Sv4++, Knows a 24&amp;quot; Smite, two Tzeentch powers, and Can cast &amp;amp; deny once. &lt;br /&gt;
*&#039;&#039;&#039;Fluxmaster:&#039;&#039;&#039; Disc Herald. Same as the normal one, but with {{W40kKeyword|Fly}}, 12&amp;quot; movement, and an additional (weak) attack for 21 more points. An interesting use for this guy and his +1S aura is keeping him near Flamers, whose flame attacks are Str: User. You can also have him escort screamers so their attacks are S7, allowing them to wound most vehicles on a 4 instead of 5s.&lt;br /&gt;
*&#039;&#039;&#039;Fateskimmer:&#039;&#039;&#039; Chariot Herald. A Herald again BUT now with two times the wounds AND +2T while still being a character? Check! And 9 Attacks? Check! And 14&amp;quot; movement? Check! Also {{W40kKeyword|Fly}}? Check! He can take three Blues with him (on the chariot himself so no changes to his statline and he is still a single model unit, but they only cost 5 points), for FUN anti-psyker rule (enemy psykers take -1 to cast within 9&amp;quot; of him, and if he happens to be around the scribes, enemy psykers within 12&amp;quot; would be ill-advised to try to cast anything, really). A very solid HQ, durable and killy (if he manages to hit something), while being quite the bargain at 135(140) points (says 150/155 with Chanting Horrors in the codex though).&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;The Changeling:&#039;&#039;&#039; Went from a nice fluffy idea with no real purpose to fuckawesome. Now he can copy the stats (not wounds!) of an infantry model within 1&amp;quot; near him, even the attacks, but most importantly he can copy one weapon profile too, but only from enemy {{W40kKeyword|Infantry}}, so no stealing from Dreadknights. It now can take on a lot of characters, beat them with their own weapons and can actually come out on top of them with its 4++ save. Also, it grants a 6+ FnP for Tzeentch daemons in 9&amp;quot;. Oh and he is a psyker and can cast one spell as a cherry on top. No longer the auto-include the index made him, but still useful.&lt;br /&gt;
**With Formless Horror &#039;&#039;&#039;timing is critical&#039;&#039;&#039;. The ability activates &#039;&#039;&amp;quot;when the changeling fights&amp;quot;&#039;&#039; so be careful about getting preemptively struck while in your original vulnerable form before you get the opportunity to.. you know? fight. This means to look out for opponents who charge you with a good chance of taking you outright. The 1&amp;quot; limit is also something to be careful of as well because unless you can pile in and move across to that big bad dude on the other side of the melee, you might end up being surrounded by opponents who cannot grant you huge buffs. Leaving you just as vulnerable as when you started, then when he gets the opportunity to pile back, you could be in trouble. To avoid this he can sit behind a unit of something (like horrors) and perform a heroic intervention when they get charged. He will be safe from the charging unit as they can only attack their charge target and he can fall back on your turn so they cannot melee him back. &lt;br /&gt;
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*&#039;&#039;&#039;The Blue Scribes:&#039;&#039;&#039; S3 T3 W4 FUN anti-psyker, They gift enemy psyker -1 to cast and permanently remove (opponents) failed psychic powers within 12&amp;quot; (Ouch!). They also autocast a random Tzeentch power every turn, and if they successfully removed an opponent&#039;s power in the last psychic phase they also autocast Smite. As they are not actually psykers themselves, they cannot deny opponent powers- but at the same time, their own powers can&#039;t be denied or trigger Perils, as no psychic test is made for them. Just remember to have them cast first, so they don&#039;t randomly roll something you&#039;ve already used. Actually, the FAQ says that&#039;s not an issue. This makes them a viable choice, but you need to play them precisely to always position yourself to be able to use all of the powers (preferred range - within 12-18&amp;quot; of the enemy and within 18&amp;quot; of a unit you would want to buff with flickering flames or boon of change (i.e. flamers or pink horrors, alternatively even obliterators, daemon engines or tzaangor enlightened).&lt;br /&gt;
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*&#039;&#039;&#039;Fateweaver:&#039;&#039;&#039; He knows Smite and all Tzeentch powers, has a +2 casting bonus which he loses as he takes wounds, and gives you D3 extra command points for including him. Expensive but good in melee but more importantly he can cast 3 powers and knows EVERY TZEENTCH POWER. It also has 36&amp;quot; range on his Smite. Like the rest of the &amp;quot;We were really powerful psykers once. No, REALLY!&amp;quot; characters, the chicken king can deny three times. Any character he kills in melee turns into a [[Chaos Spawn|you-know-what]]. Got a bit cheaper from the index, but probably still over costed, as he attracts lascannon fire from all over the field and only has a coinflip to defend against it. &lt;br /&gt;
** a few things to keep in mind when comparing Kairos to a regular LoC. Kairos will hit with higher strength in close combat, hitting at S8 compared to the LoC&#039;s S6/7 making him better in fights against VEQ&#039;s, However his attacks degrade faster after taking wounds. He doesn&#039;t have access to a relic that gives him a 3++ but can use his free command points given from being your warlord to use Warp Surge to give him that 3++. When he&#039;s your warlord he will also ignore perils on a 2+ and give you D3 command points which at worst is a free reroll/ unit to deep strike and at best will you can deep strike the big bird wherever you want and still have a spare CP for an important reroll.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Horrors of Tzeentch&#039;&#039;&#039; Greatly changed from their previous incarnations, when a Horror is killed it splits into smaller horrors and also stays part of the same unit.  Unfortunately for matched play, the &amp;quot;new&amp;quot; horrors come out of your &amp;quot;reserved for summoning&amp;quot; points allotment. Fully utilizing this increases the relative cost of Pink horrors by 120%, although it&#039;s an automatic success with summoning.  Thankfully, those points are not reserved just for Horrors, can be used for summoning other items. While this does reduce the overall size of your force, you could easily use this to keep bodies in the unit on objectives or in high-threat positions. Similarly, the threat of having whatever your opponent kills in a charge splitting off into more units might be enough to make them think twice about it. They have 2(3) 18&amp;quot; ranged attacks and can cast smite and dispel but only with a D6 roll. Horrors shouldn&#039;t attempt Smites because when Horrors fail their smites two out of three times, and after only two attempts smite difficulty will be 7! (so impossible for Horrors).&lt;br /&gt;
**&#039;&#039;&#039;Pink Horrors&#039;&#039;&#039; Expensive at full bore - base 7pt, but are actually 17 if you want to afford its two blues, and 23 to afford the blues splitting into Brimstone, so it&#039;s just about never worth saving the full 16pts per model for splitting, but if you want an Instrument for speed, taking 1 (without paying for split) to upgrade to Iridescent for free to carry it can be justified; &#039;&#039;never&#039;&#039; take an Icon unless you bring at &#039;&#039;least&#039;&#039; 7 Pinks, as the Icon can&#039;t bring back any other color, even though its shitty Morale immunity on a 1 will still work. In a 20+ Pink unit, their gun gets upgraded to Assault 3 and they are one pint cheaper than before. Another interesting note, their guns are Strength &amp;quot;User&amp;quot; so if you park them next to a Herald their shooting jumps from up from 3 to 4. Given the way wounding works in 8th this can make a huge difference, more if you can find a way to bump it further to 5. (either cast Boon of change and hope for the best or bring a Mutalith that can buff the strength of any Tzeentch unit for a turn or bring multiple, as their effects are cumulative!)&lt;br /&gt;
**&#039;&#039;&#039;Blue Horrors&#039;&#039;&#039; Like a Pink Horror without the &#039;gun&#039; and worse BS/WS, but also does not really cost anything either, at 5 points (8 if you want to be able to afford to split them). Only a 5++ now and no gun, If you wanted a Tzeentch tarpit they are now slightly better then Brimstones, and they can still cast spells (ie Minions of Magic).&lt;br /&gt;
**&#039;&#039;&#039;Brimstone Horrors&#039;&#039;&#039; Used to be one of the best units in the game because they were 3 points for a model with a 4++ reduced to 6++ in the codex and they die immediately after using a power. Now finally weaker than conscripts (as at least the conscripts can still shoot things)...yay? Still, the cheapest troop choice chaos (or anyone?) has access to, so useful for filling out big detachments with low points investment.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Flamers&#039;&#039;&#039;: While a tad expensive these guys are surprisingly good; with a 12&amp;quot; movement and shooting D6 str4 -1AP torrent of magical fire (which have improved from 8 inches to 12 inch range) they become great at harassing enemy melee units as they would not dare to charge them due to the strong overwatch and the very durable 4++ save. Their 12&amp;quot; range and PL4 for three make them excellent summoning material with devastating effect on infantry.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; their weapon strength is S:user, which means a nearby herald will make them a heavy flamer profile. 3 squads of 3 gives 9D6 S5 auto hits. These are going to eat most infantry for breakfast.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer&#039;&#039;&#039; : A flamer with a brighter flame for slightly less than the cost of a unit of flamers. However, you don&#039;t take these guys for the d6 s5 ap-2 attacks, you take them for the 3 S9 Ap-4 D3 Damage mini lascannon shots at 18&amp;quot; range hitting on a 3+. Also, the single model is a character.  Take these guys behind those units of brimstones to prevent them from being shot. &lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; their weapon strengths are S:user and S:user+4, which means a nearby herald will make their pink flame S6 and blue flame S10!&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Screamers of Tzeentch:&#039;&#039;&#039; They&#039;re still fast Flyers, and are monster/tank hunters. When flying over a unit, Roll a D6 for each passing Screamer and on a 6 the unit suffers a mortal wound. On top of each making 3 Lamprey bites that are S+2 (S6 or 7) AP-3 and do 2 Damage. They have little defense (T4, W2, InvSv 4++). They are pretty good once again. A unit of 6 (138 pts.) Could easily rip apart most infantry and hunt tanks with their Warp Jaws Stratagem.&lt;br /&gt;
**They are one of the few Tzeentch units that want to be in melee. This makes them natural targets for Boon of Change.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot&#039;&#039;&#039; Same as an Exalted Flamer but has double the wounds, a 14 inch move, worse Weapon Skill, is toughness 5, has a 5+ save (though its pretty useless thanks to Ephemeral Form), and is driven by a pair of Screamers which get to make an additional six hits in combat (at S6 AP-3 D2), all for 110 points. The big trade-off is that it loses the Character Keyword which is one of the best things about the Exalted Flamer which could be hidden behind a wall of horrors and kill tanks. The extra resilience helps to combat the loss, but a couple of lucky lascannon shots will bring it down quickly. Note, it will take on average 10.3 lascannon shots with BS3+ and 13.7 w/BS4+ to bring it down. So it&#039;s not as good as the Exalted flamer with the loss of Character status, but it is a lot tougher than it first appears and makes a half-decent distraction carnifex rushing up the boarding shooting stuff.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Aetaos&#039;Rau&#039;Keres the Slayer of Souls:&#039;&#039;&#039; Good luck trying to pronounce that name! Like Fateweaver, he has an innate +2 to his casting rolls (that gets reduced the more wounds he loses) and knows all 3 of the Tzeentch powers and Smite and can deny 3 powers too. Unlike Fateweaver, he has a 4++ (which becomes a 3++ for the Ephemeral form rule), is WS/BS 2+, and 27 wounds at T8. Shooting-wise his Staff of Cataclysm is an Assault 2d6 S9 AP-4 weapon that does a straight 3 damage. Did I mention it can be fired within 1&amp;quot; of enemy models and into close combat? Also, if you slay the final model of a unit with 10 or more models (highly likely), you immediately get 3 Flamers of Tzeentch (but do you have to pay for them out of reinforcement points? YEP). To further contrast his might with Fateweaver, his smite has 48 inches instead of 36, and if anyone dares to shoot him with a psychic power and succeed on it, roll a d6, and on a 5+ he ignores the power that was cast on him and the caster suffers a mortal wound. Just wait for your opponent to think that they would rather try their luck in close combat with him instead of shooting, he&#039;s a monster there too. Be careful though, if a Lord of Change or Daemon Prince comes within 12&amp;quot; of him, roll a dice and on a 4+ he must attack that unit with his Staff, ignoring the rules for targeting models (so he can shoot them if they&#039;re a character and not the closest unit, or if he can&#039;t see them). Hilariously, he has the lord of change keyword so he will always hit himself on a 4+, and the staff is actually pretty dangerous against him. &lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved Alternate Take:&#039;&#039;&#039; This guy&#039;s 1500 points in Chapter Approved. This guy&#039;s simply too expensive for what he brings to the table now. Hard pass.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemons of Nurgle&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Nurgle are surrounded by an aura of pestilence and disease that infects all nearby, and their talons and blades drip with thrice-ripened plagues. The merest touch of such a weapon in the presence of such a creature can cause a mortal to wither and die in seconds.&lt;br /&gt;
&lt;br /&gt;
The big synergy winners this edition. They lack widespread weapons with good AP but high toughness and Disgustingly Resilient will make these units your tanks and tarpits. They are not particularly accurate but can dish out multi-damage attacks with fitting buffs and some hot rolling. However, they will have trouble with armored targets and when facing off against multi-damage attacks (Remember that Disgustingly Resilient triggers per wound lost, not per save failed). Finally, they will struggle to catch fast-moving enemies unless you build to counter that.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Daemonic Loci: Locus of Virulence:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} All friendly Nurgle units within 6&amp;quot; deal 1 additional damage on a wound roll of 6+.&lt;br /&gt;
*Won&#039;t help against GEQ, but against Primaris, TEQ, monsters, and vehicles, the extra damage is helpful. &lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
#&#039;&#039;&#039;Blessed with Corpulence:&#039;&#039;&#039; +1 Wound. Simple adding additional rolls before your enemy can snipe your leader.&lt;br /&gt;
#&#039;&#039;&#039;Acidic Ichor:&#039;&#039;&#039; If your warlord takes a wound in melee, the unit that inflicted the wound takes a mortal wound on a 4+ at the end of the Fight phase. Horticulous Slimux gets this.&lt;br /&gt;
#&#039;&#039;&#039;Plaguefly Hive:&#039;&#039;&#039; -1 to hit your warlord if the attacking unit is within 7&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Touch:&#039;&#039;&#039; +1 to all to wound rolls in the fight phase unless targeting a vehicle. Epidemius gets this.&lt;br /&gt;
#&#039;&#039;&#039;Impenetrable Hide:&#039;&#039;&#039; 4+ armor save. This means that your warlord can now really reap the benefit from cover. Remember that Great Unclean Ones can&#039;t get cover from Feculent Gnarlmaws.&lt;br /&gt;
#&#039;&#039;&#039;Pestilent Miasma:&#039;&#039;&#039; Roll a dice for each enemy unit within 1&amp;quot; at the start of your turn. on a 4+, they suffer a mortal wound. Rotigus gets this.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Plague Banner (1CP):&#039;&#039;&#039; Upgrade to a single Daemonic Icon carried by a {{W40kKeyword|Nurgle}} model. Once per battle, all the Plagueswords in the unit with the Plague Banner become D2 instead of D1.&lt;br /&gt;
**NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know its coming.&lt;br /&gt;
**combo with Locus of Virulence and Virulent Blessing for a Plaguebearer to deal 6 damage on unmodified 6s to wound. Still need ways to circumvent Armour saves but can quickly kill monsters. &lt;br /&gt;
*&#039;&#039;&#039;Revolting Regeneration (2CP):&#039;&#039;&#039; use at the end of your movement phase. A {{W40kKeyword|Nurgle}} {{W40kKeyword|Daemon}} unit  regains d3 wounds or regains 1 slain model if none are wounded. regained models are at 1 wound but can be healed by powers and other effects.&lt;br /&gt;
*&#039;&#039;&#039;Locus of Fecundity (2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Nurgle}} character at the beginning of any phase; reroll all Disgustingly Resilient rolls of 1 for daemons within 6&amp;quot;. This increases your 33.33% chance of shrugging off a wound to 38%. For 2 CP, it&#039;s not much effect for a big cost.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Great Unclean One &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1CP):&#039;&#039;&#039; Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Greater Unclean One}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately multiple Exalted daemons can only gain the same ability if rolled for. &lt;br /&gt;
*#&#039;&#039;&#039;Bloated with Corruption:&#039;&#039;&#039; become T8. The common Bolters now only wound on 6+. &lt;br /&gt;
*#&#039;&#039;&#039;Revoltingly Resilient:&#039;&#039;&#039; +1 to Disgustingly Resilient rolls. Going to FNP 4++. Extra resilient.&lt;br /&gt;
*#&#039;&#039;&#039;Avalanche of Rotten Flesh:&#039;&#039;&#039; +1 to charge rolls and Crushing Bulk inflicts D3 MW on a 2+. Get blob to move faster, combos with a feculent gnarlmaw.&lt;br /&gt;
*#&#039;&#039;&#039;Living Plague:&#039;&#039;&#039; when attacking with a melee weapon while your Strength is least double targets toughness, you score double the hits. Going melee? You&#039;re going to kill most infantry.&lt;br /&gt;
*#&#039;&#039;&#039;Gift of Bountiful Vomit:&#039;&#039;&#039; has a 12&amp;quot; shooting phase ability to inflict an MW for each roll of 3+ for each model (max of 7) in one unit.&lt;br /&gt;
*#&#039;&#039;&#039;Hideous Visage:&#039;&#039;&#039; -1 LD for enemies within 12&amp;quot;, and -2 if within 6&amp;quot;. If you can speed in, chase away those terminators.&lt;br /&gt;
*&#039;&#039;&#039;Rust And Decay &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Use in the fight phase. Select a {{W40kKeyword|Plaguebearer Infantry}} unit. They auto hit and wound on an unmodified hit of 6. &lt;br /&gt;
*&#039;&#039;&#039;Putrid Demise &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Plaguebearer Cavalry}} model dies, roll for each unit (except Nurgle) within 6&amp;quot;. On 2+, they suffer 1 MW.&lt;br /&gt;
*&#039;&#039;&#039;Acidic Slobber &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Until the end of the fight phase, a {{W40kKeyword|Beast of Nurgle}} unit inflicts an additional MW on a wound roll of 6.&lt;br /&gt;
*&#039;&#039;&#039;Nurgling Infestation &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt;(1 CP):&#039;&#039;&#039; Use this Stratagem at the end of any phase except the Morale phase. Select one {{W40kKeyword|NURGLING}} unit from your army. Roll one D6 for each model in that unit that was destroyed that phase. For each roll of 5+, return one destroyed model to that unit with all of its wounds remaining, placing them in unit coherency. If they cannot be placed, they are not returned.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Horn of Nurgle&#039;s Rot:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Every time the bearer kills an enemy model in melee, roll a D6: on a 4+ you can add a model to a friendly {{W40kKeyword|Plaguebearer}} unit within 7&amp;quot;. Pairs well with an offensive unit like a daemon prince (hiding in a plaguebearers unit).&lt;br /&gt;
*&#039;&#039;&#039;Entropic Knell:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. enemies within 7&amp;quot; get -1 to their leadership.&lt;br /&gt;
*&#039;&#039;&#039;Corruption:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. replaces a Plaguesword, Bilesword, Balesword, or Hellforged Sword. melee, str +2, AP -3, d3 damage, reroll all failed to wound rolls.&lt;br /&gt;
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&#039;&#039;&#039;Arfifact of Decay&#039;&#039;&#039;&lt;br /&gt;
if Warlord is Nurgle Daemon, can give the following to a {{W40kKeyword|Exalted Great Unclean one}}.&lt;br /&gt;
*&#039;&#039;&#039;Effluvior:&#039;&#039;&#039; Upgrade Plague Flail to Assault 6 and S+1. Now able to rout infantry with his assault pistol whip.&lt;br /&gt;
*&#039;&#039;&#039;The endless Gift:&#039;&#039;&#039; heal a lost wound at end of each phase he lost one.&lt;br /&gt;
*&#039;&#039;&#039;Tome of a Thousand Poxes:&#039;&#039;&#039; Know another power from Nurgle Discipline.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Great Unclean One:&#039;&#039;&#039; This fat bastard&#039;s an incredibly resilient model, with 18 wounds and the Disgustingly Resilient special rule but somehow still only T7 (On average can take 25 las cannon shots at BS3 without using stratagems or psychic buff). For melee builds He gets a plagueflail (which he can shoot into close combat with) which is S:User AP-3 and does 2 damage that carries over should an enemy model be slain, and a Bilesword which is an S+1 Power Sword that does D6 damage. the Bileblade and the Doomsday Bell. You have to choose one between the Bilesword and the Doomsday bell and one between the Plagueflail and the Bileblade; pick whichever will best fit that GUO&#039;s role (e.g. the Bilesword and Plagueflail for a melee monster, or the Bileblade and Doomsday Bell for summoning and psychic support). He can cast 2 powers and deny 1 power and knows Smite plus two Nurgle discipline powers. However, he only gives Nurgle Daemons the ability to use his (fairly high) leadership for Morale tests. Disgustingly strong in melee for his points, especially since he inflicts a mortal wound on a 4+ when charging. Getting him there can be a problem, so consider splurging on the Deep Strike stratagem to minimize the risks of footslogging. Not bad but best to deepstrike because his mobility is painful at a reduced profile.&lt;br /&gt;
**Hilariously the Doomsday Bell&#039;s ability to revive friendly Nurgle Daemons work with the Myphitic Blight-Haulers from the Deathguard Codex as they are both Nurgle Daemons (as per page 175 of the Main Rule Book) and come in units of up to 3. This means you can revive what is essentially a dreadnought with a multi-melta and a missile launcher on a 4+&lt;br /&gt;
*&#039;&#039;&#039;Poxbringer&#039;&#039;&#039;: The classic Herald of Nurgle, now with a new name to distinguish it from the other two Heralds. They took away his steed, but his balesword is AP-3 and can re-roll all failed wound rolls.  He is a psyker and can cast Smite or Stream of Corruption once he reaches melee. His bonus gives +1S, which is actually a big deal. Your plaguebearers wound Space Marines on 4+ with reroll and with the buff on 3+, even bikers on 4+. S5 is the sweet spot to wound T8 vehicles on 5+ instead of 6+ too so your plaguebearers become much more versatile.&lt;br /&gt;
*&#039;&#039;&#039;Sloppity Bilepiper&#039;&#039;&#039; New kind of Herald, gives +1 attack to GUOs and Nurglings within 6&amp;quot; and also allows them to run and charge in the same turn. Also, every {{W40kKeyword|Nurgle Daemon}} within 6&amp;quot; have to do Morale tests on 2D6 discarding the higher value, and the enemy within 6&amp;quot; failing a Morale test loses one model more than it should. Even if you don&#039;t plan on taking lots of Nurglings, the morale benefits alone are worth bringing this freakish jester along. Keep him protected, though. He doesn&#039;t have much in the way of direct combat ability.&lt;br /&gt;
*&#039;&#039;&#039;Spoilpox Scrivener&#039;&#039;&#039;: Other new Herald that allows Plaguebearers within 6&amp;quot; of him to add +2&amp;quot; to their movement and +1 to their hit rolls. If the boost brings their roll result up to 7 (read: the buffed unit rolls a 6), they can attack again with the same weapon they used before. More attacks hitting and the chance for extra attacks mean more possibilities of an unsaved wound making it through, and the movement bonus doesn&#039;t hurt either while increasing your Plaguebearers hits by over 33%. In addition to the basic Herald plaguesword, he can also attack with his grotesque mouth (AP-1, but can only reroll wound rolls of 1) and disgusting sneezes (6&amp;quot;, Pistol D3, S3 AP0 1 D, rerolls wound rolls of 1). Yes, he can kill things by sneezing on them.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Rotigus the Rainfather:&#039;&#039;&#039; To make up for the [[fail|absence]] of Ku&#039;gath Plaguefather, we now have a new named Great Unclean One. His main melee weapon, the Gnarlrod, is essentially a Bilesword with worse AP but more reliable damage (3 damage instead of d6), but he has d6 extra Fanged Maw attacks that mean he&#039;s still better in melee than the standard GUO. His real best weapon is the Streams of Brackish Filth, essentially a 2d6 S7 AP-3 flamer that rerolls wounds, sadly he can&#039;t shoot into melee like a Plagueflail. Every time you roll a 7+ on a psychic test, the closest enemy unit suffers a mortal wound after using whatever power you were casting. Unlike the Death Guard&#039;s Malignant Plaguecaster, this doesn&#039;t have any range specified, so you could technically do it from the other side of the board. At only five points more than a Bilesword Great Unclean One, knowing one more power than a basic GUO, and being able to deny one more power as well, you might as well take him. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Epidemius&#039;&#039;&#039; Costs a bit more than a normal Herald and isn&#039;t a psyker (Smite!) but has quite a bit more punch and can take some more. But you want him for his army-wide buff (as always). Note that this time you have to destroy units, not models (because fielding 4x30 Boyz shouldn&#039;t have a downside)! Starting at 2 destroyed units by {{W40kKeyword|NURGLE DAEMONs}}, and it pumps up your offensive capabilities - defensive buffs start at 5 destroyed units. Sadly he misses the other +1S bonus of the normal Herald hence you should get both of them in a Nurgle themed army. If you don&#039;t like the old metal mini you can grab a disc of Tzeentch, spit on it, scratch it like a DJ, paint it green and glue a few nurglings and bells (from the plaguebearer kit) on it and then put a Herald of Nurgle on top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cor&#039;bax Utterblight&#039;&#039;&#039;: The Forgeworld Character series Daemon Prince.  He&#039;s significantly tougher than a Daemon Prince of Nurgle at 12 wounds, T8, and a disgustingly resilient roll of 4+ against dmg 1 weapons.  Unfortunately, he loses his 3+ armor and because he&#039;s over 10 wounds he also loses his character protection.  He causes a -1 to enemy psykers when they take their test, but isn&#039;t a psyker himself.  His base speed of 7&amp;quot; makes him slower, but he ignores any penalties to charge ranges because of terrain.  He&#039;s a mixed bag in CC.  He does cause a mortal wound on a 2+ if he charges.  Having 5 base attacks is good and the gaping maw weapon is -3AP with 3dmg and, most importantly, a to-hit roll of 6 causes 3 hits.  If you take the Virulent touch warlord trait for +1 to wound and cast Virulent blessing for another +1 to wound and furthermore any roll of 5+ will cause 6 dmg, 7dmg if you have the Nurgle Loci.  Unfortunately, with the only S6, he&#039;s only good at taking on infantry, which means his high damage will largely be wasted unless you dedicate other units to buff him.  His profile degrades movement, WS, and attacks so he quickly becomes useless.  He also gives out no aura buffs whatsoever (unless you&#039;re going for summoning, for which he grants rerolls to all friendly summoning units within 9&amp;quot;).  Clocking in at 230pts he&#039;s not going to be able to get enough done on his own to justify the investment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horticulous Slimux&#039;&#039;&#039;: Ported over from [[Age of Sigmar]], Nurgle&#039;s Grand Cultivator retains his ability to make Beasts of Nurgle actually pretty decent, by way of giving to Beasts within 12&amp;quot; +1 to hit rolls, as well as allowing Beasts within 6&amp;quot; to reroll failed charges. Units that fall back within 1&amp;quot; of him take d3 mortal wounds on a 4+, and he&#039;s no slouch in melee either&amp;amp;mdash; he has a 4+ save that lets him rely less on the invulnerable save and Disgustingly Resilient, his lopping shears are a souped-up Balesword, and Mulch can add an extra S7 AP-4 3 D sucker punch to surprise more heavily armored opponents. &lt;br /&gt;
**He can also create new Feculent Gnarlmaws within 3&amp;quot; of him at the end of his movement phase (if he didn&#039;t use Daemonic Ritual in the same turn), and a single {{W40kKeyword|Nurgle Daemon}} within 7&amp;quot; can heal a wound at the beginning of each your turn if any model died the turn before. A blob of allied Cultists will ensure that healing effect will trigger, even if your opponent doesn&#039;t use horde armies. &lt;br /&gt;
**If you have the models (and spare 85 points per model), there&#039;s really no reason why Horticulous shouldn&#039;t keep planting a Feculent Gnarlmaw each turn.  They&#039;re damned useful, and it means that he&#039;ll constantly enjoy a 2+ cover save.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Plaguebearers of Nurgle&#039;&#039;&#039; Slow but tough and ok in melee with their re-rolls to wound. If you want to hold the line, they are the right choice. In packs of 20 (so get 30 to keep the bonus for a while) enemies have to subtract 1 from their attack rolls. Unfortunately, they lost the rusty sword abilities to auto-glance vehicles or poison monsters and for that old shrouded rule they need to be 20 or more but still cost defacto the same - somewhat a downgrade but we got the FNP for that. Two or three blobs of 30 can flood the field and can be surprisingly (disgustingly) resilient and soak up a lot of fire and damage. When combined with a Poxbringer and a Spoilpox Scrivener they can get a fair punch against tougher Infantry units in melee, hold objectives pretty well with numbers, or bind some annoying ranged units.&lt;br /&gt;
**Here&#039;s where some of that sweet, sweet synergy comes in.  Combine the Locus of Virulence (+1 damage if your wound roll is 6+), the Plague Banner (one-time pop to make plagueswords do 2 damage for one turn), the Virulent Blessing power (+1 to wound rolls, and if you roll 7+ to wound, you do double damage), and the Scrivener (Plaguebearers get +1 to hit, and a hit roll of 7+ lets them make an extra attack).  What do you get?  A combat phase in which plagueswords are 2 damage base, on a wound roll of 5 each plaguesword does 3 damage, on a wound roll of 6 each plaguesword does &#039;&#039;&#039;5 damage&#039;&#039;&#039;, and if the hit roll is 6, each Plaguebearer makes another attack!  And remember, plagueswords let you re-roll failed wound rolls automatically.  This isn&#039;t even considering Epidemius&#039; Tally shenanigans or the hit buff from a nearby Daemon Prince.  Fucking drown your opponent in wounds! Add a Poxbringer and they will wound MEQ&#039;s on 2+.&lt;br /&gt;
***Realistically you want to target big multi-wound stuff like vehicles, Knights, etc. with this, since the bonus damage is wasted on single-wound opponents (and larger-based targets let you get more Plaguebearers in close to swing). If you&#039;re targeting a vehicle with this one-turn damage extravaganza, coordinate the fight phase with a Plague Hulk. The Rusting Curse will effectively give your Plaguebearers AP-1.&lt;br /&gt;
**Take 20+ Plaguebearers, buff them with Miasma of Pestilence and park them completely within 7&amp;quot; of a Feculent Gnarlmaw or two.  They&#039;ll have a 4+ cover save, and your opponent is at -2 to hit them.  These guys become some of the best objective-campers in the game, because they&#039;ll never, ever die.  Maybe keep a GUO with the doomsday bell nearby, so on the off-chance some do kick, you can bring one back each turn.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nurglings:&#039;&#039;&#039; Now, who forgot these buggers? These little shits get to deploy 9&amp;quot; away from the enemy DEPLOYMENT ZONE, and then act normally. Yes, that&#039;s right. They can move and then charge after doing this. Combined with the Disgustingly resilient rule (which they only get against weapons with damage 1 and they are multi-wound models...), they can easily tie down a shooty unit, or force them to fall back and waste a turn, granting your footsloggers valuable time. Sloppity Bilepipers will give them more attacks for better tarpit functionality. In addition, these very cheap tarpits make a decent objective holder, a screen to protect your units from deep-strikers, and a sneaky way to prevent knights from falling back (they are neither infantry nor bike).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039; - Those gross attention whores may look underwhelming at first but their abilities may make them worthwhile. They are pretty cheap at 34 points and can be taken in units of 9. They make D6 S4 AP0 D2 attacks each and reroll all wound rolls. They can also make Heroic Interventions like characters and if the enemy retreats from them they take a mortal wound on a 4+. With 5 wounds each and a 5++ combined with Disgustingly Resilient they will stick around quite a while. However the poor guy got its movement cut in half. Best used alongside Horticulous Slimux as a bodyguard, since they can intercept foes who might tie the Grand Cultivator up while gaining greater accuracy and rerollable charges in the process.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Plague Drones:&#039;&#039;&#039; Excellent. 4 Wounds at T5 with all the defensive trappings Nurgle Daemons enjoy anyway makes these insanely tough. Add to that the decent movement speed and the 4 damage 2 attacks each Fly dishes out and they become a force to be reckoned with. Can take a beating and nothing wants to be in melee with them. Their shooting sucks, but bad shooting is still better than no shooting whatsoever, right?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plague Toads of Nurgle (FORGEWORLD):&#039;&#039;&#039; Apparently these things can fly, which is curious. Their melee attacks are brutal, dealing S5 Ap-1 D3 and hits of 6 generate more hits; nice considering they only get 3 attacks that hit on a 4+. Also T5, W4 and get the 5+++ and a 7&amp;quot; bolt pistol that also hits on a 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pox Riders of Nurgle (FORGEWORLD):&#039;&#039;&#039;  Hold up now.  With the new codex, these may be the most broken thing in the codex.  Five wounds, Toughness Five, Multi-damage profiles, fast movement, banners, instrument, and the ability to get to a -2 to hit above six models?  A full unit will tank 22 lascannon shots per MODEL with that.  That&#039;s 135 bolter shots.  That&#039;s 67 assault cannon shots.  (WITH SPACE MARINES!)  Against 4+ it&#039;s silly.  Against 5+ you are not getting hit! Now combine that with 3 S5 AP-1 D3 that generate extra attacks on sixes OR 5 S4 AP0 D1 that reroll wounds.  Now think about the locus bonuses, character re-rolls, stratagems, and psychic powers you can add on top of this. They also come with 60mm bases, which makes them a huge board control unit.  You can make a huge bubble to hide daemon princes.  The drawback?  $$$$$$ These cost a firstborn to purchase from forgeworld (£65 for 3).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Plague Hulk of Nurgle&#039;&#039;&#039; - Want a worse but tougher Defiler who doesn&#039;t heal himself? You found him! T8, 14W, 5++ and 5+ Disgusting Resilience. With S8 and &amp;quot;Rusting Curse&amp;quot; which lowers Vehicles saves within 1&amp;quot; by -1, he&#039;s going to punch the crap out of enemy armor. It can also be summoned, but with 12 PR it&#039;s not going to happen reliably. Rot Cannon is largely unchanged but with new stats, 36&amp;quot; Heavy D6, S6 AP-3 D2 and all wound against Infantry are rerolled (cool). Its vomit has morphed into something else altogether, 7&amp;quot; range, Pistol D6, S5 AP-2 D1 where all shots auto-hit... very cool! The Iron Claw remains largely unchanged, Sx2 AP-3 D6 (not -1 to hit rolls) with the Warpsword being potentially good now with User S, AP-3 and a flat 3 damage which also allows you re-rolls to hit (much better than last edition for sure!)... Most people will probably continue taking the claw. All around, the Plague Hulk is a great 8E choice.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Scabeiathrax the Bloated:&#039;&#039;&#039; My oh-my is this guy one tough son of a bitch. At T9 with 22 wounds (which can be healed with the Nurgle Discipline), a 4+ Invulnerable save for being a Daemon Lord, and the Disgustingly Resilient special rule, you will need a crap ton of heavy fire power to put him down. And if he dies, on a 4+ a unit within D6&amp;quot; suffers D6 mortal wounds. His close combat abilities are not to be [[Nurgle|sneezed]] at either. He has Horrific Vomit, which is a 2d6 flamer at S6 AP-2 with Damage D3 that can be fired into close combat. Then, he has the Blade of Decay, a S+2 AP-4 sword that does a flat 6 damage. To round it all out, he gets D6 additional nurgling attacks at S2 AP0. He can cast 3 powers and deny three powers, and knows Smite plus two Nurgle powers. Finally, he lets Nurgle Daemons use his leadership within 6&amp;quot; of him. Oh, did I forget to mention he forces a -1 to hit modifier on all friendly Nurgle Daemon units within 6&amp;quot;? Yeah, you want this guy. The only thing stopping you from taking him in every game is he&#039;s 777 points, and he&#039;s a LoW.&lt;br /&gt;
**Chapter Approved arbitrarily slapped Nurgle&#039;s lucky number on Scabby, because obviously he&#039;s worth much more than Mortarion rules-wise, right? Where he stands right now, he is horribly overpriced for a model that has a very small area of effect. Wait for the new Great unclean one rules and see if you can get a cheaper version that does many of the same things...&lt;br /&gt;
**If you&#039;re playing anything other than Matched, you still want him for one reason--between his normal -1 to hit aura, the Miasma of Pestilence power he can cast on himself, and the Plaguefly Hive Warlord Trait, enemies have a -3 to hit against him if they are within 7&amp;quot;. The best close combat characters in the entire game will need 5s to hit him. And if they have a power fist or thunder hammer, anything with a WS worse than 2+ physically can&#039;t hit him without outside bonuses. This can also be a counter to the new ork codex hordes trying to drown your warlord in wounds. Even with a banner they&#039;re hitting on 5+.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Feculent Gnarlmaw:&#039;&#039;&#039; New Nurgle-themed scenery thing, which is treated as a terrain feature after it&#039;s set up. {{W40kKeyword|Nurgle Daemons}} within 7&amp;quot; can fall back or run and still be able to shoot and/or charge in the same turn, any {{W40kKeyword|Nurgle Daemon}} unit completely within 7&amp;quot; that is not a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Monster}} gets a +2 cover, {{W40kKeyword|Chaos Characters}} within 7&amp;quot; can reroll any dice when summoning {{W40kKeyword|Nurgle Daemons}} and at the beginning of each turn you have to roll a dice for each non-{{W40kKeyword|Nurgle}} unit within 3&amp;quot;, dealing to each unit a mortal wound on a 4+ and D3 mortal wounds on a 6.&lt;br /&gt;
**Obliterators are {{W40kKeyword|Nurgle Daemons}}. Deploy them next to a Gnarlmaw to get a unit with a 2+ armor save that ignores the first two points of AP. They may not have Disgustingly Resilient, but they&#039;re still tough bastards that can spew out a lot of much-needed dakka.&lt;br /&gt;
**If you intend to summon Nurgle Daemons, take a Fortification Network with one of these. It&#039;ll help you summon said Daemons and will also give the summoned Daemons the standard Nurgle Detachment buffs once they&#039;re on the table.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Daemons of Slaanesh&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Slaanesh dance across the battlefield with a grace and speed that belies belief. They can close the killing fields of a battlefield in a heartbeat, falling upon their surprised and panic-stricken prey with psychotic delight.&lt;br /&gt;
&lt;br /&gt;
Fast and fragile and lots of attacks. So if you need to kill large blobs of weaker and/or faster enemies the pretty god&#039;s minions will do it for you. They can also have a good chance of also rending through armour but Khorn is more consistent at it and rips-up tanks. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daemonic Loci: Locus of Swiftness:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} All friendly Slaanesh units within 6&amp;quot; can advance and charge in the same turn. A nerf in sheep&#039;s clothing since a few Slaanesh units already had it before the codex switched it with re-rolling failed charges.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
#&#039;&#039;&#039;Celerity of Slaanesh:&#039;&#039;&#039; +3&amp;quot; move. Probably the best trait, as making it into combat is what the squishy Slaanesh daemons struggle with the most.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Duelist:&#039;&#039;&#039; Can reroll any failed hit and wound roll when in melee against a {{W40kKeyword|Character}}. Shalaxi has this.&lt;br /&gt;
#&#039;&#039;&#039;The Murder Dance:&#039;&#039;&#039; +d3 attacks if your warlord charges. The Masque gets this.&lt;br /&gt;
#&#039;&#039;&#039;Fatal Caress:&#039;&#039;&#039; Each time you make a to wound roll of 6+, the target takes a mortal wound in addition to any other. Super-rending claws.&lt;br /&gt;
#&#039;&#039;&#039;Savage Hedonist:&#039;&#039;&#039; +1 attack. Just get The Murder Dance instead, it can be far more useful than this.&lt;br /&gt;
#&#039;&#039;&#039;Bewitching Aura:&#039;&#039;&#039; Enemies within 6&amp;quot; get -1 attacks (to a minimum of 1). Vehicles are immune. Syll’Esske has this.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Aura of Acquiescence (1CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} unit at the beginning of any Fight phase; enemy units within 6&amp;quot; get -1 attack(to a minimum of 1, sadly). As most of Slaanesh new things - this thing is an AOE, so it can affect multiple units.&lt;br /&gt;
*&#039;&#039;&#039;Locus of Grace (1CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} character in the fight phase. Any {{W40kKeyword|Slaanesh}} units within 6&amp;quot; get a bonus attack at the same unit, using the same weapon, on a wound roll of 6+. A bit &amp;quot;meh&amp;quot; at first, since Slaanesh has no any +1 to wound (expect possessed and warp talons). But if you read your codex, you will spot a couple of funny things: 1) Its an AOE effect, that&#039;s pretty neat by itself. The second thing is - Steeds of Slaanesh. The number of attacks they made is stated in the &amp;quot;ability&amp;quot; part of their weapon (lashing tongue). So, unlike with daemonette claws, where you just make 1 more attack, you make a whole new set of 2/4/8 additional attacks (depends on a unit). Also, this proc on Hellflayer&#039;s Bladed axle too!&lt;br /&gt;
*&#039;&#039;&#039;Rapturous Standard (1CP):&#039;&#039;&#039; Upgrade to a single Daemonic Icon carried by a {{W40kKeyword|Slaanesh}} model. Once per battle, you can unleash the banner and the bearer&#039;s unit can reroll all to hit rolls for the rest of the phase. Take this on a unit of 20 Seekers and wreak havoc!&lt;br /&gt;
**NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know its coming.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Keeper of Secrets &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1CP):&#039;&#039;&#039; Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Keeper of Secrets}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for. &lt;br /&gt;
*#&#039;&#039;&#039;Realm-racer:&#039;&#039;&#039; +2&amp;quot; to move and +1 to charge and Advance.&lt;br /&gt;
*#&#039;&#039;&#039;Quicksilver Reflexes:&#039;&#039;&#039; SV4++&lt;br /&gt;
*#&#039;&#039;&#039;Blessing of the Dark Prince:&#039;&#039;&#039; -1 to wound from Ranged weapons.&lt;br /&gt;
*#&#039;&#039;&#039;Lightning Flayer:&#039;&#039;&#039; Unmodified 6s to hit on Melee weapons generate an additional hit.&lt;br /&gt;
*#&#039;&#039;&#039;Fear-seeker:&#039;&#039;&#039; Regain wounds for each model that leaves an enemy unit within 6&amp;quot;, and once per Moral phase move closer to an enemy before models flee the unit.&lt;br /&gt;
*#&#039;&#039;&#039;Battle Rapture:&#039;&#039;&#039; 6&amp;quot; heroic Intervention and Consolidates D3+3&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Razor-sharp Caress &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1 CP):&#039;&#039;&#039; Use in the Fight phase. Select a {{w40kKeyword|Daemonette Infantry}} unit, and improve the AP of their attacks by 1. &lt;br /&gt;
*&#039;&#039;&#039;Sinuous Undulation &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1 CP):&#039;&#039;&#039; Use in your opponent&#039;s shooting phase. When an opponent picks a {{w40kKeyword|Daemonette Cavalry}} unit to be the target of an attack, they suffer a -1 penalty to hit until the end of the phase. Useful for keeping a big unit of seekers or a Contorted Epitome alive. &lt;br /&gt;
*&#039;&#039;&#039;Song of Discrdent Despair &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1 CP):&#039;&#039;&#039; Use at the start of the Morale phase. Select an enemy within 6&amp;quot; of {{w40kKeyword|Fiends}} unit in your army. They take a -2 penalty to thier LD characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Flensing impact &amp;lt;sup&amp;gt;Engine War&amp;lt;/sup&amp;gt; (1 CP):&#039;&#039;&#039; Use in the fight phase on a {{w40kKeyword|Daemonette Chariot}} unit that charged this turn. Unmodified hit rolls of 6 score an additional hit.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Mark of Excess:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Bearer gets +1 attack by default, and gets another +1 every time he kills a {{w40kKeyword|Character}} or a {{w40kKeyword|Monster}}.&lt;br /&gt;
*&#039;&#039;&#039;The Forbidden Gem:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Once per game, you can hypnotize an enemy character. At the beginning of any enemy phase, select one character within 12&amp;quot;. roll 3d6 and if you exceed the target&#039;s leadership, it cannot act during this phase (IE fight, shoot, manifest psychic powers, etc). In addition, any aura affects the character might have been turned off. The range is a bit of a problem, but if it works, you are guaranteed a full turn in which your opponent&#039;s special snowflake character won&#039;t be able to do anything at all. More importantly, any supporting effects that character might have been generating passively are shut down for the turn- because screw Guilliman, that&#039;s why. (Works well with the Phantasmagoria psychic power for shutting down pesky characters)&lt;br /&gt;
*&#039;&#039;&#039;Soulstealer:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Replaces a Witstealer sword or Hellforged sword. Melee, user str user+1, ap -3, 3 damage. Each time a model is slain by this weapon, the bearer regains one lost wound. In addition, you can reroll all to wound rolls if targeting Eldar. Useful for keeping a melee character alive, and helps to make the Ancient Doom rule the Eldar have work in your favor. Give this to your Keeper of Secrets or DPoS for an infantry killing machine that &#039;&#039;&#039;just won&#039;t die!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slothful Claws:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} Herald models only. Replaces Ravaging Claws. Melee, strength +1, ap -2, 2 damage, each time you make a to wound roll of 4+, this attack is resolved at ap -4 instead of ap -2. Kinda meh, different from stock Herald claws by a bonus point of AP and strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact of Excess&#039;&#039;&#039;&lt;br /&gt;
if Warlord is {{W40kKeyword|Slaanesh}} Daemon, can give the following to a {{W40kKeyword|Exalted Keeper of Secrets}}.&lt;br /&gt;
*&#039;&#039;&#039;Silverstrike:&#039;&#039;&#039; Upgrade a Witstealer to make 2 more attacks.&lt;br /&gt;
*&#039;&#039;&#039;Jewel of Excess:&#039;&#039;&#039; +1 to cast a {{W40kKeyword|Slaanesh}} power and to Deny the Witch.&lt;br /&gt;
*&#039;&#039;&#039;Wip of Agony:&#039;&#039;&#039; Upgrade Living Whip, AP-3 and auto-wound if the target is not {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}}.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
Note: the most recent codex only includes an entry for the existing plastic herald kits, so hold onto your indexes.&lt;br /&gt;
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*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; With the release of the new plastic model the Keeper has gotten a new revised datasheet and 210 pts base cost. The new price includes one of three options: the living whip, ritual knife, or sinistrous hand. Or you can take the shining aegis for 220 pts.  An already frightfully speedy unit (who gets slower the more wounds it takes) its movement has increased to 14&amp;quot;, and now has 16 wounds. Its combat ability&#039;s been changed up a bit, it now does a straight 3 damage with its Snapping claws (AP-3 default and becomes AP-4 with a 6 to wound), and Witstealer sword (S+2 AP-3 and if a model takes a wound from this they subtract 1 from their hit rolls). The best part is you don&#039;t have to choose between the two; you get to make bonus attacks with the claw for a total of 10 (!) attacks at full wounds. These bonus attacks mean that even at the lowest bracket, your KoS gets to swing her feminine penis around with 6 attacks at full strength and WS2+. Mesmerizing Aura penalizes enemy attacks in melee with -1 to hit. Cast Symphony of Pain on the target of your charge for an additional -1 to hit. In combat wound them with Witstealer for an additional -1 to hit. Now characters are hitting on a 5+. If you make it your Warlord and take Bewitching Aura and enemies with 6” are -1 attack. That’s a brutal stack of bonuses in combat: -3 to hit, and -1 attack. Or alternately, take the free Soulstealer relic sword which is +1S/AP-3/D3; and recover previously lost wounds by killing enemy models. Take the Celerity of Slaanesh warlord trait for +3&amp;quot; to movement for Move 17&amp;quot;, Advance and Charge D6+2D6&amp;quot; for a charge distance of 18-33&amp;quot; with an average of 28&amp;quot;. Watch the look of horror on your opponents face when they realize just how fast these guys are with the locus of Slannesh - &amp;quot;yes I do want to move 14&amp;quot;, advance and charge in the same turn&amp;quot;. If you make the charge into a chaff unit she&#039;ll kill 6 and recover 6 wounds. If she still needs to heal more wounds on your turn cast Hysterical Frenzy; to fight again potentially wiping out the unit and allowing you to charge something else in the combat phase. Soulstealer also allows her to re-roll to wound versus Aeldari units. The Keeper of Secrets can now cast 2 powers, while it can attempt to deny 1 power, knowing Smite and 2 powers from the Slaanesh discipline. For psychic powers, Symphony of Pain and Delightful Agonies are your best options. As forcing the enemy to hit back on -1 is always good. Delightful Agonies grants a 6+ to ignore wounds. So, you can skip the Shining Aegis which it can&#039;t stack with anyway and take the far more useful living Whip or Sinustrous Hand.   210-220 points depending on kit. Unfortunately, Daemon princes are still better costing 45-55 pts less fully kitted out, and with 9 wounds has character protection. Being able to hide behind allies and having a 3+ save makes them a far more reliable source of high strength attacks and with wings they will move almost as quickly.&lt;br /&gt;
**The Keeper received a gorgeous plastic model, at long last! And as an added bonus, it comes with new wargear options: &lt;br /&gt;
***&#039;&#039;&#039;Living Whip&#039;&#039;&#039;: 6&amp;quot;/S6/AP-2/Damage 2/Assault 6/attacks from this weapon can target enemy units within 1&amp;quot;.&lt;br /&gt;
***&#039;&#039;&#039;Shining Aegis&#039;&#039;&#039;: roll D6 whenever the model takes a wound on a  6+ the wound is ignored; mortal wounds are ignored on a 5+.&lt;br /&gt;
***&#039;&#039;&#039;Ritual Knife&#039;&#039;&#039;: each time the model finishes a consolidation move select an enemy unit within 1&amp;quot; and roll D6: one a 1, nothing happens. On a 2-5, that enemy units suffer 1 mortal wound. On a 6 the unit suffers D3 MW.&lt;br /&gt;
***&#039;&#039;&#039;Sinustrous Hand&#039;&#039;&#039;: If the user kills any non-vehicle in the Fight phase, it heals D3 wounds. What, was the Soulstealer sword not enough healing for you?&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Summoning is based on 3D6, which is most likely to roll 10-11. The Keeper of Secrets is Power 14 (the other three are 17.) That means the Keeper is the only Greater Daemon you are mathematically more likely to successfully summon than not. It&#039;s not over yet, with the Soul Sacrifice stratagem, you can roll up to 4d6 for the summoning roll, which will most likely guarantee the summoning of your Keepers of Secrets. Wait! Did I just say Keepers of Secrets? Yes, definitely, use the Daemonic Pact stratagem, roll another 4D6 and rejoice while your opponent struggles to come up with a way to deal with 2 Keepers of Secrets charging at him. Each of the new Infernal Enrapturess&#039;s you take gains +3 to their own summoning rolls.&lt;br /&gt;
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*&#039;&#039;&#039;Infernal Enrapturess:&#039;&#039;&#039; The new generic Herald being released in the new Wrath &amp;amp; Rapture box set. She&#039;s primarily a support unit the Infernal Enrapturess provides powerful sonic fire support with her Heartstring lyre! The Heartstring Lyre has two profiles two choose from in the shooting phase. Cacophonous Melody: Range 18”/S4/AP-1/Dam 1/ Assault 6; and Euphonic Blast: Range 24”/S8/AP-3/Dam 3/Assault 1. So Her Harp is basically Noise Marine Blastmaster but with half the range. Cacophonous Melody can wound a Marine on a 4+ and reduces their armor save to a 4+ save. While Euphonic Blast can take the last few wounds off-tank armor or a monster. Her stat line is: Movement 7&amp;quot;, WS 2+, BS 2+, S4, T3, W4, A2, LD8, and SV 6+. So her Heartstring lyre will be hitting on a 2+ while she moves up the board at Daemonette speeds. But wait there&#039;s more! Her Discordant Disruption ability causes enemy psykers within 24” to suffer Perils of the Warp on any doubles. This 24&amp;quot; aura is incredibly powerful especially in conjunction with the Daemonic Possession stratagem; effectively letting you shut down the psychic phase over a huge area for 1CP. Causing enemy Psykers to suffer 2D3 mortal wounds on a perils. Meanwhile, Fiends with move 14&amp;quot; along with Advance and Charge can quickly reach and disrupt Psykers outside of the 24” aura. Or if their within 12” of a Psyker whose within the 24” aura; they completely shut down the psychic phase. A Vanguard consisting of Infernal Enrapturess, and 3 Fiends can effectively boost any chaos army. Effectively neutering Psyker heavy armies and those dependent on Psyker support. The only issue is she doesn’t do much if the opponent doesn&#039;t use Psykers.  Finally, she has the Harmonic Alignment special rule. If an Infernal Enrapturess attempts to summon a SLAANESH DAEMON unit to the battlefield you can add +3 to the resulting summoning roll. Adding 3 to any summoning rolls enables her to safely summon a unit of 10 Daemonettes, Masque, a Herald, or two Fiends of Slaanesh on a single dice. Without the risk of suffering MW. Also at the start of each of your turns, you can roll D6 for each SLAANESH DAEMON unit within 6”; on a result of 6 a single slain model is returned to that unit. So she can reinforce existing units that have suffered losses; even multi-Wound models such as Fiends, Seekers, or Obliterators! Position an Infernal Rapturess with a unit of Obliterators as her Euphonic Blast has a similar range and damage potential; and she can also resurrect a dead Obliterator on a 6. Deep strike her into the mid-field together with 1-2 units of Obliterators to position her anti-psyker bubble for maximum impact. Take her in a Slaaneshi Daemon detachment and those Obliterators can now advance and charge in the same turn. All for a mere 70 pts!&lt;br /&gt;
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*&#039;&#039;&#039;Viceleader:&#039;&#039;&#039; The newly named Herald of Slaanesh on foot. Sadly the official miniature is still resin only but easily converted from various Slaanesh plastic kits. She grants +1 strength to all Slaanesh units within 6&amp;quot; of her. She&#039;s fairly speedy at 7&amp;quot; with Quicksilver swiftness, and is a Psyker who can cast/deny 1 power, knowing smite and one power from the Slaanesh discipline. That +1 to strength is...very much worth it. S3 has always been a shortcoming of Daemonettes and other Slaanesh units. The foot Herald gained the Daemonette keyword in the 8th Ed Codex allowing her to benefit from the Masque&#039;s -1 to hit penalty, finally. Her Ravaging Claws are still S: user and AP-1 but now are DMG 2. Chapter Approved 2019 reduced her cost to 50 pts. &lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh on Seeker Chariot:&#039;&#039;&#039; Tired of having very fragile Heralds? Have this fairly fragile one. With Steed of Slaanesh going Legends, They are now your mounted herald, and you can find its most recent data sheet in Engine War. The regular Seeker Chariot variant is now 90 pts, and like all Slaanesh units, it is a bit of a glass hammer. 12&amp;quot; move, Toughness 5, a 4+ Save, and 7 wounds to let it hide behind screens gives you a mobile , but it will crumple if it gets focused down. There is some potential for some play if you give the Herald the Slothful Claw relic. Otherwise, you are looking at six strength 5 attacks and four bonus attacks at strength 4 with no AP. If you manage to charge, you can cause mortal wounds to enemy models within 1&amp;quot; on a roll of a 6, which just reinforces the units roll as a chafe cleaner. Charge into into a screening unit, clear it out, and hopefully, your Keeper of Secrets will have a clear path to something important. All in all, you are paying some extra points for extra toughness and wounds, a few extra attacks, a small  chance of mortal wounds when charging, and, most importantly, a bigger base, which means his aura of +1S is bigger. It&#039;s probably the best Herald, but it&#039;s hard to maneuver, so be careful.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh on Exalted Seeker Chariot:&#039;&#039;&#039; Sadly inferior to the smaller chariot. On paper, it starts off nice. With 16 attacks in melee (8 from the Herald&#039;s ravaging claws and 8 from the mounts) it would seem to be a strong melee threat. Furthermore, its scything impact rule triggers on a 5+ instead of 6, making it more deadly on a charge. Then you run into the problem of getting it to your opponents battle line. 12 wound looks nice but that means you can&#039;t hide behind a blob, and if you lose half your wounds (and it will be soon enough, trust me) it becomes slower and worthless in melee because of Damage table. To seal the deal, it costs 1/3 more than a normal Herald on Seeker Chariot. Avoid this.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh on Hellflayer:&#039;&#039;&#039; A brand new option added to the Daemon Codex with datasheet included in Chapter Approved 2019 and Engine War. For a 10 pts more than a Herald on a Seeker Chariot, you get a unit with all the Seeker Chariot&#039;s strength while being slightly better at tackling mid-toughness targets. The Hellflayer replace the Scything impact with a unique wargear; Bladed Axle. This is is 2X strength melee weapon, so with the Heralds +1S aura, it does D6 extra attacks at S10/AP-1/Dmg 2.&lt;br /&gt;
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*&#039;&#039;&#039;Herald of Slaanesh on Steed of Slaanesh (Legends):&#039;&#039;&#039; Updated with Chaos Daemons - Legends. A basic Herald mounted on a Steed which grants 14&amp;quot; movement, re-rolling charges, and +1 wound for 85 pts. Taken in a Slaanesh Daemon detachment she has a 6&amp;quot; aura which allows units to advance and charge in the same turn. The Legends update finally gives her Ravaging Claws with S: user/AP-1/Dmg 2/Counts a AP-4 on a wound roll of 6. Which can now be swapped out for the Slothful Claw relic.&lt;br /&gt;
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*&#039;&#039;&#039;Contorted Epitome&#039;&#039;&#039;: &amp;quot;Mirror, mirror, on the wall, whose ass is going to be fucked up worst of all?&amp;quot; 2 heralds riding on a magic mirror. This magic mirror acts as a psychic turret, casting and denying two powers per turn with a +1 bonus to do so. Taken along with an Infernal Enrapturess and Fiends it can provide excellent Psychic Defense. It also has a 2+ save against mortal wounds that protect it further from enemy psykers, and enemy units including fliers that get within 6&amp;quot; of it have their ability to fall back restricted. Needing to test the highest LD of the unit on 3D6 before they can fallback.  Be sure to take Phantasmagoria for its 12&amp;quot; penalty aura of -1 LD as one of its powers. There is only ~37.5% chance to roll lower than LD10 on 3D6 and pass the test. Debuffing LD even by -1 reduces the chance of an LD7-8 unit escaping to ~26%, Brutal, but it only gets worse as you stack on LD penalties like Zarakynel -2 LD penalty that would make units -3LD. Now an LD10 model only has a ~9.26% chance of escaping. Anything LD7 would effectively be stuck as they only have a ~0.46% chance to escape. Best of all any flier without a hover style rule that cannot fallback automatically dies.  It has the herald aura of +1 Strength, moves as fast as a prince with wings, gets 2 attacks using a prince&#039;s sword profile and 8 herald attacks all at strength 6. Add in the princes WS and the character protection and we got a beast.  But the Contorted Epitomes isn&#039;t just an extra killy Daemon Prince its also an amazing Psyker. What really makes the Mirror powerful is its synergy with the Infernal Enrapturess and Fiends. It will be very hard for enemy Psykers to stay out of range on all those de-buffs given the mobility of those units. It also synergies well with Fiends providing an additional means of holding units including flyers in combat. The Epitome is an auto-include. Not only is it good on its own it can follow the initial engagement forces no matter their speed. If you spam chariots, take an Epitome with them for their loci and herald aura following at the same speed. Because of its speed, the Epitome is best taken alongside chariots, fiends or seekers. If you&#039;re running swarms of Daemonettes take Syll&#039;Esske if you have the extra points. As clarified in the new Slaanesh Daemon specific FAQ released on 05-29-2019 the Mirror Heralds can be upgraded with the Slothful Claw relic but loose all +8 attacks if they do so. Derp. The FAQ also states that it a model with a minimum Move characteristic wishes to Fall Back whilst within 6&amp;quot; of a Contorted Epitome fails its LD roll its destroyed. The Flyer must also declare it will hover before it makes the LD roll. Strangely, the datasheet for this model doesn&#039;t include the PSYKER keyword.&lt;br /&gt;
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=====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Shalaxi Helbane:&#039;&#039;&#039; TACTICAL WHORE, INCOMING! Slannesh is at long last getting a named Greater Daemon! Her Soulpiercer spear is a ridiculous Sx2 AP-4 D6 D, and if it scores a 6 to wound against a character it always does the full 6 damage. She also wears the Cloak of Constriction, which imposes a -1 to wound against enemy melee attacks, which nicely complements the hit penalty she shares with the standard Keeper of Secrets. Delicate Precision allows her to re-roll wound rolls of 1. While Monarch of the Hunt allows her to move 6&amp;quot; during a pile in or heroic intervention as long as it is towards the nearest enemy character. If you make her your warlord she must take Quicksilver Duelist which allows her to re-roll to hit and wound enemy characters. Finally, she can take either a Living Whip: 6&amp;quot;/S6/AP-2/Damage 2/Assault 6/attacks from this weapon can target enemy units within 1&amp;quot;; for 220 pts. Or a shining Aegis: roll D6 whenever the model takes a wound on a  6+ the wound is ignored; mortal wounds are ignored on a  5+; for 230 pts. Since she has Delightful Agonies as a psychic power skip the shield and take the living whip instead. Counterpoint - the shield is viable as there are a lot of other excellent Slaanesh powers that make you a beast in cc (looking at you hysterical / symphony). Plus the shield looks dope as hell. With Chapter Approved 2019 she went down 40 points!&lt;br /&gt;
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*&#039;&#039;&#039;The Masque of Slaanesh:&#039;&#039;&#039; Due to the changes in how characters work, the Masque is finally granted the protection of hiding behind a blob of Daemonettes. As well as gains a stunning new plastic model. She can advance or fall back and charge in the same turn, and she forces a -1 to-hit penalty against enemy attacks that target a Daemonette unit within 6&amp;quot; of her in the fight phase (and she has the DAEMONETTE keyword, so that applies to her too). Also, if she&#039;s locked in combat with something, you add 1 to hit against the target unit. Her Ravaging Claws are now S: user and AP-2, with DMG 2. Her cost increased significantly in Chapter Approved 2019 going from 65 pts to 78 pts. If your running Mono-Slaanesh you should always be taking her. She combo very well with Syll&#039;Esske in a massive swarm of Daemonettes.&lt;br /&gt;
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*&#039;&#039;&#039;Syll’Esske:&#039;&#039;&#039; The new winner of the &amp;quot;Most Ridiculous Topknot in 40k Award&amp;quot; is apparently the fusion of a Herald and a Daemon Prince, and subsequently gets the benefits of &#039;&#039;both their auras at once&#039;&#039;. Their 8 attacks would be dangerous enough, but it&#039;s effectively doubled due to their Deadly Symbiosis rule; the first time they fight, they have to attack with only their Axe of Dominion (S+3 AP-3 3 D) or their Scourging Whip (S User AP-1 1 D, each hit counts as D3, also works as a shooting weapon with stats 6&amp;quot; Assault d6 S User AP-2 1 D, can shoot into melee)...but after their consolidation move they get to select a new target and fight again using the weapon they didn&#039;t use the first time around. Its worth noting that with Syll’Esske you effectively get 3 aura abilities: re-roll 1&#039;s to hit, +1 S, and Advance and Charge. Which can be very effective taken alongside as CSM Daemonkin detachment. Double trouble indeed. 210 points. They have a fixed warlord trait - Bewitching Aura (enemies within 6&amp;quot; suffer -1 attack to a minimum of 1). But the reason Syll’Esske exists is their Regal Authority ability allows SLAANESH DAEMONS within 6&amp;quot; to re-roll morale tests. Which is perfect for finally making hordes of Daemonettes viable. So that Daemonettes can finally make us of their Graceful Killers rule for +1 attack. Syll’Esske&#039;s 9&amp;quot; move pair best with Daemonettes 7&amp;quot; move and instrument bonus.  They have 4 auras that benefits Daemonettes 5 if taken as your warlord. It&#039;s truly amazing what Syll&#039;Esske does for Daemonette blobs. Providing 4 different auras: +1 strength, re-rolling 1&#039;s to hit, re-rolling morale, and providing Advance and Charge. Or 5 auras if taken as a warlord for: forcing -1 attack on enemies within 6&amp;quot;.  All for 30 pts more than a winged Daemon Prince and 30 pts less that a Keeper of Secrets. they combo very well with Masque in a massive swarm of Daemonettes.&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039;A new Slaanesh Daemon specific FAQ was released on 05-29-2019 which clarifies that Syll&#039;Esske can attack twice even if unable to move in consolidation. They can also attack the SAME target you target twice or they can target a different that they attacks that phase.&lt;br /&gt;
**&#039;&#039;Also Note:&#039;&#039; A good idea for Syll&#039;Esske is to have them team up with some Fiends, yes they don&#039;t really benefit from the leadership buff, but they make the ungodly 14&amp;quot; movement even better and, if they&#039;re all together, those puppies are making S5 attacks, not 4&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes:&#039;&#039;&#039; The Daemonettes were the best daemon at ripping up armor until 8th came along and made Bloodletters more reliable at it. Their Piercing claws are AP-1 normally, but if you roll a 6 to-wound it becomes AP-4, compared to the Bloodletters and their Hellblades which have a higher strength, a more reliable AP-3 all day and deal additional damage on a 6. This isn&#039;t to say these girls aren&#039;t good at the job but they have been overshadowed, especially now that TEQs tend to have multiple wounds. They still have more attacks (and if you have a unit of 20 or more, you add 1 to their attack characteristic), higher speed and strike before anyone, which would make them great as an MSU... if only they weren&#039;t so frail! Instead, use them like you would Genestealers - throw your Bloodletters at TEQs while you use these girls to overwhelm some camping shits in cover. Daemonettes rely on getting into combat &#039;&#039;fast&#039;&#039; so be sure you buy an instrument and use your loci to get them into it. Now a mere 6 pts each thanks to Chapter Approved 2018, just 2 points more than Cultists at 4 pts.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Fiends of Slaanesh:&#039;&#039;&#039; Finally, with Chapter Approved 2019 they return to their former glory. Gaining +1 wound, a unit leader the Blissgiver with +1 attack, and a 5 pt price drop. So their S4/T4/W4 with 4X Damage 2 attacks from their dissecting claws; that resolve at AP-4 on a wound roll of 6+. Their tail can make a single attack with AP-3 and Damage D3. With 4 attacks a turn, they are good at fighting multi-wounds units... but that&#039;s not their main role. Their first ability make so that every PSYKERS in 12&amp;quot; have -1 to Psychic tests, which is nice. The second ability is so annoying they will give you tears of joy when you manage to pull it off; enemy units engaged by them can&#039;t Fall Back unless they can FLY. A single Fiend can easily tar pit a Land Raider for an entire game. So delicious! Since they are fragile (and most likely will get shot out of the table on the first turn if you deploy them) but are only 37 points each, this is a perfect unit to summon. You can even do it on one dice and avoid any risk. Ironically, their abilities make this unit a perfect addition to Khorne Daemons&#039; armies, making their Deny the Witch easier and blocking the enemies so your slow army can get them.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Seekers of Slaanesh:&#039;&#039;&#039; They&#039;ve lost their innate Advance and Charge rules in the new codex but they still have access to the rules with the new loci ability. Instead, their Unholy Speed rule now allows them to re-roll charges. Holy smokes, that&#039;s an impressive threat range of 32&amp;quot; (33&amp;quot; with an instrument of chaos, since you still can&#039;t declare charges outside 12&amp;quot;), and an average of 26,5&amp;quot;. With 2 wounds each, their role is clear; you can reliably charge turn one and engage stuff you don&#039;t want to shoot, and have just the right stuff not to get completely demolished by overwatch and resist a turn or two. They have the same attacks of the Daemonettes plus 2 attacks from the mount, but don&#039;t expect them to kill too much, especially without a Herald to back them (you can have one, but since Seekers will run as close as the enemy as possible, it&#039;s risky. If the Seekers get destroyed, you will most probably lose the expensive Herald too). In general, if you play mono-Slaanesh you want a big unit of those girls. Significantly better now that they&#039;ve gone down 4 pts to 15 pts each in Chapter Approved 2018.&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; It&#039;s nice to see that the Hellflayer finally has a role on its own, instead of being &amp;quot;just a Seeker Chariot with an extra gimmick&amp;quot;. Hellflayers don&#039;t have the Scything Impact of the chariot, but instead, have D6 extra attacks at Sx2 AP-1 D2. High strength attacks are rare in this army, so having another source such as this is welcome. Laugh at the image of an Hellflayer destroying tanks with their blades. They gained +1 attack in the new codex but nothing else. More cost-effective now that they&#039;ve gone down to 70 pts in Chapter Approved 2019.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; Cheap and flexible. Seeker Chariots have both the piercing claws and the lashes of torment (which can hit in and out of combats), and their Scything Impact ability gives you a slim chance of dealing mortal wounds. They don&#039;t really have a role on their own but are always a nice addition. They gained +1 attack in the new codex but nothing else. They dropped to 50 pts in Chapter Approved 2019 allowing you to take them more easily in a list.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; Just like the Hellflayers got some different stuff, now even this is not &amp;quot;just a Seeker Chariot but bigger&amp;quot; anymore. Unlike the Seeker Chariot, this thing have scalable wounds and start with a respectable WS 2+ and 8 attacks, only to lose them when it gets wounded. It no longer caused mortal wounds on 5+ like in the Index, but rather a 6+ like the regular chariot. So it&#039;s more expensive than the Seeker Chariot and potentially far stronger. On full and half wounds, it&#039;s better in every situation. Causing more wounds than a regular chariot. Once it gets to it&#039;s final wound bracket, the regular chariot is better; but by this point, it&#039;s already taken 1.5x the wounds of a regular chariot and is still on the table. Down to 70 pts with Chapter Approved 2019; basically take this one if you can spare the 20 points more.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Zarakynel, the Bringer of Torments:&#039;&#039;&#039; Forget your safeword and fluffy handcuffs, this thing is an unholy amount of slaughter on the Battlefield at the cost of the souls of a dozen virgins and something close to a Castellan&#039;s worth of pts. The big Z is Toughness 8 with 20 wounds, has a 4++ (which gets a +1 bonus to the roll in close combat for an effective 3++), this makes Z a big and relatively easy target, put Z in Deep Strike with the Stratagem to minimize the damage Z takes before making it into melee. Z can also advance and/or fall back and charge in the same turn, although it cannot move through enemy models while doing so, so you want to try to make sure Z does not get surrounded and trapped. Z is also a potent Psyker being able to both cast and deny 3 powers per turn. Z&#039;s ability to put a -0/-1/-2 penalty to Ld on enemy squads within 6&amp;quot; depending on how many wounds Z has left stacks very nicely with the Phantasmagoria and Cacophonic Choir psychic powers from the 2018 codex. Z has two weapons, the claws are mostly useless unless you want to gamble for a potential 6 damage per wound, but forget about the claws... what you really want is the sword; S+1 (8), AP-4, a flat 3 damage, and &#039;&#039;&#039;any to-wound roll of a 4+ causes 3 mortal wounds instead.&#039;&#039;&#039; Laugh at that blob of Assault Terminators who think they are safe with their 3++ shields! TL:DR when it comes to the ability to Rip and Tear, if you want to give Khornate daemons a run for their money then big Z&#039;s got you covered. Make Z your Warlord and take the Murder Dance Warlord Trait, every time you charge (which is hopefully turn 2-7 with Z&#039;s ability to fall back and charge) you get to make another D3 attack with the Sword. As of the FW FAQ (available on the community site) all Children of the Warp including Zarakynel have had the {{W40kKeyword|Daemon}} Faction keyword added so you can actually, ya know, use the Daemon Lords in a Daemon army. Hooray!&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Neutral===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Here Is the Daemons any god can take.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Chaos:&#039;&#039;&#039; Your classic murder-machine, now buffed to S7 T6 with 8 wounds and a natural 3+ Armor save. They must choose allegiance to a Chaos god and gains their respective special rule. They can become psykers except for Khorne-aligned princes, which gain +1 attack to compensate for their lack of psychic potential. They can also buy wings and a slew of equipment to make them even deadlier. Double talons are superior over the sword in all ways and help a lot to kill units with lots of models but the axe is better against high toughness armored (single) units like tanks or monsters. DPs are a very good allround unit in a codex with otherwise specialized units and can compensate the respective gods weakness. Now with deep discounts in Chapter Approved 2019. A basic Daemon Prince now costs 146 pts, or 155 pts for a winged prince. All their available weapons upgrades cost +10 pts. So their best load out with; wings and dual malefic talons dropped 15 pts from 180 pts to 165 pts.&lt;br /&gt;
**Give your khorne daemon prince the skullreaver axe and the warlord trait from the khorne formation for 7 attacks at strength 9 AP -4 and d6 damage on the charge and d3 additional mortal wounds rolls of 6 and re-rolling wounds against titanics, oh and with +1 attack near an enemy character, [[rape| and then there&#039;s the fight again stratagem...]] &lt;br /&gt;
**Note: Now that they&#039;ve been &amp;quot;buffed&amp;quot; to only have 8 wound, they now serve a very important role in your army--forcing your opponents to choose between shooting your big scary Greater Daemon who is scary by itself but has a useful but slightly meh aura, or trying to shoot down your hordes of Lesser Daemons that are protecting a monster that is almost as scary and giving large units one of the scariest buffs they can receive. Bonus points if you can also have a Herald in there too.&lt;br /&gt;
**Important: though the above is true, DPs lack degenerating stats which make them more reliable than your other monsters and monstrous vehicles.&lt;br /&gt;
**Note: As of the new FAQ, these now have an identical statline to the CSM version, which means they only have three differences. Unlike the CSM one, they only apply their reroll-1s aura to Daemons of their alignment (although that does apply to Possessed, Warp Talons, mounted HQs and the various Daemon Engines) but they take their psychic powers from the Daemons list instead of Dark Hereticus. So, now it&#039;s just a matter of how much you&#039;re relying on CSM allies. They also get the special rule for whatever god alignment they have. This means that this version is generally better at being a threat in and of itself, while the CSM one is better at playing a support role for CSM. Figure out what you want to do with your Prince and choose accordingly.&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Thanks to the 2019 FAQ ALL Daemon Princes: Chaos Space Marines, Chaos Daemons, Deathguard, and Thousand Sons are all now count as the same datasheet for purposes of Matched Play. So, now despite the number and type of detachments you take you&#039;re now limited to a max of 3. So, Daemon Prince spam has been nerfed. Summoning does get around this and only this version can be summoned. &lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Fly again allows models to move across enemy models while charging. However, flyers can no longer block movement, and a demon prince that flies into ruins in the movement phase can still be stuck there in the charge phase. &lt;br /&gt;
*&#039;&#039;&#039;Be&#039;lakor:&#039;&#039;&#039; The Dark Master has taken a price hike, but he still has his good points. He is 2&amp;quot; faster than a Flying Daemon Prince. However, Be&#039;lakor&#039;s utility lies in his special rules. He grants all Daemon units within 6&amp;quot; of him re-rolls of 1 to-hit, and enemy models within 12&amp;quot; subtract 1 from their Leadership. Finally, he may re-roll all failed saving throws. He knows 2 psychic powers from a list of 3 Dark Hereticus powers (which are now limited to Gift of Chaos, Infernal Gaze and Death Hex), can and cast 2 powers compared to the DP&#039;s one. He lost access to Warptime which is really sad, but he&#039;s an excellent psychic nuker that can buff Daemons of any allegiance.&lt;br /&gt;
**Note about detachments: As Be&#039;lakor has no chaos allegiance you can&#039;t take him in any mono daemons detachment and keep the rest of the detachment buffs. This was confirmed in the daemons FAQ. To keep the buffs you have to put Be&#039;lakor in his own detachment. This is in the latest daemons FAQ.&lt;br /&gt;
**Note: If you want to take Be&#039;lakor as your warlord, he must now take Inspiring Leader from the Core Rulebook, which means you&#039;ll never be taking him as your Warlord. Just seems like a hilarious kick in the gut to whoever actually used him as their Warlord and gave him either of the other traits, both of which benefit him way more.&lt;br /&gt;
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**Note: With his AP-5 Blade of Shadows, if combined with &amp;quot;Death Hex&amp;quot; from the Dark Hereticus discipline (coincidentally one of the powers he gets access to), Be&#039;lakor&#039;s melee damage output would only be mitigated by FNP type abilities. Hello and goodbye Girlyman!&lt;br /&gt;
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====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Terrax Pattern Assault Drill&#039;&#039;&#039; - subterranean assault transport (set up anywhere 9&amp;quot; away from enemy models at the end of your movement phase) with a terrifying melee weapon (if it hits). Transports 12 Infantry. Expensive, though. &#039;&#039;&#039;Note:&#039;&#039;&#039; this thing explodes for a nasty D6 mortal wounds (2D3 for psykers) to everything in a whopping 2D6”, and you can force it with Putrid Detonation. Field these things as deepstriking nukes for a bargain 106 points apiece.&lt;br /&gt;
**Now, you might be saying &amp;quot;Hey, wait a minute, this is a Chaos Space Marine unit, not Daemons&amp;quot;. You will be correct and this does mean it will only be able to be included if you&#039;re running a mono-god detachment and it will block your tactics. -BUT- because GW has ruled that {{W40kKeyword|MarkofChaos}} and {{W40kKeyword|Allegiance}} are the same once the game begins and the Termite can transport {{W40kKeyword|MarkofChaos}} units, then [[RAW]] this little bastard is currently the only transport for daemons and will let them deepstrike without consuming CP. It takes a whole new level of insane to carry daemons underground, so whatever maniac is driving this thing is probably scarier than the payload, unfortunately this isn&#039;t reflected in the rules.&lt;br /&gt;
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====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies&#039;&#039;&#039; These buggers are fast(12&amp;quot;), can fly, and have 2 attacks with S4 each. They have to take a mark and that can somewhat mitigate that shitty T3 and make them summonable by every god. They have a nifty little 50/50 chance to kill additional model in a unit that failed a morale test near them. Super good against small elite units, sucky on that conscript but can be paired with Belakor&#039;s ability. That makes them surprisingly good and flexible and can make for a far reaching distraction. But of course there has to be a snag: 10 points per model. You can get around the crappy metal mini buy using some leftover heads and arms of the respective god and some green stuff as wings and pin it on a toothpick. Or use the Gargoyle minis from Kings of War. THEY HAVE NEW PLASTIC MODELS as of Warcry release!&lt;br /&gt;
**15 Furies are only 8PL, letting you deep strike them for 1CP. Harass the edge of your opponents army but don&#039;t expect them to do much else alone.&lt;br /&gt;
**Making them dedicated to Khorne gives them 3 attacks each at strength 5, which is hilarious on a 12&amp;quot; movement. RIP and tear.&lt;br /&gt;
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====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder&#039;&#039;&#039; Your heavy fire support platypus. Heavy because it comes with 14 wounds and a 3+ save plus it can take a mark of X for free (e.g. Nurgle for that defacto FNP or Tzeentch for 4++ Invu against all those nasty heavy weapons out there). Fire Support because it gets you two 36+” high strength okay-AP weapons. Platypus because it doesn’t know what it wants to be. Its artillery purpose gets hindered with 5+ on the move and it wants to be on the move to get some use of its fine melee capabilities too: an iron claw for guys who need some heavy pounding and a sword you should switch to the warp claw for more attacks against guys who need a lot of pounding. With a move of 8&amp;quot; it can keep up with other more vulnerable stuff and draw some fire while returning some. While previously, just too pricey for any daemon army at 235 points; Chapter Approved 2018 drops its cost down to 180!&lt;br /&gt;
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*&#039;&#039;&#039;Giant Chaos Spawn:&#039;&#039;&#039; Back once again for an unholy romp, the GCS comes with what you would expect from an 8th ed Forgeworld monster - more specifically, a buff and a degenerating stat profile based on wounds. What you probably &#039;&#039;don&#039;t&#039;&#039; expect is what it gets for special rules and weapons (more on that in a sec). First the basics: T5, 10 wounds to start, Ld 10 for some reason, a rather disappointing 4+ WS and no BS but it does have a 4+ armour and 5++ as well as Daemonic Ritual. Okay, now the really fun stuff: it starts with 6+D6 movement, 6+D3 strength and 6+D3 attacks; for those keeping track at home, that&#039;s a minimum of 7 for all those stats and an average 9&amp;quot; move with 8 S8 attacks that deal D3 damage at -1AP - nasty! The downside is it does degenerate to M3+D3, S3+D3 and A3+D6 (down to D6, 2D6 and 2D6 respectively if you&#039;re on death&#039;s door), but the upshot is that if you roll a 1 or a 6 for any of those random stats, you regain D3 wounds. Oh and if that takes you over 20 wounds somehow, the monster gets buffed to M8+D6, S6+D6 and A6+D6 and gains the {{W40kKeyword|Titanic}} keyword.&lt;br /&gt;
**Up until Chapter Approved these things were a steal at 75 points; WS 4+, AP -1 and d3 damage made them a little pillowfisted in terms of dealing damage but free Daemon of Tzeentch plus the constant wound regeneration shenanigans made them worth far more than the sum of their parts.  Now their points cost has doubled they&#039;ve gone from a combination of hilariously disposable and extremely irritating to dispose of to rather more of an investment.  At least now they cost as much as a Maulerfiend you don&#039;t have to listen to your opponent whining about how cheap they are (although maybe you still will, this is 40k after all).&lt;br /&gt;
**&#039;&#039;&#039;Daemon Codex Update:&#039;&#039;&#039; Still only 5PL, so only costs 1CP to deep strike. &lt;br /&gt;
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*&#039;&#039;&#039;Spined Chaos Beast:&#039;&#039;&#039; The other generic Forgeworld HS beasty. Retains its S/T of 7 and 6 respectively from previous editions along with its 5++ while gaining 12 wounds in the process and a 4+ save. New this time around are the degenerating stats from wound loss: the beast starts with M10, WS3+ and a whopping 8 attacks (drops to 10/8/4, 3+/4+/5+ and 8/5/3 respectively); so yeah, this thing becomes absolute garbage if it&#039;s taken too much damage. Fortunately, you can summon it rather reliably at PL10, but getting it into combat after that is a crapshoot. It also has to be aligned with one of the gods, gaining that god&#039;s deamon rule, so this time, the Nurgle beast isn&#039;t terminally useless and can absorb mortal wounds. And then it gets three new weapons: &lt;br /&gt;
**&#039;&#039;&#039;Jagged Claws&#039;&#039;&#039; - your standard attack, for ripping apart things, dealing 2 damage apiece at -1 AP. So yeah, autocannon hits in close combat; Khorne beasts will wound Spess Muhreens on a 2+ on the charge, mind. Primaris Marines and Tau Battlesuits are very nervous about this; vehicles are also sweating at the prospect of getting beasted. Don&#039;t even think about trying to take on a dedicated CC mob (especially CC TEQs) - they will wreck your shit!&lt;br /&gt;
**&#039;&#039;&#039;Tusked Maw&#039;&#039;&#039; - when you&#039;re hungry and there isn&#039;t a Snickers around, bite a motherfucker dealing D6 wounds at Sx2 and -3 AP, but it&#039;s one attack only though. If you kill something with it (anything, really), regain a wound. The bonus wound is kinda weak but the attack is otherwise great for finishing off a blasted vehicle or a stubborn unit that just won&#039;t get the hint.&lt;br /&gt;
**&#039;&#039;&#039;Warp Spines&#039;&#039;&#039; - whenever it piles-in or charges or another unit piles-in or charges it, enemies within an inch take an S4 hit on a 2+. Yep, you will hit units near the unit you charged or charged you; shame it&#039;s only one hit doing one damage. Bit of a boon for Slaanesh beasts if you can keep piling into a unit or Nurgle beasts [[Tarpit|if you can keep it from dying]].&lt;br /&gt;
***&#039;&#039;&#039;Daemon Codex Update:&#039;&#039;&#039; Thanks to having {{W40kKeyword|ALLEGIANCE}} these things (and the Giant Spawn) now benefit from Daemonic Loci: pair one up with a Daemon Prince as a master and a hound and your Beastie will not only re-roll 1s To Hit but also charge more reliably/be protected a bit better/do more damage/move 10+D6&amp;quot; and then charge 2D6&amp;quot;.  Given the naturally random element to the Giant Spawn the Locus will be more beneficial to a Spined Beast if you&#039;re one of those meticulous types.  Deploying this thing on your line and storming forwards a potential 28&amp;quot; into combat is something that most Slaaneshi players may well be caressing their myriad and custom genitalia over.  I know I am, but only with my most bejewelled pincer.&lt;br /&gt;
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&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
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==Stratagems==&lt;br /&gt;
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Note: Games Workshop has released an FAQ restricting stratagems that target daemons to targeting units with the Daemons faction keyword. Sorry Brass Scorpion/Mortarion, no deep strike for you!&lt;br /&gt;
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===Universal===&lt;br /&gt;
Your Universal Stratagems mostly deal with manipulating the Daemonic Ritual rules for your benefit (and for making life hell for Grey Knights and Psykers) as well as a few quality of life stratagems for helping keep your daemons alive and stuck in.&lt;br /&gt;
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*&#039;&#039;&#039;Denizens of the Warp (1-2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Daemon}} unit. they can Deep Strike following all the normal rules and limitations you would expect. If the unit has a power rating of 8 or less, it costs 1 command point. Otherwise, it costs 2. Whoopee, now we don&#039;t need to footslog everything! You can even deep strike the FW Lords of War. Have fun with that. &lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Incursion (2CP):&#039;&#039;&#039; Use when a {{W40kKeyword|Daemon}} unit (no named characters) is destroyed by a {{W40kKeyword|Grey Knight}} unit. The destroyed unit is returned to the battlefield at full strength and can deep strike anywhere. Also, it DOES NOT cost reinforcement points in matched play games. Situational, but amazing when you can use it.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Sacrifice (2CP):&#039;&#039;&#039; Use before a Character tries to summon a {{W40kKeyword|Daemon}} unit to the battlefield via Daemonic ritual. The character suffers d3 mortal wounds but you can roll up to 4 dice for the summoning roll. In addition, reroll to-hit rolls of 1 for the summoned unit while within 3&amp;quot; of the character that did the ritual. The good news is you can summon Bloodthirsters and Lords of Change reliably, and if you&#039;re lucky enough you can even summon the named Characters too.&lt;br /&gt;
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*&#039;&#039;&#039;Rewards of Chaos (1-3CP):&#039;&#039;&#039; Your extra artifact stratagem.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Pact (1CP):&#039;&#039;&#039; Use after a character performs a Daemonic ritual to summon a unit. They can attempt to summon again.&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Possession (1CP):&#039;&#039;&#039; Use when an enemy {{W40kKeyword|psyker}} perils. they take 2d3 mortal wounds instead of d3.&lt;br /&gt;
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*&#039;&#039;&#039;Warp Surge (2CP):&#039;&#039;&#039; Use at the start of any phase. select a unit of Daemons. +1 invul (max 4++ as of the most recent big FAQ) but they cannot re-roll their saves.&lt;br /&gt;
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==Specialist Detachments==&lt;br /&gt;
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===Legion of Skulls===&lt;br /&gt;
This particular detachment from Vigilus Ablaze is only available to a mono-Khorne detachment. {{W40kKeyword|Bloodletter}} units gain {{W40kKeyword|Legion of Skulls}}. (This includes Skulltaker and Heralds, of course.) Note that you get the Relic in addition to any other Relics you might bring.&lt;br /&gt;
====Warlord Trait====&lt;br /&gt;
*&#039;&#039;&#039;Bloodblessed:&#039;&#039;&#039; Your warlord gets +1 attack by default, and then gains another when within 6&amp;quot; of an opposed character. If you&#039;re going headhunting, you&#039;ll need this to guarantee dead leaders.&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Brazen Skull (1 CP):&#039;&#039;&#039;&#039;&#039; At last, you have a means to provide some non-artillery shooting for your bloodletters. It&#039;s just that it&#039;s a stratagem. One that makes one model test BS (which Bloodletters tend to have set at pretty poor, although Skulltaker&#039;s is a respectable 3+) to get an immediate d3 mortal wounds. Hey, at least they have something to do before they reach charging range now.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Red Tide (2 CP):&#039;&#039;&#039;&#039;&#039; Simple +2 to charge rolls for friendly &amp;lt;LEGION OF SKULLS&amp;gt; daemons if they charge a unit that was charged earlier that turn by other &amp;lt;LEGION OF SKULLS&amp;gt; unit but it only gives you +2 if you declare a charge againts one enemy unit so keep that in mind&lt;br /&gt;
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====Relics====&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Goreplate :&#039;&#039;&#039;&#039;&#039; Roll a d6 after the bearer has slain an enemy model , on 4+ ( adding 2 to the result if the model was a character ) the bearer heals d3 wounds. Bloodthrone might find a use for it with the probability of healing d3+1 wounds whenever he charges and kills something.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
===The Bloodletter Bomb===&lt;br /&gt;
Let&#039;s get this bad boy out of the way: 20-30 Bloodletters with the Banner of Blood tearing out of the warp 9 inches away from your opponent&#039;s line and charging 3D6 (don&#039;t forget the nearby character to re-roll that charge). Really, that&#039;s it. Plug a Patrol Detachment of a Herald and Bloodletters (Icon + Instrument) into any army and clear away those pesky chaff units, or fold in the side of your opponent&#039;s line. Regardless of what you throw this at, your opponent will spend their next turn trying to clear it away, which leaves the rest of your army free to run wild. It costs you 2-3 Command Points to pull this off with one unit depending on the size of it so be sure to bring a few Battalions.  &lt;br /&gt;
*&#039;&#039;&#039;Why Bloodletters?:&#039;&#039;&#039; Because they have better offensive power than any other Daemon troop choice, are cheap as dirt, and get a 3D6 charge with potential re-rolls. Bloodletters get +1S and +1A on the charge and with 20+ of them, they hit on 2+ and wounds on 6+ double damage. This means 50 hits on S5 on AP-3! 33 wounds on most enemy units and 17 wounds on most vehicles - it&#039;s dead, Jim. Oh, and if it&#039;s not, spend the Khorne stratagem to fight again (at the end of the fight phase) and warp surge to make your enemy having to invest heavily into removing this unit in the heart of his lines. &lt;br /&gt;
*If you want to spend less CP, consider adding some token CSM support so you can access the Termite Drill, which RAW can carry the Bloodletters and let them deepstrike with it.&lt;br /&gt;
I feel that is an auto-include.&lt;br /&gt;
*This tactic is possibly the killiest in the game. [[Anal Circumference|On &#039;&#039;&#039;average&#039;&#039;&#039; a 30 man unit of Bloodletters and a Blood Throne w/ the Crimson Crown will kill &#039;&#039;&#039;80&#039;&#039;&#039; GEQs, &#039;&#039;&#039;53&#039;&#039;&#039; MEQs, &#039;&#039;&#039;26&#039;&#039;&#039; TEQs or &#039;&#039;&#039;3&#039;&#039;&#039; Leman Russ Battle Tanks.]] [[Rape|Plus an average of 0.33 Mortal Wounds for each nearby model.]] [[Cheese|All for only 390 points and 4-6 CP.]]&lt;br /&gt;
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===Bloodcrusher Bomb?===&lt;br /&gt;
While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it&#039;s not like you can&#039;t also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, 1CP to inflict MW on a charge, and then you Deep Strike in Skulltaker nearby (8&amp;quot; aura) for the +1 hit rolls. Food for thought...&lt;br /&gt;
*&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Bloodletters are better bombs. It&#039;s less than Bloodcrushers are bad, but it&#039;s simply a case that Bloodletters are better. As well as being far cheaper (at 7pts), they&#039;ll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver &#039;&#039;&#039;41 hits at 2+ str 5 and ap-3&#039;&#039;&#039;. At a cost of only 197 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 120 points) produces 19 attacks (with 13 at str 6 and a-3/ and 9 at str 7 -ap1).&lt;br /&gt;
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===The Pink Horror Blob/Bomb===&lt;br /&gt;
A shooty way to clear any chaff that might stand in the way of your other deep striking units. 20-30 Pink horrors supported by a daemon prince with the Demonspark warlord trait and a tzeentch herald. This gives you 90 shots at S4 18&amp;quot; range, re-rolling 1s to hit and to wound with +1 to wound from flickering flames (Optional: Boon of change to have a chance of being S5 on the horrors or a Mutalith Vortex Beast can give you a further +1S). There are two options of running them: starting on the table and forcing the opponent to deal with them and activating warp surge to absorb A LOT of damage with that 3++ on 7 pts models.  Alternatively they can deep strike and shoot stuff off the table. Since their shooting attack is 18&amp;quot; assault you don&#039;t have to deepstrike them right next to a unit.  Also, if you have second turn and your opponent isn&#039;t just sitting back in their deployment zone, you could even deepstrike them turn 1 in your deployment zone and hit a unit.  They won&#039;t be expecting that.&lt;br /&gt;
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===Plaguebearer Infestation/Bomb===&lt;br /&gt;
Take a unit of Plaguebearers w/ Plague Banner, a Poxbringer w/ Virulent Blessing and a Spoilpox Scrivener. The Scrivener gives +1 to hit with 7+ allowing for more attacks, while the Poxbringer gives + 1 Strength and +1 to wound, with 7+ allowing for double damage. Finally, Locus of Virulence gives another +1 damage on a 6+ and the Plague Banner makes their swords D2 for one round, resulting in a maximum of &#039;&#039;&#039;6 Damage&#039;&#039;&#039; on a roll of 7+. This results in a unit that hits of 3s, wounds elite models like Russes on 4s and does an average of 3.67 Damage per wound with the Banner (2.33 Damage without). As such, a blob of 30 Plaguebearers will makes 31 attacks, 20.67 hits, 10.33 wounds and deal [[Rape|37.89 Damage total]], [[Cheese|enough to kill 3 Russes in one round.]]&lt;br /&gt;
*If you don&#039;t want to spend 3-4 CP to drop the Plaguebearers, consider taking a squad of 10 + the Heralds in a Termite. This is still enough to alpha-strike one Russ equivalent, along with whatever the Termite manages.&lt;br /&gt;
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=== The hidden Daemon Prince(s) ===&lt;br /&gt;
Daemon Princes are one of your rare options to take on vehicles and similar stuff. They are mobile, customizeable and can do some warp stuff too and they are only 8 wounds and therefore can hide behind other units. Most armies will have a few of them. Take 30 plaguebearers with a scrivener and advance over the table and bubble wrap your 3 or more daemon princes so that your enemy has to waste his precious las cannons on your cheap plaguebearers and then jump out of hiding with 12&amp;quot; movement and kill his elite stuff. If you form a wide oval formation in the center of the table your flying DPs can run around and still hide while your buubble wrap charges and binds stuff here and there. Don&#039;t forget your pile in moves to bubble wrap a DP even in combat. Last thing you want is to kill an elite unit shout out in victory and then see your 200 points DP get shot of the next turn. The oval formation is especially nice with khorne or slaanesh DPs that have better chances to reach enemies with their loci. Combine that formation with some deep striking bombs and the enemy will have multiple big threats in his face.&lt;br /&gt;
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===Alphabet Chicken Soup===&lt;br /&gt;
Note that this is &#039;&#039;not&#039;&#039; a pure Daemons list, but most of the models/units in it are - you&#039;ll need the Chaos Index, the CSM Codex, and the Imperial Armour Chaos Index to field it, and, if you want to fully explore your options, the Imperial Armour Astra Militarum Index.&lt;br /&gt;
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With the release of Chapter Approved, the points cost of several of these models have been vastly increased and the strategy described below doesn&#039;t really work anymore.&lt;br /&gt;
&lt;br /&gt;
Two of the most powerful units in the game are Tzeentch Daemons, so..... why not take both?  Use {{W40Kkeyword|Chaos}} as your army-wide Faction binder, then take Magnus and Aetaos&#039;Rau&#039;Keres (the Alphabet Chicken).  The Chicken&#039;s powers are picked for you, since the Tzeentch Discipline hasn&#039;t been expanded to 3 powers yet.  Magnus should take Warptime, so you can get him into melee anywhere on the table, Weaver of Fates, because 3++/re-rolling 1s will keep Magnus alive beyond all reason, and then Death Hex, Prescience, or Diabolic Strength, depending on your local meta - Prescience is useful for Magnus to hit something dodgy, like a Culexus Assassin if he needs to, in melee, while Diabolic Strength will help him delete enemy heavies in melee faster, which is one of his jobs in this list; Death Hex is relatively difficult to cast, but on anything with problematic invuln saves, like Space Marines with Storm Shields, it can be critical to letting your Knight do some proper work.  Without any foreknowledge of your local meta or what your opponents might bring, Death Hex is the safest choice, since it&#039;s the only power Magnus can bring which will help the rest of the army (unless you go for a variant; see below), not counting any Chaos Spawns you make with his Blade.&lt;br /&gt;
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Since you&#039;re now only 1 Lord of War short of getting 3 CP from a Super-Heavy Detachment, take a Renegade Knight with two Avenger Gatlings, a Heavy Stubber, and an Ironstorm Missile Pod, so you have some anti-hordes dakka.&lt;br /&gt;
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Then take the Changeling and the Blue Scribes, and 3 minimum units of Brimstone Horrors to screen the Knight, in a Battalion; each unit takes 1 Iridescent Horror with an Instrument, because going from an average Advance of 10.5 to 11.5 is so significant when screening an M12 model.  The Changeling can also be used to protect both Magnus and the Chicken, of course, if they need to take cover.&lt;br /&gt;
&lt;br /&gt;
The net result is &amp;lt;s&amp;gt;2000&amp;lt;/s&amp;gt; many, many points for a 9 CP army that will almost always get the +1 to rolling to go first and punches way above its weight, since it requires incredibly specific counters but is a very general counter to anything it might face - the two big Daemons delete enemy heavies, while the Knight and its small Daemons delete enemy hordes.&lt;br /&gt;
&lt;br /&gt;
There are basically two ways to modify this list: the Blue Scribes, which are only present because they&#039;re a cheap Chaos HQ, and the Knight, who&#039;s there for Dakka.&lt;br /&gt;
&lt;br /&gt;
The Blue Scribes can be dropped for a Malefic Lord, a Smite source and an HQ tax so cheap you can afford a fourth Brimstone Horrors with spare change left over for another 3 Horrors models somewhere, but that will make your Horrors lose Objective Secured, assuming you&#039;re playing with the announced Chapter Approved rules.&lt;br /&gt;
&lt;br /&gt;
The Knight can be dropped for a Renegades and Heretics Baneblade (you&#039;ll need to perform the Scribe to Lord swap to pay for it), or you can pay 3 CP to take the two big demons in their own detachments, and use the Battalion&#039;s Heavy slots for Hellforged Deredeos.  If you do that, you can also swap the Scribes for buffers for the Deredeos: it&#039;s easy to fit a Sorcerer of some stripe in (including Ahriman), and if you commit to &#039;&#039;not&#039;&#039; having them be THOUSAND SONS, a Chaos Lord or Hellwright.  Note that if you avoid the Thousand Sons, you can use the swapped-in HQ to carry a CSM Warlord Trait and/or Relic; none of them are &#039;&#039;particularly&#039;&#039; compelling, but it&#039;s worth noting.  If you just want pure Deredeos, the Malefic Lord is cheap enough to let you take 3 of them, although that&#039;s also enough for 5 Basilisks.&lt;br /&gt;
&lt;br /&gt;
===Smite Spam===&lt;br /&gt;
You get a lot of psykers with Horror, Heralds and Greater Daemons. Everyone of them knows Smite and Smite can be cast on a 5 (~83% chance for normal psykers) and deals an average of 2 mortal wounds. Even your Horrors get a 1/3 Chance to cast it BUT remember that &amp;lt;strike&amp;gt;only Pink Horrors can cast it&amp;lt;/strike&amp;gt; Brimstone Horrors are removed as casualties when chosen as the casting model, so you want a Blue or Pink Horror in the mix. 1 Blue Horror and 9 Brimstone Horrors is a whopping &amp;lt;strike&amp;gt;23&amp;lt;/strike&amp;gt; 32 points with the latest FAQ/CSM codex. You can cast it into melee while you tie them up with Plaguebearers and Horrors but keep in mind that you have to cast it on the next enemy unit. Hell, you can even Smite vehicles and flyers now. Great against expensive units like Terminators, Marines and other 1-2 wound models. Sucky against Hordes but even there it will add up. LoC get a +2 bonus on the psyker test and will more likely get D6 mortal wounds on the enemy - deadly with a re-roll. &lt;br /&gt;
You are a horny Khorny? Too bad for you...&lt;br /&gt;
* Note that this was severely nerfed in the latest FAQ and CSM codex. Brimstone horrors now costs 3 points instead of 2, also their smite only does 1 point of damage if you have less than 10 pink horrors in the unit.&lt;br /&gt;
&lt;br /&gt;
=== Swiss Army Knife Summoning ===&lt;br /&gt;
Summonings sucks now? Yeah sure it does for daemons but not for CSM. ANY CSM character can now summon daemons and they can summon daemons of every god if they are not aligned to one. Get some fire support daemons lack of and start summoning what you need with your (ranged/psychic) characters while they keep firing. You need anti-horde? Summon some Crushers, Plague Drones or Slaanesh bitches! The enemy has a lot of good armor saves? Get some Khornys in! You need to hold the line? Splitting Horrors or Plaguebearers en masse will do it for you! You want to shoot back at the enemy? Well, try it with Burning Chariots, Soul Grinders or Flamers. Just do it!&lt;br /&gt;
*1 or 2 characters (maybe Sorcerers for utility), some Havocs and some meatshield cultists or marines (Corsairs, for the CP) will do in a 1000 point list to leave some leftover points to customize the rest of your army on the fly. &lt;br /&gt;
**Take at least 1 Master of Possession, ideally with the Word Bearers Legion Trait. He has better summoning odds, via the Incursion power, essentially 2 summoning rolls per turn or summoning after moving, and access to the Dark Pact Stratagem, which is fully compatible with Incursion. Adding in a Venomcrawler instead of one of the Havocs lets you add 1 to the summoning rolls of the Master if they&#039;re within 6&amp;quot; of it. Greater Possessed are also helpful, albeit in a more limited fashion, but with the Mark of Khorne, can engage in some shenanigans via the Skull Altar.&lt;br /&gt;
*Be&#039;lakor as an unaligned daemon can serve as a summoning source too after he will have reached melee and won&#039;t move a lot. You can hide him behind other units too.&lt;br /&gt;
*Keeping points in reserve means flexibility but on the other hand it means a lot of unused points until summoning and the charge after summoning is not guaranteed and might cost another round.&lt;br /&gt;
*When fielding Pink Horrors, one should try to benefit from splitting, so here will be some unallocated points in your list. If your opponent is unwilling/unable to kill your Pinkys, summon the &amp;quot;reserved&amp;quot; Blues &amp;amp; Brimeys where they can tarpit/smite something. A Horror unit is 5 Power ,so on three dice... You do the math.&lt;br /&gt;
&lt;br /&gt;
===CSM prince summoner===&lt;br /&gt;
This works best with a prince of Nurgle, Slaanesh, or tzeentch with wings. Choose warptime as your power. The turn that you want to summon your daemon units don&#039;t move the prince at the end of the movement phase summon your unit 12 inches away and 9 inchs away from the enemy in a U shaped formation. In the psychic phase cast warptime to move your prince near the front of the U formation , the front models will screen your 8 wound character from enemy fire. Now in that assault phase you can now charge with your prince and the infantry deamon unit taking full affect of that reroll 1&#039;s ability of the prince ... pure nasty combo. Personally i think 20 demonettes and a winged prince of slaanesh is the perfect choice for this combo. Keep in mind if you have an instrument of chaos your charge target number is only 8! Doable with command rerolls (&#039;&#039;&#039;More than&#039;&#039;&#039; 9 inchs away, within 1 inch to charge normaly 9, 8 with the instrument thanks to +1 to charge rolls)&lt;br /&gt;
&lt;br /&gt;
===Special Note/Tactic against Imperial Knights (and similar Titanic models)===&lt;br /&gt;
Imperial Knights have a special rule that allows them to fall back &amp;quot;over&amp;quot; some types of models, allowing them to exit melee in the movement phase. They then can shoot at said models, despite having just fallen back. This only works against Infantry and Swarms, so Imperial Knights (and similar Titanic models) can be surrounded and trapped by units of Beasts or Cavalry. Multi-wound models will give them more trouble, as their typical solution to being trapped by multiple models is Stomp, which only does d3 damage per wound (so it won&#039;t kill entire multi-wound models, every time). So Flesh hounds, in example, can be used to &amp;quot;pin&amp;quot; an Imperial Knight in place, allowing a Bloodthirster to kill it, without having to be concerned about the cowardly Imperial Knight fleeing combat.&lt;br /&gt;
&lt;br /&gt;
===Grindranger Battalion===&lt;br /&gt;
During the [[Fate of Konor]] campaign it was brought up by a guy from [[/m/]] that Chaos players should deploy nothing but Soul Grinders, maybe have Chaos Titans, Renegade Knights, and/or Daemon Engines as ally units. The idea boils down to having at least one grinder from every Chaos God and unload artillery from a distance. The problem with this tactic is that it requires A) The game set at least 1000 points due to one being 235 in 8th edition and B) Not go up against range favoring armies like Necrons and Tau because Soul Grinders aren&#039;t as fast as they once were. Cheesy, but expensive. The name comes from various tokusatsu (special effects) squadron shows since the idea was brought up by a guy from /m/. A non-god specific traitor legion like the Iron Warriors or Night Lords is recommended if using Titans, Knights, or Daemon Engines, preferably for more speed to spread out on the battlefield. This tactic is ideal for bigger matches and for those that prefer wipe out strategies over securing objectives.&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Renegades and Heretics ===&lt;br /&gt;
There are a few things your heretical mudfoots can offer their masters, and all on a budget! The most obvious thing is a CP battery brigade, perhaps the cheapest in the game. If you&#039;re going bare minimum, you can drop ~600 points on a big pile of GEQs and a few Chaos griblies and still have plenty of points left over for your big boys/girls. Second is summoning fodder. Renegade Commanders and Enforcers are some of the cheapest Chaos {{WH40kKeyword|CHARACTERS}} in the game, and are mostly likely going to be undivided to boot, letting you use Daemonic Ritual without risking a much more valuable and expensive CSM or Daemon {{WH40kKeyword|CHARACTER}}. Finally, R&amp;amp;Hs bring what Chaos Daemons painfully lack: long range fire support. Leman Russes, Basilisks, Malcadors and even the mighty Baneblade, there will certainly be something you can use. And if your opponent doesn&#039;t seem concerned about a Daemon horde advancing under the cover of an Earthshaker barrage, check their pulse because they&#039;re likely dead.&lt;br /&gt;
&lt;br /&gt;
=== CSM ===&lt;br /&gt;
The obvious choice for both fluff and functionality.  Several CSM units have the {{W40Kkeyword|daemon}} keyword, which allows buffs from your heralds, greater daemons, psychic powers &amp;lt;s&amp;gt;and stratagems&amp;lt;/s&amp;gt;.  Aside from the synergies there CSM also have a lot of the heavy shooting Daemons don&#039;t have, with Havocs providing cheap fire support, Predators for dealing with infantry and tanks depending on loadout, Fiends having either big scary guns or big meaty claws to spook heavy infantry and armor, Obliterators for a crippling mass of fire from out of nowhere, and lastly Defilers for being better than Soul Grinders in every conceivable way.  Cultists also give you a cheap fodder unit to camp objectives and hold angles while your blocks of daemon troops are busy [[/tg/_gets_shit_done|getting shit done]].  Rhinos are also a nice thing to grab since they can block enemy LOS and allow your squishier daemons like Bloodletters or Daemonettes to run from cover to cover and set up charges unmolested.&lt;br /&gt;
*Seriously, the buffs Defilers have had through the edition change and FAQ put Soul Grinders to &#039;&#039;shame&#039;&#039;, since they&#039;re so much cheaper base, can take heavier or punchier weapons, AND have a (albeit CP-intensive) method of ignoring heavy weapon penalties on the move.  The only thing that sets the Grinders apart is their daemon allegiance, but even then the amount of overpay for a unit that&#039;s permanently stuck between trying to shoot things and trying to punch things makes it not all that worthwhile by comparison.&lt;br /&gt;
*As mentioned above CSM are also the masters of Daemonic Ritual, since unmarked {{W40Kkeyword|character}}s can summon any god&#039;s daemons, and both {{W40Kkeyword|death guard}} and {{W40Kkeyword|thousand sons}} have stratagems that make summoning even greater daemons a trivial task, rolling 4 dice for the test and ignoring the mortal wounds in the process!  This is not even mentioning the Daemons&#039; own stratagems that make summoning better, like Soul Sacrifice and Daemonic Pact!  While holding lots of points back can leave you vulnerable to getting alpha-striked, you essentially have [[cheese|maphacks]] since you get to see your opponent&#039;s entire army deployed and moving with the ability to drop the appropriate counter unit right when you need it, and in the cases of some characters like biker/jump pack Sorcerers and Daemon Princes you have the mobility to drop hard counters right in front of them.  Throw Flamers/Burning Chariots next to gunlines, Bloodcrushers next to terminators, Plaguebearers and splitting Horrors into cover and objectives, [[Anal Circumference|&#039;&#039;30 Bloodletters with banner of blood into charge range&#039;&#039;]].  Summoning may no longer by a powerful attrition tactic, but it does give a crazy amount of flexibility when properly built around.  With the Big FAQ&#039;s new Tactical Reserves rule you&#039;re now much less likely to get your ass blasted off the board on the first turn now, so this strategy has become less fragile.  DO keep in mind that this does mean you won&#039;t be able to summon on the first turn, but you should be using that time to run your summoners up the board anyway.&lt;br /&gt;
**You can summon on the first turn. The Tactical Reserves rule only applies to units that are listed in your army, and not deployed to the battlefield already. This means there are two exceptions to it: The first one is if the unit was already on the battlefield and then redeployed via some deep strike, and the second, more relevant, is if the unit was never included in your army. Summoned units aren&#039;t listed in your army.&lt;br /&gt;
*In particular Epidemius&#039; tally will be increased by, and subsequently affect {{W40Kkeyword|nurgle}} Possessed, Warp Talons, {{W40Kkeyword|daemon engine}} and {{W40Kkeyword|cult of destruction}} units.  Since it is also possible to take detachments based around a god keyword, if you don&#039;t mind losing out on legion traits and daemon loci, you can take a {{W40Kkeyword|nurgle}} detachment with Epidemius and a couple Poxbringers at the helm and fill out the rest with some Forge/Maulerfiends, Obliterators, and Defilers.  Add in some of the new {{W40Kkeyword|death guard}} engines like the Plagueburst Crawler, Myphitic Blight-Hauler and Foetid Bloat-Drone for added synergy and hilarity.  Take small patrols of CSM and Daemons afterwards to turn stratagems back on and enjoy the possibility of T8 Daemon Engines rerolling hits and wounds. [[Nurgle|Papa Bless]].&lt;br /&gt;
*Obliterators + feculent gnarlmaws. No more needs to be said.&lt;br /&gt;
&lt;br /&gt;
=== Renegade Knights ===&lt;br /&gt;
With the release of the Renegade Knights codex via a Games Workshop FAQ, bringing a Knight to assist your daemons became a lot easier; points for the typical Renegade Knights were lowered slightly, and Renegade Knights Dominus and Renegade Armigers were added as well. As the best Daemon codex unit for long-range fire support was the Soul Grinder and its 4+ BS, replacing it with a single Knight as a Super-Heavy Auxiliary Detachment lets you have that long-range fire support (give the knight two of whatever ranged weapon you want, which loyalist Knights aren&#039;t allowed to take and is its main advantage over them and their Knight Houses) and don&#039;t forget the Renegade Knight strategem letting you reroll all failed hit rolls for a knight in a single phase for 2 CP. Or, run it as a close-combat knight and make your opponent choose which group of foes he wants to get killed by. Alternatively, Knights Dominus give some anti-Lord of War capabilities with the Volcano Lance and its 3d3 damage per hit, and if points are more restricted, Armigers aren&#039;t too shabby either. Though take more than one or two super-heavies and you&#039;ll be Knights supported by Daemons more than Daemons supported by Knights.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Delight in Despair &lt;br /&gt;
: Score 1VP if an enemy unit failed a morale test. Score d3VP if said unit was within 3&amp;quot; of a friendly {{W40kKeyword|Slaanesh}} unit.&lt;br /&gt;
;12 - Cycles of Life &lt;br /&gt;
: Score 1VP if an enemy unit was completely destroyed during your turn. Score d3VP if the unit was destroyed by one of your {{W40kKeyword|Nurgle}} units&lt;br /&gt;
;13 - Touched by the Warp&lt;br /&gt;
: Score 1VP if you manifested or denied a psychic power. Score d3VP if a {{W40kKeyword|Tzeentch}} unit manifested or denied a power instead.&lt;br /&gt;
;14 - The Glory of Khorne&lt;br /&gt;
: Score 1VP if an enemy {{W40kKeyword|Character}} was destroyed during your turn. If said character was destroyed by a {{W40kKeyword|Khorne}} unit, score d3VP. Notice a pattern, here?&lt;br /&gt;
;15 - The Dominion of Chaos&lt;br /&gt;
: Score d3VP if you control more objective markers than your opponent at the end of the turn.&lt;br /&gt;
;16 - The Great Game &lt;br /&gt;
: Roll a dice at the end of each turn after you draw this objective. Score the number of victory points if you control that same number of objectives at the end of the turn (IE: roll a 3? Control 3 objectives).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Orks&amp;diff=66362</id>
		<title>Warhammer 40,000/8th Edition Tactics/Orks</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Orks&amp;diff=66362"/>
		<updated>2023-02-26T20:01:10Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Elites */&lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
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This is the 8th Edition&#039;s [[Ork]] &amp;quot;taktics&amp;quot;. [[Warhammer_40,000/7th_Edition_Tactics/Orks|7th Edition Tactics are here.]] Their current tactics can be found [[Warhammer 40,000/Tactics/Orks (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
== Why Play Orks ==&lt;br /&gt;
Everyone loves them and, of course, because &amp;lt;span style=&#039;color:green;font-size:130%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;GREEN IS DA BEST!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt; If you want a melee horde with an awful lot of loud but inaccurate shooting, crazy gadgets, and makeshift giant war machines, the Orks have got you covered.&lt;br /&gt;
&lt;br /&gt;
==== Pros ====&lt;br /&gt;
* &amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;WAAAAAAAAAAAAGGGHHHH!!!!!!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Lots of Great Stratagems, Kultures and Warlord Traits.&lt;br /&gt;
* Units that charge, fight first. Perfect for Melee Glass Cannons.&lt;br /&gt;
* No more templates to rain fiery, frangible death down upon huge, green mobz.&lt;br /&gt;
* You can spend 2 CP to interrupt one of your opponent&#039;s combats and swing first. &lt;br /&gt;
* At minimum, Ork models are WS 3+, Str 4, and have 2 attacks. &lt;br /&gt;
* Quantity over quality in firepower makes for great Overwatch performance plus we get extra shots thanks to &#039;&#039;&#039;&amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA!&#039;&#039;&#039;&lt;br /&gt;
* Unmatched Leadership for the troops and all units near said troops due to &#039;&#039;&#039;&amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;M&amp;lt;/SPAN&amp;gt;OB &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;R&amp;lt;/SPAN&amp;gt;ULE.&#039;&#039;&#039;&lt;br /&gt;
* Almost all our guns are Assault, meaning we can Advance and still shoot them at &#039;-1&#039; to hit. And some do not even get penalty.&lt;br /&gt;
* Nob bikes and Meganobz have 3 wounds, compared to other termies and bikes only having 2.&lt;br /&gt;
* &#039;&#039;&#039;Ghazghkull&#039;&#039;&#039; has an invulnerable save! &lt;br /&gt;
* The 1-CP &amp;quot;Grot Shields&amp;quot; strategem is a Morksend that you WILL need to keep your Boyz alive.&lt;br /&gt;
* Orks are the most customizable army in 40k.&lt;br /&gt;
** Ork Boyz with extra weapons are great for making kitbashed Tankbustas, Kommandos, Lootas, Burnas, and Stormboyz.&lt;br /&gt;
** Warhammer Fantasy and the Age of Sigmar Orruk range is very easy to kitbash with, minimal converting needed. Especially for &#039;&#039;&#039;Snakebites&#039;&#039;&#039; armies. Be warned, though, that Old School Orcs have been Squatted, so you can only use Bonesplitterz or Ironjawz.&lt;br /&gt;
* New models have been coming steadily for Orks in the last couple of years. The new vehicles are epic.&lt;br /&gt;
* &amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;SPEEDWAAAGH!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;DREADWAAAGH!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;STOMPA-MOB&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; - Telyportin&#039;  lowdsa Stompaz? - fank Gork n &#039;Mork!!!&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;&#039;E&amp;lt;/SPAN&amp;gt;RE &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;W&amp;lt;/SPAN&amp;gt;E &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;G&amp;lt;/SPAN&amp;gt;O! - &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! - &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;M&amp;lt;/SPAN&amp;gt;OB &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;R&amp;lt;/SPAN&amp;gt;ULE&#039;&#039;&#039;&lt;br /&gt;
* The sheer number of options! Typically, no two ork armies are the same.&lt;br /&gt;
* Most people think of Orks as a melee-oriented army that also has a bit of shooting, and that&#039;s not untrue. However it&#039;s entirely viable to run Orks as a shooty army that also has strong melee capability. Or you can run them as a fast mechanized army, an army full of big stompy/zappy fings, an army that ensures board control by drowning the table in a sea of Grots, or whatever else you want.&lt;br /&gt;
* Orks are more fun to play than any other army in 40k. Full stop. Even if you get tabled, you&#039;re guaranteed to have fun while doing so.&lt;br /&gt;
*Everyone will like you since there arent that many salty ork players and if you are a salty ork player, then shame on you.&lt;br /&gt;
&lt;br /&gt;
==== Cons ====&lt;br /&gt;
*KONZ, WOT&#039;Z DAT?&lt;br /&gt;
* Requires very large numbers of models to play properly. This can get extremely expensive.&lt;br /&gt;
* Some models are prohibitively expensive for their point value (mek gunz I am looking at you).&lt;br /&gt;
* 5&amp;quot; movement across the board for most infantry (Meganobs are 4&amp;quot;). Orks are slow and heavily reliant on movement tricks to avoid getting shot to death.&lt;br /&gt;
* Orks only have BS 5+. While this is partially mitigated by special rules, shooty fings iz unreliable without da propa&#039; amount of dakka (i.e. a LOT).&lt;br /&gt;
* Although Orks are Toughness 4 or greater most of them only have a 6+ armor save. Most Ork army builds are prone to taking excessive casualties if exposed to enemy fire for too long; this is compounded by the previously mentioned slow movement rate.&lt;br /&gt;
* Cover means that MEQ armies now have 2+ in cover. While Orks do have access to high-AP guns, these tend to be concentrated in a few key units.&lt;br /&gt;
* Very few Ork weapons have a range over 36&amp;quot;, and most have considerably less range than that. &lt;br /&gt;
* Units can Overwatch as many times as there are units charging you until one of them finally makes contact.&lt;br /&gt;
* Moving large number of models is time consuming and can cause opponents to accuse you of slow playing. Some tournaments ban movement trays which help speed up play.&lt;br /&gt;
* To compound the previous point, Ork armies tend to be more effective when they have more models.&lt;br /&gt;
* Many units are over-costed, such as the iconic Stompa.&lt;br /&gt;
* Rather weak buffs from characters in comparison to other armies.&lt;br /&gt;
* There are only three ways to reroll in the fight phase, and one of those is only one hit, wound, and damage.&lt;br /&gt;
* Rather limited number of reliable sources of mortal wounds to counter Invul saves. &lt;br /&gt;
* Burnas (Flamethrowers) are one of the only flamers in the game that are d3 shots as opposed to d6 (counterpoint: they are also just about the only unit type that can take up to 15 flamer-type weapons in the same mob).&lt;br /&gt;
* Orks are very reliant on CPs in order to overclock their middle-of-the-road units. This limits some build options as low CP armies are not very viable.&lt;br /&gt;
* [[Looted]] vehicles can&#039;t be played in Matched Play, outside of [[Counts As]]. They can be used in Narrative and Open Play via [[Chapter Approved]] 2018.&lt;br /&gt;
* Craziness of ork stuff is currently more than it was in some editions, but still far less than others. This increased overall reliability, but took a lot of the random &#039;&#039;&#039;fun&#039;&#039;&#039; out of playing this army.&lt;br /&gt;
* WAAAGH!!! Rule was modified so there is no need to declare it with ear shattering scream that will tell all players in the vicinity that an Ork player is in the room. Sad, sad times indeed.&lt;br /&gt;
**Why do ya need da rulez to tell ya wen ta WAAAGH!!!?&lt;br /&gt;
* The Ork codex has been subjected to Codex power creep over time. For example, the Snakebites Clan kulture gives your army a 6+++ FNP. In contrast, the Iron Hands chapter tactics give you a 6+++ FNP, 5+ overwatch, AND they have an ability that halves damage table deterioration.&lt;br /&gt;
*Book of da Beast (it is called dat ignore beaky doggie lovas) added fun and situational options, but not a ton of powerful ones.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
In general, all your units have these. Exceptions are noted below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA!&#039;&#039;&#039;: In the shooting phase, each &#039;&#039;unmodified&#039;&#039; hit roll of 6 automatically hits, regardless of modifiers, &#039;&#039;&#039;and&#039;&#039;&#039; grants an additional shot with the same weapon (you may use a different profile) the hit roll was for. These extra rolls do not generate additional hits. This is equivalent to a 7/6 multiplier to hit, just like re-rolling 1s, in addition to the benefit of ignoring penalties that take you to 7+ to hit or worse. &lt;br /&gt;
**Most of your Index options have received this rule via Legends. Yay!&lt;br /&gt;
**Note the difference between weapon and profile; a weapon with multiple profiles can generate additional shots from one profile to make shots with the other, such as a kombi-rokkit or kombi-skorcha using 6s to hit with the bullets to produce more hits from the other profile.&lt;br /&gt;
** Makes a Shooting-only Ork army &#039;&#039;far&#039;&#039; more threatening than it first appears; the first rule is exactly equivalent to (and stacks with) re-rolling 1s to hit or wound, while the latter is like +1 BS per -1 penalty ignored. You still want to stomp the enemy good, but at least your dakka is actually good for something now - especially vs those &amp;quot;[[Raven Guard|-1]] [[Alpha Legion|to hit]]&amp;quot; [[Eldar|armies]]. Also stops you from getting decked by Alaitoc flyer spam.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;IS &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;I&amp;lt;/SPAN&amp;gt;S &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;O&amp;lt;/SPAN&amp;gt;URS! &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;Z&amp;lt;/SPAN&amp;gt;OG &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;O&amp;lt;/SPAN&amp;gt;FF!&#039;&#039;&#039;: Objective Secured for your Troops units if your army is Battle-forged. Easily the greatest named rule in all of 40K.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;&#039;E&amp;lt;/SPAN&amp;gt;RE &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;W&amp;lt;/SPAN&amp;gt;E &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;G&amp;lt;/SPAN&amp;gt;O!&#039;&#039;&#039;: A unit with this rule can re-roll charge rolls, &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;either one or both dice&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt;, your choice, making it the superior choice over a CP re-roll. Of course, you can&#039;t Tactical Reroll a charge that was already re-rolled with &#039;&#039;&#039;&amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;&#039;E&amp;lt;/SPAN&amp;gt;RE &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;W&amp;lt;/SPAN&amp;gt;E &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;G&amp;lt;/SPAN&amp;gt;O!&#039;&#039;&#039;. Not for {{W40kKeyword|GRETCHIN}}, {{W40kKeyword|TRUKK}}s, {{W40kKeyword|BATTLEWAGON}} variants, or {{W40kKeyword|FLYERS}}.&lt;br /&gt;
**Note that you can re-roll successful charges, if you&#039;re worried about not being able to Pile In enough models.&lt;br /&gt;
**Assuming you always choose correctly whether to re-roll both dice or just the smaller one, this will raise the odds of you rolling 9 or more on the dice to 56.94% - 72.45% for an 8 or more, if you&#039;re {{W40kKeyword|Evil Sunz}}.&lt;br /&gt;
**Also remember that you can Command re-roll a die after rolling the other. Sure, it&#039;s usually a long bomb, but better than nothing&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;M&amp;lt;/SPAN&amp;gt;OB &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;R&amp;lt;/SPAN&amp;gt;ULE&#039;&#039;&#039;: When consulting the Leadership of a unit, a unit with this rule may use its own Leadership, the number of models in the unit, or the number of models in a friendly unit that also has this ability within 6&amp;quot;.&lt;br /&gt;
**Units that can take helpers (grots, runts, squigs....) can count those models for additional leadership as well. {{W40kKeyword|GRETCHIN}} and most vehicles don&#039;t have this rule, but that matters mostly for when they&#039;re targets for Psychic Powers anyway.&lt;br /&gt;
**If it comes up - probably due to a psychic power - remember that this &#039;&#039;does not&#039;&#039; let any given &#039;&#039;model&#039;&#039; in a unit with this rule replace its Leadership.  For example, this can come up when a Genestealer Cultist psyker casts Mind Control on a model in one of your units - used on a Bomb Squig in a Tankbusta mob, you&#039;re trying to defend with Leadership 4.&lt;br /&gt;
&lt;br /&gt;
==Clanz==&lt;br /&gt;
&lt;br /&gt;
====[[Bad Moons]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bad Moon Icon.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, dere&#039;s nuffin teef can&#039;t buy. &amp;lt;br&amp;gt;&lt;br /&gt;
This clan is the richest because of how fast their teeth grow. When you can manufacture so much currency, there is no reason not to buy out the best Loot and Gubbinz from the Mek boys and Lootaz. Thus does the clan make very ostentatious displays of their wealth by buying the flashiest guns teef can buy.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop they are the shootiest of the orks, drowning their foes in more accurate Dakka that&#039;s less likely to blow up. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – ARMED TO DA TEEF&#039;&#039;&#039;: Re-roll hit rolls of 1 in the shooting phase.&lt;br /&gt;
**Helps avoid plasma overheat, useful for any range based army - especially for Lootas.&lt;br /&gt;
**Stacked with your standard ability to have shots explode, your ranged attacks now have roughly a 50/36 (actually 50.17/36) multiplier compared to what their BS looks like at a glance (and 43/36 of what it really is for any Ork), which is just over a third again as effective.  This is still not enough to bring BS5+ up to being equivalent to BS4+, but it &#039;&#039;does&#039;&#039; act as a flat multiplier, regardless of underlying BS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Da Best Armor Teef Can Buy&#039;&#039;&#039;: Your Warlord gets a 4++ invulnerable save, so a proppa-flashy Bad Moons Warlord can be like Ghazghkull! (except nobody is as cool and deadly as Ghazghkull). &#039;&#039;Provides actual protekshun against power fists&#039;&#039;.&lt;br /&gt;
** Notę that if you take Da biggest boss strategem this one is useless.&lt;br /&gt;
** Great for your Shokk Attack Mek that everyone that knows what it does hates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Gobshot Blunderbuss&#039;&#039;&#039;: Replaces the Shoota from Kombi-Skorcha or Kombi-Rokkit, or a whole Kustom Shoota. Range 12&amp;quot;, S5 Ap-1 D1 Heavy 2D6 auto-hits. You can basically give your character 3 Skorchas (2 of them with extra range) for 17pts, (and probably a CP as &amp;quot;Da Killa Klaw&amp;quot; is almost mandatory).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Showin&#039; Off (2 CP)&#039;&#039;&#039;: Use after any {{W40kKeyword|INFANTRY}} unit shoots. That unit can shoot again ([https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_orks_en.pdf and can also target a different unit]).&lt;br /&gt;
** It synergizes with both the Bad Moons kultur and DAKKA DAKKA giving unit insane amount of shooting; plus, it also works with &amp;quot;More dakka!&amp;quot;, basically giving you two uses out of that stratagem. Alternatively, &#039;&#039;for 1 less CP and more damage&#039;&#039; it can be combined with &#039;Extra Stikkbombs&#039; on a unit of Tankbusta&#039;s to do Knight-killing damage: &#039;&#039;&#039;22&#039;&#039;&#039; unsaved wounds on average!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Gleaming Gear (WC 6)&#039;&#039;&#039;: Gives a friendly Bad Moons unit +1 to their saving throws until your next psychic phase.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Blood Axes]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Blood Axes Icon.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, those gitz won&#039;t know wot hit &#039;em! &amp;lt;br&amp;gt;&lt;br /&gt;
The Blood Axes are all about using tactics that other factions wouldn&#039;t expect them to use, anywhere from sneak attacks to covered advances. Truly, the pinnacle of orkish strategy. These orks tend to be the ones most likely to be hired out by other factions, and they&#039;ll tend to use them in their own flashy style. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, just imagine if the Ultramarines and Raven Guard were green. And dumb. And used tactics that may or may not be entirely ethical. Or tactical.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – TAKTIKS&#039;&#039;&#039;: When attacked from more than 18&amp;quot; away, always gain the benefit of being in cover. Additionally, they can either shoot or charge (but not both) after falling back. Per the current FAQ, if they&#039;re embarked when they try to do so, the transport they&#039;re on also has to have this Kultur.&lt;br /&gt;
**Cover extends to every model, including vehicles, which rarely get cover. 2+ Morkanauts, 2+ &#039;&#039;Stompas!&#039;&#039; (Super-heavy Auxiliary Detachments excluded). Even Dakkajets get cover while in mid-air!&lt;br /&gt;
**Shooty units get cover more reliably, forcing the enemy to &#039;&#039;get closer to orks on purpose&#039;&#039; or commit extra resources to deal with them. If your unit gets charged you can disengage and keep shooting. As for your melee units, they can guarantee going first (overwatch is rarely a big deal, and if it was, then just don&#039;t fall back), which will entice the enemy to burn up CP for Counter Attack.&lt;br /&gt;
**GREAT FOR TRANSPORTS, since they can fall back without preventing the units inside from shooting (if they are Blood Axes too, unlike Flash Gitz).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - I&#039;ve Got A Plan, Ladz!&#039;&#039;&#039;: If you use a stratagem, roll 1 die for each Command Point spent. If you roll a 6, the Command Point is immediately refunded. &#039;&#039;Looted from da [[imperial Guard |humies]]. Good for stratagem focused lists, though not reliable.&#039;&#039;&lt;br /&gt;
**Still questionable if this stacks with the &amp;quot;Loot it!&amp;quot; stratagem, which seems to suggest that you could actually &#039;&#039;increase&#039;&#039; your CP when used by Lootas and if you&#039;re really zoggin&#039; lucky with rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Morgarg&#039;s Finkin&#039; Cap&#039;&#039;&#039;: The bearer receives a warlord trait; this warlord trait cannot be the same as your Warlord&#039;s. If the bearer is your Warlord, then he receives a second one; this warlord trait cannot be the one the bearer already has.&lt;br /&gt;
** Makes your big ork smart... and smart orks can get very, very deadly. Seriously, a PK Boss with Might is Right and Brutal but Kunning is cheap and fucking dangerous. Other combos await.&lt;br /&gt;
**If you&#039;re only taking 1 relic and you have some Blood Axe character around, just take this as well and choose &#039;&#039;&#039;Follow me Ladz&#039;&#039;&#039; as your trait. Because you get an additional CP, you will be getting the rest of the benefits for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Dead Sneaky (1 CP/2 CP)&#039;&#039;&#039;: Deep Strike a single Ork {{W40kKeyword|Infantry}} unit, paying 1 CP if its Power Level is 8 or less and 2 CP otherwise.&lt;br /&gt;
**&#039;&#039;Notice how this isn&#039;t some 9&amp;quot; Scout move like it is for other infiltration factions (RG/AL)&#039;&#039;.&lt;br /&gt;
**Cheaper than &#039;Tellyporta&#039; when you&#039;re deepstriking a small unit - basically 20 Boys, 10 Tankbustas, 5 Nobz, 4 Meganoboz or any character (Weirdboy-deepstrike-Smite spam anyone?). Of course [[Creed]] stole this ability from the Blood Axes! Zoggin humies!!! &amp;lt;span style=&#039;color:purple&#039;&amp;gt;&#039;&#039;The use of Purple paint is &#039;&#039;&#039;NOT&#039;&#039;&#039; optional.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Clever Talk (WC 6)&#039;&#039;&#039;: Pick an enemy model visible to the user. That model cannot fire overwatch against Blood Axes units and can only fight after all Blood Axes units from your army have done so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Snikrot]]&#039;&#039;&#039;: Can infiltrate like Kommandos, and if their Blood Axes gives them re-roll for melee hit rolls of 1, which at their 3+ WS is almost giving them an extra attack. He makes close enemy units add 1 to their Morale tests, not very useful. He&#039;s not threatening enough to fight alone unless he&#039;s hunting lone and weak characters or shooty units (Don&#039;t waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise, he should be in melee. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 70 points. Take him and some Weirdboyz if you want to limit the HQ Tax.&lt;br /&gt;
** He also gets +1 to wound rolls in melee against units wholly inside terrain.&lt;br /&gt;
*** Don&#039;t make him your warlord. The CP refund is best for a guy in the back (like that one mek that nobody notices).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Deathskulls]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Death Skull Icon.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, findaz keepaz. &amp;lt;br&amp;gt;&lt;br /&gt;
This is the luckiest clan and the most eager to loot the battlefield. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, in addition to a guaranteed save, they also get the best use out of special and single shot weapons. All your {{W40kKeyword|Infantry}}, both vanguard and backline shooters, are good at Stealing and Holding Objectives&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – LUCKY BLUE GITZ&#039;&#039;&#039;: All Ork &#039;&#039;models&#039;&#039; get a 6++, and all units can re-roll a single hit, wound, &#039;&#039;and&#039;&#039; damage roll each time it shoots or fights. In addition, all your {{W40kKeyword|Infantry}} units get &#039;&#039;&#039;Dis is Ours! Zog Off!&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dis is Ours! Zog Off!&#039;&#039;&#039; is Objective Secured, but for every infantry unit. Kommandos and Stormboys Will take and hold objectives well while back liners like lootas can prevent deapstrikers from stealing yours.&lt;br /&gt;
**Works better the fewer shots a unit throws out and weapons that have damage rolls. Maximum synergy with Big Meks with either Shokk Attack Guns or Kustom Mega-Blastas. A Mork(or possibly Gork)-send for lone special weapons in a squad, like a unit&#039;s Boss Nob&#039;s Kombi Rokkit AND to re-roll his Power Klaw punches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Opportunist&#039;&#039;&#039;: Re-roll wound rolls of 1 that target vehicles. In addition, your Warlord can target enemy characters within 18&amp;quot; even if they are not the closest model. &#039;&#039;Like Big Killa Boss but with Sniper.&#039;&#039;&lt;br /&gt;
**The real [[Ork Snipers]], though most of their character-killing damage actually comes from 8E&#039;s precision flamers. Deffkilla Wartrikes have enough dakka to do some damage. A Big Mek on a Warbike can do even more damage, especially if he&#039;s using the Gitstoppa Shells Shiny Gubbin (two Dakkaguns + Shokk Attack Gun + Gitstoppa Kombi-Skorcha can kill a Lord Commissar - the biggest possible single-turn kill).&lt;br /&gt;
**A Warbike Warboss does less damage even with a relic Shoota, and with a S12 Power Klaw, he&#039;s got better things to do. While Mega Armoured Big Meks with Tellyport Blastas do less damage, they can get lucky and slay the enemy - no saves against that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Fixer Uppas&#039;&#039;&#039;: The bearer gets the Big Mekaniak ability, if he already has this ability then he repairs 3 wounds instead of d3.&lt;br /&gt;
**Average wise it&#039;s best to put this on a non-Big Mek, as you&#039;ll get 4 wounds back each turn as opposed to 3. Do note however that if you only want to repair one vehicle or want reliability then putting it on a Big Mek is better.&lt;br /&gt;
**Put this on the Deffkilla Wartrike and he gains D3 wounds regeneration.&lt;br /&gt;
**Put this on a Big Mek, stick him in a Gorka/Morkanaut or a Stompa and you almost have the immortal walker of doom back from 7th ed.&lt;br /&gt;
***Given that you have to disembark first in order to repair, that the Stompa already repairs himself and the existence of other much better relics, you probably want to skip this &amp;quot;tactic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Wreckers (2 CP)&#039;&#039;&#039;: Choose a {{W40kKeyword|Deathskulls}} unit in your army. It can re-roll any Wound rolls that target the enemy {{W40kKeyword|Vehicles}} until the end of the phase.&lt;br /&gt;
** Because you really want that Imperial Knight dead. Combine with &#039;Extra Stikkbombs!&#039; for maximum carnage and do not forget to present ornate tear bucket to your enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Maniacal Seizure (WC 7)&#039;&#039;&#039;: Enemy unit within 18&amp;quot; gets -1 to hit when resolving any attack, and friendly Deathskulls units attacking the selected enemy unit improve the AP of their attacks by 1. &lt;br /&gt;
**This one is nuts. Target a scary enemy unit and they get the double whammy of sucking at outputting damage, and being easier to kill in return.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;:&lt;br /&gt;
*[[Mad Dok Grotsnik]]: Only special character in Orks who isn&#039;t an HQ. He&#039;s a Painboy with T5, a 4+ save and personal 5+ FNP. &#039;&#039;&#039;One Scalpel Short of a Medpack&#039;&#039;&#039; means he&#039;ll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can&#039;t bring a Grot Orderly with him or take a bike. Points-wise he&#039;s a little more expensive than a basic Painboy but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don&#039;t want your Boyz having their 6+ FNP picked off quite as easily.&lt;br /&gt;
** His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Goffs]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Goff Icon.jpg|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, da &#039;ardest boyz don&#039;t muck around wif all that flash, dey just go to Waaagh! &amp;lt;br&amp;gt;&lt;br /&gt;
The most brutal clan led by Ghaz smashes anything in front of them. This makes them the face of the army, and that is a role they perform well. Goff strategy doesn&#039;t tend to evolve far beyond the need to get stuck in and apply choppas to the forehead.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they hyper-focus on melee and thus all boyz are as strong as nobz by trading 1CP per unit. They also house the most named characters in the army.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – NO MUKKIN&#039; ABOUT&#039;&#039;&#039;: When a Goff model rolls an unmodified 6 to hit when attacking with a melee weapon, it can perform a single bonus hit roll with the same weapon against its original target (using the same profile), which cannot explode again.&lt;br /&gt;
**&#039;&#039;Generates extra rolls, not attacks, so a Mega-Choppa using Slash generates extra rolls, not extra trios of rolls.&#039;&#039;&lt;br /&gt;
**Makes Goffs explode in both melee and at the range. Almost all your army wants to be in melee, so this is great not only for big 30 Boyz units (120 attacks on average get 13 extra hits), but anyone with lots of attacks as well. Ghazzghull gets +1A on average, and so do (Mega)Nobz/Deff Dreads with multiple killsaws, as well as G/Morkanauts, all of them hitting with PROPPA weapons instead of mere Choppas.&lt;br /&gt;
**Acts like a *7/6 WS multiplier, just like re-rolling 1s to hit, but stacks with it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Proper Killy&#039;&#039;&#039;: Add 1 to your Warlords Attack Characteristic. [https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_orks_en.pdf Also, if you charge, are charged or perform a Heroic Intervention (which should be every turn) add +1 AP to his melee weapons.]:&lt;br /&gt;
**No longer a dud makes your Power Stabba a proper Power Sword and gives the Big Choppa enough AP to work similarly to a Power Klaw without hit penalty against T4. Doesn&#039;t say it doesn&#039;t affect relics...so it does. Eadwoppa&#039;s Killchoppa becomes AP-3. Power Klaws become AP-4, for truly denying 3+ saves.&lt;br /&gt;
** Ghazghkull has to take this if he is your Warlord (any of you who is bringing Ghazzy he BETTA BE YER WARLORD OR HE WILL STOMP YA!!!), it gives him AP -4 and 7 A on a charge with Goff Clan Kultur benefits on top. Supreme murder machine; on a good day he can get up to 24 W in a single CC phase, and that is not counting possible stratagems or psychic powers... Enjoy!&lt;br /&gt;
***You would have to be extremely lucky, but if you cast Fists of Gork and Warpath on Ghaz at full health, you could do a wopping &#039;&#039;72 DAMAGE&#039;&#039;, enough to take down a warlord titan. And that is before you fight again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Lucky Stick&#039;&#039;&#039;: The bearer can reroll any hit and wound rolls in the Fight Phase. In addition, any friendly Goff characters within 6&amp;quot; of the bearer can add 1 to their hit rolls in the Fight Phase.&lt;br /&gt;
**This synergies well with some kind of HQ spam obviously. One idea I have heard about is putting it on one of  3 Warbosses, Big Mek with KFF, and Painboy, all with PK embark all of them into Gorkanaut and Tellyporta it next to your opponents line. Then begin the carnage. Untested though.&lt;br /&gt;
*** Hard-hitting and a nice way of reminding other armies that Orks still have deathstars. That said, you need to be exceptionally careful using this. You are placing 700~ points in reserve where the Gorkanaut will not even appear until turn two. While you will want to have a chunky unit, you do not want to throw it somewhere where it will get bogged down and surrounded. That said, you are going to need to maximize its movement to disembark your pain train on turn THREE to get them into charge range. Potentially interesting and devastating if you pick a good target, but Gork (or possibly Mork) help you if your Gorkanaut gets smoked on turn 2 (the 5++ is nice but will probably not stand up to sustained lascannon fire. You &#039;did&#039; remember to kill the lascannon heavy weapons teams, didn&#039;t you?)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - [[Skarboy]]z (1 CP)&#039;&#039;&#039;:  Use this stratagem before the battle. Select a {{W40kKeyword|GOFF}} Boyz unit from your army (but not those who have been upgraded to &#039;Ard Boyz) to become a Skarboy unit. Their Strength characteristic becomes 5. Skarboys can only Mob Up! with other Skarboys.&lt;br /&gt;
** Incredibly powerful as strength 5 is arguably the most useful strength there is (wound marines on 3’s, custodians on 4’s and knights on 5’s) and having it on a full squad of 30 Boyz with choppaz is just nasty. This will likely paint a huge target on the affected unit, so take the necessary countermeasures (deepstriking, transports, Grot shields, etc).&lt;br /&gt;
**If you&#039;re playing a proper, fluffy, {{W40kKeyword|GOFF}} list then you are probably running at least three big mobs of Boyz. Using this on all of them will not break your CP bank; even running one Battalion you have access to enough CP to get one of the big stratagems off. They are still eligible for &#039;Unstoppable Green Tide&#039;, preserving the worth of those CP. The important thing is that you need to &amp;lt;u&amp;gt;either go all-in on this stratagem or skip it completely&amp;lt;/u&amp;gt;: a lone unit of skarboyz will fall apart before they get a chance to deal enough damage for their investment. A lone squad could maybe work as a [[distraction carnifex]], but even then they probably won&#039;t be worth it.&lt;br /&gt;
**Great to combo with Warpath psychic power for up to 150 attacks at S5. Also remember you can still use Loot It to get a 5+ save during the game even without the &#039;Ard Boyz stratagem.&lt;br /&gt;
** Also don’t forget about PK nobz also getting S boost. &amp;lt;i&amp;gt; This stratagem does NOT increase the strength of the Boss Nob, it just sets the boyz&#039; strength to 5 (Which the nob already has).&amp;lt;/i&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Bull Charge (WC 6)&#039;&#039;&#039;: Select a friendly Goff unit within 18&amp;quot;, until your next psychic phase if that unit makes a charge roll of less than 7&amp;quot; (after modifiers), it counts as 7&amp;quot;.&lt;br /&gt;
** Almost never needed, but against things that reduce your charges (Tenebrous Curse, Tremor Shells, Repulsors, Death Watch strat, etc) it can make the difference between winning and losing.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ghazghkull Mag Uruk Thraka]]&#039;&#039;&#039;: The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice. He comes with a statline similar to that of a Primarch. He now packs Gork&#039;s Claw and Mork&#039;s Roar: the former is a Power Klaw with AP-4 4 D and no penalty to hit, and the latter is basically four big shootas with AP-1. Being the &#039;&#039;&#039;Prophet of Gork and Mork&#039;&#039;&#039; grants him a 4++ invulnerable save, and with Saga of the Beast it now prevents him from taking more than 4 wounds in a single phase, so now he&#039;ll always be able to stick around for at least a couple turns. &#039;&#039;&#039;Great Waaagh!&#039;&#039;&#039; does the same thing as a regular &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;, except that it grants the models within 6&amp;quot; who benefit from it (Infantry ORKS) an extra Attack as long as they charged that turn. This is the second-best buff in the Ork army after the WAAAGH!!! Banner. Relative to named character abilities in other armies it is decent but not great (rerolling to wound in CC would be vastly superior for example), but keep in mind he can be used in any Ork clan and not just Goffs (though he only gets his Clan Kultur if he&#039;s with them). &lt;br /&gt;
** Ghazghkull is a powerhouse by himself and if properly buffed by a weirdboy with fists of Gork he will shred anything in cc. Granted he has to get there, but his new defensive buff makes Overwatch that much less of a problem. &lt;br /&gt;
** His bane are models with high inv save. If he is a warlord you can easily get to 9 attacks or even 10 with doubling on both fists of Gork and warpath at S of 16 high mean wounding T8 stuff on 2+, but he has no way to cause mortal wounds. Still, with the potential to cause 36 wounds in one cc phase you can rely on probability alone to deal with that.&lt;br /&gt;
** It is a good idea to always keep a retinue of weirdboy and painboy with him. One will buff him and provide some needed mortal wounds second one will heal either Ghazzy or weirdboy in case of miscast. And painboy can hold his own in cc too if you really need those few extra hits.&lt;br /&gt;
*&#039;&#039;&#039;Makari&#039;&#039;&#039;: Da Big Boss&#039; little sidekick is back! For the low price of 65 points (a point less than 22 grots), you can bring this little guy. He has a M 5&amp;quot; (7&amp;quot; if he is within 3&amp;quot; of ghaz), a WS/BS 4+, S/T 3, 4 W, 2 A, Ld 6, and a 6+/&#039;&#039;2++&#039;&#039;. If he is within 3&amp;quot; of Ghaz, then every &#039;&#039;&#039;GOFF&#039;&#039;&#039; unit within 6&amp;quot; of him gets a 6+++. He can also let &#039;&#039;&#039;GOFF GRETCHIN&#039;&#039;&#039; use his leadership while they are within 12&amp;quot; of him, but it&#039;s still not much. Unfortunately, he won&#039;t get the clan kultur benefits because he is a grot. His weapon is Makari&#039;s Stabba, a S user AP 0 D1 weapon that deals D3 MW instead of normal damage on a wound of 6. In case you were wondering, yes, you can cast Fists of Gork and Warpath to make him better than a space marine in combat. Stack with lucky stikk and a WAAAGH! banner, and you would get 6 attacks (ghaz and psychic stuff) hitting on 3s rerolling 1s, and then wounding MEQs on 3s, with a chance of doing mortal wounds. The strongest grot ever.&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Zagstruk]]&#039;&#039;&#039;: He is a named Stormboy with 6W and 7A (6 standards plus Choppa) 3 of which can be made with Da Vulcha&#039;s Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz, he moves 12&amp;quot; and can advance 6&amp;quot; instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok&#039;s Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game). &lt;br /&gt;
** Overall decent character, but his rule for supporting Stormboyz could be better.&lt;br /&gt;
** It might be a good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing the enemy to split fire (and potentially waste shots) while retaining the ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 &amp;quot;free&amp;quot; Command Point.&lt;br /&gt;
** Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18&amp;quot; S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz.&lt;br /&gt;
** Still very cheap at 88pts.&lt;br /&gt;
*&#039;&#039;&#039;Ork Mek Boss Buzzgob (Forge World)&#039;&#039;&#039;: A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repairs boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he&#039;s just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead.&lt;br /&gt;
**Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ&#039;d Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn&#039;t orks have a blender as a melee weapon?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Evil Sunz]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Evil Sunz Icon updated.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, da red &#039;uns go fasta! &amp;lt;br&amp;gt;&lt;br /&gt;
The Evil Sunz are the fastest orks in all the galaxy. They&#039;re mean, green, and ready for some speed. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they&#039;re fast... No, that&#039;s it. If you want to play a mobile ork army, then the Evil Sunz are for you, with basic boyz that move as fast as marines, vehicles that move faster than eldar, and strategems that make them go even faster than before! All with the sweet cherry of ignoring the Assault rule. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – RED ONES GO FASTA&#039;&#039;&#039;: Gain +1&amp;quot; of Movement (+2&amp;quot; for {{W40kKeyword|Speed Freeks}} instead), as well as +1 to advance and charge rolls and ignore penalties to hit with Assault weapons after advancing.  In addition, the current Ork FAQ asserts that you get +1 to static advances even when you don&#039;t roll, such as from turbo-boost.&lt;br /&gt;
**Perfect for deep striking units. 2d6 + 1 means you need to roll an 8 to make the charge, which in addition to &#039;Ere we Go means you&#039;re very likely (72.45%) to succeed.&lt;br /&gt;
**Though you still cannot declare a charge outside 12&amp;quot;, it doesn&#039;t mean you cannot move 13&amp;quot; if you managed to roll boxcars on your charge move. Use this to get even deeper into the enemy lines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Speed Freek&#039;&#039;&#039;: Your Warlord and any Evil Sunz unit within 6&amp;quot; of him can charge even if they fell back this turn.&lt;br /&gt;
**Synergizes with Kustom Boosta Blastas, Megatrakks, Deffkilla Wartrike&#039;s &#039;Snagga Klaw&#039; and any vehicle using Ramming Speed to reap some extra Mortal Wounds. Bonebreaka Battlewagons also want to always be charging, and fighting first is just great. I2 Master Race.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Rezmekka&#039;s Redder Armour&#039;&#039;&#039;: Add 1 to the Movement characteristic of any transport the bearer is currently embarked on. In addition, if the bearer is embarked on any transport at the start of your Movement Phase roll d6 for each enemy unit within 1&amp;quot; of that transport. On a 4+ that unit suffers d3 mortal wounds.&lt;br /&gt;
**Stompas are transported, and with a big model like that, you could zap a lot of enemies with mortal wounds. It would be a funny combo if nothing else.&lt;br /&gt;
***Get a Big Mek with this and KFF for the 5++ and have a Wartrike nearby, you can get a first turn charge with your Stompa on anything that is within, on average, 33&amp;quot; (12&amp;quot; Movement +1&amp;quot; Evil Sunz +1&amp;quot; Relic + (3.5+1)&amp;quot; advance + (12.75+1)&amp;quot; Ramming Speed charge with Ere&#039; We Go +1&amp;quot; reach).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Drive-By Krumpin&#039; (1 CP)&#039;&#039;&#039;: Choose a {{W40kKeyword|Speed Freeks}} unit at the end of your shooting phase. It can move again, but it will be unable to charge this turn.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
** Very good for objective grabbing or denial. Boosta Blastas can advance to get their flamers in position, then dash away; Wartrikes can do the same, but they do want to get in melee. Meanwhile, Shokkjump Dragstas can pull silly stunts like teleporting into a firing position from the other side of the table, shooting and teleporting back to wherever you want them on the field. Too bad its dakka is just so-so.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Visions in the Smoke (WC 6)&#039;&#039;&#039;: Select a friendly Evil Sunz vehicle unit within 12&amp;quot; (can only select units with 18+ wounds on a WC roll of 9+), and reroll all hit rolls for that unit until your next psychic phase.&lt;br /&gt;
** Can be situational, but if you build a bit around it (say, a Morkanaut hitting on 4’s with “Sparky Bitz”) it can be pretty devastatingly Shooty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhadsnark Da Ripper (Forge World)&#039;&#039;&#039;: Clan {{W40kKeyword|EVIL SUNZ}}. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK &#039;Da Pain Klaw&#039; hits on 2+ unlike a regular Warboss&#039; 3+, is AP -4 instead of -3 and deals a mortal wound to {{W40kKeyword|INFANTRY}} and {{W40kKeyword|MONSTER}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6&amp;quot; rather than having to roll for distance when Advancing, which gives him an impressive 21&amp;quot; move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for &amp;lt;s&amp;gt;11&amp;lt;/s&amp;gt; 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). The guy is a deal. On the downside; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on {{W40kKeyword|INFANTRY}}!&lt;br /&gt;
**&#039;&#039;&#039;Forge World FAQ (as of 2018-11-02)&#039;&#039;&#039; - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you&#039;ll have to take the Wartrike.&lt;br /&gt;
** After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Snake Bites]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Snake Bites Icon updated.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, sometimes all dem shiny gubbinz just don&#039;t cut it, and a good ole&#039; choppa is all you need. &amp;lt;br&amp;gt;&lt;br /&gt;
The Snakebites are the closest thing in 40k that greenskins can get to their AoS counterparts. They&#039;re dumb, even for orks, and shun fancy technology for practicality - even though there&#039;s no stipulation against taking any mekaniaks. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, the Snakebites are somewhat of a mixed bag. Their abilities don&#039;t have any synergy, unlike the other clans, but they&#039;re thematic as hell, so enjoy playing out scenarios of greenskins hunting down Imperial Knights like animals, or charging ahead with massive swarms of grots. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – DA OLD WAYS&#039;&#039;&#039;: FnP on a 6+++. Models that already have FnP get to choose which one they use, but can&#039;t benefit from both.&lt;br /&gt;
** Like having an invisible Painboy at all times, and it works on vehicles, too. Remember that your save can block Mortal Wounds, unlike the Deathskulls&#039;.  It doesn&#039;t stack with other sources of FnP, unfortunately.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Surly as a Squiggoth&#039;&#039;&#039;: You can reroll failed morale tests for friendly Snakebites within 6&amp;quot; of your Warlord. Friendly Snakebites {{W40kKeyword|GRETCHIN}} units within 12&amp;quot; of your Warlord automatically pass morale tests.&lt;br /&gt;
**Your Boyz won&#039;t care, but {{W40kKeyword|GRETCHIN}} units don&#039;t have Mob Rule to protect them, and this also affects Killa Kanz and Mek Gunz; a Big Mek could make something out of it. Wrapping your Warlord with multiple units of Grots that refuse to run and moving them up the field is especially hilarious, as is wrapping him in Killa Kanz.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Brogs Buzzbomb&#039;&#039;&#039;: Once per game you can fire a 6&amp;quot; Grenade 3D6 S5 Ap-1 D1 autohitting shots. After you resolve the attack you can choose another enemy unit within 6&amp;quot; and attack it with the same weapon but only 2D6 shots.&lt;br /&gt;
**No restrictions on targeting characters with that second attack...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Monster Hunters (3 CP)&#039;&#039;&#039;: At the start of any phase, pick an enemy model with 10 or more wounds. For the duration of that phase, all Snakebites in your army add 1 to wound against it.&lt;br /&gt;
** Note that despite its name, vehicles that fit the wound prerequisite are also valid targets for this Stratagem. Makes the Snakebites the bane of every Tyranid/Imperial Guard player who relies on big models to carry their army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Constriction (WC 6)&#039;&#039;&#039;: Halves the attack characteristic of a unit within 12&amp;quot; until your next psychic phase.&lt;br /&gt;
** Low range makes it situational, but if you are able to get up close (As an Ork, you probably are doing so anyway) you can severely neuter your opponents elite unit.&lt;br /&gt;
** Note the lack of Keywords for target (ex: Infantry, Monsters.) You can slap this thing on anything.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Freebooterz]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Freebooterz Icon.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, the pirate&#039;z loif iz fer me! &amp;lt;br&amp;gt;&lt;br /&gt;
Freebooterz is all about showing off to each other, fighting for teef, and doing whatever they feel like. The Freebooterz are the outcasts of ork &amp;quot;polite&amp;quot; society; each one has been either banished from his tribe or simply wandered off and got lost. Over time, these wayward boyz get together into &amp;quot;krewz&amp;quot; and ply the stars to follow their own interests, blowing people up with kroozer kannons, hoisting the main sail, and wearing cool tri-corn hats. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, Freebooterz builds up their steam as they kill gitz, gaining more and more pluses to hit with each unit destroyed. Coupled with their warlord trait, they&#039;ll almost never miss in the fight phase, and even when they&#039;re shooting they can get more hits off than not. They strike a fine balance between the melee blender of the Goffs and the dakka of the Bad Moons.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs –  COMPETITIVE STREAK&#039;&#039;&#039;: Add 1 to hit rolls for attacks made by models with this {{W40kKeyword|KULTUR}} if any other friendly unit with this {{W40kKeyword|KULTUR}} within 24&amp;quot; has destroyed an enemy unit this phase.&lt;br /&gt;
**Situational, as it requires a table state where an enemy unit was destroyed, but you can focus fire/finish a unit in melee. Be careful destroying a unit in the psychic phase, as it&#039;ll become a wasted kill.&lt;br /&gt;
*** Not so situational anymore with beast arises book. Now with custom jobs you can easily get for example MORKANAUT hitting on 3+. A&lt;br /&gt;
So will work for melee units for that sweet 2+ WS.&lt;br /&gt;
**&#039;&#039;Does&#039;&#039; work with Gretchin - the Gretchin themselves can&#039;t benefit from this kultur, but since they have it, their kills can be used to trigger this in units that &#039;&#039;can&#039;&#039; benefit.&lt;br /&gt;
**Note that as your game gets bigger, this gets exponentially better, as you&#039;re getting higher chances to kill something before the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Killa Reputation&#039;&#039;&#039;: Reroll 1s to hit in the Fight Phase for friendly Freebootas while they are within 6&amp;quot; of your Warlord. &#039;&#039;Fitting of an Ork Kapt&#039;n&#039;&#039;.&lt;br /&gt;
** Combos with Waaagh Banner and &amp;lt;s&amp;gt;Boyz&amp;lt;/s&amp;gt; anything that wants to be in melee (AKA 3/4ths of your units), especially those Meganobz with Power Klaws that would hit on 4+. It doesn&#039;t work with shooty lists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Badskull Banner&#039;&#039;&#039;: You can activate this once per battle at the start of your Morale Phase if you do so then for the rest of it all friendly Freebootas units automatically pass morale tests... Booooooo! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Kill Kruisa Broadside (3 CP)&#039;&#039;&#039;: At the beginning of any shooting phase, choose D3 points at least 6&amp;quot; from each other in line of sight of any of your models. Roll a D6 for every unit (friend or enemy) within 3&amp;quot; of any of these points. On a 5+ (6 if the unit is a character), the unit takes D3 mortal wounds. 1/game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&#039;&#039;Very meh especially for 3 CP. NEVER USE IT.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Jolly Ork&#039;s Glare (WC 6)&#039;&#039;&#039;: Enemy unit within 18&amp;quot; has its move characteristic halved, and advance and charge rolls get -1 until your next psychic phase.&lt;br /&gt;
** Somewhat situational. Can help get the charge but orks usually what to get as close to enemy as possible ASAP. Not delay.&lt;br /&gt;
** Can be used on a annoyingly fast unit that you’ve already got tied up/are about to tie up in order to prevent it running away again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kaptin_badrukk|Kaptin Badrukk]]&#039;&#039;&#039;: Clan Freebooterz with {{W40kKeyword|FLASH GITZ}} keyword. Gives all nearby FLASH GITZ rerolls on 1&#039;s to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do &#039;&#039;not&#039;&#039; want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn&#039;t get the same &#039;&#039;&#039;Gun-Crazy Showoffs&#039;&#039;&#039; rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you&#039;re bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1&#039;s may be worth it.&lt;br /&gt;
**  His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately, with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him reroll one hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Specialist Mobs===&lt;br /&gt;
In the Psychic Awakening Orks essentially got more options to choose for our clans. The way Specialist Mobs works is that certain detachments can be designated as such, with every unit in that detachment completely replacing their &amp;lt;clan&amp;gt; keyword and thus losing whatever bonuses they get from it. Unfortunately, these subkulturs don&#039;t really stand up well in comparison, and while some of them are nice, they are each individually worse off then many of the actual clan Kulturs because you&#039;re missing out on a warlord trait, relic, and your new clan psychic powers in exchange of having a psuedo &amp;quot;your doodz&amp;quot; army. Some of these might be good to put on secondary detachment you created to farm CP, however in many cases another clan kultur will be superior to those. Alternatively you can put your fluff pants on and build entire armies around this stuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyromananiacs- Arsonists&#039;&#039;&#039;: Re-roll &#039;&#039;any and all dice&#039;&#039; when determining the number of shots made for burnas, skorchas, burna bottles, burna exhaust, Killa Jets, and skorcha missiles. Burnas get +1 to wound in melee. For Burna-Bommers&#039; burna bomb ability you can add 1 to each roll.&lt;br /&gt;
** Note distinct lack of supa-skorchas on the list. Probably oversight on GW part but don’t count on them correcting it.&lt;br /&gt;
** Ok if you run a ton of skorchas and burnas since they do not benefit much from other kulturs. Can also be used to maximize effectiveness of Burna-bommas before they Flying &#039;Edbutt something (not worth it for their points still).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gretchin_Revolutionary_Committee|Grot Mobz]] - Cheeky Zoggerz&#039;&#039;&#039;: Gives all {{W40kKeyword|GRETCHIN}} 6++, and {{W40kKeyword|GRETCHIN VEHICLES}} re-roll hit rolls of 1. &lt;br /&gt;
**Pretty sweet for mek gunz, killa kanz, grot tanks and even lowly grots. More than likely the most competitive subkultur in the entire book. Having a battalion with nothing but grots and weirdboyz (who are the least affected from losing their clan kultur) will see only a net-gain in the effectiveness of your WAAAGH!s cheapest units.&lt;br /&gt;
** Hands down the best subkultur and only one that can compete with regular kulturs.&lt;br /&gt;
** Note that grots from this detachment cannot grot shield your units from other detachments.&lt;br /&gt;
***Grots in general can&#039;t use ork specific stratagems, meaning that all the command points you got from this detachment are effectively worthless if it is only detachment you have and there are only grots in it (except if you use grots shield to protect your HQ choice), so make sure you bring a separate detachment of orks in addition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ork_Boy#Huntas|Huntas]] - Sneaky Devils&#039;&#039;&#039;: {{W40kKeyword|INFANTRY}} (excluding {{W40kKeyword|GRETCHIN}}) gain a 5++ while entirely within a terrain feature, and gain +1 AP to melee attacks while either they have that bonus, or are attacking something that is entirely within a terrain feature. &lt;br /&gt;
**Pretty decent with kommandos, but still overshadowed by normal clan kulturs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ork_Boy#Stikk_Bommas|Boomboyz]] - Blow it Up&#039;&#039;&#039;: Upgrade the Strength and AP by 1 for anything with rokkits, stikkbombs, the new &amp;quot;Da Booma&amp;quot; kustom job weapon, tankbusta bombs, wing missiles for the Scrapjet, kannons, killkannons, deffkannons, and lobbas. &lt;br /&gt;
**Considering that almost everything in the codex has the opportunity to take rokkits, and most others have stikkbombs, this isn&#039;t necessarily bad. Coupling with the Extra Stikkbombs stratagem could pump out some SERIOUS hurt. It gives you a chance to move away from one big unit of tankbustas deepstriking in and buffing with strats to some smaller squads in vehicles.&lt;br /&gt;
** Remember the main gun of Megatrakk Scrapjet is 2d3 shots Rokkit kannon? Klever talk GW.&lt;br /&gt;
**Pair this with the More Stikkbombz stratagem and laugh as you get 7D6 blast S4 AP1 and 3D3 blast S9 AP3 DD6 grenades. Take that Space Marines!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tin &#039;Eads - Krush &#039;n&#039; Krump&#039;&#039;&#039;: The definitive Dread WAAAGH! specialist mob. It gives {{W40kKeyword|KILLA KANS}}, {{W40kKeyword|DEFF DREADS}}, {{W40kKeyword|G/MORKANAUTS}}, {{W40kKeyword|MEGA ARMOR}}, and {{W40kKeyword|STOMPAS}} +1 to hit in melee. &lt;br /&gt;
**Ouch. The big dread meks are all hitting on 2s now, and Killa Kans with Buzzsaws are putting out a surprising amount of extra swings with 4+ to hit. Overall not too bad, and if you&#039;re running a Dread WAAAGH! detachment, it&#039;s worth a consideration. This can get pretty nuts, fast. Your MANz are now hitting on 2s with their basic close combat weapon and 3&#039;s on their klaws. Bring a Nob with WAAAGH!! banner and now you&#039;re just hitting on 2&#039;s in general. If you&#039;re bringing tons of Kanz, that WAAAGH!! banner has them hitting on 3&#039;s now...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feral Orks - [[Ork_Boy#Wildboyz|Wildboyz]]&#039;&#039;&#039;: Only affects {{W40kKeyword|WARBOSS}}, {{W40kKeyword|WEIRDBOYZ}}, {{W40kKeyword|NOBZ}}, and {{W40kKeyword|BOYZ}} (Excludes {{W40kKeyword|BIKER}} and {{W40kKeyword|MEGA ARMOR}} units. Those units gain a 6&amp;quot; pile in, and when they advance can roll 3d6 and chose the highest. &lt;br /&gt;
**This one is bad. If you&#039;re looking for speed, keep with Evil Sunz, because at least their benefit affects your whole army and is safer over-all with a flat +1 to rolls (to charges to). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flyboyz - Crucial Velocity&#039;&#039;&#039;: Units with {{W40kKeyword|FLY}} (this includes stormboyz and deffkoptas, not just your jetz) gain cover from being shot from anything greater than 1&amp;quot; away, and units that charge them get -1 to hit in the Fight Phase for that battle round. &lt;br /&gt;
**If its in a Air-Wing detachment it would be okay, but consider what you&#039;re missing out on when you chose this detachment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ork_Boy#Madboyz|Madboyz]] - Frantic&#039;&#039;&#039;&amp;quot; Only affects {{W40kKeyword|INFANTRY}} (again, not Grots) and {{W40kKeyword|BIKERS}}. With this one, roll a D3 at the start of the battle round, and your affected units get a buff depending on each one. Can&#039;t be rerolled.&lt;br /&gt;
**(1) Moroniks: +1 to armor saves. Stacks with cover.&lt;br /&gt;
**(2) Nuttaz: Affected units auto-pass morale.&lt;br /&gt;
**(3) Frenzies: +1 Strength. Now we&#039;re talking! &lt;br /&gt;
***Overall decent, but obviously it&#039;s a gamble.&lt;br /&gt;
&lt;br /&gt;
== Power of the WAAAGH! Discipline ==&lt;br /&gt;
This is the psychic discipline table your Weirdboys can use. You can either roll randomly, or choose one. Don&#039;t forget every psyker also automatically knows Smite.(WHAT DA ZOGGIN?! WHERE IZ POWER VOMIT?!) The best in the list are typically Da Jump &amp;gt; Warpath &amp;gt; Fists of Gork; if you&#039;re taking more than 3 weirdboys, you should probably start duplicating powers for redundancy.  If you&#039;re using the Warphead strat, you want Da Jump and Warpath (so you can cast Warpath and then Da Jump on something) on your first Warphead, and Da Jump and Fists on the second (same deal, but this time it&#039;s for targeting a character), and any more than that should be redundant backups. Also don&#039;t forget that you get a +1 to your cast for every 10 models within 10&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;&#039;Eadbanger (WC 8)&#039;&#039;&#039;: Targets the closest &#039;&#039;visible&#039;&#039; model within 18&amp;quot;. If you can &#039;&#039;beat&#039;&#039; their Toughness on 1d6, they &#039;&#039;&#039;die instantly&#039;&#039;&#039;. While this sounds awesome, it only lets you target the &#039;&#039;&#039;closest visible model&#039;&#039;&#039; within 18&amp;quot;. This makes it fairly ineffective at sniping your opponent&#039;s Logan Grimnar or Failbaddon without good positioning.&lt;br /&gt;
#* Smite will typically do its job much better. It&#039;s even harder to force it to hit the target you want hit, it needs to succeed on an additional roll to work, and it flat-out won&#039;t work on T6 or better models.  One of the few things it will do well is delete a member of a unit you want dead - the power picks who dies, not your opponent.  Assuming you&#039;re guaranteeing your casts go off, like a good Weirdboy, there&#039;s no target in the game that will die faster to this power than to Smite - as an example, a T3 target needs to have 8 wounds or more to, on average, lose more wounds to this power than to Smite, assuming both powers go off on 10+.&lt;br /&gt;
#&#039;&#039;&#039;Warpath (WC 7)&#039;&#039;&#039;: A friendly {{W40kKeyword|ORK}} unit within 6&amp;quot; increases its Attacks stat by 1 until your next Psychic phase.&lt;br /&gt;
#*GW &#039;&#039;presumably&#039;&#039; meant every model in the unit gets +1A.&lt;br /&gt;
#&#039;&#039;&#039;Da Jump (WC 7)&#039;&#039;&#039;: A friendly {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} unit within 12&amp;quot; is removed from the table, and set back up anywhere more than 9&amp;quot; from enemy units. The unit counts as having moved for the purposes of any other rules, e.g. firing a Heavy Weapon. This is objectively one of the best Psychic Powers in the entire game and should always be considered a priority.&lt;br /&gt;
#*Put any infantry unit you like in charge range of anything on the board - and with &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, you have a solid (57%) chance to make the charge, too. Don&#039;t forget to add +1 to the charge if you are an Evil Sun (which actually brings it to a 72% chance of success).&lt;br /&gt;
#*You can also use this to pull ranged units like Lootas out of melee if they get caught. They count as having moved, but it&#039;s better than using a Fall Back move and not being able to shoot at all that turn.&lt;br /&gt;
#&#039;&#039;&#039;Fists of Gork (WC 6)&#039;&#039;&#039;: A friendly &#039;&#039;visible&#039;&#039; {{W40kKeyword|ORK}} {{W40kKeyword|CHARACTER}} model within 12&amp;quot; gains +2 Attacks and Strength until the next psychic phase.  More effective than Warpath on characters, but ultimately Warpath is more versatile. Can be absolutely hilarious when slapped onto a Warboss with Might is Right and a Power Klaw. Laugh as that guy at your local game store with a Warlord Titan has to deal with something that wounds him on a 2+ for once. ((6+2+1)x2=18! Dat Iz Gud Maf!). Similarly bonkers on Ghaz.&lt;br /&gt;
#* &#039;&#039;Stacks&#039;&#039; with Warpath, if you find yourself in a situation where it makes sense to do so.&lt;br /&gt;
#* You might consider adding a dedicated Weirdboy to put this on your killiest Boss.&lt;br /&gt;
#* Works on {{W40kKeyword|GRETCHIN}} characters! You know you want to.&lt;br /&gt;
#&#039;&#039;&#039;Da Krunch (WC 8)&#039;&#039;&#039;: Targets an enemy unit within 18&amp;quot; of the user. Roll 1d6 for each model in the unit, inflicting a mortal wound for each 6 rolled. After that, roll 2d6; on a 10+ (2/6 chance), roll a second d6 for each model in the same way as before.  This means the total mortal wounds inflicted on a successful cast will be 1/6 the unit&#039;s initial size and then 1/36 the subsequent size; this would be 7/36 its total size, but any model destroyed by the first round of wounds reduces the number of wounds the second pass inflicts - against a unit of 1-wound models without fnp, for example, the expected total is 41/216 times the initial size (1/6 of the initial unit dies, then the 5/6 remaining each have a 1/36 chance of dying). That&#039;s about 18.98%.  Throwing it out there, with SMITE, you are going to be doing typically 3.5 Mortal Wounds per turn. Half of a D6 because obviously you are going to be casting on a 10+ because what git has a Weirdboy positioned away from other ork units? Da Krunch is only worth it (assuming you can basically guarantee the cast) if you are targeting a unit which has at least 19 models in it, which can be more effectively dealt with by other means. Otherwise, SMITE is a safer choice.&lt;br /&gt;
#* This power is kind of self-contradictory. You typically want mortal wounds on elite units that have very good saves. Yet this one is clearly made to kill horde units...&lt;br /&gt;
#* There’s also the fact that you have one of the best anti-horde melee units in the game: Boyz. &lt;br /&gt;
#* Like in every other psychic discipline in the game, this is one of those powers that&#039;s worse than Smite in exchange for being able to choose the target - but in this case, it&#039;s a &#039;&#039;lot&#039;&#039; less effective.&lt;br /&gt;
#&#039;&#039;&#039;Roar of Mork (WC 8)&#039;&#039;&#039;: Enemy units within 18&amp;quot; of the Psyker get -1 Leadership until your next Psychic Phase.&lt;br /&gt;
#* Rather underwhelming in comparison to other powers and with little synergies, since Orks are not really a fear-based army. Generally speaking, our units will either completely obliterate their opponents (if we target appropriately) or do almost nothing at all (if we don&#039;t). Still better than &#039;Eadbanger, though.&lt;br /&gt;
&lt;br /&gt;
== Warlord Traits ==&lt;br /&gt;
#&#039;&#039;&#039;Follow me, Ladz!&#039;&#039;&#039;: Your Warlord gains the Waaagh! and Breaking &#039;eads ability. If he already has these then increase their range by 3&amp;quot;. In addition, gain 1 additional CP.&lt;br /&gt;
#*A Deffkilla Wartrike allows Infantry, Bikers and Vehicles to advance and charge. Pretty much anything in your army unless you bring Squiggoths (yeah nah). Furthermore, he becomes able to headbutt Killa Kanz into bravery. A regular Warboss has an easier time using Waaagh! when it&#039;s a 9&amp;quot; aura, and the +1CP can translate into an additional Shiny Gubbin.&lt;br /&gt;
#&#039;&#039;&#039;Bigkilla Boss&#039;&#039;&#039;: Add 1 to the wound rolls for your Warlord&#039;s attacks if they are targeting a vehicle or monster.&lt;br /&gt;
#*A proper Warboss is going to be using a Power Klaw, so &#039;Might is Right&#039; would be better for him, even if it does affect his dakka as well. But Deffkilla Wartrikes and Big Meks can make something out of it, as they&#039;re &amp;quot;only&amp;quot; S5 and their dakka is actually relevant. But only against vehicles or monsters.&lt;br /&gt;
#** &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; DIS ZOGGIN&#039; &#039;UMIE DON&#039;T FINK RIGHT. YOU UZE DIS &#039;ERE WAAGGGHHLORD TRAIT ON YOU SHINY SHOKKA-ATTAK GUN SO EVEN IF DA MEKGIT HOLDIN&#039; IT FORGITS TA LOAD IT DEN YOU CAN STILL BLAST SUM CARS WIFF EAZE!&amp;lt;/span&amp;gt;.&lt;br /&gt;
#&#039;&#039;&#039;&#039;Ard as Nails&#039;&#039;&#039;: Add 1 to your warlord&#039;s Toughness characteristic. &lt;br /&gt;
#*Bikes and Deffkilla Wartrikes will get tank-like T7. It will grant extra protectection to your these Warlords from S6, S7 and S12 attacks.&lt;br /&gt;
#&#039;&#039;&#039;Brutal but Kunnin&#039;&#039;&#039;&#039;: You can re-roll failed hit rolls for your Warlord in the Fight Phase. In addition, increase the Damage Characteristic of your Warlord&#039;s melee weapons if in the same turn he finished a charge move, was charged, or performed a heroic intervention.&lt;br /&gt;
#*This one applies to relics, meaning you can turn the Killa Klaw from deadly to outright terrifying, re-rolling both failed hit and wound rolls and hitting for 4 damage apiece. Also buffs your attack squig. Swallow Primaris Marines whole with your angry ball on legs!&lt;br /&gt;
#*{{W40kKeyword|Blood Axes}} Warbosses get an extra mile out of it, as they can charge after falling back.&lt;br /&gt;
#* Stack with Fists of Gork power for maximum carnage!&lt;br /&gt;
#&#039;&#039;&#039;Kunnin&#039; but Brutal&#039;&#039;&#039;: At the start of the first battle round, before the first turn begins, you can remove your Warlord and up to 1d3 friendly units from the battlefield and set them up again as described in the deployment section of the mission you are playing. If you pick a transport, the units embarked on it are also redeployed.&lt;br /&gt;
#&#039;&#039;&#039;Might is Right&#039;&#039;&#039;: Grants your Ork Boss +1 Strength and Attack. Since [https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_designers_commentary_en-1.pdf 8E applies +1S BEFORE the x2 Strength from a Power Klaw or Killsaw], that means you get a S14 Warboss, who can &#039;&#039;wound tanks on a 2+&#039;&#039;.&lt;br /&gt;
#*Great for a Wartrike or Big Mek, elevating them to proppa Warboss Strength.&lt;br /&gt;
&lt;br /&gt;
== Stratagems ==&lt;br /&gt;
*Orks are very CP reliant; you will need a lot of them to optimize your army. Three squads of Grots and two Weirdboyz (cheapest hq option that is useful) net a battalion for 214 points.&lt;br /&gt;
** Seriously you can easily spend 10 CP before battle even begins now.&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
*&#039;&#039;&#039;[[&#039;Ardboyz]] (2 CP)&#039;&#039;&#039;: Use this stratagem before the battle. Select a Boyz unit from your army to become a &#039;Ard Boyz unit (but not one that&#039;s been upgraded to Skarboyz). Armor Save characteristic becomes 5+. &#039;Ard Boyz can only Mob Up! with other &#039;Ard Boyz. &#039;&#039;&#039;Rubbish&#039;&#039;&#039;. &lt;br /&gt;
** Improves the survivability of your boyz against ap 0 and -1 attacks, but it useless against ap -2 or better weapons, where you&#039;re better off with a Mek&#039;s KFF or playing Deathskulls. However, most massed gunfire is ap0 (bolters, lasguns etc) so if you know that you will be up against a lot of infantry fire then it will be worth making a few of you 30 man mobs a bit tougher.&lt;br /&gt;
**{{W40kKeyword|Blood Axes}} can stack Ard&#039; Boyz with Loot it! for an effective 3+ armor save against any shooting that comes from 18&amp;quot; or further. But then it&#039;s boyz who are just barely in the 18&amp;quot; range, using shootas instead of stomping the enemy. And you have to wait for a vehicle to die, which they can&#039;t kill on their own because they mostly shootas. And that&#039;s 3CP when you could be using Grot Shields...look we&#039;re saying that you can do it, not that you should.&lt;br /&gt;
*&#039;&#039;&#039;Billowing Exhaust Clouds (1 CP)&#039;&#039;&#039;: At the start of the movement phase, select a {{W40Kkeyword|Speed Freeks}} unit from your army. All ranged attacks receive a -1 penalty to hit that unit until the start of your next turn. &#039;&#039;&#039;Situational&#039;&#039;&#039;. &lt;br /&gt;
** As it works until your next turn you can throw it on any appropriate unit which you feel is going to be receiving a lot of long range spanking, the downside however (like rotate ion shields) is that once you’ve chosen a target for this stratagem your opponent may just decide to target their efforts at another one of your units (though it does mean the unit you just used the stratagem on stays safe...). Stacks with the Boomdakka Snazzwagon&#039;s own -1 penalty to be hit, [[Troll|so your enemy can experience what BS5+ feels like]].&lt;br /&gt;
**Also useful to protect your Biker Nobz, who can&#039;t use grots as meat shields and whose profiles can&#039;t tank the true anti-tank firepower they usually attract.&lt;br /&gt;
*&#039;&#039;&#039;Boarding Action (1 CP)&#039;&#039;&#039;: At the end of the Fight phase, pick a non-flying enemy vehicle within 1&amp;quot; of a Trukk or Battlewagon. All units embarked on it that have melee weapons get to make a single attack against the targeted vehicle. &lt;br /&gt;
**&amp;lt;u&amp;gt;Situational but thematic&amp;lt;/u&amp;gt;. Now your Power Klaw Nobs can smack around tanks without even needing to leave their transport! Unfortunately the biggest vehicle target 10 Power Klaws can krump is...a Land Speeder, who are cheaper and faster than you. If you can disembark and charge a vehicle, do it. BUT if the target is too far away for your M4&amp;quot; MANz to waddle towards, or you just teleported a wagon full of Nobz who can&#039;t disembark that turn, Boarding Action can help you to at least make something out of it. &#039;&#039;&#039;Very Situational&#039;&#039;&#039;&lt;br /&gt;
**Tankbustas have better things to do with their Tankhammers, but four 5-ork units with a Tankhammer and an (Index) Power Klaw Nob can kill a Leman Russ in a single turn. &#039;&#039;Expensive&#039;&#039;; without counting the cost of the Battlewagon they&#039;ll need two whole turns to make up their points. So, casual games mostly.&lt;br /&gt;
**It&#039;s used at the end of the Fight phase. As in, ANY, so you can fight entire battle rounds from inside a Battlewagon: Pour some Nob Kombi-Skorchas into infantry, then go krump a tank - it may fall back but how&#039;s a half scorched squad going to retaliate against a Battlewagon? You can even use an &#039;Ard Case Battlewagon, because you don&#039;t need Open Topped to punch from within nor do you have any respect for enemy autocannons either.&lt;br /&gt;
*&#039;&#039;&#039;Extra Stikkbombs! (1 CP)&#039;&#039;&#039;: At the start of Shooting, a selected unit of Ork Infantry may throw up to 10 grenades instead of just 1. &#039;&#039;&#039;Great with Tankbustas&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;u&amp;gt;Don&#039;t use it for clearing T3 blobs&amp;lt;/u&amp;gt;. It only does MARGINALLY higher damage than a mere shoota but with 1/3 of the range and costs CP. Instead &amp;lt;u&amp;gt;use it on Tankbustas&#039; Tankbusta bombs&amp;lt;/u&amp;gt;, which deals 11 dmg to a Leman Russ &#039;&#039;on average&#039;&#039;. Wew. Positioning is key, but you could just chuck them in a Battlewagon and ram the vehicle you want to kill (thus preventing it from blowing up the tankbustas). {{W40kKeyword|Bad Moons}} could use &#039;Showin&#039; Off&#039; to have a good chance to ONE SHOT A KNIGHT.&lt;br /&gt;
** It is actually quite hard to use because of range. You need to drive your tankbusta vechicle quite close (around 12” since you want all tankbustas to be inside 6” after disembark and move) than survive one round of whatever enemy is throwing at it than disembark and move into range. It is hard as enemy will desperately try to kill of this unit knowing what will happen. On the other hand he might also retreat any valuable targets out of range, as using this on anything short of super heavy or something similar is usually overkill.&lt;br /&gt;
***Not nearly has hard to use if you bring open-topped transports.&lt;br /&gt;
*&#039;&#039;&#039;Force Field Projector (3 CP)&#039;&#039;&#039;: Use at the beginning of any turn. A single Big Mek&#039;s Kustom Force Field has its range extended to 18&amp;quot; until your next turn. One use only. &#039;&#039;&#039;Overpriced&#039;&#039;&#039;.&lt;br /&gt;
** Rather meh. 18” KFF is awesome but paying 3CP for just one turn isn&#039;t. It &#039;&#039;could&#039;&#039; be a better alternative to &amp;quot;Prepared Positions&amp;quot; (+1CP for a 5++ instead of a 6+ sv +1) for your infantry...but you&#039;re better off just bringing more sources of KFF.&lt;br /&gt;
** Useless and expensive. CP can be better spent elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;Get Stuck in, Ladz! (3 CP)&#039;&#039;&#039;: Use at the end of the Fight Phase. You can choose an {{W40kKeyword|infantry}} unit that already fought this turn to make it fight a second time. &#039;&#039;Fighting is the entire process of piling in, making attacks, and consolidating.&#039;&#039; &lt;br /&gt;
**{{W40kKeyword|Goff}} units can make even more out of it, with their exploding attacks and S5 on boyz.&lt;br /&gt;
** It is best used on cc oriented characters (killa claw warboss) Meganobz and other units whit great punching power but relatively few attacks. Of course you can use it on boyz but if something did not die to those 100 attacks another 100 won’t kill it either probably. Unless it has like few wounds left and it just has to die for tactical reasons.&lt;br /&gt;
** Note it does not work for new Ghazghkull ;(.&lt;br /&gt;
*&#039;&#039;&#039;Grot Shields (1 CP)&#039;&#039;&#039;: Use when a {{W40kKeyword|&amp;lt;Clan&amp;gt;}} non-{{W40kKeyword|Gretchin Infantry}} unit is hit in the shooting phase. If there is a {{W40kKeyword|&amp;lt;Clan&amp;gt;}} unit comprised entirely of {{W40kKeyword|INFANTRY GRETCHIN}} models within 6&amp;quot; from the unit that was shot, while also being closer to the shooting &#039;&#039;&#039;model&#039;&#039;&#039;, until the end of the phase roll a D6 for each successful wound roll. On a 2+ a Gretchin takes the bullet and is slain. &#039;&#039;Aka Grot infantry bubblewrap&#039;&#039;. &#039;&#039;&#039;Good&#039;&#039;&#039;. &lt;br /&gt;
** It is quite good for protecting your units from massed anti infantry fire, especially turn 1 if you go second. But wait for an enemy to shoot something with a lot of shots like Land Raider or buffed IG infantry blob to use it as otherwise enemy can switch big guns to another target. While poorly worded and poorly clarified in the FAQ if the grot takes a wound all excess damage from the same Hit (Lascannons/Battlecannon et all) is discarded.&lt;br /&gt;
** It is best used on units with high value and low survivability like Lootas, or meganobz against dedicated anti armor, however in the latter case it is hard to set it up properly as you want meganobz in cc with enemy.&lt;br /&gt;
*&#039;&#039;&#039;Long Uncontrolled Bursts (1 CP)&#039;&#039;&#039;: Use at the beginning of Shooting Phase. A flying vehicle Unit gets +1 to hit when shooting on other flying units. &lt;br /&gt;
**Dakkajets&#039; Supa-shootas simply won&#039;t cut it. The Wasbomm Blastajet has better weapons...but your best AA are still Traktor kannons and, hilariously, Stormboyz. &lt;br /&gt;
**Or consider Deffcopters, 5 of them with rokkits will make a nice mess of suits/custodes bikers. Bonus points for freebooterz and hitting on 3&#039;s using this.&lt;br /&gt;
*&#039;&#039;&#039;Loot It! (1 CP)&#039;&#039;&#039;: If a vehicle (including your own) is destroyed within 3&amp;quot; of an Ork infantry unit, &#039;&#039;[https://whc-cdn.games-workshop.com/wp-8/uploads/2018/11/warhammer_40000_orks_en.pdf or while carrying such a unit]&#039;&#039;, that unit&#039;s armor save characteristic is increased by 1, to a maximum of 2+. A unit can only benefit from this once per game and cannot be targeted by &#039;Mob Up!&#039; if it does so. If this Stratagem is used on a unit of Lootas, roll a d6; on a 4+, the CP cost is refunded. &lt;br /&gt;
**Errata&#039;d in short order after the Codex was released so it no longer lets MANs gain a 1+ save, but also lets a unit use it if their ride is wrecked while they are embarked, while it cannot be used ona unit that has already been Mob Up&#039;d you CAN mob up after the lootin’. &lt;br /&gt;
** Quite meh in most cases. It is more of opportunity stratagem than one you plan for. Something got spoofed nearby and you farmed so much CP you don’t care use it. Otherwhise skip.&lt;br /&gt;
**Very useful on Nobz, who can also get a 3+ save from the get-go by using their power klawz as can openers on enemy tanks.&lt;br /&gt;
**As a rule of thumb, don’t base any sort of tactic around this stratagem, but keep it in your back pocket for when you can use it as a nice boost.&lt;br /&gt;
*&#039;&#039;&#039;Medi-Squig (1 CP)&#039;&#039;&#039;: At the end of the Movement phase, a character within 3&amp;quot; from a Painboy recovers D3 wounds. &lt;br /&gt;
** Doubles a Painboy&#039;s healing output. This is the only way a Painboy can heal a Wartrike, but it does mean Wartrikes can be healed by both Painboys AND Meks. &lt;br /&gt;
** It is also only way to heal Ghazghkull, as his new data sheet is a {{W40kKeyword|MONSTER}}. Make sure you have spare cp for that.&lt;br /&gt;
*&#039;&#039;&#039;Mob Up! (1 CP)&#039;&#039;&#039;: Use this stratagem and one friendly {{W40kKeyword|ORKS}} {{W40kKeyword|BOYZ}} unit with 10 or less models may combined with one {{W40kKeyword|ORKS}} {{W40kKeyword|BOYZ}} unit that has at least 10 models. The two units must be within 2&amp;quot; of each other and be from the same {{W40kKeyword|CLAN}}.&lt;br /&gt;
** Good if your mobs are starting to grow depleted since it lets Mob Rule stay at its full effectiveness. Also in vp games lets you save that last nob from being killed if you have a sufficiently big boyz unit nearby.&lt;br /&gt;
**Perhaps best used to increase the efficiency of stratagems such as Get Stuck in Ladz, and psychic powers like Warpath and Da Jump. But don&#039;t abuse it, as you&#039;ll need the CP for your other great stratagems.&lt;br /&gt;
*&#039;&#039;&#039;More Dakka! (2 CP)&#039;&#039;&#039;: Use before any unit shoots. For this turn, that unit&#039;s &#039;Dakka! Dakka! Dakka!&#039; will activate on an unmodified 5+. &lt;br /&gt;
**Even Snazzguns and Deffguns will only kill 1 more guardsman on average - that&#039;s not scary. Thus, &amp;lt;u&amp;gt;this is more an &amp;quot;ignore -1 to hit modifiers&amp;quot; stratagem&amp;lt;/u&amp;gt; with some more damage out of it. And that&#039;s useful. Even more so on Tankbustas because every hit will generate another shot that is also rerollable (on vehicles).&lt;br /&gt;
**You could combine it with Show Off, for those times you want to spend 4CP on ork shooting.&lt;br /&gt;
*** in this combination it is insanely good with dedicated shooty things, which in ork army means either souped up shocka big mek or lootas mostly since grot units cannot use stratagems, Especially souped up shokka one can be scary or useless. Enjoy ;P&lt;br /&gt;
*&#039;&#039;&#039;Extra Gubbinz (1/3 CP)&#039;&#039;&#039;: You know the drill. Single use, take an extra relic or two if you spend 1 or 3 CP, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Orks is never defeated (2 CP)&#039;&#039;&#039;: Use when a {{W40kKeyword|CHARACTER}} is killed. The character can fight or shoot for the last time. &lt;br /&gt;
** Very thematic. If Ghaz is going down you can at least ensure whatever killed him will die with him.&lt;br /&gt;
** Use for cc only with exception of souped up shokka big mek.&lt;br /&gt;
*&#039;&#039;&#039;Ramming Speed (2 CP)&#039;&#039;&#039;: During the Charging Phase a single vehicle gets to roll 3D6 for its charge move (still can only declare a charge against an enemy within 12&amp;quot;, unlike Banshees) and deals D3 mortal wounds to the charged unit on a 2+ roll if the charge succeeds. &lt;br /&gt;
** Very good synergy with tellyporta strategem, and &#039;Ere We Go makes it so that you can actually reroll all, one or two dice. A great way to shield your units from overwatch, and a great help to Battlewagons &amp;amp; Bonebreakas, which don&#039;t have &#039;Ere We Go.&lt;br /&gt;
** Potential synergy with some stuff from the beast arises book.&lt;br /&gt;
*&#039;&#039;&#039;Ripping Hook (1 CP)&#039;&#039;&#039;: When a Deffkilla Wartrike falls back, deal D3 mortal wounds on the unit he&#039;s detaching from on a 2+ roll. &lt;br /&gt;
**The {{W40kKeyword|Blood Axe}} Kultur or {{W40kKeyword|Evil Sunz}} WT allow wartrikes to charge after falling back and thus keep doing this each turn.&lt;br /&gt;
*&#039;&#039;&#039;Tellyporta (2 CP)&#039;&#039;&#039;: During deployment, you can deep strike any Ork unit with a Power Level of 20 or less instead of setting it up normally. If you deepstrike a transport, only the transport&#039;s PL cost counts so anything inside of it technically deepstrikes for free&lt;br /&gt;
**&#039;&#039;Literally UNRESTRICTED teleportation. Where other armies may teleport only up to two infantry units, as long as you have the CP and the unit (or the transport that carries it) costs less than 20PL then you can deepstrike it:&#039;&#039;&lt;br /&gt;
**While this gets Nobz and Meganobz into combat easily, ork transports are great. Great an open topped. Besides the classic Nob-full Battlewagon or Bonebreaka, you can fill them up with Tankbustaz (bringing bomb squigs into position) or Flash Gitz (who can shoot &#039;&#039;and&#039;&#039; melee). Or deepstrike Lootaz inside a Trukk - mobile, cheap, long ranged, and if the trukk gets destroyed Lootaz have a chance of getting armour for free. You&#039;re also one of the few armies that can &amp;lt;u&amp;gt;deepstrike a flamer and fire it&amp;lt;/u&amp;gt; in the same turn, the Big Trakk&#039;s S6 AP-2 Supa-skorcha.&lt;br /&gt;
***If you use this on a transport vehicle it will land on the table on turn 2 at best (in matched play and outside your DZ) and then you will have to wait until turn 3 to be able to disembark its occupants and charge with them. So &amp;lt;u&amp;gt;you are basically resigning from using embarked unit for CC during the first 2 turns&amp;lt;/u&amp;gt;. Account for that. That being said, that&#039;s true for almost any unit inside a transport.&lt;br /&gt;
**Or screw subtlety! Bring a Gorkanaut with Nobz. Hell, if we really want to push this, Kill Tanks are still 15 PL despite their previous point increase, and they have a transport capacity of &#039;&#039;12&#039;&#039;. Costly, but nothing is quite the same as &#039;&#039;&amp;lt;u&amp;gt;deepstriking a LORD OF WAR&amp;lt;/u&amp;gt;&#039;&#039; loaded up with Tankbustas right into your enemy&#039;s backline.&lt;br /&gt;
**You can also tellyport a whole Speed Mob or Dread Mob. Pay only once, deepstrike them within 6&amp;quot; from each other, play them as separate units afterwards. Then make that charge on rerollable 3d6&amp;quot; with Ramming Speed &amp;amp; &#039;Ere We Go!&lt;br /&gt;
** Prime use is on new monster Ghazghull. Since he cannot use transports or jump up outside of footslogging this is only way to get him to the enemy fast. Consider if you want him to be a bullet sponge or not do anything for first turn.&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Green Tide (3 CP)&#039;&#039;&#039;: Use at the end of Movement Phase. Choose a unit of Boyz with less than half of the models it had at the beginning, remove it from the field and field it back at full force within 6&amp;quot; from borders and within 9&amp;quot; from enemy units. Can be used only once. Cannot be used on units formed by Mob Up!.&lt;br /&gt;
** Awesome stuff. It force your opponent to kill of boyz mobz to the last not just killing enough so that morale will take care of the rest. Because than you will just pay 2 CP and auto pass or just kill few guys if boss is nearby, than CP and new ork unit is in the field.&lt;br /&gt;
** Can also be used as semi teleport for highly depleted Boyz units that are out of position.&lt;br /&gt;
** Of course this is most effective on units that have few models left. Basically paying for another unit of boyz entering late game. To rephrase that to really frame how good this is: You are paying 3 command points to Outflank a 200(ish) point unit anywhere you want. And the unit is free.&lt;br /&gt;
*&#039;&#039;&#039;Warphead (1 CP)&#039;&#039;&#039;: Use before the battle. A Weirdboy knows one extra Psychic power and can cast one additional power each turn. &#039;&#039;Sadly no extra dispels&#039;&#039;. &lt;br /&gt;
** Not that great if you are cp farming with weirdboyz but if you are going for a limited number of them extra warpath or fists can go a long way.&lt;br /&gt;
&lt;br /&gt;
===Saga of the Beast===&lt;br /&gt;
*&#039;&#039;&#039;Da Biggest Boss (1 CP)&#039;&#039;&#039;: Before the battle, select one Warboss model, add 1 to its wounds and attack characteristic, and it gains a 4+ invuln save. Only once per battle, and cannot be used if the army includes Ghazghkull.&lt;br /&gt;
** Right now best stratagem in the book. Put it on warboss or better yet warboss on warbike or warboss in mega armor (Legends mind you) stock killa klaw in there give him brutal but cunning and for 1 CP you have character that is Ghazghull Trakka level of kiliness while not sacrificing ability to hide behind other units, to be healed with up to 6 W per turn or use all the strategems like fight again one. All of this for 1/3 of price of a big guy. Arguably better than Ghazghull himself. But not as cool.&lt;br /&gt;
** Stack with squig-hide tires kustom job and this guy will get anywhere you want and murder anything.&lt;br /&gt;
*** Sadly can&#039;t use a kustom job due to not having the vehicle keyword- the disappointment!&lt;br /&gt;
*&#039;&#039;&#039;Da Burnin&#039; Highway (1 CP)&#039;&#039;&#039;: Use on a {{W40kKeyword|KUSTOM BOOSTA-BLASTA}} in the shooting phase to upgrade the following characteristics of it&#039;s burna exhausts:10&amp;quot; assault 3 S5 AP-1 until the start of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Da Kleverist Boss (1 CP)&#039;&#039;&#039;: Before the battle, select one Big Mek model, add 1 to its wounds and attack characteristic, and change its weapon skill to 2+. Only once per battle, and cannot be used if the army includes Mek Boss Buzzgob.&lt;br /&gt;
** Nice buff but ultimately CP are needed elsewhere since your big mek will be typically protected from harm.&lt;br /&gt;
*&#039;&#039;&#039;Dreaded Death Machine (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|DEFF DREAD}} fights, gain an extra attack for each kill until of turn. Extra attacks don&#039;t generate more. &lt;br /&gt;
*&#039;&#039;&#039;Grot Bumper (1 CP)&#039;&#039;&#039;: Used during your opponent&#039;s shooting phase when a ranged attack successfully wounds a Boomdakka Snazzwagon. The saving throw is automatically passed. Can only be used once per unit.&lt;br /&gt;
** A little ambiguous. Is it usable only if there is potential save or when enemy Ap strips as completely to? (Answer: Yes) Overall situational since Boomdakka is hardly high priority target.&lt;br /&gt;
*&#039;&#039;&#039;Hit &#039;em Harder (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|MEGANOBZ}} unit fights, it&#039;s weapons get +1D until end of phase. &lt;br /&gt;
*&#039;&#039;&#039;Flyin&#039; &#039;Eadbutt (1 CP)&#039;&#039;&#039;: At the end of the movement phase, select a flyer. It immediately crashes and burns. Obviously this destroys the flyer, but on the bright side it&#039;s certainly an Orky way to make a nearly-dead Dakkajet useful.&lt;br /&gt;
** Actually using this on dakkajet is a waste since you are sacrificing entire shooting phase.&lt;br /&gt;
** Mediocre at best. Only efficient way to use it is on Burna bomber that already dropped its payload and is in range of some key enemy character that is sitting on up to 3 wounds and doesn’t have FNP. Or 2 or 3 elite enemy units. Usually not worth the points though.&lt;br /&gt;
**can be used to gave a +1 save to a unit thanks to &amp;quot;Loot it!&amp;quot; For the vehicle keywords of dakkajets, but stay on the lookout for the mortal wounds output. Also it will cost 2 CP.&lt;br /&gt;
*&#039;&#039;&#039;Full Speed, Ladz! (1 CP)&#039;&#039;&#039;: After charging with an {{W40kKeyword|ORK BIKER}} or {{W40kKeyword|DEFF-KILLA WARTRIKE}}, add 1 strength to the unit until end of turn.&lt;br /&gt;
*&#039;&#039;&#039;Klever Spanner (1 CP or 2 CP)&#039;&#039;&#039;: Before the battle, pick a Loota or Burna Boyz unit (paying 2 CP if there&#039;s more than 10 models in it). As long as that unit has at least one Spanner, it can roll an additional die and discard one when determining how many shots their deffguns or burnas fire.&lt;br /&gt;
** Anyone using lootas will want this, even at 2 CP and with sacrificing one loota to be a spanner it increases their potential immensely. &lt;br /&gt;
*&#039;&#039;&#039;Kustom Job (1 CP)&#039;&#039;&#039;: Before the battle, your army can have one additional kustom job. Each unit can only have one kustom job, and every kustom job must be unique.&lt;br /&gt;
** Well this one can easily cost you 10+ CP before battle starts. Some are meh some very good. Pick your favorite and go to kustom section p :).&lt;br /&gt;
*&#039;&#039;&#039;Patch Up (1CP)&#039;&#039;&#039;: For a turn, pick a Gargant and double its wound count for its damage table.&lt;br /&gt;
*&#039;&#039;&#039;Speshul Shells (2CP)&#039;&#039;&#039;: Increase the range of a {{W40kKeyword|FLASH GITZ}} unit by 12&amp;quot; in the shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Squig Bombs (1CP)&#039;&#039;&#039;: Add 1 to the rolls for the {{W40kKeyword|BLITZA-BOMMER}} boom bombs.&lt;br /&gt;
*&#039;&#039;&#039;Temperamental Shokk Drive (1CP)&#039;&#039;&#039;: Use after a {{W40kKeyword|SHOKK-JUMP DRAGSTA}} shoots. It advances with a 4+ (tellyports).&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Momentum (2CP)&#039;&#039;&#039;: If an {{W40kKeyword|ORK}} unit from your army charges and deals MW, if it&#039;s no longer within 1&amp;quot; of an enemy, charge again.&lt;br /&gt;
**Layman&#039;s version: If you kill something by charging it, charge again.&lt;br /&gt;
*&#039;&#039;&#039;Wildfire (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|BURNA-BOMMER}} drops bombs, choose another enemy unit within 6&amp;quot;. Roll d6 per model (up to 10), each 5+ deals MW. Isn&#039;t affected by Arsonists.&lt;br /&gt;
&lt;br /&gt;
== Wargear ==&lt;br /&gt;
*&#039;&#039;&#039;Cybork Body&#039;&#039;&#039;: 6+++ Feel No Pain - simple and straightforward. &lt;br /&gt;
** Does not stack with any other similar ability, so don&#039;t bother if you&#039;re taking Snakebites or a Painboy. It&#039;s too unreliable to be worth taking.&lt;br /&gt;
&lt;br /&gt;
=== Infantry Weapons===&lt;br /&gt;
==== Choppy Weapons ====&lt;br /&gt;
These are all the melee weapons for our Infantry models. This is NOT the Index Choppy Weapons List, which includes only the Big Choppa and the Power Klaw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Attack Squig&#039;&#039;&#039;: The Warlord&#039;s best friend. S4 AP-1 D1, can make 2 extra attacks with this &amp;quot;weapon&amp;quot;. Best part is: it&#039;s free!&lt;br /&gt;
*&#039;&#039;&#039;Big Choppa&#039;&#039;&#039;: A significantly superior Power Maul, with S+2 AP-1 D2 for only 5 points. It is quite a nice upgrade to S7 for Nobz and to S8 for Warbosses (S9 with Might is Right), especially as it does not confer the -1 to hit of the conventional Power Klaw. AP-1 is quite decent for maiming things that are not TEQ or vehicles, too.&lt;br /&gt;
*&#039;&#039;&#039;Burna&#039;&#039;&#039;: A Burna can be used in melee as a Power Stabba.&lt;br /&gt;
*&#039;&#039;&#039;Choppa&#039;&#039;&#039;: The Orky Chainsword, Classic Free Attack&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; and all. Your bread and butter, and what makes both Stormboyz and Boyz so good.&lt;br /&gt;
**Most of your Nobz can now ditch their Slugga to go full on melee with an extra Choppa along side your main weapon!&lt;br /&gt;
*&#039;&#039;&#039;Da Vulcha&#039;s Klaw&#039;&#039;&#039;: Zagstruk legs, S+2 AP-3 Dd3, can only be used to make 3 attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gork&#039;s Klaw&#039;&#039;&#039;: New Ghazzy&#039;s personal weapon. It now does AP-4 and flat 4 damage now, as well as x2 strength.&lt;br /&gt;
*&#039;&#039;&#039;Grabba Stikk&#039;&#039;&#039;: Only for Runtherd. A Choppa that gives +1S.&lt;br /&gt;
*&#039;&#039;&#039;Grot-Prod&#039;&#039;&#039;: Only for Runtherd. A Big Choppa with only D1.&lt;br /&gt;
*&#039;&#039;&#039;Killsaw&#039;&#039;&#039;: Trades out the 1D3 damage of the Klaw for a flat 2 damage and AP-4. If you can somehow take two, they give you an extra attack. Better than its chainfist counterpart since Orks don&#039;t have a weapon that deals a flat 3 damage. Now available in pairs to a wide range of Nobz, including Nob Bikers and your Stormboyz&#039; Boss! Bring a hurricane of BZZZZZZZZZZ to your enemy&#039;s gunline at maximum speed!&lt;br /&gt;
*&#039;&#039;&#039;Kustom Klaw&#039;&#039;&#039;: Ghazzy&#039;s weapon before he got updated. A PK with no -1 to hit and flat 3 damage instead of d3.&lt;br /&gt;
*&#039;&#039;&#039;Mork&#039;s Teeth&#039;&#039;&#039;: Snikrot&#039;s knives. SUser AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Klaw&#039;&#039;&#039;: Still our Swiss Army Knife after all these years. Will [[rip and tear]] gits of all sizes, doing the exact same as before at the same point cost. The con this edition is that a PK reduces the user&#039;s To Hit roll by -1.&lt;br /&gt;
* &#039;&#039;&#039;Power Stabba&#039;&#039;&#039; The very Orky and very awesome version of a power weapon, available to almost every Nob, including Stormboyz and Boyz Boss Nobs. For 3 points you now have AP-2. This is cheap, effective, and makes your three S5 attacks waaaaay better. Conversion opportunities galore. Seriously, use the ripped off arm of a Space Marine that&#039;s still holding his power weapon! The original bit is in the Nob kit if you want to use it, it&#039;s one of the Cybork bitz, namely the harpoon arm.&lt;br /&gt;
*&#039;&#039;&#039;Tankhammer&#039;&#039;&#039;: Tankbustas&#039; weapon. You only get one attack with this weapon, if you hit you cause d3 mortal wounds, but the bearer is slain.&lt;br /&gt;
*&#039;&#039;&#039;&#039;Urty Syringe&#039;&#039;&#039;: For Painboys and Grotsnik himself. An extra attack that wounds non-Vehicle or Titanic models on a 4+, AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Waagh Banner&#039;&#039;&#039;: A Big Choppa with no AP.&lt;br /&gt;
*&#039;&#039;&#039;Weirdboy Staff&#039;&#039;&#039;: A Big Choppa with Dd3 instead of flat 2 (making it worse against anything with 2 wounds, and equal against anything else).&lt;br /&gt;
&lt;br /&gt;
==== Shooty Weapons ====&lt;br /&gt;
&lt;br /&gt;
These are all the range weapons for our Infantry models. This is NOT the Index Shooty Weapons List, which includes only the Shoota, Kustom Shoota, Kombi-Skorcha and Kombi-Rokkit and neither the Codex Shooty Weapons List which includes the same except for the Shoota.&lt;br /&gt;
*&#039;&#039;&#039;Big Shoota&#039;&#039;&#039;: An Assault 3 Heavy Stubber. Not as good as a Deathspitter anymore, but you can Advance and still shoot it. Range 36&amp;quot; Assault 3 S5 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Blitz Missile&#039;&#039;&#039;: Zagstruk Mini-Missile Launcher. Range 18&amp;quot; Assault 1 S6 AP-1 Dd3.&lt;br /&gt;
*&#039;&#039;&#039;Burna&#039;&#039;&#039;: The little brother of an actual flamer. Range 8&amp;quot; Assault d3 S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Da Rippa&#039;&#039;&#039;: Badrukk&#039;s big ass weapon. Range 24&amp;quot; Heavy 3 S7 AP-3 D2 or you can get +1 S and D but you risk a mortal wound on one or more hit rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Dakkagun&#039;&#039;&#039;: This one is actually not for our Infantry models, but Bikes are not vehicles either, so here they are. Basically a Big Shoota with Range 18&amp;quot;, all Warbikes come with two of these.&lt;br /&gt;
*&#039;&#039;&#039;Deffgun&#039;&#039;&#039;: Lootas&#039; weapon. Range 48&amp;quot; Heavy d3 S7 AP-1 D2, use the same d3 roll for the entire unit.&lt;br /&gt;
*&#039;&#039;&#039;Grot Blasta&#039;&#039;&#039;: Gretchins&#039;s pistol. Range 12&amp;quot; Pistol 1 S3 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Kombi-Rokkit&#039;&#039;&#039;: A Kombi-Weapon made from a Shoota and a Rokkit Launcha. The new rules for Kombi-weapons allow these weapons to see a lot more use, as anyone who takes these doesn&#039;t have to be so tight-arsed about firing their anti-tank weaponry anymore. Unfortunate with Orky BS it is hard to justify the expense.&lt;br /&gt;
**It&#039;s important to note that thanks to DakkaDakkaDakka!, extra shots generated with the Shoota can be used with the Rokkit Launcha profile.&lt;br /&gt;
***Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur&lt;br /&gt;
*&#039;&#039;&#039;Kombi-Skorcha&#039;&#039;&#039;: New Kombi-Weapons rules help here too, especially since the auto-hitting Skorcha isn&#039;t affected by the -1 To Hit for firing both weapon profiles. Notably, you can Advance and still spray flames and bullets. Skorcha&#039;s profile: Range 8&amp;quot; Assault d6 S5 AP-1 D1.&lt;br /&gt;
**DakkaDakkaDakka! works here too, as any 6 that you get from your Shootas can generate an extra hit from the Skorchas.&lt;br /&gt;
***Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Blasta&#039;&#039;&#039;: The Orky equivalent of Plasma Guns. Orks of course &#039;&#039;only&#039;&#039; fire on the maximum charge (sayf-dee, wotz dat?), so you&#039;ll always be taking Mortal Wounds on 1&#039;s to hit. S8 AP-3 Dd6 means this packs a fierce punch.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Slugga (Legends)&#039;&#039;&#039;: A Plasma Pistol by any other name. As above, but Pistol-class (Range 12&amp;quot; and you can shoot it in melee). Spannas (Index only), Big Meks (Legends) and Meks only.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Shoota&#039;&#039;&#039;: Essentially an Ork Storm Bolter. It is very cheap at 2 points and with 4 strength 4 shots you will usually hit at least once with Ork BS. Warbosses, Big Meks and Meganobz can use this. Nobz can use it too thanks to the Index, it&#039;s funny how the lore on page 35 says Nobz have them but GW forgot to include them in the Codex rules.&lt;br /&gt;
*&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: One of the best weapon options at S8 AP-2 D3. Short range (24&amp;quot;) compared to almost all other missile/rocket weapons in the game. Can blast holes in almost anything, but generally it&#039;s a single shot at BS5+. Tankbustas special rule to re-roll against Vehicles can make this a devastating weapon.&lt;br /&gt;
*&#039;&#039;&#039;Mork&#039;s Roar&#039;&#039;&#039;: Updated Ghazzy&#039;s personal gun. It is a quad heavy bolster, or a quad big shoota with an AP of -1, or 6 shootas with an extra strength and ap and 36&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Pair of Rokkit Pistols&#039;&#039;&#039;: Only for Tankbustas. Basically 2 Rokkit Launchas with one less S and Range 12&amp;quot;, but being Pistols you can shoot them in melee.&lt;br /&gt;
*&#039;&#039;&#039;Shokk Attack Gun&#039;&#039;&#039;: Still the same and still disappointing. Range 60&amp;quot; Heavy d6 S2d6 AP-5 Dd6. If the S roll is 11+ each hit causes d3 mortal wounds in addition to normal damage. &lt;br /&gt;
*&#039;&#039;&#039;Shoota&#039;&#039;&#039;: Basic Bolter-type gun. 18&amp;quot; Assault 2 S4 AP0, which means you can Advance and still shoot with a -1 to Hit penalty. Inferior to almost all other armies&#039; basic rifle (see a trend here?), but massed fire can produce some results. Generally Slugga+Choppa is the preferable load-out for Boyz, but it&#039;s not bad on Evil Sunz or Bad Moons.&lt;br /&gt;
*&#039;&#039;&#039;Slugga&#039;&#039;&#039;: It&#039;s a Bolt Pistol. Always remember to shoot in CC. Hitting on 5+ is not that great, but those few free wounds are always a good thing. Doubling down on the buckets of S4 dice the enemy has to make saves against is critical to Orky success. Dubiously useful on Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Snazzgun&#039;&#039;&#039;: Flash Gitz&#039; shiny weapons. Range 24&amp;quot; Heavy 3 S6 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Squig Bomb&#039;&#039;&#039;: Tankbustas&#039; kamikaze Squigs. Range 18&amp;quot; Assault 1 S8 AP-2 Dd6. Can not target models with FLY, after firing it the bearer (the Squig) is slain.&lt;br /&gt;
*&#039;&#039;&#039;Stikkbomb&#039;&#039;&#039;: Common grenade for almost every unit. Range 6&amp;quot; Grenade d6 S3 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Tankbusta bomb&#039;&#039;&#039;: Don&#039;t let its name fool you, this grenade is carried not only by Tankbustas but also Boyz and Kommandos have them. Range 6&amp;quot; Greande d3 S8 AP-2 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Tellyport Blasta&#039;&#039;&#039;: For Big Meks with Mega Armour. Range 12&amp;quot; Assault 3 S8 AP-2 D1. After an unsaved wound, if the target is still alive you roll a d6, if the roll is greater than the targets Wound Characteristic it&#039;s slain.&lt;br /&gt;
*&#039;&#039;&#039;Twin Big Shoota&#039;&#039;&#039;: Yes! You guessed it! a Big Shoota with double the shots and double the price.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Weapons ===&lt;br /&gt;
==== Choppy Weapons ====&lt;br /&gt;
*&#039;&#039;&#039;Buzz Saw&#039;&#039;&#039;: First of your 3 choices for your Killa Kan: S+2 AP-2 D2, it gives an extra attack.&lt;br /&gt;
*&#039;&#039;&#039;Deffrolla&#039;&#039;&#039;: Battlewagons hit on 2+ in close combat with this? With AP-2 and D2? We can run over guys again! It might be decent idea to stick a Battlewagon into CC with something that is not dedicated vehicle killer after emptying its embarked infantry. It will be stuck, but it will be protected from shooting.&lt;br /&gt;
*&#039;&#039;&#039;Dread Klaw&#039;&#039;&#039;: Deff Dread&#039;s standard weapon for 15pts. Sx2 AP-3 D3, gives you an extra attack using this profile. Very effective at crumpin&#039; almost everything.&lt;br /&gt;
*&#039;&#039;&#039;Dread Saw&#039;&#039;&#039;: Deff Dread&#039;s other close combat weapon at 10pts. S+4 AP-2 D2, gives you an extra attack using this profile. Good for medium to heavy infantry, not too good at killing tanks.&lt;br /&gt;
*&#039;&#039;&#039;Drilla&#039;&#039;&#039;: The second choice for Killa Kans: S+1 ap-4 D2, on a roll of 6 to wound it causes an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Grabbin&#039; Klaw&#039;&#039;&#039;: Hits only once, but at -3 AP and D3 damage.&lt;br /&gt;
*&#039;&#039;&#039;Kan Klaw&#039;&#039;&#039;: Your third choice for Killa Kans, the classic one, like a Dread Klaw, but it increases your Killa Kanz Strength by 3 (to S8) instead of doubling it and no extra attacks.&lt;br /&gt;
*&#039;&#039;&#039;Kill Saw&#039;&#039;&#039;: for Deff Koptas, Sx2 AP-4 D2, -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Klaw of Gork (or possibly Mork)&#039;&#039;&#039;: A huge Klaw for your Gorkanaut (or possibly Morkanaut). Comes with 2 attack profiles:&lt;br /&gt;
**&#039;&#039;&#039;Crush:&#039;&#039;&#039; Sx2 AP-4 D6 Dmg. Hits like a tonne of bricks.&lt;br /&gt;
**&#039;&#039;&#039;Smash:&#039;&#039;&#039; Doesn&#039;t boost the Naut&#039;s Strength, only has an AP of -2, but it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, &#039;&#039;tripling&#039;&#039; your Attack output.&lt;br /&gt;
*&#039;&#039;&#039;Mega-Choppa&#039;&#039;&#039;: A Stompa&#039;s go-to carving weapon. Like the Klaw of Gork (or possibly Mork), it comes with 2 attack profiles:&lt;br /&gt;
**&#039;&#039;&#039;Smash:&#039;&#039;&#039; Sx2 AP-5 D6. This is for, obviously, smashing other huge, armored foes such as Knights, Baneblades, or Gorka/Morkanauts wot dat triez to look more flash.&lt;br /&gt;
**&#039;&#039;&#039;Slash:&#039;&#039;&#039; S User AP-2 D2. Gives 3 attacks for each Attack roll (multiply Attack stat by 3 for each Slash). This is for crumpin&#039; tiny gitz that try to climb up ya feetz.&lt;br /&gt;
*&#039;&#039;&#039;Nose Drill&#039;&#039;&#039;: for your new Scrapjet, S+2 AP-2 Dd3.&lt;br /&gt;
*&#039;&#039;&#039;Saw Blades&#039;&#039;&#039;: for some of the new Buggies, S+1 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Snagga Klaw&#039;&#039;&#039;: for your Deffkilla Wartrike, S+2 AP-2 Dd3, you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new &amp;quot;Da Killa Klaw&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Spinnin&#039; Blades&#039;&#039;&#039;: D3 hits for each attack with this weapon, at +1 Strength. Deffkopta use only, good for mowing down Guardsmen or Guardians in small numbers.&lt;br /&gt;
*&#039;&#039;&#039;Wreckin&#039; Ball&#039;&#039;&#039;: Gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you&#039;re running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent&#039;s shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don&#039;t expect the Trukk to survive the Dread&#039;s turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.&lt;br /&gt;
&lt;br /&gt;
==== Shooty Weapons ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Shoota&#039;&#039;&#039;: Range 36&amp;quot; Assault 3 S5 AP0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Big Shoota&#039;&#039;&#039;: get 6 instead of 3 shots.&lt;br /&gt;
*&#039;&#039;&#039;Bubblechukka&#039;&#039;&#039;: [[Recursion|A game inside a game.]] Distilling the Orks&#039; random-table &#039;&#039;&#039;FUN&#039;&#039;&#039; (individual definitions of FUN may vary) down to a single weapon. Roll 1D6 for the number of shots, Str, AP and damage respectivly. You re-roll the dice every time you fire it. Still more useful than last Edition. Note that you have to pick the target you&#039;re shooting before you know the stats of the weapon, which makes this thing a risky affair. Its total lack of reliability is quite terrible (though very amusing).&lt;br /&gt;
*&#039;&#039;&#039;Burna Bottles&#039;&#039;&#039;: Boomdakka Snazzwagon&#039;s grenades. Range 6&amp;quot; Grenade 2d6 S4 AP0 D1, ignores cover.&lt;br /&gt;
*&#039;&#039;&#039;Burna Exhaust&#039;&#039;&#039;: Kustom Boosta-Blasta&#039;s burnas. Range 8&amp;quot; Assault d3 S4 AP0 D1, autohits.&lt;br /&gt;
*&#039;&#039;&#039;Deffkannon&#039;&#039;&#039;: Stompa&#039;s big gun. Range 72&amp;quot; Heavy 3d6 S10 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Deffstorm Mega-Shoota&#039;&#039;&#039;: Gorkanaut&#039;s main gun. Range 36&amp;quot; Heavy 18 S6 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Grot Blasta&#039;&#039;&#039;: GW decided that, for some strange reason, some vehicles needed a Range 12&amp;quot; Pistol 1 S3 AP0 D1 that hits on 4+.&lt;br /&gt;
*&#039;&#039;&#039;Grotzooka&#039;&#039;&#039;: Only for Killa Kans. Range 18&amp;quot; Heavy 2d3 S6 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Kannon&#039;&#039;&#039;: Your day-to-day cheap-as-chips Kannon. Shells come in familiar Frag and Krak varieties, although the Frag equivalent is S4 rather than 3.&lt;br /&gt;
*&#039;&#039;&#039;Killa Jet&#039;&#039;&#039;: it can be used either as a skorcha (though it&#039;s called burna) or as a multi melta: range 8&amp;quot; Assault 2 S8 AP-4 Dd6, if the target is within 4&amp;quot; roll 2 dice for damage and keep the highest.&lt;br /&gt;
*&#039;&#039;&#039;Killkannon&#039;&#039;&#039;: Range 24&amp;quot; Heavy d6 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Kopta Rokkits&#039;&#039;&#039;: Exactly the same as Rack of Rokkits just with a different name, basically a Twin Rokkit Launcha for your Koptas.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Blasta&#039;&#039;&#039;: Standard ork Plasma Rifle. Range 24&amp;quot; Assault 1 S8 AP-3 Dd6, bearer suffers a mortal wound on a roll of 1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Kannon&#039;&#039;&#039;: A giant D6-shot Dd6 overcharged plasma gun. Mortally wounds itself on hit rolls of 1, because Orks don&#039;t fire plasma guns on low power. Definitely the best choice for Mek Gunz, and taking advantage of Grots&#039; BS4 a gun-line of these can threaten Terminators, Dreadnoughts, and other Heavy Infantry/Lighter Vehicles. Wimp out of late-game one-dozen-boyz VS 3-terminator brawls via disengaging, and have Mek Gunz loaded with these babies take care of the big, mean 2W 2+ Save kanned humies.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Zappa&#039;&#039;&#039;: Morkanaut&#039;s main gun. Range 36&amp;quot; Heavy 3d3 S8 AP-3 D6, on one or more rolls of 1 to hit the bearer suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Shokk Rifle&#039;&#039;&#039;: The Shokk Attack Gun&#039;s baby brother and the Shokkjump Dragsta&#039;s signature weapon. Assault 2, 24&amp;quot;, S8 AP-3 D6 D, user takes a mortal wound on a hit roll of 1 but causes a mortal wound on wound rolls of 6+. Basically a stronger plasma gun, and the Dragsta&#039;s improved BS makes sure it can actually hit reliably.&lt;br /&gt;
*&#039;&#039;&#039;Lobba&#039;&#039;&#039;: Similar to other races&#039; Mortars: Heavy D6 and indirect fire. The Lobba, however, has an above average Strength of 5 that should help offset your gunners&#039; terrible BS (even if it&#039;s still AP0). Ignoring line of sight helps with positioning it tremendously.&lt;br /&gt;
*&#039;&#039;&#039;Mek Speshul&#039;&#039;&#039;: Boomdakka Snazzwagon&#039;s main gun, Range 24&amp;quot; Assault 9 S5 AP-2 D1.&lt;br /&gt;
*&#039;&#039;&#039;Rack of Rokkits (Legends)&#039;&#039;&#039;: also known as Twin Rokkit Launcha, you get 2 shots instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Rivet Kannon&#039;&#039;&#039;: Kustom Boosta-Blasta&#039;s main gun, Range 36&amp;quot; Assault 6 S7 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Rokkit Kannon&#039;&#039;&#039;: Megatrakk Scrapjet&#039;s main gun, Range 24&amp;quot; Assault 2d3 S8 AP-2 D3.&lt;br /&gt;
*&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: Range 24&amp;quot; Assault 1 S8 AP-2 D3.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Range 12&amp;quot; Assault 2 S3 AP0 D1, +1 to hit if the target is within 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Skorcha&#039;&#039;&#039;: Range 8&amp;quot; Assault d6 S5 AP-1 D1, autohits.&lt;br /&gt;
*&#039;&#039;&#039;Skorcha Missiles&#039;&#039;&#039;: Range 24&amp;quot; Assault d6 S5 AP-1 D1, ignores cover.&lt;br /&gt;
*&#039;&#039;&#039;Smasha Gun&#039;&#039;&#039;: D3 shots that wound if you equal or beat their T on 2d6 instead of rolling normally. Obliterates T6 and below, becomes ineffective at about T9 and up (and obviously can&#039;t hurt anything with a T&amp;gt;12). Statistically, compared to a regular D6 roll, this works out at the same wound probability vs T10 as an S5 weapon (6+ on 1d6, 16.67%) - but conversely, against T4, you&#039;ve got better odds of wounding than a 2+ on 1d6 (~91% compared to 83% - it&#039;s halfway to the 97% chance for 2+ with a reroll) and you&#039;re at better odds than a 3+ on 1d6 against T6. On top of this it has the best non-random AP in the army (-4) and has Damage d6.&lt;br /&gt;
*&#039;&#039;&#039;Snagga Klaw&#039;&#039;&#039;: Range 8&amp;quot; Assault 1 S4 AP0 D1, you can re-roll to wound.&lt;br /&gt;
*&#039;&#039;&#039;Squig Launcha/Heavy Squig Launcha&#039;&#039;&#039;: The signature weapon of the Rukkatrukk Squigbuggy, armed with a variety of squigs for a surprising degree of versatility. The first number for the number of shots fired is for the regular Squig Launcha, and the second number is for the Heavy Squig Launcha- the rest of their stats are identical, and all squigs share a 36&amp;quot; range. However, it&#039;s important to note that the Heavy version gains +1 to hit thanks to the vehicle&#039;s Grot Gunner, while the regular Squig Launcha uses BS 5+.&lt;br /&gt;
**&#039;&#039;&#039;Bile Squig&#039;&#039;&#039;: Assault d6/2d6, S- AP0 1D, wounds everything but vehicles and Titanic units on a 4+. Your answer to stuff like Death Guard and Tyranid monsters. &lt;br /&gt;
**&#039;&#039;&#039;Bitey Squig&#039;&#039;&#039;: Assault 1/2, S5 AP-3 2D. Simple, but solid against two-wound infantry such as Terminators. &lt;br /&gt;
**&#039;&#039;&#039;Boom Squig&#039;&#039;&#039;: Assault d3/2d3, S7 AP-1 d3D. Kind of like an autocannon, but with a chance to fire more shots (guaranteed to do so if used with the Heavy Squig Launcha) and deal more damage.&lt;br /&gt;
*&#039;&#039;&#039;Stikkbomb Chukka&#039;&#039;&#039;: Range 12&amp;quot; Assault d6 S3 AP0 D1, can only be used if there is a unit embarked.&lt;br /&gt;
*&#039;&#039;&#039;Stikkbomb Flinga&#039;&#039;&#039;: Range 12&amp;quot; Assault 2d6 S3 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Stikksquig&#039;&#039;&#039;: same as the Stickbomb with a different name.&lt;br /&gt;
*&#039;&#039;&#039;Supa-Gatler&#039;&#039;&#039;: Stompa&#039;s gatling. Range 48&amp;quot; Assault 3d6 S7 AP-2 D1, see Psycho-Dakka-Blasta in the Stompa section.&lt;br /&gt;
*&#039;&#039;&#039;Supa-Rokkit&#039;&#039;&#039;: Stompa&#039;s missile. Range 100&amp;quot; Heavy d6 S8 AP-3 Dd6, one use only.&lt;br /&gt;
*&#039;&#039;&#039;Supa-Shoota&#039;&#039;&#039;: our flyers&#039; basic gun, Range 36&amp;quot; Assault 3 S6 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Tellyport Mega-Blasta&#039;&#039;&#039;: Range 24&amp;quot; Assault 3 S8 AP-2 Dd3, if the target suffers an unsaved wound and survives roll a d6, if it&#039;s greater than the target&#039;s Wound Characteristic it is slain.&lt;br /&gt;
*&#039;&#039;&#039;Traktor Kannon&#039;&#039;&#039;: No longer specifically targeted at flyers. Now this weapon is a strength 8 -2 D6 damage beast that hits automatically. If targeting a {{W40kKeyword|VEHICLE}} with {{W40kKeyword|FLY}} you may roll 2d6 and pick the highest when rolling for damage, the flyer will also explode without needing to roll.&lt;br /&gt;
** Can wreck havoc against Tau gunline making their vehicles (all of which have FLY) damage their not-at-all-gundam suits as well as their surrounding infantry screens.&lt;br /&gt;
*&#039;&#039;&#039;Twin Boomstick&#039;&#039;&#039;: Range 12&amp;quot; Assault 2 S5 AP0 D1, if the target is within 6&amp;quot; you get +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Wazbom Mega-Kannon&#039;&#039;&#039;: Range 36&amp;quot; Heavy d3 S8 AP-3 Dd6, bearer suffers one mortal wound on one or more hit rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Wing Missiles&#039;&#039;&#039;: Megatrakk Scrapjet&#039;s secondary gun, Range 24&amp;quot; Assault 1 S8 AP-2 D3, +1 to hit vehicles and -1 to hit anything else.&lt;br /&gt;
*&#039;&#039;&#039;Zzap Gun&#039;&#039;&#039;: 2d6 Strength, rolled on every shot. Normally does 3 Damage, but if you get an 11+ on the Strength roll, it inflicts four mortal wounds instead - three to the target and one to itself. If you&#039;re feeling lucky, consider keeping a Mek with a heavy weapon nearby to fix the damage (buy him a snazzy shoota so he can join in the long-range blasting).&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
===Shiny Gubbins===&lt;br /&gt;
*&#039;&#039;&#039;Burned Git Bones&#039;&#039;&#039;: Psyker only. Gets +1 when casting Power of the WAAAGH! powers. &#039;&#039;It&#039;s not hard to boost up Weirdboyz, this still helps nonetheless.&#039;&#039;&lt;br /&gt;
** Note that this doesn&#039;t buff Smite, as the Relic specifically only counts for Powers of the WAAAGH!. Statistically the boost isn&#039;t worth the risk, unless you run low model count.&lt;br /&gt;
*&#039;&#039;&#039;Da Dead Shiny Shoota&#039;&#039;&#039;: This Ork-sized Uzi replaces a Kustom Shoota (but not Kombis), granting it AP-1 and tripling its rate of fire up to 18&amp;quot; Assault &#039;&#039;12&#039;&#039; S4 AP-1 D1.&lt;br /&gt;
**Better than the Gitstopping Bullets against &#039;&#039;everything in the game&#039;&#039; unless the target has [[Imperial_Knight|multiple wounds &#039;&#039;and&#039;&#039; is T8+]], at which point neither weapon will do much for you...and yet at BS5+ the Shiny Shoota&#039;s 12 shots kill like 3 guardsmen, not even if you&#039;re a Deathskulls sniper or shoot twice with the Bad Moons should you get this over a choppy shiny gubbin.&lt;br /&gt;
*&#039;&#039;&#039;Da Killa Klaw&#039;&#039;&#039;: Replaces a Power Klaw, granting it 3D (+1 on average), removing the penalty to hit (i.e. +1 to hit relative to the original), and re-rolling failed wounds: Melee Sx2 AP-3 D3 re-rolls failed wounds.&lt;br /&gt;
**&amp;lt;u&amp;gt;Basically the best relic in the whole Codex&amp;lt;/u&amp;gt;. Combines extremely well with a Warboss using the Brutal But Kunnin warlord trait to give you a bruiser that re-rolls to hit and to wound, with 4 damage per swing. Throw on Fists of Gork for &amp;lt;u&amp;gt;RELIABLE 24 damage&amp;lt;/u&amp;gt;, invuls allowing.&lt;br /&gt;
***Yes, you read that right, 24 damage. A Warboss can one-shot an Imperial Knight with a bit of luck on the rolls, while costing less than 80 points (around 140 if you count the Weirdboy you need for the buff). If you really positively want to go overboard, you can also slap Warpath on him and have him stand next to Ghazghkull for glorious 32 damage from a single model. Then spend 3 CP to do it all over again, and another 2 when the enemy inevitably kills him (because let&#039;s face it, it&#039;s still a Warboss. 6 Wounds at T5 and a 4+ save isn&#039;t exactly the pinnacle of durability). Voila, almost 100 damage from a single model in a single fight phase. Pointless overkill, but the (actually realistic) potential to solo a Warlord Titan is pretty hilarious, not to mention very orkish.&lt;br /&gt;
****I did the math on this for fun and if you actually were to be pants-on-head crazy enough to do this, you&#039;d do (statistically) around 55 wounds to a Warlord Titan (including the Goff kultur, because if you take Thraka, obviously his mate is a Goff as well). Not exactly enough to one-shot him, but still a pretty decent outcome. Anything smaller just gets torn to pieces.&lt;br /&gt;
*&#039;&#039;&#039;Headwoppa&#039;s Killchoppa&#039;&#039;&#039;: Replaces a Big Choppa. S+2 AP-2 D2. Each roll of a 6+ &#039;&#039;To Wound&#039;&#039; inflicts 2 mortal wounds instead of the regular 2. &lt;br /&gt;
**Cheap and useful. Str8 without a hit penalty, useful AP, deletes [[Primaris Space Marines|2W models]]. Mortal wounds spill over, so it&#039;s also the best anti-horde weapon a Warboss can take.&lt;br /&gt;
**Since the buff activates on a 6+ to wound rather than on &amp;quot;unmodified 6s&amp;quot;, the only ways to get more mortal wounds come from the Big Killa Boss WT or Snakebite &#039;Monster Hunters&#039; stratagem. But you shouldn&#039;t really use a Big Choppa to fight Dreadnoughts, so there&#039;s effectively no way to get more mortal wounds against the desired infantry targets.&lt;br /&gt;
*&#039;&#039;&#039;Gitstopping Bullets&#039;&#039;&#039;: Upgrade for any Kustom Shoota, Kombi-Skorcha, or Kombi-Rokkit Launcha. The Shoota part of the weapon gets +1S, -1AP, and +1D.&lt;br /&gt;
** Strictly &#039;&#039;worse&#039;&#039; than the Da Dead Shiny Shoota against &#039;&#039;everything in the game&#039;&#039; unless the target has [[Imperial_Knight|multiple wounds &#039;&#039;and&#039;&#039; is T8+]], at which point neither weapon will do much for you. But the ones who can take this over a Kustom Shoota don&#039;t have enough dakka anyway, even with the Shiny Shoota, so &amp;lt;u&amp;gt;it&#039;s the go-to option for the gimmick Big Mek on a Warbike aiming for maximum dakka&amp;lt;/u&amp;gt;. Otherwise just buy some choppy gubbin.&lt;br /&gt;
*&#039;&#039;&#039;Supa Cybork Body&#039;&#039;&#039;: 5+++ FnP. As usual, it doesn&#039;t stack with other souces of FnP. &#039;&#039;Half a Painboy&#039;s boost that needs no transport space&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Kustom Jobs===&lt;br /&gt;
Like relics for vehicles, that don&#039;t need to be characters. If you take a Mek Workshop, you can grant a vehicle of your choice a Kustom Job, which grants additional bonuses. You can also use a Stratagem to apply one as well.&lt;br /&gt;
:*Special note on this. You can only use each Kustom Job once, and the same vehicle can&#039;t have two kustom jobs. On top of that, you can use the new stratagem as many times as you want, so building a Dread WAAAGH! or Speed WAAAGH! with each one being a little bit flashier is possible, but expensive on CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blitza Gatler&#039;&#039;&#039;: Stompa only. The model&#039;s supa-gatler has a damage characteristic of 2. In addition, when rolling for the weapon&#039;s psycho-dakka-blasta ability, you can reroll the D6 once per phase.&lt;br /&gt;
** Still does not make Stompa anything resembling viable, but if Stompa ever gets proper pricing (500ish points) it will be great.&lt;br /&gt;
*&#039;&#039;&#039;Da Boomer&#039;&#039;&#039;: Battlewagon, Bonebreaka, Gunwagon model with the kill kannon only. Da Boomer replaces the kill kannon. Range 36&amp;quot; Heavy 2D6 S8 AP-2 D2. &lt;br /&gt;
**Always put this on a gunwagon if you bring this. Lets you shoot twice, you don&#039;t suffer movement penalty, and you could get rerolls or better strength and AP depending on which clan you go with. Better yet, spend points on a MekBoy Workshop, save your CP by taking this as your free upgrade, and then Moar Dakka this for 2 lots of 12  S8 ap-2 d2 shots. Better Better yet, include this as part of a Blitz Brigade for... something ridiculous.&lt;br /&gt;
*&#039;&#039;&#039;Dirty Gubbinz&#039;&#039;&#039;: Deff Dreads and Killa Kans unit only. When resolving an attack made by a ranged weapon against this unit, add -1 to the hit roll. &lt;br /&gt;
**Consider giving this to a mob of Dreads and when they split up, they all get the -1 to hit. &lt;br /&gt;
*&#039;&#039;&#039;Forktress&#039;&#039;&#039;: Battlewagon, Bonebreaka, Gunwagon model only. The model has a save characteristic of 3+ and a 5+ invulnerable save.&lt;br /&gt;
** Now we are talking, It compensates for big mek  kff not working on vehicles he is in anymore. Only downside is you can take it on only one of them.&lt;br /&gt;
*&#039;&#039;&#039;Gog Klaw&#039;&#039;&#039;: Gorkanauts or and Morkanauts only. When rolling to determine the damage characteristic of the crush profile of the bearer&#039;s Klaw of Gork (or possibly Mork), rolls of less than 4 count as 4. &lt;br /&gt;
** Only problem with it is that there are better things to give your &#039;naut. But if you run multiple...&lt;br /&gt;
*&#039;&#039;&#039;Gork&#039;s Roar&#039;&#039;&#039;: Deffkilla Wartrike model only. Add 4&amp;quot; to the range characteristic of this model&#039;s killa jet and change the type characteristic of its burna profile to assault 6.&lt;br /&gt;
** Ok but not amazing in comparison to other stuff.&lt;br /&gt;
*&#039;&#039;&#039;Gyroscopic Whirlygig&#039;&#039;&#039;: Shokkjump Dragsta only. You can use this unit&#039;s shokkjump tunnel ability when advancing, even if you did not roll a 4+. In addition, this unit does not suffer a mortal wound as a result of the shokkjump tunnel ability. &lt;br /&gt;
**Same thing with this one and the dread one. If you take this, take three of the Dragstas and they all get this trait when you split up. Now you have 3 constantly teleporting sniper buggies and then mixed with the new strat, it gives you a good chance to snipe things and get away. Run this with Deff Skulls.&lt;br /&gt;
*&#039;&#039;&#039;Korkscrew&#039;&#039;&#039;:  Megatrakk Scrapjet only. The first time this unit finishes a consolidation movement each fight phase, it can immediately fight again. &lt;br /&gt;
**Same as above but good for CC.&lt;br /&gt;
*&#039;&#039;&#039;Nitro Powered Squigs&#039;&#039;&#039;: Rukkatrukk Squigbuggy only. When resolving an attack made by this unit&#039;s squig launcher or heavy squig launcher, add 1 to the wound role.&lt;br /&gt;
*&#039;&#039;&#039;Orkymatic Pistons&#039;&#039;&#039;: Deff Dreads, Killa Kans, Gorkanauts, and Morkanauts only. Add 3&amp;quot; to Movement and re-roll advance rolls.&lt;br /&gt;
** Awesome for Deff Dreds or Gorkanaut who want to get into cc fast. Again 3 dreads can get this if you buy them as a unit.&lt;br /&gt;
*&#039;&#039;&#039;Pincha&#039;&#039;&#039;: Model with grabbin&#039; klaw only. Pincha replaces the grabbin&#039; klaw. +1 Strength AP-3 DD6. Each time the bearer fights, it can make a single attack with this weapon. When resolving an attack made with this weapon, add 3 to the hit roll if the target is a vehicle or monster.&lt;br /&gt;
*&#039;&#039;&#039;Red Rolla&#039;&#039;&#039;: Bonebreaka model only. Replace the model&#039;s Bonebreaka Ram ability with the following: When this model makes a charge move, add 6 to the attacks characteristic until the end of the turn.&lt;br /&gt;
** Very good unfortunately you can’t get both forktress and this on one model.&lt;br /&gt;
*&#039;&#039;&#039;Sizzling Rivets&#039;&#039;&#039;: Kustom Boosta-Blasta only. When resolving an attack made with a rivet kannon by a model in this unit, an unmodified wound roll of 6 inflicts a mortal wound on the target in addition to any other damage.&lt;br /&gt;
**You&#039;re only going to be hitting 2 of your six shots anyway, so you need to keep this thing alive for 3 rounds to get just one mortal wound off. Pass.&lt;br /&gt;
*&#039;&#039;&#039;Slug Gubbin&#039;&#039;&#039;: Gorkanaut model only. Slug Gubbin replaces the deffstorm mega-shoota and has the following profile: Range 36&amp;quot; Heavy 24 S6 AP-1 D1. When resolving an attack made by this weapon, if the target is within 12&amp;quot; when the bearer is chosen to shoot, add 1 to the hit roll.&lt;br /&gt;
** Sparkly bits is superior despite not upgrading the weapon but if you used it on something else go for it.&lt;br /&gt;
*&#039;&#039;&#039;Souped Up Speshul&#039;&#039;&#039;: Boomdakka Snazzwagon only. Replaces the unit&#039;s Mek Speshul and has the following profile: 30&amp;quot; Assault 15 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Squig Hide Tires&#039;&#039;&#039;: Speed Freeks (excluding named characters and units with the fly keyword), Battlewagons, Gunwagons, Bonebreakas, and Trukks only. Add 2&amp;quot; to the movement characteristic.&lt;br /&gt;
** Put it on Warboss on bike that is evil sunz and get anywhere on the board. Can be used on nob bikers if anybody uses them, kind of wasted on normal bikers or anything else.&lt;br /&gt;
*&#039;&#039;&#039;Sparkly Bitz&#039;&#039;&#039;: Deff Dreads, Killa Kans, Gorkanauts, and Morkanauts only. Improve the unit&#039;s ballistic skill by 1. &lt;br /&gt;
*This one could of course be put on a Morkanaut for great shooting, but another funny way this could be run is if you take 3 dreads with 4 KMBs on each one. Give them Deff Skulls or Badmoons for rerolls, and thats 12 shots deepstriking down hitting on 4s for less than 300 points. You could even take 3 KMBs and one cheap CC weapon so that you can shoot and then charge something too. Also killa kan weapons hitting on 3+... :).&lt;br /&gt;
*&#039;&#039;&#039;Zaggzzap&#039;&#039;&#039;: Battlewagon, Bonebreaka, Gunwagon model with the zzap gun only. The Zaggzzap replaces the zzap gun. 36&amp;quot; Heavy 1 S2D6 AP-3 D3. When resolving an attack with this weapon, do not make a hit role, it automatically scores a hit. Before firing this weapon, roll to determine the strength of the shot. If it&#039;s 9 or more, do not make a wound roll, inflict 3 mortal wounds to the target and the attack sequence ends.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
&lt;br /&gt;
Kustom sets of WT + Shiny Gubbin + Stratagems behind a 1CP paywall to give your mob that extra fluffyness should you want it. A single detachment may pick a Specialization only once, so if you want (and can afford!) to use more than a single specialist detachment, you have to use them on different detachments.  &amp;lt;sub&amp;gt;source Imperium Nihilus - Vigilus Defiant campaign supplement, 2018.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait. &amp;lt;u&amp;gt;This stratagem can be used once for each Specialist Detachment&amp;lt;/u&amp;gt;&lt;br /&gt;
**Orks become the faction with the most Warlord traits: Your Warlord, your {{W40kKeyword|Blood Axe}} Finkin&#039; Kap warlord, a Blitz Brigade Warlord, a Kult of Speed Warlord, a Dread Waaagh! Warlord and a Stompa Warlord. Not telling you pull a &#039;&#039;&#039;Tale of Six Warlords&#039;&#039;&#039; on your own (which you totally can, by the way), but you can easily have 2-3 simultaneous warlord traits. &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;SHOW THOSE [[Dark Eldar|SPIKY LONGEARZ]] OO&#039;S THE MOST KUNNIN&#039; AN&#039; BRUTAL OF THEM ALL!!! WAAAAGH!!!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Blitz Brigade===&lt;br /&gt;
{{W40kKeyword|Warbosses, Battlewagons, Gunwagons, &amp;amp; Bonebreaka}}s get the {{W40kKeyword|Blitz Brigade}} keyword.&lt;br /&gt;
* Remember that this also technically includes the {{W40kKeyword|Battlewagon with Supa-Kannon}} due to the {{W40kKeyword|Battlewagon}} keyword.&lt;br /&gt;
* Not amazing, but if you are taking a lot of battle wagons anyway....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Opening Salvo (1CP):&#039;&#039;&#039; Use it in your Shooting phase of your FIRST battle round (so it&#039;s effectively One Use Only). Pick a {{W40kKeyword|Blitz Brigade Gunwagon}} and it doubles the range characteristic of its weapons until the end of the phase. &#039;&#039;All weapons, so its optional 4 Big Shootas benefit as well.&#039;&#039;&lt;br /&gt;
**Most useful for the Killkannon as it&#039;s the option with the lowest (24&amp;quot;) range. It goes without saying to use the Gunwagon&#039;s Periscope.&lt;br /&gt;
***Includes Da Boomer for a mighty 72&amp;quot; range.&lt;br /&gt;
**Technically this works on the Gunwagon&#039;s melee weapons, too, but that&#039;s meaningless, since the rules for weapon type melee don&#039;t pay any attention to the weapon&#039;s range.&lt;br /&gt;
*&#039;&#039;&#039;Krush &#039;Em (1CP):&#039;&#039;&#039; A {{W40kKeyword|Blitz Brigade Bonebreaka}} rolls 3d6 for its Bonebreaka Ram ability and chooses the highest result, which means this strat can only be used if the Bonebreaka charged.&lt;br /&gt;
**You could use the Tactical Reroll instead of this (so this alone isn&#039;t reason enough to upgrade the detachment), but it also means you could save that to re-roll something better, like a power klaw punch. Or a second Bonebreaka ram.&lt;br /&gt;
*&#039;&#039;&#039;Hold On, Boyz! (2CP):&#039;&#039;&#039; Use it before you move a {{W40kKeyword|Blitz Brigade Battlewagon}}. Pick a friendly {{W40kKeyword|&amp;lt;Clan&amp;gt; infantry}} (doesn&#039;t make the usual Flash Gitz exception apparently) wholly within 3&amp;quot; of the Battlewagon. Remove that infantry unit from the field, move the Battlewagon, then set up that infantry unit within 3&amp;quot; of the Battlewagon and more than 3&amp;quot; away from enemy models. The unit that hitched a ride doesn&#039;t count as having been embarked (so it also wouldn&#039;t count as having disembarked either), cannot move that phase, cannot charge, and counts as having moved (but not advanced).&lt;br /&gt;
**A callback to the old rules where you could fit in as many orks in a transport as it could physically hold, it does away with the transport capacity reduction a Battlewagon suffers when it takes a kannon. It also means a clean Battlewagon can &#039;&#039;&#039;move 60 Orkz&#039;&#039;&#039; (20 inside, a Mobbed Up 40-ork unit holding on) on a single go! However, as Mob Up happens at the end of the movement phase, this is limited to turn 2 at the earliest.&lt;br /&gt;
** The lack of charging is kind of sad, but combine it with Da Jump and you can have 2 30-boy units in the enemy deployment zone turn 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Back-seat Driver:&#039;&#039;&#039; If the {{W40kKeyword|Blitz Brigade}} Warlord is embarked inside a {{W40kKeyword|Blitz Brigade transport}}, that transport gains +1&amp;quot; movement speed, as well as the &#039;Ere We Go ability, which no Battlewagon type has.&lt;br /&gt;
*Combine it with the {{W40kKeyword|Evil Sunz}}&#039; Redder Armour to get a Battlewagon that moves 15&amp;quot;, advances ~4.5&amp;quot;, and then charges (near a Deffkilla Wartrike) the equivalent of (3d6 keep the two highest)+1&amp;quot;  while doing 1d3 mortal wounds on a 2+ plus another 1d3 mortal wounds on a 4+, while carrying 60 Orks. That&#039;s a &#039;&#039;&#039;33&amp;quot; threat range, aka a &amp;lt;u&amp;gt;TURN ONE CHARGE&amp;lt;/u&amp;gt;&#039;&#039;&#039;, 9&amp;quot; deep inside the enemy&#039;s deployment zone.&lt;br /&gt;
* &#039;Ere we go for battle wagon is a big deal. Sadly, only one of your vehicles will get it, and it will have an enormous target painted on it instantly.&lt;br /&gt;
** Remember you can embark on a transport as long as you finish your move within 3&amp;quot; of it. If taking multiple Battlewagons, deploy your driver boss within running/embarking distance of all of them and watch your opponent sweat not knowing which wagon you plan to drive down their throat next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Da Blitz Shouta:&#039;&#039;&#039; At the start of the shooting phase, if the {{W40kKeyword|Blitz brigade}} bearer is inside a {{W40kKeyword|blitz brigade battlewagon}}, pick an enemy that is visible to it. Until the end of phase re-roll 1s to hit for all attacks made by friendly {{W40kKeyword|Blitz Brigade}} units within 6&amp;quot; of that battlewagon that target the enemy you picked.&lt;br /&gt;
*Naaah thanks. A 6&amp;quot; aura of {{W40kKeyword|Bad Moons}} kultur that only affects battlewagons, especially Gunwagons, and that only works when your warlord is unable to contribute to combat. Hard pass.  Plus, if you have multiple warbosses who are embarked on the same transport, doesn&#039;t hit the other warbosses.&lt;br /&gt;
**There&#039;s two ways to approach using this gubbin: barely at all or fully committed. Either you take a bunch of loaded up Gunwagons w/Killkannons an&#039; all da ova flash to create a pseudo-tank formation, or you blow your remaining points on a throw-away warboss to take the relic if you&#039;re already running a battle-taxi heavy list with sum extra gunz. The relic on its own isn&#039;t good enough, so you either go all in and structure your entire list around it, or you take it as an afterthought.&lt;br /&gt;
&lt;br /&gt;
===Dread Waagh!===&lt;br /&gt;
{{W40kKeyword|Big Meks, Gorkanauts, Morkanauts, Deff Dreads, &amp;amp; Killa Kans}} gain the {{W40kKeyword|Dread Waagh!}} keyword, for your inner mekboy to unleash a whole army of truly ded &#039;ard orks. Especially Gork(and possibly Mork)anauts, as this detachment&#039;s buffs are ranged for the most part; Goffs looking for melee buffs aren&#039;t going to find them here, but other clans, and especially {{W40kKeyword|Deathskulls}}, can make good use of the buffs.&lt;br /&gt;
* Worth taking if you are taking 3 of Gorky/Morkanauts, or a single SAG with the relic, nearly useless on anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kustom Ammo (2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Dread Waagh!}} unit in the shooting phase. It can shoot twice with all of its ranged weapons in that phase.&lt;br /&gt;
**Like a {{W40kKeyword|Bad Moons}} &amp;quot;Showin&#039; Off&amp;quot; that works on a Morkanaut&#039;s Kustom mega-zappa/Gorkanaut&#039;s Deffstorm mega-shoota, so they can behave like the small stompas they are, works for a Mek with souped-up shockka as well if rolls are decent.. though Deff Dreads have neither the BS nor the numbers to make much out of this strat.&lt;br /&gt;
** A &#039;&#039;&#039;Deathskulls&#039;&#039;&#039; Big Mek with the &#039;&#039;&#039;Souped up Shokka&#039;&#039;&#039; can fire 2d6 shots, re-rolling 1s to hit, wound, and damage at AP-5, and then do it again with this Stratagem; you can also use a CP-reroll to bump the shots or S up. This will blow away land raiders by looking at them, and if lucky (cos deathskull...) you can wreck an Imperial Knight. Also, as a Deathskull, if you&#039;re within 18&amp;quot;... you can snipe a character with enough ordnance to slag a titan.&lt;br /&gt;
** For an anti-infantry Mek, give a badmoons boss on a bike a kombi-Skorcha with the Blunderbuss for 3D6 Heavy flamer shots, or 2 Kombi flamers for 4D6 autohits.&lt;br /&gt;
** The recent FAQs now allow this to be used on Killa Kans to spurt out a decent amount of firepower from a 6 Kan unit. Still probably best used on a Naught.&lt;br /&gt;
*&#039;&#039;&#039;Mek Connections (1CP):&#039;&#039;&#039; Used at the end of the movement phase on a {{W40kKeyword|Dread Waagh!}} unit next to a &#039;&#039;&#039;Mek Workshop&#039;&#039;&#039;. If it gets a &amp;quot;kustom job&amp;quot;, the &amp;quot;somethin&#039; extra special&amp;quot; ability triggers on a 4+ instead of a 6+.&lt;br /&gt;
**Very on the nose shilling by GW, yet of little value to both Deff Dreads or Killa Kans, which will be too far away for it to matter and lack the dakka to make it count. Morkanauts are worthy, and yet you&#039;re still paying 1CP for a 50% chance of nothing.&lt;br /&gt;
** And do not forget your expensive war machine will spend turn doing nothing waiting for the upgrade... Skip it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Dread Mek:&#039;&#039;&#039; Can only be taken on a model with the &#039;&#039;&#039;Big Mekaniak&#039;&#039;&#039; ability. Whenever this ability is used on a {{W40kKeyword|Dread Waagh!}} model, it regains +1 wound.&lt;br /&gt;
*Synergizes with the {{W40kKeyword|Deathskulls}} Da Fixer Upperz shiny gubbin, which together guarantee 4 wound repairs. Da Fixer Upperz also confer the Big Mekaniak ability on their own, so you could give it to a Warboss and fluff him as a Mekboss. Not saying you should do it, only that you can.&lt;br /&gt;
* Weak in comparison to other, more viable stuff in the codex. Skip it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Da Souped-Up Shokka:&#039;&#039;&#039; A Shock Attack Gun with 2D6 shots instead of just 1D6.&lt;br /&gt;
*A {{W40kKeyword|Deathskulls}} Big Mek with maximum dakka (Warbike&#039;s 2xDakkaguns + Megablasta + Souped-Up Shokka) can use the &#039;Opportunist&#039; WT to snipe SM Lieutenants and above. And he&#039;ll be extra difficult to fight against, because he&#039;ll be surrounded by big metal boyz he can repair.&lt;br /&gt;
* Unlike the stock SAG, this thing has a decent chance of actually working.  That is actually how a SAG should look like, stock, but alas.  Still very random, but finally worth its points. Unfortunately, that does not make it worth taking an entire detachment just for that, &#039;&#039;and&#039;&#039; paying CP. So if you took it for something else, take it, otherwise skip it. Alternatively, this is one of the best units Ork has to kill something scary like a knight, unit of dragoons or any big vehicle, and is almost considered a &#039;Must Take&#039; in competitive Ork army lists.&lt;br /&gt;
*Make the Big Mek your warlord and give him the Big Killa Boss warlord trait, so he&#039;ll get +1 to wound against vehicles. Then if you roll S2 he&#039;s still wounding your opponent&#039;s centerpiece model on a 5+, and with a 1 CP re-roll has decent odds of getting a 2+ to wound against knights. Give him a Grot Oiler to eat sniper shots, because he&#039;s going to attract a lot of them.&lt;br /&gt;
* Although, this gun alone can take out a tank or equivalent in one turn, so for the threat alone it is worth having - watch your opponent turn inside out trying to get out of your mek&#039;s eyeline whilst still being able to hit the rest of your army.&lt;br /&gt;
&lt;br /&gt;
===Kult of Speed===&lt;br /&gt;
{{W40kKeyword|Speed Freeks}} in the detachment (that is Deffkilla Wartrikes, Nobz on Warbikes, Warbikers [[RAGE|but not the Index character bikers]], Deffkoptas, and the 5 new Speed Freeks vehicles [[Derp|but not Wartrakks, Warbuggies, or Skorchas]]) all gain the {{W40kKeyword|Kult of speed}} keyword, so you can unleash the full Mad Max experience. While {{W40kKeyword|Evil Sunz}} are the first clan that comes to mind, in truth all clans can see the benefit of punching the enemy in the face as quickly as possible.&lt;br /&gt;
* Not really worth it considering how squishy all units that can take it are. Nobz on war bikes are proverbial glass hammers and war bikes are not able to be much more than distraction or objective grabbers. That leaves you with new stuff and deffkoptas to work with. If index stuff would work here some kind of war bike deaths star combo could be considered as it is a nice way to give speed boost to your already externally fast units so they can get and be massacred that much faster. Could be used for some shenanigans with new warbuggies probably.&lt;br /&gt;
*Judging by personal playtesting, this detachement is only really useful for one thing: the Deffkilla Wartrike. The relic is a great durability buff, the warlord trait (while mostly useless) allows you to use bikes as a meatshield that never runs away, and both of the stratagems are designed either to get you into close combat or tie up enemy units, which (unsurprisingly) is the whole shtick behind the Deffkilla Wartrike. TLDR; if you&#039;re bringing the Wartrike, take it. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boostas (2CP):&#039;&#039;&#039; Use this Stratagem at the start of your movement phase. Pick a {{W40kKeyword|KULT OF SPEED}} unit from your army. If that unit advances this phase, double that unit&#039;s move characteristic instead of rolling a die.&lt;br /&gt;
**28&amp;quot; move Bikers, 32&amp;quot; move for {{W40kKeyword|Evil Sunz}}. Since the most distance you can get on a Deffkilla Wartrike&#039;s 6&amp;quot; Speedwaaagh aura is 14&amp;quot;+6&amp;quot;+6&amp;quot; = 26&amp;quot; (28&amp;quot; for Evil Sunz), that means your Bikers get to &#039;&#039;begin the charge INSIDE the enemy&#039;s deployment zone&#039;&#039;, all but guaranteeing a &amp;lt;u&amp;gt;&#039;&#039;&#039;Turn One Charge&#039;&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
**A Warboss on Warbike with the &#039;Follow Me, Ladz!&#039; WT can push his aura 14&amp;quot;+3.5&amp;quot;+&#039;&#039;9&amp;quot;&#039;&#039; = 26.5&amp;quot; (28.5&amp;quot; for Evil Sunz) from your own deployment zone, if you don&#039;t feel like giving GW your money for a Wartrike when you have a perfectly good Biker Boss.&lt;br /&gt;
*&#039;&#039;&#039;Charge Through &#039;Em! (2CP):&#039;&#039;&#039; Use this Stratagem before a {{W40kKeyword|KULT OF SPEED}} unit from your army makes a consolidation move. That unit Consolidates 2d6&amp;quot; instead of 3&amp;quot;.&lt;br /&gt;
**So not only are you reaching the enemy, but tying up the rest of his army as well. That&#039;s 5CP gone in the first turn, and yet it can also take away the enemy&#039;s shooting phase with it.&lt;br /&gt;
** Just make sure that whatever you consolidate into can&#039;t fight in melee. Also, useless against smurfs, tau, and eldar - all the other stuff that can retreat and still shoot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Quick, Ladz!:&#039;&#039;&#039; Friendly {{W40kKeyword|kult of speed}} units within 12&amp;quot; of the Warlord gain morale immunity (UGH) on the condition they Advanced in the same turn. Could be of some use when your bikers leave your footslogging boyz squads well behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Skargrim&#039;s Snazztrike:&#039;&#039;&#039; Nooo, Skargrim&#039;s dead! Deffkilla Wartrike exclusive, it gets +1T and a 5++, so it effectively replaces the &amp;quot;&#039;Ard as Nails&amp;quot; WT. Or you can combine it and then you have a &#039;&#039;&#039;Toughness 8 Wartrike&#039;&#039;&#039;. &#039;&#039;&amp;quot;Fuck your Warboss on Warbike&amp;quot; -- GW&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stompa Mob===&lt;br /&gt;
Can only be used in a super heavy detachment, so it is not possible in a 2000pts game unless you are playing forge world stuff such as the kill tank and gargantuan squiggoth. Otherwise, the only super heavy you can field is a stompa, and 3 of those is way more than 2000 pts.&lt;br /&gt;
* It is a nice little thing, but does not make stompas viable. They are still overcosted by 300-400 points.&lt;br /&gt;
*Only the {{W40Kkeyword|Stompa}} actually gets the {{W40Kkeyword|Stompa Mob}} keyword, making this completely useless to our other, more cost-effective superheavies. Thanks, GW.&lt;br /&gt;
*However, any one model in the detachment, with no other restrictions, becomes a {{W40Kkeyword|Character}} who can only receive the warlord traits and relic from this detachment.  This means you can legally make any other superheavy the character - it won&#039;t be allowed to receive the warlord traits or relic since it won&#039;t have {{W40Kkeyword|Stompa Mob}}, but it &#039;&#039;will&#039;&#039; be a legal target for your weirdboy to give +2S and +2A to. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stomp, Stomp, Stomp! (1 CP)&#039;&#039;&#039;: At the start of the fight phase, pick a Stompa in melee range of an enemy unit and roll 1d6 for each model within 3&amp;quot; of the Stompa. It causes a mortal wound for each 6 rolled. &lt;br /&gt;
** Waste of perfectly good CP.&lt;br /&gt;
*&#039;&#039;&#039;Stompa-porta (4 CP)&#039;&#039;&#039;: Deep strike one of your Stompas, with all the usual limitations. Use your imagination, we shouldn&#039;t need to tell you how to use this.&lt;br /&gt;
** Yeah, nice. Its main use is protecting a stompa if you do not get first turn, and skipping footslogging it to its intended target. Its price cost is prohibitive, though, and the Stompa is so overcosted, it is not enough to compensate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gork&#039;s One&#039;&#039;&#039;: +1 to hit and wound rolls in the fight phase.&lt;br /&gt;
** So 2+ hitting and 2+ wounding on virtually anything, even with multiattacks. Decent.&lt;br /&gt;
** Combine this Warlord Trait with a Weirdboy using Fists of Gork on the Stompa... You now have 8 Attacks at Strength 12 on your top profile with +1 To Hit and To Wound. Maximum stompage!&lt;br /&gt;
***Remember, you&#039;re either hitting at Strength x 2 (Gork-damned Strength 24!) or you&#039;re &#039;just&#039; hitting at S: User but get to triple your attacks. 24 S10 Attacks definitely ain&#039;t bad. If you really wanna double down on the Choppy Stompa of Doom, upgrade your Weirdboy to a Warphead (or have him bring a friend), use Warpath on the Stompa to gain 9 Attacks (27 when Slashing) and run a Deffkilla Wartrike along with it so it can potentially move 18&amp;quot; in a single turn. Use the Ramming Speed strat to get a 3D6&amp;quot; charge and deal some Mortal Wounds. Whatever you charged is most likely dead now. Stomp.&lt;br /&gt;
*&#039;&#039;&#039;Mork&#039;s One&#039;&#039;&#039;: +1 to wound rolls in the shooting phase.&lt;br /&gt;
** Actually +1 to hit on BS 5+, with its array of weapons, could be a way for it to kind of approach being viable for a change... but NOOO, let&#039;s give it +1 to wound rolls that are already decent on its main guns.&lt;br /&gt;
**This actually really helps all your small arms. Your big shootas will force more saves on marines while your gatler will delete portions of infantry units each time it fires. Oh and it can actually wound other T8 units on 4s now, if you run out of footsloggers to shoot!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Tezdrek&#039;s Stompa Power Field&#039;&#039;&#039;: A shiny 5+ invulnerable save for your Stompa, just what it needs to stay in the fight.&lt;br /&gt;
** Ok, 5+ that will work in melee, as well as shooting, is nice indeed; it basically means the Stompa is more like 53 W instead 40 in practice. However, it is still not enough to compensate for the terrible overcosting of stompas.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
=== HQ ===&lt;br /&gt;
*&#039;&#039;&#039;[[Big Mek]] (Legends)&#039;&#039;&#039;: Nob mechanic. Can replace its Slugga with anything from Souped-Up or Choppy Weapons lists, or a Kustom Force Field. Additionally, he has access to the Killsaw. Note that he can replace &#039;&#039;both&#039;&#039; the slugga and the Choppa with a souped-up or Choppy weapon. Not point-efficient, but FUN nonetheless. Comes with the &#039;&#039;&#039;Big Mekaniak&#039;&#039;&#039; rule, allowing a friendly Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}} (there is nothing that states you cannot repair units with fly) within 3&amp;quot; of the Big Mek to regain D3 Wounds at the end of the movement phase (Better than Mek&#039;s 1 Wound repair). Taking a Grot Oiler automatically increases this roll by 1 once per battle. A vehicle may only be repaired once per turn. The rules require the Big Mek model to be &amp;quot;on the tabletop&amp;quot; to elect a vehicle within 3&amp;quot; to be repaired, so he can&#039;t use it inside transports.&lt;br /&gt;
*&#039;&#039;&#039;Big Mek with Kustom Force Field&#039;&#039;&#039;: Like the Big Mek above, but comes with an obligatory Kustom Force Field but with the same points as a choppa slugga mek.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Force Field&#039;&#039;&#039;: 5++ only against shooting, units must be &#039;&#039;&#039;wholly&#039;&#039;&#039; within 9&amp;quot; of the Mek to benefit from it.&lt;br /&gt;
***This upgrade benefits smaller units more often than larger ones. It&#039;s a 9&amp;quot; bubble measured from the 1.5&amp;quot; base of a Big Mek means you have an effective diameter of approximately 22&amp;quot; - almost 2 feet of board space. Move your Big Mek before moving other units, to keep models inside the bubble. If Big Mek is embarked in a transport only the transport gets the benefit. If the base of one model is partially outside the aura it doesn&#039;t protect any of the unit. Keep this in mind when removing casualties - killing off the one or two guys outside the field will let you make that 5++ for the remaining wounds.&lt;br /&gt;
** Also note he is Back in codex category not relegated to legends like previously.&lt;br /&gt;
*For some reason, it only affects the guys that are in the same clan. Makes no sense logically.&lt;br /&gt;
*&#039;&#039;&#039;Big Mek in Mega-Armour&#039;&#039;&#039;: A heavier, slower, more armoured version of the Big Mek. Comes with an extra wound, a Kustom Mega-Blasta and the option to take the Tellyport Blasta. Unless you absolutely need a Tellyporta Blasta there is little reason to take him. For CC you got Warbosses and for protecting your assets with KFF normal one is quite enough provided some bubblewrapping is done. And the regular one has better movement. Furthermore, this guy currently cannot dual-wield Killsaws.&lt;br /&gt;
**&#039;&#039;&#039;Tellyport Blasta&#039;&#039;&#039;: This thing has an interesting way of instantly killing its victims. Any model that is wounded, but not killed by this gun, is instantly killed at the end of the shooting phase if the Ork Player rolls higher than that model&#039;s wound characteristic on a D6. It is quite nice albeit somewhat situational having a little bit of extra dread for those super beefy characters that has fewer than 6 wounds, but not that reliable overall. Note that this weapon simply slays the victim, not wounds them. So guys like Yarrick and Guilliman will stay down. &lt;br /&gt;
*&#039;&#039;&#039;Big Mek on Warbike  (Legends)&#039;&#039;&#039;: Same as a normal Big Mek, except with the movement and guns of a Warbike. Comes with 1 additional toughness and wound. This Big Mek comes with the &#039;&#039;&#039;Big Biker Mekaniak&#039;&#039;&#039; rule, which means that he can only repair friendly Ork Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLES}} (there is nothing that states you cannot heal repair units with fly) within 1&amp;quot;, and only if he didn&#039;t move more than 5&amp;quot; that turn. Also doesn&#039;t have the ability to take a Grot Oiler. Mostly useful for precise positioning of KFF and slightly longer base. Movement limit on fixing vehicles makes the normal Big Mek waaaay superior in that duty (and he can actually ride in those vehicles).&lt;br /&gt;
**...But now that you can&#039;t use a Big Mek to repair a vehicle when embarked, you need to keep it outside to be effective. This makes the BMonW much more useful as it can actually keep up with your vehicles, although you can still only repair if you moved 5&amp;quot;.&lt;br /&gt;
**One tactic to make the Deffskulls warlord trait viable is to give this guy two Kustom Mega Blastas, and watch as he melts enemy characters dumb enough to get close to him. With re-rolling one hit, wound, and damage roll, you can really put the hurt on some characters.&lt;br /&gt;
*&#039;&#039;&#039;Big Mek with Shokk Attack Gun&#039;&#039;&#039;: Proof that GW doesn&#039;t understand statistics or that none of the rules creators actually play Orks. No longer has the random table to roll on. Instead, this gun fires D6 shots at a Strength of 2d6 and an AP-5. Any roll of an 11 or higher makes each shot cause D3 Mortal Wounds. No longer has a chance of accidentally vaporizing your Big Mek. On paper these changes seem nice; unfortunately this weapon is a prime example of the victims of template removal. With BS5+ the Big Mek will, on average, only end up with one hit each time he fires, and that hit may not even give you a good chance of wounding. If you take this you have a serious gambling problem. Though it does sport one of the longest ranges (60&amp;quot;) in the entire codex.&lt;br /&gt;
** Give him the souped up shokka relic, and you have a very slim chance of doing a minor &#039;&#039;216 wounds&#039;&#039;...72 of them being mortal wounds. Then you can shoot again with the Dread WAAAGH! stratagem.&lt;br /&gt;
** Relic version available if you take Dred Mob specialist detachment is actually worth exactly SAG points. It is not worth spending extra CP or two (if you go for multiple relics) so unless you ate taking dread mob  either way we still do not have SAG worth taking. And of course why can have only one that way. Shock attack gun can be comboed insanely well, as a bad moons big mek with the relic, warlord trait, more dakka, and kustom ammo, this guy can delete things as big as knights in a single go (saying that rolls would have to be insane) or struggle to kill 5 guardsmen. It is random as hell which is awesome and very ORKY!&lt;br /&gt;
** Big downside is that you have to select a target first so you cannot choose your target based on the strength rolled. (not true!!! see faq)&lt;br /&gt;
*&#039;&#039;&#039;[[Deffkilla Wartrike]]&#039;&#039;&#039;: The shiny new cousin to the Warboss on Warbike, which allows all {{W40Kkeyword|Bikers}} and {{W40Kkeyword|Vehicles}} who share his Clan to charge after advancing. Stompas can benefit from this- need to say more? &lt;br /&gt;
** Yes possibly, he is not the cheapest and most of his cost is probably rooted in the above speedwaaagh! rule but he also has his jet gun thing, which is a two melta shots likely hitting on 6s. His melee damage is similar to a PK in ap and damage. He only gets +2 strength but does have reroll to wound, so basically a not as good PK. He does throw down 6 S5 boom stick shots with +1 to hit at half range. It seems this guy works best as the linchpin of a speed mob (big surprise), he is proper tough and quite fast, though his damage potential can vary and may be less than what you would expect. &lt;br /&gt;
** Some crazy things can be done with this guy. Consider running him as Deathskulls and running a Dredd Mob with him at its centre (Deathskulls is the way to go for a Dredd mob as all deff dreds become individual units after deployment and each get the rerolls) Then, give him the deathskulls relic to allow him to fix stuff and also give him the warlord trait “follow me lads” so that you can keep any unruly Killa Kans from running away. - added bonus - caste the Fists of Gork psychic power on him and watch him Krump everything.&lt;br /&gt;
*&#039;&#039;&#039;[[Warboss]]&#039;&#039;&#039;: This Orky beat-stick automatically comes with a Kombi-Rokkit, PK and two sluggas (double shots while in melee lol), probably you want to change the Kombi-Rokkit for a Kombi-Skorcha if you have the points or for the very cheap Kustom Shoota (2pts). He has a high strength value and the option to replace his Power Klaw with a Big Choppa. He also has access to an Attack Squig (Costs 0 pts so take it). &lt;br /&gt;
** Comes with the &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039; ability (which is written as [[HERESY| Waaagh!]] in the book), which allows friendly {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} [[Fail|within six inches of him]] to charge in the Charge Phase, even if they&#039;d already advanced. &lt;br /&gt;
** He has the &#039;&#039;&#039;Breakin&#039; Heads&#039;&#039;&#039; rule, which allows nearby units of the same {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} to count as having passed a failed morale check at the cost of suffering D3 Mortal Wounds. This is to save units that aren&#039;t able to benefit from Mob Rule, such as grots or lone units at low model counts.&lt;br /&gt;
*&#039;&#039;&#039;Warboss in Mega-Armour (Legends)&#039;&#039;&#039;: Like the big man above, only with a slightly reduced movement speed, an additional Wound and a sweet 2+ save. He comes with a Power Klaw by default, so no skimping on the points. For some reason, he can&#039;t take two Killsaws. Armor save is good to protect against snipers.&lt;br /&gt;
** This guy still doesn&#039;t have a model. Most people use conversions based on the Ghazghkull Thraka or the Ironjaws Megaboss model.&lt;br /&gt;
** He can take a Kombi-Skorcha which doubles as a Shoota (at BS 6+ if used with Skorcha) and a Skorcha. Great for softening up units before a charge. Or if you want to make him as cheap as possible he can swap his gun for a basic Shoota (half the shots of the kustom shoota, but it&#039;s free).&lt;br /&gt;
** The reduced movement speed is pretty negligible; a Warboss shouldn&#039;t be footslogging unless he&#039;s babysitting a 30+ mob of Boyz (in which case the armour is a waste of points), and you have a number of transports and stratagems to get him where he needs to be.&lt;br /&gt;
** The Mega-Armour boss costs 120 points at the bare minimum, versus an 80 point normal PK Warboss. Is half as much again worth the added protection of 1 more wound and a 2+ save? Probably not on it&#039;s own. But the armour&#039;s value goes up the more you invest in the boss wearing it, If he&#039;s your warlord with &#039;&#039;&#039;Follow Me, Ladz!&#039;&#039;&#039; or any other aura trait, he goes from being spammable to a unique lynchpin in your army, which makes the protection much more valuable. And of course, the Mega-Armour helps a lot when you&#039;re trying to survive long enough to bring Da Killa Klaw into combat, especially against an opponent who&#039;s seen how much damage it can do. &lt;br /&gt;
*&#039;&#039;&#039;Warboss on Warbike &#039;&#039;&#039;: Another variant of the Warboss, this one is tooled up with a big Warbike, granting this beast of an Ork an additional Wound and the obligatory +1 to Toughness. The bike comes armed with a pair of Dakkaguns, allowing this Warboss to spit out six S5 shots per turn to the footslogging Warboss&#039; four S4 attacks, and has a Movement Speed of 14&amp;quot;. Comes with almost the same options and abilities as the other two Warbosses, except that when he buys something from the Shooty Weapons list it&#039;s &#039;&#039;in addition&#039;&#039; to his default Dakkaguns rather than a replacement for them. &lt;br /&gt;
** His mobility is his strong point, allowing him to keep up with massed Bikers and can also precisely place himself between several footslogging units to maximize the number of Boyz affected by his &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039; Can keep up with Stormboyz and gives them a max a guaranteed (12+6+2d6)&amp;quot; max 30&amp;quot; range on the re-rollable charge while having some of them blown up. If you are using Evil Sunz you are looking at a (15+6+2d6)&amp;quot; with casualties or a still very respectable (15+3d6)&amp;quot; (both with re-rolls).&lt;br /&gt;
** As of the FAQ/Errata, &#039;&#039;&#039;Bikes&#039;&#039;&#039; are now affected by the bikerboss&#039; &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039; which would allow both himself and the bikes nearby to benefit from the Waaagh rule.&lt;br /&gt;
** He is also a good choice to support Stormboyz. He can keep up with them, making them able to advance and then charge. It is important because the Deffkila Wartrike cannot do that.&lt;br /&gt;
** Seriously consider this HQ if you play Evil Sunz. With the bonus to move-advance-charge the average Ork Boyz threat up to 19&amp;quot; (6&amp;quot; move + 4&amp;quot;average advance + 8&amp;quot;average charge range + the 1&amp;quot; melee range).&lt;br /&gt;
** Despite every other biker character being moved to legends, the Warboss is still a valid option in matched play due to a Warboss on bike still available from Forge World.&lt;br /&gt;
*&#039;&#039;&#039;[[Weirdboy]]&#039;&#039;&#039;: Nob psyker. Has a melee weapon staff S +2 and Damage D3. Has the &#039;&#039;&#039;Waaagh! Energy&#039;&#039;&#039; rule which adds an additional point to psychic tests for every 10 friendly Ork models (counts vehicles but not Gretchin) within 10&amp;quot; up to +3. It&#039;s one of the most consistent psyker units in the game, but the downside is its prone to Perils of the Warp. They are limited to a max +3 limit. Keep a painboy nearby for a 6+ FNP and heal the damage from perils. They can manifest only a single power per turn. Unless you use the Warphead stratagem for 1cp.&lt;br /&gt;
** &#039;&#039;&#039;Da Jump&#039;&#039;&#039; allows them to teleport entire {{W40kKeyword|INFANTRY}} units across the field, following normal deep strike rules. And it can be used turn 1.&lt;br /&gt;
** If the older model doesn’t strike your fancy, then the Orruk Weirdnob from AoS is a perfect substitute.&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Snikrot]]&#039;&#039;&#039;: Clan {{W40kKeyword|BLOOD AXE}}. Can infiltrate like Kommandos, and if they&#039;re Blood Axes gives them re-roll for melee hit rolls of 1, which at their 3+ WS is almost giving them an extra attack. He makes close enemy units add 1 to their Morale tests, not very useful. He&#039;s not threatening enough to fight alone, unless he&#039;s hunting lone and weak characters or shooty units (Don&#039;t waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise he should be in melee. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 70 points. Take him and some Weirdboyz if you want to limit the HQ Tax.&lt;br /&gt;
** He also gets +1 to wound rolls in melee against units wholly inside terrain.&lt;br /&gt;
*** Don&#039;t make him your warlord. The CP refund is best for a guy in the back (like that one mek nobody notices)&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Zagstruk]]&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. He is a named Stormboy with 6W and 7A (6 standard plus Choppa) 3 of which can be made with Da Vulcha&#039;s Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz he moves 12&amp;quot; and can advance 6&amp;quot; instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok&#039;s Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game). &lt;br /&gt;
** Overall decent character, but his rule for supporting Stormboyz could be better.&lt;br /&gt;
** It might be good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing enemy to split fire (and potentially waste shots) while retaining ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units (since they are fast attack, not troops, you can bring maximum of 3 units since the Big FAQ) and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 &amp;quot;free&amp;quot; Command Point.&lt;br /&gt;
** Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18&amp;quot; S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz.&lt;br /&gt;
** Still very cheap at 88pts.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghazghkull Mag Uruk Thraka]]&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. NEW MODEL IS HERE!!! DA BIG ORK IS REAL!!! The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice and has been fully revamped as of Saga of the Beast. His fluff now portrays him as having survived decapitation--courtesy of a Mr. Ragnar Blackmane of the Space Wolves--and features him stitched up and piloting a massive new suit of Mega Armor equipped with &amp;quot;Looted Macro Capacitors.&amp;quot; Crunchwise, he sports an array of even more powerful rules than before (or in some cases exactly the same as before)! Firstly, he comes with a statline closer to that of a fucking &#039;&#039;Redemptor Dreadnought&#039;&#039; than a Warboss and carries the {{W40kKeyword|MONSTER}} Keyword as a result. His new weapons include the Mork&#039;s Roar (a freakin&#039; Quad Heavy Bolter), Gork&#039;s Klaw (a 4 Damage Chainfist with no penalty to Hit) and... Stikkbombs? Sure, why not. Being the &#039;&#039;&#039;Prophet of Gork and Mork&#039;&#039;&#039; not only grants him a 4++ invulnerable save, but also ensures he can only suffer a maximum of 4 damage in a given phase (Shooting, Psychic and Assault). This gives him survivability for two to three turns despite having over 10 wounds but it also means enemy will not waste more shots on him than necessary to do those 4 wounds. Ghazzy can also now be taken with any {{W40kKeyword|ORK}} army without preventing Clan Kulturs, though he can&#039;t benefit from any Kultur but his own, just like Shadowsun&#039;s new rules. His good ol&#039; &#039;&#039;&#039;Great Waaagh!&#039;&#039;&#039; does the same thing as a regular &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;, except that it grants {{W40kKeyword|ORK INFANTRY}}) units within 6&amp;quot; an extra Attack as long as they charged that turn (note this rule is exactly the same as before but unlike that one Ghazzy himself do not benefit from it as he is not {{W40kKeyword|INFANTRY}}) . This is the second-best buff in the Ork army after the WAAAGH!!! Banner. It is still only medium weight due to working mostly on big hordes of Boyz, and only on the charge instead of all the time. He can further buff any Ork you take with Da Boss is Watchin&#039;, which is &#039;&#039;&#039;Breakin&#039; Heads&#039;&#039;&#039; but for all {{W40kKeyword|ORKS}}. However, you&#039;re &#039;&#039;still&#039;&#039; going to take him as {{W40kKeyword|GOFFS}}, not just to maintain his Kultur, but because he grants all {{W40kKeyword|GOFF}} units within 6&amp;quot; of him a re-roll of 1s to Hit with Melee attacks. &lt;br /&gt;
** Overall Ghazghkull is now in a curious place. As a {{W40kKeyword|CHARACTER}} now with more than 10 Wounds, he can and obviously &#039;&#039;will&#039;&#039;  be targeted by everything on your opponent&#039;s board right from the get go. In addition, being a {{W40kKeyword|MONSTER}} now means the only way to get him anywhere in a hurry is your Tellyporta Stratagem.  On the flip side, he is a mortal terror when it comes to dealing out damage and his ability to hardcap the damage he takes each phase will ensure that unless you&#039;re opponent is hyper aggressive with the Psychic Powers and closing into Melee, he will be difficult to delete outright. Ghazzy&#039;s no longer just a flat upgrade to a normal Mega-armour Warboss, but now something more akin to a Dreadnought or a Carnifex, and should be used accordingly. Time will tell how well this works out for him. &lt;br /&gt;
** {{W40kKeyword|MONSTER}} keyword might prove to be a big handicap to him as he is unable to gain most synergies with the rest of the army. Only 4 srategems work for him at all, Painboys cannot heal him outside use of medisquig strategem... on top of that his main aura ability was not upgraded in any way. And with his new speed he will be around the same speed of the boyz that will be advancing and charging around him. But he might Not if you advance him.&lt;br /&gt;
** His Great Waaagh! Ability has been FAQ’d to include {{W40kKeyword|MONSTER}}. This allows him to advance and charge with the rest of the Boyz. Hilariously, this also means that the buff extends to Squiggoths. Use that as you will.&lt;br /&gt;
*&#039;&#039;&#039;[[Makari]]&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. HOLY FUCK IS HE BACK. He&#039;s a modestly tough grot with 4 Wounds, and thanks to his 2+ invuln, he will be tanking everything. Stick with some other grots because he&#039;ll let any such mob within 12&amp;quot; use his less-than-stellar Ld6 to keep in the fight. Perhaps the most baffling piece of gear he has is his stabba, a piddly CCW using his S3 and 4+ WS, but if he rolls a 6 to hit that&#039;s an automatic d3 Mortal Wounds - Enough to down Primaris and Custodes. Honestly his best use might be just to tank Overwatch with that 2++ save. As an added bonus, if he&#039;s within 3&amp;quot; of his best pal Ghazzy, he gains a 6+ Feel No Pain aura for all GOFFS nearby, as well as a boost to his Movement speed which lets him to keep up da boss.&lt;br /&gt;
** Question remains if his fnp ability works for Ghazghull before or after prophet ability of limiting wounds received to 4. If it is before it is quite useless and not worth taking in comparison to standard painboy, if it is after it is worth taking on top of painboy becouse it might let Ghazzy live another turn.&lt;br /&gt;
*&#039;&#039;&#039;[[Kaptin_badrukk|Kaptin Badrukk]]&#039;&#039;&#039;: Clan Freebooterz with {{W40kKeyword|FLASH GITZ}} keyword. Gives all nearby FLASH GITZ rerolls on 1&#039;s to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do &#039;&#039;not&#039;&#039; want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn&#039;t get the same &#039;&#039;&#039;Gun-Crazy Showoffs&#039;&#039;&#039; rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you&#039;re bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1&#039;s may be worth it.&lt;br /&gt;
**  His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him re-roll one To-Hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt).&lt;br /&gt;
*&#039;&#039;&#039;[[Grukk Face-Rippa]] (Open Play, White Dwarf 454)&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. Face-Rippa&#039;s back, baby! One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, he&#039;s a {{W40kKeyword|GOFF}} Warboss with an extra wound and attack, as well as a 5++ Invulnerable Save and 5+ &#039;&#039;&#039;Feel No Pain&#039;&#039;&#039; roll from his &#039;&#039;&#039;Too Tuff for Deff&#039;&#039;&#039; rule. His unique Power Klaw Git-rippa is AP -4 instead of -3, has a fixed 2 Damage instead of a random D3, and can re-roll any and all wound rolls, even successful ones. So it’s basically just a Killsaw which re-rolls wounds. His previous Warlord Trait Bellowing Tyrant has been replaced with a new one, Foul Temper, which gives him +3A when he has less wounds than he started with, giving him 8 swings with Git-rippa once he&#039;s been injured! Whilst he doesn&#039;t have a points value anymore and is resigned to open play, he has the same Power Level as a generic Warboss, so there&#039;s no reason for a {{W40kKeyword|GOFF}} player NOT to bring him instead.&lt;br /&gt;
*&#039;&#039;&#039;Skrak&#039;s Skull-Nobz (Open Play, White Dwarf 454)&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. &#039;&#039;&#039;Grukk&#039;s Meanest Ladz&#039;&#039;&#039; - literally, it says so in their rules, so it must be true! One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, they&#039;re a named {{W40kKeyword|GOFF}} Nobz mob lead by Skrak Head-Smasha which take up a HQ slot instead of your crowded Elites, what&#039;s not to love! They have +1WS compared to regular Nobz, get +1A when hanging out with the ol&#039; Face-Rippa, and Skrak comes with a nice [[hat]] that inflicts a single mortal wound if it hits. Slightly more costly in open play than a regular Nobz mob, +1 Power Level, and lose access to a Cybork Body, but it clears your Elites section for more important stuff, so that could be a price worth paying.&lt;br /&gt;
*&#039;&#039;&#039;[[Goff Rokker]] (Open Play, White Dwarf 454)&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. Party time, excellent! Whilst he isn&#039;t named like other Special Characters, his rules say you can still only have one of him per army, so I figured I&#039;d put him here. One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, he&#039;s a {{W40kKeyword|GOFF}} {{W40kKeyword|CHARACTER}} Nob with a Rokker Shoota, which functions as an Assault 4 Shoota with slightly longer (i.e. Bolter) range and one better AP, and a Rokker Choppa which is just a +1S Choppa, but none of that stuff is why you take him. No, you take him for his &#039;&#039;&#039;Musik&#039;&#039;&#039; rule. This allows him to perform one of two songs, and he can choose to change which song he&#039;s playing every BATTLE ROUND. &#039;&#039;&#039; &#039;Eavy Metal&#039;&#039;&#039; playing in the background inspires {{W40kKeyword|GOFF INFANTRY}} within a 6&amp;quot; bubble to trigger additional hits from their &#039;&#039;&#039;No Mukkin&#039; About&#039;&#039;&#039; kulture on a 5+ instead of a 6+. That one&#039;s nice, but also not why you take him. Tuning into &#039;&#039;&#039;Goffik Rock&#039;&#039;&#039; on the Trukk radio is what you should be doing, which throws {{W40kKeyword|GOFF INFANTRY}} within earshot (aforementioned 6&amp;quot; bubble) into a rage and gives them +1S! Boyz become S5, Nobz are S6, Warbosses throw down at S7! We can only pray to Gork (or possibly Mork) that GeeDubs gives this guy a points value in the future.&lt;br /&gt;
*&#039;&#039;&#039;Ork [[Mek Boss Buzgob]] (Forge World)&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repair boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he&#039;s just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead.&lt;br /&gt;
**Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ&#039;d Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn&#039;t orks have a blender as a melee weapon?&lt;br /&gt;
*&#039;&#039;&#039;[[Zhadsnark]] Da Ripper (Forge World)&#039;&#039;&#039;: Clan {{W40kKeyword|EVIL SUNZ}}. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK &#039;Da Pain Klaw&#039; hits on 2+ unlike a regular Warboss&#039; 3+, is AP -4 instead of -3, and deals a mortal wound to {{W40kKeyword|INFANTRY}} and {{W40kKeyword|MONSTER}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6&amp;quot; rather than having to roll for distance when Advancing, which gives him an impressive 21&amp;quot; move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for &amp;lt;s&amp;gt;11&amp;lt;/s&amp;gt; 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). Guy is a deal. On the down side; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on {{W40kKeyword|INFANTRY}}!&lt;br /&gt;
**&#039;&#039;&#039;Forge World FAQ (as of 2018-11-02)&#039;&#039;&#039; - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you&#039;ll have to take the Wartrike.&lt;br /&gt;
** After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior.&lt;br /&gt;
**GW hates orks and has now removed the warboss on Warbike as of 10/08/20 (Munitorum Field Manual 2020). Zhad is again the best/only option if you want a warboss on a bike&lt;br /&gt;
&lt;br /&gt;
=== Troops ===&lt;br /&gt;
*&#039;&#039;&#039;[[Boyz]]&#039;&#039;&#039;: 7 points per model. They hit on a 3+ and S4 in Melee. Sadly, they have 5 inches of movement. &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; makes Morale checks easy to pass; max sized mobs will ignore morale until 13 Boyz die. Ork Boyz are fragile, so make sure they attack first by charging and using the Counter Offensive stratagem. Ork Boyz&#039; special rule &#039;&#039;&#039;Green Tide&#039;&#039;&#039; boosts big mobs, giving +1 Attack per model if the Boy mob in question numbers 20 models or more. In short, the only reason not to run your Boyz in mobs of 30 is when you want to put them in a Battlewagon or Trukk. Remember: VOLUME! you don&#039;t have fancy gear, you simply have the most S/T 4 around. Boyz capitalize on buffs more than others, but fall apart when your army unravels. &lt;br /&gt;
**The boyz will chew through any infantry in the game; armour, however, is a problem that a nob with dual killsaws will quickly remove for you. Mob Up and have 2 of them and they will happily kill units by themselves. With warpath, they are kicking out 6 attacks each when they have a full squad in support.&lt;br /&gt;
**&#039;&#039;&#039;How To Get 3+ Saves&#039;&#039;&#039;: By using the &amp;quot;Loot it&amp;quot; and &amp;quot;Ard Boyz&amp;quot; stratagem on a big unit of Blood Axe Boyz you can have a unit of ladz with a 3+ save against shooting from things 18&amp;quot; away and a 4+ any other time. Effective? Debatable. Fun? Sure thing!&lt;br /&gt;
**For every ten Boyz, one can take a Tankbusta Bomb, which is free and also nearly useless, so you might as well.&lt;br /&gt;
**&#039;&#039;&#039;Sluggaz and Choppas&#039;&#039;&#039;: Pistols for everyone! And, of course, 3 S4 attacks per model (4 if the mob has at least 20 Boyz) with WS3+. Many ways to buff the amount of attacks (Ghazgkull, WAAAGH! Banner, Weirdboyz, clan Traits). This is key to most ork lists.&lt;br /&gt;
**&#039;&#039;&#039;Shootas&#039;&#039;&#039;: Instead of Choppa/Slugga you get a 2A 18&amp;quot; shoota, losing +1 A in melee. Also has synergy with some Kulturs, particularly Bad Moons. Sadly even that amount of shooting 60 shots form 30 boyz is not that good against anything other than chaff due to lack of ap. Also don’t shoot what you intend to charge (unless it&#039;s a knight, but why would you charge a knight with boys?). You will make your charge harder.&lt;br /&gt;
**&#039;&#039;&#039;Mob Up!&#039;&#039;&#039;: If you&#039;re planning to use Mob Up to merge two squads of Boyz, it can be advantageous to make the squad of 10 equipped with shootas before the two squads merge. This allows the merged squad to fire off some pot-shots before hitting melee, and you can use the shoota boyz to soak up enemy fire with less of a loss to your melee ability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Slugga Vs Shoota Boyz to Hit Ratios:&lt;br /&gt;
|-&lt;br /&gt;
! Unit Type !! Melee Chance to Hit !! Successful Hits (30 Boyz)  !! Ranged Chance to Hit !! Successful Hits (30 Boyz)&lt;br /&gt;
|-&lt;br /&gt;
| Slugga Boyz || 67% || 80 out of 120 || 39% || 11.67 out of 30&lt;br /&gt;
|-&lt;br /&gt;
| Shoota Boyz || 67% || 60 out of 90 || 39% || 23.33 out of 60&lt;br /&gt;
|-&lt;br /&gt;
|* Last Updated: Chapter Approved 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gretchin]]&#039;&#039;&#039;: They don&#039;t get &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, &#039;&#039;&#039;Clan rulez&#039;&#039;&#039;, or &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;, Runtherds are near-compulsory if you want them to last more than a single turn, but is only cost-effective if you have multiple large units of Gretchin. Don&#039;t worry about buying one unless you&#039;ve got quite a few Gretchin in front of your army, luckily Runtherders don&#039;t take a Force Org slot. &lt;br /&gt;
** &#039;&#039;&#039;Surprisingly Dangerous in Large Numbers&#039;&#039;&#039; nets them +1 to all hit rolls if the unit has 20 models or more. Yes, you can get [[derp|Grots with Space Marine levels of accuracy,]] and that is awesome. However, they are still Grots, and can only take an S3 Pistol, so they&#039;re only really good for peppering enemy infantry with shots (hopefully bringing a few down) before the Boyz show up and actually get shit done.&lt;br /&gt;
** Gretchin are one of the few Ork units that needs to be concerned about morale. Either take them in small enough squads that they&#039;ll die out right or maxed out with a Runtherd/Warboss to kill a couple to auto-pass.&lt;br /&gt;
** With grot shields strategem it seem it is viable to put some grot units before your main army, especially of you predict heavy anti infantry fire turn 1. For 1 cp you can basically save one of your pricy units from enemy fire. On the other hand you can use it once (unless open play) so positioning is a key.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated Transports ===&lt;br /&gt;
*&#039;&#039;&#039;[[Trukk]]&#039;&#039;&#039;: Only T6 and a 4+ makes it squishy for a light vehicle, but more durable than you&#039;d think. This transport is extremely limited in what it can carry. Tankbustas can only be transported as a small unit. A 12-strong unit of Boyz would rather be 30 Boyz strong, but 12 Boyz can get 5+ Armour from the &#039;Ard Boyz Stratagem and be somewhat decent if a bit expensive. Nobz can make do if you don&#039;t take Ammo Runtz. Frankly Nobz, small units of Tankbustaz and Burnas seem to be the only units that benefit from Trukks. After they deposit their passengers they can tie up an enemy unit in melee for a turn (they might even get lucky if you put a Wreckin&#039; Ball on there) and has a good chance to survive assuming the target wasn&#039;t a dedicated melee unit. &lt;br /&gt;
** You can use Boarding Party to give a bunch of PK Nobs a few free swings at a vehicle with no risk to themselves. Even if/when the Trukk is wrecked, you can still make it useful with the Loot It! Stratagem afterwards. &lt;br /&gt;
** &#039;&#039;&#039;Ramshackle&#039;&#039;&#039;: Reduces the damage done to it to 1 on a roll of 6, but it&#039;s unreliable. Hilarious when it gets hit for 12 damage from a supremacy suit only to flip over and keep going.&lt;br /&gt;
** &#039;&#039;&#039;Mounted Gun&#039;&#039;&#039;: Comes with a Big Shoota that can&#039;t be removed, but you can swap for a Rokkit Launcha via Index version.&lt;br /&gt;
** &#039;&#039;&#039;Melee&#039;&#039;&#039;: Can take either a Grabbin&#039; Klaw or Wrecking Ball. Trukks number of attacks and strength degrades with wound loss, not recommended to take.&lt;br /&gt;
** &#039;&#039;&#039;Stikkbomb Throwa&#039;&#039;&#039;: Basically a regular Stikkbomb with double range, can fire only with a unit embarked on it.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Chinork&amp;quot; [[Warkoptas]] (Forge World)&#039;&#039;&#039;: Thought the Trukk was squishy? Think again. With only T5, 8W and a 4+ save to speak of, the Chinork lacks &#039;eavy armor of any sort. You can use it to Deep Strike ten ladz. Movement of 16&amp;quot; plus 8&amp;quot; advancing gives a 24&amp;quot; movement. A much more worthwhile take than a trukk, assuming your enemy doesn&#039;t have a strong anti-air presence. Now with Open-Topped.&lt;br /&gt;
**&#039;&#039;&#039;Deffguns&#039;&#039;&#039;: Gets two of these Loota weapons for free.&lt;br /&gt;
**&#039;&#039;&#039;Rattler Kannons&#039;&#039;&#039;: Can swap the Deffguns for two of these. Heavy 2d6 24&amp;quot; S5 AP-2 Dmg D3 shots apiece. Sounds nasty. Two of them will generally average three saves for anything T4 or T3, which sounds meh, but AP-2 and Dmg D3 means that could leave a mark; just be careful what you aim at.&lt;br /&gt;
***Nice, but the issue is that you have to move in order to use them. Moving means your heavy weapons hit on 6s, which is an unusual problem for an ork, given all our Assault weapons. Bypassed with the More Dakka Stratagem.&lt;br /&gt;
**&#039;&#039;&#039;Bigbomms&#039;&#039;&#039;: Unfortunately, these are now legends-only and cost 6 points each. While still somewhat useful, they only are usable with legends, and it&#039;s upt to you whether it&#039;s worth 12 points for the two of them. Drop them on units you move over, deals a mortal wound to each model in the unit (max 5) on a 5+.&lt;br /&gt;
***Must also take one Skorcha, Rokkit Launcha, Kustom Mega Blasta, or Big Shoota. Sadly the Skorcha will be out of range if you deep strike (8&amp;quot;R, must Deep Strike &amp;gt;9&amp;quot; away), but given that you can move it 24&amp;quot; then fire a Skorcha at full effect, you&#039;re obviously going to deploy it normally if you take these. Take a Big Shoota if you like the idea of rolling 3+4d6 S5 shots from one transport.&lt;br /&gt;
*&#039;&#039;&#039;Kart (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: The first of the looted wagons. It can carry only a tiny mob of 10 boyz and lacks the beloved Trukk&#039;s open top, but it has a big shoota on top and the option to buy a fuckton of shootas to compensate and grab a stikk bomb launcha and either 2 skorchas or 2 Big Shootas. While it&#039;s now a constant S6 T7 and rocks a spiffy 3+, it lacks &#039;&#039;&#039;Ramshackle&#039;&#039;&#039; and it loses BS as it takes damage.&lt;br /&gt;
**&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: Once per battle during shooting, you can roll a d3 to get one of three different results (Instant move 6&amp;quot;, +1 S to all guns, regen d3 wounds)&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Small note on Elites: It&#039;s now extremely easy to fill up an Ork Detachment relying on Elites, since you can simply fill the slots with Painboyz, Nobs with WAAAGH! Banners, or Meks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Burna Boyz]]&#039;&#039;&#039;: Their main downfall is lack of armor and high numbers to mitigate deaths by shooting. If you want a Flamer squad to kill things rather than annoy them, you&#039;ll want some variety of Nobz with Kombi-Skorchas.&lt;br /&gt;
** A squad of 15 Burna Boyz on average hit 30 times with Burnas, then 20 hits AP -2 in melee for a total of 50. Same points in Ork Boyz will get 77 hits with their sluggas and Choppas. So mathematically Ork Boyz would be better at taking out low save models, but Burnas might be a good, cheap option against high save targets such as TEQ with no 3++ units (for MEQ units or storm shield terminators you are still better off with regular Boys). Than again there is overwatch that makes their low numbers even lower.&lt;br /&gt;
*** There&#039;s a few assumptions in the above math. Let&#039;s compare 10 Burna Boyz to 15 Boyz (Getting enough boyz up the board to pull off the Green Tide bonus can be hard and shouldn&#039;t be relied on). 20 burna hits to 5 slugga hits, then 13.3333 burna...stabs? to 30 choppa chops. Against a Marine Equivalent (MEQ), the burna hits are roughly twice as effective, so the Burnas will out perform the boys (Functionally 26.6666 melee and 20 flamethrower shots vs 35). If you CAN pull off green tide, increasing Boyz melee output by about 33%. Still very slightly less than the Burnas vs marines or heavier. Nobz, Spanners with Index Scortchas, and the Pyro subkulture can influence this further. I personally things boyz are a bit more competitive due to being easier to spam and being better vs Guard Equivalent (GEQ), but Burnas aren&#039;t as bad anymore and are much easier to transport.&lt;br /&gt;
**One in every 5 can be a Spanner, which can repair a nearby vehicle, and carries a different weapons loadout - everybody gets stikkbombs, but these guys don&#039;t carry burnas.  Thanks to a mix of different options in the Index and Codex, these are:&lt;br /&gt;
***Codex:&lt;br /&gt;
****Big Shoota&lt;br /&gt;
****Kustom mega-blasta&lt;br /&gt;
****Rokkit launcha&lt;br /&gt;
***Index:&lt;br /&gt;
****Slugga and Choppa&lt;br /&gt;
****Kombi-weapon with rokkit launcha&lt;br /&gt;
****Kombi-weapon with skorcha&lt;br /&gt;
****Kustom mega-slugga&lt;br /&gt;
*&#039;&#039;&#039;[[Ork Kommando]]s&#039;&#039;&#039;: Kunnin&#039; ladz that can set up anywhere more than 9&amp;quot; from the enemy. With &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, they can get a first turn charge. Otherwise they&#039;re normal Boyz(without +1A for 20+ models), with a Slugga to try and get some lucky shots before the charge (and shoot again next turn), and a Choppa, which get a +1 to wound rolls against units wholly in terrain. The unit is made of 5-15 Kommandos, and 1 in every 5 has a Tankbusta Bomb. Comes with a Boss Nob with Power klaw, similar to Boyz, but can&#039;t swap out wargear. Try to infiltrate them into cover to get a 4+ save.  Up to 2 Kommandos can take a special weapon instead of their slugga, using the Legends Datasheets.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha (Legends)&#039;&#039;&#039;: Too unreliable for Kommandos; better on Tankbustas.&lt;br /&gt;
**&#039;&#039;&#039;Big Shoota (Legends)&#039;&#039;&#039;: Not worth taking if the plan is melee Kommandos, but doesn&#039;t take away Choppa hits.&lt;br /&gt;
**&#039;&#039;&#039;Burna (Legends)&#039;&#039;&#039;: Almost auto-include, because they cost &#039;&#039;zero points&#039;&#039;. In melee, you don&#039;t lose your Choppa, so you still get a third attack at AP0. Reasonably ok for Overwatch if you mess up the charge (won&#039;t work on anyone charging from 8.1&amp;quot; away or more). The only downside is you lose sluggas, but auto hits are worth it.&lt;br /&gt;
** Good for backline harassment or objective grabbing, especially if the objective is in cover.&lt;br /&gt;
*&#039;&#039;&#039;[[Meganobz]]&#039;&#039;&#039;: 3 Wounds, T4 and a 2+ save (No invul save) and movement 4&amp;quot;. They are suffer against higher AP weapons. Kombi-Weapons can now fire both guns at the same time, at the cost of subtracting 1 from all To Hit rolls, which usually only matters if you take a Kombi-Rokkit. It&#039;s now possible to replace default loadout for 2 Killsawz which gives an additional Attack. Also have &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;. If you have CP to spare, the Tellyporta or Blood Axes Stratagem lets them take a page out of the Terminators&#039; book while also compensating for their slow movement.&lt;br /&gt;
** &#039;&#039;&#039;PK and Kombi-Skorcha:&#039;&#039;&#039; This provides decent shooting, a nice charge deterrent.&lt;br /&gt;
** &#039;&#039;&#039;PK and  Kustom Shoota:&#039;&#039;&#039; Keeps unit cheap, lose shooting reliability.&lt;br /&gt;
** &#039;&#039;&#039;Double Killsaws:&#039;&#039;&#039; Deprives them of their shooting and pricy, but they are better at killing TEQ and vehicles.&lt;br /&gt;
*&#039;&#039;&#039;[[Mekboy]]&#039;&#039;&#039;: Restores a lost wound to one non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}}(there is nothing that states you cannot repair units with fly) within 1&amp;quot; at the end of each Movement phase (a vehicle can&#039;t be repaired more than once turn, so no stacking). Once per battle an accompanying &#039;&#039;&#039;Grot Oiler&#039;&#039;&#039; can assist to repair two wounds instead of one, and serves as an extra wound. Particularly handy around any of your {{W40kKeyword|VEHICLES}} that might hurt themselves with Zzap Guns and Kustom Mega-Blastas. Being cheaper than a Big Mek he can&#039;t heal as well, but is a budget alternative if you don&#039;t have a lot of vehicles.&lt;br /&gt;
** Kustom Mega-Slugga can only be replaced by Index weapons.&lt;br /&gt;
** Deff Skull Mek with Kustom Mega-blasta has a 55% chance to hit.&lt;br /&gt;
*&#039;&#039;&#039;[[Nob]]z&#039;&#039;&#039;: Primaris boys before primaris were cool. Worth taking especially with a Weirdboy using Da Jump. Nobs hit on 3&#039;s, are S5, and have a 4+ save (3+ with &amp;quot;Loot it!&amp;quot;).  ((You have to sing ‘Loot it!  Loot it!   Loot it!  Loot it!  In the style of Michael Jackson’s Beat it!  Whenever you use this strat btw..))  The main problem with Nobz is that their wargear can quickly make them very expensive.&lt;br /&gt;
** &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;:  If a model would flee within 3 inches of the Nobz on a roll of a 6+ the model does not flee. It&#039;s a unreliable bonus, mostly useful on units with low model counts like Bikers or Burna Boyz. But even then &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; makes this buff obsolete. &lt;br /&gt;
** &#039;&#039;&#039;Dual-Choppas&#039;&#039;&#039;: Buys you 5 attacks for free. You lose the pistol, but gain a more reliable melee attack. Mainly for anti-light-armored-infantry.&lt;br /&gt;
** &#039;&#039;&#039;Equipment&#039;&#039;&#039;: You can basically go for any combination of 2 weapons as you want, you can give a Nob a PK and a Big Choppa and choose which one to use according to the enemy, you can give it a PK and a Choppa for an extra S5 attack, you can even go for a Kombi-weapon and a Slugga or double Slugga (but please don&#039;t do this). Just keep in mind that giving a Nob 2 PKs wont give you an extra attack (it will work with Killsaws though). You can no longer take a 2nd weapon if you take a Kombi-rokkit or a Kombi-scorcha.&lt;br /&gt;
***Swapping weapons in the Codex requires swapping out both their Choppa + Slugga, but the Index requires swapping out a Choppa for a Melee weapon and/or Slugga for a Shooty weapon. If you take a shoota or kustom shoota you can&#039;t take an extra choppa or other wargear.&lt;br /&gt;
** &#039;&#039;&#039;Power Stabbas&#039;&#039;&#039;: Give AP-2 for cheap so they can hit like marines with power axes. Makes them Anti-MEQ.&lt;br /&gt;
** &#039;&#039;&#039;Kombi-Skorchas&#039;&#039;&#039;: Full squad of Nobz with Kombi-Skorchas is scary. Put them in a Trukk and then fire from its &#039;&#039;&#039;Open Top&#039;&#039;&#039;. With added Trukk survivability this is even better. Then see your opponent cry when they burn his units to ash. Your only issue is range. Enemies will try to charge them from outside Skorcha range, depriving you of Overwatch, but it is a long charge at 9+ inches so there is a good chance they will fail.&lt;br /&gt;
** &#039;&#039;&#039;Killsaws&#039;&#039;&#039;: Basically same as on meganobz but on faster, cheaper unit that is more fragile.&lt;br /&gt;
*&#039;&#039;&#039;Nobz on Warbikes&#039;&#039;&#039;: T5 and &#039;&#039;3 wounds&#039;&#039;. Also has &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;. Deadly to vehicles or monsters but very squishy. Do not go near any kind of infantry, especially big squads or dedicated CC units. They will just destroy them outright. They suffer from the same problem as Warbikers being overcosted for both survivability or damage output. They can work as anti-vehicle but Meganobz or tankbustas are better.&lt;br /&gt;
** Can use &#039;&#039;&#039;Billowing Exhaust Clouds&#039;&#039;&#039; stratagem to give -1 to Enemy shooting To Hit rolls.&lt;br /&gt;
** Only available models for this unit are the expensive Forge World Ork Nob Warbikes upgrade kit, kitbash the normal warbikers and Nobz kits, each warbiker kit comes with one Nob so if you have a lot you can make a nob biker kit. Alternatively if you don’t mind giant boars, then the Gore Gruntas from Ironjawz makes a good counts-as (this actually works really well if you’re doing a Snakebite army). Basically &amp;quot;konvert all yer shit&amp;quot; is the point here.&lt;br /&gt;
*&#039;&#039;&#039;Nob with WAAAGH! Banner&#039;&#039;&#039;: The banner gives {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} units within 6 inches +1 to hit in the Fight phase, meaning damn near everything in your army will be hitting on 2&#039;s. Absolutely brutal on Slugga Boyz. The Nob is a character, so be sure to keep him bubblewrapped, as his save is pretty lackluster. Also  has &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;.&lt;br /&gt;
**Take one. Always! If you have a free Elites slot somewhere take a second one, as this guy will be the prime target for any enemy sniper.&lt;br /&gt;
**Doesn&#039;t stack (affects {{W40kKeyword|ORK}} units within range of &amp;quot;any WAAAAGH! Banner&amp;quot;), extra banners should be spread across the battlefield.&lt;br /&gt;
** Removes penalty for using Power Klawz.&lt;br /&gt;
** &#039;&#039;&#039;Melee&#039;&#039;&#039;: Banner and an extra choppa attack, or you can take a power klaw. Don&#039;t let him get into melee.&lt;br /&gt;
*&#039;&#039;&#039;[[Painboy]]&#039;&#039;&#039;: {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} {{W40kKeyword|INFANTRY}} or {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} {{W40kKeyword|BIKER}} units within 3&amp;quot; ignore wounds suffered on a 6+ thanks to &#039;&#039;&#039;Dok&#039;s Tools&#039;&#039;&#039;. This save applies to any and all wounds - including mortal ones - not just those that would normally allow a save, such as those caused by perils of the warp. The save is applied to individual damage unlike with armor save or invul. He can attempt to heal a multi-wound model within 1&amp;quot; D3 wounds on a 2+ which is rerollable with the &#039;&#039;&#039;Grot Orderly&#039;&#039;&#039; ability. You want this guy near your big 30+ Boy mobs. In melee he has access to a Power Klaw and &#039;urty Syringe (which always wounds on a 4+ for Infantry and 6+ for Vehicles/Monstrous Creatures).&lt;br /&gt;
** Note: &#039;&#039;&#039;Dok&#039;s Tools&#039;&#039;&#039; auras are explicitly worded so they don&#039;t stack with each other, with cybork bodies, or the Snakebites clan kultur. &lt;br /&gt;
** &#039;&#039;Grot Orderly&#039;&#039;: The Grot Orderly comes for free; his &#039;Urty syringe gives him an additional attack.&lt;br /&gt;
*&#039;&#039;&#039;Painboy on Warbike (Legends)&#039;&#039;&#039;: Same as above, except with 14&amp;quot; Movement, T5 and 5 wounds. Pretty great to use with Bikers or Nob Bikers due to the extra wounds they now have, or for keeping up with Stormboyz or positioning properly to give 6+ to 3 units of Boyz. He&#039;s more expensive than a Warboss on a bike with PK.&lt;br /&gt;
*&#039;&#039;&#039;[[Runtherd]]&#039;&#039;&#039;: He&#039;s got 4 wounds and has 3 attacks. He doesn&#039;t take up a Slot. At 35pts he is equal to ~12 grots, so not that expensive either. To be worthwhile you need at least 3 units of grots around him. Almost mandatory if you are using &#039;&#039;&#039;Grot Shields&#039;&#039;&#039;. Can take various crude implements such as grot prod gives {{W40kKeyword|GRETCHIN}} one of two 3&amp;quot; auras: &lt;br /&gt;
** Ignore failed morale tests in exchange for killing D3 models in the unit(#FeedTheSquig)&lt;br /&gt;
** Reroll 1s to hit in the Fight phase. &lt;br /&gt;
** No longer an elite. You can only bring one if you have at least one unit of {{W40kKeyword|GRETCHIN}} {{W40kKeyword|INFANTRY}}&lt;br /&gt;
*&#039;&#039;&#039;[[Tankbustas]]&#039;&#039;&#039;:  &#039;&#039;&#039;Tank Hunters&#039;&#039;&#039; lets them reroll misses against anything with {{W40kKeyword|VEHICLE}} (also works in melee, but you&#039;ll get most benefit from it while shooting). They are absolute monsters at killing {{W40kKeyword|VEHICLE}}, but unreliable when shooting non-vehicles. There are lots of Space Marine, Imperial Guard, Imperial Knight and Soup players, but your expensive tank hunters will become an expensive objective holder if you&#039;re playing against Tyranids, Tau, or Wraith-centered eldar.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launchas&#039;&#039;&#039; - Default weapon. Great for anti-vehicle, no need to swap out.&lt;br /&gt;
**&#039;&#039;&#039;Tankbusta Bombs&#039;&#039;&#039; - Tankbusta Bombs can only be thrown one at a time unless you use the new Stikkbombs strategem to throw up to 10 and equate to a Rokkit Launcha with D3 shots and D6 damage.&lt;br /&gt;
**&#039;&#039;&#039;Pair of Rokkit Pistols&#039;&#039;&#039;: One every 5 models. Doubles number of attacks for less range and threat. But can be used in melee, if the target doesn&#039;t die or kill them first.&lt;br /&gt;
**&#039;&#039;&#039;Tankhammer&#039;&#039;&#039;: One every 5 models. Exchange rokkit launcha for a suicide attack to cause massive damage, which adds to your morale tests. Since Tankbustas want to stay out of melee, not usually recommended.&lt;br /&gt;
**&#039;&#039;&#039;Bomb Squigs&#039;&#039;&#039;: You can get two Bomb Squigs for every five Boyz. Effectively a single-shot Rokkit that inflicts D6 damage, shorter range, and can&#039;t hit units with {{W40kKeyword|FLY}}. 10 points each. Has BS2+ and rerolls 1s thanks to &#039;&#039;&#039;Tank Hunters&#039;&#039;&#039;. Annoyingly their suicide bomb is Assault and not Pistol, so you&#039;ll have to use them before you charge or they&#039;ll only get a single S3 AP0 melee attack (which hits on a 2+ with a reroll). Their deaths don&#039;t count for morale, unlike Tankhammer wielding Boyz, but do count for transport capacity. If you take one less Bomb Squig you can take a Battlewagon or you can take a full squad and deep strike them with the Tellyporta or Weirdboy&#039;z Da Jump.&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
*&#039;&#039;&#039;[[Mad Dok Grotsnik]]&#039;&#039;&#039;: Clan {{W40kKeyword|DEATHSKULLS}}. Only special character in Orks who isn&#039;t an HQ. He&#039;s a Painboy with T5, a 4+ save and personal 5+ FNP. &#039;&#039;&#039;One Scalpel Short of a Medpack&#039;&#039;&#039; means he&#039;ll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can&#039;t bring a Grot Orderly with him or take a bike. Points-wise he&#039;s a little more expensive than a basic Painboy but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don&#039;t want your Boyz having their 6+ FNP picked off quite as easily.&lt;br /&gt;
** Can heal any ork, not just clan only.&lt;br /&gt;
** His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him.&lt;br /&gt;
*&#039;&#039;&#039;[[Gorkamorka#Special_Characters|Da Red Gobbo]] (Legends)&#039;&#039;&#039;: He may still be a Grot, but the leader of Da Revolushun can still take more of a beating than most Gretchin and can share his Ld score with any Grots that are nearby him. His Icon of Da Revolushun isn&#039;t strong but can still fish for mortal wounds and his kustom grot blasta has just enough power in it to harass two-wound units. His most flavorful trick (befitting his Christmas-themed getup) is &amp;quot;Has yoo been a good little Grot this year?&amp;quot;: pick a unit of Gretchin (Kans and mek Gunz included) within 3&amp;quot; after the movement phase, and on a 2+ they gain stikkbombs for the rest of the battle. Granted, on a 1 they take a mortal wound instead, but let&#039;s be honest, that&#039;s not a big loss. I&#039;m just gonna leave this here, but he also benefits from the grot lash runtherdz carry, and surprisingly, with a 4+ WS (the coat must have some reality-bending drugs in it), he has an even better chance of decking the halls of everyone bigger than him.&lt;br /&gt;
**Also also, a 30-grot unit is already hitting on 3+ and with Dakka Dakka Dakka, that&#039;s a lot of shots going through, and since they&#039;ll be more often than not close enough to throw grenades, you may as well give them some stikkbombs. If they&#039;ve been good, that is.&lt;br /&gt;
** Bear in mind unit can throw only one stikkabomb so it is not like this is massive. At best 5 extra shots.&lt;br /&gt;
** Since he is LD 6 improvement of ld is not like supermassive but it helps.&lt;br /&gt;
** He is slightly less useful as grot support than runthered for the same points. However, he additionally fills elites slot for cheap.&lt;br /&gt;
** Sadly he was immediately assigned to Legends. So in some setups like tournaments and stuff he will be probably disallowed. Thanks GW.&lt;br /&gt;
&lt;br /&gt;
=== Fast Attack ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Boomdakka Snazzwagon]]&#039;&#039;&#039;: The only not-Flyer unit in the codex with a built-in -1 To Hit. Makes a good kamikaze since it explodes on 4+ for 6&amp;quot; d3 Mortal Wounds.&lt;br /&gt;
** Don’t forget that the Snazzwagon can fire &#039;&#039;&#039;ALL&#039;&#039;&#039; of its weapons. Even though it’s at 5+ to hit (except for the Big Shoota and the Grot Blasta, which hit on 4+), the sheer amount of DAKKA will eat GEQ for breakfast.&lt;br /&gt;
*&#039;&#039;&#039;[[Deffkoptas]]&#039;&#039;&#039;: Have alternate deployment, and interestingly enough are {{W40kKeyword|VEHICLES}} and {{W40kKeyword|SPEED FREEKS}}. They are the fastest Ork units with M14&amp;quot; and automatic Advance of 6&amp;quot; rather than rolling for it. Imagine Evil Sunz riding over the whole battlefield. Great for grabbing objectives, but honestly isn&#039;t great at any combat.&lt;br /&gt;
**&#039;&#039;&#039;Kopta Rokkits&#039;&#039;&#039;: BS 5+. No way. Koptas with these aren&#039;t as reliable as other Ork anti-vehicle weapons/units. But way too expensive to be actually fielded that way.&lt;br /&gt;
**&#039;&#039;&#039;Twin Big Shoota&#039;&#039;&#039;: Cheaper option, but not reliable as other Ork anti-infantry weapons/units. This is cheap option that enables deffkoptas to be extremely fast objective grabbers and little more,&lt;br /&gt;
**&#039;&#039;&#039;Spinnin&#039; Blades&#039;&#039;&#039;: Descent anti-infantry in melee, only 2D3 attacks per model so not as reliable as other Ork anti-infantry weapons/units.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Blasta (Legends)&#039;&#039;&#039;: Its main advantage is low cost compared to Rokkits. Koptas multiple wounds allow it to survive the Gets Hot disadvantage better than other models.&lt;br /&gt;
**&#039;&#039;&#039;&#039;Bigbomm (Legends)&#039;&#039;&#039;: Each Kopta can buy one of these for no points (which is probably why the Kopta itself costs so much) *AS OF LEGENDS, these now cost 6 points each*, so you probably should do that. Once per game it can be dropped after moving over the target in the Movement Phase, delivering up to 5 mortal wounds to the unit (one dice per model in it, capped at 5) on a 5+.&lt;br /&gt;
**&#039;&#039;&#039;&#039;Killsaw (Legends)&#039;&#039;&#039;: Anti-vehicle weapon that isn&#039;t as useful with Koptas since its better on units with higher Strength such as Nobs/Meganobz.&lt;br /&gt;
**&#039;This unit can keep up with the Wazbom&#039;s KFF. In the event that your enemy denies you the deepstrike, running the Blastajet alongside your koptas means they actually have a chance to do some damage.&lt;br /&gt;
**&#039;If you want to field these but can&#039;t find decent models, it&#039;s not too difficult to convert them from Warbikers: just take out the wheels and add some propellers and gubbins. And it&#039;s not like you were going to use Warbikers anyway...&lt;br /&gt;
***If you need to fill in Fast Attack slots this is one of the cheapest options at 39 or 40 points, with a lot of speed an maneuverability for last turn objective grabbing.&lt;br /&gt;
*&#039;&#039;&#039;[[Kustom Boosta-Blasta]]&#039;&#039;&#039;: Torch anyone within 8&amp;quot; or foolish enough to charge at that range with x4 Burnaz. Also brings to bear a 36&amp;quot; 6-shot Autocannon. Deals d3 Mortal Wounds to a charged enemy unit on a roll of 4+ (only use for close combat if you are doing so to primarily shut off that units shooting, then hopefully you do a couple of wounds in addition).&lt;br /&gt;
*&#039;&#039;&#039;[[Megatrakk Scrapjet]]&#039;&#039;&#039;: One of the most orky vehicles of all time - a salvaged jet fuselage with tank treads bolted on. The pilot retains his bomber jacket and flight goggles. Slower but tougher than its brothers, a decent anti-vehicle skirmisher due to 2d3 Rokkit shots, plus a single wing Rokkit per turn with a +1 to hit against vehicles but a -1 against non-vehicles. In addition, it can do some work against troops as well, due to firing 12 Big Shoota shots at BS4+. In melee it has WS4+ with 4 attacks with its Nose Drill which gives S+2 to essentially make this thing a drive-able Powerfist (again, very orky) at S8 AP-2 Dd3. But it prefers range over melee.  It’s rules do seem pretty ridiculous to be honest.  Compare it’s Dakka n Krump to a Deff Dread..  Instead of spending CP to make a mob of fast dreads with Orkymatic pistons, it’s fast as standard and you can spend a cp to have them pile in and fight and consolidate again.  Ouch.  &lt;br /&gt;
** Point for point is probably the best of the new buggies.&lt;br /&gt;
*** Deff Skwadron boyz on the table is a happy happy sight indeed :).&lt;br /&gt;
*&#039;&#039;&#039;[[Rukkatrukk Squigbuggy]]&#039;&#039;&#039;: The Heavy Squig Launcha and Squig Launcha combine to make this one of the most versatile weapons platforms in the codex. Able to dump out a notable amount of Poison 4+ shots with Bile Squigs to force loads of saves on infantry OR take on medium vehicles with the Boom Squigs. The Bitey Squigs are likely to disappoint considering the very limited number of shots as compared to the Bile and Boom variants. Its flexibility is undermined by its ineffectiveness: each of the other vehicles can generally outperform what the Squigbuggy does against most targets. To make matters worse, it is expensive compared to other units that do similar.&lt;br /&gt;
*&#039;&#039;&#039;[[Shokkjump Dragsta]]&#039;&#039;&#039;: M14&amp;quot; makes this one of the quickest ork units. It also has one of the only weapons in the entire codex with BS3+ which also happens to be a 24&amp;quot; plasma cannon. The other awesome ability is if its Advance roll is 4+ it teleports and can set up anywhere over 9&amp;quot; from an enemy model; on an additional 4+ the model receives a Mortal wound. &lt;br /&gt;
** The Temperamental Shokk Drive stratagem from Saga of the Beast lets you automatically teleport a dragsta at the end of your shooting phase, making this one of the better hit and run units in the game (if you&#039;ve got the command points to burn). &lt;br /&gt;
** It has decent anti-armor capabilities due to its weapon. It hits on 3+ (4+ when it advances). Additionally, every 6 on to wound rolls causes extra mortal wounds on the target.&lt;br /&gt;
** This vehicle is probably best utilized with Deathskulls kultur as a re-roll to hit, to wound and for damage can be massive on those two shots. Potentially even better than the Bad Moons Clan Kultur.&lt;br /&gt;
** Evil Sunz Clan Kultur adds +1 to the advance roll, meaning you get to Back to the Future on a 3+. The main gun is assault, so an Evil Sunz Dragsta can teleport and still hit on 3+.&lt;br /&gt;
*&#039;&#039;&#039;[[Stormboyz]]&#039;&#039;&#039;: Slugga Boyz that fly 12&amp;quot;. They can deep strike 9&amp;quot; from enemy units. They can no longer advance and charge on their own, their full throttle rule instead giving them a flat advance of 6 with each model rolling a d6; results of 1 means a dead lad as his rickety jump pack explodes (or implodes). And these losses count for morale.&lt;br /&gt;
** Take Legends biker Warboss or Zhadznark to give them advance and charge for a guaranteed 20&amp;quot; move and charge.&lt;br /&gt;
*&#039;&#039;&#039;[[Warbikers]]&#039;&#039;&#039;: Got slightly cheaper in the codex, but not to the point of being actually useful. Still overpriced and unable to perform well in either melee or shooting, although in the latter case dakka dakka dakka and the Evil Sunz kultur help somewhat.&lt;br /&gt;
** Best taken in MSU for objective grabbing and harassing.&lt;br /&gt;
*&#039;&#039;&#039;Skorchas (Legends)&#039;&#039;&#039;: Wartrakks that trade their &#039;&#039;&#039;Twin Big Shootas&#039;&#039;&#039; for a (surprise surprise) &#039;&#039;&#039;Skorcha&#039;&#039;&#039;. Their points costs and abilities are identical to Wartrakks (other than the gun, of course). Skorchas are awesome - and the Wartrakk&#039;s high Movement enables them to position well for a barbecue. You can freely Advance close to the enemy, flame them, and then do it again if they try to charge you. They are fragile and being charged from more than 8&amp;quot; denies their overwatch.&lt;br /&gt;
*&#039;&#039;&#039;[[Warbuggies]] (Legends)&#039;&#039;&#039;: T5 and 5 wounds with 4+ armor. More like a cavalry unit with WS3+ and 4 melee attacks. Take the &#039;&#039;&#039;Twin Big Shoota&#039;&#039;&#039; to kill infantry and the &#039;&#039;&#039;Rack of Rokkits&#039;&#039;&#039; if you wish to threaten vehicles. The buggies can also arrive as reinforcements from a board edge thanks to &#039;&#039;&#039;Outriders&#039;&#039;&#039;, and dive straight into the enemy&#039;s back line.&lt;br /&gt;
*&#039;&#039;&#039;[[Wartrakks]] (Legends)&#039;&#039;&#039;: Warbuggies that trade 2&amp;quot; Movement for one more Wound, at a cost of 5 extra points.&lt;br /&gt;
*&#039;&#039;&#039;[[Grot MegaTank]] (Forge World)&#039;&#039;&#039;:  With a wide variety of weapon and better stats than the normal Grot Tank, it&#039;s tougher and doesn&#039;t have to deal with morale, but its randomness is its downfall. Every Shooting phase, you need to roll a d6 - on a 1, you can&#039;t shoot at all, and on a 6 you gain +1 to hit but all your guns can only target one unit. You can reroll with a CP, but it is still a risk. On the other hand grot revolt in itself is fluffy rule. Its biggest drawback is random movement.&lt;br /&gt;
**&#039;&#039;&#039;Important:&#039;&#039;&#039; Make sure to roll your movement before you declare your advancing. This is very useful because the guns are generally so close range that a bad movement roll will leave you unable to shoot anyway.&lt;br /&gt;
** Mek Gunz are a more reliable alternative.&lt;br /&gt;
** It can take a Wreckin&#039; Ball in CC that hits on a 5+.&lt;br /&gt;
** Can choose to load up 7 Rokkits per turn at BS4.  Better at shooting TEQ units than Tankbustas.&lt;br /&gt;
**Grot Tanks and the larger Grot Mega Tanks are some of the coolest models produced by Forge World (though you should save your precious teef and make them yourself out of hot wheels cars!) If you disagree, I sincerely recommend you consume a primed stikkbomb.&lt;br /&gt;
***Just like the smaller Grot Tanks below, you can [[Counts_As|substitute]] Mega Tanks with Trakbikes, using [[Baneblade]] track units instead of those of Chimeras. With two Mega Trakbikes and a bunker-thingy for £85, that&#039;s almost two Mega Tanks for the price of one (£79).&lt;br /&gt;
*&#039;&#039;&#039;[[Grot Tanks]] (Forge World)&#039;&#039;&#039;: A weird unit - their Movement stat is a 2D6 that changes every turn, which can hurt their short-ranged weaponry. An invulnerable save of 6+ isn&#039;t great. The Grotzooka is the only weapon that&#039;s different from other vehicle guns - with Heavy 2D3 and +1S over a Big Shoota. It&#039;s a better anti-infantry choice than a Big Shoota, but is 18&amp;quot; range. Note that they can only be taken if the detachment also has a Big Mek.&lt;br /&gt;
** Averaging 7&amp;quot; movement on a vehicle is too unreliable for getting into position.&lt;br /&gt;
** If you want Grotzookas in your army (They aren&#039;t great compared to other options), take Grot Tanks over Kanz. Grot tanks are cheaper, have a 6+ invul, and are on average faster(But swingy). Now for the cons - they can&#039;t melee like Kanz, they have wonky movement (but you can re-roll if you REALLY need to), and they suffer from morale (which Kanz also do). If you want a cheap weapon&#039;s platform with crap range use this, but if you want a better variant that&#039;s more reliable without being required to have a Big Mek try a Grot Mega Tank.&lt;br /&gt;
***If you want Grot Tanks in your army, but think [[Forgeworld]] prices&#039;re too high, you can substitute them for Grot Trakbikes. Shown off in [[White Dwarf]] 452 as a [[Games Workshop]] employee&#039;s custom-job, each Trakbike&#039;s basically just one [[Chimera Transport|Chimera]] track unit, with a Gretchin driving it from a sidecar with a pintle-mounted gun. You can make two Trakbikes from a single Chimera, giving you four scratch-built Grot Tanks for only £60, instead of four purpose-built ones for £74, and the two spare Chimera hulls can be used as well once you patch up the holes in the walls, maybe as bunkers or something.&lt;br /&gt;
***If you want Grot Tanks in your army, but don&#039;t think Forgeworld prices&#039;re high enough, you can substitute them for Rebel Grot Cuttas and Big Luggas from [[Gorkamorka]], available occasionally on Ebay whenever a particularly [[Neckbeard|beardy]] individual has a clear-out. Not needing them to carry loads of Gretchin, they&#039;ve plenty of space for the big guns, and them being sail or pedal-powered still fits in with their random movement.&lt;br /&gt;
*&#039;&#039;&#039;[[Grot Bomm Launcha]] (Forge World, Open and Narrative Play only)&#039;&#039;&#039;: A Wartrakk equipped with nothing but a single use 72&amp;quot; Heavy 2D6 S8 Ap-3 DD3 Grot Bomb. You don&#039;t need line of sight and you get to reroll failed hits from the bomb. Has the potential to nuke your enemy&#039;s armour from across the board turn 1, but becomes almost completely useless afterwards.&lt;br /&gt;
**If you actually want to make a couple of these (for whatever reason - no judging), just use some blitza-bombs and extra fins from the Ork Flyer kit and stick them onto some Wartrakks. Grots are also relatively cheap and easy to get - we&#039;ll let you figure out what to do from here.&lt;br /&gt;
**Some rumored to have been converted from old 2oz liquor bottles (the kind drunks sneak on airplanes) The unit was named liquid courage! That is simply beyond [[The_Wonderful_Misadventures_of:_Inquisitor_Fob_and_the_Classy_Marines|class]].&lt;br /&gt;
&lt;br /&gt;
=== Heavy Support ===&lt;br /&gt;
*&#039;&#039;&#039;[[Battlewagon]]&#039;&#039;&#039;: Lacks &#039;&#039;&#039;Ere we Go!&#039;&#039;&#039; and &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;. Good for transporting 20 Boyz (or 10 Meganobz) and then running enemies over. It&#039;s best taken with either a Deff Rolla or bare bones. They are a &amp;quot;hard as nails transport&amp;quot;, however at ~140-200 points, you are paying a lot for just a heavy transport. On a good note, The Deffrolla hits on 2s. Its rules let it shoot all its weapons at &amp;quot;normal&amp;quot; BS of 5+ but this does not transfer to its occupants.(see FAQ) Every weapon on the &#039;Wagon is an optional extra:&lt;br /&gt;
**&#039;&#039;&#039;&#039;Ard Case&#039;&#039;&#039;: It&#039;ll be more durable(+1 T), but your passengers can&#039;t shoot. More of a sidegrade.&lt;br /&gt;
**Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option leaving the other two as dead weight. Choppy Battlewagon should be used to ferry models, and turn into a dead killy moving obstacle afterwards.&lt;br /&gt;
***&#039;&#039;&#039;Deff Rolla&#039;&#039;&#039;: It&#039;s AP-2, and any attacks with it are at +3 to hit. 19 points isn&#039;t the cheapest, but compared to the cost of the &#039;Wagon it&#039;s not expensive either.&lt;br /&gt;
***&#039;&#039;&#039;Grabbin&#039; Klaw&#039;&#039;&#039;: You can only make one of your attacks with this each Fight, it&#039;s using your base WS of 5+, and it&#039;s only marginally better than the roller in damage terms. It is only 5 points though.&lt;br /&gt;
***&#039;&#039;&#039;Wreckin&#039; Ball&#039;&#039;&#039;: The cheapest melee weapon at only 3 points. You&#039;re limited to only making three of your attacks with it though, and since your WS is 5+ you aren&#039;t that likely to hit anything.&lt;br /&gt;
**Big Gunz: You get space for either a Killkannon, Kannon or Zzap Gun, plus a Lobba if you want it. They&#039;re all Heavy and BS 5+. &#039;&#039;&#039;Mobile Fortress&#039;&#039;&#039; lets you ignore the -1 to hit for firing while moving normally. But Ork shooting means they are almost always not worth the points.&lt;br /&gt;
***&#039;&#039;&#039;Killkannon&#039;&#039;&#039;: A hybrid of both Kannon shell types. It also drops your transport capacity from 20 to 12. Don&#039;t waste the points.&lt;br /&gt;
***&#039;&#039;&#039;Kannon&#039;&#039;&#039;: No AP on the Frag shells is comparable to 1-6 Boys shooting Sluggas. A single shot anti-tank/MEQ weapon will only hit one every three turns. Don&#039;t waste the points.&lt;br /&gt;
***&#039;&#039;&#039;Lobba&#039;&#039;&#039;: Long range indirect fire. Can hit models out of line of sight. Almost worth it.&lt;br /&gt;
***&#039;&#039;&#039;Zzap Gun&#039;&#039;&#039;: Random strength is unreliable.  Don&#039;t waste the points.&lt;br /&gt;
**More Dakka: You can buy up to four of each of these, and they&#039;re Assault so you can shoot them at your full 5+ to hit (or 6+ if you&#039;re Advancing). However, none of these weapons are useful at BS 5+.&lt;br /&gt;
***&#039;&#039;&#039;Big Shoota&#039;&#039;&#039;: Cheap dakka. On average you are gonna hit 1 time with each big shoota. &lt;br /&gt;
***&#039;&#039;&#039;Rokkit Launcha (Index only)&#039;&#039;&#039;: Some anti-vehicle punch. A bit pricey if you want all four of them. On average you are gonna hit with 1 of them. Don&#039;t waste the points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gunwagon]]&#039;&#039;&#039;: Battlewagon variant 1. Comes with &#039;Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default, but in exchange if it doesn&#039;t move or moves no more than half of its movement value the Big Gun can shoot twice in a turn. Base cost of 140. Turns a Battlewagon into a dedicated gun platform, there are other units that fill this role better.&lt;br /&gt;
**&#039;&#039;&#039;[[Gutrippa]]&#039;&#039;&#039;: Without access to the Deff Rolla, the Grabbin&#039; Klaw and Wreckin&#039; Ball become more viable as options to give a little extra close combat ability, and at the very least it&#039;ll look [[Epic|epic]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Bonebreaka]]&#039;&#039;&#039;: Battlewagon variant 2. Takes &#039;Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Not worth the 20 points for the d6 attacks on the charge compared to an identically pointed out Battlewagon.&lt;br /&gt;
** &#039;&#039;&#039;Dedicated Melee:&#039;&#039;&#039; This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. Take this in Goff form for maximum pain train or make it Evil Sunz clan to close the distance a lot quicker. However, this can also be a big fire magnet because of what it can do if it gets a charge off. If you take this, expect suicide charges by throw away units and for it to get bogged down in mooks. For getting the best out of this big box of doom, take a Deffkilla Wartrike and keep him next to the Bonebreaka so it can advance and then charge into whatever poor unit it&#039;s in front of. But, again, expect this thing to get shot off the table if your opponent knows what&#039;s good for him. Keep this thing cheap so you can use your points on other things.&lt;br /&gt;
**&#039;&#039;&#039;Not worth being Dedicated Melee:&#039;&#039;&#039; Don&#039;t bother using this, 6 extra attacks sounds awesome, until you roll a 1 and then the Wagon dies. You don&#039;t take Wagons to cause damage, you take them to transport units, and so, you will always be better off with the cheapest, capacity 20 variant.&lt;br /&gt;
**’”Totally worth being Dedicated Melee:”’ randomness is at the heart of warhammer and the heart of playing Orks. That said, the average 3.5 extra attacks hitting and wounding TEQs and MEQs on twos is worth it if you get one or two extra kills. Further, it takes a standard transport choice and makes them a hilariously strong COMBAT unit and actually gives Orks some more versatility. 10/10.  Roll blood axe to always get the extra +D6 attacks charge off in subsequent combat rounds.  Kustom Job a Red Roller Blood Axe Bone Breaka and prepare troll face.  &lt;br /&gt;
**&#039;&#039;&#039;[[Bonecruncha]]&#039;&#039;&#039;: Big Shootas synergise better with its anti-infantry role than any of the main guns, so deck it out with four and cruise around like an [[Orky]] [[Leman_Russ_Punisher|Punisher]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battlewagon with Supa-Kannon (Forge World)&#039;&#039;&#039;: They could&#039;ve been cool and called it the [[Braincrusha]], but they didn&#039;t. Transport capacity is now reduced to 6, but now you have a big gun that&#039;s dead killy. 60&amp;quot; Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) - dead killy. It&#039;s kinda a better Ork Vindicator. This thing was made to bring down anything big. Remember your BS 5+ and the Battlewagon is not meant to sit around and shoot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Gunz (Legends)&#039;&#039;&#039;: Benefit from Grots&#039; 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they&#039;ve only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy two Grot gunners (2 points each) and the type of gun (15 or 18 points) for each model. This works out to 27 (Kannons) or 30 (Lobba/Zzap Gun) points each.&lt;br /&gt;
**&#039;&#039;&#039;Kannon&#039;&#039;&#039;: Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It&#039;s one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit.&lt;br /&gt;
*** A single missile launcher heavy weapons team is 26 points, Kannon team is 27 points. Orks lack 12&#039; of range and access to orders (which are both important) but we have a much tougher platform. &lt;br /&gt;
**&#039;&#039;&#039;Lobba&#039;&#039;&#039;: D6 S5 hits that ignore line of sight and an impressive 48&amp;quot; range, but doesn&#039;t have AP. The appeal of these doesn&#039;t come from their potency on the battlefield, it comes from their dirt cheap utility. Taking 3 of these Gunz with their Grot crew and an HQ choice will give you a CP for dirt cheap. Now you have a 48&amp;quot; range poking stick, &#039;&#039;plus&#039;&#039; a rear-line screen against Deep Strikers or Infiltrators.  They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment.&lt;br /&gt;
**&#039;&#039;&#039;Zzap Gun&#039;&#039;&#039;: Its gun is random 2d6 Strength. If you roll 11+, you don&#039;t roll to wound, this model takes 1 mortal wound and inflict 3 mortal wounds to the target. The gun platform has to take the mortal wound, but you can keep a Mek nearby to fix up the damage.&lt;br /&gt;
**Take a look into Mek Guns to see some Mathammer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Deff Dred]]s&#039;&#039;&#039;: Start organised as a 3-model unit, but split into individual units during deployment (as per &#039;&#039;&#039;Dread Mob&#039;&#039;&#039;). They are prime example of [[DISTRACTION CARNIFEX|DISTRACTION CARNIFEXES]] for Orks. Keep them away from large groups of basic troops as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two &#039;&#039;&#039;Dread Klaws&#039;&#039;&#039; and two &#039;&#039;&#039;Big Shootas&#039;&#039;&#039; as standard, and can replace any of them with these:&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Blasta&#039;&#039;&#039;: 9 extra points per gun for S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s (which is easily remedied with Bad Moons Clan Kultur benefit).&lt;br /&gt;
***If you&#039;re playing Death Skullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating and costing less than the rokkit launcha while doing more damage.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: 12 extra points per gun, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta&#039;s D6 and no wounding yourself on 1s, but one less AP.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha&#039;&#039;&#039;: Some close-range firepower for a close-combat Dread that wants auto hits. Pricey at 17pts, but S5 and AP -1 is a great deal. Frankly with BS5+, this is the best option as it both works as a Charge deterrent and can bbq some enemies on his way into CC.&lt;br /&gt;
**&#039;&#039;&#039;More Dread Klaws (Index only)&#039;&#039;&#039;: These only cost 15 points each if you&#039;re buying extras. Effectively you&#039;re paying 15pts to give up a gun and gain +1A. Great for a focus on Close Combat.&lt;br /&gt;
**&#039;&#039;&#039;Dread Saw&#039;&#039;&#039;: It&#039;s the 5 points cheaper alternate to the Dread Klaw (Strength +4 AP -2 2 Damage).&lt;br /&gt;
**Most optimised build seems to be 3 Klaws and a Skorcha on the attack, or 2 Klaws and 2 Skorchas for a more defensive build. This completely ignores BS 5+ and gives him decent firepower while still retaining enough attacks to tear through a lot of wounds on multiwound models. As you want it in CC ASAP due to ton of AP fire going its way it is minimally better to take 3 CC weapons and one Skorcha.&lt;br /&gt;
***With usage of Tellyporta stratagem they are decent anti-armor with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY can go alongside them and wreck face!!!... Though you are probably better off with 10 Meganobz anyway.&lt;br /&gt;
*&#039;&#039;&#039;[[Flash Gitz]]&#039;&#039;&#039;: &#039;&#039;Dakka Nobz&#039;&#039;. They&#039;re always {{W40kKeyword|Freebootas}}, and like Imperial Tempestus they won&#039;t block or use your Kultur, but can only benefit from their own in Freeboota-only detachments. Actual usable BS4+ (though Heavy means BS5+ if they move, which they will with that 24&amp;quot; range). Snazzguns got killier, can now threaten even light vehicles, though their real target is infantry. [[Primaris Space Marines|Especially the 2W ones]]. &#039;&#039;&#039;Gun-crazy Showoffs&#039;&#039;&#039; allows them to shoot twice - unreliable and restrictions apply, but it&#039;s there.&lt;br /&gt;
**Always get the Targetting Squig, it&#039;s free. Also take Ammo Runts whenever you can afford them - the reroll is nice, but tanking a lascannon aimed at your Gitz with a grot is both hilarious and useful. They can fill those extra 2 spaces in Trukks and Battlewagons.&lt;br /&gt;
**These guys won&#039;t have a Kulture more often than not...but your plethora of Open-topped transports get theirs. Flash Gitz in a Blood Axe transport may not fall back and still shoot, but they&#039;re inside a transport with the benefit of cover you still have to destroy to get them.&lt;br /&gt;
**These guys are Nobz. As such, they can break faces in a combat...but you can&#039;t shoot Snazzguns in melee, and their accuracy suffers on their way there. Conversely, if you don&#039;t close in, you&#039;re paying for 3A you&#039;re not using.&lt;br /&gt;
*&#039;&#039;&#039;[[Gorkanaut]]&#039;&#039;&#039;: The halfway house between a Deff Dread and a Stompa. More dakka edition with its Deffstorm Mega-Shoota which has a ridiculous rate of fire of 18 shots and benefits from &#039;&#039;&#039;DAKKA! DAKKA! DAKKA!&#039;&#039;&#039; Special Rule, it also comes with 2 Twin Big Shootas, a couple of Rokkit-Launchas and a Skorcha if you felt it didn&#039;t have enough guns. This giant metal abomination can throw down 6 S16 AP-4 Dd6 attacks or 18 S8 AP-2 D2 attacks per turn at WS3+. Be mindful that its melee ability degrades though. It also has a transport capacity of 6 for some Tellyporta fun.&lt;br /&gt;
*&#039;&#039;&#039;[[Killa Kan]]s&#039;&#039;&#039;: Lacks &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; and &#039;&#039;&#039;Clan Kultur&#039;&#039;&#039;. Unlike Deff Dreads, these little guys don&#039;t split up on deployment so Leadership 6 and lack of &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; can see things go very wrong very fast, especially as casualties that &#039;&#039;&#039;Explode&#039;&#039;&#039; will always wound their squad mates. Your only Leadership options&#039;re things like a Warboss&#039; &#039;&#039;&#039;Breakin&#039; Heads&#039;&#039;&#039; (which the Kans can at least absorb the wounds from without losing a model) or a Hail-Mary 6+ from Nobz&#039; &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;. Having units of 1 Kan means you don&#039;t have to worry about morale. Grab a Big Mek with a KFF to fill the HQ slot for an invul. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S5 melee attacks (+ weapon benefits) per Kan. They also get +1A if there&#039;s more than two in a unit, thanks to &#039;&#039;&#039;Scrag &#039;Em&#039;&#039;&#039;. The lack of &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039; means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a &#039;&#039;&#039;Kan Klaw&#039;&#039;&#039;, and a &#039;&#039;&#039;Big Shoota&#039;&#039;&#039; which it can replace with one of the following:&lt;br /&gt;
**&#039;&#039;&#039;Grotzooka&#039;&#039;&#039;: Decent for mowing down infantry at range with 2D3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents. Also one of the few heavy weapons orks have, which combined with their short range (18&amp;quot;) makes them pretty lackluster all things considered.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Blasta (Index only)&#039;&#039;&#039;: As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for D6 rather than 3 flat Damage, but you wound yourself on 1s.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta&#039;s D6 and no wounding yourself on 1s, but one less AP.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha&#039;&#039;&#039;: Your BS4+ isn&#039;t terrible, so not an auto take compared to other Orks units, but if you&#039;re going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, but very expensive (they&#039;re 17pts compared to the 5pts Big Shoota).&lt;br /&gt;
** As of the Codex, the Kan Klaw (S+3 AP-3 D3) can be replaced with a Buzzsaw (a Klaw with slightly worse stats, but also giving +1 attack) or a Drill (Strength +1 AP -4 2 Damage, deals a mortal wound on an unmodified wound roll of 6).&lt;br /&gt;
** After some games I love those nasty rascals, multiple wounds and some toughness makes them somewhat durable. And people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you&#039;re lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage.&lt;br /&gt;
** They are pretty cheap at 35 points with a Big Shoota, they hit on 5s in melee, but can get to 5 attacks each, which isn&#039;t bad considering they are T5 W5 Sv3+.&lt;br /&gt;
*&#039;&#039;&#039;[[Lootas]]&#039;&#039;&#039;: Lootas have always been polarizing, either players love them or hate them. Their Deffguns&#039;re 1d3 Shots which can be re-rolled for a CP. They&#039;re the best long range shooting the Orks have at 48&amp;quot;. Tankbustas and Flashgitz&#039;re better in small squads, but Lootas&#039;re better in max squads of 15. Let them sit on a backfield objective and they&#039;ll be ripping through elite infantry, vehicles, and even terminators. Never use them on 1 wound infantry, because Damage 2 is better at stuff like Primaris or Terminators.&lt;br /&gt;
**Flash Gitz or Tankbustas&#039;re arguably more reliable. &#039;Mob Up&#039; and &#039;Bad Moons&#039; &#039;Showing Off&#039; stratagems both depend on rolling 3 shots. &lt;br /&gt;
**If they use &#039;Loot It&#039; on a 4+ the CP is refunded, but it&#039;s a red herring for fluff reasons. Lootas could be nearby a Morkanaut giving out a KFF or a trukk turn 1 that gets blown up early ,which could give them that +1 to saves... Don&#039;t rely on that though.&lt;br /&gt;
*&#039;&#039;&#039;[[Mek Gunz]]&#039;&#039;&#039;: They benefit from Grots&#039; 4+ ballistics skill but not from Clan Kultur rules, which is a shame. With beast arises book there is an exceptionn in form of grot specialist mob. This beauty gives them 6++ and reroll rolls of 1 to hit. The chassis and the crew are 15 points and operate as single 6W models. Totals are 45 and 33 for the lowly Traktor Kannon and Smasha Gun, all the way up to 60 and 45 points for the much shootier Kustom Mega-Kannon and much more random Bubblechukka. The model is expensive monetary for what it is, so kitbash or make your own models.&lt;br /&gt;
**&#039;&#039;&#039;Bubblechukka&#039;&#039;&#039;: Punishingly expensive and random as hell. You can always hope for that one 4d6 roll that gives you Heavy 6 S6 AP-6 and 6 Damage (Don&#039;t forget to slap some blue paint on it for luck). The roll to determine the stats of the weapon only occurs after a target has been picked so it&#039;s very tricky to ever get this right! &#039;&#039;&#039;Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon&#039;&#039;&#039;&lt;br /&gt;
*** Let&#039;s do the math. Average results are, of course, 3, 3, 3, 3. That means, you&#039;re getting 3 shots, at 4+ BS, with Strength 3. That means 1.5 go through...And on a T3 target, 4+ to wound, 5+ on a T6. That means at BEST you get 0.75, if not 0.5 wounds. The fact that you can get AP-3 and D3 is irrelevant then. You have a 1/(36^2) chance of getting that All 6s. Stay away.  &lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Kannon&#039;&#039;&#039;: It&#039;s the most expensive option, but fantastically lethal. If you&#039;re taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Beside price their main disadvantage is relatively short range of 36”.&lt;br /&gt;
*** Grot specialised mob makes overheat result much less propable making this even better.&lt;br /&gt;
**&#039;&#039;&#039;Smasha Gun&#039;&#039;&#039;: D3 shots with Above-average odds of wounding anything T7 or below (and not a bad shot at wounding T8), AP-4 and D6 Damage. It also has Range 48&amp;quot;, which is a major advantage over the KMK&#039;s 36&amp;quot;. Given its very low point cost it&#039;s the best gun point-for-point in the whole army (and maybe 40k). It&#039;s great in nearly every situation, unless the the target is T8 and uses an Invulnerable Save (so Knights), or can fly, in which case the KMK and Traktor Kannon are better than the Smasha Gun. One thing to note as well is that these things do not wound in a normal way where you roll one dice and compare it to the toughness of a unit. This makes it work surprisingly well against elite infantry like Centurions or Aggressors. If the opponent uses the super annoying Transhuman Physiology Strat, all of your Smasha guns laugh as they wound these models on 2d6 adding them together hoping for 5s which is easier than hoping for 7s or 8s on vehicles while ignoring any rules that involve affecting the strength of your weapon or the ability to wound them. &lt;br /&gt;
**&#039;&#039;&#039;Traktor Kannon&#039;&#039;&#039;: This is an auto hitting Orky Krak Missile of a beast. Single shot, auto hit, S8, AP-2, Damage d6. But against Keyword Vehicle &#039;&#039;&#039;AND&#039;&#039;&#039; Fly, roll 2d6 for damage and choose, and, if reduced to 0 Wounds, then auto Crash and Burn. This one is pretty sweet against fragile things that are notoriously hard to hit, like Darkshroud Land Speeders, or Alaitoc Eldar Flyers.  Generally if facing Tau or eldar of any kind traktor kannons are preferable. Otherwhise go for more smash a guns.&lt;br /&gt;
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*&#039;&#039;&#039;[[Morkanaut]]&#039;&#039;&#039;: Halfway between a Deff Dread and Stompa. Can take a Kustom Force Field. Its ranged Plasma weapons put it at greater risk than its Gorkanaut counterpart though 3d3 S8 AP-3 Dd6 shots is not bad at all; it also comes with 2 Twin Big Shootas, 2 Rokkit-Launchas and a Kustom Mega-Blasta. &#039;Big n Stompy&#039; means it can move then fire Heavy weapons without penalty. They can carry 6 regular infantry models. They are somewhat high in points value, but their high amount of wounds and a solid 3+ armor save makes them durable. With the KFF the Morkanaut and every unit wholly within 9&amp;quot; gets a 5+ invul save against shooting.&lt;br /&gt;
** Can&#039;t stress enough how major the KFF is. If you run a low model count or transport heavy army - you want a KFF. It should also be noted that the Meka-Dread also brings a KFF and is 32 points cheaper- but seeing how Morknauts are bigger and provide a larger 9&#039; KFF bubble, the Morkanaut is probably more cost effective (Further complicated if you convert your models).&lt;br /&gt;
**&#039;&#039;&#039;Economical Consideration&#039;&#039;&#039;: The &#039;&#039;&#039;Stompa&#039;&#039;&#039; has almost the same monetary price. So - unless you are restricted either by points or by detachment - it may be better to go for a &#039;&#039;&#039;Stompa&#039;&#039;&#039;. Sadly Stompa is somewhat overcosted, so it is basically monetary value vs relative tabletop value.  You could buy Stompa for extra bitz an’ convert a ‘nought. &lt;br /&gt;
*&#039;&#039;&#039;[[Big_Trakks|Big Trakk]] (Forge World)&#039;&#039;&#039;: A cheaper, squishier and shooty-focused Battlewagon. Comes with a reduced transport capacity of 12 (which can be reduced for Dakka) and &#039;&#039;&#039;Grot Riggers&#039;&#039;&#039; (recover 1 Wound per turn on a 6+). The two default Big Shootas can be individually replaced with Skorchas or Rokkit Launchas, or the pair and six of your transport capacity can be sacrificed for one of: Kannon, Lobba, Zzap Gun, Supa-Skorcha, Big Lobba, Killkannon, Big Zzappa or Flakka Gunz. Alternatively you can go all-in and replace both default Big Shootas and all of your transport capacity with a Supa-Kannon. Whatever choice you make there, you can also add on up to two Grot Sponsons, and up to two weapons from this list: Rokkit Launcha, Skorcha, Big Shoota. &lt;br /&gt;
** Keep in mind that its movement is faster than either a Trukk or Battlewagon, making it the fastest transport in this army (besides the &amp;quot;Chinork&amp;quot; but it&#039;s not as durable). If you need a transport that can rocket across the table even after losing 14 wounds in a turn, this is your go-to.&lt;br /&gt;
**&#039;&#039;&#039;[[Spleenrippa]]&#039;&#039;&#039;: A Big Trakk with Supa-Kannon costs 172pts. The Battlewagon is significantly tougher, so much so that it&#039;s difficult to recommend ever taking this unit when the Battlewagon equivalent is a mere 19 points extra. The upsides to the Gun Trakk are a smaller profile, 2&amp;quot; more speed, &#039;&#039;&#039;Grot Riggers&#039;&#039;&#039;, the ability to buy Skorchas along with Rokkit Launchas and Big Shootas as backup weapons, and the option to buy Grot Sponsons.&lt;br /&gt;
**&#039;&#039;&#039;[[Gobsmasha]]&#039;&#039;&#039;: Fit it with a Killkannon and you have yourself a light tank that can keep up with the faster elements of your force whilst able to make use of cover.&lt;br /&gt;
**&#039;&#039;&#039;[[Lungbursta]]&#039;&#039;&#039;: The Big Lobba has the same range and indirect fire capability as a regular Lobba, but&#039;s so much more killy at Heavy 2D6 S6 and AP -1, letting it chew through [[Tarpit|blobs]] like nothing else, whilst being safe from return anti-tank fire by hiding behind a building.&lt;br /&gt;
**&#039;&#039;&#039;[[Bowelburna]]&#039;&#039;&#039;: 4D3 autohits with 24&amp;quot; range S6 and AP-2 is sweet. Equip it with a Supa-Skorcha and two additional Skorchas, put 6 Nobz with Kombi-Skorchas and Power Stabbas in it and just be happy watchin&#039; gits do da burny dance. Frankly this thing is rather pricey in that setup (204 Solo, 422 with Nobz), but it&#039;s extremely effective at both killing things and attracting a lot of attention. Most enemies knowing what it does will try desperately to kill it, ignoring other stuff that is closing the distance. A points intensive [[DISTRACTION CARNIFEX]] that&#039;s effective at killing things. You can count on your enemies&#039; guns being pointed in the Supa-Skorcha&#039;s direction rather than elsewhere for a turn or two, and if not? Be happy the Flametrukk will definitely kill any kind of infantry or light vehicle nearby.&lt;br /&gt;
*** The Trakk + Nobz will fire 4D3 S6 + 8D6 S5 autohits, an average of 8 S6 and 28 S5 hits, another approach is to go with 2 empty Big Trakks, 14 points cheaper, double the wounds, double the objectives, but obviously wont do anything after exploding and has slightly less damage output; this configuration will fire 8D3 S6 + 4D6 S5, an average of 16 S6 and 14 S5 hits. So if you want exclusively flaming go for trukks only. Two trukk setup has more wounds and more mobility but lacks layered defenses of unit hidden in the vehicle and CC capabilities which makes it very susceptible to anti tank fire. On the other other hand even after Big Trakks destruction Nobz are so close to enemy they can easily flame and than charge them with their 3 (per model) S5 AP-2 Power Stabbas attacks (and they are so cheap there is virtually no reason not to give them to the Nobz). So at best 18 Attacks on top of everything Skorchas have done. Either way this Skorcha trukk setup is gold it will kill any number of MEQ no problem (one time I was able to kill of 20 Khorn berserkers - 2 units - in one turn with Nob filled version) and will put serious dent even on maxed out units of terminators and such.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Average Wounds:&lt;br /&gt;
|-&lt;br /&gt;
! Objective&#039;s T !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10&lt;br /&gt;
|-&lt;br /&gt;
| Trakk+Nobz || 25.34 || 24 || 19.33 || 13.33 || 12 || 12 || 12 || 7.34&lt;br /&gt;
|-&lt;br /&gt;
| 2 Trakks || 22.68 || 20 || 17.66 || 12.66 || 10 || 10 || 10 || 7.68&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Flakkatrakks|Flakkatrakk]]&#039;&#039;&#039;: Slap a set of Flakka Gunz, two Grot Sponsons and pair of Big Shootas on this thing and fill the sky with lead for 178pts. You even get to keep 6 transport capacity if you want to ferry a Character or a few Meganobz about.&lt;br /&gt;
:*&#039;&#039;&#039;[[Speedsta]]&#039;&#039;&#039;: Big Trakks can also take Big Zzappas, the only way to get one of these fantastically killy guns on the table besides a Meka-Dread (or Gargantuan Squiggoth), all for 160pts. Heavy D3, AP-4 and 4 Damage with 2D6 Strength, inflicting 3 mortal wounds per hit if you roll an 11+ (and then one more mortal wound to itself). You probably won&#039;t hit anything with it at BS5+ though.&lt;br /&gt;
*&#039;&#039;&#039;Lifta Wagon (Forge World)&#039;&#039;&#039;: AKA, the [[Magna-Kannon]]. Everyone&#039;s favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target&#039;s Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin&#039; Ball/Grabbin&#039; Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don&#039;t need to roll to hit with an Ork BS5+ and it inflicts mortal wounds.&lt;br /&gt;
**The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can&#039;t do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon.&lt;br /&gt;
*&#039;&#039;&#039;Meka-Dread (Forge World)&#039;&#039;&#039;: Lacks &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;. Must take either a &#039;&#039;&#039;Kustom Force Field&#039;&#039;&#039; (5++ for all {{W40kKeyword|ORKS}} units entirely within 9&amp;quot;), a &#039;&#039;&#039;Mega Charga&#039;&#039;&#039; (Once per battle increase your Movement by 8&amp;quot; for one Movement phase, but take a mortal wound and can&#039;t Advance or Charge that turn on a D6 roll of 1), or &#039;&#039;&#039;Rokkit-bomms&#039;&#039;&#039; (an extra weapon). KKF point cost is same as Codex. The Mega Charga and Rokkit-bomms are no points. This makes a Meka-Dread a good choice for a big bubble of KFF that&#039;s cheaper than a Morkanaut by 32 points with not much of a decrease in durability. Like most heavier vehicles it can fire Heavy weapons on the move with no penalties, and Fall Back without losing the ability to shoot or charge. &lt;br /&gt;
**&#039;&#039;&#039;Ramshackle Monster&#039;&#039;&#039;: It ignores wounds on a 4+, but every time you fail the roll it gets worse by 1 - decreasing to 5+, then 6+ before it stops working altogether after three failed rolls.&lt;br /&gt;
**&#039;&#039;&#039;Rippa Klaws&#039;&#039;&#039;: The basic weapon loadout is a pair of these, for +1 attack. You can lose that extra attack to replace one with a gun. Ok Cc weapon with S of 12, -3 AP and d6 wounds per hit. Only 5 attacks base tho (+1 if there are 2 Klaws).&lt;br /&gt;
**&#039;&#039;&#039;Big Zzappa&#039;&#039;&#039;: Three shots all with the same 2D6 Strength roll, at AP-4 and 4 Damage. This bigger Zzap Gun only overloads on a 12, in which case every shot that hits ignores its normal damage and inflicts 3 mortal wounds. The Dread then takes a single mortal wound.&lt;br /&gt;
**&#039;&#039;&#039;Rattler Kannon&#039;&#039;&#039;: 2D6 infantry-shredding shots on tap whenever you need them.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit-Bomms&#039;&#039;&#039;: Powerful, but you have to give up your KFF/Mega-Charga to bring them. Basically a Lobba, but likely to hit something at BS4+. Unless you&#039;re parking next to a Big Mek with a KFF, don&#039;t take it. &lt;br /&gt;
**&#039;&#039;&#039;Shunta&#039;&#039;&#039;: Not the best stats for anti-vehicle fire, but decent. It does prevent {{W40kKeyword|VEHICLES}} Advancing next turn if you wound them though.&lt;br /&gt;
*&#039;&#039;&#039;Wagon (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a Big Shoota (replaceable with a Skorcha or Zzap Gun), you know you really want more shit on this. Starting off is the big gun (Lobba, Killkannon, or Zzap Gun), then you got an option to get two more of the following (Big Shootas, Skorchas, Rokkits) and a Stikkbomb Launcha. Compared to the Battlewagon, it loses out on wounds, but it&#039;s T8 and exchanges its transport capacity for the ability to keep on firing.&lt;br /&gt;
**&#039;&#039;&#039;Mobile Fortress&#039;&#039;&#039;: PoMS, now orkified. Fire heavy weapons and drive without penalty!&lt;br /&gt;
**&#039;&#039;&#039;Shoot &#039;Em Again&#039;&#039;&#039;: If you move less than half its movement speed (or not at all), the Lobba or Killkannon can shoot again.&lt;br /&gt;
**&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: Once per battle during shooting, you can roll d3 for a random result (Instant move 6&amp;quot; which fucks shooting, +1S to all guns, heal d3 wounds).&lt;br /&gt;
*&#039;&#039;&#039;[[Squiggoth]] (Forge World)&#039;&#039;&#039;: More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth&#039;s own gun can fire their weapons normally from it if an enemy is 1&amp;quot; or less away (i.e. in melee range with the Squiggoth), but can&#039;t target that particular enemy. &#039;&#039;&#039;Stampede!&#039;&#039;&#039; inflicts D3 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the Forge World FAQs. Also if you don&#039;t want to pay the outrageous Forgeworld price tag the Stegadon from Age of Sigmar could make a great conversion.&lt;br /&gt;
&lt;br /&gt;
=== Flyers ===&lt;br /&gt;
Flyers don&#039;t have &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039; or &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Bomma#Burna-Bommer|Burna-Bommer]]&#039;&#039;&#039;: Anti-infantry firepower and, with the bombs, mortal wounds too. You get two Burna Bombs, and can drop one per turn on a unit you fly over. You roll a D6 for every model in the unit they drop on (capped at 10), inflicting a mortal wound for every roll of 5+, or 4+ vs {{W40kKeyword|INFANTRY}}. The Twin Big Shoota gets +1 to hit thanks to its &#039;&#039;&#039;Grot Gunner&#039;&#039;&#039;. Try to make sure the Bommer is over the enemy when it gets shot down, as the 3 mortal wounds from its 4+ &#039;&#039;&#039;Explosive Demise&#039;&#039;&#039; will be very unpleasant for anyone within 6&amp;quot;. These planes are probably more focused on attacking heavy infantry such as TEQs against GEQs you&#039;re better off bringing a dakkajet.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha Missiles&#039;&#039;&#039; are only 20 points extra, and give you another set of shots that ignore cover. Well worth a look.&lt;br /&gt;
***The Blitza-Bommer is better suited to deal with both infantry &#039;&#039;&#039;&#039;&#039;and&#039;&#039;&#039;&#039;&#039; vehicles, but the inclusion of Skorcha Missiles and a Twin Big Shoota means this is able to do more damage after it&#039;s bomms are gone. Plus, if you can maneuver this into the proper position, the Burna-Bommer can do a lot more damage after being destroyed.&lt;br /&gt;
*&#039;&#039;&#039;[[Bomma#Blitza-Bommer|Blitza-Bommer]]&#039;&#039;&#039;: A Bomber that&#039;s a little more focused on attacking vehicles. Its guns are still anti-infantry (with the &#039;&#039;&#039;Grot Gunner&#039;&#039;&#039; giving it a +1 to hit with the Big Shoota), but its Boom Bombs count {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTERS}} as three models when working out how many dice they get to roll for mortal wounds - and they inflict mortal wounds to all targets on 4s, while Burna-Bommers&#039; Burna Bombs require 5s for non-{{W40kKeyword|INFANTRY}}. Bomb squadrons of smaller vehicles for maximum pain.&lt;br /&gt;
*&#039;&#039;&#039;[[Dakkajet]]&#039;&#039;&#039;: Your basic fighter, with the standard flyer abilities &#039;&#039;&#039;Airborne&#039;&#039;&#039;, &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; and &#039;&#039;&#039;Supersonic&#039;&#039;&#039;. Either 12 or 18 S6 AP-1 shots (depending on whether you spend the teef for the two extra Supa Shootas - which you always should, anyway) that hit on 5s as usual if you split them, or 4s if they all target the same unit thanks to &#039;&#039;&#039;All da Dakka&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Wazbom Blastajet]]&#039;&#039;&#039;: Your anti-tank plane. Can move and fire Heavy weapons without penalty, and can target one enemy unit each Shooting phase to receive +1 to hit it with the Smasha Gun thanks to its &#039;&#039;&#039;Mekbrain-enhanced Weapon-sights&#039;&#039;&#039;. Comes equipped with the aforementioned &#039;&#039;&#039;Smasha Gun&#039;&#039;&#039;, two &#039;&#039;&#039;Wazbom Mega-Kannons&#039;&#039;&#039; and a &#039;&#039;&#039;Stikkbomb Flinga&#039;&#039;&#039; as standard for a total of 143 points.&lt;br /&gt;
**&#039;&#039;&#039;Tellyport Mega-Blastas&#039;&#039;&#039;: You can replace both Wazbom Mega-Kannons with these for 12 extra points. Less range, AP and damage, but you can&#039;t wound yourself and also get the instant kill rolls on targets you do wound.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Force Field&#039;&#039;&#039;: You can swap out the Stikkbomb Flinga for one of these, which is generally a great idea - a 14pt upgrade for a massive durability increase (also spread to any accompanying planes, and friendly infantry you happen to be flying over), at the cost of an S3 anti-horde weapon that will probably spend most of the game out of range.&lt;br /&gt;
**&#039;&#039;&#039;Supa Shootas&#039;&#039;&#039;: You can drop 20 points on a pair of these if you feel the need for even more dakka which, let&#039;s face it, you probably do.&lt;br /&gt;
*** The unique nature of the &#039;&#039;&#039;Smasha Gun&#039;&#039;&#039; means that it performs like a buffed S7 weapon on anything except T6. This is important for 2 reasons; the first being that this makes the Smasha gun great at crushing both medium and heavy armour and isolated elites. The flipside of this however is that this gun actually performs slightly worse than the Wazbom Mega-Kannons and other S7/S8 weapons on things like transports and light vehicles. Keep this in mind when designating shots, as you may want to let your Nobs+PKs deal with them rather than wasting the shot. See below for a quick bit of Mathhammer:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Chance of a Successful Wound:&lt;br /&gt;
|-&lt;br /&gt;
! Toughness !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8&lt;br /&gt;
|-&lt;br /&gt;
| S7 || 83.3% || 83.3% || 66.7% || 66.7% || 66.7% || 50.0% || 33.3%&lt;br /&gt;
|-&lt;br /&gt;
| S2D6 || 100% || 90.9% || 81.8% || 72.7% || 63.6% || 54.5% || 45.4%&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Open and Narrative Play only:&lt;br /&gt;
**&#039;&#039;&#039;Attack [[Fighta]]:&#039;&#039;&#039; Same profile as other Ork flyers, except with 10 wounds instead of 12. Comes with 2 Twin Big Shootas and either Small bomms (Bigbomms that cause a mortal wound on a 6, but can be used once &#039;&#039;each turn&#039;&#039;) or Wing Rokkits (24&amp;quot; Assault 1 S8 Ap-2 Dmg.3). This is what happens when the Warboss gets too thrifty with his flyers. Overcosted and inferior to its counterparts, it is easily outperformed by every other Ork Flyer available. Only bring this for Narrative purposes, as it isn&#039;t even fun enough to bring to a friendly Open Play game.&lt;br /&gt;
*** It basically looks like something between proper ork flyer and deffkopta, having worst charactersitics of both without most their benefits. If it gets points eventually its saving grace could be being dirty cheap, but than again it would have to be stupidly cheap considering cost of weapons themselves. For power level it would probably be manageable at around 4.&lt;br /&gt;
**&#039;&#039;&#039;[[Fighta-Bommer]]:&#039;&#039;&#039; 7PL instead of the 6PL for the Attack Fighta, but much more useful. Has &#039;&#039;3&#039;&#039; Twin Big Shootas, and you can switch out its Small Bomms for &#039;&#039;2&#039;&#039; Wing Rokkits or 2 Grot Bombs. Still kinda mediocre, but it actually does the job of the Blitza-Bomba better.&lt;br /&gt;
&lt;br /&gt;
=== Lords of War ===&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; As it stands, virtually all Ork Super-Heavies are hilariously overpriced and underpowered in the current edition. Seriously, it&#039;s a zoggin&#039; mess. Those that do perform marginally well are either ludicrously overpriced in actual money or are locked into formats that are seldom used and even less likely to be openly accepted by &#039;&#039;certain others&#039;&#039; in a community setting. Unless you&#039;re just playing a friendly game with people in your own close group, it is generally advisable to avoid these choices altogether.&lt;br /&gt;
&lt;br /&gt;
Which is a shame, since they all look really Zoggin&#039; cool.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Stompa]]&#039;&#039;&#039;: Total of 870pts, overpriced by about 300-400 points. Special detachments, clan kultures, and stratagems are not good enough to compensate for cost outside 3000+ games. Has [[Awesome|FORTY WOUNDS]] with T8 and 3+ armor. Has Grot Riggers and can heal d3 Wounds at the end of Movement on a 2+, which could save it from going below a bracket. It can Fall Back moving over {{W40kKeyword|INFANTRY and SWARMS}} models and shoot freely. On its top Wound Profile, it boasts WS3+ and 6 attacks at S20 with its Mega-Choppa causing 6 wounds flat a ap-5 or it can make the slash attack with triple the attacks but ap-2 and d3 damage. Points wise it&#039;s better to take 3 Gork/Morkanauts in a separate detachment, that way you get CP and three Heavy Support models that perform better than one Stompa.  All of the ranged weapons benefit from the DAKKA! DAKKA! DAKKA! special rule. It also comes with 3 Big Shootas, a Twin Big Shoota and a Skorcha which is alright, but they are barely worth mentioning. &lt;br /&gt;
** &#039;&#039;&#039;Supa-Gatler&#039;&#039;&#039; is an infantry-mulching 48&amp;quot; Heavy 3d6 S7 AP-2 D1 with the Psycho-Dakka Blasta! special rule that can produce even more shots. &lt;br /&gt;
** &#039;&#039;&#039;Supa-Rokkit&#039;&#039;&#039; is a once-a-turn, single-use weapon (it comes with 3, and may take 2 more, which you should always do given that they are all free) that can fire Heavy d6 100&amp;quot; at S8 AP-3 D6. &lt;br /&gt;
** &#039;&#039;&#039;Da Deffkannon&#039;&#039;&#039; which clocks in at 72&amp;quot; Heavy 3d6 S10 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Clan Kultur&#039;&#039;&#039;: Super Heavy Auxiliary Detachment doesn&#039;t grant clan Kultur, so take a Supreme Command Detachment. If you&#039;re taking the full Super-Heavy detachment, use a CP to make it a Stompa Mob for the 5++ artifact, the WT, and to deep strike a zoggin&#039; Stompa.&lt;br /&gt;
*** &#039;&#039;&#039;Goffs&#039;&#039;&#039;: Fair. Melee focus for being more stompy.&lt;br /&gt;
*** &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;: Good, great if you take the Stompa Mob and teleport it within 9&amp;quot; of enemy. Increases mobility.&lt;br /&gt;
*** &#039;&#039;&#039;Bad Moons&#039;&#039;&#039;: Great. Increases Shootiness.&lt;br /&gt;
*** &#039;&#039;&#039;Blood Axes&#039;&#039;&#039;: Good. Gives 2+ save at 18&amp;quot; or more and charging after falling back.&lt;br /&gt;
*** &#039;&#039;&#039;Deff Skulls&#039;&#039;&#039;: Good. Makes it more durable with invul and slightly more reliable with To Hit, To Wound, and Damage rolls.&lt;br /&gt;
*** &#039;&#039;&#039;Snakebites&#039;&#039;&#039;: Fair. Gives 6+++ FNP.&lt;br /&gt;
*** &#039;&#039;&#039;Freebootaz&#039;&#039;&#039;: Fair. Stompa is likely to kill at least one thing a turn so this Clan kultur will work for it.&lt;br /&gt;
**&#039;&#039;&#039;Psycho-Dakka Blasta!&#039;&#039;&#039; You can roll 1d6 after shooting your Supa-gatler, on a 2+ you fire it again, on a 1 you loose the gun for the rest of the game. After that you can do this again except this time you need a 5+ (and you loose the gun on a 4-)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Psycho-Dakka Blasta! per-turn usage:&lt;br /&gt;
|-&lt;br /&gt;
! Successive turns of shooting !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7&lt;br /&gt;
|-&lt;br /&gt;
| Cumulative expected CP spend, 2 shots || 0.17 || 0.33 || 0.5 || 0.67 || 0.83 || 1 || 1.17&lt;br /&gt;
|-&lt;br /&gt;
| Cumulative P(Out of Ammo), 2 shots || 2.78% || 5.48% || 8.10% || 10.66% || 13.14% || 15.55% || 17.90%&lt;br /&gt;
|-&lt;br /&gt;
| Cumulative expected CP spend, 3 shots || 0.72 || 1.44 || 2.17 || 2.89 || 3.61 || 4.33 || 5.06&lt;br /&gt;
|-&lt;br /&gt;
| Cumulative P(Out of Ammo), 3 shots || 49.07% || 74.07% || 93.27% || 99.55% || 100.00% || 100.00% || 100.00%&lt;br /&gt;
|}&lt;br /&gt;
** It&#039;s a mystery why the Stompa is almost as expensive as 3 Imperial knights. Most propably it is due to GW wanting to squeeze more money from gorka/morkanaut kits,&lt;br /&gt;
*&#039;&#039;&#039;Gargantuan [[Squiggoth]] ([[Forge World]])&#039;&#039;&#039;: Ever wish your Battlewagon was bigger, &#039;arder, greener, killier and even more expensive? Well, here you go. Transport capacity 20, two Twin Big Shootas, two Supa-Lobbas. You&#039;ve got the option to buy up to four Big Shootas, and also to replace one or both Supa-Lobbas with a Killkannon or Big Zzappa. Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it&#039;s in combat (except at the unit it&#039;s fighting) like the smaller Squiggoth. All for the low, low price of 450-500 points with guns, and don&#039;t forget you need to buy a unit to ride in it too (if you&#039;re going mad on points, try fifteen Tankbustas and 5 Bomb Squigs, fifteen Lootas, or two squads of ten Flash Gitz). &#039;&#039;&#039;Stampede!&#039;&#039;&#039; inflicts D6 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the Forge World FAQs, rather than [[Fail|just on a 2 as originally written]].&lt;br /&gt;
*&#039;&#039;&#039;[[Kill Tanks|Kill Tank]] (Forge World)&#039;&#039;&#039;: Seems nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which will probably bring it up to about &amp;lt;s&amp;gt;300 &amp;lt;/s&amp;gt; 420+ pts. Only a 4+ save though. Transports 12 ladz, has a pseudo-open-topped rule that lets ladz inside fire but hit on sixes. Ignores penalties for heavy weapons thanks to mobile fortress. The main gun is either a Bursta Kannon or a Gigashoota. The Kannon is a 36&amp;quot;R S10 AP-4 D2 heavy 2d6 creature that&#039;ll vaporise whatever you hit. The Shoota is a 48&amp;quot;R S6 AP-1 D1 heavy 6d6 monstrosity that will likely be getting &#039;&#039;a lot&#039;&#039; of hits - the Kill Tank hits on a 4+ if you have 14 wounds or more remaining. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -1, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. It&#039;s cool, but the Chapter Approved price 150% price increase makes it tough to justify - even if it was undercosted before.&lt;br /&gt;
**Can also take two Big Shootas, Skorchas, Rokkits, Kustom Mega Blastas, Twin Big Shootas, or Twin Rokkits. Comes with a Twin Big Shoota default. Reinforced Ram gives it +2S on the charge and deals D3 mortal wounds to the charged unit on a 2+, which coupled with the 8 S8 attacks and the WS3+ makes close combat a friendly place to be for the Kill Tank. Grot Riggers make it regain a single wound on a 6+ each turn, which is neat, I suppose. All in all it&#039;s your cheap super-heavy (though not in money terms, FW being who they are), but since you&#039;re an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would.&lt;br /&gt;
*&#039;&#039;&#039;[[Kustom Stompa]] ([[Forge World]])&#039;&#039;&#039;: Same base stats as the vanilla Stompa with the addition of a few extra goodies. Comes equipped with a Mega-Klaw instead of a Mega-Choppa (A crappier Mega-Choppa without the ability to &amp;quot;Slash&amp;quot; and only deals 4 damage, but gains an extra 4 attacks if you decide to equip two Klaws), a Gaze of Mork (A Zzap Gun on steroids that fires a single Strength 4d6 AP-4 6 Damage shot. Packs a nasty punch, but good luck hitting anything with it), a Repair Crew (Basically a free Mek that heals one wound at the end of the turn on a 5 and heals D3 wounds on a 6) and everything else the vanilla [[stompa]] gets. It also comes with a few extra options for weapon load outs, including Lifta Droppas, Klaws, Grot Sponsons, extra Supa Rokkits and even a nice Belly Gun for blowing up infantry and light vehicles (2d6 Strength shots at strength 8 AP-2 and dealing 2 wounds is not bad for an ork weapon, even better when it becomes 4d6 against INFANTRY units. Though it does mean you wont be able to use the Stompa as a transport). Lifta Droppas are now actually useful for once, and can now be used against ANY unit with a strength of 12 or less. They deal D6 automatic hits, with each hit dealing a single mortal wound every time the player manages to roll 2D6 equal to or more than the enemy unit&#039;s strength. Good for nearly every situation, great for ripping apart Battlesuits, TEQs and flyers, and are the stuff of nightmares for any characters that happen to have the misfortune of being directly in line of sight of your Kustom Stompa. Equip a Stompa with two of these babies and watch as he proceeds to tear the limbs off your friend&#039;s Chapter Master like a giant green child torturing a spider. The only problem with the Kustom Stompa is that it&#039;s more expensive than the already very pricey Stompa. Time will tell if this increase in cost is justified.&lt;br /&gt;
**Assuming you go for a Dakka-focused Build {Belly Gun, Max Sponsons, Lifta Droppa, Deffkannon &amp;amp; Supa-Gatler), this thing is &#039;&#039;way&#039;&#039; better for shooting than &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; heavy gun platform in this army. While super expensive, this monstrosity is actually capable of generating the sheer number of shots required to obliterate hordes &amp;amp; heavies alike. It takes the best shooty bits from a Lifta-Wagon, a Kill Tank, &amp;amp; a Meka-Dread and mounts them all on a single Stompa for only a couple hundred points extra. Sure, it sucks in CC, but you really don&#039;t need this to get tarpitted when you have &#039;&#039;&#039;&#039;&#039;this much dakka&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Open and Narrative Play only:&lt;br /&gt;
**&#039;&#039;&#039;[[Battlefortress#Deathrolla|Deffrolla Battlefortress]]:&#039;&#039;&#039; In all respects bigger, badder, better brother of Battlewagon. It has similar stats but with 24W, BS of 4+ base, same ignoring heavy weapons rule on moving and build in T8 but also have rule called &amp;quot;Fireing points&amp;quot; wich is basically open topped without decreasing vechicles T. Stock it has 2 zappas and one cannon (that can be exchanged in any combination to Kannons, Lobbas or Zappas), deffrolla (same as battlewagon wich means it ALWAYS hits on 2+ as his worst WS is 5+ and deffrollad adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing is in CC) and two twin Big Shootas, Skorchas or Rokkit-Launchas. Aditionally up to 5 Big Shootas can be added. There are also grot riggers but with amout of wounds and damage usually delat regaining 1 on 6+ is nothing to write home about. Overall it seem to be designed do do exactly same thing as Battlewagon, ferying 20 models (or 10 if they are Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than Battlewagon (better resiliance, better shooting, no limits on number of models due to weapons, more guns), but costs more.&lt;br /&gt;
*** In comparison to Battlewagon it also does not have option to take more or bigger guns to turn it into moving altillery piece at expense of carying capicity.&lt;br /&gt;
**&#039;&#039;&#039;Kill Krusha:&#039;&#039;&#039; It&#039;s a Kill Tank with a Krusha Kannon. Has 4 firing profiles: - &amp;quot;Boom shell&amp;quot; (60&amp;quot; Heavy 2D6 S8 AP-2 D2), &amp;quot;Tankhamma shell&amp;quot; (60&amp;quot; Heavy 1 S10 AP-3 DD6 &amp;amp; roll two dice when inflicting damage - discard the lowest result), &amp;quot;Scrap Kanister&amp;quot; (18&amp;quot; Heavy autohitting 3D6 S5 AP-1 D1) and &amp;quot;Blast Burna&amp;quot; (48&amp;quot; Heavy 3D6 S4 AP0 D1 - ignores cover). It can also take the same types and number of extra guns minus the standard Twin Big Shoota. Less effective than the Kill Bursta and the Kill Blasta at their respective specialties, but much more flexible.&lt;br /&gt;
*&#039;&#039;&#039;[[Skullhamma|Battlefortress]] (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: The third and biggest of the Looted Wagons. It&#039;s already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It&#039;s also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun.&lt;br /&gt;
**&#039;&#039;&#039;Krushin&#039; Tracks&#039;&#039;&#039;: Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain.&lt;br /&gt;
**&#039;&#039;&#039;Battle Fortress&#039;&#039;&#039;: As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1&amp;quot; with the twinned guns. Unfortunately, don&#039;t expect cover to save it unless you have at least half the behemoth covered.&lt;br /&gt;
**&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: The random roll for all looted wagons, selected once per battle during shooting (move 6&amp;quot; with all cargo inside, +1S to all guns, heal d3 wounds).&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mekshop&#039;&#039;&#039;: A terrible fortification that cannot be wounded or affected by your opponent. You pay a high cost in points and  gaming-wise to be able to use the very limited bonuses it confers. It is deployed in you deployment zone preferably near a gunline unit. It can give a kustom job to a vehicle unit is within 1” at the end of the movement phase. The vehicle can&#039;t shoot or charge for the round and lowering its attacks to 1 you can choose one of the following temporary effects:&lt;br /&gt;
** Gain 6” movement the next turn, with a permanent +1 to charge rolls on a 6.&lt;br /&gt;
** Regain d3 wounds, with a permanent +1 toughness on a 6.&lt;br /&gt;
** Choose one of the vehicles weapons that has a random attack characteristic and use the maximum attacks of these the next time you fire that weapon (i.e. 2d6 becomes 12), with a permanent +1 damage on a 6.&lt;br /&gt;
*** The rule specifically states that the buff only applies the first time the weapon is fired, lest you use it on something that can shoot twice and actually get some benefit from using this awful model.&lt;br /&gt;
** In addition to these temporary effects you can get another permanent effect if you roll a 6.&lt;br /&gt;
*** Any benefit can easily be gained by letting the vehicle act that turn or get healed by a Big Mek.&lt;br /&gt;
**All that aside, it does enable you to give one of your vehicles a Kustom Job for free instead of using a Stratagem.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
=== All about the Boyz ===&lt;br /&gt;
====General Advice to Avoid Slow Playing====&lt;br /&gt;
Tips for moving large mobs of Boyz:&lt;br /&gt;
* Put weights in their bases to help them stay on their feet.&lt;br /&gt;
* Use movement trays. &lt;br /&gt;
* Get married and have kids so the children can help you move all your Ork Boyz.&lt;br /&gt;
* Just assume 8&amp;quot; move and advance &lt;br /&gt;
* Tie them together with dental floss &lt;br /&gt;
* move them when no one is peeking (taktiks)&lt;br /&gt;
&lt;br /&gt;
====Getting Boyz Safely to Melee====&lt;br /&gt;
This is less of a specific strategy and more of a helpful pointer. &#039;&#039;Protect your infantry until they get into close combat.&#039;&#039; They aren&#039;t making their points back if they&#039;ve been shot off the table. Boyz have a 6+ Armor save; anything with an AP value goes right through it. As an Ork Player it is your job to protect your Boyz so that they can fight for you. Astartes, Tau... Basically everyone can spam AP-1 and flood you with S4/5 shots, get in da fight!!!!&lt;br /&gt;
* Cover turns 6+ into 5+ and can make a big difference. A mob of 30 will find it difficult to get into cover, but you can try to use Line of Sight Blocking terrain to limit enemy units able to shoot them.&lt;br /&gt;
* Remember that Mob Rule can&#039;t save your 30-strong squad if you lose 15 Boyz in a turn against enemy shooting (Unless they are next to another horde of 30. Which, as a horde army, they should be.)&lt;br /&gt;
* Get them under a Kustom Force Field, 5++ is more reliable than cover, but it&#039;s difficult to keep 30 Boyz wholly within its bubble.&lt;br /&gt;
* Mob Up a 30 Boy squad with a 10 Boy one. This will give you 40 Boyz and your opponent will have to kill 21 Boyz before you lose the +1 bonus attack from being 20 or more models.&lt;br /&gt;
* Charge Boyz into melee as fast as possible. If they are in Melee they can&#039;t be shot at.&lt;br /&gt;
* Prioritize enemy anti-infantry. Your Boyz will be grateful if you destroy those high volume shooting units before they get the chance to destroy them.&lt;br /&gt;
* Don&#039;t be baited into charging if you are on an objective. Let the enemy come to you, especially if you have a Nob with a Kombi-Skorcha. It may be worth it to let the enemy charge you, if the alternative is leaving a good position, failing a preventative charge, then getting shot at, and then being charged &#039;&#039;anyway&#039;&#039;.&lt;br /&gt;
**There are targets that can crunch Boyz in close combat if they get the jump on you. While you should &#039;generally&#039; stay on a good position and make people dislodge you, if it&#039;s a choice between trying to make a long-bomb charge against Khorne Berserkers or Genestealers, or letting them get an easy charge on you next turn, the choice is clear. As always, know what is and isn&#039;t a threat to any given unit, but that&#039;s also basic play.&lt;br /&gt;
*** If you do charge and are holding an objective, do a conga line and that way you can kill &#039;em gits and get &#039;em points!&lt;br /&gt;
* Identify if a target is worth charging, you don&#039;t want to risk a failed charge if the enemy unit is good at overwatch. Instead target a different unit with your Boyz.&lt;br /&gt;
* Use abilities to Deep Strike; such as Weirdboyz Da Jump, Tellyporta, and Blood Axes&#039; Stratagem. A 9&amp;quot; charge isn&#039;t as risky with &#039;ere We Go allowing one or both charge dice to be re-rolled.&lt;br /&gt;
*Charge with Trukks, vehicles, grots, or anything else to soak up overwatch. Let the boyz do the real killing and allow them to consolidate and press more and more units into close combat. &lt;br /&gt;
These sound like basic ideas, but nobody is born a tactical genius, and the impulse to run after whatever is closest is &amp;lt;s&amp;gt;hard to fight&amp;lt;/s&amp;gt; &#039;&#039;&#039;Orky&#039;&#039;&#039;. Keep your Boyz alive, and they will do the rest.&lt;br /&gt;
&lt;br /&gt;
==== Force Multiplying Boyz ====&lt;br /&gt;
The Greentide is a strategy of running just Boyz and as such you&#039;ll need all the boyz you can muster. Although only the toughest painters will sit down to paint up &amp;gt;200 boyz: painting and assembling models is an economy of scale! Boyz are point effective troop choices that can down most units in no time flat. How do you do this?&lt;br /&gt;
&lt;br /&gt;
In its purest form the great Ork Waaagh doesn&#039;t shoot, except for whatever shooting can be done as part of an advance. Fielding as many maxed out slugga choppa mobz as possible, with whatever supporting units are critical to buffing these close combat monsters to their greatest potential:&lt;br /&gt;
* Waaagh Banner for +1 to hit in melee.&lt;br /&gt;
* Painboy for 6+ ignore wounds.&lt;br /&gt;
* Warboss for advance and charge.&lt;br /&gt;
* Ghaz for advance and charge, then +1A in melee.&lt;br /&gt;
* Clan Tactics that Synergize:&lt;br /&gt;
** &#039;&#039;&#039;Goffs&#039;&#039;&#039; - for exploding 6&#039;s in Melee.&lt;br /&gt;
** &#039;&#039;&#039;Blood Axes&#039;&#039;&#039; - Cover when 18&amp;quot; away from enemy and can charge after falling back, gaining first strike over their targets.&lt;br /&gt;
** &#039;&#039;&#039;Deff Skulls&#039;&#039;&#039; - re-roll 1 to hit, to wound, and damage roll per unit. That&#039;s 3 CPs worth of re-rolls. &lt;br /&gt;
***Save for your shooting Tankbusta Bombs or Power Klaw Nob in close combat, since both have random damage.&lt;br /&gt;
** &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039; - +1 to movement, advance, and charges. Helps a lot with Deep Strike Units.&lt;br /&gt;
** &#039;&#039;&#039;Snakebites&#039;&#039;&#039; - 6+ Feel No Pain. Saves you the points for a Painboy.&lt;br /&gt;
&lt;br /&gt;
The tactic here is simply to overwhelm your opponent with too many T4 Boyz and too many Choppa attacks, ignoring fliers and all distractions in favour of simply occupying the board and killing everything in your way. Armies that fall back and shoot are generally not armies you will do well against, but that does not diminish the fun of Waaaghing out on everyone. Learning to swiftly manage your Boyz on the board, without misplacing or blocking your key characters from reaching the positions they need to be in, from deployment to victory, will be your greatest challenge.&lt;br /&gt;
* The key to beating gunline armies(Ultramarines, Tau, etc), is keeping the pressure up and engaging support characters. &#039;&#039;&#039;Unstoppable Green Tide&#039;&#039;&#039; to reform a wounded unit nearby and &#039;&#039;&#039;Get Stuck In&#039;&#039;&#039; can be used to great effect. Especially with &#039;Get Stuck In&#039; you should maximize your pile in moves, look for kills, maximize your consolidations and then do it again to hopefully hug one dude where they cannot escape. Bubblewrap the enemy so they can&#039;t fallback.&lt;br /&gt;
&lt;br /&gt;
==== Alternatives to Boyz ====&lt;br /&gt;
Substitute Ork Boyz for other choices that don&#039;t get an extra attack for having 20 or more models such as:&lt;br /&gt;
* Stormboyz match Ork Boyz&#039; size at 30 Storm Boyz and Deep Strike turn 2 for possible 9&amp;quot; charge.&lt;br /&gt;
* Kommandos can infiltrate forward to get into charge range, complicate their efforts to maintain an effective gunline, and grab objectives. Sadly they are max squad size 15, so you might want to Mob them up to be a bit more survivable.&lt;br /&gt;
* Nobz with two Choppas can make an interesting alternative, each model has five Strength 5 melee attacks. FUN! If you want to go mechanized this is indeed a way to go as they are about as killy as 20 boys but will fit in a trukk.  -  Tempted to put 2 squads of 10 in a wagon for the kicks..&lt;br /&gt;
**Alternatively with power stabbas there are less attacks but AP -2 s5 is very good to deal with higher save models.&lt;br /&gt;
&lt;br /&gt;
==== Da Jump Specifics ====&lt;br /&gt;
*30 Boyz are brutal, Da Jump is awesome - 9&amp;quot; away from the enemy is big. Put a Weirdboy near a unit of 30 boyz to give him +3, his maximum bonus. You&#039;ve got a chance of exceeding 12 and getting Perils, but the Weirdboy has 4W and consequently the first Perils of the Warp can&#039;t make him explode (and the power still works if you don&#039;t die). Enjoy the look on your opponent&#039;s face when you place 30 Boyz 9&amp;quot; from him. Then you can charge turn 1 and drown them in bodies before they even shoot once. &#039;Ere We Go gives you a reasonable (but not guaranteed) chance to get in. They will be without various auras like Ghazz +1A or +1 to hit from a Banner, but around 120A will make a dent in almost anything and force the enemy to concentrate [[DISTRACTION CARNIFEX|EVERYTHING]] on this unit regardless of what else is coming.&lt;br /&gt;
* This tactic can be used to assassinate key characters (if your opponent didn&#039;t bubblewrap them enough), destroy or tie up key enemy positions, and so on. And if the enemy did castle up? Good for you, as with proper placing and 3&amp;quot; pile in you can tie up additional units without risk of Overwatch (bear in mind they will be able to hit you in that first turn only, but if you survive they are deprived of their shooting unless they have {{W40kKeyword|FLY}}). On top of all that, getting rid of 30 Boyz is no small task. Don&#039;t forget that you can use this tactic to objective grab.&lt;br /&gt;
* If Boyz are teleported in front of the enemy it is rather easy to conga-line them into reach of support characters. Particularly a WAAAGH!!! Banner, Ghaz, and/or Painboy, although you&#039;ll lose the attacks from the Boyz in the conga line.&lt;br /&gt;
* &amp;quot;Mob Up&amp;quot; doesn&#039;t place a cap on how big a unit can become. Theoretically, you could create one giant mob (40, 50, 60+) from a bunch of smaller mobs and drop it in behind enemy lines, assuming that time and CP reserves permit it (or you&#039;re just using open play). Not amazing, but worthwhile in the late game when most of your opponent&#039;s units are crippled, as they probably won&#039;t hold up well against a literal green tide of Choppa attacks charging down their rears. (Additional note: this is a great way of denying kill points for a variety of missions)&lt;br /&gt;
* Downside: most players will assume that you intend to launch this trick and will try to force you teleporting into unpleasant positions. And most players are aware that they should not allow you getting 30+ boys in their faces.&lt;br /&gt;
&lt;br /&gt;
=== Farming Command Points ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Detachment&lt;br /&gt;
! Points&lt;br /&gt;
! CP&lt;br /&gt;
! Points/CP&lt;br /&gt;
! Models&lt;br /&gt;
|-&lt;br /&gt;
| Battalion&lt;br /&gt;
| 200&lt;br /&gt;
| 5&lt;br /&gt;
| 40&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends) x2, 10 Gretchen x3.&lt;br /&gt;
|-&lt;br /&gt;
| Brigade&lt;br /&gt;
| 567&lt;br /&gt;
| 12&lt;br /&gt;
| 47.25&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends) x3, 10 Gretchen x6, Mek w/ choppa slugs (Legends) x3, Deff Kopta w/ kustom mega blasta (Legends) x3, Big Gun x3.&lt;br /&gt;
|-&lt;br /&gt;
| Outrider&lt;br /&gt;
| 142&lt;br /&gt;
| 1&lt;br /&gt;
| 142&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends), Deff Kopta w/ Kustom Mega Blasta (Legends) x3.&lt;br /&gt;
|-&lt;br /&gt;
| Spearhead&lt;br /&gt;
| 136&lt;br /&gt;
| 1&lt;br /&gt;
| 136&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends), Big Gun x3.&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard&lt;br /&gt;
| 121&lt;br /&gt;
| 1&lt;br /&gt;
| 121&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends), Mek w/ choppa slugga x3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see taking three Battallion detachments is cheaper by 33 pts compared to the Brigade and nets 3 more CP. (Brigade is now cheaper, but points per CP still goes to 3 batallions)&lt;br /&gt;
&lt;br /&gt;
*While three Battalions is cheaper, it also takes 6 Big Meks, making it illegal at any game using the Rule of Three. You could get a similar list by replacing three of the Big Meks with Weirdboyz, which still comes out as 12 points cheaper than the Brigade. (Not anymore, now 54 points more expensive.)&lt;br /&gt;
&lt;br /&gt;
Probably the smallest useful detachment, however, is two Weirdboyz and 10 Gretchins x 3. Just over 200 points, but unless you have a bunch of vehicles, makes for considerably more utility for only a few teef more.&lt;br /&gt;
&lt;br /&gt;
=== Dread Mob sans Forge World ===&lt;br /&gt;
Dread Mob is walker focused list that centers around Killa Kanz, Deff Dreads, Morkanauts, Gorkanauts, and Stompas. These list will typically be taken as part of a Spearhead Detachment, the Heavy Support Detatchment, alongside a Super Heavy Auxiliary if necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update:&#039;&#039;&#039; Dread Mob is being brought back into the game as the Dread-Waaagh Specialist Detachment, with Stompas getting their own Stompa Mob Specialist Detachment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Approved:&#039;&#039;&#039; CA has given Killa Kans a massive points drop. Now a unit of 6 supported by a WAAAGH! Banner, Warpath and Scrag Em, although expensive, can [[rip and tear]] pretty much anything. Deff Dreads and Stompas also got a pretty sizeable drop. Overall this list is more doable than ever. &lt;br /&gt;
&lt;br /&gt;
====Pros:====&lt;br /&gt;
*You have an elite, low model count army.&lt;br /&gt;
*Walkers are some of the best looking models in the Ork range.&lt;br /&gt;
*Deff Dreads are great for killing Vehicles.&lt;br /&gt;
*Morkanaut can give out a wide KFF bubble for 5++ saves.&lt;br /&gt;
*Gorkanaut&#039;s 18 shot gun is good anti-infantry.&lt;br /&gt;
*All Walkers except Killa Kanz have access to Clan Kulturs, Dakka Dakka Dakka, and &#039;Ere We Go!&lt;br /&gt;
*Tellyporta allows for a turn 2 charge by most walkers.&lt;br /&gt;
*Clan Kultures:&lt;br /&gt;
**&#039;&#039;&#039;Snakebites&#039;&#039;&#039;: Give a nice 6+ Feel No Pain to Walkers.&lt;br /&gt;
**&#039;&#039;&#039;Deff Skulls&#039;&#039;&#039;: Give a nice 6++ save, which could be good if not within KFF range. Re-rolls to Hit, Wound, and Damage is very powerful. They aren&#039;t infantry though so they can&#039;t benefit from Objective Secured.&lt;br /&gt;
**&#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;: Gives a good +1 to movement and charging. This will help them get those deepstrike charges even more.&lt;br /&gt;
**&#039;&#039;&#039;Blood Axes&#039;&#039;&#039;: Gives cover to all models, normally Walkers would need to be obscured 50% to get that. Fall back and charge allows them to get the initative on each turn.&lt;br /&gt;
**&#039;&#039;&#039;Goffs&#039;&#039;&#039;: Exploding 6&#039;s in Melee is very good, considering that Walkers have high damaging attacks.&lt;br /&gt;
**&#039;&#039;&#039;Bad Moons&#039;&#039;&#039;: Most walker lists won&#039;t benefit much from being more shooty, but the Morkanaut, Gorkanaut, and Stompa will appreciate this if they are used as part of a gunline.&lt;br /&gt;
**&#039;&#039;&#039;Freebooterz&#039;&#039;&#039;: Always situational regardless of the army you bring. But with a stompy list this can have a great benefit.&lt;br /&gt;
&lt;br /&gt;
====Cons:====&lt;br /&gt;
*Walkers are not great at taking out horde armies.&lt;br /&gt;
*Ork Shooting is still abysmal, even with Killa Kanz a Walker focused list will have to have some dedicated range.&lt;br /&gt;
*You still have to take an HQ unit, which can&#039;t be a walker, but should be either a Big Mek with Kustom Force Field or a Wartrike because it can allow vehicles to Advance then Charge.&lt;br /&gt;
*Dedicated anti-armor will rip through the list. Diversifying your army composition is a better investment in the long run.&lt;br /&gt;
&lt;br /&gt;
=== Battle Comp-Orky ===&lt;br /&gt;
Blood Axes learn a lot from working with Humans, and what better thing to steal from them than a Space Marine Battle Company. Take a Warboss as your Captain, a Weirdboy as your Librarian, a Big Mek as your Techmarine, a Painboy as your Apothecary, a Nob with Waaagh! Banner as your Ancient, six Boyz mobs as your Tactical Marines, two Stormboys or Burna Boyz mobs as your Assault Marines, and two Lootas or Tankbustas mobs as Devastator Marines. This gives you a solid core of troops, supported by command buffs and melee and ranged specialists, that has all the necessary skills to pay any and all bills sent its way. And if you &amp;quot;Combat Squad&amp;quot; the Stormboys and Lootas into smaller mobs to fill up free FOC slots, you can have a Brigade Detachment for around 2,000 points, though depending on mob size you may have to skip the bells and whistles.&lt;br /&gt;
&lt;br /&gt;
=== Car-Fu ===&lt;br /&gt;
* Never underestimate the fact that your transports have access to melee weapons. With the abundance of shiny new vehicles and the Trike Boss&#039;s aura, a significant amount of ground can be covered and a significant amount of enemy units can be tied up early. These vehicles have relatively large bases, built in melee weapons, and can turn sideways to body splash into multiple units at a time.&lt;br /&gt;
&lt;br /&gt;
=== Drive-by Krumpin&#039;===&lt;br /&gt;
A one-shot cheese tactic that can be potentially devastating against superheavies. &lt;br /&gt;
* Take a Deffkilla Wartrike &amp;amp; a Weirdboy. &lt;br /&gt;
* Give the Wartrike the &amp;quot;Brutal  but Kunnin&amp;quot; Warlord Trait &amp;amp; the Weirdboy the &amp;quot;Fists of Gork&amp;quot; Psychic Power. &lt;br /&gt;
* If you cast &amp;quot;Fists of Gork&amp;quot; on the Wartrike &amp;amp; somehow get it into close combat on the same turn, you can bash a knight in with 7 Ap-2 D3+1 Damage attacks &#039;&#039;&#039;&#039;&#039;hitting on 2s and wounding on 3s WITH REROLLS&#039;&#039;&#039;&#039;&#039;. Situational &amp;amp; questionably effective, the look on your opponent&#039;s face when you flatten their baby with a Warboss on training wheels is arguably worth it.&lt;br /&gt;
* It should be noted that the same effect can easily be pulled off with a Warphead &amp;amp; and a really tooled-up Warboss, but the mental shock of having the Wartrike fly across the tabletop and crush a seemingly &amp;quot;safe&amp;quot; superheavy is way too funny to simply ignore.&lt;br /&gt;
* It should be noted that the fight twice stratagem only applies to the infantry keyword, so would work wonders with a beefed up Warboss, but would not let the tricycle fight twice.&lt;br /&gt;
*Another argument for regular Warboss is that with fists of Gork it would wound the knight on 2+ (which is AMAZING) and can be given the Killa Klaw for 2+ hitting and wound rerolls AND flat 3 Damage (4 with Brutal but Kunnin&#039;). Then he can  fight Twice. Consider giving him might is right to make up for one attack less than Wartrike (but Brutal but Kunnin May still be better because with hit rerolls you will probably get all 6 attacks and with wound rerolls it’s then 7 extra Damage. 48 damage after fighting twice. Might not need second fighting...) Thats Krumpin, and the drive-by part? Just Da Jump him. If he’s red he will get +1” to charge, so it’s less of a gamble, and this variant cost 80 points, so you’re not losing much (apart of warlord, relic and CPs) and killing 600 point Castellan with 88 point Orks is worth even extra 2cp to fight THIRD TIME, if the Castellan will somehow survive and kick (stomp) you in da face.&lt;br /&gt;
&lt;br /&gt;
===Sneaky &#039;eadbutting===&lt;br /&gt;
As easy as it sounds, you get a Blood Axe weirdboy and 2 squad of 15 kommandoz (or 15 and 10, if you prefer a 2+ for the weirdboy(put the other 5 in a slot for cp benefits)) and use the command point to set the weirdboy in reserve with the eadbang power. Then put him carefully together with the kommandoz to snipe out a character with him and reinvent the concept of ork sniping with this. Also, enjoy a crap ton of kommandoz behind the lines.&lt;br /&gt;
&lt;br /&gt;
=== Keeping Characters Alive ===&lt;br /&gt;
Like most armies characters are the main force multipliers in Ork armies. The death of any character from Warboss to Painboy is a huge blow. &lt;br /&gt;
==== General Advice ====&lt;br /&gt;
* Keep characters behind other units. Characters can&#039;t be targeted unless they are the closest model.&lt;br /&gt;
* Be careful when characters are in melee, since enemy units can target them regardless of closeness.&lt;br /&gt;
==== Avoiding Snipers ====&lt;br /&gt;
* Keep characters out of line of sight. Sometimes ya gotta be sneaky.&lt;br /&gt;
* In the case of Line of Sight ignoring enemies, such as Primaris Eliminators, keep characters in transports. This will keep you from benefiting from the character&#039;s auras, but at least the character can help later.&lt;br /&gt;
* Engage snipers with other units. They can&#039;t snipe in melee.&lt;br /&gt;
* One other trick is to give your valuable KFF Big Meks or Shokk Gun Meks a Grot oiler. This gives them a cheap ablative wound that can easily be used for a random multidamage shot like a Vindicaire sniper round or other multi-damage snipers.&lt;br /&gt;
&lt;br /&gt;
== Army Building ==&lt;br /&gt;
&lt;br /&gt;
Orks have possibly the greatest potential for conversions. &#039;&#039;Use this to your advantage.&#039;&#039; To start off, pick up the Start Collecting! Orks, which will give you a Painboy, a unit of Boyz, some Nobz, and a Deff Dread. Now onto the conversions. Pick up the Start Collecting! Ironjaws or Ironjaws army, give the &#039;Ardboyz shootas from your Boyz/Nobz (counts as Boyz), pin a couple Space Marine Bolters together and pop them on top of your Gore-Gruntas for bikes, and give the Warchanta a suitably big shoota for a counts-as Warboss. If you got the army, give the Brutes shootas for Nobz in Mega Armor and slap some kinda Power Fist or Dreadnought gun onto the Megaboss for a Big Mek/Warboss. Now that you have a solid core of Infantry, a few HQs, a fast attack and a heavy support, it&#039;s time to bring in the big guns. Grab the Speed Freeks set for a whole lotta red &#039;uns, and pick up a Mek Gun or two. Everything after this can be made with fun kitbashes. Here&#039;s some popular examples:&lt;br /&gt;
*Looted [[Tactical Squad]]/[[Guardian]]: Use as Boyz&lt;br /&gt;
*Looted [[Assault Squad]]/[[Gargoyle#Warhammer_40,000|Gargoyles]]/[[Aspect_Warriors#Swooping_Hawks|Swooping Hawks]]: Use as Stormboyz&lt;br /&gt;
*Looted [[Devastator Squad]]/[[Aspect_Warriors#Dark_Reapers|Dark Reapers]]: Use as Lootas&lt;br /&gt;
*Looted [[Terminator Squad]]/[[Wraithguard]]: Use as Meganobz&lt;br /&gt;
*Looted [[Dreadnought#Contemptor_Pattern|Contemptor Dreadnought]]: Use as a Warboss in Mega Armor&lt;br /&gt;
*Looted [[Nemesis Dreadknight]]: Use as a Big Mek in Mega Armor for the lulz&lt;br /&gt;
*Looted [[Roboute Guilliman]]: Use as a Warboss in Mega Armor&lt;br /&gt;
*Looted [[Bike Squad]]/[[Thunderwolf Cavalry]]/[[Serberys Sulphurhounds]]: Use as Warbikes&lt;br /&gt;
*Looted [[Invader ATV]]/[[Tauros]]/[[DOOMWHEELS]]/[[Steam Tank]]: Use as Warbuggies&lt;br /&gt;
*Looted [[Sentinel]]/[[Ironstrider Ballistarius]]/[[Centurion Squad]]/[[Eldar War Walker]]/[[XV-8 Crisis Battlesuit]]: Use as Killa Kans&lt;br /&gt;
*Looted [[Dreadnought]]/[[Onager Dunecrawler]]/[[Penitent Engine]]/[[Canoptek Spyder]]/[[XV88 Broadside Battlesuit]]/[[Wraithlord]]: Use as Deff Dreds&lt;br /&gt;
*Looted [[Defiler]]/[[Triarch Stalker]]/[[Tyrannofex]]/[[XV104 Riptide Battlesuit]]/[[Wraithknight]]: Use as Gorkanauts&lt;br /&gt;
*Looted [[Warhound Scout Titan]]/[[Hierophant]]: Use as Stompas&lt;br /&gt;
*Looted [[Thunderfire Cannon]]/[[Rapier Armoured Carrier]]: Use as Mek Gunz&lt;br /&gt;
*Looted [[Rhino]]/[[Taurox#Warhammer_40k|Taurox]]: Use as Trukks&lt;br /&gt;
*Looted [[Ghost Ark]]/[[Leman Russ Battle Tank]]/[[Land Raider]]: Use as Battlewagons&lt;br /&gt;
*Looted [[Baneblade]]/[[Cobra]]: Use as Battlefortress&lt;br /&gt;
*Looted [[Tomb Blade]]/[[Reaver Jetbike]]/[[Age_of _Sigmar/Tactics/Order/Cities_of_Sigmar#Ironweld_Arsenal|Gyrocopter]]: Use as Deffkoptas&lt;br /&gt;
*Looted [[Valkyrie#In_Warhammer_40000|Valkyrie]]/[[Stormraven]]/[[Archaeopter]]/[[Orca]]: Use as Warkoptas&lt;br /&gt;
*Looted [[Doom Scythe]]/[[Thunderbolt Fighter]]/[[Heldrake]]/[[Xiphon interceptor]]/[[Nightshade Interceptor]]/[[Razorshark Strike Fighter]]/[[Tyranid Harpy]]: Use as Dakkajets&lt;br /&gt;
*Looted [[Carnifex]]/[[Great Knarloc]]: Warboss/Ghazzy/Deffrolla/Deffdread. Google it. Do it.&lt;br /&gt;
*[[Looted Emperor]]: Google it in google images.. hur hur&lt;br /&gt;
*Looted Trukk: Looted Trukk&lt;br /&gt;
*Here&#039;s a neat little trick! The Boyz box set includes enough bits to make 11 models, for a unit with a minimum size of ten. That extra boy can be used for basically anything you want, given good enough kitbashing. Want a mek or weirdboy, but not willing to shuck our the 25-30 dollars for one? Boom, you just got one for free, and all you had to do was slap some extra gubbinz on a boy.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics]]&lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Kult of Speed]]&lt;br /&gt;
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[[Category: Dred Mob]]&lt;br /&gt;
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[[Category: Feral Orks]]&lt;br /&gt;
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[[Category: Grots]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Fallout&amp;diff=209542</id>
		<title>Fallout</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Fallout&amp;diff=209542"/>
		<updated>2023-02-26T20:00:11Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Followers of the Apocalypse */&lt;/p&gt;
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{{Topquote|War. War never changes.|Ron Perlman}}&lt;br /&gt;
{{Topquote|War has changed.|[[Metal Gear|Solid Snake]], being a contrarian.}}&lt;br /&gt;
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&#039;&#039;&#039;Fallout&#039;&#039;&#039; is a post-post-apocalyptic video game series, with a boardgame released in 2017 (see below), that takes place in America about a century or two in the future where America had been bombed so much that it has been left as a irradiated, [[Grimdark|smelly and depressing]] wasteland that happens to have &amp;lt;u&amp;gt;&#039;&#039;&#039;high as fuck raiders&#039;&#039;&#039;&amp;lt;/u&amp;gt; come up to you and attempt to kill you with a flaming chainsaw or a laser weapon.&lt;br /&gt;
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Despite the Grimdark setting, the player&#039;s actions can lead to a [[Noblebright|bright and optimistic future]], with a darkly humorous streak and a series-long theme of rebuilding. The freedom of approach to how you interact with the world set before you is one of the main selling points of the series, so you can leave the place worse than it was before (like [[Night Lords|joining a bunch of pseudo-Darwinian sodomite slavers]] or [[That Guy|poisoning the water supply to eradicate all the &amp;lt;s&amp;gt;civilians&amp;lt;/s&amp;gt;]] [[Abhuman|muties]] unlucky enough to be born outside a vault [including you!]), or join the people trying to genuinely make it a better place. Kinda like a game run by a DM who believes that &amp;quot;actions have consequences,&amp;quot; anything from the wrong dialogue option to murderhoboing your way to Las Vegas will leave a mark on the Wasteland at large. The games have been criticized for becoming somewhat unfocused in both writing and gameplay, with some saying that this was magnified by Bethesda, while others say it&#039;s always been like that.&lt;br /&gt;
[[Skub|And that&#039;s &#039;&#039;all&#039;&#039; we&#039;ll say on that for now.]]&lt;br /&gt;
You could say it’s set in the metaphorical fallout of the literal fallout.&lt;br /&gt;
==Plot and Setting==&lt;br /&gt;
For those wanting an in-depth analysis of the Fallout storyline, the &amp;quot;Fallout Storyteller&amp;quot; Youtube series has a large number of (mostly accurate) episodes dealing with the subject and can be viewed [https://www.youtube.com/watch?v=nvqm_pPD-aQ&amp;amp;list=PL7pGJQV-jlzD17YNNbt103xp0PkkUCoPU here]. &lt;br /&gt;
&lt;br /&gt;
Basically, while technology continued to advance past the 50-60&#039;s, the culture did not, which is one of the biggest sources of hilarity in the game. Imagine a lady in a pink diner dress, high heels and curly, blonde hair run up to you with a nuke-launcher on the back and try to sell some drugs to you that could enhance you to the level of a Space Marine for hours while jingoistic jazz music blares from radios that were built in the 2040&#039;s. [[Derp|All because some dipshit forgot to invent semiconductors and global idea exchanges slowed]], the ham-fisted, pin-up U.S post-WW2 culture endures for a century.&lt;br /&gt;
&lt;br /&gt;
From there, imagine the future as depicted in 1950s-era sci-fi media, then picture the US and China nuking the shit out of each other. Between that, the release of a bio-weapon that mutates living things which was itself mutated, and the general inability of anyone to get civilization&#039;s shit together for more than ten minutes at a time, the world remains for the most part a radioactive shithole even after over 200 years since the bombs dropped. It&#039;s not the nukes that killed humanity, but it&#039;s [[Skub|inability to agree on the most obvious shit]]. &lt;br /&gt;
&lt;br /&gt;
Not helping matters (at least in the States) is that the pre-war underground-bunker living Vault Dwellers, intended as the best hope for repopulating the world, are either woefully unprepared for this hellscape or are just as messed up as everyone else. See, the Vaults were nominally only partly intended as fallout shelters. Their creators often added unusual conditions as experiments (nominally for testing conditions for space colonisation but occasionally for shits and giggles) ranging from quirky (like only giving glove puppets as entertainment) or downright fucking messed up (like gradually dosing the vault dwellers with hallucinogens and rage amplifiers over time). Some vaults have remained isolated till the present day, whilst others have opened themselves or been forced into over the years. Naturally, most games have you starting as a Vault Dweller, although usually from a vault with fairly benign (or at least less directly hostile, see Vault 101 where the experiment was to keep people locked up until Civil War broke out) test conditions.&lt;br /&gt;
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Sapient races include Humans, Zetans (little green man aliens), Ghouls, Super Mutants, Nightkin Super Mutants, a breed of talking Deathclaw, Robots, Swampfolk, and Dwarves. Yes, dwarves, tiny little buff people changed on a genetic level by the bomb to have inherent dwarfism, who tend to be hairy and good with technology. Only appeared in Fallout 1 and 2, though.&lt;br /&gt;
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==Sliding Scale of Seriousness==&lt;br /&gt;
One of the [[skub]]bier elements of Fallout is this: just how much of the setting is intended to be goofy fun, and how much is intended to be [[grimdark]]? On the one hand, there&#039;s a &#039;&#039;lot&#039;&#039; of messed up shit in Fallout - for example, Robobrains, a robot that looks like a [[Brain in a Jar]] on a mechanical cylinder with tank treads and cybernetic tentacles, were largely made up of political prisoners whose living brains were extracted and jammed in crude battle-droids to be used as expendable cannon fodder. On the other hand, you can encounter all manner of silly pop culture references, up to and including nearly crossing paths with [[Doctor Who]].&lt;br /&gt;
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==Notable People, Mutants, and Factions==&lt;br /&gt;
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===Tribals and Wastelanders===&lt;br /&gt;
&lt;br /&gt;
Anyone who &#039;&#039;didn&#039;t&#039;&#039; grow up in a bunker (Vault, Military, Science-y, or otherwise). These shmucks have the burden of being born in a radioactive wasteland where &#039;&#039;everything&#039;&#039; is radioactive/mutagenic, and because time stopped during Boomer-era America, all the things you can find Pre-War contains Lead, Asbestos, and yup, more Nuclear Material. It&#039;s no wonder that the Enclave, the remnants of America&#039;s Pre-War government and its loyal troops, considers everyone in the Wasteland to be a [[Abhuman|sub-human mutant]] (but in reality though, the real reason why the Enclave hates everyone is because FEV, the virus that created Super Mutants, is already present in most humans simply because of how polluted and fucked up the Wasteland is.) &lt;br /&gt;
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Tribals on the other hand are humans who grew up in cultures that are just pastiches of Native American cultures. They tend to be very superstitious and avoid most Pre-War sites and artifacts (except guns, because AMERICA [and also because everything in the Wasteland can and will kill the unarmed]). The PC in FO2 is a Tribal, and you meet quite a few tribes in most games...except FO4 (this is going to be a running theme)&lt;br /&gt;
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===Super Mutants===&lt;br /&gt;
&lt;br /&gt;
[[Orks|7-foot tall sterile humanoids immune to aging, radiation and disease and built entirely of muscle that go to battle armed with the]] [[Choppa|biggest, heaviest choppers]] [[Dakka|or the shootiest, heaviest guns]] (and the [[Kommando|sneaky ones are Purple]]). [[Greenskin|Most of them are also Green]], except those in Washington D.C. because [[Derp|Reasons]]. They are stereotyped as big dumb cannibals, and you&#039;d be right for the most part, [[This Guy|except for the ones that aren&#039;t]] and those from the &amp;quot;First Generation&amp;quot; of Super Mutants created by the [[God-Emperor of Man|Master]] (super mutated Psyker) himself. Each game has their own version of Super Mutants created by whatever mad scientist/evil organization/whatever-macguffin is present at the time, but they are all created due to experimentation with the FEV (Forced Evolutionary Virus) that was supposed to turn humans into [[Adeptus Custodes|what peak performance looks like]], but ended up creating the pseudo-orcs we know today. &lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&amp;lt;s&amp;gt;THAT&#039;S CUZ GREEN IS DA BEST!&amp;lt;/s&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;span style=&#039;color:darkgreen;font-size:116%&#039;&amp;gt;NOW &#039;&#039;&amp;lt;sup&amp;gt;*wheeze*&amp;lt;/sup&amp;gt;&#039;&#039; IS THE TIME OF THE SUPER MUTANT&amp;lt;/span&amp;gt;&lt;br /&gt;
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All that being said, you really do feel for the super mutants. All Super Mutants are the unwilling result of humans being mutated, with pure Vault dwellers and other [[Primaris Marine|untouched-by-mutation virgins]] producing the [[Fabius_Bile#The_Great_Work|best and most successful results]]. We know that it&#039;s a painful process, some kind of memory loss is a given and it&#039;s a rarity for the succeeding generations to have some sense of connection to their former life, so those that do and actually want to do good are such a rarity that [[grimdark|you can call it a margin of error]]. In the West Coast, all of them are either survivors of the Master&#039;s Army (intelligent) or second generations caused by haphazard conversions of wastelanders (dumb). The [[Boyz|Dumb-Dumbs]] follow the [[Nob|smart ones]], for better ([[Vulkan|Marcus is pretty much the coolest guy you&#039;ll ever meet]]) or worse (everyone else). &lt;br /&gt;
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The sneaky ones are the most dangerous, because they&#039;re all first generation and also suffering from [[Srs|intense and serious mental illness]] due to the stealth-radiation frying their brains and worsening the dementia they have from being so old, which is how you get [[Awesome|Grannies chopping down Deathclaws with helicopter blades while being egged on by her personal demon]] but also split personality Mr. Slave/[[murderhobo]].&lt;br /&gt;
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As of Fallout 4, [[Derp|being a Super Mutant is a reversible condition]], because apparently it&#039;s easier to cure than a common cold.&lt;br /&gt;
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===Ghouls===&lt;br /&gt;
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Most people die when they take too much rads. You won the genetic lottery by becoming a living zombie, your body now a cancer that&#039;s nourished by radiation. On the plus side, you&#039;re immortal, but your mind will eventually decay (also made quicker by radiation). People will also treat you like absolute shit, and [[Brotherhood of Steel|some people may even shoot you on sight]]. &lt;br /&gt;
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===NCR===&lt;br /&gt;
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Emerging out of the efforts of the Vault Dweller from FO1, the New California Republic was built with the trappings of pre-War California. They adhere to the principles of democracy and equality, though in reality, due to the difficulty of holding a country together in the wasteland, influence and power is bought by cattlefucking ranchers, unscrupulous arms dealers, and [[Rogue Traders|caravan companies]]. That, and their recent expansionist policies have stretched much of their military thin, and have also angered many communities who weren&#039;t keen on being annexed and taxed by the Republic. Though they&#039;re waaaaaay better than most of the other factions in the Wasteland, it&#039;s kind of a hard sell joining the faction that&#039;s so bad at its job, [[GRIMDARK|its Chief Ranger would rather die and have all his boys go down with him in a blaze of glory]] than let them be used as pawns in NCR power games. &lt;br /&gt;
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Having said all of this, even the most jaded and disheartened citizens and soldiers of the NCR still hold at least a grudging respect for the principles they live under, or realize how bad all the alternative groups are, which is often the main selling point to support the Republic, more so than just the fact that they are a &amp;quot;democracy&amp;quot;. In fact, the NCR&#039;s greatest flaws also feed into their greatest strength. The [[Imperium of Man|NCR may be an overstretched, disorganized and corrupt expansionist government]], but despite that it&#039;s still [[Humanity Fuck Yeah|full of everyday decent people on the ground trying to make some difference with what they got.]]&lt;br /&gt;
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===Enclave===&lt;br /&gt;
Introduced in FO2, the Enclave claim to be the rightful rulers and inheritors of post-apocalyptic America. Y&#039;see, back before the bombs dropped, the situation in the world and the US themselves had already deteriorated to a point a nuclear war was seen as a certainty, so &#039;&#039;obviously&#039;&#039; douchebags in the government decided &amp;quot;fuck the people, &#039;&#039;our&#039;&#039; survival is top priority!&amp;quot; Made up of all manner of high-ranking assholes, including the President, members of the Joint Chiefs of Staff, prize-winning scientists, wealthy industrialists, members of the military, influential politicians and other powerful men and women, they constructed their own secret sea-based survival retreat, and evacuated there several months prior to the big day (at least in the old fluff). These assholes were content to let the rest of the world die and planned on repopulating the wasteland afterwards &amp;lt;s&amp;gt;with their pure and uncorrupted Aryan genes&amp;lt;/s&amp;gt;. When they finally deemed the mainland safe to return to, they weren&#039;t happy to find out that other people had survived, so they decided the best thing to do was to wipe out everyone who wasn&#039;t descended from their ranks (no matter how inbred said ranks might have been).&lt;br /&gt;
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Basically, the Enclave represented the &amp;quot;Asshole Surviving Elite&amp;quot; archetype from post-apocalyptic fiction; they preserved themselves at the expense of the average American, they maintained and built upon the highest pre-War tech so they are &#039;&#039;the&#039;&#039; ultimate , and they regard all others outside of their ranks as fit only to be enslaved or exterminated.&lt;br /&gt;
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The ultimate antagonist of FO2 (with [[Awesome|12&#039; tall genetically engineered homicidal maniac cyborg ex-Marine-turned-Secret-Service-agent]] serving as a final boss), they returned in FO3 as a surviving offshoot that is somehow more numerous than the original organization, BoS-style, where here they began to pick up a following amongst fans, largely because the whole &amp;quot;genocidal old world elitist bastards&amp;quot; angle was kinda downplayed by an extensive use of in-game propaganda, despite the plan of eradicating all mutants still being the same. FONV shows the aftermath of the original Enclave being destroyed by the NCR/BoS alliance for several of ex-members, so few in number they are almost irrelevant in the grand scheme of things. Their quest, however, is all about gathering said remnants and convincing them to support your chosen faction during the final fight. They don&#039;t show up in FO4, but a separate branch of the Enclave does make an appearance in the lore in FO76, where it turns out that one absolute fucking &#039;&#039;&#039;maniac&#039;&#039;&#039; of an Enclave member not only got into the POTUS&#039; private survival bunker, but secretly sabotaged the escape effort so that anyone with a higher rank than him would not get to the bunker under Whitesprings, meaning he would be officially left as the POTUS by virtue of being the highest ranked governmental official present and alive. He promptly used this power to flood Appalachia with mutants and killer robots as part of a crazy plan to gain access to remaining nuclear stockpiles to continue bombing China... which, as far as anyone knew, had &#039;&#039;already&#039;&#039; been nuked to oblivion...&lt;br /&gt;
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===[[Brotherhood of Steel]]===&lt;br /&gt;
[[Adeptus Mechanicus|Tech-hoarding soldiers]] [[Black Templar|LARPing]] as [[Bretonnia|Arthurian Knights]]. Seriously. &lt;br /&gt;
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Most notable for their near-exclusive use of Power Armor (until other, less toaster-obsessed factions came into play) and their fetish for energy weapons. The Brotherhood’s originated from US Army defectors who turned away from the atrocities and corruption of the pre- and post-war US Government under the guidance of High Elder Roger Maxson, who also wrote the [[Codex Astartes|Codex]] that continues to guide them to this day. &lt;br /&gt;
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Being the poster boys of the setting, each Fallout game features them in some capacity. Since the original organization was just one bunker, the idea of [[Space Marines|chapters]] was introduced. In their quest to reclaim more technology ([[Iron_Hands#The_Moirae_Schism|but also to exile the forward-thinking while still making them useful]]) expeditions were sent out tofound new chapters all across America so that Brotherhood paladins and knights can be found pretty much anywhere in post-apocalyptic US. Their doctrines also widely differ from staunch traditionalism to even more [[Adeptus Mechanicus|AdMech]]-like behavior of the Mojave chapter, brutal pragmatism of the Midwestern Brotherhood or naïve idealism of the FO3 Eastern chapter. Said chapters also have a bad tendency of being more prominent and numerous of a force than the OG Brotherhood, but such is life in the Wasteland. &lt;br /&gt;
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The Brotherhood’s main mission is to safeguard the “forbidden” technology that led to the Great War, though they consider everything from Laser weapons to vital pre-War energy infrastructure as “forbidden” tech that cannot be trusted in the hands of “wasteland savages,” so they [[Template:American|liberate]] flashlights from the people who just happen to have it. To be fair to the Brotherhood, [[Dark Age of Technology|pre-War America was experimenting with some dangerous super-weapon level tech at the time, and were not above using their own citizens as guinea pigs]], as evidenced by the creation of Super Mutants and the entire Vault-Tec project. They also generally concentrate their efforts on things with immediate military applications, so they won&#039;t come knocking for your nuclear reactor (maybe). This also leads to them effectively ignoring civilian technologies like hydroponics, which bites them in the ass more often than not. None of that excuses the fact that their paranoia and elitism leads them to confiscate vital technology that could be used to actually better the lives of the Wastelanders around them.&lt;br /&gt;
&lt;br /&gt;
Oh, and they&#039;re massive racists in fluff of every installment, shooting both Ghouls and Super Mutants on sight.&lt;br /&gt;
&lt;br /&gt;
===Caesar&#039;s Legion===&lt;br /&gt;
The Big Bad of FNV, tribals larping as Rome, led by a man who can call himself [[God-Emperor|Caesar]] because most people are too illiterate to know what Rome is. They conquered a whole bunch of desert tribes (57 to be exact), but the truth is that they&#039;re really just a horde with a few Roman terms and ideas sprinkled in (mostly the nasty ones). They think the only way to save the world is to conquer everyone and impose a reactionary warlike totalitarian luddite misogynist anti-mutant homophobic puritanical militaristic dictatorship on everyone forever. If you can see the problem with this, congratulations on having at basic understanding of history, human behavior and morality. Pretty much everyone in the game says that the Legion will disintegrate when Caesar dies, except for Caesar himself, because he&#039;s a narcissistic fuck, which is unironically the only reason why the Legion is so cohesive. Considering his two likeliest successors are a blunt bloodthirsty brute and a two faced sadistic torturer, Caesar pretty much is the only figure in the Legion with the intellect to hold together this army of sycophantic slaves. They literally believe him to be the biggest gigachad ever, even though it&#039;s really because they&#039;re just [[/pol/|illiterate]].&lt;br /&gt;
&lt;br /&gt;
===Followers of the Apocalypse===&lt;br /&gt;
Don&#039;t let the badass deathmetal name fool you, these guys are actually a bunch of nerds. If the Brotherhood is a bunch of tech hoarding soldiers, the Followers are their polar opposite, a group of [[SJW|pacifist Librarians]] who seek to aid and educate the people of the Wastes. They have played an important role in the history West Coast and were the people responsible for educating the NCR, but due to the NCR&#039;s expansionism being at odds with the Followers goal of not repeating the same mistakes of the past (and encouraging self-determination over imperialism), the two factions have officially cut all ties with each other. Even though they&#039;re pacifists, don&#039;t expect them to just sit down and take it: they just leave the fighting to people who&#039;re good at it. Also, you have to give them props for surviving this long in the Wasteland, these guys got their start in the ruins of the LA Public Library back when Fallout was just an Anarchic Mad Max simulator, and not a 50s music radio station, so they not only survived the lawless gang warfare of the LA Boneyard pre-NCR, but played a role in beating the Master and establishing the Wasteland&#039;s only true democracy. Also, Caesar was raised a Follower, though he was never a really good one.&lt;br /&gt;
&lt;br /&gt;
===New Vegas===&lt;br /&gt;
The very two-sided metropolis of the Mojave and subdivided into two main factions, the Families under the leadership of Robert House, an obscenely wealthy and ambitious Industrialist from the Pre-War years who survived the Great War thanks to his advanced life support systems and the various factions of outer Vegas, of whom the biggest is Freeside under the leadership of The King and the group of gangers of the same name, a rag-tag assortment of folks all cosplaying as Elvis Prestley. Mr. House holds an iron first over the wealth and technology of the Las Vegas Strip that he with the help of his advanced Robot Army built to be an unconquerable fortress. His aims for the Mojave is to &amp;quot;civilize&amp;quot; it, by which he means using the major power advantage his robot army gives him to enforce a free-trade zone independent from the rest of the Wastelanders. Being a true Ayn-Rand-style libertarian anarcho-capitalist with a serious god-complex, he usually views any kind of moral objection one might have to his egotistical dreams as a lack of vision. This brings with it its own buttload of problems, mainly that the people he &amp;quot;civilized&amp;quot; (The Families) self-admittedly didn&#039;t really agree to it in the first place and by the time of New Vegas tried to undermine Houses authority for very understandable reasons. The Families themselves, which House dubs his employees, are the former members of three wastelander tribes House basically forced at gunpoint to populate the Las Vegas strip some years prior are the Omertas, who were Slavers and Pimps who just continued their business under House, the White Glove Society, a bunch of cannibals whose tendencies and cultural habits turned out to be really hard to overcome, and the Chairmen, that were a band of marauding, drug-fueled raiders. The Kings that control most of outer Vegas (called Freeside) are a gang of Elvis Presley cosplayers whose boss once found a building that housed a school for Elvis Presley impersonators in the Rubble of Vegas and assumed that, in order to be so famous that other people wanted to be you, you must have been some sort of divine being and he subsequently assumed the style, music and even accent of the real deal for himself and his gang in a truly bizarre cargo cult. The Kings are both opposed to Mr. House, whom they view as the same sort of oppressive slaver as Caesar and the NCR, who step on their turf under Houses protection, much to their chagrin.&lt;br /&gt;
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===Boston Factions===&lt;br /&gt;
Of the four factions vying for control over Boston, only two can be considered as having a large impact on the Wasteland outside of the Commonwealth, and one of those (The BOS) isn&#039;t even from Massachusetts. &lt;br /&gt;
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&#039;&#039;&#039;The Institute&#039;&#039;&#039; was formed by the scientists of MIT, their base fully underground, and the only way in either being teleportation, or through their toilets. Not only did they manage to ride out the Apocalypse, but were able to &#039;&#039;thrive&#039;&#039;, their tech and quality of life being way beyond what anyone else in the Wasteland can even imagine. [[Tau|Everything inside is clean, shiny, and plastic.]] Their greatest creation is Synths, which are basically bladerunner-style synthetic life. Starting out as nothing more than mechanical robots before being perfected with full-on synthetic flesh completely indistinguishable from &amp;quot;real humans&amp;quot;, they obviously did the amoral science thing and gave them sentience and free will that could instantly be overided with a few words. [[Men of Iron|Clearly, nothing can go wrong.]] &lt;br /&gt;
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These guys might look like squeaky-clean Futurists, but they&#039;re exactly like the pre-War scientist of Vault-Tec, but no longer bound by government/corporate agendas. Just like Vault-Tec, they do their experiment on civilians, which they do by replacing Wastelanders with Synths so they can &amp;lt;s&amp;gt;watch people fuck&amp;lt;/s&amp;gt; test their theories and make sure no one can mount an effective resistance against them. Of course, because Synths are sentient and do most of the actual work, some of the more advanced ones manage to escape, and over time, have worked with a group of sympathizers to create...&lt;br /&gt;
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&#039;&#039;&#039;The Railroad&#039;&#039;&#039;. Named after the Underground railroad that helped free slaves, these guys do the same, but with Synths. &amp;lt;s&amp;gt; absolutely no word on whether or not they free real human slaves, like the ones you found in the Capital Wasteland, even though they have agents there, too, and a burgeoning anti-slavery faction&amp;lt;/s&amp;gt; Whenever a Synth manages to break free from their programming and realizes they&#039;re pretty much people, they seek out the Railroad for help. The Railroad operates all over the East Coast, helping synths get away from &amp;lt;s&amp;gt;Blade Runners&amp;lt;/s&amp;gt; [[Original character, do not steal|Coursers]], wiping their memories so they can get a fresh start, before spiriting them away to new lives. These guys have a pretty robust intelligence network with freed synths and even a Pre-War DeepBlue-copy, but are otherwise just regular Wastelanders and Sympathizers. That being said, most of the people of the Commonwealth dislike them because it&#039;s really hard to trust Synths whose personalities and wills can be overriden at any point and turned against you. &lt;br /&gt;
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&#039;&#039;&#039;The Minutemen&#039;&#039;&#039; - Named after the historic militia, these guys organize themselves the exact same way, down to the fucking muskets (technically it&#039;s a [[Wat|crank-operated]] single-shot laser, which makes 0 sense because it still uses &amp;lt;s&amp;gt;batteries&amp;lt;/s&amp;gt; microfusion cells, and quite literally any weapon will be better. Apparently it was once planned to not need energy cells, but that feature was scrapped somewhere during production). Because these guys organize themselves with tactics straight out the Colonial-era, it was pretty easy for them to be wiped out by a gang of sadistic mercenary types called the Gunners that &#039;&#039;do organize themselves like a proper army&#039;&#039;. These guys suck so bad, you are literally made their General within the game&#039;s first act, and you just kinda sorta stay in the position, even if you help anyone else, including Raiders (but at that point, the one guy will refuse to help you until you leave them, but you&#039;re still their General and besides him they&#039;ll still help you). Of course, just like the NCR, these guys are probably the &#039;&#039;best&#039;&#039; option for the Commonwealth because the members that really stuck around are the types that genuinely believe in their mission of making the Wasteland a better place, and unlike the Brotherhood, they understand that by wiping the Institute they can also free the Synths from their control, so there&#039;s no need to hunt them down.&lt;br /&gt;
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==The Games==&lt;br /&gt;
===Fallout 1===&lt;br /&gt;
[[File:Fallout_1.png|thumb|right|300px|I&#039;m here to kick ass and chew bubble gum. I&#039;m all out of gum.]]&lt;br /&gt;
Eighty four years after the bombs fell, a resident of Vault 13 in California is chosen to leave the Vault to find a replacement unit for the Vault&#039;s damaged water chip, which controls the water recycling system. This Vault Dweller, in his search for his prize, discovers that the world is (sort of) safe to return to, as many others had. He also discovers a major threat to the nascent human rebuilding: the Master&#039;s Army. This army of Super Mutants is the tool of the mutant known as The Master, who intends to turn the entire human race into Super Mutants to unite mankind into one whole and bring an end to conflict and war (except he&#039;s being semi-despotic about it). The Vault Dweller manages to stop the Master, though it is not known if he talked him down or blew him up, and return to the Vault with his prize only to be exiled for being &amp;quot;contaminated&amp;quot; by contact with the outside world. Many other inhabitants of Vault 13 choose to leave with him, traveling north and founding the village of Arroyo. Also the FMV sequence you get if you join the master is creepy, so don&#039;t do it.&lt;br /&gt;
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1 and 2 was a turn-based game much like traditional Dungeons &amp;amp; Dragons, your stats&#039; math calculation corresponding to various skill points which are also advanced with practice and skill points defining percentage of success for various actions, also influenced by weapons range, enemy armor class or the lock&#039;s sturdiness etc. It maxed out at 95% (a subtle nod to 1d20 critical failure), and various armors have damage resistances to various attacks boostable by drugs and perks. Unlike fantasy potions, drugs give very bad addiction withdrawals. Later games would turn into Skyrim with guns, [[Skub|which is debatable whether it&#039;s a good thing or not]] to reach the young audience.&lt;br /&gt;
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===Fallout 2===&lt;br /&gt;
[[File:Fallout_2.png|left|thumb|300px|You get to visit New Reno, the [[/d/|scummiest of all pits]] in Fallout games. ]]&lt;br /&gt;
The Vault Dweller&#039;s grandchild comes of age, passes a series of trials, and is then selected to find a sacred artifact from Vault 13: a Garden of Eden Creation Kit, which will rebuild the wasteland into a paradise. It should be obvious by now that the population made of Vault 13 settlers managed to degenerate into neolithic barbarism in one generation. Anyway, this Chosen One, in his search for his prize, discovers that the United States government is (sort of) still around and had abducted the people of Vault 13. He later learns that they are called the Enclave and had also abducted his tribe in his absence when he found Vault 13 himself. So the Chosen One travels to the Enclave&#039;s base of operations, a Poseidon Energy oil rig, to free the captives, find the GECK, fight one [[Space Marines|big boi]] and destroy the Enclave, helping (or breaking) towns along the way. Despite being regarded as the best of the classic Fallout games it was rushed to meet a Christmas deadline with large sections of the game cut for time. These have since been re-added and bug fixed through modding and is considered required to get the full and proper Fallout 2 experience.&lt;br /&gt;
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===Fallout Tactics===&lt;br /&gt;
[[File:Fallout_tactics.jpg|right|thumb|300px|&amp;quot;Fuck em&amp;quot;...*pukes*]]&lt;br /&gt;
In &#039;&#039;&#039;Fallout Tactics&#039;&#039;&#039;, the Midwestern Brotherhood of Steel began inducting tribes into its ranks in small numbers while defending the Wasteland against threats such as an army of renegade robots. The main group of the Brotherhood is separated from this group, which takes over Vault 0 and continues pushing eastwards. Although the bulk of Fallout Tactics is non-canon (though some, like the Mid-West Brotherhood being semi-canon), the basic story (and some elements such as airships and Nuka Cherry) remained canon.&lt;br /&gt;
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===Fallout: Brotherhood Of Steel===&lt;br /&gt;
[[File:FBOS.jpg|thumb|left|300px|Unintentionally meta.]]&lt;br /&gt;
Three Initiates to the Brotherhood, one strangely enough being a Ghoul despite how much the Brotherhood hates both outsiders and mutants, are sent to go find missing Paladins despite how illogical it is to send three fresh recruits after several high ranking veterans in power armor. They wound up being aided by the Vault Dweller, who was still alive at the time, and take out another Super Mutant army. At one point you wipe out the entire population of a town of Ghouls because they don&#039;t accept humans but you need to get to the other side and apparently can&#039;t be arsed to just walk around it, despite the fact you may in fact be playing as a Ghoul with absolutely no humans for miles who&#039;s entire backstory was humans wiped out his town...&lt;br /&gt;
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Completely non-canon, and unlike Fallout Tactics everyone is happy about that.&lt;br /&gt;
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===Fallout 3===&lt;br /&gt;
[[File:Fallout_3.jpg|right|thumb|300px|&amp;quot;Scenic overlook&amp;quot;. Gotta love them 4th wall breaches!]]&lt;br /&gt;
The series turns into a Skyrim/Oblivion 3D RPG with guns - Many cheered as Fallout was revived from the precipice of obscurity, and others were filled with [[RAGE]] over an assortment of things, like Power Armor nerfed to the equal of an Imperial Guard flak armor. After all... Rage. Rage never changes&lt;br /&gt;
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Two hundred years after the Great War, a civil war breaks out in Vault 101 after its head physician, &amp;lt;s&amp;gt;Liam Neeson&amp;lt;/s&amp;gt; James, leaves. His child then escapes the chaos in search of him. This Lone Wanderer, in his search for his father, discovers that he was not born in Vault 101 as he had been led to believe, but in a beached aircraft carrier named Rivet City. His father had been working on &amp;quot;Project Purity&amp;quot; to purge the radiation from the Potomac River to provide clean water for the world. Following his father&#039;s trail, the Lone Wanderer eventually comes into conflict with the resurgent Enclave which wants to take the project for itself. Canonically the player fights the Enclave off, mind-fucks the President and helps purify the water of the Capital Wasteland with the Brotherhood of Steel. They also die due to radiation but gets better in the DLC, and chase the Enclave to a mobile base crawler and finally bomb them from orbit (or Brotherhood citadel if you are feeling like an asshole).&lt;br /&gt;
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The first DLC is called &amp;quot;Operation Anchorage&amp;quot;, where a group of BoS Outcasts are trying to gain access to a cache of pre-war tech in a bunker. Unfortunately for them, the only way to gain access to said tech is by playing a vr milsim centered around the liberation of Anchorage, and it only runs on the Pip-Boy operating system. Fortunately for you, &#039;&#039;you&#039;&#039; have one of those, so naturally the Outcasts are &amp;lt;s&amp;gt;desperate&amp;lt;/s&amp;gt; willing to split the loot with you just this once. What follows is basically the atompunk version of those military first-person shooters everyone likes to make fun of as you fight the (virtual) Chinese army in the name of &#039;Murica!&lt;br /&gt;
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The second DLC is &amp;quot;The Pitt&amp;quot; where you are recruited to help liberate some slaves. Your destination: the ruins of Pittsburgh, now the Pitt, which, while not hit directly during the war, was heavily irradiated by the nearby river, causing the locals to degenerate into feral cannibals. So all in all, an overall improvement. That said, the infrastructure is still intact, so some raiders have set up shop at the metal refineries with their slaves to do all the work for them. Speaking of slaves, the only way into the Pitt is to pretend to be one, so you&#039;re gonna be working from the bottom up to infiltrate their society. Once you reach the guy in charge, however, you&#039;ll quickly realize that things aren&#039;t so black-and-white as they seem, and you&#039;ll have to make a choice that &#039;&#039;isn&#039;t&#039;&#039; tracked by the karma meter!&lt;br /&gt;
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The third DLC is &amp;quot;Broken Steel&amp;quot;. If you have Fallout 3, &#039;&#039;get this&#039;&#039;. It adds a post-game campaign that allows you to keep playing for as long as you want (something New Vegas sorely lacks). As for the story, it&#039;s changed so that now when the time comes to activate Project Purity, not only will you not die instantly if you do it yourself, you can instead have certain radiation-immune companions do it for you. The narrator will still call you a coward, but better to be a coward than a fool. Either way you go about it, you wake up two weeks later to either a wasteland where the availability of fresh water has opened up new opportunities for the locals, or, if you used the modified FEV, a wasteland where everyone (including you) is slowly being killed by the contaminated water. Regardless, you proceed to help the Brotherhood of Steel mop up the remaining Enclave forces.&lt;br /&gt;
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The fourth DLC is &amp;quot;Point Lookout&amp;quot;, which introduces a whole new map set in the eponymous Maryland location. Unlike most other places, no bombs were dropped on Point Lookout; a little radiation may have drifted in on the tides, but that&#039;s small-time compared to places like California or the Capital Wasteland. That said, the region is infested with mutant hillbillies that will try to kill you. Things to do here include settling a grudge between a ghoul and a brain in a jar, going on a hallucinogenic spirit journey, tracing the path of a Chinese spy, oh, and [[H.P. Lovecraft|finding a pseudo-Necronomicon that said mutated inbreds now keep]], nothing major. &lt;br /&gt;
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The fifth and final expansion is &#039;&#039;Mothership Zeta&#039;&#039;, which sees you getting abducted by those aliens whose wrecks you kept finding throughout the series. You then fight your way to the bridge of the ship you&#039;re on and take over with the aid of cryogenically frozen fellow captives from throughout history, including: a pre-war soldier, a cowboy, and a Sengoku-era samurai. There&#039;s not much else to say about this one.&lt;br /&gt;
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There are a good deal of cool moments and set pieces. That said, there are also some rather derpy ones as well for the main story. In praticular after you get out of the Vault, you come across a town built around an old un-exploded but still active atomic bomb. You are given the choice of either permanently defusing the nuke or arming it so a rich asshole can blow the town up for the lulz. In short, your options in regards to Megaton are &amp;quot;do the obviously sensible thing even an evil raider would do&amp;quot; or &amp;quot;Be a completely insane mass murdering asshole for no reason&amp;quot;. Mind you, said rich asshole had ordered his messenger to evacuate the town...&lt;br /&gt;
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===Fallout: New Vegas===&lt;br /&gt;
[[File:Fallout_new_vegas.jpg|left|thumb|300px|The cold, cold road to [[Slaanesh|hookers, drugs, street violence]] and [[Doomrider|rock &#039;n roll]].]]&lt;br /&gt;
The game takes place in the Mojave Desert, where the city of Las Vegas was able to largely survive the nuclear holocaust of the Great War, thanks to it&#039;s anti-missile defensive system destroying/disabling most of the nukes that fell onto the region, making it one of the wealthiest cities in post-nuke America and a double-sided symbol of the old world people have only heard about it pre-war literature. In 2281, the New California Republic (Which grew from surviving villages and towns of Fallout 1) and Caesar&#039;s Legion (a horde of [[Edgy]] tribals cosplaying as Roman Legionaries led by a twisted warlord with a twisted survival of the fittest mindset) are staring at each other across the Colorado River, having fought over Hoover Dam once before. Against this backdrop, a courier of the Mojave Express is shot for their charge, a poker chip made of platinum, and buried in a shallow grave. They&#039;re dug out by a Securitron robot and taken to Dr. Mitchell of Goodsprings, who saves his life. This Courier, in their search for their prize, travels around the Mojave Wasteland in pursuit of their attempted murderer, Benny, the head of the Chairmen, who runs the Tops casino in New Vegas ran by the mysterious Mr. House(who turns out to be a Jeff Bezos/Walt Disney style tycoon kept alive in a tank). Eventually, all three major players in the Mojave (the NCR, the Legion, and Mr. House) want the Courier to do their dirty work to gain control over the Mojave, but there is a fourth option: Benny&#039;s plan was to use a subverted Securitron named Yes Man to take over House&#039;s network and use the platinum chip (actually a data disc containing a firmware upgrade for the Securitrons) to secure control over New Vegas. Whatever the Courier choses, the Second Battle of Hoover Dam is inevitable and only one faction can win.&lt;br /&gt;
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Notably, [[Your Dudes|you do not start out as a Vault Dweller, have an established origin story, or set out on a grand quest (at least initially)]]. You&#039;re just a poor schmuck in the right place at the wrong time, thrown into the foreground of a territorial dispute, where your most notable feat in your postal career in the Mojave so far is that you survived a gunshot to the head and not much else. No government conspiracies, apocalyptic enemies like the Master, or world changing macguffins. That&#039;s the main story anyway. The DLC takes a slightly more personal approach, being a bunch of genre setpieces that show the effect of other people being in the right place at the wrong time (or wrong place at the right time), and showing the Courier&#039;s past isn&#039;t quite as boring as might first appear.&lt;br /&gt;
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[[File:Fallout_sierra_madre.jpg|right|thumb|300px|Jokes aside, this is one of the most atmospheric settings in all of games out there.]]&lt;br /&gt;
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The first DLC is called &amp;quot;Dead Money&amp;quot;, where a mysterious radio broadcast becons you to the Sierra Madre Casino, a luxurious vacation spot for the rich, built near the end of the Great War. It never officially opened as the bombs fell, so you can only assume the buttload of treasures stored within. Things go not-as-planned, and you end up assisting a rogue BoS Elder named Elijah break into the Sierra Madre with the help of 3 kooky sidekicks. All of you are motivated by greed, one way or another, and so only time will tell whether all 5 of you will overcome it and survive, or be consumed by it and buried along with the ghosts of the Sierra Madre. It&#039;s basically a survival horror DLC that can be counted as a standalone sub-game with its own currency, unique monster slaying and game style.&lt;br /&gt;
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The second DLC is &amp;quot;Honest Hearts&amp;quot; and takes place in the bluffs of Zion National Park. You are contracted by the Happy Trails Caravan company to assist them in making their way to New Canaan, a conservative Christian settlement in the middle of Utah. Things go not-as-planned once again, and you end up ambushed by a couple of savage tribals named the &amp;quot;White Legs&amp;quot;, who paint their legs white in homage to their home: Salt Lake City, and find out that New Canaan was destroyed by them. Eventually you meet a group of friendly tribals led by the Legion&#039;s infamous former &amp;quot;Malpais Legate&amp;quot;: Joshua Graham, who after surviving his fiery execution from Caesar, returned to New Canaan and devoted his life into becoming a fiery executor of God&#039;s will. God cannot be expected to do all the work for you however, so you either end up assisting him in driving the White Legs out of Zion and help the tribes reclaim their ancestral home (plus the added bonus of preventing White Leg bandit attacks elsewhere), or assist another New Canaan survivor name Daniel in evacuating the tribals out of Zion and into a place where the White Legs cannot reach them (as the White Legs have shit survival skills from being so reliant on raiding, they can&#039;t forage or farm). Or fuck all that noise and just murder everyone in visual range, until you find a map out of there back to the Mojave, the world&#039;s your oyster.&lt;br /&gt;
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The third DLC is &amp;quot;Old World Blues&amp;quot;, which takes place in an isolated and shielded scientific complex in the middle of the mountains called the Big Mountain, or &amp;quot;Big MT&amp;quot; for short. The Big MT housed the most brilliant pre-war scientific minds of the world, being tasked with creating solutions for mankind&#039;s various problems. Eventually, the bombs fell and this most likely have thrown a wrench into their plans (since mankind is, you know, mostly dead). While over 200 years have passed, you discover that the original core science team is still working, transplanting their brains into robotic hover platforms to continue their insane research projects. You&#039;re abducted by them and turned into a &amp;quot;Lobotomite&amp;quot;, where they extracted your brain, spine, and heart, then replaced them with robotic parts, but things do not go as planned as unlike other lobotomites: you still retained your free will (thanks in-part to the headshot that nearly killed you in the beginning). You now have to find your old body parts, deal with the Big MT science team, and escape this futuristic loony bin. Notably the DLC has a light-hearted tone, further exploring the retro-futuristic themes of the Fallout universe, the cartoon insanity of the Big MT scientists that can only be described as prodigal geniuses acting like petulant 10 year-olds, whilst still being grimdark enough to reference the horrors of unchecked and poorly-planned scientific advancement (for example, you know those deadly cazador mutant wasps? They&#039;re escapees from the Big MT. And the scientists deny they ever escaped). It also features the best side-villain of the franchise: [https://www.youtube.com/watch?v=U6kp4zBF-Rc an evil toaster].&lt;br /&gt;
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The fourth and last DLC is the &amp;quot;Lonesome Road&amp;quot;, a very heavily combat focused journey (you trigger nukes for fun and carve through armies of Deathclaws) and a showdown between you and Ulysses, the mysterious courier who pushed the delivery of the Platinum Chip to you, and has been mentioned by several characters around the wasteland. Here, you brave &amp;quot;The Divide&amp;quot;, a stretch to road between the military towns of Hopeville and Ashton, who were sundered by nukes that accidentally exploded underground as they were towns that housed the personnel manning the nearby nuclear ICBM silos in the area, turning it into an irradiated, stormy ruin. It&#039;s populated by dangerous enemies, most notably &amp;quot;Marked Men&amp;quot;, cannibalistic, ghoulified remnants of the NCR and Legion forces around the divide before it was destroyed. They&#039;ve been driven completely mad by the experience (basically, they were skinned alive by the windstorm generated by the nukes THEN kept alive and immortal by the resulting radiation, turning their existence into a perpetual hell of pain and misery), have forgotten their old faction rivalries: and have united in their hatred against The Divide and the people they perceived to have abandoned them to their fate (who happen to be anyone who isn&#039;t a fellow Marked Man). They aren&#039;t completely bonkers like feral ghouls though, they still know how to operate sophisticated weaponry of varying types to obliterate you from any distance. At the end of this perilous journey, Ulysses promises to answer all your questions, and to change the future of the Mojave. On the plus side the last DLC can be interrupted and stacks of loot can be taken back to Mojave any time.&lt;br /&gt;
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Whilst releasing as a buggy janky hot mess, the game was lauded as a return to the style and atmosphere of the first two games, albeit with decent additions to 3&#039;s rpg light formula and taking notes from the most popular mods released for 3, like survival mods, damage thresholds (zero damage if struck below DT value), first person aiming, weapon addons, etc. Although it is still horrifically unstable and unkind to packrats, it is considered by some to be the best game in the series when paired with bug fix and stability mods.&lt;br /&gt;
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===Fallout 4===&lt;br /&gt;
[[File:Fallout_4.png|left|thumb|300px|Colors in a Fallout game? What a time to be alive.]]&lt;br /&gt;
In Boston at the zero hour of the war, new parents are admitted to Vault 111 and placed in cryogenic suspension, under the impression that they were only to be decontaminated. Turns out much like most Vault-Tec vaults, they were secretly part of an experiment, where in this case it was originally to see the physical and mental effects of long-term cryo-storage.&lt;br /&gt;
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One of them is murdered, their infant child Shaun stolen, and the other refrozen. When the cryo systems fail, the only survivor of Vault 111 heads to the surface in pursuit of the man who ruined a family. This Sole Survivor, in pursuit of his (or her) prize - I mean child, discovers that two hundred years have passed. As they travel, they encounter the last surviving member of the Minutemen-- a Militia that tries to protect local wastelanders from attacks by raiders, supermutants, and other nasties-- and go to Diamond City (built on the ruins of Fenway Park) following a lead. They find people paranoid about an organization called &amp;quot;The Institute&amp;quot; replacing anybody they know with near-perfect replicas called synths, and further investigation points to the Institute having abducted Shaun. They can work with the Minutemen, the Brotherhood of Steel, or the synth emancipation group known as the Railroad to fight the Institute, or choose to join it instead. Just like the other games, Super Mutants once again make an appearance although this version was created by the Institute and have notable differences, mainly being less mutated while also being more psychotic, being more industrious by being capable of doing shit for themselves instead of relying exclusively on slaves while also being too violent to gather into large groups or pursue goals beyond being warlords. &lt;br /&gt;
Automatron was the first DLC (that had a story) where the player takes on The Mechanist, someone dressing up as a character of the same name from the in-universe comic series The Silver Shroud. Said impersonator has gathered an army of robots to harass the Commonwealth just like their namesake. &lt;br /&gt;
Far Harbor followed Automatron, consisting of a Synth-centric journey to the marshes up north where they must play peacemaker between the Synths, wastelanders, and the crazy radiation-worshiping cultists called the Church of the Children of Atom from Fallout 3. Generally held up as the pinnacle in the game. &lt;br /&gt;
Finally, Nuka-World begins with the player finding a functional train leading them to the Nuka Cola theme park, where they are immediately trapped in a gauntlet maze/arena designed by the Raiders to ensure that the only folk who live there are worthy. The player must decide whether to take control of the Raiders and let them loose on the Commonwealth or retake Nuka-World for the law-abiding wastelanders (loyal to whichever faction you sided with in the main game obviously). While this DLC has the most bearing on the actual game itself and has more plot complexity than the single quest and mild amusement of Automatron, its seen as a disappointment in terms of what it could have been. &lt;br /&gt;
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Additional content, some of which has merit as part of the looser canon (as in the &amp;quot;Bawls exists in-universe&amp;quot; kind) was released via the mod service maintained in-game by Bethesda. However, due to the fact you can&#039;t use it alongside mods from anywhere else and still keep achievements going and many cost money for no reason, most people never encountered them and less want to get into the merit of them as part of the continuity. While future plots may have callbacks to some, it ultimately will mean as much as the mods that added Settlements to New Vegas did to 4. &lt;br /&gt;
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It was also the game that got power armor right: In the first and second games, the armor would make the player literally invincible until endgame if obtained early, wading through millions of bullets. The third game turned it into a boring set of armor that needed specialized training and cost more to repair than the bullet you hit it with, easily torn up by Chinese copies of AK-47, merely decreasing the percentage of damage taken per hit which could be replicated by a dozen perks and drugs, and far cheaper armor top-up. New Vegas offered a compromise with &amp;quot;damage threshold&amp;quot;, meaning any damage below it would cause no damage (or 1 rounded up) meaning it &#039;&#039;still&#039;&#039; made the user into a tough target but could be brought down by massed explosives.&lt;br /&gt;
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This game would compromise by turning you into a nearly unstoppable tank but limiting it&#039;s usage with power cores and durability that were scarce at the beginning of the game - seriously, you get a full suit of Power Armour within the first hour of the game. Another limiter is that unlike previous games, a powered armor suit is now comprised of several parts (helmet, torso, arms, and leg armor) that are mounted into a exoskeleton chassis, instead of being treated as regular old armor. This means that you can&#039;t just walk through tons of gunfire with minimal consequence all the time. First salvoes would do little more than a tickle, but individual components of the armor would start to break as they take damage, compromising the armor&#039;s ability to protect and assist you as it gradually gets torn down to scrap. It can be repaired, but you need a repair station and tons of resources you need to scavenge from the ruins, repair costs going up (from humble steel to expensive aluminum and fiber-optics) as the armor is upgraded. On the plus side you can modify and paint your armor components to crazy models from jump packs to blood cleansers preventing chem addiction, from leg shock calibrators to carry more stuff to arm servos for punching. So technically, with the latest power armor fully upgraded you can tank a few rockets to the chest, maybe even a mininuke and survive (if barely)...just don&#039;t expect the armor to withstand more than a poke afterwards until next repair station.&lt;br /&gt;
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The game is also pretty [[Skub|skubtastic]] (this entry was originally FAR longer); while generally liked for the crafting mechanics, graphics, music, certain parts of the setting and gunplay, many dislike it for its linearity and lack of RPG-like choices, calling it a &amp;quot;Loot-And-Shooter&amp;quot; set in a Fallout setting, with little Fallout mechanics such as interacting and bypassing quest points, doors and concepts using invested non-combat skills - And that&#039;s all we have to say about that.&lt;br /&gt;
&lt;br /&gt;
===Fallout 76===&lt;br /&gt;
No, you didn&#039;t miss Fallout 5 to 75. Its the newest addition to the franchise, announced during E3 2018.  It&#039;ll probably have as &amp;lt;strike&amp;gt;many expansions&amp;lt;/strike&amp;gt; much DLC though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout 76&#039;&#039;&#039; takes a different approach to the game and goes for a multiplayer-focused experience built on player-player driven interaction, instead of player-NPCs (literally announcing it as being populated with real people). It also continues settlements building, except this time populated only by you and whoever stumbles across your little campsite, like in Fallout 4.&lt;br /&gt;
&lt;br /&gt;
Bethesda promised the best of visuals with all-new programming, no issues with the shift to a server-based game, advanced storytelling techniques, and a rewarding social experience. What was delivered either came with problems or wasn’t delivered at all. &lt;br /&gt;
The mere move of shifting from a single-player narrative to a pure multiplayer game already had the fanbase [[skub|engaging in &amp;quot;friendly debates&amp;quot; with each other]], but given the goodwill Bethesda had earned over its history (whatever the skub in the above entries may indicate, it&#039;s primarily nitpicks or a fairly small minority of grognards and contrarians who had major gripes in the past) many were willing to give it a chance, which of course worsened the backlash when the naysayers were proven right. For the record, [[EA|unlike SOME companies]], Bethesda openly stated that the game only exists to keep fan interest in Fallout going until Fallout 5, and that they&#039;re okay with fans of traditional Fallout games not getting into it the same way they don&#039;t mind fans of TES games not getting into The Elder Scrolls: Online until whatever comes after Skyrim gets made.&lt;br /&gt;
&lt;br /&gt;
On November 14, 2018 the game was released and was universally reviled by all but the staunchest of fans (as well as those suffering from the sunk cost fallacy, a principle that leads people who have invested financially or emotionally into something to defend it tribally to prevent confronting a sense of having lost). To summarize, the problems were:&lt;br /&gt;
&lt;br /&gt;
* A MASSIVE amount of the game is just reused assets from Fallout 4. While much of the forest environment is lush and gorgeous and people from the region in real life have praised the faithfulness to the inspiration, the actual towns and caves are mostly just recycled copy/paste work. Guess where almost every quest takes you though? Hint: it isn’t hiking the great outdoors except as a way to get from point A to point B. &lt;br /&gt;
* Social interaction is awful. Besides the usual “people are assholes”, the game had no push-to-talk function on launch, so using a mic means all music and dialogue is lost to mouth breathing, dog barking, mic static-ing, and one character having multiple people voices in the background. So for PvE co-op say so long to immersion!&lt;br /&gt;
* Did we mention asset re-use? Because for a “new” game most of the “new” stuff either is made up of textures or animation that’s already been seen. The worst offenders are of course the two that the main plot revolve around; Scorched are just new textures on standard human models using Raider or Ghoul animations, Scorchbeasts are just Skyrim dragons turned into bats. &lt;br /&gt;
* Did we mention co-op sucked? Experience and loot are split, and everything was easy. It literally made everything take longer, and sped up nothing, to play with another person. So a game made to play multiplayer where you are passively discouraged from working together. &lt;br /&gt;
* PvP consists of one person attacking another as basically a gloveslap invitation to a duel, and the other player can accept by hitting them back, at which point you can now damage each other. What do you lose by doing this? Time, ammo, weapon durability, the minor inconvenience of having to respawn. What do you win? A very small amount of caps based on the other player’s current win streak. It takes a fair amount of kills to surpass 200 caps bounty, which might replace your crappy pea-shooter that broke during your duels. If you don’t accept, prepare to be harassed until you log off. So everything to do with interacting with other players sucks, and you should avoid it...in a game where everything else is subordinate to, and exists solely to facilitate, interacting with other players. &lt;br /&gt;
* Base building could be fun. But when you log off your base goes with you, and if you log back when someone else has set up in your location (because you can’t build anywhere as was advertised, only specific spots) then you get reset. You can save a blueprint of your setup and apply it elsewhere, but unless the topography is the same (read: flat) in a game set in the Appalachian Mountains then it won’t work. Your base cannot be very big, basically a small tower or shack, and other players can come in and wreck it (small size means there’s very few options for defense) so you’ll probably just build crafting benches, a bed, then troll folks who still thought it was a functional part of the game. In a game thematically about rebuilding, settling down is punished. To say nothing of being suddenly nuked. &lt;br /&gt;
* Usual Bethesda bugs. Corpse physics being comedic, stuff stuck in stuff, quest-necessary things never spawning or falling into the ground forever, sunlight shining through hills and buildings, things popping in and out of resolution or visibility at all as the game only adds detail to things closer to you as it struggles to maintain performance, AI never really doing anything so fearsome beasts stand still like statues being frisked while you fill them full of lead (insert joke about police here), and so on. But now you can’t find a patch fix or restart the game, now the server has to reset. Which happens often, and constant random disconnects which delete quest progression far more so. A YouTuber did go through the trouble of compiling just the ones he found in a video - said video is 3 hours long. &lt;br /&gt;
* All NPCs (aside from a Super Mutant who is literally only a merchant with no dialogue tree) are robots who are mostly unaware the human race is gone. They want you to do mundane quests, from simple fetchquests to hunting for drop items to...picking up trash. Some robots grant you advancement in factions (factions with no NPCs, because everyone is dead) despite the some of the factions shouldn’t even exist, at least in the state they are, yet. While sometimes charming and not new for a Fallout game, this is almost all of the quest content of the game. &lt;br /&gt;
* Having a very small storage inventory, getting stuck in power armor, poor loot tables for bosses, being unable to respecialize meaning your leveling choices are permanent, and HUGE first week patches that not only didn’t fix problems but actually made some worse. &lt;br /&gt;
Bethesda released a statement outlining planned fixes for some of the above, but that came on the tail of mass attempts to return the game being rejected and the inability to return the $200 special edition once opened...which is when you’d find out they skimped out on the promised canvas bags (so looking like something found in-universe), giving cheap nylon ones instead. &lt;br /&gt;
&lt;br /&gt;
Generally speaking all of the issues were easy to predict, given all Bethesda games for The Elder Scrolls and Fallout run on the same game engine which is &#039;&#039;&#039;ancient&#039;&#039;&#039; by gaming standards. This isn’t a problem since most engines can be easily made to work with some dedication and knowhow, but Bethesda never really does it; they bring them to working states for consoles, and let modders fix it themselves for PC (usually starting with the “Unofficial (game) Mod” released within weeks of launch, sometimes mere days) while the remaining problems can all be fixes with a reload from a save when something goes haywire. For an idea of the problems with 76, know that launching nukes at the map is a feature of the game yet when one group set off three nukes at the same time it [[What|crashed their entire server]]). &lt;br /&gt;
&lt;br /&gt;
However, as of 2021 a number of improvements, content updates and design backtracking such as adding actual NPCs has improved the gaming experience. While there are still occasional bugs and crashes, the game can overall be considered somewhere between meh and fine, depending on what kind of players you encounter.&lt;br /&gt;
&lt;br /&gt;
So, enough with the /v/ talk, onto the fluff then. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a main questline, albeit one that plays basically the same as EVERY OTHER QUEST IN THE GAME, meaning either follow the instructions of a robot or listen to the messages from someone dead, the same kind of stuff that was always a minor quest in other Fallouts. Because of that as well as the fact that all of it is basically just the tutorial for everything else, and thanks to the lack of NPC interaction or complexity (read: any choices or conversation from the player at all) which generally is heaviest in the main plotline, its largely dismissed by the fanbase as not really being a main quest or story. All the lore in Fallout 76 comes from what before was just a type of minor quest, like delves into dungeons and one-man assaults on towns full of hostiles where you can gather the story from looking around at the skeletons, reading notes, and listening to audio records on holotapes. The bulk of these just serve either to explain monsters you fight or give minor stories to the destroyed towns, with the main quest being dealing with a new type of enemy, the &amp;quot;Scorched&amp;quot;. &lt;br /&gt;
Of note is thanks to few bombs dropping literally on the region and the immediate time the game takes place (so very few raiders have gotten there before the players) you get more post-apocalyptic logs of people in the immediate aftermath. Since most of Appalachia had been automated with robots (despite far more populated areas and places that literally produced robots not reaching that extent) they can deliver quests as prerecorded messages, dropoff points, or merchants, without using NPC humans or mutants (so yeah, no chance at a talking Deathclaw again). At least players being able to nuke each other explains why the quite livable Wasteland went to shit; the residents of Vault 76, the resettlement Vault, seemingly decided to nuke America many more times so it&#039;d take another 100 years to be safe again. Fallout 76 also added a large number of new mutants and monsters (despite Super Mutants being a large focus again) which can be used later in better entries. Despite its flaws, the game is at least being praised for its construction of a fantastic world (despite reusing F4 assets) and its sometimes amazingly creative monsters which are inspired by real life folklore and urban legends. Its possible that a lot of the Wasteland folks are descended from the Vault 76-ers, and given how insane the playerbase and intended interactions are (like nuking yourselves &amp;quot;just because&amp;quot; or giving fingerguns constantly because its a simple interaction with other players) they might explain some of the bandit groups and silly side factions in chronologically later games. &lt;br /&gt;
&lt;br /&gt;
The main story goes like this: Vault 76 itself was created to celebrate the Tricentennial (for the non-Americans or just people too young to remember 1976, _____tennials are 100 year celebrations since the establishment of America in 1776 and are about as patriotic as Americans get outside of the months following 9/11). Vault 76 was one of three canon Vaults actually intended for resettlement of a post-apocalyptic world, with no sabotage experiment opening only 25 years after the bombs fell so the pre-war is still in living memory (another was Vault 3 which fans of NV knows did not go well...). Given how lush and relatively safe (or at least as safe as the rest of the world is around 200 years later) most Vaults were just redundant after the actual bombs falling, adding some extra darkness to the previous games. The Vault 76 Overseer had secret orders from Vault Tec, and the player character(s?) were selected to be among her elite group. She directs, via holotape of course, players to find a group called the Responders, made up of conspiracy theorists (more on them below) banding together with anyone with authority such as police, fire departments, and medical officials to try and save anyone left alive. The Responders were wiped out (get used to that, EVERYONE including the fucking Raiders are already dead) but left behind their stockpiles of food and water, as well as training materials (that&#039;ll be another thing you&#039;ll get a LOT of) for the resettlement of the region. The Overseer also wants her special 76 squad to take control of all remaining nuclear weapons, which was what the Vault Tec orders were. &lt;br /&gt;
&lt;br /&gt;
The problem is there&#039;s a new type of enemy to the series which are taking center stage as being possibly the apocalypse after the apocalypse. A type of fungus exists deep underground, and due to the Brotherhood Of Steel (more on them later) finding an underground lab its possible it was created by one of the mad science prewar groups. Scorchbeasts are what happens when bats that lived deep underground in a gigantic cave system beneath Appalachia were exposed to the fungus, causing them to grow to giant sizes. When food supplies in the cavern complex grows low or their numbers grow too high, they tunnel to the surface to eat humans and whatever else they find. The humans they don&#039;t burn to a crisp and/or eat are infected by the fungus, resulting in a new type of zombie-like enemy (providing a secondary type of Ghoul in the game) who look like they burned to death. Said new enemies are called Scorched, and represent the bulk of the enemies in the game. Scorched are still fully capable of remembering who they were as humans, often falling back into activities or behavior patterns they did in life, but the fungus links them to a hivemind and they behave like Feral Ghouls who can still use guns and complex melee weapons once confronted by non-Scorched. Scorched have a mineral called ultracite growing in their skin for unknown reasons, which emits a radioactive signal allowing them to be tracked as well as making them physically weak to a depleted form of the substance (no reason for any of this is given). Scorched eventually petrify into human-shaped statues, which break when attacked and release radiation (possibly also spores of the fungus, but its unstated). Scorchbeasts themselves attack partially by spreading radiation, also presumably spores. If any of that seems odd and not to go together...well, it doesn&#039;t. Be prepared for some of it to make sense in DLC updates. &lt;br /&gt;
&lt;br /&gt;
The player finishes the vaccine the Responders were working on to the Scorched Plague, too late to save anyone but the Vault 76 survivors, and is tasked with finding a group of anti-Scorched Responders called the Fire Breathers. The Fire Breathers are a combination of survivalist conspiracy-theorists (who were of course correct about most/all of their assumptions, because Fallout) called the Free States that had been in conflict with local governments prewar (parodying the homegrown terrorism of the 1980&#039;s and 1990&#039;s in real life) who began working with the Responders. Players become a Fire Breather using prewar training they had set up before finding out that they had basically set up sensors to detect them, which have now been destroyed by raiders and natural elements. After repairing them you are given a post-war plan to have the Brotherhood Of Steel (yeah, they&#039;re fully set up only 25 years later) to provide the dakka needed to take on the Scorched...but they&#039;ve all been wiped out too of course. The plan of the Paladin in charge was to use the nukes to seal away the Scorchbeast tunnels, then work on eliminating remaining Scorched (has the word &amp;quot;Scorch&amp;quot; lost all meaning yet? If not, you clearly haven&#039;t played the game). &lt;br /&gt;
&lt;br /&gt;
You&#039;re directed to a bunker for government officials using info from a Senator who supported the Free States, where you ally with an Enclave AI named MODUS who they isolated from its key functions before ALSO being wiped out. You restore MODUS&#039;s ability to access government surveillance, and upon seeing that the Scorched really are what you told it they were you&#039;re given tasks so it can promote you as a member of the Enclave so that you can launch the nukes yourself, something MODUS cannot actually do. Once you have the rank you just need the launch codes and keycards, found on the corpses of government officials and robots. During this you find out the Vault 76 Overseer is dead, as well as finishing her backstory in which she had originally been selected to be Overseer of Vault 101 (the Fallout 3 Vault) but declined in order to remain in her home state, as well as rejecting her fiance for access to Vault 76 in favor of people more suited to its mission since she&#039;s a fanatical follower of Vault Tec and a true believer in Dwellers of 76 actually repopulating the world. She tracked her fiance down, finding he had become a Scorched and her last wish being for you to lay him to rest. Once that&#039;s done you launch the nuke at the main Scorched tunnel which spawns a Scorched Queen boss. In theory you kill it, but there&#039;s no actual directive for you to do so and no actual end to the game story other than launching that nuke which completes the last main story quest. This counts as the main storyline being done, with no cutscene or exit narration at any point whether you kill the queen bat or not. From here on out you just pursue minor plots and do whatever. The Scorchbeasts will keep coming and Scorched will keep appearing, so its [[Darkest Dungeon|basically your job to keep them at bay]]. Or not, its not like there&#039;s a questline for it or any major rewards anymore, and the actual preview for the game was nuking other players, so...time to fuck up the world worse in an installment that&#039;s basically canon in name only.  &lt;br /&gt;
&lt;br /&gt;
The minor plots are as follows:&lt;br /&gt;
* Super Mutants, as always, are bumming around. This time its because of the West Tek headquarters literally being in the region. They had been working on ways to cure world hunger, and that research was abandoned when they decided to use what they were working on to instead just create the FEV virus. It was tested on a small town called Huntersville by initially abducting people and turning them into Super Mutants directly, and when the results became clear (angry hulks with diminished memories who are very aware something is wrong and thus too belligerent to take orders) they introduced FEV to the water supply in smaller amounts to see if it produced better monsters. The town was put under military quarantine, and it seems some of the healthier people were executed. The bombs fell during the experiment, and the FEV vats within the West Tek HQ were neutralized by survivors, meaning that all the Super Mutants roaming the region are the original inhabitants of Huntersville, interestingly putting a cap on the maximum number of them there can possibly be (although there could be some leftover contamination from the water, which doesn&#039;t matter given that players will drink and eat the wild agriculture from the region without mutating). So yeah, another excuse for Super Mutants but still preventing them from using the same explanation again in the future. &lt;br /&gt;
* A companion to the Silver Shroud comic-book quest from Fallout 4, a character in his shared universe called Mistress of Mystery was getting a television show. You can loot the a replica of her costume off of one of several dead women the wasteland. Turns out to get in to character the Mistress of Mysteries voice actress took [[batman]] training (to geive her a leg up over some one younger who looked better on screen). Then The Apocalypse happened and all that. training and a secret base paid off. The she started taking in orphan girls and training them. then bad things happed, which is how the players find the organization. (If you wonder why there&#039;s a lot of screencaps and video of male characters all wearing the same women&#039;s dress, you now know why) as well as a nice little &amp;quot;fuck you&amp;quot; from the writers of 76 parodying fanboys angry about lore on a computer terminal. &lt;br /&gt;
* In a similar vein to joining the Fire Breathers and Enclave via robot tasks and training, you can also join the army and become executive of a mining company. &lt;br /&gt;
* A LOT of &amp;quot;robots don&#039;t know the world ended&amp;quot; stuff, Some [[Golden_Throne|know but can&#039;t fight their programming]]. Maintaining a theme park, fixing up a town, organizing a picnic, delivering mail, delivering emergency supplies to towns with no survivors, big game hunting to add a collection of the new mutant species to a lodge, listening to the bedtime stories of a nanny Mr. Handy that&#039;s gone insane and now talking to mannequins, be mistaken as an escaped convict from a prison, help put another town back together but instead of working as assistant to an AI mayor you instead are appointed the new mayor by the overworked AI who then becomes YOUR assistant, and so on. &lt;br /&gt;
* The game continues to remind you the bombs dropped in the Halloween season with quests involving obtaining a clown costume and carving pumpkins for a robot. &lt;br /&gt;
* Find out about the hippie movement of the time in a mansion full of meditation tapes...which play as swarms of enemies attack. [[trazyn|Said hippe movement is a MLM and scientology combined.]]&lt;br /&gt;
&lt;br /&gt;
===Various Full-Campaign World Mods===&lt;br /&gt;
Both good and bad, people have made various regions of the Fallout world not featured in either core games or DLC as mods. Some of these have been atrocious, like [[/d/|the fetish-ridden Fallout The Frontier]], but others aren&#039;t  so bad, like Nuevo Mexico, New California, London, and Cascadia.&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
===[[Fallout: The Board Game]]===&lt;br /&gt;
&#039;&#039;It fucking rules.&#039;&#039;&lt;br /&gt;
[[File:Fallout hero.0.jpg|thumb|right|350px|War... War changes depending on your dice rolls and choice of Quests.]]&lt;br /&gt;
&lt;br /&gt;
A 1-4 player game produced by [[Fantasy Flight Games]] where you and up to three other players take the roles of different people in the wasteland. You travel and explore a randomly created wasteland, killing raiders and whatnot, scavenging ruins, gaining items and maybe supporting one of the warring factions. Each game is based on a Scenario which decides the main Quest of the game, so you can play both in the Capital Wasteland with the Brotherhood of Steel and the Enclave, or fight for synths in the Commonwealth. There&#039;s even a Scenario based on The Pitt from Fallout 3! The Scenario decides what faction that are fighting during the game. Players can support each side or just disregard their bullshit and go loot a Red Rocket Station instead or something.&lt;br /&gt;
&lt;br /&gt;
The player characters are a Ghoul who gains health from Rads but has less maximum health; a Super Mutant who gains XP by gaining Rads and has different options in certain Encounters and Quests; a Brotherhood of Steel Outcast who starts the game with a slow-ass suit of Power Armor; the Wastelander who starts with a tire iron that fucks up early-game mops; and a Vault Dweller who starts with a vault suit, which you can have another clothing item over. During the game you can become Idolized or Vilified, Addicted to chems or even impromptu remember that you are a Synth!&lt;br /&gt;
&lt;br /&gt;
The game feels and plays much like the vidyas, which allows loads of fun shenanigans like being caught of guard by a sudden Sentry Bot attack, finding a Quest lead during a looting section and continuously fucking with both the factions in the game for loot and XP. It&#039;s even possible to just disregard everything and go on a fun wasteland adventure just for fun. Finding items that are worth it are tough but often worthwhile, and Companions add some flavor to the game - Feel like sacrificing Preston Garvey to gain a Sniper Rifle in a trapped room, feel free! The Quest system makes the world feel alive and lets your traits and abilities like being Idolized additional weight. Of course, as a FFG game, it comes with somewhere around a few thousand small parts, so get some bags with it as well.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a great adaptation, and for the oldfags out there, there&#039;s a New California Expansion which allows you to fight the Master or help build the NCR.&lt;br /&gt;
&lt;br /&gt;
===Fallout: Warfare===&lt;br /&gt;
A tabletop [[wargame]] based on the Fallout Tactics spin-off game, and released alongside it in 2001. Made by the lead designer of the original Fallout, Chris Taylor, and can be [https://vignette.wikia.nocookie.net/fallout/images/6/6d/Fow.pdf/revision/latest?cb=20070811034044 downloaded here.]&lt;br /&gt;
&lt;br /&gt;
===RPGs===&lt;br /&gt;
There are a few systems for Nuka-Cola addicts to get their fill on the tabletop. The first is &#039;&#039;&#039;[[Exodus]]&#039;&#039;&#039;, licensed under the [[d20 System]], which was originally going to be an official &#039;&#039;Fallout&#039;&#039; RPG until copyright disputes with Bethesda and Interplay prompted the publishers to file off the serial numbers and call it a &amp;quot;spiritual successor&amp;quot;. It departs heavily from the canonical setting, and is mechanically weak, but a flexible GM will find it otherwise serviceable.&lt;br /&gt;
&lt;br /&gt;
For purists, there is also J.E. Sawyer&#039;s Fallout Role-Playing Game, an original system that uses d100 rules, much like [[Dark Heresy]] only a thousand times more complicated. It is still in development and will probably never be finished, but all material can be found for free on its [http://falloutpnp.wikia.com/wiki/Main_Page official wiki].&lt;br /&gt;
&lt;br /&gt;
Originally, Fallout was going to be mechanically based on [[GURPS]] but due to Steve Jackson&#039;s signature controlling nature (the GURPS licence was pulled because SJ didn&#039;t like the vault boy icons) the GURPS licence was dropped and the series went with the SPECIAL system that is in use today. GURPS fans have created a Fallout suppliment that can be found [http://gurps.fallout.free.fr/data/GURPS_Fallout_compilation.pdf here].&lt;br /&gt;
&lt;br /&gt;
In addition, some cool anons have created a scenario book for Fallout that focuses on the Louisiana wastes. Check it out [https://mega.nz/#!HBlzBDTS!DVNFXbkJBI6Aah6D-L4Vt1ssmvIfS2kcg43ZXIWfTHg here]. It&#039;s pretty good.&lt;br /&gt;
&lt;br /&gt;
===[[Fallout: Wasteland Warfare]]===&lt;br /&gt;
Created by [[Modiphius Entertainment]] and released in 2018, the game was initially created as a skirmish-level wargame but with the option to let AI cards control factions to have a co-op or single player game, as well as a light RPG/settlement system. Due to reception that they had created a mediocre skirmish game but an amazing AI/campaign system, future content was bent towards that as well as a stand-alonebutactuallyitsanexpansion RPG book appropriately titled &amp;quot;Fallout: Wasteland Warfare Roleplaying Game&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Find it [http://www.modiphius.com/fallout.html Fallout: Wasteland Warfare here].&lt;br /&gt;
&lt;br /&gt;
===Fallout d40===&lt;br /&gt;
A new homebrew tabletop RPG based on Fallout, called Fallout d40, was released on the internet on Oct. 23rd, 2017, 60 years prior to the bombs dropping. It aims to give people a true Fallout tabletop RPG experience. The website for it is: https://falloutd40.wixsite.com/mainpage&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:NV_Vault_Girl_Pinup.jpg|A Vault Girl pinup, wearing common Vault Tec clothing&lt;br /&gt;
Image:68c4cfa37650bb93940a6e4007562e09-d4qrek7.jpg|A naive young girl from California with stars in her eyes and a pneumatic gauntlet on her hand. And an Enclave eyebot.&lt;br /&gt;
Image:MrHandyCA1_-_Copy.jpg|A common Mr Handy domestic robot&lt;br /&gt;
Image:T-45_Power_Armour.png|T-45 version of Power Armour&lt;br /&gt;
Image:FO4_X-01_loading_screen.jpg|X-01 version of Power Armour&lt;br /&gt;
Image:Fo4_Raider_Power_Armor_(3).jpg|Power Armour modified by raiders&lt;br /&gt;
Image:Brotherhood_of_Steel_001.jpg|&lt;br /&gt;
Image:Brotherhood_of_Steel_002.jpg|&lt;br /&gt;
Image:Tesla_Armour_001.jpg|&lt;br /&gt;
Image:Eyebot_001.jpg|&lt;br /&gt;
Image:Protectron_005.jpg|&lt;br /&gt;
Image:fallouttable.png|Sums up the games&lt;br /&gt;
Image:fallouttable2.png|Sums up the DLC&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://fallout.wikia.com/wiki/Fallout_Wiki The Fallout Wiki]&lt;br /&gt;
*[[Brother Vinni]] for not-Fallout miniatures.&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Adeptus_Titanicus/Tactics&amp;diff=15430</id>
		<title>Adeptus Titanicus/Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Adeptus_Titanicus/Tactics&amp;diff=15430"/>
		<updated>2023-02-26T19:59:55Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Activating a Lance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Tactica page for the Adeptus Titanicus specialist game, for rules for playing with Titans in 40k click [[Warhammer 40,000/Tactics/Adeptus Titanicus(8E)|here.]]&lt;br /&gt;
&lt;br /&gt;
=The Rules=&lt;br /&gt;
==Official Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strategy Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, players roll off d10s to determine who chooses if they go first. Players take turns choosing a titan, titan squadron or banner to activate each phase. Next, players may roll a d10 command check to give an order. If the command check is passed, an order can be given. If failed, no other orders can be given by that player. The orders are:&lt;br /&gt;
      &lt;br /&gt;
 Emergency repairs: Make a repair roll. Add one to each die. The titan may move or shoot this turn, but not both.&lt;br /&gt;
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 First fire: During the movement phase, the titan fires one weapon instead of moving or turning. &lt;br /&gt;
&lt;br /&gt;
 Charge: During the movement phase, the titan can only move forward. When it finishes its move, the titan makes a smash attack or attacks with a melee weapon. Add 1 die for every 3 inches the titan moved. &lt;br /&gt;
&lt;br /&gt;
 Split fire: The titan can&#039;t turn during the movement phase. During declare targets, the titan may choose different targets for each weapon.&lt;br /&gt;
&lt;br /&gt;
 Full Stride: The titan can&#039;t attack during the combat phase. The unit moves within it&#039;s front arc, but can&#039;t turn.&lt;br /&gt;
&lt;br /&gt;
 Shutdown: Void shields collapse. A shutdown unit can&#039;t activate during movement or combat. Reactor rolls can&#039;t be made during shut down, even if told to due to effects. Shutdown doesn&#039;t end at the end of turn. To end shutdown, roll a d6 during the strategy phase. Add 2 if if the titan&#039;s reactor is on it&#039;s first track. A 5+ removes shutdown. All titans in shutdown at end of game count as destroyed. During the damage control phase, reduce reactor by 2 before making any rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Movement phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players alternate choosing a model to activate. Titans move within their front arc at full speed, and outside of it half speed. Titans can turn up to 45 degrees a number of times equal to their maneuver score. Titans can turn before, during and after moving. Players may push reactors to use the boosted track of their movement speed or maneuver score.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repair Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If reactor is in an orange socket, roll a d6 on reactor table. If red, roll a d10. Roll d6 equal to the number of servitor clades. You can use dice to repair weapons, vent plasma (4+), Raise void shields (requires a 6 to restart the shields, 5+ to raise the level.) and repair critical damage (5+ move a critical damaged area down one peg).&lt;br /&gt;
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*&#039;&#039;&#039;Combat Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titans fire each weapon at a target. Select a target, then measure distance for the weapons. Resolve each weapon individually. Roll d6 equal to the dice value of the chosen weapon. Roll to hit against ballistic skill, or weapon skill within 2 inches. Minus one if 25% obscured, minus 2 if 50% obscured. If void shields are up, the defending player rolls a void shield save against each hit. D6, pass the shield save. Each failed save lowers the shield by one level after all hits are resolved. If the void shields go down, all hits are discarded. If shields are down, roll location then armor hits. You can target a specific part, at a minus 2 to hit (or minus 1 if you’re within 2 inches). Roll d6 plus strength, against the armor of the area hit. Add one for hitting from the side, 2 from behind and what ever structural bonus the location has. Compare against the location armor. A normal hit deals one structure pip, devastating deals 2 and critical hits add one critical damage and 2 structural. If the location as no more structure points, instead the location takes one critical damage. If the critical damage gets more then 3 crits, the titan dies. Roll on the catastrophic damage table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;End Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End of turn. Check for end of turn effects.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
Official FAQ is [https://www.warhammer-community.com/wp-content/uploads/2021/04/ZD5PzJART9mJGL9z.pdf here]&lt;br /&gt;
&lt;br /&gt;
Here are some frequently asked questions regarding the rules for Adeptus Titanicus. Several concepts/rules found in the rule book are unfortunately not very clear and open to interpretation. &#039;&#039;Note: These are &#039;&#039;&#039;not&#039;&#039;&#039; official answers!&#039;&#039;. House rule interpretation have been added to give a solution until official FAQ is released. This section is not intended for bible-bashing rules, but more a friendly section for those confused by the badly written rules as well. If you find a official answer, please update the question with a reference/link.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Question:&#039;&#039;&#039; Can you use the same stratagem multiple times in a single battle? For Example: A Warlord Titan is fired on and has its shields collapsed. I use Machine Defiance and get lucky to recover 3 shields. The next turn the shields are collapsed again, may I use the Machine Defiance again to try and save the shields?&lt;br /&gt;
*&#039;&#039;&#039;Answer: No.&#039;&#039;&#039; Unless specified, each strategem can only be used once per battle. &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Shooting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Question:&#039;&#039;&#039; Can I place blast markers anyway I want? E.g. can I shoot between Knights with a Volcano cannon to hit more Knights?&lt;br /&gt;
*&#039;&#039;&#039;Answer: No.&#039;&#039;&#039; Like most GW games, you place the blast markers hole anywhere over a base. For larger bases, this means there is still quite a big degree of freedom &#039;&#039;(Paraphrasing a Copenhagen GW employee)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Question:&#039;&#039;&#039; Does the Warlord Titan&#039;s Ardex-Defensor Cannon or the Knight&#039;s torso-mounted Melta gun need to roll to hit?&lt;br /&gt;
*&#039;&#039;&#039;Answer: No.&#039;&#039;&#039; The terminal simply states the units &amp;quot;Suffers D3 Strength 5 hits&amp;quot; with no mention of needing a hit roll. It&#039;s not a ranged attack, rather a persistent effect which just happens. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Question:&#039;&#039;&#039; If a Reaver (Scale: 8, almost 3&amp;quot; deep base) is exactly 9&amp;quot; away from a Warlord (Scale: 10), can the Warlord&#039;s carapace weapon still target the Reaver?&lt;br /&gt;
*&#039;&#039;&#039;Answer:&#039;&#039;&#039; &#039;&#039;No&#039;&#039; The rules use the word &amp;quot;within&amp;quot; with no mention of having to be &amp;quot;completely within&amp;quot;. If even 0.1mm of the Reaver&#039;s base is within 10&amp;quot; then the carapace weapons cannot target it. &lt;br /&gt;
*&#039;&#039;&#039;Additional Explanation:&#039;&#039;&#039; You don&#039;t have to have the whole base within range to target it with any other weapons, you simply have to have part of the base within range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Question:&#039;&#039;&#039; Does a unit with &#039;&#039;&#039;Emergency repairs&#039;&#039;&#039; activate the maintenance roll in the movement phase OR the combat phase?&lt;br /&gt;
*&#039;&#039;&#039;Answer:&#039;&#039;&#039; The order says &amp;quot;As soon as [the order] is issued, make a repair roll.&amp;quot; This would imply the repair roll is immediate. You make the Repair Roll as soon as the order is passed, and then have to choose wherever to activate the unit in either the Movement or Combat Phase. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Question:&#039;&#039;&#039; Is a unit with &#039;&#039;&#039;Full Stride&#039;&#039;&#039; orders limited by the &amp;quot;full stride&amp;quot; rules in the movement phase as well? I.e. must move in a straight line in it&#039;s front arc?&lt;br /&gt;
*&#039;&#039;&#039;Answer:&#039;&#039;&#039; &#039;&#039;Official answer unknown.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;House interpretation:&#039;&#039;&#039; A unit with Full Stride orders can move and rotate normally during the movement phase, and only in the combat phase execute the &amp;quot;straight line&amp;quot; move that a full stride entails. Without the alignment flexibility in the movement phase, the criteria setup for a meaningful stride is basically impossible for anything but banners.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Second Take:&#039;&#039;&#039; It&#039;s insinuated in the rules that this only takes effect in the Combat phase. &amp;quot;A unit acting under Full Stride orders cannot attack in the Combat phase. Instead, when it is activated,...&amp;quot; Context seems to indicate that it should be read as &amp;quot;Instead, when it is activated in the Combat phase,...&amp;quot;. This seems to be a RaI vs RaW argument though. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Question:&#039;&#039;&#039; A unit who fired with &#039;&#039;&#039;First fire&#039;&#039;&#039; order in the movement phase must fire at the same target in the combat phase?&lt;br /&gt;
*&#039;&#039;&#039;Answer: No.&#039;&#039;&#039; A unit may fire at a different unit in the combat phase. &#039;&#039;(Paraphrasing a Copenhagen GW employee)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Battleline Maniples==&lt;br /&gt;
&lt;br /&gt;
===Axiom Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Warlord, 1 Reaver, 1 Warhound&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 1 Reaver, 1 Warhound&lt;br /&gt;
**&#039;&#039;&#039;Might of the Omnissiah:&#039;&#039;&#039; If a Titan in the maniple fails its command check, the others may still make command checks.&lt;br /&gt;
&lt;br /&gt;
===Myrmidon Heavy Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 2 Warlords, 1 Reaver&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 1 Warlord, 1 Reaver&lt;br /&gt;
**&#039;&#039;&#039;Overwhelming Firepower:&#039;&#039;&#039; When issuing First Fire or Split Fire orders, the Command check is always passed on a 2+. &#039;&#039;Kinda meh, but the cheapest way to expand from the Grand Master starter set and get into matched play. &amp;lt;- Not sure who wrote this, but there&#039;s nothing &#039;meh&#039; about getting to fire 2x a turn with your Warlords. &amp;lt;- The point is that you can do this without maniple easily, as Warlords command value is 3+ by default&#039;&#039; &#039;&#039;&amp;lt;- Minor counterpoint is that the bonus is somewhat helpful on the Reaver(s) in the maniple with their 4+ command value, and if one was playing a legio like Gryphonicus/Solaria/Fortidus where you replace a heavier titan, it could extend the benefit further.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Corsair Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 3 Reavers&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Reavers&lt;br /&gt;
**&#039;&#039;&#039;Fighting Withdrawal:&#039;&#039;&#039; Titans can move outside their front arc at full speed but may not use boosted speed outside of their front arc.&lt;br /&gt;
&lt;br /&gt;
===Dominus Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Warlord, 2 Reavers, 1 Questoris or Cerastus Knight banner.&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Warhounds, 1 Knight banner.&lt;br /&gt;
**&#039;&#039;&#039;Auspex bafflers:&#039;&#039;&#039; A Titan in this maniple that is within 6 inch of a Knight banner from same maniple gets a -1 modifier on attacks made against it from more than 2 inches away (Knight and Titan must both be visible to the attacker).&lt;br /&gt;
**Knights in this maniple do not get modifiers to roll from cover, due to the auspex bafflers.&lt;br /&gt;
**&#039;&#039;&#039;Noble Sacrifice:&#039;&#039;&#039; (&amp;quot;Look out Sir&amp;quot;) When a Titan in this maniple takes a hit from ranged attack, it can transfer that hit to any Knight banner from same maniple that is within 6 inches. At least 1 of the knights must be visible to the attacker. The Knights then suffer the damage from the hit. If the attack uses a blast marker, centre the marker on the Knight. Firestorm weapons hits may NOT be passed on by this manner.&lt;br /&gt;
**(My opinion, if you play as Legio Solaria you can replace the 2 reavers with 2 warhounds) or use solaria rules for a homebrew legio or a &amp;quot;counts as&amp;quot; legio. Just make sure your opponent understands that is what you are doing, before starting the game).&lt;br /&gt;
&lt;br /&gt;
===Fortis Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Warlord, 2 Reavers.&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 1 Warlord, 1 Reaver.&lt;br /&gt;
**&#039;&#039;&#039;Titanic Fortress:&#039;&#039;&#039; 2 Titans in base contact with each other, and as long as they didn&#039;t move in the Movement Phase, they ignore Armor roll modifiers resulting from Structural Damage or being attacked in the flank or rear. Also, Titans in this Maniple can merge their void shields!&lt;br /&gt;
&lt;br /&gt;
===Janissary Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Reaver, 2 Warhounds&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 1 Reaver, 1 Warhound&lt;br /&gt;
**&#039;&#039;&#039;Close Support:&#039;&#039;&#039; Janissary Battleline maniples learn to coordinate their actions with Household Support units, and can move to support them when needed. If a titan of this maniple activates during the Movement phase, choose a Knight banner within 6in of the activating titan. Once the Titan has finished it&#039;s movement, the chosen Knight Banner may now make it&#039;s activation.&lt;br /&gt;
&lt;br /&gt;
===Regia Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 2 Warlords, 1 Warhound&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Warhounds&lt;br /&gt;
**&#039;&#039;&#039;Royal Court:&#039;&#039;&#039; The two warlord titans play house.  While within 12&amp;quot; of each other, when one passes an order, the other may automatically gain the same order. The Warhounds are their children and may merge void shields with their parents while within 3&amp;quot; instead of only in base contact.&lt;br /&gt;
&lt;br /&gt;
===Arcus Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 2 Warhounds, 1 Nemesis Warbringer&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Warhounds&lt;br /&gt;
**&#039;&#039;&#039;Coordinate Relay:&#039;&#039;&#039; The Nemesis Warbringer may ignore LoS when firing at a target if one of the Warhounds in the maniple has LoS. Firing at a target in this matter confers a -2 penalty to hit. In addition, the Nemesis&#039; blast weapons scatter D6&amp;quot; instead of D10&amp;quot; when the target is in LoS from a Warhound in this maniple.&lt;br /&gt;
&lt;br /&gt;
===Ruptura Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 2 Nemesis Warbringer, 1 Reaver&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Reavers&lt;br /&gt;
**&#039;&#039;&#039;Artillery Bastion:&#039;&#039;&#039; Each round, one Reaver in the maniple may move at boosted speed without pushing its reactor. In addition, if a Nemesis Warbringer in the maniple makes an engine kill, all Reavers in the maniple may immediately move as though they are in the movement phase.&lt;br /&gt;
&lt;br /&gt;
===Mandatum Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 2 Warhounds, 1 Warlord&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Warhounds&lt;br /&gt;
**&#039;&#039;&#039;Pack Master:&#039;&#039;&#039; As long as the Warlord lives, all Warhounds get +2 to all command checks and +1 to hit on enemy units within 12&amp;quot; of the Warlord.&lt;br /&gt;
&lt;br /&gt;
===Perpetua Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Warlords, 2 Reavers&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Reavers&lt;br /&gt;
**&#039;&#039;&#039;Stand Firm:&#039;&#039;&#039; Emergency Repair Orders always pass on a 2+ and if a Titan didn&#039;t move (for any reason) then they roll an extra repair die in the repair phase.&lt;br /&gt;
&lt;br /&gt;
===Extergimus Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 3 Warlords&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 1 Warlord, 1 Nemesis Warbringer &lt;br /&gt;
**&#039;&#039;&#039;Scorched Earth:&#039;&#039;&#039; Each time you make a ranged attack, you may choose to add +2 Strength to the attack before rolling to hit. Each time you do this your reactor will increase by 1, or 2 if that attack has 5 or more dice. This ability is amazing later game on a paired Gatling blasters. S5 base, + 2S for Scorched Earth, + any location modifiers, + flank or rear.&lt;br /&gt;
&lt;br /&gt;
===Precept Battleline Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Warlord, 1 Nemesis Warbringer, 1 Warhound&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 1 Reaver, 1 Warhound&lt;br /&gt;
**&#039;&#039;&#039;Flexible Tactics:&#039;&#039;&#039; At the start of each Strategy phase before any orders are issued, the player controlling the maniple may issue a single Order for all the Titans in it. If the player is running more than one Precept maniple, then they get to choose a different order for each maniple. Until the end of the round, Titans in the maniple can be issued the selected Order on a 2+ roll irrespective of any positive or negative modifiers, and any other order must make a Command check as normal.&lt;br /&gt;
&lt;br /&gt;
==Light Maniples==&lt;br /&gt;
===Ferrox Light Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Reaver, 2 Warhounds&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 1 Reaver, 1 Warhound&lt;br /&gt;
**&#039;&#039;&#039;Knife Fighters:&#039;&#039;&#039; When making attack within a number of inches equal to their scale, the titans add 1 to their armour rolls.  Titans may also choose whether to use their weapon skill or ballistic skill within 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Lupercal Light Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 3 Warhounds&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Warhounds&lt;br /&gt;
**&#039;&#039;&#039;Hunting Pack:&#039;&#039;&#039; At the beginning of each round, any or all Warhounds in this maniple can form a squadron with others of this maniple. These squadrons last until the end of the round.&lt;br /&gt;
&lt;br /&gt;
===Venator Light Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Reaver, 2 Warhounds&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Warhounds&lt;br /&gt;
**&#039;&#039;&#039;Opportunistic Strike:&#039;&#039;&#039; If an enemy Titan&#039;s shields are collapsed by the Warhounds in the Maniple, the Reaver gets a free shot at the enemy Titan. &#039;&#039;Take Apocalypse missiles and laugh as your reaver can potshot anything. Combine with warhounds with Vulcan mega-bolters to pop shields across the boards and unleash hell with your reaver. Taking full advantage of this rule by equipping the warhounds with shield busting weapons seem compelling, but don&#039;t rely on it too much. A single Reaver Titan will die quickly to concentrated enemy fire.&#039;&#039;Seriously though, take a reaver with volcano cannon. Once the warhounds pop shields and you take the shot, anything not Warlord sized will feel it. Especially if you shoot them with the reaver again. Bonus points if you use hunters auspex with Legio Fureans. Just watch out for overheating.&lt;br /&gt;
&lt;br /&gt;
===Firmus Light Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 1 Reaver, 2 Warhounds&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Reavers&lt;br /&gt;
**&#039;&#039;&#039;Defensive Engagement:&#039;&#039;&#039; When a member of the maniple is targeted by an attack, you can choose to make your opponent only fire at a closer member instead. At least 50% of the new target must be visible, and the attacker must fail a command check. Each attacking Titan can only be affected by this ability once a turn.&lt;br /&gt;
&lt;br /&gt;
===Ignus Light Maniple===&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 3 Warhounds, 1 Cerastus Knight Banner &lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Warhounds, 2 Cerastus Knight Banner  &lt;br /&gt;
**&#039;&#039;&#039;Scorched Earth:&#039;&#039;&#039; Add 1 to the dice value and reroll armour rolls of 1 for Firestorm weapons. All Cerastus Knight banners must be upgraded to Knight Acheron&#039;s. Knight Banners in the maniple within 6&amp;quot; of a Titan in the maniple may be issued a First Fire or Full Stride order without a Command Check if that Titan had been successfully issued the same Order that round.&#039;&#039;&#039;&lt;br /&gt;
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=Titan Legions=&lt;br /&gt;
&lt;br /&gt;
==Loyalist==&lt;br /&gt;
&lt;br /&gt;
Note: Some changes were made to existing loyalist legio rules with the release of the Loyalist Legios book. These supersede those rules published in previous campaign supplements.&lt;br /&gt;
&lt;br /&gt;
===Legio Gryphonicus &#039;War Griffons&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Lust for Glory:&#039;&#039;&#039; At the beginning of a game, the Gryphonicus player may nominate a target, and a Titan claiming that target, for any number of their Titans. A Gryphonicus Titan may re-roll 1s to-hit when attacking their claimed target, and add 1 to the results of any armour rolls. However, it will lose those bonuses if anyone else attacks their claimed target. &lt;br /&gt;
**&#039;&#039;&#039;Mainstay of the Titan Legion:&#039;&#039;&#039; May replace any Warhound or Warlord in a Maniple with a Reaver.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Enhanced Auspex Relays (10 points):&#039;&#039;&#039; Warhounds only. Any targets within 12&amp;quot; of a Warhound with this upgrade may be pre-measured by another Titan targeting them.&lt;br /&gt;
**&#039;&#039;&#039;Gravatus Plating (20 points):&#039;&#039;&#039; Reavers only. Reduce speed and manoeuvres by 1 and increase leg and body armour by 1. Can only be given to a Reaver that is replacing a Warlord in your maniple.&lt;br /&gt;
**&#039;&#039;&#039;Motive Sub-reactors (25 points):&#039;&#039;&#039; Reavers only. Reavers with this upgrade can boost its speed and maneuver without pushing its reactor, but if it takes a critical hit to the legs, its reactor level is increased by 1. Can only be given to a Reader that is replacing a Warhound in your maniple.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Bellator Magno:&#039;&#039;&#039; A Warlord Titan with a Belicosa, Sunfury, and a carapace weapon of your choice. In addition to an improved ballistic skill, Bellator Magno may push its reactor once during the combat phase to re-roll any hit rolls for a single weapon of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Reckless Maverick:&#039;&#039;&#039; Once per battle, the Princeps&#039; Titan can be activated a second time in the Movement or Combat phase. After doing so, the Titan&#039;s reactor level is advanced three times.&lt;br /&gt;
**&#039;&#039;&#039;2. Master Duellist:&#039;&#039;&#039; Re-roll failed Hit rolls for the Princeps&#039; Titan, when attacking a target within 8&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;3. Hunter without Equal:&#039;&#039;&#039; Re-roll any failed Hit rolls when the Princeps attacks a target it has claimed via &#039;&#039;Lust For Glory&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Legio Astorum &#039;Warp Runners&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;War March:&#039;&#039;&#039; In the first and second turns, Legio Astorum Titans May choose to add 2 to their boosted movement but, when doing so, must roll two reactor dice and choose the least favourable result.  &lt;br /&gt;
**&#039;&#039;&#039;Veteran Princeps:&#039;&#039;&#039; During the Damage Control phase or when rolling for an Emergency Repair, Legio Astorum Titans may re-roll one repair die. Titans scale 10 or higher may re-roll up to two dice instead.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Bounty of Mars (2):&#039;&#039;&#039; Choose one type of critically damaged system or weapon at the beginning of the damage control phase which will get +1 to the repair roll for that phase.&lt;br /&gt;
**&#039;&#039;&#039;Machine Defiance (2):&#039;&#039;&#039; When a Titan&#039;s shields go down, roll a number of dice equal to that Titan&#039;s Servitor Clades. For each 5+ immediately regain one shield.  nasty.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Lucius Pretorian:&#039;&#039;&#039; A Reaver Titan with any weapons of your choice and an extra Servitor clade. Always add one to any repair rolls for Lucius Pretorian.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Hero of the Crusade:&#039;&#039;&#039; As long as the Princeps is closer to the nearest enemy than any other Titans in their maniple, all Titans in that maniple add +1 to any Command checks.&lt;br /&gt;
**&#039;&#039;&#039;2. Reckless Hubris:&#039;&#039;&#039; Once per round, the Princeps may ignore the negative effects of a critically damaged system or disabled weapon, firing the weapon as if it were functional. After that system or weapon is used, apply a Strength 12 hit to the Titan&#039;s Body, ignoring void shields.&lt;br /&gt;
**&#039;&#039;&#039;3. Ancient MIU:&#039;&#039;&#039; Instead of taking a Command check during the Strategy phase, the Princeps&#039; Titan may be given a random Order.&lt;br /&gt;
&lt;br /&gt;
===Legio Atarus &#039;Firebrands&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Seizing the Initiative:&#039;&#039;&#039; Once per battle, a force that contains at least one Legio Atarus maniple may re-roll the dice roll to determine First Player, but only if they rolled lower than their opponent. If they win the roll off they must nominate themselves First Player.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Impetuous Machine Spirit (1):&#039;&#039;&#039; When the Machine Spirit awakens, this stratagem can be used to automatically used to choose the impetuous result and moving d6 plus 2 instead of d6 inches.&lt;br /&gt;
**&#039;&#039;&#039;Maniple of One (2):&#039;&#039;&#039; At the beginning of any round, one Titan gains the traits of any other Maniple available to the Firebrands for the duration of that round, but it must give up whatever Maniple Traits it already has and not count as being part of a Maniple for that round.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Infernus Missiles (25 points):&#039;&#039;&#039; Any Legio Atarus Titan with Apocalypse Missile Launchers, Apocalypse Missile Arrays, or an Apocalypse Missile Launcher only. This weapon gains the Voidbreaker (2) trait. If a model takes at least one hit from Infernus Missiles, place the large 5” blast marker under the model. In the end phase, any model at least partially on the marker takes a S4 hit to their legs ignoring shields. In addition, blocking terrain touched by the marker takes a S4 hit and is set alight if not destroyed. Burning terrain continues to take and deal S4 hits to models within it until it is destroyed or extinguished.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Ignis Ferrus:&#039;&#039;&#039; A Warlord Titan with any weapons of your choice and an improved reactor track. Two reactor symbol rolls only pushes the reactor once and you always get Wrathful if Machine Spirit is rolled.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Headstrong:&#039;&#039;&#039; In the End phase, the Princeps&#039; Titan may choose not to discard its order - retaining that order for next turn without needing a new Command check. Shutdown or other effects that change the Titan&#039;s order are applied as normal.&lt;br /&gt;
**&#039;&#039;&#039;2. Unconventional Thinker:&#039;&#039;&#039; Once per game, after an enemy Titan declares its action, the Princeps&#039; Titan may move D6&amp;quot; in any direction, and change facing by up to 90 degrees. This movement can&#039;t take the Titan through impassable terrain or models.&lt;br /&gt;
**&#039;&#039;&#039;3. Shedim Drift Veteran:&#039;&#039;&#039; During the Combat phase, choose one of the Princeps&#039; weapons. You may re-roll any Armour rolls for that weapon this round. If targeting an enemy from the Death&#039;s Heads or Tiger Eyes Legios, hits from ALL the Princeps&#039; weapons may re-roll their Armour rolls.&lt;br /&gt;
&lt;br /&gt;
===Legio Solaria &#039;Imperial Hunters&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wolf Packs:&#039;&#039;&#039; Warhound squadrons in a Solaria maniple can have up to 5 Warhounds and can select a Warhound titan in place of any Reaver titan as part of its mandatory components of that maniple.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Fog of War (1):&#039;&#039;&#039; Play this in Strategy phase of First round; Solaria player may redeploy 1 Warhound titan in their force. It can only be redeployed to anywhere they can be normally deployed allowed by the mission you are playing. This stratagem may be purchased multiple times.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Fortis Motivators (20 points):&#039;&#039;&#039; Warhounds only. In the Damage Control phase discard any repair action dice to repair a point of crit damage on that titans legs.(regardless of dice number)&lt;br /&gt;
**&#039;&#039;&#039;Cameleoline Shrouding (35 points):&#039;&#039;&#039; Titans that are Scale 6 or less only. Hit rolls against a Titan with this upgrade suffer a -1 to hit, so long as the targeted titan has moved more than 6” and is further than 10” away from the attacker. The Shroud is destroyed as soon as the titan suffers 1 point of structural damage.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Spear of Tigrus:&#039;&#039;&#039; The Princeps&#039; Titan may go into full stride orders without a Command Check.&lt;br /&gt;
**&#039;&#039;&#039;2. Agile Minded:&#039;&#039;&#039; Once per game, when the Princeps&#039; Titan is hit by an attack the titan may immediately make a single attack back at the attacker. This interrupts the activation of the enemy unit.&lt;br /&gt;
**&#039;&#039;&#039;3. Swift Displacement:&#039;&#039;&#039; Once per game when an enemy titan makes a smash attack as part of a charge order against the Princeps&#039; Titan, the Princeps&#039; Titan gets to run away 6 inches directly away from attacker, after the attacker has moved, but before any &#039;To Hit&#039; dice are rolled for the attack. The facing of the Princeps&#039; Titan stays the same.&lt;br /&gt;
&lt;br /&gt;
===Legio Defensor &#039;Nova Guard&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Righteous Fire:&#039;&#039;&#039; In the first round, each Titan can fire one weapon twice during its activation, but you advance your plasma reactor two spaces to do so. &#039;&#039;Probably best used with a weapon that&#039;s good at stripping void shields&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Indomitable Resolve:&#039;&#039;&#039; If one of your units in the battleforce eats it, then everyone else gets +1 to Command rolls for the rest of the game. &#039;&#039;Sacrificial Warhound anyone?&#039;&#039;  &#039;&#039;Now you can sacrifice knight banners. You know, those things that die in the first few turns anyway? &#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;A Day of Retribution (2):&#039;&#039;&#039; Make a single attack with one Titan before the game begins, with your weapon doubling its range. Advance that Titan&#039;s reactor three spaces. &#039;&#039;Combining this with Righteous Fire makes the Nova Guard the best alpha-strikers in the game, at the cost of some serious pain to your reactors. Best combined with A Quick Kill since you have a serious chance of netting 5VPs easy-peasy with it&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blessings of the Emperor (2):&#039;&#039;&#039; When an attack would force your Titan to roll on catastrophic damage, [[Troll|don&#039;t]]. (Made cheaper in Loyalist Legios)&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Devotional War Sirens (20 points):&#039;&#039;&#039; Warlords only. [[Awesome|Your Warlord blasts out glorious hymns to the God-Emperor]], every Titan within 8&amp;quot; rolls two dice when making a Command check and chooses the better result.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Dawn of Enlightenment:&#039;&#039;&#039; A Reaver Titan with any weapons of your choice. Unless suffering from VSG burnout, you can sacrifice Dawn of Enlightenment&#039;s activation in the movement phase to restore D3 shields.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Enduring Hatred:&#039;&#039;&#039; The Princeps&#039; Titan may re-roll Hit rolls of 1, once it has suffered Critical damage. During the Damage Control phase, they must spend repair dice on disabled weapons first, before repairing any other damage type.&lt;br /&gt;
**&#039;&#039;&#039;2. Crusade Veteran:&#039;&#039;&#039; Once per game, after successfully issuing an Emergency Repairs order, the Princeps&#039; Titan may immediately issue a second order after the repairs have been resolved. The Titan must follow any restrictions for both orders.&lt;br /&gt;
**&#039;&#039;&#039;3. Icon of the True:&#039;&#039;&#039; While the Princeps&#039; Titan is on the board, all Knight Banners and Titans from friendly Legios add +1 to the roll when making Command checks.&lt;br /&gt;
&lt;br /&gt;
===Legio Crucius &#039;Warmongers&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Forgeborn:&#039;&#039;&#039; Re-roll Damage Repair rolls of 1 in the Damage Control phase and under Emergency Repair Orders, but only for the first and second rounds.&lt;br /&gt;
**&#039;&#039;&#039;Pride of Ryza:&#039;&#039;&#039; Repair rolls of 6 used to Vent Plasma decrease your reactor level by 2 rather than 1.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Terminus Override System (30 points):&#039;&#039;&#039; The first time you&#039;re required to roll on Reactor Overload table, nothing happens and no roll is needed.&lt;br /&gt;
**&#039;&#039;&#039;Bifolded Plasma Containment (20 points):&#039;&#039;&#039; Roll a D6 when using a weapon with Draining. On a 4+ you can roll two Reactor dice and choose your result, but on a 1 you have to roll 2 Reactor dice and choose the worst result.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Collegia Lord:&#039;&#039;&#039; A command check roll of 9 or 10 made for the Princeps&#039; Titan allows you to issue orders to all other Titans in the maniple without rolling.&lt;br /&gt;
**&#039;&#039;&#039;2. Mechanicum Born:&#039;&#039;&#039; Once per Damage Control phase, you can re-roll one Repair die.&lt;br /&gt;
**&#039;&#039;&#039;3. Black Banner:&#039;&#039;&#039; If the battlegroup has no Tertiary Objective, gain Tertiary Objective &#039;&#039;&amp;quot;Salvation of Crucius,&amp;quot;&#039;&#039; which gives VPs if the Princeps&#039; Titan is not destroyed or structurally compromised at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Legio Fortidus &#039;Dauntless&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Children of Mars:&#039;&#039;&#039; Legio Fortidus Titans never suffer penalties to their Command checks, and ignore effects that force them to reroll successful checks. Knight banners within line of sight of a friendly Titan may re-roll Command tests to avoid being shaken.&lt;br /&gt;
**&#039;&#039;&#039;Lost Sons:&#039;&#039;&#039; Replace any one mandatory element in a Maniple with a different class of Titan Scale 10 or lower. the new Titan doesn&#039;t count as whatever type of Titan it&#039;s replacing.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;For the Red Planet (2):&#039;&#039;&#039; Can be used whenever a Titan activates, to ignore the effects of Critical Damage in any one location until the beginning of the next round.&lt;br /&gt;
**&#039;&#039;&#039;Red Skies (1):&#039;&#039;&#039; Reveal when suffering a Magazine Detonation or Catastrophic Meltdown result on the Catastrophic Damage table to add 5 to the Titan&#039;s scale when resolving the effects&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Broken by Treachery:&#039;&#039;&#039; When targeting a Titan with scale equal to or greater than the Princeps&#039; Titan, you may re-roll the dice for its first attack roll of the game. If the attack uses multiple dice, all must be re-rolled.&lt;br /&gt;
**&#039;&#039;&#039;2. Immortal of Mars:&#039;&#039;&#039; Counts Critical Damage to Head as one level lower.&lt;br /&gt;
**&#039;&#039;&#039;3. Soldier of the Crusade:&#039;&#039;&#039; +1 Stratagem point&lt;br /&gt;
&lt;br /&gt;
===Legio Praesagius &#039;True Messengers&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pinpoint Accuracy:&#039;&#039;&#039; Can reroll the Location Die for Legio Praesagius if using the long range. You cannot reroll the location die of blast weapons that have subsequently missed. i.e If you scatter you can&#039;t change the accuracy.&lt;br /&gt;
**&#039;&#039;&#039;Fluid Command Structure:&#039;&#039;&#039; If your Princeps is destroyed, Nominate a new Princeps but don&#039;t generate a new Princep Trait. The original titan still counts as destroyed for purposes of Victory Points.&lt;br /&gt;
**&#039;&#039;&#039;Against the Impossible:&#039;&#039;&#039; Once per Game, After a titan suffers a critical damage and after the weapon has been resolved, immediately undergo Emergency repair. This cannot be used if it suffered catastrophic Damage. &lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Precision Volley (2):&#039;&#039;&#039;Start of Strategy Phase, before any orders are issue - Gain +1 to hit for all attacks for titans using long range.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Noble Legacy:&#039;&#039;&#039;If you don&#039;t have a tertiary Objective, Gain Eternal Bastion -  Gain 5 VPs if your Princep doesn&#039;t suffer from Structure Compromise or is destroyed. &lt;br /&gt;
**&#039;&#039;&#039;2. Natural Command:&#039;&#039;&#039; If the Princep rolls unmodified 9/10s can give his order to the entire battlegroup with no Command check required.&lt;br /&gt;
**&#039;&#039;&#039;3. Crusader:&#039;&#039;&#039; Once Per Round, If the Princep is Full Stride Order during the combat Phase - Can fire it&#039;s weapon at -2 to hit.&lt;br /&gt;
&lt;br /&gt;
===Legio Oberon &#039;Death Bolts II&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Efficient Planners:&#039;&#039;&#039; Titans gain +1 to Command Checks (to a max of 3+) for each Titan in the group that has benefited from the same successful Order. &lt;br /&gt;
**&#039;&#039;&#039;Armored Phalanx:&#039;&#039;&#039; -1 to Armor rolls as long as a titan is within 2&amp;quot; of a friendly Oberon Titan.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Decisive Action (2):&#039;&#039;&#039; May issue First fire or full stride without command check in the first round to all titans (Note all orders must be the same). If played in subsequent round, May issue Split Fire or Full stride without command check.&lt;br /&gt;
**&#039;&#039;&#039;Strategizer (3):&#039;&#039;&#039; Play this after any 2 cost Strategem is played, Discard that strategem. it&#039;s effects do not resolve. &lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Unwavering:&#039;&#039;&#039; Once per Game - Fail a command check, you pass that command check&lt;br /&gt;
**&#039;&#039;&#039;2. Peerless Commander:&#039;&#039;&#039; Friendly Knight banners within 6&amp;quot; auto Pass command checks for Shaken or recovering from Princeps&lt;br /&gt;
**&#039;&#039;&#039;3. Tactical Genius:&#039;&#039;&#039; Gains +1 Strategem Point for this Princep.&lt;br /&gt;
&lt;br /&gt;
===Legio Lysanda &#039;Sentinels of the Edge&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Patience beyond Measure:&#039;&#039;&#039; Start of the game, The Legio Lysanda player may deploy their entire force first, before the enemy player deploys a singular unit. If so, their opponent automatically goes first. Gain +1 to hit and Command checks for the first round. Has no effect on narrative missions unless otherwise stated.&lt;br /&gt;
**&#039;&#039;&#039;Stillness of Mind:&#039;&#039;&#039; Add 2 to result of rolling to remove the Shutdown order on a Legio Lysanda Titan.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Frontier Guard (2):&#039;&#039;&#039; Play during any Strategy phase. If within 6&amp;quot; of an Objective, Add +1 to BS and WS to a maximum of 2+.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mantle of Responsibility (15 points):&#039;&#039;&#039; Reroll 1s and 2s for Command Checks. &lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Harrowed by Betrayal:&#039;&#039;&#039; If the Machine Spirit Awakens, Can automatically go Wrathful (Shoot a weapon with BS4). &lt;br /&gt;
**&#039;&#039;&#039;2. Serene:&#039;&#039;&#039; Never Suffer negatives to Command Checks and aren&#039;t affected by effects that cause to reroll Successful command checks. &lt;br /&gt;
**&#039;&#039;&#039;3. Vanguard Commander:&#039;&#039;&#039; Any titan that is within 3&amp;quot; of the Princeps can use Power to Locomotors without pushing the reactor (Including the Princeps)&lt;br /&gt;
&lt;br /&gt;
===Legio Osedax &#039;Cockatrices&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Reforged in War:&#039;&#039;&#039; Legio Osedax Titans never suffer penalties to Command checks and may ignore effects that force them to re-roll successful Command Checks&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Relentless March (1):&#039;&#039;&#039; Play during any Strategy phase. For the remainder of the round, friendly Legio Osedax Titans may be issued Full Stride orders without the need to make a Command check and are not affected by Difficult terrain and Dangerous Terrain&lt;br /&gt;
**&#039;&#039;&#039;Blood Begets Blood (3):&#039;&#039;&#039; Play when a friendly Legio Osedax Titan suffers Catastrophic Damage. After resolving the effects of the Catastrophic Damage, every friendly Legio Osedax Titan may immediately make a single weapon attack. This attack must be made against the closest visible enemy unit.Increase the Plasma Reactor level of any Titan that makes an attack in this way by 2, in addition to any other advances associated with weapon fire.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Plasma Channels (20 points):&#039;&#039;&#039; Once per Game, in the Movement Phase, a Titan may activate the Plasma Channels. If it does so, decrease the Reactor Level of that Titan by D3 + 1. This counts as its activation for this phase. &lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Natural General:&#039;&#039;&#039; During the Strategy Phase, if the Princeps successfully issued an order, asingle friendly Legio OSedax Titan in the same maniple may be issued the same Order without a Command Check. &lt;br /&gt;
**&#039;&#039;&#039;2. Careful Planner:&#039;&#039;&#039; once per Game, the Legio Osedax Player can reuse a Stratagem that cost (1) or few Stratagem Points and has already been used earlier in the battle by the Legio Osedax PLayer. The Princeps must be on the battlefield to use this ability. If the Stratagem is one that can be used more than once (Artillery Bombardment or Scatterable Mines) it may instead be used twice in one phase by the Legio Osedax Player. &lt;br /&gt;
**&#039;&#039;&#039;3. Lightning Assault:&#039;&#039;&#039; After both players have deployed but before players determine who is First Player, Titans within the Princep Seniores&#039; Maniple may immediately make a move. Each Titan that moves in this way cannot be issued Orders during the First Round.&lt;br /&gt;
&lt;br /&gt;
===Legio Honorum &#039;Death Bolts&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Resolute and Unbowed:&#039;&#039;&#039; Legio Honorum Titans that have voluntarily moved more than 4&amp;quot; in the Movement Phase of any round decreases the bonus to an attacker&#039;s Armour Roll as the result of damage already inflicted on a location by 1, as indicated on the Command Terminal, as long as the attack came from within the Titan&#039;s Front Arc.&lt;br /&gt;
**&#039;&#039;&#039;Founding Tenents:&#039;&#039;&#039; A Legio Honorum maniple may substitute any mandatory component from an Axiom, Myrmidon, or Fortis Maniple with a Reaver or Warlord Titan, so long as that new Titan is of equal or greater scale than the Titan it is replacing. Legio Honorum may replace a single OPTIONAL Warlord or Reaver from these maniples with a single Warbringer Nemesis Titan. Each maniple can only contain a single Warbringer Nemesis this way. &lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Crusading Spirit (1):&#039;&#039;&#039; Play during any Strategy phase. For the remainder of the phase, friendly Legio Honorum Titans do not suffer penalties to Command Checks. In addition, a single Legio Honorum Titan may re roll a failed Command check made when issuing Orders.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Basilius Throne (25 points):&#039;&#039;&#039; Princeps Seniores only. Can issue Orders without a Command check. Any friendly Legio Honorum Titan receives +1 to Command checks when being issued an Order previously issued to a Princeps Seniores Titan with this upgrade within the same maniple.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Ardent Crusader:&#039;&#039;&#039; May purchase the Crusading Spirit Stratagem multiple times.&lt;br /&gt;
**&#039;&#039;&#039;2. Stubborn:&#039;&#039;&#039; The Princeps may always issue Orders during the Strategy Phase, even if ordinarily unable to do so (Vox Blackout OR a friendly Titan has failed a Command Check when issued an Order).&lt;br /&gt;
**&#039;&#039;&#039;3. Iron Resolve:&#039;&#039;&#039; Princeps allows benefits from Resolute and Unbowed ability even if it did not move at least 4&amp;quot;; however the attack must still originate within the Titan&#039;s Front Arc.&lt;br /&gt;
&lt;br /&gt;
===Legio Ignatum &#039;Fire Wasps&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;We Loyal Few:&#039;&#039;&#039; During the Combat phase, reroll Hit rolls of 1 against enemy Titans within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Punish Their Folly (1):&#039;&#039;&#039; Play when an enemy Titan ends its move within 3&amp;quot; of a friendly Legio Ignatum Titan as part of a Charge order. Before resolving any attacks, the Legio Ignatum Titan can immediately make an attack using its Ballistic skill and a weapon that doesn&#039;t have the Melee trait.&lt;br /&gt;
**&#039;&#039;&#039;Guard the gates (2):&#039;&#039;&#039; Play in the Strategy phase of the first round. All friendly Legio Ignatum Titans may be issued First Fire orders without making a Command check, until the end of the round.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gravitonic Sensor Array (15 points):&#039;&#039;&#039; +1 to all Hit rolls against an enemy Titan that&#039;s at least 25% obscured.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Iracundos:&#039;&#039;&#039; A Reaver Titan with a Gatling and Laser Blaster as well as an Apocalypse Missile Launcher. In the movement phase, you can do absolutely nothing with this Titan while still counting as an activation. One enemy Titan within 18&amp;quot; must roll a command check. It it fails the check, it loses whatever order it had.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Death before Dishonour:&#039;&#039;&#039; The Princeps may reroll failed Hit rolls if their Titan has suffered Critical Damage. However, the Princeps must spend their Repair dice on disabled weapons before any other type of damage during the Damage Control phase.&lt;br /&gt;
**&#039;&#039;&#039;2. Foe Slayer:&#039;&#039;&#039; During the Combat phase, the Princeps can choose one of its weapons to add 1 for all Armour rolls. If the Princeps is targeting a Legio Mortis or Legio Tempestus Titan, choose two weapons instead.&lt;br /&gt;
**&#039;&#039;&#039;3. Eternal Guardian:&#039;&#039;&#039; Once per Combat phase, the Princeps may reroll a single Armour roll if they didn&#039;t move voluntarily or involuntarily that round.&lt;br /&gt;
&lt;br /&gt;
===Legio Venator &#039;Iron Spiders&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Loyalty Above All:&#039;&#039;&#039; Ignore the Princeps Wounded Critical Damage Effect for all Legio Venator Titans and add 1 to the result of any Command check they make within 6&amp;quot; of the Princeps Seniores&#039;.&lt;br /&gt;
**&#039;&#039;&#039;One Mind:&#039;&#039;&#039; Titans in a Legio Venator maniple that aren&#039;t already in a Squadron may form a Squadron of 2 Titans that lasts until the end of the round. These Squadrons can&#039;t merge void shields but follow all other Squadron rules as normal.&lt;br /&gt;
**&#039;&#039;&#039;Mobile Force:&#039;&#039;&#039; Any mandatory Warlord Titan in a maniple may be replaced by a Reaver Titan.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blind Launchers (20 points):&#039;&#039;&#039; Once per game during the Combat phase, a Titan equipped with Blind launchers may activate them. Until the next Combat phase, apply a -1 penalty to Hit rolls made towards or by the Titan with Blind Launchers. Blind Launchers may be activated at any point during the Titan&#039;s activation, including after it has made any attacks.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Burning Hatred:&#039;&#039;&#039; Once per round, when the Princeps&#039; Titan Critically Damages an enemy Titan, you may immediately attack with one of the Titan&#039;s weapons. After resolving the attack, roll a D6 on the Reactor Overload table.&lt;br /&gt;
**&#039;&#039;&#039;2. Crusade Veteran:&#039;&#039;&#039; Once per game, after resolving a Repair roll made as part of an Emergency Repairs order, the Princeps may discard the Order and replace it with any second Order. Even if an Emergency Repairs order is still removed in this matter, the Princeps&#039; Titan can only be activated in the subsequent Movement or Combat phase like normal.&lt;br /&gt;
**&#039;&#039;&#039;3. Superior Tactician:&#039;&#039;&#039; Gain an extra stratagem point.&lt;br /&gt;
&lt;br /&gt;
===Legio Astraman &#039;Morning Stars&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; During the Movement phase, a Legio Astraman Titan can choose to voluntarily Awaken their Machine Spirit and automatically apply the Stalwart result from the Awakened Machine Spirit Table. This counts at the Titan&#039;s activation in the Movement phase, and the Titan must advance its Reactor marker by 2 and cannot be activated in the next Combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Strength and Resolve (1):&#039;&#039;&#039; Play when activating a Titan in the Strategy phase. Until the beginning of the next round, attacks made against that Titan gain no bonuses for damage already inflicted on it. This counts as the Titan&#039;s activation for the Strategy phase.&lt;br /&gt;
**&#039;&#039;&#039;Stand Firm (3):&#039;&#039;&#039; Play at the beginning of any round. For the duration of that round, friendly Titans can merge void shields as if they were part of the same Squadron, so long as none of them have moved voluntarily or involuntarily that round.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Maglock Shells (5 x weapon Dice value points):&#039;&#039;&#039; Weapons with the Ordnance trait only. Each weapon upgraded with Maglock shells adds 1 for all Armour rolls and still lands Superficial Hits on natural hit rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Steadfast:&#039;&#039;&#039; When the Princeps must roll on the Awakened Machine Spirit table, they can add 1 to their Reactor level and choose any result on the table.&lt;br /&gt;
**&#039;&#039;&#039;2. Diligent:&#039;&#039;&#039; Once per battle during the Strategy phase, the Princeps&#039; Titan may be issued an Emergency Repairs order without having to make a Command check.&lt;br /&gt;
**&#039;&#039;&#039;3. Immovable Bastion:&#039;&#039;&#039; Once per battle, after resolving the effects of an attack made against the Princeps&#039; Titan by a Charge Order, the Princeps can immediately fight back with a Smash attack or with one of its weapons if it has the Melee trait.&lt;br /&gt;
&lt;br /&gt;
===Legio Metalica &#039;Iron Skulls&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Victories Beyond Measure:&#039;&#039;&#039; Once per round, after completing the activation of a friendly Legio Metalica Titan that is not a part of a squadron, you may activate another Legio Metalica Titan that is not a part of a squadron. When this second activation is complete, advance the second titans reactor by 2. &lt;br /&gt;
*&#039;&#039;&#039;Legio Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Harmony and Order (1):&#039;&#039;&#039; When you roll a Machine Spirit Awakens result when pushing your reactor, you may play this stratagem to automatically pass the command check.&lt;br /&gt;
*&#039;&#039;&#039;Legio Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Bastion Armour (15 points):&#039;&#039;&#039; When a weapon with the Fusion trait targets a Titan with this upgrade, it may only ever roll a d6. Likewise, Rending weapons only ever add +1 to the Armour roll on a result of 6.&lt;br /&gt;
**&#039;&#039;&#039;Auditory Barrage (10 points):&#039;&#039;&#039; When a Titan with this upgrades makes an attack with a weapon without the Melee trait, enemy knight banners within 8” must succeed on a command check or become shaken. A knight banner can only be affected by this once per round. &lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039; 1. Paragon of Conquest:&#039;&#039;&#039; Gain the following Tertiary Objective if your battlegroup does not have one. Gain 5 vp if the Princeps Seniores is in the opposing deployment zone at the end of the game.&lt;br /&gt;
**&#039;&#039;&#039; 2. Diligent Commander:&#039;&#039;&#039; Once per round, at the end of the strategy phase, a friendly titan within 6” may be issued an order, replacing any orders it may have been issued with. This cannot replace Emergency Repairs orders.&lt;br /&gt;
**&#039;&#039;&#039; 3. Godlike Benevolence:&#039;&#039;&#039; Once per round, in the end phase, one knight banner may take a command check using the Princeps Seniores’ command value. If passed, the banner is no longer shaken.&lt;br /&gt;
&lt;br /&gt;
==Traitor==&lt;br /&gt;
===Legio Tempestus &#039;Stormlords&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Glory in Death:&#039;&#039;&#039; When a Tempestus Titan suffers catastrophic damage, make a command check. If passed, the Titan can immediately attack with one of its weapons. If the roll is passed by 3 or more it can attack with all weapons. Substract 1 from all Hit rolls for attacks in this way. After making all attacks this way, roll on the Catastrophic Damage table as normal.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the Machine:&#039;&#039;&#039; Once per round, when firing a weapon, a Legio Tempestus Titan that has one or more points of Critical Damage may add 1 to the Strength value of that weapon; the weapon must have a Strength value of 4 or higher, and the Strength value cannot be increased above 10. This can be used in conjunction with Glory In Death.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Strategem&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Combat Drop (3):&#039;&#039;&#039; Play at the start of deployment. Choose a Legio Tempestus Titan that&#039;s Scale 7 or less to be kept in reserve. At the start of an Strategy phase from the second round onwards, place the Titan anywhere more than 3&amp;quot; away from and enemy unit and scatter it D6&amp;quot;. If the Titan scatters into a piece of terrain, it takes D3+2 S9 hits. If the Titan&#039;s base ends up overlapping with a unit smaller than it, move it the shortest distance possible so that it doesn&#039;t overlap. If it overlaps with a unit the same size or bigger than it, then the combat dropped Titan is destroyed and can&#039;t roll on the Catastrophic Damage while the bigger unit suffers a collision as normal. A Titan that arrives this way can&#039;t be activated in the Strategy and Movement phases in the round it arrived in.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Chasmata Pattern Laser Destructors (5 x weapon Dice value points):&#039;&#039;&#039; Titans equipped with a laser weapon only. Increase the Short Range and Long Range characteristics for one laser weapon by 6&amp;quot; and 3&amp;quot; respectively. Each laser weapon must be upgraded seperately.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Mantellum Fulmen:&#039;&#039;&#039; A traitor only Warhound Scout Titan with any weapons of your choice and an improved command check and ballistic skill. Mantellum Fulmen can&#039;t be a part of a Warhound squadron, but it can fire both of its weapons when issued First Fire orders.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Adamantium Resolve:&#039;&#039;&#039; Once per battle, The Princeps may choose to pass a failed Command check.&lt;br /&gt;
**&#039;&#039;&#039;2. Storm-born:&#039;&#039;&#039; Titan&#039;s in the same maniple as the Princeps with Charge orders may declare Power to Locomoters! without pushing their reactor. &lt;br /&gt;
**&#039;&#039;&#039;3. Defiant Warrior:&#039;&#039;&#039; If the Princeps&#039; Titan&#039;s void shields have been collapsed, it can re-roll all Hit rolls of 1 for its attacks.&lt;br /&gt;
&lt;br /&gt;
===Legio Fureans &#039;Tiger Eyes&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Machine Rage:&#039;&#039;&#039; When rolling a reactor dice, blanks count as the machine spirit awakening and does not increase the reactor. If the Command check to quell the machine spirit is failed, the result may be chosen from the table instead of being rolled for. If the Titan is a Corrupted Titan, instead roll twice on the Awakened Entity table and choose one of the results.&lt;br /&gt;
**&#039;&#039;&#039;Many Faces of the Omnissiah:&#039;&#039;&#039; Samurai fight start. You stand still for 1 or 2 phases of first turn. For each phase activated with no action you can re-roll ONE DICE later in the game (Any dice!)&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagem&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Offensive Surge (3):&#039;&#039;&#039; In any Combat phase, choose a Titan maniple.  Each Titan in that maniple may attack twice with one its weapons, increasing its reactor by 1 in addition to any other effects.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Hunter Auspex Relays (20 points):&#039;&#039;&#039; Reduce the penalty To Hit when firing at targets more than 12&amp;quot; away by 1 to a minimum of 0.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Iben Faruk:&#039;&#039;&#039; A Warhound Scout Titan with any weapons of your choice and the Hunter Auspex upgrade for free. Iben Faruk always adds 2 to armor rolls against enemy Titans scale 10+.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Titan Stalker:&#039;&#039;&#039; When targeting a titan that is within 8”, the Princeps Seniores may add one to the Armour rolls of any hits, provided the targeted Titan has a Scale equal to or greater than their own. &lt;br /&gt;
**&#039;&#039;&#039;2. Humardu Savage:&#039;&#039;&#039; When the Princeps Seniores Titan makes a Smash attack, add 2 to the Strength of the attack.&lt;br /&gt;
**&#039;&#039;&#039;3. Trophy Taker:&#039;&#039;&#039; Any weapon disabled by the Tiger Eyes Princeps using a Smash attack, or a weapon with the melee trait, is harder to repair. These require a dice score of 1 higher than normal when making repair actions... bitch gimme that!&lt;br /&gt;
&lt;br /&gt;
===Legio Mortis &#039;Death&#039;s Heads&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Reaper&#039;s Tally&#039;&#039;&#039;: For each enemy Titan killed by a Legio Mortis Titan a re-roll of 1 can be made in the shooting phase for weapons without the Melee trait. This is cumulative, so the more enemy titans you kill, the more re-rolls you get. &#039;&#039;A great fluffy rule to show Mortis&#039; ruthlessness. One of the best bonus in the game, but you have to fight for it, a warlord/warmaster that has taken out two titans has massively improved their damage output, so expect your opponent to shut them down with everything they have.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;State of Decay&#039;&#039;&#039;: Once per game for each Legio Mortis Titan, ignore the effects of MIU Feedback, Moderati Wounded, or Princeps Wounded for a round. It may not use any repair dice on its head for that round however.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Strategem&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;March of the Dead (3):&#039;&#039;&#039; In the strategy phase of the 1st round, make one regular movement with each of your Titans, but you cannot use Power to Locomoters! or Power to Stabilisers!. The opposing player automatically becomes First Player for the remainder of the round.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Remains of the Fallen (20 points):&#039;&#039;&#039; Enemy Titans within 8&amp;quot; of one or more Legio Mortis Titans with this upgrade must subtract 1 from Command checks.&lt;br /&gt;
**&#039;&#039;&#039;The Warmaster&#039;s Beneficence (25 points):&#039;&#039;&#039; Once per game at the start of the Strategy phase, increase the Strength of one weapon by 1 for the rest of the round.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Penumbral Reaper:&#039;&#039;&#039; A Warlord Titan with a Sunfury, Arioch Power Claw, and Paired Laser Blasters. In addition to an improved weapon weapon skill, Penumbral Reaper has an aura of +1 to command checks and re-roll 1&#039;s in melee. If this Titan rolls Machine Spirit, Haughty is automatically applied.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Rotten Heart:&#039;&#039;&#039; If the Princeps fails a Command check to quell the machine spirit, you may instead pass it and increase the reactor by 2. If the Princeps&#039; Titan is corrupted, instead roll two dice re-rolling duplicates on the Awakened Entity table and apply a result of your choice.&lt;br /&gt;
**&#039;&#039;&#039;2. Pitiless:&#039;&#039;&#039; Even when an enemy Titan is bleeding out, Mortis take no prisoners. When an enemy Titan that is currently critically damaged is targeted, all damage rolls receive +1 to the Strength of the attacks.&lt;br /&gt;
**&#039;&#039;&#039;3. Ancient of Terra:&#039;&#039;&#039; Legio Mortis has many ancient Princeps which have taken full immersion or similar due to how old the Legion is. The Princeps only ever needs to roll a D6 on the Reactor Overload table even if their reactor is in the red.&lt;br /&gt;
&lt;br /&gt;
===Legio Krytos &#039;God Breakers&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Doom of Worlds:&#039;&#039;&#039; A Warlord may replace the compulsory Reaver in Axiom and Myrmidon maniples. A Warbringer Nemesis may replace the mandatory Warhound in Regia and Precept maniples. If it replaces the mandatory Warhound in a Regia maniple, it can merge void shields with the courtiers as if it were a King or Queen. A Warlord or Nemesis Warbringer may replace one of the Mandatory Reavers in a Fortis maniple.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Civilisation&#039;s Ruin (3):&#039;&#039;&#039; Play in any Strategy phase. For the rest of the round, Legio Krytos weapons with the Quake trait can induce the Quake trait on enemies even if it was deflected by void shields. Can&#039;t be used on Legio Krytos Titans with Split-Fire orders, even if it was ordered after playing the stratagem.&lt;br /&gt;
**&#039;&#039;&#039;Destroyer of Cities (1):&#039;&#039;&#039; Play in any Strategy phase. For the rest of the round, gain +2 Strength to Legio Krytos weapons when targeting terrain. Additionally, Legio Krytos Titans reduce the Strength of hits from Dangerous terrain by 2, to a minimum of 0.&lt;br /&gt;
*&#039;&#039;&#039; Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Earthbreaker Missiles&#039;&#039;&#039;: Apocalypse Missile Launcher upgrade. Costs 15 points for a Reaver and 25 points for a Warlord. You may fire normally, or reduce a Reaver to 2 dice or a Warlord to 4 dice to give the missiles the Quake trait. Adds 5 strength to the weapon if targeting terrain. Useful for stopping enemy titans from closing in and very good at destroying terrain.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Hammer of Tyrants:&#039;&#039;&#039; A Warlord Titan with a Belicosa, Sunfury, and carapace weapon of your choice. Hammer of Tyrants may use the Maximal Fire trait without increasing its reactor. In addition, the first time Hammer of Tyrants suffers critical damage, its reactor is reduced to the leftmost level.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Godlike Contempt:&#039;&#039;&#039; The Princeps&#039; Titan may still make Command checks even if a friendly unit has failed its Command check.&lt;br /&gt;
**&#039;&#039;&#039;2. World Bane:&#039;&#039;&#039; Any Blocking terrain destroyed by the Princeps&#039; Titan becomes Dangerous Terrain, if it wasn&#039;t already.&lt;br /&gt;
**&#039;&#039;&#039;3. Path of Iron:&#039;&#039;&#039; The Princeps&#039; Titan may make a single Smash attack in the Movement phase against an enemy model of lesser scale than the Princeps. Stop movement, resolve the attack, then continue moving as normal. The Titan can move through models of Scale 3 or less, if it has enough movement to clear the enemy model&#039;s base.&lt;br /&gt;
&lt;br /&gt;
===Legio Vulpa &#039;Death Stalkers&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Honour and Blood&#039;&#039;&#039;: When a Legio Vulpa Titan is within 5&amp;quot; of an enemy Titan, increase Weapon Skill by 1 and decrease Ballistic Skill by 1.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Strategem&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;No Pity for the Vanquished (1):&#039;&#039;&#039; When an enemy Titan is destroyed, the killing Titan may make another attack with the same weapon system against another target within 12&amp;quot; of the destroyed Titan.&lt;br /&gt;
*&#039;&#039;&#039; Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shikarian Conduits (20 points):&#039;&#039;&#039; Titans that are Scale 7+ only. Increase the upgraded Titan&#039;s boosted speed by 2&amp;quot; and boosted manoeuvre by 1&amp;quot;. If the Titan declares Power to Locomotors! and/or Power to Stabilisers at least once during the round, decrease the Dice value of all Melee weapons by 1 to a minimum of 1 for the rest of the round and suffer a -2 penalty to the Ballistic Skill to a minimum of 6+. &lt;br /&gt;
**&#039;&#039;&#039;Disruption Emitters (30 points):&#039;&#039;&#039; Add 2 to the Strength of any Melee weapons, and count the Titan&#039;s Scale as 2 higher than it is when making Smash Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Titan of Legend - Vestiti Ferrus:&#039;&#039;&#039; A Reaver Titan with any weapons of your choice and +1 armor. On a devastating hit on Vestiti Ferrus, roll a D6. If you roll a 6, damage is reduced from 2 to 1.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps traits:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Razor Tongue:&#039;&#039;&#039; At the start of the round, the Princeps can choose an enemy Titan within 24&amp;quot;. For the duration of the round, that Titan subtracts 2 from the result of any Command check it makes.&lt;br /&gt;
**&#039;&#039;&#039;2. Bloodied but Unbroken:&#039;&#039;&#039; For each point of Critical Damage the Princeps&#039; Titan has suffered (not including damage on weapons), increase the Strength of any Melee weapons and their Smash attacks by 1, to a maximum of +3.&lt;br /&gt;
**&#039;&#039;&#039;3. Cruel:&#039;&#039;&#039; When making attacks against units with Scale 5 or lower, increase the Strength of any hits by 2.&lt;br /&gt;
&lt;br /&gt;
===Legio Interfector &#039;Murder Lords&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Creeping Madness&#039;&#039;&#039;: Option to allow Madness to take over when activating a Titan in the Movement Phase. Roll a D6 and consult the insanity table... &lt;br /&gt;
***1-2 Charge Order &amp;amp; you must charge the nearest enemy possible by the shortest route.&lt;br /&gt;
***3-4 First Fire order with a random weapon towards the nearest target with +2 Strength and Dice, then disable that weapon.&lt;br /&gt;
***5-6 Static Scream. Force everything within 12&amp;quot; to remove their current Orders unless they&#039;re under Emergency Shutdown or Repair Orders.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Strategems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Portents of Doom (2):&#039;&#039;&#039; Play during the Strategy phase. Prevents any enemy Titan or Knight banner within 8&amp;quot; of an Legio Interfector Titan from being issued Orders this round.&lt;br /&gt;
**&#039;&#039;&#039;Tormented Machine Spirit (2):&#039;&#039;&#039; Play when you&#039;re about to roll on Awakened Machine Spirit or Awakened Entity table. Make an attack with all of the Titan&#039;s weapons against the closest model (friend or foe) instead of rolling on the Awakened Machine Spirit table.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Static Rounds (15 points):&#039;&#039;&#039; Warhounds and Reavers with Vulcan mega-bolters only. Modifies the Rapid trait when firing against targets with active Void Shields to count hit rolls of both 5 or 6 as generating 2 hits each. Doesn&#039;t work if you need a 6 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Dark Fanatic:&#039;&#039;&#039; The first time the Princeps suffers Catastrophic Damage, roll a D10. A result of 6, 7, 8 or 9 allows you to ignore it, but for any other result you automatically suffer Catastrophic Meltdown.&lt;br /&gt;
**&#039;&#039;&#039;2. Raving Madman:&#039;&#039;&#039; When rolling to determine First Player or to make a Command check, the Princeps&#039; battlegroup can change the result to a 10. If used to determine First Player, the Princeps&#039; battlegroup must change their roll to 1 the next time First Player is rolled for. The same happens to the next Command check if the trait was used on a Command check. The results can&#039;t be modified or changed for any reason.&lt;br /&gt;
**&#039;&#039;&#039;3. Hollowed Out:&#039;&#039;&#039; Ignore any damage effects from Critical Damage to the head. If the Princeps is in a Corrupted Titan, ignore damage effects from all Critical Damage while also subtracting 1 from all Command checks and ignoring the +2 bonus to Command checks fro being Princeps Seniores.&lt;br /&gt;
&lt;br /&gt;
===Legio Vulcanum &#039;Dark Fire/Lords of Ruin&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Two-Faced God:&#039;&#039;&#039; You can nominate two Princeps Senioris per maniple, each with their own Personal Trait. If one is destroyed, the other counts as having Princeps Wounded for the rest of the game.&lt;br /&gt;
**&#039;&#039;&#039;For the Fallen:&#039;&#039;&#039; For each Vulcanum Titan destroyed you get a re-roll for any single dice roll, that can be used once per round.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Strategem&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Symbiotic Commands (1):&#039;&#039;&#039; Play in Strategy phase when successfully issuing an order, to issue the same order to any or all Vulcanum Titans in your battlegroup (not maniple!) without having to make a Command check.&lt;br /&gt;
*&#039;&#039;&#039; Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Twinned Machine Spirits (20 points):&#039;&#039;&#039; Pairs two Titans that each need to buy the upgrade. Titans with this upgrade count as being part of a squadron with each other. A Titan with this cannot be a part of another squadron. If either Titan rolls Awakened Machine Spirit then both Titans need to make a Command Check.&lt;br /&gt;
**&#039;&#039;&#039;Janus Pattern Missiles (20 points):&#039;&#039;&#039; Apocalypse missiles only. You may split dice of the missile launcher between more than one target. The Titan must choose a main target to allocate at least one die to. It can then Split Fire against an eligible enemy Titan at least 12&amp;quot; from the main target. Each target counts as a separate attack for the purpose of modifiers.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. True Born:&#039;&#039;&#039; +3 to Command Checks when issuing orders to Princeps&#039; Titan, but if you roll a 1 no more Command Checks can be made in the entire Battlegroup that turn.&lt;br /&gt;
**&#039;&#039;&#039;2. Divided of Mind:&#039;&#039;&#039; If the Princeps fails a Command Check, they can re-roll the check. If the re-roll fails, remove all Orders issued within the Princeps&#039; maniple except for Emergency Repair Orders.&lt;br /&gt;
**&#039;&#039;&#039;3. War&#039;s Orphan:&#039;&#039;&#039; The Princeps&#039; Titan can push its reactor if it&#039;s in last red hole, but it takes a S9 hit to Body bypassing void shields each time you push it in this way.&lt;br /&gt;
&lt;br /&gt;
===Legio Infernus &#039;Fire Masters&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Masters of Flame:&#039;&#039;&#039; When firing a Flamestorm weapon, A Legio Infernus Titan may place the Narrowest End of the template 2 inches away instead of touching. The attack must still be within the firing arc of the titan.&lt;br /&gt;
**&#039;&#039;&#039;Dark Blessing:&#039;&#039;&#039; Corrupted Legio Infernus Titans may take an extra Additional Mutation.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burned Ones (1):&#039;&#039;&#039; Reveal this in any combat phase. Select a piece of terrain that&#039;s within 12&amp;quot; of a Legio Infernus Titan. Remove and replace it with difficult terrain of the same size. This Stratagem can be purchased multiple times.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Clinging Phosphex (15 points):&#039;&#039;&#039; Any titan with an Inferno Gun can Purchase this upgrade. When firing, targets other then the closest receive 2 hits instead of one.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Butcher:&#039;&#039;&#039; When Activated in the Strategy phase, you may re-roll all hit rolls for the round but it counts as it&#039;s activation for that phase. (So no orders.)&lt;br /&gt;
**&#039;&#039;&#039;2. World burner:&#039;&#039;&#039; Once per round, the Princeps can fire it&#039;s Inferno Gun/Melta Cannon twice in the combat phase. If so, the second shot counts as draining.&lt;br /&gt;
**&#039;&#039;&#039;3. Methodical:&#039;&#039;&#039; Once per Game, When the Princeps has successfully been issued a First Fire order, each other titan can recieve the First Fire Order with no Command check.&lt;br /&gt;
&lt;br /&gt;
===Legio Audax &#039;The Ember Wolves&#039;===&lt;br /&gt;
The Ember Wolves are probably the most unique titan legion out there, no other legio has restrictions on which titans you can choose, never mind limiting you to a single kind. On the other hand, no other legio has their own maniple either. You&#039;re taking this legio because you think warhound spam is king and you like the idea of pulling down warlords with goddamn harpoons.&lt;br /&gt;
*&#039;&#039;&#039;Legio Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Wolves Amongst Prey:&#039;&#039;&#039; Legio Audax can only have Scale 6 or lower Titans. Can always squadron from other Legio Audax maniples and can have up to 5 Titans within a Squadron, although they can&#039;t join another squadron unless they&#039;re the last Titan in the Squadron standing. &lt;br /&gt;
**&#039;&#039;&#039;Stalk Unseen:&#039;&#039;&#039; For the Duration of the first Round, Legio Audax Titans of scale 6 or Lower are -2 to hit rolls if the titan is at least 25% obscured.&lt;br /&gt;
*&#039;&#039;&#039; Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Reinforced Plating (15 points)&#039;&#039;&#039;: Any legio Audax Titan can purchase for -1 to Armor rolls made against this titan. &lt;br /&gt;
**&#039;&#039;&#039;Ursus Claws (15 points)&#039;&#039;&#039; All Ursus claws bought for Legio Audax Titans are Strength 4. &lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Masters of ambush:&#039;&#039;&#039; The Stalk Unseen Legio trait lasts to the 2nd battle round for the Princeps.&lt;br /&gt;
**&#039;&#039;&#039;2. Cull the Weak:&#039;&#039;&#039; The Princep can re-roll failed damage rolls against a location that has critical damage.&lt;br /&gt;
**&#039;&#039;&#039;3. Pack Alpha:&#039;&#039;&#039; Friendly Titans within 3&amp;quot; of the Princep may re-roll 1s for Command checks.&lt;br /&gt;
====Canis Light Maniple - Audax Only====&lt;br /&gt;
*&#039;&#039;&#039;Minimum:&#039;&#039;&#039; 3 Warhounds&lt;br /&gt;
*&#039;&#039;&#039;Optional:&#039;&#039;&#039; 2 Warhounds&lt;br /&gt;
**&#039;&#039;&#039;Pack Ambush:&#039;&#039;&#039; Warhound titan&#039;s within the maniple do not Deploy normally - instead place a number of markers equal to the warhounds within this maniple anywhere, 6&amp;quot; away from enemy deployment zone. Warhound&#039;s in this maniple count as deployed. Once all units have been deployed - you may deploy the Warhound within 3&amp;quot; of a marker as long as it&#039;s 50% obscured from any enemy units. if it cannot be deployed, They are deployed within the Controlling players deployement zone.&lt;br /&gt;
&lt;br /&gt;
===Legio Mordaxis &#039;Deathdealers&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Techno-toxin:&#039;&#039;&#039; Titans within 4&amp;quot; of a Legio Mordaxis Titan must subtract 1 from repair rolls and take D3 S5 hits ignoring void shields to a random location if they have suffered at least one point of critical damage. Can only be affected once per round and Legio Mordaxis are immune.&lt;br /&gt;
**&#039;&#039;&#039;Innured to Pain:&#039;&#039;&#039; Legio Mordaxis Titans ignore the effects of Concussive and Quake weapons but cannot declare Power to Locomoters! or Power to Stabilisers!.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Unstoppable (3):&#039;&#039;&#039; Play this at the start of the damage control phase. Add 2 to the Servitor Clades of every Legio Mordaxis Titan and +1 to Repair rolls until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Toxin Nodes (20 points):&#039;&#039;&#039; Blast (3&amp;quot;) weapons only. Makes the blast 5&amp;quot; but -1 Strength. Each weapon must be upgraded separately. 5&amp;quot; Plasma Blast guns sound dirty. &lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Dull the Mind&#039;&#039;&#039; - The Princeps ignores the effects of the MIU Feedback and Princeps Wounded Damage effects.&lt;br /&gt;
**&#039;&#039;&#039;2. Harbringer of Decay&#039;&#039;&#039; - Upgrades the Princeps&#039; Techno-toxin from D3 S4 to D3+1 S7.&lt;br /&gt;
**&#039;&#039;&#039;3. Proud Protector&#039;&#039;&#039; - Once Per Round, If a Legio Mordaxis Titan within 4&amp;quot; of the Princep takes a Direct Hit or greater, the Princeps can immediately push its reactor and shoot with one of its weapons.&lt;br /&gt;
&lt;br /&gt;
===Legio Magna &#039;Flaming Skulls&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Howls of the Damned:&#039;&#039;&#039; - Subtract 1 from the result of all command checks made by titans within 8” of a Legio Magna Titan. In addition, titans within 8” of a Legio Magna titan can never re-roll failed command checks. Legio Magna titans are not affected by this trait.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Battle Fervour (3):&#039;&#039;&#039; Play during any strategy phase. For the remainder of the phase, friendly Legio Magna titans may be issued Charge orders without making a Command check. For the remainder of the round, friendly Legio Magna titans may re-roll hit rolls of 1 for attacks made with a weapon with the Melee trait.&lt;br /&gt;
**&#039;&#039;&#039;Spearhead Assault (2):&#039;&#039;&#039; Play during any strategy phase. For the remainder of the round, friendly Legio Magna titans add 1 to all hit rolls and armor rolls made as a result of an attack against a target within 8” of the attacking titan in addition to other modifiers. However, enemy titans add 1 to all armor rolls made as a result of an attack against a Legio Magna titan from its side or rear arc plus any other modifiers.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Directed Pressure Outlet (20 points):&#039;&#039;&#039; Fusion weapons only. Add 3” to the weapon’s Short range. Each weapon must be upgraded separately.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Messenger of Death:&#039;&#039;&#039; Howls of the Damned trait affects all units within 15” instead of 8” of the Princeps Seniores.&lt;br /&gt;
**&#039;&#039;&#039;2. Slayer of Kings:&#039;&#039;&#039; When targeting a titan within 12” of the Princeps’ titan, the Princeps Seniores may add 1 to the armor rolls of any hits as long as the the target has a scale equal to or greater than its own.&lt;br /&gt;
**&#039;&#039;&#039;3. Bloodthirsty:&#039;&#039;&#039; Once per round, the Princeps May make an attack with a disabled weapon as if it had been repaired. After resolving the attack, the weapon suffers the detonation damage effect using the highest detonation strength value to resolve its effects.&lt;br /&gt;
&lt;br /&gt;
===Legio Vulturum &#039;Gore Crows&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Relentless Killers:&#039;&#039;&#039; During the combat phase, friendly Legio Vulturum Titans add 1 to all hit rolls, if during the same round an enemy titan has suffered catastrophic damage regardless of the source.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Cull the Weak (1):&#039;&#039;&#039; When an enemy Titan moves outside its front arc voluntarily or involuntarily, a Legio Vulturum Titan may immediately attack with one of its weapons and increase its reactor track by 1. &lt;br /&gt;
**&#039;&#039;&#039;Scent of Blood (2):&#039;&#039;&#039; When an enemy Titan suffers Critical Damage from a Legio Vulturum Titan, another Legio Vulturum that hasn&#039;t been activated may be immediately activated after the other Legio Vulturum Titan finishes its activation. The activated Titan must increase its reactor track by 2 and counts as being activated for the Combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Storm Frag Shells:&#039;&#039;&#039; - For 25 pts/45 pts give a Vulcan Mega-Bolter or Vulcan Array the Maximal fire trait and increase the negative Accuracy for the weapon&#039;s Long Range by 1. A little expensive and risky but could be fun and will really rack up the pain on wounded titans.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Experimental Vessel:&#039;&#039;&#039; Once per game, the Princeps may immediately repair a disabled weapon when activated in the Combat phase.&lt;br /&gt;
**&#039;&#039;&#039;2. Enigmatic:&#039;&#039;&#039; At the start of the first Strategy phase before any player issues orders, the Princeps may be redeployed anywhere allowed by the mission deployment rules.&lt;br /&gt;
**&#039;&#039;&#039;3. Merciless:&#039;&#039;&#039; The Princeps may purchase the Cull the Weak stratagem multiple times, though it can only be played once per phase.&lt;br /&gt;
&lt;br /&gt;
===Legio Kulisaetai &#039;Gatekeepers&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Callous:&#039;&#039;&#039; Never suffer Command check penalties and ignore effects that force re-rolls of successful Command checks.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Steadfast Bastion (1):&#039;&#039;&#039; Play during any Shooting phase. Add 6&amp;quot; for the Short Range characteristic on all non-Melee weapons for Legio Kulisaetai Titans that haven&#039;t moved voluntarily or involuntarily.&lt;br /&gt;
**&#039;&#039;&#039;Methodical Advance (2):&#039;&#039;&#039; Play in the first Strategy phase of the game. Choose a scale, and all Legio Kulisaetai of that scale may immediately move. The Titans that move can&#039;t declare Power to Stabilisers! or Power to Locomoters!, and can&#039;t be activated for the rest of the phase. The opposing player then becomes the First Player.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Accelerated Autoloaders (20 points):&#039;&#039;&#039; Unupgraded Apocalypse Missile Launcher and Apocalypse Missile Launchers only. After resolving an attack made by an upgraded Launcher, you may immediately attack again with a -1 penalty to Hit rolls. After resolving the second attack, the Launcher is disabled and the upgrade is disabled for the rest of the game, even if the Launcher is repaired.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Ancient of Death:&#039;&#039;&#039; The Princeps only ever rolls a single D6 on Reactor Overload table, even if the Reactor is in the red.&lt;br /&gt;
**&#039;&#039;&#039;2. Infamous Warlord:&#039;&#039;&#039; Enemy units within 8&amp;quot; of the Princeps suffer a -1 penalty to Command checks.&lt;br /&gt;
**&#039;&#039;&#039;3. Corrupted:&#039;&#039;&#039; The Princeps ignores the effects of MIU Feedback and Princeps Wounded.&lt;br /&gt;
&lt;br /&gt;
===Legio Laniaskara &#039;Impalers&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Direct Measures:&#039;&#039;&#039; Once per round, a single Legio Laniaskara Titan may declare Power to Locomoters! without pushing its reactor.&lt;br /&gt;
*&#039;&#039;&#039;Bullish:&#039;&#039;&#039; When making attacks as part of a Charge order, make a Smash attack in addition to all other attacks. The Smash attack does not benefit from the Charge order.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heedless Charge (1):&#039;&#039;&#039; Play at the start of any Strategy phase. Charge orders can be issued without a Command check for the rest of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mordantised Ceramite (10 points):&#039;&#039;&#039; Weapons with the Maximal Fire trait must subtract 1 from Armour rolls when attacking a Titan with this upgrade, even if the Maximal Fire trait isn&#039;t being used.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Cruel:&#039;&#039;&#039; +2 Strength against units Scale 5 or less.&lt;br /&gt;
**&#039;&#039;&#039;2. Titan Killer:&#039;&#039;&#039; Once per round, the Princeps may re-roll Armour rolls of 1 for an attack against an enemy Titan.&lt;br /&gt;
**&#039;&#039;&#039;3. Heedless Rage:&#039;&#039;&#039; Once per round, the Princeps may attack with a disabled Melee weapon. After resolving the attack, take a single S10 hit to the body.&lt;br /&gt;
&lt;br /&gt;
===Legio Damicium &#039;Unbroken Lords&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Trifling Pain:&#039;&#039;&#039; When a Legio Damicium Titan is activated in the Movement phase, ignore a single Critical Damage effect until the end of the Combat phase. Critical Damage is also repaired on a 4+.&lt;br /&gt;
**&#039;&#039;&#039;Envious:&#039;&#039;&#039; +1 for all Command checks so long as a Titan of equal or greater Scale is visible to a Legio Damicium Titan.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Endurance Beyond Limit (3):&#039;&#039;&#039; Play at the start of the Combat phase, before any units are activated. Every Legio Damicium Titan makes a repair roll, with each Titan rolling a number of D6 equal to half of its Servitor Clades characteristic rounded up.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Secondary Plating (10 points):&#039;&#039;&#039; The first Critical Hit a Titan takes is downgraded to a Devastating Hit.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. Beyond Death:&#039;&#039;&#039; When the Princeps&#039; Titan suffers Catastrophic Damage, make a Command check before rolling on the Catastrophic Damage table. If the Command check is passed, move the Princeps&#039; Titan D6&amp;quot; in any direction, stopping before it collides with an enemy unit. Immediately suffer a Magazine Detonation.&lt;br /&gt;
**&#039;&#039;&#039;2. Bitter Soul:&#039;&#039;&#039; The Princeps is unaffected by the effects of Quake and Concussive weapons.&lt;br /&gt;
**&#039;&#039;&#039;3. Limitless:&#039;&#039;&#039; Once per game during the Combat phase, the Princeps may attack with all of its disabled weapons.&lt;br /&gt;
&lt;br /&gt;
==Blackshield==&lt;br /&gt;
===Legio Tritonis &#039;Dark Tide&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Legion Special Rules&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Revel In Slaughter:&#039;&#039;&#039; Add 1 for all Command checks for each enemy Titan previously destroyed, up to a maximum of 3.&lt;br /&gt;
**&#039;&#039;&#039;Tide of Iron:&#039;&#039;&#039; Any Legio Tritonis maniple may replace a mandatory Reaver Titan with a Warlord Titan, but it does not count as a Reaver for the purpose of maniple rules. At least we know what happened to Legio Venator&#039;s Warlord Titans...&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Stygian Veil (3):&#039;&#039;&#039; Play during any strategy phase. Place 3 markers on the battlefield at least 10&amp;quot; away from each other. Any section of the battlefield within 3&amp;quot; of the center of a marker blocks LoS, and all Titans not with Legio Tritonis within 6&amp;quot; of a marker center suffer a -2 penalty to Command checks.&lt;br /&gt;
*&#039;&#039;&#039;Legion Specific Wargear&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Radiative Warheads (25 points):&#039;&#039;&#039; Apocalypse Missile Launcher and Apocalypse Missile Launchers only. Hit rolls of 6 against an enemy Titan with active Void Shields counts as two hits.&lt;br /&gt;
*&#039;&#039;&#039;Legio Princeps Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;1. [[Creed|Tactical Genius]]:&#039;&#039;&#039; While the Princeps is on the battlefield, the controlling player may re-roll the dice for determining First Player. If the player does so, then the Princeps can&#039;t be activated in the following Strategy phase.&lt;br /&gt;
**&#039;&#039;&#039;2. Lust for Vengeance:&#039;&#039;&#039; Once per game when the Princeps&#039; Titan suffers Critical Damage, the Princeps may respond in kind. After resolving the attack that caused Critical Damage, the Princeps may immediately make an attack with one of its non-disabled weapons against the unit that damaged it. If the enemy unit is destroyed, the opponent&#039;s activation ends.&lt;br /&gt;
**&#039;&#039;&#039;3. Leader of Arachnus:&#039;&#039;&#039; Stygian Veil may be purchased multiple times for 2 SP after the first purchase, but can only be played once per phase.&lt;br /&gt;
&lt;br /&gt;
=Unit Analysis=&lt;br /&gt;
&lt;br /&gt;
=Titans=&lt;br /&gt;
&lt;br /&gt;
==Warhound Scout Titan==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Arm Weapons&lt;br /&gt;
**&#039;&#039;&#039;Turbo Laser Destructor&#039;&#039;&#039;: A &amp;quot;Jack of all trades&amp;quot; that pressed into cracking shields, as you can push the reactor to gain shieldbane on its shots, however the low dice count hampers you here so aim for armour where you can. Also, pushing your reactor is a risky trade, as one bad roll can set you overheating, so only use shieldbane when you &#039;&#039;need&#039;&#039; those shields down. Strong enough to reliably punch damage through once the shields are down, they&#039;re also great for calling shots on damaged components to score some critical damage from a safe distance. It&#039;s a great multi-purpose weapon, ideal for applying pressure from mid-long range. Use your manuverability to keep clear firing lines and take advantage of coordinated strike to really lay on the hurt!&lt;br /&gt;
**&#039;&#039;&#039;Vulcan Mega-Bolter&#039;&#039;&#039;: A brilliant weapon for collapsing void shields and hammering home those last few points of damage on critical components. Called shots at short range into damaged components is a great way to rack up that critical damage track. A single one works best paired with a plasma blastgun, as both weapons want to be in close, and their profiles complement each other well. Bringing two is great for busting shields and capitalising on damage done by other titans, but can leave you a bit toothless against the front of larger titans if they&#039;re undamaged.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Blastgun&#039;&#039;&#039;: Arguably the most practical weapon for harming opposing titans. With two shots and the ability to boost itself to S10 (with a risk to it&#039;s reactors), it has a very good chance of cracking Warlords. All the more so when behind them. It&#039;s a blast weapon with 2 dice, so will chew through Knight banners with glee, but prepare for scatter if you&#039;re shooting danger close. It can reliably score 4 hits on Titans, which helps with pushing through those last few layers of void shields, but you want to be hitting armour with this where possible. Pair with a vulcan mega-bolter for a solid short-range brawler.&lt;br /&gt;
**&#039;&#039;&#039;Inferno Gun&#039;&#039;&#039;: As a teardrop style template that auto hits the target and can put a lot of hurt on Knights or other Warhounds, landing several hits on the lead target. With the strength buff from side or rear shots it can threaten larger titans later in the game with a surprising amount of hits, even if the target is obscured.&lt;br /&gt;
**&#039;&#039;&#039;Ursus Claw&#039;&#039;&#039; (Forgeworld): It&#039;s here! Ignores void shields, but only has a singular shot and will require multiple claws and a coordinated strike to do anything. &#039;&#039;&#039;Impale&#039;&#039;&#039; means you don&#039;t make an armor roll, instead rolling D6+Strength+1 per additional Ursus Claw that&#039;s co-ordinating fire and comparing the result to the scale of the titan. If you roll a natural 1 you take a devastating hit to your legs and a S7 hit to the weapon for each titan that attacked. Under or equal to the scale? Roll a D6; On a 1-3 turn your target right, 4-6 turn them left. Finally, if you&#039;re greater than the scale your target turns AND takes d3+1 devastating hits to the legs. Legio Audax get +1 Strength to their Ursus Claws.&lt;br /&gt;
**&#039;&#039;&#039;Natrix Shock Lance&#039;&#039;&#039; (Forgeworld): A similar claw with +1 strength but doesn&#039;t get Impale. instead you get &#039;&#039;&#039;Shock&#039;&#039;&#039; - if it causes a direct, devastating, or critical hit, on a 3+ it will shutdown that titan for the rest of the turn. Also bypasses void shields. &#039;&#039;Very risky to use, but if you&#039;re lucky a Warlord can be permanently locked out the fight by a single Warhound, giving the rest of the battle a favourable tilt to you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Squadrons===&lt;br /&gt;
Warhounds have the incredible benefit of grouping up into squadrons of up to three. This brings a number of benefits:&lt;br /&gt;
*&#039;&#039;&#039;Deployment&#039;&#039;&#039;: Squadrons are deployed together as one unit - so three Warhounds can be deployed simultaneously as opposed to, for example, a single Warlord.&lt;br /&gt;
*&#039;&#039;&#039;Activating Squadrons&#039;&#039;&#039;: Squadrons are activated as one unit in each phase, and all members of the squadron must move, shoot, and in general do everything else simultaneously. They &#039;&#039;cannot&#039;&#039; be activated individually however.&lt;br /&gt;
*&#039;&#039;&#039;Orders&#039;&#039;&#039;: An order issued to one member can be applied to all members - or not, as you choose. You can issue orders individually if you&#039;d like. &lt;br /&gt;
*&#039;&#039;&#039;Coordinated strikes&#039;&#039;&#039;: Squadrons can also declare they are conducting a coordinated strike - improving armour rolls. Most practical if a titan&#039;s void shields are not relevant.&lt;br /&gt;
*&#039;&#039;&#039;Void Shields&#039;&#039;&#039;&lt;br /&gt;
**Void shield shenanigans in squadrons can massively improve their staying power.&lt;br /&gt;
**If a squadron of three is in base contact, hits can be fielded onto any of the member&#039;s void shields. This allows you to use the best save in the group - equally, failed saves may be forced onto any member of your choosing. Effectively, Warhounds can maintain their 3+ void shield for extended periods making them surprisingly resilient. To collapse their shields all three must be destroyed or base contact must be broken&lt;br /&gt;
**Equally, this can play into mobility. Their move may be boosted using their void shield instead of the reactor, whilst maintaining the save on one Warhound and passing this save onto the others.&lt;br /&gt;
&lt;br /&gt;
==Reaver Battle Titan==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Arm Weapons&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Reaver Titan Power Fist&#039;&#039;&#039; This can be a pretty funny weapon, it has a good strength (9) with 2 attacks at +1 and being concussive, you can start slapping titans left and right and pushing them backwards with it. Don&#039;t forget, melee weapons can make targeted attacks with no negative modifiers! However, arming a titan with two of these is not recommended because the first attack could knock your target out of range of the second fist, instead pairing one of these with a chainfist (and attacking with the chainfist first) is better if you want to build a brawler reaver.&lt;br /&gt;
**&#039;&#039;&#039;Reaver Titan Chainfist&#039;&#039;&#039; While possessing &#039;only&#039; a strength 8 when compared to the fist, it has an extra attack (for a total of 3), hits on a +2 instead of +1 and has rending. This thing &#039;&#039;&#039;hurts&#039;&#039;&#039; when it gets into close combat. Mounting two on a Reaver is a serious threat and will draw a mass of fire. Charge this at 9&amp;quot; for an extra three attacks on top!&lt;br /&gt;
**&#039;&#039;&#039;Laser Blaster&#039;&#039;&#039; While having a good strength (8) and 3 shots, it does suffer a -1 to hit at long range making it somewhat difficult to use when negatives to hit start stacking. Despite this, it can make use of shieldbane if pushing its reactor. This can aide it in dropping shields from their 3+ position or collapsing them entirely. Definitely a weapon to consider, especially if using Legio Tempestus with Chasmata Pattern.&lt;br /&gt;
**&#039;&#039;&#039;Volcano Cannon&#039;&#039;&#039; To all intents and purposes, this is a mini Belicosa, the only real differences are its lower strength (10) and small blast as opposed to large. If running a light maniple, this can open up your options when making a free attack. But beware of the drain on the weapon when doing so.&lt;br /&gt;
**&#039;&#039;&#039;Melta Cannon&#039;&#039;&#039; This is a horrific weapon when in short range owing to its high strength and fusion trait. It has greater damage potential as a result of this.&lt;br /&gt;
**&#039;&#039;&#039;Gatling Blaster&#039;&#039;&#039; destroy shields and smaller opponents, but might need to fire into side or rear of larger opponents to do damage when shields are gone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Weapons:&#039;&#039;&#039; Unlike the Warlord, the Reaver&#039;s carapace weapons have a 360° arc&lt;br /&gt;
** &#039;&#039;&#039;Apocalypse Missile Launcher:&#039;&#039;&#039; Its great arc and the long range (120&amp;quot;) makes this the ideal weapon to weaken the enemy void shields while moving into position, but its comparatively low number of shots mean it won&#039;t destroy shields on its own. &lt;br /&gt;
** &#039;&#039;&#039;Turbo Laser Destructor:&#039;&#039;&#039; The carapace weapon with the highest strength value (8), only 2 shots mean its the most effective against Titans that have already lost their shields. Can also be used to strip shields when needed, as it gets shieldbane when pushing the reactor. &lt;br /&gt;
** &#039;&#039;&#039;Vulcan Mega-Bolter&#039;&#039;&#039; (Forgeworld): Same as the Warhound&#039;s &amp;lt;s&amp;gt; but lacking in the short range accuracy buff&amp;lt;/s&amp;gt; (Nope, FAQ&#039;ed), can be handy to dissuade flanking Knights or used to strip voids, especially with a split fire order while the main cannons focus on something in the distance.&lt;br /&gt;
** &#039;&#039;&#039;Warp Missile Support Rack&#039;&#039;&#039; (Forgeworld): A single use Warp weapon, this weapon seems to be useful when you are facing a small number of enemy Titans. With good accuracy (and almost guaranteeing a hit if you have access to rerolls) you&#039;re &#039;&#039;&#039;going&#039;&#039;&#039; to do damage with it. It might not be worth it to give up a weapon slot for this effect, even so. However, Loyalist titans can turn arm their missiles with horiffic Vortex warheads, while Traitor Daemon-Corrupted titans can use an upgrade to reform their missiles every other turn (check your opponent is okay with this as it&#039;s possibly an abuse of RAW and could result in a punch to the nads).&lt;br /&gt;
&lt;br /&gt;
==Warbringer Nemesis Titan==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Arm Weapons&lt;br /&gt;
**&#039;&#039;&#039;Laser Blaster&#039;&#039;&#039; While having a good strength (8) and 3 shots, it does suffer a -1 to hit at long range making it somewhat difficult to use when negatives to hit start stacking. Despite this, it can make use of shieldbane if pushing its reactor. This can aide it in dropping shields from their 3+ position or collapsing them entirely. Definitely a weapon to consider, especially if using Legio Tempestus with Chasmata Pattern. This is likely a good choice due to the range on the weapon - but time will tell.&lt;br /&gt;
**&#039;&#039;&#039;Volcano Cannon&#039;&#039;&#039; To all intents and purposes, this is a mini Belicosa, the only real differences are its lower strength (10) and small blast as opposed to large. The Nemesis has a decent reactor, so can comfortably use this, and its range is well suited to its likely role. If taking the Belicosa, you probably don&#039;t need this. That or you need two and to name your titan Krakatoa.&lt;br /&gt;
**&#039;&#039;&#039;Melta Cannon&#039;&#039;&#039; This is a horrific weapon when in short range owing to its high strength and fusion trait. It has greater damage potential as a result of this. If you&#039;re worried about knights hunting this down, this can lay the hurt on them.&lt;br /&gt;
**&#039;&#039;&#039;Gatling Blaster&#039;&#039;&#039; destroy shields and smaller opponents, but might need to fire into side or rear of larger opponents to do damage when shields are gone.&lt;br /&gt;
&lt;br /&gt;
*Carapace Weapons&lt;br /&gt;
Make note that, as carapace weapons, these guns have a corridor firing arc and can&#039;t shoot at reavers or smaller within 9&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Mori Quake Cannon&#039;&#039;&#039;: The bread and butter. This is your basic all rounder. A few shots, no toying with reactors, high strength, concussive to boot. If you’re not sure what to arm your Warbringer with, this is a safe choice no matter the occasion. It is a blast, so don&#039;t count on it to finish anything off. It is compulsory to fire this at a banner of knights with full stride or charge orders. &lt;br /&gt;
**&#039;&#039;&#039;Belicosa Volcano Cannon&#039;&#039;&#039;: The real workhorse of the titan legions.  Stands a good chance of wiping out a group of 3 knights in a single shot; 2 will make it almost certain.  Don&#039;t waste it on void shields though - it&#039;s almost never worth the reactor increase.  On which note - watch the reactor increases!  You also can&#039;t call your target zone because blast weapons, so don&#039;t count on it to finish anything off either.&lt;br /&gt;
&lt;br /&gt;
==Warlord Battle Titan==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Arm Weapons&lt;br /&gt;
**&#039;&#039;&#039;Arioch Titan Power Claw&#039;&#039;&#039;: While a seemingly odd choice of weapon, this hits like a Belicosa and has a +2 to hit bringing it into usable territory for the Warlord. Having this and another weapon which does not have draining can enable you to use your reactors to boost your movement instead. It can also be useful as a deterrent to Knights and Warhounds which may try to get up close and personal. Charge your enemy with a Warlord armed with a pair of these just to see the horror on their face.&lt;br /&gt;
**&#039;&#039;&#039;Belicosa Volcano Cannon&#039;&#039;&#039;: The real workhorse of the titan legions.  Stands a good chance of wiping out a group of 3 knights in a single shot; 2 will make it almost certain.  Don&#039;t waste it on void shields though - it&#039;s almost never worth the reactor increase.  On that note - watch the reactor increases!  You also can&#039;t call your target zone because blast weapons, so don&#039;t count on it to finish anything off.&lt;br /&gt;
**&#039;&#039;&#039;Sunfury Plasma Annihilator&#039;&#039;&#039;: A solid all rounder, good number of shots and able to boost its strength. While its range is not the biggest, its not the worst either. Good for finishing titans off when closing in or using to help drop shields if desperate.&lt;br /&gt;
**&#039;&#039;&#039;Macro Gatling Blaster&#039;&#039;&#039; (Forgeworld): A decent enough weapon. While hampered by its range it can be used to drop shields nicely, and with its reasonable strength and ordnance, it can do a fair amount of damage to titans (particularly smaller ones). It can also pose a threat to knights, but beware their saves.&lt;br /&gt;
**&#039;&#039;&#039;Mori Quake Cannon&#039;&#039;&#039; (Forgeworld): The bread and butter. This is your basic all rounder. A few shots, no toying with reactors, high strength, concussive to boot. If you’re not sure what to arm your warlord with, this is a safe choice no matter the occasion. It is a blast, so like the Belicosa, don&#039;t count on it to finish anything off. It is compulsory to fire this at a banner of knights with full stride or charge orders.&lt;br /&gt;
&lt;br /&gt;
*Carapace Weapons&lt;br /&gt;
**&#039;&#039;&#039;Vulcan Mega-Bolter Array&#039;&#039;&#039; (Forgeworld): The ultimate in void shield removal technology. Twelve shots, an ungodly hail of dakka itself, with even more shots on 6’s. Somewhat limited range but you’re not hindered by long range negatives. Don’t expect much if you’re trying to knock a freshly unshielded Titan down, but once you’ve knocked them around a little it may be able to steal a killshot&lt;br /&gt;
**&#039;&#039;&#039;Paired Turbo Laser Destructors&#039;&#039;&#039; (Forgeworld): These may seem like a bit of a raw deal compared to the laser blasters, but they have some advantages. They have no modifiers to hit at any range compared to the blasters. This can be extremely useful when firing at an obscured target.  They are also 15 points cheaper. Other than that they&#039;re bog standard lasers with S8 and shieldbane capabilities.&lt;br /&gt;
**&#039;&#039;&#039;Paired Laser Blasters&#039;&#039;&#039;: These have an additional two shots over the destructors, but suffer a -1 to hit at long range which can be a problem. Not game breaking, but can be infuriating hitting of 4s or 5s. This can benefit from chasmata pattern laser destructors.&lt;br /&gt;
**&#039;&#039;&#039;Apocalypse Missile Launchers&#039;&#039;&#039;: 10 shots at strength 4. Superb at stripping void shields in the early game and finishing off wounded titans in the late game (when the bonuses from structure damage mean it can actually do something against all that armour).  Don&#039;t waste it on Knights; it&#039;s weak enough that they get their full ion shield saves.  Gets an accuracy bonus at long range and can ignore LoS so works well in an artillery role.  Just watch the facing (especially if you&#039;re moving first) - it&#039;s very easy to mis-judge the firing lines.&lt;br /&gt;
**&#039;&#039;&#039;Paired Gatling Blasters&#039;&#039;&#039; (Forgeworld): A strong contender, while lacking in range, they can strip shields comfortably and then cause enemy titans some pain with their strength and ordnance rule. Definitely worth using. Note that this was FAQ&#039;d to have the same firing arc as the rest of the Warlord carapace weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Warmaster Heavy Battle Titan==&lt;br /&gt;
It should be noted that one of the Warmaster&#039;s biggest strengths is actually its 6 servitor clades. mathematically, you should be able to relight void shields every time you roll, in addition to pushing them up several notches. combine this with its monstrous reactor track, heat is much easier to manage, but don&#039;t be lulled into a false sense of complacency. between its plethora of heat-generating weapons, the fact you&#039;ll probably be pushing voids to full alot, and all the other heat-generating actions, heat is still important to keep an eye on. &lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Arm Weapons&lt;br /&gt;
**&#039;&#039;&#039;Suzerain Plasma Destructors&#039;&#039;&#039; These guns are genuinely obscene - imagine a melta cannon and a plasma annihilator had a child, and then that child recieved astartes augmentations. it has three shots to the annihilator&#039;s four, but then you see it has strength 11 base like the melta cannon, as well as an additional six inches to range. already, that&#039;s a solid trade off with maximal fire. then you see the +1 to hit at 16&amp;quot; or less, and the fusion (draining). oh yeah, it&#039;s all coming together. these guns want to be up close and personal. Don&#039;t do maximal fire and fusion at the same time - against most targets, both would be overkill, and the risk of potentially 5 heat per gun isn&#039;t worth it. maximal fire at targets over 16, fusion on those under. Anything that loses its voids in front of a pair of these is going to die.&lt;br /&gt;
&lt;br /&gt;
*Shoulder Weapons&lt;br /&gt;
**These are &#039;&#039;not&#039;&#039; carapace weapons, so while you may at first glance think &#039;why does the warmaster have weaker shoulder guns than a warlord?&#039; these are actually overall better. firstly, they have frontal fire arcs and not corridor, and secondly, you can fire them at things that get within 12&amp;quot; of you. also, they don&#039;t have to be the same on both shoulders.&lt;br /&gt;
**&#039;&#039;&#039;Turbo Laser Destructors&#039;&#039;&#039; Same jack-of-all trades gun you know. can put out some extra damage if needed, and strip shields in a pinch. however, you want to be judicious with shieldbane (draining) on this thing.&lt;br /&gt;
**&#039;&#039;&#039;Apocalypse Missile Array&#039;&#039;&#039; the cheapest option, but lacks shield-stripping power due to only having three shots. skip unless you&#039;re trying to shave down points.&lt;br /&gt;
**&#039;&#039;&#039;Vulcan Mega-Bolter&#039;&#039;&#039; probably the best choice of shoulder guns, as the plasma destructors already do incredible damage to armor. Mega-bolters will make the Warmaster self-sufficient by allowing it to strip shields with surprising ease. also doesn&#039;t generate heat.&lt;br /&gt;
**&#039;&#039;&#039;Melta Cannon&#039;&#039;&#039; still murderous, but has overlap with the Plasma Destructor. Can be nice if your target just barely survives the main armament. &lt;br /&gt;
**&#039;&#039;&#039;Plasma Blastgun&#039;&#039;&#039; same as above. has two shots instead of one, but has lower strength, even with maximal fire.&lt;br /&gt;
**&#039;&#039;&#039;Inferno Gun&#039;&#039;&#039; might be useful if you&#039;re swarmed by knights, but 99% of the time, any of the other options will serve you better. skip.&lt;br /&gt;
&lt;br /&gt;
*Carapace Weapons&lt;br /&gt;
**&#039;&#039;&#039;Revelator Missile Launcher&#039;&#039;&#039; this one is carapace, with all the limitations that entails. however, it will do damage at range. +1 to hit between 24&amp;quot; and 48&amp;quot;, ordinance, and concussive means it will bully things trying to distance you out.&lt;br /&gt;
&lt;br /&gt;
===Ancillary Reactor Systems===&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Plasmatic Locomotors&#039;&#039;&#039; +1&amp;quot; to both speed characteristics, but if you declare Power to Locomotors! or Power to Stabilizers! you get -2 to hit on all non-melee weapons (which is all of them, currently). Combos very nicely with the Experimental Locomotors stratagem for a terrifyingly fast monster.&lt;br /&gt;
**&#039;&#039;&#039;Infusive Supercoolant&#039;&#039;&#039; one use only, allows you to vent heat on a 2+ instead of a 4+ for a turn. a nice &#039;get out of jail free&#039; card, as suddenly you can reduce an incredible amount of heat in one go. In most scenarios this means you&#039;re gonna use 5/6 of your repair dice, not 3/6.&lt;br /&gt;
&lt;br /&gt;
=Psi-Titans=&lt;br /&gt;
&lt;br /&gt;
==Warlord-Sinister Psi-Titan (Forgeworld)==&lt;br /&gt;
&lt;br /&gt;
A Psi-Titan is a maniple support Titan, meaning they can&#039;t be part of a maniple. A Psi-Titan battlegroup can&#039;t contain corrupted Titans or Titan Traitors Of Legend. A player with a Psi-Titan can&#039;t use traitor stratagems.&lt;br /&gt;
Any Warlord can be upgraded into a Warlord Sinister for 300 points. They follow the same rules as Psi-Titans, and count as them. They are armed with a Sinistramanus Tenebrae and an Arioch Power Claw. You must buy a carapace weapon, and can replace the power claw. The command terminal and stats are exactly the same as a normal warlord. Good chance to convert a warlord to a psi titan.&lt;br /&gt;
===Psychic Powers===&lt;br /&gt;
These are used in place of orders and are channeled in the strategy phase at the issue orders step. The only standard order you can issue is the shutdown order, after which you make a command check. These psychic powers are specified not to be orders - so stratagems or abilities which would remove orders cannot remove these!&lt;br /&gt;
*Necrotechia: Roll d6 equal to servitor clades plus one. Add one to each dice. You can do every normal repair, in addition to recovering lost structure points on a 5+ on an area that has no critical damage. You can&#039;t fix psi weapons with Necrotechia. You can either move or shoot.&lt;br /&gt;
*Death Pulse: When you activate in the movement phase, instead of moving resolve a weapon attack against every unit within 8 inches. The profile is dice one, strength x, warp. This auto hits.&lt;br /&gt;
*Quickening: During the movement, the titan can move and maneuver at boosted values for free. In addition, it can fire one non-psi weapon.&lt;br /&gt;
*Antipathic Tempest: Instead of moving, you may pick a point in line of sight. Everything within 3&amp;quot; suffer a dice one, strength 8 concussive, psi, quake attack automatically.&lt;br /&gt;
&lt;br /&gt;
===Weaponry===&lt;br /&gt;
*Arm Weapons&lt;br /&gt;
**&#039;&#039;&#039;Sinistramanus Tenebrae&#039;&#039;&#039;(Forgeworld): This is a compulsory weapon choice for the left arm, and by the Throne of Terra it is a mean one. Strength 10, 3 dice, and the Beam rule promise interesting things. It is important to note - once this is disabled, it cannot be repaired. The Warlord Sinister cannot be issued a repair order, nor can its Necrotechia be used to repair weapons with the Psi trait. Also - watch your reactor! This has a specialized version of Draining causing reactor increases as normal but a roll on the psychic manifestation table on a cog roll.&lt;br /&gt;
**&#039;&#039;&#039;Arioch Titan Power Claw&#039;&#039;&#039;: The Warlord Sinister comes with this on its right arm as standard. While it might be considered an odd choice for a Warlord, especially with the range on the Sinistramanus Tenebrae, it can be used to great effect on the Warlord Sinister.&lt;br /&gt;
**&#039;&#039;&#039;Belicosa Volcano Cannon&#039;&#039;&#039;: The real workhorse of the titan legions. Stands a good chance of wiping out a group of 3 knights in a single shot.  Don&#039;t waste it on void shields though - it&#039;s almost never worth the reactor increase.  On that note - watch the reactor increases! You also can&#039;t call your target zone because blast weapons, so don&#039;t count on it to finish anything off.&lt;br /&gt;
**&#039;&#039;&#039;Sunfury Plasma Annihilator&#039;&#039;&#039;: A solid all rounder, good number of shots and able to boost its strength. While its range is not the biggest, its not the worst either. Good for finishing titans off when closing in or using to help drop shields if desperate.&lt;br /&gt;
**&#039;&#039;&#039;Macro Gatling Blaster&#039;&#039;&#039; (Forgeworld): A decent enough weapon. While hampered by its range it can be used to drop shields nicely, and with its reasonable strength and ordnance, it can do a fair amount of damage to titans (particularly smaller ones). It can also pose a threat to knights, but beware their saves.&lt;br /&gt;
**&#039;&#039;&#039;Mori Quake Cannon&#039;&#039;&#039; (Forgeworld): The bread and butter. This is your basic all rounder. A few shots, no toying with reactors, high strength, concussive to boot. If you’re not sure what to arm your warlord with, this is a safe choice no matter the occasion. It is a blast, so like the Belicosa, don&#039;t count on it to finish anything off. It is compulsory to fire this at a banner of knights with full stride or charge orders.&lt;br /&gt;
&lt;br /&gt;
*Carapace Weapons&lt;br /&gt;
**&#039;&#039;&#039;Vulcan Mega-Bolter Array&#039;&#039;&#039;(Forgeworld): The ultimate in void shield removal technology. Twelve shots, an ungodly hail of dakka itself, with even more shots on 6’s. Somewhat limited range but you’re not hindered by long range negatives. Don’t expect much if you’re trying to knock a freshly unshielded Titan down, but once you’ve knocked them around a little it may be able to steal a killshot&lt;br /&gt;
**&#039;&#039;&#039;Paired Turbo Laser Destructors&#039;&#039;&#039;(Forgeworld): These may seem like a bit of a raw deal compared to the laser blasters, but they have some advantages. They have no modifiers to hit at any range compared to the blasters. This can be extremely useful when firing at an obscured target.  They are also 15 points cheaper. Other than that they&#039;re bog standard lasers with S8 and Shieldbane capabilities.&lt;br /&gt;
**&#039;&#039;&#039;Paired Laser Blasters&#039;&#039;&#039;: These have an additional two shots over the destructors, but suffer a -1 to hit at long range which can be a problem. Not game breaking, but can be infuriating hitting of 4s or 5s.&lt;br /&gt;
**&#039;&#039;&#039;Apocalypse Missile Launchers&#039;&#039;&#039;: 10 shots at strength 4. Superb at stripping void shields in the early game and finishing off wounded titans in the late game (when the bonuses from structure damage mean it can actually do something against all that armour).  Don&#039;t waste it on Knights; it&#039;s weak enough that they get their full ion shield saves.  Gets an accuracy bonus at long range and can ignore LoS so works well in an artillery role.  Just watch the facing (especially if you&#039;re moving first) - it&#039;s very easy to misjudge the firing lines.&lt;br /&gt;
**&#039;&#039;&#039;Paired Gatling Blasters&#039;&#039;&#039;(Forgeworld): A strong contender, while lacking in range, they can strip shields comfortably and then cause enemy titans some pain with their strength and ordnance rule. Definitely worth using. Note that this was FAQ&#039;d to have the same firing arc as the rest of the Warlord carapace weapons.&lt;br /&gt;
&lt;br /&gt;
=Knights=&lt;br /&gt;
&lt;br /&gt;
==Questoris Support Banner (3-6 Knights)==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Arm Weapons&lt;br /&gt;
**&#039;&#039;&#039;Questoris Melee Weapon&#039;&#039;&#039;: If you&#039;re taking Knights you likely have at least one per of these. They&#039;re not worth building to be &amp;quot;shooty,&amp;quot; as Knights who try to position themselves to shoot Titans will find themselves dead.&lt;br /&gt;
**&#039;&#039;&#039;Avenger Gatling Cannon&#039;&#039;&#039;: Don&#039;t bother, seriously. It does put out a lot of shots but those shots are too weak to even take other knights out, or damage void shields. If you&#039;re looking for cheap knights for screening you&#039;re better off doubling up on melee weapons. Might get better if infantry is introduced but that&#039;s a long way off.&lt;br /&gt;
***&#039;&#039;&#039;Second Opinion&#039;&#039;&#039;: I have personally seen AGCs kill Warlord Titans. If you&#039;re aiming to kill Titans with Knights, you will want to usually be in melee. Add in using your amazing manoeuvrability and positioning, you will be hitting Titans in their rear arc for that sweet +2, making you effective strength 5. Add in maybe +1 to a location for strength 6 (or 7 or 8 if you stripped more). Add in bonus to hit for the range countering the location aiming penalty, you&#039;re gonna real rip and tear. TL;DR: AVG are good for focus firing inside shields to finish Titans. &lt;br /&gt;
***&#039;&#039;&#039;Supporting Opinion&#039;&#039;&#039;: Further to the second opinion above, if used in a Knight Banner (Doom of Molech) doing a co-ordinated strike you only roll as if one were firing but increase the strength of the attack by the number of Knights contributing to the attack making the AGC a hypothetical maximum strength of 9, or 11 in the rear arc with 8D6!&lt;br /&gt;
**&#039;&#039;&#039;Thermal Cannon&#039;&#039;&#039;: The real star on knights. With a high base strength and the Fusion trait increasing your armour rolls to a d10, it gives you a really good chance of putting hurt even on the biggest opponents. Take 6 of these and pop an unshielded titan in the ass for near guaranteed crits. Fun for the whole family.&lt;br /&gt;
**&#039;&#039;&#039;Rapid-Fire Battlecannon&#039;&#039;&#039;: Old reliable. Decent range, two S5 shots with the Ordnance trait, and a bonus to hit within 8&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Carapace Weapons&lt;br /&gt;
**&#039;&#039;&#039;Stormspear Rocket Pod&#039;&#039;&#039;: Relatively expensive, but adds an extra three S5 shots for stripping shields out to 16&amp;quot;. &lt;br /&gt;
**&#039;&#039;&#039;Meltagun&#039;&#039;&#039;: A solid, if expensive upgrade for your knights: When the banner activates in the Combat phase, each Knight with a Meltagun upgrade can target an enemy unit within 3&amp;quot; for an automatic S8 hit. Generally a safe bet to give it to your Lord Scion for a bit of extra dakka up close, which is where you want your knights to be. Good for filling 15 points somewhere but not an autotake.&lt;br /&gt;
&lt;br /&gt;
==Questoris Knight Styrix banner (2-4 Knights)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Volkite Chieorovile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hekaton Siege Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Graviton Gun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ionic Flare Shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blessed Autosimulacra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Questoris Knight Magaera banner (2-4 Knights)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hekaton Siege Claw&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma Fusil&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ionic Flare Shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blessed Autosimulacra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Cerastus Knight Banner (2-4 Knights)==&lt;br /&gt;
&lt;br /&gt;
*These are bigger, faster and slightly tougher than their smaller brethren, the Questoris Knights. With a 12&amp;quot; move, one extra structure point and an easier time passing orders, these are an extra layer of threat in addition to Questoris Knights.&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cerastus Knight Castigator&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Castigator Bolt Cannon&#039;&#039;&#039;: Akin to the Avenger Gatling Cannon, it is of little real use unless getting up close in the side or rear arc of an opposing titan&lt;br /&gt;
**&#039;&#039;&#039;Tempest Warblade&#039;&#039;&#039;: An improved Questoris Melee Weapon, at S7 with 2 attacks and rending, this is slightly more capable. Same stats as the Reaper Chainfist.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cerastus Knight Acheron&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Acheron Pattern Flame Cannon&#039;&#039;&#039;: A 2 dice S7 template weapon on a Cerastus frame? Yes please! Take four in a squadron and find some knights or a squadron of Warhounds to toast.&lt;br /&gt;
**&#039;&#039;&#039;Reaper Chainfist&#039;&#039;&#039;: An improved Questoris Melee Weapon, at S7 with 2 attacks and rending, this is slightly more capable. Same stats as the Tempest Warblade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cerastus Knight Lancer&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Cerastus Shock Lance&#039;&#039;&#039;: A nasty CC weapon on a small and nimble chassis, hitting at S8 with two attacks this can hurt titans and other knights in no time. Coupled with the Ion Gauntlet Shield, you&#039;ve got a pain in the backside.&lt;br /&gt;
**&#039;&#039;&#039;Ion Gauntlet Shield&#039;&#039;&#039;: This provides a +1 to all ion shield saves as long as there is at least one in the unit. Definitely take a Lancer, if not for their shock lance, at least for the shield. It also has a 2 shot S6 shooting attack, which while not amazing, is rather nice. It&#039;s worth noting that the WH Community article is incorrect in its statement that this always confers a 6+, it does not. If the shield save is &#039;-&#039; it confers no benefit. Expect maximal plasma, melta and volcano weapons to hurt like a truck.&lt;br /&gt;
&lt;br /&gt;
==Cerastus Knight-Atrapos Banner (2-4 Knights)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gravity Singularity Cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Atrapos Lascutter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ionic Flare Shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blessed Autosimulacra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Acastus Knight Banner (1-2 Knights)==&lt;br /&gt;
&lt;br /&gt;
*The latest addition to knight constructs, they are walking artillery platforms, with no tangible CC capability but an unholy amount of dakka from such a small and cheap chassis. These come in two flavours with predetermined load-outs, the Porphyrion and Asterius (the latter having no model yet). The only choice they have in weapons is either the stock twin auto-cannon with an auto S4 attack within 6&amp;quot; or the twin lascannon for an additional 10 points. They took a big nerf in the 1.1 FAQ. Max banner size down to 2 knights (from 4). Hefty points increase. Limited to 1 banner per maniple/lance. And can only be in a lance as reinforcement.&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
*&#039;&#039;&#039;Acastus Knight Porphyrion&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Twin Magna Lascannon:&#039;&#039;&#039; 4 Shots of respectable strength weaponry would be fine but they go and throw blast on it. For a 5th of the price of a warlord you can comfortable kill a titan from across the board. Expect to get Castrated if you ever take two. &lt;br /&gt;
**&#039;&#039;&#039;Ironstorm Missile Pod:&#039;&#039;&#039; Everyone forgets about these, but 6 shots of rapid with barrage will help with void shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acastus Knight Asterius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Twin Converion Beam Cannon:&#039;&#039;&#039; A souped up version of twin Magna Lascannon that will make large blast templates when in long range. &#039;&#039;&#039;You.Won&#039;t.Have.Friends&#039;&#039;&#039; if you take more then one. &lt;br /&gt;
**&#039;&#039;&#039;Karacnos Mortar Battery:&#039;&#039;&#039; Same as the Ironstorm Missile Pod but trades Rapid for Rending which makes it functionally worse.&lt;br /&gt;
&lt;br /&gt;
==Knight Lances==&lt;br /&gt;
&lt;br /&gt;
With the release of the Doom of Molech book, Knights now have their own version of a maniple and plenty of rules to go with it!&lt;br /&gt;
&lt;br /&gt;
===Forming a Lance=== &lt;br /&gt;
**A lance &#039;&#039;&#039;must&#039;&#039;&#039; have three banners of Knights, two of which must be the same type. (&amp;lt;s&amp;gt;It says nothing about having more banners in a lance however, probable FAQ territory?&amp;lt;/s&amp;gt; The book is pretty clear, three exactly.)&lt;br /&gt;
**No Freeblade banners may be included in a Lance&lt;br /&gt;
**Each individual banner must equipped in the same manner i.e. one banner consisting solely of Paladins, another solely of Errants and the third solely of Lancers&lt;br /&gt;
**One banner must be the High Scion&#039;s banner&lt;br /&gt;
***Multiple Lances may be used, if so, one banner in either Lance must be the Knight Seneschal. This will replace the High Scion in one lance. E.g. you have three Lances, on lance will have a Knight Seneschal, the other two will have a High Scion each.&lt;br /&gt;
*&#039;&#039;&#039;Freeblades&#039;&#039;&#039;&lt;br /&gt;
**These are banners of knights which are separate to a lance, but, they can mix and match weapons across the knights as you see fit, i.e. you can have a Warden, Errant and Paladin in the same banner. It does mean they cannot make coordinated strikes however.&lt;br /&gt;
&lt;br /&gt;
===Activating a Lance===&lt;br /&gt;
&lt;br /&gt;
*Knight Lances are effectively one big knight unit, and is reflected in their activation and coherency.&lt;br /&gt;
*A Lance is activated at the same time. Each banner will be activated in turn, in whatever order the controlling may may choose, and will continue until all banners have been activated.&lt;br /&gt;
**So, you may have a lot of banners, but you don&#039;t have a lot of activations. This can screw you if your opponent simply has Titans, as a larger banner can be as much as some maniples. Be wary.&lt;br /&gt;
*They must maintain a 3&amp;quot; coherency within banners and a 6&amp;quot; coherency within the Lance. If a banner is not in coherency, it is shaken. If a banner is not in Lance coherency, that individual banner is shaken. Once coherency is restored, they are not shaken. This, equally, can screw you. Hope your opponent has not brought quake cannons...&lt;br /&gt;
&lt;br /&gt;
===Lances and the Strategy Phase===&lt;br /&gt;
*Lances may be issued orders to each individual banner, or be issued a &#039;&#039;&#039;Lance Order&#039;&#039;&#039;. If choosing the latter, the highest command roll within the lance is used and between one and all of the banners in a lance my be issued the same order.&lt;br /&gt;
*New orders available include:&lt;br /&gt;
**&#039;&#039;&#039;Charge:&#039;&#039;&#039; Yes, this isn&#039;t a new order however the FAQ has made some changes; gone are the days of charging in bendy lines. Knights must now take the shortest distance when charging a target, and while their front arc is 360, a turn is defined as making a 45 degree pivot of the base &#039;&#039;&#039;irrespective of arc&#039;&#039;&#039;. So Knights may not make any turns after beginning their charge. They can turn before it, but not after.&lt;br /&gt;
***Knights may now make smash attacks against units which are of the same scale or smaller than themselves now as well!&lt;br /&gt;
**&#039;&#039;&#039;Coordinated Strike:&#039;&#039;&#039;Used when making shooting attacks only - This can make avenger gatling cannons somewhat more useful. When making a coordinated strike, nominate one knight to make the attack and then add one to the strength of the weapon for each knight which is in range and has LoS to the intended target. E.g. A unit of 4 Knight Errants makes a coordinated strike, one thermal cannon is fired, but its strength is increased to &#039;&#039;&#039;S12&#039;&#039;&#039;, S8 + 4 knights in range and LoS.&lt;br /&gt;
***This could be useful on the Avenger Gatling cannon more than anything, but it does mean you are losing out on all your other knights making ranged attacks to increase the strength of one weapon. Very situational.&lt;br /&gt;
***&amp;lt;s&amp;gt;Literally a free +1S if the banner only have a single Knight left, and Acastus only need 1 knight to form a banner.&amp;lt;/s&amp;gt; Nope, FAQ&#039;ed, Acastus knights can no longer be in a lance.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stratagems=&lt;br /&gt;
&lt;br /&gt;
Stratagems are chosen immediately before deployment, with a number of stratagem points specified by the mission and points level being used. There are a few different types - Tricks &amp;amp; Tactics (usually powerful single-use effects), Ranged Support (artillery and aircraft), Tertiary Objectives (new ways to earn victory points) and Battlefield Assets (persistent bonuses, but the assets can be destroyed by the enemy).&lt;br /&gt;
&lt;br /&gt;
There have been strategems in six books so far. [AT]: &#039;&#039;Adeptus Titanicus&#039;&#039; main book. [DoM]: &#039;&#039;Doom of Molech&#039;&#039;. [SaI]: &#039;&#039;Shadow and Iron&#039;&#039;. [DoR]: &#039;&#039;Defense of Ryza&#039;&#039;&#039;. [LL]: &#039;&#039;Loyalist Legios&#039;&#039;. [TL]: &#039;&#039;Traitor Legios&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tricks and Tactics==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A Score to Settle (1)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Play at the end of the battle. Score one extra Victory point for each enemy unit destroyed.&lt;br /&gt;
* &#039;&#039;&#039;A Quick Kill (1)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play in the End phase of the first or second round. Score 5 VP if one enemy Titan Scale 8+ has been destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Ablative Armour (1)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play in any Strategy phase. Pick a friendly Titan. Ignore the first Direct, Devastating, or Critical hit against that unit, then discard this stratagem.&lt;br /&gt;
* &#039;&#039;&#039;Aetheric Infusion (2)&#039;&#039;&#039; &#039;&#039;[SaI - Traitor only]&#039;&#039; Play in any phase. Choose one of your Titans and roll a D10. On a 3+, make a repair roll and add 2 to Servitor Clades for that roll. On a 2, take D3 Devastating Hits to the body. On a 1, take Catastrophic Damage.&lt;br /&gt;
* &#039;&#039;&#039;Artillery Bombardment (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Play during each Strategy phase. place a 5&amp;quot; Blast marker anywhere on the battlefield and scatter it D10&amp;quot;. Any unit under the template is hit by a S8 shot, or two S8 shots if it&#039;s under the hole in the center of the marker.&lt;br /&gt;
* &#039;&#039;&#039;Augumented Servitor Clades (2)&#039;&#039;&#039; &#039;&#039;[SaI]&#039;&#039; Play during the first Strategy phase. Choose a friendly Titan and increase its Servitor Clades by 1 during the Damage Control phase for the rest of the battle. Does not apply to Repair rolls made from an Emergency Repair order.&lt;br /&gt;
* &#039;&#039;&#039;Auspex Bafflers (2)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play in any Strategy phase. Pick a Knight Banner or Titan - for the rest of the round, the To Hit penalty for that unit being obscured is increased by 1.&lt;br /&gt;
* &#039;&#039;&#039;Blind Barrage (1)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Play during the Strategy phase. One unit of your choice has a -2 To Hit penalty if it is targetted and if it targets an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Bloodthirst (1)&#039;&#039;&#039; &#039;&#039;[DoM - Traitor only]&#039;&#039; Play in any Strategy phase. This round, your Titans add +2 to hit enemies within 2&amp;quot;, and add +2 to Command checks when issuing Charge orders.&lt;br /&gt;
* &#039;&#039;&#039;Break Through (1)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Play at the end of the battle. Earn one extra Victory point for each of your Titans that are Scale 5+ and with 9&amp;quot; of the enemy&#039;s edge of the battlefield.&lt;br /&gt;
* &#039;&#039;&#039;Concealment Barrage (1)&#039;&#039;&#039; &#039;&#039;[SaI]&#039;&#039; Play at the start of any phase. Place a 5&amp;quot; Blast marker anywhere on the battlefield. Any part of the battlefield under the marker blocks LoS. Remove at the end of the phase. FAQ: ONLY ALLOWED TO BE PLACED in the Strategy phase. Went from &amp;quot;unbelievably broken&amp;quot; to &amp;quot;useful.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cripple the Foe (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; At the end of the game, earn an extra 2 Victory points for each enemy Titan that is structurally compromised but not destroyed and for each enemy Battlefield Asset destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Cursed Earth (1)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play in the first Strategy phase of the game. Radioactive battlefield - Titans roll one extra dice when making Void Shield saves, Knight banners count the strength of incoming attacks as 1 higher when working out their Ion Shield saves.&lt;br /&gt;
* &#039;&#039;&#039;Dark Pledge (1)&#039;&#039;&#039; &#039;&#039;[DoM - Traitor only]&#039;&#039; Play in the Strategy phase of the first round. Choose one or more enemy Titans Scale 10+ to be marked for destruction. At the end of the battle, gain an extra 10 VP if all marked targets were destroyed. Otherwise, lose 10 VP.&lt;br /&gt;
* &#039;&#039;&#039;Dawn Attack (3)&#039;&#039;&#039; &#039;&#039;[DoM, updated in LL]&#039;&#039; Play in the first Strategy phase of the game. For the first 2 rounds, Titans must roll (D6+1)x5 to determine how far away they can target enemies. Enemy units that have fired earlier in the round can always be targeted.&lt;br /&gt;
* &#039;&#039;&#039;Decapitating Strike (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; At the end of the game, if the enemy Princeps Seniores&#039; Titan was destroyed, earn extra Victory points equal to half the Titan&#039;s Scale rounded down. &lt;br /&gt;
* &#039;&#039;&#039;Dusk Attack (2)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play in the first Strategy phase of the game. During the End phase of turn 3, the First Player rolls (D6+1)x5 to see how far every unit can see for the rest of the battle. Units that attacked with a weapon without the Melee Trait in a previous round can be targeted regardless of distance.&lt;br /&gt;
* &#039;&#039;&#039;Earthshaker Mines (2)&#039;&#039;&#039; &#039;&#039;[DoM, updated in LL]&#039;&#039; Play after an enemy Titan finishes moving or turning. Roll a D6. On a 2+, the Titan takes D3 S6 hits to the legs with no shield saves. The Titan is then moved D6&amp;quot; in a direction determined by the Scatter dice with no change to facing. On a 1, nothing happens and the Stratagem can be used again later.&lt;br /&gt;
* &#039;&#039;&#039;EMP Discharge (2)&#039;&#039;&#039; &#039;&#039;[SaI - Loyalist only]&#039;&#039; Play during any Movement or Combat phase. Pick a friendly Titan with active void shields. Every Titan with active shields within 3&amp;quot; takes S4 Shieldbane weapon hits equal to the Void Shield Level of the chosen Titan. After resolving the hits, the chosen Titan&#039;s Void Shield Level is reduced to X.&lt;br /&gt;
* &#039;&#039;&#039;Endurance of Terra (2)&#039;&#039;&#039; &#039;&#039;[DoM - Loyalist only, updated in LL]&#039;&#039; Play when a friendly Titan suffers Critical Damage. Roll a D6 - on a 3+, that damage is ignored. Otherwise, take damage as normal and retain this card.&lt;br /&gt;
* &#039;&#039;&#039;Enhanced Coolant (2)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play in any Strategy phase. Choose one of your Titans. The first time the Titan suffers Critical Damage, don&#039;t move the marker on the reactor track. If the Titan needs to move the Critical Damage marker more than once for an attack, move it one less space.&lt;br /&gt;
* &#039;&#039;&#039;Even in Death (2)&#039;&#039;&#039; &#039;&#039;[SaI - Loyalist only]&#039;&#039; Play when a Titan suffers Catastrophic Damage before rolling on the Catastrophic Damage table. Instead of rolling for the table, roll D6. On a roll of 1-4, the Titan get Magazine Detonation, and on 5+, Catastrophic Meltdown. Add 1 to the result if the Reactor is on orange and 3 if it&#039;s on red.&lt;br /&gt;
* &#039;&#039;&#039;Experimental Locomotors (1)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play in the first Strategy phase of the game. One of your Titans may now move at boosted speed without pushing its reactor for the rest of the game. During every End phase, roll a D10. If it&#039;s a 1, the Titan suffers a Devastating Hit to its legs and discard the stratagem.&lt;br /&gt;
* &#039;&#039;&#039;Experimental Weapon (2)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play in the Strategy phase of the first round. Pick a Titan, then randomly select one of its weapons. That weapon gains the Maximal Fire trait, but must &#039;&#039;always&#039;&#039; fire on Maximal. If the weapon already has that trait, pick a different weapon.&lt;br /&gt;
* &#039;&#039;&#039;False Intel (1)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play after all objectives have been deployed. Pick any objective on the field and move it D6&amp;quot; in any direction. The objective can&#039;t go off the board or in Blocking terrain.&lt;br /&gt;
* &#039;&#039;&#039;Gifts of the Dark Mechanicum (3)&#039;&#039;&#039; &#039;&#039;[DoM - Traitor only]&#039;&#039; Play in the Strategy phase of the first round. Pick a Titan. Each time that Titan pushes its reactor, you may put a token on this card instead of rolling a Reactor die. Once this card has 3 tokens it is discarded. &lt;br /&gt;
* &#039;&#039;&#039;Great Crusade Titans (2)&#039;&#039;&#039; &#039;&#039;[DoM - Loyalist only]&#039;&#039; Play in any Strategy phase. Add +2 to Command checks when issuing Charge orders this round. Titans also count as having moved 6&amp;quot; further for the purposes of their additional Charge attacks.&lt;br /&gt;
* &#039;&#039;&#039;Haywire Barrage (2)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play during the Strategy phase. Place a marker anywhere on the battlefield and scatter it D10&amp;quot;. Roll 2D6 for each Titan within 6&amp;quot; of the marker. If the roll is equal to or greater than its Scale, it takes 1 point of Critical Damage to a random location, ignoring shields. If the location is a weapon, it is instead disabled. If the location already has 3 points of Critical Damage or is an already disabled weapon, nothing happens. Knight Banners that are hit instead take D3 S7 hits that ignore ion shields.&lt;br /&gt;
* &#039;&#039;&#039;Hold the Centre (2)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play at the end of the battle. Score 2 extra VP for each friendly Titan within 12&amp;quot; of the center of the battlefield, and an extra 5 VP if there are no enemy units within 12&amp;quot; of the center of the battlefield.&lt;br /&gt;
* &#039;&#039;&#039;Homing Warheads (2)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play in the first Strategy phase of the game. Choose a friendly Titan with an unupgraded Apocalypse missile launcher or paired Apocalypse missile launchers. Subtract 3 from the launcher&#039;s Dice Value, but you now no longer suffer negative modifiers when using the Barrage trait on obscured or out of sight targets.&lt;br /&gt;
* &#039;&#039;&#039;Iron Resolve (1)&#039;&#039;&#039; &#039;&#039;[SaI - Loyalist only]&#039;&#039; Play in the Strategy phase when a Titan fails a Command check or when a Knight Banner fails Command check to see if they become Shaken. That Titan or Knight Banner passes the check instead. Can be purchased multiple times.&lt;br /&gt;
* &#039;&#039;&#039;Justice for the Fallen (1)&#039;&#039;&#039; &#039;&#039;[DoM - Loyalist only]&#039;&#039; Play at the end of the battle. Score an extra 5 VP if the number of enemy Titans lost is the same as or greater than the number of friendly Titans lost.&lt;br /&gt;
* &#039;&#039;&#039;Last Ditch Effort (1)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039;  Play when a friendly Titan is destroyed from rolling Laid Low or Wild Fire on the Catastrophic Damage table. You may choose what direction the Titan falls instead of rolling a Scatter die. If both players can choose the what direction the Titan falls for whatever reason, roll a Scatter die like normal.&lt;br /&gt;
* &#039;&#039;&#039;Living Armour (3)&#039;&#039;&#039; &#039;&#039;[DoM - Traitor only]&#039;&#039;  Play in any Strategy phase. Pick a Titan, and a location that has suffered damage. Roll a D10. If you roll equal or higher than the amount of Structural damage, all damage to that location is repaired. Otherwise there&#039;s no effect, but you retain this card for subsequent rounds.&lt;br /&gt;
* &#039;&#039;&#039;Localised Warp Storm (3)&#039;&#039;&#039; &#039;&#039;[SaI - Traitor only]&#039;&#039; Play in any Strategy phase. Place a 3&amp;quot; Blast marker anywhere on the field and scatter it D10&amp;quot;. Any Titan touched by the Blast marker takes D3 hits as if attacked by a Warp weapon that hit.&lt;br /&gt;
* &#039;&#039;&#039;Martian Servitor Clades (3)&#039;&#039;&#039; &#039;&#039;[DoM - Loyalist only]&#039;&#039; Play at the start of any Damage Control phase. Each of your Titans adds 2 repair dice to their Servitor clades. If your opponent is fielding any Legio Mortis or Tempestus Titans, you can also re-roll 1&#039;s on repair dice.&lt;br /&gt;
* &#039;&#039;&#039;MIU Link (1)&#039;&#039;&#039; &#039;&#039;[SaI]&#039;&#039; Play in the first Strategy Phase. Choose 2 of your Titans. For the rest of the game, when making an attack, you can measure from either Titan for the purpose of the Accuracy value for Short or Long range. If one of the Titans gets the MIU Feedback Critical Damage Effect, both Titans get it and this Stratagem is ignored for the rest of the game even if the damage is repaired.&lt;br /&gt;
* &#039;&#039;&#039;No Prisoners (2)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play at the end of the battle. Score 5 extra VP if all enemy Titans were destroyed, or 10 extra VP if the game is 2,500+ points.&lt;br /&gt;
* &#039;&#039;&#039;Noble Sacrifice (1)&#039;&#039;&#039; &#039;&#039;[AT, updated in LL]&#039;&#039; Play during the Strategy phase. Choose one of your Titans that is structurally compromised and roll a D6, adding 1 if its Reactor Status marker is in an orange hole or 3 if it&#039;s in a red hole. The Titan suffers a Magazine Detonation on a 1-4 or a Catastrophic Meltdown on a 5-6. &lt;br /&gt;
* &#039;&#039;&#039;Only Forwards (2)&#039;&#039;&#039; &#039;&#039;[SaI - Loyalist only]&#039;&#039; Play at the start of any Strategy phase. For the rest of the phase, Any Titan can be ordered Full Stride or Charge orders without a Command check.&lt;br /&gt;
* &#039;&#039;&#039;Orbital Lance Strike (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Play during the Strategy phase. place the 3&amp;quot; Blast marker anywhere on the battlefield and scatter it D6&amp;quot;. Any unit under the template is hit by D3 S10 shots, or 2D3 S10 shots if it&#039;s under the hole in the center of the marker.&lt;br /&gt;
* &#039;&#039;&#039;Outflank (X)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Secretly choose one of your units to set aside during deployment and a neutral flank for it to arrive in. At the start of the first Movement phase, reveal which neutral flank the unit will arrive at. Second Movement phase of the game, the outflanking unit can finally be activated. Set it up so that its rear arc is touching the chosen flank. It cannot move any farther for the phase. This stratagem can be taken multiple times if the units are a part of the same Squadron. The cost of the stratagem is half the Scale of the outflanking unit(s) rounded up.&lt;br /&gt;
* &#039;&#039;&#039;Overcharged Cannon (2)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play in the Strategy phase of the first round. Pick a Titan that has a weapon with Maximal Fire. One weapon with that trait gains Super Maximal Fire - like regular Maximal, but at +4 Strength instead.&lt;br /&gt;
* &#039;&#039;&#039;Override Signal (1)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play when any Titan within 12&amp;quot; of a friendly Titan suffers Catastrophic Damage before rolling on the Catastrophic Damage table. Add 4 to the result of the roll.&lt;br /&gt;
* &#039;&#039;&#039;Partial Shutdown (1)&#039;&#039;&#039; &#039;&#039;[DoR, updated in LL]&#039;&#039; Play at the start of any Movement phase. Choose a friendly Titan to go into Partial Shutdown. That Titan is immediately issued Shutdown orders, but its void shields don&#039;t collapse. During the Damage Control phase, the Titan can only reduce its Reactor level by 1, and it can still make Reactor rolls if forced to do so. The Titan follows all other rules for normal Shutdown orders until the Shutdown orders issued by the Stratagem is discarded.&lt;br /&gt;
* &#039;&#039;&#039;Penance (2)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play at the end of the battle. Score 3 VP for each friendly Titan that is Structurally Compromised but not destroyed, and an extra 3 VP if the Princeps Seniores&#039; Titan has any Critical Damage.&lt;br /&gt;
* &#039;&#039;&#039;Profane Blessing (1)&#039;&#039;&#039; &#039;&#039;[SaI - Traitor only]&#039;&#039; Play in the first Strategy phase. Choose one of your Titans or Knight Banners and place a marker of some kind on its command terminal. That unit can choose to re-roll one or more dice for a single roll. Discard the marker after re-rolls are resolved. Can be purchased multiple times.&lt;br /&gt;
* &#039;&#039;&#039;Quake Shells (2)&#039;&#039;&#039; &#039;&#039;[DoM, updated in LL]&#039;&#039; Play during any Strategy phase. Place the 5&amp;quot; Blast marker on the battlefield and scatter it D10&amp;quot;. Any unit under the marker takes D3 S6 hits, or D6 S6 hits if they&#039;re under the hole of the marker. Roll the Scatter dice and move all effected units D6&amp;quot; without changing their facing.&lt;br /&gt;
* &#039;&#039;&#039;Reactor Surge (2)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play when activating a Titan in the Combat phase. Increase the Titan&#039;s reactor by any number of holes. For each hole, repair 1 level of Void Shields. This stratagem doesn&#039;t work on a unit with a Shield Level of X.&lt;br /&gt;
* &#039;&#039;&#039;Redundant Systems (2)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play in any Strategy phase. Choose one of your Titans. That Titan gets to ignore the first time they suffer Critical Damage, although loss of structure points still occurs. If the Titan is forced to move the Critical Damage marker more than once from an attack, move it one fewer space. Discard the Stratagem afterwards.&lt;br /&gt;
* &#039;&#039;&#039;Sabotage (2)&#039;&#039;&#039; &#039;&#039;[AT, updated in LL]&#039;&#039; Play at the start of any phase. Pick a Titan that doesn&#039;t have Shutdown orders. Remove its current orders and roll an Order dice for new orders. If it cannot take the new orders, then no new order is given.&lt;br /&gt;
* &#039;&#039;&#039;Sacrificial Lock-on (2)&#039;&#039;&#039; &#039;&#039;[SaI - Loyalist only]&#039;&#039; Play at the start of any Combat phase. Place a 5&amp;quot; Blast marker so that the central hole is entirely over a friendly Titan&#039;s base. Any Titan touched by the marker takes D3 S10 hits, or 2D3 S10 hits if  the central hole of the Blast marker is entirely over the Titan&#039;s base. The attacks don&#039;t ignore void shields even if the friendly Titan is within 2&amp;quot; of another.&lt;br /&gt;
* &#039;&#039;&#039;Scatterable Mines (2)&#039;&#039;&#039; &#039;&#039;[DoM, updated in LL]&#039;&#039; Play during the Strategy phase. Place a marker on the battlefield and scatter it D10&amp;quot;. All land within 6&amp;quot; of the marker counts as Dangerous terrain for the rest of the round.&lt;br /&gt;
* &#039;&#039;&#039;Secutarii Battalion (3)&#039;&#039;&#039; &#039;&#039;[DoM - Loyalist only]&#039;&#039; Play in each Strategy phase. Any enemy units with Scale 3 or less take D6 Strength 3 hits if they are within 2&amp;quot; of one of this player&#039;s Titans.&lt;br /&gt;
* &#039;&#039;&#039;Shock Mines (3)&#039;&#039;&#039; &#039;&#039;[SaI]&#039;&#039; Play immediately after an enemy Titan has finished moving or turning. That Titan takes D3 S5 hits to its legs bypassing voids. If the Titan takes Direct, Devastating, or Critical Hits from the Stratagem, discard and orders it had and immediately apply Shutdown orders to it. Shutdown orders are removed at the End phase of the round.&lt;br /&gt;
* &#039;&#039;&#039;Static Rain (3)&#039;&#039;&#039; &#039;&#039;[DoM, updated in LL]&#039;&#039; Play during the Strategy phase. Place a marker anywhere on the battlefield. Any Titan within 12&amp;quot; of the marker must make D3 Void Shield saves. Knight Banners in range can&#039;t make Ion Shield saves for the rest of the round, even if they move out of range of the marker. Remove the marker at the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Strafing Run (2)&#039;&#039;&#039; &#039;&#039;[DoM, updated in LL]&#039;&#039; Play during the Strategy phase. Choose one of the battlefield edges and pick a point on it. Pick a point on any other edge and draw an imaginary line 1mm thick to it. Any unit on or with 2&amp;quot; of it takes D3 S6 hits. Determine which arc the first point is within for each unit hit and resolve all hits on that arc.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Assessment (2)&#039;&#039;&#039; &#039;&#039;[DoR]&#039;&#039; Play at the end of the Deployment phase before rolling for First Player. Immediately discard your current objective and roll 2D6 for a new one.&lt;br /&gt;
* &#039;&#039;&#039;The Long Retreat (1)&#039;&#039;&#039; &#039;&#039;[DoM - Loyalist only]&#039;&#039; Play in any Strategy phase. This round, your Titans don&#039;t move at half speed when moving outside their Front arc.&lt;br /&gt;
* &#039;&#039;&#039;The Miracle of Mars (3)&#039;&#039;&#039; &#039;&#039;[WD November 2019]&#039;&#039; Play in the damage control phase. Choose one of your Titans and place the stratagem card next to its Command Terminal. At any point during the Titan&#039;s activation, you may discard the stratagem to cool its reactor and roll 2D10+5 to see its effectiveness:&lt;br /&gt;
** &#039;&#039;&#039;7-15:&#039;&#039;&#039; Cool the reactor by D3 levels.&lt;br /&gt;
** &#039;&#039;&#039;16-24:&#039;&#039;&#039; Cool the reactor by D6 levels.&lt;br /&gt;
** &#039;&#039;&#039;25:&#039;&#039;&#039; Completely cool the reactor.&lt;br /&gt;
* &#039;&#039;&#039;Thermal Mines (2)&#039;&#039;&#039; &#039;&#039;[AT, updated in LL]&#039;&#039; Play after an enemy unit finishes moving or making a turn. Roll a D6. On a 2+, that unit takes D3 S8 hits to the Legs, ignoring shields. On a 1, nothing happens and the Stratagem isn&#039;t discarded.&lt;br /&gt;
* &#039;&#039;&#039;Titanic Decapitation (1)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play in the End phase. Score 5 VP if an enemy Titan was destroyed by Critical Damage to the head.&lt;br /&gt;
* &#039;&#039;&#039;Tracer Cloud (1)&#039;&#039;&#039; &#039;&#039;[SaI]&#039;&#039; Play at the start of any phase. Place a 5&amp;quot; Blast marker on the field. A player may re-roll Hit rolls against enemy Titans under the marker. Remove the marker at the end of the phase. FAQ: ONLY ALLOWED to be placed in the strategy phase. Much less useful.&lt;br /&gt;
* &#039;&#039;&#039;Unhallowed Ground (2)&#039;&#039;&#039; &#039;&#039;[SaI - Traitor only]&#039;&#039; Play in the first Strategy phase. At the end of all Movement phases, any Titan that hasn&#039;t moved voluntarily or involuntarily takes D3 S6 hits to the legs ignoring void and ion shields.&lt;br /&gt;
* &#039;&#039;&#039;Venerable Machine Spirit (2)&#039;&#039;&#039; &#039;&#039;[WD 458]&#039;&#039; Play in the first Strategy phase. Choose one of your Titans that isn&#039;t a Titan of Legend or a Psi Titan; reduce its Command characteristic by 3 to a maximum of 10+ and increase its WS and BS by 1 to a maximum of 2+ for the rest of the battle. The Titan may also be issued Emergency Repairs and Charge orders without making a Command check. If the Titan&#039;s Machine Spirit awakens, automatically apply the Belligerent result.&lt;br /&gt;
* &#039;&#039;&#039;Veteran Princeps (1)&#039;&#039;&#039; &#039;&#039;[SaI]&#039;&#039; Choose one Titan that isn&#039;t a Princeps Seniores. Add 1 to all Command checks for orders on that Titan for the rest of the game. Can be purchased multiple times, but must be applied to a different Titan.&lt;br /&gt;
* &#039;&#039;&#039;Voidbreaker Field (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Play after an enemy unit with active Void Shields moves or turns. Roll a D6 - on a 2+, the Titan must take that many shield saves. On a 1, nothing happens you can use the Stratagem again on another turn.&lt;br /&gt;
* &#039;&#039;&#039;Vox Blackout (3)&#039;&#039;&#039; &#039;&#039;[DoM, updated in LL]&#039;&#039; Play in any Strategy phase. All non-Shutdown orders are discarded, and the phase immediately ends.&lt;br /&gt;
* &#039;&#039;&#039;Wages of Betrayal (2)&#039;&#039;&#039; &#039;&#039;[DoM - Loyalist only]&#039;&#039; Play in any Stratagy phase. Enemy Titans suffer -2 to Command checks this phase; the enemy Princeps Seniores suffers -3 to Command checks instead.&lt;br /&gt;
* &#039;&#039;&#039;Wails of the Damned (2)&#039;&#039;&#039; &#039;&#039;[SaI - traitor only]&#039;&#039; play during any Strategy phase. For the rest of the round, enemy Titans subtract 2 from the results of all Command checks.&lt;br /&gt;
* &#039;&#039;&#039; War Lust (2)&#039;&#039;&#039; &#039;&#039;[DoM - Traitor only]&#039;&#039; Play in any Strategy phase. This round, your Titans add +2&amp;quot; to their Boosted Speed. Also, add +2 to Command checks when issuing Full Stride orders.&lt;br /&gt;
* &#039;&#039;&#039;War of Fates (1)&#039;&#039;&#039; &#039;&#039;[DoM - Traitor only]&#039;&#039; Play in any Strategy phase. Before the Movement, Damage Control and Combat phases, roll a D10. If the result is ODD, during that phase any 6 on a D6 (or 10 on a D10) counts as a 1. If the result is EVEN, any 1 rolled on a D6 or D10 counts as the maximum for that die.&lt;br /&gt;
* &#039;&#039;&#039;Warmaster&#039;s Portion (3)&#039;&#039;&#039; &#039;&#039;[DoM - Traitor only]&#039;&#039; Play in the Strategy phase of the first round. During the Movement and Combat phases this round, your Titans can re-roll 1&#039;s to hit.&lt;br /&gt;
* &#039;&#039;&#039;Warp Displacement (2)&#039;&#039;&#039; &#039;&#039;[SaI - Traitor only]&#039;&#039; Play in any phase. Choose one of your Titans and move it 2D6 inches in a straight line in any direction, ignoring movement rules for terrain. If the Titan ends up inside terrain that isn&#039;t Blocking terrain, take D3 S7 hits to the body bypassing void shields and destroy the terrain. If the unit ends up in Blocking terrain, destroy the Titan. If the Titan ends up overlapping its base with another unit, that causes a collision. Facing remains unchanged and if a Titan were to go off the table, place it at the battlefield edge.&lt;br /&gt;
* &#039;&#039;&#039;Weapons to Full (2)&#039;&#039;&#039; &#039;&#039;[SaI - Loyalist only]&#039;&#039; Play during the Combat Phase. A friendly Titan can fire any of its weapons even if it was already activated in the Combat phase. After resolving each weapon attack, roll D10 on the Reactor Overload table.&lt;br /&gt;
&lt;br /&gt;
==Battlefield Assets==&lt;br /&gt;
Battlefield Assets are special Stratagems found in the main rulebook and Doom of Molech that are represented by miniatures. Battlefield Assets are usually set up by the players within their deployment before deploying their first units at the start of the battle, although some say otherwise. Battlefield Assets can be targeted by attacks or trampled on by players. Hit rolls targeting Battlefield Assets have a -1 Hit penalty at Short range and a -2 Hit penalty at Long range. &lt;br /&gt;
&lt;br /&gt;
Use the following damage table for Battlefield Assets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12-15 Glancing Hit:&#039;&#039;&#039; Roll a D6, the Asset is destroyed on a 5+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16+ Critical Hit:&#039;&#039;&#039; Roll a D6, the Asset is destroyed on a 3+.&lt;br /&gt;
&lt;br /&gt;
Units can move across Battlefield Assets without penalty. If a Titan moves across a Battlefield Asset, roll a D10 or a D6 if its base is on top of the Asset at the end of its movement. If the result is lower than the Titan&#039;s scale, the asset is destroyed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Apocalypse Missile Strongpoint (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Has the same stats as a Reaver AML minus the Carapace trait, a WS/BS of 4+, and a circle firing arc. Can make attacks during the &#039;Enact Stratagems&#039; step of the Strategy phase.&lt;br /&gt;
* &#039;&#039;&#039;Command Bastion (1)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; One friendly unit within 18&amp;quot; of the command bastion may be issued one more order if they failed a Command check in the Strategy phase. This doesn&#039;t allow more than one order to be issued to a unit.&lt;br /&gt;
* &#039;&#039;&#039;Communications Relay (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Subtract 1 from the result of any Command checks for units that are within 18&amp;quot; of a communications relay that is owned by the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Forward Observers (1)&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Play before making an attack using a weapon with the Barrage trait. Place a command bastion or communication relay anywhere on the board to represent a forward observer team position. While the Asset is on the board, friendly units using weapons with the Barrage trait may draw LoS but not range from the forward observers and ignore the -2 Hit penalty for firing indirectly.&lt;br /&gt;
* &#039;&#039;&#039;Macro Cannon Battery (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Short range 12&amp;quot; Long range 24&amp;quot; 2 dice S10 with a -1 Hit Penalty on the Long range profile. Also has the Ordnance trait, a WS/BS of 4+, and a circle firing arc. Can make attacks during the &#039;Enact Stratagems&#039; step of the Strategy phase.&lt;br /&gt;
* &#039;&#039;&#039;Plasma Generator (1)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; A friendly unit being activated within 1&amp;quot; of the plasma generator in the Movement phase may draw power from the generator and reduce its reactor level by D3 instead of moving or attacking with First Fire orders.&lt;br /&gt;
* &#039;&#039;&#039;Titan Hunter Infantry&#039;&#039;&#039; &#039;&#039;[DoM]&#039;&#039; Short range 6&amp;quot; Long range 12&amp;quot; 4 dice S5 with a WS/BS of 5+ and +1 to hit at Short range. Can be played once each Strategy phase. When the Stratagem is played, place two markers wholly within the same or different pieces of terrain. Instead of activating a Knight Banner or Titan, you can instead attack using one of the markers using the normal rules for attacking. If more than one player has this Stratagem, take turns placing markers beginning withe the First Player. If ttwo opposing markers are placed in the same piece of terrain, they&#039;re both removed immediately.&lt;br /&gt;
* &#039;&#039;&#039;Void Shield Relay (2)&#039;&#039;&#039; &#039;&#039;[AT]&#039;&#039; Friendly units within 2&amp;quot; of the Void Shield Relay that haven&#039;t moved voluntarily or involuntarily may reroll Failed Void Shield saves.&lt;br /&gt;
&lt;br /&gt;
=Tactics=&lt;br /&gt;
&lt;br /&gt;
It&#039;s very tempting to take two Warlords, slap the big ol&#039; volcano cannon and missiles on it, and call it day. However, even playing a few games will tell you that mixing different weapons is one of the best ways to excel at this game. Once you get past the temptation to sit at the back of the boards and vomit firepower at long range all game, you will find every weapon has a place. Most weapons can be put in four categorys:&lt;br /&gt;
&lt;br /&gt;
High capacity weapons (apoc missiles, gatling blasters, mega bolters) are your standard shield stripping affair. Weak against armour, you&#039;d think once they kill shields they&#039;re useless. Wrong. On Reavers and Warhounds, they can hit sides and flanks of other Titans for those sweet bonuses, where your huge number of attack dice means you will likely roll one or two high dice. Add in the fact that Gatling blasters and mega bolters get more accurate the closer you get, you will find that if you flank effectively they can still contribute to the battle.&lt;br /&gt;
&lt;br /&gt;
High power weapons (volcano cannons, quake cannons, melta cannons) are great for punching holes in the enemy armour, with blast helping them land multiple hits or mitigating misses. They can even help with shields. &lt;br /&gt;
&lt;br /&gt;
Hybrid weapons (turbo lasers, laser blasters, plasma weapons) these are weapons which have a good rate of fire, so can meaningfully contribute to the void shield killing (sometimes with shieldbane to help take a Titan off 3+) while also having a high enough strength to help with armour. Plasma weapons with maximal can highten the strength even more to help with armour. This kind of firepower is also good nailing weak spots to help finish off wounded Titans.&lt;br /&gt;
&lt;br /&gt;
Close quarters weapons (all knight weapons, fists, inferno cannon) are extremely strong but require some planning to get the best use out of. With a lower penalty to aimed shots and a usually high bonus to hit, these can really put the hurt down on enemy Titans, ignoring shields since you&#039;re so close. These weapons can be used defensively depending on your list, allowing you to put damage on more aggressive maniples as they close in. Melee weapons often need no support from the other weapon types.&lt;br /&gt;
&lt;br /&gt;
=Building your army=&lt;br /&gt;
&lt;br /&gt;
The new starter set from GW is an AMAZING place to start, making the game the most affordable its ever been, considering you get about 1200 points of titans/knights for 150$ (USD). For that value you get two Reavers (60$ each) two Warhounds (65$ for two), a two cerastus knights (35$) and the updated rules set (60$) making the value of the set about 280$, almost double what you would pay for the same stuff piecemeal. If you want to finish on a budget, pick up some more knights, or another reaver, or a couple more warhounds (any of those options should cost about 60-70$) to round out a 1500 point list, or if you want to go with a Warlord, be prepared to spend a bigger chunk of cash, and see below. &lt;br /&gt;
&lt;br /&gt;
The recent PRECEPT MANIPLE BATTLEFORCE is another excellent way to start building your Legio. Giving you a Warlord, a Warbringer, a Reaver and two Warhounds for just 185$ (USD), saving you 140$ from a total MSPR of 325$ bucks!!. Sadly, this box doesn&#039;t come with rulebook, dice, templates and all that stuff from the other boxes but in the brightside, you still get command terminals and weapon cards that otherwise you would have to buy separately. &lt;br /&gt;
&lt;br /&gt;
Theres still the issue of the (in my opinion) tremendously overpriced Warlord titan (110$ USD for something a little bigger than a 40k Redemptor Dreadnought (65$), and almost as much as a 40k scale questoris knight (130$)), but if you keep your eyes open and shop the sales at your FLGS you might get lucky and get one more modestly priced. In my experience a lot of FLGS have been sitting on those Warlords since they came out and will often jump at the chance to get rid of them to make some of the money they sunk into them back, so if you&#039;re patient (and a little lucky) you might nab one for a more reasonable price (it happened to me anyway), but otherwise you might just have to suck it up and pay the standard rate.&lt;br /&gt;
&lt;br /&gt;
[[Category: Epic 40,000]]&lt;br /&gt;
[[Category: Specialist Games]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Gloomspite_Gitz&amp;diff=25570</id>
		<title>Age of Sigmar/Tactics/Destruction/Gloomspite Gitz</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Destruction/Gloomspite_Gitz&amp;diff=25570"/>
		<updated>2023-02-26T19:59:38Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Allied Armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Gloomspite Gitz|Logo=Deity Bad Moon 01.png|Alliance=Destruction|Motto=I’m gonna go higher! I’m pissing on da Moon!}}&lt;br /&gt;
&lt;br /&gt;
The Bad Moon is rising and it&#039;s bringing an alliance of Moonclan Grots, Spiderfang Grots and Troggoths with it.&lt;br /&gt;
&lt;br /&gt;
==Why Play Gloomspite Gitz==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*You get Moonclan Grots, Spiderclan Grots, Troggoths and even the old Giant under one roof!&lt;br /&gt;
*New Models for a load of old classics, like Squig Hoppers and Fanatics!&lt;br /&gt;
*The grots ate so many hallucinogenic mushrooms they think the moon wants them to kill everyone.&lt;br /&gt;
*Want a horde army? Sure! What about an elite army instead? We got that too. All cavalry? You bet! And you can go magic heavy too (or not). Seriously, the Gloomspite Gitz have one of the widest available unit pools in the game, beat out only by Cities of Sigmar, Stormcast Eternals, Seraphon, and Slaves to Darkness.&lt;br /&gt;
*Squig Hoppers and Mangler Squigs now count as flying models. Enjoy it - take them out on the aerial battleplans!&lt;br /&gt;
*You get a quasi-summoning mechanic. It even works on Troggoths, Squigs, and Spiders now, provisionally.&lt;br /&gt;
*Your synergies are off the charts. Half the book is designed to buff or enhance the other half. The Bad Moon buffs shit, your heroes buff shit, your wizards buff shit and debuff enemy shit, your baseline troopers like Sneaky Snufflerz and Sporesplatta Fanatics buff shit. It&#039;s easy to turn a mediocre unit into a... Well, a decent unit, maybe even a good unit.&lt;br /&gt;
*Multiple ways of getting extra command points. In fact, it&#039;s arguable that the Gloomspite Gitz have the single best Command Point generation in the game, able to pump out upwards of &#039;&#039;&#039;SIX&#039;&#039;&#039; command points a turn. Even better in 3rd edition, you all those fancy command abilities are now easier to throw about.&lt;br /&gt;
*Almost everything wants your Squigs to run and charge in the same turn. Enjoy the vicious red herd of teeth.&lt;br /&gt;
*Multiple ways to debuff the enemy&#039;s to-hit rolls. There&#039;s so many ways to hand out penalties to hit, you can protect your squishy goblins a little longer. Sadly we can&#039;t stack them the way we used to, but at least the enemy can&#039;t throw bonuses to hit as easily either.&lt;br /&gt;
*You want to play as [https://www.youtube.com/watch?v=z6DJmp21vcQ David Bowie in Labyrinth].&lt;br /&gt;
*The Range of models is mostly plastic, the battleline options are simple and monochromatic for new painters. And there&#039;s a lot of great minis to learn on. If you&#039;re someone who enjoys hobby, crazy looking miniatures, and messing around with shading there&#039;s a lot that is available for you to use here. Washes and dry brushes go especially well for squigs, the loonshrine, and Troggoth.&lt;br /&gt;
*Praise the Bad Moon! We will finally be getting a battletome update!&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*This should pretty much go without saying, but their leadership is dogshit. Other horde armies have ways of buffing their leadership (Skaven, Order stuff like Freeguild) or a naturally high base leadership (Death), but the Gloomspite Gitz have very, very little in that aspect, and where we do have it, it&#039;s expensive or has a more important job than just sticking around to keep leadership up. The only exception to this point are the spiderfang, that have a 6 base bravery with the totem and 8 bravery if close to a webspinner shaman if he is the general. &lt;br /&gt;
*While certainly effective, there are a lot of interconnecting rules and abilities that can be easily forgotten. You need to read and then reread your book.&lt;br /&gt;
*We have no faction-specific powers beside the moon and the Loonshrine. We&#039;re working purely off our old crappy warscrolls, with the moon adding a handful of nice but unreliable benefits if we manage to be wholly underneath it&#039;s current table quarter. Speaking of which...&lt;br /&gt;
*The Bad Moon provides our only faction-specific powers, but is kind of fiddly in how it gives them out. Read and reread the rules for the moon, and even if you know how it works, there&#039;s always the chance the moon just doesn&#039;t move how you want it to. Sometimes it&#039;ll fly to the center of the board and stay there for three turns, sometimes it&#039;ll fuck off by the start of turn 3, having only one turn of lunar goodness. And once it&#039;s gone, you&#039;re back to playing without any army buffs.&lt;br /&gt;
*You&#039;re gonna need those extra command points, as you&#039;re likely going to have to spam Inspiring Presence every turn to make up for your horrible bravery, or to activate your most powerful synergistic command abilities, like &#039;&#039;Bite Da Moon&#039;&#039; or &#039;&#039;Instinctive Leader&#039;&#039;.&lt;br /&gt;
*Keyword Bingo! It&#039;s not immediately clear which abilities are applicable to which units (eg Loonboss WITH giant cave squig is a GROT, whilst Loonboss ON giant cave squig is a SQUIG. And exactly which units have MOONCLAN?). Read carefully.&lt;br /&gt;
*Our to-hit rolls are generally bad. We&#039;ll usually hit on an acceptable 4 plus, but penalties to hit really hurt, and there&#039;s very few rerolls to hit, outside of the Troggboss&#039;s &#039;&#039;Instinctive Leader&#039;&#039; (Which is &#039;&#039;&#039;Troggoth&#039;&#039;&#039; specific). All Out Offense helps, but you&#039;re already paying a command point tax on Inspiring Presence, so you&#039;re going to feel the strain on command points if you want to hit on anything remotely decent.&lt;br /&gt;
*Our armor saves are pretty weak overall, and in general our defense is poor. It&#039;s easy to get little to no armor save and lose a bunch of models, and then lose a bunch more to our terrible leadership. We&#039;ve also got nearly no protection from mortal wounds.&lt;br /&gt;
*We rely a lot on RNGesus.&lt;br /&gt;
*Some of the models are a little old. Good luck in getting the finecast Scuttleboss to hold together.&lt;br /&gt;
*At this point it&#039;s inevitable that we bring up that Gloomspite Gitz are outgunned and outmanned on basically everything. There isn&#039;t a single thing Gloomspite Gitz can do that another army can&#039;t do better, and cheaper. We&#039;re the weakest army in the game, losing out to Nighthaunt and Beasts of Chaos. Hopefully a new book fixes this but the current edition is against us in several ways.&lt;br /&gt;
**With the introduction of Reinforcement Points, we can no longer bring endless hordes, and have to settle for one or two big units, and then a bunch of minimum size stuff. In 2nd edition we relied on everything getting reinforced at least once in order to have any real impact, and now we can&#039;t rely on that.&lt;br /&gt;
**Capping penalties to hit hurts us bad. Whereas before we could give out -2s to hit like candy and really cut into the enemy&#039;s damage potential, now a -1 to hit is all we can do. With multiple sources of hit penalties we can negate bonuses, but instead of forcing 6&#039;s to hit, now the enemy has a better chance of killing us.&lt;br /&gt;
**The new command abilities are awesome, but our over reliance on leadership protection limits our potential to use them. Why go from 5&#039;s to hit down to 4&#039;s, when we&#039;ll lose the battleshock phase hard anyway? You&#039;re GOING to be spending a point for Inspiring Presence every turn. It&#039;s the tax for playing GSG.&lt;br /&gt;
**The current Commander&#039;s Handbook 2021 has a strong emphasis on monsters, and our monsters are meh and not spammable. Even worse, Troggoths aren&#039;t monsters. Even more devastating, the Roar monstrous action can be the instant death knell of most GSG units, because unless we&#039;re right next to the Loonshrine, the inability to use Inspiring Presence means a whole unit will disappear. While monstrous actions are nice on Mangler Squigs for instance, you really can&#039;t take advantage of it the same way an Ironjawz player can.&lt;br /&gt;
**Our damage potential is frankly crap. Our ability to get past armor is piss-poor, and our mortal wound potential isn&#039;t much better. Our damage is mostly 1, and the few sources of damage 2 or 3 are often expensive and have godawful defense. Troggoths are the notable exception, but their bravery is just as terrible, and have mediocre armor saves. Squigs could potentially do good damage, but since they hit on 4&#039;s you&#039;re hosed if you roll poorly, and they need two command abilities to have any reliable damage output. The final nail in the coffin is that you can&#039;t drown your enemy in dice, our attacks are mediocre to poor and we don&#039;t get enough of &#039;em.&lt;br /&gt;
**Having no shooting used to not be so bad, but nowadays we&#039;re not fast enough to challenge big chunks of the board, and our magic doesn&#039;t make up for it enough. Lots of armies can start reaching out and hurting the enemy on turn 1, but barring some crazy turn 1 charges we can&#039;t hurt the enemy without getting out of position.&lt;br /&gt;
**The new coherency rules mean we can&#039;t swarm around like we used to, and our range is mediocre to poor on everything. The Stabbas and their spears are alright at efficiently attacking, but Stabbas aren&#039;t there to do damage, that&#039;s what Squigs, Troggs, and Spiders were for, and those are all let down by their big base sizes.&lt;br /&gt;
**Don&#039;t let this wall of despair turn you away from Goblins, though. We&#039;re still fun as hell and every victory we achieve is stolen directly from the mouths of Gargants and Aelves. One day we&#039;ll get a new Battletome, and we&#039;ll hopefully get much better. Just temper your expectations, understand that this is a challenge faction right now, and maybe don&#039;t take your all-squig list to a tournament you were hoping to do well in.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Gloomspite Gitz|points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/39a1a910.pdf Gloomspite Gitz Errata]|FW=1|additional=White Dwarf 455 (Jaws of Mork), 457 (Glogg’s Megamob) &amp;amp; 459 (The Grimscuttle Tribes)}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
Your choice of abilities are dependent on your type of Leader they are being given too, with a bucketload of choices for each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Bad Moon Rises&#039;&#039;&#039;: At the beginning of the game, you choose one of the corners of the board as the Bad Moon&#039;s starting point (if both players use Gloomspite Gitz, roll off to decide who places it). Starting from the second turn, it will start to move. To determinate how much it moves you roll a dice: on a 2+ it moves once, on a 6 it moves twice. Splitting the field in 4 equal sized quadrants, the Bad Moon moves in a straight line towards the opposite corner of the field stopping in the middle of the starting quadrant, in the middle of the field and in the middle of the opposite quadrant. Once it gets to the opposite corner, it&#039;s removed from the field and never comes back. So, if you&#039;re really unlucky it could be gone at the start of turn 3, giving you a single turn of benefits. With no 1s or 6s, it&#039;ll vanish at the start of turn 5, giving you three turns of goodness. Your only way of controlling it is by having Skragrott as your general, and that&#039;s only once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Light of the Bad Moon&#039;&#039;&#039;: Units under the Bad Moon&#039;s light (AKA: If it&#039;s in the middle of a quadrant, it covers only the units in that quadrant; If it&#039;s in the middle of the field, everyone; if it&#039;s in a corner, nobody)&lt;br /&gt;
** A {{AOSKeyword|gloomspite gitz general|#CCCC00}} will generate an additional command point in each battle phase.&lt;br /&gt;
** Each {{AOSKeyword|gloomspite gitz wizard|#9400D3}} (&#039;&#039;that&#039;s all wizards here, including the Gobbapalooza wizards&#039;&#039;) get +1 to casting rolls.&lt;br /&gt;
** Every other {{AOSKeyword|wizard}} gets -1 to cast.&lt;br /&gt;
** {{AOSKeyword|moonclan|#9400D3}} units (&#039;&#039;that&#039;s Stabbas, Squig Herds, Boingrot Bounders, Shootas... actually pretty much anything thats not  a Troggoth or Spiderfang&#039;&#039;), when issued the Rally command when in the light of the bad moon return models on a 4+ instead of 6+.&lt;br /&gt;
** {{AOSKeyword|spiderfang|#8B0000}} units&#039;s Spider Venom ability will activate on a 5+.&lt;br /&gt;
** {{AOSKeyword|squig|#FF0000}} units (&#039;&#039;that&#039;s Loonboss on(but not with) giant cave, Loonboss on Mangler, Herds, Hoppers, Bounderz, Mangler, Colossal, Gobba&#039;&#039;) can run and charge in the same turn.&lt;br /&gt;
** {{AOSKeyword|troggoth|#DDA0DD}} units (&#039;&#039;includes Mollog and the Hag it seems as well&#039;&#039;), add 1 to their save rolls when affected by the bad moon.&lt;br /&gt;
** You can also pick an enemy unit and roll a dice: if the result is equal or less than that unit&#039;s number of models it will suffer D3 mortal wounds.&lt;br /&gt;
** Note that there are &#039;&#039;no&#039;&#039; overlaps between Grot, Squig, Spiderfang and Troggoth units. However Moonclan keyword can effect multiple different types of units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
Your General, depending on its type, gets to choose one trait from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#CCCC00|Blessings Of The Bad Moon}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Loonboss}} Only - Loonboss, Loonboss on/with Cave Squig, or Loonboss on Mangler Squig&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Cunning Plans&#039;&#039;&#039;: At the start of the first battle round, you receive 1 additional command point. A single additional command point for the entire game doesn&#039;t sound that great - however, remember command points don&#039;t spawn until your turn, so if you&#039;re going second then this gives you a command point you can spend during that first turn.&lt;br /&gt;
# &#039;&#039;&#039;Fight Another Day&#039;&#039;&#039;: Each time this general attacks with its melee weapons, it can make a 2D6&amp;quot; move after all of its attacks have been resolved. If it does so, it must finish the move more than 3&amp;quot; from enemy units. (Put this on a Loonboss on Mangler Squigs and watch your opponent rage as you destroy his models while he’s unable to attack back.)&lt;br /&gt;
# &#039;&#039;&#039;Sneaky Stabba&#039;&#039;&#039;: You can re-roll wound rolls for attacks made with melee weapons by this general. Since this only affects the Loonboss&#039;s attacks this is quite weak, as each Loonboss has roughly 3-5 attacks, none of which are particularly stellar. Usually the damage comes from the Squig you brought with you into battle, and this command trait doesn&#039;t affect them. You&#039;re better off trying to keep your Loonboss alive rather than turn him into a killing machine.&lt;br /&gt;
# &#039;&#039;&#039;Tough &#039;n&#039; Leathery&#039;&#039;&#039;: +2 to this general&#039;s Wounds characteristic. Keep your guy alive! Never a bad choice! Always a boring one!&lt;br /&gt;
# &#039;&#039;&#039;Dead Shouty&#039;&#039;&#039;: Once per battle round, this general can use a command ability on their warscroll without a command point being spent. If you don&#039;t have other specific plans for your general this is a safe pick. At worst it saves you a CP every round to use on Insane Bravery later. If you can keep your General alive (sometimes easy, sometimes very, very difficult) this ends up being amazing on certain models; the Mangler Squig Boss and Giant Cave Squig Boss drools thinking about all the command points they&#039;ll save not casting &amp;quot;Bite Da Moon&amp;quot; or &amp;quot;Let&#039;s Get Bouncin&#039;&amp;quot; over and over,&lt;br /&gt;
# &#039;&#039;&#039;The Clammy Hand&#039;&#039;&#039; : If this general is within 12&amp;quot; of a Bad Moon Loonshrine at the end of your turn, you can use the Bad Moon Loonshrine&#039;s &amp;quot;Moonclan Lairs&amp;quot; scenery rule (AKA the one that resurrects Stabbas and Shootas) 2 times at the end of your turn. Congrats, you&#039;ve just committed to the most defensive playstyle ever. Because the Loonshrine can only be placed fully in your territory and because you have to stay within 12&#039; to even use your command ability. You have to have two whole grot units dead or you can try to &amp;quot;re-roll&amp;quot; the dice if you failed the first time. It isn&#039;t a bad command trait and if you combine it with the Skulkmob Horde it&#039;s very easy to return a big unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#9400D3|Gifts Of The Gloomspite}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Moonclan Wizard}} Only - Madcap Shaman or Fungoid Cave-Shaman&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Low Cunning&#039;&#039;&#039;: At the start of the first battle round, you receive 1 additional command point. See &#039;&#039;Cunning Plans&#039;&#039; above.&lt;br /&gt;
# &#039;&#039;&#039;Spiteful Git&#039;&#039;&#039;: Roll a dice each time the General suffers a wound (mortal or not). On a 4+ the dealer suffers 1 mortal wound. On a 6, it suffers D3 mortal wounds instead. This would be really good if you could put it on someone with more than 4 wounds. As it stands if you&#039;re taking a Fungoid Cave-Shaman as your general then this helps keep your opponent from attacking them, and theoretically can even kill the attacker while leaving you alive thanks to your 4+ Feel No Pain, but unless you&#039;re the luckiest man alive you&#039;ll probably die early and this command trait&#039;s a waste.&lt;br /&gt;
# &#039;&#039;&#039;Great Shaman&#039;&#039;&#039;: General gets 1 extra spell from the Lore of the Moonclan. A neutered Arachnacauldron that&#039;s not going to kill your puny 4 wound guy (plus you&#039;ll save on points and you don&#039;t need to keep casting the cauldron). If it&#039;s only one extra spell you wanting, then this does it.&lt;br /&gt;
# &#039;&#039;&#039;Dodgy Character&#039;&#039;&#039;: Opponents must reroll successful hit rolls against the General. This is pretty good, especially on a Fungoid who becomes the most annoying 4 wound model in the game with this.&lt;br /&gt;
# &#039;&#039;&#039;Boss Shaman&#039;&#039;&#039;: Give the I&#039;m Da Boss, Now Stab &#039;Em Good! command ability from the Loonboss warscroll. Are you yawning? I&#039;m yawning. I guess you can save 70 points and 30 bucks by not buying a Loonboss, but the tiny little wizard with this doesn&#039;t want to be anywhere near a melee fight, even to buff the stabbas.&lt;br /&gt;
# &#039;&#039;&#039;Loon-Touched&#039;&#039;&#039;: Light of the Bad Moon gives the General +2 to casting rolls. Surprisingly good, if you can stay under the moon. Make sure to eat your Deffcap Mushroom while you do so for the extra spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#8B0000|Marks Of The Spider God&#039;s Favour}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Scuttleboss}} Only&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Monstrous Mount&#039;&#039;&#039;: Spider Venom deals double wounds. Combine this with The Black Fang artefact for maximum lulz.&lt;br /&gt;
# &#039;&#039;&#039;Masterful Spider Rider&#039;&#039;&#039;:+4&amp;quot; Move. Be sanic fast.&lt;br /&gt;
# &#039;&#039;&#039;Ululating Battle Cry&#039;&#039;&#039;: -1 Bravery to enemy units within 9&amp;quot;. Almost good, but your bravery shenanigans begin and end with this and the spell that gives terrain Sinister. -2 bravery is good, but probably not worth building around.&lt;br /&gt;
# &#039;&#039;&#039;Tough &#039;n&#039; Leathery&#039;&#039;&#039;: +2 Wounds. Keep your guy alive! Always a good choice! Always a boring one!&lt;br /&gt;
# &#039;&#039;&#039;Dead Shouty&#039;&#039;&#039;: Once per battle round, you can use a command ability without spending a command point. See above.&lt;br /&gt;
# &#039;&#039;&#039;Creeping Assault&#039;&#039;&#039;: &#039;&#039;&#039;SPIDERFANGS&#039;&#039;&#039; units within 12&amp;quot; negate enemy cover when attacking. Not bad. This could turn a disadvantageous position into a good one, especially as the skuttleboss likes being in the thick of combat anyway. That being said there are plenty of ways to remove a unit&#039;s cover bonus, and a flat denial aura might be overkill when there&#039;s already a perfectly good spell that makes terrain very uncomfortable for opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#DDA0DD|Fortuitous Trogboss Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Dankhold Troggoth Hero}} Only - Dankhold Troggboss (not Hag or Mollog)&lt;br /&gt;
# &#039;&#039;&#039;Tough as Rocks&#039;&#039;&#039;: +2 Wounds. Keep your guy al- ok, we&#039;re done with that. This is actually pretty nice because of your regeneration giving those two extra wounds even more mileage.&lt;br /&gt;
# &#039;&#039;&#039;Alpha Trogg&#039;&#039;&#039;: Reassuring Presence gives +2 Bravery instead of +1. Pretty great if you&#039;ve got a history of failing battleshock. Awesome on your more elite units, like Troggoths, Boingrot Bounderz, and Spiderfang Riderz.&lt;br /&gt;
# &#039;&#039;&#039;Loonskin&#039;&#039;&#039;: General is always affected by the Light of the Bad Moon until it reaches the opposite edge of the battlefield. So that&#039;s both rerolling regeneration rolls AND generating an additional CP per turn. Super duper solid. GSG is insanely greedy for command points, so extra ones every turn is yummy, and better regeneration? Yes please. Just keep in mind that this is a command ability with an expiration date, because as soon as the moon&#039;s out, you&#039;re back to being a Trogg without a command trait.&lt;br /&gt;
# &#039;&#039;&#039;Pulverising Grip&#039;&#039;&#039;: Can reroll the Crushing Grip. I mean, if you really, REALLY enjoy squishing things this is fine, or if you are consistently fighting enemies with 4+ wounds (such as those fucking eels) then yeah this is pretty alright. Overall the damage-increasing traits are a little mediocre on the Dankhold Troggboss just because his damage is already great, and keeping him alive means he can dole out more of those hard-hitting attacks. Getting rerolls on your grip or damage is probably not going to pay off as your poor dumb general just dies when the opponent goes after him. Did you see that Loonskin trait above? Or the Alpha Trogg? Or the Tough as Rocks? Alternate take: Let the enemy attack first in melee, cut out one of his models with crushing grip and watch him remove half that units models because they&#039;re split up. The potential for tableflipping and getting beat up in alleyways behind gaming clubs is enormous. Especially useful with a rage blade.&lt;br /&gt;
# &#039;&#039;&#039;Mighty Blow&#039;&#039;&#039;: Can reroll the damage characteristic of the general&#039;s Boulder Club. Are you falling asleep? I am.&lt;br /&gt;
# &#039;&#039;&#039;Realmstone-studded Hide&#039;&#039;&#039;: Can reroll the Magic Resistance roll. If you fight Nagash every single week, then yeah this is great, giving 75% magic immunity. But the enemy can just target other stuff with their magic then, and your general is left unharmed at the center of a huge magical scorch mark.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts Of Power===&lt;br /&gt;
&lt;br /&gt;
One Hero (plus an additional hero for each battalion), gets to choose an artefact from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#CCCC00|Troglodytic Treasures}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Loonboss}} only - Loonboss, Loonboss on/with Cave Squig, or Loonboss on Mangler Squig&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Spiteful Prodder:&#039;&#039;&#039; Skarsnik’s old relic from Gork himself. Or was it Mork? Anyway, used in your shooting phases; pick a unit within 18&amp;quot; from the bearer and roll a number of dice equal to how many &#039;&#039;&#039;GROT&#039;&#039;&#039; units of 5+ models are wholly within 12&amp;quot; from that unit. It suffers D3 mortal wounds for every 5+ roll. A super weird shooting attack, that is only good if you have MSU grots...  meaning you&#039;ve got a lot Sneaky Snufflerz near them, or you&#039;ve got 1-2 big units of Stabbas. Either way you&#039;re never going to get good odds on the mortals, and the payoff of d3 mortals  is good but unlikely.&lt;br /&gt;
# &#039;&#039;&#039;Backstabber&#039;s Blade:&#039;&#039;&#039; Pick one of the bearer&#039;s weapons. If you roll a 6 to hit with that weapon, the save roll against it always fails. This would be weirdly good if you had better damage, but the damage on your weapons is d3 at best and you don&#039;t get enough attacks with them to make it a guaranteed thing every turn. Situational and kind of weak, if you&#039;re fighting heavily-armored Varanguard you should be relying on your Mangler Squigs for damage first.&lt;br /&gt;
# &#039;&#039;&#039;Loonstone Talisman:&#039;&#039;&#039; 5+ save against mortal wounds. Quite good, especially against armies with a lot of magic, or Skaven Warp-Lightning Cannons.&lt;br /&gt;
# &#039;&#039;&#039;The Pipes of Doom:&#039;&#039;&#039; -1 Bravery to every enemy unit within 12&amp;quot; from the bearer. Very meh, the enemy can just spend a command point to autopass battleshock if it matters that much, and you don&#039;t have leadership bomb potential to make this better.&lt;br /&gt;
# &#039;&#039;&#039;The Clammy Cowl:&#039;&#039;&#039; -1 to hit rolls towards the bearer. Stacks with other to-hit penalties. Make your enemy pull his hair out when your Loonboss With Giant Cave Squig absolutely styles upon his hero who&#039;s hitting on 4&#039;s at best.&lt;br /&gt;
# &#039;&#039;&#039;Leerin Gitshield:&#039;&#039;&#039; If you roll a 6 to save, opponent takes a mortal wound. This means that even if rend makes you unable to succeed an armor save, you should still roll it in case of a six for a &amp;quot;free&amp;quot; mortal wound.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#9400D3|Foetid Fetishes}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Madcap Shaman}} only&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Spiteshroom Familiar&#039;&#039;&#039;: -1 to be hit by enemy models while they are within 3&amp;quot; of the bearer. Great! The problem is that even with a to-hit penalty they&#039;re still attacking a Madcap Shaman, who dies if the enemy thinks mean thoughts about them. Worth considering if you plan to keep your Shaman entrenched in Fellwater Troggoths or next to the nettas of a Grot mob.&lt;br /&gt;
#&#039;&#039;&#039;Moonface Mommet:&#039;&#039;&#039; At the beginning of every combat phase, you pick a unit within 12&amp;quot; from the bearer, which gets -1 to save rolls. Really really good. This makes a Madcap Shaman an excellent support model for any fight. Thanks to the forgiving range on the attack (within 12&amp;quot;, not fully within) this means no opponent wants to go NEAR this shammy unless they plan on killing him outright.&lt;br /&gt;
#&#039;&#039;&#039;Staff of Sneaky Stealin&#039;:&#039;&#039;&#039; Bearer gets +1 to casting and unbinding for each enemy &#039;&#039;&#039;WIZARD&#039;&#039;&#039; or Artefact-bearing &#039;&#039;&#039;HERO&#039;&#039;&#039; within 12&amp;quot;. Another weirdly good artefact, if the enemy has lots of close-range casters this little Shaman can easily be casting Vindictive Glare each turn at enemies to whittle them down. Just keep in mind that 12&amp;quot; is not a long distance, and you can very likely find yourself dead before the staff can even work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#8B0000|Venomous Valuables}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Spiderfang Hero}} only -  Scuttleboss, Webspinner Shaman on Arachnarok Spider or Webspinner Shaman&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Totem of the Spider God&#039;&#039;&#039;: For every friendly unit wholly within 12&amp;quot; of the bearer, the Spider Venom ability triggers on 5+ instead of 6. Hands-down brilliant, but keep in mind that it doesn&#039;t stack with the light of the Bad Moon. Great on Arachnarok Shamans on an outflank, where they&#039;re unlikely to be under the Moon&#039;s light for long.&lt;br /&gt;
#&#039;&#039;&#039;Headdress of Many Eyes:&#039;&#039;&#039;: -1 to hit rolls against the bearer. Fucking disgusting when stacked with the spell that gives a 12&amp;quot; aura of to-hit penalties. Turn an Arachnarok into an unbeatable tank with this goofy bullshit.&lt;br /&gt;
#&#039;&#039;&#039;The Black Fang&#039;&#039;&#039;: Upgrade 1 melee weapon of the bearer to deal D3 mortal wounds on a unmodified roll of 6 to hit. If the weapon already deals mortal wounds on a 6 roll, add those D3 mortal wounds to the weapon&#039;s. Combine this with the Monstrous Mount command trait from the Skuttleboss for a clean 3-5 damage spider venom. Or just put it on a Webspinner Arachnarok to get a sweet D3+D3 Mortal Wounds on 6s.&lt;br /&gt;
#&#039;&#039;&#039;Nibbla&#039;s Itty Ring&#039;&#039;&#039;: Once per battle you can pick an enemy unit within 3&amp;quot; of the bearer and roll a dice. On a 2+ it suffers D3 mortal wounds, on a 6 it suffers D6 mortal wounds. This is fine, but there&#039;s other magic items to take first.&lt;br /&gt;
#&#039;&#039;&#039;Earskuttle&#039;&#039;&#039;: Once per battle, you can pick an enemy &#039;&#039;&#039;WIZARD&#039;&#039;&#039; within 3&amp;quot; of the bearer and roll a dice. On a 2+ it suffers D3 mortal wounds and gets a permanent -1 to casting and unbinding for each mortal wound suffered. Eh, against huge, undying wizards this is great, like Nagash or an Abhorrent Ghoul King on TGheist, but usually if you have a wizard that close, you can just kill them.&lt;br /&gt;
#&#039;&#039;&#039;Web-string Cloak&#039;&#039;&#039;: Ennemy units cannot retreat if they are within 3&amp;quot; of the bearer. How often are you fighting enemies that run away from a fight? As a tank item it&#039;s fine for holding targets in place, but the Headress of Many Eyes does that too and the enemy can&#039;t say &amp;quot;well, we can&#039;t flee, let&#039;s just kill them&amp;quot; and turn your hero into mincemeat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#DDA0DD|Glinty Gubbins That Troggoths Found}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Dankhold Troggoth Hero}} only - Dankhold Troggboss (not Hag or Mollog)&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Shiny Wotnot&#039;&#039;&#039;: Roll a dice for each mortal wound from a spell. On a 6+, the mortal wound is allocated to the caster instead. If the source is an endless spell, negate the mortal wound and dispel the endless spell. Holy shit this one&#039;s bad. A 6+ feel no pain that only works against specifically enemy spells or endless spells is not great, even with the chance to reflect, because no one&#039;s going to be targeting a Dankhold Troggboss with magic in the first place, with the 4+ magic resistance they already have. Even if you fail your magic resistance check do you really think a 6+ shrug is going to be a worthwhile investment over say, the Moonface Mommet or Clammy Cowl? &lt;br /&gt;
#&#039;&#039;&#039;Glowy Howzit&#039;&#039;&#039;: Saves from wounds or mortal wounds on a 4+ roll. If you roll a 1, you can&#039;t use it anymore for the rest of the battle. In theory, the strongest magic item around. Adding a 4+ feel no pain is always a huge deal to an already tanky model, but in practice you could roll a 1 on turn 2 and the magic item is gone forever. Still not a terrible item, but there&#039;s still more reliable artifacts you could get instead.&lt;br /&gt;
#&#039;&#039;&#039;Pet Gribbly&#039;&#039;&#039;: If an enemy unit attacks the bearer before he was selected to attack, it will suffer D3 mortal wounds after dealing all its attacks. This one&#039;s interesting. It encourages you to attack last in order to deal free mortals, or dissuade enemies from attacking your expensive hero. Either way it&#039;s a nice tool, but don&#039;t overestimate your defensiveness and give up a beneficial first attack and possibly die in exchange for d3 mortals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
&lt;br /&gt;
Any Gloomspite Wizard Hero, depending on it&#039;s type, gets to choose one spell from the appropriate list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#9400D3|Lore Of The Moonclan}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Moonclan Wizard}} only - Skragrott, Madcap Shaman, Fungoid or Zarbag&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Vindictive Glare:&#039;&#039;&#039; CV 5. Deal D3 mortal wounds to a unit within 12&amp;quot;. Literally a slightly better Arcane Bolt with a shorter range. There are so many spells the GSG have access to, you&#039;ll probably never actually use this one, but occasionally it&#039;s nice to have one more spell to use before you fall back on &amp;quot;guess I&#039;m out of useful spells to cast this turn, I suppose I&#039;ll cast Arcane bolt.&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;Itchy Nuisance:&#039;&#039;&#039; CV 6. Pick an enemy unit within 18&amp;quot;. It&#039;s forced to fight after everyone else in the next Combat Phase. Great for combined charges against strong enemies, or when you&#039;re fighting multiple important battles.&lt;br /&gt;
#&#039;&#039;&#039;The Great Green Spite:&#039;&#039;&#039; CV 7. Pick a &#039;&#039;&#039;GLOOMSPITE GITZ&#039;&#039;&#039; unit wholly within 18&amp;quot; and an enemy unit within 24&amp;quot;. If the Gitz are less than 10, the enemy unit suffers a mortal wound; if they&#039;re 10-20, the enemy unit suffers D3 mortal wounds; if they&#039;re more than 20, the enemy unit suffers D6 mortal wounds. Surprisingly easy to set up, as the ranges on both halves are quite generous. Great long-range sniping if you have a big ass block of Stabbas nearby, and 6 mortal wounds is a very, very scary proposition.&lt;br /&gt;
#&#039;&#039;&#039;The Hand of Gork:&#039;&#039;&#039; CV 7. Pick a &#039;&#039;&#039;GLOOMSPITE GITZ&#039;&#039;&#039; unit wholly within 24&amp;quot; and at least 3&amp;quot; away from any enemy unit and warp it away, at least 9&amp;quot; from any enemy unit. The unit can&#039;t move in the next movement phase. This is the meme spell for teleporting a unit across the battlefield to get a chump charge on an unsuspecting unit. That being said, it&#039;s only a meme if you let it be, and having access to it, even if you don&#039;t use it all game, forces your opponent to think carefully about positioning or risk a fat block of troops placed right on their objective or threatening their backline.&lt;br /&gt;
#&#039;&#039;&#039;Squig Lure:&#039;&#039;&#039; CV 5. Pick D3 &#039;&#039;&#039;SQUIG&#039;&#039;&#039; units visible to the caster and within 18&amp;quot; from him. They can run and charge in the same turn. The designers love when Squigs can run and charge in the same turn, and here&#039;s yet another way to do just that! Essentially double the benefit of the Loonboss on cave Squig ability, but limited to max 3 units, plus it can be denied. Useful if you only have one or two squiggys or you want to stack with the Loonboss.&lt;br /&gt;
#&#039;&#039;&#039;Call da Moon:&#039;&#039;&#039; CV 8. Pick an enemy unit visible to the caster and deal D3 mortal wounds to it. If the unit is under the Bad Moon you can reroll for the amount of mortal wounds. This spell looks really fucking weak on first sight, being only d3 mortals on a difficult 8 to cast, but Skragrott loves it because of the INFINITE range and the ability to reroll the damage under the moon which Skragrott can control better than anyone else, and has better casting than any other grot. Pretty weak on every other caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|#8B0000|Lore Of The Spiderfangs}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;{{AOSKeyword|Spiderfang Wizard }} only - Webspinner Shaman on Arachnarok Spider or Webspinner Shaman&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Deadly Webbings:&#039;&#039;&#039; CV 5. Pick a terrain within 24&amp;quot;. Non-&#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039; units will consider it Deadly and Sinister until the next Hero Phase. Easy to cast, but terrain&#039;s generally not going to be in the perfect location for you, and it affects your non-spiderfang models if you&#039;re bringing any.&lt;br /&gt;
#&#039;&#039;&#039;Venomous Spiderlings:&#039;&#039;&#039; CV 6. Pick an enemy unit within 12&amp;quot; and roll a dice for every model in it. It suffers a mortal wound for each 6 rolled. Hordes don&#039;t like this spell, elites just laugh it off.&lt;br /&gt;
#&#039;&#039;&#039;Scuttling Terrors:&#039;&#039;&#039; CV 7. Pick a &#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039; unit within 24&amp;quot;. That unit can run and either shoot or charge in the same turn. Zip Zoom!&lt;br /&gt;
#&#039;&#039;&#039;Sneaky Distraction:&#039;&#039;&#039; CV 7. All the enemy units within 12&amp;quot; from the caster get -1 to hit rolls until the next Hero Phase. Make yourself the most annoying thing ever by combining the Mask of Many Eyes artefact with this spell to be the tankiest monster ever.&lt;br /&gt;
#&#039;&#039;&#039;Curse of da Spider God:&#039;&#039;&#039; CV 7. Pick an enemy unit within 24&amp;quot;. Until the next Hero Phase, that unit&#039;s hit, wound and save rolls of 1 or 2 will always fail. Very, very situational, but against Slaves to Darkness or armies that get a lot of 2+ to hit or wound this is alright.&lt;br /&gt;
#&#039;&#039;&#039;Gift of da Spider God:&#039;&#039;&#039; CV 8. Pick a &#039;&#039;&#039;SPIDERFANG MONSTER&#039;&#039;&#039; within 12&amp;quot; and heal D6 wounds from it. Looks tough to get off and it would be, if a Spiderfang Shaman on Arachnarok didn&#039;t already have a +1 to cast baked into his abilities. Combine this with the Moon&#039;s benefit and you&#039;re casting it on 6s, which is pretty palatable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Malevolent_Moon.pdf Malevolent Moon]:&#039;&#039;&#039; (40pts, CV 6, predatory). Moves 12&amp;quot;, flies, deals mortal wounds to units it flew over and gives -1 to casting rolls to not-{{AOSKeyword|GLOOMSPITE GITZ WIZARDS}} within 9&amp;quot; (-2 to those within 3&amp;quot; from it). Eats wizards for breakfast. A great long-range wizard sniper, use it to bully enemy wizards into trying to dispel it or take huge penalties to cast, as well as deal a couple nasty little mortal wounds along with it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Morks_Mighty_Mushroom.pdf Mork&#039;s Mighty Mushroom]:&#039;&#039;&#039; (90pts, CV 6). Every unit within 8&amp;quot; from it must roll a dice for every model THAT IS WITHIN 8&amp;quot; OF THIS SPELL and suffer a number of mortal wounds equal to the number of 5+ rolled. Fantastic way to deny a huge part of the board, especially as it can&#039;t be moved once placed. Unfortunately, since this works best against hordes, it also denies those parts of the board to you. Use with caution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Scuttletide.pdf Scuttletide]:&#039;&#039;&#039; (30pts, CV 7, predatory). +1 to the casting rolls of this spell for {{AOSKeyword|SPIDERFANG WIZARDS}}. If any non-{{AOSKeyword|SPIDERFANG}} unit end within 6&amp;quot; from it after moving or charging or after the spell itself moves, it will suffer up to 6 mortal wounds on 5+ rolls. Slightly less suicidal form of area denial, and if your placement is right, you can triple-dip on mortal wound rolls. Great for a number of reasons: It&#039;s a wall, first and foremost, meaning that it&#039;s a great area denial tool. Second, there&#039;s no maximum range, meaning you can place it anywhere on the map as long as it&#039;s fully within 6&amp;quot; of terrain. And because of the wording on it&#039;s ability most enemies won&#039;t want to roll twelve to eighteen dice looking for 5-up mortal wounds. Lastly the high casting value is also a bit of a bonus, as it requires an 8 to dispel, which isn&#039;t an easy feat for most of the chump wizards the enemy will use to dispel your Endless Spells.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Scrapskuttles_Arachnacauldron.pdf Scrapskuttle&#039;s Arachnacauldron]:&#039;&#039;&#039; (40pts, CV 5). It attaches to the caster, giving him +1 to cast and dispel rolls plus teaching him every Lore of the Moonclan spell, but at a price. At the beginning of every Hero phrase it deals D3 mortal wounds to a unit within 3&amp;quot; (including the caster itself of no one else is in the range). As this doesn&#039;t say &#039;&#039;friendly unit&#039;&#039; you can deal the D3 to enemies, use with combat wizards like the Hag or Arachnarok shaman for hilarity.&lt;br /&gt;
** Take note that these Endless Spells aren&#039;t bound to what Allegiance you are using, just to the keywords of the caster, so you can use the Cauldron as a way to get access to the spell lore even when you&#039;re playing {{AOSKeyword|Destruction}} Allegiance or have the Gitz as allies. But it&#039;s might not be worth bothering - two effect {{AOSKeyword|gloomspite gitz}} only, one effects only {{AOSKeyword|squig}} units, two are slighty better arcane bolts, but the remaining one (&#039;&#039;Itchy Nuisance&#039;&#039;) is awesome. Plus you need a way of mitigating the cauldron&#039;s mortals: Skragrott looses most his usefulness outside Gloomspite; the Hag is a large investment (and too expensive to ally both her and the spell), and our other wizards too squishy unless you can be sure to always keep them next to something else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tribes==&lt;br /&gt;
&lt;br /&gt;
====Jaws of Mork====&lt;br /&gt;
A unique Squig-themed subfaction introduced in White Dwarf 455.&lt;br /&gt;
*&#039;&#039;&#039;Running Riot&#039;&#039;&#039;: Re-roll movement rolls for friendly Squig units. Oh yeah. The only reason your taking The Jaws (don&#039;t forget their replacement stampede battalion,  though).&lt;br /&gt;
*&#039;&#039;&#039;CA - ‘Get Some Loonshine Down ‘Em!’&#039;&#039;&#039;: [[Awesome|Drunk Mangler Squigs.]] Choose a friendly Mangler Squigs model and until the end of the phase, that model uses the top row on their damage table regardless of how many wounds they’ve suffered. For those who like to hold on to their mangler rather than going full suicidal to get those full stats at the bottom of the table.&lt;br /&gt;
*&#039;&#039;&#039;CT - Envoy of the Overbounder&#039;&#039;&#039;: Re-roll failed Battleshock while within 12&amp;quot; of the General. Reroll is optional - good for anyone wanting to deal out those Squig Herd mortals.&lt;br /&gt;
*&#039;&#039;&#039;Artefact - Syari Screamersquig&#039;&#039;&#039;: An albino Squig that startles enemy heroes. Choose an enemy hero within 3&amp;quot; at the start of the combat phase. Add +1 to hit rolls for melee attacks made by the artifact bearer that target that hero. Not as great as it first looks because it&#039;s for the bearer, not the mount, so not that useful for your manglers. However, it works great on the Trogboss and Hag. Given the complete lack of artefacts for the Hag, then this could be a nice excuse for running a Squig Hag army.&lt;br /&gt;
*Plus you get two battalions and an optional replacement rule for the Loonshrine warscroll (Squigs &#039;&#039;instead of&#039;&#039; Grots)&lt;br /&gt;
*There is nothing here restricting your choice of general, but it&#039;ll need to be a {{AOSKeyword|squig}} for the loonshrine rule, and Squig mounted for Squig battleline. So, realistically, we&#039;re talking the Mangler, or &#039;&#039;maybe&#039;&#039; the Loonboss On Giant Cave Squig if you can keep him alive.&lt;br /&gt;
&lt;br /&gt;
====Glogg’s Megamob====&lt;br /&gt;
A Troggoth centric subfaction from White Dwarf 457.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Regeneration&#039;&#039;&#039;: Add +1 to friendly Troggoth Regeneration rolls.&lt;br /&gt;
*&#039;&#039;&#039;CA - Oblivious to Sorcery&#039;&#039;&#039;: While within 12&amp;quot; of a {{AOSKeyword|Dankhold}} Troggboss, your Rockgut and Fellwater Troggs can shrug off spells/endless spells on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;CT - Shepherd of Idiotic Destruction&#039;&#039;&#039;: While your General is on the battlefield, receive a command point on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact - Aetherquartz-Studded Hide&#039;&#039;&#039;: 5+ mortal wound shrug. Works on &#039;&#039;any&#039;&#039; gloomspite hero, so maybe one for the Hag. MUST be taken by the first Troggoth hero in the army to recieve an artifact.&lt;br /&gt;
*Plus you get one battalion and an optional replacement rule for the Loonshrine warscroll (Troggoths &#039;&#039;instead of&#039;&#039; Grots)&lt;br /&gt;
*There is nothing here restricting your choice of general, but it&#039;ll need to be a {{AOSKeyword|troggoth}} for the loonshrine rule, and {{AOSKeyword|dankhold}} for your trogg battleline. So, realistically, it&#039;s just a Dankhold Troggoth. If you&#039;re going to throw in some Grot or Squig Herd tar pits, then &#039;&#039;maybe&#039;&#039; the Hag.&lt;br /&gt;
&lt;br /&gt;
====The Grimscuttle Tribes====&lt;br /&gt;
A spiderfang centric subfaction from White Dwarf 459.&lt;br /&gt;
*&#039;&#039;&#039;Abilities&#039;&#039;&#039;: Spiderfang units from this sub-faction will benefit from two abilities, both geared towards fighting magic-heavy armies. This is exceptionally good, as almost every army has access to wizards, with some among them being dependent on them. Really only Kharadron Overlords and Blades of Khorne won&#039;t really care about your abilities (as if any self-respecting Dawi would ordain the thought).&lt;br /&gt;
**&#039;&#039;&#039;Deff Grotz of Shyish&#039;&#039;&#039;: Whenever a Spiderfang Grimscuttle unit is affected by a spell or endless spell, you can choose to ignore its effects on a 5+. Situational, but not bad.&lt;br /&gt;
**&#039;&#039;&#039;Drawn to the Aetherglow&#039;&#039;&#039;: Skitterstrand units (read, the naked giant spiders only) can re-roll failed hit rolls against priests and wizards. This will let them fish for mortal wounds more effectively, and generally speaking help them absolutely devour unit they&#039;re gonna fight&lt;br /&gt;
*&#039;&#039;&#039;CA - Masters of Feigned Flight&#039;&#039;&#039;: At the start of the movement phase, chose a Grimscuttle Spiderfang unit wholly within 12&amp;quot; of the hero, and that unit can fall back and charge in the same turn.&lt;br /&gt;
** The &amp;quot;wholly within&amp;quot; part is somewhat disappointing, but otherwise fine.&lt;br /&gt;
*&#039;&#039;&#039;CT - Prophet of da Spider God&#039;&#039;&#039;: If your general is a Webspinner Shaman, they *must* have this command trait. Don&#039;t worry though, it&#039;s super good. Once per battle in the combat phase, you can chose to make every single Grimscuttle Spiderfang unit to be counted as being beneath the Bad Moon for that phase. Woah...&lt;br /&gt;
**Despite being the only command trait a Webspinner Shaman can take, this is downright dirty. If you had bad luck and the Moon flew away too early in the game, you&#039;ll still guarantee a fight&#039;s worth of mortal wounds popping off on 5s. Alternatively, if the Bad Moon hasn&#039;t caught up to your army, or you deepstriking arachnaroks need that extra support, you can activate this early, although that&#039;s not the best idea.&lt;br /&gt;
*&#039;&#039;&#039;Artefact - Shyishan Spider-sigils&#039;&#039;&#039;&amp;quot; Subtract 1 from the Braver characteristic of enemies within 6&amp;quot; of the wielder, while friendly Grimscuttle Spiderfang get +1 to bravery  while wholly within 12&amp;quot;.&lt;br /&gt;
**In a beat-down brawl on the line of engagement, where your giant spiders are ripping apart enemies, this a handy-dandy little additive to make sure more enemies run away. Again, effected by the &amp;quot;wholly within&amp;quot; rule, and a large line of spider riders engaged in melee will rarely be within that 12&amp;quot;.&lt;br /&gt;
** On the other hand, giving this to a Shaman on an Arachnarok gives you a bubble of +3 Bravery for one or two Spider Rider units.&lt;br /&gt;
**Special note, this artefact has a little stipulation as part of its rules: it MUST be the first one taken by a Grimscuttle Spiderfang Hero, meaning that you&#039;re forced to take a battalion if you want others. So if you want the Headdress of Many Eyes or the Totem of the Spider God, be prepared to pay a premium in points for them.&lt;br /&gt;
*Plus you get three battalions and an optional replacement rule for the Loonshrine warscroll (Spider Riders &#039;&#039;instead of&#039;&#039; Grots). Your general needs to be a Spiderfang in order for the Loonshrine rule change, and with the above, it&#039;ll 100% be the Webspinner Shaman on Arachnarok. Or, if you&#039;re saving on points, you&#039;ll take the shaman on foot instead.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
*All the units have exactly &#039;&#039;one&#039;&#039; of the following keywords: {{AOSKeyword|GROT|#9400D3}}, {{AOSKeyword|SQUIG|FF0000}}, {{AOSKeyword|SPIDERFANG|#8B0000}}, {{AOSKeyword|TROGGOTH|#DDA0DD}} or {{AOSKeyword|GARGANT|#D2B48C}}.&lt;br /&gt;
*Skragrott and all Loonbosses (including the {{AOSKeyword|SQUIG|#FF0000}} Loonbosses) have {{AOSKeyword|LOONBOSS}}}.&lt;br /&gt;
*All units with &amp;lt;span style=&amp;quot;color:#;&amp;quot;&amp;gt;{{AOSKeyword|GROT|#9400D3}} or {{AOSKeyword|SQUIG|#FF0000}}  also have {{AOSKeyword|MOONCLAN|#CCCC00}}.&lt;br /&gt;
*Loonsmasha Fanatics and Sporesplatta Fanatics are the exception as they have {{AOSKeyword|MOONCLAN|#CCCC00}} and none of the other above keywords. This prevents their abilities working on themselves.&lt;br /&gt;
*And every unit has {{AOSKeyword|GLOOMSPITE GITZ}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#9400D3;&amp;quot;&amp;gt;MOONCLAN GROT&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Skragrott_the_Loonking.pdf Skragrott, The Loonking]:&#039;&#039;&#039; (220pts) The Great Poobah of the green weirdos himself and named leader.&lt;br /&gt;
**Goes around with a staff that can both shoot and hit in melee, and if he damages a model with multiple wounds by using it that model will suffer an additional mortal wound &#039;&#039;at the end of each Battle round&#039;&#039;.&lt;br /&gt;
**Gets a +4 to ignore wounds (includes mortals), a +1 to cast and dispel rolls, and can cast/dispell 2 spells every turn.&lt;br /&gt;
**If he is your General you get D3 extra command points on a 4+ roll at the beginning of each of your hero phases.&lt;br /&gt;
**Also requiring him to be a general, his command ability can be used once per battle and manipulates the Bad Moon movement for a turn, by making it not move or even move twice in the same turn.&lt;br /&gt;
**And then there is his spell (CV 8), that is basically an Arcane Bolt that targets single models instead of units... unless you rolled a 10+ to cast it, in which case it will also get the additional ability of &#039;&#039;destroying artefacts of power if the targeted model had one&#039;&#039;. That 10+ is essentially a 9+ due to the +1 to cast. Give him the Cauldron (he can shrug off those mortals on a 4+) and put him under the bad moon, you now only need a 7+ (a 58% chance)!&lt;br /&gt;
**Keep in mind: Skragrott&#039;s only got 6 wounds, and no source of healing. For the legendary hero of the Grots he&#039;s about as tough as two Ogors. Keep him waaaaay back out of danger and he&#039;ll cream the competition, but if he gets caught out there&#039;s only so much a 4+ save can do.&lt;br /&gt;
**You might be looking at this guy and be wondering, &amp;quot;this is the guy who leads the whole faction?&amp;quot; And it is true that he doesn&#039;t have the ability to make whole units vanish in the combat phase like Archaon, Gordrakk, or Alarielle, or be the ultimate wizard like eight-spells-fuck-you-Nagash. But that&#039;s not why you take Skragrott, you take him because he&#039;s an insane toolbox at a steal of a price. He can generate command points, cast spells, be a long-range artillery piece, and provide control over the notoriously wiggly Bad Moon. Keep him safe and he&#039;ll cast Skrapskuttle&#039;s Arachnacauldron, and then as many endless spells as you want, forever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonboss.pdf Loonboss]:&#039;&#039;&#039; (70pts) Regular dude boss from the front cover of the Battletome with big crescent moon headpiece.&lt;br /&gt;
**Opponents get -1 to hit rolls against him. Keeps him alive a bit longer. Sorta.&lt;br /&gt;
**His command ability allows a {{AOSKeyword|moonclan grot}}  unit within 12&amp;quot; (24&amp;quot; if he is the General) to deal mortal wounds in melee if they roll an unmodified 6 to wound.&lt;br /&gt;
**Cheapest hero in the faction, and one of the cheapest heroes, period. You get what you pay for, with 5 leadership and wounds, only a 5+ armor save, and only 3 good attacks, but he adds some punch to a Moonclan-based list and doesn&#039;t break the bank. &lt;br /&gt;
**Generally best used along side hordes of Stabbas to help them dish out more damage, or babysitting the Shootas to help defend them in melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonboss_with_Giant_Squig.pdf Loonboss with Giant Cave Squig]:&#039;&#039;&#039; (110pts) The  good old [[Skarsnik]] model reborn as a Loonboss. Allows for Squig battleline.&lt;br /&gt;
**Gains two wounds and a 6+ ward save, but has a 5+ save instead over the regular Loonboss.&lt;br /&gt;
**His weapon has a better stat line than the other guy, and the Squig adds another bunch of attacks and the potential to instantly kill a model at the end of combat phase.&lt;br /&gt;
**In contrast to his counterpart, this guy acts as a Gobbo Commissar, using threats of violence to inspire the grots in his command. You can sic the Giant Squig on a group of Grots to deal D3 mortal wounds, and they gain 3 to their bravery for each wound suffered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Madcap_Shaman.pdf Madcap Shaman]:&#039;&#039;&#039; (80pts) Regular small wizard.&lt;br /&gt;
**Like the Fungoid, he can cast two spells in the same turn once per battle. However, casting the second spell, if the roll is a double (thats a 1 in 6 chance) he gets D3 mortals - and he&#039;s only got 4 to start with. Those mortals are dealt after the spell has gone off, so if he does die you still get the effect.&lt;br /&gt;
**Exclusive spell (CV 5) protects an ally within 12&amp;quot; by giving -1 to hit rolls against him in Shooting Phase.&lt;br /&gt;
**Four different models exist for this guy. There is the Madcap Shamans two pack, the Madcap Shaman that used to be sold as a &#039;&#039;Gitmob Grots&#039;&#039; Grot Shaman, and the shaman from the Forgeworld Night Goblin Command Set.&lt;br /&gt;
**Look at that price again. 80 points is stupid, stupid cheap for a wizard, and a hero to boot. Keep him safe and you&#039;ll be getting all the lovely spells your heart desires. But you should probably spend 10 more points to get a Fungoid Cave-Shaman instead, unless you&#039;re really dead set on those magic items.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Fungoid_Cave-Shaman.pdf Fungoid Cave-Shaman]:&#039;&#039;&#039; (90pts) The Malign Portents model that turned was a portent of things to come. A bulky wizard.&lt;br /&gt;
**A 4+ to ignore wounds and mortal wounds makes him less squishy that a regular wizard hero.&lt;br /&gt;
**Standard wizard melee attack, but with an additional weapon in the form of the Spore Squig, makes him a little more aggressive than normal wizards.&lt;br /&gt;
**Can cast two spells in the same turn once per battle&lt;br /&gt;
**On a 4+ gets you an additional command point in each hero phase. Traditionally, CPs have been very useful in Grot based armies.&lt;br /&gt;
**Exclusive spell (CV 7) is essentially Arcane Bolt, but it works against any unit within D6&#039;&#039;.&lt;br /&gt;
**Not a {{AOSKeyword|Madcap Shaman}}, so cannot take any of the Gloomspite artefacts of power (you could still give him a realm specific artefact though).&lt;br /&gt;
**Some short range attacks and additional save makes him seem like he should be up near the frontline dealing damage, but only has 4 wounds and you want to keep him alive for that 50% chance of a CP every turn. Maybe best having him supporting a large unit camping on a mid board objective, or keep him on the backline until you no longer need those extra CPs.&lt;br /&gt;
** If you just want to maximise commands points per turn, consider two Fungoids over Skragrott. For 40 points less, you get 75% chance of at least 1CP and 25% chance of 2CP, compared to 50% chance of at least 1CP, 33% chance of at least 2CPs and 16.6% chance of 3CPs. Plus, if a Fungoid gets sniped, you still have the other still alive still giving 50% chance each turn. However, you do loose all the other goodies Skragrott brings.&lt;br /&gt;
**A fun little toolbox of a wizard, the Fungoid is a cheap source of Command points, something the Gitz desperately crave, and is a surprisingly good spell caster. The only real weaknesses is his measly 4 wounds and that he can&#039;t take the Madcap Shaman&#039;s magical items.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Zarbag.pdf Zarbag]:&#039;&#039;&#039; (160pts) Named Leader pulled in from Warhammer Underworlds. Kinda generic Shaman, but you bring along his &#039;&#039;Zarbag&#039;s Gitz&#039;&#039; for free.&lt;br /&gt;
**Has a once-per battle that gives him a +2 to casting rolls if he rolls a 2+ before trying to cast a spell&lt;br /&gt;
**Exclusive spell (CV 5) that forces an enemy unit to retreat (or suffer D6 mortal wounds if unable to do the retreat movement)&lt;br /&gt;
**Is a {{AOSKeyword|Madcap Shaman}}... but also a named character, so cannot take an Artefact from the Foetid Fetishes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Stabbas.pdf Stabbas]:&#039;&#039;&#039; (130/360pt, min 20, max 60) &#039;&#039;Unconditional Battleline.&#039;&#039;&lt;br /&gt;
**Melee grots. Can take either stabbas or pokin&#039; spears (latter has more range but -1 to hit).&lt;br /&gt;
**Get +1 to wound as long as the unit has 15+ models (+2 when 30+) and +1 to save as long as there are 10+ models. Can take banners for extra buffs and can take netters to trip up enemy attackers. Very good tarpit when paired with the new bravery boosting abilities of the army.&lt;br /&gt;
** Gong Basher: Only 1 every 20 models. +2 to run rolls for the unit.&lt;br /&gt;
** Standard Bearer: Only 1 every 20 models. Can pick either the Moonclan Flag (+1 Bravery) or the Bad Moon Icon (+1 Save against missile weapons).&lt;br /&gt;
** Netter: Only 3 every 20 models. 3 melee attacks plus -1 to enemy hit rolls in melee.&lt;br /&gt;
**Stabbas are better for units of 20, spears for units of 60. Remember though that unit of 60 comes back as a unit of 30.&lt;br /&gt;
**This is the Horde to end all Hordes. They may seem unimpressive for their base value (6.5 points per model) but when you consider that unless you&#039;re extremely unlucky you&#039;ll be getting the effect of the Loonshrine to resurrected half in pretty much every game, they&#039;re much more effecient (4.333 points per model now). This gets even better with the discount for max unit size (6 points per model without being resurrected, 4 points per model if resurrected)! Keep in mind that you only can roll to resurrect a unit once per turn (twice per turn, one turn if you have the Clammy Hand command trait) and that the more units of Stabbas and Shootas you have the more likely you are to flub your rolls and just not get the benefit of the Shrine or the efficiency of the hordes.&lt;br /&gt;
**Of additional note is, there&#039;s nothing saying that the unit&#039;s leader can&#039;t also be one of the grots wielding a Net, giving you 3 attacks hitting on 3s instead of 4s. &lt;br /&gt;
** Don’t forget to space out the nets enough that the unit gains the added durability provided from them! I’ve seen Daughter of Khaine struggle to damage hordes since the grot nets effected every enemy model in range&lt;br /&gt;
** When given max buffs, this unit can have:&lt;br /&gt;
***+2 to wound, from unit size bonuses&lt;br /&gt;
***Rerolling 1s to wound, from the Spiker of the Gobbapalooza&lt;br /&gt;
***Dealing a mortal wound on every 6 rolled to wound, in addition to damage, from the Loonbosses&#039; Command Ability&lt;br /&gt;
***Rerolling run and charge rolls, from the Scaremonger of the Gobbapalooza&lt;br /&gt;
***Rerolling 1s to hit, from the All Out Offense Command Ability&lt;br /&gt;
***+2 attacks, one from a unit of Sporesplatta Fanatics, one from a unit of Sneaky Snufflerz (More, if you have more Snufflerz units and don&#039;t mind taking 2d6 mortals per extra attack)&lt;br /&gt;
***+1 to armor saves, +2 to armor saves against ranged attacks, from their Moon Shields&lt;br /&gt;
***Immunity to Battleshock Tests, from the Boggleye of the Gobbapalooza&lt;br /&gt;
***-1 to hit for enemy models attacks, from proper net positioning. Yeah, meanwhile the enemy models are 2&amp;quot; within the nets, the -1 to hit affects the shooting attacks or attacks that target other friends units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Shootas.pdf Shootas]:&#039;&#039;&#039; (120pt, min 20, max 60) &#039;&#039;Unconditional Battleline.&#039;&#039; &lt;br /&gt;
**Shooting Grots. They get +1 to wound in combat in a 15+ models unit, +2 to wound in combat in a 30+ unit. In shooting you get a +1 to hit in squads of 15 or more. They can also take netters. A little odd that most of their unit buffs are for combat even thought they are a shooting unit. Anyways with the right combos they can rain death from afar and make a pretty good tarpit like all grot hordes.&lt;br /&gt;
**Has the same Gong Basher, Standard Bearer and Netter abilities as the Stabbas&lt;br /&gt;
**These guys might look terrible, but they&#039;re definitely worth considering over Stabbas, in 40s. If you kit them out with all the same melee tech that the Stabbas get, they have a worse armor save and attacks than the Stabbas with knives. That being said, the ranged attacks are nothing to sneeze at, and with the Loonshrine&#039;s ability to ressurect maybe the defense penalties aren&#039;t as harsh as they seem. Certainly worth considering is the fact that with all your fat hordes running around, board space is going to start being an issue, and the ability to reach out and tag an enemy from 16&amp;quot; is nice when you&#039;re elbow deep in Stabbas and the opponent has you bottlenecked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Other Units&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Zarbags_Gitz.pdf Zarbag&#039;s Gitz]:&#039;&#039;&#039; A mixed bag of stuff that comes free alongside Zarbag. You get 3 Shootas, a Netter, a Squig Herder with 2 Squigs and a single Loonsmasha Fanatic hidden inside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Sneaky_Snufflers.pdf Sneaky Snufflers]:&#039;&#039;&#039; (70 pt, min 6, max 18) Mushroom-hunting Grots.&lt;br /&gt;
**Instead of moving, They can search for mushrooms: you roll a dice and if the result is less than the number of models in the unit they find the mushrooms and give them to a {{AOSKeyword|moonclan}} unit within 12&amp;quot;, so that each model in that unit gets an extra attack for each melee weapon, Note that the keyword specified is {{AOSKeyword|moonclan}} and not {{AOSKeyword|moonclan grot}}, meaning you can buff a whole shitload of units, including Cave Squig Herds, Boingrot Bounders (A free extra two attacks per model? Yes please!), and Squig Hoppers. They can even buff themselves.&lt;br /&gt;
**if you have multiple Sneaky Snuffler units and want to give more mushrooms to the same unit, that unit gets 2D6 mortal wounds for each additional buff. Remember kids, shroom overdose is bad!&lt;br /&gt;
**With the FAQ, unit size went from 5 max 15, to 6 max 18. That means the buff is guaranteed to go off with an undamaged minimum unit.&lt;br /&gt;
**Snufflers are tied with Cave Squigs as the cheapest points-per-wound in the army, at 5.8 points per wound. Unlike with squigs you can&#039;t really spam them in endless hordes, but they make up for it by making excellent support units. Spend every turn sprinting them up the board, or maybe hit &#039;em with a Hand of Gork to teleport them near whatever they&#039;re buffing (they can&#039;t move in the movement phase, but that doesn&#039;t stop them from throwing shrooms!). If they ever get caught in melee, just have them buff themselves for an extra 2 attacks per model. They won&#039;t do much better than before, but they&#039;ll at least have a better chance of survival.&lt;br /&gt;
** RAW since Sneaky snufflers have the {{AOSKeyword|moonclan grot}} and a unit size of 6-18 you can hide fanatics inside them. Useful if you want to protect them from being charged. Also useful since you&#039;ll probably be using hand of gork to reposition them anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gobbapalooza:&#039;&#039;&#039; (180pts) 5 Unique non-Heros. Must all be taken together, but each acts as an individual unit.&lt;br /&gt;
**Two are wizards whilst the other three have a skill known as a Gobbapalooza Know-Wotz, a peculiar {{AOSKeyword|moonclan grot}} buff that can be activated on a 3+ roll during Hero Phase.&lt;br /&gt;
**6+ save, but they get +2 on the first round and a +1 on the second round.&lt;br /&gt;
**Shooting attacks against them have a -1 to hit as long as they stay within 3&amp;quot; from any {{AOSKeyword|moonclan}} unit with 3+ models.&lt;br /&gt;
**Whilst two of the members have the {{AOSKeyword|wizard}} keyword, none of them have the {{AOSKeyword|hero}} keyword, so they don&#039;t count in the point limit for Leaders, cannot be your General, can&#039;t take command traits or artefacts and cannot take a spell from the {{AOSKeyword|moonclan}} lore. The Arachnacauldron could come in use here, but with only 3 or 4 wounds, don&#039;t expect your wizard to last long.&lt;br /&gt;
**Individually very cheap (40pts). But the three Know-Wotz guys are only of use to {{AOSKeyword|moonclan}}. So for pure Squig/Trog/Spider lists consider them as two wizards for 100pts each plus free chaff. (Technically, the Spiker and Scaremonger can buff themselves/other Gobbapalooza, but it&#039;s not going to be of much use).&lt;br /&gt;
**&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Shroomancer.pdf Shroomancer]:&#039;&#039;&#039;  The one on a mushroom&lt;br /&gt;
***Wizard. Spell (CV5) picks an enemy unit within 8&amp;quot; and gives it -1 to hit and save rolls.&lt;br /&gt;
***Probably the best of the Gobbapalooza&#039;s menagerie of fools. His spell, while short range, is absolutely crippling if it goes off. Enemies will go pale when you describe his magic, and will avoid him like the 40-point plague.&lt;br /&gt;
***put him on a balewind vortex for increase in a moment the spell range and grin at your enemy after all his efforts for stay at more than 8 to him. &lt;br /&gt;
**&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Boggleye.pdf Boggleye]:&#039;&#039;&#039; The one with big eyes and a smoking staff&lt;br /&gt;
***Wizard. Spell (CV6) picks an allied unit within 12&amp;quot; and make it pass Battleshock tests automatically or pick an enemy unit within 12&amp;quot; and force it to attack after everyone else in Combat Phase.&lt;br /&gt;
***The other wizard, and pretty good too. His spell isn&#039;t the insane unit-crippling debuff that the Shroomancer&#039;s is, but is way more versatile. Quite powerful and another target the enemy will be wary of.&lt;br /&gt;
**&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Spiker.pdf Spiker]:&#039;&#039;&#039; The one with many legs&lt;br /&gt;
***His Know-Wotz allows a {{AOSKeyword|moonclan grot}} unit within 18&amp;quot; to reroll every 1 to wound.&lt;br /&gt;
***His buff is quite good on basic grot Stabbaz, especially when they can easily have a 2+ to wound. Otherwise, a little lackluster.&lt;br /&gt;
**&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Scaremonger.pdf Scaremonger]:&#039;&#039;&#039; Masked guy atop a skull&lt;br /&gt;
***His Know-Wotz allows a {{AOSKeyword|moonclan grot}} unit within 18&amp;quot; to reroll run and charge.&lt;br /&gt;
***Has the best attack profile of the bunch with 4 attacks at rend -1, damage D3.&lt;br /&gt;
***Of the three non-wizard chumps, the Scaremonger&#039;s probably the best, with an actual melee profile and a useful buff for movement for your big ass horde of grots, you&#039;ll be glad he&#039;s around.&lt;br /&gt;
**&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Brewgit.pdf Brewgit]:&#039;&#039;&#039; Guy underneath a bubbling cauldron.&lt;br /&gt;
***His Know-Wotz allows a {{AOSKeyword|moonclan grot hero}} within 18&amp;quot; to reroll every hit roll.&lt;br /&gt;
***Really boring. A shame, considering his great model, but his buff is pretty insignificant. The only grot heroes who care are the Loonboss With Giant Cave Squig, or Skragrott (both of which can reroll their shooting and melee attacks). This is the guy you&#039;ll leave behind to sit on an objective, or have him run a suicide run along the board&#039;s edge, because otherwise you&#039;ll forget you got him.&lt;br /&gt;
***The best use of this ability is on Skragrott’s 28” missile attack. (Remember, Skragrott is a Moonclan Grot Hero, and the ability doesn’t specify whether it’s the melee or missile weapon that is buffed). Combine this with the ability that enemy wounded by his missile attack will suffer one mortal wound every turn. The fact that you can reroll hits on this attack suddenly have new meaning. Divide the 6 attacks into three targets each turn, reroll misses, and watch your enemy bleed throughout the game.&lt;br /&gt;
**Overall, an alright unit with the repeated point reductions, but still hard to make the cut for a list. Both wizards are great, and the buffs that the Scaremonger and Spiker give out are pretty good too, but the Brewgit is so fucking useless that he actually brings the whole unit down. Pure grot lists already struggle to find points to fill in between the hordes of grots and heroes, and a Gobbapalooza probably won&#039;t make the cut over two Fungoid Cave-Shamans instead. Not to mention, buying this essentially guarantees that you won&#039;t finish deployment first, as each model has to be deployed separately - unless you spend another bunch of points on the battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#CCCC00;&amp;quot;&amp;gt;MISCELLANEOUS MOONCLAN&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Other Units&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonsmasha%20Fanatics.pdf Loonsmasha Fanatics]:&#039;&#039;&#039; (140pt, min 5, max 15) Classic Fanatics. They hide inside any &#039;&#039;&#039;MOONCLAN GROT&#039;&#039;&#039; unit with 5+ models (so that&#039;s Stabbas, Shootas and oddly, Snufflers too) and can come out at the beginning of any charging phase, they always attack first in combat phase and if you roll a double when charging one of them dies and every unit within 1&amp;quot; from them suffers D3 mortal wounds.&lt;br /&gt;
**Obviously, classic fanatics have classic fanatic playstyles. Laughably bad defense for a 28 point model (6 up save, one wound), but if a unit of 5-10 fanatics charges in and &#039;&#039;doesn&#039;t&#039;&#039; kill what they&#039;re aiming at, you&#039;ve got cursed dice. These spinning idiots will pulverize just about anyone, but will die when the enemy coughs on them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Sporesplatta%20Fanatics.pdf Sporesplatta Fanatics]:&#039;&#039;&#039; (120pt, min 5, max 15) New variant of Fanatics, which are not hidden in other units but get some additional abilities, such as blocking the enemy&#039;s line of sight (except for Monsters and flying stuff) and giving an extra attack to every &#039;&#039;&#039;MOONCLAN GROT&#039;&#039;&#039; unit within 12&amp;quot;.&lt;br /&gt;
** Note their buff lasts until the next hero phase. So even if your enemy shoots them off the board, your grots will still be buffed in that round&#039;s combat. Also remember that they don&#039;t have the &#039;&#039;&#039;GROT&#039;&#039;&#039; keyword and so don&#039;t benefit from their own attacks buff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_rippas_snarlfangs_en.pdf Rippa&#039;s Snarlfangs]:&#039;&#039;&#039; (70pt, min 3, max 3) Gitmob cavalry from Beastgrave gets shoehorned into the Gitz. &lt;br /&gt;
**Worst wounds per cost unit in the book. They&#039;re going to die 25% quicker than a min sized unit of Hoppers.&lt;br /&gt;
**Shooting is worthless. Just about better than nothing.&lt;br /&gt;
**Like all Underworlds stuff, unique. So, if you really want to take them, it&#039;ll only be the one.&lt;br /&gt;
**Still here? Ok, it gets better... a bit.&lt;br /&gt;
**Move 12, that&#039;s guaranteed (no roll), and double distance pile in.&lt;br /&gt;
**Per point,  average melee damage is on a par with Boingrot Bounderz (better against save - and 6, worse against save 5 or less)&lt;br /&gt;
**So, long distance glass cannon objective stealers or threat neutralisers, to take instead of Hoppers if you want more punch, reliable movement and don&#039;t care about them instantly dieing. &lt;br /&gt;
**A bit more useful now in 3rd edition. They&#039;re your cheapest unit if you need to fill out a core battalion, and are ALOT cheaper than Squighoppers now that you have take Hoppers in units of 10. They&#039;re a super fragile objective stealers. Also useful for baiting out Unleash Hells from enemy ranged units. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;MOONCLAN SQUIG&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonboss_Mangler_Squigs.pdf Loonboss on Mangler Squigs]:&#039;&#039;&#039; (310pts) It&#039;s a hero that rides a pair of huge-ass Squigs chained together. You can&#039;t get any crazier.&lt;br /&gt;
**Is kinda like standalone Mangler Squigs, except with 5 more attacks, a once-for battle ability to reroll failed hit and wound rolls (but only for the aforementioned attacks of the Loonboss, not the Squig ones) and a command ability that gives +1 to wound rolls to every friendly &#039;&#039;&#039;SQUIG&#039;&#039;&#039; units within 18&amp;quot;.&lt;br /&gt;
**The be-all, end-all for &#039;&#039;&#039;Squig&#039;&#039;&#039; lists. This is your General and likely your most important model. Besides hitting like the angry fist of Mork &#039;Imself, the Command Ability changes the Squig list from being fine in melee to being absolutely blendy. Pretty much everything with the Squig keyword is now wounding on 2+. and the radius is phenomenal, reaching just about a quarter of the battlefield in volume. The only downside of the Command Ability is that it only lasts one combat phase, meaning that to activate it in both Combat phases of a turn you&#039;ll need two Command points. Combine this model with the Command trait &amp;quot;Fight another Day&amp;quot; to create a ping-pong ball of death that charges into melee, beats the shit out of his target, and then hops away merrily and denies the enemy a chance to fight back. Try to find a magic item that either increases his Durability (The Clammy Cowl does this great), or makes him more reliable at killing (Bonuses to hit, or rerolls to hit. Bonuses to wound or rerolling wounds is pretty unlikely to help as you&#039;re already wounding on twos with the Command ability).&lt;br /&gt;
**Just alright in non-squig lists. He&#039;s really expensive, and although he&#039;s quite strong his command ability isn&#039;t nearly as helpful when it&#039;s only affecting him, and you&#039;ll be getting a similar level of killiness from a regular Mangler Squig at that point. Certainly not a BAD choice as far as out-of-synergy picks goes, but if you&#039;re running mostly non-squigs, you&#039;ll probably be better served by an Arachnarok with or without Shaman, a Troggboss or just a Dankhold Troggoth, or maybe even just a Giant when it comes to big smashy idiots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonboss_on_giant_cave_squig.pdf Loonboss on Giant Cave Squig]:&#039;&#039;&#039; (110pts) The guy who makes your Squigs go on faster.&lt;br /&gt;
**The Loonboss on top can pick either a Loon-Cutta, or a Moonclan Stabba. The Cutta hits on 3&#039;s and wounds on 4&#039;s, and the Moonclan Stabba hits on 4&#039;s and wounds on 3&#039;s Pick your poison. However, the stabba has a range of 2, which makes it seem the correct option. Your final choice may depend on what -1 hit/wound modifiers you can get.&lt;br /&gt;
**The Squig mount gets 4 attacks, hitting on 4&#039;s and wounding on 3&#039;s, with a -1 rend and d3 damage. Follows in a long trend of the pet squig being more dangerous than the goblin &amp;quot;controlling&amp;quot; it.&lt;br /&gt;
**Can reroll every failed hit and wound roll with the Cutta (or Stabba) once per battle, from friendly hero phase to friendly hero phase.&lt;br /&gt;
**Command ability gives {{AOSKeyword|SQUIGS}} within 12&amp;quot; +3 movement.&lt;br /&gt;
**Super solid. For 110 points you get a nasty combo of good attacks, good defense, alright speed, and a command ability that helps get Squigs where they need to be on time. If you need someone to babysit your Boingrot Bounderz there&#039;s no one better for the job. Best used in conjunction with a Loonboss on Mangler Squigs as they complement and buff each other, but if you&#039;re trying to fit in your list&#039;s command on the cheap, very little beats the Loonboss on Giant Cave Squig and a Fungoid Cave-Shaman for just 200 points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Squig%20Herd.pdf Squig Herds]:&#039;&#039;&#039; (160pts, min 12, max 36)&#039;&#039; &amp;lt;span style=&amp;quot;color:#9400D3;&amp;quot;&amp;gt;Battleline with Moonclan General&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt; (includes all Squig Mounted Generals).&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
**Now the herders are part of the unit (at least one for every 5 Squigs), and they allow the unit to reroll run and charge. For each squig that fails its battle shock it will deal a mortal wound on an 4+ to the nearest other unit within 6&amp;quot;, so beware.&lt;br /&gt;
**Tied with the Sneaky Snufflers for the single best point-to-wound ratio in the book, at 5.8 points per wound. This makes Squigs technically the cheapest source of wounds you can get in-faction. A full unit of 24 is a grand total of 48 wounds, and only costs 280 points, quite cheap for that expenditure. Keep in mind their awful, awful leadership, but this can actually work in your favor, as killing big swathes of squigs means a nastier battleshock failure, meaning more potential mortals on a model that squigs wouldn&#039;t normally be able to harm. Drown Alarielle and Nagash and Celestant Prime in a wave of gibbering idiot ball-monsters! Laugh at the enemy commander&#039;s fury as your horde of Squigs costs hundreds of points cheaper than their big dumb hero, but still get heavily injured in the exchange! Big hordes of Squigs are also great for boxing other troops, as they hit hard enough to threaten many units while simultaneously being worthless enough that dying in groups isn&#039;t breaking the points-bank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Squig%20Hoppers.pdf Squig Hoppers]:&#039;&#039;&#039; (180pts, min 10, max 30) &#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;Battleline with Squig Mounted General.&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
**Regular boingy people. Deal a mortal wound on a 4+ when they move over a unit.&lt;br /&gt;
***Suprisingly decent character assassins: try marching a full unit of these single-file over a model.&lt;br /&gt;
***The bounce ability can be used in ways most players won&#039;t even consider. What exactly counts as a &amp;quot;Normal Move?&amp;quot; As it turns out, Normal Moves consist of Basic movement, running, and retreating. This means that you don&#039;t have to make a full 12-to-6 hop over a unit to deal the bounce mortals, all you need is to run them over the enemy models in the front then make a quick U-turn and land 3&amp;quot; away, great for those turns where you roll a 15-18 for movement/run but can&#039;t quite clear the whole unit, or if you want to charge under moonlight or simply chump block. Lastly, if you&#039;re stuck in a shitty combat you can&#039;t win, on your turn retreat over the enemy model(s), and get your bounce mortals that way as a final &amp;quot;fuck you&amp;quot; to something that would just kill the Hoppers in melee anyway.&lt;br /&gt;
**The Lightest of Light Cavalry for the Gloomspite, Squig Hoppers are cheap enough that they&#039;re great screeners in small 5-man groups, or run as a fast and irritating tarpit in a big block of 20. Their attacks have two profiles: the absolutely shitty rider attack, and the excellent Squig attacks. Each rider come with one Rider attack that hits and wounds on 5+ and no rend, and two Squig bites of 4+ hit and 3+ wound, and -1 rend as a cherry on top. A save of 6+ means they won&#039;t survive long in melee against most anything that&#039;s actually good at combat, but their acceptable 3 attacks per model and 2 wounds apiece makes them able to stick around occasionally. However, their biggest weakness is their tremendously stinky Bravery of four. These are acceptable battleline after a handful of squigs and fill a good role of being harassing flankers, or compounding a charge with another unit, such as Boingrot Bounderz or an Arachnarok.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Other Units&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Boingrot%20Bounderz.pdf Boingrot Bounderz]:&#039;&#039;&#039; (105pts, min 5, max 15) Squig Hoppers that sacrifice speed for defence and offense.&lt;br /&gt;
**On a charge, deals a mortal wounds on the charge on a 4+, and gains +1 to wound with their spears.&lt;br /&gt;
**4 attacks of +4/+3 with rend! -1/1 By far the best unit &#039;&#039;per points cost&#039;&#039; in the whole faction.&lt;br /&gt;
**These guys hit hard. With 4 attacks apiece, -1 rend on all four attacks, and a 50% chance of a mortal on the charge these models are going to thump in combat against most things, and with a few buffs they get truly crazy. Put a Loonboss on Manglers nearby and activate his command ability to give all 4 attacks a 2+ to wound on the charge, and will box effectively against many units even after the charge is over thanks to their stellar (for a Grot) defensive capabilities with 2 wounds and a 4+ save. Their biggest weakness (as with all Gloomspite, really) is their horrible leadership, a measly 5. Although these models are quite slow for cavalry with 2d6 move, this is mitigated by the sheer number of command abilities and spells that allow running and charging or simply a flat +3 inch move (thanks cave squig boss!). Although they won&#039;t wipe out a big block of Tzaangors or Ironguts or Putrid Blightkings on the charge, they&#039;ll certainly wipe out a chunk of it even in small numbers, and can box whatever survives for at least a turn or two, allowing you to maneuver troops into a stronger attack position. Try and keep some command points around just to help them survive the battleshock phase and they&#039;ll perform bouncy miracles.&lt;br /&gt;
*&#039;&#039;&#039;Squigapalooza:&#039;&#039;&#039; (240 pts) Warscrolls found in the March 2020 issue of [[White Dwarf]]. They aren&#039;t legal in matched games if the opponent don&#039;t have you permission... So, they aren&#039;t legal in tournaments. It&#039;s a weird 4-men unit consisting of a Madcap Shaman and two Gobbapalooza members riding Squigs, plus a pair of tiny Mangler Squigs with an ability command. There are no official models for them as they were all conversions made by a WD staff member, so feel free to do them as you like it.&lt;br /&gt;
**&#039;&#039;&#039;Squigmancer:&#039;&#039;&#039; See Shroomancer, but with an additional wound, 2D6 movement and can fly because Squig.&lt;br /&gt;
**&#039;&#039;&#039;Squigmonger:&#039;&#039;&#039; As above, but with the Scaremonger.&lt;br /&gt;
**&#039;&#039;&#039;Squigcap Shaman:&#039;&#039;&#039; Again, but with a Madcap Shaman.&lt;br /&gt;
**&#039;&#039;&#039;Squig Herder with Mini-Mangler:&#039;&#039;&#039; A weird one. Basically a Herder from Squig Herds with better stats (6 wounds, 5+ Save, Bravery 4, does 3 melee attacks hitting and wounding at 4+) coming with a Mangler made of regular sized Squigs which have fun-sized versions of their big bros&#039; attacks with no random stats and fixed damage (balls and chains do 3 attacks each dealing 1 damage and gobs hit at 3+ and deal 2 damage per attack), the same identical Ker-splat! ability and only 1&amp;quot; range for the Watch out! ability. To top it all, this thing haves a command ability that is just the regular Go dat way! ability Squid Herds have as a 12&amp;quot; bubble ability (in case the other Herders are all dead, you know)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Mangler_Squigs.pdf Mangler Squigs]:&#039;&#039;&#039; (240pts) Two huge Squigs chained together, finally with a new model. As usual they work kinda like a giant Fanatic, with random movement, +1 to hit with one of their melee weapons in the turn they charge and dishing out mortal wounds to anyone within 6&amp;quot; on a 4+ roll once they die.&lt;br /&gt;
**Mangler Squigs are angry, 240-point missiles. If they can&#039;t kill what they charged outright, it&#039;ll likely get killed in response, so the best use is as a fast flanking unit to bully backline heroes, or to compound charges with other units, such as a big 60-strong horde of Stabbas, or with a companion group of 15-strong Squig Hoppers. The size of these models is weird, because their base size is small for a monster making them easy flankers especially with their flight, but their height means archers will nearly always be able to target them. Another weird aspect of them is their damage table, which decreases their stats as they approach half health, but increases back to full the closer they get from half health to death, meaning a 2 wound Mangler Squig is just as dangerous as a full health one. If you can wrangle survival at 1-2 health you&#039;ll be better off than you&#039;d be if you tried to play safe once the squig hits half health.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWColossal}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-colossal-squig.pdf Colossal Squig (Forgeworld)]:&#039;&#039;&#039; (300pts) Big huge Squig with big huge damage output. Moves 4d6&#039; and can chuck out a bunch of bite attacks that can influct mortal wounds in addition to its feet attacks. Causes units in melee to subtract 1 from their hit rolls against it and when it dies it explodes into a bunch of smaller squigs. So basically one giant wrecking ball of death that can move ridiculously fast or kinda slow. Just throw it into the enemy as soon as possible and you should be fine. Though keep it protected from shooting as while it has a lot wounds its save is a little low and bracketing will hurt its damage potential.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Artillery&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWGobba}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-squig-gobba.pdf Squig Gobba (Forgeworld)]:&#039;&#039;&#039; (160pts) A good old forgeworld kit and also pretty much the closet thing this army gets to artillery without resorting to allies or the bad moon. While having reasonable melee output its abysmal movement stats mean that is not really practical and besides its shooting abilitiy is why you want to bring it anyway. with 30&#039; range and 6 attacks that do d3 damage each it can put out a reasonable amount of damage. And it can also hit targets that are not line of sight. So those pesky heroes hiding behind a rock are not safe from you.&lt;br /&gt;
**One of the only real ranged attacks available to the GSG, and a pretty good one. Useful for harassing heroes in the back of the enemy&#039;s army, especially ones that provide annoying command abilities or spells. The Gitz have such good magic that artillery might not be as interesting compared to flinging endless spells around, but reliable artillery is always a good consideration.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8B0000;&amp;quot;&amp;gt;SPIDERFANG&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Arachnaroks and the Scuttleboss have these rules:&lt;br /&gt;
* &#039;&#039;&#039;Wall Crawler&#039;&#039;&#039;: During movement phase, the unit can pass through terrain like it was flying.&lt;br /&gt;
* &#039;&#039;&#039;Spider Venom&#039;&#039;&#039;: When you roll a 6 to hit with a spider mount&#039;s Fang attacks, don&#039;t make a wound roll and just inflict a mortal wound (D3 for Arachnarok Spiders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Scuttleboss.pdf Scuttleboss on Gigantic Spider]:&#039;&#039;&#039; (100pts) The &#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039; non-magic hero. Command ability allows a &#039;&#039;&#039;SPIDERFANG GROTS&#039;&#039;&#039; unit within 18&amp;quot; to reroll charge and hit rolls with their crooked spears.&lt;br /&gt;
**Only unit that can take the &#039;&#039;Marks Of The Spider God&#039;s Favour&#039;&#039; Command Traits.&lt;br /&gt;
**Combine the Monstrous Mount Command Trait and the Black Fang magic item to potentially deal &#039;&#039;&#039;six fucking mortal wounds&#039;&#039;&#039; per 6 to hit. Unlikely to happen, but your opponent will be scared shitless of your little 100 point hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Webspinner%20Shaman.pdf Webspinner Shaman]:&#039;&#039;&#039; (80pts) &#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039; wizard on foot. Gets a 5+ to ignore wounds and mortal wounds and an exclusive spell that allows a &#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039; unit within 24&amp;quot; (D3 units if you rolled a 8+ to cast) to run and shoot in the same turn.&lt;br /&gt;
**On one hand, he’s loads cheaper than most of the other Spiderfang models, but with the mounted version being much more versatile, it’s hard to justify using this footslogger. Maybe if you’re running a mixed list and want a cheap wizard/support hero for your Spider Riders consider him, but even then he’s arguably worse than the Scuttleboss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Webspinner_Shaman_on_Arachnarok_Spider.pdf Webspinner Shaman on Arachnarok Spider]:&#039;&#039;&#039; (280pts) Spider-Wizard on a giant spider. If he is your General all the &#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039; units within 24&amp;quot; get +2 Bravery, also he gives every other &#039;&#039;&#039;SPIDERFANG WIZARD&#039;&#039;&#039; within 12&amp;quot; +1 to cast and dispel rolls. Exclusive spell picks a &#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039; unit within 16&amp;quot; (D3 units if you rolled a 10+ to cast) and doubles the number of Spider Venom wounds they deal in that turn.&lt;br /&gt;
**Consider putting into a non-spider list and give it the Headdress of Many Eyes and Curse of the Spider God spell. -1 to hit in a 12&amp;quot; bubble is pretty huge on a pie plate model like this, and a -2 to hit him specifically is infuriating for how little you&#039;re paying.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Spider_Riders.pdf Spider Riders]:&#039;&#039;&#039; (100/540pt, min 5, max 30)&#039;&#039;&amp;lt;span style=&amp;quot;color:#8B0000;&amp;quot;&amp;gt; Battleline with Spiderfang General.&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
** Your classic Spider God groupies. Now able to hold bows and spears at the same time!&lt;br /&gt;
**These are your true Light Cavalry. In a non-spiderfang-only list, these are great for harassing a flank or bothering a hero, or maybe just charging up the board to get to the war machines. The biggest difference between the Squig Hopperz and the Spider Riderz is that the Spider Riderz have a ranged attack, potential for mortals, a better armor save, and more reliable movement, but the Squig Hopperz are going to be much faster on average, have real flight instead of the semi-flight spiders get, and two of the Squig attacks have Rend making them slightly more reliable for piercing light to medium armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Arachnarok_Spider_with_Spiderfang_Warparty.pdf Arachnarok Spider with Spiderfang Warparty]:&#039;&#039;&#039; (220pts) &amp;lt;span style=&amp;quot;color:#8B0000;&amp;quot;&amp;gt; Battleline with Spiderfang General.&amp;lt;/span&amp;gt; Huge spider covered with people. Loses the ambush ability, but gets 10 shooting attacks and the ability to reroll run and charge rolls, plus dealing D3 mortal wounds on a 2+ roll after charging. Finally giving you a reason to take this over the one with Shaman.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Skitterstrand_Arachnarok.pdf Skitterstrand Arachnarok]:&#039;&#039;&#039; (200pts) Naked Huge Spider. With no Grot on his back, he is able to begin the game in reserve and pop out at the end of any of your movement phases before the fourth round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Arachnarok_Spider_with_Flinger.pdf Arachnarok Spider with Flinger]:&#039;&#039;&#039; (220pts) Huge spider covered with people and a catapult. 2 less shooty and spear attacks attacks and no reroll+impact damage, but the Flinger itself aims at a unit within 36&amp;quot;, rolls a dice and on a 6+ (5+ on a 5+ models unit, 4+ on a 10+ models unit) deals D3 mortal wounds and forces the targeted unit to be the last to attack in the successive combat phase. Great at tripping up large blobs and while not reliable the one time you get this on a big monster might be worth the gamble.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#DDA0DD;&amp;quot;&amp;gt;TROGGOTH&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Dankhold_Troggboss.pdf Dankhold Troggboss]:&#039;&#039;&#039; (250pts) Your Hero option for a Troll solo army.&lt;br /&gt;
**Gets 4 good melee attacks plus a Crushing Grip (Pick 1 enemy model in range of the attack and roll a dice: if you get equal to or more than that model&#039;s wounds characteristic it is dead).&lt;br /&gt;
*** Always remember that with the Crushing Grip, you pick a &#039;&#039;model&#039;&#039;, not just a unit, so keep picking those champions and banner bearers.&lt;br /&gt;
**An additional ability that allows you to roll a dice for every enemy unit within 3&amp;quot; and deal them a mortal wound if the roll is higher than the number of models in that unit, great for discouraging Heroes from attacking your Trogg.&lt;br /&gt;
**Regenerates D3 wounds at the beginning of each turn if you roll a 4+&lt;br /&gt;
**Ignores effects of spells (Endless ones too) on a 4+ roll. Does not differentiate between friend and foe, though, so don&#039;t waste buff spells on him. (The roll to ignore is optional so buff away!!)&lt;br /&gt;
**Gives +1 Bravery to every {{AOSKeyword|GLOOMSPITE GITZ}} friendly unit within 18&amp;quot;, including himself, not that it should ever matter.&lt;br /&gt;
**His command ability Instinctive Leader allows {{AOSKeyword|TROGGOTHS}} wholly within 18&amp;quot; to reroll every 1 to hit in the Combat phase. With the change to command abilities, this one is a killer. It can stack with All Out attack, and sneaks around a lot of abilities that mess with commands since he is just issuing an order to himself, not the units it is affecting.&lt;br /&gt;
&lt;br /&gt;
**Does not benefit from Look Out Sir or Cover due to having more than 10 wounds, truly the worst timeline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Mollog.pdf Mollog]:&#039;&#039;&#039; (170pts) Straight outta Shadespire, here comes a [[Derp|midget Troggboss]] with his crew.&lt;br /&gt;
** Named Hero.&lt;br /&gt;
** Comes with 3 minions that can take wounds for him and give him extra abilities as long as they&#039;re on field: The Bat Squig can deal a mortal wound to an enemy unit within 18&amp;quot; on a 5+ roll, the Spiteshroom can give -1 to hit rolls to enemies within 3&amp;quot; in melee on a 5+ roll and the Stalagsquig has a chance of surviving after taking a hit for Mollog (you guessed it, on a 5+ roll).&lt;br /&gt;
** His attacks have particular properties: his shooting attack gives -1 to hit rolls to the targeted model (not unit, so be sure to think about at whom he throws the toad) after wounding it, while the melee attacks deals mortal wounds (on a 2+, his attack deals a mortal wound, and it deals D3 mortal wounds on a 4+).&lt;br /&gt;
**Regeneration, spell immunity and Bravery boost are the same as regular Troggboss.&lt;br /&gt;
**His damage output is way worse than that of the Troggboss (understandable, he&#039;s way cheaper) but his durability is almost the same as a 270 point model! He&#039;s one tanky boi.&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWHag}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-troggoth-hag.pdf Troggoth Hag (Forgeworld)]:&#039;&#039;&#039; (380pts) Hero, Wizard, Monster, money and point sink.&lt;br /&gt;
**These old flabby ladies are an incredible addition to your band of Trolls.&lt;br /&gt;
**They have a massive amount of Wounds (16, up from 14 prior to the battletome), a good save and even stronger regen than your average Troggoth&lt;br /&gt;
**While they are not so hot in melee comparatively, they barf five more times than Fellwater Troggoths and with a range of 10&amp;quot;. The only downside compared to Fellwaters is that she hits on 3&#039;s while the smaller Troggs get to hit on 2&#039;s. Seeing as barfing is a high-Rend, high-damage attack, this makes the lady absolutely terrifying&lt;br /&gt;
**Her spell is a reverse Mystic Shield that lowers enemy Saves even further and heaps on another To Hit penalty, and is now only 7 to cast.&lt;br /&gt;
**The lady has a chance of dealing damage to you if you try to go around all the To Hit penalties and just shoot her ass with magic - on a roll of 4+ she deals D3 mortals.&lt;br /&gt;
**She even heals D6 wounds every hero phase! But doesn&#039;t get a bonus to this when under the bad moon.&lt;br /&gt;
**If you give her the &#039;&#039;Scrapskuttle&#039;s Arachnacauldron&#039;&#039; spell, then let it damage her for D3 wounds (which happens at the start of the hero phase), then immediately heal them back with the D6 heal (which can happen any time during the hero phase - so that&#039;s always &#039;&#039;after&#039;&#039; you&#039;ve dealt the damage). Even better, if you are in melee with an enemy unit assign it to them for a free Arcane Bolt!&lt;br /&gt;
**Not &#039;&#039;Dankhold&#039;&#039; so can&#039;t take the Trogg Command Traits or Artefacts. You&#039;re restricted to what you can take from the [[Age of Sigmar/Tactics/Realm Of Battle|Realm Of Battle]], which since the 2020 updates are fairly terrible.&lt;br /&gt;
*** With the update from Glogg&#039;s Megamob, the Hag gains access to the Aetherquartz-Studded Hide to help with her survivability. Also, don&#039;t forget she has the {{AOSKeyword|FELLWATER}} keyword, so (until an FAQ comes along and squats this) she can respawn in the Loonshrine, ignore spells on a 4+ with the CA. Plus she gets the +1 to regeneration.&lt;br /&gt;
*** Or you might want to consider giving her Syari Screamersquig in a Squig Hag list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Rockgut_Troggoths.pdf Rockgut Troggoths]:&#039;&#039;&#039; (140pt, min 3, max 12) &#039;&#039;&amp;lt;span style=&amp;quot;color:#DDA0DD;&amp;quot;&amp;gt;Battleline with Troggboss General.&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
**The sturdy ones.&lt;br /&gt;
**Comes with a 5+ save to negate wounds and mortal wounds if they fail their armour save.&lt;br /&gt;
**Can throw rocks at stuff (pick a unit within 12&amp;quot; in shooting phase and deal it D3 mortal wounds on a roll that is equal or less to the number of models in &amp;lt;s&amp;gt;it&amp;lt;/s&amp;gt; the Trogg unit). That&#039;s a guaranteed hit so long as you have six Troggoths in the unit. Also it doesn&#039;t count as a shooting attack, so throw it from out of combat, throw it at Heroes, after running or retreating, whatever.&lt;br /&gt;
**Awesome rend and damage, with a -2 rend and 3 damage a SWING. That being said, they don&#039;t have much weight of fire with only two swings a trogg, so the attacks are best used against low model count and high armor targets.&lt;br /&gt;
**Comparing against the Fellwaters, both have a similar ranger attack - Rockgut have twice the range, but it only really works against larger units; both can regenerate, but the Rockguts are less likely to get hurt in the first place. The Rockguts have fewer attacks but their attacks are more powerful than the Fellwater. Consider the Rockguts for use against stronger battleline, and Fellwater against weak hordes.&lt;br /&gt;
**DAMN GW, guess you didn&#039;t sell enough of these guys. Dropped by 20pts in GHB2019/Errata. Minotaurs be jealous. &lt;br /&gt;
**Due to their Throwin&#039; Boulder ability, you want to bring at least 6 of these guys in a unit whenever you can. They have 2&amp;quot; range on their melee, which makes them better at fighting in larger units as well. You want to ensure their few, but highly damaging attacks hit, so always have a hero nearby to use All-out Attack or the Troggboss&#039; Instinctive Leader (to give them re-rolls of 1&#039;s in the Combat phase). Also try to avoid units with penalties To Hit, as they will REALLY reduce your damage output.&lt;br /&gt;
**Essentially, if you&#039;re considering a full or mostly Trogg army this unit is going to be your Battleline brick as they are well-suited for the role. In a traditional, mixed Gloomspite army they make for a great hammer unit, perfect for smashing the enemy&#039;s well-armored units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Fellwater_Troggoths.pdf Fellwater Troggoths]:&#039;&#039;&#039; (150pt, min 3, max 12) &#039;&#039;&amp;lt;span style=&amp;quot;color:#DDA0DD;&amp;quot;&amp;gt;Battleline with Troggboss General.&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
** The smelly ones.&lt;br /&gt;
** Like the FW Hag, have a vomiting range attack, and it&#039;s a good one too with -2 rend and d3 damage. However it is very short ranged (6 inches) so you are probably better off shooting the attack in melee to finish whomever your fighting. &lt;br /&gt;
** Melee is on par with a Kurnoth Hunter.&lt;br /&gt;
** So smelly that opponents get -1 to hit in melee against you.&lt;br /&gt;
** On a 4+ in the hero phase heals D3 wounds to help them linger.&lt;br /&gt;
** Great for taking shitty hordes and making them useless, a great tarpit for tarpits. The penalty to hit makes most tarpit units lose a lot of damaging power, and the regen makes the Trogs likely to shrug off whatever damage the tarpit did do. Their melee attacks are just good enough to chop down a bunch of light guys as well, having a bunch of medium-damaging attacks with just enough rend to likely deactivate the 6+ save the horde had.&lt;br /&gt;
**The Troggherd battalion is especially goods for this guys, see how many attacks they do with quality. Every 6 on the wounds rolls (unmodified) is a 3 damage attack. Not perfect for the low rend, but terrifying for hordes.&lt;br /&gt;
**The -1 To Hit penalty and their high number of attacks with average Rend makes this unit perfect for a skirmisher role. Try to stick to the edges of the battlefield and fight units who don&#039;t have a lot of support. Your Terrible Stench will reduce the enemy&#039;s effectiveness while the 12 attacks from a minimum-sized unit can easily kill most small, unsupported units, small heroes and warmachines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Other Units&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Dankhold_Troggoths.pdf Dankhold Troggoth]:&#039;&#039;&#039; (190pt, min 1, max 3) Slightly cheaper version of the new huge Troggoth.&lt;br /&gt;
**Same as the Trogboss, but for 70 fewer points, you lose 2 wounds, 1 bravery, 1 attack on the club, the command ability to reroll 1s for Troggoths, and the unlocking of Troggoth battline.&lt;br /&gt;
***As stated above, if you babysit this unit with a hero Battleshock becomes a non-issue as you can make them auto-pass. A nearby hero can also give them re-rolls of 1&#039;s in the Combat phase. Their base size isn&#039;t too big, so they don&#039;t have that much trouble fighting as a unit either (2&amp;quot; reach helps a lot with this). Also, a unit of 3 Dank Troggs makes for a terrifying Hand of Gork target - whether it&#039;s an alpha strike in the first battle round or a cheeky backfield teleport later in the game, no one wants to get charged by these guys. Use this to your advantage if you have a lot of spells. You can easily bait an unbind attempt by trying to teleport these guys.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#D2B48C;&amp;quot;&amp;gt;GARGANT&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Aleguzzler_Gargant.pdf Aleguzzler Gargant]:&#039;&#039;&#039; (160pts) Good ol&#039; Giant is here. If you roll a double when he charges, he is too drunk to do it and forces the two players to confront dice rolls in order to choose where he will fall down and deal D3 mortal wounds. Same thing when he dies. And when he piles up, you pick the closest enemy model, roll a dice and instantly kill it if the result is the double of that model&#039;s wounds. Said that, the giant is a incredibly cheap monster who can deal a ton of damage, with many weapons and one of them have a -3 rend (yes, [[What|the headbutt of a giant hits as hard as Ghal Maraz]]). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Loonshrine.pdf Bad Moon Loonshrine]:&#039;&#039;&#039; The main help for your little guys for zero points cost&lt;br /&gt;
**Before armies are setup, place one of these in your section of the board at least 12inches from enemy territory and more than 1inch from other scenery.&lt;br /&gt;
**Makes friendly {{AOSKeyword|GLOOMSPITE GITZ}} units within 12&amp;quot; pass Battleshock tests automatically. Whilst amazing, it will only ever have any effect on your own side of the board.&lt;br /&gt;
**Allows you to attempt to resurrect a unit which has been entirely destroyed on a 4+ roll at the end of each of your turns (every unit can be resurrected only once).&lt;br /&gt;
***With standard rules this is only for {{AOSKeyword|SHOOTAS}} or {{AOSKeyword|STABBAS}}&lt;br /&gt;
***If your general is {{AOSKeyword|Squig}}, you can &#039;&#039;instead&#039;&#039; replace {{AOSKeyword|Squig herd}}, {{AOSKeyword|Squig Hoppers}} or {{AOSKeyword|Boingrot Bounders}}&lt;br /&gt;
***If your general is {{AOSKeyword|Troggoth}}, you can &#039;&#039;instead&#039;&#039; replace {{AOSKeyword|Fellwater Troggoths}} or {{AOSKeyword|Rockgut troggoths}}.&lt;br /&gt;
***If your general is {{AOSKeyword|spiderfang}}, you can &#039;&#039;instead&#039;&#039; replace {{AOSKeyword|Spider Riders}}.&lt;br /&gt;
**With most recent errata a new ability was added. Gloomspite Gitz units count as being in the light of the Bad Moon while they are wholly within 12&amp;quot; of the terrain piece. Meaning you finally have some control on what units are under the moons light on any given turn.&lt;br /&gt;
**Great LOS blocker for artillery (Squig Hopper).&lt;br /&gt;
**Restrictions on the type of units you can bring back further reinforce single subfaction lists, rather than glorious soup.&lt;br /&gt;
**GHB2019 matched play rules state you can no longer place faction scenery on top of an objective, which is a shame.&lt;br /&gt;
**FAQ states that number of special models in units returned by the Loonshrine should be the number in the original unit halved (rounded up), even if this breaks what is listed on the warscroll. This essentially makes your returned units slightly more powerful than regular ones.&lt;br /&gt;
***This works best for anyone recycling MSU Troggoths - that&#039;s a 66% resurrection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#CCCC00;&amp;quot;&amp;gt;MOONCLAN&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#9400D3|Gobbapalooza}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(110 p) (min/max 290.pt)&#039;&#039;&#039; &#039;&#039;All 5 Gobbapalooza.&#039;&#039;&lt;br /&gt;
:Each member of the Battalion gets +1 to casting and to activate their Gobbapalooza Know-Wotz ability when within 8&amp;quot; from at least one of the others. Slightly odd battalion as you have to take all Gobbapalooza together anyway. (Lets you deploy them as a 1 drop rather than as 5, not to mention the Artefact/CP for 110 more points)&lt;br /&gt;
:*A minor note, you can use the Shroomancer and Boggleye to cast endless spells while standing next to each other for the +1 to cast, but this is probably still too expensive for what you&#039;re getting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#9400D3|Skulkmob Horde}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(160 p) (min 910.pt; no max .pt)&#039;&#039;&#039; &#039;&#039;3+ units of Stabbas or Shootas and 3 units of Loonsmasha/Sporesplatta Fanatics.&#039;&#039;&lt;br /&gt;
:Once per battle, when using the Bad Moon Loonshrine ability to respawn a unit of Stabbas or Shootas from this battalion, you can respawn it with all the models instead of only half of them.&lt;br /&gt;
:*Expensive. The effect you&#039;re getting is very good, but at minimum sizes Stabbas and to a lesser extent Shootas aren&#039;t very effective, so you&#039;re looking to probably bump up any Stabba units in here to at least 40, maybe 60, and that tacks on a lot of additional cost. At 2k points this can work, but the effect only brings back more gobbos and has no benefit to the fanatics. How often are 60 Stabbas going to die early enough that bringing back all 60 is a massive benefit?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#9400D3|Moonclan Skrap (Superbattalion)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(120 p) (min 1170.pt; no max .pt)&#039;&#039;&#039; &#039;&#039;1-3 {{AOSKeyword|LOONBOSSES}}, 0-1 {{AOSKeyword|MOONCLAN WIZARDS}}, 0-1 Gobbapalooza, 1-3 units of Sneaky Snufflers, 0-2 Squig Herds, 1+ Skulkmob Hordes and 0-3 Squig Rider Stampedes.&#039;&#039;&lt;br /&gt;
:Every unit in the Battalion passes automatically Battleshock tests when under the Light of the Bad Moon.&lt;br /&gt;
:*Just like the Skulkmob Horde, this is really expensive. At least you can fit your heroes and wizards under it, and likely all your squig support too, making this better for a one-and-done drop army. The effect is amazing, but you&#039;re still looking at upwards of 2500+ points for anything except minimum sizes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;MOONCLAN SQUIG&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#FF0000|Squig Rider Stampede}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(140 p) (min 320.pt; max 1280.pt)&#039;&#039;&#039; &#039;&#039;2-3 units of Squig Hoppers or Boingrot Bounderz and 0-1 Mangler Squigs.&#039;&#039;&lt;br /&gt;
:Every unit in the Battalion can reroll the movement. Friendly reminder if you rely on this battalion bonus you could probably just use the Jaws of Mork subfaction and get it army wide for free.&lt;br /&gt;
:*If you&#039;re running Squig Hopperz or Boingrot Bounderz in any serious capacity, this is great. Sadly only takes a regular Mangler Squig and not the Loonboss version. Makes your unreliable Cavalry faster for a pretty competitive cost.&lt;br /&gt;
:*Remember that each Hopper box comes with 10 of the guys, meaning just from that you got the minimum requirements for this battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#FF0000|Moon-Jumper Stampede}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(140 p) (min 320.pt; max 1280.pt)&#039;&#039;&#039; &#039;&#039;2-3 units of {{AOSKeyword|Jaws of mork}} Squig Hoppers or {{AOSKeyword|Jaws of mork}} Boingrot Bounderz and 0-1 {{AOSKeyword|Jaws of mork}} Mangler Squigs.&#039;&#039;&lt;br /&gt;
:Same requirement and cost as Squig Rider Stampede, but for Jaws Of Mork.&lt;br /&gt;
:*Instead of rerolling movement (you already get this as an allegiance ability) you get +1 damage to your squig&#039;s jaw attacks on the charge. WOW.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#FF0000|Squigalanche (Superbattalion)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(90 p) (min 760.pt; no max .pt)&#039;&#039;&#039; &#039;&#039;1 Loonboss on Giant Cave Squig or Loonboss on Mangler Squigs, 0-3 Loonbosses on Giant Cave Squigs, 1+ Squig Rider Stampedes, 1-3 Mangler Squigs and 0-2 Squig Herds.&#039;&#039;&lt;br /&gt;
:When under the Light of the Bad Moon, each model in the Battalion can attack units within 6&amp;quot; in combat phase and do a 6&amp;quot; pileup.&lt;br /&gt;
:*If you want to one drop this, then you have to take Loonboss on Mangler Squig or the Loonboss with/on Giant Cave Squig as general in order to fulfil battleline.&lt;br /&gt;
:*This is another strong battalion power, but is expensive, again. You&#039;re spending 230 points on just battalions, and due to the way the Squigalanche works, you can&#039;t have your Mangler Squigs Boss who&#039;s leading the &#039;Lanche also be in the Squig Rider Stampede. That being said, the ability to pile in 6&amp;quot; can make auto charges possible, which is great especially for Cave Squigs and Squig Hopperz as they have no bonuses to charge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#FF0000|Moon-Biter Squigalanche (Superbattalion)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(90 p) (min 760.pt; no max .pt)&#039;&#039;&#039; &#039;&#039;1 {{AOSKeyword|Jaws of mork}} Loonboss on Giant Cave Squig or {{AOSKeyword|Jaws of mork}} Loonboss on Mangler Squigs, 0-3 {{AOSKeyword|Jaws of mork}} Loonbosses on Giant Cave Squigs, 1+ Moon-Jumper Stampedes, 1-3 {{AOSKeyword|Jaws of mork}} Mangler Squigs and 0-2 {{AOSKeyword|Jaws of mork}} Squig Herds.&#039;&#039;&lt;br /&gt;
:Same requirement and cost as the standard Squigalanche, but for Jaws Of Mork.&lt;br /&gt;
:*Instead of moving under the Bad Moon, one time usage after setup, D3 units can move 6&amp;quot;.  Kind of meh, but allows reliable turn 1 charges on boards with 18&amp;quot; no-man&#039;s-land. While the bonus is not as game-changing as the generic Squigalanch, it also does not require the light of the bad-moon to trigger.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8B0000;&amp;quot;&amp;gt;SPIDERFANG&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#8B0000|Arachnorok Spider Cluster}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(100 p) (min 600.pt; max 1440.pt)&#039;&#039;&#039; &#039;&#039;2-4 Arachnarok Spiders with Spiderfang Warparty or Flinger and 0-1 Skitterstrand Arachnarok.&#039;&#039;&lt;br /&gt;
:Each member of the Battalion can reroll every 1 to hit when within 6&amp;quot; from another of them.&lt;br /&gt;
:*The Monster Mash battalion. A good battalion with a good benefit for good, cheap monsters. The only real downside is you can&#039;t fit Shaman-backed Arachnaroks in there, which makes it a little tough to squeeze all your battleline and heroes in a list with all this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#8B0000|Skitterstrand Nest}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(110 p) (min 630.pt; max 890.pt)&#039;&#039;&#039; &#039;&#039;2-3 Skitterstrand Arachnaroks.&#039;&#039;&lt;br /&gt;
: +1 to charge rolls to each model for each of them that came on the battlefield in the current turn.&lt;br /&gt;
:*Very good. Bring 3 Skitterstrands, have all of them deep strike, and get +3 to charge, making your opponent very sad. Only downside is that to run this you&#039;ve got to buy, assemble, and paint two to three arachnaroks.&lt;br /&gt;
:*(also their bases and models aren&#039;t that little, so find a way to put all three of them in vharge distance can be really difficult sometime. )&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#8B0000|Spider Rider Skitterswarm}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(120 p) (min 420.pt; no max .pt)&#039;&#039;&#039; &#039;&#039;0-1 Scuttleboss on Giant Spider and 3+ units of Spider Riders.&#039;&#039;&lt;br /&gt;
:+2&amp;quot; movement to every Battalion member.&lt;br /&gt;
:*Solid. What else is there to say? For the price of 6 Spider Riders you can turn all of your Spider Riders into extra fast zoomy boys.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#8B0000|Spiderfang Stalktribe (Superbattalion)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(110 p) (min 1180.pt; no max .pt)&#039;&#039;&#039; &#039;&#039;1 Webspinner Shaman (with or without the Arachnarok Spider), 0-2 Webspinner Shamans, 1-2 Arachnarok Spider Clusters, 1+ Spider Rider Skitterswarms and 0-1 Skitterstrand Nest.&#039;&#039;&lt;br /&gt;
:Each model in the Battalion that is within 24&amp;quot; from the Battalion&#039;s Webspinner Shaman(s) can reroll every 1 to save.&lt;br /&gt;
:*Great for a superbattalion, the effect is maximized with the giant base size of the Shaman on Arachnarok, making your whole army a little more survivable. Especially good if you have a second Arachnarok shaman or even another Spiderfang Shaman on foot. If you&#039;re running a 2k or 2.5k list of Spiderfang, this is definitely a great battalion to consider. All that being said, there&#039;s a &#039;&#039;lot&#039;&#039; of Arachnaroks in this battalion, and you&#039;ll probably start hitting the Behemoth cap, meaning that fitting Spiderfang Arachnaroks in your list can get tough.&lt;br /&gt;
:There is no Grimscuttle version of this battalion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#8B0000|Grimscuttle Spider Cluster}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(140 p) (min ?.pt; max ?.pt)&#039;&#039;&#039; &#039;&#039;2-4 {{AOSKeyword|Grimscuttle}} Arachnaroks.&#039;&#039;&lt;br /&gt;
:+30 on the Skitterstrand Nest and no restrictions on the type of Arachnaroks you&#039;re taking - you can include the Shaman Arachnarok and multiple basic Arachnaroks!&lt;br /&gt;
:Instead of rerolling, you get +1 to melee hit rolls for units within the battalion.&lt;br /&gt;
:*Now that is decent. While this won&#039;t affect your spider venom ability, unlike the regular Spider Cluster, it&#039;ll allow for more attacks in general to make it through.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#8B0000|Grimscuttle Nest}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(140 p) (min 630.pt; max 890.pt)&#039;&#039;&#039; &#039;&#039;2-3 {{AOSKeyword|Grimscuttle}} Skitterstrand Arachnaroks.&#039;&#039;&lt;br /&gt;
:+30 on the regular nest&lt;br /&gt;
: Instead of the +1 to charge rolls, instead of making normal moves, they can teleport all the way across the battlefield and end up 9&amp;quot; away from any enemy units.&lt;br /&gt;
:*Being able to &amp;quot;nothing personal, kid&amp;quot; is pretty cool, although with their inherent deepstriking, its kinda redundant. In comparison, the +1 to charge from the regular Skitterstrand Nest makes it difficult to take this, with a higher chance of the giant spiders making their charge, while a Skitterstrand from this battalion would always be charging from 9&amp;quot;, if you chose to do their special move. Hard pass on this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{color|#8B0000|Grimscuttle Skitterswarm}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(140 p) (min ?.pt; no max .pt)&#039;&#039;&#039; &#039;&#039;0-1 {{AOSKeyword|Grimscuttle}} Scuttleboss on Giant Spider or  {{AOSKeyword|Grimscuttle}} Webspinner Shaman and 3+ units of  {{AOSKeyword|Grimscuttle}} Spider Riders.&#039;&#039;&lt;br /&gt;
:+20 points on the standard Skitterswarm, plus you can use a Webspinner Shaman instead of the Scuttleboss.&lt;br /&gt;
:Instead of better movement, Before the first battle round, but after you know whose going first, you can put into reserve D3 units from this battalion and bring them out at the end of your first movement phase, 6&amp;quot; from battlefield edge and 9&amp;quot; from enemies.&lt;br /&gt;
:*You&#039;ll have to justify bringing this. The fact that you&#039;re not guaranteed all of the units in this battalion from outflanking makes it difficult to bring, but you get the benefit of saving at least one unit within it from being killed early on, if you go second. Defensively, its not bad, but if you&#039;re in the market for mobility, take the regular Skitterswarm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#DDA0DD;&amp;quot;&amp;gt;TROGGOTH&amp;lt;/span&amp;gt;===&lt;br /&gt;
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&amp;lt;big&amp;gt;{{color|#DDA0DD|Troggherd}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(170 p) (min 840.pt; max 6140.pt)&#039;&#039;&#039; &#039;&#039;A Dankhold Troggboss, 3-9 units of Dankhold/Fellwater/Rockgut Troggoths and 0-2 Aleguzzler Gargants.&#039;&#039;&lt;br /&gt;
:Every time a model in the Battalion makes an unmodified 6 to wound roll, that attack deals one extra damage. The only Trogg battalion, and it seems a little pricey for what you get.&lt;br /&gt;
:*Can&#039;t include Mollog or the Hag.&lt;br /&gt;
:*No options to include a second hero to take that second artefact, which makes a true one drop Troggoth army expensive.&lt;br /&gt;
:*Probably not worth it. Your heroes are already expensive and an extra artefact might be nice, but you might be better off spending the 180 points on two Fungoid Cave-Shamans and have not only more command points, but better magic support as well.&lt;br /&gt;
:*If you are bringing this battalion, Fellwater Troggoths are the best for it because they have the highest number of attacks. Second place goes to Aleguzzler Gargants, although they are unreliable (3D6 attacks when healthy and decreasing, and they sometimes fall over when making charges). Big blocks of Rockgut Troggoths get some benefit, as do Dankholds and lastly the Troggboss gets a bit better too. If you&#039;re bringing a lot of Fellwaters, like Aleguzzler Gargants or you&#039;re looking to reduce your drops, the battalion can be worth it. In other cases you could spend 180 points on better things as stated above.&lt;br /&gt;
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&amp;lt;big&amp;gt;{{color|#DDA0DD|Stomping Megamob}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(160 p) (min 820.pt; max 6120.pt)&#039;&#039;&#039; &#039;&#039;A {{AOSKeyword|Glogg&#039;s Megamob}} Dankhold Troggboss, 3-9 units of {{AOSKeyword|Glogg&#039;s Megamob}} Dankhold/Fellwater/Rockgut Troggoths and 0-2 {{AOSKeyword|Glogg&#039;s Megamob}} Aleguzzler Gargants.&#039;&#039;&lt;br /&gt;
:Same composition as the Troggherd, except slightly cheaper, and for Glogg&#039;s Megamob units.&lt;br /&gt;
:*Units can retreat and still shoot/charge later in the turn. Amazing!&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===General Tactics===&lt;br /&gt;
The Gloomspite Gitz are a Synergy faction that relies heavily on buffs, spells, careful positioning, and picking your battles. The vast majority of your army is made up of no-neck chumps too stupid to hold a sword the right way (Squig Hopperz, Stabbaz, Shootaz, Sneaky Snufflerz), and you&#039;ll have to counteract that by using them to exhaust the impetus of the enemy while the slightly-competent mooks (Boingrot Bounderz, Troggoths, Spiderfang Riderz) come in and mop up the remainder of the fight. GSG (Gloomspite Gitz) has good hordes, but terrible leadership brings them down significantly. While Death factions can have huge numbers and a fantastic Leadership 10-14, you&#039;re likely going to be stuck at leadership 6-7, factoring in the group size bonus. When you&#039;re facing the sheer number of lost models that hordes inevitably have, Death can replace the models easily and won&#039;t have many run away from a bad leadership failure. You, on the other hand will likely lose half again what you lost in casualties to the battleshock phase unless you&#039;re willing to spend an oh-so-precious Command Point to auto-pass the check. This is slightly counteracted by how cheaply we can GET these hordes (130 points for 20 Stabbaz is a pretty great deal even compared to skeletons, and Cave Squigs are the cheapest pile of wounds per points invested in them in the army) and that all we need the tarpit to do is hold the enemy in place for a turn, maybe two, while we get into position to stab them in the back.&lt;br /&gt;
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The first step to bein&#039; a dead kunnin&#039; Loonboss is looking over all your spells, command abilities, and special rules for pretty much everything you&#039;re planning on buying. Don&#039;t just get Sneaky Snufflerz because they look good, if you&#039;re making a whole army of Troggoths then the Snufflerz ability to buff can&#039;t be used on them, as it only affects &#039;&#039;&#039;MOONCLAN&#039;&#039;&#039; models. We recommend you start by picking a rough theme for your army, and building around that. Pick one or two units that you can&#039;t play without and decide to focus on making them good. Boingrot Bounderz are great, but to get the most out of them you can back them up with Sneaky Snufflerz, a Loonboss on Mangler Squigz, and/or a Fungoid Cave-Shaman with the Squig Lure spell. An Arachnarok with Spiderfang Shaman on top is a great leader, but his spells are most powerful alongside other Spiderfang models, such as Spider Riderz, a Spiderfang Boss on Giant Spider, or a second Arachnarok. Six Rockgut Troggoths are a hard-hitting unit that only get stronger with the support of a Dankhold Troggboss and a couple Madcap Shamans following them around, casting Arcane Shield on them and Itching Nuisance on their enemies. You don&#039;t necessarily have to go balls-deep on a theme by buying nothing but Spiderfang models, but keep in mind that Synergy is a HUGE thing for this army and as such you&#039;ll need to support each piece to see it fully reach its potential.&lt;br /&gt;
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Figure out who your General is, because they&#039;ll likely help you figure out what you&#039;ll have for the rest of your army. A Loonboss &#039;&#039;with&#039;&#039; Giant Cave Squig is a good, cheap general alongside 40-60 basic Grot Stabbaz and Shootaz, but a Loonboss &#039;&#039;on&#039;&#039; Giant Cave Squig will likely be unable to help them the same way as his ability only affects &#039;&#039;&#039;SQUIGS&#039;&#039;&#039;. Once you&#039;ve picked a general, it&#039;s pretty recommended to follow that up with a nice, cheap wizard (unless you picked Skragrott as your general, in which case, pick MORE wizards!). Wizards can cast spells obviously, but the Lore of the Gloomspite is great for helping smooth out the rough patches in your army, allowing Squigs to run and charge to get where they need to be, forcing a dangerous unit to fight last so you can charge it with multiple small units, or even teleport a dangerous unit into position to disrupt your enemy&#039;s gameplan right away. Secondly, Wizards can try and dispell which is extremely helpful against crippling curses or dangerous enhancement spells turning otherwise nonthreatening enemies into grot-cleaving powerhouses.&lt;br /&gt;
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There&#039;s a couple basic themes you as an army builder can follow. Of course, you can mix and match to your heart&#039;s content, but the Gloomspite Gitz has very tribal synergies.&lt;br /&gt;
*&#039;&#039;&#039;MOONCLAN HORDES:&#039;&#039;&#039; The Basic Stabbaz, Shootaz, and Fanatics are a great build-around for the horde player. With huge numbers of models taking up vast areas of board space, the enemy will be hard-pressed to avoid your tarpits, and even less able to kill them all, especially with the free ressurection offered by the Loonshrine. Best lead with a basic &#039;&#039;&#039;Grot&#039;&#039;&#039; hero such as Skragrott himself, or a Loonboss on foot with or without a Cave Squig companion. Backed up by phenominally cheap heroes such as Madcap Shamans, Loonbosses, and a Gobbapalooza, you can actually make a big block of crummy basic Goblins quite dangerous.&lt;br /&gt;
**&#039;&#039;&#039;MAGIC HEAVY:&#039;&#039;&#039; A subset of the basic Moonclan Grot army, this list brings tons of Endless Spells and cheap ass wizards to cast them. Bring the bare necessity of Battleline (Usually basic Stabbaz, but Cave Squigz can do it too) and then go absolutely insane with Fungoid Cave-Shamans, Madcap Shamans, Spiderfang Shamans, Gobbapalooza Boggleyes and Shroomancers, and lead this crew with Skragrott for maximum magic stupidity. At higher points levels you&#039;ll be casting more spells than Nagash will, and as soon as the Bad Moon flies over your wizards your magic will become truly oppressive.&lt;br /&gt;
*&#039;&#039;&#039;SPIDERFANG:&#039;&#039;&#039; The Spiderfang is a fifty-fifty split of cavalry and monsters, perfect for the player that likes mid-size armies with great mobility and mortal wound potential. Lead with a Spiderfang Shaman atop an Arachnarok aside a handful of Spider Riderz, with a Skitterstrand Arachnarok sitting in the wings to flank from any side. Keep a balance between monsters and troops - It&#039;s easy to get too many Arachnaroks and realize that your whole army is five slow monsters. Compound charge with Riderz and Arachnaroks for best results.&lt;br /&gt;
*&#039;&#039;&#039;TROGGOTHS:&#039;&#039;&#039; Wait, the Night Goblins can be run as super-elites? You bet they can. A Dankhold Troggboss with the Loonskin Command Ability is a genuinely amazing general, and if you back him up with 9-12 Rockgut and/or Fellwater Troggoths he&#039;ll be a truly scary threat. If you have points left over you can expand with a Dankhold Troggoth or two or even a Troggoth Hag if you decide to run Forge World. Your army of cockroaches will never die and you&#039;ll simply outlast most opponents. Just don&#039;t try and outrun them, you&#039;re too slow to keep up. And if you want magic but don’t feel like donating an organ to buy a Hag, a Fungoid and a Madcap Shaman will usually get the job done. Plus you’d have to be a zoggin’ idiot to turn down all those extra CP.&lt;br /&gt;
*&#039;&#039;&#039;SQUIGALANCHE:&#039;&#039;&#039; &#039;&#039;THE&#039;&#039; fastest army in the book, make no mistake. Sometimes you&#039;ll roll shitty and have movement 3 Squig Hopperz, but honestly that&#039;s all part of the fun. Almost everything flies, and it&#039;s phenomenally easy to run and charge, you&#039;re the Dark Eldar of Age of Sigmar. A Loonboss on Giant Cave Squig or Mangler Squigz is a good start, then back it up with a handful of Cave Squigs to contest objectives, before going all-out with Squig Hopperz, Boingrot Bounderz, and Mangler Squigz. The enemy will dissapear before they even get a a chance to attack back, and you&#039;re fast enough to threaten backline wizards and war machines by as early as turn 2. Just try and avoid situations where you have to make Leadership checks, your bravery is terrible.&lt;br /&gt;
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Lastly, here&#039;s some basic work-around ideas that have a specific theme and playstyle. Very much memes, but the whole point of the game&#039;s to have fun, right?&lt;br /&gt;
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====Fanatic Bomb====&lt;br /&gt;
Hand of Gork to teleport 60 Grots 9.1&amp;quot; away from the opponent. Release your 15 Fanatics 6.1&amp;quot; away. Be very cunnin&#039; &amp;amp; sneaky to cast Chronomantic Cogs. Congratulations, your opponent now has to deal with a guaranteed charge of 15 Fanatics and a potentially a solid 60 Stabba charge.&lt;br /&gt;
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====Pie In The Face====&lt;br /&gt;
From Warhammer Weekly. Go Grand Alliance Destruction. Take &#039;&#039;Spiderfang Stalktribe&#039;&#039; with three Skitterstrands (setup offboard) and a Scuttleboss. Take Gordrakk. Take a wizard and cogs. Then take whatever else to fill your points, trying to keep within Spiderfang Stalktribe. Take first turn due to low number of drops. Cast Cogs and set to +2 for the charge. Move Gordrakk forwards. Setup Arachnaroks 9inch from the enemy - this gives them a +3 for the charge. Activate Voice of Gork on them for a 3 dice charge (as well as +2 attacks). Ensure the Scuttleboss is nearby so you can reroll the charge. Now CHARGE for total of +5, three dice and a reroll on the Arachnaroks and a plain +2 on Gordrakk.&lt;br /&gt;
*Sadly you can&#039;t use &#039;&#039;Scuttling Terrors&#039;&#039; spell as the Skitterstrand are not on the board at that point.&lt;br /&gt;
*Named so because you have 4 units on 160mm pie dishes all alphastriking.&lt;br /&gt;
*More for the lols than optimal.&lt;br /&gt;
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====Smash them, eat them!(and trick them in a cunning way)====&lt;br /&gt;
(this is a personal opinion) an [almost] only troggoth and monsters army. Take 9 rockgut troggoths for being your tarpit and monsters killers, 12 fellwater troggoths in two squad of 6 each for take down light hordes, a troggboss and 2 giants. All of this can be included in the troggherd battalion, getting the &amp;quot;plus-one-damage-at-a-six-to-wound&amp;quot; ability. At last, get a madcap and a fungoid shaman. The madcap unique artefact get a enemy unit within 12&amp;quot; with -1 at the save, while both of them can cast good spells from the lore. Is really easy now. Rockgut eliminated elites (20 sequitors? Eliminated in a turn) the fell water destroy hordes, giants and troggboss go where is necessary to hit even harder and goblins laugh maniacally shouting &amp;quot;JUST AS PLANNED!&amp;quot; while being bastards from behind the trolls.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
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*&#039;&#039;&#039;Bonesplitterz:&#039;&#039;&#039; Anti-monster units, cavalry with constant movement. Also pairs aesthetically well with the Spiderfang Grots.&lt;br /&gt;
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*&#039;&#039;&#039;Kruleboyz:&#039;&#039;&#039; The Marshcrawla Sloggoth is an absolutely amazing ally with a permanent +1 to hit on an extremely forgiving aura range for &#039;&#039;&#039;friendly&#039;&#039;&#039; units. Doubly nice for Troggoths, where the Sloggoth&#039;s aura combines fantastically with the Instinctive Leader command ability of the Troggboss for Troggoth&#039;s hitting on 2&#039;s, rerolling 1&#039;s. Actually makes the Troggoths sound pretty good. &lt;br /&gt;
**Breakboss on Mirebrute Troggoth is also worth a look. It has the Troggoth keyword, so the Troggbosses Instinctive Leader ability works with it. Combine this with the Marshcrawla +1 to hit aura and Finest Hour and you&#039;ll be hitting on 2s rerolling 1s, wounding on 2s, -2 rend, 3 damage on 4 attacks up to 10 if you use the Breakabosses ability that lets you add attacks in exchange for mortal wounds to itself. This isnt even including the riders attacks, who also benefits from all the buffs.Though ultimately his 5 inch move may be to slow, when all the other Troggs have a 6 inch move. &lt;br /&gt;
**Killaboss on Corpserippa Vulcha is another interesting choice. On paper, he helps solve 3 of the weaknesses that a pure Trogg list has. He&#039;s very mobile, with 14inch flying. He&#039;s a monster so he counts for 10 on objectives, objective play is something Troggs struggle with. He can give the same command ability twice a turn. Troggs don&#039;t have unit champions and they arent elite. They are entirely reliant on your heroes to issue commands to them. Killaboss on Vulture can help with that by issuing All Out Attack or Defense twice. &lt;br /&gt;
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*&#039;&#039;&#039;Greenskinz:&#039;&#039;&#039; Has better archers, cavalry with constant movement. Sadly the Rogue Idol (which improves nearby grot&#039;s casting rolls and bravery by 1) is too expensive at 420 pts.&lt;br /&gt;
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*&#039;&#039;&#039;Sons of Behemat:&#039;&#039;&#039; Thanks to their mercenary mechanic, you can recruit one of four named Mega-Gargants with unique abilities.&lt;br /&gt;
**&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater mercenary. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
**&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: A Warstomper mercenary. Reroll jump attacks of 1, plus enemies within 6&amp;quot; get -1 to hit if the giant used his jump attacks earlier in the combat phase.&lt;br /&gt;
**&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
**&#039;&#039;&#039;Brawlsmasha:&#039;&#039;&#039; A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12&amp;quot; +1 Bravery. Outclassed by the other three in points and abilities. Basically useless here.&lt;br /&gt;
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Note, Ironjawz can take Gloomspite Gitz allies; whilst Gutbusters can take Troggoths. So you might want to consider those armies allegiance if you want to mix with those factions.&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Gods&amp;diff=119005</id>
		<title>Chaos Gods</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Gods&amp;diff=119005"/>
		<updated>2023-02-26T19:59:14Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Tzeentch */&lt;/p&gt;
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&lt;div&gt;{{heresy}}&lt;br /&gt;
{{Topquote|The creatures of the Warp are just &amp;quot;aliens&amp;quot; too, but they are not life forms as we understand the term. They are not organic. They are extra-dimensional, and they influence our reality in ways that seem sorcerous to us. Supernatural, if you will. So let&#039;s use all those lost words for them... daemons, spirits, possessors, changelings. All we need to remember is that there are no gods out there, in the darkness, no great daemons and ministers of evil. There is no fundamental, immutable evil in the cosmos. It is too large and sterile for such melodrama. There are simply inhuman things that oppose us, things we were created to battle and destroy.&lt;br /&gt;
|[[Horus|Horus Lupercal]], about to realize that he was wrong and that he could get great power from those &amp;quot;gods&amp;quot;, and then dearly regret his casual arrogance in thinking they wouldn&#039;t fuck him over.}}&lt;br /&gt;
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The &#039;&#039;&#039;Chaos Gods&#039;&#039;&#039; are the gods which rule over the Realm of [[Chaos]] in [[Warhammer Fantasy Battles]] and the [[Warp]] in [[Warhammer 40,000]]. They love nothing so much as dicking with each other, except perhaps with their mortal followers, and literally  each other (especially Slaanesh). Before they were gods, they were generally benevolent beings, when the Warp was a calm sea. Each one is formed by the emotions of living souls clumped together in the Warp/Realm of Chaos. Contrary to standard thought, they personify good attributes as well, and are powered as much by good as by bad. Even if said god started out entirely bad, in their eventual evolution as part of their natures, they will kill gods who represented entirely good things, and will gain not only their values, but their power by said value. &lt;br /&gt;
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Be aware many of the gods&#039; values will and do intersect. This is as much due to the chaotic nature of the gods as it is to the multitude of emotions that make up the living. For example: let&#039;s say you&#039;re literally obsessed with brutally murdering people and you get a real nice kick out of it. The act of spilling blood is gonna feed [[Khorne]], while the ecstasy and obsessive sensation you get out of it will feed [[Slaanesh]]. So yeah, there&#039;s some overlap, in that an individual doing a certain thing, under specific circumstances, can simultaneously feed multiple Chaos Gods, but the God who was invoked (whether intentionally or no) upon when commuting the action will get the most power out of it (I.E: You killed someone for Khorne. While your ecstasy from the murder will feed Slaanesh a bit, your simple act of ending a life will feed Nurgle, your continued ambition to please the Blood God to earn his favor will also feed Tzeentch a bit, but Khorne gets the most since you offered that kill to him foremost).&lt;br /&gt;
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==Overview==&lt;br /&gt;
According to the wikifans over at the Official Warhammer 40k Wiki, the Chaos gods were created and are sustained by the collective emotions of &#039;every sentient being of the material universe&#039;; so not just the Milky Way, but every alien, both heretical and loyal, in the whole universe. This however probably isn&#039;t true, or rather it&#039;s just very bad wording, because if the Milky Way alone has all of these sentient races in it, then there&#039;s a safe bet that most other galaxies in the rest of the universe also have a multitude of sentient races too. And there are like, at least billions upon billions of galaxies in the observable universe, let alone the true universe which is likely many magnitudes larger. Based on what we&#039;ve seen in the fluff, &#039;&#039;That&#039;&#039; many galaxies, filled with &#039;&#039;that&#039;&#039; many sentient lifeforms, &#039;&#039;all&#039;&#039; feeding only &#039;&#039;four&#039;&#039; Chaos Gods, would give said Chaos Gods so much power that they would probably have the capability to turn the entire galaxy (and many others) into massive Eyes of Terror at a simple scheming click of their heretical fingers. But of course, that hasn&#039;t happened (thank the fucking Emperor). Which probably means those wikijerks are talking complete [[Bullshit|unadulterated bullshit]] (or are making the common and infuriating mistake of conflating &amp;quot;universe&amp;quot; with &amp;quot;galaxy&amp;quot;). In actuality, the full range of influence the Ruinous Powers have only extends to the area of the Milky Way and not much further. After all, a specific location in the Warp corresponds with a specific location in the Materium; your thoughts and emotions will have an effect (albeit very minor) on the Warp in your specific corresponding location, and the collective thoughts and emotions of a galaxy&#039;s population will only have an effect on that specific galactic area of the overall Warp. This essentially means the four Chaos Gods are completely confined to the Milky Way galaxy, because that&#039;s where the emotions that created and feed them are currently being felt. &lt;br /&gt;
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So what does that really mean? Well, it means the Warp in the vast, cold, empty space between galaxies is calm as fuck, absolutely nothing like the infested shitty plughole it is right now in our home galaxy, because there&#039;s no sentient life and hence no chaotic emotions there to stir it up. However, this also means that if other galaxies out there have their own interstellar sentient species with a presence in the Warp, then those galaxies will have their own Chaos Gods [likely just analogous versions of the four ([[Malal|point five]]) we have, although it&#039;s also possible that the different emotions might be allocated differently for each galactic pantheon; Andromeda might have gods based on the seven deadly sins, for example] that reside there and are also confined to the area of their own galaxy. But who knows? Maybe each warp god is a reflection of the galaxy that birthed it, and the aliens that live in other galaxies there have actually got their shit together and all get along like best buddies in a setting that just oozes [[Noblebright|noblebright]] from every pore, and the Chaos Gods there aren&#039;t even called that because they&#039;re all so friendly and cushy to everyone and like to play vidyagames with each other and cracking open cold ones on a warm Friday night while watching The Batchelor. Maybe the Warp gods in most galaxies actually maintain contact with those in neighbouring ones, and everyone just stays the fuck out of the Milky Way for the same reason most 21st century tourists stay out of Somalia. How sweet... I wonder what would happen if two galaxies, both with their own analogous Chaos Gods, collided. Would they just absorb each other into a new pantheon of four even-more-powerful Gods? Would they fight each other until one reigned supreme? Or would they get along like good ol&#039; chums since they understand each other perfectly? Anyway, tangents. This fallacy is explained further in detail just right below.&lt;br /&gt;
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Now that I say all of this, why the actual &#039;&#039;&#039;FUCK&#039;&#039;&#039; has no one decided to just up and leave the galaxy already?! It&#039;s a complete shithole! It&#039;s filled to the absolute brim with nothing but copious amounts of [[Grimdark]] and a whole host of things that want to murder, rape and eat you, not necessarily in that order. And it&#039;s &#039;&#039;still&#039;&#039; being filled up with that shit, both [[Necron|crawling out from under the ground]] and [[Tyranid|flying in from outer space to OMNOMNOMNOM the faces of everyone you both despise and adore]]. Even if you&#039;re lucky enough to escape the immediate crossfire, you&#039;re still likely to be part of [[Imperium|a civilisation that completely smashes any feeling of worth or individuality out of you and treats you like just another cog in the machine of trillions of cogs]]. Just leave already, god dammit. What about Andromeda? I hear it&#039;s rather pleasant this time of year. At least compared to this literal hellhole. But it&#039;s probably not possible for the same reason why [[Roboute Guilliman|Big Bobby G]] and [[Lion El&#039;Johnson|Lion-O]] couldn&#039;t simply fly over the Ruinstorm to get to Terra; if the space between galaxies is calm because there are no souls, that probably means there&#039;s no warp either, making intergalactic travel impossible. But this is just baseless speculation that contradicts the nature of the Warp&#039;s existence, specifically that the Warp is influenced by life, not created by life, and existed before even the first lifeforms did. Plus, you need to be Necron-tier to get pass the nids off galaxy.  Or it could be things like the Void Dragon possibly eating a million galaxies before returning to ours where he then met the Emperor, the Tyranids consuming a thousand galaxies, and generally such things indiciate that outside of the Milky Way is worse than in the Milky Way.&lt;br /&gt;
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But then again, It is officially stated that Warhammer 40k and Warhammer Fantasy are completely different franchises which just so happen to have the same Warp with the same Chaos Gods.&lt;br /&gt;
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Now, where were we? Oh yes, Chaos Gods. Ahem.&lt;br /&gt;
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===On the Question of Omnipotence===&lt;br /&gt;
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One of the most [[Skub|talked about and hotly debated topics]], especially amongst Chaos players is the question of Omnipotence. [[Matt Ward|Other than massive fanwanking and colossal jerk-offs,]] it must be stated and stressed that the Chaos Gods for all their strength are not omnipotent, for to be omnipotent means to be all-powerful and the idea of the Great Game greatly debunks this claim. Part of the problem may lie in the fact that folks like to give examples of the power of the Chaos Gods from codexes from the Rogue Trader era and Second Edition, eras which are of &#039;&#039;dubious&#039;&#039; canonicity. You see, what they don&#039;t seem to understand is that GW, especially &#039;&#039;early&#039;&#039; GW, had a habit of making use of flowery language and hyperbole to exaggerate the grandeur of something or someone. This by itself is not a problem, as 40k runs on exaggeration. The problem is that [[Powergamer|&#039;&#039;some folks&#039;&#039;]] seems to lack any ability to discern nuances or critical thinking skills and proceed to extrapolate these hyperboles as true, completely ignoring the fact that the majority of these flowery examples came from either a) the viewpoint of a Chaos Cultist b) in-universe propaganda and/or c) extremely old sources where [[Ian Watson|all sorts of wacky hijinks were birthed.]] As such, the credibility is highly suspect and should be taken with a mountain of salt.&lt;br /&gt;
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So when sources &#039;claim&#039; that the Chaos Gods could destroy &#039;universes&#039; or Greater Daemons were [[Exterminatus|destroying entire planets wholesale]] within the [[Warp]], the validity should be scrutinized in the same way fa/tg/uys scrutinize [[Furries]]. What the Chaos Gods or their followers claim to be true (remember that they are notorious [[Bullshit|liars]]) does not match up with their actual abilities both in Warpspace and in Realspace. If they were truly multiversal as they claim, then, first of all, the [[Hive Mind|Shadow of the Warp]] should not be an existential threat to them. After all, a true universal - let alone multiversal - entity should not even notice a few intergalactic bugs on the windshield. Moreover, the Necron Pylons should also not be considered a threat to the big four, for if they possess such levels of reality-warping power, they should not be dependent in letting their [[Failbaddon|errand boy]] do all their dirty work for them in realspace. Even in the Warp, their so-called &#039;omnipotence&#039; did not stop a certain [[Kaldor Draigo|Mary Sue]] from trashing their backyard from time to time.&lt;br /&gt;
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The reality is the Chaos Gods, as far as deities go in Science Fiction, are pretty weak sauce. For example:&lt;br /&gt;
*They are utterly dependent on the emotions of a single galaxy (if they really did not care about emotions as some may claim, then they shouldn&#039;t be &#039;&#039;that&#039;&#039; invested in the Imperium now would they?).&lt;br /&gt;
*Certain [[Tyranids|critters with enough mindless psychic connections can close entire Warp-rifts and there is nothing the Chaos Gods can do about it.]] &lt;br /&gt;
*Tzeentch&#039;s self-proclaimed omniscience is put into doubt seeing as how he and his [[Kairos Fateweaver|underlings]] failed to predict the rise of [[Roboute Guilliman|Robo Guillitan]] [[Gathering Storm|and the following]] [[Indomitus Crusade|mechinations of it]].&lt;br /&gt;
*Their self-proclaimed reality-warping powers are self-contained in the Warp, and even then it is restricted to their own realms. Much like how a child could create and manipulate anything in a sandpit does not automatically equate to the child turning sand into gold, the same analogy applies here - seriously it is telling that the Gods of Chaos couldn&#039;t do jackshit about the Necron Pylons for &#039;&#039;60 million years&#039;&#039; since the War in Heaven.&lt;br /&gt;
*Their dreaded Chaos corruption such as Scrapcode could literally be stopped by an AdMech Priest cutting off the connections fast enough during the Fall of Mars, knowing how abysmal 40k&#039;s A.I. are, that shit ain&#039;t touching the likes of a [[The Culture|Culture Mind,]] [[Halo|a Contendor-class A.I.,]] and the [[Xeelee Sequence|Anti-Xeelee]]. To state otherwise would be a No Limit Fallacy and a False Equivalency since the idea of scrapcode would be overpowered against the likes of the Necrons, Tau and the AdMech, yet this shit has seldomly been used which suggests limitations on the behalf of Chaos.&lt;br /&gt;
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In retrospect, the contradictions of what the Chaos Gods/followers &#039;&#039;claim&#039;&#039; and what they are actually shown to do is no different than the problems the [[Hive Mind]] has found itself in as [[Tyranid#&#039;Masters of Evolution&#039;?|can be read here.]] They are all bound by GeeDubs&#039; status quo and the balance of power, as such their powers are restricted insofar in one galaxy to preserve the status quo. With the bombshell of &#039;&#039;&#039;Godblight&#039;&#039;&#039;, the argument of omnipotence has finally been shot down after Chaos got hit with a &#039;&#039;massive&#039;&#039; [[nerf]] bat. From the [[Emprah]] suggesting that the Daemon Primarchs can be redeemed, thereby making the threat of Chaos corruption impotent to Big-E literally shoving his Power Sword up [[Nurgle|Nurgle&#039;s]] ass and his garden, &#039;&#039;&#039;&#039;&#039;permanently&#039;&#039;&#039;&#039;&#039; wounding him grievously, to the outright confirmation that a Chaos God without sufficient faith would degenerate into Warp-soup and become perma-K.O. as faith is what gives Warp entities sentience. Godblight has single-handily trashed any presumption of Chaos omnipotence in but a few chapters, and let&#039;s not even get into a single [[Primaris Lieutenant]] kicking one of the strongest Nurglite Greater Daemons in the ass...[[Bullshit|&#039;&#039;somehow&#039;&#039;]].  &lt;br /&gt;
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So are the Chaos Gods powerful? In the universe of [[Star Wars]], [[Star Trek]] and [[Bioware|Mass Effect]], sure, of course they are. Are they omnipotent multiversal destroyers? Hell the fuck no. If you&#039;re honestly thinking that these &#039;&#039;guys&#039;&#039; are in the same ballpark as [[/co/|the Abstract Entities of Marvel and DC]], [[Doctor Who|the Time Lords]] or the motherfucking Downstreamers, then you should probably go see a doctor for a prostate exam; constant wanking is bad for ya health you know.&lt;br /&gt;
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[[Tl;dr]], 40k is prone to not applying the concept of &amp;lt;u&amp;gt;&#039;&#039;&#039;Show Don&#039;t Tell&#039;&#039;&#039;&amp;lt;/u&amp;gt;, which is ironic given the reputation of 40k in general, but it happens again and again and again. A good narrative showcases its targets&#039; capabilities and feats, a bad narrative just tells them to the viewers. If the Chaos Gods can actually pop universes like grapes, &#039;&#039;then we better fucking see them popping an actual universe&#039;&#039;. No wishy-washy flowery language, no offhand statements in the codex, no shenanigans inside the Warp which is unreliable &#039;&#039;at best&#039;&#039;. &amp;lt;u&amp;gt;&#039;&#039;&#039;Show Don&#039;t Tell&#039;&#039;&#039;&amp;lt;/u&amp;gt;. It isn&#039;t just the Chaos Gods that are guilty of this mind you, the [[Men of Iron]] and even the [[War in Heaven]] [[Necron]]s are guilty of this as well. Sun-snuffing machines the size of Saturn&#039;s rings and Breath of the Gods asshattery means jack shit if we don&#039;t actually see them in action. &amp;lt;u&amp;gt;&#039;&#039;&#039;Show Don&#039;t Tell&#039;&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
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==Khorne==&lt;br /&gt;
{{Main|Khorne}}&lt;br /&gt;
[[File:Khorne First.jpg|thumb|right|200px|Lord of RAEG, War, Butthurt, Steroids and Testosterone. Really just a grouchy puppy.]]&lt;br /&gt;
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BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! MILK FOR THE KHORNE FLAKES! BUTTER FOR THE POP KHORNE! Oh, sorry. In case it wasn&#039;t obvious, Khorne is the god of battle, martial honor, and oh yeah, BLOOD! Although primarily formed from hate and rage, bravery and honor are also thrown in the mix. Also in the mix are mercy (in particular, mercy for those too weak to put up a fight and be a challenge to kill. This is almost never shown in the fluff though, annoyingly), courage, regret, fear, athleticism, determination, daring, impulsiveness, and struggling onward in the face of any odds.&lt;br /&gt;
* Gender - DEFINITELY A MAN, AND DON&#039;T YOU FORGET IT!! &amp;lt;strike&amp;gt; I thought he was female? &amp;lt;/strike&amp;gt; {{BLAM|&#039;&#039;&#039;*BLAM!* *BLAM!* THAT&#039;S DOUBLE HERESY!!&#039;&#039;&#039;}}&lt;br /&gt;
* Main Enemy - Slaanesh, as he considers him/her/them to be too frilly and really doesn&#039;t care about sensations, especially when they prolong the spilling of blood, to the point fluff wise it is distinctly pointed out he hates the priss even more than tzeench,  going so far as to have slaaneshi and khornates have the hatred special rule against eachother. &lt;br /&gt;
* Bro god - Nurgle, although he doesn&#039;t seem to mind Khaela Mensha Khaine (they&#039;re probably the same thing, though), and he is rumored to be in a polyamorous relationship with Mork and Gork.&lt;br /&gt;
* Love Interest - Gork and Mork (see above). [[Valkia the Bloody]] (Canonically - yes, your brain is now broken).&lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Legion - The [[World Eaters]], other various chapters and bands of warriors dedicated themselves to him since. Also has IG-equivalent armies like the [[Blood Pact]].&lt;br /&gt;
*[[Warriors of Chaos]] &amp;quot;Hero&amp;quot;/Chaos Tribe: Arbaal the Undefeated (ANGRY VIKINGS!! FUCK YEAH!!), Valkia the Bloody, Scylla Afingrimm (former warlord turned [[Chaos Spawn]] and still kicks ass), Hrafn Untam, Haargroth the Blooded, Skarr Bloodwrath. Khorne also has an entire Norse confederation especially devoted to him known as the Aeslingr. &lt;br /&gt;
* Sacred Number - 8 (&amp;quot;The eightfold path&amp;quot;)&lt;br /&gt;
* Adjective - Khornate&lt;br /&gt;
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File:WE Heretic Astartes 2.png|A Khornate Berzerker Heretic Astartes of the [[World Eaters]] Traitor Legion.&lt;br /&gt;
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==Nurgle==&lt;br /&gt;
{{Main|Nurgle}}&lt;br /&gt;
[[File:Nurgle Old.jpg|thumb|right|200px|Despite his and his minion&#039;s appearances, they&#039;re actually pretty nice (for debatably self-aware boogers).]]&lt;br /&gt;
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Nurgle is the god of filth, pestilence, decay, and generally being a cool dude (which are [[Neckbeard|obviously related]]). Formed from despair and fear of death, his portfolio also includes acceptance and stoicism. Other values include inevitability, empathy, kinship, struggle, (familial) love, tradition, mercy, and memory. Nurgle is also notable for being the only Chaos god that cares for his followers whatsoever, bordering on love (in fact in 40k, he loves the [[Eldar]] goddess [[Isha]] so much that he [[grimdark|chained her up and force feeds her his new diseases]], because that&#039;s the only way he knows how to express love... yeah, love sucks &amp;lt;s&amp;gt;sometimes&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;all the time&amp;lt;/S&amp;gt; most of the time). Also note that one aspect of him that is played up in the End Times is that he is in fact the god of life, only for him it means unrestrained, infinite life such as with pathogens and tumors.&lt;br /&gt;
* Gender - A (slob of a) man. A VERY fat, old one.&lt;br /&gt;
* Main Enemy - Tzeentch, the paragon of hope and change, in opposition to Nurgle&#039;s representation of decay and inevitability.&lt;br /&gt;
* Bro god - Khorne, mostly because Nurgle is the only Chaos god Khorne doesn&#039;t entirely hate.&lt;br /&gt;
* Love Interest - His joy and wife, [[Isha]]. Now pines for Alarielle, since he [[Everqueen#Isha.2FAriel_Alarielle_Fusion_Dance.21|lost Isha to her]].&lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Legion - The [[Death Guard]]. Has tons of other followers like the [[The Purge]] (omnicidal wackos who have no problem using chemical and virus weapons on helpless populations), [[Apostles of Contagion]] ([[Zombie Plague]] aficionados), the [[Lords of Decay]] (utterly loyal Marines sent to die in the Eye, holy fuck these guys made a direct assault on the Solar System and won Pluto), and human IG armies like the rebellion on [[Vraks]].&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot;/Chaos Tribe: [[Valnir|Valnir the Reaper]], old school champion of Nurgle;  [[Festus the Leechlord]] (this guy used to be a doctor in the Empire; he&#039;s not even a Northman). The Crow Brothers of the Björnlings are especially devoted to him also (Festus leads these guys), the [[Glottkin]], [[Gutrot Spume]] (a Nurglite pirate barbarian), the [[Maggoth Lords]] of Icehorn Peak. It could also be possibly argued (especially considering [[Age of Sigmar|Age of Skubmar]]) that the Skaven Clan Pestilens is some sort of splinter cult built on worshipping Nurgle while thinking that they&#039;re worshiping an aspect of the Horned Rat.&lt;br /&gt;
* Sacred Number - 7 (though 3 is also a popular number)&lt;br /&gt;
* Adjective - Nurglite&lt;br /&gt;
* Please note that the above lore mixes both Warhammer fantasy lore and Warhammer 40k lore which, although the character is virtually indistinguishable, are not the same thing. [[Skub|Maybe]].&lt;br /&gt;
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File:Plague Marine 8th Ed.png|A [[Plague Marine]] of the [[Death Guard]] Traitor Legion.&lt;br /&gt;
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==Slaanesh==&lt;br /&gt;
{{Main|Slaanesh}}&lt;br /&gt;
[[File:Slaanesh Old.jpg|thumb|right|200px|The embodiment of all things PR0N.]]&lt;br /&gt;
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Slaanesh is the god/dess of pain, pleasure, and perfection... or, in other words, a god of [[1d4chan|emotions formed from emotions]], not all of which are bad. In 40k (WHFB didn&#039;t elaborate how Slaanesh was born, so we can only assume he/she/they manifested normally like the other Gods), an inherently psychic race called the [[Eldar]] created him/her/them by having so many damn orgies they tore space-time a new asshole (The Eye of Terror). Formed mainly from hedonism and excess, love and creativity are also attributes of Slaanesh. Other facets include perfectionism, obsessiveness, attention-whoring, jealousy, sensuality, [[Doomrider|DRUGS]], empathy, self-expression, individuality, art, music, joy, and admiration (so quite literally the god of sex, drugs, and rock &#039;n roll!).&lt;br /&gt;
* Gender - Whatever you want it to be, sugar!  In WH Fantasy you&#039;ll see illustrations of a lecherous old hag / old man / old bits-of-both; in WH40k depictions are of a young flamboyant hermaphrodite.&lt;br /&gt;
* Main enemy - The brutish Khorne, obviously. H-he never calls...&lt;br /&gt;
* Bro god - Tzeentch, although that&#039;s mostly because he&#039;s the least icky of the Chaos gods. His/her/their friendship with Nurgle is a bit questionable since he stole [[Isha]] during Slaanesh&#039;s proverbial and... literal raping of the former Eldar Empire, though it isn&#039;t shown anywhere that Slaanesh still openly detests Nurgle for that (Hell, their daemons temporarily joined forces once or twice). Generally the most open to working with the others.&lt;br /&gt;
* Love Interest - All of them. Still pines for Isha, and is depressed no one ever seems to love him/her/them back. Tries to tempt Khorne into raping him/her/them. Gave up on Nurgle after he got married. For a long time has been pining for Tzeentch of all people, but she can never seem to make him think she likes him as more than just a friend. Basically, she&#039;s the hot chick who got friendzoned by the nerd. But he/she/they won&#039;t give up!&lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Legion - [[Emperor&#039;s Children]]. Also has others to call on like The [[Flawless Host]] (their drugs make Emperor&#039;s Children&#039;s look like baking powder), [[Violators]] (these guys body sculpt themselves enough to make a [[VtM|Tzimisce]] well up with pride), as well as, again, various IG-equivalent armies.&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot;/Chaos Tribe: Sigvald the Magnificent (he really is quite magnificent...), [[Dechala|Dechala the Denied one]], former high elf maiden turned into near greater daemon level, Azazel, former bro of [[Sigmar]], Styrkaar of Sortsvinear. &amp;lt;s&amp;gt;The Varg tribes serve him.&amp;lt;/s&amp;gt; NO WE DON&#039;T. Likely that the Hung worship him/her/them, purely judging from their nomenclature. Also, [[Dark Elves (Warhammer Fantasy)|Dark Elves]], pre-retcon.&lt;br /&gt;
*Sacred Number - &amp;lt;s&amp;gt;sex&amp;lt;/s&amp;gt; 6. Probably 69 and 420 as well, due to what they’re associated with.&lt;br /&gt;
* Adjective - Slaaneshi&lt;br /&gt;
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File:Mandraykh Blyss EC.png|A Slaaneshi-Heretic Astartes of the [[Emperor&#039;s Children]] Traitor Legion.&lt;br /&gt;
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==Tzeentch==&lt;br /&gt;
{{Main|Tzeentch}}&lt;br /&gt;
[[File:Tzeentch Old.jpg|thumb|right|200px|Change we can all believe in...]]&lt;br /&gt;
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Tzeentch is the god of [[Just as planned]], being a wishy washy nerd, and magic, arguably the coolest and most potentially powerful of the four due to being nerfed from his actual true power in the height of his age of coming from both respective canons of Warhammer and generally being the most victorious when fighting against humanity and other races as a scheming jerkass. Tzeentch is formed from paranoia and plotting, but also, amazingly enough, hope and ambition. Other values include trust, curiosity, dissatisfaction, aspiration, progress, knowledge, learning, protection, will, anarchy, and change. If the scheme isn&#039;t as convoluted as a transgender seahorse, it&#039;s not Tzeentch&#039;s. Except for when that&#039;s what he want you to think.&lt;br /&gt;
* Gender - Always changing, but usually male or genderless.&lt;br /&gt;
* Main Enemy - Nurgle, because he symbolizes stagnation, a.k.a. refusal towards change. Khorne as well, as the jock bullies him for his nerdiness, which is what Tzeentch wants you to believe, in truth he bullies and torments Khorne.&lt;br /&gt;
* Bro god(dess) - Slaanesh, who isn&#039;t as brutal/dumb as Khorne and not as much of a lazy bastard as Nurgle. Plus, he/she/they&#039;re nice to little Tzeentch! [[Cegorach]] might have a Shonen Rival Bro Bond with him when they don&#039;t fight on different teams. &lt;br /&gt;
* Love Interest - Kind of wishes that the Deceiver, Cegorach, and the Emperor were chicks. For female gods hes got an Eye for [[Arianka]] since she&#039;s a rival to his whole all play to her all work dynamic and wants her to be the [[Isha]] to his Nurgle. &lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Legion - [[Thousand Sons]], and basically no other Space Marine groups; only [[The Scourged]] are canonical non-TS-descendants who are dedicated to Tzeentch. Tzeentch also apparently doesn&#039;t have any IG-equivalent armies dedicated to him in particular (besides the [[Prospero Spireguard]] who are more like the Thousand Sons auxilia than anything else). In-universe this is most likely because if a Guardsman is going to turn to a specific Chaos god, the prospect of [[Khorne|power and unending glorious conquest]], [[Nurgle|freedom from all pain and suffering]], or [[Slaanesh|all the booze, drugs and whores you can handle and then some]] are more attractive options than being a scheming nerd. Or else Tzeentch&#039;s non-marine cultists are rarely warriors or soldiers, more often power-hungry bureaucrats, nobles, Imperial Governors, and even Inquisitors. Out of universe it&#039;s hard to make Tzeentch-focused units other than TS when their signature units are sorcerers, who only come in small quantities on the tabletop, and the Sons-specific Rubric Marines. He also offers limited knowledge of the future, represented in game with a boosted Ward save from the Mark of Tzeentch.&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot;: &amp;lt;s&amp;gt;Vilitch the Curseling&amp;lt;/s&amp;gt; [[Egrimm van Horstmann|Egrimm van Horstmann]]. No Chaos Tribe seems to revere him to any exceptional extent (well there was this Sarl tribe and it was ruled by a Tzeentch chieftian, but [[Wulfrik the Wanderer|Wulfrik]] killed him as well as his son) but he pulled out some nasty tricks such as becoming the grand magister of the Order of Light and fucking said order up before flying away on top of a dragon. Also, got [[Cathay]] in a bag.&lt;br /&gt;
* Sacred Number - 9&lt;br /&gt;
* Adjective - Tzeentchian&lt;br /&gt;
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File:TS Sorc Divination.png|A Tzeentchian Chaos Sorcerer of the [[Thousand Sons]] Traitor Legion.&lt;br /&gt;
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==Malal==&lt;br /&gt;
{{Main|Malal}}&lt;br /&gt;
[[File:Malal.jpg|150px|right|thumb|Then we have this motherfucking out of place/odd one out weirdo here....]]&lt;br /&gt;
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Though not as relevant as the other big four, Malal is still more notable than the other minor Gods mentioned below. He&#039;s sort of the borderline between major and minor chaos gods.&lt;br /&gt;
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Malal is a renegade Chaos god that only appeared in one comic for Fantasy before his creators divorced and took their character with them, resulting in GW shitcanning most of the original sculptors and artists. Then he was replaced with two entirely different characters with the same basic domain before being quietly swept under the rug and forgotten, barring the odd reference that slips out here and there. He is fittingly the god of fractiousness and dissent, which means his power is parasitic: any time the four other major Milky Way Warp gods do their thing, which is to say strive to gain power at the expense of the materium and eachother, Malal grows in power as well. Because of his nature as a common enemy to the big four and thus a Warp Entity that fights the Warp, he is also sometimes a god of atheism, contradictions, and paradoxes, when he exists at all. That being said, he did have awesome champions who lived solely to hunt down the greatest champions of the other gods, which is pretty [[Awesome]]. Sadly (or not, depending on your opinion), [[Games Workshop]] idiotically lost the rights to his name, so he&#039;s been more or less retconned. Except now he &amp;lt;i&amp;gt;might&amp;lt;/i&amp;gt; be back in 40k, with a [[Chaos Space Marine]] warband called the [[Sons of Malice]] who worship a god called Malice...who just happen to wear a color scheme of black and white, and just happen to have a symbol of a bisected skull, and whose premier Chaos weapon specializes in killing Daemons. There&#039;s also [[Beastmen]] of Malal in one of the card games. But nope, don&#039;t you dare say they worship Malal. Like Khorne, Malal has an aspect of hate, however it&#039;s more along the lines of loathing (including towards self), [[derp|malice]] and cold contempt compared to Khorne&#039;s ragey hot-blooded variety. While a worshipper of either might shoot up a school, a malal worshipper would probably think of it like exterminating pests rather than a pleasant rampage. Beyond all that, his portfolio includes paradoxes, justice, revenge, nihilism, and the inevitability of Chaos turning upon itself. Every time the others fight or power shifts between them, he grows stronger. Just like Chaos will eventually win and consume all worlds, Malal will eventually win and consume all Chaos resulting in oblivion for all things...then if GW took the full bite off Moorcock&#039;s work and not just the parts they wanted, the whole thing starts all over again from the beginning. &lt;br /&gt;
* Gender - Maleal&lt;br /&gt;
* Main Enemy - EVERYONE. Because Malal&#039;s an edgy loner who doesn&#039;t play by the rules (also because he represents one of the few things GW didn&#039;t steal from [[Moorcock]], that Chaos eventually destroys itself), although the forces of [[Chaos Undivided]] might logically be prioritized over other folk.&lt;br /&gt;
* Bro God(ess) - Probably any character that has been retconned away, that [[Squats|is angry about not being a part of the canon anymore]]. A story where he temporarily joins forces with someone like Emps or the [[C&#039;tan]] might also work.&lt;br /&gt;
* Love Interest(s) - As per his nature as an edgelord, he has a tsundere love-hate relationship with chaos itself.&lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Chapters - [[Sons of Malice]]. And that just about sums it up. No Imperial Guard equivalent, no daemon spawn, nothing (that we know of). So yeah, that pretty much makes him a god of hipsters too. /tg/ has made a fan-codex for [[Malal Daemonkin]], though, so go help yourself :)&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot;/Chaos Tribe: A fellow named Kaleb Daark was Malal&#039;s first revealed servant, who swung around a pterodactyl head on a stick. The Ogre Skrag the Slaughterer fucked up dwarves in his name before pussying out to follow some shitty Ogre god thanks to retcons. There&#039;s a small tribe of Beastmen named the Claws of Malal as well. &lt;br /&gt;
* Sacred Number - 11&lt;br /&gt;
* Adjective - Malalic&lt;br /&gt;
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Image:Maxresdefault.jpg|220px|A Malalic Space Marine&lt;br /&gt;
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==Great Horned Rat==&lt;br /&gt;
{{Main|Horned Rat}}&lt;br /&gt;
[[File:Betterskaven.jpg|220px|right|thumb|Thinks he&#039;s better than sliced Jesus.]]&lt;br /&gt;
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This otherwise-unnamed deity is patron of the [[Skaven]], and god of... well, rats. He also infringes copyright on both Nurgle&#039;s and Tzeentch&#039;s portfolios, but it&#039;s mostly rats. The Horned Rat once appeared in material form; he&#039;s the only Chaos god to do so. Of course, in Skaven fashion, he just ate a ton of the Skaven present, gave some orders and left; the Skaven only serve him out of fear, even though their belief in him only makes him stronger.  He left them with a warpstone monolith containing the Skaven equivalent of the Ten Commandments.&lt;br /&gt;
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In Age of Sigmar he was promoted to Chaos God following the demotion of Slaanesh out of the Great Game. &lt;br /&gt;
* Gender - Referred to as male. &lt;br /&gt;
* Main Enemy - Everyone, backstabbing is his primary creed and portfolio. Being cowardly, he will also work with any Chaos God, mostly Nurgle. Archaon shows him the least respect, however.  &lt;br /&gt;
* Bro God(ess) - Nurgle, as far as his followers are concerned. They have very similar hobbies.&lt;br /&gt;
* Love Interest(s) - As Skaven themselves are incapable of feeling love, it is unlikely GHR can either. &lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Chapters - None. Great Horned Rat does not exist in 40k. Although there are [[Death Guard]] miniatures with [[Skaven]] heads.&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot; - [[Clanrats]]. All of them. ALL OF THEM!  Also apparently [[Thanquol]], because the Great Horned Rat thinks his fuckups are hilarious. &lt;br /&gt;
* Sacred Number - 13&lt;br /&gt;
&lt;br /&gt;
==The Other Ones==&lt;br /&gt;
Older editions of Warhammer Fantasy and 40k mention several lesser Chaos gods. Nowadays, they only appear(ed) in WFB (and even then, only sparingly), with some (the Horned Rat and Hashut in particular) generally considered to be separate from the &amp;quot;main&amp;quot; Chaos pantheon.&lt;br /&gt;
&lt;br /&gt;
Until the Horned Rat replaced Slaanesh as the Fourth Chaos god after the End Times. This change did not affect 40k (or presumably any other universe Slaanesh exists in), and Slaanesh is slowly breaking the prison walls.&lt;br /&gt;
&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
====Ashedte&#039;gash====&lt;br /&gt;
A Minor Chaos God who was once an orphan on the streets of the Empire, who grew up learning that strength and cleverness are what allows one to survive, and that those who are weaker and stupider should be climbed over and killed to serve their betters. As such, he is served by only a few Greater Daemons, as the Lesser Daemons that followed him were all killed off for realsies in the Warp by their betters in an Ayn Randian survival-of-the-fittest natural selection murderfest.&lt;br /&gt;
&lt;br /&gt;
Ash has only a handful of Greater Daemons serving him. All of the lesser daemons were destroyed in the ever present struggles to prove oneself to Ash. The remaining daemonic servants of Ashedte&#039;gash are heavily armored Greater Daemons, wearing plate armor, carrying giant two handed swords. Little is known of these foul servants of Ashedte&#039;gash. They lack wings to fly, but except from this nothing is known, but of their great strenght at arms.&lt;br /&gt;
&lt;br /&gt;
His True Name is apparently Gristleskull Bloodvomit.&lt;br /&gt;
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====Atagro====&lt;br /&gt;
Lord of Beasts, was once mortal but was risen to Minor Chaos God status by Shagraunt, another Minor Chaos God, deeds included slaying a Sandworm in Araby. Atagro is a huge vicious creature clad in glistening black armor and crowned with a fierce, horned helm atop his blackened, skeletal head. Atagro&#039;s eyes burn with a fiery luminance, and he wears a huge shroud-like cloak. Tormented, vaguely human wretches struggle and writhe to peer out from under its folds. Atagro&#039;s armor is decorated with all the symbols of chaos, as he was once their most powerful champion. His hands are filthy and rotted; capped with grim steel talons and dark metal studs. Atagro&#039;s weapon, Kagorr, is a huge tooth edged sword with a second blade extending from the handle. The mighty god wields the blade with whirling grace and deadly precision. Kagorr is the most powerful weapon of chaos ever created and less powerful blades of similar appearance are often granted to Atagro&#039;s followers.&lt;br /&gt;
*&#039;&#039;&#039;Storm Lasher&#039;&#039;&#039; (also known as &#039;&#039;Serpent-Giants&#039;&#039;, &#039;&#039;Twisting Punishers&#039;&#039;, or &#039;&#039;Lashing Gargantuans&#039;&#039;): These disgusting creatures appear as bloated gray skinned giants with long flailing tentacles for heads. The creatures have thick, two fingered hands with each finger ending in huge dark tentacles. Their short opposable thumbs are their only true fingers. The storm lashers are so named due to their affinity for lightning. Lashers whip their enemies with tentacles and make a sound like thunder when they run.&lt;br /&gt;
*&#039;&#039;&#039;Gull Grinder&#039;&#039;&#039; (also known as &#039;&#039;Raging Slug Men&#039;&#039;, &#039;&#039;Screaming Beasts of Frenzy&#039;,&#039; or &#039;&#039;Atagro&#039;s Habitations&#039;&#039;): These creatures are among the more deadly of Atagro&#039;s demons. They appear as huge brown skinned strongmen with slug bodies for legs. Their enormous muscled arms end in the heads of lions and their own flat, bald heads are featureless save for beady black eyes and huge mottled beaks. The Gull Grinders attack by biting or spewing fireballs with their lion heads.&lt;br /&gt;
*&#039;&#039;&#039;Corpse Render&#039;&#039;&#039; (also known as &#039;&#039;Butchers of Atagro&#039;&#039;, &#039;&#039;Beast-Lords&#039;&#039;, or &#039;&#039;The Dark Titans&#039;&#039;): The horrifying Corpse Renders are absolutely Atagro&#039;s most powerful greater demons. They look like massive 20&#039; humanoids with black skin and the heads of rhinos. The Corpse Renders arms end in spherical masses of dark, twisted blades which spin and rotate at the will of the demons. The Renders awesome muscular legs end in flattened black hooves which they may scrape across the ground as they snort in anticipation of a coming fray.&lt;br /&gt;
&lt;br /&gt;
====Be&#039;lakor====&lt;br /&gt;
{{main|Be&#039;lakor}}&lt;br /&gt;
The first [[Daemon Prince]] and ostensibly the only Daemon Prince of [[Chaos Undivided]], Be&#039;lakor commands a great amount of power over the Realms. While still under the thumb of his four parents, he has been able to control a sizeable army of followers and has claimed to have even influenced [[Archaon]].&lt;br /&gt;
&lt;br /&gt;
====Chaos Gods of Law====&lt;br /&gt;
{{main|Chaos Gods of Law}}&lt;br /&gt;
[[Alluminas]], [[Arianka]], and [[Solkan the Avenger]]. Supposedly These guys were the opposite of the big four, though you&#039;ll notice there are only three of them, there was apparently a fourth but they never popped up. They also had human worshippers. [[Kaleb Daark]] was meant to kill Arianka but he was mysteriously vanished along with her relevance. And Be&#039;la&#039;kor said Solkan (and implicitly the other three) was not real. Given how God&#039;s are born of belief and he had active believers it&#039;s not sure how that works out. Nevermind that Be&#039;la&#039;kor&#039;s version of the truth can be skewed at the best of times. These old-school dudes have their own page!&lt;br /&gt;
&lt;br /&gt;
====Hashut====&lt;br /&gt;
{{main|Hashut}}&lt;br /&gt;
Hashut apparently means &amp;quot;Father of Darkness&amp;quot; in Dwarfen, which naturally means he&#039;s the god of the [[Chaos Dwarfs]]. And if his followers are any indication, he&#039;s also god of penis-compensating hats.&lt;br /&gt;
&lt;br /&gt;
====Kka====&lt;br /&gt;
Kka was a Chaos Godling, that is to say Minor Chaos God, although what he embodied is unknown. What is known is that he was the patron of the equally goofy-looking and sexy Harpy-turned-Chaos-Spawn named Ngaaranh, who looked like a 3 Headed Harpy with long necks and eyestalks.&lt;br /&gt;
&lt;br /&gt;
====Khakkek====&lt;br /&gt;
[[File:KhakkekkFollowers.jpg|200px|right]]&lt;br /&gt;
From old-school Warhammer, was the god of the Chaos Goblins. Was only mentioned once or twice, but was described as a horned, 8-armed goblin with each of his 8 limbs holding a sacrificial dagger, his shape similar to the 8 pointed Chaos wheel, who was a god of bloodletting but unlike Khorne, allowed for magic. Described as seen as halfway between Khorne and Khaine. The picture above shows a cult of his worshippers. If you look closely, you can see the Symbol of Chaos on the Shaman&#039;s Loincloth. Apparently he joined Chaos rather soon as a young god, as being a Goblin God, Gork and Mork must have bullied the shit out of him so much, he straight-up turned traitor to Chaos. Favored Mutations for Chaos Goblins who worship him included an eagle-like face with superb vision, iron hard skin, brightly patterned skin with black and red swirls highly resistant to fire, atrophied legs which forced hopping, pointy heads, and a horrible stench wirh a following by a cloud of flies. The biggest known example of his worshippers was the Bloodied Nose Tribe of Chaos Goblins, a splinter faction of the Broken Nose Tribe, which first fell to Chaos and Khakkek worship due to Ratscrote Boggobbler, a &amp;quot;Blood-Wizard&amp;quot; who was taught about Khakkek by a Dwarf Necromancer of all people. Ironically, the Bloodied Nose Tribe seems to never experience mutations, so whether this is a sign Khakkek was pleased or displeased with his most well-known worshippers is unknown, but seeing as to how mutations are handed out as gifts by Chaos Gods to their champions, then it would seem Ratscrote and his tribe aren&#039;t doing something right to please him.&lt;br /&gt;
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*&#039;&#039;&#039;Greater Daemon:&#039;&#039;&#039; The Great Demons of Khakkek feature an almost Goblinoid physiognomy, so they can be easily mistaken, from afar or in poor light, for an Orc (albeit very large). On closer inspection, however, we discover glowing red eyes, Chaos armor, and an impressive number of sharp teeth and claws (including a nice pair of fangs). His face can mirror Khakkekk&#039;s, and he wields a fiery giant sword with immense skill. Its characteristics are the same as those of a standard Minor Demon.&lt;br /&gt;
*&#039;&#039;&#039;Lesser Daemon:&#039;&#039;&#039; Just as the Big Demon looks like an Orc, Orc, the Little Demon looks like some kind of Goblin. He too, from afar or in poor light, can easily be mistaken for a Goblin (albeit tall), with red eyes. His face and impressive array of dangerous teeth and talons (no fangs) are also reminiscent of Khakkekk. Its characteristics are similar to those of a Minor Demon.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Beast:&#039;&#039;&#039; These creatures, sociable in the manner of the Nurglings, appear as Brats (would be Snotlings in more modern editions, since Greenskins now reproduce by spores) with glowing red eyes (this is the common characteristic of the demons of Khakkekk, with sharp teeth and talons) and sport 1d4 Chaos mutations. Like other demons, each has a face that strangely recalls its master. The profile of a Demonic Creature is the same as a standard Servant Demon, or, alternatively, that of a Nurgling (if you have Realm of Chaos: the Lost and the Damned).&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Steed:&#039;&#039;&#039; Khakkekk&#039;s Demonic Mount appears virtually identical, at least physically, to a Large Wolf, and it may actually be. Whether or not this is the case, it is virtually identical. You can therefore use the description of the Big Wolf from the bestiary of WFRP1 or that of present in this project.&lt;br /&gt;
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====Kweethul====&lt;br /&gt;
Kweethul Gristlegut was a Skaven who managed to become an extremely minor Chaos God in the older Warhammer editions. He was later mentioned as being a HERETIC against the Horned Rat in a later Skaven army book. The Horned Rat will suffer no challenger to its dominion over Skaven-kind! Could create his own Daemons, too.&lt;br /&gt;
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*&#039;&#039;&#039;The Six Eyed Slayer:&#039;&#039;&#039; Greater Daemon. He stands about 10ft in height with a pair of three eyed goats heads. It carries a Chaos Weapon with the power of mutation.&lt;br /&gt;
*&#039;&#039;&#039;Floating Horror:&#039;&#039;&#039; Lesser Daemon. Appearing much as a Harpy but with the clawed feet of a Bear.&lt;br /&gt;
*&#039;&#039;&#039;Fire Runner:&#039;&#039;&#039; Daemonic Steed. A partially feathered beast with burning clawed feet.&lt;br /&gt;
*&#039;&#039;&#039;The Thing:&#039;&#039;&#039; Daemonic Beast.&lt;br /&gt;
&lt;br /&gt;
====Meneloth====&lt;br /&gt;
An androgynous god of pleasure among the Elves, may have been a sort of proto-Slaanesh before being absorbed into the greater whole of Slaanesh upon Slaanesh&#039;s birth, either that or a toned-down aspect of Slaanesh used to lure Elves into worship of Slaanesh, like a dealer giving a watered-down needle of heroin to a kid to get them addicted before giving them the hard stuff.&lt;br /&gt;
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====[[Morrslieb]]/Lunaghast====&lt;br /&gt;
Even the Chaos Moon of the Old World may, in itself, be a sort of Chaos God. This is supported in how it &amp;quot;birthed&amp;quot; [[Moonclaw]], a Chaos Xeno Mutant of Morrslieb that looks like a particularly horrid Beastman, and how when Morrslieb waxes strong Moonclaw can summon a Daemon of Morrslieb, a two headed beast called Umbralok, which serves as his steed. The fact that it had its own spirit, Lunaghast, which survived its bodily destruction and came to wreak havoc upon the Mortal Realms, is further evidence of its potential Minor Chaos Godhood.&lt;br /&gt;
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====Necoho====&lt;br /&gt;
[[File:Necoho_Revealed.png|500px|thumb|right|[[/tg/]] has recently deduced Necoho&#039;s true identity.]]&lt;br /&gt;
Necoho is the god of atheism and one of the other minor gods invented as a replacement for Malal. Stupid as it sounds, it actually works, as Chaos is a reflection of all human beliefs and emotions, including, paradoxically, disbelief. He generally works to make religious movements disappear and wears a permanent expression of comic amusement, as he fucking knows he&#039;s a walking, talking paradox.&lt;br /&gt;
&lt;br /&gt;
Note that Necoho was introduced in an adventure for [[Warhammer Fantasy Roleplay]] 1st Edition, so his current canonicity is doubtful, to say the least. That being said, he has been mentioned sporadically since then, such as the [[Gotrek &amp;amp; Felix]] novel &#039;&#039;Road of Skulls&#039;&#039;, which is more than can be said for Zuvassin. Has been mentioned by name in the Age of Sigmar novel &#039;&#039;Auction of Blood&#039;&#039;, along with a mention to his cult and an antitheist tract called  &amp;quot;The Revelations of Necoho, or the Light of Doubt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the popular series [[If the Emperor had a Text-to-Speech Device]], [[Magnus the Red]] made the point that the Emperor was, perhaps unknowingly, feeding a Chaos god of unbelief by promoting his Imperial Truth.&lt;br /&gt;
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====Obscuras====&lt;br /&gt;
Brother of Alluminas, Chaos God of Law. Was originally one of the Gods of Law but got jealous of his brother and turned to Chaos proper.&lt;br /&gt;
&lt;br /&gt;
Shadowphytes (also known as Shadow Daemons) are daemons of Obscuras, standing around the height of an average man. The most dedicated of Obscuras&#039; cultists hope to join the ranks of the Shadowphytes upon their deaths. Shadowphytes appear as black shadowy humanoids whose features are only barely visible through the inner darkness they radiate. They cannot fly but possess the ability to melt into the shadows in one place and reappear in the shadows somewhere else within their line of sight. They fear the light and it is know to cause them actually damage when not standing in full or demi-darkness.&lt;br /&gt;
&lt;br /&gt;
Shadowphytes can&#039;t cause physical wounding upon their victims, but cause damage through their touch, which robs the victim of his or her strength, and they are skilled users of the magical art of their master. It&#039;s said that anyone slain by a Shadowphyte is condemned to eternal torment in Obscuras&#039; realm of shadow.&lt;br /&gt;
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====Oubelgyr====&lt;br /&gt;
Oubelgyr is a Daemon-Prince who sits at the cusp of just-about-to-be-but-not-quite a Minor Chaos God, who is known to be a Peddler of Knowledge, like some sort of Daemonic Informant. Whereas Tzeentch is all about learning and then coveting secrets, Oubelgyr is always trying to find secret knowledge then sell it to the highest bidder, a trait useful for Chaos Sorcerers with sacrifices to spare who wish to skip the chanciness of Tzeentch&#039;s blessings. Was imprisoned at one point, but was able to scheme a way to unlock the door to his prison, only to then decide his prison was a nice lair and pretended to still be locked in. Rather than having daemons of his own, he has multiple Daemons and Mortal slaves who he has bound with contracts, who have to do as he says and guard him. Truename: Wrackbelch Ichorspittle.&lt;br /&gt;
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====Quorn====&lt;br /&gt;
[[File:QuornArtwork.jpg|200px|right]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with Khorne, Quorn was the Minor Chaos God of carnivorous plants, whose schtick basically was &amp;quot;Radical Anti-Veganism&amp;quot; with carnivorous plant life devouring all flesh-creatures. His name was a double-pun, meant to sound like Khorne&#039;s and the same as a vegetable-based fake-meat substitute from before Impossible Meats were a thing. (Note: Pictured above is fan artwork produced by putting Quorn&#039;s name and description into Nightcafe, an Artificial Intelligence Art Program that makes art based on text description)&lt;br /&gt;
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====Rhasneth====&lt;br /&gt;
The Chaos God of Insanity. Must be pretty batshit insane if his brand of nutters stands out amongst the general mental sickness of the rest of the Pantheon of Chaos.&lt;br /&gt;
&lt;br /&gt;
The daemons of Rhasneth are to varied to make a single name for them, the most horrible nightmares of the most twisted madmen made real, pushing their way from the realm of nightmares into the world of the living to do their master&#039;s wish. The daemons of Rhasneth are special in that not all can see them, only those who have already lost their sanity can see them while all others fail to even notice them. The madman can scream in terror when his nightmares comes for him, not only to haunt him in his dreams but to feast upon his soul, while the rest of the world remains ignorant of the creature and tells him there is nothing there. Even as the daemon slowly approch, a mad twisted snarl upon its face...&lt;br /&gt;
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====Screaming God-Child====&lt;br /&gt;
[[File:Screaming God-Child.png|200px|right|]]&lt;br /&gt;
Appearing only in the [[Malus Darkblade]] novel &#039;&#039;Lord of Ruin&#039;&#039;, and more completely in the Malus chapters in Warhammer Monthly, the God-Child is the ruler of a little corner of the Realm of Chaos known as &#039;&#039;Alterity&#039;&#039;, a massive chunk of rock on top of which lies  walls in the shape of an eight-pointed star, guarded by ancient daemons who keep the locals and guests who enter from leaving Alterity. The God-Child himself takes the appearance of a young humanoid being with a near featureless face, only having a mouth, wearing robes and an amulet in the shape of the star of Chaos.&lt;br /&gt;
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====Shagraunt====&lt;br /&gt;
A Minor Chaos God of whom even less is known of than Atagro, it was Shagraunt who ascended Atagro into the ranks of the Minor Chaos Gods.&lt;br /&gt;
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====Stromfels/Mermedus====&lt;br /&gt;
Whilst often speculated to be [[Manann]]&#039;s edgy dark half, Stromfels&#039; mutant cults and rumored links to Khorne in earlier editions point towards his status as a minor Chaos god. Further proof of this is his patronage of sea mutant pirate Aranessa Saltspite, and his Chaos cult in the Gotrek and Felix story &amp;quot;Slayer of the Storm God&amp;quot;, featuring his avatar, the &amp;quot;Harbinger of Stromfels&amp;quot;.&lt;br /&gt;
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Another variation of Manann but Chaos exists in the form of &#039;&#039;&#039;Mermedus&#039;&#039;&#039;, the Norscan god of the sea, that&#039;s considered by some to be an even more edgy version of Stromfels. Notable that most Norscans don&#039;t even like him, because all who die at sea are claimed by him and denied entry to their patrons realm, except for the Skaelings who drown prisoners of war and animals for him after battles and raids. He&#039;s described as a ghoulish and bulbous figure that walks on the sea floor, covered in eyes and bloated like a drowned person. This is odd, as Stromfels&#039; Avatar, Harbinger of Stromfels, looked like a Giant with a Tentacle where each of the Arms would be and the Head of a Shark. &lt;br /&gt;
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In [[Total War: Warhammer II]], he is also [[Cylostra Direfin]]&#039;s patron deity, having resurrected her as a vengeful ghost to wreak havoc against the High Elves and Bretonnians who rejected her singing.&lt;br /&gt;
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In Age of Sigmar, he apparently is still worshipped by pirates in one area of Ghyran, and was worshipped by a tribe of Gargants in Azyr before Sigmar cleansed the realm of Chaos.&lt;br /&gt;
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====Tristaris====&lt;br /&gt;
[[Image: Tristaris.jpg|200px|right|]]&lt;br /&gt;
Tristaris was a Minor Chaos Goddess of Misery, with a minor interest in knowledge. Represents the misery brought about by knowledge of Chaos&#039; ultimate victory. Sounds like Tzeentch&#039;s perfect girl, a big tiddy goth nerd GF.&lt;br /&gt;
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*&#039;&#039;&#039;Blissbane:&#039;&#039;&#039; (also known as &#039;&#039;Wailing Woman of Misery&#039;&#039;, &#039;&#039;Mistress of Distress&#039;&#039;, or &#039;&#039;Gaunt Spirits of Lamentation&#039;&#039;) This infernal creatures look like haggard, ghostly women with wild hair and gaunt, wrinkled bodies. They wear white shroud like clothes and are translucent to the eye. The Blissbanes emit occasional shrieks of pure misery as well as sudden bursts of maniacal laughter. They can pass through any obstacle as though they were ethereal, but are also incapable of manipulating any material objects. Often Blissbanes appear in groups of four, the number of Tristaris.&lt;br /&gt;
*&#039;&#039;&#039;Sloathe:&#039;&#039;&#039; (also known as &#039;&#039;Mounts of Misery&#039;&#039;, &#039;&#039;Hunching Beasts of Suffering&#039;&#039;, or &#039;&#039;Steeds of Tristaris&#039;&#039;) The sloathes are bear sized creatures with four legs and short curved claws. The creatures have no heads and appear to be made almost entirely of layer upon layer of dark rags and shrouds. They make low grunting and grumbling sounds as they walk. The sloathes lash out with their claws in combat, and they have the ability to collapse into a pile of useless rags. The rags may be scattered by the wind or even burnt up; but unless every single one of them is destroyed the creature can return to its normal shape from any one of the pieces.&lt;br /&gt;
*&#039;&#039;&#039;Humanwood Tree:&#039;&#039;&#039; (also known as &#039;&#039;Oaks of Despair&#039;&#039;, &#039;&#039;Petrified Eyes of Torment&#039;&#039;, or &#039;&#039;Roots of Evil&#039;&#039;) The humanwood trees are powerful demons that largely inhabit the groaning forests of misery in the pocket dimension that is Tristaris&#039;s realm in the chaos warp. The trees look like stubby, twisted oak trees with thick trunks and anguished human faces and bodies seemingly squirming about beneath their flexible bark. The trees speak a language that is their own and to hear it is to surely lose one&#039;s mind. All who hear the trees speaking will feel suffer from it as blood pours from their ears. The trees lash out with their branches and should the victom be caught the trees nine limbs will easily rip a held person to shreds. Strangly enough they are also immune to fire, somehting that would otherwise have been their main weakness.&lt;br /&gt;
*&#039;&#039;&#039;Sade:&#039;&#039;&#039; (also known as &#039;&#039;Screaming Devils of Sorrow&#039;&#039;, &#039;&#039;Sobbing Lords of Tribulation&#039;&#039;, or &#039;&#039;Jeering Lords of Languishing&#039;&#039;) The Sades are Tristaris&#039;s greater demons. They look like gaunt red skinned men with long black beards, tiny horns from their foreheads and pointed chins. The Sades dress like nobles and their eyes are white and constantly streaming with bloody tears. Each of them carries a large, gleaming sickle. They also each carry a Lash of Lament and have long claws which they can use in close quarters. The Sades must consume twice their weight in living hearts each day that they exist in the material world if they are summoned.&lt;br /&gt;
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====Urlfdaemonkin====&lt;br /&gt;
Urlf isn&#039;t a name. It&#039;s the last fucking death cry a guy makes when you gut him. That should tell you all you need to know. Anyway, this guy used to be a Norscan (like most of the daemon princes on this list) and was elevated to princehood by Khorne for exceptional badassery. Before his ascension, he was a massive, tall, bearded, Clint Eastwood-type Chaos Champion and was a chieftain of the Snaegr clan of Aeslingr. He&#039;s so fucking powerful that he was able to create his own lesser daemons and can bless warriors with the Mark and mutations of Khorne. Urlf has his own summoning days like most powerful daemon princes, and is usually worshiped as a lesser deity of Chaos by those who serve his master, Khorne. He has a short story in the 6th edition Chaos army book, where he muses on the fuck-you nature of time in the Warp and remarks on how the new Chieftain of the Snaegr resembles one of the sons he fathered in his mortal life. He also blesses the new chief with Khorne&#039;s mark and turns him into a monstrous cross [[Awesome|between a Bloodletter and a Chaos Champion]].&lt;br /&gt;
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====Vymnn====&lt;br /&gt;
A Minor Chaos god who was only known as the master of the Daemon Prince Hakrii, who Atagro slayed (Hakrii, not Vymnn) in his quest for Daemon Princehood himself.&lt;br /&gt;
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====Zhedun====&lt;br /&gt;
A Chaos God of gnawing, eternal hunger, who represents how Chaos would destroy itself if it ever won in the end, being dependent on sapient mortal thought for sustenance.&lt;br /&gt;
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Daemons of Zhedun are known as Devouring Fiends (a.k.a. Mawed Ones, or Devourers) creatures ruled entirely by their own voracious appetite. They stands well over six feet tall, stooped, with atrophied arms but strong legs, and their heads are comprised mostly of a giant gaping jaw filled with massive teeth. Often they will stop at fallen foes, devouring their bodies in their Chaos-spawned hunger.&lt;br /&gt;
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====Zuvassin====&lt;br /&gt;
Zuvassin is one of the two minor gods invented as a replacement for Malal. He just likes to see shit fall apart, specifically nonphysical stuff like schemes and lives - in other words, he&#039;s the god of [[not as planned]]. He&#039;s the guy who makes all the bad shit happen in infomercials. Generally, he makes sure that Murphy&#039;s Law is always enforced in the most spectacular possible ways. He doesn&#039;t have many worshippers, as he makes sure to fuck up whatever they&#039;re planning too.&lt;br /&gt;
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Note that Zuvassin was only introduced in an adventure for [[Warhammer Fantasy Roleplay]] 1st Edition, so his current canonicity is doubtful, to say the least.&lt;br /&gt;
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Actually, he is still canon, at least in Warhammer Fantasy. The 2nd Edition &amp;quot;Tome of Salvation&amp;quot; lists both him and Necoho as Chaos Gods.&lt;br /&gt;
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And the motherfucker is STILL canon in Age of Sigmar, where a short story features a Chaos Champion named &amp;quot;Zuvass&amp;quot;. Hmm.. I wonder who he might be worshipping.&lt;br /&gt;
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Makes an appearance in [[Total War: WARHAMMER|Total War: WARHAMMER III]], where [[God-Slayer|Daniel]] can get an event where you can communicate with him and get his blessing, as he considers you important in disrupting the balance of Chaos.&lt;br /&gt;
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====Ziraad, Thain, Blazzach and Javate====&lt;br /&gt;
4 Minor Chaos Gods known among the people of Araby, mentioned in Atagro&#039;s backstory as the gods worshipped by 4/6 members of his BATTLE-HAREM, the last 2 being a one of Tzeentch and one of Slaanesh.&lt;br /&gt;
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===The 9th Age===&lt;br /&gt;
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The leader of the Dark Gods is a single presence called ‘’’“Father Chaos”’’’, and it is only by his will that they unite. He is as Chaos to them as Chaos is to a mortal. He somehow interacted with the Titans before the other Dark Gods existed, and Chaos cultists believe all souls originate from him and will eventually return to him. His actual stated goal is to &amp;quot;tear away the Veil separating him from Mother Cosmos&amp;quot; and &amp;quot;despoil her&amp;quot;. Take it as a metaphor or literal as you will.&lt;br /&gt;
‘’’Savar The Fallen Star’’’: Pride (Khorne + Slaanesh). Seeks to conquer and defeat the most impressive enemies for his own glory, dismissing the weak as unworthy of attention. His Daemon colors are regal blues and purples with symbols of stars, crowns, and heraldry. His Herald is white and wears a crown. His mortal followers are those who feel entitled to more than their station grants, and his path is that of ignorant self-destruction. They are given the ability to elevate themselves and ignore the unworthy, making Savar a god of tyranny over the weak. He tempts the unrecognized, jealous, and ignored who (believe themselves to) possess positive attributes. Savar’s given origin was as a god-king of the mortal world who attempted to enforce his rule over the others (so Savar is possibly another blatant refutation of Age Of Sigmar), and was cast out of their pantheon only to join Chaos instead. He isn’t actually picky about whether or not his followers actually possess positive attributes, instead considering those who praise him as deserving of power and majesty. Those who truly are skilled are converted to him using shame and frustration to lure them into a path of arrogance and selfishness.&lt;br /&gt;
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‘’’Kuulima The Lady Of Flies’’’: Communism Envy, Nurgle minus the durability. Kuulima minions default to green but in truth they have no consistent color, or even form, as they are described as taking on the form and colors of those who they deceive. Her Herald is similarly without a defined form, its presence heralded by an eclipse and blood moon suddenly happening at the same time as an earthquake when it appears. Her followers are often found among the already diseased, particularly lepers since no inquisitor would bother to police them. Even among Chaos Kuulima is considered mad, and is a metaphorical “fly on the wall” on the plans of others since plots and scheming are also part of her portfolio. Her dogma is “nothing has true value unless compared to all”, and her path is a reactionary one rather than a proactive one. Kuulima tempts the jealous and ignored. Unlike Savar who elevates the worshiper, Kuulima brings enemies down to the level of the supplicant or the masses, although the message of equality is not a rule since some among them use all others as a means for ever-increasing gain. Her symbols are heraldry, armor, and weapons but unlike Savar who creates heraldry and Vanadra who creates wargear, Kuulima’s icons are stolen and mismatched in style. Use of flies as symbols marks her followers more obviously. Its implied in her Primal lore that she wasn’t originally wa Chaos God, coming to power because she desired “one of the god’s great halls”. Kuulima’s current and most active plot is a form of leprosy that infects Elves that an Elf scholar coordinated with her to create and spread before he was caught, despite being a race normally immune to disease, due to him always jealous of the superior looks of his race, and even mortal humans, to himself. She is also the only Dark God to punish the wicked in a form of afterlife by claiming the souls of those who sowed divisiveness in life, cutting them in half but keeping both parts alive, and forcing them to populate her cities full of every imaginable architecture alongside the constantly shapeshifting insectoid Daemons.&lt;br /&gt;
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‘’’Vanadra The Adversary’’’: Wrath, Khorne. Vanadra‘s colors are red and black, and she sends her minions to end peace wherever it is found in the mortal world in her negative side of the portfolio, but she also spreads the message of punishing traitors and righting injustices. All that matters is revenge for any sleight real or imagined, and literally all things are worthy sacrifices to that goal. Her Herald has massive wings and never strikes an opponent first, allowing them a single blow before it kills them. Vanadra’s army are vanguards of the Daemon armies of Father Chaos. She tempts the oppressed and ignored as well as those who have been wronged by others, promising either retribution or vengeance. She herself wears armor in her colors, red for fresh blood with black gauntlets as though covered in gore. She uses baboons and lions as symbols. Her origins are a “Primal spurn”, and its impled she lead the slave rebellions against the Saurians (Lizardmen).&lt;br /&gt;
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‘’’Sugulag The Collector’’’: Greed, Nurgle minus the diseases. His Herald is black as well as large and fat and carries Sugulag’s own weighing scale which he uses to value the souls of mortals like coins. His Daemons are the color of warm precious metals, such as brass and gold. Sugulag tempts the greedy, envious, jealous, and paranoid. Anyone with ambition to gain regardless if by wit or strength. Thieves, raiders, schemers, smugglers, merchants, and so on. Like Kuulima his posessions were taken rather than created, though by all means rather than only by stealing. Sugulag himself even collects mortal objects, claiming whatever is lost for his followers since their property is really HIS property. His symbols are coins chained together, or objects gilded with gold with Daemon iconography, always pointed outwards towards others (or more specifically what they own). Sugulag’s positive is generosity towards the loyal (insert Trump joke here). His Primal origin is as a greedy man obsessed with money, who offended the mortal realm gods by moving on to collecting and trading in souls. He’s also something of a prankster, distributing cursed coins in the mortal realm which inspire intense all-consuming insane greed in those who possess them, which can easily be passed on to another person...once they have lost everything else.&lt;br /&gt;
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‘’’Nukuja The Sleeper’’’: Sloth, Tzeentch with some Nurgle themes. Her Herald is described as pale (and depicted as a white bird covered in dust and cobwebs) with the face of a Strix (a mythological bird from Greek myth which heralds doom) and bears the symbol of the Eye of Nukuja which it all covers with its vulture wings (so its a Lord Of Change). It is described as merely standing and channeling great magic while watching events or showing mortals what they want to see as if they themselves were present. Her colors are dirty white and any kind of rust. Nukuja foretells doom and destruction, and she sees all things that unfold and can predict accurately the deaths of mortals. Her followers watch it unfold, surviving until it comes. She tempts the grim, hopeless, fearful, and curious. Her symbol is the locust as well as anything timeless, and her followers use antique gear which is fully functional despite the appearance of rust and neglect. Her positive trait is that she does not cause any misery, merely foretells it and watches it pass by. Her Daemons are considered amiable, granting whatever sights are requested because they rarely have need of any boon in return, and have the patience for even minor complaining if a summoner just wants someone to listen to their stories. They have immense power but rarely any reason to use it, being removed from the squabbles and politics of the rest of Chaos other than observing and providing information. She lacks a Primal origin, instead being “witness to the first awakening” implying either to have never been a mortal, or to have been a created mortal by the Titans and witness (or mother?) to the first natural birth. Her followers revere her because of her knowledge, with no implication she will share it but instead that her devoted are companions who observe what she does with the same patience.&lt;br /&gt;
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Akaan, appearing as Slaanesh’s vore/inflation fetish&lt;br /&gt;
‘’’Akaan The Devourer’’’: Gluttony, Nurgle minus the diseases with Slaanesh themes. Akaan was somehow born disfigured and as a result he made a “Primal pledge” to consume all beautiful things. His followers preach that ugliness is a blessing, all forms of restraint to physical appetite is HERESY, and all things will eventually submit for consumption for Akaan’s satisfaction. Akaan’s Herald is a creature with a toothed mouth which has no mind, merely consuming and growing fat off its eternal feast. His followers spread hunger and sow ruin in their wake, as curses lead peasants to consume all stores of food and animals before turning on each other, the dead rapidly consumed by bacteria as if in fast-forward. Akaan’s colors are the darker shades of brown and green, the colors of rot. Tempts those of all physical appetites. They are drawn into a spiral of indulgence, twisting into new forms as they seek constant gratification. Blood, drink, and flesh; all physical hungers. They destroy all beauty in their appetites, leaving nothing behind. His followers leave their mouths exposed in armor and clothing, and are disfigured by his blessings which take the form of disease. The lamprey is his symbol.&lt;br /&gt;
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Cibaresh The Tempter: Lust, pure Slaanesh. Cibaresh’s colors are shades of violet and blue, and her Daemons steal souls from the mortal world who’s lust and indulgence catches her attention. Her Herald is a massive golden Daemon who’s scythe hands hum and remove the cares from those it tends to, while lesser Daemons have golden cat-like eyes. While Slaanesh&#039;s Daemonettes tend to lean female while possessing an intentionally unpleasant 50/50 male/female appearance (or at least in modern art and models), Cibaresh&#039;s Daemons skew more towards one or the other while maintaining a more attractive androgyny (so basically Cibaresh is more the god of traps than Slaanesh). Cibaresh tempts sadists, masochists, the lusty, the indulgent, and any corrupters who draw others into their aberrancy, although those in need of comfort like the destitute or the oppressed are equally drawn to Cibaresh. They push the senses of their foes and the innocent to the limit until they join Cibaresh. Ordinary folk are indulged in ways their meager earnings cannot afford and their culture/lifestyle forbids, with any sort of fun and celebration being Cibaresh’s positives. Cibaresh enjoys temptation of all beings, leading them away from their convictions onto new paths. Her followers wear masks which are mostly beautiful and all unsettling, and they display lips and tongues as their iconography. Despite all the skills of Cibareshi in outmaneuvering their foes, random unthinking shrieking berserker rages can provide enough defense to survive in combat against them. Cibrash owns a place in the mortal realm, in a Shangri-La-like valley nestled in white mountains where her followers of all races indulge in their pleasure alongside Daemonic servants so long as they spend several months each year as a missionary of Cibaresh&#039;s cult. The Primal origin of Cibaresh is less clear, stated to have been born of “pure desire, the Father for the Mother” implying an asexual birth from Father Chaos. His ultimate goal is even less clear, “seeking to recreate that Primal spark, Lord of all lightning”.&lt;br /&gt;
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===Warhammer 40,000===&lt;br /&gt;
====Balphomael====&lt;br /&gt;
[[File:Balphomael.png|200px|right]]&lt;br /&gt;
A minor Chaos God skirting on the edge of independent Greater Daemon, ruler of the Daemon World of Woe. Has a Christian Devil, &amp;quot;Let&#039;s Make a Deal&amp;quot; sort of vibe about him, complete with looking like classical illustrations of Demons and his name being a portmanteau of Baal, Baphomet and Samael. The art above is from a Dark Heresy book. Also of note is his cult, &amp;quot;The Brotherhood of Horned Darkness&amp;quot;, which has a considerable amount of influence in the Calixis Sector and once even became the dominant economic force in the sector via a front organization. Despite multiple attempts from agents of the Ordo Malleus to destroy the cult, they have so far only been able to force them to go underground where they make preparations to return to power once more.&lt;br /&gt;
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====King in Rags and Tatters====&lt;br /&gt;
Quite possibly a Chaos God version of Hastur from the Cthulhu Mythos, may or may not be a guise of Tzeentch. Leader of the &amp;quot;Menagerie&amp;quot; a Chaos Cult that seeks to unravel reality itself. Has unique daemonic minions in the form of Warp Spectres, roiling, constantly changing masses of hideous-energy-being Daemons (like a Chaos Spawn made of gas and energy instead of fluid flesh?).&lt;br /&gt;
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====Lord of Misrule====&lt;br /&gt;
Another minor Chaos God skirting on the edge of being an independent Greater Daemon from Dark Heresy. Also seeks to undo the veil between reality and the Warp.&lt;br /&gt;
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====Melkirth====&lt;br /&gt;
Mentioned in older background material for Warhammer 40,000. Melkirth was a minor chaos god described as &amp;quot;The god of evil, malice, and wanton cruelty and suffering.&amp;quot; While Melkirth remains a minor god, it is said that the actions of the mortal races, particularly the Dark Eldar, are causing Melkirth to grow in power until he ultimately becomes the fifth major Chaos God. The daemons of Melkirth are described as being the colour of shadow and able to take on the appearance of any daemon, be it a daemon of Khorne, Nurgle, Slaanesh, or Tzeentch. These shadow daemons could be inspiration for the shadow daemons Morathi encounters in Ulgu in Age of Sigmar, as they are also having to do with Dark Aelfs.&lt;br /&gt;
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====Mo&#039;rcck, Phraz-Etar, and Ans&#039;l====&lt;br /&gt;
Puns on the last names of sci-fi and fantasy author Michael Moorcock (from whom the idea of [[Chaos]] as a fundamental force in the world was blatantly stolen/took inspiration from, and don&#039;t anyone ever say &amp;quot;borrow for a while&amp;quot; since even the author and Games Workshop have admitted it), artist Frank Frazetta (who drew a lot of movie and comic book posters, especially in sci-fi and fantasy), and Citadel Miniatures founder Bryan Ansell (who wrote several of the [[Rogue Trader (Sourcebook)|First Edition]] rulebooks). These guys helped set the tone of the early [[Warhammer 40,000]] universe (purposefully or not), including the propensity of putting spikes on [[Chaos]] things. Games Workshop decided to pay homage in the (initial) Third Edition [[Codex]]: [[Chaos Space Marines]], which mentioned that Chaos Space Marines often put &amp;quot;spiky bits&amp;quot; on their armour in praise of these three gods. They were never mentioned anywhere else, and probably shouldn&#039;t be considered &amp;quot;canonical&amp;quot;... not that canonicity counts for much in 40k anyway.&lt;br /&gt;
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Some baseless fan speculation could be made that Phraz-Etar could be the Patron God of the Apemen of The Southlands, the regional Beastmen variant who are probably the equivalent of the common Gor births that plague Old World villages for the unlucky African equivalent villages in that jungle land. This is due to the existence of the popular &amp;quot;Frazetta Man&amp;quot; trope of degenerate Apemen started by Frank Frazetta himself in illustrations for Conan the Barbarian comic stories.&lt;br /&gt;
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====Raptor God====&lt;br /&gt;
The minor god worshipped by the [[Chaos Raptor]]s, responsible for turning them from standard [[Assault Squad|Assault Marines]] to the mercenaries they currently are, and maybe also the one that turns them into [[Warp Talons]].&lt;br /&gt;
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====[[Vashtorr]] the Arkifane====&lt;br /&gt;
A demigod born from the desire to create and invent, given power over the Forge of Souls. He acts as the Chaos Gods&#039; arms dealer and chief weaponsmith, making him too valuable for any of the Big Four to attack. Currently working with [[Abaddon]] to create the Arks of Omen in the hopes of expanding his influence into the Materium so he can become a true Chaos God. Many Warpsmiths and members of the Dark Mechanicus revere him, but he wants more.&lt;br /&gt;
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====Ysarille the Daemon-King====&lt;br /&gt;
According to an Eisenhorn book, Ysarille was a Daemon Prince of Tzeentch from a time before the Eldar first went to space, before Slaanesh was born, and who gained enough power that he became capable of creating his own Daemons/Daemon Princes, basically making him a lesser Chaos God. He went to battle with his former master, and after a billion-year battle, Tzeentch finally killed Ysarille. His surviving Daemons took his body and fled, setting up a Tomb world for him on the planet Ghúl, and their own Daemon Empire of 600 worlds surrounding planet Ghúl, in exile from the Warp. Cherubael, Gregor Eisenhorn&#039;s minion who takes the form of a Daemonhost by possessing the corpse of Gregor&#039;s former colleague Godwyn Fischig, was one of Ysarille&#039;s servants.&lt;br /&gt;
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===Age of Sigmar===&lt;br /&gt;
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All Warhammer Fantasy Gods, presumably. Zuvassin and Necoho are explicitly active.&lt;br /&gt;
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====Archaon====&lt;br /&gt;
{{main|Archaon}}&lt;br /&gt;
Upon completing a new set of challenges by the Chaos Gods in AoS, he was empowered to demigod level and given free reign to do whatever he desired.&lt;br /&gt;
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====Devourer of Existence====&lt;br /&gt;
A primitive aspect of Chaos as an apex predator, that wishes to devour all else and despises any sign of civilization, worshipped by the Untamed Beasts. Maybe a modern take on Zhedun?&lt;br /&gt;
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====Eightfold Watcher====&lt;br /&gt;
Some sort of Chaos-Spider-Godbeast worshipped by the Tarantulos Brood. From Warcry Red Harvest. It&#039;s unknown if it has a rivalry with the Spider-God of the Spiderfang Grots.&lt;br /&gt;
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====Ever-Raging Flame====&lt;br /&gt;
A massive fire of Chaos, said to be the Chaos personification of Aqshy itself, worshipped by the Scions of the Flame in the Realm of Fire.&lt;br /&gt;
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====The Great Gatherer====&lt;br /&gt;
A (presumably) giant crow worshipped by tribesmen from Ulgu in the [[Age of Sigmar]]. Not much is known about him, since [[Warcry|the only game his followers appear in]] isn&#039;t out yet, but we do know that the [[Corvus Corax|Corvus]] Cabal (the aforementioned tribesmen) consider [[Archaon]] to be his avatar in the Mortal Realms. Theories range from it being an aspect of [[Tzeentch]] (notable avian features, Tzeentch is known to be interested in the Realm of Shadow, maybe gathering secrets?) or [[Nurgle]] (the Crow was Nurgle&#039;s totem animal among the Norscans, maybe gathering bodies?) to being a minor, but ascending, Chaos God not so far removed from the Great Horned Rat&#039;s path to the pantheon. He even has the weird connection to both Nurgle and Tzeentch the GHR does. It has been confirmed that the Warbands from Warcry will be usable in the main game, possibly as normal units, and will have the keyword SLAVES TO DARKNESS, which means he&#039;ll have some representation in a mainline game. Not too bad for the newest kid on the block. Maybe like Great Horned Rat, he&#039;ll get his own race of worshippers someday. Chaos Kenku, anyone?&lt;br /&gt;
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====Morghur====&lt;br /&gt;
{{main|Morghur The Shadowgave}}&lt;br /&gt;
Originally one of the most notable Beastmen, he&#039;s worshipped as a minor Chaos God of mutation and devolution in Age of Sigmar. Wait what the fuck is this??&lt;br /&gt;
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====Nagendra====&lt;br /&gt;
Originally a Godbeast, was injured and its descendants are called Coiling Ones, worshipped by the Splintered Fang. At least that&#039;s what the Coiling Ones claim to be.&lt;br /&gt;
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===Blood Bowl===&lt;br /&gt;
====Nuffle====&lt;br /&gt;
{{Main|Nuffle}}&lt;br /&gt;
A joke Chaos God for [[Bloodbowl]], Nuffle is a mispronunciation of NFL (as in &amp;quot;National Football League&amp;quot;, the American gridiron football pro league in real life), which would be pronounced &amp;quot;Noofle&amp;quot; as in &amp;quot;book&amp;quot; if you tried pronouncing it. Nuffle explains why the Blood Bowl universe is so wacky and gridiron football obsessed. Technically the superior to the rest of Chaos, although apparently only in the Blood Bowl universe.&lt;br /&gt;
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===When Tzeentch was the best/ The Great Beast===&lt;br /&gt;
According to recent Tzeentch Codex/Battletome Tzeentch was at one point the sole major chaos god. A rebellion against him forced him to fractured his staff into many pieces to create magic, which because of warp time fuckery, technically already happened. When chaos was first forming (just after War in Heaven for 40k) there were many chaos gods and entities competing (rather than the total domination that exists now). Tzeentch somehow became number one, and was a super god of sorts. A rebellion by all the other chaos gods forced him to fracture his staff as a token of surrender and to prevent the other Gods from being as strong as him, creating the Tzeentch we know today. In the same way that Slaanesh has always existed in 40k, the new Tzeentch has always existed the way he is without his staff. Tzeentch&#039;s new self and Slaanesh started doing that when they were created relative to the materium, while the Warp is such a mess that a contradiction like Tzeentch both having and not having a staff and having magic exist before he created it is basically nothing.&lt;br /&gt;
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This is a variant of the backstory of The Blue Scribes. The shattered pieces of Tzeentch staff each became a different spell or incantation, creating magic across the multiverse. The Blue Scribes are tasked to go across dimensions and catalogue every spell they come across, in the hopes of restoring Tzeentch&#039;s staff and returning him to supremacy.&lt;br /&gt;
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This actually ties in with older Warhammer Fantasy lore where insane scholars theorized that the 4 Chaos Gods were merely Aspects of a larger god of Chaos Undivided, &amp;quot;The Great Beast&amp;quot;.&lt;br /&gt;
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{{ChaosGods}}&lt;br /&gt;
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[[Category:Heresy]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar&amp;diff=32686</id>
		<title>Age of Sigmar/Tactics/Order/Cities of Sigmar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar&amp;diff=32686"/>
		<updated>2023-02-26T19:58:18Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Allied Armies */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Cities of Sigmar|Logo=Empire.jpg|Alliance=Order|Motto=For the &amp;lt;s&amp;gt;Empire&amp;lt;/s&amp;gt; God-King!}}&lt;br /&gt;
The cities from the Firestorm campaign have finally gotten a 2nd edition Battletome. Humans, Aelves, and Duardin join forces to be a bulwark against those who would tear down everything they have built. &lt;br /&gt;
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==Why Play Cities of Sigmar==&lt;br /&gt;
===Pros===&lt;br /&gt;
*If you complained about all the needless separations and divisions of old Empire/Dwarf/Elf models, then this faction fixes all that.&lt;br /&gt;
*[[AWESOME|Over 30 potential choices for Battleline, including Kharybdiss, Hydras and STEAM TANKS!]]&lt;br /&gt;
*Low to average to hit rolls but Lots of ways to add +1 to hit.&lt;br /&gt;
*Many ways to generate CP.&lt;br /&gt;
*The synergies of the sub-factions can be united. Ever wonder what happens if you take the range power of Free Peoples, surviving skills of Dwarfs and the monsters of the Dark Elves? Now&#039;s your chance to find it out!&lt;br /&gt;
*One of the best ways to make a mixed Order List without needing allies. With additional synergies with Kharadron Overlords, Sylvaneth, Daughters of Khaine, and Stormcast Eternals, you can take some as part of your city.&lt;br /&gt;
*Battleshock won&#039;t be an issue. While the bravery of many units is average or bad, many cities (Hallowheart, Anvilgard/Har Kuron, Hammerhal, and Tempest&#039;s Eye) have ways to avoid it with command ability, traits and artefacts.&lt;br /&gt;
*Plenty of opportunities for conversions and kitbashing.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*Came at the cost of mass squatting, particularly of old [[High Elves (Warhammer Fantasy)|High Elves]] [[Lumineth Realm Lords|(&amp;lt;s&amp;gt;no longer an issue&amp;lt;/s&amp;gt; still no more dragons, lions, eagles, and a long etc.)]].&lt;br /&gt;
*A lot of remaining factions lost their units, like the Devoted of Sigmar losing Warrior-Priests, Witch Hunters, and the War-Altar. &lt;br /&gt;
*Locked into City allegiance and their associated realms of Aqshy, Ghyran, or (in one case each) Hysh and Ulgu. Must &amp;quot;Counts As&amp;quot; if your units aren&#039;t up to code, and tough luck if you wanted Realm artefacts from elsewhere (MUCH less significant after GHB20 where the Malign Sorcery Artefacts were taken off the menu).&lt;br /&gt;
*Most models that aren&#039;t included in any set box (Start Collecting, battle boxes, ...) can only be bought on the GW online store. That means you won&#039;t get the 10%-20% discount on your purchases that many other (online) stores provide.&lt;br /&gt;
*There are a ton of options that (over 50 warscrolls) for experienced players open up many opportunities, but for new players can seem very daunting. New players will have a hard time getting started with this army.&lt;br /&gt;
*A lot of units can feel on-paper like repeats compared to their previous iteration (many abilities are now +1 to hit, and some abilities were reappropriated by the cities), only set apart by their synergy with other models.&lt;br /&gt;
**Freeguild lost their Anti-charge support abilities, as well as their unique allegiance abilities from GHB2019, as [[FAIL|they are currently unable to interact with them due to the change in keywords from &amp;quot;Free Peoples&amp;quot; to &amp;quot;Freeguild&amp;quot;]]&lt;br /&gt;
**Darkling Coven units can&#039;t gain size bonus when near bigger units.&lt;br /&gt;
**Dispossessed lost anti-magic banners and Relentless, as well as any long-range gunlines beyond the Irondrakes.&lt;br /&gt;
**Wanderers can&#039;t Retreat and shoot or use the board edge for movement. As well as losing their Iconic glade archers, despite recently being given round bases (i.e. they&#039;re some of the only models in kits purchasable outside of GW direct orders, but pretty much all of those come with round bases now too).&lt;br /&gt;
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==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Cities of Sigmar|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/itQ3FAndDveRwdJV.pdf Cities of Sigmar Errata]}}&lt;br /&gt;
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==Allegiance Abilities==&lt;br /&gt;
===Universal Allegiance Abilities===&lt;br /&gt;
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&#039;&#039;&#039;Strongholds of Order:&#039;&#039;&#039; [[FAIL|You &#039;&#039;&#039;must&#039;&#039;&#039; choose a city]]. You currently have 8 battletome choices, plus what&#039;s come from Shattered Realms. Go wild. &lt;br /&gt;
*For your chosen city, you gain all the &#039;&#039;Battle Traits&#039;&#039;. Your general gets one of the &#039;&#039;Command Traits&#039;&#039;; one hero, plus one hero per battalion, each chooses a unique &#039;&#039;Artefact Of Power&#039;&#039;; each wizard knows a spell from the &#039;&#039;Spell Lore&#039;&#039;, which usually consist of 3 spells, but occasionally have a full 6.&lt;br /&gt;
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&#039;&#039;&#039;Amplified Sorceries:&#039;&#039;&#039; +1 to casting rolls when you summon an Endless Spell. It&#039;s a step down from the old &amp;quot;Always Amplified&amp;quot; version of this rule, but this version is much easier to remember and manage.&lt;br /&gt;
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&#039;&#039;&#039;Warriors of the Realms:&#039;&#039;&#039; If you&#039;re using &#039;&#039;&#039;Malign Sorcery&#039;&#039;&#039; rules, your army must be from the realm your city hails from (which is no longer really a penalty due to GHB20&#039;s removal of Malign Sorcery Artefacts).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Honoured Retinue:&#039;&#039;&#039; If your {{AOSKeyword|general}} has a wound characteristic of 6 or less, you can pick a retinue (any unit of 5-20 models). If your general is within 3&amp;quot; of the retinue, each time your general takes a wound, on a 4+ the retinue takes it instead. Note: Non-Allies Stormcast, KO, and Sylvaneth Heroes that meet these criteria also can use it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The General&#039;s Adjutant:&#039;&#039;&#039; If your {{AOSKeyword|general}} has a wound characteristic of 6 or less, you can pick a friendly hero to be their adjutant. The adjutant must have a wound characteristic of 6 or less. If your {{AOSKeyword|general}} is within 3&amp;quot; of the adjutant at the start of your hero phase, roll a die. On a 4+, you get a CP. Same as above that Non-Allies Heroes can also function as such, but even more sneakily, nothing in the wording says the Adjutant can&#039;t be a true Ally Hero (meaning you could take a Fyreslayers or Idoneth Hero for this role as well).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 1 in 4 units in your army can be {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Stormcast_Eternals#Warscrolls|Stormcast]]}}. They gain the City keyword (and Cities of Sigmar) in place of their normal Stormhost keyword. To be more precise, the City keyword doesn&#039;t replace Hammers of Sigmar or anything, it just means that you&#039;re not using the Stormcast models inside a Stormcast Allegiance army itself. Essentially, they can be used as if they were units in your book, except they can’t be your battleline when list building(but could count as once the game start) nor general (aside Aventis in Hammerhall) and the 1:4 rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment:&#039;&#039;&#039; &lt;br /&gt;
While not technically an Allegiance Ability, it is true that almost every unit of MSU 3+ models has a Standard Bearer and a Musician.&lt;br /&gt;
*&#039;&#039;&#039;Standard Bearer:&#039;&#039;&#039; gains +1 bravery if the unit has one.&lt;br /&gt;
*&#039;&#039;&#039;Musician:&#039;&#039;&#039; Add 1 to charge rolls and also often run rolls if the unit has a Musician.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|DarkCyan|Hammerhal}} (Aqshy or Ghyran)===&lt;br /&gt;
The flagship twin city with named Stormcast Characters. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;City of Two Realms&#039;&#039;&#039;: Hammerhal armies must be from Aqshy or Ghyran.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banners Held High&#039;&#039;&#039;: [[Imperial Guard|At the start of your hero phase, roll for each unit that contains at least one banner or standard-bearer. For each 6, you get a CP.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master of Hammerhal&#039;&#039;&#039;: If [[Age_of_Sigmar/Tactics/Order/Stormcast_Eternals#Named_Leaders|Aventis Firestrike]] is your general, you get an extra CP at the start of your first hero phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Pride of Hammerhal&#039;&#039;&#039;: While wholly within your territory, your units ignore battleshock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Righteous Purpose:&#039;&#039;&#039; You use this in the combat phase on a friendly {{AOSKeyword|HAMMERHAL}} unit that is wholly within enemy territory, wholly within 12&amp;quot; of a friendly {{AOSKeyword|HAMMERHAL HERO}} and within 3&amp;quot; of an enemy unit. It gets to pile in and attack again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Acadamae Prodigy&#039;&#039;&#039;: Add 1 to attack characteristic of melee weapons. Also start the game with an extra command point.&lt;br /&gt;
#&#039;&#039;&#039;Blood of the twelve&#039;&#039;&#039;: Reroll wound rolls of 1 for melee attacks made by friendly units wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Aggressive General&#039;&#039;&#039;: Add 1 to hit for melee attacks made by friendly units wholly within 12&amp;quot; of the general if this general made a charge move in the same turn. Since it doesn&#039;t say round, it&#039;s only &#039;&#039;your player turn&#039;&#039;: YOU are aggressive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Armour of Mallus&#039;&#039;&#039;: Add 1 to save rolls of the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Saint&#039;s Blade&#039;&#039;&#039;: Pick 1 melee weapon of the bearer, improve its rend by 1. While the bearer is within 6&amp;quot; of an objective marker, add 1 to damage inflicted by the weapon.&lt;br /&gt;
#*Those high-number-of-attacks but low rend or damage 1 attacks on your characters? They&#039;ve just become really good on your mobile griffon general or dragon-riding dark elf. It makes me want to take 5 attack sword or 4 attacks lance instead of 3 attacks great weapon in order to double down on the damage potential.&lt;br /&gt;
#&#039;&#039;&#039;Twin Stones&#039;&#039;&#039;: You can activate this artefact in each of your hero phases, if you do so, chose which aspect you want to use.&lt;br /&gt;
#*Aqshy Aspect, Add 1 to hit for melee attacks made by friendly units wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
#*Ghyran aspect, roll a d6 for every unit wholly within 12&amp;quot; of the bearer, on a 4+ you can heal d3 wounds that were previously allocated to that unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkCyan|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Wings of Fire&#039;&#039;&#039;: Thermal Rider cloak was not enough for you? Have some wings of fire: cast on a 6, if successful pick 1 friendly unit that is visible to the caster, add 1 to run and charge rolls and that unit can fly until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Cinder Cloud&#039;&#039;&#039;: Cast on a 7, until the start of your next hero phase, subtract 1 from attacks that target friendly units wholly within 9 of the caster. Combine with a Mystifying Miasma battlemage to give targeted penalties to compound the debuff. &lt;br /&gt;
#&#039;&#039;&#039;Twin Tailed Comet&#039;&#039;&#039;: Cast on a 7, &amp;lt;s&amp;gt;you kickstart the events of Total Warhammer II&amp;lt;/s&amp;gt; pick one enemy unit within 18&amp;quot; of the caster that is visible, they take d3 mortal wounds (or if they had 10 or more models, they take d6 mortal wounds instead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===City Allegiance: {{color|MediumPurple|Anvilgard}} (Aqshy)===&lt;br /&gt;
The Tortuga of the Mortal Realms. Currently conquered and renamed Har Kuron in lore, but remains playable as you either play the city in a time before Morathi&#039;s coup or members of the Sigmar loyalists&#039; resistance movement after the coup.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Illicit Dealings:&#039;&#039;&#039; Choose one of the following:&lt;br /&gt;
#&#039;&#039;Black Market Bounty&#039;&#039;: 1 extra {{AOSKeyword|ANVILGARD}} Artefact of Power&lt;br /&gt;
#&#039;&#039;Dabblings in Sorcery&#039;&#039;: 1 additional {{AOSKeyword|ANVILGARD}} Dragon/Kharibdyss/War Hydra can have a Drakeblood Curse&lt;br /&gt;
#&#039;&#039;Hidden Agenda&#039;&#039;: D3 extra command points&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Make an Example of the Weak:&#039;&#039;&#039; At the start of your Battleshock Phase, pick 1 friendly &#039;&#039;&#039;ANVILGARD&#039;&#039;&#039; unit wholly within 12&amp;quot; of an {{AOSKeyword|ANVILGARD}} hero. One model is slain, but all {{AOSKeyword|ANVILGARD}} units wholly within 18&amp;quot; of the targeted unit ignore Battleshock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakeblood Curses:&#039;&#039;&#039; One Dragon/Kharibdyss/War Hydra, plus one per Battalion, can have a Drakeblood Curse. No model may have more than one curse, and no curse may be taken more than once.&lt;br /&gt;
# &#039;&#039;&#039;Acidic Blood&#039;&#039;&#039;: Roll a dice each time the unit is allocated a wound in melee that wasn&#039;t negated. On a 4+, the damaging unit takes 1 mortal wound. Annoy your enemies who try to take down your War Hydra!&lt;br /&gt;
#&#039;&#039;&#039;Jutting Bones&#039;&#039;&#039;: After the model makes a charge, pick an enemy unit within 1&amp;quot;. On a 2+, target takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Felgaze&#039;&#039;&#039;: 12&amp;quot; -2 bravery bubble. When stacked with the Kharibdyss’ already existing aura, you got the perfect anti-horde monster that can chew through Grots and Skaven like Thanksgiving dinner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Blackfang Crimelord&#039;&#039;&#039;: Pick 2 Illicit Dealings instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Slayer of Monsters&#039;&#039;&#039;: +1 to hit and wound rolls if you target a &#039;&#039;&#039;MONSTER&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Secretive Warlock&#039;&#039;&#039;: If the general is a wizard, they know all the spells in the Anvilgard lore. If not, they know one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Drakescale Cloak&#039;&#039;&#039;: 5+ FNP, something you would want on your monster riding heroes. Do NOT underestimate this. Many times has it made a 5+ save Sorceress on Dragon 1000x more frustrating and difficult to remove.&lt;br /&gt;
#&#039;&#039;&#039;Venomfang Blade&#039;&#039;&#039;: Pick 1 weapon. If the wound roll of the attack is an unmodified 6, it deals D3 mortal wounds in addition to any normal damage. Stack with the assassin’s Venom ability for hilarity to ensue.&lt;br /&gt;
#&#039;&#039;&#039;Asphyxia Censer&#039;&#039;&#039;: At the end of the combat phase, each enemy unit within 3&amp;quot; of the bearer on a 4+ takes D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sap Strength&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. They get -1 to hit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Shadow Daggers&#039;&#039;&#039;: CV7. If cast, pick a visible enemy unit within 9&amp;quot;. They take D6 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Vitrioc Spray&#039;&#039;&#039;: CV8. If cast, pick a visible enemy unit within 6&amp;quot;. Until the start of your next hero phase, they have a save characteristic of &amp;quot;-&amp;quot;. Use your sorceress&#039;s sacrificial dagger to make sure it goes through!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===City Allegiance: {{color|MediumPurple|Har Kuron}} (Aqshy)===&lt;br /&gt;
Formally Anvilgard, it has turned into New Dark Aelf City thanks to [[Morathi]]. Revolves solely on Darkling Covens, Scourge Privateers and Order Serpentis, with support from the Daughters of Khaine.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Har Kuron:&#039;&#039;&#039; Forget all the other Cities of Sigmar sub factions, you can only use {{AOSKeyword|Darkling Covens}}, {{AOSKeyword|Order Serpentis}}, {{AOSKeyword|Scourge Privateers}}, and {{AOSKeyword|Shadowblades}} from the battletome. You&#039;re also restricted from using the universal Ways of the Free Peoples, so no more General&#039;s Adjundants, wound-shielding retinues or bolstered Endless Spells if you wish to become Druchii once more. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temple of Khaine:&#039;&#039;&#039;   One in four units can be taken from the {{AOSKeyword|Daughters of Khaine}}, replacing your lack of stormboys. In each of your hero phase, one {{AOSKeyword|Daughters of Khaine Priest}} can attempt to recite an exclusive prayer.&lt;br /&gt;
***&#039;&#039;Incitement of Murder&#039;&#039;: A {{AOSKeyword|Har Kuron}} unit wholly within 12&amp;quot; inficts exploding double hits on hit rolls of 6. Terrifying on Bleakswords as they already do that, so every 6 turn into 3 successful strike. Also brutal on Dreadspears as 6s will provide double hits that BOTH result as Rend -1. Mortek Guard have just left the chat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Make an Example of the Weak:&#039;&#039;&#039; At the start of your Battleshock Phase, pick 1 friendly {{AOSKeyword|Har Kuron}} unit wholly within 12&amp;quot; of an {{AOSKeyword|Har Kuron hero}}. One model is slain, but all {{AOSKeyword|Har Kuron}} units wholly within 18&amp;quot; of the targeted unit ignore Battleshock.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Bathed in Blood&#039;&#039;&#039;: Gains +1 wound and heals 1 each of you Hero phases&lt;br /&gt;
#&#039;&#039;&#039;Murderous Zealot&#039;&#039;&#039;: May attempt to use &#039;&#039;Incitement of Murder&#039;&#039; like a priest, or can attempt &#039;&#039;Incitement of Murder&#039;&#039; twice if they already can.&lt;br /&gt;
#&#039;&#039;&#039;Dark Adept&#039;&#039;&#039;: If the general is a Wizard, they can cast a extra spell. If not, they become a Wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Lifetaker:&#039;&#039;&#039; During shooting phase pick enemy within 36&amp;quot;, take 1MW on 3+ or D3 on 6 roll.&lt;br /&gt;
#&#039;&#039;&#039;Traitor&#039;s Banner:&#039;&#039;&#039; Friendly units wholly within 12&amp;quot; are -1 to hit by missile weapons.&lt;br /&gt;
#&#039;&#039;&#039;Nullstone Vizard:&#039;&#039;&#039; Each of your Hero phases while on the field, gain CP on 5+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|MediumPurple|Spell Lore}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sap Strength&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. They get -1 to hit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;The Withering&#039;&#039;&#039;: CV6. Pick a visible enemy unit within 18&amp;quot;. they are +1 to wound until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Vitriolic Spray&#039;&#039;&#039;: CV8. If cast, pick a visible enemy unit within 6&amp;quot;. Until the start of your next hero phase, they have a save characteristic of &amp;quot;-&amp;quot;. Use your sorceress&#039;s sacrificial dagger to make sure it goes through!&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; CV6. Caster gains a M16&amp;quot; and Fly until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; CV7.  Back again to ruin the lives of slow units like Ogres and Seraphon. If cast, pick a visible enemy unit within 18&amp;quot;. Roll 2D6 and they take MW equal to the Different between Movement and roll.&lt;br /&gt;
#&#039;&#039;&#039;Shadow Daggers&#039;&#039;&#039;: CV7. If cast, pick a visible enemy unit within 9&amp;quot;. They take D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===City Allegiance: &amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Tempest&#039;s Eye&amp;lt;/span&amp;gt; (Aqshy)===&lt;br /&gt;
Mountain trading port that touches the sky. The Alpha Strike option, with access to Kharadron Overlords units.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Atop Titanspear Mountain:&#039;&#039;&#039; Tempest&#039;s Eye armies must be from Aqshy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alert and Forewarned:&#039;&#039;&#039; Add 3&amp;quot; to movement and 1 to saves for Tempest Eye units until the end of the 1st battle round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outrunners of the Realms:&#039;&#039;&#039; Add 1 to run rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Standing Contracts:&#039;&#039;&#039; 1 in 4 units can be {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Kharadron Overlords#Warscrolls|Kharadron Overlords]]}}. They gain the Cities of Sigmar and Tempest&#039;s Eye keywords.&lt;br /&gt;
**Observe a 90 point unit of Bleakswords: high bravery 4+ save battleline that may score 1 or 2 extra hits in melee and compare them with Arkanauts: high bravery 4+ save battleline that has the same melee profile but they can shoot reliably at short and medium ranges! You obviously &#039;&#039;will&#039;&#039; take the special weapons for every 10, which means that you can actually get two melee rend -1 and d3 damage attacks with a skypike; the excellent rend -2, d3 damage and 18&amp;quot; range of the skyhook and the 6 shot bullet spam at 12&amp;quot; range of the volley gun. That&#039;s on top of a +1 to hit if your unit is wholly within 9&amp;quot; of an objective. You can obviously combo that with a Celestial Hurricanum to get hits on 2+. Oh and I forgot to mention, on top of the juicy special weapons above, every other guy gets a two shot pistol!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rapid Redeploy&#039;&#039;&#039;: In the shooting phase, pick a {{AOSKeyword|Tempest&#039;s Eye}} unit wholly within 12&amp;quot; of hero. That unit can shoot even if it ran in the same turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Aether Guard Captain&#039;&#039;&#039;: Add 1 to charge rolls for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Hawk Eyed&#039;&#039;&#039;: Add 1 to wound rolls for missile attacks made by friendly Tempest&#039;s Eye units wholly within 12&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Swift as the Wind&#039;&#039;&#039;: Can run and charge. Hero and mount fight at the start of the combat phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Patrician&#039;s Helm&#039;&#039;&#039;: Do not take battleshock for friendly Tempest&#039;s Eye units wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Seerstone Amulet&#039;&#039;&#039;: If bearer is on the battlefield at the start of your hero phase roll a dice, on a 4+ get an extra CP.&lt;br /&gt;
#&#039;&#039;&#039;Zephyrite Banner&#039;&#039;&#039;: Reroll charge rolls for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the bearer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Aura of Glory&#039;&#039;&#039;: Cast on a 7, add 1 to the attack characteristic of melee weapons for friendly Tempest&#039;s Eye units that are wholly within 12&amp;quot; of the caster. Damn! Stack this on your aether-chestmisted Balloon dudes to triple their melee output!&lt;br /&gt;
#&#039;&#039;&#039;Strike of Eagles&#039;&#039;&#039;: Cast on a 7, pick one enemy unit within 30&amp;quot; of the caster (and visible). Roll 6 dice, for every 4+ they take a mortal wound. Awesome range!&lt;br /&gt;
#&#039;&#039;&#039;Celestial Visions&#039;&#039;&#039;: Cast on a 7, get a CP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===City Allegiance: &amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Hallowheart&amp;lt;/span&amp;gt; (Aqshy)===&lt;br /&gt;
The city of magic. If you want to always cast a spell and have your opponent watch as they can&#039;t unbind them, here&#039;s your place.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Attunement&#039;&#039;&#039;: If a unit is affected by a spell or endless spell, you can choose to roll a die. On a 5+, ignore the spell&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mage of the Whitefire Council&#039;&#039;&#039;: Your wizards can cast an extra spell. They select TWO spells from the spell list instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Arcane Channeling&#039;&#039;&#039;: Start of the hero phase. Pick 1 friendly hero wizard and roll a die. 1) that unit suffers that many mortal wounds. 2) for each mortal wound dealt and not negated by any means, your wizards within 12&amp;quot; get that roll&#039;s result as a bonus to cast until the start of your next hero phase. Remember, in order to be able to measure to the model, &#039;&#039;it must not be dead&#039;&#039;! Works better on units with lots of wounds, such as celestial hurricanums and luminarks of hysh. Consider casting sear wounds (with + a lot to cast) to heal it right back off!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Veteran of the Blazing Crusade&#039;&#039;&#039;: Do not take battleshock tests for friendly units wholly within 18&amp;quot; of the general.&lt;br /&gt;
#&#039;&#039;&#039;Warden of the Flame&#039;&#039;&#039;: Start of your hero phase, on a 4+ you get an extra CP. If you were going to use your CPs for battleshock immunity, why not use the previous command trait instead?&lt;br /&gt;
#&#039;&#039;&#039;Famed Spell Hunter&#039;&#039;&#039;: If your general is a wizard, add 3 to attempts to dispell endless spells. Otherwise, they can dispell endless spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Agloraxi Prism&#039;&#039;&#039;: Subtract 1 from missile attacks that target the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Pauldrons of Living Flame&#039;&#039;&#039;: End of the combat phase, roll a die for each enemy unit within 3&amp;quot; of the bearer, on a 4+ they take d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Whitefire Tome&#039;&#039;&#039;: If bearer is a wizard, they know all the spells from the Lore instead of 2. Otherwise, they know one spell and can cast it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
The masters of magic get 6 spells instead of the usual 3! Not just that - each of your wizards gets 2 of them on top of their normal spells, leading to unparalleled choice when it comes to casting.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Roaming Wildfire&#039;&#039;&#039;: Cast on a 6, pick enemy unit within 18&amp;quot; and visible, it suffers d3 mortal wounds. Roll a d6 for each enemy unit within 6&amp;quot;, on a 4+ those units also take d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Sear Wounds&#039;&#039;&#039;: Cast on a 6, pick a friendly unit within 18&amp;quot; of the caster that is visible. Heal d6 wounds allocated to that unit.&lt;br /&gt;
#&#039;&#039;&#039;Elemental Cyclone&#039;&#039;&#039;: Cast on a 6, pick one enemy unit within 12&amp;quot; that is visible and roll a die per model unit that is within 12&amp;quot; of the caster, on a 4+ they take a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Warding Brand&#039;&#039;&#039;: Cast on a 6, target a friendly unit wholly within 18&amp;quot; and visible. Until start of next hero phase, roll a dice each time a wound was dealt by a melee weapon and was not negated. On a 4+ the attacking unit suffers a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Crystal Aegis&#039;&#039;&#039;: Cast on a 5, until the start of your next hero phase, add 1 to the rolls for &#039;&#039;&#039;Eldritch Attunement&#039;&#039;&#039; trait for friendly units wholly within 12&amp;quot; of the caster. You can now ignore spells and endless spells on a 4+!&lt;br /&gt;
#&#039;&#039;&#039;Ignite Weapons&#039;&#039;&#039;: Cast on a 6, pick a friendly unit wholly within 18&amp;quot; of the caster that is visible to them. Add 1 to wound rolls made by that unit until the start of your next hero phase. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;The Living City&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The Symbol of the alliance between Sigmar and Alarielle. The ambush and flanking shenanigans city, with access to extra healing and Sylvaneth units.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Living Wargroves:&#039;&#039;&#039; 1 in 4 units can include {{AOSKeyword|[[Age_of_Sigmar/Tactics/Order/Sylvaneth#Warscrolls|Sylvaneth]]}} units while adding the keywords {{AOSKeyword|Cities of Sigmar}} and {{AOSKeyword|Living City}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunters of the Hidden Paths&#039;&#039;&#039;: Similar to Sylvaneth (but more restricted), instead of setting up a {{AOSKeyword|Living City}} unit on the battlefield, you can say that it is set up in the hidden paths. You can set up a unit in reserve for each {{AOSKeyword|Living City}} unit you have on the battlefield (therefore this excludes potential allied units from the count). At the end of the movement phase, you can set them up wholly within 6&amp;quot; of the battlefield edge more than 9&amp;quot; from any enemy units. Make sure to deploy them at that latest on turn 3, because at the start of turn 4 any units that are still in the hidden paths are destroyed. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Attuned to Nature&#039;&#039;&#039;: In your hero phase, heal 1 wound allocated to every {{AOSKeyword|Living City}} unit.&lt;br /&gt;
**great on units with Damage charts, Hyrdas are harder to kill. Also, weirdly, this does not exclude Steam tanks which gives those units much greater survivability without needing a cogsmith for repairs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Strike and Melt Away&#039;&#039;&#039;: end of shooting phase, pick one friendly {{AOSKeyword|Living City}} unit &#039;&#039;that shot that phase&#039;&#039;, is more than 9&amp;quot; from enemy units and wholly within 18&amp;quot; of a friendly {{AOSKeyword|Living City hero}}. That unit can move, it cannot run.&lt;br /&gt;
**This is INSANE for units that want to go into combat and combos perfectly with the Hidden Paths: you can deep strike your unit 9&amp;quot; away (say, into cover), shoot stuff with your shadow warriors getting the bonus to cover, then move them 6&amp;quot; (because you also deep struck a support hero nearby in order to use command abilities). Your charge now became a 3&amp;quot; charge. With other types of units, you can position them however you need, and then fade off in the distance: this is good for shooty and melee stuff like corsairs with crossbows and sisters of the watch, but for highly mobile shooting units it is extremely potent: try it with units such as dark riders, outriders, luminarks of hysh line of mortal wounds, Drycha, artillery pieces, scourge runner chariots, FREAKING STEAM TANKS, Durthu, any stormcast with a &amp;gt;9&amp;quot; shooting attack, drakesworn templar, any of the non-hero dracoth units, palladors, etc etc etc etc etc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Iron Oak Artisan&#039;&#039;&#039;: Add 1 to saves and on to-wound rolls for this general.&lt;br /&gt;
#&#039;&#039;&#039;Farstrider&#039;&#039;&#039;: Can run and charge. Friendly units are not affected by the Deadly Scenery rule if they are wholly within 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Druid of the Ever Spring Circle &#039;&#039;&#039;: If your general is a wizard, they know all of the spells of the Lore of Leaves. If they are not a wizard they know one spell and can cast it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Spear of the Hunt&#039;&#039;&#039;: Pick one melee weapon of the bearer, improve its rend by 1. Bearer and their mount fights at the start of the combat phase if they made a charge this turn.&lt;br /&gt;
#&#039;&#039;&#039;Deepmire Cloak&#039;&#039;&#039;: If the bearer has a wounds characteristic of 6 or less, they cannot be chosen as the target of a missile attack if they are in cover. If they have 7 or more wounds, they inflict -1 to missile weapons that target the bearer if they are in cover.&lt;br /&gt;
#&#039;&#039;&#039;Wardroth Horn&#039;&#039;&#039;: Once per battle in your hero phase you can sound the horn: add 1 to attacks of friendly {{AOSKeyword|Living City Sylvaneth}} units until the start of your next hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Life Surge&#039;&#039;&#039;: Cast on a 6, pick 1 friendly model within 18&amp;quot; of the caster. You can heal d6 wounds that were allocated to the model.&lt;br /&gt;
#&#039;&#039;&#039;Cage of Thorns&#039;&#039;&#039;: Cast on a 7, pick 1 enemy unit that&#039;s within 18&amp;quot; of the caster and that is visible, halve the move characteristic of that unit until the start of your next hero phase. Also, until the start of your next hero phase, the first time that unit moves it takes d6 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Iron Oak Skin&#039;&#039;&#039;: Cast on a 6, pick 1 friendly wholly within 18&amp;quot; of the caster and visible, subtract 1 from wound rolls that target that unit until the start of your next hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Greywater Fastness&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The polluted, industrial gunpowder city in the Realm of Life. Your superior firepower city, with emphasis on artillery and ranged units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Amidst the Ghoul Mere:&#039;&#039;&#039; Greywater Fastness is from Ghyran.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Runelord:&#039;&#039;&#039; In your hero phase, ONE {{AOSKeyword|Greywater Fastness Runelord}} can chant the following prayer as well as one from their warscroll.&lt;br /&gt;
**&#039;&#039;Rune of Unfaltering Aim:&#039;&#039; On a 2+, select a friendly {{AOSKeyword|Greywater Fastness Ironweld Arsenal war machine}} within 3&amp;quot;, until the start of your next hero phase it gets +1 to hit with its missile weapon attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home of the Great Ironweld Guilds:&#039;&#039;&#039; Friendly {{AOSKeyword|Greywater Fastness Ironweld Arsenal}} missile attacks have their maximum range increased by 3&amp;quot;. In a pitched battle, you can include an additional artillery unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability:Salvo Fire&#039;&#039;&#039;: Use this in your shooting phase. Pick 1 friendly {{AOSKeyword|Greywater Fastness}} Freeguild Handgunners or Irondrakes unit wholly within 12&amp;quot; of a hero. Add 1 to hit rolls for missile attacks made by that unit until the end of the phase. Doesn&#039;t stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Seat on the Council&#039;&#039;&#039;: If this general is on the battlefield, roll a dice in your hero phase. On a 4+ you gain a CP.&lt;br /&gt;
#&#039;&#039;&#039;Drillmaster&#039;&#039;&#039;: Reroll hit rolls of 1 for friendly missile weapon attacks made by units wholly within 12&amp;quot; of this general as long as the general is more than 3&amp;quot; away from any enemy units.&lt;br /&gt;
#&#039;&#039;&#039;Ghoul Mere Ranger&#039;&#039;&#039;: Friendly units wholly within 12&amp;quot; of the general can run and still shoot later in the same turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Steam Piston Plate Mail&#039;&#039;&#039;: Add 1 to save rolls for the bearer. If the bearer does not have a mount, add 1 to its move.&lt;br /&gt;
#&#039;&#039;&#039;Runic Munitions&#039;&#039;&#039;: Pick 1 of the bearer&#039;s missile weapons, add 1 to its damage characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Magnificient Macroscope&#039;&#039;&#039;: Start the game with 1 extra CP, and add 1 to hit for missile attacks made by the bearer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Descending Ash Cloud&#039;&#039;&#039;: Cast on a 6, pick an enemy unit within 18&amp;quot; that is visible to the caster, subtract 1 from hit rolls made by that unit until the start of your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Eroding Blast&#039;&#039;&#039;: Cast on a 6, pick a terrain feature wholly within 18&amp;quot; and visible to the caster. Roll a die for every model within 1&amp;quot; of the feature. On a 5+ they suffer a mortal wound. In addition until your next hero phase that terrain gains the Deadly Scenery Rule.&lt;br /&gt;
#&#039;&#039;&#039;Choking Fumes&#039;&#039;&#039;: Cast on a 6, pick 1 enemy unit within 15&amp;quot; that is visible to them, roll a die for every model that is within 15&amp;quot;. For each 5+ that unit suffers a mortal wound. Combine with balewind vortex to get a bit more range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: &amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;The Phoenicium&amp;lt;/span&amp;gt; (Ghyran)===&lt;br /&gt;
The Phoenix city resurrected from amber&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vengeful Revenants:&#039;&#039;&#039; Add 1 to hit and wound rolls for melee weapon attacks if any friendly {{AOSKeyword|Phoenicium}} units have been destroyed in the same phase.&lt;br /&gt;
**Read as &amp;quot;this army is for MSU and chaff users&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood of the Phoenix:&#039;&#039;&#039; Both types of phoenixes get an extra wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Living Idol&#039;&#039;&#039;: Use in the combat phase, pick a {{AOSKeyword|Phoenix Hero}} unit. If a {{AOSKeyword|Phoenicium}} model is slain within 12&amp;quot; of it, the destroyed model can fight before it&#039;s removed.&lt;br /&gt;
**This is more guaranteed to happen if you set it up than the Skaven&#039;s death frenzy spells, which can fail to be cast or be dispelled. If building Phoenicium lists, I would try to build around this ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Seeker of Vengeance&#039;&#039;&#039;: Add 1 to the attack characteristic of the general&#039;s melee weapons if a friendly model has been slain this phase, add 3 instead if 5 or more models were slain. Use this on a tanky hero, because you&#039;re waiting until your opponent kills a model somewhere before hitting with your hero. I recommend a frost phoenix.&lt;br /&gt;
#&#039;&#039;&#039;One with Fire and Ice&#039;&#039;&#039;: If your general is a wizard, they know all spells from the Lore of the Phoenixes. Otherwise, they can cast one spell from that lore.&lt;br /&gt;
#&#039;&#039;&#039;Aura of Senerity&#039;&#039;&#039;: Do not take battleshock tests for friendly units wholly within 12&amp;quot; inches of the general. With the amount of stuff you are trying to get killed just to proc your bonuses, maybe this is a good idea, maybe it&#039;s a bad one?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Amber Armor&#039;&#039;&#039;: If the attack that targets the bearer has a rend characteristic of -1, change it to &amp;quot;-&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Pinion&#039;&#039;&#039;: Bearer can fly as well as run and charge.&lt;br /&gt;
#&#039;&#039;&#039;Pyre Ashes&#039;&#039;&#039;: If you roll a natural 6 when saving for the bearer, you can heal 1 wound allocated to the bearer. Troll the shit out of your opponents with this item on a fucking frost phoenix.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Amber Tide&#039;&#039;&#039;: Cast on a 6, pick enemy unit within 18&amp;quot; and visible. Until the start of your next hero phase, halve their movement. Not as good as living city bramble/thorn cage, which inflicts mortal wounds if they move!&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Cries&#039;&#039;&#039;: Cast on a 5, until the start of your next hero phase, subtract 1 from the bravery characteristic of enemy units while they are within 18&amp;quot; of the caster.&lt;br /&gt;
#&#039;&#039;&#039;Golden Mist&#039;&#039;&#039;: This is the one you&#039;re taking. Cast on a 6, heal d3 wounds to each friendly {{AOSKeyword|Phoenicium}} unit within 12&amp;quot; and visible. Because you&#039;re not resilient enough. Combo this with emerald lifeswarm to troll the fuck out of your opponents some more!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|DarkMagenta|Misthåvn}} (Ulgu)===&lt;br /&gt;
The City of Scoundrels, wracked with drug trafficking and corruption. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Battle Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Port&#039;&#039;&#039;: Misthåvn armies must be from Ulgu.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underhanded Tactics&#039;&#039;&#039;: A restrictive form of deepstrike. For every {{AOSKeyword|Darkling Coven}}, {{AOSKeyword|Freeguild}}, and {{AOSKeyword|Duardin}} (including allied Fyreslayers and Kharadron) you deploy on the battlefield, you can set up 1 unit of {{AOSKeyword|Order Serpentis}}, {{AOSKeyword|Shadowblades}}, or {{AOSKeyword|Scourge Privateers}} in reserve. These units must contain no more than 10 models. You can bring them in anywhere more than 9&amp;quot; away from enemies at the end of any of your movement phases. Deepstriking dragons, anyone?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misthåvn Narcotics&#039;&#039;&#039;: Give your heroes magical drugs! 1 hero per army, +1 per warscroll battalion, can pick a narcotic, which are all one time use affects you activate in your hero phase. No duplicates or multiples on a single hero (but they can still take relics). Has no affects on mounts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Shadowstrike:&#039;&#039;&#039; You can use this when a unit of yours deepstrikes onto the field within 12&amp;quot; of a friendly hero. That unit can move d6&amp;quot; (it cannot run). Helps get that charge off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Command Traits}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Shadowlord&#039;&#039;&#039;: Once per battleround, the general can use the Shadowstrike Command ability for free. make sure you get them in a good position.&lt;br /&gt;
#&#039;&#039;&#039;Wily Foe&#039;&#039;&#039;: 6+ roll to ignore wounds and mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Shade Warlock&#039;&#039;&#039;: The general knows Arcane Bolt and Mystic Shield and can cast 1 spell a turn. If its already a WIZARD, it gets 1 extra cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Artefacts Of Power}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Gloom Bell&#039;&#039;&#039;: Once per battle, at the start of the enemy shooting phase, you can ring the bell to make a 12&amp;quot; bubble of -1 to hit for the phase. Take that Skaven! We have bells too!&lt;br /&gt;
#&#039;&#039;&#039;Strangler-Kelp Noose&#039;&#039;&#039;: Once per battle, at the start of the a combat phase, pick 1 model within 3&amp;quot; of the bearer and roll a die. If the roll is less than the model&#039;s Wound characteristic, or the roll is a 6, that model can&#039;t fight. That&#039;s a 5/6 chance to stop a 5-wound hero from attacking, and it is actually guaranteed against anything bigger. Hand this to a duelist or monster hunter and go strait for the biggest thing on the board. This does sound a bit werid though, so we might be expecting an FAQ.&lt;br /&gt;
#&#039;&#039;&#039;Shadowsilk Armor&#039;&#039;&#039;: +1 to saves. No-nonsense and just a solid artefact. Slap this on a Dragonlord with a lance and shield for a sweet, SWEET 2+ save that&#039;ll turn him from dangerous to outright nightmarish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;{{color|DarkMagenta|Misthåvn Narcotics}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Synesthalcum&#039;&#039;&#039;: +1 to hit rolls until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Witch-mist&#039;&#039;&#039;: Become a ghost for a round, and the hero ignores save modifiers till the next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Skiffer&#039;s Salve&#039;&#039;&#039;: the user heals d6 wounds, but gets a bit too high and can&#039;t run or charge. Use when your already stuck in. &lt;br /&gt;
#&#039;&#039;&#039;Float&#039;&#039;&#039;: Get so high you can fly. Seriously, it lets the hero fly till your next hero phase. Can&#039;t be used if the hero has a mount.&lt;br /&gt;
#&#039;&#039;&#039;Sawfang Dust&#039;&#039;&#039;: each time the user fights, pick 1 unit afterwards within 1&amp;quot;. On a roll of 4+, it suffers d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Glatch Ink&#039;&#039;&#039;: +1 to casting, unbinding, and dispelling rolls until your next hero phase. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|Silver|Settler&#039;s Gain}} (Hysh)===&lt;br /&gt;
The City that has to put up with Aelven bullcrap all day.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Silver;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;In the Lands of Enlightenment:&#039;&#039;&#039; Settler&#039;s Gain must be from Hysh.&lt;br /&gt;
*&#039;&#039;&#039;Lumineth Tutors:&#039;&#039;&#039; You get 1 extra artifact for a {{AOSKeyword|Freeguild Hero}} or {{AOSKeyword|Collegiate Arcane Hero}}. In addition {{AOSKeyword|Collegiate Arcane Heroes}} get +1 to casting rolls.&lt;br /&gt;
*&#039;&#039;&#039;Settlers of the High Districts:&#039;&#039;&#039; 1 in every 4 units can be a {{AOSKeyword|Lumineth Realm-Lords}} unit and 1 in every 4 can also be a {{AOSKeyword|Stormcast Eternals}} unit.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Aelven Training&#039;&#039;&#039;: Use at the start of the battleshock phase and pick 1 {{AOSKeyword|Lumineth Realm-Lords Hero}}. {{AOSKeyword|Freeguild}} and {{AOSKeyword|Collegiate Arcane}} units wholly within 18&amp;quot; of the hero do not take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Silver;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Personal Levitation&#039;&#039;&#039;: The general can fly.&lt;br /&gt;
#&#039;&#039;&#039;Strategic Mastermind&#039;&#039;&#039;: In your hero phase, if the general is on the field, you gain 1 command point on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Raging Outburst&#039;&#039;&#039;: +1 to hit and wound rolls for the general, but -1 save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Silver;&amp;quot;&amp;gt;Artefacts Of Power (Collegiate Arcane Heroes only)&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Heart Stone&#039;&#039;&#039;: When the bearer is slain roll a die. On a 4+ they live with 1 wound left.&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Dispellation&#039;&#039;&#039;: The bearer can dispell an endless spell without spending a casting roll.&lt;br /&gt;
#&#039;&#039;&#039;Silver-plated Wand&#039;&#039;&#039;: The bearer can cast an extra spell a turn.&lt;br /&gt;
#&#039;&#039;&#039;Blade of Leaping Bronze&#039;&#039;&#039;: +2 attacks to a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Amulet of Haste&#039;&#039;&#039;: Roll a die after the bearer finishes a normal move and they ran. On a 2+ they can still charge.&lt;br /&gt;
#&#039;&#039;&#039;Stone-spirit Armor&#039;&#039;&#039;: 6+ to ignore wounds and mortal wounds. In addition ignore spells and endless spells on a 5+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Silver;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Drain Magic&#039;&#039;&#039;: Cast on a 6, ALL Wizards within 12&amp;quot; of the caster get -2 to casting, unbinding and dispelling until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Light&#039;&#039;&#039;: Cast on a 6, pick a unit wholly within 12&amp;quot; and give them a 6+ to ignore wounds and mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Illumination&#039;&#039;&#039;: Cast on a 6, pick 1 enemy unit within 12&amp;quot; that is visible to them, add 1 to hit rolls for missile weapons that target that unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===City Allegiance: {{color|Brown|Excelsis}} (Ghur)===&lt;br /&gt;
The unfortunate target of [[Kragnos]]&#039; and [[Slaanesh]]&#039;s machinations, a hardy place trapped between the beastly natives and the settlers.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Coast of Tusks:&#039;&#039;&#039; Excelsis must be from Ghur.&lt;br /&gt;
*&#039;&#039;&#039;Gift of Prophecy:&#039;&#039;&#039; One per phase, you can make one friendly unit&#039;s attack roll be deemed prophesied and roll a dice - on a nat 1, this unit suffers a -1 to all attack rolls, but otherwise you add +1 to all hit rolls. A nice little gift to support a key unit.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Riposte&#039;&#039;&#039;: Use at the start of the combat phase. Pick 1 {{AOSKeyword|Excelsis}} unit within 12&amp;quot; of a hero. On a natural 6 to their saving throw, the attacking foe suffers a mortal wound after the enemy&#039;s attacks are resolved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Cunning Foe&#039;&#039;&#039;: The general can charge after retreating. Whenever they do so, they get to add +1 to their hit rolls and enemies targeting them take a -1 to hit.&lt;br /&gt;
#&#039;&#039;&#039;In the Right Place&#039;&#039;&#039;: At the start of turn 1, you can re-deploy d3 friendly units, which can prove to be quite important considering how vulnerable your forces are.&lt;br /&gt;
#&#039;&#039;&#039;Darkest Secrets&#039;&#039;&#039;: During the combat phase, your general can lock an enemy hero within 3&amp;quot; from being able to use their command abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Artefacts Of Power&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Glimmerling&#039;&#039;&#039;: Once per game, you can predict (read: flat-out declare) the result of a hit roll, a wound roll, a save, or a run or charge roll the bearer makes. This result can&#039;t be re-rolled, but you can add any further mods, meaning you can use it to trigger any crit effects.&lt;br /&gt;
#&#039;&#039;&#039;Rockjaws&#039;&#039;&#039;: Once per shooting phase, you can make a shooting attack on an enemy within 8&amp;quot; and deal d3 MWs on a 3+ to hit. Not too bad and more of a deal on things like ogors than on mobs.&lt;br /&gt;
#&#039;&#039;&#039;Gryph-feather Charm&#039;&#039;&#039;: +1&amp;quot; to movement and any attacks targeting the bearer suffer -1 to hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:Brown;&amp;quot;&amp;gt;Spell Lore&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear&#039;&#039;&#039;: Cast on a 6, draw a straight line between the caster and a point within 12&amp;quot; of them. Any units that cross this line suffers one mortal wound. Sadly, this won&#039;t ruin mobs, but can penalize clumped-up deployments like orruks and ogors.&lt;br /&gt;
#&#039;&#039;&#039;Flock of Doom&#039;&#039;&#039;: Cast on a 6, pick an enemy unit within 18&amp;quot; that is visible to the caster. Roll 12d6 - on each 6, the unit suffers a mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Cower&#039;&#039;&#039;: Cast on a 6, pick 1 enemy {{AOSKeyword|Monster}} unit within 12&amp;quot; that is visible to them. Roll a 2d6 - If the result exceeds the target&#039;s bravery, then they can&#039;t charge for the next turn, which can prove crippling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|red|Human}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
This encompasses the {{color|DeepPink|Collegiate Arcane}}, assorted wizards in dresses and magical scenery; one  &amp;lt;span style=&amp;quot;color:DarkRed;&amp;quot;&amp;gt;Devoted of Sigmar&amp;lt;/span&amp;gt; unit (Flagellants); and all &amp;lt;span style=&amp;quot;color:Crimson;&amp;quot;&amp;gt;Freeguild&amp;lt;/span&amp;gt;, what remains of the Empire list. It turns out that thousands of years later, in a totally different place in time and space, men and women still dress in exactly the same silly feathered hats and pantaloons. &lt;br /&gt;
&lt;br /&gt;
The overall best army of the Cities and the one with more units. Heroes are good at support and being damage dealers, you have great blocks of specialized infantry, two fantastic units of shooters, and fast, hard-hitting cavalry. Their weak points are generally bad bravery, the fact that you can&#039;t move if you want many of your units to be optimized, and being quite frail against units with rend, because the average saves run around 5+/4+. They are at the center of tons of armies lists, being easily supported by others races.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/7_BR_Kragnos_Warscroll_Galen_Ven_Denst_ENG_2021.pdf| Galen ven Denst]&#039;&#039;&#039; (Witch Hunter, Unique, 115p): The first of two heroes introduced in Shattered Realms: Kragnos. He&#039;s the more mobile of the two, being able to shoot and charge after fleeing, and the pistol gives a modest number of attacks and is especially dangerous for daemons and wizards. Unfortunately, he won&#039;t be able to aid the army, so he&#039;s best set as an ally considering he has no {{AOSKeyword|&amp;lt;City&amp;gt;}} keyword. At best, he can be used to shut down endless spells with any attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/6_BR_Kragnos_Warscroll_Dorelia_Ven_Denst_ENG_2021.pdf| Doralia ven Denst]&#039;&#039;&#039; (Witch Hunter, Unique, 115p): The sharpshooter of the lot, equipped with a crossbow that only fires once but has -2 rend and 2 damage (which doubles against daemons and wizards) that can also shut down endless spells. Fortunately, this crossbow can fire twice and hits on a 2+ if she stays stationary. As with her father Galen, she lacks {{AOSKeyword|&amp;lt;City&amp;gt;}} so she can&#039;t support allies, but she&#039;s perfectly fine hunkering down somewhere to snipe out enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgeneral_eng.pdf Freeguild General]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, 100p): An anchor for human lines, giving Freeguild +1 bravery and a CA that grants 3 units +1 hit &amp;amp; wound if they don&#039;t move or charge. Pop this on units that don&#039;t need to move like Handgunners and/or on Freeguild Guard so they hit hard during the opponent&#039;s turn. They are what make Human guns so much more dangerous, and makes stealing important objectives from Freeguild Guard w/Spears so much harder. Also, while being somewhat squishy with a 4+ save and 5 wounds, he can pull out some really good damage with his FUCKhuge sword, with a stat of 3 attacks at 3+/3+/-2/D3, also a extra mortal wounds on six to hit rolls. Not a character killer, no, but don&#039;t underestimate him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgeneralongriffon_eng.pdf Freeguild General on Griffon]&#039;&#039;&#039;({{color|Crimson|Freeguild}}, 320pts): A more capable use of the griffon (than with the Battlemage variant), though you are certainly paying for the cost (alternative take: it&#039;s only 20 pts more than the Battlemage on Griffon, and seeing as he&#039;s way less squishy and does more work, well worth it). Your loadout is actually quite flexible between the flurry of attacks from your sword, your few but deadly hammer hits, and the mid-point lance, followed by the option for either a shield to boost your save from 4+ to 3+ or leave it for +1 to run and charge rolls. Whatever you pick, your get a CA that still capitalizes on charging with a 12&amp;quot; aura of +1 to charge rolls and hit rolls so you can make the most of that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_battlemage_eng.pdf Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}}, 110pts): Your go-to wizard, able to pick which Realm they specialized in which gives them: A unique spell and Casting bonus while in that realm (though currently, there are no official rules for playing in Azyr, so if you choose that spell, you&#039;ll never get the +1 to-cast). Despite how it initially looks, Azyr wizards are better against elite armies than horde ones, aim for the support, ideally the ones with the aura abilities, and know you&#039;re likely going to be hitting one or two elite squads around them. If you want something better against hordes, then you want Aqshy: fireball scales in damage with however many models are in the target unit so large squads with high saves are ideal. Ulgu wizards are a pretty good warning against anybody threatening a vulnerable squad and gives them at least a chance to run away, while Shyish wizards could be the thing you need to turn around a contested battle or wipe out a unit with Battleshock before they can break away. If you want a protective ability then you need to go with Hysh to drop -1 to hit for enemy units targeting a unit, which is very good since it works on everything, especially when you use it on something that can already take a beating like a unit of Phoenix Guard. Ghyran ends up being somewhat pointless, since if you want charge protection you&#039;ll be taking Cage of Thorns instead to halve their movement and deal Mortal Wounds, and even Chamon is better for that. Speaking of which, Chamon is pretty good if you&#039;re going missile-heavy and want to focus down something elite while avoiding combat with them. In general it&#039;s a must-have if you&#039;re up against Stormcast Eternals or Kharadron Overlords. Finally, Ghur is a great spell if you&#039;re going melee-focused or you want to abuse the easy charges you can get from the Living City or the tempest&#039;s eye command trait and artifact, who give +1 to charge and re-roll them automatically. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_battlemageongriffon_eng.pdf Battlemage on Griffon]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 300pts): You get a flying Ghur wizard with a capable but quite squishy beast. The two-headed griffon can at least throw out some blows with its bite (Doubling hits for each 6 to hit) and claws (though those drop with damage). Your wizard, on the other hand, is more capable at shooting, with his special spells being Wildform (see above) and Amber Spear, a pretty effective beam of damage with few hang-ups.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_celestialhurricanum_eng.pdf Celestial Hurricanum with Celestial Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 280pts): Slapping a wizard onto this doesn&#039;t do much besides making a bigger target. What it does provide, though, is the absolutely sick Comet of Cassandora spell, now always able to deal damage, though it&#039;s best suited for slow, plodding fools (or just get a Metal/Chamon Wizard to slow them first and then smash &#039;em).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_luminarkofhysh_eng.pdf Luminark of Hysh with White Battlemage]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 270pts): The aura of protection makes putting a Hysh wizard less of a gamble, though you&#039;re still a visible target. You also get the Burning Gaze spell, which is the final word on eradicating mobs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildguard_eng.pdf Freeguild Guard]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline: 80/280pts, min 10, max 40): These guys are as good as ever. They lost the possibility of having shields with every other weapon and the militia equipment, gaining instead generally better equipment and ability. Halberds are quite terrifying now, with a 3+ for wound and -1 rend. Better save with shield and swords and a really nasty ability with the spear. Always take in large crowds and take the best weapon for the occasion. (Spears get in more attacks and charging them a nightmare, Sword &amp;amp; board grants durability, and halberds helps smake up tougher units when you can&#039;t have the numbers advantage)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildcrossbowmen_eng.pdf Freeguild Crossbowmen]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline, 100pts, min 10, max 30): Your long-range shooting. Basically for having them at their best you have to don&#039;t move them and have 10+ models, as they gain +1 attack with their Crossbow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildhandgunners_eng.pdf Freeguild Handgunners]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Battleline, 100pts, min 10, max 30): Trade range for rending on their shots and Quantity for consistency. These guys get a nice nerfed, going from &amp;quot;terrifyingly op&amp;quot; to &amp;quot;nice normal shooter&amp;quot; [Wrong, there was no nerf - both +1 requirements were put into one rule granting a single extra +1 and they just got their base hit improved by 1 to a 4+: considering the unit size requirement for the bonus went down to 10, this is objectively a buff, making it easier to take MSU for long rifles while keeping +1&#039;s to hit]. Basically for having them at their best you have to don&#039;t move them and have 10+ models, as they gain +1 to with their guns, but their low range makes them not that dangerous and almost vulnerable to fast units. Now it&#039;s only their ability to shoot at charging units, use it wisely. The units&#039; MARKSMAN can take a Repeater Handgun for more shot or Long Rifle which is a 30&amp;quot; D2 gun that ignores Look Out, Sir! for picking out weak support heroes.&lt;br /&gt;
**The 3.0 Errata proved to be kind here, as they can still overwatch (or rather, use the Unleash Hell command without needing it issued or spending CP) on enemy enemies that finish a charge within 3&amp;quot; of them. A small bubble, but it&#039;s enough to discourage people from carelessly approaching your guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildgreatswords_eng.pdf Freeguild Greatswords]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|Crimson|Freeguild}} General, 140/360pts, min 10, max 30): Elite infantry without question. Though with a rather weak 6 Bravery, you get some pretty effective weapons that deal mortal wounds on unmodified 6&#039;s to hit. They&#039;re especially effective as a retinue, as they&#039;ll get an additional +1 to hit for being in range of any {{AOSKeyword|Freeguild Hero}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_demigryphknights_eng.pdf Demigryph Knights]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|Crimson|Freeguild}} General, 180pts, min 3, max 12): Tough guys with some good mobility. Though your loadout&#039;s either stuck between the lance&#039;s charge bonus or the all-rounder halberd, you always get your menacing mount&#039;s attacks for the chance to pop some mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildoutriders_eng.pdf Freeguild Outriders]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|MediumBlue|Tempest&#039;s Eye}}, 100pts, min 5, max 20): Your mobile Gunners, able to Retreat and/or Run, and still shoot. Repeater Handgun can deal a lot of inaccurate shoots, especially if they&#039;re not near an enemy for D3+1 attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_freeguildpistoliers_eng.pdf Freeguild Pistoliers]&#039;&#039;&#039; ({{color|Crimson|Freeguild}}, Conditional Battleline: {{color|MediumBlue|Tempest&#039;s Eye}}, 100pts, min 5, max 20): short-ranged guns, and can re-roll run and charge rolls. They do bring Rend and a lot of attacks, especially since they get to shoot again when they charge. With all this attacking, they are likely to deal many wounds before that target gets their swing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flagellants_eng.pdf Flagellants]&#039;&#039;&#039; ({{color|DarkRed|Devoted of Sigmar}}, Conditional Battleline: Human General, 80/280pts, min 10, max 40): That cheap unit that likes dying. Also, they keep devoted of Sigmar keyword, so you CAN ally warrior priest to power them and intentionally kill them with endless spells for more attacks. A perfect fit for The Phoenicium Battleines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_celestialhurricanum_eng.pdf Celestial Hurricanum]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}} 220pts): This is purely made to support your forces, provided its own killer shooting and auras for supporting your entire army. Your men will love the +1 to hit while within range of it, though that requires that they protect it to ensure the range, while Wizards of any realm can benefit with a +1 to all casting from it. In all cases, keep it away from any means of battle. Also, it&#039;s weapon is one of the best mortal wounds dealers in the game, being capable of doing a best 3D3 mortal wounds on any target, basically killing any less hero stupid enough to get too close. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_luminarkofhysh_eng.pdf Luminark of Hysh]&#039;&#039;&#039; ({{color|DeepPink|Collegiate Arcane}}, 210pts): The more protective of the giant casty-engines. This one&#039;s got auras of wound-negating (range limited by damage) and grants nearby wizards +1 to unbind. While the Hurricanom operates its weapon based on a burst of shots, this one fires a singular laser beam of doom, its effectiveness restrained only by damage. A stupidly good combination with flagellants, giving you the possibility of kill them (extra attacks) and give them a (weak-but-better-then-nothing) defense. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|SteelBlue|Duardin}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
This encompasses the {{color|SteelBlue|Dispossessed}}, or Dwarfs if you&#039;re still holding a grudge and are rather grumpy about it. Do remember that any conditional Battleline that requires a Duardin general (such as Irondrakes, or any others GW might change in the future) will also be met if your General is a Cogsmith, despite them not being Dispossessed, this also works for Kharadron generals when hailing from Tempest&#039;s Eye.&lt;br /&gt;
&lt;br /&gt;
Heavy infantry with a really high survival rate, dispossessed are hard as a rock, hits like trucks and have a pair of gromril balls. They are really good at war of attrition, being generally invulnerable against battleshock, with a save roll generally over the average of others races and don&#039;t really needs wizards thanks to their runelords. Unfortunately, they are slow, can&#039;t use magic in anyway, with just one (fucking wonderful yes, but still one) shooting unit and with a really high points (and money) cost for units. Except to be easily outnumber by others armies. Gain great support by faster units, artillery and mages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wardenking_eng.pdf Warden King]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, 110pts): A Powerful Lynchpin for the DISPOSSESSED bunker as he can grant a Battleshock immunity aura for not moving, and a CA that let&#039;s him pick an enemy unit within 18&amp;quot; of him. Any DISPOSSESSED unit attacking the selected enemy in melee get +1 attack. When paired with other Allegiance abilities he makes Ironbreakers and Hammerers a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_runelord_eng.pdf Runelord]:&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, 90pts): One of the best Anti magic Heros in the game, worth taking even if you don&#039;t have other DUARDIN. They can unbind magic and have a +2 when they make the roll. They also support with a two different prayers that either give a DISPOSSESSED within 16&amp;quot; a 6+ Ward or give their weapons -1 more rend. Put a luminark together with this guy and stack on FNP against mortal wounds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_longbeards_eng.pdf Longbeards]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Battleline, 110/270pts, min 10, max 30): The old grumblers are back... And they are even more unsatisfied! They support other Duarden with their complaints. Unfortunately, shields aren&#039;t that overpower now, and you can&#039;t get shields and big weapons anymore. Better weapons or better defense are up to you, but their ability to being incredibly annoying is even more powerful. You can decide to give 1 plus bravery to dispossessed units (for when you expect to be on the receiving end of a devastating charge and you aren&#039;t in range of a Warden King&#039;s battleshock immunity bubble), make dispossessed units (wholly within 12&amp;quot;) re-roll wounds rolls of 1 and with the last one you can even try to DISPEL ONE ENDLESS SPELL IN THE HERO PHASE! That&#039;s right, even mindless spells can&#039;t stand the continuous grumbling of this guys. Good to mix in one with other dispossessed units for their support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_ironbreakers_eng.pdf Ironbreakers]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Battleline, 130/330pts, min 10, max 30): They get twice as many swings, their saves are one better then Longbeards. These are your Smachy anvils. They never ever fucking die and can dish out surprising amounts of hurt. Wound-per-Wound, they leave most infantry in the dust. Their leader can also opt to swap out his ax and shield for a pistol and bomb or a brace of pistols. Remember: These dorfs can beat the enemy with their anvillyness, but you also have Strong hammers from other factions. Worth noting that the pistol and bomb combination provides 4 attacks instead of 3, two of which rend and hit at range, and the ability to dish out d3 nigh-guaranteed mortal wounds per game. All at the expense of losing 1 to hit on your Mailed Fist attacks. Food for thought. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_irondrakes_eng.pdf Irondrakes]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Duardin}} General, 150pts, min 10, max 30): If Ironbreakers are anvil and tongs, Irondrakes are the hammers. Any unit held in place by Ironbreakers (or any dorf infantry, for that matter) is already dead and only too stupid to realize it if you have Irondrakes nearby. Why? They get a pretty good missile weapon, being pretty much exactly a Judicator with Bow, only with 16&amp;quot; range. If there&#039;s no enemy within 3&amp;quot; and they didn&#039;t move, they add get 1+ Attack more shooting! So, wound per wound, they shoot four times as well as Judicators. Yikes. Their champion can take a Trollhammer Torpedo, which has better Rend and deals D3 damage (D6 if the target&#039;s a monster), and now you can fire that twice, so it&#039;s a no brainer to use it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_hammerers_eng.pdf Hammerers]&#039;&#039;&#039; ({{color|SteelBlue|Dispossessed}}, Conditional Battleline: {{color|SteelBlue|Dispossessed}} General, 140/360, min 10, max 30): There is nothing subtle about Hammerers and you wouldn&#039;t want them any other way. They swing a big Hammer, which has two swings at 3+/3+/-1/1, a rather nice profile that inflicts additional Mortal wounds on unmodified wound rolls of 6, they have a 4+ save and don&#039;t take Battleshock if there&#039;s a Dorf Hero whooly within 12&amp;quot;. Have a Runelord put their -1 Rend ability on them, with your Warden King&#039;s +1 attack.. and you have a single unit doing 30 hits at a 3+/3+/-2/1 with chances for mortal wounds. You can hammer down most foes with them. Consider the following: If you really want to be an asshole to your opponent, try running these guys in Tempest&#039;s Eye as a block of 30 under a Warden King with Aether Guard Captain as his warlord trait and Zephyrite Banner as his artifact. Top it off with a Runelord, a set of Longbeards, a Celestial Hurricanum with Aura of Glory and a baytlemage coming from ghur. You now have 1 wound infantry clocking 360 points that for the first turn move 7&amp;quot;, run d6+4&amp;quot;, charge 2d6+4&amp;quot; rerolling, is covered under a 3+ save thanks to Alert and Forewarned that craps out 4 attacks per head at 2+/3+ reroll 1/-2/1. A full strength unit is burying a target in 121 swings averaging 20 mortal wounds as icing on the cake. We&#039;re talking enough mortal wounds to send Nagash right back to the grave, nevermind the other 121 swings. For days when you want to settle the entire Dammaz Kron in one sitting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|SlateGray|Ironweld Arsenal}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
A bunch of Human and Duardin engineers came together and compared notes. This encompasses your artillery, tanks, and helicopters. The mechanized forces of the order, ironweld arsenal is a stand-alone group of war machines and hero, ranging from artillery support to unstoppable tanks. This faction isn&#039;t a jolly, but more of a list of units that can be filled and complete other armies (gyrocopters for dispossessed, artillery for everyone who lacks long-range units while the steam tank can simply fit everywhere without being an annoyance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank with Commander]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 230pts): The key to Steam Tank battleline and smashing that max behemoth limit (as per core FAQ Dec 2019, battleline units do not count towards behemoth limits). Adding him onto the heaving tank gives you two nice guns and a decidedly shite melee weapon. He&#039;s also has his own internal source of healing without a Cogsmith, magic or being from a Ironweld synergistic city.  His CA lets you mark a single target so all your nearby tankbros can blast the shit outta that target a little faster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_cogsmith_eng.pdf Cogsmith]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 60pts): The poor man&#039;s HQ. Don’t let that fool you though; this guy is arguably more useful than the Steam Tank Commander. While always equipped with some pistols he can slap within melee, the rest of his loadout is what impacts his usefulness. Taking the Grudge-Raker gives him a shotgun, while dropping it adds +1 to his melee attacks, while the Cog Axe gives him a bundle of attacks or a +1 to hit with the shooting. In any case, he lacks a Command Ability, instead of using the Hero Phase to let heal a nearby {{AOSKeyword|Ironweld Arsenal War Machine}}, indeed your only way to preserve those precious steamtanks.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_steamtank_eng.pdf Steam Tank]:&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, Behemoth or Conditional Battleline: {{color|SlateGray|Steam Tank}} General, 195pts): This incredible beast got a nerf but is still scarier for your enemy, especially now that you can have it as a BATTLELINE! basically an artillery platform with a weapon for every situation can deal with crowds and lesser monsters alike (just don&#039;t send it against Archaon please. You&#039;ll make Sigmar cry). The mobility is quite problematic, being a roll of dice impacted by damage, but this can be fixed with his ability, &amp;quot;More Pressure!&amp;quot; - roll 2d6 and if the result is less than the tank&#039;s current wounds, add 2 to both the attacks of the steam gun and movement. But, if you fail the roll you get D3 wounds. Always take a Lord Ordinator, a Celestial Hurricanum or the Commander for making their attacks more powerful. (the steam tank is resembling the old empire quality: fine against everything, but good against nothing.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Artillery&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helstormrocketbattery_eng.pdf Helstorm Rocket Battery]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 130pts): Got a devastating nerf (someone would call it &amp;quot;make units more balanced&amp;quot; and they are probably right but still...). The damage of the missiles now d3 instead of d6. For the rest, they are better than before, with the ability to re-roll hits rolls of one with an engineer close. Get 4 of them with the battalion, a lord ordinator and see your adversary get desperate because you are killing everything he has from 36&amp;quot; of distance (39&amp;quot; for Greywater Fastness). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_helblastervolleygun_eng.pdf Helblaster Volley Gun]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 120pts): Let&#039;s get this straight, this artillery is practically useless compared to the rocket batteries. Basically, you can decide to roll 1, 2 or 3d6 for the attacks made by this weapon, but when you roll 2 dice or more and you get a double, the machine would jam, don&#039;t shoot and get one mortal wound. Yeah, that&#039;s right. This means that you would NEVER have more attacks than 15 (6+5+4) and many other results are blocked! Compared this piece of junk to the helstorm (only 10 points more care) and you can easily understand what is the right choice to do.&lt;br /&gt;
** for ten points less a celestar ballista can easily fit the role that this rusty piece of iron should fit, close-range fire suppression, thanks to many heroes that can give a plus 1 to hit rolls, without the risk of jamming, have the best results blocked and with better rend and save. They will eat your Stormcast allowance.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Other Units&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrobombers_eng.pdf Gyrobomber]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 80/210pts, min 1, max 3): Dedicated Flying bombers. You can pick an enemy unit that this unit passes over, for each gyrobomber that flew over that enemy, deal D3 mortal wounds on a 2+ roll. with running and not dying, you can make about 3 bombing runs before the end of the game. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_gyrocopters_eng.pdf Gyrocopter]&#039;&#039;&#039; ({{color|SlateGray|Ironweld Arsenal}}, 70/180pts, min 1, max 3): Smaller, faster Gyrobomber with a better gun. They can only drop one bomb per game but are better at shooting. You have a pick of a normal Brimstone Gun or the short-range Steam Gun which can clear blocks. The Brimstone Gun will on average do the same damage as the Gyrobomber&#039;s Clattergun with a shorter range, but you&#039;ll probably be keeping fairly close anyway so you can drop your bombs. When taken with Greywater Fastness the 11&amp;quot; steam gun on top of the 16&amp;quot; inch move is an incredibly effective massed infantry clearer. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|RebeccaPurple|Aelf}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
This encompasses the various Elves you have available to you, mostly comprised of old Dark Elf models. Included within are the {{color|DarkViolet|Darkling Covens}}, Aelven sorceresses (and occasional sorcerer) that didn&#039;t agree with the rules of the Eldritch Council and went to do their own thing. There is the {{color|MediumVioletRed|Phoenix Temple}}, a group of silent warriors who are some of the hardest to kill in the entire game. There is the {{color|MediumTurquoise|Order Serpentis}}, aelves who have a hardon for anything with scales, as well as the {{color|Indigo|Shadowblades}}, the setting&#039;s non-furry sneaky assassin bois, and finally there are the {{color|Fuchsia|Scourge Privateers}}, your pirates and monster hunters, as well as the {{color|MediumSeaGreen|Wanderers}}, the non-squatted remnants of the Wood Elves.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Leaders&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceress_eng.pdf Sorceress]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, 90pts): Your Coven leaders and non-collage wizard. They do a lot of things, for a magic side like Sacrificing another Darkling(Ideally the cheaper ones) to gain +2 to cast and know a damage spell that also lowers the enemy&#039;s hits by 1. When Paired with other casting buffs, they can reliably cast High-level spells and not be worried that your opponent will unbind your linchpins. Their Command ability lets one Darkling Run, Shoot, and/or charge, allowing a footslogger to cover more ground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sorceressonblackdragon_eng.pdf Sorceress on Black Dragon]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, 300pts): Sorceress + Dragon + another weapon + different spell + another command ability. Not a true fighter like Dreadlords, but can clear skaven hoards with Noxious Breath and Bladewind. Also, have a decent CA Inspire Hatred which rerolls wounds of 1 for a Darkling Coven unit. They are also a decent target for Command Underlings with their 14&amp;quot; move so they can grab objectives and be close enough to decimate a unit.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_anointed_eng.pdf Anointed]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 100pts): Same brutal save as Phoenix Guard, cheap way to make them not take Battleshock tests, unbinds one spell or endless spell per turn like a wizard and is decent at combat. He has a command ability that allows PHOENIX TEMPLE units wholly within 12&amp;quot; inches to re-roll failed wound rolls, making him an excellent force multiplier since your army only knows how to get stuck in to close combat. Unless you really need to fill out Hero slots in your army, or you explicitly want to be able to unbind enemy spells then your first choice should always be to take an Anointed on a Phoenix of one form or another. If you have the GW model for the Anointed then you will have a Phoenix anyway, since they both came in the same box.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Anointed on Flamespyre Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 300pts): Providing an Anointed grants the Phoenix a fully consistent set of strong melee attacks and the badass Command Ability. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Anointed on Frostheart Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 320pts): There&#039;s a second perk to putting an Anointed to this phoenix besides the simple wedding of a dead &#039;ard hero and a defensive bird - a 4+ FNP. This can be taken against Mortal Wounds as well, so you can definitely match up against the Flamespyre in terms of durability, though it&#039;s far from infinite and you will need to watch your health.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadlordonblackdragon_eng.pdf Dreadlord on Black Dragon]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, 300pts): A heartless elf mounted on an (as always) very fast and powerful Dragon, and he&#039;s no slouch in combat himself. You can give him paired weapons or lance to deal more damage, or a crossbow to be shooty, but usually, the best option is the shield to make him live longer and use his Command Ability again and again. Because he gives all Order Serpentis unit wholly within 18&amp;quot; +1 to wound rolls, which can be awesome, especially combined with his great mobility. He&#039;s an awesome hero, no matter how you use him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_assassin_eng.pdf Assassin]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, 80pts): Assassin are Assassins, Cheap killers that are placed in reserve, and then they jump out of any Cities unit with 1 wound and 5+ models (no Calvary but from Flanknig, vangarding, or unconventionally fast units). A strong fighter with 6 attacks and deals d3 mortal wounds if they roll a 6 to wound. Giving him Artifacts to help kill bigger things better, provide deepstriking support or Mobility to get to the next kill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkfleetmaster_eng.pdf Black Ark Fleetmaster]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, 60pts): One of the cheapest heroes in-game. They are ok fighters but their true Power is their Command Ability At Them, You Curs!, which gives a Scourge Privateers unit +1 attacks on all their melee weapons (and Privateers have a lot of weapons).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_nomadprince_eng.pdf Nomad Prince]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, 120pts): Another support hero for their faction, with a falcon that causes an enemy hero to be worse at magic and hitting things and a command aura ability that grants Wanderers +1 to hit. Mounted are too fast but your foot units will be near for the buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Battleline/Conditional Battleline&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_dreadspears_eng.pdf Dreadspears]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): Rank and file Aelfs with 2&amp;quot; spears. Taken in units of 10+ they gain +1 to hit which pairs well with their 2&amp;quot; reach. They also gain -1 rend if they roll an unmodified 6 to hit. They have the least stipulations on them, so feel free to use a Sorceress to get a 40 Aelf blob that runs and changes 3d6 + 8&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_bleakswords_eng.pdf Bleakswords]&#039;&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 90/320pts, min 10, max 40): The Swordsmen version of Dreadspears, Shorter reach but inflict 2 hits on an unmodified 6 to hit instead of rending, better in smaller sizes while dealing with hordes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkshards_eng.pdf Darkshards]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Battleline, 100pts, min 10, max 40): Aelf Crossbow, Shooting 2 shot at 16&amp;quot;. They get the standard Darkling Coven +1 to hit when they have 10+ models. They have a shorter range and have less synergy then Freeguild Crossbow but are more mobile and don&#039;t need to give up mobility for firepower. Want cost-effective and mobile dakka for your CoS? These are ya bois.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackguard_eng.pdf Black Guard]&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 140pts, min 10, max 30): Elite Bodyguards SpearMen, with 2 attacks hitting and wounding on 3+ with rend -1. Gain +1 to hit when near a Darkling Coven hero. Taken for Quality over Quantity. They could be seen as 20pts cheaper Phoenix Guard that trade their revered durability so they could cover more ground with a CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_executioners_eng.pdf Executioners]&#039;&#039;&#039;&#039; ({{color|DarkViolet|Darkling Coven}}, Conditional Battleline: {{color|DarkViolet|Darkling Coven}} General, 130/300pts, min 10, max 30): Elite Swordsmen, 2 attacks hitting and wounding on 3+, with unmodified hit rolls of 6 dealing a mortal wound instead of normal damage. With their recent points drop for taking a max-sized squad, it&#039;s both viable and outright filth to target 30 of these boys with a Sorceress&#039; CA. 61 attacks that can run and charge 3D6+8&amp;quot; that does straight MW on a 6? See that Stardrake? Now you don&#039;t. (Take them with Har Kuron and have a Priest put their specific prayer on them for an extra attack on top of the MW on a 6, if you feel like playing the ultimate asshole.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_phoenixguard_eng.pdf Phoenix Guard]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, Conditional Battleline: {{color|MediumVioletRed|Phoenix Temple}} General, 160/420pts, min 10, max 30): Elves that have been revealed how and when will they die, so if today is not the day they don&#039;t have a reason to flee, and if today is the day they don&#039;t have a reason to flee. That makes them so serious they don&#039;t talk, EVER. This right here is, wound-per-wound, one of the most powerful (if not the most) infantry of the game: 4+ save, 7 Bravery, and ridiculously good halberds, with the range of a spear (2&amp;quot;), the wounding power and rend of a hammer (3+), the number of attacks of paired hand weapons (2), and all at 3+ to hit, because the Phoenix Guard is also frickin&#039; skillful. But the thing that makes them broken is their save-after-the-save of 4+ against wounds/mortal wounds. So, against things without Rend, they will suffer 1/4 of the wounds the enemy manages to inflict upon them. And this secondary save is a &amp;quot;ward&amp;quot;, meaning Rend doesn&#039;t do a thing to it, so even against the most powerful Monsters or Heroes, they&#039;ll only take half damage. Also, while the Guard remains wholly within 12&amp;quot; of a Phoenix Guard hero they don&#039;t even have to take battleshock tests. To sum it all, they hit like a truck, they&#039;re gods on the defense, they win any attrition fights, and they laugh at shooting/artillery/magic. They&#039;ll excel at whatever task you use them for: holding the line, spearheading the offense, killing Monster/Heroes, protecting vulnerable areas, they do it all. The ultimate all-rounders. Their only real drawback is they are relatively expensive compared to some other battleline options in the book but this is more than made up for by their inherent awesomeness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnknights_eng.pdf Drakespawn Knights]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 130pt, min 5, max 20): Your Scaly Aelf M:10&amp;quot; Calvary with a 3+Sv. They can act as a Tarpit on mobile legs while still delivering DPS. Their mounts fight better than horses, and lances&#039; rend and Damage increase to 2 when they charge. They are ideal if going for a Cavalry rush build that will hold on to the objectives. Points drop in FAQ, at the loss of a hoard discount. The ability to deepstrike in and move d6&amp;quot; to improve the charge in Misthåvn is great for taking out key targets like Karadron Ironclads. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_drakespawnchariots_eng.pdf Drakespawn Chariot]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumTurquoise|Order Serpentis}} General, 80/210pt, min 1, max 3): The dinosaur chariot. Not as impressive at fighting as Knights but when they finish a charge, they will often deal d3 mortal to one unit within 1&amp;quot;, Ideally picking on monsters and those melees that are too close to the bubble wrap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_warhydra_eng.pdf War Hydra]&#039;&#039;&#039; ({{color|MediumTurquoise|Order Serpentis}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): A more Ranged Balance Version of the Kharibdyss, with 9&amp;quot; firebreathing and granted the d3 regeneration rather than having to eat someone in melee. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_darkriders_eng.pdf Dark Riders]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110/260pts, min 5, max 20): Aelf Fast Skirmish cavalry, 14&amp;quot; Movement, with Repeater crossbows and spears. enemies subtract -1 bravery when 12&amp;quot; of a Rider. Makes the quick objective grabbers and provide supporting damage to your damage dealers like Griffins to scare off more enemy models&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_shadowwarriors_eng.pdf Shadow Warriors]&#039;&#039;&#039; ({{color|Indigo|Shadowblades}}, Conditional Battleline: {{color|Indigo|Shadowblades}} General, 110pts, min 10, max 30): Stealth archers and ok fighters, they can Deepstrike. Put them near the enemy&#039;s terrain and shoot up their wizards and Warmachines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_blackarkcorsairs_eng.pdf Black Ark Corsairs]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 80/280pts, min 10, max 40): Hoards of pirates, resistant to arrows, more accurate when taken in hoards. They can be taken with a crossbow or a secondary weapon but you want the weapon if you have a Fleetmaster too double their attacks to four. Crossbows may get uses when in smaller numbers when a Fleetmaster is not around.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_scourgerunnerchariots_eng.pdf Scourgerunner Chariot]:&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|Fuchsia|Scourge Privateers}} General, 60/150pts, min 1, max 3): A mobile harpoon launcher with some Crossbow. The harpoon can hurt some monsters with unmodified hit rolls of 6s dealing d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_kharibdyss_eng.pdf Kharibdyss]&#039;&#039;&#039; ({{color|Fuchsia|Scourge Privateers}}, Conditional Battleline: {{color|MediumPurple|Anvilgard/Har Kuron}}, 170pts): Wound-per-Wound the Kharibdyss is by far one of the strongest units in this list, with a bunch of terrifying attacks, the potential self-healing, and Bravery-lowering skill to make more chumps run away screaming once it tears into them. It is also slightly faster than your Corsairs, though comparatively slow for a monster, so it can still be out-maneuvered if you aren&#039;t careful. Wound-per-Wound, the Kharibdyss is also the most efficient target for the Fleetmasters&#039; At them, you Curs Command. Unfortunately, since Corsairs tend to be fielded in units of more than 12, they are still the most logical choice for the Command ability. On the other hand, the Kharibdyss is already plenty scary without it. Also, damage degrades its abilities noticeably quicker than you might expect. Note that a block of 20 corsairs has more wounds, does more damage and gets significantly more benefit from Fleetmaster buff. Kharibdyss is more survivable with better save and heals, so pick your poison.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_eternalguard_eng.pdf Eternal Guard]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Battleline, 130/330pts, min 10, max 30): More Elite Spearmen than DARKLING COVEN Dread Spears costing 40 more points, having 7 Bravery, two attacks, and gain +1 to hit, +1 to wound and +1 to Sv rolls if they don&#039;t move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildwoodrangers_eng.pdf Wildwood Rangers]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 10, max 30): Rangers hunt monster with their 2 attack axes that deal 2 damage against them. Find a way to move them close and then hack a dragon to pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthethorn_eng.pdf Sisters of the Thorn]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130/520pts, min 5, max 20): A Wizard conclave riding Stags. They have attacks and Javelins but you take them as relatively cheap mobile wizards that cast spells at point-blank. As long as they have at least two models they can cast Arcane Bolt, Mystic Shield, and a spell that grants a Wanderer unit cover and reflects 6s to saves during melee as mortal wounds, but more importantly is getting a pick from their City&#039;s lore and Endless Spells. For Example, Anvilguard&#039;s Vitrioc Spray is a short-range spell that removes the target&#039;s saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_sistersofthewatch_eng.pdf Sisters of the Watch]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 160pts, min 10, max 30): What&#039;s left of the Wood elf Archers, Getting 1+ attacks when they don&#039;t move, can fire overwatch when charge, and deal Additional Mortal wounds on Unmodified 6s to wound. you have cheaper Sources of Arrows, but the Mortal wounds could get past some high armour units.&lt;br /&gt;
**As with the Handgunners, these sisters can also Unleash Hell upon an enemy that charges someone within 3&amp;quot; of them without spending CP, which is a bit inconvenient if they&#039;re camping away from other units. This might make them useful for protecting war machines though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_wildriders_eng.pdf Wild Riders]&#039;&#039;&#039; ({{color|MediumSeaGreen|Wanderer}}, Conditional Battleline: {{color|MediumSeaGreen|Wanderer}} General, 130pts, min 5, max 20): Your Fast Aelf Cavalry, with Riders getting 2 spear attacks that deal -2 rend and 2 damage when they charge. More offensive than defensive than Drakespawn Knights. Became battleline in the FAQ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Behemoths&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
Do note that some of your Behemoths are conditionally also a Battleline. If this is the case they will be listed above under the Conditional Battleline section instead of this section.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_flamespyrephoenix_eng.pdf Flamespyre Phoenix]:&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 200pts) An annoying bird that comes back to life once per game. It&#039;s discounted when not ridden by an Anointed but you trade your 4+ save after save for this. It is what you are looking for, the Flamespyre won&#039;t disappoint all the while turning enemies to ashes and potentially coming back to life again for more punishment. The Attuned to Magic ability extends his survival by adding +1 to saves when a spell is successfully cast and not unbound within 12&amp;quot;, this buff lasts until the players next hero phase. The rules state that this ability can never add more than 1 to the saves so while not as powerful as it once was, it&#039;s now happens every time a spell is cast rather than requiring a dice roll. The Flamespyre&#039;s real trick is not only during combat but also when it moves, since its Wall of Fire ability inflicts mortal wounds simply by flying over other units; If this bird has taken less than three wounds then we are talking about a napalm spray of consistent 5 Mortal Wounds moving 16&amp;quot; each turn, but decreasing as the Phoenix gets more wounds. If you are lucky, If/when a Flamespyre Phoenix first dies, you roll a dice, on a 4+ the bird comes back with ALL its wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_frostheartphoenix_eng.pdf Frostheart Phoenix]&#039;&#039;&#039; ({{color|MediumVioletRed|Phoenix Temple}}, 220pts): While stripped of all the flash and style of the Flamespyre, the Frostheart does have a much more singular purpose: Protection. While it still has the Attuned to Magic ability to boost wizards, its only power now is a Blizzard Aura that forces enemies to take -1 to wound when within range. It has a second ability, but it&#039;s only used when carrying your Anointed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;{{color|grey|Heroes of Ulfenkarn}}&amp;lt;/span&amp;gt;===&lt;br /&gt;
For all twenty of you that managed to grab a box of Cursed City, you can run the heroes in a Cities army. Except the elf, she&#039;s apparently a [[Sylvaneth|tree in disguise.]] You get five new named human heroes and a random Ogor to add some more spice to your army. But it comes with a big limitation: since all these guys are from grand ol&#039; Ulfenkarn, they can&#039;t gain any city traits (But at least don&#039;t mess with your other units abilities). Combined with the usual limitations of named characters not getting artifacts or command traits, these guys are gonna be exactly what they say on the tin. No fancy tricks, just take or leave.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Brutogg Corpse-Eater&#039;&#039;&#039; (Ulfenkarn, 120pts) A Ogor merc that for some reason prefers the taste of rotting flesh to fresh human. His main point is being a tank, with 7 wounds a 4+ save he&#039;s chunkier than any of your heroes without a dragon or war machine. Add on top healing d3 wounds if he eats something in close combat, d6 if it was {{AOSKeyword|DEATH}}. Guess ghosts are nutritious? His three weapons have enough bite he can chomp through most normal infantry enough to heal and stay in the battle. Just don&#039;t send him against gargant or something.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain Emelda Braskov&#039;&#039;&#039; (Ulfenkarn, 110pts) The old captain of the Ulfenkarn army before &amp;lt;s&amp;gt;big daddy vamps&amp;lt;/s&amp;gt; Radukar took over and replaced her with a bloodsucker. She&#039;s a normal human with a 3+ save and a big shiny sword, Dawnbreaker, 3/3+/3+/-2/d3 that explodes on 6&#039;s to hit with mortals. She also has an fearless bubble, but its only on when she is engaging melee, and its not like Cities doesn&#039;t have a lot of ways to ignore bravery tests. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleona Zeitengale&#039;&#039;&#039; (Ulfenkarn, 100pts) Finally a priest that isn&#039;t continually going on about dwarven craftsmanship if you don&#039;t want to bring a dwarf into your dark aelf army. She gets 1 chant a turn and knows two prayers that are both answered on 4+. On heals a friendly model d6, a real good heal for heroes and monsters. The other lets her ask god nicely to chuck a comet at a point giving mortals to units within 3&amp;quot; on die rolls, 4+ 1 MW, 6 gets d3. And now with the generic prayers, she is quite versatile and can be a good fit in different lists.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glaurio ven Alten III&#039;&#039;&#039;(Ulfenkarn, 100pts) A noble duelist bent on revenge. Despite the gun, this gun needs to get into melee. Said gun goes straight to mortal wounds within 3&amp;quot;, and melee attacks have a -1 to hit against him and if they roll a 1 to hit he slaps them back with another mortal wound. Anything going up against him can easily gank themselves with bad rolls. His sword does d3 damage so he can spike high, but with only three attacks it won&#039;t be the most consistent thing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jelsen Darrock&#039;&#039;&#039; (Ulfenkarn, 100pts) An actual vampire hunter from the vampire hunting game. His gun earns the name Judgement for a reason. If it hits, roll a die; if its less than double the wound characteristic it deals a mortal wound, but if you roll double the wounds characteritic, you just straight up kill a model. Guarenteed kills 1 wound models (well 1/6 chance a ward can do something), 50/50 it kills 2 wound models, and even a good 1/6 chance to instantly kill a 3 wound model, no damage needed. Also has exploding wooden stakes that deal a mortal at the end of the fight phase on a 3+, 2+ against {{AOSKeyword|DEATH}} units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Octren Glimscry&#039;&#039;&#039; (Ulfenkarn, 110pts) A death mage armed only with a -1 rend wizard staff and 6+ ward. His spell deals d3 mortals and cuts the target&#039;s movement by 1&amp;quot;. Octren is hit hardest by the {{AOSKeyword|ULFENKARN}} restriction, since the city spells are locked to specific keyword, so he is stuck with the generic spells. You might just as well run him with the vampires as a Necromancer, he looks the part. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Each city gets one battalion. Each unit in the battalion must belong to that city.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and dodads are going to be likely added to the faction rules as default.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkCyan;&amp;quot;&amp;gt;Hammerhal:&amp;lt;/span&amp;gt; Hammerhalian Lancers===&lt;br /&gt;
140 points (&#039;&#039;Min: 1000pt Max: 2980pt&#039;&#039;): 1 Freeguild General on Griffon, 3-6 units Demigryph Knights.&lt;br /&gt;
*+1 to hit and wound on turns where you charged and are wholly within 18&amp;quot; the Freeguild General in the battalion.&lt;br /&gt;
*At minimum, this comes to a neat 1000pts and is a small amount of cool-looking models, making it a good choice for a starting force.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumPurple;&amp;quot;&amp;gt;Anvilgard &amp;amp; Har Kuron:&amp;lt;/span&amp;gt; Charrwind Beasthunters===&lt;br /&gt;
120 points (&#039;&#039;Min: 480pt Max: 1640&#039;&#039;): 1 Black Ark Fleetmaster, 3 units Black Ark Corsairs, 1-3 Scourgerunner Chariots, 0-1 Kharibdyss.&lt;br /&gt;
*+1 to wound rolls when you target a monster.&lt;br /&gt;
**Fluffy, though extremely situational, you’re taking this for the extra artifact, curse and less drops.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumPurple;&amp;quot;&amp;gt;Anvilgard &amp;amp; Har Kuron:&amp;lt;/span&amp;gt; Kraeth&#039;s Shadowhost===&lt;br /&gt;
160 points (&#039;&#039;Min: 650 pt Max:1030&#039;&#039;): 1 Sorceress on Black Dragon(Unique named character Drusa Kraeth), 1 Dreadspears, 1 Darkshards.&lt;br /&gt;
*During hero phase if Drusa is on the field , can add +1 attack to the Dreadspears and/or Darkshards but -1 to saves. Take note of the fact that it says +1 to ATTACKS. Not just melee weapons. 40 Darkshards pumping out 120 shots on some poor bastard doused in Vitriolic Spray? Ouch...&lt;br /&gt;
*Command Trait only for Drusa: +1CP during your first Hero phase.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:MediumBlue;&amp;quot;&amp;gt;Tempest&#039;s Eye:&amp;lt;/span&amp;gt; Aetherguard Windrunners===&lt;br /&gt;
120 points (&#039;&#039;Min: 740&#039;&#039;): 1 Freeguild General on Griffon, 3-6 units Freeguild Outriders or Pistoliers, 0-2 Grundstok Gunhaulers.&lt;br /&gt;
*Units in this battalion can retreat and still shoot and/or charge this turn.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkGoldenRod;&amp;quot;&amp;gt;Hallowheart:&amp;lt;/span&amp;gt; Whitefire Retinue===&lt;br /&gt;
140 points. (&#039;&#039;Min: 320pts Max: 1340pts&#039;&#039;) 3-6 HERO WIZARDS&lt;br /&gt;
*+1 to cast and unbinding rolls if they&#039;re within 6&amp;quot; of a friendly wizard from this battalion. So, unless you&#039;re thinking of taking &#039;&#039;7 or more&#039;&#039; wizards, then everything in your army (except Sisters of the Thorn and Evocators) is getting the +1.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:DarkGreen;&amp;quot;&amp;gt;The Living City:&amp;lt;/span&amp;gt; Viridian Pathfinders===&lt;br /&gt;
140 points. (&#039;&#039;Min: 650pts Max: 1950pts&#039;&#039;) 1 Nomad Prince, 3 units Wildwood Rangers, 0-1 unit Wild Riders.&lt;br /&gt;
*Add 1 to charge rolls when they set up on the battlefield using the city trait. This adds up to a roll of 2d6+2 with Musicians.&lt;br /&gt;
**This is not the best, as your mostly going to be 9&amp;quot; away at best from any enemy and they will not likely keep anything valuable near the board edge. None of the units listed for the battalion have ranged attacks, so they cannot benefit from &#039;Strike And fade Away&#039; (see below).&lt;br /&gt;
**Use units that can shoot and are competent in melee (such as shadow warriors) and a CP to move them after the shots are done, so that you have a 3&amp;quot; charge instead.&lt;br /&gt;
**You can only bring the units listed in the batallion, none of which can shoot...&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:SteelBlue;&amp;quot;&amp;gt;Greywater Fastness:&amp;lt;/span&amp;gt; Greywater Artillery Company===&lt;br /&gt;
120 points. (&#039;&#039;Min: 420pts Max: 700pts&#039;&#039;) 1 Cogsmith, 2-4 Helstorm Rocket Batteries or Helblaster Volley Guns.&lt;br /&gt;
*In the first battle round, during your shooting phase, friendly WAR MACHINES can shoot twice if they&#039;re within 6&amp;quot; of a friendly battalion hero and not within 3&amp;quot; of an enemy unit.&lt;br /&gt;
*Why would you not take this? Your Cogsmith is always gonna be planted next to his war machines so this is perfect.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:FireBrick;&amp;quot;&amp;gt;The Phoenicium:&amp;lt;/span&amp;gt; Phoenix Flight===&lt;br /&gt;
130 points. 1-2 FROSTHEART PHOENIX, 1-2 FLAMESPYRE PHOENIX&lt;br /&gt;
*Heal 1 wound to each PHOENICIUM unit wholly within 12&amp;quot; of ANY unit within this battalion.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;Settler&#039;s Gain:&amp;lt;/span&amp;gt; Xintil War Magi===&lt;br /&gt;
1 BATTLEMAGE, 1 LUMINARK OF HYSH, 1 CELESTIAL HURRICANUM&lt;br /&gt;
*When using the Luminark&#039;s Searing Light ability, you can re-roll the die needed to determine whether the target suffers d3 wounds. In addition, units in this battalion add +1 when rolling to use the Luminark&#039;s protection aura.&lt;br /&gt;
&lt;br /&gt;
==List building==&lt;br /&gt;
With so many unit options, the first steps are to decide what to use as a battleline (you may pick your general based on your battlelines or your battlelines on the general you want). &lt;br /&gt;
After that, it comes down to picking what you want. There&#039;s no restriction on thematics, there&#039;s nothing stopping you from taking only one unit from each faction. Don&#039;t let a Grudge from the world that was stop you from fielding a line of Duardin with Aelf Cavalry. &#039;&#039;&#039;[[Book of Grudges|THAT&#039;S GOING IN THE BOOK]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When picking, pay attention to differences as many units do the same thing but with additional niches. &lt;br /&gt;
&lt;br /&gt;
Ideally, you should try to use some faction synergy, like taking heroes to boost your units&#039; performance.&lt;br /&gt;
&lt;br /&gt;
Playing duardin? Increase your rend and/or attacks with runelords and warden kings. Playing freeguild? You are favoring a static gunline around a general that wants you to hold the line. The darkling coven can run and shoot/charge with a cp, making them quite mobile. Generally collegiate arcane wizards are good with everyone and generally, you should at least take one battlemage for every army you want to build. &lt;br /&gt;
&lt;br /&gt;
===City builds===&lt;br /&gt;
*&#039;&#039;&#039;Hammerhal:&#039;&#039;&#039; the CP Generator. Along with getting artifacts from either realm, for each unit (they will have a banner) you can gain CP. Freeguild and Covens benefit greatly for having piles of CP to burn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anvilgard:&#039;&#039;&#039; gives treats to Dark elf monsters (Dragon/Kharibdyss/War Hydra). Flying wizards and Sisters of the Thorn are great at delivering their close-range spells. Black dealing lets you build have more equipment or cp.  Their Unique CA also lend well to hoards as you can spend 1 cp + slay a model, preferably on a big brick of 40, to create a massive ignore battleshock aura. A noticable combo here is a Sorceress on BD with two casters with spell portal and vitrolic spray. Step 1: cast spell portal near sorceress and caster number 2. Step 2: cast vitrolic spray on anything you don&#039;t like. Step 3: cast Storm of blades from your sorceress. Conclusion: About 9 mortal wounds and a crying opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tempest&#039;s Eye:&#039;&#039;&#039; the city for fast, hit harder bastards. Personally, an all-out cavalry list can be quite devastating with this city, thanks to his bonuses in the first round. The faster you get into melee, the better, this is also extremely easy if you get the command trait and artifact who give you the +1 at the charge and the ability to re-roll the charge rolls without command points. it&#039;s up to you which kind of cavalry you want. Dark riders and outriders are light, skirmish units good for shooting afar, demigryph and drakespawn knights can deal devastating charge, helped by the Stormcast&#039;s monsters-riders like fulminators. Technology vehicles are also good, going from gyrocopters to arkhanaut airships. You also get good spells who are perfect for a celestial hurricanum with battlemage (aura of glory just behind a band of drakespawn? Yes, please!) good monsters like black dragon or hippogryph can take out the enemy&#039;s monsters, and a band of pistolers for charge right where the enemy shows a weak point, for destroying his lines. At least, if you want a band of objective grabbers, flagellants are what you need. Just remember, outflanking and outmaneuvering are the keywords of this army. &lt;br /&gt;
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*&#039;&#039;&#039;Hallowheart:&#039;&#039;&#039; Going Magic spam.&lt;br /&gt;
**Nomad Prince generals are nice for Hallowheart armies since they unlock battleline cavalry wizards and the Sisters also benefit from Hallowheart&#039;s 2 spells of your choice rule.&lt;br /&gt;
**Between their unique battalion, the Hurricanum, a Sorceress&#039; ability to leech Coven units, and Hallowheart&#039;s command ability, you can stack up a casting bonus of +5-10, if you really want to get that always-empowered Endless Spell off.&lt;br /&gt;
**ALTERNATIVE TAKE: With innate magic resistance, Hallowheart is actually well situated to run a non-magic army. Take some dorfs and you got yourself a really tanky army that’ll take an act of the Ruinous Powers to upturn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Living City:&#039;&#039;&#039; let half your army ambush, take Sylvaneth units, heals Hero&#039;s and monsters every turn.&lt;br /&gt;
**Surprisingly decent choice for a Steam Tank army- Iron Oak Artisan command trait gives a 2+ save to your lead tank, and having several tanks come in from the board edges can mitigate their random movement and let you place your guns exactly where you need them. Getting a wound back per turn is always welcome on models with damage tables.&lt;br /&gt;
**Instead of using their battalion, consider getting the use out of their unique command ability instead. Take units that have good melee/charge ability that also have a ranged attack (such as Drakespawn Chariots, dreadlords on Dragons, or various flavours of Stormcast Dracoth cavalry), set them up from ambush with a Hero, shoot, use the command ability, enjoy your 3&amp;quot; charge.&lt;br /&gt;
***However, this is tricky to do with multiple units due to it requiring a CP per unit, and your only source of additional CPs in Living City is a squishy General with an adjutant. Which means no spamming the ability with an army made solely of tanks.&lt;br /&gt;
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*&#039;&#039;&#039;Greywater Fastness:&#039;&#039;&#039; Very supportive of Artillery and missile weapon, encouraging you to sit back and blast the enemy apart.&lt;br /&gt;
**a lot of abilities call for the range approach, the CA buff Freeguild Handgunners and Irondrakes. Also, Good Idea to Invest in most units that gain bonuses from Playing defensively in addition to the object grabbers, enemies will be coming for you.&lt;br /&gt;
**If you go Freeguild focused, take a Freeguild General with Drillmaster and Handgunner so resulting in (16&amp;quot; 2+/2+/-1/1) shooting, and a (30&amp;quot; 2+/2+/-1/2) sniper Rifle per unit.&lt;br /&gt;
**If you go duardin, take a Cogsmith and some cannons from Blacksmoke Battery Mercenary Companie. Then a Runelord for the city&#039;s prayer, who work on IRONWIELD ARSENAL WAR MACHINE.&lt;br /&gt;
**In any case, if you play many WAR MACHINES, just take a STORMCAST LORD-ORDINATOR, with his Arcane Engineer rule, all ORDER WAR MACHINES wholly within 9&amp;quot; get +1 to hit. Just too good to miss.&lt;br /&gt;
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*&#039;&#039;&#039;The Phoenicium:&#039;&#039;&#039; It might be expensive at $45 US for a box of ten models, but you can field so much with Phoenix Guard. Take as MSU or as blocks of thirty for one of the game&#039;s better battlelines. For The Phoenicium you can take them as MSU and bring two Frostheart Phoenix and one Anointed on foot for dispels and unbinds. Use your CA to make your front unit of ten fight again before they die, and then the general gets buffed up if any models die. Screen off the map and board control with these murder Aelves.&lt;br /&gt;
** Flagellants make a good battleline with a Human general, being happy to die, and are cheap enough to act as a tarpit.&lt;br /&gt;
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*&#039;&#039;&#039;Har Kuron:&#039;&#039;&#039; A little bit disappointing, as the allegiance abilities boil down to a prayer that you might not get off and 3 additional spells. Where this excells is at taking full advantage from that pray. A super buffed witch aelves unit with witchbrew and the prayer can be terrifying, although you can just do this in DoK. A 40 man unit of Black Ark Corsairs buffed by a Black Ark Fleetmaster with exploding sixes and +1 to wound is the real deal. That&#039;s a metric ton of dice. Darkshards in the new battalion also profit from the exploding sixes, as the prayer also works on missile attacks and a 10 man unit of Darkshards can shoot 30 shots if Drusa says so, although the dreadspears are quite a point tax. Overall you gotta abuse the prayer or you get almost nothing in this Allegiance.&lt;br /&gt;
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*&#039;&#039;&#039;Misthåvn:&#039;&#039;&#039; The lack of spells is pretty off-putting, but what it lacks in casting makes up for in punch. One could use Runelords to function as anti-magic and buff for objective babysitters like ironbreakers, while you hold your unit of 20 drakespawn knights, War Hydra and dreadlord on a black dragon in reserve to get a guaranteed charge on your opponent&#039;s high value targets. Strangler-Kelp Noose can let you do this safely as well.&lt;br /&gt;
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*&#039;&#039;&#039;Settler&#039;s Gain:&#039;&#039;&#039; The Aelven Fan Club, gives bonuses to human nerds (Collegiate Arcanum Wizards) and Jocks (Freeguild heroes and units), for being near the superior Lumineth Elves. The bonus to casting for battlemages and the free artefact for either Freeguild or Collegiate Arcanum heroes seems to encourage spending on heroes, similar to how the quite nice Command Ability mandates taking at least one Lumineth Realmlords Aelf Hero to anchor your humans. Note that despite the small bonuses to casting, this isn&#039;t Hallowheart where your wizards let you throw hands magically speaking. Note that nothing stops you from taking a Steam Tank Commander as your general with the Personal Levitation trait for FLYING STEAM TANK! TAKE THAT YOU STEAMPUNK MIDGETS!&lt;br /&gt;
&lt;br /&gt;
===Transport Tactics===&lt;br /&gt;
many footsloggers units are strong fighters but need methods to reliably reach their prey.&lt;br /&gt;
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*The Living City Hidden Paths: lets Half your army arrive on board&lt;br /&gt;
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*Endless spells: you need to pay points but they can cover a lot of ground Especially since they are automatically empowered.&lt;br /&gt;
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*Misthovan underhand tactics: One Freeguild, Duardin or Darkling Covens can appear on the board for every Order Serpentis, Shadowblades or Scourge Privateers that does the same.&lt;br /&gt;
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===Endless Spells===&lt;br /&gt;
&#039;&#039;&#039;Magic Support:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Umbral Spell Portal:&#039;&#039;&#039; can be cast anywhere on the board. Short-range but powerful spells like Anvilgard’s spell that removes saves or Hallowheart’s spell that deals mortal wounds to half the models in a unit can be cast from well outside unbind range (unless you&#039;re fighting a Slann).&lt;br /&gt;
*&#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; you know what they do. +1 spell or +2&amp;quot; movement.&lt;br /&gt;
*&#039;&#039;&#039;Emerald Lifeswarm:&#039;&#039;&#039; always heals D6 - useful for bringing back elite units like Phoenix Guard, or for healing damage back to your Celestial Hurricanum with Battlemage after you took damage to empower your Hallowheart wizards.&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Palisade:&#039;&#039;&#039; Deployable Line of sight blocking &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transports:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Soulscream Bridge:&#039;&#039;&#039; allows you to move models 24” (or really up to 30-36” if you go from the back to the front of the bridge) without them counting as having moved - excellent for getting your Irondrakes or Handgunners into range while still getting those extra shots.&lt;br /&gt;
*&#039;&#039;&#039;Lauchon the Soulseeker:&#039;&#039;&#039; Magic Transport. Pile in some Duardin, move them 18&amp;quot;, then use a Lifeswarm to bring back that guy still on the boat.&lt;br /&gt;
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&#039;&#039;&#039;Slowdown:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soulsnare Shackles:&#039;&#039;&#039; cover a larger area - instead of threatening up to 24” away, you can threaten up to 27” away, allowing for a turn 1 shackles onto an enemy’s front rank regardless of mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Geminids&#039;&#039;&#039; are always a good option and are made better when you can reroll the D3 mortal wounds in case you roll a 1.&lt;br /&gt;
&lt;br /&gt;
===Strategies and Lists===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;who got the guts?!&#039;&#039;&#039;&lt;br /&gt;
An army based on enemy battleshock, so better not use it against fyreslayers and Death armies - especially Ossiarch. Play a kharibdyss on anvilgard for getting the -2 bravery bubble who get together with its passive ability, going to a -3 12&amp;quot; bubble. Now, take an horrorgast endless spell (or a gravetide for spare points and money) adding a -2(1) together. For end all of this, a battlemage coming from shysh for his unique spell -2 to a specific unit and darks riders for shoots and -1 around them. You now have more enemy units under a sure -6(5) that can influence more units and a -2 that you can add at a enemy unit that you hate in a peculiar way. Positioning is the key of this strategy. Now you just need some good shooting (hellstorm or crossbowmen) for make inflict casualties at more units at once. Look at your enemy when he have to do a terrible battleshock test with elites units like stomcast, ogor, troll or when he know that his hordes models are going to desert in mass. (it&#039;s easy to give a dark elves theme at this army. Remember that other units, mercenaries and allies influenced bravery as well) (also wizards who would get benefits from low bravery characteristic, like a lord-exorcist on balewind vortex)&lt;br /&gt;
&lt;br /&gt;
Addendum: Bravery debuffing is good, but how can we really maximize this? The Tenebrous Court mercenary company. This company lets you bring FEC units as allies. The magic trick here is Crypt Flayers, who have a shooting attack that does MWs based on a Bravery contest. At 2000 points, that&#039;s either two units of three or one unit of six. We can offset the turn 1 CP loss for bringing a mercenary company with one of the Anvilgard allegiance ability choices, giving us d3 extra CP at the start of the game. Getting all the pieces set up on the battlefield to pull this off will be the challenge, but since the Flayers are doing this in the shooting phase, your opponent can&#039;t use his own CP to protect the unit. &#039;&#039;&#039;As of GHB 2020, it&#039;s questionable if this is still a legal strategy. The Mercenary options were removed from the Warscroll Builder and weren&#039;t brought forward into the new GHB. However, Tenebrous Court is also in Forbidden Power, so technically the rules are still valid?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
CoS has a large selection of ally options - everything Order except Seraphon(poor seraphon). Some factions can be taken as non-allied - instead, they gain the city keyword but not the host keyword, and up to 1 in every 4 units in the army can be taken, gaining your faction keywords, and not subject to ally restrictions.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in any CoS army&#039;&#039;. They act as big elite units with multiple wounds. Provide strong shooting, Skull smashing, and strong cavalry.&lt;br /&gt;
**Liberators or Sequitors can provide a solid anvil, especially when buffed by a Lord-Castellant. 40 wounds saving at 3+ rerolling either 1s or all could give your shooting plenty of time to deal with anything they engage.&lt;br /&gt;
**Paladins and Evocators provide Strong Hammers for any line.&lt;br /&gt;
**Dracoth mounted Evocators, and Gryph-chargers provided powerful alternatives to Gryph-knights.&lt;br /&gt;
**If you&#039;re playing Hammerhal allegiance, remember that Aventis Firestrike provides an extra CP *and* is thematic, being the city&#039;s magister and whatnot.  Of course, you lose out on a Warlord trait, and he can&#039;t use his command ability unless you&#039;ve taken any more Hammers of Sigmar named characters.&lt;br /&gt;
**When playing as Greywater Fastness a Lord-Ordinator or two is pretty much required, as a +1 to all your War Machines&#039; hit rolls in a passive aura is too good to pass up.&lt;br /&gt;
** For Hammerhal, the new Vindictors and Vanquishers are particularly attractive. Not only they are respectable units, but also their standard bearers counts towards Banners Held High.&lt;br /&gt;
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*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Fyreslayers&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Kharadron Overlords&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in Tempest&#039;s Eye&#039;&#039;. Gives Flying Dwarfs, more guns, and Airships.&lt;br /&gt;
**aetheric-navigator: can unbind, slow flyers and let Skyvessel reroll their run &amp;amp; charge dice.&lt;br /&gt;
**Aetheric-Khemist: Let supports a Skyfarers unit with granting more shooting attacks and discourages CCing them with threats of Attack debuffing and damaging gasses. &lt;br /&gt;
**Arkanaut Company: dwarfs with pistols and firepower, mostly good for being cheap objective campers.&lt;br /&gt;
**Grundstok Thunderers: A special weapons team. you would have an Aetheric-Khemist + all Rifles for more volume then handguns, but the special weapon combos can hurt closer ranges.&lt;br /&gt;
**Grundstok Gunhauler: Probably the single best unit you can ally in CoS. Cheap, shoots pretty well, and can Fly High every turn, providing a constant deepstrike threat for your opponent&#039;s objectives. Fantastic unit that will snatch wins for you if kept alive till the later half of the game.&lt;br /&gt;
**Arkanaut Frigate: bigger then a Gunhauler and is a Kharadron transport&lt;br /&gt;
**Arkanaut Ironclad: a bigger skyship &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in Living City. Cannot be taken in Greywater Fastness&#039;&#039;. Without their wyldwoods and Allegiance spells, the Sylvaneth are a little neutered, but can still be useful.&lt;br /&gt;
**&#039;&#039;&#039;Durthu&#039;&#039;&#039; is a damage monster, although he needs ghyrstrike or similar to stop him being so swingy. In a Living City army, you can deepstrike him 9&amp;quot; from an enemy unit, shoot them, and then have him use the allegiance command ability on himself for a free move, turning a 9&amp;quot; charge into 4&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Drycha&#039;&#039;&#039; is also great, but will probably die quickly.&lt;br /&gt;
**&#039;&#039;&#039;Alarielle&#039;&#039;&#039; only fits in Living city. Lots of magic and healing.&lt;br /&gt;
**&#039;&#039;&#039;Treelord Ancient&#039;&#039;&#039; your only way to summon Wyldwoods. Can be paired with a &#039;&#039;&#039;Branchwraith&#039;&#039;&#039; to set up a Dryad factory&lt;br /&gt;
**&#039;&#039;&#039;Tree-Revenants&#039;&#039;&#039; can use their teleporting to take objectives and/or sacrifice themselves to block a charge.&lt;br /&gt;
**&#039;&#039;&#039;Dryads&#039;&#039;&#039; if you really want more battleline or a reasonable tar pit.&lt;br /&gt;
**&#039;&#039;&#039;Kurnoth Hunters&#039;&#039;&#039; for some of the best elite troops in the game. Boost with &#039;&#039;&#039;Arch-Revenant&#039;&#039;&#039; if you&#039;ve got the points spare.&lt;br /&gt;
**&#039;&#039;&#039;spite-revenants&#039;&#039;&#039; can be the shock infantry unit that wanderers need. Get an archrevenant for one extra attack and exterminate light infantry on your path. Also good as a general ally. &lt;br /&gt;
**&#039;&#039;&#039;Warsong Revenant&#039;&#039;&#039; Overcosted and some of its abilities don&#039;t work outside of Sylvaneth, but its got a 4+ ward save and it knows every spell in the Lore of the Deepwood. Might be worth considering depending on how many Sylvaneth units you&#039;re taking in your Living City army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lumineth Realm-Lords&#039;&#039;&#039;: &#039;&#039;Taken as non-allied in Settler&#039;s Gain.&#039;&#039; High quality units that put yours to shame. Just what&#039;d you expect from aelves. &lt;br /&gt;
**&#039;&#039;&#039;Archmage Teclis and Celennar, Spirit of Hysh&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;The Light of Eltharion&#039;&#039;&#039; Take him because he looks cool. &lt;br /&gt;
**&#039;&#039;&#039;Vanari Auralan Wardens&#039;&#039;&#039; Solid unit, your opponent does not want to charge them. Take a unit of them to make your Sentinels battleline.  &lt;br /&gt;
**&#039;&#039;&#039;Vanari Auralan Sentinels&#039;&#039;&#039; Stars of the show. Their bows have better range than your artillery. Able to take them in units of 30 now, thanks GW. Take 30 and snipe your opponents heroes from across the board. Good combo potential with the Celestial Hurricanums +1 to hit. &lt;br /&gt;
**&#039;&#039;&#039;Vanari Lord Regent&#039;&#039;&#039; If you take him, it&#039;ll be to ensure the Sentinels &amp;quot;Power of Hysh&amp;quot; spell goes off. Fun fact, his Purest Aetherquartz ability is always active, since technically he isnt in a LRL army. If your army is Command Point hungry, then the named variant has an ability to generate CP as long as Teclis isnt part of your army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
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===The squatted ones===&lt;br /&gt;
With the coming of the Cities of Sigmar, a lot of models and units, mostly from the High Elves, got [[Squats|squatted]]. These units all still have valid warscrolls and points remain for them. However, they cannot be taken in a Cities of Sigmar as they do not have the {{AOSKeyword|Cities Of Sigmar}} keyword and they don&#039;t belong to any of the allied groups. If you want to use them, you need to be playing [[Age of Sigmar/Tactics/Order|Grand Alliance Order]] or as allies of stormcast eternals. Additionally, you can access squatted Duardin by taking them as non-allies in a Kharadron Overlords army with the Barak-Thryng Sky-Port.&lt;br /&gt;
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&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War:_Warhammer/Tactics&amp;diff=501709</id>
		<title>Total War: Warhammer/Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War:_Warhammer/Tactics&amp;diff=501709"/>
		<updated>2023-02-26T19:57:57Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Stances */&lt;/p&gt;
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&lt;div&gt;{{/vg/}}&lt;br /&gt;
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Welcome to the general tactics dump for [[Total War: Warhammer]] and it&#039;s sequels. Something to help with noobs and lower the bloat on the main page. If you want to take this knowledge to the online scene (God help your soul) take a look at the community made Banner Rules at [[Total War: Warhammer/Tactics/Banner Rules]]&lt;br /&gt;
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==Basics==&lt;br /&gt;
In many ways, Warhammer plays like your standard Total War game. It features real time battles with an army of roughly 20 units max on each side. There will be at least two armies on the field and whoever is able to completely shatter the other side first wins.&lt;br /&gt;
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&#039;&#039;&#039;Campaign Vs multiplayer&#039;&#039;&#039;-  the balance between the two is basically entirely different, in campaign weaker/cheaper units often become obsolete and replaced by entirely elite armies or even just spamming the most powerful units you can recruit in one army (i.e. Doomstacking), where as in multiplayer cost efficiency and number of bodies is often king, You commonly have only a few elite units supported by cheaper troops (much more like the OG Tabletop in fact). The best units, spell&#039;s, and strategies are different for each as well. The AI is of course usually dumber than the average player but is also capable of annoyingly fast micro sometimes, so how hard the AI is to fight depends a lot on what faction your fighting and the army comp. Also, despite 90% of the player base either not playing multiplayer or having played less than 10 matches ever, Multiplayer is often used to balance single player, this pisses off the single players and there is much complaining back and forth. why they don&#039;t just use separately balanced rosters for multiplayer is beyond me. &lt;br /&gt;
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&#039;&#039;&#039;Difficulty setting&#039;&#039;&#039;: the difficulty of campaign and battle has some weird uneven effects on game balance, notoriously difficulty greatly buffs melee stats and leadership for the AI and makes it react faster than humans to spells (since the AI instantly sees all markers) but doesn&#039;t make them any more resilient to missiles or artillery. Meaning melee heavy factions are much more impacted by difficulty than ranged focused ones. This doesn&#039;t mean you cant win of course but many high difficulty play styles are based around spamming powerful AP ranged units or artillery to do the killing for you. Alternatively Doomstacking your factions strongest monster while abusing vortex spells (while units blob around your monsters) or healing is another go to strategy. On the campaign difficulty side you take big public order penalties which is much more punishing for some factions than others. that&#039;s not to say you shouldn&#039;t try the higher difficulties but be aware of the changes in balance as a result. Enemy units  will be extremely unlikely to rout on the highest difficulty for example so don&#039;t rely on mass routs. &lt;br /&gt;
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&#039;&#039;&#039;Auto resolve&#039;&#039;&#039;- the much hated &amp;quot;I don&#039;t feel like taking 20 min manually fighting everything&amp;quot; button has very wonky balance.  basically certain unit types dominate it. Artillery and missile units are treated as getting to shoot their full ammo in calculations so the most important stats are Ammunition, missile strength, and missile AP. For melee units high health, armor, and charge bonus seem to perform the best. Single entities, chariots, and light cavalry tend to do terribly in auto resolve, and will take tons of damage. Order of unit preference for an auto resolve army is high strength artillery, high strength missiles, and then tough high armor and health melee infantry or Heavy Cav. If you use mostly missile units  and few frontline units then the melee units will take all the casualties while the missiles take none, so you can sometimes use cheap frontline units as disposable screens and re-recruit them after each fight. Some factions lack good artillery, ranged units, or heavily armored infantry so are much worse in auto resolve. Poor tomb kings and Slaanesh will really feel the pain i.e. auto resolve is hugely important even if you don&#039;t use it yourself, because auto resolve is how every AI vs AI fight is handled so factions that do well in auto resolve tend to do VERY well in campaign, whereas factions that auto resolve poorly usually get wiped out fast. though it depends who their neighbors are of course. &lt;br /&gt;
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Each army has it&#039;s own collection of Infantry, Missile troops, Cavalry, Artillery and Monsters to play with, each offering a different play style. For instance, Dwarfs offer a defensive solitary play style focused around heavily armored infantry and strong missiles where as the Beastmen are an aggressive hit and run faction designed to get in, hit the enemy and break leadership, then get away before the enemy can counterattack. The asymmetrical play style of the factions is a massive part of the appeal.&lt;br /&gt;
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The battle maps also play a huge role in how battle play out. Some maps are heavily forested, meaning missile heavy armies may struggle due to increased cover for the enemy. On the flip side, some maps have a lot of water, debuffing units unless they have the aquatic trait. It is smart to take a look at your terrains before you plan how you&#039;re gonna win.&lt;br /&gt;
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If you play ranked multiplayer, there will be a limit to how many of a certain kind of unit you can bring, mainly to stop you from missile kiting your enemies to death with a mass horse archer spam. As such, focusing on what you might need for the match up is key.&lt;br /&gt;
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==Units==&lt;br /&gt;
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Every faction has a mix of different kinds of units. While they are all different, they each fall under one of these categories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lords&#039;&#039;&#039;: The (required) generals of your army and your most important unit. They generally buff leadership and other stats for nearby units and usually tend to be a beast in combat either through melee, missiles or magic. Problem is that if they die, the whole army suffers crippling leadership penalties for it so you have to protect this leader as much as possible. An important note, in the campaign, if your Lord is bested in battle &#039;&#039;before&#039;&#039; they hit level 20, they well and truly &#039;&#039;die&#039;&#039; and you are forced to recruit a new lord to lead that banner army, if one even remains. If they are defeated after level 20, then they are merely wounded for a set number of turns and can return to active duty once they recover.&lt;br /&gt;
**&#039;&#039;&#039;Legendary Lords&#039;&#039;&#039;: A &amp;quot;sub&amp;quot;-division of Lord, Legendary Lords are what the name implies: individuals of extraordinary renown who exemplify the best (or worst) qualities of their race. Translation; these are the named characters from Warhammer Fantasy you&#039;ve grown to know and love. In the campaign, you can only ever have one particular Legendary Lord and you can only acquire other LL&#039;s of your race through the complicated process of Confederation. Each Legendary Lord leads their own sub-faction on the campaign map and confers unique bonuses to their faction and army no other mere Lord can offer. In practice, Legendary Lords often have access to stronger perks, stats, gear or abilities over their generic kin but they tend to cost more for it. Because of this (or the Legendary Lords available to you are a bit too niche for the fight you&#039;re expecting), it&#039;s a pretty common practice in Multiplayer to skip out on these guys and gals for the basic lords to simply save a few gold for the rest of the roster.&lt;br /&gt;
*&#039;&#039;&#039;Heroes&#039;&#039;&#039;: Your secondary leaders, usually coming in both melee and mage form. Not as much as a badass as your lord, but are usually cheaper and you can bring more than one. Heroes tend to be slightly more specialized than your Lords, but they can often fill a particular role that your Lord isn&#039;t able to. Have a melee beatstick who is magically inept? Bring a mage hero to call down the magical thunder or further buff that beatstick into the stratosphere. In the campaign, much like your Lords, if they are defeated in battle before they hit level 20, they die and must be replaced. Once they rank up to level 20 and beyond, they can return to their banner armies or set out to scout/sabotage/assault enemy forces once more.&lt;br /&gt;
*&#039;&#039;&#039;Melee Infantry&#039;&#039;&#039;: Simply put, the foot boys you are throwing into melee. These infantry tend to be slow but also tend to be pretty good at holding the line and dealing damage in prolonged melee compared to missiles and cavalry. Their job is usually to engage the enemy front line and either hold long enough for your other elements to do their job, or break through and begins pouring into the enemy backline.&lt;br /&gt;
**&#039;&#039;&#039;Swords/Axes/Maces/Macahuitls&#039;&#039;&#039;: Default dudes, often your most accessible/cheap infantry. If you are buying sword infantry, you get them because you want them to deal damage to the enemy frontline or bog them down in bodies. They don&#039;t &#039;&#039;generally&#039;&#039; have a particular focus/bonus against units, so they tend to function as generalist soldiers. Many often have the option to have shields to add further defensive bonuses and to protect them from missiles on the approach.&lt;br /&gt;
**&#039;&#039;&#039;Dual Swords/Axes&#039;&#039;&#039;: Infantry that sacrifice a shield in exchange for an extra weapon. They tend to have much higher attack than the standard sword infantry and usually carry an Anti Infantry bonus, so they are much better in the frontline fight at DPS. However, they have lower defensive stats and a vulnerability to missiles, and the fact that they usually rely on Anti Infantry means they aren&#039;t as versatile as the standard sword unit.&lt;br /&gt;
**&#039;&#039;&#039;Spears&#039;&#039;&#039;: Your more defensive option. Not as good at killing things but better at holding the line than swords. They also usually come with an anti-large bonus, meaning they do more damage when fighting bigger targets. Many also come with some kind of kind of charge resistance. Units with both will completely turn the tides on enemy cavalry. Keep in mind that most spearmen lack AP damage so they will still struggle vs heavily armored cavalry, halberdiers are usually better for those.&lt;br /&gt;
**&#039;&#039;&#039;Great Weapons&#039;&#039;&#039;: Infantry that usually carry two handed weapons like great swords and great axes. They tend to have majority AP damage, so they do more damage than normal sword infantry, but also don&#039;t have shields so missiles are very effective against them. Most units with great weapons also tend to have a low attack speed, leaving them vulnerable against hordes. &lt;br /&gt;
**&#039;&#039;&#039;Halberds&#039;&#039;&#039;: Great weapons for spears, really. Same thing with great weapons, trades a shield and lower attack speed for more AP damage. Usually have much worse melee attack than a great weapon unit to balance their bonus vs large. Often do decent versus elite infantry also though. &lt;br /&gt;
*&#039;&#039;&#039;Missile Troops&#039;&#039;&#039;: Your ranged boys. Good at dealing damage from a safe distance but generally suck in melee. They tend to come either with arc fire or line fire. Arc fire like archers can shoot over allied troops and don&#039;t need line of sight, usually have poor Armor piecing and slower projectile speed. Line of sight troops like guns tend to do high Armor piercing damage, but need to actually see their enemy before they can shoot, so if allies or terrain is in the way, they might not get a shot in. Luckily, their difficulty in positioning correctly is negated by one simple fact: while only the melee troops in actual contact with the enemy will attack, all 120 units of archers will attack at the same time.&lt;br /&gt;
**&#039;&#039;&#039;Bow Infantry&#039;&#039;&#039;: Often, but by no means always, the lowest tier of missile infantry you can recruit. Usually trades raw damage for greater range, the ability to fire indirectly and rate of fire. They are a great counter to infantry blobs and other archers. Though most bow units have poor AP, some factions have access to armor piercing variants. Sisters of Avelorn have Fire/Magic for example, Wood Elf Glade Guard with Starfire Shafts and waywatchers have majority AP etc. Unsurprisingly elves have the best archers, with second best being Kislev. &lt;br /&gt;
**&#039;&#039;&#039;Crossbow Infantry&#039;&#039;&#039;: Basically the same as bow infantry, but they trade range for power, although there are exceptions (Cathayan crossbows outrange their bows). Notable for covering a large variety of different units, such as the rather mediocre Imperial Crossbowman to the highly armor piercing Darkshards. While their shots can still arc, their shorter range makes this tricky. The best crossbows are the dark elf shades and Cathay’s Celestial Dragon Guard. Dwarf quarrelers and rangers also earn a honorable mention. Many crossbow units can also use shields so they can out duel other archers.&lt;br /&gt;
**&#039;&#039;&#039;Gunpowder Infantry&#039;&#039;&#039;: Loud, smelly, and more often than not more dangerous for their user than the enemy (a mechanic entirely missing in-game), these are all kinds of primitive guns. They hit hard, don&#039;t care about armor and usually come in unpleasant numbers for the receiving end. The only major downside to them being that they can&#039;t shoot indirectly, so you have to make use of clever unit deployment and/or flanking to get the most out of them. Of course, if they are forced into melee it is usually an absolute disaster, more so than other ranged units. The skaven, Cathay, and vampire coast are the undisputed kings of gunpowder. &lt;br /&gt;
**&#039;&#039;&#039;Hybrid Infantry&#039;&#039;&#039;: Sitting comfortably in between ranged and melee infantry, all of these guys (and gals) can switch between ranged and melee combat at the press of a button. The Elf factions and Kislev in particular use a lot of them (with Great Weapon Shades and Sisters of Avelorn being outright the best options) so be prepared to not charge them blindly with cavalry; nearly all of them are more than capable of dealing with lower tier cav on their own. Tend to be moderately expensive at least.&lt;br /&gt;
**&#039;&#039;&#039;Weapon Teams&#039;&#039;&#039;: Two-(rat)man teams toting a single heavy weapon, they trade unit size in exchange for an ungodly volume of firepower; once they are properly set up, there is hardly anything stopping them. On top of that, they are also armoured and have large HP pools due to &amp;quot;one model&amp;quot; being actually two to three (rat)men, giving them a surprising resilience against counter fire from enemy ranged units. Besides the mortars, they also can&#039;t really shoot over their comrades, so they will require a bit of management to make the most of their firepower. Beware of cavalry, for what they posses in offensive power, they lack on the defense. Vampire coast and Cathay have some similar units now also.&lt;br /&gt;
**&#039;&#039;&#039;Others&#039;&#039;&#039;: An umbrella category that includes more unusual weapons such as Javelins, Slings, Blowpipes and Throwing Axes. Mostly rather weak weapons that either benefit from being used in great numbers (slings and javelins) or really strong weapons that suffer from limited ammo-capacity (Norscan Axe Throwers come to mind). A lot of ranged units with weapons of this category tend to be skirmishers; mobile, modestly speedy infantry/cavalry that is able to fire while moving to harass the more vulnerable or slower elements of the enemy army.&lt;br /&gt;
*&#039;&#039;&#039;Hounds&#039;&#039;&#039;: Technically, these units can be any kind of very fast, cheap melee cavalry and not just doggies but whatever. These cheap puppers are used to harass and interrupt Artillery crews, chase off routing units, chew on squishy casters and Heroes and sometimes take out a ranged infantry unit. They&#039;re not tough by any means of the word but they&#039;re fast and can hold a unit back in a few crucial moments. Some of them are specialized to the point where they can be used for other roles, like the Poisoned Warhounds that can charge into the backs of the enemy line to apply a rough debuff. Some units like ice wolves and flesh hounds are beefier and will shred lightly armored units.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Boys on horse (or other fun creature) back. Mobile and has high charge but tend to fall apart fast in prolong melee.&lt;br /&gt;
**&#039;&#039;&#039;Shock Cavalry:&#039;&#039;&#039; Lance cavalry with loads of Charge Bonus but little in the way of defense; charge them into the sides and backs of the enemy, retreat after 10-15 seconds and repeat until the enemy is mashed, red pulp on the ground... Or crushed bones, or green shroom-mush or what-else. One of the reasons you bring Spears and Halberds is to keep these dudes away from your lines. They&#039;re also often decent at countering other Cavalry units.&lt;br /&gt;
**&#039;&#039;&#039;Melee Cavalry:&#039;&#039;&#039; Rare mounted troops that excel in longer engagements (but not forever; they&#039;re still cavalry). They usually use Great Weapons, Halberds or Sword&#039;n&#039;Board. Almost never used alone; they&#039;re better at quickly engaging and messing with a line battle you&#039;re already engaging with with you troops. i.e. Chaos knights, Cold one dread knights&lt;br /&gt;
**&#039;&#039;&#039;Skirmish Cavalry:&#039;&#039;&#039; The deeply annoying yet totally crucial lighter cavalry. Annoying because they are tiresome to micromanage and run away all the time when fighting against them, and infantry can never catch them. Crucial because Skirmish Cavalry &#039;&#039;can&#039;&#039; fight in melee but usually work better as ranged, mobile units harassing the enemy&#039;s ranged units with melee attacks, countering enemy Shock and Melee Cav with ranged attacks and higher movement speed, and shooting into the back of the enemy line.&lt;br /&gt;
*&#039;&#039;&#039;Chariots:&#039;&#039;&#039; Those sweet ones that swing low. Chariots are a bit rare and are used to break through enemy lines with impunity, cycle-charging like a maniac. They are dismantled very quickly in prolonged melee and tend to not do a lot of damage unless they&#039;re charging. One of the hardest type of unit to use properly because they need to be micro-managed at every turn. Also out of every unit, chariot suffered the most when they are out of vigor (aka exhausted), which lowers their speed to the point they can&#039;t knock over as many infantry as it wishes during charging and gets caught easily in the crowd as result. So always remember in campaign to not get attacked during march stance while fielding those bad boys. Some chariot units have ranged weapons but don&#039;t use them as a ranged unit, make sure to turn melee engage on. Their small unit sizes means that their ranged attacks tend to be a lot worse than other units and if they are staying out of melee they are not using their ability to break through enemy lines. That being said, a chariot having ranged attacks isn&#039;t a reason to not use it, think of its ranged attacks as just inflicting some extra damage and more importantly, a leadership penalty as it charges and retreats. Many players forego chariots altogether due to their micromanagement and fragility, which is to their detriment. Properly used, they can shatter enemy lines and ruin morale.&lt;br /&gt;
**&#039;&#039;&#039;Ranged Chariots:&#039;&#039;&#039; Unlike the former category where missile attacks are just a way to deal a little extra damage and a leadership penalty, these chariots are specialized for ranged combat and should only be charged into an enemy when out of ammo. Their function is often similar to that of an artillery unit but more mobile, blasting enemy units with powerful ranged attacks and retreating should opponents try to reach it.&lt;br /&gt;
*&#039;&#039;&#039;Monsters:&#039;&#039;&#039; A category that covers a bewildering amount of different units, every Monster does something different for the faction it&#039;s found in. Usually they are either infantry-slayers, monster/cavalry-eaters or huge battering rams meant to break up the enemy&#039;s line. A few factions even have &amp;quot;artillery&amp;quot; monsters balance their exorbitant cost by being able to hold their own in melee. Some monsters (like Giants) are cheap and cheerful units you can just throw into the enemy for a spell, while others (like the Dread Saurian) can easily eat up a fourth of your money in multiplayer matches. The only faction without access to a monster is the Dwarfs (Gyrocopters does not count). As you would expect from a unit category called &amp;quot;Monsters&amp;quot;, virtually all of them count as &amp;quot;large&amp;quot; creatures and thus are more vulnerable to spear infantry. This is particularly notable for them, as due to their physical size and low model count, they can be quite susceptible to being tarpitted by hordes of anti-large spear infantry if you&#039;re careless with their positioning.&lt;br /&gt;
**&#039;&#039;&#039;Monstrous Infantry&#039;&#039;&#039;: Monsters that generally come in a small units size and feature slow, relatively tanky monsters designed to help out in the front line. Here&#039;s a tip, do NOT throw them in alone, team them up with other infantry. That way the enemy units will have to split their damage across 2 different units instead of being able to focus your monsters down. Generally have lower MA/MD but high damage, charge, and mass.&lt;br /&gt;
**&#039;&#039;&#039;Monstrous Cavalry&#039;&#039;&#039;: Faster, harder hitting but also squishier than the infantry option, they are meant to be used a lot like cavalry. Use them as heavy flankers and for pure raw charge bonus and can even be decent in prolong melee. Their downside often comes in the form of cost, frailty and lower model count compared to most cav.&lt;br /&gt;
**&#039;&#039;&#039;Single Entity Monsters&#039;&#039;&#039;: Big super monsters meant to be a gigantic problem for the enemy and generally have impressive stat lines along with a combination of fear and/or terror. Their attacks can stagger smaller monsters. However these guys tend to be expensive and have a massive target that says &amp;quot;Shoot me&amp;quot; in every language in the Warhammer world, so use them wisely. They become overpowered if the unit size setting is not set to Large or Huge (the settings the game was balanced for) because while their health is reduced their other stats are not and their attacks damage a higher percentage of a unit. In TWW3, these guys now have a degrading statline based on how wounded they are, reducing their general effectiveness should they take sufficient damage. Single entity monsters are often considered overpowered in large groups, due to high damage and mass allowing easy picking of targets and they synergize incredibly well with healing spells. This is one of the most common form of &amp;quot;Doomstack&amp;quot; (a generic term for an army filled with high power units designed to be able to wipe out multiple enemy stacks at once, usually a full army of powerful monsters, Heroes, or powerful endgame units). &lt;br /&gt;
**&#039;&#039;&#039;Warmachines&#039;&#039;&#039;: Single entity monsters, but mechanical. These range from imperial Steam Tanks to the Skaven DOOMWHEEL. What all of them have in common is high armour, high morale, large HP pools and very powerful ranged attacks. &lt;br /&gt;
*&#039;&#039;&#039;Fliers&#039;&#039;&#039;: Your flying units, ranging from cheap fliers meant to bog down missiles and artillery to fucking dragons. Their edge is that since they can fly they can engage on their terms and you can get them anywhere in the battle they need to. Their downsides comes in needing breathing room to take off again and generally frailty. Even dragons aren&#039;t a unit that can stand being in melee for too long, so you got to micro them well. Be warned: soaring around in the skies means ranged units can fire freely without being blocked by either the terrain or their own troops. Many fliers are also large units and can be easy pickings. Wait for them to be preoccupied or flank them so they have to reform their formation before firing.&lt;br /&gt;
**&#039;&#039;&#039;Bats&#039;&#039;&#039;: Like the hounds above, we say &amp;quot;Bats&amp;quot; but we really mean the assorted plethora of flying vermin, from vultures to furies to harpies. Basically a flying version of Hounds, do &#039;&#039;not&#039;&#039; expect them to do anything beyond tarpitting missile/artillery units. They&#039;re weak enough to be defeated even by Mage heroes (though they can probably get some wounds on them), but can prevent artillery or charging cav from damaging your more valuable units. There is &#039;&#039;&#039;one&#039;&#039;&#039; exception to this, and that&#039;s Drycha&#039;s Great Hawks, who can cycle charge in and out doing bursts of AP, but that&#039;s only because their statline is based off...&lt;br /&gt;
**&#039;&#039;&#039;Missile Flyers&#039;&#039;&#039;: Terradons and Hawk Riders, and other ranged-flying cavalry. They tend to be fast and quick, but their DPS is hampered by low model count. Never take more than 2 or 3 because even if you had more, their small unit size and health pool means they can never replace land-bound archers. They excel in harassing the opponent from above and can do &#039;&#039;some&#039;&#039; charge damage when they run out of ammo because they&#039;re all flying cavalry, but keeping them stuck in just makes them as useful as Bats Most of them also have a way to do extra damage with abilities, such as by dropping bombs or magical arrows. You&#039;ll have to micro a bit when you drop stones/bombs.&lt;br /&gt;
**&#039;&#039;&#039;Flying Cavalry&#039;&#039;&#039;: You&#039;d think that they&#039;d just be flying shock cavalry, and you&#039;re not wrong, but they are almost always a faction&#039;s top tier cav option too. As elites, they have lower model counts, tend to be heavily armored, and with the exception of Cathay&#039;s Longma, anti-Large to boot. One thing that differentiates them from Shock Cav is their need to build-up speed/momentum to be able to fly away, like other flyers: while they can literally get the drop on other cav, if the opponent tarpits them (like, say, with weaker light cav) they will not be able to escape. It&#039;s best to save them for when the melee is well and truly underway, have them single-out single-entities, or have them fight in the air (where they will do their best work) &lt;br /&gt;
*&#039;&#039;&#039;Artillery&#039;&#039;&#039;: Your good old catapults, bolt throwers, cannons or what ever crazy contraptions your race can bring to the table. Can lay down an absolute whooping from very long range, some being table to take down even the scariest monsters with fairly little problem. However, they are garbage in melee, are ridiculously slow, are somewhat expensive, and need extra room and a clear line of sight to even fire, which means they need protection more than just about any other unit type in the game. However, it pays off by racking up hundreds of kills before the enemy even meets your front line. Important to note is that while the contraptions themselves offer cover to their crews, they aren&#039;t invulnerable and can be destroyed by ranged units and magic. There are some Monster units (usually Single Entity Monsters) like Cygors and Stegadons who can function as artillery (and indeed will only lose their ranged capacity if killed, tied up in melee or if they run out of ammo) &#039;&#039;and&#039;&#039; safely engage in melee as needed, though they tend to be a bit pricier for it.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
Each unit in the game has a unit card, which shows the player what they are generally good and bad at. Noobs might be confused as to what the fuck all these words and numbers mean, so here is the breakdown!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Health&#039;&#039;&#039;: Fairly simple, how much health the unit has. If the unit has more than one model per unit, you can divide the total health by the number of models to see how much health each model has. It&#039;s important to know that the threshold at which a model actually dies is surprisingly high and the game itself speads the damage units suffer evenly among the models in that unit. &lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: This stat helps mitigate damage coming at your unit. If they are hit by a missile, melee attack, or a spell, a RNG roll goes off to see how much of the non-AP damage goes through the unit&#039;s armor (between 50 and 100 percent). Every point of armor is a percentage of reduction, NOT a flat amount. The more armor the unit has, the lower percentage of non-AP damage that will get through. More info on AP and non-AP damage below.&lt;br /&gt;
**&#039;&#039;&#039;Shield&#039;&#039;&#039;: If the unit has a shield, this is where it&#039;s factored in. Shields help block missile fire coming at you. It comes in two tiers (technically three, but you never see gold shields outside of campaign buffs). Bronze shields block 33% of missiles where are a silver shield block 55%. Keep in mind this only works on small arms fire and not artillery because a shield isn&#039;t gonna fucking save you from a cannon. A very few units can deflect arrows (and bullets somehow) with their weapons, being treated as having a bronze shield even when they carry none.&lt;br /&gt;
*&#039;&#039;&#039;Leadership&#039;&#039;&#039;: How much morale the unit has. The higher the number is, the less likely your unit is going to rout and run for the hills. Run off the battlefield or rout three times and that unit is gone for the rest of the battle (but not necessarily dead). If it reaches 100, the unit may as well be unbreakable.&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: Fairly simple, the higher the number, the faster the unit. Each unit has a speed cap determined by the animation model, beyond which it cannot move regardless of the speed value. It is not visible to the player.&lt;br /&gt;
*&#039;&#039;&#039;Melee Attack&#039;&#039;&#039;: This determines the likelihood of your attacks hitting the other unit. The higher the number, the more likely the attack is to hit against an enemy. This number is often rolled against the next number in this list.&lt;br /&gt;
*&#039;&#039;&#039;Melee Defense&#039;&#039;&#039;: Widely considered one of the most important stats in the game. Melee defense is the likelihood your unit has to block the attack of the other unit attacking it, causing it to sustain no damage; however, before either Melee Defense or Melee Attack is applied, there is a base chance of hit of 40% (35% in WH2) before Armor is applied. There is also a minimum of 10% (8% in WH2) and maximum chance to hit of 90%. If you have a choice to buff either Melee Defense or Armor and already have the means to deal with ranged units, take Melee Defense. Because what&#039;s better than mitigating damage? Not taking damage at all!&lt;br /&gt;
*&#039;&#039;&#039;Weapon Strength&#039;&#039;&#039;: How much damage your attacks do. This stat tends to be split into multiple categories. There are also two hidden mechanics: damage on weapon sweeps is split evenly between all enemies hit and weapon strength does not factor in attack speed. &lt;br /&gt;
**&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039;: How much damage is going to be rolled against the enemy armor to see if it gets mitigated or not. Generally, if this makes up the majority of your Weapon Strength you want this unit fighting unarmored units.&lt;br /&gt;
**&#039;&#039;&#039;Armor-Piercing Damage&#039;&#039;&#039;: Or AP damage for short. If your attack gets through the other unit&#039;s Melee Defense, this is the amount of damage that&#039;s going to get through no matter what. If the Weapon Strength is mostly Armor-Piercing, then you want these guys going up against heavily armored units to tear through them. &lt;br /&gt;
**&#039;&#039;&#039;Anti-Large Bonus&#039;&#039;&#039;: Damage that is not factored into the roll unless they are fighting something the size of a horse or bigger. If they have this stat, throw them against cav or monsters. Applies to both Melee Attack and non-AP damage.&lt;br /&gt;
**&#039;&#039;&#039;Anti-Infantry Bonus&#039;&#039;&#039;: Same as Anti-Large, only meant against infantry or smaller. If they have this stat, they are infantry blenders. Applies to both Melee Attack and non-AP damage. &lt;br /&gt;
**&#039;&#039;&#039;Magic Damage&#039;&#039;&#039;: Certain units and some Legendary Lords inflict their attack as magic damage. This is useful against enemies with physical resist like Plague Monks and absolutely needed against supernatural enemies like Cairn Wraiths (whom are known for having 75% physical resist, being a ghost and all). Be wary, though: more units in the game have magic resistance than physical resistance, including every dwarf unit (they were created to resist the winds of magic after all). Of course, this is also the damage types of many of the spells in the game. Good news for units that largely rely on Magic Damage came in the form of a developer Q&amp;amp;A on Discord: Warhammer 3 will rework Magic Resist into Spell Resist, making Magical Attacks on units actually worth a damn and many of them into potent can openers. &lt;br /&gt;
**&#039;&#039;&#039;Fire Damage&#039;&#039;&#039;: Like Magic Damage, it deals extra damage to those weak to its damage type (AKA units associate to trees like Treeman, Tree Kin, [[Dryad]] and [[Durthu]], because fuck them racist elf loving trees, right?). Unlike the tabletop version, flaming attack deal extra damage against units that are capable of regenerate health (vampire, trolls, ghouls) instead of just stopping their regeneration. Apparently, CA hates fire damage for some reason and stated in the game that [[derp|flaming attacks are weak to heavy armor units despite Irondrakes being able to deal AP damage on the tabletop, due to their flame being able to melt armor]]. We&#039;ll just have to wait and see if CA is willing to fix it. Also, like Magic Damage, some units such as Dragon Princes and Irondrakes have Fire Resistance against its effect. Both Physical resistance and Fire resistance will apply for fire melee damage and fire missile damage. As of Warhammer 3 it now reduces healing for all units, were as before it just did bonus damage to regenerating units.&lt;br /&gt;
*&#039;&#039;&#039;Charge Bonus&#039;&#039;&#039;: A bonus to both Melee Attack and Weapon Damage (split between Armor-Piercing and non-Armor-Piercing based on percentage) that lasts for 15 seconds after running into an enemy. It starts decaying immediately upon contact with enemy and is almost negligible after 10 seconds. Note that walking into an enemy unit is not the same as charging, you have to actually run into them. You also have to cover a small distance in order to build up the charge bonus.&lt;br /&gt;
*&#039;&#039;&#039;Ammunition&#039;&#039;&#039;: A stat unique to ranged units that tells you how much ammo they have. If the unit has 20 ammunition, then they can make 20 shots before running out. This stat goes down as they shoot, allowing you to keep track of how many shots you have.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: Simple enough: the higher the range, the farther a unit can shoot.&lt;br /&gt;
*&#039;&#039;&#039;Missile Strength&#039;&#039;&#039;: The same as Weapon Strength, only this stat doesn&#039;t worry about Melee Defense. If it hits, it&#039;s doing damage (including if it hits your own troops). It also has all the subcategories of damage listed under Weapon Strength. The value given in the stats is actually over 10 seconds, not per shot (because what constitutes a single shot of a flamethrower?).&lt;br /&gt;
*&#039;&#039;&#039;Mass&#039;&#039;&#039;: An important stat that isn&#039;t mentioned anywhere inside the game but is still important. Units come in two kinds of sizes: small (anything on foot) and large (anything that&#039;s mounted or at least as tall as a man on a horse). The larger the unit, the larger the mass. What&#039;s important is how mass affects charges and such, because it determines how one unit able to withstand them. Lowly infantrymen (and heroes and Lords on foot) will get knocked around alot when that Necrosphinx - a massive ancient Egyptian robot wielding two fucking swords - starts attacking them. Knocked down models are unable to move and fight, which can give you an edge. The enemy Lord can&#039;t bother you if he ragdolls after every hit. Mass also determines how easily a unit can push through a blob of units, whether it is to retreat or whether it is to attack the ranged units by plowing though the melee infantry line. Nothing can stop a two-ton War Mammoth when it decides it doesn&#039;t want to be there.&lt;br /&gt;
&lt;br /&gt;
==Passive Abilities== &lt;br /&gt;
&lt;br /&gt;
Some units have special passive abilities that have a variety of effects; the most common will be listed here. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura of Command&#039;&#039;&#039;: Found on every Lord and Hero, they project an Aura around themselves that increases Leadership for friendly units. Most Lords and Heroes also can be skilled to make their Aura of Command better and/or to include more bonuses. Doesn&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Aquatic&#039;&#039;&#039;: Aquatic Units fight better and move faster in wet terrain, such as rivers and swamps. Unsurprisingly, most Vampire Coast units have this.&lt;br /&gt;
*&#039;&#039;&#039;Berserk&#039;&#039;&#039;: Once a unit with Berserk loses 25% HP, they will start a rampage, causing you to lose direct control over them. They will always attack the closest enemy unit they can see. It wears off after a few seconds or if their morale gets broken. Lizardmen call this ability Primal Insticts and it gives them a few stat bonuses but works the same way. &lt;br /&gt;
*&#039;&#039;&#039;Causes Fear&#039;&#039;&#039;: Fear inflicts a penalty on the enemy units&#039; leadership, making them more likely to flee. Most monstrous and/or supernatural enemies have this ability, and some Lords and Banners have it as well. If a unit causes Fear, it is itself immune to it. Like Terror, it falls under Psychology, so some units are immune to it. &lt;br /&gt;
**&#039;&#039;&#039;Causes Terror&#039;&#039;&#039;: Units that cause Terror can cause enemy units to run away regardless of leadership when they charge or when they&#039;re causing large amounts of damage to the enemy. They will regroup eventually, faster than if they were broken, but will leave the battle permanently if they were close enough to the edge of the battle to escape. All units that cause Terror are immune to Terror, and are completely ignored by units that are immune to Psychology.&lt;br /&gt;
*&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: All supernatural enemies (such as Ghosts) have this. Ethereal units take next to nothing in damage from physical attacks and only Magic Damage does damage against them. Generally, creatures with Ethereal tend to pay for that high physical resistance by having low armor and magic resistance values and will evaporate if targeted by spells or magic attacks.&lt;br /&gt;
*&#039;&#039;&#039;Expendable&#039;&#039;&#039;: Your meat-shield ability. Expendable units do not cause a leadership penalty when they flee from the battle to other units except other expendable units. Very important to keep in mind with the more horde-centric factions of the game like Greenskins and Skaven; this makes tarpits possible without having your main line completely collapse.&lt;br /&gt;
*&#039;&#039;&#039;Can Fly&#039;&#039;&#039;: Does what it says on the tin. Can only be engaged by other flying units or ranged attacks/magical projectiles unless &#039;&#039;they&#039;&#039; commit to melee combat on the ground. If all units in the army are flying they must attack or lose the battle, likely so defenders can&#039;t [[cheese]] by dealing with ranged units and waiting for the timer to give them the win.&lt;br /&gt;
*&#039;&#039;&#039;Frenzy&#039;&#039;&#039;: A unit with frenzy gains a significant bonus to their melee stats as long as their leadership is above 50%.&lt;br /&gt;
*&#039;&#039;&#039;Perfect Vigour&#039;&#039;&#039;: Like the name implies, units with Perfect Vigour never suffer fatigue; no matter how intensely they fight, no matter how hard they run, they will always remain at their peak performance from the beginning to the end of any battle. &lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039;: Poisoned attacks reduce the enemies melee stats and movement speed for 10-20 seconds. Some units have different kinds of poison that work in the same way and usually cause the same effects with greater severity. Fun fact: table top version&#039;s poison deal constant damage to a unit model each turns, it was changed to stats debuff in this game due to how broken it is when it was put in practice in an actual Total War game (In Total War Attila, The Antean faction has a unit called Poison Archers that fires constant damaging poison arrows. If used right, it can annihilate an entire enemy line even on the hardest difficulty). &lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;: Units with Regeneration heal themselves over the course of a battle, up to a maximum that varies greatly on what faction you play, but is usually 60% of the HP stat. Usually more &amp;quot;neat to have&amp;quot; than outright useful, but some units (Like Malus Darkblade) can have outright broken regeneration, so keep that in mind. Important: Regeneration does not replenish dead models on a unit that has more than one. &lt;br /&gt;
*&#039;&#039;&#039;Sundering Strikes&#039;&#039;&#039;: A very rare ability, melee attacks made by a unit with this ability reduces the armour of the enemy hit with it by 30% for 20 seconds. &lt;br /&gt;
*&#039;&#039;&#039;Immune to Psychology&#039;&#039;&#039;: An ability usually granted by lord and hero auras, though certain units always have it. Units immune to psychology are not affected by Fear and Terror effects.&lt;br /&gt;
**&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;: An unbreakable unit will never flee and always fight to the last man, regardless of losses and the situation on the battlefield. This even includes the complete defeat of the rest of the army; while everyone else quits the field, Unbreakable units will continue to fight to the last. Can be a two-sided sword, as most unbreakable units are very expensive elite units that you most of the time really do not want to lose. This is especially true in the campaign, where an unlucky defeat will &#039;&#039;guarantee&#039;&#039; the death of the Unbreakable unit since they will not retreat with the rest of your survivors. Iconic units with this trait are the Dwarf Slayers, Empire Flagellants and Chaos Spawn. Sadly not fearing death also means not bothering with armor so most such units die if a ranged unit as much as looks at them. Undead and Daemon units are functionally Unbreakable as well (see the Undead ability below for details).&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Deployment&#039;&#039;&#039;: An interesting ability with a lot of potential uses; it allows for a unit to be deployed outside your normal deployment zone. Several Legendary Lords can aquire traits and skills that give units this ability (or in the case of Skarsnik, basically your entire roster for the first half of the game).&lt;br /&gt;
**&#039;&#039;&#039;Stalker&#039;&#039;&#039;: If they have this, they&#039;ll most likely also have Vanguard Deployment too. Stalkers remain invisible to the enemy until a certain distance, regardless of line of sight. The only things that can break their invisibility are close distance and if they start to attack. Certain units can fire while invisible without breaking it. &lt;br /&gt;
***&#039;&#039;&#039;Sniper&#039;&#039;&#039;: If they have this, they&#039;ll most likely also have Stalker too. Units with this ability do not reveal themselves when making ranged attacks. Examples include Empires Huntsmen and Chameleon Skinks.&lt;br /&gt;
*&#039;&#039;&#039;Strider&#039;&#039;&#039;: Striders ignore any movement and vigour penalties from terrain; they will always move with 100% movement speed, but also can move through obstacles, such as trees. &lt;br /&gt;
*&#039;&#039;&#039;Ward Saves and Resistances&#039;&#039;&#039;: Not technically a passive ability, but the game does not do the best job at explaining it, so I&#039;ll explain it here. Ward Saves are a flat damage reduction against everything that your unit or character gets hit with, Resistances count only against certain kinds of damage. Many characters can have these and in the campaign it is advisable to get them wherever possible. Both Ward Saves and Resistance cap at 80%, so there is (sadly) no invulnerability cheese possible. &lt;br /&gt;
**&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: As of the the latest Discord Q&amp;amp;A ([https://www.reddit.com/r/totalwar/comments/nwon8i/total_war_warhammer_3_qa_will_update_as_more/h1ach6r/?utm_source=reddit&amp;amp;utm_medium=web2x&amp;amp;context=3|As can be read here]) Magic Resist will be reworked into Spell Resist. Works like Magic Resist before, but only affects spells. &lt;br /&gt;
*&#039;&#039;&#039;Wounds&#039;&#039;&#039;: A game three trait specifically for single entity units. Once they fall below half health, they lose a chunk of their speed and their weapon damage in both standard and AP. Done to nerf single entity spam, and makes sense given an injured monster wouldn&#039;t fight as well as an uninjured one. It also didn&#039;t have any noticeable affect on the dominance of single entity doomstacks, the debuff is very minor and lowering weapon strength on a monster only matters if its fighting other monsters or lord/heros usually because a monster&#039;s damage is pretty much always high enough to one shot kill any infantry/cavalry or non single entity models it attacks, so its performance versus the vast majority of units is unchanged. When it becomes active the health bar will begin to flash.&lt;br /&gt;
*&#039;&#039;&#039;Undead&#039;&#039;&#039;: The Undead work differently from regular units in that they are functionally Unbreakable (meaning that they will never flee), but their Leadership status comes in six steps that are distinct from regular units (here from good to bad): &amp;quot;Strong Binding&amp;quot;, &amp;quot;Stable Binding&amp;quot;, &amp;quot;Weak Binding&amp;quot;, &amp;quot;Critical Binding&amp;quot;, &amp;quot;Crumbling&amp;quot; and &amp;quot;Disintegrating&amp;quot;. Starting with &amp;quot;Crumbling&amp;quot;, the unit will continually lose HP at a slow, but steady pace. &amp;quot;Disintegrating&amp;quot; is the severe form and only occures when the morale would normally be Shattered for living units, the unit will die in a few seconds.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Signifies that the unit is a Daemon. Pretty much works exactly like undead, the unit is unbreakable and instead starts taking damage when leadership is down before being &amp;quot;Banished&amp;quot; back to the Realm of Chaos. Important to note that while Undead models crumble one at a time when out of leadership, Daemons start losing their health simultaneously, which is why Daemons tend to crumble a lot faster than undead do.&lt;br /&gt;
&lt;br /&gt;
==Magic== &lt;br /&gt;
&lt;br /&gt;
Magic works in a similar way to the TT game, although there are some differences, but, played right, Magic can be a devastating force that can turn a loss into a victory. &lt;br /&gt;
&lt;br /&gt;
First, the Basics: Like in the Lore, how much Magic you can use depends on the Winds of Magic and how strong they are blowing. On the campaign map, there are visual indicators for how strongly the winds blow but you can also just hover your cursor over any given place on the map and get a number. This number indicates your base power reserve on the battlefield. Certain Lord and Hero traits, followers, and skills can increase your reserve. If it isn&#039;t obvious enough, you need a spellcaster Hero or Lord on the battlefield to use one of the many varieties of Magic. All spellcasters know a Lore of Magic; this determines what spells they can learn and use. Some Lords know two Lores or, in the cases of Teclis, Morathi and Alarielle, have an assortment of spells from all Lores. To use spells, you simply select the desired ability and follow the on-screen on placing it. The system is intuitive enough that it doesn&#039;t need much explaining and the in-game spell browser even has a video of every spell in action. Once you cast a spell, the cost of it will be deducted from your available power which will regenerate over time at a rate based on your remaining power reserves. Your available magic outside of your reserves is capped, but the amount of spells you can cast is limited via the overall power reserve; once it is drained, you won&#039;t get more unless you use abilities like Arcane Conduit. More on Arcane Conduit later. You can, at an additional cost in spellpower, double click to overcast a spell for more powerful effects, provided you have the spell skilled out. This may cause the spell to miscast, inflicting some damage to the spellcaster. Certain skills can lower the chance of miscast, and certain enemy skills can cause spells to miscast even when not overcasted.&lt;br /&gt;
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An exception to the aforementioned rules are bound spells; these are spells that come from magical items your Lord or Hero pick up after a battle or are spells from a different Lore of Magic certain characters can learn, or, more commonly, spells that are tied to a specific item. Bound spells do not cost spellpower or affect power regeneration and have a fixed cooldown, but can often only be cast a fixed number of times. For example, once leveled up, a High Elven mage of any Lore can cast Fireball four times for free except for a 90 second cooldown between each cast.&lt;br /&gt;
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There are a lot of Lores of Magic to choose from, generally speaking, they can be put into two categories: The Generic Lores (Fire, Light, Death, Beasts, Heavens, Life, Shadows, Metal) and Faction specific Lores (Skaven Spells of Plague, Skaven Spells of Ruin, Skaven Spells of Stealth, Lore of the Big Waaagh!, Lore of the Little Waaagh!, Lore of High Magic, Lore of Dark Magic, Lore of the Deep, Lore of Nehekhara, Lore of the Wild, Lore of Vampires).&lt;br /&gt;
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The generic Lores are accessible to most factions with some missing here and there. High Elves and the Empire have the broadest variety of Lores (namely, all) to choose; Bretonnia and the Wood Elves the least. Faction specific Lores are usually only available for one faction, with some exceptions through bound spells and special characters. Each Lore comes with a passive attribute that affects units map-wide. Before we dive into a deeper description of the Lores themselves, a word on Arcane Conduit and Greater Arcane Conduit. &lt;br /&gt;
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Arcane Conduit is an active ability that replenishes your power reserves and increases the power recharge rate for 30 seconds, after that, it goes on a 60-second-cooldown. Use this ability! Extra spellpower is never bad and the power you have on hand cannot decay away; only your increased recharge rate reverts to normal after the effect ends. But it&#039;s never bad to just use it. It is a no-brainer. The premier mage characters even have access to Greater Arcane Conduit, which is simply a permanently active version of Arcane Conduit. Certain magical items as well as some Lore attributes can increase your reserves and recharge rate as well.&lt;br /&gt;
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In the first two games you could store up to 30 winds and the recharge rate lowers as your reseve depletes. This means it was more effective to wait for full recharge, cast a spell, rinse and repeat until you run out of reserves, at which point you can empty the stored magic too. In Warhammer 3 it always recharges at the same time regardless of how many reserves you have (1 wind every 9 seconds), but this could be increased by certain effects. The amount of winds you can store depends on character skills, randing from 20 to over 140.&lt;br /&gt;
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Onto the Lores then. &lt;br /&gt;
&lt;br /&gt;
===Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lore of Fire&#039;&#039;&#039;: Fire, so much fire that it has the potential to make the Salamanders jealous and a Sister of Battle rethink her career choice. Provides a few handy buffs, and one of each type of offensive spells. The AOE spells have longer duration than other lores. The Lore attribute makes the enemy more vulnerable to Fire damage, which synergizes well with a variety of units and increases its own damage even further (Lores apply during the countdown to cast). The best Lore of Magic for dealing damage against foes that are unarmored, trees or mummies, and even against armored or magic resisting enemies, you have two very good buffs that give AP and magic/flame attacks. Otherwise its offensive spells fall under the &amp;quot;master of none&amp;quot; category when compared to other Lores.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Light&#039;&#039;&#039;: Provides some very good buffs, a mediocre but cheap projectile, and a fairly cost effective Vortex but the main reason to pick this is a Net spell that stops any poor suckers from moving so your missile and artillery units can shoot them. If you want your wizard to primarily buff up your units and stop enemies moving close to your unit, this is your Lore. Also one of the rarer Lores, with only four factions (Empire, High Elves, Lizardmen and Tomb Kings having access to it. &lt;br /&gt;
*&#039;&#039;&#039;Lore of Death&#039;&#039;&#039;: Basically the opposite of the Lore of Light. Consists primarily of spells that debuff enemy units and some unmissable point-and-click spells. Lore attribute increases your power recharge rate which is never a bad thing. Important to note is that this Lore is the only Lore available to Greenskins other than the Waaagh! Lores. Azhag the Slaughterer uses this Lore (courtesy of his magic crown), as well as Arkhan the Black and that pompous fuck Mannfred von Carstein. &lt;br /&gt;
:A favorite Lore in multiplayer for powerful direct damage spells you can&#039;t avoid, still good but not as effective in single player. Purple Sun is maybe the best of the armor piercing vortexes, its very large with good AP, some base damage, and disrupts enemy formations by throwing them around. With banishments similar cost (17 vs 18) Purple Sun is usually as good or better in every situation except it&#039;s duration. &lt;br /&gt;
*&#039;&#039;&#039;Lore of Heavens&#039;&#039;&#039;: A bit of an odd Lore consisting of exactly one good buff for melee units and three potentially powerful damage spells and a very niche Lore Attribute that weakens flying units. Better than Fire if you expect to fight single enties or armored units.  Standout spells include Wind Blast vs unarmored chaff, Thunderbolt vs large targets, and Chain Lighting vs everything because its a powerful, all AP damage vortex. Thunderbolt and Cassandora are both bombardment spells, so if aimed correctly, they can do a ton of damage without hurting your own troops, but make sure you aim it at units locked in combat.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Beasts&#039;&#039;&#039;: A very diverse, jack-of-all-trades Lore that abuses cheap spells, with the most significant spells being summoning a Feral Manticore (or a Great Eagle if you&#039;re playing High Elves or Wood Elves) and Flock of Doom which is a cheap direct damage spell that wears down large unit sizes (ideally used vs units of 100 or more, or on large blobs when overcast), basically like Miasma from Shadow but AOE. Amber Spear is a decent high AP magic missile but only worth considering on large easy to hit targets. Finally it also has some good defensive and offensive buffs that work best on tough single entities or Lords/Heroes. If you have access to better Lores, you can skip it, unless your desperate for summoning. The Lore attribute is interesting as it recharges your power reserve as well as increase your recharge rate for 29 seconds when you cast a spell, effectively giving you a good discount on your cheaper spells; insane on Malagor, who gets to spam Flock of Doom like Tzeentch gets to do with Blue Fire.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Life&#039;&#039;&#039;: The ultimate defensive utility Lore. It has lots of spells that buff the survivability of your units and has two decent enough damage spells as well as being the only Lore that has multiple healing spells. The Fae Enchantress and Alarielle the Everqueen specializes in this Lore. The Lore attribute heals all friendly entities (not units, entities!) on the map for some HP which is convenient. However, be warned: healing cannot revive already dead entities in a unit! It is widely considered to be an extremely powerful Lore of Magic if used correctly. Especially if running single entity doom stacks it can&#039;t be beaten, heal up to full after every fight. Lore attribute works better on low health infantry but other 2 healing spells are much better on small units of monsters or single entities.  &lt;br /&gt;
*&#039;&#039;&#039;Lore of Shadows&#039;&#039;&#039;: A hybrid Lore that is best suited for a more subtle approach. Most of the buffs and debuffs are good enough. Pit of Shades is one of the few stationary vortex spells, which is amazing already, but even gets to vacuum up nearby units to deal consistent damage to them. Lore attribute has been nerfed in WH 3 and now only gives a 12% increase in speed mapwide, still good in multiplayer but probably not very useful in campaign unless you rely on kiting a lot. Very good Lore for AP damage spells, all 3 are highly effective vs armor. Plus a good single target debuff and a potent weapon strength buff. Maybe the most versatile jack of all trades Lore since its damage spells all work against armor. It can damage all unit types very well except single entity and its buff and debuff can handle them indirectly. Less effective than Fire or Celestial vs lightly armored chaff generally though Miasma is very efficient vs high unit sizes. &lt;br /&gt;
*&#039;&#039;&#039;Lore of Metal&#039;&#039;&#039;: Certainly the rarest of the Lores (only the Empire&#039;s Balthasar Gelt, High Elves and Chaos&#039; forces have access to it), it mainly focuses on debuffing and buffing armor and weapons. It can reduce enemy armor but on a single unit only, can increase your own as an AOE, and can debuff weapons. The take away spell is Final Transmutation, which is a massive AOE damage spell that gives single entities and small units a middle finger, though its damage falls off greatly against any unit with more than 20 or so entities. Did we mention the passive that gives a percentage weapon damage boost to all your units? Balthasar&#039;s preferred Lore as the self-proclaimed (and frequently proven) &amp;quot;Lord of Metal&amp;quot;. Ironically not that good vs armor, debuffing a single units armor is useless vs a full stack of enemies in campaign (probably better in multiplayer) and Searing Doom is weak vs armor, really Final Transmutation is the only standout spell. Honestly one of the more situational Lore&#039;s in campaign, you can just use all your winds on Final Transformation and it will usually do fine but the rest of the spells are situational or weak in most campaign environments. &lt;br /&gt;
*&#039;&#039;&#039;Lore of the Little Waaagh!&#039;&#039;&#039;: As befitting for da Gobbos, tons of stuff that give your hordes of Goblins a fighting chance against the enemy. Little in the way of direct damage, but useful nonetheless. Curse of the Bad Moon is one of the optic highlights of the game, and a great spell to boot. The Lore attribute reduces the enemies power recharge rate. &lt;br /&gt;
*&#039;&#039;&#039;Lore of the Big Waaagh!&#039;&#039;&#039;: As subtle as a truck racing down a highway with 250 mph ON FIRE. Perfectly suitable for da Orks t&#039; get Krumpin&#039;. Foot of Gork is a devastating spell that can potentially end a battle with a single cast. &#039;Ere we go! is one of the best offensive buffs in the game and, combined with the Waaagh mechanic, this is a seriously dangerous Lore for anyone facing against it. Wurrzag the Great Green Prophet specializes in this Lore. The Lore attribute increases your power recharge rate. Decent enough. &lt;br /&gt;
*&#039;&#039;&#039;Skaven Spells of Ruin&#039;&#039;&#039;: The first of the three Skaven Lores, and the most offensively minded. Warp Lightning may be the most cost effective damage spell in the game, the other spells are rather niche but nonetheless useful. Howling Warp Gale can help a lot with flying nuisances such as Dragons, leaving them vulnerable to your considerable arsenal of ranged weapons and artillery. Ikit Claw uses this Lore, Warlock Engineers and-Masters use it exclusively. The Lore attribute lowers enemy Leadership and Melee Attack, giving your front line a bit more room to breathe, which you can then fill with Warpfire and Warpstone Bullets. Flensing ruin is underestimated, overcasted it performs as well as Final Transmutation overcast in terms of damage done per winds spent.   &lt;br /&gt;
*&#039;&#039;&#039;Skaven Spells of Plague&#039;&#039;&#039;: Occupying the gap between pure utility of the Skaven Spells of Stealth and the pure damage of the Spells of Ruin. Whats interesting about this Lore is that it has not one but two spells that summon units and its ultimate spell causes immense damage while simultaneously debuffing the enemy - did I mention that Grey Seers with this Lore can summon Stormvermin? One of the best Lores, even if the most shiny bits are difficult to access outside of Clan Pestilens, since it requires you to level up either a Plague Priest or a Grey Seer for a considerable time to make full use of it - but when you can make use it, the enemy-things will feel it, yes-yes. Lord Skrolk uses this Lore and is the best candidate for using it. &lt;br /&gt;
*&#039;&#039;&#039;Skaven Spells of Stealth&#039;&#039;&#039;: The only Lore in the game designed to be used with a specific sub-faction and, frankly, it does show. It offers a lot of utility and a decent Vortex spell but gets overshadowed in almost every regard by the Lore of Plague and the Lore of Ruin - unless you take the limitations of Sniktch&#039;s campaign into consideration. It&#039;s still rather niche and, if you&#039;re playing as the other Skaven factions, you&#039;re better off using either Ruin or Plague. &lt;br /&gt;
*&#039;&#039;&#039;Lore of Vampires&#039;&#039;&#039;: Brutal. Definitively the best Lore in the entire game. Wind of Death will wipe entire units off the floor, averaging hundreds of kills per cast. Some general utility is found in using Raise the Dead to summon units to flank, tank damage, or bodyblock for your more valuable units and its Lore attribute heals (and revives) your undead minions. Its starting ability is also the best healing spell in the game in the form of Invocation of Nehek: a cheap, effective spell that uses excess healing to revive dead entities. There is little that can beat this Lore, which makes it only fair that it is exclusive to the Vampire Counts and Vampire Coast. Count Noctilus can use this Lore as well as all Vampire Lords.&lt;br /&gt;
*&#039;&#039;&#039;Lore of High Magic&#039;&#039;&#039;: Another jack-of-all-trades Lore that is exclusive to High Elves, Spellweavers and Slann. It can do a bit of everything. Healing, direct damage, buffs, debuffs, AOE explosions and a passive damage reduction. Has the main drawbacks that jack-of-all-trades do: they can do a bit of anything but don&#039;t excel at anything and, since High Elves have access to ALL the generic Lores, it&#039;s often better to pick one that fits their specific needs on the battlefield. One of the more useful spells is Tempest, a vortex spell that damages and heavily slows flying units, locking them in place for your archers or fliers to attack. Eltharion is the only Legendary Lord who specializes in this. people only take it in multiplayer for Tempest pretty much, crap in campaign. Its not even the best jack-of-all-trades lore. &lt;br /&gt;
*&#039;&#039;&#039;Lore of Dark Magic&#039;&#039;&#039;: The unique Lore of those assholes in Naggaroth and the Wood elves. Where as the Asur Lores do have a few spells that help out their troops, Dark Elves say &amp;quot;Fuck that, let&#039;s just use our magic to torture the other guys!&amp;quot;. Home to a really good debuff that can help swing fights, and the stand out is Soul Stealer, an AOE damage spell that heals the caster and applies a Spirit Leech effect. Malekith specializes in this Lore. Underestimated especially in campaign, Power of Darkness is the most effective WOM generator skill in the game, it gives 3 times as much winds reserves as Arcane Conduit (30 vs 10) and 4 times as much winds gain speed (plus 60% vs 15%). Chillwind does 24 pure AP damage, 2/3 as much AP as a base pendulum spell does. While Chillwind wont kill models much, it can deal lots of cheap AP damage to infantry and cavalry, while being fast, cheap, and easy to aim. Doombolt is pretty good for the large AP damage done with good tracking, basic version is as about as good versus armor as overcast Amber Spear but much better AOE range to hurt units as well. Finally Blade Wind is a decent, cheap vortex that does about as well vs armor as Firestorm thanks to the Lore attribute, good vs hordes. You can even just use a dark caster as a winds of magic battery for another caster. The Wood Elf Lore attribute gives a nice boost to missile damage with every spell cast mapwide while the Dark Elf attribute debuffs armor mapwide. Comparable to the other damage lore&#039;s like Fire, Celestial, and Shadow. Excels most vs single targets and Elite units usually. Has a good mixture of anti horde and anti single-entity damage spells and can be comparable to Death and Metal at that role thanks to Soul Stealer, Doombolt, and Word of Pain.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Nehekhara&#039;&#039;&#039;: If you couldn&#039;t guess by the name, it&#039;s the Lore of the boney bois. It is a buffing Lore, through and through, which can give additional damage and anti large, protections, and missile power. Given the fact that your average Tomb King soldier is a literal pile of bones that barely knows which end of the sword to poke the bad guys with... yeah, this can help out a lot. Settra and Khatep use this Lore a lot. Overall it&#039;s... ok? The damage spells are VERY subpar, and with access to the Lores of light and Death, there&#039;s really no reason to pick it. The passive heal is nice but won&#039;t let you compete with Vampire healing. &lt;br /&gt;
*&#039;&#039;&#039;Lore of the Deep&#039;&#039;&#039;: A Lore made up by CA and designed specifically for the Vampire Coast. It has three specific purposes: 1: Damage and dishing out LOTS OF IT (Vangheist&#039;s Revenge is one of the coolest looking spells in the game and can seriously lay down the pain), 2: Buffs to missile troops, which helps any gunpowder faction and 3: Summons. You can summon zombies, zombies with guns, and giant crabs to really push the fight in your favor. Cylostra was given this Lore by Stormfels, and Luthor Harkon gets it in campaign when you fix his fractured mind. Is it a fun Lore? Absolutely! It&#039;s a blast! Are the other Lores for the Vampire Coast more practical from a competitive standpoint? Sadly, also yes. You can just use the summons on a deep hero with a vampire general so that&#039;s something. Its summons are likely more cost effective then Lore of Vampires depending on what you need. Best as a supplement to Vampires, not competition. &lt;br /&gt;
*&#039;&#039;&#039;Lore of the Wilds&#039;&#039;&#039;: Beastmen got shafted in a lot of ways in their race pack. Their unique Lore of magic was NOT one of them. Wilds has some surprisingly good damage spells that can really help the goat men clear through crowds. Also, a passive that restores vigor is never one you can complain about. Oh, did we mention they can summon a Cygor? As in literally have one crawl out of the ground and throw shit at the bad people? Yeah, people like to complain about the shit missing in the Beastmen DLC (with good reason, mind you) but, in terms of their unique magic, Beastmen actually got it pretty good. Obviously, it&#039;s Malagor&#039;s favored Lore.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Ice&#039;&#039;&#039;: The more defense focused Lore available to Kislev, unfortunately at least currently 3 of its spells are hugely overcosted even on Katarina with her spell cost reductions. The 2 most efficient and actually pretty good spells are Ice Maiden&#039;s Kiss which is basically wind blast from celestial, so cheap and good vs unarmored chaff, plus causes frostbite, and Ice Sheet is a dirt cheap AOE spell that reduces speed and charge speed by 25%, and stacks with Frostbite and the Tempest Lore attribute to make it possible to basically freeze an enemy in their tracks. Deathfrost is an ok anti single-entity spell in the vein of Spirit Leach though slightly overpriced. Frost blades is an overpriced single target melee buff. Crystal Sanctuary provides a ton of ward save but prevents movement, probably also overpriced but could be good versus the AI. Finally Heart of Winter is an ok AOE direct damage spell ruined by its way too high cost.  &lt;br /&gt;
*&#039;&#039;&#039;Lore of Tempest&#039;&#039;&#039;: The more offensive of the two Lore options, and probably the better of the two; as far as AOE spells go, the Lore of Tempest is actually quite safe and can be aimed to minimize your losses. It has a good cheap bombardment that causes Frostbite, an AOE accuracy and range buff that is amazing for all of Kislevs ranged units, there is an ok speed and charge buff, a decent column damage spell, a very good pit of shades type stationary vortex spell, and a large AOE explosion spell that doesn&#039;t damage friendly units. &lt;br /&gt;
*&#039;&#039;&#039;Lore of Tzeentch&#039;&#039;&#039;: A spell Lore basically entirely focused around damage and which synergizes with your army: significantly, most of the spells dish out the Warpflame! debuff which makes victims even more vulnerable to fire, which everyone in your army has. it has two different vortex spells, one like a larger Pit of Shades, one that spawns 3 mini Firestorms, two cheap basic spells: Blue and Purple Fire. Blue is similar to a weaker but cheaper Gaze of Nagash, good for wearing down lightly armored single entities or just spamming to lower spell cooldowns. Pink is a decent anti-infantry breath spell. And it has a leadership and melee attack debuff as well as a spell that steals winds of magic from the enemy. Good cause infantry and cavalry but lacking in single entity killing power. &lt;br /&gt;
*&#039;&#039;&#039;Lore of Nurgle&#039;&#039;&#039;: An extremely well rounded Lore with buffs, debuffs, healing, and a mixture of both anti-unit and anti single entity damage. Probably the best and definitely the most versatile of the demonic Lores. Frankly this might be considered a better or at least equal to alternate of the Lore of Life, its not as supportive but it has very solid damage spells as well.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Slaanesh&#039;&#039;&#039;: A very offensive Lore with a good Lore attribute boosting melee attack. It has 3 damage spells, a Fate of Bejuna like direct damage spell, a powerful AP bombardment, and a cheap AP wind spell that actually hits more like a small line. None damage spells are a speed and melee defense debuff on a single target, an AOE spell that prevents movement and lowers leadership, and a self buff that gives bonus to weapon damage and melee attack but can cause rampage. Versatile and pretty ok Lore, though Shadows is likely better.&lt;br /&gt;
*&#039;&#039;&#039;Lore of the Great Maw&#039;&#039;&#039;: A more generalist spell Lore designed around damage, buffs and healing. Despite the Ogres being more of a blunt force force faction, most of the spells are designed for buffing you units and making sure that they stay alive. There are only two spells that focus on damage and neither of them are actually that effective compared to other damaging spells. There is a leadership debuff for crushing leadership and spells to buff durability and damage.&lt;br /&gt;
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Spells themselves, just like in the tabletop game, come in six flavors: Buffs/Debuffs, Projectiles, Breaths/Winds, Vortexes, Bombardments, and Direct Damage.&lt;br /&gt;
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===Spell Types=== &lt;br /&gt;
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*&#039;&#039;&#039;Buffs/Debuffs&#039;&#039;&#039;: Pretty self explanatory. You cast them on a unit or group of units, and it improves or weakens a unit&#039;s stats. Overcast buffs usually have an area of effect that affects multiple units; you can cast these spells either on one unit or just out in the wild. To be affected by any buff or debuff, a unit must have at least half its models within the area of effect. &lt;br /&gt;
*&#039;&#039;&#039;Projectiles&#039;&#039;&#039;: Similar to a ranged attack, it fires one or multiple projectiles in a straight arc at a target of your choosing. They tend to be cheap and very accurate, but need a line of fire to work. Best used by Casters who have access to a flying mount and to snipe monsters or single characters. &lt;br /&gt;
*&#039;&#039;&#039;Breaths/Winds&#039;&#039;&#039;: Basically a directional AoE attack. Winds hit the whole area their indicator... indicates, while Breath spells expand in a cone shape. The indicator can sometimes be deceiving; some Breath spells and all Wind spells have a much larger range than the indicator suggests (most notably overcast Wind of Death from the Lore of Vampies AKA the best spell in the game) and it comes down to experience how each spell works best but, fret not, there is not much to it. Like all AoE attacks, they can cause friendly fire. What the game doesn&#039;t tell you immediately is that you can change the direction of your Wind or Breath Spell by holding the left mouse button before casting. Also, the Wind spells can deviate from the straight line the indicator shows, which can be quite annoying, but they&#039;ll never go as off-course as Vortexes. If a Breath/Wind hits a wall it&#039;ll be reflected, potentially letting you hit units that aren&#039;t lined up.&lt;br /&gt;
*&#039;&#039;&#039;Vortexes&#039;&#039;&#039;: Big pie plates and usually the most potent damage spells in any given Lore. Almost all move randomly over the map while they are active but all cause massive damage to units that have a lot of models in them. They never start moving where they can do the most damage so it&#039;s best to use them on an enemy unit surrounded by other enemy units. They&#039;re not useful against single entities but this also means you won&#039;t lose much if you cast it on one on your units surrounded by enemies. A few Lores (Shadows, Plague, Deep) have stationary vortexes, perfect for siege battles.&lt;br /&gt;
*&#039;&#039;&#039;Bombardments&#039;&#039;&#039;: Think of them like off-map artillery from other RTS games. You pick an area, and a certain amount of projectiles come down from the sky, inflicting damage. Use it for large units already fighting, otherwise they tend to see it and get clear in time.&lt;br /&gt;
*&#039;&#039;&#039;Direct Damage&#039;&#039;&#039;: Direct Damage spells work differently from the other damage spells; they directly inflict magic damage to a units HP stat rather than its models, like a damage-over-time effect and don&#039;t inflict friendly fire. However, unlike the others, individual models can resist them. Usually your more reliable character sniping spells (with Spirit Leech from the Lore of Death being the most effective for its cost), although there are some that work better against whole regiments (Like Final Transmutation from the Lore of Metal or Flensing Ruin from the Skaven Spells of Ruin). Ethereal units really hate those. &lt;br /&gt;
*&#039;&#039;&#039;Summons&#039;&#039;&#039;: Summons a unit to help you in the fight. Summoned units die after 90 seconds so treat them as expendable and throw them where they can do the most damage or at least bog down the enemy.&lt;br /&gt;
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You still want to know more? Well just head over to [[Total War: Warhammer/Tactics/Magic]] and you will find knowledge a plenty.&lt;br /&gt;
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==Stances==&lt;br /&gt;
Stances determine the organization of your army when on the move. Each stance comes with its own effects and benefits, at the cost of Overworld movement range. In general, the more cautious your stance, the less you move on the overworld; the inverse is also true, with the Forced March stance giving you lots of additional movement at the cost of severely debuffing your army and disallowing you from retreating.&lt;br /&gt;
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There are numerous ways to buff movement (like traits or skills), but there is an upper limit to how far you can move, which means that if you stack enough buffs, your normal move becomes comparable to Forced Marching range, but with none of the drawbacks. These buffs also apply to the more cautious stances, increasing movement and eventually invalidating the penalties, but never quite reaching the distance of normal move. &lt;br /&gt;
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The game is actually unclear how this is actually calculated because of the weird way movement works on the overworld. Every army has a movement bar that starts at 100%, decreasing with each move you make. You can move, say, 10% of your movement and still change to another stance (say Encampment). What the game doesn&#039;t tell you is that buffs to campaign movement range affect both the actual movement range of each stance. With buffs, if you start in the encampment stance, you can move 70% of your total range and still retain the stance, but if you switch to ambush/normal move/march, you can&#039;t revert back because your initial move exceeded the stance limits. &lt;br /&gt;
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You are also limited by an opposing army&#039;s zone of control. Armies can only enter an opposing army&#039;s zone of control if they are ordered to attack, if they are being besieged, or if the enemy is hidden in ambush. The game will occasionally tell you that an enemy settlement is &#039;&#039;Juuuust&#039;&#039; within an army&#039;s movement range, which is a trap: the army will move but stop just outside of the zone of control, if you have movement to spare, you can order a siege, but if not, your army will refuse to go further, leaving you open for a counterattack. It is always better to be cautious and assume that if a settlement is at the edge of your movement, that you won&#039;t have enough movement to besiege it.&lt;br /&gt;
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Some factions and races have their own unique stances. For example, Skaven and Beastmen are pretty much always hidden and can always Ambush, even if you&#039;re sitting still and encamped.&lt;br /&gt;
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#&#039;&#039;&#039;Normal Move:&#039;&#039;&#039; Vanilla. Leads to normal battles and lets you withdraw/retreat without losing the entire army. Also lets you recruit locally and replenish troops in friendly territory, but no other real benefits.&lt;br /&gt;
#*Skaven and Beastmen replace their normal move with a unique Ambush stance. Unlike the Ambush stance of other races, their attacks are always from Ambush, so be careful when in their territory. Unless you&#039;re garrisoned in a settlement, the furries are always able to attempt an Ambush, and the only real counter is setting your own units in Ambush.&lt;br /&gt;
#&#039;&#039;&#039;Forced March:&#039;&#039;&#039; Order your troops on a forced march, giving you additional movement range but leaves your forces exhausted when they enter the battle; an oversight missed by the devs is that units or factions with perfect vigour can still be left exhausted after a Forced March. You cannot attack or recruit when in the Forced March, and if you are attacked, you cannot withdraw. &lt;br /&gt;
#&#039;&#039;&#039;Ambush stance:&#039;&#039;&#039; Concealed positions. Ambush stance is a passive stance that hides your forces on the overworld, allowing you to intercept enemy armies that pass within range. Ambush success is determined by your Lord&#039;s skills, the terrain, and the opponent&#039;s Lord&#039;s/Character&#039;s detection skill. You cannot replenish or hire in ambush. You cannot enter Ambush if in view of another army, including your allies. &lt;br /&gt;
#*Wood Elf Ambush: Wood Elves have better Ambush regardless of whether or not they&#039;re near trees. They also lose less movement (a 10% penalty rather than 25%)&lt;br /&gt;
#*Ambush is a very good generalist stance, because it keeps you safe from enemy attacks, but also lets you trick the AI. A common beginner mistake is chasing a fleeing army across the map, but you will never actually be able to reach them. Instead, just get in ambush and try to bait them to attack a single lord or minor settlement.&lt;br /&gt;
#&#039;&#039;&#039;Underways:&#039;&#039;&#039;A stance that lets you bypass normally impassable terrain like mountains or rivers. Races that have this often have their own unique takes on it, with some able to retreat if they lose, and others losing the entire army. These stances don&#039;t make use of your full range, but are often the best ways of crossing marshes and chaos territory without incurring attrition. The drawback is that you can still be intercepted and if attacked, you cannot benefit from reinforcements. Skaven and Beastmen emerging from the Beast-Paths/Underway are also visible. &lt;br /&gt;
#&#039;&#039;&#039;Encampment:&#039;&#039;&#039; Halves your movement, but lets your troops rest, replenishing losses and giving you access to recruitment (local+global in owned territory, global outside of it). When encamped, you receive defence bonuses and do not suffer from environmental attrition (plagues still suck though). &lt;br /&gt;
#* Hidden Encampment: Unique to Beastmen and Nakai. This is essentially exactly what it says on the tin. Another dev oversight is that when hidden, the Lord&#039;s model is hidden &#039;&#039;but the encampment isn&#039;t&#039;&#039;. If you&#039;re chasing Nakai or Morghur and lose track of them, look for a circular ring of supplies, which is where they&#039;ll be hidden. At least with Nakai, you cannot interact with a hidden encampment, only wait them out.&lt;br /&gt;
#&#039;&#039;&#039;Raiding:&#039;&#039;&#039; Lets your troops pillage, giving you income and removing attrition, at the cost of vigour and movement. Raiding someone obviously pisses off the people living on the land, and if you do it in your own territory (Greenskins&#039; Raiding Camps are your only encampment option), you immediately set that settlement&#039;s income to 0. &lt;br /&gt;
#*Greenskin raiding camps are basically encampments with the bonuses of raiding for income. When you&#039;re moving across enemy territory, this is fine, but not when taking territory. &lt;br /&gt;
#&#039;&#039;&#039;Channeling:&#039;&#039;&#039;A slight movement penalty in exchange for better Winds of Magic. Obviously only worth it with Casters, though the Lizardmen and Elves have their own versions of it.&lt;br /&gt;
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==Battle Types==&lt;br /&gt;
Not all battles are fought under the same conditions. While most battles will be pitched encounters where you and your opponent are literally starting on an even field, some encounters will reflect overworld conditions.&lt;br /&gt;
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===Land Battle===&lt;br /&gt;
Plain vanilla, what you&#039;ll most likely be fighting in campaign and multiplayer. You and your opponent will start on opposite sides of the battlefield, with someone being &amp;quot;defender&amp;quot; and &amp;quot;attacker.&amp;quot; While most of these maps are generally even, sometimes the defender will start out in a favourable, elevated position. Other times, the defender will literally be in the bottom of a steep cliff, with beastmen hordes crashing down on them. The battlefield nominally reflects the type of terrain/environment your army was on the map.&lt;br /&gt;
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When first encountered, the defending army will be given an option to stand and fight, or retreat, an option you only get once. If you fight and lose, you can still have your army survive if you have units mostly intact. If they choose to retreat, they can still be attacked if the opposing army chooses to chase them; losing this battle will cause you to lose your army entirely.&lt;br /&gt;
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If another army is close enough in the overworld map, they will arrive as reinforcements; the direction they come into the battlefield from is affected by their position on the overworld map, so you can have reinforcements come in from the back of your opponent&#039;s deployment zone. With the required skill the attacker can also initiate a &amp;quot;lightning strike&amp;quot;, which ensures no reinforcements on either side.&lt;br /&gt;
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One change brought by TWWH3 is that is will take time for reinforcements to arrive, generally around 1-3 minutes depending on both lords&#039; traits or ancillaries. Reinforcements still arrive from the direction of the reinforcing armies on the overworld map, but the direction can be changed during the deployment phase although this will increase the time until reinforcements arrive. The lightning strike skill now initially adds time to the reinforcements timer, with only the final level allowing battles without reinforcements. At the very least, lightning strike battles without reinforcements will leave the attacker WINDED or EXHAUSTED, which does even the battle in the defender&#039;s favor somewhat.&lt;br /&gt;
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===Domination Battle===&lt;br /&gt;
A multiplayer-exclusive game mode introduced in TW:WIII, Domination battles are a different take on the standard Land Battle. Every Domination battle map will have three controllable points on the map that unlock roughly one minute after the match actually starts. This gives both teams time to position themselves accordingly or (in the case of armies like Nurgle and the Dwarfs), actually &#039;&#039;get&#039;&#039; to the victory points. Armies deploy with only roughly a third of their full roster, with the remaining 2/3rds acting as reinforcements each player can spend perpetually accruing supplies to bring onto the field. Unlike regular Land Battles, these reinforcements can retreat off the field to be re-recruited at a discounted price (after a period of time to recuperate/replenish ammo) or, after a longer period of time, wiped out units can be re-purchased at full price. This always ensures, bar a &#039;&#039;total&#039;&#039; steamrolling, each player will always have some presence on the board.&lt;br /&gt;
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This brings us to the victory condition; the first player to reach the required victory point total wins. Each player gets 1 point per second per zone they control. Due to actually having to move about the map and having to take/maintain control of the various points sprinkled about the map, Domination Battles vary dramatically from classic Land Battles as far as what constitutes a viable army. Flying Units, even while landed, cannot claim control of a victory point. Expendable chaff infantry, Elite or Single Entity units tend to have a slower capture rate compared to more standard infantry, making them less ideal for the earlier stages of the game.&lt;br /&gt;
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This mode is mainly to make competitive matches more fluid and dynamic beyond simply smooshing two armies together to see what&#039;s left.&lt;br /&gt;
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===Chokepoint Battle===&lt;br /&gt;
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A variation of the above, and pretty much everything is the same, except there is a natural chokepoint between the two armies. Chokepoint battles are initiated when the attacker needs to cross an overworld terrain feature like a bridge or river-crossing. Generally, the defender gets to deploy over a wider area on their half of the field while the attacker&#039;s forces have a more narrow deployment zone, but this depends on where the armies are in relation to the obstruction. &lt;br /&gt;
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While &amp;quot;chokepoint&amp;quot; would make you think a single narrow pass like Thermopylae, most of the maps have 2 or 3 &amp;quot;chokes&amp;quot;, so putting all your units to defend a single pass is an easy way to get yourself encircled.&lt;br /&gt;
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===Ambush===&lt;br /&gt;
All armies can take the AMBUSH stance, where they&#039;ll do their best to hide their forces and attack armies that cross their path. Ambush success rates can be influenced by a number of factors, including campaign skills, faction bonuses and even the area on the world map you&#039;re attempting to set an ambush up in. Some armies, like Skaven and Beastmen, have ambush as their default attack stance. When ambushing your opponent cannot benefit from reinforcements, but the ambushing army &#039;&#039;can&#039;&#039;. An army in Ambush stance can be detected either by independent heroes coming across them or if the defending army has a high enough ambush defense chance, in which case the battle will proceed as a normal engagement.&lt;br /&gt;
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Ambushing armies can position themselves anywhere on the map, while the defending army marches from one end of the field to the next. Ambushing armies are HIDDEN until someone attacks, or they are spotted by the General. &lt;br /&gt;
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Another addition in TWWH3 is an escape zone. Ambushed armies will attempt to flee the field, taking them out of play. If the Ambusher is victorious, the opposing army will be totally destroyed.&lt;br /&gt;
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===Subterranean Battles===&lt;br /&gt;
Various races (Skaven, Beastmen, Dwarfs and Wood Elves, for example) have alternate movement stances that allow them to ignore otherwise impassable terrain and slip past enemy armies that may be blocking your path forward. The Dwarves and Greenskins had the ability first, and they do it by traveling underground hence why even if Wood Elves and Beastmen don&#039;t dig, it&#039;s called &#039;subterranean&#039;. However, enemy armies have a chance to intercept armies moving near/across them in that stance in a battle not terribly dissimilar from an Ambush battle. Like an Ambush battle, the tunneling army is at your mercy; they cannot retreat from an interception. Most tunneling armies will be totally wiped if they are intercepted and are defeated, but some, like the Beastmen and Wood Elves, can still regroup after being defeated. Unlike Ambush battles, armies will deploy normally and neither of them will have any notable tactical advantages in deployment options over the intercepted. You can decline an interception if it is your best interest (say, your army is too weakened to fight or you need to conserve your strength for a more opportune target... which is &#039;&#039;real&#039;&#039; unlikely all things considered) and allow them to go forth unmolested. But this section assumes you do the correct thing and intercept underway/worldroot traversing armies.&lt;br /&gt;
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The battlefield itself is substantially more constrained over a regular field; a long narrow tunnel/path will typically make up the zone of combat, putting units that rely on maneuverability at a notable disadvantage. Terrain usually favors the defender, with dwarf and skaven maps having almost no cover at all, allowing their gunlines and artillery to fire with impunity and being very hard to flank. On the other hand beastman maps are entirely forested, making artillery useless and ranged attacks easily blocked.&lt;br /&gt;
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===Siege Battles===&lt;br /&gt;
In the campaign modes for the first two games, this is going to be the second most common type of battle your armies engage in. Whenever an army assaults a major settlement, or a minor settlement with walls, they will encircle and besiege it. The city will have a few extra defenses in place that require potential preparation. If it&#039;s an army with no artillery, monsters or monstrous infantry with the Siege attacker perk, they will need to spend at least 1-3 turns constructing siege equipment in order to actually begin the assault. Armies that &#039;&#039;do&#039;&#039; have entities capable of breaking down the enemy gates can immediately assault walled settlements, though they may still elect to construct siege equipment if they so desire. Attackers are stationed outside the city walls (obviously), with any siege equipment they may have constructed. Most infantry can man such siege equipment in order to more efficiently breach the city, though if nothing else they can create ladders to scale walls and (eventually) beat their way through a gate. Doing so without siege equipment is dramatically more exhausting, however. Many artillery platforms can not only attack gates and towers, but they can also focus their firepower against the city walls themselves to full on crack open holes for your forces to enter through. Defenders can vanguard deploy some forces outside their walls if they so choose, but for the most part will be able to position their units on or behind their walls. Defenders will typically enjoy the use of (debatably useful) towers to help whittle down the attackers while they approach the walls, though they will need to have at least one unit stationed behind a tower for it to remain active. A random note on walls: flying units are really effective at assaulting walls, any model that gets thrown off the wall instantly dies, and it&#039;s a lot harder to tarpit a dragon when it&#039;s clogging up the wall.&lt;br /&gt;
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The goal for the attackers is simple. Take the city. They can do this in one of two primary ways. The first, and most frequent way this occurs, is the elimination of the defending armies. The second way is the capture of the primary victory point within the city. By capturing and maintaining control of it for 200 seconds, the attacker can forcibly claim the city even if there are still defenders present. Conversely, the defender must prevent this from happening. Unfortunately for the defender, they either need to rout the attackers entirely or hold out for the entire hour of the battle while protecting the city&#039;s victory point.&lt;br /&gt;
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Total War: Warhammer 3 introduced a rework of siege battles. They are now larger in scale, with more of the actual city being involved in the actual battle, and the city can be attacked from more sides. Not settlements sometimes have bridges, walkways and elevated platforms overlooking or undercutting sections of the city, allowing for more diverse engagements and routes throughout the city. There are now a number of supply points spread throughout the city which provide the controller with a stream of...well, supplies. So long as defenders hold those locations, they will continue to receive resources of which they can construct additional defensive structures and towers throughout the city. Attackers can capture these points to cut off these supplies and destroy any fortifications constructed at that point. Fort battles (only available to Empire, High Elves and Cathay) can only be attacked frontally since their whole point is that they can&#039;t be surrounded.&lt;br /&gt;
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===Minor Settlement Battles===&lt;br /&gt;
In the first two games unwalled settlement battles were regular land battles with the settlement shown somewhere in the background. Total War: Warhammer 3 finally added distinct maps for unwalled settlements that have defense buildings constructed. Aside from Wood Elf settlements they can be attacked from at least 3 sides, and many times the unwalled settlement takes up the entire center of the map, fully surrounded and with the aggressors having the entire perimeter of the settlement in which to deploy, granting them substantially more flexibility in picking their engagements. Defensive structures and towers are limited to those the defenders construct over the course of the battle.&lt;br /&gt;
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===Free-For-All Battles===&lt;br /&gt;
Only for multiplayer, where 4 players will slug it out. The maps tend to be very symmetrical for competitive balance.&lt;br /&gt;
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==Battlefield Mechanics==&lt;br /&gt;
Dynamic effects that can alter your unit&#039;s performance during the course of a battle, and things to keep in mind in general.&lt;br /&gt;
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===Fatigue and Vigour===&lt;br /&gt;
As you may expect, running across massive battlefields, slogging through waist-high water, running up hills and shouldering through dense trees to &#039;&#039;then&#039;&#039; engage heavily armed (and armored) foes in a fight to the death can be a bit draining, be you man, elf, greenskin or even lizard. This will manifest in the form of gradually degrading combat performance as your units get worn down through the various stages of fatigue. Running and combat of any kind will start to drain vigour from a unit, while standing or walking slowly replenish it. Terrain does play a role in how quickly fatigue is lost (i.e., charging and fighting uphill is substantially more draining than charging or running downhill).&lt;br /&gt;
*&#039;&#039;&#039;Fresh&#039;&#039;&#039;: The initial vigour level for any army not caught in Force March or Raiding at the beginning of any battle. Fresh to the field, no wear or tear and eager to spill blood on your command. There are no penalties at this stage (obviously).&lt;br /&gt;
*&#039;&#039;&#039;Active&#039;&#039;&#039;: Your troops have performed some minor skirmishing or ran a modest distance, so the pep to their step is gone. A 5% melee attack debuff slightly hampers their combat effectiveness.&lt;br /&gt;
*&#039;&#039;&#039;Winded&#039;&#039;&#039;: Your troops have engaged in combat and/or have spent a significant amount of time running. The initial starting vigor for armies in the Raiding stance. A 5% speed and melee attack debuff and a 10% melee damage and reload speed debuff kicks in.&lt;br /&gt;
*&#039;&#039;&#039;Tired&#039;&#039;&#039;: Your troops have engaged in extended combat or have run about the field extensively. The initial starting vigour for armies attacked while in a Forced March stance. Exhaustion starts to take it&#039;s toll; a 10% Speed, Melee Damage and Charge Bonus debuff accompany a 15% Melee Attack and Reload Speed debuff.&lt;br /&gt;
*&#039;&#039;&#039;Very Tired&#039;&#039;&#039;: Combat and maneuvering around the field have all but drained your soldiers. 10% debuffs to melee damage and armor, a 15% speed debuff and a 25% melee attack, charge bonus and reload speed debuff claims a heavy price from your soldiers.&lt;br /&gt;
*&#039;&#039;&#039;Exhausted&#039;&#039;&#039;: The final stage of fatigue. Intense, extended combat after extensive maneuvering with little to no respite has put your troops on their last legs. A 10% melee defense and damage debuff, a 15% speed debuff, a 25% armor debuff, a &#039;&#039;30%&#039;&#039; melee attack and charge bonus debuff and a &#039;&#039;35%&#039;&#039; reload speed debuff severely cripple your exhausted units, putting them at a severe disadvantage against any fresh troops they may have yet to face.&lt;br /&gt;
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&lt;br /&gt;
This is a universal mechanic that applies to all factions, including Undead ones (they just have different names for the various stages), so you&#039;ll always want to keep this in the back of your mind as battles tend to wage on. These penalties (or lack thereof) can make a significant difference in a unit&#039;s combat performance, especially if they&#039;re further buffed (or debuffed) by magic, abilities or items to give them an edge.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
&lt;br /&gt;
Similar to Exhaustion, Morale determines the willingness of your units to keep fighting. Morale is affected by different factors: such as by being flanked, the death of your Lord, or being hit by artillery/guns. &lt;br /&gt;
&lt;br /&gt;
When a unit&#039;s leadership reaches a critical low, their banners will flash and the unit will begin to [[Squad broken|BREAK]]. Broken units will flee and attempt to disengage; their leadership will slowly rise so long as they&#039;re out of combat and the LORD is still on the battlefield. Since [[Squad Broken|BROKEN]] units can still regroup and return to the battle, it&#039;s a good idea to chase them away with light cavalry to stop them from regrouping. Otherwise, should they continue to take more losses, the unit will [[Squad Broken 2|SHATTER]] and will not regroup at all. &lt;br /&gt;
&lt;br /&gt;
Effects and Attributes that affect morale:&lt;br /&gt;
*&#039;&#039;&#039;Encourage:&#039;&#039;&#039; This affects morale positively. Encouragement is a generic buff given by Heroes, Lords, and certain units (like Cathayan Airships, Longbeards). They raise Leadership and can even help BROKEN units rally quicker. Multiple encouragements do not stack.&lt;br /&gt;
**&#039;&#039;&#039;Lord Dies/Lord Flees:&#039;&#039;&#039; On the other hand, when your Lord dies or flees, you army will take a permanent leadership debuff until the end of the battle. DISCIPLINED units will not need to worry, however. Great when you have an army of battle-hardened Dwarfs or Cathayans, absolutely fucked when they&#039;re Undead.&lt;br /&gt;
*&#039;&#039;&#039;Fear and Terror:&#039;&#039;&#039; Already mentioned above. Fear is constant, Terror is caused when charging. Causing Fear or Terror makes one immune to Fear/Terror.&lt;br /&gt;
**&#039;&#039;&#039;Unbreakable:&#039;&#039;&#039; As mentioned above, being UNBREAKABLE or IMMUNE TO PSYCHOLOGY makes you immune to psychological effects. Unbreakable units will also fight to the death, so long after the rest of your army has broken, they will continue to hold. Ungrim is notable for often being the last one standing (if he isn&#039;t focused down, that is)&lt;br /&gt;
*&#039;&#039;&#039;Flanks Secured/Flanks Exposed/Attacked in Flanks/Attacked in Rear:&#039;&#039;&#039; Positioning is important in TWWH, and unlike older TW games, there are no fancy formations that give you 360 coverage. When your unit&#039;s flanks are secured by another friendly unit, they gain a small bump in leadership. When a unit is attacked from their sides, or worse, [[Squad Broken 2|in the rear]], their leadership will drop and they will be more likely to break and disengage.&lt;br /&gt;
*&#039;&#039;&#039;Charging/Being Charged:&#039;&#039;&#039; Unbraced units will take a Leadership hit when they see a unit of [[Cold One|raptor-mounted raptors]] or [[Beastmen|chaos-tainted horsemen]] rushing at them. Having Charge Defense mitigates this. &lt;br /&gt;
*Being tired&lt;br /&gt;
&lt;br /&gt;
===Elevation===&lt;br /&gt;
No battle is ever truly fought on an even playing field (in this particular case, we&#039;re focusing on the the literal sense). From small hills to towering settlement walls, units may find themselves looking down upon the hapless masses crawling their way up the slopes, exhausting themselves over every inch gained, or they might desperately find themselves assailed by a hail of arrows from on high, well out of their retaliatory reach.&lt;br /&gt;
&lt;br /&gt;
Elevation can play a significant role over the course of a battle. Units traveling up hills not only move more slowly (thus reducing charge bonuses), but suffer increased fatigue gains (up to 150%) and deal less damage to enemies fighting above them (up to 30% less). Conversely, enemies charging down hill lose less fatigue, do so more quickly (increasing charge bonuses) and deal up to 30% more damage against foes below them. The benefits/consequences aren&#039;t just limited to melee infantry however. To no-one&#039;s surprise, firing at enemies beneath your position confers a substantial advantage; not only does this allow your archers/gunners to shoot over potential obstacles, but it also gives them up to a 30% damage buff against their targets as well. Should your archers or gunners find themselves at the base of a hill or wall, not only do they suffer up to a 30% damage reduction, but their shots are far more likely to be blocked by battlements or terrain, wasting precious ammunition. These percentages are calculated entity to entity and based on the relative slope/height difference between the two (depending on the terrain, two different entities in the same unit might deal more or less damage than each other based on how they&#039;re engaging the enemy).&lt;br /&gt;
&lt;br /&gt;
=== Hiding ===&lt;br /&gt;
Terrain can obstruct view of units, infantry units can hide in forests, and certain units can hide anywhere if far enough from the enemy and do not shoot. A very few units can even remain hidden while shooting. While hiding doesn&#039;t need much explaining against human players, it kinda does against the AI. If the AI can see any of your units it cannot see hidden units. This is most notable if your only visible units are air units since it&#039;ll do nothing but chase after them (and wait there if they don&#039;t have ranged or air units). But if the AI can&#039;t see any of your units it will immediately know where everyone is.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Terms==&lt;br /&gt;
*&#039;&#039;&#039;Noob box&#039;&#039;&#039; - A strategy from older total war games where a player places melee units in a box or ring formation around several artillery pieces and waits for his opponent to come to him.  While the tactic is looked down on by veteran players due to the lack of micro necessary to pull it off, some factions (dwarfs in particular) are designed to play this way and often fare poorly trying to beat more mobile factions at their own game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gooning&#039;&#039;&#039; - Bringing multiple mobile, heavy hitting units like mounted heroes, single entity monsters, or heavy cavalry who roam around together rushing down and sniping key enemy units like lords and casters.  Example of goon squads include Louen Leoncoeur with an entourage of paladins on pegusi, spamming 3+ goblin big bosses on wolf mounts, and Miao Ying/Zhao Ming with a longma escort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
A collection of tutorial images and infographs made by various anons on /v/ and /twg/. Some are more coherent than others&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Warhammer_gun_tutorial.png|Tutorial on how to use gunpowder units in the Total War Warhammer trilogy. Four different formations are covered, each of which is effective in different circumstances&lt;br /&gt;
File:Warhammer_skaven_tutorial.jpg|Some factions like Skaven or Cathay have ranged units that are too slow for regular chevrons, but deploying your troops behind the front lines and then baiting the enemy in with artillery works almost as well. In this specific example, R is Ratling Guns, J is Jezzails, and G is Globe Mortars while the lightning bolts are Warp Lightning Canons and the star is your lord&lt;br /&gt;
File:Warhammer_tercio_tutorial.png|Tericio tactics are a more in depth tactic with more moving parts which is marginally better than chevrons but a lot more fun. It is only effective on factions like Empire or Kislev whose ranged troops have decent speed, do not try this with Dwarfs. Consider replacing common artillery pieces like cannons with artillery units capable of some self defense, such as Little Grom. Doing so gives your backline melee infantry more flexibility as it does not need to stay quite so defensive&lt;br /&gt;
File:Warhammer_dwarf_box_tutorial.png|For defensive ranged races with slow units and a strong frontline like Dwarfs or Cathay, putting a box of units around your ranged units can make you very hard to break. Corner camping is considered one of the cheesiest and most overpowered tactics in the game for a very good reason, it will win you battles that you should not have won&lt;br /&gt;
File:Warhammer_pile_of_violence_tutorial.png|A lot of melee factions like Greenskins or Khorne can function quite effectively as a &amp;quot;pile of violence&amp;quot; or rush army that simply charges into melee and smashes gits&lt;br /&gt;
File:Warhammer_chaos_warriors_tutorial.jpg|As an alternative to just sending everything in one big blob, send you infantry and monsters in a blob while keeping your cavalry on your wings to charge in and then flank the enemy&lt;br /&gt;
File:Warhammer_bretonnia_tutorial.png|Some armies favor using powerful lords and heroes to deal large amounts of damage to the enemy while using other units as more of an anvil to the hero&#039;s hammer&lt;br /&gt;
File:Warhammer_mannlet_tutorial.png|Some armies such as Vampire Counts and Nurgle work better as a more defensive melee blob where you sit your lord inside your other infantry to have them blast spells at the enemy while healing their allies&lt;br /&gt;
File:Warhammer_vampire_tutorial.png|A blob army doesn&#039;t have to be defensive, factions such as Vampire Counts, Tomb Kings, Greenskins during WAAAGH! and Skaven are quite adept at simply swarming the field with giant blobs of units. This is best done when you handily outnumber the enemy, usually with either multiple armies present for the battle or with lots of summoning&lt;br /&gt;
File:Warhammer_tomb_kings_tutorial.png|By end game, most factions will have a doomstack army that they want to build, which features the most powerful units in that faction&#039;s roster buffed to the gills and then spammed. In this example, a Tomb Kings player might use a doomstack of Warsphinxes and Greatbow Ushabtis to simply rush the enemy and destroy them with very little tactics necessary&lt;br /&gt;
File:Vamp_coast_tutorial.jpg|Sometimes, nesting units inside other units can be a very effective strategy. Generally you want to do this with lords, heroes, monstrous infantry and war machines like Mortis Engines or Blood Shrines, but there are exceptions to this rule such as Vampire Coast Depth Guard or Warriors of Chaos Aspiring Champions. Putting higher tier units into lower tier units allows the lower tier units to soak damage while the higher tier units deal damage, and it allows squishier lords, heroes and war machines to buff their surrounding units while remaining relatively safe. When using this strategy, be wary of blobbing too much as you could get punished by spells and artillery.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Vampire_Counts&amp;diff=554846</id>
		<title>Warhammer Army Project/Vampire Counts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Vampire_Counts&amp;diff=554846"/>
		<updated>2023-02-26T19:56:30Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Special Units */&lt;/p&gt;
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&lt;div&gt;{{Upgrades}}&lt;br /&gt;
==Vampire Counts: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Vampire Counts==&lt;br /&gt;
[[Image:Skeleton Horde by John Blanche.jpg|thumb|left|&#039;&#039;&#039;[http://www.youtube.com/watch?v=eKHAX1K4sKQ The Dead March]&#039;&#039;&#039;]]&amp;lt;br&amp;gt; [[Image:Adrian Smith Skeletons.jpg|thumb|right|&#039;&#039;&#039;[https://www.youtube.com/watch?v=IU1Cm72NflU Your opponent will be shedding bloody tears.]&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vampire Counts are a fun army to play but boy are they hard to play. This army is not recommended for beginners. They lack obviously OP options that [[High Elves|other armies have]] and thus aren&#039;t as subject to public shaming for playing them. They&#039;re focused on getting straight to the killing tactically, don&#039;t have to worry about demoralized troops, and their army replenishes itself fairly quickly leading to wars of attrition.&lt;br /&gt;
They&#039;re fun to play, but they have several gimmicks that have to be accounted for to play at their best. First, note that &#039;&#039;there are mostly no shooting options in this army&#039;&#039;, effectively eliminating an entire phase. Any ranged options in this army are purely magical. Second, while you have no need to worry about the psychology of your own units you &#039;&#039;will&#039;&#039; be paying a lot of attention to the enemy&#039;s psychology. Never forget the fear penalty. Third, magic is your bread and butter, your meat and drink, your  crossbow and hammer. You are going to be heavily reliant on magic to replenish your units and get the most advantageous fights. If you&#039;re not utterly dominating the magic phase, you&#039;re doing it wrong. There are other things to remember as well, but we&#039;ll get to them as they crop up.  They, as an army, have been made more consistent on the table and less reliant on magic and generals. They are still one of the kings of tar pitting and Vampires are still one of the top combat heroes in the entire game.&lt;br /&gt;
&lt;br /&gt;
As for looks and lore? Lots of ranked corpses slowly marching toward your opponent as his terrified troops struggle to fire more bullets and arrows at the hordes in a vain hope of stopping the endless tide. Shrieking spirits of the damned whirling about the battlefield consuming the warm flesh of living and adding their poor souls to their ranks. Nigh unstoppable undead beings with nightmares of feasting and world conquest, supernatural witches and tainted beings, and insane power mad mages commanding the powers of hell to do their bidding as they charge into the fray behind their minions. Absolute independence from the [[Chaos|Ruinous Powers]]. If this appeals to you, you are looking at the right army. Even in small games you will be fielding dozens of zombies and skeletons as well as some more exotic dead and undead creatures; few armies can field such numbers of fodder and only one other can field fodder that is so reluctant to stay dead. Get your brush hand ready and get comfortable as you are going to need a lot of models to field these hordes.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*You have a massive level of customization equaled only by the [[Warriors of Chaos]].&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*You need Necromancers. If they all die, there goes the majority of your army.&lt;br /&gt;
&lt;br /&gt;
==Notable Changes from 8e==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Extra options for ranged weapons.&lt;br /&gt;
*An incredibly vast variety of builds and powers for any vampire lineage, not just the Von Carsteins.&lt;br /&gt;
*The revisions to Undead grant your forces quite the list of resistances and immunities.&lt;br /&gt;
*The revisions to casting make it much easier to build an optimal Necromancer.&lt;br /&gt;
*Cheaper powers.&lt;br /&gt;
*you don&#039;t require a necromancer if making an all ghoul/Vampire army.&lt;br /&gt;
*When playing against VS., Invocation of Nehek has lost much of its horrific power. The upside is that Characters, Shrines, Chariots, Monsters, and Ethereal units now recover d3 wound instead of 1. &lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fear was changed to a pure ld debuff. Without the CC debuff, your lines will die extra quickly.&lt;br /&gt;
**Alt takes, the leadership debuff plays and stacks with the other leadership effects this army is full of. Additionally, in the 8th, with the BSB rerolls for all psychology tests, it was rare for enemies to be penalized by the fear.&lt;br /&gt;
*Vampire powers now come out of the magic item allowance, and the total customization allowance is halved.&lt;br /&gt;
**the fear changes also greatly reduce the effectiveness of zombies and skeleton blobs as winning combat is geared toward damage dealing and will lose even more models from unstable&lt;br /&gt;
*for that [[Powergamer|guy]], is Invocation of Nehek no longer an AOE when overcasted&lt;br /&gt;
&lt;br /&gt;
===Variable===&lt;br /&gt;
*Being classified as Mostly alive, Undead (including the Unbreakable and Unstable rules, and the parts that defined animated constructs) has been removed from a lot of units such as Vampires, Necromancers, Crypt Ghouls, Crypt Horrors, etc... These units also don&#039;t crumble with the loss of your Necromancers. Whether this helps or harms you is too broad a question to answer.&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
*&#039;&#039;&#039;Undead:&#039;&#039;&#039; These aren&#039;t any different than the Tomb Kings undead, Animated Construct with Fear, Immunity to Poison, and Unstable. They can&#039;t march or charge unless within 12&amp;quot; of the General, which is a step up from the Tomb Kings as you don&#039;t need a babysitter for every unit in your main blob while your half-alive guys can march to Hammer. They can never flee from combat, which might matter, depending on what you use. Fortunately, none of your vampires are Undead and thus can operate without worry. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampiric:&#039;&#039;&#039; Vampire rule part 1. Grants Fear and Immunity to Psychology. In addition, they are -1 to wound (unless it&#039;s magical or flaming). You&#039;re no longer considered Undead, so necromance no longer works on you. Also still counts as a living creature. Unfortunately, because of the 9th Unstable rule, they can&#039;t join most units, so there are no cheap bunkers (still, 9th has been kind for buffing lone foot characters).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst:&#039;&#039;&#039; Vampire rule part 2. Whenever a model with this rule kills, they recover a wound on a 5+ on a d6. Unfortunately, this is useless against other Animated Constructs, Daemonic, Forest Spirits, and other non-living things.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Generals of Undeath:&#039;&#039;&#039; Now less restrictive. You only required one character that knows the lore of Necromancy to make a valid list if your using undead units, but then grab a few more in case he becomes like his minions. If you lose your general and don&#039;t have necromancers, the undead parts of the army need to make an Ld test each turn or lose as many models as the test was failed by.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Necromancy==&lt;br /&gt;
&#039;&#039;Lore Attribute: Curse of Undeath:&#039;&#039; After casting a spell, one undead unit within 6&amp;quot; can restore a wound. Really, this is to bolster any monsters or characters that need the pick-me-up.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Invocation of Nehek: (CV 5/9)&#039;&#039;&#039; Always, take this, especially on your Lords. Unfotantly after years of carrying the VC to the top of meta, it is finally hit but still a strong spell. Now only one undead unit per casting recovers 1d6+Level wounds worth of models (and that&#039;s before factoring in the various items that amplify this spell&#039;s effects). Even Characters, Shrines, Chariots, Monsters, and Ethereal models now recover D3 Wounds wound in addition to the +1 from lore attribute.&lt;br /&gt;
#&#039;&#039;&#039;Vanhel&#039;s Danse Macabre: (CV 5/10)&#039;&#039;&#039; Tomb Kings have a similar spell that lets their undead move as a Signature Spell, lets you make a move if not engaged. Usually, the general and necromancer are in the undead blob, so covering 12&amp;quot; a turn. If you have a backup caster, it also helps get those Undead Beasts, Ghosts, and Black Knights to cover more ground while 12&amp;quot; away from the general.&lt;br /&gt;
#&#039;&#039;&#039;Hellish Vigour: (CV 8/16)&#039;&#039;&#039; Let&#039;s an undead unit ASF and re-roll to wound in cc. &lt;br /&gt;
#&#039;&#039;&#039;Gaze of Nagash: (CV 9/12)&#039;&#039;&#039; Basic magic missile. You don&#039;t need it because you&#039;re more worried about your toys and because Curse of Years does more damage. At the least, it can pick off stragglers.&lt;br /&gt;
#&#039;&#039;&#039;Raise Dead: (CV 9/12)&#039;&#039;&#039; Instantly summon a horde of zombies 2d6+3 corpses strong, no upgrades included. If you augment, you can instead raise skellies. The best part of this is that they can&#039;t be dispelled, and they never award VP for dying. &lt;br /&gt;
#&#039;&#039;&#039;Curse of Years: (CV 12+)&#039;&#039;&#039; Your deadliest spell. In each magic phase, the targeted unit needs to roll a d6 with an increasing likelihood of taking wounds without being allowed to take armour saves. &lt;br /&gt;
#&#039;&#039;&#039;Wind of Death: (CV 15+)&#039;&#039;&#039;  Magical Vortex. Yours has a bit of an edge since it immediately deals d6 S3 hits for each rank of a unit it crosses over, allowing you to possibly wipe out mobs of State Troopers.&lt;br /&gt;
&lt;br /&gt;
==Vampiric Powers==&lt;br /&gt;
Upgrades Vampire Lords and Vampires can take out of their Magic Item allowance. The former can take 100 points, the latter 50.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Multiple Dynasties&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Red Fury:&#039;&#039;&#039; 35pts. Blood Dragon or Strigoi only. This allows them to make an additional attack for each model they kill to a max of +5, which can lead to an entire unit being flattened with the proper rolls and a well-kitted hero. The downside is that this is expensive.&lt;br /&gt;
*&#039;&#039;&#039;Fear Incarnate:&#039;&#039;&#039; 20pts. Von Carstein, Necrarch, Blood Dragon, or Strigoi only. Models in b2b with this vampire need to test Ld or be forced to only hit on 6s. You WILL want this for any killy lord.&lt;br /&gt;
*&#039;&#039;&#039;Supernatural Horror:&#039;&#039;&#039; 15pts. Von Carstein, Necrarch, or Strigoi only. Grants Terror in the event that you don&#039;t want to ride a monster. Don&#039;t forget that this also counteracts any fear-causing units your enemy may take.&lt;br /&gt;
*&#039;&#039;&#039;Curse of the Revenant:&#039;&#039;&#039; 30pts. Necrarch or Strigoi only. Gives a 4+ regen, which is helpful since these guys lack good armour.&lt;br /&gt;
*&#039;&#039;&#039;Flying Horror:&#039;&#039;&#039; 20pts. Von Carstein, Necrarch, Strigoi, or Lahmia only. Model on foot only. Gives a pair of wings to fly with. Way to make the Abyssal Terror feel even sillier.&lt;br /&gt;
*&#039;&#039;&#039;Transfix:&#039;&#039;&#039; 15pts. Von Carstein or Lahmia only. One model in b2b must test Ld (presumably, Mathias forgot to write that in) or be unable to attack them that turn. &lt;br /&gt;
*&#039;&#039;&#039;Unbending Willpower:&#039;&#039;&#039; 10pts. Von Carstein or Necrarch only. This allows a unit of undead within 6&amp;quot; suffering from Unstable or a dead general to lose one less wound. You have a slight security blanket, but this doesn&#039;t stack with a BSB, and it&#039;s not having a necromancer.&lt;br /&gt;
*&#039;&#039;&#039;Hounour or Death:&#039;&#039;&#039; 5pts. Von Carstein or Blood Dragon only. During each round of a challenge, the enemy must test Ld or be reduced to WS1. While you won&#039;t expect much against an equal hero or general, this can let you sweep aside lesser champions.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Von Carstein&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Majesty:&#039;&#039;&#039; 20pts. When you&#039;re gambling on Fear/Terror, abilities like Beguile or the effects of the Coven Throne, each be amped up with Aura. One of the better non-blender lord abilities. Combine with the Coven Throne, Banshees, Terrorgheists, or Screaming Banner to really fuck with your opponents.&lt;br /&gt;
*&#039;&#039;&#039;Walking Death:&#039;&#039;&#039; 20pts. enemy units in base contact must reroll successful Leadership tests. This has no effect on models with Immunity (Psychology). &lt;br /&gt;
*&#039;&#039;&#039;Call Winds:&#039;&#039;&#039; 10pts. Innate bound PL5 spell. Enemies or targeted friendly units within 24&amp;quot; of this model now suffer -1 to hit with missiles.&lt;br /&gt;
*&#039;&#039;&#039;Summon Creatures of the Night:&#039;&#039;&#039; 10pts. If you plan on using Dire Wolves, Bat Swarms, and Fell Bats then this is good as those are expensive options point-wise, so increasing their numbers past starting size with Invocation of Nehek is a good choice.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Form:&#039;&#039;&#039; 10pts. Have a need to make a footslogging vampire but hate M4? Buy this and now they&#039;re faster than even ponies with M9 and Swiftsrtride!&lt;br /&gt;
*&#039;&#039;&#039;Wolf Lord:&#039;&#039;&#039; 10pts. Dire Wolves within 24&amp;quot; can now march.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrarch&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Master of the Black Arts:&#039;&#039;&#039; 55pts. Not terrible, but not great either- it&#039;s &#039;&#039;extremely&#039;&#039; expensive, taking it prevents you from taking some other really good powers, and it doesn&#039;t guarantee you anything despite the high cost.  It&#039;s nice when you turn a 1 into a 6, but so very annoying when you turn a 2 or 3 into a 1.  Taking it on two vampires is a complete waste since at that point, you&#039;re spending almost the points cost as a varghulf.  That said, Necrarchs are caster-lords, so it&#039;s at least worth considering.&lt;br /&gt;
*&#039;&#039;&#039;Spectral Form:&#039;&#039;&#039; 40pts. Grants a foot-slogging Necrarch Ethereal, but bars it from joining non-ethereal units or buying magic items.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Lore:&#039;&#039;&#039; 20pts. You are now a Loremaster. This is a pretty neat grab for your General since you now have every Necromancy spell on tap, while others can take it or leave it as they wish since they have a broad list to pick from (Including Zacharias the turbo-nerd).&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; 20pts. Adds +d3 extra wounds healed from casting Invocation of Nehek. Whoever you have managing your hordes will want this.&lt;br /&gt;
*&#039;&#039;&#039;Nehekhara&#039;s Noble Blood:&#039;&#039;&#039; 20pts. +1 to all casting rolls. Again, Necrarchs are good at a lot of lores, so this just shoves it more in your face&lt;br /&gt;
*&#039;&#039;&#039;Unholy Cynosure:&#039;&#039;&#039; 10pts. Lets you re-roll a single casting die, which could be helpful in saving your ass from a miscast.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blood Dragon&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Doomrider:&#039;&#039;&#039; 25pts. Lets a Blood Dragon on a Nightmare and any attached cavalry re-roll charges. You&#039;ll be thanking yourself if you manage it.&lt;br /&gt;
*&#039;&#039;&#039;Dread Knight:&#039;&#039;&#039; 20pts. +1 to hit and wound during a challenge. Not bad really, a Blood Dragon can benefit from this as they&#039;ll always be challenging and any way to end it faster means you can reach your next enemy sooner.&lt;br /&gt;
*&#039;&#039;&#039;Heart Strike:&#039;&#039;&#039; 20pts. Lets you re-roll to wound in combat.&lt;br /&gt;
*&#039;&#039;&#039;Master Strike:&#039;&#039;&#039; 20pts. While this looks like it can be worth it if you go through the percentages, in almost all cases this is shit. Killing Blow and Heroic Killing Blow are generally only good when you have a lot of things with them all taking a chance at killing. &lt;br /&gt;
*&#039;&#039;&#039;Might of Arms:&#039;&#039;&#039; 20pts. Re-roll to hit in combat. You&#039;ll be doing it plenty in combat, though you have a pretty good WS to begin with.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Pride:&#039;&#039;&#039; 20pts. Re-roll armour saves. Considering how plated you are, you&#039;ll definitely appreciate this though it&#039;s not a Ward Save.&lt;br /&gt;
*&#039;&#039;&#039;Strength in Steel:&#039;&#039;&#039; 10pts. You&#039;re a Blood Dragon, your job is to charge. This just makes you get Devastating Charge and strength Bonus (1).&lt;br /&gt;
*&#039;&#039;&#039;Blademaster:&#039;&#039;&#039; 10pts. In the event that you bought a different weapon but want to keep the shield&#039;s parry save, you can net this.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strigoi&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Massive Monstrosity:&#039;&#039;&#039; 15pts. Strigoi, being the bare-naked freaks they are, need all the wounds they can get.&lt;br /&gt;
*&#039;&#039;&#039;Iron Sinews:&#039;&#039;&#039; 15pts. Extra strength is also welcome on a monster that needs to rely on brute strength to prevail.&lt;br /&gt;
*&#039;&#039;&#039;Hunter in the Dark:&#039;&#039;&#039; 15pts. Gives a footslogging Strigoi scout. &lt;br /&gt;
*&#039;&#039;&#039;Ghoulkin:&#039;&#039;&#039; 10pts. A pack of Crypt Ghouls can be scouts. &lt;br /&gt;
*&#039;&#039;&#039;Infinite Hatred:&#039;&#039;&#039; 10pts. A Strigoi&#039;s got no use if he can&#039;t hit, so having Hatred that lasts every turn makes them better likely to kill things.&lt;br /&gt;
*&#039;&#039;&#039;Summon Ghouls:&#039;&#039;&#039; 10pts. Up to 3 packs of Crypt Ghouls can be ambushers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lahmian&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Seduction:&#039;&#039;&#039; 25pts. On top of all the Leadership fuckery already present, you have one more. One model in b2b must take a Ld check at -1, failure letting you manipulate the model and make them attack their own unit (or be useless if they&#039;re solo).&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reflexes:&#039;&#039;&#039; 25pts. Enemies in combat must re-roll to hit against this model. &lt;br /&gt;
*&#039;&#039;&#039;Night Creature:&#039;&#039;&#039;  20pts. In the bizarre instance that you took a footslogging Lahmian and didn&#039;t put them in a unit, this gives enemies a 50/50 chance to be unable to charge the loner.&lt;br /&gt;
*&#039;&#039;&#039;Quickblood:&#039;&#039;&#039; 20pts. Lahmians so fast they get a Dodge 5++.&lt;br /&gt;
*&#039;&#039;&#039;Innocence Lost:&#039;&#039;&#039; 20pts. In case you want to style on all the living fools and beat out Elves without question, this gives you ASF.&lt;br /&gt;
*&#039;&#039;&#039;Beguile:&#039;&#039;&#039; 10pts. Enemies in b2b must test Ld at -3 or else be forced to re-roll all successful hits. Much cheaper than Lightning Reflexes, but more subject to Immunity (Psychology). Useful in one-on-one challenges, which you normally don&#039;t want to be doing, but if you&#039;re up against Chaos Chosen it can be very useful.&lt;br /&gt;
*&#039;&#039;&#039;Swiftness:&#039;&#039;&#039; 5pts. Grants swiftstride in the event that you didn&#039;t bother to buy a mount and run solo (Night Creature is also recommended).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Artefacts of Death==&lt;br /&gt;
*&#039;&#039;&#039;Frostblade:&#039;&#039;&#039; 65pts. Want an instant-killing weapon without bothering with Killing Blow? Here&#039;s your overpriced option!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skabscrath:&#039;&#039;&#039; 50pts.This has been reworked to NOT be lethal to your user. It still has Flaming Attacks, Frenzy, and Devastating Charge, but it&#039;s now no longer bound to kill them and instead lets the user use the Banshee&#039;s Ghostly Howl attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nightshroud:&#039;&#039;&#039; 40pts. VERY useful no matter where you want to put it. If you need help justifying the points, remember that it also takes the place of the Bat Swarm on the flank. Vampire Lord on Zombie Dragon with Quickblood and Sword of Striking buttfucks the enemy. Master Necromancer in a Skelly bunker may make it literally impossible for your opponent to deplete your forces before you wipe his out to the last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Periapt:&#039;&#039;&#039; 40pts. Not a must-have item but it can be great for a dedicated spellcaster option if you get a bad magic phase or if you&#039;re facing an army where you have spells you NEED to dispel. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Damnation:&#039;&#039;&#039; 45pts. A fantastic item, best used for Ghouls or more powerful options in the offensive category. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cursed Book:&#039;&#039;&#039; 35pts. This item is a gamble where you can&#039;t really lose. The only thing that&#039;s wrong with it is your primary spell is Invocation, and in almost all possible circumstances, you want to cast it AT LEAST once per turn, and this book can take that away. But that being said, you can pull off these spells (all of which are good) for what&#039;s probably less than their casting value without the risk of any miscast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Book of Arkhan:&#039;&#039;&#039; 30pts. VERY good item. Even if you make all attempts to cast that spell using all your capable Necromancy casters, you can still at least count on whipping out one more attempt. Also can be taken by the Strigoi Ghoul King, making it fan-fucking-tastic in low-magic lists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rod of Flaming Death:&#039;&#039;&#039; 35pts. The pretty good item even for its price and very good for controlling the movement phase. If your enemy DOES move (possibly due to taking a Fear test!) then you have the chance to disintegrate the whole group.  This can actually be taken by a Wight King, freeing up points on your casters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of Barrows:&#039;&#039;&#039; 40pts. If you are going to take a unit of more then 15 Grave Guard (and why wouldn&#039;t you?) and/or you have a Wight King in there, you will want this banner as the +1 to hit makes your relatively low WS (for elite infantry) far more destructive. This doesn&#039;t work on the Black Knights&#039; steeds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Screaming Banner:&#039;&#039;&#039; 25pts. If you want to troll, take this banner. It will make low LD armies suffer, and give you a small chance to drive away even high LD armies.  The flag gets better with Terror though, as then even enemies who take options like the Shrieking Blade or those pesky Phoenix Guard still have to take the test.  For the ultimate cheese special, take a horde of Grave Guard with this flag then put a Wight King BSB carrying Banner of Barrows into the same Unit along with a Vampire Lord with Aura of Dark Majesty, Supernatural Horror, and Fear Incarnate for utter carnage as a failed test means they&#039;ll be hitting on 2+.&lt;br /&gt;
&lt;br /&gt;
===Expansion Magic Items===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dreadlance:&#039;&#039;&#039; 35pts. Blood Dragon or von Carstein only. This lance auto-hits, which is especially devastating on the charge.&lt;br /&gt;
*&#039;&#039;&#039;Asp Bow:&#039;&#039;&#039; 25 pts. Lahmian Vampire only. S4 Poisoned Sniper Bow. For killing flying wizards that think they are safe.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Kings:&#039;&#039;&#039; 15pts. Wight Kings only. Killing Blow now triggers on 5+.&lt;br /&gt;
*&#039;&#039;&#039;The Balefire Spike:&#039;&#039;&#039; Blood Dragon or von Carstein only. This lance is now on fire. That is all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armour&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Helm of Commandment:&#039;&#039;&#039; 25pts. If not in combat, one undead unit within 12&amp;quot; can use your WS. So, remember how Tomb Kings can let an attached unit share their WS? You can now do that AND share it with a unit you&#039;re not having them babysit!&lt;br /&gt;
*&#039;&#039;&#039;Armour of Night:&#039;&#039;&#039; 25pts. Models on foot only. This heavy plate inficts a -2 to hit to missiles that target you or your unit, which you&#039;ll need since you lack any good mobility.&lt;br /&gt;
*&#039;&#039;&#039;The Cursed Shield of Mousillon:&#039;&#039;&#039; 10pts. Blood Dragon only. This shield takes one attack from one model in base contact. However, all Bretonnians have Hatred against you.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Helm:&#039;&#039;&#039; 25pts. This helm grants Terror, which can help when you&#039;re unable to grab it with powers.&lt;br /&gt;
*&#039;&#039;&#039;The Flayed Hauberk:&#039;&#039;&#039; 25pts. This confers a 2+ save that can&#039;t be improved. This doesn&#039;t, however, help with anything that reduces it like AP. &lt;br /&gt;
*&#039;&#039;&#039;The Accursed Armour:&#039;&#039;&#039; 15pts. This heavy armor grants +1T but -1 WS and Initiative. If you plan on tanking over killing, you&#039;d be satisfied with this.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Bone:&#039;&#039;&#039; 15pts. This is medium armor that even necromancers can pick up, but it&#039;ll break the moment they suffer a wound by any means. Do consider its merits carefully.&lt;br /&gt;
*&#039;&#039;&#039;The Cadaverous Cuirass:&#039;&#039;&#039; 15pts. Vampires only. This heavy armor grants immunity to Killing Blow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Talismans&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crown of the Damned:&#039;&#039;&#039; 35pts. This grants a 4++ Ward save, but also forces you to contend with Stupidity. Fortunately, vampires tend to rock in Ld.&lt;br /&gt;
*&#039;&#039;&#039;Wristbands of Black Gold:&#039;&#039;&#039; 30pts. This grants a 3++ Ward against all missile attacks. While strong, it won&#039;t do much against anything in melee.&lt;br /&gt;
*&#039;&#039;&#039;The Gem of Blood:&#039;&#039;&#039; 25pts. Whenever the bearer suffers a wound for the very first time, you can roll a d6; on a 2+, it instead bounces back on the person who dealt it and even punches past their armor.&lt;br /&gt;
*&#039;&#039;&#039;Ring of The Night:&#039;&#039;&#039; 25pts. Only confers a -1 to hit from missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Arcane Items&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sceptre De Noirot:&#039;&#039;&#039; 25pts. Adds +d6 zombies or Skeletons when you cast Raise Dead. Fairly nice since you&#039;ll be wanting more zombos any time you cast them. &lt;br /&gt;
*&#039;&#039;&#039;Crimson Gem of Lahmia:&#039;&#039;&#039;15pts. Lahmian only. This lets you sacrifice a wound in order to add another power die. While this makes Lahmians quite strong casters, it also makes them more glass-cannon than the Necrarchs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Enchanted Items&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Casket of Ages:&#039;&#039;&#039;25pts. This One use. PL3 Bound Spell that inflicts an armour ignoring wound one enemy in base contact and then forces it to make a toughness check or die. a decent way to quickly kill a humanoid chactacter.&lt;br /&gt;
*&#039;&#039;&#039;Talon of Death:&#039;&#039;&#039; 35pts. This item deals an S5 hit to all enemy models in base contact at the beginning of the combat phase, making it a potential deterrent to combat. &lt;br /&gt;
*&#039;&#039;&#039;Talisman of the Lycni:&#039;&#039;&#039; 10pts. Vampires on foot only. The Vamps gain +4&amp;quot; to their movement and Swiftstride, which can be quite the gift if you know how to position them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Magic Standards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Drakenhof Banner:&#039;&#039;&#039; 75pts. Very useful for an skelly bunker, this grants the attached undead unit with 4+ regen.&lt;br /&gt;
*&#039;&#039;&#039;Hell Banner:&#039;&#039;&#039; 40pts. This forces anyone within sight that isn&#039;t Immune to Psychology to take -1 to Leadership, which can compound with Fear and the like.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Doom:&#039;&#039;&#039; 25pts. This flag grants a 5+ regen against missiles, which is okay, boosted by the fact that it applies to anyone - including those units without Undead.&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Dead Legion:&#039;&#039;&#039; 25pts. Using this banner makes your unit of undead count as double its unit strength in melee.&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Endless Nightmare:&#039;&#039;&#039; 15pts. This banner makes your unit count as having one more rank in regards for Combat Resolution (To a max Rank Bonus of +4), though it&#039;s meaningless unless you have a rank of 5+ models.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Vengeance:&#039;&#039;&#039; 10pts. The unit with this flag will never suffer Instability if all your necromancers die, which is pretty keen if you&#039;re relying on some Black Knights and don&#039;t have your any Necromancy casters there.&lt;br /&gt;
*&#039;&#039;&#039;Cursed Pennant of Mousillon:&#039;&#039;&#039; 25pts. When in base contact with a unit using this banner, the enemy unit must re-roll any 6s they roll to hit, wound, or on any armor saves. Sadly, it does nothing for Wards or Regen.&lt;br /&gt;
*&#039;&#039;&#039;Royal Standard of Strigos:&#039;&#039;&#039; 25pts. The unit gains Hatred.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Hellish Vigour:&#039;&#039;&#039; 15pts. The unit using this banner can march despite being Animated Constructs. &lt;br /&gt;
*&#039;&#039;&#039;Standard of Everlasting Death:&#039;&#039;&#039; 15pts. When dealing with Unstable, this banner counts the damage suffered as one wound less. Again, good for Black Knights or Blood Dragons, not so much for plain skellies.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Hellfire:&#039;&#039;&#039; 10pts.  Grants Flaming and Magical Attacks.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
===Lords &amp;amp; Heros===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Von Carstein&amp;quot;&amp;gt;&lt;br /&gt;
the classic Dracula Nobles and the faces of the Vampire Counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Vlad von Carstein]]:&#039;&#039;&#039; 430 pts. The man that started it all, and one of the few unique characters who are entirely justified in their points cost. You want to field him, but most people never will. Why? Because he&#039;s a staggering 465 points. As strong as he is, that is your entire Lord budget in an otherwise balanced 2000 point army, and below 2500 you most likely you don&#039;t have that kind of room for just one model. He&#039;s reasonably good, but the price is what stops him from being great, but most players prefer a combo of a level 3 caster of some kind along with a damage option blender lord Strigoi Ghoul King or Master Vampire. That being said, at the 2500 point level and above (ESPECIALLY above 3500), he&#039;s fucking amazing. If you&#039;re taking him, you want to bring Isabella, although unlike her, he can be good on his own.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mannfred von Carstein]]:&#039;&#039;&#039; The Franz of the VC. He is a  Vampire lord kitted for spell casting. His previous editions&#039; ability to be one of two forms has been condensed into him only being an obscenely expensive Lord-level character, 560 pts. He&#039;s a superb caster with one major flaw: he needs to kill stuff for optimum usage, which he isn&#039;t too good at for a Vampire Lord since he&#039;s kitted out so much for magic. This is the man you want fighting nothing but Goblins and Skavenslaves if you can possibly help it (if you&#039;re facing Ogres, you&#039;re in for a world of hurt). If you can manage to make kills, then this guy will generally rule both magic phases. Make sure to snipe enemy wizards early on with Spirit Leech while he adds a free usage of Invocation of Nehek to emergency-heal any units. He&#039;s worth it, but once again, you&#039;re looking at a lord who is absolutely impossible to use in any game below 3000 points.&lt;br /&gt;
**Unlike most other named characters in this army, you can have Mannfred ride a mount. His options are Barded Nightmare, Hellsteed, Abyssal Terror, and Zombie Dragon. Of those choices, only the Barded Nightmare is of any value for the most part and only to put him in a unit of Black Knights or Blood Knights. The other three will make him even more of an artillery and shooting target than he already is. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Konrad von Carstein]]:&#039;&#039;&#039; Nothing short of psychologically damaging if your opponent happens to bring Monstrous Infantry (to him, not his models) for 180pts. That being said, combat is all he really does well (though he does it VERY nicely) while being the uncle of all glass cannons. His stats are on-par with an ordinary Hero level Vampire, and he only has Heavy Armor, so it&#039;s his special rules you want to take him for. He rings in at 160 points. &lt;br /&gt;
**His insanity is reflected by a special rule called &amp;quot;One Bat Short of a Belfry,&amp;quot; which has you roll for his current mental state. At the start of the turn, you roll a D6, with a result of 1-3 granting him Stupidity and a result of 4-6 giving him Frenzy. &lt;br /&gt;
**So be wary of using him... and be aware that Ogre Kingdoms players will die a little inside each time you field him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Isabella von Carstein]]:&#039;&#039;&#039; As it stands for 110pts, she&#039;s not a caster (being only a level 1 Wizard in Lore of Vampires) or a fighter (being that she only has the vanilla Vampire stats with Beguile and her only equipment is Heavy Armor and a Hand Weapon). The most she can do is support other vampires using the Blood Chalice to make sure they don&#039;t die. &lt;br /&gt;
**Of course, there&#039;s always the fact that if she kicks it, Vlad goes nuts, with Frenzy and Hatred and whatnot. It&#039;s also possible that he&#039;ll die first (not as likely), and she will get Frenzy and Hatred, but as previously mentioned, she&#039;s not geared for fighting. She isn&#039;t worth it on her own but put her with Vlad, and they have great potential.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrarch&amp;quot;&amp;gt;&lt;br /&gt;
The frail spell casters. &lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;[[W&#039;soran/Melkhior|Melkhior the Ancient]]:&#039;&#039;&#039; 500pts. Fallen king of the Necrarchs. Unlike Zacharias, he&#039;s got the misfortune of being on an Abyssal Terror and is only a level 4 loremaster in Necromancy. Fortunately, he&#039;s immune to all mundane shooting, so he can laugh at the gunlines while using his free-ish Invocation of Nehek (After each casting with the item offering it, he needs to roll a d6 and loses it on a 1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Zacharias The Everliving]]:&#039;&#039;&#039; If the Necrarchs are the bookish nerds of the Vampire Counts, then this guy is their super-king. While he&#039;s stuck on a zombie dragon, he can be a  Loremaster in ANY CRB lore except Life (or just grab Necromancy) while also possessing Gaze of Nagash as a bound item and carries a bag of dispel scrolls. Invocation of Nehek, in particular, is given a major boost by using one of Nagash&#039;s books to make its casting value go sky high so it can have a big range. As expected, such unmitigated power comes with a horrific price tag; 725 points go down the drain if he dies, so keep him as far away from artillery as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blood Dragon&amp;quot;&amp;gt;&lt;br /&gt;
The honerable knights of the night.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Walach Harkon]]:&#039;&#039;&#039; Grand Master of the Blood Knights for 470pts. He&#039;s a flat-out Nightmare in combat (heheh, &#039;Nightmare.&#039; Because he rides one), joining the Blood Knights he now makes Special if you don&#039;t buy the dragon. While only a level 2 Necromancy wizard, he&#039;s got Initiative Elves dream of, his sword always wounds on a 2+ on top of dealing a variety of special effects, and Hatred (The Empire) while his Battle Standard (Yeah, he&#039;s a BSB too) gives units within 12&amp;quot; Hatred (ALL). His last gift is the Blood Chalice, which gives either a recovered wound, a free attack for the turn, or makes his sword flaming while rerolling 1&#039;s to hit and wound (meaning, i.e., he will always fucking hit). If anything, his weakness lies in how many roles he tries to pull together, and if he dies, there goes all your stuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Prince Vhordrai]] Lord of Crimson keep:&#039;&#039;&#039; 595pts. a Blood Dragon Lord on Zombie Dragon from AOS. His mount has an upgraded version of Pestilential Breath, and he gives Blood Knights around him rerolls to charge. He kitted with Might of Arms, Heart Piercing, and a Multiple Wounds (D3) Lance. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[The Red Duke]]:&#039;&#039;&#039; A lower-tier Blood Dragon with a hate-boner for Bretonnia at 370pts. He&#039;s just as deadly as Walach with his +1 to hit and +1 S in cc, while his blade lets him heal for every wound he inflicts, all useful when considering he has Red Fury (aka the blenderlord&#039;s power).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strigoi&amp;quot;&amp;gt;&lt;br /&gt;
The [[Nospherotu]] guys.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gashnag|Gashnag the Black Prince]]:&#039;&#039;&#039; Your named Strigoi at 315pts. He&#039;s just as frightening to face as the others while also having a degree of protection from a 5++ ward and a -1 to hit him in cc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lahmian&amp;quot;&amp;gt;&lt;br /&gt;
The seducers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Queen Neferata]]:&#039;&#039;&#039; Makes a fabulous return by turning her handmaidens into Special choices and being the mandatory general for 500 points. She&#039;s also a powerful caster (with her own special spell that expends wounds to cast a deadly magic missile), a massive boost to all magic missiles by adding extra damage, and a special &amp;quot;gift&amp;quot; that curses a unit to reroll all good armour saves. While equally as flimsy in combat as Manny, she benefits from immediately recovering wounds each round as well as several defensive powers. Her ability to inflict -2 Ld to units in b2b, in particular, make her perfect for a Coven Throne if you can afford such a massive drain on your army. Seduction lets her stand a chance while on foot, riding a Hellsteed or a Nightmare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vyrkos&amp;quot;&amp;gt;&lt;br /&gt;
The ported bloodline from AOS, Strigoi but are werewolves instead of hideous, making a lovely home in the old world as the vampires of [[Kislev]].&lt;br /&gt;
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*&#039;&#039;&#039;[[Belladamma Volga]]:&#039;&#039;&#039; 400pts. The founder and matriarch of the Vyrkos bloodline. Volga is the [[Wolf Lord]], a cross of level 3 Caster lord of the lore of beast and lord over [[Dire Wolves]]. She quick on her ex-suitors mount, wanting to be close to wolf packs to improve their backfield hunting and poning wound onto them. In addition to the support and problem removing spells of the lore of beast Volga also possess two of her own [[wolfen|werewolf]] spell, one to grant Frenzy to your already deadly Blood knights and Crypt Horrors, and the Lycancurse, which is a better version of Flock of Doom curse and Curse the [[Horned Rat]], turning pesky Archers and Wizards into [[Fenrisian Wolf|Wolves]]. &lt;br /&gt;
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*&#039;&#039;&#039;[[Radukar the Wolf]]:&#039;&#039;&#039; 380pts. the big bad Vyrkos from [[cursed city]]. A Vampire of Strigoi-like might. He fights like a beast, especially after taking a wound with a 50% chance of him hulking out and starts &amp;quot;flying like a ghost and stinging like a dragon.&amp;quot; This is the form you want him to enter quickly as it&#039;s him at his strongest and allows him to spawn a Dire Wolf pack from ambush. Being Monstrous Infantry, he can hang out with Crypt horros and Bloodknight to grant  Devastating Charge.&lt;br /&gt;
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*&#039;&#039;&#039;[[Lady Annika]]:&#039;&#039;&#039; 185pts. Part of the Vyrkos family but more Lahmian and bat than a wolf. Like Lahmians, she is a dualist who always Strikes First and better 4+ dodge. Her Blade Proboscian auto wounds and heals herself when slaying enemies. Have that Vampiric hero resilience but only 2 wounds, so still fragile to bad rolls.&lt;br /&gt;
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*&#039;&#039;&#039;[[Kritza]]:&#039;&#039;&#039; 135pts. the Rat Prince. [[skaven|not those ones]]. The only unique thing about him from a normal vampire thug is being so hard to kill and running from death with full wounds again.&lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necromancer&amp;quot;&amp;gt;&lt;br /&gt;
The Still living dudes are usually the ones responsible for maintaining the fully-undead half of the faction.&lt;br /&gt;
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*&#039;&#039;&#039;[[Heinrich Kemmler]]:&#039;&#039;&#039; Oh, you were never going to be playing this game in the decent company anyway. He&#039;s a Loremaster in Necromancy, ideal for filling a lord&#039;s spot at 1500+ point games, and If you&#039;re playing at that level, you may as well bring Krell to take advantage of their tag team abilities. 340 points? Worth it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Dieter Helsnicht]]:&#039;&#039;&#039; The other master necromancer at 425pts. While he lacks Loremaster, he&#039;s got himself a manticore that never suffers from berserk fury. While he has a magic weapon, you shouldn&#039;t be relying on it when you have the manticore. Instead, use Dieter as the wizard he is since he has Burning Head as a bound spell and has a single-use ability to auto-cast any spell he wants.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sethep the Merciless]]:&#039;&#039;&#039; Another Necrarch who plotted world domination with a horde of zombies, only to be rekt by Konrad von Carstein, 175pts. In truth, he&#039;s a pretty weak L2 necromancer. His only item lets him cast Hellish Vigour as a bound spell, though it can be exhausted, and forces -1 to hit him in combat.&lt;br /&gt;
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*&#039;&#039;&#039;[[Helman Ghorst]]:&#039;&#039;&#039; Remember the part where he got in [[Total War: Warhammer]]? That&#039;s how he landed here. He can only ride his corpse cart as a level 2 necromancer who adds even more bodies to raise from using Raise Dead or Invocation, which is to his benefit as he is the only Hero character to be able to grow a Skeleton Warriors unit beyond its starting size (a bigger deal now you can give them expensive Crossbows or Medium armour and Halberds to grow a small into a big unit).&lt;br /&gt;
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*&#039;&#039;&#039;[[Gunther Spengler]]:&#039;&#039;&#039; 135pts. a Necromancer that gives 3d6 drop lowest for Skeletons or Zombies he is with when they make Leadership tests to march near enemies, restrain from pursuit, and reform. A cheap Necromancer with a ward save and minorly improves the mobility control of a unit of chaff.  &lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Undead&amp;quot;&amp;gt;&lt;br /&gt;
The dead people but were so badass that they didn&#039;t need or have a necromancer controlling them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Krell|Krell, Lord of Undeath]]:&#039;&#039;&#039; Krell is a Wight King with a better statline who gets Heroic Killing Blow (in challenges) if in the same unit as Kemmler (which obviously means he should always be in the same unit as Kemmler). He has regular Killing Blow otherwise, but the drawback is that he MUST issue a challenge whenever possible; oh, and having a T5 W4 hero for his meager 215-point cost (not to mention his other rules) is very, very good. New to this edition is his Crown of the Damned, which finally gives him a 4++ Ward Save but also inflicts Stupidity (at Ld9, he can manage). By the way, his model is fucking ace. &lt;br /&gt;
**&#039;&#039;&#039;Alternate take:&#039;&#039;&#039; Krell is significantly more expensive than a regular Wight King and only marginally better offensively defensively, he is inferior. His special rules are relatively situational and only hold up against medium to weak enemy heroes (a strength 7 lord/hero will completely ignore his armor). A mundane Wight King will almost always be a better option over Krell because they can be kitted out specifically for your needs. His model IS pretty amazing, though. &lt;br /&gt;
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*&#039;&#039;&#039;[[Lady Olynder]], Mortarch of Grief:&#039;&#039;&#039; 400pts. Ruler of Ghost from AOS. She is a Banshee lord with more killing power. Is an Lv3 Necromancy or Death wizard that knows a Unique spell that makes one enemy easier to hit in combat while they have a harder time hitting back. She has a Psychology test debuff aura, in addition to her Ghostly Howl; she shoots many armour negating Killing blow shoots that would go against the initiative and can either once per game Heal herself of inflicting additional damage to an unlikely Hero that tries to fight her. Using a necromancy spell, she heals D3 wound on Ethereal with Invocating of Nehek. It Synergizes greatly with a list that relies on ghosts as a necromancer or wants a lord specializing in taking out high-value targets from range.&lt;br /&gt;
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*&#039;&#039;&#039;[[Kurdoss Valentian]], The Craven King:&#039;&#039;&#039; 225pts. Formally an ambitious King that is forcefully Lady Olynder&#039;s subservient husband as a practical joke by [[Nagash]]. Assisted by two Cairn Wraith, he is supposedly a melee ghost lord. Chance to turn off the opposing general&#039;s Inspiring Presence which is a boon for a Terror unit. He hit hard with his Great weapon, that course muli-wound(D3) or D6 on a wound roll of 6. He gets a reroll to hit against Army General, but Despite how much he seems he wants to kill other characters, he is not the best at it. As a ghost with a Great weapon, he is asking to be killed by that fat nobleman with an enchanted butterknife while Kurdoss tries to lift his heavy mace. Like most ghosts, he should stay away from wizards and magic weapons, then engage what can&#039;t hurt him. He can be decent at winning against the Monsterous ilk.&lt;br /&gt;
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*&#039;&#039;&#039;[[Reikenor The Grimhailer]]:&#039;&#039;&#039; 210pts. a Lv2 Cairn Wraith Death wizard on Nightmare. Very killing in and out of combat. He has a spell that makes Classcannon units kill themselves with their own great weapons. It kills a guy each your magic phase to give himself +1 to his first spell. Can even brawl with nonmagical hoards with 7 attacks against units with 3 ranks.&lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
*&#039;&#039;&#039;[[Von Carstein]] Vampire/Lord:&#039;&#039;&#039; 80/245pts. The von Carsteins, being the flagship vampires, offer a rather balanced take for a vampire, the horrific monstrosities of the Warhammer World not named Chaos Lords. They have a solid statline capable of holding their own in a fight and has the best Generic Character leadership (M6 S5 T4/5 A4/5 LD 9/10), as well as being wizards of Shadow/Death/Necromancy in Heavy armor and a large list of items/powers to give them a fixed role. They also have Good synergy with Dire Wolves, Bat Swarms and Fell Bats.&lt;br /&gt;
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*&#039;&#039;&#039;[[Necrarch]] Vampire/Lord:&#039;&#039;&#039; 80/245 pts. The Necrarchs are the vampires you want for a casting-heavy army, other bloodlines are only part wizards that can get up to at most level 3, Necrarchs are full caters, and their powers make them even better at it. These wizards can take all the lores most vampires have but can also take Heavens or Metal to mess with a broader list of foes. These guys lose out on any mundane weaponry, so consider more arcane items and talismans.&lt;br /&gt;
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*&#039;&#039;&#039;[[Lahmian]] Vampire/Lady:&#039;&#039;&#039; 75/235 pts. Lahmians have the advantage of a high Initiative score, allowing them to punch into an enemy hero before they can strike back. At the same time, their powers let even that last bit fall into question. If you want a brawler vampier, pick Blood Dragon, but Lahmians are full casters while still being untouchable in combat.&lt;br /&gt;
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*&#039;&#039;&#039;[[Blood Dragon]] Vampire/Lord:&#039;&#039;&#039; 105/240 pts. With WS scores above their kindred, the Blood Dragons can handle themselves in a battle, especially in challenges, since they&#039;re forced to accept them. In exchange, they become the poorest wizards of the lot. Each of them already comes with heavy armour, so you are already plenty protected if all you get is a shield and a ward save.&lt;br /&gt;
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*&#039;&#039;&#039;[[Strigoi]] Vampire/Lord:&#039;&#039;&#039; A Strigoi may not look like much, having a lord with a slightly inferior statline to a Von Carstein for 125/245 points, not being able to take magical armor or weapons, being stuck as a caster on par with Blood Dragons. What it gets for these tradeoffs is a Lore of beast caster, +1 Toughness higher than contemporaries, and an offense near equal or better to a Blood Dragons using the lore of beast along with other tricks from powers. It can also be mounted on a Terrorgheist and scout with Crypt Ghouls and let 3 ambushes. No matter how you&#039;re planning to use him, make sure you have a plan for him; otherwise, go Blood Dragon.&lt;br /&gt;
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*&#039;&#039;&#039;Master Necromancer/[[Necromancer]]:&#039;&#039;&#039; 165/65 pts. Cheap-level wizards (L3/4 for lords, L1/2 for heroes) in either Lore of Death or Lore of Necromancy. They can Raise Skeleton warriors beyond the starting size, which they can use to support a fighty Vampire Lord and the hordes, or they can be your primary caster and general should you decide to bring a slew of ordinary Vampires. If you consider making him your general, that certainly frees points for the other great choices you have, but remember that your army may start crumbling as soon as he dies. If you assign the other Vampires to Lore of Necromancy, then at least one of them can take over as general (although with such a weakened magic phase, you better be planning on bringing the rape train quickly).&lt;br /&gt;
**The Master Necromancer can be mounted on Barded Nightmares, Hellsteeds, Abyssal Terrors, and something Vampires can&#039;t ride: Corpse Carts. A buffing shrine that makes Skeliontons and zombies more deadly.&lt;br /&gt;
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*&#039;&#039;&#039;Liche Lord:&#039;&#039;&#039; The undead necromancer lords, a beefier (Toughness 5, 4 Wounds), combat-oriented Master Necromancer(but vampires have weapons and even the Necrarchs are better fighters than you), and 275pts is almost double the cost of a Master Necromancers or as much Lv3 Necrarch Lord. Their only option is to ride a Mortis Engine, which would lock him out of combat even harder. Unlike vampires, you are undead, so abilities will now work on you for all their positives and detriments.&lt;br /&gt;
**Alternative take: Liche Lord is meant to be harder to kill lv4 wizards. They are harder to kill from sniping, not for fighting.&lt;br /&gt;
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*&#039;&#039;&#039;[[Wight King]]:&#039;&#039;&#039; 85 points. The same statline as a Vampire, with the S and T swapped around with WS4, 3 wounds, and is upgradable to a BSB. Can mount up on a Skeletal Steed with barding as an option and take a lance if you want him with Black Knights, otherwise stick him in a unit of Grave Guard with the Banner of the Barrows for an incredibly cheesy unit that will meet all variety of faces. Gets Killing Blow. He can take 50 points worth of magic items if he&#039;s NOT the BSB. Oh, and like Krell, this guy has a fucking beautiful model. So other than you, BSB, He is your most reliable and cheap for dueling or protecting your necromancers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cairn Wraith]]:&#039;&#039;&#039; 60 points. Ethereal, Terror, Undead. It has a special ability called Chill Grasp, allowing it to trade in its 3 Attacks for one Attack that automatically wounds if it hits and ignores armour. Only S3 and a great weapon, T3, and 2 Wounds with a low as fuck 2 Initiative. It can take a horse and magic items. Spirit hosts are cheaper for simple tarpits, and the Cairn Wraiths unit from the Rare section is more cost-effective for cavalry/monster killing. Both are also more resistant to magic by having more wounds. Finally, Wight Kings are better at simply killing normal stuff by virtue of their Killing Blow and awesome (for points) stats. It&#039;s possible to use them to nail characters. Still, the chances are good that whatever you&#039;re aiming to kill has a magic attack that renders the Cairn Wraith&#039;s only defense moot, and at 5 LD, don&#039;t expect him to prevent anything from crumbling (in fact, he&#039;s more susceptible to it truth be told).&lt;br /&gt;
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====Mounts====&lt;br /&gt;
*&#039;&#039;&#039;Skeletal Steed:&#039;&#039;&#039; The Black Knights basic mount ignores terrain as they are treated as Ethereal for movement and does not get the -1M for barding if you take it. Think about that for a moment; you can charge units on the other side of buildings if you can see them. Never take a dangerous terrain test with these guys again!&lt;br /&gt;
*&#039;&#039;&#039;[[Nightmare]]:&#039;&#039;&#039; Simple undead horse, best in a squad of Blood Knights, and never put in a unit of Black Knights unless there&#039;s no terrain, as they&#039;ll lose their Ethereal movement. Ordinary in all regards other than being a S4 horse.&lt;br /&gt;
*&#039;&#039;&#039;Hellsteed:&#039;&#039;&#039; A flying Barded Nightmare, and overall a better horse. Not too expensive and still a great investment if you like running with Fell Bats or other silliness. Still, if used right, it can be a scary model that&#039;s great for picking off warmachines or other small units since arrows don&#039;t tend to have the killing power needed for a Vampire.&lt;br /&gt;
*&#039;&#039;&#039;Barrow Chariot:&#039;&#039;&#039; Your basic chariot pulled by skeletal steeds for your Weight King. Fortunately, it has the Spectral Steeds rule remain intact, and now you have all those Impact Hits to deal with. The drawback is that there aren&#039;t any chariot units to stick him with.&lt;br /&gt;
*&#039;&#039;&#039;[[Abyssal Terror]]:&#039;&#039;&#039; Cheapest of the monster mounts. Not great by any standard of a monster. Can be given Poison Attacks or Armour Piercing. It&#039;s fairly cheap and flies, so it&#039;s not bad, but it&#039;s usually just beaten out by the next two.&lt;br /&gt;
*&#039;&#039;&#039;[[Terrogheist]]:&#039;&#039;&#039; Your bigass scary mofo exclusive to Strigoi.  While it&#039;s still beefy as hell, it remains a large magnet that only has a 6+ Regen for protection between itself and Strigoi rider.&lt;br /&gt;
*&#039;&#039;&#039;[[Zombie Dragon]]:&#039;&#039;&#039; Exactly what you think it is. It&#039;s got beefy stats that can be healed massively thanks to lore attribute plus Invocation, his Pestilential Breath attack causes -3 to armour as well as causing a S2 hit, and it adds that extra &amp;quot;fuck you&amp;quot; to Ogres in the form of terror. Has Swarm of Flies (ew!) which causes -1 to WS for enemy in base contact. A great time if your Vampire has the same statline as the mount it is on. It can wreck heavy cavalries day as well as rank and file, though it will die to cannons or Heroic Killing Blow. It is still a fantastic kick-ass model and our only dragon, but it&#039;s a magnet for artillery and mass shooting like most fun things.&lt;br /&gt;
*&#039;&#039;&#039;[[Coven Throne]]:&#039;&#039;&#039; Lahmian Lady and Neferata only. Hot motherfucking damn (also damnably hot if you know what I mean), this ghost-pulled chariot is heavily defensive. In addition to what your lord has, your also getting 5+/4++ save and S5 impact hits, 2d6 ghost and 4 vampire attacks, a bound spell that gives itself rerolls to hit or wound, and The Battle of Wills, where each attacking enemy must make a contested LD roll or else be bad at hitting you or attacks itself if it really losses. Your paying a minimum of 445 points + other gear. Though not as effective against high Ld units (Elfs, Dwarfs), a Coven Throne makes a Lahmian the toughest battering ram to deal with.&lt;br /&gt;
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===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;[[Skeleton Warriors]]:&#039;&#039;&#039; More durable than Zombies, a pinch better at killing and less likely to crumble, they cost 5 points a model. Skellis should only be taken in large units to maximize the usefulness of the Invocation of Nehek. Skellies are good, but the Zombie tar pit works way better than any unit in the army for the role since the Invocation of Nehek only heals back D6 Wounds+caster level (compared to the 2D6+caster level that Zombies get). Unless it&#039;s a master necromancer or liche lord, zombies cannot push them past their starting size.&lt;br /&gt;
**That being said, Skeleton Warriors are by no means terrible. They have an option for a full command unit, a musician for swift reforms, and a standard bearer for a +1 combat res score for extra survivability, and they come with Shields and hand weapons giving them a neat 6+ parry save in close combat. You can exchange their hand weapons for spears, sacrificing the 6++ parry save, but it lets you attack in 3 ranks. Similarly, you can eschew their entire loadout and buy everyone bows so you can have an army of disposable BS2 arrows. Since skeletons still suck, they aren&#039;t hitting too often, not with WS 2. Generally, Skeletons are a better carrier unit for your footslogging killy Vampire Lord.&lt;br /&gt;
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*&#039;&#039;&#039;[[Zombies]]:&#039;&#039;&#039; Zombies are pathetic. The lore goes to silly lengths to tell you how living opponents fear engaging zombies and being torn apart, and in the game, they are a bloody joke. In a fair fight, they couldn&#039;t kill a sickly, blind, crippled, mentally disabled, orphaned Skaven Slave. It has M4, WS2, S3, T3, 1I, and fucking 2LD. It is so bad that decreasing their offensive stats would only worsen in the abstract. So why ever take them? Because they are only three points. In addition, the Vampire Counts magic phase is full of buffs; get yourself some rerolls, and that Zombie unit can hold a bit longer. Thanks to the Newly Dead rule, they recover an extra D6 Wounds worth of models per casting of Invocation (meaning 2D6 Zombies) and can increase their unit size beyond what you started the game with; this means you can, with luck, turn a 20-strong horde into a 60-strong horde in just 2 turns of magic. &lt;br /&gt;
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*&#039;&#039;&#039;[[Crypt Ghouls]]:&#039;&#039;&#039; One of the rare living units and most expensive core Infantry option available at 6 points. They are a relatively speedy core option that has a Toughness of 4 and has fear, exceeding both zombies and skellies by one point, and don&#039;t suffer from undead&#039;s drawbacks. Highest (still terrible) Initiative of 3. Two Attacks per Ghoul, and the highest Leadership score of the core options at 6 (they will likely flee when beaten without leadership buffs compared to Zombies, which can all vanish off the board when they lose). Poisoned Attacks (let them trade excellent vs. low armor) are the default, but Ghouls cannot have a musician or Standard bearer. Less likely to die like the skeletons, but much harder to get more of, and still a good bunker for a footslogging Vampire Lord - especially when skirmishing.&lt;br /&gt;
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*&#039;&#039;&#039;Sylvanian Peasant Levy:&#039;&#039;&#039;If you thought we were being too mean to the poor zombies (what is wrong with you?), you have this unit of pitiful farmers who are also expendable Ld 5 and only accessible to an army with a Von Carstein as a general. They are just as useless, and even more so since you can&#039;t use Invocation of Nehek to swell their ranks. Revivable Skeleton Warriors often are better holders of Ranged weapons than Peasants, and you&#039;ll inherently have a limit to how many you can take due to being Expendable.&lt;br /&gt;
**All said, the peasants still have value, especially with how swingy and unstable is on losing undead. They are faster-moving Troops being able to march at will, and won&#039;t fold from a disastrous round of combat. They can also use Von Carsteins&#039; Leadership of 10/9 to stay in a fight.&lt;br /&gt;
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*&#039;&#039;&#039;[[Dire Wolves]]:&#039;&#039;&#039; A very fast-moving alternative to the other core choices. The Dogs ring in at 6 points per model, with a cavalry-speed Movement of 9 (compared to the M4 of the rest of the core) and Swiftstride. They have similar Toughness, meaning they&#039;ll crumble as fast as Skeleton Warriors in unfavorable conflicts. They have one point higher WS and I, so combat will have more kills but otherwise share a stat line with Skeleton Warriors. They have the Slavering Charge (+1S on the charge) and Vanguard (after both armies deploy everything, but before the first turn, they may move 12&amp;quot;).&lt;br /&gt;
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*&#039;&#039;&#039;[[Fell Bats]]:&#039;&#039;&#039; Your go-to for Warmachine hunting. Cost 12 points each and must be fielded in Units of 2 or more. Count as War Beasts, meaning they have Fly and Swiftstride (roll 3d6 when charging, discard lowest, add 12&amp;quot; to the Move, and do the same when fleeing). Its stats are like two humans sharing a pair of wings (likely to crumble), which is pretty meh. Still, with multiple models and Fly, they&#039;ll probably reach what war machines they need to get to unless your opponent spends some time shooting them, which will buy you time to get into melee, so either way, it&#039;s a win/win.&lt;br /&gt;
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*&#039;&#039;&#039;[[Bat swarms]]:&#039;&#039;&#039; 35 points each, but they have 6 Wounds and 6 Attacks. They are a Swarm: meaning they are Skirmishers, plus Unbreakable and Unstable (like the rest of your army). They have WS3, S2, T2, and I4, coupled with being Unstable, most likely will be the first thing to crumble after Zombies. Their Hover and Cloud of Horror disrupt all enemies they flank, which is awesome considering most of your army has terrible Initiative.&lt;br /&gt;
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===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;[[Grave Guard]]:&#039;&#039;&#039; Coming in at 10 points, these supercharged Skeleton Warriors boast medium armour and can be upgraded to heavy armour and Shields for a point each.Offensivly, they can get Great Weapons or Polearms for 2pts. With killing blow and S4 tanking them up with shields and heavy armour and relying on killingblow and flankers to cause damage is probably the right move.  They are a lot more resilient and killy than Skeletons and just as easy to raise, be sure they&#039;re in range for Invocation of Nehek. Stuff a Wight King into this unit and take them in a block for a hard-hitting anvil force. These skellies are a nightmare for any high T non-monstrous troops. Finnally, don&#039;t forget their juice 50pt magic standard allowance(bring Banner of the Barrows).&lt;br /&gt;
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*&#039;&#039;&#039;[[Black Knights]]:&#039;&#039;&#039; Another unit that got some love, with free lances and edition wide impact hits this will bring the pain. Though, you&#039;re paying one point more at  22pts. Same  stats as Grave Guard, with the option for barding and heavy armour for 2pts each. Can absolutely butcher anything they hit in the flank. Being cavalry, they only regain 1+Wizard Level wounds from Invocation of Nehek.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hexwraiths]]:&#039;&#039;&#039; Ghost rider at 27 points each. They are Fast Cavalry with a metric fuckload of ghost rules to mess with the enemy. They are Ethereal, move through unengaged Units, have Terror, and flaming Greatweapons that Ignores armour. As a result, they will attract a TON of magic during your opponent&#039;s turn as he desperately tries to fry them before they reach him and they don&#039;t have any protection against that other than you trying to dispel, so beware. Being Fast Cavalry grants them Vanguard (get to make a 12&amp;quot; Move before the game starts) and a Free Reform unless it charges. They lose most of this if a character without Ethereal+5+orbetterArmour joins them. You should leave the Hexes to do their thing alone. If left alive, Hexwraiths will swing fights in your favor.&lt;br /&gt;
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*&#039;&#039;&#039;[[Crypt Horrors]]:&#039;&#039;&#039; Still  T5 regenerating monstrous infantry; however, they&#039;re no longer undead, but gained 2 leadership in exchange. No price change, which, if you consider the trend for monstrous infantry to get massive price cuts, this edition is a slap in the face. Should still be buffed up with magic and stay clear of flaming attacks.&lt;br /&gt;
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*&#039;&#039;&#039;[[Corpse Cart]]:&#039;&#039;&#039; A 90 point Chariot and mount for your necromancers. The thing itself is a 6+ Armor Save Shrine option with 4 Wounds, but don&#039;t let that trick you. It&#039;s just as useful as zombies in combat with 2d6 WS2 S3 attacks from the Zombies hitched to it as beasts of burden, as well as an attack from the rider who is a WS3 S3 I2 Corpsemaster. It has Regeneration, which may keep it alive for a pinch. All skelly and zombie units within 6&amp;quot; of the Corpse Cart get a bonus attack and 6+ regen, a distant cry from the ASF of yore, But still gives the Chaff hoards build some viability. Of the 2 upgrades, Balefire is ok as enemy wizards have a harder time casting when in 24&amp;quot;. The lodestone is a solid choice as it makes the &amp;quot;Invocation of Nehek&amp;quot; more reliable at rebuilding your army.&lt;br /&gt;
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*&#039;&#039;&#039;[[Vargheists]]:&#039;&#039;&#039; Flying, Vampiric, Monstrous Infantry who are S5 T4. They can&#039;t fly quite as far as they used to (what can), aRe 4pts more expensive and lost undead. Thankfully, with the new vampiric most things have to re-roll successful to wound rolls, making them tankier than ever. Antop of that, they gain the Red Thirst, every time they kill a model, on a 5+ they recover a wound. This went from one of the premier glass cannon units to a hardier cannon that can march outside of the generals bubble. Definitely a beast of a unit, and perhaps the best flying unit in the edition.&lt;br /&gt;
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*&#039;&#039;&#039;[[Spirit Host]]:&#039;&#039;&#039; Ah, the Spirit Host. 45 points per Swarm, and They are also Ethereal. Sadly, as a Swarm, they also die from Combat Resolution like everything else in the army. They have M6, WS3, S3, T3, I1, A4, and a Leadership of 4. These guys are extremely cost-effective Monster and Cavalry tarpits while they last (make sure whatever you are facing does not have magic attacks), and can also be used to dissuade a flank charge by something nasty than to actively hunt their targets, otherwise, they may get too exposed to infantry (their bane thanks to that Combat Resolution damage) or outmaneuvered. That said, don&#039;t mind losing a Unit to magic or infantry if you have to: after all, they cost less than 50 points. Why give a damn?&lt;br /&gt;
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===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;[[Blood Knights]]:&#039;&#039;&#039; There are a lot of things to remember about the Blood Knights. They are as expensive at 40 points a model (coincidentally, they also have a similar effect on enemy tactics), and they are one of the top-heavy cavalry units in Warhammer Fantasy. So here&#039;s what we&#039;re looking at; Heavy armour, Barding, Shield, and Lance. They have Vampiric. They can take The Flag of Blood Keep as an upgrade instead of another magic standard for 50 points, which grants them a 4+ Ward Save against Ranged Attacks. That Ward Save comes into effect once something gets through their 2+ Armor Save, namely war machines. They come in at WS5, S5, T4, W1, I5, A2, and LD 7 overall. You can take them in Units of 4 or more.&lt;br /&gt;
**They are a fantastically lethal addition to an army of any size. It&#039;s a good idea to keep a loaded-up Barded Vampire/Vampire Lord within the Unit to help them keep their minds focused and overcome the Frenzy urge to go fuck something despite being in the line of sights of a Warmachine or something similarly undesirable and Taking a 4-man unit with Banner of Eternal Flame makes them fantastic monster hunters who will reliably take down even Hydras, Sphinxes, and Hellpit Abominations on the charge.&lt;br /&gt;
**However, don&#039;t forget that they have a big weakness - due to being Vampiric, they can&#039;t recover wounds, which, combined with their cost, makes them inferior to Black Knights in the eyes of many players.&lt;br /&gt;
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*&#039;&#039;&#039;[[Lahmian|Lahmian Handmaidens]]:&#039;&#039;&#039; They are a pack of lesser but still deadly Vampires. Though not as geared up as a Blood Knight, they are Scouts and still hit harder than Crypt Horrors with thier M6 with three S5 attacks thanks to dual-wielding. They are surprisingly cheap for their offense and being in the Rare slot for only 21 ppm. You can fit them in as another Hammering option for undead anvil. &lt;br /&gt;
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*&#039;&#039;&#039;[[Black Coach]]:&#039;&#039;&#039; A 195 point Chariot. Has one crew member, a Cairn Wraith (with Chill Grasp and a Great Weapon), and two Nightmares as drivers. Causes Terror, counts as Vampiric so there&#039;s no fear of Crumble, has a 4+ Ward Save on top of the 3+ Armor Save. It has 5 Strength when trying to figure out its d6 Impact Hits. The real fun part though, is the special ability &amp;quot;Evocation of Death&amp;quot;, which combines fantastically if you have a lot of wizards (both with or against you), giving you (very quickly) +1 to the Impact Hits on the Charge then gaining +1 Strength to the Wraith and the Nightmares, then gaining Killing Blow and Flaming Attacks for its Impact Hits and regular Close Combat attacks, then gaining Magic Resistance (2) and Strider, then becoming Ethereal, and finally gaining Fly at 6 points. For just 195 points and a little patience, you can get one of the most amazing fucking models crunch-wise in the entire game.&lt;br /&gt;
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*&#039;&#039;&#039;[[Varghulf]]:&#039;&#039;&#039; 90 pts. The Vargheist&#039;s meth addict big brother and the only hammer you really want to meet anything head-on. In comparison to the &#039;gheist you lose Fly and Frenzy but gain Terror, Hatred, Bestial Fury (immunity to flanking or rear attacks), and Regeneration. You have 3 more points of M, 1 more point of WS, one more point of Toughness, one more Wound each, two more attacks each, but 3 points less Leadership (though it&#039;s Vampiric). It&#039;s a Monster, so it also has Thunderstomp.&lt;br /&gt;
**All in all, the Varghulf is a decent choice, as it&#039;s statline is pretty nice. It&#039;s decently killy in addition to that Regen and Terror, especially considering he lacks Frenzy, so he won&#039;t jump into combat without being given the order, he&#039;s also harder to kill and sucks up less points than a Terrorgheist so a lucky cannonball won&#039;t eat up a large chunk of your points. His main detriment is that he eats up Rare points, if that doesn&#039;t bother you, then go right ahead, otherwise a properly built Terrorgheist can do the job just fine (though will cost more).&lt;br /&gt;
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*&#039;&#039;&#039;[[Mortis Engine]]:&#039;&#039;&#039; 220 points Chariot with an Armour Save of 5+ on top of its 5 Toughness and 5 Wounds, but this isn&#039;t a Black Coach that you want to run your enemy down with. It&#039;s purely a support unit. Its offensive abilities are abysmal (unless you charge it into a flank) despite it getting a lot of little bird peck attacks, but it has decent survivability. Here&#039;s where you factor in its abilities. The Reliquary ability gives your undead a nice regeneration boost to make them live longer/tarpit better and can hit a good amount of enemy units at decently high strength, making it one of the few good ranged units available to you, and with the number of wounds it has you don&#039;t even need to worry about taking a hit from doubles, and even if it does get a little hurt, you can just heal it up yourself.&lt;br /&gt;
**You can/should also upgrade it with Blasphemous Tome for 20 points, which lets all Wizards within 12&amp;quot; of the Mortis Engine have +2 to casting attempts from the Lore of Necromancy, and if anything within 12&amp;quot; of the Mortis Engine miscasts (both friend and foe) then the player rolls twice on the miscast table and his opponent choose which result applies. Both of these mean you want it with the front, supporting everything else making enemy wizards nervous about 4/5/6 dicing anything, and drawing lots of fire away from your actual nastiest units. That said, this thing is a magic and artillery MAGNET LIKE NO OTHER. It looks awesome, the crunch seems awesome, then you put it on the field and a Dwarf with a flaming cannonball blows it to hell before it can move. If you want to use it effectively, you NEED some distraction units, either war machine hunters or faster melee units to take the artillery off of you, or you actually want it to get shot so that your hammers don&#039;t get shot by those same cannons.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cairn Wraiths]]:&#039;&#039;&#039; The expensive, damage-dealing alternative to the spirit hosts. Must be fielded in units of 3 minimum, 10 maximum. 50 points per model, providing a bulk discount by taking them in the Rare section, as well as saving points for more Vampires, Necros, or Wights in the Hero slot. What&#039;s not to love?&lt;br /&gt;
**They will still die to ranked infantry as they&#039;re Undead but, unlike the Spirit Hosts who function as a sacrificial tarpit/ball and chain for a Monster, these guys function as killers as well for 105 more points. 9+ attacks (-2I, remember) at S5 or 3+ attacks that ignore armor will put the hurt in whatever they strike. That being said, they DO take Rare choice points and unlike the Spirit Hosts, you can&#039;t afford to just let them get killed by a magic missile and forget about it. It&#039;s usually better to pin enemies with Spirit Hosts and then flank later with another unit so, in essence, the Cairn Wraiths are to the Spirit Hosts as the Varghulfs are to the Vargheists.&lt;br /&gt;
**If you really get in a good, you can take advantage of the fact these little Ethereal buggers can go straight through terrain to stay in Charge distance of the enemy while staying safe from being Charged, which can tie up a lot of troops by forcing the enemy to either continue facing them or just bite the bullet and say goodbye to everyone on the side or back of the Unit.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tomb Banshee]]:&#039;&#039;&#039; 80 points. Ethereal, Terror, and Undead. Crap stats and two Wounds. Her only attack is Ghostly Howl, a short-ranged attack that&#039;s resolved during the Shooting Phase and can be used in b2b. Roll 2D6+2, for each point you beat the enemy&#039;s LD score they take one Wound with no armor saves against it. Any competitive army will have at least 9 Leadership in important units, so the hysterical woman is unlikely to earn her points back (she will deal on average deal less than 0.5 casualties per turn in those cases). She can take out a low LD unit very quickly, however (seeing 10 Skaven Slaves drop-dead bleeding from the ears from one single attack can be fucking hilarious). As a result, she&#039;s best used to wipe out ranks of anvils and let you wash over everything that was supposed to flank charge you, though thanks to the range of the scream she&#039;s not very good at that, and at LD 5 has the same problem as the Cairn Wraith.&lt;br /&gt;
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*&#039;&#039;&#039;[[Mourngul]]:&#039;&#039;&#039; Forge World&#039;s large monster that&#039;s half a torso. It&#039;s an S5 T5 undead with 4 wounds, Killing Blow,  ice attacks. Their lone protection is a 4++ Ward against non-magical attacks, but considering that he deals ASL to anyone he&#039;s in b2b with, you can give him a good place with mobs. Especially when you see that he heals a wound for each model he kills, he can very easily take care of a mob of pikemen or spearelves.&lt;br /&gt;
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*&#039;&#039;&#039;[[Terrorgheist]]:&#039;&#039;&#039; A 225 point Monster (so you get stomps) with M6, WS3, S5, T6, 6 Wounds, 3I, four Attacks, and a Leadership of 4 (it&#039;s not Vampiric so the death of the General may cause it to crumble, which at that point level can be painful). It has Fly, is a Large Target, causes Terror, has Regeneration (6+), and has a special ability called &amp;quot;Death Shriek&amp;quot; which counts as a Shooting Attack that you get to make regardless of your previous actions that turn. Death Shriek has an 8&amp;quot; range that requires Line of Sight (oddly enough) and can target something regardless of if you or it are in Close Combat. You roll 2d6 and add the Wounds the Terrorgheist has, and for each point that the result exceeds the target Unit&#039;s Leadership they suffer 1 Wound with no Armor Save and it counts as a Magical Attack, which isn&#039;t that great against LD high armies, a Strigoi Ghoul King can help somewhat, but that makes it a cannonball magnet. It can also be upgraded for 10 points to be Infested (ew!) with bats (wut?) that, upon death, cause 3D6 Strength 2 hits to anything in base contact with the Terrorgheist. It can also take Rancid Maw for 15 points which grant it Poisoned Attacks (not for its Thunderstomp though).&lt;br /&gt;
**Its main weakness, however, is that it is fairly flimsy, especially if your opponent brought some nasty ranged options, this combined with their relative vulnerability in Close Combat and their huge base size means they are tricky to actually move about. Not everyone likes them, but they remain one of the best choices (tied with the Black Coach) available to Vampire Counts owing to the fact that it is the army&#039;s most flexible option. It&#039;s ready for battle from the beginning unlike the Coach, allowing you to go on the offensive in a prompt manner.&lt;br /&gt;
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*&#039;&#039;&#039;[[Zombie Dragon]]:&#039;&#039;&#039; Your particular dragon, while on tier with most, is let down by its 5+ natural armour. To make up for this, its breath weapon can obliterate armour (if it ever wounds) and makes enemies engaged with it take -1 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;[[Necrofex Colossus]]:&#039;&#039;&#039; This unholy behemoth is essentially a legit undead giant mixed with magic support. Indeed, alongside its magical attacks and 4+ regen, it adds +1 to all casting of Death or Necromancy spells within 12&amp;quot;. It&#039;s offensively like a Giant with its randomized rules - though none of them are lethal, all of them are very dangerous if they land. It&#039;s decked with some very unique upgrades (Re-roll stomps and random attacks, deal d6 S2 hits in b2b, gain Regen 3+ and Frenzy, become a level 1 wizard of Death/Necromancy).&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
===Army Composition===&lt;br /&gt;
The counts&#039; army are the epitome of &#039;&#039;super hammers&#039;&#039; and &#039;&#039;immortal anvils&#039;&#039;.&lt;br /&gt;
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Your core will be filled with holding lines of zombie units that can grow faster than killed (may not be true anymore) and Skeleton that can fight back and use armor to brick longer if the enemy has blenders. The core is also filled with the fast beasts chaff to distract enemy hammers and archers. You also have ghosts to anvil and chaff more against non-magical soldiers.&lt;br /&gt;
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your front line can also have a little more bite with buffed Graveguard or Crypt Ghoul or Crypt Horrors on the wings of the zombies.&lt;br /&gt;
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then your left with many options for hammers from cheap, big brutes, monsters, to vampires.&lt;br /&gt;
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Then finally for heroes, your left with a choice between trying to go [[hero hammer]] with vampires, magic supremacy with wizard spam or double down on hammer and anvil with two cheap necromancy casters.&lt;br /&gt;
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Either way, always have one or two necromancers in a bunker or out of enemy reach.&lt;br /&gt;
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===Vampire Builds===&lt;br /&gt;
The vampire with their Clans, powers, plus magic weapons can create many different characters.&lt;br /&gt;
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*&#039;&#039;&#039;Von Carstein:&#039;&#039;&#039; They are a balance bloodline between martial skills and spell casting. this blend and the VAMPIRE LORD having a Ld of 10 make them candidates for generals. they get the biggest selection of powers,(most focused on fear-based debuffs, and making your bats and wolfs better).  Just spec into a little of everything and you have a general that can fight, duel, cast spells, and hold the army together.&lt;br /&gt;
**&#039;&#039;&#039;Von Carstein Quagmire:&#039;&#039;&#039; Fear Incarnate makes enemy only hit on 6s, Supernatural Horror gives terror, Transfix makes a big monster not fight, and Aura of Dark Majesty is a - 1 ld. Mix in Lore of Death/shadows plus standard Warrior Gear you have a vampire that&#039;s hard to attack while causing them to flee with a charge or a few wounds.  &lt;br /&gt;
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*&#039;&#039;&#039;Necrarch Caster:&#039;&#039;&#039; pure casting with all vampire lore + Metal and Heavens, and casting based powers. They are Necromancers+ more versatility, casting, and a better fighter despite being a dedicated wizard. The only defense is Regeneration (4+) from Curse of The Revenant or other magic item wards. &lt;br /&gt;
**Master of the Black Arts, Forbidden Lore, Nehekhara&#039;s Noble Blood is pure Ulta caster and Dark Acolyte adds more resurrection if your a necromancer.&lt;br /&gt;
**for mounts, unless your list needs a zombie dragon, keeping it down to a Hellstead, Barded Nighmare, or the Flying Horror power is enough.&lt;br /&gt;
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*&#039;&#039;&#039;Blood Dragon Fighter:&#039;&#039;&#039; no arguing that they are the best default vampire fighters. already with Full plate and buy a shield and other Mondaine weapons if you don&#039;t need magic items. &lt;br /&gt;
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*&#039;&#039;&#039;Strigoi:&#039;&#039;&#039; Although they can&#039;t take weapons and armour with the only their T5/4 and Curse of the Revenant power or a talisman for protection, they are cheaper fighters and have the lore of beasts and deployment tricks with the crypt ghouls like an ambush. They have hatred so good at hitting. &lt;br /&gt;
**&#039;&#039;&#039;Strigoi In the face:&#039;&#039;&#039; take him with Hunter in the Dark, Ghoulkin or on Terrorgheist, and other combat powers. now have a Super beast turn one in enemy&#039;s potential flank (can&#039;s charge first turn with scout so needs to be placed in cover). &lt;br /&gt;
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*&#039;&#039;&#039;Lahmian Shadow dualist:&#039;&#039;&#039; Although Blood Dragons specialize in melee and armour, Lahmias are a better caster/dualist hybrid. Should take additional hand weapon, light armour, and Poisoned Attacks upgrades for duals. They have several powers that help with killing and not killed by heroes, Innocence Lost(ASF, and rolling hits because your faster), Lightning Reflexes and Quickblood is your defense.&lt;br /&gt;
**Transfix could make heroes sitting ducks, but need a bad roll.&lt;br /&gt;
**for magic items consider something to boost your strength past a mere 5 and/or more attacks. add Glittering scales or Nightshroud and you have a hard to kill duelist and caster.&lt;br /&gt;
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*&#039;&#039;&#039;Lahmian siege engine:&#039;&#039;&#039; Lahmians are no joke on a Coven Throne, Ton of attacks and lots of protection, and a bound spell that for our purposes lets her reroll wounds. Stacking more things: Poisoned Attacks, Nightshroud, Innocence Lost, Lore of Shadows. It will run you 515pts with 40 left for other gear. &lt;br /&gt;
**Your enemy will have to overcome T5 4+/4++, ASL, pass a contested roll or may not hit, rerolling wounds, and be stripped of all their strength bonuses.&lt;br /&gt;
**On your side your extra slippery with Shadows giving you 12&amp;quot; movement with every cast and debuffing enemies more. Mountains of attacks ontop of Rerolling hits from ASF, Rerolling and +1 to wound, plus other gear.&lt;br /&gt;
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===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Shadow:&#039;&#039;&#039; with everything being so weak it&#039;s easier to drag the enemy below, than rise above them. Lots of debuffing and each casting grants 12&amp;quot; on your Vampires movement. &lt;br /&gt;
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*&#039;&#039;&#039;Death:&#039;&#039;&#039; A good choice, with buffs and debuffs inaction of generating more dice, though you&#039;ve got to be pretty close to an enemy for some spells. Doom and Darkness synergize well with your Fear and Terror causing units. Soulblight makes hitting things easer. Purple Sun may not be good if it hits more of your own Low Initiative units then the enemy. &lt;br /&gt;
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*&#039;&#039;&#039;Necromancy:&#039;&#039;&#039; The necessary magic that keeps units at the proper size and makes undead less weak. good to always take at least two lv1 wizards with this.&lt;br /&gt;
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*&#039;&#039;&#039;Beasts:&#039;&#039;&#039; only available to STRIGOI and Zacharias. with the STRIGOI Lord can only reach lv2. Shame he can&#039;t &#039;&#039;The Savage Beast of Horro&#039;&#039;, he has access to all the spell he needs. Adds buffing versatility as not many lores can boost your strength and toughness. S&amp;amp;T4 zombies or skeletons with spears is a pain to deal with using &#039;&#039;Wyssan&#039;s Wildform&#039;&#039;, then remember that blood knights give you a +1 to cast because they are cavalry.&lt;br /&gt;
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*&#039;&#039;&#039;Metal:&#039;&#039;&#039; Necharch only. the anti plate mail option. also, make your Undead blobs (preferably Grave guard) more durable and dangerous.&lt;br /&gt;
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*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; Necharch only. a mixed Magic Missle lore, letting your Zombies hit first for once with Iceshard Blizzard or Disintegrating knights with Higher-level Lighting spells.&lt;br /&gt;
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*&#039;&#039;&#039;Fire:&#039;&#039;&#039; Zacharias only. more magic missiles and +1 to wound. You have better use of a named vampire.&lt;br /&gt;
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*&#039;&#039;&#039;Light:&#039;&#039;&#039; Zacharias only. zombies now hit first, and counter other undead and deamon famous.&lt;br /&gt;
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==Tactica==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;There are many ways to field VCs. Any of the old house builds are still viable in some ways; huge blocks of undying fodder and big monsters are a general idea. Led by a vampire; and/or his necromancer allies. Click expand to see more.&lt;br /&gt;
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&#039;&#039;&#039;Von Carsteins&#039;&#039;&#039; are the main focus, leading undead armies and using their magic to keep them up to steam-roll whatever they come across, and this is the idea behind Vampire Counts in general, but it does have many variations. The Von Carstein&#039;s powers lend to Fear-based debuffs and synergy with your animals, especially Dire Wolves. Armies led by them can also take Peasant units, which make for better-ranged units, and be better cheap holders than zombies (get to use that  Von Carstein lord&#039;s 10 ld).&lt;br /&gt;
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&#039;&#039;&#039;Blood Dragons&#039;&#039;&#039; are the least magical by vampire standards. At 2500 you can have a combat-kitted lord that&#039;s a level 4 caster on a zombie dragon. All combat vampires on steeds, add blood and black knights to your heart&#039;s content and take preferred core. Wolves will keep up with the army, while zombies and skeletons will give you the angles to get your knights into flanks. For added silliness, add hexwraiths to turn one charge into the biggest non-magical unit and watch it burn! &lt;br /&gt;
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&#039;&#039;&#039;Other Thoughts on Blood Dragons&#039;&#039;&#039;: Vargheists are your friend if you like blitzkrieg tactics. The Hellsteed is often overlooked (although it&#039;s not challenging to kitbash a model out of a Pegasus Knight and an appropriately vampiric head), but a Vampire hero with a lance and his magical allowance spent on defensive items (looking at you, 4+ ward save and 2+ armor save. Enchanted Shield + Talisman of Pres is my go-to setup) go very well with a Vargheist escort. Vargheists provide the kind of blitzkrieg you need to neutralize unpleasant tricks your opponent might have, like heavy chariots (Stegadons, for example) and caster bunkers on the first or second turn of the game. You probably shouldn&#039;t rush them into enemy lines if you can help it, but sometimes it&#039;s vital to do so in order to retain control of the course of the game. If you&#039;re antsy about their Frenzy rule, take a 5-strong unit of Dire Wolves. Run the wolves in front of the Vargheists to screen them, so they don&#039;t charge anything you don&#039;t want them to. Keep in mind that the Vargheists, being flyers, are also skirmishers, which means they can freely reform at any time. They&#039;re more straightforward to get into the combat you want them to be in than blood knights. It is extremely satisfying to kill or tarpit a kitted out combat lord riding a monster with a well-placed charge of Vargheists + flying Hero early in the game (Add Beguile and Quickblood for extra amusement. Don&#039;t take Dread Knight for this setup, or else your Vargheists will get to stand around uselessly. Might be obvious, but bears mentioning).&lt;br /&gt;
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&#039;&#039;&#039;Blood Dragons&#039;&#039;&#039;-style armies rely very heavily on combat resolution. Vampiric units are hugely expensive but also very effective. Pick your battles carefully because a failed combat resolution can be very unpleasant, and an overwhelmingly successful combat resolution can cause your opponent&#039;s army to rout. Being able to read how combat is going to resolve is an essential skill to learn for these armies. Against units that are Immune to Psychology or have very sturdy morale (like Lizardmen), you have to adopt tactics based on inflicting the most considerable possible amount of casualties rather than tarpitting.&lt;br /&gt;
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For Vampire-heavy armies in general, you want 4+ ward saves on your Vampire Lord and at least one Hero (who should also be a level 2 caster). The amount of damage this ward saves will prevent is sickening, especially combined with 1+ and 2+ armor saves. You can sometimes get by with a Banner of the Blood Keep on some Blood Knights and adjacent Vampire characters, but usually, you want the 4+ heavy armor or the 4+ talisman. Yes, they&#039;re expensive, but having your Vampires die on you is way more inconvenient than losing a bit of killing power (which your Vampires already have in spades with their statline and Quickblood. Incidentally, you should also be taking Quickblood on every combat Vampire period). All the ward save has to do is keep them from losing that last wound until you can cast more Lore of the Vampires&#039; spells or trigger The Hunger and heal them back to full Wounds again. In my experience, it&#039;s very effective at doing this and has quite literally decided several of my games in my favor by very slim margins. Anecdotal, I know, but give it a shot.&lt;br /&gt;
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&#039;&#039;&#039;Lahmians&#039;&#039;&#039; are the [[Gish]] heavy build with Laminan&#039;s also having not as strong dualist powers as Blood Dragons but still have access to magic. Still an all vampire list with a coven throne instead of a dragon and black coaches replacing blood knights. Add giant bricks of zombies and skeletons and push forward. Support with shadow magic from the non-lord vampires and at least 2 with LoV. See ogres reduced to T2 and be dragged down by drastically inferior infantry, watch dwarves kill themselves when a coven throne charges them, or as you chariot with killing blow and impact hits run through cavalry that can&#039;t touch them because of ethereal. If Neferata is your general, Handmaiden becomes special, Foot slogging vampires.&lt;br /&gt;
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&#039;&#039;&#039;Necrarchs&#039;&#039;&#039; Reclaimed their collective thunder. Gaining many powers to boost their magic, getting two additional lores To field a Necrarch army, you&#039;ll want just as many Necromancers as you have Vampires, and it is both fluffy and very crunchy to include Mannfred (after all, who better to learn the ways of Vampiric magic from than the mad scientists of Sylvania?). If not in a 3000pts game, A Lord on Zombie Dragon would be perfectly fine if you wanted to call him Zachariah, but you&#039;re not Lahmian, so give Coven Thrones a miss. Instead, use the bits and bobs in that kit to build a Mortis Engine. You&#039;ll also want lots of Zombies, Skeletons, at least one Corpse Cart, and even a Black Coach wouldn&#039;t go amiss, what with all the power dice you&#039;ll be throwing around. Go for physical Undead (Black Knights, Grave Guard, Vargheists/ghulfs, Horrors)over other stuff like Spirit Hosts and Hexwraiths. Then you should take as many casting items and Powers as you can cram in and drink your opponent&#039;s tears and blood when they kill your General, only to find that those who crumbled stand back up again as your exactly four bajillions other Wizards wave their hands and yell &amp;quot;I never liked him anyway.&amp;quot;&lt;br /&gt;
*including Helman Ghorst makes a great maintainer of your armies, Summoning more bodies with Necromancy and ignoring the max Skeleton limit without being a lord.&lt;br /&gt;
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&#039;&#039;&#039;Magic Build Advice&#039;&#039;&#039;: If you&#039;re taking Kemmler or a very magic-heavy Lord, consider taking a dirt cheap level 1 Necromancer with an MR 3 talisman to join the same unit as your Lord. Your Necromancer&#039;s sole function is to prevent enemy magic and miscast explosions for your Lord and his bunker (though the extra die of channeling is a nice perk). If you have the hundred-odd points to spare, this is a very effective way of ensuring your Lord&#039;s continued survival. Yes, I&#039;m a huge fan of Ward saves. They work exceptionally well, and in this case, a 4+ (or higher, if you have a secondary Ward save from something else) Ward for your entire bunker + Lord and Hero will keep you alive. The theme of the Vampire Counts is &#039;lose your general, lose the game,&#039; so taking extra precautions to keep your General alive will always pay off. Yes, crumbling isn&#039;t Game Over, but you lose a considerable amount of point investment and tactical options when you lose your General. Speaking of ward saves, if any of your Lords or Heroes have a free Talisman slot, also consider a Dragonsbane Gem. 5 points for a situational 2+ ward save is an incredible value because it means that only 1 in 6 flaming attacks that would otherwise wound your character actually get through. &lt;br /&gt;
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Vampire Heroes  and Generals&lt;br /&gt;
You will want at least two characters that have the Lore of vampires in any game over 1000 points; this not only doubles your chance to channel but also gives you much-needed redundancy in the army. A common tactic is to use zombies as a bunker for the general (if set up as a caster). They are easily hoarded and resurrected at 2D6+wizard level, add an iron-curse icon and an obsidian trinket, and for 20 points, the unit becomes far more durable. If your General is set up for combat, put him in with a unit of black knights, grave guard, or blood knights and either equip for hero bashing (high initiative/str/lots of rerolls) or hoard murdering (lots of attacks).&lt;br /&gt;
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Remember: never skimp on your hordes as they tarpit harder than most armies can handle. A block of Board &#039;n&#039; Sword skeletons can hold most units in place for a few turns (read: forever) while causing moderate damage. With an lvl4 wizard in support, the attacking unit will have to kill an average of 7 more skeletons per turn, and the bones will reduce the enemy&#039;s numbers in a meaningful way.&lt;br /&gt;
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&#039;&#039;&#039;Tactical tips&#039;&#039;&#039;&lt;br /&gt;
*Other than the requirements to field an army, you will want at least one more wizard with Lore of Vampires for when your General eats a cannonball/miscasts horribly and dies so that you only have to survive one round of crumbling. It can be a cheap necromancer in a zombie bunker or a combat vampire in a unit of black nights, as long as there is one on the field. This is not foolproof, but it does make it easier to prevent death by crumbling.&lt;br /&gt;
*if you have the points drop a naked necromancer into any hoards, you have not already planned to put a hero/lord into. This is mainly for more cast of IoN at minimum cast value. On average, it will take 3-4 successful casts at average resurrection rates to pay for the Necromancer&#039;s cost. The real value is that it lets you spam IoN on 1 or 2 dice. Your opponent can either let you rebuild your losses or risk running out of dispel dice and letting something nasty through. You also can end up with a shit load of channeling dice to a role in big games. This works well in blocks of zombies since the only time you stop adding models to the unit is when you run out of models.&lt;br /&gt;
*when deploying your army, you want to set up nice and wide, big blocks of troops in the middle with clear marching lanes to get into combat as soon as possible. Your General should be in command range of as many non-vampire units as possible to allow for marches. Vampire units (vargulf/ghiest, blood knights, etc.)should be in place to flank charge, hunt war machines, and general reap havoc across their lines. Remember, it does not matter if you don&#039;t get the first turn most of the time correct placement of troops is more important with this slow army than getting into shooting range.&lt;br /&gt;
*If you are going to deploy a vampire lord on a dragon, try equipping him with a shimmering scale for a total of -2 to be hit in CQC as WS3 troops cannot actually hit the Lord and hit the dragon on 6+ (this tactic needs to be confirmed). It doesn&#039;t work. Natural rolls of 6 always hit, according to the rulebook.&lt;br /&gt;
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&#039;&#039;&#039;Other Strategems and List-Building Analysis&#039;&#039;&#039;:&lt;br /&gt;
Vampire Lords on Zombie Dragons are the best possible use of a combined Night Shroud and The Other Trickster&#039;s Shard. Their huge bases mean that the combination of Strength loss, Always Strikes Last, and forcing rerolls of successful Ward saves means that it&#039;s very difficult to go toe to toe with them for just about anyone in the game (Breath Weapon, Thunderstomp, and 10-15 high strength attacks is a lot of damage). Expect your opponents to target the Zombie Dragon with everything they&#039;ve got. Consider an MR 3 talisman on your Lord to give your zombie dragon that 4+ ward save. Remember, MR works against all magic, and all magical weapons (even the cheap 5 point generic ones) can be defended against using MR. So your Zombie Dragon will have a 4+ ward save against the vast majority of Lords and Heroes, in addition to angry mages. (The above is not valid, magic resist only works against damage caused by spells, not magic items). Yes, your Lord won&#039;t have perma-Strength 7 and be a zomgwtf death machine. He&#039;ll also outlive just about every other model on the table, which is more important considering how many points you&#039;re investing in him. Quick blood, Beguile, and Red Fury is my typical setup for Vampire Powers on such a character, reasoning that Quickblood&#039;s rerolls and Red Fury plus Strength 5 (7 with a lance on the charge) will provide all the offensive might you need to be effective. Beguile doesn&#039;t always work, but when it does, it can be decisive for that extra bit of &amp;quot;fuck you, roll that 6 again&amp;quot;, especially against giant monsters that have low Leadership. For smaller games, chop Red Fury and the lance (this should put you under 2,500 point games) before any magic items. Keeping your Zombie Dragon alive retains way more damage output and overall effectiveness than Red Fury provides otherwise. Wizard level 1 is all you need for this setup unless you&#039;re playing a game at 3,000 points. Take Invocation and several supporting casters.&lt;br /&gt;
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Vampires that focus on manipulating moral /can/ be very effective. Taking Fear Incarnate and Aura of Dark Majesty on a Vampire and using it in conjunction with a Terror-causing unit or Hero is great unless your opponent is Immune to Psychology. It&#039;s a fun gimmick against things like the Empire and Bretonnia, but it&#039;s wasted if your enemies are immune. A lot of things are, sadly.&lt;br /&gt;
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If you haven&#039;t caught on by now, your army is very top-heavy. The majority of your points will be invested in just a few models. Your entire strategy revolves around utilizing these models and keeping them alive. Used correctly, they will win the game. Used poorly, they&#039;ll get killed, and then you&#039;re out half of your firepower. Herohammer, in other words, is still your bread and butter.&lt;br /&gt;
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Crypt ghouls have a MUCH higher offensive capacity than any other core unit you can field. Personally, I never leave home without a 20-strong block of them and a corpse cart. Corpse carts are excellent force multipliers, and you can inflict absolutely sick amounts of Wounds in close combat with a good Dance Macabre and Always Strikes First on a horde of Crypt Ghouls with adjacent Cart. Opponents who&#039;re expecting Vampire Count&#039;s infantry to suck in close combat will be obliterated by their carelessness against Crypt Ghouls. In addition, even though Crypt Ghouls don&#039;t have an armor save, their Toughness 4 means that they&#039;re actually approximately 15% less likely to die than zombies and skeletons against stronger attackers. Yes, they&#039;re twice as expensive as skeletons and can&#039;t be raised over the unit cap by Invocation. But you can&#039;t put a price on your opponent conceding the game after you annihilate his primary block of infantry in one overwhelming phase of combat.&lt;br /&gt;
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Take a Level 4 Wizard Lord in any game you can&#039;t afford a Zombie Dragon if you&#039;re serious about building a &#039;Take All-Comers&#039; list. Master Necromancers under 1,500, Kemmler between 1,500 and 2,000, Master Necromancer and Vampire Lord on steed (or just more Kemmler) for 2,001 to 2,400, and Zombie Dragon for 2450 and up are your best choices. Are they the only choices? No, obviously. But in each of those point ranges, Vampire Counts is an entirely different beast due to various list-building options that become available or obsolete. Finding the lists that work for your style of play can be difficult, given that every 500 points or so, the demands your army is placed under are radically altered. &lt;br /&gt;
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In low point games, you&#039;re mostly going to be dealing with block infantry and approximately two or three nasty units. Your Master Necromancer is by far one of the cheapest level 4 wizards available to any faction, and using him to your advantage is crucial to pick up the slack in your limited damage-dealing options at that point range. Bump it up to the 1,500-2k range, and suddenly Lord-level wizards are more common. In games where your opponent doesn&#039;t field one, a Level 4 Lord is still a considerable advantage, but you have to be prepared to have your spells contested. This means there&#039;s less room for error in the magic phase, and having a Loremaster like Kemmler is huge because you can&#039;t afford not to roll a certain spell (like Dance Macabre). Not having access to your core magical options could cost you the game almost by default if your opponent&#039;s also slinging magic around. Kemmler&#039;s +1 to dispelling is also very useful when opposing other Lord-level mages. Vampire Counts are hugely reliant on the force-multiplying power of a good Magic phase, and not being able to force multiply is suicide for your army.&lt;br /&gt;
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Once you get into the 2,000&#039;s, you&#039;ll find that it&#039;s possible to field lots of heroes and lords within your point constraints. Given how reliant your army is on these two types of characters, this is a massive piece of good news for you. Fielding multiple Level 2 Vampire front-line casters are very, very handy. In this range, you can more comfortably field a Vampire Lord than in the previous point ranges because your supporting casters can pick up the slack if you don&#039;t have a Level 4 caster Lord to do all the heavy lifting that&#039;s required to keep your army going. Still, having a level 4 caster is never a bad idea. Nothing is more irritating than having your Invocations dispelled consistently.&lt;br /&gt;
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In 2,500 points and up, all sorts of crazy things get introduced into the game, and the scale of battles increases considerably. There&#039;s much more flexibility in games this large, and you&#039;re not entirely as reliant on force-multiplying magic to be successful. Still, all the things I&#039;ve discussed remain true. Their impact just isn&#039;t as decisive from turn to turn.&lt;br /&gt;
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Other thoughts: A Corpse Cart with Balefire combined with Kemmler means that you&#039;re going to be 2 points up on even a Level 4 Lord in the dispel phase. Being 4 or 5 points over a Hero-level caster means you&#039;ll dominate their magic phase every single turn as long as you use your dice wisely. Creating margins of advantage like this is an integral part of list-building because it ensures you&#039;ll be able to control the course of the game when you need to. Your core units aren&#039;t typically going to be decisive by themselves, so you need to search for that advantage in your characters and your special/rare choices. Coordinating your picks to create and capitalize on weaknesses is an essential concept of Vampire Counts list construction. &lt;br /&gt;
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Use flanking units to avoid bad combat resolutions. Vargheists in particular and cavalry, in general, are great at inflicting mass casualties and swinging a resolution in your favor. Build your lists around which flanking units you&#039;re using. A list that flanks with Black Knights and Dire Wolves plays very differently than one that relies on a pair of Corpse Carts and a flock of Vargheists. &lt;br /&gt;
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I went over this in the magic section, but I&#039;ll repeat it. Vanhel&#039;s Dance Macabre is the most crucial spell for your army list after Invocation. If you want to be sure, running Kemmler or Mannfred plus a Hero that has it (either bound or rolled or both) is the way to go. Having zero ranged options outside of the Magic phase means that you must be in combat to win. Do you always want to rush straight in without thinking? Of course not; that&#039;s absurd. However, the ability to close the gap very quickly with your whole army can be decisive if your enemy is expecting a few turns of breathing room to maneuver around your Movement 4&amp;quot;. Conversely, not being able to close the gap when your opponent is lining up unpleasant charges with monsters or cavalry can cost you the game.&lt;br /&gt;
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You can build the most game-breaking armies with the end times books, especially Archaon. My personal favorite is at 2500pts. Get Kemmler, a Vampire with the fear build (Aura of Dark Majesty, Fear Incarnate, and the screaming banner), and a 29 Cairn Wraith heroes. Take an allied aestyrion force, which consists of one prince, with the banner of the word dragon. As the unit is heroes, they can all just group up and boom. 32 models, of which 30 are ethereal, and all have a 2+ ward save vs. magical attacks. Even incarnates are going to struggle to hurt you. Did I mention that this was 2500pts&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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In short, plan before you play. Don&#039;t end up like Ben, the unfortunate player whose list has as much depth as a typical 17-year-old girl. Ensure your army doesn&#039;t crumble before your eyes because one Necromancer decided to miscast or get into combat. HUGE HORDES OF UNDEAD is the appeal of this army, so play just that - waves and waves of zombies and skeletons, supported by truckloads of Lords and Heroes,  who can make your army bigger and bigger every turn. Please don&#039;t do a Ben and play units of 20 that are destined to fail as your sole Necromancer dies, taking the whole army with him.&lt;br /&gt;
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===VS===&lt;br /&gt;
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== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Undead_Legions&amp;diff=540476</id>
		<title>Warhammer/Tactics/8th Edition/Undead Legions</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Undead_Legions&amp;diff=540476"/>
		<updated>2023-02-26T19:56:11Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Tactics */&lt;/p&gt;
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&lt;div&gt;The [[Undead Legion]]s is an army added in the 2014 [[The End Times]] supplement/core rules update from [[Games Workshop]] to [[Warhammer Fantasy]]. It represents the myriad forces united under [[Nagash]], who intends to both conquer the entire world and make all living beings into servants or Undead (although Nagash doesn&#039;t seem picky about what KIND of Undead you end up becoming) then take over the [[Warp|Realm of Chaos]] and consume the [[Chaos Gods]] to become the embodiment of [[Chaos Undivided]]. From that point on, it&#039;s likely he&#039;d wage war on the multiverse (of which [[Warhammer 40000]] is a part). &lt;br /&gt;
As a result, this is a pretty powerful faction with some serious ambition to it, although being made up of mostly former enemies to each other and himself, infighting is prevented only by the fact nobody wants to fuck with [[Nagash|the boss]]. &lt;br /&gt;
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==Why Play Undead Legions==&lt;br /&gt;
It is an enormous army of Undead that is trying to both conquer the world and destroy Chaos. It has almost everything found in both both the [[Vampire Counts]] and the [[Tomb Kings]] armies, making it among the single most versatile armies in the game fluffwise. You can make full-cavalry lists with Skeleton Horsemen as Core and Black Knights as Special, or convert a Necrolyth Colossus as von Carstein family statue. The options are mind-boggling!  Fluff-wise, there are plenty of reasons to collect it.  Because you think Nagash is awesome, prefer a world ruled by him to one ruled by Chaos, plus many of the narrative scenarios available to the [[Vampire Counts|ticks]] or [[Tomb Kings|the boys in bandages]], this army is for you.&lt;br /&gt;
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It&#039;s also Neutral for the sake of allying in 3+ player games, allowing Vampire Counts (previously Destruction-aligned only) to fight as allies with anyone in the game from Dwarfs to Daemons. &lt;br /&gt;
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GW pretty much brought back the &amp;quot;Warhammer: Undead&amp;quot; army from 4th Edition, but with more models than even [[Space Marines]]... [[Awesome]]!&lt;br /&gt;
If you are a player of Tomb Kings, then this army is a (Chaos) god(of Undeath)send; at the loss of a few characters, you lose all of the problems that make the army the weakest updated army, going straight to the top of the tier list. If you are a player of Vampire Counts, it&#039;s not as big an upgrade although there&#039;s some nice juicy Tomb Kings options (not to mention some nice nifty looking models) you now have access to.&lt;br /&gt;
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==Army Special Rules==&lt;br /&gt;
By default, all options follow the basic rules of their original armies unless otherwise contradicted, but there are some additions. &lt;br /&gt;
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*Undead Legions are a Neutral army like Tomb Kings, and can ally with any faction in the game for the purpose of 3+ player games. &lt;br /&gt;
*No crumble if your General dies. This includes undead summoned by Lore of Undeath. For that reason, the Hierophant is officially not needed for your Tomb Kings. Likewise, your VC General no longer needs to be a spellcasting model with the highest Leadership that gets forced into Lore of Vampires. The General still is the highest LD model in the army however. &lt;br /&gt;
*Tomb King models can March if they are within 12&amp;quot; of general.&lt;br /&gt;
*Nehekharan Undead now count as ordinary Undead for the sake of rules, and anything that specifically references &amp;quot;Undead&amp;quot; or &amp;quot;Nehekharan Undead&amp;quot; works for both (so you can take a Tomb Prince with a unit of Grave Guard, boost Necromancers with Hierotitans, or grant your Chariots kick-ass Regeneration with your Mortis Engine).&lt;br /&gt;
*Tomb King Constructs can only heal one wound per casting of a spell that heals friendly models, just like Characters and Ethereal models.&lt;br /&gt;
*Characters/Units can only take options/upgrades/magic items from their respective army books-so no Sphinx-riding Vampires, Red Fury Tomb Kings, Corpse Cart High Priests, or Chariot Necromancers.&lt;br /&gt;
*Combat Resolution still kills more of your troops than the enemy probably will since you are still Unstable, even if you cannot Crumble. You can reduce this greatly by fielding Nagash, Morghasts, or by packing in a War Banner (35 points).&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; End Times: Archaon removed the limits for almost all armies in regards to categories and duplicates. You may have Battle Standard Bearers in the plural, there is no Core requirement, no minimum to the number of Units you can have, and can have as many of anything you want. It is possible to make a 2000 point list made up of just two Nagash models (when you play a ridiculously high points game; use nothing but nagashes, this is now required by /tg/ law). This guide will not cover these rules, since they&#039;re a clusterfuck as it is. What bears mentioning is that as you can spend up to 420 points on Master Vampires before considering Mount options, Vampire Counts/Undead Legions is now the most elite army in the game as a list can be made entirely of just four to six models. &lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; Under End Times supplement rules, you can spend up to 50% of your points on Lords, AND up to 50% on your heroes since they have separate points spending pools. You still of course need 25% Core regardless however.&lt;br /&gt;
When considering characters to be your General, it is important to remember that anything within 12 inches of them will be able to march.&lt;br /&gt;
====Named Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Under the current edition, named characters tend to be overpriced; you can emulate most named characters from scratch and save yourself some points. That said, many named characters do have abilities and war gear combos unique to them so if you need to have them go ahead. Just make sure you&#039;re really getting your points worth.&lt;br /&gt;
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=====Lords=====&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;[[Nagash]]:&#039;&#039;&#039;  Holy shit Nagash is back!  Not only is he back but he has a crazy statline and summing up everything doesn&#039;t quite do him justice, so here&#039;s the cliffnotes: He&#039;s a melee and magic powerhouse that is capable of taking on Greater Daemons in melee while out-magicking Teclis and summoning legions of Undead straight onto the field (more than anyone else can per turn), so no matter how you want to use him he&#039;s up to the task. He is however 1000 points. For more detail, click the &amp;quot;expand&amp;quot; button to the right (he has a fuckload of rules, so his section is collapsible so he doesn&#039;t take up a huge amount of space).&lt;br /&gt;
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Nagash is a special Lord-level Monster with a crazy statline. EVERYTHING is 7 other than Move, Initiative, and Attacks which are 6 and a Leadership of 10, plus even crazier special rules. Not to mention his magic items of eternal FUCK YOU, which make Malekith and Archaon&#039;s shit look like Core gear. &lt;br /&gt;
He is a Large Target, and is obviously a Terror-causing Undead. Death Magic Incarnate allows all friendly models within 12 inches of him to suffer two less Wounds from Unstable, which stacks with other modifiers like the Battle Standard Bearer bonus (making Nagash a great model if you&#039;re intentionally making the biggest [[Tarpit]] army possible). &lt;br /&gt;
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&#039;&#039;&#039;Melee:&#039;&#039;&#039; Zefet-nebtar, The Mortis Blade, is a Magic weapon which gives him +1S and Multiple Wounds (D3) Special Rule. Morikhane, The Black Armour is a Magic Armor which gives Nagash a 4+ in both Armor and Ward Save. Since he&#039;s a Monster, he has the Thunderstomp ability. At this point, he&#039;s better than even Red Fury Master Vampires as he&#039;s dealing six Strength 8 D3 Wound attacks, some of which can be Heroic Killing Blow, per turn (see Alakanash, in Magic, below). Plus he doesn&#039;t HAVE to be the General of your army if you can field something else with a 10 Leadership in a large game, allowing you to throw in Nagash as your sacrificial rapetrain. Nagash can take on any non-End Times character currently in the game in melee and win, although the best suited against him are Thorgrim or a High Elf unit/character under Banner of the World Dragon. Both will have a 2+ against Nagash&#039;s attacks. In addition, a build exists for the Dwarf Daemonslayer where he gets Grudge/Might/Speed and ends up with a 40% chance to kill Nagash in Close Combat (which would be an epic death, even by Slayer standards). While not exactly a killing strategy, Dwarfs could make one of their Lords T10 with Shield-Bearers for extra Wounds which would make it extremely unlikely Nagash could land a blow on them in Close Combat, effectively Tarpitting him for the rest of the game. Good thing for Undead Legion players, Warriors don&#039;t have Harry the Hammer anymore...&lt;br /&gt;
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&#039;&#039;&#039;Magic:&#039;&#039;&#039; He is a Level 5 Wizard with access to Lores of: Death, Light, Nehekhara, Vampires and Undeath, which when using Khaine magic means he gets a full 5 Lores.  His Arch-Necromancer ability allows him to reroll Miscasts, although he must accept the second result (so the original reason Teclis was overpowered back in 7th is now Nagash&#039;s). Alakanash, the Staff of Power allows him to store up to four Power Dice from his current pool for later use in any of his magic phases, you can also discard &amp;lt;s&amp;gt;one&amp;lt;/s&amp;gt; any of these dice before Close Combat to give HKB to one of his attacks per dice discarded, including ones made with Zefet-nebtar (though you roll for them separately), allowing you to surpass the six Dice per spell limit. &lt;br /&gt;
Supreme Lord of the Undead allows any models summoned from his Lore of Undeath spells to triple in range as well as points allowed, including additional points created by Raise the Dead counters (although it doesn&#039;t triple those, merely adds to the range). That&#039;s an important rule; while other casters could at difficulty 16+ summon 150 points worth of Monstrous Infantry models somewhere in 12 inches of themselves, Nagash could summon 450 points of models anywhere in 36 inches of himself, using four more dice stored from previous turns (six if you have a character with Black Periapt from Vampire Counts) and isn&#039;t afraid of any potential Miscast. That includes options like Crypt Horrors, which puts models that refuse to die anywhere on the flanks of the enemy, and with Nagash&#039;s wizard level 5 it&#039;s only an 11+ difficulty to cast. Needless to say, Nagash tops in terms of annoyance (and how many models you&#039;re going to need to buy) making him effectively a &amp;quot;pay to win&amp;quot; option. The 9 Books of Nagash allow him to have 9 spells when using regular magic, the first always being, &amp;quot;Ryze, The Grave Call&amp;quot; from the Lore of Undeath, and he rolls the others from any selection of the Lores he knows although he does not pick them, but he can roll in any combination (similar to how Alarielle the Radiant rolls for her spells). It&#039;s worth noting that each time Nagash casts a Lore of Vampires spell, he&#039;ll restore one Wound to himself.&lt;br /&gt;
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With the addition of the new rules in the Khaine book concerning End Time Spells, and giving every caster of level 3 or higher the equivalent of Loremaster in any lore they take, Nagash would be able to take a staggering 41 spells, 5 of which are End Times spells that cannot be dispelled. 8 spells each from the Lores of Light, Death, Undeath, Vampires, and Nehekhara added to the Summon Arcane Fulcrum spell. Add that to the new 4 dice for Winds of Magic, no more 12 die cap on the power pool, the fact that you can replicate spells on multiple characters, casting failure no longer ending the wizard&#039;s ability to cast for the turn, and the ability to repeat cast spells with a casting cost under 15+ that haven&#039;t failed that faze, and Nagash can easily fill all your magical needs.&lt;br /&gt;
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In summary of Nagash&#039;s magic abilities; best in the entire game; see [[Manta]].&lt;br /&gt;
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Sweet (&#039;&#039;un&#039;&#039;)merciful fuck. Talk about bringing a Tomahawk Missile to a knife fight. Nagash is currently the most overpowered single thing in the entire vanilla game, putting everything from High Elf Banner tactics and Dwarf Cannon spam to within the &amp;quot;acceptable&amp;quot; range [[Skub|(although it&#039;s arguable for the Dwarftillery)]]. &lt;br /&gt;
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&#039;&#039;&#039;Weaknesses/Threats:&#039;&#039;&#039;&lt;br /&gt;
Don&#039;t think that because you just put Nagash on the table, you&#039;re going to win though. There are a couple ways to kill him (although they&#039;ll only really be seen once our opponent [[Netlisting|knows you&#039;re bringing him]]. The Empire has a low cost magic item called &#039;&#039;Van Horstmann&#039;s Speculum&#039;&#039; that allows the character (generally it&#039;s going to be a cheap hero, like a wizard or, worse, a witch hunter) carrying it to swap most of his statline with whoever he is fighting in a challenge- but this can be avoided by having a way to avoid getting stuck in a challenge (like having a cheap unit of skellies with a champion charging whatever unit Nagash charges, and let that skeleton champ bravely accept). A cheap unit of Empire troops with a wizard bearing down on Nagash is usually a pretty good indicator of where the Speculum is. Tzeentch daemons have a special character who is sorta similar but not as good (he copies the stats, rather than swapping them). If facing another Undead Legions player you could have a Nagash on Nagash slapfight, although Neferata bearing her shank of crippling (see below) can wreck your strategy. &lt;br /&gt;
&lt;br /&gt;
Like everything else in the game, Dwarf Cannons are the bane of his existence (re-rolls make it very easy to hit him, and you&#039;ve got a 50/50 shot of getting through that ward save and causing D6 Wounds) so if you face that Dwarfpoleon buddy of yours you can watch Nagash get blown to pieces over the course of three turns or so (and that&#039;s IF they don&#039;t spam artillery). However, non-Dwarf Cannons are decidedly less effective. They&#039;ll need approximately 7 shots (without rerolls) since on average 1 won&#039;t hit, 1 will misfire, 1 won&#039;t Wound, and 2 will bounce off his save.  If he survives then he can then heal himself using Lore of Vampires magic, but only one wound per successful spell, and if he&#039;s healing himself then he&#039;s not casting any summoning spells from the Lore of Undeath which means he loses a lot of his use (although the silver lining is that those cannons aren&#039;t shooting the rest of your army). Bolt Throwers aren&#039;t much more effective than the non-Dwarf artillery either. &lt;br /&gt;
&lt;br /&gt;
One would at first glance think that Tamurkhan&#039;s ability to take control of an enemy that kills him would be the perfect trolling option. But Tamurkhan&#039;s villain override only works on Infantry or Monstrous Infantry while Nagash is of the Monster category, and in addition it only works on things that kill him in Close Combat meaning that the player controlling Naggy would simply blast it with magic instead of charging into melee anyway.  And of course, spells that auto-kill victims, such as Dwellers, Pit, and Purple Sun, will still kill him on a roll of a 6.  Low odds, but better than nothing.&lt;br /&gt;
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As of the &#039;&#039;End Times: Glottkin&#039;&#039;, a new serious threat has arisen that could pretty easily take down Nagash- &#039;&#039;&#039;Karl Franz Ascendant&#039;&#039;&#039;. A flying monster with NINE Auto-Wound, Ignores Armor, Multiple Wound D3+1 Attacks swinging faster than Nagash means the Necromancer doesn&#039;t stand much of a chance barring some pretty impressive Ward Save rolls and/or a lot of help from the magic phase (such as getting ASF from a Corpse Cart, rerolls from Danse Macabre, etc).  Other than KFA, the new Elven characters are also more than capable of destroying Nagash. Tyrion Avatar of Khaine has 6 attacks hitting on 3s with rerolls, Auto-Wound, Ignores Armor, Multiple Wounds D6, which on average drops Nagash in a single turn. Both versions of Malekith will also do it, the Phoenix King dealing 10 attacks hitting on 3s with rerolls, wounding on 5s, but doing D3 wounds. This will take him a couple of turns but he will outlast Nagash due to his immunity to multiple Wounds and superior WS. Eternity King version gets rerolls for Wounds as well as D3+1 per Wound, and will drop Nagash before he can lift his sword. Imrik has 10 S10 attacks on the charge, so Nagash will be squished like a bug against him as well, especially since Nagash only hits Imrik on a 5+. &lt;br /&gt;
All of these characters (apart from the Eternity King) cost less than Nagash, and will eat through your other models, requiring assassination tactics and HEAVY use of your army increasing abilities to counter. &lt;br /&gt;
&lt;br /&gt;
The new End Times spell of the Little Waaagh is also a special nightmare for Nagash (or anyone else), as it can be used to steal those sweet magic items. In addition, the Lockdown spell from the Lore of High Magic shuts down any Wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Vlad von Carstein]], Mortarch of Shadow:&#039;&#039;&#039; &lt;br /&gt;
Out of all of the Mortarchs, Vlad is the one most likely to survive a battle despite only having 3 Wounds (though as a Vampire he can heal those and gets a bonus to do so). His ring still gives him the chance to pop back to life, and thanks to the fact he&#039;s not on a ghost horse/dragon thing he can get Look Out Sir! rolls from a Unit. As such, Vlad ties with Mannfred and Neferata as the best named choice after Nagash to actually put into play (though Vlad plays the classic VC bunker Lord list). He&#039;s had his Beloved in Death rule replaced with the Mortarch of Shadow special rule which gives everything a -1 To Hit (both shooting and in melee) against him [[Awesome|and his unit]] and a -1 to the Leadership of all models nearby him, and as a Terror-causer this can be beneficial when facing low Leadership armies. The -1 To Hit makes him even better in combat which, combined with his sword makes him the hardest to kill Mortarch. Aside from his equipment and Mortarch rule he&#039;s really just a generic Wizard lvl 3 Vampire Lord, with the added bonus of picking spells like Nagash from Death, Shadow, Vampire, or Undeath (this access to multiple Lores makes him a FAR superior choice to the generic Master Vampire when using Khaine magic rules). As a Vampire, he can restore Wounds lost if he deals an Unsaved Wound against an enemy, but thanks to his Magic Weapon (which also grants him +1 Strength) he gets that Wound on a 4+ instead of a 6+. He also has a 4+ Ward Save, and a 83-84% chance to come back to life with one Wound in a Unit 12 inches near him if he&#039;s killed. So is he worth it compared to the generic? ...Yeah. The problem is he&#039;s not a level 4 caster, which isn&#039;t terrible, and he isn&#039;t Red Fury, which also isn&#039;t terrible. The generic can be kitted out to either be a best possible spellcaster or have better damage, but Vlad mixes them in an acceptable way. The primary way to use Vlad is to kit him out fully in Lore of Death, since he&#039;ll be able to survive in the range that puts the lore to the best use while you have a Lore of Vampires Level 4 Master Necromancer somewhere else. Shadows is also viable if you get Okkam&#039;s Mindrazor. &lt;br /&gt;
&lt;br /&gt;
Thanks to the buffs he confers to the unit he is with he can be a total nightmare on the battlefield: he isn&#039;t a magic monster like Nagash, Mannfred or Arkhan, nor a killing machine like Neferata, but he is intended to be more of a support character, and he is one of the best in the game. Vlad in a big block of Graves Guard with the Banner of Barrows AND a Tomb King (or Prince, if you want to go cheap) is pure MURDER! Add Vlad&#039;s spells to it (Miasma, Invocation of Nehek and Soul Leech are what you&#039;re guaranteed to have, and what great spells they are indeed!) and you have just doubled the fun.&lt;br /&gt;
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*&#039;&#039;&#039;[[Mannfred von Carstein|Count Mannfred]], Mortarch of Night:&#039;&#039;&#039; &lt;br /&gt;
Mannfred may have lost Loremaster, but he got survivability and some of Konrad&#039;s batshit insane melee action instead. A Mannfred list is one full of fast and killy options, as you want to get into combat as soon as possible and tear up the enemy without giving them a chance to reposition themselves to take what you&#039;re dishing out. His statline is pretty impressive being a Lvl 4 Wizard Vampire Lord that picks spells like Nagash from Death, Vampire, or Undeath and his mount (that he cannot be separated from) upping some of his stats to T6, W10, and A9.  Mannfred is best to put into the weakest enemies first, so you can use those 6-12 Attacks (Dark Cunning gives him more attacks when he&#039;s in combat, and more magic dice when he&#039;s out of it) to rip apart the enemy and generate more Power and Dispel Dice from his sword for yourself.  As for those Power Dice, you&#039;re going to be sitting on a HUGE pile of them so you&#039;ll want to bring spellcasters to use them (and lessen the burden on Mannfred in case of a miscast coming his way). His extra toughness and wounds are going to help against mass shooting and artillery which he&#039;ll attract being a Flying Monster (being a Vampire he can heal himself the usual way, which goes great with his playstyle), and the double range summoning spells mean he can be up close to the enemy and still bring in troops wherever you need them allowing you to engage enemies in the middle and Lore of Undeath something to distract the ranged models like Zombies in their faces. Overall a good unit on the offensive and defensive for both combat and magic, but still not quite worth the 650 points (though with his magic generation he comes very close) since a generic Vampire Lord and generic Master Necromancer can do the job as well if not better without being cannon bait. This changes quite a bit when Khaine magic is used; Mannfred becomes THE. SINGLE. MOST OVERPOWERED MODEL, IN THE ENTIRE GAME. &lt;br /&gt;
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*&#039;&#039;&#039;[[Queen Neferata]], Mortarch of Blood:&#039;&#039;&#039;&lt;br /&gt;
Neferata is terrifying for several reasons. One is that she is the first Monster that has Always Strikes First and Initiative 9. Unfortunately, Stomp/Thunderstomp cannot benefit from any other special rules(see Errata), so she always do Thunderstomp LAST even if with ASF. You&#039;ll be rerolling all of her eight Strength 5 Attacks which with her Weapon Skill of 8 makes her a fucking engine of destruction that can eat a unit by herself. Anyone trying to hit her in melee will be hitting her on 6&#039;s (anything trying to hit her has a -1 To Hit), wounding her on Toughness 6, and has to eat through 8 wounds, with a 6+ save just in case. Her dagger is another horror which, if it causes an unsaved Wound, drops the Strength, Toughness, and Attacks of the target &#039;&#039;&#039;by 1&#039;&#039;&#039; for the rest of the game. This effect can only happen once per model and only works in challenges although regardless of what your opponent tries to tell you will work as many times as she can swing it against something new per game. Her Always Strikes First combined with her high Strength, Weapon Skill and Initiative and rerolls she&#039;s usually get mean she will will cripple anything dumb enough to take her in a challenge. Being the Mortarch of Blood means if she kills an enemy character in a challenge (very likely since the first wound she causes takes away some of their toughness and offensive ability) then she&#039;ll spawn an un-upgraded generic Vampire, which is not exceedingly useful unless you&#039;re playing the kind of game where you will be killing a large number of weak characters. She deals D3 extra Strength 5 hits to anything she Hexes or hits with a Magic Missile which is fairly nifty against small (expensive) Units, and is a level 3 in Death, Shadow, Vampires, or Undeath. Of them, Shadow is the best for those tasty Hexes and Vampires lets you actually heal her every time you cast a spell coupled with Invocation to keep her entourage healthy. This makes her a dedicated offensive caster on top of being the single biggest melee powerhouse you can bring after Nagash himself, and a list built around her should bring some Necromancers or Priests to provide the necessary Augments as well as enough models in the right places that you can stick Neferata exactly where it will hurt without fear of redirection or charges. Remember, that with level 3 she cannot be your main caster the way Mannfred on Arkhan are. Her main use is in countering the comeback of Herohammer the new 50% Lord allowance will undoubtedly bring, as her role in the army is that of a finesse scalpel, used to cut out the tendons of any named characters when there&#039;s an opening. &lt;br /&gt;
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tl:dr, Neferata combines the traditional VC strengths. Defensive and offensive casting mix, Challenge god who ensures enemy characters won&#039;t be a nuisance, and eating Units with a fuckload of high Strength fast Attacks. She still works great with traditional Lahmian Leadership/spellcasting games as she is the best option there is for making LD bestowing characters die or bow out of Challenges and stop providing morale. New fluff has included a group of Ghouls who worship her that she uses, lifting fluff restrictions of &amp;quot;ugly&amp;quot; options as well as playing up her Nehekharan roots making any Undead Legion thing other than perhaps the von Carstein Vargheists and Corpse Carts fluffy (&amp;quot;Hail to the queen, baby&amp;quot;). &lt;br /&gt;
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*&#039;&#039;&#039;[[Arkhan the Black]], Mortarch of Sacrament:&#039;&#039;&#039;&lt;br /&gt;
No longer a 5th level Wizard, he&#039;s now level 4, and generates his spells from the lore of Death and Undeath like Naggy, making him the only Dread Abyssal Mortarch who cannot heal himself with Lore of Vampires. Instead he can only heal in combat like a vampire, which provides him with some mighty survivability despite him being far from being as good in combat as Mannfred with 12 attacks + Thunderstomp or Neferata with her...well, absolutely ridiculous everything. Since Death would require him to be near the front of the battle, he&#039;s more or less stuck in Lore of Undeath which is awesome, since he summons double amount of points. Sure, he is no Nagash and lack of increased range hurts, but he can still pump out ridiculous amount of Undead, and his staff provides him with a nice edge in magic phase. He&#039;s a perfect substitute for Nagash in smaller games where a 1,000 point doom character is not appropriate, or if you want to avoid having such a huge target for all enemy Cannons. His playstyle is the same as Nagash&#039;s with less emphasis on melee, he&#039;s just less likely to cause your opponent to flip the table from the amount of unadulterated bullshit that Nagash can pull (like summoning 1,000 points of undead onto the board in one Magic phase and ignoring the Miscast that rightfully should have obliterated him).&lt;br /&gt;
&lt;br /&gt;
Arkhan goes well with any Undead Legions army that can fit him in.  In the fluff he uses both types of undead as a large army (he uses the horde, horde in the numerical sense), preferring Nehekharan but he is pragmatic enough to use whatever is available and make use of tactics.  Fluffy options are Necromancers, Zombies, Skeletons, Wights and Morghasts with heavy hitters such as undead constructs/war machines when he needs them.  &lt;br /&gt;
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*&#039;&#039;&#039;Krell, Mortarch of Despair:&#039;&#039;&#039;&lt;br /&gt;
No horse so he can bunker and get Look Out Sir! and at only 250 points is the cheapest Mortarch. Mostly unchanged other than swapping from Kemmler to Nagash in servitude. &lt;br /&gt;
His statline is pretty low (compared to the rest of the Mortarchs) and at LD 10 you almost NEED someone else LD 10 to make General as Krell is pretty vulnerable on his own, but he&#039;s worth every penny when supported in the right way.&lt;br /&gt;
You will almost never use the Champion of Nagash rule because the points level to field them together is a minimum of 2500 and since he&#039;s Infantry while Nagash is a Monster it requires careful positioning to get them into the same Close Combat together. Mortarch of Despair grants Krell a Wound restored if an enemy within 12 inches of him fails a Fear, Terror, or Break test, which is very useful against low Ld armies as Krell himself of course causes Terror (and can be put in a unit with the Screaming Banner to force rerolls on any that pass). Armour of the Barrows is nice, but usually the things you want him fighting such as monsters (where he excels using The Black Axe of Krell&#039;s constant wounding rule) or other characters will be able to punch right through his armour, unless you are putting him in a Grave Guard unit supported by a Lore of Metal Vampire Lord which can be a very effective combo (and boosting his dispelling armour from 4+ to 2+) since Generals don&#039;t have to take Lore of Vampires anymore.  If you want to put more eggs in that basket, add a Tomb King to make said unit have more WS, add Banner of the Barrows plus a BSB with Screaming Banner and suddenly everything melts and fails break tests against your deathstar. &lt;br /&gt;
Krell is a good option for elite lists, made up of buffed killing models. Vlad is the preferred option with massive waves of weaker models. &lt;br /&gt;
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*&#039;&#039;&#039;[[Queen Khalida|High Queen Khalida]]:&#039;&#039;&#039;&lt;br /&gt;
Queen Neferata&#039;s cousin, oddly enough you can take her in the same team as her even though they hate each other&#039;s (lack of in Khalida&#039;s case) guts right up until the last minute before the world ended.  Another relatively cheap option at 365 points, and comes with Hatred (Vampire Counts) so you can route any other players dumb enough to keep going with the inferior Undead faction.&lt;br /&gt;
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She&#039;s unchanged from her Tomb Kings role, and unlike Tomb Princes she doesn&#039;t change in use any when put alongside Vampire Counts since they have no archers for her to buff. Her ASF rule, combined with 5 poisoned attacks at S4 make her a very formidable melee character against basic troops, but even with her high Toughness and light armour on top of being Flammable, any character with decent combat ability will hit her hard.&lt;br /&gt;
She makes a good General for archer-heavy lists, although if you AREN&#039;T building an archer-heavy list there&#039;s no reason to take her, but a fragile one so if you take her you must keep her in a unit, preferably buffed with some form of protection (Incantation of Neru). She had The Curse like any other Tomb King, causing D6 Strength 5 Shooting Hits against any character or unit(s) that caused her to die. She&#039;s also Flammable and Immune To Poison, but those will rarely come up (Lore of Fire being inferior to nearly every other lore and poison rarely hitting her) so you shouldn&#039;t worry about either of them.&lt;br /&gt;
Don&#039;t forget that you can support her unit with Lore of Heavens and watch them re-roll failed To Hit and To Wound rolls of 1. Good times.&lt;br /&gt;
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Her viability in listing only really comes down to one question. &amp;quot;How much dakka do I need?&amp;quot;&lt;br /&gt;
She can be useful with Arkhan or Nagash (more the former than the latter obviously) as a mildly killy barrier between something nasty and them, giving you ranged support for whatever you summon onto the table.&lt;br /&gt;
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=====Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;Prince Apophas:&#039;&#039;&#039;&lt;br /&gt;
Apophas is unchanged from his Tomb Kings role and still costs 130 points. Apophas has the Desert Revenant rule, meaning he cannot join units nor can he be the army General. The latter hurts him, the former doesn&#039;t.&lt;br /&gt;
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He has the Entombed Beneath the Sands rule, can Fly and has Strider, enabling him to get into position where you want him and cause Terror checks to things he zips past.  He&#039;s got a Strength 2 Breath Weapon (pretty useless, as it&#039;s unlikely to do much) and upon death causes 2D6 inches worth of 2D6 Strength 2 hits (very gambly for not much potential damage). He can re-roll To Hit and To Wound rolls against a specific character, and He also has Regeneration, keeping him in the fight just a little longer against that character.  The problem is with his terrible stats, at Toughness 3 Initiative 1 he&#039;ll be killed by any character built for combat, as well as any mount that a wizard rides on (let alone how he&#039;ll get butchered against units). &lt;br /&gt;
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Theoretically, he&#039;d be useful against horde armies as he&#039;d allow you to pop him right into the middle of a cluster of units and cause Terror Tests everywhere before belching out beetles to wreck all the low Toughness buggers, but since you can&#039;t count on more than 2 inches of 2 hits of 2 Strength when he dies or on him even making it where you need him in the first place, he&#039;s pretty useless.  His only real uses are as an anti-warmachine or a wizard trap, but even at those roles he&#039;s questionable. He&#039;s fun no doubt, and can cause a bit of chaos for an opponent who&#039;s planning on number-crunching though.&lt;br /&gt;
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====Generic Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.&lt;br /&gt;
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When trying to decide whether to take a Vampire Counts or Tomb Kings equivalent in the same role, give the Magic Items available to each a quick browse as a tiebreaker.&lt;br /&gt;
=====Lords=====&lt;br /&gt;
*&#039;&#039;&#039;Vampire Lord:&#039;&#039;&#039;&lt;br /&gt;
Brilliant stat line, a metric fuckton of upgrade options, and are neck and (exposed) neck with the Chaos Lord as the most dangerous generic combat lord in the game. They don&#039;t have to be the General anymore, and your General dying doesn&#039;t mean your army crumbles which allows you to go as wild as you want with their role.&lt;br /&gt;
This motherfucker will likely soak up as many points as you can give, especially with the new 50% Lord limit. You&#039;re looking at 100 points worth of Vampire upgrades, 100 points worth of Magic Items, and the biggest baddest fucking mounts around. Or, if you&#039;re afraid of Cannons, then multiple Red Fury Master Vampires hiding in the line of footplodders waiting to unleash hell.&lt;br /&gt;
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All Vampires are level 1 Wizards in Lore of Vampires, Death, Shadow, or Undeath (remember that now you don&#039;t have to take Lore of Vampires at all) plus any non-Life Lore in the core rulebook with the Forbidden Lore upgrade, and you can upgrade them up to a level 4 Wizard as well. Item selection and powers will be covered later. 220 points at base level.&lt;br /&gt;
These bad boys became much more versatile then ever before. Just don&#039;t go &#039;&#039;too&#039;&#039; overboard and make sure you have a clear plan of what you want them doing.&lt;br /&gt;
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*&#039;&#039;&#039;Tomb King:&#039;&#039;&#039;&lt;br /&gt;
At the first glance, Tomb King loses out to Vampire Lord on many accounts - lower M, WS, BS, I and A, Flammable, cannot into Magic, cannot take mundane Heavy Armor, a Lance, or an additional Hand Weapon, and severely loses in the versatility and customization departments. But that&#039;s not why you take a Tomb King. Where Vampire Lord is the perfect predator, Tomb King is the leader, focused on improving his army. He is much cheaper (170pts vs 220pts naked) and comes with at least Light Armor by default (which can be bumped with Magic Armor) and has a fantastic rule called My Will Be Done, which allows his unit to use his WS (which is 6). &lt;br /&gt;
This would make Grave Guard even better than they were, but there&#039;s always the eggs/basket story and with this new book lords and heroes already tend to soak up lots and lots of points. He also has The Curse, punishing whatever kills him making any attempt to kill him a risky endeavor.&lt;br /&gt;
Or you could go with Tomb Princes for a more cost effective variation, if none of the Tomb Kings Magic Items above 50 points catches your interest.&lt;br /&gt;
Finally, scroll down to Tomb Herald below to see the main benefit to having a Tomb King over a Master Vampire. Not that it matters much, but the mummy options are all flammable remember. &lt;br /&gt;
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*&#039;&#039;&#039;Master Necromancer:&#039;&#039;&#039;&lt;br /&gt;
Out of the two caster-Lords, this one is your summoner one. He costs 165 points vanilla, plus 35 for his level 4 upgrade. Unlike his mummified colleague, Mastermancer can increase a Skeleton Warrior Unit&#039;s size beyond its starting limit with Master of the Dead upgrade (although not any of the Tomb Kings Skeleton Archers or Horsemen sadly) and is 10pts cheaper with an identical statline. He can only use Lore of Vampires, Lore of Undeath, or Lore of Death.&lt;br /&gt;
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The Master Necromancer and also can ride a variety of mounts, although the main point of these is to let him keep up with Black Knights if you are going full-cavalry. Otherwise, find him a nice big bunker full of Core to stick him in. If you want multiple casters, only take one Master Necromancer as only one can take the MotD upgrade in your army. &lt;br /&gt;
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*&#039;&#039;&#039;Liche High Priest:&#039;&#039;&#039;&lt;br /&gt;
Out of the two caster-Lords, this one is your support. He&#039;s 175 points plus 35 for level 4. Compared to Master Necromancer, he has access to Lores of Undeath, Nehekhara, and Light of which the latter two provides the army with much-needed buffs. If you want numerous mages, take one Mastermancer in the back ranks and one Liche High Priest somewhere closer to the front, spamming Light-magic bubble goodness. He can be mounted on a Skeletal Steed, but this is only useful in full-cavalry armies.&lt;br /&gt;
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*&#039;&#039;&#039;Strigoi Ghoul King:&#039;&#039;&#039;&lt;br /&gt;
Still a proper punch sport, but with all the options you&#039;re getting and all the possible combinations you can make this guy will probably won&#039;t see the light of day much.&lt;br /&gt;
He&#039;s 260 points for a Regenerating (only 5+ sadly), Poisoned Attack with Infinite Hatred rapetrain that can&#039;t take Magic Armor. Dragonbane Gem is mandatory to protect him from Flame Attacks and most Magic Weapons aren&#039;t worth taking since they&#039;ll make him lose his Poisoned Attacks. He benefits a great deal from the Lore of Nehekhara Augments, and is not a bad idea if you want a Close Combat character to deal some guaranteed kills. He isn&#039;t a terrible choice, but he&#039;s got less potential for upgrades and also has got more competition now which doesn&#039;t work well in his favor. If you don&#039;t plan on kitting out your characters too much and just need someone killy to complete the set with someone else casty, Strigoi with Red Fury and Gem is the way to go.&lt;br /&gt;
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=====Heroes=====&lt;br /&gt;
*&#039;&#039;&#039;Vampire:&#039;&#039;&#039;&lt;br /&gt;
105 points core, lower stats and half the upgrade points available as the Lord counterpart. Can take Lore of Shadow, Lore of Death, Lore of Vampires, Lore of Undeath, or with Forbidden Lore can take any non-Life core rulebook Lore. &lt;br /&gt;
Take it if you need a killy hero (although the Wight King is cheaper for slightly lower stats), are taking a low pop army and need your Level 2 casters to be able to dish out and take in Close Combat, want a core lore and need the level 4 Wizards on more important tasks, or if you took a named character Lord and want that Coven Throne on the field.&lt;br /&gt;
You can kit out a Vampire to Fly and launch them directly into enemy warmachines or Wizards, making them an amusing warmachine hunter. &lt;br /&gt;
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*&#039;&#039;&#039;Tomb Prince:&#039;&#039;&#039;&lt;br /&gt;
Even cheaper than Tomb King at merely 100 points, but with same rules (although The Curse deals one point less in S, he gets half the Magic Item allowance, and only grants WS5 rather than WS6). With new limit on Heroes, feel free to take many Princes, greatly improving your footsloggers. WS5 Zombies? Hell yeah! &lt;br /&gt;
If you&#039;re only interested in solo performance, the Vampire has +2M, +1WS, +1S, -1T, -1W, +1I, +1A, -2LD for 5 more points. While My Will Be Done is worth the difference, there are times when you want the higher statline. Like the Tomb King, see the Tomb Herald when choosing the TK over the VC option. &lt;br /&gt;
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*&#039;&#039;&#039;Necromancer/Liche Priest:&#039;&#039;&#039;&lt;br /&gt;
See respective Lord-version entries, as barring the fact that Necro is 65 points while LP is 70 and they as usual have half the Magic Item allowance they&#039;re the same. If you have a Light Liche High Priest, Necromancers may be better options as Lore of Vampires and Death are superior to Lore of Nehekhara and the Necro can take Master of the Dead if in LoV to bolster your numbers of Skeletons.&lt;br /&gt;
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If you&#039;re in magic heavy list : spam those lv1 Necro bastards like there&#039;s no tomorrow and apply the Heavy Magic list recipe from the tactics section and watch your zombie block tripling their size every turn then basically everything in the nehek spam bubble becomes indestructible. &lt;br /&gt;
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*&#039;&#039;&#039;Wight King:&#039;&#039;&#039;&lt;br /&gt;
An awesome option in VC book, not so much here. Compared to the Tomb Prince, he has basically same statline barring -1WS and +1I, comes with Killing Blow but has no Curse, and is only 85 points. His main downside is lack of My Will Be Done. On the other hand, Wight King can take a cavalry mount, and can take Heavy mundane Armor. If you want a BSB who&#039;s cheaper than a Hero Vampire, a Wight King is useful. Oh, and he&#039;s non-flammable compared to his mummy counterpart.&lt;br /&gt;
Also, if you want to be a dick (of course you do), take 10 with Great Weapons and stick them in a unit of Grave Guard carrying Banner of the Barrows.&lt;br /&gt;
Watch your opponent desperately struggle to get through T5 5+ as you launch 30 S6 Wight King Killing Blows, followed by 20 S6 Grave Guard attacks which all have a +1 To Hit thanks to their awesome flag. NICE. (don&#039;t forget to stick a Tomb Prince and Necrotect into the same unit for MAXIMUM dickery - although keep in mind, no one will ever play with you again)&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Herald:&#039;&#039;&#039;&lt;br /&gt;
Disregard his statline (one point lower T, W, I, and LD than the Wight King for 60 points) and Banner-carrying option, they&#039;re unimportant. This guy&#039;s Bodyguard special rule allows him to take wounds for his Tomb King, allowing the Tomb King to pick Destroyer of Eternities and still be survivable. Don&#039;t forget to load this guy on Magic Armor, as wounds are transferred before Saves. Basically, you up your Tomb King&#039;s cost to Vampire levels, but in return get awesomely survivable character with 150pts item allowance (100 for the King, 50 for the Herald) and My Will Be Done. Then you remember that for a properly kitted up Vampire Lord, nothing in the game is going to hurt it anyway, as it will pulverise all comers, and cry inside. Unfortunately Tomb Heralds can only take Wounds for Tomb Kings and Tomb Princes, and each is assigned only to one character (and each can only have one assigned to them) at the beginning of the game. In addition, the Tomb Herald must be in the same Unit as them. &lt;br /&gt;
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*&#039;&#039;&#039;Necrotect:&#039;&#039;&#039;&lt;br /&gt;
Very cheap at 60 points, and his statline isn&#039;t bad for it (don&#039;t expect him to survive for too long with only T4 and Light Armor with 2 Wounds, or deal much damage s WS3 S4 Attacks, but that&#039;s not bad all the same). He gets 50 points worth of Magic Items to specialize him with and he grants Hatred to his Unit via Wrath of the Creator (he&#039;s buttmad people keep wrecking his shit pulling the gems and gold out), while his 7 LD can go a long way with VC company. Stick him with Grave Guard for an enemy-melting combination. &lt;br /&gt;
Stone Shaper grants any Constructs within 12 inches Regeneration, which can be bumped up further with a Mortis Engine allowing those adorable little Sphinxes of yours to shrug off cannonballs. &lt;br /&gt;
No matter how you plan on using him, the screaming artist with the whip can find a place in almost any Undead Legion army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tomb Banshee:&#039;&#039;&#039;&lt;br /&gt;
While generally useless even in vanilla Vampire Counts army, and even more so in Undead Legions, where it has to compete with Liches, Princes and Necrotects, it&#039;s main use is in the &amp;quot;shriek&amp;quot; list (see tactics), combined with Terroghests and all sorts of Ld-reducing shenannigans.&lt;br /&gt;
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*&#039;&#039;&#039;Cairn Wraith:&#039;&#039;&#039;&lt;br /&gt;
See above, but these shmucks haven&#039;t even got their own tricky tactic. 60 points, isn&#039;t too bad except that you can take them as a Rare option in a group. With the increase in character allowance taking one isn&#039;t as painful, but with the new options from Tomb Kings his place is even further at the bottom.&lt;br /&gt;
Pass, pass, pass.&lt;br /&gt;
&lt;br /&gt;
Scratch that. With the Archaon rules, take a 30 of the buggers, stick them in one large unit, and have a friend bring along a high elf prince with the Banner of the World Dragon from the Aestyrion. Ethereal and 2++ vs all magical attacks. Tricky tactic right there.&lt;br /&gt;
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=====Mounts=====&lt;br /&gt;
Sadly, mounts cannot be taken cross-army. That does not mean however that they can&#039;t be in the same unit as each other though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;&lt;br /&gt;
*Skeletal steed: The Black Knights basic mount, ignores terrain as they are treated as Ethereal for movement and does not get the -1M for barding if you take it. Think about that for a moment, you can charge units on the other side of buildings if you can see them. Never take a dangerous terrain test with these guys again!&lt;br /&gt;
&lt;br /&gt;
*Barded Nightmare: Simple undead horse, best in a Unit of Blood Knights, and never put with Black Knights unless there&#039;s no terrain, as they&#039;ll lose their Ethereal movement. Ordinary in all regards. other then being S4 WS3 horses.&lt;br /&gt;
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*Hellsteed: A flying Barded Nightmare, and overall a better horse. Not too expensive and still a great investment if you like running with Fell Bats or other silliness. Still, if used right it can be a scary model that&#039;s great for picking off warmachines or other small units, since arrows don&#039;t tend to have the killing power needed for a Vampire.&lt;br /&gt;
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*Corpse Cart: Necromancer (and Master Necromancer) only, in Vampire Counts mounting up on one was none too effective. But if your list happens to be a list built primarily out of fast options, particularly those nifty Tomb King Core Chariots, then riding with your new tan buddies can be nice as every time your Lore of Vampires Necro (because if you&#039;re putting them on a Corpse Cart, that&#039;s the ONLY reason) Invocs Nehek he&#039;ll give the namesake troops ASF. Nice. &lt;br /&gt;
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&#039;&#039;It may be possible to actually ride these inside a unit of Skeleton Chariots, see their entry in Core below.&#039;&#039; &lt;br /&gt;
*Abyssal Terror: Not great by any standard of a monster. Can be given Poison Attacks or Armour Piercing, has Thunderstomp (which doesn&#039;t get the upgrade abilities sadly). Fairly cheap and it flies so it&#039;s not exactly bad, but it&#039;s just beaten out by the next two usually.&lt;br /&gt;
&lt;br /&gt;
*Coven Throne: This thing has a good number of abilities, but also a few downsides. You basically roll a game of the LD of the model (equal to that of the Vampire/Vampire Lord riding it) +D6 against the LD of whatever is trying To Hit it (plus D6). Depending on how much higher yours is the unit may continue on normally, freeze mid-swing, or even attack itself! It has a very large number of attacks from it&#039;s two Vampire Maiden crew plus the ghosts that function as it&#039;s steeds, and has a Bound Spell allowing it to reroll it&#039;s own failed To Hit or To Wound rolls, whichever you choose (including that of the rider, so obviously the blender lord is a very nice option). It&#039;s absolutely fucking awful against any army with high Leadership and/or siege weapons due to it&#039;s Large Target rule (so mostly Dwarfs with their army wide LD 9 or Elves with archer spam, or just any army a fair number of artillery pieces as they&#039;ll pass The Battle of Wills eventually). It&#039;s fun and helps its survivability while boosting damage a fair amount but it isn&#039;t too reliable for stopping the majority of attacks aimed at it. On the other hand, excellent in combat, you get 2D6 attacks from the ghosts hauling this thing around, the ghost horses grant it Ethereal movement so there&#039;s no troubles from terrain, a 5+ Armor Save, a 4+ Ward Save, four S5 ASF attacks from the Handmaidens, D6 S5 impact hits.  Sadly a lesser vampires don&#039;t have a high enough leadership to consistently use The Battle of Wills effectively (so putting them on a shitload of points isn&#039;t a good idea), so the only thing worthwhile to put on it is a Vampire Lord, which is a lot more appealing in an undead legions list because now you can allocate 50% of your total points to Lords, so not only can he buy good equipment in 2000 points games, you can get other Lords to back him up and if he dies to a cannonball your army no longer crumbles.  Don&#039;t give the rider too much equipment though because he&#039;s still a huge target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It may be possible to combo these with Skeleton Chariots, see entry in Core below.&#039;&#039; &lt;br /&gt;
*Zombie Dragon: Exactly what you think it is. It&#039;s got beefy stats, can be healed massively thanks to lore attribute plus Invocation, his Pestilential Breath attack causes -3 to armour as well as causing a S2 hit and it adds that extra &amp;quot;fuck you&amp;quot; to Ogres in the form of terror. Has Swarm of Flies (ew!) which causes -1 to To Hit rolls in melee. A great time if your Vampire has the same stat line as the mount its on. Can really wreck heavy cavalries day as well as rank and file, though it will die to cannons or Heroic Killing Blow. Still a wonderful kick ass model and is our only dragon, but like most fun things, it&#039;s a magnet for artillery and mass shooting, though since losing your general no longer causes crumbling, that&#039;s not as much of an issue as it used to be. &lt;br /&gt;
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&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skeletal Steed: Basic Undead horse. War Beast, low stats other than it&#039;s M. Use it to keep up with cavalry. Sadly, cannot be taken by Kings/Princes, so no MWBD for Black Knights.&lt;br /&gt;
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*Skeleton Chariot: Same as the Skeleton Chariots below, but the Tomb King or Tomb Prince replace a crewmember. Useful to bolster a large unit of Core Skeleton Chariots and grant the My Will Be Done, as &amp;quot;And The Tomb Kings Rode To War&amp;quot; allows character Chariots to join units (but only Units of Skeleton Chariots). By itself however, not useful at all.&lt;br /&gt;
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*Khemrian Warsphinx: While putting a Tomb King on one and granting it WS6 may be somewhat useful, it&#039;s not a great use of points as he&#039;ll only grant that ONE sphinx his bonus. It gains a 4+ against Shooting, with the King having a 5+ against it, but loses the 4 crewmembers cutting it&#039;s number of attacks.  While this used to be good when keeping your General alive was important, it&#039;s now a sub-par option.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zombies:&#039;&#039;&#039;&lt;br /&gt;
Tarpits extraordinaire. Vulnerable to crumbling, but that can be mitigated with the right choices. Invocation of Nehek multiplies their number quicker than other Undead so taking some with Lore of Vampires ensures you will have plenty of bodies on the field (although without some buffing from your various options, don&#039;t expect them to do anything more than get in the way of your opponent). Don&#039;t leave your Tomb/Crypt/Mausoleum/Pyramid/whatever without them. Also, keep at least 30ish models at hand - even a level 1 Undeath caster can pull off 2nd boosted Ryze, and nothing says &amp;quot;fuck you!&amp;quot; as an unexpected block of 30 zombies in the middle of the battlefield (which, of course, gets hit with Invocations right away and grows in size).&lt;br /&gt;
*&#039;&#039;&#039;Crypt Ghouls:&#039;&#039;&#039;&lt;br /&gt;
Hit hard compared to the other infantry choices, but are more expensive at 10 points a piece. They used to have the advantage of a low chance of crumbling with the loss of a General, but that&#039;s not exactly a problem anymore meaning you take them purely based on their primary strengths; having the highest stats of any Core option available to you, and two Attacks each which are Poisoned meaning you get the most durable troops with the best killing power. Can&#039;t be bumped past their starting number in any way however, although with Regeneration from a Mortis Engine they&#039;re formidable. Take them for your elite armies. &lt;br /&gt;
*&#039;&#039;&#039;Dire Wolves:&#039;&#039;&#039;&lt;br /&gt;
A good flanking unit/missile screen and good scouts/warmachine hunters in small games. They&#039;re better than Skeleton Horsemen in stats and cost plus having a special ability for the Charge, but Spirit Hosts are a better missile screen for infantry. &lt;br /&gt;
*&#039;&#039;&#039;Skeleton Warriors:&#039;&#039;&#039; &lt;br /&gt;
You know them, you love them. With the new rules, they are mostly the same from both armies. Tomb Kings skeletons are one point cheaper at 4 each, but Light Armor costs an extra 1 point. Vampire Counts skeletons come at 5 points, and come with that Light Armor free. &lt;br /&gt;
Tomb Kings skeletons can take Spears for 1 point, Vampire Count skeletons get that Spear free but either way you DON&#039;T want Spears since the killing power added is insignificant while losing your Parry bonus from your Shield is pretty bad. &lt;br /&gt;
Tomb Kings skeletons have 2 more points of Leadership, but now that you don&#039;t Crumble those two points mean very little outside of a few rare spells and abilities that use Leadership. &lt;br /&gt;
Vampire Counts skeletons can take a Magic Standard up to 25 points, but unless you actually plan on taking one then you may as well get the extra LD for free by taking the Tomb Kings skellies. Banner of Eternal Flame is better spent on something stronger since you can only take it once (Grave Guard or Black Knights are nice candidates), the Leadership boosters are inferior to just taking the Tomb Kings skeletons plus as previously mentioned LD is mostly unimportant, and while Lichebone Pennant (Magic Resistance) and Banner of Swiftness (1 more inch of Movement per turn) can be interesting they&#039;re probably too expensive to waste on your mage bunker.&lt;br /&gt;
Since they both have the same name and are now both just &amp;quot;Undead&amp;quot;, Necromancers with the Master upgrade in Lore of Vampires can bolster either past their starting numbers. &lt;br /&gt;
You take these over Zombies when you want more durable troops. You take Zombies when all you need are a bunch of bodies on the table to give Look Out Sir! rolls to your blender lord. &lt;br /&gt;
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As for the models? Pick what you like. They&#039;re interchangeable so long as your opponent knows if they have 5 LD or 3 LD and a magic scrap of cloth on a stick. &lt;br /&gt;
*&#039;&#039;&#039;Skeleton Archers&#039;&#039;&#039;&lt;br /&gt;
They&#039;re Skeleton Warriors with dakka. More specifically, god tier dakka that IGNORES COVER. Specifically, they never count bonuses or penalties To Hit. Their hitting power is STILL pretty low however, so you&#039;ll need to rely on a large block of troops to deal any significant damage to something important. &lt;br /&gt;
To any Vampire Counts players, this is a big change; you now have the potential for cover fire when getting your footplodders into position. &lt;br /&gt;
6 points each, can take Light Armor for another point although whether to or not is more debatable; they shouldn&#039;t be in melee, if they are they are just Skeleton Warriors that cost you an extra 3 points each. On the other hand, that Light Armor will bolster their survivability so you can Invoc them if there&#039;s a Necro on hand. Generally, the larger the points limit the less effective Light Armor is going to be for you unless it&#039;s a unit with Khalida in it at which point you may want to give the unit the ability to take some more damage (and maybe pack a cheap L1 Necro). &lt;br /&gt;
Regarding Khalida; Khalida basically makes her unit shoot better with 3 BS rather than 2, and gives their arrows Poisoned Attacks. As a result for any player favoring a ranged-heavy list, she&#039;s something to consider taking. Beware however, Undead Legion expect to fully emulate the tactics of Dwarfs with Napoleonic gunlines and cannon spam. &lt;br /&gt;
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Compared to the previous entry, this choice is a no-brainer (pun not intended). Consider taking at least one unit of these, even if you&#039;re going for mostly VC units. Invocation won&#039;t bolster their numbers at the start (although it&#039;ll restore any lost ones), but that shouldn&#039;t be a problem since they shouldn&#039;t be in melee anyway. &lt;br /&gt;
*&#039;&#039;&#039;Skeleton Horsemen:&#039;&#039;&#039;&lt;br /&gt;
Light Cavalry ahoy! Full-cavalry lists are a thing now! The world of the living will be trampled under unliving hooves! That being said, Horse Archers are probably a better choice, as Hexwraiths and Black Knights fill all &amp;quot;Melee Skeletal Horseman&amp;quot; niches perfectly. Same statline as normal Skeletons, but with horses and Vanguard allowing them to get into position ahead of time. They cost 12 points a model, 4 points more than Dire Wolves for inferior stats barring 2 more points of Leadership. Dire Wolves have a maximum unit size of 20 while you can take as many Skeleton Horseman in a Unit as you want, but it&#039;s unlikely you&#039;ll be taking that many of either. &lt;br /&gt;
*&#039;&#039;&#039;Skeleton Horse Archers:&#039;&#039;&#039;&lt;br /&gt;
A decent choice at 14 points each, they make good Scouts (especially if they gain the ability to march, stand and shoot or both) and can soften up enemy units before you charge in with something else.  There are no VC equivalents, so they are definitely worth a look. If you need some outriders, Skeleton Horse Archers are probably the way to go since for 2 more points each you&#039;ll be able to pump out some ranged attacks. You could take Khalid who is on foot in this or any other Calvary uint however this will affect your movement. In general units can only move as far as their slowest model. So they would just be overpriced archers with the minor benefits of an extra Melee atack, 6+ amour save, and M6. Imo you could spend your points more efficiently on other things.&lt;br /&gt;
*&#039;&#039;&#039;Skeleton Chariots:&#039;&#039;&#039;&lt;br /&gt;
One of the Tomb King&#039;s main advantages. 55 points each for a durable damage dealer that has Bows and can have a Tomb King with them. Even with the large amount of options, you have no excuse not to at least consider these. They only need three models wide for a rank bonus, and add their rank bonus to the Strength of Impact Hits. Units of chariots can bring the pain and be hard to put down, especially useful if you&#039;re against Elves.  Very good as a flanking unit, just be careful of the Unit&#039;s footprint (large surface area of the combined bases can make maneuvering difficult).&lt;br /&gt;
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&#039;&#039;A note on Chariots; it&#039;s currently up to debate whether Vampire Counts models in Chariots can join a unit of Skeleton Chariots. The rule that allows Tomb King Chariots to join into units is &amp;quot;And The Tomb Kings Rode To War...&amp;quot; which states that any character in a Tomb Kings army with a Chariot can join a unit. Now in Undead Legion, this could arguably mean (see discussion page) that the rule becomes &amp;quot;Any character in an Undead Legion army that have a chariot can join a unit of Skeleton Chariots.&amp;quot; Whether it&#039;s intended or not is up to debate; the Coven Throne and Corpse Cart were not designed to be used in units, although the ability to sit a Necro on a Corpse Cart and heal the Chariots up while granting them ASF or getting a metric fuckload of attacks and Leadership games into that unit are unquestionably fuckwin. Ultimately, it comes down to what your group decides until GW weighs in on it via FAQ. If you can do it, then seriously consider those two options.&#039;&#039;&lt;br /&gt;
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===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Tomb Guard:&#039;&#039;&#039;&lt;br /&gt;
For 11 points you get a pretty good (for a skeleton) statline, Killing Blow, Magic Standard, Shield and Light Armor, with an option to swap that shield for a Halberd for 2 points. So what&#039;s not to love? Well, the Vampire Counts equivalent to them have an identical statline and options, barring the difference that Tomb Guard have 2 extra points of Leadership while Grave Guard have Heavy Armor. Since Crumble is no longer a thing to fear, that Leadership is essentially meaningless. If you happen to be a Tomb Kings player, just consider these guys to be...&lt;br /&gt;
*&#039;&#039;&#039;Grave Guard:&#039;&#039;&#039;&lt;br /&gt;
Now we&#039;re talking. Since you have average Initiative (3), that ASL from the Great Weapon won&#039;t usually be felt unless you&#039;re up against armies like other Undead, Treemen, Dwarfs or Ogres, so against almost everyone else you&#039;re getting +2S without drawback for just 1 point. Banner of the Barrows is essential for then since it buffs them with +1 To Hit. If you want elite infantry for the purpose of killing, take Grave Guard. Stick a Tomb Prince and Necrotect into the unit for maximum RAPE (have fun re-rolling your hits on 2&#039;s against almost anything). Technically, with a Tomb Prince and hand weapons/shields they can make a pretty nice bunker, but cheap core is still much better at soaking damage. You need Grave Guard to KILL things.&lt;br /&gt;
*&#039;&#039;&#039;Black Knights:&#039;&#039;&#039;&lt;br /&gt;
Black Knights are 21 points and have the same statline as Grave Guard, only instead of Great Weapons for 1 point they can take Lances for 2 points (which you want for extra damage on the Charge). You can also take Barding (which doesn&#039;t screw with their Movement) for 3 points, which is even more important to do. A good linebreaker choice, the Black Knights offer the advantages of ignoring terrain thanks to their Ethereal Movement mounts, slightly higher Armor Save and Strength on the Charge. They now have serious competition from Necropolis Knights; in their favor Ethereal Movement is more reliable and only with Black Knights will you be able to field heavy cavalry without making it the bulk of your Special section. &lt;br /&gt;
*&#039;&#039;&#039;Necropolis Knights:&#039;&#039;&#039;&lt;br /&gt;
Running/slithering/popping in in at a whopping 65 points a piece, Necropolis Knights are a versatile powerhouse.  Compared to Black Knights, they have 1 more point of WS and Attacks, plus two more points of Leadership (not that the latter is important since Crumble isn&#039;t an issue now). The main difference is the mount, as the Necroserpent has substantially better stats than the Skeletal Steed, specifically 1 WS, 2S, 1T, 2 Wounds, 1I, 2 more Attacks and are monstrous cavalry, meaning they get a Stomp attack and are immune to killing blow.  The have the minor downside of they move 1 inch less each turn and no Ethereal movement.&lt;br /&gt;
Necroserpents also get Poisoned Attacks, Animated Construct (healed by Necrotects), and Stone Skin (which gives the whole model a 3+ Armor Save, rider and all).  The former two are not shared by the rider, although he gets Killing Blow while the snake does not. &lt;br /&gt;
For five points each, the entire unit has Entombed Beneath the Sands.  While that can be very useful to put your heavy cavalry already behind the enemy, it&#039;s a risk as a misfire and a bad roll can destroy your entire 195+ point unit or delay it past when it&#039;s in position (as your opponent will know where it&#039;s coming from now). Unfortunately they do so on the &amp;quot;Remaining Moves&amp;quot; phase, so you can&#039;t Charge the enemy until next turn giving your opponent a turn to get ready.&lt;br /&gt;
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If you are taking Necropolis Knights, chances are good they&#039;re going to eat up the Special points. That&#039;s not a bad thing, they&#039;re fairly useful, but that means you&#039;ll have to compensate for the usual roles (mass footplodding elites, warmachine hunters, and tarpits) in other categories. When debating the Entombed upgrade, remember that you can&#039;t stick a Necrotect in to give them Regeneration if they&#039;re in the sand, not will they likely be in position to receive Regen from a Mortis Engine, nor get healing from Invocation of Nehek. They do just as well as a large, difficult to kill force in the middle of the field as they do a force in the middle of the enemy&#039;s forces.  Necropolis Knights are a high-risk high-reward unit as while Entombed has the potential to backfire, Necropolis Knights have a higher damage output than Black Knights when they do well and can deal with a wider variety of situations. &lt;br /&gt;
*&#039;&#039;&#039;Hexwraiths:&#039;&#039;&#039;&lt;br /&gt;
30 points a piece, and a unit maximum cap of 10. To summarize their abilities, they are Ethereal and actually run THROUGH enemy units, dealing shitloads of flaming magic damage as they do. If they get stuck in combat, they&#039;ll probably die from Combat Resolution and Magic Attacks will fuck them proper. That being said they&#039;re great trolling, as in many cases the enemy can&#039;t do shit about them. If anything joins them, they lose most of what&#039;s keeping them safe so you keep Hexwraiths among their own kind only. &lt;br /&gt;
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They&#039;ll attract any magic damage your opponent has, especially Magic Missiles so you want to be ready to dispel a lot of you want to get these guys to pay for themselves. &lt;br /&gt;
*&#039;&#039;&#039;Sepulchral Stalkers:&#039;&#039;&#039;&lt;br /&gt;
55 points each, they have Entombed by default. They&#039;re also Animated Constructs, meaning 5+ Armor and a bonus from Necrotects if you can get close enough later in the battle (unlikely). &lt;br /&gt;
Their stats are nothing really to write home about, but their special ability &amp;quot;Transmorgifying Gaze&amp;quot; is very neat. Within 8 inches, a target unit takes an Artillery Dice worth of automatic hits (Misfires result in D3 self-damage), and when rolling To Wound you factor against the Initiative rather than their Toughness while ignoring any Armor Saves. Against standard options, that&#039;s kind of a worse tradeoff but against most high point-cost options that&#039;s amazingly good. Dwarfs and Lizardmen, as well as all three Undead armies, are particularly susceptible army-wide.&lt;br /&gt;
Terrogheists are their Vampire Counts opposite, which work better against low Leadership armies. But that doesn&#039;t mean that taking both is bad, especially when you&#039;re looking at armies like Skaven with loads of low LD models with a few low I big options. &lt;br /&gt;
Or, for epic trolling, take these against Glottkin or summon them up in front of him for the lulz&lt;br /&gt;
*&#039;&#039;&#039;Corpse Cart:&#039;&#039;&#039;&lt;br /&gt;
A mediocre 90 point Chariot (which cannot join Tomb King Chariots sadly). It gets a fair number of weak Attacks, and has Regeneration, but that&#039;s not why you take it. You take this thing for the Vigour Mortis, which activates when the thing is hit by the Signature Spell from Lore of Vampires the Invocation of Nehek. It&#039;ll grant Undead around it in a large bubble Always Strikes First, which with the inclusion of the Tomb Kings is more useful than ever before. While not a 100% mandatory option for tournaments, it&#039;s still found in many tourney lists. &lt;br /&gt;
*&#039;&#039;&#039;Crypt Horrors:&#039;&#039;&#039;&lt;br /&gt;
Want something with some real staying power? Here&#039;s your models.&lt;br /&gt;
Crypt Horrors fucking refuse to die. For some perspective, Crypt Horrors fluffwise are Ghouls (inbred cannibal hill-folk) which have drunk some vampire blood and Hulked-out enough to resist shit that would normally kill or stop them (like crosses, or cannonball) at the cost of lifespan. Their crunch reflects this as they&#039;re Toughness 5, 3 Wound and 3 Attack Monstrous Infantry. They aren&#039;t very offensive, having 4 Strength and only 3 WS but with Poisoned Attacks they still have a decent chance to kill what they hit. They have Regeneration 5+, which when bumped up with a Mortis Engine makes them ridiculously tough. They may cost 38 points each, which means if you&#039;re taking them they should be a good chunk of your Special section (12 is a good number) so you can have enough to survive combat for your Invocations from LoV to restore them.  Small point about these guys though is watch the fuck out for Hordes (especially if they have spears) unless you&#039;re doing a flank charge.  Combat resolution is their number one weakness and you really don&#039;t want to chance taking on anything that dish out a lot of attacks onto them, otherwise you can end up with a completely destroyed unit. Packing in a character can really help with this.&lt;br /&gt;
&lt;br /&gt;
Alternative Take: If you are willing to sink the points in, you can make Crypt Horrors a VERY effective hammer unit. Due to the availability of the Lores of Nehekera and light, as well as the passive buffs from MWBD and the Necrotects WOTC, they can become a horribly effective hammer unit, as their increased attacks, as well as poison, regeneration and toughness, can allow them to pump out the hurt. Due to their status as Monstrous Infantry, but without any restriction on Wounds regenerated, they can easily become a beast of a unit. However, if you wish to use them as your hammer unit, you will be taking them AND ONLY THEM in that role, as they need all of the passive and active buffing from your lords and heroes. The rest of your army will effectively be relegated to support. However, any buffs will be multiplied to a greater degree than on, say, grave guard, due to the monstrous ranks special rule. If you team up with another faction, Lore of Life can be an absolute game breaker if you pull it off. If Lady luck is with you, a unit of 28 crypt horrors can carve down any opposition that they will ever face, and, if the spells are pulled off successfully, you can have your T10 crypt horrors, with 4+ regeneration, just sitting there waiting for your opponent to hit back.  &lt;br /&gt;
*&#039;&#039;&#039;Vargheists:&#039;&#039;&#039;&lt;br /&gt;
46 points for a Vampiric model with damn good stats and Frenzy. It can Fly, and deals 3 S5 WS4 Attacks for each model. It&#039;s also 3 Wound, Toughness 4 which is pretty low for that much cost. Take care of them so they don&#039;t get gunned down early on, then let them loose into a flank for some decent damage. They lose out to Varghulfs and Terrogheists for high-damage options though, as their only advantage is the fact they have numbers which can keep them alive as a unit long enough for Incov spam on your Magic Phase. Ushabti have them beat in durability and having ranged attacks, but they require buffing to reach their full potential while Vargheists can be taken and run as-is. Varghulfs have better survival and deal more damage each, but it&#039;s easier to focus down a single target than a unit with magic and ranged attacks. Terrorgheists are just as fragile as Vargheists while costing much more points, but their damage output is the highest. &lt;br /&gt;
Sadly you&#039;ll have to babysit &#039;gheists so they don&#039;t charge off at an enemy you don&#039;t want them fighting. &lt;br /&gt;
*&#039;&#039;&#039;Fell Bats:&#039;&#039;&#039;&lt;br /&gt;
16 point War Beasts, can Fly. You use these guys to hunt down Warmachines and enemy Wizards. Not much else to say, other than they now have competition from the Tomb Kings Carrion models.&lt;br /&gt;
*&#039;&#039;&#039;Carrion:&#039;&#039;&#039;&lt;br /&gt;
24 points each, same role as Fell Bats. They have one more point of both Strength, Toughness, Leadership, and Attacks and must be fielded in units of 3 or more unlike the Fell Bats which can be 2 or more. It&#039;s up for debate as to which is better. Fell Bats can be taken in multiple smaller groups for less (which is preferable, so a few ranged shots don&#039;t save their warmachines), and you don&#039;t really need three 4 Strength hits to kill most warmachine crews (except Dwarves, where the Carrions superior strength/toughness will help them kill the comparatively tougher warmachine crews/endure handgun and crossbow fire better than Fell Bats). But Carrion are much more useful once the things are actually down, being able to nip at the flanks and do some decent damage. It may eventually just come down to personal preference. &lt;br /&gt;
*&#039;&#039;&#039;Bat Swarm:&#039;&#039;&#039; &lt;br /&gt;
35 points each for a Swarm with shit stats. Anything they get into Close Combat with gets Always Strikes Last, which is pretty good (not as good as a Corpse Cart hit by Invocation, but much cheaper). If you plan on running something with high Initiative they&#039;re great, otherwise stick to the Cart combo. The main reason to take these is because they&#039;ll rip away rerolls from any Always Strikes First foes like the trinity of Elf armies or Slaaneshi forces. &lt;br /&gt;
*&#039;&#039;&#039;Tomb Swarm:&#039;&#039;&#039;&lt;br /&gt;
40 points for a Swarm with very low damage output potential, but Poisoned Attacks (5 of them in fact). They have Entombed Beneath the Sands, which means you can more or less decide a spot on the table for them to appear letting you bring these puppies up in the midst of the warmachines although it comes with a risk of them not even appearing at all. It&#039;s a neat idea, and fun, but they&#039;re fairly expensive for an option that doesn&#039;t really have enough killing power or special use.  Use them only in friendly games.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Host:&#039;&#039;&#039;&lt;br /&gt;
Want to Tarpit something? Look no further. Spirit Hosts are Ethereal and will hold anything without Magic Attacks in place as long as they can, but will die from Combat Resolution. Put Nagash on the field and you can hold things with less as a result. You can have a maximum of 10 in a unit, and that 10 can hold most things in place an entire game. &lt;br /&gt;
They are also good on the flanks of important units, as it won&#039;t matter much if they get charged if the enemy can&#039;t actually get through them. Their damage output is on par with most Core options in the game, and cost 45 points each.&lt;br /&gt;
*&#039;&#039;&#039;Tomb Scorpion:&#039;&#039;&#039;&lt;br /&gt;
85 points for an Entombed Beneath The Sands model which has Poisoned Attacks and Magic Resistance 1. It&#039;s also an Animated Construct, giving it a 5+ Armor Save. Beyond that it has fairly high stats for it&#039;s points value and can put the hurt on things while still taking some damage. &lt;br /&gt;
&lt;br /&gt;
It has the same basic role as the Fell Bats and Carrion. The reason to take it instead of them is you get more than you&#039;re paying for and can pop up right next to the enemy warmachines. The problem? You can&#039;t take them in units (just multiple individuals), and it&#039;s the turn after they appear that you&#039;ll first be able to charge something. &lt;br /&gt;
They aren&#039;t bad, but are riskier than the other warmachine hunters to use. They are superior to Carrion when the cannon crews are dead and it comes time to turn their attention to the backs of the main force though.&lt;br /&gt;
If it&#039;s anything of a tiebreaker, they have amazing models.&lt;br /&gt;
*&#039;&#039;&#039;Ushabti:&#039;&#039;&#039;&lt;br /&gt;
50 point models that must be taken in units of 3 or more. They have something of a bad reputation, although it&#039;s not deserved. &lt;br /&gt;
Ushtabi have similar stats to the Crypt Horror, but have bows that deal Volley Fire S6 shots with 30 inch range that ignores penalties (although with BS2, they&#039;re going to need it). They can take Musicians and Standard Bearers, and pump out very nice damage in Close Combat with three Strength 6 Attacks at WS4 (with Great Weapons default). Said Attacks unfortunately are slow as fuck with their tragic Initiative, so the Corpse Cart canceling the ASL won&#039;t help them much. As Toughness 4, 3 Wound troops with a 5+ Armor Save they&#039;re not as durable as default Crypt Horrors, and only heal 1 Wound per casting of Invocation of Nehek, but with a Necrotect in their ranks they will have the same Regeneration as Crypt Horrors, with bonus Hatred. As Constructs they also suffer less Wounds from Combat Resolution. &lt;br /&gt;
&lt;br /&gt;
In the end, you wind up with very durable troops that deal great damage and get to pump out ranged support comparable to Bolt Throwers every turn they aren&#039;t in Close Combat. They WILL require buffing, as said Necrotect is all but mandatory while Lore of Light buffs will make them REALLY shine. Lore of Vampires can benefit them as well, if you can afford both. A unit of Ushtabi supported by Augments and a Mortis Engine is a sight to behold, as they will destroy almost anything you match them up against with their high Strength. While a massive unit of Skeleton Archers will deal more damage to a group of lightly armored foes, Ushtabi will bring down tough models like Steam Tanks and Great Unclean Ones faster than a Dwarf Cannon. &lt;br /&gt;
Packing in Khalida or a Tomb King will make your unit even better. Ultimately, their best strength is their resistance to Combat Res Wounds. Since they have reduced healing from Invoc however, you want to keep them screened by chaff until you can get them in sight of their target.  &lt;br /&gt;
&lt;br /&gt;
The only limiting factor is their price; like Stalkers, they tend to become your Special section. Thanks to the Vamps bringing along Vanhel&#039;s from Lore of Vampires, you now have the ability to get them into CC without many Power Dice before they take too many arrows. &lt;br /&gt;
&lt;br /&gt;
Their role competition mainly comes from Vargheists and Varghulfs. The latter two can restore Wounds by dealing them, and can benefit from Invoc spam while your Ushtabi only get 1 Wound back each on an Invoc. But both Varg&#039;s tend to be hammer outriders, while Ushtabi require a focused Romanesque column of advancing formation troops working in synergy. &lt;br /&gt;
Vargheists have Fly on their side and eat up the least points, while Varghulfs can be taken individually and are the hardest hitting/best surviving option. Ushtabi are multi-purpose support and heavy damage-dealers. Terrorgheists round up as the killiest options, but also fragile and point-expensive as hell and bordering on Velveeta. &lt;br /&gt;
*&#039;&#039;&#039;Khemrian Warsphinx:&#039;&#039;&#039;&lt;br /&gt;
210 points for a Sphinx that&#039;s a Monster (so you get the ever-popular Thunderstomp). For reference, this is the Sphinx with the crew on it&#039;s back and the kitty face. &lt;br /&gt;
It has four S5 Attacks, a whopping Toughness of 8, 5 Wounds, and a Move of 6 although it has a PAINFULLY bad Initiative of only 1.&lt;br /&gt;
It&#039;s an Animated Construct so it has a 5+ Armor Save, although since you can&#039;t put a Necrotect in it&#039;s Unit you&#039;re going to have to keep it close to his bunker (with it&#039;s high Toughness, it certainly keeps your flank safe). Oh, and there&#039;s also the matter of the four S4 WS3 crew members with Killing Blow.&lt;br /&gt;
It can trade all it&#039;s Attacks (not those of the crew, they get those first) for a Thundercrush attack, which is a To Hit roll against the WS of the highest model in base contact with it. If it hits, you can put a template somewhere in base contact with your Warsphinx which deals 1 S3 hit to whatever&#039;s under it plus D3 Multiple Wounds of hits for whatever is in the middle of that template at Strength 9! You probably won&#039;t be using that option as much unless you&#039;re facing troops with a lot of durability but not much actual killing power, although that S9 can really fuck a point-sink character.&lt;br /&gt;
It has a few extra rules regarding how the crew and attacks against it work, making it unique in that the crew behave as if they&#039;re on the ground while attacks against it roll against it&#039;s WS for To Hit. Causes psych checks of course, like literally almost everything else you have. &lt;br /&gt;
For 10 points, you can have it&#039;s 4 Attacks (not those of it&#039;s crew or the tradeoff Thundercrush) have Poisoned Attacks, while for 20 points you can give it a S4 Flaming Attack breath weapon. The 10 points is VERY worth it unless you plan on only using the Thundercrush while the 20 is almost always worth it. &lt;br /&gt;
&lt;br /&gt;
What you end up with is a fantastic model, although expensive in points, which will absolutely consume large amounts of semi-elite troops. It can devastate core options as well, although against the actual killing-oriented troops many armies employ it will quickly fall (still could deal it&#039;s points worth of damage as it goes though). Use this as a road-clearer, getting rid of those nasty Nurgle foes and armored Tarpits. Save the really big shit for the other Sphinx. It&#039;s also a great [[DISTRACTION CARNIFEX|distraction]]/missile screen from your other big and nasty units (a buffed Warsphinx is more likely to survive a ranked Ogre charge than a Coven Throne). &lt;br /&gt;
&lt;br /&gt;
Giving the fucker Mortis Engine Regeneration and using Invocation of Nehek near it (Always Strikes First, plus one Wound per casting) officially makes it one of the best things in the game you can put on the field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morghast Harbingers:&#039;&#039;&#039;&lt;br /&gt;
The new toys (pure Vamps get access to them as well however). 80 point Monstrous Infantry with Hover and Terror.&lt;br /&gt;
Statline is not bad, ringing in with 5WS, three S5 Killing Blow Attacks, and 4 Wounds at Toughness 5. Their Initiative isn&#039;t too bad either, at 4. It has two Hand Weapons and Heavy Armor, so it&#039;s geared pretty well. This alone however isn&#039;t why you bring them when you could get a Sphinx.&lt;br /&gt;
They have the special rule &amp;quot;Heralds of the Accursed One&amp;quot; which causes all friendly troops within 12 inches to take 1 less Wound from Combat Resolution damage. IT STACKS, and they&#039;re 2 or more to a Unit. &lt;br /&gt;
&lt;br /&gt;
As a result, Morghasts have a nice monopoly on the area of making your weaker troops last longer. It doesn&#039;t matter if you&#039;re fielding a huge block of Zombies or trying to make those Crypt Horrors stay up a little longer against an enemy anvil, any Undead Legion list can benefit from having them. They aren&#039;t mandatory however, nor as useful as the Mortis Engine or Casket of Souls. But they justify their points, especially with the former option where your Undead will become way more durable than they have any right to be.&lt;br /&gt;
Their raw stats however put them in the position of not being durable enough to take much damage, while not being killy enough to be a dedicated hammer. They&#039;re pure support only despite not being incompetent if the enemy engages them. That being said, they&#039;re not a great hammer choice nor are they something you should try to tarpit with. They&#039;re there to keep your troops alive although they can fulfill that role by discouraging flank charges. &lt;br /&gt;
Their &amp;quot;more elite&amp;quot; version isn&#039;t actually that much different; mostly it&#039;s a choice of whether you want to spend Special or Rare points on them.&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Varghulf:&#039;&#039;&#039;&lt;br /&gt;
Where Colossus is slow and relies on Light magic, Varghulf is much quicker, more independent due to being a Vampire, but packs much less of a punch. Vampiric M8, Regeneration (proper one), no flanks against it, Hatred and WS5 allow Varghulf to hunt well beyond your wizards&#039; and general&#039;s reach, which may be useful against spread out MSUs and the like. However it lacks the destructive potential of the Colossus and hasn&#039;t got the same synergy with your wizards, making the latter more welcome against regular massed rank-and-file. Don&#039;t think it&#039;s bad, since it fulfills the role of &amp;quot;monster away from the rest of the army&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Blood Knights:&#039;&#039;&#039;&lt;br /&gt;
A great linebreaker, these guys would compete with the Necropolis Knights for that honor though they have different uses.  Blood Knights are a hammer, where Necropolis Knights are a Swiss-army knife.  Take them against heavily armored opponents such as Dwarfs (bring Banner of Blood Keep) and Warriors of Chaos.  &lt;br /&gt;
*&#039;&#039;&#039;Cairn Wraiths:&#039;&#039;&#039;&lt;br /&gt;
With introduction of Sphinxes, Bone Giants, Necropolis Knights, hell, even Ushabti, the need for another high-strength unit, that is not a Grave Guard bus, disappeared (not that it was there in the first place). Still, since their champion is a banshee, small units of these are welcome in shriek-builds.&lt;br /&gt;
*&#039;&#039;&#039;Black Coach:&#039;&#039;&#039;&lt;br /&gt;
Combos well with Casket to absorb more dice. Not the best unit in Vampires&#039; list, but combined with a Casket it accumulates upgrades at a terrifying rate. Still a bit random and sub-optimal, but worth a closer look.&lt;br /&gt;
&lt;br /&gt;
With the new Khaine magic rules, never leave the fucking house without at least one of these in tow.&lt;br /&gt;
*&#039;&#039;&#039;Terrorgheist:&#039;&#039;&#039;&lt;br /&gt;
Such an awesome option in Vampire Counts army, it loses out to Nerosphinx in Undead Legions. While it has got 6+ Regen and +1W, Necrosphinx&#039;s T8, armor save, Ws4 and smaller base allow it to withstand much more punishment, while dealing much more damage in combat with KB, HKB and +1A. To add insult to injury, Sphinx gets Posioned Attacks for 5pts cheaper. Still, the Terrorgheist has its use in shriek-based list, where its powerful Death Shriek really shines and can surpass he Necrosphinx&#039;s damage output. Another Terrorgheist&#039;s strength is I3, as opposed to Necrosphinx&#039;s I1 - it isn&#039;t much, but against certain armies (Lizardmen, Dwarfs, other Undead Legions) is maybe critical. All in all, Terrogheist is much more situational.&lt;br /&gt;
*&#039;&#039;&#039;Mortis Engine:&#039;&#039;&#039;&lt;br /&gt;
Every elf army has flaming because of this unit. What is better than a T8 sphinx ravaging enemies left and right? That&#039;s right, a T8 sphinx with a crapload of Regeneration. Also very nice for chariot lists, fixing their major weakness - flimsiness. It also has two other uses. Firstly, it can replace the parry save of a model, allowing it to take spears while actually improving its protection. Secondly, with blasphemous tome, it becomes utterly ridiculous- stick it near Nagash if you don&#039;t believe me.&lt;br /&gt;
*&#039;&#039;&#039;Necrolyth Colossus:&#039;&#039;&#039;&lt;br /&gt;
Where Necrosphinx and Terrorgheist vie for the best monster-killer/all round monster  title, the Colossus is the ultimate chaff murderer. It&#039;s Unstoppable Assault (Vampires&#039; Red Fury turned to eleven) allows it to clear whole units alone. If you bring Colossus - always bring Light magic! Despite brilliant statline, its Ws and I are plain horrible, but a few select spellcasts can turn into apocalypse. As for weapon options, take second weapon - more attacks means more wounds, meaning more attacks... you get the drift. Super-high strength is mostly needed against other monsters - and you should use Necrosphinx on those, while the bow will never pay off.&lt;br /&gt;
*&#039;&#039;&#039;Hierotitan:&#039;&#039;&#039;&lt;br /&gt;
Already a very powerful unit, it is made even better by synergy with Vampires&#039; magical shenanigans. If you are going for a lot of low-level necromancers spamming Invocation of Nehek, bring one of these and bring Blasphemous Tome to one-dice Invocations.&lt;br /&gt;
*&#039;&#039;&#039;Necrosphinx:&#039;&#039;&#039;&lt;br /&gt;
Main monster killer.  Got better now that it can fly and healing spells are more available.  Can combine KB/HKB buffing spells with the Vampire re-roll wounds spell for extra monster-killing lulz.  Throw in ASF and other buffs = enemy monsters suffer critical existence failure when this thing gets in contact. As a monster-killer and even chaff killer it is notably better than Terrorgheist, even though it lacks the utility of Death Shriek. All in all, Necrosphinx is a nice powerful monster in most situations.&lt;br /&gt;
*&#039;&#039;&#039;Screaming Skull Catapult:&#039;&#039;&#039;&lt;br /&gt;
A welcome choice in this army.  The ability to force panic tests, let alone magical and flaming ones is not to be overlooked, and the new spells make them very easy to bring back (as long as the catapult or at least 1 crewmember is on the table the whole model can be brought back).  The Skulls of the Foe upgrade stacks nicely with the army&#039;s other leadership shenanigans.  They make a shooty undead army a viable and deadly prospect.  &lt;br /&gt;
*&#039;&#039;&#039;Casket of Souls:&#039;&#039;&#039;&lt;br /&gt;
Worth it.  Never leave the house without one.  Even if you&#039;re going all-cavalry you can summon one with Lore of Undeath and it&#039;s cheap enough that you don&#039;t need Nagash or Arkhan to pull it off.  Don&#039;t ask, don&#039;t hesitate, just put one in your army list.  You won&#039;t regret it.&lt;br /&gt;
*&#039;&#039;&#039;Morghast Archai:&#039;&#039;&#039;&lt;br /&gt;
The new and exclusive unit. For 90 points you get a solid statline (S5 T5 W5 A3), 4+ and halberds. Rest of rules as Morghast Harbinger, including anti-crumbling aura. All in all, nice support unit to provide resilience to your unstable units, capable of surviving in melee, if need be. Take this if you want to save your Special points but want that buffing.&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
===Buying and designing your army===&lt;br /&gt;
&lt;br /&gt;
Start with the Vampire Counts Battalion, it doesn&#039;t matter who you are, the battalion has 20 ghouls, 20 skeletons, 10 Dire Wolves, and a Corpse Cart, which will do just fine for every wizard in the game because those are all good options, and they are also all options that, excluding the Corpse Cart, can be summoned relatively easily using the Lore of Undeath, and they are all good support options no matter what army you are running.&lt;br /&gt;
&lt;br /&gt;
Better yet, get one of the new End Times bundles. Now normally you&#039;d think that GW&#039;s &amp;quot;one click bundles&amp;quot; are basically a bunch of weird crap put together with no real discount. WRONG. At least the three army bundles (The Black Host, The Army of the Silver Pinnacle, and the Army of Sternieste) all have discounts than buying the items individually (and these are significant discounts, like 25%). Of all of them, The Black Host is probably the best buy, as you get the Terrogeist kit, meaning you could build it up as a Vampire Lord on zombie dragon and then turn the strigoi ghoul king into another vampire lord on foot. You also get a Wight King (although not that impressive) and 20 Grave Guard. There&#039;s also 20 skeletons, which is never a bad place to start. The Army of Sternieste is also pretty good, considering you get 15(!) Hexwraiths/Black Knights and a decent block of zombies, as well as a Necromancer and Vargheists. The only one that&#039;s kinda lackluster is the Army of the Silver Pinnacle, as it gives you 10 Tomb Guards (which the Grave Guards are superior to) and a Tomb Banshee as opposed to a more useful hero and elite troops. It does come with the mortis engine and 20 Ghouls, as well as 16 archers.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The big question when deciding to build an Undead Legions army is, &#039;Who is your leader?&#039; To a very large extent, who you want running the army determines how you should build it. Become familiar with your chosen leader&#039;s rules, and then take things that supplement your leader&#039;s area of expertise.&lt;br /&gt;
&lt;br /&gt;
==Magic Items/Upgrades==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPGRADES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vampiric Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are particularly good and recommended.&lt;br /&gt;
&lt;br /&gt;
* Red Fury&lt;br /&gt;
* Master of the Black Arts&lt;br /&gt;
* Fear Incarnate&lt;br /&gt;
* Winged Horror&lt;br /&gt;
* Forbidden Lore&lt;br /&gt;
* Aura of Dark Majesty&lt;br /&gt;
* Dread Knight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAGIC ITEMS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are particularly good and recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Screaming Banner&#039;&#039;: For fear&amp;lt;s&amp;gt;/terror&amp;lt;/s&amp;gt; tests, this is a sweet magical item. (It specifies Fear tests only.  The test when a Terror-causing unit charges is technically a Panic test)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skabscarth&#039;&#039;: Worth it on a combat Vampire Lord that&#039;s not the general, just make sure you kill something with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nightshroud&#039;&#039;: Granting Always Strikes Last to enemies is good, take this against elves whenever possible.  Put on a Zombie Dragon riding Vampire Lord for maximum effect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destroyer of Eternities&#039;&#039;: Good for taking out monsters, especially if the weilder is buffed by the Lore of Light and/or Nehekhara.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blade of Antarhak&#039;&#039;: 50 point one hander that heals one wound for every unsaved wound. Don&#039;t want to use spells to heal a specific Tomb Kings character, this is for you.  Put on a Chariot riding character for maximum effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Golden Death Mask of Kharnut&#039;&#039;: While the Vampire Count magic item is cheaper, this comes with granting Terror and a 6&#039; bubble to cancel out the enemy general&#039;s LD and the Battle Standard.  One reason to take a Tomb King in your army. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Enkhil&#039;s Kanopi&#039;&#039;: This went from good to great, as it can give you back power dice from dispelling friendly and enemy Remains in Play spells that can be repurposed.  Eg; dispelling a Lore of Shadows spell and using the power dice to summon a new unit, for 25 points, worth it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Banner of the Undying Legion&#039;&#039;: Only Tomb Guard or Tomb Heralds can take this; if you want someone else to have it, give this banner to a Tomb Herald and slap them in a unit.  Good for healing if you&#039;re short on power dice.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
The following is the general theorycraft of how your leader defines your strategy and what, then, you should build in your army to take advantage of this strategy. Obviously, since we&#039;re playing an army of Necromancers, these strategies revolve ALMOST ENTIRELY around the magic phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Necromancer Actually&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need one heavy-weight caster. Nagash, Mannfred, Arkhan the Black, Vampire Lord with Level 4 casting. You could make do with a Grand Necromancer if you really hate having one of the few groups of Wizard choices that can put on armor and go out to beat down fools. I&#039;m partial to Vampire Lords (as is obvious in the Tactics section), but they&#039;re all viable choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nagash&#039;&#039;&#039; is the most vulnerable to random &#039;save or dies&#039; out of Nagash and Friends (because he&#039;s so expensive and big), but he hits really hard. You want to decide the outcome of the game by Turn 3, because the longer the game goes on, the more likely it is he&#039;s going to die. And if he dies, it&#039;s a big Game Over screen for you. If you&#039;re running a Nagash army, you want a lot of fast, durable, aggressive units. Van Hel&#039;s Danse Macabre as supplied by Necromancers on Corpse Carts supplementing big blocks of Vampire Counts Infantry (Crypt Ghouls, Grave Guard, and Skeletons) can race down the board and into your opponent&#039;s face, not giving him any time to execute maneuvers. Then you take advantage of the gridlock and swoop in on the flanks with your big monsters (Hierotitans, Sphinxes, Zombie Dragons, Vargheists, etc). &lt;br /&gt;
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Keep in mind that any competent opponent will make a beeline for Nagash with his nastiest beatstick, so be prepared to summon some infantry into his charge lines. The reason that you want to decide the game quickly is the same reason that every Mage-centric army wants to win as quickly as possible: miscasts. Nagash has some built-in protection from Miscasts but it&#039;s not perfect by any stretch. Every time you roll the dice in your Magic phase, you risk watching the game slip away because of a capricious miscast that shuts down Nagash more rapidly than your opponent&#039;s army could hope to. Make every spell count, don&#039;t get overconfident, and remember that at any time the dice could smash your face in by causing Nagash to vanish screaming into the Warp, and your chances of victory along with him.&lt;br /&gt;
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Nagash is a very aggressive caster, and you want to immediately get into combat with your army so that he can summon undead to flank the battling forces and turn the tide in your favor. The more people there are fighting your minions, the less likely they are to be gunning for the Big Man Himself, and the more likely it is that you can keep him alive. Take lots of cheap infantry, and maybe a back-up caster with Lore of Vampires. Keep Nagash in the back as much as possible, and try to tie up any big threats like cannons or offensive spellcasters right away with your flanking troops.&lt;br /&gt;
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&#039;&#039;&#039;Mannfred&#039;&#039;&#039; is the caster that excels at shutting down other casters. He&#039;s also the toughest of the Mortarchs (assuming you give him Lore of the Vampires so he can refill his ridiculous 10 Wounds every turn). He has two really hilarious tricks. The first is getting 12 attacks (+d6 Thunderstomp) in one turn at the cost of three of your power dice during the magic phase. However, he can immediately turn those dice into an advantage for you if he gets into combat with a big block of infantry, because if he kills five faceless grunts of the enemy army, you get five extra dice during your next dispel phase. &lt;br /&gt;
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In other words, not only will you have more dice than your opponent during their own magic phase, you&#039;ll have a Level 4 Caster doing the counterspelling. This is Mannfred&#039;s aggressive trick, and what you&#039;re going to base your entire army design strategy around. He makes enemy spellcasters cry, and kicks ass while doing it. I personally give him nothing but Lore of the Vampires, with Invocation being mandatory and hoping for Van Hel&#039;s Danse Macabre and an offensive spell or two. &lt;br /&gt;
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Mannfred has to be in combat with a big block of infantry for maximum effect. Therefore, he needs a large escort (I use 6 Vargheists) to act as ablative wounds and help him win Combat Resolution. Mannfred and a murder of Vargheists crashing into your opponent&#039;s Big Scary Thing on turn 1 is downright hilarious to watch, however, and is a viable tactic if you absolutely need to take the initiative. There&#039;s not much that their combined weight of Str 5 attacks won&#039;t kill, and watching your opponent&#039;s expression when your seven models wipe out an entire block of 40 infantry in one combat phase is priceless. You absolutely have to build him around an escort to get the most utility out of him in the enemy Magic phase.&lt;br /&gt;
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His other trick occurs in late game, where he shifts from being a fighter to a magical powerhouse. He&#039;ll have taken some Wounds by this point if your opponent is competent, and what you want to do is get him out of combat, sacrifice his attacks for extra power dice, and start flinging around spells (which, if they&#039;re from Lore of the Vampires, will heal him right back up). Once his Wounds are topped off and you&#039;ve summoned more zombies, healed your surviving troops, and done some damage to your opponent, you then switch back to Close Combat Mannfred for the final showdown.&lt;br /&gt;
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&#039;&#039;&#039;Arkhan the Black&#039;&#039;&#039; is a Mini-Nagash. That&#039;s pretty much it. His magic sword is fantastic, but he&#039;s not very good with it.  Bring supporting casters, especially with the lore of Light and the lore of Nehekhara.  This is because once Arkhan summons some new units, the buffs from these two lores take them from good to incredible.  Arkhan could summon a unit of Black Knights on the enemy&#039;s flank, then your other casters buff them with Lore of Light (eg; Black Knights with WS10 and I10), the lore of Nehekhara (eg; Killing Blow on a 5+) or both!  They can also buff Arkhan himself; you can give him a 5+ ward save defensively, but it&#039;s the offensive buffs that really help Arkhan.   His comparatively low WS and I becomes moot when Arkhan has been buffed with WS/I 10 from Speed of Light, +1 attack and ASF from Bijona&#039;s Timewarp and/or Killing Blow from Djaf&#039;s Incantaion of Cursed Blades.  All three spells plus Arkhan&#039;s sword make him downright TERRIFYING to fight against in combat.&lt;br /&gt;
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He&#039;s the other big Lore of Undeath user (besides Nagash), and he follows a Nagash Like strategy. Aggressive army, keep him safe so that he can summon flanking forces to win it for you. Pretty straightforward. He&#039;s squishy, even for a dude with T6 and a truckload of Wounds.&lt;br /&gt;
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&#039;&#039;&#039;Nefereta&#039;&#039;&#039; isn&#039;t really a caster, but she gets an honorable mention for being a Mortarch. She&#039;s the most fighty of the Mortarchs, and as your off-caster with Lore of the Vampires (you really should have a level 4 caster if you run her) she can hold your troops together and heal herself quite well. Don&#039;t rely on her casting to win the game, but it&#039;s useful to have on the side. Vlad is basically the same.&lt;br /&gt;
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&#039;&#039;&#039;Vampire Lord on Zombie Dragon&#039;&#039;&#039;. Mmmmm, now we&#039;re talking. One of these bad boys, a Necromancer hero to caddy your dispel scrolls, maybe throw in a second Vampire Lord on a Nightmare with a few dedicated caster traits like Master of the Dark Arts... I get the chills just thinking about it. Go look at the Vampire Counts guide, I&#039;m not going to write all of that again here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necromancers and Vampires&#039;&#039;&#039;: They&#039;re great. Make sure you always have two casters with Lore of the Vampires at all times (and both have Invocation). After that, go nuts. Make sure they&#039;re all level 2, that one point (and extra spell) makes all the difference.&lt;br /&gt;
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&#039;&#039;&#039;Tomb Kings Casters&#039;&#039;&#039;: They&#039;re pretty sweet. More healing, more buffing. Try to keep your army confined to Two Lores or less though. If you decide to specialize in Tomb Kings casters, go look at their guide.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
&lt;br /&gt;
Well... somebody actually thought that the Undead Legion wasn&#039;t a broken idea? Let&#039;s get right to it, then.&lt;br /&gt;
&lt;br /&gt;
Vampire Counts have a fantastic core army composition, but few supporting elements. Tomb Kings have a bad core army roster (except for the chariot units), but fantastic support elements. Undead Legion lets you use all units of both armies. Cherry picking the good units from both books isn&#039;t rocket science.&lt;br /&gt;
&lt;br /&gt;
50% Lord and Hero allowance is a dream come true for Vampires. Vampire Lord on Zombie Dragon in 1500 point games? Multiple Vampire heroes? Vampires were always obese in their character choices, and suddenly having twice as many points to put towards them is.. well, completely game changing. You might want to let the other End Times alliances come out before taking advantage of this particular change. The alternative is that all your opponents will hate you, and not in the &#039;ha ha friendly rivalry&#039; way. There is really no excuse, you should have at least one level 4 caster in every game now.&lt;br /&gt;
&lt;br /&gt;
Nagash and Friends are cool looking, but they&#039;re HUGELY inferior to a kitted out Vampire Lord, point for point. Yes, they have a lot of wounds. That doesn&#039;t mean shit. You could take a Level 4 Vampire Lord on Nightmare with a decent power and gear kit, drop him in a bodyguard of Blood Knights or Black Knights, and the whole thing would be about as expensive as New Mannfred. It would also have more attacks, 2+/1+ armor saves, a 4+ ward save on the Lord, and just about as many wounds. Flying isn&#039;t even an advantage for the Morties, because taking advantage of it means that they&#039;ll be ahead of the rest of your army (which is to say, dead first).&lt;br /&gt;
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In the same vein as the above point, cheap troop spam has NEVER been more appealing. Let&#039;s be real for a moment. Two fully loaded Vampire Lords are about as expensive as Nagash, and honestly I would rather play against Nagash than 1,000 points worth of Vampire Lords. And if Legion has options like that, you&#039;re going to want to load up on lots of cheap troops to saturate the field while still leaving room for your scary Vampires. Yes, Gee Dubs wants you to play with Lore of Undeath and summon lots of undead to the field.. but y&#039;know what? Lore of the Vampires works just fine, especially since it&#039;ll buff the TK elements of your army now too. &lt;br /&gt;
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Why are two Vampire Lords scarier than Nagash? Two words: Target priority. Nagash is big, so killing him is straightforward. You shoot him with cannons and spells until he stops moving. While scary, he&#039;s only got a 4+/4+. Any number of horrible things could happen to him (Warhammer Fantasy is basically Horrible Things: The Game), and once he&#039;s dead, you&#039;re out 1,000 points and literally all of your magic juice. Arch-Necromancer might be nice, but if Nagash is doing all your casting, eventually you&#039;ll &#039;whoops&#039; him from miscasts alone. By contrast, if you have two Vampire Lords running around, you can set one up on each flank of your army and pose two very difficult problems to your opponent, especially if one&#039;s on a Zombie Dragon.&lt;br /&gt;
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Spirit Hosts have a new model that doesn&#039;t look like a bunch of dudes hiding under bedsheets. There&#039;s really no excuse not to take them anymore.&lt;br /&gt;
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Tomb Kings have a lot of really nice support elements in their list that VC just doesn&#039;t have. Necrotects, pretty much the entire Tomb King Rare list, and.. Tomb Princes. Tomb Princes and Necrotects with a unit of Grave Guard will turn anywhere into a charnel house. Necrosphinxes will also be funny for killing Nagash and Friends, or whatever other End Times badasses pop out of the woodwork. (Like Glotkin!)&lt;br /&gt;
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Speaking of murdering really expensive models, Screaming Skull Catapults are your friends. Really. They&#039;re inexpensive artillery, which is one of the glaring flaws in the Vampire Counts roster. Since The End Times seems to be all about huge-sized monsters, a couple artillery pieces will be a good investment if you want to make sure everyone else joins you in the afterlife.&lt;br /&gt;
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The only really big drawback to Legion lists is that VC&#039;s two best casters got cut. Kemmler is out, and Mannfred&#039;s not a loremaster anymore. This means that reliable buff spells (from their loremaster abilities) are no longer on the menu (sigh) so you&#039;ll have to make up for it in list anatomy. Luckily, Caskets of Souls and TK casters are in to replace their magical edge. If you can&#039;t have quality, make up for it with quantity, I suppose. Just take several casters (two minimum, and one of them should be a Level 4) and you&#039;ll be fine.&lt;br /&gt;
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Opinions differ on whether Lore of Undeath or Lore of Vampires are optimal for Undead Legions. Discussion can be seen in the Talk page.&lt;br /&gt;
Similarly, there are mixed opinions on Morghasts. See Talk page as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shriek List&#039;&#039;&#039;&lt;br /&gt;
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Not the most popular, but quite interesting tactic, especially against low-Ld or high-T armies.&lt;br /&gt;
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With this list Undead&#039;s innate Fear becomes hilariously powerful.&lt;br /&gt;
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It revolves around Death Shriek and Ghostly Howl rules.&lt;br /&gt;
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What you need:&lt;br /&gt;
*Terrorgheists - bring the two rare ones, and maaaybe one as Strigoi mount.&lt;br /&gt;
*Tomb Banshees - sure, they are sub-optimal, but with new 50% Heroes limit, you might as well take some in Hero slots. Alternatively you can grab small units of Cairn Wraiths with Banshee champions in Rare slot.&lt;br /&gt;
*Skabscrath - your general needs a weapon anyway and another Death Shriek is very nice.&lt;br /&gt;
*Casket of Souls - besides being awesome as it is, it basically follows the same mechanic, so fits perfectly.&lt;br /&gt;
*Golden Death Mask of Kharnut - Synchronizes very well with this list.  Ideal for breaking through a opponent line and into his rear, as it prevents all enemy units within 6&#039; from using the general&#039;s &amp;quot;Inspiring presence&amp;quot; and the BSB&#039;s &amp;quot;Hold your ground&amp;quot;, thus rendering a unit horrifically vulnerable to failing a LD test and subsequently run down, with causing Terror as the icing on the cake.&lt;br /&gt;
*Lore of Death - essential for this list. Mostly you need just one spell - Doom and Darkness, to reduce enemy&#039;s only defense. Aspect of Dreadknight and Spirit Leech are fine too, as they benefit from reduced Ld.&lt;br /&gt;
*Aura of Dark Majesty - another nice Ld reducing ability, and quite cheap at that!&lt;br /&gt;
*Mortis Engine - pretty good on itself, it also packs some banshees on board, so can do banshee howl as well.&lt;br /&gt;
&lt;br /&gt;
What is nice:&lt;br /&gt;
*Lore of Undeath - &amp;quot;Khizaar - the Soul Stealer&amp;quot; is basically Casket in spell form and therefore is quite nice in this list.&lt;br /&gt;
*Lore of Dark Magic - you will need a multiplayer game for that, but &amp;quot;Shroud of Despair&amp;quot; compliments this list perfectly.&lt;br /&gt;
*Supernatural Horror, Fear Incarnate and Beguile  - these vampiric powers shine in this list, so might as well grab some of them. They are cheap after all.&lt;br /&gt;
*Coven Throne - Battle of Wills is awesome as it is. In this list it is just stellar. Just mount that mind-screwing vampire lord on it...&lt;br /&gt;
*Curse of the Revenant - while not the best vampiric power, Death Shriek scales off user&#039;s remaining Wounds - so it maaay be useful.&lt;br /&gt;
*Hierotitan - another Spirit Leech and general bonus to spellcasting - what&#039;s not to like?&lt;br /&gt;
*Screaming Skull Catapult - Panic tests do wonders with this list.&lt;br /&gt;
*Krell, Mortarch of Despair - with all the Ld-reducing shennanigans and all the Terror and Panic you&#039;re likely bringing in such a list, Krell with regain health at a staggering speed.&lt;br /&gt;
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&#039;&#039;&#039;Magic Heavy List recipe ;&#039;&#039;&#039;&lt;br /&gt;
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You&#039;ll need :&lt;br /&gt;
A BARREL to collect tears, an opponent to &#039;&#039;&#039;RAPE&#039;&#039;&#039;, 1 tbsp of &#039;&#039;&#039;Hierotitan&#039;&#039;&#039;, add some chopped &#039;&#039;&#039;Mortis Engine&#039;&#039;&#039; (don&#039;t forget to add salt, hum I mean the Blasphemous Tome), mix both for 3 minutes (just to watch the tears slightly rolling on your opponents cheeks) then add a &#039;&#039;&#039;Casket of souls&#039;&#039;&#039; (the last must come from your pants, &#039;&#039;&#039;unzip for maximum surprise of Raping Rapeness&#039;&#039;&#039;)&lt;br /&gt;
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Want Nagash to cast vampire spell with +10 bonus ? Or maybe you&#039;re more the necromancer spam tournament-winner kind of guy and want to see those little lv1 bastard spam Nehek with a +6 bonus ?&lt;br /&gt;
Either way you&#039;ll definitely lose some friends.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Balanced Vampire and TK list;&#039;&#039;&#039;&lt;br /&gt;
1 level 4 vamp lord with the +1 to hit you sword, ASF, WS9, Beguile, Aura, -1 to hit me armor and 4+ward. This guy never gets fucking hit and when he does it don&#039;t do shit as he&#039;s level 4 so just spell it back.&lt;br /&gt;
1 level 4 Liche high priest- The lore of Nehekkarra is nasty when you got a high level with either number 2 or 3 spells&lt;br /&gt;
1 Level 3 necromancer there now all the Lore of undeath&lt;br /&gt;
1 level 4 necromancer these fuckers are dirt cheap and now you got vamp support&lt;br /&gt;
then smack two 50 man units of spear skeletons from vampire book&lt;br /&gt;
then 1 unit of skeletal archers&lt;br /&gt;
1 Casket&lt;br /&gt;
1 Coach&lt;br /&gt;
4 Wraiths with a banshee&lt;br /&gt;
3 Spirit hosts&lt;br /&gt;
and then sit back and watch the raping begin.&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Humanity_Fuck_Yeah&amp;diff=259362</id>
		<title>Humanity Fuck Yeah</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Humanity_Fuck_Yeah&amp;diff=259362"/>
		<updated>2023-02-26T19:55:29Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Recommended media about humans kicking ass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|We poison our air and water to weed out the weak! We set off fission bombs in our only biosphere! We nailed our One True God to a stick! &#039;&#039;&#039;Don&#039;t fuck with humanity!&#039;&#039;&#039;|Anonymous /tg/ poster}}&lt;br /&gt;
{{Topquote|God has a hard-on for marines.  Because we kill everything we see.|Sergeant Hartman, &#039;&#039;Full Metal Jacket&#039;&#039;}}&lt;br /&gt;
{{Topquote|Everything in our superior culture symbolises death, meaning we can do away with metaphysics entirely. Instead, we can fully focus on the extermination of all other sentient creatures without long-winded, tedious and bloviating discussions, symposiums and debates getting in the way. Every moment we spend questioning our actions is a moment we could better spend slaughtering xenos, after all!|The Regimental Standard}}&lt;br /&gt;
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[[File:United Empire - Enless Space 2.jpg|right|thumb|500px|[https://youtu.be/HTbS8BEa1oI Enlist today!]]]&lt;br /&gt;
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Out of all threads that appear at the [[/tg/]], it is this kind of threads that hold that one special place in the hearts of [[neckbeards|fa/tg/uys]]. It shows [[Humans|humanity]] for what it really is: a savage but superior bunch of mighty and brilliant alphas with machines that [[rape]] any organism that dares stand in its path, then proceed to do the same to any aliens across which they come, as they are all pathetically inferior in every way. This can take many forms, including military, cultural, culinary, and sexual(is surprisingly not much). The foremost is the most common in these stories.&lt;br /&gt;
&lt;br /&gt;
==Why we are awesome==&lt;br /&gt;
Many glorious hours of dedicated hard work were given to these threads, the finest lines of which would make any xeno race run to the edge of the known universe, even if the humans were still in the stone age. Reasons why humans are such a threat to the rest of the galaxy are various, but a good deal can be summed up in the following list:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Our Creation&#039;&#039;&#039; - We were created and we THRIVED on all range of extreme environments all over the Earth, from the infernal heat of Africa where everything is trying to KILL YOU! &#039;&#039;&#039;ALL THE TIME!&#039;&#039;&#039;, to the frigid apocalyptic wastelands of the North and the Ice Age where survival depended on constant invention and ingenuity. Fuck, the lowest recorded temperature in Canada (which most of America thinks is home to a bunch of pansies), where people live, is about that of [[Mars]], 33.9 million miles further away from the [[Sun]] than we are. Aliens usually evolved on some herbivore world or become less &amp;quot;on their guard&amp;quot; due to centuries of living away from nature, not troubled by survival.&lt;br /&gt;
*&#039;&#039;&#039;Our history&#039;&#039;&#039; - Humans have been getting better at killing each other basically even &#039;&#039;&#039;before&#039;&#039;&#039; they made stone axes, and we got [[awesome|better]] over time. You think proud warrior races have shit on us? Spartan style training they undergo makes only a handful of survivors. No matter how good they are, we&#039;ll just drown them in conscripts. We also nearly went extinct once, BECAUSE A &#039;&#039;&#039;HUGE&#039;&#039;&#039; VOLCANO EXPLODED, making us only have about 5000 INDIVIDUALS left and of them ONLY 40 PAIRS were BREEDING ONES. Did that make us quit? NOPE. Only about 70000 years later we had 7,4 BILLION INDIVIDUALS, having 100 TIMES more biomass than any other large animal species in the history of our planet!!! That is a [[Promotions|hell of a lot of breeding]] &amp;lt;s&amp;gt;(which has also made us have a very low genetic variety almost making us inbred but not quite. BUT STILL)&amp;lt;/s&amp;gt;  NOPE, after some time the amount of random mutations in generations following have restored the diversity, which had an added benefit of &amp;quot;flushing&amp;quot; the old traits and selecting for new ones. Viral weapons engineered to target us along with superior military weaponry? 500 years ago the native populations of America got reduced to a tenth of their original number due introduction of foreign pathogenic agents and european conquest wars, Coronavirus and Independence Day got nothing on what they endured, they were used as the lower menial caste for generations, yet in half a millennium they recovered their numbers, mixed with the conquerors, learned most of their technologies and social achievements and finally threw their foreign overlords out of their territories and are in the process of catching up with the developed world, buenos dias señor! (You can see the same pattern in India, Africa, etc, aside from very specific incidents not even humans can wipe out humans) With The moral of the story is that do not fuck with us, xenos. No matter what you do WE WILL SURVIVE. And after a while: WE. WILL. THRIVE.&lt;br /&gt;
*&#039;&#039;&#039;Our bodies&#039;&#039;&#039; -So-called &amp;quot;apex predators&amp;quot; like lions, bears and sharks are relatively harmless compared to us. Our blood is literally made of iron. We&#039;re the ultimate omnivores, we hunt down, kill, burn and fu-{{BLAM}} {{BLAM|[[Furries|Heresy of the highest order!]]}} eat absolutely anything, sometimes to the point of &#039;&#039;rendering entire species to extinction&#039;&#039; (Woolly mammoths, which are basically fucking huge elephants on steroids, learned this the hard way. And, contrary to what &#039;&#039;Jaws&#039;&#039; would have you believe, sharks are also getting the same genocidal treatment, as they&#039;re now a critically endangered species all because &#039;&#039;we eat their fins for fancy soup&#039;&#039;). It&#039;s as if we are Tyranids without a hive mind. And if that piece of meat has parasites in it, or if that vegetable tastes a little too bland? No problem, as we have a little something called cooking: Just &#039;&#039;Burn&#039;&#039; it before you eat it! Kills the parasites so you can digest them, and also makes the flavour a lot better. We also, in a direct fuck you to Darwin&#039;s laws, have the reputation of consuming different kinds of toxic chemicals yet still remaining alive, all for the sake of the experience of consuming it: the most notorious of which is Alcohol, one of the most volatile, flammable, caustic solvents in chemistry that is for all intents and purposes, POISON. It&#039;s an instant [[Exterminatus]] for all bacteria and microorganisms, and a VX-like neurotoxin to invertebrates, arthropods and almost every other small animal. Why? Because it&#039;s FUN! We use nutmeg, a hepatotoxic hallucinogen (in higher doses anyway, although it contains chemicals similar to [[Spook|MDMA]]), because it&#039;s TASTY! If we have a headache &#039;&#039;after&#039;&#039; ingesting alcohol, we take acetaminophen, &#039;&#039;another&#039;&#039; drug that&#039;s a fuckyou to our liver that&#039;ll kill many other mammal species on the planet.&lt;br /&gt;
** Something that&#039;s also tend to be forgotten nowadays is that our ancestors were known for their extreme amounts of endurance. We used to walk for &#039;&#039;miles&#039;&#039; nonstop towards absolutely anywhere, and this physiology that evolved for a nomadic lifestyle is the reason for humanity spreading all over the earth when other terrestrial animals tend to stay only within a single biome. How do you think we were able to cross the inferno that was the Sahara (even as late as Pharaonic Egypt, the Sahara was significantly smaller than it is today; when our Paleo/Neolithic ancestors were first leaving Africa, most of the Sahara was still highly productive savannah), or settle in the infertile mountains of the North, without the use of modern amenities like cars, roads and trains? &lt;br /&gt;
*&#039;&#039;&#039;Our mind&#039;&#039;&#039; -The most terrifying aspect of us would probably be our brains and technology. Our aggressive instincts combined with our intelligence will never cease to come up with better and deadlier ways to warp reality in our own Image, and to torture and exterminate the enemy, and such would probably seem like incomprehensible Lovecraftian Magic to lower species. Our modern tech would scare the shit out of tribal communities. We have exterminated a lot of species like the Dodo &#039;&#039;simply by uncaring accident&#039;&#039; (which is probably why &#039;&#039;&#039;we are &amp;lt;s&amp;gt;thriving during&amp;lt;/s&amp;gt; an extinction event&#039;&#039;&#039; (for now at least)). What we can come up with scares the shit out of ourselves even. Think Nuclear Weapons and [http://en.wikipedia.org/wiki/Mutual_assured_destruction M.A.D.] for example.&lt;br /&gt;
*&#039;&#039;&#039;Our pets&#039;&#039;&#039; -Humans have this neat ability to &amp;lt;s&amp;gt;enslave&amp;lt;/s&amp;gt; assimilate other lifeforms into their society as a symbiotic or commensialistic partnership. Wolves were initially picking our scraps, until a genetic mutation occured and we figured out behavioural conditoning to turn them into our own personal bodyguards and attack drones; this eventually created Dogs which humans now considers family while also moulding them into different breeds according to our aesthetic and material needs (same happened to Bovines to a lesser extent). We took Horses in and made them an extension of ourselves in order to augment our speed and strength (having draft animals just does wonders for human society). Cats, one of the most efficient and ruthless predators (kindred spirits anyone?) guarded our food supplies and acted as biological pest control, and are now beloved darlings that have been classified as an invasive species that kills hundreds of millions of prey animals annually. This does not even go into our latest genetic engineering efforts where we modify and create new life for fun and profit. &lt;br /&gt;
&lt;br /&gt;
As you can see there is a lot of material to roll around in these kind of threads. Humans may not be as powerful sometimes, just a serious player in the galaxy through economic superiority or science, but that&#039;s not the real &amp;quot;Humanity Fuck Yeah&amp;quot; thread. The real deal is us having our way with the galaxy as we see fit. Murdering billions of xenos, or fucking them if they&#039;re hot enough, taking their delicious alien babies and eating them in front of their parents, mining their planets to the core and moving on, leaving nothing but dead rocks in our wake. We march on, our mantra singing through the stars:&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=rvlFvp8j6d8 &#039;&#039;&#039;GENOCIDE! MINING! GENOCIDE! MINING! GENOCIDE! MINING!&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
This song pretty much sums it up nicely; [https://www.youtube.com/watch?v=yHomtMvxqWs]&lt;br /&gt;
&lt;br /&gt;
==Xenos Pay Attention You&#039;re Next==&lt;br /&gt;
[[Image:B5_Earth_Cruisers.gif|424px|thumb|Our [[METAL BOXES|metal boxes]] will blot out the sun.]]&lt;br /&gt;
Our species thought we knew war. We built our civilization on foundations of honor and prowess, we were like a rapier: crippling our foes with small yet decisive blows. We killed our enemies yet we allowed them to surrender, there was no needless killing. That was before the humans came and they showed us the truth... That we were just naive children and that true war is won through unrelenting cruelty and spite. Despite our warriors&#039; training, despite all our experience, still we fell to the innumerable waves that the humans sent against us. They burned our worlds, slaughtering our children in horrific ways using them to learn how to kill us more efficiently. After many blood-filled years, these Terran butchers arrived on our home and they transformed it into a corpse-filled landscape. I tried to take my life but one of these power-armored animals stopped me. As he leveled his vicious weapon at me I noticed his face for the first time. His eyes were filled with murderous glee and his mouth twisted into a sneer as he whispered three final words to me: &amp;quot;Humanity, fuck yeah&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Do they not know who we are, my brethren? We are the chosen of the Emperor, the scions of Terra. We are dominion and we are numberless. We are war itself and the death of all who oppose us. We are Humanity and we shall educate our ignorant foes as to the true meaning of that word!|[[Inquisitor|Lord Inquisitor]] Aedrick Mantel of the [[Ordo Xenos]], from [[Imperial Armour]] Volume 12 &amp;quot;The Fall of Orpheus&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
In real life, there are people who claim encounters with aliens. Contrary to the popular trend here on HFY, the people who supposedly encountered aliens in real-life are often shocked or even frightened of them. In addition, abductees and witnesses stated the aliens had advanced technology beyond anything humanity has made that rendered the humans involved helpless against the aliens before being taken to their spaceships for experiments. But don&#039;t despair HFY, there are a few accounts where the people in question fought back: in one account a person was about to be abducted by an alien but stabbed them with a knife. Though the knife couldn&#039;t pierce the alien&#039;s skin, the resistance resulted in the aliens being driven off without abducting anyone. There was also an incident in which the would-be abductee ran inside, grabbed his rifle, ran out, and starting shooting at three aliens coming at him.  One of them had to be dragged away by its compatriots. He hasn&#039;t had any xenos problems since then. Similarly, the Hopkinsville Goblin incident was when a group of people encountered some aliens that were harrassing them, and they responded by blasting them to hell with shotguns before fleeing due to the weapons doing nothing against them. In other words, if you&#039;re being abducted by aliens, fight back! Armed or not. Kick them in the gornacks! Gouge out their eyes! Bite them!&lt;br /&gt;
&lt;br /&gt;
-- There was also a reference once on an infamous board to a story about an overweight powerlifter who was abducted, woke up and threw a few greys off him after breaking from restraints. Afterward, he was led down a hall where he passed out and woke up at home. I don&#039;t think he killed any of the aliens but they were supposedly the 4ft tall skinny greys, and he was able to punch one which flew into a wall, and the others retreated. He was then led into the hall. Source pending.&lt;br /&gt;
&lt;br /&gt;
==Now with a song!==&lt;br /&gt;
Humanity&amp;lt;br&amp;gt;&lt;br /&gt;
Humanity&lt;br /&gt;
&lt;br /&gt;
Humaniteh, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Coming again to kill some mother fucking xenos, yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Humaniteh, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Genocide is the only way, yeah&lt;br /&gt;
&lt;br /&gt;
Aliens your game is through &#039;cause now you have to answer too&amp;lt;br&amp;gt;&lt;br /&gt;
Humaniteh, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
So lick my butt and suck on my balls&amp;lt;br&amp;gt;&lt;br /&gt;
Humaniteh, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
What you gonna to do when we come for you now&lt;br /&gt;
&lt;br /&gt;
It&#039;s the dream that we all share&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the hope for tomorrow&amp;lt;br&amp;gt;&lt;br /&gt;
Fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Grox Burgers, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Space-mart, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Terra, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Grifball, fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Orbital drop, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Run and gun, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Commissariat, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Penal Legions, fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Spacebucks, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Disneyverse, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Heresy, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Promethium, fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Assasination, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Killing, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Spacemarines, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Taco Bell, fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Rodeos, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Space ship and beyond&amp;lt;br&amp;gt;&lt;br /&gt;
Fuck yeah, fuck yeah&lt;br /&gt;
&lt;br /&gt;
Buraeucracy, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Space ships, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Drugs, fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Sly Marbo, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Sanguinala, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Premier Sanders, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Popeye, fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Capitalists, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Imperialists, fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
Fuck yeah, fuck yeah&amp;lt;br&amp;gt;&lt;br /&gt;
Simple deaths, fuck yeah!&lt;br /&gt;
&lt;br /&gt;
[[Avenger Strike Fighter|A-10]], fuck yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baneblade]], fuck yeah!&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&amp;quot;Humanity Fuck Yeah&amp;quot; sometimes refers to omnicidal maniac-level racism against everything that isn&#039;t non-powered and normal human beings (because, you know, a human with superpowers is not really a human, right?).&lt;br /&gt;
&lt;br /&gt;
Readers may experience ocular bleeding due to excessive [[TVTropes]]isms escaping from humanity&#039;s natural habitats. This is a normal, if unpleasant side-effect.&lt;br /&gt;
&lt;br /&gt;
Some great examples of &amp;quot;Humanity Fuck Yeah&amp;quot;:&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/2709630/ Humans are insane]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/2710711/ Humans are insane again] &lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/2711290/ Humans are insane, still]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/16727562/ Humans are insane (and also rapists)]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive.html?tags=Humanity%20fuck%20yeah Every archived thread with the tag.]&lt;br /&gt;
* [http://www.youtube.com/watch?v=T5QLokGTdyg A reminder of what we at HFY stand for]&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/HumansAreWarriors Now available at TVTropes, Humans Are Warriors.]&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/HumansAreCthulhu Humans Are Cthulhu]&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/MugglesDoItBetter Muggles Do It Better]&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/HumanityIsSuperior Humanity Is Superior]&lt;br /&gt;
* &amp;lt;s&amp;gt;[http://tvtropes.org/pmwiki/pmwiki.php/Main/HumansAreBastards Humans Are Bastards].&amp;lt;/s&amp;gt; {{BLAM|&#039;&#039;&#039;*BLAM!*&#039;&#039;&#039; WE&#039;LL KILL YOU AND YOUR WHOLE FUCKING INFERIOR RACE, XENO!}}&lt;br /&gt;
* [http://youtu.be/OcPqk-O-fD4 Danger: Humans]&lt;br /&gt;
* [https://www.youtube.com/watch?v=04854XqcfCY Humanity Fuck Yeah&#039;s anthem]&lt;br /&gt;
* [https://www.youtube.com/watch?v=aDaOgu2CQtI Humanity Fuck Yeah&#039;s OTHER anthem]&lt;br /&gt;
* [https://www.youtube.com/watch?v=rTBzgyQiqC8 Improvise. Adapt. Overcome.]&lt;br /&gt;
&lt;br /&gt;
==Recommended media about humans kicking ass==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While any media can actually bring a moment of a human kicking ass, it is imperative that such narrative presents humanity as a whole showing exceptional abilities to defeat super-powered/non-human adversity. For example, a book about humans slaughtering hyper-advanced alien invaders is absolutely &amp;quot;Humanity, Fuck Yeah&amp;quot;. A book about World War 2 is not &amp;quot;Humanity, Fuck Yeah&amp;quot;, because although it presents humans kicking ass and taking names, it is against other humans and there&#039;s ass kicking on all sides so that does not count.&lt;br /&gt;
&lt;br /&gt;
Also, &amp;quot;Humanity, Fuck Yeah&amp;quot; only applies if humans are defeating super-powered non-humans through strictly technological means. For example, in &#039;&#039;X-COM: UFO Defense&#039;&#039;, regular troops gunning down aliens is HFY, as are heavy weapons platforms (big robotic gun platforms). PSI troopers, despite being humans, use supernatural powers so they are not HFY.&lt;br /&gt;
&lt;br /&gt;
Behold a list of &amp;quot;Humanity, Fuck Yeah&amp;quot; works:&lt;br /&gt;
* As much as humanity gets its ass kicked in H.G. Wells&#039; &#039;&#039;&#039;The War of the Worlds&#039;&#039;&#039; there are moments where humans manage to hold the fucking line against &#039;&#039;&#039;hundred foot tall murder machines from Mars&#039;&#039;&#039;, in one instance with the British Army knocking down a tripod with cannon fire. But the crowning moment must be the scene with the HMS &#039;&#039;Thunder Child&#039;&#039; steaming into action, destroying two tripods with its guns, and then ramming a third before sinking. The end qualifies as well: humanity ultimately manages to outlast the invaders because unlike them, our bodies have built up an immunity to the microscopic lifeforms that inhabit our planet. &lt;br /&gt;
* Edgar Rice Burroughs&#039; &#039;&#039;&#039;John Carter of Mars&#039;&#039;&#039; series is one of the earliest examples of this. A Confederate veteran of the American Civil War finds himself on Mars and proceeds to kick everyone&#039;s ass, marry a princess, and become chief warlord of the entire planet.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.youtube.com/watch?v=yHomtMvxqWs Xenophobia]&#039;&#039;&#039;, a less than a minute-and-a-half song about committing Humanity Fuck Yeah with regards to Sci-Fi.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.reddit.com/r/HFY/wiki/ref/universes/jenkinsverse Kevin Jenkins universe]&#039;&#039;&#039; Humans are from a &#039;deathworld&#039;. Lots of stories here. [Now in it&#039;s 3rd year of serialization, with 40+ chapters and 2 million+ words in the main storyline alone, there&#039;s a lot to sink your teeth into if you&#039;re into this kind of thing.]&lt;br /&gt;
* &#039;&#039;&#039;Independence Day&#039;&#039;&#039; (1996). This is a must-see film. &amp;quot;We will not go quietly into the night! We will not vanish without a fight! We&#039;re going to live on! We&#039;re going to survive! Today we celebrate our Independence Day!&amp;quot; Also Will Smith tricking an alien fighter pilot into crashing after his weapons prove useless, then personally punching it out and dragging its ass across the Nevada desert while bitching at it for ruining his holiday. &amp;quot;Welcome to Earth.&amp;quot;&lt;br /&gt;
**Now having a sequel &#039;&#039;&#039;Fuck YOU ALIEN SCUM&#039;&#039;&lt;br /&gt;
***Now kinda wishing we hadn&#039;t had that sequel.&lt;br /&gt;
* &#039;&#039;&#039;[[Starship Troopers]]&#039;&#039;&#039; novel by Robert A. Heinlein. The &#039;&#039;ST&#039;&#039; movie by Paul Verhoeven has humanity taking Humanity Fuck Yeah by the balls and [https://www.youtube.com/watch?v=CIGHCoVzqtk cranking it up past 11]. The novel is far more philosophical, but still includes copious HFY; it features the protagonist concluding that humans have a &#039;&#039;biological imperative&#039;&#039; to expand as far as possible, and pity any race of arachnid aliens that gets in their way.&lt;br /&gt;
* &#039;&#039;&#039;[[Conan the Barbarian]]&#039;&#039;&#039; from Robert E. Howard, because going hand-to-hand combat with a Cthulhu-like daemon-god and making it run away screaming in fear is the very definition of HFY. Remember that R.E.Howard and H.P.L. were friends, and many of the Cosmic Horror entities that HPL created are actually canon in Conan&#039;s universe, and he banishes them with brute force and axes. &lt;br /&gt;
* Incidentally H.P. Lovecraft, who was pals with Howard, got a few tales where humans beat back the Great Old Ones, namely The Dunwich Horror (elegan/tg/entlemen professors fight back a huge eldritch demigod), The Call of Cthulhu itself (badass Norwegian officer ramming Cthulhu&#039;s head with his ship anyone?) and the Dream-Quest of Unknown Kadath (/x/ dreamer rallies an army of ghouls and nightgaunts to kill lunar toad-like abominations and then storms Kadath, residence of Earth gods).&lt;br /&gt;
* The &#039;&#039;&#039;Damned&#039;&#039;&#039; trilogy, by Alan Dean Foster&lt;br /&gt;
* &#039;&#039;&#039;ARK: Survival Evolved&#039;&#039;&#039;. Basically you are a “survivor” placed on an “ark” which is a giant space station island with dinosaurs designed to kill you, to simulate natural selection so that future humans can have a group of the perfect specimens to save future humanity. You make the dinosaurs your bitches, breach the system, and prove you are the Übermensch.&lt;br /&gt;
* &#039;&#039;&#039;Warhammer 40,000&#039;&#039;&#039;, obviously, particularly when it comes to the [[Imperial Guard]]. Although admittedly, Humanity Occasionally Does Not Fuck Yeah here, but then again, [https://www.youtube.com/watch?v=bzPuK1vib_c here is the awesome].&lt;br /&gt;
**By 9th edition, not even a galaxy-wide [[Great Rift|gate to Hell]] has managed to defeat Mankind, in fact, [[Roboute Guilliman|the new boss]] has launched an [[Indomitus Crusade|all-out counter-strike]].&lt;br /&gt;
* &#039;&#039;&#039;Traveller&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Star Trek]]&#039;&#039;&#039; - yes, somehow. A note - the Mirror Universe episodes (TOS - Mirror Mirror, various DS9 ones, ENT - In A Mirror Darkly part I and II) in general are basically Humanity Fuck Yeah at it&#039;s best. In TOS-MU, everyone is more badass and horny, and mass killing alien scum who refuse to submit is the order of the day, but get told to make things better and more peaceful by our flawless prime universe counterparts. Does that sound like humanity to you? No? Good, because it&#039;s not because fuck that noise. Even their uniforms are more awesome (and sexy). ENT&#039;s In A Mirror Darkly shows the Empire at it&#039;s most brutal, starts with Zefram Cochrane &#039;&#039;&#039;trying the Vulcan salute, only to pull out a shotgun and shoot the Vulcan point blank!&#039;&#039;&#039; And from there, they straight up are attacking THE THOLIANS, and STEAL the USS Defiant from TOS&#039;s The Tholian Web! Many other shenanigans ensue.  No less than later in DS9 confirms that hippy peace kumbaya is bullshit as in the intervening 100 or so years, M-Spock became Emperor and instituted weakness, and the Empire is predictably overthrown by the Alliance (a Klingon/Cardassian dominated political order) - and it&#039;s not just humans that are mass enslaved, but all the core races who were cowed or bros with humans and the Empire like the Vulcans and Andorians. See, conquest and HFY is good for the galaxy! But thanks to efforts of people who find themselves on the other side like THE SISKO, not only do the enslaved start a rebellion, but by the last Mirror episode, are looking like they will seriously win it. According to some books, this was actually Emperor Spock&#039;s master plan - cause reform to weaken the Empire, and lead to it&#039;s seeming death, which would make him one of the best alien believers of HFY of all time. Eventually, revolution will come, and the Empire is reborn as a sort of human-centric Galactic Republic - shorn of all the weaknesses but with an unquenchable thirst for HFY. They are last seen conquering the Breen and Klings or some shit - pure [[awesome]]. Hell, lots of REGULAR Trek episodes eventually are filled with HFY - especially anything involving THE SISKO, later era [[Mary_Sue|Kathryn &amp;quot;KILL THEM ALL&amp;quot; Janeway]], or Section 31.&lt;br /&gt;
** Also, [http://beka-tiddalik.tumblr.com/post/150425828285/roachpatrol-deadcatwithaflamethrower a tumblr thread of utter hilarity] showed that compared to Vulcans, humanity is an entire species of Doc Browns -- a bunch of deranged hyper-neophiles tooling around in ships packed full of beyond-cutting-edge tech they don&#039;t actually understand very well. And constantly succeeding. When Vulcans have two warp cores, they experiment on one and save the other for a backup. When humans have two warp cores, they plug them both into a third warp core, travel to an alternate dimension, fight everyone in it for offending their moral sensibilities, steal &#039;&#039;their&#039;&#039; warp cores and plug &#039;&#039;those&#039;&#039; together, punch their way back here, then try to turn a nearby sun into a torus because that was what their initial scientific experiment was for and they didn’t want to waste a trip. That happened last week and we still have no idea what the torus sun is supposed to accomplish.&lt;br /&gt;
* &#039;&#039;&#039;Mass Effect&#039;&#039;&#039;. Only on certain Renegade playthroughs, though; Paragon is hippy dippy &amp;quot;live in peace with xenos&amp;quot; Federation bullshit (to be fair, xenos in Mass Effect are actually friendly or reasonable, with a few exceptions). Even just the backstory has only-just-then-become-a-spacefaring-species humanity fighting a widely-feared and centuries-old galactic superpower to a standstill, followed up by earning their respect to such a degree that they let us jump the queue to join their galactic council club (or letting the current heads of the galactic council club die in battle so humanity fills the power vacuum). Although is just in the first game; the villains you stopped from getting summoned arrive anyway and since mankind never dominated the galaxy only multiculturalism can save you.&lt;br /&gt;
* &#039;&#039;&#039;X-COM: UFO Defense&#039;&#039;&#039;. And &#039;&#039;&#039;XCOM Enemy Unknown/Within&#039;&#039;&#039;. Turns out humanity is the greatest hope the alien invaders have, and we&#039;re being tested to see if we are worthy of it (we are). And XCOM 2, because even when we lost the war, we WILL win it!&lt;br /&gt;
* &#039;&#039;&#039;Tengen Toppa Gurren Lagann&#039;&#039;&#039;. &#039;&#039;BELIEVE IN THE ME WHO BELIEVES IN YOU!&#039;&#039;&lt;br /&gt;
* Gurren Lagann&#039;s precursor &#039;&#039;&#039;Getter Robo&#039;&#039;&#039; deserves mention, too. &#039;&#039;WHY DID THE GETTER RAYS CHOOSE LOWLY HUMANITY?!&#039;&#039; Also &#039;&#039;FUCK DINOSAURS!!&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stargate&#039;&#039;&#039;, both SG-1 and Atlantis. Stargate is the most Humanity Fuck Yeah thing ever. A bunch of people extends Earth influence across the entire galaxy in less than ten years. When we manage to build the first real space combat vessels, it&#039;s too late. Job&#039;s already done, galaxy is ours. So we move to conquer the next one, with another bunch of people and a couple of ships. Entire races are wiped out by teams of five people armed with submachine guns.&lt;br /&gt;
**XSGCOM is this but up to 11. Earth gets an empire, hover tanks, power armor, and so much more. It&#039;s amazing. Also armor capable of tanking a staff weapon. It&#039;s amazeballs.&lt;br /&gt;
***Actually the more advanced weapons you get, the less awesome is. The scary part of SG1 is that the military-industrial complex doesn&#039;t even have time to get to par with stolen xenos tech. Humans conquer the whole damn galaxy by small teams armed with pragmatism and one liners.&lt;br /&gt;
* &#039;&#039;&#039;Pacific Rim.&#039;&#039;&#039; [https://www.youtube.com/watch?v=1vU7XqToZso Ye Gods, Pacific Rim.] &amp;quot;Today, we are canceling the apocalypse!&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Halo&#039;&#039;&#039;, because being the [[Mary Sue|special snowflake race that can manipulate]] [[Old Ones|the technology of long dead, super-galactic, hyper advance aliens]] [[AWESOME|and yet still having the &amp;quot;Humanity first and only bitch!&amp;quot; personality, as well as standing up to (and winning against) a massive alien hegemony and then an omnivorous parasite in a war lasting nearly THIRTY YEARS gives the UNSC the honorable status.]] . Further noted due to the UNSC Marines (Whose personality is a fusion between Alien&#039;s Colonial Marines and Starship Trooper&#039;s Mobile Infantry) and because the UNSC built a NOVA bomb which is a petaton-exaton thermonuclear bomb that vaporized an entire Covenant fleet in orbit and the entire nightside of a planet, and completely SHATTERS another when it&#039;s detonated on the surface.&lt;br /&gt;
* &#039;&#039;&#039;[[Command and Conquer]]&#039;&#039;&#039; Tiberium Wars. Xenos scum come to harvest Tiberium on our planet, then find out they got played like a bunch of fools. More forces wouldn&#039;t have helped the Scrin, Kane has a motherfucking Scrin battleship he built &#039;&#039;&#039;when Bill Clinton was president&#039;&#039;&#039;, and another crashed UFO chilling out in Egypt. &amp;lt;s&amp;gt; What the hell were the expecting, trying to fight a grandchild of [[God]]? &amp;lt;/s&amp;gt; They were expecting no resistance because they assumed all life on the planet had been consumed by Tiberium. The Scrin &amp;quot;invasion force&amp;quot; had only come to Earth to harvest Tiberium.&lt;br /&gt;
* Marvel Cinematic Universe. At numerous points in the setting (read: every other week), everything from alien empires and planet-eaters to GODS come to Earth looking to squash humanity like a Warboss sitting on a grot. They’ve conquered/destroyed/eaten every species/planet/galaxy they’ve encountered up to that point. Humanity’s heroes fly up and kick them in the dick!&lt;br /&gt;
*&#039;&#039;&#039;GATE&#039;&#039;&#039;: Thus The Self-Defense Force Fought There. Related to the above, but its other humans from a magical realm with mystical creatures backing them up invading modern-day Tokyo. Turns out swords and shields don&#039;t work to well against machine guns and attack helicopters...and then the JSDF proceeds to roll through the gate they came from and basically conquer the entire world on the other side...without a single casualty.&lt;br /&gt;
* &#039;&#039;&#039;Gears of War&#039;&#039;&#039;. A horde of inhuman killing beasts erupt from every human city and then later on our would-be &#039;fuel&#039; turns out to be an ever-infectious virus of OMNOMNOM! which screws both of our races up. We came back, re-strengthen our forces and gave a response which includes the massacre of all three species including ours via mass orbital bombardment of lasers from SPEHS!, detonation of a bomb that kills by intense light and heat akin to a flashy nuke, the flooding of every cave and hole on our planet(by sinking our last sanctuary no less) and the detonation a fucking NEUTRON BOMB... all because we could.&lt;br /&gt;
* The &#039;&#039;&#039;Annihilation&#039;&#039;&#039; series. Book one love conquers all. It&#039;s a stupid name but the book is really good it&#039;s about a boy who figures out that he has psychic powers that grant him the ability to fuck over people&#039;s shit the 2nd book is where things get crazy. An alien race who are arrogant and want nothing more then the human race to be gtfo go behind the galatic alliances back and attacks a colony killing 1/3 of the population. That&#039;s when the humans go batshit.&lt;br /&gt;
* The humourous Poul Anderson novel &#039;&#039;&#039;The High Crusade&#039;&#039;&#039;. A hyper-advanced alien empire tries to &#039;ave a go at medieval England and get hilariously rolled over because EMP doesn&#039;t work on knights and longbowmen.&lt;br /&gt;
* &#039;&#039;&#039;Battle: Los Angeles&#039;&#039;&#039;. Aliens invade Earth and win at first, but soon get beat back by the Marines. And to give credit where credit is due, Battle: Los Angeles is one of the few films where the aliens actually use [[Reasonable Marines|&#039;&#039;proper military tactics&#039;&#039;]], rather than just zerg rushing us like idiots. Ergo, they provide covering fire, they actually &#039;&#039;take cover&#039;&#039;, they perform ambushes, they use combined arms, they quickly pull their wounded out of harm&#039;s way and they properly &#039;&#039;counter&#039;&#039; enemy armour. It is like the aliens are an actual &#039;&#039;professional military force&#039;&#039;, which makes our victory so much more legitimate and less like a deus ex machina copout.&lt;br /&gt;
* Peter Bergs&#039; &#039;&#039;&#039;Battleship&#039;&#039;&#039;. Generally shit storyline; basically aliens come down to Earth to fuck shit up, and accidentally land in the middle of a global naval wargame.&lt;br /&gt;
* &#039;&#039;&#039;Factorio&#039;&#039;&#039;. The premise sounds weaker than most other entries here, but considering you start with nothing but a steam drill, and you are going to have to wipe the floor with the local [[Tyranids|giant bug creatures]], even the smallest of which is about the size of a Smart car, in order to expand your mining, smelting and assembling industries, it is pretty much &#039;&#039;&#039;GENOCIDE! MINING! GENOCIDE! MINING! GENOCIDE! MINING!: &#039;&#039;THE GAME.&#039;&#039;&#039;&#039;&#039; Well, other than [[Dwarf Fortress|&#039;&#039;that one&#039;&#039;]].&lt;br /&gt;
* All Brotherhood of Steel Fallout 4 breakthroughs. The Brotherhood supports genocide of all the non-human abominations that exist throughout the wasteland. Ad Victoriam! The Minutemen kinda qualify as well for the same reason as the Rimworld example listed above - less on the non-human killing, but instead their storyline is about humans working together and taming the ever-loving shit out of the irradiated and mutant-infested swamps of Massachusetts (post-nuclear war, must clarify) to make the cosiest apocalypse ever.&lt;br /&gt;
* While on the topic of [[Fallout]], the Enclave are most definitely HFY. Using a modified virus to systematically wipe out any and all mutated scum that rove the wasteland like it&#039;s theirs is a prime example of how awesome humans are at causing mass destruction, and even if a certain tribal mutant was able to infiltrate their base and blow it up, the legacy of the human patriotism of the Enclave will always live on. In New Vegas, even down to only five [[Old Ones|oldfags]] and a snot nosed kid, they kick veritable &#039;&#039;ass&#039;&#039;. Though this one&#039;s a little up-to-you, as the Enclave were a wee bit too enthusiastic about the genocide part of HFY for their own good, as they actually wanted to bump off most of the human population of the post-apocalyptic US too.&lt;br /&gt;
* The &#039;&#039;&#039;Muv Luv&#039;&#039;&#039; franchise. In 1967, all consuming aliens (BETA - Beings of Extra Terrestrial origin which is an Adversary of the human race) are found on [[Mars]] during the explorations there. They land on the Moon, and even though we stand no chance then on the moon, America fights back with fucking prototype SPACE MARINES, space fighters, and re-purposing exoskeletal lifters as power armor. While the universe proves to run on a lot of Humanity What The Fuck Are You Doing too (the first BETA Hive on Earth lands in Kashgar, [[Derp|and the PRC and USSR get greedy letting them get powerful enough, so they can harvest whatever goodies they have]]. When they try landing a hive in Canada, America says &amp;quot;lol fuck no&amp;quot; and nukes the Hive to oblivion with only minimal apologies). What makes it so wonderful is that even for decades, as humanity loses constantly, as literally children are forced to fight, the breathing HFY of everyone involved making last stands and killing wave upon wave of alien scum in [[awesome]] mechs or as infantry on the battleline is enough to make you shed [[manly tears]]. Even when we&#039;re down to less than one billion people, we do NOT, STOP, FIGHTING. And then to crown it, in 2001, we have our first major victory with a captured Hive. The main storyline ends with humanity just about ready to start the great reconquest of Eurasia.The snippets in Exogularity show how AWESOME Humanity has become with the break-neck technological advancement fueled by alien tech. I mean Shielding, Mecha Hand-held practicle beam weapons, ships that have length measure in 8KM-9KM and HUNDREDS of G-17B(Descendants of the Susanoo, which they use to GLASS BETA hives on Mars) and other shits. HFY indeed.   &lt;br /&gt;
* &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039;, Doom 2, Doom 3, and DOOM. Because one human can slaughter every breathing thing on two moons and then in Hell. And again. And again. The reboot takes it even further by taking the whole &amp;quot;ancient evil being locked away to prevent it wiping us out&amp;quot; trope and &#039;&#039;&#039;reversing it&#039;&#039;&#039;. So you, the human main character, is the ancient evil while the demons are the horrified and massacred prison wardens. &#039;&#039;&#039;Fuck yeah.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pokemon&#039;&#039;&#039;. I mean, mere human children can capture and enslave fire-breathing dragons, colossal water monsters, poison-spewing pitcher plants, giant steel-bodied snakes, interdimensional space kaiju, and the literal creator god of all Pokemon with little plastic spheres and then force those peaceful fire-breathing, water-spouting, grass-grassing monsters to fight each other to the death while the kids... KIDS! just stand behind them giving them orders. Also these little kids are expected to go off on their own at the age of 10 to tour the globe for fun and profit while corralling the aforementioned monsters and beating the shit out of entire criminal syndicates singlehandledly.&lt;br /&gt;
* &#039;&#039;&#039;Space Battleship Yamato&#039;&#039;&#039;. Aliens (humans with green skin... they count right?) enter our solar system and we blow their spaceship up for no reason! Then our arse gets handed to us as they start bombarding our planet with meteorites using a tractor beam. However the moment a friendly alien race (hot chicks) gives us a power generator, what do we do? We use it to invent a destructive ima-firin-my-lazor-cannon, stick both items into a wrecked WWII battleship turned spaceship, send that one ship off on its own to go get a life-saving tech thingy from the hot chick aliens while single handedly blowing up an entire space empire armada... [https://www.youtube.com/watch?v=Fs7r9NUlAuI All with a kickass main theme]&lt;br /&gt;
* The space opera grand strategy game by Paradox, &#039;&#039;&#039;Stellaris&#039;&#039;&#039;, can be played many different ways and allows you to go full HFY if you would like, you could even play as human fanatic purifiers. HFY is encouraged by one of the preset empires, The Commonwealth of Man, a xenophobic and militaristic faction of humans bent on enslaving xenos and dominating the galaxy. Refreshingly, humanity isn&#039;t actually special; if humanity wants to go full HFY, then they must work for it just like any other species.&lt;br /&gt;
* &#039;&#039;&#039;Rescue Party&#039;&#039;&#039; by Arthur C. Clarke. While there is no conflict in the short story it still counts. Hippie aliens arrive on Earth only hours before the sun will explode, destroying the planet. The mission of the hippie aliens is to try to save as many people and as much of the culture as possible. Normally the galactic civilization does surveys of planets every one million years for new species, but the human race did not exist the last time the survey was done – four hundred thousand years before. We simply evolved too fast for them! However, radio signals had been detected on a planet 200 light years away, indicating intelligent life had arisen. They arrive, but nobody is home. As they search for any living humans, we learn that it&#039;s typical for races to take thousand of years between the invention of the radio and space flight. The only thing they find is a communication tower beaming signals into space. They follow the beam with their FTL ships and discover an enormous fleet of rocket space ships (the largest fleet in galactic history), traveling into space without any FTL tech. Their tiny alien minds melt in the face of the sheer determination and steel balls Humanity possesses. As they watch Humanity flying toward their birthright of total galactic domination, the hippie aliens know that they are fucked.&lt;br /&gt;
* &#039;&#039;&#039;Worldwar&#039;&#039;&#039; by Harry Turtledove. A series of eight alternative history novels. World War II is doing well, and humanity is having a lot of fun with itself, until 1942, when the reptilan aliens known as the Race attack. They start off by detonating nuclear weapons in the stratosphere, creating EMPs, which most developed nations don&#039;t even notice, because primitive vacuum tubes don&#039;t care about that at all. Their technology is pretty superior to the humans&#039;, but humans have a knack for thinking so far outside the box that the box can&#039;t even be seen anymore, combined with the fact that they simply don´t give up, like, at all. Notable HFY moments include all human armies, including lots of nasty partisan groups pretty much halting their previous conflicts, and all descending on their new, common foe (almost makes you pity the invaders); humans destroying an alien spaceship with a motherfucking huge cannon (hint: Dora), humans turning the aliens into drug addicts and disrupting their whole culture with their &#039;&#039;corruptive nature&#039;&#039;, an alien invasion on Britain stopped by chemical warfare, humans nuking a whole alien fleet killing millions, and finally humans driving the Aliens away and forcing them to accept a jolly human tradition: peace by &#039;&#039;&#039;&#039;&#039;mutually assured destruction&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* The [[Transformers]] &#039;&#039;&#039;Beast Wars: Uprising&#039;&#039;&#039; series of comics and short stories covering the intervening years between the Generation One and Beast Wars cartoons is an interesting case, focusing entirely on the aliens and rather than depicting the conflict with humanity itself, it deals with the disastrous effect that being on the receiving end of an HFY story has on their society. Tired of being caught up in the Autobots&#039; and Decepticons&#039; various conflicts, humanity steadily grows more and more militarized and eventually kicks the Transformers off Earth and forces them back to their dying homeworld of Cybertron. Confined to a single planet with limited supplies of energy, Cybertronian society begins to unravel even worse than it was before as the larger Transformers are left crippled due to their high fuel requirements and begin using smaller ones to fight in proxy wars. The Autobot/Decepticon conflict soon gives way to infighting as the energy crisis exacerbates the already existing inequalities between the two factions various sub-groups.&lt;br /&gt;
* In &#039;&#039;&#039;[[The Elder Scrolls]]&#039;&#039;&#039; universe, [[What|humans are split into distinct ethnic groups with their own histories and unique abilities]], but all of them are badass. Man&#039;s first foray into the continent of Tamriel was the ancient Atmorans, who landed in what is now Skyrim and eventually became the Nords (basically fantasy Vikings). They had to fight against the Snow Elves (who they nearly drove to extinction with [[Awesome|only five hundred warriors]]), the dragons (who they also rendered extinct, but the gods, chief of all the dragon god who hated his own kids, had to help this time) and are still to this day locked in daily battles against bears, sabre-tooth cats, trolls, giants, big spiders and all kinds of other horrific stuff. Far to the south in Cyrodiil, the humans there (the Imperials, fantasy Romans basically) were enslaved by another race of elves named the Ayleids, until Saint Alessia (fantasy Joan of Arc) led a slave rebellion with the help of a man who was [[Rip and tear|on a constant and bloody never-ending]] [[WAAAGH]] against the elves named Pelinal Whitestrake (who it should be pointed out may have been a cyborg knight, complete with arm plasma cannon, from a horrifying future where Nazi elves won and very brutaly subjugated mankind which would explain his colossal hateboner for anything with pointy ears), and together they overthrew the Ayleids and forged the beginnings of the first Cyrodilic Empire (and there would later be another two under the Reman and Septim dynasties). In the western peninsula of High Rock, breeding programs between the Aldmer and the Nedes had given rise to a new race of [[Half-Elf]] humans known as the Bretons (fantasy French), who are said to rival and even surpass the Altmer in magical talents and even get innate resistance to spells. Finally came the Redguards (fantasy Arabs/North Africans), refugees from the sunken islands of Yokuda, the most talented warriors and sailors of Tamriel to the point of &#039;&#039;having sunk those islands with a sword technique that can split atoms&#039;&#039; and the only race in the setting with access to gunpowder. It is also said that the gods themselves favour the races of Men over the Mer (elves) because while elves see mortality as a cruel prison, men see &amp;quot;strength in weakness&amp;quot; and live their lives to the fullest free from fears of their mortality, and this is especially true for Lorkhan, who is said to have created men to be the &amp;quot;chaos&amp;quot; to the &amp;quot;order&amp;quot; of the Mer.&lt;br /&gt;
* &#039;&#039;&#039;[[Monster Hunter International]]&#039;&#039;&#039; by Larry Correia. A series of novels (with a pair of RPGs) where humanity kills all manner of monsters with the awesome power of modern firearms, tactical planning and keeping records of how best to exterminate xeno filth. The first book starts with the protagonist wrestling a werewolf and throwing it out a window to its death (though this does result in months of hospitalization). Xeno assistance is limited to individual exceptions that have proven their worth by mauling America&#039;s enemies for her. Uncontrolled xeno populations allowed to run amok are considered several times more dangerous than nuclear weapons (and this determination was made when people who thought nuclear weapons could ignite Earth&#039;s atmosphere in a chain reaction were considered reasonable scientists), yet humanity has managed to prevail against them.&lt;br /&gt;
* &#039;&#039;&#039;[[Monster Hunter]]&#039;&#039;&#039; by the folks at Capcom. Basically Monster Hunter International but more fantasy than sci-fi and 100% less xenos. Humanity here deals with giant monsters on the daily, not to mention the rare ones that fuck up the environment just by &#039;&#039;being there&#039;&#039;. What do they do? Create an organization that&#039;s specifically about [[Awesome|killing/capturing monsters and turning their body parts into gear so they can slay even more powerful monsters]].&lt;br /&gt;
*&#039;&#039;&#039;Lego Mars Mission&#039;&#039;&#039; Yes, you heard me right. A little dark for Lego, which makes this even more awesome. The premise starts out peaceful, with some Astronauts showing up on Mars to mine some powerful crystals in order to solve a world energy crisis, like that fucking blue furry movie. The similarities end there. Eventually, these invasive green aliens get or had the same idea, and try to steal from the humans. Predictably, the humans diplomatically tell them to fuck off. The aliens respond like a bag of dicks, and start a fucking war. The astronauts quickly modify all their stuff to shoot lasers, capture aliens, crush them, and shit. The astros fight to a bloody stalemate as the amazing motherfucking guardsmen they are, until they discover the Alien hive. The astros launch themselves in a full scale assault on the hive, and manage to penetrate the deeper parts of it, systematically kicking the collective ass of the xenos scum, before tracking down the alien commander and brutally murdering him, claiming Mars for the humans as they fucking deserve. Vehicles that earn the HFY seal of approval include the Recon Dropship (A cool looking Gunship), Clawtank (a tank with a big ass claw to crush the xenos scum), and Crystal Reaper, a troop carrier with big saws to cut rock (or xenos) up.&lt;br /&gt;
*&#039;&#039;&#039;[[Victory Unintentional]]&#039;&#039;&#039; by Isaac Asimov. Humanity discovers that there is a xenophobic and supremacist (even &#039;&#039;more&#039;&#039; than us, if that&#039;s possible), hyper-advanced, sapient race living on the surface of Jupiter that (after a brief period of parley) declare war and their intention to exterminate us &amp;quot;lesser&amp;quot; beings. We, being a peace loving (cough cough cough) race, send three sapient robots (guided by &amp;quot;The Three Laws&amp;quot;) to the Jovian surface to learn more, make contact, and try to smooth things over with the Jovians. The Jovians proceed to do everything in their power to destroy and/or impress the robots and intimidate mankind with its &amp;quot;inevitable doom&amp;quot; by exposing them to every deadly weapon, death-world-like (by &#039;&#039;our&#039;&#039; standards, and more importantly, theirs) environment and predator they can conceive of only to comprehensively, categorically fail to do more than mildly perplex the robots with their attempts and hostility. Eventually, the Jovians relent and send the robots packing to their ship with a hasty declaration of peace and a promise never to make war on humanity &#039;&#039;&#039;ever&#039;&#039;&#039;. On their way home, the robots ponder the meaning of the whole affair, and their conclusion? Well...read it: &#039;&#039;&#039;https://www.e-reading.life/chapter.php/81838/12/Azimov_-_The_Complete_Robot.html&#039;&#039;&#039;. Point being, we conquer an entire world of hostile, advanced, aliens that horrifically outnumber us &#039;&#039;&#039;ENTIRELY BY ACCIDENT WITHOUT EVER FIRING A SHOT&#039;&#039;&#039;. That&#039;s how bad-ass we are! Our tools/toys/probes &#039;&#039;&#039;INADVERTENTLY&#039;&#039;&#039; conquer worlds.&lt;br /&gt;
*&#039;&#039;&#039;The Tomorrow War&#039;&#039;&#039; A 2021 film released by Amazon starring Chris Pratt as the main character and executive producer. Some people compare it to Imperial Guardsmen on a primitive world vs Tyranids. While the film isn&#039;t perfect by most metrics, the best part is watching human conscript soldiers fight tooth and nail to fuck aliens in the ass. Two chads hold off the xenos filth while the rest of their squad escapes, a veteran soldier obliterates things with a shotgun, one guy kills an alien with a *LITERAL CHAINSAW*, and flamethrowers and .50 caliber machine guns are deployed en masse to send ET home. When the paper pushing morons in world governments refuse to track down and try to destroy the aliens in 2022, Chris Pratt tells them to fuck themselves and proceeds to exterminate the aliens with Dynamite, C4, and bioweapons. Particularly unique for a film of this time is that it also lacks the preachy and hamfisted politics that have plagued entertainment for the past half decade or so.&lt;br /&gt;
*&#039;&#039;&#039;Endless Space 2&#039;&#039;&#039; with the United Empire. In this human society, [[Imperial Truth|the pursuit of wealth and the belief in science and industrial development have replaced most traditional forms of religion]]. In the game, the Empire is the most industrious faction, but also the one that generates the most influence - just by being industrious! Propaganda, patriotism, and the greatest military-industrial complexes await you!&lt;br /&gt;
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==An Alternate Take on HFY==&lt;br /&gt;
{{Topquote|Pride goes before destruction, and a haughty spirit before a fall.|Proverbs 16:18}}&lt;br /&gt;
{{Topquote|1=[https://www.youtube.com/watch?v=_9g2r0SdEZc| I&#039;d like to share a revelation that I&#039;ve had during my time here. It came to me when I tried to classify your species, and I realized that you&#039;re not actually mammals. Every mammal on this planet instinctively develops a natural equilibrium with the surrounding environment; but you humans do not. You move to an area and you multiply, and multiply, until every natural resource is consumed and the only way you can survive is to spread to another area. There is another organism on this planet that follows the same pattern. Do you know what it is? A virus. Human beings are a disease, a cancer on this planet. You are a plague, and we...are the cure.|2=Agent Smith, &#039;&#039;The Matrix&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
What started as a reasonable response to human suffering in fiction has blossomed into a cringe-fest of masturbatory autism that can be seen in the top page quote. [[Eldar|Haughty pride, arrogance,]] [[Imperial Cult|zealotry, blind idiocy, self-righteousness,]] and many more vices are enabled by such tooting of our own metaphorical horns. [[Cancer|The worst part is how this attitude spreads to other fandoms like wildfire, even if humans or aliens aren&#039;t interacting with each other or even involved in the setting!]] The irony kicks in when you realize that many of the idols that HFY memers get their [[Heresy|Idolatry on for]] would be disappointed at such vainglorious pride, [[If the Emperor had a Text-to-Speech Device|The Man-peror of Mankind]] would not approve! Even more ironic is how this attitude is exactly the same as [[Matt Ward|a certain fluff rapist]] [[Ultramarines|and his favored infallible, can&#039;t do wrong, and always victorious]] [[Mary Sue|mary sues.]]&lt;br /&gt;
&lt;br /&gt;
The real crime however, is how HFY quashes new ideas, sucking the rest of the entire fandom down a creative black hole. Guess you can in fact get sick of winning in fiction all the time!&lt;br /&gt;
&lt;br /&gt;
Basically put, what little potential HFY had has long since been stifled in a sea of mental masturbation over our own imaginary greatness.&lt;br /&gt;
&lt;br /&gt;
So when would such attitudes be appropriate? In dangerous settings where such attitudes are backed up by much human suffering and bloodshed. In settings where we truly earned the right to be a bit proud of our survival. [[Warhammer 40K|In settings where humanity is beset on sides by hostile foes within and without, eternally under siege, with their very vices and souls threatening to rebel against the- hey wait a minute...]]&lt;br /&gt;
&lt;br /&gt;
HFY tends to manifest itself especially terribly in fanfiction, where whole fandoms are plagued by a never ending slew of shitty fix fics that look at settings where humanity is already ridiculously special for no good reason and already has disproportionate influence on the setting and is already among the setting&#039;s winners and go &amp;quot;nah, humans need to win some more&amp;quot;. Thus turning the sentiment into a code for &amp;quot;this fanfiction is shit written by some moron who doesn&#039;t understand how dramatic tension works&amp;quot; and turning HFY from a statement of pride to an ironic statement of mockery and a seal of low quality writing. &lt;br /&gt;
&lt;br /&gt;
The worst kinds of these fanfics tend to be written by people who legitimately think that the [[/pol/|unfamiliar needs to be purged]] and it all starts reading rather disturbingly like Mein Kampf more than good literature (and worst of all, these fanfics will also have writing quality about as good as Mein Kampf, which is legendarily terrible and incoherent if you&#039;re unfamiliar with it), as these idiotic mouthbreathers project their &amp;quot;hurr durr group X is inherently superior&amp;quot; fantasies into their writing. Much like with FATAL or Racial Holy War or other works written by the inbred, these only draw further mockery upon discovery. Original works, even on /tg/, are often little better in this respect due to the community that springs around them acting like an echo chamber to drown out any kind of negative feedback (justified or not). &lt;br /&gt;
&lt;br /&gt;
The most important rule in any story with a conflict is of course a need to maintain tension.  If people win without effort, it gets very boring very quickly unless effortless victory and anti-climax is the whole joke (and most fanfic writers simply aren&#039;t funny enough to make the space opera/high fantasy equivalent of One Punch Man and probably shouldn&#039;t try to either), so when you start writing humans as simply piledriving everyone in the way without trying you end up making the humans more insufferable than pretty much any variety of Elf has ever been. Instead of badasses, you have turned our species into uninteresting Mary Sues who most people who don&#039;t have their heads up their asses will start to root against, much like how people generally start rooting against a sports team that always seems to win. &lt;br /&gt;
&lt;br /&gt;
With no effort being expended, there&#039;s no reason to care about the struggle because there &#039;&#039;is&#039;&#039; no struggle to care about. Bad HFY forgets all this in favour of what amounts to masturbation via text and unfortunately (as Sturgeon&#039;s Law is a thing) most HFY fics will tend to be of the shitty tensionless curbstomp variety where humanity does nothing to deserve any victory it gets.&lt;br /&gt;
&lt;br /&gt;
You can express how great humanity is, but always remember these few rules:&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t make everyone else stupid, this is not only a lazy means of making your favoured faction right it&#039;s also one of the strongest signifiers for a Mary Sue as not only are they always right, anyone against them is a moron and probably eats babies too.   Do make humans suffer setbacks and make mistakes; outside of one or two special edge cases, nobody wants to read about a hero who is never challenged and never stumbles or fucks up.&lt;br /&gt;
**To quote an old saying &amp;quot;to err is to human&amp;quot;, someone without flaw is more akin to a god (or God) than an actual person, so don&#039;t go that route unless the character is a god or God (whether you believe in a god/God/religion or not, that is a subject that should be handled with care). Push them to the brink of destruction and have them claw their way back up from nothing instead of acting as if the universe will bend over backwards for them on account of their species alone. And remember to give them humility as a result of whatever struggle they go through; they should be very much aware they&#039;re little fish in a very big pond. &lt;br /&gt;
*Don&#039;t use &amp;quot;human ingenuity&amp;quot; as an advantage; this trope is so tiresomely played out that it produces nothing but eyerolling these days, especially since it tends to be a signifier that you&#039;ve created a planet of hats setting where humanity is the only species not forced to have a hat (ironic, since this is itself a hat). This is lazy and overdone so don&#039;t do it. If you -have- to, go with the historical data: humanity&#039;s hat on Earth wasn&#039;t developing new technologies all the time, but by winning through endurance. Earliest hunters above the Saharan line won by sheer attrition and endurance walking towards the prey animals until they exhausted, sieges lasted for years, and WW1 itself speaks volumes. This victory didn&#039;t come easy, victory by endurance is the &#039;&#039;&#039;most painful&#039;&#039;&#039; way of winning. If humanity is supposed to win, make them pay the price and describe the effects of victory on an exhausted human society.&lt;br /&gt;
**Elevating things like &amp;quot;pragmatism&amp;quot; and &amp;quot;brutality&amp;quot; in its place is just as bad if not even worse, because they make humanity look like a race of [[Tyranids|all-devouring monsters that leave nothing but destruction in their wake]] who need to be wiped out for the sake of all other sentient life in the universe.&lt;br /&gt;
*Don&#039;t force humanity into a hat itself either, saying things like &amp;quot;humans are good diplomats/warriors&amp;quot; is easily disproven by just looking at about a hundred randomly selected people so it&#039;s always going to ring kind of false to people in the real world. Do give people weaknesses of some sort, whether cultural or physical or governmental - some kind of flaw will help to make humanity seem human instead of efficiency obsessed robots. Remember: a racial hat is simply the result of &#039;&#039;averages&#039;&#039; fitting into the global-galactic niche. If Salarian artists (which *do* exist) somehow dominated their culture by chance and random luck in the universe of Mass Effect, we would come to believe Salarians are a race of smart artists.&lt;br /&gt;
*Do give other species nuance of their own. Just as you shouldn&#039;t give out a hat to humanity, you should try to avoid essentially typecasting the races in your setting without a very good explanation like [[Orks]] having their mentalities being genetically programmed or a species being an outright hive mind (Tyranids, Q&#039;Orl, etc.) This is where [[Bioware|Mass Effect]] both shone and stumbled - many of the alien races in the OT wear hats without becoming Always Chaotic Evil bad guys to gun down or one-dimensional stereotypes that all think and act exactly the same&amp;lt;ref&amp;gt;To list a few examples: the aggressive hive-mind species of the Rachni are capable of diplomacy and even outright co-operation on technological projects with other races under the right conditions; the generic killer robots the Geth turned out to be a renegade Reaper-worshipping splinter of the mainline Geth Consensus, who want to reunite and co-exist with their creators as partners rather than enemies (though they&#039;re willing to defend themselves should the need arise); even the nominally Always Chaotic Evil pack of slavers and pirates that are the Batarians have relatively &amp;quot;normal&amp;quot; citizens but are forbidden to leave their space by their totalitarian government, leaving them to be represented almost entirely by the pirates, criminals and slavers produced by their fucked up culture.&amp;lt;/ref&amp;gt;. [[Bioware#Mass_Effect:_Andromeda|Andromeda]] then dropped the ball by making the main antagonists a race of one-dimensionally [[Stupid Evil]] Dalek/Covenant knockoffs without much deeper characterization than &amp;quot;Religious, Assimilating Space Nazis&amp;quot;, while the other (as in, &#039;&#039;singular&#039;&#039; other - compare to the dozen fleshed-out alien species in the original) are a bunch of overly emotional furless lizard-cat people whose nuance is &amp;quot;xenophobia vs xenophilia&amp;quot;.&lt;br /&gt;
*It&#039;s ridiculous to assume that alien life evolved/was created (depending on the story and who you ask) along the same lines as us. Consider showing how humans are just as unsuited for alien environments as the aliens would be unsuited for our own. Oh sure, we can breathe oxygen, but outside any Earth-like planet that&#039;s just a liability. What good is that when the air on most inhabitable planets either has minimal oxygen or flat-out poisons us?&lt;br /&gt;
**However, do still try to stick to some universal biological truths. Do you really think any long-lived alien race would&#039;ve survived long enough to be their planet&#039;s dominant species without some adrenaline equivalent? Do you really think natural selection is limited to just Earth? Do you really think that alien races became what they did without at least one instance of internal strife or warfare? Unless the rest of the universe has some benevolent omnipresent overseers to take care of all life and prevent fighting, organisms are going to compete with each other for resources and they won&#039;t be nice about it.&lt;br /&gt;
*Unless you&#039;re writing from a deliberately subjective viewpoint (in-universe propaganda, biased/unreliable narrators, and so on), don&#039;t give humanity any excuses or special pleading for its flaws. If aliens are monsters for eating human babies, then humans are monsters for eating alien babies. If humanity filling its planets with toxic smog is the bee&#039;s knees, then alien planets filled with toxic smog are no worse. The morality of an act shouldn&#039;t be based solely on the name of the species committing it. Try to be at least somewhat objective in the narration as long as it fits the story&#039;s tone and themes.&lt;br /&gt;
** Remember that exceptions to this do exist. Sometimes, genocide really &#039;&#039;is&#039;&#039; the moral course of action, because the alternative is either suicidal or so hideously unconscionable as to be even worse. For example: [[Orks]], [[Tyranids]] and [[Dark Eldar]]. The first two are impossible to reason with due to their genetically-hardcoded violent mindset (for the Orks), incomprehensible and predatory hivemind (for the Tyranids), and their entire method of reproduction being based around war/eating others (both). The latter subjects kidnapped people to incomprehensibly horrible fates to escape a fate worse than death at the hands of [[Slaanesh|their own folly]] [[Ynnari|despite having a way to preserve their own souls without torturing people]], meaning they don&#039;t even have the justification of &#039;&#039;needing&#039;&#039; to do terrible things to survive. Find someone who thinks they shouldn&#039;t be wiped out, and I&#039;ll show you someone who needs their head examined.&lt;br /&gt;
&lt;br /&gt;
While these tips are just generally good for worldbuilding and story telling, they should always be taken into account by anyone who wants to write HFY without falling into the ubiquitous pitfalls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
{{Topquote|I&#039;m a pioneer, I&#039;m an explorer, I&#039;m a human, and I&#039;m coming. I&#039;m animated, I&#039;m alive, my heart&#039;s big, it&#039;s got hot blood going through it fast. I like to fight, too! I like to eat! I like to have children! I&#039;m here! I&#039;ve got a life force: This is a human, this is what we look like, this is what we act like, this what everybody was like before us, this is what I am, I&#039;m a throwback. I&#039;m here! I&#039;ve got the fire of human liberty! I&#039;m setting fires everywhere, and humans are turning on everywhere.|[[Meme|Alex E. Jones]]}}&lt;br /&gt;
&lt;br /&gt;
In the most simple terms possible, real life Humanity Fuck Yeah can be found in Humanism. Without boring your brains out, this roughly translates as follows: Humans are the starting point for all philosophical and moral inquiry. Generally speaking, this ideology generally wants to improve the living standards of other human beings. In short, if you want to make the world an equitable and fair place that doesn&#039;t force humans to [[Imperium|create bullets in 17 hour shifts in 120 degree sweatshops,]] then welcome to the Humanism movement. Though lets be real, HFY sounds way better.&lt;br /&gt;
&lt;br /&gt;
There is also [[Transhumanism]] which can be considered an evolution of Humanism. The gist of it is using technology to overcome human flaws (mental and physical) and to enhance what is already good or mediocre. A great example from 40k would be our good &#039;ol [[Space Marines]] for the basic transhuman (along with Primarchs and Emps as the ˝ultimate humans˝), while [[Mechanicus]] would be veering into post-humans (beings derived from humans as opposed to being them/us). Whether or not Transhumanism falls under HFY depends on how flexible your definition of human is, though admittedly - being a species that creates/spawns other species and upgraded versions of itself through the power of it&#039;s mind and science is pretty badass in and on itself.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Humansfuckyeah.png|Start of earliest saved HFY threads.&lt;br /&gt;
File:Soniamproud.png|WE ARE COMING FOR YOU!&lt;br /&gt;
File:1222851447080.png|The banner is from Star Trek, but it gives you the basic idea.&lt;br /&gt;
File:Humanlegacy.png|Fine example of how we at HFY think.&lt;br /&gt;
File:Colonel-quaritchsmall.jpg|HFY&#039;s official spokesman.&lt;br /&gt;
File:Hfy imp.png|The [[Imperial Cult]] is basically built on HFY.&lt;br /&gt;
File:The_pulse.png|Technology &amp;quot;saves&amp;quot; the day.&lt;br /&gt;
File:Terra_Is_Alive.png|Terra is a cruel matriarch. But her forge has made us strong.&lt;br /&gt;
File:Semen.png|Humans are more hardcore than most sci-fi insect races. &lt;br /&gt;
File:HumanityFuckYeah1.jpg|This is what we do to OUR home. Think your planet will fare any better?&lt;br /&gt;
File:The Courage of Man.png&lt;br /&gt;
File:Stabbed.PNG&lt;br /&gt;
File:Diplomat_1.png|Part 1 of /tg/&#039;s longest non-ongoing HFY.&lt;br /&gt;
File:Diplomat_2.png|Part 2 of /tg/&#039;s longest non-ongoing HFY.&lt;br /&gt;
File:Diplomat_3.png|Part 3 of /tg/&#039;s longest non-ongoing HFY.&lt;br /&gt;
File:Diplomat_4.png|Part 4 of /tg/&#039;s longest non-ongoing HFY.&lt;br /&gt;
File:Diplomat_5.png|Part 5 of /tg/&#039;s longest non-ongoing HFY.&lt;br /&gt;
File:Diplomat_6.png|Part 6 of /tg/&#039;s longest non-ongoing HFY.&lt;br /&gt;
File:Welcome to america.jpg|A good example why you SHOULD NOT fuck with humans.&lt;br /&gt;
FIle:RCO040_1556127678.jpg|Jesse James vs Predator ([[Awesome|Yes really, this is an official Predator comic]])&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=QDubMeNlSxc&amp;amp;ab_channel=DaveFloMi| Watch 3 men scare off 10 lions to get some food], [[Awesome|yes this really happened]] (note how they don&#039;t underestimate the animals). &lt;br /&gt;
&lt;br /&gt;
Persistence Hunting with David Attenborough. https://www.youtube.com/watch?v=826HMLoiE_o&lt;br /&gt;
&lt;br /&gt;
Humanity, fuck yeah.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Let me tell you about humans, using something I&#039;m familiar with in anthropology. When a Shoshone warrior wants a pony, he goes to a herd, picks one, and walks toward it. Naturally, the pony runs away. The Shonone follows, day and night just walking, usually for three full days. Pony runs away, man just keeps walking at a steady pace.  Finally the pony simply collapses from exhaustion after running away for days, and the man walks up and puts a bridle on it. That is the kind of monster humans are.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HFY vs African [[Pokemon]], by Andrew Ucles (without Pokeballs, because fuck you pokemons). https://www.youtube.com/watch?v=wJiZ2HgV5E0&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/VXVmMB2Echs?t=90 Lex Luthor vs Superman as ranted by Dan Harmon]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Wood_Elves&amp;diff=507543</id>
		<title>Total War Warhammer/Tactics/Wood Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Wood_Elves&amp;diff=507543"/>
		<updated>2023-02-26T19:55:09Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Missile Cavalry */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Lacoi Endri Loren! (Might of the Great Forest!)|Game battle chant for Wood Elves}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Wood Elves.&lt;br /&gt;
&lt;br /&gt;
==Why Play Wood Elves==&lt;br /&gt;
*Cause you&#039;re tired of tree hugger jokes.&lt;br /&gt;
*You have a need, a need for speed, and would rather not side with that [[Slaanesh|crazy sense-freak Daemon god to get it]].&lt;br /&gt;
*Rather than blot out the sun you want to light the sky with hundreds of magical arrows.&lt;br /&gt;
*You love the parts from Lord of the Rings where Ents get shit done. Or you saw the Elves in Lord of the Rings and thought &amp;quot;yeah, that&#039;s cool...but wouldn&#039;t it be cooler if they had dragons, psycho tree-men, and [[Zoat|lizard centaurs]]?&amp;quot;&lt;br /&gt;
*Because you want the world to learn of your peaceful ways, by force.&lt;br /&gt;
*You really have a hard-on for &amp;lt;s&amp;gt;The Vietcong&amp;lt;/s&amp;gt; sneaky militas that sneak through the enviroment instead of taking the enemy head on. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Sheer Speed&#039;&#039;&#039; - The majority of your army is quite fast. Even the most basic infantry available to you, Eternal Guards, will outpace a significant portion of the footsoldiers available to most other armies. You&#039;ll be able to dance around the plodding pace of slower armies like the &amp;lt;strike&amp;gt;dwarves&amp;lt;/strike&amp;gt; Dwarfs &amp;lt;sub&amp;gt;(that&#039;s a grudgin&#039;)&amp;lt;/sub&amp;gt; or lizardmen. Even fast races such as Beastmen will have trouble keeping up with your mounted units and flying monsters.&lt;br /&gt;
*&#039;&#039;&#039;Excellent Missile Infantry&#039;&#039;&#039; - The Wood Elves have an abundance of fantastic missile units. Ranged infantry, cavalry, fliers, lords, heroes with access to dedicated poison, anti-armor, magic or rapid fire missiles gives you immense flexibility against any threats you may face. With the new DLC, the Wood Elves have perhaps the single best ranged Legendary Lord(s) in the game in the form of the Sisters of Twilight, who are capable of not only dealing heavy single target damage but also horde clearing shots from their unique bows.&lt;br /&gt;
*&#039;&#039;&#039;Savage Melee Combatants&#039;&#039;&#039; - Wood Elves have access to some pretty heavy-hitting, if squishy infantry options that can scythe through hordes like lawnmowers. Additionally, Wild Riders are capable of dealing some of the most damaging charges in the game thanks to their &#039;&#039;immense&#039;&#039; charge bonus. The new Great Stag Knight unit hits even harder on the charge, and moves even faster.&lt;br /&gt;
*&#039;&#039;&#039;Micro Intensive&#039;&#039;&#039; - For experienced players looking for more a more dynamic faction, Wood Elves will prove quite interesting indeed. Due to the design philosophy of their army, players will need to keep on their toes and constantly be shifting a majority of their army about the battlefield to get the most out of them, more so than pretty much any other faction.  &lt;br /&gt;
*&#039;&#039;&#039;Playing tall&#039;&#039;&#039;: True to their nature, aquiring huge tracts of land is of little interest or benefit to the Wood Elves. This makes managing your forces a hell of a lot more manageable. It also mitigates the tediousness of managing dozens upon dozens of settlements in the late game, sparing you a &#039;&#039;lot&#039;&#039; of &amp;quot;Settlement Upgrade Available&amp;quot; notifications every other turn.&lt;br /&gt;
*&#039;&#039;&#039;Diplomacy&#039;&#039;&#039; - Wood elves don&#039;t get along with chaos, skaven, or vampires, but they can ally with pretty much anybody else and hire their units with allied recruitment.  Ideally, you&#039;ll want to cultivate allies to protect the lands around your magic forests so you can fuck off through the worldroots to grab a magical forest elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Fragile&#039;&#039;&#039; - The Wood Elves are debatably &#039;&#039;the&#039;&#039; frailest overall faction in the game. A few niche units like the Tree Kin or Treemen can hold their own in prolonged fights, but the rest of your army will wither away in a sustained assault. A successful Wood Elf army must strike with surgical precision and do so swiftly and from afar. Because of this constant skirmishing, Wood Elves are arguably the most difficult race to play, as they require the most micromanagement on the battlefield.&lt;br /&gt;
**&#039;&#039;&#039;Micro Madness&#039;&#039;&#039; - A bit of an elaboration on the prior point, to the newer player, you may struggle to keep up with all the maintenance most Wood Elf units require to operate effectively. Unlike some of the easier or more flexible factions, it cannot be overstated that Wood Elves cannot afford to just be smashed against enemy forces recklessly or be committed to a grindfest against sturdier or more rounded factions.&lt;br /&gt;
*&#039;&#039;&#039;Weakness to Fire&#039;&#039;&#039;: Duh. Anything that can burn or brings flaming attacks will give you a lot of trouble. A lot of your roster is especially vulnerable to this, since it directly counters your otherwise tanky Treekin frontline units, and several of the games factions have no trouble bringing it to the table, either through units (Dwarfs and Skaven in particular have no trouble to get some Irondrakes or Warpfire Throwers) or through the Lore of Fire, which is also a very common lore to find, with 8 factions (Empire, High Elves, Dark Elves, Lizardmen, Norsca, Warriors of Chaos, Ogre Kingdoms, and Tzeentch) having access to it.&lt;br /&gt;
*&#039;&#039;&#039;Absent Artillery&#039;&#039;&#039; - Though you have plenty of long-ranged missile units to choose from and one or two missile units who can act similarly to artillery, you have no dedicated artillery platforms. This isn&#039;t a &#039;&#039;major&#039;&#039; issue primarily because you have so many archers that can fill every role the otherwise absent artillery would perform, but you will lack a notable source of hard-hitting burst damage. This is only getting worse in campaign with the Twisted and the Twilight&#039;s changes to Wood Elf hero skills, now only the Lords can buff your missile units range meaning no more 300 range Waywalker cheese, it was fun while it lasted. Use the Arrow of Kuronous ability instead of Artillery, with a range of 600 it&#039;s quite capable of sniping out enemy artillery and lords before you get close.&lt;br /&gt;
*&#039;&#039;&#039;Limited Roster&#039;&#039;&#039; - Wood Elves have fewer unit choices than a number of other playable factions. This limits your army composition into fairly predictable builds that does nothing for players looking for adaptable playstyles. It also means your faction has a number of fairly obvious weaknesses, such as the aforementioned fragility and lack of artillery but also a vulnerability to heavy cavalry and fire damage. These weaknesses can be exploited by your opponent relatively easily since most of them will have the flexibility to gear specifically against those weaknesses.&lt;br /&gt;
*&#039;&#039;&#039;Limited Expansion Opportunities&#039;&#039;&#039; - What might be considered a boon to some might also be a curse for others. The only settlements you can properly settle in the Campaign are dedicated sections of Awakened Woods; capital city provinces that have one and only once settlement per forest (save for Athel Loren). Borderline every other settlement in the game can only ever serve as a Wood Elf outpost; a tier 1 settlement with one or two building slots that can never be upgraded. These outposts can be useful for adjacent provinces as well as providing a means for trade routes, but they ultimately offer very little direct benefit to you. These settlements offer proverbial pennies in terms of tax income and at best can help reduce Global Recruitment costs for armies passing through, so they won&#039;t be able to support any more banner armies than your capital cities can. What&#039;s worse, as tier one settlements almost always bereft of walls, these outposts are borderline defenseless against all but the most inept enemy armies; defending these lands can often strain your very limited martial forces the more spread out you are. If you want to play Wood Elves effectively, you&#039;ll almost always need to stick to your home turf.&lt;br /&gt;
*&#039;&#039;&#039;DLC Faction&#039;&#039;&#039; - In order to play the Wood Elves at all, you need to buy at least one of the two optional DLC packs featuring them. &amp;quot;Realm of the Wood Elves&amp;quot;, their initial release, is DLC for the first Total War: Warhammer game. &amp;quot;The Twisted and the Twilight&amp;quot;, a lord pack for Total War: Warhammer II, will allow players of the second game a way to play them if they don&#039;t own both the original game and the original DLC, but some of the roster will be somewhat limited (more so than it already is). Regardless, if you want to have the whole faction available to play, you&#039;ll need to purchase two full price games and two separate DLC packs in order to access everything. If that&#039;s not premium content, I don&#039;t know what is.&lt;br /&gt;
&lt;br /&gt;
==Universal Trait==&lt;br /&gt;
Wood Elves don&#039;t really have much in the way of extra abilities or perks, there is a few things they have going for them though:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forest Stalker&#039;&#039;&#039; - Increase melee defence and accuracy when fighting in forests. All your units, even flying ones, have this ability, encouraging you to always fight in forests whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forest Spirit&#039;&#039;&#039; - A version of Forest Stalker for all your tree units that grant additional physical resistance and magical attacks. As of game three magical attack damage is no longer reduced my magic resistance (MR will only reduce actual spell damage), is not anymore a situational ability but is now almost always useful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hide (Forest)&#039;&#039;&#039; - What did you expect? They&#039;re &#039;&#039;Wood&#039;&#039; Elves. Hell, some of their units are literally just tree people. The only units in the entire elven roster who can&#039;t hide in forests are the Great Eagle, Hawk Riders and Forest Dragon.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
Compared to the swollen ranks of the Warhammer II races, your available lord list is a little lacking. With all the Wood Elf DLC, you do have a grand total of 7 choices, though in Multiplayer you&#039;ll have little reason to take any of the generic choices. Even in the campaign, where confederating your fellow Wood Elves is relatively easy (usually only requiring the completion of a specific mission per WE faction to confederate), it can be difficult to justify recruiting the generic dudes outside of filling Office Slots on your council. Drycha is a notable exception, as the only lord she can confederate with is Durthu; she&#039;s not exactly a fan of the meatbags infesting Athel Loren.&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Orion]]&#039;&#039;&#039; - Orion is a hybrid ranged/melee beatstick who specializes against infantry. At a distance, he&#039;s one of the best ranged lords in the game and deals &#039;&#039;hefty&#039;&#039; anti-armor damage, perfect for sniping large monsters and individual lords/heroes. He&#039;s also blisteringly fast for a foot lord and can even keep pace with some of the slower cavalry found in other armies. This pairs well with his impressive melee attack and charge bonuses; it&#039;s a common tactic to skirmish at range with a few well timed missiles to then follow up with a charge. Though he&#039;s not a caster, Orion also has access to a powerful bound vortex spell, &#039;&#039;Hounds of Orion&#039;&#039;, which will easily burn through most (elite) infantry when the burst damage is needed. All in all, a solid, well rounded lord that you can&#039;t go wrong with. He also boost cavalry so his army is usually a more balanced frontline/archers/cavalry combined arms and less micro intensive (as long you can cicle charge well).&lt;br /&gt;
**His faction got a rework in Immortal Empires and is now &amp;lt;s&amp;gt;low-key op&amp;lt;/s&amp;gt; TOTALLY FUCKING BUSTED. Orion get 8% upkeep discount, and other armies 4%, for &#039;&#039;&#039;each&#039;&#039;&#039; active war. [[Rape|You can get 0% upkeep faction wide by turn 13]]. Go ahead and spread some of that peace and love drenched in the blood of your enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Durthu]]&#039;&#039;&#039; - Everyone&#039;s favorite genocidal tree ([[Drycha|no, not that one]]) is your best dedicated duelist. In a similar vein to Orion, Durthu is a hybrid lord who has access to the lore of beasts; a reasonably useful set of supporting or offensive spells that can turn either himself or supporting treekin into terrifying combat monsters that will deal death to many a foe. As a massive monster, Durthu can wade through infantry and cavalry with relative ease and can go root-to-toe with a majority of the single-entity monsters in the game. Unfortunately, not everything to be said of Durthu is good. First, as a giant monster, Durthu is particularly vulnerable to both anti-armor weaponry and anti-large weaponry. This size also makes him an easy target to missile fire. Secondly, he&#039;s also vulnerable to fire damage, something many factions have access to and something modestly abundant on missile units. If caught in a crossfire of several such tools, Durthu will melt away frighteningly quickly, so you&#039;ll need to take extra care and support him with life magic should he get stuck in. in campaign Durthu&#039;s faction gets aspect upgrades for tree spirits like drycha but still gets the full wood elf roster. he plays as a middle ground between traditional wood elf tactics and drycha&#039;s spirit focused roster. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sisters of Twilight]] Naestra and Arahan (DLC)&#039;&#039;&#039; - These two ladies are collectively the only true-blooded &#039;&#039;elf&#039;&#039; Legendary Lord available to the Wood Elves. They are exclusively mounted on either a Great Eagle or a Forest Dragon and function best as a dedicated ranged unit. They do have decent combat stats, particularly when on the dragon, but they&#039;ll almost always lose against any other dedicated duelist unit or character worth their weight in gold. They excel in sniping targets from afar and have all tools to do so; both flying options safely keep them away from any melee combatant, and also have a very nice AoE attack not unlike the split shot ammo from the DE and HE artillery pieces. The SoT also grant Hawk Riders the &amp;quot;Arrows of Kurnous&amp;quot; ability, which is basically a &amp;quot;fuck you in particular&amp;quot; button that outright deletes any big unit you point it at.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Drycha]] (FLC)&#039;&#039;&#039; Everyone&#039;s favorite genocidal tree ([[Durthu|no, not that one]]) returns as a &amp;quot;free&amp;quot; bonus Legendary Lord for (Im)Mortal Empires exclusively. Like her Branchwraith kin, Drycha is a hybrid melee combatant and spellcaster who can actually hold her own in combat if properly supported, but she will certainly not win any one-on-one duels against any characters with an actual melee statline. Unlike her generic sisters, Drycha is a pure-strain Lore of Shadows caster and as such is a shockingly vicious blob blender. As far as unique abilities go, Drycha brings two things to the table; she can summon a unit of (Malevolent) Dryads up to two times per battle and she provides a progressively more potent AoE buff that increases the melee attack of fellow Treekin units the lower her health is. Combined with the Frenzy ability found on a lot of her campaign unique units, this can be a particularly nasty combination that allows her and her angry trees to carve through quite a lot of the squishy, meaty competition. In campaign and custom battle she gets her own little roster of unique Malevolent Tree Spirit/Wild Beast units including Coeddil himself (unfortunately though none of her units have custom models, just reskins). Sadly, as mentioned, she is exclusive to the Mortal Empires campaign and so likely won&#039;t be seeing much time in the spotlight. also shares an Aspect mechanic with durthu that can modify tree spirits to be better at certain roles.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Glade Lord&#039;&#039;&#039; - Your generic elf dude/dudette, glade lords are flexible and very customizable lords who can lead from the front or afar. They are specialized duelists at heart and will excel at hunting enemy lords/heroes if you can separate them from their armies but, unlike Durthu, tend to be vulnerable to getting tied down by hordes of enemies. Normally your cheapest lord, you can invest in a steed/eagle to maximize their mobility (take the steed if you want to utilize forest terrain) or place them atop a Forest Dragon to allow them to fight a much wider selection of enemies.  Note that while the male/female distinction is cosmetic only in campaign, in multiplayer battles, male glade lords are specced for melee while the female glade lords are specced for range.  The glady tends to be more popular there since she gets an magic missile with arrow of kurnous and a snare with prey of Anath Raema. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ancient Treeman&#039;&#039;&#039; - Ancient treemen function somewhat like Durthu (understandably) in that they are hybrid lords with respectable melee damage output and access to a supplementary lore of magic. However, unlike Durthu, the regular ancient treeman has access to the significantly more useful lore of life. This makes them fantastic centerpieces for a treeman-style/focused army who can hold their own far more effectively than your spellsingers, but this comes with the same inconveniences plaguing Durthu. As a large, flammable monster, treemen are very weak to flaming, anti-armor, and anti-large attacks. Even with self heal, he can and absolutely will melt if focused (and believe me, he will be focused). You will absolutely need additional screening units to help protect him in combat.  Keep an eye on their traits when you recruit them in campaign, they&#039;ll wreck entire armies if you get one with the Murder of Spites trait (AOE HP drain like a mortis engine).  You can save/import a murder of spites ancient treeman between campaigns if you don&#039;t feel like subjecting yourself to the whims of RNGjesus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spellweaver (DLC)&#039;&#039;&#039; - Caster ladies who can straight up lead your armies into battle, letting you save your hero slots for something else, if you so wish. In a manner similar to the High Elves, the Spell Weavers have access to a much wider variety of magic lores than their lesser variants (and by that, I mean they get two more schools). They also can come with additional bound spells depending on how you spec them when they level up.  Otherwise, they&#039;re virtually identical to their sisters.&lt;br /&gt;
**&#039;&#039;&#039;Life Spellweaver&#039;&#039;&#039; - Virtually identical to your Life Spellsinger, only large and in charge.&lt;br /&gt;
**&#039;&#039;&#039;Beasts Spellweaver&#039;&#039;&#039; - Virtually identical to your Beasts Spellsinger, only large and in charge.&lt;br /&gt;
**&#039;&#039;&#039;Shadows Spellweaver&#039;&#039;&#039; - Virtually identical to your Shadows Spellsinger, only large and in charge.&lt;br /&gt;
**&#039;&#039;&#039;Dark Spellweaver&#039;&#039;&#039; - Now we&#039;re getting somewhere new. An offensive discipline, the Lore of Dark Magic provides some solid anti-lord/hero spells via Doombolt and Soul Stealer while also providing some decent anti-infantry spells in Chillwind and Blade Wind. Not a bad pick, but faces stiff competition from the other lores, life/shadows/high magic all have good AOE spells too. Lore attribute passively increases missile damage map wide which is actually pretty nice stacked with all the other auras/skill bonuses you can get.&lt;br /&gt;
**&#039;&#039;&#039;High Spellweaver&#039;&#039;&#039; - This Spellweaver got a little too into the &#039;shrooms and learned a whole new lore of magic. With a little bit of everything, the High Spellweaver can provide a bit of healing support, single target damage, AoE damage and can even trap/damage flying units with a cast or two of Tempest. But the main reason anyone wants the lore of high magic is for Fiery Convocation.  Immortal empires buffed to the point where it currently outperforms wind of death for deleting lines of armored infantry.  The lore attribute buffs physical resist.  Useful for spamming heals if your opponent refuses to blob up his units.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
You have one (two for ME) Legendary hero and three flavors of generic heroes, each with their own uses.&lt;br /&gt;
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===Legendary Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Ariel (DLC)&#039;&#039;&#039; - Ariel is an obscenely powerful caster hero that starts with a full roster of spells taken from the Lores of Life, High and Dark, but also Greater Arcane Conduit and two bound healing spells that rival Alarielle the Everqueens Heart of Avelorn in terms of raw healing potential. In direct combat itself, she&#039;s rather frail when put up against her direct DLC-counterpart Ghoritch, not to mention Throt, so her use against enemy single-entity-units is rather limited; her Magic combined with her Ward Save of 25% relegates her to Chaff clearing duty, where she performs very well.&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Branchwraith&#039;&#039;&#039; - If ever there could only be a single unit that could be defined as a &amp;quot;hybrid&amp;quot;, branchwraiths would be strong contenders for the title. Not only are they capable melee fighters in their own right, but they have access to a variety of handpicked spells from both the lore of life and lore of shadows. This gives them equal measure of frontline support and damage. Penumbral Pendulum gives you a strong sweeping wind spell that excels at softening harder units for your Wardancers and Rangers. Their additional access to earthblood gives them a cheap multi-target heal that, when paired with Shield of Thorns, will make your frontline units extremely resilient for a brief period of time. AOE aura buffing melee attack is quite nice for your frontline. Best on bladesingers or dryads especially. &lt;br /&gt;
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*&#039;&#039;&#039;Waystalker&#039;&#039;&#039; - These guys are lord/hero hunters, pretty much strictly designed and specialized for that singular purpose. They can easily vanish from your foe&#039;s view thanks to their Master Ambusher ability which, combined with their speed, also allows them to easily kite footlords while blasting them with arrows. A few limited use abilities, like the Arrow of Kurnous, can allow them to deal decent damage and disrupt infantry in a pinch. It can also be reserved for sniping and destroying artillery pieces. Despite being built to hunt characters, Waystalkers are actually only decent melee combatants and will falter against melee-focused foot lords. Only send them in if they&#039;re completely out of ammo and/or properly supported by reinforcements. AOE aura buffs missile damage, park by your archers.&lt;br /&gt;
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*&#039;&#039;&#039;Spellsinger&#039;&#039;&#039; - Your cheap, dedicated mages. Spellsingers, like the purestrain generic mages of other factions, only exist to cast spells and nothing more. Keep these gals behind your front lines and out of harms way if you want their support to last you the battle. If you can spare the coin, consider placing them on elven steeds or unicorns so that they can quickly respond to changing conditions on the battlefield and quickly escape should enemies come for them. You have three flavors to choose from:&lt;br /&gt;
**&#039;&#039;&#039;Beasts Spellsinger&#039;&#039;&#039; - A dedicated vector for the mixed lore of beasts, spellsingers of this category are ideal for supporting fellow elves/trees with buffs while contributing occasional bursts of AoE damage. A spare flock of doom can do decent work to clusters of infantry, though you&#039;ll get better AoE damage going with a shadows spellsinger. The spellsinger variant of Transformation of Kadon received a fluffy nerf; instead of summoning a feral manticore, now it summons eagles. Eagles are dramatically inferior to the manticore, but they can still be summoned to provide a surprise flank or to tie down enemy artillery in a pinch. probably skip, easily the worst option. &lt;br /&gt;
**&#039;&#039;&#039;Life Spellsinger&#039;&#039;&#039; - Your cheapest source for lore of life spells. All in all, you really can&#039;t go wrong with her; healing magic is invaluable and can absolutely mean the difference between a winning/losing engagement on the field. You&#039;ll get a lot of mileage out of her if you pair her with treemen/forest dragons or Treekin as a frontline.&lt;br /&gt;
**&#039;&#039;&#039;Shadows Spellsinger&#039;&#039;&#039; - The lore of shadows is your most offensive choice for your spellsingers, and it&#039;s not a bad one. Your two primary offensive spells, the Penumbral Pendulum and the Pit of Shades both deal impressive AoE damage and thus specialize in clearing out armored frontlines. The Pit of Shades also holds the distinct honor of being one of the few stationary vortex spells in the game. This ensures that it&#039;ll never randomly roll over your own troops, but it also cannot potentially flow into neighboring enemy formations to cause greater damage, so it&#039;s a bit of a trade off there. If nothing else, you can use it to create a zone of denial in chokepoints.&lt;br /&gt;
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*&#039;&#039;&#039;Glade Captain (DLC)&#039;&#039;&#039; - A baby Glade Lord, Glade Captains are effectively identical to their lord counterparts in form and function. Frankly speaking, being relegated to the hero slot suits them better than the Lord slot, as you aren&#039;t sacrificing the offensive prowess of the Sisters of Twilight or Durthu for a generic damage dealer. Having said that, it&#039;s still somewhat hard to justify taking a Glade Captain over a Spellsinger or Branchwraith in most multiplayer lists just due to the lack of utility they provide, but if you&#039;re in need of a more flexibly inclined damage dealer, Glade Captains are decently suited to the task.  However, while it&#039;s definitely hard to justify bringing a glade captain to a multiplayer custom match, she&#039;s a must include in campaign since she passively increases an army&#039;s movement range and grants army wide buffs depending on what mount she has.  Giving her a great stag allows cavalry to ignore movement penalties.  Giving her an eagle causes hawkriders to instill fear.  Taking her on foot allows wardancers and bladesingers to vanguard deploy, which is very effective when combo&#039;ed with the Sisters of Twilight office that gives them stalk stance. Probably best on foot if you want vanguard bladesingers or on stag to accompany great stag knights where she is amazing. Makes great cavalry even better.&lt;br /&gt;
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==Units==&lt;br /&gt;
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====Melee Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Eternal Guard&#039;&#039;&#039; - Eternal Guard are the closest thing to a defensive front line unit you have. Available shielded or unshielded (you should &#039;&#039;always&#039;&#039; take shielded Eternal Guard, precious other units in your army resist ranged attacks), these stalwart warriors are in that perfect twilight zone of being cheap and somewhat expendable while also remaining rather competent combatants capable of holding their own against other units above their weight class. Though they&#039;ll often lose in drawn out fights against stronger, higher tier melee infantry, they can pin them down long enough for your archers or dryads to flank and make up for their sub-optimal damage output. Eternal Guard, being exclusively armed with spears, are excellent anti-cavalry/monster screens and, when braced, can easily halt enemy charges in their tracks. No matter your focus, be it cavalry, missile units or treemen, you&#039;ll want your line held by a few of these guys. They don’t hold up to elite infantry well though, late game may want to replace with treekin, who are much more durable generally. Take note that they are AP spearmen with access to shields, which is incredibly rare. probably the best of the 3 elven races spearmen units for this alone. they wont get a lot of kills but can do okay even against heavily armored infantry. &lt;br /&gt;
**&#039;&#039;&#039;Winterheart Guards (RoR)&#039;&#039;&#039; - Eternal Guard, only with charge defense against everything, an encouragement aura for nearby allied units and &#039;&#039;unbreakable&#039;&#039;. These guys will hold the line until the bitter end, something they&#039;ll ensure takes a long time due to their increased defensive stats. You&#039;ll want these guys somewhat centrally located in your front line to ensure their leadership buff affects as many Eternal Guard as possible.&lt;br /&gt;
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*&#039;&#039;&#039;Dryads&#039;&#039;&#039; - The first of your treekin soldiers.  If eternal guard are your chaffy anvil infantry, dryads are your chaffy hammer infantry.  Dryads are decently fast, deal magic attacks, cause fear, are immune to psychology, and have vanguard deployment.  They lack anti-charge, anti-large, and anti-armor so are best used to mulch other T1 infantry, particularly ones like clanrats and goblins that are susceptible to fear.  In multiplayer, they form the backbone of a wood elf rush army, you can vanguard deploy an entire front line of dryads and blitz your opponent before he can react.  In campaign, you&#039;ll want to phase them out after the early game unless you&#039;re playing Drycha or Durthu who can aspect upgrade dryads to be anti-charge frontline tanks, low AP infantry shredders, or speedy glass cannon kan openers.  Drycha in particular can make dryads endgame worthy (see the entry for malevolent dryads below).&lt;br /&gt;
**&#039;&#039;&#039;Wraiths of the Frozen Heart (DLC, RoR)&#039;&#039;&#039; - These dryads have been gifted with attacks that freeze and slow their targets, helping to ensnare and lock down enemies.&lt;br /&gt;
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*&#039;&#039;&#039;Wardancers&#039;&#039;&#039; - These lovely ladies serve as dedicated infantry blenders, a role they share with dryads.  They have superior speed + melee stats to dryads but lack the vanguard deployment, magic attacks, and fear that dryads have.  Minimal defenses means you should use them as fast skirmishers, they won&#039;t do well engaging beefy front line units in a fair fight. That said, they have an active skill which decreases their melee attack and increases their melee defense which allows them to flip roles from damage dealers to melee defense tanks.  Use it when you want them to buy time while another unit rear charges their opponent or shoots them to death.  In campaign, you&#039;ll want to phase them out for spear wardancers and bladesingers after the early game. &lt;br /&gt;
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*&#039;&#039;&#039;Spear Wardancers&#039;&#039;&#039; - Wardancers who specialize against large foes instead of infantry formations. Where regular Wardancers simply appreciate having Eternal Guard tank the hits, Spear Wardancers actually synergize with them extremely well due to their shared offensive niche. Just like the regular Wardancers, have the Eternal Guard intercept cavalry or monsters before sending these gals in. Spear Wardancers have an activated ability that grants them additional missile resistance at the cost of melee defense.  Turn it on when they&#039;re running around your flanks eating the occasional volley from enemy skirmishers and turn it off when they close to melee.  Like halberd infantry, they have increased AP damage and can hold their own vs armoured elite opponents. &lt;br /&gt;
**&#039;&#039;&#039;Loec&#039;s Tricksters (RoR)&#039;&#039;&#039; - If you thought regular Wardancers were glass cannons, you haven&#039;t seen these ones at work. This regiment of renown exchanges the normal Spear Wardancer activated ability in exchange for one that pumps up their melee attack in exchange for their defense (literally the opposite effect of the regular Wardancers ability) which, when combined with the addition of Frenzy, makes them do &#039;&#039;obscene&#039;&#039; damage to large units. Unfortunately, this also means that a stiff breeze will slaughter them to the last. Hold these ladies in reserve for a critical fight, such as engaging the enemy lord or a key monster in their army and support them with magic to make sure they survive the ensuing melee.&lt;br /&gt;
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*&#039;&#039;&#039;Wildwood Rangers&#039;&#039;&#039; - The Wildwood Rangers have an... interesting role. Previously, they were your only dedicated source of melee armor piercing damage, which they deal a lot of, but they also only specialize against large targets. While these two perks often work fantastically against monsters and cavalry, it tends to pay off less on the armored masses you may often find yourself against. They still hold a somewhat viable niche if you expect to face armored cavalry/monster armies like the Lizardmen or Bretonnia, but they are thoroughly outclassed by the new Bladesingers against all forms of infantry. &lt;br /&gt;
**&#039;&#039;&#039;Wardens of Cythral (RoR)&#039;&#039;&#039; - Take the Wildwood Rangers, give them silver shields, armor sundering and a &#039;&#039;beefy&#039;&#039; charge defense against large targets and send them on their way. These guys are better suited to prolonged fights against large foes than Spear Wardancers, particularly because they have actual stats in their defenses. With support, these guys can chunk most armored targets relatively well in good time.&lt;br /&gt;
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*&#039;&#039;&#039;Bladesingers (DLC)&#039;&#039;&#039; - At first glance, you&#039;d assume these fiery redheads are just reskinned Wardancers. You wouldn&#039;t necessarily be wrong to assume that, but you will pay dearly if you underestimate them for that mistake. These ladies are your elite melee infantry and &#039;&#039;butcher&#039;&#039; anything not horse-sized or larger due in no small part to a combination of magical attacks and high armor-piercing damage. Bladesingers also have the ability to &amp;quot;turn off&amp;quot; their armor piercing damage modifier to give themselves a raw damage buff, letting them effectively cut down virtually any flavor of infantry you could throw them at. You can switch between the two modes at will, unlike Wardancers, so they are exceptionally flexible for how killy they are. The main drawback is exactly what you&#039;d expect from a bunch of half-naked ladies; their defensive stats are hot tish. Though they have access to Dodge and a decent melee defense, they will still die in droves if targeted by archers or charged by enemies above their weight class. None-the-less, having at least one squad of these fine warrior women is strongly recommended against literally any army that fields frontline infantry.&lt;br /&gt;
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====Missile Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Glade Guard&#039;&#039;&#039; - Your earliest, cheapest, and most reliable missile infantry, Glade Guard are the troops you&#039;ll have in your back-line in order to rain hell upon the enemies your melee infantry is currently harassing. Frankly speaking, there&#039;s little that can honestly be said about the bog-standard Glade Guard; they&#039;ll do decent work against unarmored enemies and they&#039;re pretty damn cost efficient, but you might find yourself looking at one of the two variants if you want to get some real work done.  Note that all glade guard variants can fire forward while moving, making them exceptionally good for chasing after and pincushioning broken enemies.&lt;br /&gt;
**&#039;&#039;&#039;Glade Guard (Hagbane Tips)&#039;&#039;&#039; - Glade Guard with poisonous arrows. Though they deal slightly less direct damage with their missiles, they more than make up for it if they&#039;re supporting your melee infantry by applying poison debuffs all over their target&#039;s back.  Available from the start of campaign, you should never use the basic variant unless you&#039;re recruiting from an outpost and need to fill a hole in your army immediately.&lt;br /&gt;
**&#039;&#039;&#039;Glade Guard (Starfire Shafts)&#039;&#039;&#039; - Glade Guard with armor-piercing arrows. These guys are a fantastic ranged answer to the likes of Dwarves, Chaos Warriors and Lizardmen and should almost always be taken over regular Glade Guard (or at the least, alongside them) to ensure that you can still deal damage to them.&lt;br /&gt;
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*&#039;&#039;&#039;Deepwood Scouts&#039;&#039;&#039; - Sneaky elves who can utilize the combination of their stealth and vanguard deployment to sneak up and ambush the vulnerable backsides of enemy formations. Unlike Glade Guard, the Deepwood Scouts can fire at any angle while moving, letting them easily kite slower, unarmored units. Inferior in every way to waywatchers, however, they do have a use in multiplayer as a budget option against factions that don&#039;t have many armored units.&lt;br /&gt;
**&#039;&#039;&#039;Deepwood Scouts (Swiftshiver Shards)&#039;&#039;&#039; - Deepwood Scouts that fire two shots at a time. Even with the reduced range over regular Deepwood Scouts, the doubled DPS more than makes up for that minor inconvenience. these in skirmish mode can get insane kill numbers on light infantry as long as they are fast enough to not get caught, niche but effective. &lt;br /&gt;
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*&#039;&#039;&#039;Waywatchers&#039;&#039;&#039; - Your premium archer unit, and one of the highest damaging archer units in the game. Considering that this is factoring in units like the Sisters of Averlorn, that&#039;s saying something. All the strengths of the Deepwood Scouts are combined the Starfire Glade-Guard&#039;s utility with yet more impressive range and heightened movement speed that allows them to function both as a back-line unit or as vanguard ambusher.  Very dangerous in multiplayer where they can surprise delete damn near anything if you have 2-3 of them pop out of stealth to alpha strike a high value target. &lt;br /&gt;
**&#039;&#039;&#039;Hawk-eyes of Drakira (RoR)&#039;&#039;&#039; - Waywatchers that also come packing with a smokebomb to slow and discourage anyone from getting too close. They also have a slightly faster reload speed and slightly better accuracy than their generic kin, which alone is worth the slight upsell.&lt;br /&gt;
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====Melee Cavalry====&lt;br /&gt;
*&#039;&#039;&#039;Glade Riders (Spears) (FLC)&#039;&#039;&#039; - Cheap, fast cavalry. At 94 speed they&#039;re faster than your Wild Riders but that and the price tag are basically the only good things you can say about them. They lack the armor piercing damage and Frenzy of the Wild Riders and, despite what the (Spears) tag might have you believe, they are not actually anti large, at least not in multiplayer though they can get an anti-large technology in campaign. As a fast, cheap melee harasser they will likely be best used in a similar fashion to hounds or feral cold ones, chasing down ranged infantry and artillery units and chasing units off the field&lt;br /&gt;
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*&#039;&#039;&#039;Wild Riders&#039;&#039;&#039; The premier Wood Elf light cavalry and [[Orion|Mel Gibson&#039;s]] personal guard, these units can blend infantry from behind with a decent melee attack, nice charge bonus, and armor piercing damage, but a low melee defense and armor means they&#039;re too squishy to stay in combat for long. Some physical resist makes them a bit tougher than their otherwise low defensive stats would lead you to believe, but don&#039;t send them into combat with units that deal magical damage or they&#039;ll melt fairly fast. All varieties of Wild Riders have Frenzy, meaning they&#039;ll be extra choppy until their leadership gets below 50%, so if you want them at their most effective don&#039;t let them take too much damage. In campaign once you can use Great Stag Knights you probably want to switch over completely. &lt;br /&gt;
**&#039;&#039;&#039;Wild Riders (Shields)&#039;&#039;&#039; A straight upgrade to Wild Riders, other than the price. Silver shields make them much more resistant to ranged fire and slightly higher melee defense lets them stick in combat for longer. They&#039;re still not heavy cavalry though, and are much more comfortable attacking from the side or rear than the front.&lt;br /&gt;
**&#039;&#039;&#039;Wild Hunters of Kurnous (RoR)&#039;&#039;&#039; With naturally higher melee attack than your standard Wild Riders and magic damage on top of that, these dendrophiles are even choppier than your standard variety stag-riding knife-ear.&lt;br /&gt;
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*&#039;&#039;&#039;Great Stag Knights&#039;&#039;&#039; What&#039;s better than riding a stag into battle? Riding a really big stag into battle, of course! These monstrous cavalry are even faster than normal Wild Riders, with slightly higher melee attack and melee defense than even the shield variant. More importantly the Great Stage Knights have some actual armor meaning they&#039;re capable of taking a hit, though they certainly don&#039;t want to stay in melee combat for too long. Send them into infantry formations then giggle as the infantry goes flying. A few cycle charges from these will even break Chaos Chosen. Pair with a great stag riding glade captain and a sisters of the thorn unit  giving ranged support for best results. Captain provides strider, melee support, and a Melee defense buff. sisters proved poison, buffs spells, and a debuff spell all together. 2-3 stag knight, the captain, and the sisters will combine into a terrifying cavalry deathstar.  &lt;br /&gt;
**&#039;&#039;&#039;Lost Sylvan Knights (RoR)&#039;&#039;&#039; What&#039;s better than riding a really big stag into battle? Riding a really big ghost stag into battle, of course! As an ethereal unit, all the standard ethereal rules apply. They&#039;ve got a ton of physical resist and no armor. Throw them into melee with bog standard swordsmen and you can leave them there safely but as soon as some wizard wazzock starts tossing magic damage around your Sylvan Knights will start dying, really fast. Don&#039;t let them fight anything that deals magic damage unless you want them to become lost again, permanently this time. They&#039;re undead, which means they crumble instead of routing which is generally a good thing as they can still hold a line and attack while crumbling.  Back them up with lore of life, they can take advantage of it better than any other unit in the game thanks to their high physical resist and ability to run away from unfavorable engagements.&lt;br /&gt;
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====Missile Cavalry====&lt;br /&gt;
*&#039;&#039;&#039;Glade Riders&#039;&#039;&#039; - Your fairly standard missile cavalry, Glade Riders only really stand out above other faction&#039;s similar missile cav by having slightly better than average range. They have somewhat decent melee capabilities, but in this regard they&#039;re only useful in charging lightly armored units, like opposing missile infantry. If you need something cheap to kite and harass enemy lines, these guys will get the job done if nothing else.&lt;br /&gt;
**&#039;&#039;&#039;Glade Riders (Hagbane Tips)&#039;&#039;&#039; - Debatably far more useful than their regular variants, Hagbane Tipped Glade Riders use poisonous &#039;&#039;and&#039;&#039; magical arrows, making them an excellent force against magic-weak armies and solid support units. Between their high speed and ability to apply poison against enemy units, they are virtually uncatchable by opposing cavalry and are simultaneously a fantastic unit for crippling faster units for your slower infantry to engage. consider as an alternative to hagbane glade guard, you don&#039;t need both probably. &lt;br /&gt;
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*&#039;&#039;&#039;Hawk Riders&#039;&#039;&#039; - A rarity, Hawk Riders are one of the few dedicated flying missile units in the game. Extremely fast, Hawk Riders can easily dodge incoming enemy fire if microed properly (something you&#039;ll have to do if you want them to live long enough to do their job) and makes them ideal for flanking enemy positions to rain hell upon them from on high. Unfortunately, like much of the WE roster, Hawk Riders have non-existent defensive statlines and they will drop like flies if you allow them to take missile fire or get pinned down in combat. Additionally, when they &#039;&#039;are&#039;&#039; in combat, their melee attack and defense scores are &#039;&#039;terrible&#039;&#039;. This is ever so slightly mitigated by their mediocre charge bonus and hefty (melee) armor-piercing damage bonuses, letting them act as halfway decent shock cavalry against armored infantry in a pinch. This should definitely only be done as a last resort or if you have sufficient forces to support them however, else they just impotently kamikaze themselves into your opponent&#039;s ranks like so many gnats on a windshield. In the Sisters of Twilight campaign, they received a &#039;&#039;major&#039;&#039; buff in the Volley of Kurnous ability, letting them fire a high damage burst of arrows into ground bound enemy targets. Be it a single character or horde of infantry, the Volley of Kurnous does &#039;&#039;ludicrous&#039;&#039; damage and a doomstack of Hawk Riders can delete massive ground-bound armies with the click of a single button. This makes them &#039;&#039;the&#039;&#039; premiere airforce army in the campaign.&lt;br /&gt;
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*&#039;&#039;&#039;Sisters of the Thorn&#039;&#039;&#039; - Elite missile cavalry that, unlike anything else in your roster on four hooves, can do a little bit of everything. Though they don&#039;t have the charge bonus of your Wild Riders or Great Stag Knights, Sisters of the Thorn can actually remain in combat for extended periods of time due to their superior defensive abilities (both innate and through access to their bound abilities). This can be further supplemented by their poisonous arrows, letting them soften up and slow down enemy forces for a follow up charge. Unfortunately, in any single attribute they typically fall short of the rest of your options; they lack the range of your Glade Riders while being slightly slower, they don&#039;t have as impactful a charge as your Wild Riders/GSK and they don&#039;t even have any armor-piercing damage like your Hawk Riders do. Despite that, alongside their rather steep price tag, they are still wonderfully flexible missile cavalry units (by WE standards) that will likely find more opportunistic match-ups against a wider range of foes than some of your other options. Best when supporting other cavalry: Wild Riders, Stag Knights etc.&lt;br /&gt;
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====Monsters====&lt;br /&gt;
*&#039;&#039;&#039;Tree Kin&#039;&#039;&#039; - Your monstrous infantry and the only units in your roster that can actually hold their own in a grindfest, even if they themselves won&#039;t really be doing much damage in the process. With thick armor, high melee defense and charge defense against large, these bark monsters will take an eternity to die if the enemy units fighting them find themselves lacking anti-armor or magic/fire damage. Against most factions, these guys are fantastic &amp;quot;meat&amp;quot; shields for your considerably squishier elven units. Just keep the matchbox away from them. Ancient treeman lords can give them 10% ward and an extra 10% physical resist from the red skill tree in campaign. they can become tough enough to hold well even vs anti large and armor piercing especially with lore of life support. &lt;br /&gt;
**&#039;&#039;&#039;Firebark Elders (RoR)&#039;&#039;&#039; - This is what you get when your Treekin &#039;&#039;are&#039;&#039; the matchbox. With a 70% fire resistance and the ability to bequeath that resistance to nearby units, you can patch a fairly notable (and semi-common) weakness of your other tree units. If you expect that you&#039;ll be facing an army with relatively easy access to flaming attacks, like Bretonnia or Lizardmen, having these guys form your frontline core is strongly advised.&lt;br /&gt;
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*&#039;&#039;&#039;Zoats (DLC)&#039;&#039;&#039; - Boy, we&#039;re going deep for these guys. These guys are effectively Wood Elf Dragon Ogres and very much fill the same role; anti-large monstrous cavalry that can deal crippling damage to the big beasties. They sacrifice some of the innate damage and durability the Dragon Ogres possess for much greater utility with access to two bound Lore of Life spells: Earth Blood and Flesh to Stone. With these, Zoats can support themselves and other Wood Elf units without imposing on the Winds of Magic reserves ideally utilized by your Lord/Heroes. Take a care though, Zoats don&#039;t have the stats their Dragon Ogre counterparts do and aren&#039;t quite as flexible in their engagement choices. Have a unit of Tree Kin or at the very least Eternal Guard support your Zoats to help mitigate incoming damage.&lt;br /&gt;
**&#039;&#039;&#039;Enigmas of Ghyran (RoR)&#039;&#039;&#039; - Zoats who have better stats and two charges of Regrowth instead of Earth Blood. These guys are fantastic support for lists with a focus on monster units and can easily pair up with a lore of life spellsinger for immense burst healing.&lt;br /&gt;
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*&#039;&#039;&#039;Great Eagle&#039;&#039;&#039; - Something of a squishy unit, Great Eagles are extremely fast flying units that are pretty much designed to do one thing; body slam artillery pieces and backline units with cycle charges while your infantry holds them in place. Unfortunately, that&#039;s... pretty much all they can do. They are not remotely as punchy or durable as a majority of other single entity monsters and will quickly die if left in melee combat with anything that can hold a sharp stick. Cycle charging this guy is &#039;&#039;imperative&#039;&#039; if you want them to stay alive. Fortunately, when airborne, almost nothing can catch them and they can evade missile fire from dusk until dawn. They do have a unique kill animation that can take out a third of a blob but don&#039;t expect to see it unless fighting the frailest units.&lt;br /&gt;
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*&#039;&#039;&#039;Treeman&#039;&#039;&#039; - An all-purpose wrecking ball, Treemen are melee beatsticks that can throw a mean left hook and stand in an ocean of angry infantry without a care in the world. Unless they have fire, in which case... enjoy the lightshow, I guess. Unlike the smaller Tree Kin, Treemen are actually threatening in melee combat and are quite capable against a wonderfully wide variety of targets, large and small, armored and not. As they are very tall, bipedal trees, Treemen make a fantastic [[DISTRACTION CARNIFEX]] that your opponent can&#039;t afford to outright ignore, especially since they cause fear and terror. Be cautious though; they&#039;re big, slow moving trees. They&#039;re very vulnerable to getting focused down at range and though they can wade through any infantry tarpit dancing around their roots, they can&#039;t do so quickly enough to evade incoming missile fire. And unlike their Ancient Treemen leaders, who at least can utilize magic for defense an a modicum of offense if necessary, regular Treemen don&#039;t have &#039;&#039;any&#039;&#039; way to deal with ranged assaults on their own.&lt;br /&gt;
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*&#039;&#039;&#039;Forest Dragon&#039;&#039;&#039; - Your one and only Dragon, Forest Dragons are pretty much the crown jewel of the Wood Elf monster units. Unfortunately, when compared to the full selection of dragons available to High Elves, Forest Dragons fall fairly short in relative power, being roughly on par with Sun Dragons. They do make up for this slightly with their additional physical resist and poisonous attacks, letting them dive into the thick of it more confidently than the other flavors of dragon other factions have. When paired with a lore of life spellsinger/Ancient Treeman, these dragons can tough it out in a fight for a &#039;&#039;very&#039;&#039; long time. Defensively, a lot of the same cautionary measures other dragons use should be taken at range; their flying speed coupled with their size isn&#039;t conducive for dodging ranged attacks and their resistances don&#039;t apply against projectiles. Try to pin down enemy archers and artillery with cavalry or a Great Eagle before having the Forest Dragon swoop in for the kill.&lt;br /&gt;
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====Drycha Campaign Units====&lt;br /&gt;
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These units can only be used by Drycha&#039;s Wargrove in campaign or custom battles, but as campaign units are unavailable to multiplayer (or custom battle if you have unit caps turned on). The units are split into two distinct groups, Malevolent Tree Spirits who are essentially just ordinary Tree Spirits with Frenzy and a kickass purple glow, and Wild Beasts, beefed up versions of monstrous animal units from other factions most of which have vanguard deployment and Forest Stalker, making them effective flankers and slightly tougher in the trees. All of these units, like Drycha herself, are FLC units given to anyone who owns the original Realm of the Wood Elves DLC, and are exclusive to the Mortal Empires campaign. Drycha and her units cannot be played in Vortex, though she does appear in the background of Throt&#039;s campaign and in the final battle. you start with one amber as drycha which should always be used on the Tech to give poison to all tree spirits, making them much more survivable. &lt;br /&gt;
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*&#039;&#039;&#039;Coeddil&#039;&#039;&#039; - A little treat that CA didn&#039;t really feel like advertising, Coeddil makes a surprise appearance as a Legendary Hero available in Drycha&#039;s Mortal Empire campaign. [[FAIL|And only in that campaign.]] Befitting his psychopathic hatred for all things not made of bark, Coeddil is an absolute melee menace who constantly saps nearby enemy unit&#039;s health while giving all allied nearby a minor melee buff. He&#039;s a mixed Beasts/Dark caster with several choice spells from both winds including Transformation of Kadon and Power of Darkness. If that wasn&#039;t enough, Coeddil is unbreakable and will stay in the fight until the bitter end. It&#039;s worth noting that in custom battle he&#039;s considered a campaign exclusive unit rather than a hero so if you really feel like shenanigans [[Rip and tear|you can make an army of Coeddils.]]  &lt;br /&gt;
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*&#039;&#039;&#039;Malevolent Ancient Treeman&#039;&#039;&#039; - The only lord on this list, basically just an ancient Treeman with Frenzy. This makes it even more of a melee powerhouse than ordinary Ancient Treemen, though a strong anti-large duelist lord can still take it down. Unlike ordinary Ancient Treemen, the Malevolent ones get access to three distinct Lores of Magic instead of being locked to Lore of Life. They can take Lore of Life, but can instead choose to take Lore of Beasts or Lore of Shadows. Like Coeddil, the Malevolent Ancient Treeman is considered a campaign exclusive unit rather than a lord and so you can take as many as you like, provided you have the funds for it. Lore of Beasts can summon the usual Matincores instead of Great Eagles and gives beast units frenzy. Shadows gets improved glamour removing the debuff from elf units. Life gets regen as a skill. Beasts is probably the most useful for buffing your army. A life branch wraith is probably better than putting life on your lord due to less competition for skill points.&lt;br /&gt;
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*&#039;&#039;&#039;Malevolent Branchwraith&#039;&#039;&#039; - A Branchwraith with frenzy. Whereas the standard Branchwraith is not the best melee fighter, the Malevolent variant is actually a decent damage dealer so long as you keep her away from flaming attacks. Similar to the Malevolent Ancient Treeman, the Malevolent Branchwraith has an expanded list of Lores it can choose from. Ordinary Branchwraiths are a mix of Lore of Shadows and Lore of Life, while their Malevolent kin can specialize in either full Lore of Life, full Lore of Shadows or Lore of Beasts. Strangely, there is no mixed Lore of Life/Lore of Shadows Malevolent Branchwraith. Life gets regen, beasts gets extra melee attack, shadows gets stalk. Recommend life only and get beasts or shadows from your lord. Lords get nice army buffs.&lt;br /&gt;
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*&#039;&#039;&#039;Malevolent Tree Spirits:&#039;&#039;&#039; - Malevolent versions of the Dryads, Tree Kin, and Treeman units. They all have Frenzy, and can be upgraded further in her tech tree for more Charge and AP.&lt;br /&gt;
**&#039;&#039;&#039;Malevolent Tree Dryads:&#039;&#039;&#039; These are basically ever so slightly buffed Dryads with the added Frenzy ability, making them substantially more threatening right out of the gate. Drycha herself can summon two of them per battle using one of her unique abilities, making them the only unit on this list usable in multiplayer (if only as summons). red skill tree can give them extra melee attack, weapon strength, melee defense and an extra 15% physical resist; you can give them some AP with the Aspect of the Birch and Drycha&#039;s upgrades, which pairs nicely with their magical attacks, but they&#039;re still ultimately just whacking the enemy with sharp sticks. Still, they can outfight chaos warriors with all the buffs applied, and even against things they might not beat they are like more tanky wooden Daemonettes with very marginal AP. Just keep them away from fire and magic attacks, which is unfortunately pretty hard considering the proximity of Festus and the Von Carsteins. &lt;br /&gt;
**&#039;&#039;&#039;Malevolent Tree Kin:&#039;&#039;&#039; You get access to these guys much quicker than in other Wood Elf factions and you&#039;ll be relying on them  just as much. Upgrades to Drycha can give them a ward save, armor, charge, and AP, and better melee when they&#039;re at Rank 7+. The different Aspects are all worth a look depending on who&#039;s giving you trouble in the campaign: Birch makes you faster and gives you AP but lowers your physical resistance, Oak makes you slower and thicker, but also gives you expert charge defense, and Willow reduces your AP damage by 6, but gives you better defense and a bonus against Infantry. Birch is good because you have other bonuses to AP, but you don&#039;t have the DPS to make the most of it; if you upgraded Drycha, you&#039;ll get +10 AP to offset the -6 of Willow, but you&#039;re not exactly gaining much, either. Oak is probably the best, because Tree Kin were never going to win the foot-race anyway.&lt;br /&gt;
**&#039;&#039;&#039;Malevolent Tree Man:&#039;&#039;&#039; A Tree Man with frenzy. You are better off buying Dragons, Zoats, or Bears, with one exception: Malevolent Tree Men that are given the Aspect of the Willow (-150 AP but +250 Weapon Strength and +12 Defense) are pretty good against Festus and Nurgle, who doesn&#039;t have AP, but has a shit ton of health and healing. &lt;br /&gt;
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*&#039;&#039;&#039;Cave Bats&#039;&#039;&#039; - Non-undead Vampire Count Fell Bats with an extra 20 leadership, vanguard deployment and the ability to hide in trees. Used in essentially the same way as Fell Bats, they&#039;re great at tying down fast units, distracting ranged units, nomming artillery, causing chaos on walls and being meat shields for more important flying creatures. As previously stated they&#039;re not undead so they won&#039;t hold the line while crumbling the way Fell Bats do but they&#039;re also dirt cheap and expendable so you won&#039;t care when they&#039;re inevitably slaughtered. replace with hawks later probably, they have actual AP.&lt;br /&gt;
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*&#039;&#039;&#039;Giant Wolves&#039;&#039;&#039; - Norscan Ice Wolves without the Frostbite, considered small units instead of large for some reason meaning the standard anti-large tactics don&#039;t work on them. They&#039;re quite speedy and have a decent weapon strength though it&#039;s not majority armor piercing, meaning they&#039;re effective against low armor opponents. Charge them into the flanks of infantry or ranged units and use them to kill routing enemies, but don&#039;t expect them to hold the line.&lt;br /&gt;
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*&#039;&#039;&#039;Giant Spiders&#039;&#039;&#039; - These big angry arachnids don&#039;t really have a direct parallel to any other units. These are essentially buffed up Forest Goblin Spider Riders but without the Goblin. This unfortunately means they lose the shield held by said goblin, but considering it was a bronze shield anyway the 70 armor, armor piercing damage, charge bonus, and increased melee attack and forest stalker attributes more than make up for it. Poison + AP + Decent Armor in a faction where that&#039;s rare means they can serve surprisingly well in the front line, especially with magical support spells like Shield of Thorns or Wyssan&#039;s Wildform, but you&#039;re almost always better off using them to flank and having Tree Kin tank damage. &lt;br /&gt;
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*&#039;&#039;&#039;Great Hawks&#039;&#039;&#039; - The only unit on this list that probably should have been available to the entire Wood Elf faction, these are essentially slightly cheaper Hawk Riders with improved melee stats but no ranged attack. They have the standard vanguard deployment and Forest Stalker traits and are VERY fast. Give them some Cave Bats to act as meat shields and they can be quite effective melee combatants. They&#039;ll very quickly rip apart ranged infantry and artillery and can be absolute terrors in sieges, capable of massacring any infantry on the walls with flying cycle charges. They are fragile though, so good micro and support from other units is essential when using them.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Bears&#039;&#039;&#039; - The same unit that Rakarth gets, which is Kislevite War Bear Riders without the Armor. They are a good source of AP Anti-Large when you can recruit them, but the lack of Armor makes them squishy. Good supplements when Zoats are unavailable.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Manticore&#039;&#039;&#039; - Of course Drycha would get at least one Chaos unit. This is literally the exact same unit as fielded by Warriors of Chaos and Dark Elves. Notably, the Feral Manticore lacks the Vanguard Deployment and Forest Stalker attributes of the rest of the Wild Beasts. It&#039;s essentially a slightly tougher but slower terror causing Great Eagle. It&#039;s an effective source of flying terror, but it&#039;s certainly not the biggest beastie out there and is somewhat vulnerable to anti large, ranged fire and other more powerful single entity monsters like dragons. Its rampage is especially bad, as it means that you can easily lose control of it at the worst possible time and, as a (reluctant) member of the Wood Elf faction, you&#039;re a bit lacking in tools to go get it. These still get 20 physical resistance from a tech and frenzy from drycha or a beasts lore Treeman skill, with physical resist can frenzy they become extremely cost effective. can replace hawks even. &lt;br /&gt;
**With both frenzy and the tech boost they the same nearly the same raw killing power and physical resist as a Forrest dragon for less than half the cost. They don’t have breath attacks or poison but they are faster and smaller so can dodge arrows much easier. Actually very cost effective. Plus Unlike the other manticore using factions Dycha has lore of life to keep them alive. Can replace hawks entirely except for lacking vanguard.  &lt;br /&gt;
**Wut? A Forest Dragon is niche and only really good when in the woods, but its health, breath attack, damage type and the fact that its a dragon means that they have their best use is supplementing your line, flying in and out of combat as needed. Manticores do not get forest bonuses, but are much more accessible and expendable. Manticores take out missiles, artillery, and flame weapons so your trees and forest creatures don&#039;t have to take those shots upon approach. Dragons use their breath attack, smash into the lines, then leave so you can do it all over again&lt;br /&gt;
***The Feral Manticore is your mom&#039;s boyfriend that comes over before the party and helps out but doesnt stick around for long, the Forest Dragon is your drunk dad who comes in and wrecks shit&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
The first and most important component of playing Wood Elves; stay moving. Due to how frail the majority of the Wood Elf roster is, you cannot afford to allow your opponent to take the initiative in a fight. The good news is that many of your work-horse units are quite fast; many standard or slow moving armies will rarely be able to pin down your forces if you literally just stay one step ahead of them. Additionally, your Cavalry does almost all of their work in the charge; they will &#039;&#039;greatly&#039;&#039; diminish in strength and value if they remain in extended combat. Cycle charging is the name of the game for you, and it&#039;s a tenant you&#039;ll need to stick to if you actually want to give Bretonnia a run for their money. All of this combines to make Wood Elves one of the most micro-intensive factions in the game, if played right. While this can make them more interesting and fun to play, it also makes them considerably more challenging with mistakes punishing you much more severely than what other factions might&#039;ve endured for similar errors.&lt;br /&gt;
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====Faction Counterplay====&lt;br /&gt;
*&#039;&#039;&#039;Beastmen&#039;&#039;&#039; - The only other faction that can consistently keep pace or even outrun your in a flat out foot race. Beastmen are very much a rush faction and will do their damndest to close the gap between your forces; something you should take every measure to prevent. Eternal Guard or Tree Kin are reasonable front line screens and have a natural affinity for fighting against the Beastmen&#039;s larger units, like Minotaurs, while Wardancers can quickly butcher a majority of the infantry they tango with. Just make sure none of your damage dealing units ever take a head on charge. Beastmen have a very notable weakness that you can exploit; a near complete lack of armor and relatively limited missile units means that they&#039;ll be taking the full force of your ranged assaults. Hagbane Glade Guard/Riders not only deal respectable damage to the beastmen units, but the application of poison helps your footbound infantry catch up to and slaughter their infantry with considerable ease. In a cavalry face off, these hagbane missile units can slow down opposing Centagors for your Wild Riders and Great Stag Knights to deliver crippling blows with a few cycle charges. Lastly, Waywatchers and Deepwood Scouts (swiftsilver) are fantastic character or monster hunters who can pop up behind enemy lines and burst down Bray shaman, Giants or Cygors.&lt;br /&gt;
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*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039; - Make no mistake, Bretonnian cavalry is beyond your league. Though Wild Riders and Great Stag Knights have impressive charges of their own, they cannot remain engaged in a fight. This isn&#039;t really a problem for Bretonnian cav, who have the stats and tools to remain in a fight and still come out on top. The two biggest units to watch out for are Questing Knights and Grail Knights. Though they specialize primarily against armored units, Questing Knights will easily catch up to and slaughter a majority of your infantry in quick order. Grail Knights are the swiss-army knife of the faction against you; with magical attacks as well as an anti-armor and bonus against large, these guys are tailor made to chop down your tree units. It&#039;s less than ideal, but try to box them in or screen them with Eternal Guard, who will at the very least hold them off and allow your vulnerable missile units to reposition or support them with anti-armor fire. If you can at least pin them in long enough, Wardancers with Spears can do impressive damage against them despite their armor. As far as the peasantry goes... you have nothing to worry about. Your archers will absolutely dominate theirs in a firefight and literally any of your infantry options will win against theirs.&lt;br /&gt;
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*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039; - Fortunately, much of their AP ammunition and melee specialization goes to waste in this matchup. Even better, their lack of firing range means you can often fire off several volleys before they can, even with their missile chariots. The best of news, their heavy cavalry is among the worst in the game, and is hardly able to keep up with yours. Not to be confused with their light cavalry, which is actually quite capable and the most picked flavor of Dark Elf cavalry. Black Ark Corsairs, Witch Elves and Sisters of Slaughter are particularly feisty in melee combat and are the best suited to dealing with your kind, so try to wear them down at range before you contest them with Wildwood Rangers/Wardancers. Dryads and Tree Kin are not recommended units to bring in this matchup; they&#039;re too slow and the Dark Elf emphasis on AP will shred them before they so much as take a step out of the woods. Keep an eye peeled for when Murderous Prowess procs and do everything you can to avoid engaging the Dark Elves while it&#039;s active; the offensive bonuses can easily turn a losing engagement into a winning one for them and you definitely aren&#039;t suited to DPS race another glass cannon faction.&lt;br /&gt;
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*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039; - This used to be one of the most unbalanced and memeable matchups in Mortal Empires, but with the addition of Throt and the thots, it&#039;s gotten much more even. Don&#039;t bother too much with shooters here. Running around shooting for what feels like hours is super boring, and you&#039;ll also probably lose. Instead, lean into the melee rush. Your Wardancers and Wildwood Rangers should be able to deal with Dwarf Warriors and Longbeards, but remember, you have to respect the tankiness. Your higher-tier infantry WILL beat Longbeards, but it will take way too long to be cost-effective, and shooting at them just isn&#039;t cost-efficient. If your opponent tries to artillery box with Organ Guns, Naestra and Arahan can sit back and trade with their artillery all day, leaving the rest of their army open for your fast rush build to stomp on. Drycha with her dryad summons and lore of shadows is also a great choice. Tree Kin and Treemen are a wonderful bastion to center your army around, but you will &#039;&#039;need&#039;&#039; to take out any Irondrakes the opponent may have fielded before you commit them to battle. The Firebark Elders RoR can help mitigate this fire weakness. Bladesingers will soon become excellent beard-cutters once the magic-resistance only applies to spell damage as opposed to magic attacks, giving you a much needed way to carve through Dwarf armor. You&#039;re really gonna want to watch out for Bugman&#039;s rangers. With their regeneration and charge defence, they are a unit type that has everything you hate dealing with, and shutting them down quickly is quite difficult. Lost Sylvan Knights can be rockstars in this matchup IF you bring them at the right time. Dwarf rune magic is pretty much a hard counter to them, but if your opponent doesn&#039;t bring rune magic, they can swing the battle for you.&lt;br /&gt;
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*&#039;&#039;&#039;Empire&#039;&#039;&#039; - That artillery... is going to be a problem. A rather shocking array of long range artillery well suited for every occasion will make any frontal assault all but suicidal. Play to your strengths; try to flank and ambush weak points in empire lines. Stay on the move and don&#039;t give their missile infantry a chance to set up and fire. If you can, vanguard deploy cavalry or dryads in a position to shut down careless artillery placements so that your archers can start picking apart empire gunpowder before &#039;&#039;they&#039;&#039; can get into range. Great Eagles are also fantastic for this purpose, just make sure you keep an eye on any halberds that might be standing by. Otherwise, Wardancers and Bladesingers thoroughly outclass Empire infantry if they can make it in safely, though don&#039;t expect them to get out unscathed.&lt;br /&gt;
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*&#039;&#039;&#039;Greenskins&#039;&#039;&#039; - Little to no armor? Check. General lack of anti-large? Check. Relatively sluggish frontline? Also check. You have a lot of things going for you in this matchup, but that&#039;s not to say Greenskins aren&#039;t able to give you a damn good fight. Goblins and Goblin Skirmishers will be a bitch to deal with; exceedingly numerous, nimble and accurate with their bows and ultimately disposable if you pin them down, they&#039;ll often distract or whittle away enough of your forces that the Ork Boyz about to crash into your lines will be able to deal some serious damage. Dryads are solid counters to the non-armored Boyz, though you&#039;ll want Wildwood Rangers or Bladesingers to deal with Black Orks. Your Cavalry is well suited to deal with the Greenskins, but only if you continuously cycle charge with them.&lt;br /&gt;
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*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039; - Yet another defensive gunpowder faction. Your air force does outclass Grand Cathay&#039;s in a skirmish and you can easily take down their Skyjunks with Great Eagles or Forest Dragons (something you&#039;ll want to do if you don&#039;t want fiery hot death spewing from it), but the same can&#039;t be said for the rest of their artillery. Grand Cannons will be very problematic for your forest spirits and surprisingly difficult to pin down due to their speed while Fire Rain Rockets put out enough anti-infantry firepower to make Hellstorm Batteries blush. Your missile cav will prove quite valuable at outmaneuvering and outranging most of the gunpowder and can generally keep away from Grand Cathay&#039;s own lackluster cavalry selection, though just make sure you don&#039;t directly charge into any braced infantry with your cavalry; flank them or charge them with less valuable units like Dryads or Eternal Guard before sending in your heavy hitters.&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039; - High Elves share many of the same strengths you do. Their Sisters of Avelorn can very nearly match Waywatchers in ranged dps while their weakest dragon, the Sun Dragon is comparable to your Forest Dragon in stats. Also, their units have a durability yours simply can&#039;t match, a large part of which is their Martial Prowess. Worse, many of their units come with a 55% block chance against missile fire, which can be incredibly potent against a faction such as yours that relies heavily on missile fire. Fortunately, you have an advantage that can help negate both of those difficulties: your speed. Wood Elves are the best skirmish faction in the game, use that to your advantage. Take some ranged cavalry to circle the enemy or vanguard deploy some archers behind enemy lines and shoot their infantry in the back to ignore those pesky shields. Remember that Waywatchers don&#039;t duel other archers very well due to their low model count, save them to shoot at large targets or lords. If your enemy is smart they won&#039;t try to contest the air, if they&#039;re not shoot their dragons and phoenixes out of the sky with a combination of prey of anathraema (so you&#039;ll probably want to take female glade lord as your lord) and waywatcher fire. Either way you should be able to field some flying units such as hawk riders which you can use for more skirmishing. Remember that if possible you don&#039;t want to engage the enemy in melee until their units are at half health and their Martial Prowess is gone. The new DLC units are quite effective against the High Elves, Zoats are strong anti-cavalry and Bladesingers can blender High Elf infantry, especially if Martial Prowess is lost. Don&#039;t bring tree spirits unless you&#039;re willing to invest in Firebark Elders because the High Elves have a ton of sources of fire damage. Branchwraiths might also be a poor choice as the High Elf Fireborn RoR can kill a Branchwraith in seconds.&lt;br /&gt;
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*&#039;&#039;&#039;Khorne&#039;&#039;&#039; - Probably one of the easiest matchup&#039;s you&#039;ll have. the majority of your units will be able to just outrun anything short of khorne&#039;s cavalry and furies. bring fast skirmishers and a good deal of anti-large to counter cavalry play and take khorne on a map-wide kiting run.&lt;br /&gt;
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*&#039;&#039;&#039;Kislev&#039;&#039;&#039; - Bring some spears and some Tree Kin because cavalry is likely going to be the name of Kislev&#039;s game. Keep an eye out for any Ice Guard; while Kossars and Streltsi will not pose much of a threat (at range) the Ice Guard are quite capable at any range and will be very adept at scything through your forest spirits if you give them the opportunity. If you can contain them and any Ice Witches, your Tree Kin will be pretty well set to hold back any Winged Lancers or War Bear Riders trying to get at your backline. Use Eternal Guard and Spear Wardancers to mop up any such cavalry and you should be golden.&lt;br /&gt;
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*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039; - While you will have absolutely no issues outrunning and kiting Saurus and Kroxigors, you should take a caution against Skink units. They might be cute little lizards who deal relatively minor damage against most other factions, but you&#039;re not most other factions. Since a majority of your infantry is unarmored, you&#039;ll be taking the full brunt of their little assaults and they&#039;re one of the precious few infantry units that can reliably keep pace with yours and even outrun a fair chunk of your own frontline formations. Additionally, Skink Skirmishers and Chameleon Skinks will prove shockingly effective at whittling down your unarmored forces with poisonous missile fire while proving to be a frustrating target in turn due to their lose formations and (for Chameleons) ranged damage resist. Lastly, you will want to take an extreme care around Fire Slann and Salamanders, who will be the &#039;&#039;bane&#039;&#039; of your Tree units. If you can shut down their fiery assaults, Tree Kin will prove a reliable walling unit to hold down and defend against Saurus frontlines and can even resist the onslaught of their varied monsters. Your cavalry will also prove extremely effective against the Lizardmen with their superior speed and devastating charges; there&#039;s precious little the Lizardmen can do if they can&#039;t pin down your Wild Riders/Great Stag Knights.&lt;br /&gt;
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*&#039;&#039;&#039;Norsca&#039;&#039;&#039; - The general disdain for armor among Norscans makes dealing with them at range substantially more viable than their heavily armored cousins (WoC), though their higher speeds and more prolific monsters will prove troublesome should they manage to catch up to you. Anti-Large is a must in some flavor (not that it&#039;s particularly hard to come by for you).&lt;br /&gt;
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*&#039;&#039;&#039;Nurgle&#039;&#039;&#039; - The only thing Nurgle can do to your skirmishers are furies and Ku&#039;gath if your opponent brought him. Try to avoid melee for as long as you have any ammunition left, there&#039;s no sense letting Nurgle deal any unnecessary damage to your forces.&lt;br /&gt;
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*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039; - Under no circumstances are you to try to meet their charges head on; any non-Tree Kin infantry that tries will get utterly demolished before the &#039;&#039;actual&#039;&#039; fighting begins. Instead, divide and conquer; Ogre Kingdoms are going to generally have a lower unit/model count than most other armies, so every dead ogre adds up fairly quickly and they can&#039;t be everywhere at once. Spread out your forces so that even if they manage to pin down some of your units, you still have reinforcements ready to reposition and hit them where it hurts. Additionally, their relative lack of armor means your abundance of ranged units can soften them up significantly before they get close. Tree Kin, with their expert charge defense, melee resistance and high melee defense stats, are one of the few units that can safely stop an Ogre charge in its tracks. Follow this up with some Eternal Guard to further tie them down.&lt;br /&gt;
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*&#039;&#039;&#039;Skaven&#039;&#039;&#039; - Other than the High Elves, if any other faction can rival you at range, it&#039;s the Skaven. Between their Jezzails, Ratling Guns, Poisonwind Globadiers, Plagueclaw Catapults and Warplightning Cannons, Skaven have a gun for every conceivable job. You on the other hand, have virtually no armor and shielded units are few and far in between. Thankfully, many of your archers still outrange their missile units and so long as you don&#039;t allow yourself to get backed into a corner, you shouldn&#039;t have too much issue kiting their slightly slower ranged infantry. Dealing with Skaven artillery will always be your first priority; Great Eagles or Wild Riders/Great Stag Knights can swiftly slip behind enemy lines and shut down artillery long enough for your archers to set up and deal some damage. In general, your melee infantry shouldn&#039;t really be too bothered by theirs; skavenslaves and clanrats are a mere nuisance to your considerably more &amp;quot;elite&amp;quot; infantry, though don&#039;t get complacent; even skavenslaves can deal not inconsiderable damage to your unarmored elves and, like all chaff infantry, their main value lies in simply tying your guys down. Key Skaven infantry to watch out for are their Plaguemonks and Death Runners.&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; - The only faction that can definitively claim to be faster than you... and at least in this matchup, that doesn&#039;t necessarily do them too many favors. Much of the Slaaneshi roster is geared to fight armored opponents, which thankfully (in this particular case, at least), you generally aren&#039;t. Having said that, Slaanesh isn&#039;t without claws or teeth; if you want your Waywatchers or Glade Guard to get any work done, you&#039;re going to need to screen them diligently. Slaanesh lacks much in the way of range (effectively non-existent ranged roster) or armor (...it&#039;s Slaanesh after all), so you can get some serious work done from afar if you can keep his/her chariots, cavalry and/or daemonettes from scything through your backlines. Hawk Riders can also serve you quite well in this matchup, as once you clear out any potential furies from assaulting them, they&#039;ll be virtually uncontested while they rain arrows down upon the backsides of those horny, horny daemons. You&#039;ll want to take the ever vigilant Eternal Guard to combat enemy cavalry/chariots and as general damage sponges while Wardancers can mop up any infantry currently engaged with them.  Bladesingers in particular will be more than a match for Slaanesh&#039;s infantry if you permanently activate their dance skill to get more raw damage and the expense of armor piercing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039; - An unpredictable matchup. Their frontline will be slow, and much of it can be whittled down with skirmish tactics before your own melee units will even need to engage them. Ushabti Great Bows pose a serious threat to the Wood Elves as they can steadily fire upon your Lords from afar, especially Orion and Durthu whose large model sizes makes them much more vulnerable, as well as outranging the Sisters of Twilight by a considerable margin. Faster constructs such as the Warsphinx and the Necrosphinx puts a great damper on the skirmishing tactics which Wood Elves mainly rely on, being capable of chasing down kiting units such as Deepwood Scouts and Waystalkers. Keep the Tomb Kings player on their toes with a good mix of Cav, ranged units and anti-large spear units, making sure to avoid engaging their frontline units in melee until absolutely necessary due to their fear effect putting you at a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039; - First; leave anything with bark for skin in the woods; trying to mitigate the sheer amount of flaming, magical damage at Tzeentch&#039;s disposal is impossible. Instead, you&#039;re going to want a dedicated cavalry build; Tzeentch relies heavily on cycle charging and keeping out of extended fights. Use your superior speed to prevent any daemons from escaping. Once you manage to pin any particular units down, Wardancers and Bladesingers will dominate anything they come into contact with. Of course, you&#039;ll want to have a few archers contest/discourage any Horrors attempting to line up some shots of their own if only to further soften them up for your melee kill squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039; - Look out for artillery. If you can do that, this matchup can become modestly easy; Vampire Coast infantry is rather slow and you easily outrange all non-artillery missile units they can bring to bear. So long as you&#039;re careful with your positioning, pick your engagements and keep two steps ahead of them, you can pick apart much of their gunlines before they can get a chance to return fire. Once you do so, Wardancers with Spears and Eternal Guard are pretty suited towards dealing with the bigger monsters they might have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039; - One of your best matchups.  VCs have a tough time handling your skirmishers since they don&#039;t have any ranged units or light cav.  They also have a tough time handling your forest spirits. Treemen/treekin can easily smush skeleton spearmen and shut down blood knights with their charge def vs. large. If you really want to be an asshole, take sisters of twilight/hawkriders, park them on top of enemy, and pick away at their key units while they impotently shake their fists at you. VC lords are frequently put on flying mounts such as Hellsteeds and Zombie Dragons. An excellent strategy against these picks is to expose archer units in hopes of baiting the VC Lord in before trapping him or in place with the female Glade Lord&#039;s Prey of Anath Raema ability. As long as Dire Wolves and Vampire Cav are kept far away while this commences, a full back line of archers can easily whittle the VC Lord down within the sixteen seconds of prey of Anath Raema, especially given its twenty percent missile resistance debuff, thereby automatically securing your victory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039; - A heavily armored melee faction with virtually no ranged options, you won&#039;t have much trouble keeping your distance from a majority of the WoC roster. The problem is, between their heavy armor and shields, Wood Elves had a bit of trouble actually dealing with their front lines until recently. Though Wildwood Rangers are reasonably decent at facing them in combat, the addition of Bladesingers has given Wood Elves a very strong melee-oriented answer for all that bulk. When properly supported, Bladesingers can and will carve a path of death through Chaos front lines, especially if you have anti-armor missile support from the flanks. Eternal Guard, as ever, are the best screening unit you can ask for against enemy cavalry while Tree Kin are a bit more suited to holding back the tide of enemy infantry while your Bladesingers get into position. One major issue you&#039;ll need to keep in mind; if the WoC brought a Hellcannon, you will want to prioritize that before anything else. WE have no direct artillery to answer them in kind and with virtually no defensive statlines on most of your units, Hellcannons can deal terrible damage to a majority of your roster if you let them fire at you uncontested.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039; - Oh boy, fantasy guerilla warfare. If you&#039;re facing other fleshy wood elf infantry, don&#039;t expect a straight up fight. Try to outflank and shut down their archer units to force them into a more direct confrontation and shut down their healers to prevent them from shaking off the damage you deal to them. Try to save your magical arrows for any Trees looking at you funny.&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
First things first; you&#039;re playing the long game from turn 1. Expect to spend many consecutive turns hunkered down in the woods, actually waiting for trees to grow. The most important thing to any Wood Elf faction you play as is the Oak of Ages. Whichever subfaction you decide to play as, bar Drycha, will start their campaign with the Oak itself under their direct control. Empowering the Oak is an expensive and time consuming process that often requires the growth of outlying Awakened Woods to help rejuvenate it. Doing so, however, will issue quests from the other disparate Wood Elf factions that, upon completion, automatically and immediately confederate with your main faction. Drycha, the racist that she is, will only confederate with Durthu and has little choice but to claim Athel Loren and the Oak of Ages by force.&lt;br /&gt;
&lt;br /&gt;
In general, you&#039;re going to want to pick an Awakened Forest to focus on first. Most Awakened Woods outside Athel Loren are already occupied by some minor faction and they&#039;ll need to be kicked out before you can get to work returning them to full bloom. To do so, you&#039;ll want, if not need all adjacent regions to the forest to actively be helping grow the woods. This will only occur under three conditions; A) You&#039;ve turned the settlement in the region into a Wood Elf Outpost, B) You&#039;ve driven any occupying force out of the settlement and razed it to the ground or C), you&#039;re in an active alliance with the region&#039;s owner. If these settlements are owned by a hostile power, they&#039;ll actively harm your efforts to grow the forest. This can give you a bit of flexibility in how you go about healing the Awakened Woods, as outside the regions immediately adjacent to said woods, you genuinely have little incentive to conquer the lands beyond them. As these woods begin to fully bloom, they&#039;ll provide constant, active benefits both to Athel Loren&#039;s growth rate and to your faction&#039;s performance on the campaign. Each Awakened Wood will also provide diplomatic bonuses to a particular faction (usually one that spawns close to the woods in question) and will typically provide some sort of attrition immunity to help in your travels. Depending on how you go about things, Wood Elves can become one of the most diplomatic factions in the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drycha&#039;&#039;&#039;&lt;br /&gt;
Drycha&#039;s main focus, outside the shared Athel Loren goal every Wood Elf faction has, is to return Coeddil to the mortal world and punish the filthy flesh bags squatting in her home. The only other Wood Elf faction in the game that she can get along with is Durthu; everyone else needs to be wiped out. Due to her... particular stance on the eponymous Wood Elves, she has to place units comprised of such meat under a glamour. While this lulls them into thinking they&#039;re fighting for Ariel, it also reduces their combat effectiveness. To compensate, her Forest Spirit units come in the form of upgraded &amp;quot;Malevolent&amp;quot; versions, all with Frenzy as a perk. Between that and her/Durthu&#039;s shared Forest Spirit specialization upgrade mechanic, you&#039;re &#039;&#039;heavily&#039;&#039; encouraged to form a Forest Spirit-focused build for most of your armies.&lt;br /&gt;
&lt;br /&gt;
====Immortal Empires====&lt;br /&gt;
As above, so below. The campaign for the Wood Elves is essentially unchanged from how you would play them in Mortal Empires, with a few minor improvements.&lt;br /&gt;
&lt;br /&gt;
Alliances are now much easier to form with other races and bring tangible benefits. If you choose to play passively, allies will build outposts wherever they can and strengthen your garrisons. If you want to cover the world in trees, getting access to units like phoenixes from the High Elves or Ratling Guns from the Skaven will give you some new tactical options. Most Elf units, but particularly hydras, phoenixes, and chariots synergize well with your armies. &lt;br /&gt;
&lt;br /&gt;
The Jungles of Chi-An are a new magic forest on the borders of Khuresh that greatly reduces the upkeep cost of tree spirits. You should rush confederating that one first as all wood elf factions, which thankfully is pretty easy; all you need to do is conquer one settlement of any Cathay faction. And speaking of confederation, it is now possible to confederate Drycha as other wood elf factions. If you&#039;re lucky, she&#039;ll have an army of malevolent tree spirits and not just a flock of hawks and bats. &lt;br /&gt;
&lt;br /&gt;
The new diplomacy system still allows you to beg money off the AI, but you won&#039;t get as much for asking as you did in Mortal Empires; 500 to 1000 seems normal for factions that really like you. Instead, you&#039;ll be making most of your money and experience off forest encounters or siege battles against capital regions. Thankfully for your treasury, the reduction to upkeep costs mean wood elves can always field more armies relative to their limited territory than other factions, allowing you to overpower anyone foolish enough to threaten the heathlands and forests themselves. If you&#039;re feeling particularly gutsy, trigger the ultimate endgame crisis/crises early in the campaign so you can farm the AI&#039;s armies for huge amounts of gold and XP.&lt;br /&gt;
&lt;br /&gt;
Also of note is that, due to the nerf to AI aggression, expanding to all or most of the magical forests can be done fairly safely. You will rarely see the AI assault any of the Wood Elf territories en masse, allowing you to use the Deeproots or treasury savings to meet potential threats across most of the map. Combined with the confederation quests for the magical forests, the Wood Elf economy can be established very quickly and you&#039;ll be able to raise multiple armies before turn 50. The more armies you have, the greater the chance that Forest Spirit ancillaries will drop. These are some of the most powerful ancillaries in the game, as they impose a -5 leadership effect on enemy armies in the same province as the character they are equipped to. By stacking that effect on multiple lords or heroes you can destroy enemy armies through morale loss alone.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=MedHammer_40,000:_Religion&amp;diff=333002</id>
		<title>MedHammer 40,000: Religion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=MedHammer_40,000:_Religion&amp;diff=333002"/>
		<updated>2023-02-26T19:54:52Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* The Yanna-Gaëlle Codex (The Masali Codex) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Religion Before Lorgar&#039;s Treachery==&lt;br /&gt;
&lt;br /&gt;
Throughout the Imperium of Man, Many have differing views of the Nature of The Emperor is like. Most project their own ideals onto the comatose figure, placing idealized version of their own opinions into his personality. For some he is a kind Grandfatherly figure, only seeking mankind&#039;s best interests. For others he is a righteous reformer, over throw his corrupt regents and build the &amp;quot;True Imperium&amp;quot; that looks suspiciously similar to the Emperor&#039;s Point of View. Some see the Emperor as a crypto-practitioner of their own belief and ideology, others see him as the Great Outsider. Like a gardener, all ideas and beliefs to grow while pruning those that threaten to overrun the gardern, or have become withered and useless. Very few of those in 41st mellenium realize that their Emperor hated all of their ideas, and the current state of the imperium is only due to the benevolence of his absence. During the reign of the Great Crusade, Religion was viewed by the Emperor as holding mankind back, and was aggressively supressed and destroyed. The Emperor himself took pride in his destruction of the Last Church on Terra. Even fewer know that it was his hatred of religion that ultimately drove his son Lorgar into the arms of the Ruinous powers.&lt;br /&gt;
&lt;br /&gt;
==Religion after Lorgar&#039;s Treachery==&lt;br /&gt;
&lt;br /&gt;
After the Great Treachery which saw the Emperor wounded and weak, the collective leadership of The Imperium&#039;s Leadership was divided on the status of religion. Some, like Jaghatai Khan, saw religion as a natural part of mankind, and to take it away would be to take away something essentially human. Others like Sanguinius and Fulgrim were staunch believers in the Imperial Truth, and hoped to continue their fathers work. Ultimately such hardliners lost by a Bootleggers and Baptists alliance between The Pro Religious Faction, and the Pro-Reform Faction who used religion as a way to get their own pet reforms into the Imperium. These reformers included diverse opinions such as Magnus The Red, who sought the Council of Nikea to be overturned; Konrad Curze and Vulkan who saw the Imperial Truth as a blatant cynical lie; Horus who given his experience in the Great Treachery was eager to see any solution that could prevent another Lorgar; and Constantine Valdor who saw greater religious representation as an opportunity to weaken the Primarch&#039;s grip on the Imperium.&lt;br /&gt;
&lt;br /&gt;
The outcome of months of deliberation was the &#039;&#039;New Imperial Truth&#039;&#039; or &#039;&#039;The Terran Creed.&#039;&#039; The Terran Creed established provisions as to what the common Imperial Citizen knew about Chaos and the Warp, and rubric for what grounds religions should be condemned by the Imperium. Provided that the Religion did not worship the Emperor as any sort of god, nor were any of the ruinous powers worshipped, than the religion would not be deemed heretical and rooted out. Whether or not a religion was openly accepted, let alone tolerated varried from regime to regime. &lt;br /&gt;
&lt;br /&gt;
===The Terran Creed===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The New Imperial Truth,&#039;&#039; commonly referred to as the Terran Creed or &amp;quot;The 53 Precepts&amp;quot;  was created following the council to represent The Standard of Belief and Knowledge that all imperial citizens should know. It set out to replace the harsh Athiest Dictums of the Imperial Truth with a milder &amp;quot;agnostic&amp;quot; creed. At the council it was mandated that All Imperial Citizens must believe in this Imperial Creed, and that any organization, religious or ideological that opposes any of these tenants will be decreed Heretical. Contrary to the original Truth, it was thought better to give the people some awareness as to who they were fighting, than to offer lies. Additionally the old world religions were consulted and, since they did not believe their gods resided in the warp, the provisions were added that excluded them from heresy, while subtly hinting their religions were false (which the The Khan protested against, but accepted the compromise with gritted teeth). The Aurelian cult was another matter, unsure whether the Aurelian cult, along with other Chaos gods (Rumors of entities called Malal or Necoho), it was decided to add precepts 45-49 and should the Creed need to be revised they would do so. The Creed was considered vague enough to encourage both persecution and tolerance when needed, while allowing for clear precedents for the condemnation of chaos cults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The New Imperial Truth or 53 Precepts&#039;&#039;&#039;&lt;br /&gt;
#I know I am a Human, as a Human I am part of Mankind&lt;br /&gt;
#All Humans are part of Mankind&lt;br /&gt;
#All those who are a part of Mankind are Human&lt;br /&gt;
#Those who not a part of Mankind are Xenos&lt;br /&gt;
#A Human will not serve, obey, follow, kill for, or die for a Xenos&lt;br /&gt;
#Terra is a place in the Material Realm&lt;br /&gt;
#The Material Realm is a real place that exists&lt;br /&gt;
#The Material Realm is filled with Material beings&lt;br /&gt;
#Material Beings follow material rules&lt;br /&gt;
#Humans are material beings.&lt;br /&gt;
#My works and deeds shape the Material Realm&lt;br /&gt;
#Mankind derives from Terra&lt;br /&gt;
#Terra is a real place separate from the Immaterial&lt;br /&gt;
#The Galaxy is Material and the Birthright of Mankind&lt;br /&gt;
#The Emperor is The Leader of Mankind&lt;br /&gt;
#The Emperor is Material, is Human, and is from Terra&lt;br /&gt;
#The Emperor has Eighteen sons&lt;br /&gt;
#Five of The Emperors sons are traitors&lt;br /&gt;
#The Emperor&#039;s sons are part of Mankind&lt;br /&gt;
#The Emperor&#039;s loyal sons answer to the Emperor&lt;br /&gt;
#The Emperor&#039;s disloyal sons are enemies of the Emperor&lt;br /&gt;
#All Humans must serve The Emperor, for he is their leader&lt;br /&gt;
##To Serve the Emperor is to Serve The Imperium&lt;br /&gt;
#All Humans must obey The Emperor, for he is their ruler&lt;br /&gt;
##To Serve the Emperor is to Obey his Loyal Sons and Appointees&lt;br /&gt;
#All Humans must aid other humans in serving the Emperor&lt;br /&gt;
#All Humans must protect The Emperor because he is sovereign above all&lt;br /&gt;
#All Humans must fight for and die for The Emperor&lt;br /&gt;
##It is Mankind&#039;s greatest calling, whether in war or domestic service.&lt;br /&gt;
#The Emperor Protects Mankind, and will not fail to do so.&lt;br /&gt;
#The Emperor Protects Mankind from Material Dangers&lt;br /&gt;
#I believe The Emperor will lead all mankind to their birthright&lt;br /&gt;
##If a human tells me to disobey the Emperor, i will not obey&lt;br /&gt;
##If a human tells me to not serve the Emperor, i will not serve&lt;br /&gt;
##If a human tells me to not follow the Emperor, i will not follow.&lt;br /&gt;
##If a human tells me not to die for the Emperor, i will not die&lt;br /&gt;
##If a human tells me not to kill for the Emperor, i will kill&lt;br /&gt;
#The Immaterial is a not real place that exists&lt;br /&gt;
#The Immaterial is filled with Immaterial Beings&lt;br /&gt;
#The Immaterial realm follows Immaterial rules&lt;br /&gt;
#My Thoughts and Beliefs shape the Immaterial Realm.&lt;br /&gt;
#I believe The Emperor protects mankind from Immaterial Enemies&lt;br /&gt;
#The Immateria has &#039;&#039;&amp;quot;gods&amp;quot;&#039; who dwell there&lt;br /&gt;
#These gods are not Gods&lt;br /&gt;
#There are no Gods in the Immateria, only gods&lt;br /&gt;
#The Emperor is not a god nor a God&lt;br /&gt;
#The Immateria has gods called The Ruinous Powers&lt;br /&gt;
#The Ruinous Powers are not Gods&lt;br /&gt;
#Mutanda is a Ruinous Power that claims magic and change&lt;br /&gt;
#Morta is a Ruinous Power that claims disease and stagnation&lt;br /&gt;
#Hedonis is a Ruinous Power that claims pleasure and perfection&lt;br /&gt;
#Caedes is a Ruinous Power that claims bloodshed and murder&lt;br /&gt;
#Indivisis is a Ruinous Power that claims all these&lt;br /&gt;
#Any god declared by The Imperium to be a Ruinous Power is a Ruinous power.&lt;br /&gt;
#I will not serve any Ruinous Power, because they do not protect man&lt;br /&gt;
#I will not obey any Ruinous Power, because they are not worthy of obedience&lt;br /&gt;
#I will obey the Emperor before I obey any god.&lt;br /&gt;
##If a god tells me to disobey the Emperor, i will not obey him&lt;br /&gt;
##If a god tells me to not serve the Emperor, i will not serve him&lt;br /&gt;
##If a god tells me to not follow the Emperor, i will not follow them.&lt;br /&gt;
##If a god tells me not to die for the Emperor, i will not die for them&lt;br /&gt;
##If a god tells me not to kill for the Emperor, i will report&lt;br /&gt;
#A Human will not serve, obey, follow, kill for, or die for a Xenos god&lt;br /&gt;
#Demons serve the Ruinous Powers&lt;br /&gt;
##I will not obey, serve, or follow Alpharius or any demon who follows Mutanda&lt;br /&gt;
##I will not obey, serve, or follow Angron or any demon who follows Morta&lt;br /&gt;
##I will not obey, serve, or follow Perturabo or any demon who follows Hedonis&lt;br /&gt;
##I will not obey, serve, or follow Mortarion or any demon who follows Caedes&lt;br /&gt;
##I will not obey, serve, or follow Lorgar or any demon who follows Indivisis&lt;br /&gt;
#Daemons are immaterial beings that serve the immaterial powers&lt;br /&gt;
##If a daemon tells me to disobey the Emperor, I will not obey him&lt;br /&gt;
##If a daemon tells me to not serve the Emperor, I will not serve him&lt;br /&gt;
##If a daemon tells me to not follow the Emperor, I will not follow them.&lt;br /&gt;
##If a daemon tells me not to die for the Emperor, i will not die for them&lt;br /&gt;
##If a daemon tells me not to kill for the Emperor, i will report them&lt;br /&gt;
#A Human will not serve, obey, follow, kill for, or die for a Daemon of a Xenos god&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legal Status of Religion in M41==&lt;br /&gt;
&lt;br /&gt;
Religions Imperium wide are free from condemnation by the Imperium so long as they are deemed compliant to The Terran Creed. That is not to say that they are necessarily accepted. Indeed, many higher level  Imperial organizations openly discriminate against particualr religions, barring devotees from upper echelons of membership, if not outright banning them from any sort of leadership roles. Otherwise the treatment of religion can vary segmentum by segmentum, system by system, and planet by planet.&lt;br /&gt;
&lt;br /&gt;
===In the Segmentum Solar===&lt;br /&gt;
&lt;br /&gt;
Because the Segmentum Solar&#039;s privilege of Governance by The High Lords of Terra, it is perhaps the only place where any sort of official stance of Tolerance is kept. The High Lords of Terra have official representatives of both ancient religions and the cults of Mechanicum and Aurelian as part of their leadership. The Segmentum Solar practices a policy of official tolerance outside of Terra and Mars. So long as the religion is Compliant to The Terran Creed it is afforded certain rights and privileges in the Segmentum Solar.&lt;br /&gt;
&lt;br /&gt;
====Magna Terra====&lt;br /&gt;
Terra Itself is a little more complicated.  In keeping with an official Terran decree dating from before The Great Crusade, no churches nor houses of worship are permitted on Terra. Because of this many religions with Religious seats on Terra actually have their Ecclesiastic Palaces on Luna, where the Rules are less constraining. Some of these Religions additionally have secular &amp;quot;Monuments&amp;quot; and &amp;quot;Museums&amp;quot; on terra, that despite being owned by the various churches, comply enough with of Terra&#039;s rules to be permitted. To call these &amp;quot;Museums&amp;quot; or monuments does not do these architectural masterpieces justice. These are massive complexes of schools, research centers, grand halls, plazas, the size of citties, complete with massive spaceports and lodging complexes built to house the many pilgrims (i mean visitors) who come to visit. All of these museums are effectively small primitive hive-worlds due to terra&#039;s lack of atmosphere requiring their own life support.&lt;br /&gt;
&lt;br /&gt;
These Monuments include, but are not limited to:&lt;br /&gt;
*;The Museum of The First To Fall&lt;br /&gt;
:Owned by The Aurelian Cult&lt;br /&gt;
:Is a grand museum dedicated to those original preachers who came from the Maccragge Pilgrim Fleet&lt;br /&gt;
:Is also commemorating their efforts in proselytizing before Terra&#039;s atmosphere was decimated by Alpharius&lt;br /&gt;
:The Museum is one of the Best historical archives on the Great Treachery as well as Pre-Heresy Ultramar Culture.&lt;br /&gt;
*;The Monument of Sacra Terra&lt;br /&gt;
:Owned by the Katholians&lt;br /&gt;
:This museum is a monument to Terra&#039;s ancient religious sites from its most ancient history.&lt;br /&gt;
:along with the Museum Inculabra, this is one of the few places in which any knowledge of Terra&#039;s ancient history is kept.&lt;br /&gt;
*;The Monument of The Inculabra&lt;br /&gt;
:a museum located on the site of the Holy site of the Obsequiani&lt;br /&gt;
:this grand museum is the third most regularly traversed to places on magna terra outside of The Museum of The First to Fall and The Imperial Palace.&lt;br /&gt;
:At the Center of these museum is the origional complex, built and funded by none other than The Primarch Jaghatai Khan himelf.&lt;br /&gt;
:Along with The Sacra Terra Monument, this harbors some of the best collections of Terra&#039;s ancient history&lt;br /&gt;
*; Saline Monument&lt;br /&gt;
:owned by The Apiani Cult&lt;br /&gt;
:This monument explains the history of The Apiani people and history, both on earth and outside it.&lt;br /&gt;
:It is considered to be one of the Pre-eminent centers for Merikanology.&lt;br /&gt;
&lt;br /&gt;
====Mars====&lt;br /&gt;
Mars is an independent Political entity from Tera, and as such, they are subject to their own rules. The Planet of Mars is a Theocracy for the Cult Mechanicus, and intends to stay that way.&lt;br /&gt;
&lt;br /&gt;
===In The Segmentum Tempestus===&lt;br /&gt;
tba&lt;br /&gt;
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===In The Segmentum Obscura===&lt;br /&gt;
tba&lt;br /&gt;
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===In Grand Macharia===&lt;br /&gt;
Grand Macharia was ultimately the result of a citizen army composed of deeply spiritual refugees and volunteers. Reclaiming the Segmentum Pacificus from Chaos was just as much a work of faith as it was combat. As such, grand macharia looks upon non-religious with suspicion, seeing a lack of faith as a liability in a realm so close to The Eye of Terror.&lt;br /&gt;
===In The Ultima Segmentum===&lt;br /&gt;
&lt;br /&gt;
The Segmentum Pacificus, led by the Primarch Vulkan, officially holds the Promethean Cult to be the official creed of the Segmentum. Given the the strenuous requirements of this faith, and Vulkan&#039;s own tolerant personality it is not enforced. Several religions exist within the segmentum including a substantial following of Aurellian Cult, and its syncretized version, the Dauntless Cult.&lt;br /&gt;
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===In The Ultramar Autonomous Realm===&lt;br /&gt;
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==The Aurelian Cult==&lt;br /&gt;
Founded in Ultramar, the Aurelian Cult Worships Roboute Gulliman and The God-Emperor. It serves as this timeline&#039;s main replacement for the Ecclesiarchy. The Cult places great emphasis on the Emulation of Roboute Gulliman and his writings for how to live. They believe that in the fullness of time The Avenging Son will return with his Father in Glory to defeat the Traitors once and for all, and build an &amp;quot;Imperium Secundus&amp;quot; in the warp. The Aurelian cult would function a bit like the Bretonians as well, with Tanasha Euten acting as The Lady of The Lake. The Aurelian Cult is the Largest Religion in the Imperium claiming Trillions of Souls and almost 35% of the Imperium’s Total Population.&lt;br /&gt;
&lt;br /&gt;
While the actual nuances and  theology of The Aurelian Cult&#039;s Varries between holy seats. There are some core beliefs that are considered to be essential truths that Holy seats are not permitted to deny without being deemed a heretic.&lt;br /&gt;
&lt;br /&gt;
===Deities===&lt;br /&gt;
There are three chief deities of the Aurelian cult: The Father, The Son, and The Queen Mother&lt;br /&gt;
;The Father&lt;br /&gt;
:The &#039;&#039;&#039;Not-God&#039;&#039;&#039; Emperor of Mankind, Those who practice the Aurelian Cult believe that the Spirit or Soul of the Emperor far outgrows his actual physical presence, and that while he is Physically present on Holy Terra, his spirit is everywhere. The Aurelian Cult is very careful not to call The Emperor a “God.” And while Theologians throughout the Imperium speculate on the nature and essence of Chaos Demons, The Heresiarchs, The Aurelian, or the Mother. Speculation on the Emperor himself is strictly forbidden. He is known as “The Undefinable one,” “He who is above all,” “Rightful Ruler of All Things” etc.&lt;br /&gt;
&lt;br /&gt;
;Gulliman The Son&lt;br /&gt;
:The Aurelian Cult believes that Gulliman was sent by his Father to Ultramar so as to teach men how to follow him. And that by living as a human among humans, he could set an example for what The God-Emperor expects of all his Children. The annals of Gulliman&#039;s life is recorded in a several sacred texts, but his own writings about life on Ultramar and the Imperium are also treasured. It is believed that by dying on Macragge Guliman was beloved by his father and uplifted to godhood, where he now fights for the souls of those loyal to the Emperor.&lt;br /&gt;
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;The Queen Mother&lt;br /&gt;
:Tarasha Euten, The Mother of Roboute Gulliman, she through her trials on the Flight to Holy Terra has become a god in her own right. She acts on behalf the Emperor and Her Son. She is seen as the &amp;quot;Facilitator&amp;quot; aiding man to follow the path to the Emperor laid out by Rouboute Gulliman.&lt;br /&gt;
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&#039;&#039;&#039;The Daughters of Tanasha&#039;&#039;&#039;&lt;br /&gt;
:The Queen Mother Appeared to The Women of Ophelia during the m33 telling them to gather their swords and &amp;quot;Rebuild her Home.&amp;quot; They eventually became the founders of The Adeptus Sororitas, as well as the leaders of the &amp;quot;Maccrage Cleansing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Quests of The Mother&#039;&#039;&#039;&lt;br /&gt;
:Those loyal servants of The Aurelian will receive tasks by the Queen Mother, those who dedicate their lives to The Lady of Ultramar and fulfill her tasks in protecting Mankind are bestowed with great power. &#039;&#039;Space Grail Knights!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Golden Sorrow&#039;&#039;&#039;&lt;br /&gt;
:The Golden Sorrow or the Black Sorrow is believed to have been first bestowed upon The Queen Mother. Because of her connection to her son, she witnessed the death and torture of Roboute Gulliman. Certain Ultramarines are considered to receive the &amp;quot;The Black Sorrow in which they bear witness to the suffering and death of their fellow believers. This can be the suffering of those devout living today, or those heroes who have died like St Aeonid. To receive the suffering of Roboute himself is considered &amp;quot;The Golden Sorrow&amp;quot; and those who receive it are considered highly favored to be considered worthy to witness the Death of Gulliman.&lt;br /&gt;
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===Imperium Secundus===&lt;br /&gt;
Imperium Secundus has taken on a spiritual meaning as an [[MidHammer_40,000_drafts#Sacred_Texts_Excerpts|Afterlife]]. It is believed that Rouboute is building Imperium Secundus in the warp, and all noble souls of the Imperium will join him in this new and final kingdom. The Aurelian is looking for those of noble and steadfast spirit who will join him in slaying chaos demons and transforming the warp into the imperial image.&lt;br /&gt;
&lt;br /&gt;
Imperial Secundus is believed to be both part of the warp and not. The telos of Imperium Secundus is up to debate by school, with some believing Imperium Secundus and The Immaterium will separate, others believe the Emperor and Aurelian will conquer the Immaterium.&lt;br /&gt;
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===Apotheosis===&lt;br /&gt;
A Core belief of The Aurelian Cult is that of Apotheosis, and that those of the Emperor can become deified. Gulliman and Tanasha have achieved Apotheosis.&lt;br /&gt;
&lt;br /&gt;
====Apotheosis of Gulliman====&lt;br /&gt;
Gulliman became a god because of his torture and sacrifice at the hands of Korphaeron. His nobility of spirit allowed him to Become a god.&lt;br /&gt;
====Apotheosis of Tarasha====&lt;br /&gt;
Gulliman&#039;s Mother, Tarasha Euten, takes on special significance in both Ultramar and The Aurelian Cult. This is not only because of her connection to her son, but also because of the events of &amp;quot;The Macragge Armada.&amp;quot; The Macragge Armada were the ships that Gulliman was able to save from Macragge&#039;s destruction along with Billions of Ultramar Citizens. The Refugee Ships went through their own Grimbright version of The Flight of The Eisenhorn, where the Gellar Field failed on their warp to Terra. Tarasha Euten stood defiant against the Demons and horrors of the warp, and took command of the fleet. Because Tarasha was there and because there were billions upon billions on board, rather than a single battleship, Tarasha was able to comfort the fearful refugees; and rally them to faith. &lt;br /&gt;
 &lt;br /&gt;
By Using herself and Gulliman as the focal point for their belief, the Refugees were inspired to repel the demons and were able to build a sort of substitute Gellar Field of Faith.&amp;quot; The other result of this was that Tarasha Euten [[MidHammer_40,000_drafts#Apotheosis_of_Tanasha_Euten|ascended]] into a minor god (not a demon-prince of Gulliman, a minor God, like Isha, or The Chaos God of “The Greater Good”). Gulliman himself also achieved Apotheosis as a result of this Flight and there are occasional sightings of &amp;quot;The Aurelian&amp;quot; a Man in Gold and Blue coming to the aid of The Imperium.&lt;br /&gt;
The Tasks of The Mother: (Space Grail Knights!)&lt;br /&gt;
Those loyal servants of The Imperium will receive tasks by the Queen Mother, those who dedicate their lives to The Lady of Ultramar and fufill her tasks in protecting Mankind are bestowed with great power.&lt;br /&gt;
&lt;br /&gt;
====Eventual Apotheosis of The Primarchs====&lt;br /&gt;
It is believed that should they die, the noble primarchs will join The Aurelian in the Regency of Imperium Secundus. Whether or not they will become gods or not varries by Holy Seat.&lt;br /&gt;
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====The Non-Apotheosis of The Emperor====&lt;br /&gt;
The Emperor will not become A God upon his death, the Emperor is the Emperor, and does not need to ascend. He is already ascended in a way greater Than The Aurelian. To say that the Emperor will become a god is Stelafilism, which is a condemned heresey. To say that the Emperor already a god is Lorgarism, and is also a condemned heresy. To say that one can become Emperor-like is Vandirism, a most condemned heresy.&lt;br /&gt;
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===The End Times===&lt;br /&gt;
By dying, Guilliman saved the souls of humans from drowning in the warp he is building his &amp;quot;Imperial Secundus&amp;quot; in the warp. When the End Times come, The Aurelian will reunite with the Emperor, bringing with him the souls of those noble souls who served the Emperor in Life and Served him and The Aurelian in Death. Then The Aurelian with Join his brothers and all Imperials and lead them into the Eye of Terror to slaughter the ruinous powers.&lt;br /&gt;
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===Demonic Entities===&lt;br /&gt;
The Aurelian Cult does not refer to the Ruinous powers in the same way that Cultists do. Even your average Ancillae will not know the true symbols or names of the chaos gods. When mentioning these dark beings in popular and vernacular sources, such as artwork, common portrayals, and grimoires for low-level Ancillae and non-specialist astartes, &amp;quot;sanctioned names&amp;quot; are often used. These sanctioned names and symbols come in two forms:&lt;br /&gt;
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===Traitor Primarchs===&lt;br /&gt;
&lt;br /&gt;
The forces of chaos are often refered to by the Traitor Primarchs that serve them. The myth of the Great Treachery is well taught and well known throughout the Imperium, and The old Heraldric symbols of these Entities are used in official religious artwork regarding the cult. Only church officials that specialize in demonology and excorcist astartes chapters recognize the true names and symbols of the Ruinous Powers.&lt;br /&gt;
;Alpharomegon The Schemer&lt;br /&gt;
:Is seen as a trickster force, often dissuading loyal worshippers of Gulliman towards being unfaithful or neglecting duties. Many popular depictions of corrupt leaders, ecclesiarchs, and scholars are portrayed with the symbol of Alpharomegon somewhere.&lt;br /&gt;
;Perturabo The Great Temptor&lt;br /&gt;
:Is the most commonly depicted of all of the chaos primarchs. Perturabo tempts the common man with promises of desires fufilled.&lt;br /&gt;
;Angron &amp;amp; Saporin The Corruptors&lt;br /&gt;
:Seen as entities encouraging despair and cowardice. The actual relationship between Angron and Saporin varries from depiction to depiction: some portray Saporin as a temptress to angron, some reverse this, some see them both falling for unknown reasons.&lt;br /&gt;
;Mortarion of Wroth.&lt;br /&gt;
;Lorgar The King of Demons&lt;br /&gt;
;Korphaeron The Desecrator&lt;br /&gt;
:Korphaeron has obtained his own place in the grimoires and pantheons of the Auerlian cult, because of his involvement with the destruction of Maccragge. He is seen as the spirit of sacrilege.&lt;br /&gt;
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&lt;br /&gt;
====Sanctioned Names====&lt;br /&gt;
&lt;br /&gt;
In many Aurelian grimoires there exist &amp;quot;Sanctioned Names and Symbols&amp;quot; of the Ruinous powers. These are used to refer to the chaos forces without resorting to corrupting their tomes and warriors with their actual symbols.&lt;br /&gt;
&lt;br /&gt;
;Caedes&lt;br /&gt;
:Khorne&lt;br /&gt;
;Lagamas&lt;br /&gt;
:Slaanesh&lt;br /&gt;
;Siadas&lt;br /&gt;
:Tzeentch&lt;br /&gt;
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===Holy Entities===&lt;br /&gt;
These holy entities do not have power inof themselves, rather, they are bestowed Miracles on behalf of their Lords, the Holy Triad.&lt;br /&gt;
====The Celestial Saints====&lt;br /&gt;
These include holy men and women from Gulliman and The Emperor&#039;s past who are believed to be in Imperium Secundus with Gulliman. They work on behalf of him and the faithful of the galaxy. Like the Living Saints their power is granted by the Holy Triad.&lt;br /&gt;
====Examples of the Celestial Saints====&lt;br /&gt;
;St. Malcador the Hero&lt;br /&gt;
;St. Olanius Pius&lt;br /&gt;
;St. Konor of Maccragge&lt;br /&gt;
;St. Aeonid Theil&lt;br /&gt;
;St. Genetrix (the wife of Gulliman whose name is lost to history)&lt;br /&gt;
;St. Avilla Ordinata&lt;br /&gt;
====The Living Saints====&lt;br /&gt;
&lt;br /&gt;
=====The Divine Brethren=====&lt;br /&gt;
The Primarchs are considered to be somewhere between gods and Saints.&lt;br /&gt;
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=====Charismateurs=====&lt;br /&gt;
=====Daughters of Tarasha=====&lt;br /&gt;
&lt;br /&gt;
===Sacred Texts===&lt;br /&gt;
*&amp;quot;The Protoevangelion of St Konor&amp;quot; &lt;br /&gt;
:St. Konor of Maccragge, foster father of The Aurelian, reveals unto Antoli sacred truths of the life of Rouboute Gulliman&lt;br /&gt;
*&amp;quot;The Psalter of The Matron&amp;quot; &lt;br /&gt;
:The Hymns sang by Tarasha Euten during the the &amp;quot;Flight to Terra&amp;quot;&lt;br /&gt;
*&amp;quot;The Apocalypse of The Steward&amp;quot; &lt;br /&gt;
:Account of the Last Battle for Maccragge by an unnamed Servant who remained on the planet. It was found during the Holy Crusade of Macragge in M35 reclamation by &amp;quot;The Daughters of Tanasha&amp;quot;&lt;br /&gt;
*&amp;quot;Last Testament of Aurellion&amp;quot; &lt;br /&gt;
:Collection Gulliman&#039;s Last Writings, his thoughts and warnings to the people of Ultramar, to the Imperium, and to His Astartes.&lt;br /&gt;
===The Codex Astartes===&lt;br /&gt;
Obviously the laity has little in the way of use for a book written to provide guidence towards managment of astartes legions, and battle tactics, however, that has not stemmed the fascination the laity has for the Last Words written by their god. As such, the Ancillae have created abriged and commentated versions of the Codex Astartes for private devotional use. These abridged codexes, often truncated to a bare sentence quotes with paragraphs of interpretation, are crafted by the individual chapters for use by the population under their command. So there are countless collections of devotional codexes. However, a few published by the more famous Holy Seats stand out and can be read regularly.&lt;br /&gt;
&lt;br /&gt;
====The Yanna-Gaëlle Codex (The Masali Codex)====&lt;br /&gt;
{{topquote|Those we send to die on strange soil, unfathomable distances from their homes, are not turning to The Divine Gulliman for a course, they do not seek a disertation before turning to their bunks. They trust in us, in Horus, and in the emperor, to guide their  weapons and their feet in such matters. And thus we have compiled our collection of the Codex astartes, not to feed the soul, but to anchor it. Let the mind of Lord Gulliman and his wisdom soothe them with knowledge of his oversight, as a father does his child. Not with understanding of his methods, but comfort in knowing that he has them. | Abbess Anaïs Gaëlle to Spiritual Liege  Mael Perig of Masali}}&lt;br /&gt;
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{{topquote| If you want to learn about your Ultramari Auxillaries, look at their Copy of The Codex. Don&#039;t look at their uniform, badges, hair, or mannerisms. You aren&#039;t going to learn anything from that, because the Ultramari are too proud and vain to let their appearance convey anything other than pride. But the Soldier&#039;s Codex is arranged by reflections into particular difficulties or dilemmas, it becomes a key to the Trillileur&#039;s Heart. Take this one Officer I met, her bright Prandium Orange Jacket was clean though worn, while her face, hair, and smile portrayed a look of mischief and youthful beauty. I asked her if she was in need of anything from the church, but she smiled and just asked for the standard needs for her subordinates and comrades. But as I looked the codex strapped to her waist, i saw a book almost untouched, save for a single section towards the second third of the book. The creases and dogears of where the section were well thumbed, uneven, and stuffed with loose leaves of personal writings. A few days later, I am administering a funeral. A captain abandons their company, and from reports, was laughing and howling at a squad of Fire Warriors before her demise. I was shocked to find that it was the same beguiling woman I had met only a few days before. Finding the copy of the codex again, I looked at the worn sections. &amp;quot;Reflections on St Aeonid, the Last Man at Calth,&amp;quot; &amp;quot;Gulliman on the duties of survivors,&amp;quot; &amp;quot;Prayers for Captured Comrades,&amp;quot; &amp;quot;Recovering from Assaults on The Mind,&amp;quot; &amp;quot;The Fate of Cowards and Deserters.&amp;quot; The Aurelian had borne this woman&#039;s soul to me, and I was too blind to read it. We in the Ecclesiarchy should not disparage this diluted version of Our Lord Gulliman&#039;s work. We should study it well and use it, for our Lord has given us a key into the souls of his subjects.| Fratres Paschal Decimus, Astra Militarum Chaplain, SUEU}}&lt;br /&gt;
Sometimes also called the Soldier&#039;s Codex, or The Tarrasque Codex. It was the work of Ordo Militant Abbess Magali Yanna and Ordo Gramaticus Abbess Anaïs Gaëlle under the Commission of The Spiritual Liege of Masali. The Yanna-Gaelle Codex, was written for the Trillileurs, who are stationed nearby. Rather than arranging the codex in a way that apes its original composition, Magali Yana designed the codex under the conceit that a soldier turning to this book would be looking for words of comfort, healing, and solace. collects passages of the Codex and comprises them as &amp;quot;Reflections.&amp;quot; Some of these reflections are taken from the Glossia of Chapters under the leadership of Masali, others are composed from interviews, others are drafted by Megali Yanna, herself a veteran of several wars. These reflections are written by Ultramarine warriors, Pious leaders, and Ancillae, who discuss the passage in relation to life of war and travel.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
&lt;br /&gt;
Unlike the Ecclesiarchy of The Imperium of Man, the Aurelian cult is far more heavily decentralized both dogmatically and hierarchically. Each Sanctioned Successor Chapter of the Ultramarines, Sororitas, and Human Branches of The Ecclesiarchy are considered to be micro-churches in of themselves. Several of these groups have wildly different interpretations of the writings of gulliman and the codex, and even their own traditions carried down from chapter master to chapter master. Organizations like the &amp;quot;Aurelian Mechanicus,&amp;quot; or Cordinlumbae Cult are viewed to be in &amp;quot;harmony&amp;quot; with the Greater Aurelian system of beliefs. Even a few syncretized xenos faiths such as The Optibene and Ambulaequilla cults are also considered to be in harmony with the Aurelian cult (no matter how suspiciously they are viewed).&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
The Leadership of the Aurelian Cult gives primacy to &amp;quot;Holy Seats.&amp;quot;  Chapter Masters and Non-mutant membership of the church are all considered to be their own sub-cults with their own traditions. On occasion these leaders convene for a sacred council regarding all inter church matters. &lt;br /&gt;
&lt;br /&gt;
=====Chapter Masters=====&lt;br /&gt;
The Cult is Headed by the Chapter Master of The Ultramarines, headquartered in Espandor. He is considered &amp;quot;First Among Equals&amp;quot; Among the Other Chapter Masters&lt;br /&gt;
&lt;br /&gt;
The Chapter-masters occasionally convene at Espandor in a Conclave to discuss, declaration of heretics and inter-cult discipline. These meetings are specific ceremony-bound practices, and should not be confused with the Chapter-Masters regular Duties as leaders of the Adeptus Astartes.&lt;br /&gt;
&lt;br /&gt;
=====Ancillae=====&lt;br /&gt;
The &amp;quot;Handmaidens of Tarasha&amp;quot; follow their own organizational rules, and answer only to their Spiritual Liege the &amp;quot;Lord of Ultramar.&amp;quot; Because their code was seen to be derived by The Queen Mother Herself, none dare challenge it.&lt;br /&gt;
&lt;br /&gt;
=====The Black Eutenites=====&lt;br /&gt;
(this world&#039;s black templars/death company Grimbright Sad Marines) &lt;br /&gt;
A fanatical and controversial order of Legions who have received &amp;quot;The Golden Sorrow&amp;quot; where upon they are witness to the Suffering and Death of Rouboute Gulliman. Additionally they are witness to the &amp;quot;the current sufferings of gulliman today&amp;quot; Where they are given visions of all those in the Galaxy whose prayers are yet to be answered, or in a need of aid. They call themselves the Black Eutenites because it was reveiled to them they are in descent to Tanasha Euten, who was the First to Recieve &amp;quot;The Golden Sorrow&amp;quot; as she was spiritually connected to Roboute Gulliman as he was tortured and killed on Maccragge. While Emotionally, Spiritually, (and physically) painful the Black Eutenites see this as a great honor, and have their own term for it - &amp;quot;The Gift of The Mother.&amp;quot; This order is particularly controversial because they see themselves as an order apart from the rest of The Ecclesiarchy (and the Imperium for that matter), and that they are charged by Gulliman and Tanasha themselves to right the wrongs of the imperium (including when righting said wrongs puts them at odds with the The Ecclesiarchy and other Imperial Administrations).&lt;br /&gt;
&lt;br /&gt;
====Holy Sites====&lt;br /&gt;
The Ecclesiarchy of the Aurelian Cult is Set around 13 Sacred Sites. Espandor (contentiously) holds the honor of First Among Equals. However Each Holy Seat is powerful in its own right. Every Ultramarine Successor Chapter and Sister of Battle Chapter Must Choose one Holy Seat in which they are beholden to. Terra used to be one of the most important seats, but it has been relegated following The Great Apostasy. Many are advocating that Maccragge be made into the First seat of The Aurelian cult.&lt;br /&gt;
=====Ist Solium Espandor=====&lt;br /&gt;
:The Oldest seat of The Ecclesiarchy in Maccragge, Espandor is considerd the capital of the Aurelian Cult. The City is a beautiful shrine world dedicated to St Antoni, Chapter Master of The Ultramarines.&lt;br /&gt;
=====II&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Solium San Leor=====&lt;br /&gt;
:The Site of where Tanasha Euten&#039;s Ship Crash Landed, during Maccragge&#039;s Famous &amp;quot;Flight to Terra.&amp;quot; Is one of the Oldest Seats of the Ecclesiarchy, and is also the founding site of both The Ancilliae and The First Sisters of Battle order. Most Sisters of Battle Claim this Seat as their Spiritual Liege.&lt;br /&gt;
=====III&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Solium Calth=====&lt;br /&gt;
:The world now has an atmosphere thanks to the work of Fulgrim (serving as a test for Terra). The planet&#039;s great caverns continue to be used and is the site of &amp;quot;The Temple of St Aeonid.&amp;quot; Many Successor chapters who focus on fighting demons have chosen Calth to be their Spiritual Liege. Calth is also one of the few worlds where the social hierarchy of the city moves down, with the surface world being filled with the poorest, and the underground caverns to be covered with beautiful shrines and mansions. In current years, the Holy Seat is being pulled in two separate directions, between its exorcist orders who demon-warriors demand the strictest personal orthodoxy, and its [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Ultramar#Grottoliers_of_Calth|miners and workers]], and their more [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Aurelian_Cult#Aurelian_Mechanicus|Konor-esque]] views on spirituality.&lt;br /&gt;
=====IV&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Macragge Extremis (SUEU)=====&lt;br /&gt;
:Also called Solium Ultramar Extra Ultramaris or &amp;quot;The Seat of Ultramar outside of Ultramar&amp;quot;&lt;br /&gt;
:Originally the seat of Maccragge in exile, and the only migratory Holy Seat, Macragge extremis tends to the spiritual needs of the many Aurelian faithful who live outside of Ultramar, especially in the Astra Militarum. The seat also became a refuge for more conservative Aurelian cult members during the Vandire and Thorian periods of Terra. It is technically the oldest Holy Seat in the Cult, with its worship predating the formal establishment of the Aurelian tennents. Its practices also heavily incorporate traditions from ancient Maccragge. SUEU, are also recognized as the descendents of the XIIIth legion. As direct successors to The Ultramarines, they are not under the same [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Codex#Section_1.28b.29_Regula_Collegii|restrictions]] as the other ecclesiastic chapters, and have access to all the armor and equipment that other First founding legions do.&lt;br /&gt;
=====V&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Solium Novae Thulium=====&lt;br /&gt;
:The Death World Thulium and Nova Thulium are some of the most widely known and influential seats in The Imperium. This is due to their role as the seat of the &amp;quot;Archivists&amp;quot; orders who seek to record the names of all those who serve in the Aurelian Cult. On the feast of the Voyage to Terra, the Astartes and Ancillae of Nova Thulium conduct the &#039;&#039;Census Mortui&#039;&#039; a great procession where planet to planet, the cult of Thulium collect and process the names of all those who have died serving the Emperor and The Divine Lord Gulliman (not to be confused with The [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Imperium#Lord_Gulliman|Lord Gulliman]], a member of [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Imperium#Terran_Government | The High Lords of Terra]]).&lt;br /&gt;
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=====VI&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Sancta Terra=====&lt;br /&gt;
:Because of The Stringent rules about religion and Cults on “Holy Terra,” The Seat of Holy Terra is not on Terra itself, but on &amp;quot;The Temple of The Holy Martyrs” on Luna. The Church also owns several “Monuments” on Holy Terra, that serve both sites of Pilgrimage as well as tourism. This seat has caused the most headaches for the Cult, and has prompted several schisms and heretical movements. Originally the Seat was ranked first, but following The Heresy of Sebastian Thor, it was relegated.&lt;br /&gt;
=====VII&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Masali=====&lt;br /&gt;
:The Seat of a Small agri-world cluster, Masali&#039;s official status of importance is overshadowed by its neighboring planets Quintem IV, where the [[MidHammer_40,000:_Religion#Origin|Cult of the Walking Eagle]] was founded, and Tarentus, where The [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Ultramar#Ultramari_Trillileurs |Ultramari Trillileurs]] are stationed. The Spiritual Liege of Masali is consequently the leader of all [[MidHammer_40,000_drafts#Tarrasque |Tarrasque]] of Ultramar, and must tend to their spiritual needs as well as those of his own flock. Otherwise, the Masali seat is very conservative as befitting an agriworld seat. Masali has never openly contested SUEU or Terra for their control over Extra Ultramari faithful, but it has passively left its mark on Galactic community of the faithful, particularly through the &amp;quot;Yannae-Gael Codex&amp;quot;&lt;br /&gt;
=====VIII&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Solium Prandium=====&lt;br /&gt;
:A Seat famous for their unique Theology. The &amp;quot;Prandium School&amp;quot; is known for their veneration of a third entity known as Spectra Pietas or &amp;quot;The Spirit of Duty.&amp;quot; The Spectra Pietas is a manifestation of Wills of the Aurelian and the Emperor that is an entity in its own right.&lt;br /&gt;
:The Prandium Throne is also the head of the small but devoted [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Aurelian_Cult#Guelomin_Tau_.28Optibene_Cult.29|Gueloman Cult of Optimagna]], a T&#039;au philosophy that has syncretized Prandium&#039;s school with its own traditions.&lt;br /&gt;
&lt;br /&gt;
=====IX&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Konor=====&lt;br /&gt;
:A heavily Industrialized world, Konor is both the Birthplace and Seat of the Cult of [[MidHammer_40,000_drafts#The_Aurelian_Mechanicus|The Aurelian Mechanicus]]. All Ultramarine successors and Ancillae with their equipment and techmarines.&lt;br /&gt;
=====X&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Saramanth=====&lt;br /&gt;
=====XI&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Nucreria=====&lt;br /&gt;
=====XII&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Laphis=====&lt;br /&gt;
:Referred to Solium &amp;quot;Laxis&amp;quot; by more traditionalist Aurelians.&lt;br /&gt;
:Because of its practice of &amp;quot;open hand&amp;quot; doctrinal flexibility, and benign neglect, Laphis is infamous among more hardline members of the aurelian cult. Their Astartes chapters tend to be the most doctrinally diverse, to Laphis&#039; detriment and benefit. Despite making some reforms following the &#039;&#039;Tau Founding,&#039;&#039; its reputation for flippancy with teachings remains.&lt;br /&gt;
=====XIII&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium=====&lt;br /&gt;
&lt;br /&gt;
;The Thirteenth Seat prior to M40 was known as &#039;&#039;&#039;Solium Alius&#039;&#039;&#039;&lt;br /&gt;
:Originally the Thirteenth seat was one held in rotation by the minor seats throughout the Faithful. Following the Maccragge Crusade, and the creation of its own seat, Macragge fills this role.&lt;br /&gt;
;XIII&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Nova Macragge (since  M40)&lt;br /&gt;
:When Macragge was recaptured during the sisters crusade of M39, it was origionally merely a place of Pilgrimage. The Seats of San Leor, Masali, Epandor, Konor and SUEU had a presence on the planet. It was decided that that The Seat of New Maccragge would be the permanent location of The Thirteenth seat. Maccragge represents all of the minor Holy seats throughout the Galaxy, and its Spiritual Liege is selected from among their number.&lt;br /&gt;
&lt;br /&gt;
===The Major Spiritual Lieges===&lt;br /&gt;
====The Knights of St. Aeonid (Calth)====&lt;br /&gt;
The Knights of St Aeonid were origionally founded with the purpose of defending the realm of Ultramar against demonic forces. And it is for this purpose that many of the most ancient and revered Exorcist forces of Ultramar answer to them, such as the Mortifactors. However; as the threat of Imperium Undivided become more and more feeble, and the shadowing caverns of Calth are filled with villages and mining complexes, the chapter has been slowly drifting into the Orbit of the Fabresegnor of Konor. This is in no small part thanks to the Grottoliers of Calth, who have adopted many of the traditions of the Aurelian Mechanicus such as the veneration of sainted machine spirits. &lt;br /&gt;
&lt;br /&gt;
Calth must balence a delicate line between its Affiliated chapters, who expect a more mainline, traditional calth upon which they can rely on as an anchor, and its mechanicus minded populous, who see the spiritual needs of their equipment and the care for machine spirits as vital as those of their own children. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minor Holy Sites====&lt;br /&gt;
There are several other spiritual lieges who, while not given the same clout and authority as the Great Thirteen, do have some autonomy in their own spiritual affairs, and can found Astartes Chapters and Ancillae orders.&lt;br /&gt;
*Assam&lt;br /&gt;
:Located in the Ultima sector bordering Tau space. The Assam sector is the head location of the &amp;quot;Cordinumbae Cult.&amp;quot; It is also the home planet of the Lotus Hearts Space Marine chapter, which is considered to be one of the few successes of the &amp;quot;Tau Founding.&amp;quot;&lt;br /&gt;
*Monarchia&lt;br /&gt;
:The Church of the Aurelian Triumphant is a minor but important seat that commemorates the Ultramarine&#039;s first victory over demonic forces.&lt;br /&gt;
*Maccragge&lt;br /&gt;
:Despite its obvious religious Importance, Maccragge was only purged of the Demonic Taint of Nurgle following the Sister&#039;s Crusade of M37. Technically Maccragge was under the Jurisdiction of Maccragge Extremis seat, but this was considered to be too large of a domminion. Maccragge was also considered a had a sister seat of both Ophelia, Espandor, and Nova Thulium there until M39, when the Seats were united under a single Spiritual Liege.&lt;br /&gt;
*Ophelia&lt;br /&gt;
:Formerly a site of the &amp;quot;Imperial Soter&amp;quot; cult established by Lorgar Pseudourelian, all doctrinal traces of Lorgar and his Lectitio have been purged and this seat Holy seat is considered now to be one of the most dogmatically orthodox, if perhaps over-zealously so.&lt;br /&gt;
*Talassar&lt;br /&gt;
:The Wealthy Talassar system has been able to assert its influence due to its over representation among Ancillae and Astartes recruits. The discipline and noble character of this planet has resulted in some of the Finest men and women to serve the Aurelian cult.&lt;br /&gt;
*Gantz Noveau&lt;br /&gt;
:Founded by the Techmarines and Charismateurs who accompanied Macharios on his great conquest, they were able acquire a planet for the purpose of establishing a Aurelian Mechanicus Forgeworld in Grand Macharia&lt;br /&gt;
&lt;br /&gt;
==The Promethean Cult==&lt;br /&gt;
The Promethean Cult of Vulkan is built around the traditions of Nocturne and centered around its founder &amp;quot;Father&amp;quot; Vulkan. Origionally only intended for His Space Marines, Vulkan has created a softer &amp;quot;layity&amp;quot; version of the Creed for the Civilians of Segmentum Pacificus. Some have charged Vulcan with doing what Lorgar did during the Great Crusade, but Vulkan argues that His Creed is more of a philosophy than a religion. Furthermore, because &amp;quot;The Segmentum Pacificus are an Unruly and Firey People who distrust the Imperium&amp;quot; Vulkan says &amp;quot;They need to be tempered by a way of life that encourages faith in eachother rather than faith in a higher power or institutions.&amp;quot; Regardless, the Promethean way of life is encouraged by the Imperium as a counter to the growing strength of the Aurelian Cult. &lt;br /&gt;
&lt;br /&gt;
To call the Promethean Creed a &amp;quot;religion&amp;quot; is perhaps a little too strong, as the tennants and practices of the Code are often too stringent for Everyday citizens of the Imperium to practice. The Promethean Creed is instead closer to a &amp;quot;Secret Society&amp;quot; with many of the Imperium&#039;s Warriors, Astartes, and Aristocrats practicing a form of the Promethean Cult. &lt;br /&gt;
&lt;br /&gt;
Like any good secret society there are different levels of the Creed.&lt;br /&gt;
;&amp;quot;The Artificers&amp;quot;&lt;br /&gt;
:The Open Secret Society&lt;br /&gt;
*open to any civilians, popular with craftsmen, and entrepreneurial middle class&lt;br /&gt;
*Runs many charitable societies&lt;br /&gt;
;The Drakelings&lt;br /&gt;
:Lower Tier of The Secret Society&lt;br /&gt;
*consists of several levels.&lt;br /&gt;
&lt;br /&gt;
====Daughters of Nocturne====&lt;br /&gt;
&lt;br /&gt;
The Daughters of Nocturne have no relation to The Sisters of the Aurelian Cult, but represent an order found within the Promethean Cult. They answer to Vulkan Himself.&lt;br /&gt;
&lt;br /&gt;
The Daughters of Nocturne have a very select membership, as each woman who applies must either be from Nocturne, or prove to be no more than 4th generation removed from Nocturne.&lt;br /&gt;
&lt;br /&gt;
Despite their limited numbers, the Daughters of Nocturne are the single most well equipped fighting force in the Imperium. Every single piece of equipment is state of the art and crafted by Vulkan personally.&lt;br /&gt;
&lt;br /&gt;
Upon the death of a sister, her equipment is gifted to her next of kin. Providing a priceless heirloom to the family. Should they decide to part with it, each segment of equipment will fetch an exhorbitantly high price as Abbesses of the Daughters of Tanasha, Imperial Gaurd Generals, Fronts for Commoragh Merchants and Aristocrats will pay to augment their own weapons with a piece of Vulkan&#039;s craftsmanship.&lt;br /&gt;
&lt;br /&gt;
Absolutely no one outside of a Daughter of Nocturne has a complete set of Armor and Equipment. Even a Former High Lord of Terra was unable to get more than a Gauntlet, Breastplate, Supply kit and sidearm.&lt;br /&gt;
&lt;br /&gt;
==Vlka Fenrika==&lt;br /&gt;
&amp;lt;!--The reason abhumans haven&#039;t fallen to Chaos--&amp;gt;&lt;br /&gt;
A Creed of Psykers, Travellers, and Abhumans, the Fenrisian cult of the Great Wolf is centered around the ancient Traditions of Fenris, and its mythical Primarch Leman Russ. Leman Russ is a demigod like figure similar to the Old Earth Cults for Asclepius or Heracles. Like many others, it is believed by the Vlka Fenrika that the Chaos wolves were made so not because of their own falling to Khorne, but because they were Cursed to be so by Leman Russ. In the Fenrisian faith, the &amp;quot;wolfness&amp;quot; is a representation of a man&#039;s id and passions, and so for a man to be a true follower of Russ he must conquer and subdue the wolf within him. Hence most artistic depictions of Russ show him wearing a Wolf Pelt over his armor is a demonstration of his subjugation of his inner wolf.&lt;br /&gt;
&lt;br /&gt;
Curiously, the Vlka Fenrika has become particularly popular among the Abhumans of the Imperium. Disparaged by the Imperium who see them as bestial, the Path of The Wolf-father offers a clear path towards their humanity, and suppressing their beastial nature. The Space Wolves (those few that exist anyways), the people of Fenris, and Leman Russ are a testament to those who, are able to master their innate wolfness and tame it (for men tame beasts). Likewise the fall of the Fenrisian wolves to Chaos is viewed by many abhumans as a metaphor for the natural battle all men must face, and the tragedy of those who fall slave to their passions. &lt;br /&gt;
&lt;br /&gt;
Religiously, the Vlka Fenrika practice many of the old religious customs of Ancient Fenris. Though these have been adapted and modified into a robust system of magic and religious rites.&lt;br /&gt;
&lt;br /&gt;
===Magic, Magnus, Fenris, and Maleficarum===&lt;br /&gt;
&amp;lt;!--Magnus is to Fenris what Iamblichus is to Olympianism--&amp;gt;&lt;br /&gt;
Most of the Imperium is completely unaware of the rivalry between Magnus and Russ, mostly in no small part thanks to Russ&#039; own writings and teachings post heresy. Russ insisted that Magnus correct Fenris in its wayward traditions and understanding of Magic and Maleficarum. Magnus, not interested in seeing two cultures destroyed by he and his brother&#039;s past rivalry, instead saw the traditions of Fenris as being, like Prospero&#039;s own society or Jaghatai&#039;s ritualistic stormseers, guidelines that ground men from the Dangers of the Warp. I just fucked a nerd to death. Through Magnus&#039; reforms he helped Fenrisian Rune Priests align their understanding of Magic from a collection of superstition into a College of Magic. In his collection of Codexes and Magnus utilized the Fenrisian definition of &amp;quot;Maleficarum&amp;quot; as being magic granted as dark boons. All true magic comes from Fenris, the book asserts, but changes the definition of Fenris from the planet itself, to an abstract conciliarianism. To use magic from Fenris is to be in union and approval with the Rune Priests of the Magical Longhouses of Fenris.&lt;br /&gt;
&lt;br /&gt;
In addition to weaving the varried fragmented Superstitions of Fenris into a greater philosophical and ideological framework, Magnus expanded and clarified the Runic system used by Fenrisian priests, removed many of the traditions that were dangerously close to worshipping the Chaos Gods, and created the Fenrisian Grimoire, a collection of wards and protections from known demons and dark gods.&lt;br /&gt;
&lt;br /&gt;
===Wolftide===&lt;br /&gt;
Leman Russ is said to be fighting Demons and forces in The Warp. It is believed by the Vlka Fenrika, that their prayers and sacrifices aid The Wolf Son in his fight against chaos, giving him strength and protection. Additionally the Return of the Wolf to Fenris will bring about The Wolftide, when Russ will resurrect his Father and vanquish Chaos.&lt;br /&gt;
&lt;br /&gt;
==Cultis Antiquitae==&lt;br /&gt;
Thought to have been eliminated by The Emperor, many of the world&#039;s older religions have slowly come out of hiding, with many having established communities on other worlds. For whatever reason (change of heart? triangulating against newer warp based sects? luring them into complacency for when he is finally strong enough to smite them?), The Emperor has gone back on his original anti-religious rules, and has permitted Old World religions to establish enclaves and reclaim some of their old sacred sites.&lt;br /&gt;
&lt;br /&gt;
Despite the official toleration, however, they are often harrassed by both members of the newer cults and those still adhering to the imperial truth. As such the communities of these beliefs remain secretive and taciturn about most of their faith. &lt;br /&gt;
&lt;br /&gt;
In the eyes of the Imperium, these faiths are protected under the Mandatum Cultis Antiquitae (Code of Ancient Creeds). In which, because of their ancient historical connection to terra these faiths are granted exemptions from some of the statutes that fall upon other more recent creeds (ie the Aurelian cult).&lt;br /&gt;
&lt;br /&gt;
====Archaeus Selecti====&lt;br /&gt;
The most secretive next to the Katholeans, the Old Chosen keep to their book of ancient origin. As far as anyone is aware, they do not have any specific organization instead keeping to the traditions of their local Magister. A suprising number have come out of hiding at the highest levels of their planet&#039;s society. &lt;br /&gt;
&lt;br /&gt;
The Imperium was also surprised to find how many were present in Forgeworlds.&lt;br /&gt;
&lt;br /&gt;
====Katholeans====&lt;br /&gt;
&amp;lt;!--high church christians: Catholic, Orthodox, Coptic, Anglican, Old Believers, etc --&amp;gt;&lt;br /&gt;
An ancient sect with an ancient organization, The Leadership has claimed an unbroken line of &amp;quot;Pentarchs&amp;quot; from 40,000 years ago. When asked where, the Katholeans suddenly become less talkative.&lt;br /&gt;
Mellennia of Experience and suspicion of The Imperium has wrapped this organization in secrecy. They are especially suspicious of the Aurelian Cult, and most warp based entities, seeing it as a realm of Demons (unlike The Vilka and Aureleans who see the warp as both where angels and demons dwell). Because of this, and the legacy of Olanius Pius (whom the Aurelians have attempted to co-opt as one of their own), The Katholeans are slowly gaining more acceptance within the Imperium. They also have produced a significant number of Anti-Demon warriors and successful exorcists. Many have tried to learn more about their highly secretive leadership, but all these orgs have to show for it are quite a few dead Inquisitors. For whatever reason the Katholens have good relations with (unsuprisingly) Jaghatai Khan, and (more surprisingly) The Lion El&#039;Johnson.&lt;br /&gt;
&lt;br /&gt;
;Notable Katholeans&lt;br /&gt;
*Olanius Pius&lt;br /&gt;
*Solar Macharios&lt;br /&gt;
*Juris Lucia Annamis&lt;br /&gt;
&lt;br /&gt;
====Anti-Katholians====&lt;br /&gt;
&amp;lt;!--Low Church Protestantism (whatever form that takes now)--&amp;gt;&lt;br /&gt;
Seem to be similar in teaching to Katholeans, but are completely excluded from Katholean leadership for whatever reason (they would insist the Katholians left them). When asked they usually say something about the Katholians as a &amp;quot;Corrupted&amp;quot; form of the true faith. &lt;br /&gt;
&lt;br /&gt;
They are much less secretive about their faith than the Katholians, and for the Old World Faiths, a startling amount of potent psykers. The acceptance of these psykers seem to varry based on sect, with some seeing the latent children as &amp;quot;demonic&amp;quot; and are more than happy to supply the black ships, other see these potent abilities as &amp;quot;gifts&amp;quot; and use their powers primarily to better their community. Some Anti-Katholians are remarkably gifted in the arts of faith-healing, ESP, and language.&lt;br /&gt;
&lt;br /&gt;
====Obsequiani====&lt;br /&gt;
&amp;lt;!--Islam--&amp;gt;&lt;br /&gt;
Sometimes also referred to as the &amp;quot;Poplibri.&amp;quot; This somewhat more open group is divided into Scholae, but also seem to have some sort of leadership. It is a poorly kept secret that The Primarch, Jaghatai Khan, has sympathies towards this faith, if not a crypto-obsequian himself. They do not have as many issues with the use of the warp as the Katholeans do, but also advise caution and faith as a stalwart against potential corruption.&lt;br /&gt;
&lt;br /&gt;
====Octavians====&lt;br /&gt;
&amp;lt;!---Buddhists of Various Stipes. Octavian: Octa = Eight, Via = Road or Path--&amp;gt;&lt;br /&gt;
Are usually proud to point out how their faith were the first to recognize the warp over 41000 years ago. Refer to Chaos Gods as &amp;quot;Tull Pah.&amp;quot; Of all of The Old World Faiths, the Octavians have been the quickest to adapt and thrive in the Primarchite Imperium. Many Octavians have even been welcomed into the Imperial Inquisition. They are both Aggressive Warriors and aggressive pacifists depending on which planetary sect, with widely varrying doctrines.&lt;br /&gt;
&lt;br /&gt;
====Apican====&lt;br /&gt;
&amp;lt;!---Mormons----&amp;gt;&lt;br /&gt;
Dogmatically they sit somewhere between the Aurelian Cult and the Anti-Katholians, but structurally they are even more secretive than the Katholians. The Apicans claim to be a faith of ancient Merika. They are fierce warriors. They are also refer to Magna Terra as &amp;quot;D`Olilent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Their current claim to fame, or perhaps infamy, is that their Merikan Monument and University taught a one Goge Vandire, who later became the Spiritual Liege of Terra, and cause of significant headaches for The Aurelian cult.&lt;br /&gt;
&lt;br /&gt;
;Notable Apicans&lt;br /&gt;
*Goge Vandire&lt;br /&gt;
:Before ascending to the Aurelian Spiritual Liege of Magna Terra, Goge Vandire was trained in history from the Apican monuments and museums on Terra. It is believed that these teachers heavily influenced his thought and theology. Upon his ousting from the seat of prandium, Goge Vandire abandoned The Aurelian cult, and openly converted to The Apican faith. Taking many of Terra&#039;s worshippers of Gulliman with him.&lt;br /&gt;
&lt;br /&gt;
==Syncretic Faiths==&lt;br /&gt;
===Aurelian Mechanicus===&lt;br /&gt;
The Aurelian Mechanicus is a syncretized faith that is a result of some of the more techmarine heavy chapters of the Ultramarines. It has also provided cover for those who wish to worship the emperor as a god.&lt;br /&gt;
&lt;br /&gt;
====Beliefs====&lt;br /&gt;
The Beliefs of The Aurelian Mechanicus primarily take the traditions of Cult Mechanicus and rework them to fit within the dogmatic framework of the Aurelian Cult. The primary relationship being that of The Omnissiah and all mechanical works and The relationship between The Emperor and Gulliman. This relationship then serves as the Archetype for those positions in the mechanicus.&lt;br /&gt;
;The Omnisiah of The Mechanical Aurelian&lt;br /&gt;
:Like in The Cult Mechanicus, theEmperor is The Omnissiah, the perfection of the Machine made flesh. They are allowed, but are watched with suspicion by The Mainline Aurelian Cults, Mechanicus, and Imperium. They are also the closest The Aurelian Cults can get to calling the Emperor a God without falling into Heresey.&lt;br /&gt;
;Mechanicus Triumphis&lt;br /&gt;
:The Aurelian&lt;br /&gt;
:In these cults, The Aurelian is sometimes called “The Great Creation.” As the Omnissiah is the Great Machine, The Aurelian, and all of the Primarchs are in a sense his construction. The Omnissiah created his primarchs as his greatest biological creations, and are the closest one can get to bio-mechanical perfection. The Traitor primarchs are thus understood to have been the Omnissiah&#039;s creation&#039;s destroyed by the &amp;quot;Forces of Rust and Corruption&amp;quot;. As the first among machines, The Aurelian also gathers all Machine spirits to serve him and The Omnissiah.&lt;br /&gt;
;Factoria Magna&lt;br /&gt;
:The Mother in The Aurelian Mechanicus&lt;br /&gt;
:The Mother is referred to “The Mother of Mechanicus” because she participated in The Omnissiah’s Creative energies in helping to maintain the Omnissiah’s great creations and reach its fullest potential. The Mother is the Patron of all Apothecaries and Techmarines, as she is considered to be the greatest archetype of the Omnissiah&#039;s servants.&lt;br /&gt;
;The Role of Machine Spirits&lt;br /&gt;
;Sainted Machines&lt;br /&gt;
&lt;br /&gt;
====Hereteks and Schismateks====&lt;br /&gt;
&lt;br /&gt;
According to The Aurelian Mechanicus, any technology that offends the King of Machine Spirits (The Divine Gulliman), is considered Heretek. This is determined by a set of rules regarding the treatment and mistreatment of Machine Spirits and STCs. However, unlike the Mechanicus, where Human tech and archeotech is prized while Xeno tech is discarded, the Aurelian Mechanicus has a method by which Xenos tech can be sanctioned by The Aurelian. There are exceptions to this of course, such as Ork tech. Often this process involves impregnating the technology with a Noble Spirit &amp;lt;!---ie possessing it with a demon of Yu&#039;gnomia---&amp;gt;, and driving out the heretical spirit. This process, while anathemic to the Mechanicus of Mars, has proven invaluable in the Reconquiste of Ultramar, as The Manufactorums and Forgeworlds of Luther have been cleansed with the light of The Omnissiah through the Aurelian. &lt;br /&gt;
&lt;br /&gt;
Prior to their secession in M45. The Work of the Mechanicus of Mars, as well as the Mechanicus of Mars is considered &amp;quot;Schismatek.&amp;quot; The Mechanicus is given special privilege as it understood to worship the Omnissiah, albeit incorrectly. And while true Aurelian fearing machines were prefered, Those of the Aurelian cult are permitted to use such tech out of necessity provided they are careful, and seek out the guidance and direction of an Aurelian Techpriest. This dispensation has been incredibly important as the Trillieurs are often forced to used Mechanicum made equipment rather than that of The Konor.&lt;br /&gt;
&lt;br /&gt;
Following the Mechanicus&#039; break from the Imperium, mars were declared Hereteks for their disobedience to the Omnissiah, and as such are considered indistinguishable from the Dark Mechanicum.&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
What began as Mars&#039; attempt to acquire Archeotech from Ultramar by co-opting the Aurelian cult, has become the Machine Cult&#039;s Greatest rival. During the Council of Terra,the Adeptus Mechanicus were some of the largest proponents of Ultramar&#039;s soveriegnty. Seing the creation of a fledgling autonomy as being yet another way to inhibit the encroaching power of Terra.&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
The Leadership of the Aurelian Mechanicus is located on Konor. There aren&#039;t any other Holy Seats. As such the Cult is much more centralized than the rest of The Aurelian Mechanicus.&lt;br /&gt;
=====Relationships with The Aurelian Cult=====&lt;br /&gt;
Officially the Aurelian Cult recognizes the Aurelian Mechanicus as a valid expression of the Aurelian Faith. They have the strongest relationship with the Astartes Aurelian Chapters, given the Techmarines.&lt;br /&gt;
=====With the Cult Mechanicus=====&lt;br /&gt;
The Aurelian Mechanicus is hated by the Cult Mechanicus.&lt;br /&gt;
&lt;br /&gt;
===Cordinelumbae Regna===&lt;br /&gt;
&amp;lt;!---fusion of Mahayana Buddhism and Aurelian Cult, mixes Tanasha with Guanshiyin. Latin name: Queen at the Heart of the Lotus---&amp;gt;&lt;br /&gt;
A syncretism of The Octavian tradition with [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Aurelian_Cult|The Aurelian Cult]]. This sect views Tanasha Euten to be a reincarnation of the Clementina Magna, the [https://en.wikipedia.org/wiki/Guanyin|Great Queen of Mercy], who descended into hell to make it a paradise. They have an ornate cosmology in which the current primarchs, and heroes are cyclical reincarnations of past heroes.Because of their syncretization with the Aurelian cult, they have become isolated by some of the more hardline Octavian sects, and as such have lost their imperial protected status as &amp;quot;Cultis Antiquitae.&amp;quot; Their particular beliefs (such as belief that The Aurelian and Tanasha are two aspects of the same divinity), have put them at odds with most main branches of aurelian cult, savePrandium.&lt;br /&gt;
&lt;br /&gt;
Most of their traditions are still heavily based on the Octavian traditions as practiced in the Assam Sector, where more orthodox Octavianism is still practiced. They have representation in The Aurelian cult now, though their Spiritual Liege of Assam Bay is considered to be a sub cult similar to the Aurelian Mechanicus. The Codinelumbae have produced a few chapters of Ultramarine Astartes as well as Daughter orders.&lt;br /&gt;
&lt;br /&gt;
===The Dauntless Cult===&lt;br /&gt;
Ecclesia Impavipaulci or The Cult of &amp;quot;The Dauntless Few&amp;quot; is a sect of the Aurelian Cult that tries to build itself on the Historic Friendship between Roboute Gulliman and Vulkan.&lt;br /&gt;
&lt;br /&gt;
The Cult is composed almost entirely Space Marines, and almost always Ultramarine Successors.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Impavidae&amp;quot; often incorporate customs found on Nocturne into their rituals as well as placing greater emphasis on hospitality and protection of civilian life.&lt;br /&gt;
&lt;br /&gt;
Disparagingly called &amp;quot;Gullimanders,&amp;quot; by other space marines. The Opinion of The Salamanders themselves varries between flattered by the imitation, to irritated.&lt;br /&gt;
&lt;br /&gt;
===Cult of The Walking Eagle===&lt;br /&gt;
&amp;lt;!---Cross between Santeria, totem faith, Metis traditions. The Aurelian cult with weird esoteric bullshit---&amp;gt;&lt;br /&gt;
Practised primarily by the Tarrasque peoples of Royum Ultramar, the Cult Worships none other than Roboute Gulliman and Tarasha Euten as the Supreme Ancestors. The religion has a complicated history with both Pious Ultramari and With other Kroot Cultures. To the other Kroot, the Cult is viewed with as suspicion, thought to be one Kroot&#039;s mad fantasies, or even a conspiracy by Ultramar to tame the Kroot and destroy Kroot Culture. Most Ultramari, conversely find the traditions and practices of the Cult of The Walking Eagle repulsive at best, outright blasphemous at worst. So repulsive in fact, the Aurelian Cult of Calth attempted to extinguish it in M39, only halted by &amp;quot;the great chastizement&amp;quot; wherupon the church was subject to such supernatural disasters and The Black Eutenites were forced by their god to slaughter the Entire Ecclesiarchy of the Planet. The people of Ultramar are forced to recognize that their Kroots are also spiritual brethren, but that doesn&#039;t mean they will not show their immense disfavor of their younger avian brethren. The cult also isn&#039;t helped by its controversial figure, Wabat Ghleemin son of Tash&#039;nka Ghlee-min, who later in life started to descend into paranoia, doomsday prophesying, and demagoguery. &lt;br /&gt;
Nevertheless The Tarrasque of Ultramar have at least some devotion to the cult, and the relationship between the Tarrasque and Ultramari represent perhaps the closest humanity has come to recognizing the shared destiny of another species since the Lost Interex Empire.&lt;br /&gt;
&lt;br /&gt;
====Origin====&lt;br /&gt;
The Cult of The Walking Eagle was founded by the high priest Tash&#039;nka Ghlee-min, the hero of Masali. Tash&#039;nka, then a lone mercenary fighting an Tau Incursion onto Quintan of the Masali system. According to legend, she received a vision of The Aurelian, saying that he and his line would be blessed by the Aurelian, and that he and her descendants would be of &amp;quot;Gulliman&#039;s Lineage&amp;quot; should she serve him. Augmented with his holy strength and bearing the sacred image of the Primarch as an Eagle-like Kroot, Tash&#039;nka was able to single handedly overwhelm the T&#039;au forces until The Reinforcements were to arrive. &lt;br /&gt;
&lt;br /&gt;
====The Consumation of Roboute====&lt;br /&gt;
&amp;lt;!--- A caricature of how some sects think The Holy Eucharist works ---&amp;gt;&lt;br /&gt;
Most traditions and practices of The Walking Eagle are little more than Old Kroot practices given a Ultramarine Blue coating, such as the Sacred fire Dances on religious holiday. Others are Ultramari practices that have been appropriated into the &amp;quot;Kroot&amp;quot; such as the saints, grail quests, and use of iconography and sacred images. However one tradition laid out by Tash&#039;nka Ghlee-min, that is unique is the practice of the Sacred Consumation. The tradition traces back to Tash&#039;nka, as one of the first rituals of the cult. The vision of the Roboute commanded the frightened Tash&#039;nka on Quintan to consume the geneseed of a nearby fallen Ultramarine. The consumption of humans in Kroot society is a severe taboo in Kroot society, and so such an act was unthinkable. The vison ordered him, saying that is required to be admitted into Imperium Secundus as his lineage. &lt;br /&gt;
&lt;br /&gt;
In continuation of this sacred tradition, it is required of all new members of the Cult to consume the Geneseed of Roboute Gulliman, in order to bear witness to his sacred lineage. By doing so in sacred ritual and with pledge to Roboute they believe they&#039;re souls are transformed into human ones, made into the spiritual lineage of The Primarch itself. The ritual behind this sacred consumption is very ornate and long, with each organ having its own ritual.&lt;br /&gt;
&amp;lt;!----I need to stress that the people of Ultramar find these guys REALLY weird. There is no &amp;quot;90s afterschool special interacial harmony nonsense.&amp;quot; The upper crust of ultramar view these guys like Catholics view the Santeria) The only reason the Ultramari Church hasn&#039;t blammed them is because the last guys who tried pissed their god off. The lower class, grunts, and peasantry may have less of a problem with them, because they themselves have their own weird traditions, but anyone of a higher education thinks the cult is disgusting---&amp;gt;&lt;br /&gt;
===Guelomin Tau (Optibene Cult)===&lt;br /&gt;
&amp;lt;!---T&#039;au Aurelian syncretism---&amp;gt;&lt;br /&gt;
Given the T&#039;au&#039;s close proximity to Ultramar, and Ultramar&#039;s infectious fanaticism, it was inevitable that The T&#039;au would attempt to syncretize their own views with those of the The Followers of the Avenging Son. The Guelomin or Optibene cult is rooted in the WuNi scholars from the Fio school taking influence from the Unique Holy seat of [[#MidHammer_40,000:Religion#MidHammer_40,000:_Religion#Main_Holy_Sites|Prandium]]. In The Optibene cult &amp;quot;The Greatest Good&amp;quot; is understood to be &amp;quot;Spirit of Sacrifice&amp;quot; that is the will formed by the Emperor, Gulliman, and Tanasha. This Spirit while originating in The Emperor, and acting through Gulliman/Queen Mother, is a separate entity in of itself. The Guelomin T&#039;au answer to The Prandium Seat, whom they regard as their Spiritual Liege, though his presences is rarely felt.&lt;br /&gt;
&lt;br /&gt;
==Heretical Faiths==&lt;br /&gt;
===Aurelian Heresies===&lt;br /&gt;
&lt;br /&gt;
Unlike in Vanillahammer when heresy is thrown around by any sufficiently miffed Inquisitor. Heresy means something very specific in The Aurelian cult. It means to act “As Lorgar” who committed the Two Great Heresies by Calling the Emperor a God and by worshipping the Dark Gods. Lorgarite is sometimes used as an accusation of Heresy.&lt;br /&gt;
&lt;br /&gt;
;Lorgarism&lt;br /&gt;
:Lorgarism is simply put to worship the Emperor as a God. A god in the Aurelian Cult is an Immaterial entity, and to do so is to call the Emperor a Chaos god. This is heretical and is seen as a gateway to the worship of The Ruinous powers.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The Emperor gave us Aurelian and His Mother so that our Prayers and dreams would serve him, not serve the monsters of the warp. He chose his son Gulliman to godhood because, of all his children, he ruled to serve his people on earth. The Gods of Aurelian and Matron Magna serve us as much as we serve them. Thus to Worship the Emperor is not truly honoring him but honoring yourself and the monsters who tricked you into doing so. The Emperor demands nothing of you but your service to the Imperium, and that is sufficient. To say otherwise is to say to The Emperor &amp;quot;I know how to serve you better than you.&amp;quot;&#039;&#039;&lt;br /&gt;
:Maneus Calgar, Spiritual Liege of Maccragge&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Vandirism&lt;br /&gt;
:Vandirism, named after the heretical former Spiritual Liege of Terra, is the belief that any human (but especially Vandire) can achieve Emperor-ness, and that The Emperor himself was once merely a man.&lt;br /&gt;
&amp;lt;!--Goge Vandire never had the opportunity to become the evil tyrant that he was in Vanillahammer. In this universe he remained a kindly, charismatic, humble man with some bad ideas about Theology. As a result the Age of Apostasy is significantly less severe, but the ideas of Goge Vandire endure--&amp;gt;&lt;br /&gt;
*Goge Vandire&#039;s sloppy synthesis of The Aurelian Cult and The Imperial Truth ultimately resulted in a major headache for the other Ecclesiarchs&lt;br /&gt;
*He was eventually outed by Sebastian Thor who replaced him.&lt;br /&gt;
*Despite condemnation by the Aurelian Cult, it has endured among many thinkers on Terra.&lt;br /&gt;
*Because of his well beloved personality, charismatic speeches, suicide, and disastrous successor, He has become something of a martyred hero among those detractors of The Aurelian Cult.&lt;br /&gt;
&lt;br /&gt;
;Filastrism&lt;br /&gt;
:Also called &amp;quot;Thorianism,&amp;quot; Filastrism believes that the Emperor is trapped in his mortal coil and upon death will become a new, more powerful entity.&lt;br /&gt;
*Thorianism after its founder and promoter &amp;quot;Sebastian Thor,&amp;quot;&lt;br /&gt;
**Sebastian Thor was the Spiritual Liege of Terra who ousted the Former heretical leader, Goge Vandire&lt;br /&gt;
**Unlike the Bumbling self aggrandizement of Goge Vandire, the Inquisition supported reign of Sebastian Thor was an absolute disaster&lt;br /&gt;
**It resulted in not only a schism of Terra from the Greater Aurelian cult, but also the deaths and ousting of several Aurelian Faithful&lt;br /&gt;
**Sebastian Thor&#039;s theories also took root in the inquisition culminating in a inter-inquisitorial conflict, and several assassination attempts on the emperor and ecclesiarchs of Ultramar.&lt;br /&gt;
**The Thorian Schism is also the reason that The Aurelian Seat is banned from Holy Terra, instead by imperial decree is in exile on Luna.&lt;br /&gt;
*There are rumours that Sebastian Thor was a plant of Alpharius, demon prince of Tzeentch, and was part of his effort to trick the imperium into destroying itself.&lt;br /&gt;
*&amp;quot;When Ousting Goge&amp;quot; is now a common phrase in the Imperium used as a warning trading one problem for a much greater one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Oh, Queen Mother, save us from Terra and its wealth of Powerful Fools with Silver Tongues and Worn Quills.&lt;br /&gt;
&amp;lt;br&amp;gt;-Alicia Dominica&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechanicum Heresies===&lt;br /&gt;
&lt;br /&gt;
Dark Mechanicus&lt;br /&gt;
&lt;br /&gt;
===Promethean Heresies===&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===Antiquitae Heresies===&lt;br /&gt;
&lt;br /&gt;
These religions, whether they are heretical offshoots of tolerated Antiquitae, or Dark Antiquitae with ancient origins, are considered heretical and are severely hunted.&lt;br /&gt;
&lt;br /&gt;
====Soletserpent Cult====&lt;br /&gt;
&amp;lt;!---fusion of Aztecs with Kali---&amp;gt;&lt;br /&gt;
Claiming to have its origins in ancient Southern Merika, the Serpentine Cult worships a Pantheon of deities. With their cheif deity being a Serpent. However, the Ordo Hereticus has noticed its tradtions and chief dieties seem to follow the worship of Khorne and Slaanesh.&lt;br /&gt;
&lt;br /&gt;
====Cults of The Mellenials====&lt;br /&gt;
This cult is actually several different cults who believe that the Emperor is The Anti Christ of Katholian/Anti-Katholian tradtions, or that he is Christ himself. Both are deemed heretical by The Ordo Hereticus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cult of Lorgar==&lt;br /&gt;
&lt;br /&gt;
==Aryelism==&lt;br /&gt;
Also called Callibanism, Ahrimanism, or Luther indivisis&lt;br /&gt;
&lt;br /&gt;
Luther and Ahriman, while embracing the service of Chaos, and a rejection of the Imperial Truth, were apalled by the blind dogmatism, and beliefs of the Zealous Word Bearers. And while they agreed that the Ruinous powers must be served, and their words obeyed, they were as opposed to Lorgar&#039;s vision as they were to the emperor&#039;s. Thus shortly after The Revolution (The Desolation of Lorgar, as the Imperium of Man calls it), there was a schism between Luther and Lorgar, with each side agreeing to disagree and govern their own region as they saw fit. While Humans near the Eye of Terror, and practiced either undying servitude to the Ruinous powers, or to Chaos Undivided as understood by Lorgar, Luther and Ahriman tried to mix the best of their Material lives with their new found faith, leading to the School of Aryelism.&lt;br /&gt;
&lt;br /&gt;
==Tau Faiths==&lt;br /&gt;
Most T&#039;au faiths have some sort of concept of &amp;quot;The Greater Good&amp;quot; or collective destiny. What that greater good is and how to serve it seems to varry.&lt;br /&gt;
&lt;br /&gt;
====Megabene (WuNi)====&lt;br /&gt;
&lt;br /&gt;
The sanctioned faith of Cerullian Socii, and the belief of the Wuni enclaves. The Wuni believe that the &amp;quot;Greater Good&amp;quot; is seen by The Emperor, and that he will lead both T&#039;au and Humanity to a brighter tomorrow. To call this belief a faith is perhaps a stretch, but it hasn&#039;t stopped the Tribune of the Faithful from acting on its behalf.&lt;br /&gt;
&amp;lt;!---Since the T&#039;au were origionally different primitive cultures, i think it would be neat if The Imperial T&#039;au actually kept some of their old traditions before Etherial Pol Pot destroyed them all---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Por school&lt;br /&gt;
&amp;lt;!---Fortuna, the Boethian Wheel of Fortune---&amp;gt;&lt;br /&gt;
The Fio peoples call &amp;quot;The Greater Good&amp;quot; many names, but it tends to be anthropromorphized into a god or goddess of some sort. Imperial scholars speculate that the many Por nations had some similar &amp;quot;god of fate&amp;quot; and these entities were syncretized together. This benign being controls the Fate of the Universe, and only those who serve its will will prosper. It is thought that The Emperor of Mankind is currently &amp;quot;The Greater Good&#039;s&amp;quot; favorite and first disciple.&lt;br /&gt;
&lt;br /&gt;
;The Fio school&lt;br /&gt;
&amp;lt;!---Think The Divine Zeus from Stoicism----&amp;gt;&lt;br /&gt;
:Seems to be vestigial from the ancient mythologies of the Primitive Fio Nations. The Por understanding is that The Greater good is the will of the universe. The Greater Good is discovered when you understand the path life has laid out for you&lt;br /&gt;
&lt;br /&gt;
====The Tau&#039;Va Creed====&lt;br /&gt;
&amp;lt;!---Much more overtly authoritarian and imperialistic version of The Greater Good, has some elements of &amp;quot;Manifest Destiny&amp;quot; sprinkled in---&amp;gt;&lt;br /&gt;
Established by the Ethereals following their great revolt, the T&#039;au Va nation believes that they are compelled to serve &amp;quot;the Greater Good&amp;quot; and the sacrifice of the Individual for the health, wealth and safety of the Collective. The Greater Good is the inner harmony of the Material universe that directs the T&#039;au to become better than themselves. Eventually by serving the Greater Good, the path will lead to &amp;quot;The Last Sacrifice&amp;quot; in which The T&#039;au will have triumphed over Xenos, sickness, dissent, and even death itself. Every T&#039;au knows that the Ethereals intrinsically know the path towards the Greater Good, and by obedience to them, they can eventually reach it. &lt;br /&gt;
Xenos can be capable of serving the Greater Good, but they innately have no capacity to understand it. In fact it is known that the Xenos mind actively &amp;quot;drowns out&amp;quot; the greater good through their noisy thoughts and beliefs. They are completely incapable serving without the guidance of the Ethereals, which is why Xenos must be strictly controlled.&lt;br /&gt;
&lt;br /&gt;
==Eldar Faiths==&lt;br /&gt;
The Elusive Eldar seem to worship their old deities who survived the Birth of Slaanesh. That is not to say they are polythiestic. While all of the Eldar &#039;&#039;believe&#039;&#039; in many gods, they exclusively worship only one. As such nearly all of the Eldar world is divided into different Cults. It falls upon these gods to rescue their followers souls from the Grasp of Slaanesh.&lt;br /&gt;
&lt;br /&gt;
====Harlequins (Cult of Cegorach)====&lt;br /&gt;
&amp;lt;!---essentially the same, but The Dark Eldar are now huge Cegorach Worshippers---&amp;gt;&lt;br /&gt;
Cult of Cegorach, the Laughing God, who escaped the clutches of Slaanesh was the god of tricksters and clowns. His cult is incredibly popular in the Black Markets of Commorragh.&lt;br /&gt;
&lt;br /&gt;
====Isha====&lt;br /&gt;
&lt;br /&gt;
Isha has two cults who claim to worship her, each with completely opposing beliefs.&lt;br /&gt;
&lt;br /&gt;
=====The Handmaidens of Isha=====&lt;br /&gt;
The successors of her origional cult, the Handmaidens of Isha plot, plan, and conspire to rescue Isha from The Gardens of Nurgle. They have so far been the most reliably pro-imperial faction, in the hopes that their defeat of Chaos will lead to the rescue of Isha.&lt;br /&gt;
&lt;br /&gt;
=====The Posadh=====&lt;br /&gt;
A banal name underlying a sinister practice. The Posadh worship &amp;quot;The Holy Union&amp;quot; of Nurgle and Isha. They give themselves to The Rotfather in exchange for long life, durability and protection against Slaanesh. The Posadh practice perverted versions of the old rituals practiced under Isha.&lt;br /&gt;
&lt;br /&gt;
====The Ynnari (Cult of Ynnead)====&lt;br /&gt;
&amp;lt;!---Like in vanilla hammer, The Imperium is blindsided by the rise of the Ynnari, and their quest to raise Ynnead. And since Yvraine&#039;s Boyfriend is dead, she has to work on her own---&amp;gt;&lt;br /&gt;
Incredibly secretive about their beliefs. Thought of by the Imperial authorities as either &amp;quot;Elven Atheists &#039;worshiping&#039; a dead god of death,&amp;quot; or some sort of murder cult similar to Heretical Antiquitae Serpentine Cult. The Ynnari worship Ynnead who does not exist. They instead keep their dead souls in an infinity circuit, and proclaim that they will raise The Eldar God of The Dead. The Imperial Inquisition likes to keep an eye on them, but for the most part they are considered to be a low threat. The only person in the Imperium who seems to think differently is Konrad Curze, and his Night Lords hunt down and brutally murder any Ynnari they find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Medhammer 40.000]][[Category:Homebrew Settings]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=MedHammer_40,000:_Religion&amp;diff=333091</id>
		<title>MedHammer 40,000: Religion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=MedHammer_40,000:_Religion&amp;diff=333091"/>
		<updated>2023-02-26T19:54:37Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Religion Before Lorgar&amp;#039;s Treachery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Religion Before Lorgar&#039;s Treachery==&lt;br /&gt;
&lt;br /&gt;
Throughout the Imperium of Man, Many have differing views of the Nature of The Emperor is like. Most project their own ideals onto the comatose figure, placing idealized version of their own opinions into his personality. For some he is a kind Grandfatherly figure, only seeking mankind&#039;s best interests. For others he is a righteous reformer, over throw his corrupt regents and build the &amp;quot;True Imperium&amp;quot; that looks suspiciously similar to the Emperor&#039;s Point of View. Some see the Emperor as a crypto-practitioner of their own belief and ideology, others see him as the Great Outsider. Like a gardener, all ideas and beliefs to grow while pruning those that threaten to overrun the gardern, or have become withered and useless. Very few of those in 41st mellenium realize that their Emperor hated all of their ideas, and the current state of the imperium is only due to the benevolence of his absence. During the reign of the Great Crusade, Religion was viewed by the Emperor as holding mankind back, and was aggressively supressed and destroyed. The Emperor himself took pride in his destruction of the Last Church on Terra. Even fewer know that it was his hatred of religion that ultimately drove his son Lorgar into the arms of the Ruinous powers.&lt;br /&gt;
&lt;br /&gt;
==Religion after Lorgar&#039;s Treachery==&lt;br /&gt;
&lt;br /&gt;
After the Great Treachery which saw the Emperor wounded and weak, the collective leadership of The Imperium&#039;s Leadership was divided on the status of religion. Some, like Jaghatai Khan, saw religion as a natural part of mankind, and to take it away would be to take away something essentially human. Others like Sanguinius and Fulgrim were staunch believers in the Imperial Truth, and hoped to continue their fathers work. Ultimately such hardliners lost by a Bootleggers and Baptists alliance between The Pro Religious Faction, and the Pro-Reform Faction who used religion as a way to get their own pet reforms into the Imperium. These reformers included diverse opinions such as Magnus The Red, who sought the Council of Nikea to be overturned; Konrad Curze and Vulkan who saw the Imperial Truth as a blatant cynical lie; Horus who given his experience in the Great Treachery was eager to see any solution that could prevent another Lorgar; and Constantine Valdor who saw greater religious representation as an opportunity to weaken the Primarch&#039;s grip on the Imperium.&lt;br /&gt;
&lt;br /&gt;
The outcome of months of deliberation was the &#039;&#039;New Imperial Truth&#039;&#039; or &#039;&#039;The Terran Creed.&#039;&#039; The Terran Creed established provisions as to what the common Imperial Citizen knew about Chaos and the Warp, and rubric for what grounds religions should be condemned by the Imperium. Provided that the Religion did not worship the Emperor as any sort of god, nor were any of the ruinous powers worshipped, than the religion would not be deemed heretical and rooted out. Whether or not a religion was openly accepted, let alone tolerated varried from regime to regime. &lt;br /&gt;
&lt;br /&gt;
===The Terran Creed===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The New Imperial Truth,&#039;&#039; commonly referred to as the Terran Creed or &amp;quot;The 53 Precepts&amp;quot;  was created following the council to represent The Standard of Belief and Knowledge that all imperial citizens should know. It set out to replace the harsh Athiest Dictums of the Imperial Truth with a milder &amp;quot;agnostic&amp;quot; creed. At the council it was mandated that All Imperial Citizens must believe in this Imperial Creed, and that any organization, religious or ideological that opposes any of these tenants will be decreed Heretical. Contrary to the original Truth, it was thought better to give the people some awareness as to who they were fighting, than to offer lies. Additionally the old world religions were consulted and, since they did not believe their gods resided in the warp, the provisions were added that excluded them from heresy, while subtly hinting their religions were false (which the The Khan protested against, but accepted the compromise with gritted teeth). The Aurelian cult was another matter, unsure whether the Aurelian cult, along with other Chaos gods (Rumors of entities called Malal or Necoho), it was decided to add precepts 45-49 and should the Creed need to be revised they would do so. The Creed was considered vague enough to encourage both persecution and tolerance when needed, while allowing for clear precedents for the condemnation of chaos cults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The New Imperial Truth or 53 Precepts&#039;&#039;&#039;&lt;br /&gt;
#I know I am a Human, as a Human I am part of Mankind&lt;br /&gt;
#All Humans are part of Mankind&lt;br /&gt;
#All those who are a part of Mankind are Human&lt;br /&gt;
#Those who not a part of Mankind are Xenos&lt;br /&gt;
#A Human will not serve, obey, follow, kill for, or die for a Xenos&lt;br /&gt;
#Terra is a place in the Material Realm&lt;br /&gt;
#The Material Realm is a real place that exists&lt;br /&gt;
#The Material Realm is filled with Material beings&lt;br /&gt;
#Material Beings follow material rules&lt;br /&gt;
#Humans are material beings.&lt;br /&gt;
#My works and deeds shape the Material Realm&lt;br /&gt;
#Mankind derives from Terra&lt;br /&gt;
#Terra is a real place separate from the Immaterial&lt;br /&gt;
#The Galaxy is Material and the Birthright of Mankind&lt;br /&gt;
#The Emperor is The Leader of Mankind&lt;br /&gt;
#The Emperor is Material, is Human, and is from Terra&lt;br /&gt;
#The Emperor has Eighteen sons&lt;br /&gt;
#Five of The Emperors sons are traitors&lt;br /&gt;
#The Emperor&#039;s sons are part of Mankind&lt;br /&gt;
#The Emperor&#039;s loyal sons answer to the Emperor&lt;br /&gt;
#The Emperor&#039;s disloyal sons are enemies of the Emperor&lt;br /&gt;
#All Humans must serve The Emperor, for he is their leader&lt;br /&gt;
##To Serve the Emperor is to Serve The Imperium&lt;br /&gt;
#All Humans must obey The Emperor, for he is their ruler&lt;br /&gt;
##To Serve the Emperor is to Obey his Loyal Sons and Appointees&lt;br /&gt;
#All Humans must aid other humans in serving the Emperor&lt;br /&gt;
#All Humans must protect The Emperor because he is sovereign above all&lt;br /&gt;
#All Humans must fight for and die for The Emperor&lt;br /&gt;
##It is Mankind&#039;s greatest calling, whether in war or domestic service.&lt;br /&gt;
#The Emperor Protects Mankind, and will not fail to do so.&lt;br /&gt;
#The Emperor Protects Mankind from Material Dangers&lt;br /&gt;
#I believe The Emperor will lead all mankind to their birthright&lt;br /&gt;
##If a human tells me to disobey the Emperor, i will not obey&lt;br /&gt;
##If a human tells me to not serve the Emperor, i will not serve&lt;br /&gt;
##If a human tells me to not follow the Emperor, i will not follow.&lt;br /&gt;
##If a human tells me not to die for the Emperor, i will not die&lt;br /&gt;
##If a human tells me not to kill for the Emperor, i will kill&lt;br /&gt;
#The Immaterial is a not real place that exists&lt;br /&gt;
#The Immaterial is filled with Immaterial Beings&lt;br /&gt;
#The Immaterial realm follows Immaterial rules&lt;br /&gt;
#My Thoughts and Beliefs shape the Immaterial Realm.&lt;br /&gt;
#I believe The Emperor protects mankind from Immaterial Enemies&lt;br /&gt;
#The Immateria has &#039;&#039;&amp;quot;gods&amp;quot;&#039; who dwell there&lt;br /&gt;
#These gods are not Gods&lt;br /&gt;
#There are no Gods in the Immateria, only gods&lt;br /&gt;
#The Emperor is not a god nor a God&lt;br /&gt;
#The Immateria has gods called The Ruinous Powers&lt;br /&gt;
#The Ruinous Powers are not Gods&lt;br /&gt;
#Mutanda is a Ruinous Power that claims magic and change&lt;br /&gt;
#Morta is a Ruinous Power that claims disease and stagnation&lt;br /&gt;
#Hedonis is a Ruinous Power that claims pleasure and perfection&lt;br /&gt;
#Caedes is a Ruinous Power that claims bloodshed and murder&lt;br /&gt;
#Indivisis is a Ruinous Power that claims all these&lt;br /&gt;
#Any god declared by The Imperium to be a Ruinous Power is a Ruinous power.&lt;br /&gt;
#I will not serve any Ruinous Power, because they do not protect man&lt;br /&gt;
#I will not obey any Ruinous Power, because they are not worthy of obedience&lt;br /&gt;
#I will obey the Emperor before I obey any god.&lt;br /&gt;
##If a god tells me to disobey the Emperor, i will not obey him&lt;br /&gt;
##If a god tells me to not serve the Emperor, i will not serve him&lt;br /&gt;
##If a god tells me to not follow the Emperor, i will not follow them.&lt;br /&gt;
##If a god tells me not to die for the Emperor, i will not die for them&lt;br /&gt;
##If a god tells me not to kill for the Emperor, i will report&lt;br /&gt;
#A Human will not serve, obey, follow, kill for, or die for a Xenos god&lt;br /&gt;
#Demons serve the Ruinous Powers&lt;br /&gt;
##I will not obey, serve, or follow Alpharius or any demon who follows Mutanda&lt;br /&gt;
##I will not obey, serve, or follow Angron or any demon who follows Morta&lt;br /&gt;
##I will not obey, serve, or follow Perturabo or any demon who follows Hedonis&lt;br /&gt;
##I will not obey, serve, or follow Mortarion or any demon who follows Caedes&lt;br /&gt;
##I will not obey, serve, or follow Lorgar or any demon who follows Indivisis&lt;br /&gt;
#Daemons are immaterial beings that serve the immaterial powers&lt;br /&gt;
##If a daemon tells me to disobey the Emperor, I will not obey him&lt;br /&gt;
##If a daemon tells me to not serve the Emperor, I will not serve him&lt;br /&gt;
##If a daemon tells me to not follow the Emperor, I will not follow them.&lt;br /&gt;
##If a daemon tells me not to die for the Emperor, i will not die for them&lt;br /&gt;
##If a daemon tells me not to kill for the Emperor, i will report them&lt;br /&gt;
#A Human will not serve, obey, follow, kill for, or die for a Daemon of a Xenos god&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legal Status of Religion in M41==&lt;br /&gt;
&lt;br /&gt;
Religions Imperium wide are free from condemnation by the Imperium so long as they are deemed compliant to The Terran Creed. That is not to say that they are necessarily accepted. Indeed, many higher level  Imperial organizations openly discriminate against particualr religions, barring devotees from upper echelons of membership, if not outright banning them from any sort of leadership roles. Otherwise the treatment of religion can vary segmentum by segmentum, system by system, and planet by planet.&lt;br /&gt;
&lt;br /&gt;
===In the Segmentum Solar===&lt;br /&gt;
&lt;br /&gt;
Because the Segmentum Solar&#039;s privilege of Governance by The High Lords of Terra, it is perhaps the only place where any sort of official stance of Tolerance is kept. The High Lords of Terra have official representatives of both ancient religions and the cults of Mechanicum and Aurelian as part of their leadership. The Segmentum Solar practices a policy of official tolerance outside of Terra and Mars. So long as the religion is Compliant to The Terran Creed it is afforded certain rights and privileges in the Segmentum Solar.&lt;br /&gt;
&lt;br /&gt;
====Magna Terra====&lt;br /&gt;
Terra Itself is a little more complicated.  In keeping with an official Terran decree dating from before The Great Crusade, no churches nor houses of worship are permitted on Terra. Because of this many religions with Religious seats on Terra actually have their Ecclesiastic Palaces on Luna, where the Rules are less constraining. Some of these Religions additionally have secular &amp;quot;Monuments&amp;quot; and &amp;quot;Museums&amp;quot; on terra, that despite being owned by the various churches, comply enough with of Terra&#039;s rules to be permitted. To call these &amp;quot;Museums&amp;quot; or monuments does not do these architectural masterpieces justice. These are massive complexes of schools, research centers, grand halls, plazas, the size of citties, complete with massive spaceports and lodging complexes built to house the many pilgrims (i mean visitors) who come to visit. All of these museums are effectively small primitive hive-worlds due to terra&#039;s lack of atmosphere requiring their own life support.&lt;br /&gt;
&lt;br /&gt;
These Monuments include, but are not limited to:&lt;br /&gt;
*;The Museum of The First To Fall&lt;br /&gt;
:Owned by The Aurelian Cult&lt;br /&gt;
:Is a grand museum dedicated to those original preachers who came from the Maccragge Pilgrim Fleet&lt;br /&gt;
:Is also commemorating their efforts in proselytizing before Terra&#039;s atmosphere was decimated by Alpharius&lt;br /&gt;
:The Museum is one of the Best historical archives on the Great Treachery as well as Pre-Heresy Ultramar Culture.&lt;br /&gt;
*;The Monument of Sacra Terra&lt;br /&gt;
:Owned by the Katholians&lt;br /&gt;
:This museum is a monument to Terra&#039;s ancient religious sites from its most ancient history.&lt;br /&gt;
:along with the Museum Inculabra, this is one of the few places in which any knowledge of Terra&#039;s ancient history is kept.&lt;br /&gt;
*;The Monument of The Inculabra&lt;br /&gt;
:a museum located on the site of the Holy site of the Obsequiani&lt;br /&gt;
:this grand museum is the third most regularly traversed to places on magna terra outside of The Museum of The First to Fall and The Imperial Palace.&lt;br /&gt;
:At the Center of these museum is the origional complex, built and funded by none other than The Primarch Jaghatai Khan himelf.&lt;br /&gt;
:Along with The Sacra Terra Monument, this harbors some of the best collections of Terra&#039;s ancient history&lt;br /&gt;
*; Saline Monument&lt;br /&gt;
:owned by The Apiani Cult&lt;br /&gt;
:This monument explains the history of The Apiani people and history, both on earth and outside it.&lt;br /&gt;
:It is considered to be one of the Pre-eminent centers for Merikanology.&lt;br /&gt;
&lt;br /&gt;
====Mars====&lt;br /&gt;
Mars is an independent Political entity from Tera, and as such, they are subject to their own rules. The Planet of Mars is a Theocracy for the Cult Mechanicus, and intends to stay that way.&lt;br /&gt;
&lt;br /&gt;
===In The Segmentum Tempestus===&lt;br /&gt;
tba&lt;br /&gt;
&lt;br /&gt;
===In The Segmentum Obscura===&lt;br /&gt;
tba&lt;br /&gt;
&lt;br /&gt;
===In Grand Macharia===&lt;br /&gt;
Grand Macharia was ultimately the result of a citizen army composed of deeply spiritual refugees and volunteers. Reclaiming the Segmentum Pacificus from Chaos was just as much a work of faith as it was combat. As such, grand macharia looks upon non-religious with suspicion, seeing a lack of faith as a liability in a realm so close to The Eye of Terror.&lt;br /&gt;
===In The Ultima Segmentum===&lt;br /&gt;
&lt;br /&gt;
The Segmentum Pacificus, led by the Primarch Vulkan, officially holds the Promethean Cult to be the official creed of the Segmentum. Given the the strenuous requirements of this faith, and Vulkan&#039;s own tolerant personality it is not enforced. Several religions exist within the segmentum including a substantial following of Aurellian Cult, and its syncretized version, the Dauntless Cult.&lt;br /&gt;
&lt;br /&gt;
===In The Ultramar Autonomous Realm===&lt;br /&gt;
&lt;br /&gt;
==The Aurelian Cult==&lt;br /&gt;
Founded in Ultramar, the Aurelian Cult Worships Roboute Gulliman and The God-Emperor. It serves as this timeline&#039;s main replacement for the Ecclesiarchy. The Cult places great emphasis on the Emulation of Roboute Gulliman and his writings for how to live. They believe that in the fullness of time The Avenging Son will return with his Father in Glory to defeat the Traitors once and for all, and build an &amp;quot;Imperium Secundus&amp;quot; in the warp. The Aurelian cult would function a bit like the Bretonians as well, with Tanasha Euten acting as The Lady of The Lake. The Aurelian Cult is the Largest Religion in the Imperium claiming Trillions of Souls and almost 35% of the Imperium’s Total Population.&lt;br /&gt;
&lt;br /&gt;
While the actual nuances and  theology of The Aurelian Cult&#039;s Varries between holy seats. There are some core beliefs that are considered to be essential truths that Holy seats are not permitted to deny without being deemed a heretic.&lt;br /&gt;
&lt;br /&gt;
===Deities===&lt;br /&gt;
There are three chief deities of the Aurelian cult: The Father, The Son, and The Queen Mother&lt;br /&gt;
;The Father&lt;br /&gt;
:The &#039;&#039;&#039;Not-God&#039;&#039;&#039; Emperor of Mankind, Those who practice the Aurelian Cult believe that the Spirit or Soul of the Emperor far outgrows his actual physical presence, and that while he is Physically present on Holy Terra, his spirit is everywhere. The Aurelian Cult is very careful not to call The Emperor a “God.” And while Theologians throughout the Imperium speculate on the nature and essence of Chaos Demons, The Heresiarchs, The Aurelian, or the Mother. Speculation on the Emperor himself is strictly forbidden. He is known as “The Undefinable one,” “He who is above all,” “Rightful Ruler of All Things” etc.&lt;br /&gt;
&lt;br /&gt;
;Gulliman The Son&lt;br /&gt;
:The Aurelian Cult believes that Gulliman was sent by his Father to Ultramar so as to teach men how to follow him. And that by living as a human among humans, he could set an example for what The God-Emperor expects of all his Children. The annals of Gulliman&#039;s life is recorded in a several sacred texts, but his own writings about life on Ultramar and the Imperium are also treasured. It is believed that by dying on Macragge Guliman was beloved by his father and uplifted to godhood, where he now fights for the souls of those loyal to the Emperor.&lt;br /&gt;
&lt;br /&gt;
;The Queen Mother&lt;br /&gt;
:Tarasha Euten, The Mother of Roboute Gulliman, she through her trials on the Flight to Holy Terra has become a god in her own right. She acts on behalf the Emperor and Her Son. She is seen as the &amp;quot;Facilitator&amp;quot; aiding man to follow the path to the Emperor laid out by Rouboute Gulliman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Daughters of Tanasha&#039;&#039;&#039;&lt;br /&gt;
:The Queen Mother Appeared to The Women of Ophelia during the m33 telling them to gather their swords and &amp;quot;Rebuild her Home.&amp;quot; They eventually became the founders of The Adeptus Sororitas, as well as the leaders of the &amp;quot;Maccrage Cleansing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Quests of The Mother&#039;&#039;&#039;&lt;br /&gt;
:Those loyal servants of The Aurelian will receive tasks by the Queen Mother, those who dedicate their lives to The Lady of Ultramar and fulfill her tasks in protecting Mankind are bestowed with great power. &#039;&#039;Space Grail Knights!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Golden Sorrow&#039;&#039;&#039;&lt;br /&gt;
:The Golden Sorrow or the Black Sorrow is believed to have been first bestowed upon The Queen Mother. Because of her connection to her son, she witnessed the death and torture of Roboute Gulliman. Certain Ultramarines are considered to receive the &amp;quot;The Black Sorrow in which they bear witness to the suffering and death of their fellow believers. This can be the suffering of those devout living today, or those heroes who have died like St Aeonid. To receive the suffering of Roboute himself is considered &amp;quot;The Golden Sorrow&amp;quot; and those who receive it are considered highly favored to be considered worthy to witness the Death of Gulliman.&lt;br /&gt;
&lt;br /&gt;
===Imperium Secundus===&lt;br /&gt;
Imperium Secundus has taken on a spiritual meaning as an [[MidHammer_40,000_drafts#Sacred_Texts_Excerpts|Afterlife]]. It is believed that Rouboute is building Imperium Secundus in the warp, and all noble souls of the Imperium will join him in this new and final kingdom. The Aurelian is looking for those of noble and steadfast spirit who will join him in slaying chaos demons and transforming the warp into the imperial image.&lt;br /&gt;
&lt;br /&gt;
Imperial Secundus is believed to be both part of the warp and not. The telos of Imperium Secundus is up to debate by school, with some believing Imperium Secundus and The Immaterium will separate, others believe the Emperor and Aurelian will conquer the Immaterium.&lt;br /&gt;
&lt;br /&gt;
===Apotheosis===&lt;br /&gt;
A Core belief of The Aurelian Cult is that of Apotheosis, and that those of the Emperor can become deified. Gulliman and Tanasha have achieved Apotheosis.&lt;br /&gt;
&lt;br /&gt;
====Apotheosis of Gulliman====&lt;br /&gt;
Gulliman became a god because of his torture and sacrifice at the hands of Korphaeron. His nobility of spirit allowed him to Become a god.&lt;br /&gt;
====Apotheosis of Tarasha====&lt;br /&gt;
Gulliman&#039;s Mother, Tarasha Euten, takes on special significance in both Ultramar and The Aurelian Cult. This is not only because of her connection to her son, but also because of the events of &amp;quot;The Macragge Armada.&amp;quot; The Macragge Armada were the ships that Gulliman was able to save from Macragge&#039;s destruction along with Billions of Ultramar Citizens. The Refugee Ships went through their own Grimbright version of The Flight of The Eisenhorn, where the Gellar Field failed on their warp to Terra. Tarasha Euten stood defiant against the Demons and horrors of the warp, and took command of the fleet. Because Tarasha was there and because there were billions upon billions on board, rather than a single battleship, Tarasha was able to comfort the fearful refugees; and rally them to faith. &lt;br /&gt;
 &lt;br /&gt;
By Using herself and Gulliman as the focal point for their belief, the Refugees were inspired to repel the demons and were able to build a sort of substitute Gellar Field of Faith.&amp;quot; The other result of this was that Tarasha Euten [[MidHammer_40,000_drafts#Apotheosis_of_Tanasha_Euten|ascended]] into a minor god (not a demon-prince of Gulliman, a minor God, like Isha, or The Chaos God of “The Greater Good”). Gulliman himself also achieved Apotheosis as a result of this Flight and there are occasional sightings of &amp;quot;The Aurelian&amp;quot; a Man in Gold and Blue coming to the aid of The Imperium.&lt;br /&gt;
The Tasks of The Mother: (Space Grail Knights!)&lt;br /&gt;
Those loyal servants of The Imperium will receive tasks by the Queen Mother, those who dedicate their lives to The Lady of Ultramar and fufill her tasks in protecting Mankind are bestowed with great power.&lt;br /&gt;
&lt;br /&gt;
====Eventual Apotheosis of The Primarchs====&lt;br /&gt;
It is believed that should they die, the noble primarchs will join The Aurelian in the Regency of Imperium Secundus. Whether or not they will become gods or not varries by Holy Seat.&lt;br /&gt;
&lt;br /&gt;
====The Non-Apotheosis of The Emperor====&lt;br /&gt;
The Emperor will not become A God upon his death, the Emperor is the Emperor, and does not need to ascend. He is already ascended in a way greater Than The Aurelian. To say that the Emperor will become a god is Stelafilism, which is a condemned heresey. To say that the Emperor already a god is Lorgarism, and is also a condemned heresy. To say that one can become Emperor-like is Vandirism, a most condemned heresy.&lt;br /&gt;
&lt;br /&gt;
===The End Times===&lt;br /&gt;
By dying, Guilliman saved the souls of humans from drowning in the warp he is building his &amp;quot;Imperial Secundus&amp;quot; in the warp. When the End Times come, The Aurelian will reunite with the Emperor, bringing with him the souls of those noble souls who served the Emperor in Life and Served him and The Aurelian in Death. Then The Aurelian with Join his brothers and all Imperials and lead them into the Eye of Terror to slaughter the ruinous powers.&lt;br /&gt;
&lt;br /&gt;
===Demonic Entities===&lt;br /&gt;
The Aurelian Cult does not refer to the Ruinous powers in the same way that Cultists do. Even your average Ancillae will not know the true symbols or names of the chaos gods. When mentioning these dark beings in popular and vernacular sources, such as artwork, common portrayals, and grimoires for low-level Ancillae and non-specialist astartes, &amp;quot;sanctioned names&amp;quot; are often used. These sanctioned names and symbols come in two forms:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Traitor Primarchs===&lt;br /&gt;
&lt;br /&gt;
The forces of chaos are often refered to by the Traitor Primarchs that serve them. The myth of the Great Treachery is well taught and well known throughout the Imperium, and The old Heraldric symbols of these Entities are used in official religious artwork regarding the cult. Only church officials that specialize in demonology and excorcist astartes chapters recognize the true names and symbols of the Ruinous Powers.&lt;br /&gt;
;Alpharomegon The Schemer&lt;br /&gt;
:Is seen as a trickster force, often dissuading loyal worshippers of Gulliman towards being unfaithful or neglecting duties. Many popular depictions of corrupt leaders, ecclesiarchs, and scholars are portrayed with the symbol of Alpharomegon somewhere.&lt;br /&gt;
;Perturabo The Great Temptor&lt;br /&gt;
:Is the most commonly depicted of all of the chaos primarchs. Perturabo tempts the common man with promises of desires fufilled.&lt;br /&gt;
;Angron &amp;amp; Saporin The Corruptors&lt;br /&gt;
:Seen as entities encouraging despair and cowardice. The actual relationship between Angron and Saporin varries from depiction to depiction: some portray Saporin as a temptress to angron, some reverse this, some see them both falling for unknown reasons.&lt;br /&gt;
;Mortarion of Wroth.&lt;br /&gt;
;Lorgar The King of Demons&lt;br /&gt;
;Korphaeron The Desecrator&lt;br /&gt;
:Korphaeron has obtained his own place in the grimoires and pantheons of the Auerlian cult, because of his involvement with the destruction of Maccragge. He is seen as the spirit of sacrilege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sanctioned Names====&lt;br /&gt;
&lt;br /&gt;
In many Aurelian grimoires there exist &amp;quot;Sanctioned Names and Symbols&amp;quot; of the Ruinous powers. These are used to refer to the chaos forces without resorting to corrupting their tomes and warriors with their actual symbols.&lt;br /&gt;
&lt;br /&gt;
;Caedes&lt;br /&gt;
:Khorne&lt;br /&gt;
;Lagamas&lt;br /&gt;
:Slaanesh&lt;br /&gt;
;Siadas&lt;br /&gt;
:Tzeentch&lt;br /&gt;
&lt;br /&gt;
===Holy Entities===&lt;br /&gt;
These holy entities do not have power inof themselves, rather, they are bestowed Miracles on behalf of their Lords, the Holy Triad.&lt;br /&gt;
====The Celestial Saints====&lt;br /&gt;
These include holy men and women from Gulliman and The Emperor&#039;s past who are believed to be in Imperium Secundus with Gulliman. They work on behalf of him and the faithful of the galaxy. Like the Living Saints their power is granted by the Holy Triad.&lt;br /&gt;
====Examples of the Celestial Saints====&lt;br /&gt;
;St. Malcador the Hero&lt;br /&gt;
;St. Olanius Pius&lt;br /&gt;
;St. Konor of Maccragge&lt;br /&gt;
;St. Aeonid Theil&lt;br /&gt;
;St. Genetrix (the wife of Gulliman whose name is lost to history)&lt;br /&gt;
;St. Avilla Ordinata&lt;br /&gt;
====The Living Saints====&lt;br /&gt;
&lt;br /&gt;
=====The Divine Brethren=====&lt;br /&gt;
The Primarchs are considered to be somewhere between gods and Saints.&lt;br /&gt;
&lt;br /&gt;
=====Charismateurs=====&lt;br /&gt;
=====Daughters of Tarasha=====&lt;br /&gt;
&lt;br /&gt;
===Sacred Texts===&lt;br /&gt;
*&amp;quot;The Protoevangelion of St Konor&amp;quot; &lt;br /&gt;
:St. Konor of Maccragge, foster father of The Aurelian, reveals unto Antoli sacred truths of the life of Rouboute Gulliman&lt;br /&gt;
*&amp;quot;The Psalter of The Matron&amp;quot; &lt;br /&gt;
:The Hymns sang by Tarasha Euten during the the &amp;quot;Flight to Terra&amp;quot;&lt;br /&gt;
*&amp;quot;The Apocalypse of The Steward&amp;quot; &lt;br /&gt;
:Account of the Last Battle for Maccragge by an unnamed Servant who remained on the planet. It was found during the Holy Crusade of Macragge in M35 reclamation by &amp;quot;The Daughters of Tanasha&amp;quot;&lt;br /&gt;
*&amp;quot;Last Testament of Aurellion&amp;quot; &lt;br /&gt;
:Collection Gulliman&#039;s Last Writings, his thoughts and warnings to the people of Ultramar, to the Imperium, and to His Astartes.&lt;br /&gt;
===The Codex Astartes===&lt;br /&gt;
Obviously the laity has little in the way of use for a book written to provide guidence towards managment of astartes legions, and battle tactics, however, that has not stemmed the fascination the laity has for the Last Words written by their god. As such, the Ancillae have created abriged and commentated versions of the Codex Astartes for private devotional use. These abridged codexes, often truncated to a bare sentence quotes with paragraphs of interpretation, are crafted by the individual chapters for use by the population under their command. So there are countless collections of devotional codexes. However, a few published by the more famous Holy Seats stand out and can be read regularly.&lt;br /&gt;
&lt;br /&gt;
====The Yanna-Gaëlle Codex (The Masali Codex)====&lt;br /&gt;
{{topquote|Those we send to die on strange soil, unfathomable distances from their homes, are not turning to The Divine Gulliman for a course, they do not seek a disertation before turning to their bunks. They trust in us, in Horus, and in the emperor, to guide their  weapons and their feet in such matters. And thus we have compiled our collection of the Codex astartes, not to feed the soul, but to anchor it. Let the mind of Lord Gulliman and his wisdom soothe them with knowledge of his oversight, as a father does his child. Not with understanding of his methods, but comfort in knowing that he has them. | Abbess Anaïs Gaëlle to Spiritual Liege  Mael Perig of Masali}}&lt;br /&gt;
&lt;br /&gt;
{{topquote| If you want to learn about your Ultramari Auxillaries, look at their Copy of The Codex. Dont look at their uniform, badges, hair, or mannerisms. You aren&#039;t going to learn anything from that, because the Ultramari are too proud and vain to let their appearance convey anything other than pride. But the Soldier&#039;s Codex is arranged by reflections into particular difficulties or dilemmas, it becomes a key to the Trillileur&#039;s Heart. Take this one Officer I met, her bright Prandium Orange Jacket was clean though worn, while her face, hair, and smile portrayed a look of mischief and youthful beauty. I asked her if she was in need of anything from the church, but she smiled and just asked for the standard needs for her subordinates and comrades. But as I looked the codex strapped to her waist, i saw a book almost untouched, save for a single section towards the second third of the book. The creases and dogears of where the section were well thumbed, uneven, and stuffed with loose leaves of personal writings. A few days later, I am administering a funeral. A captain abandons their company, and from reports, was laughing and howling at a squad of Fire Warriors before her demise. I was shocked to find that it was the same beguiling woman I had met only a few days before. Finding the copy of the codex again, I looked at the worn sections. &amp;quot;Reflections on St Aeonid, the Last Man at Calth,&amp;quot; &amp;quot;Gulliman on the duties of survivors,&amp;quot; &amp;quot;Prayers for Captured Comrades,&amp;quot; &amp;quot;Recovering from Assaults on The Mind,&amp;quot; &amp;quot;The Fate of Cowards and Deserters.&amp;quot; The Aurelian had borne this woman&#039;s soul to me, and I was too blind to read it. We in the Ecclesiarchy should not disparage this diluted version of Our Lord Gulliman&#039;s work. We should study it well and use it, for our Lord has given us a key into the souls of his subjects.| Fratres Paschal Decimus, Astra Militarum Chaplain, SUEU}}&lt;br /&gt;
Sometimes also called the Soldier&#039;s Codex, or The Tarrasque Codex. It was the work of Ordo Militant Abbess Magali Yanna and Ordo Gramaticus Abbess Anaïs Gaëlle under the Commission of The Spiritual Liege of Masali. The Yanna-Gaelle Codex, was written for the Trillileurs, who are stationed nearby. Rather than arranging the codex in a way that apes its original composition, Magali Yana designed the codex under the conceit that a soldier turning to this book would be looking for words of comfort, healing, and solace. collects passages of the Codex and comprises them as &amp;quot;Reflections.&amp;quot; Some of these reflections are taken from the Glossia of Chapters under the leadership of Masali, others are composed from interviews, others are drafted by Megali Yanna, herself a veteran of several wars. These reflections are written by Ultramarine warriors, Pious leaders, and Ancillae, who discuss the passage in relation to life of war and travel.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
&lt;br /&gt;
Unlike the Ecclesiarchy of The Imperium of Man, the Aurelian cult is far more heavily decentralized both dogmatically and hierarchically. Each Sanctioned Successor Chapter of the Ultramarines, Sororitas, and Human Branches of The Ecclesiarchy are considered to be micro-churches in of themselves. Several of these groups have wildly different interpretations of the writings of gulliman and the codex, and even their own traditions carried down from chapter master to chapter master. Organizations like the &amp;quot;Aurelian Mechanicus,&amp;quot; or Cordinlumbae Cult are viewed to be in &amp;quot;harmony&amp;quot; with the Greater Aurelian system of beliefs. Even a few syncretized xenos faiths such as The Optibene and Ambulaequilla cults are also considered to be in harmony with the Aurelian cult (no matter how suspiciously they are viewed).&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
The Leadership of the Aurelian Cult gives primacy to &amp;quot;Holy Seats.&amp;quot;  Chapter Masters and Non-mutant membership of the church are all considered to be their own sub-cults with their own traditions. On occasion these leaders convene for a sacred council regarding all inter church matters. &lt;br /&gt;
&lt;br /&gt;
=====Chapter Masters=====&lt;br /&gt;
The Cult is Headed by the Chapter Master of The Ultramarines, headquartered in Espandor. He is considered &amp;quot;First Among Equals&amp;quot; Among the Other Chapter Masters&lt;br /&gt;
&lt;br /&gt;
The Chapter-masters occasionally convene at Espandor in a Conclave to discuss, declaration of heretics and inter-cult discipline. These meetings are specific ceremony-bound practices, and should not be confused with the Chapter-Masters regular Duties as leaders of the Adeptus Astartes.&lt;br /&gt;
&lt;br /&gt;
=====Ancillae=====&lt;br /&gt;
The &amp;quot;Handmaidens of Tarasha&amp;quot; follow their own organizational rules, and answer only to their Spiritual Liege the &amp;quot;Lord of Ultramar.&amp;quot; Because their code was seen to be derived by The Queen Mother Herself, none dare challenge it.&lt;br /&gt;
&lt;br /&gt;
=====The Black Eutenites=====&lt;br /&gt;
(this world&#039;s black templars/death company Grimbright Sad Marines) &lt;br /&gt;
A fanatical and controversial order of Legions who have received &amp;quot;The Golden Sorrow&amp;quot; where upon they are witness to the Suffering and Death of Rouboute Gulliman. Additionally they are witness to the &amp;quot;the current sufferings of gulliman today&amp;quot; Where they are given visions of all those in the Galaxy whose prayers are yet to be answered, or in a need of aid. They call themselves the Black Eutenites because it was reveiled to them they are in descent to Tanasha Euten, who was the First to Recieve &amp;quot;The Golden Sorrow&amp;quot; as she was spiritually connected to Roboute Gulliman as he was tortured and killed on Maccragge. While Emotionally, Spiritually, (and physically) painful the Black Eutenites see this as a great honor, and have their own term for it - &amp;quot;The Gift of The Mother.&amp;quot; This order is particularly controversial because they see themselves as an order apart from the rest of The Ecclesiarchy (and the Imperium for that matter), and that they are charged by Gulliman and Tanasha themselves to right the wrongs of the imperium (including when righting said wrongs puts them at odds with the The Ecclesiarchy and other Imperial Administrations).&lt;br /&gt;
&lt;br /&gt;
====Holy Sites====&lt;br /&gt;
The Ecclesiarchy of the Aurelian Cult is Set around 13 Sacred Sites. Espandor (contentiously) holds the honor of First Among Equals. However Each Holy Seat is powerful in its own right. Every Ultramarine Successor Chapter and Sister of Battle Chapter Must Choose one Holy Seat in which they are beholden to. Terra used to be one of the most important seats, but it has been relegated following The Great Apostasy. Many are advocating that Maccragge be made into the First seat of The Aurelian cult.&lt;br /&gt;
=====Ist Solium Espandor=====&lt;br /&gt;
:The Oldest seat of The Ecclesiarchy in Maccragge, Espandor is considerd the capital of the Aurelian Cult. The City is a beautiful shrine world dedicated to St Antoni, Chapter Master of The Ultramarines.&lt;br /&gt;
=====II&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Solium San Leor=====&lt;br /&gt;
:The Site of where Tanasha Euten&#039;s Ship Crash Landed, during Maccragge&#039;s Famous &amp;quot;Flight to Terra.&amp;quot; Is one of the Oldest Seats of the Ecclesiarchy, and is also the founding site of both The Ancilliae and The First Sisters of Battle order. Most Sisters of Battle Claim this Seat as their Spiritual Liege.&lt;br /&gt;
=====III&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Solium Calth=====&lt;br /&gt;
:The world now has an atmosphere thanks to the work of Fulgrim (serving as a test for Terra). The planet&#039;s great caverns continue to be used and is the site of &amp;quot;The Temple of St Aeonid.&amp;quot; Many Successor chapters who focus on fighting demons have chosen Calth to be their Spiritual Liege. Calth is also one of the few worlds where the social hierarchy of the city moves down, with the surface world being filled with the poorest, and the underground caverns to be covered with beautiful shrines and mansions. In current years, the Holy Seat is being pulled in two separate directions, between its exorcist orders who demon-warriors demand the strictest personal orthodoxy, and its [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Ultramar#Grottoliers_of_Calth|miners and workers]], and their more [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Aurelian_Cult#Aurelian_Mechanicus|Konor-esque]] views on spirituality.&lt;br /&gt;
=====IV&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Macragge Extremis (SUEU)=====&lt;br /&gt;
:Also called Solium Ultramar Extra Ultramaris or &amp;quot;The Seat of Ultramar outside of Ultramar&amp;quot;&lt;br /&gt;
:Originally the seat of Maccragge in exile, and the only migratory Holy Seat, Macragge extremis tends to the spiritual needs of the many Aurelian faithful who live outside of Ultramar, especially in the Astra Militarum. The seat also became a refuge for more conservative Aurelian cult members during the Vandire and Thorian periods of Terra. It is technically the oldest Holy Seat in the Cult, with its worship predating the formal establishment of the Aurelian tennents. Its practices also heavily incorporate traditions from ancient Maccragge. SUEU, are also recognized as the descendents of the XIIIth legion. As direct successors to The Ultramarines, they are not under the same [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Codex#Section_1.28b.29_Regula_Collegii|restrictions]] as the other ecclesiastic chapters, and have access to all the armor and equipment that other First founding legions do.&lt;br /&gt;
=====V&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Solium Novae Thulium=====&lt;br /&gt;
:The Death World Thulium and Nova Thulium are some of the most widely known and influential seats in The Imperium. This is due to their role as the seat of the &amp;quot;Archivists&amp;quot; orders who seek to record the names of all those who serve in the Aurelian Cult. On the feast of the Voyage to Terra, the Astartes and Ancillae of Nova Thulium conduct the &#039;&#039;Census Mortui&#039;&#039; a great procession where planet to planet, the cult of Thulium collect and process the names of all those who have died serving the Emperor and The Divine Lord Gulliman (not to be confused with The [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Imperium#Lord_Gulliman|Lord Gulliman]], a member of [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Imperium#Terran_Government | The High Lords of Terra]]).&lt;br /&gt;
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=====VI&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Sancta Terra=====&lt;br /&gt;
:Because of The Stringent rules about religion and Cults on “Holy Terra,” The Seat of Holy Terra is not on Terra itself, but on &amp;quot;The Temple of The Holy Martyrs” on Luna. The Church also owns several “Monuments” on Holy Terra, that serve both sites of Pilgrimage as well as tourism. This seat has caused the most headaches for the Cult, and has prompted several schisms and heretical movements. Originally the Seat was ranked first, but following The Heresy of Sebastian Thor, it was relegated.&lt;br /&gt;
=====VII&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Masali=====&lt;br /&gt;
:The Seat of a Small agri-world cluster, Masali&#039;s official status of importance is overshadowed by its neighboring planets Quintem IV, where the [[MidHammer_40,000:_Religion#Origin|Cult of the Walking Eagle]] was founded, and Tarentus, where The [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Ultramar#Ultramari_Trillileurs |Ultramari Trillileurs]] are stationed. The Spiritual Liege of Masali is consequently the leader of all [[MidHammer_40,000_drafts#Tarrasque |Tarrasque]] of Ultramar, and must tend to their spiritual needs as well as those of his own flock. Otherwise, the Masali seat is very conservative as befitting an agriworld seat. Masali has never openly contested SUEU or Terra for their control over Extra Ultramari faithful, but it has passively left its mark on Galactic community of the faithful, particularly through the &amp;quot;Yannae-Gael Codex&amp;quot;&lt;br /&gt;
=====VIII&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Solium Prandium=====&lt;br /&gt;
:A Seat famous for their unique Theology. The &amp;quot;Prandium School&amp;quot; is known for their veneration of a third entity known as Spectra Pietas or &amp;quot;The Spirit of Duty.&amp;quot; The Spectra Pietas is a manifestation of Wills of the Aurelian and the Emperor that is an entity in its own right.&lt;br /&gt;
:The Prandium Throne is also the head of the small but devoted [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Aurelian_Cult#Guelomin_Tau_.28Optibene_Cult.29|Gueloman Cult of Optimagna]], a T&#039;au philosophy that has syncretized Prandium&#039;s school with its own traditions.&lt;br /&gt;
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=====IX&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Konor=====&lt;br /&gt;
:A heavily Industrialized world, Konor is both the Birthplace and Seat of the Cult of [[MidHammer_40,000_drafts#The_Aurelian_Mechanicus|The Aurelian Mechanicus]]. All Ultramarine successors and Ancillae with their equipment and techmarines.&lt;br /&gt;
=====X&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Saramanth=====&lt;br /&gt;
=====XI&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Nucreria=====&lt;br /&gt;
=====XII&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Laphis=====&lt;br /&gt;
:Referred to Solium &amp;quot;Laxis&amp;quot; by more traditionalist Aurelians.&lt;br /&gt;
:Because of its practice of &amp;quot;open hand&amp;quot; doctrinal flexibility, and benign neglect, Laphis is infamous among more hardline members of the aurelian cult. Their Astartes chapters tend to be the most doctrinally diverse, to Laphis&#039; detriment and benefit. Despite making some reforms following the &#039;&#039;Tau Founding,&#039;&#039; its reputation for flippancy with teachings remains.&lt;br /&gt;
=====XIII&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium=====&lt;br /&gt;
&lt;br /&gt;
;The Thirteenth Seat prior to M40 was known as &#039;&#039;&#039;Solium Alius&#039;&#039;&#039;&lt;br /&gt;
:Originally the Thirteenth seat was one held in rotation by the minor seats throughout the Faithful. Following the Maccragge Crusade, and the creation of its own seat, Macragge fills this role.&lt;br /&gt;
;XIII&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Solium Nova Macragge (since  M40)&lt;br /&gt;
:When Macragge was recaptured during the sisters crusade of M39, it was origionally merely a place of Pilgrimage. The Seats of San Leor, Masali, Epandor, Konor and SUEU had a presence on the planet. It was decided that that The Seat of New Maccragge would be the permanent location of The Thirteenth seat. Maccragge represents all of the minor Holy seats throughout the Galaxy, and its Spiritual Liege is selected from among their number.&lt;br /&gt;
&lt;br /&gt;
===The Major Spiritual Lieges===&lt;br /&gt;
====The Knights of St. Aeonid (Calth)====&lt;br /&gt;
The Knights of St Aeonid were origionally founded with the purpose of defending the realm of Ultramar against demonic forces. And it is for this purpose that many of the most ancient and revered Exorcist forces of Ultramar answer to them, such as the Mortifactors. However; as the threat of Imperium Undivided become more and more feeble, and the shadowing caverns of Calth are filled with villages and mining complexes, the chapter has been slowly drifting into the Orbit of the Fabresegnor of Konor. This is in no small part thanks to the Grottoliers of Calth, who have adopted many of the traditions of the Aurelian Mechanicus such as the veneration of sainted machine spirits. &lt;br /&gt;
&lt;br /&gt;
Calth must balence a delicate line between its Affiliated chapters, who expect a more mainline, traditional calth upon which they can rely on as an anchor, and its mechanicus minded populous, who see the spiritual needs of their equipment and the care for machine spirits as vital as those of their own children. &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minor Holy Sites====&lt;br /&gt;
There are several other spiritual lieges who, while not given the same clout and authority as the Great Thirteen, do have some autonomy in their own spiritual affairs, and can found Astartes Chapters and Ancillae orders.&lt;br /&gt;
*Assam&lt;br /&gt;
:Located in the Ultima sector bordering Tau space. The Assam sector is the head location of the &amp;quot;Cordinumbae Cult.&amp;quot; It is also the home planet of the Lotus Hearts Space Marine chapter, which is considered to be one of the few successes of the &amp;quot;Tau Founding.&amp;quot;&lt;br /&gt;
*Monarchia&lt;br /&gt;
:The Church of the Aurelian Triumphant is a minor but important seat that commemorates the Ultramarine&#039;s first victory over demonic forces.&lt;br /&gt;
*Maccragge&lt;br /&gt;
:Despite its obvious religious Importance, Maccragge was only purged of the Demonic Taint of Nurgle following the Sister&#039;s Crusade of M37. Technically Maccragge was under the Jurisdiction of Maccragge Extremis seat, but this was considered to be too large of a domminion. Maccragge was also considered a had a sister seat of both Ophelia, Espandor, and Nova Thulium there until M39, when the Seats were united under a single Spiritual Liege.&lt;br /&gt;
*Ophelia&lt;br /&gt;
:Formerly a site of the &amp;quot;Imperial Soter&amp;quot; cult established by Lorgar Pseudourelian, all doctrinal traces of Lorgar and his Lectitio have been purged and this seat Holy seat is considered now to be one of the most dogmatically orthodox, if perhaps over-zealously so.&lt;br /&gt;
*Talassar&lt;br /&gt;
:The Wealthy Talassar system has been able to assert its influence due to its over representation among Ancillae and Astartes recruits. The discipline and noble character of this planet has resulted in some of the Finest men and women to serve the Aurelian cult.&lt;br /&gt;
*Gantz Noveau&lt;br /&gt;
:Founded by the Techmarines and Charismateurs who accompanied Macharios on his great conquest, they were able acquire a planet for the purpose of establishing a Aurelian Mechanicus Forgeworld in Grand Macharia&lt;br /&gt;
&lt;br /&gt;
==The Promethean Cult==&lt;br /&gt;
The Promethean Cult of Vulkan is built around the traditions of Nocturne and centered around its founder &amp;quot;Father&amp;quot; Vulkan. Origionally only intended for His Space Marines, Vulkan has created a softer &amp;quot;layity&amp;quot; version of the Creed for the Civilians of Segmentum Pacificus. Some have charged Vulcan with doing what Lorgar did during the Great Crusade, but Vulkan argues that His Creed is more of a philosophy than a religion. Furthermore, because &amp;quot;The Segmentum Pacificus are an Unruly and Firey People who distrust the Imperium&amp;quot; Vulkan says &amp;quot;They need to be tempered by a way of life that encourages faith in eachother rather than faith in a higher power or institutions.&amp;quot; Regardless, the Promethean way of life is encouraged by the Imperium as a counter to the growing strength of the Aurelian Cult. &lt;br /&gt;
&lt;br /&gt;
To call the Promethean Creed a &amp;quot;religion&amp;quot; is perhaps a little too strong, as the tennants and practices of the Code are often too stringent for Everyday citizens of the Imperium to practice. The Promethean Creed is instead closer to a &amp;quot;Secret Society&amp;quot; with many of the Imperium&#039;s Warriors, Astartes, and Aristocrats practicing a form of the Promethean Cult. &lt;br /&gt;
&lt;br /&gt;
Like any good secret society there are different levels of the Creed.&lt;br /&gt;
;&amp;quot;The Artificers&amp;quot;&lt;br /&gt;
:The Open Secret Society&lt;br /&gt;
*open to any civilians, popular with craftsmen, and entrepreneurial middle class&lt;br /&gt;
*Runs many charitable societies&lt;br /&gt;
;The Drakelings&lt;br /&gt;
:Lower Tier of The Secret Society&lt;br /&gt;
*consists of several levels.&lt;br /&gt;
&lt;br /&gt;
====Daughters of Nocturne====&lt;br /&gt;
&lt;br /&gt;
The Daughters of Nocturne have no relation to The Sisters of the Aurelian Cult, but represent an order found within the Promethean Cult. They answer to Vulkan Himself.&lt;br /&gt;
&lt;br /&gt;
The Daughters of Nocturne have a very select membership, as each woman who applies must either be from Nocturne, or prove to be no more than 4th generation removed from Nocturne.&lt;br /&gt;
&lt;br /&gt;
Despite their limited numbers, the Daughters of Nocturne are the single most well equipped fighting force in the Imperium. Every single piece of equipment is state of the art and crafted by Vulkan personally.&lt;br /&gt;
&lt;br /&gt;
Upon the death of a sister, her equipment is gifted to her next of kin. Providing a priceless heirloom to the family. Should they decide to part with it, each segment of equipment will fetch an exhorbitantly high price as Abbesses of the Daughters of Tanasha, Imperial Gaurd Generals, Fronts for Commoragh Merchants and Aristocrats will pay to augment their own weapons with a piece of Vulkan&#039;s craftsmanship.&lt;br /&gt;
&lt;br /&gt;
Absolutely no one outside of a Daughter of Nocturne has a complete set of Armor and Equipment. Even a Former High Lord of Terra was unable to get more than a Gauntlet, Breastplate, Supply kit and sidearm.&lt;br /&gt;
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==Vlka Fenrika==&lt;br /&gt;
&amp;lt;!--The reason abhumans haven&#039;t fallen to Chaos--&amp;gt;&lt;br /&gt;
A Creed of Psykers, Travellers, and Abhumans, the Fenrisian cult of the Great Wolf is centered around the ancient Traditions of Fenris, and its mythical Primarch Leman Russ. Leman Russ is a demigod like figure similar to the Old Earth Cults for Asclepius or Heracles. Like many others, it is believed by the Vlka Fenrika that the Chaos wolves were made so not because of their own falling to Khorne, but because they were Cursed to be so by Leman Russ. In the Fenrisian faith, the &amp;quot;wolfness&amp;quot; is a representation of a man&#039;s id and passions, and so for a man to be a true follower of Russ he must conquer and subdue the wolf within him. Hence most artistic depictions of Russ show him wearing a Wolf Pelt over his armor is a demonstration of his subjugation of his inner wolf.&lt;br /&gt;
&lt;br /&gt;
Curiously, the Vlka Fenrika has become particularly popular among the Abhumans of the Imperium. Disparaged by the Imperium who see them as bestial, the Path of The Wolf-father offers a clear path towards their humanity, and suppressing their beastial nature. The Space Wolves (those few that exist anyways), the people of Fenris, and Leman Russ are a testament to those who, are able to master their innate wolfness and tame it (for men tame beasts). Likewise the fall of the Fenrisian wolves to Chaos is viewed by many abhumans as a metaphor for the natural battle all men must face, and the tragedy of those who fall slave to their passions. &lt;br /&gt;
&lt;br /&gt;
Religiously, the Vlka Fenrika practice many of the old religious customs of Ancient Fenris. Though these have been adapted and modified into a robust system of magic and religious rites.&lt;br /&gt;
&lt;br /&gt;
===Magic, Magnus, Fenris, and Maleficarum===&lt;br /&gt;
&amp;lt;!--Magnus is to Fenris what Iamblichus is to Olympianism--&amp;gt;&lt;br /&gt;
Most of the Imperium is completely unaware of the rivalry between Magnus and Russ, mostly in no small part thanks to Russ&#039; own writings and teachings post heresy. Russ insisted that Magnus correct Fenris in its wayward traditions and understanding of Magic and Maleficarum. Magnus, not interested in seeing two cultures destroyed by he and his brother&#039;s past rivalry, instead saw the traditions of Fenris as being, like Prospero&#039;s own society or Jaghatai&#039;s ritualistic stormseers, guidelines that ground men from the Dangers of the Warp. I just fucked a nerd to death. Through Magnus&#039; reforms he helped Fenrisian Rune Priests align their understanding of Magic from a collection of superstition into a College of Magic. In his collection of Codexes and Magnus utilized the Fenrisian definition of &amp;quot;Maleficarum&amp;quot; as being magic granted as dark boons. All true magic comes from Fenris, the book asserts, but changes the definition of Fenris from the planet itself, to an abstract conciliarianism. To use magic from Fenris is to be in union and approval with the Rune Priests of the Magical Longhouses of Fenris.&lt;br /&gt;
&lt;br /&gt;
In addition to weaving the varried fragmented Superstitions of Fenris into a greater philosophical and ideological framework, Magnus expanded and clarified the Runic system used by Fenrisian priests, removed many of the traditions that were dangerously close to worshipping the Chaos Gods, and created the Fenrisian Grimoire, a collection of wards and protections from known demons and dark gods.&lt;br /&gt;
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===Wolftide===&lt;br /&gt;
Leman Russ is said to be fighting Demons and forces in The Warp. It is believed by the Vlka Fenrika, that their prayers and sacrifices aid The Wolf Son in his fight against chaos, giving him strength and protection. Additionally the Return of the Wolf to Fenris will bring about The Wolftide, when Russ will resurrect his Father and vanquish Chaos.&lt;br /&gt;
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==Cultis Antiquitae==&lt;br /&gt;
Thought to have been eliminated by The Emperor, many of the world&#039;s older religions have slowly come out of hiding, with many having established communities on other worlds. For whatever reason (change of heart? triangulating against newer warp based sects? luring them into complacency for when he is finally strong enough to smite them?), The Emperor has gone back on his original anti-religious rules, and has permitted Old World religions to establish enclaves and reclaim some of their old sacred sites.&lt;br /&gt;
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Despite the official toleration, however, they are often harrassed by both members of the newer cults and those still adhering to the imperial truth. As such the communities of these beliefs remain secretive and taciturn about most of their faith. &lt;br /&gt;
&lt;br /&gt;
In the eyes of the Imperium, these faiths are protected under the Mandatum Cultis Antiquitae (Code of Ancient Creeds). In which, because of their ancient historical connection to terra these faiths are granted exemptions from some of the statutes that fall upon other more recent creeds (ie the Aurelian cult).&lt;br /&gt;
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====Archaeus Selecti====&lt;br /&gt;
The most secretive next to the Katholeans, the Old Chosen keep to their book of ancient origin. As far as anyone is aware, they do not have any specific organization instead keeping to the traditions of their local Magister. A suprising number have come out of hiding at the highest levels of their planet&#039;s society. &lt;br /&gt;
&lt;br /&gt;
The Imperium was also surprised to find how many were present in Forgeworlds.&lt;br /&gt;
&lt;br /&gt;
====Katholeans====&lt;br /&gt;
&amp;lt;!--high church christians: Catholic, Orthodox, Coptic, Anglican, Old Believers, etc --&amp;gt;&lt;br /&gt;
An ancient sect with an ancient organization, The Leadership has claimed an unbroken line of &amp;quot;Pentarchs&amp;quot; from 40,000 years ago. When asked where, the Katholeans suddenly become less talkative.&lt;br /&gt;
Mellennia of Experience and suspicion of The Imperium has wrapped this organization in secrecy. They are especially suspicious of the Aurelian Cult, and most warp based entities, seeing it as a realm of Demons (unlike The Vilka and Aureleans who see the warp as both where angels and demons dwell). Because of this, and the legacy of Olanius Pius (whom the Aurelians have attempted to co-opt as one of their own), The Katholeans are slowly gaining more acceptance within the Imperium. They also have produced a significant number of Anti-Demon warriors and successful exorcists. Many have tried to learn more about their highly secretive leadership, but all these orgs have to show for it are quite a few dead Inquisitors. For whatever reason the Katholens have good relations with (unsuprisingly) Jaghatai Khan, and (more surprisingly) The Lion El&#039;Johnson.&lt;br /&gt;
&lt;br /&gt;
;Notable Katholeans&lt;br /&gt;
*Olanius Pius&lt;br /&gt;
*Solar Macharios&lt;br /&gt;
*Juris Lucia Annamis&lt;br /&gt;
&lt;br /&gt;
====Anti-Katholians====&lt;br /&gt;
&amp;lt;!--Low Church Protestantism (whatever form that takes now)--&amp;gt;&lt;br /&gt;
Seem to be similar in teaching to Katholeans, but are completely excluded from Katholean leadership for whatever reason (they would insist the Katholians left them). When asked they usually say something about the Katholians as a &amp;quot;Corrupted&amp;quot; form of the true faith. &lt;br /&gt;
&lt;br /&gt;
They are much less secretive about their faith than the Katholians, and for the Old World Faiths, a startling amount of potent psykers. The acceptance of these psykers seem to varry based on sect, with some seeing the latent children as &amp;quot;demonic&amp;quot; and are more than happy to supply the black ships, other see these potent abilities as &amp;quot;gifts&amp;quot; and use their powers primarily to better their community. Some Anti-Katholians are remarkably gifted in the arts of faith-healing, ESP, and language.&lt;br /&gt;
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====Obsequiani====&lt;br /&gt;
&amp;lt;!--Islam--&amp;gt;&lt;br /&gt;
Sometimes also referred to as the &amp;quot;Poplibri.&amp;quot; This somewhat more open group is divided into Scholae, but also seem to have some sort of leadership. It is a poorly kept secret that The Primarch, Jaghatai Khan, has sympathies towards this faith, if not a crypto-obsequian himself. They do not have as many issues with the use of the warp as the Katholeans do, but also advise caution and faith as a stalwart against potential corruption.&lt;br /&gt;
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====Octavians====&lt;br /&gt;
&amp;lt;!---Buddhists of Various Stipes. Octavian: Octa = Eight, Via = Road or Path--&amp;gt;&lt;br /&gt;
Are usually proud to point out how their faith were the first to recognize the warp over 41000 years ago. Refer to Chaos Gods as &amp;quot;Tull Pah.&amp;quot; Of all of The Old World Faiths, the Octavians have been the quickest to adapt and thrive in the Primarchite Imperium. Many Octavians have even been welcomed into the Imperial Inquisition. They are both Aggressive Warriors and aggressive pacifists depending on which planetary sect, with widely varrying doctrines.&lt;br /&gt;
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====Apican====&lt;br /&gt;
&amp;lt;!---Mormons----&amp;gt;&lt;br /&gt;
Dogmatically they sit somewhere between the Aurelian Cult and the Anti-Katholians, but structurally they are even more secretive than the Katholians. The Apicans claim to be a faith of ancient Merika. They are fierce warriors. They are also refer to Magna Terra as &amp;quot;D`Olilent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Their current claim to fame, or perhaps infamy, is that their Merikan Monument and University taught a one Goge Vandire, who later became the Spiritual Liege of Terra, and cause of significant headaches for The Aurelian cult.&lt;br /&gt;
&lt;br /&gt;
;Notable Apicans&lt;br /&gt;
*Goge Vandire&lt;br /&gt;
:Before ascending to the Aurelian Spiritual Liege of Magna Terra, Goge Vandire was trained in history from the Apican monuments and museums on Terra. It is believed that these teachers heavily influenced his thought and theology. Upon his ousting from the seat of prandium, Goge Vandire abandoned The Aurelian cult, and openly converted to The Apican faith. Taking many of Terra&#039;s worshippers of Gulliman with him.&lt;br /&gt;
&lt;br /&gt;
==Syncretic Faiths==&lt;br /&gt;
===Aurelian Mechanicus===&lt;br /&gt;
The Aurelian Mechanicus is a syncretized faith that is a result of some of the more techmarine heavy chapters of the Ultramarines. It has also provided cover for those who wish to worship the emperor as a god.&lt;br /&gt;
&lt;br /&gt;
====Beliefs====&lt;br /&gt;
The Beliefs of The Aurelian Mechanicus primarily take the traditions of Cult Mechanicus and rework them to fit within the dogmatic framework of the Aurelian Cult. The primary relationship being that of The Omnissiah and all mechanical works and The relationship between The Emperor and Gulliman. This relationship then serves as the Archetype for those positions in the mechanicus.&lt;br /&gt;
;The Omnisiah of The Mechanical Aurelian&lt;br /&gt;
:Like in The Cult Mechanicus, theEmperor is The Omnissiah, the perfection of the Machine made flesh. They are allowed, but are watched with suspicion by The Mainline Aurelian Cults, Mechanicus, and Imperium. They are also the closest The Aurelian Cults can get to calling the Emperor a God without falling into Heresey.&lt;br /&gt;
;Mechanicus Triumphis&lt;br /&gt;
:The Aurelian&lt;br /&gt;
:In these cults, The Aurelian is sometimes called “The Great Creation.” As the Omnissiah is the Great Machine, The Aurelian, and all of the Primarchs are in a sense his construction. The Omnissiah created his primarchs as his greatest biological creations, and are the closest one can get to bio-mechanical perfection. The Traitor primarchs are thus understood to have been the Omnissiah&#039;s creation&#039;s destroyed by the &amp;quot;Forces of Rust and Corruption&amp;quot;. As the first among machines, The Aurelian also gathers all Machine spirits to serve him and The Omnissiah.&lt;br /&gt;
;Factoria Magna&lt;br /&gt;
:The Mother in The Aurelian Mechanicus&lt;br /&gt;
:The Mother is referred to “The Mother of Mechanicus” because she participated in The Omnissiah’s Creative energies in helping to maintain the Omnissiah’s great creations and reach its fullest potential. The Mother is the Patron of all Apothecaries and Techmarines, as she is considered to be the greatest archetype of the Omnissiah&#039;s servants.&lt;br /&gt;
;The Role of Machine Spirits&lt;br /&gt;
;Sainted Machines&lt;br /&gt;
&lt;br /&gt;
====Hereteks and Schismateks====&lt;br /&gt;
&lt;br /&gt;
According to The Aurelian Mechanicus, any technology that offends the King of Machine Spirits (The Divine Gulliman), is considered Heretek. This is determined by a set of rules regarding the treatment and mistreatment of Machine Spirits and STCs. However, unlike the Mechanicus, where Human tech and archeotech is prized while Xeno tech is discarded, the Aurelian Mechanicus has a method by which Xenos tech can be sanctioned by The Aurelian. There are exceptions to this of course, such as Ork tech. Often this process involves impregnating the technology with a Noble Spirit &amp;lt;!---ie possessing it with a demon of Yu&#039;gnomia---&amp;gt;, and driving out the heretical spirit. This process, while anathemic to the Mechanicus of Mars, has proven invaluable in the Reconquiste of Ultramar, as The Manufactorums and Forgeworlds of Luther have been cleansed with the light of The Omnissiah through the Aurelian. &lt;br /&gt;
&lt;br /&gt;
Prior to their secession in M45. The Work of the Mechanicus of Mars, as well as the Mechanicus of Mars is considered &amp;quot;Schismatek.&amp;quot; The Mechanicus is given special privilege as it understood to worship the Omnissiah, albeit incorrectly. And while true Aurelian fearing machines were prefered, Those of the Aurelian cult are permitted to use such tech out of necessity provided they are careful, and seek out the guidance and direction of an Aurelian Techpriest. This dispensation has been incredibly important as the Trillieurs are often forced to used Mechanicum made equipment rather than that of The Konor.&lt;br /&gt;
&lt;br /&gt;
Following the Mechanicus&#039; break from the Imperium, mars were declared Hereteks for their disobedience to the Omnissiah, and as such are considered indistinguishable from the Dark Mechanicum.&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
What began as Mars&#039; attempt to acquire Archeotech from Ultramar by co-opting the Aurelian cult, has become the Machine Cult&#039;s Greatest rival. During the Council of Terra,the Adeptus Mechanicus were some of the largest proponents of Ultramar&#039;s soveriegnty. Seing the creation of a fledgling autonomy as being yet another way to inhibit the encroaching power of Terra.&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
The Leadership of the Aurelian Mechanicus is located on Konor. There aren&#039;t any other Holy Seats. As such the Cult is much more centralized than the rest of The Aurelian Mechanicus.&lt;br /&gt;
=====Relationships with The Aurelian Cult=====&lt;br /&gt;
Officially the Aurelian Cult recognizes the Aurelian Mechanicus as a valid expression of the Aurelian Faith. They have the strongest relationship with the Astartes Aurelian Chapters, given the Techmarines.&lt;br /&gt;
=====With the Cult Mechanicus=====&lt;br /&gt;
The Aurelian Mechanicus is hated by the Cult Mechanicus.&lt;br /&gt;
&lt;br /&gt;
===Cordinelumbae Regna===&lt;br /&gt;
&amp;lt;!---fusion of Mahayana Buddhism and Aurelian Cult, mixes Tanasha with Guanshiyin. Latin name: Queen at the Heart of the Lotus---&amp;gt;&lt;br /&gt;
A syncretism of The Octavian tradition with [[User:Wammnebu/Midhammer_40k_Stories_and_rds/MH_40k/Aurelian_Cult|The Aurelian Cult]]. This sect views Tanasha Euten to be a reincarnation of the Clementina Magna, the [https://en.wikipedia.org/wiki/Guanyin|Great Queen of Mercy], who descended into hell to make it a paradise. They have an ornate cosmology in which the current primarchs, and heroes are cyclical reincarnations of past heroes.Because of their syncretization with the Aurelian cult, they have become isolated by some of the more hardline Octavian sects, and as such have lost their imperial protected status as &amp;quot;Cultis Antiquitae.&amp;quot; Their particular beliefs (such as belief that The Aurelian and Tanasha are two aspects of the same divinity), have put them at odds with most main branches of aurelian cult, savePrandium.&lt;br /&gt;
&lt;br /&gt;
Most of their traditions are still heavily based on the Octavian traditions as practiced in the Assam Sector, where more orthodox Octavianism is still practiced. They have representation in The Aurelian cult now, though their Spiritual Liege of Assam Bay is considered to be a sub cult similar to the Aurelian Mechanicus. The Codinelumbae have produced a few chapters of Ultramarine Astartes as well as Daughter orders.&lt;br /&gt;
&lt;br /&gt;
===The Dauntless Cult===&lt;br /&gt;
Ecclesia Impavipaulci or The Cult of &amp;quot;The Dauntless Few&amp;quot; is a sect of the Aurelian Cult that tries to build itself on the Historic Friendship between Roboute Gulliman and Vulkan.&lt;br /&gt;
&lt;br /&gt;
The Cult is composed almost entirely Space Marines, and almost always Ultramarine Successors.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Impavidae&amp;quot; often incorporate customs found on Nocturne into their rituals as well as placing greater emphasis on hospitality and protection of civilian life.&lt;br /&gt;
&lt;br /&gt;
Disparagingly called &amp;quot;Gullimanders,&amp;quot; by other space marines. The Opinion of The Salamanders themselves varries between flattered by the imitation, to irritated.&lt;br /&gt;
&lt;br /&gt;
===Cult of The Walking Eagle===&lt;br /&gt;
&amp;lt;!---Cross between Santeria, totem faith, Metis traditions. The Aurelian cult with weird esoteric bullshit---&amp;gt;&lt;br /&gt;
Practised primarily by the Tarrasque peoples of Royum Ultramar, the Cult Worships none other than Roboute Gulliman and Tarasha Euten as the Supreme Ancestors. The religion has a complicated history with both Pious Ultramari and With other Kroot Cultures. To the other Kroot, the Cult is viewed with as suspicion, thought to be one Kroot&#039;s mad fantasies, or even a conspiracy by Ultramar to tame the Kroot and destroy Kroot Culture. Most Ultramari, conversely find the traditions and practices of the Cult of The Walking Eagle repulsive at best, outright blasphemous at worst. So repulsive in fact, the Aurelian Cult of Calth attempted to extinguish it in M39, only halted by &amp;quot;the great chastizement&amp;quot; wherupon the church was subject to such supernatural disasters and The Black Eutenites were forced by their god to slaughter the Entire Ecclesiarchy of the Planet. The people of Ultramar are forced to recognize that their Kroots are also spiritual brethren, but that doesn&#039;t mean they will not show their immense disfavor of their younger avian brethren. The cult also isn&#039;t helped by its controversial figure, Wabat Ghleemin son of Tash&#039;nka Ghlee-min, who later in life started to descend into paranoia, doomsday prophesying, and demagoguery. &lt;br /&gt;
Nevertheless The Tarrasque of Ultramar have at least some devotion to the cult, and the relationship between the Tarrasque and Ultramari represent perhaps the closest humanity has come to recognizing the shared destiny of another species since the Lost Interex Empire.&lt;br /&gt;
&lt;br /&gt;
====Origin====&lt;br /&gt;
The Cult of The Walking Eagle was founded by the high priest Tash&#039;nka Ghlee-min, the hero of Masali. Tash&#039;nka, then a lone mercenary fighting an Tau Incursion onto Quintan of the Masali system. According to legend, she received a vision of The Aurelian, saying that he and his line would be blessed by the Aurelian, and that he and her descendants would be of &amp;quot;Gulliman&#039;s Lineage&amp;quot; should she serve him. Augmented with his holy strength and bearing the sacred image of the Primarch as an Eagle-like Kroot, Tash&#039;nka was able to single handedly overwhelm the T&#039;au forces until The Reinforcements were to arrive. &lt;br /&gt;
&lt;br /&gt;
====The Consumation of Roboute====&lt;br /&gt;
&amp;lt;!--- A caricature of how some sects think The Holy Eucharist works ---&amp;gt;&lt;br /&gt;
Most traditions and practices of The Walking Eagle are little more than Old Kroot practices given a Ultramarine Blue coating, such as the Sacred fire Dances on religious holiday. Others are Ultramari practices that have been appropriated into the &amp;quot;Kroot&amp;quot; such as the saints, grail quests, and use of iconography and sacred images. However one tradition laid out by Tash&#039;nka Ghlee-min, that is unique is the practice of the Sacred Consumation. The tradition traces back to Tash&#039;nka, as one of the first rituals of the cult. The vision of the Roboute commanded the frightened Tash&#039;nka on Quintan to consume the geneseed of a nearby fallen Ultramarine. The consumption of humans in Kroot society is a severe taboo in Kroot society, and so such an act was unthinkable. The vison ordered him, saying that is required to be admitted into Imperium Secundus as his lineage. &lt;br /&gt;
&lt;br /&gt;
In continuation of this sacred tradition, it is required of all new members of the Cult to consume the Geneseed of Roboute Gulliman, in order to bear witness to his sacred lineage. By doing so in sacred ritual and with pledge to Roboute they believe they&#039;re souls are transformed into human ones, made into the spiritual lineage of The Primarch itself. The ritual behind this sacred consumption is very ornate and long, with each organ having its own ritual.&lt;br /&gt;
&amp;lt;!----I need to stress that the people of Ultramar find these guys REALLY weird. There is no &amp;quot;90s afterschool special interacial harmony nonsense.&amp;quot; The upper crust of ultramar view these guys like Catholics view the Santeria) The only reason the Ultramari Church hasn&#039;t blammed them is because the last guys who tried pissed their god off. The lower class, grunts, and peasantry may have less of a problem with them, because they themselves have their own weird traditions, but anyone of a higher education thinks the cult is disgusting---&amp;gt;&lt;br /&gt;
===Guelomin Tau (Optibene Cult)===&lt;br /&gt;
&amp;lt;!---T&#039;au Aurelian syncretism---&amp;gt;&lt;br /&gt;
Given the T&#039;au&#039;s close proximity to Ultramar, and Ultramar&#039;s infectious fanaticism, it was inevitable that The T&#039;au would attempt to syncretize their own views with those of the The Followers of the Avenging Son. The Guelomin or Optibene cult is rooted in the WuNi scholars from the Fio school taking influence from the Unique Holy seat of [[#MidHammer_40,000:Religion#MidHammer_40,000:_Religion#Main_Holy_Sites|Prandium]]. In The Optibene cult &amp;quot;The Greatest Good&amp;quot; is understood to be &amp;quot;Spirit of Sacrifice&amp;quot; that is the will formed by the Emperor, Gulliman, and Tanasha. This Spirit while originating in The Emperor, and acting through Gulliman/Queen Mother, is a separate entity in of itself. The Guelomin T&#039;au answer to The Prandium Seat, whom they regard as their Spiritual Liege, though his presences is rarely felt.&lt;br /&gt;
&lt;br /&gt;
==Heretical Faiths==&lt;br /&gt;
===Aurelian Heresies===&lt;br /&gt;
&lt;br /&gt;
Unlike in Vanillahammer when heresy is thrown around by any sufficiently miffed Inquisitor. Heresy means something very specific in The Aurelian cult. It means to act “As Lorgar” who committed the Two Great Heresies by Calling the Emperor a God and by worshipping the Dark Gods. Lorgarite is sometimes used as an accusation of Heresy.&lt;br /&gt;
&lt;br /&gt;
;Lorgarism&lt;br /&gt;
:Lorgarism is simply put to worship the Emperor as a God. A god in the Aurelian Cult is an Immaterial entity, and to do so is to call the Emperor a Chaos god. This is heretical and is seen as a gateway to the worship of The Ruinous powers.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;The Emperor gave us Aurelian and His Mother so that our Prayers and dreams would serve him, not serve the monsters of the warp. He chose his son Gulliman to godhood because, of all his children, he ruled to serve his people on earth. The Gods of Aurelian and Matron Magna serve us as much as we serve them. Thus to Worship the Emperor is not truly honoring him but honoring yourself and the monsters who tricked you into doing so. The Emperor demands nothing of you but your service to the Imperium, and that is sufficient. To say otherwise is to say to The Emperor &amp;quot;I know how to serve you better than you.&amp;quot;&#039;&#039;&lt;br /&gt;
:Maneus Calgar, Spiritual Liege of Maccragge&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Vandirism&lt;br /&gt;
:Vandirism, named after the heretical former Spiritual Liege of Terra, is the belief that any human (but especially Vandire) can achieve Emperor-ness, and that The Emperor himself was once merely a man.&lt;br /&gt;
&amp;lt;!--Goge Vandire never had the opportunity to become the evil tyrant that he was in Vanillahammer. In this universe he remained a kindly, charismatic, humble man with some bad ideas about Theology. As a result the Age of Apostasy is significantly less severe, but the ideas of Goge Vandire endure--&amp;gt;&lt;br /&gt;
*Goge Vandire&#039;s sloppy synthesis of The Aurelian Cult and The Imperial Truth ultimately resulted in a major headache for the other Ecclesiarchs&lt;br /&gt;
*He was eventually outed by Sebastian Thor who replaced him.&lt;br /&gt;
*Despite condemnation by the Aurelian Cult, it has endured among many thinkers on Terra.&lt;br /&gt;
*Because of his well beloved personality, charismatic speeches, suicide, and disastrous successor, He has become something of a martyred hero among those detractors of The Aurelian Cult.&lt;br /&gt;
&lt;br /&gt;
;Filastrism&lt;br /&gt;
:Also called &amp;quot;Thorianism,&amp;quot; Filastrism believes that the Emperor is trapped in his mortal coil and upon death will become a new, more powerful entity.&lt;br /&gt;
*Thorianism after its founder and promoter &amp;quot;Sebastian Thor,&amp;quot;&lt;br /&gt;
**Sebastian Thor was the Spiritual Liege of Terra who ousted the Former heretical leader, Goge Vandire&lt;br /&gt;
**Unlike the Bumbling self aggrandizement of Goge Vandire, the Inquisition supported reign of Sebastian Thor was an absolute disaster&lt;br /&gt;
**It resulted in not only a schism of Terra from the Greater Aurelian cult, but also the deaths and ousting of several Aurelian Faithful&lt;br /&gt;
**Sebastian Thor&#039;s theories also took root in the inquisition culminating in a inter-inquisitorial conflict, and several assassination attempts on the emperor and ecclesiarchs of Ultramar.&lt;br /&gt;
**The Thorian Schism is also the reason that The Aurelian Seat is banned from Holy Terra, instead by imperial decree is in exile on Luna.&lt;br /&gt;
*There are rumours that Sebastian Thor was a plant of Alpharius, demon prince of Tzeentch, and was part of his effort to trick the imperium into destroying itself.&lt;br /&gt;
*&amp;quot;When Ousting Goge&amp;quot; is now a common phrase in the Imperium used as a warning trading one problem for a much greater one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Oh, Queen Mother, save us from Terra and its wealth of Powerful Fools with Silver Tongues and Worn Quills.&lt;br /&gt;
&amp;lt;br&amp;gt;-Alicia Dominica&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechanicum Heresies===&lt;br /&gt;
&lt;br /&gt;
Dark Mechanicus&lt;br /&gt;
&lt;br /&gt;
===Promethean Heresies===&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===Antiquitae Heresies===&lt;br /&gt;
&lt;br /&gt;
These religions, whether they are heretical offshoots of tolerated Antiquitae, or Dark Antiquitae with ancient origins, are considered heretical and are severely hunted.&lt;br /&gt;
&lt;br /&gt;
====Soletserpent Cult====&lt;br /&gt;
&amp;lt;!---fusion of Aztecs with Kali---&amp;gt;&lt;br /&gt;
Claiming to have its origins in ancient Southern Merika, the Serpentine Cult worships a Pantheon of deities. With their cheif deity being a Serpent. However, the Ordo Hereticus has noticed its tradtions and chief dieties seem to follow the worship of Khorne and Slaanesh.&lt;br /&gt;
&lt;br /&gt;
====Cults of The Mellenials====&lt;br /&gt;
This cult is actually several different cults who believe that the Emperor is The Anti Christ of Katholian/Anti-Katholian tradtions, or that he is Christ himself. Both are deemed heretical by The Ordo Hereticus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cult of Lorgar==&lt;br /&gt;
&lt;br /&gt;
==Aryelism==&lt;br /&gt;
Also called Callibanism, Ahrimanism, or Luther indivisis&lt;br /&gt;
&lt;br /&gt;
Luther and Ahriman, while embracing the service of Chaos, and a rejection of the Imperial Truth, were apalled by the blind dogmatism, and beliefs of the Zealous Word Bearers. And while they agreed that the Ruinous powers must be served, and their words obeyed, they were as opposed to Lorgar&#039;s vision as they were to the emperor&#039;s. Thus shortly after The Revolution (The Desolation of Lorgar, as the Imperium of Man calls it), there was a schism between Luther and Lorgar, with each side agreeing to disagree and govern their own region as they saw fit. While Humans near the Eye of Terror, and practiced either undying servitude to the Ruinous powers, or to Chaos Undivided as understood by Lorgar, Luther and Ahriman tried to mix the best of their Material lives with their new found faith, leading to the School of Aryelism.&lt;br /&gt;
&lt;br /&gt;
==Tau Faiths==&lt;br /&gt;
Most T&#039;au faiths have some sort of concept of &amp;quot;The Greater Good&amp;quot; or collective destiny. What that greater good is and how to serve it seems to varry.&lt;br /&gt;
&lt;br /&gt;
====Megabene (WuNi)====&lt;br /&gt;
&lt;br /&gt;
The sanctioned faith of Cerullian Socii, and the belief of the Wuni enclaves. The Wuni believe that the &amp;quot;Greater Good&amp;quot; is seen by The Emperor, and that he will lead both T&#039;au and Humanity to a brighter tomorrow. To call this belief a faith is perhaps a stretch, but it hasn&#039;t stopped the Tribune of the Faithful from acting on its behalf.&lt;br /&gt;
&amp;lt;!---Since the T&#039;au were origionally different primitive cultures, i think it would be neat if The Imperial T&#039;au actually kept some of their old traditions before Etherial Pol Pot destroyed them all---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;The Por school&lt;br /&gt;
&amp;lt;!---Fortuna, the Boethian Wheel of Fortune---&amp;gt;&lt;br /&gt;
The Fio peoples call &amp;quot;The Greater Good&amp;quot; many names, but it tends to be anthropromorphized into a god or goddess of some sort. Imperial scholars speculate that the many Por nations had some similar &amp;quot;god of fate&amp;quot; and these entities were syncretized together. This benign being controls the Fate of the Universe, and only those who serve its will will prosper. It is thought that The Emperor of Mankind is currently &amp;quot;The Greater Good&#039;s&amp;quot; favorite and first disciple.&lt;br /&gt;
&lt;br /&gt;
;The Fio school&lt;br /&gt;
&amp;lt;!---Think The Divine Zeus from Stoicism----&amp;gt;&lt;br /&gt;
:Seems to be vestigial from the ancient mythologies of the Primitive Fio Nations. The Por understanding is that The Greater good is the will of the universe. The Greater Good is discovered when you understand the path life has laid out for you&lt;br /&gt;
&lt;br /&gt;
====The Tau&#039;Va Creed====&lt;br /&gt;
&amp;lt;!---Much more overtly authoritarian and imperialistic version of The Greater Good, has some elements of &amp;quot;Manifest Destiny&amp;quot; sprinkled in---&amp;gt;&lt;br /&gt;
Established by the Ethereals following their great revolt, the T&#039;au Va nation believes that they are compelled to serve &amp;quot;the Greater Good&amp;quot; and the sacrifice of the Individual for the health, wealth and safety of the Collective. The Greater Good is the inner harmony of the Material universe that directs the T&#039;au to become better than themselves. Eventually by serving the Greater Good, the path will lead to &amp;quot;The Last Sacrifice&amp;quot; in which The T&#039;au will have triumphed over Xenos, sickness, dissent, and even death itself. Every T&#039;au knows that the Ethereals intrinsically know the path towards the Greater Good, and by obedience to them, they can eventually reach it. &lt;br /&gt;
Xenos can be capable of serving the Greater Good, but they innately have no capacity to understand it. In fact it is known that the Xenos mind actively &amp;quot;drowns out&amp;quot; the greater good through their noisy thoughts and beliefs. They are completely incapable serving without the guidance of the Ethereals, which is why Xenos must be strictly controlled.&lt;br /&gt;
&lt;br /&gt;
==Eldar Faiths==&lt;br /&gt;
The Elusive Eldar seem to worship their old deities who survived the Birth of Slaanesh. That is not to say they are polythiestic. While all of the Eldar &#039;&#039;believe&#039;&#039; in many gods, they exclusively worship only one. As such nearly all of the Eldar world is divided into different Cults. It falls upon these gods to rescue their followers souls from the Grasp of Slaanesh.&lt;br /&gt;
&lt;br /&gt;
====Harlequins (Cult of Cegorach)====&lt;br /&gt;
&amp;lt;!---essentially the same, but The Dark Eldar are now huge Cegorach Worshippers---&amp;gt;&lt;br /&gt;
Cult of Cegorach, the Laughing God, who escaped the clutches of Slaanesh was the god of tricksters and clowns. His cult is incredibly popular in the Black Markets of Commorragh.&lt;br /&gt;
&lt;br /&gt;
====Isha====&lt;br /&gt;
&lt;br /&gt;
Isha has two cults who claim to worship her, each with completely opposing beliefs.&lt;br /&gt;
&lt;br /&gt;
=====The Handmaidens of Isha=====&lt;br /&gt;
The successors of her origional cult, the Handmaidens of Isha plot, plan, and conspire to rescue Isha from The Gardens of Nurgle. They have so far been the most reliably pro-imperial faction, in the hopes that their defeat of Chaos will lead to the rescue of Isha.&lt;br /&gt;
&lt;br /&gt;
=====The Posadh=====&lt;br /&gt;
A banal name underlying a sinister practice. The Posadh worship &amp;quot;The Holy Union&amp;quot; of Nurgle and Isha. They give themselves to The Rotfather in exchange for long life, durability and protection against Slaanesh. The Posadh practice perverted versions of the old rituals practiced under Isha.&lt;br /&gt;
&lt;br /&gt;
====The Ynnari (Cult of Ynnead)====&lt;br /&gt;
&amp;lt;!---Like in vanilla hammer, The Imperium is blindsided by the rise of the Ynnari, and their quest to raise Ynnead. And since Yvraine&#039;s Boyfriend is dead, she has to work on her own---&amp;gt;&lt;br /&gt;
Incredibly secretive about their beliefs. Thought of by the Imperial authorities as either &amp;quot;Elven Atheists &#039;worshiping&#039; a dead god of death,&amp;quot; or some sort of murder cult similar to Heretical Antiquitae Serpentine Cult. The Ynnari worship Ynnead who does not exist. They instead keep their dead souls in an infinity circuit, and proclaim that they will raise The Eldar God of The Dead. The Imperial Inquisition likes to keep an eye on them, but for the most part they are considered to be a low threat. The only person in the Imperium who seems to think differently is Konrad Curze, and his Night Lords hunt down and brutally murder any Ynnari they find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Medhammer 40.000]][[Category:Homebrew Settings]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Eldar&amp;diff=60695</id>
		<title>Warhammer 40,000/6th Edition Tactics/Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Eldar&amp;diff=60695"/>
		<updated>2023-02-26T19:53:56Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Blue Chip Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an [[Warhammer_40,000/6th_Edition_Tactics|old Edition&#039;s]] Eldar tactics.  The [[Warhammer_40,000/7th_Edition_Tactics/Eldar|7th Edition Tactics are here]] while the [[Warhammer_40,000/5th_Edition_Tactics/Eldar|the 5th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Eldar==&lt;br /&gt;
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In general, the Eldar are a fast army with great guns, awesome toys, versatile tactics and poor resilience in line with that of soggy tissue paper. The Eldar are often touted as a “specialist army,” and for good reason: each unit plays a very particular role and generally everyone in a squad has the same gun, the squad as a whole aims for one goal as opposed to squads of dudes each touting a different gun for a different kind of foe. If you are the kind of elf [[Just as planned|who likes it when a plan comes together]], you might be tactical enough to lead the Eldar to their victory upon the battlefield.&lt;br /&gt;
With their new updated codex Eldar are finally given a firm grip in the game to compete with or dominate their numerous foes through their increased special abilities, unit’s tactical applications and general ability to put bullets into thing and make the things fall down. Tactical blunders will see your army turned into rainbow confetti, but if you can get the right part of your Eldar army fighting the right bad guys, you can ruin Christmas every time. &lt;br /&gt;
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Eldar are almost universally Fleet, pack high Leadership, high Initiative and good overall stats, their accuracy is good, their special abilities are rich and useful and their armies never necessarily run the same trick twice. With the new Battle focus ability they can choose to take a run action either before or after shooting, for free, a benefit that allows them to become more mobile than the competition by far. Almost all of their vehicles are skimmers or flyers, those that aren&#039;t can deep strike or outflank, they have three different flavors of jump troops and fast as hell Jetbikes. Eldar look good when they fight and often kill their enemies in style.&lt;br /&gt;
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The new Eldar codex is what the Dark Eldar codex aspires to and should be like. Sadly the coolest army in 40k is staying in the sidelines despite lore suggesting that in a fight, Dark Eldar are beasts that can pone serious ass.&lt;br /&gt;
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A fair warning this codex is powerfull, really powerfull. This makes it  perfect for tournament play but, not all casual players like to play against the stronger builds of this list. So handle with care.&lt;br /&gt;
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In Summary&lt;br /&gt;
*They have one of the strongest and newest codices.&lt;br /&gt;
*Specialist warriors with specialist guns&lt;br /&gt;
*Psyker access is great with vast power options and Kelly-style D6 table awesauce&lt;br /&gt;
*Fast as hell, dodgey as hell&lt;br /&gt;
*Good [[Dakka|shooting]] and [[Choppa|close combat]]&lt;br /&gt;
*Normal Eldar are as tough as wet paper&lt;br /&gt;
*Exarchs can solo MEQ and TEQ without effort.&lt;br /&gt;
*Wraith units are built like titanium fortresses&lt;br /&gt;
*They&#039;re absolutely terrible on armour saves, with an amazing number of ap3 or better and rending (sort of).&lt;br /&gt;
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==Eldar Rules and Wargear==&lt;br /&gt;
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===Eldar Special Rules===&lt;br /&gt;
&#039;&#039;&#039;Ancient Doom:&#039;&#039;&#039; Pretty much every unit in the book has this rule. On the one hand, you get Hatred against anything Slaaneshi. On the other hand, you take Fear tests at -1 Ld against Slaaneshi units. This more or less evens out; the average Leadership of the Eldar is high enough that the -1 won&#039;t usually matter, although it does mean that Fear might actually matter for the first time this edition. Hatred is nice, but it will only affect the first turn of combat, and most Eldar units don&#039;t want to be in close combat anyway. So, all in all, a fluffy but largely pointless addition to the army.&lt;br /&gt;
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&#039;&#039;&#039;Battle Focus:&#039;&#039;&#039; One of the most interesting changes to the new book (and one that Kelly himself admits was [[Matt Ward]]&#039;s idea), Battle Focus is a special rule that essentially all non-Wraith units have save harlequins (clowns) because they have to stay the same in both the eldar and dark eldar codices. It allows Eldar units to run and shoot (in either order) in the same phase. This means that the threat range of an Eldar unit is raised by d6&amp;quot;, and it also allows Eldar to pull off the &amp;quot;jump-shoot-jump&amp;quot; shenanigans enjoyed by Jet Pack units. Also remember that Eldar units with this rule also have Fleet, so the d6 for running can be re-rolled. It isn&#039;t a &#039;&#039;huge&#039;&#039; change, but it does allow Eldar units on foot to remain more mobile while shooting. And no, it does not affect assaulting; sadly, Banshees still get no love.&lt;br /&gt;
*On a side note, units riding jetbikes have this as well, but they can&#039;t actually Run (only Turbo Boost), so the only use of this is if you want to stick some independent character on foot into a unit of jetbikes. Since all models in a unit need to have battle focus for the rule to work, your character can join the unit and still run and shoot. Not that this will happen a lot though.&lt;br /&gt;
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===Warlord Traits===&lt;br /&gt;
Note that these are the standard Warlord Traits from the Eldar Codex available to all HQ units. Most named HQs chosen as warlords have a set trait and do not give the option of rolling. Codex Supplements have their own Warlord Traits tables, listed in the [[Warhammer 40,000/6th Edition Tactics/Eldar#Supplements|Supplements section]] below.&lt;br /&gt;
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*&#039;&#039;&#039;1: Ambush of Blades:&#039;&#039;&#039; Single use. Allows your Warlord and all Eldar units within 12&amp;quot; to re-roll 1s To Wound for a whole phase (shooting or assault!). This means a lot more fire will actually damage targets, but it&#039;s only for one phase, so use it wisely.&lt;br /&gt;
*&#039;&#039;&#039;2: An Eye on Distant Events:&#039;&#039;&#039; Single use. Gives Stealth to your Warlord and all Eldar units within 12&amp;quot; for an enemy Shooting phase. It&#039;s nice, especially in combination with castings of Conceal, but it won&#039;t affect Rangers (who have Stealth already) and it&#039;s only a +1 bonus to cover, so the effectiveness is questionable.&lt;br /&gt;
*&#039;&#039;&#039;3: Falcon&#039;s Swiftness:&#039;&#039;&#039; The Warlord and his unit get +1&amp;quot; when running. This makes Battle Focus more reliable and adds a significant amount of movement over time.&lt;br /&gt;
*&#039;&#039;&#039;4: Fate&#039;s Messenger:&#039;&#039;&#039; The Warlord can re-roll &#039;&#039;all&#039;&#039; saving throws of 1.&lt;br /&gt;
*&#039;&#039;&#039;5: Mark of the Incomparable Hunter:&#039;&#039;&#039; The Warlord gets Split Fire. This might be useful on an Autarch or Uldaneshi long rifle bearer, but for the majority its mostly useless.&lt;br /&gt;
*&#039;&#039;&#039;6: Seer of the Shifting Vector:&#039;&#039;&#039; Deep Striking Eldar won&#039;t scatter if they land within 6&amp;quot; of the Warlord. Some of its usefulness is undercut by the Swooping Hawks (who never scatter anyway) and the fact you generally won&#039;t want to Deep Strike near the Warlord (except Khaine), but it is potentially powerful nonetheless.&lt;br /&gt;
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===Remnants of Glory===&lt;br /&gt;
The artifacts of the age long past these relics are the unique and powerful wargear that can be equipped to any combination of your Autarch, Farseer and Spiritseers HQs. Only one of each item can exist in your army at a time and each costs anywhere between 15 and 40 points. As a general rule of thumb your Autarch is the assault based HQ of choice for any of the close combat type weapons, where as your Farseer and Spiritseer both want to be back a ways and away from melee. Note that a dedicated melee Farseer can be built if you luck out on psychic powers and get Death Mission (rolled AFTER you buy gear annoyingly).&lt;br /&gt;
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*&#039;&#039;&#039;Shard of Anaris&#039;&#039;&#039;: The Shard of Anaris is the all comers &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; of the Eldar army, a piece of the original blade Anaris and damned worthy of it’s legend. Right out of the gate Anaris boosts the wielder&#039;s strength stat by 2 and gives them Rending and Fearless. However the shard excels more for direct challenges between characters than all-purpose melee. Once in a challenge Anaris gains Fleshbane and Instant death! Realistically while not a worthless buy you’re paying for a weapon that will always lose out against the equivalent of all the other races. The Autarch is the only real wielder of this thing and he/she will likely fare poorly for cost against her general foes.&lt;br /&gt;
*&#039;&#039;&#039;Firesabre&#039;&#039;&#039;: Where Shard of Anaris is for killing off that one specific model, Firesabre is more of your generic infantry sweeper sword. Boasting +1 strength and AP3 this is a better Eldar power weapon with the Soul blaze added feature. Soul Blaze is the big core of the Firesabre, or at least the unique Wildfire rule that goes alongside it. Whenever the blaze deals a wound to the afflicted unit you roll a d6 for every friend and foe unit within 6” of the burning unit. On a 6 you give them Soul Blaze as well. In reality this is a very very high gamble ability. Soul blaze barely wounds most armies to start and needing a 6 to propagate this weak rule doesn’t help the Firesabre’s case. An above average power weapon for a higher cost and likely not worth it.&lt;br /&gt;
*&#039;&#039;&#039;The Spirit Stone of Anath’lan&#039;&#039;&#039;:A clearly Farseer orientated item the Spiritstone was made by a psyker for psykers. The stone allows you to drop the cost of a power you are manifesting by 1 warp charge (min. 1) at the expense of your Rune armor invulnerability save for a turn. Several powers from the Runes of Fate as well as a couple from the Telepathy discipline are cost 2. If you don’t roll any of these powers then sucks to be you by the way. Useful and affordable for backline farseers who can get good cover saves and enjoy throwing around a good whack of powers.&lt;br /&gt;
*&#039;&#039;&#039;Uldanorethi Long Rifle&#039;&#039;&#039;:Probably the simplest and most universal of the Remants the long rifle is a sweet tool for any and all Eldar commanders. A very easy to read sniper weapon featuring AP3 and ONE HUNDRED AND TWENTY INCHES of range. 120”! This gun shoots farther than battlecannons, railguns, prism cannons, even the Icarus lascannon. Now right off the bat this item has some easy uses, thrown onto a supportseer or backline Autarch the long rifle allows your HQ to actually contribute firepower during the shooting phase. A dual guide built farseer inside a squad of Darkreapers, hammers out a single accurate sniper shot right into an enemy unit the reapers are firing upon, in addition to the possible precision shot it adds a pinning test to the attack, awesome. If your warlord wields this and rolled split fire as the warlord trait this weapon is improved in power, otherwise just adds to the power of existing squads, but hey, your Farseer is BS5, might as well pink off a shot or two rather than none.&lt;br /&gt;
*&#039;&#039;&#039;Mantle of the Laughing God&#039;&#039;&#039;:Now as a general rule few Eldar HQs excel outside of a squad to protect them, any weapon menacing a S6 threatens to pop your model with a single failed save. The Mantle mitigates this somewhat but always take care how you utilize the farseer/autarch/spiritseer this is attached to. Firstly it removed IC from the model, meaning no more ability to join squads, but then it automatically grants Stealthed, Shrouded and Hit+Run. It also gives the model the ability to freely re-roll cover saves. Put your HQ into a 5+ cover terrain and POOF! Re-rollable 2+ cover unit. That is a 97% success rate for the record. Stick your Autarch somewhere advantageous, give her a long rifle, and snipe all day and all night. Or stick the Mantle on a jetbike and watch your opponent bitch and moan at you for being a powergaming asshole. Against anything that doesn’t ignore cover outright the equipped model (even warlord) quickly becomes a resistant target.&lt;br /&gt;
*&#039;&#039;&#039;Faolchu’s Wing&#039;&#039;&#039;:While Mantle of the laughing god is the wargear of lulz the HQ equipped with Folchu’s wing is equally troll worthy. During the battle focus run step the equipped model may now move 48”! This makes them faster and more mobile than jetbikes, skimmers and even most fliers. Again this item does need a purpose to justify it’s cost, seeing how only the model may move and sacrifices the rest of the turn to do so. While you can&#039;t manifest powers or shoot weapons either before or after the movement, it can work very nicely for a Farseer to always be where he&#039;s needed for his Blessings and maledictions. Use guide on a squad, move 54&amp;quot; (including movement) use other powers on the other side of the board next turn, rinse and repeat. Also the tricky commander can use that insane movement to possibly launch your HQ into a held objective to suddenly contest the thing.&lt;br /&gt;
*&#039;&#039;&#039;The Phoenix Gem&#039;&#039;&#039;:A multi-purpose item the gem is a single use treasure that activates when the equipped HQ would be slain. Instantly engulfing the area in fire the gem uses a large blast centered on the HQ, dealing damage with a S4 AP5 explosion. The ability can sometimes fail if you roll a 1 but usually goes off pretty easily. Then you check if the blast dealt any actual damage, if any model was dealt a wound (friend or foe) then your HQ will get back up with a single wound to stay and fight the good fight. At range this might save your support seer from death by blasting nearby allies its but generally you would rather threaten your foes.&lt;br /&gt;
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===Let&#039;s Talk About Guns===&lt;br /&gt;
The Eldar boast a variety of advanced weapons with nifty special rules and potential for more dakka. New codex brought some changes that you should remember to use carefully and tactically.&lt;br /&gt;
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&#039;&#039;&#039;Shuriken weapons&#039;&#039;&#039;&lt;br /&gt;
Shurikens as basic ranged weapons for eldar has seen major improvement. With Bladestorm rule any shuriken weapons on roll 6 To Wound auto-wounds with AP2. With this even the lowly guardian can shred anything fleshy: move up, seriously damage their vital organs, run away, rinse repeat, lulz. (shred those termies with your guardians. DO IT) &lt;br /&gt;
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&#039;&#039;&#039;Monofilament weapons&#039;&#039;&#039;&lt;br /&gt;
Monofilament weapons now has +1S if shooting at something slower than Initiative 4 or vehicles and instantly wounds with AP1 on a roll of 6 To Wound. Cleaving open transports has never been easier.&lt;br /&gt;
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&#039;&#039;&#039;Pinning weapons&#039;&#039;&#039;&lt;br /&gt;
In the new codex Eldar got a plethora of weapons that gained the pinning rule, forcing leadership tests if a unit is wounded by a weapon with the rule. Forcing a squad to go to ground is almost killing the unit outright, leaving the enemy one unit less to attack you on their turn and giving your Eldar more and more breathing room to do what they do best. To date the Eldar possess the following weapons that have this rule: Eldar missile launchers (plasma + starshot) which is available in abundance, Shadow weaver (because of barrage), Doomweaver (not in focused mode), Ranger long rifles, Reaper launchers (starshot mode), Shrieker cannon, Spinneret rifle, Tempest launcher, Vibro cannon, Serpent shield, Uldanorethi long rifle, Eldritch storm. &lt;br /&gt;
That’s about 12 different things you have that can pin a squad, and the test triggers every time a unit has received one or more wounds from a unit containing a pinning weapon. So remember to test for it often as see if you can’t keep a squad or two locked down and unable to fight you. Do note, however, that most things in the game are either fearless (Ork mobs, Nids under Synapse, most cult/daemonic CSM&#039;s), have high leadership to reliably pass the test (SM, CSM, Eldar, Necrons), or just immune to pinning (Daemons, Bikes, Monsters), so do not hope your Pinning would work often. Or at all.&lt;br /&gt;
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&#039;&#039;&#039;Eldar heavy weapon&#039;&#039;&#039;&lt;br /&gt;
Some units have option to change into heavier weapons, as add-ons or replacements for existing guns and are commonly seen throughout the entire codex from troops to heavy support. The standard list is follows:&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039; Now not so cheap, but still reliable, the 24&amp;quot; shuriken cannon fires lots of nice S6 shots that pierces weak armor at base. Valuable for moderately priced dakka and augmented with Bladestorm (see above).&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; With 4 shots at S6 AP6, Scatter Laser also comes with Laser Lock ability that grants TL to the MODEL that fires it, only needs successful To Hit roll. Obviously take it in models with multiple weapons, TL Starcannon or Brightlances can pay back its cost in points quickly.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039; A good but not great AP2 weapon, the Starcannon doesn&#039;t get hot like plasma weapons. Viable alternative but not necessarily better than scatter laser, take your pick. Or pick both if you&#039;re facing 2+ aplenty.&lt;br /&gt;
*&#039;&#039;&#039;Eldar Missile Launcher&#039;&#039;&#039; You take EML for its versatility. It has single target S8 AP3 starshot or a small blast S4 AP4 plasma, both featuring pinning. Then both reapers and warwalkers can take flakk missiles which feature S7 skyfire. However, it all comes to the price when looking at this baby - and the price is damn high.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039; Possibly your primary heavy armour buster, with S8 and Lance. Tear down AV13/14 and the new codex makes the bright lance more affordable by far on most models.&lt;br /&gt;
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===Eldar Vehicle Upgrades=== &lt;br /&gt;
All praise Phillius Kellius for he delivered us the new upgrades that suck a little bit less. Each piece of equipment is toned down from previous incarnations and are simple effects with easy to track benefits at an affordable price tag.&lt;br /&gt;
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*&#039;&#039;&#039;Holo-fields:&#039;&#039;&#039; The iconic holofield has been through some rough times, once they were the greatest in vehicular protection at a cost, then 6th ed turned them into gigantic stickers on the sides of tanks, looking pretty but doing nothing. However all is forgiven, the holofield returns, granting a solid +1 cover save if the vehicle moved last turn, simple, elegant and affordable. Holofields are a boon on basically all vehicles based on the abundance of cover saves available to them you should always have at LEAST a 4+ cover. This is much like a Tau Disruption Pod (or IG camo netting), except it doesn&#039;t work if your vehicle is stationary, which makes you vulnerable at first turn, if your opponent won roll-off or seized initiative. Apparently, highly advanced holographic projectors aren&#039;t as good as simple targeting jammers or even piles of green cloth mesh.&lt;br /&gt;
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*&#039;&#039;&#039;Star Engines:&#039;&#039;&#039; A simple and optional wargear for vehicles that increases their mobility even further if required. Grants an extra 6&amp;quot; to a flat out movement by an Eldar vehicle, which you don&#039;t really need with max speed 30&amp;quot; per turn except in ginormous Apocalypse maps. If equipped to a walker, said walkers run an additional 3&amp;quot;, which is pretty handy, considering they have Battle Focus. &lt;br /&gt;
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*&#039;&#039;&#039;Vectored Engines:&#039;&#039;&#039; With the upgrade the vehicle can now pivot in place immediately following its shooting attack, allows for some safe play by tanks with exposed rears. Jet in, smoke rear armor of target, pivot towards living threats with your front and side armor. Cannot be used while immobilized. &lt;br /&gt;
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*&#039;&#039;&#039;Spirit Stones:&#039;&#039;&#039; Extra Armor Eldar style, or more [[Necron|Living Metal]] Eldar style, the psyche inside the spirit stones take over in emergencies and allow the vehicle to ignore crew shaken on 2+ and crew stunned on 4+, nothing grand but nothing terrible. &lt;br /&gt;
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*&#039;&#039;&#039;Crystal Targeting Matrix:&#039;&#039;&#039; Single use. Can be used after completing a flat out movement on any non-walker vehicle, allowing the tank to fire a single weapon at full ballistic skill. Zip a fire prism behind an enemy tank, put a prism lance up its butthole and smile with glee. Of the vehicle upgrades this thing is expensive like dental work and only works once, select wisely.&lt;br /&gt;
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*&#039;&#039;&#039;Ghostwalk Matrix:&#039;&#039;&#039; Eldar dozer blades equivalent, except better, because it gives you move through cover on any speed, rather than re-roll DT tests, and only on combat speed. Nothing that will break the bank and a safe purchase if you have points to spend. If you plan to hide your holofielded tank in 4+ ruins for trolltastic 3+, this is pretty much auto-take, as you&#039;re all but forced to move it every turn for cover save bonus..&lt;br /&gt;
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*&#039;&#039;&#039;Power Field:&#039;&#039;&#039; Stock Warwalker gear. Gives the bastards a 5++, making them more expensive base but worth every damned penny given their low AV and hull points.&lt;br /&gt;
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*&#039;&#039;&#039;Serpent Shield:&#039;&#039;&#039; Stock Wave serpent gear. Wargear that replaces the iconic energy field but for a good trade, while active the serpent transforms side and front based penetrating hits into mere glances with an 83% chance. That good cheddar right there. Then if you feel the serpent needs to do something it can turn it&#039;s shield into a very long ranged energy shockwave that hits for D6+1 S7 hits, ignoring cover and deactivating the shield for a turn. That’s a useful little tool for any savvy commander and should never be discounted in your head. A serpent with scatter laser turret and a chin shuriken cannon can dish out an insane amount of TL dakka with that trick.&lt;br /&gt;
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*&#039;&#039;&#039;Mindshock Pod:&#039;&#039;&#039; Stock Hemlock wraithfighter gear. A 12&amp;quot; radius brain scrambler that causes all units within the radius to re-roll successful pinning and morale tests, this affects allies units as well so be careful of its placement. With the range of pinning weapons available to Eldar right now this gear will occasionally see some cool benefits and its cons are null and void with an Avatar on the board or with a wraithwall army.&lt;br /&gt;
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===Psyker powers===&lt;br /&gt;
====Runes of Fate====&lt;br /&gt;
Available to Farseers as well as Eldrad. Can be taken in addition to the Telepathy and Divination tables from the core rulebook. Farseers can choose to roll each power off a different table, remember to kit your Farseer for best utility.&lt;br /&gt;
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&#039;&#039;&#039;Guide&#039;&#039;&#039; Primaris power.&lt;br /&gt;
*Guide, the most iconic and well renowned power of the Farseer since time immemorial. Boosted significantly from past editions the new guide features a range of 24&amp;quot;, four times its original casting distance and twice the range of Prescience in the rulebook&#039;s Divination table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules the Farseer requires LOS for this ability but its shouldn&#039;t be an issue. Rarely will you suffer for swapping a potential power for this primaris choice, its wonderful and grants greater power to the army on the whole.&lt;br /&gt;
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&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
*Executioner is an odd power and a lot of information to absorb, so it will be written here in as clear a description as possible. A focused witchfire with 24&amp;quot; range, hitting a model firstly with 3 AP- hits that wound on a 2+. If these hits manage to kill the model the power jumps and hits another model for 2 hits of the same power, if a kill is scored, another hit against a third model. However Execution has no AP value, rarely if ever would you try and snipe out a model whose armor save isn&#039;t at least a 4+. Then if the ability fails to kill the target it instantly ends and you get no more attacks period. &#039;&#039;&#039;Then&#039;&#039;&#039; if you want to actually snipe a model you have to pass the test with more than one 4+, otherwise the power goes randomly around for its full duration. Target get a full host of armor, cover and invulnerable saves against it, deny the witch as well as the benefit of &#039;look out sir&#039; to save the valuable models worth sniping. It also takes place over the Farseers shooting attack.&lt;br /&gt;
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&#039;&#039;&#039;Doom&#039;&#039;&#039;&lt;br /&gt;
*Doom is another classic Farseer power and a powerful one at that, targeting an enemy within 24&amp;quot; and then all wounding rolls against them get a free re-roll for the turn. Any armor penetration rolls that fail to either glance or pen target may also be rerolled. This is your primary assassination power, ensuring you kill that commissar or bosspole nobs in one turn.&lt;br /&gt;
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&#039;&#039;&#039;Eldritch storm&#039;&#039;&#039;&lt;br /&gt;
*A large blast template of sheer devastation, Eldritch storm crushes infantry and vehicles with pinning, Haywire and Fleshbane. Watch as that gauntblob evaporates on 2+ , IG parking lot gets debilitated or even cleared.&lt;br /&gt;
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&#039;&#039;&#039;Death Mission&#039;&#039;&#039;&lt;br /&gt;
*Death Mission is a rather situational power. Cast at the start of the move phase the ability grants the caster alone d3+2 death mission counters. Then you take d6 roll at the end of EVERY PHASE, either going down by one counter on a result of 1-3, or staying unchanged on a 4-6. If the Farseer ever runs out of counters or the game ends, your Farseer DIES (interaction with Phoenix gem is yet unclear) and awards a victory point. The seer also &#039;&#039;&#039;cannot cast any other powers&#039;&#039;&#039; for the rest of the game. You can recast death mission to get extra d3+2 counters. All this downside for +5 to its WS/BS/I, and extra 2 attacks. Combined with weapons such as the Witchblade (Eldrad&#039;s staff in his case), Firesabre or Shard of Anaris, makes the Farseer threat in assault. It bears repeating you will not be able to cast any other powers once this is cast, no guide, fortune, etc. (You will also be generating your powers AFTER already creating your lists, requiring an impossible foresight to plan for death mission+Remnants of glory).&lt;br /&gt;
** &#039;&#039;&#039;An Alternate Opinion:&#039;&#039;&#039; Death Mission is garbage, complete and unadulterated garbage. Easily the worst power in the set. It automatically costs you your Farseer (which most of the time means you&#039;re automatically handing your opponent Slay the Warlord), he&#039;ll almost never kill enough stuff to make up the points you&#039;ll lose when you lose him, as he still doesn&#039;t have any AP in close combat, unless you handed him a Remnant of Glory. And the worst part is, he might not even get to live long enough to recast it. Since you roll to lose a Death Mission Counter every phase, you&#039;re going to lose an average of 3 counters in between every time you use it, so if you only roll 3 Counters, you can probably say goodbye to him. If you roll Death Mission, you should probably instantly switch it out for Guide.&lt;br /&gt;
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&#039;&#039;&#039;Fortune&#039;&#039;&#039;&lt;br /&gt;
*Now with 24&amp;quot; of range, this allows the Farseer to sit back and stay safe while the affected unit get a reroll on all failed saving throws until the Farseers next turn. Remember Farseer needs to have LOS, and costs 2 warp charges. Still fortune has and always will be a good power, and if you get it on your rolls, you will keep it. &lt;br /&gt;
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&#039;&#039;&#039;Mind war&#039;&#039;&#039;&lt;br /&gt;
*Range 24&amp;quot; and a focussed witchfire, with quirky rules. Each combatant rolls a d6 and adds to it their LD (so d6+10 for Farseers). Then you compare the two numbers, the loser instantly having their WS &amp;amp; BS dropped to 1 until the end of the next turn (Farseers always win draws). If the difference in totals is weighted in the Farseer&#039;s favor, target takes wounds equal to the difference (Farseers never lose badly enough to suffer damage from this battle), getting no cover or armor saves against the wounds. Also, target can take Look Out Sir in new FAQ.&lt;br /&gt;
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====Runes of Battle====&lt;br /&gt;
Available to Warlocks as well as the Spiritseer. The Spiritseer may also roll from the Telepathy table for one or both powers. Runes of battle are the Eldar powers of war, short term manifestations of their psychic might made to turn the battlefield in their favor. Warlock utilize these powers to affect the outcome of skirmishes and battles across the stars while the Farseers pilot the destinies of whole craftworld through eons. Warlock have tempered their powers to a fine blade but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving the psykers a supreme range of versatility. As a rule all powers from the runes of battle have a range of no greater than 18&amp;quot;, either for the beneficial of debilitating versions of the powers. Warlocks can be attached to guardians defenders, storm guardians, windrider jetbikes or Vaul&#039;s wrath artillery.  Also remember that, under 7th edition rules, a Warlock will know 2 powers, Conceal/Reveal and whatever power he rolls. So, with a Warlock, NEVER switch for the Primaris, you get it anyway.&lt;br /&gt;
*The Spiritseer can be attached (as an IC) to almost any squad, this matters for when runes of battle powers are referred to as boosting the defenses of units such as Wraithblades and Dark reapers, in that normal warlocks will not usually be able to benefit squads they are not attached to.&lt;br /&gt;
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&#039;&#039;&#039;Conceal/Reveal&#039;&#039;&#039; Primaris power. &lt;br /&gt;
*Conceal grants the warlock the shrouded special rule and as such benefits the whole squad attached to him, a +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal, no warlock would go wrong taking conceal as most units benefit from enhanced defenses and a cover save booster like this goes fantastic on everything that can benefit from it, guardians, wraithguard, scorpions, you name it.&lt;br /&gt;
*Reveal by contrast strips both the stealth AND shrouded rule from an enemy in range, this can sometimes strip powerful defenses from units you are planning to wipe out, however like all runes of battle you need to make tactical use of the power which may be often skipped for the benefits of conceal.&lt;br /&gt;
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&#039;&#039;&#039;Destructor/Renewer&#039;&#039;&#039;&lt;br /&gt;
*Destructor is the Kamehameha of warlocks, their direct fire power from codices of old, a psychic heavy flamer the destructor is an iconic power that now features the soul blaze special rule. As a power and not an actual weapon the warlock cannot fire this in overwatch. &lt;br /&gt;
*Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn&#039;t affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA!&lt;br /&gt;
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&#039;&#039;&#039;Embolden/Horrify&#039;&#039;&#039; &lt;br /&gt;
*Embolden is back from the old codex but with a new effect, granting the warlock and his unit fearless rather than leadership rerolling powers. This is a boost and nerf over previous version as fearless straight up negates pinning, morale, ect. However embolden used to allow for rerolling on your leadership test which included psychic powers, an ability beloved by power spamming seers and what have you. A solid power for anything not already fearless such as fragile storm guardians.&lt;br /&gt;
*Horrify is a power that is unfair to judge on its lonesome. At its core it reduces the LD of an enemy unit by -3, making them of course more susceptible to morale test and the like. However with the advent of multiple pinning weapons with the new codex as well as that of the Hemlock wraithfighters Mindshock pod the horrify power has enormous effects. A unit with reduced leadership is at best LD7 now, reducing their chance of success against any and all pinning or morale tests down a full 20%. In armies with the right weapon it’s amazing, otherwise it&#039;s just decent. Also fun to consider is that the diresword benefits greatly when used on a Horrified target as they now have a decent shot (42% at LD 7) of being &#039;&#039;&#039;removed from play&#039;&#039;&#039; (fuck you, Eternal Warrior!) if they take a wound. Be sure to [[Just As Planned|high five Eldrad if this goes off.]]&lt;br /&gt;
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&#039;&#039;&#039;Enhance/Drain&#039;&#039;&#039; &lt;br /&gt;
*Enhance is yet another staple of the warlock power of yesteryear, often seen in seer councils and storm guardian squad this power gives a simple boost of +1WS and Init to unit. Eldar are already quick to the punch but with this power what they did well just got even better, storm guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. If you roll it on a squad of guardian defenders or Vauls wrath...take your primaris power, don&#039;t even bother with this.&lt;br /&gt;
*Drain sucks out the same befits that enhance gives, reducing an enemy’s WS and Init by 1, unless you are assaulting a squad with two or more of your own units I don&#039;t tend to recommend Drain over Enhance as a lucky deny the witch would negate the power, however like all tactical powers you have to cast each power according to which effect would benefit you the most. The real gift of drain is using it in synergy with mono filament weapons. Cast drain on any marine squad, jump in with your warp spiders and laugh maniacally as that giant expensive blob of blood angels death company turns into little red chunks.&lt;br /&gt;
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&#039;&#039;&#039;Protect/Jinx&#039;&#039;&#039; &lt;br /&gt;
*Protect is a power that even idiots understand and appreciate, a simple but potent bonus to the units existing armor save by 1. This is quality cheddar right here, units such as wraithguard, Scorpions, and Storm guardians get a boost to their armor, in the case of wraith units and scorpions they are now TEQ armored (However, keep in mind this works for the spiritseer, but not for warlocks. Protect only works on the psyker and the unit he/she&#039;s in, meaning warlocks can only give a +1 save to the warlock council or a Guardian unit he/she&#039;s joined). This power is awesome, and on the right units is worth casting every round, since few units’ don’t benefit from hardier armor than what they already have.&lt;br /&gt;
*Jinx by extension has an equally nuts benefit for you as the former, reducing an enemy’s own armor save making them that much easier to kill off. Now a unit like terminators suddenly fear AP3 reapers with a passion, fragile 4+ units suddenly became instantly shredded by mere shuriken catapults, making guardian firepower or similar a hurricane of reaping death. Against units who are relying more on their cover or invulnerability save the benefits of this power are reduced somewhat, still if you reduce an enemy’s armor save and they need it against your guns, make them that much more screwed and cackle with glee.&lt;br /&gt;
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&#039;&#039;&#039;Quicken/Restrain&#039;&#039;&#039; &lt;br /&gt;
*Quicken grants your unit swiftness of the Eldar and improves the running distance off the unit by a flat 3&amp;quot;, letting you close gaps or create them that much easier. With Battle focus being found on just about every Eldar model this power only flops when the unit happens to be hunkered down in cover and wont be running for the rest of the game (I’m looking at you rangers and dark reapers).&lt;br /&gt;
*Restrain by comparison is a power I don&#039;t honestly find very useful, stripping away an enemy’s ability to run completely sounds useful. However the range of the power is 18&amp;quot; so you were already pretty close to the unit to start, and save the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they did so. Not useless but not as easily feasible for every scenario, allows for some kite by the Eldar by just removing the extra distance from enemies and yourself running to make a gap. It is also handy for preventing a squad from being able to run and contest one of your objectives. &lt;br /&gt;
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&#039;&#039;&#039;Empower/Enervate&#039;&#039;&#039; &lt;br /&gt;
*Empower instantly grants the psyker and attached unit gain an extra +1S, this is simple and in many cases worthless to you, of the units warlocks are easily attached to only storm guardians probably even give a shit, whereas with Spiritseer the likes of scorpions, banshees and Wraithblades find a little more use in its application. Ranged units don&#039;t need nor want the extra strength and even dropping conceal for the strength just in case is a bad bargain in my mind. &lt;br /&gt;
*Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18&amp;quot; of you) of 1S as to reduce their threat in melee, now this is alright if you know you’re getting charged next turn and the drop in strength is the difference in melee ability like marines against Wraithguard. However on the whole few units even need their regular strength to threaten your flimsy Eldar, our brittle bones clock in at a pitiful T3 with most armies boasting at least a S4. Debuffing an enemy squad prior to an assault by yourself is alright though if the difference can be noticed, like Enhance/Drain you want to choose carefully between the two abilities. It&#039;s worth noting here that S2 can&#039;t wound T6 targets so when charging anything with S3 (like a blob or guards, cultists, orks and all brands of elder) with wraithblades always have your Spiritseer cast Enervate, then the only thing your wraiths will feel in the return swing is a soothing foot massage as their wraithbone boots crush the pathetic fleshy thing&#039;s trachea.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Avatar of Khaine:&#039;&#039;&#039; The Avatar of Khaine is a fragment of the Eldar’s true and terrible god of war, a powerful and totally warminded MC that can wreck its way through battlefields with abandon. Like previous incarnations it’s a walking fire magnet and a damn scary force in melee. Overall, while not as generically useful as a support Farseer, it&#039;s not hard to justify summoning the Avatar. A giant molten monster leading your forces is terrifying and at 195 points, it&#039;s a powerful and affordable force to call on. His statline is unlike anything in the whole damn codex as well: WS/BS 10 (yes, 10!), Strength/Toughness 6, Initiative 10 and hitting with at least 5 attacks. He boasts a 3+ armor and a 5++ for good measure. Kaela Mensha Khaine is literally the strongest he has ever been and can be outfitted beyond his base power with up to 2 of the special exarch powers from the book to add to his already terrifying form. Khaine is straight up immune to flamers and as a result, wall of death, heavy weapons that pose a threat to him with melta are again useless and anything pyromancy and soul blaze is a quaint space heater to Khaine&#039;s raging firestorm. He’s fearless, granting it to allies within 12” while his Fear aura causes lesser creatures to just flee for the hills. &lt;br /&gt;
**&#039;&#039;&#039;Moving&#039;&#039;&#039; In this phase your foes get to mentally calculate and go through the stage of grief, denial, anger, bargaining, depression and finally acceptance. Firstly the Avatar will move his 6&amp;quot;, then if he&#039;s close enough, wailing doom, if still a ways to go, running d6 with Fleet, then wailing doom the nearest sucker. If he’s already threatening charge range, then just skip running and fire the wailing doom in preparation for the assault.&lt;br /&gt;
**&#039;&#039;&#039;Shooting&#039;&#039;&#039; The wailing doom is a terrifying weapon to behold, with his unmatched BS the wailing doom is essentially twin-linked for 2+, 97% accuracy. The wailing doom hits a target within 12&amp;quot; with basically a fusion gun, an attack made ever more fearsome if using fast shot for two blasts or Marksman’s eye to snipe the ever loving shit out of any hidden unit that MIGHT pose a threat to him before the assault even begins. In no world does night vision do jack shit here, why does this even exist?&lt;br /&gt;
**&#039;&#039;&#039;Assaulting&#039;&#039;&#039; The melee, oh god, the melee. The charge distance should be easily crossed, 2d6 with Fleet rerolls makes this sort of thing a cakewalk aside from enormous unluck. Once there few models can hope to hold a candle to Khaine, anyone going into a challenge with him is either sporting a stack of cheese or dead. Crushing blow enhances his already good strength, while disarming strike is a LUDICROUS ability for challenges, sending the likes of power fists and bone sabres flying while wailing doom rends bone and armor with ease. If another monstrous creature tries to man up on Khaine his monster hunter + crushing blow will very swiftly put them down.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View&#039;&#039;&#039; An alternate way to play the Avatar is giving him Monster Hunter + Fast Shot. You then put him behind an Aegis Defence Line that has a Lascannon. He then controls a S9 AP2 weapon, thus firing at BS10. As he has Fast Shot, he gets to fire it twice. With Monster Hunter, he can hurt MC&#039;s even more. Anything trying to dislodge him from the line will likely struggle, or at least lose models in the process. He is still very slow, thus using him as an assault unit is debatable.&lt;br /&gt;
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*&#039;&#039;&#039;Autarch:&#039;&#039;&#039; Autarchs are the commanders of the warhost, they are the generals of the greatest Eldar military battles and should be a strong tactical benefit to your army as a whole. They aren&#039;t, but they should be. Autarchs have been on almost every aspect path but never stuck around and as such they have an absolutely demented list of available wargear and options to kit themselves out with. 70 points base they come stock with two grenades, a pistol, 3+ armor and a 4+ invulnerable save. They can add additional wargear like banshee masks, jetbikes, reaper launchers, chainswords, fusions guns, etc for more which can bring them to around 120 points by the end. Autarchs can equip Remnants of glory and works better in this role than the base Farseer with higher WS, Init and Attacks. Shard of Anaris or Firesabre with banshee mask and Phoenix stone is a core assault setup. Mantle of the laughing god with the Uldanorethi long rifle makes for a pretty sneaky little sniper from afar.&lt;br /&gt;
**&#039;&#039;&#039;Mantle Autarch of DOOOM:&#039;&#039;&#039; If you are feeling really ballsy, equip your autarch with the mantle, a laser lance and a melta gun and go tank/character hunting. Being on the jetbike  gives you a 5+ jink cover save as long as you move.  Since the mantle gives you both stealth and shrouded, you will be getting a 3+ cover save normally and a 2+ on the move However...DO NOT RELY ON THIS!  Play him smart.  A lot of things take away cover saves these days so  some of the time you may have to use is armor or invulnerable saves.  His toughness also improves by +1 thanks to the jetbike.  Having the mantle also gives him hit and run.  A normal turn for him should look like this.  Get in close range and shoot his melta gun, charge using his laser lance which gives him +3 strength and ap3 impact and lance (but only on the charge) and then bug out after combat thanks to hit and run (hopefully very far away).  The lance has impact which means the weapon loses effectiveness right after your first turn of assault and does not work if you get assaulted so it is in your best interest to get out of dodge.  Rinse with your opponents tears and repeat.&lt;br /&gt;
*** While this is a good plan. a Laser Lance is a waste of it&#039;s ability. Take a Reaper Launcher, as he&#039;ll be Relentless and a Fusion Gun so he can pop tanks. Maybe toss on a Shard of Anaris if you&#039;re feeling saucy.&lt;br /&gt;
**&#039;&#039;&#039;Path of Strategy:&#039;&#039;&#039; The Autarch&#039;s SINGLE claim to tactical skill, allowing you to add or subtract from your reserve rolls when bringing units in. This rule is weak as fuck, as a minor +1/-1 isn’t much with the ease of the built in reserve rolls being what they are and availability of reserve roll boosts found in other, better purchases. &lt;br /&gt;
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*&#039;&#039;&#039;Farseer:&#039;&#039;&#039; This guy is your standard HQ choice and warhost leader, he sees the future of your foes and allows you to throw wrenches into their fate so only the Eldar come out on top. His price is increased base from old editions and his versatility is not to be underestimated. The Farseer&#039;s mastery level has skyrocketed to Mastery Level 3 which is fantastic and gives a huge availability for warp charge expenditure and up to three abilities in a turn, though with a bit more risk due to runes of witnessing and ghosthelm nerfs. The Farseer can generate his powers from Divination, Telepathy or the codex’s own Runes of Fate. His staggering versatility as a model is not to be underestimated, between available powers from three different charts as well as a plethora of Remnants of Glory. Under 7th edition, these guys have gone from good to ludicrously good. If you roll everything on the same table, you are guaranteed the Primaris Power, allowing Farseers to get up to 4 powers. And the specific wording of Ghosthelm means that instead of negating the Perils, you only have to drop a Warp Charge to negate the wound, so you could end up rolling a 6 and getting special abilities. He comes automatically equipped with a couple pieces of useful Eldar wargear with which to do battle:&lt;br /&gt;
**&#039;&#039;&#039;Ghosthelm&#039;&#039;&#039; that allows him to negate a perils of the warp wound by expending a remaining warp charge. An optional defense against otherwise unsavable wounds.&lt;br /&gt;
**&#039;&#039;&#039;Shuriken pistol&#039;&#039;&#039; an average pistol weapon with the new bladestorm rule, never discount it.&lt;br /&gt;
**&#039;&#039;&#039;Rune armour&#039;&#039;&#039; which grants the classic 4++ invulnerability save Farseers do so enjoy.  &lt;br /&gt;
**&#039;&#039;&#039;Witchblade&#039;&#039;&#039; a heavily nerfed weapon that sports Fleshbane and Armourbane but with shitty AP-, a bad weapon that will always disappoint.&lt;br /&gt;
**&#039;&#039;&#039;Singing Spear&#039;&#039;&#039; is a near free witchblade replacement that is highly recommended. Identical to the witchblade in assault (no longer two-handed in 6th), and can also be thrown 12&amp;quot; at S9 for a 17% chance to pen AV14 at range instead of the witchblade&#039;s 3% chance in melee. A damn good buy in most (but not all) situations.&lt;br /&gt;
**&#039;&#039;&#039;Runes of warding&#039;&#039;&#039; Single use. A protective rune that grants a flat +2 to a ‘deny the witch’ attempt, almost guaranteeing success against a foes psychic power.&lt;br /&gt;
**&#039;&#039;&#039;Runes of witnessing&#039;&#039;&#039; Single use. Used on a failed psychic test the Farseer may reroll the test, not as good as they once were, but passable for the wary caster given the number of powers you’ll use throughout a game. &lt;br /&gt;
**&#039;&#039;&#039;Eldar Jetbike&#039;&#039;&#039; Jetbikes are still cool and Farseers still make them look good, buy to suit and enjoy the ride.&lt;br /&gt;
**&#039;&#039;&#039;Modeling Note&#039;&#039;&#039;: Howling Banshees Exarch bodies are perfect for female Farseers conversions, just stick a cape on them, a Farseer helm to replace the Exarch one (or a modified Guardian&#039;s one if you don&#039;t want to spend even more money), and for the weapons I&#039;d suggest the ones in the new Storm Guardians upgrade pack. If you want to go helmetless on your Farseer, I suggest grabbing a Dark Eldar Wych head or a Scourge head.&lt;br /&gt;
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*&#039;&#039;&#039;Spiritseer:&#039;&#039;&#039; Spiritseers are basically the mandatory HQ if you plan to run large numbers of Wraith-constructs, as he turns Wraithguard and Wraithblades into Troops choices. Luckily, he is a fairly decent choice, with two Mastery Levels, the choice of Runes of Battle or Telepathy, and Spirit Mark (which will be discussed later). Sadly, he can&#039;t provide the level of support the Farseer can, nor can he directly buff units and mess with reserves like an Autarch can, but he provides reasonable buffs to Wraith units. As with all of the Seer units, he comes with rune armour (for a 4++ invulnerable save) and a shuriken pistol. He also has a witch staff, which is essentially a witchblade that also causes Soul Blaze. Sadly, this won&#039;t come into play very often, as Spiritseers are poor in close combat. However, he is useful close to the front lines thanks to his Spirit Mark ability. This allows him to mark an enemy unit within 12&amp;quot;. All Wraith-constructs (including Wraithguard, Wraithblades, Wraithlords, and Wraithknights) re-roll To Hit rolls of 1. This means that less shots will be wasted, although it isn&#039;t a huge ability. However, Spiritseers are also fairly cheap; if you are running an Iyanden/Wraithwall-style list, the Spiritseer is all but mandatory, but he has limited effect on other units, so the more expensive Farseer would likely be a better choice otherwise. Like Warlocks and Farseers, Spiritseers have seen a significant uptick in 7th edition. Access to up to 3 Runes of Battle is powerful.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View&#039;&#039;&#039; Since Spritseers are independent characters they can join aspect warrior units as well as any unit (that allows it) from Codex: Eldar, Codex: Tau Empire, and Codex: Dark Eldar for shrouded and another buff which could be fearless, +1 WS and +1I, +1 to their armor save, and extra 3 inches of movement if they choose to run in the shooting phase, or +1 S. Use it to your advantage, and their are hundreds of possibilities with DE you can try out that could definitely be tournament worthy.&lt;br /&gt;
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*&#039;&#039;&#039;Warlock Council:&#039;&#039;&#039; Formerly known as a Seer Council, the Warlock Council now follows the template started by the Wolf Guard of the Space Wolves and the Royal Court of the Necrons. Essentially, you buy them as one unit, but at the beginning of the game, you can choose to split them into units as squad sergeants. As with the other two examples, the list of units they can join in this manner is slim; in the case of the Warlock Council, it only includes the Guardian units (specifically the two types of standard Guardian, the Guardian-crewed Vaul&#039;s Wrath artillery, and the Windrider jetbike squadrons). Their stat line is similar to, but slightly weaker than, that of a Farseer. They each roll on the Runes of Battle table from the Eldar codex, and nothing else. They are only armed with a standard shuriken pistol and a witchblade, as well as their rune armor, which grants a 4++ invulnerable save. Under 7th edition, their low LD doesn&#039;t matter at all for psychic powers and they get a total of 2 Pyshchic powers (whatever they roll and the Primaris). They also allow you to absolutely spam Warp Charges for Psychic defense. You&#039;re pretty set when it comes to taking Warlocks.&lt;br /&gt;
**Deployment/placement shenanigans occur AFTER all traits are rolled for, including Psyker powers and Warlord Traits. So you get to roll first and then distribute your warlocks amongst your guardians.&lt;br /&gt;
**Can be given a singing spear for just a handful of points and suddenly they are throwing a fleshbane lascanon that can do armor bane in melee, Cha-ching heavy and armor crusher squad that can easily shiscabob a persons HQ choice, no matter the HQ choice from just over the heads of their elite honor guard and still charge in and kill the squad.&lt;br /&gt;
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*&#039;&#039;&#039;Wraithseer (Forge World):&#039;&#039;&#039; What do you get when you take the a spirit stone containing the soul of a farseer or warlock and stick them into a special wraithlord chassis? This beast. It&#039;s not a hard choice to take Wraithguard, but this T8 bastard makes it SO much easier and rewarding. Starting at ~185 points (forgeworld blurs the point cost), and the ability to equip a freaking D-cannon (it says wraithcannon but that was eratta&#039;d as a typo) for 40 more on it&#039;s shoulder, and loaded with crazy powers... It&#039;s a godsend to an army that really needed a durable and powerful HQ choice. Don&#039;t get your hopes up for an &amp;quot;all wraith&amp;quot; army, you MUST take another HQ on top of it (pretty obvious a Spiritseer). As for special glitter it reduces the coversave of anything being shot at by wraithunits by 1. It has a close combat weapon that lets it reroll missed to-hit rolls and wounds on a 2+ with all the good parts of being a monstrous creature (AP2 and Smash), rolls with a 5++ save on top of 3+ armor, and three psychic powers, two of which are designed to be used on wraith-units. One gives them Fleet, the other gives them 5+ FNP (now try to bring down THAT) and the third power voodoos all enemy units within 18&amp;quot; into making a LD test at a -2 or soil themselves and go to ground (which surprisingly stacks perfectly with Hemlock Wraithfighter Terryfy and mindshock). Not the beast that many other HQs are, but nothing to be brushed aside either.&lt;br /&gt;
**Although listed as having a Wraithcannon in the book, Forgeworld have confirmed that this is a typo and should be a D-Cannon as per the previous version of the rules (https://www.facebook.com/ForgeWorldUK/posts/702680666415883). This is a big deal as mounting the devastating D-cannon on a tough, mobile platform like the Wraithseer overcomes its only significant drawback of short range. This really is the only weapon option you will need for the Wraithseer as the conventional guns just pale in comparison.&lt;br /&gt;
**If you&#039;re playing with [[that guy]], he might tell you that Codex: Eldar is separate from Iyanden, which is &#039;&#039;technically&#039;&#039; true. However, it&#039;s such an idiotic, narrow, rules-as-written interpretation that you should probably find somebody else to play with.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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*&#039;&#039;&#039;Eldrad Ulthran:&#039;&#039;&#039; If a normal Farseer is a Jedi, then [[Eldrad]] is a tall almighty Yoda. He&#039;s the big [[cheese]] of the Eldar army; he&#039;s basically got all the possible options for a normal Farseer wrapped together into one package with a slew of tricks to add to the deal. At his core Eldrad is an enhanced Farseer, T4, 3++ (so it&#039;s like he is a Psyker with a Storm Shield) and mastery level 4. There is no Eldar army that couldn&#039;t be improved by adding this guy. He comes stocks with the regular Farseer gear, an improved rune armor and both runes just in case. Eldrad rolls off the Divination, Telepathy and Rune of fate tables like other Farseers.  Then there are the two sexy parts:&lt;br /&gt;
**&#039;&#039;&#039;The path beyond&#039;&#039;&#039; Once deployment is done but before scouts, you can take d3+1 units of your&#039;s, and reposition them on the board under regular deployment rules and regulations. Enemy put a bunch of footslogging guys on the left? Throw down an Avatar, enemy landraider on the right? Bring me that fire prism. The savvy commander makes this power work for them and makes it work well. &lt;br /&gt;
**&#039;&#039;&#039;Staff of Ulthamar&#039;&#039;&#039; This thing is Eldrad&#039;s personal license to print money and coin a monopoly on the tears of your enemies. As a weapon it beats out the other Farseer weapons easy, fleshbane, AP3, force, it is just THAT good, enough said really. Then if Eldrad isn’t currently stomping in melee the staff augments his powers in a fun way. Every time he casts a power (of which he can cast 4), he has a 33% chance to regain a warp charge. This warp charge can be spent however you want, force weapon, casting a power you haven&#039;t cast yet, etc. You could with luck fire off &amp;lt;del&amp;gt;four&amp;lt;/del&amp;gt; three 2 charge powers AND have enough left over to kill with a force weapon in a single turn. Eldrad also carriers a Witchblade as well as his Staff. Both of these weapons are Melee but neither of them have Specialist Weapon OR Requires Two Hands. That means he gets a +1A to his stats due to having two melee weapons equipped. Therefore he can dish out 2A with Fleshbane at AP3 (or Force as well if you activate it) per turn. With 3++, even challenging melee characters he will be able to some damage. Farseers do get +1A due to their Pistol, however they don&#039;t get the AP3 of the Staff (though they do get Fleshbane and Armourbane due to Witchblade).&lt;br /&gt;
** Under 7th edition, while Farseers have gone from good to ludicrously good, Eldrad has gone from ludicrously good to outright broken. He can roll up to 5 Psychic powers, ignore perils of the warp and regain warp charges every time he casts. Again we say, there is no Eldar army that won&#039;t benefit from adding Eldrad.&lt;br /&gt;
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*&#039;&#039;&#039;Prince Yriel of Iyanden:&#039;&#039;&#039; Once upon a time, there was a guy named Yriel who won a battle by using almost all of Iyanden&#039;s forces in an attack. This scared the guys in charge of Iyanden who said, &amp;quot;Hey! We could&#039;ve gotten attacked while you were gone!&amp;quot; To which Yriel replied, &amp;quot;Yeah, but you didn&#039;t,&amp;quot; to which they replied, &amp;quot;That&#039;s it! You&#039;re fired!&amp;quot; So Yriel went off to be a pirate for a while. While he was busy counting his loot, some Tyranids came and attacked Iyanden so the guys in charge were all like, &amp;quot;Crud! We wish Yriel was here to save us!&amp;quot; So Yriel comes back, gets a magic spear of awesome and saves the day, but now he&#039;s cursed and slowly dying as the spear sucks out his chi or something. Yeah, this guy needs his own anime show or something. He gets the reserve rule the Autarch gets, but instead of buying aspect warrior war gear, he has a spear so awesome it consumed a black hole (and a monocle):&lt;br /&gt;
**&#039;&#039;&#039;The spear of twilight&#039;&#039;&#039; An armourbane, fleshbane &#039;&#039;&#039;AP3&#039;&#039;&#039; spear, making his low strength a null point and his high Init and Attacks fantastic. This allow him to threaten a lot of foes but also has the downside of forcing him to reroll 6s on saves in melee, shitty. Yriel is a master of fighting basically anything lacking a 2+ armour save, and with a lucky roll from a nearby warlock might even not care, given the warlocks ability to debuff armour saves. Against the right foe he hits hard, fast and often.&lt;br /&gt;
**&#039;&#039;&#039;Eye of Wrath&#039;&#039;&#039; Hasn&#039;t actually changed from last addition. See below. &lt;br /&gt;
**For real laughs send him charging heroically solo into any squad of MEQ and activate his Ambush of Blades warlord trait and his patented Eye of Wrath finisher move. Sadly he has to attack before most opponents pile-in, but throws down an AP3 pie plate wounding on 2&#039;s and re-rolling 1&#039;s. Alternately challenge someone, kill him and let his angry buddies pile in, and hit EVERY ONE of them next turn.&lt;br /&gt;
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*&#039;&#039;&#039;Illic Nightspear:&#039;&#039;&#039; Rangers are followers of a path that’s very off road for other Eldar, they go against the grain of Eldar’s path based society enough they have trouble fitting in. Now the old standby troop slot just got an HQ to call their own. Illic is a big noise maker and with good reason, he is powerful in his own way and offers some great tactic options for the army (unlike Autarchs). First up his stats, nothing to write home about in fact it all looks kind of...WHOA BS9! His weapon is now ALMOST twin-linked but he has no need for guide honestly. Next up his built in warlord trait, giving him split fire for free, allowing him to hide in a squad of dudes but shoot other dudes then the dudes in his quads are shooting at...dude. He has shrouded which he gives to attached squads because why the fuck not, Hatred+Preferred enemy Necrons, which is cool and lovable. But wait there&#039;s more, any and ALL shots fired by Illic are precision shots, meaning he gets to choose which head goes splat every time he fires his weapon. His weapon, is an AP2(!!) sniper, meaning as long as he gets a 4+ to wound (doom) the model probably dies. If the wounding roll is a 6, the model is hit by an instant death shot, bye bye HQ. It can even pen tanks on a 6. It&#039;s also worth considering buying a Aegis Defence Line (ADL) and upgrading it to a Lascannon. Plop Illic behind it and he gets to control the Lascannon. With Sniper special rule. And all his shots are Precision Shots. This allows you to snipe anything you want. At BS9 too. Another option is to put him in a squad of Dark Reapers, by doing so Illic confers his Warlord Trait of Split-Fire unto them. He also gains the ability to ignore Jink Saves due to Dark Reapers Rangefinder equipment. You could then put Maugan Ra in, this will allow Maugan to Split-Fire and Ignore Jink Saves as well. It&#039;s a Death Star unit, but a nice one.&lt;br /&gt;
**&#039;&#039;&#039;Walker of the hidden path&#039;&#039;&#039; Illic can infiltrate ANYWHERE on the map, giving no shits about locations of enemy forces or anything like that. Later if a ranger squad outflanks onto the board, they can deep strike on top of Illic instead with no scatter just like that. &lt;br /&gt;
**&#039;&#039;&#039;Master of pathfinders&#039;&#039;&#039; Armies with Illic as an HQ can choose to upgrade their rangers with his special Sharpshoot rule for 100% precision shots as well as Shrouded for their convenience (+13 points a model though!) &lt;br /&gt;
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*&#039;&#039;&#039;Farseer Bel-Annath (Forge World):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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*&#039;&#039;&#039;Phoenix Lords:&#039;&#039;&#039; Fluff-wise, if Kaela Mensha Khaine was God, the Phoenix Lords would be his terminator Jesuses. They are the founders of the various styles of war and have been reborn over and over.  How?  Basically, when someone puts on their armor, the armor possesses the wearer and puts the original Phoenix Lord&#039;s consciousness, combined with the knowledge of each of the past thousand previous wearers, in charge. Each Phoenix Lord is the most awesome example of one type of Aspect Warrior. They have super-powered versions of the regular equipment and powers available to a respective Exarch, only more so. Taken as a group, they pack awesome statlines with 2+ armor, Eternal Warrior (negating the usual issue of instant death via double S weapons) and good wounds.&lt;br /&gt;
**&#039;&#039;&#039;Asurmen (Dire Avengers):&#039;&#039;&#039; 220 points. He gets Twin-linked Avenger shuriken catapult, an AP 2 diresword that can re-roll a single failed to hit roll per turn and both the battle fortune and shield of grace exarch powers. In your army Asurmen is an expensive unit but a strong one, he packs a good invuln save and dukes hard in whatever melee he finds himself in or just adds some more dakka to the avengers he running around with. He is a strong challenger with both good offense with his sword of Asur or defense when using shield of grace to gain a 3++ when facing down a MUCH better combatant you only wish to stall. Finally he is the Hand of Asuryan and when deployed as part of your primary detachment he becomes your mandatory warlord who gets to roll d3 warlord traits for the fun of it, rolled properly this has some serious potential to make him a beacon of interesting powers throughout the game, otherwise meh. Asurmen is an expensive choice of HQ but he can do good things and should not be discounted.&lt;br /&gt;
**&#039;&#039;&#039;Jain Zar (Howling Banshees):&#039;&#039;&#039; 200 points. Founder of the howling banshees Jain is the pinnacle of an assaulty terror on the battlefield, loaded with not one, not two but THREE Remnants of glory right out of the gate she&#039;s the most heavily loaded phoenix lord in the codex. Her Silent death can be tossed 12&amp;quot; as an assault 4 weapon with a good shot at reaping a few models out of the unit before she even gets there. Once she&#039;s in the thick of it her enhanced banshee mask bumfucks the enemy unit with -5 WS and Init right off the bat, then the Blade of destruction comes into play. This AP2 wound rerolling monsters can reap orks and termies alike with oh so much blender fury. If and I mean IF anyone decides to try and take her in a challenge her disarming strike rule applies and can make for some serious lulz by you. Don&#039;t forget she gains +1A for having two non-Specialist Weapons and them not being Two-Handed either. An extra Attack at AP2 is always nice. (She still loses to lelith but against pretty much any other character even named ones she is pretty fucking awesome!)&lt;br /&gt;
**&#039;&#039;&#039;Baharroth (Swooping Hawks):&#039;&#039;&#039; 195 points. As the ever unloved Swooping hawks settle into a moderately comfortable place in the new codex the lord of hawks does similarly. The gun on Baharroth is basically the regular lasblaster with a higher strength, a technically good thing. Baharroth also comes with the battle fortune and hit&amp;amp;run exarch powers, so he&#039;s got a 4++ and can escape melee which is a GOOD thing. Interesting to him is the sun&#039;s brilliance ability he comes with, when landing with deep strike he sets of a flash of blinding light, causing foes within 6&amp;quot; of him (remember hawks never scatter now) to make an Init test or go blind for the turn, used correctly this is awesome, otherwise it&#039;s meh. Lastly there is the Shining blade he wields, an AP3 Blinding melee weapon, huh, a WS of 1 does have penalties to enemy squads and you could make some plays by going into melee, procing the blind attack then hit and running later on leaving the unit unengaged and utterly useless. Like hawks, a questionable purchase but superior to his previous editions.&lt;br /&gt;
**&#039;&#039;&#039;Karandras (Striking Scorpions):&#039;&#039;&#039; 230 pennies? Karandras was good before, Karandras is good now. His mandiblasters no longer grants him a holy load of attacks now instead firing a S6 AP- shot at the very start of every assault phase. Following that his melee options lies in his strength boosting sword you will NEVER USE or more importantly. Scorpions claw, a power fist that is so much more than just a power fist, but a fist that fists like no fist before it, fisting hard at S8 with FULL Init. Combined with his stalker challenge wound re-rolling power he is a veritable beast in melee, and with monster hunter can bring low some very impressive foes. His special rules are seemingly endless but he can infiltrate in, give stealth to whoever he&#039;s running with at the moment and then later can crush skulls like so many tin cans. He too should get +1A for having two melee weapons.&lt;br /&gt;
**&#039;&#039;&#039;Fuegan (Fire Dragons):&#039;&#039;&#039; 220 points. Fuegan is so not even remotely phased by your enemies shit, he shoots shit, cleaves shit and shits on the enemy’s special tanks and shit like never before. The firepike is as good as ever but now Fuegan learned how to double tap the fucking thing for two melta shots at a longer range and his awesome BS. He doesn’t have an invuln save but he does boast a feel no pain making him an even more durable lord than most, and then there is his special rule. Each time he suffers an unsaved wound he gains +1 to his Srength and Attacks for the rest of the game. If a renewer warlock bro happens to be anywhere nearby he could just heal from said wounds (even in combat) and get back to doing what Fuegan does best, ruining Christmas, Easter and birthday parties. A monster of a lord he ties with Karandras for best lord evar.&lt;br /&gt;
**&#039;&#039;&#039;Maugan Ra (Dark Reapers):&#039;&#039;&#039; 195 points. Like his previous incarnation Maugan Ra either still cannot remember what his reaper gun is supposed to do or reapers on the whole just didnt follow big daddy’s rules right to the letter. Sporting shorter range but more dakka than reapers, Maugan Ra is a serious bastion of firepower, just not against what reapers are supposed to be good against, MEQ. S6 AP5 isn’t a great weapon for armored targets however it does fire both pinning and rending which helps a little. Also, it is not assault 4, because Maugan is still rocking fast shot, add another bullet to every round. The Maugetar can also function as a bit of a sniper, scoring precision hits on a 5+ and with Night vision no round of night fighting will save foes from his wrath...they have all their saves to do that. The dude is a pretty reasonable all comers lord who does well in ranged and hold his own in melee, he also boasts hatred for daemons and for some reason relentless on an assault weapon. &lt;br /&gt;
**&#039;&#039;&#039;Irrllyth (Shadow Spectres) (Forge World):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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===Troops===&lt;br /&gt;
Troops are the core of your army and can now hold their own a good purchases to the previous relics of past books. Essential for holding objectives and gunning down competition each troops now offers an actual unique benefit and finds a place in your list. Eldar troops basically fall into either hold still or charge ahead, both being more mobile than their competitors in other races.&lt;br /&gt;
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*&#039;&#039;&#039;Dire Avengers:&#039;&#039;&#039; These Aspect Warriors are your most basic infantry (although Guardian Defenders also lay claim to that role). The whole idea behind the aspect is that they are the perfect balance between offense and defense; in other words, they&#039;re useful both for sitting back and shooting &#039;&#039;and&#039;&#039; for getting up close and personal and storming objectives. Ironically, then, they aren&#039;t amazing at close combat, although (especially with the Exarch&#039;s weapon choices) they can survive there. Perhaps most importantly, though, they have special shuriken catapults, appropriately called avenger shuriken catapults. Unlike regular shuriken catapults (and their pathetic range of 12&amp;quot;), avenger shuriken catapults have a range of 18&amp;quot;. Combined with every Eldar&#039;s innate Battle Focus ability, the extra range allows the Avengers to play a merry game of keep-away with the opponent. Also, their Aspect Armor comes with a 4+ save, which makes them a fair bit hardier than Guardians. Finally, they have the Counter Attack special rule, which gives them an extra attack each when charged, as well as plasma grenades. This means that you can bait charges into the Dire Avengers, get Overwatch, and &#039;&#039;then&#039;&#039; get a bunch of attacks in the ensuing melee. Use their (relative) mobility to run circles around the opponents and shave models off whatever units you can. Mobility and ranged spray help them whittle away at enemy units without having to get as close as guardians do.&lt;br /&gt;
**&#039;&#039;&#039;Exarch:&#039;&#039;&#039; Unlike most Exarchs, the Exarch in a Dire Avenger squad can radically change his role in the squad with a simple weapon swap. However, it should be noted that most of his powers and abilities are focused solely on himself. Take his Exarch powers, for instance: Disarming Strike and Shield of Grace are mostly for challenges, while Battle Fortune just improves his close-combat defenses. As such, he&#039;s probably not a good buy, as it&#039;s not likely that he&#039;ll make the unit much better. Of course, if you &#039;&#039;must&#039;&#039; take him, most of the options are good. The twin-linked avenger shuriken catapult is cheap and boosts his ranged effectiveness; the diresword is incredibly potent, especially in a challenge; and the power weapon/shimmershield combo provides the unit with a 5++ invulnerable save, but at the expense of the Exarch&#039;s firepower. The only option to shy away from is the power weapon/shuriken pistol combo, as the diresword is much, &#039;&#039;much&#039;&#039; better, and for only 5 points more to boot.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian Defenders:&#039;&#039;&#039; The Guardians gear is probably the most underwhelming in the codex, a 5+ armor save you will never want to have to use as well as the trusty shuriken catapult. The catapult is still the shortest ranged of any troop weapon found in 40k but boasting its new bladestorm rule, a change so important to the guardians its almost their central feature. Bladestorm allows guardians to wound anything and penetrate any armor save, with the sheer mass of shots they make at their improved BS4 this is a pretty serious threat to most models in the game. Guardian defenders also host a second feature that needs mentioning, a heavy weapon mount for every 10 bodies in the squad, up to 2. These platforms are now true models within the squad, moving and shooting under their own power and with a toughness and armor save to take into account. The support platform can be equipped with any of the heavy weapon options at a noticeable cost. The guardians obvious downsides are obvious, they are fragile Eldar in 5+ armor, enough said. Sit them in one form of cover or another with a conceal warlock however and we have something to talk about, a good saving unit with a lot of bodies and long range powerful weapons sitting on an objective with a fuckton of dakka for overwatch or sudden shuriken rushes. Dictate your price with them, adding warlocks and heavy weapons to suit (although as the rules are described now, the Scatter Laser is the less useful option as its Laser Lock ability only counts for the same &amp;quot;model&amp;quot;, not the same unit but still puts out a good amount of longer ranged ST6 shooting).&lt;br /&gt;
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*&#039;&#039;&#039;Storm Guardians:&#039;&#039;&#039; Storm guardians forgo the defensive stratagem of the defenders and instead wield both sword and pistol into the maelstrom of melee combat. Storm guardians are rare as they boast little over the far more skilled and equipped aspect warriors, however desperate times call for desperate measures. A low tier assault unit storm guardians forgo both their shuriken catapults and heavy weapon platform in favor of pistols and a sword. The good news is that pistol still has the blamestorm rules so storm guardians are pretty killy at range with a bit of luck, the sword gives them the extra attack into melee and their Init is good. They can equip a couple of fusion guns, flamers and power weapons but not many. Also plasma grenades. Bad news is they still have the same armor and will get scythed down if not carefully deployed, their attacks are made at S3. Special rules of note are their fleet and….that’s basically it. Downside are: they are guardians. In melee. Overwatch. Wall of death. Storm guardians require the help of the warlocks even more desperately than their defender comrades, taking any number of the warlocks buffing powers to help them gain an edge in the melee they thrust themselves into. Protect your warlock at all costs and drown your foe in a serious fuckton of dice.&lt;br /&gt;
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*&#039;&#039;&#039;Windrider Jetbike Squadrons:&#039;&#039;&#039; Guardian jetbikes are Eldar who take their mastery of speed to heart and are a well-known unit to see Eldar field due to the extraordinary mobility the jetbike offers. The only gear the windriders feature is the jetbikes they ride but that’s all the unit really needs. Automatically giving them an enhanced T4 and magical 3+ armor save windriders are the equivalent of marine’s models but with far greater maneuverability. The jetbike comes with a built in twin-linked shuriken catapult, 90% accuracy for a shuriken weapon and bladestorm still applies here. Every third jetbike can switch out for a much larger, much meaner shuriken cannon for extra dakka. Aside from the usual windriders also boast the benefits of Eldar jetbikes that allow them a special 2d6 move during the assault phase and all those delicious cover saves for moving and turbo boosting. The only issue the windrider faces lies in their low numbers and higher cost, not a big issue since they cost just under two guardians normally but these are models you should try not to lose. Like with all guardians a warlock can join the squad and instantly make it better, conceal boosting their already good cover save, protect to give them terminator armor, even embolden can remove the issue of their lower leadership. Zip around like the Tasmanian devil, chunk units of anything, troll everyone and grab or contest objectives to make enemies weep little black tears.&lt;br /&gt;
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*&#039;&#039;&#039;Rangers:&#039;&#039;&#039; When an Eldar finds no path that suits them they often turn to the path of the ranger, venturing from the craftworld to see new sights and places. Their pathless existence goes against the grain of Eldar society but lends them unique viewpoints and skills many Eldar never find themselves possessing. The ranger long rifle is core of the unit and as such has a few aspect that need discussing. As written the weapon is a heavy 1 sniper with long range, its AP6 is undesirable but rangers fire it at their BS4. Sniper weapons means they precision shot on hits of 6 and rend on wounds of 6, forcing a pinning test and possibly force a unit to go to ground under their attacks. The basic formula of the ranger goes something like this: 66% chance to hit, 50% chance to wound, 60%ish chance to damage MEQ armor. The special rules of the rangers is their classic infiltrate, fleet, stealth and move through cover. This makes them a theoretically maneuverable but realistically immobile. You see being a heavy weapon the squad cannot fire after travelling during the move phase, battle focus also specifies they cannot fire either before or after they take that run action. Flamers and various other cover ignoring weapons like barrage and noise marine blasts ruin your rangers every day. Ultimately the rangers will end the game exactly where they started, moving only to shuffle towards an objective or away from an approaching melee unit. Rangers can infiltrate either to an advantageous position or on top of a cover providing objective, then they will sit there for as long as they can laying down a few suppressing shots into choice targets. Their cost was significantly reduce from previous editions but the unit will still need to work hard to make its points back. &lt;br /&gt;
&#039;&#039;&#039;Alternate View&#039;&#039;&#039;.Never forget their Shuriken Pistols, Blade Storm still applies, also move them they still get Snap Shots (while not great a larger unit will still hit something and kill it). a nearby Warlock or Farseer will add to this with guide. also with Illic if CC happens they can still hold out (sort of). &lt;br /&gt;
**&#039;&#039;&#039;Master of pathfinders&#039;&#039;&#039; granted by the HQ Illic Nightspear allows you to more than double the cost of each model (bad) but grant them shrouded (good) and 100% precision shots (good good) thus making them do what they do normally, but better.&lt;br /&gt;
**&#039;&#039;&#039;Modeling Tips&#039;&#039;&#039; Hate the hoodless rangers but you don&#039;t want them with helmets or applying green stuff because you suck at making anything with green stuff? Fear not, because there is a solution. If you have the money, grab a box of wood elf archers, or something with elf hoods, and smash a new head on them. You might need to fill in some spaces with green stuff though, but it was very minimal for me.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Wave Serpent:&#039;&#039;&#039; The Wave serpent is yet another falcon chassis tank but featuring a large carrying capacity for the Eldars various infantry and a real threat in terms of a battlefield vehicle. The Wave serpent comes stock with the standard AV12 and ability to grab vehicle upgrades such as holofields and star engines. It comes with a twin-linked catapult and shuriken cannon, the cannon being tradeable for a twin-linked star cannon, bright lance or scatter laser. It can also trade for an EML (no flakk) for a heavy price as well as switch out that little catapult for a cannon (because who wants a tank with 12” range?) for a little bit more. Unlike other races the wave serpent is a costly machine, clocking at 115 points base and with lots of reason to spend more. You cannot just throw this transport away and it also features no fire points as well as not being an assault transport. Our dedicated transport kicks the daddy bags of other such transports of the other races and in large point games you can afford to get a whole lot more armour onto the field. The Wave serpent has various uses and strategy we’re all used to by this point in addition to its useful long range anti-cover attack. Move it carefully and let it bring your units to where they can do their job best. Equip with Scatter Lasers and Shuriken Cannon to allow you to spam insane amounts of Twin-Linked shots. You only need to hit once (hit, not wound) with your BS4 Twin-Linked Scatter Laser to make ALL other shots fored by this model Twin-Linked. Yes, that includes the Serpent Shield. And what is the Serpent Shield?&lt;br /&gt;
**&#039;&#039;&#039;Serpent Shield:&#039;&#039;&#039; The Wave Serpent now comes with a new barrier that turns all of its front and side based penetrating hits to magically transform into a mere glance on a 2+. Then if the serpent is either doomed anyway or you need to extra zoom zoom dakka it can instead FIRE THIS FORCEFIELD at an enemy within 60”. This energy wave is a S7 AP- pinning weapon that ignores cover as well as dealing d6+1 hits. The defensive aspect of the shield are on cool down until your next turn and the attack can be fired again if you wish.&lt;br /&gt;
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===Elites===&lt;br /&gt;
[[Aspect Warriors]] are the meat and potatoes of the Eldar Army. They appear in Troops, Fast, Heavy, and Elites. They are the whole thing people are talking about when they say the Eldar Army is mostly specialists.  They have a pretty good statline, great leadership, and are all Fleet with Battle focus. Each squad of Aspect Warriors can upgrade one of their number to an Eldar sergeant called an Exarch. Exarchs get bumps all over the statline - Initiative goes to a tyranid-like 6, attacks to 2 - and can then take fancy versions of their weapons and buy Exarch powers depending on what they are. Exarchs are very popular and are almost always worth the chips, most especially if you like to field big squads.&lt;br /&gt;
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&#039;&#039;&#039;Fire Dragons&#039;&#039;&#039; &lt;br /&gt;
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Now you see the tank, &amp;lt;b&amp;gt;BOOOOM!&amp;lt;/b&amp;gt; now you don&#039;t, this is Fire dragons in a nutshell both past and present. A unit dedicated to making sure win or lose your foes never get to keep their most precious possessions, leaving even the victorious broken hearted and awash with their own greasy tears.&lt;br /&gt;
Fire dragons come with a little bit of gear that does a whole lot of good, their new enhanced aspect armor among them. Fusion guns are short range/high win melta weapons known by many, feared by all. They also pack melta bombs for those rainy days and foolish MCs.&lt;br /&gt;
The only special rules worth mentioning are the benefits of Fleet &amp;amp; Battle focus on these already awesome gunners and the exarchs hilarious fast shot.&lt;br /&gt;
Expensive like lawyers now, fire dragons have seen a large increase in points with only a few benefits to offset the cost. They still rock even in tiny squads and can bring the heat even at the smallest of point costs, but fielding them can hurt in small lists and making them get their points back is paramount, especially for larger squads.&lt;br /&gt;
Noticeable boosts to the unit include heavy aspect warrior for all models to deal with return fire as well as the exarchs access to fast shot for less than an additional body. Battle focus &amp;amp; Fleet allows dragons to possibly close a gap into melta range or shuffle off behind cover to make revenge fire all the weaker. Small (5-6 man) squads love to ride in Falcons, which can be a good choice if you&#039;ve already got one and don&#039;t want to buy them their own Wave Serpent.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; could possibly be given crushing blow for boosted strength, but they won’t be. Iron Resolve boosts your LD to 10, which can be useful for not fleeing when they get shot at (and they will) but only if you have 5 points to burn. Fast shot is, in terms of cost is amazing, a second shot at the exarchs BS and using the longer fire pike, all for less than another dragon? Sign me up. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Dragons breath flamer&#039;&#039;&#039;, HAHAHAHA no.&lt;br /&gt;
**&#039;&#039;&#039;Fire pike&#039;&#039;&#039;, longer ranged than a fusion gun makes for better fast shots and more availability to get in range of that target.&lt;br /&gt;
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&#039;&#039;&#039;Striking Scorpions&#039;&#039;&#039; &lt;br /&gt;
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The heavy ninja melee force of the Eldar infantry, sneaky and sinister they constitute a strong force for assault units and strength 4 beatings.&lt;br /&gt;
Scorpions come to battle equipped with the heavy aspect armor befitting their 3+ armor save, shuriken pistols and special chainswords that raise their strength up by 1. They also wield plasma grenades and a special head based wargear in the mandiblaster, which fires a S3 AP- auto-hits against the enemy unit at the Init 10 step, unaffected by things like lash whips or the like.&lt;br /&gt;
Add to that the plethora of rules such as built in stealth, infiltrate and move through cover, as well as the new Battle focus and old Fleet, a pretty mobile squad for a bruiser type unit with lots of options in terms of combat for the tactical commander.&lt;br /&gt;
Scorpions only suffer in regards to getting into said melee and chewing through armored foes who retain good odds against their AP 6 attacks. Their heavier armor grants them an improved durability over their banshee comrades but lacking the mobility they need to close the gap as quickly, possibly exposing themselves to even greater firepower.&lt;br /&gt;
Scorpions excel at drowning foes in a massive wave of attacks, two normally, three on the charge, with the consistent shots of the Mandiblasters raining fire on enemies before most people even have time to draw their weapons. As a result of this setup they can quickly rend through large hordes of light armored foes and are a solid fallback for melee units to hunt your enemies down.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take up to two of stalker, monster hunter and most importantly, crushing blow. This power makes the exarch even stronger than normal and turns the scorpion claw weapon into a wonderfully ambiguous &amp;lt;s&amp;gt;S8&amp;lt;/s&amp;gt; S7 power claw that strikes at full speed. The claws sheer stopping power combined with crushing blow really can be worth the points for a unit that could be called upon to attack just about anything they find themselves in combat with. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Scorpion claw&#039;&#039;&#039;, granting him x2 Strength attacks with AP2 and no loss of speed, with a shuriken catapult added in just for fun. No two handed or specialist weapon, so he still get extra attack for having a sword. The most expensive choice of weapon but rightfully so.&lt;br /&gt;
**&#039;&#039;&#039;Biting blade&#039;&#039;&#039;, two handed sword that hits for S5 and AP4 at the cost of his chainsword.&lt;br /&gt;
**&#039;&#039;&#039;Chain sabres&#039;&#039;&#039;, two weapons that grant a shuriken catapult and gives the scorpion rending in melee (and S4 like the normal scorpion chainsword but with AP5 instead of AP6, a good choice for a moderate cost)&lt;br /&gt;
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&#039;&#039;&#039;Howling Banshees&#039;&#039;&#039;&lt;br /&gt;
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These sword-wielding ladies are the fast, lightweight, hand-to-hand Aspect of the Eldar warhost, designed to blend MEQ armour across a large swath of the battlefield. &lt;br /&gt;
They all come stock with a pistol, a power sword and an iconic banshee mask that makes their enemies get -5 to their Init for the first round of your charge. Beating everyone to the punch with multiple power weapon attacks is like Chapter 1 of the Big Book of Battles. They lack the heavy aspect armor of other units which means you want to chew through as many foes on your first attack as you can to avoid retaliation kills. &lt;br /&gt;
Banshees gain the benefit of Acrobatic movement when comprised of only models with that rule, giving them a bonus 3&amp;quot; on their run move, this is lost if you try and sneak a Farseer or autarch into their ranks, but works with Jain Zar (and combos with her warlord trait).&lt;br /&gt;
Eldar lack an assault transport so that option is out, though banshees do fare better aboard a transport than slogging through open terrain even with Acrobatics, their fragility being a troublesome issue before and during assaults and they cannot be foolishly thrown against an enemy force hoping to claim easy victory. Banshee&#039;s also lack grenades of any sort but that sometimes only makes the playing field even with their mask, could be worse.&lt;br /&gt;
Generally speaking, you want to use banshees against MEQ armor, Scorpions excel against large low armor hordes and small TEQ squads. Banshee&#039;s will usually cull the enemy force significantly with any level of psyker boosting such as Doom or Jinx.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the Fear and Disarming strike powers to challenge like there&#039;s no tomorrow or scare LD8 enemies. Banshee Exarchs don&#039;t make or break the combat power of their unit but cannot hurt the effectiveness of the squad overall. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Executioners&#039;&#039;&#039;, which are nasty two-handed power weapons at S5 AP2.&lt;br /&gt;
**&#039;&#039;&#039;Mirror swords&#039;&#039;&#039;, which replace the pistol and power sword for an extra attack, AP 3 and a Master-crafted re-roll.&lt;br /&gt;
**&#039;&#039;&#039;Triskele&#039;&#039;&#039;, a throwing weapon with S3, AP3, Assault 3 in addition to being a normal power weapon.&lt;br /&gt;
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&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; &lt;br /&gt;
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Scorpions are heavy, Banshees are light, and Harlequins are expensive and weird. Fluffwise, they are psychic, ninja, space-elf dancer clown historians of the 40k universe. For two points above the cost of a Banshee or Scorpion, you get a pretty fighty little elf with a pistol and a mean overhand right, a weak invulnerable save, and the ability to run across terrain, Hit and Run, Fleet, and Furious Charge. Two can be upgraded to carry a little melta pistol, and any can take a Harlequin&#039;s Kiss (not as romantic as it sounds; they shove a sharpened tube into the enemy and then use a super-thin metal wire to blend their insides) which Rends in hand-to-hand. Fine so far.&lt;br /&gt;
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For a sawbuck, you can upgrade one to be a Troupe Master, who gets a free kiss or power weapon and gets an extra swing with it. You can upgrade another to be a Death Jester with a big machine gun for 10 points, and for the big 30 you can bring a unique psyker officer named Shadow Seer, who brings a pretty effective stealth field to the unit (the enemy, upon declaring he&#039;s shooting at them, must roll 2D6 times 2 to check if he can see them. If he can&#039;t the unit cannot declare another target. Bamf) and also hands out hallucinogen grenades and weed to everyone.&lt;br /&gt;
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Harlequins require careful use, and only begin to shine in larger points. If you&#039;re just going to shell out for the basic 5 guys, don&#039;t bother, get more Banshees/Scorpions. Everyone gets a Harlequin&#039;s Kiss and you NEED a Troupe Master and a Shadowseer, no exceptions. At that point the squad becomes a pretty nasty assault squad, which unlike both Banshee&#039;s and Scorpions, can handle both large hordes and small elite squads. Against small elite squads their invul save and rending attacks will quickly add up, and against hordes they can pump out a large number of S4 attacks on the charge to wipe them out. If you can get them where they need to be unharmed and let them loose, they can actually be a pretty brutal squad overall.&lt;br /&gt;
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NEW INFO: So harlequin&#039;s in 6th ed fall into a wonderful category of &amp;quot;not scorpions&amp;quot; and &amp;quot;not banshees&amp;quot; which in gameplay terms means, no dedicated AP3 wounds and no specific 3+ armor save.  Sending in the clowns this edition means you hit at Str 4 on the charge for furious charge, get a 5++ and are not slowed by difficult terrain for purposes of movement on the base unit and are fleet.  They pack shuriken pistols mostly, which are 12 in range and carry the same bladestorm rule that all other eldar shuriken weapons carry, which can put wounds on pretty much any non vehicle unit on a to wound roll of 6.  Additionally, they can take two fusion pistols per unit, a power sword on the troop master and a full unit of harlequin kiss (causes rending on wound rolls of 6).  The unit is WS 5, so they will be hitting on 3s on most line infantry and mostly on 4s against dedicated assault units. &lt;br /&gt;
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Harlies have three model upgrades that can be taken to the unit, changing the type: &lt;br /&gt;
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Troupemaster - basically your squad leader, extra attack and can take a power sword for free, allowing for AP 3 attacks, min 3 attacks, LD 10, all for 20 points. &lt;br /&gt;
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Death Jester - your machine gun toting dude, shrieker cannon is an assault 3, strength 6, AP 5 pinning weapon with bladestorm rule. (ap2 on roll of 6 to wound).  The jester provides limited fire support and dick jokes. &lt;br /&gt;
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Shadowseer - hallucinogen grenades: unit counts as having plasma grenades)also has veil of tears, a 1 warp charge blessing that forces any unit targeting them to based range on a roll 2D6, multiplied by 2.  If they cannot target the unit due to not being in range, the unit cannot fire at another unit that turn. &lt;br /&gt;
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These guys do best in FULL units, with all the special characters against armies such as guard, eldar, tau, nids and orks, basically any army with low armor saves and a lot of indiscriminate, but not necessarily well aimed firepower.  Against low armor save armies, the shrieker can lay some wounds that will go through the armor.  &lt;br /&gt;
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With marines, AP3 will work on power armor, and bladestorm gives you some AP 2, on the charge these guys will put out a pretty respectable amount of attacks, and with the invul theres always a chance you will save against the overwatch. &lt;br /&gt;
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A good straregy against ALL armies: Start the unit in cover, then parade out, ALWAYS cast veil, as there&#039;s no reason not to and parade around like a gay rights parade float.  If your opponent is baited and shoots at them, there is a decent chance that the unit will preclude shooting on some of his gunline unit.  With the exception of D weapons, you will have a save.  If you can fortune the unit, the 5+ becomes rerollable.  &lt;br /&gt;
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If they are charged, they still put out 3-4 attacks a piece with 2x combat weapons, which may rend, if they get the charge, 4-5 per with rending on the kisses at str 4.  As with all eldar work best if target is doomed and you are fortuned.  &lt;br /&gt;
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&#039;&#039;&#039;Wraithguard&#039;&#039;&#039; &lt;br /&gt;
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Resilient and terrible in their destructive power Wraithguard are the otherworldly goliaths of Eldar infantry, and their vigil is eternal. Acting as vanguards for durable front line advances Wraithguard are a unit difficult avoid for enemies and foolish to ignore.&lt;br /&gt;
With a toughness of 6 and heavily armored wraithbone granting them a 3+ armor save wraithguard are as durable as terminator equivalents of other armies and wield terrific weapons. The Wraithcannon is short range and utterly lethal against all targets, the S10 AP2 gun shreds all targets with equal fury and distort rule gives it the ability to instant death, as though anything would survive it normally. The D-scythe is the newcomer in this codex, shorter range than even the cannon, the scythe unleashes the unraveling energies of the wraithcannon in a wave rather than a focused blast, S4 AP2 flamer means no cover or armour save can defend against them, and they maintain their distort ability for any tank crossing their path. Immune to assault because of WALL OF DEATH!&lt;br /&gt;
Wraithsight is gone HUZZAH, also a bulky and fearless unit, nothing new and nothing bad.&lt;br /&gt;
You want to use the Wraithguard as the anvil of your army, moving up fearlessly each turn while other more mobile Eldar think away at your opponent’s forces. Once in range of a target wraithguard will kill it, they just will, and they will stick around a lot longer than your enemies will be comfortable with. Six can fit into a wave serpent and emerge to deliver unfair levels of wrath upon their targets. &lt;br /&gt;
*&#039;&#039;&#039;Spiritseer&#039;&#039;&#039; allow these units to becomes troops at all squad sizes. Wraithguard are a snatch for runes of battle powers like protect, conceal or quicken. Alternatively powers like reveal and horrify work well to soften your targets. Spirit-mark ability does not benefit D-scythes.&lt;br /&gt;
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&#039;&#039;&#039;Wraithblades&#039;&#039;&#039; &lt;br /&gt;
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Like the wraithguard the wraithblades are Eldar wraithbone constructs, only with a focus on melee combat as opposed to near melee ranged weaponry. &lt;br /&gt;
The armaments of the Wraithblades change their dynamic in pretty significant ways. For those that enjoy visceral reckless carnage they come stock dual-wielding ghostswords, AP3 swords you’ll be wielding with S6 and about two attacks a model. On the other hand, they can freely switch for a combination of Ghostaxe S7 AP2 with a 4++ shield, giving them more of a termy hunting role while being very durable and threatening unit.&lt;br /&gt;
No shitty Wraithsight which would have hurt them even worse than Wraithguard.&lt;br /&gt;
They do not make many attacks, however given the strength and AP of the weapons they would have just needed the distort rule of their ranged weapons to make everything blend, EVERYTHING. But although they DON&#039;T have distort they&#039;re still beasts in melee. No assault transports for Eldar but in a pinch wraithblades with shields for the meatiest &#039;want to kill&#039; target, [[DISTRACTION CARNIFEX|Which could be used for your advantage]].&lt;br /&gt;
*&#039;&#039;&#039;Spiritseer&#039;&#039;&#039; allows these units to becomes troops at all squad sizes. Wraithblades benefit greatly from enhance, protect, quicken, empower and even conceal if lacking shields (or in cover). Sapping your enemies own power in preparation for the assault are powers like horrify, drain and enervate.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
In this slot we find the fastest of our already quick moving and mobile army, armed to the teeth with a variety of weapons such as the spammy lasblaster and armor melting Bright Lance. In this slot you can find not only options for engaging and destroying infantry but many of these slots features unit who can either outfit themselves totally for anti-vehicle or just do a decent job of it if called upon. You also find both of your flyers in this slot and each performs a very different job that should be carefully considered.&lt;br /&gt;
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&#039;&#039;&#039;Swooping Hawks&#039;&#039;&#039; &lt;br /&gt;
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Swooping hawks have had a tough love life before now, a unit that could never pull its own weight and would rarely accomplish goals under an aged codex. As the Eldar&#039;s premier lightweight jump infantry the new swooping hawks stand a chance of glory and respect. &lt;br /&gt;
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Swooping hawks enter the battlefield absolutely loaded to the teeth: aspect armor, jump infantry wings, no less than three different kinds of grenades, and their (thankfully improved) lasblaster weapon. The Lasblaster is the first important pieces of tech they bring with them. Increased from assault 2 to 3 they now throw out an almost unmatched number of shots as a squad. Even though they are [[Lasgun|S3 laser pointers]], the sheer volume of shots is pretty threatening now, being equal to any [[Bolter|standard]] [[Ork_Gunz#Shootas|basic]] [[Gauss|40k]] [[Shuriken Catapult|gun]] in firepower, while boasting much more comfortable range. Against hordes this is solid gold; against anything else it’s just a tidal wave of firepower that you get to drop on the table with a mighty clatter of dice. Haywire grenades are good as an anti-armor weapon and lend the hawks some versatility with their targets, allowing them to tear apart vehicles easily with the haywire rule. Plasma grenades can be used in perfectly placed blasts by one dude after the hawks have landed, an easy task as described below.&lt;br /&gt;
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Swooping hawks have some very cool special rules to make use of now. First and foremost is their Herald of Victory, deep striking in the hawks, perfectly on the board with no scatter to speak of, like a scalpel this can be placed with utter precision for tactical advantages. After they have accomplished their goal hawks can then return to the air and skyleap up up and away, leaving the battlefield at the start of the movement phase as long as they are not restricted in any way. They go into reserve to land again another turn, counting as a kill if the game ends with them up there. Finally, the grenade pack: a cover ignoring S4 AP4 sky burst blast made at the move phase every time the hawks enter from deep strike. If you have 6 models in the squad this is a large blast (pro tip: have 6 models).&lt;br /&gt;
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Tactics are the hawk’s friend: deep strike in the right place, laying your sky burst on the right foes and maybe gunning survivors down, or just pounding a different target with their plethora of attacks. Sky leap up the next turn to do it all over again. Drastically lowered price and versatile skill and target set gives them a tactical flexibility unlike previous editions.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the night vision and Hit &amp;amp; run to benefit the whole squad as well as marksman eye to snipe out potential priority targets. Hit &amp;amp; run makes the most sense to allow the hawks to get back into the air again. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Hawks talon&#039;&#039;&#039;, which is just a heavier strength lasblaster and thus alright.&lt;br /&gt;
**&#039;&#039;&#039;Sunrifle&#039;&#039;&#039;, which fires just like a lasblaster but at AP3 and forces an Init test if it hits, failure reduces the enemy unit to WS and BS 1 for their next turn, great for protecting the hawks from return fire and crippling a potential threat from the target squad. Do note that vehicles that have no Initiative value fail this test automatically, and blinding do affect all models in the squadron, so dakkaing a Sunrifle on the Leman Russ squadron before charging it actually makes sense, since anything that survives in haywire mayhem would be hard-pressed to hit something at BS1.&lt;br /&gt;
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&#039;&#039;&#039;Shining Spears&#039;&#039;&#039; &lt;br /&gt;
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Shining spears are guardians that once flew jet bikes and really loved it, now they are aspect warriors who love flying jet bikes and really love it, enough said. Shining spears are a shooty assault style knight of medieval days, leveling a lance at enemies and running it into squishy bits with a whole lot of speed behind them. &lt;br /&gt;
They feature high toughness and heavy armor courtesy of the jet bike and heavy aspect armor as well as a laser lance their primary weapon with the under-slung shuriken catapult. The laser lance can fire a single 6&amp;quot; shot with S6 and AP3 with the hilarious benefit of the lance rule for heavy AV vehicles. Basically a 17% chance to glance armor and maybe better for lower AV. After this shot is fired the spears can jet into an assault, using their lances momentum for the first turn of combat to function as S6 AP3 weapons, ideal for cutting down marines on mass and even keeping the lance rule if you charged a land raider. &lt;br /&gt;
They get the Battle focus and ancient doom rules of the other Eldar, plus the outflank ability and skilled rider for enhanced cover saves on the fly. &lt;br /&gt;
The downsides of spears are easy to see, expensive models with not a lot of deadly weaponry to really scare any particular threat, they need to make the most of their numbers and really try hard to seize more points than they cost you, though the points cost did drop. They also get way worse at fighting the second round of an assault, so don’t stick around.&lt;br /&gt;
The spear tactics are simple, fly into the board, laser pew pew your target, charge in for the dunk, if your target didn&#039;t die you’re either stuck in combat or have the exarch.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; bring a bit more stink to the squad with more attacks and better stats overall for what they will be doing. Options of powers are monster hunter and Hit&amp;amp;run, both of which benefit the whole squad (if you bought exarch you will also buy hit&amp;amp;run, you WILL) as well as disarming strike for the exarch alone for challenge purposes. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Power weapon&#039;&#039;&#039;, um...why would we do this?&lt;br /&gt;
**&#039;&#039;&#039;Star lance&#039;&#039;&#039;, better than a laser lance, thus good as a weapon and a simple purchase.&lt;br /&gt;
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&#039;&#039;&#039;Vyper Jet bike&#039;&#039;&#039; &lt;br /&gt;
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The Vyper is the large scale armored jet bike of the Eldar, requiring two pilots, one for aiming its weapons at the high speed the vehicle moves and the other to deftly maneuvering the vehicle with inhuman speed and grace. The Vyper is a fast platform for many of the Eldar&#039;s classic heavy weapons and can zip around as a combined squad to seek and destroy targets of all shapes and sizes.&lt;br /&gt;
Stock the vehicles is a fragile AV10 open topped skimmer, with only 2 hull points they can go up in smoke if too many shots get levied at them and they should always aim for cover saves when available. Their default armaments include a twin linked shuriken catapult and a primary shuriken cannon, the catapult can be swapped out for a cannon which is basically a must on all vehicles with the option. The primary weapon can then be exchanged for a Starcannon, Bright lance, scatter laser or EML like basically all Eldar vehicles, these options presenting it a variety of options for engaging foes with weaponry suited to that end, each Vyper can swap for different weapons. &lt;br /&gt;
The Vyper boasts no special features aside from its unit type so to grant it any additional benefits the Eldar vehicle gear must be consulted, holofields seem like a good choice and crystal targeting matrix allows for a full salvo of accurate fire (with the units buffed BS4) right after a hefty table move. Vectored engines don’t help a unit whose rear armor is equal to all the rest and if shot at spirit stones won’t likely make anything like a difference.&lt;br /&gt;
The Vypers are fragile, they offer only one choice of heavy armaments so unlike the warwalkers they are not the anti-heavy units you should rely on, that being said a squad even barely outfitted with just a Brightlance each is a highly mobile rear armor crashing force to remember. This is the fastest heavy hitter in your list and a good contender for your attention in the fast attack slots.&lt;br /&gt;
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&#039;&#039;&#039;Warp Spiders&#039;&#039;&#039; &lt;br /&gt;
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A reliable unit from the fast attack slot for years now the spider teleports around the battlefield threatening virtually any kind of foe almost anywhere on the battlefield. &lt;br /&gt;
Sporting mad heavy aspect armor for durability and their 12&amp;quot; S6 deathspinners for genocide the warp spiders are a rough customer. The monofilament rule of the spinner improved a good gun into a damn near great one, short ranged but bristling with firepower the gun can now turn those normally AP- shots into auto wounding AP1. Then just as a guarantee, the guns all gain a special bonus vs. slow infantry and all non-walker vehicles, gaining a free +1 to strength. This allows them to glance even AV13 to death, which is NUTS, or just dump their otherwise good firepower into the [[Anal Circumference|rear armor]] of tanks for the touchdown. &lt;br /&gt;
The mobility of the spiders is paramount to the success of their weapon however, its short range needs to be countered by the powerful movement of the spiders. Warp jump packs allow them to either jump their normal 6&amp;quot; or warp jump up to 6+2d6 (losing a model on a double result) in a direction, then they get their run courtesy of Battle focus with Fleet rerolls. Then you spin a whole lot of death, then you jet (troll) pack away 2d6&amp;quot; to avoid return fire. &lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take marksman’s eye for value sniping and stalker for challenges, if you get into one. Fast shot again seems good as hell, especially when paired with the spinneret rifle for multiple AP1 shots. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Twin linked spinner&#039;&#039;&#039;, more accurate spinner dakka than the regular for almost nothing.&lt;br /&gt;
**&#039;&#039;&#039;Spinneret rifle&#039;&#039;&#039;, interesting change from previous codex, now an 18&amp;quot; rapid fire weapon with monofilament and pinning, all with S6 AP1. Note the rapid fire distance is less than the death spinners normal range, so you have to get within 9” for the rapid shot benefit.&lt;br /&gt;
**&#039;&#039;&#039;Powerblades&#039;&#039;&#039;, which would be helpful for murdering enemy character (who is likely the only thing with a power weapon in a squad) if you choose to dive into melee with some shooty squad to avoid return fire, because as long as you keep the exarch alive your spiders would just jump out of melee the next turn. Besides that they also looks cool.&lt;br /&gt;
*Surprisingly, a squad of Warp Spiders would deal more anti-air S7 hits than equal point cost of War Walkers with double flakk missiles, just by sheer amount of dakka they dish out, so they are your cheapest ground based anti-air choice aside allies. Sure, their guns are short ranged, but that&#039;s why they have warp jumps and battle focus.&lt;br /&gt;
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&#039;&#039;&#039;Crimson Hunter&#039;&#039;&#039; &lt;br /&gt;
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While not the Nightwing Eldar players know and love the crimson hunter is still a fantastic answer to the fliers of other races that have mindlessly harassed us till now. The crimson hunter is a dedicated air superiority flyer of the Eldar army, he can single handily down just about every flyer in the game with and equal level of elegance and grace befitting an aerial Eldar pilot. &lt;br /&gt;
The crimson hunter embodies Khaine’s ability to lay low foes seemingly greater than himself, rending the vehicles of other races with seemingly no effort due to her dual Brightlances and primary pulse laser weapon found on the hull.&lt;br /&gt;
Crimson hunters have a few special rules that add to the ease of their job on the battlefield. Skyhunter allows them to re-roll any non-glancing non-penetrating shots made against fliers, giving the crimson hunter an almost guaranteed kill with its anti-armor load out. Vector dancer allows her to pivot 90° with ease at the end of her move, keeping him a hunter on the board far longer than the other races. &lt;br /&gt;
The biggest downsides of the crimson hunters are easily seen, AV10 across the board makes them just as frail as Vypers (albeit with more Hull Points) at triple the price. As such even the lowly bolter could clip our elf’s wings and weapons such as the AA fortification weapons pose a very serious threat.&lt;br /&gt;
Their poor durability can be mitigated slightly by the benefits of being a flier and cover saves in addition to Jink, however these defenses are fickle and will rarely save you form dedicated AA firepower. As such the best defense the Crimson hunter offers is coming into the field after his prey is already present, allowing him to down the target flier before the enemy can bring sufficient weapons to bear on him. (The Autarchs special ability makes this a tiny bit easier to accomplish)&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can be taken for the crimson hunters, Eldar men and women of such unreasonable skill they gain the power to deliver precision shots against foes below even while jetting across the battlefield at supersonic speeds, an utterly demented idea the crimson exarchs pride themselves on. They also outright boost the accuracy of the weapons as a benefit of their enhanced BS and can acquire the night vision, which is mostly useless unless you know you&#039;re about to play an eternal night Lolcron army and marksman’s eye, which is mostly useless because your objectve is to down the flyers, not hunt enemy ICs. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Double Starcannons&#039;&#039;&#039;, but let’s face it, you shouldn’t do this, and you won’t do this.&lt;br /&gt;
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&#039;&#039;&#039;Hemlock Wraithfighter&#039;&#039;&#039; &lt;br /&gt;
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The hemlock is piloted not by a fighter pilot but instead by a unique Spiritseer. The Hemlock is a wraith unit and as such is crewed by the souls of past Eldar.&lt;br /&gt;
The hemlock does not boast heavy weapons or hull smashing armaments for it is not a weapon of this world, but of the next. Fear is the hemlock&#039;s true purpose and fear it delivers with ease. The dual heavy D-scythes are S4 AP2 blasts that obviously excel at cutting down swaths of armored and unarmoured foes with ease. These weapons make the hemlock totally incapable of aerial combat and poor at taking out vehicles, though the distort rule of the weapons does not leave it fangless. The hemlock comes standard with spirit stones allowing it to negate problematic conditions when under fire.&lt;br /&gt;
The hemlock is piloted by a non-HQ Spiritseer, and this seer constitutes the hemlocks most unique features. The Mindshock pod attached to the underbelly of the fighter forces any successful morale and pinning tests made nearby to be rerolled, even for allies. Then the Spiritseer inside knows and utilizes a singular power, Terrify from the core rulebook, which he can fire once a turn at LD10. Stripping the target first of its fearless and then forcing a morale test under the gaze of the Mindshock pod is scary stuff, even the mighty Swarmlord could be made to flee such an embodiment of fear itself. If your army have a lot of pinning weapon, Hemlock might be the thing you need to make them actually work against anything, that isn&#039;t Imperial Guard or Tau.&lt;br /&gt;
Like the crimson hunter the hemlock is fragile, sporting an AV10 and 3hull points to its name it’s no better off than the Crimson hunter when people start shooting at it. Using Jink for saves also leaves you unable to fire your weapons period but Terrify still functions. Additionally any perils of the warp caused by the Spiritseer cause a glancing blow against the fighter as well. The Mindshock pod and distortion weapons also have pretty short range so the Hemlock finds itself often in unfriendly territory.&lt;br /&gt;
Often times the hemlock must be used with great care, its weapons and powers not suited for all threats all the time. Combine the Horrify power of the standard warlocks with the Hemlock and a plethora of pinning tests and you can shut down your foes across the board, rendering them helpless to fight back against your slaughter. It also has vector dancer so keep it on the board and over your enemy’s heads.&lt;br /&gt;
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&#039;&#039;&#039;Shadow Specters (Forgeworld)&#039;&#039;&#039;&lt;br /&gt;
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Guess who&#039;s back? Shadow Specters get an update, that turned them from weird overpriced unit who don&#039;t know what they suppose to do into proper all-rounders. Sure they are fragile and few in numbers, but with Battle Focus and JsJ they can jump around BLOS, and even if they get targeted, 4+ armour and cover may help a bit (though don&#039;t count on it). Then comes their guns - they have &amp;quot;MEQ-killer&amp;quot; and &amp;quot;Horde Sweeper&amp;quot; mode, with the later getting buffed to AP4 (making it a threat to anything with a word &amp;quot;warrior&amp;quot; in its name), and with Ghostlight they can threaten tanks as well. And they come equipped with haywire for when you REALLY want that Land Raider or Monolith dead - just be aware that Specters themselves would probably die the next turn after they charge some big metal box, and that you paid a lot of points and pounds to field them. For some reasons they get Fear, but don&#039;t rely on it - they still suck in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the night vision and Hit &amp;amp; Run to benefit the whole squad as well as Monster Hnter (not really worth it) and Shadow of Death - interesting, albeit unfluffy ability that allow him to voodoo enemy squads within 12&amp;quot; to pass Ld tests on 3D6 discarding the lowest result. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Prism Blaster&#039;&#039;&#039;, which boosts MEQ, TEQ, and motster-killing ability of Exarch a lot and boosts Ghostlight, but for a price of no blast mode. Definatelly worth it against marines, and might be worth against heavy mech, if not the following one:&lt;br /&gt;
**&#039;&#039;&#039;Haywire Launcher&#039;&#039;&#039;, two shots with haywire backed with a hail of S6 or Ghostlight lance of his squad would kill most vehicles in one turn. The downside is that it&#039;s all but useless against anything else but mech, being just an AP4 flashlight.&lt;br /&gt;
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&#039;&#039;&#039;Wasp Assault Walkers (Forgeworld):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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&#039;&#039;&#039;Hornet (Forgeworld):&#039;&#039;&#039; &lt;br /&gt;
Guess what? The update is out and what do we have?&lt;br /&gt;
First of all, the Hornet itself is now 70 points and all weapons except for EML are 5 points. Yes. Even the pulse laser.&lt;br /&gt;
It now has access to Acute senses in case you don&#039;t want to get right into the fray. The update has nerfed the Aerial Assault to oblivion, but with 6E fast vehicle rules you could fire two guns on full speed anyway.&lt;br /&gt;
With Warp Hunter nerf this babies are almost obligatory, especially with 6th edition being a termi-edition.&lt;br /&gt;
They also get access to all the eldar vehicle goodies, yet you hardly require anything except for holofields. And in most cases you need them not, for their job is to dish out a whooping 12 S8AP2 attacks at an unsuspecting foe across the deck, decimating even the Paladins if need be. Just be sure you don&#039;t get charged. That&#039;s 6th. You can get charged even if you&#039;re a fast skimmer.&lt;br /&gt;
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&#039;&#039;&#039;Nightwing Interceptor (Forgeworld):&#039;&#039;&#039; Still fast, still able to mince other flyers, and more likely than not a vehicle a  turn. Gets a pretty sweet cover  save, but every bit as paper thin as other eldar flyers.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
Heavy support was a slot already tight for space with the majority of the Eldars best and brightest weapons vying for our attention, now the issue is only made worse with additions of the Wraithknight and overall improvement of just about every unit in the slot. You will almost guaranteed fill all three slots of this unit type regardless of the army you field given that the heavy supports offer something for everyone. Heavy support is now a pinched slot, so choose wisely and take great care with the units you commit to taking, since you’re turning down other equally good options to do it.&lt;br /&gt;
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&#039;&#039;&#039;Dark Reapers&#039;&#039;&#039; &lt;br /&gt;
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If Khaine loved anything, it was war. And in war things often get truly and utterly fucking destroyed, reduced to rubble and broken beyond any means of restoration, this is the dark reapers in a nutshell. A grim and terrifying aspect, dark reapers even give other Eldar a hint of fear, levelling foes across a wide zone of the field.&lt;br /&gt;
The dynamic of the dark reapers changed heavily with the dawn of the new codex, once relegated to a small squad of dedicated marine killers with their exarch easily responsible for well over half the squad’s actual value, leaving the rest as fluffy extra wounds for the exarch. Now each reaper has a choice of weapon to choose from and he loves each options equally. Regular reapers have the choice of either their more traditional starswarm launcher, a weapon that fire salvos of S5 AP3 shots from across the board. Now they also have the starshot missile, a single heavy hitting shot at S8 AP3, sending most MC&#039;s reeling and most vehicles behind the biggest brick wall they can find. The reaper rangefinder that benefit the whole squad and any attached ICs prevents jink saves, lending even more weight to their armor hunting ability.&lt;br /&gt;
As far as special rules the reaper go against the grain, ancient doom stays intact but reaper armor is too heavy for the likes of Battle focus, instead the reapers gain mobility from previous additions with slow and purposeful, giving them full ability to move during the movement phase and still fire their weapons with no loss of accuracy, wonderful. &lt;br /&gt;
As for downsides, the reapers are not quite as mobile as the main Eldar force, but with range they don’t really need to be. Other issues such as sheer cost (now that they can have up to 10 models in a squad, up from five) costing you in the three hundreds to field a complete squad, even before upgrades! Oh and cover saves still hinder their ability to lay down unabated killing fire, nothing new there.&lt;br /&gt;
The role of reapers hasn&#039;t changed very much, laying down the same oppressive AP3 firepower they did before from afar, but now with the power to leave infantry shredding to others while they drown tanks in S8 spam. Anything caught in the open against reapers is either very heavily armored, equipped with a decent invulnerability save, or dead.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; used to be all the squad was worth, now they enhance it rather than make it look bad by comparison. The night vision power helps fantastically against the new availability of night fighting and marksman’s eye gives him the ability to snipe a bit, fast shot hasn’t gotten worse so you&#039;ll be picking that up for sure. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Shuriken cannon&#039;&#039;&#039;, a big big step back in range this weapon probably hurts the exarch more than helps him.&lt;br /&gt;
**&#039;&#039;&#039;Tempest launcher&#039;&#039;&#039;, the same 36&amp;quot; anti MEQ barrage tool of the past edition, good with fast shot, low strength.&lt;br /&gt;
**&#039;&#039;&#039;Eldar missile launcher&#039;&#039;&#039;, as versatile as it is expensive it can grab flakk missiles and fast shot down air threats, though unless your squad is all decked out with starshot missiles you won’t want to force their fire on a target they won’t really hurt.&lt;br /&gt;
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&#039;&#039;&#039;Falcon&#039;&#039;&#039; &lt;br /&gt;
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The classic falcon remains unchanged in this era over the old and still fulfills its job as APC with guns to spare. &lt;br /&gt;
Falcons come stock with their pulse laser, a S8 AP2 lulzbeam with great range and track record as well as underslung catapult (upgrade to a cannon). Then it gets its choice of heavy weapon from the pretty standard list of Brightlance, Starcannon, Scatterlaser and EML (no flakk). The falcon also features the standard Eldar falcon chassis complete with AV12 front and side with AV10 in the rear, 3HP, nothing to write home about but reliable enough to last most days.&lt;br /&gt;
The falcon can carry a squad of no more than 6 bodies which is ideal for moving units such as fire dragons and small elite squads, but cannot move around wraith units. As a fast skimmer the falcon and its kin are mobile and granted a decent cover save against things that mean them harm, a pro with holo fields boosting this already decent defense.&lt;br /&gt;
Downsides on the falcon are simple: melts under fire, expensive as hell and competition in the valuable heavy support slot.&lt;br /&gt;
The tactics for the falcon are totally unchanged, drive in, unleash squad, shoot things dead. Some things can be relied upon to stay simple and the falcon is just that, it does its damage and get people where they need to be, hopefully before a las shot turns it into so much rainbow debris.&lt;br /&gt;
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&#039;&#039;&#039;Fire Prism&#039;&#039;&#039; &lt;br /&gt;
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Fire prism are the benchmark of Eldar battle tank technology, quick, fragile, deadly. The fire prism is elegant and graceful, it will deliver the results you need and look great doing it, like so many heavy support slots choices it&#039;s hard to just field one.&lt;br /&gt;
The weapons of the fire prism is all you need to care about, the old combined beam power is gone, a loss as it would have given the fire prism even better than it is, which is fantastic. The AV12 falcon chassis is here to stay, reliable but fragile to dedicated hunters, twin-linked shuriken catapult (read: soon to be upgraded shuriken cannon) is here as well and the plethora of Eldar vehicle upgrades available. &lt;br /&gt;
However it’s the 60&amp;quot; Prism cannon you buy the tank for, this magnificent jeweled weapon that focuses such intense power as to turn foes of all shapes and sized into all shapes and sized of slag. Boasting now the amazingly versatile THREE FIRING MODES the prism cannon rules as king of your culinary delights. For your meat lovers you have the dispersed mode, a S5 AP3 large blast, great for MEQ and anything more fragile. For your vegetarians you have the focussed mode, a TEQ hunting small blast with S7 and AP2, good for all things the previous mode didn’t quite get. Finally we turn the volume up to 11 and give our vegans out there the lance mode, used to scythe down anything that doesn’t strictly walk where it needs to go. At S9 AP1 with the LANCE special rule this weapon finally gives the Eldar an answer to the rail guns and lascannons of the other races, penning AV12+ 50% of the time.&lt;br /&gt;
What downsides does the fire prism have you ask? Expensive tank + upgrades costs, high aggro generation and usual complaint of Eldar vehicles but nothing beyond that, a solid workhorse in the army you could field three and no one would bat an eyelash.&lt;br /&gt;
Field the fireprism like you would a tank with a serious chip on its shoulder, easily capable of downing an enemy unit and making back its own point cost quickly with proper use. Holofields make it pretty durable just keep it away from dedicated anti-armor weapons it cannot save against.&lt;br /&gt;
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&#039;&#039;&#039;[[Wraithlord]]&#039;&#039;&#039; &lt;br /&gt;
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Wraithguards controlled instead by the soul of a true Eldar exarch the Wraithlord features great skill at range and up close. Durable like adamantium the wraithlord is a threatening and distracting unit, [[DISTRACTION CARNIFEX|wink wink]].&lt;br /&gt;
With the heavy competition the Wraithlord needed to step up its game to stay on the board, and it did just that, the ghostglaive is a new melee option that allows for a single re-rolled hit each turn and adds +1S, for basically free. MUCH cheaper options of Shuriken cannon, Bright lance, Scatter laser, Starcannon and EML work far better than before. These weapons not only come cheaper than before but you can EQUIP TWO OF THE SAME, dual lances, some massive Shuriken dakka or whatever to your tastes. With massive toughness and great armor they are a stark contrast to the regular Eldar&#039;s poor durability under fire. Now the only weapons that hurt a Wraithlord are poison type abilities or big anti-tank shots. With monstrous creature rules lords can easily get some cover and blast out with accurate fire while still presenting themselves as a strong melee deterrent for your back line. They absorb far more firepower than is reasonable and with the new boosted attacks they can make a bit of a threat in melee again, crushing all foes under S9 AP2 strikes and taking little in return.&lt;br /&gt;
Wraithlords are now characters for the fluff of it and challenges either make or break the unit in assaults, allowing him to call out special units with power fists and the like or getting caught up in a scrap with a meager sergeant for a turn too long.&lt;br /&gt;
Their downsides lie in their cost and slow speed, preventing them from closing for melee quickly or proving the firepower their cost would allow on units such as the warwalkers or fireprisms. &lt;br /&gt;
With their toughness, damage, versatility and cool appearance each commander will find the Wraithlord a different part of the battlefield to call its own, be it running to take that Landraider apart with a well-aimed smash, or charging to hold an enemy objective on big guns never tire. Each lord is unique and useful, it’s up to the player to give them the role that is needed best.&lt;br /&gt;
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&#039;&#039;&#039;[[Wraithknight]]&#039;&#039;&#039; &lt;br /&gt;
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Wraithknights are our new wraithbone colossus, standing high above even the Wraithlord&#039;s stature, piloted by a combination of living and dead Eldar twins it manages to pilot with the grace of a true Eldar and the power of its wraithbone comrades. &lt;br /&gt;
At nearly the size of the revenant titan the Wraithknight is truly a monstrous force upon the battlefield, and with that armed to the teeth with various weapons at its disposal including the typical heavy shoulder weapons. Shuriken cannons and starcannons both give it anti-light or anti-heavy infantry power but these options are poor and subpar. The scatter laser however is now, at 20 points each up to two (don’t take two) these add to the already massive cost of the unit but grant it the same spammy S6 fire that has made the scatter laser a staple in the past, but with the added benefit of the laser lock rule, which makes any hits by the laser twin-link any and all weapons fired by the Wraithknight except the laser themselves. Because of the special load outs of the unit and its newness each weapon kit will get a bigger description as follows:&lt;br /&gt;
*&#039;&#039;&#039;Heavy wraithcannons&#039;&#039;&#039;, identical to the fearsome Wraithguard weapons but with three times the range the Wraithknight can dominate and decimate any individual target regardless of size or defenses, S10 with the distort rule to back it up allows these guns (you have two remember) to remove any single target from the battlefield. These come stock on the Wraithknight and keep it on its lower price end of the scale, however like the regular wraithcannons these weapons run into issues against cover saves that are abundant in 6e, aim wisely. Don&#039;t bother paying for shoulder weapons with these as you cannot fire more than two weapons each turn.&lt;br /&gt;
*&#039;&#039;&#039;Ghostglaive &amp;amp; scattershield&#039;&#039;&#039;, With the Wraithknight&#039;s maximum S10, the bonus to strength from the glaive is lost, but the knight still benefits from the mastercraft re-roll on one of its 4 attack rolls. The scattershield really make this baby shine, granting the otherwise fire magnety Wraighknight a 5++ for defenses against all attacks. This makes the Wraithknight hard to kill even under the best scenarios and with any form of pskyer support, harder still. The shield also has another benefit, every time a save with the shields 5++ is made each unit within 6&amp;quot; has to make a test against the blinding rule. Watch you don&#039;t get your own guys hit by it - even with I5 you would occasionally roll a six sometimes, and seeing as Eldar have no units to spare, one turn of WS/BS1 could cost you a game. Though against [[Orks|low]] [[Necron|initiative]] or [[Imperial Guard|mechanized]] opponents blind is both reliable and powerful tool.&lt;br /&gt;
*&#039;&#039;&#039;Suncannon &amp;amp; scattershield&#039;&#039;&#039;, perhaps the greatest of Vaul&#039;s creations, the Suncannon is the absolute pinnacle of Eldar plasma weaponry, burning with the heat of a star but cool to the touch, meaning no dumb killing itself with every shot bullshit like other units. The Suncannon fires three shots at a lovely 48&amp;quot; range, each is a TEQ hunting nightmare with S6 AP2, but that’s not enough is it? No, now the weapons shots are all diamonds, I mean small blasts. With twin-linking (shoulder Scatterlaser) or guide support the blasts should land pretty easily on target. This weapon could potentially reduce a squad to no dudes or not enough models left to care about, it is deadly, it is expensive and it will do serious damage. Come with a scattershield as well for a 5++ saves.&lt;br /&gt;
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The Wraithknights grace and nimbleness despite its size makes it a jump monstrous creature, allowing it to sail through the air and get around very quickly. Move up to 12&amp;quot; in the move phase, end in some piece of cover or whatever else you need to be and if assaulting reroll the charge distance if you need to and hammer of wrath with smash ect ect. Can also deepstrike which for a model of this size is risky (unless your warlord got Seer of the shifting vector) due to terrain and whatnot.&lt;br /&gt;
The Wraithknight has better strength, Initiative and attacks than the Wraithlord but barely outclasses it as such, very expensive cost difference. &lt;br /&gt;
You probably would need a special case for it. With T8 and six wounds it will endure a beating, but you may want to keep it near area terrain (if you can find any big enough) for a tasty and cheesy 5+ cover to compensate for the lack of an Invulnerable normally. Like the wraithlord poison type abilities and weapons ruin your day along with instant death.&lt;br /&gt;
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**In larger points games (Over 1500 or so) a Wraithknight with a Suncannon and Scattershield, plus a Scatter Laser, can become the biggest and most unreasonably tough [[DISTRACTION CARNIFEX]] ever. With T8, it&#039;s immune to everything S4 and below, you have to be S7 before you need better than a 6 to wound it, and it&#039;s 3+, 5++, plus 6 wounds, means that it&#039;s nigh on impossible to bring down (this goes double if you manage to cast Fortune on it). The twin S6 guns will make it a serious threat to all forms of infantry and a good portion of vehicles and as a Jump Monstrous Creature, it&#039;s fast enough that your opponent can&#039;t reasonably ignore it. Throw on the Pacific Rim theme as your personal Jaeger drop kicks tank battalions, hops over Aegis&#039; to smash artillery and squish heavy weapons teams, while all the while your Falcons and Aspect Warriors run around getting to kill things unmolested, because the Wraithknight is absorbing all the fire.&lt;br /&gt;
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&#039;&#039;&#039;War Walker&#039;&#039;&#039; &lt;br /&gt;
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A core part of older lists the warwalkers are mobile platforms that really embody the Eldar condition, loaded with firepower, melts under fire. War walkers excel at putting long ranged damage into whatever target they have been equipped to handle, often an anti-armor role but their versatile weapons list allows for many other targets. &lt;br /&gt;
Walkers function with a much improved BS of 4 and even better comes equipped with a stock 5++ as a result of their higher price, enhancing the unit’s questionable durability to something a bit more reasonable. They can grab a host of different Eldar vehicle upgrades and come stock with dual shuriken cannons as their default weapon. The cannons can be exchanged for other weapons and makes the big change in walker’s roles on the battlefield (these units are good for magnetized modelling as a result). Shuriken cannons, scatter lasers, star canons and bright lances are all on the menu. Finally the big option, the Eldar missile launcher: a gun as versatile as the wielder the EML clocks in at several times the price of alternate options but here&#039;s why: at its base it can either be anti-armor or anti infantry blast weapons. It is also one of two units that can attach the flakk missile for a skyfire option for a few additional points. &lt;br /&gt;
Warwalkers have battle focus, &amp;lt;strike&amp;gt;however they cannot use it, too bad&amp;lt;/strike&amp;gt; all vehicles have Relentless according to BRB page 71. Run and gun those walkers all day. &lt;br /&gt;
Frail as all fuck walkers are AV10 open topped and only two hull points apiece, their power shield granting them a limited but unreliable resistance but doing nothing to make the squad a powerhouse for defenses. Do not expose them to heavy firepower or you will lose them.&lt;br /&gt;
Walkers excel at either unloading round after round of guided firepower into the field as well as outflanking onto the board to dork some side and rear armor for you, they unleash a frankly unreasonable number of shots and don’t cost you and arm and a leg to pull it off, protect them, kill with them, and maybe even down a flyer with them.&lt;br /&gt;
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&#039;&#039;&#039;Vaul Wrath Support Weapon Battery&#039;&#039;&#039; &lt;br /&gt;
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These are the artillery of the Eldar army which can be taken in squads of three and are crewed by two guardians per gun model and come in three flavors. They can also get a warlock optionally with a host of supportive power options. Gunners get a basic shuriken catapult you should hopefully never have to fire. Bear in mind that these support weapon batteries show none of the awesome convenience of Guardian squad support platforms - they are type Artillery and therefore function like a Napoleonic-era field cannon, they can run in 6th edition, &amp;lt;s&amp;gt;and thanks to Battle Focus they can also shoot, as the restriction for artillery not being able to fire is having moved in the movement phase, not the shooting phase.&amp;lt;/s&amp;gt; (Rules for Battle Focus says that you can not shoot and run or run and shoot Heavy Weapons unless you are relentless) The crew benefit from the gun&#039;s awesome T7 against enemy shooting attacks. On the bright side they are dirt cheap. In the ever competitive heavy support slot the Vauls wrath needs to work damn hard to make its place at the table. The suite of artillery weapons are:&lt;br /&gt;
*&#039;&#039;&#039;Shadow Weaver:&#039;&#039;&#039; Default weapon. Lightweight version of Nightspinner&#039;s main gun, it packs one less strength, but it&#039;s still a small blast barrage and have all the monofilament benefits(FAQ&#039;ed to small blast says large in codex). Fired in groups these function as a salvo and thus the first shot is all the more important.&lt;br /&gt;
*&#039;&#039;&#039;Vibro-cannons:&#039;&#039;&#039; No longer featuring the LOS ignoring line of dubstep the Vibro cannon has lost a lot of its character. For every vibro cannon that hits beyond the first they increase the strength of all hits. You get +1S -1AP for each vibro canon that scored a hit. The base stats are S7 AP4. Sadly, you can only take 3 of them, so they cap at S9 AP2 and have the pinning rule.&lt;br /&gt;
*&#039;&#039;&#039;D-cannon:&#039;&#039;&#039; Another distortion weapon out of the Eldar armoury and like previous version the D-cannon doesn’t stack up well to its peers. With half the range, the artillery will be hard pressed to find ample targets for the weapon and even then has the result of almost doubling the cost of the unit.&lt;br /&gt;
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&#039;&#039;&#039;Nightspinner&#039;&#039;&#039; &lt;br /&gt;
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Build upon the same falcon chassis as other Eldar battle tanks the Nightspinner embraces the silent killing power of monofilament weapons over the more direct firepower of its kin. Acting more as a fire support tank the Nightpsinner can slink away totally out of sight and lay deadly webs all over the battlefield while remaining mostly safe from retaliation. &lt;br /&gt;
The doomweaver is the primary weapon and features 99% of the tanks actual threat, laying down a S7 shot of monofilament onto the board, and as with all monofilament weapons it becomes S8 against slow targets like necrons and vehicles as well as the mini rending power that makes it auto wound and AP1. Like its close cousin the fire prism, nightspinners feature different modes of attack, the dispersed mode launches the shot high above the battlefield to rest silently and invisibly as a large blast, wounding and possibly pinning the target squad. Now there is also the focussed mode, a torrent weapon that fires the same deadly web but with increased accuracy, ignoring cover saves and lacks the pinning.&lt;br /&gt;
Night weavers are possibly more resilient due to not needing to be exposed most of the time but also have a chaotic track record of actual threat, sometimes wiping whole squads from the board other times managing to wound maybe a model or two, not a great buy for the player who like guarantees.&lt;br /&gt;
The Nightspinner lost its older difficult/dangerous terrain ability and now relies totally on its raw damage, even threatening vehicles with its S8 area of effect. The Nightspinner can as a barrage weapon hide completely from view to fire it&#039;s shot and can be used effectively as the least upgraded of the Eldar tank options, requiring no actual upgrades to its weapons or gear. Exposing the Nightspinner to fire is doable and sometimes even necessary depending on the available terrain but in those cases it benefits from its BS to reduce scatter.&lt;br /&gt;
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&#039;&#039;&#039;Warp Hunter (Forgeworld)&#039;&#039;&#039; : The update made things interesting.  Now it has a D-flail, str 7 ap 3, which can either be fired as the banewolf template from hell or as a three shot barrage weapon. (Small blasts). It keeps distort, but this incarnation seems to be a heavy infantry killer more than anything else.  If your fielding regular eldar, it&#039;s probably not the best choice, but if your going all wraith, all the time, it might be fun to include since it gives you a ranged template.&lt;br /&gt;
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===Super Heavy===&lt;br /&gt;
ALL Eldar superheavy vehicles have titan holofields which are force your enemies to roll D6 after hitting it with ranged weapons and roll 4+ or 3+ if your vehicle does not move (why wouldn&#039;t it?) or nullify the hit - which is just an odd and unwieldy way to describe 4++/5++ which works against D-weapon and stacks with other saves. This make their medium-armored hulls far, FAR more resilient, especially against D-strength weapons. Park your superhravy on the Skyshield pad, or cover it behind solid cover (ADL for tanks, building or multi-storied ruin for titans) and engage trollface as your opponent realize your superheavy have what is basically rerollable 4++ save. Suddenly, whose AV12 glass armour become more resilient than Imperial adamantium AV14 covered in void shields. If you mange to roll a Fortune on your Farseer, cast it on this motherfucker for double-rerollable 4++, which means only one hit out of EIGHT would actually do any damage.&lt;br /&gt;
*&#039;&#039;&#039;Scorpion (Forgeworld)&#039;&#039;&#039; – Huge fast tank with twin-linked turret-mounted pulsar (which is R60 SD Heavy2 5&amp;quot;blast). Shadowsword wishes it could be so deadly. It wasn’t selling very well compared to the other Eldar superheavy skimmers so instead of fixing it(say giving it heavy 4 or even the only heavy 2 pulsar) they have nerfed the other two.&lt;br /&gt;
*&#039;&#039;&#039;Cobra (Forgeworld)&#039;&#039;&#039; – Scorpion chassis with HUGE hull-mounted  distortion cannon. &amp;lt;s&amp;gt;10&amp;quot; D-strength blasts of pure rape&amp;lt;/s&amp;gt; scratch that, Scorpions weren’t selling so they nerfed the non scorpion eldar super heavys, they are now 7”templates and only 36”, they still tear apart entire formations, and if your enemy field titans, it’s also ignore their void shields.&lt;br /&gt;
*&#039;&#039;&#039;Lynx (Forgeworld)&#039;&#039;&#039; – Lighter and cheaper version of Scorpion. Only 6 HP and hull mounted pulsar or sonic lance. The last one is mean 18&amp;quot;-Hellstorm with AP2, which wound anything on 3+ and roll 3D6 for armor penetration. Oh, and this tank can fly for all that «hard to hit», assault-immunity and mobility goodness, but it can not shoot while zooming. Update: Forgworld tried to stop it out selling scorpions so they made it more expensive and made it av11(lower than every other Eldar tank)&lt;br /&gt;
*&#039;&#039;&#039;Revenant Titan (Forgeworld)&#039;&#039;&#039; – Your light titan. Two pulsars or two sonic lances, can fly on giant jump-pack upt o 36&amp;quot; and THEN run like Warhound if it wan&#039;t enough. Extremely mobile and deadly, but a bit fragile with only AV12. If you&#039;re planning to include Superheavy into your 40k army per new Escalation rules, this is your go-to unit.&lt;br /&gt;
*&#039;&#039;&#039;Phantom Titan (Forgeworld)&#039;&#039;&#039; – Absurdly powerful. With AV13, titan holofield bullshit re-roll to hit it,  and 24 SP it’s almost indestructible. It could spam D-strength pie-plates with 4-shot pulsars, blast enormous areas to hell with distortion cannons, or fuck anything (up to and including Imperator titan) in close combat with XBAWXHUEG space-elf-ninja-titan sword. And unlike imperial or orky heavy titans, the Phantom is fast – it can run like Revenant or Warhound, but even faster (up to 3d6).&lt;br /&gt;
*&#039;&#039;&#039;Vampire Raider (Forgeworld)&#039;&#039;&#039; – Eldar transport flyer, poorly armed and armored, but still very tough with constant &amp;lt;s&amp;gt;4+ invuln save&amp;lt;/s&amp;gt; nope changed again if you move enemies miss you if they can’t roll a 4+  for every hit, 3+ if you didn’t move. It’s a good vehicle on its own, but Eldar are fast enough, especially with 6-th edition buffed flat-out moves for fast skimmers. Leave heavy sky transport to space marines and tau.&lt;br /&gt;
*&#039;&#039;&#039;Vampire Hunter (Forgeworld)&#039;&#039;&#039; – Twin linked pulsar on flying platform. Fucking awesome.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
Sadly, at the moment there are only Imperial-themed fortifications. Meh, just say it is a stand in for the superior Eldar tech or your army [[Blood Ravens|stole it]] or something.&lt;br /&gt;
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&#039;&#039;&#039;Aegis Defense Line:&#039;&#039;&#039; &lt;br /&gt;
Fortification is decent considering that many of your units would like to have a cover save when the bolts start flying. The guns are nice, both featuring skyfire and interceptor at hefty cost but worthwhile since Eldar only count their true AA in the two flakk users and crimson hunter. A Dark reaper exarch with the right powers is pure murder on it, the Dark reaper Exarch can ignore jink cover saves as well as apply fast shot to the weapon. &lt;br /&gt;
Good options for gunnery units include but are not limited to: Dark reapers and exarch, guardians and warlocks from Vaul’s wrath squads, Farseers with nothing better for their shooting phase, Autarchs in general or whatever other models you have available to fire these weapons.&lt;br /&gt;
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&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; &lt;br /&gt;
The 4+ invulnerable save vs. shooting for everyone sitting on top of the thing can be especially good considering the Eldar don&#039;t usually have great resiliency, combo with a lurking fortune seer and you can get a very durable static fire base. Rangers, Vauls wrath teams, dark reapers, war walkers and even the Wraithknight come to mind as powerful long ranged options for a resilient fire base but there are many more units who can make use of it. The deep strike accuracy it provides will be somewhat under-utilized but with the new codex a few options are there for you to deep strike in like spiders and the Wrightknight (heh, have the skypad on their side and deep strike a meleeknight :D)&lt;br /&gt;
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&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; &lt;br /&gt;
Provides a decent if bunker for hiding and gunning in it along with a tough AV14 shell to crack. The tower comes stock with 1 heavy bolter from each side providing a wide angle of attack along with the units positioned inside it. Becomes more useful with the additional weapon option for either comlink or one of the two Aegis skyfire weapons to seriously menace the skies. Rangers, reapers, maybe even the support weapon batteries can make use of the parking space and menace anything within a huge radius. Make note of the limited fire points for untis within, you don’t want to hide a massive sqaud of reapers within only to sacrifices several of their attacks.&lt;br /&gt;
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&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; &lt;br /&gt;
On the high HIGH points of the spectrum we come to the deathstar of fortifications, a bastion of unbreakable defense and bristling with enough guns to melt even the most horrific of warpspawn. Stock the fortress comes with one longer ranged AA gun and an infantry menacing barrage weapon, is divided into three buildings each armored like a landraider and enough floor space to afford a decent smattering of your favorite Eldar bastion buddies. At 220points base its tight to fit into a budget but start slapping on up to four Heavy bolters around and upgrading the missile launcher to drop S8 AP3 barrage blasts anywhere on the field, it can go up to 290points, potentially threatening your list for more troops of necessity. (Beware the central building doesn&#039;t get ruptured or you will discover the one door to be busted and your units will have to start throwing themselves out the windows to escape)&lt;br /&gt;
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==Supplements==&lt;br /&gt;
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===Iyanden===&lt;br /&gt;
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*&#039;&#039;&#039;Heroes of Iyanden:&#039;&#039;&#039; A Wraithlord or Wraithknight can be your Warlord, even though it&#039;s not an HQ model. This rule is weird and not particularly useful, especially given most of the Warlord powers are iffy to begin with. On the one hand, your opponent will struggle to take your Warlord down for an extra victory point; on the other hand, it will make your big Wraiths even more of a target than they already are.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Council:&#039;&#039;&#039; You can take up to 5 Spiritseers per HQ slot. This means you can pepper them throughout the army without jeopardizing your chance to take a Farseer. However, note that taking a ton of them becomes very expensive very fast.&lt;br /&gt;
*&#039;&#039;&#039;Gifts of Asuryan:&#039;&#039;&#039; &amp;lt;s&amp;gt;You can&#039;t take the standard Eldar Remnants of Glory, but you can take the Iyanden Gifts of Asuryan instead.&amp;lt;/s&amp;gt; You can still take Remnants of Glory, you just can&#039;t take items from both lists on the same character. We&#039;ll go into more detail about those below.&lt;br /&gt;
*&#039;&#039;&#039;Voice of Twilight:&#039;&#039;&#039; Any Spiritseer in an Iyanden army treats the Voice of Twilight (a psychic power exclusive to Iyanden) as the primaris power for Runes of Battle, meaning you can&#039;t take Conceal/Reveal. Voice of Twilight is a two-Warp-Charge power that gives all Wraith units within 12&amp;quot; Battle Focus and Furious Charge. This probably takes more than it gives, given just how potent Conceal/Reveal is. Battle Focus makes them a bit more mobile (and is a darling for the Wraithknight), but Furious Charge is very iffy.&lt;br /&gt;
** This power is more design for your Wraithguard/Blades if anything.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; Your Warlord can roll on the Iyanden Warlord Traits table, discussed below.&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
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*&#039;&#039;&#039;1: A Hero for Ages Past and Future:&#039;&#039;&#039; 3D rerolls for your warlord, useful if you make a Wrathknight or lord to be the Warlord.&lt;br /&gt;
*&#039;&#039;&#039;2: Beacon of Hope Renewed:&#039;&#039;&#039; The Warlord and everybody within 12&amp;quot; of him get Feel No Pain (6+). It will cover most of your army fairly easily and is certainly nice, but it&#039;s not exactly a huge benefit.&lt;br /&gt;
*&#039;&#039;&#039;3: Driven by Ancient Doom:&#039;&#039;&#039; The Warlord and his unit gain Hatred. Useful, but most of your Warlord options will not be close-combat oriented, and if they are, they generally have high WS anyway, so this is only mediocre.&lt;br /&gt;
*&#039;&#039;&#039;4: Lord of the Sorrowful Dead:&#039;&#039;&#039; The Warlord can use the Spirit Mark ability from the Spiritseer; if he &#039;&#039;is&#039;&#039; a Spiritseer, he can Spirit Mark two enemies per turn. In both cases, it lightens the load on your Spiritseers, but this isn&#039;t as useful as in standard Eldar, since you can take a Shadow Council of a up to five Spiritseers. Also of special note is that you can get this for a Wraithlord or Wraithknight, which makes them far more effective as a support unit.&lt;br /&gt;
*&#039;&#039;&#039;5: The Purity of a Flawless Soul:&#039;&#039;&#039; The Warlord and his unit get +1 to Deny the Witch. If you get this on a Farseer or Spiritseer, it&#039;ll make the unit all-but-invulnerable to psychic powers. For pretty much anything else, it&#039;s nice but not particularly good.&lt;br /&gt;
*&#039;&#039;&#039;6: The Undying Flame:&#039;&#039;&#039; The Warlord rerolls all failed saving throws, but if he takes an unsaved wound, he loses the ability. This is pretty amazing, all things considered, since it greatly improves the survivability of your Warlord. This is especially nice on the Wraithknight and Wraithlord; it makes the two of those all-but-indestructible.&lt;br /&gt;
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====Gifts of Asuryan====&lt;br /&gt;
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*&#039;&#039;&#039;The Celestial Lance:&#039;&#039;&#039; The weapon of the Shining Spears Phoenix lord.  It has a short range lance shot while its melee is basicly a powerfist at normal iniative you can only use when you charge, both if it kills a character/monstrous create it explodes!  Place a large blast on top of it and everyone but the bearer takes a hit at equal strength with saves allow.  Combine with marksman’s eye to snipe a leader in a squad to soften it up for a charge. &lt;br /&gt;
*&#039;&#039;&#039;Soulshrive:&#039;&#039;&#039; A mastercraft powerweapon at AP2 everytime you kill with it it you add more strength to it. &lt;br /&gt;
*&#039;&#039;&#039;The Wraithforge Stone:&#039;&#039;&#039; Here&#039;s the cheese, during each of your movement phase a wraithlord or wraithkight heals a wound on a 3+.  Makes a them even harder to kill which is good due to all the fire they&#039;re going to take.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Helm of Xellethon:&#039;&#039;&#039; Wraithguard in your unit take all your hits, and can accept challenges.&lt;br /&gt;
*&#039;&#039;&#039;Spear of Teuthlas:&#039;&#039;&#039; You can&#039;t have Iyanna Arienal but here&#039;s the next best thing, her spear.  Bascially a singing spear with rending.  Given that you get the rending dice on any roll of a six this means that you can carve open vehicles that much better and thanks to rending, have a better chance of going through somebody&#039;s armor save.  Not a lot, but at a mere 15 points if you were going to get a singing spear HQ model you may as well get this and add a little more punch.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
So, here we have an army that is strongly specialized heading into a battle where any sort of enemy (From an armor company to a swarm of angry cockroaches) could show up and start shooting, or eating faces. You gotta bring along the right tools or you&#039;re screwed. Within that context, putting together an Eldar army isn&#039;t so hard - half the troops only do one thing, and most often that&#039;s &amp;quot;shred infantry.&amp;quot; &lt;br /&gt;
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First, and I hate to repeat myself, the specialist nature of this army means that you could very easily bring 1000 points of awesome fun stuff but still lack the ability to melt enemy tanks. You then end up watching an invincible White Elephant stomp all over your fancy troops. For your own sake, don&#039;t go to war without a Falcon or a Fire Prism, or even some Dragons or Wraithguard, or just somebody with some Brightlances. Take anti-tank stuff, because nothing is more expensive than regret. Your army is likewise incomplete without some hand to hand troops. Against Space Marines and Necrons, Banshees are the suggested elf type, while Scorpions should be used against Orks and probably Tyranids. Harlequins should be thrown at anyone who doesn&#039;t understand how [[cheesy]] this army can really get. However, remember to tilt the odds in your favor before the fight. These aren&#039;t space marines you&#039;re playing, sonny boy - fight dirty.&lt;br /&gt;
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Questions about Troops and capturing objectives are hard to settle, so every Kaladriel is going to have to decide for himself. Of course a big meaty unit of Guards or Vengers running over to an objective and Going to Ground is a great way to make everyone sad. Two such units (always take Warlocks and probably Scatter Lasers) will give you great ability to hold turf as long as you aren&#039;t point-charged by Vanguard Veterans.  3 Guardian Jetbikes go for 51 points, and they can beat almost anyone to a far-flung objective, except Rangers who can infiltrate. Anyway, piles of raw bullet sponge are rare in the Eldar army (wraithguards come to mind, but they cost a lot of points and an &amp;lt;s&amp;gt;insane amount of dollars&amp;lt;/s&amp;gt; Lulz they are now physically cheaper than avengers) and everyone loves Objectives so think it over.&lt;br /&gt;
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Space Marine and Necron officers might be fine at running around by themselves and doing CS Goto stuff, but your little fairy princes and interior decorators can&#039;t do that because they will die. Your boss men have T3 and 4++ saves and there&#039;s nothing you can do about it. To practice true Unit Synergy, you are going to team your Farseer or Autarch up with somebody. Between the two, the Autarch is the &#039;I don&#039;t care about my HQ&#039; choice - he is cheap and easy to design once you accept that he is basically just going to lead your favorite team of Aspect Warriors and make sexual advances on the Exarch. Don&#039;t overthink him, and don&#039;t feel like he always has to have a spider pack. Remember the reserve roll modifications, since that is probably the real reason you are taking him (or her, hard to tell). Farseers are the big HQ choice, who are there to set the tone of your army. The proactive Farseer (and his Warlocks) will want to jetbike forwards, whang on tanks and zap enemy officers with Mind War. The sneaky, methodical Eldar player will plant him in the middle somewhere and have him cast Guide and Doom into every firefight.&lt;br /&gt;
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Above all else, &#039;&#039;&#039;play to this army&#039;s strengths&#039;&#039;&#039;. You will &#039;&#039;lose&#039;&#039; exchanges of fire with the [[Imperial Guard|hammer of the Imperium]] or the [[Tau|weeaboo space communists]], you will &#039;&#039;lose&#039;&#039; battles of attrition to Orks and &#039;Nids, and you will &#039;&#039;lose&#039;&#039; in close-combat to the specialists of other races. Take full advantage of the other races&#039; weaknesses, and exploit the ever-loving shit out of them. If you fail to do so, the bulk of your army will be turned into brightly-colored confetti in short order.&lt;br /&gt;
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Special note must be made of enemy artillery units - focusing as heavily as they do on light armor, [[Basilisk]]s, [[Manticore Rocket Launcher]]s, and Doomsday Arks are your kryptonite, and must be focused on &#039;&#039;immediately&#039;&#039;, as much their analogues amongst other races, such as Whirlwinds or Skyrays. Make extensive use of your superior mobility against these, deep strike them if possible, and do anything you can to kill them before they can get a shot off - your superior mobility (and ability to control distance) means little to [[Deathstrike Missile Launcher|a unit which can fire from across the map]].&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
*&#039;&#039;&#039;The Biel-tan Route:&#039;&#039;&#039; Commonly known as &amp;quot;One thousand frozen leaves falling to cut&amp;quot;. More commonly known as Swordwind. This means getting Aspect warriors; Dire Avengers, Dark Reapers, Fire Dragons, etc. Who are very good at a particular task. This is the potentially most lethal of the three.&lt;br /&gt;
**The advantage is the raw lethality of a specialist at it&#039;s trade. Dire Avengers holding the line while Dark Reapers suppress the enemy. Warp spiders pop in out of nowhere to tear apart enemies before ducking behind terrain. Fire Dragons close with the enemy to engage with Meltaguns. Scorpions creep into close combat as Howling Banshees pour out of a transport to tear apart heavy infantry.&lt;br /&gt;
**The disadvantage is the reliance on cover and getting everyone in the right spot at the right time. Get knocked off your game and the army evaporates.&lt;br /&gt;
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*&#039;&#039;&#039;The Saim-Hann Path:&#039;&#039;&#039; This means putting virtually everybody on jetbikes and disdaining everything without an engine. You run jetbiking seer councils, Farseers and Autarchs. Your troops are guardian jetbikes. Your Fast Attack choices are Shining Spears and Vypers. Your Heavy Supports are Falcons and Fire Prisms. If your overall formation is even remotely comparable from one turn to the next, then you&#039;re doing it wrong.&lt;br /&gt;
**Surprisingly, this is the most defensive path. Jetbikes confer a 3+ armor save on top of +1 toughness. The jetbikes of the army rolls with a 5+ cover save while moving, turbo-boosting turns this into a 4+, while the vehicles (with holofields) increase that to 4+ and 3+, respectively. It is also very tactically flexible, seeing as they entire army can move more than 12&amp;quot; per turn and can be in an out of a given section of the board in seconds while your enemy swings at thin air.&lt;br /&gt;
**Unfortunately, you need a fortune to field this kind of army. The vehicles alone are going to be 200+ apiece with upgrades and jetbikes aren&#039;t free. Expect to be outnumbered on a regular basis.&lt;br /&gt;
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*&#039;&#039;&#039;The Way of Alaitoc:&#039;&#039;&#039; This means Pathfinders saturating the good infiltration spots, War Walkers blowing the holy and unholy fuck out of shit, and more psykers than you can shake a bolter at. Long range firepower and lots of it.&lt;br /&gt;
**This is the least powerful of the three set ups. Rangers got nerfed in terms of rules, but got a points reduction. Illic Nightspear is a must for this build, seeing as the Alaitoc players would want Pathfinders (shrouded and precision shots), but they are terrible point for point at 25/model. Psykers, such as Farseers and warlocks (Spiritseers), tie the entire thing together. &lt;br /&gt;
**The bad thing about this is how static everything is. Pathfinders can&#039;t snipe and move, Wraith anythings don&#039;t Fleet and &amp;lt;s&amp;gt; war walkers aren&#039;t skimmers &amp;lt;/s&amp;gt; War Walkers have Battle Focus and a 5++ save and can outflank, their rules have improved, yet your starting positions tend to be your ending positions. &lt;br /&gt;
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*&#039;&#039;&#039;The Way of Iyanden:&#039;&#039;&#039; AKA, the &amp;quot;Wraithwall&amp;quot; - this is a very slow moving setup that involves at least one Spiritseer and a metric tonne of Wraithguard that may or may not have Wraithlord or Wraithknight support. Whether they be in squads of five or ten, this set up can shrug off tremendous volleys of fire and keep on moving. Wave Serpents optional (and definately something to be considered should you decide to field Wraithblades instead of Wraithguard).&lt;br /&gt;
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*&#039;&#039;&#039;The Yme-Loc mech:&#039;&#039;&#039; Remember the good old times when our Falcon-chassis didn&#039;t get glanced to death or Grav-gunned instantly due to bad wording? Yes, you do. You take up lots and lots of Serpents with basic Scatter lasers, support it with a couple of Dragon-serpents or Wraith-serpents. &lt;br /&gt;
**What&#039;s good is that you basically have up to 8 AV12 serpents with two of them being Dragon-pents to kill those things that can&#039;t be gunned down with SHITTONS of S7 shots. And yeah, you have 6 scoring units. &lt;br /&gt;
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*&#039;&#039;&#039;Ulthwe Shock and Awe:&#039;&#039;&#039; A big, kitted out, wave serpent riding Seer Council, with Eldrad if possible, is pretty much your entire army. Get some Fire Prisms to nuke whatever they can&#039;t fry with their brains or stab with singing spears, and some Guardian Jetbikes to grab objectives. This build swings a heavy psychic beatstick that can still work in assault because of fleshbane and 4+ invul, but if the enemy isn&#039;t crippled after two or three turns you probably will be. &lt;br /&gt;
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It is perfectly normal to blend these setups together. Just know how each part was built to be made and balance out the pros and cons.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. we pretend we don&#039;t hate them &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; They may be emo assholes but someone thought Eldar could get along great with the literally opposite society. Yes, apparently now Eldar are friends with those godless reprobate licentious pricks from Comorragh. They have decent melee units to augment your own but now suffer from age more than your own Eldar. There are some nice combos there, by the way - such as grisly trophies on their vehicles allowing all nearby allies to reroll all failed leadership tests (such as psykers).&lt;br /&gt;
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*&#039;&#039;&#039;Eldar Corsairs (Forge World):&#039;&#039;&#039; Pretty much like your own Eldar, but with a few different elements that may not match up to your own recently invigorated codex. Things may change with the Apocalypse update. You can stick 5 fire dragons in a Dark Eldar venom. &lt;br /&gt;
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*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; An army with a lot of more shooting out of different guns then your own, with their own recently steroided codex they have some good options. Fire warriors for the longer ranged dakka, railguns for railguns sake, the riptide which is like the Wraithknight with a smaller penis but shoots harder and farther,  and their fairly awesome commanders. They also have plenty of options for AA fire, which with the expensive and limited only to HS slots Flakk missiles is a very good thing.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. even we need bullet sponges &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Black Templars:&#039;&#039;&#039; The boys in black can give you: 4 shot krak missilles with tank hunter in a 4+HQ man Termi squad quite cheap or (relatively) cheap but strong melee heroes, but on the downside of overcosted Troop marines. It is also worth mentioning that you cannot ally with Black Templars if your list contains any psykers, so they are of questionable use due to locking you out of your own formidable psykers.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; All of their finest units (eg: Death Company, Furiosos, Sanguinary Guard etc) will massively augment your Eldar force. They also like playing with high speed dickey and high AV transports really help. Oh yeah, and stormravens. Obviously.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Runes of Warding are no more so that wouldn&#039;t interfere with them, but they are a very expensive allies.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Tons of shooting and big guns, tons of bodies, or a bit of both. You can use them as bullet shields, or to bring in more high-strength shooting at decent price.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Useful to deploy (Ironclad) dreadnoughts via drop pods next to units that can fire across the entire board, e.g. Deathstrike missile launcher. Also, they can deploy a thunderfire for cover boosting (techmarine) and decimating that squad of orks that fell out of the Battle Wagon whose front armour got blown open by a Fire Prism. &lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; They get even better psyker protection than you could ever get now, and have impressive melee / counter-attack capabilities to protect your fire support.&lt;br /&gt;
*&#039;&#039;&#039;Inquisition:&#039;&#039;&#039;&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. have the enemy kill them now, so we don&#039;t have to kill them later &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Meat shields extraordinaire. Sadly, as desperate rivals you may not want to be too close to them - I say sadly, because orks eat overwatch fire like pros, allowing your grenadeless Banshees, spears, wraithblades and MCs to come in and mop the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; Pretty meh now, their update was a joke but it looks a bit better in the new edition. Could be worthwhile for a sisters team or two and one of their organ guns, but you can do better.&lt;br /&gt;
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== Blue Chip Units == &lt;br /&gt;
&amp;lt;b&amp;gt;Wraith Army&amp;lt;/b&amp;gt; &lt;br /&gt;
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HQ: Spiritseer and Wraithseer&lt;br /&gt;
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Troops: 2/3 squads of 10 Wraithguard/Wraithblades ( at least 1 unit should be wraith&#039;&#039;&#039;guard&#039;&#039;&#039;.) &lt;br /&gt;
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Fast attack: Some Hemlocks for more wraithness&lt;br /&gt;
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Heavy Support: Full of Wraithlord/Wraighknight bruisers&lt;br /&gt;
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Does this even need explaining? It&#039;s like playing Eldar but without any of this low durability T3 bullshit we’ve always put up with, NOW THE ELDAR ARE THE BIG BOYS ON CAMPUS. March up like a T6+ boss and start gutting some fucking douchemarines, now it’s YOUR turn to wound with everything against lower toughness fools. Everything carried by wraith units.&lt;br /&gt;
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P.s. Use the Iyanden supplement for extra Spiritseers (5 to one HQ slot) and the ability to swap for a more epic primaris psychic power.  (It requires using a book written by Matt Ward, but victory requires sacrifice and at least crunch-wise it&#039;s not as cheesy like as the Grey Knights or Blood Angels codices).&lt;br /&gt;
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P.P.S  In case of kinstrife, a warning.  DON&#039;T USE THIS AGAINST THE DARK ELDAR.  With all their poison and darklight weapons going FUCK YOU! to your high toughness, your wraiths will go from mostly dead to fully dead.&lt;br /&gt;
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P.P.P.S addinng some squads of guardians makes this into an incredibly fluffy yet powerful army (yes they &#039;&#039;&#039;DO&#039;&#039;&#039; exsist, just look at dark eldar venom spam)&lt;br /&gt;
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&amp;lt;b&amp;gt;The path of the seers&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Farseer and/or Eldrad&lt;br /&gt;
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Other: Warlock council (1-10), perhaps a Wave serpent for the footslogging version&lt;br /&gt;
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The Seer council is the Eldar’s psionic wrecking ball and all around 12’ glory squad that crushes tanks, head-butts infantry and suplex monstrous creatures. Here you have a squad made of almost all psykers, throwing powers around like champions and cracking ribs like toothpicks. Comprised of at least a one Farseer and as many warlocks as you can fit, the new changes makes warlocks all come from the same max army pool of 10 so if you want any going into Guardian squads or the like this units numbers suffer. Singing spears are cheap even in bulk, don&#039;t reduce your melee power anymore (losing the two-handed tag) and give you the more pronounced ability to cut through tank armor at range, S9+1d6.&lt;br /&gt;
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Now you roll your fucking powers, a Farseer rolling off the Runes of fate hoping for mad money with Guide, fortune and doom. Warlocks grabbing up basically fucking anything, these guys MAKE this unit, not one power on the fucking list hurts them: renewer your HQ, embolden your squad, drain their stats, lower their saves with jinx, lets close the gap faster with quicken, enervate just fucking because. A few powers are obviously less useful than others but don’t forget you can always just stack buffs and debuffs, so a marine terminator squad with only 4+ armor, hitting at S2 against your fearless WS6 I8 unit, yeah, that can happen, and it’s fucking wonderful.	&lt;br /&gt;
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This identical composition works the exactly same when mounted with Jetbikes, it drives the cost up adding 15points per model (you also cut Eldrad out of the deal) adding to an already expensive deathstar. That said the unit as a whole suddenly gains a good armor save of 3+ (or 2+ with protect) with the standard issue T4 and speed boosts of Eldar jetbikes. You also get twin-linked shuriken catapults but by no means are obligated to drop singing spears out of the deal, being your tank crushy option. This also positions your council wonderfully to debuff foes for your army to wipe them out from afar. Zoom everywhere, kill everything, troll everyone. &lt;br /&gt;
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&amp;lt;b&amp;gt;Tropic Thunder&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Maugan Ra &lt;br /&gt;
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Elites: 3 Harlequins, 1 Shadowseer, 1 Death jester &lt;br /&gt;
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Five Harlequins (one Shadow Seer, one Death Jester) plus Maugan Ra. The deal is that Maugan Ra shoots his 36” S6 Pinning Rending gun five times with fastshot. Meanwhile the Death jester shoots his S6 A3 Pinning gun three times at 24&amp;quot; with equal abandon. While these two do that the Shadowseer’s Veil of tears limits the range of enemy return fire (ITS BAAAAAACK!) to a 2d6x2 range, 14” on average (24” maximum). The unit roams with night vision from Maugan Ra just to make it even better than before. The whole units costs you 325 points (holy shit it’s identical!) and brawls like genestealers well outside the range of anyone wishing them harm. Any wounds you take should be directed at the basic Harlies first and Maugan Ra after, even with Ra and his two backup singers this unit is sweeeeeeeeeeeeeeeeeet.&lt;br /&gt;
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BTW, Maugan Ra is Tugg Speedman, and the Death Jester is Kirk Lazarus. &amp;lt;b&amp;gt;Never go full retard. &amp;lt;/b&amp;gt; &lt;br /&gt;
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&amp;lt;b&amp;gt;They came from above!&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Baharroth, Autarch (warlord)&lt;br /&gt;
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Fast attack: Swooping hawks&lt;br /&gt;
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Heavy support: Wraithknights&lt;br /&gt;
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Aegis defense line w/ comms relay&lt;br /&gt;
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With the Autarch your&#039;re looking to benefit specifically from her reserve rolls bonus as well as the hopeful warlord trait, with Seer of the Shifting Vector your guaranteeing the accuracy of units arriving via deepstrike. With optional wargear and remnants of glory such as Swooping hawks wings Mantle of the laughing god and Faolughu&#039;s wings she can roadrunner 60&amp;quot; in a single turn, gaining a likely 2+ re-rollable cover save in the terrain piece of her choice. Alternatively just stick her with a swooping hawks squad and don&#039;t roll a 1 with her reserve roll. Either method gets her perfectly into position for your ambush force from on high, speaking of...&lt;br /&gt;
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Swooping hawks are a unit worth actually paying attention to and with their new codex are a fucking schizophrenic unit as well. They land where they fucking want, drop a big cover ignoring pie, then proceed to shoot up your chosen infantry unit, with Battle focus they can run and gun even during the turn they arrived from reserves and they will NEVER scatter if the unit is all hawks. Land them close to a unit (if you have Baharroth try for his blind burst) you want dead, throw down that pie, shoot them up either up close or from afar. If you get close don’t forget a single hawk can toss a grenade at the foes for fun. Two pies and an ass ton of laser fire should down your foes. After that flit away with Battle focus. They have haywires as well they can chuck at range for a single shot or can run into melee and give a whole basket of haywire goodness to the hull of well…anything.&lt;br /&gt;
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Additionally Wraithknights can deepstrike onto the battlefield as a result of Jump monstrous creature, landing a massive unit like the Wraithknight or two should scare the piss out of your enemies and allows it to bring its immense weapons to bear before the enemy has a chance to down it, landing on the enemies landraider or expensive equivalent is a surefire way to make up the points cost and they will be hard pressed to bring it down before it deals some serious damage. An expensive list in total but funny as hell to pull off, you need a few good squads of rangers and guardians on the board to make up the other half of this list.&lt;br /&gt;
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&amp;lt;b&amp;gt;Skyshield trolling pad&amp;lt;/b&amp;gt;&lt;br /&gt;
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Skyshield landing pad is the centrepiece. Put it somewhere in the middle, so that your fire arc covers more space.&lt;br /&gt;
Put it on enemy side if you wish to drop wasps and hand-to hand Wraithknights for extra lulz.&lt;br /&gt;
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HQ: Footseer and Eldrad (warlord)&lt;br /&gt;
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Troops: Either guardians or Rangers, depending on whether you like to camp in cover with rifles or camp in cover with a scatterlaser\brightlance.&lt;br /&gt;
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Fast attack: Crimson hunters, 2 of them in different packs will keep the sky clear. A flyby near a farseer is good for your buffs.&lt;br /&gt;
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Heavy support: Wraithknight, Dark Reapers, War walkers\FW Wasps&lt;br /&gt;
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Everybody likes to forget about a wonderful 4++ opportunity, bestowed upon us by GeeDubs in a form of a defense building.&lt;br /&gt;
Wraithknight can unload holy loads of AP2 upon the enemy head, while Reapers make sure nothing with 3+ comes around.&lt;br /&gt;
War walkers are nice with their new &#039;2 lances for 70 points!&#039; cost and wasps can stay out of harms way, and then deep-strike with no scatter and unload a heavy payload of scatter goodness. p.s. They don&#039;t have 5++ so they benefit even greater.&lt;br /&gt;
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&amp;lt;b&amp;gt;Guardian Babysitting Army&amp;lt;/b&amp;gt;&lt;br /&gt;
*Eldrad Ulthran&lt;br /&gt;
*Farseer&lt;br /&gt;
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* 10 Guardian Defenders&lt;br /&gt;
** Heavy Weapon Platform (Bright Lance)&lt;br /&gt;
** Wave Serpent &lt;br /&gt;
*** Twin-Linked Bright Lance&lt;br /&gt;
*** Holo Fields&lt;br /&gt;
** Warlock&lt;br /&gt;
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* 10 Guardian Defenders&lt;br /&gt;
** Heavy Weapon Platform (Bright Lance)&lt;br /&gt;
** Wave Serpent &lt;br /&gt;
*** Twin-Linked Bright Lance&lt;br /&gt;
*** Holo Fields&lt;br /&gt;
** Warlock&lt;br /&gt;
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* 5 Dire Avengers (as a bodyguard to one of your HQ&#039;s)&lt;br /&gt;
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* 5 Rangers (those objectives are only yours if you take them!)&lt;br /&gt;
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* 6 Howling Banshee&lt;br /&gt;
**Exarch&lt;br /&gt;
***Disarming Strike&lt;br /&gt;
***Executioner&lt;br /&gt;
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* 5 Fire Dragons&lt;br /&gt;
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all thats 1250 points and is a base to a guardian heavy army, its also a nice base for a ULTHWE ARMY (HINT HINT)&lt;br /&gt;
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&amp;lt;b&amp;gt;Psychic Overload&amp;lt;/b&amp;gt;&lt;br /&gt;
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For mac-n-cheese with extra cheder...&lt;br /&gt;
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Iyanden with &#039;Vanilla&#039; Eldar as allies&lt;br /&gt;
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Combined Arms HQ: 5 Spiritseers + 5 Spiritseers + Warlock council (Full 10)&lt;br /&gt;
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Allied HQ: Eldrad&lt;br /&gt;
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34, yes &amp;lt;b&amp;gt;34&amp;lt;/b&amp;gt; Mastery Levels for 1250 points,&lt;br /&gt;
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Spinkle with Jetbikes, Singing Spears for taste.&lt;br /&gt;
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Take a good measure of Telepathy don&#039;t forget your Psychic Shriek/Horify Combo (Stack if possible)&lt;br /&gt;
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Add Windriders to grab objectives and Wraithblades to soak up firepower (don&#039;t forget 4++ shields and 5+ cover for those behind), and make sure you provide a comfy chair for your opponent to wait out your psychic phase.&lt;br /&gt;
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it&#039;s 125% pure blue stilton and 125% the way rock out with your eldar cock out&lt;br /&gt;
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==6th ed Apocalypse  Formations==&lt;br /&gt;
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Phoenix Court of Khaine:  Want  to play lazy apocalypse and take as few models as possible? This is the  formation  you for you. All six phoenix lords and an avatar for 1455 points in a high command unit. The avatar&#039;s  wailing doom range extends to 24&amp;quot; as does his Khaine awakened rule. He is immune to plasma, melta and flame weapons and he gets extra attacks up to the  number of  avatars  within  six inches. This formation is a horrific beat stick , but like many deathstars in apoc can be blasted off  board with SD weapons. It&#039;s also a great candidate for all out attack moves as most are cc oriented. &lt;br /&gt;
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Cloudstrike Squadron: Falcon tanks that can deep strike, get shrouded if they move full out and get lance on their lasers and bright lances if they forgo a turn  of shooting. Falcon tanks have a modest transport capacity and can tote some fire  dragons around for the hell of it. If  taken with the Phoenix court you can use Baharroth to ensure deep strike location next to valuable targets.&lt;br /&gt;
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Farseer Council:  An OK formation with a hyper version of doom, guide, and a way to disregard perils or force a power to work. &lt;br /&gt;
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Sunstorm Squadron: This is a good formation in a high points game where you want more firepower and don&#039;t have that many D weapon capable superheavies or titan class stuff to work with.  Even at three tanks, you are looking at a pretty nasty blast with lance and it goes up from there.  At five tanks, you can put down a destroyer template mega apocalypse blast at 120 inches.... it WILL end whatever it manages to hit.  Keep these dudes as far as possible from retaliation, as each lost tank is a significant reduction to power of the combined fire.&lt;br /&gt;
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Dreamwalker squad - if you have the gold to make this, its worthwhile, three to five wraithknights, increases the movement, charge range, WS and Bs equal to the number of knights in formation... if you have a 5 man squad, all with sunfire cannons, each will have BS 9,which will be uber nasty with that twin linking scatter.   &lt;br /&gt;
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==Dataslate Formations==&lt;br /&gt;
*&#039;&#039;&#039;Eldar Ghost Warriors&#039;&#039;&#039; - A Wraithknight goes with two Wraithlords and three squads of either Wraithguard or Wraithblades (You can mix and match).  While they can&#039;t go in any transportation as a formation, they do give Hatred to all Eldar within 6&amp;quot; and can give a model that is covered by the members a 4+ cover save.  Other than that, you can pretty much kit them out as you wish, though the cost for the formation will get pretty hefty.  Since it has the covering rule, it seems rather obvious that this is meant to be your big DISTRACTION FORMATION with the Wraithlord drawing in fire while the other guys can wipe out the firing squads.  If you use them for the blocking cover save, then the odds of your squishies surviving long enough to fire with Hatred gets a little better.&lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Eldar&amp;diff=60750</id>
		<title>Warhammer 40,000/6th Edition Tactics/Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Eldar&amp;diff=60750"/>
		<updated>2023-02-26T19:53:40Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Blue Chip Units */&lt;/p&gt;
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&lt;div&gt;This is an [[Warhammer_40,000/6th_Edition_Tactics|old Edition&#039;s]] Eldar tactics.  The [[Warhammer_40,000/7th_Edition_Tactics/Eldar|7th Edition Tactics are here]] while the [[Warhammer_40,000/5th_Edition_Tactics/Eldar|the 5th Edition Tactics are here.]]&lt;br /&gt;
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==Why Play Eldar==&lt;br /&gt;
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In general, the Eldar are a fast army with great guns, awesome toys, versatile tactics and poor resilience in line with that of soggy tissue paper. The Eldar are often touted as a “specialist army,” and for good reason: each unit plays a very particular role and generally everyone in a squad has the same gun, the squad as a whole aims for one goal as opposed to squads of dudes each touting a different gun for a different kind of foe. If you are the kind of elf [[Just as planned|who likes it when a plan comes together]], you might be tactical enough to lead the Eldar to their victory upon the battlefield.&lt;br /&gt;
With their new updated codex Eldar are finally given a firm grip in the game to compete with or dominate their numerous foes through their increased special abilities, unit’s tactical applications and general ability to put bullets into thing and make the things fall down. Tactical blunders will see your army turned into rainbow confetti, but if you can get the right part of your Eldar army fighting the right bad guys, you can ruin Christmas every time. &lt;br /&gt;
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Eldar are almost universally Fleet, pack high Leadership, high Initiative and good overall stats, their accuracy is good, their special abilities are rich and useful and their armies never necessarily run the same trick twice. With the new Battle focus ability they can choose to take a run action either before or after shooting, for free, a benefit that allows them to become more mobile than the competition by far. Almost all of their vehicles are skimmers or flyers, those that aren&#039;t can deep strike or outflank, they have three different flavors of jump troops and fast as hell Jetbikes. Eldar look good when they fight and often kill their enemies in style.&lt;br /&gt;
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The new Eldar codex is what the Dark Eldar codex aspires to and should be like. Sadly the coolest army in 40k is staying in the sidelines despite lore suggesting that in a fight, Dark Eldar are beasts that can pone serious ass.&lt;br /&gt;
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A fair warning this codex is powerfull, really powerfull. This makes it  perfect for tournament play but, not all casual players like to play against the stronger builds of this list. So handle with care.&lt;br /&gt;
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In Summary&lt;br /&gt;
*They have one of the strongest and newest codices.&lt;br /&gt;
*Specialist warriors with specialist guns&lt;br /&gt;
*Psyker access is great with vast power options and Kelly-style D6 table awesauce&lt;br /&gt;
*Fast as hell, dodgey as hell&lt;br /&gt;
*Good [[Dakka|shooting]] and [[Choppa|close combat]]&lt;br /&gt;
*Normal Eldar are as tough as wet paper&lt;br /&gt;
*Exarchs can solo MEQ and TEQ without effort.&lt;br /&gt;
*Wraith units are built like titanium fortresses&lt;br /&gt;
*They&#039;re absolutely terrible on armour saves, with an amazing number of ap3 or better and rending (sort of).&lt;br /&gt;
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==Eldar Rules and Wargear==&lt;br /&gt;
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===Eldar Special Rules===&lt;br /&gt;
&#039;&#039;&#039;Ancient Doom:&#039;&#039;&#039; Pretty much every unit in the book has this rule. On the one hand, you get Hatred against anything Slaaneshi. On the other hand, you take Fear tests at -1 Ld against Slaaneshi units. This more or less evens out; the average Leadership of the Eldar is high enough that the -1 won&#039;t usually matter, although it does mean that Fear might actually matter for the first time this edition. Hatred is nice, but it will only affect the first turn of combat, and most Eldar units don&#039;t want to be in close combat anyway. So, all in all, a fluffy but largely pointless addition to the army.&lt;br /&gt;
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&#039;&#039;&#039;Battle Focus:&#039;&#039;&#039; One of the most interesting changes to the new book (and one that Kelly himself admits was [[Matt Ward]]&#039;s idea), Battle Focus is a special rule that essentially all non-Wraith units have save harlequins (clowns) because they have to stay the same in both the eldar and dark eldar codices. It allows Eldar units to run and shoot (in either order) in the same phase. This means that the threat range of an Eldar unit is raised by d6&amp;quot;, and it also allows Eldar to pull off the &amp;quot;jump-shoot-jump&amp;quot; shenanigans enjoyed by Jet Pack units. Also remember that Eldar units with this rule also have Fleet, so the d6 for running can be re-rolled. It isn&#039;t a &#039;&#039;huge&#039;&#039; change, but it does allow Eldar units on foot to remain more mobile while shooting. And no, it does not affect assaulting; sadly, Banshees still get no love.&lt;br /&gt;
*On a side note, units riding jetbikes have this as well, but they can&#039;t actually Run (only Turbo Boost), so the only use of this is if you want to stick some independent character on foot into a unit of jetbikes. Since all models in a unit need to have battle focus for the rule to work, your character can join the unit and still run and shoot. Not that this will happen a lot though.&lt;br /&gt;
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===Warlord Traits===&lt;br /&gt;
Note that these are the standard Warlord Traits from the Eldar Codex available to all HQ units. Most named HQs chosen as warlords have a set trait and do not give the option of rolling. Codex Supplements have their own Warlord Traits tables, listed in the [[Warhammer 40,000/6th Edition Tactics/Eldar#Supplements|Supplements section]] below.&lt;br /&gt;
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*&#039;&#039;&#039;1: Ambush of Blades:&#039;&#039;&#039; Single use. Allows your Warlord and all Eldar units within 12&amp;quot; to re-roll 1s To Wound for a whole phase (shooting or assault!). This means a lot more fire will actually damage targets, but it&#039;s only for one phase, so use it wisely.&lt;br /&gt;
*&#039;&#039;&#039;2: An Eye on Distant Events:&#039;&#039;&#039; Single use. Gives Stealth to your Warlord and all Eldar units within 12&amp;quot; for an enemy Shooting phase. It&#039;s nice, especially in combination with castings of Conceal, but it won&#039;t affect Rangers (who have Stealth already) and it&#039;s only a +1 bonus to cover, so the effectiveness is questionable.&lt;br /&gt;
*&#039;&#039;&#039;3: Falcon&#039;s Swiftness:&#039;&#039;&#039; The Warlord and his unit get +1&amp;quot; when running. This makes Battle Focus more reliable and adds a significant amount of movement over time.&lt;br /&gt;
*&#039;&#039;&#039;4: Fate&#039;s Messenger:&#039;&#039;&#039; The Warlord can re-roll &#039;&#039;all&#039;&#039; saving throws of 1.&lt;br /&gt;
*&#039;&#039;&#039;5: Mark of the Incomparable Hunter:&#039;&#039;&#039; The Warlord gets Split Fire. This might be useful on an Autarch or Uldaneshi long rifle bearer, but for the majority its mostly useless.&lt;br /&gt;
*&#039;&#039;&#039;6: Seer of the Shifting Vector:&#039;&#039;&#039; Deep Striking Eldar won&#039;t scatter if they land within 6&amp;quot; of the Warlord. Some of its usefulness is undercut by the Swooping Hawks (who never scatter anyway) and the fact you generally won&#039;t want to Deep Strike near the Warlord (except Khaine), but it is potentially powerful nonetheless.&lt;br /&gt;
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===Remnants of Glory===&lt;br /&gt;
The artifacts of the age long past these relics are the unique and powerful wargear that can be equipped to any combination of your Autarch, Farseer and Spiritseers HQs. Only one of each item can exist in your army at a time and each costs anywhere between 15 and 40 points. As a general rule of thumb your Autarch is the assault based HQ of choice for any of the close combat type weapons, where as your Farseer and Spiritseer both want to be back a ways and away from melee. Note that a dedicated melee Farseer can be built if you luck out on psychic powers and get Death Mission (rolled AFTER you buy gear annoyingly).&lt;br /&gt;
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*&#039;&#039;&#039;Shard of Anaris&#039;&#039;&#039;: The Shard of Anaris is the all comers &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; of the Eldar army, a piece of the original blade Anaris and damned worthy of it’s legend. Right out of the gate Anaris boosts the wielder&#039;s strength stat by 2 and gives them Rending and Fearless. However the shard excels more for direct challenges between characters than all-purpose melee. Once in a challenge Anaris gains Fleshbane and Instant death! Realistically while not a worthless buy you’re paying for a weapon that will always lose out against the equivalent of all the other races. The Autarch is the only real wielder of this thing and he/she will likely fare poorly for cost against her general foes.&lt;br /&gt;
*&#039;&#039;&#039;Firesabre&#039;&#039;&#039;: Where Shard of Anaris is for killing off that one specific model, Firesabre is more of your generic infantry sweeper sword. Boasting +1 strength and AP3 this is a better Eldar power weapon with the Soul blaze added feature. Soul Blaze is the big core of the Firesabre, or at least the unique Wildfire rule that goes alongside it. Whenever the blaze deals a wound to the afflicted unit you roll a d6 for every friend and foe unit within 6” of the burning unit. On a 6 you give them Soul Blaze as well. In reality this is a very very high gamble ability. Soul blaze barely wounds most armies to start and needing a 6 to propagate this weak rule doesn’t help the Firesabre’s case. An above average power weapon for a higher cost and likely not worth it.&lt;br /&gt;
*&#039;&#039;&#039;The Spirit Stone of Anath’lan&#039;&#039;&#039;:A clearly Farseer orientated item the Spiritstone was made by a psyker for psykers. The stone allows you to drop the cost of a power you are manifesting by 1 warp charge (min. 1) at the expense of your Rune armor invulnerability save for a turn. Several powers from the Runes of Fate as well as a couple from the Telepathy discipline are cost 2. If you don’t roll any of these powers then sucks to be you by the way. Useful and affordable for backline farseers who can get good cover saves and enjoy throwing around a good whack of powers.&lt;br /&gt;
*&#039;&#039;&#039;Uldanorethi Long Rifle&#039;&#039;&#039;:Probably the simplest and most universal of the Remants the long rifle is a sweet tool for any and all Eldar commanders. A very easy to read sniper weapon featuring AP3 and ONE HUNDRED AND TWENTY INCHES of range. 120”! This gun shoots farther than battlecannons, railguns, prism cannons, even the Icarus lascannon. Now right off the bat this item has some easy uses, thrown onto a supportseer or backline Autarch the long rifle allows your HQ to actually contribute firepower during the shooting phase. A dual guide built farseer inside a squad of Darkreapers, hammers out a single accurate sniper shot right into an enemy unit the reapers are firing upon, in addition to the possible precision shot it adds a pinning test to the attack, awesome. If your warlord wields this and rolled split fire as the warlord trait this weapon is improved in power, otherwise just adds to the power of existing squads, but hey, your Farseer is BS5, might as well pink off a shot or two rather than none.&lt;br /&gt;
*&#039;&#039;&#039;Mantle of the Laughing God&#039;&#039;&#039;:Now as a general rule few Eldar HQs excel outside of a squad to protect them, any weapon menacing a S6 threatens to pop your model with a single failed save. The Mantle mitigates this somewhat but always take care how you utilize the farseer/autarch/spiritseer this is attached to. Firstly it removed IC from the model, meaning no more ability to join squads, but then it automatically grants Stealthed, Shrouded and Hit+Run. It also gives the model the ability to freely re-roll cover saves. Put your HQ into a 5+ cover terrain and POOF! Re-rollable 2+ cover unit. That is a 97% success rate for the record. Stick your Autarch somewhere advantageous, give her a long rifle, and snipe all day and all night. Or stick the Mantle on a jetbike and watch your opponent bitch and moan at you for being a powergaming asshole. Against anything that doesn’t ignore cover outright the equipped model (even warlord) quickly becomes a resistant target.&lt;br /&gt;
*&#039;&#039;&#039;Faolchu’s Wing&#039;&#039;&#039;:While Mantle of the laughing god is the wargear of lulz the HQ equipped with Folchu’s wing is equally troll worthy. During the battle focus run step the equipped model may now move 48”! This makes them faster and more mobile than jetbikes, skimmers and even most fliers. Again this item does need a purpose to justify it’s cost, seeing how only the model may move and sacrifices the rest of the turn to do so. While you can&#039;t manifest powers or shoot weapons either before or after the movement, it can work very nicely for a Farseer to always be where he&#039;s needed for his Blessings and maledictions. Use guide on a squad, move 54&amp;quot; (including movement) use other powers on the other side of the board next turn, rinse and repeat. Also the tricky commander can use that insane movement to possibly launch your HQ into a held objective to suddenly contest the thing.&lt;br /&gt;
*&#039;&#039;&#039;The Phoenix Gem&#039;&#039;&#039;:A multi-purpose item the gem is a single use treasure that activates when the equipped HQ would be slain. Instantly engulfing the area in fire the gem uses a large blast centered on the HQ, dealing damage with a S4 AP5 explosion. The ability can sometimes fail if you roll a 1 but usually goes off pretty easily. Then you check if the blast dealt any actual damage, if any model was dealt a wound (friend or foe) then your HQ will get back up with a single wound to stay and fight the good fight. At range this might save your support seer from death by blasting nearby allies its but generally you would rather threaten your foes.&lt;br /&gt;
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===Let&#039;s Talk About Guns===&lt;br /&gt;
The Eldar boast a variety of advanced weapons with nifty special rules and potential for more dakka. New codex brought some changes that you should remember to use carefully and tactically.&lt;br /&gt;
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&#039;&#039;&#039;Shuriken weapons&#039;&#039;&#039;&lt;br /&gt;
Shurikens as basic ranged weapons for eldar has seen major improvement. With Bladestorm rule any shuriken weapons on roll 6 To Wound auto-wounds with AP2. With this even the lowly guardian can shred anything fleshy: move up, seriously damage their vital organs, run away, rinse repeat, lulz. (shred those termies with your guardians. DO IT) &lt;br /&gt;
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&#039;&#039;&#039;Monofilament weapons&#039;&#039;&#039;&lt;br /&gt;
Monofilament weapons now has +1S if shooting at something slower than Initiative 4 or vehicles and instantly wounds with AP1 on a roll of 6 To Wound. Cleaving open transports has never been easier.&lt;br /&gt;
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&#039;&#039;&#039;Pinning weapons&#039;&#039;&#039;&lt;br /&gt;
In the new codex Eldar got a plethora of weapons that gained the pinning rule, forcing leadership tests if a unit is wounded by a weapon with the rule. Forcing a squad to go to ground is almost killing the unit outright, leaving the enemy one unit less to attack you on their turn and giving your Eldar more and more breathing room to do what they do best. To date the Eldar possess the following weapons that have this rule: Eldar missile launchers (plasma + starshot) which is available in abundance, Shadow weaver (because of barrage), Doomweaver (not in focused mode), Ranger long rifles, Reaper launchers (starshot mode), Shrieker cannon, Spinneret rifle, Tempest launcher, Vibro cannon, Serpent shield, Uldanorethi long rifle, Eldritch storm. &lt;br /&gt;
That’s about 12 different things you have that can pin a squad, and the test triggers every time a unit has received one or more wounds from a unit containing a pinning weapon. So remember to test for it often as see if you can’t keep a squad or two locked down and unable to fight you. Do note, however, that most things in the game are either fearless (Ork mobs, Nids under Synapse, most cult/daemonic CSM&#039;s), have high leadership to reliably pass the test (SM, CSM, Eldar, Necrons), or just immune to pinning (Daemons, Bikes, Monsters), so do not hope your Pinning would work often. Or at all.&lt;br /&gt;
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&#039;&#039;&#039;Eldar heavy weapon&#039;&#039;&#039;&lt;br /&gt;
Some units have option to change into heavier weapons, as add-ons or replacements for existing guns and are commonly seen throughout the entire codex from troops to heavy support. The standard list is follows:&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039; Now not so cheap, but still reliable, the 24&amp;quot; shuriken cannon fires lots of nice S6 shots that pierces weak armor at base. Valuable for moderately priced dakka and augmented with Bladestorm (see above).&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; With 4 shots at S6 AP6, Scatter Laser also comes with Laser Lock ability that grants TL to the MODEL that fires it, only needs successful To Hit roll. Obviously take it in models with multiple weapons, TL Starcannon or Brightlances can pay back its cost in points quickly.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039; A good but not great AP2 weapon, the Starcannon doesn&#039;t get hot like plasma weapons. Viable alternative but not necessarily better than scatter laser, take your pick. Or pick both if you&#039;re facing 2+ aplenty.&lt;br /&gt;
*&#039;&#039;&#039;Eldar Missile Launcher&#039;&#039;&#039; You take EML for its versatility. It has single target S8 AP3 starshot or a small blast S4 AP4 plasma, both featuring pinning. Then both reapers and warwalkers can take flakk missiles which feature S7 skyfire. However, it all comes to the price when looking at this baby - and the price is damn high.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039; Possibly your primary heavy armour buster, with S8 and Lance. Tear down AV13/14 and the new codex makes the bright lance more affordable by far on most models.&lt;br /&gt;
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===Eldar Vehicle Upgrades=== &lt;br /&gt;
All praise Phillius Kellius for he delivered us the new upgrades that suck a little bit less. Each piece of equipment is toned down from previous incarnations and are simple effects with easy to track benefits at an affordable price tag.&lt;br /&gt;
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*&#039;&#039;&#039;Holo-fields:&#039;&#039;&#039; The iconic holofield has been through some rough times, once they were the greatest in vehicular protection at a cost, then 6th ed turned them into gigantic stickers on the sides of tanks, looking pretty but doing nothing. However all is forgiven, the holofield returns, granting a solid +1 cover save if the vehicle moved last turn, simple, elegant and affordable. Holofields are a boon on basically all vehicles based on the abundance of cover saves available to them you should always have at LEAST a 4+ cover. This is much like a Tau Disruption Pod (or IG camo netting), except it doesn&#039;t work if your vehicle is stationary, which makes you vulnerable at first turn, if your opponent won roll-off or seized initiative. Apparently, highly advanced holographic projectors aren&#039;t as good as simple targeting jammers or even piles of green cloth mesh.&lt;br /&gt;
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*&#039;&#039;&#039;Star Engines:&#039;&#039;&#039; A simple and optional wargear for vehicles that increases their mobility even further if required. Grants an extra 6&amp;quot; to a flat out movement by an Eldar vehicle, which you don&#039;t really need with max speed 30&amp;quot; per turn except in ginormous Apocalypse maps. If equipped to a walker, said walkers run an additional 3&amp;quot;, which is pretty handy, considering they have Battle Focus. &lt;br /&gt;
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*&#039;&#039;&#039;Vectored Engines:&#039;&#039;&#039; With the upgrade the vehicle can now pivot in place immediately following its shooting attack, allows for some safe play by tanks with exposed rears. Jet in, smoke rear armor of target, pivot towards living threats with your front and side armor. Cannot be used while immobilized. &lt;br /&gt;
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*&#039;&#039;&#039;Spirit Stones:&#039;&#039;&#039; Extra Armor Eldar style, or more [[Necron|Living Metal]] Eldar style, the psyche inside the spirit stones take over in emergencies and allow the vehicle to ignore crew shaken on 2+ and crew stunned on 4+, nothing grand but nothing terrible. &lt;br /&gt;
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*&#039;&#039;&#039;Crystal Targeting Matrix:&#039;&#039;&#039; Single use. Can be used after completing a flat out movement on any non-walker vehicle, allowing the tank to fire a single weapon at full ballistic skill. Zip a fire prism behind an enemy tank, put a prism lance up its butthole and smile with glee. Of the vehicle upgrades this thing is expensive like dental work and only works once, select wisely.&lt;br /&gt;
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*&#039;&#039;&#039;Ghostwalk Matrix:&#039;&#039;&#039; Eldar dozer blades equivalent, except better, because it gives you move through cover on any speed, rather than re-roll DT tests, and only on combat speed. Nothing that will break the bank and a safe purchase if you have points to spend. If you plan to hide your holofielded tank in 4+ ruins for trolltastic 3+, this is pretty much auto-take, as you&#039;re all but forced to move it every turn for cover save bonus..&lt;br /&gt;
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*&#039;&#039;&#039;Power Field:&#039;&#039;&#039; Stock Warwalker gear. Gives the bastards a 5++, making them more expensive base but worth every damned penny given their low AV and hull points.&lt;br /&gt;
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*&#039;&#039;&#039;Serpent Shield:&#039;&#039;&#039; Stock Wave serpent gear. Wargear that replaces the iconic energy field but for a good trade, while active the serpent transforms side and front based penetrating hits into mere glances with an 83% chance. That good cheddar right there. Then if you feel the serpent needs to do something it can turn it&#039;s shield into a very long ranged energy shockwave that hits for D6+1 S7 hits, ignoring cover and deactivating the shield for a turn. That’s a useful little tool for any savvy commander and should never be discounted in your head. A serpent with scatter laser turret and a chin shuriken cannon can dish out an insane amount of TL dakka with that trick.&lt;br /&gt;
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*&#039;&#039;&#039;Mindshock Pod:&#039;&#039;&#039; Stock Hemlock wraithfighter gear. A 12&amp;quot; radius brain scrambler that causes all units within the radius to re-roll successful pinning and morale tests, this affects allies units as well so be careful of its placement. With the range of pinning weapons available to Eldar right now this gear will occasionally see some cool benefits and its cons are null and void with an Avatar on the board or with a wraithwall army.&lt;br /&gt;
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===Psyker powers===&lt;br /&gt;
====Runes of Fate====&lt;br /&gt;
Available to Farseers as well as Eldrad. Can be taken in addition to the Telepathy and Divination tables from the core rulebook. Farseers can choose to roll each power off a different table, remember to kit your Farseer for best utility.&lt;br /&gt;
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&#039;&#039;&#039;Guide&#039;&#039;&#039; Primaris power.&lt;br /&gt;
*Guide, the most iconic and well renowned power of the Farseer since time immemorial. Boosted significantly from past editions the new guide features a range of 24&amp;quot;, four times its original casting distance and twice the range of Prescience in the rulebook&#039;s Divination table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules the Farseer requires LOS for this ability but its shouldn&#039;t be an issue. Rarely will you suffer for swapping a potential power for this primaris choice, its wonderful and grants greater power to the army on the whole.&lt;br /&gt;
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&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
*Executioner is an odd power and a lot of information to absorb, so it will be written here in as clear a description as possible. A focused witchfire with 24&amp;quot; range, hitting a model firstly with 3 AP- hits that wound on a 2+. If these hits manage to kill the model the power jumps and hits another model for 2 hits of the same power, if a kill is scored, another hit against a third model. However Execution has no AP value, rarely if ever would you try and snipe out a model whose armor save isn&#039;t at least a 4+. Then if the ability fails to kill the target it instantly ends and you get no more attacks period. &#039;&#039;&#039;Then&#039;&#039;&#039; if you want to actually snipe a model you have to pass the test with more than one 4+, otherwise the power goes randomly around for its full duration. Target get a full host of armor, cover and invulnerable saves against it, deny the witch as well as the benefit of &#039;look out sir&#039; to save the valuable models worth sniping. It also takes place over the Farseers shooting attack.&lt;br /&gt;
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&#039;&#039;&#039;Doom&#039;&#039;&#039;&lt;br /&gt;
*Doom is another classic Farseer power and a powerful one at that, targeting an enemy within 24&amp;quot; and then all wounding rolls against them get a free re-roll for the turn. Any armor penetration rolls that fail to either glance or pen target may also be rerolled. This is your primary assassination power, ensuring you kill that commissar or bosspole nobs in one turn.&lt;br /&gt;
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&#039;&#039;&#039;Eldritch storm&#039;&#039;&#039;&lt;br /&gt;
*A large blast template of sheer devastation, Eldritch storm crushes infantry and vehicles with pinning, Haywire and Fleshbane. Watch as that gauntblob evaporates on 2+ , IG parking lot gets debilitated or even cleared.&lt;br /&gt;
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&#039;&#039;&#039;Death Mission&#039;&#039;&#039;&lt;br /&gt;
*Death Mission is a rather situational power. Cast at the start of the move phase the ability grants the caster alone d3+2 death mission counters. Then you take d6 roll at the end of EVERY PHASE, either going down by one counter on a result of 1-3, or staying unchanged on a 4-6. If the Farseer ever runs out of counters or the game ends, your Farseer DIES (interaction with Phoenix gem is yet unclear) and awards a victory point. The seer also &#039;&#039;&#039;cannot cast any other powers&#039;&#039;&#039; for the rest of the game. You can recast death mission to get extra d3+2 counters. All this downside for +5 to its WS/BS/I, and extra 2 attacks. Combined with weapons such as the Witchblade (Eldrad&#039;s staff in his case), Firesabre or Shard of Anaris, makes the Farseer threat in assault. It bears repeating you will not be able to cast any other powers once this is cast, no guide, fortune, etc. (You will also be generating your powers AFTER already creating your lists, requiring an impossible foresight to plan for death mission+Remnants of glory).&lt;br /&gt;
** &#039;&#039;&#039;An Alternate Opinion:&#039;&#039;&#039; Death Mission is garbage, complete and unadulterated garbage. Easily the worst power in the set. It automatically costs you your Farseer (which most of the time means you&#039;re automatically handing your opponent Slay the Warlord), he&#039;ll almost never kill enough stuff to make up the points you&#039;ll lose when you lose him, as he still doesn&#039;t have any AP in close combat, unless you handed him a Remnant of Glory. And the worst part is, he might not even get to live long enough to recast it. Since you roll to lose a Death Mission Counter every phase, you&#039;re going to lose an average of 3 counters in between every time you use it, so if you only roll 3 Counters, you can probably say goodbye to him. If you roll Death Mission, you should probably instantly switch it out for Guide.&lt;br /&gt;
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&#039;&#039;&#039;Fortune&#039;&#039;&#039;&lt;br /&gt;
*Now with 24&amp;quot; of range, this allows the Farseer to sit back and stay safe while the affected unit get a reroll on all failed saving throws until the Farseers next turn. Remember Farseer needs to have LOS, and costs 2 warp charges. Still fortune has and always will be a good power, and if you get it on your rolls, you will keep it. &lt;br /&gt;
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&#039;&#039;&#039;Mind war&#039;&#039;&#039;&lt;br /&gt;
*Range 24&amp;quot; and a focussed witchfire, with quirky rules. Each combatant rolls a d6 and adds to it their LD (so d6+10 for Farseers). Then you compare the two numbers, the loser instantly having their WS &amp;amp; BS dropped to 1 until the end of the next turn (Farseers always win draws). If the difference in totals is weighted in the Farseer&#039;s favor, target takes wounds equal to the difference (Farseers never lose badly enough to suffer damage from this battle), getting no cover or armor saves against the wounds. Also, target can take Look Out Sir in new FAQ.&lt;br /&gt;
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====Runes of Battle====&lt;br /&gt;
Available to Warlocks as well as the Spiritseer. The Spiritseer may also roll from the Telepathy table for one or both powers. Runes of battle are the Eldar powers of war, short term manifestations of their psychic might made to turn the battlefield in their favor. Warlock utilize these powers to affect the outcome of skirmishes and battles across the stars while the Farseers pilot the destinies of whole craftworld through eons. Warlock have tempered their powers to a fine blade but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving the psykers a supreme range of versatility. As a rule all powers from the runes of battle have a range of no greater than 18&amp;quot;, either for the beneficial of debilitating versions of the powers. Warlocks can be attached to guardians defenders, storm guardians, windrider jetbikes or Vaul&#039;s wrath artillery.  Also remember that, under 7th edition rules, a Warlock will know 2 powers, Conceal/Reveal and whatever power he rolls. So, with a Warlock, NEVER switch for the Primaris, you get it anyway.&lt;br /&gt;
*The Spiritseer can be attached (as an IC) to almost any squad, this matters for when runes of battle powers are referred to as boosting the defenses of units such as Wraithblades and Dark reapers, in that normal warlocks will not usually be able to benefit squads they are not attached to.&lt;br /&gt;
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&#039;&#039;&#039;Conceal/Reveal&#039;&#039;&#039; Primaris power. &lt;br /&gt;
*Conceal grants the warlock the shrouded special rule and as such benefits the whole squad attached to him, a +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal, no warlock would go wrong taking conceal as most units benefit from enhanced defenses and a cover save booster like this goes fantastic on everything that can benefit from it, guardians, wraithguard, scorpions, you name it.&lt;br /&gt;
*Reveal by contrast strips both the stealth AND shrouded rule from an enemy in range, this can sometimes strip powerful defenses from units you are planning to wipe out, however like all runes of battle you need to make tactical use of the power which may be often skipped for the benefits of conceal.&lt;br /&gt;
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&#039;&#039;&#039;Destructor/Renewer&#039;&#039;&#039;&lt;br /&gt;
*Destructor is the Kamehameha of warlocks, their direct fire power from codices of old, a psychic heavy flamer the destructor is an iconic power that now features the soul blaze special rule. As a power and not an actual weapon the warlock cannot fire this in overwatch. &lt;br /&gt;
*Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn&#039;t affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA!&lt;br /&gt;
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&#039;&#039;&#039;Embolden/Horrify&#039;&#039;&#039; &lt;br /&gt;
*Embolden is back from the old codex but with a new effect, granting the warlock and his unit fearless rather than leadership rerolling powers. This is a boost and nerf over previous version as fearless straight up negates pinning, morale, ect. However embolden used to allow for rerolling on your leadership test which included psychic powers, an ability beloved by power spamming seers and what have you. A solid power for anything not already fearless such as fragile storm guardians.&lt;br /&gt;
*Horrify is a power that is unfair to judge on its lonesome. At its core it reduces the LD of an enemy unit by -3, making them of course more susceptible to morale test and the like. However with the advent of multiple pinning weapons with the new codex as well as that of the Hemlock wraithfighters Mindshock pod the horrify power has enormous effects. A unit with reduced leadership is at best LD7 now, reducing their chance of success against any and all pinning or morale tests down a full 20%. In armies with the right weapon it’s amazing, otherwise it&#039;s just decent. Also fun to consider is that the diresword benefits greatly when used on a Horrified target as they now have a decent shot (42% at LD 7) of being &#039;&#039;&#039;removed from play&#039;&#039;&#039; (fuck you, Eternal Warrior!) if they take a wound. Be sure to [[Just As Planned|high five Eldrad if this goes off.]]&lt;br /&gt;
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&#039;&#039;&#039;Enhance/Drain&#039;&#039;&#039; &lt;br /&gt;
*Enhance is yet another staple of the warlock power of yesteryear, often seen in seer councils and storm guardian squad this power gives a simple boost of +1WS and Init to unit. Eldar are already quick to the punch but with this power what they did well just got even better, storm guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. If you roll it on a squad of guardian defenders or Vauls wrath...take your primaris power, don&#039;t even bother with this.&lt;br /&gt;
*Drain sucks out the same befits that enhance gives, reducing an enemy’s WS and Init by 1, unless you are assaulting a squad with two or more of your own units I don&#039;t tend to recommend Drain over Enhance as a lucky deny the witch would negate the power, however like all tactical powers you have to cast each power according to which effect would benefit you the most. The real gift of drain is using it in synergy with mono filament weapons. Cast drain on any marine squad, jump in with your warp spiders and laugh maniacally as that giant expensive blob of blood angels death company turns into little red chunks.&lt;br /&gt;
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&#039;&#039;&#039;Protect/Jinx&#039;&#039;&#039; &lt;br /&gt;
*Protect is a power that even idiots understand and appreciate, a simple but potent bonus to the units existing armor save by 1. This is quality cheddar right here, units such as wraithguard, Scorpions, and Storm guardians get a boost to their armor, in the case of wraith units and scorpions they are now TEQ armored (However, keep in mind this works for the spiritseer, but not for warlocks. Protect only works on the psyker and the unit he/she&#039;s in, meaning warlocks can only give a +1 save to the warlock council or a Guardian unit he/she&#039;s joined). This power is awesome, and on the right units is worth casting every round, since few units’ don’t benefit from hardier armor than what they already have.&lt;br /&gt;
*Jinx by extension has an equally nuts benefit for you as the former, reducing an enemy’s own armor save making them that much easier to kill off. Now a unit like terminators suddenly fear AP3 reapers with a passion, fragile 4+ units suddenly became instantly shredded by mere shuriken catapults, making guardian firepower or similar a hurricane of reaping death. Against units who are relying more on their cover or invulnerability save the benefits of this power are reduced somewhat, still if you reduce an enemy’s armor save and they need it against your guns, make them that much more screwed and cackle with glee.&lt;br /&gt;
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&#039;&#039;&#039;Quicken/Restrain&#039;&#039;&#039; &lt;br /&gt;
*Quicken grants your unit swiftness of the Eldar and improves the running distance off the unit by a flat 3&amp;quot;, letting you close gaps or create them that much easier. With Battle focus being found on just about every Eldar model this power only flops when the unit happens to be hunkered down in cover and wont be running for the rest of the game (I’m looking at you rangers and dark reapers).&lt;br /&gt;
*Restrain by comparison is a power I don&#039;t honestly find very useful, stripping away an enemy’s ability to run completely sounds useful. However the range of the power is 18&amp;quot; so you were already pretty close to the unit to start, and save the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they did so. Not useless but not as easily feasible for every scenario, allows for some kite by the Eldar by just removing the extra distance from enemies and yourself running to make a gap. It is also handy for preventing a squad from being able to run and contest one of your objectives. &lt;br /&gt;
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&#039;&#039;&#039;Empower/Enervate&#039;&#039;&#039; &lt;br /&gt;
*Empower instantly grants the psyker and attached unit gain an extra +1S, this is simple and in many cases worthless to you, of the units warlocks are easily attached to only storm guardians probably even give a shit, whereas with Spiritseer the likes of scorpions, banshees and Wraithblades find a little more use in its application. Ranged units don&#039;t need nor want the extra strength and even dropping conceal for the strength just in case is a bad bargain in my mind. &lt;br /&gt;
*Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18&amp;quot; of you) of 1S as to reduce their threat in melee, now this is alright if you know you’re getting charged next turn and the drop in strength is the difference in melee ability like marines against Wraithguard. However on the whole few units even need their regular strength to threaten your flimsy Eldar, our brittle bones clock in at a pitiful T3 with most armies boasting at least a S4. Debuffing an enemy squad prior to an assault by yourself is alright though if the difference can be noticed, like Enhance/Drain you want to choose carefully between the two abilities. It&#039;s worth noting here that S2 can&#039;t wound T6 targets so when charging anything with S3 (like a blob or guards, cultists, orks and all brands of elder) with wraithblades always have your Spiritseer cast Enervate, then the only thing your wraiths will feel in the return swing is a soothing foot massage as their wraithbone boots crush the pathetic fleshy thing&#039;s trachea.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Avatar of Khaine:&#039;&#039;&#039; The Avatar of Khaine is a fragment of the Eldar’s true and terrible god of war, a powerful and totally warminded MC that can wreck its way through battlefields with abandon. Like previous incarnations it’s a walking fire magnet and a damn scary force in melee. Overall, while not as generically useful as a support Farseer, it&#039;s not hard to justify summoning the Avatar. A giant molten monster leading your forces is terrifying and at 195 points, it&#039;s a powerful and affordable force to call on. His statline is unlike anything in the whole damn codex as well: WS/BS 10 (yes, 10!), Strength/Toughness 6, Initiative 10 and hitting with at least 5 attacks. He boasts a 3+ armor and a 5++ for good measure. Kaela Mensha Khaine is literally the strongest he has ever been and can be outfitted beyond his base power with up to 2 of the special exarch powers from the book to add to his already terrifying form. Khaine is straight up immune to flamers and as a result, wall of death, heavy weapons that pose a threat to him with melta are again useless and anything pyromancy and soul blaze is a quaint space heater to Khaine&#039;s raging firestorm. He’s fearless, granting it to allies within 12” while his Fear aura causes lesser creatures to just flee for the hills. &lt;br /&gt;
**&#039;&#039;&#039;Moving&#039;&#039;&#039; In this phase your foes get to mentally calculate and go through the stage of grief, denial, anger, bargaining, depression and finally acceptance. Firstly the Avatar will move his 6&amp;quot;, then if he&#039;s close enough, wailing doom, if still a ways to go, running d6 with Fleet, then wailing doom the nearest sucker. If he’s already threatening charge range, then just skip running and fire the wailing doom in preparation for the assault.&lt;br /&gt;
**&#039;&#039;&#039;Shooting&#039;&#039;&#039; The wailing doom is a terrifying weapon to behold, with his unmatched BS the wailing doom is essentially twin-linked for 2+, 97% accuracy. The wailing doom hits a target within 12&amp;quot; with basically a fusion gun, an attack made ever more fearsome if using fast shot for two blasts or Marksman’s eye to snipe the ever loving shit out of any hidden unit that MIGHT pose a threat to him before the assault even begins. In no world does night vision do jack shit here, why does this even exist?&lt;br /&gt;
**&#039;&#039;&#039;Assaulting&#039;&#039;&#039; The melee, oh god, the melee. The charge distance should be easily crossed, 2d6 with Fleet rerolls makes this sort of thing a cakewalk aside from enormous unluck. Once there few models can hope to hold a candle to Khaine, anyone going into a challenge with him is either sporting a stack of cheese or dead. Crushing blow enhances his already good strength, while disarming strike is a LUDICROUS ability for challenges, sending the likes of power fists and bone sabres flying while wailing doom rends bone and armor with ease. If another monstrous creature tries to man up on Khaine his monster hunter + crushing blow will very swiftly put them down.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View&#039;&#039;&#039; An alternate way to play the Avatar is giving him Monster Hunter + Fast Shot. You then put him behind an Aegis Defence Line that has a Lascannon. He then controls a S9 AP2 weapon, thus firing at BS10. As he has Fast Shot, he gets to fire it twice. With Monster Hunter, he can hurt MC&#039;s even more. Anything trying to dislodge him from the line will likely struggle, or at least lose models in the process. He is still very slow, thus using him as an assault unit is debatable.&lt;br /&gt;
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*&#039;&#039;&#039;Autarch:&#039;&#039;&#039; Autarchs are the commanders of the warhost, they are the generals of the greatest Eldar military battles and should be a strong tactical benefit to your army as a whole. They aren&#039;t, but they should be. Autarchs have been on almost every aspect path but never stuck around and as such they have an absolutely demented list of available wargear and options to kit themselves out with. 70 points base they come stock with two grenades, a pistol, 3+ armor and a 4+ invulnerable save. They can add additional wargear like banshee masks, jetbikes, reaper launchers, chainswords, fusions guns, etc for more which can bring them to around 120 points by the end. Autarchs can equip Remnants of glory and works better in this role than the base Farseer with higher WS, Init and Attacks. Shard of Anaris or Firesabre with banshee mask and Phoenix stone is a core assault setup. Mantle of the laughing god with the Uldanorethi long rifle makes for a pretty sneaky little sniper from afar.&lt;br /&gt;
**&#039;&#039;&#039;Mantle Autarch of DOOOM:&#039;&#039;&#039; If you are feeling really ballsy, equip your autarch with the mantle, a laser lance and a melta gun and go tank/character hunting. Being on the jetbike  gives you a 5+ jink cover save as long as you move.  Since the mantle gives you both stealth and shrouded, you will be getting a 3+ cover save normally and a 2+ on the move However...DO NOT RELY ON THIS!  Play him smart.  A lot of things take away cover saves these days so  some of the time you may have to use is armor or invulnerable saves.  His toughness also improves by +1 thanks to the jetbike.  Having the mantle also gives him hit and run.  A normal turn for him should look like this.  Get in close range and shoot his melta gun, charge using his laser lance which gives him +3 strength and ap3 impact and lance (but only on the charge) and then bug out after combat thanks to hit and run (hopefully very far away).  The lance has impact which means the weapon loses effectiveness right after your first turn of assault and does not work if you get assaulted so it is in your best interest to get out of dodge.  Rinse with your opponents tears and repeat.&lt;br /&gt;
*** While this is a good plan. a Laser Lance is a waste of it&#039;s ability. Take a Reaper Launcher, as he&#039;ll be Relentless and a Fusion Gun so he can pop tanks. Maybe toss on a Shard of Anaris if you&#039;re feeling saucy.&lt;br /&gt;
**&#039;&#039;&#039;Path of Strategy:&#039;&#039;&#039; The Autarch&#039;s SINGLE claim to tactical skill, allowing you to add or subtract from your reserve rolls when bringing units in. This rule is weak as fuck, as a minor +1/-1 isn’t much with the ease of the built in reserve rolls being what they are and availability of reserve roll boosts found in other, better purchases. &lt;br /&gt;
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*&#039;&#039;&#039;Farseer:&#039;&#039;&#039; This guy is your standard HQ choice and warhost leader, he sees the future of your foes and allows you to throw wrenches into their fate so only the Eldar come out on top. His price is increased base from old editions and his versatility is not to be underestimated. The Farseer&#039;s mastery level has skyrocketed to Mastery Level 3 which is fantastic and gives a huge availability for warp charge expenditure and up to three abilities in a turn, though with a bit more risk due to runes of witnessing and ghosthelm nerfs. The Farseer can generate his powers from Divination, Telepathy or the codex’s own Runes of Fate. His staggering versatility as a model is not to be underestimated, between available powers from three different charts as well as a plethora of Remnants of Glory. Under 7th edition, these guys have gone from good to ludicrously good. If you roll everything on the same table, you are guaranteed the Primaris Power, allowing Farseers to get up to 4 powers. And the specific wording of Ghosthelm means that instead of negating the Perils, you only have to drop a Warp Charge to negate the wound, so you could end up rolling a 6 and getting special abilities. He comes automatically equipped with a couple pieces of useful Eldar wargear with which to do battle:&lt;br /&gt;
**&#039;&#039;&#039;Ghosthelm&#039;&#039;&#039; that allows him to negate a perils of the warp wound by expending a remaining warp charge. An optional defense against otherwise unsavable wounds.&lt;br /&gt;
**&#039;&#039;&#039;Shuriken pistol&#039;&#039;&#039; an average pistol weapon with the new bladestorm rule, never discount it.&lt;br /&gt;
**&#039;&#039;&#039;Rune armour&#039;&#039;&#039; which grants the classic 4++ invulnerability save Farseers do so enjoy.  &lt;br /&gt;
**&#039;&#039;&#039;Witchblade&#039;&#039;&#039; a heavily nerfed weapon that sports Fleshbane and Armourbane but with shitty AP-, a bad weapon that will always disappoint.&lt;br /&gt;
**&#039;&#039;&#039;Singing Spear&#039;&#039;&#039; is a near free witchblade replacement that is highly recommended. Identical to the witchblade in assault (no longer two-handed in 6th), and can also be thrown 12&amp;quot; at S9 for a 17% chance to pen AV14 at range instead of the witchblade&#039;s 3% chance in melee. A damn good buy in most (but not all) situations.&lt;br /&gt;
**&#039;&#039;&#039;Runes of warding&#039;&#039;&#039; Single use. A protective rune that grants a flat +2 to a ‘deny the witch’ attempt, almost guaranteeing success against a foes psychic power.&lt;br /&gt;
**&#039;&#039;&#039;Runes of witnessing&#039;&#039;&#039; Single use. Used on a failed psychic test the Farseer may reroll the test, not as good as they once were, but passable for the wary caster given the number of powers you’ll use throughout a game. &lt;br /&gt;
**&#039;&#039;&#039;Eldar Jetbike&#039;&#039;&#039; Jetbikes are still cool and Farseers still make them look good, buy to suit and enjoy the ride.&lt;br /&gt;
**&#039;&#039;&#039;Modeling Note&#039;&#039;&#039;: Howling Banshees Exarch bodies are perfect for female Farseers conversions, just stick a cape on them, a Farseer helm to replace the Exarch one (or a modified Guardian&#039;s one if you don&#039;t want to spend even more money), and for the weapons I&#039;d suggest the ones in the new Storm Guardians upgrade pack. If you want to go helmetless on your Farseer, I suggest grabbing a Dark Eldar Wych head or a Scourge head.&lt;br /&gt;
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*&#039;&#039;&#039;Spiritseer:&#039;&#039;&#039; Spiritseers are basically the mandatory HQ if you plan to run large numbers of Wraith-constructs, as he turns Wraithguard and Wraithblades into Troops choices. Luckily, he is a fairly decent choice, with two Mastery Levels, the choice of Runes of Battle or Telepathy, and Spirit Mark (which will be discussed later). Sadly, he can&#039;t provide the level of support the Farseer can, nor can he directly buff units and mess with reserves like an Autarch can, but he provides reasonable buffs to Wraith units. As with all of the Seer units, he comes with rune armour (for a 4++ invulnerable save) and a shuriken pistol. He also has a witch staff, which is essentially a witchblade that also causes Soul Blaze. Sadly, this won&#039;t come into play very often, as Spiritseers are poor in close combat. However, he is useful close to the front lines thanks to his Spirit Mark ability. This allows him to mark an enemy unit within 12&amp;quot;. All Wraith-constructs (including Wraithguard, Wraithblades, Wraithlords, and Wraithknights) re-roll To Hit rolls of 1. This means that less shots will be wasted, although it isn&#039;t a huge ability. However, Spiritseers are also fairly cheap; if you are running an Iyanden/Wraithwall-style list, the Spiritseer is all but mandatory, but he has limited effect on other units, so the more expensive Farseer would likely be a better choice otherwise. Like Warlocks and Farseers, Spiritseers have seen a significant uptick in 7th edition. Access to up to 3 Runes of Battle is powerful.&lt;br /&gt;
**&#039;&#039;&#039;Alternate View&#039;&#039;&#039; Since Spritseers are independent characters they can join aspect warrior units as well as any unit (that allows it) from Codex: Eldar, Codex: Tau Empire, and Codex: Dark Eldar for shrouded and another buff which could be fearless, +1 WS and +1I, +1 to their armor save, and extra 3 inches of movement if they choose to run in the shooting phase, or +1 S. Use it to your advantage, and their are hundreds of possibilities with DE you can try out that could definitely be tournament worthy.&lt;br /&gt;
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*&#039;&#039;&#039;Warlock Council:&#039;&#039;&#039; Formerly known as a Seer Council, the Warlock Council now follows the template started by the Wolf Guard of the Space Wolves and the Royal Court of the Necrons. Essentially, you buy them as one unit, but at the beginning of the game, you can choose to split them into units as squad sergeants. As with the other two examples, the list of units they can join in this manner is slim; in the case of the Warlock Council, it only includes the Guardian units (specifically the two types of standard Guardian, the Guardian-crewed Vaul&#039;s Wrath artillery, and the Windrider jetbike squadrons). Their stat line is similar to, but slightly weaker than, that of a Farseer. They each roll on the Runes of Battle table from the Eldar codex, and nothing else. They are only armed with a standard shuriken pistol and a witchblade, as well as their rune armor, which grants a 4++ invulnerable save. Under 7th edition, their low LD doesn&#039;t matter at all for psychic powers and they get a total of 2 Pyshchic powers (whatever they roll and the Primaris). They also allow you to absolutely spam Warp Charges for Psychic defense. You&#039;re pretty set when it comes to taking Warlocks.&lt;br /&gt;
**Deployment/placement shenanigans occur AFTER all traits are rolled for, including Psyker powers and Warlord Traits. So you get to roll first and then distribute your warlocks amongst your guardians.&lt;br /&gt;
**Can be given a singing spear for just a handful of points and suddenly they are throwing a fleshbane lascanon that can do armor bane in melee, Cha-ching heavy and armor crusher squad that can easily shiscabob a persons HQ choice, no matter the HQ choice from just over the heads of their elite honor guard and still charge in and kill the squad.&lt;br /&gt;
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*&#039;&#039;&#039;Wraithseer (Forge World):&#039;&#039;&#039; What do you get when you take the a spirit stone containing the soul of a farseer or warlock and stick them into a special wraithlord chassis? This beast. It&#039;s not a hard choice to take Wraithguard, but this T8 bastard makes it SO much easier and rewarding. Starting at ~185 points (forgeworld blurs the point cost), and the ability to equip a freaking D-cannon (it says wraithcannon but that was eratta&#039;d as a typo) for 40 more on it&#039;s shoulder, and loaded with crazy powers... It&#039;s a godsend to an army that really needed a durable and powerful HQ choice. Don&#039;t get your hopes up for an &amp;quot;all wraith&amp;quot; army, you MUST take another HQ on top of it (pretty obvious a Spiritseer). As for special glitter it reduces the coversave of anything being shot at by wraithunits by 1. It has a close combat weapon that lets it reroll missed to-hit rolls and wounds on a 2+ with all the good parts of being a monstrous creature (AP2 and Smash), rolls with a 5++ save on top of 3+ armor, and three psychic powers, two of which are designed to be used on wraith-units. One gives them Fleet, the other gives them 5+ FNP (now try to bring down THAT) and the third power voodoos all enemy units within 18&amp;quot; into making a LD test at a -2 or soil themselves and go to ground (which surprisingly stacks perfectly with Hemlock Wraithfighter Terryfy and mindshock). Not the beast that many other HQs are, but nothing to be brushed aside either.&lt;br /&gt;
**Although listed as having a Wraithcannon in the book, Forgeworld have confirmed that this is a typo and should be a D-Cannon as per the previous version of the rules (https://www.facebook.com/ForgeWorldUK/posts/702680666415883). This is a big deal as mounting the devastating D-cannon on a tough, mobile platform like the Wraithseer overcomes its only significant drawback of short range. This really is the only weapon option you will need for the Wraithseer as the conventional guns just pale in comparison.&lt;br /&gt;
**If you&#039;re playing with [[that guy]], he might tell you that Codex: Eldar is separate from Iyanden, which is &#039;&#039;technically&#039;&#039; true. However, it&#039;s such an idiotic, narrow, rules-as-written interpretation that you should probably find somebody else to play with.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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*&#039;&#039;&#039;Eldrad Ulthran:&#039;&#039;&#039; If a normal Farseer is a Jedi, then [[Eldrad]] is a tall almighty Yoda. He&#039;s the big [[cheese]] of the Eldar army; he&#039;s basically got all the possible options for a normal Farseer wrapped together into one package with a slew of tricks to add to the deal. At his core Eldrad is an enhanced Farseer, T4, 3++ (so it&#039;s like he is a Psyker with a Storm Shield) and mastery level 4. There is no Eldar army that couldn&#039;t be improved by adding this guy. He comes stocks with the regular Farseer gear, an improved rune armor and both runes just in case. Eldrad rolls off the Divination, Telepathy and Rune of fate tables like other Farseers.  Then there are the two sexy parts:&lt;br /&gt;
**&#039;&#039;&#039;The path beyond&#039;&#039;&#039; Once deployment is done but before scouts, you can take d3+1 units of your&#039;s, and reposition them on the board under regular deployment rules and regulations. Enemy put a bunch of footslogging guys on the left? Throw down an Avatar, enemy landraider on the right? Bring me that fire prism. The savvy commander makes this power work for them and makes it work well. &lt;br /&gt;
**&#039;&#039;&#039;Staff of Ulthamar&#039;&#039;&#039; This thing is Eldrad&#039;s personal license to print money and coin a monopoly on the tears of your enemies. As a weapon it beats out the other Farseer weapons easy, fleshbane, AP3, force, it is just THAT good, enough said really. Then if Eldrad isn’t currently stomping in melee the staff augments his powers in a fun way. Every time he casts a power (of which he can cast 4), he has a 33% chance to regain a warp charge. This warp charge can be spent however you want, force weapon, casting a power you haven&#039;t cast yet, etc. You could with luck fire off &amp;lt;del&amp;gt;four&amp;lt;/del&amp;gt; three 2 charge powers AND have enough left over to kill with a force weapon in a single turn. Eldrad also carriers a Witchblade as well as his Staff. Both of these weapons are Melee but neither of them have Specialist Weapon OR Requires Two Hands. That means he gets a +1A to his stats due to having two melee weapons equipped. Therefore he can dish out 2A with Fleshbane at AP3 (or Force as well if you activate it) per turn. With 3++, even challenging melee characters he will be able to some damage. Farseers do get +1A due to their Pistol, however they don&#039;t get the AP3 of the Staff (though they do get Fleshbane and Armourbane due to Witchblade).&lt;br /&gt;
** Under 7th edition, while Farseers have gone from good to ludicrously good, Eldrad has gone from ludicrously good to outright broken. He can roll up to 5 Psychic powers, ignore perils of the warp and regain warp charges every time he casts. Again we say, there is no Eldar army that won&#039;t benefit from adding Eldrad.&lt;br /&gt;
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*&#039;&#039;&#039;Prince Yriel of Iyanden:&#039;&#039;&#039; Once upon a time, there was a guy named Yriel who won a battle by using almost all of Iyanden&#039;s forces in an attack. This scared the guys in charge of Iyanden who said, &amp;quot;Hey! We could&#039;ve gotten attacked while you were gone!&amp;quot; To which Yriel replied, &amp;quot;Yeah, but you didn&#039;t,&amp;quot; to which they replied, &amp;quot;That&#039;s it! You&#039;re fired!&amp;quot; So Yriel went off to be a pirate for a while. While he was busy counting his loot, some Tyranids came and attacked Iyanden so the guys in charge were all like, &amp;quot;Crud! We wish Yriel was here to save us!&amp;quot; So Yriel comes back, gets a magic spear of awesome and saves the day, but now he&#039;s cursed and slowly dying as the spear sucks out his chi or something. Yeah, this guy needs his own anime show or something. He gets the reserve rule the Autarch gets, but instead of buying aspect warrior war gear, he has a spear so awesome it consumed a black hole (and a monocle):&lt;br /&gt;
**&#039;&#039;&#039;The spear of twilight&#039;&#039;&#039; An armourbane, fleshbane &#039;&#039;&#039;AP3&#039;&#039;&#039; spear, making his low strength a null point and his high Init and Attacks fantastic. This allow him to threaten a lot of foes but also has the downside of forcing him to reroll 6s on saves in melee, shitty. Yriel is a master of fighting basically anything lacking a 2+ armour save, and with a lucky roll from a nearby warlock might even not care, given the warlocks ability to debuff armour saves. Against the right foe he hits hard, fast and often.&lt;br /&gt;
**&#039;&#039;&#039;Eye of Wrath&#039;&#039;&#039; Hasn&#039;t actually changed from last addition. See below. &lt;br /&gt;
**For real laughs send him charging heroically solo into any squad of MEQ and activate his Ambush of Blades warlord trait and his patented Eye of Wrath finisher move. Sadly he has to attack before most opponents pile-in, but throws down an AP3 pie plate wounding on 2&#039;s and re-rolling 1&#039;s. Alternately challenge someone, kill him and let his angry buddies pile in, and hit EVERY ONE of them next turn.&lt;br /&gt;
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*&#039;&#039;&#039;Illic Nightspear:&#039;&#039;&#039; Rangers are followers of a path that’s very off road for other Eldar, they go against the grain of Eldar’s path based society enough they have trouble fitting in. Now the old standby troop slot just got an HQ to call their own. Illic is a big noise maker and with good reason, he is powerful in his own way and offers some great tactic options for the army (unlike Autarchs). First up his stats, nothing to write home about in fact it all looks kind of...WHOA BS9! His weapon is now ALMOST twin-linked but he has no need for guide honestly. Next up his built in warlord trait, giving him split fire for free, allowing him to hide in a squad of dudes but shoot other dudes then the dudes in his quads are shooting at...dude. He has shrouded which he gives to attached squads because why the fuck not, Hatred+Preferred enemy Necrons, which is cool and lovable. But wait there&#039;s more, any and ALL shots fired by Illic are precision shots, meaning he gets to choose which head goes splat every time he fires his weapon. His weapon, is an AP2(!!) sniper, meaning as long as he gets a 4+ to wound (doom) the model probably dies. If the wounding roll is a 6, the model is hit by an instant death shot, bye bye HQ. It can even pen tanks on a 6. It&#039;s also worth considering buying a Aegis Defence Line (ADL) and upgrading it to a Lascannon. Plop Illic behind it and he gets to control the Lascannon. With Sniper special rule. And all his shots are Precision Shots. This allows you to snipe anything you want. At BS9 too. Another option is to put him in a squad of Dark Reapers, by doing so Illic confers his Warlord Trait of Split-Fire unto them. He also gains the ability to ignore Jink Saves due to Dark Reapers Rangefinder equipment. You could then put Maugan Ra in, this will allow Maugan to Split-Fire and Ignore Jink Saves as well. It&#039;s a Death Star unit, but a nice one.&lt;br /&gt;
**&#039;&#039;&#039;Walker of the hidden path&#039;&#039;&#039; Illic can infiltrate ANYWHERE on the map, giving no shits about locations of enemy forces or anything like that. Later if a ranger squad outflanks onto the board, they can deep strike on top of Illic instead with no scatter just like that. &lt;br /&gt;
**&#039;&#039;&#039;Master of pathfinders&#039;&#039;&#039; Armies with Illic as an HQ can choose to upgrade their rangers with his special Sharpshoot rule for 100% precision shots as well as Shrouded for their convenience (+13 points a model though!) &lt;br /&gt;
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*&#039;&#039;&#039;Farseer Bel-Annath (Forge World):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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*&#039;&#039;&#039;Phoenix Lords:&#039;&#039;&#039; Fluff-wise, if Kaela Mensha Khaine was God, the Phoenix Lords would be his terminator Jesuses. They are the founders of the various styles of war and have been reborn over and over.  How?  Basically, when someone puts on their armor, the armor possesses the wearer and puts the original Phoenix Lord&#039;s consciousness, combined with the knowledge of each of the past thousand previous wearers, in charge. Each Phoenix Lord is the most awesome example of one type of Aspect Warrior. They have super-powered versions of the regular equipment and powers available to a respective Exarch, only more so. Taken as a group, they pack awesome statlines with 2+ armor, Eternal Warrior (negating the usual issue of instant death via double S weapons) and good wounds.&lt;br /&gt;
**&#039;&#039;&#039;Asurmen (Dire Avengers):&#039;&#039;&#039; 220 points. He gets Twin-linked Avenger shuriken catapult, an AP 2 diresword that can re-roll a single failed to hit roll per turn and both the battle fortune and shield of grace exarch powers. In your army Asurmen is an expensive unit but a strong one, he packs a good invuln save and dukes hard in whatever melee he finds himself in or just adds some more dakka to the avengers he running around with. He is a strong challenger with both good offense with his sword of Asur or defense when using shield of grace to gain a 3++ when facing down a MUCH better combatant you only wish to stall. Finally he is the Hand of Asuryan and when deployed as part of your primary detachment he becomes your mandatory warlord who gets to roll d3 warlord traits for the fun of it, rolled properly this has some serious potential to make him a beacon of interesting powers throughout the game, otherwise meh. Asurmen is an expensive choice of HQ but he can do good things and should not be discounted.&lt;br /&gt;
**&#039;&#039;&#039;Jain Zar (Howling Banshees):&#039;&#039;&#039; 200 points. Founder of the howling banshees Jain is the pinnacle of an assaulty terror on the battlefield, loaded with not one, not two but THREE Remnants of glory right out of the gate she&#039;s the most heavily loaded phoenix lord in the codex. Her Silent death can be tossed 12&amp;quot; as an assault 4 weapon with a good shot at reaping a few models out of the unit before she even gets there. Once she&#039;s in the thick of it her enhanced banshee mask bumfucks the enemy unit with -5 WS and Init right off the bat, then the Blade of destruction comes into play. This AP2 wound rerolling monsters can reap orks and termies alike with oh so much blender fury. If and I mean IF anyone decides to try and take her in a challenge her disarming strike rule applies and can make for some serious lulz by you. Don&#039;t forget she gains +1A for having two non-Specialist Weapons and them not being Two-Handed either. An extra Attack at AP2 is always nice. (She still loses to lelith but against pretty much any other character even named ones she is pretty fucking awesome!)&lt;br /&gt;
**&#039;&#039;&#039;Baharroth (Swooping Hawks):&#039;&#039;&#039; 195 points. As the ever unloved Swooping hawks settle into a moderately comfortable place in the new codex the lord of hawks does similarly. The gun on Baharroth is basically the regular lasblaster with a higher strength, a technically good thing. Baharroth also comes with the battle fortune and hit&amp;amp;run exarch powers, so he&#039;s got a 4++ and can escape melee which is a GOOD thing. Interesting to him is the sun&#039;s brilliance ability he comes with, when landing with deep strike he sets of a flash of blinding light, causing foes within 6&amp;quot; of him (remember hawks never scatter now) to make an Init test or go blind for the turn, used correctly this is awesome, otherwise it&#039;s meh. Lastly there is the Shining blade he wields, an AP3 Blinding melee weapon, huh, a WS of 1 does have penalties to enemy squads and you could make some plays by going into melee, procing the blind attack then hit and running later on leaving the unit unengaged and utterly useless. Like hawks, a questionable purchase but superior to his previous editions.&lt;br /&gt;
**&#039;&#039;&#039;Karandras (Striking Scorpions):&#039;&#039;&#039; 230 pennies? Karandras was good before, Karandras is good now. His mandiblasters no longer grants him a holy load of attacks now instead firing a S6 AP- shot at the very start of every assault phase. Following that his melee options lies in his strength boosting sword you will NEVER USE or more importantly. Scorpions claw, a power fist that is so much more than just a power fist, but a fist that fists like no fist before it, fisting hard at S8 with FULL Init. Combined with his stalker challenge wound re-rolling power he is a veritable beast in melee, and with monster hunter can bring low some very impressive foes. His special rules are seemingly endless but he can infiltrate in, give stealth to whoever he&#039;s running with at the moment and then later can crush skulls like so many tin cans. He too should get +1A for having two melee weapons.&lt;br /&gt;
**&#039;&#039;&#039;Fuegan (Fire Dragons):&#039;&#039;&#039; 220 points. Fuegan is so not even remotely phased by your enemies shit, he shoots shit, cleaves shit and shits on the enemy’s special tanks and shit like never before. The firepike is as good as ever but now Fuegan learned how to double tap the fucking thing for two melta shots at a longer range and his awesome BS. He doesn’t have an invuln save but he does boast a feel no pain making him an even more durable lord than most, and then there is his special rule. Each time he suffers an unsaved wound he gains +1 to his Srength and Attacks for the rest of the game. If a renewer warlock bro happens to be anywhere nearby he could just heal from said wounds (even in combat) and get back to doing what Fuegan does best, ruining Christmas, Easter and birthday parties. A monster of a lord he ties with Karandras for best lord evar.&lt;br /&gt;
**&#039;&#039;&#039;Maugan Ra (Dark Reapers):&#039;&#039;&#039; 195 points. Like his previous incarnation Maugan Ra either still cannot remember what his reaper gun is supposed to do or reapers on the whole just didnt follow big daddy’s rules right to the letter. Sporting shorter range but more dakka than reapers, Maugan Ra is a serious bastion of firepower, just not against what reapers are supposed to be good against, MEQ. S6 AP5 isn’t a great weapon for armored targets however it does fire both pinning and rending which helps a little. Also, it is not assault 4, because Maugan is still rocking fast shot, add another bullet to every round. The Maugetar can also function as a bit of a sniper, scoring precision hits on a 5+ and with Night vision no round of night fighting will save foes from his wrath...they have all their saves to do that. The dude is a pretty reasonable all comers lord who does well in ranged and hold his own in melee, he also boasts hatred for daemons and for some reason relentless on an assault weapon. &lt;br /&gt;
**&#039;&#039;&#039;Irrllyth (Shadow Spectres) (Forge World):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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===Troops===&lt;br /&gt;
Troops are the core of your army and can now hold their own a good purchases to the previous relics of past books. Essential for holding objectives and gunning down competition each troops now offers an actual unique benefit and finds a place in your list. Eldar troops basically fall into either hold still or charge ahead, both being more mobile than their competitors in other races.&lt;br /&gt;
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*&#039;&#039;&#039;Dire Avengers:&#039;&#039;&#039; These Aspect Warriors are your most basic infantry (although Guardian Defenders also lay claim to that role). The whole idea behind the aspect is that they are the perfect balance between offense and defense; in other words, they&#039;re useful both for sitting back and shooting &#039;&#039;and&#039;&#039; for getting up close and personal and storming objectives. Ironically, then, they aren&#039;t amazing at close combat, although (especially with the Exarch&#039;s weapon choices) they can survive there. Perhaps most importantly, though, they have special shuriken catapults, appropriately called avenger shuriken catapults. Unlike regular shuriken catapults (and their pathetic range of 12&amp;quot;), avenger shuriken catapults have a range of 18&amp;quot;. Combined with every Eldar&#039;s innate Battle Focus ability, the extra range allows the Avengers to play a merry game of keep-away with the opponent. Also, their Aspect Armor comes with a 4+ save, which makes them a fair bit hardier than Guardians. Finally, they have the Counter Attack special rule, which gives them an extra attack each when charged, as well as plasma grenades. This means that you can bait charges into the Dire Avengers, get Overwatch, and &#039;&#039;then&#039;&#039; get a bunch of attacks in the ensuing melee. Use their (relative) mobility to run circles around the opponents and shave models off whatever units you can. Mobility and ranged spray help them whittle away at enemy units without having to get as close as guardians do.&lt;br /&gt;
**&#039;&#039;&#039;Exarch:&#039;&#039;&#039; Unlike most Exarchs, the Exarch in a Dire Avenger squad can radically change his role in the squad with a simple weapon swap. However, it should be noted that most of his powers and abilities are focused solely on himself. Take his Exarch powers, for instance: Disarming Strike and Shield of Grace are mostly for challenges, while Battle Fortune just improves his close-combat defenses. As such, he&#039;s probably not a good buy, as it&#039;s not likely that he&#039;ll make the unit much better. Of course, if you &#039;&#039;must&#039;&#039; take him, most of the options are good. The twin-linked avenger shuriken catapult is cheap and boosts his ranged effectiveness; the diresword is incredibly potent, especially in a challenge; and the power weapon/shimmershield combo provides the unit with a 5++ invulnerable save, but at the expense of the Exarch&#039;s firepower. The only option to shy away from is the power weapon/shuriken pistol combo, as the diresword is much, &#039;&#039;much&#039;&#039; better, and for only 5 points more to boot.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian Defenders:&#039;&#039;&#039; The Guardians gear is probably the most underwhelming in the codex, a 5+ armor save you will never want to have to use as well as the trusty shuriken catapult. The catapult is still the shortest ranged of any troop weapon found in 40k but boasting its new bladestorm rule, a change so important to the guardians its almost their central feature. Bladestorm allows guardians to wound anything and penetrate any armor save, with the sheer mass of shots they make at their improved BS4 this is a pretty serious threat to most models in the game. Guardian defenders also host a second feature that needs mentioning, a heavy weapon mount for every 10 bodies in the squad, up to 2. These platforms are now true models within the squad, moving and shooting under their own power and with a toughness and armor save to take into account. The support platform can be equipped with any of the heavy weapon options at a noticeable cost. The guardians obvious downsides are obvious, they are fragile Eldar in 5+ armor, enough said. Sit them in one form of cover or another with a conceal warlock however and we have something to talk about, a good saving unit with a lot of bodies and long range powerful weapons sitting on an objective with a fuckton of dakka for overwatch or sudden shuriken rushes. Dictate your price with them, adding warlocks and heavy weapons to suit (although as the rules are described now, the Scatter Laser is the less useful option as its Laser Lock ability only counts for the same &amp;quot;model&amp;quot;, not the same unit but still puts out a good amount of longer ranged ST6 shooting).&lt;br /&gt;
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*&#039;&#039;&#039;Storm Guardians:&#039;&#039;&#039; Storm guardians forgo the defensive stratagem of the defenders and instead wield both sword and pistol into the maelstrom of melee combat. Storm guardians are rare as they boast little over the far more skilled and equipped aspect warriors, however desperate times call for desperate measures. A low tier assault unit storm guardians forgo both their shuriken catapults and heavy weapon platform in favor of pistols and a sword. The good news is that pistol still has the blamestorm rules so storm guardians are pretty killy at range with a bit of luck, the sword gives them the extra attack into melee and their Init is good. They can equip a couple of fusion guns, flamers and power weapons but not many. Also plasma grenades. Bad news is they still have the same armor and will get scythed down if not carefully deployed, their attacks are made at S3. Special rules of note are their fleet and….that’s basically it. Downside are: they are guardians. In melee. Overwatch. Wall of death. Storm guardians require the help of the warlocks even more desperately than their defender comrades, taking any number of the warlocks buffing powers to help them gain an edge in the melee they thrust themselves into. Protect your warlock at all costs and drown your foe in a serious fuckton of dice.&lt;br /&gt;
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*&#039;&#039;&#039;Windrider Jetbike Squadrons:&#039;&#039;&#039; Guardian jetbikes are Eldar who take their mastery of speed to heart and are a well-known unit to see Eldar field due to the extraordinary mobility the jetbike offers. The only gear the windriders feature is the jetbikes they ride but that’s all the unit really needs. Automatically giving them an enhanced T4 and magical 3+ armor save windriders are the equivalent of marine’s models but with far greater maneuverability. The jetbike comes with a built in twin-linked shuriken catapult, 90% accuracy for a shuriken weapon and bladestorm still applies here. Every third jetbike can switch out for a much larger, much meaner shuriken cannon for extra dakka. Aside from the usual windriders also boast the benefits of Eldar jetbikes that allow them a special 2d6 move during the assault phase and all those delicious cover saves for moving and turbo boosting. The only issue the windrider faces lies in their low numbers and higher cost, not a big issue since they cost just under two guardians normally but these are models you should try not to lose. Like with all guardians a warlock can join the squad and instantly make it better, conceal boosting their already good cover save, protect to give them terminator armor, even embolden can remove the issue of their lower leadership. Zip around like the Tasmanian devil, chunk units of anything, troll everyone and grab or contest objectives to make enemies weep little black tears.&lt;br /&gt;
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*&#039;&#039;&#039;Rangers:&#039;&#039;&#039; When an Eldar finds no path that suits them they often turn to the path of the ranger, venturing from the craftworld to see new sights and places. Their pathless existence goes against the grain of Eldar society but lends them unique viewpoints and skills many Eldar never find themselves possessing. The ranger long rifle is core of the unit and as such has a few aspect that need discussing. As written the weapon is a heavy 1 sniper with long range, its AP6 is undesirable but rangers fire it at their BS4. Sniper weapons means they precision shot on hits of 6 and rend on wounds of 6, forcing a pinning test and possibly force a unit to go to ground under their attacks. The basic formula of the ranger goes something like this: 66% chance to hit, 50% chance to wound, 60%ish chance to damage MEQ armor. The special rules of the rangers is their classic infiltrate, fleet, stealth and move through cover. This makes them a theoretically maneuverable but realistically immobile. You see being a heavy weapon the squad cannot fire after travelling during the move phase, battle focus also specifies they cannot fire either before or after they take that run action. Flamers and various other cover ignoring weapons like barrage and noise marine blasts ruin your rangers every day. Ultimately the rangers will end the game exactly where they started, moving only to shuffle towards an objective or away from an approaching melee unit. Rangers can infiltrate either to an advantageous position or on top of a cover providing objective, then they will sit there for as long as they can laying down a few suppressing shots into choice targets. Their cost was significantly reduce from previous editions but the unit will still need to work hard to make its points back. &lt;br /&gt;
&#039;&#039;&#039;Alternate View&#039;&#039;&#039;.Never forget their Shuriken Pistols, Blade Storm still applies, also move them they still get Snap Shots (while not great a larger unit will still hit something and kill it). a nearby Warlock or Farseer will add to this with guide. also with Illic if CC happens they can still hold out (sort of). &lt;br /&gt;
**&#039;&#039;&#039;Master of pathfinders&#039;&#039;&#039; granted by the HQ Illic Nightspear allows you to more than double the cost of each model (bad) but grant them shrouded (good) and 100% precision shots (good good) thus making them do what they do normally, but better.&lt;br /&gt;
**&#039;&#039;&#039;Modeling Tips&#039;&#039;&#039; Hate the hoodless rangers but you don&#039;t want them with helmets or applying green stuff because you suck at making anything with green stuff? Fear not, because there is a solution. If you have the money, grab a box of wood elf archers, or something with elf hoods, and smash a new head on them. You might need to fill in some spaces with green stuff though, but it was very minimal for me.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Wave Serpent:&#039;&#039;&#039; The Wave serpent is yet another falcon chassis tank but featuring a large carrying capacity for the Eldars various infantry and a real threat in terms of a battlefield vehicle. The Wave serpent comes stock with the standard AV12 and ability to grab vehicle upgrades such as holofields and star engines. It comes with a twin-linked catapult and shuriken cannon, the cannon being tradeable for a twin-linked star cannon, bright lance or scatter laser. It can also trade for an EML (no flakk) for a heavy price as well as switch out that little catapult for a cannon (because who wants a tank with 12” range?) for a little bit more. Unlike other races the wave serpent is a costly machine, clocking at 115 points base and with lots of reason to spend more. You cannot just throw this transport away and it also features no fire points as well as not being an assault transport. Our dedicated transport kicks the daddy bags of other such transports of the other races and in large point games you can afford to get a whole lot more armour onto the field. The Wave serpent has various uses and strategy we’re all used to by this point in addition to its useful long range anti-cover attack. Move it carefully and let it bring your units to where they can do their job best. Equip with Scatter Lasers and Shuriken Cannon to allow you to spam insane amounts of Twin-Linked shots. You only need to hit once (hit, not wound) with your BS4 Twin-Linked Scatter Laser to make ALL other shots fored by this model Twin-Linked. Yes, that includes the Serpent Shield. And what is the Serpent Shield?&lt;br /&gt;
**&#039;&#039;&#039;Serpent Shield:&#039;&#039;&#039; The Wave Serpent now comes with a new barrier that turns all of its front and side based penetrating hits to magically transform into a mere glance on a 2+. Then if the serpent is either doomed anyway or you need to extra zoom zoom dakka it can instead FIRE THIS FORCEFIELD at an enemy within 60”. This energy wave is a S7 AP- pinning weapon that ignores cover as well as dealing d6+1 hits. The defensive aspect of the shield are on cool down until your next turn and the attack can be fired again if you wish.&lt;br /&gt;
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===Elites===&lt;br /&gt;
[[Aspect Warriors]] are the meat and potatoes of the Eldar Army. They appear in Troops, Fast, Heavy, and Elites. They are the whole thing people are talking about when they say the Eldar Army is mostly specialists.  They have a pretty good statline, great leadership, and are all Fleet with Battle focus. Each squad of Aspect Warriors can upgrade one of their number to an Eldar sergeant called an Exarch. Exarchs get bumps all over the statline - Initiative goes to a tyranid-like 6, attacks to 2 - and can then take fancy versions of their weapons and buy Exarch powers depending on what they are. Exarchs are very popular and are almost always worth the chips, most especially if you like to field big squads.&lt;br /&gt;
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&#039;&#039;&#039;Fire Dragons&#039;&#039;&#039; &lt;br /&gt;
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Now you see the tank, &amp;lt;b&amp;gt;BOOOOM!&amp;lt;/b&amp;gt; now you don&#039;t, this is Fire dragons in a nutshell both past and present. A unit dedicated to making sure win or lose your foes never get to keep their most precious possessions, leaving even the victorious broken hearted and awash with their own greasy tears.&lt;br /&gt;
Fire dragons come with a little bit of gear that does a whole lot of good, their new enhanced aspect armor among them. Fusion guns are short range/high win melta weapons known by many, feared by all. They also pack melta bombs for those rainy days and foolish MCs.&lt;br /&gt;
The only special rules worth mentioning are the benefits of Fleet &amp;amp; Battle focus on these already awesome gunners and the exarchs hilarious fast shot.&lt;br /&gt;
Expensive like lawyers now, fire dragons have seen a large increase in points with only a few benefits to offset the cost. They still rock even in tiny squads and can bring the heat even at the smallest of point costs, but fielding them can hurt in small lists and making them get their points back is paramount, especially for larger squads.&lt;br /&gt;
Noticeable boosts to the unit include heavy aspect warrior for all models to deal with return fire as well as the exarchs access to fast shot for less than an additional body. Battle focus &amp;amp; Fleet allows dragons to possibly close a gap into melta range or shuffle off behind cover to make revenge fire all the weaker. Small (5-6 man) squads love to ride in Falcons, which can be a good choice if you&#039;ve already got one and don&#039;t want to buy them their own Wave Serpent.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; could possibly be given crushing blow for boosted strength, but they won’t be. Iron Resolve boosts your LD to 10, which can be useful for not fleeing when they get shot at (and they will) but only if you have 5 points to burn. Fast shot is, in terms of cost is amazing, a second shot at the exarchs BS and using the longer fire pike, all for less than another dragon? Sign me up. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Dragons breath flamer&#039;&#039;&#039;, HAHAHAHA no.&lt;br /&gt;
**&#039;&#039;&#039;Fire pike&#039;&#039;&#039;, longer ranged than a fusion gun makes for better fast shots and more availability to get in range of that target.&lt;br /&gt;
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&#039;&#039;&#039;Striking Scorpions&#039;&#039;&#039; &lt;br /&gt;
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The heavy ninja melee force of the Eldar infantry, sneaky and sinister they constitute a strong force for assault units and strength 4 beatings.&lt;br /&gt;
Scorpions come to battle equipped with the heavy aspect armor befitting their 3+ armor save, shuriken pistols and special chainswords that raise their strength up by 1. They also wield plasma grenades and a special head based wargear in the mandiblaster, which fires a S3 AP- auto-hits against the enemy unit at the Init 10 step, unaffected by things like lash whips or the like.&lt;br /&gt;
Add to that the plethora of rules such as built in stealth, infiltrate and move through cover, as well as the new Battle focus and old Fleet, a pretty mobile squad for a bruiser type unit with lots of options in terms of combat for the tactical commander.&lt;br /&gt;
Scorpions only suffer in regards to getting into said melee and chewing through armored foes who retain good odds against their AP 6 attacks. Their heavier armor grants them an improved durability over their banshee comrades but lacking the mobility they need to close the gap as quickly, possibly exposing themselves to even greater firepower.&lt;br /&gt;
Scorpions excel at drowning foes in a massive wave of attacks, two normally, three on the charge, with the consistent shots of the Mandiblasters raining fire on enemies before most people even have time to draw their weapons. As a result of this setup they can quickly rend through large hordes of light armored foes and are a solid fallback for melee units to hunt your enemies down.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take up to two of stalker, monster hunter and most importantly, crushing blow. This power makes the exarch even stronger than normal and turns the scorpion claw weapon into a wonderfully ambiguous &amp;lt;s&amp;gt;S8&amp;lt;/s&amp;gt; S7 power claw that strikes at full speed. The claws sheer stopping power combined with crushing blow really can be worth the points for a unit that could be called upon to attack just about anything they find themselves in combat with. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Scorpion claw&#039;&#039;&#039;, granting him x2 Strength attacks with AP2 and no loss of speed, with a shuriken catapult added in just for fun. No two handed or specialist weapon, so he still get extra attack for having a sword. The most expensive choice of weapon but rightfully so.&lt;br /&gt;
**&#039;&#039;&#039;Biting blade&#039;&#039;&#039;, two handed sword that hits for S5 and AP4 at the cost of his chainsword.&lt;br /&gt;
**&#039;&#039;&#039;Chain sabres&#039;&#039;&#039;, two weapons that grant a shuriken catapult and gives the scorpion rending in melee (and S4 like the normal scorpion chainsword but with AP5 instead of AP6, a good choice for a moderate cost)&lt;br /&gt;
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&#039;&#039;&#039;Howling Banshees&#039;&#039;&#039;&lt;br /&gt;
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These sword-wielding ladies are the fast, lightweight, hand-to-hand Aspect of the Eldar warhost, designed to blend MEQ armour across a large swath of the battlefield. &lt;br /&gt;
They all come stock with a pistol, a power sword and an iconic banshee mask that makes their enemies get -5 to their Init for the first round of your charge. Beating everyone to the punch with multiple power weapon attacks is like Chapter 1 of the Big Book of Battles. They lack the heavy aspect armor of other units which means you want to chew through as many foes on your first attack as you can to avoid retaliation kills. &lt;br /&gt;
Banshees gain the benefit of Acrobatic movement when comprised of only models with that rule, giving them a bonus 3&amp;quot; on their run move, this is lost if you try and sneak a Farseer or autarch into their ranks, but works with Jain Zar (and combos with her warlord trait).&lt;br /&gt;
Eldar lack an assault transport so that option is out, though banshees do fare better aboard a transport than slogging through open terrain even with Acrobatics, their fragility being a troublesome issue before and during assaults and they cannot be foolishly thrown against an enemy force hoping to claim easy victory. Banshee&#039;s also lack grenades of any sort but that sometimes only makes the playing field even with their mask, could be worse.&lt;br /&gt;
Generally speaking, you want to use banshees against MEQ armor, Scorpions excel against large low armor hordes and small TEQ squads. Banshee&#039;s will usually cull the enemy force significantly with any level of psyker boosting such as Doom or Jinx.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the Fear and Disarming strike powers to challenge like there&#039;s no tomorrow or scare LD8 enemies. Banshee Exarchs don&#039;t make or break the combat power of their unit but cannot hurt the effectiveness of the squad overall. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Executioners&#039;&#039;&#039;, which are nasty two-handed power weapons at S5 AP2.&lt;br /&gt;
**&#039;&#039;&#039;Mirror swords&#039;&#039;&#039;, which replace the pistol and power sword for an extra attack, AP 3 and a Master-crafted re-roll.&lt;br /&gt;
**&#039;&#039;&#039;Triskele&#039;&#039;&#039;, a throwing weapon with S3, AP3, Assault 3 in addition to being a normal power weapon.&lt;br /&gt;
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&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; &lt;br /&gt;
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Scorpions are heavy, Banshees are light, and Harlequins are expensive and weird. Fluffwise, they are psychic, ninja, space-elf dancer clown historians of the 40k universe. For two points above the cost of a Banshee or Scorpion, you get a pretty fighty little elf with a pistol and a mean overhand right, a weak invulnerable save, and the ability to run across terrain, Hit and Run, Fleet, and Furious Charge. Two can be upgraded to carry a little melta pistol, and any can take a Harlequin&#039;s Kiss (not as romantic as it sounds; they shove a sharpened tube into the enemy and then use a super-thin metal wire to blend their insides) which Rends in hand-to-hand. Fine so far.&lt;br /&gt;
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For a sawbuck, you can upgrade one to be a Troupe Master, who gets a free kiss or power weapon and gets an extra swing with it. You can upgrade another to be a Death Jester with a big machine gun for 10 points, and for the big 30 you can bring a unique psyker officer named Shadow Seer, who brings a pretty effective stealth field to the unit (the enemy, upon declaring he&#039;s shooting at them, must roll 2D6 times 2 to check if he can see them. If he can&#039;t the unit cannot declare another target. Bamf) and also hands out hallucinogen grenades and weed to everyone.&lt;br /&gt;
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Harlequins require careful use, and only begin to shine in larger points. If you&#039;re just going to shell out for the basic 5 guys, don&#039;t bother, get more Banshees/Scorpions. Everyone gets a Harlequin&#039;s Kiss and you NEED a Troupe Master and a Shadowseer, no exceptions. At that point the squad becomes a pretty nasty assault squad, which unlike both Banshee&#039;s and Scorpions, can handle both large hordes and small elite squads. Against small elite squads their invul save and rending attacks will quickly add up, and against hordes they can pump out a large number of S4 attacks on the charge to wipe them out. If you can get them where they need to be unharmed and let them loose, they can actually be a pretty brutal squad overall.&lt;br /&gt;
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NEW INFO: So harlequin&#039;s in 6th ed fall into a wonderful category of &amp;quot;not scorpions&amp;quot; and &amp;quot;not banshees&amp;quot; which in gameplay terms means, no dedicated AP3 wounds and no specific 3+ armor save.  Sending in the clowns this edition means you hit at Str 4 on the charge for furious charge, get a 5++ and are not slowed by difficult terrain for purposes of movement on the base unit and are fleet.  They pack shuriken pistols mostly, which are 12 in range and carry the same bladestorm rule that all other eldar shuriken weapons carry, which can put wounds on pretty much any non vehicle unit on a to wound roll of 6.  Additionally, they can take two fusion pistols per unit, a power sword on the troop master and a full unit of harlequin kiss (causes rending on wound rolls of 6).  The unit is WS 5, so they will be hitting on 3s on most line infantry and mostly on 4s against dedicated assault units. &lt;br /&gt;
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Harlies have three model upgrades that can be taken to the unit, changing the type: &lt;br /&gt;
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Troupemaster - basically your squad leader, extra attack and can take a power sword for free, allowing for AP 3 attacks, min 3 attacks, LD 10, all for 20 points. &lt;br /&gt;
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Death Jester - your machine gun toting dude, shrieker cannon is an assault 3, strength 6, AP 5 pinning weapon with bladestorm rule. (ap2 on roll of 6 to wound).  The jester provides limited fire support and dick jokes. &lt;br /&gt;
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Shadowseer - hallucinogen grenades: unit counts as having plasma grenades)also has veil of tears, a 1 warp charge blessing that forces any unit targeting them to based range on a roll 2D6, multiplied by 2.  If they cannot target the unit due to not being in range, the unit cannot fire at another unit that turn. &lt;br /&gt;
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These guys do best in FULL units, with all the special characters against armies such as guard, eldar, tau, nids and orks, basically any army with low armor saves and a lot of indiscriminate, but not necessarily well aimed firepower.  Against low armor save armies, the shrieker can lay some wounds that will go through the armor.  &lt;br /&gt;
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With marines, AP3 will work on power armor, and bladestorm gives you some AP 2, on the charge these guys will put out a pretty respectable amount of attacks, and with the invul theres always a chance you will save against the overwatch. &lt;br /&gt;
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A good straregy against ALL armies: Start the unit in cover, then parade out, ALWAYS cast veil, as there&#039;s no reason not to and parade around like a gay rights parade float.  If your opponent is baited and shoots at them, there is a decent chance that the unit will preclude shooting on some of his gunline unit.  With the exception of D weapons, you will have a save.  If you can fortune the unit, the 5+ becomes rerollable.  &lt;br /&gt;
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If they are charged, they still put out 3-4 attacks a piece with 2x combat weapons, which may rend, if they get the charge, 4-5 per with rending on the kisses at str 4.  As with all eldar work best if target is doomed and you are fortuned.  &lt;br /&gt;
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&#039;&#039;&#039;Wraithguard&#039;&#039;&#039; &lt;br /&gt;
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Resilient and terrible in their destructive power Wraithguard are the otherworldly goliaths of Eldar infantry, and their vigil is eternal. Acting as vanguards for durable front line advances Wraithguard are a unit difficult avoid for enemies and foolish to ignore.&lt;br /&gt;
With a toughness of 6 and heavily armored wraithbone granting them a 3+ armor save wraithguard are as durable as terminator equivalents of other armies and wield terrific weapons. The Wraithcannon is short range and utterly lethal against all targets, the S10 AP2 gun shreds all targets with equal fury and distort rule gives it the ability to instant death, as though anything would survive it normally. The D-scythe is the newcomer in this codex, shorter range than even the cannon, the scythe unleashes the unraveling energies of the wraithcannon in a wave rather than a focused blast, S4 AP2 flamer means no cover or armour save can defend against them, and they maintain their distort ability for any tank crossing their path. Immune to assault because of WALL OF DEATH!&lt;br /&gt;
Wraithsight is gone HUZZAH, also a bulky and fearless unit, nothing new and nothing bad.&lt;br /&gt;
You want to use the Wraithguard as the anvil of your army, moving up fearlessly each turn while other more mobile Eldar think away at your opponent’s forces. Once in range of a target wraithguard will kill it, they just will, and they will stick around a lot longer than your enemies will be comfortable with. Six can fit into a wave serpent and emerge to deliver unfair levels of wrath upon their targets. &lt;br /&gt;
*&#039;&#039;&#039;Spiritseer&#039;&#039;&#039; allow these units to becomes troops at all squad sizes. Wraithguard are a snatch for runes of battle powers like protect, conceal or quicken. Alternatively powers like reveal and horrify work well to soften your targets. Spirit-mark ability does not benefit D-scythes.&lt;br /&gt;
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&#039;&#039;&#039;Wraithblades&#039;&#039;&#039; &lt;br /&gt;
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Like the wraithguard the wraithblades are Eldar wraithbone constructs, only with a focus on melee combat as opposed to near melee ranged weaponry. &lt;br /&gt;
The armaments of the Wraithblades change their dynamic in pretty significant ways. For those that enjoy visceral reckless carnage they come stock dual-wielding ghostswords, AP3 swords you’ll be wielding with S6 and about two attacks a model. On the other hand, they can freely switch for a combination of Ghostaxe S7 AP2 with a 4++ shield, giving them more of a termy hunting role while being very durable and threatening unit.&lt;br /&gt;
No shitty Wraithsight which would have hurt them even worse than Wraithguard.&lt;br /&gt;
They do not make many attacks, however given the strength and AP of the weapons they would have just needed the distort rule of their ranged weapons to make everything blend, EVERYTHING. But although they DON&#039;T have distort they&#039;re still beasts in melee. No assault transports for Eldar but in a pinch wraithblades with shields for the meatiest &#039;want to kill&#039; target, [[DISTRACTION CARNIFEX|Which could be used for your advantage]].&lt;br /&gt;
*&#039;&#039;&#039;Spiritseer&#039;&#039;&#039; allows these units to becomes troops at all squad sizes. Wraithblades benefit greatly from enhance, protect, quicken, empower and even conceal if lacking shields (or in cover). Sapping your enemies own power in preparation for the assault are powers like horrify, drain and enervate.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
In this slot we find the fastest of our already quick moving and mobile army, armed to the teeth with a variety of weapons such as the spammy lasblaster and armor melting Bright Lance. In this slot you can find not only options for engaging and destroying infantry but many of these slots features unit who can either outfit themselves totally for anti-vehicle or just do a decent job of it if called upon. You also find both of your flyers in this slot and each performs a very different job that should be carefully considered.&lt;br /&gt;
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&#039;&#039;&#039;Swooping Hawks&#039;&#039;&#039; &lt;br /&gt;
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Swooping hawks have had a tough love life before now, a unit that could never pull its own weight and would rarely accomplish goals under an aged codex. As the Eldar&#039;s premier lightweight jump infantry the new swooping hawks stand a chance of glory and respect. &lt;br /&gt;
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Swooping hawks enter the battlefield absolutely loaded to the teeth: aspect armor, jump infantry wings, no less than three different kinds of grenades, and their (thankfully improved) lasblaster weapon. The Lasblaster is the first important pieces of tech they bring with them. Increased from assault 2 to 3 they now throw out an almost unmatched number of shots as a squad. Even though they are [[Lasgun|S3 laser pointers]], the sheer volume of shots is pretty threatening now, being equal to any [[Bolter|standard]] [[Ork_Gunz#Shootas|basic]] [[Gauss|40k]] [[Shuriken Catapult|gun]] in firepower, while boasting much more comfortable range. Against hordes this is solid gold; against anything else it’s just a tidal wave of firepower that you get to drop on the table with a mighty clatter of dice. Haywire grenades are good as an anti-armor weapon and lend the hawks some versatility with their targets, allowing them to tear apart vehicles easily with the haywire rule. Plasma grenades can be used in perfectly placed blasts by one dude after the hawks have landed, an easy task as described below.&lt;br /&gt;
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Swooping hawks have some very cool special rules to make use of now. First and foremost is their Herald of Victory, deep striking in the hawks, perfectly on the board with no scatter to speak of, like a scalpel this can be placed with utter precision for tactical advantages. After they have accomplished their goal hawks can then return to the air and skyleap up up and away, leaving the battlefield at the start of the movement phase as long as they are not restricted in any way. They go into reserve to land again another turn, counting as a kill if the game ends with them up there. Finally, the grenade pack: a cover ignoring S4 AP4 sky burst blast made at the move phase every time the hawks enter from deep strike. If you have 6 models in the squad this is a large blast (pro tip: have 6 models).&lt;br /&gt;
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Tactics are the hawk’s friend: deep strike in the right place, laying your sky burst on the right foes and maybe gunning survivors down, or just pounding a different target with their plethora of attacks. Sky leap up the next turn to do it all over again. Drastically lowered price and versatile skill and target set gives them a tactical flexibility unlike previous editions.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the night vision and Hit &amp;amp; run to benefit the whole squad as well as marksman eye to snipe out potential priority targets. Hit &amp;amp; run makes the most sense to allow the hawks to get back into the air again. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Hawks talon&#039;&#039;&#039;, which is just a heavier strength lasblaster and thus alright.&lt;br /&gt;
**&#039;&#039;&#039;Sunrifle&#039;&#039;&#039;, which fires just like a lasblaster but at AP3 and forces an Init test if it hits, failure reduces the enemy unit to WS and BS 1 for their next turn, great for protecting the hawks from return fire and crippling a potential threat from the target squad. Do note that vehicles that have no Initiative value fail this test automatically, and blinding do affect all models in the squadron, so dakkaing a Sunrifle on the Leman Russ squadron before charging it actually makes sense, since anything that survives in haywire mayhem would be hard-pressed to hit something at BS1.&lt;br /&gt;
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&#039;&#039;&#039;Shining Spears&#039;&#039;&#039; &lt;br /&gt;
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Shining spears are guardians that once flew jet bikes and really loved it, now they are aspect warriors who love flying jet bikes and really love it, enough said. Shining spears are a shooty assault style knight of medieval days, leveling a lance at enemies and running it into squishy bits with a whole lot of speed behind them. &lt;br /&gt;
They feature high toughness and heavy armor courtesy of the jet bike and heavy aspect armor as well as a laser lance their primary weapon with the under-slung shuriken catapult. The laser lance can fire a single 6&amp;quot; shot with S6 and AP3 with the hilarious benefit of the lance rule for heavy AV vehicles. Basically a 17% chance to glance armor and maybe better for lower AV. After this shot is fired the spears can jet into an assault, using their lances momentum for the first turn of combat to function as S6 AP3 weapons, ideal for cutting down marines on mass and even keeping the lance rule if you charged a land raider. &lt;br /&gt;
They get the Battle focus and ancient doom rules of the other Eldar, plus the outflank ability and skilled rider for enhanced cover saves on the fly. &lt;br /&gt;
The downsides of spears are easy to see, expensive models with not a lot of deadly weaponry to really scare any particular threat, they need to make the most of their numbers and really try hard to seize more points than they cost you, though the points cost did drop. They also get way worse at fighting the second round of an assault, so don’t stick around.&lt;br /&gt;
The spear tactics are simple, fly into the board, laser pew pew your target, charge in for the dunk, if your target didn&#039;t die you’re either stuck in combat or have the exarch.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; bring a bit more stink to the squad with more attacks and better stats overall for what they will be doing. Options of powers are monster hunter and Hit&amp;amp;run, both of which benefit the whole squad (if you bought exarch you will also buy hit&amp;amp;run, you WILL) as well as disarming strike for the exarch alone for challenge purposes. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Power weapon&#039;&#039;&#039;, um...why would we do this?&lt;br /&gt;
**&#039;&#039;&#039;Star lance&#039;&#039;&#039;, better than a laser lance, thus good as a weapon and a simple purchase.&lt;br /&gt;
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&#039;&#039;&#039;Vyper Jet bike&#039;&#039;&#039; &lt;br /&gt;
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The Vyper is the large scale armored jet bike of the Eldar, requiring two pilots, one for aiming its weapons at the high speed the vehicle moves and the other to deftly maneuvering the vehicle with inhuman speed and grace. The Vyper is a fast platform for many of the Eldar&#039;s classic heavy weapons and can zip around as a combined squad to seek and destroy targets of all shapes and sizes.&lt;br /&gt;
Stock the vehicles is a fragile AV10 open topped skimmer, with only 2 hull points they can go up in smoke if too many shots get levied at them and they should always aim for cover saves when available. Their default armaments include a twin linked shuriken catapult and a primary shuriken cannon, the catapult can be swapped out for a cannon which is basically a must on all vehicles with the option. The primary weapon can then be exchanged for a Starcannon, Bright lance, scatter laser or EML like basically all Eldar vehicles, these options presenting it a variety of options for engaging foes with weaponry suited to that end, each Vyper can swap for different weapons. &lt;br /&gt;
The Vyper boasts no special features aside from its unit type so to grant it any additional benefits the Eldar vehicle gear must be consulted, holofields seem like a good choice and crystal targeting matrix allows for a full salvo of accurate fire (with the units buffed BS4) right after a hefty table move. Vectored engines don’t help a unit whose rear armor is equal to all the rest and if shot at spirit stones won’t likely make anything like a difference.&lt;br /&gt;
The Vypers are fragile, they offer only one choice of heavy armaments so unlike the warwalkers they are not the anti-heavy units you should rely on, that being said a squad even barely outfitted with just a Brightlance each is a highly mobile rear armor crashing force to remember. This is the fastest heavy hitter in your list and a good contender for your attention in the fast attack slots.&lt;br /&gt;
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&#039;&#039;&#039;Warp Spiders&#039;&#039;&#039; &lt;br /&gt;
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A reliable unit from the fast attack slot for years now the spider teleports around the battlefield threatening virtually any kind of foe almost anywhere on the battlefield. &lt;br /&gt;
Sporting mad heavy aspect armor for durability and their 12&amp;quot; S6 deathspinners for genocide the warp spiders are a rough customer. The monofilament rule of the spinner improved a good gun into a damn near great one, short ranged but bristling with firepower the gun can now turn those normally AP- shots into auto wounding AP1. Then just as a guarantee, the guns all gain a special bonus vs. slow infantry and all non-walker vehicles, gaining a free +1 to strength. This allows them to glance even AV13 to death, which is NUTS, or just dump their otherwise good firepower into the [[Anal Circumference|rear armor]] of tanks for the touchdown. &lt;br /&gt;
The mobility of the spiders is paramount to the success of their weapon however, its short range needs to be countered by the powerful movement of the spiders. Warp jump packs allow them to either jump their normal 6&amp;quot; or warp jump up to 6+2d6 (losing a model on a double result) in a direction, then they get their run courtesy of Battle focus with Fleet rerolls. Then you spin a whole lot of death, then you jet (troll) pack away 2d6&amp;quot; to avoid return fire. &lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take marksman’s eye for value sniping and stalker for challenges, if you get into one. Fast shot again seems good as hell, especially when paired with the spinneret rifle for multiple AP1 shots. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Twin linked spinner&#039;&#039;&#039;, more accurate spinner dakka than the regular for almost nothing.&lt;br /&gt;
**&#039;&#039;&#039;Spinneret rifle&#039;&#039;&#039;, interesting change from previous codex, now an 18&amp;quot; rapid fire weapon with monofilament and pinning, all with S6 AP1. Note the rapid fire distance is less than the death spinners normal range, so you have to get within 9” for the rapid shot benefit.&lt;br /&gt;
**&#039;&#039;&#039;Powerblades&#039;&#039;&#039;, which would be helpful for murdering enemy character (who is likely the only thing with a power weapon in a squad) if you choose to dive into melee with some shooty squad to avoid return fire, because as long as you keep the exarch alive your spiders would just jump out of melee the next turn. Besides that they also looks cool.&lt;br /&gt;
*Surprisingly, a squad of Warp Spiders would deal more anti-air S7 hits than equal point cost of War Walkers with double flakk missiles, just by sheer amount of dakka they dish out, so they are your cheapest ground based anti-air choice aside allies. Sure, their guns are short ranged, but that&#039;s why they have warp jumps and battle focus.&lt;br /&gt;
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&#039;&#039;&#039;Crimson Hunter&#039;&#039;&#039; &lt;br /&gt;
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While not the Nightwing Eldar players know and love the crimson hunter is still a fantastic answer to the fliers of other races that have mindlessly harassed us till now. The crimson hunter is a dedicated air superiority flyer of the Eldar army, he can single handily down just about every flyer in the game with and equal level of elegance and grace befitting an aerial Eldar pilot. &lt;br /&gt;
The crimson hunter embodies Khaine’s ability to lay low foes seemingly greater than himself, rending the vehicles of other races with seemingly no effort due to her dual Brightlances and primary pulse laser weapon found on the hull.&lt;br /&gt;
Crimson hunters have a few special rules that add to the ease of their job on the battlefield. Skyhunter allows them to re-roll any non-glancing non-penetrating shots made against fliers, giving the crimson hunter an almost guaranteed kill with its anti-armor load out. Vector dancer allows her to pivot 90° with ease at the end of her move, keeping him a hunter on the board far longer than the other races. &lt;br /&gt;
The biggest downsides of the crimson hunters are easily seen, AV10 across the board makes them just as frail as Vypers (albeit with more Hull Points) at triple the price. As such even the lowly bolter could clip our elf’s wings and weapons such as the AA fortification weapons pose a very serious threat.&lt;br /&gt;
Their poor durability can be mitigated slightly by the benefits of being a flier and cover saves in addition to Jink, however these defenses are fickle and will rarely save you form dedicated AA firepower. As such the best defense the Crimson hunter offers is coming into the field after his prey is already present, allowing him to down the target flier before the enemy can bring sufficient weapons to bear on him. (The Autarchs special ability makes this a tiny bit easier to accomplish)&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can be taken for the crimson hunters, Eldar men and women of such unreasonable skill they gain the power to deliver precision shots against foes below even while jetting across the battlefield at supersonic speeds, an utterly demented idea the crimson exarchs pride themselves on. They also outright boost the accuracy of the weapons as a benefit of their enhanced BS and can acquire the night vision, which is mostly useless unless you know you&#039;re about to play an eternal night Lolcron army and marksman’s eye, which is mostly useless because your objectve is to down the flyers, not hunt enemy ICs. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Double Starcannons&#039;&#039;&#039;, but let’s face it, you shouldn’t do this, and you won’t do this.&lt;br /&gt;
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&#039;&#039;&#039;Hemlock Wraithfighter&#039;&#039;&#039; &lt;br /&gt;
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The hemlock is piloted not by a fighter pilot but instead by a unique Spiritseer. The Hemlock is a wraith unit and as such is crewed by the souls of past Eldar.&lt;br /&gt;
The hemlock does not boast heavy weapons or hull smashing armaments for it is not a weapon of this world, but of the next. Fear is the hemlock&#039;s true purpose and fear it delivers with ease. The dual heavy D-scythes are S4 AP2 blasts that obviously excel at cutting down swaths of armored and unarmoured foes with ease. These weapons make the hemlock totally incapable of aerial combat and poor at taking out vehicles, though the distort rule of the weapons does not leave it fangless. The hemlock comes standard with spirit stones allowing it to negate problematic conditions when under fire.&lt;br /&gt;
The hemlock is piloted by a non-HQ Spiritseer, and this seer constitutes the hemlocks most unique features. The Mindshock pod attached to the underbelly of the fighter forces any successful morale and pinning tests made nearby to be rerolled, even for allies. Then the Spiritseer inside knows and utilizes a singular power, Terrify from the core rulebook, which he can fire once a turn at LD10. Stripping the target first of its fearless and then forcing a morale test under the gaze of the Mindshock pod is scary stuff, even the mighty Swarmlord could be made to flee such an embodiment of fear itself. If your army have a lot of pinning weapon, Hemlock might be the thing you need to make them actually work against anything, that isn&#039;t Imperial Guard or Tau.&lt;br /&gt;
Like the crimson hunter the hemlock is fragile, sporting an AV10 and 3hull points to its name it’s no better off than the Crimson hunter when people start shooting at it. Using Jink for saves also leaves you unable to fire your weapons period but Terrify still functions. Additionally any perils of the warp caused by the Spiritseer cause a glancing blow against the fighter as well. The Mindshock pod and distortion weapons also have pretty short range so the Hemlock finds itself often in unfriendly territory.&lt;br /&gt;
Often times the hemlock must be used with great care, its weapons and powers not suited for all threats all the time. Combine the Horrify power of the standard warlocks with the Hemlock and a plethora of pinning tests and you can shut down your foes across the board, rendering them helpless to fight back against your slaughter. It also has vector dancer so keep it on the board and over your enemy’s heads.&lt;br /&gt;
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&#039;&#039;&#039;Shadow Specters (Forgeworld)&#039;&#039;&#039;&lt;br /&gt;
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Guess who&#039;s back? Shadow Specters get an update, that turned them from weird overpriced unit who don&#039;t know what they suppose to do into proper all-rounders. Sure they are fragile and few in numbers, but with Battle Focus and JsJ they can jump around BLOS, and even if they get targeted, 4+ armour and cover may help a bit (though don&#039;t count on it). Then comes their guns - they have &amp;quot;MEQ-killer&amp;quot; and &amp;quot;Horde Sweeper&amp;quot; mode, with the later getting buffed to AP4 (making it a threat to anything with a word &amp;quot;warrior&amp;quot; in its name), and with Ghostlight they can threaten tanks as well. And they come equipped with haywire for when you REALLY want that Land Raider or Monolith dead - just be aware that Specters themselves would probably die the next turn after they charge some big metal box, and that you paid a lot of points and pounds to field them. For some reasons they get Fear, but don&#039;t rely on it - they still suck in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; can take the night vision and Hit &amp;amp; Run to benefit the whole squad as well as Monster Hnter (not really worth it) and Shadow of Death - interesting, albeit unfluffy ability that allow him to voodoo enemy squads within 12&amp;quot; to pass Ld tests on 3D6 discarding the lowest result. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Prism Blaster&#039;&#039;&#039;, which boosts MEQ, TEQ, and motster-killing ability of Exarch a lot and boosts Ghostlight, but for a price of no blast mode. Definatelly worth it against marines, and might be worth against heavy mech, if not the following one:&lt;br /&gt;
**&#039;&#039;&#039;Haywire Launcher&#039;&#039;&#039;, two shots with haywire backed with a hail of S6 or Ghostlight lance of his squad would kill most vehicles in one turn. The downside is that it&#039;s all but useless against anything else but mech, being just an AP4 flashlight.&lt;br /&gt;
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&#039;&#039;&#039;Wasp Assault Walkers (Forgeworld):&#039;&#039;&#039; Update pending…&lt;br /&gt;
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&#039;&#039;&#039;Hornet (Forgeworld):&#039;&#039;&#039; &lt;br /&gt;
Guess what? The update is out and what do we have?&lt;br /&gt;
First of all, the Hornet itself is now 70 points and all weapons except for EML are 5 points. Yes. Even the pulse laser.&lt;br /&gt;
It now has access to Acute senses in case you don&#039;t want to get right into the fray. The update has nerfed the Aerial Assault to oblivion, but with 6E fast vehicle rules you could fire two guns on full speed anyway.&lt;br /&gt;
With Warp Hunter nerf this babies are almost obligatory, especially with 6th edition being a termi-edition.&lt;br /&gt;
They also get access to all the eldar vehicle goodies, yet you hardly require anything except for holofields. And in most cases you need them not, for their job is to dish out a whooping 12 S8AP2 attacks at an unsuspecting foe across the deck, decimating even the Paladins if need be. Just be sure you don&#039;t get charged. That&#039;s 6th. You can get charged even if you&#039;re a fast skimmer.&lt;br /&gt;
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&#039;&#039;&#039;Nightwing Interceptor (Forgeworld):&#039;&#039;&#039; Still fast, still able to mince other flyers, and more likely than not a vehicle a  turn. Gets a pretty sweet cover  save, but every bit as paper thin as other eldar flyers.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
Heavy support was a slot already tight for space with the majority of the Eldars best and brightest weapons vying for our attention, now the issue is only made worse with additions of the Wraithknight and overall improvement of just about every unit in the slot. You will almost guaranteed fill all three slots of this unit type regardless of the army you field given that the heavy supports offer something for everyone. Heavy support is now a pinched slot, so choose wisely and take great care with the units you commit to taking, since you’re turning down other equally good options to do it.&lt;br /&gt;
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&#039;&#039;&#039;Dark Reapers&#039;&#039;&#039; &lt;br /&gt;
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If Khaine loved anything, it was war. And in war things often get truly and utterly fucking destroyed, reduced to rubble and broken beyond any means of restoration, this is the dark reapers in a nutshell. A grim and terrifying aspect, dark reapers even give other Eldar a hint of fear, levelling foes across a wide zone of the field.&lt;br /&gt;
The dynamic of the dark reapers changed heavily with the dawn of the new codex, once relegated to a small squad of dedicated marine killers with their exarch easily responsible for well over half the squad’s actual value, leaving the rest as fluffy extra wounds for the exarch. Now each reaper has a choice of weapon to choose from and he loves each options equally. Regular reapers have the choice of either their more traditional starswarm launcher, a weapon that fire salvos of S5 AP3 shots from across the board. Now they also have the starshot missile, a single heavy hitting shot at S8 AP3, sending most MC&#039;s reeling and most vehicles behind the biggest brick wall they can find. The reaper rangefinder that benefit the whole squad and any attached ICs prevents jink saves, lending even more weight to their armor hunting ability.&lt;br /&gt;
As far as special rules the reaper go against the grain, ancient doom stays intact but reaper armor is too heavy for the likes of Battle focus, instead the reapers gain mobility from previous additions with slow and purposeful, giving them full ability to move during the movement phase and still fire their weapons with no loss of accuracy, wonderful. &lt;br /&gt;
As for downsides, the reapers are not quite as mobile as the main Eldar force, but with range they don’t really need to be. Other issues such as sheer cost (now that they can have up to 10 models in a squad, up from five) costing you in the three hundreds to field a complete squad, even before upgrades! Oh and cover saves still hinder their ability to lay down unabated killing fire, nothing new there.&lt;br /&gt;
The role of reapers hasn&#039;t changed very much, laying down the same oppressive AP3 firepower they did before from afar, but now with the power to leave infantry shredding to others while they drown tanks in S8 spam. Anything caught in the open against reapers is either very heavily armored, equipped with a decent invulnerability save, or dead.&lt;br /&gt;
*&#039;&#039;&#039;Exarchs&#039;&#039;&#039; used to be all the squad was worth, now they enhance it rather than make it look bad by comparison. The night vision power helps fantastically against the new availability of night fighting and marksman’s eye gives him the ability to snipe a bit, fast shot hasn’t gotten worse so you&#039;ll be picking that up for sure. Can equip:&lt;br /&gt;
**&#039;&#039;&#039;Shuriken cannon&#039;&#039;&#039;, a big big step back in range this weapon probably hurts the exarch more than helps him.&lt;br /&gt;
**&#039;&#039;&#039;Tempest launcher&#039;&#039;&#039;, the same 36&amp;quot; anti MEQ barrage tool of the past edition, good with fast shot, low strength.&lt;br /&gt;
**&#039;&#039;&#039;Eldar missile launcher&#039;&#039;&#039;, as versatile as it is expensive it can grab flakk missiles and fast shot down air threats, though unless your squad is all decked out with starshot missiles you won’t want to force their fire on a target they won’t really hurt.&lt;br /&gt;
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&#039;&#039;&#039;Falcon&#039;&#039;&#039; &lt;br /&gt;
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The classic falcon remains unchanged in this era over the old and still fulfills its job as APC with guns to spare. &lt;br /&gt;
Falcons come stock with their pulse laser, a S8 AP2 lulzbeam with great range and track record as well as underslung catapult (upgrade to a cannon). Then it gets its choice of heavy weapon from the pretty standard list of Brightlance, Starcannon, Scatterlaser and EML (no flakk). The falcon also features the standard Eldar falcon chassis complete with AV12 front and side with AV10 in the rear, 3HP, nothing to write home about but reliable enough to last most days.&lt;br /&gt;
The falcon can carry a squad of no more than 6 bodies which is ideal for moving units such as fire dragons and small elite squads, but cannot move around wraith units. As a fast skimmer the falcon and its kin are mobile and granted a decent cover save against things that mean them harm, a pro with holo fields boosting this already decent defense.&lt;br /&gt;
Downsides on the falcon are simple: melts under fire, expensive as hell and competition in the valuable heavy support slot.&lt;br /&gt;
The tactics for the falcon are totally unchanged, drive in, unleash squad, shoot things dead. Some things can be relied upon to stay simple and the falcon is just that, it does its damage and get people where they need to be, hopefully before a las shot turns it into so much rainbow debris.&lt;br /&gt;
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&#039;&#039;&#039;Fire Prism&#039;&#039;&#039; &lt;br /&gt;
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Fire prism are the benchmark of Eldar battle tank technology, quick, fragile, deadly. The fire prism is elegant and graceful, it will deliver the results you need and look great doing it, like so many heavy support slots choices it&#039;s hard to just field one.&lt;br /&gt;
The weapons of the fire prism is all you need to care about, the old combined beam power is gone, a loss as it would have given the fire prism even better than it is, which is fantastic. The AV12 falcon chassis is here to stay, reliable but fragile to dedicated hunters, twin-linked shuriken catapult (read: soon to be upgraded shuriken cannon) is here as well and the plethora of Eldar vehicle upgrades available. &lt;br /&gt;
However it’s the 60&amp;quot; Prism cannon you buy the tank for, this magnificent jeweled weapon that focuses such intense power as to turn foes of all shapes and sized into all shapes and sized of slag. Boasting now the amazingly versatile THREE FIRING MODES the prism cannon rules as king of your culinary delights. For your meat lovers you have the dispersed mode, a S5 AP3 large blast, great for MEQ and anything more fragile. For your vegetarians you have the focussed mode, a TEQ hunting small blast with S7 and AP2, good for all things the previous mode didn’t quite get. Finally we turn the volume up to 11 and give our vegans out there the lance mode, used to scythe down anything that doesn’t strictly walk where it needs to go. At S9 AP1 with the LANCE special rule this weapon finally gives the Eldar an answer to the rail guns and lascannons of the other races, penning AV12+ 50% of the time.&lt;br /&gt;
What downsides does the fire prism have you ask? Expensive tank + upgrades costs, high aggro generation and usual complaint of Eldar vehicles but nothing beyond that, a solid workhorse in the army you could field three and no one would bat an eyelash.&lt;br /&gt;
Field the fireprism like you would a tank with a serious chip on its shoulder, easily capable of downing an enemy unit and making back its own point cost quickly with proper use. Holofields make it pretty durable just keep it away from dedicated anti-armor weapons it cannot save against.&lt;br /&gt;
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&#039;&#039;&#039;[[Wraithlord]]&#039;&#039;&#039; &lt;br /&gt;
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Wraithguards controlled instead by the soul of a true Eldar exarch the Wraithlord features great skill at range and up close. Durable like adamantium the wraithlord is a threatening and distracting unit, [[DISTRACTION CARNIFEX|wink wink]].&lt;br /&gt;
With the heavy competition the Wraithlord needed to step up its game to stay on the board, and it did just that, the ghostglaive is a new melee option that allows for a single re-rolled hit each turn and adds +1S, for basically free. MUCH cheaper options of Shuriken cannon, Bright lance, Scatter laser, Starcannon and EML work far better than before. These weapons not only come cheaper than before but you can EQUIP TWO OF THE SAME, dual lances, some massive Shuriken dakka or whatever to your tastes. With massive toughness and great armor they are a stark contrast to the regular Eldar&#039;s poor durability under fire. Now the only weapons that hurt a Wraithlord are poison type abilities or big anti-tank shots. With monstrous creature rules lords can easily get some cover and blast out with accurate fire while still presenting themselves as a strong melee deterrent for your back line. They absorb far more firepower than is reasonable and with the new boosted attacks they can make a bit of a threat in melee again, crushing all foes under S9 AP2 strikes and taking little in return.&lt;br /&gt;
Wraithlords are now characters for the fluff of it and challenges either make or break the unit in assaults, allowing him to call out special units with power fists and the like or getting caught up in a scrap with a meager sergeant for a turn too long.&lt;br /&gt;
Their downsides lie in their cost and slow speed, preventing them from closing for melee quickly or proving the firepower their cost would allow on units such as the warwalkers or fireprisms. &lt;br /&gt;
With their toughness, damage, versatility and cool appearance each commander will find the Wraithlord a different part of the battlefield to call its own, be it running to take that Landraider apart with a well-aimed smash, or charging to hold an enemy objective on big guns never tire. Each lord is unique and useful, it’s up to the player to give them the role that is needed best.&lt;br /&gt;
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&#039;&#039;&#039;[[Wraithknight]]&#039;&#039;&#039; &lt;br /&gt;
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Wraithknights are our new wraithbone colossus, standing high above even the Wraithlord&#039;s stature, piloted by a combination of living and dead Eldar twins it manages to pilot with the grace of a true Eldar and the power of its wraithbone comrades. &lt;br /&gt;
At nearly the size of the revenant titan the Wraithknight is truly a monstrous force upon the battlefield, and with that armed to the teeth with various weapons at its disposal including the typical heavy shoulder weapons. Shuriken cannons and starcannons both give it anti-light or anti-heavy infantry power but these options are poor and subpar. The scatter laser however is now, at 20 points each up to two (don’t take two) these add to the already massive cost of the unit but grant it the same spammy S6 fire that has made the scatter laser a staple in the past, but with the added benefit of the laser lock rule, which makes any hits by the laser twin-link any and all weapons fired by the Wraithknight except the laser themselves. Because of the special load outs of the unit and its newness each weapon kit will get a bigger description as follows:&lt;br /&gt;
*&#039;&#039;&#039;Heavy wraithcannons&#039;&#039;&#039;, identical to the fearsome Wraithguard weapons but with three times the range the Wraithknight can dominate and decimate any individual target regardless of size or defenses, S10 with the distort rule to back it up allows these guns (you have two remember) to remove any single target from the battlefield. These come stock on the Wraithknight and keep it on its lower price end of the scale, however like the regular wraithcannons these weapons run into issues against cover saves that are abundant in 6e, aim wisely. Don&#039;t bother paying for shoulder weapons with these as you cannot fire more than two weapons each turn.&lt;br /&gt;
*&#039;&#039;&#039;Ghostglaive &amp;amp; scattershield&#039;&#039;&#039;, With the Wraithknight&#039;s maximum S10, the bonus to strength from the glaive is lost, but the knight still benefits from the mastercraft re-roll on one of its 4 attack rolls. The scattershield really make this baby shine, granting the otherwise fire magnety Wraighknight a 5++ for defenses against all attacks. This makes the Wraithknight hard to kill even under the best scenarios and with any form of pskyer support, harder still. The shield also has another benefit, every time a save with the shields 5++ is made each unit within 6&amp;quot; has to make a test against the blinding rule. Watch you don&#039;t get your own guys hit by it - even with I5 you would occasionally roll a six sometimes, and seeing as Eldar have no units to spare, one turn of WS/BS1 could cost you a game. Though against [[Orks|low]] [[Necron|initiative]] or [[Imperial Guard|mechanized]] opponents blind is both reliable and powerful tool.&lt;br /&gt;
*&#039;&#039;&#039;Suncannon &amp;amp; scattershield&#039;&#039;&#039;, perhaps the greatest of Vaul&#039;s creations, the Suncannon is the absolute pinnacle of Eldar plasma weaponry, burning with the heat of a star but cool to the touch, meaning no dumb killing itself with every shot bullshit like other units. The Suncannon fires three shots at a lovely 48&amp;quot; range, each is a TEQ hunting nightmare with S6 AP2, but that’s not enough is it? No, now the weapons shots are all diamonds, I mean small blasts. With twin-linking (shoulder Scatterlaser) or guide support the blasts should land pretty easily on target. This weapon could potentially reduce a squad to no dudes or not enough models left to care about, it is deadly, it is expensive and it will do serious damage. Come with a scattershield as well for a 5++ saves.&lt;br /&gt;
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The Wraithknights grace and nimbleness despite its size makes it a jump monstrous creature, allowing it to sail through the air and get around very quickly. Move up to 12&amp;quot; in the move phase, end in some piece of cover or whatever else you need to be and if assaulting reroll the charge distance if you need to and hammer of wrath with smash ect ect. Can also deepstrike which for a model of this size is risky (unless your warlord got Seer of the shifting vector) due to terrain and whatnot.&lt;br /&gt;
The Wraithknight has better strength, Initiative and attacks than the Wraithlord but barely outclasses it as such, very expensive cost difference. &lt;br /&gt;
You probably would need a special case for it. With T8 and six wounds it will endure a beating, but you may want to keep it near area terrain (if you can find any big enough) for a tasty and cheesy 5+ cover to compensate for the lack of an Invulnerable normally. Like the wraithlord poison type abilities and weapons ruin your day along with instant death.&lt;br /&gt;
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**In larger points games (Over 1500 or so) a Wraithknight with a Suncannon and Scattershield, plus a Scatter Laser, can become the biggest and most unreasonably tough [[DISTRACTION CARNIFEX]] ever. With T8, it&#039;s immune to everything S4 and below, you have to be S7 before you need better than a 6 to wound it, and it&#039;s 3+, 5++, plus 6 wounds, means that it&#039;s nigh on impossible to bring down (this goes double if you manage to cast Fortune on it). The twin S6 guns will make it a serious threat to all forms of infantry and a good portion of vehicles and as a Jump Monstrous Creature, it&#039;s fast enough that your opponent can&#039;t reasonably ignore it. Throw on the Pacific Rim theme as your personal Jaeger drop kicks tank battalions, hops over Aegis&#039; to smash artillery and squish heavy weapons teams, while all the while your Falcons and Aspect Warriors run around getting to kill things unmolested, because the Wraithknight is absorbing all the fire.&lt;br /&gt;
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&#039;&#039;&#039;War Walker&#039;&#039;&#039; &lt;br /&gt;
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A core part of older lists the warwalkers are mobile platforms that really embody the Eldar condition, loaded with firepower, melts under fire. War walkers excel at putting long ranged damage into whatever target they have been equipped to handle, often an anti-armor role but their versatile weapons list allows for many other targets. &lt;br /&gt;
Walkers function with a much improved BS of 4 and even better comes equipped with a stock 5++ as a result of their higher price, enhancing the unit’s questionable durability to something a bit more reasonable. They can grab a host of different Eldar vehicle upgrades and come stock with dual shuriken cannons as their default weapon. The cannons can be exchanged for other weapons and makes the big change in walker’s roles on the battlefield (these units are good for magnetized modelling as a result). Shuriken cannons, scatter lasers, star canons and bright lances are all on the menu. Finally the big option, the Eldar missile launcher: a gun as versatile as the wielder the EML clocks in at several times the price of alternate options but here&#039;s why: at its base it can either be anti-armor or anti infantry blast weapons. It is also one of two units that can attach the flakk missile for a skyfire option for a few additional points. &lt;br /&gt;
Warwalkers have battle focus, &amp;lt;strike&amp;gt;however they cannot use it, too bad&amp;lt;/strike&amp;gt; all vehicles have Relentless according to BRB page 71. Run and gun those walkers all day. &lt;br /&gt;
Frail as all fuck walkers are AV10 open topped and only two hull points apiece, their power shield granting them a limited but unreliable resistance but doing nothing to make the squad a powerhouse for defenses. Do not expose them to heavy firepower or you will lose them.&lt;br /&gt;
Walkers excel at either unloading round after round of guided firepower into the field as well as outflanking onto the board to dork some side and rear armor for you, they unleash a frankly unreasonable number of shots and don’t cost you and arm and a leg to pull it off, protect them, kill with them, and maybe even down a flyer with them.&lt;br /&gt;
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&#039;&#039;&#039;Vaul Wrath Support Weapon Battery&#039;&#039;&#039; &lt;br /&gt;
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These are the artillery of the Eldar army which can be taken in squads of three and are crewed by two guardians per gun model and come in three flavors. They can also get a warlock optionally with a host of supportive power options. Gunners get a basic shuriken catapult you should hopefully never have to fire. Bear in mind that these support weapon batteries show none of the awesome convenience of Guardian squad support platforms - they are type Artillery and therefore function like a Napoleonic-era field cannon, they can run in 6th edition, &amp;lt;s&amp;gt;and thanks to Battle Focus they can also shoot, as the restriction for artillery not being able to fire is having moved in the movement phase, not the shooting phase.&amp;lt;/s&amp;gt; (Rules for Battle Focus says that you can not shoot and run or run and shoot Heavy Weapons unless you are relentless) The crew benefit from the gun&#039;s awesome T7 against enemy shooting attacks. On the bright side they are dirt cheap. In the ever competitive heavy support slot the Vauls wrath needs to work damn hard to make its place at the table. The suite of artillery weapons are:&lt;br /&gt;
*&#039;&#039;&#039;Shadow Weaver:&#039;&#039;&#039; Default weapon. Lightweight version of Nightspinner&#039;s main gun, it packs one less strength, but it&#039;s still a small blast barrage and have all the monofilament benefits(FAQ&#039;ed to small blast says large in codex). Fired in groups these function as a salvo and thus the first shot is all the more important.&lt;br /&gt;
*&#039;&#039;&#039;Vibro-cannons:&#039;&#039;&#039; No longer featuring the LOS ignoring line of dubstep the Vibro cannon has lost a lot of its character. For every vibro cannon that hits beyond the first they increase the strength of all hits. You get +1S -1AP for each vibro canon that scored a hit. The base stats are S7 AP4. Sadly, you can only take 3 of them, so they cap at S9 AP2 and have the pinning rule.&lt;br /&gt;
*&#039;&#039;&#039;D-cannon:&#039;&#039;&#039; Another distortion weapon out of the Eldar armoury and like previous version the D-cannon doesn’t stack up well to its peers. With half the range, the artillery will be hard pressed to find ample targets for the weapon and even then has the result of almost doubling the cost of the unit.&lt;br /&gt;
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&#039;&#039;&#039;Nightspinner&#039;&#039;&#039; &lt;br /&gt;
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Build upon the same falcon chassis as other Eldar battle tanks the Nightspinner embraces the silent killing power of monofilament weapons over the more direct firepower of its kin. Acting more as a fire support tank the Nightpsinner can slink away totally out of sight and lay deadly webs all over the battlefield while remaining mostly safe from retaliation. &lt;br /&gt;
The doomweaver is the primary weapon and features 99% of the tanks actual threat, laying down a S7 shot of monofilament onto the board, and as with all monofilament weapons it becomes S8 against slow targets like necrons and vehicles as well as the mini rending power that makes it auto wound and AP1. Like its close cousin the fire prism, nightspinners feature different modes of attack, the dispersed mode launches the shot high above the battlefield to rest silently and invisibly as a large blast, wounding and possibly pinning the target squad. Now there is also the focussed mode, a torrent weapon that fires the same deadly web but with increased accuracy, ignoring cover saves and lacks the pinning.&lt;br /&gt;
Night weavers are possibly more resilient due to not needing to be exposed most of the time but also have a chaotic track record of actual threat, sometimes wiping whole squads from the board other times managing to wound maybe a model or two, not a great buy for the player who like guarantees.&lt;br /&gt;
The Nightspinner lost its older difficult/dangerous terrain ability and now relies totally on its raw damage, even threatening vehicles with its S8 area of effect. The Nightspinner can as a barrage weapon hide completely from view to fire it&#039;s shot and can be used effectively as the least upgraded of the Eldar tank options, requiring no actual upgrades to its weapons or gear. Exposing the Nightspinner to fire is doable and sometimes even necessary depending on the available terrain but in those cases it benefits from its BS to reduce scatter.&lt;br /&gt;
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&#039;&#039;&#039;Warp Hunter (Forgeworld)&#039;&#039;&#039; : The update made things interesting.  Now it has a D-flail, str 7 ap 3, which can either be fired as the banewolf template from hell or as a three shot barrage weapon. (Small blasts). It keeps distort, but this incarnation seems to be a heavy infantry killer more than anything else.  If your fielding regular eldar, it&#039;s probably not the best choice, but if your going all wraith, all the time, it might be fun to include since it gives you a ranged template.&lt;br /&gt;
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===Super Heavy===&lt;br /&gt;
ALL Eldar superheavy vehicles have titan holofields which are force your enemies to roll D6 after hitting it with ranged weapons and roll 4+ or 3+ if your vehicle does not move (why wouldn&#039;t it?) or nullify the hit - which is just an odd and unwieldy way to describe 4++/5++ which works against D-weapon and stacks with other saves. This make their medium-armored hulls far, FAR more resilient, especially against D-strength weapons. Park your superhravy on the Skyshield pad, or cover it behind solid cover (ADL for tanks, building or multi-storied ruin for titans) and engage trollface as your opponent realize your superheavy have what is basically rerollable 4++ save. Suddenly, whose AV12 glass armour become more resilient than Imperial adamantium AV14 covered in void shields. If you mange to roll a Fortune on your Farseer, cast it on this motherfucker for double-rerollable 4++, which means only one hit out of EIGHT would actually do any damage.&lt;br /&gt;
*&#039;&#039;&#039;Scorpion (Forgeworld)&#039;&#039;&#039; – Huge fast tank with twin-linked turret-mounted pulsar (which is R60 SD Heavy2 5&amp;quot;blast). Shadowsword wishes it could be so deadly. It wasn’t selling very well compared to the other Eldar superheavy skimmers so instead of fixing it(say giving it heavy 4 or even the only heavy 2 pulsar) they have nerfed the other two.&lt;br /&gt;
*&#039;&#039;&#039;Cobra (Forgeworld)&#039;&#039;&#039; – Scorpion chassis with HUGE hull-mounted  distortion cannon. &amp;lt;s&amp;gt;10&amp;quot; D-strength blasts of pure rape&amp;lt;/s&amp;gt; scratch that, Scorpions weren’t selling so they nerfed the non scorpion eldar super heavys, they are now 7”templates and only 36”, they still tear apart entire formations, and if your enemy field titans, it’s also ignore their void shields.&lt;br /&gt;
*&#039;&#039;&#039;Lynx (Forgeworld)&#039;&#039;&#039; – Lighter and cheaper version of Scorpion. Only 6 HP and hull mounted pulsar or sonic lance. The last one is mean 18&amp;quot;-Hellstorm with AP2, which wound anything on 3+ and roll 3D6 for armor penetration. Oh, and this tank can fly for all that «hard to hit», assault-immunity and mobility goodness, but it can not shoot while zooming. Update: Forgworld tried to stop it out selling scorpions so they made it more expensive and made it av11(lower than every other Eldar tank)&lt;br /&gt;
*&#039;&#039;&#039;Revenant Titan (Forgeworld)&#039;&#039;&#039; – Your light titan. Two pulsars or two sonic lances, can fly on giant jump-pack upt o 36&amp;quot; and THEN run like Warhound if it wan&#039;t enough. Extremely mobile and deadly, but a bit fragile with only AV12. If you&#039;re planning to include Superheavy into your 40k army per new Escalation rules, this is your go-to unit.&lt;br /&gt;
*&#039;&#039;&#039;Phantom Titan (Forgeworld)&#039;&#039;&#039; – Absurdly powerful. With AV13, titan holofield bullshit re-roll to hit it,  and 24 SP it’s almost indestructible. It could spam D-strength pie-plates with 4-shot pulsars, blast enormous areas to hell with distortion cannons, or fuck anything (up to and including Imperator titan) in close combat with XBAWXHUEG space-elf-ninja-titan sword. And unlike imperial or orky heavy titans, the Phantom is fast – it can run like Revenant or Warhound, but even faster (up to 3d6).&lt;br /&gt;
*&#039;&#039;&#039;Vampire Raider (Forgeworld)&#039;&#039;&#039; – Eldar transport flyer, poorly armed and armored, but still very tough with constant &amp;lt;s&amp;gt;4+ invuln save&amp;lt;/s&amp;gt; nope changed again if you move enemies miss you if they can’t roll a 4+  for every hit, 3+ if you didn’t move. It’s a good vehicle on its own, but Eldar are fast enough, especially with 6-th edition buffed flat-out moves for fast skimmers. Leave heavy sky transport to space marines and tau.&lt;br /&gt;
*&#039;&#039;&#039;Vampire Hunter (Forgeworld)&#039;&#039;&#039; – Twin linked pulsar on flying platform. Fucking awesome.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
Sadly, at the moment there are only Imperial-themed fortifications. Meh, just say it is a stand in for the superior Eldar tech or your army [[Blood Ravens|stole it]] or something.&lt;br /&gt;
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&#039;&#039;&#039;Aegis Defense Line:&#039;&#039;&#039; &lt;br /&gt;
Fortification is decent considering that many of your units would like to have a cover save when the bolts start flying. The guns are nice, both featuring skyfire and interceptor at hefty cost but worthwhile since Eldar only count their true AA in the two flakk users and crimson hunter. A Dark reaper exarch with the right powers is pure murder on it, the Dark reaper Exarch can ignore jink cover saves as well as apply fast shot to the weapon. &lt;br /&gt;
Good options for gunnery units include but are not limited to: Dark reapers and exarch, guardians and warlocks from Vaul’s wrath squads, Farseers with nothing better for their shooting phase, Autarchs in general or whatever other models you have available to fire these weapons.&lt;br /&gt;
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&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; &lt;br /&gt;
The 4+ invulnerable save vs. shooting for everyone sitting on top of the thing can be especially good considering the Eldar don&#039;t usually have great resiliency, combo with a lurking fortune seer and you can get a very durable static fire base. Rangers, Vauls wrath teams, dark reapers, war walkers and even the Wraithknight come to mind as powerful long ranged options for a resilient fire base but there are many more units who can make use of it. The deep strike accuracy it provides will be somewhat under-utilized but with the new codex a few options are there for you to deep strike in like spiders and the Wrightknight (heh, have the skypad on their side and deep strike a meleeknight :D)&lt;br /&gt;
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&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; &lt;br /&gt;
Provides a decent if bunker for hiding and gunning in it along with a tough AV14 shell to crack. The tower comes stock with 1 heavy bolter from each side providing a wide angle of attack along with the units positioned inside it. Becomes more useful with the additional weapon option for either comlink or one of the two Aegis skyfire weapons to seriously menace the skies. Rangers, reapers, maybe even the support weapon batteries can make use of the parking space and menace anything within a huge radius. Make note of the limited fire points for untis within, you don’t want to hide a massive sqaud of reapers within only to sacrifices several of their attacks.&lt;br /&gt;
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&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; &lt;br /&gt;
On the high HIGH points of the spectrum we come to the deathstar of fortifications, a bastion of unbreakable defense and bristling with enough guns to melt even the most horrific of warpspawn. Stock the fortress comes with one longer ranged AA gun and an infantry menacing barrage weapon, is divided into three buildings each armored like a landraider and enough floor space to afford a decent smattering of your favorite Eldar bastion buddies. At 220points base its tight to fit into a budget but start slapping on up to four Heavy bolters around and upgrading the missile launcher to drop S8 AP3 barrage blasts anywhere on the field, it can go up to 290points, potentially threatening your list for more troops of necessity. (Beware the central building doesn&#039;t get ruptured or you will discover the one door to be busted and your units will have to start throwing themselves out the windows to escape)&lt;br /&gt;
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==Supplements==&lt;br /&gt;
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===Iyanden===&lt;br /&gt;
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*&#039;&#039;&#039;Heroes of Iyanden:&#039;&#039;&#039; A Wraithlord or Wraithknight can be your Warlord, even though it&#039;s not an HQ model. This rule is weird and not particularly useful, especially given most of the Warlord powers are iffy to begin with. On the one hand, your opponent will struggle to take your Warlord down for an extra victory point; on the other hand, it will make your big Wraiths even more of a target than they already are.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Council:&#039;&#039;&#039; You can take up to 5 Spiritseers per HQ slot. This means you can pepper them throughout the army without jeopardizing your chance to take a Farseer. However, note that taking a ton of them becomes very expensive very fast.&lt;br /&gt;
*&#039;&#039;&#039;Gifts of Asuryan:&#039;&#039;&#039; &amp;lt;s&amp;gt;You can&#039;t take the standard Eldar Remnants of Glory, but you can take the Iyanden Gifts of Asuryan instead.&amp;lt;/s&amp;gt; You can still take Remnants of Glory, you just can&#039;t take items from both lists on the same character. We&#039;ll go into more detail about those below.&lt;br /&gt;
*&#039;&#039;&#039;Voice of Twilight:&#039;&#039;&#039; Any Spiritseer in an Iyanden army treats the Voice of Twilight (a psychic power exclusive to Iyanden) as the primaris power for Runes of Battle, meaning you can&#039;t take Conceal/Reveal. Voice of Twilight is a two-Warp-Charge power that gives all Wraith units within 12&amp;quot; Battle Focus and Furious Charge. This probably takes more than it gives, given just how potent Conceal/Reveal is. Battle Focus makes them a bit more mobile (and is a darling for the Wraithknight), but Furious Charge is very iffy.&lt;br /&gt;
** This power is more design for your Wraithguard/Blades if anything.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; Your Warlord can roll on the Iyanden Warlord Traits table, discussed below.&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
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*&#039;&#039;&#039;1: A Hero for Ages Past and Future:&#039;&#039;&#039; 3D rerolls for your warlord, useful if you make a Wrathknight or lord to be the Warlord.&lt;br /&gt;
*&#039;&#039;&#039;2: Beacon of Hope Renewed:&#039;&#039;&#039; The Warlord and everybody within 12&amp;quot; of him get Feel No Pain (6+). It will cover most of your army fairly easily and is certainly nice, but it&#039;s not exactly a huge benefit.&lt;br /&gt;
*&#039;&#039;&#039;3: Driven by Ancient Doom:&#039;&#039;&#039; The Warlord and his unit gain Hatred. Useful, but most of your Warlord options will not be close-combat oriented, and if they are, they generally have high WS anyway, so this is only mediocre.&lt;br /&gt;
*&#039;&#039;&#039;4: Lord of the Sorrowful Dead:&#039;&#039;&#039; The Warlord can use the Spirit Mark ability from the Spiritseer; if he &#039;&#039;is&#039;&#039; a Spiritseer, he can Spirit Mark two enemies per turn. In both cases, it lightens the load on your Spiritseers, but this isn&#039;t as useful as in standard Eldar, since you can take a Shadow Council of a up to five Spiritseers. Also of special note is that you can get this for a Wraithlord or Wraithknight, which makes them far more effective as a support unit.&lt;br /&gt;
*&#039;&#039;&#039;5: The Purity of a Flawless Soul:&#039;&#039;&#039; The Warlord and his unit get +1 to Deny the Witch. If you get this on a Farseer or Spiritseer, it&#039;ll make the unit all-but-invulnerable to psychic powers. For pretty much anything else, it&#039;s nice but not particularly good.&lt;br /&gt;
*&#039;&#039;&#039;6: The Undying Flame:&#039;&#039;&#039; The Warlord rerolls all failed saving throws, but if he takes an unsaved wound, he loses the ability. This is pretty amazing, all things considered, since it greatly improves the survivability of your Warlord. This is especially nice on the Wraithknight and Wraithlord; it makes the two of those all-but-indestructible.&lt;br /&gt;
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====Gifts of Asuryan====&lt;br /&gt;
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*&#039;&#039;&#039;The Celestial Lance:&#039;&#039;&#039; The weapon of the Shining Spears Phoenix lord.  It has a short range lance shot while its melee is basicly a powerfist at normal iniative you can only use when you charge, both if it kills a character/monstrous create it explodes!  Place a large blast on top of it and everyone but the bearer takes a hit at equal strength with saves allow.  Combine with marksman’s eye to snipe a leader in a squad to soften it up for a charge. &lt;br /&gt;
*&#039;&#039;&#039;Soulshrive:&#039;&#039;&#039; A mastercraft powerweapon at AP2 everytime you kill with it it you add more strength to it. &lt;br /&gt;
*&#039;&#039;&#039;The Wraithforge Stone:&#039;&#039;&#039; Here&#039;s the cheese, during each of your movement phase a wraithlord or wraithkight heals a wound on a 3+.  Makes a them even harder to kill which is good due to all the fire they&#039;re going to take.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Helm of Xellethon:&#039;&#039;&#039; Wraithguard in your unit take all your hits, and can accept challenges.&lt;br /&gt;
*&#039;&#039;&#039;Spear of Teuthlas:&#039;&#039;&#039; You can&#039;t have Iyanna Arienal but here&#039;s the next best thing, her spear.  Bascially a singing spear with rending.  Given that you get the rending dice on any roll of a six this means that you can carve open vehicles that much better and thanks to rending, have a better chance of going through somebody&#039;s armor save.  Not a lot, but at a mere 15 points if you were going to get a singing spear HQ model you may as well get this and add a little more punch.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
So, here we have an army that is strongly specialized heading into a battle where any sort of enemy (From an armor company to a swarm of angry cockroaches) could show up and start shooting, or eating faces. You gotta bring along the right tools or you&#039;re screwed. Within that context, putting together an Eldar army isn&#039;t so hard - half the troops only do one thing, and most often that&#039;s &amp;quot;shred infantry.&amp;quot; &lt;br /&gt;
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First, and I hate to repeat myself, the specialist nature of this army means that you could very easily bring 1000 points of awesome fun stuff but still lack the ability to melt enemy tanks. You then end up watching an invincible White Elephant stomp all over your fancy troops. For your own sake, don&#039;t go to war without a Falcon or a Fire Prism, or even some Dragons or Wraithguard, or just somebody with some Brightlances. Take anti-tank stuff, because nothing is more expensive than regret. Your army is likewise incomplete without some hand to hand troops. Against Space Marines and Necrons, Banshees are the suggested elf type, while Scorpions should be used against Orks and probably Tyranids. Harlequins should be thrown at anyone who doesn&#039;t understand how [[cheesy]] this army can really get. However, remember to tilt the odds in your favor before the fight. These aren&#039;t space marines you&#039;re playing, sonny boy - fight dirty.&lt;br /&gt;
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Questions about Troops and capturing objectives are hard to settle, so every Kaladriel is going to have to decide for himself. Of course a big meaty unit of Guards or Vengers running over to an objective and Going to Ground is a great way to make everyone sad. Two such units (always take Warlocks and probably Scatter Lasers) will give you great ability to hold turf as long as you aren&#039;t point-charged by Vanguard Veterans.  3 Guardian Jetbikes go for 51 points, and they can beat almost anyone to a far-flung objective, except Rangers who can infiltrate. Anyway, piles of raw bullet sponge are rare in the Eldar army (wraithguards come to mind, but they cost a lot of points and an &amp;lt;s&amp;gt;insane amount of dollars&amp;lt;/s&amp;gt; Lulz they are now physically cheaper than avengers) and everyone loves Objectives so think it over.&lt;br /&gt;
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Space Marine and Necron officers might be fine at running around by themselves and doing CS Goto stuff, but your little fairy princes and interior decorators can&#039;t do that because they will die. Your boss men have T3 and 4++ saves and there&#039;s nothing you can do about it. To practice true Unit Synergy, you are going to team your Farseer or Autarch up with somebody. Between the two, the Autarch is the &#039;I don&#039;t care about my HQ&#039; choice - he is cheap and easy to design once you accept that he is basically just going to lead your favorite team of Aspect Warriors and make sexual advances on the Exarch. Don&#039;t overthink him, and don&#039;t feel like he always has to have a spider pack. Remember the reserve roll modifications, since that is probably the real reason you are taking him (or her, hard to tell). Farseers are the big HQ choice, who are there to set the tone of your army. The proactive Farseer (and his Warlocks) will want to jetbike forwards, whang on tanks and zap enemy officers with Mind War. The sneaky, methodical Eldar player will plant him in the middle somewhere and have him cast Guide and Doom into every firefight.&lt;br /&gt;
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Above all else, &#039;&#039;&#039;play to this army&#039;s strengths&#039;&#039;&#039;. You will &#039;&#039;lose&#039;&#039; exchanges of fire with the [[Imperial Guard|hammer of the Imperium]] or the [[Tau|weeaboo space communists]], you will &#039;&#039;lose&#039;&#039; battles of attrition to Orks and &#039;Nids, and you will &#039;&#039;lose&#039;&#039; in close-combat to the specialists of other races. Take full advantage of the other races&#039; weaknesses, and exploit the ever-loving shit out of them. If you fail to do so, the bulk of your army will be turned into brightly-colored confetti in short order.&lt;br /&gt;
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Special note must be made of enemy artillery units - focusing as heavily as they do on light armor, [[Basilisk]]s, [[Manticore Rocket Launcher]]s, and Doomsday Arks are your kryptonite, and must be focused on &#039;&#039;immediately&#039;&#039;, as much their analogues amongst other races, such as Whirlwinds or Skyrays. Make extensive use of your superior mobility against these, deep strike them if possible, and do anything you can to kill them before they can get a shot off - your superior mobility (and ability to control distance) means little to [[Deathstrike Missile Launcher|a unit which can fire from across the map]].&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
*&#039;&#039;&#039;The Biel-tan Route:&#039;&#039;&#039; Commonly known as &amp;quot;One thousand frozen leaves falling to cut&amp;quot;. More commonly known as Swordwind. This means getting Aspect warriors; Dire Avengers, Dark Reapers, Fire Dragons, etc. Who are very good at a particular task. This is the potentially most lethal of the three.&lt;br /&gt;
**The advantage is the raw lethality of a specialist at it&#039;s trade. Dire Avengers holding the line while Dark Reapers suppress the enemy. Warp spiders pop in out of nowhere to tear apart enemies before ducking behind terrain. Fire Dragons close with the enemy to engage with Meltaguns. Scorpions creep into close combat as Howling Banshees pour out of a transport to tear apart heavy infantry.&lt;br /&gt;
**The disadvantage is the reliance on cover and getting everyone in the right spot at the right time. Get knocked off your game and the army evaporates.&lt;br /&gt;
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*&#039;&#039;&#039;The Saim-Hann Path:&#039;&#039;&#039; This means putting virtually everybody on jetbikes and disdaining everything without an engine. You run jetbiking seer councils, Farseers and Autarchs. Your troops are guardian jetbikes. Your Fast Attack choices are Shining Spears and Vypers. Your Heavy Supports are Falcons and Fire Prisms. If your overall formation is even remotely comparable from one turn to the next, then you&#039;re doing it wrong.&lt;br /&gt;
**Surprisingly, this is the most defensive path. Jetbikes confer a 3+ armor save on top of +1 toughness. The jetbikes of the army rolls with a 5+ cover save while moving, turbo-boosting turns this into a 4+, while the vehicles (with holofields) increase that to 4+ and 3+, respectively. It is also very tactically flexible, seeing as they entire army can move more than 12&amp;quot; per turn and can be in an out of a given section of the board in seconds while your enemy swings at thin air.&lt;br /&gt;
**Unfortunately, you need a fortune to field this kind of army. The vehicles alone are going to be 200+ apiece with upgrades and jetbikes aren&#039;t free. Expect to be outnumbered on a regular basis.&lt;br /&gt;
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*&#039;&#039;&#039;The Way of Alaitoc:&#039;&#039;&#039; This means Pathfinders saturating the good infiltration spots, War Walkers blowing the holy and unholy fuck out of shit, and more psykers than you can shake a bolter at. Long range firepower and lots of it.&lt;br /&gt;
**This is the least powerful of the three set ups. Rangers got nerfed in terms of rules, but got a points reduction. Illic Nightspear is a must for this build, seeing as the Alaitoc players would want Pathfinders (shrouded and precision shots), but they are terrible point for point at 25/model. Psykers, such as Farseers and warlocks (Spiritseers), tie the entire thing together. &lt;br /&gt;
**The bad thing about this is how static everything is. Pathfinders can&#039;t snipe and move, Wraith anythings don&#039;t Fleet and &amp;lt;s&amp;gt; war walkers aren&#039;t skimmers &amp;lt;/s&amp;gt; War Walkers have Battle Focus and a 5++ save and can outflank, their rules have improved, yet your starting positions tend to be your ending positions. &lt;br /&gt;
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*&#039;&#039;&#039;The Way of Iyanden:&#039;&#039;&#039; AKA, the &amp;quot;Wraithwall&amp;quot; - this is a very slow moving setup that involves at least one Spiritseer and a metric tonne of Wraithguard that may or may not have Wraithlord or Wraithknight support. Whether they be in squads of five or ten, this set up can shrug off tremendous volleys of fire and keep on moving. Wave Serpents optional (and definately something to be considered should you decide to field Wraithblades instead of Wraithguard).&lt;br /&gt;
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*&#039;&#039;&#039;The Yme-Loc mech:&#039;&#039;&#039; Remember the good old times when our Falcon-chassis didn&#039;t get glanced to death or Grav-gunned instantly due to bad wording? Yes, you do. You take up lots and lots of Serpents with basic Scatter lasers, support it with a couple of Dragon-serpents or Wraith-serpents. &lt;br /&gt;
**What&#039;s good is that you basically have up to 8 AV12 serpents with two of them being Dragon-pents to kill those things that can&#039;t be gunned down with SHITTONS of S7 shots. And yeah, you have 6 scoring units. &lt;br /&gt;
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*&#039;&#039;&#039;Ulthwe Shock and Awe:&#039;&#039;&#039; A big, kitted out, wave serpent riding Seer Council, with Eldrad if possible, is pretty much your entire army. Get some Fire Prisms to nuke whatever they can&#039;t fry with their brains or stab with singing spears, and some Guardian Jetbikes to grab objectives. This build swings a heavy psychic beatstick that can still work in assault because of fleshbane and 4+ invul, but if the enemy isn&#039;t crippled after two or three turns you probably will be. &lt;br /&gt;
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It is perfectly normal to blend these setups together. Just know how each part was built to be made and balance out the pros and cons.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. we pretend we don&#039;t hate them &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; They may be emo assholes but someone thought Eldar could get along great with the literally opposite society. Yes, apparently now Eldar are friends with those godless reprobate licentious pricks from Comorragh. They have decent melee units to augment your own but now suffer from age more than your own Eldar. There are some nice combos there, by the way - such as grisly trophies on their vehicles allowing all nearby allies to reroll all failed leadership tests (such as psykers).&lt;br /&gt;
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*&#039;&#039;&#039;Eldar Corsairs (Forge World):&#039;&#039;&#039; Pretty much like your own Eldar, but with a few different elements that may not match up to your own recently invigorated codex. Things may change with the Apocalypse update. You can stick 5 fire dragons in a Dark Eldar venom. &lt;br /&gt;
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*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; An army with a lot of more shooting out of different guns then your own, with their own recently steroided codex they have some good options. Fire warriors for the longer ranged dakka, railguns for railguns sake, the riptide which is like the Wraithknight with a smaller penis but shoots harder and farther,  and their fairly awesome commanders. They also have plenty of options for AA fire, which with the expensive and limited only to HS slots Flakk missiles is a very good thing.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. even we need bullet sponges &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Black Templars:&#039;&#039;&#039; The boys in black can give you: 4 shot krak missilles with tank hunter in a 4+HQ man Termi squad quite cheap or (relatively) cheap but strong melee heroes, but on the downside of overcosted Troop marines. It is also worth mentioning that you cannot ally with Black Templars if your list contains any psykers, so they are of questionable use due to locking you out of your own formidable psykers.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; All of their finest units (eg: Death Company, Furiosos, Sanguinary Guard etc) will massively augment your Eldar force. They also like playing with high speed dickey and high AV transports really help. Oh yeah, and stormravens. Obviously.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Runes of Warding are no more so that wouldn&#039;t interfere with them, but they are a very expensive allies.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Tons of shooting and big guns, tons of bodies, or a bit of both. You can use them as bullet shields, or to bring in more high-strength shooting at decent price.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Useful to deploy (Ironclad) dreadnoughts via drop pods next to units that can fire across the entire board, e.g. Deathstrike missile launcher. Also, they can deploy a thunderfire for cover boosting (techmarine) and decimating that squad of orks that fell out of the Battle Wagon whose front armour got blown open by a Fire Prism. &lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; They get even better psyker protection than you could ever get now, and have impressive melee / counter-attack capabilities to protect your fire support.&lt;br /&gt;
*&#039;&#039;&#039;Inquisition:&#039;&#039;&#039;&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
&amp;lt;b&amp;gt; a.k.a. have the enemy kill them now, so we don&#039;t have to kill them later &amp;lt;/b&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Meat shields extraordinaire. Sadly, as desperate rivals you may not want to be too close to them - I say sadly, because orks eat overwatch fire like pros, allowing your grenadeless Banshees, spears, wraithblades and MCs to come in and mop the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; Pretty meh now, their update was a joke but it looks a bit better in the new edition. Could be worthwhile for a sisters team or two and one of their organ guns, but you can do better.&lt;br /&gt;
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== Blue Chip Units == &lt;br /&gt;
&amp;lt;b&amp;gt;Wraith Army&amp;lt;/b&amp;gt; &lt;br /&gt;
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HQ: Spiritseer and Wraithseer&lt;br /&gt;
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Troops: 2/3 squads of 10 Wraithguard/Wraithblades ( at least 1 unit should be wraith&#039;&#039;&#039;guard&#039;&#039;&#039;.) &lt;br /&gt;
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Fast attack: Some Hemlocks for more wraithness&lt;br /&gt;
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Heavy Support: Full of Wraithlord/Wraighknight bruisers&lt;br /&gt;
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Does this even need explaining? It&#039;s like playing Eldar but without any of this low durability T3 bullshit we’ve always put up with, NOW THE ELDAR ARE THE BIG BOYS ON CAMPUS. March up like a T6+ boss and start gutting some fucking douchemarines, now it’s YOUR turn to wound with everything against lower toughness fools. Everything carried by wraith units.&lt;br /&gt;
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P.s. Use the Iyanden supplement for extra Spiritseers (5 to one HQ slot) and the ability to swap for a more epic primaris psychic power.  (It requires using a book written by Matt Ward, but victory requires sacrifice and at least crunch-wise it&#039;s not as cheesy like as the Grey Knights or Blood Angels codices).&lt;br /&gt;
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P.P.S  In case of kinstrife, a warning.  DON&#039;T USE THIS AGAINST THE DARK ELDAR.  With all their poison and darklight weapons going FUCK YOU! to your high toughness, your wraiths will go from mostly dead to fully dead.&lt;br /&gt;
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P.P.P.S addinng some squads of guardians makes this into an incredibly fluffy yet powerful army (yes they &#039;&#039;&#039;DO&#039;&#039;&#039; exsist, just look at dark eldar venom spam)&lt;br /&gt;
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&amp;lt;b&amp;gt;The path of the seers&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Farseer and/or Eldrad&lt;br /&gt;
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Other: Warlock council (1-10), perhaps a Wave serpent for the footslogging version&lt;br /&gt;
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The Seer council is the Eldar’s psionic wrecking ball and all around 12’ glory squad that crushes tanks, head-butts infantry and suplex monstrous creatures. Here you have a squad made of almost all psykers, throwing powers around like champions and cracking ribs like toothpicks. Comprised of at least a one Farseer and as many warlocks as you can fit, the new changes makes warlocks all come from the same max army pool of 10 so if you want any going into Guardian squads or the like this units numbers suffer. Singing spears are cheap even in bulk, don&#039;t reduce your melee power anymore (losing the two-handed tag) and give you the more pronounced ability to cut through tank armor at range, S9+1d6.&lt;br /&gt;
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Now you roll your fucking powers, a Farseer rolling off the Runes of fate hoping for mad money with Guide, fortune and doom. Warlocks grabbing up basically fucking anything, these guys MAKE this unit, not one power on the fucking list hurts them: renewer your HQ, embolden your squad, drain their stats, lower their saves with jinx, lets close the gap faster with quicken, enervate just fucking because. A few powers are obviously less useful than others but don’t forget you can always just stack buffs and debuffs, so a marine terminator squad with only 4+ armor, hitting at S2 against your fearless WS6 I8 unit, yeah, that can happen, and it’s fucking wonderful.	&lt;br /&gt;
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This identical composition works the exactly same when mounted with Jetbikes, it drives the cost up adding 15points per model (you also cut Eldrad out of the deal) adding to an already expensive deathstar. That said the unit as a whole suddenly gains a good armor save of 3+ (or 2+ with protect) with the standard issue T4 and speed boosts of Eldar jetbikes. You also get twin-linked shuriken catapults but by no means are obligated to drop singing spears out of the deal, being your tank crushy option. This also positions your council wonderfully to debuff foes for your army to wipe them out from afar. Zoom everywhere, kill everything, troll everyone. &lt;br /&gt;
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&amp;lt;b&amp;gt;Tropic Thunder&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Maugan Ra &lt;br /&gt;
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Elites: 3 Harlequins, 1 Shadowseer, 1 Death jester &lt;br /&gt;
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Five Harlequins (one Shadow Seer, one Death Jester) plus Maugan Ra. The deal is that Maugan Ra shoots his 36” S6 Pinning Rending gun five times with fastshot. Meanwhile the Death jester shoots his S6 A3 Pinning gun three times at 24&amp;quot; with equal abandon. While these two do that the Shadowseer’s Veil of tears limits the range of enemy return fire (ITS BAAAAAACK!) to a 2d6x2 range, 14” on average (24” maximum). The unit roams with night vision from Maugan Ra just to make it even better than before. The whole units costs you 325 points (holy shit it’s identical!) and brawls like genestealers well outside the range of anyone wishing them harm. Any wounds you take should be directed at the basic Harlies first and Maugan Ra after, even with Ra and his two backup singers this unit is sweeeeeeeeeeeeeeeeeet.&lt;br /&gt;
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BTW, Maugan Ra is Tugg Speedman, and the Death Jester is Kirk Lazarus. &amp;lt;b&amp;gt;Never go full retard. &amp;lt;/b&amp;gt; &lt;br /&gt;
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&amp;lt;b&amp;gt;They came from above!&amp;lt;/b&amp;gt;&lt;br /&gt;
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HQ: Baharroth, Autarch (warlord)&lt;br /&gt;
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Fast attack: Swooping hawks&lt;br /&gt;
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Heavy support: Wraithknights&lt;br /&gt;
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Aegis defense line w/ comms relay&lt;br /&gt;
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With the Autarch your&#039;re looking to benefit specifically from her reserve rolls bonus as well as the hopeful warlord trait, with Seer of the Shifting Vector your guaranteeing the accuracy of units arriving via deepstrike. With optional wargear and remnants of glory such as Swooping hawks wings Mantle of the laughing god and Faolughu&#039;s wings she can roadrunner 60&amp;quot; in a single turn, gaining a likely 2+ re-rollable cover save in the terrain piece of her choice. Alternatively just stick her with a swooping hawks squad and don&#039;t roll a 1 with her reserve roll. Either method gets her perfectly into position for your ambush force from on high, speaking of...&lt;br /&gt;
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Swooping hawks are a unit worth actually paying attention to and with their new codex are a fucking schizophrenic unit as well. They land where they fucking want, drop a big cover ignoring pie, then proceed to shoot up your chosen infantry unit, with Battle focus they can run and gun even during the turn they arrived from reserves and they will NEVER scatter if the unit is all hawks. Land them close to a unit (if you have Baharroth try for his blind burst) you want dead, throw down that pie, shoot them up either up close or from afar. If you get close don’t forget a single hawk can toss a grenade at the foes for fun. Two pies and an ass ton of laser fire should down your foes. After that flit away with Battle focus. They have haywires as well they can chuck at range for a single shot or can run into melee and give a whole basket of haywire goodness to the hull of well…anything.&lt;br /&gt;
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Additionally Wraithknights can deepstrike onto the battlefield as a result of Jump monstrous creature, landing a massive unit like the Wraithknight or two should scare the piss out of your enemies and allows it to bring its immense weapons to bear before the enemy has a chance to down it, landing on the enemies landraider or expensive equivalent is a surefire way to make up the points cost and they will be hard pressed to bring it down before it deals some serious damage. An expensive list in total but funny as hell to pull off, you need a few good squads of rangers and guardians on the board to make up the other half of this list.&lt;br /&gt;
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&amp;lt;b&amp;gt;Skyshield trolling pad&amp;lt;/b&amp;gt;&lt;br /&gt;
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Skyshield landing pad is the centrepiece. Put it somewhere in the middle, so that your fire arc covers more space.&lt;br /&gt;
Put it on enemy side if you wish to drop wasps and hand-to hand Wraithknights for extra lulz.&lt;br /&gt;
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HQ: Footseer and Eldrad (warlord)&lt;br /&gt;
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Troops: Either guardians or Rangers, depending on whether you like to camp in cover with rifles or camp in cover with a scatterlaser\brightlance.&lt;br /&gt;
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Fast attack: Crimson hunters, 2 of them in different packs will keep the sky clear. A flyby near a farseer is good for your buffs.&lt;br /&gt;
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Heavy support: Wraithknight, Dark Reapers, War walkers\FW Wasps&lt;br /&gt;
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Everybody likes to forget about a wonderful 4++ opportunity, bestowed upon us by GeeDubs in a form of a defense building.&lt;br /&gt;
Wraithknight can unload holy loads of AP2 upon the enemy head, while Reapers make sure nothing with 3+ comes around.&lt;br /&gt;
War walkers are nice with their new &#039;2 lances for 70 points!&#039; cost and wasps can stay out of harms way, and then deep-strike with no scatter and unload a heavy payload of scatter goodness. p.s. They don&#039;t have 5++ so they benefit even greater.&lt;br /&gt;
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&amp;lt;b&amp;gt;Guardian Babysitting Army&amp;lt;/b&amp;gt;&lt;br /&gt;
*Eldrad Ulthran&lt;br /&gt;
*Farseer&lt;br /&gt;
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* 10 Guardian Defenders&lt;br /&gt;
** Heavy Weapon Platform (Bright Lance)&lt;br /&gt;
** Wave Serpent &lt;br /&gt;
*** Twin-Linked Bright Lance&lt;br /&gt;
*** Holo Fields&lt;br /&gt;
** Warlock&lt;br /&gt;
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* 10 Guardian Defenders&lt;br /&gt;
** Heavy Weapon Platform (Bright Lance)&lt;br /&gt;
** Wave Serpent &lt;br /&gt;
*** Twin-Linked Bright Lance&lt;br /&gt;
*** Holo Fields&lt;br /&gt;
** Warlock&lt;br /&gt;
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* 5 Dire Avengers (as a bodyguard to one of your HQ&#039;s)&lt;br /&gt;
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* 5 Rangers (those objectives are only yours if you take them!)&lt;br /&gt;
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* 6 Howling Banshee&lt;br /&gt;
**Exarch&lt;br /&gt;
***Disarming Strike&lt;br /&gt;
***Executioner&lt;br /&gt;
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* 5 Fire Dragons&lt;br /&gt;
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all thats 1250 points and is a base to a guardian heavy army, its also a nice base for a ULTHWE ARMY (HINT HINT)&lt;br /&gt;
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&amp;lt;b&amp;gt;Psychic Overload&amp;lt;/b&amp;gt;&lt;br /&gt;
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For mac-n-cheese with extra cheder...&lt;br /&gt;
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Iyanden with &#039;Vanilla&#039; Eldar as allies&lt;br /&gt;
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Combined Arms HQ: 5 Spiritseers + 5 Spiritseers + Warlock council (Full 10)&lt;br /&gt;
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Allied HQ: Eldrad&lt;br /&gt;
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34, yes &amp;lt;b&amp;gt;34&amp;lt;/b&amp;gt; Mastery Levels for 1250 points,&lt;br /&gt;
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Spinkle with Jetbikes, Singing Spears for taste.&lt;br /&gt;
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Take a good measure of Telepathy don&#039;t forget your Psychic Shriek/Horify Combo (Stack if possible)&lt;br /&gt;
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Add Windriders to grab objectives and Wraithblades to soak up firepower (dont forget 4++ shields and 5+ cover for those behind), and make sure you provide a comfy chair for your opponent to wait out your psychic phase.&lt;br /&gt;
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it&#039;s 125% pure blue stilton and 125% the way rock out with your eldar cock out&lt;br /&gt;
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==6th ed Apocalypse  Formations==&lt;br /&gt;
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Phoenix Court of Khaine:  Want  to play lazy apocalypse and take as few models as possible? This is the  formation  you for you. All six phoenix lords and an avatar for 1455 points in a high command unit. The avatar&#039;s  wailing doom range extends to 24&amp;quot; as does his Khaine awakened rule. He is immune to plasma, melta and flame weapons and he gets extra attacks up to the  number of  avatars  within  six inches. This formation is a horrific beat stick , but like many deathstars in apoc can be blasted off  board with SD weapons. It&#039;s also a great candidate for all out attack moves as most are cc oriented. &lt;br /&gt;
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Cloudstrike Squadron: Falcon tanks that can deep strike, get shrouded if they move full out and get lance on their lasers and bright lances if they forgo a turn  of shooting. Falcon tanks have a modest transport capacity and can tote some fire  dragons around for the hell of it. If  taken with the Phoenix court you can use Baharroth to ensure deep strike location next to valuable targets.&lt;br /&gt;
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Farseer Council:  An OK formation with a hyper version of doom, guide, and a way to disregard perils or force a power to work. &lt;br /&gt;
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Sunstorm Squadron: This is a good formation in a high points game where you want more firepower and don&#039;t have that many D weapon capable superheavies or titan class stuff to work with.  Even at three tanks, you are looking at a pretty nasty blast with lance and it goes up from there.  At five tanks, you can put down a destroyer template mega apocalypse blast at 120 inches.... it WILL end whatever it manages to hit.  Keep these dudes as far as possible from retaliation, as each lost tank is a significant reduction to power of the combined fire.&lt;br /&gt;
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Dreamwalker squad - if you have the gold to make this, its worthwhile, three to five wraithknights, increases the movement, charge range, WS and Bs equal to the number of knights in formation... if you have a 5 man squad, all with sunfire cannons, each will have BS 9,which will be uber nasty with that twin linking scatter.   &lt;br /&gt;
&lt;br /&gt;
==Dataslate Formations==&lt;br /&gt;
*&#039;&#039;&#039;Eldar Ghost Warriors&#039;&#039;&#039; - A Wraithknight goes with two Wraithlords and three squads of either Wraithguard or Wraithblades (You can mix and match).  While they can&#039;t go in any transportation as a formation, they do give Hatred to all Eldar within 6&amp;quot; and can give a model that is covered by the members a 4+ cover save.  Other than that, you can pretty much kit them out as you wish, though the cost for the formation will get pretty hefty.  Since it has the covering rule, it seems rather obvious that this is meant to be your big DISTRACTION FORMATION with the Wraithlord drawing in fire while the other guys can wipe out the firing squads.  If you use them for the blocking cover save, then the odds of your squishies surviving long enough to fire with Hatred gets a little better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Maggotkin_of_Nurgle/old/2ed&amp;diff=21841</id>
		<title>Age of Sigmar/Tactics/Chaos/Maggotkin of Nurgle/old/2ed</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Maggotkin_of_Nurgle/old/2ed&amp;diff=21841"/>
		<updated>2023-02-26T19:53:20Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* The Lore of Nurgle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Why Play Maggotkin?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Tough and survivable: if it doesn&#039;t have Disgustingly Resilient, it&#039;s usually gonna have a high wound count.&lt;br /&gt;
* Incredible variety in models and playstyles: the Maggotkin are essentially six armies in one (Nurgle Daemons, Rotbringers, Slaves to Darkness, Skaven Pestilens, Tamurkhan&#039;s Horde{however these have now been moved to legends}, Beasts of Chaos (with the required battalion)).&lt;br /&gt;
* You have the most named characters out of any army.&lt;br /&gt;
* Surprisingly fast with the right synergies and unit imports.&lt;br /&gt;
* They are 乇乂ㄒ尺卂 ㄒ卄丨匚匚﻿&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Most units are slow and rely on support buffs to get across the board.&lt;br /&gt;
* Low rend and damage on most units: you can take a hit, but you can&#039;t exactly dish it out.&lt;br /&gt;
* With so many -1 to hit debuffs around, and no way to give +1 to your forces, your damage output can get severely hampered, but now fixed by binding some abilities to unmodified rolls&lt;br /&gt;
* Weird stuff happens in mirror matches, due to several effects (most notably the Cycle of Corruption) being based on &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keywords as opposed to being allied or enemy units.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Maggotkin of Nurgle|points=[https://www.warhammer-community.com/wp-content/uploads/2018/07/494fd404.pdf Maggotkin of Nurgle Errata]}}&lt;br /&gt;
&lt;br /&gt;
Even though you can run Skaven and Slaves to Darkness units, you won&#039;t be using their allegiance abilities/spells/traits/etc.  This means that the &#039;&#039;Skaventide&#039;&#039; and &#039;&#039;Slaves to Darkness&#039;&#039; Battletomes aren&#039;t necessary.  All you&#039;ll need is their point costs (found in latest GHB) and their warscrolls.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
If your army consists fully of units with the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword, it can choose to take the Nurgle allegiance, opening all the below battle traits, command traits, spells, artifacts, and spells.&lt;br /&gt;
Do note that besides the warscrolls presented in the Maggotkin of Nurgle battletome, any unit with the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword is eligible to join the army while maintaining the Nurgle allegiance. This includes many units from Slaves to Darkness (those who can gain the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; Mark of Chaos), Clan Pestilens, Tamurkhan&#039;s Horde, and several others here and there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Nurgle allegiance armies benefit from the following rules:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cycle of Corruption:&#039;&#039;&#039; Nurgle is life, Nurgle is love, and Nurgle loves to share all his gifts. At the start of the battle - after deployment but before the first turn - the Nurgle player rolls a die to decide where the Cycle of Corruption begins. There are seven Stages of Corruption; the 7th stage being locked from the initial throw (which is good, as it is a healing one you most likely won&#039;t need yet). &lt;br /&gt;
&lt;br /&gt;
Each stage will provide you with a buff for your {{AOSKeyword|NURGLE}} units or debuff to your opponent&#039;s non- {{AOSKeyword|NURGLE}} units. At the start of each subsequent battle round the Cycle will progress by one step. For example: if your initial roll is a 3, then you will benefit from &#039;&#039;The Burgeoning&#039;&#039; during the first battle round, &#039;&#039;Plague of Misery&#039;&#039; during the second battle round, and so on. You can either let the Cycle progress or try to change it with spells or abilities. Either way, try to plan ahead because you know which benefits you will get in the following battle rounds.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unnatural Vitality&#039;&#039;&#039;: The first stage adds 2&amp;quot; to the Move characteristic of all {{AOSKeyword|NURGLE}} units. A really good one to offset your slower units (looking at you, &#039;&#039;Blightkings&#039;&#039;) and getting them into battle quicker.&lt;br /&gt;
#&#039;&#039;&#039;Fecund Vigour&#039;&#039;&#039;: The second stage adds 1 to the wound rolls of all {{AOSKeyword|NURGLE}} units during the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;The Burgeoning&#039;&#039;&#039;: The third stage is one that affects all units (yours and your opponents) as each unit within 1&amp;quot; of a terrain feature the start of your hero phase will suffer 1 mortal wound - or heal 1 if they&#039;re &#039;&#039;&#039;NURGLE&#039;&#039;&#039; - on a 5+.&lt;br /&gt;
#&#039;&#039;&#039;Plague of Misery&#039;&#039;&#039;: The fourth stage forces re-rolls of 1 for battleshock tests for your opponent, {{AOSKeyword|NURGLE}} excluded of course.&lt;br /&gt;
#&#039;&#039;&#039;Nauseous Revulsion&#039;&#039;&#039;: The fifth stage forces enemy units to re-roll wound rolls of 6 during the combat phase. Enemy {{AOSKeyword|NURGLE}} units are, once again, excluded.&lt;br /&gt;
#&#039;&#039;&#039;Rampant Disease&#039;&#039;&#039;: The sixth stage allows you to pick D3 different enemy units at the start of your hero phase (guess which units you can skip) that are within 12&amp;quot; of each other. Each unit will then suffer D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Corrupted Regrowth&#039;&#039;&#039;: The seventh and final stage will allow all {{AOSKeyword|NURGLE}} units to heal D3 wounds at the start of their hero phase. Note that this does include your opponent&#039;s units, even if they don&#039;t field a Nurgle army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Garden of Nurgle:&#039;&#039;&#039; Mimicking the Sylvaneth, the forces of Nurgle can now plant their own terrain pieces. After setting up terrain but before choosing a territory, each Nurgle army can place one Feculant Gnarlmaw anywhere more than 1&amp;quot; from any other terrain feature. Since they allow all &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units within 7&amp;quot; to both run and charge in the same turn be sure to drop it off where you would benefit from this, but as mentioned above be careful in mirror matches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Daemons of Nurgle:&#039;&#039;&#039; Gone are the days of any {{AOSKeyword|CHAOS WIZARD}} summoning hordes of {{AOSKeyword|NURGLE DAEMONS}} to join their ranks and instead there is a new system: collecting and spending contagion points as a Nurgle army.&lt;br /&gt;
&lt;br /&gt;
In each of your hero phases a {{AOSKeyword|NURGLE}} army collects contagion points in the following ways:&lt;br /&gt;
* Any friendly {{AOSKeyword|NURGLE}} models in your own territory nets you 3 points a turn.&lt;br /&gt;
* Any friendly {{AOSKeyword|NURGLE}} models in your opponent&#039;s territory nets you an additional 3 points a turn.&lt;br /&gt;
* Being free of enemy models in a territory nets you an addition 1 point for that territory.&lt;br /&gt;
* Each Feculant Gnarlmaw nets you an additional D3 points if there are no enemy models within 3&amp;quot; of it.&lt;br /&gt;
&lt;br /&gt;
Right off the bat, you will most likely be earning 3 or 4 +D3 contagion points for having no enemies in your territory - you are buying that Gnarlmaw, aren&#039;t you? (although if the enemy takes the first turn there&#039;s a fair chance they will be in your territory, depending on mission map). Coming as no surprise, different abilities will allow you to earn more contagion points during a turn. Some heroes (such as the Lord of Plagues or Epidemius) have been reworked to play into this.&lt;br /&gt;
&lt;br /&gt;
To summon the daemons, all you have to do is look it up in the list and deduct its cost from your total points; unlike Khorne&#039;s Blood Tithe, you will be able to keep what you don&#039;t spend. There&#039;s no cast roll required, just place the summoned unit within 12&amp;quot; of a Gnarlmaw or &#039;&#039;&#039;NURGLE HERO&#039;&#039;&#039; and more than 9&amp;quot; from any enemies. Note that this list contains units in different sizes (Plaguebearers come in 5, 10, or 20), includes nearly all of Nurgle&#039;s daemons from Nurglings to a Great Unclean One (sadly no Soulgrinder, boo), and includes new Gnarlmaws (at the cost of Nurgle&#039;s favorite number).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Lastly, don&#039;t forget that placing new units will cost reinforcement points in Matched Play, though you&#039;ll be happy to know the Gnarlmaws only cost contagion points (because you didn&#039;t already buy/converted 7, did you?).&amp;lt;/s&amp;gt; Yeah, forget that. Age of Sigmar Second Edition baby! No more reinforcement points needed for summoning. This makes contagion points (and Gnarlmaws) much more important.&lt;br /&gt;
&lt;br /&gt;
Contagion points can be used to summon Daemons of Nurgle From The List Below:&lt;br /&gt;
#&#039;&#039;&#039;1 Great Unclean One &#039;&#039;&#039;: 28 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Horticulous Slimux &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;3 Plague Drones &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;20 Plaguebearers &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Poxbringer, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Sloppity Bilepiper, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points&lt;br /&gt;
#&#039;&#039;&#039;1 Spoilpox Scrivener, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;10 Plaguebearers &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Beast of Nurgle&#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;3 Nurgling bases &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;5 Plaguebearers &#039;&#039;&#039;: 7 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Nurgling base &#039;&#039;&#039;: 7 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Feculent Gnarlmaw &#039;&#039;&#039;: 7 Contagion points&lt;br /&gt;
&lt;br /&gt;
===Subfactions===&lt;br /&gt;
Added in the Wrath of the Everchosen book, you can now choose a subfaction for your smelly boys. Two for daemons and two mortals (and whatever Tarmurkhan is doing.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;&#039;&#039;&#039;The Munificent Wanderers&#039;&#039;&#039;&amp;lt;/span&amp;gt;(&#039;&#039;Turn Nurgle Daemons wall into a poison spike wall&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits:&#039;&#039;&#039; &#039;&#039;&#039;Locus of Corruption:&#039;&#039;&#039; Enemy units within 3&amp;quot; of a {{AOSKeyword|Munificent Wanderers Daemon}} unit reduce the rend of their weapon by 1 (minimum -). Nurgle enemies unaffected&lt;br /&gt;
**Nurgle units, especially Plaguebeares, are already fairly durable so adding more resilience really counts. And then you remember that units like Pusgoyles and Lord of Afflictions have the Daemon keyword, and would trigger off this ability as well...&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Infested with Wonders:&#039;&#039;&#039; Pick 1 {{AOSKeyword|Munificent Wanderers Daemon}} unit within 14&amp;quot; of a {{AOSKeyword|Munificent Wanderers Daemon hero}}. Until your next hero phase any enemies which charge that unit suffer D3 wounds. Situational. Possibly good with a big unit of Plaguebearers screening out the front of your army.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - One Last Gift:&#039;&#039;&#039; Any hit rolls of &#039;6&#039; on a {{AOSKeyword|Munificent Wanderers Daemon}} unit with 12&amp;quot; of the General generate a mortal wound on the attacking unit after all attacks have been resolved. This is huge. Nurgle generally doesn&#039;t have a great mortal wound output and against the right opponent, this could generate a ton. Imagine 30 Plaguebearers getting attacked by a mob of Mortek Guard, with the -1 to hit from Flies and spitting mortal wound back against their bucket of dice.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Mucktalon:&#039;&#039;&#039; 1 weapon adds 1 to hit if it targets a hero. Pretty much total rubbish. The one weak point of the subfaction really.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;&#039;&#039;&#039;The Droning Guard&#039;&#039;&#039;&amp;lt;/span&amp;gt;(&#039;&#039;Air force: Fly Wall. First turn.&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits - Locus of Corruption:&#039;&#039;&#039; Enemy units within 3&amp;quot; of a {{AOSKeyword|Droning Guard Daemon}} unit reduce the rend of their weapon by 1 (to a minimum of -). “Nurgle” units remain unaffected. &lt;br /&gt;
*&#039;&#039;&#039;Command AbilIty - Twice Blessed Rotspawn:&#039;&#039;&#039; During combat, pick a {{AOSKeyword|Droning Guard Plague Drone}} unit wholly within 12&amp;quot; of a Daemon Hero, +1 to disgustingly resilient rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Rotwing Commander:&#039;&#039;&#039; Before the first battle round all  {{AOSKeyword|Droning  Guard Plague Drones}} can move 4&amp;quot;. With a Gnarlmaw, you can go 12&amp;quot; + D6&amp;quot; + 2D6&amp;quot; first turn.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Cloud of flies:&#039;&#039;&#039; -1 melee hits rolls against the bearer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;&#039;&#039;&#039;The Blessed Sons&#039;&#039;&#039;&amp;lt;/span&amp;gt;(&#039;&#039;Rotbringers charge forth to spoil all&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits: Nurgle&#039;s Embrace:&#039;&#039;&#039; Each time a {{AOSKeyword|Blessed Sons Rotbringer}} model is slain in the combat phase, on a 2+, its attacker takes 1 MW, but if they’re {{AOSKeyword|Nurgle}} they Heal +1.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Foul Conqueror:&#039;&#039;&#039; May use &#039;&#039;At The Double&#039;&#039; CA once per turn on a {{AOSKeyword|Blessed Sons Rotbringer}} unit for free. &lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Disregard and Defiled:&#039;&#039;&#039; Pick a {{AOSKeyword|Blessed Sons Rotbringer}} unit wholly with 12&amp;quot; of Rotbringer hero, the end of fight phase, pick an enemy unit, your unit deals total wounds/MW greater than their bravery, deal 3 MW.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Blackshell Bileplate:&#039;&#039;&#039; Reroll failed saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;&#039;&#039;&#039;The Drowned Men&#039;&#039;&#039;&amp;lt;/span&amp;gt;(&#039;&#039;Air force: Blightlords Hammer&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits: Nurgle&#039;s Embrace:&#039;&#039;&#039; Each time a {{AOSKeyword|Drowned Men Rotbringer}} model is slain in the combat phase, on a 2+, the attacker takes 1 MW, but if they’re {{AOSKeyword|Nurgle}} they heal +1.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Bloated Raider:&#039;&#039;&#039; Reroll charge rolls for {{AOSKeyword|Drowned Men Pusgoyle Blightlords}} wholly within 14&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Kneel Before The Plague:&#039;&#039;&#039; At start of the combat phase, choose a {{AOSKeyword|Drowned Men Pusgoyle Blightlords}} unit wholly within 12&amp;quot; of a {{AOSKeyword|Rotbringer}} hero, and if they roll a 6 to wound, add -1 rend to that attack. Unless FAQ&#039;ed, powerful with how many attacks Pusgoyles could gerate. &lt;br /&gt;
*&#039;&#039;&#039;Artifact - Rot-kraken Hide:&#039;&#039;&#039; +1 Wound.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Maggotkin Generals can choose their Command Trait from three different tables depending on their Keywords (&#039;&#039;&#039;ROTBRINGER&#039;&#039;&#039;, &#039;&#039;&#039;DAEMON&#039;&#039;&#039; or &#039;&#039;&#039;MORTAL&#039;&#039;&#039;). The first three traits in every table are the same.&lt;br /&gt;
#&#039;&#039;&#039;Grandfather’s Blessing&#039;&#039;&#039;: Once per battle, at the start of your Hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.&lt;br /&gt;
#&#039;&#039;&#039;Living Plague&#039;&#039;&#039;: At the start of your Hero phase, roll a dice for each enemy unit within 1&amp;quot; of your general. On a 4+ the unit being rolled for suffers 1 Mortal Wound, and you receive 1 Contagion point.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Physique&#039;&#039;&#039;: Add 1 to wound rolls for your general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROTBRINGER:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bloated with Corruption&#039;&#039;&#039;: On a 4+ after your general suffers an unsaved wound the attacking unit suffers 1 mortal wound. Combines wonderfully with the &#039;&#039;Bileheart&#039;&#039; below, making it all but pointless to attack your General.&lt;br /&gt;
#&#039;&#039;&#039;Avalanche of Rotten Flesh&#039;&#039;&#039;: Add 2 to run and charge rolls for your general.&lt;br /&gt;
#&#039;&#039;&#039;Resilient&#039;&#039;&#039;: Whenever you allocate a wound or mortal wound to your general, roll a dice. On a 6+ it is negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NURGLE DAEMON:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Tainted Corruptor&#039;&#039;&#039;: At the start of your hero phase, a terrain model within 3 inches gains the Sickness Blossoms rule from Feculent Gnarlmaw warscroll along with any other rules. Interesting in theory.&lt;br /&gt;
#&#039;&#039;&#039;Nurgling Infestation&#039;&#039;&#039;: Once per battle at the start of a combat phase you inflict d3 mortal wounds on an enemy unit within 3 inches.&lt;br /&gt;
#&#039;&#039;&#039;Pestilent Breath&#039;&#039;&#039;: At the start of your shooting phase, pick an enemy unit withing 6 inches of your general. Roll a dice for each model within 6 inches of your general. The unit suffers a mortal wound for each roll of 5+. You know who can get this? A Harbinger of Decay, with his massive footprint and fast (for Nurgle) movement speed.  You know who else can get this?  A Verminlord Corruptor, who has an even larger footprint and moves even faster!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NURGLE MORTAL:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Hideous Visage&#039;&#039;&#039;: Subtract 2 from the bravery of enemy units within 3 inches of your general. Combine this with &#039;&#039;The Carrion Dirge&#039;&#039; below for a massive -4 to enemies foolish enough to enter combat with your general.&lt;br /&gt;
#&#039;&#039;&#039;Overpowering Stench&#039;&#039;&#039;: Re-roll hit rolls of 6+ for attacks that target your general in the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Contagion&#039;&#039;&#039;: Improve your generals rend characteristics by 1 for attacks in the combat phase.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Artefacts of Contagion&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;ROTBRINGER HERO&#039;&#039;&#039; can be given one of these artifacts.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Splithorn Helm&#039;&#039;&#039;: Roll a dice each time a wound or mortal wound is allocated to the bearer, on a 6+ it is negated. Nice enough on a Lord of Plagues or Lord of Blights but pretty much wasted on Harbingers of Decay and Lords of Affliction.&lt;br /&gt;
#&#039;&#039;&#039;Muttergrub&#039;&#039;&#039;: The bearer can cast one additional spell if they are a wizard or cast Foul Regenesis every hero phase (but no unbinding) if they are not. Great if you need more casts asap but can&#039;t afford another Sorcerer.&lt;br /&gt;
#&#039;&#039;&#039;Rustfang&#039;&#039;&#039;: At the start of each combat phase, pick one unit within 3 inches of the bearer. Subtract 1 from the armor save for the rest of the battle. You can only do this once on a unit. Phenomenal, as it negates one of your Blightkings&#039; biggest weaknesses.&lt;br /&gt;
#&#039;&#039;&#039;Flesh Pealer&#039;&#039;&#039;: Roll a dice each hero phase for each unit within 6 inches of the bearer. On a 5+ the unit suffers d3 mortal wounds. Meh. Might be okay on a Lord of Affliction, giving him YET another damaging aura.&lt;br /&gt;
#&#039;&#039;&#039;The Bileheart&#039;&#039;&#039;: Roll a dice each time you allocate a wound or mortal wound in the combat phase and it is not negated. On a 4+ the unit suffers 1 mortal wound after all its attacks are made. Can turn a Lord of Affliction into a mini-Jabberslythe.&lt;br /&gt;
#&#039;&#039;&#039;The Fecund Flask&#039;&#039;&#039;: You can use this once per battle at the start of your hero phase. If done, roll a dice, on a 2+ all suffered wounds are healed. On a 1 the bearer is slain. When slain, you replace the model with a Beast of Nurgle within 1 inch of the models current position. Using this when your Hero only has one Wound left can only lead to positive outcomes. But then, how many times will a Hero survive to the start of a friendly Hero Phase with exactly one wound?&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemonic Boons&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Nurgle Daemonic Hero&#039;&#039;&#039; (including the Lord of Afflictions, the Harbinger of Decay and marked Lords of Chaos on Daemonic Mount) can be given one of the following.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Noxious Nexus&#039;&#039;&#039;: Roll a dice for each enemy unit within 7 inches of the bearer at the start of the hero phase. If the roll is equal to or less that the battle round (such as a 1,2, or 3 on the 3rd round) the unit suffers 1 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Nurgle&#039;s Nail&#039;&#039;&#039;: Pick one of the bearers melee weapons to be the nail. Roll a 2d6 for each enemy model that was allocated wounds by this weapon but not slain. If the result is 7 exactly, the model is slain. Any other result does nothing.&lt;br /&gt;
#&#039;&#039;&#039;The Bountiful Swarm&#039;&#039;&#039;: At the start of your hero phase, pick a enemy model within 3 inches of the bearer and roll a dice. If the roll is greater than the models wound characteristic the model is slain. If the model slain has a wound characteristic of 4+ then add a Beast of Nurgle to your army within 1 inch of the model slain. This allows you to snipe models out of units, like, say, that icon bearer from a Pink Horror unit. Go for reliable kills instead of betting on the Beast of Nurgle.&lt;br /&gt;
#&#039;&#039;&#039;The Witherstave&#039;&#039;&#039;: Re-roll hit rolls of 6 for enemy units within 12 inches of the bearer. This is filthy. Put this on a  Great Unclean One or a Harbringer of Decay to negate a lot of exploding 6s. Works especially well with the Lord of Blight&#039;s command ability, Plaguebearers&#039; Cloud of Flies, or both if you want show your opponent what a tar pit looks like - a unit of 20 or more Plaguebearers would be -4/-2 to hit for shooting/melee, rerolling sixes, which occur before modifiers are applied.&lt;br /&gt;
#&#039;&#039;&#039;Tome of the Thousand Poxes&#039;&#039;&#039;: Add 1 to casting rolls (for Lore of Nurgle spells only - note that this does NOT include the Foul Regenesis spell) if the target is a wizard, or the bearer can cast Sumptuous Pestilence each hero phase (but no unbinding) if they are not. Putting this on a Great Unclean One with Bileblade is pretty much the most obvious thing in the world. Or is it? The Great Unclean One doesn&#039;t exactly have a phenomenal spell lore to choose from. Making a Daemon Prince cast Sumptuous Pestilence might be worth it though.&lt;br /&gt;
#&#039;&#039;&#039;The Endless Gift&#039;&#039;&#039;: At the start of the battleshock phase roll a dice for each wound allocated this turn. On a 4+ the wound is healed. Utterly filthy on a Great Unclean One as it forces your opponent to pump unreasonable amounts of damage into it to finally stop the regeneration.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Plagueridden Gifts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Nurgle Mortal Hero&#039;&#039;&#039; can be given one of the following. This includes Rotbringer heroes but also marked Slaves to Darkness.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Virulent Blade&#039;&#039;&#039;: Pick one of the bearers melee weapons to be the blade. Add 1 to the damage characteristic if the wound roll is a 5+. Would be way better if it were just a flat +1 but if you need more damage, it&#039;s not too shabby.&lt;br /&gt;
#&#039;&#039;&#039;The Foetid Shroud&#039;&#039;&#039;: Re-roll hits rolls of 6+ for attacks against the bearer in the combat phase. Great for getting rid of exploding 6s but not that effective.&lt;br /&gt;
#&#039;&#039;&#039;Sublucus&#039; Stenchplate&#039;&#039;&#039;: Enemy units within 3 inches of the bearer at the end of their movement phase suffer d3 mortal wounds. Pretty much forces any Hero to fall back or take a significant portion of damage. Small elite units aren&#039;t going to like it either. Doesn&#039;t help against getting swarmed by hordes though.&lt;br /&gt;
#&#039;&#039;&#039;The Eye of Nurgle&#039;&#039;&#039;: Once per battle you can roll 2d6 at the start of the hero phase if there are any models within 12 inches of the bearer. If the result is a 7, the nearest enemy model is slain. 1-in-6 chance of killing anything. Interesting as a hail mary, but even better as a psychological tool. &amp;quot;Are you &#039;&#039;sure&#039;&#039; you want to keep your centerpiece this close to me?&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;The Carrion Dirge&#039;&#039;&#039;: Subtract 2 from enemy units bravery within 12 inches of the bearer. This can lead to some pretty insane anti-Bravery stacking. And a 12&amp;quot; bubble is pretty large as well. Put on a Lord of Chaos on Daemonic Mount and have him escort some Chaos Knights for a -3 to enemy Battleshock.&lt;br /&gt;
#&#039;&#039;&#039;The Shield of Growths&#039;&#039;&#039;: You can re-roll save rolls if the roll is equal to or less than the number of wounds currently allocated to the model. Risky but potentially pretty useful, especially since a lot of your Heroes have some form of regeneration.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;The Lore of Nurgle&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
First off, all your &#039;&#039;&#039;Nurgle&#039;&#039;&#039; Wizards get this gem:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foul Regenesis:&#039;&#039;&#039; Relatively high casting value of 7 (go figure) but it allows you to instantly switch to the Stage of Corruption you want. A great way of using it is picking &#039;&#039;Nauseous Revulsion&#039;&#039;. You might be tempted to pick &#039;&#039;Rampant Disease&#039;&#039; for those tasty Mortal Wounds, but that only activates at the start of the Hero Phase, which has already passed by the time you cast. So you pick &#039;&#039;Nauseous Revulsion&#039;&#039; for the extra defense and then, next turn, it automatically goes to &#039;&#039;Rampant Disease,&#039;&#039; and you can spell it back to &#039;&#039;Nauseous Revulsion&#039;&#039; again after it dealt its damage. Alternatively, set the wheel to &#039;&#039;Unnatural Vitality&#039;&#039; because your army is painfully slow without it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-After, each Wizard gets one Lore spell, but which lore they have access to is determined by their Keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotbringer Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blades of Putrefaction:&#039;&#039;&#039; Casts on a 7+, affects a friendly unit within 14&amp;quot;. 6+ To Hit deal a Mortal Wound in addition to other damage, not specifying melee or shooting. This, of course, is best on something with a lot of attacks and/or something with a bonus to their Hit rolls. In other words, Marauders. Or, you know, those tasty Blightkings (though remember,  exploding 6&#039;s will only create 1 mortal wound each, not D6). Best used on plague drones, as they have the potential to reach up to 14 attacks per model, drown your foes in the droning swarm!&lt;br /&gt;
#&#039;&#039;&#039;Rancid Visitations:&#039;&#039;&#039; Casts on a 6+, affects 1 enemy unit within 3&amp;quot; of the caster. For each model of that unit within 3&amp;quot; of the caster, the unit suffers a Mortal Wound. Yikes. Do keep in mind though, that this requires your caster to stay alive until he can cast it and that Great Unclean Ones can&#039;t pick this. So, in other words, only use on Glottkin and Bloab. &amp;lt;s&amp;gt;So no, named character can&#039;t take additional artifacts, spells and command abilities&amp;lt;/s&amp;gt; Named characters can take spells, but not artifacts and command abilities. The tome says &amp;quot;As such, these models cannot have a command trait or artefact of power.&amp;quot; (pg. 58) says nothing about not taking a spell. Additionally warscroll builder allows you to take spells but not artifacts and abilities. (Interestingly enough the new beastgrave warband, The Wurmspat, may be a much more economic choice for using this spell. Her bodyguards make her much tankier, and she is easier to fit into massive melees because of her infantry sized base. Its worth trying out if you really want to make this spell work, but don&#039;t have room for the behemoths).&lt;br /&gt;
#&#039;&#039;&#039;Gift of Corruption:&#039;&#039;&#039; Casts on a 6+, enemy unit within 18&amp;quot; takes either -1 To Hit, -1 To Wound or -1 to Saves, rolled randomly. Not too reliable, but everything it can do is good, so go nuts.&lt;br /&gt;
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&#039;&#039;&#039;Daemon Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
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#&#039;&#039;&#039;Favoured Poxes:&#039;&#039;&#039; Oh lord. Casts on a 7+, pick an enemy unit within 14&amp;quot;. It takes -1 to their Hit, Wound and Save rolls until the caster moves, casts another spell, or dies. So, that Herald you cast this with will be useless afterward, but such an utterly crippling debuff means your Herald doesn&#039;t HAVE to do anything. Just point literally any unit at the target, and the target is gone. Biggest weakness is its range, but whatever.&lt;br /&gt;
#&#039;&#039;&#039;Glorious Afflictions:&#039;&#039;&#039; Casts on 5+, affects an enemy unit within 21&amp;quot;. That unit halves its Move, the distance it runs, the distance it charges and cannot make use of the Fly rule. What? Was the enemy trying to flank you? Not anymore. Slows enemies down enough so you can get the drop on them instead.&lt;br /&gt;
#&#039;&#039;&#039;Sumptuous Pestilence:&#039;&#039;&#039; Casts on 6+, each enemy unit within 7&amp;quot; takes a Mortal Wound, unless they have more than 5 models, in which case it&#039;s D3 Mortal Wounds. MSU armies beware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortal Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
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#&#039;&#039;&#039;Magnificent Buboes:&#039;&#039;&#039; Casts on a 7+, pick an enemy Hero. He takes D3 Mortal Wounds and gets -1 to Hit, Cast and Unbind rolls. Neuters fighters and heaps damage onto supporters and all of that from phenomenal range.&lt;br /&gt;
#&#039;&#039;&#039;Plague Squall:&#039;&#039;&#039; Casts on a 6+. If successful, roll 7D6. For each 6, pick a visible enemy unit and deal D3 Mortal Wounds to it. You can only pick each enemy unit once. You know what this one doesn&#039;t have? A range limit. Even one cast can kill certain artillery crews from the safety and comfort of your own deployment zone. And the best part is, according to the spell description, that missing range limit doesn&#039;t seem to be an oversight since it&#039;s basically a rain shower made of plague fluids.&lt;br /&gt;
#&#039;&#039;&#039;Cloying Quagmire:&#039;&#039;&#039; Casts on a 5+, pick an enemy unit within 14&amp;quot; and roll a D6. If this rolls equal to or over their Save characteristic, they suffer D6 Mortal Wounds. So, it gets more reliable on precisely the units you want to affect with it the most. Wow.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
Slaves to Darkness only&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:&#039;&#039;&#039; (40pts) CV 5. This spell will only have use when things die around it, so you&#039;d best make sure you make at least one model go down so you can power them up. Now a bonus attack won&#039;t sound too scary for your Chaos Lord, but throw it on a band of marauders and they won&#039;t be laughing anymore.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:&#039;&#039;&#039; (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It&#039;s damage potential also powered up by other Wizards and Endless spells, which is pretty trollish for, say, Tzeentch or the Sacrosanct Chamber and all their wizards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:&#039;&#039;&#039; (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines (but in this case can also only go forward, making it even more reliable). Anything that this goes through (or near) suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them.&lt;br /&gt;
&lt;br /&gt;
Beasts Of Chaos only&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks made by units within 3&amp;quot; of this model. &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; models are not affected. Grows by 3&amp;quot; at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell.&lt;br /&gt;
** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:&#039;&#039;&#039; A big horde cleaning Endless Spell. It moves 12&amp;quot; a turn and has the Fly keyword. Anything it moves over or ends within 1&amp;quot; of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:&#039;&#039;&#039;Spawns three tokens of evil Chaos murderbirds. Anything that is not a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; unit within 6&amp;quot; of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1&amp;quot; of the tokens, they have to set the Tokens up again somewhere within 3D6&amp;quot; of the place they were previously.&lt;br /&gt;
** These are phenomenal, especially since it only requires a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially.&lt;br /&gt;
** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows. However, if you ally in some Slaves to Darkness, it really becomes insane. The Mindstealer Sphiranx has another -2 Bravery Aura, Chaos Knights net you another -1, which results in -9 Bravery! So even Demons can disintegrate after 1 casualty.&lt;br /&gt;
&lt;br /&gt;
=Warscrolls=&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;==&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Named Characters&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemon&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-epidemius-en.pdf Epidemius]:&#039;&#039;&#039; (200pts)A Herald of Nurgle +1, with two more wounds and a Nurgling base&#039;s worth of extra attacks. It doesn&#039;t sound like much until you get to his Nurgle&#039;s Tallyman ability and realize he&#039;s the best force multiplier in the game. You keep a tally of how many models your Nurgle models killed, and as it rises, they get bonuses. How&#039;s that so great? Because it doesn&#039;t specify Nurgle Daemons, just Nurgle. So this guy buffs your Plague Monks, your Blightkings, Glottkin, the Maggoth Riders, Plague Drones, you name it. And since Nurgle has even a few fast hard hitters like Daemon Princes, those bonuses should start adding up fast.&lt;br /&gt;
*If you really want to stack up his bonus fast, bring a couple of Clan Pestilens Plague Claws. If the opponent isn&#039;t playing a super low-model count army, you&#039;ll rack up the model kills fast and apply it to your whole army before they even get to combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Rotigus.pdf Rotigus Rainfather]:&#039;&#039;&#039; (Behemoth, 340pts)Rotigus is the newly named version of the GUO. At 16 wounds and a 4+ save he&#039;s just as resilient as the normal GUO. He also retains the GUO&#039;s ability to deal out mortal wounds to units attacking him. Where he differs from the GUO is trading in his shooting attack for the ability &amp;quot;Streams of Brackish Filth.&amp;quot; The ability targets each enemy unit within 6&amp;quot; and on a 4+ slaps them with D3 mortal wounds. Flying units only get hit on a 6+ however. Rotigus also has the &amp;quot;Deluge of Nurgle&amp;quot; unique spell (Casting value 7) which is essentially a more damaging and far-reaching version of the GUO&#039;s plague wind spell, allowing you to hit as many as 7 enemy units as long as they are visible to the caster. Regarding melee, he is slightly less effective than a standard GUO equipped with the Sword and flail but is still more than capable of holding his own.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Horticulous-slimux.pdf Horticulous Slimux]:&#039;&#039;&#039; (220pts) The head gardener of the greatfathers very own garden. Riding into battle on a giant plowing-snail called Mulch, he lops off the heads of trespassers with his giant shears while Mulch eats the rest with his slime-encrusted jaws.&lt;br /&gt;
3+ save 5&amp;quot; move and 8 wounds. He has 3 attacks with his &#039;&#039;&#039;Lopping Shears&#039;&#039;&#039; 3+, 3+, -1 and D3 damage. Mulch has D3 attacks with his jaws. 3+, 3+, -2 and 2 damage.&lt;br /&gt;
For abilities, he, of course, has &#039;&#039;&#039;Disgustingly Resilient&#039;&#039;&#039; but also &#039;&#039;&#039;Beast Handler&#039;&#039;&#039; which lets you reroll failed charge rolls and hit rolls of 1 for friendly &#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039; units within the holy inches. Like the Poxbringer you can heal a wound off a &#039;&#039;&#039;Nurgle Daemon&#039;&#039;&#039; within 7&amp;quot; if anyone was killed in the preceding turn. Lastly, he has the ability &#039;&#039;&#039;Acidic Slime Trail&#039;&#039;&#039; which makes enemies within 3&amp;quot; take D3 mortal wounds on a 4+ when Slimux makes a retreat. He also lets you set up 1 free gnarlmaw once per game in your hero phase.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Others&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-theglottkin-en.pdf The Glottkin]:&#039;&#039;&#039; (380pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The big bad bad guys of Nurgle are back. &amp;lt;strike&amp;gt;And this time, no bullshit Purple Suns exist that can cascade them out of the game in a single turn. And without that annoying weakness, they are absolutely devastating&amp;lt;/strike&amp;gt; With Malign Sorcery, the Purple Sun is back, but not as devastating as before. 18 freaking Wounds with an automatic Regen of D3 Wounds per friendly Hero Phase, basically Terror and the fact that enemies can take Mortal Wounds simply for being charged by the Glottkin combine with magic and very powerful attacks to make something truly nightmarish. Their unique spell is very situational but can make a bunch of Marauders into the single most immovable tarpit in the game - for a turn. They also have a really awesome Command Ability that grants one extra attack to every melee weapon of every Nurgle unit within 14&amp;quot; of them. Yes, this includes Nurgle Daemons and Clan Pestilens. Additionally, they have a shooting weapon that is easy to hit with, has a high Rend and inflicts a whole lot of damage, but unfortunately, it only Wounds on 4+, which makes it quite unreliable.&lt;br /&gt;
*Protip: in the right army, Fleshy Abundance is the best defensive spell of the game. Using it on 1-Wound models effectively means giving them a 4+ save-after-the-save (and unlike it, it doesn&#039;t depend on a dice roll, it always reduces your losses to half). And the targets aren&#039;t limited to Nurgle units, too, but it&#039;s even better if they are because then they will be affected by the Glottkin&#039;s awesome Command Ability. Plaguebeareres and Chaos Marauders become much better, but glass cannons like Plague Monks and Plague Censer Bearers become ridiculously so. This makes them a very good ally for Pestilins, if you plan on picking that up as a secondary army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Blob-rotspawned.pdf Bloab Rotspawned]:&#039;&#039;&#039; (240pts)This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Of the Maggoth Riders, Bloab is the only Wizard, but in exchange, he has a worse save than the others, makes fewer attacks with his (still decent) weapon and projects several annoying auras. He has a fly swarm that can cause penalties To Hit enemies in a large area and his bells lower enemy casting rolls by 1. His Maggoth also has by far the best shooting attack of the three. Finally, his unique spell is potentially devastating: It affects one enemy unit. At the end of every phase in which the unit lost Wounds, roll a D6. On 2+, the unit takes another D3 Mortal Wounds. Keep in mind, this happens on a per-phase basis. Basically, if you cast this spell, you need to invest in it. Every phase you have to strip off at least one Wound off that unit. Otherwise, just use Arcane Bolt and have done. Other than that, Bloab is simply very versatile. He is strong in melee but not stellar, good at shooting but not the shootiest Hero in the game, can cast but not terribly well and can fuck with the opponent with all his auras and unbinding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morbidextwiceborn-en.pdf Morbidex Twiceborn]:&#039;&#039;&#039; (240pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The guy who loves Nurglings, because they love him. Of the Maggoth riders, he has the worst shooting attacks, projects Nurgle&#039;s Rot and has a regeneration effect in each friendly Hero Phase. On 4-5 he heals a Wound. On 6, he heals D3 Wounds instead. He also adds 1 model to a nearby unit of Nurglings in each of your hero phases and grants a +1 To Wound for Nurglings around him. Nothing crazy, but a free 33pt bodyguard each round isn&#039;t too bad.  He&#039;s pretty good in close combat, better than his boss Orghotts. Use him to lead your charges, because he&#039;s tough, powerful and really fast for Nurgle&#039;s standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Orghotts_daemonspew.pdf Orghotts Daemonspew]:&#039;&#039;&#039; (240pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Supposedly the strongest of the Maggoth riders. He damages enemies who punch him, his Maggoth has an okay shooting attack (though with abysmal range), and his Command Ability lets a friendly Nurgle unit reroll To Wound. On the charge, he&#039;ll get D3 more attacks, and anyone his axes wound but don&#039;t kill will take a mortal wound on a 4+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-gutrot-spume-en.pdf Gutrot Spume]:&#039;&#039;&#039; (140pts) Do you remember Wulfrik? No, not his awful joke rule, don&#039;t worry. But do you remember his awesome rule to outflank himself and a unit of Marauders? Well, Gutrot gets to do that now, except he can take a unit of Putrid Blightkings with him instead. That&#039;s right, outflanking Blightkings.  He can also use his tentacles to wrench enemy weapons off them, making his 7 Wounds with a 3+ Save even tankier. Finally, his already decent attacks gain rerolls of 1s To Hit against &#039;&#039;&#039;Heroes&#039;&#039;&#039; but in exchange, he can only target Heroes if there are Heroes within 3&amp;quot; of him (so watch out as his highest ranged attack in melee is 2&amp;quot;). He lost his Command, but all his changes make him into a superb supporter and beatstick, who can not only survive but overcome a lot of powerful Heroes. Nothing quite like holding a Gryphon&#039;s beak shut while you hack away at the rider. A recommended tactic is to bring a single unit of 10 blight kings with him on turn 2 (after your opponent has likely forgotten you can deep strike him, just keep your mouth shut), and then proceed to tear the everliving fuck out of your enemy&#039;s backfield warmachines and characters. When you&#039;re done with that, use your remaining Blight King flankers (re: probably all of them) and flank his battle line from the rear. Or just sit on his objective and annoy the fuck out of him, because they will never get you off, no matter how hard they try.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-festus-the-leechlord-en.pdf Festus the Leechlord]:&#039;&#039;&#039; (140pts) Festus is a support Hero, pure and simple. He heals a Wound a turn and can either heal a friendly model for D3 Wounds or give out D3 Mortal Wounds to an enemy model, though for both he needs to be within 1&amp;quot; of whoever he wants to affect. His unique spell lowers enemy saves by 1 PERMANENTLY (Save rolls though, not saves.  So Nighthaunt or anything else that ignores modifiers will ignore this). Unfortunately, with the Maggotkin Battletome, this explicitly doesn&#039;t stack anymore. However, for all this awesome, his close combat potential can be very generously described as lacking, at least compared to melee characters. Compared to most other Wizards, he&#039;s about twice as strong.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-tamurkhan.pdf Tamurkhan The Maggot Lord]:&#039;&#039;&#039; {moved to legends}(Behemoth, 420pts) The eponymous character for the army. Big, mean and perfect to destroy the heroes of the other side; send him after enemy characters where the Black Cleaver and its re-rolls can go to work. Even if he dies, he&#039;ll be dealing mortal wounds to them with a chance to Resurrect himself as a final insult. With 18(!) wounds, D3 of which are regenerated per turn, a host of attacks from Bubebolos and a command ability that re-rolls charge rolls for his Horde he&#039;s also well-suited for grinding through infantry, so plonk him into the center of your line and go to town. If you have him there&#039;s no reason not to use him; just watch out for armies with a high proportion of powerful shooting units like Aelves or Duhardin, since he&#039;s only packing a 4+ save.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-kazyk-the-befouled.pdf Kayzk the Befouled]:&#039;&#039;&#039; {moved to ledgens} (120pts) Tamurkhan&#039;s second in command. 7&amp;quot; move, 7 HP, 7 bravery...I think I see a pattern... Best ran alongside a few units of Pox Riders or (even better) Nurgle Chaos Knights for cover - although he does have a 5+ ignore Mortal wounds. consider using him as an archer or wizard hunter. His Command Ability is a slightly buffed version of Inspiring Presence that only works on Nurgle unit, so consider making either the chap above or below your general instead.&lt;br /&gt;
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===Generic Characters===&lt;br /&gt;
====Daemon====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Great-unclean-one.pdf Great Unclean One]:&#039;&#039;&#039; (Behemoth 320pts) Your Greater Daemon and one of the best choices to evoke other units. Your standard general on bigger games. The GUO is one of the toughest fuckers around. He has the same basically-40k&#039;s-Feel-no-Pain rule of a 5+ save after his save but for him, if he rolls a 6 and is in melee, he actually inflicts Mortal Wounds. He also has a regeneration of D3 Wounds per turn, has a strong though short-ranged shooting attack and a melee profile worthy of a monster. What makes him shine is his unique spell, a 14&amp;quot; line that damages enemy units under it and heals Nurgle units under it. It can&#039;t resurrect but is perfectly able to make the obscenely tough Plague Drones even harder to remove. Also, his command ability gives a Nurgle Daemon unit within 21&amp;quot; play an extra melee attack with each of their weapons. NICE. With the new model, he can now swap his weapons for worse damaging versions with benefits. The sword can be swapped for the bell which gives any Nurgle unit a 3-inch movement increase if they start within 7 inches at the start of the movement phase and the flail can be swapped for a dagger that can give a 1 point boost to a casting or unbinding roll for a unnegatable wound, and with his regen abilities, it could be quite worth it if there&#039;s one spell you don&#039;t want to be dealing with.&lt;br /&gt;
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{{anchor|FWExalted}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Nurgle.pdf  Exalted Greater Daemon of Nurgle]:&#039;&#039;&#039; (Behemoth 390pts) Better sword but no secondary weapon, slightly longer-ranged version of the GUO&#039;s command ability, but crucially, a different name so they can both be used on the same unit. Fancy some Plague Drones with 11 attacks each? &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Poxbringer-herald-of-nurgle.pdf Poxbringer, Herald of Nurgle]:&#039;&#039;&#039; (120pts) Your gamechanger. Compared to a Herald of Khorne, he has fewer attacks that are harder to hit and can&#039;t deal Mortal Wounds but do D3 wounds if they go through. On average they should do about the same amount of damage, but the HoN will last much longer because he&#039;s Disgustingly Resilient and can heal (himself or others nearby) a wound if anyone at all died in the preceding turn. If you play any Nurgle Daemons, at least have one of these guys in reserve so that you can summon him if need be. Beasts of Nurgle especially turn from &#039;&#039;okay&#039;&#039; to &#039;&#039;murder on no legs&#039;&#039; if a Daemon Hero of Nurgle is nearby. If relying on him for synergy, keep him away from combat(and out of range of enemy ranged units) and take advantage of his synergy bubble. Now has a unique spell that does d3 mortal wounds on a unit that&#039;s in 7 inches of a Plaguebearer unit, but it&#039;s on a higher casting roll than Arcane Bolt and same damage so it&#039;s not much of a use if you&#039;re in range for bolt, but since there&#039;s no specified range on how far the Plaguebearers can be away it can work if you need a spell shot on a unit your herald is not close enough to for bolt.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sloppity-bilepiper-herald-of-nurgle.pdf Sloppity Bilepiper, Herald of Nurgle]:&#039;&#039;&#039; (90pts) A New Support Provides 7&amp;quot; +1 to the bravery of &#039;&#039;&#039;Nurgle Daemons&#039;&#039;&#039;(Not that useful) but subtracts 1 bravery from enemies. Also, Re-roll failed charges and hit rolls of 1 for Nurglings &amp;amp; &#039;&#039;&#039;Great Unclean Ones&#039;&#039;&#039; at 7&amp;quot;. Although his Marotter attacks may not seem useful at first, 4 Plaguesword attacks with a -1 rend and 2 damage is nothing to scoff at for a measly 100 points. Additionally, against similarly priced heroes, Bilepipers perform shockingly well. A 4+ save with a Disgustingly Resilient save after that ensure that your favorite Scottish Daemon will be whacking his foes to death turn after turn.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Spoilpox-scrivener-herald-of-nurgle.pdf Spoilpox Scrivener, Herald of Nurgle]:&#039;&#039;&#039; (90pts) Scrivener does for Plaguebearers as what  Bilepiper does for Nurglings &amp;amp; &#039;&#039;&#039;Great Unclean Ones&#039;&#039;&#039; as stated above, except that you always reroll charge dice results of 1 rather than failed charges.  Worse in close combat than the Bilepiper, but you can sneeze people to death with him!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]&#039;&#039;&#039;: (210pts.) He’s gone through a reworking since his last outing. He no longer has the ability to taken Unmarked and the buff for killing heroes, but now he gains a unique command ability for  Nurgle, make a friendly unit within 12 inches cause d3 mortal wounds each time an enemy unit rolls at least one 6 to hit them (so if they get to attack twice they may cause a further D3 MW - errata from the absurd &#039;D3 mortal wounds for each 6 rolled&#039;). His damage output is pretty solid, so use him to rack up the Epidemius points, and he&#039;s fast enough to keep up with (or outpace) Beasts and Plague Drones and activate their abilities. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Corruptor.pdf Verminlord Corruptor]:&#039;&#039;&#039; (Behemoth, Pestilens, 280pts)A Skaven Daemon from the Clans Pestilens. He&#039;s got 12 wounds. With his insane 10 attacks on his melee weapon, he can equip the Sword of Judgement from the shadow realm artifact list and have 10 chances to absolutely murder heroes and monsters. Has a Skaven version of Disgustingly Resilient. Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY gives Pestalence wholly within 13&amp;quot; re-roll to hit.&lt;br /&gt;
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====Mortals &amp;amp; others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-of-plagues-en.pdf Lord of Plagues]:&#039;&#039;&#039; ( MORTAL, ROTBRINGER, 140pts) Oh, dear lord, talk about overcompensating. Before, the Lord of Plagues was extremely underpowered. But now, with a price-bump and some new rules, he&#039;s pretty brilliant. First off, he gets the same &amp;quot;6+ To Hit hits D6 times&amp;quot; rule as the Blightkings, but he gets this on top of -1 Rend and D3 damage, so he is potentially murderous. Then, he lets Blightkings around him reroll 1s To Hit, making him into a proper support Hero. Then he can help you rack up contagion points, which is nice. Finally, his Command is still bad, being a very unreliable way of delivering Mortal Wounds over 21&amp;quot;. A whole 1.16 of them on average. All in all, a very nice beatstick who can support Blightkings (and only Blightkings) very well. Still slow and with a terrible Command, though.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-blights.pdf Lord of Blights]&#039;&#039;&#039; (MORTAL, ROTBRINGER, 140pts) Sporting the same statline as the Lord of Plagues, the Lord of Blights is a new hero for the forces of Nurgle. Gets basically the same melee as the Lord of Plagues, but without the exploding 6s, so it&#039;s alright. He also gets Death&#039;s Heads he can throw - his own is pretty powerful already, but he also allows Putrid Blightkings next to him to throw a bunch. While a shooting attack over 14&amp;quot; sounds incredibly useful, keep in mind it&#039;s one shot per Blightking, so not that much shooting at all. His real meat comes from his Command, which grants one &#039;&#039;&#039;Nurgle&#039;&#039;&#039; unit the Plaguebearers&#039; &#039;&#039;Cloud of Flies&#039;&#039; rule, so -1 To Hit when shooting them or -2 To Hit while shooting and -1 To Hit in melee at 20+ models. Very powerful. He also has a shield that allows him to re-roll saves of 1 in melee, but whatever.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-afflictions.pdf Lord of Afflictions]:&#039;&#039;&#039; (MORTAL, DAEMON, ROTBRINGER, 200pts) And all the Daemons say he&#039;s pretty fly for a blight guy. Superbly killy, combining the melee of the Lord of Plagues (sans exploding 6s, sadly) with a Rot Fly&#039;s worth of attacks and another damage 2 knock from the underslung bell. For survivability he&#039;s also golden, like the other Lords, but with an additional Wound, Disgustingly Resilient and a 1 wound per turn heal. His buff allows all &#039;&#039;&#039;Rotbringers&#039;&#039;&#039; to reroll 1s To Hit - so Blightkings, Blightlords, and all the mortal heroes. He also has a couple of abilities for dealing Mortal Wounds, one of which, the Incubatch, is so deadly it can even damage &#039;&#039;&#039;Nurgle&#039;&#039;&#039; models (even himself), albeit only on 6+. Finally, his Command doubles the Move of a Pusgoyle Blightlords unit. All in all, he&#039;s just good. He provides good support, especially to the Pusgoyles, he deals a ton of Wounds, both Mortal and otherwise, he&#039;s fast and tough and thanks to the &#039;&#039;&#039;Daemon&#039;&#039;&#039; keyword he can trigger Locus effects as well. However, when playing him, remember that for 40 points more, you could have gotten a Maggoth Lord instead (which honestly isn&#039;t flattering to the Maggoth Lords at this point).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Harbinger-of-decay.pdf Harbinger of Decay]:&#039;&#039;&#039; (MORTAL, ROTBRINGER, 160pts) Decently killy and with a one-use ability that can cause extra Mortal Wounds. However, despite the mount, his Movement is stuck at 7&amp;quot;. He makes up for that with his Command Ability, though, since he basically projects Disgustingly Resilient to all Mortal Nurgle units within 7&amp;quot;. Another thing to consider: Thanks to his Mount, he has the DAEMON keyword. His mount lets make him a useful utility hero as he can move relatively quickly to shore up Mortal Nurgle units with his command ability, while also letting him trigger Daemons&#039; Locus abilities, as those only need a &#039;&#039;&#039;NURGLE DAEMON HERO&#039;&#039;&#039; to trigger. Let him run after your Plague Drones, which he can keep up with, and suddenly your Fly Riders deal a bunch of Mortal Wounds in addition to their normal damage.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf  Lord of Chaos]:&#039;&#039;&#039; (STD 110pts) Cheaper and more killy, with a decent command ability to boot. This has come at the cost of the amazing 2d6 damage ability and is no longer able to ascend to Daemonhood automatically on killing the enemy general (let&#039;s face it though, how often did that happen?). Don&#039;t send him alone against characters more expensive than he is, or he will die. The increased rend and attacks values will mean he&#039;s good at killing line infantry and when to send alongside another unit he won&#039;t auto-bounce against characters like he used to. Side modeling note, the option to take a flail can be achieved by taking the Chaos Chosen off of a Chaos Chariot and basing him and using his as a Chaos Lord, the jury is still out on whether this is official or not.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Chaos Lord on Demonic Mount]:&#039;&#039;&#039; (STD Daemon 170pts) Your budget (for a Slaves to Darkness character) mounted Lord, and also can double dip into Daemon and Mortal equipment.  With the new update, cursed Warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounting options but provides a re-roll to their charge and +1 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]:&#039;&#039;&#039; (STD 250pts) The new mounted lord has arrived, and he rode in style as a fully plastic kit. How does this character scream build around? Movement 9&amp;quot;, 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore Chaos Lord on Manticore]:&#039;&#039;&#039; (Behemoth STD, 280pts) Chaos Lord on Manticore: The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice.  Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15&amp;quot; to reroll charge, wound, and Battleshock rolls.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sorcerer.pdf Sorcerer]:&#039;&#039;&#039; (MORTAL, ROTBRINGER, 120pts) Formerly &#039;&#039;&#039;Rotbringer Sorcerer&#039;&#039;&#039; Has access to the unique spells of both &#039;&#039;&#039;ROTBRIGNERS&#039;&#039;&#039; and &#039;&#039;&#039;MORTAL NURGLE&#039;&#039;&#039;. The Sorcerer fits into many of the Maggotkin battalions but the new Chaos Sorcerer Lord is now 10pts cheaper and has a better move/save/melee profile (though Chaos Sorcerer Lord warscroll abilities/spells now only affect Slaves to Darkness units).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf Chaos Sorcerer Lord]:&#039;&#039;&#039; (STD 110pts) Yes. You owe it to yourself to at least check this guy out. While he is utter crap in combat, he can be amazing at support. First, without even casting anything, he can let one Slave to Darkness unit per turn re-roll saves. Then, when he casts, he has a unique spell that provides rerolls To Hit, To Wound and to their saves for a friendly Slaves to Darkness unit in addition to STD endless spells. Just keep him away from the fighting and let Him strengthen your front line. With the new points cost reduction, he could still be a valuable tool for casting some of the Mortal Nurgle Spells.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf Chaos Sorcerer Lord on Manticore]:&#039;&#039;&#039; (Behemoth STD, 260pts) Blessed with the same awesome &amp;quot;reroll saves&amp;quot; ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]:&#039;&#039;&#039; (STD 90pts) A guy with a random flurry of axes with the ability to attack twice in the turn he charged, and when he kills a Hero or a Monster he heals. Skip, you have consistent fighters.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Priest.pdf Plague Priest]:&#039;&#039;&#039; (Pestilens 80pts) Your standard skaven hero. Gets an extra attack on the charge because of PESTILENS. no longer a buffing priest, he now only has two damage Prayers and deals more mortal wounds after combat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Priest_Plague_Furnace.pdf Plague Priest on Plague Furnace]:&#039;&#039;&#039; (Behemoth Pestilens 200pts) It&#039;s 3 Plague Monks with a Plague Priest on a huge censer-thing. It can&#039;t move its 6&amp;quot; unless within 6&amp;quot; of 10 or more friendly Skaventide models and it makes 2D6 attacks with Rusty Wheels and Spikes instead of D6 when it charges. It stops battleshock for Skaventide and it damages all the non-&#039;&#039;&#039;Clans Pestilens&#039;&#039;&#039; units that approach it. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them +1 weapon attacks or by allowing them to reroll wounds. It&#039;s clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and pushing stuff around and not charging is something Plague Monks with their awful survivability really don&#039;t like to do. On the other hand, the Monks do very much like those tasty tasty buffs.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; Meh, good at taking Hero challenges but to be honest your better off with a Shaman or Doombull. He has a situational Command ability that if he kills something in melee, All Brayherd units wholly within 18&amp;quot; and attack after him can re-roll all wound rolls. This upgrades to include all hit rolls if he kills a hero.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; Magic Goat. He increases the Move of all Brayherd around him by 3&amp;quot;, which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely (kinda, since chronomantic cogs exists), but they&#039;re possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18&amp;quot; and pulls it towards your closest unit by 2D6&amp;quot;. Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant. his Command ability grants a +1 To Wound roll to a Warherd unit wholly within in a huge bubble. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he&#039;s very fast with a Move of 7&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; One of the better picks by a long shot. Gee, that can&#039;t have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren&#039;t all that high, but thanks to his Summon Lightning spell the problem is remedied. The Shaggoth also has an awesome special rule where, if the roll to see who goes first in a turn is a tie, every Dragon Ogre unit, including the Shaggoth, immediately heals D3 Wounds on a D6 roll of 4+. And those ties happen way more often than you expect them to. Also, the Shaggoth has some absolutely devastating attacks in close combat.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-putridblightkings-en.pdf  Putrid Blightkings]:&#039;&#039;&#039; (Mortal, Rotbringer, Min:5 max:20 140/500pts)The super-hardy infantry Glottkin gave us. Same profile as a Skullreaper but with one more Bravery and Wound (yes, 4 Wounds for each!) and an almost identical weapon. Their shtick? If they score a 6 To Hit, you don&#039;t hit once. You hit D6 times. Yes, they don&#039;t have Rend on those weapons, but with that many hits, you don&#039;t need it. Did we mention they are obscenely tough?  There&#039;s not much else in the game that boasts 21 wounds with a 4+ save at the same point cost.  Even more &#039;&#039;&#039;FUN*&#039;&#039;&#039;, every unit within 3&amp;quot; of them (including themselves) rolls a D6 in your Hero Phase. On a 6, they take D3 mortal wounds. Unless that is, they have the Nurgle keyword, in which case they heal D3 wounds instead. Make sure you let multi-wound Nurgle stuff hug your Blightkings and you&#039;re golden. Also remember that this affects &#039;&#039;Nurgle&#039;&#039; units, not Mortal Nurgle. Chaos Lord of Nurgle? Great Unclean One? Plague Furnace? All of them can be healed by the aura these guys have. Generally though, unless you&#039;re counting on stacking auras with Blightkings and Nurgle&#039;s Rot, this is more of a gimmick. Just use these as powerful infantry, leave the healing to Festus. If even just half of your Blightkings make it into melee, they will earn back their cost and then some, so just make sure you get them there.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-plaguebearers-of-nurgle-en.pdf Plaguebearers of Nurgle]:&#039;&#039;&#039; (Deamon Min10, Max:30 110/300pts.) Basic Nurgle troop. Really hard to kill but not so good in melee (average of 0,33 damages). Take 30 in every unit to make them harder to be hit. Reroll 1s in save rolls with Daemon Heroes of Nurgle nearby, which makes them a fantastic bubble wrap for any of the Nurgle Heroes. Keep in mind they actually got a small price bump to 120 for 10. When taking them, remember you could have gotten twice that many Marauders.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]:&#039;&#039;&#039; (STD Min5, Max:30 90pts.) We can&#039;t talk about the Maggotkin without talking about Nurgle-marked Chaos Warriors. The fact that you can get five of them for a measly 100 points makes them an incredibly effective Battleline unit. Toss in two such squads followed by a big blob of Blightkings, and you had your Battleline for 2000 points over and done with. Especially with the price bump that Plaguebearers have gotten, small squads of Chaos Warriors as backfield objective campers are a perfectly viable strategy. &#039;&#039;Additionally,&#039;&#039; if ran in a 25-30 man unit (they come in denominations of 5 for some reason), these guys can be strung across a field to make a giant wall of &amp;quot;fuck you&amp;quot;. If hit by your Lord of Blight&#039;s command ability, this wall of warriors becomes significantly harder to hit (-1 to hit in CC and -2 to shoot, meaning if your enemy&#039;s gunline hits on 5&#039;s, your warriors are practically invisible to them, as they are now hitting on 7&#039;s). This is a viable tactic for bringing slower Blightkings and Maggotkin characters to your enemy&#039;s front line, as your blight kings are roughly the same height as a Warrior, and therefore most players won&#039;t argue that they can shoot between your warrior wall when also combined with the logic that the warriors are clouded by flies. However, this tactic is expensive and will cost you 620 points (30 warriors + Lord of Blights).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]:&#039;&#039;&#039; (STD Min20, Max:40 160pts.) When marked as Nurgle, these make a great Battleline unit for your purposes that alway make an 8&amp;quot; charge. Grab a big squad of them, add &#039;&#039;Blades of Putrefaction&#039;&#039; and watch them dish out a rather obscene amount of Mortal Wounds or just buff them with &#039;&#039;Fleshy Abundance&#039;&#039; to make into a hilariously tough tarpit. And if you really hate the models, you can always convert up some Poxwalkers.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Pusgoyle-blightlords.pdf Pusgoyle Blightlords]:&#039;&#039;&#039; (Conditional Battline: Lord of Afflictions as your general,  Daemon, Mortal, Rotbringer, Min:2 max:12 190pts) To be quite honest, these don&#039;t really add much to basic Plague Drones. They are more expensive and are tougher, but while killier per model, they are less damaging point-for-point than Plague Drones. Honestly, their only saving grace is their ability to become Battleline, thus providing you with a frankly obscenely tough Battleline choice that moves quite fast for Nurgle&#039;s low standards.&lt;br /&gt;
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=====Beasts Of Chaos=====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (Min:10 max:30 70/200pts)The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. gains +1 attack if the unit is +20 models. All in all, they&#039;re good. Either +4 melee save with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; (Min:10 max:40 60/200pts) Weaker Save than Gors and weaker size bonuses. The other redeeming factor to these guys is the fact that they can take spears, which let them fight in more rows.&lt;br /&gt;
**Nurgle already has good screening and objective sitters in the form of Plaguebearers, and Plague Monks fill the 2&amp;quot; range hammer horde role far better. I&#039;d suggest skipping these. If you really want a goat horde for objective sitting, go with Gors instead.&lt;br /&gt;
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===Other Units===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-bile-troggoths.pdf Bile Troggoths]:&#039;&#039;&#039; (Min:3 Max:12 180/540pts) While their vomit attack is short ranged (a fitting 7&amp;quot;) it&#039;s perfect for melting through the armor of heavy infantry and cavalry as well as monsters, and can even help thin out infantry hordes in a pinch. All in all, these can deal a lot of damage very quickly, especially when getting buffed by a Chaos Sorcerer Lord, but their overall reliance on having a babysitter along really hurts them. Also, it doesn&#039;t help that they cost a lot more points than Blightkings for a lot less oomph. But hey, at least they have Rend.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-plague-toads.pdf Daemon Plague Toads of Nurgle]:&#039;&#039;&#039; (Battleline in Tamurkhan’s Horde army Daemon Min:3 Max:12 120/400pts)) An odd little unit that&#039;s packing a weak and short-ranged shooting attack, a chance to generate more close combat attacks on the roll of a 6, 4 wounds each, and a special 4+ save against Mortal wounds. Crucially, they&#039;re also one of the faster units in the army, having a move of 7&amp;quot; as opposed to 5&amp;quot;. They have some use as a tarpit, but if you&#039;ve been reading this guide so far you know that packing a lot of wounds isn&#039;t a problem for you. They&#039;re also largely overshadowed by...&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-pox-riders.pdf Daemon Pox Riders of Nurgle]:&#039;&#039;&#039; (Daemon Min:3 Max:12 200pts)Adding a Plaguebearer to a Plague Toad leaves them with FIVE wounds each, which already makes them superior to the above. When coupled with the same saves as above, the ability to re-roll saves of a 1 if wholly within 14&amp;quot; of a Nurgle Hero (Epedimius is good for this) and an additional-1 to hit modifier against shooting attacks directed at them, you pretty much have no reason to ever take Plague Toads unless you&#039;re using the Leaping Pox formation. Something worth considering is summoning 3 for 21 Contagion Points. The same applies for Plague Toads, but you&#039;ll never bother with that either unless you have no more Pox Rider models available. though strangely they do not have disgustingly resilience like all other nurgle daemons, instead they have a 4+ against mortal wounds same as the above unmounted toads. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]:&#039;&#039;&#039; (STD Min1, Max:3 120pts.) Pretty fast and uncharacteristic of Nurgle, since they always move 12&amp;quot; and once per game Run &amp;amp; Charge. Other than that, it&#039;s a chariot. They have a better chance to inflict more moral wounds the better the charge roll. No, you take these because for 120points, they give you 7 Wounds at a 4+ Save that are fast enough to tie enemy shooters up and tough enough to keep them tied up all game long. Also remember that, since they are used in units of one or more if you play them all as separate units, every Chariot gets an Exalted Charioteer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf GoreBeast Chariots]:&#039;&#039;&#039; (STD 150pts) a lot slower then a normal Chariot but inflicts Motal wounds to clumped up enemies and they replace the horse with a big monster that will deal more damage especially if you get an unmodified charge roll of 8+. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Chosen]:&#039;&#039;&#039; (STD Min5, Max:20, 140pts.)  Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector&#039;s Halberd without the cool special rules. What&#039;s so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can&#039;t affect each other with this. So a good way to look at Chosen is as a potential buffing unit with high damage potential. Do remember than they only buff &#039;&#039;Slaves To Darkness&#039;&#039; though, so unless you&#039;re going heavy on those and light on all other Nurgle goodies, maybe better skip them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]:&#039;&#039;&#039; (StD Min5, Max:30 90pts.) This unit is the speed and range that your Nurlge army severely lacks. They are a cheap, fast screening unit that will either very quickly cap objectives, or will keep your enemies on their toes with a 9&amp;quot; Javelin attack that shoots &#039;&#039;twice&#039;&#039; and can be used as a 2&amp;quot; melee weapon to jab between friendly models when they&#039;re in combat. This makes them extremely lethal if used properly, as they have a 21&amp;quot; threat range, and using Feigned Flight, they can &#039;&#039;Shoot&#039;&#039; &#039;&#039;&#039;AND&#039;&#039;&#039; &#039;&#039;Charge&#039;&#039; in the same turn in which they retreat. They also add 1 to hit when 10+ strong and with the Damned Icon&#039;s -1 bravery, making them a brutally effective screener (when used competently). Just make sure that you keep them out of reach of enemy melee or cavalry.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]:&#039;&#039;&#039; (StD Min5, Max:20, 180pts.)These boys should be kept as an intercept unit for enemy cav, or for unprotected characters. If ran together with Marauder Horsemen, they become a lot more effective, as these guys will tank damage for your actual screeners. Overall not as practical as your Marauder Horsemen, but can still stand toe-to-toe with most of your enemies cav options, even if they do suicide by doing it. Extremely recommended running these guys with their Glaive instead of Ensorcelled Weapon option, as they gain rend when they charge, whereas Ensorcelled Weapons have no rend, ever.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]&#039;&#039;&#039;: (Min:3, Max:12, 300pts) Supper Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armour with an Ensorcelled Weapon for consistency, Fellspear to overcome bigger Armour saves, or Daemonforged Blade can more inflict Damage and MW with good RNG.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-plague-drones-of-nurgle-en.pdf Plague Drones of Nurgle]:&#039;&#039;&#039; (Daemon Min:3 Max:12 190pts) Your flyers. Their 8&amp;quot; movement sounds promising, but since they are almost the only Nurgle unit with a missile weapon, they will rarely run, so the movement evens out. The missile weapon is rather meh, but combined with the 5 (!) assured attacks per Plague Drones, it adds up. They also hold the distinction of being ridiculously tough to kill, especially with a Banner or two. Make sure to keep a Daemon Hero of Nurgle close to them for that sweet +1 attack with all weapons (yes, including the Death&#039;s Heads)). With &#039;&#039;&#039;Droning Guard&#039;&#039;&#039; these guys can be pretty crazy. With their pre-game move and proper Gnarlmaw positioning these guys can get a first turn charge with an absolute boatload of attacks (you can keep a Lord of Afflictions nearby as the Daemon hero to trigger their Locus and hit them with the GUOs command ability for another +1 attack, for 11 attacks, 3 being multi-damage, per model). &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Skaven_Warscroll_card_Plague_Monks.pdf Plague Monks]:&#039;&#039;&#039; (Pestilens, Min:10 Max:40 80/280pts) The antithesis of the normal Nurgle style with a horde of suicidal Plague rats. They have barely protection but make up for it in raw damage potential dealing MWs and Generating a lot of attacks that can go further with spells and other Pestilens ability. take pared blades for smaller units of 25 while Woe-staves let most of them hit in units of 40. Plague Monks make up a cheap hammer after you get your holding Battline. They will die quickly and you have no way to raise models, so use your Plague trees and &#039;&#039;At the double&#039;&#039; to slingshot straight into combat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf Plague Censer Bearers]:&#039;&#039;&#039; (Pestilens Min:5 Max:20 60pts) Get an extra attack when charging, deal a mortal wound to every non-Clan Pestilence unit within 3&amp;quot; on a 4+ during your hero phase, and can reroll hits and Battleshocks if they&#039;re within 13&amp;quot; from a Plague Monk unit. Basically, Censer Bearers on their own are nigh useless, but with proper support, they are even deadlier wound-per-wound than Plague Monks. The best use for these is swinging over the top of a line of Plague Monks. Yes, you won&#039;t be getting that charge bonus but these are too expensive point for point to be throwing away like, well, Plague Monks.&lt;br /&gt;
**Remember, their only Clan Pestillens units are immune to their Poisonous Fumes ability, so be careful positioning them too close to your non-Skaven units.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-plague-ogors.pdf Plague Ogors]:&#039;&#039;&#039; (Battleline in Tamurkhan’s Horde army Daemon Min:3 Max:12 160/560pts) These guys want to be charging to get the most out of their abilities. They hit like a ton of bricks with their re-rolls on the charge, ability to deal out d3 Mortal Wounds enemies within 3&amp;quot;, and surprisingly high bravery of 7.  They can also ignore wounds that would kill them on a 5+, decent against hit taking a few lucky hits but unlikely to protect you for long against the average the hail of metal and Magic the average player would use. Only use these for flavor. Now that Blightkings have been buffed to 4 Wounds each, they&#039;re tougher, killier and have a smaller footprint than Plague Ogors for fewer points per model.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Nurglings.pdf Nurglings]:&#039;&#039;&#039; (Daemon Min:3 Max:12 80pts) These things are interesting. Only a 6+ Save with no Disgustingly Resilient insight, but they heal every wounded model at the end of the turn. Yes, the opponent either does 4 Wounds on them, or it was for naught. They also have 5 attacks with bad Hit and Wound rolls, but if you manage to inflict a wound they&#039;re likely to do 1 mortal wound after a 2+ roll. So, you have a unit that deals very little actual damage but is amazing at making the opponent dedicate unreasonable amounts of resources to removing them because shockingly, their 5&amp;quot; move makes them rather fast for Nurgle. They can also outflank, which means they can be a thorn in the opponent&#039;s side (and deployment zone) from turn 1. What&#039;s that? You get 3 contagion points if you have models in your opponent&#039;s territory? Oh dear, EVEN more incentive for your opponent to get rid of the little bastards, lest they drown you in contagion points and thus him in Gnarlmaws.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Beasts-of-nurgle.pdf Beasts of Nurgle]:&#039;&#039;&#039; (Daemon Min:1 Max:6 70pts) Fair warning, your opponent is going to hate you for playing these. 7 Wounds and Disgustingly Resilient make for some tough buggers. Additionally, they can run and charge, so they&#039;ll be in his face, tying up his favorite units, much faster than he&#039;d like. Their Slime Trail lets them do Mortal Wounds when Falling Back and they can charge right after falling back. Yeah, you can see where this is going. They&#039;ll deal tons of damage without ever giving your opponent the chance to get away. Also, since each unit of the Beasts deals Mortal Wounds individually, a couple of lone Beasts will drive your opponent mad. Get even better with a &#039;&#039;Nurgle Daemon Hero&#039;&#039; along, as they gain a flat +1 Damage on all their attacks, which makes them absolutely tear through low-Save units.&lt;br /&gt;
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=====Beasts Of Chaos=====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (Min:10 max:30 120/300pts) Elite Gors in heavy armour. This unit got quite the fuckin buff in the new book and can easily put out a pretty scary amount of rend -1 wounds on the charge, especially if they are infantry (that will almost always have at least 10 models, if not they are going to die anyway to them) or ORDER units. Spells and command abilities can buff them even more, to the point of being overkill.&lt;br /&gt;
**Unlike most Nurgle units, Bestigors have rend, making them a good choice against armies with good saves. While not being proper hammer units, Bestigors are great at clearing out the enemy screens and weaker infantry, so your Blightkings can focus on other enemy units. If you can handle the points, these are the guys you want to take to fill any remaining slots in the battalion. Gors and Ungors are outclassed by Plaguebearers. Best taken in units of 10 due to their base sizes.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (Min:3 max:12 140pts) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12&amp;quot; from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
**Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
**Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (Min:3 Max:12 140pts) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
*Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max:40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps. Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives.&lt;br /&gt;
*Keep in mind that Blades of Putrefaction can be cast onto &#039;&#039;any friendly unit&#039;&#039;. Grab a unit of 30 of these bad boys and watch the mortal wounds rain down from 18&amp;quot; away.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max:20 80pts)  Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; (Min:1 Max:4 60/200pts)  It&#039;s a chariot. Aside from the fact that the model is painfully showing its age, it&#039;s actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:&#039;&#039;&#039; (StD, Daemon, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20&amp;quot; and six at 16&amp;quot;, the 20&amp;quot; does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the most 4+ to hit. And since it is a Daemon, it can&#039;t benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army. Plague Drones and Great Unclean Ones do good damage, but this guy will run roughshod through units and put out good ranged shooting simultaneously. Bonus points if you manage to hit him with Stream of Corruption from a Great Unclean One and heal him while the opponent cries.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:&#039;&#039;&#039; (StD, Priest, 170pts) Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants Mortal units (almost everything Chaos that isn&#039;t a Skaven or a Daemon) an additional 6+ save after their normal save. It can also pray for buffs to Mortal units.  God. The favor of Nurgle allows to reroll 1s To Wound, but if the unit it&#039;s used on is Nurgle, you can instead re-roll all failed To Wound rolls. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armor tarpits like nobody&#039;s business.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:&#039;&#039;&#039; ()A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It&#039;s worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos War Mammoth:&#039;&#039;&#039; (StD, 320pts)This monster has 22 wounds and a 4+ save! All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you&#039;re playing with a big Chaos horde then there&#039;s no finer feeling than running this guy into the enemy&#039;s biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn&#039;t like magic missiles or war machine fire, however.&lt;br /&gt;
&lt;br /&gt;
====Beasts Of Chaos====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039; (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.&lt;br /&gt;
&lt;br /&gt;
===Warmachine===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plagueclaw.pdf Plagueclaw Catapult]:&#039;&#039;&#039; (160pts)It&#039;s an indirect firing war machine. You know those. They have a nice range and can stand waaay back. Brutal against big hordes, lame against Monster/Heroes, and subtracts 1 from the target bravery. An average war machine when used to it&#039;s fullest potential, and a terrible one when not.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Feculent-gnarlmaw.pdf Feculent Gnarlmaw]:&#039;&#039;&#039; The cornerstone of your army. No, not really, this isn&#039;t Sylvaneth. While these creepy trees are useful, they are by no means mandatory. If you&#039;re within 7&amp;quot; of them in the Charge Phase, you can run and charge. This doesn&#039;t really help you get out of your territory, but if enemies are standing close to them, you can reach them very quickly. They also, in good Nurgle tradition, deal damage to non-Nurgle units around them. Keep in mind that this only activates once no matter how many Gnarlmaws the opponent is close to, so no making one big grove that melts entire units. Still, a Mortal Wound here and there, while also making you run and charge, is pretty amazing for the low cost of some of those contagion points you&#039;ll generate automatically.  But they also generate corruption points, meaning it will take less time to summon in more gribbly goodness.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
;Blight Cyst (&#039;&#039;Found in Chaos Battletome&#039;&#039; - &amp;quot;Maggotkin of Nurgle&amp;quot; - 140pts min. 700pt., max. 4120pt.):  &#039;&#039;A Lord of Blights takes 3 units of Blight Kings, up to 6 max. May take a Harbinger of Decay and 0 to 1 sorcerer.&#039;&#039;&lt;br /&gt;
Blight Kings gain Rend -1, &#039;&#039;all&#039;&#039; Blight Kings within 3&amp;quot; of your Lord of Blight can shoot his death heads (instead of the default single unit), and nobody benefits from being in cover from attacks made by this Battalion.&lt;br /&gt;
This is the bread and butter of a Nurgle Mortal Army. Blight Kings are fun on their own, but with the addition of rend on all of their attacks, the Blight Kings become a pretty nasty opponent for anything that likes to wear armor. Especially potent if your Lord of Blights takes the artifact &#039;&#039;&#039;Rustfang&#039;&#039;&#039; which &#039;&#039;permanently&#039;&#039; reduces a target unit&#039;s Save by -1 for &#039;&#039;the rest of the game&#039;&#039;, and it can be used &#039;&#039;twice&#039;&#039; per turn (at the beginning of YOUR and YOUR OPPONENT&#039;S combat phase). If you take a Sorcerer with Cloying Quagmire, this becomes a ferocious anti-armor battalion, and will munch the everloving shit out of Stormcast.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Plague Cyst&#039;&#039;&#039; (&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot;, 140pts min. 840pt., max. 4120pt.&#039;&#039;): &#039;&#039;A Lord of Plagues takes 3 Units of Blight Kings, up to 6 max. May take a Harbinger of Decay and 0 to 1 Sorcerer.&#039;&#039;&lt;br /&gt;
Units from the battalion (i.e Blightkings) reroll failed to hit rolls rather than the vanilla reroll 1s to hit from the Wanton Slaughter ability from the Lord of Plagues, they still have to be within range to use this though. In addition, they dish out D3 mortal wounds to every enemy unit within 3&amp;quot; of them on a 6+. If you plan on taking some big &#039;ol blobs of Blight Kings and making this battalion a 2000pt army on its own, it becomes the AoS Equivalent of spamming Terminators in 40k. The rerolling all failed hit rolls is kinda a big deal, as you&#039;re squeezing out every drop of effectiveness from your rendless Blight Kings who are relying purely on their bulk damage and exploding 6s. Rerolling failed hits also gives you more chances for exploding 6s. A unit of 5 Blight Kings is usually getting 20-25 attacks per turn factoring in exploding sixes. This &amp;quot;reroll all failed hits&amp;quot; ability has been able to squeeze this to 30+, which is double their base attacks value of 15. This is a very lethal tactic for facing down horde armies with very weak armor saves.&lt;br /&gt;
&lt;br /&gt;
;Affliction Cyst (&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot;, 140pts min. 1100pt., max. 8360pt.&#039;&#039;): &#039;&#039;A Lord of Affliction takes 3 Units of Blight Lords, up to 6 max.&lt;br /&gt;
The command ability of the Lord applies to all units in this battalion, not just one, and you can deep strike as many units you want from this battalion and have to set them up at the end of your first movement phase more than 9 inches from an enemy unit. Unless your planning on building your army around Blight Lords this really ain&#039;t worth it, since one half of the benefits require the Lord of Affliction to be your general which is only useful if you build your army around the bug knights.&lt;br /&gt;
&lt;br /&gt;
;Blightguard (&#039;&#039;Found in Grand Alliance: Chaos - -pts min. 1020pt., max. 3080pt.&#039;&#039;): &#039;&#039;A Lord of Plagues and a Rotbringers Sorcerer take 4 units of Putrid Blightkings.&#039;&#039; &lt;br /&gt;
Everyone can reroll every 1 to wound and gets a permanent -1 to hit (shooting and combat) debuff to attackers. Note that the Rotbringer Sorcerer warscroll has been renamed to Sorcerer, which arguably falls foul of the FAQ&#039;d &#039;unit name&#039; requirement for battalions. (Anyone know if this is still legal in Matched Play?)&lt;br /&gt;
&lt;br /&gt;
;Blighted Warband (&#039;&#039;Found in &amp;quot;Realmgate Wars&amp;quot; - min. 940pt., max. 3100pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;A Lord of Plagues takes 4 units of Putrid Blightkings and 2 Chaos Spawn.&#039;&#039; &lt;br /&gt;
All enemies have a penalty to hit against these units, and have a chance to ignore (mortal wounds).&lt;br /&gt;
&lt;br /&gt;
;Torglug&#039;s Foulblessed (&#039;&#039;Found in &amp;quot;Balance of Power&amp;quot; - min. 640pt., max. 2260pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;A Lord of Plagues 3 units of Putrid Blightkings.&#039;&#039;&lt;br /&gt;
The Lord re-rolls to wound, and gains additional damage to his weapon, and heals an additional wound. The Blightkings get a minor bonus to save rolls if they are near the Lord, and are immune to Battleshock if within LoS.&lt;br /&gt;
&lt;br /&gt;
;Bloab&#039;s Swarmbrothers (&#039;&#039;Found in &amp;quot;Godbeasts&amp;quot; - min. pt., max. pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;Bloab Rotspawned takes some friends, meaning 2 units of Putrid Blightkings and 2 units of Plague Drones.&#039;&#039;&lt;br /&gt;
Bloab can choose to deflect damage onto his minions (on a 4+), and enemy units recieve a -1 to wound when near the battalion&lt;br /&gt;
&lt;br /&gt;
;Nurgle&#039;s Deluge (&#039;&#039;Found in &amp;quot;The Quest for Ghal Maraz&amp;quot; - min. 680pt., max. 1940pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;Morbidex Twiceborn, a unit of Blightkings and 3 units of Nurglings.&#039;&#039; &lt;br /&gt;
The nurglings can &#039;rain&#039; onto the battlefield, and do damage in the shooting phase for each unit &#039;rained&#039; unto the battlefield.&lt;br /&gt;
&lt;br /&gt;
;Nurgle´s Menagerie (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; - 180pts min. 720pt., max. 4660pt.&#039;&#039;): &#039;&#039;Horticulous Slimux, 3 units of Beasts of Nurgle. You may also take between 0-3 units of any combination of Plague Drones, Beasts of Nurgle or Nurglings.&#039;&#039;&lt;br /&gt;
Horticulous Slimux can use his Cultivating the Garden of Nurgle ability in &#039;&#039;&#039;EACH&#039;&#039;&#039; of your hero phases instead of only once per battle. In addition, when he does so, the Feculent Gnarlmaw can be set up within 3&amp;quot; of any unit from this battalion instead of being set up within 3&amp;quot; of Horticolous Slimux. The enemy subtracts 1 from the Bravery characteristic while within 14&amp;quot; of 7 or more models from this battalion.&lt;br /&gt;
This is a serious money-grabber battalion due to the number of trees you need to buy. However, it does generate a lot of contagion points, over a couple of turns, thus forcing you to buy EVEN more Daemons and Gnarlmaws. That said, it IS effective since Beasts are plenty of scary already and the trees can practically blanket the board by the end.&lt;br /&gt;
&lt;br /&gt;
;Thricefold Befoulment (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; - 60pts min. 1140pt., max. 1320pt.&#039;&#039;): &#039;&#039;Three Great Unclean Ones of any type, including Rotigus and Exalted Great Unclean Ones.&#039;&#039;&lt;br /&gt;
Reroll hit rolls of one when within 14&amp;quot; of another unit in this battalion, and wound rolls of one when within 14&amp;quot; of two units from this battalion. In addition, Plague Wind does 2d3 wounds if cast within 7&amp;quot; of another model from this battalion, and 3d3 if cast within 7&amp;quot; of two models from this battalion. &lt;br /&gt;
Expensive but powerful. Give Bileblade and Tome of a Thousand Poxes to whoever&#039;s on Plague Wind duty, if not to guarantee it then to stop the inevitable unbinding attempts. Note that this does not increase the healing this spell does. &lt;br /&gt;
&lt;br /&gt;
;Pestilent Throng (&#039;&#039;Found in Beast of Chaos 200pts, Min 470.pt. Max -pt.)&#039;&#039;: &#039;&#039;1-4 combination of Beastlord, Dragon ogor Shaggoth, Doombull, Great Bray Shaman; 3-7 combination of Bestigors, and Gors, Ungors, Ungor raiders; 0-7 combination of Bullgors Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039;&lt;br /&gt;
Give all units in this Battalion the Nurgle Keyword and when one of the Battalion units are destroyed, enemy units within 7&amp;quot; take a mortal wound on a 2+. Faster than most Nurgle Choices, Letting them Rush into melee faster to make use of use of Nurglish melee buffs and mortal wound abilities. Bullgors are a faster alternative to Plague Orgors.&lt;br /&gt;
&lt;br /&gt;
;Tallyband of Nurgle &#039;&#039;(160 pts, Min 790.pt. Max 7420 pt.)&#039;&#039;: &#039;&#039;0-1 GUO,1-3 heralds of Nurgle, 4-7 units of plague bearers or Plague drones, 0-3 of beasts of Nurgle or nurglings.&#039;&#039;&lt;br /&gt;
At the start of your hero phase, you heal 1 wound to each unit on the battlefield or resurrect D3 modells to plague bearers. In Addition, if the number of plague bearers and plague drones at the start of the battle is 7 you get a contagion point in each of your hero phases.&lt;br /&gt;
&lt;br /&gt;
;The Blessed Sons (40 pts, Min. pt. Max pt.):&#039;&#039; &#039;&#039;&lt;br /&gt;
&#039;&#039;1 Plague Cyst that includes a Sorcerer, Harbinger of Decay, and at least 4 Putrid Blight Kings; 0-6 additional warscroll battalions chosen among; Plague Cyst, Blight Cyst, Affliction Cyst.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units in this battalion do not have to take battleshock tests while they have 7 or more models. &lt;br /&gt;
&lt;br /&gt;
Reroll Save rolls of 1 for the battalion. &lt;br /&gt;
&lt;br /&gt;
;Plaguetouched Warband (&#039;&#039;Found in Slaves to Darkness&#039;&#039; 180pts, Min 900pts, Max -pts): &#039;&#039;1 Mortal STD Nurgle Hero, 7 Mortal STD units with Mark of Nurgle.&#039;&#039;&lt;br /&gt;
Unmodified wound rolls of 6 on attacks targeting units from this Battalion result in the attacker taking 1 mortal wound. Also, in your hero phase, pick an enemy target within 1&amp;quot; of any unit in the battalion. On a 3+, that enemy unit takes D3 MW.&lt;br /&gt;
This ability is great on large blocks of Chaos Marauders. Coupled with a Glottkin&#039;s unique spell to add 1 wound for a unit, and they become a defensive unit that also a tarpit and kicks back mortal wounds as they take damage.&lt;br /&gt;
&lt;br /&gt;
==Super Battalions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;The Blessed Sons (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; 40pts min. 1460pts.; Max. none.&#039;&#039;): &#039;&#039;One Plague Cyst with that includes a Sorcerer, Harbinger of Decay and at least 4 units of Blight Kings. Can include up to 6 of any of the cyst battalions and any Rotbringer unit you want on top of that, no limit.&#039;&#039;&lt;br /&gt;
While a unit has 7 or more models, it does not have to take battleshock tests and re-roll save rolls of 1 for models in this battalion. If your taking a Blight Cyst with all the fixings anyway, this can help a rather decent amount as the re-rolls can save a decent helping of wounds keep models alive to be healed by a myriad of sources. The battleshock part doesn&#039;t help at all really since you already have high bravery and most likely won&#039;t lose enough models to be able of losing anyone to it unless the unit is focused on everything the enemy has.&lt;br /&gt;
&lt;br /&gt;
;The Munificent Wanderers &#039;&#039;Found in Chaos Battletome: - &amp;quot;Maggotkin of Nurgle&amp;quot;  180pts min. 2020.; max. none.&#039;&#039;: &#039;&#039;One Great Unclean One designated Thrombolhox the Giving and 2 Tallybands of Nurgle. Can include up to 5 additional Tallybands and any other &#039;&#039;&#039;Nurgle Daemon&#039;&#039;&#039; you want on top of that, no limit.&#039;&#039;&lt;br /&gt;
During the Rampant Disease stage of the Cycle of Corruption enemy units within 14 inches of a unit from this battalion suffer d6 mortal wounds. If Thrombolhox the Giving is on the field, d6 enemy units are afflicted by the Rampant Disease that d3. If your taking This much anyway, its not too much of a price to pay and you can tack on a lot of mortal wounds, especially if you can keep yourself on the Rampant Disease stage through Foul Regenesis, but you&#039;ll need to put the stage to the one before Rampant Disease as the wounds happen then and by the time spellcasting starts its already passed.&lt;br /&gt;
&lt;br /&gt;
=Army Building=&lt;br /&gt;
==Buying tips==&lt;br /&gt;
&lt;br /&gt;
Chaos Daemons should be among the easier and cheaper armies to collect, thanks to the Start Collecting! kits. Those boxes have everything you could possibly want except for their Greater Daemons (a fair and valid business method) and surely you will never want to buy the kits that those contain ever again when you can get two or more kits with nifty discounts.&lt;br /&gt;
&lt;br /&gt;
You can also add the fact they are not extremely diverse like other factions, they have simpler color schemes (damn, just paint them green or bone and add some dark shades and you&#039;re ready to go), and are miniatures perfectly compatible with [[40K]].&lt;br /&gt;
&lt;br /&gt;
For Nurglesque Daemons, you get a unit of 10 Plaguebearers, 3 Plague Drones, 3 Nurglings, and a Herald. All of this for £55 (or your local equivalent) per box, saving £28.50 in the process. Just buy as many SC! kits as you require and the big fat heroes you want. Done.&lt;br /&gt;
&lt;br /&gt;
Maggotkin also got a pretty competent SC! kit with a Lord of Blights, two Pusgoyles and 5 Blightking. You should buy multiples of these whenever you want to expand: the three kits here are all pretty expensive on their own, so this kits is now pretty much mandatory.&lt;br /&gt;
&lt;br /&gt;
=Allied Armies=&lt;br /&gt;
*&#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Skaven - Clans Pestilens&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar/Tactics/Old]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Dark_Eldar&amp;diff=60647</id>
		<title>Warhammer 40,000/6th Edition Tactics/Dark Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Dark_Eldar&amp;diff=60647"/>
		<updated>2023-02-26T19:52:50Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Distraction/Flank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an [[Warhammer_40,000/6th Edition _Tactics|old Edition&#039;s]] Dark Eldar tactics.  The [[Warhammer_40,000/7th Edition Tactics/Dark Eldar|7th Edition Tactics are here]] while the [[Warhammer_40,000/5th Edition Tactics/Dark Eldar|the 5th Edition Tactics are here.]] [[Warhammer 40,000/3rd Edition Revised Tactics/Dark Eldar|The Old Codex is here also.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Dark Eldar==&lt;br /&gt;
Do you want to be a [[Twilight|unique snowflake]]? Do you like drugs, excessive body modification, pillaging and raping? Do you like instilling fear into your opponent with lightning fast speed and devastating weaponry at the expense of armor? Then DE are for you. This is 40k on hardcore mode. If things don&#039;t go [[Just as planned]] you&#039;ll be going down like a ten dollar hooker. This is not a forgiving army and not for the faint of heart; it is riddled with drawbacks and is damned tough to play. If things go your way, however, your opponents will be torn to shreds in record time without even knowing what just hit him.&lt;br /&gt;
&lt;br /&gt;
Welcome to the world&#039;s most elite club.&lt;br /&gt;
&lt;br /&gt;
[[Matt Ward|Penis]] jokes aside, the Dark Eldar are indeed one of the (if not &#039;&#039;&#039;the&#039;&#039;&#039;) [[Sisters of Battle|least-played armies in games and table-top]] - and it&#039;s not hard to see why. Up until the recent edition upgrade, they were even more unforgiving of mistakes in gameplay than the Eldar were, had exceedingly fragile armor for the bulk of their forces, and focused almost entirely on a mix of blinding speed and raw, balls-out firepower. They packed dozens of ways to lower an enemy&#039;s morale and plenty of weaponry that sprayed massive barrages of undiluted [[Exterminatus|rape]] in the general direction of their opponents, but this really wasn&#039;t enough to make them all that viable until more recently.&lt;br /&gt;
&lt;br /&gt;
After 12 years (or 7, if you choose to count the revised edition), [[Games Workshop]] finally gave the Dark Eldar an update. And what an update it was.&lt;br /&gt;
&lt;br /&gt;
The new codex, simply put, was a godsend, giving their forces much-needed staying power and considerably higher flexibility. Whilst most of the Dark Eldar remains pretty fragile, they can field significantly tougher army lists with much more durable troops, too - almost every unit, barring a few of their Special Characters, can find at least &#039;&#039;some&#039;&#039; use in a competitive Dark Eldar army, in no small part because of their ability to load anti-tank weapons in anti-infantry transports - and vice versa, backing this with versatile fast-attack and heavy support choices that can attack damned near anything to some degree. This compartmentalized army design means that the new Dark Eldar lessens how severe losses used to be for this army, and generally makes it more consistent (previously it was an army that either steamrolled you or got kerb-stomped).&lt;br /&gt;
&lt;br /&gt;
Creating a solid Dark Eldar army is a balancing act, and involves setting things up so that you have redundant units and failsafes. The general gist is that this ensures that if you lose a squad, you&#039;re still in the fight. Paired with the Dark Eldar&#039;s heavy firepower, this makes them a daunting thing to face.&lt;br /&gt;
&lt;br /&gt;
One last thing of note is the sheer quality of their models - Dark Eldar models of both Infantry and Vehicle flavors are amongst the best that Games Workshop makes, period, and they have some truly stunning and impressive designs. When contrasted to the ramshackle look of the Orks&#039; vehicles, the boxy look of the Imperium&#039;s vehicles, or the simple elegance of the Eldar or Tau&#039;s vehicles, the Dark Eldar vehicles have sleek, predatory looks and their models have this cruel look that all but oozes with malevolence. Their army also offers a wealth of customization options, and just as many conversion opportunities. In a great many ways, this is the army for those who want to boast both a tough army to use and one that looks just as good.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Rules and Wargear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dark Eldar Special Rules===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Vision:&#039;&#039;&#039; Basically every model that matters (IE except Harlequins and a couple of the Archon&#039;s Retinue) have Night Vision. Since games start with Night Fighting roughly half the time now, this is a realllllly good ability to have, as it means you can take full advantage of the cover saves it provides with no downside. Slightly nerfed now due to Night Fighting getting nerfed, but not bad for a universal special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power From Pain:&#039;&#039;&#039; Another VERY important ability, whenever you completely kill off an opponent&#039;s unit (non-vehicles only) you get a pain token. 1 Token gives you Feel No Pain, 2 gives you Furious Charge and 3 gives you Fearless (it stacks of course). You can also get it from other sources (Combat Drugs, Haemonculus etc.) and you should absolutely be trying to exploit those sources, because FNP is one of the best ways to make your DEldar not die to light arms fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Drugs:&#039;&#039;&#039; Combat Drugs are available to Wyches, Hekatrix, Hellions and Reavers, and can be bought as an optional upgrade for Archons (not a bad investment). Unlike last edition, where you got a roll per unit, you now get one roll for the entire army, which is both good and bad. With a good roll you can start with some of your most important units having a good stat bonus, or even a Pain Token, but on a bad roll...everyone suffers. The results are as follows:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;1: Hypex&#039;&#039;&#039; Speed. You get to roll 3D6 for running and choose the highest. Utterly and completely awful.&lt;br /&gt;
** &#039;&#039;&#039;2: Serpentin&#039;&#039;&#039; Cocaine. +1 WS. Good for hitting Marines and other Eldar on a 3+, but overall not great.&lt;br /&gt;
** &#039;&#039;&#039;3: Grave Lotus&#039;&#039;&#039; PCP. +1 Strength. So you&#039;re saying we wound Marines on a 4+ instead of a 5+? Fucking awesome!&lt;br /&gt;
** &#039;&#039;&#039;4: Painbringer&#039;&#039;&#039; Meth. Reroll failed rolls to wound. Either equal or a little better to Grave Lotus, IE fucking awesome.&lt;br /&gt;
** &#039;&#039;&#039;5: Adrenalight&#039;&#039;&#039; Bath Salts. +1 Attack. Even TEQs are gonna start feeling the hurt when your Wyches pump out 4 attack each on the Charge.&lt;br /&gt;
** &#039;&#039;&#039;6: Splintermind&#039;&#039;&#039; Heroin. Start the game off with a Pain Token and thus FNP. Amazing.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Venom Blade:&#039;&#039;&#039; 2+ Poisoned Attacks. Good on a cheap Haemonculus or Archon, but odds are you can do better.  The go-to option if you&#039;re tight for points and not versing heavily- armored opponents.&lt;br /&gt;
** &#039;&#039;&#039;Power Weapon:&#039;&#039;&#039; You know what it can do, but there are better options available.&lt;br /&gt;
** &#039;&#039;&#039;Agonizer:&#039;&#039;&#039; Like this. 4+ to Wound, AP3. If you&#039;re kitting out your Archon, this is one of the better options.&lt;br /&gt;
** &#039;&#039;&#039;Electrocorrosive Whip:&#039;&#039;&#039; AP3, guys taking an unsaved wound half their Strength. Funny, but at 20 points you&#039;d be better off with an Agonizer or trading up for a Huskblade.&lt;br /&gt;
** &#039;&#039;&#039;Huskblade:&#039;&#039;&#039; AP3, Instant Death. At 35 points it&#039;s expensive, but Christ the look on your opponent&#039;s face when your Archon or Haemonculus stabs his Terminator Captain once and he drops is priceless.&lt;br /&gt;
** &#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Meh. Short range and high price kind of let this one out.&lt;br /&gt;
** &#039;&#039;&#039;Blaster:&#039;&#039;&#039; At 15 points and BS7, this can be kind of priceless, but only if you have the points to burn, kitting your Archon out to go tank hunting is rarely cost effective.&lt;br /&gt;
&lt;br /&gt;
====Wargear====&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Haywire Grenades:&#039;&#039;&#039; If you&#039;ve got 5 points to burn, there are worse places to drop it, although generally speaking Archons shouldn&#039;t be going up against vehicles.&lt;br /&gt;
** &#039;&#039;&#039;Ghostplate Armor:&#039;&#039;&#039; 4+ 6++. Most people prefer the Shadow Field, but it makes an okay backup for when/if that fails (assuming your Archon survives it.)&lt;br /&gt;
** &#039;&#039;&#039;Combat Drugs:&#039;&#039;&#039; 10 points to get in on the above. Rarely a bad investment.&lt;br /&gt;
** &#039;&#039;&#039;Soul Trap:&#039;&#039;&#039; Whenever you kill an enemy character or MC, you get to take an LD test. If you pass, you double your strength. With the advent of Challenges, this has become a pretty nasty way for Huskblade Archons to come out of a Challenge swinging for the fences. It&#039;s cheap too, so it&#039;s probably worth it. Probably not worth it for Haemonculus though, as it cuts into their Arcane Wargear allowance.&lt;br /&gt;
** &#039;&#039;&#039;Djin Blade:&#039;&#039;&#039; 20 points for basically 2 attacks that could rebel against you. Probably not worth it.&lt;br /&gt;
** &#039;&#039;&#039;Clone Field:&#039;&#039;&#039; Negate D3 hits. Funny, especially in a challenge, but most players prefer the more reliable Shadow Field.&lt;br /&gt;
** &#039;&#039;&#039;Phantasm Grenade Launcher:&#039;&#039;&#039; Unit counts as having both Assault and Defensive Grenades...Fuck. Yes. This can often be taken by Unit Champions too (especially the Helliarch) and should always be on the table for said units. Religiously useful, anything that can take this should.&lt;br /&gt;
** &#039;&#039;&#039;Shadow Field:&#039;&#039;&#039; 2++, goes away first time you fail it. If you&#039;re serious about having your Archon be something other than a cheap required HQ choice (which Haemonculus do better anyway) then this should be one of your first choices.&lt;br /&gt;
** &#039;&#039;&#039;Webway Portal:&#039;&#039;&#039; Once a staple, now it has to be more carefully considered. Probably most useful for having Incubi or Hellions pop out in the middle of the enemy lines, but since you can&#039;t assault out of them now it&#039;s a little more risky. They can still work of course, you just have to know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
====Arcane Wargear====&lt;br /&gt;
&lt;br /&gt;
The following are available only to Haemonculus and each one can only take 2 of them.&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;&#039;Animus Vitae:&#039;&#039;&#039; Every time you kill an enemy model, you can taken an LD test. If you pass, you get a Pain Token. Fun, but unreliable and generally counts on the Haemonculus doing well in CC which is a dicey proposition. It also eats into your Arcane Wargear allowance and is thus usually to be avoided.&lt;br /&gt;
** &#039;&#039;&#039;Casket of Flensing:&#039;&#039;&#039; Range 12, S:D6, AP:D6 Assault: 2D6, one shot. If everything goes [[Just As Planned]] this could be potentially hilarious, but the odds of that happening are basically nonexistent. Skip it.&lt;br /&gt;
** &#039;&#039;&#039;Liquifier Gun:&#039;&#039;&#039; Flamer with AP:D6. Also available to Wracks and Grotesques. Should instantly be one of your first choices, as Flame Templates are always good and if you roll AP3 against some Marines in cover you might just cause your opponent to break down and cry.  Also potentially lulzy in overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Vexator Mask:&#039;&#039;&#039; Your opponent has to take an LD test to strike at the wearer. Could be a fun way of dicking over a challenge opponent, but practically it&#039;s on the unreliable side.  A baby&#039;s first mindshackle scarab.&lt;br /&gt;
** &#039;&#039;&#039;Scissorhand:&#039;&#039;&#039; +1 Attacks (+2 with another weapon) with Poisoned 3+. If you&#039;re running a front lines Haemonculus, this will not disappoint.&lt;br /&gt;
** &#039;&#039;&#039;Archangel of Pain:&#039;&#039;&#039; Once per game, all enemy units within 3D6 have to take an LD test or be reduced to WS and I1. Not even remotely reliable enough to be worth it.&lt;br /&gt;
** &#039;&#039;&#039;Hexrifle:&#039;&#039;&#039; Sniper Rifle with AP4 and Assault 1 (as opposed to Heavy). If you wound someone, they have to take an Wound test or auto-die. Could be useful for dicking over IC or Nobs, but remains controversial. Can also be taken by an Acothyst, where it can be used to pick off wounds if you&#039;re camping in cover to hold an objective.&lt;br /&gt;
** &#039;&#039;&#039;Shattershard:&#039;&#039;&#039; Once use only Flame template. Everyone hit by it has to take a Toughness test or be Removed From Play, no Eternal Warrior or Saves allowed. Ho. Ly. Shit. This is one of the nastiest Arcane Wargear available. It will rarely disappoint and will occasionally do something completely crazy (&amp;quot;What&#039;s that? Abbadon rolled a 6 for his Toughness Test? Off he goes.&amp;quot;) You have to get your Haemonculus pretty close to use it right, but when you pull it off it&#039;s AWESOME.&lt;br /&gt;
** &#039;&#039;&#039;Crucible of Malediction:&#039;&#039;&#039; Once per game, all Psykers within 3D6 must take an LD test or get pulled off the board, no Saves allowed. This requires a very specific setup and will more often than not be completely worthless. Could be worthwhile in casual, but leave it out of competitive play.Take one against Grey Knights ; Troll. However, with Matt Ward being Matt Ward, GK fags only need to take one leadership test and lose only one figure if it fails. Thanks 6th ed. errata.&lt;br /&gt;
** &#039;&#039;&#039;Orb of Despair:&#039;&#039;&#039; Range: 6, S10 AP1 Assault 1 Blast, once per game. Rolls against target&#039;s LD instead of T. It&#039;s short range and scatter could cost you dearly and it&#039;s hard thing to use right. Not really reliable enough for competitive play.&lt;br /&gt;
** &#039;&#039;&#039;Dark Gate:&#039;&#039;&#039; Range 12, S10, AP- Large Blast, one shot. In the hands of a really skilled or lucky player, this could be devastating, but it&#039;s too likely to bounce off Marines. Probably not worth it.&lt;br /&gt;
&lt;br /&gt;
====Dark Eldar Vehicle Upgrades====&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Chain Snares:&#039;&#039;&#039; D3+1 S4 AP- hits on one unit the vehicle passed over during the movement phase. Meh. Maybe if you&#039;re moving flat out towards an objective on the last turn, but it is really worth it for that one shot?&lt;br /&gt;
**&#039;&#039;&#039;Enhanced Aethersails:&#039;&#039;&#039; Move an extra 2D6, although no disembarking and no shooting by anyone. If you can think of a specific scenario for it, it could be useful, but will probably go unused most of the time.&lt;br /&gt;
** &#039;&#039;&#039;Envenomed Blades:&#039;&#039;&#039; Enemies assaulting the vehicle take an S4 hit for every 1 they roll To Hit. Your Raiders/Venoms will probably be shot to death before any assault and if your Ravager is getting assaulted, something has gone terrible wrong. Pass.&lt;br /&gt;
** &#039;&#039;&#039;Flickerfield:&#039;&#039;&#039; 5++ save. Nice and straightforward, although muted somewhat by Jink. If you&#039;re worried about Ignores Cover hits, then go ahead. Also a flat out requirement for your Flyers, as it gives you a save without having to Snap Shot.  &amp;lt;s&amp;gt;With the new rules possibly forcing troops in transports to Snap Shot if the transport uses Jink Saves, Flickerfields could be the go-to-option again.&amp;lt;/s&amp;gt; Nothing in the BRB indicates that passengers are affected by the vehicle Jinking. Still, these have become an extremely good for all purpose vehicle protection; Don&#039;t want to have to jink every time a Heavy Bolter looks at you funny. So, Flickerfields are basically the go-to-option again. Thank you [[Phil Kelly|Phil]], for giving Dark Eldar the Flickerfield.&lt;br /&gt;
** &#039;&#039;&#039;Grisly Trophies:&#039;&#039;&#039; Friendly models within 6&#039; can reroll failed LD tests. Not generally all that useful, as your army is mobile enough to not be within 6&#039; of each other that often. Since Psychic tests now no longer require LD tests, the one paltry use we had for these is pretty much out. Skip it.&lt;br /&gt;
** &#039;&#039;&#039;Night Shields:&#039;&#039;&#039; Makes your opponents weapons have 6 inch shorter range. A must have on Raiders, Venoms and Razorwings, as the extra 6 inches could keep you out of range of those Bolters that could bring you down. Less important on Razorwings, Voidravens, Ravagers and vehicles carrying assaulting troops, but might not go amiss. &lt;br /&gt;
** &#039;&#039;&#039;Retrofire Jets:&#039;&#039;&#039; Lets you Deep Strike. You could man up, take the Duke and put on &#039;It&#039;s raining men&#039; but if you can&#039;t for some reason (like your tournament doesn&#039;t allow Special Characters) this could be good on a Venom carrying Blasterborn or Suicide Wyches with Haywire Grenades. Bit too risky on Raiders though.&lt;br /&gt;
** &#039;&#039;&#039;Shock Prow:&#039;&#039;&#039; Lets you tank shock and ram with your Raiders and Ravagers, and count your FA as +D3 higher when ramming. A rather risky tactic that could allow you to turn your game into a giant, supersonic demolition derby match. This requires a lot of skill though, and is therefore only recommended for certain playstyles: Awesome ones.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Note: Taking an Haemonculus opens up Wracks as a troop choice (which is good). Taking Baron makes Hellions a troop choices (which is decent). Wyches are now an automatic troop choice (but are still meh at it).&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Archon&#039;&#039;&#039; - The core commander of many players&#039; Dark Eldar armies. Low S and T, as befitting an Eldar, but absurdly high WS, BS and I. Extremely customizable and with the right loadout they can often go toe to toe with a lot of HQ choices. Be aware they can be points hungry and if you&#039;re not willing to put in the points to make them a close combat beast (Huskblade, PGL, Shadow Field, Combat Drugs, maybe Soul Trap) then you&#039;re probably better off with a Haemonculus. If you &#039;&#039;really&#039;&#039; want to you can add a retinue from the choices below - but you&#039;re often better off keeping him as an IC - bear this in mind.&lt;br /&gt;
**&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; If you intend to give your Archon a retinue, he needs at least one of each type (for a total of 75 points). This is not inexpensive. It adds a lot to his survivability, however.&lt;br /&gt;
**&#039;&#039;&#039;Medusae &#039;&#039;&#039; - Assault flamers. Have randomized AP and strength but are very cheap as template weapons go for the Dark Eldar (and the one time you get S7 AP1 Flamers will be worth it).&lt;br /&gt;
**&#039;&#039;&#039;Lhamaeans &#039;&#039;&#039; - Basically Wyches with poisoned weapons. That&#039;s all it is; the Mistress of Poisons rule doesn&#039;t count for shit, since the only poisoned weapons in an Archon&#039;s arsenal are the Venom Blade and the Splinter pistol, and VB&#039;s already wound on a 2+. The rule does NOT effect agonisers as they are not poisoned weapons.&lt;br /&gt;
**&#039;&#039;&#039;Ur-Ghuls&#039;&#039;&#039; - Decent on the charge but fail in every other regard. Take them only if you need warm bodies and lots of regular attacks in your retinue. &lt;br /&gt;
**&#039;&#039;&#039;Sslyth &#039;&#039;&#039; - T5 Meatshields. Similar to Ur-Ghuls except they can carry shardcarbines, the only thing that makes them even remotely worth their exorbitant price tag. Also, if your Court has 2 Sslyths and no more than 2 of any other type, all hits against the unit are resolved against Sslyth&#039;s T5; save for precision shots. With 2 wounds each, they make excellent suckers for the Archon&#039;s Look out Sir! rolls.&lt;br /&gt;
**To sum it up: while the Court isn&#039;t a bad choice in the same sense Mandrakes are, for their points there are definitely far more better choices. What really hampers    it is the one-of-each requirement, which forces you to pay extra points for shit you don&#039;t need when you just want to kit out your Archon&#039;s unit for a specific job. There&#039;s a rumour going on it might get FAQ&#039;d out, but considering the Codex is already three years old, you probably shouldn&#039;t get your hopes up.&lt;br /&gt;
*&#039;&#039;&#039;Haemonculi&#039;&#039;&#039; - Cheap 50 point HQs that can be customized specifically for the troops you want them to lead. Not as cheap as their 4E equivalents, but they now serve the invaluable role of starting a unit with a pain token (and by extension feel no pain. You can also take 3 of these per HQ choice. So take 3 of them and put them in Warrior or Wych squads, increasing their survival rate by a little bit. Relatively tough and with access to some pretty heavy-duty wargear, they are especially valuable because they enable you to use Wracks as a troops choice. In shooty lists, it&#039;s not uncommon to see a single, cheap haemonculus with a liquifier gun or a hex rifle (or an otherwise naked Archon with a blaster) stuck in which a larger squad just to fill up the mandatory HQ slot, because the DE will not be winning by combat in this edition (damn Overwatch).&lt;br /&gt;
**&#039;&#039;&#039;Haemonculi Ancient&#039;&#039;&#039; - +1 WS, BS, Wound, Initiative, Attack, and Leadership for an additional 30 points. Worth it if you have the points to blow, since this succeeds in making him considerably nastier than the Haemonculus already was. Points-hungry, but overall decent, especially if you stick him in a close combat based unit. Like the standard version, its biggest advantage isn&#039;t even its wargear (though that is impressive), but the fact that it lets you field Wracks as a troops choice.&lt;br /&gt;
*&#039;&#039;&#039;Succubus&#039;&#039;&#039; - At a glance, the Succubus is kind of weird; she has poor armor, though with a damned fine statline befitting a Wych - but she has rather poor limited options, with the best ones being Agonizers and Electrocorrosive Whips (both of which are decent; agonizer preferable). Her biggest advantage, by far, is the ridiculously small amount of points she costs to get out; even fully-kitted out she&#039;s unlikely to break 100 points. Worth taking if you plan to use Wych cults, especially as Lelith costs roughly 3 times as much if you take a Succubus as-is. Also, unlike Lelith, she has combat drugs - on a lucky roll of a 6, she and her unit of wyches begin the game with two pain-tokens, becoming an absolute murder factory right off the bat. When her Raider Explodes, put two wounds on her to save a few Wyches. Also, Haywire Grenades and a Power Weapon on her is probably the best load out.  A good HQ as well, but made of glass against shooting.&lt;br /&gt;
The following are special characters:&lt;br /&gt;
*&#039;&#039;&#039;[[Baron Sathonyx]]&#039;&#039;&#039; - The dark space elves&#039; skateboard punk capo. Yea his statline is garbage, he doesn&#039;t have a power weapon, and doesn&#039;t get drugs. But on the other hand he&#039;s very cheap, gets a nice strength bonus on the charge, and gives out deployment and stealth bonuses like candy (Stealth applies to any unit he&#039;s attached to, not just Hellions, so try him out on a four splinter cannon Scourge unit and troll infantry from behind 3+ cover). He isn&#039;t terrible in assault, good weapon skill, and strikes at Strength 6 at Initiative. Stick him with his boys and win the claw game every turn. Also, with the new FAQ, he adds 1 to your first turn roll. Which is a pretty nifty upgrade. With Stunclaws. As an aside, he makes hellions troop choices. This is good for exactly one squad: The Baron&#039;s. For anyone else, it&#039;s mediocre.  He&#039;s also hilariously good in a Beastmaster Pack, so he&#039;s worth considering in some situations. &lt;br /&gt;
*&#039;&#039;&#039;[[Lelith Hesperax]]&#039;&#039;&#039; - High Weapons Skill and an amazing special rule make her a giant fire magnet, which is mostly offset by her 4++ save (3++ in close combat!). She makes your opponent sweat, since any squad she reaches close combat with is comprehensively screwed - unless she starts hammering away on something she&#039;ll have difficulty actually hurting (such as Plague Marines)- Strength 3 isn&#039;t doing her any favors. On the plus side, her special rule makes her a great &#039;&#039;&amp;quot;fuck you&amp;quot;&#039;&#039; against [[Tarpit|tarpits]] and 2+ armor saves, meaning your Wyches will spend less time mulching conscripts and more time focusing on actual threats. Her lack of combat drugs is also irritating due to how useful those buffs would be on her...though it&#039;s all worth it when you split her off from her unit and send her into a Fire Warrior blob. The mental images are priceless. (And fap-worthy.) &lt;br /&gt;
*&#039;&#039;&#039;[[Kheradruakh]]&#039;&#039;&#039; - He&#039;s a T3 HQ killer that can&#039;t assault on the same turn he &amp;lt;strike&amp;gt;deepstrikes&amp;lt;/strike&amp;gt; GOES [[Sly Marbo|MARBO]], guess how this is going to end? If you&#039;ve actually got the ceramite balls to use this guy deploy him directly into cover and watch as your opponent dedicates truly retarded amounts of firepower to his removal. Or they hit him with a Dreadnought. He pretty much has to join a pre-existing combat too, since he doesn&#039;t get grenades... And the real deal-breaker is the easy-to-overlook lack of Independent Character, meaning he can&#039;t join a unit of mandrakes and make them playable.  In short, skip him unless it&#039;s a fluffy game.&lt;br /&gt;
*&#039;&#039;&#039;[[Duke Sliscus]]&#039;&#039;&#039; - The ultimate utility HQ.  Seriously. He gives &amp;lt;s&amp;gt;your dedicated transports&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;ALL your vehicles&amp;lt;/s&amp;gt; (Thanks to the new FAQ, Razorwings and Voidravens can&#039;t deep strike anymore. Also 6ed means you can only have half your force deep striking) deep strike capability, allows your Wyches, hellions, himself, and anything else to roll twice for drugs and take your choice (never get a 1 again!), makes a Warrior/Trueborn squad&#039;s rifles wound on 3+ (fun for objective sitters/[[Anal_circumference|teabagging]] the shit out of units), has a Blast Pistol and a 2++ save, and has 2+ poisoned CC attacks and combat drugs. Oh, and rolls to wound of 5+ are AP2. &#039;&#039;Always&#039;&#039; bet on Duke. &lt;br /&gt;
*&#039;&#039;&#039;[[Drazhar]]&#039;&#039;&#039; - An expensive beatstick. If an Incubi Squad can get him and even a single pain token they will become all but unstoppable. Actually, he&#039;s better without the squad, or at least splitting from the squad prior to assault. The reason for that is his Darting Strike. It looks innocent enough, but the ability to wave-dash across the map is comedic. Play DBZ music as he jumps around, ganking models while avoiding anything which could realistically hurt him. Drazhar is now incredibly powerful in melee due to the power weapon nerfing making him more powerful - especially since his attacks ignore armor saves.&lt;br /&gt;
*&#039;&#039;&#039;[[Lady Malys]]&#039;&#039;&#039; - Another low cost special character with a vanilla Archon statline. She works best in a gunline DE army, because realistically, since going first means your opponent deploys second, being able to shift lance squads around so they aren&#039;t out of range on the first few turns is golden. Making squads pysker immune is situational. &lt;br /&gt;
*&#039;&#039;&#039;[[Urien Rakarth]]&#039;&#039;&#039; - A super-Haemonculus. He starts the game with a pain token, and lets you bring wracks as a troop choice like normal Haemonculi, and he regenerates one wound a turn. Only take in a Haemonculus themed army.&lt;br /&gt;
*&#039;&#039;&#039;[[Asdrubael Vect]]&#039;&#039;&#039; - Great in close combat, preferred enemy against &#039;&#039;fucking everything&#039;&#039;, rerolls wounds against both races of Eldar, and he seizes the initiative on a 4+, which is amazing...Seriously, there are reports of this guy beating entire armies on his own, he is one of those few who can go toe to toe with the Swarmlord, &amp;lt;s&amp;gt;Draigo, or Abaddon&amp;lt;/s&amp;gt; (he is only AP3 now) in melee combat and hope to win.  I mean, I once charged this guy into a full squad of khorne berserkers and he slaughtered them all without much trouble. But [[Emperor|Christ]] he&#039;s expensive at 240 points, and everyone who&#039;s heard of him knows how deadly he is, so he will attract fire as if he had the world&#039;s biggest bullet magnet on his head with a bullseye painted on his chest for good measure. [[Troll|Put him on the Dais of Destruction with a bunch of trueborns and bring him if you think you can somehow bring Dark Eldar to an Apocalypse game and win]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Elite===&lt;br /&gt;
*&#039;&#039;&#039;Wracks&#039;&#039;&#039; - The article for these guys should really be written under &amp;quot;Troops&amp;quot; as that is almost always where you&#039;ll see them anyway. Cheap, extremely effective, and outright deadly if used right, they&#039;re almost as tough to kill as the standard Space Marine - and are a lot better at taking them in assault; the moment they grab their second token... Stuff is going to die in a horrible fashion. There are several ways to use them; either a minimal squad as a &amp;quot;scoring upgrade&amp;quot; for a Raider, as well as a token for an IC to gank, a 5-+Liquifier escort for a Haemonculus, or a 10-strong unit in Raider, going full-turkey. As a rule, the Acothyst is too expensive for his cost, especially since with dual poison blades, the assorted melee options are that much less attractive.&lt;br /&gt;
*&#039;&#039;&#039;Grotesques&#039;&#039;&#039; - &#039;Ogryn Syndrome&#039; at its worst. They&#039;re slow, lack power weapons, clog up transports, and have chance to go full retard if you don&#039;t leave a Haemonculus to babysit them. In an Urien Rakarth led webway portal army they could hypothetically be of some use, but practically &#039;&#039;anything&#039;&#039; else would be a better use of your elite slots. &lt;br /&gt;
**&#039;&#039;&#039;An Alternate Take:&#039;&#039;&#039; You only need 3 of these guys and a Haemonculus anyway. The unit has a lot of high-strength attacks and the ability to double-tap a unit with Liquifiers, giving a secondary means to punch out tanks that suffer stuns/immobilized results against the lances in your army. The fact they can only take a Raider is not too much of a concern either, since they do opposing roles. Against the right armies (Chimera-spam Guard come to mind), while having them explode is a situational bonus, hilariously useful when it goes off according to plan.&lt;br /&gt;
**&#039;&#039;&#039;Another Alternate Take:&#039;&#039;&#039; These bastards are really just a squad of mini MCs. And they are hilarious against tarpits with that full retard ability in case you feel like throwing 5 out of a WWP and giving them free reign. Throw some on a tarpit of guardsman and watch as they mulch away at the guys. If they somehow manage to make it through that without the game ending after that they become a nice living wall of wounds, which could help your other guys immensely. &lt;br /&gt;
*&#039;&#039;&#039;Incubi&#039;&#039;&#039; - The best assault troops in the army, with the best saves, and power weapons that give them +1 strength and strike with AP2 at their normal (high) initiative. Unlike the old codex, they still have fleet despite their good armour saves, and though they lack the shooting capacity of the Tormentor Helm, they cost 3 less points, and you can get them locked in combat on turn 2. They are basically MEQs (and our best MEQ/TEQ-killers) and act like Eldar aspect warriors (Striking Scorpions with a bit of Howling Banshees thrown in, which is weird because Banshees will butcher Incubi IF THE BANSHEES CHARGE FIRST). Klaivex (the Exarch analogue) is good for assassination duty (&amp;quot;That Runepriest is going down!&amp;quot;), Onslaught can also be worth it for dealing with larger units, and the Demiklaive and Bloodstone can allow for some amusing combinations, but only if you have points to burn. Possibly the second best Elite choices for Dark Eldar, after Trueborns.&lt;br /&gt;
*&#039;&#039;&#039;Mandrakes&#039;&#039;&#039; - Stat for stat, point for point, they&#039;re the worst Infiltrators in the game, and Infiltrators aren&#039;t that good to begin with. Unfortunately, their models are awesome, leading to the long running joke: &amp;quot;[[counts as|So what do &#039;&#039;your&#039;&#039; Mandrakes count as?]]&amp;quot; Independent Characters can&#039;t join Infiltrators during deployment, so despite early speculation, you can&#039;t attach a haemonculus or archon to a mandrake unit to get it to the front lines. And now Mandrakes can&#039;t even assault after coming out of reserves, so they&#039;re much worse than they once were. Even though they look awesome, we really have to stop trying to make Mandrakes work. They refuse to.  &lt;br /&gt;
**If you&#039;re dead set on taking Infiltrators, use Allies.  Eldar Rangers or Pathfinders are amazing Snipers, Striking Scorpions are better at the melee thing. Or take Shrike with a ton of Terminators.&lt;br /&gt;
**The trick to getting them their first kill is to bring Reavers or lots of Venoms and to hurt something before sending the Mandrakes in. Also, it helps to use full squads and to attack the far flank.&lt;br /&gt;
**Apparently you can outflank them and bring along a Haemy to provide them with a Liquifier Gun and a Pain token.&lt;br /&gt;
*&#039;&#039;&#039;Harlequins&#039;&#039;&#039; - Incubi are the same slot, same cost, have power from pain, and can actually take transports, but Harlequins have some uses - at least, if the 6th Ed Eldar FAQ is applicable to us (confirmed). They have Shrouded and Stealth now instead of the 2d6x2 check, so they have a constant 4+ cover save since Shrouded grants the 5+ save and Stealth improves it by 1, making them a decent Webway portal/IC escort. They can also take fusion pistols and come with Hit &amp;amp; Run, unlike incubi who are vulnerable to being tarpitted and crumped by a rampaging dreadnought or maulerfiend. Like with fielding them for Eldar, if you&#039;re just going to take the bare unit, don&#039;t bother. Harlequin Kisses, Troupe Master and Shadowseer are mandatory and a Fusion Pistol or 2 wouldn&#039;t go amiss.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Warhammer_40,000/6th_Edition_Tactics/Eldar_Corsairs|Eldar Corsairs]] can stick these guys in Venoms, so taking Corsairs allies is worth considering if you have points to spare for the HQ/Troop tax.&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Trueborn&#039;&#039;&#039; - At first glance their +1 attacks and leadership appear deceptively lackluster. The Trueborn&#039;s real strength is their access to some of the DE&#039;s shiniest bits. Take a small squad loaded for bear, stick them in a Venom, and let the hunt begin. Time has proven these guys to be the best of the elite choices, with only the Incubi and the Wracks (which are troops, anyway) as viable competitors. They really force you to ask yourself, &amp;quot;why am I taking _________ instead of trueborns?&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Hekatrix Bloodbrides&#039;&#039;&#039; - Just what you were afraid Trueborn were. Ever so slightly beefed up Wyches with a slightly higher concentration of heavy weapons. Nothing that a Wych couldn&#039;t do cheaper or an Incubi couldn&#039;t do better. 6th edition changed wyches&#039; role so heavily that this unit should never be used.&lt;br /&gt;
** &#039;&#039;&#039;An Alternate Take:&#039;&#039;&#039; Wyches often lack the oomph to kill off a unit unassisted. Bloodbrides tend to do pretty well when dropped off on someone&#039;s back lines and given free reign.  Or let them escort your archon with clone field and take 3x shardnet and impaler. Then challenge a IC with your archon and watch the poor thing strike with 3 attacks less and if he hits you can negate D3 hits.Their lack of scoring can suck though.&lt;br /&gt;
&lt;br /&gt;
===Troop===&lt;br /&gt;
*&#039;&#039;&#039;Kabalite Warriors&#039;&#039;&#039; - You know them, you love them. They&#039;re your cheap scoring, your anti-tank, and your source of Raiders and Venoms. Taking a Splinter Cannon and adding in the Duke can be fun too if you&#039;re facing Tyranids. The big question is whether to take them in 5-man Venom or 10-man Raider squads - the 5 man squad puts out 17 poison shots (and 22 in rapid fire range) and costs 110 points, while the 10 man puts out an effective 13 to 27 poison shots at 160 points thanks to Splinter Racks. Either squad can take a blaster, but the presence of the Raider&#039;s Dark Lance and their ability to take another Dark Lance makes the 10 man squad better at early game and emergency tank-hunting. Once you get within Splinter Rifle range it&#039;s wasteful to shoot at tanks. Venoms are better at Alpha striking infantry from far away, so keeping them hidden behind Ravagers or stationary cover for much of the game is a good idea.  &lt;br /&gt;
** tl;dr If you want somewhat (we&#039;re talking relative to the DE here) more durability and objective-camping ability in exchange for less initial fire power, take a pair of kitted-out raider squads.  If you want more initial firepower take Venoms instead. 2 Raider Squads costs approximately 3 Venom Squads.&lt;br /&gt;
** Running 10-man squads disembarked and in area terrain also helps troop survivability. This way when the raider goes boom, you don&#039;t lose half the squad due to S4 hits and bad rolls. Give them a splinter cannon, and let them pour out shots. If you get turn 1, you can move up with the raider, disembark into some cover around midfield, and get even more done with them than you ever could in the raider.&lt;br /&gt;
** Strictly speaking,there isn&#039;t really much point to the shredder. Even though it is S6, it has no AP, meaning even Ork boys can take saves against the thing. Just buy a splinter cannon instead. Much better and no finicky blast templates to mess with. &lt;br /&gt;
*&#039;&#039;&#039;Wych Squad&#039;&#039;&#039; - Good for tying up hard hitting combat units while a hekatrix murders them, though 6th edition&#039;s changes to power weapons have really hurt this strategy. Be sure to use these strategically (I always send them up against termies, and matching them against a previously stunclawed Special snowflake can be trollworthy) and send the wracks to do your grunt work as their weapons are pricey and they&#039;re quite fragile outside of CC (and in close combat), so make sure that they don&#039;t butcher a unit on the first turn in assault only to get gunned down the next turn. Hydra gauntlets are a standard choice for spamming attacks, shardnets are less useful in general combat but really shine in neutering elite enemy troops. However, 6th edition&#039;s changes - random assault rolls, weaker agonizers, worse feel no pain values, and overwatch, to which wyches are particularly and hilariously vulnerable - have really lessened the power of an already iffy squad.&lt;br /&gt;
** All is not lost, however - Wyches may be the best vehicle killers in the game due to haywire grenades, which are brilliant against tricky units like Land Raiders, even ones with Blessed Hull that are immune to the melta rule (rendering heat lances useless), and immune to lances (meaning that only the Void Lance can achieve a penetrating hit, and only then on a 6). Haywire grenades can absolutely spam glancing hits and score a penetrating hit on a 6. As nobody takes Bloodbrides, and it&#039;s rarely a good idea to take Trueborns in squads large enough to reliably roll a 6, Wyches are awesome against vehicles, with a 5 girl squad all but guaranteed to eat 3-5 hull points a turn. This is their new role on the battlefield- pop 5 suicidal wyches with haywire grenades in a 2-cannon Venom (a measly 125 points) and get what is essentially a guaranteed dead tank and a powerful anti-infantry vehicle. Also, one grenade per squad can be thrown in shooting phase - something many DE players forget to do, and when charging walkers this one extra haywire shot could be very handy. Remember though, the wyches are almost guaranteed to die the next turn, so make sure that the points trade off (60 points) is worth it - let the girls go after the heavy support choices, and leave the dedicated transports to haywire blasters and darklight weapons. Think of them as Fire Dragons that are twelve points cheaper and need to be 6&amp;quot; closer.&lt;br /&gt;
** It&#039;s also worth noting that plain, unupgraded Wyches will kill significantly more than their points cost in Terminators. That Invul save, combined with the low number of attacks terminators get means you can usually handle them. This holds true with any power weapon unit in the game. They struggle against equivalent points worth of generic dudes, unless you&#039;re packing a special character in there.&lt;br /&gt;
** If you&#039;re dead-set on using these girls to assault, one rather expensive and risky workaround exists for their above-mentioned overwatch vulnerability. Attach a haemonculus (preferably equipped for close combat) to ride along with them in a raider, but disembark your squad on one side of the vehicle and the haemy on the other side, splitting him from the squad and swiping his pain token while you&#039;re at it. [[DISTRACTION CARNIFEX|Now send him charging solo at your desired target, coercing your opponent into wasting their one overwatch volley for the turn on him.]] Your wyches can subsequently assault the same unit unscathed, unless the enemy unit holds their fire and decides they can kill your haemonculus in combat. To avoid such a possibility, the flesh gauntlet or scissor-hand are recommended as wargear to help convince your opponent that he is somewhat of a threat and thus should not be allowed to get in close; huskblades are probably not worth their steep price for this throwaway usage. Vexator masks provide a slim chance of surviving challenges for a measly 10 points. Also note that one-use items such as a shattershard or casket of flensing won&#039;t be wasted if he gets them off prior to assaulting.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Hellions&#039;&#039;&#039; - The street gangs of the Dark Eldar. They pretty much require hopping from cover to use, for they&#039;re fragile as all-get. If they do get into melee, they hit about as hard (arguably harder) than the average Blood Angel assault marine. They also die rather quickly if you don&#039;t give them cover and/or Feel No Pain. The Baron turns one of his units into a proper cover-generator for any further units you wish to take. As Fast Attack, they&#039;re passable though fairly underwhelming, though the new Hammer of Wrath rules has made them much better hitters. And since you can&#039;t hold objectives in vehicles any more,  Hellions are the go to late game objective grabbers with the Baron.&lt;br /&gt;
*&#039;&#039;&#039;Scourges&#039;&#039;&#039; - Formerly one of the most inefficient Heavy Support choices in all of 40k, Scourges have gotten pumped up considerably and moved to fast attack where they can see some actual use. They&#039;re quite versatile; they can easily shred lighter units with their default weapons, and can be deployed in smaller squads with Dark Lances or Splinter Cannons for troubleshooting vehicle, infantry, or independent character targets. As tempting as it may be to take dark lances, they should be ignored. Point being, take the heatlances or blasters for tankbusting (and their mobility and good accuracy does support this), but the short range of these weapons mean that you will be quite vulnerable - and at the points-cost Scourges are, that&#039;s not a risk you really want to take. On the plus side, they&#039;ve got excellent armor for Dark Eldar, with a 4+ armor save and 6+ Invulnerable save due to their Ghostplate armor. With their mobility, they can be complete pains in the ass - just bear in mind that they are expensive at 22 points a piece.&lt;br /&gt;
** Haywire blasters are now unbelievable, unlimited vehicle-rape, and are better at taking down vehicles than Dark Lances. Haywire Scourges are also one of the few Dark Eldar units that don&#039;t have to specialize in anti-tank/anti-vehicle to be good - a first turn salvo of 4 haywires from a 10 man unit has a decent chance of cracking a vehicle (or letting a raider&#039;s lance finish the job with a glance), and then the Scourges can mow down the unit inside with 18 poison shots and 4 Strength 4 shots. The main problem with such a build is is inefficiency - 260 points for only four guys who can do vehicle damage is rather wasteful, and it does hurt its anti-infantry role due to taking up the space of those four splinter cannons.&lt;br /&gt;
*&#039;&#039;&#039;Beastmasters&#039;&#039;&#039; - Cool and deadly. As beasts, they move 12&amp;quot; and aren&#039;t slowed by difficult terrain when moving or charging. They are a bucket of wounds, loaded with rending attacks, and most importantly are one of the few Invulnerable saves you get. Need mobile cover? This is your unit. Need to discourage people from exiting their metal boxes? This is your unit (among many others of course). Do you want to go to town converting monsters? This is your unit again. Also, think about joining the Baron onto the squad to grant the squad stealth alongside both assault and defence grenades, not to mention a front end 2++ save to troll your opponent with.&lt;br /&gt;
** Clawed Fiends are OK, decent at dishing out strength 5 attacks and absorbing wounds (but only take one at most, it&#039;s an expensive beatstick), Khymerae are decent filler, not bad on the charge, and can usually eat daemon prince face, but the MVP of beasts are the Razorwing flock - 5 rending attacks and 5 wounds are amazing when taken in large numbers. &lt;br /&gt;
** This unit can also be used as a cheap fire magnet. Two Beastmasters with 4 Razorwing Flocks comes to 84 points, 22 Wounds, and 24 Rending attacks on the charge. Doesn&#039;t make a bad for a throw away unit.&lt;br /&gt;
*&#039;&#039;&#039;Reaver Jetbikes&#039;&#039;&#039; - ZOOOOM! These guys move 12&amp;quot;, then can turbo another 36&amp;quot; in the shooting phase and Bladevane the crap out of anyone they pass over, which is a risky tactic that can be greatly rewarding in the hands of a skilled player. Reavers with cluster caltrops are extremely fragile for their price, but can hit hard. Out of their anti-tank options, the Heat Lances are cheaper and, being a melta weapon, have the potential of doing lots more damage to vehicles, but having to get your bikes within 9&amp;quot; to do so makes them much more vulnerable to an enemy counterattack if not done correctly (Don&#039;t forget your extra 2d6 inches of movement in the assault phase due to being an Eldar jetbike). The boring-old Blasters are safer, the extra effective range letting you pop in and out of cover to fire more easily. Squads of 6 or 9 with 2 or 3 Lances/Blasters are ideal, with 3 Reavers being both unreliable and extremely fragile. The Arena Champion is optional but nice, the extra leadership being useful for standing versus tankshocks, and for the extra Venom Blade, though you should find a way to get a pain token before you consider assault with them. Remember they get 3 attacks on the charge per model, 4 for the champ, because they remembered to bring their knives.&lt;br /&gt;
* &#039;&#039;&#039;Raven&#039;&#039;&#039; - An old as balls FW Flyer, now with strafing run and +1 cover on evade (to 4+). It can reroll the scatter if it&#039;s within 12&amp;quot; of another skimmer or flyer. Mounts two dark lances and a heavy 10 splinter cannon. Way overpriced at 205 pts (the much better Razorwing will be 195 when fully kitted out), but hey, it&#039;s fast attack now, freeing your HS slots - which would mean something if we didn&#039;t already have four good-to-great Fast Attack options. Despite strafing run USR, this flyer can actually do good as AtA fighter, especially against flying monstrous creatures - those flying Tyrants and Bloodthirsters would explode from the sheer amount of poisoned and lance shots this bird deliver. Air-to-Air may be its best use, since we&#039;re not exactly lacking anti-infantry fire (and Scourges do it much better for only a little bit more).&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[METAL BOXES|Look! Raiders! RRRRAAAAIDEEEEEEERS! Our enemies hide in &#039;&#039;&#039;CARDBOARD BOXES&#039;&#039;&#039;, DA KOWARDS! TEH FEWLZ!]] &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Both transports are open-topped, and meant to take on one type of target. Raiders provide an anti-tank shot, Venoms provide a &#039;&#039;&#039;lot&#039;&#039;&#039; of anti-infantry shots. Venoms get their Flickerfield for free, while Raiders have to buy them so in the end, they cost about the same. The rule of thumb is to take transports not based on squad size, but based on what your passengers are doing. For example, a mech army can ignore Wracks in a Venom, but not if they&#039;re in a Raider. They can&#039;t ignore Blaster trueborn in a venom, for similar reasons. Aside from that, there are some additional notes. Oh, and never forget that these are pretty much &#039;&#039;&#039;the most fragile vehicles in the game.&#039;&#039;&#039; Now that glancing hits send vehicles to smithereens, pretty anything with S4 will take your spiky flying ships down, so neglect cover saves at your own risk. Also, there&#039;s nothing in the BRB that says that passengers are affected by Jink, so don&#039;t be afraid to jink to protect your Raider; Your Warriors inside can still fire as usual.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raider&#039;&#039;&#039; - You&#039;ll want these for assault troops for one simple reason. Raiders are *long* models. What this means is if you deploy them parallel to your table edge, you can rotate them at the start of your turn for an extra 2&amp;quot; inches of &amp;quot;free&amp;quot; movement. That, and most DE assault units are primarily anti-infantry. Of the upgrades they get that Venoms don&#039;t, Shock Prows are the most general-purpose, as tank shock has a lot of utility. Another one good upgrade is splinter racks, perfectly good for the warrior shooting platform (especially with Duke).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom&#039;&#039;&#039; - In addition to their normal AT bits, that they&#039;re smaller makes them better for Sliscus lists. Less chance of mishap and whatnot. Always pay the points to jack up your Splinter Rifle to a Splinter Cannon. It must be said, the look on an Ork players face when your Transport pumps 12 Poisoned Shots into his unit is priceless. The Venom did get hurt by 6th Edition&#039;s assignment of 2 Hull Points to it instead of the average 3 (which the Raider has).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dais of Destruction&#039;&#039;&#039; - In case you want an HQ that takes up half to a quarter of your points (and who doesn&#039;t!) Vect can take this as a dedicated transport. Round armor 13 and three lances is potent, but will probably be a waste in all but the largest games. If you really want to give Vect an insane clown posse, one should note that this is the only dedicated transport that you can load up with Harlequins, and the Vail of Tears is pretty nice to have with Vect. &#039;&#039; Fire magnets, how do they work?&#039;&#039; But if you really think it&#039;s worth it, and to [http://1d4chan.org/wiki/File:Cry-moar.jpg see your opponent just cry], pair Vect with the Duke and deepstrike this monstrosity right behind his lines.  Guaranteed to kill a good chunk of their army on turn 3, and almost all of it if he clustered them together.&lt;br /&gt;
&lt;br /&gt;
* Here&#039;s a fun tidbit that a lot of people won&#039;t expect - as Raiders are oddly shaped (compared to a standard [[METAL BOXES|METAL BAWX]]), their front armour and side armour really flow together. Keep in mind that you draw an X across the &#039;corners&#039; to determine where these facings are. In short, raiders can easily poke their nose out to get a shot at a target, while still covering their side armour completely (and getting a 3+ cover save for their trouble a lot of the time). Clever movement and positioning will go long way to making your paper boats more survivable.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Ravager&#039;&#039;&#039; - The old reliable Ravager can move at cruising speed and fire all its weapons - but with a 36&amp;quot; range, you don&#039;t need to move that deep in the field. If you&#039;re taking a Raider/Venom/Fast Attack heavy army, these are the preferable Heavy Support option, unless you&#039;re in a game with high enough points that a Voidraven becomes an option. Disintegrator cannons got nerfed hard because they killed the shit out of Space Marines, and we can&#039;t have that. Splinter cannons are better for infantry murder, anyway.&lt;br /&gt;
*&#039;&#039;&#039;Talos Pain Engine&#039;&#039;&#039; - The classic Dark Eldar Monstrous Creature. Upgraded from its previous edition with a nice slew of customizable options, the Engine can be kitted out for infantry-hunting, tank-slaying, or any variant thereof. However, it&#039;s slow...in a Dark Eldar army. It&#039;s *tough* as far as Dark Eldar units go, but unlike most of the other Heavy Supports, does not pack lances. If you do take these guys, bring enough Jetbikes or similarly-sized models to keep them able to claim cover, as they don&#039;t like being hit by anti-tank weapons. Since you are taking a hit anti-tankwise when bringing these models, and are not fast enough to really benefit from the Heat Lance, the Haywire Blaster is a fair prospect for this torture-device. &lt;br /&gt;
*&#039;&#039;&#039;Chronos Parasite Engine&#039;&#039;&#039; - A mini-Talos that distributes pain tokens to nearby units. Good, but all your other units may be out of range by the time this monstrous creature starts feeding on souls. Like its big brother, the Talos, one of the best ways to get it into place quickly is in a Haemonculi Army with a webway portal carrier.&lt;br /&gt;
*&#039;&#039;&#039;Razorwing Jetfighter&#039;&#039;&#039; - Two Dark Lances and an available Splinter Cannon make the jet a very strong option for both tank and infantry hunting, and the four free Large Blast missiles are excellent against infantry squads; the Necrotoxin missiles are recommended against simply because the  cost doesn&#039;t really increase the effectiveness(a strength 6 shot from the basic missile is usually good enough and pinning is iffy). The disintegrator upgrade is recommended, because this vehicle works best as an infantry killer. Deploy it quickly against footsloggers and horde armies - four basic missiles, a splinter cannon, and 6 disintegrator shots supporting swarms of trueborn and warrior venoms can cripple an Ork or Tyranid army in one turn and table them in two. For the cost, it&#039;s a rather flexible model and you should always take at least one against horde armies.  &lt;br /&gt;
** The major downside is that you can&#039;t blow all four of your missiles on the first turn it arrives - you can only fire two bombs and two weapons a turn, so carefully consider what kind of weapon upgrades you will bring to the battle: two disintegrators will usually beat the lone splinter cannon when facing heavily armored infantry - they have six shots with better chance of wounding against Toughness 4, and the far superior AP 2, liable to melt about three or four marines - but if you are facing swarms of poorly armored infantry, go with a Splinter Cannon and a single Disintegrator shot and take out about six guys a turn, or use Dark Lances (anti-vehicle)?&lt;br /&gt;
** It also might be worth your time to leave the Dark Lances on to go Flyer Hunting, a role that&#039;s not very well filled in the Dark Eldar codex as of right now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidraven Bomber&#039;&#039;&#039; - AV 11 Flyer on front and sides. Two strength 9 Lance weapons. A one-use Strength 9 Lance blast. This thing&#039;s going to draw a lot of fire very fast, and for good reason. For added fun, toss on Implosion Missiles and watch Terminators weep. Note that there&#039;s no logical reason for you to take Monoscythe Missiles with it, because Necrotoxin or Shatterfield Missiles cost the exact same and are so much better it&#039;s actually crazy. Due to the new Blast Template rules, monoschythe and shatterfield missiles are nasty against parking lots, since large blasts inflict full strength on all vehicles under them, and glancing hits are so much more important now. The Voidraven is pretty much king when it comes to blasting other Flyers, so there&#039;s that to consider.  If you&#039;re not versing horde armies, slap on some missiles and take this over the Razorwing.&lt;br /&gt;
** Note: Implosion Missiles are, according to the FAQ, ridiculous for blasting units with characters in them. You determine how many hits the unit takes, then take that many wounds tests on the MAJORITY wounds profile for the unit (IE if you have a Chapter Master with 4 Wounds at the front and 4 dudes with 1 wound behind him, you take the wounds tests at 1) and then assign wounds based on who&#039;s closest. This can be fantastic for sniping characters out of units.&lt;br /&gt;
* &#039;&#039;&#039;Reaper&#039;&#039;&#039; ([[http://www.forgeworld.co.uk/Downloads/Product/PDF/r/Reaper.pdf Forgeworld]]) - Forgeworld made a model for the Dark Eldar. &#039;&#039;And now the Horsemen are riding.&#039;&#039; At 135 points with a built in aethersail, this heavy support option is halfway between a Ravager and a Raider - no transport capacity, but a single heavy weapon that functions like a cross between a 3rd edition Disintegrator canon (2 firing strength options) and a haywire blaster. It also has a rule that functions somewhat similar to rending. It is an interesting variant, but probably not worth the price (both points and pounds) compared to the more-likely-to-hit Ravager option.&lt;br /&gt;
* &#039;&#039;&#039;Tantalus&#039;&#039;&#039; - our second horseman of the Forgepocalypse, and apparently the last Dark Eldar model that FW will be putting out for the foreseeable future due to sculpting difficulties (Dark Eldar vehicles made from the standard Citadel plastic are fragile, so one made of Forgeworld resin must be about as sturdy as a rice cake), the Tantalus is a gigantic dual-hulled raider. With Av 12 12 10 and a flickerfield, it is a little bit more survivable, but only a little bit, probably not enough to make up for a 200+ point investment. It is able to put out a respectable 12 disintegrator shots, has aerial assault, and has the reaver-like ability to do D6 S7 AP2 hits to a single unit with a toughness value or a single S7 hit to a vehicle it goes flat out over. It also has a very awkward Transport capacity of 16, ruling out what could have been a strong 20 Warriors with 2 Splinter Cannons/Dark Lances unit. 15 Warriors and the Duke still sounds tempting, but 14-15 Wyches with Lelith/a Succubus/an Archon, and/or a Haemonculus may be preferable. Want to put all your eggs in one expensive, open-topped basket? Go ahead. Or fuck all reason and have fun with a Haemonculus and 7 Grotesques.&lt;br /&gt;
** It can also be taken as a dedicated transport for a Court of the Archon, which is actually a pretty solid choice for a fully decked out Court (if you&#039;re willing to throw that many points into 1 basket).&lt;br /&gt;
&lt;br /&gt;
===Lord of War===&lt;br /&gt;
*&#039;&#039;&#039;Revenant Titan&#039;&#039;&#039; - A titan with holofields and able to move 36&amp;quot; per turn.  Aside from the fact that the fluff has never mentioned Dark Titans, how much more Dark Eldar can you get?  Seriously, the thing hits like a ton of bricks, is fast as hell, and if it wasn&#039;t for the holofields would die like a chimera.  The only reason that you&#039;ve not taken one is that it is 900 points.  That and you might lose your friends.  But what is better than drinking their tears?&lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
* &#039;&#039;&#039;Aegis Defence Lines:&#039;&#039;&#039; Meh. We don&#039;t really need stable cover. However, depending on the power and ubiquity of the new fliers, it might be a good idea to drop 100 points on a Quad-gun Aegis. These can be put down anywhere on your table half, which would give rushing Hellions a nice bit of cover on turn 1. Also, if you&#039;re taking Eldar allies for a Farseer/Eldrad, this is the perfect depository for your mandatory troop choice - Rangers/Pathfinders love these things.&lt;br /&gt;
* &#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; 75 points for a bit of terrain that gives your guys a 4+ invulnerable save against shooting and non-scattering deepstrikes to Jump units and Skimmers that land on the pad. This faces the same problem as the Aegis Defence Line, as this isn&#039;t an army that likes to drop down units into cover and have them sit there, and deep striking is about striking &#039;&#039;deep&#039;&#039;, not behind your lines. Well actually given how rules state that you deploy it in your HALF of the table and not specifically in your deployment zone it means you can set down a deepstriking spot for 3 venoms or 2 raiders just 12&amp;quot; away from your opponent&#039;s frontline units, perhaps 2 raiders with full complement of warriors splinter cannon and splinter racks because after all you&#039;ll be shooting at bs1 that first turn you arrive, and of course dark lances to pop those metal bawkses so you can kill some infantry with the guys inside.  Also if you have the stronghold assault book the updated datapage says you can start a flyer on the skyshield so this could be useful to have your voidraven doing damage on turn 1.&lt;br /&gt;
* &#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; A stolen bastion might be good - Armor 14 supporting a Trueborn or Scourge gunline is downright cruel, but it&#039;s not fluffy at all, unless of course you hang corpses all over it.  Since it&#039;s a medium building, you can cram 20 models into it. It gives 3+ cover to your skimmers hiding behind it, at 75 points this makes it strictly better than the landing pad at protecting your Raiders.&lt;br /&gt;
* &#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; Huge, expensive, and totally against the way that Dark Eldar should be played. It&#039;s powerful, but it has very little synergy with the rest of the army. And the fluff...The poor fluff. Well, in the words of Avitus: &amp;quot;More corpses&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Vengeance Battery:&#039;&#039;&#039; An av 14 turret for 75 points.  You can cram two into one force org slot.  for 10 more points you can give it a battle cannon, which is nifty.&lt;br /&gt;
&lt;br /&gt;
==Armor Penetrating notes==&lt;br /&gt;
The following models have AP2/&amp;quot;ignore armor saves&amp;quot; melee attacks:&lt;br /&gt;
* Lelith Hesperax&lt;br /&gt;
* Drazhar&lt;br /&gt;
* All Incubi (thank you, thank you so much [http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2570041a_Dark_Eldar_v1.1.pdf FAQs])&lt;br /&gt;
* Archons/Haemonculi, if upgraded with a Huskblade (again, thank you so much FAQ!)&lt;br /&gt;
* Duke Sliscus (on to wound rolls of 5+)&lt;br /&gt;
* Beastmaster Razorwing Flocks (Rending)&lt;br /&gt;
* Harlequins w/Kisses (Rending)&lt;br /&gt;
* Talos &amp;amp; Cronos (Smash)&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
* If you’re not giving your Archon his own retinue (and you are not), put him in a squad of Incubi (do this anyway). Or Wyches. Or Bloodbrides. Or Trueborn, if you just get him a blaster. If you want to give him a Retinue, just buy some Vampire Count Ghouls to use as Ur-Ghuls and sell the extras, you&#039;ll get 5 Ur-Ghuls for the cost of 2 Finecast Ur-Ghuls.&lt;br /&gt;
* Cover is your best friend. Leave cover, get chopped into haggis.&lt;br /&gt;
* Fleet is somewhat useful, but you better have either a Webway portal or vehicles for moving your troops around. You know how everyone is saying that 6th edition will herald the return of infantry? Fuck that noise, we were mechanized before mechanized was cool, and we still have to be. Maneuverability is what makes this army work.&lt;br /&gt;
* A good way to get Blasters for your Blasterborn is to replace the tip of a Splinter Rifle with a Torment Grenade Launcher from a Raider or Ravager kit.&lt;br /&gt;
* A cool thing about Raiders and venoms is that they come with a decent amount of crew. Giving some creative modeling techniques you can turn these crew into even more Kabalite warriors/wyches (unless you want your raiders and venoms bristling with soldiers, thats fine too)&lt;br /&gt;
* The guy who made the new Dark Eldar models also works on the Dark Elves from Warhammer fantasy. Take this as a hint for conversions.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
To the Dark Eldar all life is equal... equally worthless. These are all meant to be temporarily allied with, and then stabbed in the back when it&#039;s worthwhile.&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldar:&#039;&#039;&#039; Without a doubt, Eldar is the best choice, not just because Eldar is the new hotness right now. In particular, you benefit from being Battle Brothers, so the Craftworlders won&#039;t just spend the entire game looking at you funny. Farseers aren&#039;t necessarily as powerful anymore, but they&#039;re still an excellent support unit that can now use Guide on your Dark Eldar. Wave Serpents are also amazing, especially thanks to the Serpent Shield, which enables them to annihilate enemy transports. This is incredibly powerful when Craftworlders are the primary detachment, but doubly useful here, as they don&#039;t take up one of the precious allied FoC slots and they make up for the Dark Eldar&#039;s striking deficiency in killing enemy transports (come on, blasters and dark lances have never been a good deal). But what to put in them? Wraithguard, clearly. Sure, you probably don&#039;t want to waste your allied HQ slot on a Spiritseer (although that&#039;s not necessarily a terrible idea, especially since Wraith units are much better at capturing objectives than Dark Eldar Troops could ever hope to be), but even a single unit of Wraithguard in Wave Serpents can make a huge difference. If you want to be a truly terrible human being, you could take the Iyaden Supplement as Allies and take 5 Spiritseers and 2 units of Wraithguard for your troops (allowing you to spread your Spiritseers around both armies). You can also take the ever-useful Windrider Jetbikes as Troops (which works well thematically with Reaver Jetbikes), although this also cuts down on the number of Wave Serpents you can take (and trust us, you want to take as many Wave Serpents as possible). Still, this is a viable tactic that should be considered. And, of course, Wraithknights are awesome. The only unit to avoid (besides all the shit the Eldar Codex normally puts up with, like the flyers and the Howling Banshees) is the Autarch. Sadly, the FAQ says you can&#039;t apply the Reserve roll modifiers if he&#039;s in an allied detachment, which severely limits his utility. You might also want to steer away from the Avatar of Khaine; he&#039;s a great unit, make no mistake, but he&#039;s an expensive, slow, footslogging model that primarily buffs Craftworlders, and so his utility is also greatly cut.&lt;br /&gt;
*&#039;&#039;&#039;Eldar Corsairs:&#039;&#039;&#039; The &amp;quot;other&amp;quot; Eldar force, introduced in [[Imperial Armour]] 11, the Eldar Corsairs lack the excellent psykers, Wave Serpents, and Wraith units of the Craftworlds, but they more than make up for that with their jet packs and Deep Strike dickery, combined with impressive amounts of firepower. Also, the Corsair Prince&#039;s ability to cause Night Fighting once per game works well with the Dark Eldar&#039;s innate Night Vision. Additionally, Corsairs can take up to five Fast tanks, all with actual armor, rather than the wet cardboard the Dark Eldar are known for.&lt;br /&gt;
&lt;br /&gt;
===Desperate Allies===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adepta Sororitas:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Black Templars:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; They offer you anti-air, albeit not necessarily as efficiently as Tau. Firstly, there&#039;s the Soul Grinder, especially with the Mark of Nurgle; he&#039;s pretty amazing in Chaos Daemons and he&#039;s just as good here. Just park him in cover and blow up anything that moves, while laughing that the enemy can&#039;t get past his 2+ cover save, and, of course, you can hide a Herald of Tzeentch behind it and hit it with Presience every turn. The other (hilarious) option is Bloodletters. You see, they get BS 5. And Heralds get BS 7. So, just park them behind a convenient Aegis Defense Line with Quad Gun, and watch as you get a unit that can shoot down enemy aircraft, weather tons of enemy shooting, and, of course, slaughter in close combat anything that gets too close. Finally, you could always take a Bloodthirster and swat enemy fliers out of the sky. It&#039;s not really that effective (especially at 250+ points), but it&#039;s certainly funny, and that&#039;s every Archon&#039;s second-highest goal (after inflicting pain, of course).&lt;br /&gt;
**As for fluff, there&#039;s a few options that actually make a modicum of sense. First off, Khorne hates Slaanesh almost as much as the Dark Eldar do, so perhaps a rogue Archon stuck a deal with a Bloodthirster so they both get to slaughter the minions of the Dark Prince. You could also say the Archon is the best Beastmaster EVAR and say he captured some Daemons for his amusement; it might not be a great explanation, but, hey, [[Kaldor Draigo|there are worst things in the actual fluff]]. And, finally, there have been some slight mentions to Dark Eldar that actively courted the attention of She Who Thirsts, believing that, if they served him/her/it well enough, he/she/it/ might grant them Daemonhood instead of eating their souls. This is probably a bad idea, but then, whatever works...&lt;br /&gt;
*&#039;&#039;&#039;Astra Militarum:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Inquisition:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; A Kult of Speed list is pretty nice. Go with either a Warboss with Biker Nobs - expensive but synergistic - or a Warboss/Big Mek with Kustom Force Field with one or two mobz of 30 Boyz (possibly &#039;Ardboyz for added staying power, but then the price tag skyrockets). Dark Eldar can really use a tough, huge horde like that, and the Dark Eldar can press so deep into the field so early that a Mob won&#039;t be a high priority target until it comes crashing in, as well as ameliorating the effects of One Eye Open.  Orks also offer large hordes of T4 models and thick armour from Meganobz, drawing some fire from your more fragile troops, and some good anti-light vehicle fire (hello Deffguns and Flash Gitz).  If they can use a Webway portal it would be very worthwhile.  From a fluff perspective, maybe the Dark Eldar promised the Orks lots of dakka if they help them kill some guys (DE are about taking captives), or the Orks were attacking already and the Dark Eldar joined in and took their side, use your imagination.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; A Biker Captain and a Bike Squad would work well, for much the same reason as a Kult of Speed list.&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; Dark Eldar are very much a shooting army (at least in 6th edition), although in a very different way than Tau. As such, Tau have little we actually need; they don&#039;t have any infantry units with actual staying power, nor are their tanks so radically better than ours that we might be tempted to take one (and remember, you would only be able to take one). The one thing they &#039;&#039;do&#039;&#039; have is easy access to Skyfire, which Dark Eldar absolutely lack. Also, Riptides. And Riptides are so absolutely amazing that you might be tempted to ally with Tau just for one of them. In any case, the best option is probably a Commander with a Crisis Squad, kitted out to fill any holes in your shooting firepower (and if you ally with Farsight Enclaves, that Crisis Squad can be Troops!), with a Riptide as a [[DISTRACTION CARNIFEX]] of sorts (after all, who&#039;ll shoot at your Raiders and Venoms when there&#039;s a Riptide over there?). You could also try a gunline detachment with a Cadre Fireblade and a squad of Fire Warriors (and maybe some missile-packing Broadsides), although they probably won&#039;t last much longer than regular Kabalite Warriors.  Perhaps you could have a few Dark Eldar combat units to make people think twice about attacking the Tau in combat (Fire Warriors are a less promising target for CC if there&#039;s an allied Beastmaster pack or Incubi unit next to them).  In any case, you don&#039;t have to worry much about One Eye Open, since your Dark Eldar are more than able to range far ahead and away from your Tau allies.&lt;br /&gt;
**Also, don&#039;t Kroot just &#039;&#039;feel&#039;&#039; like a Dark Eldar unit? Wouldn&#039;t it be great if there was a Master Shaper HQ and you could just take an all-Kroot allied detachment? Oh well...&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Raider Rush===&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
Oh, sorry, actual tactics. Take as many Warriors as you can, stuff them in as many Raiders as you can, have an Archon and some Incubi or Trueborn in a Venom (or two), and add Haemonculi to taste. Normally you don&#039;t need to worry about objectives (you&#039;re playing Dark Eldar, you&#039;re here to kill), but if you feel it&#039;s &#039;&#039;absolutely&#039;&#039; necessary, then take some Wracks in a Raider with a Haemonculi leader, and you&#039;ll have a decently hard-to-kill and hard-hitting unit to sit on an objective and distract the opponent from the rest of your army. &lt;br /&gt;
&lt;br /&gt;
Zoom around the table, shooting the tanks with dark lances and the troops with splinter weapons. Destroy everything. Bathe in pain tokens. Rinse. Repeat.&lt;br /&gt;
&lt;br /&gt;
* Take this one step further: Add the Duke to your list, a bitch barge of Shardborn, and put them together. 27 poisoned shots to hatefuck your opponent with. Oh and they wound on a 3+. Fuck yeah.&lt;br /&gt;
&lt;br /&gt;
===Webway Portal===&lt;br /&gt;
In 6th Edition: you can&#039;t assault out of a Webway Portal, allies can&#039;t use it, and you lose whenever you have no models on the board. Also, you&#039;ve got to keep 1/2 of your army on the table and units that have to be reserved (like Fliers and Drop Pods) don&#039;t count.&lt;br /&gt;
&lt;br /&gt;
Used to be, you could assault directly from the Portal, meaning that you were lethal the turn you came onto the board. Now? You&#039;ve got to eat a turn of fire before you can be useful.&lt;br /&gt;
&lt;br /&gt;
The only remaining strength of a webway portal list is uncertainty. That and skipping a turn or two of the opponent&#039;s shooting.&lt;br /&gt;
&lt;br /&gt;
* Ally in Phoenix Lord Karandras, and attach him to your unit of choice, be it Harlies, Grotesques, or Beasts. Add in one or two haemies with Webway Portals and whatever other wargear you like. This unholy pile of fearless, powerfisting rape will now Infiltrate.  This will work now with the eldar 6th ed codex.&lt;br /&gt;
* Hellion blobs, Reavers, and Talos Pain Engines are all nice coming from a portal. Some people also like large blobs of Kabalites or Wyches on foot.&lt;br /&gt;
* Keep in mind that you really need a fast moving scoring unit with this. &lt;br /&gt;
* Consider plopping your shooting units behind an Aegis Defense Line with a Comms Relay, so you can reroll your reserve rolls.&lt;br /&gt;
&lt;br /&gt;
===Deldar Footslog===&lt;br /&gt;
Haemonculi, retarded amounts of Wracks, portals, Beastmasters for wound allocation shenanigans, Scourges. It&#039;s dead hard with all the FNP, immune to anti-tank with WWPs, and actually more effective than you&#039;d think.&lt;br /&gt;
&lt;br /&gt;
===Venoms: Fuck The Win===&lt;br /&gt;
Simple list design, a single Haemonculus for HQ requirements, then get 3 units of 5 Trueborn with Blasters mounted in Venoms with Double Splinter Cannons, 6 units of 5 Warriors with a Blaster mounted in Venoms with Double Splinter Cannons, 3 Ravagers with default Triple Disintegrator Cannon setup and Nightshields. After that you should probably get any of the following: the Baron for the deployment advantage, Beastpacks for a &amp;quot;powerful&amp;quot; Assault unit that can nearly keep pace with the boats, 10 Scourges with 4 Splinter Cannons because nothing says asshole like unit that will hose IG power blobs and MCs in a single turn, 10 Scourges with 4 Haywire Blasters to completely rape vehicles, or Reavers if you&#039;re playing in a tournament where comp is taken seriously (applies only to Aussies and Kiwis because of whining players and TOs being too weak to let half-good armies hit the table without being penalized to the point of being unable to possibly take a top 20 spot). You have no idea how much this list rapes ork boy spam lists. Seriously, its completely retarded. The only disadvantadge with this list build is kill points where it can be crap, but you don&#039;t have to worry about it in most games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Alternate Take&#039;&amp;quot;&lt;br /&gt;
The Court of the Archon can also take a Venom, bringing you up to 11 Venoms per force organisation chart. Kit your Archon with a Blaster and possibly Haywire Grenades if you want to.&lt;br /&gt;
&lt;br /&gt;
===Trolling choice===&lt;br /&gt;
&lt;br /&gt;
This list includes anything that puts your opponent&#039;s smile upside down as he sees his tanks being blown up by a lone squad of reaver jet bikes. Take an archon with a full court, a kabalite squad with a dark lance, a wych squad with a venom as a transport vehicle, a squad of six reaver jet bikes with two heat lances, a squad of hellions with a stun claw for extra trolling because it pulls independent characters away from any squad it was with, and a squad of scourges. Because they&#039;re dark eldar and because it fucks with any and all armies that attempt to draw line of sight or even assault, abuse the living &#039;&#039;&#039;FUCK&#039;&#039;&#039; out of the rule known as Fleet. Turbo boost your jet bikes to get within range of assaulting or to run away after successfully blowing up a tank. Hellions should just keep fucking with squads of infantry and keep attacking any lone HQ choices just to hear your enemy scream &#039;&#039;&#039;Motherfucker&#039;&#039;&#039; as you constantly drag his precious baby across the terrain. Scourges are there to take out any remaining tanks that the reavers missed the first time around. Kabalite squads should do the following: run, shoot, laugh, run, shoot, laugh. Wyches should follow the kabalite squad, assaulting anything that comes within 6&#039; of them and with haywire grenades for only two points per model should make tanks run in fear. The song known as trololo is required when using this list. And remember the power from pain rule, because who doesn&#039;t want fearless and feel no pain rule on Wyches?&lt;br /&gt;
&lt;br /&gt;
===Distraction/Flank===&lt;br /&gt;
Most smarter players will be able to see this coming and it can be tricky to maneuver, but if you pull it off you can steamroll even the strongest opponents. It usually only works if your enemy has vehicles in the rear. Take Sliscus and a whole force of raiders and ravagers. Gunboats are best but assault wyches in raiders don&#039;t hurt either. I like to take at least one raider with shock prows and haywire wyches. Take a talos and a beastmaster squad, along with maybe a couple raiders. Lead this force to flank the enemy from one side. They will panic and focus on them. Meanwhile, move your gunboats and ravagers to the either side of the map and try to get some shots from good angles at their vehicles. At the last second, move your raiders from the beastmaster squad over to your main fleet. You should have most of the enemy assault troops tied up with the beasts and talos. Now deepstrike some raiders from the Dukes ability behind their vehicles, move your fleet into position and wipe them out from behind. By the time they kill your beasts and talos, they&#039;ll have tons of burning wreckage to keep them trapped so your raiders can flee and prepare to kill the infantry.&lt;br /&gt;
&lt;br /&gt;
===Lance Spam===&lt;br /&gt;
&lt;br /&gt;
Do it at your peril.&lt;br /&gt;
&lt;br /&gt;
6th edition is all about bringing the right tools for the job. Don&#039;t bitch when only bringing Lances doesn&#039;t work. Neither does only bringing melee or only bringing poison.  &lt;br /&gt;
&lt;br /&gt;
The truth is, Dark Eldar do pretty well. Use Lances to pick out the killiest targets. Use Splinter Cannons to deal with the killiest troops. Assault their shooty stuff.&lt;br /&gt;
&lt;br /&gt;
===Things you should note about 6th edition===&lt;br /&gt;
* Random movement, cover and feel no pain decrease to 5+, fleet&#039;s weirdness, the minor weakening of Furious Charge (did we really need a +1 Initiative bonus anyway?  No, but our enemies COULD have used it BWAHAHAHAHA!), changes to assaults from vehicles (though open-top vehicles are assault vehicles, so we&#039;re cool), the power of overwatch vs. 5+/6+ armor, and the power weapon nerf really, really hurt assault based DE armies. Seriously fucked us in the face with a chainstrap-on. Assault sucks. Bring more guns. However, shooty DE got stronger than ever.&lt;br /&gt;
* Wych suicide squads are amazing anti-tank, which is their only redeeming quality.&lt;br /&gt;
* Most mission types have a 50/50 chance of being nightfighting now. We can see in the motherfucking dark. We are also some of the best alpha strikers in the game. Do the math.&lt;br /&gt;
* Also, alpha striking while going second is safer now due to Nightfighting and the more forgiving deep strike rules.&lt;br /&gt;
* The 5+ Jink save makes Flickerfields less of a must have than they once were, but are still nice in combat due to it being an an Invulnerable save, which is key on the first turn, and mandatory on our fliers if you can spare the points.&lt;br /&gt;
* &amp;lt;strike&amp;gt;Your models can disembark after a 6&amp;quot; move, but&amp;lt;/strike&amp;gt; raiders and venoms can now flat out 18&amp;quot; and get  4+ save. They aren&#039;t as great as they used to be for assault delivery, but you can&#039;t play DE assault anymore anyway.&lt;br /&gt;
* Wound allocation made the Shattershard downright evil. Check its entry. Now check the new wound allocation rules. Engage trollface. The Shattershard just affects the particular models hit, meaning that they can&#039;t allocate those hits to any weaker models. You can wipe out special and upgrade characters with ease.  &lt;br /&gt;
* Everything that applies to Shattershards applies to Implosion Missiles (an upgrade for the Dark Eldar Voidraven).  The wounds test is taken on majority wounds, so a character in a unit will be removed from play (Eternal Warrior won&#039;t save them) on a 2+ (it allows invul and cover saves, but it&#039;s still damn good).&lt;br /&gt;
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[[Category:Warhammer Tactics/Old]][[Category:Dark Eldar]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Khorne_Daemonkin&amp;diff=64858</id>
		<title>Warhammer 40,000/7th Edition Tactics/Khorne Daemonkin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Khorne_Daemonkin&amp;diff=64858"/>
		<updated>2023-02-26T19:52:30Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Daemons Changes */&lt;/p&gt;
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&lt;div&gt;==Why Play [[Khorne]] Daemonkin?==&lt;br /&gt;
&lt;br /&gt;
A quick Disclaimer: Daemonkin as an army only exist in 7th edition. Cheers Games Workshop.&lt;br /&gt;
&lt;br /&gt;
Because you&#039;re an old neckbeard who can remember the days of a unified codex for all the forces of [[Chaos]], when daemons walked alongside marines.  Or you could be thinking that the [[Warriors of Chaos]] had a neato deal on it thanks to [[The End Times]] merging them with Daemons, [[Beastmen]], and later [[Skaven]].&lt;br /&gt;
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Or perhaps you&#039;re a [[fluff|fluffy]] neckbeard who finds the idea of Chaos Gods working together despicable and hates the fact that gods need to be combined to have a slight chance of winning.&lt;br /&gt;
&lt;br /&gt;
Also, you find psychic powers to be weak shit, and will not miss it at all.  Instead, you want [[Heterosexual Sex in the Missionary Position|honorable melee combat between powerful warriors]]. Furthermore you like an army that compares to the speed of White Scars and Ravenwing then put them to shame in melee combat! Plus you get to use the most overused phrase in 40k: &amp;lt;div style=&amp;quot;text-align:center;font-size:1.10em;font-weight:bold;font-family:serif;margin-top:1em;margin-bottom:1em&amp;quot;&amp;gt;&amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt; BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! MILK FOR THE KHORNE FLAKES! BUTTER FOR THE POPKHORNE! SALSA FOR THE KHORNECHIPS!! CABBAGE FOR THE KHORNEBEEF!!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
No? Ok, I&#039;ll stop now...&lt;br /&gt;
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&lt;br /&gt;
Who this ISN&#039;T for, sadly, is anyone looking for an actually fixed [[Chaos Space Marines]] or [[Daemons]] codex.  A lot of the same issues with those books still exist, and it opens up its own bevy of issues. The most glaring issue is that obviously everything has Mark of Khorne or Daemon of Khorne...but has to pay for it? If we are a Khorne only army....why couldn&#039;t MoK either be free or discounted? It&#039;s a stupidly high tax on all our units.&lt;br /&gt;
&lt;br /&gt;
HOWEVER, while not top tier, it is surprisingly strong for a chaos space marine melee based army. Being able to take Heldrakes and Soulgrinders in the same detachment has its uses, and the Gorepack is a decent formation. Daemonkin were pretty much a rush-job army in 7th that existed to hock &amp;quot;NEW AND IMPROVED&amp;quot; Bloodthirsters that were also being released for WHFB End Times, and it shows, especially in the FAQ. Caveat emptor.&lt;br /&gt;
&lt;br /&gt;
==Pros and Cons of the army==&lt;br /&gt;
===Daemons Changes===&lt;br /&gt;
First off, some good news:&lt;br /&gt;
YOU&#039;RE NOW FREE OF THOSE BATSHIT INSANE TABLES!&lt;br /&gt;
&lt;br /&gt;
That means that you&#039;re no longer rolling each table and risking your units getting clobbered because the dice gods decided to be pricks or having to spend in the hopes of rolling up something reliable.  The issue with this is that now those units that relied on those random gifts (Bloodthirsters, Heralds, Bloodreapers) now have to suffer losing those gifts. So units like the Herald only get generic access to a limited selection of Relics and Gifts while the Bloodthirsters get absolutely no customisation options whatsoever.&lt;br /&gt;
&lt;br /&gt;
The other good news is that you&#039;re now free of Daemonic Instability and Daemonic Alignment (they still have daemon of khone, but they lost the note restricting daemons of khorne to only be able to join units entirely consisting of daemons of khorne.).  Instead, all Daemons get Fearless and can mix their ICs and units with your CSM/DK ICs and units. &lt;br /&gt;
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*&#039;&#039;&#039;Blood Tithe&#039;&#039;&#039;: Although the annoying Mark of Khorne tax on every unit (non Daemon ofc) and the Possessed tax (when using a slaughtercult formation) for the minimum requirement, the Blood Tithe table really does add so much to your army! Giving your entire army Feel No Pain can help swing a combat in your favour and giving everyone +1 attack can mean the difference of missing an extra BT point or gain extra per turn and seriously weakening your enemy! Use this table to your full advantage!&lt;br /&gt;
*&#039;&#039;&#039;We soar on wings of fire!&#039;&#039;&#039;: With two formations giving us either 2 units of Raptors, 1 unit of Warp Talons or 2 units of Bikes and a unit of Fleshounds, we really do have an overabundance of fast units, not even including a Jump Daemon Prince of pure shrekage! Fleshhounds are your saving grace for this army since they have scout so use your scouting move to threaten psykers or get closer to the cover as the 5++ and T4 don&#039;t mean much against regular bolter-fire! Remember, no first (game) turn assaults for units using Scout (or Infiltrate) Bring as many Fleshhound units as you want since one formation holds 4 units of these little devils!&lt;br /&gt;
*&#039;&#039;&#039;I thought our lucky number was 8?&#039;&#039;&#039;: Even though the sacred number of Khorne is 8, there is a bucketload of Strength 5 attacks coming from this army since Icon of Wrath is usually around 15 to 20pts per squad which is just awesome if you think about it. 20pts to gain +1 to combat res, Furious Charge and Re-Roll charge range?! So much win.&lt;br /&gt;
&lt;br /&gt;
And then the cons:&lt;br /&gt;
*&#039;&#039;&#039;Mark of Khorne on every unit&#039;&#039;&#039;: Yes this sounds really freakin&#039; obvious in &#039;&#039;&#039;Codex Khorne Daemonkin&#039;&#039;&#039; but if you&#039;re going to make us solely dedicated to Khorne and with all those loyalist players get all those amazing buffs for free then why do we HAVE to pay the MoK tax on every unit. Remember why Black Legion Supplement is never played due to the tax of VotlW? Yeah, this army suffers that too! Even if the Mark of Khorne wasn&#039;t free, then at least make it discounted. Not sure where this comes from, MoK is built into every mortal unit in the Codex for the same price. Normal Spikey Marines have MoK and cost 15pts...&lt;br /&gt;
*&#039;&#039;&#039;Missing Units/Upgrades&#039;&#039;&#039;: Many characters aren&#039;t in this list like [[Kharn]] and [[Skarbrand]] mainly due to them not really working with an army...but in an army wholly dedicated to the carnage of Khorne are these crucial characters not in this book? (&#039;&#039;It can&#039;t be for fluff reasons, Khârn non-optionally leads the Brotherhood of Blood combined Khorne CSM/Khorne Daemons Apocalypse Datasheet from White Dwarf September 2010 (US 368).&#039;&#039;)(It is for fluff reasons; Kharn is World Eaters. This is a Warband book, not a Legion book. The World Eaters are their own entity. (Kharn serves the blood God above all else and has displayed that in the fluff on more than one occasion. There is no &#039;&#039;&#039;good&#039;&#039;&#039; reason why he isnt in this book. He may lead the World Eaters, but he leads them in any way that serves the blood god&#039;s needs.) Skarbrand missing is anyone&#039;s guess.) Another glaring missing upgrade has to be Dirge Casters (Although the the upgrade is Slanneshi in origin, so Khorne may have some issues with that. On the flip-side, though, they could have given us a similar upgrade that did the same thing while being called something else. After all, &amp;quot;Ichor Blood&amp;quot; is a Nurgle based gift). Zero reason why they are not within the book and if anything they was a crucial part of our assault based armies. &lt;br /&gt;
**Heralds and Daemon Princes in particular get the shaft. They can no longer take non-artefact weaponry, including, bizarrely, the Axe of Khorne. The Blade of Blood and Etherblade are straight up missing as well. &lt;br /&gt;
*&#039;&#039;&#039;No Attempt to theme&#039;&#039;&#039;: Know all those units that have some sort of chart? Helbrutes, Possessed and Chaos Spawn just have the bog-standard charts from the CSM book. Really Games Workshop...if you want us Khorne players to be good, then at least change these charts to centre around melee since we took these units to be melee combatants. Saying that the Helbrute, Possessed and Spawn charts are still very good but not very &amp;quot;Khorney&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lacking Psychic Defense&#039;&#039;&#039; - Despite several upgrades which grant bonuses to deny the witch, Codex: Khorne Daemonkin has no means to gain additional dispel dice. This means that without psyker allies, you are stuck at 1d6 dispel dice, greatly limiting the tactical value of khorne collars or adamantium will. There are also no upgrades that grant any additional ability to deny blessings or summons by the opponent.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Mark of Khorne&#039;&#039;&#039; - Rage and Counter-Attack. Which is an insult after having +1A.&lt;br /&gt;
*&#039;&#039;&#039;Daemon of Khorne&#039;&#039;&#039; - Daemon, Hatred ([[Slaanesh]]), Furious Charge.  Chariots also get HoW attacks at S7.  As a fun bonus, you&#039;re also now free from Daemonic Instability and Warp Storm and get Fearless instead.  WOOT!&lt;br /&gt;
*&#039;&#039;&#039;Blood for the Blood God!&#039;&#039;&#039; - Every unit that you or your enemy kills on the field (which can make your opponent a bit gun shy about finishing your units off) or when your character is killed or when an enemy character dies in a challenge gets converted into Blood Tithe points.  You can only stock 8 points at a time, but you can use them for cool stuff (Issue is that whatever you pick, you spend all your points on it, even if you have more points than needed):&lt;br /&gt;
**&#039;&#039;&#039;Infernal Contempt&#039;&#039;&#039; - 1 point.  Grants all units with BftBG Adamantium Will for a turn.  Can do well when stacked with the Collar but only really useful against psychic spam armies.&lt;br /&gt;
**&#039;&#039;&#039;Insatiable Bloodlust&#039;&#039;&#039; - 2 points.  Grants all units with BftBG Rage and Furious Charge for a turn, which can be very handy for assaults, despite having at least one of these default on all your models. Might wanna save it for the next one, because that one is great.&lt;br /&gt;
**&#039;&#039;&#039;Unstoppable Ferocity&#039;&#039;&#039; - 3 points.  All units with BftBG get FNP for a turn.  This is sweetness.&lt;br /&gt;
**&#039;&#039;&#039;Apocalyptic Fury&#039;&#039;&#039; - 4 points.  All units with BftBG gain +1 Attack for a turn.  Great for when everything is annoyingly locked in ongoing assaults, but save your points for later if you can. All the options after this one summon daemons to the field, although if for some reason you don&#039;t have the models to represent those units, then the blood tithe points are wasted.&lt;br /&gt;
**&#039;&#039;&#039;Daemontide&#039;&#039;&#039; - 5 points.  8 Bloodletters/5 Flesh Hounds are summoned within 12&amp;quot; of a model with BftBG.  Fun note about this is that just like the Malefic summoning, you can get an Instrument, Banner, or Character upgrade for free if you have the model for it.  This makes Bloodletters more reliable in deep-striking.&lt;br /&gt;
**&#039;&#039;&#039;Harbingers of Blood and Skulls&#039;&#039;&#039; - 6 Points.  3 Bloodcrushers/A Skull Cannon is summoned within 12&amp;quot; of a model with BftBG.  This is pretty handy in bolstering some surprise losses.&lt;br /&gt;
**&#039;&#039;&#039;Dark Apotheosis&#039;&#039;&#039; - 7 Points.  Find a character without the Daemon of Khorne USR.  He must test Leadership.  If he fails, he&#039;s now a...[[Chaos Spawn|thing.]]  If he passes, congrats, he&#039;s now a Daemon Prince with Warp-Forged Armor and maybe wings, though he is &amp;quot;summoned&amp;quot; within 6&amp;quot; of his old position meaning potential scatter issues. Also, he keeps any Artefacts of Slaughter he had provided they are compatible and his WT. Either way he counts as being removed as a casualty (see below why this is important) Therefore it still confers a killpoint if it was an independent character, but thankfully, either result doesn&#039;t count as Slaying the Warlord if your Warlord was picked.&lt;br /&gt;
***The new May 2016 FAQ says that conjured or summoned FMCs must be declared as either in Swooping or Gliding mode when they arrive on the board. They still arrive via deep strike, so cannot charge that turn either way. But now the choice of wings or no wings is down to what you build the model as.&lt;br /&gt;
**&#039;&#039;&#039;Fury Unbound&#039;&#039;&#039; - 8 points. Find a character without the Daemon of Khorne USR.  He must test Leadership.  If he fails, he&#039;s gone (And now your enemy is awarded for Slay the Warlord if you used your Warlord).  If he passes, you now have a new Unfettered Fury Bloodthirster with the same WT, and if that guy was your warlord, the thirster&#039;s now your Warlord. Like Dark Apotheisis, your original model is still &amp;quot;removed as a casualty&amp;quot; and the new Bloodthirster is summoned to the table via deep strike so doesn&#039;t get into killing straight away. &lt;br /&gt;
*&#039;&#039;&#039;Skulls for the Skull Throne!&#039;&#039;&#039; - Essentially Champions of Chaos, you must issue/accept challenges.  Only now you&#039;re not under constant risk of being morphed into...well, those gribblies.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
&lt;br /&gt;
Usually armies always get Warlord Traits that are always mediocre with a couple that stand out above all the rest; Khorne Daemonkin does not suffer this and ALL of these traits are good for your &amp;lt;s&amp;gt;Daemon Prince&amp;lt;/s&amp;gt;, Oh I mean Warlord.&lt;br /&gt;
#&#039;&#039;&#039;Icon of War&#039;&#039;&#039; - warlord and any unit with 12&amp;quot; with BftBG may reroll charge distances. 12&amp;quot; range which affects &#039;&#039;&#039;units&#039;&#039;&#039; is huge but could be highly wasted if you have Icons of Wrath.&lt;br /&gt;
#&#039;&#039;&#039;Disciple of Khorne&#039;&#039;&#039; - gain Zealot. Which essentially means only Hatred, since all your HQs were fearless anyway. Good but Butcher King is better. &lt;br /&gt;
#*Hatred is applied only to a single model, while Zealot confers Hatred for the model&#039;s entire unit. So zealot is better than fearless and hatred if your warlord is attached to a unit. &lt;br /&gt;
#&#039;&#039;&#039;Arch Slaughterer&#039;&#039;&#039; - add +1 to attacks stat. A good one, since you can just rack up the extra attacks.&lt;br /&gt;
#&#039;&#039;&#039;Favoured of Khorne&#039;&#039;&#039; - generate an &#039;&#039;additional&#039;&#039; Blood Tithe point whenever the warlord slays a character in a challenge. If you slay an Independent Character in a challenge, you&#039;ll get &#039;&#039;&#039;THREE&#039;&#039;&#039; Blood Tithe points! Jesus. Stack with the Blade of Endless Bloodshed for FOUR BLOOD TITHE POINTS! Skulltaker starts with this.&lt;br /&gt;
#&#039;&#039;&#039;Butcher King&#039;&#039;&#039; - gain preferred enemy (everything). Oh baby it&#039;s a triple! This trait is amazing. If you get this, just watch people cry as your Daemon Prince/Bloodthirster/Jacked-Up-Lord NEVER misses or fails to wound.&lt;br /&gt;
#&#039;&#039;&#039;Destined for Glory&#039;&#039;&#039; - when testing LD for Dark Apotheosis or Fury Unbound, they always pass the test. Useless on anything other than the Chaos Lord since models that already have the &amp;quot;Daemon&amp;quot; rule cannot be replaced, but that&#039;s what you have a Re-Roll for your Warlord Trait right?&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe&#039;&#039;&#039; - It&#039;s a chainsword...&#039;cept it&#039;s AP4.  Ideal for cleaving apart mobs, but nothing more than that. Sure would be nice if it did something worth the points it costs... Like say reducing all armor saves to a 4+ maybe. Can be impressive in kill team, just due to low cost and weak armor saves being more common.&lt;br /&gt;
*&#039;&#039;&#039;Axe of Khorne&#039;&#039;&#039; - AP2 Specialist Weapon that causes ID on a 6 to-wound.  Essentially Power Fists + 1. Now available to any Chaos Space Marine unit champion with access to the Melee Weapons list. Bizarrely not available to Heralds.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw&#039;&#039;&#039; - AP3 and Shred Specialist Weapons.  While a sane man could just take one and go to town aware that he&#039;ll lose out on the exrta attack from having two weapons, a REAL man would take double claws and go to town on shit. Or better yet, take an Axe of Khorne so you gain that AP2 and chance for ID.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons&#039;&#039;&#039; - You enjoy access to all varieties of power weapons.  You&#039;ll usually be best served by the Maul&#039;s concussive and +2 S, since the sword&#039;s just forgettable, the lance is only best served when mounted, and you have the Axe of Khorne which can one-up power axes.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039; - It&#039;s a Powerfist with a Chainsword taped on to it.  It&#039;s only for Termies, but that just means heavily armored killings.&lt;br /&gt;
*&#039;&#039;&#039;Hellblade&#039;&#039;&#039; - The Bloodletter&#039;s default weapon.  It&#039;s a power sword.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Combi-Bolter&#039;&#039;&#039; - It&#039;s a TL bolter.  Next.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapons&#039;&#039;&#039; - Has the Melta, Plasma, and Flamer variety.  They&#039;re your go-to weapon for cheap utility for a turn.  Flamers kill mobs, Plasma kills 2+ armor, Melta kills tanks.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon&#039;&#039;&#039; - The lone gun you can take which loyalists can&#039;t.  It looks frightening but tends to be underwhelming when compared to Lascannons or Plasma Guns.&lt;br /&gt;
&lt;br /&gt;
===Special-Issue Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Jump Packs&#039;&#039;&#039; - Add one so now your lord can join some Raptors. That&#039;s really all you can do with these.&lt;br /&gt;
** Adds the deep strike rule to your lord too, so useful if you want have them join daemon units, all of which can deep strike into combat.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of Corruption&#039;&#039;&#039; - Congrats, you now own a 4++ Save.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Bike&#039;&#039;&#039; - Unlike the loyalists, you can&#039;t make Bikers troops.  You can still join bikes and mow things down.&lt;br /&gt;
&lt;br /&gt;
===Loci of Khorne===&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Abjuration:&#039;&#039;&#039; Adamantium Will. Honestly, most powers are blessings, so the DtW bonus is questionable at best. Unless you&#039;re going up against Grey Knights, then sure. Just stick with the other 2.&lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Fury:&#039;&#039;&#039; RAGE!!! Honestly the best Locus when pairing the herald with bloodletters. &lt;br /&gt;
*&#039;&#039;&#039;Exhalted Locus of Wrath:&#039;&#039;&#039; Hatred (Everything). 5 points more than the Locus of Fury, and your Herald is now like a Dark Apostle. Honestly, not so useful with bloodletters since re-rolls to hit is nice, but with bloodletters quantity beats quality. Could benefit units like flesh hounds. Also, sticking him in a land raider with a group of berzerkers isn&#039;t an awful way to give them hatred or a cheap method of sticking out a tough challenge for a turn so someone with an axe of Khorne can do some damage.&lt;br /&gt;
&lt;br /&gt;
===Gifts of Khorne===&lt;br /&gt;
*&#039;&#039;&#039;Ichor Blood&#039;&#039;&#039; - Every time a model with this takes an unsaved wound in combat, the hitter suffers an S3 AP4 hit.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dark Glory&#039;&#039;&#039; - 5++ Save.  Trash, for 10 points more you can get a 4++ from the Sigil of Corruption.&lt;br /&gt;
*&#039;&#039;&#039;Collar of Khorne&#039;&#039;&#039; - +2 to Deny the Witch.  Stack with Adamantium Will and you&#039;re now effectively shutting down all the witches!&lt;br /&gt;
*&#039;&#039;&#039;Combat Familiar&#039;&#039;&#039; - 2 bonus S4 AP- attacks.  Decent take.&lt;br /&gt;
*&#039;&#039;&#039;Juggernaut of Khorne&#039;&#039;&#039; - Available to Heralds and non-Termie Lords. If you take it, you&#039;re best suited joining some Flesh Hounds.  Bloodcrushers are just wasted points.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039; - Your tank&#039;s now BS3, it can ignore Crew Shaken/Stunned on a 2+, and anyone who enters must now roll a d6 and get a model eaten on a 1, recovering an HP.  Really, not that worth it.&lt;br /&gt;
*&#039;&#039;&#039;Havoc Launchers&#039;&#039;&#039; - An S5 AP5 TL blast.  This is okay for some bonus fire support.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Slaughter===&lt;br /&gt;
Naturally, only one of each artefact may be taken per army. The rest is in the fine print: which follows the &amp;quot;may take one&amp;quot; pattern found across several codices. You can take one of the non-weapon artefacts or you &amp;quot;may &#039;&#039;instead&#039;&#039; replace&amp;quot; one weapon with one of the weapon artefacts. So no having one super lord loaded up with multiple relics.&lt;br /&gt;
&lt;br /&gt;
It is notable that the Artefacts of Slaughter are very restrictive in which HQs can select them, with the Brazen Rune and Blade of Endless Bloodshed being the only unrestricted options (and the only two options for a Blood Throne or Herald). A Daemons Prince of Khorne can take any except the Skull Helm. A Chaos Lord has full access.&lt;br /&gt;
&lt;br /&gt;
You can attempt to circumvent the Daemon Prince of Khorne&#039;s Restriction on skull helm by having it start on a Chaos Lord, and then have him become Daemon Prince via the 7 Blood Tithe point power, which specially carries over the Artefacts of Slaughter AND ignores the normal restrctions on these.  &lt;br /&gt;
*&#039;&#039;&#039;Goredrinker&#039;&#039;&#039; - a power axe that gains additional special rules the more wounds it causes over the course of the game. In fact the rules never actually refer to the axe. They always mention the bearer and melee attacks. Miss your AoBF Juggernaut Lord? Build yourself an axe of undiluted [[rape|RAEP]].&lt;br /&gt;
**&#039;&#039;&#039;1-2&#039;&#039;&#039; - gain +1 strength&lt;br /&gt;
**&#039;&#039;&#039;3-4&#039;&#039;&#039; - gain the Rampage special rule&lt;br /&gt;
**&#039;&#039;&#039;5-7&#039;&#039;&#039; - double the owner&#039;s strength score, cumulative with the earlier bonus for strength 10 on a chaos lord &#039;&#039;(4 x 2 then add +1 twice for the axe and the bonus )&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;8+&#039;&#039;&#039; - all the owner&#039;s attacks cause Instant Death&lt;br /&gt;
**I would recommend pairing it with a power sword. Why? Because, as stated above, the Blood Feast special rule never refers to the axe. That implies the benefits from killing enemies are carried over to other bearer&#039;s melee weapons. After 2-3 rounds of combat you will have a [[Awesome|strength 9 (10 in charge), AP 3 monstrosity with Instant Death and 6+D3 attacks in charge &#039;&#039;&#039;AT INITIATIVE&#039;&#039;&#039; for only 120 points]] (not counting other upgrades). And per [[RAW]] you don&#039;t even have to &#039;&#039;&#039;actually use&#039;&#039;&#039; the Goredrinker. (WARNING: [[That Guy|Rules-As-Obviously-Not-Intended]], but hey, go nuts. Khorne will take it out of your [[cheese]]y, yet somehow [[Powergamer|totally flavourless]] ass.)&lt;br /&gt;
**Note that, as of the draft FAQ in May 2016, weapon effects (such as the D-Thirster&#039;s Colossal and Goredrinker&#039;s Blood Feast) apply even when not using the weapon. So grab your power sword with it and go nuts. &lt;br /&gt;
**Another good idea you could do with this artefact is you could give it to a Daemon Prince and make him the bane of anything. A Flying Monstrous Creature with Strength 10 instant death and Rampage when fully charged will guarantee that he will murder ANYTHING that he comes in contact with. And the best part: he is at full initiative so go nuts with him!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Blade of Endless Bloodshed&#039;&#039;&#039; - a normal power sword with one extra rule: any assault phase where the bearer causes &#039;&#039;&#039;any&#039;&#039;&#039; casualties &#039;&#039;(not &amp;quot;per&amp;quot; casualty)&#039;&#039; adds +1 blood tithe point. It is also the only relic weapon available to Heralds unfortunately. Sadly a bit overpriced for what it offers compared to other options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skull Helm of Khorne&#039;&#039;&#039; - the bearer causes Fear, and any to-hit roll of 6 generates an additional attack, but those cannot generate any more (so no endless attacks). Largely not worth the points; Fear is mediocre and you are limited to a single relic. &lt;br /&gt;
**As noted above, if a chaos lord with the skull helm is transformed into a daemon prince, the prince will retain it, and this is only way to get this artefact on the daemon prince. &lt;br /&gt;
*&#039;&#039;&#039;Blood Forged Armour&#039;&#039;&#039; - Regular 3+ power armour but grants Eternal Warrior and FnP. Expect to see this in every army list. Superb on your Daemon Princes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Brazen Rune&#039;&#039;&#039; - your psyker defense, normally it only grants AW, but once per game you may cause it to create a 24&amp;quot; bubble where any psyker attempting to manifest powers will peril on ANY double, but then the AW rule is lost. &lt;br /&gt;
**A good buy because even if your opponent has only one psyker he will risk a horrible death on a turn of your choosing. Losing AW is no big deal if their psyker is dead in later phases. Otherwise you&#039;ve neutered that psyker for a turn because your opponent was too chicken to try anything.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kor&#039;lath, the Axe of Ruin&#039;&#039;&#039; - a &amp;quot;normal&amp;quot; axe of Khorne &#039;&#039;(ie. AP2 specialist weapon that causes ID on 6s to-wound)&#039;&#039; but if the bearer dies for ANY reason, even if otherwise &amp;quot;removed as a casualty&amp;quot; a Bloodthirster of Unfettered Fury arrives within 6&amp;quot; of where he died. The catch is that the Bloodthirster loses D3 wounds every turn (which may be saved with invulnerable saves however) as it is only meant to be temporary, but even then it might survive the remainder of the game quite comfortably. Not bad for 30 points over a regular axe of Khorne.&lt;br /&gt;
**Can be a fantastic distraction carnifex if your opponent knows what&#039;s coming and he faces a conundrum of leaving the bearer alive to kill more things rather than deal with a Bloodthirster later.&lt;br /&gt;
**Note that your &#039;thirster can choose to arrive either swooping or gliding as of the May 2016 FAQ.&lt;br /&gt;
**Put on a normal Chaos Lord and you can use  &amp;quot;Fury Unbound&amp;quot; to give you two Bloodthirsters in the same turn. The FAQ clarified this so you can no longer ascend in stages to get an &amp;quot;extra&amp;quot; Greater Daemon for transforming from Lord to Prince. A Daemon Prince keeps the Axe if he was promoted from Lord, but cannot use the Fury Unbound rule since he&#039;s a daemon, but still provides the Bloodthirster if he dies.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Lord&#039;&#039;&#039;: You know him, you love him, same utility boss as always, even for the same price (Yes, he&#039;s priced like he paid for it in the main &#039;dex). Unlike the &amp;quot;core&amp;quot; Lord, he has access to the previously daemon-only Axe of Khorne, for AP2 while striking at initiative order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince&#039;&#039;&#039;: He&#039;s big, he&#039;s killy, and he&#039;s here to demolish anything that pisses him off, which he&#039;ll have to since he&#039;s now forced to do challenges (You&#039;re playing Khorne, remember?). Sad thing is that he&#039;s rather limited in what he can take (Mainly either relics or Gifts), but at least he can also buy wings too. Regardless of how much more expensive it is, Blood Forged Armor gives Eternal Warrior and FNP along with a 3+ compared to only a 3+ makes it a straight upgrade to Power Armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039;: Your other budget HQ.  You&#039;re now free from the madness of Kelly&#039;s tables, and can pick whatever you want out of the Loci, Gifts, and relics, meaning there is  no way to get a Herald with AP2 since both relic axes are restricted. A support HQ choice opposed to the sheer kill potential of your other HQs, you&#039;re now able to join whatever forces you want meaning your Locus can apply to &amp;quot;mortal&amp;quot; squads, Locus of Wrath while attached to Berserkers for maximum benefit.&lt;br /&gt;
**&#039;&#039;&#039;Blood Throne&#039;&#039;&#039;: Your Chariot got some new boosts now: One is that now every Daemonkin unit can benefit from whatever Loci you have (Reminder, Abjuration gives Adamantium Will, Fury gives Rage, Wrath gives Hatred), which is sweet.  The other is that you get two S4 AP3 (S5 if you charged) hits at WS5 I4 to represent your crew alongside your Herald&#039;s attacks.  It&#039;s still a very sturdy ride.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster&#039;&#039;&#039;: Thanks to End Times: Archaon, you&#039;ve now got two new variations to the big monster, and a new multi-model kit.  You&#039;re also free of Kelly&#039;s tables, but the price to this is the loss of any ability to customize.  Also, auto-challenges.&lt;br /&gt;
**&#039;&#039;&#039;Unfettered Fury&#039;&#039;&#039;: The &#039;thirster you&#039;ve been using all along.  As a refresher, you&#039;ve got your Axe of Khorne and your Lash (A 12&amp;quot; Assault 1 S6 AP2 shot). If you want to play the army to its fullest potential you&#039;ll &amp;lt;u&amp;gt;need&amp;lt;/u&amp;gt; one of these in your collection, just don&#039;t pay the points for it when building your army because you can just summon them for free using BftBG or with Axe of Ruin.&lt;br /&gt;
**&#039;&#039;&#039;Insensate Rage&#039;&#039;&#039;: 25 Points gets you the Rage USR and the world&#039;s biggest axe.  No, seriously, it&#039;s got THE D and AP2, but it forces you to pile in and fight at Initiative 1 because it&#039;s so fucking heavy.  It&#039;s...well, it&#039;s less absurd a price tag than Fantasy had. The absence of ranged weapons is compensated by the ability of flying monstrous creatures to jink every turns. As jink don&#039;t forbid you to charge on next turn it&#039;s not a problem for a Bloodthirster of Insensate Rage. To summarize, it give you 3 constant saves: 3+ armor, 4+ cover, 5+ invulnerable.&lt;br /&gt;
**&#039;&#039;&#039;Wrath of Khorne&#039;&#039;&#039;: 50 more points.  Now you&#039;ve got Hatred (Characters) and Adamantium Will.  Also, you get the Bloodflail, a utility weapon that can either be a souped-up Lash (S7 AP2 Assault d3) or an AP2 Specialist Weapon, and a Heavy Flamer with Soulblaze alongside your basic Axe (Free attack!  Yay!).  You are now fabulously capable of laying on the pain in a challenge you charge towards.&lt;br /&gt;
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*&#039;&#039;&#039;[[Skulltaker]]&#039;&#039;&#039;: Bafflingly, Skulltaker is the lone character of the Daemonkin army.  No [[Kharn]], no [[Skarbrand]] (A loss on GW&#039;s part since they were already making the new Bloodthirster models (likely they didn&#039;t want to change the characters right away and their rules aren&#039;t primed for 7th)), and no Karanak.  Also, he loses out on riding the Juggernaut/Blood Throne.  Aside from that, he&#039;s the same ol&#039; Character-slayer (Notes include WS/BS9, I9, 3+ Armor with EW, Power Sword with Soulblaze and ID when you roll 6 to-wound), now with the option of joining models as tough as he is, if not tougher.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Cultists&#039;&#039;&#039; - 7 goons, 1 champion (Yeah, this is a pattern.  All basic infantry are organized in squads of 8).  They still can only take Flamers or Heavy Stubbers per 5 (or just get Autoguns) while the champ can only get a shotty.  Simple tip: Sacrifice them.  Sure your characters are shit, so let them die  Note: Theres a champion and a unit, so 1 units of cultists generates 2 Blood tithe!  Use their death to fill the Blood Tithe (Doubly so if they get overrun).  If you spam MSU, you can go pretty far. Note that since the Daemon prince and Bloodthirster Blood Tithe options require you to sacrifice a character, these can bring both bodies to fill the Tithe and a free body to get &amp;quot;possessed&amp;quot;. Just make sure you have someone boosting their leadership to not-sucking levels. On a plus side Cultists can be &amp;quot;sacrificed&amp;quot; if they failed their morale check, aka: means that if your surviving unit of 3 cultists are running away and are far too low to do anything you can sacrifice them by removing them from play and getting your Blood Tithe point! Just be sure not to scrap them &#039;&#039;too&#039;&#039; early and give your opponent First Blood, so at least kill something first before you start using them to horde Blood Tithes. &lt;br /&gt;
**When using cultists remember to if possible play aggressively with them, unless you are just using them for objective camping you want to have them out in the line of fire as quickly as possible. Of course if you can get some shots or charges off take it, but remember these guys are meat-shields put them in front of more important units as you move up the board and let them absorb the enemy shooting so your real fighters are unhurt for combat next turn. And with their deaths you can use the blood tithe to buff the rest of your army for next turns combat. &lt;br /&gt;
**Best Blood Tithes: Doesn&#039;t really matter as they are really for generating points, not using them. If you must best go with the second and fourth ones with them. FNP isn&#039;t great on them as you want them to be doing damage before death, not staying alive.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039;: Your middling troops choice.  You&#039;re no longer risking champions turning into gribblies with each fight, but you&#039;ve also lost out on the gift of mutation as well as Veterans of the Long War.  Other than that, you&#039;ve still got the same issues of price, now worsened by MoK being stock as well as the large base size. Very overshadowed in this book, plus the removal of Icon of Vengeance kinda made them kinda redundant, plus you spent £30 to use the unit below this, right?&lt;br /&gt;
**If you insist on using them it is best to focus more heavily on their ranged abilities (berzerkers are better fighting marines anyway and bloodletters are cheaper). So best to leave them equipped with their bolters and maybe throw in a melta and special weapon for kicks, then throw them in a rhino and start shooting around the board. Its probably the best option you got for chaos space marines. Also do not forget you are &#039;&#039;&#039;NOT&#039;&#039;&#039; fearless and can run off the board or be overrun, so tread carefully.&lt;br /&gt;
***Best Blood Tithes: Feel no pain all the way. They really aren&#039;t the ones you want in combat anyway, just some extra boost against enemy return shooting. Close second would be granting furious charge, the extra strength can help.&lt;br /&gt;
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*&#039;&#039;&#039;[[Khorne Berzerker]]s&#039;&#039;&#039;: Your iconic elite murder machines...still struggle under an exorbitant price tag.  They still need to pay 3 points for their chainaxes, and still suffer from only getting attacks when charging/getting charged.  And you also lack VotLW.  For such an iconic unit, you&#039;d think they&#039;d give these bastards at least something of a break. Remember, a CSM statline and power armour means Berzerkers are far more suited to handle horde armies and prolonged combats than Bloodletters are, who can easily be overwhelmed by Tyranids and Orcs they fail to wipe out on the charge due to Bloodletters&#039; low number of attacks, toughness, and saves. In addition they are also far less vulnerable to overwatch fire and Instant Death, so have more opportunities to abuse feel no pain and make their charge distance. Also having ranged abilities gives them more versatility (especially in regards to the plasma pistol upgrades) than Bloodletters, thus meaning not being in combat is not a complete loss for them.&lt;br /&gt;
**Berzerkers overall are probably the most reliable of the the the four troop choices. Hordes will get mowed down, MEQS and TEQS can be taken down through sheer weight of attacks and shooting (you do also have the two plasma pistol per squad and power fist options if you want more guarantees) and there high weapon skill means they can handle themselves against high strength combatants. They are better fighters than chaos space marines and cultists, including being more reliable than bloodletters. Though for all this you are paying a higher price, if you are focusing on other areas of your army and low on points you would probably be wise to consider cultist or bloodletters for troop based fighters. Or perhaps chaos space marines if you want to focus on shooting (why you would in this army, I leave to you).&lt;br /&gt;
***Best Blood Tithes: The second tithe is useless to them so best focus on the third and fourth. This will grant them feel no pain and +1 attack (combined effects assumed with slaughter cult) which combined with their other abilities will mean they will have literally one of the scariest charges in the game with a large squad.&lt;br /&gt;
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*&#039;&#039;&#039;[[Bloodletter]]s&#039;&#039;&#039;: Your other budget troops choice, Bloodletters only benefit over Cultists in two ways: Fearless and AP3 weapons.  Aside from that, they&#039;re still weak against firepower, and aren&#039;t too hot in prolonged combat, and with the loss of the random tables (and thus the weapons), getting the Bloodreaper isn&#039;t even such a hot choice except for the sole reason of having him die for your Blood Tithe, but at least now they won&#039;t have to roll to see if they automatically die and that means that they can act more like bodyshields.  Buying an Instrument of Chaos allows them and another Daemons of Khorne unit to auto-arrive from reserves.  Buying a Banner allows Daemons of Khorne units Deep-Striking within 6&amp;quot; to not scatter (And other Daemons just scatter d6, which is cool too).  Just remember that both upgrades ONLY work on units comprised entirely of models with the Daemon of Khorne rule (aka: Warp Talons!)&lt;br /&gt;
**Bloodletters due to the inclusion of fearless also creates the option of cheap distraction units for your army. Now that you can actually summon with mono-khorne you can bring down units of bloodletters and rush them into high-priority units such as terminator squads and tie them up without worrying about them running. Generally TEQ&#039;s probably won&#039;t have the attacks to kill them all in one round so that means you can distract them from interfering in other areas for a turn or two. If your bloodletters manage to kill one or two on the charge in well thats just the bonus as your free units take down high point models and when they die they add to the blood tithe and recycle themselves back into summoning more free units who can throw themselves into the line of fire and chip away at your opponent while your other squads deal with other areas (objectives, killing the warlord, etc...). A note that&#039;s worth sharing, for newer players, overwatch (specifically rapid fire bolters) can really really hurt.&lt;br /&gt;
** They come in units of 8 now while retaining their original Chaos Daemons price, making MSUs slightly cheaper while being overall more effective (you got fearless instead of instability). If you need to fill the mandatory troop tax (anywhere) these guys will bring more bang for your buck than cultists.&lt;br /&gt;
***Best Blood Tithe: The best for blood letters when getting into combat would probably be the second and fourth options (assuming in the slaughter cult) so they can literally put out more attacks on the charge than daemonettes (seriously). FNP is really not as much a big deal as they probably won&#039;t survive that long after combat anyway, best focusing on improving their combat to wrack up the points. Another good tithe for them would be the fifth as summoning more bloodletters in will remove the sting of losing a squad of them, making them more expendable than non-summonable units (chaos space marines, soul-grinders, etc...).&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
Special note that the language that prevented Khorne daemons from using CSM transports is gone in this codex, so you can put bloodletters in your rhinos and land raiders, if you want. This represents the fastest option to employ a banner of blood so your deep striking daemons won&#039;t scatter, 12&amp;quot; move and 6&amp;quot; flat out. Bloodcrushers are the second fastest, with a 1d6&amp;quot; run instead of the flat out. &lt;br /&gt;
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*&#039;&#039;&#039;Chaos [[Rhino]]&#039;&#039;&#039;: Ol&#039; reliable is still here to cart your minions here, and as a Fast Attack Choice, you can even buy an empty one and stuff it full of allied heretics if you feel like throwing out that FA slot.  Issue here is that you&#039;ve lost Dirge Casters (BOO! [Using Slaanesh tech in a Khorne army is the real boo]), Warpflame Gargoyles (Meh [It was too tzeentchy anyway]), and Destroyer Blades (Well enough.  We need them cheap anyways).&lt;br /&gt;
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*&#039;&#039;&#039;Chaos [[Land Raider]]&#039;&#039;&#039;:  It&#039;s a Land Raider, you get everything that normally comes with it (without PotMS since you aren&#039;t loyalists). You get a solid way of delivering your squishy troops from one side of the table to an assault. Dedicated Transport for Terminators, but Heavy Support otherwise. Aside from that, all you can really do with it is be a fire magnet, and why would you waste that many points on a Blood Tithe?  The loss of Dirge Casters means that your guys are doubly screwed if they don&#039;t make the assault because they&#039;re now sitting ducks. Alternative view, 3 Soul Grinders in HS slots and 2 lots of Termies with a Land Raider each will cause any opponent to rethink their tactics. Thats 20 AV 13/14 hull points and they can&#039;t kill all of that in 5 turns.&lt;br /&gt;
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===Elite===&lt;br /&gt;
*&#039;&#039;&#039;Possessed&#039;&#039;&#039;: These guys aren&#039;t quite as fab as the [[Crimson Slaughter]] update made them, but they&#039;ve got some fun changes still.  First off, they get BOTH Mark and Daemon of Khorne rules, which might explain the price bump (Used to be 29 points per unit with MoK, now they&#039;re a flat 30).  This makes them VERY frightening to face in combat.  Their mutations are also the same as they were in the codex, which is doubly nice when added to their bonuses. BUT pay Close attention to the wording from the Vessels of Chaos special rule on the Khorne Daemonkin Possesed:&lt;br /&gt;
**&amp;quot;Vessels of Chaos: At the beginning of each Fight sub-phase, roll a D3 on the table below for each friendly Possessed unit that is locked in combat. The mutation affects every Possessed model in the unit and lasts for the rest of the game turn.&amp;quot;&lt;br /&gt;
**This means if you get the first player turn you can have multiple effects simultaneously! As the first effect you generate in the fight sub phase of your assault phase, this effect lasts until the end of the game turn meaning in your opponents fight sub phase you will generate a second effect and have two for that last phase !!! Also, it works if you&#039;re charged but you don&#039;t want that...&lt;br /&gt;
**Some people have complained that the Slaughtercult&#039;s possessed tax is a pain and that the unit is generally over-priced, consider this a litmus test for people who are good at interpreting special rules. Two attacks base, Rage and Furious Charge base, Counter attack base, S5 base, and stacking mutations to possibly grant 2 additional attacks on second player turn if they were in combat beforehand? Given they can&#039;t benefit from stage 2 blood tithe, but all the more reason to give them +1A and FNP to turn these guys into the ultimate hammer unit. (Take note that Icon of Wrath is a 20 point investment in only +1 to combat res (You have fleet already) for a unit that when functioning optimally simply obliterates the opposing marine squad/vehicle with 11 armor before getting touched.) Not bad for 30 a model all-in. &lt;br /&gt;
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*&#039;&#039;&#039;Chaos Terminators&#039;&#039;&#039;: They&#039;re still damnably expensive, but still benefit from their nebulous power weapon loadout.  Since they&#039;re stuck with MoK, the best role for them is the anvil unit, deep-striking on the field and grabbing whatever they can to thin the herd and suck up an untimely assault.  If you don&#039;t care about them surviving, you can throw in combi-weapons if you can spare the points just to make the Blood Tithe worth it. Chaos Terminators are a good unit for getting Blood Tithe points since they are solid at ranged combat due to their combi-weapons and are pretty nasty in close combat by the own and then Blood Tithe just further boosts their offensive powers. FnP Terminators? Furious Charge + Rage Terminators? 3 attack &#039;&#039;&#039;BASE&#039;&#039;&#039; Terminators? The world is your oyster.&lt;br /&gt;
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*&#039;&#039;&#039;Bloodcrushers&#039;&#039;&#039;: They&#039;re still really shit here. Fearless doesn&#039;t help the fact that they only come with a 5++ daemon save and T4. So they die easily despite being Daemons. That being said; these guys are best when used within the formation since they gain +1 attack if they are outnumbered (which is most of the time) plus they can get another +1 attack from either Rage and/or the +1 Attack Blood Tithes which would give each Bloodcrusher 5 Strength 6 (daemons of khorne have furious change and these are base 5) AP3 attacks at WS5 on the charge, plus a Strength 5 HoW hit. Imagine that each Bloodcrusher is a Chapter Master with a jump pack and relic blade and you&#039;re actually not far off. Just be wary of ANYTHING Strength 8 or above since it will instant death them. If only Feel No Pain Blood Tithe worked against instant death!&lt;br /&gt;
**The rules that prevented ICs from joining your daemon units are not found in this codex. Your CSM ICs (no mark/daemonic alignment restrictions in this codex), as well as the Chaos Lord from the Daemonkin Codex, can join this unit. So a Biker or Juggernaut IC could run at the fore in order to mitgate S8 shooting attacks. I still find this unit lacking.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Spawn]]&#039;&#039;&#039;: They&#039;re still here, they still get random mutations each turn.  Shove them ahead of the pack and they&#039;ll be the screens your team needs for a short while.  And if they die, free Tithe! Excellent meatshields for your Juggerlord.&lt;br /&gt;
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*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;: Arguably the most useful unit in the entire book. Their speed is a huge factor which allows them to quickly get into melee. They&#039;re just good skirmishing units, capable of covering ground quickly, messing with psykers, and ruining anything below MEQ. Again, you use them as mainstay combat units, (they don&#039;t need to only fill niche roles) they are insanely killy due their WS5 and Strength 5 attacks on the charge plus having a 5++ save and 2 wounds each makes them more survivable.&lt;br /&gt;
**They also make good body guards for your Juggerlords and can confer scout upon characters. Run them in the GOREPACK formation to make them even stronger.&lt;br /&gt;
**Heads up - Since so many players use them now, Chaos Warhounds are something of an unofficial proxy model for Flesh Hounds of Khorne. Which is a good thing, since the actual hounds themselves are failcast, and expensive as fuck to boot. A box of Chaos Warhounds costs a little more than half what a box of FH does, and the models are plastic, more dynamic and actually look like hounds. You&#039;re going to have to get them 50mm bases, though.&lt;br /&gt;
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*&#039;&#039;&#039;[[Raptors]]&#039;&#039;&#039;: These guys are reasonably priced, efficient at what they do, and versatile in fighting up close.  The issue here is that, like all Chaos Marines, they lack VotLW, and thus are very vulnerable if they lose combat.  Shoot to close the distance, then charge to make the most of your team. Since Khorne Daemonkin allows you to get Feel No Pain without paying an arm and a leg to get it, Raptors are much stronger than they are in Codex:CSM, furthermore yet again the +1 attack Blood Tithe will help these guys deal with the lack of VotlW.&lt;br /&gt;
**Though not quite as good as bikes, these dudes are solid as tank-hunters as they can take two meltaguns in a 5 man squad. Not that expensive and quite mobile.&lt;br /&gt;
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*&#039;&#039;&#039;[[Warp Talons]]&#039;&#039;&#039;: Now these guys got something of a new lease by merging with Daemons.  See, like Possessed, they also benefit from both the Mark and Daemon of Khorne rules, and thus can now benefit from any Banners and Instruments that you put on the field.  The issue with this is that they suffer from the whole &amp;quot;Can&#039;t assault after DS&amp;quot; bullshit, and thus will more likely end up just adding to your Blood Tithe.  Hounds can do this for cheaper, but these guys have durability and a bonus punch. They are also quite a good drop pod defence: they are fast enough to get into melee easily, can mince anything coming out of a drop pod, and if the drop pod units target them they will take quite a bit of fire away from your big killy squishier units.&lt;br /&gt;
**Jump Packs give them deep strike, so as daemons of Khorne, they won&#039;t scatter if they land within 6&amp;quot; of a Banner of Blood. &lt;br /&gt;
**Unit lacks Frag and Krak Grenades, so is very reliant on Skull Kannons to be able to assault through cover in initaitive order.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Bikers&#039;&#039;&#039;: These guys represent a fine balance between ranged firepower and melee power.  On one hand, you can give two bikers both a special weapon and their TL bolter and still have their bolt pistols to bail them out of combat.  On the other hand, you can keep your CCW and pistol and gain that extra attack on top of Rage and provide plenty of punch where you need it.  Bring a pack just in case you decide to make your Lord a biker. Chaos Bikers are your bread and butter simply because the Gorepack is a good formation to start with due to the massive buffs it brings. Chaos Bikers give you some solid ranged firepower and large melee prowess backed up with Str4 HoW with Shred and the large amounts of attacks they bring for a low low price!&lt;br /&gt;
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*&#039;&#039;&#039;[[Heldrake]]&#039;&#039;&#039;: Everyone&#039;s favorite murderous turkey, here to bring that Gorgonzola to the field.  Sure, it&#039;s a shadow of its supreme cheesemeister days, but it can still bring a good fight with its S7 Vector Striking and the option between the Hades Autocannon and Baleflamer.  Oh, and it&#039;s also a Daemon of Khorne, which would be completely forgettable EXCEPT that this means that it can benefit from Icons, Loci, and Instruments your daemons bring along.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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&#039;&#039;&#039;PRO-TIP&#039;&#039;&#039; Any of your vehicle with the &amp;quot;Blood for the Blood God&amp;quot; rule benefits from blood tithe bonuses. Enjoy your &#039;&#039;Rage/Furious Charge&#039;&#039; or &#039;&#039;+1A&#039;&#039; or &#039;&#039;AW&#039;&#039; on your Helbrute/Maulerfiend/Forgefiend/Soulgrinder.&lt;br /&gt;
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*&#039;&#039;&#039;[[Defiler]]&#039;&#039;&#039;: Honestly, you have other vehicles to cover what this does.  Soul Grinders are just as versatile, if not moreso in combat and at range for a lower price, the Dinobots are specialists bar none, and the Skull Cannon can actually synergize with units without grenades.&lt;br /&gt;
**Longest Range unit in the codex. Even has 12&amp;quot; on the Lord of Skull&#039;s longest range. Probably not what you are looking for in a melee army, but that&#039;s what this model brings to the table. More impressive in Apocalypse and other games with will larger than normal table size. &lt;br /&gt;
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*&#039;&#039;&#039;[[Helbrute]]&#039;&#039;&#039;: The first glaring error: No Khorne dedication, which would have been phenomenal if paired with the Power Scourge.  It&#039;s still very iffy as a ranged support unit, and if you&#039;re buying this for that role, you&#039;ve wasted your time.  Consider buying a formation instead to bring in some brutes. A cheap and overall decent purchase for 110pts is a Helbrute with two Fists with Combi-Bolters. Only firing off 2 Bolter shots per turn but if you cause the Helbrute to fire its weapons twice then it will fire four bolters. This build really comes to shine when within 12&amp;quot; of an enemy unit since; 1) It&#039;s getting close to melee range 2) its shots double. If you get Fire Frenzy within 12&amp;quot; of an enemy unit then I hope they enjoy 8 Twin Linked bolter shots!&lt;br /&gt;
**An errata was released recently bumping Helbrutes up to 4 attacks base to match their Loyalist cousins. Go rip and tear in the name of the Blood God!&lt;br /&gt;
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*&#039;&#039;&#039;[[Forgefiend]]&#039;&#039;&#039;: These are the Dinobots you want to lay down fire support.  They still get their Hades Autocannons or their Ectoplasma cannons, and that&#039;s still boss. The issue is that it got a 5 point tax on it for getting Daemon of Khorne, a rule that&#039;s pretty much wasted on this. Saying all that, in an army entirely melee, these little devils will cause untold devestation upon your enemy for a pretty decent price and on a surprisingly tough body (the 5++ and IWND really does help counter it&#039;s only 12/12/10).&lt;br /&gt;
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*&#039;&#039;&#039;[[Maulerfiend]]&#039;&#039;&#039;: The Daemon of Khorne rule sadly doesn&#039;t really do anything for the maulerfiend, as it already strikes at strength 10 with its power fists. So if you already were not sure about taking them before, the price hike gives you less incentive the use them here too. Lasher Tendrils are more for managing MCs and Walkers by limiting their attack output, but you have better (and cheaper) alternatives for that goal.&lt;br /&gt;
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*&#039;&#039;&#039;[[Soul Grinder]]&#039;&#039;&#039;: The guns are what you want it for.  If you&#039;re unable to fit in a Drake (And what the hell were you doing to get that far?), this guy&#039;s able to take plenty of guns.  Sure, it&#039;s got Daemon of Khorne, but that&#039;s pretty useless when you have a Power Fist stock and have to buy a weapon just to let Furious Charge be useful for something (Aside from a bonus attack and Master-Crafted). Though the additional weapon on a 13 front armor walker that already ignores shaken/stunned on a 2+ turns it into a very reliable cyber demon analogue. Rip and tear indeed. &lt;br /&gt;
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*&#039;&#039;&#039;[[Skull Cannon]]&#039;&#039;&#039;: This is your prime tool for ignoring cover, both for you and for your team.  Anyone who charges a unit hit from the cannon can now charge through terrain at initiative.  Oh, and on top of that, you&#039;re a chariot and can make some vicious hits on the charge with your two Bloodletters and D6 S7 HoW hits. That slick gorefeast rule also means that, when assaulting, your vicious HoW might replenish some hull points.&lt;br /&gt;
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*&#039;&#039;&#039;Blood Slaughterers (FW)&#039;&#039;&#039;: Khornates really need to get more creative with their naming. Anyway, the Blood Slaughterer is a Daemon Engine equivalent of a Dreadnought, and can lay down some serious hurt. They come stock with two Dreadnought close combat weapons, giving them 4 S10 AP2 attacks at WS5 and I4, and get +d3 attacks on the turn they charge, plus Rampage. This could mean with lucky rolling 10 attacks on the charge! It can deep strike and has a fairly small base, making it relatively to place in enemy lines, and can benefit from Banners. The downside is you must move toward the nearest enemy unit in LOS, and charge it. Once you inevitably tear through whatever you charge, you must consolidate toward the nearest enemy unit.&lt;br /&gt;
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===Lord of War===&lt;br /&gt;
*&#039;&#039;&#039;Lord of Skulls&#039;&#039;&#039;: The monster returns.  888 Points of tanky dick-gun horror.  It can Thunderblitz instead of stomp, it gains attacks for each HP it loses (And keeps gaining attacks until it gets 10 attacks) and it has both an S8 AP3 Hellstorm gun and a Heavy 12 S8 AP3 gatling gun with Pinning alongside it&#039;s unholy D AP1 cleaver.  The Hellstorm can either become S9 Gets Hot and ID or become an S7 AP2 Large Blast, while the Gatling can become an S9 AP3 Apoc Blast which forces re-rolls on Armor saves.  It WILL destroy whatever it&#039;s up against, no contest. Beware though, it&#039;s nearly 900 points (over it with upgrades) and only has 9 Hull points.&lt;br /&gt;
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*&#039;&#039;&#039;Samus, Daemon Prince of the Ruinstorm (Forge World)&#039;&#039;&#039;: The first model you can explicitly take from FW.  Alongside the basic Daemonkin stuff (Daemon or Khorne, Fearless, Deep Strike), he also gets IWND, S/T 7, 6 Wounds, Hatred (Infantry), Adamantium Will, Fleet and must come in from Deepstrike Reserves.  He&#039;s only armed with an AP2 CCW with Murderous Strike (ID on a 6 to wound) and Armourbane, but his fun isn&#039;t in combat.  See, once a character (yours or theirs) dies (before Samus is in play) you place a marker anywhere within 3&amp;quot; of the spot they died. Samus can elect to land on one of those markers without scattering (still has to be 1&amp;quot; away from enemies and needs to be enough room for the model).  This means that, potentially, he can double-team if you decide to use Kor&#039;lath or use the Blood Tithe to summon a Thirster/Prince.  In addition, Samus triggers other sorts of fuckery just by being in your army: Your enemy takes -1 from all reserves even if he isn&#039;t in play (and any Ongoing Reserves fail to come back on a roll of 1), any blessings used by either side cost an additional Warp Charge (Which means that they&#039;ll have to think even harder about casting Hammerhand or Prescience or something lest you deny them and waste those points) and he forces anyone charging him (and testing Fear) or in combat with him to halve their Leadership unless they&#039;re Stubborn or Fearless.&lt;br /&gt;
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*&#039;&#039;&#039;Kytan Daemon Engine of Khorne (Forge World):&#039;&#039;&#039; The Khornate answer to Imperial Knights. At 525 points, it comes with Daemon, Daemonforge, Fleet, Crusader, IWND, Rage, Unstoppable Slaughter (If its Kytan Gatling Gun, 48&amp;quot; S8 AP3 Heavy 8 and Pinning, destroys something in the Shooting Phase, it may charge something else), and all the Super-Heavy Walker rules. It also has a Great Cleaver of Khorne like the LoS for the unholy D. It explicitly says it has BftBG if it is included in a Khorne Daemonkin detachment, which is a nice touch! [http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Kytan_Daemon_Engine_of_Khorne.pdf See rules here]&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Knight Paladin/Errant (Forge World):&#039;&#039;&#039; The more explicit Imperial knight cross-overs have to take the Daemon Knight of Khorne upgrade, but it&#039;s still quite a force to be reckoned with (and arguably the best dedication they could have taken anyway). The Paladin clocks in at 375 and carries a Foe-Reaper chainsword, rapid-fire battle cannon, two heavy stubbers, and an ion shield. Errant sacrifices a heavy stubber and exchanges the rapid-fire battle cannon for a thermal cannon in its stead. They can take dirge casters for 5 points which is nice, but the real reason you want this unit is +D3 attacks on the charge, rerolling stomps, and a strength D close combat weapon that adds +1 to the chart against monstrous and gigantic creatures. Also, explicitly granted BftBG in Daemonkin detachments.&lt;br /&gt;
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===A quick word on Forgeworld units===&lt;br /&gt;
According to an e-mail based FAQ from Forge World; the only units allowed to be taken within a Khorne Daemonkin army is &#039;&#039;&#039;ANY&#039;&#039;&#039; unit that either has the option the Mark of Khorne, Daemon of Khorne or Dedication of Khorne and &#039;&#039;&#039;MUST&#039;&#039;&#039; purchase these upgrades.&lt;br /&gt;
By the sound of things Forge World are currently in the progress of supplying Khorne Daemonkin with Forge World units (i.e: adding them into current formations, give them all the BFTBG special rule etc).&lt;br /&gt;
&lt;br /&gt;
The following units that are allowed:&lt;br /&gt;
&lt;br /&gt;
*Ferrum Infernus Chaos Dreadnought with Dedication of Khorne (Elite)&lt;br /&gt;
*Chaos Contemptor Dreadnought with Dedication of Khorne (Elite)&lt;br /&gt;
*Greater Brass Scorpion of Khorne (Lord of War)&lt;br /&gt;
*Blood Slaughterer of Khorne (Heavy Support)&lt;br /&gt;
*Chaos Decimator Siege Engine with Dedication of Khorne (Elite)&lt;br /&gt;
*Chaos Reaver Titan with Daemon Titan of Khorne (Lord of War)&lt;br /&gt;
*Chaos Warhound Titan with Daemon Titan of Khorne (Lord of War)&lt;br /&gt;
*An&#039;ggrath the Unbound (Lord of War)&lt;br /&gt;
*Khorne World Eaters Terminator Lord Zhufor (HQ)&lt;br /&gt;
*Uraka &#039;The Warfiend&#039; (HQ)&lt;br /&gt;
*Spined Chaos Beast with Daemon of Khorne (Elite)&lt;br /&gt;
*Kytan Daemon Engine of Khorne (Lord of War) &lt;br /&gt;
*Chaos Knight Paladin/Errant with Daemon Knight of Khorne (Lord of War)&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
===Blood Host Detachment===&lt;br /&gt;
Thought the Decurion was the only Formation-based detachment?  Well now you&#039;re wrong!  Now you have a Khorne army full of formations, and it gives you both a Codex WT re-roll and a free Blood Tithe!&lt;br /&gt;
*&#039;&#039;&#039;Slaughtercult&#039;&#039;&#039;: The core detachment to the Blood Host.  Lead with a Lord/Herald/Skulltaker/DP/Unfettered Fury Thirster, bring 2-8 squads of CSM, Berzerkers, or Bloodletters, 1-4 Possessed squads, and 0-2 units of both Spawn and Cultists.  The Leader gets a WT re-roll and the option to murder an entire Cultist squad if they fail morale and just take that tithe quicker.  In addition, when spending Blood Tithe and have more than spare points, you can opt to choose any powers below your first choice (Up to 4) and get both results for the turn. However, the rules state that the second &#039;free&#039; result only applies to the Slaughtercult Formation itself, not your entire army/detachment. But that&#039;s still awesome. Giving this formation and extra buff &#039;&#039;&#039;for free&#039;&#039;&#039; is better than you think since on turn one you can give your army FNP and then grant &amp;lt;strike&amp;gt;your squad&amp;lt;/strike&amp;gt; &#039;&#039;the whole Slaughtercult&#039;&#039; some Adamantium Will while it rushes down that measly sorcerer. Stack up enough points and you can similarly summon up Daemons and give your team some bonus FNP in the middle of a fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Slaughter&#039;&#039;&#039;: Another Bloodthirster of any sort per Slaughtercult.  Or a Lord of Skulls.  Or a shiny new Kytan Daemon Engine if you&#039;ll pay the FW tax.  &lt;br /&gt;
&lt;br /&gt;
Like the Decurion, you get 1-8 of the following choices:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brazen Onslaught&#039;&#039;&#039;: 1-4 Termie packs and 2-4 Bloodcrusher packs.  If any units here are in a combat where they&#039;re outnumbered, they gain +1 Attack. OH.MY. This formation is utter [[rape]]. Imagine all your Bloodcrushers having +1 attack since they usually will be outnumbered. The dream is to have your 5 man Terminator unit get into a combat with 3+ armored units (Death Company!) when you&#039;ve loaded your Terminators with dual Lightning Claws so you&#039;re 3 attacks base, then +2 for Rage and then gain +1 attack from the Formation and another +1 attack from Blood Tithe! Not only will you be Str5 due to Furious Charge but you&#039;ll also be pumping out 7 attacks &#039;&#039;&#039;per&#039;&#039;&#039; model! However you won&#039;t do this because you aren&#039;t brain dead....I hope.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;s Bloodstorm&#039;&#039;&#039;: 2-4 Raptor packs, 1-4 Warp Talon packs, and an optional Heldrake.  Everyone here gets +1 Strength for HoW/Vector Strikes.  NASTY.  This is nastier than it actually is because with Banners you can allow your Warp Talons to deepstrike without scattering which means you can focus where your Blind tests are being taken which is something Warp Talons should have had from the get go! Note that Heldrake Vector Strikes will now ID T4 models as well. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gorepack&#039;&#039;&#039;: 2-4 Biker squads, 1-4 Flesh Hound packs.  Everyone gets Move Through Cover and Preferred Enemy (Psykers).  Flesh Hounds gain HoW and Bikers gain Shred on their HoW. Flesh Hounds are you saving grace so bring as many units as possible since Move Through Cover and Flesh Hounds having Scout is pretty freakin&#039; tasty! This entire formation is a &#039;&#039;&#039;MUST&#039;&#039;&#039;. It&#039;s absolutely insane! This formation should just be called &amp;quot;your screening formation&amp;quot; since the Fleshhounds allow you to utilise their scout moves and provide mobile cover for your Rhinos loaded with Berzekers to roll up the board. Plus it does also help that Flesh hounds are good by themselves yet now having Hammer of Wrath, Move Through Cover and Preferred Enemy (Psykers).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charnel Cohort&#039;&#039;&#039;: A DP/Herald/Skulltaker/Blood Throne leads 2-8 teams of Bloodletters, 1-4 packs of Bloodcrushers and Flesh Hounds, and up to 4 Skull Cannons.  Everyone gains Counter-Attack, the HQ can re-roll WT if picked, and all enemies take -2 Ld when testing Fear.  In addition, if the HQ is in reserves, they can re-roll reserves and anyone else Deep-Striking within 6&amp;quot; of the HQ doesn&#039;t scatter. This formation is a little taxing for what it is and is very hard to bring if you&#039;re using the whole detachment. A very good formation but probably too much minimum requirement to see too much use. Should be noted that all units from this formation do not scatter REGARDLESS of whether HQ actually arrived from deepstrike. This means you can use a flying daemon prince to zoom straight into a great position and have all your units land exactly where you want them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Machine&#039;&#039;&#039;: A Defiler/Soul Grinder/Helbrute/Forgefiend/Maulerfiend/Lord of Skulls.  Pretty much your Heavy Support slot...but better since you can have 8 Soul Grinders. Soul Grinders are nice but this army really does lack the ability to have long range, high strength Anti-Vehicle. This is where Hellbrutes come in. Not only do they have the chance of shooting their AV weaponry twice, gain Rage and all that gubbins but you can now give them +1 attack from Blood Tithe. If these guys charge with Rage and +1 attack, even with 1 Power Fist they will reap some very nice damage. Or for 7104 points and £760 take 8 lords of skulls.&lt;br /&gt;
&lt;br /&gt;
===Blood Oath (Warhammer World Exclusive)===&lt;br /&gt;
On the May 2015 reopening of Warhammer World, there was a fuckhuge diorama about Ultras and Knights and other fighting Daemonkin, Daemon Engines and Titans.  This book gives you a couple formations that let you tie in your Chaos and Daemonkin armies without jumping into massive arguments about legality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fist of Khorne&#039;&#039;&#039; - 20 Berzerkers ganged into a Kharibdys Assault Claw. As a refresher, a Kharibdys can deep-strike and make a blast, and then start hovering along like a flyer and burn whatever&#039;s underneath it.  What makes this squad special is the fact that this pod can also strike a building or vehicle, inflicting an SD AP1 hit for the cost of an immobilized assault claw. The Kharybdis arrives in hover mode when it deep strikes, meaning it&#039;s treated as a fast skimmer, so it&#039;s simply immobilized. [[awesome|No damage to the occupants.]] This formation just screams &amp;quot;anti-infantry&amp;quot;, as the Storm Launchers on the Kharibdys confer pinning and you have &#039;&#039;five&#039;&#039; of the damn things. Your bloodthirsty madmen also get to charge after they disembark, which is AWESOME. &amp;lt;s&amp;gt;So drop down from the sky in a ball of fiery death and pull a [[Sly Marbo]] on your enemies.&amp;lt;/s&amp;gt; [https://www.youtube.com/watch?v=jCMNWAJiz5Y| AAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!]&lt;br /&gt;
** It would be pretty silly to use the blast after deep striking, because then the berzerkers couldn&#039;t disembark.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bloodied Horde&#039;&#039;&#039; - 8 Bloodletters, 2 Crushers and 2 Cannons, all arriving from reserves at the same time.  They all get Rage and if a unit of Bloodletters or Bloodcrushers dies, they go back into reserves on a 4+.  This can be repeated ad infinitum and can pretty much be your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goreguard&#039;&#039;&#039; - An&#039;ggrath gets to join 8 Thirsters of any sort and they gain Rampage and FNP.  If they get within 18&amp;quot; Of An&#039;ggrath they get Adamantium Will, Counter-Attack, and A FREE ATTACK.  And to make it even meaner on mobs, if an enemy fails a Fear test they inflict, they take a wound for each point they failed the test by.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Hunting Pack&#039;&#039;&#039; - A Brass Scropion is teamed up with 8 of the following in any way: Defiler, Soul Grinder, Helbrute, Forgefiend, Maulerfiend, Blood Slaughterer, and Decimator.  Everyone here gets Daemon of Khorne, &amp;lt;s&amp;gt;but not BftBG&amp;lt;/s&amp;gt; per the new FAQ, everything in the Pack gets BftBG for the purposes of Blood Tithe points.  If the Scorpion makes his charge, everyone else can re-roll to charge and if any member dies, you get a bonus attack for the others.&lt;br /&gt;
&lt;br /&gt;
===Daemonic Incusion===&lt;br /&gt;
The new Wulfen book brought a pair of formations that, while technically not available to Khorne Daemonkin, you probably already have the models for so they&#039;re worth a mention as potential allies.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Murderhost:&#039;&#039;&#039; 1 Herald of Khorne (Can be swapped for Skulltaker), and 8 units of either Bloodletters, Bloodcrushers, or Fleshhounds in any combo. All units gain +1 attack when 6&amp;quot; from each other, and all units within 12&amp;quot; benefit from Herald&#039;s Loci. 8 units of fleshounds with juggernauted herald both with rage/hatred and +1 attack is a pretty brutal visage. Fluffy, but expensive, and it means a big hit to your Blood Tithe bonuses. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gorethunder Battery:&#039;&#039;&#039; 1 Khorne herald on Blood Throne and 3 Skull Cannons. Can elect to sacrifice firing all 3 to fire one Apocalyptic Blast, Ignores Cover, AP3 shot. A Daemon version of that bullshit Vindicator formation, which is very nice. Also expensive but it brings something that you can&#039;t have otherwise and allows you to take Skull Cannons without having to pay the Bloodcrusher tax for a Charnel Cohort.&lt;br /&gt;
&lt;br /&gt;
===CAD===&lt;br /&gt;
Yes, the ObSec is still useful!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAD:&#039;&#039;&#039; Just wanted to add that a standard CAD also works really well too. Banners and BT points to bring in Bloodletters with ObSec without scatter works well if you have the right terrain.&lt;br /&gt;
I ran a 1000 point list of 3 Soul Grinders with Phlegm, 3 Rhinos and 3 lots of Bloodletters and add your HQ to your taste placed 3rd in our competitive local tournament. There are many good KDK builds, not just Codex Gorepack builds.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
====Battle Brothers====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039;: If you&#039;re asking to ally with Chaos Marines, it&#039;s for one reason only: Walls and fire support.  You may have Cultists too, but you&#039;re paying for the mark as well as the models.  You also lack access to anything dedicated to the other gods (Like Typhus&#039; zombie horde, psykers in general, Noise Marines and their Dreadnoughts).  If you&#039;re doing it just so you can get Kharn back, just remember that despite being the mightiest mortal champion of the blood god, he doesn&#039;t have BftBG (unless he joins a Daemonkin unit, in which case the unit gets BftBG for his kills).  Nor is free of the random tables.  The same is said if you decide to take the Kharn&#039;s butcherhorde (take Kharn + Berzerkers as allies, put kharn in with a unit with BftBG, and an IC with BftBG with the berzerkers).  You can, and probably should, consider the Helbrute formations as well, since they make the brutes gain a particular purpose and only lose BftBG in exchange.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;: Where CSM allies are meant to take more heavy units, Daemon allies are more for taking flighty things speed.  Daemonettes come in mind, as do Screamers and Plague Drones.  You could also bring back Skarbrand and Karanak and are probably well-off to do so, if only while you keep an eye on how the Winds of Chaos and Daemonic Instability affects them.  Also helpful is the Grimoire of True Names, which you can cast to make your murder train even more murderier (Which especially helps if you want to break out the Insensate Rage and need serious protection) (Take skarbrand as an unbound warlord or a herald on a blood throne and you get a bonus of either an INSANELY killy warlord or a unit that can still buff your daemon of khorne units (use this on possessed for shits and giggles, even if it is pointless)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renagade Knight Household:&#039;&#039;&#039; A Renegade Knight can provide the dakka and heavy armor that Daemonkin desperately lacks. The Battle Cannon and Thermal Cannon can mulch through vehicles and armor you want gone. Also, &#039;&#039;two&#039;&#039; Avenger Gatling Cannons? &#039;&#039;&#039;&#039;&#039;Twenty four&#039;&#039;&#039;&#039;&#039; S6 AP3 Rending shots?! Sweet mother of fuck, if you want to go absolute overkill on infantry then this combined with Daemonkin is the way to go.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renegades &amp;amp; Heretics (Forge World)&#039;&#039;&#039;: If you go this direction, you might as well just go full monty on your choppy Daemonkin.  Leave your squishy renegades to either be dirt-cheap objective holders or bring in some better firepower because you actually have that now.  But the big thing to focus on are DOSE TANKS.  This is what you want: Tanks upon tanks upon tanks which can do everything you can, and more!  Need Anti-Air?  Grab some Hydras and call it a day!  Need to shell stuff that&#039;s on the other side of the board and lack a Skull Cannon to help with charging?  Then you have Basilisks and Bombards to give you what you need!&lt;br /&gt;
&lt;br /&gt;
*Pro tip: you know those assault vehicles people bitch about?  This codex has fast, open topped, non dedicated &amp;lt;strike&amp;gt;transports&amp;lt;/strike&amp;gt;, with av12 front, and &amp;lt;strike&amp;gt;hold 12 models&amp;lt;/strike&amp;gt;....this beastly unit is called a salamander and all you fools need to start using them.&lt;br /&gt;
&lt;br /&gt;
====Allies of Convenience====&lt;br /&gt;
*&#039;&#039;&#039;Necrons&#039;&#039;&#039; The Deathbringer Flight formation can make up for the lack of anti-tank firepower and has an interesting synergy with the daemonic Fear&lt;br /&gt;
(though to be honest, fear doesn&#039;t give much; but still.. ) Also, it&#039;s an alternative to the Soul Grinder in terms of AA.&lt;br /&gt;
*&#039;&#039;&#039;Orks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Desperate Allies====&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tau Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Come the Apocalypse====&lt;br /&gt;
*&#039;&#039;&#039;Armies of the Imperium&#039;&#039;&#039;: Yeah, no. Move along. Everything they specialize in either gets right in your way (Loyalist Marines and Sisters are close-range firepower) or is something Khorne followers willingly gave up (Ghey Knights for psychic powers). If you want tanks, just find some Renegades so One Eye open doesn&#039;t become a factor.&lt;br /&gt;
*&#039;&#039;&#039;Eldar and Harlequins&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tyranids&#039;&#039;&#039;: Tyranids expertise is close combat and short range shooting, your whole thing is ripping and tearing. There is no way that One eye open, or synapse, or both is not going to cause problems. Further given the size of a Tyranid swarm unit the odds are good they may be getting in the way of your charging units.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tried and tested! This army is fuckin&#039; mean and it wants your opponent to know it. All you have to worry about with this army is not having your units completely gunned down to smithe&amp;quot;marines&amp;quot; (ehehe) however once you&#039;re in combat and start racking up those Blood Tithe points you can bolster your army with the Daemon Legions of Khorne! Your saving grace all all your units from being &amp;quot;bad&amp;quot; or over priced is Blood Tithe...getting Adamantium Will, Feel No Pain, Rage, Furious Charge or +1 attack for completely free is a total bargain! Remember those pesky Possessed requirements for your army? Yeah, not so pesky when a unit of 10 Possessed chucks out over 40 Strength 6 attacks!&lt;br /&gt;
&lt;br /&gt;
A solid start anywhere is by bringing a Daemon Prince and giving him the Blood Forged Armour. Giving your nasty behemoth of utter shrekage Feel No Pain and Eternal Warrior on top of a 3+ armour save is a bargain since &#039;Power Armour&#039; is 20pts for a DP and this wargear only costs 30pts more. Giving your DP Goredrinker is also very nice since it makes your Daemon Prince Str7 base and Str8 on the charge meaning you&#039;re instagibbing any of those pesky Space Marine cheeseball characters before they even strike you! Any other upgrades are up to you.&lt;br /&gt;
&lt;br /&gt;
The main thing to this army is speed and oh boy to you have an over abundance of it since if you bring the Gorepack formation this will give you Move Through Cover Bikes and Fleshhounds which is sososososososo useful in an army of melee rape. Use these units to tie up any large ranged based unit (and since you are Khorne and they are a ranged unit, you&#039;re most likely going to win!)&lt;br /&gt;
&lt;br /&gt;
Possessed are now a minimum requirement for your army. This is very annoying since they are 30pts a model in our book BUT they do have Daemon of Khorne and Mark of Khorne so enjoy your Strength 6 attacks on the charge. If these guys are still around and are about to get within melee range, go for the Feel No Pain buff if you can, it makes them well worth their points and will utterly shrek most units (No really, Wraithknights and Riptides DO NOT want to see these units)&lt;br /&gt;
&lt;br /&gt;
Always try to get as many Soul Grinders within your army since if you can just pile on the pie plates you can easily rack up Blood Tithe points.&lt;br /&gt;
&lt;br /&gt;
Spend your Blood Tithe points wisely (Mainly use the Feel No Pain buff until you&#039;re stuck in melee). Once the heads start flying you&#039;re going to give your opponent a world of pain by summoning more and more Bloodletters!&lt;br /&gt;
&lt;br /&gt;
Are you ready? I mean, are you ready to field an army of absolute close combat rape that assaults turn two minimum with the WHOLE ARMY? You&#039;re playing khorne daemonkin for the assault phase, not pie plate spam. You wanna do that? Go back to your Mary Sues. If you wanna show eldar the meaning of speed, and make everyone fear your close combat phase, here&#039;s how to do it:&lt;br /&gt;
&lt;br /&gt;
First off, you need a CAD.&lt;br /&gt;
Take some fucking Bloodthirsters. It&#039;s awful to pay for one. He dies too quick. But when you take two Bloodthirsters of Insensate Rage, you&#039;ll feel the blood pressure of your opponent rise. Then, take some Bloodletters. Two squads. Deep strike those slow chumps. Next, take two Maulerfiends. No upgrades. You want speed, and they have it. &lt;br /&gt;
Now it&#039;s time for your bread and butter units. Take two squads of ten flesh hounds. Then stack your two 3 man squads of bikers, and you&#039;ve got yourself our favorite formation. But it doesn&#039;t end there. You need more speed. Khorne needs more blood and milk for his khorne flakes.&lt;br /&gt;
You know which cavalry unit everyone hates on? This is the list for them. Take two squads of 3 bloodcrushers. If you feel like, upgrade a leader for 5 points. Then, tack on a squad of 3 terminators. Give them combi weapons, son. Put them in deep strike. That&#039;s doing it smart. Now you have that formation to give them RAMPAGE! If you have the points, take another if you really need them, but another squad of flesh hounds is way better in terms of movement.&lt;br /&gt;
Now here&#039;s the point of this list for those who are skeptical: shit dies, and your feeble opponent gets to enjoy choice overload. Your hounds scout first turn 12 inches, then move twelve inches. The rest of your army that isn&#039;t in deepstrike move twelve inches, plus running. If you don&#039;t assault turn one, you WILL on turn two, and your opponent needs to pick his poison. Take out the two bloodthirsters, likely taking most of the shooting on his part to kill them, or kill the gribblies and get mauled by everything else. Flesh hounds soak up wounds, so put them in cover when you can, but always be approaching the assault. Do the same with your bloodcrushers. Yes, they die like flies when targeted, but in most cases the heavier weapons are likely to go into the maulerfiends and bloodthirsters. Use the Insensate Rage to carve tanks with their massive throbbing D. Have your infantry and beast units clash with theirs, and make sure you hit them where it hurts. Also remember to pay attention to tithe, and use it accordingly. &lt;br /&gt;
Watch with maniacle bliss as your opponent has his mind blown that your whole army is on his side of the field turn one, and drink his tears as he struggles to figure out what to kill first. Feel free to further mindfuck your opponent with phrases like, &amp;quot;In your face, son!&amp;quot; As your whole army will in kind.&lt;br /&gt;
1850. Good hunting/raping.&lt;br /&gt;
&lt;br /&gt;
Note: this isn&#039;t the end-all list for this army, but tried and tested, it&#039;s the fastest, and great for ripping and tearing in the name of Khorne.&lt;br /&gt;
&lt;br /&gt;
===Tactical Objectives===&lt;br /&gt;
;11 - Khorne Cares Not&lt;br /&gt;
: 1 VP if any unit dies in your turn.  d3 VP if 3-5 units die, d3+3 if more than 5 die.&lt;br /&gt;
;12 - Altar of Gore&lt;br /&gt;
: 1 VP for killing an enemy unit that&#039;s owning an objective.  If you take it for yourself (Which you probably will), you get d3.&lt;br /&gt;
;13 - Blood and Skulls for Khorne&lt;br /&gt;
: 1 VP if you kill a character in a challenge, which ups to d3 if they&#039;re an IC.&lt;br /&gt;
;14 - Unfettered Butchery&lt;br /&gt;
: 1 VP for killing an enemy unit in your assault phase.  Rest assured that you WILL get this if you find it.&lt;br /&gt;
;15 - MURDER-Call&lt;br /&gt;
: 1 VP if you summoned a Daemon of Khorne using Deep Strike or BftBG.  Simple enough.&lt;br /&gt;
;16 - The Blood God&#039;s Scorn&lt;br /&gt;
: 1 VP if you kill an opposing unit that&#039;s either falling back or has the Psyker/Brotherhood of Psykers/Psychic Pilot USRs. Since Psykers are more common nowadays thanks to the Psychic phase, this can be nice.&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 40k Tactics}}&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Adepta_Sororitas&amp;diff=60432</id>
		<title>Warhammer 40,000/6th Edition Tactics/Adepta Sororitas</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Adepta_Sororitas&amp;diff=60432"/>
		<updated>2023-02-26T19:50:27Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Building your Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the 6th edition tactica, you can find the [[Warhammer 40,000/Tactics/Adepta Sororitas(7E)|7th edition one here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Sisters of Battle==&lt;br /&gt;
[[File:AdSor Cover.jpg|300px|right|thumb|]]Because you&#039;re a proud fa/tg/uy who can remember the good old days when the models were pewter, the vehicle armor was Papier-mâché, and the universe was populated by [[Ollanius Pius|manly motherfuckers]] instead of [[Kaldor Draigo|whiny power armored Mary Sues]]. Whats that? Inquisitors? Fuck your shit. Go play [[Grey Knights]]. This is second edition Sisters, when everything was ecclesiarchal, the force org chart was 50% HQ, and the Cannoness had a goddamn laser mace. New models? Updates? Real codex? Fuck them. You&#039;re going to win for the same reason you always have. You&#039;re the hardest, [[Neckbeard|beardiest]], motherfucker around and you&#039;ve been pushing these kids&#039; shit in since they had pokemon lunch boxes. Welcome to the new hard mode.&lt;br /&gt;
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OK, now that we&#039;re done with the tit swinging, Sisters are a pretty hard force to play. The mini-codex release has left them with a clown car of an army and eliminated most of their previous strategies (plasmatroopers, immospam). The force org has become incredibly top heavy. On the one hand we have some incredibly cheap HQs, but most of your staple units like Sisters and Dominions are now more expensive. This is a challenge army and isn&#039;t for newbs. Then again if you own a Sisters army you probably knew that.&lt;br /&gt;
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With the new Codex out, the Sisters of Battle got changed with so many buffs and nerfs that no one can agree if they are overall better or worse. Expect evaluations of rules and individual units to change on a daily basis until there&#039;s an actual chance to try out new lists and see what happens. Though it&#039;s pretty much agreed that Codex Inquisition has given this army one heck of a powerful buff. Essentially, Sisters are a below average army on their own, but most of their problems can be fixed with allies.&lt;br /&gt;
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Believe it or not, Sisters may have gotten better under the 7th edition updates, or at least moved up a bit in the metagame. Yeah they don&#039;t get the new Psyker stuff, but the across the board Adamantium Will means you&#039;ll resist Psychic attacks better than most armies that either have no Psykers (Necrons, Dark Eldar) or avoid the Pyskers they have (Orks). Being able to ally with any  Imperial Army as Battle Brothers is a pretty nice bonus so feel free to pick and choose what you like. And the changes to vehicles mean that A, mech sisters are now much more viable (since a single Missile Launcher shot or Autocannon hit can&#039;t insta-kill your Rhinos) and B, mean that Sisters are more efficient than most at vehicle killing since most of our anti-vehicle stuff is AP1 (meltas), high volume (Rending Heavy Bolters) or both (Exorcists). Playing Sisters may still be an uphill battle but the slope hasn&#039;t been this easy in a long time, so get out there!&lt;br /&gt;
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More specific 7th edition updates to follow.&lt;br /&gt;
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==Blessings of the [[Emprah]]==&lt;br /&gt;
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===Special Rules===&lt;br /&gt;
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====Acts of Faith====&lt;br /&gt;
AoF = Act of Faith&lt;br /&gt;
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Good news- Faith Points have been removed. Bad news- you can only use one Act of Faith per game for each unit, unless you take a Simulacrum Imperialis, which is 10 points.&lt;br /&gt;
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*It should be noted that there is a risk of a simulacrum getting sniped out of your squad and you losing not only your ten point trinket BUT the ability to use an AoF later on, as well. But should that happen, it likely means your two special weapons (or special and heavy) AND your Priest (who you should be taking--see below), AND your Sister Superior (meh, but since AoF require leadership tests, you should always be upgrading to one) are still alive and kicking. Not the best trade-off in the world. My point is simply that you need not feel the need to rage-quit if your Sim gets popped.&lt;br /&gt;
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For those of you who are wondering: An Act of Faith can be attempted immediately before a Sisters of Battle unit acts during a phase. To attempt an Act of Faith, select the unit and make a Leadership Test; if the Test fails, that unit will not be able to use its AoF and will be unable to try again (unless it has a simulacrum). Each of the Sisters&#039; unit has it&#039;s own Act (see below).&lt;br /&gt;
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*With the advent of some of the newer 6th edition books, awareness is key on taking LD tests. &amp;lt;s&amp;gt;For example the new Nid Synapse is a -3 LD (Only for Psychic powers)&amp;lt;/s&amp;gt; Nope, -3 to psykers for all tests within 12&amp;quot;. If unfamiliar with a book&#039;s rules, always ask.&lt;br /&gt;
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====Shield of Faith====&lt;br /&gt;
Pretty much everybody in the army gets Adamantium Will and a 6++ invulnerable save... you know, in case your enemy brought a ton of plasma or something, which, come to think of it, they probably &amp;lt;i&amp;gt;did&amp;lt;/i&amp;gt;, given that this is the plasmaspam edition and all. It also has its uses against pain in the ass template weapons (I&#039;m looking at you Heldrake). In case your opponent hits you with something that &amp;lt;i&amp;gt;can&amp;lt;/i&amp;gt; punch through your 3+ save (or 4/5+ cover save), you&#039;ve got a 1/6th chance to save your little dudettes, which is better than the average Marine, so don&#039;t forget it. All in all, not great, but not bad either for an army-wide rule. It also means your basic Sisters are more likely to survive a Power Fist to the face than the average Marine, which is highly amusing. Also, do not forget Adamantium Will, it moves your chances of just shrugging off a psychic power from 1 in 6 to 1 in 3, which as you can imagine is a VERY important difference.&lt;br /&gt;
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It&#039;s also very (VERY) important to remember that it works for vehicles as well, 6++ and Adamantium Will. So if your opponent fires off a Psychic power that can hurt vehicles (like Eldritch Storm) you get a 5+ roll to make it go away (yes vehicles get to Deny the Witch too), even before cover/invul saves. And it&#039;ll also occasionally make meltabombs bounce off which will make your opponent rage.&lt;br /&gt;
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===The Holy Armory===&lt;br /&gt;
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====Wargear====&lt;br /&gt;
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*&#039;&#039;&#039;Blessed Banner:&#039;&#039;&#039; Any Sisters of Battle unit within 12&amp;quot; of the Banner Bearer re-rolls failed Morale, Fear and Pinning tests. Meh. Take priests instead.&lt;br /&gt;
*&#039;&#039;&#039;Chirurgeon&#039;s Tools:&#039;&#039;&#039; As long as the Sister Hospitaller is alive, her unit has the Feel No Pain special rule; if you can spare the points, take one...or don&#039;t? They are okay to have, but they require taking a command squad, which &amp;lt;i&amp;gt;isn&#039;t&amp;lt;/i&amp;gt; cheap, &amp;lt;i&amp;gt;is&amp;lt;/i&amp;gt; worse than a battle conclave, and it doesn&#039;t score. Oh, and let&#039;s not forget that toughness 3 means there are LOTS of weapons that will negate their FNP.&lt;br /&gt;
*&#039;&#039;&#039;Condemnor Boltgun:&#039;&#039;&#039; The Condemner Boltgun is a unique Combi-Weapon that the Sisters and Inquisition get. Not as good as they were back in October, since the recent update fixed a wording mistake and put its use in line with that of the inquisition. Now it only causes Perils to a Psyker on an unsaved wound, making it nowhere near as OP as it was back at release (where one didn&#039;t have to hit the Psyker, one merely had to hit &amp;lt;i&amp;gt;the squad&amp;lt;/i&amp;gt; the Psyker was in and a perils was suffered &amp;lt;i&amp;gt;by everyone&amp;lt;/i&amp;gt;. Sigh... &lt;br /&gt;
*&#039;&#039;&#039;Eviscerator:&#039;&#039;&#039; Basically a two handed chainfist without the fist; Raised from 20 points to 30. Has its uses, but is expensive.&lt;br /&gt;
*&#039;&#039;&#039;Laud Hailer:&#039;&#039;&#039; Lets you reroll failed Act of Faith LD tests. Kinda meh (unless you aren&#039;t upgrading to Superiors [why?]), but you can strap it on all your vehicles so might as well.&lt;br /&gt;
*&#039;&#039;&#039;Neural Whip:&#039;&#039;&#039; Is a melee weapon with  S- AP3, and against non-vehicle units strikes at Str 8 against the opponent&#039;s &#039;&#039;&#039;unmodified&#039;&#039;&#039; Leadership. [[Ork|Mob Rule]]? Fuck that noise. Its been dropped to Str User AP3 now, with Shred on non-vehicle units with leadership 8 or less.&lt;br /&gt;
*&#039;&#039;&#039;Rosarius:&#039;&#039;&#039; We all know what it does. 4++ for your squishy priests, Canoness can buy it. Now costs 15 points. &lt;br /&gt;
*&#039;&#039;&#039;Simulacrum Imperialis:&#039;&#039;&#039; Units with this can perform 2 AoF per game instead of one. Any unit that NEEDS its AoF to be useful (which, lets face it, is more or less everyone) should take these as standard. Be careful though: if the bearer dies, you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; use either of your AoFs, so if you have one of these, don&#039;t be waiting until turn 3 to attempt your first Act.&lt;br /&gt;
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====Ecclesiarchy Relics:====&lt;br /&gt;
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*&#039;&#039;&#039;The Book of St. Lucius:&#039;&#039;&#039; 5 points, all friendly units within 12&amp;quot; automatically pass any Fear or Regroup tests they have to make. Presumably this includes if they&#039;re under 25% so it could be useful for a backfield unit that wants to catch fleeing units.&lt;br /&gt;
*&#039;&#039;&#039;The Litanies of Faith:&#039;&#039;&#039; 15 points, everyone in the unit automatically passes Act of Faith and War Hymns tests. Extremely useful, what with Priests being leadership 7 and all.&lt;br /&gt;
*&#039;&#039;&#039;The Cloak of St. Aspira:&#039;&#039;&#039; 20 points, reroll failed armor and Shield of Faith Invulnerable saves. A little on the pricy side, and doesn&#039;t let you reroll saves from your Rosarius (which you bought, right?).&lt;br /&gt;
*&#039;&#039;&#039;The Mantle of Ophelia:&#039;&#039;&#039; 25 points, Eternal Warrior. Your girls are T3, so this should be the first buy for your Canoness, assuming you are even using one...&lt;br /&gt;
*&#039;&#039;&#039;The Blade of Admonition:&#039;&#039;&#039; 30 points. +2 Strength, AP3 and Master Crafted, Canoness only. Can be okay against MEQs. Shitty against TEQs, and if she already has Eternal Warrior, why not just equip her with an Eviscerator?&lt;br /&gt;
*&#039;&#039;&#039;The Mace of Valaan:&#039;&#039;&#039;  25 points, +2 Strength, AP4, Concussive, Master Crafted and gets Armorbane and Fleshbane when there are Daemons within 6&amp;quot;, Priests only. Combined with the Priest&#039;s ability to smash, it becomes deadly (either 4 attacks on the charge at ap2, or 2 attacks at Strength 8 ap2). Combined with zealot, your cloth wearing little fanatic becomes the bane of terminators everywhere.&lt;br /&gt;
**Additional cheese: Ally with Grey Knights and keep Daemonhost within 6&amp;quot; for permanent Fleshbane/Armorbane, or ally instead with the Big I, for Daemonhosts at Battle Brother level and an additional ally slot.&lt;br /&gt;
*&#039;&#039;&#039;The Sacred Standard of the Order Militant:&#039;&#039;&#039; 40 points, Sororitas Command Squad only. Gives ALL Friendly units within 12&amp;quot; +1 Attack and lets them reroll failed Morale, Fear and Pinning test. Expensive as all hell, but could be worth it if you&#039;re running a front lines Sororitas Command Squad. Keep it near a Battle Conclave or Sisters Repentia and laugh.&lt;br /&gt;
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====Vehicle Upgrades====&lt;br /&gt;
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*&#039;&#039;&#039;Dozer Blades:&#039;&#039;&#039; rerollable Dangerous Terrain.&lt;br /&gt;
*&#039;&#039;&#039;Extra Armor:&#039;&#039;&#039; Crew Stunned --&amp;gt; Crew Shaken.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; the old classic.&lt;br /&gt;
*&#039;&#039;&#039;Searchlight:&#039;&#039;&#039; another classic.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers:&#039;&#039;&#039; the last classic.&lt;br /&gt;
*&#039;&#039;&#039;Laud Hailer:&#039;&#039;&#039; Same as the wargear. Lets you reroll failed Act of Faith LD tests within 12&amp;quot;.&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
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*&#039;&#039;&#039;1. Executioner of Heretics:&#039;&#039;&#039; Warlord gains Fear.&lt;br /&gt;
*&#039;&#039;&#039;2. Indomitable Belief:&#039;&#039;&#039; Warlord and unit with Shield of Faith have 5+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;3. Pure of Will:&#039;&#039;&#039; Warlord and unit reroll failed Deny the Witch tests.&lt;br /&gt;
*&#039;&#039;&#039;4. Righteous Rage:&#039;&#039;&#039; Warlord Gains Rage. No shit. Nice and original GW.&lt;br /&gt;
*&#039;&#039;&#039;5. Beacon of Faith:&#039;&#039;&#039; All units within 12&amp;quot; of Warlord use her leadership on Acts or Hymn tests.&lt;br /&gt;
*&#039;&#039;&#039;6. Inspiring Orator:&#039;&#039;&#039; Friendlies within 12&amp;quot; gain Stubborn.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
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===HQ===&lt;br /&gt;
Easily the best section of our codex, so don&#039;t be afraid to unashamedly drop points here. Both special characters range from modestly useful (Celestine) to borderline mandatory (Jacobus), while even the Canoness--when kitted right--has her uses (see below).&lt;br /&gt;
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*&#039;&#039;&#039;Saint Celestine&#039;&#039;&#039; - Went from being a trolling HQ in 5E to...something not quite as good in 6. For 135 points we get only a pale shadow of the monster she used to be. At T3 she&#039;s probably going to get crumped by another monstrous creature or executed in a challenge, but at least now that her weapon is S+2 AP3, she can consistently rip through hordes (last edition she was only wounding on a 4+). Maybe not a character killer, but mobs will cry. She still has the ability to come back from the dead (and does so with full Wounds[!]), but she can only do so once per game (and her martyrdom [see the Jacobus entry] only comes into effect when she dies for real). On the bright side, she&#039;s more likely to do so now that she just needs to pass a Leadership test to revive. Her WT allows all units within 12&amp;quot; of her to use her Ld10 for AoF and War Hymns. It should be noted, however, that these abilities make her a bit schizophrenic in a footslogging list. She should be at the vanguard of your assault, but if you are marching, she&#039;s going to outrun her bubble.&lt;br /&gt;
**&#039;&#039;&#039;ATTACH HER TO A UNIT.&#039;&#039;&#039; A common enough tactic was running her around solo back with her nigh invincible 5E version. With T3 and just a Power Sword she&#039;ll generally struggle against most HQ&#039;s or units with a ton of wounds. Giving out Slay the Warlord wantonly is not the best choice. Seraphims are probably the best way to go, but she also could be useful marching in a blob of 20 girls, doing some wound tanking and making the most of her WL trait. &lt;br /&gt;
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*&#039;&#039;&#039;Uriah Jacobus, Protector of the Faith&#039;&#039;&#039; - Still Awesome. Now boosted to (a measly) 100 points. His banner gives counter attack and fearless with 12&amp;quot; and, more importantly, gives the unit he&#039;s attached to an additional AoF. Oh, and let&#039;s not forget he is still a preacher, so: HATRED, fearless (redundant, I know), prayers (on leadership 9!), AND he has the martyrdom special rule (i.e. if he dies, sisters get all hot and bothered and pass all their leadership tests for a turn). Not to pile on, BUUUT his warlord trait also makes his squad have a 5++ instead of 6++ (although this only applies if he is the ONLY HQ you are taking from the AS codex. The model with the highest leadership is always the warlord, and both Celestine and Canoness are leadership 10). The question is not whether or not you take this guy, its to what squad do you attach him (9/10 man Repentia? 20man Sisters blob?). Either way, he will not disappoint.&lt;br /&gt;
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*&#039;&#039;&#039;Canoness&#039;&#039;&#039; - (Just had to scratch the entirety of the previous post. I apologize to the original writer but it&#039;s both outdated and just too long winded.) The Cannoness is the cheapest base HQ Sisters have which in itself is quite handy, since one can never have too many Bolter Bitches running aroung. Seeing as how she&#039;s still just T3 with a 3+ Armor Save it&#039;s generally a good idea to give her at least a Rosarius for the invulnerable. Depending on what you&#039;ve planned to do with her you can kit her a few different ways. Generally giving her a combi-weapon is a solid option. See also the response below. &lt;br /&gt;
**Response: (No apologies necessary! I wrote the original, but it got muddled by like six other hands). I would like to add that she doesn&#039;t HAVE to be cheap. She is NOT your best HQ option, but given that she can have eternal warrior, a 3+/4++ AND an Eviscerator, she can become pretty formidable. Don&#039;t go up against big-time cc HQ&#039;s, but she could hold her own against the likes of a &amp;lt;s&amp;gt;Typhus&amp;lt;/s&amp;gt; Lucius, for example. Let&#039;s face it, Typhus would crump her. Or, alternatively, you could lose the eviscerator, but take the cloak and have her tank wounds (in this instance, she should NOT be your warlord). This is a common tactic in Deathwing armies. She has 3 wounds, put her in the front of a squishier unit (10 Death Cult Assassins? Repentia? Dominions? etc.) and basically grant the unit 3 extra wounds on a 4++ save. Not as important in a quasi-blob army like sisters, but nevertheless this tactic has its place.   &lt;br /&gt;
*&#039;&#039;&#039;Sororitas Command Squad&#039;&#039;&#039; - HEAVILY improved in the update, if only because of a hefty price drop (80 points for full squad with Dialogus and Hospitaller, down from 115). They&#039;re quite solid of an option with the allowance of up to 5 Combi-Weapons, a lot cheaper then previous edition (WD) and they can use Heavy Weapons without requiring Retributors. Remember, though, they don&#039;t score, and they get access to the Endless Crusade AoF, which gives them Fleet, Crusader and Move Through Cover. Remember that Acts of Faith are attempted &#039;&#039;&#039;&amp;quot;before it acts during a phase&amp;quot;&#039;&#039;&#039; which is the blanket statement and &#039;&#039;still&#039;&#039; occurs before it strikes blows in the assault phase so rules as written it&#039;s not a waste since you can use it to get into assault more reliably.&lt;br /&gt;
**&#039;&#039;&#039;Sister Dialogus:&#039;&#039;&#039; Adds a laud hailer and can take other Relics (which could be useful).&lt;br /&gt;
**&#039;&#039;&#039;Sister Hospitaller&#039;&#039;&#039; - Adds Feel No Pain. Recommended if you are taking this squad.&lt;br /&gt;
*&#039;&#039;&#039;Priests&#039;&#039;&#039; - Only 25 points now. Take 5 of them. &amp;lt;s&amp;gt;ALWAYS&amp;lt;/s&amp;gt; (Okay, fine, maybe you don&#039;t NEED 5, but what&#039;s wrong with a little hyperbole to emphasize their usefulness?). Even if you are running a single squad of basic sisters as an allied detachment. I don&#039;t care. Take 5. These guys are your cheap unit buffers. They are Zealots (Fearless and Hatred), they can take relics (litanies anyone?), and they can use war hymns to additionally augment their unit (reroll to wound, reroll failed saves, or grants the Preacher Smash, which is hilarious, albeit for the most part impractical).&lt;br /&gt;
**A note on Strategy: If you give your priest a Power Maul and have him activate The Emperor&#039;s Strength, then they&#039;ve got three S5 AP2 attacks. If you choose to make them Smash Attacks, that becomes two (three on the charge) S8 aP2 Tank Hunter attacks. Both of these are at I3, which, while not great, is better than most AP2 weapons. (I&#039;m looking at you, Eviscerator.)&lt;br /&gt;
**Alternate Take: Priests won&#039;t often make combat effectively enough to really abuse the combo above. The best option Priests have is still the fact that Plasma isn&#039;t available to the army outside of them, handy considering the amount of 3+ MCs of 6th.&lt;br /&gt;
**&amp;lt;s&amp;gt;Alternate Alternate Take: If you ally with Inquisition (you fucking should), you can take a squad of 3 Acolytes with Plasma Guns to free up your priest. Stick him in a Henchmen Squad with 4 Daemon Hosts, 1 Crusader and an Ordo Malleus Inquisitor in Termy Armour (With Psycannon and whatever weapon you want (You want the Daemonhammer.)) and pump him up to Mastery Level 1. Then, give the Priest the Mace of Valaan and a boltpistol(maybe a plasma pistol if you&#039;re feeling lucky), lump him into the Henchmen squad along with the inquisitor, and you have yourself a fairly solid CC squad, although the footslog up the field will give them some trouble. The Mace of Valaan is gonna be perma-boosted since it&#039;s gonna take a bit to actually put the Daemonhosts down, and once you get into an assault, battle hymns will help give you that boost you need to survivability, with a rerollable 4+ on the priest.&amp;lt;/s&amp;gt; Problem being that it lacks transport, and it&#039;s not mobile enough to be effective. Since C:Inq has Priests by themselves, they can use their own inside of a Land Raider to make a deathstar far more effective.&lt;br /&gt;
*** Perhaps I&#039;m being silly, but in a pure RAW way I don&#039;t think the Mace of Valaan benefits from the Daemonhost. The Mace says specifically that it has to be within 6&#039; of a model with the Daemon special rule and Daemonhosts don&#039;t TECHNICALLY have the Daemon special rule (hence why they have to have a special rule to give them a 5++). It seems like it&#039;s nitpicking, but it might get in your way.&lt;br /&gt;
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*&#039;&#039;&#039;Ecclesiarchy Battle Conclave&#039;&#039;&#039; - Pretty similar to the Grey Knights&#039; henchmen, these are cheap(ish) choices to fill in your army&#039;s close combat hole. Now that you can&#039;t assault out of a vehicles, it takes a lot more work to use these effectively - and remember you have no grenades, so watch the fuck out. Honestly, you&#039;re better off allying them in from Codex: Inquisition and putting them in a landraider. Expensive as hell, but at least they will get into assault (in this setup, btw, I probably wouldn&#039;t take anything but DCAs. One need not worry about tanking shooting wounds with them mounted in a LRC, and DCA are just plain better than Arcos).&lt;br /&gt;
**&#039;&#039;&#039;Arco-Flagellant&#039;&#039;&#039; - Lost their power weapons but gained Feel No Pain and no longer OD at random. They are now 5 points cheaper, which might give them a role.&lt;br /&gt;
**&#039;&#039;&#039;Crusader&#039;&#039;&#039; - The meatier option. They aren&#039;t as killy as assassins but you can use them to soak up attacks with their 3++ saves and they have power weapons if you get to strike back. Worth taking a couple to soak up wounds; just remember to keep them up front.&lt;br /&gt;
**&#039;&#039;&#039;Death Cult Assassin&#039;&#039;&#039;-The best option. Only dual power &amp;lt;i&amp;gt;swords&amp;lt;/i&amp;gt;, but 4 attacks on the charge at ws5, str4, and Init6 should allow you to kill most things just on quickness and massed wounds alone; If you aren&#039;t allying these ladies in (see above) just remember 5++ is &#039;&#039;not&#039;&#039; an acceptable substitute for actual toughness. You should then take 3-4+ with at minimum 2-3 Crusaders and 2+ Priests. Priests for their Hymns and Crusaders to tank.&lt;br /&gt;
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===Elite===&lt;br /&gt;
Still not great, but now the Elites slot is usable...kinda.&lt;br /&gt;
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*&#039;&#039;&#039;Celestians&#039;&#039;&#039; - Good news- Celestians are now only 14 points each and get Furious Charge as their AoF. If you want to take them, you have to commit to them, and I mean fully. Want a squad of 5? Fuck you, just go get some more basic Sisters. 9 Celestians, Flamer, Heavy flamer, Combi-Flamer and Power Sword/Axe for your Sister Superior and a Priest (with a Combi-Flamer and Power Axe of his own). This is probably not going to be cheap, but it&#039;ll make your Celestians a fairly nasty close combat unit, which could easily be used for a downfield push or contesting an objective late game. They&#039;re still not a must have, but if you&#039;re playing aggressively they will probably suit your playstyle.&lt;br /&gt;
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*&#039;&#039;&#039;Sisters Repentia&#039;&#039;&#039; - No longer the joke in poor taste they were in third edition, but they aren&#039;t as good as the 5th update. They are a fragile unit (6++) that pumps out a frightening number of eviscerator swings in close combat. Thanks to Rage they now get +2 attacks on the charge instead of +1, and they can take a dedicated transport (!). It&#039;s not clear that a DT is the best strategy for using them, however, since they cannot charge the turn they disembark. Moreover, if your opponent doesn&#039;t shoot them to death after blowing up their limo, he can assault the two you have left, thus negating your awesome charge bonus. If you&#039;re not running a Mech list, do what you did before and keep these ladies behind a moving screen of blob cover (suicide IG blob, anyone?), or give a squad Jacobus. Note their FNP is now an AOF (although an incredible 3+); it doesn&#039;t come standard. A full squad only costs 155pts. Season to taste with Preachers. You may lose Fleet, but you gain HATRED and the ability to re-roll failed invulnerable saves (for what little that&#039;s worth). It might not be a bad idea to invest in Litanies of Faith, either. These bondage babes are a glass cannon, and you can&#039;t really afford them forgetting their safety word. Depending on whether you gave them the Litanies of Faith or Uriah Jacobus, it might be worthwhile to toss the Mistress of Repentance at the front of the unit, as she might absorb a couple of bolter shots up front that would otherwise cost you a Repentia.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
Getting your meltas/flamers into position is priority, so running anything less than full mech infantry is a dangerous gambit, unless of course you run blob squads with Preachers, thereby making them Fearless. On vehicles we get smoke and Shield of Faith standard, so extra armor can be safely ignored. Dozer blades are always welcome point sinks, though by no means mandatory.&lt;br /&gt;
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*&#039;&#039;&#039;Rhino&#039;&#039;&#039; - It&#039;s a Rhino. You&#039;ve seen it elsewhere and you know what it does. They&#039;ve gotten 5 points more expensive, but now come with a 6++ Faith save.&lt;br /&gt;
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*&#039;&#039;&#039;Immolator&#039;&#039;&#039; - Battle Sisters squads now have a basic unit size of 5 models, which means a basic squad can fit inside them. PRAISE THE EMPRAH! Basically this just means immo-spam is back; twin-linked multi-meltas add reliable tank-busting, leaving your sisters to tool up with flamers for the wall of death. Mercifully, they now get a 5-point price drop, searchlights and free multi-meltas now. And the Laud Hailer is also a welcome addition. Since non-AP1/2 weapons can no longer explode a vehicle, Multi-melta Immolators are now probably the most points efficient antivehicle dedicated transports in the game.&lt;br /&gt;
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* &#039;&#039;&#039;Repressor (Forge World)&#039;&#039;&#039; - Under the latest Imperial Armor, it&#039;s a 75 point Rhino with AV 13 front, a free Dozer Blade, a Heavy Flamer and enough room for 8 models to shoot out of. &amp;lt;s&amp;gt;(only two models total can fire from inside not eight)&amp;lt;/s&amp;gt; War Machines of the Adeptus Astartes page 239, &amp;quot;Two modesl may fire out of the top hatch. &#039;&#039;&#039;In addition there are three firing points on either side of the troop compartment, each of which may be fired out of by a single passenger.&#039;&#039;&#039;&amp;quot; This is a pretty solid model for units that can fire at full capacity out of it (8 girl Retributor squads, maybe a Dominion squad), if you&#039;re willing to put in the points, much less the Pounds. Now has Shield of Faith too. Note that most tournaments won&#039;t let you use this.&lt;br /&gt;
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===Troop===&lt;br /&gt;
Troops are troops, you know what they do. You only have 1 option, Battle Sisters, but with the Digital Update, you&#039;ve have a lot of different variations on that with which to work.&lt;br /&gt;
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*&#039;&#039;&#039;Battle Sisters&#039;&#039;&#039; - Basic Bolter Bitches. Their AoF gives Preferred Enemy on assault or shooting. Come stock with Bolters, Bolt Pistols and Grenades. They therefore CAN be used as Assault troops, but that&#039;s a risky tactic at the best of times, so only use it against really weak CC opponents, or if you sprung for a Priest (which you probably should have). With a basic squad size of 5 and a multitude of options, there are a lot of viable builds for how to use them. Here are a few basic variations (note that any of these mounted in a vehicle can benefit from a Simulacrum Imperialis or dropping 1 member for a Priest).&lt;br /&gt;
** &#039;&#039;&#039;Small:&#039;&#039;&#039; 6 girls in an Immolator, with either a Heavy Flamer for improved Infantry burning or a Multi-Melta for emergency tank hunting. This squad will benefit the most from either a pair of Flamers or a Flamer and Heavy Flamer, as their job is to drive the enemy off an objective.&lt;br /&gt;
** &#039;&#039;&#039;Medium:&#039;&#039;&#039; 10 girls in a Rhino. This is best used with a Flamer and Heavy Flamer, as these can be fired out the top hatch without penalty. This squad is quite good at grabbing early game objectives and holding them against opposition.&lt;br /&gt;
** &#039;&#039;&#039;Large:&#039;&#039;&#039; 20 girls on foot. What special/heavy weapons you give this squad is dependent on what you want to do with them. Some squads will be good at forcing less numerous enemies off objectives, in which case they should take Flamers and Heavy Flamers, whereas others will be good at hanging back behind an Aegis to hold an objective, in which case you might make good use of Storm Bolters and Heavy Bolters to maximize your fire output. Either way, this squad really benefits from a Priest.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
Fast Attack units are the scalpel of a Sisters force. Each of the units is designed to do precisely one thing and do it well. Since they do opposite things, you&#039;re going to want one of each (at least) at all but the smallest points levels.&lt;br /&gt;
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*&#039;&#039;&#039;Dominions&#039;&#039;&#039; - Lose one broken unit (Celestine), gain another! Their AoF gives them Ignore Cover. So let me get this strait: Str 8 ap1 armourbane scouts that ignore cover? Seriously?! If you&#039;re not giving them 4 meltaguns, punch yourself in the face right now. Eldar Serpent spam? Mmmm...delicious space elf tears. Tau suits sitting in a forest? Bend over, you&#039;re getting a lesson in MY Greater Good. Leman Russ line castled up behind an Aegis? Well, you get the idea. One option is to give them an Immolator with Multimelta, run 18&amp;quot; up and melt their favorite toy. Then hop out of your ride and melt another one. Alternatively, one could make a case for a squad of ten in a Rhino or Repressor. These death stars are going to be priority target number one for any opponent whose head isn&#039;t firmly lodged up his own rear end. You&#039;re going to need some soaks. Any other use of them is essentially a waste, as they&#039;re your only source of Melta Weapons that can reliably get close enough to make proper use of them.&lt;br /&gt;
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*&#039;&#039;&#039;Seraphim&#039;&#039;&#039; - Dangerous as all hell now. Fuck what [[Dawn of War]] thinks, these girls are the rapists instead of the other way around. Angelic Visage means they reroll invulnerable saves granted from Shield of Faith. Their Act of Faith gives them Shred, and hand flamers are now half price. Inferno Pistols are the other special weapon option, but at 30 points, half the range of real meltas, and having to get realllllly close to use them effectively (3 inches to get the melta bonus), makes them situational at best. Hand Flamers, alternatively, let them negate hordes, and along with their AoF, they still do some good damage to MEQ&#039;s through volume of wounds alone. Moreover, between their dual pistols giving them an extra attack and Hammer of Wrath they can be decent at finishing off a unit they just shot at in combat (unless it&#039;s a dedicated close combat unit, in which case you should bolt). Just remember, they&#039;re still T3, so if you&#039;re not taking advantage of LOS cover, these girls are as good as dead.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
If Fast Attack is the scalpel of a Sisters force, then Heavy Support is the sledgehammer. Don&#039;t expect subtlety or specialization here, all of these units are designed to just bludgeon the enemy into submission. On the plus side, they&#039;re quite versatile and both Retributors and Exorcists can probably find use against any enemy, regardless of their setup.&lt;br /&gt;
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*&#039;&#039;&#039;Retributors&#039;&#039;&#039; - They suffer from the crippling disadvantage of not being an Exorcist, and now that they only get access to Rending as an single use AoF, they aren&#039;t too useful against vehicles. Still a 5 Girl squad with Heavy Bolters, a Rhino and a Simulacrum Imperialis can be quite useful under the right circumstances (extra round of rending). The rest of the time they are stuck on chewing up light infantry duty. They are also your only real hope of dealing with Flyers without getting an Aegis, Allies or Forge World (12 Shots can probably cause the odd bit of damage here or there) You can also take 4 multi-meltas and giggle about how they rend, but that&#039;s not an exceptionally efficient choice.&lt;br /&gt;
** &#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While still not an Exorcist, a large squad (7-10, possibly with a Priest) in a Rhino with Heavy Flamers can be a truly scary squad in certain playstyles, especially extremely aggressive ones. You could get a lot of mileage out of 4 Rending Heavy Flamers. Against small squads you could often wind up with more hits than there is in the squad and against large ones you can often just flat out ignore their armor saves with the flamers. They&#039;ll take careful use, but they can be devastating if used right, especially if they can contest an objective (or even grab one, under The Big Guns Never Tire)&lt;br /&gt;
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*&#039;&#039;&#039;Exorcist&#039;&#039;&#039; - Hoo boy- a 10 point price drop makes these the best choice for HS. With the advent of Hull Points, Exorcists have become one of the most important units in your army. A single round from one of these will negate Rhino and Chimera class vehicles&#039; armor and they can even shave Hull Points off AV13 and 14(!), especially when taken in pairs and castled up. Aside from vehicle rape, they can find a use against almost every type of army. They knock MEQs and TEQs on their ass (especially if they&#039;re counting on FNP to save them), are magnificent at knocking giant T6 monsters down to size, and a single round from them has been known to reduce Nobs/Battlesuits/Tyranid Warriors to tears. Also, don&#039;t forget that your Exorcist Launcher is turret mounted, meaning it has 360 degree arc of sight, which can be useful if you&#039;re trying to avoid exposing your rear/side armor. Taking 3 is mandatory if you want any chance of winning in a competitive game.&lt;br /&gt;
** &#039;&#039;&#039;Consider the following:&#039;&#039;&#039; Allying with the Big I gives you access to Presience primaris psychic power, which makes a friendly unit reroll all failed To Hit rolls. This is extremely useful in making your musical notes hit those high value targets. (Yeah, those Inquisitors really love them sisters.)&lt;br /&gt;
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*&#039;&#039;&#039;Penitent Engines&#039;&#039;&#039; - &amp;lt;s&amp;gt;The little engine that could has now hit a new low &amp;lt;/s&amp;gt;. Not so sure about that. It &amp;quot;only&amp;quot; has 3 attacks, but with 2 ccw and rage it pumps out 6 on the charge and 4 base is nothing to sneeze at, though the loss of Battle Frenzy is a hit to both it&#039;s damage output and fluff. Do remember that it still has 2 Heavy Flamers, as well. Still, with its slow speed, rhino class armor, and open top walker status the chances of things going [[Just As Planned]] are virtually non-existent. It&#039;s also competing for vital Heavy Support slots. Even with a 5 point decrease in price, its not your best option. Target saturation can help get these guys where they need to be. If your opponent focuses on them, everything else gets to do its job. Since no opponent will focus on them (unless he&#039;s a moron), you have a decent chance of getting at least one into CC to cause havoc. This is especially the case if you ally in guard. A Leman Russ squadron (or flack tanks) combined with 2 exorcists will give your opponent enough other things to worry about to potentially justify running some penitents.  If it was in Elites they might be an awesome choice(six of these and a squad of repentia? good times), but as is? Nah. Still want to try these? Take nine in a low point game and watch your opponent shit a brick.&lt;br /&gt;
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*&#039;&#039;&#039;[[Avenger Strike Fighter]]&#039;&#039;&#039; - What&#039;s that? [[Forge World]] made a flyer for the Sisters? Now the Horse(Wo)men are riding. 150 points of pain, this guy comes with an hull-mounted Avenger Bolt Cannon (36&amp;quot; S6 AP3 Heavy 7), 2 wing-mounted lascannons and a Defensive heavy stubber (36&amp;quot; S4 AP6 Heavy 3, Skyfire) watching its own back. This guy is pure awesomesauce. Field two against an [[Warhammer 40,000/6th Edition Tactics/Imperial Guard/Elysian Drop Troops|Elysian Drop Troops]] player and watch him cry. It can take 3 types of missiles/bombs to deal with any enemy, and the Armoured Cockpit rules lets you shrug off Crew Shaken/Stunned with a 4+. Too bad it comes with a 12-10-10 armor. Strap a pair of Missile Launchers to it&#039;s wings and watch it be able to handle both infantry (Missile Launchers, Stubber and Avenger Bolt Cannon) or Vehicles/Flyers (Lacannons and Missile Launchers).&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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*&#039;&#039;&#039;Aegis Defence Lines:&#039;&#039;&#039; These are a must for many armies, mostly because they combine a neat cover save with a Skyfire weapon at a low cost. Now, all Battle Sisters have a 3+/6++ save, so the cover save usually isn&#039;t &#039;&#039;that&#039;&#039; valuable. Still, you have no other Skyfire options in the Codex, plus the gun inherits the Acts of Faith of the Sisters manning it. [[Awesome|Yes, that means Quad-Gun with Rending (Retributors) or Icarus Lascannon with Ignores Cover (Dominions).]] &lt;br /&gt;
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* &#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; Besides the questionable utility of [[Boreale|multipal sihmultenius defensive deep strikes]] you don&#039;t actually have any useful deep striking options. &amp;lt;s&amp;gt;Why are you still here?&amp;lt;/s&amp;gt; Might be usable if you stick your Exorcists there to enjoy a 4++ save.&lt;br /&gt;
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* &#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; Even in 6E sisters can&#039;t make a viable gunline. Giving up this much mobility is going to leave you outgunned and outclassed by armies that are actually good at shooting.&lt;br /&gt;
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* &#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; Investing this many points in a fixed structure as Sisters should qualify you for the Darwin awards. But sure if you have the cash and points to drop and want to make believe that yours is the &#039;&#039;good&#039;&#039; [[Robin Cruddance]] &#039;dex be my guest.&lt;br /&gt;
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===Super Heavy===&lt;br /&gt;
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As will all Imperial factions, you may take up to six [[Imperial Knight]]s as a Superheavy detachment. Alternatively, if you&#039;re playing Escalation you have a choice of a Marauder Bomber, Marauder Destroyer, Warhound Scout Titan, or Reaver Battle Titan as a Lord of War. However, note that this is only provided for by the Forge World update, so your group may not agree to let you use them.&lt;br /&gt;
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*&#039;&#039;&#039;Paladin Knight&#039;&#039;&#039;: It&#039;s a big walker with two big anti-MeQ battle cannons, a couple of heavy stubbers, and a 4+ invuln save on one facing of your choice (chosen at the start of your opponent&#039;s shooting phase, you may chance the shield&#039;s position each turn). There&#039;s really not a lot you can do wrong with this guy, just plop him down and start ripping things up. It&#039;s longer range will probably help Sisters out more.&lt;br /&gt;
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*&#039;&#039;&#039;Errant Knight&#039;&#039;&#039;: Mostly the same as the Paladin, but trades the two battle cannons for a single melta cannon: S9 AP1 large blast Melta. Great for cracking heavy armor and TeQs, but fewer pie plates per turn means it has a &#039;&#039;slightly&#039;&#039; harder time with horde armies. Honestly, you&#039;re probably better off with the Paladin. Sisters are pretty fixed for mid-ranged and melta weapons, what they don&#039;t have is long range stuff.&lt;br /&gt;
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*&#039;&#039;&#039;Marauder Bomber (Forge World):&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Marauder Destroyer (Forge World):&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Warhound Scout Titan (Forge World):&#039;&#039;&#039; Coming soon.&lt;br /&gt;
*&#039;&#039;&#039;Reaver Battle Titan (Forge World):&#039;&#039;&#039; Coming soon.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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&amp;lt;s&amp;gt;Your top priority is to get someone who can cover for your near-total lack of anti-air capabilities.&amp;lt;/s&amp;gt; Three Exorcists and a quad gun or TL-Las manned by dominions that ignores jink saves make flyers eat shit. Use your points for more immolator spam.&lt;br /&gt;
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&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Your sisters get anxious around people who aren&#039;t in their prayer circles, as a unit can only attempt their AoF if it&#039;s &#039;&#039;&#039;entirely comprised of models&#039;&#039;&#039; with AoF or War Hymns special rules. This means that when you pick an ally from battle brothers, be careful where you stick those independent characters.&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
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&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Well, they have a lot of dakka and a lot of bodies. Park a couple artillery pieces and Russes alongside your Exorcists and whack them with your Techpriests&#039; wrenches (no, not like that!). They can&#039;t fill the close combat hole in your army, but they can fill some of the vehicle/model count holes, especially once you&#039;ve hit mid-to-high points levels and can&#039;t rely on Faith anymore.&lt;br /&gt;
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&#039;&#039;&#039;Space Marines (Red Hunters):&#039;&#039;&#039; If your group is OK with Forge World, and if you have the new Inquisitor supplement, then you can take a Space Marines force with the Red Hunter chapter tactic as battle brothers. The problem is that there is a lot of overlap between your two codices- you&#039;re both bolter shooting, power armour wearing armies, just that they shoot better, while you have more bodies and therefore more shots. However the actual nature of the Red Hunters chapter tactic makes them ideal for supplementing a sister force, in that they get a number of one turn special rules the longer the game goes on, at turn three or even two you stand to have all of your ally units with Tank Hunter or even Skyfire. Combine this with your priests and you can boost the marines to absurd heights. &lt;br /&gt;
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&#039;&#039;&#039;legion of the damned:&#039;&#039;&#039; when the mini dex dropped it&#039;s allied table included the sisters as Battle Brothers. Legion squads give you deep striking melta weapons that ignore cover, and with a +3 invul save (so no plasma cannon TPK&#039;s) they will have to devote so much power to killing them that they can draw fire from your sister groups as you advance. Alterneatly, kit them for anti infantry work and watch them make quick work of cover campers. And as a added bonus, they have two attacks base, and can charge after shooting as they can act also use them as assault troops. Course they have to start in reserve, but they can reroll scatter, call that bag mixed. Over all not bad, plus they don&#039;t take up a normal ally or a inquisitor detachment. . . man the lines between armys are getting blurred. &lt;br /&gt;
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&#039;&#039;&#039;Militarum Tempestus:&#039;&#039;&#039; Do you remember the Witch Hunters codex?  GW does apparently.  What&#039;s better than having your old Plasmatroopers back?  When they replace their Chimeras with [[Valkyrie|VALKYRIES]].  Sure, if you want to go the full nostalgia route, you&#039;ll have to replace your [[Chimera Transport|ChimBoxes]] with [[Taurox|TaurBoxes]], but aren&#039;t we just glad to see our hot plasma boys playing with those fiery melta girls again?  Orphan army of the Schola Progenium at its finest.  The old Stormies are back with orders, marine kill&#039;n dakka, flyers, and fast [[METAL BOXES|METAL BOXES]].  The Big Toy Soldiers can provide a delicious distraction, via deep strike or fast transports, for your advancing wave of bolter bitches, or park their Sanctioned [[Ork|Trukks]] next to the Exorcists for screening and to pump out EVEN MOAR Str 8 shots a turn.  You can point them at high priority targets while the Sisters mop up, or let those righteous meltas do the talking while Anti-Marine Snipers pin units down before [[Dakka|eBRRRRRRRRRT]] commences.  Throw in an Inquisitorial detachment and you&#039;ve basically gone back to 3rd edition.  Welcome home.&lt;br /&gt;
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&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039;Coming soon.&lt;br /&gt;
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&#039;&#039;&#039;Inquisition:&#039;&#039;&#039; Why haven&#039;t you taken it yet? Seriously, you get 3 Elites Choices (Read: 3 units of Inquisitorial Henchmen) and each of them can take a transport like a Rhino, or a Chimera or a Land Raider or a freaking VALKYRIE! That makes it worth it right up front, but with the right load out, they can fill the close combat and flyer holes in your army, so this should be your first choice right here, but do not take them as allies. Inquisitors have this trick of acting a bit like a part of the normal detachment allowing you to still take another ally. You can also fill the need for some long range anti-armor with some Jokero, maybe toss in an Inquisitor with an Conversion Beam or some Servitors with Plasma Cannons. Consider, a inquisitor in a Valkyrie, while still having a full Guard artillery battery while screen with large blocks of bolter nuns, or consider a four lascannon Devastator squad buffed by a psyker Inquisitor while sisters deal with the enemy infantry. The possibles are exponential with combinations of Inquisition, Guard, Red Hunters and Sisters, not counting allies of convenience at all!&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
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&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; Blood Angels are here to bolster the close-combat part of your army. Assault Marines are Troops, either jetting ahead and tying up the enemy in assault or using the lulzy 35-points discount on Land Raiders. Mephiston is also funny, though takes lot of points. You can also take Death Company on Stormraven and fuck somebody up in close combat. 7 DCs with hammer and Recclusiarch are perfect for that. And if THAT is not enough HtH power for you, Furioso and DC Dreads are looking on you with smiles. If you want just to have fun and have aesthetic taste, take Dante and Sanguinary Guard which looks cool with Seraphims and Saint Celestine.&lt;br /&gt;
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&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; Dark Angels are a good choice, helping fill the gaping close combat hole in your army: Sisters 6++ save not enough? why not stand them next to one of their cheap Librarians sporting a power field generator and boost them to a 4++. And this guys provide some cheap dakka options plus motherfucking Deathwing Knights.&lt;br /&gt;
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&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Stormravens and Land Raiders can be useful. Careful though, [[Khornate Knights|they&#039;re likely to to turn you into armor paint]]. To avoid this, just take Inquisitors.&lt;br /&gt;
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&#039;&#039;&#039;Vanilla Marines:&#039;&#039;&#039; Tougher than Sisters and with a codex full of toys, allied Marines are useful for objective grabbing or filling gaps in your army. About the only thing Vanilla Marines can&#039;t really do well is HtH unless they use Assault Marines or Assault Terminators, both of which are limited to a single squad in an allied detachment but you can take Lysander if you can&#039;t take Assault Termies, his cost is the same. And now Vanilla Marines have Stormravens. Good times. Just try not to spend all your points on your ally detachment. Black Templars are now here too, as shown in the allies matrix within the =][= codex, where the Templars do not appear.&lt;br /&gt;
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&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Not as good in the HtH department as Blood Angels, but better than Vanilla Marines. Space Wolves also benefit from being able to double-fill their HQ slots with some meaty choices, not least of which are Rune Priests, which can give reliable anti-psyker cover thanks to their 4+ Deny the Witch rolls, a field the Sisters are sorely lacking in.&lt;br /&gt;
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All in all, each marine army provides you with reasonably-priced (mostly) guns with low AP, some nasty close-combat units, different kinds of bikers, good long fire support (DA-devs with lascannons are awesome), flyers, drop-pods (except Grey Knights) and psykers, something that your army cannot do. Use it. Love it.&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
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&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Because the allies chart ruled out [[Tyranid|tentacles]] and that makes [[/d/M|you]] sad. In all honesty, while DEldar are a solid army and their mobility mostly overcomes One Eye Open, they don&#039;t have a ton of synergy with Sisters. They could fill the close combat hole in your army (hello Beastmaster packs and Incubi) and they can provide some downfield anti-tank (ANYTHING with haywire weapons), they don&#039;t do a whole ton for Sisters that most Marine armies couldn&#039;t do better. They do however have some truly nasty flyers.&lt;br /&gt;
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&#039;&#039;&#039;Eldar:&#039;&#039;&#039; Perhaps.  They have the ability to DESTROY MEQ&#039;s and TEQ&#039;s that you lack, and their mobility helps mitigate &amp;quot;One Eye Open&amp;quot; (not as much as Dark Eldar, but still good).&lt;br /&gt;
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&#039;&#039;&#039;Necrons:&#039;&#039;&#039; Oh sure, the massacre at Sanctuary 101 is ancient history, right?  RIGHT? (Still not as big an affront as the Khornate Knights incident).  That aside there is potential.  These guys have all the anti-tank a good ally needs and more, in addition to being great cannon fodder.  Take Crypteks for flavor if possible. While Eldar are fast enough on their own, Necrons need Scythes to negate &amp;quot;One Eye Open&amp;quot;. Like you wouldn&#039;t buy these cheap cheese croissants anyway.&lt;br /&gt;
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&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; Foul blue-skinned xenos would provide you one of the best anti-air in the game (which you desperately need), as well as awesome battlesuits, though in new codex they are more cover camping gunline rather then mobile army - pretty much like your girls. And you do not want to mix them into your gunline and risk to fail OEO checks. With this in mind Kroots should be your obligatory troop choice, as they have infiltrate, (and fuckhuge guns on the backs of their krootoxes).&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
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As far as HQs go, it&#039;s Jacobus or Celestine. Although I do have a potentially fun tactic with a Canoness ya&#039;ll might enjoy (see below) &lt;br /&gt;
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For your basic troops, &amp;lt;s&amp;gt;the 1-Click Collection on Games Workshop&#039;s site is a fair loadout, obviously a combi-flamer is far better than a power sword, so just proxy or make one (Sister with Storm Bolter and Death Company Hand Flamer works well.)&amp;lt;/S&amp;gt;. All of the aforementioned is valid, I only strike it out because the one-click costs the exact same as the sisters individually, so if you are buying through GW, might as well avoid the one-clicks and customize to your heart&#039;s content. Veteran Superior can be very useful, and I would take one. Your basic bolter sisters gaining preferred enemy is damn nice for a turn. Seeing as how its an AoF, though, you have to pass a leadership test for it to work, so the superior offers some security. Not required, of course, but far more justifiable than, say, upgrading to a veteran sergeant in a DA army. I would also recommend taking a Simulacrum, because it means you can now get preferred enemy twice (!). There are a variety of sizes in which you can run your troops, and honestly, I think all have their uses. A shitton of immolator spam with 6 man squads could be hilarious, but with special weapons, Simulacrums, and vets, that will get real expensive real quick, and remember, sisters don&#039;t benefit from nice things like ATSKNF, which means that if they run, you&#039;re fucked. I am going to skip the ten man squad in the rhino. The mechanic is similar to that of the immolator, and if you have ever played with or against a marine army, you have a basic idea of how this works. My personal preference--and if you want to feel like an incredibly manly motherfucker-- is just to spend the damn money and make blob sisters: 2 squads of 20, with priests as well.&lt;br /&gt;
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Elites? Good joke. Celestians? Please. Priest could be cool with War Hymns, but really, Sisters are crap in CC, and a polished turd is still a turd. Here Repentia are really your only option. They could potentially pop tanks, but if that&#039;s what you need, scroll down to Fast Attack. Their best use is as a suicide unit (duh) pointed directly at your opponent&#039;s dedicated close combat squad. As much as I love the Repentia in theory, in practice they have serious problems. Striking at initiative one (instead of 3) is not such a big deal, since generally that means they will go last anyways, but losing the ability to strike even when dead is a definite kick in the giblets. A 3+ fnp only goes so far. If you point them at terminators, good on ya, because generally those terminators will strike simultaneously (unless they are chaos and equipped with power maces, then you are fucked. So long fnp), and the end of that combat will be a wonderful hot mess, with you coming out on top insofar as his 200+ point squad just got reamed by your 155 pt masochists. But if you point them at a blob squad of orks, or chaos marines, or hormagaunts, or hell, even blob squads of imperial guardsmen/cultists, well, you might find yourself in trouble. Point being: these girls absolutely have their uses, but be VERY careful HOW you use them. No matter what, take a preacher (for the reasons discussed above in the Repentia entry), and war hymns are probably smart. While I cannot say for sure, my guess is that these ladies are at their best when behind a wall of other sisters (I think a ten man squad of basic troops with a priest should suffice), rather than in a Rhino, for the reasons discussed above in their entry, but if someone has had other, better experiences, please let me (and all of us!) know. One more thing to note: don&#039;t COMPLETELY neglect these ladies. Their apocalypse formation (and seeing as how its war in the 41st millennium. EVERYONE should be playing an apocalypse game or two) is actually pretty cool, especially when combined with the proper strategic asset (like, say, I don&#039;t know, preventing the opposing army from shooting at them for a turn [i.e. shield-generator]?).   &lt;br /&gt;
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When it comes to Fast Attack, you&#039;ll want one squad of Seraphim, with two Hand Flamers and Melta Bombs on your Veteran Sister Superior. Pop tanks, shred infantry, the works. Nuff said about that. Dominions work amazingly when spammed with Melta and put in an Immolator with T/L Multi-Melta. Take 2. Ignoring cover is extremely useful as now tanks get cover from 25%, but &amp;lt;s&amp;gt;if you don&#039;t have the points to spare, you won&#039;t miss a Veteran Sister Superior or Simulacrum Imperialis&amp;lt;/s&amp;gt;. Not so sure about this. In certain circumstances, yes, such a statement is correct. Generally, cover is only 5+ for tanks, BUT...anybody ever fought Eldar serpent spam? All sorts of GW Cheesiness has been slathered on those stupid tanks, and you need to be able to ignore their cover to take them out. Even if not Eldar, ignoring cover is just so damn useful. Granted, your opponent will only have a 30% chance to save, but if he happens to make that save on his Leman Russ demolisher, you&#039;re going to be really butt-hurt you didn&#039;t spend the points to assure your passing your AoF. Generally, if you don&#039;t have the points to spare, I would probably not drop them here. There are other places where you can shave points in your army. &lt;br /&gt;
&lt;br /&gt;
Now you&#039;re at Heavy Support, and if you&#039;re not taking at least one Exorcist, at any points level, punch yourself in the face. At 1500 points you want two with Laud Hailers, along with some Retributors loaded up with Heavy Bolters, a Veteran Sister Superior, and an Simulacrum Imperialis. Sit the three behind an Aegis Defense Line with a Quad Gun, you&#039;ll have two chances at Rending at Ld9 with a reroll. Don&#039;t argue, do it. &lt;br /&gt;
**Canoness tactic!!!! Yes, folks, here it is. I give you a potentially effective way to use her [!]: Give her the mantle of Ophelia (perhaps the cloak of St. Aspira too? if she&#039;s behind an aegis, I am not sure a Rosarius is all that useful, and the cloak is only 5 pts more) and join her with the Retributors. Put her and the quad gun OUT FRONT. Now you have a ballistic skill 5 model manning the quad gun (2+ rerollable to-hit rolls, anyone?), AND she can tank wounds for your retributors, since she is immune to instant death! Oh, and the squads AoF(s) is now at leadership 10, so there is that too. As an added bonus, I would also put an inquisitor back there (with a hellrifle) and a cheapy squad of acolytes. Flank them with two exorcists. Now you have prescience to give all your retributors when firing their rending shots, and when not you can prescience your exorcists. Once the retributors AoF(s) have been spent, have the inquisitor join them to give them stubborn, since your canoness will likely be close to dead by this time from the wound tanking, and with the Hellrifle, she synergizes well with the Heavy bolters. Obviously, it still remains useful to have a couple of soaks in the retributor squad for when the canoness gets down to one wound.&lt;br /&gt;
**Additional thought: I am debating whether or not to give the inquisitor a Liber Heresius. On the one hand, without the rending on the HBs, the ability to split fire the quad gun might be exceedingly useful (since it can still pop tanks and fliers, which the HB&#039;s really cant do without rending). On the other, by turn 3 (or 4, depending on whether or not night-fighting happened for turn one), once the AoF(s) have been spent, I have my doubts the quad gun will still be alive, seeing as how it will almost certainly draw fire (if not round one, certainly round two when your opponent realizes you can make it rend). Plus such a load-out on the Inquisitor is beginning to get expensive. &lt;br /&gt;
**Final notes: Don&#039;t forget that generally speaking, the inquisitor&#039;s WL traits are more useful than the Canoness (who, remember, if you take her, is GOING to be your warlord, unless you also took Celestine), so there is that added bonus. No matter what, I STRONGLY recommend getting an inquisitor for this back-line, since prescience is just too damn useful. Remember as well to at least roll on the Divination table, since some of the other powers work really well against certain armies. If, for example, you happen to get perfect timing against an Eldar opponent, you probably want to take it, cuz your retributors suddenly ignoring cover would be rather hilarious. This is a bit of a long entry, and technically its not just about the canoness, but the combination just described is (I think) an exceedingly effective way to use her, and should be considered in your games. You&#039;re welcome    &lt;br /&gt;
&lt;br /&gt;
Quite unfortunately, the Sisters have two major problems to anyone trying to create an army with them.&lt;br /&gt;
&lt;br /&gt;
*Problem one: all their units are sold in three model packs and they&#039;re made of Emperor damned pewter and they all cost WAY too much. To build a single ten sister squad you need to get at least four of those and that&#039;s almost 60 dollars right there, not counting any special or heavy weapons you want to add. So your other option is to proxy the sisters using other models, which leads to problem two:&lt;br /&gt;
&lt;br /&gt;
*Problem two: the sisters are unique. If you look around among other miniature manufacturers you&#039;ll find that the &#039;army of nuns in power armor&#039; theme is, surprisingly, uncommon. Sure you can find one or two models but nothing you can replicate army wide. Your odds of finding a good model go up if you just look for &#039;girls in power armor&#039; but even then your pickings are slim (for some reason miniature sculptors tend to make female models with very little clothing on, not so much full sets of armor, go figure) and again any option you do find will likely be hard to use army wide unless you really commit to kit bashing to deal with weapon and pose problems. &lt;br /&gt;
&lt;br /&gt;
*The running best option seems to be to combining body&#039;s from the Dark Eldars with Space Marine arms and weapons, which both look a bit oversize on Eldar bodies. If you&#039;re manly enough you can use dark eldar bodies and legs, and a mix of dark eldar and dark elf heads to come up with some awesome looking models. Use empire rifles and arms to give them that steam punk look and you got yourself some cool fuckin&#039; models. Think Sisters of Silence, but without the armour that covers half their face.&lt;br /&gt;
&lt;br /&gt;
*Another option may be going &#039;screw it!&#039; to the sisters aesthetic and use Space Marines with female heads on them. But this makes proper Sisters sad. A third option would be to find  miniatures that while &#039;slimmer&#039; than a space marine are still in full armor. Something you can point to and say &#039;looks like a girl can wear that&#039; but again, this only solves the &#039;army of girls in power armor theme&#039; not the &#039;army of nuns in power armor&#039; issue, which is truly what the Sisters are about. Don&#039;t worry about Repentia though, your find PLENTY of models for them. Until GW puts some plastics out, there are no good options for sister players at the moment.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re particularly desperate, the chinese recasters have taken notice of the &amp;quot;re-release&amp;quot; Adepta Sororitas and are offering resin versions of Sisters. Unfortunately, they&#039;ve also taken notice of the GW prices and while cheaper, they&#039;re still quite steep in price compared to other armies. You probably won&#039;t be able to take these to a tournament either, since any organizer worth their salt will know that Sisters should be metal.&lt;br /&gt;
&lt;br /&gt;
*One more (extremely badass) option is coming down the pipe. Keep your eyes peeled for Raging heroes&#039; &#039;Sisters of Eternal Mercy&#039;. Raging Heroes generally does amazing work, and they are clearly going to be creating Sisters of Battle type models (they are, in fact, nuns in space). You won&#039;t be able to play them at a tournament, but who cares? All your friends will let you use them, and you are supporting a small business. Plus they will look WAY cooler. the kickstarter will begin in the spring. Heres a link to the concept art (its the pic at the bottom of the page): &lt;br /&gt;
&lt;br /&gt;
http://gmortschaotica.blogspot.com/2014/02/toughest-girls-of-galaxy-update.html&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
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&#039;&#039;Update In Progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Learn to enjoy the challenge?&lt;br /&gt;
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Ahem. You&#039;re going to lose a lot, but there&#039;s a lot you can do to minimize that. You should know what you can afford to lose, but given how little played sisters are, your opponent may not and you can pull some slight maskirovka to make sure what needs to live that game does, and that you lose what can afford to. A bit underhanded, sure, but sisters need ever perk they can get. Plus, you can&#039;t do this more then three to five times against any one guy as he will figure what is the most threat and what is not.&lt;br /&gt;
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Objective capturing will be a pain on a good day, most of your units do not have the long ranged fire support or the &amp;quot;durability&amp;quot; other armies have for back/midfield scoring so in most cases sisters are pretty much knee deep trying to keep out of charge range while keeping in effective shooting distances as such PLACEMENT is key! &amp;lt;s&amp;gt;Your best hope to drop your basic Sisters on objectives early on and try to keep them away from the action, while your other units clear the others off the other objectives.&amp;lt;/s&amp;gt; Doing so will just enforce the concept of target prioritizing the low toughness Sisters and removing them from the objectives early which means significantly less scoring in later turns which could lose the game. Keeping mobile but close enough that you can head for objectives towards later turns, early game is crucial in neutering most of the opponents long range weaponry as Sisters won&#039;t match up to most of it. Trying to send these girls against anything above Guardsman or BRUTALLY weakened units is the fastest way to get them killed. Target priority and making sure focusing is brutally important, sisters have some very solid mid range shooting but they need to make sure that it is effective or the return fire will just as much punish you.&lt;br /&gt;
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Seraphim vs Dominions: This will boil down to two things, 1. HQ preference and 2. Playstyle preference. Both of these units will more then often die early, the key is to making the most of them. Seraphim will be the best option for bubble-wrapping Celestine as well as providing a very mobile harassment unit that against most troop options will be able to beat them out in the shooting + charge combination. Dominions are for lists more tailored around Jacobus and the Cannoness as they&#039;re suicidal melta units, scouting forward to executing a few of the opponents tanks. *Note* that unfortunately due to the shenanigans that is the Wave Serpent it&#039;ll be the hardest tank to deal with for sisters as we focus on penetrations that they naturally ignore compared to the glancing that most other armies aim for, although if you can get 3 glances with Ignore Cover, it&#039;ll become moot. I have also found that Coteaz helps reinforce Dominions in the fact that he help secure first turn a bit better for the scouting sisters to make sure their payload is delivered.&lt;br /&gt;
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Retributors vs Exorcists: Retributors and Exorcists function quite similarly, Exorcists have seen a points decrease and the Retributors a slight difference with the changes to the cost of Heavy Bolters. Retributors handle sustained reliable fire a bit better then Exorcists but trade their effectiveness against mech that&#039;s above an av 10-11. If taking Retributors, consider either the Bastion or ADL as it provides them some cover and prehaps a body or two as well as the Simu to provide them a solid chance at pulling of their AoFs. Exorcists with their av13 and a 6++ is very nice especially if you can grab them a Skyshield for the increased LoSight benefits as well as the better save (4++). A bit less mobile but functionally better at making sure Exorcists stay on the table as they&#039;re arguably one of the key lynch pins of any Sisters army.&lt;br /&gt;
&lt;br /&gt;
Mech vs Horde: This is where you&#039;ll have the largest drift in Sisters of Battle or Adeptas Sororitas players opinion. To go with increase bodies for more guns and more cumulative wounds or the MSU style of Nuns and Guns rolling around inside their tanks and taking pot shots out the front.&lt;br /&gt;
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&#039;&#039;&#039;Horde&#039;&#039;&#039;: Benefits more from certain allies like Imperial Guard and Inquisition as well as from fortifications like ADL. Provides you with larger unit sizes requiring more firepower to effectively remove them as well as benefitting from certain AS/SoB relics/HQ options like Priests or Jacobus. Limits the actual amount of scoring to a few select units as you&#039;d have less number of scoring then MSU but more durable in most cases. Remember that a horde style list has less tanks and leaves the player a bit less mobile compare to MSU Mech. Effective shooting distance still remains for a majority of the army in being 12-24&#039; distance as they&#039;re mainly equipped with Bolters, though you&#039;ll see a lot less Flamer/HF in these style lists as they&#039;re not as effective compared to other Heavy Weapon options available.&lt;br /&gt;
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&#039;&#039;&#039;Mech&#039;&#039;&#039;: Immolators and Rhinos in a larger number then what&#039;s seen in a Horde style list, generally there&#039;s two versions seen a near total immersion with Immolators or a more varied list with both taken in numbers depending on the unit they&#039;re wanting to transport. Dominions are seen in higher numbers in these style lists as they sync perfectly with the TLMM Immo and Scout. Certain allies like MEQ pod based and chim/mech style IG/Inq tend to help increase the number of hulls cheaply enough not to hinder the list and provide more target saturation. This is definitively a more aggressive play style that hinges less on combative HQs like Celestine and more on massed fire from multiple targets and taking units down. Target priority is probably the most important factor in these lists as the body count is significantly lower and easy to lose momentum once units starting falling. Exorcists benefit a bit more in this list style compared to the Horde style as theres more AVs forcing some of the higher strength weaponry away from them which is fantastic.&lt;br /&gt;
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There are ways to play these lists hybridized where the player has a few aspects of both in a list and depending on the points level it can be fairly effective as well as what the current meta. The most important thing to remember is that one persons meta can be drastically different from another&#039;s, so maximizing the list tailored to the meta is vitally important for success, a lack of high strength weaponry allows Mech lists to function far better then Horde or vice versa where there&#039;s not enough shots to effectively remove the multitude of bodies prevent in a Horde style list.&lt;br /&gt;
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Don&#039;t forget Shield of Faith. On average it&#039;ll save 1 out of 6 casualties, which means a Squad of 10 can last longer than you expect with it, so always remember it. &lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
[[Category:Sisters of Battle]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Wood_Elves&amp;diff=555529</id>
		<title>Warhammer Army Project/Wood Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Wood_Elves&amp;diff=555529"/>
		<updated>2023-02-26T19:46:34Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Cons */&lt;/p&gt;
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&lt;div&gt;{{Upgrades}}&lt;br /&gt;
==Wood Elves: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.&lt;br /&gt;
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It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Wood Elves==&lt;br /&gt;
===Pros===&lt;br /&gt;
*If you hateed the 8th edition book, this removes most of the stuff from it and returns to form of the 6th edition book.&lt;br /&gt;
*Archery is your bread and butter&lt;br /&gt;
*You are freakishly fast&lt;br /&gt;
*you can reenact the &amp;quot;[[The Lord of the Rings|The Last March of the Ents]]&amp;quot; every game.&lt;br /&gt;
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&lt;br /&gt;
===Cons===&lt;br /&gt;
*If you liked your 8th edition book, well you can always switch to high elves.&lt;br /&gt;
*You are fragile, and unlike the other elves you lack plating to protect your men.&lt;br /&gt;
* Christ is this armybook bloated, with shit from 5th edition like chariots and all the [[Age of Sigmar]] stuff. For someone with an actual 8th edition army you won&#039;t be able to compete. Its expected that you&#039;ll bring some walking foliage or whore out shooting. The old Wild Rider and Eternal Guard centered list with magic augments and shooting support just wont cut it.&lt;br /&gt;
* Of all the cool things from old editions couldn&#039;t sneak in S4  short range shooting for Glade Guard?&lt;br /&gt;
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==Notable Changes from 8e==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Spites are back! Allowing you to pimp-out certain characters.&lt;br /&gt;
* Your combat characters are much cheaper.&lt;br /&gt;
* Universal buffs to BS based shooting is not missed by Wood Elves.&lt;br /&gt;
* No penalty for moving and shooting returns.&lt;br /&gt;
* Lore of Athel Loren returns and is worth considering.&lt;br /&gt;
* More Treepeople and other units to make infantry grind Wood Elves viable.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* You glass cannon units Close-Combat units lost their cannon properties, and are even more glass like. This army is now the stereotypical [[elf|shooty pansy elves.]] &lt;br /&gt;
* Characters have to pay for bows and Wizards lost the option to even buy them.&lt;br /&gt;
* Eternal Guard lost a point of leadership and Armor piercing but are no cheaper. Didn&#039;t even get the invite to the medium armor club like the other spear elves.&lt;br /&gt;
* Magic Armour changes makes it impossible for your characters to have an armour save better than 4+. You don&#039;t even have access to Lore of Metal to get glitter robes. &lt;br /&gt;
* Your magical lore selection got slashed in half. Losing Dark, High, Fire, Metal, and Death.&lt;br /&gt;
* Lost armour pierce on spears.&lt;br /&gt;
* Your elves no longer gain Murderess and Martial Prowess in forest. [[Derp|In fact, most don&#039;t gain a damn thing in forest.]]&lt;br /&gt;
* Almost all of you melee units got worse in Melee. Wild Rider&#039;s mounts don&#039;t have frenzy, Eternal Guard lost armour pierce and Dryads lost Toughness.&lt;br /&gt;
* Warhawks went from being the best unit in the book (and probably top 5 in the edition) to unit you should leave on the shelf.&lt;br /&gt;
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==Special rules==&lt;br /&gt;
*&#039;&#039;&#039;Elven Grace:&#039;&#039;&#039; With universal Elven ASF gone, there needed to be a bonus for your elves&#039; freaky high Initiative. This makes your elves get a 6++ Dodge save when facing units with lower Initiative.&lt;br /&gt;
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*&#039;&#039;&#039;Blessings of the Ancients:&#039;&#039;&#039; +1 to casting when 6&amp;quot; of a forest.&lt;br /&gt;
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*&#039;&#039;&#039;Forest Spirit:&#039;&#039;&#039; Your tree-folk has Fear, Forest Strider, Magical Attacks, Immune (Psychology), and a 5++ ward save (6++ against magic attacks). You can&#039;t have elves join your treefolk and your trees can&#039;t join elves.&lt;br /&gt;
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*&#039;&#039;&#039;Ambush from the Wordroots:&#039;&#039;&#039; place a forest in your deployment zone. You have tree synergy so you should have trees.&lt;br /&gt;
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*&#039;&#039;&#039;Asrai Archery:&#039;&#039;&#039; Your elves don&#039;t suffer -1 for moving and shooting.&lt;br /&gt;
*:The Game Won&#039;t penalize your for using the fast movement on your elves but now you have multishot on bows if your archers stay still. &lt;br /&gt;
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*&#039;&#039;&#039;Forest Strider:&#039;&#039;&#039; In case you haven&#039;t noticed, your entire army does this. This is how you can walk through forests without issue.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
*&#039;&#039;&#039;Asrai Longbow:&#039;&#039;&#039; Armour Piercing (1) longbows. Some models with these bows can also grab enchanted arrows.&lt;br /&gt;
===Enchanted Arrows===&lt;br /&gt;
Being that your army focuses a lot on archery, it&#039;s only fair that you have units able to buy special magical arrows.&lt;br /&gt;
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*&#039;&#039;&#039;Arcane Bodkins:&#039;&#039;&#039; Your arrows are now Armour Piercing (1), just to mock heavy armour even harder. Considering Asrai Longbows already have AP(1) this can be deadly against the plated fools.&lt;br /&gt;
*&#039;&#039;&#039;Hagbane Tips:&#039;&#039;&#039; Poisoned Attacks, which might give you a bit of an edge against armies of equal Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Starfire Shafts:&#039;&#039;&#039; Enemies that test for panic because of these arrows are forced to re-roll a successful check. Works best if your targets don&#039;t have much armor or toughness like Goblins or small skirmish units. &lt;br /&gt;
*&#039;&#039;&#039;Swiftshiver Shards:&#039;&#039;&#039; These are for massed fire units. They&#039;ll allow you to fire multiple shots when on the move, then Asrai Archery turns this into only a -1 to hit. You won&#039;t mind shooting 2 arrows each that hit on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Trueflight Arrows:&#039;&#039;&#039; Similar to the tomb kings, Your arrows ignore all Ballistic modifiers that were not the product of magic items or spells. Your walls, loss formations, and camouflage are meaningless now.&lt;br /&gt;
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===Spites of Athel Loren===&lt;br /&gt;
Yep, they&#039;ve returned. These let tree-people tack on special rules in place of a magic item allowance. Elve characters can also buy one with their allowance.&lt;br /&gt;
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*&#039;&#039;&#039;A Blight of Terrors:&#039;&#039;&#039; 25pts. Terror for your trees and elves since they usually lack it. &lt;br /&gt;
*&#039;&#039;&#039;A Cluster of Radiants:&#039;&#039;&#039; 25pts. Branchwraiths and Treeman Ancients Only. Adds a bonus dispel die to the dispel pool.&lt;br /&gt;
*&#039;&#039;&#039;An Annoyance of Netlings:&#039;&#039;&#039; 20pts. -1 to hit the bearer for only 20 points? That&#039;s a deal.&lt;br /&gt;
*&#039;&#039;&#039;A Muster of Malevolents:&#039;&#039;&#039; 15pts. Gives  d6 poisoned magical S2 Shooting attacks with Quick to Fire. Pretty much gives the Treepeaple their form of quick shooting.&lt;br /&gt;
*&#039;&#039;&#039;A Pageant of Shrikes:&#039;&#039;&#039; 15pts.  Gives an S4 magical shooting attack with sniper and slow to fire. What you&#039;ll be using to kill mages.&lt;br /&gt;
*&#039;&#039;&#039;A Befuddlement of Mischiefs:&#039;&#039;&#039; 15pts. A bound PL3 Magic Missile that lets you force a unit make a stupidity on a 3d6. It can be ok, less so if it&#039;s on a unit with high leadership. Definitely not fun for many wizards.&lt;br /&gt;
*&#039;&#039;&#039;A Lamentation of Despairs:&#039;&#039;&#039; 15pts. A bound PL3 Direct Damage that forces monsters or characters to test Ld or eat d3 save-ignoring hits. The former tends to have poor Leadership, so save it for them.&lt;br /&gt;
*&#039;&#039;&#039;A Resplendence of Luminescents:&#039;&#039;&#039; 10 points for Magical Attacks? Really? Mathias dropped the ball when updating the Forest Spirit rule. Currently a pointless point sink.&lt;br /&gt;
*&#039;&#039;&#039;A Murder of Spites:&#039;&#039;&#039; 10pts.  Adds d6 poisoned magical melee S2 attacks, which might be handy for whittling away wounds.&lt;br /&gt;
&lt;br /&gt;
===Heirlooms of Athel Loren===&lt;br /&gt;
*&#039;&#039;&#039;The Spirit Sword:&#039;&#039;&#039; 50 points for ignoring armour saves (as if Wood Elves didn&#039;t punch through it enough already), and if you cause an unsaved wound on a living single model unit (ie. character/champion/monster), you and your foe both take a leadership test. For each point you beat your opponent by, it causes a wound. If you lose the test nothing happens. I guess it is neat and will kill monsters like hell, but this weapon is overpriced and relies on you hitting/wounding your target. Rely on the rulebook&#039;s magic items instead.&lt;br /&gt;
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*&#039;&#039;&#039;Daith&#039;s Reaper:&#039;&#039;&#039; This weapon would be amazing for almost any race but Wood Elves. For 50pts you can re-roll to hit and to wound and force your opponent to re-roll successful armour saves. With the loss of ASF everywhere, this sword goes from useless on your heroes to just being overpriced since Wards still nerf it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bow of Loren:&#039;&#039;&#039; For 20 points, you get a S4 Asrai Longbow that fires a number of shots equal to your character&#039;s attacks. You can use it on the Waystalker to get 2 armour ignoring, sniping shots, slap The Savage Beast of Horros on him to get 5 of them or give it to the Glade Lord to fire 5 BS7 shots. Note that these are Multiple Shots (so -1 to hit and can&#039;t stack with Waystalker multiple shots and won&#039;t get any bonus from extra hand weapon). The one drawback of this weapon is that it won&#039;t use any of the special arrows, which is a letdown. The best that can be said about this bow is that it is properly priced.&lt;br /&gt;
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*&#039;&#039;&#039;Helm of the Hunt:&#039;&#039;&#039; For 40 points, you can grab a 6+ save, Devastating Charge, Frenzy, and Forest Spirit. This might allow you to join the wearer with legit Wild Riders or with treepeople, but that&#039;s all you get.&lt;br /&gt;
**Alternate Opinion: For 40pts, you get an awful lot with plenty of Magical Items allowance left over when given to a Glade Lord. The +2 attacks on the charge stack with magical weapons so combine with Daith&#039;s Reaper for the maximum lulz as you scythe through infantry.&lt;br /&gt;
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*&#039;&#039;&#039;The Rhymer&#039;s Harp:&#039;&#039;&#039; Grants a 5++ Ward and Strider to the bearer, the mount, and any unit they join. That sounds neat, but...60 points? Fucking really?&lt;br /&gt;
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*&#039;&#039;&#039;Calaingor&#039;s Stave:&#039;&#039;&#039; 15pts. With Tree Singing now in its own lore, what does this thing do? Well, it lets you re-roll the distance your forest moves or the damage it inflicts when using Tree Singing. All right, that might make the spell useful, especially now at 15 points.&lt;br /&gt;
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*&#039;&#039;&#039;Moonstone of the Hidden Ways:&#039;&#039;&#039; This item&#039;s potential power is immense, while it&#039;s actual usefulness is varied. For 35 points you can teleport your unit at the end of a movement phase, from one forest to another. The only restriction on what can be teleported is whether it can fit wholly inside the forest. The &amp;quot;forest walking&amp;quot; unit can&#039;t be placed in another forest that is too small and counts as having marched. While interesting, this item makes you a sitting duck for 1 turn and either rely on the luck of the terrain deployment table or how quickly you can get Madrigal of Meeting to cast. Leave it to the Tree Revenants.&lt;br /&gt;
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*&#039;&#039;&#039;Hail of Doom Arrow:&#039;&#039;&#039; 35pts. Glade Lord or Glade Captain with Asrai longbow only. One uses S4 Multiple Shots (3D6). Waystalkers can now take it but can&#039;t with his snipe. It still sends a fucking frenzy of arrows, but now without armour piercing. Say goodbye to hordes.&lt;br /&gt;
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*&#039;&#039;&#039;The Banner of the Eternal Queen:&#039;&#039;&#039; 55pts. This banner provides Magic Resistance 3 and for 1 turn the ability to be unbreakable. At almost half the cost it was in 8th Ed it has become a lot more viable due to the survivability it can bring against Magic heavy armies. Its good to see this item being done justice while the Banner of the World Dragon got hit by the nerf bat into next week.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Banner of the Hunter King:&#039;&#039;&#039; 30 pts. Got changed to add 1d6&amp;quot; to your charge range instead of vanguard and re-roll one first failed charge. More useful now than the previous iteration as any unit benefits from adding, on average, +3.5&amp;quot; to thier threat range.&lt;br /&gt;
&lt;br /&gt;
===Expansion Magic Items===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Dawn Spear:&#039;&#039;&#039;35pts. This particular spear is a good defensive tool. If it successfully wounds an enemy model, that unit suffers a -1 to hit for the rest of the turn.&lt;br /&gt;
*&#039;&#039;&#039;The Callach&#039;s Claw:&#039;&#039;&#039; 25pts. This weapon deals a -2 to Ld if it successfully wounds, making for a good pick for Breaking.&lt;br /&gt;
*&#039;&#039;&#039;The Hunter&#039;s talon:&#039;&#039;&#039; 25pts. This is an Elven Longbow with Sniper, making it a great pick because of our preference in shooting.&lt;br /&gt;
*&#039;&#039;&#039;Blades of Loec:&#039;&#039;&#039; 20pts. Shadowdancer only. These paired hand weapons allow a re-roll to wound, a great pick for these loons.&lt;br /&gt;
*&#039;&#039;&#039;The Spear of Twilight:&#039;&#039;&#039; 20pts. This spear packs KB.&lt;br /&gt;
*&#039;&#039;&#039;The Sword of a Thousand Winters:&#039;&#039;&#039; 20pts. Oh lawdy, is this cruel. Ice attacks and For every unsaved wound an enemy character or monster suffers, they have to make a Toughness test or suffer -1 to S/I/A for the rest of the game.&lt;br /&gt;
*&#039;&#039;&#039;Rageth&#039;s Wildfire Blades:&#039;&#039;&#039; 10pts. Two Flaming hand weapons. Could be worse for the price.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armour&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Fey:&#039;&#039;&#039; 30pts. This is light armor with a 4++ ward against magical attacks. Shame it&#039;s no good against spells.&lt;br /&gt;
*&#039;&#039;&#039;The Oaken Armour:&#039;&#039;&#039; 30pts. This is light armor with a 4+ Regen.&lt;br /&gt;
*&#039;&#039;&#039;Railarian&#039;s Mantle:&#039;&#039;&#039; 20pts. Light armor. When this model&#039;s within 6&amp;quot; of a forest, they gain a 5++ Ward. While you do have the means to shove your forests around, you shouldn&#039;t be relying on this unless you&#039;re running an archery bunker.&lt;br /&gt;
*&#039;&#039;&#039;Briarsheath:&#039;&#039;&#039; 15pts. Model on foot only. A more defensive buff than the one above, this inflicts a -1 to hit the wearer with missiles, upped to -2 when in a forest.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Talismans&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Amaranthine Brooch:&#039;&#039;&#039; 30pts. Deals a 4++ Ward against non-Magical Attacks.&lt;br /&gt;
*&#039;&#039;&#039;Glamourweave:&#039;&#039;&#039; 35pts. This sinister piece deals a 4++ Ward against missiles, but in melee the enemies must make a Leadership Test or else need a 6+ to hit the bearer.&lt;br /&gt;
*&#039;&#039;&#039;Stone of the Crystal Mere:&#039;&#039;&#039; 30pts. This is a risky gamble. While a 3++ Ward is nice, it only lasts as long as you can make your saves. The moment you lose, it goes poof.&lt;br /&gt;
*&#039;&#039;&#039;Amber Pendant:&#039;&#039;&#039; 25pts. Enemies in base contact suffer ASL. AWESOME.&lt;br /&gt;
*&#039;&#039;&#039;The Fimbul Winter Shard:&#039;&#039;&#039; 25pts. This particular piece makes enemies in melee suffer -1 to melee, but it grants Tree Spirits within 6&amp;quot; Stupidity. &lt;br /&gt;
*&#039;&#039;&#039;Stone of Rebirth:&#039;&#039;&#039; 15pts. You got an extra life. So long as the bearer didn&#039;t die from being pursued, you can roll a d6 and be rezzed with a single wound on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Merciw&#039;s Locus:&#039;&#039;&#039; 15pts. A premier challenge tool, this robs the strength bonus from the bearer&#039;s weapons and those wielded by any enemy in melee. Pretty much what you want to laugh at super-slow great weapon dwarfs or roid-raging Khornates.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Arcane Items&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ranu&#039;s Hearthione:&#039;&#039;&#039; 40pts. A grand assurance policy, this lets you re-roll a single casting or dispel die each magic phase. This is especially handy for avoiding  miscasts or triggering Ultimate Power.&lt;br /&gt;
*&#039;&#039;&#039;Divination Orb:&#039;&#039;&#039; 25pts. Whenever the enemy casts using 3+ magic die, the bearer gets a free die to dispel with. While you&#039;re not the master mages your high cousins are, this does give you some influence.&lt;br /&gt;
*&#039;&#039;&#039;The Deepwood Sphere:&#039;&#039;&#039; 20pts. Enemies who move into a forest within 18&amp;quot;of the bearer suffer d6 S4 hits on this turn and on any turn where they stay in the area. Long live area denial.&lt;br /&gt;
*&#039;&#039;&#039;Elf Charm:&#039;&#039;&#039; 20pts. Lore of life wizard may add D3 when casting once per magic phase.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Enchanted Items&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Waystalker&#039;s Cloak:&#039;&#039;&#039; 25pts. gives the wearer the Forest Stalker and scout.&lt;br /&gt;
*&#039;&#039;&#039;The Horn of the Asrai:&#039;&#039;&#039; 25pts. During one enemy movement phase per game, you can use this item. All enemies within charging range must then make a Psychology check or be forced to charge them. Great if you know how to influence your enemy movements, not if you suddenly bring a badass in front of your sad treeman ancient.&lt;br /&gt;
*&#039;&#039;&#039;Wraithstone:&#039;&#039;&#039; 25pts. Deals -1 to Leadership on enemies within 6&amp;quot; of the bearer, but it&#039;s useless when the enemy&#039;s Immune to Psychology.&lt;br /&gt;
*&#039;&#039;&#039;Elynett&#039;s Brooch:&#039;&#039;&#039; 20pts. Grants re-rolls to Psychology tests.&lt;br /&gt;
*&#039;&#039;&#039;Gwytherc&#039;s Horn:&#039;&#039;&#039; 15pts. Friendly units within 12&amp;quot; of the bearer gain a +1 to rally.&lt;br /&gt;
*&#039;&#039;&#039;Dragontooth Arrows:&#039;&#039;&#039; 5pts. These special arrows inflict Stupidity on those it wounds. Nasty and for dirt cheap.&lt;br /&gt;
*&#039;&#039;&#039;Arrows of Potency:&#039;&#039;&#039; 10pts. Enchanted Arrows. arrows gain Multiple Wounds (2).&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Magic Standards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gaemrath, The Banner of Midwinter:&#039;&#039;&#039; 25pts. Once per game, you can trigger this. The bearer&#039;s unit may be unable to move, but they gain Unbreakable for this turn.&lt;br /&gt;
*&#039;&#039;&#039;Faoghir, The Banner of Dwindling:&#039;&#039;&#039; 25pts. This robs a die from the enemy if they decide to roll for charging or fleeing distance against a unit carrying this banner. This also means you&#039;re going to counter charge and overrun them that much easier.&lt;br /&gt;
*&#039;&#039;&#039;Saemrath, The Banner of Zenith:&#039;&#039;&#039; 25pts. Enemies within 12&amp;quot; of this banner cannot march.&lt;br /&gt;
*&#039;&#039;&#039;Aech, The Banner of Springtide:&#039;&#039;&#039; 10pts. The unit gains Quick to Fire and may fire Multiple Shots when choosing Stand &amp;amp; Shoot as a charge reaction. Know what that means? ARROW SPAM ON ALL THE CHARGERS!&lt;br /&gt;
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==The Lore of Athel Loren==&lt;br /&gt;
&#039;&#039;Lore Attribute: Verdurous Harmony:&#039;&#039; Whenever you cast an augment spell on a friendly unit, they can recover one wound/model. This will be absolutely necessary since you have fragile units all around.&lt;br /&gt;
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*&#039;&#039;&#039;Signature: Tree Singing: (6/12) &#039;&#039;&#039; You&#039;re pretty familiar with this as something else: Calaingor&#039;s Stave. You know, that useless item that shuffled forests around? While it&#039;s still the same as before and can&#039;t benefit from the Lore Attribute, the only benefit this spell has is its casting value being reduced to a 6+ (12+ for augment). It&#039;s still highly situational and unless you also got Drycha&#039;s trickery or Tree Revenants, its use is very suspect. Thankfully, you&#039;re not sacrificing any spell slots for this.&lt;br /&gt;
#&#039;&#039;&#039;Fury of the Forest: (5/8)&#039;&#039;&#039; Fires d6 S4 hits on an enemy, doubled to 2d6 when the enemy&#039;s within 6&amp;quot; of a forest.&lt;br /&gt;
#&#039;&#039;&#039;The Twilight Host: (6/9)&#039;&#039;&#039; Makes an allied unit cause Fear/Terror and counts as double the unit strength for outnumbering and steadfast. Combined with the Lore Attribute, this can turn around a losing fight or make you dominate a deadlock.&lt;br /&gt;
#&#039;&#039;&#039;The Hidden Path: (7/10)&#039;&#039;&#039; Grants a unit Ethereal until your next turn or they end up in a fight. A handful of elfs and trees are more move expensive than legions of farmers with bows, so it prepared if at least one unit is immune to arrows and cannons.  &lt;br /&gt;
#&#039;&#039;&#039;Madrigal of Greening: (9)&#039;&#039;&#039; Summons one forest within 12&amp;quot;. Acorn of Ages, meet your match. With signatures given to all wizards, you can then have a second Athel Loren wizard shove your new tree into a more convenient spot.&lt;br /&gt;
#&#039;&#039;&#039;Ariel&#039;s Blessing: (10/13)&#039;&#039;&#039; Grants a unit a 4+ Regen, which when combined with the rezzed unit lets you laugh off attacks...until some dickhole decides to set their swords on fire.&lt;br /&gt;
#&#039;&#039;&#039;Call of the Hunt: (11/14)&#039;&#039;&#039; Either grants a unit a bonus attack (mounts excluded) or throws a unit 2d6&amp;quot; forward with random movement. Combine the former with Twilight Host to truly terrify enemies.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;[[Orion]], the King in the Wood:&#039;&#039;&#039; 425pts. Anyone who remembers him remembers how friggin&#039; powerful he is, but also how costly he is. Fortunately, he&#039;s made it through fairly intact with the only changes being turned into Monstrous Infantry with -1S compared to before and his Horn of the Wild Hunt being single-use while granting a massive 18&amp;quot; aura of fear and Devastating Charge. In addition, he renders all Wild Riders core when taken as General, which is fitting in a thematic sort of way. He is also the incredible hulk of elves with his S5 6A, throwing a spear-like bolt thrower and can fire 6 arrows on the move.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ariel]], the Mage Queen of Loren:&#039;&#039;&#039; 510pts. For someone who&#039;s a half of a god, she&#039;s quite the package. She&#039;s the requisite Loremaster of Athel Loren who&#039;s essentially a Spellweaver+1 before adding the other things. And a single pitiful S4 armour-ignoring hit...spread around everyone in b2b. Anyone charging her goes through difficult terrain and anyone pursuing rolls 3d6&amp;quot; dropping the best. She has the Acorn of Ages for a surprising forest. Then you get to the magic stuff, which is where her oomph is. On top of being an L4 Loremaster, she has Magic Resistance (3), the ability to re-roll dispels, and the chance to rob an enemy of a wizard level and the spell they tried if you dispelled it (though subject to an Ld check). In all, make sure she&#039;s always casting, but don&#039;t feel too guilty to have her hold around before running.&lt;br /&gt;
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*&#039;&#039;&#039;[[Araloth]], Lord of Talsyn:&#039;&#039;&#039; Remains the troubled soul he was before. 195pts for a 4++, unbreakable on his own (don&#039;t let him go on his own EVER), Glade Lord with a 6+ armour, armed with...a regular Spear, and who comes with a bird. The bird is a free S4 hit on one model within 18&amp;quot;, and functions like a weird Killing Blow that causes blindness instead of death (robbing the enemy of Weapon Skill, Ballistics Skill, AND Initiative, which is a big step up from 8E).&lt;br /&gt;
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*&#039;&#039;&#039;[[Thalandor Doomstar]], Lord of Argwylon:&#039;&#039;&#039; 235pts. A Glade Lord riding a hawk. He has a -1 to hit him with missiles and his spear provides a 4++ parry at all times, which makes him incredible when facing weaker armies.&lt;br /&gt;
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*&#039;&#039;&#039;[[Durthu|Durthu Oakheart]]:&#039;&#039;&#039; 320pts. Everyone&#039;s favorite racist tree is back with some serious reworks. While maintaining his Ancient statline and casting, his weapons are all changed. For starters, he has d6 additional S2 attacks that can give a slight penalty to hit him in melee while also weakening their armour enough for him to mock anything that crosses him. While still a hand weapon, his sword lets him re-roll to hit every turn with perpetual hatred while making his frenzy endless. As always, Wyssan&#039;s Wildform or Savage Beast of Horros (yes, re-read the lore: &#039;&#039;Horros&#039;&#039;) is all you need from him.&lt;br /&gt;
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*&#039;&#039;&#039;[[Drycha]]:&#039;&#039;&#039; 200pts. She became way more fragile this time around. Since she&#039;s now docked to only TWO WOUNDS with Fanatical Resolve only granting her +1 attack for losing a wound, she&#039;s going to be way less likely to fight without a pack of dryads or treekin by her side, Dryad Aspects or not. Fortunately, her lores have changed to be able to use Life or Athel Loren, letting her at least recover if need be. Her Selling point now is her ability to have Forest Spirit units ambush out of forests with the addition of the Newer tree-people and the ability to move forest terrain. &lt;br /&gt;
**&#039;&#039;&#039;Drycha Hamadreth:&#039;&#039;&#039; 340pts. Jumping from Hero to Lord, Drycha in her [[Dreadknight]] TREEMONSTER form, returns and surpass the melee monster she used to be now with a base of &#039;&#039;&#039;6 Attacks and 5 wounds&#039;&#039;&#039;. In addition, her body is also swarming with spites that can be used in both melee and shooting. Both are poisoned with 2d6 S1 attacks (and the shooting spites suffer no penalty for moving and shooting), but at the start of each turn you can elect to upgrade one mode of them to dealing 3d6 bites.&lt;br /&gt;
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*&#039;&#039;&#039;Naestra &amp;amp; Arahan, [[Sisters of Twilight]]:&#039;&#039;&#039; 275/495pts. You don&#039;t take them to win, you take them to troll. For 275 points you get the pair on the back of Gwindalor the Great Eagle and for a few 220 more can have them ride the forest dragon Ceithin-Har. Why you ever would take them on a dragon is a mystery since the eagle allows them to re-roll failed to hits and the dragon can only charge if they pass Leadership (Not a big issue, but inconvenient when it triggers). Their Dragon is 80pts cheaper than the glade lord&#039;s since Gwindalor is clearly 80pts. The Conjoined Destiny rule means they will stay around full health as long as the enemy doesn&#039;t finish the job. In melee, the sisters are identical Glade Captains with Naestra gain a +1 to wound forces of destruction while Arahan has it against forces of order. They also have 2 special bows. Naestra has a str 5 d6 wound longbow which gives her mount a wound back if she wounds with it and Arahan has a bow that fires 2d6 str 2 Ap(1) poisoned shots. Between them have, they have good shooting and survival thanks to their previous rules and weapons. These compete badly with the waystalker, lvl 1 spellsinger, and BSB in the Heroes section though so chose wisely. Pity you can&#039;t take these gals on foot though...&lt;br /&gt;
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*&#039;&#039;&#039;[[Naieth]] the Prophetess:&#039;&#039;&#039; 155pts. High Seer of Athel Loren. She&#039;s a Spellsinger with a free power dies each magic phase. Her other trick is an owl that sits upon any standard bearer (but can&#039;t stay on them for longer than a turn) and lets the unit re-roll 1s to hit with missiles. While Ariel is just jam-packed with things to do, Naieth is purely a support hero, so do keep her out of combat.&lt;br /&gt;
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*&#039;&#039;&#039;[[Lothlann the Brave]]:&#039;&#039;&#039; 160/174pts. His defining tool is the Battle Standard of Athel Loren, letting him be the BSB and allowing any unit within 12&amp;quot; of him to dispel on a 5+.&lt;br /&gt;
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*&#039;&#039;&#039;[[Scarloc]]:&#039;&#039;&#039; 110pts. A legendary Deepwood Scout. His sword gives him Piercing 1 and ASF, making him an asset while his longbow lets him re-roll to hit with a chance of hitting him if he fails again.&lt;br /&gt;
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*&#039;&#039;&#039;[[Skaw the Falconer]]:&#039;&#039;&#039; 85pts. He&#039;s back and crazier than ever. Unlike Araloth&#039;s single bird, he possesses a flock of them that always hit on a 2+ and deliver three S3 hits each at the range and provide three S3 hits at WS4 in cc. While not very well armoured in combat with a cloak with 6++ ward (though it&#039;s fucking heavy armour against missiles), his weapon gives him ASF and adds +1 strength for the first turn of combat - if he hits, he robs the enemy of an attack.&lt;br /&gt;
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*&#039;&#039;&#039;[[Gruarth the Beastmaster]]:&#039;&#039;&#039; 75pts. In case you needed more support for alters, you get a named hero for them. He&#039;s joined by a pair of wolves who can move away from him if you want (though they&#039;re always within 12&amp;quot; of Gruarth). Gruarth himself has light armour that becomes medium armour when shot by missiles and has a pair of bolas with Piercing 1, Multishot (2), and Sniper that he can use to trap an enemy from escaping from the puppers or to rip the wizard from a meddlesome bodyguard unit.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sceolan]], Lord of the Hooked Blade:&#039;&#039;&#039; 185pts. Glade Lord that can hang out with Deepwood Scouts, gives a core unit ambush, has The Bow of Loren, and buckler that let him counter-attack.&lt;br /&gt;
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*&#039;&#039;&#039;[[Wychwethyl The Wild]]:&#039;&#039;&#039; 125pts. An extra aggressive Shadowdancer, able to attack models not in base contact (which will infuriate Skaven to no end) and can slash up one big front rank instead of his normal number of attacks once per game. His most useful function is his Drum which gives his unit swiftride on the charge.&lt;br /&gt;
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*&#039;&#039;&#039;[[Aethis The Wanderer]]:&#039;&#039;&#039; 165pts. Is a Shadowdancer with +2 to his WS and S thanks to his magical swords. He can drop it down the bonus to +1 instead to lower an enemy model&#039;s attack by 1 for the turn.&lt;br /&gt;
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====Generic Characters====&lt;br /&gt;
*&#039;&#039;&#039;Glade Lord:&#039;&#039;&#039; 120pts. Generic combat lord, reasonably fighty, but you&#039;ll pale in comparison to most other Lords. (Basically, he is identical to Asur Prince or Druchii Dreadlord, but the army&#039;s style and racial items work against making him a similar meatgrinder) He can be kitted out in various ways to be more fighty and given magic arrows which are a plus; he also dishes out an LD10 bubble. It should not be your first Lord choice; with the 9(e) magic armour changes, you can only take Glittering Scales, Helms, and Shields. Making it near impossible for him to get a decent Armour save.&lt;br /&gt;
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*&#039;&#039;&#039;Spellweaver:&#039;&#039;&#039; 185pts. This should be your first Lord choice. Level 4 at 220 points now, a variety of magic items to make her better, the only character who can take the Acorn of Eternity (technically, the Glade Lord can take it too, but naked combat lord suffers much more than naked wizard lord). If you want a Lord choice, this is the one you should go for in (almost) every situation.&lt;br /&gt;
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*&#039;&#039;&#039;Spellsinger:&#039;&#039;&#039; 85pts. One word. Amazing, when compared to the old wizards. Five points cheaper than the high elf equivalent, +35 for a level 2. But took away thier bow. Now has access to Beasts, Life, Light, Heavens, Shadow, or Athel Loren.&lt;br /&gt;
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*&#039;&#039;&#039;Treeman Ancient:&#039;&#039;&#039; 235pts. While Treemen are alright, Treemen Ancients fail for many reasons. First off, they&#039;re 235 points, are lvl 1 life/athel Loren wizards only (who can only upgrade to level 3), have a flammable 3+/5++, can tree whack, and have the kind of melee stats that make cherubs cry. WS4, S5, A3, I2. I guess old age shows? The best thing that can be said about them is probably that they are large targets with Ld 10. Actually, against anything that hasn&#039;t got a particularly threatening shooting phase, the ancient will be basically immortal unless they exploit fire. 3+, 6 wounds, 6T, 5++ ward, and lore of life or Athel Loren mean that light shooting will be almost useless against it, and even bolt throwers will struggle to down him. Fortunately.&lt;br /&gt;
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*&#039;&#039;&#039;Warsong Revenant:&#039;&#039;&#039; 260 pts. What if Spellweaver was upgraded to a Forest Spirit along with other goodies; Fly(5), Reg (5++), NA(6+), buff and debuff LD within 12&amp;quot; and Knows a unique spell that damages all enemies more the higher your casting value was. Feels like a named character rather than a generic lord with a 100-point allowance to further splurge on. He is already more expensive than an lv 2 Treeman Ancient or an lv 4 Spellweaver despite being stuck at lv3. Using his abilities in tandem, a Revenant wants to be upfront with a wood elf force, close enough to sway a panic or break test in your favor, while using that fly got to leap out of trouble (a 4++ ward is good, but T3 is not something to be in melee with).&lt;br /&gt;
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*&#039;&#039;&#039;Glade Captain:&#039;&#039;&#039; 55 pts. This is the generic combat and battle standard bearer character for wood elves. And actually, comparing him to other non-elf race&#039;s characters, he isn&#039;t too bad. He can&#039;t buy anything armour-wise better than a shield and light armour, but then he is a wood elf, and he does have some decent combat stats and a bow to make up for it. Overall, while not having as much access to armour as the Dark Elf Master, this hero is a decent battle standard bearer, especially if you spend a few points to make him tougher. Consider adding a dragon helm, helm of the hunt, or any cheap magic armour to make him less squishy. Keep in mind that most Wood Elf lists are quite mobile (if not outright full-cavalry) and have good Ld, so BSB might not be the best investment.&lt;br /&gt;
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*&#039;&#039;&#039;Shadowdancer:&#039;&#039;&#039; Your Wardancer character. Worth consideration. For 110pts, you get a WS8 S4 I8 A4 (plus two hand weapons) combat character, with the amazing new wardancer dances. You have a 50 points magic item/spite allowance, and for 35pts, become a lore of shadow wizard. Not recommended to put her into a Wardancer unit; their dances do not stack. Put her with Eternal Guard or, better, with Dryads - her attacks and dances will help them overcome their downsides. She also can go solo with Boots of Flight or use the lore of shadows to fly. MR(1) plus a 5++ save in combat is something, but unless you stack with spells, items, and/or that one dances to give you -1 to be hit for 1 turn, she is a glass cannon. Hit hard, hit fast.&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; For those enterprising gentle...elves, a Shadow Dancer can be used as a pretty nifty rank breaker for a close combat army. Use the Dance of the Woven Mist to rob a horde of their rank bonus and watch them lose instantly.  &lt;br /&gt;
** Good items to give her are the BLADES OF LOEC or the Helm of the Hunt (making her [[RAPE|RAPE]] things on the charge).&lt;br /&gt;
*** Unless you really need saving points with a [[gish]], you are probably better off buying a Level 2 Spellsinger if you want the Lore of Shadow. (On the other side, she wants to be up close and give her Mystifying Miasma and watch a unit of Chosen get slaughtered at M1 by your archers with Starfire arrows)&lt;br /&gt;
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*&#039;&#039;&#039;Waystalker:&#039;&#039;&#039; 90 pts. Is a hero version of the Waywatchers. Just think of this guy as the replacement for the waywatcher kindred hero. He has BS 7, and a KB Sniper Asrai longbow. The Bow of Loren is an option that allows you to fire 2 ignores armour shots which can also be combined with the Savage Beast of Horros from the Beasts lore to grant 5 ignores armour sniper shots that do suffer from multiple shots penalty (though with BS7, will you care?). An interesting combo if you&#039;re going to be running with the beasts lore. The guy is dirt cheap, only 115 points with the bow of Loren, 90 without.&lt;br /&gt;
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*&#039;&#039;&#039;Branchwraith:&#039;&#039;&#039; 85 pts. The Branchwraith is fairly effective (WS6, S4, T4, I7, A3, Forest Spirit) but got a price raise and now has to pay to be a level 1 Life/Athel Loren wizard. She&#039;s a cheap way of beefing up a Treekin or Dryad unit and can give one such unit a means to shoot with spites. It is also of note that if you&#039;re taking the Lore of Beasts for your casters and you&#039;re running a Branchwraith, you can use 2 of the spells to buff her up to insane levels.&lt;br /&gt;
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*&#039;&#039;&#039;Arch-Revenant:&#039;&#039;&#039; 120 pts. The Newest melee leader for your tree people. A Forest Spirit is born as a great martial leader and uses a Dragonfly as a [[jump pack]], stated like an upgraded Glade Captain. Agressingvly Leading the tree people by having a 6&amp;quot; Frenzy aura for Forest Spirit. She has Fly, in case they are needed elsewhere, and lines up their spite attacks/spells. Can be better in the pure melee fighter than the Branchwraith, as they can mix magic items and/or spites.&lt;br /&gt;
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====Mounts====&lt;br /&gt;
*&#039;&#039;&#039;Elven Steed:&#039;&#039;&#039; You know it, you love it. M9 Forest Strider, 20pts for lords, half that for heroes, and allows you to keep pace with all your cavalry. Take it for your mages to hide with your cavalry.&lt;br /&gt;
*&#039;&#039;&#039;Forest Dragon:&#039;&#039;&#039; It&#039;s a Dragon, what do you want? Considering that this funky-looking dude with wings is a green, environmental-friendly lizard who smokes faeries, makes others stupefied and dumb when they inhale (presumably from forcing the enemy to second-hand smoke whatever herbs the elves use to mellow out the dragon), and is a beast when he thinks you&#039;re going after his stash, he&#039;s actually just that little bit better than most Dragons. Also, there&#039;s only one poser who&#039;s cool enough to hang with him, and that&#039;s the Glade Lord (who, if you don&#039;t kit out for combat, really is a poser; the GL has the same statline like Prince and Dreadlord, and his dragon is a tiny bit stronger than Black/Moon Dragon for same points, so it&#039;s not a much worse investment than any other Elf Lord of Dragon. Plus, Helm of the Hunt). Still, if you are running MSU, a dragon equal a giant target with &amp;quot;SHOOT ME!&amp;quot; written all over it in dwarven runes.&lt;br /&gt;
*&#039;&#039;&#039;Great Stag:&#039;&#039;&#039; Really, why aren&#039;t you taking it? Better stats than its closest cousin (IE the Eagle), you can still join units, and you get a monstrous mount. One of the better mounts. [The reason not to take it is that you don&#039;t get look-out-sir when joining units (because no units you can join are MC)]&lt;br /&gt;
*&#039;&#039;&#039;Unicorn:&#039;&#039;&#039; Unicorns are weird. They seem to be designed to deliver a Hero/Lord directly into combat, but it&#039;s only available to Casters, and all it really does for them is make them a tiny bit more durable. A mage on a unicorn may be able to scare away some chaff. It gives you movement 10 and can still skewer some models but is easily outshone by the elven steed. Magic Resistance (2) may seem nice, but it is better to just put your mounted wizard with Sisters of the Thorn and give them Lichebone Pennant.&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle:&#039;&#039;&#039; Worth taking to make your models more mobile for 45 pts. In the event that you want a flying cavalry HQ, you can take a bird. While a poor choice for the High Elves due to their predilection towards melee, your heroes are archers, and thus you can hide with your Warhawks and pepper things to death. I wouldn&#039;t take it on every hero, but on a lvl 1 mage without the scroll or the bsb it should be worth some consideration.&lt;br /&gt;
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===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Glade Guard:&#039;&#039;&#039; Your basic cut-rate Wood Elves. 4s in WS/BS and 5 initiative. 12pts each. With the generally increased effectiveness missile combined with multiple shots, this unit is even better than before. &lt;br /&gt;
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*&#039;&#039;&#039;Deepwood Scouts:&#039;&#039;&#039; Glade Guard with Scout and Skirmish for 2pts. They are more maneuverable and harder to shoot away. They can also be taken in units of 5. For every unit of Glade Guard, you should have one of these.&lt;br /&gt;
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*&#039;&#039;&#039;Eternal Guard:&#039;&#039;&#039; Elves that hold the spear line for your archers. Man, this unit got castrated. Losing Armour Piercing and a point in leadership. In exchange, they can use their Saearaths as a staff (a two-handed spears that give +1 attack) or as normal spears &amp;amp; board if you bought a shield. Lastly, like the rest of the army, they are no longer High Dark Elves when in forest so no re-rolling. Definitely questionable why this unit got dragged in the mud while most of the other core got better. They are still WS5 and your cheapest option to hold the lines.&lt;br /&gt;
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*&#039;&#039;&#039;Dryad:&#039;&#039;&#039; While retaining their statline and now dropping to T3. In exchange, Dryads share a property with the Alters in that they can shapeshift each turn for a new non-consecutive benefit (+1 Attack, +1 Toughness, or -1 to hit them), allowing them to at least attempt to grasp the vestiges of greatness they were. They are still a frightful melee core in chaff grind with Hatred, elf states, and a base 2 attacks.&lt;br /&gt;
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*&#039;&#039;&#039;Glade Rider&#039;&#039;&#039; Glade Guard mix with a fast cavalry that harasses enemy flanks. starts at 17pts with spear and bow with Armour sold separately, but still viable and a unit of 10 should make its way into almost all list.&lt;br /&gt;
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===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Wildwood Ranger:&#039;&#039;&#039; 13 points per model gets your light armor, Eternal Guard stats, immune to psychology, and S4 with greatweapons. They are slightly more resilient than Gnoblars but do carry a Great Weapon. What makes these guys special is that if they&#039;re in combat with a unit that causes fear or terror they get an extra attack (good against Chaos, Undead, and Ogres). On the upside, they are better than Empire Greatswords (In forests and against fear causers) but still easy to lose your investment (slow but costly elfs in Light armour are not survivable). You do have Treemen that will live longer, but their DPS worth it if you can keep them alive for long enough like by a wizard.&lt;br /&gt;
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*&#039;&#039;&#039;Wardancer:&#039;&#039;&#039; Wardancers are still a reasonably good unit let down by a few flaws and a fairly high cost of entry. They cost 14 points a pop, and with 3 Attacks, T3, MR(1), and a 6+ Ward, they&#039;re still about as hard as tissue paper, but that&#039;s par for the course with Wood Elves and Skirmishers in general. They no longer gain +1 S on the charge and have 3 new dances. The first gives you armor-piercing and killing blow, the second one gives you +1 attack, another gives you a 3++, and the final dance now provides ASF. What lets these guys down is the fact that because they&#039;re not Scouts, they do move out of the deployment zone with only a 6&amp;quot; vanguard, as well as being unable to repeat any of their dances the turn after it is used. To overcome this, take a small unit of 5 and hang them back, then proceed to laugh as you charge them into ongoing combat and win it by a landslide due to the -3 combat res. If the dice gods are high that day and the combat goes on for another turn, your shadow dancer can do a different dance if it is not in the wardancer unit (which it should never be).&lt;br /&gt;
**Keep in mind, both War Dancers and Shadowdancer are very useful due to disruption dance and are located in very contested sections. Choose whom you will use with care (unless you use both).&lt;br /&gt;
**As a side note, the whole squad can replace two weapons with a Saearath. An expensive 210+pts if trying to get 3 ranks (it&#039;s maybe better to go wider for that extra attack than supporting attacks), your trading that Default 4++ save in melee for 5++ and warding away charging this glass cannon in the front with that 4 in strength (won&#039;t ward the heavier calv but will cut down the lighter skirmishers that trie to tie them down).&lt;br /&gt;
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*&#039;&#039;&#039;Wild Riders:&#039;&#039;&#039;  While they may be quite fragile for cavalry, Wild Riders of Kurnous move like an arrow and hit like a ton of bricks (glass bricks). Jesus Christ. Another Wood Elf unit that got shafted for little reason. If this unit is upgraded to have its default light armour and the Steed of Kournous is 1pts cheaper than 8th edition. Along with the loss of both AP on spears and the Frenzy buff benefiting their mounts. This unit is squishier and less damaging than ever for almost no benefit. Even with the hits, they are still your heavy-hitting cavalry. At min size with Steed of Kurnous, 10 S4 + 15 S5 attacks on the charge are no laughing matter. They are probably not as good solo, but things will break when they ram into someone&#039;s flanks.&lt;br /&gt;
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*&#039;&#039;&#039;Meadow Chariot:&#039;&#039;&#039; Just like the rest of your army, it&#039;s super flimsy but hella fast and adept at 360, peppering the enemy with arrows. If you pincer an Enemy, it will also deal D6 S5  impact hits.&lt;br /&gt;
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*&#039;&#039;&#039;Tree Kin:&#039;&#039;&#039; Treekin have not been returned to their 7th edition glory, but are still more useful than 8th edition, with the addition of stubborn and the neutering of Warhawks. Compared to an O&amp;amp;G troll for the 11pts less, treekin suffers from a distinct lack of S5(that the troll has), but they also benefit from a distinct lack of stupidity(that the troll has). They are the best forest spirits the wood elves have to offer but are no longer a must-take. For 48 points, you get Stubborn, S4, T5, 3 wounds, 3 attacks, 4+ armor, 6++ Ward, and flammable. Beware, they are vulnerable to Great Weapons, fire, and high volumes of S4 attacks and have trouble overcoming large amounts of static combat res, so be careful not to send them into battles they can&#039;t win.&lt;br /&gt;
**Additional Thought: Proper use of these guys is against large S3 units (Spearelves of all flavors, Clanrats, Empire Spearmen, Skeletons...the list goes on). Your archers won&#039;t be able to bring the unit down to size very effectively, and most of your CC units will just bounce off, but Treekin has enough attacks (2 ranks have 18 attacks) and high enough toughness to grind them into powder. It&#039;s a niche, but it&#039;s one not filled very effectively elsewhere in the army. Combine with a flank charge from your Wild Riders for great success.&lt;br /&gt;
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*&#039;&#039;&#039;Alters:&#039;&#039;&#039; A new band of wood elves from old lore who become were-beasts with Fear. Each turn lets them shapeshift into a new form (Stag your charge opener with Str bonus and impact hits, Bear for tougher targets, Wolf getting 3 attacks with AP(1), or Boar to cross you fingers you can hold for a turn) so long as it&#039;s non-consecutive for two rounds while in combat. They are basically the cheaper Glade Riders only used for melee. They don&#039;t last long, likely only two rounds. They are a decent inclusion in a Melee Wood Elf army.&lt;br /&gt;
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*&#039;&#039;&#039;Warhawk Rider:&#039;&#039;&#039; Was the best Monstrous Cavalry and fly(10) unit in the game until brought low in this edition. Downgraded from archers riding monster birds to only upgraded Glade Riders with the Spiterider Revenant stealing its melee role. 27pts cheaper but lost a bunch of things [1T, 1W, Armour Piercing(on both the Rider and Hawk), and killing blow on the charge]. Another unique unit that got absolutely dragged in the mud. Can still find some use as it can move 20&amp;quot;. With changes to shield rules and thier high speed, they are best at shooting people in the back and destroying Warmachines, though your other Calvary can do the same job for cheaper but not so quickly into the game.&lt;br /&gt;
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*&#039;&#039;&#039;Tree Revenants:&#039;&#039;&#039; The first of the AoS lineup, The souls of dead elves that refuse to pass to defend the forest, these guys are essentially an Eternal Guard/Dryad Hybrid. Forest Spirit Eternal Guard with S4 2 attacks each and reroll 1s to hit and wound. Like all Wood Elves, they have the DPS, but their fragility and Fear rule makes them better as flankers. In addition, they can teleport to any forest during the Remaining Moves sub-phase gives them a worthwhile recommendation as emergency kamikaze units.&lt;br /&gt;
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*&#039;&#039;&#039;Spite Revenants:&#039;&#039;&#039; A dark reflection of the Tree Revenants that are somehow more spiteful than Dryads. Fill the roll of Infantry munchers better than Tree Revenant, being ambusher Skirmishers with 2 attacks, permanent Hatred, fear, and that causes enemies without Immunity (Psychology) to reroll successful Leadership test when in combat. When in the flanks, double-teaming them with calvary will break most enemies&#039; revolve. A reason you take them over the more mobile and reliable Tree Revenants is that not every tree can be moved into position in time, Spites have an easier getting things to break, and they are slightly cheaper.&lt;br /&gt;
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===Rare Units===&lt;br /&gt;
* &#039;&#039;&#039;Gossamid Archer:&#039;&#039;&#039; Tree Revenants with [[jump pack]]s and longbows. armed with Larval Shafts that Auto hit and MW(D3) on a natural 6 To Hit and the unheard-of ability to backup d6&amp;quot; if super close to an enemy after resolving thier shot. The backup currently works with the stand-and-shoot and Shoot-and-Flee reactions. The only reason they don&#039;t completely outclass Warhawk Rider is that they are competing with the same slot as other must-have rare choices, for example, the Waywatchers.&lt;br /&gt;
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*&#039;&#039;&#039;Spiterider Revenant:&#039;&#039;&#039; A AOS import, an Upgrade to the wild riders and stealing the melee role from the Warhawks. Fly (9) and hard to kill for a ghost elf with T4 and 3+/4++ save, but like Typical wood elves, They make tons of attacks but no remarkable strength, so they need to look for synergies to overcome creates tough. &lt;br /&gt;
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*&#039;&#039;&#039;Waywatcher:&#039;&#039;&#039; Jesus, one of the strong units in the 8e book just got buffed to the point that they&#039;re game-breaking. Still 20pts but lost the choice between ignoring armour saves or multiple shots (still have multiple shots, as do all the archers in the army). In exchange, they have KILLING BLOW on ranged attacks. Furthermore, they can take magical arrows. ALWAYS TAKE SWIFTSHIVER SHARDS. Additionally, enemy missile attacks suffer -1 to hit if the unit is in a forest. Additionally, anytime they enter a forest they trap it: [if an enemy unit charges through a forest roll a D6, 1-2 suffer D6 S3 hits, 3 Deducts D3 from charge distance, 4 str test or cant attack, 5 dangerous terrain test (1-2 fail if already dangerous), 6 UNIT IS HIT BY A BOLT THROWER.] 20 of these with Swift Shiver Shards comes in at 460pts. They will shoot 40 shots every turn, hitting on 2&#039;s (3&#039;s if they moved) and killing anything they touch on 6&#039;s. On average, they will hit 33 of 40 shots, and 5 or 6 of those will roll a 6 to wound. This unit will kill a Moon Dragon in one turn. Wipe Chaos Knights off the board and tear down Wizard Bunkers.&lt;br /&gt;
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* &#039;&#039;&#039;Sisters of the Thorn:&#039;&#039;&#039; The Wood Elf counterparts to Dark Elf Warlocks. While Wild Riders rock out with their cocks out and kill or get killed in a blaze of gory glory, the sisters are more subtle and indirect with their attack. For 24 points they get a 4++ ward, T3, BS5, and a poisoned javelin. They can buy full command and a 50pts banner. They also count as a lvl 2 wizard with the Shield of Thorns and Curse of Anraheir spells, with a +1 to cast with equal to your rank bonus (maxing out at +3). You can pull some crazy stunts with these Druidic Elven Nuns, but they are pricey, have one good spell, and one mediocre with great lore attribute, though both will be difficult to cast with less than 3 dice. One thing that is really good about them is that despite their massive cost, they are tough, they do look awesome and they are one of two cavalry units you can deploy your mounted characters in and that they don&#039;t have frenzy when compared to the Wild Riders. They are an awesome retinue for a mounted Spellweaver. Get them a Lichebone Pennant and you can laugh at enemy spells. They also can help/substitute a Lifeweaver or a Branchwraith, providing healing with Shield of Thorns (with thorns themselves being just a little bonus). They ain&#039;t a no-brainer but can be very effective with proper application.&lt;br /&gt;
** &#039;&#039;Doomfire Warlocks:&#039;&#039; These guys are often benchmarked against SotT. For just one point less you get a Dark Elf version of the sisters in the rare units. These guys don&#039;t throw poisoned javelins and they don&#039;t get the lore of life attribute on one of their spells. If you find yourself in a friendly game where you two decide to do unbound lists (somehow), the sisters are probably worth considering over warlocks.&lt;br /&gt;
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*&#039;&#039;&#039;Sylvan Hunters:&#039;&#039;&#039; These guys are like treekin, but trade out 1 toughness and natural armour for the ability to use weapons, of note being their S5 Magic longbows. If you wanted more of a screen, you can bunker them down during any movement phase, robbing them of movement but making them hide in hardcover. They have two uses, first as classic Monstrous Infantry that Bisects humans with their 3 WS5 S4 + polearm or greatweapon attack (choice if you want to fight first or last). Their second more tempting role is as Wood Elve artillery, rarely are Bowes high strength, and firing 6 S5 arrows while being -2 to hit in return for only 138pts is good.&lt;br /&gt;
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*&#039;&#039;&#039;Giant Eagle:&#039;&#039;&#039;  50ppm. Return to form again is rare but can take two as a single choice. Destraction Suicide eagles are back. &lt;br /&gt;
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*&#039;&#039;&#039;Treeman:&#039;&#039;&#039; The best that can be said about this unit is that it is priced correctly, but it is nowhere near the monster it was in the past. It is still quite tough with T6, W5 and a 3+ scaly skin, and 6++ ward. It also has 5 attacks at WS6 S5 in combat with the option to swap them all for a tree whack which deals d6 armour ignoring wounds to a model if your enemy fails his initiative test (each wound must be saved separately in case of ward saves). Also, Stomp. It also appears that the strangle roots have become a better-ranged attack. Str 5 d6+1 attacks may not seem like much but every little counts I guess. While the treeman is not amazing and necessary for most armies, sadly it is the best value monster we have and, perhaps, our best monster killer.&lt;br /&gt;
**Side note: The current Treeman model is mounted on a 50X100 mm chariot base. The 50mm short side goes at the front/rear based on the way you are supposed to assemble the model. This can be seen in GW images in their online store. I believe that the base is 75x50mm with the longer side being the front and the 50mm sides being his flanks.&lt;br /&gt;
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*&#039;&#039;&#039;Forest Dragon:&#039;&#039;&#039; The same unit from the mounts option but now not cutting into your lord funds but instead your Waywatcher/Sisters of the Thorn/Sylvan Hunters/Treeman funds. Still, the most viable way to run this unit when not playing &amp;lt;3000pts games.&lt;br /&gt;
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==Regiments of Renown==&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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===Magic===&lt;br /&gt;
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Taking a page out of earlier editions, half of the Lores of Battle Magic are removed as well as High and Dark. In exchange for the throwback lore of Athel Loren. The loss of Metal makes it even harder to deal with +1 Knights and Steamtanks, and impossible to give any of your units a decent armour save. It can still take Shadow to make your shooting even better. Overall, another nerf to the Woodies.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Life:&#039;&#039;&#039; This Lore is really good for Wood Elves as you can restore wounds on your best units (ie: Warhawks and arguably Treekin). It provides you with a way to give your Glade Guard saves, revive your most expensive units, kill your foes with a characteristic test, and have a safety net for you if you miscast. It is best taken on a lvl 3/4, so you can get the throne of vines up and not have to worry about any more miscasts.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Shadow:&#039;&#039;&#039; The Lore of Shadow allows you to switch and save the most important characters while debuffing your foes. It helps your shooting by reducing your opponent&#039;s toughness and weakens them in combat by reducing their strength, weapon skill and initiative. Withering is the must-have spell for Wood Elves, as it solves their greatest weakness - Str 3 bows. By using Melkoth&#039;s Mystifying Miasma you can slow down your foes, giving you more time to fire. It can make one your heroes fly but that isn&#039;t as useful as the others. It also comes with a semi-cannon ball and a blast initiative test spell which can destroy your enemy&#039;s tougher units. Finally, it comes with a buff that allows you to shred through tougher units. It is useful since it works on any wizard of any level. The Lore attribute can be good but it is very situational.&lt;br /&gt;
Some calculations can be seen in the Talk page.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Beasts&#039;&#039;&#039;: The Lore of Beasts lets you run a train on things that you normally would not be able to run a train on.  Arguably, it has the best signature spell of the 8 base Lores.  +1 Strength and Toughness make even glade guard dangerous in hand to hand.  They are still rubbish, but they may hurt someone.  If applied to Treekin, they will each have Dragon-like stats, and go from being &#039;decent&#039; to &#039;good&#039; super fast.  It really shines on wild riders and Warhawks, though, since it takes them from squishy, to survivable, and from dangerous to just Morderus. High initiative Strength 5 will scare anything. It will also give you the amber spear which helps you deal with monsters and a couple of character buffing spells that can help your shadow dancers. Curse of Anraheir has great synergy with all the forests you might bring along (Acorn of Ages). Making a third of an enemy unit that follows you into a forest die is pretty great.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Light&#039;&#039;&#039;: It&#039;s quite good against Undead and Daemons and could still be considered against other armies. With the loss of universal ASF, it&#039;s much better than previously during elf vs elf.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Heavens:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Lore of Athel Loren:&#039;&#039;&#039; combines lore of Life healing and Reg Save with other needed Wood-elves Flare: Gives Fear/Terror + double unit Strength so you win CC, let an expensive units cant be damaged in the shooting phase, Create forests, or put a unit into a murder frenzy.&lt;br /&gt;
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===Army Composition &amp;amp; Tactics===&lt;br /&gt;
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Build your tactics around your army.&lt;br /&gt;
Basically Wood Elves need to ambush, pick their fights carefully, and throw multiple units into every combat they fight if they want to win. One unit on its own is not going anywhere unless it&#039;s Wild Riders vs a monster or if the unit is charging the enemy&#039;s flanks or rear.&lt;br /&gt;
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Currently, there are four main methods of building your army:&lt;br /&gt;
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*A) &#039;&#039;&#039;Shooty army.&#039;&#039;&#039;&lt;br /&gt;
**Don&#039;t get charged and keep on shooting. Circle around your foes, slow them down, and don&#039;t be afraid to sacrifice a unit if it saves your army.&lt;br /&gt;
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*B) &#039;&#039;&#039;Fast combat army.&#039;&#039;&#039;&lt;br /&gt;
**You could take an entire horse army. Very hard to use but pays great dividends. This army should always get to choose when and how it fights. Abuse the Wood Elves&#039; superior movement to ridiculous levels.&lt;br /&gt;
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*C) &#039;&#039;&#039;Infantry army.&#039;&#039;&#039;&lt;br /&gt;
**Units of 5 or 6 Treekin have high Strength and Toughness, multiple wounds, good weapons skill, and nearly 20 attacks per turn. Spearelf units are expensive but good for holding characters and are now stubborn even without a glade captain or lord. The enemy will need to kill everyone, so they are not going anywhere for some turns. However, this army will die to anything stronger than a stiff breeze. You do need Dryads and armour slayers to put down that stiff breeze.&lt;br /&gt;
**new stuff and improvements have made the wood people more melee, Better Trees: Dryad(Core unit DPS and attack resistant), Tree Revenant (teleporting Dryad Spearelfs), Spite Revenant (Scary Tree Revenant skirmishers), Sylvan Hunter(When not shooting, they are Offensive Tree Kin), and the Arch-Revenant Grants them extra attacks from her Frenzy aura.&lt;br /&gt;
&lt;br /&gt;
*D) &#039;&#039;&#039;Hybrid army.&#039;&#039;&#039;&lt;br /&gt;
**A mix of any of the above.&lt;br /&gt;
&lt;br /&gt;
===Ambush of the Worldroots===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To once again clarify, for future reference, the precise wording of the rule is &amp;quot;&#039;&#039;&#039;This forest is not mysterious terrain - declare it&#039;s type when you place it&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With &amp;quot;Mysterious&amp;quot; being a fancy word for &amp;quot;Random type&amp;quot;, no?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The most obvious tactic for this is to chuck one in the middle of your Glade Guard. However, for an interesting option, to cater towards more close combat orientated armies, you can stick it between your big unit of Eternal Guard, etc and the most likely enemy deployment to mitigate a lot of return shots and hopefully force a fight in the woods. Or simply hamper the enemies movement towards you, forcing them to trudge through the forest or having to split around it&lt;br /&gt;
&lt;br /&gt;
*Pick a Venom Thicket since your entire army (except Eagles) ignores Forest DT tests, but do notice that a Venom Thicket won&#039;t grant Poisoned Attacks to your shooting attacks. The rulebook specifically states that Poisoned Attacks from Venom Thicket only applies to close combat attacks.&lt;br /&gt;
&lt;br /&gt;
*Abyssal Wood imposes no penalties and serves as a perfect place to station your Glade Guard, Eternal Guard or Wildwood Rangers. Fear will grant them an edge in melee (which all WE badly need), and luring an enemy far enough into the Abyssal Wood will give it Fear as well - directly empowering your Rangers when hacking them. An Abyssal Wood with a bunch of Rangers stationed in it (with just enough space to accommodate an enemy unit) can be quite effective in a choke-point.&lt;br /&gt;
&lt;br /&gt;
*The other woods should NEVER be considered for two reasons: &lt;br /&gt;
**1) Strider only stops Dangerous Terrain checks, so Abyssal Wood/Venom Thicket are the only forests you can survive in while still doing damage to your enemies.&lt;br /&gt;
**2) You don&#039;t really want to use your guaranteed forest as a barrier. You want to stand in it and gain bonuses distilled from HElf and DElf tears.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Many of these tips might seem redundant, but one extra reminder is better than forgetting a small detail that might help you later &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*With the introduction of Enchanted Arrows and generally improved shooting units, Wood Elves favor a mix between Shooting and Fast Combat armies. As a general rule, avoid putting any more points into core than necessary, always take a Level 4 wizard, 2 Great Eagles, some Waywatchers, and try to avoid any foot-based combat unit. This is not to say that you should never take footsloggers, but most of your units will have neither the toughness nor the saves to match other armies.&lt;br /&gt;
&lt;br /&gt;
*Most, if not all of your army has M5 or more. Use this maneuverability to it&#039;s utmost to ensure that you stay alive and pick your fights with care.&lt;br /&gt;
&lt;br /&gt;
*Remember that units fighting in forests lose their steadfast rule (this goes for your units as well). This could make a difference when fighting big blocks of Skavenslaves or other similar units that relies on keeping your units tied up until help arrives. Eternal Guards (Stubborn LD9) can shine here, even in relatively few numbers.&lt;br /&gt;
&lt;br /&gt;
*Beware of Monsters or units with high toughness! Unless you have units with Poisoned Attacks, Wild Riders (S5 on the charge) or Wildwood Rangers, it&#039;s gonna be difficult to wound most of the time when you&#039;re in combat. Almost every other Army has access to Warmachines to pick off your Treemen/Treeman Ancients, but you won&#039;t have the same luxury.&lt;br /&gt;
&lt;br /&gt;
*[[DISTRACTION CARNIFEX|DISTRACTION FAERIE]]: You need at least one of these. Either a Treeman, a Forest Dragon or some Waywatcher. Why? Because you need something that is gonna rob your enemy of his reason and make all his Empire/Skaven/Bolt Throwers/Leadbelchers warmachines go &amp;quot;&#039;&#039;Huuuurr... Dat&#039;s a purdy unit yoo&#039;s got there, mate... Be a real shame if sumfink hap&#039;n to it, roight?&#039;&#039;, so that the rest of your army survives and gets into position. &lt;br /&gt;
**&#039;&#039;Bear in mind that against Dwarfs this will be less of a distraction and more 220 points of free victory points for their Flaming Cannon.&lt;br /&gt;
&lt;br /&gt;
*What&#039;s that? Having trouble with High Elves and their &#039;&#039;Banner of The World Dragon&#039;&#039; on a beefy cav unit you say? What you&#039;re actually saying is that you don&#039;t have enough Waywatchers in your army, am I right?&lt;br /&gt;
&lt;br /&gt;
*Seriously consider the &#039;&#039;Recipe for Success&#039;&#039;&lt;br /&gt;
**You will need the following:&lt;br /&gt;
***1) 5 Wild Riders&lt;br /&gt;
***2) 1 Forest&lt;br /&gt;
***3) Flank Charge on the Enemy&lt;br /&gt;
&lt;br /&gt;
Mix it all together, add command, a War Banner if you like it thick and put it in the oven for about 1 Magic and 1 Shooting Phase at 200 and &#039;&#039;voilà&#039;&#039;: 16 Fear-causing S5 attacks + 5 S4 attacks with no enemy parry saves, supporting attacks or steadfast. The cost? 160-195 points. (Add more Wild Riders to really hurt those 40+ man units)&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36551</id>
		<title>Age of Sigmar/Tactics/Order/Seraphon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36551"/>
		<updated>2023-02-26T19:46:18Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* The Coalesced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Seraphon|Logo=Lizardy.jpeg|Alliance=Order| Lore=Lizardmen|Motto=Aztec dinosaurs riding bigger dinosaurs that shoot lasers and fuck shit up.}}&lt;br /&gt;
Get on your dinosaur. We’re on a mission from [[Old Ones (Warhammer)|God]]. The Seraphon are here to enact the Great Plan across all the Realms.&lt;br /&gt;
==Why Play Seraphon==&lt;br /&gt;
Because they are [[Lizardmen]] in AoS. [[Awesome|Motherfucking mesoamerican dinosaur people riding motherfucking dinosaurs]], what is not to love? &lt;br /&gt;
&lt;br /&gt;
Want more details?, fine:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].  This trumps any other faction in AoS (including the [[Idoneth Deepkin|sea-monster-riding elven soul pirates]], the [[Kharadron Overlords|steampunk sky-pirate dorfs]] and the [[Daughters of Khaine|bikini-clad elf chick and monstergirl gladiators]]).&lt;br /&gt;
&lt;br /&gt;
* Since they survived so well the End of Times, they have 27 different units available; more than any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness and Skaven also survived really well).&lt;br /&gt;
&lt;br /&gt;
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, all dinostomp, with tons of leaders buffing all of them. Simply you have many options available to choose from.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
&lt;br /&gt;
* Many big heroes can generate more CP for your Dino synergies.&lt;br /&gt;
&lt;br /&gt;
* Tons of bonuses for hitting rolls. If your hit roll is worse than 3+, you are doing something wrong.&lt;br /&gt;
&lt;br /&gt;
* They have the two most powerful, non-Monster keyword, wizards in the entire game: Lord Kroak is still around, being able to cast FOUR spells each hero phase while having extremely aggressive abilities, and the regular Slann is no slouch either&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* They have a strong community and a really passionate fanbase. It&#039;s fun to play a faction that has so much love behind it.&lt;br /&gt;
&lt;br /&gt;
* With the advent of the 2020 Battletome, now we come in two tasty flavors! Do you like the idea of Seraphon being quite literally Order Daemons manifested into existence via Slann memories and/or a summoning/magic centered lizard army? Go Starborne. Do you prefer the idea of Seraphon starting to colonize the Realms and starting to make their very own mini-Lustrias wherever they settle with pure dinosaurian might? Go Coalesced.&lt;br /&gt;
&lt;br /&gt;
* If you are a returning player from the by-gone days of WHFB, Coalesced will play very much like the Lizardmen of yore, which is a nice return to form if you were a fan of that lore/playstyle&lt;br /&gt;
&lt;br /&gt;
* Really easy to collect, thanks to having two really good Start Collecting! kits: One is worth a Carnosaur and gives you 12 Warriors and 8 Knights for free, the best deal in the entire GW range; and the other gifts you 12 Skinks, a Star Priest and a Terradon for buying a Bastiladon and other two Terras. All of these units go from really good to must haves in any army.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* From a modelist POV, this guys are a dream for custom painting: the Lizardmen are surprisingly easy to paint; shading is amazing. Given the lack of conventional heraldry (say, Khorne really likes red, or how many subfactions with specific colors have almost every other major faction), [[Awesome|painting them as you want is completely depending on your own imagination and liking]].&lt;br /&gt;
&lt;br /&gt;
* [[Awesome|Now we and only we have direct control over Predatory Endless Spells]]. Giving the middle... finger? claw? real hard to Teclis, Nagash and Tzeentch on this one.&lt;br /&gt;
&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
None.  They are [[Awesome|Aztec lizardmen riding dinosaurs]]. How in the actual fuck could they have a con.&lt;br /&gt;
&lt;br /&gt;
* Buuuut... no OP Summoning (unless you are Dracothion&#039;s Tail) and skink kiting. Now, this can also be a pro depending if you played against this army before when they could do this.&lt;br /&gt;
* Your heroes are the glue that keeps your army together, only surpassed in this reliance by Death armies.  This is a synergy dependent army, as most Seraphon units base warscrolls are fairly weak for their points cost&lt;br /&gt;
* They, like their Sigmarine allies, really hate being on the receiving end of Mortal Wounds, as there&#039;s little they can do about it.  &lt;br /&gt;
* They don&#039;t make for the best-ranged army, even considering their binocular theropod vision. Yet again, is this Age of Charge-mar.&lt;br /&gt;
* While having lots of bonuses for hit rolls, Seraphon doesn&#039;t have many ways to get re-rolls or increase wound rolls. Not much of a problem, since most units already wound on 3+ roll, but still.&lt;br /&gt;
* Most of the models are old, and there&#039;s some Finecrap/Failcast units too. Which gives them prehistoric flavour since they are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Seraphon|points=Seraphon - Errata July 2020}}&lt;br /&gt;
&lt;br /&gt;
Seraphon(2020)&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|SERAPHON}} allegiance and chooses to take the {{AOSKeyword|SERAPHON}} allegiance abilities, it has the following rules:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors of the Stars and the Realms:&#039;&#039;&#039; You must pick if your entire army has The Coalesced or Starborne allegiance during list building.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Contemplations of the Ancient One:&#039;&#039;&#039; At the end of your hero phase, 1 friendly {{AOSKeyword|SLANN WIZARD}} can swap their Celestial Domination Lore spell with another. It gives you a nice extra level of adaptability to battlefield conditions. This is literally the old rule only Slann had, but it no longer costs a spell less to cast. Fantastic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacred Asterisms:&#039;&#039;&#039; At the start of each your hero phases, you pick a constellation to be active. This also used to be a Slann rule, and it used to cost you a spell per turn and it was on rerolls, so a real win here.&lt;br /&gt;
**&#039;&#039;&#039;The Great Drake:&#039;&#039;&#039;  During combat phase pick a SERAPHON hero, +1 attack to his melee weapons (including his mount, aka Carnosaur/Stegadon)&lt;br /&gt;
**&#039;&#039;&#039;The Hunter&#039;s Steed:&#039;&#039;&#039; +1 run and charge for ALL friendly Seraphon.&lt;br /&gt;
**&#039;&#039;&#039;The Sage&#039;s Staff:&#039;&#039;&#039; In the hero phase, pick a Seraphon Wizard, he gains +1 casting and dispelling during your turn and +1 unbinding during enemy&#039;s. This stacks with the Slann&#039;s base +1, making them awesome.&lt;br /&gt;
&lt;br /&gt;
====The Coalesced ====&lt;br /&gt;
Some of the Starborne, due to magical fuckery, have now become the savage flesh and blood dinos we all know and love,  colonizing the Mortal Realms and [[Awesome|making their very own mini-Lustrias wherever they land]]. They are territorial, with a focus on Saurus and MONSTERS and being a tough and ferocious melee army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coalesced Constellation:&#039;&#039;&#039; You may take only the Koatl&#039;s Claw or Thunder Lizard constellations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predatory Fighters:&#039;&#039;&#039; +1 attack of jaw weapons by Coalesced. ALL weapons with &#039;&#039;&#039;JAW&#039;&#039;&#039; in the name, take the time to read through which units have jaw weapons, some are surprising (Basically everything that is not a foot Skink, a flying Skink or Slaan)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scaly Skin:&#039;&#039;&#039; -1 damage inflicted for each successful attack against a Coalesced unit (min 1). This works best against 2 damage attacks, halving their damage output and often neutering the units effectiveness. Hear that? Thats Ogor players crying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cold-Blooded:&#039;&#039;&#039; {{AOSKeyword|SERAPHON}} Ignore Bravery modifiers (both positive and negative). This makes hordes a little less attractive as you don&#039;t get the bonus for every 10 models, but this is helpful to keep your Saurus in line. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primeval Dominion:&#039;&#039;&#039; [[Just as planned|Within your territory, only you benefit from Damned, Arcane, Inspiring, or Mystical terrain features, and only the enemy suffer from Deadly and Sinister]].&lt;br /&gt;
&lt;br /&gt;
====The Starborne====&lt;br /&gt;
The living...ish? memories Seraphon had been before 2020. They center on spamming mages and still a mobility faction with teleport and summoning in dinosaws shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Starborne Constellation:&#039;&#039;&#039; May pick the Dracothian&#039;s Tail or Fangs of Sotek keyword and ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039; Once per turn, at the end of your movement phase, you can pick one of your {{AOSKeyword|SERAPHON}} units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battlefield and set up again anywhere more than 9&amp;quot; from any enemy unit. &lt;br /&gt;
**Carnos flanking for days to come and quick escapes for your heavily damaged Slann. Deep striking is kinda what AoS is all about. If you have any experience with it, you know how valuable it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unfeeling:&#039;&#039;&#039; Starborne all have Bravery changed to 10 on Warscrolls. Given how they actually nerfed the regular Bravery to 8 on average (or even 5 for skinks), this is how we compensate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Conjuration&#039;&#039;&#039; There are three ways to generate Celestial Conjuration points:&lt;br /&gt;
#In your hero phase, each {{AOSKeyword|SLANN}} or  {{AOSKeyword|ORACLE}} can choose to forego one of his spellcasting attempts to give you D3 Celestial Conjuration points each time.	&lt;br /&gt;
#At the end of your hero phase, if your general is a {{AOSKeyword|SLANN}} or {{AOSKeyword|STARSEER}} and is still alive, you receive d3 more Celestial Conjuration point.&lt;br /&gt;
#Also at the start of your hero phase, you receive D3 more Celestial Conjuration points if you have any Astrolith Bearers alive on the table. Note that you might have several Astroliths but you&#039;ll still only get D3 points a turn.&lt;br /&gt;
: You can spend these points at the end of your movement phase to summon stuff from the following list. The unit has to arrive wholly within 12&amp;quot; of a friendly {{AOSKeyword|SLANN}}, {{AOSKeyword|ORACLE}} or friendly Astrolith Bearer, and more than 9&amp;quot; from all enemy models.	&lt;br /&gt;
: Note that you can summon several units per turn if you&#039;ve saved up enough points (you should generate ~4 per turn, +2 for each slann/oracle that gives up a spell). Also note that while the General is the main source of conjuration points, if he dies you can still spend them to bring units in near the Astrolith or a different Slann or Oracle. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units:	&lt;br /&gt;
* Excellent (exceptionally useful, you should always have it at hand)&lt;br /&gt;
* Good (almost always useful, some time can be a suboptimal choice)&lt;br /&gt;
* Suboptimal (can be useful, but it&#039;s situational; usually there are better choices)&lt;br /&gt;
* Poor (bad unit to summon, useful only under exceptional circumstances)&lt;br /&gt;
&lt;br /&gt;
Seraphon unit --- Cost&lt;br /&gt;
&lt;br /&gt;
1 Dread Saurian - 50 (&#039;&#039;This will never happen&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon with skink chief--- 30 (&#039;&#039;Suboptimal&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Engine of the Gods --- 30 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon --- 25 (&#039;&#039;Good&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Saurus Old-Blood on Carnosaur --- 25 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink oracle on Troglodon --- 25 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Carnosaur --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Bastiladon --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
20 Saurus Warriors --- 20 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Kroxigor --- 15 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Astrolith Banner --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starseer --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starpriest--- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Chameleon Skinks --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Sunblood --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
 &lt;br /&gt;
3 Ripperdactyl Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Ripperdactyl Chief --- 10 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Eternity Warden --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
5 Saurus Guard --- 10 (&#039;&#039;Situational&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Saurus Knights --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Saurus Oldblood --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Cold One --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
10 Saurus Warriors --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Skink Priest --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Terradon Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Terradon Chief --- 10 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Razordon --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Salamander --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
10 Skinks --- 6 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Constellations===&lt;br /&gt;
Your space-dinos now have Chapter Tactics in the form of these Constellations. As per the norm, taking one of these Constellations means you have to take their Command Trait and Artefact, though you can get around the command trait as your general can be a different type of Seraphon. Starborne armies get Dracothion’s Tail or Fangs of Sotek, while Coalesced armies can choose Koatl’s Claw or Thunder Lizard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dracothion’s Tail&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Poster boys and your go to choice for Slann generals and summoning shenanigans.&#039;&#039;&lt;br /&gt;
;Trait - Appear on Command: Pseudo-deepstriking. You can set up every other unit in reserve and then deploy them at the end of your movement phase wholly within 18&amp;quot; of a friendly Slann. While you should never underestimate a surprise Carnosaur, the fact that it relies on where your Slann is makes standard deep strike strategies harder/riskier to pull off.&lt;br /&gt;
;Command Trait - Ancient Knowledge (Slann only): Know 1 extra spell for your Slann and can reroll 1 casting, dispelling, or unbundling roll for each hero phase. It’s straight fusion of two generic Slann traits.&lt;br /&gt;
;Artefact - Godbeast Pendant: When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Basically the same as the Skink Artefact but can be given to Slann or Saurus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Skink spam at its finest.&#039;&#039;&lt;br /&gt;
;Trait - First to Battle: Add 3&amp;quot; to friendly Skink movement for the first battle round.&lt;br /&gt;
;Command Ability - Parting Shot: At the end of the enemy’s charge phase, choose one Skink or Chameleon Skink unit wholly within 18&amp;quot; of a friendly Hero (FAQ UPDATE: unit must have been charged that turn). That unit can immediately take a shooting attack. Then on a 4+, that same unit may retreat.&lt;br /&gt;
;Command Trait - Old and Grizzled (Saurus only): So long as your general is on the battlefield at the start of your hero phase, you gain 1 CP on a 3+. The General doesn&#039;t have to be a Saurus, but if it is it must take this trait.&lt;br /&gt;
;Artefact - Serpent God Dagger: Choose one melee weapon. If an enemy model suffers damage from this weapon and has not been slain, you can roll a dice and insta-kill them on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Koatl’s Claw&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cause we needed Saurus spam.&#039;&#039;&lt;br /&gt;
;Trait - Savagery Incarnate: +1 to hit rolls for Saurus who charge the same turn.&lt;br /&gt;
;Command Ability - Controlled Fury: Choose one Saurus unit within 24&amp;quot; of your Hero. That unit counts as having charged for the Savagery Incarnate rule.&lt;br /&gt;
;Command Trait - Dominant Predator (Saurus only): Any time your General uses a Command Ability on a Saurus unit, he gains back a CP on a 4+.&lt;br /&gt;
;Artefact - Eviscerating Blade: Choose one melee weapon. Unmodified hit rolls of 6 deal 2 mortal wounds in addition to normal damage. The best weapon artefact we have access to, give this to a Scar-vet on Carnosaur or a Sunblood and watch the carnage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Lizard&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;When you feel like playing Jurassic Park in the Mortal Realms.&#039;&#039;&lt;br /&gt;
;Trait - Mighty Beasts of War: +2 wounds for monsters. Note: this extends their lowest bracket, not the top bracket. &lt;br /&gt;
;Command Ability - Trove of Old One Technology: Choose either a Bastiladon or EOTG wholly within 18&amp;quot; of a friendly Hero. [[Dakka|Bastiladons can fire its Solar Engine again]]. While the EOTG can use its Cosmic Engine again.&lt;br /&gt;
;Command Trait - Prime Warbeast (Mounted General only): +1 to Attacks made by the General’s Mount. General doesn&#039;t have to have a mount, but if it does it must take this trait. Best on a Carnosaur or Skink Cheif on Stegadon. The Stegadon&#039;s ranged weapon does get +1 Attack from this!&lt;br /&gt;
;Artefact - Fusil of Conflagration: Choose an enemy within 12&amp;quot; during your shooting phase and roll a dice. On a 6, that unit suffers D6 mortal wounds. On a 4-5, D3 mortal wounds. 2-3, nothing happens. And on a 1, you can no longer use this Artefact for the rest of the battle. Not great, especially with the short range, even worst being forced to use this as your first artifact.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
There are nine traits for a  {{AOSKeyword|SERAPHON}} General of an army with a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance that has chosen to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities. You can choose one of three depending on which keyword your general has: {{AOSKeyword|SLANN}}, {{AOSKeyword|SAURUS}} or {{AOSKeyword|SKINK}}. (If you roll for picking one; use a 1D3 instead of the regular 1D6 for every other faction in the game).&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Slann Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances. Because of Starborne&#039;s Celestial Conjuration, these are the first Command Trait you will consider.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most &amp;quot;generic&amp;quot; of the three.&lt;br /&gt;
#&#039;&#039;&#039;Vast Intellect&#039;&#039;&#039;: The general knows one more spell from Celestial Domination lore. Considering we can already switch at will, pass.&lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive and on the field, you can throw another D6 at the start of your hero phase to get a CP on a 4+. Pretty good, considering how many CP you&#039;ll need now. Kroak gets this for free.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Saurus Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Only considerable in a Coalesced army.&lt;br /&gt;
#&#039;&#039;&#039;Disciplined Fury&#039;&#039;&#039;: Re-roll hit rolls of 1 for attacks made with the general&#039;s melee weapons. &lt;br /&gt;
#&#039;&#039;&#039;Thickly Scaled Hide&#039;&#039;&#039;: Re-roll saves of 1 for the general.&lt;br /&gt;
#&#039;&#039;&#039;Mighty War Leader&#039;&#039;&#039;: If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 4+, you receive an extra command point. Quite possibly the one you&#039;ll want if you play a Saurus General, which will happen very rarely.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Skink Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
If you can&#039;t buy a Slann general, have a Skink General. Seriously, this, combined with the Artifacts and Lore make Skink Heroes THE HEROES of your whole army.&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a {{AOSKeyword|WIZARD}}, you can add 1 to casting rolls for him. If not, you can use command ability from Skink Priest Warscroll once per battle round without spending a Command Point. Very good, especially on a Chief w/ Stegadon to self-buff.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristics and add +1 to its save.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy {{AOSKeyword|HERO}}, on a 4 said enemy hero suffers 1 mortal wound. Unless mounted, you don&#039;t want Skinks in melee. Even mounted, it is still meh, unless its you Engine of the Gods.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One HERO in your army (+1 per additional warscroll battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slann&#039;&#039;&#039; only:&lt;br /&gt;
#&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039;  After set-up is complete but before the battle begins, secretly record the number of a battle round. At the start of that battle round, reveal the information and then heal all wounds allocated to the bearer. In addition, during that battle round, you can re-roll save rolls for attacks that target the bearer. Not bad, but relies on prediction and is outclassed by another healing artefact.&lt;br /&gt;
#&#039;&#039;&#039;Light of Dracothion&#039;&#039;&#039; Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster OR automatically dispel 1 endless spell within 15&amp;quot;. Take this only if you expect a wizard heavy opposition. Otherwise, skip it. It&#039;s not like you&#039;re short on spellcasters anyway. &lt;br /&gt;
#&#039;&#039;&#039;Prism of Amyntok&#039;&#039;&#039; Once per battle, at the start of your movement phase, you can target an enemy unit within 12&amp;quot;. On a roll of 1, it is struck with 1 mortal wound. A roll of 2-5 inflicts d3 mortal wounds and on a roll of 6 strikes d6 mortal wounds. Great if used in conjunction with &amp;lt;strike&amp;gt;Smite&amp;lt;/strike&amp;gt; Arcane Bolt to kill Heroes. One use only though...&lt;br /&gt;
#&#039;&#039;&#039;Itxi Grubs&#039;&#039;&#039; heal 1 wound at the start of the hero phase. In addition, in your hero phase, you can re-roll 1 cast/dispel for the bearer. In the enemy hero phase, re-roll 1 unbinding rolls for the bearer. Thats more like it! This doesn&#039;t specify your hero phase so you also heal on your opponents turn, plus you get the Arcane Might command trait&#039;s effect. The best Slann artefact by far, except maybe in Dracothian&#039;s Tail. &lt;br /&gt;
#&#039;&#039;&#039;Plaque of Dominion&#039;&#039;&#039; In your hero phase, pick 1 visible enemy Hero within 12&amp;quot; of the bearer. Until your next hero phase, that HERO fights at the end of the combat phase. In addition, if that HERO is a WIZARD, until your next hero phase, -1 to casting/dispelling and unbinding for that HERO.&lt;br /&gt;
#&#039;&#039;&#039;Throne of the Lost Gods&#039;&#039;&#039; +4&amp;quot; to Move and +1 Wound. If you want to make a turbo-toad, then now you can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAURUS&#039;&#039;&#039; only:&lt;br /&gt;
If youre taking a lot of Saurus you are likely in Koatl&#039;s Claw, in which cast the constellation artefact beats everything here. The below choices are effectively for your 2nd Saurus hero if you take a battalion.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Improve rend of one of the bearer&#039;s weapons by 1 and add 1 to its damage characteristics if the target of an attack is a HERO. A classic item with amazing lore, continuing its tradition of only okay rules. Outclassed by the Rageblade from Aqshy and the Eviscerating Blade in Koatl&#039;s Claw.&lt;br /&gt;
#&#039;&#039;&#039;Sigils of the Prime Hunter&#039;&#039;&#039; Each time when the bearer fights, after all his attacks a made, roll D6. On 1 nothing happens, on 2-5 1 enemy unit within 1&amp;quot; suffer a mortal wound, on 6 - D3 mortal wounds. Pass.&lt;br /&gt;
#&#039;&#039;&#039;Bloodrage Pendant&#039;&#039;&#039; Add 1 to attacks of all bearers weapons, if he lost more than half of his wounds. On a carnosaur, this can counteract the damage chart in a pinch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
These are probably the best artefacts in the book, and are all very hard choices if you have some skink heroes (which you should)&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039; When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Suddenly, an Engine of the Gods or Stegadon Chief returns to 12/10 wounds! &lt;br /&gt;
#&#039;&#039;&#039;Cloak of Feathers&#039;&#039;&#039; Add 4&amp;quot; to the bearer&#039;s move characteristics and subtract 1 from hit rolls of attacks, that target him. He also can fly. Two words: [[Awesome|FLYING DINOSAUR.]] Amazing on a Stegadon hero to move it up the board quickly, or on a support hero for the defense against shooting. All around amazing.&lt;br /&gt;
#&#039;&#039;&#039;Sacred Stegadon Helm&#039;&#039;&#039; Add 1 to the bearer&#039;s save characteristics and 1 to his weapons&#039; damage, if he had charged in the same turn. Combine this with Nimble for 2+ Skink Chief on Stegadon. Only effects the chiefs weapon, not the mount attacks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Seraphon Spell Lore&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Domination====&lt;br /&gt;
&#039;&#039;&#039;SLANN&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Apotheosis:&#039;&#039;&#039; CV5, 1 visible friendly unit wholly within 18&amp;quot;, heals 1 wound and gets a 3&amp;quot; aura of -1 Bravery. If the casting roll is 10+, heal D3 wounds instead of 1. Not bad, lots of big dinos to heal.&lt;br /&gt;
#&#039;&#039;&#039;Walk Between Realms:&#039;&#039;&#039; CV6, 1 visible friendly unit wholly within 18&amp;quot;, that unit can fly until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Mystical Unforging:&#039;&#039;&#039; CV7, pick 1 visible enemy &amp;lt;b&amp;gt;Hero&amp;lt;/b&amp;gt; with an artefact of power within 12&amp;quot;.  They take D3 mortal wounds and on a 5+ their artefact no longer has any effect. Ultimate Troll in Relocation Orb, and can really mess with a strategy against certain armies.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Equilibrium:&#039;&#039;&#039; CV7, +1 to cast/dispel/unbind for friendly &amp;lt;b&amp;gt;Wizards&amp;lt;/b&amp;gt; other than the caster until your next hero phase. The &amp;quot;other than&amp;quot; ruins it.&lt;br /&gt;
#&#039;&#039;&#039;Stellar Tempest:&#039;&#039;&#039; CV8, pick 1 visible enemy unit within 24&amp;quot; , roll a die for each model in that unit, 5+ causes 1 mortal wound. Amazing anti-horde spell, should be your first choice as it compliments Comet&#039;s Call nicely.&lt;br /&gt;
#&#039;&#039;&#039;Drain Magic:&#039;&#039;&#039; CV9, all not &amp;lt;b&amp;gt;BOUND&amp;lt;/b&amp;gt; endless spells within 24&amp;quot; are dispelled. Very high casting value, often easier to dispel a single spell using the regular method, but can really give the middle finger to Skaven and Cities.&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Manipulation====&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Harmony:&#039;&#039;&#039; CV5, pick a friendly unit wholly within 18&amp;quot;, that unit ignores battleshock tests. If the casting roll is 10 or more, pick all friendly units within 18&amp;quot;. Not bad if running skink hordes, but then you&#039;re probably Starborne and LD 10 anyway.&lt;br /&gt;
#&#039;&#039;&#039;Hand of Glory:&#039;&#039;&#039;     CV5, pick a friendly unit wholly within 18&amp;quot; and visible to the caster. Until the next hero phase, that unit can re-roll hit rolls of 1. Best Skink spell. Two turns of All-out-attack on a low cast and saves the command points.&lt;br /&gt;
#&#039;&#039;&#039;Extend Astromatrix:&#039;&#039;&#039; CV6, pick one terrain piece wholly within 18&amp;quot; and visible to the caster, if it is damned, arcane, mystical or inspiring, the effects only apply to the Seraphon player&#039;s units. If it is deadly or sinister, the effects only apply to the opponents units. No duration specified! &lt;br /&gt;
#&#039;&#039;&#039;Fiery Convocation:&#039;&#039;&#039; CV7, pick one enemy unit within 18&amp;quot;. Until your next hero phase, roll a dice at the end of each phase, on a 6+ the units suffer d3 mortal wounds. 12 Chances, means an average of 4 mortal wounds but very swingy. Note: if you double turn you only get 6 chances, while if your opponent doubles while this spell is active you get 18 phases of fire!&lt;br /&gt;
#&#039;&#039;&#039;Bind Endless:&#039;&#039;&#039; CV7, pick one endless spell within 18&amp;quot;. Until your next hero phase, that endless spell has the &#039;&#039;&#039;BOUND&#039;&#039;&#039; keyword. Hilarious on faction unique spells, but hard to pick over HoG or Fiery Concocation&lt;br /&gt;
#&#039;&#039;&#039;Tide of Serpents:&#039;&#039;&#039; CV8, pick one enemy unit within 12&amp;quot;. Roll a die for each model in the unit; each 5+ causes a mortal wound. Stellar Tempest with 1/2 range. still a good choice if you don&#039;t have a Slann.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Heroes===&lt;br /&gt;
====Slann====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/8_BR_Kragnos_Warscroll_Lord_Kroak_ENG_2021.pdf Lord Kroak]:&#039;&#039;&#039; (Slann; Unique; 420pts) With 18 wounds and a 4+ save, Shattered Realms Kroak is nothing if not durable. He has lost his original 4+ ward save, but retains a suite of excellent abilities. He can cast through Skink Wizards and Oracles as before. He still has a 3 inch range 3+/3+/-1/1 damage weapon that rolls for every enemy model in range, with Monsters counting as 5 models. A considerable defensive buff by being able to effectively heal all damage each turn(as befitting such a massive new model like he now has). However, this comes with the condition that any roll of 3d6+any wounds suffered on that phase must roll below 20. In this way, it makes him a bit swingy to keep around, especially on a bad turn. He rolls 3 dice for the 4+ command points. He has +2 to all four of his casting and dispelling, also his dispelling covers the &#039;&#039;&#039;ENTIRE BOARD&#039;&#039;&#039;. He has a 10 inch D3 mortal spell he can cast 3 times, but it&#039;s cost increases each time. (7+, then 8+, lastly 9+) His Comet&#039;s Call and CA remain unchanged. Comet&#039;s Call: select D3 units anywhere on the board to take D3 mortals, and a 10+ lets you select D6. Command Ability: D3 friendly units within 18 inches get +1 save rolls against missile weapons and fly for the round.&lt;br /&gt;
**His role is very different now, but when he works your opponent will cry. You may have to cry too, however, because with 18 wounds, The Kroaknado is officially dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Slann-Starmaster-en.pdf Slann Starmaster]:&#039;&#039;&#039;(Slann, 260pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from &amp;quot;hey, they are pretty good, give &#039;em a chance&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot;. Having powerful battle traits backed up with a choice of three strong command traits, expect to see this guy everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, CA gives one fellow Seraphon unit wholly within 18&amp;quot; the ability to fly and add 1 to saves in the Shooting Phase,  Now Slann&#039;s unique spell is Kroak&#039;s Comet&#039;s Call, has Masters of order (universal unbind and +1 to casting, unbinding and dispelling rolls) and Impeccable Foresight (2d6, 4+ in Slann&#039;s case). He is still able to cast spells, through SKINK WIZARDS within 12&amp;quot; of him and through ORACLE ANYWHERE on the battlefield, measuring the distance from them.&lt;br /&gt;
**New Kroak has left the way open to smaller Slann assuming his old role of reliable back-line spell anchor. To get a good level of protection for a Slann, you should to spend at least 100 points on 5 Guard. They are good, and with 7 wounds, they fit on a Baleful Vortex. Kroaknado is dead, long live the Slannado!&lt;br /&gt;
&lt;br /&gt;
====Saurus====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Cold-One-en.pdf Scar-Veteran on Cold One]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points): Leader of the Saurus Cavalry. He can get tons of attacks from the rider and mount bites and exploding hits from warpick. His Command Ability allows one Saurus unit to score 2 hits instead of 1 on the unmodified hit roll of 6. extra effective since they have at least 2 melee weapons and extra effective on Knights with their 5 attacks (7 if Coalesced).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Carnosaur-en.pdf Scar-Veteran on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 210pts, 25 Summon points): Carnosaur is the big show here! It gained several interesting abilities: its bite attacks get +1 to hit if it targets a unit with wound characteristics of 7 or less, if it kills an enemy model it can run and charge in the same turn for the remainder of the game, and it doles out -1 to Bravery to enemies within 3&amp;quot;. Not to mention the bite attack now deals 5 damage (before being bracketed)!! Currently, the best build for the Scar-vet&#039;s weapon is the Warspear as it has the same 6 attacks as the warblade with the same 3+ to hit &amp;amp; wound, but gains a 2&amp;quot; range and +1 damage on the charge (greatblade is the weakest with half the # attacks and a 4+ to hit, but does deal a consistent 2 damage). Has the same CA as the Scar-Veteran on Cold One. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Sunblood-en.pdf Saurus Sunblood]:&#039;&#039;&#039; (Saurus, 130pts, 15 Summon points) Living avatars of &amp;lt;s&amp;gt;Dracothion&amp;lt;/s&amp;gt; Sotek, the Sunblood is a dedicated combat hero that hits shit with his shield and hits even harder with his club. 7 Wounds 3+ save making him quite the tank for a hero. He&#039;s pretty good in combat as he deals a total of 7 attacks before his special ability. If he rolls a 6 to hit, that attack becomes 2 hits. And then, a 6 to wound deals 1 mortal wound in addition to any other damage. He also has Scent of Weakness Command Ability. You can pick one enemy unit within 12&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit add 1 to wound rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast, and your only bonus to wound rolls in the army. Horrifying with certain artefact weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-en.pdf Saurus Oldblood]&#039;&#039;&#039; &#039;&#039;on Foot:&#039;&#039; (Saurus, 110pts, 10 Summon points):  Has FOUR different weapon options (please refer to his warscroll); his CA gives a Saurus unit +1 to hit. Take a sunblood instead if you want a foot Saurus Hero.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-on-Carnosaur-en.pdf Saurus Oldblood on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 230pts, 25 Summon points): Aside the potent Carnosaur abilities, he loses the regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +1 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, 3+ to hit and wound, -1 rend and 3 damage). His Command ability is the same as Oldblood&#039;s on Foot one. More support-y version of the Scar-vet on Carnosaur.&lt;br /&gt;
**Something to be said about this boy- the rule that allows Carnosaurs to Run and Charge after an enemy model is slain is triggered by &#039;attacks&#039;, not just by melee weapons. Park him 18&amp;quot; away from some chaff, buff some units, blast said-chaff with his Gauntlet, then sit back and enjoy your easily and arguably ill-gotten R+C for the rest of the game. Let the fun begin!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Astrolith-Bearer-en.pdf Saurus Astrolith Bearer]:&#039;&#039;&#039; (Saurus, Totem, 140pts, 15 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon wholly within 12&amp;quot; to ignore wounds or mortal wounds on a roll of 6 and gives +1 to casting spells and +6&amp;quot; to spell ranges which are all extremely desirably abilities. As if that wasn&#039;t enough, these guys can also be used as a focal point for celestial summoning. Usually, you have to summon units close to your Slann, but if you have an Astrolith bearer you can also summon units near the Astrolith bearer. So, you can use Lords of Space and Time to teleport your Astrolith wherever you want and then summon out of it, up to and including dropping Carnosaurs 9&amp;quot; behind juicy enemy battleline and other just as planned goodness, and all without risking your invaluable Slann. Excellent in Starborne armies, and can ramp up the tankiness of Coalesced as well. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Eternity-Warden-en.pdf Saurus Eternity Warden]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points) Saurus Guard-type hero, wields a big fuck-you-stick that is pretty good on its own, but ultimately you&#039;re taking him to bodyguard your Slann and buff nearby Saurus Guard. CA is the same as the Oldblood&#039;s but only works on Saurus Guard.&lt;br /&gt;
&lt;br /&gt;
====Skinks====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starseer-en.pdf Skink Starseer]:&#039;&#039;&#039; (Skink; Wizard; 140pts; 15 Summon points) The new generic [[Tetto&#039;eko]] and CP generator. After years of being just a Skink sitting on a palanquin with you no real competitive or even casual usage, he finally can do something. Mostly useful as a utility-mage, usually generating a CP each of your Herosphases. He also has a dirty spell that increases save rolls for a single friendly unit or decreases save rolls for a single enemy unit by 1.  His charge ability is odd since he can&#039;t keep up with most aggressive units to stay in range, but can be a big surprise if you pull it off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starpriest-en.pdf Skink Starpriest]:&#039;&#039;&#039; (Skink; Wizard; 120pts; 15 Summon points) When Age of Sigmar was first released, Tetto&#039;Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon&#039;s unremarkable, but he has two abilities: His staff, which can give any nearby Seraphon unit to deal mortal wounds on unmodified wound rolls of 6 (yes, this affects ranged weapons), and his special spell, which can reduce the hit rolls of an enemy unit by 1.  Amazing buff givers to any unit that can generate a lot of hits (Knights, Skink Hordes, Ripperdactyls).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Priest-en.pdf Skink Priest]:&#039;&#039;&#039; (Skink; priest; 70pts; 10 Summon points) Allows a SKINK unit wholly within 12&amp;quot; to run and charge/shoot in the same turn if he rolls a 3+ first. His Command ability adds 1 to hit rolls of any attacks made by any one SKINK unit. He is instrumental in any skink-heavy army and having a movement of 8&amp;quot;, he can keep up in any Flying lizard or Massive Dino rush build. Outstanding cheap buff piece. Pro-Tip: Instead of buying an expensive Finecrap model from [[GeeDubs]], just use the spare Priest on foot you get from building a Stegadon instead of an EotG.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/ENG_The_Starblood_Stalkers_Combined.pdf Kixi-Taka and the Starblood Stalkers]&#039;&#039;&#039; (Skink; Priest; Thunder Lizard; 225pts) The Starblood Stalkers, for the points are roughly the same cost as a skink priest and an oldblood on foot you get a Skink priest, an oldblood on foot, and four skinks, all with deepstrike. unfortunately the main reason to take an oldblood on foot is its command ability which Klak-Troq lacks. And of course they are part of a constellation that does not benefit them in the slightest. All that aside, it is 16 Wounds and 6 models on an objective turn one and they aren&#039;t too bad in a fight.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Chief-en.pdf Terradon Chief]:&#039;&#039;&#039; (Skink; 70pts; 10 Summon points) Squishy Terradon hero. Makes friendly Terradon drop rocks on 2+ instead of 4+ through Command Ability.&lt;br /&gt;
** [[Tiktaq&#039;to]] and Zwup live on!&lt;br /&gt;
** Does NOT have rocks himself in the rules, unless that was an oversight on GW&#039;s part. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Chief-en.pdf Ripperdactyl Chiefs]:&#039;&#039;&#039; (Skink; 80pts; 10 Summon points) Same as above but on Ripperdactyl. Increases friendly Ripperdactyl jaw attacks by 1 with Command Ability. This ability is restricted to once per unit, but is their best support option since he can actually keep up with those units. Same price as 3 more Rippers though, and hard to get 1 model instead of 3...&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Engine-of-the-Gods-en.pdf Engine of the Gods]:&#039;&#039;&#039; (Skink; Artillery; Behemoth; Priest; 260pts; 30 Summon points) Replaces everything we said about the Priest from above with a fucking Triceratops and a table: you roll a number of D6 that depends on if the Slann is near it (2 usually, a Slann within 12&amp;quot; allows you to throw an extra dice) and you can either damage yourself, heal all nearby Seraphon, damage a single unit or many units (this used to be two separate types of attacks, now you have to choose one, which is far more consistent), or summon 10 Saurus Warriors (this is an actual NERF. On the first iteration, it allowed you to place one unit of ANY kind, then just some of a pool of four units, now only Warriors). It&#039;s totally random, but almost all of its effects are deadly as fuck. Given how you need a Slann to make 3D6 roll, you will usually get the healing effect and a good chance of attacking. Only with a Slann nearby you get the possibility of summoning Warriors, and only rolling 3 6s you can get the double attack buff. Rolling an 18 on the table has been updated and no longer grants a second turn, instead, it gives all of your units wholly within 24&amp;quot; double attacks and rerolls charge rolls. Still good, but not quite as cool.  Also also, these guys now gain +1 to the save rolls against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes or monster hunters. FAQ August 2021, just won the Priest keyword. [[AWESOME]]!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Skink chief on Stegadon]:&#039;&#039;&#039; (Skink; Behemoth; 250pts; 30 Summon points) Same as Stegadon, but also a Hero. Receives some more attacks with Warspear and a Command Ability to give one SKINK unit wholly within 24&amp;quot; a bonus attack for all melee weapons  (use it on yourself to rip and tear).&lt;br /&gt;
** In Thunder Lizard, this guy can become a literal 1-man army. Buff stacking on this character can result in the single highest damage build we have access to, even more than a similarly stacked Carnosaur! Prime Warbeast + ThunderQuake + Great Drake + using his CA on himself results in 28 melee attacks, most of which do 2 or more damage. On top of that, his bow is at 4 shots with 3 damage each, or the flamethrower gets an entire 2nd round of shooting! 20 models in range? heres 40 dice every 5+ is a mortal wound. And then [[Overkill|charge for the whole round of attacking after that]]. Add a Cloak of Feathers on top so he can fly and is -1 to be hit. Move over Archaon, the Skink Chief is here!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Oracle-on-Troglodon-en.pdf Skink Oracle on Troglodon]:&#039;&#039;&#039; (Skink; Oracle; Behemoth; 220pts; 25 Summon points) No longer the loser it was in WFB. This blind Spinosaurus has the ability to use both range and melee decently. Its Skink Oracle rider is now a fully-fledged WIZARD and can draw upon Slann powers, receiving the Comet&#039;s Call spell, unlimited unbind range and +1 to rolls for casts, dispels and unbind attempts! It can be hilariously fast since its ranged attack gives it a reroll charge distance. It gets a bunch of decent attacks in melee and causes enemies within 3&amp;quot; to subtract 1 from their bravery. On top of that, it seems that now GW uses the word &amp;quot;&#039;&#039;&#039;Trog&#039;&#039;&#039;&amp;quot; as a synonym for &amp;quot;&#039;&#039;regeneration&#039;&#039;&amp;quot;, [[Awesome|since now this mofo can heal D3 wounds per turn]]. It can be fun to watch these bifid-tail fellows snowballing out of control if your enemy somehow let them unchecked. Cool sculpt; jack of all trades, master of none tho, it might have used here and there, especially in starborne summoning lists. Also is Kroak&#039;s new best friend since he can cast Celestial Deliverance through it. Unfortunately, it is now the most expensive of the dinos available, due to the buffs. so it no longer makes a cheap filler piece. What you can&#039;t take away from him is being a somewhat tanky Slann range extender that won&#039;t mind being in melee.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Warriors-en.pdf Saurus Warriors]:&#039;&#039;&#039; (Battleline; Saurus; 90/320pts; Min:10; Max:40; 10 Summon points for a unit of 10, 18 for a unit of 20)  Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 8 (10 if STARBORNE), 4+ Save, two melee weapon attacks, they&#039;re rock solid. Get +1 attack to their hand weapon if the unit has 15+ models, Nice (more than nice - in a Coalesced force that will give you a battleline unit at four attacks per 9 point model - 8 points if at full unit size.  That&#039;s horrifying.).  Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to [[get shit done]]. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be disappointed.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Guard-en.pdf Saurus Guards]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20;  10 Summon points for a unit of 5) Sadly these guys are no longer your generic Seraphon HERO guard and have been reverted to their original fluff-role, protecting the SLANN. Saurus guard units now intercept wounds or MWs aimed at any SLANN within 3&amp;quot; on a 2+. They hit and wound on 3+ with their halberds, make two attacks apiece with rend -1, plus bite attacks that can tack on one or two extra wounds. These guys have decent defense against instant death in a coalesced alliance but are sorely lacking otherwise. A unit of 5 has uses in granting extra wounds to a slann, but that&#039;s about it. Honestly they need SOMETHING to make them survivable again.&lt;br /&gt;
**Did some play testing, these guys actually are better in starborne detachment than coalesced. They cannot be brought back in coalesced and get situational buffs, while starborne just keeps popping more out. A battalion that isn&#039;t a super battalion for these guys would be nice though. In certain situations/games, Saurus may be a better option than these guys (see Saurus entry above).&lt;br /&gt;
**Astonishingly enough, no one has mentioned the combination of these guys and Lord Kroak. The combination of a 15-man unit of Guard alongside LK makes him damn near unkillable. Set this up and run down the middle of the board and watch your opponent fucking weep.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Knights-en.pdf Saurus Knights]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20; 10 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools. They are proper cavalry now, instead of elite infantry: they finally move at 8&amp;quot;. Have Weapon choice to hit on 3s or get bonus damage on the charge. Run a Scar-Vet with a Skink Starseer to devour Peasants in a blink of an Eye.&lt;br /&gt;
** These guys got quite scary. 5 of them can get up to seven attacks (5 normally, 7 in coalesced) and cost 10 points more than 10 saurus warriors, with 4 attacks less (leader gets an additional attack so 36vs40 if you have 15+ models at least). Where they pull ahead is more speed, more damage on the charge, and being more effective in smaller units. Not great on their warscroll, but probably the best buff-absorber in the book, their damage can quickly spiral out of control. Most Coalesced lists should have a core of either these or Warriors, but these aren&#039;t worth their price in Starborne.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skinks-en.pdf Skinks]:&#039;&#039;&#039; (Conditional batteline: Seraphon army;  Skinks; 60pts; Min:10; Max:40; 6 Summon points for a unit of 10) They get a +1 attack if the unit has 15+ models. They are stupidly fast for infantry (seriously, now they might as well be our ranged skirmish &amp;quot;cavalry&amp;quot;, and not that squishy because of their shields, unlike the plenty of skirmishers of the game.  Nerfed by no longer having the retreat ability. they are still a good ranged harassing and objective Holding/Stealing unit. Sadly, their Bravery got nerfed to the ground: 5. You don&#039;t have to worry if you are Starborne. You HAVE to worry if you are Coalesced.&lt;br /&gt;
** The standard box comes with the pieces to build 24 Skinks and the SC! set comes with 12. Two boxes and the start collecting gives you an even 60 which is a solid number for skink focused lists. (40 + 2x10)&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Chameleon-Skinks-en.pdf Chameleon Skinks]:&#039;&#039;&#039; (Skinks; 90pts; Min:5; Max:20; 10 Summon points for a unit of 5) They can teleport into and out of reserve instead of moving (except during the 4th battle round). Also, have a 3+ save in cover, and shooting attacks deal a mortal wound on a 6 to hit. Often outclassed by the point efficiency of regular skinks, especially since they lose a turn of shooting every time they teleport. A single unit can work wonders in Coalesced by giving you a way to threaten objectives quickly.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Riders-en.pdf Terradon Riders]:&#039;&#039;&#039; (Skinks; 90pts; Min:3; Max:12; 10 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make d6 attacks. Used as Flying Harassing Shooting and Objective Grabbing with its 16&amp;quot; of movement. NOTE: New battletome nerfed them hard but made them dirt-cheap too. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Riders-en.pdf Ripperdactyl Riders]:&#039;&#039;&#039; (Skinks; 80pts; Min:3; Max:12; 10 Summon points for a unit of 3) The other vicious flying one. New battletome cuts their damage output to roughly 1/3 of what it was, but also cuts their points cost nearly in half. They can make a lot of beak attacks, making 3 attacks that explode on 6 to hit and which once per battle rerolls hits when near an enemy near a materializing Bloat Toad. Six of these guys make for 18 (24 for Coalesced) beak attacks. If not using hero support, run multiple units of 3 to get more toads. 2 units of 3 isn&#039;t a bad mobile threat in Coalesced, and is cheap enough to throw away. Definitely not worth the time in Starborne.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Salamander-Hunting-Pack-en.pdf Salamanders]:&#039;&#039;&#039; (Skink; 140pts; Min:4; Max:12; 10 Summon points) Fucking hell, these guys are deadly. They make four shooting attacks now, but those shots hit and wound on 3+ and does D3 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit rolls of 6 stop the attack sequence and deal D3 mortal wounds instead. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. Handlers are now the part of the unit and serve no purpose other than ablative wounds. In coalesced they even have the same melee profile as their shooting, so go ahead and charge to really melt a unit! &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Razordon-Hunting-Pack-en.pdf Razordons]:&#039;&#039;&#039; (Skink; 80pts; Min: 4; Max:12; 10 Summon points) Another ranged unit, Razordons make 2d6 attacks at 18&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, it can fire D6 more spikes when charged or charges, and that is still on a decent fighter. Cheaper Salamanders with longer range but worse shots and melee. Best used as a charge blocker, keep some on hand in starborne to summon right in your opponents way. Were the best unit in the old tome so many players probably have quite a few laying around. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Kroxigors-en.pdf Kroxigor]:&#039;&#039;&#039; (140pts; Min: 3; Max:12; 15 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can instead take a moonhammer (4+/3+/-1/2D) gaining a number of attacks equal to all enemies within its 2&amp;quot; range. If their bite hits on unmodified 6, it deals a mortal wound in addition to any damage. If any Skink unit (which includes skink heroes, stegadons, bastilodons, etc) is within 3&amp;quot; of the Krox, they add 1 to hit rolls. Wrap them up with a Skink Cohort and let the Kroxigor hammer.&lt;br /&gt;
** A fun tidbit.  Being Coalesced does double the number of jaw attacks, allowing for the possibility of a few more Mortal Wounds.&lt;br /&gt;
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===Behemoth===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Stegadon]:&#039;&#039;&#039; (Conditional Battline: Thunder Lizards army; Skink; Behemoth; 240pts; 25 Summon points) A monster triceratops that buffs skinks and aren&#039;t too shabby in combat itself. Unlike the Carnosaur, the Stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount. Either take a Giant bow (24&amp;quot;/3A/4+/3+/-1/3) or Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they&#039;re now flamethrowers, and instead of making an attack, you have to throw dice for every model in the targeted unit that is in range. On 5+ it suffers a mortal wound. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that&#039;s a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1&amp;quot; after charging. On a 3+, it takes D3 mortal wounds. This works better than the last iteration and is also now exclusive for this Steggies, not for the EotG. And really, what&#039;s more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing. Also also, this guy now gains +1 to the save rolls if against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes and monsters hunters.&lt;br /&gt;
**Note, however, that you have to be more than 3&amp;quot; from enemy units unless you are in close combat. This reduces the effective range to mere 5&amp;quot;. The lores have two spells with similar effects, which makes bow loadout a little more appealing. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Bastiladon-en.pdf Bastiladon]:&#039;&#039;&#039; (Skink; Behemoth; 220pts; 20 Summon points) OH BOY, this dinosaur got some major tweaking. Some buffs and some nerfs. Just like the glass being half empty or half full, if it was nerfed or buffed, it depends on the eye of the beholder. [[Meme|Some might argue that these changes are perfectly balanced, as all things should be]]. A crazy tanky ankylosaur monster. [[Awesome|It has a GIANT CRYSTAL POWERED LASER on its back or can send out snakes for mortal wounds]]. However, this is a ranged beast. 24&amp;quot; range, 9 attacks with -1 rend that do 2 damage? Now they also got 2 extra wounds by default (for a total of 10 wounds), and start WITH A FUCKING SAVE OF +1.This guys used to have a +4 FNP, but not anymore, and now they have a damage table with diminishing stats: making the saves worst by -1 each time they take 2 wounds, up to a +4 save, and both weapons will make less and less attacks the more damage the Bastie gets. Solar Engine used to make 2D6 attacks, so having a default 9 attacks is an actual buff; a stable number of attacks and not being trolled by dice suddenly wanting to make a 2 for you. The Arc of Sotek is now a &amp;quot;melee&amp;quot; weapon with 3&amp;quot; range, instead of the old 8&amp;quot; bubble. This is... something that makes it work differently.&lt;br /&gt;
** Watch out for mortal wounds! With 4+ feel no pain is gone, the only mortal wound defense for this guys is mere Astrolith Bearer&#039;s aura of 6+ wound negation. Enemies can hurt it with mortal wounds, reduce its save and then finish off in close combat. Any time it suffers 5 or more wounds, you want to heal it as soon as possible. Sticking a bound Emerald Lifeswarm near it maybe not a bad idea.&lt;br /&gt;
**2+ UNRENDABLE SAVE!!!!  Rememeber that rend affects the save roll, not your save characteristic and you cant reduce a die roll to less than a 1.  So the 1+ save on the warscroll makes him immune to rend in his top bracket&lt;br /&gt;
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{{anchor|FWDread}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/AoS_Warscrolls//aos-warscroll-Dread-Saurian.pdf Dread Saurian] (Forge World)&#039;&#039;&#039; (Behemoth; 510pts; 50 Summon points): So you have more gold than an entire Starhost and want to show it? Fine, do it. This freshly updated 3-kilogram beast is now 510 points, with a STAGGERING 35 wounds and a 4+ save. At full health, it has Gargantuan Jaws (2&amp;quot;/3/3+/3+/-2/&#039;&#039;&#039;STRAIGHT FREAKING 6&#039;&#039;&#039;), Raking Claws (2&amp;quot;/6/2+/3+/-1/2) and Armoured Tail (2&amp;quot;/1/4+/3+/-1/D6). It also shrugs off magic on a 6+ (4+ if there&#039;s a Slann within 12&amp;quot;) and when it charges, it does damage on a 2+, for D3 to {{AOSKeyword|MONSTERS}} and D6 to non-MONSTERS. When it goes down, each unit within 3&amp;quot; that isn&#039;t a {{AOSKeyword|MONSTER}} gets to roll. On a 4+, that unit takes D3 damage. It ALSO can, once a battle at the start of the battleshock phase, reduce all enemy bravery within 12&amp;quot; to HALF, which triggers before its always present -1 to bravery, meaning you can drop that Daemon squad from 10 Bravery to 4 for their battleshock phase.&lt;br /&gt;
** Throw this bad boy into a Coalesced army and watch him go HAM. 35 wounds (37 in Thunder Lizard), taking 1 less damage from every attack? Thing&#039;s a beast in more ways than one. Did we forget to mention he’ll also get an extra attack on his Gargantuan Jaws for being Coalesced. Yeah, four jaw attacks, enjoy.&lt;br /&gt;
** Ir if your feeling more Starborne on a particular day you teleport this bad boy around the board and plop him right were your opponent does not want him to be. And worth mentioning while it will be a lot of work, nothing will be more satisfying than managing to get summoning off for this Dino. Your opponent will definitely not like it.&lt;br /&gt;
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===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Realmshaper-Engine-en.pdf Realmshaper Engine]:&#039;&#039;&#039; The obligatory setpiece exclusive to this army like the Ossiarch Bone-Tithe Nexus, this is a giant Aztec Pyramid that can garrison up to 20 wounds, and your wizard or priest can live on. During a Hero phase, you can have them select one terrain setpiece on the field. Roll a d6 for each enemy unit within 3&amp;quot; of the setpiece, adding +2 if this is all within 18&amp;quot; of the engine and subtracting 2 if the setpiece is beyond 36&amp;quot; of the engine; on a 4+, the unit suffers D3 mortal wounds. &lt;br /&gt;
**Note that currently, this scenery piece is a mediocre one. This model is set up &#039;&#039;&#039;Before&#039;&#039;&#039; other terrain, but after objectives and can be placed anywhere more than 6&amp;quot; away from an objective or the table edge, meaning certain missions will be more restrictive than others. The drawback to this terrain piece is that if you aren&#039;t picking table sides your opponent could simply take the side it is on. They cannot shoot you with its power unless they are using seraphon models but they can still start with units inside of it, so a lot of players wont set it up if they lose the roll to pick sides. &lt;br /&gt;
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===Endless Spells===&lt;br /&gt;
Worth mentioning. We didn&#039;t really get any exclusive spells/summons like the other re-released armies, but now have access to Bound Endless Spells which [[Just as planned|can only be controlled by us]]. The enemy will no longer send our Purple Suns back to us.&lt;br /&gt;
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These spells are known as BOUND &amp;gt;Malign Portents Endless Spell Goes Here&amp;lt;, and cost 10 points more than the regular Endless Spells and do not get bonuses for matching realm. HOWEVER the benefits are not limited to predatory spells. Because the spells have a different name than their Malign Portents counterpart, you are allowed to take both versions in a single list. Kroaknado and Skinknado? sure. Double Chronomantic Cogs? Absolutely. Cover the board in shackles? Why not? The board is yours to control.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
These are divided into two sections, depending on whether you take your army as Starborne or Coalesced. Starborne gets starhosts, while Coalesced gets temple-hosts.&lt;br /&gt;
*&#039;&#039;&#039;Starhosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Starhost:&#039;&#039;&#039; (200pts; 4030pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, you get an extra d3 summoning points if the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (160pts; 540pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Celestite weapons. A good choice if you are making a Saurus Starborne list for some reason.&lt;br /&gt;
**&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***Attacks with Celestite weapons made by units from this battalion do a mortal wound on an unmodified wound roll of a 6. Would be so much better swapped with the Coalesced version for 6 inch charges after a teleport. &lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039;(170pts; 440pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***Allows any unit from this battalion to stay in reserve and deep strike 9&amp;quot; away from enemies at the end of any of your movement phases. Dracothians tail can already do this, Fangs of Sotek only. &lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039;(130pts; 910pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***Each unit from this battalion can heal for 1 wound in your hero phase, upped to D3 if the unit is within 18&amp;quot; of a friendly slann. Really make those  bastilidons tanks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temple-Hosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Temple-Host:&#039;&#039;&#039; (180pts; 3970pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, your Primeval Domain extends to the entire board provided the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Temple-Host:&#039;&#039;&#039; (140pts; 520pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Jaws weapons. Strictly worse than the Starhost version, but it does work on a Carnosaurs jaw. Take it with an Oldblood on Carno and a separate Sunblood in Koatl&#039;s Claw to do work. &lt;br /&gt;
**&#039;&#039;&#039;Firelance Temple-Host:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***All units from this battalion add 3 to run and charge rolls if they are within 18&amp;quot; of the Scar-Veteran. Would be so much better swapped with the Starborne version to synergize with their 7 attacks. &lt;br /&gt;
***A Koatl&#039;s Claw Scar-Veteran on Carnosaur can be devastating in this battalion. After it&#039;s first kill, it&#039;s running and charging each turn with 6 additional inches, 8 with Hunter&#039;s Steed. Coupled with the Eviscerating Blade, you have a mortal-wound missile that will be nearly impossible for your opponent in catch. Avoid bogging it down inside a horde, and he will earn his points back and more.&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Temple-Host:&#039;&#039;&#039;(150pts; 420pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***In your hero phase, the Priest or Starpriest from this battalion can point at an enemy unit it can see. All units in this battalion add 1 to hit rolls against that unit until your next hero phase. Not bad, 40 skinks, 5 chameleons, and 6-9 rippers makes for a solid mix of units&lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Temple-Host:&#039;&#039;&#039;(150pts; 930pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***In your hero phase, you can choose to make all units from this battalion swift or savage.&lt;br /&gt;
****&#039;&#039;&#039;Swift:&#039;&#039;&#039; Units from this battalion can run and still shoot and/or charge in the same turn.&lt;br /&gt;
****&#039;&#039;&#039;Savage:&#039;&#039;&#039; Units from this battalion get an extra attack on each of their melee weapons.&lt;br /&gt;
*** Only worth it in Thunder Lizard, but can really enable some power combos with a Skink Chief and Stegadons&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
===Start Collecting!===&lt;br /&gt;
&lt;br /&gt;
Arguably the best way to start your army is to get two Start Collecting! boxes. With the advent of now having to choose from both Skinks and Saurus units, now we have some of the best ways to make an army faster and having welcome discounts for buying all the models compared as buying them on their own.&lt;br /&gt;
&lt;br /&gt;
Really, that easy. 2 Saurus Warriors units, 3 Saurus Knights units and an extra Knight that can be converted to a Scar-Veteran on Cold One, and two Carnos/Trog as you want, and 4 extra Warriors that can be used as summoning fodder or conversion material. Also if you&#039;re willing to field some cheeky conversions, there&#039;s a [http://www.lustria-online.com/threads/getting-the-most-from-your-start-collecting-seraphon-box.20560/ useful post] at Lustria Online that details how to really pimp this kit far beyond GW ever intended, squeezing out a solid 800+ points per box.&lt;br /&gt;
&lt;br /&gt;
You could simply buy more Start Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latest editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FOR THE NEW BATTLETOME: START COLLECTING! SKINKS!&#039;&#039;&#039; 12 nimble mini-lizards, with 3 flying cavalry models, who you can use as objective grabbers or dive bombers, given their high movement, a Bastie, which means you get a Bastie, and a Starpriest, which means you get a Starpriest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The point here is to share and &amp;lt;s&amp;gt;pillage, and steal&amp;lt;/s&amp;gt; collaborate ideas to build an army on the shape, but you should think about playing what you like the most (as always, fun is first, as long as you don&#039;t act like [[That Guy]]). Also, we&#039;ll try to suggest you easy ways to get a strong force while trying to save the most money possible, which shouldn&#039;t be that hard, since [[GW]] have been releasing bundles with decent saving on a constant basis &amp;lt;s&amp;gt;WHAT KIND OF [[HERESY]] IS THIS?&amp;lt;/s&amp;gt;&#039;&#039;). Keep in mind that with all the different special rules, opponents may get a bit tired of hearing Seraphon ignore that (e.g. Slann wizards can dispel or unbind spells anywhere on the battlefield). Sucks to be them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortunately, Seraphon has a wide array of units, and everyone is viable.&lt;br /&gt;
&lt;br /&gt;
From a single Start Collecting! you get:&lt;br /&gt;
&lt;br /&gt;
* 90 points from 10 Saurus Warriors.&lt;br /&gt;
* 100 points from 5 Saurus Knights. &lt;br /&gt;
* 260 points from a Troglodon OR 210 from a Saurus Scar-Veteran on Carnosaur OR 230 from a Saurus Oldblood on Carnosaur.&lt;br /&gt;
*&#039;&#039;Total:&#039;&#039; 450 points using a Troglodon OR 400 points using a Scar-Veteran on Carnosaur OR 420 points using an Oldblood on Carnosaur.&lt;br /&gt;
&lt;br /&gt;
Not counting the possible extra models you can use: 110 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 110 from using the free Saurus Oldblood on foot if you built a Troglodon and 70/120 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold One&#039;s bits if you are allowed.&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 2 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 4 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 2 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 2 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 220 points; 2 10-units Skins and a Skink Priest or Starpriest.&lt;br /&gt;
&lt;br /&gt;
Two Start Collecting! kits give you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 10 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader).&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt; This uses exactly 1000 points. &amp;lt;/s&amp;gt;&lt;br /&gt;
As of the new battletome, this list is 960 points and got a bit better.&lt;br /&gt;
&lt;br /&gt;
This is a heavily focused melee list.&lt;br /&gt;
&lt;br /&gt;
Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a steady approach, and the Scar-Vet is generally more offensive.&lt;br /&gt;
&lt;br /&gt;
Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 15 on the same unit, but with only 20 this will probably last 1-2 turns. Bring them along your Saurus Oldblood on foot if you are using him as your general.&lt;br /&gt;
&lt;br /&gt;
Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 8&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
&lt;br /&gt;
The Troglodon is a great addition here, since its a jack of all trades. D3 ranged attack with good profile and damage (and the only ranged unit on this list), and get 3&amp;quot; extra if it can charge successfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taken so much damage, it can be able to deal 15 wounds on melee), it has its own roar that subtracts 1 from enemy Bravery and, most importantly, it is a wizard that can cast 1 and unbind one spell, gets a +1 to casting, unbinding and dispelling, and knows the spell comet&#039;s call in addition to one from the skink spell lore.&lt;br /&gt;
&lt;br /&gt;
Not a specialist, but it [[gets shit done]]. However, never expose it to get 8 or more wounds. Its ranged attack has 18&amp;quot;, gets worst if by 3&amp;quot; each time it suffers 2 or more wounds, it gets 1&amp;quot; for each two wounds and its bite starts at +2 to wound, reduces to +3 the next for wounds and get worst by one each time it suffers two additional wounds. (this is less of an issue now that it can heal D3 wounds a turn on a 2+, but still try to be careful with him)&lt;br /&gt;
&lt;br /&gt;
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 3 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 6 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 4 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 4 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 260 points; 3 10-units of Skinks (60 points per 10) and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest (80 points) or Skink Starpriest.&lt;br /&gt;
&lt;br /&gt;
Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 15 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Cold One (Leader).&lt;br /&gt;
* A Firelance Starhost (using the Cold One Scar-Veteran)&lt;br /&gt;
* Saurus Oldblood/Scar-vet on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader)&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
&lt;br /&gt;
This alone costs 1370 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points.&lt;br /&gt;
&lt;br /&gt;
Now, add: &lt;br /&gt;
&lt;br /&gt;
* A Stegadon (Behemoth).&lt;br /&gt;
* A Skink Priest/Starpriest (Leader). (use the priest model from the Stegadon kit)&lt;br /&gt;
* 1 Slann(Leader).&lt;br /&gt;
&lt;br /&gt;
This will cost 1920 points, or 1990 if you play a Sunblood instead of the Oldblood on foot and starpriest instead of the priest. &lt;br /&gt;
&lt;br /&gt;
This list features more magic and dinosaurs, which is really what Seraphon is all about. &lt;br /&gt;
&lt;br /&gt;
Having 16 Cold One Knights, you can easily convert one into a Scar-Vet and make a Firelance. The Scar-Vet on Cold One is a good choice for a general because his command ability synergizes strongly with the Knights: re-rolling hits and charges is important, more considering how the Blazing Lances stacks with Blazing Cohort (yet another mortal wound), and the Cold Ones gain an additional attack. This battalion can easily snowball if left unchecked.&lt;br /&gt;
&lt;br /&gt;
While lacking the Stardrake Shield, the Oldblood on Carno might be a little more killy than the Scar-Veteran by virtue of his sunbolt beams, while his spear is still as good as the regular. His command ability is strong for heroic wrecking balls.&lt;br /&gt;
&lt;br /&gt;
The Oldblood on foot is a strong support for your Saurus, even without its command ability. The Sunblood is [[DISTRACTION CARNIFEX|a big, bulky, scary lizard, able to soak decent amounts of damage and dealing it back]]. The Skink Star/Priest are reliable support options; the Priest can be a strong buff machine, while the Starpriest is a wizard that can help your units with magic, and an excellent buff to boot.&lt;br /&gt;
&lt;br /&gt;
The Stegadon is a solid ranged/melee monster, and is an excellent sculpt to boot (plus the free priest), and the Slann is the traditional centerpiece of the army that no Seraphon player should be without. &lt;br /&gt;
&lt;br /&gt;
As a bonus, deploying this whole army should be a sight to behold!&lt;br /&gt;
&lt;br /&gt;
====[https://www.warhammer-community.com/2020/03/05/stegageddon-the-final-form-of-listbuildinggw-homepage-post-2/ STEGAGEDDON]====&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;: This is a GW invention, and even they admit this is more of a [[meme]] list than anything else. So basically, yeah, we Order Beastclaw Raiders now. [[AWESOME|Just with a herd of rampaging Stegadons]]. This also quite a throwback to WHFB 7th edition, with the old dead meme of &amp;quot;replace X, add Stegas&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
# Field a &#039;&#039;&#039;Coalesced Thunder Lizard&#039;&#039;&#039; army. This is already as pleasing as you guess.&lt;br /&gt;
# Because of this, Steggies are now &#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; instead of &#039;&#039;&#039;BEHEMOTH&#039;&#039;&#039;, so you will need &#039;&#039;&#039;FOUR&#039;&#039;&#039;. Yes, you&#039;ll need money. Yes, you won&#039;t regret it. Equip them with a healthy blend of Skystreak Bows (A whooping 25&amp;quot; range, 3 attacks, 4+/3+/-1/D3) and Sunfire Throwers (A bubble of 8&amp;quot; 3+/3+/-/1). Remember, this celestial flamethrower &#039;&#039;&#039;MAKE AN ATTACK FOR EACH MODEL IN RANGE&#039;&#039;&#039;. This will deter your enemy from sending units with low wounds and plenty of models against you, [[Meme|will disappoint hordes immeasurably, and their day will be ruined]].&lt;br /&gt;
# Get yet another Steggie and give him a Skink Chief as commander. His/it command ability lets you pick 1 &#039;&#039;&#039;SKINK&#039;&#039;&#039; unit per phase, wholly between 2&amp;quot; of range, and adds 1 to the attacks it can make with melee weapons. All Steggies, being crewed by Skinks, get this keyword, so you can trample all over your enemies with a little extra dinomight. Nice.&lt;br /&gt;
# Grab two Engines of the Gods. Remember the mantra of our enlightened Slann Masters: &#039;&#039;More Stegs, more fun&#039;&#039;.  This will give you the needed support you lacked so far. The effects from &#039;&#039;Cosmic Engine&#039;&#039; will get tweaked, since the article says that now rolls of 4-8 heal D3 wounds to nearby units.  This means that the single lazor beam or the [[dakka]] Whirpool will get modified. We only have to wait two weeks more, and the Engines will still rock, so no prob.&lt;br /&gt;
# The article here suggests you pick a Bastie with Solar Engine (but you can technically still use other Stega). This to use it in tandem with a new Command Ability: &#039;&#039;TROVE OF OLD ONE TECHNOLOGY&#039;&#039;. Per phase, a unit can use its Engines (Solar or Cosmic) once again. If &#039;&#039;Cosmic&#039;&#039;, &#039;&#039;&#039;this means it can heal &amp;lt;s&amp;gt;D6&amp;lt;/s&amp;gt; &#039;&#039;2D3&#039;&#039; wounds&#039;&#039;&#039;, or get another chance to shoot cosmic [[dakka]] to your enemies. If &#039;&#039;Solar&#039;&#039;, this means &#039;&#039;&#039;[[Dakka|you effectively will shoot 18 attacks PER SHOOTING PHASE]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1970 POINTS OF SAURIAN STOMPS!&#039;&#039;&#039; This of course means some problems: you will not cover the whole battlefield, you relly on &#039;&#039;&#039;MONSTER&#039;&#039;&#039;S that get diminishing stats as they get hurt, and you will be slow as Nurgle after a nightover. They also say that you can try tweaking the list adding a Slann and some Star Skink (priest or seers, so maybe the seers will get a buff to make them actually viable, even for a meme list), but this list is just a paleo-sight to behold, and an inversion worth every single cent. And if you have played [[Total War: Warhammer|Total Warhammer II]], you already know how satisfying is to send a herd of Steggies to wipe clean a horde of pesky ratmen.&lt;br /&gt;
&lt;br /&gt;
Who knows? this might be the dawn of a new Stega-Meta!&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
Stormcast Eternals only. Fluff-wise, it makes sense: Sigmarines hate Chaos as much as we do, share a connection to Azyr.  Would make even more sense if those claims about Dracothion being Sotek are true.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.]&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ork&amp;diff=370911</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ork&amp;diff=370911"/>
		<updated>2023-02-26T19:45:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Reasons it sucks to be an Ork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!!!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:-Da Orks, all da zoggin&#039; time.&lt;br /&gt;
[[File:Orks attack3.jpg|600px|thumb|right|{{KRUMP|&#039;Ere we go, let&#039;s break sum&#039; zoggin&#039; &#039;eads!}}]]&lt;br /&gt;
{{Topquote|War means fighting, and fighting means killing.|Nathan Bedford Forrest}}&lt;br /&gt;
{{Topquote|War is the business of barbarians.|Napoleon Bonaparte}}&lt;br /&gt;
{{Topquote|The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their turn. And why? Because we sought answers to questions that an Ork wouldn&#039;t even bother to ask! We see a culture that is strong and despise it as crude.| Uthan the Perverse, Eldar Philosopher}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|ORKZ ORKZ ORKZ ORKZ ORKZ.|Typical Ork Chant}}&lt;br /&gt;
The &#039;&#039;&#039;Orks&#039;&#039;&#039; (&#039;&#039;Orkus vulgus&#039;&#039;) are a race in [[Warhammer 40,000]]. Commonly known as &amp;quot;Greenskins&amp;quot; or &amp;quot;the Green Tide&amp;quot;, they&#039;re probably the most numerous and infestive race in the entire 40K setting, or at least on par with the [[Tyranids]]. They have a &#039;&#039;[[Warhammer Fantasy]]&#039;&#039; equivalent, the only major difference being that fantasy Orks, spelled Orcs, have a (slightly) lower level of technology relative to the setting, they use [[toof|teef]] as currency, and they have different attitudes, particularly when it comes to losing a fight. Because of Games Workshop&#039;s desire to keep all their properties under hard lockdown they are now called &amp;quot;Orruks&amp;quot; in Age of Sigmar... So we’re actually going back in time to when orcs were named [[The Lord of the Rings|Uruks]].&lt;br /&gt;
&lt;br /&gt;
Orks are the most fun faction of all for the simple reason that they are an over-the-top (even by 40k standards) band of merry misfit maniacs who like [[Shootas&#039;an Dakkas#Ork Gunz|shooting shit up]], [[Choppa|chopping shit up]], [[Shootas&#039;an Dakkas#Da Big Stuff|blowing shit up]], and generally being fun-loving crazies. Laughing gleefully as they run across worlds laying waste to everything as for them, it&#039;s all a game and everyone is a player. Unfortunately for everyone else, they&#039;re the only ones who think this way and they don&#039;t realize it. While the Codices generally meme up Orks as the comic relief faction, the novels involving them get pretty grimdark especially when it comes to their treatment of human slaves. &lt;br /&gt;
&lt;br /&gt;
If Orks were summarized in one sentence, the best way to describe them would be as follows: &#039;&#039;&#039;&#039;&#039;A race of [[Leman Russ|retarded]], [[Angron|belligerent]] [[Mortarion|mushrooms]] born an hour ago that [[Magnus|became too successful at existing]] and never have enough dakka.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Ork_Boy.jpg|350px|thumb|left|[[Ork_Boy|A typical Ork Boy.]]]]&lt;br /&gt;
Orks are the most successful race of the [[Warhammer 40,000 | 41st millennium]] &amp;lt;s&amp;gt;{{Blam|HERESY!}}&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WHO LET DEM HUMIES IN &#039;ERE?!&amp;lt;/span&amp;gt; Despite their entire lack of structured education or training, they seem to be very proficient with all kinds of technology (for a given value of &amp;quot;proficient&amp;quot;), which they inevitably utilize for their armaments (of which firearms and vehicles are the most common). This is explained away in the fluff by their origins: they were created by the [[Old Ones (Warhammer)#Warhammer 40,000|Old Ones]] to be a warrior race called the &#039;&#039;Krork,&#039;&#039; and some of them (the Mekboyz) were genetically hard-wired to have a pre-programmed proficiency for technological engineering. Unfortunately, the Old Ones died before they could finish their little science project; specifically the psychic control mechanism. This means that such war machines simply fight everything, everywhere, all the time. The ancient Krork were known to have fought the ancient Eldar empire when the latter was at the peak of its power and were implied to have been a considerable threat (a Harlequin in M32 compares the nearly invincible hordes of the Beast as being like children compared to them). The only Krork to exist in the present day (one of Trazyn&#039;s exhibits) wore exo-armour that was more sophisticated than power armour and stood 12 meters tall. In principle, Orks can loot just about anything: the minor greenskins, such as &amp;quot;Grotz&amp;quot; ([[goblin]]s) can construct several working vehicles and machines out of mere scrap (They actually can&#039;t but orks believe they can so it happens anyway. see: a few paragraphs below). &lt;br /&gt;
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The Orks derive much of their success from their reproductive process: Orks are, essentially, a psychosensitive hybrid of animal and fungi, not unlike a very complex version of a lichen, save that it&#039;s all the same organism. One advantage is a redundancy of vital organs, making them able to easily survive events such as head transplants; it&#039;s not easy to kill an individual Ork since they could very well shrug off injuries that would cripple a human. In fact there is a [[Valhalla|Valhallan]] folktale about a relative finding an Ork and [[Carnifex#Old_One_Eye|thawing it out only for it to attempt to kill them]]. Another advantage is their ability to grow larger as they win more battles (due to the aforementioned psychosensitivity): an Ork who is winning a fight is enjoying himself, which causes fluctuations in the gestalt field that all Orks generate. These fluctuations supercharge the Ork&#039;s physiology, causing the Ork to gain muscle mass and evolve. Consequently, if an Ork should somehow be incapable of fighting (like being imprisoned); they will actually &#039;&#039;devolve&#039;&#039; instead, causing the Ork to become pudgy and lethargic. This was observed during [[Xenology]] where a captive Ork was eventually found morbidly obese when the Inquisitor brought him out for dissection. Hence,the saying: &amp;quot;Orkz iz made fer fighten&#039; and winnin&#039;&amp;quot; applies literally in their case, as the incentives of fighten&#039; and winnin&#039; are what makes or breaks an Ork.&lt;br /&gt;
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In addition, the fungal part of their physiology allows Orks to reproduce asexually en masse through underground fungal colonies that act as self-sustaining ecosystems. Reproductive spores enter the topsoil, produce fungal mycelia that assimilate base nutrients and could exchange genetic information with other mycelia, putting normal Human sexual reproduction to shame, first sprouting actual Orkoid [[Fungus|Fungi]], then eventually producing lesser motile Orkoids: squigs and Grotz. The Grotz cultivate the protein-rich squigs in preparation for the emergence of the greater Orks, which take longer to develop. All in all, this cycle was designed to fight against the Necrons, which sterilized a planet to its bacteria. Orks can terraform a barren planet into a veritable paradise this way, though what defines &amp;quot;paradise&amp;quot; is a point of discussion; if you like endless wars and tribal conflicts in a mushroom rich planet, it probably is. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;IS YOU SAYIN&#039; DERE&#039;S FINGS WHAT DON&#039;T LIKE FIGHTIN&#039; FEREVER? DEM UMIES IS REEL GOOD AT MAKIN&#039; FORTS FER US TA KRUMP, SO DEY MUST LIKE FIGHTIN&#039;...&amp;lt;/span&amp;gt;&lt;br /&gt;
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Though all Orks discharge reproductive spores throughout their lives, the most significant and numerous emissions occur when an Ork is dismembered or dies. Like all fungi, these spores benefit enormously from decaying matter to draw nutrients from... such as enemy corpses. This means that heavy bombardment or entrenched warfare against an Ork force just results in thousands to millions of new Orks, similarly to [[tyranids]]. The concept of &amp;quot;blood-lust&amp;quot; is especially applicable to Orks, as combat effectively serves as the Ork reproductive process (with all associated hormonal incentives).&lt;br /&gt;
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Due to this, an Ork infestation is incredibly hard to handle if kept unchecked since it won&#039;t take them long to get enough boyz to launch a full-scale WAAAGH! to overrun an entire planet and necessitate [[Exterminatus]]. We can use flamethrowers, [[Plasma]], nukes, [[melta]] weapons or anything high-energy to eradicate any spores and fungi, saving the world from the eventual Exterminatus, but then again, efficiency ain&#039;t manly n&#039; [[grimdark]] enough compared to good ol&#039; spore-releasing bolters, chainswords and artillery.&lt;br /&gt;
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Orks only have two popular combat doctrines: [[Choppa|choppy]], which involves giving your opponents a good stomping up close, and [[dakka|shooty]] which involves spitting out as many bullets as possible with an assortment of shootas, and the faster it shoots; the better. That said, a good shoota should also still be able to kill enemies &#039;&#039;while&#039;&#039; putting out a lot of dakka, otherwise it wouldn&#039;t be killy (and woe betide an Ork who isn&#039;t killy). Because of the Ork&#039;s naturally low penchant for accuracy; they typically get around this problem in two methods: the first one is to have a gun that simply shoots bullets as fast as Orkilly possible that the wielder &#039;&#039;should&#039;&#039; be able to hit something eventually (strapping two or more shootas together is a crude but effective way to go about this). The second one is to make the gun really killy every time it shoots, like putting a dangerously high-explosive shell in a kannon that can obliterate an entire building in one shot.&lt;br /&gt;
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Unlike most army doctrines, which emphasize strategic victories with minimal casualties, Orks view strategic gains as a secondhand priority, instead opting to kill more of the enemy whenever possible. Also, due to Ork biology and culture, they are not adverse to sacrificing large numbers of Orks to achieve a victory, in order to (in some cases literally) drown the enemy with their bodies. Speaking of extremely high casualties, Orks also view death of other orks as something perfectly fine, as long as it satisfies their WAAAAAAAAAAAAAGH. More death, more WAAAAAAAAAAGH, which means the Orks can be greater Orks.&lt;br /&gt;
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[[File:Eac.jpg|thumb|right|450px|Hey if it works...]]&lt;br /&gt;
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Orks do not fear their own death as the Old Ones made them without that. Unfortunately, they do fear no longer being able to destroy and kill things - for an ork that is the most frightening fate. So indirectly they still lose morale when things are going south.&lt;br /&gt;
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Orks are commonly believed to be stupid and superstitious by the other races of the 40k world, but they can also be cunning and quick on the draw. Orks are always ready for a fight and while you can trick them, they quite like the idea of tricking people back. &lt;br /&gt;
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Their philosophy of DA RED WUNZ GO FASTA is the ultimate truth: because of the aforementioned gestalt field, Ork vehicles painted red will ultimately go faster than Ork vehicles that are &#039;&#039;not&#039;&#039; painted red, because the Orks believe that Red makes everything go faster:&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;DIS &#039;UMIE GIT THINKZ DAT DA RED WUNZ DON&#039;T GO FASTA? DEY DON&#039;T KNOW DAT ANYFING PAINTED RED MAKES IT DA BEST AN&#039; MAKES IT GO FASTAAAA COZ RED IZ BEST!  &#039;&#039;&#039;*WHAM!*&#039;&#039;&#039;  NO IT AIN&#039;T, YA BLEEDIN&#039; SQUIG, &#039;&#039;&#039;GREEN&#039;&#039;&#039; IZ BEST!  &#039;&#039;&#039;*Boots up the bog*&#039;&#039;&#039; SHUT YER GOB, &#039;E WAS TALKIN&#039; &#039;BOUT DA TRUKKS, YA GIT! &lt;br /&gt;
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We can assume that this cuts both ways, with enemies such as the [[Blood Angels]] and [[White Scars]] gaining the same boost due to their use of red paint. (in fact, this is almost a universal truth: subfactions with red color schemes across 40k tend to be focused on speed and mobility, such as Saim-Hann and the Farsight enclaves.)&lt;br /&gt;
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A hallmark of Greenskin civilization is the WAAAGH! (like &amp;quot;war&amp;quot;). A term of their oft-forgotten &amp;quot;true&amp;quot; language, deafening volume is a key part of its proper pronunciation. To this end, it is always written in all-caps, with at least three &amp;quot;A&amp;quot;s and an exclamation point. The WAAAGH! occurs when an Ork population reaches critical mass and a dominant Warboss appears. A Warboss is an Ork Alpha who is bigger than all the other Orks and has proven his right to lead by either his sheer size or krumpin&#039; all the other big Orks that think otherwise. Lesser Orks sense the presence of the Boss in the Orks&#039; psychic field and follow him on what is often described as a combination of pub riot and holy war with a dash of genocide. The WAAAGH! accomplishes two things: it weeds out weaker Orks, keeping the species strong; and it facilitates genetic exchange and reproduction as the Orks die and release spores.&lt;br /&gt;
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The Ork economy is based on teef, more information on which [[toof|can be found here]].&lt;br /&gt;
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Ork religious beliefs also help manage their population. Orks believe in two gods, [[Gork]] and [[Mork]], which according to the Orks are engaged in a perpetual battle between themselves, a ditheistic belief system. One is &amp;quot;kunningly brutal&amp;quot; where the other is &amp;quot;brutally kunnin&#039;&amp;quot;, which is in itself a good summary of the Orkish race. The former (like regular Boyz) will punch anything in front of them first and only fall back on a more cunning trick if that doesn&#039;t work, while the latter (like the many Oddboyz) will try the sly trick first and only fall back on straightforward violence second. Unfortunately, no one can decide which god is which, nor can the Orks decide which is better: cunning brutality or brutal cunning. These differences of opinion tend to lead to Gigantic Brawls, yet another method of keeping the Ork race strong, warlike and in check. Their division also keeps them perpetually divided, for it has been theorized that if the Orks were to ever unite in one big WAAAGH!, their gestalt reality-warping field might just as well turn omnipotent and crush all opposition. &lt;br /&gt;
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Beyond this internal conflict, there are groups amongst the &#039;outcasts&#039; of Ork society, namely Freebooterz, that may even turn away from the worship of all things roight and orky, instead seeking patronage from the [[Chaos Gods|Spikey-Killy Gits]], although extremely rarely. Makes you wonder if there isn&#039;t a tribe of Feral Orks out there praisin&#039; the Emprah (See section below).&lt;br /&gt;
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Ork society is effectively the perfect society for the 40k universe. Its society is a Kratocracy (A Government ruled by the strongest, fitting for Orks) in maturity as all disputes are settled fairly quickly and painfully (just the way they like it). The economy is steady, as teef grow and rot at a reliable rate. Once a Boss is in charge, mostly everyone falls into place, and the Orks go and [[/tg/ Gets Shit Done|get shit done]]. &lt;br /&gt;
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Also, they probably killed the [[Imperial Fists]]. &amp;lt;strike&amp;gt;All of them.&amp;lt;/strike&amp;gt; Scratch that, [[Slaughter Koorland|one of them survived!]] &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; DAMN IT! SHOW ME DA GIT THAT LET HIM LIVE AND I WILL CRUMP HIM SO HARD HE WILL SE LAST CENTURY!&lt;br /&gt;
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Fun fact: The Orks use black and white on their shock troops, because it reminds them of the [[Black Legion|Luna Wolves]] who destroyed them at [[Armageddon|Ullanor]]. The Orks do not fear death, but they do fear the Luna Wolves. That is right, [[Horus]] traumatized them as a race more than the fucking grim reaper. Note: Why would you fear death, if death usually results in you being reborn into several thousands of yourself? Horus probably swept the spores up post battle and that&#039;s why they fear him. Though it&#039;s also worth mentioning that Orks harbor a natural fear of [[Farsight|Commander Farsight]] too, whom they know as &amp;quot;Da Red Commit&amp;quot;. But then again he was committing Ork genocide so... and of course, we can&#039;t just forget the final great fear of the Orks, [[Commissar Yarrick]], the only normal human that can cause Orks to actively PANIC. On the other hand Yarrick, Farsight and Moon-Wolfie boyz are also considered a source of prime fighting so despite being scary they actually also attract Orks.&lt;br /&gt;
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===Ork Life Cycle===&lt;br /&gt;
When an Ork WAAAGH&#039;s they release spores into the air (and release any remaining spores after they die). Depending on how many Orkoids are on a planet this can either be negligible to a planet&#039;s environment or kick off a terraforming (Ullanor-forming) process. The main feature generated by this process are the Spawning Shrooms. These &amp;quot;Shrooms&amp;quot; like dark places similar to normal mushrooms, but are connected to the spawning of Snotlings, Gretchin, Squigs, and Boyz. Boyz created by this process emerge fully-grown from cocoons, from which they [[rip and tear]] their way out as Orkilly as possible.&lt;br /&gt;
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Keep in mind that all Orkoid organisms produce spores, and any given spore could mature into any given Orkoid phenotype depending on conditions. Not just Orks themselves, but also Gretchin, Snotlings, and all sorts of fungi or Squigs. Since there are enough varieties of the latter two to fill out every niche in a fully-formed ecosystem, there are quite a few thriving planets out there where the only things that &#039;&#039;aren&#039;t&#039;&#039; green are the freaking weather, rocks, and occasional bright red Squig, and the air everywhere is filled with perpetual shouting. Which is, let’s be honest, awesome.&lt;br /&gt;
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===Waaagh Urlakk Urg/Da Lost Age M31===&lt;br /&gt;
Prior to the [[Horus Heresy]], Orks were the biggest threat to the [[The Imperium of Man]]. So big that the [[The God-Emperor of Mankind|Emperor of Mankind]] was personally involved. The great galaxy spanning Ork Empire was put into temporary decline when Horus beheaded Warlord Urlakk Urg. The defeat of such a great Warboss led to the Orks being considered a broken force. By the time of the Horus Heresy the Orks were considered little more than vermin by the Imperial Forces, which would be their greatest mistake.&lt;br /&gt;
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===Waaagh Beast/Da Age of Da Beast M32===&lt;br /&gt;
While the humies were off fighting their little civil war, the Orks were biding their time to create a proppa WAAAGH!. Six great Warbosses formed an alliance and brought together the shattered tribes of the Orks under a single cause; Da Greatest WAAGH the galaxy had ever known!!! The Ork forces raided myriad isolated Imperial worlds, cut off by warp storms during Horus Heresy and so unprotected and primed for looting, whilst the Bosses for their part managed to reclaim Da Home of the Orks, Ullanor. &lt;br /&gt;
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The best Big Meks of the time came up with the idea of the Attack Moons, giant battle stations big enough to contain teleport-y gates and entire legions of Orks. The simple presence of one in orbit could decimate an entire planet&#039;s surface due to gravitational pull, and debris. This massive mobilisation by the Ork forces against the planets that lost contact went unnoticed by the Humies for a near fatal period of time. It wasn&#039;t until the entire Imperial Fist Chapter was wiped out barring one (Don&#039;t worry gitz we gotz him in the end!) that the Imperium knew of the severity of the threat. They then realized there wasn&#039;t just one Attack Moon, there were ... Lotz!&lt;br /&gt;
* The Orks rebuilt Ullanor. &lt;br /&gt;
* The Beast (All 6 of them) made their presence known to the Imperium by killing off all but one Imperial Fist. Prime-Orks the size of Hab Blocks with Nobs the size of Warbosses and Boyz the size of Nobs.&lt;br /&gt;
* The Beast teleports an Attack Moon into Terra&#039;s orbit.&lt;br /&gt;
* The Beast sends Ambassadors to psychologically damage the Imperium&#039;s morale.&lt;br /&gt;
* The Beast takes on Vulkan and wins, though Vulkan likely got better.&lt;br /&gt;
* Waaagh Beast hits decline as the Imperium use Sisters of Silence along with captured Weirdboyz to explode vast swathes of the Waaagh.&lt;br /&gt;
* The Beasts slowly get killed one by one.&lt;br /&gt;
* Ullanor is reclaimed by the interlopers and marked for Exterminatus.&lt;br /&gt;
* The Adeptus Mechanicus feel a bit Ork-y and want that sweet loot, so they teleport Ullanor into a new orbit and rename it Armageddon!&lt;br /&gt;
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===Da Age of War M41===&lt;br /&gt;
This is the age of Warhammer 40k from when GW didn&#039;t progress the timeline.&lt;br /&gt;
* Da Lost Waaagh&lt;br /&gt;
* Tuska Daemon-Killa&lt;br /&gt;
* Rynn&#039;s World&lt;br /&gt;
* The Second War of Armageddon.&lt;br /&gt;
* The Third War of Armageddon.&lt;br /&gt;
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===Da Age of Da Ork M42===&lt;br /&gt;
With the advent of GW advancing the timeline so too has the Ork timeline advanced.&lt;br /&gt;
* The Great Rift has been dubbed Gork&#039;s Grin by the Orks. The Warp Rifts are being used by Orks to &amp;quot;navigate&amp;quot; across the galaxy. Typically being dropped into the best fights in the galaxy.&lt;br /&gt;
* Old Zogwort&#039;s Wierdwaaagh! destroyed a planet with Mork&#039;s snot.&lt;br /&gt;
* Mad Dok Grotsnik has been leading a Painboy Waaagh that&#039;s captured Silver Templar Primaris Marines.&lt;br /&gt;
* Ghazghkull is blessed by Gork and Mork so much that he can use the Warp Rifts [[The Beast|(Or some unknown means)]] to be at multiple places across the galaxy.&lt;br /&gt;
* Freebooter Warbands close in on the traitor world of Eisenfel, where Gork&#039;s fist is gonna crush da Chaos Gitz.&lt;br /&gt;
* Nazdreg is gonna loot a Stormsurge to prove that his boyz have the most Dakka, and surpass Badrukk&#039;s Flash Gits.&lt;br /&gt;
* The Antonis Crusade kills a bunch of Orks, leaving them as feral warbands, only for Night Lords and Feral Orks to destroy them.&lt;br /&gt;
* Death Skull Waaagh Zort loots the Necron Tombworld of Overlord Thanptek the Magnificent. Including the Overlord himself. Sod off, Trazyn! Go zog yerselves, Blood Birdies. We’z da best lootas der iz!&lt;br /&gt;
* Rynn&#039;s World gets Primaris reinforcements which acts as a beacon for Orks who want to Rynn&#039;s World 2: Electric Dakka-loo&lt;br /&gt;
* A Blood Axe Waaagh defeats the Heretic Skull Knights warband on Jakhtor. When the Blood Axes retreat it&#039;s soon realized that they are waiting for the Imperial reinforcements to arrive so they can get a proppa&#039; fight.&lt;br /&gt;
* Krooldakka has lead a Speedwaaagh! on the planet of Vigilus. Leading to Ork death racing while waiting for the planet&#039;s defenses to weaken.&lt;br /&gt;
* Waaagh! Snagrack starts during the Psychic Awakening. A Deffskullz Waaagh! with a large number of Madboyz created by the Great Rift.&lt;br /&gt;
* Waaagh! Wazzdakka speeds towards Terra on his Bike of Da Aporkalypse.&lt;br /&gt;
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==Ork Teknologee==&lt;br /&gt;
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[[File:Dat zoggin bigmek by majesticchicken.jpg|220px|thumb|left|A perfect example of Ork tech. Powered by make-believe and the essence of WAAAGH!, and patched together with duct tape and chewing gum, the Emperor himself has truly never seen finer craftsmanship or innovation.]]&lt;br /&gt;
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Occasionally, if a &amp;quot;tech-caste&amp;quot; gets into control of an Ork society, ridiculous constructions can result. Best example we know about is the Telon Reach Empire and its central stronghold Gorro. A &amp;quot;scrapworld&amp;quot;, Gorro was full of things that shouldn&#039;t have worked at all (Horus notes that individual bits of architecture inside were just too mad for any human to contemplate) and could withstand the normally planet-killing weapons on the Vengeful Spirit and Imperator Somnium (the Emperor&#039;s own flagship). The Orks defending it were far more advanced than most (everything from their augmentations to the accuracy of their ships&#039; weapons) and had actually built a plasma reactor to hold their world together. Their function mostly relied on the Orks&#039; gestalt, as the core began to fail as the Emperor, Horus and their respective posses carved through the population. Once the Emperor killed the resident Warboss and psychically burned the rest of the Orks (a preview of what he&#039;d eventually do to Horus) the system went into total meltdown.&lt;br /&gt;
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How Ork Technology works is up for debate. As written Ork technology is beyond comprehension by the majority of races. Their weapons/tech work and other races can use them, but not as effectively. [[Techpriest|Techpriests]] have taken apart Ork guns and reassembled them to what they assume is the same configuration only to find that they don&#039;t work any more. This leads to two schools of thought on Ork Technology.&lt;br /&gt;
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===The Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics - Every Ork is a Psyker===&lt;br /&gt;
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The Anzion Theorem postulates that Ork technology works mainly because the Orks think it does. The explanation is that the subconscious gestalt psychic field that all Orks generate enables their technology to function; the stronger the field, the more esoteric their technological achievements become. In older versions of the fluff, if you hand an Ork a pipe and convince him it&#039;s a gun, it WILL shoot bullets. In current fluff, this is definitely not the case; if you hand an Ork a slugga that has been stripped of all internal mechanisms, it won&#039;t suddenly start firing bullets just because the Ork believes it should. However, if a crudely manufactured slugga consistently misfires in the hands of a human but *does* fire reliably when wielded by an Ork, it is definitely Orkish belief that is bridging that gap.  If the Ork picks up a mixed handful of slightly different caliber rounds and jams them into it, it will (most likely) shoot them all and not jam up from the different sizes.  This means that technologies that should be &#039;&#039;impossible&#039;&#039; become merely &#039;&#039;unlikely&#039;&#039; when crafted by an Ork.  In short, if Ork technology is held together by spit, duct tape, and hope, then the Orks&#039; psychic field provides the hope. &lt;br /&gt;
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To put it another way, Orks believe that, &amp;quot;Red wuns are fasta.&amp;quot; They believe that blue is lucky. They believe that yellow is more shooty and/or more explosive, and that black represents strength and toughness. And because they believe this, it manifests as true; thus this applies not only to the Orks themselves but also to their wargear.  For example, a meat cleaver in the hands of an Ork can tear through the toughest ceramite armor if the Ork believes it will; for anyone BUT an Ork, a power weapon or the equivalent would be required to do so.  That same cleaver, with a battery and wires crudely bolted to it, would BE a power weapon in the hands of an Ork.  &lt;br /&gt;
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This tends to work well for them, but not for the other races of the galaxy: Imperial observers note that Ork weapons will generally function poorly or not at all in the hands of a non-Ork. The only reason the Orks haven&#039;t exploited the limits of their generated gestalt field by creating easily made but devastatingly powerful weaponry that could eclipse the weapons of the other races is that they themselves do not know nor understand that they create said field, they believe that their equipment works because that&#039;s how the universe works, not because they themselves are making it work. Which, in a way, makes it true. This, in turn, makes for an interesting paradox: If Orks managed to understand the physical universe as it is, they would not believe their &amp;quot;weapons&amp;quot; work, thus stripping them of their psychic advantage. If there is a little ounce of disbelief, this would quite literally nullify their ability to believe hard enough to manipulate reality. Of course, this is actually monumentally absurd when you think about it. The galaxy is full of &#039;&#039;trillions&#039;&#039; of Mekboyz and Weirdboyz who have collectively been Orkin&#039; about for &#039;&#039;billions&#039;&#039; of years, and yet &#039;&#039;not one&#039;&#039; has ever figured out this fundamental aspect of Orkiness?&lt;br /&gt;
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This said, Orky know-wots DO have a say in stuff that the Orks build. Mekboyz build much of the stuff they do because they have been genetically programmed with the knowledge on how to make and maintain their technology. While much of their tech runs because they want it to, the fact is that the Orks &#039;&#039;can&#039;&#039; actually produce, and even improve upon, technology based on certain conceptual principles that they somewhat understand and can replicate to some degree or another. This explains how Orks can build such technological wonders as the Shokk Attack Gun, Tellyportaz, and [[Gargant]]s. Also, there &#039;&#039;have&#039;&#039; been instances of Ork tech working well in the hands of other races (at least for a time till it blows up). Be careful though, most Ork players have &#039;&#039;very&#039;&#039; deep-set opinions on how Orky tech works, and [[skub|debates]] between them can generate much [[RAGE]]. &lt;br /&gt;
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So if the Anzion Theorem is true, there are still some unanswered questions. For example, if Orks do indeed create some innate psychic field of belief, then would [[Sisters of Silence]] or a [[Blank]] be able to interfere with or destroy that power, thus causing Ork constructions to fail? We know Orks DEFINITELY have a passive psychic field, after all, but the Sisters don&#039;t seem to interfere with it in the same way that they do with the active psychic powers wielded by battlefield psykers. Perhaps the answer is that WAAAAGH energy is something almost completely different from the psychic abilities that other races use, and it therefore tends to ignore/negate some of the restrictions other psykers have. That would suggest that when the Old Ones created the Orks they used some other form of psychic phenomenon that is unrelated to or is isolated from the warp somehow. This might suggest that Orks&#039; gestalt psychic field is actually a very advanced form of technology similar to that used to create the [[Webway]]. Alternatively there may be another distinct metalevel in the warp that Orks draw from; after all, we know Orks&#039; gestalt field works as well in the warp as in reality, because their ships can traverse the warp without Gellar fields and remain unharmed. Ultimately we don&#039;t know, but there is definitely &#039;&#039;something&#039;&#039; going on. Probably. Who knows? In the end, we should look at it from the viewpoint of an Ork: As long as it works, who cares? Worrying about it just means less time krumping gits.&lt;br /&gt;
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====Orks and the Emperor====&lt;br /&gt;
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An extension of the &amp;quot;All Orks are Psykers&amp;quot; theory is that the [[Emperor|Emprahs]] continued existence (despite the fact his throne is in serious need of an MOT) is the fact that the Orks BELIEVE it to be so. As any self-respecting Weirdboy will tell you, what da boyz fink will &#039;appen &#039;appens (see below), so if they think the Emperor is still alive then alive he will be. Probably cos they&#039;re stupid enough not to realise he&#039;s a corpse more fucked than a Slaaneshi cultist at Ciaphas Cain&#039;s place.. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;ANG ON A SECOND.. I FINK DEY BE MAKIN FUN OF US...WELL.....MAYBE WE OUTTA GO STOMP SUM HUMIES!&amp;lt;/span&amp;gt; {{BLAM|That&#039;s right, the &amp;quot;chaos boys&amp;quot; are messing with you Orks, go stomp them in the name of the Emp... For the WAAAGGGHH! (-ahem- Heretics...)}}&lt;br /&gt;
Although in the Ghazkull/Makari novel they dismiss the &amp;quot;humies&#039; dead god&amp;quot; as a pathetic wimp who cannot even stand from his throne to krump some gitz in person.&lt;br /&gt;
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====Orks and Yarrick====&lt;br /&gt;
Another slightly less stupid theory. Commissar Sebastian Yarrick is still alive despite his massive, massive age because Ghaz and his boyz think he should be alive. Also Orks believe a glance from Yarrick can kill them, so Yarrick installed a laser eye and it works better against the greenskins. And of course, he also wields an Ork power klaw that, perhaps for the all the same reasons, apparently works quite well for him.&lt;br /&gt;
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===Ork Technology is More Advanced than it Seems===&lt;br /&gt;
[[File:Ork tech.jpg|400px|thumb|right|This will happen given enough time and grots.]]&lt;br /&gt;
{{Topquote|Cultural collapse, reorientation of belief systems in the aftermath of a renaissance can provoke magical thinkin&#039; in previously rational beingz...|Talker, Madboy on the subject of the Adeptus Mechanicus}}&lt;br /&gt;
&lt;br /&gt;
On another perspective. Looking over the Ork codices from old to new the only record of Orks willing technology to work is one line in which a techpriest says &amp;quot;Well if we can&#039;t figure this out it must be magic&amp;quot;. In fact, the only source besides that codex entry is this 1d4chan page... All other lore being from the Techpriest perspective. The Ork Codex points out that Mek Boys and Big Meks are genetically engineered by the Brain Boyz/Old Ones to know how technology works. In &amp;quot;Evil Sun Rising&amp;quot;, the Big Meks who created the Stompa Fat Mork don&#039;t remember how they created their super compact, miniature red sun engine. The implication is that as the Meks worked together that it unlocked the technology. This might mean that the Brain Boyz/Old Ones programmed the mek genetics to gain access to bigger and better equipment when the army is at a proper size to create and maintain such weaponry. As Ork numbers grow and WAAAGHs become bigger more technology is unlocked. The Gorkanaut and Morkanaut walkers are unlocked when Meks begin thinking that a Great WAAAGH is coming along.&lt;br /&gt;
&lt;br /&gt;
Ork technology is special in many ways; while crude and impossible from an outsider perspective almost all of Ork technology is based on the idea of [[Looted|looting the enemy technology]]. They are the apex scavengers and can create weapons from the technology of the Imperials, Tau, Eldar, Necrons, and even the biotechnology of the Tyranids. It could be guessed that the Brain Boyz wanted Orks to be able to adapt to any battlefield and be able to resupply without need of supply lines. In this way Orks don&#039;t need to wait for a spaceship to drop a Titan to the battlefield for back up, instead they can build one out of that broken humie one.&lt;br /&gt;
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And this is BEFORE we even consider what the hordes of the Beast were able to do what no other concurrent faction could, such as create Void Shielded Deff Dreads, Ork Ambassadors, and teleporting attack moons into the Terra&#039;s orbit.&lt;br /&gt;
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&#039;&#039;&#039;HOWEVER&#039;&#039;&#039; there are a few holes in this theory. First one must remember that the Imperium is not the only faction to try and study/retrofit Ork technology. The Tau have a much greater understanding of science and engineering than the Imperium and still cannot figure out Ork tek. Though there isn&#039;t much from the Eldar perspective on how Ork Tek works, which could just mean that they don&#039;t care. The second point is that Orks use materials that shouldn&#039;t work as components for weapons and technology. When was the last time you built a gun out of sheet metal and literal droppings, and it actually worked? Finally there&#039;s [[Colorz]]; red paint causes things to go faster, yellow causes explosions to be bigger, and purple makes everything stealthy. Though Colorz only exist in the rules with Red Ones Go Fasta and Deff Skulls being lucky, &amp;lt;s&amp;gt;most of the other stories are overblown fanfics by the fanbase&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*SMASH*&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;WAAAAAAAAAGH!!!!!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Be that as it may. The possibility exists that mekboys are combining psyker abilities and inherent technical knowledge to construct tools and weapons with nano-level engineering, allowing orks to use tech with a crude appearance hiding devices of unimaginable sophistication.&lt;br /&gt;
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===Special Note on Orky Vehicles===&lt;br /&gt;
To properly describe what Ork vehicles are like is a difficult prospect, or perhaps an overlooked opportunity. Either way, few actually attempt to clarify in tangible terms what orkish vehicle-makers create.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the venerable Trukk. Keep in mind that the standard Ork Boy is a hunched, monstrous, 7-foot-tall Hulk Hogan. Now, the Trukk is essentially an over-sized, skeletal pickup truck, with armored bus tires and a spiked ram-plate for a bumper. The frame is then covered in all manner of inch-thick armor plating, the basic standard in orkish vehicle armor. No Ork vehicle with more than two wheels has an engine smaller than a V8, and the trukk is no exception. A common brag for a trukk owner, &amp;quot;I&#039;z put twelve silenderz in dis &#039;ere kart&amp;quot; (when not met with the classic &amp;quot;You shoulda sprung fer forteen!&amp;quot; comeback), is similar to a human saying he put an extra two cylinders in his car and overhauled his transmission ( hilariously the official trukk model from Games Workshop has a horizontally opposed 6 cylinder engine - a 40K Boxer engine). &lt;br /&gt;
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Larger orkish vehicles, like the Big Trakk, often use V14 engines that any human would say belongs on a fishing trawler. Alternatively, some vehicles use turbine engines for extra torque (which is always a good thing) and a higher top speed (also a good thing), or crackling electrical engines (less popular than a good-old combustion engine, but can &amp;quot;accidentally&amp;quot; taze pesky Lootas or enemies who get too close (i.e. rammed)). Big Trakks are literally the size of a heavy tank, but are completely open-topped to provide a chassis for hauling Boyz or insanely big gunz into the fight. They have banks of fat-tired wheels or, most likely, four-plus-foot-wide treads. They have as much torque as a Battle Wagon and fear no infantry.&lt;br /&gt;
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==Special Groups of Orks==&lt;br /&gt;
Apart from the regular Boyz, there are several groups of Orks who specialize in a specific task or doctrine. Called Oddboys (if they are relatively normal when fighting time rolls around) or Weirdboys (when they shoot lighting out of their eyes, gunz or eye-gunz). The most common ones are:&lt;br /&gt;
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===[[Oddboys|Oddboyz]]===&lt;br /&gt;
This category is filled with Orks who express genetic predispositions to certain tasks. Here are your Mekboys (engineers), Painboys (doctors), Weirdboys (psykers), Madboyz (psychos), Slaverz/Runtherders (take care of grots, snotlings and slaves), [[Dorfs|Brewerz]] (makers of alcohol; lost to time), [[Noise Marines|Rockaz]] (musicians), and Shoutaz (communications experts).&lt;br /&gt;
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==== [[Speed_Freek|Kult of Speed]] ====&lt;br /&gt;
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[[File:Kult o speed by majesticchicken.jpg|250px|thumb|right|&#039;&#039;&#039;WAAAAAAAAGHHHOOOOOOOOOOOOOO!&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Speed Freeks who commonly go into the battlefield on bikes hyped up on dakka and flashy bitz, as their name suggests, they&#039;z like goin&#039; faster dan fast. On tabletop, they&#039;re okay, since they&#039;re really shooty for Orks and fairly cheap. These guys field the classic Mobile Ork Army, which causes loads of [[Butthurt]] and [[Rage]] when people go up against them. Just look out for Lascannons.&lt;br /&gt;
*&#039;&#039;&#039;[[Deff Skwadron | Flyboys]]&#039;&#039;&#039; - Crazed pilots that like fast vehicles, death defying stunts, and lots of dakka. The better pilots, fighta aces, are held in great esteem only by other flyboys and tend to give themselves crazy-cool nicknames.&lt;br /&gt;
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====[[Burna Boyz | Burna Boyz]]====&lt;br /&gt;
Burna boyz are similar to standard orks in ability, possessing no unique qualities except every one of them being a pyromaniac. These boys are the type who would burn their own mother alive if she tried to stop them from playing with matches, even though Orks technically don&#039;t have moms. As such, they regularly burn their own comrades for the hell of it (to see them &#039;do da burny dance&#039;). Their obsession with fire is, of course, genetically coded, and this has a particular disadvantage during periods of time where stealth is of the essence. In fact, this pyromania coupled with the rate of accidental deaths among Orks may explain why Burna boyz aren&#039;t more common; after all, an Ork that accidentally burns himself to death wouldn&#039;t be able to spread his spores so easily. On a more lighthearted note, they are also quite fond of fungus cigars!&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; GREEN IZ BEST&amp;lt;/SPAN&amp;gt;&lt;br /&gt;
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====[[Mekboy|Mekboys]]====&lt;br /&gt;
Meks are Orks who are capable of making the ramshackle yet effective weapons and vehicles the Orks use. They&#039;re primarily the ones who make the warband&#039;s wagons, restore salvaged vehicles, and create/modify weapons. An Ork who lead bands of Mekboys is called a &amp;quot;Big Mek&amp;quot;, and is a bitch to kill on tabletop if he&#039;s kitted out. [http://www.youtube.com/watch?v=tZQdaEFa_60 Five-up cover saves for everyone!] &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; &#039;Ho says we aint smart &#039;n&#039; such! Only fing betta den an ork is an ork wif a good bit of technorkology &amp;lt;/span&amp;gt;&lt;br /&gt;
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====[[Painboy]]z====&lt;br /&gt;
Basically Orks medics, a Painboy&#039;s instinctive understanding - and obsession - is with medicine, anatomy and surgery. Unlike the Meks above who are seen with something like respect, other orks think Painboyz are dangerous and won&#039;t go anywhere near them unless they really have to. This is because, like the Mekboyz, Painboyz are driven mostly by their urge to explore and experiment and aren&#039;t very good at concentrating on what they&#039;re supposed to be doing. Which is okay when the Mek tinkers with a piece of gear, but a lot worse when the Dok starts poking around inside a body and removing bits at random just to see how it works.&lt;br /&gt;
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====[[Tankbustas]]====&lt;br /&gt;
Many Orks enjoy the odd explosion. These guys like that so much that they decided what better way to get their kicks than to get into a nice squad of 5-15 boys and try blowing tanks sky high with their rokkits. They also train Squigs to run into tanks while strapped to the hilt with explosives. And if neither of that works, run into close-combat and strike the tank with a rokkit attached to a metal stick. They get so high off this that they will enter the broken vehicle, eat any survivors, and drink the motor oil in a ritual act known as &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; &amp;quot;GETTIN&#039; TANKED!&amp;quot; &amp;lt;/span&amp;gt;&lt;br /&gt;
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====[[Lootas]]====&lt;br /&gt;
Lootas are Orks who are obsessed with pimping out their shootas by salvaging bitz from their enemies. Lootas are critically important to Orkish mechanical industry, because they head salvage operations and assist Meks where Grots can&#039;t. They&#039;re also the ones who loot wrecked tanks and vehicles after a battle to use as Looted Wagons, with the help of Mekboys, which means Orks can remobilize rapidly, and scale up to match tank-driving foes. &amp;lt;strike&amp;gt;When not fighting or looting, Lootaboyz are a menace to Orky society, stealing, swindling, making trouble, and being REAL BACKSTABBIN GITs the reason other Boyz can&#039;t have nice things.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;WOT?! YIZ SAYIN&#039; DERE&#039;S TIME WHEN DA ORKZ AIN&#039;T FOIGHTIN&#039; OR LOOTIN&#039;?! I OUTTA GIVE YA A STAMP!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
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====[[Flash Gitz]]====&lt;br /&gt;
&amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;DA PIMPIEST ORK IZ DA BESTEST ORK!!!!!!&amp;lt;/span&amp;gt;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Dat is why dey arrogant Gits. SPEAK UP I CANT &#039;EAR YA!&amp;lt;/span&amp;gt; They are another group of shoota-obsessed Orks known as &amp;quot;Flash Gitz&amp;quot;; rich, obnoxious Bad Moonz gits who buy powerful weapons and upgrades using their large stockpiles of [[toof|teef]]. They love nothing more than showing off their wealth and (supposedly associated) martial power. They do things like wearing &#039;&#039;FABOLOUS&#039;&#039; clothing, sporting huge banners declaring their awesomeness (shogun-style), and plating everything they have in gold, silver, platinum, or any other shiny metal they have at hand (although gold is preferred). Goldz iz da bestest. Flash Gitz boast the shootiest kustom shootaz in all of orkdom, sometimes known as &amp;quot;snazzgunz&amp;quot;, which makes them an invaluable asset to their clan. Conversely, due to their boasting and attitude problems they often alienate pretty much every other Ork they work with, and are prone to getting their arrogant asses booted out of their group the moment they become less useful than annoying.&lt;br /&gt;
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====[[Freebooterz|Freebootaz]]====&lt;br /&gt;
Orks who raid and pillage the galaxy as MOTHERFUCKING PIRATES. And just to add to their awesomeness, they&#039;ll usually dress and/or speak like pirates. (W)AAARG! Well-known individuals include Kaptins Badrukk and Bludflagg.&lt;br /&gt;
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====[[Ork Kommando|Kommandoz]]====&lt;br /&gt;
Orks who managed to figure out that charging a gunline isn&#039;t always the best option, so dey&#039;z da sneakiest of da Orks. In practice, all of this boils down to a fairly simple difference in tactics. Whereas a normal Ork Boy will see the enemy and immediately [[WAAAGH|shout]], run up to him, and smash him in the head, a Kommando will see the enemy, hide behind a nearby [[Catachan Jungle Fighters|bush]]/[[Dorf|barrel]]/[[Creed|lamp-post]] and wait for the enemy to get close like 5 feet to 2 meters, THEN shout, run up to him, and smash him in the head. They typically paint themselves purple, which Orks believe is the sneakiest color (and because Orks are Orks, purple does in fact make them harder to see ... don&#039;t ask how the fuck that one works, it just does &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Hav you eva seen a purpul ork? Course not, dey&#039;s &amp;lt;s&amp;gt;too sneaky&amp;lt;/s&amp;gt; don&#039;t exist&amp;lt;/span&amp;gt;.) &lt;br /&gt;
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Kommandoz rely on stealth tactics rather than balls-out firepower, and achieve this by using crude camouflage techniques, Speshul Forces equipment such as night-vision goggles, various types of grenades, and all those other gubbins that makes them all sneaky. However, their best weapon is often that the concept of Orks using tactics beyond drowning their enemies in corpses and bullets is so completely out there that a lot of Imperial commanders [[Skaven|do not believe that Kommandoz actually exist]], which actually make their job easier to pull off. The Imperials quite often find out the very hard way that some orks have both brains and brawn. For instance, nobody laughed when a Kommando unit suddenly [[Blood Ravens|hi-jacked]] a unit of three [[Deathstrike Missile Launcher]]s inside a Mordian regiment&#039;s lines drove one to the front and proceeded to launch it at the their front lines, killing thousands, including a [[Baneblade]] (Except for the Orks, who laughed their duffs off as this was happening). Meanwhile, the Kommandoz ran off with the remaining one and two extra missiles.&lt;br /&gt;
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Kommandoz are typically distrusted by other Orks due to their chosen battle strategy. They view sneaking about rather than getting straight to a fight right and proppa as &amp;quot;Mukkin&#039; about&amp;quot;. The enjoyment of the color purple among them is also considered right strange. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;quot;Az dere ain&#039;t no such fing az a purpul ork!&amp;quot;&lt;br /&gt;
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An ork asked about Kommando groups: &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;quot;I dinna see anyfing... Do you?&amp;quot;&lt;br /&gt;
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==== [[Feral Orks]] ====&lt;br /&gt;
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Hidden away in GW fluff are these guys.  These guys are what happens after a WAAAGH! has left your planet. They crop up in wildernesses and form tribes. They don&#039;t have technology (like shootas) or any kind of Mekboyz or even good resources to build junk. They are roughly on par with your [[Warhammer Fantasy|Fantasy]] Orcs, so you can just use your Fantasy army in 40k if you can fluff your army right. Not like it matters, it&#039;s the same tactic either game. They tend to have Grots, Kommandos and Weirdboys coming out of their ears, and love to ride big Squigs. If you don&#039;t prune them back to the forest well enough, they might sic buttloads of [[Squiggoth]]s on you. [[Snake Bites]] love these guys, and if space-born Orks pick them up, Feral Orks usually become Snakebites anyway.&lt;br /&gt;
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They breed a special kind of Oddboy, the [[Pigdok]], who is a combination of a Mek and a Dok, but excels at neither. They do surgical procedures like a stereotypical medicine man, wander around covered in robes and talismans given to them by the Weirdboy Shamans, and head the construction of things like ballistas and catapults, all the way up to magical stompy Idols and the [[Titans_40k#Orky_Titans|Steam Gargant]].&lt;br /&gt;
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====[[Weirdboy]]z====&lt;br /&gt;
Weirdboyz are Orks who are active psykers. All Orks are passive psykers, emitting their WAAAGH!! gestalt field, but Weirdboyz are the only ones who can decide they&#039;re gonna blow another Ork&#039;s face off with a mean look and a lightning bolt (and get it to actually happen). They tend to be crazy and can blow up if they&#039;re not careful. Even when they are careful. Sometimes blowing up is the preferred/expected option for a Weirdboy. Amusingly, most Weirdboyz are &#039;cowards&#039;, in the sense that they know bad things happen whenever they get into a fight alongside a bunch of other Orks so they try to avoid doing that. The other Orks are often forced to drag them along.&lt;br /&gt;
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====Ambassadors====&lt;br /&gt;
:&#039;&#039;&amp;quot;Don’t need an interpreter. We tell you how to surrender, you surrender. Easy. The Great Beast has you by the guts. Struggle, he’ll rip ’em out. Surrender, you get to keep ’em.&amp;quot; - Bezhrak, Ork Ambassador&#039;&#039;&lt;br /&gt;
&amp;quot;Ambassadors&amp;quot; as the humans of Terra called them are a dignified and &amp;quot;majestic&amp;quot; Oddboy dedicated to delivering threats directly to the enemy through the powerful weapon of words. At this time there is no known Ork name for these Oddboyz and are very rare to encounter. They carry staffs as their only weapon and have the ability to speak languages as if they were native speakers. The Ambassadors not only discussed terms of surrender, but acted as psychological warfare to destabilize the enemy.&lt;br /&gt;
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:&#039;&#039;The self-inflicted moral wound the Imperium would suffer if it acted with less sophistication than orks would be a septic one. - Vangorich&#039;&#039;&lt;br /&gt;
Only ever seen during WAAAGH! The Beast in 544.M32. More modern encounters with ork Runtherders and similar ork-to-men communiques tend to use a translator device/person, instead. That said, many orks do pick up Low Gothic while interacting with human armies, especially more kunnin&#039; Warbosses and Warlords.&lt;br /&gt;
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====Snipers====&lt;br /&gt;
[[Inquisition|Ork Snipers are the bane of the Celestial Lions and took out the Chapter&#039;s Apothecaries.]] [[Vindicare Assassin|Highly accurate, the Ork Sniper is a dangerous enemy.]]&lt;br /&gt;
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Hilariously, Grot snipers are a thing that exists, but it&#039;s incredibly rare to see them. It&#039;s probably because any grot that manages to slap together enough spare parts into a rifle get spotted by an Ork who thinks it would make a nice foundation for a decent shoota, and said grot will almost immediately get robbed at shoota- or choppa-point. On the other hand, these might make it in a scenario when Orks realize that a passable longarm is more valuable in the hands of somebody who can actually shoot straight.&lt;br /&gt;
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There was an incident in the short story &#039;&#039;Red Reward&#039;&#039; where a guy was dropped into the front of some trench warfare between the Guard and Orks, and inspired the humiez to drive back the Orks in a counter charge only to get shot by a grot sniper. Ironically, the guy signed up with the Guard to escape prosecution on his own world, meaning he would have been a valid target to the elusive Ork sniper.&lt;br /&gt;
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==Retired Boyz==&lt;br /&gt;
All following Ork Oddboys have been lost to time ([[Retcon|&amp;quot;Everything is canon, just not always true&amp;quot;]] - The way GW avoids officially retconning anything). They live on in our hearts (and custom-models) as:&lt;br /&gt;
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===[[Goff_Rokker|Rokkaz]]===&lt;br /&gt;
[[Rogue Trader]] Orks with a penchant for hard rock, metal, leather armor, and overgrown hair squigs. They do seem to keep cropping up in the fluff though never in  any significant capacity. Also known as Goff Rokkas, these boyz tend to come out of the Goffs exclusively, but it isn&#039;t completely unknown for other Clans to spit out one of these crazy green &amp;quot;musicians&amp;quot;. They play machine gun guitars and [https://www.youtube.com/watch?v=L_wdRy7x4Sc PARTY &#039;ARD!!!]&lt;br /&gt;
It should be noted that Rokkas were invented in the Eighties, so they don&#039;t play things like Death Metal as much as they do generic Metal, 80&#039;s Metal, electric guitar ballads, and Hard Rock.&lt;br /&gt;
(note: the Goff Rokkas essentially make the [[Dawn of War III]] ork theme canon)&lt;br /&gt;
And...now they&#039;re back and canon again, in the June 2020 White Dwarf. Albeit renamed to the [[Goff Rokker]]z instead.&lt;br /&gt;
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===Shoutaz===&lt;br /&gt;
These orks have over-developed lungs and super-strong vocal cords so that they can [[Derp|yell really loud.]] Yes, you heard me right. They yell across Gargant-tops and over battlefield din to act as a telecommunications array. &amp;lt;strike&amp;gt;See, not all things that have disappeared were too good to last.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;SHUDDUP STOOPID HUMIE, WHUT DO YOU KNOW?!?!?! SHOUTAS IZ DA BEST!!!!!!!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:lightgreen;font-size:300%&#039;&amp;gt;&#039;&#039;&#039;YOU&#039;Z CALL DAT SHOUTIN&#039;? YOU&#039;Z AIN&#039;T A REEL SHOUTA, YA GIT!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:forestgreen;font-size:700%&#039;&amp;gt;&#039;&#039;&#039;A REAL SHOUTA&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:forestgreen;font-size:850%&#039;&amp;gt;&#039;&#039;&#039;DROWNS OUT DA&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:forestgreen;font-size:1000%&#039;&amp;gt;&#039;&#039;&#039;COMPUTISHUN!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:lightgreen;font-size:1750%&#039;&amp;gt;&#039;&#039;&#039;I Konkur!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:purple;font-size:40%&#039;&amp;gt;&#039;&#039;&#039;I&#039;z prefur sneekin&#039; up to some hummie and shoutin&#039; in iz ear from reel gut close.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
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Anyone caught messing with this section again will get their shit handed to them. Do you know how fucking hard it is to make sure this shit is right? I can&#039;t do this AND dodge those fucking Orks. I&#039;m a janitor, and a FUCKING BENDY PENIS!&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;See, iffin&#039; you&#039;z had sum of dat purpley paint, dis wouldn&#039; be a problem now, would it?&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; &#039;e got youz good, e&#039; did. aneewayz da squigs ated da inturn again. Git ta cleenen dat wod ya.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; I &#039;erd dem cleanin&#039; orks do wat they do and don&#039;t even want no teef for it&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; Dem Kleenaboyz iz ryte fine ladz, Dey gitz a &#039;fungabeer offa me n&#039;ytime dey needz.&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brewerz===&lt;br /&gt;
Never mentioned after about 3rd Edition. Brewerz, or Brewer Boyz function much like Mekboys or Mad Doks do, knowing the ins and outs of brewing through genetically inherited intuition. They make alcohol out of squigs. Made everything from beers to malts to meads to liquors to scotches. Yes, certain squigs can be made into scotch. No, no grains are involved in the process. No, they&#039;ve never done this in Scotland. No, you may not question this.&lt;br /&gt;
SQUIGGIE WALKER - RED LABEL! COS IT ZOGZ YOU IN DA BRAIN FASTA!&lt;br /&gt;
&#039;&#039;Eend out of mashrooms too booss!&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[What|Basically, they brew babies into beer sometimes.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;&#039;&#039;&#039;HERESY, ORK HERESY, ANY IMPERIAL CITIZENS WILL BE MURDERED ON SIGHT AFTER READING THIS.&#039;&#039;&#039;&amp;lt;/strike&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; *WHAM* OY BOSS, DEM HUMIES IZ TRYN&#039;A TAKE AWAYZ OUR SQUIG JUICE!&amp;lt;/span&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039; Zoggin DAMN&#039;IT! NOT AGAIN!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Female Orks===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt;MY EYES!!!! THEY BURN!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vaguely referenced in older fluff and glimpsed during Blood Bowl, sacrificed because nobody wants to see those canonized saggy Ork tits (Except [[/d/]]), and fucking whores (and ye mum).  Suffice to say, some drawfags will still draw them and several on [[/tg/]] will doubtlessly [[Faptau|fap]] to it.  Considering how many random mutations are seen amongst the Orks, the possibility is [[Meme|more likely than you&#039;d think]].  In normal canon, Orks are asexual, popping out of fungal growths in the ground...&lt;br /&gt;
&lt;br /&gt;
...but in [[Rogue Trader|the oldest fluff]], when the Orks were basically Fantasy Orcs in Space, there &#039;&#039;were&#039;&#039; female orks.  Slightly later (2nd Edition) fluff modified that idea: during later parts of their life cycle Orks would temporarily develop sexual characteristics and go bang one another.  For the sake of Games Workshop&#039;s writers&#039; self-respect, the idea of any orkish sexual reproduction was completely removed and forgotten. And all but the drawfags are happy for that. &lt;br /&gt;
&lt;br /&gt;
Given the kind of universe Warhammer 40,000 is, the decision to make orks functionally genderless (a decision which occured some time in the early 90&#039;s) was likely driven by two factors: to reinforce the Orks warlike nature by making them dependent on getting blown up to repopulate and hardwire them for blockbuster-style total war, and the aforementioned removal of sex and gender discussions from the ugly comedy faction of an incredibly dark tabletop wargame.  The change was both thematically appropriate and steered writers and fans away from uncomfortable topics.  As of 2020 however, the idea of female orcs and goblinoids is fairly accepted across basically every genre and fictional universe which involves greenskins of any sort.  This is a fairly significant change from the prevailing attitudes of the 20th Century fantasy, which was largely driven by &amp;lt;s&amp;gt;bad writing&amp;lt;/s&amp;gt; female orcs and goblins being hidden somewhere and largely irrelevant. &lt;br /&gt;
&lt;br /&gt;
More recent fluff has backed this up, stating that Orks have no reproductive organs and thus no personal concept of sex or gender. Some, usually Blood Axes or Slavers, are aware of the existence of the concept in other races, albeit at a rudimentary level; one bemused Blood Axe went on record describing the whole thing as funny and a captured tech-priest was once bribed with women as an incentive to do something for a Warboss.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Oi&#039;m twalf an&#039; wots dis? &amp;lt;/span&amp;gt; {{FWIP|&#039;&#039;&#039;DAT GIT WAZ KRUMPED FOR DIS POST.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
=== [[Ork_Boy#Madboyz|Madboyz]] ===&lt;br /&gt;
&lt;br /&gt;
Not seen since the heydays of second edition and Epic 40k, although they&#039;re still mentioned here and there in the fluff. Madboyz are Orks that go crazy under the mental strain of knowledge encoded in their genes suddenly becoming available, their behavior becoming erratic and unstable even for Orks. The other Orks often round them up into a large warband that is set loose upon the enemy, in the hope their madness will prove useful or at least entertaining. (In game terms you rolled for their actions randomly, and it could vary from outright fleeing to going absolutely berzerk and charging forward while ignoring wounds.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
We had da new rulez for thiz gitz for weirdboy awotkaning&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brain Boyz===&lt;br /&gt;
Brain Boyz is the name that the Orks give the Old Ones. However, the Orks&#039; origin has shifted around a few times, such as the Brain Boyz being the ancestors of the Snotlings (although the Orks still believe that, but it&#039;s no longer the official explanation it was in Rogue Trader).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
(OBJEKSHUN! Dat&#039;z still canon! (In fact, everything is canon! [Just not always true]) Codex 7th ED 2014 and we&#039;z seen it in the one before dat un too!!! What shrooms did ya zoggin&#039; gits eat?!)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tin Boyz===&lt;br /&gt;
Back in Rogue Trader, there was a book - &amp;quot;&#039;Ere We Go: Orks in Warhammer 40,000&amp;quot; and, hidden away on Page 92, complete with accompanying models, was a reference to these odd examples of Ork &amp;lt;strike&amp;gt;Humour&amp;lt;/strike&amp;gt; Ooomarr. Traditionally, they are made in the form of Space Marines, Eldar or Squats though with more exaggerated features and comical patterns of movement designed to imitate and mock these species. To Orks, such effigies are highly amusing and they take great joy in having created such clever parodies of their enemies. Whilst a Tinboy&#039;s external appearance does vary, its simplistic inner components make it easy to spot and identify on the battlefield where they are deployed as a psychological weapon, for misdirection and distraction.&lt;br /&gt;
&lt;br /&gt;
===Chaos Orks &amp;amp; Mutant Orks===&lt;br /&gt;
Back in the days of [[Rogue Trader]], [[Chaos]] was considered an equal opportunity employer instead of just relying on corrupted [[Space Marines]] and [[human]]s, which admittedly makes more sense. As such Chaos Orks were very much a thing, and in fact came in two distinct groups; [[Stormboyz]] of [[Khorne]] and general Chaos Orks. The basic idea was that most Stormboyz who didn&#039;t grow out of being Stormboyz would eventually gravitate to worshipping Khorne, as this was back in the day when Khorne had more of an &amp;quot;honorable, disciplined warrior&amp;quot; motif to him and thus he was considered a fine role model by the Stormboyz, whose whole thing was being disciplined, organized and professional compared to the anarchic barbarians of other orks. Other orks could also fall to Chaos, often but not always Khorne, without being still part of the Stormboyz cult. Both sets of Chaos-worshipping orks were regarded as &amp;quot;un-orky&amp;quot; by their mainstream fellows, but would sometimes be hired as mercenaries by warbosses in particular need of their killing power, or who just didn&#039;t really bother vetting their latest Freebooter hire all that well - they&#039;d also happily join Chaos armies, where they were welcomed.&lt;br /&gt;
&lt;br /&gt;
The big difference mechanically is that Khorne&#039;s Stormboyz were Stormboyz with the Mark of Khorne, whilst Chaos Orks were Orks with Chaos Marks, Chaos Gifts and Mutations.&lt;br /&gt;
&lt;br /&gt;
Separate to both of these Mutant Orks, who had no intention of worshipping Chaos, but still got mutated as a result of exposure to Warp energies, radiation, psychic phenomena from the local weirdboy or the experiments of a Mekboy or Painboy. These wretches were social outcasts, and sometimes were allowed to join a Waaagh as expendable cannon fodder - not that they cared, because they hoped to ultimately prove they were still properly Orky. These poor sods sometimes mutated all the way into Chaos Spawn-OHGODGLARBABALAAGAAH!&lt;br /&gt;
&lt;br /&gt;
\*Ahem.* While there has been no mention of nonhuman and nondaemon Chaos forces for several editions (save some background Xeno races worshipping Chaos), the idea of Chaos Orks makes perfect sense when you think about it. Not only because there&#039;s no real reason the Ruinous Powers should only corrupt humans, but also because there are Quadrillions or Orks in the galaxy, so at least &#039;&#039;some&#039;&#039; of them are bound to decide that [[Khorne]] is more killy than [[Gork]] or that [[Tzeentch]] is more cunnin&#039; than [[Mork]], regarldess of whether or not they actually are. [[Nurgle]] would probably take a liking to them as well, not just because Nurgle likes everybody, but also because Ork spores tend to infect and kill a planet&#039;s ecosystem in much the same way a mundane fungus might a plant or animal. [[Slaanesh]] would seem to have the fewest Orkish worshippers, since the most common way Orks get their rocks off would end up empowering Khorne more, but then you remember that Slaanesh thing is &#039;excess&#039; and what do orks like to do in excess of even to the point of self destruction? [[Speed Freek|Go fast]] and be [[Dakka|loud]]. [[Malal]] doesn&#039;t really seem to have anything going for him in this department, admittedly, but then he doesn&#039;t really have anything against him either like Slaanesh does, and maybe a couple of Mekboyz decided to make enough of a boom to destroy the universe.&lt;br /&gt;
&lt;br /&gt;
Ultimately the lore has arrived at this explanation for Orks and Chaos: Their psychology just doesn&#039;t give much fertile soil for Chaos to take root in.  While they love fighting, they don&#039;t really experience hatred that Khorne could feed on.  They have no sexuality or appreciation of excesses beyond the banal joy of constant war (an objective lie given their fondness for fungus beer), so Slaanesh has nothing to tempt them with. Similarly, their wants and schemes are so unsophisticated and direct that there&#039;s nothing for Tzeentch to manipulate, and their biological nature so coarse and brutal in its simplicity that Nurgle can only be impressed as these grunting warrior mushrooms conquer the galaxy.&lt;br /&gt;
However, 6th ed Chaos Space Marines codex did mention an invading ork infected with a daemonic plague prior to Mortarion and Plague Marines showing up on the assaulted shrine world ; though in this case they were unwillig allies at best, victims of Chaos at worst, and not truly Nugrglite converts.&lt;br /&gt;
&lt;br /&gt;
== Ork Klanz ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;Oi, listen up ya gits. Dere&#039;s six diverant majah clanz of Ork, and dey&#039;s all right &#039;ard. Da clanz waz made way back by [[The Beast|the biggest, baddest warboss dere eva waz]], startin&#039; out as his specialist boyz before dey became dey own klanz.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Dere&#039;s da &#039;&#039;&#039;Snakebites&#039;&#039;&#039;, and dey&#039;z a buncha fundie gits what won&#039;t use any teknowlogy more complicated den a [[choppa]] an&#039; warpaint. Anytime dere&#039;s a world dat a WAAAAAGH smashed up, it gets full o&#039; fundie boyz. When we pick em up, a lot a dem run off ta da Snakebites anyway instead o&#039; learnin how ta fight propa. But dey got squiggoths, an&#039; every WAAAAGH needs really big killy fings. Snakebites wear brown, like a buncha zoggin&#039; humie &#039;Armish folk.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop, [[Snake Bites]] have the rule &#039;DA OLD WAYS&#039; which allows them to ignore any wound rolls of 1-3 unless the attack is S8. It&#039;s best for green tide-style ork armies or keeping that [[Squiggoth]] alive until it gets within krumping range.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Da &#039;&#039;&#039;Bad Moonz&#039;&#039;&#039;, what gotz lotsa teef &#039;cause dey grow faster den any other orks, so dey&#039;z a buncha rich gits. &#039;at meanz dat dey&#039;s got da best squigs and dakka, but since dey&#039;z such lazy gits, dey&#039;s [[Tau|no good at choppin&#039; an&#039; stompin&#039;]], so other orks can always just find a Bad Moon and stomp his teef out. Bad Moonz wear Yella, da color a big booms and shiny bits.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop [[Bad Moons]] take [[Dakka]] up to a whole new level with their &#039;ARMED TO THE TEEF&#039; ability; meaning they have +6 range to EVERY dakka or Heavy gun, and they get AP-1 on 6s. Great for an orky gunline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Goffs&#039;&#039;&#039; are the fightiest of all da Orkz. Dey&#039;z always fightin&#039;, especially wif eachother - it&#039;s a rare Goff dat hasn&#039;t killed atleast somefing every day of his life. Dis constant fighting makes dem da toughest an&#039; meanest of all da Orkz. [[Ghazghkull Mag Uruk Thraka]] &#039;imself wuz a Goff. Dats why he&#039;s so big, &#039;ard, an mean. Goffs wear black, da color a bein&#039; DED &#039;ARD!&amp;lt;/ul&amp;gt;&lt;br /&gt;
- [[Goffs]] have three great things going for them, the first being [[Ghazghkull Mag Uruk Thraka| the prophet of gork and mork]] and second being their ability &#039;NO MUCKIN&#039; ABOUT&#039; which gives them a melee equivalent to the (now dead) Dakka! Dakka! Dakka! ability, namely their 6&#039;s on melee attacks generate new attacks (for which you still have to do the hit roll). Alongside that, charges get you S+1 on any attack, making a squad of Slugga boyz capable of delivering [[Rape| all sorts of carnage]] if they manage to reach the enemy. Melee focused ork armies are preferable for this clan.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Da &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;&#039;re all part a da Kult a Speed, and dey&#039;ve got da most Meks, so dey&#039;re always muckin&#039; about with teknowlogical equipment an speedy karts. Deyz big believas in da color red, cuz RED &#039;UNZ GO FASTA!&amp;lt;/ul&amp;gt;&lt;br /&gt;
- When playing the [[Evil Sunz]] on the tabletop take full advantage of their &#039;RED ONES GO FASTA&#039; ability and use as many &#039;speed freek&#039; models as you can, the clan ability gives all units a plus one inch to their move and advance; with speed freek models this bonus is 2 inches instead.Oh and the ability also means you can advance your units and not suffer any penalty to accuracy for your assault weapons.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Deffskullz&#039;&#039;&#039; are a buncha teevin&#039;, lootin&#039; gits what&#039;ll grab anyfin&#039; what&#039;s not nailed down an&#039; if it&#039;s nailed down dey&#039;ll loot the nails den loot da fing wot was nailed down an&#039; make it orky. An&#039; oi does mean [[Looted|anyfin&#039;]]. Even in da middle of a scrap. Da mekz loves em, though, cuz nobody&#039;z got more bitz and gubbinz than a Deffskull Loota. Deffskullz all seemz ta have some kinda technikal know-wotz, dough. Deffskullz wear da color Blue, cuz Blue&#039;s a lucky color. deyz &#039;ave a bit of a &amp;quot;bad relashunship&amp;quot; wif some &#039;umies called da [[Blood Ravens|blud rafens]]. deyz hatez da blud rafens.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop, [[Deathskulls]] have the ability &#039;LUCKY BLUE GITZ&#039; which gives them a 6+ invulnerable save,[[Troll|BTW they all have OBSEC]]. You are also able to re-roll a single hit roll and a single damage roll for each unit with that culture. This clan is sort of an all rounder for ork players, a jack of all trades sort of deal.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* And, last of all but not least, dere&#039;s da &#039;&#039;&#039;Blood Axez&#039;&#039;&#039;. Dey&#039;re da ones what&#039;ve been hangin&#039; around da stinkin&#039; humies fer ages too long, and gone and developed all sorts a un-orky tings like &#039;&#039;taktiks&#039;&#039;, &#039;&#039;recownasense&#039;&#039;, &#039;&#039;cammer floggs&#039;&#039;, an worse of all, &#039;&#039;retreat&#039;&#039;. Dey&#039;ve even got a sayin&#039; bout it: &#039;&#039;&amp;quot;If we runs for it, it don&#039;t count as losing, cuz we can also come back for anuvver go, see?&amp;quot;&#039;&#039; Dey&#039;z mocked as cowardly gits by most&#039;a da boyz, but &#039;cause dey be dead cunning dey&#039;z da main source of da best warbosses in WAAAAAAAGH! time (Next ter Da Prophet hisself, o&#039;course). Blood Axes also do lots of talkin&#039; wiv humies, so deyz gots idears like tradin&#039; with da&#039; humies&#039;, &amp;lt;s&amp;gt;peace&amp;lt;/s&amp;gt; waitin&#039; fer da roight time ta fight, an&#039; using armour and gunz wot don&#039;t stop working just &#039;cause otha&#039; gitz believes dey&#039;z useless (SEE, HUMIES ARE GUD&#039; F&#039;R SOME FINGS BUT NOT EVERY FING!). Blood Axez wear cammerflage, but at least they paint it nice an&#039; bright so&#039;s you can see&#039;em coming.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- Tabletop wise, [[Blood Axes]] are [[Creed| tactical geniuses]] with their &#039;TAKTIKS&#039; able to [[What| take cover despite not really being in cover]] as long as the enemy is at least 18 inches away, making them good against [[Shooty]] armies, additionally their kultur gives them the ability to shoot or charge (but not both) even if they fell back within the same turn; essentially meaning this is the kultur you use when you are the type of ork player who believes in tactical retreats.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
Later, when da humies learned dat der was six Beasts, and each lead a &amp;quot;lejun&amp;quot; o Boyz, dey started tinking dat each o da Clanz were da rem... Re... &#039;&#039;Leftovers&#039;&#039; o&#039; each Beast&#039;s lejun. &#039;Oo knows if datz da troof, I sure as zog dunno.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One last thing; any unit that only includes [[Gretchin]] don&#039;t get any benefit from their klan culture whatsoever. Because they suck at life.&lt;br /&gt;
&lt;br /&gt;
=== Ork Non-Klanz ===&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
*  Den dere&#039;s da &#039;&#039;&#039;Freebootaz&#039;&#039;&#039;, boyz wut left deir klan ta become merks an&#039; piratz and all&#039;at. Freebooterz iz often kicked o&#039; deir klan for likin&#039; sumtin&#039; dat izn&#039;t violence more dan violence, like [[Kaptin_badrukk|Kaptin Badrukk]] (teef), [[Wazdakka Gutsmek]] (goin&#039; fast), or [[Zodgrod Wortsnagga]] (snotlings), but some leave o&#039; deir own accord for similar reasons, like [[Kaptin Bluddflagg]] (loot). Freebootaz will even work for stupid &#039;umies for shinies (or hats), though dat don&#039;t mean dey won&#039;t turn &#039;round an &#039;ave a go at dem too if dey fink dat gits dem more hats &#039;n fings. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- Although [[Derp| they aren&#039;t actually a klan]] the codex treats the [[Freebooterz|Freebootaz]] as if they were; with the klan ability &#039;COMPETITIVE STREAK&#039; which adds 1 to hit rolls whenever a nearby (within 24 inches) friendly unit has successfully wiped out an enemy unit. So if you have [[Shooty]] army and successfully manage to wipe out an enemy unity within 24 inches of some [[Lootas]] then you could give yourself a pretty impressive buff. It also applies to [[Choppy]] armies; get a single unit to wipe out an enemy unit while within 24 inches of your mob of slugga boyz, and your hitting on [[FATAL| 2&#039;s for melee]] which combined with a large amount of boyz equals a [[Rape| bad time for whos facing them]].&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
*  &#039;&#039;&#039;Feral Orkz&#039;&#039;&#039; iz like Snakebites, but dey don&#039;t have a choice what wif not &#039;avin&#039; access to Ork kultur seein&#039; az dey don&#039;t got space travel.  Often join da Snakebitez soon as dey&#039;z recruited by a WAAAAAAGH!&lt;br /&gt;
** &#039;&#039;&#039;Beast Snaggas&#039;&#039;&#039; are loik a kind of really squigly-cybork gitz wot loik huntin&#039; down tanks and big monsters. Dey gotz da biggest boyz, almost as big as a nob, cause deyz foighten all dem big an tough fings. Deyz ain&#039;t Feral gitz, an&#039; are more loik da Kult of Speed, but prefer roidin&#039; giant squigs ta trash everyfing dey run in to. Loik da Kult of Speed, any git can join da Beast Snaggas, but da Snakebitez really loik dem. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- If you want to play [[Feral Orks]] on the table top probably best to just [[Counts As| treat them as snakebites]], or give them no culture at all! Which makes sense giving they&#039;re uncultured scum even by the standards of other orks.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Speed Freekz&#039;&#039;&#039; is what you call da members o&#039; da &#039;&#039;&#039;Kult o&#039; Speed&#039;&#039;&#039;, a klub any Ork what likes goin&#039; fast a lot can join, not just da Evil Sunz. Deez gitz loik to run around on da edges of da WAAAGH! an&#039; act loik doze scouts &#039;n outroiders dat doze non-orky gitz use. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- Even though to get the &amp;quot;[[Speed Freek]]&amp;quot; Bonus you really should pair them with Evil Sunz&lt;br /&gt;
&lt;br /&gt;
===What is the measure of a Klan?===&lt;br /&gt;
It&#039;s easy to think that Ork Klans are just galaxy-spanning groups of like-minded Orks; like there&#039;s just six huge fucking groups of Orks around the galaxy but as we all know, if Orks were that united, the rest of the races would have a real big problem on their hands. Ork Klans are more like six types of Ork personality (and/or, depending on the writer, ethnicity/subspecies) that might have been engineered into the Orks way back by the Old Ones or created by the Beast&#039;s Legions in M32. Maybe they appeared on their own, who knows.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a random Ork Boy as an example. All Orks love a good scrap, looting and of course dakka. However, the individual Ork Boy tend towards one type of Orkitude over others. Maybe he&#039;s more into crashing into his enemies at high speeds (which would make him an Evil Sun) or maybe the looting after the battle is his jam (making him a Deff Skull). As a single Boy in a large mob, his preferences doesn&#039;t really matter - he&#039;ll just have to follow his Nob or get krumped - So it is the leaders and/or majority Klan of an Ork warband who&#039;ll decide how the mob acts. So a large horde of Orks led by a Goff Warboss will likely use black and white paint on their stuff and prefer melee combat like Goffs would, but that doesn&#039;t mean that every single Ork in the mob is a Goff.&lt;br /&gt;
&lt;br /&gt;
When Orks gather for Waaaghs they tend to form new mobs that are &#039;&#039;actually&#039;&#039; comprised mainly of one Klan of Orks. The large amount of Orks in the Waaagh makes it easier for them to organize themselves into groups of similar interests. That&#039;s where the huge Mad Max-esque hordes of Evil Sunz Bikers and Trukks on Armageddon come from.&lt;br /&gt;
&lt;br /&gt;
From another perspective, the ork klans could be seen as the orkish equivalent of various orkish ethnicity. Boys from the same klan will often have similar physiological features; goff boys are naturally bigger and tougher, bad moonz boyz teef naturally grow faster, etc. Orkish klans could be interpretted as orkish &amp;quot;races&amp;quot; inasmuch as orks are a &amp;quot;race&amp;quot; unto themselves. (Disclaimer: Not from [[/pol/]])  But they also reflect different philosophical views about what is best in life, whether it being going fast, having the flashiest lootz, or simply being the biggest, toughest ork of them all.&lt;br /&gt;
&lt;br /&gt;
From another, other perspective, the klans can be seen as the devolved remains of Krork society based on their specialities.&lt;br /&gt;
 &lt;br /&gt;
The Goffs&#039; brute strength and serious demeanor would&#039;ve have fit well for front line soldiers.&lt;br /&gt;
&lt;br /&gt;
*The Bad Moons&#039; control over the Ork economy and usage of secondary currency in the form of gold indicates they could&#039;ve been merchants or bankers, as they manage to maintain an upper-class role without any orks going into poverty for long.&lt;br /&gt;
&lt;br /&gt;
*The amount of time Evil Sunz spend working on their vehicles, as well as discovering a way to make them go faster just by painting them red would&#039;ve made great engineers and mechanics.&lt;br /&gt;
&lt;br /&gt;
*Although Blood Axes are considered nowadays to be untrustworthy gits by the other klans, their (relatively) unmatched knowledge in wartime strategy would fit the role of leaders and tacticians.&lt;br /&gt;
&lt;br /&gt;
*Deathskulls are a little harder to pin down, but their constant curiosity for items to loot and add their own Orky innovations to it could be an indication of their previous roles as scientists or even artists (if the blue face paint is any indication)&lt;br /&gt;
&lt;br /&gt;
*Finally, the Snakebites&#039; amount of Oddboyz and squig handler could suggest they served as shamans and animal handlers (assuming Krorks still used squigs.)&lt;br /&gt;
&lt;br /&gt;
==Ork Language==&lt;br /&gt;
Orks in the 41st millennium all speak one seemingly-universal language with no well-defined name.  It&#039;s commonly called &#039;&#039;&#039;Orkish&#039;&#039;&#039; or &#039;&#039;&#039;Ork speak&#039;&#039;&#039;, both in-universe and not.  As you can tell from the rest of this article, Orks speak a low, gruff, and guttural form of exaggerated Cockney English.  Piratical-types such as Freebootaz and other mercenaries will mix in a stereotypical &amp;quot;pirate&amp;quot;/Bristol accent, along with appropriate nautical slang. If you&#039;re looking to do some [[homebrew]]ing and want to make your orks [[Your Dudes|Ur Doodz]], consider lightly spicing up the basic &amp;quot;Ork accent&amp;quot; by adding more unique word use (industrial jargon, military terms, rural slang), and consider varying the accent by looking into the endless, undulating mass that are the accents of the British Isles.&lt;br /&gt;
&lt;br /&gt;
Ork language is, in-universe, written in glyphs. Those glyphs correspond to both concepts and sounds.  Out of universe, when orks are speaking their words are translated as English, but written with heavy use of &amp;quot;phonetic&amp;quot; spelling and 90&#039;s &amp;quot;krazy kool&amp;quot; spelling.  The exact specifics of these changes are left up to the author.&lt;br /&gt;
&lt;br /&gt;
The question of what Orkish actually is in-universe has been mildly debated, left up to interpretation, and spun several ways by Black Library and Codex authors over the years.  Some possibilities include:&lt;br /&gt;
* A heavily accented form of Low Gothic.&lt;br /&gt;
* A distinct dialect of Low Gothic.&lt;br /&gt;
* A separate and not-mutually-intelligible language evolved from Low Gothic at some point in history.&lt;br /&gt;
* A unique language which did not arise from the languages of other races.&lt;br /&gt;
* A collection of distinct languages, all spoken by orks, which Imperial scholars can&#039;t be bothered to tell apart (this would mean some orks wouldn&#039;t understand other orks from distant regions of the galaxy).&lt;br /&gt;
* Actually, &#039;&#039;literally&#039;&#039;, just Cockney British English, spoken in universe, and either:&lt;br /&gt;
** Low Gothic is also literally British English, making Orkish a heavily accented form of Low Gothic, or...&lt;br /&gt;
** Low Gothic is entirely distinct from British English, meaning that orks would be speaking actual English 38,000 years from now, for no explained reason, and Imperial scholars are too stupid or too racist to realize that and subsequently go apoplectic trying to figure out why the fuck every greenskin in the galaxy is speaking some antique Terran language.  (It may also be possible that a cover-up is in progress to prevent Imperial linguists from realizing this absurdity en-masse and all losing their minds at once.)&lt;br /&gt;
&lt;br /&gt;
Do note that, in all of this, it is possible that the orks&#039; psychic fields are acting as a translation tool whenever orks speak directly to anyone who doesn&#039;t know Orkish.  This would allow for Orkish to be an entirely distinct language, which Imperial scholars could need to translate, but also allow orks to shout intimidating speeches at their enemies, and guarantee said enemies know exactly what insults are being hurled.&lt;br /&gt;
&lt;br /&gt;
===Ork Terminology===&lt;br /&gt;
*Humie/Umie: Human&lt;br /&gt;
*[[Beakie]]: Space Marine&lt;br /&gt;
*Spikey Boy: Chaos Corrupted individuals&lt;br /&gt;
*Panzee: Eldar&lt;br /&gt;
*Gun Runt: T’au&lt;br /&gt;
*Tin Skull: Necron&lt;br /&gt;
*Bug: Tyranid&lt;br /&gt;
*Git: Generic insult/Anyone who ain’t being “Proppa Orky”.&lt;br /&gt;
*Choppa: Literally any melee weapon, even a bludgeoning one.&lt;br /&gt;
*Shoota: Two-Handed ranged weapon that fires a whole lotta dakka real fast.&lt;br /&gt;
*Slugga: One-Handed ranged weapon, more useful for making noise than for hitting things.&lt;br /&gt;
*Blasta: Two-Handed ranged weapon that isn&#039;t some kind of shoota (e.g.: Kustom Mega Blasta).&lt;br /&gt;
*Grot: A [[gretchin]]/An alternative insult to git.&lt;br /&gt;
*Snot: A Snotling, a Snot is usually a Midget/Young Gretchin.&lt;br /&gt;
*Drops/Bog: The communal toilet, where orks relieve themselves. Also filled with squigs and mushrooms.&lt;br /&gt;
*[[Squig]]: Short for &amp;quot;squiggly beast&amp;quot;. Various symbiotic creatures encountered around orks. Grown from the same spores as orks and grots.&lt;br /&gt;
*Krump: Beat up and/or kill/destroy.&lt;br /&gt;
*Kustom: Specially made and/or customized gear, usually reserved for Nobs, Bosses, and Flashgitz.&lt;br /&gt;
*Gubbins: Components, especially those used to make something kustom.&lt;br /&gt;
*Zog: Ruin and/or destroy. Often used as a curse or exclamation. &lt;br /&gt;
*[[Dakka]]: Rapid fire capability and weaponry. It is impossible to have enough.&lt;br /&gt;
&lt;br /&gt;
==Ork Daily Life==&lt;br /&gt;
&lt;br /&gt;
[[File:Wh40k online concept.jpg|thumb|300px|right|Your average Ork home. Quite cozy when it comes down to it, really.]]&lt;br /&gt;
&lt;br /&gt;
Morning.&lt;br /&gt;
GET UP! Doesn&#039;t matter when. But usually in the mid morning, unless a nob kicks him in the face cause he is late for something, which he usually is. Next eat. Either the breakfast his pet grot brings him or the grot itself. Orks don&#039;t much care it all tastes the same dipped in mud and fried on a stick chased with some fungus beer.&lt;br /&gt;
Hit the drops. Yes the communal act of using the local bog. Literally. He might get a scar on his duff to show off if the Squigs are feisty that morning. Then swagger about and try to find new things to kill. Or new ways to kill things. This lasts till about noon.&lt;br /&gt;
&lt;br /&gt;
Noon&lt;br /&gt;
LUNCH! Fungus rums and beers. Squig pies and mushroom fries. Plenty of fights break out at lunch usually from a loota stealing another Orks &#039;sweet-squig&#039; dessert. Or some nob mouths off when drunk. Either way LUNCH! Next nap time/ wrekreation. Most Orks, having spent a very busy day trying to think up new ways to kill or new things to kill, will take a nap. Usually the average rank and file lad who has nothing better to do. It is around now that the more specialized Orkoids shall gather in their respective mobs and set about spending afternoon and early evening doing what they do best. Be it practicing blowing crap up if tankbustaz. Racing around the camp as speed freaks. Helping the meks if lootas or burnas. &amp;lt;strike&amp;gt;Hiding in plain sight if kommand-&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Move along, nofink to see &#039;ere.&lt;br /&gt;
&lt;br /&gt;
Evening&lt;br /&gt;
WORK TIME! The boss or local big mek or Warp&#039;ead bullies most everyone around the camp center and gets up on his WAAAGH!!! Banner-tower and starts to bark out orders on what they will attack that night, or where they will hit to steal material to build his next projekt, or give a flashy psycho-pyrotechnic light show during a prophetic chant. (though sometimes if no one got up till half past 5 they plan it during the early morning.) Depending on the Clan majority this can be as simple as &amp;quot;Smash dis!&amp;quot; (A goff) to &amp;quot;Ok Dis team needs ta be &#039;ere right when da rockets hit Or we wont-&amp;quot; &amp;lt;strike&amp;gt;(Yeah Blood axes don&#039;t know when to shut up) &amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*THUMP*&#039;&#039;&#039;  ZOGGIN&#039; &#039;Umiez.&lt;br /&gt;
&lt;br /&gt;
Midnight&lt;br /&gt;
[[&amp;quot;Da Tragedy of Hamlet, boss of Denmark&amp;quot; by Shake-da-boss-pole|DA ORKING HOUR]]! Do what was stated in the evening until they get tired and go home to bed. It don&#039;t count as failing cause they will try again tomorrow. Or pull it off and party all night (to the dismay of the defeated) until they pass out.&lt;br /&gt;
&lt;br /&gt;
Even the Daily Life of the Ork is a miniature WAAAGH!!!&lt;br /&gt;
&lt;br /&gt;
==Reasons it Rokks to be an Ork==&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z gotz a shiney new 8th ork-dition Codex-fingy, an dis time it&#039;s tourny-viable!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da biggest an&#039; da strongest.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z made fer fightin&#039; an&#039; winnin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z got more boyz dan anyone else.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;All an ork eva wantz to do fo&#039;eva iz to keep fightin&#039;, winnin&#039;, an&#039; lootin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Dem mekboyz can loot anyfing an I mean [[Looted_Emperor|ANYFING]]!!&lt;br /&gt;
++&#039;&#039;{{BLAM| Previous record has been made of note to Ordo Xenos for immediate actions to be taken. The Emperor Protects}}&#039;&#039;++&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Ummm, wot woz dat? Zog, I&#039;ve lost count of da resuns for being an Ork!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z already know everythin&#039; wotz wort&#039; learnin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da 2nd least [[grimdark]] race in da galaxy. BUT DA BEZT GREENDARK hur hur hur!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Da painboyz can fix ya up right&#039;n proppa, even if yer bloody &#039;ead&#039;z chopped off.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z got da shiniest bitz, or we&#039;z &#039;bout to krump da git dat does.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;The longa ya fite, the bigga and stronga ya get.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Teef&#039;s legal tenda. Punchin&#039; sum git in da face getz youz a day&#039;z meal.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;All ya ave&#039; tah worry &#039;bout is: foighin, lootin, speedin, sneakin, or mukin round wif sum technical gubbins ats&#039; wots&#039; used for foighin, lootin, speedin or sneakin. Da grots do da rest.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;If da mekboy can finks it, he can build it.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;An&#039; if he sayz it workz, he&#039;s roight.&amp;lt;/span&amp;gt; &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da orkz an&#039; dey iz not.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Dem &#039;umiez and marine boyz screamin&#039; &amp;quot;FER DA EMPRER&amp;quot;, an dem spikey boys yellin&#039; &amp;quot;BLOOD FO&#039; DA BLOOD GOD!&amp;quot; is nofin&#039; kompared to &amp;quot;WAAAAAAAAAGH!&amp;quot;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Da red wunz will &#039;&#039;&#039;alwayz&#039;&#039;&#039; go fasta.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Purple iz da sneekiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Yello&#039; iz da &#039;splodiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Blu iz da lukiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Green iz da orkiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;I haz a hole in me chest an&#039; a choppa stuck to me leg? Didn&#039; notice it while I wuz krumpin dem spiky boyz.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Unlike dem &#039;umiez, greyskins, an&#039; panzees, anyone can be a warboss usin&#039; nofin&#039; more den a choppa an&#039; a litl bit o&#039; dakka.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Even if all da boyz get krump&#039;d, we&#039;z still win. Da only way da gits can zog us off is by [[Exterminatus|dakkain&#039; da &#039;ole bludy planet]].&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;You&#039;z can trade in yer dakka fer moah choppa, or vice versah, and you iz still Orky enuff.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;You&#039;z kan build an army of serial [[METAL BOXES|bawkses]] an&#039; duk&#039; tape an&#039; maybe a bit o&#039; spikez an&#039; bitz and still look reel smart an&#039; orky.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Rolling a double six with Shokk Attack Gun.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Some Git shootz 90% of Your squad, but the Nob smackz one boy on the &#039;ead and everybody iz doing good.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You&#039;z kan legally talk like a &amp;lt;s&amp;gt; retard&amp;lt;/s&amp;gt; proppa ard&#039; git.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Giving da boyz a frying pan on the &#039;ead and a fender on the shoulda makes dem &#039;arder.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Putting dem in a fridge makez dem mega&#039;ard.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You&#039;z kan yooz every armiez gunz, but nun kan yooz yorz…‘cept dem [[Armageddon Ork Hunters|armygeddun]] ork ‘unters.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; If you die you get proppa afterlife wiz lotta fighnin&#039; an&#039; booze, instead of being raped by laffin&#039; daemons for eternity.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Youz don&#039;t havta Hate everfink dat&#039;s not a Ork. &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You WILL die of larfin&#039; if You play orkz.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Eiff Edishun iz da horde edishun! We&#039;z can field more boyz dan dem &#039;humies or bug fingies!   &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; No matta wot &#039;appens to da rezt of da galaxy, be it spikey boyz winning, Da &#039;umiez conkaring all da planetz, da Eldar succezzfully rezurrecting their godz, or da God-Emporer stepping down from &#039;is potty, you ztill &#039;ave a 99.99999% chance of surviving in zome capacity. There are Orks living in da Warp for Gorks sake.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Wez da kannon winnaz of Soulstorm! Dat meanz we krumped dem &#039;undred baneblade fingys!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Gorgutz WANTS DAT STIK!!! &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Lastly, an&#039; most importantly, da mane reezun it rokkz ta be an Ork iz dis: &lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:175%&#039;&amp;gt;WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reasons it sucks to be an Ork==&lt;br /&gt;
# You&#039;re the one species that is actually dumber than humanity. &amp;lt;strike&amp;gt;{{BLAM|HERESY!}}&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* LOK BOSS I GOT MEH WUN UH DEM UMIES!!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Your war cry &amp;quot;WAAAGH!&amp;quot; is overused by everyone. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;LIEK IF &amp;quot;FOR DA EMPRAH!!!&amp;quot; IZN&#039;T OVERUZZED AZ &#039;ELL&amp;lt;/span&amp;gt;&lt;br /&gt;
# No matter how hard you try, you will never achieve enough dakka... and if you did, it&#039;d end up destroying you too. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;A TRAGGADY, DAT IS!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Despite having some awesome-looking guns, you can&#039;t shoot things for shit. Your standard Ballistic Skill is 2 (which means at best hitting things on a 5+), and when you &#039;&#039;do&#039;&#039; shoot somebody successfully it&#039;s probably due to sheer volume of bullets more than anything else.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; YOU SAY DAT LOIKE IT&#039;S A ZOGGIN&#039; BAD FING! &amp;lt;/span&amp;gt;&lt;br /&gt;
# Your sole purpose in stories is to distract the Space Marines and the Imperial Guard from more dangerous threats like Chaos, Tyranids or Necrons. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; BUT WE&#039;Z GET TA HAVE A REAL GREAT FIGHT WHILEZ BEIN&#039; A DISTRAKSHUN. SO IT&#039;Z STILL ALL GOOD. ALSO HAV YOU EVEN READ DA BEAST ARISES WE ZOG DEM HUMMIES UP. &amp;lt;/span&amp;gt; （Sadly, the series&#039; average rating on Goodreads didn&#039;t even pass 4 stars, I think not a single book has passed 4 stars. So, I say they are not bad, but not that good either.）&lt;br /&gt;
# Your army falls apart at the seams the minute your Warboss dies. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;NAH, WE&#039;S JUST GOT TA FIGURA&#039; OUT WHUZ IN CHARGE NEXT, DAN WE COMES BACK AROUND TA FUMP EM AGAIN!&amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt; Hiss! By that time we&#039;ve NOMNOMNOMNOM&#039;D on you &amp;lt;/span&amp;gt;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; ANUDDA &#039;EAD FER ME POINTY STIKK!&lt;br /&gt;
# Orks do not draw psychic power from the [[Warp]], [[Derp|but still take Perils of the Warp]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; DEM WEIRDBOY GITZ JUST ORK&#039;D TOO &#039;ARD!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Anytime you use anything, from your smallest pistol to your [[Battlefleet Gothic|largest space ship]], you have the same chances of surviving its use as a grot snuggling an overcharged standard issue Imperial [[Plasma Weapons|Plasma Gun]]. Offset by the fact you can survive 4th degree burns, decapitation, being septic, and acquiring space tetanus.&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; OY, DOK. WUTZ DIS TETANATHINGY? CAN WE&#039;Z SQUISH ET?&amp;lt;/span&amp;gt; &lt;br /&gt;
# In Second Ed there was an alarming risk that your entire army might die before the battle actually started because almost no Ork units had sealed armour.&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; ORKZ DUN&#039; NEED ARMER! NOT WEN ORKZ GOT DAKKA!! SMASH DEM GITS WITOUT&#039;IT!&amp;lt;/span&amp;gt;&lt;br /&gt;
# You have a mushroom and two spore pods dangling between your legs, and Kroot find it a delicacy. &amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:yellow;font-size:115%&#039;&amp;gt; GOOD MEAT BAKKAWW! &amp;lt;/span&amp;gt; &amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* I DUNNO WUT DIS DUN SAID BUT IT URT ME EYES SO I KRUMPED IT!!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
# You&#039;re part of [[Squad Broken]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WELL UH.... ZOGGIT, YOO GOT US DERE.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;strike&amp;gt;Even (some) vegetarians will eat you&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; NOT IF WE EAT DEM FIRST! HAH!  &amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;strike&amp;gt;You haven&#039;t had a new codex since 4th edition. And it&#039;s starting to show.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; SHUT IT YA GIT, WE&#039;ZE DA ORKS AND YOU&#039;Z A BUNCH O PANSY GITS! B&#039;SIDES, WE IZ GOING TA GET NEW CODEX DIS 6TH ED! OI BOSS WEZ GOT A SEVENF EDISHUN CODEX BEFORE THE PANSY GITS DID!  N NOW WE&#039;Z GOTZ A SHINEY NEW 7 ORK-DITION CODEX-FINGY! ZOGGIN&#039; GORK! DIS EYFF EDISHUN KODEX IS DED KILLY! &amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt;(And now you don&#039;t have a codex anymore.)&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; &#039;AVE YOU &#039;EARD OF ORKTOBER, HUMIE?&amp;lt;/span&amp;gt; Your codex came out in November. &lt;br /&gt;
# &amp;lt;strike&amp;gt;There is a slight chance that [[Matt Ward|Mattard]] is going to write 6th edition codex. If so, in the next codex you&#039;ll read something like this: &amp;quot;The Orks insatiable thirst for violence is, really, just a way of coping with the angst they feel that no matter what they do, they will never be Ultramarines.&amp;quot;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; WHO KEEPS LETTIN&#039; DEZ&#039; HUMIES IN &#039;ERE! WE&#039;Z BLOODY INFESTED! GET DA BURNAZ!&amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt;(Also [[Matt Ward|Mattard]] is apparently too busy with pestering Forge world for more Space marine resin collections to be converted into plastic for the main product line to be bothered with our humble bumbling green skins.)&amp;lt;/strike&amp;gt;  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Tipakill &#039;umie bee&#039;ayevyohr dat iz. Alwayz ignorin&#039; da orky fingz in loif an&#039; only payin&#039; attentchuhn to zoggin&#039; &#039;umie fingz. Downroight shaymfol dat iz. Da onlee REEL orky &#039;umie dere iz iz dat Kaptuhn Yarik; Gork - or eh, iz it Mork? - bless &#039;iz &#039;eart.&amp;lt;/span&amp;gt; (Trust us greenskin, Matt Ward ignoring you is a good thing.)  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; But waznt &#039;e fired fur being an annoying grot?&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;I GOT DA BURNAZ!! WE HAVIN A BBQ?? MAKE MINE CRISPY AN DUN FORGET DA EXTRA SQUIG SAUCE&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;lt;strike&amp;gt;if dere ain&#039;t any Stormboyz, yer army k&#039;n get krumped by da Blu Gitz real easy like. No not [[Ultramarines|DEM]] blue gits The [[Tau|udda ones]] wif da nice dakka and puny stompas.&amp;lt;/strike&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&#039;color:green;font-size:120%&#039;&amp;gt;&#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; OI! WHO LET DA GROT DO DA TALKIN?! WE JUS&#039; SMASH DEM BLUEBOYZ WIT &#039;ARE CHOPPAS WHEN WE GET CLOSE, AN&#039; IF DAT DON&#039;T WORK WE JUST MATCH DERE AMOUNT OF DAKKA WIT SOME PRETTY KILLY SHOOTAS. UNLESS DEY SEND DA RED COMMIT THO... GOOD FING DEY GOT RID OF HIM!&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;strike&amp;gt;You probably don&#039;t have a penis. You can piss on Space Marines, only to die a short while later.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;IZ DAT BAD FING? OOMIEZ SAYZ DAT IT VERY HURTZ WHEN WE &#039;IT EM IN IT? Wait... Dat what dey call the mushroom&#039;n&#039;spore pods? Poor suckas! Dey have PAIN nerves down dat way? No WONDER dey scream so bad when we kick em there.  &amp;lt;/span&amp;gt;&lt;br /&gt;
# You all piss yourselves at the very mention of the name of a certain [[Farsight|Red Armored Swordsman]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; WE&#039;Z JUST BE SO EXCITED CAUSE DAT BLUE-BOY ACTUALLY PUTS UP A FIGHT! &amp;lt;/span&amp;gt;&amp;lt;s&amp;gt; &amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; More so than the Orks did against an old Ethereal with a pointed stick! &amp;lt;/span&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*KRUMP* SHUT IT YA GREAT LANKY BLUE GROT &amp;lt;/span&amp;gt;&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat Red Kommit ain&#039;t got nottin&#039; on Yarik, da Kommit just has a good choppy bit! Yarik jus&#039; has ta look at ya funni to zog ya! *Thunk* Da Redd Kommit wuz tearin&#039; boyz wif his stompaz&#039; bare &#039;ands before &#039;e found da choppa ya grot!  &amp;lt;/span&amp;gt;&lt;br /&gt;
# One of your gods has the voice of Robin Williams. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Izzat a bad fing? &amp;lt;/span&amp;gt;&lt;br /&gt;
# You have to deal with Vance Stubbs fans refusing to admit that they lost Kaurava. The only real defeat is people pretending you never won. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; BUT DEN WE GETS TA KRUMP DOSE BUTT&#039;URT GITS AN HAV A REEL GUD FIGHT! WATZ DA PROBLEM WIF DAT? &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Grot]]&lt;br /&gt;
* [[Snotling]]&lt;br /&gt;
* [[The Beast]]&lt;br /&gt;
* [[The War of The Beast]]&lt;br /&gt;
* [[Ghazghkull Mag Uruk Thraka]]&lt;br /&gt;
* [[Gorgutz_%27Ead_%27Unter|Warboss Gorgutz &#039;Ead &#039;Unter]]&lt;br /&gt;
* [[Deffboss]]&lt;br /&gt;
* [[Deffwotch]]&lt;br /&gt;
* [[WAAAGH]]&lt;br /&gt;
* [[&amp;quot;Da Tragedy of Hamlet, boss of Denmark&amp;quot; by Shake-da-boss-pole]]&lt;br /&gt;
* [[Makbeff]]&lt;br /&gt;
* [[Ork Klan Creation Tables|Not a fan of the original six Klans? Make your own instead!]]&lt;br /&gt;
* [[Warhammer 40,000/Tactics/Orks (9E)|Tactics on how to play them.]]&lt;br /&gt;
* [[Warhammer_40,000/Tactics/Orks/Dred_List|Dreadnought List]]&lt;br /&gt;
* [[Codex Orks: Space Odin Edition]]&lt;br /&gt;
* [[Ork Gunz]]&lt;br /&gt;
* [[Gargant]]&lt;br /&gt;
* [[Stompa]]&lt;br /&gt;
* [[Deff Skwadron]]&lt;br /&gt;
* [[Scraplootas]]&lt;br /&gt;
* [[Da Chopshop]]&lt;br /&gt;
* [[Ork Trek]]&lt;br /&gt;
* [[Ironjawz]] for one of their Age of Sigmar counterparts.&lt;br /&gt;
* [https://www.youtube.com/watch?v=whxcq4I0kAo Da Ork Song]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JXCLtD5batc Dem Ork Boyz Song]&lt;br /&gt;
* [[Armageddon Ork Hunters]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ork flowchart.png|WAAAAGH flowchart&lt;br /&gt;
Image:WAAAAGH.jpg|WAAAAAAAAAAAAAAAGH&lt;br /&gt;
Image:Ork_WTF_is_this.jpg|WOT&#039;Z DAT&lt;br /&gt;
Image:Orks_are_made_4_rokkin.jpg|[[https://www.youtube.com/watch?v=whxcq4I0kAo| ORKZ IZ DA ROKKINEST]]&lt;br /&gt;
Image:WOT_DA_ZOG.jpg|DA PAINBOSS IZ GONNA WANT TA LOOK AT DIS, WOTEVA IT IS&lt;br /&gt;
Image:Disguise_1.jpg|Orks are the best at disguises&lt;br /&gt;
Image:Disguise_2.jpg|Stoopid [[beakie|beakies]]&lt;br /&gt;
Image:Disguise_3.jpg|Weeabork&lt;br /&gt;
Image:Orktaku.jpg|A different sort of Weeabork&lt;br /&gt;
Image:Samurork4.jpg|The truest of Weeaborks&lt;br /&gt;
Image:Da_warboss_Lincoln.jpg|The assassination of Warboss Lincoln.&lt;br /&gt;
Image:GorknMork.jpg|Gork and Mork&lt;br /&gt;
Image:Ork_Fortress.jpg|WE&#039;Z AMUZED BY ENTIRE PUNY &#039;UMIE IMPERIUM&lt;br /&gt;
Image:Pimp_Ork_1.jpg|PompadOrk&lt;br /&gt;
Image:Pimp_Ork_2.jpg|EY YOU GITZ WE &#039;EARD YOU LIKE TA MAKE IT ORKY SO WE ORKYFIED YER ORKY SQUIGOFF SO YOU&#039;Z CAN WAAAGH WHILE YOO&#039;Z WAAAGHIN&#039;&lt;br /&gt;
Image:Killskata.jpg|Jet Grind RadiOrk&lt;br /&gt;
Image:Gorkken_Morkann_by_Jaekyu.jpg|&#039;OO DA &#039;ELL DO YA FINK WE IS?!!!&lt;br /&gt;
Image:Finking_wiz_siantz_2.jpg|IT&#039;Z TIME FER SUM IKSPERIMINTS&lt;br /&gt;
Image:Ork_teaparty.jpg|No reason we can&#039;t be civil&lt;br /&gt;
Image:Finking_wiz_siantz.jpg|SIANTZ. It works.&lt;br /&gt;
Image:Oldboyz.jpg|Oldboyz can Waaagh! too. They just need a nap afterwards.&lt;br /&gt;
Image:Orkpoke.jpg|SlowpOrk&lt;br /&gt;
Image:Ork_Anatomy.jpg|Inaccurate (but in-universe) depiction of orky gubbinz.&lt;br /&gt;
Image:Orkspekta_gubbinz.jpg|Orkspekta Gubbinz iz on da case!&lt;br /&gt;
Image:Orkishbeprepared.jpg|&amp;lt;strike&amp;gt;Jeremy Irons is orky, right?&amp;lt;/strike&amp;gt; COURZE &#039;E IZ! E&#039;Z ZO ORKY YOU&#039;Z CAN&#039;T LISTEN TA DA ORIGINAL SONG WIWOUT &#039;EARING DIS!&lt;br /&gt;
Image:Green.jpg|Supagreen&lt;br /&gt;
Image:1229746903774.jpg|[[Deff Skwadron]]. Zoggin&#039; bootiful.&lt;br /&gt;
Image:Proud&#039;n&#039;Bootiful.jpg&lt;br /&gt;
Image:1239594444871.jpg|Transform and WAAAGH! (Holyshit this thing actually transforms.)&lt;br /&gt;
Image:1258887158852.jpg| Essentially....this is the best thing ever.&lt;br /&gt;
Image:mythbusta.jpg&lt;br /&gt;
Image:Ork_love_potion.jpg|Love Can WAAAGH!&lt;br /&gt;
Image:Ork with Lego shootah.jpg&lt;br /&gt;
Image:Squig_drops.jpg&lt;br /&gt;
Image:Eldars_are_orky.jpg|[[Eldar]]z iz da most orky race evar, ya gitz!&lt;br /&gt;
Image:Ork Powuz.png|An alternate explanation of how a WAAAGH works.&lt;br /&gt;
File:Mork and gork orks warhammer 40k 1334752549083.jpg|Brutally cunning or cunningly brutal?&lt;br /&gt;
File:CoDorks.jpg|Only Orks are capable of making something utterly godawful into something completely Orky.&lt;br /&gt;
File:SmurfOrks.jpg|Orks, mastaz uf stelff&#039;en&lt;br /&gt;
File:Bork_Kube.jpg|A viable Ork space ship design. &amp;lt;strike&amp;gt;Actually, space doesn&#039;t have air resistance, so that would work fine for anybody&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* WHO LET DE TALKY HUMIE GIT IN &#039;ERE?!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
{{Template:Ork-Clans}}&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
{{Ork-Gitz}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Delightfully British things]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ork&amp;diff=370910</id>
		<title>Ork</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ork&amp;diff=370910"/>
		<updated>2023-02-26T19:44:15Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Ork Daily Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!!!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:-Da Orks, all da zoggin&#039; time.&lt;br /&gt;
[[File:Orks attack3.jpg|600px|thumb|right|{{KRUMP|&#039;Ere we go, let&#039;s break sum&#039; zoggin&#039; &#039;eads!}}]]&lt;br /&gt;
{{Topquote|War means fighting, and fighting means killing.|Nathan Bedford Forrest}}&lt;br /&gt;
{{Topquote|War is the business of barbarians.|Napoleon Bonaparte}}&lt;br /&gt;
{{Topquote|The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their turn. And why? Because we sought answers to questions that an Ork wouldn&#039;t even bother to ask! We see a culture that is strong and despise it as crude.| Uthan the Perverse, Eldar Philosopher}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|ORKZ ORKZ ORKZ ORKZ ORKZ.|Typical Ork Chant}}&lt;br /&gt;
The &#039;&#039;&#039;Orks&#039;&#039;&#039; (&#039;&#039;Orkus vulgus&#039;&#039;) are a race in [[Warhammer 40,000]]. Commonly known as &amp;quot;Greenskins&amp;quot; or &amp;quot;the Green Tide&amp;quot;, they&#039;re probably the most numerous and infestive race in the entire 40K setting, or at least on par with the [[Tyranids]]. They have a &#039;&#039;[[Warhammer Fantasy]]&#039;&#039; equivalent, the only major difference being that fantasy Orks, spelled Orcs, have a (slightly) lower level of technology relative to the setting, they use [[toof|teef]] as currency, and they have different attitudes, particularly when it comes to losing a fight. Because of Games Workshop&#039;s desire to keep all their properties under hard lockdown they are now called &amp;quot;Orruks&amp;quot; in Age of Sigmar... So we’re actually going back in time to when orcs were named [[The Lord of the Rings|Uruks]].&lt;br /&gt;
&lt;br /&gt;
Orks are the most fun faction of all for the simple reason that they are an over-the-top (even by 40k standards) band of merry misfit maniacs who like [[Shootas&#039;an Dakkas#Ork Gunz|shooting shit up]], [[Choppa|chopping shit up]], [[Shootas&#039;an Dakkas#Da Big Stuff|blowing shit up]], and generally being fun-loving crazies. Laughing gleefully as they run across worlds laying waste to everything as for them, it&#039;s all a game and everyone is a player. Unfortunately for everyone else, they&#039;re the only ones who think this way and they don&#039;t realize it. While the Codices generally meme up Orks as the comic relief faction, the novels involving them get pretty grimdark especially when it comes to their treatment of human slaves. &lt;br /&gt;
&lt;br /&gt;
If Orks were summarized in one sentence, the best way to describe them would be as follows: &#039;&#039;&#039;&#039;&#039;A race of [[Leman Russ|retarded]], [[Angron|belligerent]] [[Mortarion|mushrooms]] born an hour ago that [[Magnus|became too successful at existing]] and never have enough dakka.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Ork_Boy.jpg|350px|thumb|left|[[Ork_Boy|A typical Ork Boy.]]]]&lt;br /&gt;
Orks are the most successful race of the [[Warhammer 40,000 | 41st millennium]] &amp;lt;s&amp;gt;{{Blam|HERESY!}}&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WHO LET DEM HUMIES IN &#039;ERE?!&amp;lt;/span&amp;gt; Despite their entire lack of structured education or training, they seem to be very proficient with all kinds of technology (for a given value of &amp;quot;proficient&amp;quot;), which they inevitably utilize for their armaments (of which firearms and vehicles are the most common). This is explained away in the fluff by their origins: they were created by the [[Old Ones (Warhammer)#Warhammer 40,000|Old Ones]] to be a warrior race called the &#039;&#039;Krork,&#039;&#039; and some of them (the Mekboyz) were genetically hard-wired to have a pre-programmed proficiency for technological engineering. Unfortunately, the Old Ones died before they could finish their little science project; specifically the psychic control mechanism. This means that such war machines simply fight everything, everywhere, all the time. The ancient Krork were known to have fought the ancient Eldar empire when the latter was at the peak of its power and were implied to have been a considerable threat (a Harlequin in M32 compares the nearly invincible hordes of the Beast as being like children compared to them). The only Krork to exist in the present day (one of Trazyn&#039;s exhibits) wore exo-armour that was more sophisticated than power armour and stood 12 meters tall. In principle, Orks can loot just about anything: the minor greenskins, such as &amp;quot;Grotz&amp;quot; ([[goblin]]s) can construct several working vehicles and machines out of mere scrap (They actually can&#039;t but orks believe they can so it happens anyway. see: a few paragraphs below). &lt;br /&gt;
&lt;br /&gt;
The Orks derive much of their success from their reproductive process: Orks are, essentially, a psychosensitive hybrid of animal and fungi, not unlike a very complex version of a lichen, save that it&#039;s all the same organism. One advantage is a redundancy of vital organs, making them able to easily survive events such as head transplants; it&#039;s not easy to kill an individual Ork since they could very well shrug off injuries that would cripple a human. In fact there is a [[Valhalla|Valhallan]] folktale about a relative finding an Ork and [[Carnifex#Old_One_Eye|thawing it out only for it to attempt to kill them]]. Another advantage is their ability to grow larger as they win more battles (due to the aforementioned psychosensitivity): an Ork who is winning a fight is enjoying himself, which causes fluctuations in the gestalt field that all Orks generate. These fluctuations supercharge the Ork&#039;s physiology, causing the Ork to gain muscle mass and evolve. Consequently, if an Ork should somehow be incapable of fighting (like being imprisoned); they will actually &#039;&#039;devolve&#039;&#039; instead, causing the Ork to become pudgy and lethargic. This was observed during [[Xenology]] where a captive Ork was eventually found morbidly obese when the Inquisitor brought him out for dissection. Hence,the saying: &amp;quot;Orkz iz made fer fighten&#039; and winnin&#039;&amp;quot; applies literally in their case, as the incentives of fighten&#039; and winnin&#039; are what makes or breaks an Ork.&lt;br /&gt;
&lt;br /&gt;
In addition, the fungal part of their physiology allows Orks to reproduce asexually en masse through underground fungal colonies that act as self-sustaining ecosystems. Reproductive spores enter the topsoil, produce fungal mycelia that assimilate base nutrients and could exchange genetic information with other mycelia, putting normal Human sexual reproduction to shame, first sprouting actual Orkoid [[Fungus|Fungi]], then eventually producing lesser motile Orkoids: squigs and Grotz. The Grotz cultivate the protein-rich squigs in preparation for the emergence of the greater Orks, which take longer to develop. All in all, this cycle was designed to fight against the Necrons, which sterilized a planet to its bacteria. Orks can terraform a barren planet into a veritable paradise this way, though what defines &amp;quot;paradise&amp;quot; is a point of discussion; if you like endless wars and tribal conflicts in a mushroom rich planet, it probably is. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;IS YOU SAYIN&#039; DERE&#039;S FINGS WHAT DON&#039;T LIKE FIGHTIN&#039; FEREVER? DEM UMIES IS REEL GOOD AT MAKIN&#039; FORTS FER US TA KRUMP, SO DEY MUST LIKE FIGHTIN&#039;...&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though all Orks discharge reproductive spores throughout their lives, the most significant and numerous emissions occur when an Ork is dismembered or dies. Like all fungi, these spores benefit enormously from decaying matter to draw nutrients from... such as enemy corpses. This means that heavy bombardment or entrenched warfare against an Ork force just results in thousands to millions of new Orks, similarly to [[tyranids]]. The concept of &amp;quot;blood-lust&amp;quot; is especially applicable to Orks, as combat effectively serves as the Ork reproductive process (with all associated hormonal incentives).&lt;br /&gt;
&lt;br /&gt;
Due to this, an Ork infestation is incredibly hard to handle if kept unchecked since it won&#039;t take them long to get enough boyz to launch a full-scale WAAAGH! to overrun an entire planet and necessitate [[Exterminatus]]. We can use flamethrowers, [[Plasma]], nukes, [[melta]] weapons or anything high-energy to eradicate any spores and fungi, saving the world from the eventual Exterminatus, but then again, efficiency ain&#039;t manly n&#039; [[grimdark]] enough compared to good ol&#039; spore-releasing bolters, chainswords and artillery.&lt;br /&gt;
&lt;br /&gt;
Orks only have two popular combat doctrines: [[Choppa|choppy]], which involves giving your opponents a good stomping up close, and [[dakka|shooty]] which involves spitting out as many bullets as possible with an assortment of shootas, and the faster it shoots; the better. That said, a good shoota should also still be able to kill enemies &#039;&#039;while&#039;&#039; putting out a lot of dakka, otherwise it wouldn&#039;t be killy (and woe betide an Ork who isn&#039;t killy). Because of the Ork&#039;s naturally low penchant for accuracy; they typically get around this problem in two methods: the first one is to have a gun that simply shoots bullets as fast as Orkilly possible that the wielder &#039;&#039;should&#039;&#039; be able to hit something eventually (strapping two or more shootas together is a crude but effective way to go about this). The second one is to make the gun really killy every time it shoots, like putting a dangerously high-explosive shell in a kannon that can obliterate an entire building in one shot.&lt;br /&gt;
&lt;br /&gt;
Unlike most army doctrines, which emphasize strategic victories with minimal casualties, Orks view strategic gains as a secondhand priority, instead opting to kill more of the enemy whenever possible. Also, due to Ork biology and culture, they are not adverse to sacrificing large numbers of Orks to achieve a victory, in order to (in some cases literally) drown the enemy with their bodies. Speaking of extremely high casualties, Orks also view death of other orks as something perfectly fine, as long as it satisfies their WAAAAAAAAAAAAAGH. More death, more WAAAAAAAAAAGH, which means the Orks can be greater Orks.&lt;br /&gt;
&lt;br /&gt;
[[File:Eac.jpg|thumb|right|450px|Hey if it works...]]&lt;br /&gt;
&lt;br /&gt;
Orks do not fear their own death as the Old Ones made them without that. Unfortunately, they do fear no longer being able to destroy and kill things - for an ork that is the most frightening fate. So indirectly they still lose morale when things are going south.&lt;br /&gt;
&lt;br /&gt;
Orks are commonly believed to be stupid and superstitious by the other races of the 40k world, but they can also be cunning and quick on the draw. Orks are always ready for a fight and while you can trick them, they quite like the idea of tricking people back. &lt;br /&gt;
&lt;br /&gt;
Their philosophy of DA RED WUNZ GO FASTA is the ultimate truth: because of the aforementioned gestalt field, Ork vehicles painted red will ultimately go faster than Ork vehicles that are &#039;&#039;not&#039;&#039; painted red, because the Orks believe that Red makes everything go faster:&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;DIS &#039;UMIE GIT THINKZ DAT DA RED WUNZ DON&#039;T GO FASTA? DEY DON&#039;T KNOW DAT ANYFING PAINTED RED MAKES IT DA BEST AN&#039; MAKES IT GO FASTAAAA COZ RED IZ BEST!  &#039;&#039;&#039;*WHAM!*&#039;&#039;&#039;  NO IT AIN&#039;T, YA BLEEDIN&#039; SQUIG, &#039;&#039;&#039;GREEN&#039;&#039;&#039; IZ BEST!  &#039;&#039;&#039;*Boots up the bog*&#039;&#039;&#039; SHUT YER GOB, &#039;E WAS TALKIN&#039; &#039;BOUT DA TRUKKS, YA GIT! &lt;br /&gt;
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We can assume that this cuts both ways, with enemies such as the [[Blood Angels]] and [[White Scars]] gaining the same boost due to their use of red paint. (in fact, this is almost a universal truth: subfactions with red color schemes across 40k tend to be focused on speed and mobility, such as Saim-Hann and the Farsight enclaves.)&lt;br /&gt;
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A hallmark of Greenskin civilization is the WAAAGH! (like &amp;quot;war&amp;quot;). A term of their oft-forgotten &amp;quot;true&amp;quot; language, deafening volume is a key part of its proper pronunciation. To this end, it is always written in all-caps, with at least three &amp;quot;A&amp;quot;s and an exclamation point. The WAAAGH! occurs when an Ork population reaches critical mass and a dominant Warboss appears. A Warboss is an Ork Alpha who is bigger than all the other Orks and has proven his right to lead by either his sheer size or krumpin&#039; all the other big Orks that think otherwise. Lesser Orks sense the presence of the Boss in the Orks&#039; psychic field and follow him on what is often described as a combination of pub riot and holy war with a dash of genocide. The WAAAGH! accomplishes two things: it weeds out weaker Orks, keeping the species strong; and it facilitates genetic exchange and reproduction as the Orks die and release spores.&lt;br /&gt;
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The Ork economy is based on teef, more information on which [[toof|can be found here]].&lt;br /&gt;
&lt;br /&gt;
Ork religious beliefs also help manage their population. Orks believe in two gods, [[Gork]] and [[Mork]], which according to the Orks are engaged in a perpetual battle between themselves, a ditheistic belief system. One is &amp;quot;kunningly brutal&amp;quot; where the other is &amp;quot;brutally kunnin&#039;&amp;quot;, which is in itself a good summary of the Orkish race. The former (like regular Boyz) will punch anything in front of them first and only fall back on a more cunning trick if that doesn&#039;t work, while the latter (like the many Oddboyz) will try the sly trick first and only fall back on straightforward violence second. Unfortunately, no one can decide which god is which, nor can the Orks decide which is better: cunning brutality or brutal cunning. These differences of opinion tend to lead to Gigantic Brawls, yet another method of keeping the Ork race strong, warlike and in check. Their division also keeps them perpetually divided, for it has been theorized that if the Orks were to ever unite in one big WAAAGH!, their gestalt reality-warping field might just as well turn omnipotent and crush all opposition. &lt;br /&gt;
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Beyond this internal conflict, there are groups amongst the &#039;outcasts&#039; of Ork society, namely Freebooterz, that may even turn away from the worship of all things roight and orky, instead seeking patronage from the [[Chaos Gods|Spikey-Killy Gits]], although extremely rarely. Makes you wonder if there isn&#039;t a tribe of Feral Orks out there praisin&#039; the Emprah (See section below).&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Ork society is effectively the perfect society for the 40k universe. Its society is a Kratocracy (A Government ruled by the strongest, fitting for Orks) in maturity as all disputes are settled fairly quickly and painfully (just the way they like it). The economy is steady, as teef grow and rot at a reliable rate. Once a Boss is in charge, mostly everyone falls into place, and the Orks go and [[/tg/ Gets Shit Done|get shit done]]. &lt;br /&gt;
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Also, they probably killed the [[Imperial Fists]]. &amp;lt;strike&amp;gt;All of them.&amp;lt;/strike&amp;gt; Scratch that, [[Slaughter Koorland|one of them survived!]] &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; DAMN IT! SHOW ME DA GIT THAT LET HIM LIVE AND I WILL CRUMP HIM SO HARD HE WILL SE LAST CENTURY!&lt;br /&gt;
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Fun fact: The Orks use black and white on their shock troops, because it reminds them of the [[Black Legion|Luna Wolves]] who destroyed them at [[Armageddon|Ullanor]]. The Orks do not fear death, but they do fear the Luna Wolves. That is right, [[Horus]] traumatized them as a race more than the fucking grim reaper. Note: Why would you fear death, if death usually results in you being reborn into several thousands of yourself? Horus probably swept the spores up post battle and that&#039;s why they fear him. Though it&#039;s also worth mentioning that Orks harbor a natural fear of [[Farsight|Commander Farsight]] too, whom they know as &amp;quot;Da Red Commit&amp;quot;. But then again he was committing Ork genocide so... and of course, we can&#039;t just forget the final great fear of the Orks, [[Commissar Yarrick]], the only normal human that can cause Orks to actively PANIC. On the other hand Yarrick, Farsight and Moon-Wolfie boyz are also considered a source of prime fighting so despite being scary they actually also attract Orks.&lt;br /&gt;
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===Ork Life Cycle===&lt;br /&gt;
When an Ork WAAAGH&#039;s they release spores into the air (and release any remaining spores after they die). Depending on how many Orkoids are on a planet this can either be negligible to a planet&#039;s environment or kick off a terraforming (Ullanor-forming) process. The main feature generated by this process are the Spawning Shrooms. These &amp;quot;Shrooms&amp;quot; like dark places similar to normal mushrooms, but are connected to the spawning of Snotlings, Gretchin, Squigs, and Boyz. Boyz created by this process emerge fully-grown from cocoons, from which they [[rip and tear]] their way out as Orkilly as possible.&lt;br /&gt;
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Keep in mind that all Orkoid organisms produce spores, and any given spore could mature into any given Orkoid phenotype depending on conditions. Not just Orks themselves, but also Gretchin, Snotlings, and all sorts of fungi or Squigs. Since there are enough varieties of the latter two to fill out every niche in a fully-formed ecosystem, there are quite a few thriving planets out there where the only things that &#039;&#039;aren&#039;t&#039;&#039; green are the freaking weather, rocks, and occasional bright red Squig, and the air everywhere is filled with perpetual shouting. Which is, let’s be honest, awesome.&lt;br /&gt;
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===Waaagh Urlakk Urg/Da Lost Age M31===&lt;br /&gt;
Prior to the [[Horus Heresy]], Orks were the biggest threat to the [[The Imperium of Man]]. So big that the [[The God-Emperor of Mankind|Emperor of Mankind]] was personally involved. The great galaxy spanning Ork Empire was put into temporary decline when Horus beheaded Warlord Urlakk Urg. The defeat of such a great Warboss led to the Orks being considered a broken force. By the time of the Horus Heresy the Orks were considered little more than vermin by the Imperial Forces, which would be their greatest mistake.&lt;br /&gt;
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===Waaagh Beast/Da Age of Da Beast M32===&lt;br /&gt;
While the humies were off fighting their little civil war, the Orks were biding their time to create a proppa WAAAGH!. Six great Warbosses formed an alliance and brought together the shattered tribes of the Orks under a single cause; Da Greatest WAAGH the galaxy had ever known!!! The Ork forces raided myriad isolated Imperial worlds, cut off by warp storms during Horus Heresy and so unprotected and primed for looting, whilst the Bosses for their part managed to reclaim Da Home of the Orks, Ullanor. &lt;br /&gt;
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The best Big Meks of the time came up with the idea of the Attack Moons, giant battle stations big enough to contain teleport-y gates and entire legions of Orks. The simple presence of one in orbit could decimate an entire planet&#039;s surface due to gravitational pull, and debris. This massive mobilisation by the Ork forces against the planets that lost contact went unnoticed by the Humies for a near fatal period of time. It wasn&#039;t until the entire Imperial Fist Chapter was wiped out barring one (Don&#039;t worry gitz we gotz him in the end!) that the Imperium knew of the severity of the threat. They then realized there wasn&#039;t just one Attack Moon, there were ... Lotz!&lt;br /&gt;
* The Orks rebuilt Ullanor. &lt;br /&gt;
* The Beast (All 6 of them) made their presence known to the Imperium by killing off all but one Imperial Fist. Prime-Orks the size of Hab Blocks with Nobs the size of Warbosses and Boyz the size of Nobs.&lt;br /&gt;
* The Beast teleports an Attack Moon into Terra&#039;s orbit.&lt;br /&gt;
* The Beast sends Ambassadors to psychologically damage the Imperium&#039;s morale.&lt;br /&gt;
* The Beast takes on Vulkan and wins, though Vulkan likely got better.&lt;br /&gt;
* Waaagh Beast hits decline as the Imperium use Sisters of Silence along with captured Weirdboyz to explode vast swathes of the Waaagh.&lt;br /&gt;
* The Beasts slowly get killed one by one.&lt;br /&gt;
* Ullanor is reclaimed by the interlopers and marked for Exterminatus.&lt;br /&gt;
* The Adeptus Mechanicus feel a bit Ork-y and want that sweet loot, so they teleport Ullanor into a new orbit and rename it Armageddon!&lt;br /&gt;
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===Da Age of War M41===&lt;br /&gt;
This is the age of Warhammer 40k from when GW didn&#039;t progress the timeline.&lt;br /&gt;
* Da Lost Waaagh&lt;br /&gt;
* Tuska Daemon-Killa&lt;br /&gt;
* Rynn&#039;s World&lt;br /&gt;
* The Second War of Armageddon.&lt;br /&gt;
* The Third War of Armageddon.&lt;br /&gt;
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===Da Age of Da Ork M42===&lt;br /&gt;
With the advent of GW advancing the timeline so too has the Ork timeline advanced.&lt;br /&gt;
* The Great Rift has been dubbed Gork&#039;s Grin by the Orks. The Warp Rifts are being used by Orks to &amp;quot;navigate&amp;quot; across the galaxy. Typically being dropped into the best fights in the galaxy.&lt;br /&gt;
* Old Zogwort&#039;s Wierdwaaagh! destroyed a planet with Mork&#039;s snot.&lt;br /&gt;
* Mad Dok Grotsnik has been leading a Painboy Waaagh that&#039;s captured Silver Templar Primaris Marines.&lt;br /&gt;
* Ghazghkull is blessed by Gork and Mork so much that he can use the Warp Rifts [[The Beast|(Or some unknown means)]] to be at multiple places across the galaxy.&lt;br /&gt;
* Freebooter Warbands close in on the traitor world of Eisenfel, where Gork&#039;s fist is gonna crush da Chaos Gitz.&lt;br /&gt;
* Nazdreg is gonna loot a Stormsurge to prove that his boyz have the most Dakka, and surpass Badrukk&#039;s Flash Gits.&lt;br /&gt;
* The Antonis Crusade kills a bunch of Orks, leaving them as feral warbands, only for Night Lords and Feral Orks to destroy them.&lt;br /&gt;
* Death Skull Waaagh Zort loots the Necron Tombworld of Overlord Thanptek the Magnificent. Including the Overlord himself. Sod off, Trazyn! Go zog yerselves, Blood Birdies. We’z da best lootas der iz!&lt;br /&gt;
* Rynn&#039;s World gets Primaris reinforcements which acts as a beacon for Orks who want to Rynn&#039;s World 2: Electric Dakka-loo&lt;br /&gt;
* A Blood Axe Waaagh defeats the Heretic Skull Knights warband on Jakhtor. When the Blood Axes retreat it&#039;s soon realized that they are waiting for the Imperial reinforcements to arrive so they can get a proppa&#039; fight.&lt;br /&gt;
* Krooldakka has lead a Speedwaaagh! on the planet of Vigilus. Leading to Ork death racing while waiting for the planet&#039;s defenses to weaken.&lt;br /&gt;
* Waaagh! Snagrack starts during the Psychic Awakening. A Deffskullz Waaagh! with a large number of Madboyz created by the Great Rift.&lt;br /&gt;
* Waaagh! Wazzdakka speeds towards Terra on his Bike of Da Aporkalypse.&lt;br /&gt;
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==Ork Teknologee==&lt;br /&gt;
&lt;br /&gt;
[[File:Dat zoggin bigmek by majesticchicken.jpg|220px|thumb|left|A perfect example of Ork tech. Powered by make-believe and the essence of WAAAGH!, and patched together with duct tape and chewing gum, the Emperor himself has truly never seen finer craftsmanship or innovation.]]&lt;br /&gt;
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Occasionally, if a &amp;quot;tech-caste&amp;quot; gets into control of an Ork society, ridiculous constructions can result. Best example we know about is the Telon Reach Empire and its central stronghold Gorro. A &amp;quot;scrapworld&amp;quot;, Gorro was full of things that shouldn&#039;t have worked at all (Horus notes that individual bits of architecture inside were just too mad for any human to contemplate) and could withstand the normally planet-killing weapons on the Vengeful Spirit and Imperator Somnium (the Emperor&#039;s own flagship). The Orks defending it were far more advanced than most (everything from their augmentations to the accuracy of their ships&#039; weapons) and had actually built a plasma reactor to hold their world together. Their function mostly relied on the Orks&#039; gestalt, as the core began to fail as the Emperor, Horus and their respective posses carved through the population. Once the Emperor killed the resident Warboss and psychically burned the rest of the Orks (a preview of what he&#039;d eventually do to Horus) the system went into total meltdown.&lt;br /&gt;
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How Ork Technology works is up for debate. As written Ork technology is beyond comprehension by the majority of races. Their weapons/tech work and other races can use them, but not as effectively. [[Techpriest|Techpriests]] have taken apart Ork guns and reassembled them to what they assume is the same configuration only to find that they don&#039;t work any more. This leads to two schools of thought on Ork Technology.&lt;br /&gt;
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===The Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics - Every Ork is a Psyker===&lt;br /&gt;
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The Anzion Theorem postulates that Ork technology works mainly because the Orks think it does. The explanation is that the subconscious gestalt psychic field that all Orks generate enables their technology to function; the stronger the field, the more esoteric their technological achievements become. In older versions of the fluff, if you hand an Ork a pipe and convince him it&#039;s a gun, it WILL shoot bullets. In current fluff, this is definitely not the case; if you hand an Ork a slugga that has been stripped of all internal mechanisms, it won&#039;t suddenly start firing bullets just because the Ork believes it should. However, if a crudely manufactured slugga consistently misfires in the hands of a human but *does* fire reliably when wielded by an Ork, it is definitely Orkish belief that is bridging that gap.  If the Ork picks up a mixed handful of slightly different caliber rounds and jams them into it, it will (most likely) shoot them all and not jam up from the different sizes.  This means that technologies that should be &#039;&#039;impossible&#039;&#039; become merely &#039;&#039;unlikely&#039;&#039; when crafted by an Ork.  In short, if Ork technology is held together by spit, duct tape, and hope, then the Orks&#039; psychic field provides the hope. &lt;br /&gt;
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To put it another way, Orks believe that, &amp;quot;Red wuns are fasta.&amp;quot; They believe that blue is lucky. They believe that yellow is more shooty and/or more explosive, and that black represents strength and toughness. And because they believe this, it manifests as true; thus this applies not only to the Orks themselves but also to their wargear.  For example, a meat cleaver in the hands of an Ork can tear through the toughest ceramite armor if the Ork believes it will; for anyone BUT an Ork, a power weapon or the equivalent would be required to do so.  That same cleaver, with a battery and wires crudely bolted to it, would BE a power weapon in the hands of an Ork.  &lt;br /&gt;
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This tends to work well for them, but not for the other races of the galaxy: Imperial observers note that Ork weapons will generally function poorly or not at all in the hands of a non-Ork. The only reason the Orks haven&#039;t exploited the limits of their generated gestalt field by creating easily made but devastatingly powerful weaponry that could eclipse the weapons of the other races is that they themselves do not know nor understand that they create said field, they believe that their equipment works because that&#039;s how the universe works, not because they themselves are making it work. Which, in a way, makes it true. This, in turn, makes for an interesting paradox: If Orks managed to understand the physical universe as it is, they would not believe their &amp;quot;weapons&amp;quot; work, thus stripping them of their psychic advantage. If there is a little ounce of disbelief, this would quite literally nullify their ability to believe hard enough to manipulate reality. Of course, this is actually monumentally absurd when you think about it. The galaxy is full of &#039;&#039;trillions&#039;&#039; of Mekboyz and Weirdboyz who have collectively been Orkin&#039; about for &#039;&#039;billions&#039;&#039; of years, and yet &#039;&#039;not one&#039;&#039; has ever figured out this fundamental aspect of Orkiness?&lt;br /&gt;
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This said, Orky know-wots DO have a say in stuff that the Orks build. Mekboyz build much of the stuff they do because they have been genetically programmed with the knowledge on how to make and maintain their technology. While much of their tech runs because they want it to, the fact is that the Orks &#039;&#039;can&#039;&#039; actually produce, and even improve upon, technology based on certain conceptual principles that they somewhat understand and can replicate to some degree or another. This explains how Orks can build such technological wonders as the Shokk Attack Gun, Tellyportaz, and [[Gargant]]s. Also, there &#039;&#039;have&#039;&#039; been instances of Ork tech working well in the hands of other races (at least for a time till it blows up). Be careful though, most Ork players have &#039;&#039;very&#039;&#039; deep-set opinions on how Orky tech works, and [[skub|debates]] between them can generate much [[RAGE]]. &lt;br /&gt;
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So if the Anzion Theorem is true, there are still some unanswered questions. For example, if Orks do indeed create some innate psychic field of belief, then would [[Sisters of Silence]] or a [[Blank]] be able to interfere with or destroy that power, thus causing Ork constructions to fail? We know Orks DEFINITELY have a passive psychic field, after all, but the Sisters don&#039;t seem to interfere with it in the same way that they do with the active psychic powers wielded by battlefield psykers. Perhaps the answer is that WAAAAGH energy is something almost completely different from the psychic abilities that other races use, and it therefore tends to ignore/negate some of the restrictions other psykers have. That would suggest that when the Old Ones created the Orks they used some other form of psychic phenomenon that is unrelated to or is isolated from the warp somehow. This might suggest that Orks&#039; gestalt psychic field is actually a very advanced form of technology similar to that used to create the [[Webway]]. Alternatively there may be another distinct metalevel in the warp that Orks draw from; after all, we know Orks&#039; gestalt field works as well in the warp as in reality, because their ships can traverse the warp without Gellar fields and remain unharmed. Ultimately we don&#039;t know, but there is definitely &#039;&#039;something&#039;&#039; going on. Probably. Who knows? In the end, we should look at it from the viewpoint of an Ork: As long as it works, who cares? Worrying about it just means less time krumping gits.&lt;br /&gt;
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====Orks and the Emperor====&lt;br /&gt;
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An extension of the &amp;quot;All Orks are Psykers&amp;quot; theory is that the [[Emperor|Emprahs]] continued existence (despite the fact his throne is in serious need of an MOT) is the fact that the Orks BELIEVE it to be so. As any self-respecting Weirdboy will tell you, what da boyz fink will &#039;appen &#039;appens (see below), so if they think the Emperor is still alive then alive he will be. Probably cos they&#039;re stupid enough not to realise he&#039;s a corpse more fucked than a Slaaneshi cultist at Ciaphas Cain&#039;s place.. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;ANG ON A SECOND.. I FINK DEY BE MAKIN FUN OF US...WELL.....MAYBE WE OUTTA GO STOMP SUM HUMIES!&amp;lt;/span&amp;gt; {{BLAM|That&#039;s right, the &amp;quot;chaos boys&amp;quot; are messing with you Orks, go stomp them in the name of the Emp... For the WAAAGGGHH! (-ahem- Heretics...)}}&lt;br /&gt;
Although in the Ghazkull/Makari novel they dismiss the &amp;quot;humies&#039; dead god&amp;quot; as a pathetic wimp who cannot even stand from his throne to krump some gitz in person.&lt;br /&gt;
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====Orks and Yarrick====&lt;br /&gt;
Another slightly less stupid theory. Commissar Sebastian Yarrick is still alive despite his massive, massive age because Ghaz and his boyz think he should be alive. Also Orks believe a glance from Yarrick can kill them, so Yarrick installed a laser eye and it works better against the greenskins. And of course, he also wields an Ork power klaw that, perhaps for the all the same reasons, apparently works quite well for him.&lt;br /&gt;
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===Ork Technology is More Advanced than it Seems===&lt;br /&gt;
[[File:Ork tech.jpg|400px|thumb|right|This will happen given enough time and grots.]]&lt;br /&gt;
{{Topquote|Cultural collapse, reorientation of belief systems in the aftermath of a renaissance can provoke magical thinkin&#039; in previously rational beingz...|Talker, Madboy on the subject of the Adeptus Mechanicus}}&lt;br /&gt;
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On another perspective. Looking over the Ork codices from old to new the only record of Orks willing technology to work is one line in which a techpriest says &amp;quot;Well if we can&#039;t figure this out it must be magic&amp;quot;. In fact, the only source besides that codex entry is this 1d4chan page... All other lore being from the Techpriest perspective. The Ork Codex points out that Mek Boys and Big Meks are genetically engineered by the Brain Boyz/Old Ones to know how technology works. In &amp;quot;Evil Sun Rising&amp;quot;, the Big Meks who created the Stompa Fat Mork don&#039;t remember how they created their super compact, miniature red sun engine. The implication is that as the Meks worked together that it unlocked the technology. This might mean that the Brain Boyz/Old Ones programmed the mek genetics to gain access to bigger and better equipment when the army is at a proper size to create and maintain such weaponry. As Ork numbers grow and WAAAGHs become bigger more technology is unlocked. The Gorkanaut and Morkanaut walkers are unlocked when Meks begin thinking that a Great WAAAGH is coming along.&lt;br /&gt;
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Ork technology is special in many ways; while crude and impossible from an outsider perspective almost all of Ork technology is based on the idea of [[Looted|looting the enemy technology]]. They are the apex scavengers and can create weapons from the technology of the Imperials, Tau, Eldar, Necrons, and even the biotechnology of the Tyranids. It could be guessed that the Brain Boyz wanted Orks to be able to adapt to any battlefield and be able to resupply without need of supply lines. In this way Orks don&#039;t need to wait for a spaceship to drop a Titan to the battlefield for back up, instead they can build one out of that broken humie one.&lt;br /&gt;
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And this is BEFORE we even consider what the hordes of the Beast were able to do what no other concurrent faction could, such as create Void Shielded Deff Dreads, Ork Ambassadors, and teleporting attack moons into the Terra&#039;s orbit.&lt;br /&gt;
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&#039;&#039;&#039;HOWEVER&#039;&#039;&#039; there are a few holes in this theory. First one must remember that the Imperium is not the only faction to try and study/retrofit Ork technology. The Tau have a much greater understanding of science and engineering than the Imperium and still cannot figure out Ork tek. Though there isn&#039;t much from the Eldar perspective on how Ork Tek works, which could just mean that they don&#039;t care. The second point is that Orks use materials that shouldn&#039;t work as components for weapons and technology. When was the last time you built a gun out of sheet metal and literal droppings, and it actually worked? Finally there&#039;s [[Colorz]]; red paint causes things to go faster, yellow causes explosions to be bigger, and purple makes everything stealthy. Though Colorz only exist in the rules with Red Ones Go Fasta and Deff Skulls being lucky, &amp;lt;s&amp;gt;most of the other stories are overblown fanfics by the fanbase&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*SMASH*&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;WAAAAAAAAAGH!!!!!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
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Be that as it may. The possibility exists that mekboys are combining psyker abilities and inherent technical knowledge to construct tools and weapons with nano-level engineering, allowing orks to use tech with a crude appearance hiding devices of unimaginable sophistication.&lt;br /&gt;
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===Special Note on Orky Vehicles===&lt;br /&gt;
To properly describe what Ork vehicles are like is a difficult prospect, or perhaps an overlooked opportunity. Either way, few actually attempt to clarify in tangible terms what orkish vehicle-makers create.&lt;br /&gt;
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Let&#039;s start with the venerable Trukk. Keep in mind that the standard Ork Boy is a hunched, monstrous, 7-foot-tall Hulk Hogan. Now, the Trukk is essentially an over-sized, skeletal pickup truck, with armored bus tires and a spiked ram-plate for a bumper. The frame is then covered in all manner of inch-thick armor plating, the basic standard in orkish vehicle armor. No Ork vehicle with more than two wheels has an engine smaller than a V8, and the trukk is no exception. A common brag for a trukk owner, &amp;quot;I&#039;z put twelve silenderz in dis &#039;ere kart&amp;quot; (when not met with the classic &amp;quot;You shoulda sprung fer forteen!&amp;quot; comeback), is similar to a human saying he put an extra two cylinders in his car and overhauled his transmission ( hilariously the official trukk model from Games Workshop has a horizontally opposed 6 cylinder engine - a 40K Boxer engine). &lt;br /&gt;
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Larger orkish vehicles, like the Big Trakk, often use V14 engines that any human would say belongs on a fishing trawler. Alternatively, some vehicles use turbine engines for extra torque (which is always a good thing) and a higher top speed (also a good thing), or crackling electrical engines (less popular than a good-old combustion engine, but can &amp;quot;accidentally&amp;quot; taze pesky Lootas or enemies who get too close (i.e. rammed)). Big Trakks are literally the size of a heavy tank, but are completely open-topped to provide a chassis for hauling Boyz or insanely big gunz into the fight. They have banks of fat-tired wheels or, most likely, four-plus-foot-wide treads. They have as much torque as a Battle Wagon and fear no infantry.&lt;br /&gt;
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==Special Groups of Orks==&lt;br /&gt;
Apart from the regular Boyz, there are several groups of Orks who specialize in a specific task or doctrine. Called Oddboys (if they are relatively normal when fighting time rolls around) or Weirdboys (when they shoot lighting out of their eyes, gunz or eye-gunz). The most common ones are:&lt;br /&gt;
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===[[Oddboys|Oddboyz]]===&lt;br /&gt;
This category is filled with Orks who express genetic predispositions to certain tasks. Here are your Mekboys (engineers), Painboys (doctors), Weirdboys (psykers), Madboyz (psychos), Slaverz/Runtherders (take care of grots, snotlings and slaves), [[Dorfs|Brewerz]] (makers of alcohol; lost to time), [[Noise Marines|Rockaz]] (musicians), and Shoutaz (communications experts).&lt;br /&gt;
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==== [[Speed_Freek|Kult of Speed]] ====&lt;br /&gt;
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[[File:Kult o speed by majesticchicken.jpg|250px|thumb|right|&#039;&#039;&#039;WAAAAAAAAGHHHOOOOOOOOOOOOOO!&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Speed Freeks who commonly go into the battlefield on bikes hyped up on dakka and flashy bitz, as their name suggests, they&#039;z like goin&#039; faster dan fast. On tabletop, they&#039;re okay, since they&#039;re really shooty for Orks and fairly cheap. These guys field the classic Mobile Ork Army, which causes loads of [[Butthurt]] and [[Rage]] when people go up against them. Just look out for Lascannons.&lt;br /&gt;
*&#039;&#039;&#039;[[Deff Skwadron | Flyboys]]&#039;&#039;&#039; - Crazed pilots that like fast vehicles, death defying stunts, and lots of dakka. The better pilots, fighta aces, are held in great esteem only by other flyboys and tend to give themselves crazy-cool nicknames.&lt;br /&gt;
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====[[Burna Boyz | Burna Boyz]]====&lt;br /&gt;
Burna boyz are similar to standard orks in ability, possessing no unique qualities except every one of them being a pyromaniac. These boys are the type who would burn their own mother alive if she tried to stop them from playing with matches, even though Orks technically don&#039;t have moms. As such, they regularly burn their own comrades for the hell of it (to see them &#039;do da burny dance&#039;). Their obsession with fire is, of course, genetically coded, and this has a particular disadvantage during periods of time where stealth is of the essence. In fact, this pyromania coupled with the rate of accidental deaths among Orks may explain why Burna boyz aren&#039;t more common; after all, an Ork that accidentally burns himself to death wouldn&#039;t be able to spread his spores so easily. On a more lighthearted note, they are also quite fond of fungus cigars!&amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; GREEN IZ BEST&amp;lt;/SPAN&amp;gt;&lt;br /&gt;
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====[[Mekboy|Mekboys]]====&lt;br /&gt;
Meks are Orks who are capable of making the ramshackle yet effective weapons and vehicles the Orks use. They&#039;re primarily the ones who make the warband&#039;s wagons, restore salvaged vehicles, and create/modify weapons. An Ork who lead bands of Mekboys is called a &amp;quot;Big Mek&amp;quot;, and is a bitch to kill on tabletop if he&#039;s kitted out. [http://www.youtube.com/watch?v=tZQdaEFa_60 Five-up cover saves for everyone!] &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; &#039;Ho says we aint smart &#039;n&#039; such! Only fing betta den an ork is an ork wif a good bit of technorkology &amp;lt;/span&amp;gt;&lt;br /&gt;
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====[[Painboy]]z====&lt;br /&gt;
Basically Orks medics, a Painboy&#039;s instinctive understanding - and obsession - is with medicine, anatomy and surgery. Unlike the Meks above who are seen with something like respect, other orks think Painboyz are dangerous and won&#039;t go anywhere near them unless they really have to. This is because, like the Mekboyz, Painboyz are driven mostly by their urge to explore and experiment and aren&#039;t very good at concentrating on what they&#039;re supposed to be doing. Which is okay when the Mek tinkers with a piece of gear, but a lot worse when the Dok starts poking around inside a body and removing bits at random just to see how it works.&lt;br /&gt;
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====[[Tankbustas]]====&lt;br /&gt;
Many Orks enjoy the odd explosion. These guys like that so much that they decided what better way to get their kicks than to get into a nice squad of 5-15 boys and try blowing tanks sky high with their rokkits. They also train Squigs to run into tanks while strapped to the hilt with explosives. And if neither of that works, run into close-combat and strike the tank with a rokkit attached to a metal stick. They get so high off this that they will enter the broken vehicle, eat any survivors, and drink the motor oil in a ritual act known as &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; &amp;quot;GETTIN&#039; TANKED!&amp;quot; &amp;lt;/span&amp;gt;&lt;br /&gt;
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====[[Lootas]]====&lt;br /&gt;
Lootas are Orks who are obsessed with pimping out their shootas by salvaging bitz from their enemies. Lootas are critically important to Orkish mechanical industry, because they head salvage operations and assist Meks where Grots can&#039;t. They&#039;re also the ones who loot wrecked tanks and vehicles after a battle to use as Looted Wagons, with the help of Mekboys, which means Orks can remobilize rapidly, and scale up to match tank-driving foes. &amp;lt;strike&amp;gt;When not fighting or looting, Lootaboyz are a menace to Orky society, stealing, swindling, making trouble, and being REAL BACKSTABBIN GITs the reason other Boyz can&#039;t have nice things.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;WOT?! YIZ SAYIN&#039; DERE&#039;S TIME WHEN DA ORKZ AIN&#039;T FOIGHTIN&#039; OR LOOTIN&#039;?! I OUTTA GIVE YA A STAMP!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
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====[[Flash Gitz]]====&lt;br /&gt;
&amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;DA PIMPIEST ORK IZ DA BESTEST ORK!!!!!!&amp;lt;/span&amp;gt;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Dat is why dey arrogant Gits. SPEAK UP I CANT &#039;EAR YA!&amp;lt;/span&amp;gt; They are another group of shoota-obsessed Orks known as &amp;quot;Flash Gitz&amp;quot;; rich, obnoxious Bad Moonz gits who buy powerful weapons and upgrades using their large stockpiles of [[toof|teef]]. They love nothing more than showing off their wealth and (supposedly associated) martial power. They do things like wearing &#039;&#039;FABOLOUS&#039;&#039; clothing, sporting huge banners declaring their awesomeness (shogun-style), and plating everything they have in gold, silver, platinum, or any other shiny metal they have at hand (although gold is preferred). Goldz iz da bestest. Flash Gitz boast the shootiest kustom shootaz in all of orkdom, sometimes known as &amp;quot;snazzgunz&amp;quot;, which makes them an invaluable asset to their clan. Conversely, due to their boasting and attitude problems they often alienate pretty much every other Ork they work with, and are prone to getting their arrogant asses booted out of their group the moment they become less useful than annoying.&lt;br /&gt;
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====[[Freebooterz|Freebootaz]]====&lt;br /&gt;
Orks who raid and pillage the galaxy as MOTHERFUCKING PIRATES. And just to add to their awesomeness, they&#039;ll usually dress and/or speak like pirates. (W)AAARG! Well-known individuals include Kaptins Badrukk and Bludflagg.&lt;br /&gt;
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====[[Ork Kommando|Kommandoz]]====&lt;br /&gt;
Orks who managed to figure out that charging a gunline isn&#039;t always the best option, so dey&#039;z da sneakiest of da Orks. In practice, all of this boils down to a fairly simple difference in tactics. Whereas a normal Ork Boy will see the enemy and immediately [[WAAAGH|shout]], run up to him, and smash him in the head, a Kommando will see the enemy, hide behind a nearby [[Catachan Jungle Fighters|bush]]/[[Dorf|barrel]]/[[Creed|lamp-post]] and wait for the enemy to get close like 5 feet to 2 meters, THEN shout, run up to him, and smash him in the head. They typically paint themselves purple, which Orks believe is the sneakiest color (and because Orks are Orks, purple does in fact make them harder to see ... don&#039;t ask how the fuck that one works, it just does &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;Hav you eva seen a purpul ork? Course not, dey&#039;s &amp;lt;s&amp;gt;too sneaky&amp;lt;/s&amp;gt; don&#039;t exist&amp;lt;/span&amp;gt;.) &lt;br /&gt;
&lt;br /&gt;
Kommandoz rely on stealth tactics rather than balls-out firepower, and achieve this by using crude camouflage techniques, Speshul Forces equipment such as night-vision goggles, various types of grenades, and all those other gubbins that makes them all sneaky. However, their best weapon is often that the concept of Orks using tactics beyond drowning their enemies in corpses and bullets is so completely out there that a lot of Imperial commanders [[Skaven|do not believe that Kommandoz actually exist]], which actually make their job easier to pull off. The Imperials quite often find out the very hard way that some orks have both brains and brawn. For instance, nobody laughed when a Kommando unit suddenly [[Blood Ravens|hi-jacked]] a unit of three [[Deathstrike Missile Launcher]]s inside a Mordian regiment&#039;s lines drove one to the front and proceeded to launch it at the their front lines, killing thousands, including a [[Baneblade]] (Except for the Orks, who laughed their duffs off as this was happening). Meanwhile, the Kommandoz ran off with the remaining one and two extra missiles.&lt;br /&gt;
&lt;br /&gt;
Kommandoz are typically distrusted by other Orks due to their chosen battle strategy. They view sneaking about rather than getting straight to a fight right and proppa as &amp;quot;Mukkin&#039; about&amp;quot;. The enjoyment of the color purple among them is also considered right strange. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;quot;Az dere ain&#039;t no such fing az a purpul ork!&amp;quot;&lt;br /&gt;
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An ork asked about Kommando groups: &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;quot;I dinna see anyfing... Do you?&amp;quot;&lt;br /&gt;
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==== [[Feral Orks]] ====&lt;br /&gt;
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Hidden away in GW fluff are these guys.  These guys are what happens after a WAAAGH! has left your planet. They crop up in wildernesses and form tribes. They don&#039;t have technology (like shootas) or any kind of Mekboyz or even good resources to build junk. They are roughly on par with your [[Warhammer Fantasy|Fantasy]] Orcs, so you can just use your Fantasy army in 40k if you can fluff your army right. Not like it matters, it&#039;s the same tactic either game. They tend to have Grots, Kommandos and Weirdboys coming out of their ears, and love to ride big Squigs. If you don&#039;t prune them back to the forest well enough, they might sic buttloads of [[Squiggoth]]s on you. [[Snake Bites]] love these guys, and if space-born Orks pick them up, Feral Orks usually become Snakebites anyway.&lt;br /&gt;
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They breed a special kind of Oddboy, the [[Pigdok]], who is a combination of a Mek and a Dok, but excels at neither. They do surgical procedures like a stereotypical medicine man, wander around covered in robes and talismans given to them by the Weirdboy Shamans, and head the construction of things like ballistas and catapults, all the way up to magical stompy Idols and the [[Titans_40k#Orky_Titans|Steam Gargant]].&lt;br /&gt;
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====[[Weirdboy]]z====&lt;br /&gt;
Weirdboyz are Orks who are active psykers. All Orks are passive psykers, emitting their WAAAGH!! gestalt field, but Weirdboyz are the only ones who can decide they&#039;re gonna blow another Ork&#039;s face off with a mean look and a lightning bolt (and get it to actually happen). They tend to be crazy and can blow up if they&#039;re not careful. Even when they are careful. Sometimes blowing up is the preferred/expected option for a Weirdboy. Amusingly, most Weirdboyz are &#039;cowards&#039;, in the sense that they know bad things happen whenever they get into a fight alongside a bunch of other Orks so they try to avoid doing that. The other Orks are often forced to drag them along.&lt;br /&gt;
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====Ambassadors====&lt;br /&gt;
:&#039;&#039;&amp;quot;Don’t need an interpreter. We tell you how to surrender, you surrender. Easy. The Great Beast has you by the guts. Struggle, he’ll rip ’em out. Surrender, you get to keep ’em.&amp;quot; - Bezhrak, Ork Ambassador&#039;&#039;&lt;br /&gt;
&amp;quot;Ambassadors&amp;quot; as the humans of Terra called them are a dignified and &amp;quot;majestic&amp;quot; Oddboy dedicated to delivering threats directly to the enemy through the powerful weapon of words. At this time there is no known Ork name for these Oddboyz and are very rare to encounter. They carry staffs as their only weapon and have the ability to speak languages as if they were native speakers. The Ambassadors not only discussed terms of surrender, but acted as psychological warfare to destabilize the enemy.&lt;br /&gt;
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:&#039;&#039;The self-inflicted moral wound the Imperium would suffer if it acted with less sophistication than orks would be a septic one. - Vangorich&#039;&#039;&lt;br /&gt;
Only ever seen during WAAAGH! The Beast in 544.M32. More modern encounters with ork Runtherders and similar ork-to-men communiques tend to use a translator device/person, instead. That said, many orks do pick up Low Gothic while interacting with human armies, especially more kunnin&#039; Warbosses and Warlords.&lt;br /&gt;
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====Snipers====&lt;br /&gt;
[[Inquisition|Ork Snipers are the bane of the Celestial Lions and took out the Chapter&#039;s Apothecaries.]] [[Vindicare Assassin|Highly accurate, the Ork Sniper is a dangerous enemy.]]&lt;br /&gt;
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Hilariously, Grot snipers are a thing that exists, but it&#039;s incredibly rare to see them. It&#039;s probably because any grot that manages to slap together enough spare parts into a rifle get spotted by an Ork who thinks it would make a nice foundation for a decent shoota, and said grot will almost immediately get robbed at shoota- or choppa-point. On the other hand, these might make it in a scenario when Orks realize that a passable longarm is more valuable in the hands of somebody who can actually shoot straight.&lt;br /&gt;
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There was an incident in the short story &#039;&#039;Red Reward&#039;&#039; where a guy was dropped into the front of some trench warfare between the Guard and Orks, and inspired the humiez to drive back the Orks in a counter charge only to get shot by a grot sniper. Ironically, the guy signed up with the Guard to escape prosecution on his own world, meaning he would have been a valid target to the elusive Ork sniper.&lt;br /&gt;
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==Retired Boyz==&lt;br /&gt;
All following Ork Oddboys have been lost to time ([[Retcon|&amp;quot;Everything is canon, just not always true&amp;quot;]] - The way GW avoids officially retconning anything). They live on in our hearts (and custom-models) as:&lt;br /&gt;
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===[[Goff_Rokker|Rokkaz]]===&lt;br /&gt;
[[Rogue Trader]] Orks with a penchant for hard rock, metal, leather armor, and overgrown hair squigs. They do seem to keep cropping up in the fluff though never in  any significant capacity. Also known as Goff Rokkas, these boyz tend to come out of the Goffs exclusively, but it isn&#039;t completely unknown for other Clans to spit out one of these crazy green &amp;quot;musicians&amp;quot;. They play machine gun guitars and [https://www.youtube.com/watch?v=L_wdRy7x4Sc PARTY &#039;ARD!!!]&lt;br /&gt;
It should be noted that Rokkas were invented in the Eighties, so they don&#039;t play things like Death Metal as much as they do generic Metal, 80&#039;s Metal, electric guitar ballads, and Hard Rock.&lt;br /&gt;
(note: the Goff Rokkas essentially make the [[Dawn of War III]] ork theme canon)&lt;br /&gt;
And...now they&#039;re back and canon again, in the June 2020 White Dwarf. Albeit renamed to the [[Goff Rokker]]z instead.&lt;br /&gt;
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===Shoutaz===&lt;br /&gt;
These orks have over-developed lungs and super-strong vocal cords so that they can [[Derp|yell really loud.]] Yes, you heard me right. They yell across Gargant-tops and over battlefield din to act as a telecommunications array. &amp;lt;strike&amp;gt;See, not all things that have disappeared were too good to last.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;SHUDDUP STOOPID HUMIE, WHUT DO YOU KNOW?!?!?! SHOUTAS IZ DA BEST!!!!!!!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:lightgreen;font-size:300%&#039;&amp;gt;&#039;&#039;&#039;YOU&#039;Z CALL DAT SHOUTIN&#039;? YOU&#039;Z AIN&#039;T A REEL SHOUTA, YA GIT!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:forestgreen;font-size:700%&#039;&amp;gt;&#039;&#039;&#039;A REAL SHOUTA&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:forestgreen;font-size:850%&#039;&amp;gt;&#039;&#039;&#039;DROWNS OUT DA&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:forestgreen;font-size:1000%&#039;&amp;gt;&#039;&#039;&#039;COMPUTISHUN!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:lightgreen;font-size:1750%&#039;&amp;gt;&#039;&#039;&#039;I Konkur!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:purple;font-size:40%&#039;&amp;gt;&#039;&#039;&#039;I&#039;z prefur sneekin&#039; up to some hummie and shoutin&#039; in iz ear from reel gut close.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
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Anyone caught messing with this section again will get their shit handed to them. Do you know how fucking hard it is to make sure this shit is right? I can&#039;t do this AND dodge those fucking Orks. I&#039;m a janitor, and a FUCKING BENDY PENIS!&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;See, iffin&#039; you&#039;z had sum of dat purpley paint, dis wouldn&#039; be a problem now, would it?&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; &#039;e got youz good, e&#039; did. aneewayz da squigs ated da inturn again. Git ta cleenen dat wod ya.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; I &#039;erd dem cleanin&#039; orks do wat they do and don&#039;t even want no teef for it&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039; Dem Kleenaboyz iz ryte fine ladz, Dey gitz a &#039;fungabeer offa me n&#039;ytime dey needz.&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
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===Brewerz===&lt;br /&gt;
Never mentioned after about 3rd Edition. Brewerz, or Brewer Boyz function much like Mekboys or Mad Doks do, knowing the ins and outs of brewing through genetically inherited intuition. They make alcohol out of squigs. Made everything from beers to malts to meads to liquors to scotches. Yes, certain squigs can be made into scotch. No, no grains are involved in the process. No, they&#039;ve never done this in Scotland. No, you may not question this.&lt;br /&gt;
SQUIGGIE WALKER - RED LABEL! COS IT ZOGZ YOU IN DA BRAIN FASTA!&lt;br /&gt;
&#039;&#039;Eend out of mashrooms too booss!&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[What|Basically, they brew babies into beer sometimes.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;&#039;&#039;&#039;HERESY, ORK HERESY, ANY IMPERIAL CITIZENS WILL BE MURDERED ON SIGHT AFTER READING THIS.&#039;&#039;&#039;&amp;lt;/strike&amp;gt;&#039;&#039;&#039;&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; *WHAM* OY BOSS, DEM HUMIES IZ TRYN&#039;A TAKE AWAYZ OUR SQUIG JUICE!&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039; Zoggin DAMN&#039;IT! NOT AGAIN!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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===Female Orks===&lt;br /&gt;
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&amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt;MY EYES!!!! THEY BURN!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
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Vaguely referenced in older fluff and glimpsed during Blood Bowl, sacrificed because nobody wants to see those canonized saggy Ork tits (Except [[/d/]]), and fucking whores (and ye mum).  Suffice to say, some drawfags will still draw them and several on [[/tg/]] will doubtlessly [[Faptau|fap]] to it.  Considering how many random mutations are seen amongst the Orks, the possibility is [[Meme|more likely than you&#039;d think]].  In normal canon, Orks are asexual, popping out of fungal growths in the ground...&lt;br /&gt;
&lt;br /&gt;
...but in [[Rogue Trader|the oldest fluff]], when the Orks were basically Fantasy Orcs in Space, there &#039;&#039;were&#039;&#039; female orks.  Slightly later (2nd Edition) fluff modified that idea: during later parts of their life cycle Orks would temporarily develop sexual characteristics and go bang one another.  For the sake of Games Workshop&#039;s writers&#039; self-respect, the idea of any orkish sexual reproduction was completely removed and forgotten. And all but the drawfags are happy for that. &lt;br /&gt;
&lt;br /&gt;
Given the kind of universe Warhammer 40,000 is, the decision to make orks functionally genderless (a decision which occured some time in the early 90&#039;s) was likely driven by two factors: to reinforce the Orks warlike nature by making them dependent on getting blown up to repopulate and hardwire them for blockbuster-style total war, and the aforementioned removal of sex and gender discussions from the ugly comedy faction of an incredibly dark tabletop wargame.  The change was both thematically appropriate and steered writers and fans away from uncomfortable topics.  As of 2020 however, the idea of female orcs and goblinoids is fairly accepted across basically every genre and fictional universe which involves greenskins of any sort.  This is a fairly significant change from the prevailing attitudes of the 20th Century fantasy, which was largely driven by &amp;lt;s&amp;gt;bad writing&amp;lt;/s&amp;gt; female orcs and goblins being hidden somewhere and largely irrelevant. &lt;br /&gt;
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More recent fluff has backed this up, stating that Orks have no reproductive organs and thus no personal concept of sex or gender. Some, usually Blood Axes or Slavers, are aware of the existence of the concept in other races, albeit at a rudimentary level; one bemused Blood Axe went on record describing the whole thing as funny and a captured tech-priest was once bribed with women as an incentive to do something for a Warboss.&lt;br /&gt;
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&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Oi&#039;m twalf an&#039; wots dis? &amp;lt;/span&amp;gt; {{FWIP|&#039;&#039;&#039;DAT GIT WAZ KRUMPED FOR DIS POST.&#039;&#039;&#039;}}&lt;br /&gt;
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=== [[Ork_Boy#Madboyz|Madboyz]] ===&lt;br /&gt;
&lt;br /&gt;
Not seen since the heydays of second edition and Epic 40k, although they&#039;re still mentioned here and there in the fluff. Madboyz are Orks that go crazy under the mental strain of knowledge encoded in their genes suddenly becoming available, their behavior becoming erratic and unstable even for Orks. The other Orks often round them up into a large warband that is set loose upon the enemy, in the hope their madness will prove useful or at least entertaining. (In game terms you rolled for their actions randomly, and it could vary from outright fleeing to going absolutely berzerk and charging forward while ignoring wounds.)&lt;br /&gt;
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&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
We had da new rulez for thiz gitz for weirdboy awotkaning&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
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===Brain Boyz===&lt;br /&gt;
Brain Boyz is the name that the Orks give the Old Ones. However, the Orks&#039; origin has shifted around a few times, such as the Brain Boyz being the ancestors of the Snotlings (although the Orks still believe that, but it&#039;s no longer the official explanation it was in Rogue Trader).&lt;br /&gt;
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&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
(OBJEKSHUN! Dat&#039;z still canon! (In fact, everything is canon! [Just not always true]) Codex 7th ED 2014 and we&#039;z seen it in the one before dat un too!!! What shrooms did ya zoggin&#039; gits eat?!)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tin Boyz===&lt;br /&gt;
Back in Rogue Trader, there was a book - &amp;quot;&#039;Ere We Go: Orks in Warhammer 40,000&amp;quot; and, hidden away on Page 92, complete with accompanying models, was a reference to these odd examples of Ork &amp;lt;strike&amp;gt;Humour&amp;lt;/strike&amp;gt; Ooomarr. Traditionally, they are made in the form of Space Marines, Eldar or Squats though with more exaggerated features and comical patterns of movement designed to imitate and mock these species. To Orks, such effigies are highly amusing and they take great joy in having created such clever parodies of their enemies. Whilst a Tinboy&#039;s external appearance does vary, its simplistic inner components make it easy to spot and identify on the battlefield where they are deployed as a psychological weapon, for misdirection and distraction.&lt;br /&gt;
&lt;br /&gt;
===Chaos Orks &amp;amp; Mutant Orks===&lt;br /&gt;
Back in the days of [[Rogue Trader]], [[Chaos]] was considered an equal opportunity employer instead of just relying on corrupted [[Space Marines]] and [[human]]s, which admittedly makes more sense. As such Chaos Orks were very much a thing, and in fact came in two distinct groups; [[Stormboyz]] of [[Khorne]] and general Chaos Orks. The basic idea was that most Stormboyz who didn&#039;t grow out of being Stormboyz would eventually gravitate to worshipping Khorne, as this was back in the day when Khorne had more of an &amp;quot;honorable, disciplined warrior&amp;quot; motif to him and thus he was considered a fine role model by the Stormboyz, whose whole thing was being disciplined, organized and professional compared to the anarchic barbarians of other orks. Other orks could also fall to Chaos, often but not always Khorne, without being still part of the Stormboyz cult. Both sets of Chaos-worshipping orks were regarded as &amp;quot;un-orky&amp;quot; by their mainstream fellows, but would sometimes be hired as mercenaries by warbosses in particular need of their killing power, or who just didn&#039;t really bother vetting their latest Freebooter hire all that well - they&#039;d also happily join Chaos armies, where they were welcomed.&lt;br /&gt;
&lt;br /&gt;
The big difference mechanically is that Khorne&#039;s Stormboyz were Stormboyz with the Mark of Khorne, whilst Chaos Orks were Orks with Chaos Marks, Chaos Gifts and Mutations.&lt;br /&gt;
&lt;br /&gt;
Separate to both of these Mutant Orks, who had no intention of worshipping Chaos, but still got mutated as a result of exposure to Warp energies, radiation, psychic phenomena from the local weirdboy or the experiments of a Mekboy or Painboy. These wretches were social outcasts, and sometimes were allowed to join a Waaagh as expendable cannon fodder - not that they cared, because they hoped to ultimately prove they were still properly Orky. These poor sods sometimes mutated all the way into Chaos Spawn-OHGODGLARBABALAAGAAH!&lt;br /&gt;
&lt;br /&gt;
\*Ahem.* While there has been no mention of nonhuman and nondaemon Chaos forces for several editions (save some background Xeno races worshipping Chaos), the idea of Chaos Orks makes perfect sense when you think about it. Not only because there&#039;s no real reason the Ruinous Powers should only corrupt humans, but also because there are Quadrillions or Orks in the galaxy, so at least &#039;&#039;some&#039;&#039; of them are bound to decide that [[Khorne]] is more killy than [[Gork]] or that [[Tzeentch]] is more cunnin&#039; than [[Mork]], regarldess of whether or not they actually are. [[Nurgle]] would probably take a liking to them as well, not just because Nurgle likes everybody, but also because Ork spores tend to infect and kill a planet&#039;s ecosystem in much the same way a mundane fungus might a plant or animal. [[Slaanesh]] would seem to have the fewest Orkish worshippers, since the most common way Orks get their rocks off would end up empowering Khorne more, but then you remember that Slaanesh thing is &#039;excess&#039; and what do orks like to do in excess of even to the point of self destruction? [[Speed Freek|Go fast]] and be [[Dakka|loud]]. [[Malal]] doesn&#039;t really seem to have anything going for him in this department, admittedly, but then he doesn&#039;t really have anything against him either like Slaanesh does, and maybe a couple of Mekboyz decided to make enough of a boom to destroy the universe.&lt;br /&gt;
&lt;br /&gt;
Ultimately the lore has arrived at this explanation for Orks and Chaos: Their psychology just doesn&#039;t give much fertile soil for Chaos to take root in.  While they love fighting, they don&#039;t really experience hatred that Khorne could feed on.  They have no sexuality or appreciation of excesses beyond the banal joy of constant war (an objective lie given their fondness for fungus beer), so Slaanesh has nothing to tempt them with. Similarly, their wants and schemes are so unsophisticated and direct that there&#039;s nothing for Tzeentch to manipulate, and their biological nature so coarse and brutal in its simplicity that Nurgle can only be impressed as these grunting warrior mushrooms conquer the galaxy.&lt;br /&gt;
However, 6th ed Chaos Space Marines codex did mention an invading ork infected with a daemonic plague prior to Mortarion and Plague Marines showing up on the assaulted shrine world ; though in this case they were unwillig allies at best, victims of Chaos at worst, and not truly Nugrglite converts.&lt;br /&gt;
&lt;br /&gt;
== Ork Klanz ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;Oi, listen up ya gits. Dere&#039;s six diverant majah clanz of Ork, and dey&#039;s all right &#039;ard. Da clanz waz made way back by [[The Beast|the biggest, baddest warboss dere eva waz]], startin&#039; out as his specialist boyz before dey became dey own klanz.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Dere&#039;s da &#039;&#039;&#039;Snakebites&#039;&#039;&#039;, and dey&#039;z a buncha fundie gits what won&#039;t use any teknowlogy more complicated den a [[choppa]] an&#039; warpaint. Anytime dere&#039;s a world dat a WAAAAAGH smashed up, it gets full o&#039; fundie boyz. When we pick em up, a lot a dem run off ta da Snakebites anyway instead o&#039; learnin how ta fight propa. But dey got squiggoths, an&#039; every WAAAAGH needs really big killy fings. Snakebites wear brown, like a buncha zoggin&#039; humie &#039;Armish folk.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop, [[Snake Bites]] have the rule &#039;DA OLD WAYS&#039; which allows them to ignore any wound rolls of 1-3 unless the attack is S8. It&#039;s best for green tide-style ork armies or keeping that [[Squiggoth]] alive until it gets within krumping range.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Da &#039;&#039;&#039;Bad Moonz&#039;&#039;&#039;, what gotz lotsa teef &#039;cause dey grow faster den any other orks, so dey&#039;z a buncha rich gits. &#039;at meanz dat dey&#039;s got da best squigs and dakka, but since dey&#039;z such lazy gits, dey&#039;s [[Tau|no good at choppin&#039; an&#039; stompin&#039;]], so other orks can always just find a Bad Moon and stomp his teef out. Bad Moonz wear Yella, da color a big booms and shiny bits.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop [[Bad Moons]] take [[Dakka]] up to a whole new level with their &#039;ARMED TO THE TEEF&#039; ability; meaning they have +6 range to EVERY dakka or Heavy gun, and they get AP-1 on 6s. Great for an orky gunline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Goffs&#039;&#039;&#039; are the fightiest of all da Orkz. Dey&#039;z always fightin&#039;, especially wif eachother - it&#039;s a rare Goff dat hasn&#039;t killed atleast somefing every day of his life. Dis constant fighting makes dem da toughest an&#039; meanest of all da Orkz. [[Ghazghkull Mag Uruk Thraka]] &#039;imself wuz a Goff. Dats why he&#039;s so big, &#039;ard, an mean. Goffs wear black, da color a bein&#039; DED &#039;ARD!&amp;lt;/ul&amp;gt;&lt;br /&gt;
- [[Goffs]] have three great things going for them, the first being [[Ghazghkull Mag Uruk Thraka| the prophet of gork and mork]] and second being their ability &#039;NO MUCKIN&#039; ABOUT&#039; which gives them a melee equivalent to the (now dead) Dakka! Dakka! Dakka! ability, namely their 6&#039;s on melee attacks generate new attacks (for which you still have to do the hit roll). Alongside that, charges get you S+1 on any attack, making a squad of Slugga boyz capable of delivering [[Rape| all sorts of carnage]] if they manage to reach the enemy. Melee focused ork armies are preferable for this clan.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* Da &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;&#039;re all part a da Kult a Speed, and dey&#039;ve got da most Meks, so dey&#039;re always muckin&#039; about with teknowlogical equipment an speedy karts. Deyz big believas in da color red, cuz RED &#039;UNZ GO FASTA!&amp;lt;/ul&amp;gt;&lt;br /&gt;
- When playing the [[Evil Sunz]] on the tabletop take full advantage of their &#039;RED ONES GO FASTA&#039; ability and use as many &#039;speed freek&#039; models as you can, the clan ability gives all units a plus one inch to their move and advance; with speed freek models this bonus is 2 inches instead.Oh and the ability also means you can advance your units and not suffer any penalty to accuracy for your assault weapons.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Deffskullz&#039;&#039;&#039; are a buncha teevin&#039;, lootin&#039; gits what&#039;ll grab anyfin&#039; what&#039;s not nailed down an&#039; if it&#039;s nailed down dey&#039;ll loot the nails den loot da fing wot was nailed down an&#039; make it orky. An&#039; oi does mean [[Looted|anyfin&#039;]]. Even in da middle of a scrap. Da mekz loves em, though, cuz nobody&#039;z got more bitz and gubbinz than a Deffskull Loota. Deffskullz all seemz ta have some kinda technikal know-wotz, dough. Deffskullz wear da color Blue, cuz Blue&#039;s a lucky color. deyz &#039;ave a bit of a &amp;quot;bad relashunship&amp;quot; wif some &#039;umies called da [[Blood Ravens|blud rafens]]. deyz hatez da blud rafens.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- On the tabletop, [[Deathskulls]] have the ability &#039;LUCKY BLUE GITZ&#039; which gives them a 6+ invulnerable save,[[Troll|BTW they all have OBSEC]]. You are also able to re-roll a single hit roll and a single damage roll for each unit with that culture. This clan is sort of an all rounder for ork players, a jack of all trades sort of deal.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* And, last of all but not least, dere&#039;s da &#039;&#039;&#039;Blood Axez&#039;&#039;&#039;. Dey&#039;re da ones what&#039;ve been hangin&#039; around da stinkin&#039; humies fer ages too long, and gone and developed all sorts a un-orky tings like &#039;&#039;taktiks&#039;&#039;, &#039;&#039;recownasense&#039;&#039;, &#039;&#039;cammer floggs&#039;&#039;, an worse of all, &#039;&#039;retreat&#039;&#039;. Dey&#039;ve even got a sayin&#039; bout it: &#039;&#039;&amp;quot;If we runs for it, it don&#039;t count as losing, cuz we can also come back for anuvver go, see?&amp;quot;&#039;&#039; Dey&#039;z mocked as cowardly gits by most&#039;a da boyz, but &#039;cause dey be dead cunning dey&#039;z da main source of da best warbosses in WAAAAAAAGH! time (Next ter Da Prophet hisself, o&#039;course). Blood Axes also do lots of talkin&#039; wiv humies, so deyz gots idears like tradin&#039; with da&#039; humies&#039;, &amp;lt;s&amp;gt;peace&amp;lt;/s&amp;gt; waitin&#039; fer da roight time ta fight, an&#039; using armour and gunz wot don&#039;t stop working just &#039;cause otha&#039; gitz believes dey&#039;z useless (SEE, HUMIES ARE GUD&#039; F&#039;R SOME FINGS BUT NOT EVERY FING!). Blood Axez wear cammerflage, but at least they paint it nice an&#039; bright so&#039;s you can see&#039;em coming.&amp;lt;/ul&amp;gt;&lt;br /&gt;
- Tabletop wise, [[Blood Axes]] are [[Creed| tactical geniuses]] with their &#039;TAKTIKS&#039; able to [[What| take cover despite not really being in cover]] as long as the enemy is at least 18 inches away, making them good against [[Shooty]] armies, additionally their kultur gives them the ability to shoot or charge (but not both) even if they fell back within the same turn; essentially meaning this is the kultur you use when you are the type of ork player who believes in tactical retreats.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
Later, when da humies learned dat der was six Beasts, and each lead a &amp;quot;lejun&amp;quot; o Boyz, dey started tinking dat each o da Clanz were da rem... Re... &#039;&#039;Leftovers&#039;&#039; o&#039; each Beast&#039;s lejun. &#039;Oo knows if datz da troof, I sure as zog dunno.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One last thing; any unit that only includes [[Gretchin]] don&#039;t get any benefit from their klan culture whatsoever. Because they suck at life.&lt;br /&gt;
&lt;br /&gt;
=== Ork Non-Klanz ===&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
*  Den dere&#039;s da &#039;&#039;&#039;Freebootaz&#039;&#039;&#039;, boyz wut left deir klan ta become merks an&#039; piratz and all&#039;at. Freebooterz iz often kicked o&#039; deir klan for likin&#039; sumtin&#039; dat izn&#039;t violence more dan violence, like [[Kaptin_badrukk|Kaptin Badrukk]] (teef), [[Wazdakka Gutsmek]] (goin&#039; fast), or [[Zodgrod Wortsnagga]] (snotlings), but some leave o&#039; deir own accord for similar reasons, like [[Kaptin Bluddflagg]] (loot). Freebootaz will even work for stupid &#039;umies for shinies (or hats), though dat don&#039;t mean dey won&#039;t turn &#039;round an &#039;ave a go at dem too if dey fink dat gits dem more hats &#039;n fings. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- Although [[Derp| they aren&#039;t actually a klan]] the codex treats the [[Freebooterz|Freebootaz]] as if they were; with the klan ability &#039;COMPETITIVE STREAK&#039; which adds 1 to hit rolls whenever a nearby (within 24 inches) friendly unit has successfully wiped out an enemy unit. So if you have [[Shooty]] army and successfully manage to wipe out an enemy unity within 24 inches of some [[Lootas]] then you could give yourself a pretty impressive buff. It also applies to [[Choppy]] armies; get a single unit to wipe out an enemy unit while within 24 inches of your mob of slugga boyz, and your hitting on [[FATAL| 2&#039;s for melee]] which combined with a large amount of boyz equals a [[Rape| bad time for whos facing them]].&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
*  &#039;&#039;&#039;Feral Orkz&#039;&#039;&#039; iz like Snakebites, but dey don&#039;t have a choice what wif not &#039;avin&#039; access to Ork kultur seein&#039; az dey don&#039;t got space travel.  Often join da Snakebitez soon as dey&#039;z recruited by a WAAAAAAGH!&lt;br /&gt;
** &#039;&#039;&#039;Beast Snaggas&#039;&#039;&#039; are loik a kind of really squigly-cybork gitz wot loik huntin&#039; down tanks and big monsters. Dey gotz da biggest boyz, almost as big as a nob, cause deyz foighten all dem big an tough fings. Deyz ain&#039;t Feral gitz, an&#039; are more loik da Kult of Speed, but prefer roidin&#039; giant squigs ta trash everyfing dey run in to. Loik da Kult of Speed, any git can join da Beast Snaggas, but da Snakebitez really loik dem. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- If you want to play [[Feral Orks]] on the table top probably best to just [[Counts As| treat them as snakebites]], or give them no culture at all! Which makes sense giving they&#039;re uncultured scum even by the standards of other orks.&lt;br /&gt;
&amp;lt;ul style=&#039;color:green;font-size:100%&#039;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Speed Freekz&#039;&#039;&#039; is what you call da members o&#039; da &#039;&#039;&#039;Kult o&#039; Speed&#039;&#039;&#039;, a klub any Ork what likes goin&#039; fast a lot can join, not just da Evil Sunz. Deez gitz loik to run around on da edges of da WAAAGH! an&#039; act loik doze scouts &#039;n outroiders dat doze non-orky gitz use. &amp;lt;/ul&amp;gt;&lt;br /&gt;
- Even though to get the &amp;quot;[[Speed Freek]]&amp;quot; Bonus you really should pair them with Evil Sunz&lt;br /&gt;
&lt;br /&gt;
===What is the measure of a Klan?===&lt;br /&gt;
It&#039;s easy to think that Ork Klans are just galaxy-spanning groups of like-minded Orks; like there&#039;s just six huge fucking groups of Orks around the galaxy but as we all know, if Orks were that united, the rest of the races would have a real big problem on their hands. Ork Klans are more like six types of Ork personality (and/or, depending on the writer, ethnicity/subspecies) that might have been engineered into the Orks way back by the Old Ones or created by the Beast&#039;s Legions in M32. Maybe they appeared on their own, who knows.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a random Ork Boy as an example. All Orks love a good scrap, looting and of course dakka. However, the individual Ork Boy tend towards one type of Orkitude over others. Maybe he&#039;s more into crashing into his enemies at high speeds (which would make him an Evil Sun) or maybe the looting after the battle is his jam (making him a Deff Skull). As a single Boy in a large mob, his preferences doesn&#039;t really matter - he&#039;ll just have to follow his Nob or get krumped - So it is the leaders and/or majority Klan of an Ork warband who&#039;ll decide how the mob acts. So a large horde of Orks led by a Goff Warboss will likely use black and white paint on their stuff and prefer melee combat like Goffs would, but that doesn&#039;t mean that every single Ork in the mob is a Goff.&lt;br /&gt;
&lt;br /&gt;
When Orks gather for Waaaghs they tend to form new mobs that are &#039;&#039;actually&#039;&#039; comprised mainly of one Klan of Orks. The large amount of Orks in the Waaagh makes it easier for them to organize themselves into groups of similar interests. That&#039;s where the huge Mad Max-esque hordes of Evil Sunz Bikers and Trukks on Armageddon come from.&lt;br /&gt;
&lt;br /&gt;
From another perspective, the ork klans could be seen as the orkish equivalent of various orkish ethnicity. Boys from the same klan will often have similar physiological features; goff boys are naturally bigger and tougher, bad moonz boyz teef naturally grow faster, etc. Orkish klans could be interpretted as orkish &amp;quot;races&amp;quot; inasmuch as orks are a &amp;quot;race&amp;quot; unto themselves. (Disclaimer: Not from [[/pol/]])  But they also reflect different philosophical views about what is best in life, whether it being going fast, having the flashiest lootz, or simply being the biggest, toughest ork of them all.&lt;br /&gt;
&lt;br /&gt;
From another, other perspective, the klans can be seen as the devolved remains of Krork society based on their specialities.&lt;br /&gt;
 &lt;br /&gt;
The Goffs&#039; brute strength and serious demeanor would&#039;ve have fit well for front line soldiers.&lt;br /&gt;
&lt;br /&gt;
*The Bad Moons&#039; control over the Ork economy and usage of secondary currency in the form of gold indicates they could&#039;ve been merchants or bankers, as they manage to maintain an upper-class role without any orks going into poverty for long.&lt;br /&gt;
&lt;br /&gt;
*The amount of time Evil Sunz spend working on their vehicles, as well as discovering a way to make them go faster just by painting them red would&#039;ve made great engineers and mechanics.&lt;br /&gt;
&lt;br /&gt;
*Although Blood Axes are considered nowadays to be untrustworthy gits by the other klans, their (relatively) unmatched knowledge in wartime strategy would fit the role of leaders and tacticians.&lt;br /&gt;
&lt;br /&gt;
*Deathskulls are a little harder to pin down, but their constant curiosity for items to loot and add their own Orky innovations to it could be an indication of their previous roles as scientists or even artists (if the blue face paint is any indication)&lt;br /&gt;
&lt;br /&gt;
*Finally, the Snakebites&#039; amount of Oddboyz and squig handler could suggest they served as shamans and animal handlers (assuming Krorks still used squigs.)&lt;br /&gt;
&lt;br /&gt;
==Ork Language==&lt;br /&gt;
Orks in the 41st millennium all speak one seemingly-universal language with no well-defined name.  It&#039;s commonly called &#039;&#039;&#039;Orkish&#039;&#039;&#039; or &#039;&#039;&#039;Ork speak&#039;&#039;&#039;, both in-universe and not.  As you can tell from the rest of this article, Orks speak a low, gruff, and guttural form of exaggerated Cockney English.  Piratical-types such as Freebootaz and other mercenaries will mix in a stereotypical &amp;quot;pirate&amp;quot;/Bristol accent, along with appropriate nautical slang. If you&#039;re looking to do some [[homebrew]]ing and want to make your orks [[Your Dudes|Ur Doodz]], consider lightly spicing up the basic &amp;quot;Ork accent&amp;quot; by adding more unique word use (industrial jargon, military terms, rural slang), and consider varying the accent by looking into the endless, undulating mass that are the accents of the British Isles.&lt;br /&gt;
&lt;br /&gt;
Ork language is, in-universe, written in glyphs. Those glyphs correspond to both concepts and sounds.  Out of universe, when orks are speaking their words are translated as English, but written with heavy use of &amp;quot;phonetic&amp;quot; spelling and 90&#039;s &amp;quot;krazy kool&amp;quot; spelling.  The exact specifics of these changes are left up to the author.&lt;br /&gt;
&lt;br /&gt;
The question of what Orkish actually is in-universe has been mildly debated, left up to interpretation, and spun several ways by Black Library and Codex authors over the years.  Some possibilities include:&lt;br /&gt;
* A heavily accented form of Low Gothic.&lt;br /&gt;
* A distinct dialect of Low Gothic.&lt;br /&gt;
* A separate and not-mutually-intelligible language evolved from Low Gothic at some point in history.&lt;br /&gt;
* A unique language which did not arise from the languages of other races.&lt;br /&gt;
* A collection of distinct languages, all spoken by orks, which Imperial scholars can&#039;t be bothered to tell apart (this would mean some orks wouldn&#039;t understand other orks from distant regions of the galaxy).&lt;br /&gt;
* Actually, &#039;&#039;literally&#039;&#039;, just Cockney British English, spoken in universe, and either:&lt;br /&gt;
** Low Gothic is also literally British English, making Orkish a heavily accented form of Low Gothic, or...&lt;br /&gt;
** Low Gothic is entirely distinct from British English, meaning that orks would be speaking actual English 38,000 years from now, for no explained reason, and Imperial scholars are too stupid or too racist to realize that and subsequently go apoplectic trying to figure out why the fuck every greenskin in the galaxy is speaking some antique Terran language.  (It may also be possible that a cover-up is in progress to prevent Imperial linguists from realizing this absurdity en-masse and all losing their minds at once.)&lt;br /&gt;
&lt;br /&gt;
Do note that, in all of this, it is possible that the orks&#039; psychic fields are acting as a translation tool whenever orks speak directly to anyone who doesn&#039;t know Orkish.  This would allow for Orkish to be an entirely distinct language, which Imperial scholars could need to translate, but also allow orks to shout intimidating speeches at their enemies, and guarantee said enemies know exactly what insults are being hurled.&lt;br /&gt;
&lt;br /&gt;
===Ork Terminology===&lt;br /&gt;
*Humie/Umie: Human&lt;br /&gt;
*[[Beakie]]: Space Marine&lt;br /&gt;
*Spikey Boy: Chaos Corrupted individuals&lt;br /&gt;
*Panzee: Eldar&lt;br /&gt;
*Gun Runt: T’au&lt;br /&gt;
*Tin Skull: Necron&lt;br /&gt;
*Bug: Tyranid&lt;br /&gt;
*Git: Generic insult/Anyone who ain’t being “Proppa Orky”.&lt;br /&gt;
*Choppa: Literally any melee weapon, even a bludgeoning one.&lt;br /&gt;
*Shoota: Two-Handed ranged weapon that fires a whole lotta dakka real fast.&lt;br /&gt;
*Slugga: One-Handed ranged weapon, more useful for making noise than for hitting things.&lt;br /&gt;
*Blasta: Two-Handed ranged weapon that isn&#039;t some kind of shoota (e.g.: Kustom Mega Blasta).&lt;br /&gt;
*Grot: A [[gretchin]]/An alternative insult to git.&lt;br /&gt;
*Snot: A Snotling, a Snot is usually a Midget/Young Gretchin.&lt;br /&gt;
*Drops/Bog: The communal toilet, where orks relieve themselves. Also filled with squigs and mushrooms.&lt;br /&gt;
*[[Squig]]: Short for &amp;quot;squiggly beast&amp;quot;. Various symbiotic creatures encountered around orks. Grown from the same spores as orks and grots.&lt;br /&gt;
*Krump: Beat up and/or kill/destroy.&lt;br /&gt;
*Kustom: Specially made and/or customized gear, usually reserved for Nobs, Bosses, and Flashgitz.&lt;br /&gt;
*Gubbins: Components, especially those used to make something kustom.&lt;br /&gt;
*Zog: Ruin and/or destroy. Often used as a curse or exclamation. &lt;br /&gt;
*[[Dakka]]: Rapid fire capability and weaponry. It is impossible to have enough.&lt;br /&gt;
&lt;br /&gt;
==Ork Daily Life==&lt;br /&gt;
&lt;br /&gt;
[[File:Wh40k online concept.jpg|thumb|300px|right|Your average Ork home. Quite cozy when it comes down to it, really.]]&lt;br /&gt;
&lt;br /&gt;
Morning.&lt;br /&gt;
GET UP! Doesn&#039;t matter when. But usually in the mid morning, unless a nob kicks him in the face cause he is late for something, which he usually is. Next eat. Either the breakfast his pet grot brings him or the grot itself. Orks don&#039;t much care it all tastes the same dipped in mud and fried on a stick chased with some fungus beer.&lt;br /&gt;
Hit the drops. Yes the communal act of using the local bog. Literally. He might get a scar on his duff to show off if the Squigs are feisty that morning. Then swagger about and try to find new things to kill. Or new ways to kill things. This lasts till about noon.&lt;br /&gt;
&lt;br /&gt;
Noon&lt;br /&gt;
LUNCH! Fungus rums and beers. Squig pies and mushroom fries. Plenty of fights break out at lunch usually from a loota stealing another Orks &#039;sweet-squig&#039; dessert. Or some nob mouths off when drunk. Either way LUNCH! Next nap time/ wrekreation. Most Orks, having spent a very busy day trying to think up new ways to kill or new things to kill, will take a nap. Usually the average rank and file lad who has nothing better to do. It is around now that the more specialized Orkoids shall gather in their respective mobs and set about spending afternoon and early evening doing what they do best. Be it practicing blowing crap up if tankbustaz. Racing around the camp as speed freaks. Helping the meks if lootas or burnas. &amp;lt;strike&amp;gt;Hiding in plain sight if kommand-&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Move along, nofink to see &#039;ere.&lt;br /&gt;
&lt;br /&gt;
Evening&lt;br /&gt;
WORK TIME! The boss or local big mek or Warp&#039;ead bullies most everyone around the camp center and gets up on his WAAAGH!!! Banner-tower and starts to bark out orders on what they will attack that night, or where they will hit to steal material to build his next projekt, or give a flashy psycho-pyrotechnic light show during a prophetic chant. (though sometimes if no one got up till half past 5 they plan it during the early morning.) Depending on the Clan majority this can be as simple as &amp;quot;Smash dis!&amp;quot; (A goff) to &amp;quot;Ok Dis team needs ta be &#039;ere right when da rockets hit Or we wont-&amp;quot; &amp;lt;strike&amp;gt;(Yeah Blood axes don&#039;t know when to shut up) &amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*THUMP*&#039;&#039;&#039;  ZOGGIN&#039; &#039;Umiez.&lt;br /&gt;
&lt;br /&gt;
Midnight&lt;br /&gt;
[[&amp;quot;Da Tragedy of Hamlet, boss of Denmark&amp;quot; by Shake-da-boss-pole|DA ORKING HOUR]]! Do what was stated in the evening until they get tired and go home to bed. It don&#039;t count as failing cause they will try again tomorrow. Or pull it off and party all night (to the dismay of the defeated) until they pass out.&lt;br /&gt;
&lt;br /&gt;
Even the Daily Life of the Ork is a miniature WAAAGH!!!&lt;br /&gt;
&lt;br /&gt;
==Reasons it Rokks to be an Ork==&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z gotz a shiney new 8th ork-dition Codex-fingy, an dis time it&#039;s tourny-viable!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da biggest an&#039; da strongest.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z made fer fightin&#039; an&#039; winnin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z got more boyz dan anyone else.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;All an ork eva wantz to do fo&#039;eva iz to keep fightin&#039;, winnin&#039;, an&#039; lootin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Dem mekboyz can loot anyfing an I mean [[Looted_Emperor|ANYFING]]!!&lt;br /&gt;
++&#039;&#039;{{BLAM| Previous record has been made of note to Ordo Xenos for immediate actions to be taken. The Emperor Protects}}&#039;&#039;++&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Ummm, wot woz dat? Zog, I&#039;ve lost count of da resuns for being an Ork!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z already know everythin&#039; wotz wort&#039; learnin&#039;.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da 2nd least [[grimdark]] race in da galaxy. BUT DA BEZT GREENDARK hur hur hur!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Da painboyz can fix ya up right&#039;n proppa, even if yer bloody &#039;ead&#039;z chopped off.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z got da shiniest bitz, or we&#039;z &#039;bout to krump da git dat does.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;The longa ya fite, the bigga and stronga ya get.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Teef&#039;s legal tenda. Punchin&#039; sum git in da face getz youz a day&#039;z meal.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;All ya ave&#039; tah worry &#039;bout is: foighin, lootin, speedin, sneakin, or mukin round wif sum technical gubbins ats&#039; wots&#039; used for foighin, lootin, speedin or sneakin. Da grots do da rest.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;If da mekboy can finks it, he can build it.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;An&#039; if he sayz it workz, he&#039;s roight.&amp;lt;/span&amp;gt; &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;We&#039;z da orkz an&#039; dey iz not.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Dem &#039;umiez and marine boyz screamin&#039; &amp;quot;FER DA EMPRER&amp;quot;, an dem spikey boys yellin&#039; &amp;quot;BLOOD FO&#039; DA BLOOD GOD!&amp;quot; is nofin&#039; kompared to &amp;quot;WAAAAAAAAAGH!&amp;quot;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Da red wunz will &#039;&#039;&#039;alwayz&#039;&#039;&#039; go fasta.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Purple iz da sneekiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Yello&#039; iz da &#039;splodiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Blu iz da lukiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Green iz da orkiest culla.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;I haz a hole in me chest an&#039; a choppa stuck to me leg? Didn&#039; notice it while I wuz krumpin dem spiky boyz.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Unlike dem &#039;umiez, greyskins, an&#039; panzees, anyone can be a warboss usin&#039; nofin&#039; more den a choppa an&#039; a litl bit o&#039; dakka.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Even if all da boyz get krump&#039;d, we&#039;z still win. Da only way da gits can zog us off is by [[Exterminatus|dakkain&#039; da &#039;ole bludy planet]].&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;You&#039;z can trade in yer dakka fer moah choppa, or vice versah, and you iz still Orky enuff.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;You&#039;z kan build an army of serial [[METAL BOXES|bawkses]] an&#039; duk&#039; tape an&#039; maybe a bit o&#039; spikez an&#039; bitz and still look reel smart an&#039; orky.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Rolling a double six with Shokk Attack Gun.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Some Git shootz 90% of Your squad, but the Nob smackz one boy on the &#039;ead and everybody iz doing good.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You&#039;z kan legally talk like a &amp;lt;s&amp;gt; retard&amp;lt;/s&amp;gt; proppa ard&#039; git.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Giving da boyz a frying pan on the &#039;ead and a fender on the shoulda makes dem &#039;arder.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Putting dem in a fridge makez dem mega&#039;ard.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You&#039;z kan yooz every armiez gunz, but nun kan yooz yorz…‘cept dem [[Armageddon Ork Hunters|armygeddun]] ork ‘unters.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; If you die you get proppa afterlife wiz lotta fighnin&#039; an&#039; booze, instead of being raped by laffin&#039; daemons for eternity.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Youz don&#039;t havta Hate everfink dat&#039;s not a Ork. &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; You WILL die of larfin&#039; if You play orkz.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Eiff Edishun iz da horde edishun! We&#039;z can field more boyz dan dem &#039;humies or bug fingies!   &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; No matta wot &#039;appens to da rezt of da galaxy, be it spikey boyz winning, Da &#039;umiez conkaring all da planetz, da Eldar succezzfully rezurrecting their godz, or da God-Emporer stepping down from &#039;is potty, you ztill &#039;ave a 99.99999% chance of surviving in zome capacity. There are Orks living in da Warp for Gorks sake.&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Wez da kannon winnaz of Soulstorm! Dat meanz we krumped dem &#039;undred baneblade fingys!&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Gorgutz WANTS DAT STIK!!! &lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt; Lastly, an&#039; most importantly, da mane reezun it rokkz ta be an Ork iz dis: &lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:175%&#039;&amp;gt;WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reasons it sucks to be an Ork==&lt;br /&gt;
# You&#039;re the one species that is actually dumber than humanity. &amp;lt;strike&amp;gt;{{BLAM|HERESY!}}&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* LOK BOSS I GOT MEH WUN UH DEM UMIES!!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Your war cry &amp;quot;WAAAGH!&amp;quot; is overused by everyone. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;LIEK IF &amp;quot;FOR DA EMPRAH!!!&amp;quot; IZN&#039;T OVERUZZED AZ &#039;ELL&amp;lt;/span&amp;gt;&lt;br /&gt;
# No matter how hard you try, you will never achieve enough dakka... and if you did, it&#039;d end up destroying you too. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;A TRAGGADY, DAT IS!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Despite having some awesome-looking guns, you can&#039;t shoot things for shit. Your standard Ballistic Skill is 2 (which means at best hitting things on a 5+), and when you &#039;&#039;do&#039;&#039; shoot somebody successfully it&#039;s probably due to sheer volume of bullets more than anything else.  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; YOU SAY DAT LOIKE IT&#039;S A ZOGGIN&#039; BAD FING! &amp;lt;/span&amp;gt;&lt;br /&gt;
# Your sole purpose in stories is to distract the Space Marines and the Imperial Guard from more dangerous threats like Chaos, Tyranids or Necrons. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; BUT WE&#039;Z GET TA HAVE A REAL GREAT FIGHT WHILEZ BEIN&#039; A DISTRAKSHUN. SO IT&#039;Z STILL ALL GOOD. ALSO HAV YOU EVEN READ DA BEAST ARISES WE ZOG DEM HUMMIES UP. &amp;lt;/span&amp;gt; （Sadly, the series&#039; average rating on Goodreads didn&#039;t even pass 4 stars, I think not a single book has passed 4 stars. So, I say they are not bad, but not that good either.）&lt;br /&gt;
# Your army falls apart at the seams the minute your Warboss dies. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;NAH, WE&#039;S JUST GOT TA FIGURA&#039; OUT WHUZ IN CHARGE NEXT, DAN WE COMES BACK AROUND TA FUMP EM AGAIN!&amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt; Hiss! By that time we&#039;ve NOMNOMNOMNOM&#039;D on you &amp;lt;/span&amp;gt;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; ANUDDA &#039;EAD FER ME POINTY STIKK!&lt;br /&gt;
# Orks do not draw psychic power from the [[Warp]], [[Derp|but still take Perils of the Warp]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; DEM WEIRDBOY GITZ JUST ORK&#039;D TOO &#039;ARD!&amp;lt;/span&amp;gt;&lt;br /&gt;
# Anytime you use anything, from your smallest pistol to your [[Battlefleet Gothic|largest space ship]], you have the same chances of surviving its use as a grot snuggling an overcharged standard issue Imperial [[Plasma Weapons|Plasma Gun]]. Offset by the fact you can survive 4th degree burns, decapitation, being septic, and acquiring space tetanus.&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; OY, DOK. WUTZ DIS TETANATHINGY? CAN WE&#039;Z SQUISH ET?&amp;lt;/span&amp;gt; &lt;br /&gt;
# In Second Ed there was an alarming risk that your entire army might die before the battle actually started because almost no Ork units had sealed armour.&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; ORKZ DUN&#039; NEED ARMER! NOT WEN ORKZ GOT DAKKA!! SMASH DEM GITS WITOUT&#039;IT!&amp;lt;/span&amp;gt;&lt;br /&gt;
# You have a mushroom and two spore pods dangling between your legs, and Kroot find it a delicacy. &amp;lt;strike&amp;gt; &amp;lt;span style=&#039;color:yellow;font-size:115%&#039;&amp;gt; GOOD MEAT BAKKAWW! &amp;lt;/span&amp;gt; &amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* I DUNNO WUT DIS DUN SAID BUT IT URT ME EYES SO I KRUMPED IT!!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
# You&#039;re part of [[Squad Broken]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;WELL UH.... ZOGGIT, YOO GOT US DERE.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;strike&amp;gt;Even (some) vegetarians will eat you&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; NOT IF WE EAT DEM FIRST! HAH!  &amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;strike&amp;gt;You haven&#039;t had a new codex since 4th edition. And it&#039;s starting to show.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; SHUT IT YA GIT, WE&#039;ZE DA ORKS AND YOU&#039;Z A BUNCH O PANSY GITS! B&#039;SIDES, WE IZ GOING TA GET NEW CODEX DIS 6TH ED! OI BOSS WEZ GOT A SEVENF EDISHUN CODEX BEFORE THE PANSY GITS DID!  N NOW WE&#039;Z GOTZ A SHINEY NEW 7 ORK-DITION CODEX-FINGY! ZOGGIN&#039; GORK! DIS EYFF EDISHUN KODEX IS DED KILLY! &amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt;(And now you don&#039;t have a codex anymore.)&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; &#039;AVE YOU &#039;EARD OF ORKTOBER, HUMIE?&amp;lt;/span&amp;gt; Your codex came out in November. &lt;br /&gt;
# &amp;lt;strike&amp;gt;There is a slight chance that [[Matt Ward|Mattard]] is going to write 6th edition codex. If so, in the next codex you&#039;ll read something like this: &amp;quot;The Orks insatiable thirst for violence is, really, just a way of coping with the angst they feel that no matter what they do, they will never be Ultramarines.&amp;quot;&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; WHO KEEPS LETTIN&#039; DEZ&#039; HUMIES IN &#039;ERE! WE&#039;Z BLOODY INFESTED! GET DA BURNAZ!&amp;lt;/span&amp;gt; &amp;lt;strike&amp;gt;(Also [[Matt Ward|Mattard]] is apparently too busy with pestering Forge world for more Space marine resin collections to be converted into plastic for the main product line to be bothered with our humble bumbling green skins.)&amp;lt;/strike&amp;gt;  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Tipakill &#039;umie bee&#039;ayevyohr dat iz. Alwayz ignorin&#039; da orky fingz in loif an&#039; only payin&#039; attentchuhn to zoggin&#039; &#039;umie fingz. Downroight shaymfol dat iz. Da onlee REEL orky &#039;umie dere iz iz dat Kaptuhn Yarik; Gork - or eh, iz it Mork? - bless &#039;iz &#039;eart.&amp;lt;/span&amp;gt; (Trust us greenskin, Matt Ward ignoring you is a good thing.)  &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; But waznt &#039;e fired fur being an annoying grot?&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;I GOT DA BURNAZ!! WE HAVIN A BBQ?? MAKE MINE CRISPY AN DUN FORGET DA EXTRA SQUIG SAUCE&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; &amp;lt;strike&amp;gt;if dere ain&#039;t any Stormboyz, yer army k&#039;n get krumped by da Blu Gitz real easy like. No not [[Ultramarines|DEM]] blue gits The [[Tau|udda ones]] wif da nice dakka and puny stompas.&amp;lt;/strike&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&#039;color:green;font-size:120%&#039;&amp;gt;&#039;&#039;&#039;*CRUNCH*&#039;&#039;&#039; OI! WHO LET DA GROT DO DA TALKIN?! WE JUS&#039; SMASH DEM BLUEBOYZ WIT &#039;ARE CHOPPAS WHEN WE GET CLOSE, AN&#039; IF DAT DON&#039;T WORK WE JUST MATCH DERE AMOUNT OF DAKKA WIT SOME PRETTY KILLY SHOOTAS. UNLESS DEY SEND DA RED COMMIT THO... GOOD FING DEY GOT RID OF HIM!&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;strike&amp;gt;You probably dont have a penis. You can piss on Space Marines, only to die a short while later.&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;IZ DAT BAD FING? OOMIEZ SAYZ DAT IT VERY HURTZ WHEN WE &#039;IT EM IN IT? Wait... Dat what dey call the mushroom&#039;n&#039;spore pods? Poor suckas! Dey have PAIN nerves down dat way? No WONDER dey scream so bad when we kick em there.  &amp;lt;/span&amp;gt;&lt;br /&gt;
# You all piss yourselves at the very mention of the name of a certain [[Farsight|Red Armored Swordsman]]. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; WE&#039;Z JUST BE SO EXCITED CAUSE DAT BLUE-BOY ACTUALLY PUTS UP A FIGHT! &amp;lt;/span&amp;gt;&amp;lt;s&amp;gt; &amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; More so than the Orks did against an old Ethereal with a pointed stick! &amp;lt;/span&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*KRUMP* SHUT IT YA GREAT LANKY BLUE GROT &amp;lt;/span&amp;gt;&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Dat Red Kommit ain&#039;t got nottin&#039; on Yarik, da Kommit just has a good choppy bit! Yarik jus&#039; has ta look at ya funni to zog ya! *Thunk* Da Redd Kommit wuz tearin&#039; boyz wif his stompaz&#039; bare &#039;ands before &#039;e found da choppa ya grot!  &amp;lt;/span&amp;gt;&lt;br /&gt;
# One of your gods has the voice of Robin Williams. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; Izzat a bad fing? &amp;lt;/span&amp;gt;&lt;br /&gt;
# You have to deal with Vance Stubbs fans refusing to admit that they lost Kaurava. The only real defeat is people pretending you never won. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt; BUT DEN WE GETS TA KRUMP DOSE BUTT&#039;URT GITS AN HAV A REEL GUD FIGHT! WATZ DA PROBLEM WIF DAT? &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Grot]]&lt;br /&gt;
* [[Snotling]]&lt;br /&gt;
* [[The Beast]]&lt;br /&gt;
* [[The War of The Beast]]&lt;br /&gt;
* [[Ghazghkull Mag Uruk Thraka]]&lt;br /&gt;
* [[Gorgutz_%27Ead_%27Unter|Warboss Gorgutz &#039;Ead &#039;Unter]]&lt;br /&gt;
* [[Deffboss]]&lt;br /&gt;
* [[Deffwotch]]&lt;br /&gt;
* [[WAAAGH]]&lt;br /&gt;
* [[&amp;quot;Da Tragedy of Hamlet, boss of Denmark&amp;quot; by Shake-da-boss-pole]]&lt;br /&gt;
* [[Makbeff]]&lt;br /&gt;
* [[Ork Klan Creation Tables|Not a fan of the original six Klans? Make your own instead!]]&lt;br /&gt;
* [[Warhammer 40,000/Tactics/Orks (9E)|Tactics on how to play them.]]&lt;br /&gt;
* [[Warhammer_40,000/Tactics/Orks/Dred_List|Dreadnought List]]&lt;br /&gt;
* [[Codex Orks: Space Odin Edition]]&lt;br /&gt;
* [[Ork Gunz]]&lt;br /&gt;
* [[Gargant]]&lt;br /&gt;
* [[Stompa]]&lt;br /&gt;
* [[Deff Skwadron]]&lt;br /&gt;
* [[Scraplootas]]&lt;br /&gt;
* [[Da Chopshop]]&lt;br /&gt;
* [[Ork Trek]]&lt;br /&gt;
* [[Ironjawz]] for one of their Age of Sigmar counterparts.&lt;br /&gt;
* [https://www.youtube.com/watch?v=whxcq4I0kAo Da Ork Song]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JXCLtD5batc Dem Ork Boyz Song]&lt;br /&gt;
* [[Armageddon Ork Hunters]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ork flowchart.png|WAAAAGH flowchart&lt;br /&gt;
Image:WAAAAGH.jpg|WAAAAAAAAAAAAAAAGH&lt;br /&gt;
Image:Ork_WTF_is_this.jpg|WOT&#039;Z DAT&lt;br /&gt;
Image:Orks_are_made_4_rokkin.jpg|[[https://www.youtube.com/watch?v=whxcq4I0kAo| ORKZ IZ DA ROKKINEST]]&lt;br /&gt;
Image:WOT_DA_ZOG.jpg|DA PAINBOSS IZ GONNA WANT TA LOOK AT DIS, WOTEVA IT IS&lt;br /&gt;
Image:Disguise_1.jpg|Orks are the best at disguises&lt;br /&gt;
Image:Disguise_2.jpg|Stoopid [[beakie|beakies]]&lt;br /&gt;
Image:Disguise_3.jpg|Weeabork&lt;br /&gt;
Image:Orktaku.jpg|A different sort of Weeabork&lt;br /&gt;
Image:Samurork4.jpg|The truest of Weeaborks&lt;br /&gt;
Image:Da_warboss_Lincoln.jpg|The assassination of Warboss Lincoln.&lt;br /&gt;
Image:GorknMork.jpg|Gork and Mork&lt;br /&gt;
Image:Ork_Fortress.jpg|WE&#039;Z AMUZED BY ENTIRE PUNY &#039;UMIE IMPERIUM&lt;br /&gt;
Image:Pimp_Ork_1.jpg|PompadOrk&lt;br /&gt;
Image:Pimp_Ork_2.jpg|EY YOU GITZ WE &#039;EARD YOU LIKE TA MAKE IT ORKY SO WE ORKYFIED YER ORKY SQUIGOFF SO YOU&#039;Z CAN WAAAGH WHILE YOO&#039;Z WAAAGHIN&#039;&lt;br /&gt;
Image:Killskata.jpg|Jet Grind RadiOrk&lt;br /&gt;
Image:Gorkken_Morkann_by_Jaekyu.jpg|&#039;OO DA &#039;ELL DO YA FINK WE IS?!!!&lt;br /&gt;
Image:Finking_wiz_siantz_2.jpg|IT&#039;Z TIME FER SUM IKSPERIMINTS&lt;br /&gt;
Image:Ork_teaparty.jpg|No reason we can&#039;t be civil&lt;br /&gt;
Image:Finking_wiz_siantz.jpg|SIANTZ. It works.&lt;br /&gt;
Image:Oldboyz.jpg|Oldboyz can Waaagh! too. They just need a nap afterwards.&lt;br /&gt;
Image:Orkpoke.jpg|SlowpOrk&lt;br /&gt;
Image:Ork_Anatomy.jpg|Inaccurate (but in-universe) depiction of orky gubbinz.&lt;br /&gt;
Image:Orkspekta_gubbinz.jpg|Orkspekta Gubbinz iz on da case!&lt;br /&gt;
Image:Orkishbeprepared.jpg|&amp;lt;strike&amp;gt;Jeremy Irons is orky, right?&amp;lt;/strike&amp;gt; COURZE &#039;E IZ! E&#039;Z ZO ORKY YOU&#039;Z CAN&#039;T LISTEN TA DA ORIGINAL SONG WIWOUT &#039;EARING DIS!&lt;br /&gt;
Image:Green.jpg|Supagreen&lt;br /&gt;
Image:1229746903774.jpg|[[Deff Skwadron]]. Zoggin&#039; bootiful.&lt;br /&gt;
Image:Proud&#039;n&#039;Bootiful.jpg&lt;br /&gt;
Image:1239594444871.jpg|Transform and WAAAGH! (Holyshit this thing actually transforms.)&lt;br /&gt;
Image:1258887158852.jpg| Essentially....this is the best thing ever.&lt;br /&gt;
Image:mythbusta.jpg&lt;br /&gt;
Image:Ork_love_potion.jpg|Love Can WAAAGH!&lt;br /&gt;
Image:Ork with Lego shootah.jpg&lt;br /&gt;
Image:Squig_drops.jpg&lt;br /&gt;
Image:Eldars_are_orky.jpg|[[Eldar]]z iz da most orky race evar, ya gitz!&lt;br /&gt;
Image:Ork Powuz.png|An alternate explanation of how a WAAAGH works.&lt;br /&gt;
File:Mork and gork orks warhammer 40k 1334752549083.jpg|Brutally cunning or cunningly brutal?&lt;br /&gt;
File:CoDorks.jpg|Only Orks are capable of making something utterly godawful into something completely Orky.&lt;br /&gt;
File:SmurfOrks.jpg|Orks, mastaz uf stelff&#039;en&lt;br /&gt;
File:Bork_Kube.jpg|A viable Ork space ship design. &amp;lt;strike&amp;gt;Actually, space doesn&#039;t have air resistance, so that would work fine for anybody&amp;lt;/strike&amp;gt; &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;*THUMP* WHO LET DE TALKY HUMIE GIT IN &#039;ERE?!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Navigation ==&lt;br /&gt;
&lt;br /&gt;
{{Template:Ork-Clans}}&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
{{Ork-Gitz}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Delightfully British things]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Mordheim:_City_Of_The_Damned&amp;diff=344812</id>
		<title>Mordheim: City Of The Damned</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Mordheim:_City_Of_The_Damned&amp;diff=344812"/>
		<updated>2023-02-26T19:43:56Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Cultists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
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Mordheim: City Of The Damned is a [[video game]] based on the popular [[Warhammer Fantasy]] [[Specialist Games|specialist game]] called [[Mordheim]] that was released in 2014 as an early-access game, and continued to receive updates (unlike most games in the early-access trend) throughout 2015 and into 2016, though it has since been completely abandoned and practically no one is still playing, so have fun getting a multiplayer match.&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The storyline is the same as the tabletop: Mordheim was a city in the [[The Empire (Warhammer Fantasy)|Empire]], as well as one of the primary centers of the Church of [[Sigmar]] and contained the bulk of the [[Sisters of Sigmar]], militant nuns dedicated to their god Sigmar. A prophesy stated that Sigmar would return to the world in Mordheim, and in the year it was supposed to happen (specifically in the year of 1999, making this a potential alternate universe where Y2K meant something) the city population EXPLODED with travelers. It quickly turned from a standard Empire city (which tend to already be a mix of faithful, [[Chaos]] cultists, and redshirts fated to be the skulls on every surface in [[Games Workshop]] landscape design) to a den of hedonism and debauchery, with quickly established slums. [[Daemon]] sightings were reported towards the end, and the city became a powderkeg where something awful was bound to happen. To make matters worse, the Empire was in a civil war at the time between three claimants to the position of Emperor. &lt;br /&gt;
&lt;br /&gt;
The Augurs of the Sisters received a vision that shit was about to go down on New Years Eve, and rather than joining the assembled celebrants in the city square to wait for their god they hid in the solid rock catacombs beneath their cathedral. When they emerged, they found that Mordheim had been fairly well destroyed, partially by riots, partially by Daemon slaughter, and partially by a HUGE COMET MADE OF [[Warpstone|WARPSTONE]] CRASHING INTO THE CITY. They quickly decided that Sigmar had simply found the city wanting and punished it instead. &lt;br /&gt;
&lt;br /&gt;
The Warpstone comet had shattered and its fragments spread throughout the city. These fragments, called Wyrdstones, caused massive corruption to everything around them.&lt;br /&gt;
&lt;br /&gt;
===The City===&lt;br /&gt;
Mordheim itself is a complete mess. The riots must have been interesting because rather than complete swathes of destruction, you have entire buildings reduced only to a charred wooden skeleton while the building next door remains intact (and rather spiffy, being the current nicest house on the block). The streets are covered in paper debris that seemingly came from nowhere, and some homes are almost cozy inside.&lt;br /&gt;
&lt;br /&gt;
Even more telling is the signs of madness everywhere. Carriages that have skinned horses placed on the cab while kneeling corpses of men in bridles are hitched to the front. Fenceposts with two &amp;quot;knights&amp;quot; composed of human body parts dressed up in mismatched armor and impaled on a stake, one of which is crowned with a fish, riding &amp;quot;horses&amp;quot; made up of multiple pieces of corpses and dead animals, both set up as if for a joust, one holding a lance, the other with a warhammer each where his arms should be. Blood everywhere. Random limbs strewn about and hung from banners declaring the city&#039;s allegiance to Sigmar or grasping onto masonry and woodwork as if belonging to an otherwise invisible human. Dead men and women with their arms and legs chopped away with a bloody smear indicating they managed to crawl some distance after being rendered a torso before bleeding to death. Bodies hung from windows and roofs, not being clear whether they were strung up before or after death. Some bodies appearing as if they were killed only moments before despite being covered in a layer of undisturbed dust, some bodies stripped to a clean and polished skeleton laying just beside. &lt;br /&gt;
&lt;br /&gt;
Giant glowing blue maggots crawl on any surface in the city in clusters, seemingly having no interest other than their meandering path. Masses of flesh, spiky bone-like protrusions, eyes, and mouths like lazy [[Gibbering Mouther|Gibbering Mouthers]] (or more Warhammer-appropriate, flattened [[Chaos Spawn]]) are found almost everywhere with some granting blessings or curses to those who stray too near, others doing... something (playing, eating?) to human corpses they&#039;ve picked up, some rearranging the entire landscape such as appearing to grow from the bottom of a well with a psuedopod lifting the top of the well in the air and inspecting it while a jet of infected water shoots from below and tickles their soft bits, and some just not giving any fucks what&#039;s going on and watching the bipeds with disinterest as they [[Meme|RIP AND TEAR]] each other to pieces.&lt;br /&gt;
&lt;br /&gt;
Of course, not everything is completely destroyed. Raven skull-headed men made of stone pour urns in elaborate fountains dedicated to [[Morr]], the roofs of buildings adorned with Sigmar&#039;s Twin-tailed Comet rise from the and still look pure when seen at dawn from the roof of a Cathedral, bronze statues to Sigmar hoist their hammers proudly. &lt;br /&gt;
&lt;br /&gt;
Most fights take place either in the Merchants Quarter, the Noble&#039;s District, or the Docks while once in a blue moon a battle occurs at one of the Cathedrals of Sigmar or a Bridge.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The video game basically plays like the tabletop. Pick your warband, equip them, train them, pay them, tend to their medical needs. Skirmish in the city going by Initiative. &lt;br /&gt;
&lt;br /&gt;
Movement during a character&#039;s turn is based on their allotment of movement and attack points with certain actions taking one or more of those. Each character can move a certain distance based on things like how heavy their armor is, allowing you to wander freely although you can retrace your steps to take a different route using your movement points. You can&#039;t redo your steps if you set off an environmental effect (usually walking on or by one of the Chaos growth things) or a waiting foe sees and charges you. You can perform movement actions like climbing or jumping on/off things although there is a chance of failure in which the character is unsuccessful (jumping across gaps or climbing) or takes damage if they fail. Some actions, like praying using a Rosary or shouting encouragement to a teammate also take movement points.&lt;br /&gt;
&lt;br /&gt;
A large chunk of any skirmish is between gathering Wyrdstone, looting dead bodies and other sources of goods like chests and piles of rubble, and getting into position for combat. At the end of each turn characters unless they overexert themselves characters can select if they are going to go into an Ambush stance (they&#039;ll rush and made an immediate attack on the first thing they see), a Dodge stance, or a Parry stance (if they have a Shield equipped). Characters with ranged weapons can use Overwatch, which is Ambush except for using [[Dakka]] rather than [[Choppy|WAAAGHing]]. &lt;br /&gt;
&lt;br /&gt;
In combat, characters take turns bashing each other, with some having special abilities like an extra hard smash or a debuff attack. Sometimes characters can make a counter-attack. Characters can enter dodge or parry chances to mitigate damage; parry lets you gain counter-attack chances, but some units bypass parry entirely and so dodge becomes more useful here - good luck stopping that Chaos Spawn&#039;s arm when it&#039;s the width of a tree trunk and has a Chaos-scrambled brain guiding it, you puny human. Spellcasters cast spells. Pretty straightforward. &lt;br /&gt;
&lt;br /&gt;
When characters are outnumbered, they have to pass an All Alone check based on their Leadership. If they fail, they will attempt to flee and earn a free attack from everything they&#039;re in combat with until they dart in the opposite direction as controlled by the AI, attempting usually to hide in a building (although smart players can set up an ambush character nearby who will charge them and give them a whap the second they start to run). Characters who fail their All Alone but are engaged in combat from all sides and don&#039;t have a place to flee to simply lose their turn. &lt;br /&gt;
&lt;br /&gt;
The map is lost or won when one team Routs, based on having their warriors put out of commission. There are other secondary objectives per game as well, which can be as complicated as taking tokens off dead enemies or taking the idol in their cart, or just getting a set amount of wyrdstone. You really should go for these seeing as they gift 3 extra XP for every unit, when just completing the mission alone nets 2XP.&lt;br /&gt;
&lt;br /&gt;
When the battle ends, the results screen will say which characters advanced. More importantly, will say who among those who were [[Meme|knocked the fuck out]] managed to make it back and with or without their gear, and whether they simply dropped dead upon returning home or if they suffered some kind of injury. Sometimes a redshirt who was gored to death by a Chaos Spawn in the skirmish can even make it back with all their gear, completely unhurt and having only gained experience points from the process.&lt;br /&gt;
&lt;br /&gt;
Permanent injuries show up on a character, and can be anything from a cracked skull giving them permanent Stupidity, a lost limb, a lost eye, and so on. While it may look absolutely badass for you to have a Sister Superior with a peg-leg, a missing eye, and a permanent crazy fucking look on her face while she swings around a giant mace, the longterm injuries are usually debilitating and unless you&#039;re really attached to a warrior (or not expecting them to survive much longer) you may want to consider replacing them with a new recruit unless they are so experienced you can&#039;t bring yourself to let them go. Or keep them in emergency reserve, maybe bring them a heretic home to bludgeon to death afterwards if they sweep while you&#039;re gone. &lt;br /&gt;
&lt;br /&gt;
A story mode exists in the game, although it&#039;s fairly bare-bones and just gives you the basics of who your faction basically is. During those, you can get access to a &amp;quot;Dramatic Personae&amp;quot; which is a named hero character. Players of Mordheim will recognize favorites like [[Bertha Bestraufrung]] when they get access to these special characters (who unless you REALLY fuck up can almost solo most maps by themselves). &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the game is notorious for one feature that makes it a niche game instead of one of /tg/&#039;s recommended. Difficulty. Now while /tg/ is no stranger to hard games (in fact /tg/ loves ballbusting hard games) there is a difference between hard and broken, and Mordheim: City of the Damned is just plain broken. To give you an idea of how unforgivingly hard it is the only way to reliably win constantly, even in basic matches, is to straight up break the AI. How did the developers respond to claims that the game was simply too hard? Tell players to exploit the AI as much as possible by putting yourself into doorways to break the AI&#039;s pathfinding. No, really, not making this up.&lt;br /&gt;
&lt;br /&gt;
The extreme difficulty comes from three things: &lt;br /&gt;
#Slow source of income. The way to make money in the game is through Warpstone (or Wyrdstone, whatever) deliveries. This gives a delay of five days before you get any rewards from your looting, so if you need to sell Warpstone right now due to an emergency you need to wait to get your money. That&#039;s days of your warband going unpaid (which increases for each payday missed), wounds untreated (every three day your untreated wounded have a chance to die), and recruitment brought to a halt. &lt;br /&gt;
#No brakes on the RNG. Any player can tell you that the dice can curse you as well was bless you, but dice tend to average out over a trend. Unfortunately computers can&#039;t replicate true randomness so computer based RNG tends to create unusually long winning streaks and long losing streaks which real life dice do not have, being truly random. Most games get around this by having an algorithm watch the dice so it can force the game to roll high if the player gets too many bad rolls but Mordheim doesn&#039;t have this, so have fun watching your gutter runner fail to climb a wall four times in a row (and yes, this is a real thing).&lt;br /&gt;
#Your rules are not the AI&#039;s rules. You can lose expensive heroes instantly in battle or get devastating injuries forcing you to retire a high level henchman, which encourages you to abandon an expedition if things are going badly. But the AI warband is randomly generated for that match, then deleted once the battle is over, so they suffer no consequences for dangerous play. Meaning that the AI&#039;s strategy is to be aggressive always and forever; they don&#039;t have to worry about losses after all. The AI will never concede defeat, abandon a risky situation, or even just give up, which makes your warband grind down to nothing if you play legitimately (which most new players do). Also, the AI get pretty huge bonuses to compensate their general stupidity. have fun tryign to land a two-handed weapon swing on a slippery Skaven!&lt;br /&gt;
&lt;br /&gt;
Yeah...&lt;br /&gt;
&lt;br /&gt;
Although you can mitigate a lot of the losses by following the these methods:&lt;br /&gt;
#Don&#039;t take missions with scattered random deployment on both sides as you can easily find a model getting lynched by being placed on their own next to their enemies hardest hitters.&lt;br /&gt;
#Respect the difficulty, Normal is fine, hard is doable, Brutal you will probably get someone taken out, Deadly some of your team will be down.&lt;br /&gt;
#Field 2 Leaders so you can always do missions if one is injured and if the only missions available are rubbish wait a day and get new ones.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
Multiple factions converged on Mordheim, every single one looking to secure the Wyrdstone for themselves.&lt;br /&gt;
===Sisters of Sigmar===&lt;br /&gt;
[[File:Sisters of Sigmar.jpg|thumb|center|300px]]&lt;br /&gt;
The Sisters of Sigmar hunt for them in the interest of securing the damned corruption-causers within The Rock, their fortress vault that lies in the middle of the river south of the city. Most came from nobility, sent to bring honor to the family within aristocratic society. They want to see the city cleansed and restored to its former glory, although they&#039;ve been labeled as witches and possibly the cause of the destruction by the more fanatical members of their faith. They lack ranged attacks, diverse magic, or a heavy option but are the most disciplined fighters and are the most durable force. They also have easy access to buffing and healing magic. Sisters of Sigmar are highly limited in weapon selections, only able to use one and two hand maces, one and two hand flails, Sigmarite Warhammers, and Daggers.&lt;br /&gt;
&lt;br /&gt;
Pros: Robust defences thanks to high HP, widespread access to heavy armour and good parry. Very strong support magic. High Leadership and martial stats. The Maiden of Sigmar is less impractical than other Impressives.&lt;br /&gt;
&lt;br /&gt;
Cons: Absolutely NO shooting. Limited mobility and tactical flexibility. [[-4 Str|Quite weak damage in melee]]. Poor weapon selection.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Novice&#039;&#039;&#039;: The first of the two Henchmen options of the Sisters of Sigmar, and represent those who have just been accepted into the church as a Handmaiden of Sigmar after receiving years of instruction and study. Come stock with a Shield and a Mace, and can equip up to Heavy Armor. They have modest stats, but at higher levels can equal the fresh recruit Heroes of other factions. It&#039;s been noted by players that their character models resemble Shelley Duvall with freckles. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sister&#039;&#039;&#039;: The other Henchmen option. They are the Novices who have graduated into being Sisters proper (obviously). They come standard dual-wielding one-handed weapons. Their primary difference is a higher maximum level of Agility and Accuracy, although this is only important if you plan on having your characters ultra-specialized or reach high levels (the former is viable, the latter is assuming a lot of investment and luck). Unlike the youthful face of the Novice, the Sisters have a look of gritted determination. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Augur&#039;&#039;&#039;: The first Hero option, although only unlocked for recruitment after your Warband gets a few levels. They were blessed with extraordinary supernatural senses by Sigmar, even visions, and blinded themselves to better tap into that in addition to shaving their heads other than a single very long braid. Augurs can&#039;t equip armor, and are stuck with basic Cloth. On top of that, they have a low maximum Toughness, so Augurs are fairly made of glass. They aren&#039;t exceedingly powerful either, same weapon options as the other Sisters of Sigmar options and the only combat stat they have a higher maximum in is Agility. They have a massively high potential Alertness. The main strength of an Augur is they can use the Perception ability free (you can&#039;t use it if you don&#039;t have any movement points left even though it doesn&#039;t use any) and it is at a 99% chance to succeed. On top of that they get a fair amount of movement points, and without armor they can move quite a distance for each one. This makes the Augur your scout across the map (although why something as valuable sounding as an Augur is just a scout is a good question). Of interest is the cosmetic customization option that makes their blindfold into Purity Seals. Augur faces are basically just bald blind Sisters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sister Superior&#039;&#039;&#039;: The second closest option to a heavy that Sisters of Sigmar get for normal missions. Sister Superiors are the highest ranked Sisters, who are experienced in the art of combat and keep discipline among the lower ranks. They have a high maximum in all categories other than Agility, which is average. They have a nifty ability called For Sigmar! which increases the distance each point of movement their target can move for three turns, letting the Sister Superior hustle your footplodding Henchmen if your Augur or Bertha get in trouble. They fittingly resemble Sisters who have a decade of experience. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sister Superior.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sigmar&#039;s Purifier&#039;&#039;&#039;: Sister Superiors who&#039;s devotion pushes them to instinctively call on Sigmar&#039;s patron Wind of Magic, Light. They have weak spellcasting ability and their combat stat maximums are all higher in addition to Leadership compared to a Superior. They come with Comet of Sigmar default, a targeted fireball attack (which is your ONLY ranged attack). Best to invest in a Rosary to have them use at the start of each skirmish, at it increases their chance to successfully cast a spell (if you haven&#039;t learned from Warhammer Fantasy, miscasts SUUUUUUUUUUUUUUCK). Unfortunately Purifiers are an awkward jack of all trades, when you&#039;d usually only want either a Superior or a Matriarch. Purifiers look like the midpoint in age between a Sister and a Superior. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maiden of Sigmar&#039;&#039;&#039;: A sister who is zealous and devoted enough to get Sigmar&#039;s personal blessing. As the Sisters&#039; impressive-type unit, she is essentially a jacked-up Superior with high stats and maximums across the board (but particularly Strength, Intelligence and Weapon Skill), does not get tired from dual-wielding or two-handing and starts with high ranged resistance and Sinful Speech spell to shut up those magic users. Automatically passes most of mental rolls, at the cost of not being able to voluntary disengage or flee. Not as good as other Impressive units on the one-vs-one basis, her main use is to deal as much damage as possible at once while being supported by fellow sisters. However unlike the other Impressives, she isn&#039;t fuckhueg, so she can at least fit through doors and go into buildings.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sigmarite Matriarch&#039;&#039;&#039;: The large matronly woman in charge of each branch of the Sisters of Sigmar, who answer to the High Matriarch, Bertha. In most cases the Matriarch will be the Leader of your Sisters of Sigmar Warband. They have slightly below average max Agility, but the rest of their stats have much higher maximums especially Leadership, Toughness, and Weapon Skill (which since it influences Parry means you&#039;ll almost always want a Matriarch equipped with a Shield). Matriarchs are stronger spellcasters than Purifiers but are also more expensive, and come with Sigmar&#039;s Might default which increases damage as well as chances for a critical hit for all friendlies in a bubble around her with a low chance of failure.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bertha Bestraufrung&#039;&#039;&#039;: The Head Matriarch as well as Abedissa of The Rock, and leader of the Sisters of Sigmar. The direct heir of Sigmar&#039;s line, with an iron-clad will that makes her immune to the strongest lures of Chaos (although not the debilitating effects), who commands and intimidates all around her depending on their affiliation with the Sisters. Clad entirely in [[Gromril]] armor, Bertha is the strongest the Sisters can bring. Although she&#039;s not immune to being whittled away through trickery or ambushes, Bertha is strong enough to knock Skaven out with one blow, any Daemon with three. She gains special abilities in each mission you can bring her and is available for every storymode mission. Keep your girls alongside Bertha, and you&#039;ll plow through anything with ease. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bertha.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mercenaries===&lt;br /&gt;
The Mercenaries are the men of Reikland. They support Grand Prince Siegfried for the position of Emperor, and came to Mordheim to loot the city for either his cause or their own wallets. They want the Wyrdstone to sell to eccentric nobles (both Chaos worshiping and just plain fucking stupid) in other regions of the Empire. They&#039;re the jack of all trades group, having access to a bunch of versatile heroes who can do quite well with just about any skill build, a Warlock who starts out a bit weak but with patience eventually becomes a very good crowd control [[wizard]] with some nifty offensive spells too, a motherfucking Ogre Mercenary, and access to the most ranged weapons of any warband. Your Dramatic Personae character is Luther Wolfenbaum, who players of the tabletop game will remember as the grizzled merc guy in the book who pops up on some pages to give you tips - he&#039;s quite hardcore as a unit too.&lt;br /&gt;
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Pros: THE gun faction - all your guys can use ranged weapons, and Marksmen are the best non-Hero ranged unit in the game ([[awesome|and they can take Lad&#039;s Got Talent]]). Vast and varied weapon list. Decent Leadership and morale. The most straightforward warband to start with if you&#039;re just starting out.&lt;br /&gt;
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Cons: Kinda lackluster all-round stats. Being versatile means not quite excelling in any regard. The Ogre is stronk but really slow on the move. Not a lot of flash compared to the other warbands.&lt;br /&gt;
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* &#039;&#039;&#039;Warrior&#039;&#039;&#039;: Just your garden variety Imperial grunt, men like him are a dime a dozen in the Empire and they die against all kinds of supernatural adversity every day. Starts out with a mace and a hammer (though you&#039;ll want to swap that out ASAP) and you&#039;ll probably want to fill two or even all three of your initial henchmen slots with these guys. Don&#039;t get too attached to them, they&#039;re your frontline.&lt;br /&gt;
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* &#039;&#039;&#039;Marksman&#039;&#039;&#039;: These are your ranged henchmen. They can take all manner of bows, crossbows and firearms for ranged support, and they can be passable in melee too if you spec them right. Keep in mind they suffer the same issues as snipers in XCOM - they&#039;ll need a lot of close babysitting before they come into their own. Don&#039;t take more than one at the start and keep him out of harm&#039;s way, preferably by the Captain. If you can level one up and give him a long rifle, you&#039;re golden.&lt;br /&gt;
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* &#039;&#039;&#039;Youngblood&#039;&#039;&#039;: The first of three hero units, available right from the get-go. If you take him as a scout, be careful because he bruises easily. You may want to have him as a backup for your one Marksman. He can also be built to be a good melee fighter and start with a halberd, so not bad as part of your primary fighting line either.&lt;br /&gt;
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* &#039;&#039;&#039;Warlock&#039;&#039;&#039;: Your magic hero, who you unlock second. You know what I said about snipers in XCOM earlier? This guy is even worse for it. He&#039;s so fragile he&#039;s practically made of fine china, and his starting spell sucks. Help him out by giving him a bow, so he can get a few kills here an there, rack up experience and unlock his better ones. If you can&#039;t be arsed with levelling one up, just save for a Hired Sword. On to the spells: The lightning strike spell is by far his best one, so make sure you master it first. Armour of Lead is great against those annoying Skaven to stop them running around and making sure they stand still and take their hits like good little rats. Beyond that, your choice of Fireball or Curse of Rust; both are situationally useful, perhaps the latter if you plan on taking Marksmen (because the synergy is good) and the former if you don&#039;t. Dispel is not a big deal unless you plan on doing a lot of PVP against Sisters players. Dread of Aramar is a trap, it looks good from the description but it affects your own guys, it requires you to be in touching distance and it&#039;s situational, just stay away.&lt;br /&gt;
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* &#039;&#039;&#039;Champion&#039;&#039;&#039;: Your third and final hero. He&#039;s just a particularly big and beefy Warrior. He makes for a great melee resist tank, because his resistance goes up every time he lands a hit on an enemy. He has decent leadership too, so with a pendant you can throw him into a multi-melee without many problems later on.&lt;br /&gt;
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* &#039;&#039;&#039;Captain&#039;&#039;&#039;: Your &amp;quot;gets shit done&amp;quot; leader unit from the start. Best to deck him out with a shield (he starts with one when recruited) and some heavy armour and some appropriate skills like Web of Steel and Shield Specialist and make him as tanky as possible (if you do that watch out for Possessed and Chaos Spawn, things that can punch through his parry), though you can also do something crazy like making him a pistol-toting hardass or something because he&#039;s so versatile. Really, let your imagination run wild.&lt;br /&gt;
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* &#039;&#039;&#039;Ogre Mercenary&#039;&#039;&#039;: Wayhey, your big guy! This guy is [[awesome]]. Slow as molasses, but fuck he can be hard to kill because you can kit him out in light armour and helmet. You can also give him a sword too, which lets him parry with Web of Steel.&lt;br /&gt;
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===Skaven===&lt;br /&gt;
The [[Skaven]] came to the city seeking the Wyrdstone because... well, it&#039;s fucking Warpstone. Skaven culture revolves around using it for everything from currency to ammunition to a flavorful spice to sprinkle on your lunch (probably a living human baby). [[Clan Eshin]], as the spies and assassins of the Skaven race, arrived to Mordheim before any others and work both to keep other Skaven away from the city and to steal the Wyrdstone to increase their own power within Skaven society. Also, a chance to [[Meme|kill-kill a manthing]] is always a plus. Skaven have the best mobility of all the warbands - good at dodging, climbing and leaping and can move like no other. They also have access to a plethora of poison weapons and special racial skills to help inflict more, but you need to make sure your fragile furry fighters don&#039;t bite off more than they can chew because they are made of paper. You will learn to fear these guys when the AI has them because the computer&#039;s fuckery with rolls negates their squishiness and leaves them basically as an OP master of all warband. Their big weakness though is their absolutely shitty morale and Leadership, meaning you need to actually keep the upperhand or your minions will run, and enemies with Fear or Terror will really mess with them. Forces are as follows:&lt;br /&gt;
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Pros: Very mobile. Dishes out poison with unique weapons and skills. Good at both melee and shooting, with some nice magic too.&lt;br /&gt;
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Cons: Crap leadership stats and low morale. Exceedingly fragile with limited access to armour. Rat Ogre is [[FAIL|Stupid]].&lt;br /&gt;
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* &#039;&#039;&#039;Verminkin&#039;&#039;&#039;: The bulk of the Skaven population, forming most of a clan&#039;s workers and warriors are these runty things. These are the closest the Skaven have for a ranged henchman. Inferior in every respect to the Warpguard except for ballistic skill and only able to use the quite mediocre shuriken, don&#039;t go crazy for these. You can maybe bring one along with shuriken and the Skaven&#039;s poison weapon skills to help supplement damage from behind the safety of the Warpguard line, or give him a dagger and use him to bump into enemy ambushes so your heroes don&#039;t have to. Hey, it&#039;s what these rats are for: dying in the place of more badass ratmen.&lt;br /&gt;
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* &#039;&#039;&#039;Warpguard&#039;&#039;&#039;: Warpguard are heavy Skaven troops trained and use to guard wyrdstone stockpiles. These are your boring but practical, bread and butter troops. Give them heavy armour and a helmet with either a halberd or a spear and shield combo for discount Stormvermin and a much-needed &amp;quot;line&amp;quot; infantry to get in front and soak up that damage. He&#039;s also immune to Warp effects from wyrdstone, which is useful given some of the debuffs you can get can be rather crippling.&lt;br /&gt;
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* &#039;&#039;&#039;Black Skaven&#039;&#039;&#039;: You know what a Black Orc is to a greenskin? Yeah. Black Skaven are bigger, stockier and meaner and usually kick the runts around. This is the bruiser ratman hero with good stats all round. Feel free to go your own way with this one, as you can throw basically any skillset on him and he&#039;ll probably be good, and his inherent bonus against armour is a nice touch.&lt;br /&gt;
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* &#039;&#039;&#039;Night Runner&#039;&#039;&#039;: The Skaven&#039;s ranged hero, who probably will be your warband&#039;s [[/tg/ Gets Shit Done|gets shit done]] MVP. Want to be a really nasty fucker? Give him warplock pistols with Quick Reload, use Crippling or Pinning Shot in conjunction with the Skaven poison skills. With all mastered skills you can knock off a whopping &#039;&#039;&#039;8&#039;&#039;&#039; offence or strategy points from a unit. Your enemy&#039;s Impressive &#039;&#039;won&#039;t be&#039;&#039; if he keeps getting shut down turn after turn unable to do meaningfully contribute to the fight in any way beyond standing there and slowly dying. Just remember that the poison-immune Undead will laugh at him trying to do this. Also quite viable with dodgetank or melee/ranged critfiend builds if you want to go that route, but the Black Skaven would probably be better for that.&lt;br /&gt;
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* &#039;&#039;&#039;Eshin Sorcerer&#039;&#039;&#039;: Your Skaven spellcaster. Right out of the box he has Guidance which negates the Stupidity check the Rat Ogre or anyone else with the trait has to make, but this means he straddles a fine line: he can&#039;t be too far away or he can&#039;t use the ability, and he can&#039;t get too close to the action because he&#039;s likely to get walloped. Also make sure he has higher initiative than the Rat Ogre he supports so he can go first and actually use the ability. His spells range from &amp;quot;decent sometimes&amp;quot; to &amp;quot;brilliant&amp;quot;: Sorcerer&#039;s Curse is simply superb and I&#039;d recommend you take this on all your Sorcs; Enshrouding Mist and Warp Mist are decent for making sure a poison using Night Runner can apply his poisons and add to that damage; Bless with Filth is a late-game spell for Rat Ogres and other bruisers but less useful early on when your guys can only attack once a turn; Musk of Courage gives immunity to All Alone, might rescue one or two rats sometimes but there&#039;s nothing crazy here; Gaze of the Horned Rat can be good in big brawls but at the risk of exposing the Sorcerer to danger; and Warp Lighting is just a fun magic blunderbuss for those moments when you want to show off your &#039;&#039;&#039;[[Meme|UNLIMITED POWAH]]&#039;&#039;&#039; rather than a reliable source of damage.&lt;br /&gt;
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* &#039;&#039;&#039;Rat Ogre&#039;&#039;&#039;: Practically a poster boy for hidden costs awareness. The Rat Ogre is very formidable on paper, super-hard to kill and can actually keep pace with your very fast regular units, but he comes with Stupidity by default - he has to roll an Intelligence check (and his maximum, 10, is almost as low as it gets) every turn when he&#039;s not in combat in order to do anything, and failing can basically lead to him standing in the open picking his nose while snipers riddle him with arrows and bullets. You need to keep an Eshin Sorcerer handy here.&lt;br /&gt;
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* &#039;&#039;&#039;Assassin Adept&#039;&#039;&#039;: Basically your jack of all traits melee leader, capable with just about any build. Kind of a facewrecker with the trademark Weeping Blades and stacking Skaven poison, but keep in mind he&#039;s made of paper compared to every other leader.&lt;br /&gt;
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===Cultists===&lt;br /&gt;
CHAOS UP IN THIS SHIT RIGHT HERE. The Cult of the Possessed are the [[Cultist-chan|Chaos cultists]] of Mordheim. They believe a [[Chaos God]] has come to their city, and &amp;lt;strike&amp;gt;kahptoor&amp;lt;/strike&amp;gt; gather the Wyrdstone to the site of a possible rift into the [[Warp]] called the Pit, where they chuck it in to try and get the favour of whatever abominable thing lives in it. Sometimes they chuck people in too. The Cult also took in all the mutants, who are cursed and destroyed by all other factions, and gave them a newfound sense of purpose in their horrible fate. They strike the balance between Skaven and Mercenaries, with a decent heavy (Chaos Spawn), good access to magic, but aren&#039;t very durable or heavily armoured and lack the evasiveness of Skaven... Listen, let me tell you what the fuck to do with Chaos, focus mutants, just do it. You get fucked by RNG enough in the game already so another source of hurt is hardly felt. You are the forces of Chaos, so just roll with your RNG; you can even alter it with some of the magic you get, and another tier of RNG with mutants for a few of the classes.&lt;br /&gt;
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Pros: Brutal in melee combat. Powerful mutations and racial skills. Darksouls are insanely good henchmen. Many of their units ignore parry.&lt;br /&gt;
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Cons: Fragile spellcaster leader who need nursing early. Limited shooting. Random mutations can easily screw up skill builds. Kinda need things to go [[Just As Planned|just as planned]] early on.&lt;br /&gt;
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* &#039;&#039;&#039;Brethren&#039;&#039;&#039;: Your basic Chaos peon guys, ready to break others or themselves in the name of their dark gods. Don&#039;t expect much for them, just equip them with bows and spears and never upgrade them out of their henchman status. They are strictly shit tier and are only good as extra meat you can tell to die somewhere. I guess if they survive long enough they can make a good ambusher with the spear and shield combo or just acrobat your ass to a good vantage point and constantly shoot with the bow. Remember these guys are very rarely ever worth throwing more troops at to rescue from losing fights.&lt;br /&gt;
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* &#039;&#039;&#039;Darksoul&#039;&#039;&#039;: When a mortal man takes a daemon into themselves, they become a Possessed. This doesn&#039;t always stick though and when the daemon leaves for whatever reason, they leave the mortal a permanently scarred and insane Darksoul. These motherfuckers are, in this writer&#039;s honest opinion, the best damn henchmen in the game. They have the potential to get very durable and START OUT being immune to All Alone,Fear and Terror. 3 of these shit stains can seriously hamper the enemy. Here&#039;s some cool things you can do with Darksouls:&lt;br /&gt;
** 1) Get all the parrying upgrades, put on a shield, sword, helmet and heavy armour and laugh as your HENCHMAN distracts their CHAMPION for 2 turns AT LEAST by THEMSELVES. Add more for more hilarity (and All Alone checks). &lt;br /&gt;
** 2) Equip them with a two handed weapon and send them out just hunt down and kill stragglers or set up ambushes, be sure to purchase the skills that compliment their preferred weapon!&lt;br /&gt;
** 3) Equip an axe in one hand and a dagger in the other and just go all &#039;zerker on your enemies. Remember, they don&#039;t give a shit, why should you?&lt;br /&gt;
** 4) Mace and shield and set up ambushes in buildings, specialize for stunning and laugh as your opponent cries about stunning being too OP.&lt;br /&gt;
** 5) OR do some unholy combo of any of these.&lt;br /&gt;
There&#039;s only one thing the Darksouls don&#039;t do well, and that&#039;s ranged combat. By which they don&#039;t do it at all. But that&#039;s what your Mutant archers and Brethren are for.&lt;br /&gt;
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* &#039;&#039;&#039;Mutant&#039;&#039;&#039;: Mutants are people whose bodies are warped by Chaos and cast out of all civilised societies in the Old World. Except the Cult of the Possessed who see their body horror as a sign of favour from the dark gods. These guys are the Cult&#039;s bread and fucking butter, and for those wanting a more fluff based approach, look no further. Mutants will &#039;&#039;fuck shit up&#039;&#039;. You can equip them with pretty much every thing Chaos has access to, and the Mutations are lethal when combined with the appropriate skills. Want an archer hero? Hold off on improving archery too much in case RNG; if you get a torso mutation, it doesn&#039;t matter too much; faceless is useful as shit; clawed feet are absolutely brilliant and what you want. Climb atop the biggest and hardest building or scrap of debris you can find and just rain arrows down on enemies as they desperately try to climb up after you. Alternatively, mutate two faces and a right sword arm and become a parrying GOD - maybe flanked by a couple of your &#039;give no shits&#039; dark souls with their swords and shields. Really play to the mutations, you won&#039;t regret it.&lt;br /&gt;
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* &#039;&#039;&#039;Marauder&#039;&#039;&#039;: Wild and warlike men from the far north who openly worship the dark gods and come south to seek employment and loot as mercenaries. Basically Mutants with a focus on charging in and doing a lot of RIP AND TEAR. Again play to the mutations, but with a melee charge angle. Remember though that he can&#039;t wear heavy armour and Last Stand is a mixed blessing, because sometimes you &#039;&#039;really&#039;&#039; want to disengage and if your Marauder&#039;s charge misses or gets dodged or parried then he may be in trouble a bit.&lt;br /&gt;
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* &#039;&#039;&#039;Possessed&#039;&#039;&#039;: The ultimate blasphemy, a mortal man who has taken a Chaos daemon inside of him, twisting him in mind, body and soul. Widely considered to be the most worthless hero in the game, this guy is a glass hammer in a way you wouldn&#039;t believe. He does hit like a train with the right mutations and skills, and his armbands mean he can bypass parrytanks, but until then you have a hero who has mediocre melee damage and &#039;&#039;no&#039;&#039; effective damage mitigation - he can&#039;t dodge, parry or wear any armour better than a ragged pair of cloth pants. Plus he has Tiring so tack on an extra offence point cost to subsequent attacks. Stick with Mutants.&lt;br /&gt;
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* &#039;&#039;&#039;[[Chaos Spawn]]&#039;&#039;&#039;: NO! please! noaaraghagrhaghgagh!... ahem.../tg/&#039;s jokes aside, basically a Rat Ogre who gets mutations, doesn&#039;t have Stupid and &#039;&#039;does&#039;&#039; have Terror (the only non-Undead unit in the game to get it) meaning he&#039;s so pants-wettingly terrifying to fight in melee that everyone who fails a Leadership check loses 3 offence and strategy points right off the bat on their turn. Plus he has Overwhelm so he can [[RIP AND TEAR]] parrytanks who&#039;d otherwise give you a headache. Very, very good.&lt;br /&gt;
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* &#039;&#039;&#039;Magister&#039;&#039;&#039;: Any Cult warband is centred on the Magister, a devotee of the Shadowlord that dwells in the Pit, bringing him wyrdstone and human sacrifice in the hope of gaining his favour. This guy is a tough deal early on, as he&#039;s a fragile caster at a time when your Mutants are... well, not mutated yet, and the leaders and heroes should be doing the heavy lifting. Later on though he&#039;s superb, able to use spells like Chains of Chaos, Curse of Chaos and Visions of Torment to shut down enemy heroes, leaders and Impressive while your own do their work. Weapons of Destruction is a bread and butter spell for making your Mutants, Marauders and Darksouls even more killy. As with most casters you can give him a bow early on to help keep him alive but the Magister&#039;s unique ability does require him to be in the action to use.&lt;br /&gt;
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===Witch Hunters===&lt;br /&gt;
A small posse of Witch Hunters decided to go on a field trip to Mordheim by the suggestion of the Grand Theogonist. Picked up some flagellants and zealots on the way there, the more the merrier. Impressive unit comes in the form of an Executioner, a big guy with a big axe and an unhealthy relationship with fire. Flagellents with two-handed weapons are just nasty, able to beat down your own henchmen in two hits. Basically the Witch Hunters overall play like a halfway-house of the Mercenaries and the Sisters, keeping the latter&#039;s martial prowess and discipline while swapping their spellcasting potential and sheer durability for some of the former&#039;s shooting skills and a lot more hitting power in melee.&lt;br /&gt;
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Pros: Very versatile. Warrior Priest gives unparalleled access to in-battle healing. Can be very strong in melee.&lt;br /&gt;
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Cons: No specialised ranged fighter. Magic is rather poor and strictly supportive in nature. Zealots are quite poor &amp;quot;master of none&amp;quot; henchmen.&lt;br /&gt;
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* &#039;&#039;&#039;Flagellants&#039;&#039;&#039;: Flagellants are deranged men convinced the End Times are upon the Empire and want to die gloriously trying to save the world. Unable to take ranged weapons, armour or the Lad&#039;s Got Talent skill, they are nevertheless hard-hitting and immune to psychology checks, perfect for picking apart Impressives or clubbing other henchmen.&lt;br /&gt;
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* &#039;&#039;&#039;Zealots&#039;&#039;&#039;: Chaos wreaks a terrible cost on the people on the Empire, but not everyone takes it lying down. Zealots comes from all walks of life and often have lost homes and/or loved ones to Chaos, so they have pledged to follow Witch Hunters and help them destroy Chaos&#039; agents wherever they can be found. What they lack in martial training they make up for in bitterness and rage. With average stats, a varied list of weapons and access to all armour except heavy, you should feel free to train your Zealots as archers or frontline fighters to backup your heroes. Just don&#039;t rely on them to do too much on their own.&lt;br /&gt;
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* &#039;&#039;&#039;Witch Hunter&#039;&#039;&#039;: Just as famous for their courage and resourcefulness as they are infamous for their ruthlessness and merciless justice, the Witch Hunters usually operate alone but the sheer scope of Mordheim&#039;s corruption has forced them to band together under Witch Hunter Captains. Basically a mini version of the aforementioned Captain, able to use the same weapon list with a 10% bonus against resisting spells.&lt;br /&gt;
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* &#039;&#039;&#039;Warrior Priest&#039;&#039;&#039;: You know &#039;em, you love &#039;em. The balding, hammer-swinging chosen asskickers of Sigmar. While their weapon list is kinda limited, they get a lot of good support spells including one of the most useful healing spells in the whole game (restores 40 wounds normally, a whopping &#039;&#039;&#039;80&#039;&#039;&#039; wounds when mastered) giving a Witch Hunter warband a lot of mileage.&lt;br /&gt;
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* &#039;&#039;&#039;Templar Knight&#039;&#039;&#039;: Some young and impetuous noble sons in the Empire try to quickly garner a reputation and fortune by pledging their services in combat to the churches of mankind&#039;s gods. They can equip many different weapons and armour, get Last Stand and Fearless and Stoic which increases their damage resistance when engaged by multiple enemies. Clearly, you&#039;ll want to kit him out as a tank.&lt;br /&gt;
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* &#039;&#039;&#039;Witch Hunter Captain&#039;&#039;&#039;: The leader of any Witch Hunter warband, bearing a sanction from the Grand Theogonist himself. They have very good all-rounder stats, the abiility to equip a lot of different melee weapons, crossbows and guns, and a 20% bonus to protect against all spells. Very nice. Build his damage mitigation around dodge to take advantage of his special skill.&lt;br /&gt;
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* &#039;&#039;&#039;Executioner&#039;&#039;&#039;: Nothing more than a giant of a man with a large weapon, a hood to conceal his identity and a burning pyre on his back, the Executioner often enacts the brutal justice the Witch Hunters are known for. Not quite as powerful in a fight as other Impressives, they are nonetheless still a threat and they can lay down a burning effigy to inspire their surrounding allies. They also get a rather healthy list of weapons and armour to take too.&lt;br /&gt;
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===Undead===&lt;br /&gt;
Vlad Von Carstein presides over the haunted land of Sylvania from a throne of obsidian in Castle Drakenhof, plotting to overthrow the Emperor and tear down the realm of men in what would come to be known as the First Vampire War, his famous assault on the Empire that first made the vampires a threat in the eyes of the common man. To help him raise every dead body from the Averland border to the feet of the World&#039;s Edge Mountains in a feat of necromancy not seen since Nagash himself once walked the world, he sent some of his boys to gather green goodies and bring it back to Sylvania for him. Same units as on the tabletop, aside from dogs being replaced with a mini vampire hero. Their impressive is a Crypt Horror. A mechanically unusual faction with many glaring weaknesses but many unique strengths too.&lt;br /&gt;
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Pros: Vampire is a combat monster with VERY good stats. Widespread immunity to poison and psychology. Terror and Fear debuffs.&lt;br /&gt;
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Cons: Henchmen can&#039;t use armour or consumables. Very limited shooting. Reliant on spells.&lt;br /&gt;
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* &#039;&#039;&#039;Zombie&#039;&#039;&#039;: The lowliest form of undead created through necromancy, once perhaps a defiant enemy warrior in life, now in death only a mindless flesh puppet. Immune to All Alone, Fear, and Terror. Immunity To Poison. Don&#039;t get injuries like other warriors but more likely to permanently &amp;quot;die&amp;quot; when they fall in battle. Can&#039;t buy the &#039;Lad&#039; s Got Talent&#039; Skill. Being killed doesn&#039;t hurt Warband Morale. Can&#039;t use Consumables in Combat. Very slow, no ranged weapons or armour and limited to one-handed weapons. You use them to bog down enemies as expendables while your real killers go to town on the poor sods, or alternatively have a pack of them roaming around like a big, stinky circus with two Necromancers spamming Call of Vanhel behind them in a nice, bitey ball of (un)death.&lt;br /&gt;
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* &#039;&#039;&#039;Ghoul&#039;&#039;&#039;: Vlad&#039;s own Ghouls rather than a Strigoi version, and as a result is at least civilized enough to wear a loincloth and use weapons even if they still have the poisoned nails of general Ghouls. Vlad&#039;s Ghouls have origins in survivors of the Warhammer Black Death. Can&#039;t use armor other than Cloth, but gets a Great Axe and a Great Hammer unlike the Zombies. Always fights to the death, can&#039;t Flee or Retreat and is Immune to All Alone, Fear, and Terror. Can&#039;t use consumables in Combat, immune to Death Stench. Far better stats than Zombies, but if they die you&#039;ll have Morale losses. If using them, you need to make fights count and have their back with your heavy hitters.&lt;br /&gt;
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* &#039;&#039;&#039;Dreg&#039;&#039;&#039;: Surviving civilians of Mordheim, shunned or outright killed by all other factions. The Vampires protect them so long as they perform the duties only the living can perform (and do so far more reliably than Ghouls). Left pretty fucked up bt the comet fall, they have hunchbacks and various facial scars and aren&#039;t exactly sane. Your basic Igor/Quasimodo-looking motherfucker and your starting bow hero. Has access to all the standard gear, is immune to Death Stench. Has Humble Servant, giving 25 HP of its own to heal a Vampire or Vampire Thrall nearby for 15 and boosting their Initiative and Dodge. Boost your Vampire where necessary then get out of the way and shoot to support him. Consider carrying some healing poultices to use it a fair amount.&lt;br /&gt;
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* &#039;&#039;&#039;Vampire Thrall&#039;&#039;&#039;: Thralls are made by Vampires when they completely subdue a human with their charms and suck them dry. Not quite as powerful as fully-powered vampires but still very high stats nonetheless. Immune to Fear, Terror, All Alone and poison, Thralls shine in just about any melee build where they can take advantage of their Fear aura.&lt;br /&gt;
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* &#039;&#039;&#039;Necromancer&#039;&#039;&#039;: A common sight in Sylvania (where they are far from the eyes of the Empire and free to pursue their dark studies) and often employed by the von Carsteins, Necromancer magic is focused on two things: the destruction of life, and the usurpation of death. Immune to Death Stench, starts with a staff and able to use just about anything the Undead can use. The Necromancer is slightly more of a damage dealer than the Warlock but he has some support spells too: Call of Vanhel really helps get those slow Zombies into the fray quickly and helps them survive more, and Idol of Death ensures everyone around fail those Fear and Terror aura checks from your vampire heavies.&lt;br /&gt;
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* &#039;&#039;&#039;Vampire&#039;&#039;&#039;: A Sylvanian Vampire, part of the Von Carstein Bloodline even if they have different surnames. Ridiculously high stats, able to equip just about anything other than ranged weapons, with the limits being Bows, Longbows, and Short Bows. Ignores All Alone, Fear, and Terror and as an Undead has Immunity To Poison. On top of that they have Terror - having a Terror unit right off the bat is a huge deal because most enemy units will have abysmal leadership and only enough offence and strategy points to attack once. Your enemy&#039;s troops won&#039;t be the only ones shitting themselves when this magnificent bastard decides to get involved in a melee, but if he goes down then you&#039;re in real trouble because he&#039;s the guy holding the warband together and contributing most of the morale and fighting power. Because he&#039;s very strong and much faster than his retinue, you may want him to break off and act in a lone-wolf fashion, grabbing wyrdstone or picking off isolated units, so build him as a scout or as an armour proficient tank.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crypt Horror&#039;&#039;&#039;: When a ghoul manages to taste the blood of a vampire, they rapidly grow in size and strength into the fearsome Crypt Horror. The sight of one gnawing on old bones while perched upon a tombstone has sent many a mortal screaming into the night. With Terror, Death Stench immunity and incredible strength, agility and weapon skill stats, the Crypt Horror is meant for one thing: massive damage dealing, especially on the charge.&lt;br /&gt;
&lt;br /&gt;
===Daemons===&lt;br /&gt;
The Daemons of the city are not playable. They simply rampage through the ruins, killing anyone they meet regardless of affiliation. A [[Bloodletter]] is as quick to eat the heart of a Skaven as he is a human, [[Plaguebearers]] as interested in defiling a Cultist&#039;s body as much as they are a nun&#039;s, and [[Daemonettes]]... it&#039;s better left unsaid. Daemons only appear in the upper difficulty levels, and only if a warrior is above a certain level (spawning at the start of the map near that warrior). They are damn near impossible to kill and simply kill the shit out of whatever they feel like.  It is possible to kill one, IF your opponents are not near, and you focus the ever loving hell outta it.  Even then, be prepared to lose at least one of your tanks to it. If you DO get the killing blow on it however, you get a whopping 5XP from the experience, which is the same you get from a decisive victory (win the mission plus the secondary objective). Don&#039;t forget, [[Pink Horrors]] split into two Blue Horrors once you kill it. Blues are very squishy though.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bloodletter Mordheim.png&lt;br /&gt;
Image:Daemonette Modheim.png&lt;br /&gt;
Image:Pink Blue Horrors.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hired Swords===&lt;br /&gt;
The Hired Swords (from what we&#039;ve seen so far) come in pairs, one for the good guys and one for the bad guys. However each play very differently from what is available in warbands, and it may be worth to start a campaign with one if you&#039;re not too keen on the hero available.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison Wind Globadier&#039;&#039;&#039; The Skaven came up with the crazy idea of selling their services to other deranged maniacs. Only usable by evil warbands (Cultists, Undead and Skaven, duh). Deals AoE poison damage, and can be used as a healer once he levels up. You&#039;ll want him to be a shooter first and foremost as he is initially very weak in melee but with the right kit and poison skills he can be a decent utility melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Smuggler&#039;&#039;&#039; The good guys version of the Poison Wind Globadier as the shooty Hired Sword. A real boon to the Sisters as she provides some shooting that rounds out the warband and covers their primary weaknesses, but Mercenaries can find a place for her as well. Starts with a rifle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Priest of Ulric&#039;&#039;&#039; Take your run of the mill warrior priest, add some wolf with a side of badassery and voila, you have this badass beardy viking fellow. Don&#039;t bother with him if you play Sisters, the Smuggler is much more useful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomweaver&#039;&#039;&#039; A powerful caster of the Chaos association. Not great in combat but with their totems they hand out buffs and debuffs like an air hostess with boiled sweets.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
If going by the original Mordheim, everyone and their mum is going to come to the city and turn it into an ultimate clusterfuck. [[Be&#039;lakor]] is the identity of the &amp;quot;Chaos God&amp;quot;, and his plan was to establish a little kingdom for himself free of the touch of the real Chaos Gods although when he realized he had simply traded one prison they laugh at him for looking so tiny and stupid in for another he fucked off back to the Warp and left Mordheim to fend for itself. In the end canon of Warhammer Fantasy, Mordheim takes place 500 years prior to the &amp;quot;present day&amp;quot; and by the current year is just a ruin still being fought over by warbands and forgotten by everyone else. Sisters didn&#039;t succeed and were eventually forgotten or absorbed into [[Queen Neferata|the ranks of the Lahmian Vampires]], Siegfried didn&#039;t become Emperor, Clan Eshin remained the number 3 Clan since unlike [[Clan Moulder]] and [[Clan Skryre]] they didn&#039;t really produce anything everyone wanted. Everyone basically lost, and just kept fighting thinking they could win over the increasingly crumbling remains of the city. &lt;br /&gt;
&amp;lt;strike&amp;gt;That is anyway until [[End Times]] happened and the world blew up and then the Winds of Magic became worlds to themselves with each and every one just being a giant Mordheim&amp;lt;/strike&amp;gt; &#039;&#039;&#039;LALALA, I CAN&#039;T HEAR YOU, LALALA!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [http://youtu.be/6lP740fLHFM Launch Trailer] &lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Daemons_of_the_Ruinstorm_(30k)&amp;diff=66593</id>
		<title>Warhammer 40,000/Tactics/Daemons of the Ruinstorm (30k)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Daemons_of_the_Ruinstorm_(30k)&amp;diff=66593"/>
		<updated>2023-02-26T19:43:27Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268: /* Lord of War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although Word Bearers used to be able to take &#039;&#039;Codex: Daemons&#039;&#039; as an allied detachment for some time, ForgeWorld has finally put together an army list for the warp-gribblies. This is meant to replace the one from the 7th ed Codex, but some confusion remains in the air since [[40K Rules Blooper Reel#Horus Heresy|the rules of the Word Bearers have not been updated]] after the release of &#039;&#039;Book 8: Malevolence&#039;&#039;.&lt;br /&gt;
==Why play Daemons==&lt;br /&gt;
As many players who are familiar with Daemons would come to expect; you start almost entirely in reserve, you get lots of multi-wound models with invulnerable saves everywhere, a strong presence in the psychic phase, and every unit &#039;&#039;(bar one exception)&#039;&#039; causes &#039;&#039;Fear&#039;&#039;, which means significantly more in a 30k environment when many more models are susceptible to it and may have lower leadership scores. &lt;br /&gt;
&lt;br /&gt;
Thankfully, gone are the days of [[Phil Kelly|Chaos = LOLRANDUMB]] so you do not need to roll on tables simply to see what you have access to, nor do you roll on random tables every turn to see if stuff blows up. Instead you get Tides of Madness which is a very clear sliding scale of buff &amp;gt; debuff as the game progresses. Your own Perils of the Warp table has been condensed to merely three options to reduce table clutter &#039;&#039;(and the results are actually quite balanced)&#039;&#039;. Even your deployment rules does away with universal scatter and potential mishaps, instead you simply &amp;quot;walk on&amp;quot; from any of the markers that you placed on the table and gain some benefits for sticking close to it. &lt;br /&gt;
&lt;br /&gt;
Daemons of the Ruinstorm might well be the most customizable list in all of 30k, while [[Warhammer_40,000/Tactics/Imperial_Militia_and_Cults_(30k)|Militia and Cults]] has more options than you for your [[Chaos Gods|overarching theme]] of your whole army, each of your units is practically a blank canvas for you to pick and choose from a broad list of options, allowing you to design them to do whatever task you need them to.&lt;br /&gt;
&lt;br /&gt;
There are drawbacks to this level of customization: Most units can only take a couple of Emanations/Gifts/Rewards, so basically you are designing your units for &#039;&#039;specific&#039;&#039; roles. It is difficult to make jack-of-all-trades units &#039;&#039;(You want Flying Infantry with Power Armour and Rending close combat attacks? Better forget Assault Grenades)&#039;&#039; so you need to be quite savvy with what you intend your units to actually do, and piling on the same upgrades to every unit is just a recipe for disaster. Additionally, the same book where the army list was presented also offered a whole range of psyarkana wargear, many of which are specifically designed to screw you over.&lt;br /&gt;
&lt;br /&gt;
Finally, they are explicitly made to support just about every possible model that could be described as &amp;quot;demonic&amp;quot; or &amp;quot;monstrous&amp;quot;, so the sky&#039;s the limit as far as modeling them is concerned. For allies purposes, they count as &#039;&#039;Agents of the Warmaster&#039;&#039;, [[FAIL|making half of the Word Bearers rules redundant in the process]].&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Force Organization Charts for the Age of Darkness===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Crusade Force Organization Chart&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pretty balanced. This is the one that most players think of when building their army lists and will be using most of the time.&lt;br /&gt;
*&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1 HQ, 2 Troops&lt;br /&gt;
**&#039;&#039;&#039;Optional:&#039;&#039;&#039; +&#039;&#039;&#039;2&#039;&#039;&#039; HQ, +4 Troops, +&#039;&#039;&#039;4&#039;&#039;&#039; Elites, +3 Fast Attack, +3 Heavy Support, +1 Fortification, +1 Lord of War&lt;br /&gt;
*Allied Detachment available&lt;br /&gt;
*&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1 HQ, 1 Troops&lt;br /&gt;
**&#039;&#039;&#039;Optional:&#039;&#039;&#039; +1 Troops, +1 Elites, +1 Fast Attacks, +1 Heavy Support&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Optional Force Organization Charts&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most 30k players will presumably be most familiar with Space Marine armies. In their cases they lose the ability to use a Rite of War the moment they decide to select an alternative FOC, so they tend to get forgotten about and utterly neglected when it comes to army selection. With Daemons of the Ruinstorm &#039;&#039;&#039;this is not the case&#039;&#039;&#039;. You do not lose anything by switching to a different chart, and with your rather slim selection of choices on the whole you should look at the alternatives any chance you get.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Onslaught Force Organization Chart&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra Heavy Support you say? Extra Lords of War you say? This gives you the opportunity to terrify your opponent when a gang of T8 death machines all turn up on his doorstep that are immune to T4 or below. The trade off is the loss of some troops choices, but you weren&#039;t looking to claim objectives, right? With fewer &#039;&#039;&#039;compulsory&#039;&#039;&#039; troops taxes you can skip the Lesser Daemons and move immediately to the Possessed chaff and save points for the big beasties you really want to take. You also go second, so you give the opponent the ability to mess with your warp markers before you have the chance to do anything about it.&lt;br /&gt;
*&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1HQ, 1 Troops, &#039;&#039;&#039;1 Heavy Support&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Optional:&#039;&#039;&#039; +1HQ, +3 Troops, +4 Elites, +2 Fast Attack, +3 Heavy Support, &#039;&#039;&#039;+2 Lords of War&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t take Fortification or Allies&lt;br /&gt;
*&#039;&#039;&#039;Rolling Thunder:&#039;&#039;&#039; You always go second, unless you can seize the initiative. But you don&#039;t really care, you&#039;ve brought your steam rollers to this fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Castellan Force Organization Chart&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Daemons with castles? Um... not really. This army really depends upon being aggressive, and having fortifications in your deployment zone won&#039;t do you any good unless there are objectives that your opponent really needs to wrestle from you. However the compulsory troops tax means that a lot has to be spent on Lesser Daemons and Beasts before you can deploy anything on the table to actually fortify your battlements.&lt;br /&gt;
*&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1HQ, 3 Troops, &#039;&#039;&#039;1 Fortification&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Optional:&#039;&#039;&#039; +1HQ, +3 Troops, +2 Elites, +1 Fast Attack, +3 Heavy Support, &#039;&#039;&#039;+3 Fortification&#039;&#039;&#039;, +1 Lord of War&lt;br /&gt;
*Allied Detachment available&lt;br /&gt;
**&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1HQ, 1 Troops&lt;br /&gt;
**&#039;&#039;&#039;Optional:&#039;&#039;&#039; +1 Troops, +1 Elites, +1 Fast Attacks, +1 Heavy Support&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Leviathan Force Organization Chart&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This could be hilarious... you get ONE UBER DAEMON with a warlord trait, with the ability to add... TWO UBER DAEMONS. All of the traditional rules apply to the primary detachment, so you still get an Aetheric Dominion as well as three Warp Markers. If you don&#039;t get first turn you can play the shell game while your opponent has to guess where the big beastie wil come from. Unfortunately an allied detachment has to be a different faction to the primary detachment, so you can&#039;t just add in more optional daemons (unless you summon them via conjuration powers). Best saved for smaller games where you get to be [[That Guy]] and spend 600+ points on one unit, while your opponent has to spend point taxes on Troops units that literally cannot hurt you &#039;&#039;(like tactical marines)&#039;&#039;. Expect lots of [[Rage]] and nobody to play you ever again.&lt;br /&gt;
*&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1 Leviathan Lord of War&lt;br /&gt;
**&#039;&#039;&#039;Optional:&#039;&#039;&#039; +2 Lords of War&lt;br /&gt;
*Allied Detachment (Optional)&lt;br /&gt;
**&#039;&#039;&#039;Compulsory:&#039;&#039;&#039; 1HQ, 1 Troops&lt;br /&gt;
**&#039;&#039;&#039;Optional:&#039;&#039;&#039; +1 Troops, +1 Elites, +1 Fast Attacks, +1 Heavy Support.&lt;br /&gt;
*Can&#039;t take Fortifications&lt;br /&gt;
*&#039;&#039;&#039;The Leviathan Lord of War:&#039;&#039;&#039; What it says on the tin. He is now your Warlord, is scoring and gains the following Warlord Trait.&lt;br /&gt;
*&#039;&#039;&#039;Legendary Destroyer:&#039;&#039;&#039; The Warlord may fire Overwatch with weapons that AREN&#039;T Primary Weapon or Blast &#039;&#039;(this is lost on Gargantuan Creatures)&#039;&#039;. May Overwatch at different targets, but a single weapon may only Overwatch once per turn &#039;&#039;(YMMV)&#039;&#039; Gains &#039;&#039;Monster Hunter&#039;&#039;, &#039;&#039;Tank Hunter&#039;&#039; and makes enemies take Fear tests on 3D6 and pick the two highest, now we&#039;re talking!.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Army Wide===&lt;br /&gt;
&#039;&#039;&#039;Daemon of the Ruinstorm:&#039;&#039;&#039; Start off pretty basic. &#039;&#039;Fear&#039;&#039; (with immunity to Fear), 5++ invulnerable save, ability to auto-pass regroup and pinning checks, but can never fail morale if they&#039;re outmatched. If they ever fall back, they instead suffer Perils which is on a unique table for them: &lt;br /&gt;
*On a 1, they go WS/BS/I 1, take d3 automatic wounds with no saves, and lose all Warp Charges if casting.&lt;br /&gt;
*On a 2-5, just suffer d3 automatic wounds without saves and both sides get d3+1 warp charges if casting.&lt;br /&gt;
*On a 6, add +1 to WS/BS/I and you gain d3 charges. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parting the Veil:&#039;&#039;&#039; All your daemons are in reserve and instead you place 5&amp;quot; circular markers &#039;&#039;(3 for a main army, 1 for an allied detachment)&#039;&#039; in a clear space 6&amp;quot; from the edges and 12&amp;quot; from other warp markers and objectives. These things do have a use, though, in that they block all infiltrators within 12&amp;quot;, count as impassable terrain and give grant a cover save from shooting as if it was an intervening model. All Daemon models must start the game in reserve, and can &#039;&#039;&#039;only&#039;&#039;&#039; be deployed from a warp marker &#039;&#039;(if there is no space to deploy them, they stay in reserve)&#039;&#039;. On turn 1 units arrive on a 3+, but for the duration of the game you apply no reserve modifiers at all, &#039;&#039;&#039;ever.&#039;&#039;&#039; In addition: &amp;lt;u&amp;gt;All Daemons of the Ruinstorm can re-roll their invulnerable saves if they are within 6&amp;quot; of a warp rift, including your opponents warp rifts.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tides of Madness:&#039;&#039;&#039; The strength and toughness of these units are subject to how long the battle has lasted. While they&#039;re stronger for the first two turns, after turn four they start getting weaker and weaker. Remember that this applies to all shooting attacks as well, since they depend on the user. Make sure you take advantage of the early bonus, since it&#039;s effectively a -1 to wound your units when they arrive, so they are a little bit safer. By the time the game gets to turn seven and a -2 penalty, there aught to be a an apparent winner by that point anyway. It just means you are less likely to steal the game back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malefic Daemonology - The Evolution of Hell:&#039;&#039;&#039; If you happen to use the Malefic Daemonology discipline to summon daemons units from this list onto the tabletop, none of the above rules apply. Instead they get the generic &#039;&#039;Daemon&#039;&#039; and &#039;&#039;Fearless&#039;&#039; rules and are never subject to an Aetheric Dominion. The use of this tactics page is still relevant because a summoned unit can take one Emanation for free when it arrives, and mostly functions the same way as their primary counterpart.&lt;br /&gt;
*This even applies where they are summoned onto a tabletop that already has Daemons of the Ruinstorm in the army. Daemons of the Ruinstorm generally don&#039;t have access to Daemonology powers, but this applies where you might have summoners in a different detachment. So you could conceivably have conjured units be more powerful than their counterparts at the end of the game when the Tides of Madness kicks in.&lt;br /&gt;
&lt;br /&gt;
===Aetheric Dominion===&lt;br /&gt;
First things first, you &#039;&#039;may&#039;&#039; take a Aetheric Dominion, which basically means which [[Chaos God|mysterious intelligence]] your army is representing, there are six. Each gives you access to specific tools, warlord traits, and a new primary objective you can select instead of the normal ones for the scenario. There is no absolute requirement that you take the new objective as in some cases your army selection may favour a different play style, or render some objectives too difficult to achieve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chaos Undivided|Resplendent Terror]]&#039;&#039;&#039;: Your generalist dominion, this lets you select anything from any other dominion, but without any further benefit.&lt;br /&gt;
*&#039;&#039;&#039;Objective:&#039;&#039;&#039; grants 1 VP whenever you destroy an enemy unit or make an enemy unit flee the battlefield. &lt;br /&gt;
*This objective is quite easy to obtain unless you are the unluckiest person alive and can&#039;t destroy units. Points will be scored naturally as the game progresses so you just focus on choosing appropriate targets and rolling dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Khorne|Crimson Fury]]&#039;&#039;&#039;: You give &#039;&#039;Rage&#039;&#039; to your Infantry, Beast, and Cavalry units and &#039;&#039;Rampage&#039;&#039; to your Monstrous and Gargantuan Creatures. All units &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; Declare a charge if they are within 12&amp;quot; of an enemy unit at the start of the Assault phase. Any models can get the &#039;&#039;&#039;Brass Collar&#039;&#039;&#039; emanation. &lt;br /&gt;
*&#039;&#039;&#039;Objective:&#039;&#039;&#039; gives 1 VP for any unit killed in combat (friend or foe), be it from combat, overwatch, or sweeping. &lt;br /&gt;
*Again, an easy objective especially because you can score points by losing. However be aware of especially shooty armies who refuse to get close to you; or going too heavily with your own ranged weapons and accidentally destroying a target you&#039;d rather have destroyed in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tzeentch|Maddening Swarms]]&#039;&#039;&#039;: Your units can all take an extra emanation and have access to the &#039;&#039;&#039;Warp Scions&#039;&#039;&#039; emanation. All units capable of manifesting psychic powers but chose not to do so must roll an extra D6 when taking morale or leadership checks for the rest of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Objective:&#039;&#039;&#039; gives you 1 VP for every unit you kill with a psychic power, netting a +1 bonus if the power used up 4+ power points.&lt;br /&gt;
*This objective can be quite difficult to make work for you, as it really forces you to invest in witchfires rather than any other kind of buff/debuff powers which are probably better for you overall. &lt;br /&gt;
*If you can resist the urge to go all out with psykers, the extra emanation on every unit allows you to really tailor them to fit your needs better than any other. Then just play the mission normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nurgle|Creeping Scourge]]&#039;&#039;&#039;: Your Infantry, Beast, and Cavalry units get &#039;&#039;Feel no Pain (5+)&#039;&#039;, while your Monstrous and Gargantuan units gain &#039;&#039;It Will Not Die&#039;&#039; instead. All units must roll an extra d6 when sweeping or running and pick the lowest. Everyone has access to &#039;&#039;&#039;Miasma of Rot&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Objective:&#039;&#039;&#039; nets you 2 VP at the end of the game for each table quarter that has a warp rift with no enemies within 6&amp;quot; of it, but a friendly daemon is within 6&amp;quot;. This includes enemy warp rifts in a daemon mirror match.&lt;br /&gt;
*Never forget the reroll granted by warp rifts. A rerollable 5+ will block about 55% of wounds, on top of getting Feel No Pain. You will need some units to sit on the rifts for the duration of the game but they will effectively become immovable objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Slaanesh|Lurid Onslaught]]&#039;&#039;&#039;: Your entire army gets &#039;&#039;Hit and Run&#039;&#039;, but now the only cover they will ever benefit from is from Jink. All units can buy &#039;&#039;&#039;Stupefying Musk.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Objective:&#039;&#039;&#039; you score 1 VP for every failed morale check &#039;&#039;(including Fear and Pinning checks, but not regroup checks)&#039;&#039; but if any unit ever passes by rolling a double 1 you lose d3 VP.&lt;br /&gt;
*Remember that ALL daemons cause &#039;&#039;Fear&#039;&#039;? It is possible to rack up multiple VPs from the same unit each turn through successive Pinning &amp;gt; Shooting Morale, &amp;gt; Fear &amp;gt; Combat Morale checks. This might be unlikely, but you have LOTS of avenues for scoring points. However it depends on who your opponent is: Against low Ld Auxilia this will be a winner, but against Talons of the Emperor or [[Ultramarines|certain]] [[Salamanders|flavours]] [[Death Guard|of]] Space Marine, you are probably going to want to skip this objective and play the mission normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Malal|Mirror of Hate]]&#039;&#039;&#039;: Your entire army now hates daemons and psykers and will never ally with anyone. &lt;br /&gt;
*&#039;&#039;&#039;Objective:&#039;&#039;&#039; gives you +1 VP for every daemon or psyker unit you kill, but you lose 1 VP for every daemon or psyker unit you lose. If, at the end of this whole mess, your total score is 0 VP, you&#039;re considered the winner. Because Nihilism.&lt;br /&gt;
*If it wasn&#039;t already obvious, this entire Aetheric Dominion &#039;&#039;really&#039;&#039; requires you to know your opponent in advance, otherwise the benefits are lost. Even against psyker heavy armies like Thousand Sons where you actually do get your &#039;&#039;Hatred&#039;&#039;, it is worth considering whether there are enough units where you can realistically generate a positive score at the end of the game. Otherwise the objective should be just skipped and the mission played normally.&lt;br /&gt;
*Bear in mind that Possessed are neither daemons, nor do they give victory points out under any circumstances. It is &#039;&#039;possible&#039;&#039; to play an army heavy on mortal troops that cannot generate a high negative VP score, but that requires a level of planning that even Tzeentch might be scratching his head at.&lt;br /&gt;
&lt;br /&gt;
===Emanations of Horror===&lt;br /&gt;
Because of how &#039;new&#039; and undocumented daemons were in this age, you have the free reign to build whatever weirdass monstrosities you want using a list of mutations familiar to 4E Tyranids players rather than the gifts of 6/7E Daemons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miasma of Rot&#039;&#039;&#039; &#039;&#039;(Creeping Scourge)&#039;&#039;: Any models in base contact or engaged with a unit with this rule take -1 to their Toughness (or -1 to the AV on all sides if facing a vehicle).&lt;br /&gt;
**The toughness penalty is not cumulative, and does NOT affect Instant Death thresholds. Still a good buy though, as in many cases it provides a +1 to wound bonus against the standard fare.&lt;br /&gt;
*&#039;&#039;&#039;Brass Collars&#039;&#039;&#039; &#039;&#039;(Crimson Fury)&#039;&#039;: Adamantium Will and a 3+ Save. By the Gods, they&#039;ve done it...they brought back the 3E Bloodletters...sorta. Objectively better than Warp-Scaled Hide and frequently cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Stupefying Musk&#039;&#039;&#039; &#039;&#039;(Lurid Onslaught)&#039;&#039;: Any model charged by or engaged with a unit using this rule must test Morale each fight phase or have their Initiative reduced by 1, which is not devastating, but can be useful. &lt;br /&gt;
*&#039;&#039;&#039;Warp Scions&#039;&#039;&#039; &#039;&#039;(Maddening Swarms)&#039;&#039;: Only available to your lower units, but it gives them Brotherhood of Psykers at PL1 and access to either Smite, Flame Breath, Assail, or Psychic Shriek. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crushing Claws:&#039;&#039;&#039; Give your models the &#039;&#039;Rending&#039;&#039; in close combat&lt;br /&gt;
*&#039;&#039;&#039;Flensing Talons:&#039;&#039;&#039; Your models can buy &#039;&#039;Shred&#039;&#039; for cheaper than they can buy the more prevalent &#039;&#039;Rending&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Horned Crown&#039;&#039;&#039;: Grants &#039;&#039;Hammer of Wrath&#039;&#039;, and ups it to d3 hits if the unit already has it.&lt;br /&gt;
*&#039;&#039;&#039;Sundering Fangs&#039;&#039;&#039;: Any model in this unit can give up their attacks to make one big blow at initiative 1 with double their strength (max 10) with &#039;&#039;Sunder&#039;&#039;.&lt;br /&gt;
**It&#039;s worth mentioning that even though this is available to Monstrous Creatures, there is no point in buying it for them. The &#039;&#039;Smash&#039;&#039; rule they have already allows them to double their strength for a single attack, with penetration rerolls, all &amp;lt;u&amp;gt;without&amp;lt;/u&amp;gt; reducing their initiative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bone Shard Harpoons&#039;&#039;&#039;: Cheap ranged attacks. S:User and AP4 with &#039;&#039;Pinning&#039;&#039;.&lt;br /&gt;
**Highly recommended for Lurid Onslaught armies, since every failed pinning check is an extra VP, and a unit can take multiple pinning tests per turn until they actually fail.&lt;br /&gt;
*&#039;&#039;&#039;Corrosive Vomit&#039;&#039;&#039;: Every one per three models can make an S:User AP5 template attack with &#039;&#039;Soul Blaze&#039;&#039;. One per three models means you can now have an entire mob of daemons just laying down the mother of all overwatches against biker gangs. The models chosen to do the shooting may be changed each time the unit it selected to fire.&lt;br /&gt;
*&#039;&#039;&#039;Flaming Ichor&#039;&#039;&#039;: Another shooting attack for every one in five models, now in diet phosphex flavor. 12&amp;quot; S:User AP5 assault 1 small blast with &#039;&#039;Soul Blaze&#039;&#039; and &#039;&#039;Crawling Fire&#039;&#039;. It&#039;s hardly going to wipe out any number of legionaries in an instant, but it&#039;s a dogged persistent thing.&lt;br /&gt;
*&#039;&#039;&#039;Rift Barb&#039;&#039;&#039;: A single model in the unit gets a 12&amp;quot; S+2 AP3 shot with &#039;&#039;Armourbane&#039;&#039; in case you don&#039;t like contending with tanks or dreads up close.&lt;br /&gt;
**Save it for characters, or small units, as otherwise you are paying a lot of points for only one model&#039;s benefit.&lt;br /&gt;
*&#039;&#039;&#039;Spine Volley&#039;&#039;&#039;: The cheap shooting attack. At S-1 AP5 and Assault 2, you&#039;re essentially rapid firing warp bolters for first few turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Wings&#039;&#039;&#039;: Your infantry models are now jump infantry models. Be aware that your monstrous creatures become Jump MC, not Flying MC. &lt;br /&gt;
*&#039;&#039;&#039;Ephemeral Terror&#039;&#039;&#039;: Super cheap. Your unit now suffers no penalties to Initiative when charging through terrain, but returns to base initiative afterwards.&lt;br /&gt;
*&#039;&#039;&#039;Lord of Sorcery&#039;&#039;&#039;: Only available to Daemon Lords, Greater Daemons, and Chosen. Two levels can be purchased for Greater Daemon and Chosen and access to any discipline that isn&#039;t Daemonology. A Daemon Lord can than buy as many level as it wants. The rules state that powers may be &amp;quot;selected&amp;quot; instead of &amp;quot;generated&amp;quot;, so it could be argued that you can choose your powers instead of rolling for them on the tables, but it is likely that this is just another mistake in book 8 and choosing your powers instantly puts you in &#039;&#039;[[that guy]]&#039;&#039; territory, so apply caution.&lt;br /&gt;
*&#039;&#039;&#039;Molten Blood&#039;&#039;&#039;: We&#039;ve seen similar rules here: unsaved wounds deal an S:User AP- hit upon those who inflict it. If you&#039;re going to take this,save it for the Monstrous/Gargantuan Creatures rather than your mook units.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Darkness&#039;&#039;&#039;: Anyone charging your unit can&#039;t get an extra attack. While the big leagues won&#039;t be too broken up by this, the smaller ones will hurt hard.&lt;br /&gt;
*&#039;&#039;&#039;Quicksilver Speed&#039;&#039;&#039;: Units gain &#039;&#039;Fleet&#039;&#039; and &#039;&#039;Move through Cover&#039;&#039;. Can be useful on basic troops, but full use is wasted on over half the army list.&lt;br /&gt;
*&#039;&#039;&#039;Warp-Scaled Hide&#039;&#039;&#039;: A 3+ save for the other daemons, but considerably more expensive for the non-mook daemons.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
*&#039;&#039;&#039;Resplendent Terror&#039;&#039;&#039;: May generate Warlord Trait from any of the other Aetheric Dominion tables.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crimson Fury&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Skull Keeper:&#039;&#039;&#039; Your warlord gains a 6&amp;quot; bubble that increases fight resolutions by D3 for friendly daemons within. Ka&#039;bandha has this.&lt;br /&gt;
**&#039;&#039;&#039;Aegis of Rage:&#039;&#039;&#039; Your warlord gains the ability to Deny the Witch any power that targets your warlord or any friendly unit within 12&amp;quot;, as if they were a psyker of a higher mastery level than the caster. &lt;br /&gt;
**&#039;&#039;&#039;Path of Blood:&#039;&#039;&#039; When your warlord charges, they roll a number of dice equal to their Attack value and choose the two highest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creeping Scourge&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blight Walker:&#039;&#039;&#039; Your warlord and any friendly ruinstorm units within 6&amp;quot; always roll a 6 on Dangerous and Difficult terrain tests.&lt;br /&gt;
**&#039;&#039;&#039;Monolith of Rot:&#039;&#039;&#039; May re-roll all failed FNP and IWND.&lt;br /&gt;
**&#039;&#039;&#039;Pestilent Cloud:&#039;&#039;&#039; 3&amp;quot; bubble that deals D6 S2 AP- hits to all non-ruinstorm units at the end of the Fight sub-phase. Easily the weakest of this bunch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lurid Onslaught:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Inhuman Grace:&#039;&#039;&#039; Warlord&#039;s initiative increases to be equal to the a faster opponent&#039;s in a challenge.&lt;br /&gt;
**&#039;&#039;&#039;Flickering Gait:&#039;&#039;&#039; Warlord and any friendly ruinstorm units within 6&amp;quot; always max their run roll.&lt;br /&gt;
**&#039;&#039;&#039;Loping Charge&#039;&#039;&#039; Warlord and any friendly ruinstorm units within 6&amp;quot; add +1 to their charge rolls. Makes charge range 13&amp;quot; for these units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maddening Swarms:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Font of Madness:&#039;&#039;&#039; Warlord creates +1 Warp Charge. If they aren&#039;t a psyker than they produce D3 warp charges, but you wouldn&#039;t have a non-psyker Warlord, would you?&lt;br /&gt;
**&#039;&#039;&#039;Aetheric Lightning Rod:&#039;&#039;&#039; Your Warlord gains +1 Attack for each unit within 6&amp;quot; that has the Psyker special rule in the Assault phase. At minimum this is +1 Attack.&lt;br /&gt;
**&#039;&#039;&#039;Oracle of Chaos:&#039;&#039;&#039; If your Warlord is alive and on the battlefield, friendly units can re-roll Reserve rolls, as well as table edge rolls for Outflank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mirror of Hate&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;The All is One:&#039;&#039;&#039; Your Warlord can gain the WS and/or Initiative of any Psyker or Daemon they are in a challenge with.&lt;br /&gt;
**&#039;&#039;&#039;Avatar of Hatred:&#039;&#039;&#039; Warlord has perma-Hatred for daemons and psykers.&lt;br /&gt;
**&#039;&#039;&#039;Inimitable Recursion:&#039;&#039;&#039; Your Warlord is given another shot to live upon death. On a roll of a 6 on a D6, they are fully healed and shunted back to [[Warp|Ongoing reserves]]; this ability can trigger multiple times in a game, causing you to give up Slay the Warlord each time.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Daemon Lord:&#039;&#039;&#039; Hardcapped at 0-1, the Daemon Lord is the equivalent of a Praetor for your forces who is always the Warlord when chosen. These guys are the equivalents to your greater daemons as an MC with Strength 8 and WS 6/BS 5 for a good all-rounder.  Of course, his vital importance allows him to drop in guaranteed on the first turn. You must roll normally if you wait until Turn 2+. The Daemon Lord can bring a group of special Daemon Brutes who can take shots for the Daemon Lord like the true bodyguard they are. Your lord can forgo his retinue for the ability to soar among the clouds.  Flying Monstrous Creatures are one of your few ways to deal with Flyers. A Daemon Lord can select from up to three emanations and has &#039;&#039;&#039;NO&#039;&#039;&#039; hardcap on Lord of Sorcery levels. Select Biomancy powers and you can easily have a S10 T9 A8 whirlwind of carnage for starters.&lt;br /&gt;
*Although a Flying Monstrous Creature is not permitted to take a Brute retinue, this restriction does not apply if Wings are taken as an emanation. Allowing a Jump Monstrous Creature to take a retinue of Jump Pack Brutes.&lt;br /&gt;
*Having a Brute retinue also allows an Independent Character to be attached to the unit in the form of a Chosen. This can give your Monstrous Creature &#039;&#039;Preferred Enemy&#039;&#039; and the possibility of an extra psyker granting stacking buffs to the squad and back to the Daemon Lord in turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Greater Daemon:&#039;&#039;&#039; These represent your &#039;&#039;normal&#039;&#039; greater daemons, we all know and love. They can select up to three emanations.&lt;br /&gt;
*The issue here is that you aleady have multiple ways to get Monstrous Creatures in your army and only one way to get Independent Characters. Your first choice of Monstrous Creature should &#039;&#039;always&#039;&#039; be a Daemon Lord or special character as yoir centerpiece, leaving you only two more HQ slots in a regular FOC. If you were going to take a monstrous creature with wings then a Shrike would save you the HQ slot for more Chosen to attach to squads and provide buffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Daemon Chosen:&#039;&#039;&#039; These are your Heralds. Your only Independent Character capable of joining other units and with certain powers can make a unit that is very hard to remove. At the start of the game, they can select a &#039;&#039;Preferred Enemy&#039;&#039; of choice which will then confer on the squad, so be sure and chose emanations for everyone that fits them best. The Chosen can take three emanations of his own and is one of few units that can be a full blown psyker.&lt;br /&gt;
*While it might seem counter intuitive, it might be best to take emanation options that don&#039;t turn Chosen into death machines. A single Chosen is actually weaker than a Daemon Brute, so they aren&#039;t exactly centrepiece units, you have Monstrous Creatures for that. Being a psyker is obviously your first choice, but a spare ranged attack would also not go amiss.&lt;br /&gt;
*Aim for psychic disciplines that buff the squad they are attached to, such as Biomancy (Endurance) or Divination (Forewarning). When coupled with Preferred Enemy your Chosen can be more useful as a force multiplier compared to an expensive Greater Daemon who will be more inclined to buff themselves or just shooting MIND-BULLETS as opposed to enhancing their friends.&lt;br /&gt;
*Do note that thanks to the wording, they can choose to have Terminal Lucidity Injectors, but can&#039;t qualify for any other psyarkana due to not being Legiones Astartes or being able to swap wargear.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
&#039;&#039;&#039;[[Ka&#039;bandha]], Daemon General of Signus:&#039;&#039;&#039; Ka&#039;bandha costs over twice as much as a generic Daemon Lord, but for that you get WS9, T7, 8W, I6, 7 Attacks, and a 3+ save, as well as Sunder and It Will Not Die. His Emanations are preset as Horned Crown, Brass Collar, and Molten Blood. He adds +1 to the number of attacks he and allied models within 12&amp;quot; make from Rampage and also gets 4++ when in a challenge, and just in case something survived combat with him in a previous assault he can place a Hellstorm template that hits anything that it covers with S6 AP- attacks equal to the number of wounds he scored in that last fight sub-phase.&lt;br /&gt;
*If an enemy army includes Sanguinius, Ka&#039;bandha gains Preferred Enemy and Hatred against him and gains a new Secondary Objective; if Ka&#039;bandha defeats Sanguinius in a challenge he gains 2 VP, but loses 1 VP if Sanguinius defeats him. More thematic than anything else, but it&#039;s something to take note of. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Samus#In Warhammer 40,000|Samus]] Unbound, Daemon Prince of the Ruinstorm:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cor&#039;Bax Utterblight Unbound, Daemon Prince of the Ruinstorm:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elite===&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Daemon Brutes:&#039;&#039;&#039; Your ONLY option. While not quite as strong as a Greater Daemon, these guys are still plenty strong for Infantry and possess three wounds each. In addition, you can buy up to three of these guys to act as a bodyguard for your footslogging Daemon Lord, giving a massive wall of bodies. Can guarantee to materialize in the mortal realm on the first turn. Up to two Emanation options.&lt;br /&gt;
*The auto arrive turn one cannot be overstated enough. In an army where you will pretty much be deploying nothing on the board, these guys stop you losing turn one right off the bat due to bad dice rolls or oppression from afar. Even though they start the game with Toughness 7, give them Warp Scaled Hides or Brass Collars for the 3+ save right away, just do it. These guys are basically Castellax without the guns. Taking a couple of units of these with a 3+ and &#039;&#039;Rending&#039;&#039; gives you some really durable units turn one that can crump mortals pretty reliably. Other emanations are good, but you really want that armour save if you can, otherwise you&#039;re at the mercy of autocannons and heavy bolters which are a lot more common than you think.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Lesser Daemons:&#039;&#039;&#039; Your basic foot infantry, starting at 60 points for five daemons with two wounds and two attacks with fours in the rest for 12 points each, while this seems cheap for a pretty good stat line buying emanations can rack up the points really quickly. A squad of 10 is 5 points cheaper than a 10 man tactical squad, and at 20 daemons, they only cost 15 points more than the equivalent in tacticals. The differences are that these have +1 attack, +1 wound, a 5+ invulnerable save and a 4+ save... Adding the usual brass collars/warp scaled hide and flensing talons, a squad of 20 costs 400 points, but is comparable to a squad of 20 terminators, as their 2 wounds roughly makes up for the terminator&#039;s improved armour save, however these get S5 and T5 for the first two turns, making them one of the most effective deathstars in the game and an unbelievable troops choice!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Daemon Beasts:&#039;&#039;&#039; Despite having better statlines compared to Lesser Daemons, they only come in squads of 3-10 and have the same number of wounds and attacks with fewer available models, it&#039;s only a +1 Strength/Toughness difference so don&#039;t really expect them to mulch their way through big units or create tarpits as the game progresses. The fact they are Beast-type units means you now have a fast moving choice which can be useful even if you&#039;re not using one of your weird objectives since they can happily deny an objective. It also allows you to set them up as troubleshooters that are able to react quickly and get where they need to be for a counter charge. Because of the inherent rules of Beasts, the Quicksilver Speed emanation is completely redundant on this unit.&lt;br /&gt;
*Giving your beasts Rending and 3+ saves is a good shout if you don&#039;t have anything more specific planned for them, as heavy bolter fire will delete these guys without a decent save. &lt;br /&gt;
*Sundering Fangs might be a more focused choice, as you are only losing one attack each to effectively gain a S10 attack that rerolls armour penetration until turn 5, turning them into fast moving tank hunters. Against anything else, their higher toughness should also help them weather the first strike to ensure they actually get a chance  to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Daemon Swarms:&#039;&#039;&#039;  Adorable little balls of demonic goodness, with four wounds a base, these guys are great for tarpits and holding backfield objectives if you are crazy enough to play the objectives like a real astartes! Beware when it gets to the later turns of the game as these guys getting ID&#039;d by bolter fire is funny for approximately 0.12seconds then it becomes soul draining.&lt;br /&gt;
*Don&#039;t try to get these guys into combat, you don&#039;t really have the stats to seriously take on anything, spending more points on it would probably not help you as much as you think; you only get one choice of emanation so you should make it count. That time you got six Rending attacks for each model might be funny, but realistically your squad is going to get squished in short order and other units can throw out more/better attacks with more bodies. With fewer models at least their emanations don&#039;t cost so much. Take 3+ armour to keep them standing where possible, or daemonic wings to help them move around.&lt;br /&gt;
*With only Strength 2 these units will dissolve automatically at turn 7 due to the Tides of Madness rule. This is worth bearing in mind for objectives and victory points purposes.&lt;br /&gt;
*They probably work best in Maddening Swarm Dominions, as the extra emanation and the ability to become psykers turns what is essentially a throwaway unit into something with a lot more bite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Possessed:&#039;&#039;&#039; Your choice of auxilia or legionaries hosting neverborn with no mixing between the choices. Throw them in as disposable chaff: they are only Support Units, they don&#039;t benefit from any Aetheric Dominion, they will never score &#039;&#039;(irrelevant if you are using special objectives)&#039;&#039; and they are barred from joining Independent Characters. Despite all of that, they are your only unit in the whole army that has ranged weapons by default and they have a rather nice variety of options, including being your only venue for melta, plasma, and Fists/Thunder Hammers (for legionaries), so they are going to be your only troops choice that can realistically deal with vehicles. Your enemy scores nothing from killing them, and having them allows you to have a presence on the board until your daemonic legions enter the field. They can also deny objectives too, so bear that in mind. &lt;br /&gt;
*Deploying normally also makes them useful for defending Warp rifts if you decided to set them up in your own deployment zone.&lt;br /&gt;
*While they appear equivalent to Auxilia/Legionaries, try not to think of them that way. They all lost a point of Initiative in the act of possession, so most instances they will be striking last in close combat. They don&#039;t have any other supporting benefits such as &#039;&#039;Provenances&#039;&#039; or &#039;&#039;Legiones Astartes&#039;&#039;, no access to transports or any cool wargear to enhance them in any particular way means they will perform below your expectations. They do have all Ld9 at least, so are competent enough to be trusted to hold a position, but they are probably going to swept up in the first combat they lose. It is best to think of them as classic skirmisher units: get them into a position your enemy wants and harass them with a few shots, forcing the other player to deal with them. A couple of turns shooting/assaulting a unit that gives him no victory points is another couple of turns your own Daemons have to get into a better position for a charge.&lt;br /&gt;
*Ask yourself if you even really need to spend the points on Space Marines when you could just have more disposable men, or another squad, for the same cost as the upgrade. Get them into a position with cover and lascannons or plasma will treat them all the same way in the end.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Ruinstorm Daemon Cavalry:&#039;&#039;&#039; They cost the same as Daemon Beasts but have a weaker statline, dropping -1 S/T in order to gain an extra attack. Could be good when coupled with a certain Emanations and Dominions as the extra attacks are more likely to trigger Rending. They already have Hammer of Wrath, so a good candidate for Horned Crown for extra hits &#039;&#039;(but remember Hammer of Wrath doesn&#039;t benefit from any other special rules like Rending)&#039;&#039; Contend with a Flying Monstrous Creature in the limited FA slots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruinstorm Daemon Shrike:&#039;&#039;&#039; Very similar to Daemon Princes of old, minus psychic shenanigans, the Shrike is a flying monstrous creature that will be in your opponents backfield in no time. Vector Strikes coupled with Rift Barbs is one of the few sources of anti-air you can muster. Can select from two of the emanations.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&#039;&#039;&#039;Greater Ruinstorm Daemon Beast:&#039;&#039;&#039; A cheap MC that has +1 Strength over a HQ Greater Daemon, but are otherwise inferior in every other respect. Greater Daemons even use the second tier of emanation upgrades where Greater Beasts use the third, meaning that most &#039;&#039;(but not all)&#039;&#039; upgrades are more expensive for these Heavy Support choices, and they can never take wings... However, Daemon Beasts are cheaper per model and can be taken in squads, allowing you to have lots of big monsters in your army if you choose and [[Distraction Carnifex|nothing quite puts a scare on]] as as much as a squad of big beasts barreling down on something.&lt;br /&gt;
*Great Beasts get three emanations, but any option you buy has to be applied to each member of the unit, and these guys use the most expensive tier of pricing. So even though you can have three of these for the same price as a Behemoth below, you have to then pay three times the cost for each upgrade. Remember all the rules that come stock on &#039;&#039;Monstrous Creatures&#039;&#039; and that they are affected by the Aetheric Dominion of the army, so realistically they have all the tools you will ever need right there. &lt;br /&gt;
*Consider carefully whether your upgrades will actually give you any significant benefit before spending on them: &#039;&#039;Shred&#039;&#039; and &#039;&#039;Rending&#039;&#039; are largely lost on models that already ID marines on 2+ that ignore armour; and with Initiative 3 they aren&#039;t usually going to be striking first, even if they took Ephemeral Terror &#039;&#039;(Assault Grenades)&#039;&#039; so don&#039;t waste your points.&lt;br /&gt;
*S8 means Rift Barbs are S10 if you feel you need some ranged anti-tank, though bearing in mind that if you take them in a squad, that costs 45 points for only one shot, since only one model is allowed to fire. As an alternative: while Spine Volleys are generally the worst ranged option in the army on other units, when taken here it becomes several shots at S7-8 depending on the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Daemon Behemoth:&#039;&#039;&#039; A monstrosity that is between a monstrous creature and a gargantuan one; as such it already has many of the tools you already want it to have to do its job, such as AP2 attacks that cause Instant Death &#039;&#039;(most of the time)&#039;&#039;. T7 and W10, [[Awesome|you are immune to bolter fire for the first two turns of the game]] &#039;&#039;(thanks to the T+1 coming from the Tides of Madness)&#039;&#039;, along with a rule that normally belongs to Gargantuan creatures, the Behemoth is the only non-character MC that won&#039;t get gibbed by Instant Death so this bad boy won&#039;t be leaving the game for a while. At I2 you get to strike before those Power Fists and Thunder Hammers that might actually threaten you, so you only really need to worry about Primarchs and their equivalents, and how you fare against things like Lascannons and Melta. This all means that you can relax when it comes to choosing your Emanations rather than trying too hard thinking about how to customise them.&lt;br /&gt;
*As a single model with a base S8, it means that the Behemoth is probably one of the better candidates for the Rift Barb emanation. Capable of firing off a S10 Armourbane shot before you follow it up with a charge &#039;&#039;(and you will be in charge range)&#039;&#039;. &lt;br /&gt;
*Consider Molten Blood as one of your emanations. For every wound this bad boy takes you will cause an automatic hit S8 hit. Yes, the enemy still gets his save, but that is instant death for Space Marines up until the 5th turn of the game. The fact you have ten wounds means there are a lot of chances for the enemy to fail their saves and fall down dead.&lt;br /&gt;
*Spending on the 3+ save probably depends on whether you want to splurge on the points. It&#039;s practically impossible to tarpit you for the first two turns, and anything that has a good chance of actually hurting you will probably be ignoring a basic armour save anyway.&lt;br /&gt;
&lt;br /&gt;
===Lord of War===&lt;br /&gt;
&#039;&#039;&#039;Ruinstorm Arch Daemon:&#039;&#039;&#039; And here they are. The real motherfuckers. The Exalted Greater Daemons. 10 wounds, S9/T8, and 6 attacks on a gargantuan creature with an innate 4+/5++ save for prices beyond most Primarchs at 600 points. Unlike the other daemons, these monstrosities get their own list of emanations to buy up to three of. Your Arch Daemon can also change it&#039;s type from Gargantuan Creature to the even more impressive Flying Gargantuan Creature for only a &amp;lt;strike&amp;gt;modest&amp;lt;/strike&amp;gt; a lot amount of points. No more do you have to worry about being the focus of your enemies armies, while you move towards their line. And don&#039;t forget some of your your gargantuan creature rules : smash giving you AP2, FNP 5+, fearless, fear...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Super-duper ultimate emanations of the dead :&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Lord of Chaos&#039;&#039;: Increasing this daemons invulnerable save to 4++ to shooting and 3++ in combat. More reason for primarchs to run away from you. &lt;br /&gt;
***&#039;&#039;Always take this, seriously this is your go-to upgrade.&lt;br /&gt;
**&#039;&#039;Reaper of Souls&#039;&#039;: Trade your attacks for a number of attacks equal to any one enemy unit you are in combat at half strength. Coupled with your stomps you aren&#039;t getting tarpitted.&lt;br /&gt;
**&#039;&#039;Breaker of Titans&#039;&#039;: The gargantuan equivalent of a titan-stomp. Halve the number of attacks they have to slap the targets with Destroyer hits. Do save this to crush titans (of course) and annoying primarchs.&lt;br /&gt;
**&#039;&#039;Font of the Warp&#039;&#039;: Gain Psyker ML4 and adding your current remaining wounds to your warp pool instead of your psyker level. Still can&#039;t use Daemonolgy powers though. This is the single most expensive upgrade available at 100 points.&lt;br /&gt;
**&#039;&#039;Wound in Reality&#039;&#039;: Self-Destruct mode activate! If Beyond  Death prevents your daemon from dying, this is how they die in the most spectacular way possible. Like Catastrophic Damage bad.&lt;br /&gt;
**&#039;&#039;Beyond Death&#039;&#039;: You get a security policy for your big bad daemon dying like a bitch. Upon dying, you have a 50% chance of recovering d6 wounds. This is plenty expensive, but it means that this thing can hang around for a little longer to kill.&lt;br /&gt;
**&#039;&#039;Torrent of Unreality&#039;&#039;: Your first shooting power grants an S6 AP4 Hellstorm attack with Soul Blaze. It&#039;ll cook hordes of auxilia, and it&#039;s still able to safely harm legionaries.&lt;br /&gt;
**&#039;&#039;Warp Burst&#039;&#039;: Your second shooting attack gives an S8 AP4 assault 1 massive blast. While legionaries can save on this, it&#039;s pretty much overkill on them.&lt;br /&gt;
**&#039;&#039;Rend Time and Space&#039;&#039;: You can place another rift marker within 6&amp;quot; of the table edges and 2&amp;quot; from the model, giving you a possible means to deploy from the middle or from enemy territory. Be wary though, you can&#039;t be engaged when doing this and it only happens at the end of your turn. &lt;br /&gt;
***This can be used to gain an additional VP for Creeping Scourge objective.&lt;br /&gt;
***Even if you have nothing left in reserves, remember that Warp Markers grant rerolls to invulnerable saves, meaning you have effectively thrown down a sanctuary for your remaining units. Combo with Lord of Chaos and when this goes down at the end of your turn you will have made yourself practically invincible.&lt;br /&gt;
**&#039;&#039;Warp-forged Plate&#039;&#039;: Gain equivalent to artificer armor.&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
&lt;br /&gt;
At the time of release of Book 8 Malevolence, many models from the classic Citadel and Forge World ranges were variously compatible or incompatible with the base size chart given for Daemons of the Ruinstorm. The base size chart helps to encourage but also standardize custom modeling to keep things reasonable while still allowing plenty of (if not complete) freedom. However, it also makes things tricky for people with existing Citadel and Forge World Daemons-range models who want to get representations of their choice of units on the table as quickly and easily as possible.&lt;br /&gt;
&lt;br /&gt;
So here is an (incomplete) table of compatible models. Expect this to be a controversial list and subject to a lot of revision; but remember that these are almost entirely opinions, and not authoritative. Many players will create all kinds of interesting conversions, and many opponents will not very strictly care about exact base sizes. Conversely, some players may find, for example, Beastmen/Lizardmen/Skaven/Ghoul models to better represent Militia and Cults forces, and not be appropriate models for representing Daemons lists (unmodified); similarly, Chaos Space Marine Daemon Engines may not be appreciated without extensive conversion work.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Unit !! scope=&amp;quot;col&amp;quot; | Appropriate Daemons-range models on the correct base !! scope=&amp;quot;col&amp;quot; | Appropriate Daemons-range models needing a different base to the one they come with !! scope=&amp;quot;col&amp;quot; | Potentially appropriate models from other ranges&lt;br /&gt;
(that may or may not need rebasing and/or conversion)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Unique Units&lt;br /&gt;
| &lt;br /&gt;
* Samus&lt;br /&gt;
* Cor’bax Utterblight&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Daemon Lord (130 mm)&lt;br /&gt;
| &lt;br /&gt;
|| &lt;br /&gt;
* Daemon Primarch Magnus (don&#039;t question it)&lt;br /&gt;
* Daemon Primarch Mortarion (don&#039;t question it)&lt;br /&gt;
|| &lt;br /&gt;
* Buebolos (Tamurkhan)&lt;br /&gt;
* Warpfire Dragon&lt;br /&gt;
* Carmine Dragon&lt;br /&gt;
* Skaarac&lt;br /&gt;
* Dragon&lt;br /&gt;
* Black Dragon&lt;br /&gt;
* Morathi&lt;br /&gt;
* Treelord&lt;br /&gt;
* Alarielle&lt;br /&gt;
* Verminlord&lt;br /&gt;
* Balrog&lt;br /&gt;
* Kings of War Archfiend of the Abyss&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Greater Daemon (130 mm)&lt;br /&gt;
| &lt;br /&gt;
* Great Unclean One (Greater Daemon of Nurgle)&lt;br /&gt;
* Keeper of Secrets (Greater Daemon of Slaanesh)&lt;br /&gt;
|| &lt;br /&gt;
* Bloodthirster (Greater Daemon of Khorne)&lt;br /&gt;
* Skarbrand&lt;br /&gt;
* Lord of Change&lt;br /&gt;
* Kairos Fateweaver&lt;br /&gt;
|| &lt;br /&gt;
* Mazarall the Butcher&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Daemon Chosen (32 mm)&lt;br /&gt;
| &lt;br /&gt;
* Herald of Slaanesh&lt;br /&gt;
* Poxbringer (Herald of Nurgle)&lt;br /&gt;
* Sloppity Bilepiper&lt;br /&gt;
* Changecaster (Herald of Tzeentch)&lt;br /&gt;
|| &lt;br /&gt;
* Bloodmaster (Herald of Khorne) [Plastic]&lt;br /&gt;
* Skulltaker&lt;br /&gt;
* The Masque&lt;br /&gt;
* Infernal Enrapturess&lt;br /&gt;
* Spoilpox Scrivener&lt;br /&gt;
* Herald of Nurgle (Mamon)&lt;br /&gt;
* Exalted Flamer of Tzeentch&lt;br /&gt;
* The Changeling&lt;br /&gt;
|| &lt;br /&gt;
* Branchwych&lt;br /&gt;
* Kings of War Abyssal Champion&lt;br /&gt;
* Kings of War Mau`Ti-Bu-Su&lt;br /&gt;
* Kings of War Seductress&lt;br /&gt;
* Kings of War Banshee&lt;br /&gt;
* Kings of War Shade&lt;br /&gt;
* Deadzone/Warpath 1st Gen Mutant&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Daemon Brute (50 mm)&lt;br /&gt;
| &lt;br /&gt;
* Plague Ogryns &lt;br /&gt;
* Chaos Spawn &lt;br /&gt;
* FW Daemon Brutes&lt;br /&gt;
|| &lt;br /&gt;
* Daemon Prince (Metal/Finecast)&lt;br /&gt;
* Daemon Prince of Nurgle&lt;br /&gt;
* Decimator&lt;br /&gt;
* Be’lakor&lt;br /&gt;
* Uraka The Warfiend&lt;br /&gt;
* Mamon Transfigured&lt;br /&gt;
* Epidemius&lt;br /&gt;
|| &lt;br /&gt;
* K&#039;Daai Fireborn&lt;br /&gt;
* Plague Ogres&lt;br /&gt;
* Bile Trolls&lt;br /&gt;
* Skin Wolves&lt;br /&gt;
* Dragon Ogres&lt;br /&gt;
* Kroxigor&lt;br /&gt;
* Drycha Hamadreth&lt;br /&gt;
* Kurnoth Hunters&lt;br /&gt;
* Crypt Horrors&lt;br /&gt;
* Trolls&lt;br /&gt;
* Aberrants&lt;br /&gt;
* Dwellers in the Dark&lt;br /&gt;
* Kings of War Lesser Obsidian Golems&lt;br /&gt;
* Kings of War Molochs&lt;br /&gt;
* Kings of War Efreet&lt;br /&gt;
* Kings of War Despoiler&lt;br /&gt;
* Kings of War Warlock&lt;br /&gt;
* Kings of War Nightstalker Butchers&lt;br /&gt;
* Deadzone/Warpath Abberations&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Lesser Daemons (32 mm)&lt;br /&gt;
| &lt;br /&gt;
* Bloodletters of Khorne&lt;br /&gt;
* Plaguebearers of Nurgle&lt;br /&gt;
* Pink Horrors of Tzeentch&lt;br /&gt;
* Flamers of Tzeentch&lt;br /&gt;
|| &lt;br /&gt;
* Daemonettes of Slaanesh&lt;br /&gt;
* Blue Horrors of Tzeentch&lt;br /&gt;
* Brimstone Horrors of Tzeentch&lt;br /&gt;
* Furies&lt;br /&gt;
|| &lt;br /&gt;
* Dryads&lt;br /&gt;
* Tree-Revenants&lt;br /&gt;
* Spite-Revenants&lt;br /&gt;
* Ripperdactyls&lt;br /&gt;
* Witch Elves&lt;br /&gt;
* Kings of War Lower Abyssals&lt;br /&gt;
* Kings of War Succubi&lt;br /&gt;
* Kings of War Gargoyles&lt;br /&gt;
* Kings of War Tortured Souls&lt;br /&gt;
* Kings of War Nightstalker Spectres/Scarecrows&lt;br /&gt;
* Kings of War Nightstalker Reapers&lt;br /&gt;
* Kings of War Nightstalker Phantoms&lt;br /&gt;
* Kings of War Nightstalker Horrors&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Possessed (Auxiliary)&lt;br /&gt;
| &lt;br /&gt;
* Traitor Guardsman (Blackstone Fortress)&lt;br /&gt;
* Traitor Guardsman (Forge World Cadian Upgrade)&lt;br /&gt;
* Any Guardsman&lt;br /&gt;
|| &lt;br /&gt;
* Chaos Cultists&lt;br /&gt;
* Poxwalkers&lt;br /&gt;
|| &lt;br /&gt;
* Deadzone/Warpath 3rd Gen Troopers&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Possessed (Solar Auxilia/Legionary)&lt;br /&gt;
| &lt;br /&gt;
* Any Space Marine models&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Daemon Beasts (40 mm)&lt;br /&gt;
| &lt;br /&gt;
* Gellerpox Nightmare Hulks&lt;br /&gt;
* Beasts of Nurgle&lt;br /&gt;
* Fiends of Slaanesh&lt;br /&gt;
|| &lt;br /&gt;
* Chaos Spawn&lt;br /&gt;
|| &lt;br /&gt;
* Chaos Warhounds&lt;br /&gt;
* Melusai&lt;br /&gt;
* Fimir&lt;br /&gt;
* Juggernauts of Khorne&lt;br /&gt;
* Khinerai&lt;br /&gt;
* Bullgors&lt;br /&gt;
* Rat Ogres&lt;br /&gt;
* Dire Wolves&lt;br /&gt;
* Kings of War Hellhounds&lt;br /&gt;
* Kings of War Nightstalker Shadowhounds&lt;br /&gt;
* Deadzone/Warpath 2nd Gen Mutants&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Daemon Swarms (40 mm)&lt;br /&gt;
| &lt;br /&gt;
* Nurglings&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
* Rat Swarms&lt;br /&gt;
* Kings of War Nightstalker Needlefangs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Daemon Cavalry (70×25 mm Oval Bases)&lt;br /&gt;
| &lt;br /&gt;
|| &lt;br /&gt;
* Seekers of Slaanesh&lt;br /&gt;
|| &lt;br /&gt;
* Bull Centaur Renders&lt;br /&gt;
* Wolf Rats&lt;br /&gt;
* Cold Ones&lt;br /&gt;
* Varanguard&lt;br /&gt;
* Chaos Knights&lt;br /&gt;
* Centigors&lt;br /&gt;
* Fangmora Eels&lt;br /&gt;
* Dracolines&lt;br /&gt;
* Kings of War Abyssal Horsemen&lt;br /&gt;
* Kings of War Hellequins&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Daemon Shrikes (60 mm)&lt;br /&gt;
| &lt;br /&gt;
* Daemon Prince (Plastic)&lt;br /&gt;
* Greater Blight Drone of Nurgle&lt;br /&gt;
* Plague Drones of Nurgle&lt;br /&gt;
* Screamers of Tzeentch&lt;br /&gt;
|| &lt;br /&gt;
|| &lt;br /&gt;
* Chimera&lt;br /&gt;
* Cockatrice&lt;br /&gt;
* Morghast&lt;br /&gt;
* Phoenix&lt;br /&gt;
* Kings of War Nightstalker Mind-Screech&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Greater Daemon Beasts (100 mm)&lt;br /&gt;
| &lt;br /&gt;
* Gigantic Chaos Spawn&lt;br /&gt;
|| &lt;br /&gt;
* Spined Chaos Beast&lt;br /&gt;
* Mutalith Vortex Beast/Slaughterbrute&lt;br /&gt;
* Horticulous Slimux&lt;br /&gt;
* Forgefiend&lt;br /&gt;
* Maulerfiend&lt;br /&gt;
|| &lt;br /&gt;
* Brood Horror&lt;br /&gt;
* Warpgnaw Verminlord&lt;br /&gt;
* Troggoth Hag&lt;br /&gt;
* Maggoth&lt;br /&gt;
* Jabberslythe&lt;br /&gt;
* Cygor/Ghorgon&lt;br /&gt;
* Manticore&lt;br /&gt;
* Hydra&lt;br /&gt;
* Magmadroth&lt;br /&gt;
* Bastiladon&lt;br /&gt;
* Carnosaur&lt;br /&gt;
* Troglodon&lt;br /&gt;
* Leviadon&lt;br /&gt;
* Allopex&lt;br /&gt;
* Giant&lt;br /&gt;
* Dread Abyssal&lt;br /&gt;
* Stonehorn/Thundertusk&lt;br /&gt;
* Arachnarok Spider&lt;br /&gt;
* Kings of War Greater Obsidian Golem&lt;br /&gt;
* Kings of War Great Winged Halfbreed&lt;br /&gt;
* Kings of War Nightstalker Terror&lt;br /&gt;
* Kings of War Nightstalker Fiends&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Daemon Behemoth (170×105 mm Oval Base)&lt;br /&gt;
| &lt;br /&gt;
* Soul Grinder&lt;br /&gt;
* Plague Hulk of Nurgle&lt;br /&gt;
* Kytan&lt;br /&gt;
|| &lt;br /&gt;
* Defiler&lt;br /&gt;
|| &lt;br /&gt;
* Cinderbreath (Drazhoath the Ashen)&lt;br /&gt;
* Magma Dragon&lt;br /&gt;
* Basilisk&lt;br /&gt;
* Merwyrm&lt;br /&gt;
* Dread Maw&lt;br /&gt;
* Dread Saurian&lt;br /&gt;
* Shar&#039;tor the Executioner&lt;br /&gt;
* Glottkin&lt;br /&gt;
* Stardrake&lt;br /&gt;
* Cauldron of Blood&lt;br /&gt;
* Hell Pit Abomination&lt;br /&gt;
* Zombie Dragon&lt;br /&gt;
* Kings of War Abyssal Chroneas&lt;br /&gt;
* Kings of War Nightstalker Shadowhulk&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ruinstorm Arch-daemon&lt;br /&gt;
| &lt;br /&gt;
* An’ggrath The Unbound Exalted Greater Daemon Lord of Khorne&lt;br /&gt;
* Scabeiathrax The Bloated Exalted Greater Daemon Lord of Nurgle&lt;br /&gt;
* Aetaos’rau’keres Exalted Greater Daemon Lord of Tzeentch&lt;br /&gt;
|| &lt;br /&gt;
* Zarakynel Exalted Greater Daemon Lord of Slaanesh&lt;br /&gt;
|| &lt;br /&gt;
* Lord of Skulls&lt;br /&gt;
* Skalok&lt;br /&gt;
* Dorghar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other Citadel/Forge World Daemons-range models with no obvious category:&lt;br /&gt;
* Flesh Hounds of Khorne&lt;br /&gt;
* Karanak&lt;br /&gt;
* Bloodcrushers of Khorne&lt;br /&gt;
* Blood Slaughterer of Khorne&lt;br /&gt;
* Plague Toad of Nurgle&lt;br /&gt;
* Blood Throne of Khorne&lt;br /&gt;
* Skull Cannon of Khorne&lt;br /&gt;
** Could possibly be a Greater Daemon Beast with Rift Barb&lt;br /&gt;
* Skullmaster&lt;br /&gt;
* Brass Scorpion of Khorne&lt;br /&gt;
* Cannon of Khorne (Armorcast)&lt;br /&gt;
* Blood Cauldron of Khorne (Armorcast)&lt;br /&gt;
* Exalted Seeker Chariot of Slaanesh&lt;br /&gt;
* Seeker Chariot of Slaanesh&lt;br /&gt;
* Hellflayer of Slaanesh&lt;br /&gt;
* Fluxmaster&lt;br /&gt;
* Fateskimmer&lt;br /&gt;
* Burning Chariot of Tzeentch&lt;br /&gt;
* Feculent Gnarlmaw - Warp Rift&lt;br /&gt;
* The Blue Scribes&lt;br /&gt;
&lt;br /&gt;
==Threats and Counters==&lt;br /&gt;
It should be noted that the Daemons of the Ruinstorm list was designed with several weaknesses in mind, and it&#039;s your job to find ways of working around them. For starters let&#039;s go over the single biggest threat: &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;WATCH THE FUCK OUT FOR INSTANT DEATH WEAPONRY.&amp;lt;/big&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
This needs to be stated, then restated, then carved into your skin next to the Hexagrammic Wards. Why is this so much of an issue for you, even moreso than armies like Talons of the Emperor? Simple, it&#039;s because the Custodes do not have their stats degrade over the course of the battle, and it&#039;s much harder to stack these effects on them. Starting off with cheap troops that are S5, T5 and 2 Wounds sounds awesome, but when they&#039;re going to start getting hit by power fists or similar weaponry in turn 3, or instantly killed by quad-mortars spamming out shatter shells it&#039;s going to be significantly less so. Daemon Swarms have this same problem but in a much worse way, that being as soon as turn 5 hits you can lose the entire unit because bolter fire will instantly kill them (this can also happen turn 3 if they&#039;re anywhere near Sisters of Silence, or if you&#039;re up against Solar Auxilia using Blast-chargers). Most importantly, any kind of Dreadnought with a fist will fuck your day up royally.&lt;br /&gt;
&lt;br /&gt;
Now with that in mind, maybe you&#039;re thinking you&#039;re going to go for the tougher models then, the ones who are T6 base, so even when turn 5 rolls around they&#039;ll still be T5, sounds good right? Well hold on a second, because something a lot of armies can take is Melta Bombs. They don&#039;t seem too bad at first because they&#039;re going to only cause one wound and the models with them can only make one attack after you&#039;ve made yours, what if your opponent is taking Rad Grenades or has either allied in or is playing Mechanicum? All of a sudden that 160+ point T5 model is going to become T4, and they&#039;ll go up instantly to a single successful Melta bomb or Power Fist (naturally this also gets a lot worse if your opponent is using Custodes). This can even happen as early as turn 3 if you&#039;re playing against an army that has at least two of the following: Sisters of Silence, Rad Grenades, Rad Furnaces, a Psyker who rolled up Enfeeble.&lt;br /&gt;
&lt;br /&gt;
As a whole Melta Bombs and Krak Grenades are going to be a great threat because of the sheer number of them the enemy can use against you in melee, especially since even the Krak Grenades are going to outright ignore your native save, forcing you to rely on that 5++. Because of this, don&#039;t write off options like Daemon Brutes just because you can take Greater Daemons, Daemon Shrikes or Greater Ruinstorm Daemon Beasts. A unit of Daemon Brutes might just be infantry (and therefore won&#039;t ignore saves unless you want to try using Crushing Claws), but they&#039;re going to be so much harder to kill compared to the others as your opponent cannot choose to use Krak Grenades/Melta Bombs against them.&lt;br /&gt;
&lt;br /&gt;
As a rule, anything that can ID you from afar needs to go immediately. Adrathic Weapons? Get those involved in combat as soon as possible, preferably by charging them with one of your troops and then a monster so that the monster doesn&#039;t die to lucky overwatch fire. Vindicators? Throw Rift Barbs at them immediately. Even shit that carries anything with the Psi-shock rule needs to go if you&#039;ve bought mastery levels for your Daemons, because you&#039;re going to find those 6-10 wounds evaporating really fucking quickly. If you&#039;re up against Sisters of Silence or those new Destroyer Squads who can spam this shit then taking Font of the Warp for your Arch-Daemon is the equivalent of pissing 700+ points away (on top of losing your Lord of War).&lt;br /&gt;
&lt;br /&gt;
So what else can you do about it? Fortunately for you, there are options. The first is to consider whether or not you really want your Daemon Lords to be flying solo. On the one hand, flying Monstrous Creatures are great and have a lot of additional survivability thanks to everything without Skyfire being forced to snap shot them. On the other hand, Skyfire&#039;s a thing, as are grounding tests, as is the fact that you have to use up an entire turn to change your flight mode and the fact that your stats are only going to get worse. Because of this, if you want a mobile but survivable Daemon Lord who you plan to get into combat, consider getting a few Daemonic Brutes to go with him and giving them all Daemonic Wings (yes you&#039;re just a jump unit).&lt;br /&gt;
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Another thing you can do, if you&#039;re not against somebody ready to spam out Psi-shock, is buy several mastery levels for your Daemon Lord and pick Endurance. Giving your Daemons Eternal Warrior takes away the biggest downside of using them and the Feel No Pain&#039;s going to help a lot with the saves the Krak Grenades are going to force on your monsters. You can also buy Warp-scaled Hide or Brass Collars (even if you&#039;re not up against any Psykers, because it&#039;s cheaper than Warp-scaled Hide) purely because saving a wound on a 3+ is much more likely than it is on a 5+.&lt;br /&gt;
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Another option is to invest in Possessed. They&#039;re your only real choice for ranged AP2 (discounting allies and psychic powers like Smite), they&#039;re cheap, and you can put a ton of models in the unit which translates to a shitload of bodies on the table. Try to go up to Legionairies if you can or get them some sort of cover, just so that the whole squad doesn&#039;t evaporate when a Volkite weapon looks at them funny. The fact that they don&#039;t have their stats degrade over time is also a plus.&lt;br /&gt;
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Finally your last option for dealing with ID weaponry, is to ally in something else that can take care of them for you. Enemy Vindicator? Get Laser Destroyers or squads with Tempest Grenades. Sagittarum Guard? Get your own Vindicator. Worried that your decreased stats will take away from your ability to hold objectives? Get Troops from somewhere else and charge on ahead. Failing this you can also try to mitigate how much your troops get shot by [[DISTRACTION CARNIFEX|adding in something much more immediately threatening]], like a Thanatar or a unit of Castellax. Hell, if you&#039;re playing a large points game your could even go in with [[Anacharis_Scoria|the big boy.]] Also make sure to never forget that you&#039;re technically Sworn Brothers with all Traitors, which means that you can buff them with Warlord Traits and Daemon Chosen. Plasma Support squads are going to be much more deadly for your opponent if you can re-roll Get&#039;s Hot and failed wound rolls, while also providing the ranged AP2 your list lacks. Word Bearers in particular are a good choice since they have access to Malefic Daemonology. &lt;br /&gt;
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===Deployment===&lt;br /&gt;
While the ability to place your &amp;quot;board edges&amp;quot; on the tabletop in advance gives you the reliability to arrive exactly where you want, this is not the same freedom as Deep Striking anywhere on the board. It means that your opponent can see exactly where you are going to arrive too and start preparing:&lt;br /&gt;
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#DO NOT place all your warp markers deep inside the enemy deployment zone surrounded by his men. The LAST thing you want is the enemy to fully encircle your warp markers and prevent your units from arriving... congratulations you just lost the game. Leave yourself a &amp;quot;out&amp;quot; either by placing a marker a bit further away in a safer zone, or give yourself a little bit of extra buffer room with each marker. Consider the table, and consider the objectives in play, even if you aren&#039;t the one abiding by them since you&#039;ll want to cover the bases and deny victory points at the very least. In any case, it might be prudent to place just one marker deep in the enemy deployment zone to force your opponent&#039;s hand and redirect units towards it, expecting to be struck in the back, [[Just as Planned|while your real plan]] is to deploy from the remaining two.&lt;br /&gt;
#So all your melee deathstar units arrived on time and exactly where you wanted them to be? congratulations, your turn is over; your units cannot charge the same turn they arrive, so you do not roll to-hit, do not roll to-wound, and do not pass GO for $200. As much as it might be tempting to pile on with the melee emanations , it doesn&#039;t always help them when they are getting shot at by a player who has a free turn to deal with them. Relying on a Run move might not always be the best option either, as you lose the aura of rerolling saves the instant your models move outside of 6&amp;quot; of the warp marker. &#039;&#039;&#039;This is something you are ALWAYS going to have to deal with&#039;&#039;&#039;, so there is no escaping the fact that you are probably going to lose some models before you get the chance to use them. Just invest in at least some ranged attacks or psychic powers to give you something to do for those critical first turns while your Daemons get themselves into position.&lt;br /&gt;
#Use Possessed. You might want to ignore them because they are crap and this is supposed to be a DAEMONS army. However, you can deploy them normally, they all come with guns, and without upgrades they cost 5 points each. Unless you are playing against Imperial Militia and Cults with Conscripted Levies, you can almost guarantee that they will be cheaper than the unit that is used to kill them. Their whole purpose is to give your opponent something to deal with while you get your Daemons onto the table. Be bold and throw them into stupid situations, the more irresistible the better. While it might not be a great idea to overspend, you can make them Astartes or give them bigger guns, and this only adds to the threat and the amount of attention they need to take from your opponent. Every shot they take is one less directed at something that actually counts and everything that they manage to kill by themselves is a bonus.&lt;br /&gt;
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[[Category: Warhammer Tactics/30k]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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{{Warhammer_30k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:C5B1:DFB5:E2DA:268</name></author>
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